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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.

Book Repositories (If you're planning to download 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

>>46976474: previous thread
>>
Thank you kind anon.
>>
>>47026627
What happens if a Navigator uses Lidless Gaze on another Navigator? Or both use it on each other at the same time? Or both close their normal eyes while only looking with their third eye?
If their whole point is to see the warp and process it unharmed, how much good would exposing them to the sight of the warp be?
>>
>>47026744
Navigators sometimes have duels where they both focus their Lidless Stare on each other and try to make the other fucker submit via kneeling or going unconscious.
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>>47026771
That's a pretty metal staring contest. Thanks
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>>47026852
Yeah. It's mentioned in the Navis Primer for RT.
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>>47026771
No matter how hard I try not to, I imagine it to look like that:
https://www.youtube.com/watch?v=22Tj_l4PcPs
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>>47026931
Think that, except anybody else watching could actually have their brains fried.
>>
Has anybody made an OW regiment that used the black-powder guns?
>>
Has anyone ever done a Knightly Regiment in Only War?

Outfitting them in Feudal plate, upgraded swords, shields, and bows?

Honestly, it sounds like it could be fun.
>>
Do I really have to roll fear tests? They never end up well
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>>47028565
I'm sure it is possible, but spending 5 points to add a weapon that the laspistol outclasses is a bit dubious to justify.

>>47029292
Possible, but I haven't made any real attempt to do such.

>>47029418
Yes. Advance Willpower and buy Resistance (Fear) if you can. Jaded helps with mundane stuff too.
>>
>>47029292
>>47029499
Shoot, I'd love to do this, either as a full campaign, or a one-off session.

Though, I'm still learning the rules, so I'm not sure what exactly I'd need to do to make a Knight Regiment, could anyone help with that?
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>>47029583
Well, start by reading the regiment creation rules in core, Hammer of the Emperor, and Shield of Humanity to start. From there, it is just a matter of keeping track of points.
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>>47029617
Got it. I'll see what I can come up with and see if I did it right.
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>>47029292
I've tried it before, but I don't remember the exact stats I used. I do believe I did it as Rough Riders with Heavy Lancers and the Few drawback, though.
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>>47029418
Yes, it's a core part of the system.
Though really in Black Crusde, Only War and Dark Heresy 2e it just means everyone buys Jaded ASAP.

Which annoys me.
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>>47029640
Enjoy yourself, dude. Regiment creation in OW can be a pretty neat thought exercise on its own.
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>>47029640
Have fun with it. A bunch of the things for such a regiment would be in Shield of Humanity from how it looks, probably due to it also having rules for ogryn regiments.
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>>47029668

Well, Dark Heresy characters becoming pretty jaded to mundane horror pretty fast isn't really surprising. As Jaded only covers mundane horror.

Nor Demon-prince seeking Heretics being kinda blase about mortal suffering.
>>
>>47029810
Kinda funny with that when you can witness multiple gruesome murders done by dark eldar in 30 minutes and be fine with Jaded but a single nurgling 100 meters away can make someone with Jaded lose their shit.

Well for Black Crusade, every fear test for a heretic/space marine PC is 10 easier compared to other systems.
>>
>>47026627
>40k RPG Combined Armory (v5.43.150418)
It's up to v6.45.160417 now, and has DH2e core and Enemies Within.
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>>47029976
It's just a copy paste from the last thread, m8. Fix it in the next one, if you start it.
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>>47029418
In DH2, it wouldn't be so bad if Willpower wasn't tied so heavily to psykers. Willpower should have 3 possible aptitudes, 2 of them being unrelated to psykers. If one has no aptitudes for it, it becomes just a ridiculous xp-tax to have some control over your character when shit hit the fan. My party is a great example since most of us have WB of 3 or worse and while we are an effective fighting force, the moment we must make willpower test everything just collapses. We usually fail our fear tests by 4-6 decrees...
>>
>>47030339
You could always tie Willpower aptitude 2 to Psyker or Leadership.

Leadership otherwise gets a short shaft.
>>
>>47030393
Or, y'know, just accept that in a game that's supposed to be about grimdark horror it's naturally going to be expensive to avoid the effects of it.
>>
So what are some ways for an Only War psyker to contribute to the party utility-wise that isn't just mind-bullets? Honest question, because it seems like the only skills I can really buy for a reasonable price is Lore and the xp I've sank in it has totally failed to materialize into being able to participate mechanically non-combat wise.
>>
>>47030339
>>47030393

Honestly, I'd say that Psyker shouldn't really be an attribute. It's just WAY too thin in theme.

Doubly so when...Pysker powers don't give a shit if you have it. They are not more expensive if you somehow avoided the Psyker aptitude.
>>
>>47030565
Psyniscience.
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>>47030428
Yeah but spending 2250 xp and still have WB3? I would like to do something else with my character other than try to prepare him to fight the mankind's enemies...
>>
>>47030659
Aren't there Talents to get fear resistance? The group should have a leadery-type to be able to rally folks and give them fear resistance. It's one of the only good uses for those aptitudes.
>>
>>47030659
>other than try to prepare him to fight the mankind's enemies...
Well that came out wrong, but you know what I mean. Prepared as in "not shitting his pants while crying on the ground, paralyzed"
>>
>>47030710
Yeah, this too. If you've got a Sergeant or Commissar he can do a lot for buffing the group's fear resistance.
>>
>>47030710
>>47030793
I'm actually currently making a priest character with high Fellowship and Command up the ass to keep the rest of my next party in working order, but the current party doesn't have such a character, so we mostly have to rely heavily on Fate Points to pass fear tests
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>>47030565
Enfeeble, Endurance, basically all of Divination, Objuration Mechanicum, Telekine Dome, and about half of the Telepathy discipline.
>>
Anyone ever run a game as the Severan Dominate in Only War? How different would it be compared to a regular game?

Also, I just found out about them, going to read up on them now.
>>
>>47029875
Keep in mind that nurglings are still daemons. We get kind of a normalized idea of them from art and miniatures but they are still reality bending/fucking embodiments of decay and death made manifest. Daemons hit a deep visceral chord and sense of just WRONG that it permeates a human beyond basic survival impulse type fears.
>>
>>47029292
Did this for a one shot. Close Assault Regiment, Feudal World, everyone got Best Plate and Best weapons, and a Reliquary. Our Drawback is Code of Honour (or something like that).

Our team is an Ogryn, a Priest, a Psyker (re-fluffed to be a Wizard so he doesn't scare anyone), and a Weapons Specialist.

Yes, an Ogryn is a knight. And he becomes friends with a Lady Inquisitor. Just wish we can finish soon.
>>
>>47032619
Yeah, this. Daemons just...push buttons material horrors don't, by dint of their nature.
>>
>>47032727
>Yes, an Ogryn is a knight

someBODY once told me
>>
>>47032727
Speaking of ogryn, is it practical to build a melee character that isn't one?

25+1d5 wounds and unnatural strength and toughness 2 are hard to argue with.
>>
>>47033757
IIRC for a while, Ogryn actually WEREN'T that great as melee characters because a lot of the really good melee weapons weren't Ogryn-proof.
>>
>>47029292
I would do this just to see my players RP getting handed laspistols, not knowing what to do with them, when they finally get to the combat zone.
>>
>>47033896
Feudal doesn't mean feral or primitive, especially when titan knight houses are a thing.
>>
>>47033757
There's two stopping points.

1. Ogryns actually don't have Weapons Training (Low Tech). This was so fucking retarded that we just houseruled it instead of having the training needed for his normal gun.
2. As >>47033795 mentioned, a lack of Ogryn-proof weapons. Really, there were only two weapons our Ogryn could use, and he used the greatsword to fit in with the theme.
>>
Anyone have a pdf of Shield of Humanity? My google-fu has betrayed me.
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>>47034059
There isn't one in the OP?
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>>47034126
The mega doesn't work for me. Says I need the app to access it from my phone.

Don't particularly feel like downloading said app.
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>>47033975
Yeah. The first is...sort of fixed by Ogryn Worlds in Shield (you still don't get Low Tech from the world background, but because you're ALL Ogryns you can be an Ogryn Weapon Specialist and get Low Tech that way) and the second is fixed by Hammer's custom weapon pattern rules having options to make any weapon Ogryn-Proof.
>>
>>47033975
1. So buy it.

2. Bone'ead Specialist Advance.
>Improved Dexterity
>Type: Passive
>Cost: 300 xp
>Effect: The Bone ‘ead can wield Basic and Thrown ranged weapons and Melee weapons as though he did not have the Clumsy Trait.
>>
>>47034180
Switch your phone browser to desktop mode.
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>>47034419
Improved dexterity also lets the ogryn to one-hand two-handed weapon allowing one to dual wield eviscerators if they spend the exp on the talents.
>>
>>47034443
Eh, I'm on Safari, don't know how to do that.
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>>47034659
Get a less shit browser and set that one to desktop mode
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>>47034659
Get off your fucking phone and use a real computer, asshat
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>>47030393
Yeah, I made my first dh2 character a month ago, a noble born adeptus minustorium and now I noticed that Leadership apt is worthless, only skill connected to it is command.
>>
Which game would be best for running the PCs as a Mercenary force/Soldiers of the Grox Burgers cartel?

Refluffed Only War regiment, perhaps?
>>
>>47036546
Probably. Either that or DH 2e.

Hell, if the grox-farming world they come from runs its products primarily to important sector worlds they might have full Imperial protection.
>>
>>47036710
I'm thinking maybe a mounted regiment where they are given Grox mounts.

Being allowed to eat it if it dies would be considered a benefit of being in the regiment.

Still thinking about what else to add to the regiment.
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>>47036771
Best mono grox whips
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>>47036771
Manacles, maybe, and thus authority to detain people suspected of interfering with the transport of merchandise or attempting to steal some of the goods.

...Bolas might also be a good pick. Fling 'em at fuckers from groxback as they run.
>>
>>47036789
>>47036792
Sounds like good ideas to me! I'll probably run this as a little silly thing, then start to rev up the grimdarkness bit by bit.

Protecting your Grox Burger Business is hard work in the 41st millenium!
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>>47036860
>then start to rev up the grimdarkness bit by bit.

A good way to do this is periodic reminders that failure to produce or deliver their products in sufficient quota is going to cause serious repercussion.
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>>47036878
That sounds about right mate, I'll get to work going about the basics of the Regiment.
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>>47036860
Instead of mounting them on the thing they're supposed to be shipping, why not make them a rapid recon so they each get a Tauros for fast response to any reports of theft?
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>>47036907
Hmmm... You're right about that, was putting that out there, since it is an option for mounted regiments.
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>>47036942
It is, but it does feel kinda weird to let guardsmen take the livestock into battle and take it away from each and every one of them come tithe time.
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>>47036942
Wait, I've an idea.

First, they're ration supplies start to run low/not recieveing the proper amounts from logistics, leading to them having eat some of their grox mounts once they start to run out of food, perhaps?

They could also tie it in with the cartel taking the groxes out of their paycheck, ensuring that they stay in debt to them?
>>
>>47036907
The more I think about this, the more I am imagining something like Reno 911 crossed with "RAMIREZ, DEFEND BURGER TOWN".

I approve
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>>47036984
I keked.
>>47036907
Now I've got to do this.
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>>47036984
One thing about the rapid recon regiment is that two players can opt to trade in their tauros assault vehicle for a tauros venator which can have a twin-linked multilaser OR a twin-linked lascannon and the driver gets two hunter-killer missiles to use.
>>
>>47037009
What book is that in again? I have the core book and Hammer of the Emperor.
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>>47037024
Shield of Humanity.
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>>47037024
Shield of Humanity. The regiment itself is with the other regiment options, the tauros vehicles are on some of the last pages.
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>>47037029
>>47037038
Shoot. I can't find a working pdf of it, and I can't access the mega on my phone. There's a pdf of it in the pdf request thread, but that one keeps resetting on me everytime I try to load it.

Literally the only Only War book that I can't find in pdf form.
>>
>>47037075
Might just have to be patient and get back to the threads when you can get on a proper computer, m8.
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>>47037108
True enough. I just prefer to have it on my phone for quick reference.
>>
>>47036984
>>47037000
Fun fact, if I'm reading the rules for Hit & Run right, both types of Tauros can do it meaning you can do drive-bys with your mono best grox whips if you get close enough or opt for the speed bump option of Ram! on fleeing targets.

1d10+18 from a venator up to 5d10+18 if it moved it's full half-move or 7d10+18 on a full move.
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>>47026627
Open question: How debilitated would you play a character with 17 Int?
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>>47037859
Is your character an ogryn?
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>>47037865
No, he's a hive ganger. Normally he's on 24 Int, so not exactly the quickest millasaur on the track, but due to weird warpy noise bullshit he's sustained 7 Int damage.

I've played him tired and even slower so far as well as having him default onto his two base instincts: being a miner/ironworker or soldiering, but I'm thinking I might be playing too smart even then.
>>
>>47037859
http://lparchive.org/Fallout-2/

Like that.
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>>47037921
Well, he'd be unable to remember things like important details or bad at solving puzzles. If it isn't permanent characteristic damage, it recovers at 1 point per hour regardless of what you do.
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>>47037953
Aye, but we're still on our way down into the mines, closer to that droning noise. I expect more Int damage on the way.

At least I can still shoot a gun.
>>
Are there rules for altering the equipment the players start with in Only War, outside of the type of Regiment they're in?
>>
>>47039321
That thing at the end of regiment creation where you add stuff to their standard kit?
>>
>>47039332
Apologies, I'm tired, forgot about that.
>>
Question:

If you take both Warrior Weapons and Hardened Fighters, could you make the low-tech weapon you replaced your lasgun with mono?
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>>47039578
Yes.
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>>47039618
Awesome. Needed clarification on this because I wasn't sure about it.
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>>47039629
Well one replaces your main weapon with a low-tech melee and the other gives the option of upgrading your low-tech melee weapon with mono. Seems more like they were meant to go together.

Is this for that knight regiment talked about further up?
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>>47039644
Aye, going to kit one out and save it for later.
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>>47039746
Remember that the variant pattern rules exist in Hammer of the Emperor.

Could do something like giving a shield balanced, make good count as best, and make it immune to the effect of power fields while it does 1 less critical damage and gains inaccurate.
>>
>>47039879
You're right! Thanks for the reminder, mate.
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>>47040056
The balancing on that is all up to you since you can get some really wacky and broken combinations on it.

For instance, a good quality shield of the above pattern would have an effective +35 to parry attempts.
>>
>>47036860
It is when it's assaulted by daemons.
>>
Has anyone ever done an all Commissar party?
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>>47041845
>all Commissar party

Now you're taking the "all <insert here> party" concept to a silly extreme.
>>
>>47041845
>>47041978
I think it'd be hilarious. Just think, they're all paranoid and suspect of eachother, as well as going around inspecting and probably executing guardsmen for reasons.
>>
If a Space Marine can live up to 1000 years and a Techpriest can live up pretty much the same amount due to the augmentations, how much lifespawn does a Techmarine have, having Augmentation and Gene Seeds as well?
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>>47043100
I don't think no space marine has ever died of old age, so pretty old I would say
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>>47033918
Well, I meant the 'knights in armor, with swords' feudal.
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>>47043100
Even human techpriests are functionally immortal once they're down to "half a brain in a jar deep inside a robot body" or close to that point. Why would a techmarine be less long lived?
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>>47044768
Even that doesn't necessarily mean they're primitives, though it certainly can.
>>
Hey my /tg/. I got this plans to start a for real actual Quest here on the site based on the rules for Warhammer 40k RPG by FFG.
Do you guys think it would have enough pull? I have seen some quests before, Boone and Commissar come to mind, but they never deal with some of the concepts that always enraptured me in 40k, like starship to starship combat and the micromanagement of personal and crew of an everyday community in the 41st millennium.

Is that something /tg/ would appreciate?
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>>47045760
Yes. Do it on /tg/ since everybody who tells you to go to /qst/ gets thir post deleted.
>>
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>>47046036
>>47046170
Hum.
I see there are contradicting choices here. Better consult the Tarot.
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>>47046227
Is your question answered now?
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>>47045760
I think so. Navigator quest ran the this week-end using the Rogue Trader rules, and it got something between 20 and 30 players, IIRC.
but yeah, I suggest you run it on /qst/, if only to reduce the percentage of /b/-grade trash there.
>>
>>47046270
Why are they deleted? Is it some sort of Inquisitorial purge of information or some such? Why would the mods or /tg/ feel strongly against talking about that specific board?

>>47046290
Is it called Navigator quest? I will read it to get some insights.
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>>47046331
It may be some memetic influences trying to reduce the kind of board rivalry that places like /a/ and /jp/ or /v/ and /vg/ have for one another as one was created to solve a problem that the original had. Why they would want to eliminate this, emperor knows
That and it may also be because it's a trial board and they don't want people to flood it and then bitch and whine because it was deleted
>>
>>47046407
Illuminating. Thank you. I will take it into account.
>>
Anyone have the screencap describing vampires in the 40k setting? sanguivorous xenos species, uses psychic camouflage, etc?
>>
>>47046331
You can go on sup tg and search for threads tagget "40k" and "Collective game".
There has been three recent 40k quests besides Nav quest that I'm aware of: Novice Heretek, Chapter Master, and one unnamed one that hasn't been archived and was about a guardsman and his squad in a top down view (was pretty good as far as I remember). IIRC none of those used the RPG rules.
>>
>>47046407
Or it could be because barking that is shitposting in and of itself.
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>>47046563
That's interesting. Last I looked on suptg I didn't see many 40k threads, but people are really bad at tagging things.

I will give a good read to Nav quest and the others. See what were they doing right and such.
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What else can I put in that melee upgrade that poisons your weapon?
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>>47046518
>>
>reading DH core book for the first time
>Chartist ships
You mean to tell me there are generation ships regularly making trade runs between systems? That is probably the first thing in 40k that I have ever read that is unapologetically unjustifiable
>>
>>47047743
Much thanks, based taufriend.
>>
>>47047794
The hell? I don't think I've ever heard of this, what page is it on? First or Second edition?
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>>47047980
1st edition page 254. Has their own section
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>>47047794
Weren't chartist ships warp-capable vessels? I remember that one of the backgrounds a Rogue Trader could come from is a former Chartist Captain that went up in life.
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>>47048330
Yes, but they aren't usually equipped with navigators, iirc. So they're stuck flying the emminently safe and dependable warplanes. (Or a whole fleet/flotilla might have two or three navigators, and most of the ships just have to stick together and follow the few with navigators.)

Also the whole 'not licensed to go beyond the imperium and deal with aliens/bring the emperor's word"
>>
>>47048588
That doesn't sound so unjustifiable. I mean, compare it with Grey Knights slaughtering a convent of Sororitas for their blood and skin, making ornaments of them and ointing their armor in blood to fight Khorne...
>>
>>47047794
You seem to be forgetting something pretty important. If you open the DH core to the inside cover, you'll notice all those lines connecting various systems. Those are safe warp routes. Ships could traverse them for thousands of years with a stable gellar field and never run into problems. Not ever. But you could, if you wanted, jump straight from, say, Tranch to Cloister. Sure it may be faster, but it's also where you run into the horrible shit that's more likely to smash into your ship, possess your crew, and cause a nuisance. Following the warp route and you'll barely have some bad dreams. It's the presence and stability of warp routes that makes certain systems valuable, beyond just the planets that they inhabit. It's why hive worlds pop up where they do, because they've got a way to get modestly safe and consistent supply from other systems.

But you generally don't hear about any of this in the war game because from that perspective, it's all boring.
>>
What's a good sized party for Only War? Currently I've got about 5 of my friends interested, maybe 4 if one decides not to.

I'm going to be DMing for the first time once we get a schedule set up and all that, hoping for some advice.

Currently, I'm thinking on making them a custom regiment, Agri-World homplanet origin, and maybe Siege Infantry? Other than that, I still need to come up with stuff, none of us have ever played it before, and only one of my friends knows a bit about 40k.
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>>47048741
That is a good size for them.

Could collectively make a regiment.

Or an ogryn world heavy recon focusing on melee.
>>
What sort of games are available for data slates?
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>>47048791
Alright, thanks mate. An Ogryn regiment sounds like it'd be fun.

Collectively making the regiment sounds good, it's just that only I and the first friend I showed it to really know the rules so far, sent pdfs to everyone else though.

Right now we're just going to stick with the Core book, and I might use the Hammer of the Emperor book.
>>
>>47048588
>>47048731
But you're wrong though. Page 254 of 1e clearly describes Chartist ships as slower than light generation ships that go places even Rogue Traders do not
>>
>>47049090
Not much of any reason to not also use shield of humanity while you're at it.

Could also use the collective regiment creation to slowly go through the book and tech them how the game works since they'd need to know what these + and - to characteristics, what these aptitudes do, what the talents do, and what the skills do.
>>
>>47049136
My only problem with Shield of Humanity is that I can't find a working pdf of it. I'm on my iPhone, and it won't let me use the mega without downloading an app, and the usual place I get my 40k pdfs from just refuses to load it. I have all the other Only War pdfs as well.

The thing is that I'm still learning the rules as well, but they don't seem too hard to learn.
>>
>>47049201
Do you or nobody else in your circle of friends have a laptop?
>>
I've seen people mention a few times that Explorators get two starting implants, but I can't find it anywhere in the core pdf. Is it in another book, or is it lies, or has it been staring me in the face for hours and I just can't see it?
>>
>>47049237
I don't have one right now, it got busted in an accident, need cash to replace it, as well as I'd like to have it in my phone for quick reference and to read when I'm not busy.

One or two of them might have a laptop, probably.

I'll most likely end up buying physical copies of the books later on if everyone likes it enough, easier to thumb through that way.
>>
>>47049293
RT Core, page 72, top right of the page.
>>
>>47049293
For whatever reason, they decided to stuff the details of all the special things the careers get at the end of the career chapter.
>>
>>47049109
Are they the Intersystem ships? Plenty of those, non-warp-capable ships that deal with the traffic inside a star system.

And a chart easily traveled isn't always a profitable route, so I guess RTs wouldn't go many places inside the Imperium where there isn't much to gain. That's the realm of small fish.

Btw, careful with the term Generation Ships. Most 40k vessels are generation ships where you are born, raised, live, multiply and die, there is an entire background called Voidborn just for this type. Doesn't mean they can't travel the warp, either by hiking a ride or their own devices.
>>
>>47049334
Thanks!
>>47049347
I have no idea why they would do that.
>>
Anyone know when FFG will restock the Only War core rulebook? Been planning on gifting it to a friend for his birthday, noticed that they were out of stock.
>>
I have a lot of questions about the Blood Angels, anybody here a subject matter expert?
>>
>>47050011
I played Blood Angels in 5th/6th edition, I could help maybe?
>>
>tfw autistic techpriest starts shittalking the Emprah in the same room as a Priest
>>
Are there any homebrew supplements for Dark Heresy 2nd edition reinforcement characters?
>>
>>47050669
Haven't seen any but it shouldn't be too hard to make some considering a few are basically just 'use this NPC stat block but add 2 fate points'.
>>
hey, anyone know where the armor modifications in dark heresy 2 are?

I can't find em. Help a brother out?
>>
>>47050055

How big ideas a deal is a captain dying?

And what do Sanguinary Guard usually guard? Can one be intered within a deadnaught?
>>
>>47051127
Enemies within page 49

>>47050769
That does mostly cover it but I'd still like some stats for Vindicare assassins and basic stormtroopers, crusaders and sisters
>>
>>47051127
>>47051314
Just noticed that there's also some on page 44 of enemies beyond
>>
Why it's so difficult to find pictures of kids in the 40k settings
>>
>>47051297
A captain dying is probably a pretty big deal, since there are only 10 of them in a chapter, and they got the position by being good at not dying.
I think they're replaced by whoever's the best out of the 1st-company, but I can't remember.

The Sanguinary Guard are like the Honour Guard in other chapters in that they guard the Chapter Master, the only difference is they all have the same outfit.
I imagine they can be put in a Dreadnought, but I can't think of any times when that's happened.
>>
>>47051428
Because generally it's a game about war, monster, chaos, demons and death.

And putting a kid in any of those situations would get them into more shit than they'd like.
>>
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>>47051428
>not using child alpha level psykers as antagnists
>>
>>47052267
I'm going to be running my Only War group through the plot of F.E.A.R. with Alma as an Alpha+
>>
Does Only War require any house rules? Any recommendations?
>>
>>47052396

idea stolen, thank you.
>>
How would you rate this Only War regiment I and a friend made? We're going to use it in our first Only War campaign, where I'll DM, and none of us have ever played Only War before, and only I and one other have any knowledge of 40K lore.

Regiment Specifications:
>Imperial World.
>Phlegmatic.
>Line Infantry.
>Augmetics.
>Well Provisioned.

Bonus Standard Gear:
>Combat Shotguns instead of M36 Lasgun.
>Combat Shotguns are of Best Quality.
>Suits of Flak Armor are of Best Quality.
>Stub Revolver with 12 Bullets as a sidearm.
>2 week's extra rations.

Favoured Weapons:
>Basic, Combat Shotgun.
>Heavy, M34 Autocannon.
>>
>>47053646
>Each regiment may choose one Basic Weapon and one Heavy Weapon to be their Favoured Weapons, these weapons must be Very Rare or more available.
>Members of this Regiment gain a +10 bonus on all Logistics Tests to obtain those weapons and ammunition for them.
No.

>>47053827
>Add an additional item of Scarce availability to standard kit
Yes.
>>
So I've been wanting to play a game of Warhammer 40k RPG, but I've never been a DM before, not too concerned about that because I heard DH is pretty manageable to run and easy for first timers.

What I'm really wondering is if I should play first or second edition.
>>
Is a Heavy Stubber, or Autocannon better in Only war for a Siege Regiment?

The standard weapon our regiment has is the combat shotgun instead of the lasgun, if this matters.
>>
>>47054036
Depends on what you're sieging but metawise autocannon is one of the best weapons unless your GM puts you up against hordes
>>
>>47054036
AC, in general. Heavy stubber has generally bad synergy because it's easy as fuck to get without being favored.
>>
>>47054119
Ah, I see. Was making sure before I chose what to give my Heavy Gunner. I was already thinking about the Autocannon, just wanted confirmation that it was the right choice.
>>
>>47054119
>>47054143
>>47054146
Forgot to mention that I'm the GM, making a WWI themed Regiment, and while the Heavy Stubber works more flavorfully, I knew that my friend playing the Heavy Gunner would like the Autocannon more.

Also, what page is the Chrono in the core rulebook, and what does it do? I'm assuming it's a watch of some sort, because I cannot find what page it's on.
>>
>>47053025
It's not shit. Best on armor is a good investment, shotguns aren't shit. There's always the thought when I see Augmentics to try and free enough points to slap vat grown muscles on everyone.
>>
>>47054170
IIRC, the Heavy Gunner can take a Heavy Stubber even if it's not the favored weapon (HG gets a heavy stubber or the favored weapon).
>>
>>47054208
You're right, completely forgot about that.
>>
>>47054170
>Also, what page is the Chrono in the core rulebook, and what does it do? I'm assuming it's a watch of some sort, because I cannot find what page it's on.

Just a watch.
>>
What would the penalty for a guardsman who has committed tech-heresy be?
>>
>>47054242
Thanks mate, that's been bugging me.
>>
>>47054261
Varies. A strict officer or commissar, instructed of the crime by a tech-priest, might have them killed. Transfer to a punishment battalion is possible.

That is also the kind of crime that might get you used for special jobs. Someone smart enough to deliberately commit tech-heresy is a good disposable choice for high risk jobs that might have a tech component.

If they are merciful you might just get flogged enough to satisfy the tech priest and watched carefully. That seems likely if they think you did it out of ignorance rather then any malice. "I didn't know bolting a flashlight to my lasgun would offend the machine spirirt!"
>>
>>47054277
In every other book it does nothing mechanically so it does everything a watch can do and better qualities fail less often like other tools
>>
>>47054333
Neato. Thanks.
>>
>>47054277
Page 139 of Rogue Trader. Chronos are hand-held or wrist worn timepeacies, generally dependable and easy to use.

They are Abundant.

I guess better quality ones might give you automatic ajustments and show you local time and ship time.
>>
>>47054170
Question, would Augmetics or Scavenger be a better choice for my WWI regiment?

So far I've got:
>Imperial World
>Siege Infantry (Maybe Line Infantry?)
>Phlegmatic
>Scavenger

Favoured Weapons:
>Sniper Rifle (Springfield M1903)
>M34 Autocannon (Browning M1917?)

Standard Equipment Bonuses:
>Combat Shotgun Main Weapon (Browning Auto-5)
>Stub Revolver Sidearm (Colt New Action)
>All Flak Armor counts as Best.
>All Combat Shotguns counts as Good.

This leaves me with 9 points left, what should I use them for?
>>
>>47054355
>>47054388
That's good to know, thanks mates!

>>47054416
Forgot to mention that they also have Well-Provisioned!
>>
>>47054416
I feel like Scavenger works better for a WW1 regiment. Augmentics seem to fit a more high tech regement, or one of frankenstinian monsters produced by the cult of the omnisasah.
>>
>>47054471
True enough! I think I'll remove Well-Provisioned for the extra points towards the standard kit as well. Bringing the total to 15.
>>
>>47054333
>bolting a flashlight to my lasgun

Twin Linked.
>>
>>47054551
I keked.

>>47054416
>>47054488
Alright, here's the edited list, though I can't decide between Line Infantry and Siege Infantry, the group is for new players, and I'm a first time DM as well.

But anyways, the list:
>Imperial World
>Siege Infantry or Line Infantry
>Phlegmatic
>Scavenger

Favoured Weapons:
Sniper Rifle (M1903 Springfield)
M34 Autocannon (Browning M1917?)

Standard Kit Bonuses:
>Combat Shotgun Main Weapon (Browning Auto-5).
>Stub Revolver Sidearm (Colt New Action).
>Best Suit of Flak Armor.
>2 Week's Extra Rations.
>Knives count as Good.
>Combat Shotguns count as Good.
>Chronos.

Would you recommend Line Infantry or Siege Infantry for this list/New Players?
>>
>>47054677
Shotguns as the primary weapon?

What are the range rules on shotties in Only War? Lots of systems like to make them too short compared to real shotguns.

And IG regiment without lasguns sounds kind of weird, but I can dig it.

People generally consider siege to be more fun since line infantry generally means standing around shooting over and over again
>>
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>>47054677
Full flak armor is a lot of armor for a WWI theme
>>
>>47054762
Shotguns have 30m range. Compared to the Autocannon's 300m(?) range. Which is one of the reasons I made Sniper Rifles the preferred weapon, other than the fact that they'd be perfect to represent the full length cartridge rifles used in WWI.

Good to know Siege is considered more fun. I think that they might like the ability to make their own cover as well.

>>47054798
Eh, it's what both Siege and Line Infantry comes with.
>>
>>47054841
Just because it's standard doesn't mean you're required to go with it.

My regiments gets a crude helmet, flak vest and leather trenchcoat.

Though they're also a mech infantry unit that rides around in uparmored, but open top Chimeras so that makes them a little less squishy
>>
>>47054885
Nah, I think I'll keep the full suit. Since they're not an armoured regiment they'd get extra armour, and since I made it Best it'll be AP 5 50% weight, which is nice.

Still need to come up with campaign ideas and stuff like that, as well as fluff up the regiment.
>>
>>47054677
Just noticed that Stub Revolvers take 2 full actions to reload.

I don't like this.

Replacing it with Stub Pistol (M1911 with aftermarket magazine), and removing chronos to keep it as counts as Good.
>>
>>47054925
I think I might make a thread tomorrow to fluff them up, see what /tg/ can help come up with.

Anyways, I need to get some sleep, g'night all.
>>
Is there a limit to the authority an Acolyte may wield when carrying out his investigations tasked by his Inquisitor?

And for that matter, I understand that the death of one or 5 acolytes, especially to an uncaring Inquisitor, may be inconsequential. But would threatening governmental authorities who are trying to cover up something fishy that should they (the acolytes) disappear, a far worse fate would befall them etc etc?
>>
>>47054885
>>47054925
You can run into a player rebellion if you take away the shitty guard flak. It's already bad enough.
>>
>>47055090

Technically an acolyte's authority is pretty limited. They aren't inquisitors and don't have the authority of one. The inquisitor can tell people they have to obey an acolyte, or give an acolyte a letter that says "give the person with his letter all assistance and obedience they require".

Acolytes are expected to die in the line of duty but an inquisitor won't take kindly to someone acting ageist them. Vanishing them would make an inquisitor suspect someone working deliberate ageist the inquisition.
>>
>>47055384
Don't play with shitty players
>>
>>47055504
The players have every right to have some say in the regiment selection. It's a hard enough game without making the standard kit garbage.
>>
>>47054677
If you feel like changing things up further for your player or to make the weapons more in-line with how you feel the real weapons are, there are the variant pattern rules in hammer of the emperor.
>>
>>47055090

Depends a lot on the individual acolyte group and their inquisitor. It's not really a static thing.

Our group for instance has managed to get command of 2 guard groups 'on R&R' on a planet as there is hints that one of the big pillars of the imperium of that planet has gone completely off it's rocker and been corrupted but they are not sure which. We are to confirm it and, if so, bring the Hammer of the Emperor down on the correct target.
>>
>>47053920
Second edition is more straightforward with more freedom in character creation, while first ed has a crapload more content but also some balance issues.
>>
>>47049109

It actually never specifically says Chartist ships are slower than light, not on that page at least. It says they lack astropaths and navigators to guide them, which is okay if they are plying stable routes.

They "take years to travel their circuitous routes between the stars", which is expected considering how long even warp travel takes according to the charts in Rogue Trader.

Their route can take "generations to complete", which is also expected given both how long warp travel takes, and the number of planets they must visit, not to mention the duration of whatever it is they do at those planets.
>>
>>47055720
Like competence between starting characters in both systems being worlds apart?
>>
>>47055765
I've read that chartist ships use warp drives, but only during the calmest warp conditions and well plotted routs between known places, and even then make short hops.

40k has retarded scale, but even then they aren't stupid enough to say that STL interstellar shipping is profitable.
>>
Which rulebook would you recommend for a first timer?
>>
>>47056368
DH 2E probably, it's the latest and most streamlined ruleset, and doesn't necessarily require much knowledge of the setting at large to be interesting. Only War at a close second.
DH 1st is a horribly bloated mess. Rogue Trader does require setting knowledge and a self-purpose that could stump some people who are trying TTRPGs after coming from video games, but can be fun and perhaps a bit lighter in tone than the other games. Deathwatch is basically just a shoot 'em up in PnP form.
>>
>>47056549
How would you describe Black Crusade?
>>
>>47043100
2000 years. that's just maths
>>
>>47056570
The least suitable for beginners.
>>
>>47056570
There are only two flavors of Black Crusade: Uncle Slaanesh's Magical Realm and OW THE EDGE.
>>
>>47056570
Hard To balance if your players want to mix chaos space marines and squishy humies
>>
>>47056570
Perhaps unsurprisingly it's the 'darkest' of the 40k RPGs, tonally speaking, but it has a lot of potential for a Saturday Morning Cartoon situation where the players act as the comically villainous foils. It's my favourite, but it was FFG's first go at an RPG using the updated ruleset, and shows that with several janky parts.
It's the highest powered system, in terms of what the characters themselves are capable of doing - though Rogue Trader beats it out by being able to just bombard the shit out of a planet as a baseline - and as a side-product, is probably the most breakable. Characters get fucking STRONG with some intelligent meta-design, especially psykers, which is something that'll happen in most campaigns as the alignment system requires a fair amount of forethought and division of experience to not gimp yourself.
It also requires a fairly good grasp of the setting, if you intend to go beyond the scale of a single planet/continent. As >>47056638 says, it's the hardest to get into, not least for the GM who'll have the nightmare of keeping split parties involved and having fun, and balancing inter-character interaction and power levels. Fun for the Sorcerer throwing a hundred d10's and pulping armies at a whim, less fun for his friends who are still scrounging for bolter shells.

tl;dr, it's grim, it's dark, it's grimdark, and it's slightly confusing for beginners.
>>
>>47056717
There is also that it semi-encourages interparty conflict with how the alignment system works.
>>
>>47056717

>it has a lot of potential for a Saturday Morning Cartoon situation where the players act as the comically villainous foils

I have fond memories of the Khornate and Slannishi members of a group going full Mean Girls at each other.

They were just as bloodthirsty as each other but the Slanneshi considered the Khornate a decadent, short sighted fool only here for her next hit.

No, the Slanneshi was not really aware of the concept of Hypocrisy.
>>
>>47056705

You forgot an important one:

CCCOOOBBBBRRRRAAA!
>>
>>47056717
There is also that each other game line has the potential to end up a Black Crusade game.
>>
>>47051428
I don't think GW wants to picture child labor/soldiering in its books, despite the Grimdarkness of the setting.
They're probably considered adults when they it something like 14 years old, too.
>>
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>>47054677
Take a look at the french 37mm mle 1916 (pic) and 37 TR canons. One is a rapid reloading gun, the other a gatling. Both are from ww1 and would be more adapted caliber-wise.
The 37TR in particular has a pretty cool design.

I recommand siege, based on the current loadout. They're not geared for mobility.
>>
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>>47057066
>>47051428
Way too dark for GW
pic related
>>
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>>47057118
>>
>>47056705
I had a great Black Crusade game where everyone were selfish dicks and one guy revealed about 4 sessions in that he was playing a loyalist space marine that got lost in the sector.

His odium of everyone around him and willingness to casually dominate and kill people seemed pretty CSM-ey. We all thought he was on team Khorn when he ripped apart a Tzeech sorcerer and stole his Idolitor class raider, then killed everyone that mentioned worshiping the lord of change.

>>47056714
Yeah, you just have to kind of accept that threats to humans and threats to CSM aren't on the same scale. Finding ways to get them to work in the same story is a real challenge.
>>
>>47057170

>Yeah, you just have to kind of accept that threats to humans and threats to CSM aren't on the same scale. Finding ways to get them to work in the same story is a real challenge.

Which really is one of my biggest issues.

Any human who tries to go Combat Monster is going to get eaten alive by marines. The Combat Wombat human spec might as well not exist if someone plays a marine.

Though that applies to basically all specs to some degree due to the +5 to all stats marines get.
>>
>>47057177
And the inherent unnatural strength/toughness 4, free power armor and not getting size penalties while in it and some other stuff.
>>
>>47057632

Yeah, though those ones matter a bit less in non-combat focused things.
>>
>>47056549
>DH 1st is a horribly bloated mess

That is true, but I enjoyed the supplement books. Disciples of the Dark Gods 2e, please.
>>
>>47033743
I thought ogryn was a martel?
>>
>>47057115
That's actually pretty cool looking as well, thanks mate!
>>
>>47054677
Hmmm.... Now I just need to come up with a name, one that sounds somewhat American and official. My friend suggested the 14 Point Regime, after Woodrow Wilson's League of Nations speech, but I'm having a hard time seeing it as a regimental name.

Right now, a detail I'm thinking about for their homeworld:
>The Imperial World Merikka was named after an ancient civilization believed to have once been on Holy Terra, whether this is true or not, it is a source of pride to her citizens, as they believe it a link to Holy Terra.
>>
Looking for a tech marine for a mid level deathwatch game., see Game Finder ad for details
>>
>>47059431
Alright, I got it.

The 48th Merrikan Trench Brothers.

Thanks for all the help mates!
>>
>>47059844
Link that shit, nignog
>>
>>47056570
Bloody hilarious to play
>>
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>>47059048
My pleasure. ww1 and the interwar period produced a ton of cool and unusual weapons.
What kind of foes will you send at them, btw?

>>47059431
3rd ed Imperial Guard codex had an american regiment reference.
You can always call them the 5th minutemen regiment or something like that.
Or the 12th PRIR (Point Regime Infantry Regiment).

Also
>The planet Merikka is often nicknamed the 51st state. Nobody knows why.
>>
How much work would it be to play Only War as the Tau? Is that stat'd in any of the fan content?

My friends want to play as human auxiliaries, vespids, firewarriors, etc
>>
>>47061803
Rogue Trader and only then for actual Tau.
>>
>>47060357
>>47059431
You could also pick from a number of alternate names for the USA. Freedonia, Appalachia, Columbia, Alleghany, and Usonia are all options, with or without jiggering with the spelling.
>>
>>47061860
Huh, I'm surprised there's not more available for Tau already. I'll check that out, thanks
>>
Is it just me or is it just fun to make OW regiments?
>>
>>47062737
Yep. My favorite regiment ever was the Knights Templar regiment I made that ended up with sword, shield, and +10 to WS
>>
>>47026627
Does anyone have that Aliens conversion for Only War?
>>
>>47062737
It is. Our OW short campaigns now include more regiment creation that character creation. Everyone comes with projects at the table.
IMO, the top 3 regiments we did were medieval Ogryn drop troopers, corrupted navy armsmen acting as coastguards, and a redemptionist mob that brought their families along.
(on that regard, flamers are so damn good in that game)
>>
>>47060115
my faith is very specific about cross-linking threads while on mobile

>>47048076
>>
>>47062737
It really is.
>>
How do you feel about xenos player characters in Rogue Trader?
>>
>>47065676
Make sure everybody's on board for it and make sure they're aware of the problems that it can cause in-universe. If they're still game, go for it.
>>
>>47065697
Telling them that being branded by an iron is one of the only ways for them not to be shot on sight, and that it only works 75% of the time, usually do the trick.
>>
>>47065676
Knowing my group, it would probably lead to wacky shenanigans. They don't really have the mindset for grimdark so we end up being more old-RT in roleplay.
>>
>>47060357
I'm not sure what I should send them at yet, I'm thinking maybe Cultists, I'll probably use the premade campaign that comes in the book if I like it.

>>47061902
We decided on a name for the regiment, the Merrikan 48th Siege Battalion.

Here's the party we have so far, only one of the players has fully kitted out his character, the others just know their Specialization.

>Solar, the Heavy Gunner.
>Heavy Weapon: M34 Autocannon.

>Heavy Gunner
>Heavy Weapon: M34 Autocannon.

>Weapon Specialist
>Chosen Weapon: Flamer

>Two Medics

I think they'll do good, hopefully.
>>
>>47066508
>World War I regiment
>not the Tommies
>or the French
>or the brave ANZACs
>>
>>47066567
There is nothing wrong with picking the winners.
>>
>>47066567
But Anon, don't you want to be a doughboy too?
>>
>>47066577
They're all the winners though.

>>47066629
I'm just saying, most of the really rich bits of the war were over and done with by the time the Yanks arrived. Didn't the Americans only participate in one sorta-important battle of the war?
>>
>>47058241

Doesn't the Enemies Within supplement cover that?
>>
>>47067653
Enemies Within was kinda crap, though.
>>
>>47067722

Oh, well that is disappointing. What was wrong with it?
>>
>>47065676
Kroot would work fine with standard Rogue Trader fare, since Kroot are strictly mercenary and are relatively sane.

Orks are more disruptive and the best way I could see them being used if EVERYONE is an Ork or a Digga.

Finally, the Dark Eldar are 2edgy4u and are just shy of outright heresy. The tone would closer resemble Black Crusade.
>>
>>47026627
Is there some sort of optimization guide for this product line?

I realize that the game is mostly narrative driven and games can go on without having to make a single dice roll but I'm interested in receiving someone elses insight on build optimization.
>>
>>47067846
Nothing, DH expansions are mostly ok to GOOD.
>>
>>47067846
There's not really any cohesion or memorable fluff to it. It goes into fighting heresy, but it never goes into much depth on what heresy actually is and how insidious and seemingly innocent it can be. The random cult generation tables were neat, but then they faceplant hard with "all cults have chaos at the bottom of the rabbit hole" , which cuts off a lot of potentially interesting heresies and is just kind of dumb in general. The cursed items also take up a lot of pointless space and don't really feel like Hereticus matters.
On the plus side, the new homeworlds and such are all neat, the gear options aren't bad, and there's very little that's actually offensively bad. It's a C- at best, IMO, and overshadowed by Without and Beyond.
>>
>>47067980
Yeah, this. 1e had better fluff for this. I miss the Temple Tendency.
>>
>>47066508
Oh, and I swapped the Favoured Weapon: Sniper Rifle, with Favoured Weapon: Autogun.
For some reason, it was just really bothering me, and I don't know why. The Autogun can represent the BAR, and it's selective firing modes.

>>47066732
Well, really I just felt like making them American. That's it, really.
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