[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
/40krpg/ 40k Roleplay General
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 29
File: 1453056074434.jpg (78 KB, 960x702) Image search: [Google]
1453056074434.jpg
78 KB, 960x702
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

Additional Resources:
https://mega.nz/#F!XgRDEDAJ!Np6F-HqCwdYzHXmeSs7m7w

Old Thread: >>47289813
>>
>>47351449
Purely hypothetically, say that somebody managed to forkbomb a ship cogitator at highest admin level. And maybe release all the prisoners. And maybe unlock the weapons cache captured from the smuggler. And directed them to that cache. While the ship is being boarded.

How much of a shitshow will this become?
>>
>>47351497
A shitshow worthy of being directed by Tommy Wiseau
>>
>>47351497
Unless the party fucked up every roll possible, the GM responsible is a shithead.

Its gonna be bad. Not quite bad enough to immediately pod out, but the party may want to consider loading valuables and vital documents into their pods soonest, just in case.
>>
>>47351550
You're thinking in hypothetical wrong direction. We don't hypothetically own the ship... yet.
>>
>>47351601
Oh, you're the boarders.

Focus on the crew, don't antagonize the prisoners, use them as ratings once the crew is dead or subdued.

Unless your the prisoners. In that case, story time.
>>
>>47351601
Ah, so you want to push the big red button.
>>
>>47351653
*you're

I'm sleepy, sue me.
>>
>>47351601
>>47351497
In that case, I actually wouldn't direct the prisoners to the weapons cache. You run the risk of some idiot finding and using a lascannon or rocket launcher and causing a hull breach
>>
Hey, i'm not sure who makes it, but s there any possibility of a new DH2-centric gear list somewhere?

not sure if anyone's made it yet.
>>
>>47352008
I'm sure someone at some point will make one, but no idea when that will be
>>
>>47351767
That depends on the composition of the prisoners. If there are enough Voidborn among them, the idiots will be quickly subdued.
>>
>>47351767
I never understood this. Aren't imperial ships clad in like 10 meters of adamantium? Let's say that is only valid for ships bigger than a cruiser. At least 1 meter thick armor in a frigate would be the less necesary to sustain a direct hit from a macro. I don't think there is a portable weapon strong enough to depresurize a ship (maybe vortex or focused melta...)
>>
>>47352655
The space between the outer and inner hull wouldn't be pressurized to prevent explosive decompression if and when the outer hull is damaged. The down side is if the inner hull is compromised, a somewhat rarer occurrence comparatively, Bad Things happen.
>>
>>47351653
>story time
Alright, bear with me. I'm typing as I go.

This is a Black Crusade campaign that recently started up. It's a classic opening: We're all prisoners. We're on an Arbites prison ship, probably en route to some penal world somewhere. Most recent arrest was pretty much all crew on a trader smuggling guns.
Party consists of:
>Maximilian, very compact and muscular disgraced noble from Sephiris Secundus. Very bitter, but charismatic. Arrested on suspicion of gun running. Mechanically an Apostate leaning toward Khorne.
>Dimee, "Cat", tall-ish vain young noble lady. Supportive bordering on boot-licking. Smooth-talking and charming. Was on smuggling ship. Also a witch.
>Juan Baptiste Valentine, the most French posh pirate you could think of. Small black beard and moustache. Very upset about his position. Don't they know who he is?! Mechanically a Renegade leaning to Slaneesh.
>John Smith, some huge, weirdly nihilistic bloke that keeps spouting "wisdom". Seems to be missing something. Apostate leaning toward Nurgle, I think. Suspected accomplice of arms smuggling.
>Augustin Uri, tall and slender with some serious passive-aggressive issues. Obviously nervous. Has some weird augmentation that's almost unnoticeable. Was employed on the smuggling ship in exchange for passage. Heretek with Tzeentchian leanings.

I should point out I was playing Uri, so this'll be told mostly from his POV. Also important is a piece in his backstory, where he's a known associate with the Tennenites and wanted by the AdMech due to forbidden research into Silica Animus. Before this, he was an undercover agent for the Techsorcists, although not one himself. This will be important.

>Cont.
>>
>>47352923
>Juan
>French

Sure it isn't Jean?
>>
>>47352923
>disgraced noble
>boot-licking. Smooth-talking and charming lacky
>French posh pirate
>huge, weirdly nihilistic smuggler


And you didn't play rogue trader?
>>
>>47352953
Probably. I can't spell, I guess.

>>47353078
Jean wants his damn ship back, so it's not out of the question.

>>47352923
We've been in this cell for a week, with the wardens being incredibly cruel, humiliating and starving us for no reason but for their enjoyment. We grew tired. As the lights went out for "night-time", we decided to break out. Bending up the bars using a bed leg and some sack cloth, we snuck out and onto the watch-platform. Since the door was armoured, we figured maybe we could crack open a window and get in that way. It's just that they were on the second floor.

And it's now that we discover that Cat's a witch, as she picked up the table leg with her mind and swung it against the glass, pushing her powers

Triggering a roll on Perils.

Causing Mass Possession in d100 metre radius.
>roll
In a 100m radius.

The party was OK, except for Maximilian, who got possessed by a Bloodletter (we think) and went berserk. The rest of the cell block and the wardens? Less luck. After chucking the possessed Max through the window and letting him make short work of the enforcers, we break out onto the ship, dressed in a looted Arbites Judge armour and stolen fatigues, we bullshitted our way forward. In the aftermath of the prison break, we also erased ourselves from the local prisoner register. We even managed to pick up our stuff from the evidence locker (although it's in a box. Not exactly Arbites standard gear). All was well until a checkpoint with palm scanner foiled that brilliant plan. Luckily for us, that's when the Eldar Corsairs decided to show up.

A macrocannon hit shook the ship, giving us just enough time to defeat the twelve (!) Arbites officers and their murder servitors and escape. More smooth-talking follows, where we bluff ourselves to the bridge proper. Our plan was to get Uri into the ship cogitator and get us some permissions (namely, all of them), but shit hit the fan even harder when friggin' jetbikes showed up.
>Cont.
>>
>>47353361
"That's when the Eldar Corsairs decided to show up"

I can only imagine how well this interaction is going to go
>>
>>47352008
The combined armory in the OP was recently updated to have a decent chunk of the DH2 stuff, just missing enemies without and beyond.
The shits making these threads never bother updating the OP pasta though so you wouldn't know it.
>>
>>47353361
This causes even more chaos, as the Arbites struggle to set up a good boarding defence.

So we get on the bridge when I'm struck with an idea. A lie so good it's pretty much truth, because that's exactly what it is.

Digging out the 20-year old cognomen he had as an undercover agent (registered under the name Charles André), I convince the Magos Juris on the ship that a dangerous and insidious heretek under the name Augustin Uri was loose on the ship. He's suspected to have rallied his cellmates to escape and he has probably already erased his name from the cellblock registers. If you look into your backups, you'll find him there still. They've infiltrated the ship and may be trying to compromise the cogitator and possibly even rally the prisoners to some kind of obscene ritual. I, however, can secure your cogitator, assuming you can grant me access.

And it WORKED. I suppose being under that amount of stress makes you kind of stressed out.

Not only that, but I gained full administrator access to the cogitator.
Thus:
>Open every holding cell
>Wait 30 sec
>Open all doors between holding cells and arms storage
>Show "Guns are in cargo bay 18-F" on ALL terminal screens (even the ones on doors)
>Wait 2 minutes
>Forkbomb

Then, we made our excuses and ran and hid. I have no idea how this'll pan out, but we sure caused some lower-case "c" chaos. We expect the corsairs, looking for cheap slaves and loot, might think twice if suddenly the ship population tripled, the new ones being angry, armed hardened criminals. Then there's the ??? step. Then we take the ship.
>>
>>47353756
Don't blame me, I just copied the OP pasta from the last thread
>>
What system would be best for running a small group of IG that get tossed into insane missions all across a sector. There will be space combat, exploration, diplomacy and a ton of killing.
>>
>>47355000
Only War
>>
>>47355093
Seconding this. Only War PCs can get up to a lot of insanity, even leaving aside the fact that they might start the game with DAH BEHNBLAHDE. Krak missiles covereth a multitude of sins.
>>
>>47355589
>>47355093
Basically I want to run a 40K version of Moby-Dick with a mad Imperial Navy admiral chasing a pale, massive Tyranid bioship that splintered off from a larger hive fleet and began to diversify itself from an extends period away from its mother fleet. I'd like to follow it up with some more retelling a of classic stories of the players are cool with that.

The only problem is I've never used space combat like that I an RPG before so I'm not sure how it would work.
>>
>>47355707
Well, ship to ship combat is in Rogue Trader. Unless the PCs are bridge crew, though, what they will be doing during void combat is repelling boarding actions, putting down minor mutinies, running rescue ops, and helping repair crews. Also dealing with whatever crawls out of the Black Holds. The game would be claustrophobic and frenzied, plenty of cover, short ranges, and likely large numbers of adversaries.
If they are bridge crew, then Rogue Trader, adapt to fit.
>>
File: image.jpg (52 KB, 403x351) Image search: [Google]
image.jpg
52 KB, 403x351
>>47355760
Thanks!
>>
>>47355760
Rogue Trader is particularly adapted to have the PCs run multiple characters.

I tried it after reading the Darkstryder campaign for WEG's Star Wars that has a design similar to rogue trader, and it works pretty well, especially with medium-to-high mortality campaigns.

And this way it prevents the Rogue trader and the Navigator going planetside to explore every ruin.
>>
>>47353756
>The shits making these threads never bother updating the OP pasta though so you wouldn't know it.

Because nobody bothered giving out the new version number so it CAN be updated, scooter.
>>
>>47353764
>Then there's the ??? step.

Seems like there's always one of those, huh?
Sounds like a blast, I'm going to have to get my group to play sometime.
>>
>>47356545
>Seems like there's always one of those, huh?

No plan is complete without one.
>>
>>47352923
I am so stealing this (and possibly porting it over to a modified DH, since we have the actual book for that) for when I next need to GM.
>>
File: 48214.jpg (12 KB, 320x240) Image search: [Google]
48214.jpg
12 KB, 320x240
>>47356091
>he wants to prevent the rogue trader and navigator going planetside to explore every ruin
>>
>>47358072
My seneschal died three combats in a row because he had no melee skills
>>
>>47358126
It's called Dodge and a pistol. Or possibly a few armsmen to hide behind.
>>
I'm planning on playing a Senechal in a game my buddy is running. Is dual wielding 2 (at least) Good craftsmanship Plasma pistols viable, or should I stick with hellpistols/bolt pistols?
>>
>>47358989
plasma isn't super good, but it'll do enough.

last time I played a seneschal I went with an inferno pistol. was hilarious.
>>
>>47359318
The Range on that is an issue if I'm dual wielding it, but theoretically I could use a hellgun instead for longer ranges. Certainly a thing worth considering. Thanks for the advice
>>
>>47359507
yeah I didn't dual wield it, just kind of kept it as an uh-oh button in case somebody got up in my character's grill.
>>
>>47359650
I'm guessing it worked?
>>
>>47359754
let's just say there were a few times when the rest of the party heard a wimpy-sounding scream followed by a roaring blast, and then arrive to see my poor fellow calming himself down from panic with a pile of ashes that used to be some threat or another on the ground in front of him.

unfortunately sometimes he missed. don't do that; the inferno pistol only has three shots a clip.
>>
>>47359841
Yeah, that sounds like it could be an issue. The dice gods either love or hate me, there's no middle ground
>>
>>47358222
Genestealers don't give a fuck
>>
>>47360237
Then you didn't use enough armsmen.
>>
>>47360340
And besides, any that don't survive unharmed can be turned into servitors by your friendly neighborhood Explorator
>>
>>47360340
Really, there's no such thing as "enough" armsmen.
>>
>>47361451
Have you ever taken 90% casualties? Not like on an expedition, I mean the entire ships crew. That happened every time we had a space battle
>>
>>47361757
That doesn't sound sustainable
>>
>One of our favorite NPCs crashlands in the middle of enemy territory
>Head off in a tank to go save her
>Find a barrier of 20 traitor guardsmen and 6 Leman Russes in the way
>Psyker uses Invisibility on the tank, gets a peril that causes a giant lightning storm to appear around us
>Ogryn uses Intimidate
>All this combined puts all the guardsmen into a catatonic state

gg no re
>>
>>47362712
>that pic

Welp, found MY next Only War character.
>>
I just realized that none of the specializations in OW actually give any of the Linguistics skills.

Which I find hilarious, as that means that there are illiterate; Commissars, Ministorum Priests, and Tech-Priest Enginseers in Deathworld and other non-literate regiments.
>>
>>47363313
I always waived that bit for those specializations, just for sense's sake. Though not always the one from Highborn that makes them illiterate in Low Gothic, because that's just too goddamn funny sometimes.
>>
>>47363313
This is why the rules for mixed regiments for specialists exist. That and playing Rogue Trader House Guard regiments with noble-born dynasts as a dedicated officer corps commanding locally raised troops is fucking hilarious.
>>
>>47361757
Your ship would be a hulk long before this point unless you get decapitated/ depressurized every combat.
>>
>>47363338
>Pah! Low Gothic, if you cpuld call it that, is but the commoner's tongue! Something to be 'Spoken', much less 'Written', by gutter trash and filth.
>My Lord, I've a note!
>Well, what's it say?
>I know not, 'tis written in the 'Language' of the commonfolk.
>A pity. But not really, best be off to where the Emperor commands us to be.
>Inside the note was a hastily written plea for help and reinforcements, as well as a warning regarding the Ork forces being nearer than first thought. How it ended up in the hands of the nearby Highborn regiment is a mystery, and a truely saddening event as they were to soon find out. But not really.
>>
>>47356149
Not him, but I mentioned it a couple threads ago. It's also in the filename if you click the Mediafire folder link.
>>
>>47363973
Ah, okay, will note that sucker down then for next time.
>>
What sort of homebrew and homerules do you use?
>>
>>47364105
Ogryn get Low-Tech weapon training
Backpack ammo/power packs use the DH 2e rules
No more than 2 Support Specialists per squad
Specialist gear consumables and ammo are replenished same as regular issue gear, but none of the hardware itself is

...and a few other clarifications to regimental kit selection that I'm having a little trouble recalling at the moment.
>>
>>47364105
I have several entire google docs full of homebrew fluff, gear, and ship components, along with several equipment patterns native to my homebrew sector that all follow broad thematic lines, including:
>Raider Pattern: A semi-official term for garage war gear made by voidborn, for voidborn. Tend to be deadly as shit, cripplingly short-ranged, often unreliable. Also covers a wide sampling of weapons and wargear given unsanctioned modifications that put them in this category. Examples: Void-sealed flak armor covered in ripper spikes to tear open enemy voidsuits with, massive-bore shotguns solid enough to beat people to death with.
>Iniquitous/Iniquity Pattern: Also only semi-official, a catch-all term for unsanctioned technology that can and will get you hanged or servitorized for possessing.
>Sanctis-Pattern: Produced by the local extreme conservative sect of the Cult Mechanicus, Sanctis-Pattern gear is usually bulky, ugly, and even downright regressive-looking, but it will never, ever, EVER fail on you. Period. No matter what you try to do to it.
Along with the usual local world patterns and manufacturing house trademarks, it works pretty well, IMO.
>>
Ok, how much XP would an Only War Character get if they were going into a Deathwatch game, and is there a place to find all of these sort of XP Conversions.
>>
>>47364590
Why the hell would a guardsman get into a DW game?
>>
>>47364629
Basically just having different sorts of characters in one game, ranging from inquisitors, rogue trader personnel, Space Marines. Also, I want to know to be able to make comparable NPC's, like really badass Guardsmen.
>>
>>47364648
It is a fuckton easier to port a marine into other games considering kill marines are a thing.
>>
>>47364671
I meant XP values more than the game itself.
>>
>>47364677
That is pretty difficult to do considering how different the DW exp tables go and how the OW costs in terms of advancements go.
>>
>>47364696
Ok, the default game is going to be Only War after looking at mechanics and such, what would be the best way to put a space marine in said game, give the guards more XP, or some other action to help out the little guy just a bit?
>>
>>47364772
5000 exp and 30 logistics is a good start.
>>
>>47362712
>YES ACCEPTABLE
>>
File: 600px-TERMSE_SIDEA-50.jpg (50 KB, 600x326) Image search: [Google]
600px-TERMSE_SIDEA-50.jpg
50 KB, 600x326
Is there anything in DH2 that allows you to better duel wield basic weapons?

The GM and I homeruled a conversion of the cybernetic resurrection to revive a character from a previous campaign at character creation, giving it strength and toughness in the 40s off the bad, but agility so shitty I had to spend all the experience from first session on two agility upgrades to be able to walk or run like a normal human being. So far I had to rely on just waddling towards the enemy like a zombie or wait for them to charge me. A big silent armoured cyborg zombie with a big hammer and later chain axe.

Anyway, next time I'm thinking about throwing some points after shooting. I had figured I'd pick up some ballistic skill and bulging biceps and lug around a heavy stubber or autocannon. Until I figured it would be fun to wield a shotgun and an autogun or bolter or whatever like Terminator, because fuck it, I'm already a slow cyborg with retard strength. So is it doable without taking penalties so massive that I'll have more luck throwing the guns at them?
>>
>>47365387
I wouldn't allow it unless you cut them down massively.

FFG wisely got rid of the hilariously broken bullshit that was recoil gloves and their vague description being read as "dual wield lasrifles with normal accuracy, lol" instead of the much more niche "don't need to be stupid strong to one hand a hand cannon"
>>
>>47365444

>FFG wisely got rid of the hilariously broken bullshit that was recoil gloves

Wait, when did they finally fix that?

I always rather liked Recoil Gloves as 'Can 1 hand a basic weapon but can't TWF with them'. So you can go with the Bolter + Power Sword that turns up on a lot of models.
>>
>>47365556
I think you can technically one hand basics still, but I'm pretty sure they made it clear no dual wielding two basics. Bolter + CCW should be fine.

And honestly, any GM that lets their players dual wield basic class weapons deserves whatever happens to their campaigns.
>>
Anybody here had good times or !FUN! with an OW regiment that had the Incompetent Leadership or Doomed drawback?
>>
>>47358126
IIRC You can fit almost a platoon of men in a standard ship-to-ground transport, HOW did you even get your seneschal into melee?
>>
>>47360237
Yeah, but those guys don't really give a fuck if you're halfway competent in melee either.
>>
So, I'm trying to write up a campaign for Deathwatch.
Basic idea is that the Kill team is responsible for halting an Ork Waagh, delaying and sabotaging it as much as possible so that proper Imperial response can be brought against it.

The first couple of missions would follow this pretty straightforward. They'd first rescue a Deathwatch scout captured by the Orks on a world mere days from falling, then they'd help fight off the first strikes on a second world, and the third mission and general end to the first arc would be a mission to destroy several of the Orks more capable space ships to slow the progress and buy themselves some time.

Now, at this point I'd want my players to find some evidence of Alpha Legion involvement, though not quite so blantant. They'd find evidence of someone watching and studying the Orks in secret, with no clear idea of who it is.

From here, I'd work on bringing the Alpha Legion to bear as the hidden threat. There'd be more and more clues that the Legion is involved, with several closer and closer encounters. I'd finish this one with a mission that involves an Imperial Garrison, where the Kill Team is sent on some pretense of a mission(I haven't decided what). At this point, the Legion would arrive with a Kill Team of their own, disguised as the party. They'd use this chance to accuse the Kill Team of being heretics of some description, and force the Kill Team to sneak or fight their way through Loyal Imperial forces to confront their imposters, and finally have a direct link to the Legion.
>>
>>47366265
Act three would be about balancing dealing with the Legion and the recovering Orks, as the Legion seems to work towards some mysterious end. I'd want the Legion to appear to be helping the Orks, or at least convince my players of this. Of course, the truth would be that the Legion is doing everything it can to stop the Waagh, and that the Orks are really just pushing that hard. I'd want to finish this in such a way that the Kill Team is in a position to stop the Waagh,
or at least disable it temporally, likely due to some Legion plot on the cusp of activation. The players would then be faced with the choice of either using the Legion's plans to stop the Waagh they are sworn to destroy(leaving the Imperium at the mercy of whatever the Legion had planned after the Waagh is stopped), or leave the Imperium stuck in yet another terrible meat grinder against a foe they can't reasonably defeat, something the Legion has been trying desperately to stop.
>>
>>47366277

That's the overall plot, but what I'm looking for is both some simple missions to fill in the gaps, and some ways to get the Legion involved, overtly and covertly. One of the things I wanted to try and do is have the Legion alternate between avoiding the Kill Team(as their missions coincide, so as long as they don't counter each other they work towards the same purpose) and actively attempting to destroy the Kill Team(More common after they begin looking for Legion involvement, but as stated above, the first overt run in with the Legion is when they attempt to use Imperial forces to murder the team). This is half because I have it in the back of my head that there's more than one cell of Legion involved in the campaign, and they are working at cross purposes. I think it's a neat idea, but only for myself, I don't intend to drag it into the game. It will just make the plot that much more complicated, and I think it would just make the plot twist not nearly as interesting. I do want to keep it in mind, however, to make the Legion's actions that much more convoluted.

So I guess any ideas for how to show off some of the Legion's shadow hanging over various events combined or various missions the Kill Team can run would be awesome.
>>
>>47366076
Incompetent Leadership:

Deployed to reinforce a feudal world the 13th Heavy Infantry was set down at a rough field base outside the city Kiergrade. City was held by loyal forces. Traitor forces and cultist were mustering and gathering strength on a broad plain and a set of towns to the west. They would attack within a month.

The 13th is siege infantry and could have rendered Kiergrade effectively unassailable and shatter the feudal world host when the attack came, then follow it up with a counter attack. That's what the tactica imperalis would say. That's what someone that could only beat a Total War game on Easy would say.

Regimental leadership could not beat a total war game on Easy.

He immediately broke the 13th into squad sized units to advance on as broad a front as possible into the open plain in an attempt to win faster. Most squads met nothing. Our squad was one of the ones that, out of support from the rest of the regiment, was attacked by more then two hundred primitive cultist and cavalry.

https://youtu.be/RGENWAK9i08?t=43

We had to hold out for sixty hours in a increasingly ruined abbey until reinforcements could march to us.
>>
File: Brock_Samson_Knife.jpg (40 KB, 512x384) Image search: [Google]
Brock_Samson_Knife.jpg
40 KB, 512x384
>>47366342
Magnificent.
>>
How would I make a calm abnormally serene Psyker?
>>
>>47365588
>A character using a recoil glove can fire a Basic weapon with one hand without the normal 20 penalty
Nope.
>>
>>47366446
Well, I'm happy either way, as long as FFG NEVER EVER makes that level of mistake again.
>>
>>47366407
Did give rise to one fun quote.

>Sergeant: Fall back, there's too many of them!
>Grunt: You can't say that, the commissar will shoot you for cowardice.
>Sergeant: Flak, right!.. Everyone, double time! Assault and secure that abbey! It's of vital strategic importance!
>>
>>47366485
I'm pretty sure they are going to do just that, every time, forever more. There's even artwork of a guy with two hotshot lasguns.
>>
>“Inquisitor Stryke, now it’s your turn, tell us a joke.”
>“It’s not fitting for a inquisitor to make people laugh, but very well, I will try.”

>“At the capital of Hive world Heimdal there was a huge concert celebrate the great saint Celestine. Acts performed hymns and songs in the honor of the emperor and the saint. After an exquisite performance on harmonica the announcer presented the next act and a family of a father, mother, son and daughter takes the stage. The announcer ask them what their act is called. But before they could answer the air shimmers and a demon of Slanesh appears. It chop of the head of the annoncer with a claw so that blood sprays all over the family. Then it rips of the clothes of the father and chew of his genital. The daughter screams in horror until the demon slashes the mother’s belly open and strangles the her with the entrails. The son frozen in terror defecate so that his legs are covered in brown stains. The demon proceeds to peel out the eyes of him and eat them before he chops of both the arms and legs of his screaming victim. You may be asking yourself, ‘why didn’t the family run when they saw the demon appear in front of them?’ Perhaps they were frozen in horror, perhaps the demon’s wicked power kept them in place, anyway that’s another story. So the demon is licking up the blood and shit from the floor when suddenly a Grey Knight enters the scene and with one swift stroke with his force sword banish the demon back to the warp. The Grey Knight then sticks his chest out and proudly announces: ‘I call it The Aristocrats!’”
>>
>>47351449
>That picture
Nope.
>>
>>47365556
Aren't those usually on guys with power armor though?
>>
>>47367582

Yeah but it's not like power armour lets you do it.
>>
>>47367755
SM armour does last I checked.
>>
>>47367755
I'm pretty sure it autostabilizes heavy weapons, so wielding one basic weapon doesn't seem out of the question
>>
File: 2ce99c_4855548.jpg (262 KB, 1200x1440) Image search: [Google]
2ce99c_4855548.jpg
262 KB, 1200x1440
bump
>>
I'm trying to improve my combats as a GM. I've run a shedload of campaigns and I feel like I've got a hang of character driven stories, PC/NPC interactions and NPC/NPC interactions, but I feel like I always let myself and my group down with combat.

So I ask, both players and GMs, has there ever been a combat that you've felt "That was a good fight", not a lucky RF that one-shotted a guy or bad luck that turned an easy combat deadly.
>>
File: blood_raven_by_fonteart-d64zosp.jpg (161 KB, 1024x1024) Image search: [Google]
blood_raven_by_fonteart-d64zosp.jpg
161 KB, 1024x1024
Would I be meming too hard if I made a Blood Raven for Deathwatch and named him brother Dismas?
>>
>>47371003
The base mechanics of a fight are the most boring parts. A good fight uses scenery, tactics, unusual circumstances, and generally has memorable action. You also want to run fights quickly and know when to bend the rules in the name of fast and exciting options. My favorite three combats to run were the following:
>Fighting off enemy attack craft in the middle of debris-strewn freefall following orbital insertion
>Storming and mouseholing an apartment building full of angry gangbangers.
>Fighting through a dead, zero G station while protecting critically injured friends after the sudden yet inevitable betrayal of the jackass pirate ally.
>>
>>47371377
Those do sound pretty exciting.

As the guy asking the question, I'd have to say the best combat I ran wasn't because of the locale of the fight but because of the NPC dynamics it established.
the Tl;dr is that the players fought a rival Inquisitor in a desert and eventually managed to capture her. Valkyries were flying about overhead as their rival deployed stormtroopers in an attempt to capture a mutually beneficial objective. But when I ran it, I just felt bored I guess. Maybe I'm just not seeing it through the lens of the players.
>>
File: x gon give it to ya.jpg (3 MB, 2352x1600) Image search: [Google]
x gon give it to ya.jpg
3 MB, 2352x1600
>>47371003
Well, don't throw in fights for the sake of it, I'd say. When a fight happens in our games, it tends to be a BIG event, the GM has a whole map drawn up, we might spend all or most of a session on it.
Some of the cooler ones:
>Making a last stand with a Tau Commander against a huuuuuge wave of Tyranids while we desperately tried to get a pickup.
>A fight on the bridge of a ship against a Plague Cult Psyker who was summoning Plague Bearers to fight us. The Nobleman Assassin literally got his guts ripped open, was at max fatigue but kept himself walking with stimms. He hero-staggered about, firing his flame pistol into the daemons and helped drive them back.
>Fighting a living statue on a Warp-tainted planet, and killing said giant statue by dropping an even bigger column on it.
>Half the party fought a Necron Lord within his tomb, while the other half fought a rival Inquisitor and his bodyguards, with a gunship providing him close air support. The Psyker and I dealt with the Inquisitor, while *our* Inquisitor managed to jump onto the Gunship before it got skyborn and wound up cutting her way into the cockpit and taking control of it. It was rad.
>>
>>47371913
Neat stuff.
>>
>>47366287
IMO, the Alpah Legion lacks a reason for wanting to eliminate the Kill-team in your scenario. You'd think they would be smart enough to disguise themselves as non-specific marines and manipulate the imperials into halting the Waagh.
I think it would be best if the Kill-team bumped into them a couple times without realising who they are, and then the Legionnaries try to frame them/assassinate them so they aren't discovered.

You can let some clues: A promising imperial officer struck by a boltshell during an ork assault, a reliquary desecrated, some increase in cultist activity with hydra imagery, the supposedly fellow loyalist marines never having time to talk and goig back to their thunderhawk, some intriguing armour imagery,....
After that, it should be "ork snipers", misguided artillery strikes and other covert assassination attempts until the Alpha Legion reveals itself to the players in a final attack.

Besides, why do they wan't to stop the Waagh? You should give them a clear goal, even if it never comes up during the campaign. They will gain a lot of depth that way.
>>
>>47372745
The assassination of the Kill Team plays into the aspect that there's a competing cell that's either at odds with the cell trying to stop the Waagh.

Mostly though, I want the Legion's actions to sometimes not make any sense, and directly contradict itself in places. It will keep their goals and actions much more shrouded.

As for stopping the Waagh, I haven't figured out exactly why, though I honestly don't care much. The intent is that the Legion has some terrible future planned for the sector, and that plan involves the Orks being defeated. The idea is to put the players into a situation where there is no easy resolution: Do they stop the Orks and leave themselves open to whatever the Legion has planned, or do they let the war grind on on the assumption that whatever the Legion is planning is worse than what the Orks can do?

And those ideas are great. Especially the assassination, it's something that can easily be framed as an attempt to hinder the Imperial forces, but deeper digging can show that it ultimately strengthens the Imperial position.
>>
>>47371116
Probably.
>>
How does dual wielding work with flamers? They don't roll BS, so do you just change the save like you do when you're untrained?
>>
>>47374559
I think so, yeah.
>>
>>47371913
Hay that's the Battle for Macragge guy!
>>
>>47351449
The rules for using Astartes sized weapons as normal people is to bump them up a size so Pistol becomes Basic and Basic becomes Heavy. The RT Recoil Gloves make it so you can use basic weapons in one hand without taking the -20 penalty. Would this then let an RT Arch-militant wield a Legion plasma pistol in one hand without penalty or should that -20 become a -10 due to Astartes weapons being more fuck huge then normal?
>>
>>47376709
By raw, it would allow him to use it without penalty.
>>
File: Rip and Tear Imminent.jpg (2 MB, 1598x1000) Image search: [Google]
Rip and Tear Imminent.jpg
2 MB, 1598x1000
Does anyone have any alternatives to the Devotions in Black Crusade?

Meaning, I find it a little annoying that you can't* have a Nurglite Psyker, or Combat focused Slaaneshi, or even a leader Khornate. These aren't all the examples but they're the ones that stick out to me.

Would it be too bullshit to change player alignments based on how they act, what they do, and if they worship anyone?

What would be a good alternative to the mechanical side of devotion? Only War rules? Something else?

*Can't meaning incredibly hard to do, counter productive, or willingly hamstringing yourself.
>>
>>47376709
Do you also have legion/astartes weapon training?
>>
>>47371548
Do you enjoy miniature war gaming? If that sort of tactical scenario game isn't fun for you, then combat is pretty much never gonna be fun, desu.
>>
I have a rogue trader character who's really really good at gunslinging, but as part of his character he practices fencing because his father was a melee fighter. The only problem is that currently his weapon skill is trash. How besides advances can I crank his weapon skill?
>>
>>47378961
Hatred, Best-Quality melee weapons, aiming in combat, using the OW rules that give melee standard attacks +10 to hit, dark pacts with forbidden powers.
>>
>>47379322
All of these.

Also, see if you can't pick up melee talents like Duelist. I think it'd fit very well for a fencer. Additionally, Sure Strike / and the other talent whose names escapes me now can lop off an enemy limb or hand to disarm them. Disarmed enemies take -20 to attack rolls against armed people.
>>
>>47376796
I'm going to use a couple solutions to that. My PCs are going to be starting with 1,500 instead of 1,000 xp, so what I'll do is let them deduct 500 to start aligned to a god. I'm also using the current alignment rules as a guideline, and basing alignment more around player action that skill/talent choices. Why shouldn't an Apostate of Khorne be able to charm large groups of people into fighting other people? Blood for the Blood God
>>
>>47379911
>Why shouldn't an Apostate of Khorne be able to charm large groups of people into fighting other people? Blood for the Blood God
Exactly my thinking. A squad leader would be a great Khornate, so would a warmongering dictator, or a blood thirty revolutionary.

>starting with 1,500 instead of 1,000 xp, so what I'll do is let them deduct 500 to start aligned to a god
This is a good idea.

Any mechanical solutions?
>>
>>47379971
You could ignore the whole "Buy talents to make a god like you more" thing. The player should decide who his/her character is dedicated to. Not their xp spending. That's what I'm going to do. Xp costs will stay the same though
>>
>>47380038
So everyone uses unaligned for the whole game? I can dig that.

>The player should decide who his/her character is dedicated to.
As in their actions or declaring it?
>>
>>47380093
Either or both
>>
>>47380158
Actions is pretty self explantary. But if you declare yourself a Nurglite then do something very unNurgle-y teh GM can bitch slap them...

Excellent.
>>
>>47380200
I'll let them know exactly why they're getting bitch slapped. But oh boy will they get bitch slapped.
>>
>>47380236
>I'll let them know exactly why they're getting bitch slapped
You're kinder than I am.
>>
>>47380247
Some of them are 40k novices. I show mercy occasionally. Not frequently though
>>
>>47380261
Ahh, that makes sense. Telling someone who is new to 40k why they're being bitch slapped makes sense then.

But a vet? Fuck 'em. They should know better. I really ought to get off my ass and run a BC game one of these days.
>>
>>47380314
Just a warning, it's a lot more difficult to railroad than in the other games
>>
>>47380337
I wouldn't want to railroad though. Maybe some fevered visions from the Gods to get them started.

I've got two basic ideas to drop players into. If I can pull it off, the world around them will evolve until it's totally fucked (even for Heretics). Either all heretic party or a mix of CSM and Heretics.
>>
>>47380373
I was running Hand of Corruption, and my players decided to start a drug ring on Port Wander instead of travelling to Saint Annard's Penance. They ended up bombing the main Arbites HQ, and killed an Inquisitor for her Rosette, which made things very simple on the planet.
>>
>>47380404
That sounds awesome.

Wasn't going to use an AP, try to do something different.

A cross over of BC and OW would be super nice too. AWOL squad or rebel squad, gaining the powers of the Warp or not.
>>
>>47380454
I'm going to use OW for enemy regiments if/when they reach the point of Apotheosis.
>>
>>47380483
Lucky them. Wish I could join.
>>
>>47380551
I'd offer you a spot, but it's an in-person game, and I doubt you'd be anywhere near me
>>
>>47380628
Denver?

Shot in the dark.
>>
>>47380645
Sorry man. East Coast
>>
>>47380645
Keep an eye on these threads though. If I ever decide to run an online game, I'll post about it on here.
>>
>>47380810
Please!

The Prince of Chaos would be pleased.
>>
Any anons want to help me make a Dragon mount for my OW DEUS VULT regiment?
>>
Alright, I'm looking at the rules for creating mounts, and while it says that they shouldn't have more than 20 in Int and Fel, it also says that there's no hard cap on it either, excluding the no more than 30 poijts thing.

If I gave a mount a huge amount of Intelligence, would that just make it a sanctioned Xenos species? Especially if I mad it smarter than the guardsmen riding them?

Say, 40 Int plus the Unnatural Intelligence (2) trait?

What would that be like, exactly?
>>
>>47351449
So the MIU says it can mount Pistol or Basic weapons but it also says only Pistol weapons can go on the shoulder. Where do you mount Basic weapons for the MIU then?
>>
>>47381570
Don't know what to tell you. I've wondered the same thing myself
>>
>>47381570
Forearm? Leg? Stomach? Other?

Anywhere you could possibly mount something larger.
>>
>>47381487
I have no idea.

I think it could be hilarious, but I also think that it'd be a bad idea.
>>
>>47382190
this
>>
How would you react if your friendly local neighbourhood Inquisitor was a bit of a dickhead? I mean instead of being the grim, forboding, unforgiving figure he usually is he's an ex-Rogue trader who puts his feet up on his desk and forgets where he's sent his Acolytes meaning they bump into previous squads whilst already on missions.
>>
>>47384012
be even more fucking scared
>>
File: 1342256615958.jpg (80 KB, 600x450) Image search: [Google]
1342256615958.jpg
80 KB, 600x450
>>47384561
Good.
>>
bump
>>
File: 1287692229240.jpg (79 KB, 469x594) Image search: [Google]
1287692229240.jpg
79 KB, 469x594
bump
>>
>>47351449
The guy in OP image looks like some lead singer being pulled back into the orgy by groupies.

"bro I already came 100 times, save me"
>>
Do you guys use terrain and models in your games or do you keep all combat in the mindscape? Do you paint a miniature for your party?
>>
>>47387255
I play online but I've never found models to be too useful for it when I've played in person. Combat's okay to do with ~imagination~ depending on your group. Sometimes they can be really anal about distances and angles whereas as a GM I'm willing to let a lot of stuff slide for the sake of the story.
>>
Is there an Ecclesiarchy/SoB splatbook? I'm interested in the fluff.

Sorry for asking a noobish question.
>>
>>47387532
Blood of the Martyr for 1E, Enemies Within I believe had 2E.
>>
>>47387532
Blood of Martyrs for DH1 is all about the Ecclesiarchy and the Adepta Sororitas, go wild.
>>
>>47387587
>>47387580
Thanks very much.
>>
I'm going to try to preemptively solve this because I know my players are going to ask, so here goes: I'm in the middle of running final sanction right now, and some of the enemies have power swords and plasma pistols. Would it be kosher for the marines to loot these or is it against some oath?
>>
>>47388445
Up to you. I always let my players scavenge, but that's just me
>>
>>47388445
I haven't run through Final Sanction in a bit. Who are they fighting?
>>
>>47388639
Genestealer cultists, so there's no risk of chaos corruption.
>>
>>47388645
Well then, considering how precious Plasma Pistols and Power Swords are, using them after a short cleansing should be quite fine. Can't leave precious machine spirits like that just laying on the floor.
>>
File: image.jpg (238 KB, 1024x945) Image search: [Google]
image.jpg
238 KB, 1024x945
>>47351449
Played my first ever of Deathwatch a couple of days ago
Played a librarian and learned lickity split how easy it is to fuq up
>carnifex is charging, we want to knock this bitch out, whole team encourages I push a smite
>dat 6d10 shit fucker
>I'm basically a human plasma cannon, everyone is cheering
>oh shit perils of the warp
>ooooh shit mirror power
>smite swings back mid air and collides with my face
>literally everything on me is vaporized
>the explosion catches the rest of the kill team, including the fool wearineg scout armor
>we are all forced to spend every fate point just to survive
>we barely get evaced while dying
And that's my first experience with the game ever
10/10
>>
>>47389426
>first ever deathwatch
>plays a psyker

GET. OUT.
>>
>>47389460
Lol u grumping m8?
What's wrong with that?
>>
>>47388692
Would the Marines be able to use them past this one mission or would they have to return them to the planetary government?
>>
>>47389572
Psykers tend to be kind of easy to break the various 40krp games with.
>>
>>47390299
Oh, Marines. That complicates looting. For one, human-sized weapons are usually quite incompatible with Marine hands. There is also the problem of the disrespect looted equipment means to the Marines' own, ancient and powerful weaponry.
>>
>>47388445
Unless you have a particular oath against xenos, no. By the rules, Marines can use gear made for regular humans, they just need to remove things that would get in the way like trigger guards.
I remember a short story where a Space Wolf used an ork big shoota against them.

Beware though, those weapons are meant to provide a threat to Marines, and therefore aren't balanced at all.
The plasma pistol, for example, is 2d10 instead of 1d10 for the supposedly superior Astartes version, and is Impact instead of Explosive.

To prevent eventual abuse, I would let them use looted weapons freely during the mission, maybe even as trophies if that particular enemy proved to be a very good fight (so no reloads, mods or quick access scabbard), but take one reknown from them if they want to take it as a primary or secondary weapon on an ulterior mission. It should satisfy everybody.
>>
>>47390919
Unless they are Blood Ravens. Their chapter special rules allow them to freely use Gifts from others, including from enemies and allies that are not aware they had given the Blood Ravens a gift.
>>
>>47391569
That's not their chapter special rules, that's just fanon. Their chapter special ability is, IIRC, eidetic memory.
>>
>>47388445
My friend, have you ever heard of the Blood Ravens?
>>
>>47393468
Unfortunately, the kill team is made up of a Space Wolf, a Dark Angel, an Ultramarine, a Blood Angel, and a Lamenter. So no meme-marines.
>>
How do I make a balanced encounter in Deathwatch? I'm planning on the PCs fighting Tyranids, but since there aren't any real guidelines to a creature's potential (like challenge ratings in DnD), I'm afraid I'll make the encounters too easy or party killer when I try giving them a challenge. How do you pick what monsters to use?
>>
>>47393723
Generally speaking, a standard encounter for Deathwatch is:
>A Magnitude 30-60 Horde of weaker Troops, or 2-4 stronger Troops per PC, supported by at least 1 Elite per player
>1-2 Elites per player, working together
>1 Master level enemy, maybe backed up by some small Hordes.
In general, watch out for anything with a Pen that can ignore power armor, multiple damage dice, movement that is dramatically better than the players, or pluses to damage over 10-15 or so. Those are all warning signs of an extremely dangerous foe. In general with Deathwatch, watch out more for too easy than too hard, because too easy can always be fixed with liberal application of Hordes or new Elite reinforcements arriving, plus the PCs are very high-powered anyway.
>>
>>47393507
>Space Wolf
>Ultramarine
>Blood Angel
>not meme-marines
>>
>>47394703
Well, not memes in the sense of Blood Ravens. Also, I think Dark Angels are more of a meme than the sons of Sanguinius.
>>
>>47393899
Many thanks, friend.
>>
>>47394751
Well, the Fallen thing probably is anyway.
>>
Bamp
>>
File: Ultramarine Attorney.jpg (53 KB, 600x577) Image search: [Google]
Ultramarine Attorney.jpg
53 KB, 600x577
>>47394751
I think that Ultramarines might be those most deserving of the title "meme-marines"
>>
>>47364175
>Specialist gear consumables and ammo are replenished same as regular issue gear, but none of the hardware itself is
So if the Ratling's sniper rifle gets busted he has to use a lasgun he isn't trained with, or if the Heavy Weapon Specialist's weapon gets lost he has to use a line trooper lasgun?

Congrats, you're an asshole GM. Only time I do something like that is if they lose a supply depot or if there's a fuckup on the Quartermaster's end.

Shutting down nonsense or having party shenanigans bite them in the ass, that's fine. Fucking up the simpler rules-as-intended like that just to fuck with your players is bullshit.
>>
File: urafaget.gif (3 MB, 420x200) Image search: [Google]
urafaget.gif
3 MB, 420x200
>>47399856
>So if the Ratling's sniper rifle gets busted he has to use a lasgun he isn't trained with

Ratlings automatically get Weapon Training (Las) as part of their specialty talents.

>or if the Heavy Weapon Specialist's weapon gets lost he has to use a line trooper lasgun?

You mean the one that he's issued same as everybody else and, depending on what his heavy weapon actually is, might well be using most of the time anyway? Yeah.

Any more you'd like to say, or are you done being a gigantic moron?
>>
>>47400008
False. Ratlings, just like every other specialty/support specialist, choose between Solid or Las training.
>>
>>47366076
Doomed, yeah.

>Be Mechanized Infantry regiment, Penitent homeworld.
>Take part in massive operation to restore order to a planet that has declared independence.
>Regimental command platoon deployed in Chimeras plated gold, Colonel rides on top on a dais hooked up to laud hailers so he can preach while riding into combat.
>Mission intel: The world is in mid spring, fair weather. Minor Recon Sentinel presence, no real armor. Poorly trained and motivated PDF.
>Doomed kicks in
>Land in a blizzard, miles off target. Near-Arctic conditions. No cold weather gear at all. Fuck, Intelligence fucked up.
>Need to seize nearby city and spaceport.
>Chimeras start popping off comms. Leman Russ groups on our flanks go dark.
>Up-armored Sentinels come out of nowhere, start blazing away with lascannons. Fuck, Intelligence fucked up.
>Down a third of the company before we hit the walls
>Breach a sally port in the massive wall, need to take a nearby void shield control room atop the wall.
>Intense fighting, PDF are way better trained than expected. Goddammit, Intel. Ogryn separated from group. Stumbles into small barracks/ready room, finds himself staring down four men. They have carapace. And single-shot boltguns. What the fuck.
>Clear void shield control room, Sarge goes down when the goddamned murder servitor he's fighting in close combat explodes. Survives with serious burns.
>Shield under our control. Gates in wall secured by another team. Start drawing in the follow-on regiments.
>Roaring shriek overhead. Get a great view of the local void shield deactivating just in time for a flight of Thunderbolts to roll in and brutalize our column in a fusillade of autocannon fire and bombs. God. Dammit. Intel.

That was our first session. We haven't had anyone die to Doomed, but our GM sure is milking the "Nothing ever goes smooth" clause for all it's worth. And that's before the goddamned Tau showed up.

And we *still* don't have any goddamned winter gear.
>>
>>47400137
>False. Ratlings, just like every other specialty/support specialist, choose between Solid or Las training.

I'm looking at my PDF literally right now.

>Starting Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste) or Light Sleeper, Weapon Training (Las, Solid Projectile).

Not Las OR Solid Projectile. They get both.
>>
>>47400219
Huh, you're right. I suppose I misremembered that one because they're the only ones who get both.

Which I find odd.
>>
>>47400253
Hell, even if they didn't, Ratlings also have the all-important Finesse aptitude as well as Ballistic Skill, so buying Weapon Training talents is as inexpensive for them as it can possibly be.
>>
I know that RT has some space vehicles and OW has tanks and things. I think I remember one of the lines has rules that I can force-fit into Valkyries and such, or am I retarded?
>>
>>47400438
Valkyries aren't statted anywhere in any of the 40k RPG series except for one RT adventure and even then it is a cargo variant.
>>
What is "High Provender" in the Random Assignment Gear table?
>>
Im going to base a campaign over the pc's partecipating a underhive raid destined to failure and the following effort to survive and the climb back to the "civilized" part of the hive.

where i can find some good material about underhives? the wiki dont tell much other than saying they are future favelas with mutants. Also any general suggestion on how i should gm it nicely? im quite a newfag of this kind of rpg
>>
>>47401510
"High Provender
The nobility of the Imperium dine upon such delicacies as real, unprocessed meat from strange beasts, fruits won from death worlds at the cost of many lives, and exotic grains from private hydroponic gardens. Some intricate delicacies are created solely for the purpose of demonstrating great wealth, but no self-respecting noble would sink so low as to eat and drink the same rations as their servants—or, Emperor forbid, the filth that serfs and mid-hivers consume."

pg 142 of Rogue Trader
>>
>>47401874
ah, okay. I never picked up Rogue Trader.
>>
>>47401851
Watch Dredd, The Raid, etc, and take notes.
>>
>>47401851
necromunda material from the game and old white dwarf articles.
Two scenarios comes to my mind right now:
In one you had to kill and invincible mutant spawn by making it fall into a vat of acid (inspired by The Thing, I guess). Using flamers worked best.
In the other a normal encounter devolved into a cave-in due to a hive quake, and the two warbands had to coopearte against a tide of plague zombies in order to climb back.

>the wiki dont tell much other than saying they are future favelas with mutants.
It's worse than that. You know how in most european cities you can't dig without encountering stonework from the middleages or the roman era? It's the same thing, with a couple dozen millenias on top.
Imagine a skycraper that has been destroyed and rebuilt a few times, while sinking in the ground under its own weight. The underhive is the mess made of foundations, catacombs, water and power circuits and accompagning maintenance tunnels, ruins of the former buildings, and natural cavities.
Radioactive sludge comes from the hive's powerplant, anyone and anything that wants to hide goes there, you got inflitrations from the surface (great thing if the hive is on a Death world), and archeotech (possibly even xeno or daemonic ruins) hidden somewhere on the bottom.

The most organized group in the underhive is the Ratskins, similar to slightly mutants native american hobos.

Also check the lore on Mars, it's not a hiveworld, but they still haven't cleared the catacombs despire the Quest for Knowledge; it gives you an idea on how dangerous it is.
>>
>>47402573
You did pick up the internet, though. Searching for stuff will usually turn up someone, somewhere, that has copy/pasted the info. (ie; obsidian portal rpg groups)

Like so;
https://rogue-trader-heber.obsidianportal.com/wikis/high-provender
>>
bump
>>
bump
>>
File: Lusty_Marine.png (56 KB, 544x554) Image search: [Google]
Lusty_Marine.png
56 KB, 544x554
>About to start new campaign
>Player wants to play Feral World Guardsman
>Melee attachment on a lasgun counts as a spear in close combat
>Feral worlders count spears as Proven (3)
>Guardsman will be able to fight with a bayonet through entire hordes of enemies after getting bored of shooting

I can't wait for this campaign to start.
>>
File: 1452614304954.jpg (160 KB, 740x1079) Image search: [Google]
1452614304954.jpg
160 KB, 740x1079
>>47387255
Depends on the complexity of the combat. Deathwatch is very tactical, so we usually try to use minis. The other lines we tend to jsut sort of wing it.
>>47389426
Fear not the Psyker indeed. You can't Daemonhost in Deathwatch can you? That would be too much FUN.
>>47393723
This guy>>47393899
has the right of it.
Personally, I say don't be too afraid to put the Deathwatch in a hard position. Encourage them to use their squad/solo mode abilities, and don't forget their demeanor fate points and all that.
Generally, even a low rank Deathwatch Marine can stomp his way through most standard fights. I find it's fun to focus more on how the players want to accomplish the mission objective, and how they deal with what monkey wrenches get thrown in their way. One of the best missions we ever ran involved the Deathwatch firing their weapons only once to silence a guard, and never being detected as they carried out their mission. Operator as fuck.

>>47401851
Fun idea! If you can find the scans, look for the old "Kal Jericho" comic books, about an underhive bounty hunter and his wacky adventures. It's great for visual purposes, and touches neatly on the different groups that live downhive.
As for gming, I think the most fun will be in the exploratory part. There are old-west style townships in the underhive, as well as creepy inbred mutant cannibal clans, Redemptionist crusades, maybe some left over KILLER ROBOTS lurking in the tombs etc etc.
Also, don't forget about weird flora and fauna that might have developed over the centuries. An old favorite of mine from Necromunda was the sponge-fungus, big patches of rubbery fungus that you bounce around on uncontrollably, possibly providing a safe landing from a great height or possibly sending you flying into the maw of some unspeakable creature.
>>47406827
DH2? That sounds like a good rule, might steal it for my DH1 games.
>>
>>47408009
Yeah it's a DH2 rule, never played DH1, does it have the primitive quality?
>>
>>47409103
Yeah, and it's awful. All not primitive armor counts as double against it, so you've got to take the Mono upgrade on everything or else spend all combat slapping uselessly at someone's flak armor in the hopes of getting a 10.
>>
>>47409167
One of many things that got a big improvement come Black Crusade and the games that followed on.
>>
>>47409167
>>47409245
>muh primitive weapons are effective in the 41st millenium!
Holy fuck, how wrong can you be? Do I have to make a "primitve weapons are underpowered in DH" pasta?
>>
>>47409383
>not wanting to be driven closer so you can hit them with your sword
>>
>>47409448
>not having a powersword to hit them with
>laughingcommissars.jpg
>>
>>47409167
What I don't get is that FFG can't get it through their head that flak jackets and vest are for just that, flak. Shrapnel. Weapons fire.

Ballistic vests are worth fuck all against a sharped piece of metal designed to slash and stab. Stab vests exist for a reason.
>>
>>47409664
Blame GW for that; flak armor's protection level doesn't change against normal close combat attacks in the wargame either.

Flak armor DOES provide an extra 1 AP against blast damage not directly centered on you, though.
>>
>>47409707
And I'll admit, full flak tends to be depicted as solid, if a bit thin, plating, and not cloth. That's a bit more likely to at least deflect a blade.

Its everything else that makes no goddamn sense. But whatever. I'm not gonna stat out a fucking futuristic stab vest for my players.
>>
>>47409664
You're applying real world terminology and physics to a galaxy that runs solely on what the developers thought was cool. Despite the memes, flak jackets and lasguns are actually pretty protective/damaging.
>>
>>47409664
Not really. Flak armor is a layer of three materials designed for protection. The outer layer is a plastic-like material designed to burn away to disipate thermal energy from las-weapons. The middle layer is a substance that firms up in response to force, and the final layer is a hexagonal mesh designed to reduce impact from whatever did not penetrate the second layer.
>>
>>47409963
Continuation on this.
Judging by the ridged design shown in most artwork, it also wouldn't be too odd for there to be a thin layer of steel/plasteel/poor ceramite backing or plating over the flak armor itself.
>>
>>47409997
Also, there are a shitton of different patterns of flak armour, as many as there are lasguns. They're going to protect differently.
>>
>>47409664
There's hard IIIa armor that resists stabs and impacts. Some of them even float
>>
File: 1434935786119.jpg (177 KB, 714x551) Image search: [Google]
1434935786119.jpg
177 KB, 714x551
>>47366076
Incompetent Leadership contributed to the general disaster that was the Akrians. They're chain-smoking, extremely French, nihilistic, filthy, paranoid, and incredibly competent. Command uses them as shock troops, as they excel at cracking fortresses or disrupting supply lines.

Akrian leadership was despised by Crusade Command. The fractious generals constantly tried new methods cribbed from obscure sections of the Tactica Imperialis, such as the "Rolling Aerial Armour Deployment" (which involved dropping tanks from their carriers at speed to create and instant armoured column), or extremely unorthodox uses of grav-chutes on the wind-wrapped world of Omicron Theta Omega. Rank-and-file Akrians suffered through these and persevered. Insubordination is nigh-universal. False reports are fed up the chain, and orders coming down are creatively reinterpreted.

The Akrians accomplish their objectives by whatever means they think they can get away with, including sabotaging other regiments, stealing equipment (from the Munitorium or from the enemy), or simply bribing the enemy to change sides. Their leadership is so incompetent that such gross violations of Imperial law (and Imperial decorum) go mostly unnoticed.
>>
>>47411223
>extremely French

My god.
>>
Is Only War out of print?

It's not on Amazon.
>>
File: 1275256411299.jpg (95 KB, 800x600) Image search: [Google]
1275256411299.jpg
95 KB, 800x600
>>47411290
Indeed. They "hon hon hon" laughter of 5 players, the bickering, the laziness, the philosophy...

Damn, that was a fun regiment.
>>
>>47412592
I think it is. It's listed as out of stock on the website, but no further information.

Plus, all the pdfs are listed as unavailable.

This saddens me.
>>
>>47412636
Any word on why? A 2e or anything?

I've always wanted it and my LDS has one at a pretty steep price. Wonder if I should panic buy it.
>>
>>47412707
I bought my copy years ago. That said, the pdfs in the OP can probably hold you over until you make a decision. I just checked on ebay as well, and the core book isn't on the 1st page, at the very least
>>
>>47412707
If it's a 2e, I'd be so happy, as that means they'd hopefully support it more, though I doubt it. Or at least a copy where the errata is right in the book, plus some newer errata that it needs, such as the Grenadiers regiment type not having a primary weapon that can mount the auxilary grenade launchers it comes with, nor Vanguard being a regiment type.

Grenadiers should be an equipment doctrine, honestly.
>>
>>47414120
I agree.
>>
>>47414120
I just give them the choice between autoguns and shotguns, because I can.

That, and I can get the most attachments/upgrades possible on it.
>>
Recently got into a new Black Crusade RP and need tg's help on something

So playing a CSM forsaken so I get legion power armour free. Most importantly here are the Armour subsystems, specifically Recoil compensators. I read it as 'Allows you to fire basic ranged Weapons one handed without Penalty', where as the GM's said no, and after a long discussion/arguement they decided it is a worthless sub system since it does not explicitly state that it gets rid of the negatives so it does not.

Are they just being rules lawyers and 'Rules as written' and being dumbasses? Also I ask you if not, what is the point of recoil compensators? Was I correct in assuming what the sub system does?
>>
>>47414501
It sounds like they're being RAW asshats. Just read the entry. Check the errata, it might fix it for you.

Otherwise; sustainable battery, Auto-Senses, and Bio-Injectors are amazing subsystems.
>>
>>47414599
Already have power source and auto senses. I'm ranged based and have independent targeting and two weapon wielding (Ballistic).

Wanted to use two bolters or bolter and shotgun combo, largely for the fact that seems horrendously badass to me. I really want to do that, but they seem to say the existence of pistol grip makes Recoil irrelevant and meaningless because according to them, redundant bonuses to gear don't exist
>>
>>47414599
>>47414653
Nothing in the errata. As a GM, I'd rule that it means you should be able to wield a Basic weapon one-handed without penalty. If they are adamant about not letting you do that, then ask for either a subsystem change or a waiving of the "doesn't count as a pistol in close combat rule"
>>
>>47414708
If they say no to both, then they're dicks and you shouldn't play with them.
>>
>>47409383
I dunno, the Orks seem to make their choppaz work pretty well.
>>
>>47414653
The Life Sustaining Grill, or the Sealed armor are good pick ups too. Being able to Kool-Aid Man into a ship from a hard vacuum is awesome.

Get a pair of recoil gloves if they continue to be assholes about it. Dual Bolters can wreck house; especially if you get special ammo.
>>
>>47414737
this
>>
>>47414737
>>47414917
They're only Common availability, so they should be easy to find
>>
>>47409383
Eh, soldiers in the modern world still carry bayonets.
So does the Imperial Guard for that matter.
I'm not saying primitive gear *shouldn't* be less effective, just not so dramatically poor that the basic bayonet issued to the standard Guardsmen is almost useless against someone in equivalent gear.
Black Crusade and co improved on primitive weapons dramatically by just giving them a damage cap instead of doubling armor.
>>
>>47414708
>>47414722
They won't allow the ppistol in melee combat change, but they are letting me switch armour sub systems... does not make me any less bitter tho

>>47414737
>>47414917
>>47414943
I am taking sealed armour as a replacement cause thats nice. As for the gloves I have yet to be able to get any but tanks for the tip... still angry about just how RAW these guys appear to be... but its my first BC campaign and I'd like to get experience, that and the test scenario was fun
>>
>>47415138
>first BC campaign
Remeber that BC is only semi-cooperative. Be prepared to murder your party members when the time is right.
>>
>>47414501
>I read it as 'Allows you to fire basic ranged Weapons one handed without Penalty', where as the GM's said no
So he thinks they put in a subsystem that does literally nothing? Is he retarded?
>>
>>47415138
If you attempt to acquire the Gloves separately, at common quality, you're looking at a +30 modifier on the Acquisition test. That's better than 50/50 odds, even for a starting character. They are kinda being dicks about RAW vs. RAI, but nothing you can do about that.
>>
>>47415168
Not the guy you're responding to, but:
"The wearer may fire Basic ranged
weapons one-handed."- the RAW. They're completely ignoring RAI, but that happens sometimes
>>
I'm planning on homebrewing a few Guard regiments for use in my Black Crusade game. Any suggestions/regiments you have and want me to use?
>>
>>47415941
As imperium-aligned regiments or chaos ones?
>>
>>47416013
Theoretically both, but mainly Imperium
>>
>>47416095
There were quite a few posted in some previous 40k rpg general threads. Could check an archive site for them.
>>
>>47415941
What's the scenario they are for?
>>
>>47416446
I'm replacing the 3 in Hand of Corruption, as well as including the others when the PCs are doing stuff in the Imperium
>>
>>47415941
Super psychotic flamer-happy Redemptionists.
>>
Are Psykers as straight a trip to TPKville through power roll mishaps as the memery suggests?
>>
>>47420010
Depends how trigger happy they get, what options they take to reduce phenomenon / perils, and how unlucky they are.
>>
>>47420010
No.

It can fuck you up pretty badly (my first burnt FP resulted from a series of events that had started from a Pushed Focus Power roll), but occasionaly it might even help (with the same character, I'd rolled a phenomenon that spooked enemies' warbeast, which in the end made our job of killing them faster). It all depends how risky you're feeling with your roll levels. Most of the time it's inconvenience, but not a terminal.

Admittedly, safiness of this varies between editions. RT, DW and BC (with bound psykers) can be totally safe if you don't Push and cast on Fettered level (which guarantees no Phenomena), but in DH1 (where there is no Fettered level) and DH2 (where even Fettered casting does not completely prevent Phenomena) there's always some risk.
>>
>>47420228
What about OW?
>>
>>47420010
>>47420228
That's very true, the rules aren't remotely consistent. In Only War, for example, it's piss easy to make a psyker pretty much never fuck up the area around them and minimize the damage if they do.

In general, it's not too bad. The only time you fuck up in most games is when you redline it and go to the push level.
>>
>>47420446
Ultimate Sanction means as long as you aren't damaged you can pretty much risk MAXIMUM PUSH without too much danger.
>>
>>47420446
It slipped out of my mind.

OW's the same as DW, BC or RT. Pretty much what >>47420463 said.
>>
>>47420010
New player psykers tend to be an issue, solely because people new to 40k assume psykers are like magic casters in other systems.

My general rule is that psykers should always try to solve a problem mundanely first, and only start throwing out power when either that fails, or there REALLY isn't time to figure out a mundane solution.

Also, new players don't get to play psykers at my table unless they can show that they know psykers are not wizards, or druids, or any other shit like that. It might seem kinda hard-assed, but its saved my parties a lot of headaches in the past.
>>
>>47420916
Playing OW right now, one of my players has boasted lots of experience in Dark Heresy and says he's been hardened by a hardcore GM who never let any of their characters survive for more than two sessions and when he did they just killed each other out of fear or insanity.

He then proceeded to try to minmax as hard as possible, whine that there weren't "regiments for psykers" or "doctrines for psykers" that he could force on the rest of the group and whined for three sessions straight that he couldn't do anything while ignoring all of my advice. And that of the other players too.

He also keeps adamantly refusing to even acknowledge that he does have mundane weapons and that there are mundane solutions and whines and cries whenever anyone uses a weapon that does more damage than his combustion power.

He insists to play like a D&D wizard, wanted the regiment to be made of abhumans but insists he looks like a normal human and no one should be racist against him and constantly complains about the stigma against psykers.

No, I can't kick him, we play at his place and don't really have other options. Also for some reason the other players will do whatever he says so yeah
>>
>>47421349
Bail, let him GM. He's clearly lying if that's how he behaves in OW, and anyone who GMs like he claims he does should be dragged into the street and shot.

And your players clearly don't have a spine between them if they roll over to his bullshit.

It was either this thread or the last one where someone said "Better to have no group than a bad group."
>>
>>47421606
>It was either this thread or the last one where someone said "Better to have no group than a bad group."

It was rpg.net 10 years ago but I bet the saying itself is even older.

He's not bad when he GMs but he's always obsessed with everything being absolutely and utterly gritty and uber-realistic and he always wants to do these low fantasy games full of backstabbers, liars, rapists and nearly berating us if we don't try to kill each other over stupid shit and frankly I'm quite tired of seeing that apparently that's the only possible way of playing fantasy since Game of Thrones came out.

But no, the rest of the players are cool and are having fun, I'm having fun, he's the only one that keeps whining and I'm not gonna bail and let him have his way just because I don't bend over to every whim of his. If I do end up being forced to stop the campaign because of him then fine, but whatever we're going to play next I'm going to be as much as an ass about everything as he has been, just to see how much they like it when you play with a constant whiner.
>>
>>47421678
Don't be a dick for the sake of being a dick. Try talking to him OOC, and go from there
Thread replies: 255
Thread images: 29

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.