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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

Previous Thread: >>47074273

Onward, fellow anons.
>>
From last thread, I finished up the crunch on my 2fast SS ratling regiment, now I need fluff and opinions on it.

Stats:

Characteristic modifiers: -1 Ballistic Skill, +13 perception, +5 Fellowship, +11 Agility, -5 Strength, -10 Toughness
Starting Skills: Awarness, Decieve, Linguistics (Low Gothic), Trade (Cook), Survival, Stealth
Starting Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste), Resistance (Fear), Catfall, Marksman, Blind Fighting
Traits: Size (3)
Standard Kit: 1 sniper rifle +4 reloads (Main Weapon) with a silencer and red-dot laser sight, 1 lastpistol +4 reloads, 1 flak jacket and flak helmet, 1 riding beast, 1 saddle, 2 saddle bags, 1 set of riding tack, 1 knife, 4 weeks rations, 1 chameleoline cloak, 1 dose of poor-quality recaf
Favored Weapons: Sniper Rifle, Lascannon
Abhumans
Narrow Focus
Limited Numbers
-3 starting wounds

Mount (Minion)
Ws 20, BS 01, S 40, T 40, Ag 60, Int 10, Per 25, WP 30, Fel 10
Movement (Ground): 18/36/54/108
Movement (Flying): 11/22/33/66
Skills: Athletics, Awareness, Dodge, Survival, Stealth
Talents: Sprint, Hard Target
Traits: Bestial, Bred for War, Size (5), Natural Weapons, Enduring Flyer (8), Skittish, Terrain Master, Quadruped, Unnatural Agility (2)
Wounds: 12
>>
>>47129662
Interesting numbers on some of those characteristic modifiers.
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>>47129725
Ratling homeworld does some shit man. Ogryn world gets -15 Intelligence.
>>
>>47129729
>>47129662
Gotta love how ratlings are supposed to be great snipers, yet they get -1 BS.
>>
>>47128869 It (technically) should be coming up every time the group wants to accurately predict how something could or will turn out, or to pick out turning points/key factors/missing information in knowledge that has been given to the group.

Yeah, but those all seem like situations where the players would much rather figure things out then hand it over to a dice roll.
>>
>>47129767
That -1 BS is actually -3 from being a Rough Rider regiment with a +2 from the Snipers training doctrine.
>>
I have a question.

How do you arrange rogue trader games, I've been search, pestering and even trying to wrangle my own game for about a year and a half now. No luck.

Every other FFG 40k game, no hassle.

I just want to be an archmil, I just want to serve my captain and explore the galaxy.

Why can't this happen.
>>
>>47129791
Wait, sniper horsemen? Adorable little mongols? WTF is this regiment, I don't even...
>>
>>47129818
Here is what I used to build this regiment. Ratling world, Maverick, Rough Rider, Snipers, Infiltrators, and The Few.

Actually supposed to be shoot-and-scoot snipers with their mounts being able to outrun most vehicles.
>>
>>47129841
Ok, now I'm really interested in the fluff of these guys.
>>
>>47129867
That is why I asked for fluff and opinions. I got none for them other than them being meant to go out and terrify armies by making heads explode out of nowhere and fading away, to do it all over again until they run out of ammo.
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>>47129590
Harakoni doodad from the previous thread, hanging around for >>47116527 's stats for light tonks capable of joining air drops.

As an aside, going to be playing a sergeant in somebody else's OW game, any skills, talents or sweeping orders that are must have from the get-go?
>>
>>47129897
Get Them! from your specialty because +4 damage is nothing to sneeze at, especially when orks are charging at you.
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>>47129882
Also the few because even though the beasts they ride on are loyal to their riders, said riders may not be able to handle the speeds they go at.
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>>47129897
Currently moving them from excel to a pdf. It won't be long, assuming no other fucker sinks his boat during my watch.
>>
>>47129882
>>47129917
Make them ride some horrible beast that is too weak and aggressive for normal humans, but for some reason gets along well enough with ratlings.
Also as I said, take a look at mongol and other horse-archer cultures for inspiration.
>>
>>47129982
Slight issue is that there already is a mongol mounted regiment.
>>
>>47130009
But those are mongol heavy lancer not mongol horse archers/snipers.
Meanwhile we have two Russian, and I don't even know how many German regiments.
>>
>>47130029
Well, that is true. Any ideas on the mount itself? Should it be like an insect or mammal? I keep thinking of giant ladybugs when I think of insects for them to be based off of and I have no idea why.
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>>47129662
For some reason mounted Ratlings me think of big ass war-ferrets (with bat wings?). They're short, slightly temperamental, rampant kleptomaniacs, and sneaky little bastards.
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>>47130051
I was thinking more of an unholy stinking hybrid of reptile/mammal like the Felhound from Warcraft, only without the retarded spikes on the shoulder and whatever those two appendages are that they have on their backs.
>>
Me and my group are gonna play Dark Heresy 1st Edition in some months here and me being as a player, are there any Warhammer books i could check out to get into the setting? Only experience i got is the general stuff and the video games
>>
>>47130057
I suppose ferret-bats works though what should they and the regiment be called and what should their nicknames be?

>>47130088
Those seem like they'd be good for a different mounted regiment, one that attacks with their mount instead of fleeing with it.
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>>47130129
I don't think any animal can be used to flee from combat. Training an animal to be useful in combat is actually quite hard work, especially if it has a foul nature. Meanwhile I found the creature I was more or less thinking of.
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>>47130210
*I think any animal
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>>47130210
Well presumably these are non-sapient xenos creatures being used as mounts.
>>
>>47130233
>>47130229
Oh, well that clears up that. As it currently stands, the mount would have been bred for speed and relative ease of handling.
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>>47129897
If you're in a hurry you can just down armor a chimera or something
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>>47129971
>assuming no other fucker sinks his boat during my watch.
I'm much obliged for the effort, though I am curious, you a lifeguard or something?
>>47129906
Yeah, that is hella beefy. I'll hold off on the vox-tech, I think it's fair to assume everyone will be close enough to hear me hurling abuse at them.
>>47130372
I got all day bby
>>
Is it possible (apart from GM fiat) to change specialist equipment in OW? My commissar needs a plasma pistol for more efficient BLAMming.

Furthermore, does the commissar uniform have any intrinsic armor, or does s/he just slap on a regimental equivalent under the coat?
>>
>>47131005
>Is it possible (apart from GM fiat) to change specialist equipment in OW?
Yes, you requisition it just like everyone else.

>Furthermore, does the commissar uniform have any intrinsic armor, or does s/he just slap on a regimental equivalent under the coat?
The Commissar uniform is just a simple cloak. It doesn't have any armour.
>>
>>47131082
>Yes, you requisition it just like everyone else.
I was hoping for something... more guaranteed. But I can live with that, it's really just chrome. Regiment is scavengers anyway, could fluff it like just outright confiscating one on a flimsy excuse.
>>
>>47131382
>not executing a superior officer for incompetence and looting his corpse
>>
>>47131382
If they're scavenging I'd imagine hydrogen flasks wouldn't be in good supply
>>
>>47131546
You. I like you.

Though in seriousness, I might wanna discuss the tone of the game in question more thoroughly before pulling off something like that. If he has a power sword too, he's dead the second I lay my eyes upon him.

>>47131587
I't really for summary executions anyway, commissars don't get ballistic skill aptitude.
>>
>>47131005
>Furthermore, does the commissar uniform have any intrinsic armor,

Well actually, in DH1E inquisitorial handbook the commisar coat has armour inserts so its ap4 arms and chest. Additionally in the 40k tabletop comissars are treated as having carapace armour but are more often depicted with a carapace chest plate.

So i'd talk to the GM and see if i cant get those two just for character flavour. Though i dont think its likely you can fairly traid anything of the same rarity as a plasma pistol to get one.

I'd take a plasma pistol too (and a bolt gun later on), they can be used in melee and are better than a power sword for one attack, added to that they can push out the range of that attack to 30m. Additionally they can be fired alongside another weapon in the off hand (such as a boltgun), which makes them super mission flexible. Also pro tip, if your using a plasma weapon buy some sacred machine oil and a syringe, roleplay that in the event of a jam you just need to press the syringe and the weapon will unjam without injury, such is the power of the sacred machine oil.
>>
>>47129590
Can my Adept eventually learn to use rituals to curse my enemies and aid my allies? Is the Radicals Handbook worth using?
>>
>>47131772
>Can my Adept eventually learn to use rituals to curse my enemies and aid my allies?
Probably.

>Is the Radicals Handbook worth using?
If you value your soul, no.
>>
Skimming throught the mounts in Hammer of the Emperor, it looks like the Aethexe is the best one, no?
>>
The past 3 threads have been very OW centric.

Is it really that good? I thought it was basically Deathwatch-lite and my group thought that was not much more than a combat simulator.
>>
>>47133705
It's like Deathwatch, but with the added fun of playing actual humans, and all the shenanigans from war films. Also since DH 2e is shit, it's the last good thing t come out of the line.
>>
>>47133705
Deathwatch has stupid rules like multiplicative unnatural attributes, and there's the fact space marines are inhuman. In Only War you can relate more to the characters because they seem more like people.
>>
>>47134454
Also, regement creation is awesome and one of the most flexable things in the otherwise stupidly restrictive 40k games.
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>>47134601
Being restrictive is a feature not a bug, tho.
Also Elite Advances.
>inb4 b-but I have to interact with my GM for those!
>>
>>47129590
Wait, is the guy in pic related an actual regiment? His colors are coincidentally close to my IG army I'm painting.
>>
>>47131815
Go down the Path of the Adept getting a Psy Rating, and pick up Malefic Scholar.
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>>47134952
Not always. Sometimes it makes sense, other times it's just goofy.
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>>47134952
>Restrictive is a feature.

Class based is fucking stupid.
>>
>>47136238
>>47135669
It's the fucking 41st millenium. knowledge and even practical skills are tightly regulated. The Ecclesiarchy even preaches curiosity as a sin. Most people do one thing and do it for their whole life.
I usually hate class based systems, but if you don't see why it's the best fit here, you are retarded.
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>>47136381
It gets retarded when you lack skills that anybody actually expecting to be able to perform the tasks set out for them should have. It's not about being illiterate or having an education like most people today have, it's about being a Tech-Priest who doesn't actually know how to appease machine spirits.
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>>47136457
That's a problem with the specific system, not class-based in general tho.
Also where can you make a Tech-priest without Tech-use?
>>
How do you roleplay a Commissar in Only War without your party hating you?
>>
>>47136506
>That's a problem with the specific system

Hence why I said it sometimes works and sometimes doesn't. Rogue Trader wasn't as bad about this, usually.
>>
>>47136506
Isn't Tech-Use actually a Rank 2 advance for a Tech-Priest in DH 1e? Or was that the Tech lores?
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>>47136524
Tone down the BLAM memeshit.
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>>47136556

The tech-priest in DH 1e STARTS with Tech-Use
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>>47136648
Hm, okay.
>>
>>47136524

Play them completely against the lore.

After commissars were reinvented alongside the stormtroopers, they're less engaging than goddamn servitors.
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>>47136725
>reinvented commissars
How so? I haven't followed recent lore.
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>>47136524
Well, first off let's hope that your players can differentiate OOC and IC; me and a good buddy's characters are always verbally sparring, and like >>47136588 said, no random shooting people unless it really is necessary. More on this in a moment.

The commissar is a morale officer - whilst this does mean you may need to enforce discipline, a way to bolster morale 'without your party hating you' is to go for the inspiring hero archetype - use encouraging words and play upon the pride of the characters rather than threaten or cajole them. Hell, you can literally use the Command skill to 'Inspire' your men, which is particularly useful if the enemy is somehow out of range of your boltpistol.

A commissar I barely got to play was the cadet-commissar. Inexperienced and cautious, I had IC justification as to why I wasn't executing a fellow , older PC (something my GM was keen to see happen for some reason) for his reluctance to speak - he was the new guy, and he'd rather stand by and observe how the squad works before he took the reins proper.

Think of some personality quirk or reason as to why the commissar treats the other PCs differently from the other rank and file - is this this 'his' squad, destined for glory and medals, so he is invested in their success? Is your commissar disinclined to waste men and bolt-casings, when both can be cast at the enemy? Are the other PCs veterans that he respects, or familiar faces he cherishes after seeing so many die?
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>>47137538
PCs are already supposed to be important, veteran troopers, who shouldn't be shot at the first sign of cowardice tho.

Also, if something is out of the range of your bolt pistol, you sup them to DRIVE YOU CLOSER because YOU WANT TO HIT THEM WITH YOUR SWORD!
>>
>>47137697
Yeah, but a fair few GMs forget that PCs are meant to be the stars of the show, the main cast, etc.
Get thee back, memester
>>
>>47137538
>>47136524
Commissars are really supposed to use summary execution as a last resort, such as fleeing in the face of an enemy or some really egregious crimes such as attempted mutiny, rape, or murder. For lesser crimes you should get creative in punishments; things like "Guess who gets the clean the latrines out for the next three weeks" or "I left my cat-o-nine-tails in my tent, so I'm gonna make you exercise until your muscles hurt." And Commissars such as Ibram Gaunt and Ciaphas Cain prefer to use inspiration rather than fear to motivate the men under their command.
>>
I'm confused about Only War. How can one IG squad have an Ogryn, Ratling, Commissar, Sergeant, and regular guardsmen in it all at once? Aren't Commissars only included at command levels anyway? Like one to a regiment?
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>>47136945

Memory-drug addicted zombies, with no personality because loldrug, who think of nothing but serving the Emperor, and are forced to execute their best friend as an initiation test.
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>>47138628
Oddities of Munitorium organization can result in some interesting squad compositions. And while Commissars are often officially attached to regiments at the command level, most have fairly martial inclinations and prefer to be on the front lines where they can directly watch over and inspire the troops.
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>>47138628
What part of 'veteran special force' is confusing you?
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>>47138735

Yeah, Codex Militarum Tempestus went some really odd places.
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>>47138735
Decidedly meh.
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>>47136524
The Commissar's job is to maintain morale, not to shoot everybody on his own team. You're the relatable human medium between the guardsmen and the guy in a spaceship telling them to charge that deff dread.

Your job is to keep them moving forward as much as it is to stop them running away. It's not all yelling about heresy and blamming people.
>>
Posted in wrong 40k thread

Any good maps for Dark Heresy? You know with marked cover and all that good stuff? Most of the maps I find online are too damn small or I have to manually mark cover.
>>
So I'm starting a Dark Heresy campaign with a couple of new players and am basing the campaign around a Tinker-Tailor-Soldier-Spy type deal where they have to subtly investigate four interrogators who are on assignment (read: excuse to get them to do a bunch of side quests). The twist is going to be that one of the interrogator's has a corrupted savant who's been passing on their info to a cult.
Think they'll go full on murderhobo after they find out? I'm worried they'll just start trying to kill anyone who looks vaguely ominous and isn't their immediate superior.
>>
>>47139895
Depends on the players I personally wouldent but do you think they would
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>>47140006
Hard to call since they're new. I might start them off with a preplanned campaign so that I can gauge them better.
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>>47140091
That would probably be best I lovelingly crafted a whole sector filled its systems with planets cultures and factions and then 3 murderhobo descended upon it it made me cry a little
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>>47140091
Yeah, I'd go with preplanned for now if I were you. Get their feet wet(preferably with the blood of heretics) and get them familiarized with the atmosphere of the game.
>>
>>47136524
Easy.

Commissars are supposed to lead from the front, inspiring their men to die in the name of the God-Emperor. Execution isn't something that happens frequently, and even in game, it's only used on comrades, not PC's.

Believe it or not, Commissars have a high fellowship rating, and you can use it to your benefit. One of the abilities for leadership is to inspire fellow players as a full turn action, giving them a +10 on their next action.
>>
>>47141862
And there is a talent dropping it to a half action, but only once per turn.
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>>47139546
I haven't seen any, but they might be out there.
>>
I wish they put more imperial relics in DH2 instead of all these weird heretic ones. Some of the old ones were neat. Not even the Blood of Martyrs ones attached to fatepoints, I'd be happy with something minor
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>>47129590
Anyone know what regiment the guardsman in the OP pic is from, and what book he is in?
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>>47144906
It's from this: http://warhammer40kcampaign.deviantart.com/gallery/

There's a bunch of other pretty cool pics there.
>>
I feel the need, /tg/, the need for speed.
What's the fastest you can go without using a vehicle. I'm talking about minmaxing for Agility on a Black Crusade Sorcerer, pushing Warptime and putting on a Jump Pack. Give me the most cheesy shit you can think up.
>>
>>47145301
It will take me a bit to redo the calculations, but you need to be a Q'Sal Magister Immaterial to start. Assuming best possible rolls for this purpose?
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>>47145377
Also stuff like psy rating 10 or maxing out Agility advancements.
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>>47145377
That or point buy.
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>>47145405
Is maxing out buying up psy rating okay?
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>>47145475
Assume you can do anything the system allows in one way or another, no cap on expenditures; doing it on a budget is more impressive, but that's not what I'm about.
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>>47145494
Ok, pure going fast by RAW.
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>>47130125
Consider the Eisenhorn/Ravenor series.
They are the prime inspiration for all of the Inquisitorial stuff handled in Dark Heresy, and they're a fun look at the setting beyond the usual "Space Marines, Chaos, and Xenos fightin'!" that shows up in most video games.
They also set up the Puritan/Radical split nicely, and are decently written for Warhammer novels to boot!
>>47138735
Goddammit. Did they just un-canon Ciaphas Cain? Because fuck them if they did.
>>
>>47145494
>>47145502
Say, Boon of Tzeench's damage is soaked by armor and toughness right?
>>
>>47145822
Never mind, I think psy rating is capped at 10 under the psy rating talent, unless if 10 is the max you can buy it at. Somewhat confused as to where this leaves pushing and Spook.
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>>47145619

Ciaphas Cain was noncanon ever since they retconned the 13th black crusade.
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>>47135081
> Come back 12 hours later and see the reply

Maybe there IS something to slowing the board down. Also, thanks!
>>
>>47145494
>>47145502
>>47145822
>>47145892
Anyways, assuming absolute psy rating cap of 10, the fastest this heretic can go is
384 meters when running or 768 when using Sprint and Quadruped (as nothing I can really find add more than one instance of it i.e. don't have +Quadruped) or Winged (like Quadruped except with the Flyer trait) and Size (7) from Rite of Fleshmoulding and power armor.
As each round is 5 seconds, the heretic runs/flies at 76.8 m/s or 153 m/s during the turn it uses Sprint.
This translates to going about 276.5 kilometers per hour or 171.8 miles per hour on a non sprint round. It turns into about 550.8 and 342.2 when sprinting respectively.

Starting with a base Agility of 25, add 20 from max rolls, 10 from Passions (Grace and Perfection focused on Agility), 20 from advancements, and 7 from max roll on Boneless for a total of 82 Agility.
Using Protean Form at psy 10 grants 20 points of Unnatural Characteristics to spend which is all dumped into Agility for Unnatural Agility (20) with an additional point of UA from Chaos Organ.

Note: From how it is worded, Unnatural Agility from Rite of Fleshmoulding, Protean Form, and Warp Time all don't stack, but it does from Chaos Organ since it actually has a + in it.
>>
>>47146273
I apologize for the formatting, wasn't sure how it would appear when posted.
>>
Is Sound Constitution the only way to gain wounds?
How does throwing things like knives and grenades work?

Any advice for a first time rogue trader?
>>
>>47146319
Typically, yes.

What are you having trouble with in regards to throwing knives and grenades?

Get money and bitches, ignore anybody who tells you that you can't have both.
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>>47146342
Ah, I believe I found it on page 126 as far as grenades. Those little grey boxes are horrific to read on a screen. Does one need the throwing trait to throw knives effectively or is that similarly untrained?
>>
Hey, what are field hospitals and field surgeons/doctors/medics called in 40k? Medicae temples? I'm working on a regiment that includes such structures/organizations?
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>>47147996
Field doctors are usually just called medics, as in the specialty in OW. I don't know if there's a specific term for field hospitals beyond the typical.
>>
I present the 78th Explosive Fury a.k.a. the EOD i.e. Explosive Ordnance Deliverymen

Picked from a world that many would otherwise shoot themselves than visit, the 78th have reputation of charging into enemy formations and inflicting great harm on the both the enemy and themselves. These injuries are due in no small part to the abundance of explosives assigned to each soldier. While it is normal for a guardsman to be injured or even lose his life on the field of battle, being injured is a daily affair much to the chagrin of the medics having to attend to such wounds as the soldiers attempt and typically fail at tinkering with the ordnance given to them.

Characteristic Modifiers: +3 Strength, +3 Toughness, +3 Weapon Skill, -3 Intelligence
Starting Skills: Awareness, Common Lore (Imperial Guard, War), Survival, Dodge OR Parry
Starting Talents: Lightning Reflexes, Enemy (Medical personnel), Paranoia, Light Sleeper OR Resistance (Poisons)

Standard Kit: 1 combat shotgun (Main Weapon) +6 reloads, 1 knife, 1 suit of IG flak armor, 6 frag grenades, 4 krak grenades, 4 weeks rations, 1 auxiliary grenade launcher
Favored weapons: Grenade launcher, missile launcher

Fluency (Low Gothic)
Wary of Outsiders
Seeking Redemption
Untimely Inquiries
+2 Wounds
Start with 1d5 insanity points

Post too long, will post variant weapons in next post.
>>
>>47148506
Woops, I thought I removed the insanity points part. That isn't supposed to be there.

Regimental variant patterns: Combat shotgun, auxiliary grenade launcher, grenade launcher, missile launcher

Variant combat shotgun (Piercing, Crippling Munitions, Brutal Construction, Fixed Pattern, Bulky)
Basic, 30m, S/3/0, 1d10+4 I, Pen 0, Clip 18, Reload Full, Scatter, Crippling (2), Ogryn-Proof, 6.5kg

Variant aux grenade launcher (Longbarrel, Rapid Clip Ejection, Fixed Pattern)
Basic, 55m, S/-/-, Damage *, Pen *, Clip 1, Reload Half, Special *, 2.5 kg

Variant grenade launcher (Longbarrel, Incredibly Lethal, Brutal Construction, Unnecessary Features, Fixed Pattern)
Basic, 70m, S/-/-, Damage *, Pen *, Clip 6, Reload 2 Full, Accurate, Ogryn-Proof, Special *, 14kg

Variant missile launcher (Incredibly Lethal, Brutal Construction, Fixed Pattern)
Heavy, 300m, S/-/-, Damage *, Pen *, Clip 1, Reload Full, Accurate, Ogryn-Proof, Special *, 35 kg

Thoughts and opinions on the regiment?
>>
I am going to play an pilot in dark heresy. Please share me some nice portraits/pics.
>>
>>47130129
I was thinking lizards that could climb walls and hang upside down on shit, maybe not so fast as much as versatile, plus the idea of a sniper hangin off the back of a lizard upside down under a spire or something tickles my fancy.
>>
>>47148963
Not sure of that. The most reliable way for a mount go get to a higher elevation is to spend a point to get them Flyer (8). They have to spend a point out of 12 just to get Athletics at Known which doesn't help much as they can't advance it further making it no better than a straight strength test. A grapnel and line could help, though you might need one or two Good quality ones.
>>
>>47129590
Are Edge of Darkness and Forsaken Bounty up to date?
>>
>>47148548
>>
>>47149066
Or one could simply cybernetically enhance your mount I have yet to find a rule starring I CANT shove pentia coils in it or I CANT give it an Alatus-pattern jump pack and ride a god damn robo Pegasus into battle
>>
>>47149916
>I have yet to find a rule starring I CANT shove pentia coils in it or I CANT give it an Alatus-pattern jump pack
Accusations of tech-heresy? Atleast in the case of Potentia Coils, since I seem to recall them being considered somewhat sacred since it seems only Tech-Priests get them. Or it could just be a catch all term for cybernetic power sources.

Either way, I support your idea and where I your GM I would definitely let you try and build a cyborg-Pegasus to show the meat-bags the glory of the Omnissiah!
>>
>>47149916
Well, one of the traits you can give mounts is Machine (2).
>>
>>47150003
I'm now envisioning a regiment of Death Riders swarming the enemy from above on there winged Steeds
>>
Anon is back as promised.
Please comment, there's probably still a few typos and/or balance issues.

>>47130641
you a lifeguard or something?
Lifeboat crew on my spare time. We had a busy weekend since it's the first truly sunny week of 2016 here, so every noob sailor/swimmer is out.


>>47145619
>Did they just un-canon Ciaphas Cain?
And Gaunt, too.
>>
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>>47150194
God-fucking-dammit.

Drop Troops Vehicles, take two.
>>
>>47150209
Few spelling mistakes to look for, if you're fixing them; thoughness (toughness) and tarentula (tarantula) stand out on a quick skim.
>>
>>47147996
http://wh40k.lexicanum.com/wiki/Orders_Hospitaller
http://wh40k.lexicanum.com/wiki/Officio_Medicae
>>
>>47146921
You can use thrown weapons untrained, but you'd have to take a -20 penalty on the BS test.
>>
>>47150209
Very nice anon. I will be using these for my eventually written OW campaign.
>>
>>47150209
Looking at this, are you perchance, of slavic origin?
>>
>>47150279
Got it. Thanks for the input, anon.

>>47150971
Not to my knowledge. I lived with a russian woman for a couple years, but otherwise I'm a complete frog as far as I know my ancestors.
What gave you that impression?
>>
>>47152341
The arrow quotation marks in the pdf are pretty typical of slavic keyboards, as far as I've experienced. Seems they're easier to type than the traditional ones.
>>
>>47150209
Pretty cool.
>>
>>47146273
Now that's heretically fast.
>>
>>47135005
Nah, it's a custom I think made by some artfag on DA. His shit is pretty damn cool, though. Have another.
>>
>>47150209
There's a couple spots where things are left to the "appreciation of the GM." You're probably looking for "approval" or "discretion" instead. I'd personally lean towards "discretion".
>>
>>47150209
You seem to be missing like half the description of the arcas.
>>
>>47146273
After rereading the chapter on Psychic Powers, I think you might want to redo the calculation. I found no mention of an actual hard cap on PR, only that you can't buy more beyond 10. Thus, a PR10 Tzeentch-aligned psyker that somehow avoided his Mark and stayed unbound would be able to push to PR15, not counting additions from other paths to power.
>>
>>47156434
I got up to PR 16 without Blessing of Tzeench because that path leads to an assload more calculations between toughness, armor, and wounds.

2 from Spook, 1 from Child of the Warp, 3 from Pushing and bound due to needing the mark to actually be able to use the power in question. Incantation doesn't apply as it is a Corruption power.
>>
>>47156486
Oh, it was Boon of Tzeench. Was half confusing the name with Blessing of Magnus. But yeah, more calculations because you also have to make sure you don't die or at least not suffer crit wounds from it.
>>
>>47156434
Redoing calculations, is there any benefit to breaking 100 on a skill roll? Currently the heretic would be able to roll a 130 on a focus power test.
>>
>>47156661
You get more possible DoS, but nothing else, really. Furthermore, you do not need the Mark of Tzeentch to use Tzeentchian psychic powers, you just need to be Aligned Tzeentch.
>>
>>47156742
You do for Protean Form which is where all the ranks of Unnatural Agility come from save for 1 from the Chaos Organ gift.
>>
>>47150800
I think I remember from dh 2 that you don't need talent for throwing grenades.
>>
>>47146273
>>47156434
Okay, so, after recalculating it allowing for 10 being the max you can buy up psy rating and letting other things push the limit, this heretic is at probably Alpha+ psy power with a psy rating of 45 for this one power. That translates to Unnatural Agility 90 (How coincidental). The other factors stay the same for the purposes of calculating how fast the heretic goes.

Thus his run speed with Winged/Quadraped is now 1224m or 2448 on a sprint round equaling 224.8 and 489.6 meters per second respectively.
In mph and km/h it is 502.8/809.3 and 1095.2/1762.56 on a sprint round.
In a sprint round, it flies/runs at mach 1.4
https://www.youtube.com/watch?v=XmVagnlM-Ys

And now the nitty gritty calculations on how I got these numbers.
Right before using Protean Form, our heretic has an Agility of 82, Toughness 65 with Unnatural Toughness (6), 70 Willpower with Unnatural Willpower (7), Natural Armor (6), Size (6), 25 wounds, and a suit of best quality power armor.

He kinda needs all that due to Boon of Tzeench providing 29 psy rating and doing 45+1d5 pen 4 damage right after he uses Protean Form. 12 of that is from Corpus Conversion which, for the purposes of this heretic, I'll say he rolled all 1s for Toughness Damage because 12d10 would likely kill him.
Now, as there isn't anything about the damage inflicted ignoring armor or TB, so running the numbers on 45+1d5 pen 4, he suffers 23+1d5 damage which I'll say rolls a 1 on so this seething mass of unholy corruption is down to 1 wound.

Something to note is that while it is possible to do with with the regular psyker in core, the Q'Sal Magister Immaterial has Magus Supremus which makes him immune to Psychic Phenomena which he'll need as every round in which Protean Form is active, it sets one off and some of those cause damage.
>>
>>47157114
Your memory's correct
>>
Is there any reason to NOT drop pod Murder Servitors?
>>
>>47157986
If you need to be more discriminating than WRYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

So, usually no.
>>
>>47157292
Thank god for that.
>>
>>47158789
I think the reason is that there are two kinds of people: the kind that realizes the tactical superiority of grenades in firefights and thus throws them every given chance and those that never ever consider throwing one until some else does then goes "oh well, next time then" and the latter greatly outnumbers the former
>>
>>47157986
>Is there any reason to NOT drop pod Murder Servitors?

You can drop pod battle automata instead.
>>
>>47159049
Are they really that great? Like some of the specialty ones look cool but like vanilla frags?
>>
I'm half bored. Give me an idea for a regiment and I'll try to make it. Go as detailed as possible.
>>
>>47159984
A penal world close assault regiment consisting of men forcibly cyber-augmented for their tasks; troopers who fail tend to get servitor'd.
>>
>>47159984
A group of Stone Age primitives who the Munitorium, in its infinite wisdom, have decided to give Baneblades.
>>
>>47159984
Weeaboo ashigaru-themed legion because there still isn't one. Receives huge support from the navy and aeronautica.
>>
>>47159984
Catachan armoured assault regiment with chimeras that open up at the front like land raiders.
>>
>>47160127
Working on this right now, pretty simple.

>>47160181
Going for ineptitude or making the best out of bad paperwork?

>>47160230
Do you want them to actually use flintlocks or are other weapons okay? Any other details on how to differentiate them since I'm not all that familiar with them.

>>47160274
Not sure if I can actually modify vehicles for it or what the benefit will be.
>>
>>47160309
>Going for ineptitude or making the best out of bad paperwork?
Extreme and hilarious ineptitude.
>>
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>>47160323
>>47160309
>>47160181
I'd imagine them as being incredibly incapable but somehow managing to ooga booga things into working.
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>>47160358
The real sad bit is that unless you toss out that bit of the rules, you can't give them the actual Primitives drawback; that drawback can't be taken by regiment types that use a vehicle.
>>
>>47160127
Characteristic Modifiers: +3 Agility, +3 Toughness, +3 Weapon Skill, -3 Intelligence
Starting Skills: Intimidate, Linguistics (Low Gothic), Common Lore (Imperial Guard, War), Dodge OR Parry
Starting Talents: Peer (Underworld) OR Street Fighting, Lightning Reflexes, Enemy (Adeptus Mechanicus), Paranoia

Untimely Inquiries
Unwilling
Larcenous
+1 Wound

6
Standard Kit
1 combat shotgun +4 reloads with the chain attachment upgrade, 1 autopistol +2 clips, 1 knife, 1 sword, 1 suit of IG flak armor, 3 frag grenades, 2 krak grenades, 1 smoke grenade, 2 Common quality cybernetics OR 1 Good quality cybernetic, 2 week rations, 1 dose of poor quality recaf
Favored weapons: Plasma gun, autocannon
May select Servitor Comrades

Penal, Phlegmatic, Close Assault, Cyber-Enhanced, Servitor Accompaniment, Conscripts, Cloud of Suspicion
>>
>>47159984
Literal Knight regiment.

Only restriction is that they are melee based and from a Feudal World.
>>
>>47160369
I can wave that bit if you want, though now the question is what to actually spend the kit points on.
>>
>>47160625
Knives. Lots of them. Or kill-clubs (warhammers with the trait that makes them Throwable).
>>
>>47160181
>>47160715
>Knives. Lots of them.
I take no responsibility on this.

Characteristic Modifiers: +3 Agility, +3 Willpower, +2 Weapon Skill
Starting Skills: Awareness, Parry +10, Intimidate OR Sleight of Hand, Common Lore (Ecclesiarchy, Imperial Creed), Operate (Surface)
Starting Talents: Ambush OR Frenzy, Technical Knock, Street Fighting

Standard Kit: 1 Baneblade per Squad, 1 annointed maintenance toolkit, 1 sword (Main Weapon) with the mono upgrade, 1 laspistol +2 charge packs, 21 knives, 1 flak vest, 2 weeks rations

Fluency (Low Gothic)
Violence Answers All
Suspicious of Machine Spirits
Orders of Fools
Hopelessly Primitive
Wast of Resources
+2 Wounds

Feral, Supine, Super-Heavy Armored, Warrior Weapons, hardened Fighters, Primitive, Incompetent Leadership
>>
>>47160785
Allowing multiple drawbacks too? Nice.
>>
>>47160785
Well they won't be needing to order any from Logistics for good long while now, will they?
>>
>>47160230
>>47160309
So I'm seeing spears and guns? I don't quite see much from just a wikipedia page.
>>
>>47160826
Not the original guy, but for the weeaboo regiment I'd make them Close Assault or Line Infantry and give them swords and any two of Crusaders, Hardened Fighters, Warrior Weapons, and Iron Discipline.
>>
>>47160230
I tried.

Characteristic Modifiers: +3 Ballistic Skill, +7 Weapon Skill +3 Agility, +3 Toughness, -3 Intelligence
Starting Skills: Dodge OR Parry, Linguistics (Low Gothic), Navigate (Surface), Survival
Starting Talents: Die hard, Combat Sense OR Quick Draw, Frenzy, Hatred (Heretics) OR Peer (Ecclesiarchy), Street Fighting

Standard Kit
1 Best quality calvary spear, 1 Best quality sword with the mono upgrade, 1 suit of Best quality IG flak armor, 2 knives, 3 frag grenades, 2 krak grenades, 2 weeks rations
Favored Weapons: Autogun, Heavy Stubber

Independent Operation
Distrustful of Authority
Bad Reputation
Normal Wounds

Frontier, Sanguine, Line Infantry, Crusaders, Hardened Fighters, Mistrusted
>>
>>47160274
Anything else? So far it is just looking like Catachan with mechanized infantry replacing line infantry.
>>
>>47160602
Actually, you could do Highborn instead if you wanted to.

Feudal World seems like they'd be more like Literal Knights, but Highborn seems like they'd be Future Knights.
>>
>>47160274
I'm not quite sure I understood what you were asking for.

Characteristic Modifiers: +3 Toughness, +3 Agility
Starting SKills: Survival, Operate (Surface)
Starting Talents: Light Sleeper OR Lightning Reflexes OR Resistance (Poinsons), Resistance (Fear), Rapid Reload
Starting Aptitude: Agility

Standard Kit:
1 M36 lasgun (Main Weapon) +4 charge packs, 1 suit of IG flak armor, 1 knife, 2 frag grenades, 2 krak grenades, 2 weeks rations, 1 recoil glove, 1 shield, 1 Best quality sword, 1 pack of Lho-Sticks, 1 Chimera per Squad
Favored weapons: Flamer, heavy bolter

Fluency (Low Gothic)
Wary of Outsiders
Rerol failed Survival and Navigate (Surface) skill tests in jungles
+2 Wounds

Death, Maverick, Mechanized Infantry, Survivalists
>>
>>47160602
On foot knights or mounted knights?
>>
>>47161582
Hmmm...

Mounted Knights. Make it even more to the point of the Literal Definition, iirc.
>>
>>47161604
Ok.
>>
>>47161604
>>47161617
Wait, want them to be regular horses or horse+?
>>
>>47161652
Hmmm... Go with whichever one seems better to you.
>>
>>47160602
>>47161604
>>47161680
Characteristic Modifiers: +5 Weapon Skill, +3 Strength, +3 Agility, -3 Ballistic Skill
Starting Skills: Athletics, Common Lore (War)
Starting Talents: Double Team OR Duelist, Die Hard, Unstoppable Charge, Frenzy, Hatred (Heretics) OR Peer (Ecclesiarchy)
Starting Aptitude: Weapon Skill
Standard Kit: 1 hunting lance (Main Weapon), 1 mono great spear, 1 laspistol +4 charge packs, 1 flak jacket and flak helmet, 1 Best quality suit of feudal plate, 1 shield, 1 riding beast, 1 saddle, 2 saddle bags, 1 set of riding tack, 1 knife, 1 truncheon, 1 sword, 2 weeks rations
Favored Weapons: Boltgun, Heavy Bolter

Fluency (Low Gothic)
Heavy Lancer special
Code of Honor
Pride Over Life
+1 Wound

Variant greatspear (Lightweight Material, Venerable Design, Awkward)
Dam 2d10 R, Pen 0, Ogryn-Proof, Unwieldy, Proven (2), 5kg, One-handed

Uses standard Horse in Hammer of the Emperor

Feudal, Sanguine, Rough Rider, Heavy Lancers, Crusaders, Cult of Chivalry, Honor Bound

Now I have an idea for an ogryn knight regiment.
>>
>>47161888
This is VERY nice. Most definitely stealing.

Going to ask right now what books were used, as I'm feeling extra lazy and tired right now.
>>
>>47161924
I picked from the main 3: Core, Hammer of the Emperor, and Shield of Humanity.
>>
>>47161945
Quick question, what did you use from Shield of Humanity for the Knight Regiment, if anything? My group used the physical books, and that's one we don't have.
>>
>>47161959
The crusaders doctrine.

Cost: 3 points
+2 Weapon Skill
Frenzy and Hatred (Choose One) or Peer (Ecclesiarchy)
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>>47161991
Thanks mate.
>>
In your opinion, would Orks or Chaos be more likely to attack an ogyrn world?
>>
>>47162545
Really just depends on where the world is and whether or not there's anything Chaos folks would want on it. Orks almost certainly would go all-in if one was in their path, though.
>>
>>47162623
Hm. Well, I suppose either works.

PTSD ogryn knights sounds like a good concept for a regiment right?
>>
>>47162808
I've heard worse.
>>
>>47162808

Hm, how does Ogryn PTSD look like? They are already fairly withdrawn and violent.
>>
>>47163869
>Withdrawn and violent
I'll give you violent, but they're not withdrawn in any way normally. A small mind is easily filled with faith.
>>
>>47157250
>mach 1.4
I wouldn't like to hit a wall or something at that speed. But you could also deafen people by sprinting past them.
>>
>>47163924
Well, there is the Flicker Tzeench psychic power that grants the heretic the Incorporeal trait so they can just zoom through an entire hive or up to a space ship if it has the Machine trait or some other way of surviving the thinning and atmosphere and the vacuum of space.
>>
>>47162808
>tfw you finish crunch but don't want to post it yet because you can't think of a name
Any ideas for a name for a knight-ish ogryn regiment.
>>
>>47164195
Da Errent Ridas.
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>>47164359
Well, they aren't mounted.
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>>47164381
They're ogryns, they'd probably make that mistake.
>>
>>47164388
Well that is true. The idea behind the fluff of the regiment is that they were a part of a mixed regimental crusade to take back a world from Orks. The knightly regiment they fought alongside with and bonded with were all killed to a man and as of such carry the (heavily modified by not ogryns) equipment of their fallen comrades with them into battle.

Characteristic Modifiers: +5 Weapon Skill, +10 Strength, +10 Toughness, -18 Intelligence, -10 Agility, +3 Strength OR Toughness
Starting Skills: Survival, Intimidate, Dodge OR Parry
Starting Talents: Die Hard OR Iron Jaw, Resistance (Fear), Lightning Reflexes, Frenzy, Hatred (Orks) OR Peer (Ecclesiarchy)
Starting Traits; Auto-Stabilized, Size (5), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2), Clumsy, But it Dark in Dere!

Standard Kit: 1 Best quality mono great weapon (Main Weapon), 1 Best quality shield, 1 suit of Best quality feudal world plate, 1 suit of IG flak armor, 1 knife, 3 frag grenades, 2 krak grenades, 2 weeks rations, 1 additional uniform for field use, 1 additional uniform for dress or parade use
Favored Weapons: Boltgun, Ripper Gun

Fluency (Low Gothic)
Abhumans
Narrow Focus
Seeking Redemption
Pride Over Life
Mental Trauma
Limited Numbers
+15 Wounds
+1d10 insanity points

Variant Equipment: Great Weapon, Shield

Great Weapon (Lightweight Material, Shearing, Symbols of Duty, Unnecessary Features, Rare Model)
Dam 2d10 R, Pen 2, Unbalanced, Ogryn-Proof, 7 kg, one-handed

Shield (Incredibly Dense, Devitional Engravings, Symbols of Duty, Unnecessary Features, Shallow Cuts)
Dam 1d5 I, Pen 0, Defensive, Primitive (6), Ogryn-Proof, 5kg
>>
>>47138735
Well, yeah..lets just ignore that
>>
Hey /tg/ I've been thinking about running an only war/ rogue trader campaign based around imperial knights.

I have the basic plot all though out the knight are basically conquistadors (still thinking of a 'Not conquistador' name) but yeah to the point...I need help working out stats for the knights...how to represent them in combat. I know rogue trader has a book with titan stats...so maybe I can tweek and nerf those..? Any advice on the crunch ?


Also if anyone is interest I can post the basic fluff behind it all
>>
>>47164590
Someone was running a Knights game a couple weeks ago, and they put some stats in a pdf. Quality is unknown, since I avoided them like the plague, but it might be something to look into.
>>
>>47164590
Search for [Chivalry Intensifies], and you'll find a supposedly good homebrew, by an anon from here (who might appear and repost it)
>>
>>47164652
Yeah, it seemed good when I looked at it. Though it ain't great for anything but pure-Knight games, naturally.
>>
>>47164590
Knights you say? Then you might find this very handy. Do note I'm planning on a major update in the coming months now that I've actually playtested it. So there are issues with it. Most notably formulation of rules (knights do not add SB to their melee weapons, something I failed to adress), damage scaling, movement and parts of vehicle/infantryman hybrid rules are very clunky.

That said, I found the rules incredibly fun to GM with, especially if you have a talent for bombastic and dramatic storytelling.

>>47164652
Sadly, I namefag like the faggot I am when posting/talking about [Chivalry Intensifies].
>>
>>47164805
And I didnt namefag that post. Derp. Either way, that was me.
>>
>>47159815
Yes, because the ability to get around cover and tag a small group should not be underestimated.
>>
What kind of heresies does a Radical Ordo Xenos and Puritan Ordo Malleus tag team bro up to fight against?
>>
>>47164805
Oh shit son. Alright I'll play test and see how it goes.
>>
>>47166640
each other
>>
>>47166640
Rak'Gol and Yu'Vath
>>
>>47164590

There's also the books in the OP which have knights. Overall I think a mix of TFIY and Chivalry Intensifies is best.
>>
All right so how the FUCK are auto-cannons supposed to be balanced?

3d10 + 3 pen 6 !

that is so much better than heavy bolters! (1d10 + 8 pen 5)
It makes balancing encounters almost impossible as either the guy with the auto-cannon one-shoot just about anything, or if the enemy has a chance of survival they will also be powerfull enough to tear through the other party members and their faith points, like Donald Trump goes through political opponents.

How many of you have found this to be a problem and what have you done to deal with it?
>>
>>47168699
Throw a tank at him and shred him. remember if he moves he has -30 on his BS test IIRC
>>
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>>47166640
THE PHAENONITES!

Or, honestly a lot of shit. Radical Ordo Xenos guy just has an eldar gun and a kroot merc working as a tracker right?
If the Malleus cat isn't a Monodominant, he might be willing to turn a blind eye to his pal's excesses when facing a serious threat like a renegade Daemonhost or the Slaught.
Remember, the Puritan/Radical split is one of degrees, and even then it's not always an immediate "Kill on Sight" situation.
>>47150194
>Gaunt and Cain un-canon

Damn you all to hell.
>>
>>47168699

Shields.
>>
>>47168552
Who doesn't love a campaign ending in PvP

>>47168610
Muchos Gracias

>>47168965
Interesting and I know that there are different degrees of the political stances
>>
In my Deathwatch campaign, my players are in an imperial ship captured by dark eldar. Problem is, my players are really damaged (critical damage) but the mission is not done, and none of them is an apothecary.

What could they do? How would they heal?
There are some sisters of battle in the ship helping them, can they heal critical damage?
>>
>>47169241
They get fitted with drug injecting collars that fill them with a cocktail of stimms, slaught, and some drug that gives temporary Wounds. They're not healed, but they'll fight like they are, until they crash, the threat is over, or their hearts give out.
>>
>>47168699
Do you know how big autocannons are?
>>
>>47169327
Gonna use that, thanks!
>>
>>47168699
If he's really effective woth an autocannon he probably based his character around it. Removing it from him is negating his character's purpose. What you need is to find other things for the rest of the party to do while he shreads the enemies of the Emprah.
>Do non-combat encounters
>Use weak enemies with high dodge or power fields
>Engage in melee (ambush, charge,...)
>Use tactics (snipers, pincer movements, and so on...) so the gunner cannot face every threat at once.
>Use unusual opponents (officers with bodyguards, shields as anon said, things immune to impact damage,...) that allow other players to shine (those that have marksman rifles, grenades of flamers, for example)


>>47168782
>remember if he moves he has -30 on his BS
Only if he doesn't have the Bulging biceps or Autostabilized traits, or a weapon with suspensors.
>>
>>47169735
he's got bulging biceps
>>
>>47168699
>how the FUCK are auto-cannons supposed to be balanced?

They're not, there's no excuse for the damage they do compared to other heavy weapons, and looking at tt makes this even more apparent, their strong point should be a high enough damage to hurt almost anything, some nice pen (that in the rpgs is less important because you can brute force through armor with enough damage) and their rof that makes them shoot more than actually stronger weapons. Instead they shoot more and their damage is higher than any other weapon even in single shot. Nerf their damage and rof.
>>
If there were to be a video game adaptation of a 40K RPG, how would you like it to be done?
>>
>>47170156
What is the rest of the party like?
Alternatively, just make him fumble his acquisition rolls for autocannon ammo and force him to manually reload spent casings, resulting in subpar ammo.
>>
>>47170256
Phoenix Wright
>>
>>47168699
I hold to the opinion that autocannons were never meant to be handheld weapons in the same vein as heavy bolters.
The rules for them are based around being mounted on vehicles and it shows, whereas hbs are relegated to antipersonel status.
>>
>>47170583
I'd agree. The Autocannon wasn't meant to be handheld by anything, much like the multilaser. They're encampent weapons at best. Compare them to a Oerlikon 20mm in the lower end, a M230 in the middle and a Bofors 40mm at the high end of autocannons. Neither of these are weapons you have a hope of hip-firing, partially because they tend to be bigger than you are.

Hell, the DKoK autocannon is on a gun carriage. It's not a handheld device.

The heavy bolter, by comparison, is man-portable on a team of two, and is usually fired from bi- or tripod. Some exceptionally strong can fire them from the hip. There's note of this in Gunnery Sgt Harker's article.
>>
>>47170823
You see my point. Further, if the autocannon is manportable, why isn't the multilaser as well?
>>
>>47171153
>why isn't the multilaser as well?
But it is. It's classified as a heavy weapon in DH, BC and OW. It was toned down a bit in OW with the Autocannon and Assault Cannon, hence the "M41" part, because the DH versions were pure rape on wheels.
But yeah, the fact that it causes damage on par with a Leman Russ Battle Cannon is ridiculous.
>>
>>47171374
I'm amazed more people don't use it.
Pile of shots, easy to reload, no ammo to carry.
>>
>>47170256
Like this, but with mutants, daemons, and actual beta-testing.
>>
>>47171153
>>47171374
I could see that they're classified as "Heavy" since there's no "Emplacement" category, but they really shouldn't be allowed to be carried. The lascannon, which is dubbed "Man-portable" is still a huge, cumbersome ass.

I could see a multilaser on a carriage, I guess, and I'm guessing lascannons are also frequently wheeled.

It feels like such an oversight. I mean, the only game I know of in which normal humans can carry autocannons is Necromunda, which is pretty weird to begin with. Every depiction of autocannons I can find is either emplaced, vehicle-mounted or on a carriage. The thing is much longer than a guardsman!

>>47171457
Much like the autocannon, our GM would just go "No". As would I, if I were in his shoes. It's an emplacement weapon, and should stay that way.
>>
>>47171494
>and actual beta-testing.

Was just about to say. Alpha Protocol was a sweet concept but a bit wonkily executed.

Dat operator beard you could give Mike, though.
>>
>>47171520
Well, keep also in mind that you have Comrades to help you carry that shit and serve crew.
>>
>>47171374
I'd be inclined to say the actual Tank Cannons should do more. Then again, the auto cannon is a light vehicle weapon.

There should definitely be a 'Deployable' weapon class between Heavy and Vehicle weapons. Needs say 3-5 Full Actions to deploy then acts like a braced Heavy Weapon. Obviously they shouldn't benefit from Autostabilised or Bulging Biceps either.

That keeps them useful in certain situations when attacking, or when the party have time to prepare for a defence, but makes them less all-purpose rape.
>>
>>47171520
>The lascannon, which is dubbed "Man-portable" is still a huge, cumbersome ass.
Actually, the Lascannon is heavier than any other heavy weapon available, including Autocannon and Multilaser.
But it's no surprise that FFG gear is all over the place. They've always been bad with consistency in that regard.

Another issue is that the Autocannon is the only non-shitty weapon available for Ogryn characters.

>>47171531
>Dat operator beard you could give Mike, though.
WHY, FIDEL? WHY?
https://www.youtube.com/watch?v=Q3dQJP6X7bE
>>
>>47171729
Running difference is that in tt, the lascannonng and hb are both explicitly manportable (by those strong enough to carry them).
>>
>>47172000
So is the Reaper Autocannon (and it's twin-linked).
According to the 2nd ed Wargear book, the multilaser is manportable too. I don't think it has been stated otherwise afterwards.

I recommend Wargear to people interested in 40k trivia. It's available in the mega on the 40k general, and is full of nice stuff.
>>
>>47172000
>>47172226

Regular autocannons are man-portable as well. There are numerous patterns of autocannon that allow it to be carried about.

The weapons are inconsistent even on tabletop - a manportable autocannon is much smaller than an emplacement autocannon, however they are both still S7 AP4 Heavy 2.
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>>47150209
Harakoni anon here, thank you sir! Will be examining the shit out of this here pdf.
>>
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What would be a good regiment for a bunch of 40kized space slavs?
>>
>>47173226
What era/type were you thinking of? Valhallans might fit one stereotype, Vostroyans another, but I don't think there is one that fits all of them at once.
>>
>>47173646
Mostly the whole dour, fatalistic, remove kebab stereotypes. I have considered just playing Vostroyans as their sample regiment is pretty idiot-proof.
>>
>>47171494
>>47171531
I must be one of the few people who wasn't bitten extensively by AP's bugs and managed to just enjoy the ride. Still hoping someone will pick it up for AP2.
>>
Requesting the art of the feudal mounted guardsman wearing plate armor saying "Huzzah!".
>>
>>47174284
Oh, the game was still good for me too. I can still get a lot of enjoyment from games that have a good number of bugs or flaws. I still play Battlefield 4 every now and then.

Still, though, it could've been better, quite a bit.
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>GMing a OW game
>15 players
>28 people in the "squad"

How fucked am I?
>>
>>47174633
send in chaos marines, that'll thin 'em out.
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>>47174633
Your first mistake was going higher than 6.
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>>47131750
If I was your GM you'd be taking the plasma burns and rolling agility to avoid catching on fire from burning machine oil for this feeble attempt at shenanigans.

>B-but muh RAW
Negro you're trying to put out a fire by piping oil onto it.
>>
>>47175736
>>47131750
I think it's a bit more than your standard lubricating oil, if it can clear a jam of any firearm just by application - causing fires with it is dickery, plain and simple.
Still a full action to apply, though. No prepped syringes. If you wanted it to protect against overheating, you should have applied it beforehand.
>>
Alright, how likely is an Astartes chapter to work with the Adeptus Arbites?
>>
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Because I am somehow still playing this Heretek who worships both the Omnissiah and the Emperor but hates the Adeptus Mechanicus... I need insults. I need insults he can throw at the AdMech that aren't going to insult the Omnissiah or the Emperor, bonus points if it doesn't apply to non-AdMech techpriests.

Some recent ingame info... He's currently outfitted in sentry armor (basically guard flak with photovisors in the helm), a good shield, has his gear back, is still at max wounds, and has taken to giving orders in an impatient manner. After getting his gear back he and Adeptus Ministorum ally and random AdMech dude in the sentry barracks went to check the prison and found idfk, some daemonspawn or some shit I think, didn't really care, couldn't see it but the other two freaked... So Davrus proceeded to blindly press buttons until the alarm started going off, roused the AdMech, and fled the prison area before automated defenses killed us (got hit once on the way out, armor+toughness soak saved my ass). Shortly after, I proceeded to grab a second shield and attempted to exit the barracks to see if there were still hostiles on the second floor basically being the guinea pig... There were. They all missed me though. Davrus is getting more and more fed up with this hive city, particularly this platform.
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>>47176144
Not especially, the two work on entirely different wavelengths. The Astartes are above the law and work to destroy the Emperor's foes. The Arbites are the law. Specifically, Imperial Law. At most, the Astartes will requisition local Arbites as support in urban operations.
>>
>>47176847
Not even a chapter like the Guardians of the Covenant? What about working together in non-combat scenarios, like an Astartes being a key witness or something
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>>47176953
I'd vote highly unusual, but not impossible.
Astartes are generally used primarily as fighters. They're rare and valuable enough that not putting them on the frontline is a significant waste.
On the other hand, Astartes do occasionally get assigned as bodyguards or work as members of an Inquisitor's entourage.Also, Kill-Marines from the Deathwatch travel the Imperium as solo operatives, and would almost certainly develop an understanding of the Law and have a working relationship with the Arbites.
So, it'd be pretty rare for a Chapter to have some sort of specific relationship with the Arbites in the way they might have a special understanding with the Mechanicus or the Sisters, but individual Astartes could certainly come into contact with and be relied on by Arbites.
>>
>>47177671
Thanks. I just wanted to make sure I wasn't doing anything too heretical by having a handful of marines getting swept up with some Arbites for a while
>>
I can't find this in any of the books. How do I handle the Fellowship for someone who's completely mute but can speak in sign language?
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>>47136524
Ibram Gaunt/Viktor Hark/Ciaphas Cain
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>>47176953
>>47177671

I could see key witness. A marine going to a forge in order to inspect and approve work on equipment for delivery to a chapter and getting dragged into something. Out of his depth and ignorant of things because the last time he was in a hive city that wasn't on fire and overrun with traitors was 97 years ago.
>>
>>47148530

How'd you make those shotgun variants? And this thread just makes me want to trot out my nightworlder regiment.
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>>47179648
Variant weapon pattern rules in Hammer of the Emperor.
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>>47179648
>nightworlder regiment.

Do tell.
>>
>>47129590
33th???
>>
>>47180671
i'd guess the person who named that pic doesn't have english as a first language
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