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/40krpg/ 40K RPG General
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For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War. Not the wargame. Not Chapter Master. Or Space Hulk. The Roleplaying game.

Book Repositories (If you're planning o downloading any Rogue Trader materials, read the .txt file in the RT directory.)
https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg
Shield of Humanity PDF
https://mega.nz/#!xlRWBaiI!MmOEkMse0wHVsyLDGbZJVGUXgVEuB9lWSyVl6ZhvgGM

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries. Not updated past DH2 core.
http://www.40krpgtools.com/

40k RPG Combined Armory (v5.43.150418), containing every piece of gear in all five lines. Not updated with any DH2 content.
http://www.mediafire.com/folder/i3akv9qx9q05z

Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.6.0), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things
http://www.mediafire.com/view/kpl4pvkdiidvg6n/Fear_and_Loathing.pdf
http://www.mediafire.com/download/2zfoc5jo7s7vrb5/The_Fringe_is_Yours.pdf

Previous Thread:
>>46829253
>>
seriously that mechanicus weapons thing last thread, wtf
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>>46887339

Not to start shit, but he posted it on Reddit too. They seemed to like it.
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>>46887410
>They seemed to like it

It was a fucking nightmare of poor choices and overpowered bullshit. How did they like it?
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>>46887621
>>46887410
>He posted it on Reddit.

That's how.
>>
Anyone ever created relics or one-off items for their games? Deathwatch deals with relics a lot but has anyone made others?
>>
Used to play DH years and years ago with my friends and I was thinking about running a campaign for my current group of friends. Can someone give me a tl;dr of the difference between the old rules I played by and the new rule set?
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>>46887339
Use it next time you want AdMech adversaries for an Ascension party.
Howerver, I really like the idea of a bonus for recoilless weapons like lasers.
Allow heavy weapons to be fired unbraced on semi- or full-auto burst (for Predator wanabees with a multi-laser), and maybe reduce the BS penalty for firing in full-auto.
Will have to look at plasma and graviton weapons, though. Are they supposed to be recoilless?
On a sidenote, there is no stats for the lascarbine or lascannon in DH2, despite mentions of them in some gear of traits entries. Get your act togheter, FFG!

Nobody commented on my DH2 homeworlds, so I guess they weren't that bad.
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>>46887831
Unnatural (Characteristic) is additive rather than multiplicative. Advancement is no longer rank-based. Shooting is +10/+0/-10 instead of +0/+10/+20. Righteous Fury allows 1d5 rolls on the crit table rather than directly adding damage. You can overwatch with a Single Shot now. There's likely others I forget about.
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>>46887831
Throne Gelt is gone in favor of an abstract wealth system and classes are gone.

The new class system is basically Homeworld->Background->Role. It's better if you trust your party to make good characters with interesting concepts, worse if not because it is easy to make broken bullshit. Though it is an easy game to punish people for trying to munchkin thankfully.

>>46887882
all of what this guy said, plus psykers are more dangerous now because they can't cast fettered and have to roll Phenomenon on any dubs regardless of success, and perils are more common on that table.

And there is some other stuff I can't recall.
>>
>>46887878
Where you the one doing all the homeworlds and backgrounds? They where pretty good.

You should clean them up and put it on a PDF. I'd add it to my games.
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>>46887882
You got Influence as a new characteristic, some subsystems are included/steamlined (requisition instead of $, subtlety, cells, certainly others that I forgot), the xp cost of talents and skills is dependant of your affinities (like in Only War). Roles and backgrounds are separated (instead of choosing the techpriest class, you choose sage with the adeptus mechanicus background).

>>46888003
Nothing to nitpick? I wasn't totally satisfied with some of them.
>You should clean them up and put it on a PDF. I'd add it to my games.
Thanks. My passion being the dregs of mankind, I'm doing a few pages about mutants and abhumans. I'll add the homeworlds to it when it's finished.
>>
>>46887410
>>46887339
>>46887878

Horrific abomination of AdMech weapons guy here.
Thanks for the help, the file started out small but I've been adding to it and it may have spiralled out of control.
Any comments on the non-weapon stuff? Shit which is too horrific to exist as it is and needs to be changed?
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>>46888155
My only nitpick is that I think Schola is better as a Homeworld, kind of like how Highborn is even though it really isn't.

Though I wasn't sure if that was even you arguing for it to be background or not.
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>>46888240

Have you looked in The Fringe is Yours in the OP, and Chivalry Intensifies pdf that's posted around every so oftern? Those have all the Taghmata and Knight gear already in them. If you don't like those two books, you can still use them as a guide.

As a benchmark, The Fringe is Yours is a TT to RPG port, and mixes between medium and high power gear. Chivalry Intensifies is high powered in comparison to The Fringe Is Yours, going by a more fluffy direction, but has more stuff on knights like throne imprints and all.
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>>46888318
>http://www.mediafire.com/download/2zfoc5jo7s7vrb5/The_Fringe_is_Yours.pdf

I haven't actually. Thanks, will take a look at them.
>>
How would you stat the TF2 mercs as reinforcement characters for DH2e?
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>>46888857
The Heavy is an ogryn with a heavy stubber. Sniper is...well, that's obvious enough. The spy becomes woefully underpowered because knives and sneak attacks aren't worth nearly as much, though.
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>>46889158
Could give the spy a special ability that gives him additional d10s per degree of success on a surprised target.
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19th for the agri-world of Lolita
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>>46888857
Engineer is some techpriest and his collection of Tarantula defence turrets.
Pyro is just your average Armageddon Steel Legion guardsman.
Scout is some soon to be dead hive ganger with a large stick.
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>>46889158
Demo man is either a frenzied maniac with an Eviscerator or your standard grenade launcher.
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>>46889510
>either
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/40krpg/, tell me a tale of how it all went to hell.
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>>46890492
Once upon a time there was a nation of happy people. Then Erebus appeared, and fucked everything up. The end.
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>>46890492
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>>46887878
I once did a complete conversion of all AM gear for a campaign, including troops. All based on the tables from The Fringe is Yours and going by fluff.
I considered it strong, but what you have is ourtight ridiculous.
Unfortunately my computer got corrupted by chaos just recently, but I might redo it all at some point.
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>>46890849
>the tables from The Fringe is Yours

You know, for the sheer amount of autism those books and tables contain, I can't begin to say how helpful they've been. If only FFG released something similar.
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>>46890704
Magnificent.
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>>46890849
>>46891183

I'll probably redo the file using those tables, looking through them now and they look like they'll make things really useful. Previously I'd been either basing weapons of the closest other weapon or just trying to make the stats up on the fly.
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>>46890631
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>>46887807

I've created (well, converted) a few Relics into Deathwatch for the Republican Commandos. They're fairly powerful, but one off, and hilariously, they run counter to half the team's builds.

Photonic Blade (Blood Angels)
Melee, 1d10+2E, Pen 12
Fleshbane, Blind, Master-Crafted, Soul Blaze
Two Handed, grants the Fear (1) Trait against enemy in melee combat, or increases the bearer's Fear Rating by +1.

Gladius Invictus (Ultramarines)
Melee, 1d10+8R, Pen 10
Power Field, Balanced, Master-Crafted, Tearing, Shield-Mocker, Duelist's Edge

Burning Claws (Space Wolves)
Melee, 1d10+10E, Pen 8
Power Field, Master-Crafted, Proven (4), Tearing, Armorbane
Add +1 Damage per Degree of Success (+2 when equipped with a pair).

Parthinian Serpent (White Scars)
Basic, 100m, S/-/-, 2d10+9E, Pen 12
Accurate, Master-Crafted, Pinning, Precision Shots, Preternatural Targeting

And the new Qualities...

Shield Mocker: Ignores protective fields, and ignores armor granted from combat shields, storm shields, etc.

Soul Blaze: Upon hit, enemy must test Willpower, or catch fire. Fire inflicts 1d10+4 damage, wounding vs Willpower.

Precision Shots: Enemies suffer a penalty of 5xDoS on BS test to Dodge. Against Hordes or Formations, the bearer may selectively target enemies with a Called Shot option.

Preternatural Targeting: The bearer ignores ALL penalties to his Ballistic Skill test when firing this weapon. Bonuses are applied as normal.

Remember, these are one offs, and each player had to essentially fight for it and go on a spirit quest of their Legion's history to unlock them.
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>>46892873
Wow.
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>>46890849
>>46891183
>>46891899
I actually started redoing it, while I still think it's on the strong side, it's less overpowered and fits in better with non-ascension or deathwatch games.
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What are the dumbest things your party has been afraid of both in and out of character?
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>>46894386
>In character: Laundry list of weird Voidborn superstitions and rituals to ward off horrible Warpy death, 45% made up on the spot to weasel out of excessive work, 50% real, 5% who the fuck knows.
>Out of character: Can't think of anything off hand
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>>46894386

Small local xenos-life forms, Basically tiny, easily frightened pink slugs with somewhat acidic slime which lived in mines..

One dropped onto a guardsman's and he started flailing about, trying to shoot it off his helmet and failing.

Later, they saw another crawling into a narrow and tried to pursue it, falling into what was basically a nest of them and almost dying.

They were there to investigate a mutant cult.
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>>46895690
Did they almost die from the fall or the slugs?
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>>46895739

The fall left them stunned, the slugs let out high pitched squeal and slithered in all directions.

Multiple applications of 1D5 damage to someone who threw away their helmet because it was "Infected with xenos filth" stacks up, especially when the players remain in the pool of slugs frantically slashing with their knives rather than trying to get out of the acid.
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>>46894386
Children. Thanks to that malignancy that gives you irrational nausea.
>>
What kind of challenges will i face taking the Mutant background in Dark Heresy 2e?
I've been told we have a "radial" inquisitor more or less, but just how difficult will it be to deal with "normal" imperial citizens?
Are they mostly fuckwits who don't care/are too afraid to do anything or is every asshole i meet gonna want to kill me?
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>>46894386
>What are the dumbest things your party has been afraid of both in and out of character?

Sealed mechanicus vault hosting a psychic and sentient cogitator located in abandoned necron catacombs under a surface of remote and isolated planet.

Granted, they were unaware of the origin of the catacombs both OC and IC nor the fact what was nested in the vault.

They just stopped breaching the wall as soon as mechanicus sigil emerged under the layer of stone, turned 180 degrees, packed their stuff and sped away in their vehicles, never looking back.

Expected from humans, but they were a sizeable kill-team of mid-level Space Marines.
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>>46894386
Tech-scorn and haywire fields. I guess Warp effects in general. Too many bad events have been caused because of our Psyker player, and much pain has been wrought upon me as a servant of the Omnissiah.
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>>46894386
My last character was afraid of birds and was terrified of fire It was because he had high insanity and corruption and a dick ass teammate shooting me with a fucking flamer and everybody dodging except the guy with 53 Agility.
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>>46897326
>Afraid of birds
>Terrified of fire
>Lord_of_Change_says_hi.webmavi
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>>46897338
He even had a Fearless talent and would take on strong ass mutants and daemons 1v1, but seeing a torch would send him into panic mode.
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>>46897404
Aren't daemons on the list of things Fearless doesn't protect against?
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>>46897001
Hope you punished them with some renown loss and an objective fail.
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>>46897415
That's Jaded that only protects from mundane horrors.

Fearless
>Whether through fervent loyalty or a derangement of the mind, you are impossible to frighten or unnerve. You are immune to the effects of Fear and Pinning, but to disengage from combat or back down from a fight you must first succeed on a Willpower Test.
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>>46897432
Not really, the item had nothing to do with their objective. They punished themselves enough by losing the Librarian after angering the cogitator though.
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>>46897435
Oh right. The two are together so often I forgot.
>>
What is a good Resistance to take in Dark Heresy 2e?
Heat and Poison sound smart.

Is it better to be a big smashy guy using Frenzy and having no dodge or parry or aim for a Castigator/Heavy Stubber/Other bigass weapon if you have a lot of strength?
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>>46897802
Fear. There is no better resistance in game.
Poison being distant second.
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>>46897830
And psychic powers.
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>>46897845
Sorry, you're right. Fear > Psychic Powers > Poison
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>>46897830
Oh! That sounds smart. I'm probably going to have a lot to fear, especially the other Acolytes.

I'm not very experienced with the game, i only played 1e once. Do you have any advice on the "bigass melee frenzy" vs "heavy weapon" thing? I have strength and offence aptitudes, but no defence or finesse and i have one "choose any" so i could take weapon skill OR Ballistics skill. If it matters I'm a chirurgeon, so i can make drugs and whatnot.
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>>46897909
Post all that you have of your character currently.
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>>46897925
I haven't done anything that involves rolls because i want to do that in the presence of the GM so nobody calls me a dirty cheat.
Penal Colony Homeworld
Mutant Background
Chirurgeon Role
Toughness, General, Fieldcraft, Intelligence, Knowledge, Strength, Offence, aptitudes, with toughness coming up twice (Penal + Chirurgeon) so i get another characteristic one of my choice.
Resistance (Fear), Peer (Criminal Cartels), Weapon Training (Low Tech, Solid Projectile) Talents.
Acrobatics, Athletics, Awareness, Intimidate, Logic, Medicae, Scrutiny, Tech-Use, Survival and lores in Chymistry, Underworld, Criminal Cartels and Mutants as skills (spent most of my XP on skills, with 300 left for characteristic advances or talents)
Haven't decided on any gear.
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>>46897991
Unless if you actually pick up BS from your extra aptitude and you get lucky on the roll, you'll likely be shit at actually shooting things. With your setup, I'd recommend picking up Agility for mobility and mobility talents since going melee doesn't do shit if you can't get there and for cheaper Dodge.
Speaking of which, rethink what you're spending your exp on since going with Dodge and Parry = ded character in combat
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>>46898070
But if i take Agility then both my BS and my WS will be shit. 99% of Agility Talents are either Defence or Finesse, neither of which i have so they will still cost quite a bit.
I could certainly cut down Criminal Cartels and Tech-Use.
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>>46898070
>>46898121
Looking over the talent list again maybe you are right, a lot of it uses Fieldcraft which i do have and much of it is pretty darn useful.
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>>46898182
If for whatever reason you wanted to, you could also buy up Operate a bit and get a bike, a trike, or a fucking sentinel with your starting acquisition. I would recommend getting guard flak armor first thing though.
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>>46898297
Update, i contacted my GM and did my rolls.
My "Starting Mutation" as a mutant was "Swollen Brute" and i got 40 on WS so I'm packing a WHOPPING 40 WS, 47 Strength, 45 Toughness lineup.

My DM recommends i pass myself off as a runty Ogryn. Should i still go for Agility or maybe just go all in on Weapon Skill? Weapon Skill would reduce Parry so i could take that instead of Dodge and get a fancy shield.
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>>46898371
Parry doesn't help when someone shoots you and doesn't help with getting into melee closer especially now that you're down 1 AB for movement. Picking Unnatural Agility COULD help with that, but it would otherwise be not that useful.

Since you have 47 Strength now, you're eligible for picking up Bulging Biceps, though if it is worth it or not depends on your BS.

Still, going with WS isn't a bad idea since, well, the melee talents use it but you will pay more for Dodge and Agility.
>>
>>46898371
>>46898520
Also, why did you pick Chirurgeon anyways? What was your idea for this character to do?

>Autocorrect wants to turn Chirurgeon into Neurosurgeon for some reason
Well, I'm sure blades will be interacting with brains in some way.
>>
>>46898556
Well i didn't think I'd get such huge WS and Strength/Toughness. Maybe i should change to some other role? Penitent seems similar, but the loss of knowledge will be the biggest change.

I wanted to make a tough medic that could heal people and still be useful in a fight. I figured i could make combat drugs and stuff too to make myself or others more effective.
>>
>>46887621
Why shouldn't the admech of all groups have access to outrageous small production gear when you have weapons like the Vindicaire rifle+pistol that not only exist, but is fielded to an entire force of specialists?
The IoM is well known to have some ridiculous equipment stockpiled, but rarely used. However, the moment this comes up in play, you howl about how overpowered it is.
>>
>>46898592
There is Crusader with Knowledge, Offense, Strength, Toughness, and Willpower.

What are your other aptitudes at?

One thing that is really good for Crusader is Willpower since you can use the extra aptitude for WS, though with Pentient you could do the same and get WS and Willpower. The Crusader bonus is pretty good though, but the Pentient bonus can be good with high soak.
>>
>>46898704
Also, if you ever pick up Frenzy, get Battle Rage asap because repeated failed rolls to not roid out can result in an assload of damage to the party and allies. Parrying during frenzy is good too.

If possible, get a Best sword or a Best great weapon because +10 to WS for attacks and parrying.
>>
>>46898704
Crusader gets Knowledge, but loses Intelligence. My Aptitudes are Toughness (From Colony) and either Offence or Fieldcraft (From Mutant) I can't really change these (at least not without having to reroll everything) so Role is the only thing i can change.

WS 40, BS 34, S 47, T 45, AG 34(remember i move 1 AG bonus slower though), INT 31, Per 37, WP 28, FEL 31, IFL 23. I burned the reroll on INT because i got snake eyes on that first time.
>>
>>46898733
Well, could see what the other players are making and if any are smart techy dudes, it can be a load off your character. One thing with Toxic (1) from being a mutant is that since you'd have a very high soak from guard flak armor and 4-5 TB, you can afford it in melee with others that if they do damage, they have to make a -10 Toughness test or take 1d10 E damage that isn't reduced by armor or TB.
>>
>>46898849
Wouldn't it be wiser to take Unnatural Agility to basically cancel out my penalty though? I suppose this is really the only way to get Toxic at all...
Anyway i swapped to Penitent so my Aptitudes are now Toughness, Fieldcraft, Intelligence, Agility, Strength, Offence, Weapon Skill, General after swaps. Hopefully i can make a mighty character out of all this!

More likely I will die horribly to an Ork with a Burna or a Cultist with a sniper rifle though.
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>>46898920
Well, Unnatural Agility would basically do only that and help dodge maybe 1 extra hit from a semi/full auto burst or perhaps being a bit sneakier with Stealth.
>>
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Do Dark Eldar count as Chaos?
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>>46898995
No.
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How is Only War for running a game about tank crew?
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>>46896938
>Are they mostly fuckwits who don't care/are too afraid to do anything or is every asshole i meet gonna want to kill me?
Little of both.
The average menial will avoid you entirely, those with some power may/will fuck with you.
If a priest gets wind of you, pray he doesn't rile up a pitchfork crowd.
Most Imperial institutions will refuse to deal with you in any capacity.
>>
>>46897802
Fear/Psychic/Cold+Heat (depending on campaign)/Poison, in that order.
Also, since there is an "Other" slot, I fill it with Fatigue/Stunning/Falling Prone.
>>
okay /40krpg/ I would like some input, I am planning a Dark Heresy 1st Ed game. The plan is that the group will be salvaging archeotech ruins for a Techpriest expedition on the Strank. The plan being to unleash something horrible to require an entire quarantine of the planet pending a full joint Mechanicus/Inquisitorial investigation. During this time I plan to have the players stranded in the swamping marshland days from any real civilization other then primitives and whatever they can scavenge.

I would love some ideas on horrible things that can happen in the swamp, since im Australian I aint got much idea of what can go wrong in that environment.

Any other ideas would be brilliant. I know they will defiantly have to deal with several groups of tribals, which will be fun to showcase the derivatives of worship even among the faithful.
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>>46899042
There are some problems with LR tanks' durability in combat.
Basically, know what you are dealing with.
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>>46899141
Who cares about real swamps?
Quickmud, Fist sized spiders that walk on water and have a very deadly venom (doubles as loot for people into poisons and with survival/chymistry/medicae/whatever) and noxious gases that cause the party to be repulsed by food, leading them to starve themselves unless they make WP checks, possibly even needing Toughness checks not to throw up!
>>
My RP group is mostly people who aren't as into 40K as myself (and one other guy), but I love Dark Heresy and I've only had a few proper sessions. Do you anons think that the rules are solid enough to lend themselves to a different sci-fi setting or does the setting carry the game?
>>
>>46899141
>horrible things that can happen in the swamp
>since im Australian
You already have an idea, you are Australian.
The biggest fears in a swamp is infection and disease. A cut, in a hot, moist environment, can and will infect damn quick. Illnesses such as space malaria/dengue fever are debilitating, if not lethal.
Depending on how much the water table is equal to the soil or above, simply finding dry land and fuel for fire is a challenge.
Creatures are generally smaller, but often poisonous. Reptiles like snakes (often poisonous, such as copperheads and water moccasins) and turtles (look up snapping turtles if you want to see some scary shit, they can get fucking huge) and amphibians are everywhere.
The heat is damn near unbearable, hot, humid until night falls, then it becomes wet and cold.
Mud, man. The mud is everywhere, sucks at your feet constantly, and it fucking STINKS, man, stinks so bad, even worse if there is a shitton of skunk cabbage around. Then you have the bramble bushes with their inch long thorns.
Speaking of plant life, you have rotting vegetable matter everywhere, and can be damn hard to find decent food to eat if you aren't familiar with what is poisonous and what isn't. That fungi there is poison, that one isn't, the only way to tell is one has faint specks on the stem. Better, you have shit like razor grass in the Florida Everglades that will slice your skin and clothes to ribbons unless you walk thru it in a certain direction.
As for larger animals, you will have larger herbivores like deer, smaller carnivores like coyotes, and larger predators, usually a solitary big cat.
Sprinkle 40k on all of this to taste, serve chilled.
>>46899341
Because real swamps are godawful places and require a fairly specific mindset and knowledge to survive for more than a few days.
>>
Why is it easier to requisition a Sentinel than a Great Weapon?
I would have imagined a large walking military vehicle would be harder to get than a big sharpened piece of metal.
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>>46899547
Same reasons why it's easier to get an AR-15 than a battlefield capable katana.
One is massed produced in the billions by a huge military machine, the other is a archaic item that doesn't see much current need or use.
Further, one of them is commonly decommissioned for civilian use as a heavy loader, the other is only a weapon.
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>>46899408
Thank you anon. That is the exact kind of nasty shit I needed to know!
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>>46899166
So other than that it should work out OK?
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>>46899758
There will be some wiggles here and there.
You gotta make sure the entire group can contribute to the game, and I think that is the hardest thing.
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>>46899399
You could try to sell it on them.
DH is fairly modular on how far into the lore you need to go.
I once ran a DH based game where everyone was part of a underhive gang, taking territory, setting up alliances, dodging the law.
It used everything from 40k, except the things that are fronted to make it popular.
How many people know about Necromunda?
>>
>>46899737
You're welcome.
>>
>>46898663

That wasn't the problem. The issue was that the stats for the weapons were off the mark and the special rules got clunky, overpowered and redundant at areas.

Trying to fix it but I'll probably just use the "The Fringe Is Yours" stats for Taghmata weaponry.
>>
I made a to do list for DH2 houserules and conversions. Opinions? Anything horribly redundant (just very redundant is not a problem)?
Homeworlds:
Battlefleet Dynasty
Fortress World
Schola Progenium
Blighted Schola
Inquisition Fortress
Tainted Bloodline
Darkholder
Pleasure World

Backrounds:
Militarum Tempestus
Commissariat
Departmento Munitorium
False Man
Secessionist
Ordo Sicarius
Kasballica (more Mafia-gang than ganger scum Outcast?)
Death-Cult
House Imperialis (Great Noble house as organisation, rather than characte origin)
Cult of Red Redemption
Solarite (variant of Ministronum?)

Roles:
Bureaucultist
Pathfinder/Scout
Commander
Saboteur
Recidivist/scum(charlatan)
Warden/Enforcer (for bodyguard and manhunter chars)

Elite Advances:
Imperial Stormtrooper
Lost Home
Mind-Cleansed
Infil-traitor (expansion to M-C, similiar to Psyker-Astropath)
Sworn Radical
Famulous Protegé (for Highborn, Tainted Bloodline, Battlefleet Dynasty only?)
Ascension (Transition Packs from the DH1 of same name?)

Other:
Add Sorcery, Mechanicus Talents, Daemonyms, and Influence talents from Ascension, rework Corruption as in Radicals Handbook
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>>46900386
How different would the Munitorum background be from the Administratum at large?
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>>46900386
Some of these look straight up ripped from DH1e, which isn't an issue outside of the fact that the lore wouldn't really uphold it, like Cult of Red Redemption being something particular to it's sector.
Half the backgrounds and roles step on the toes of the ones already established, like how Adept covers most bureaucratic adeptas, so why is Departmento Munitorum and Bureaucultist there?
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>>46900465
I would like to differentiate various big divisions of big organisations, such as Administrativum (vanilla, Munitorium, Officio Medicae) rules wise, not only as straight bonus to primary skill, but also through interaction, peer, requistion and other special rules.

Maybe just to create Alternate Backround Rule would do.
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>>46900479
Yes, some of them are (and RT) as I miss them. But lorewise names are still WIP, I would not be so worried about Redemptionists (they are unique to Necromunda AND Calixis, so thats two), Kasballica is one that needs generic grimdark rebranding.

The list would need some cutting, I just wonder which of those similiar could stand on their own. Bureaucultist could be represented by Adeptus Arbites Fanatic I guess. So scratching that.

Maybe use the similiar ones as Alternate Backround Rule, for Officios and Departmentos of Administratum and Orders of Adepta Sororitas.
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>>46900479
>Cult of Red Redemption being something particular to it's sector.
The Cult of the Red Redemption started in Necromunda, which is emphatically not within Calixis. It's safe to say it's a widely spread thing by now.
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>>46900822
And the DH1e books says it's particular to that sector, on a handful of planets, if that.
Yay, lore conflict.
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Had my first ever game of Dark Heresy 1e on Saturday. It was also my first time using something other than a d20 system, and I find that I really prefer it. It makes the differences between characters more apparent and widens the amount of bonuses/penalties you can get to make each decision seem important. Through lucky rolls and by having the longest range weapon my character got every single kill. Praise the Omnissiah!
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>>46900977
+++Ordo Redactus will be with you shortly, please prepare your cogitator and memory for data-scourge, praise the Imperator+++

Well, there is no such thing as canon... according to the GW
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I'm playing my first game of DH and me and another player just got hit with mutations. How should we proceed from here, the hierophant and sororitas in the party will almost definitely try to kill us and while I might be able to hide my fucked up skin under my armor for a few days he's now got a tail instead of legs.
Any advice, this feels like it might end with most of the party dead.
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>>46902722
Actually, tail is a simple one. Semi-competent medicae or fleshsmith, cleaver and some painblokers would solve the main problem.

As for skin mutations, its either awful lot of cosmetics (if you are highborn or feral worlder it could be explained away), or contacts with Genetors Biologis of Mechanicus and some serious gene therapy.

Oh and meditation, prayer and EXPs for mental cleansing of course.
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How would you stat squats for OW, /tg/?
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>>46903770
As baseline ratlings without FPs.
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>>46903770
-1 HP
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>>46903817
I loled
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>>46902722
Die mutant scum
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>>46903770
you don't
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What is a good way to start a DH campaign, premade or otherwise, for a group with no 40k experience?
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>>46905405
Have them all meet each other in a room right before the Inquisitor joins them and briefs them on their new job and their first mission.
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>>46905405
Hive revolution, the players are caught in the middle of it and must survive together. Makes it easy to introduce all the factions with short scenes or hearsay, and give the Inquisitor a reason to notice them. Bonus points if they try to hijack an inquisitorial shuttle to escape the hive.

>>46890849
>I considered it strong, but what you have is ourtight ridiculous.
The poster you're replying to isn't the author of the last thread AdMech weapons.
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>>46905405
>>46905443
>Inquisitor joins them

Fuck off, Inquisitors should be malevolent ghosts that the party should absolutely never see. I hate that 2E made the players But-buddies with their inquisitor, in misses the entire point of the inquisition that 1E grasped infinitely better.
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>>46902722
>he's now got a tail instead of legs.
Requisition a knife and a hacksaw
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>>46906120
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>>46907800
Damn it, now I want to roll Brock Samson character in DH2...
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>>46908220
He'd probably be easier made porting over a 3500 exp character from OW who was in the Brawler advanced spec.
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So then, GMs.
What particular feats do your player-characters need to pull off to get that fate point awarded to them?
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>>46905884
Except that in most inquisition books that isn't the case at all.
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>>46908947
hahahahahahahahahahahaha
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>>46908947
Seduce the Emperor
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>>46908388
This. Though you might still be able to get something done with a Feral World IG warrior or crusader.
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>>46911065
If possible, try to get the Warknife from OW Hammer of the Emperor.
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>>46908947
My personal rule is, defy destiny and make the impossible happen, get a Fate Point. Basically, if you manage to break free of the (loose) rails in a non-disruptive way and, say, save an NPC that was slated to die, or kill a villain way early, or otherwise do something that means rewriting the plot in a fun and interesting way, you get a fate point as destiny starts to pivot around your actions more and more.
Also, anyone who has 5+ Fate Points is likely to attract the attentions of Eldar, Tzeentchians, and/or precogs in general, because their mere existence and involvement in events is disruptive to reliable prophecy-making. Yes, that means Fate Points can be (very) roughly measured in-universe, why do you ask?
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>>46911255
Good idea.
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Do any of you refluff 40k for any of your campaings, or do you consider it blasphemy of the highest order to even deviate slightly from the original fluff and cannon?
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>>46913107
I use original planets and locations all the time, but I've never felt a need to do a total conversion yet. Might try it someday.
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So heres a conundrum.

My group is about to find a khorne ritual circle that has been desecrated by tzeentch worshippers. Khorne is understandably a little miffed and has sent some gribblys to murder the culstists, the tzeentch cultists, and anything else they find.

They are all rank 5 and have nothing bigger than a heavy stubber and a grnade launcher filled with crack grenades. they also have 10 sisters of battle backing them up.

How do i make this hard as shit without being a tpk? im thinking a daemon prince and a bunch of blood letters (around 8) to go with the cultists. nothing will have a ranged weapon
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>>46913260
A Daemon prince sounds alot to handle for a party to handle right off the bat. I suggest introducing it and the bloodletters after the players have mopped the floor with the cultists, probably using the blood from their corpses as a gateway for the prince the pop through with his crew.
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>>46913371
>A Daemon prince sounds alot to handle for a party to handle right off the bat

aw, they'll be fine. they won't be fine
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>>46913260

Just bloodletters should work, with a juggernaut at most/if they're really good. My party had a SoB with a meltagun and still had trouble with a single juggernaut.
Remember to make them roll for fear/warp shock.
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Dear Rogue Trader players: what is the most pointless thing you've sent armsmen to die for?

Hard Mode: Other than "my amusement".
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>>46915868
An Orange Mocha Frappuccino
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>>46916025
my person of dark color
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DH2e; how does poor quality armour / max agility reduction work with armour that has max ag of --?
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>>46916943
By RAW, no effect.
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>>46917368
I wonder, does anybody feel like the agility reduction adds anything?
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>>46918169
No, it subtracts from a characteristic.
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>>46918248
Dammit.
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>>46918248
I meant the one from armor, which more caps your maximum, but nevertheless.

CARLOS!
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So, you need a goddamn fucking business consultante to play Rogue Trader or what?
WHAT THE FUCK
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>>46918452
Barring some things like feudal world plate, only characters with high Agility would really feel the effects of the max Agility limit. It does make it have a better reason to settle for Good quality armor in such cases if Best is too expensive.

Also note that it only caps Agility itself, skills like Dodge and Acrobatics still apply fully.
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>>46915868
>>46916025
On that note, the RT in the game I played in sent a shuttle back to the ship for a thermos of his favourite coffee.
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Dead system? No new books in planning? Just fucking cards and boxed games?
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>>46918565
But he is also James Bond, Berija and Generic Evil Chancellor as well.
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>>46918788
Looks like that for now. Hoping for Modiphius picking up the RPG licence and kickstarting the shit out of it.

New houserules are the stuff right now.
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>>46918823
Nah they've just been distracted by Star Wars. They might be done with Dark Heresy but I wouldn't be surprised if they do a Rogue trader 2.
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>>46919147
That would be nice, but I'm not looking for the other "short" line with few books.

40kRPGs and WFRP needs a solid reboot, maybe not as system (dont want to open THAT can of worms, I for one do like D100 and thought more than half of original DH2 beta rules were awful) but as a concept. Big standard book, power-tiers mortal-badass mortal-/astartes, standardised splatbooks (Mechanicum, Arbites, Psykers, Great Houses, Rogue Traders, Xenos...) and GM books, campaigns... maybe even some crossovers/reboots, Calixis and Askellon guides, Abnett-verse Scarus book, or Cadian Gate before Black Crusade.

I am wishlisting hard, but as a proud owner of Achtung Cthulhu and looking greedily at Mutant Chronicles, Infinity, or Conan, I can see it could be done.
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>>46919299
I actually think that having separate modes of play as different games works better for 40k since he power differences are so extreme. If they make it "balanced" people are going to be butt hurt their space marine isn't super strong, but if they make it really tiered but the same game people will be mad their guardsman is totally useless in a space marine party or their sanctioned Parker is completely overshadowe by the librarian. These games do it right by giving you XP estimates for crossovers but not making crossovers the central theme.
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>>46918800
No, i mean a real one. rules are hell
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>>46919570
I agree with you on these points, crossovers should be a spice of games, not the source for special snowflake syndromed. There should be different "modes" of play (basic lines cover that well), but they all should be unified by rules and so available as modules out of which a GM can make his own game. And some splats/setting books could be made for all the modes, for example Psychic Powers, or, I dont know, Eldar Antagonist book (with parts dedicated to Acolytes, Explorators and Muhreens)

After playing BFG:A I am thinking about mastering a game of Horatio Hornblower-IN GRIMDARKNESS, but exctricating the right rules from RT, OW and bits of DH is horrible chore.
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>>46919638
First edition/wave games were clunky as hell, try to look for DH2/RT2 conversions, there are some good ones floating on the interwebz. Or if you dont like D100s, go and FATE it, setting is still the coolest thing.

I do miss Character creation Path actually, With Into the Storm it could create some great characters and backstories. Shame that DH2 doesnt have it.
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>>46919704
I dunno that kind of sounds like 40kGURPS which I'm not sure would sell very well. I'd rather pick a mode of play and grab a book than have to sort through a bunch to get what I want
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>>46919817
Nope, GURPS is fuckbad (RT ruleskeeping seems minimalistic in comparision), I meant more the model by Modiphius, were they make books for complex description of the setting and you can choose the ones you want for your type of game. I am newfag, just long-ish time stalker, so I dont know if it is good taste to post kickstarter links, but check their Conan, Infinity and Mutant Chronicles 3rdED drives.

Other good comparision would by WoD/CoD, especially since they formulated their Shards-theory (creating parts of setting you can mix-and-match for your game and not having to allow special snowflake carnival)
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Am I douche GM for turning a mutant acolyte in Dark Heresy into a regular human due to a halo artifact that the bad guy of the campaign uses to turn people into mutants and mutats into their pure forms?
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>>46919961
Well, what was the players opinion on whole mutant-and-our-cleric-wants-to-burn-me thing?
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>>46919977
Well, we don't have a preist or anything in the party (for now) and they are on a mission os some backwater dead world. But to clarify, they saw the BBEG turn mutants into regular humans as a reward for them worshipping him as a god
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>>46919961
>halo artifact
Well, sure your mutant will turn into a regular human...but once the side-effects start kicking in, you'll probably wish he stayed mutant.
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>>46905884
Technically, in 2E, you don't even have to have your Acolytes be on meet-and-greet terms with their Inquisitor. Have all communications be done through intermediaries or dead drops. You can even take a page from DH1's Book of Judgement and make this a complication by examples like:

>Message is tampered with, making it either illegible or giving unrelated instructions that lead to dead ends. Either you have to find a way to communicate with the Inquisitor or his network of contacts, attempt to piece the correct message together, or just go along with it to find out who is the mastermind.
>The 'intermediary' is actually an impostor or someone who works for (another branch of the Imperium/a rival Inquisitor/sly heretic/take your pick) and is using your Inquisitor's name to force compliance. Having the Inquisitor be missing or captured can help complicate things further.
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>>46889328
Odd question to ask, but I'm totally new to all of this. Is there a way to generate a world in one of these systems?
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>>46920733
You never needed that.
In my last 3 groups, they never even met the Inquisitor.
That was the Interrogator's job.
Once, there was no Inquisitor.
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>>46922621
Have fun, anon.
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>>46919961
>halo artifact
pic related

>>46922621
Rogue Trader books: "GM kit" and "Stars of Inequity". May be others in the rest of the books, and lots of fan generators.
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>>46922687

Oh shit this is the generator we used to make the Tiji sector. I remember those nonsensical population counts. I lost it off a hard drive crash a while ago. Thanks.
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Hey, /40kRPG/, I need massive, vaguely 1600-1800ish hats fit for a Rogue Trader. The more ludicrous and ostentatious, the better
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>>46922687
>>46922738
Grazie mille, base anons!
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I was thinking back on my old Deathwatch game, and a question popped up.

Say a Marine had his entire chapter wiped out while serving with the Deathwatch. What happens to the Marine?
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>>46923185
If you mean western civilisation, look at Macaroni on wikipedia.
Otherwise, there are some very nice hats coming from asia or south-america, amongst others.
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>>46923855
Black Shield.
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>>46923855
Did they go down like bitches/heretics? Blackshield.

Did they go down in a blaze of glory? Does he have genecousins with a vested interest in keeping his Chapter alive, and sufficient renown? He's now the new Chapter Master, in command of how many rechristened Space Marines the other Chapters can afford to spare. No renown? Tough cookie. Go Blackshield or hope they still give enough of a shit by the time you're back.
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>>46923855
He can choose to stay in the Deathwatch (like that poor Lamenter dread)
He can go serve a particular inquisitor in his retenue.
He can go "renegade" and travel across the galaxy.
He can become a famed hermit on a remote death world that young battle brothers go to see in order to hone their skills.
He can decide to go in a final blaze of glory to join his brethen in death.
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>>46923939
>>46924008
I didn't know that was a thing. Neato, thanks.

>>46924165
>He can go "renegade" and travel across the galaxy.
Is this a thing that has ever happened?
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>>46924237
More than going renegade, the marine in question can choose to go in exile from his chapter and travel the galaxy to find a fight worth fighting. It's unclear if he can ever go back to the chapter after that. At least that's what an IF once did.
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>>46924408
>>46924237
>>46924165
>>46924008
>>46923939
>>46923855
>lone marines

I'll make my next DH2 campaign to be about a cell that has to find the survivors from a lost Astartes chapter in order to defeat a poverful daemon resurfacing after a century.
The chapter banished it to the warp a long time ago, but it plotted its revenge and got them exterminated, only a handful marines survived due to distance, they are nw scattered and unaccounted for. The inquisition's only hope of banishing the demon is to interrogate the marines to find its weakness before it wreaks havok again.
Any suggestions, anons? You guys usually have pretty rad ideas.

On a sidenote, do people sometimes post homebrowed scenarios and campaigns here? I've only seen additional gear and stuff, never adventures.
Is there a good website for non-official scenarios?
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>>46925539
That actually sounds really cool anon, best of luck
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>>46925539
Maybe have one of the survivors be a senile old dreadnaught who was interred after the demons banishing
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>>46926147
IN MY DAY BEING A BATTLE BROTHER *MEANT* SOMETHING
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>>46923939
Are blackshields any good in DW?
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Has anybody ever had a game with a singular Deathwatch Kill-Marine in it?
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Saw this in another thread

>Starting Dark Heresy 1e characters don't make any sense. In a universe of billions, the Inquisition, even for it's most expendable assets, can do better than starting DH1 characters. It takes til rank 2 for an Adept to be allowed to "actually deal with scrolls, books and data-slates directly ". A rank 1 Assassin is not permitted to purchase Shadowing (that's only available at rank 2) or Concealment (you'll have to wait for rank 3 for that). You can't begin as a full member of the Imperial Guard; oh no, you must spend the first rank as a green-as-grass Conscript. Neither the tech-priest nor the Cleric become fully initiated priests of their respective cults for several ranks. Even operating at one or two steps removed from the Inquisitor himself, starting DH1 characters are staggering incompetent and many key aspects not just of Inquisitorial work, but of their own professions. A starting Dreg cannot buy Common Lore (Underworld), a starting Trooper doesn't know how to use a Shock Maul, a starting Adept cannot buy Common Lore (Administratum). These are not seemingly unremarkable members of their profession who secret work for the Inquisition; these are, in the case of most careers, the fucking work experience kids An assassin who doesn't know Shadowing, an agent in the Administratum who knows nothing about the organization, a pitiful street informer who doesn't actually know anything about the street; these are not assets, expendable or otherwise, these are absurd liabilities. And no, it was not unfun because you died a lot. It was unfun because you started the game with an absurd lack of the basic skills you needed to actually operate in your supposed role. You never find the cultists to get ganked because the Dreg isn't allowed to buy Common Lore (Underworld) til rank 2. That is unfun.

Is this true? Would starting at rank 3 fix it?
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>>46930774
I always found Rank 1 a joke because you start the game with 400 xp out of the 500 you need to level
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>>46930774
Or just playing DH 2e.
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>>46930933
Our group might later on, but I want to start with the original. We love WHFRP 2e and are comfortable with the mechanics and the need for house rules, I just need to know what direction those should go. Plus I hate influence and love Throne Gelt.

Probably I mean, having not actually read the book
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>>46930953
If you love WFRP 2e you shouldn't really have a problem with the characters starting out as barely-competent low-caste everyman schlubs thrown into a sink-or-swim situation by happenstance.
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>>46930953
>>46930774
rank 3 or 4 does fix it. the other option is running gumshoe.
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>>46931160
>>46930913
Alright, I'll start them at rank 2 or 3. If that doesn't work then I'll start considering 2e or Gumshoe. Are there any other important fixes I should be using?

Also, what supplements are critical for the core gameplay? I hear a lot of fixes were added in later supplements
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>>46931582
For Dark Heresy in general, it's important to houserule that autofire uses the mechanics introduced in Black Crusade.
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I want my techpriest explorator to have a power drill instead than the left arm.
how can i crunch that
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>>46932074
Only War came out before Black Crusade.
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>>46932386
No it didn't. Black Crusade was the fourth game in the line, Only War the fifth.
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>>46932452
Huh, you're right. Don't know how I got them mixed up.
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>>46932504
Well, there was that time when Only War was planned to be the DH 1e Guardsman career supplement way back when.
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Given that Voidborn in Dark Heresy 2nd Ed start with the Strong Minded Talent does that mean that they also get the perquisite Resistance (Psychic Powers) talent or do they have to buy that separately?
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>>46933285
Have to buy it separately I think. Stuff you get from your chargen comes free of and separate from normal prereqs.
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>>46887210
hey /tg/

What the fuck are unnatural senses supposed to be? All it says is

"The creature can perceive its surroundings using senses other than sight or hearing, such as special organs, fine hairs, or some other disturbing ability. This Trait always includes a range in metres indicated by the number in parentheses (X)."

Effectively, if my character is blind dumb and deaf he can still sense around him? It seems underwhelming as far as an unnatural trait goes.

How have you run it?
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>>46933449
That's kinda the point man.

What it can do however is detect people which your senses would have no ability to detect.

Say someone's standing on the other side of a wall, making no sound, who doesn't smell of anything.
Unnatural Senses will still detect him.

Say someone's literally invisible.
Unnatural Senses will detect him.
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>>46933555
Except that its so open to interpretation to be rendered almost useless in the debate.

For example, yours is one interpretation. I can guarantee you that will not be my GM's interpretation.

If you pass a rule around a group you shouldn't be able to get as many rules as are people there.

As written it has to be decided on a case by case basis for each individual example. It could be its own sub-category like knowledge skills, but ways to percieve the environment.

Unnatural senses
- Tremor-sense
- warp vision (soul fire, aura, etc)
- thermal vision
- scent

It could also just mean the method one uses to sense!

I have ganglia which allow me to sense movement/smells within 40m.

My gills allow me to taste the water for scents as far away as 1km.

An atypical sense type for the typical PC or opponent!

Im interested to hear how others have dealt with it.
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>>46934036
Although in my specific case its an ork wielding a chain-axe with a flesh hound in it.
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Has your party ever used gear in a way that isn't intended in its normal use and not as a weapon?
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>>46935050
I've been using the grapnel like Batman's hookshot to swing to buildings and platforms.
>>46934036
Different creatures have their own different unnatural senses. All it does is say how it works out mechanically, the fluff says what it is.
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>>46935050
We once overloaded a whole bunch of Stummers so the bad guy (who had a mind control effect which required you to hear him) couldn't influence anyone.

Pissed the GM right off.
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>>46887210
This came up in a thred a few weeks ago, someone said you can't take both the Null background package and the Discordant alternate advance. They were wrong. It IS possible to disrupt both technology and the warp equally.
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>>46935348
Personally I'd rule against it on the grounds that I interpret the Discordant as a type of "minor psychic talent" that isn't full fledged psyker powers, and thus you can't be both a Discordant and a blank. But that's RAI arguing and houserules, so good job winning a point no one cares about.
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>>46935187
Some do I suppose, but the flesh hound of khorne just has unnatural senses (40). I assume scent, which if applied to the axe makes a certain amount of sense.

Alright, I'll just work it out with the DM. Thanks mate.

>>46935050
my ork strapped 40 kilos of high yield explosives to a magnetic grapnel, and hit the broadside of a barn which was a dreadnaught vanguards rear armour while he was fighting a daemon engine.

He also beat a deldar to death with dual-wielded stikk bombs in a sanctioned duel which forbid the use of more than two weapons.

He thought that they didn't specify which two weapons. He thought he was frightfully clever.
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>>46935439
>flesh hound of khorne just has unnatural senses (40)
That means it can perceive as normal out to 40m even though it lacks requisite perception organs.
You can fluff it as whatever you want, the mechanics are the same.
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>>46935392
Discordant outright says you cannot be a psyker to take that advance. They aren't psykers.
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>>46935532
>They aren't psykers.
Of course they aren't. But they are both psychics, along with things like warp seers and other weird one-off warp users. In the same sense that a hyena isn't a lion, nor is it a mongoose, but all three are (technically) felines. Again, that's my personal interpretation of the fluff.
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>>46935050
Does using cast spray as improvised manacles count? Or using synthskin as a gag? Or bloodletting leeches as an intimidation tactic? Or using a drug that makes people violently purge themselves of toxins from literally every orifice as a torture method? Our team medic/witch doctor is proving to be a little too efficient an interrogator for anyone's comfort.
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My party is going to run a Black Crusade game, is there anything that we need to be aware of in terms of character creation, over powered abilities etc?

We all played Dark Heresy 1E and had no problem with psychic powers since our parties psyker wasn't reckless in using them, but if we want to roleplay as heretics, I'd say that reckless use of powers is going to be right up our alley.
Could this be a problem?

Another thing I'm worried about is mixing and matching Astarte/human players within a party. I can see the disparity in abilities becoming difficult for a GM to cater for.
Could this be a problem?

I'm thinking of playing as an Apostate.
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>>46935896
In combat prowess, an astartes is so far ahead of a human that it isn't even funny.
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>>46935923
So the way I see it, when combat occurs (and the marine players will want it to occur), the marines do all the fighting and the humans just book it out of there?
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>>46935990
Yes *unless* you are a human psyker and there is no astartes psyker, in which case you are a glass canon with peer among them in battle when you have a force weapon or bolt of change
Most people suggest one type only warbands and as a long time GM of Black Crusade I tend to emphatically agree unless you want to do a lot of paperwork in balancing as GM
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>>46936208
Pretty much this. At best, human warriors will be able to make a small contribution but much of the time threats that can challenge Chaos Marines will splatter human characters, whereas threats meant for human warriors will get rekt hard by Chaos Marines.
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>>46936208
>>46936230
Ok I might pitch having either a human or CSM only warband to my group and see what they think. Thanks for the help guys
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>>46936254
Oh yeah and if you ever consider the advanced archetypes, ban the flesh-shapers and their ritual outright
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>>46936254
Something you will also want to consider is that, while they're capable of picking up some skills outside of it, Chaos Marines are pretty much just made for skullfucking enemies. Social situations are kind of difficult for them. Unless they're Slaaneshi, and even then that only helps in some ways.
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>>46935990
Not necessarily. Marines are by far the more capable combatants, as on average they're going to have 18 points of damage reduction and will deal about 15 damage per hit, but that doesn't mean that humans shouldn't even bother. Suppression is just as effect at forcing pinning tests from an autogun as from an autocannon, and Flame just as good from a Hand Flamer as from a Legion Heavy Flamer. There's far less damage disparity between human and marine explosives, and humans have a far easier time at blending in and hiding than marines, so investing into some non-standard builds can be fun and worthwhile.
Marines are huge, scary motherfuckers, so most combats featuring a split party will throw the spotlight on marines as the guys getting the big flashy kills. On the flip side, marines are huge, scary motherfuckers, so they're going to draw fire like a lodestone. This can help you have a relatively balanced fight, with both humans and marines contributing, perhaps not equally but still making a difference.
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Is it better in Dark Heresy to randomly roll your character or carefully craft it? Which is the way the game is meant to be played?
>>
I am GM of a Deathwatch campaign and today they are going to fight dark eldar. The rulebook and splatbooks don't have any rules on dark eldar. Where could I find stats for them?
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>>46936757
Soul Reaver, maybe.
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>>46936747
Either or
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>>46936789
Is it ok to use from Rogue Trader?

How do I make the challenge rating? I mean, i want my 3 dw space marines to have a decent fight
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>>46936747
I just roll, mostly because I ran out of character concepts after my first four characters and that was like 4 years ago
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>>46936809
>>46936901
So it really doesn't matter? I know in wfrp for example you break the game by not rolling
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>>46936820
Rogue Trader's rules are going to be closer than, say, Only War's. Just apply the horde rules when appropriate I imagine.
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>>46936957
You can be autistic and "build" a character or just roll up an "unoptimized" character
But either way both will die to a bolter in two shots
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>>46911630
Which makes the Fate Eater background package *very* fun.
>>
anyone have any good ideas/kicking off points for a rogue trader campaign? been a while since i DMed anything and i have a game i'm organizing for some friends, that i cannot for the life of me come up with anything for. also, most of the group is unfamiliar with the warhammer universe, if thats at all important
>>
Hello. Got a couple of questions for you dear anons.
1. Which edition of Dark Heresy to get?
2. Is it possible to play modern setting with stuff from DH/RT/OW?
>>
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>>46887210
Yo guys, can someone give me the exact lowdown on how Orkz managed to invent the Cigar? Or is it just something they looted off of Guardsmen?

I always liked to think they were made out of spores or something.
>>
Do Mechanicus Implants stack with The Flesh Is Weak? I know TFIW doesn't stack with traits and talents, but cybernetics like the potentia coil could be acquired seperately, right?
>>
>>46938429
>1. Which edition of Dark Heresy to get?
Either, although I prefer 2e as it is more flexible.
>2. Is it possible to play modern setting with stuff from DH/RT/OW?
Eh... I guess, using it as a very basic percentile system.
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>>46938451
Cured, rolled fungus heads mixed with bits of chopped squig, in my headcanon.
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>>46936757
The OW corebook has several DEldar statted. You might need to do a bit of conversion work, but you'll get a good few hordes.
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>>46938429
2nd edition has more/better rules from what I gather aside from abstract currency system of 2e that some people get butthurt over.

Idk, it's pretty disconnected from technology for a modern setting
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>>46938498
By RAW, no. Mechanicus Implants are considered a trait. If you (or your GM) want to houserule it differently, that's up to you. But I'd advise against it.
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>>46940213
Thanks. Time to put an end to this tanking nightmare
>>
>want to start a WH40K RPG with my group
>only a couple people are interested, tell them we'll play over Skype
>one wants to play RT
>the other, OW
>okay, why not both?
>After rolling up a character, OWguy tells me he just wanted to do it for the roleplay
>Uh... okay.
>He asks if I'll roll for him (as the DM) for everything relevant and he'll just RP what his character does
>tell him to stop being a lazy fuck, you only need to roll 2d10 for anything
>whines how he can't download the rulebook PDF so he can't reference tables (we live far apart)
>tell him it's not even that big, but it's enough of a deterrent that he just says forget about it
>just me and RT guy now
>know his characters for being mary-sue wankfests at best, and powergaming at worst (competitive MtG player too)
>I know it's fitting for a RT but for solo play it would just be weird
>AND I'd have to fill in the roles of the other crew
>just tell him to forget about it

Did I dodge a bullet here? Just how hard is it to play RT with only one player?
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>>46942510
Can't you send files through Skype?
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>>46942556
The issue was more that his relatives would cut off the internet if he tried to download anything.
He's a nightowl though, so I didn't see why he just didn't do it at 2AM when no one would know. He think he was more butthurt that he couldn't just RP and not have to do all the legwork.
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>>46932301
Breacher from Inquisitor's Handbook
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>>46932301
Find a cadre of little girls to hold parts for you. Armor up and turn yourself into a walking tank that wanders the ship fixing things. Go berserk if anyone touches or talks to your little helpers. You are Magos Big Daddy.
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>>46942510
>Did I dodge a bullet here?
Apparently.
>Just how hard is it to play RT with only one player?
It's taxing. You have to remplace all the interaction between the players with your npcs. It's a very good way to spot your GMing weakpoints and improve, though.
>>
How do you lot manage item creation by players?
Do you have special conditions, how do you determine the time spent?
>>
>>46887210
Does anyone have fillable version of the Rogue Trader Colony Tracker and/or Planetary Characteristic Sheet?
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>>46944538
I keep a close eye on what's being done to make sure nothing gets out of hand, but I don't disallow it.
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>>46930953
Then yeah, run with level 3 or higher to start.
Also, why the hell do you like the throne system? It would work if the resources were more evenly spread, but the uneven paychecks seemed stupid to me.
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Can I reload my bolter with my powerfist? Like I know I can turn off the field, I just wonder what the dexterity is like
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>>46946442
Assuming you use the fisted hand to just hold it, you can use the other hand when you need dexterity. I'd even say you could throw grenades with it if they're easily accessible.
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>>46944538
By the rules.
>Skills with the Crafting descriptor allow the character to create things from parts or raw materials. To create an item, a character must have the necessary materials, tools, workspace, time, and skill—as determined by the GM. The character then makes the appropriate Skill Test as an Extended Action. On a success, the item is generated. The quality/finish/use ulness of the item improves with each degree of success. Failing by three degrees indicates some of the materials have been ruined in the process. Failing by five degrees or more indicates all the materials have been ruined.
Also DH2 p.97

My method.
Player explains his project, including game mechanics and intended craftmanship (ex : flamer with the corrosive quality)
GM looks at the closest official item for comparison and decides the availability of the item based on that. (here: Flamer = Scarce, corrosive flamer is more complex/effective and becomes Rare)
Players reunites the elements required by the GM for creation.
>bluepints/knowledge
>materials
>workshop/tools
>time (in weeks, IMO)
GM determines of the difficulty of the test based on availability (table 5-1, p.141 of DH2 rulebook). Here Rare, so hard test (-20).
Add bonus/malus for each of the four elements (backward planet with no pure rare metals available = -10 malus, taking a lot of time +10 bonus, and so on. Don't hesitate to use smaller increments like +/-5.
Add malus in case of tangentially related skil use (medicae instead of trade (chemist), for example).
Roll dice.
Define results of degrees of success/failure depending on the object. Great success means some positive perks, reduced creation time or use of materials, eventually a better craftmanship than intended (if it's a truly massive success). Failure means the contrary (nobody's gonna use a poor craftmanship armor with tons of disadvantage, so I suggest you always make them end up creating something, even if it's terrible).
Present the result to the player.
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>>46946511
And you can make the most awesome brofists known to man, provided adequate protection is used.
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When you play Rogue Trader, do you put more emphasis on the "Rogue" or the "Trader"?
>>
>>46949341
Which side of the fence does "searching the stars for his Eldar waifu (that doesn't actually reciprocate and actually used him as bait once)" fall into?
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>>46949387
Rogue, because xeno love is extra heretical.
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>>46949475
*tips commissar cap*
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I was reading the entry on Spyrers and found out that jokaeros make something similar to hunting rigs for the nobles of the calixis sector.

Anyone can tell me what those things are called or in which manual are?
>>
I was seraching around a character sheet for a Dreadnaught to put it as an enemy on a Dark Heresy one shot, I would make one but I'm not confident enough and I fear I may create a OP shit that would obliterate my players without any kind of fun for them, did someone create a working one and tested it?

Thank you.
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