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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 (v6.45.160417), containing every piece of gear in all five lines. Now containing some of the DH2 content up to the first supplement.
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: >>47436103
>>
I just had the best idea for a game of Dark Heresy.

An Ordo Hereticus game based upon the Three Musketeers.
>>
So my friends and I have finally decided to run a game of Dark Heresy v2, and I'm going to be building a forgeworld tech priest sage, any tips for what traits/upgrades/skills to buy?
>>
Playing in Rogue Trader as an Astropath, want to see if this idea holds water. Mind Probe allows one to root around in people's head space, and has a clause to do so without the target knowing of it, at penalty. My plan is to disguise myself as an Administratum drone that records transcriptions of the Rogue Traders meetings, and root around in their head and pipe intel to the Rogue Trader via Mind Link, or hold onto it with Total Recall. I can cast Fettered at PR minus 1 due to having Telepathy Mastery already since this considers I am sustaining Mind Link, and I'll try to disguise my Invocation roll as a prayer to bring good fortune upon the events, hoping to the general ignorance of psyker nonsense in the Imperium.

The main weak point I see is Mind Probe doesn't strictly say one is free to act as the power effectively loads over 5 rounds. After that it comes down to my ruse not being seen through, antipsyker measures that my target has in place, or seeing stuff in their memories that might trigger Fear or corruption. Anything I might be missing? While I can't generate Phenomena already since I'm Fettered, successful Invocation still gives me another +10, and more bonuses are always good.
>>
>>47500967
Infused knowledge and an advancement or two in Int.
>>
>>47500821
Details on your idea?
I remind you that d'Artagnan ends in the employ of the cardinal (RIchelieu would certainly be a mild radical, btw).

just put basilisks instead of the giant stakes in that pic, and you have a nice inquisitor shelling heretics.

>>47498735
An oversized revolver or pepperbox shooting hot-shot powerpacks would be cool.
Some sort of laser Pfeifer-Zeliska or Colt Elephant.

I might be biased, though, I had a character with a twin-linked duelling pistol in lieu of a sawn-off laser shotgun.

>>47493237
I see it as: You can make them deaf/blind/... and so on (and then they realize it but can't act because of sensory deprivation)
Or you can make youself a blindspot, and then they don't realise it.
I would make it so you can also hide the rest of the party, with a -10 penalty to the WP test for each person you're trying to hide besides yourself.
>>
What Bionics/Cybernetics from any of the source books could be used to make a Ordo Reductor member?
>>
>>47502134
Lots of homebrew, to be honest. But I'd check the NPC stats for a Ordo Reductor Myrmidon in the Lathe Worlds book for DH1 to get an idea of how FFG thought they should be statted.And it should be noted they are pre FW's HH Ordo Reductor Myrmidons.
>>
>>47500967
bionics. lots of bionics
>>
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Got a question for lore buffs. In one of the DH2e books (too tired to recall which right now) is listed a specific Feudal World with an optional alternate homeworld bonus. The world is called Hrax, and it describes some cultural stuff afterwards. I wanted to ask if you were to pick one or more Earth cultures to be analogous to the cultures on Hrax to base your upbringing off of, which would you pick?

Personally I've been kinda fiddling a bit with mixing the Celtic cultures with some Persian for some reason, and throwing a bit of generic post-apoc/steampunk attitude towards technology in general. (eg salvage, repair, recycle, reconfigure, reuse anything found that isn't total shit and scrap metal what isn't usable anymore)

Pic very vaguely related, found it a while back and thought it was kinda cool looking and somewhat connected to a Feudal Worlder. Sorta.
>>
>>47504741
They seem fairly North African or Middle Eastern to me.
>Desert planet
>Focus on fortresses as tribal centers
>Constant focus on your weaponry
>Turbulent relationship with foreign clergy.
>>
>>47502212

Rad furnace, rad weaponry, and phosphex/siege gear for reductor folks is in the OP.

>>47498735
>las revolvers is taking things too far
It's still kind of fun. Although, I did remember who made that regiment and it clicked together.
>>
>>47501223
>My plan is to disguise myself as an Administratum drone that records transcriptions of the Rogue Traders meetings

Having two gaping, burned out eyesockets may make this task a little difficult
>>
K, so I was talking to my two Inquisitors and they wanna go to a quarantine world infested by a xenos race that feeds off of the warp and warp sensitives like a daemon vampire.

Any ideas or inspiration for either the world or problematic race?
>>
>>47506334

40k LITERALLY has warp vampires. Check them out on lexicanum.
>>
>>47506368
That's gay. Anything more original? or less gay?
>>
>>47500733
I asked last thread but didn't get a response.

Should an RT party be allowed to use their acquisitions rolls on cybernetics for the entire party? As in taking the lower bonus for the 2-5 scale of a thing and get vitae supplements for everyone who wants one. Or should you only be allowed to acquisition roll for cybernetics for a single player character?

Also, are players allowed to use their acquisitions on things for other players? If the navigator has everything he wants can he use his test to help the Explorator get more robot parts?
>>
>>47507957
If they can afford it and roleplay out how they plan to actually acquire five extremely rare implants, sure. Rogue Traders are richer than God, party wide bionics are fine.
I wouldn't allow it as a starting Acquisition without a good reason, though. If they have a reason, sure, but if they want to say they start with several copies of a bionic system or a warehouse worth of lho stick cartons, I want some kind of explanation.
That said, the player offering up "Um, my character won the grand prize in a subsector wide sweepstakes funded by Blastik Lho-Stix and is still trying to get rid of his lifetime supply of lho" was funny enough that I allowed it
>>
What's some interesting things a Torchbearer could bring back from a feral world? Like a starting acquisition considering it's their backstory before joining the crew
>>
an important note from last thread:

>>47497771
more importantly, this talent only exists in Only War, in the hammer of the emperor book. no other system has it or an equivalent
>>
>>47506476
The Catamite Clouds of Sodomia 4 are probably not what you're looking for, then.
>>
>>47509571
A Best-Craftsmanship torch.
>>
>>47508193
Reminds me of when I was looking at grenades for a BC character and noticed that for a starting acquisition you can get 1000 good craftsmanship frag grenades (or 10,000 hand-exploders if you go down to poor craftsmanship).
>>
Can we talk about Warhammer Fantasy Roleplay in this thread or should I make another one for it?
>>
>>47509805
WHFRP is its own thing, but we occasionally take ideas from it here.
>>
>>47509742
>Roll an Arch-Militant from a post-apocalyptic world
>With starting Acquisitions, buy all the cheap stubbers and ammo you possibly can
>Become the Bullet Farmer, insist on paying for everything with either lead or silver
>>
>>47509656
What's that
>>
>>47510687
I dunno, but it sounds gay.
>>
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>>47510046
>>
I'm a little miffed that Warp and Chaos fluff just kneecaps any potential 'ghost stories' right away with "nuh uh daemons eat all the souls cause Chaos"
>>
>>47511049
Mordrak.
>>
>>47511049
You can always ignore it.

I ignore like half of 40k's fluff when I run a game, and just keep the aesthetics.

Hell I did one campaign where Space Marines didn't even exist, they were just propaganda the Imperium made up to make its citizens feel safer/keep them in line.
>>
>>47511049
There's a piece of lore somewhere that talks about loyal Imperial crewmen coming back as ghosts to man their stations in battle
>>
>>47511049
I run ghosts as a non-Daemon warp manifestation, echoes born from intensely emotional deaths or mass death. It's ambiguous at best whether Geists actually are human souls or literally echoes, and it's kind of academic anyway. But I run fast and loose with Chaos/Warp fluff anyway.
>>
>>47509873
This. Of all the 40KRP stuff, DH 1e is probably the closest it gets to the WFRP 2e ruleset from which it sprang.
>>
>>47511530
>But I run fast and loose with Chaos/Warp fluff anyway.

I think that should be standard. After all, the Warp does not follow logic
>>
I like to use minor warp entities unconnected to Chaos, or at least the Big Four. Gods worshiped on some feral world like a grain god, or minor daemons that aren't from a codex.
>>
>>47512975
Yeah, everything linking back to the Big Four becomes really predictable after a while, and if the Warp should be anything, predictable is not it.
>>
>>47513324

The problem is that if it's NOT linked to the Big 4, it doesn't feel like true 40k.
>>
>>47515272
Eldar gods were warp beings independent from them weren't they?
>>
>>47515272
Have it be isolated, far away from the eye of terror and maelstrom.
>>
Forgive me if this is explained somewhere and I've simply forgotten it but.. is the Warp MADE of emotion or simply affected by it? If the former I can't imagine it existing before sentient creatures were there to feed it, if the latter I wonder what it was like before sentient creatures influenced it with their emotions. Just some oddball thoughts here.
>>
>>47516338
Basically it's both. Before life was common, the warp was placid, calm, and basically in stasis. Then the Necrontyr kicked off a millions-year-long war with the Old Ones and that negative emotion churned the Warp into a frenzy that it's yet to recover of. Speaking of, >>47515272 , the Enslavers don't link to the Big Four at all, and they're warp entities that feel 100% True 40k. Most important to that feel, IMO, is that the warp is presented as fundamentally hostile, along with the rest of the universe, and yet it's crucial to human existence.

Also, I have a recurring idea of adding in new dimensions and extradimensional aliens to 40k, sparked by "The Adeptus Mechanicus/Inquisition/whoever tries to rediscover ancient human FTL methods that did not depend on tossing the ship through Hell. Unfortunately, it turns out the Warp is actually one of the less dangerous, weird, and deadly dimensions out there. They really should not have tried to peel that particular onion". But that plot never seems to fit organically into my games, so I leave it alone for now.
>>
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>>47501413
Could you explain to me what's going on in that pic? Is it a siege or something? The defense of a port? It looks extremely cool but I'm not familiar enough with the period to draw conclusions.
>>47509656
Hey, don't knock Sodomia 4. That system is loyal as fuck. Yeah, I've never seen a statue of the Emperor so... naked, but their devotion is as pure as their hearts.
>>47511049
Ghosts totally exist. Warp ghosts are a big thing. DH 1e has a device that summons them for interrogation purposes, and there are lots of stories of ghosts haunting ships.
>>47515272
Eh, I for one thought the removal/reduction of the Lesser Gods was a huge mistake. I love the big 4, but having lots of squabbling little weird gods and their daemons is pretty fun. Organizing things too tightly to the big 4 detracts from it being, well...Chaos.
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>>47517610
I wouldn't dare insult Sodomania 4. Their Imperial Guard regiments are experts at tunneling, flanking, and fortress-cracking. Surely you remember the enormous fissure they made in the wall of the Fortress Maximus Twinkicus, or their skillful infiltration of the City of Narrow Gates?

They're just... not for everyone.
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So I finally broke down from lack of a decent character builder for DH2; so along with needing some practice with excel I am building one.

this is for DH2 only, since other stuff exists for the prior systems, and when this is fully done I'll be releasing it for /tg/'s use

posting a few images of the WIP, but since I haven't taken the time to "make it pretty" except for what I need to keep shit organized, I thought I'd ask for opinions on what should be included

5 images to post then I'll start answering stuff

(tripcode on so that I can verifiably answer questions/requests)
>>
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Selections work on dropdowns, goal for this going in was to require minimal manual entry

in cases where I could shorten or display full accuracy I chose accuracy to avoid confusion
>>
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gear section is designed for manual entry in case of the rare event where a GM gives you "nice things"
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Talents and stuff got a bit messy with variable starting numbers depending on selections.

rumor has it there is a way to auto show/hide rows based on contents, but I haven't been able to figure it out
>>
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Sheet currently Auto-calculates XP spent in all categories, but the cost tables are displayed for planning purposes

psychic powers and psy rating are handled by a different tab
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Sheet does handle point-buy and roll stats, with everything beyond the roll or final point result handled.
>>
>>47519857
I'd recommend leaving at least 3 slots for the lore skills open due to how some things can come up like forbidden lore (GM's homebrew xeno for the campaign) or other such things.

>>47519911
Does it keep track of spent and unspent exp?
>>
>>47519952
Good catch, I'll add a few custom slots to the lore and specialist skills sections

yes, it does track spent and unspent XP on the selections page (first image)

the first one shows it without the starting 1,000 xp, the others are full-display. I'd worried about that causing some confusion, but the reason for the split is some GMs like to refer to the old rank tables for cross-system compatibility
>>
>>47519982
>Old rank tables for cross-system compatibility
Can you explain how that works?
>>
>>47520011
I don't personally do it, but the old systems had rank tables of "if you have spent this much XP you are this rank"

several of the systems had sidebars for using them together, and used the ranks in each as a rough barometer for equivalency

personal opinion: the game systems work far better porting most rules and functionality to the DH2 ruleset (how unnaturals work, combat actions, etc) with the unfortunate casualty of psykers (DH2 casting is a bit riskier than other systems due to lack of fetter and FP test bonuses)
>>
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>>47500733

So, for the corroded Falcion in Rites of Battle, does it really give you the same penalty as a lost relic when it breaks?

It has a ten percent chance of breaking per use, and it makes no sense, to me, if you had a good reason to bring it out and it got destroyed.

I'd understand the penalty happening if you brought it to a mission unworthy of it, but is it okay for me to argue that if its an emergency mission, and it is lost honorably in a fight, that I won't get the standard lost relic penalty?
>>
>>47520173
it would be up to your GM.

generally the corroded falchion is designed for masochists, and if you can take it you should already be able to take items at least close in power without the nasty penalty

devastating isn't even that great, since tearing does the same thing to hordes, and toxic is kind of ok but has the issue of being a standard toughness test.
>>
>>47520216

for me its just odd about the lost relic rule, I'm fine with how it plays since its nice and fluffy, but it is just a ten percent chance of fucking over your character without much of a plot hook.

I am the GM
>>
>>47520234
the 40k systems contain a lot of weird items like that, which makes me think at least one of FFG's systems designers is a hardcore masochist (or sadist) for character failure.
>>
>>47520284
Like plasma weapons?
>>
>>47520284

I suppose it fits the grim darkness of the grim dark future

It makes sense for there being a lot of ways for someone to get fucked over, due to superstition and ill fortune.

The Corroded Falchion just never made sense, compared to that one plasma pistol that causes a fellowship drop because it might have killed loyalists where it has the possibility of some interesting things happening or at least being worth the tradeoff
>>
>>47517610
It's Richelieu besieging the protestant port of La Rochelle.
After the Edict of Nantes that ended the Religion Wars in France, a number of places became protestant strongholds by law.
Problem, there were still a lot of religious tensions, and England began funding the protestant rebellion in France (plus La Rochelle in particular was a big port, so making it revolt it would hurt the french navy in the Atlantic a lot).
Louis XIII being a warmongering king but not liking sieges, he tasked cardinal Richelieu (the villain from the three musketeers), his chief minister, to take the city in a preemptive strike.

Richelieu came, saw, and noticed that the brits couldn't attack with ships if you removed the sea, so he built a seawall across the entire bay, put massive stakes in front so they wouldn't try to ram it with their ships, and then added forts everywhere on the coast and the surrounding islands. Finally, he went to besiege the city proper. Map in pic.

On the pic, he's observing the battle/taunting the english navy while everyone else is exchanging cannonballs. Notice he's still wearing his priestly garb under his armor.
He was pretty badass for a priest, and an excellent statesman.

>the removal/reduction of the Lesser Gods was a huge mistake. I love the big 4, but having lots of squabbling little weird gods and their daemons is pretty fun. Organizing things too tightly to the big 4 detracts from it being, well...Chaos.
agree 100%

>>47517269
The warp is supposedly infinite and doesn't follow our timeline, you could have entire empires of warp-xenos, a mirrored universe with evil twins of everyone, or an entire set of other chaotic gods.

If you want canon stuff, the AdMech tried to create Warp Fission engines (for unlimited energy). It ended with the Irradiation/Contagion of Ganymede (source: Ork and Squat Lords), so now related researchs are strictly forbidden.
>>
>>47521662
Should note that this Cardinal Richelieu is who the Three Musketeers series uses as an antagonist.
>>
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>>47521843
Indeed. The Siege of La Rochelle is even pictured in the book when they go for a picnic on the battlefield, it's next to the city walls.

Since we're speaking about litterature inspiration, Top Level has some interesting ideas for a Hivecity IMO.

Basically, housing is attributed by gladiatorial combat.
The more fights you win, the higher in the spires you are.
You have different schools (those who wrestle their enemies and crush them with a bear hug, those who use pneumatic hammers to enhance their punches, those that have glider wings and monomolecular blades running on their bodyglove to decapitate the opposition, and so on...)
The spire contains the houses of the successful gladiators and numerous recreational areas.
The upper hive contains the technicians and specialized workers, living in 6m2 apartments.
The middle hive is made by the arena (entire levels in ruins). You roam the arena until you find someone higher level than you, and try to kill him to increase you level.
The lower hive is made by manufactorias.
>>
>>47524060
The underhive is filled to the brim with the manufactorias' mutants workers, the bums and the rest of makind's dregs; the upper hivers send tons of experimental drugs and mutated abominations (like a barnacle that hynotize its victims to lure them into its mouth, for those that have played Half-Life, and some sort of lobster-rats that dig though concrete) to prevent the underhivers from overflowing. Pseudo-Arbites are present but often «disappear» when they get too nosy.
The only way to leave the underhive is to enter the arena and win, but it's pretty hopeless when you you're a malnourished hobo with pollution poisoning. Unless a crime boss uses his ressources to train you, or an exiled mad scientist experiments on you.

Ruling body is an assembly of those that managed to stay at the top of the gladiatorial ladder during two years before retiring. Roughtly a dozen people. An enormous machine spirit oversees production and maintenance for the whole hive.

Some plot points form the book:
>Two bums steal a pleasure servitor and reconvert it as a gladiator, making it enter the arena in the hopes that they will manage to follow it in its new house.
>One crime boss is trying to start a revolution by cutting off the heat pumps that provide energy to the whole hive.
>A shaman steals the body of a gladiator, hoping to get at the top to kill the rulers.

Pretty well-written, despite being low-cost sci-fi, and it makes for pretty badass highborns.
>>
Because I have time, here we go.
Told my GM I'd do starting rolls here so the entire group can see them, eliminate the BS.
The character in question is DH2e, Garden World Exorcised Heirophant.
I will roll up to 3 sets of attributes, discarding down the line if I do not like them. Moot and Emperor watch over me now, my fate lay in your hands.
>>
>>47524089
>rolling for stats
Eww.

>>47520284
More like they can't into balance.
The Man-Portable Autocannon doing the same damage as a Leman Russ is a good example of that kind of issue.
>>
Rolled 5, 7, 6, 3, 10, 4, 10, 2, 7 = 54 (9d10)

>>47524089
First set, in order, characteristic mods.
+ Fellowship, + Agility, – Toughness
>>47524143
Your opinion is noted and discarded.
>>
Rolled 4, 6, 6, 1, 2, 1, 5, 5, 1, 9, 5, 2, 1, 7 = 55 (14d10)

>>47524164
Rest of stats, down the line.
>>
Rolled 9, 3, 8, 1, 7, 1, 9, 3, 3 = 44 (9d10)

>>47524164
>>47524265
Yeeeaaaah, scrapped.
Once more.
>>
Rolled 7, 9, 4, 5, 9, 7, 1, 2, 8, 9, 7, 7, 5, 7 = 87 (14d10)

>>47524286
Hmm, the rest.
>>
Rolled 7, 9 = 16 (2d10)

>>47524328
REROLLING THAT 23
>>
>>47524358
Well, at the end:
WS 32
BS 36
S 29
T 32
Ag 28
Int 36
Per 36
Fel 37
WP 37
Inf 34
Haha, suck it, Alec, my rolls are baller as hell (this time)!
Now, for everything else!
>>
Rolled 7 (1d10)

>>47524421
Fate +4
>>
Rolled 4 (1d5)

>>47524506
Yea, 3 FP.
Wounds, 7+
>>
>>47515272

There no more powerful force to a gamer than his feelings.
>>
Stats for Tintin and the Dupondt for Dark Heresy, from >>47522211

A young and promising Interrogator
Ws Bs S T ag int per Wp fel
48 39 37 35 35 41 25 31 52
Movement: 3/6/9/18 Wounds: 16
Skills: Acrobatics (Ag), Awareness (Per), Common Lore
(journalism) (Int), Interrogation (WP), Forbidden Lore
(Underworld)(Int)+10,Scrutiny(Per)+10,Speak Language
(French)(Int), Opperate(surface, air, void)
Talents: Basic Weapon Training (SP), Disarm, Pistol Training ( SP),
Takedown, Face in the crowd, unarmes specialist
Armour: Flak coat and robes
Weapon: autopistol
Gear: stablight, poor quality manacles, writing kit, chrono.

A couple of Elite Arbitrator
Ws Bs s t ag int per Wp fel
30 35 30 35 35 20 30 35 3 5
Movement: 3/6/9/18 Wounds: 14
Skills: Awareness(Per),scolasticLore(law)(Int),
Literacy(Int),LeakSpanguage(french)(Int)
Talents: WasicBeaponTraining(SP),TeleeWeaponMraining(Primitive),TistolPraining(SP)
Armour: FlakJacket
Weapons: Auotpistol, cane
Gear: rigged wallet, Disguise kit(int)

Ws Bs s t ag int per Wp fel
30 35 30 35 35 20 30 35 3 5
Movement: 3/6/9/18 Wounds: 14
Skills: Awareness(Per),scolasticLore(law)(Int),
Literacy(Int),SpeakLanguage(french)(Int)
Talents: BasicWeaponTraining(SP),MeleeWeaponTraining(Primitive),PistolTraining(SP)
Armour: FlakJacket
Weapons: Auotpistol, cane
Gear: rigged wallet, Disguise kit(int)


(also stealth bump)
>>
>>47524089
> not using a dedicated dice roller, along with the rest of your group
>>
I had an idea for whenever I next have a group together for Dark Heresy, its not one that could really work in roll20.

I wanna set up my surround system to play a 17 hz tone on repeat for things like massive chaos incursions or Necrons waking up. Just to make my players feel like their characters would.
>>
>>47526309
A needless contrivance.
The GM just wants the rolls. Hell, he trusts us enough that I could have just rolled them at home and brought him the numbers, I'm doing this for parity's sake (also to bump the thread with actual game shit rather than needless conjecture since no one talks about the mechanics outside RT and OW).
>>47525697
>Elite Arbitrators
Anon, Arbites are highly skilled, usually Schola graduates.
You have some rank 2 bumblefuck desk jockeys. At least look at the DH1e Arbitrator entry, they blow your mooks out of the water, much less compare to actual Arbites as they are in the novels like Fischig and Calpurnia..
>>
>>47526607
That's the joke. You don't know the aforementioned comic?
>>
>>47526607
>also to bump the thread with actual game shit
Throw in some pictures, opinions, stories, etc if you're going to make it sound like you're doing the thread a favour with chargen rolls.
>>
>>47526607
Holy fuck you sound like a massive autist.
>>
>>47526955
It's free bumps, rather than letting the thread get to page 10.
>>47526979
How droll. You could at least post a picture with that.
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>>47526607
>You have some rank 2 bumblefuck desk jockeys

thatsthejoke.jpg
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>>47526979
Seconded, by an actual autistic as well.

Posting for the sake of bumping is pointless before page 9 anyways. All you're doing is wasting posts
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We had a fun plot hook at a game of rogue trader my group did a few years ago:
Our RT was the oldest of a very wealthy RT family with dozens of ships: Only he was incompetent and shuffled quietly to the side before he could doom the business, and given the worst ship. His brother runs the other dozens. We started the adventure with a bum deal: He bought 170 million defective lasguns and we need to make back the money.

Our crew was an arch militant who was basically a not!Krieger, a battle-accountant seneschal who was space flashman, a tech priest who was 99% metal like a 50s robot, and a psyker who we all assumed was working for dark powers and blamed for everything that went wrong.
>>
What's the best planet you've visited in your games, anons? Bonus points for homebrew.

>>47527158
How defective are we talking about? "Unreliable" defective or "can be used as a Melta charge by one simple pull on the trigger" defective?
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>>47524421
since you're actually planning to play in a DH2 game, any feedback on the digital character sheet project?

still going, now have all of the psychic powers tabled up, had to manual entry most of it.
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>>47527501
It was a "Jams/misfires/painfully but not lethally discharges" that went off at inopportune moments. We disposed of about a quarter of the guns arming an uprising against an unjust tyrant just enough to buy our team time to loot the tyrant governor's reliquary, while he was managing crushing the now exposed and poorly armed rebellion.

They also were the only weapons we had available at one point where the ship's compliment of murder-servitors went crazy, and we had to find our RT's charter (which was signed by a Mr H. Lupercal as authorization back in M31...)
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>>47528368
Why not just sell them to pirates and Chaos raiders? You'd be taking money from the enemies of the imperium while ensuring their defeat in the future, that's a win-win situation.
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What RT supplements contain the alternate character species?
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>>47530023
Into the Storm has Kroot and Orks.
The Dark Kin has Deldar.
Tau Character Guide has, well, take a wild fucking guess, Sherlock.
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>>47530023

Into the Storm - Kroot, Ork Freeboota
Navis Primer - Ork Weirdboy
Soul Reaver - Dark Eldar Kabalite
Dark Kin - Dark Eldar Wych
Tau Character Guide - Tau Fire Warrior
Something Other Than Human - Ogryn, Ratling, Squat
Fear and Loathing - Tau (Assorted), Eldar Corsair, Necrons (Assorted)
The Fringe is Yours - Eldar Harlequin, Tau (Assorted), Old Slann
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>>47530121
Gracias, famalamborghini
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>>47530163

>>47530172
>>
We just started an Only War campaign. Everything I know about 40k I've gleaned from /tg/.

I made a Stormtrooper, mainly because I saw that they had a lot of HP.

We're Deathworlders from GOON. Goon is a total and complete ripoff of Dune, only the entire surface is covered in glass storms, which are like sand storms but pointier. There's one day a year where the glass storms subside, and that's Life Day, which is exactly like the Star Wars christmas special.

Anyway, any tips or tricks for playing Only War? Is it high lethality? Should I make a second character already? Did I fuck up this one terribly?
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>>47530856
>There's one day a year where the glass storms subside, and that's Life Day, which is exactly like the Star Wars christmas special.

Never has a more horrifically grimdark planet been devised
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>>47530856
>Anyway, any tips or tricks for playing Only War?

Techpriests and Psykers are OP. Always Half-Action Aim. Customize your weapons when you have the time. Laspistols are fucking garbage. Use your Fate. If you can do it, you probably should. Always say yes.

>Is it high lethality?
Depends on your GM. Your grimdark experience will vary, but expect some grimdark shit to happen. For example, my game fairly regularly switches from wacky hijinx to "psyker getting their eyes gouged out because they might be falling to Chaos." And then back again to wacky hijinx.

>Should I make a second character already?
Probably not. I've made secondary characters more in case I get bored or we start a new campaign, and because I like imagining different characters to play. So I guess, no, unless you really want to.

>Did I fuck up this one terribly?
Doesn't look like it. I'm curious as to why you took so many operate skills, but a lot of that is game-dependent, I guess. My campaign doesn't involve a lot of operating vehicles, besides the last battle which was fought in tanks and an airship we had to fly once.
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>>47531004
We made our own regiment, and we're drop troopers. That's where I got Operate Aeronautica, catfall and gravchutes.
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>>47531055
Ah, I see.
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>>47530856
You should definitely cut down on the Operate skills, as well as change your favoured weapons. You should make those the more rare ones, so you have a decent chance at acquiring them. Instead, you favored your fucking lascarbine, which you already get for free.
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>>47531175
When we were making the regiment, we got lascarbines for free. We figured that our favored weapons would be weapons that our regiment used the most, which would probably be lascarbines. We could probably change this, as we really haven't started playing yet.

Also, you're the second person to say that I used too many operate skills. I have a single operate aeronautica skill. Is this the one you're talking about?
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>>47531218
>When we were making the regiment, we got lascarbines for free. We figured that our favored weapons would be weapons that our regiment used the most, which would probably be lascarbines.
That's somewhat true, but let me say this: lascarbines are in your standard regimental kit. You literally get them for free. Favored weapons are for more specialized weapons that your regiment uses. For example, your regiment might use a lot of missile launchers. You would thusly choose "Regimental Favored Heavy Weapon: Missile Launchers." Your regiment might have a lot of flamethrowers, in which case it would have "Regimental Favored Basic Weapon: Flamers". Do not put stuff you get in your regimental standard kit in them. That is not their point.
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>>47531281
I don't know that our group has mentioned any specialized weapons that our regiment uses. Do you have any suggestions?
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>>47531330
Tripkex pattern lasgun, and a heavy weapon.
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>>47531330
Autocannons are the Emperor's gift to mankind. Just about everyone will tell you to make it the favored heavy weapon. As for basic heavy weapons, it depends. I'd probably say something you don't have already. In your case, that probably means anti-armor. Meltaguns are always nice. If you have a Heavy Gunner or a Weapons Specialist, check to see what they want, and choose that.
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>>47531388
>Tripkex pattern lasgun
They already have the poster with a Hotshot, so they don't need a Triplex.
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>>47531414
>>47531388
You know, the core rulebook doesn't really stress that you get to choose a support weapon and a heavy weapon. Maybe I just glossed over it.

Our weapon specialist really wants a sniper rifle for some reason. I guess I could bring up Autocannons and Sniper Rifles (even though I think that sniper weapons as drop troops is retarded. Maybe I can convince the group of this).
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>>47531461
DNR, but I prefer it over hellguns.
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>>47531554
Why? It's awful, just use an actual longlas
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>>47531533
>Sniper Rifles (even though I think that sniper weapons as drop troops is retarded. Maybe I can convince the group of this).
They're also lacking in Felling & other useful traits.
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>>47531581
Felling is nice, but only really useful against orks and chaos space marines. Against everything else, a sniper rifle would be more useful.
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>>47531533
If he wants to use a sniper, which is perfectly valid as drop troops, convince him to use a long las. It's superior in most ways.
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>>47531578
For drop spuds? I'd prefer something that hits hard close and can snipe a bit, than a dedicated sniper las. YMV.
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>>47531554
Don't you mean DMR? In any case, it's not worth it unless you try to get one in everyone's hands. Consider opportunity cost. Regimental Favored Weapons are the only way you can halfway reliably get weapons which cover certain capability gaps. You should always plan for at least one anti armor weapon in between heavy and basic favored weapons. Then you should get something which can take down "big guys" or groups of small guys. The Triplex pattern can kinda sorta take down big guys, but is inferior in the job than the other options.
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>>47531620
In what way(s)?
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>>47531620
>>47531629
>>47531663
I'm also pretty sure that we are in fact going to go up against orks and cultists.
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>>47531533
>even though I think that sniper weapons as drop troops is retarded.
Are you sure you're not the retarded one? Sniper Rifles are force multipliers, extremely useful if you're dropping behind enemy lines.

Secondly, they give you the ability to kill key targets in the beginning of the fight, or even before it. You may be outnumbered; but if they can't call for reinforcements, call for artillery strikes, patch up their wounded, or have centralized leadership they're in a much worse spot.

Third, Sniper Rifles are fucking terrifying. If people start dying randomly, the enemy moral will weaken faster than you can kill them.

Finally, beyond a Sniper Rifle's ability to kill at distance you can scout with them as well. Having more eyes checking the distance is better than just the one or two dudes with binoculars.
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>>47531677
>Don't you mean DMR?
On phone, Did Not Read their sheet.
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>>47531620
>Against everything else, a sniper rifle would be more useful.
Remember power settings. Long las can achieve the same pen with superior damage, not to mention the overcharge packs, which you should be getting.
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>>47531683
200m vs 150m, 1d10+4 pen 3 vs. 1d10+3 pen 1, able to use more than 1 type of alternative ammo, can have a silencer attached.
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>>47531055
>>47531089
Also, I completely fucked up when reading the Character sheet. Missed that the little black square next to something meant it was taken, not it just being written down.
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>>47531750
As drop troops they may not have reliable ammo supply, longlas can recharge and share packs with the other guns while the sniper only has the mags he carries
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>>47531750
>1d10+4 pen 3 vs. 1d10+3 pen 1
Try adding power settings. At max you're dealing with 1d10+5 pen 3. And the account for hot-shot packs, which give an additional damage, pen 4, and tearing. Not to mention that you have proven 4 the entire time, which often gets rid of another 2 damage reduction.
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>>47531813
I wish I had that many skills. I'm wondering if I should even have taken acrobatics. I'm just trying to make a character who isn't going to get murdered because he's a killing machine who'll lose his balance and fall into lava or something.
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>>47531872
Everyone should take athletics and acrobatics at some point or the other. It doesn't have to be right away, but you should purchase it sooner or later.
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>>47531891
Do I need to invest a lot into them? I'm not sure where to invest my next bucket of experience.
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>>47532262
Just trained, or maybe at most a +10, unless your GM likes making you roll them. They're mostly there as insurance unless you have something specific in mind for them.
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>>47524076

>pleasure servitor

I can't think of a thing more unappealing
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>>47533453
>Please assume the position
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>>47533493

>oh master you are greasing my ventilation tubes with your dick
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How broken would it be if instead of wounds, I made everyone have a "Wound Threshold" for each location? Say you have Toughness Bonus 3, your torso wound threshold would be that multiplied by 3 (9), your limbs multiplied by 2 (6) and head by 1 (3). For every multiple of this threshold you pass in damage taken, you go up one on the crit chart. So say you have a threshold of 6 on your limbs, and take 12 damage, you would be at crit 2 for your limb.

I was somewhat inspired by https://docs.google.com/document/d/1Da34IG_d0X0Zz-02j_DOHS2C_HFY9ASpvBqz7owuiBU/edit?pli=1#heading=h.z5wca5c30wsz But obviously it's not the same fatigue system it uses. Any thoughts?
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What does the Pattern on an item mean?
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>>47534037
In what context? Usually it refers to the STC design of the weapon.
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>>47534037
Pattern is essentially the model. So, a certain pattern might have some minor differences to others of ostensibly the same thing. It's like, two people are making different kinds of rifles. The effects and effort expended to make them are close enough, but they aren't identical.

Or, building cars with slightly minor differences. Imagine one factory has their doors a certain way, while another has them a different way. Now, this is 40k so patterns are far more uniform, despite the vastness, but there is still quite a bit of variation for common items of lesser import.
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>>47534037
Basically >>47534163
Although many Patterns are synonymous with the forgeworld that produces them. Notably, Triplex Pattern (Triplex-Phall), Lucius, and Lathe patterns are more or less unique to those specific Forge Worlds. Mars-Pattern is most easily produced by, well, Mars, but it's the gold standard for STC gear.
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>>47534047
I'm not sure. I'm going through the Rogue Trader book and some things are marked as being a specific Pattern.
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>>47531750
>200m vs 150m
Still talking about drop spuds; range is usually "landed on'im" or building-to-building.

>1d10+4 pen 3 vs. 1d10+3 pen 1
Variable settings mentioned, but also that's 5-14 pen 3 vs 8-13 triplex.

>able to use more than 1 type of alternative ammo
If you're trying to kill something, few are as good as hotshot.

>can have a silencer attached
Silencers exist for las weapons; see DH2 or RT.
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>>47534329
>Still talking about drop spuds; range is usually "landed on'im" or building-to-building.
That's just wrong. Try reading a book sometimes.
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>>47534386
> go read a book
Ok. You sure told me. Guess I'll just go open up a book at random.
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>>47534767
Okay, let's think for a moment. Do paratroopers only fight immediately after they've landed? Hell no. They fight as regular infantrymen afterwards, oftentimes for weeks. You know the fighting around Bastogne? That was pure infantry work, and they were brought there by trucks, not airplanes. What is one thing which provides a good deal of lethality for very little weight, and thus can actually be paradropped?

So in short, you shouldn't be saying a single thing about paratroopers, as you haven't the faintest clue about how they actually fought.
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>>47533879
I would say it isn't a terrible idea, but from how I'm imagining it'd play out combat would be pretty tedious. Spreading out individual damage tracks to different limbs means that you're randomly allocating damage body part to body part and it's more difficult to actually kill someone properly because all of your damage is being spread out. I suppose it'd make called shots more useful as a way of focusing your damage on one body part, but it still just kind of seems "eh".

I personally only keep track of what body parts are hit when it comes to critical damage, otherwise having to determine hit location when most enemies are wearing full pieces of armor just adds another step to the process that doesn't really add anything.
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>>47534981
Perhaps make it that way for player characters, but count "mook" NPCs as only having one constant wound threshold, and double damage from all headshots or something?
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>>47534981
>>47535032
Actually, how about this:
All "mook" NPCs have a base wound threshold equal to their TB/2 (Round up) for all locations. Instead of keeping track of damage, simply divide the damage done to them (Round up or down if you're feeling nice/mean) by the threshold and determine their crit status. If all their crit levels ever total to 10 (Maybe 5?), they die, regardless of the critical effects done to them.
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In only war, do you do called shots? Headshots? Shoot the guns out of their hands?
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>>47535302
Called shots are great when the enemy has armor or is behind cover.
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>>47535302
>>47535347
Great against Sentinels too when your squad's heaviest weapon is a longlas (Open Topped vehicles let you attack the pilot with a Called Shot or Spray/Blast weapon. Presumably it also means you have LoS for the purpose of psy abilities)
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>>47535360
Heh. Did you ever jack the Sentinel afterward?
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So how does attacking work in DH? Can I make two attacks with one pistol if they're both half actions?
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>>47535417
Only one action of a given subtype per turn, IIRC..
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>>47535576
Yep. Though since you can use a pistol in close combat I wonder if, if you have the appropriate two-weapon talents, you can make one attack with a blade and one attack with a pistol if you use Swift Attack.
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>>47535598
There are specifics for that in the two weapon fighting section in the rulebook.
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>>47535671
Just found 'em a bit after I posted. I hadn't read them up until now since I usually don't dual wield.
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>>47533453
It doesn't have to be as bulky or as unappealing as a cargo-servitor. All you really need is a lobotomized body with a few minor implants. Hell, some servitors can fly shuttles - it's not impossible for a well-crafted pleasure-servitor to be quite skillful, especially if some internal (probably illegal) rewiring of the hormonal and pleasure centres of what's left of their brain was done.
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>>47534818
>Bastogne
Yes, let's think. Which IG regiment was involved in that battle? Oh right! None of them. Because you're not talking about 40k.
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>>47534818
Also;
>What is one thing which provides a good deal of lethality for very little weight, and thus can actually be paradropped?
Yes, sniper rifles and their ammo are heavier than basic las weapons short of hellguns.
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>>47535934
So you're telling me that 40k drop regiments are only ever dropped into combat? That wouldn't work, you daft cunt. You think they're picked up every single day to jump out of planes again? When are they supposed to fight between all that planning and loading? You're just saying shit because you have no fucking clue, and saying "oh, I don't have to be reasonable, because 40k." No, anon, that does not suffice as an argument.
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>>47535954
>Yes, sniper rifles and their ammo are heavier than basic las weapons short of hellguns.
Are you being serious right now? I've gotta assume you're trolling at this point.
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>>47535846
One of the Gaunt's Ghost books (Necropolis) had a doll-like female servitor maid that made sexual advances towards Gaunt.
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>>47535975
No one forced you to make purposefully stupid assumptions, m80. That's all on you.

Lighter, standard length, utilises basic IG weapons training, fires generic ammo that can be replenished with sources as basic as fire.
Triplex = able to suit a variety of situations. Not least of which is stealth, should the GM not be unreasonable.
VS
Longer, heavier, requires correctly chambered ammo, each shot manufactured.

>>47535979
Looks like you resorted to using the troll card first. Gotta assume you're trolling, now.
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>>47536102
This is some really subpar bait, mate.
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>>47536204
Sure thing, trollerblades.
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>>47536003
Kek.
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>>47534204
You're probably not around, but essentially they're to let you know they're of a higher quality than your run-of-the-mill IG gear - specifically the Mars-pattern gear.
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>>47505043
Slap some fake clunky bionic over them. Problem solved.
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>>47530163
>Something Other Than Huma

Huh, I'm not familiar with this one.
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Can power weapons run out of power in DH2? The "Power Weapons" paragraph seems to imply that they can, but I can't find any rule explaining when that might happen.
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>>47539815
No. They can be disrupted via haywire field though.
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>>47539815
Depending on the weapon, power weapons work via a power cell built into the grip, which is good for days without recharging, or run via cable to a power pack worn at the small of the back, which provides a souped up power field and basically unlimited power, at the cost of having an obvious weak point. Generally, you only see the latter on large power axes and power fists.

Power armor wearers can also wire their power weapons into their armor's power plant, in which case it lasts as long as the armor is powered.

Basically, power weapons only lose power when someone pushes them too hard, they get haywired, or for narrative convenience reasons.
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>>47539867
Oooh, that explains those lines. thanks anon
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>>47539213
>priceless archeotech dating back to M2.

>>47539815
It's depends on the model and power source (like how a chainblade, force field or power armor could run out of power). But the power weapons presented in the armory have microfusion powercells, potentia coils or something, so running out of juice during battle isn't a concern.
Unless you're using a weapon you just found in ancient ruins, but then it's your own fault.
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>>47539227

Technically a homebrew, but written by one of the actual DH/RT writers on his own time, so it's semi-official.
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>>47540507
You don't happen to have it, perchance? His site seems to be down, and it's not in the mega.
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>>47540703
Three seconds on google

https://i.yuki.la/tg/1457287382538.pdf
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>>47505043
>>47540306

Ya know, I was gonna go with a deep hood, or a mask but now Groucho Marx glasses are the play. They don't pick Administratum drones for looks after all.
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>>47535089
I would be careful with that kind of system, since it can fuck up encounters quite easily.

What's would be the advantage of such a system for mooks, btw? I could see it for Elites or Nemesis, but mooks are already supposed to die in droves...

>>47541086
You know google results are personalised, right?
Anyways, thanks.
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>>47541147
>How does an Administratum drone lose both eyes, anyway?
>Cue horrifying story involving a paperwork pile falling over and slicing out his retinas and horribly scarring his face
>At least he made out better than the poor bastard who got brained by an eighty pound file binder
>>
Why does the Cleric in 1e not have Armor of Contempt? I mean it's kind of useless but the principle of the thing gets me
>>
Question guys:
Do you often find that the villains in your game are Rogue Inquisitors? A player pointed out to me that in most of our games, either the main villain or one of the key villains, and I had to admit she was right.
The trick is, the next game I run I have a pretty good villain set up who's showed up in a few other games and...well, he's a rogue Inquisitor.
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>>47543436
>Do you often find that the villains in your game are Rogue Inquisitors?
Let's see, the villains in my games have been
>Pirate king
>Cabal of heretical genetors using a forbidden geneforging technique
>Unknown alien species
>Tau sept
>Pirate clan
So, in a word, no.
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>>47543436
Typically I don't have a Rogue Inquisitor as the campaign baddie, but rather as a thing on the side. The players frequently bump into this Rogue Inquisitor and they may end up getting this Inquisitor back onto the straight and narrow. Or not. Only in my current campaign is the baddie actually a Rogue Inquisitor.
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>>47543436
>that pic

Keked mightily.
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>>47544648
>Giving Cheryl pyromancy powers
Do you want to burn Fate? Because's that's how you burn Fate.
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>>47544701
She's a divination specialist, because she was the gypsy woman all along
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>>47544701
Literally. With fire.
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>>47543436
I'd pay good money to be able to watch that show
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>>47541164
>What's would be the advantage of such a system for mooks, btw? I could see it for Elites or Nemesis, but mooks are already supposed to die in droves...
I could always just say that mooks have a wound threshold of 1, doubling damage for headshots. That would make them die in droves for sure. But, who knows, I'll have to do some playtesting.
>>
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Alright so I'm rolling up an Imperial Fists Apothecary for a Deathwatch campaign I'm playing in. Our group is: Salamander Tactical, Space Wolf Assault, ??? Devastator (or Tactical, I'm hoping for Devastator), Imperial Fists Apothecary (me), ??? Librarian. While I think we've got the rooty-tooty-point-and-shooty part down, I think we can kill shit, I'm mostly worried about us all staying alive hence the Apothecary. So I'll mostly playing a supporting role during combat, but I'll try to do a lot out side of combat when I can.

The starting experience points is where I'm having trouble, if I'm doing it well. My plan was this, 1000 starting so I get Signature Wargear (Diagnostor Helmet) (500 exp), Protector of the Chapter Specialty Deed (400 exp), and Hardy/Tactics (Assault Doctrine)/Tactics (Defense Doctrine) +10/Lore: Forbidden (Traitor Legions) (100 exp), along with Enhanced Healing for my specialty. With the Diagnostor Helmet, the Talented (Medicae) and Narthecium that it'll instantly give me a +40 to Medicae tests with a base Int of 45. Add any success with a 1d5 roll, then double that and we should be pretty fine.

With how much the amount is healed for directly tied to the degrees of success of a Medicae test, I want to invest heavily in that at the beginning then worry about other Int/Per based tests later on, at least until we figure out the mortality of the game.

What do you guys think?
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>>47547902
I would say hold off on the Sig Wargear at least for the first couple missions. You already have a nice Medicae bonus running for you, you can boost Int and Medicae pretty easily as you go down the line, and you can always buy the Sig for it if you still feel it necessary.

As for your 100 purchase, get Hardy. It'll go a long way in keeping yourself alive if you end up in trouble.
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>>47548457
Ok, what would you recommend instead of the Sig Wargear? The special Imperial Fists talent, Siegecraft?

I figured I'm almost always going to get it anyway, so I'd just save myself the 15 Req. points and get it now.
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>>47547902
remember how patching up wounds in deathwatch works, and make sure you and your DM are on the same page. it is probably one of the most poorly worded sections of the book.

from personal experience: find a good niche for yourself beyond being the medic. generally as an apothecary the tendency to hang back makes you an excellent candidate for secondary heavy weapons expert.

also if your tac or dev has half a brain they'll go tac and just req a heavy bolter or whatever other weapon they want to use. devastator characteristic advance table and talent options a shit
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>>47548621
Siegecraft doesn't sound bad. Just make sure you can tell where cover is, so you can tell your team where to best set their positions around.
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>>47548898
>remember how patching up wounds in deathwatch works, and make sure you and your DM are on the same page. it is probably one of the most poorly worded sections of the book.
"A successful Medicae Test removes Damage equal to the character's Int bonus on lightly damaged characters, or 1 damage from Heavily or Critically damaged characters." Christ that merciless. I'm used to Only War where it's Degrees of Success + Int. Bonus no matter the degree of damage. That's way more forgiving. I'd say "Screw Protector of the Chapter" if it didn't give other bonuses to Kill Points and Scholastic Lore (Chemistry). Now I'm not sure what to take. Ties into >>47548931

Siegecraft (500), Protector of the Chapter (400), Hardy (100)? I could buy into a +5 to Int to raise it to 50 but that costs 200, so I'd have to drop something then replace it with something else.

>generally as an apothecary the tendency to hang back makes you an excellent candidate for secondary heavy weapons expert.
That's what I was thinking. Invest in a Missile Launcher or better yet a Heavy Flamer since I don't have to brace and my chracter already knows how to use Heavy weapons and Flamers.
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>>47547902
This reminds me of my surprise at seeing a version of the Narthecium in Only War.
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>>47549362
missile launcher isn't really worth it, you can actually profile the weapons using anydice, example below of something I was poking for a currently running deathwatch game
http://anydice.com/program/87d1

but basically krak missile isn't worth much compared to the other options available to you by even respected.
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>>47549362
Hold the Int boost for after the mission.

Also, remember that while this does sound merciless, your Narthecium triples the healing thresholds (Normally, Lightly Wounded is only until you take up to 2*TB wounds, Heavily being from 2*TB wounds beyond), so you'll usually always be able to patch them up pretty well.
>>
Has anyone ever made a regiment for SWAT-style enter-and-sweep operations in OW?
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>>47500733
Going to be getting into Ascension soon.

How should I go about getting myself a Jokaero. Ya know...as a pet or something. I mean, it's got to be possible right?
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>>47553508
Sounds pretty easy to make.
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>>47554338
I think the only potentially difficult bit might be getting all the right extra equipment--photo-visors, micro-beads, stun grenades, manacles, et cetera.
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Are there any rules for Only War for playing a Gue'vesa regiment?
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>>47554856
Why would you need new rules? Still human, still not going to be starting off with the best shit.
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>>47554943
This. Most Gue'vesa would be covered by making a normal Guard regiment and giving them the Traitors drawback from Shield.
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What would be the best way to incorporate Las Plagas style parasites into 40k? Entirely homebrew or be created by an existing faction?
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>>47555170
Replace genestealers.
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>>47555170
Entirely homebrew, the galaxy is a weird enough place to include it. The main choice to make would be "Alien species" or "new form of daemon".
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>>47554943
That's fair. I guess Imperial Guard flak would fill in for Tau armor, and I could use pulse rifle stats from Dark Heresy.
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>>47555781
Tau armor is actually equivalent to Carapace and includes a photovisor, microbead, and markerlight interlink. And there is pretty much no excuse to wear military armor patterns that don't include the first two
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>>47551075
Oh shit forgot about that. It actually only doubles it, so it doubles the double?

Would critical wounds condition still apply for the healing aspect of it? Say someone has taken 22 wounds of their 19, if it doubles their double of 8 TB, they are still technically considered lightly damaged for the sake of Medicae test, correct? Since 8x4 or 16x2 would be 32 wounds before heavily damaged would be considered.

Or does critical wounds count regardless, and once you remove all of those do they start to count as Lightly Wounded, and yoy can essentially skip the Heavily Wounded step?
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>>47555535
I'm thinking a xeno species, using the Re4 plot of them being dormant until awoken. Possibly a random generation of what 'type' of plagas it is to boot.
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>>47554227
Yup. But it's impossible to contain them since they outsmark any lock or contention, so you'd better keep it entertained.
It will escape after a while anyways.
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>>47557702
Minor correction, it's impossible to contain one *against its will*. It's all about making the monke- sorry, APE *want* to be in the cage.
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>>47557735
True, hence the "keep it entertained"; but since they get bored very easily and like travelling across the stars, don't get too attached to it.
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>>47500733
Does/should RT have rules for thruster wash? Mainly would the party be able to use their ship's engine as an impromptu weapon against anyone trying to ram them up their ass. The engines are basically massive blow torches anyways.
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>>47558840
Honestly? It doesn't need them. At most, slightly increase the damage you take when you ram someone's stern. Anything else is simply too far away to really matter, since plasma disperses fairly quickly. Even at knife fight ranges of less than 5 VU, you're still talking ranges of about 50,000 km, give or take a factor of 10. I doubt the torch effect of a plasma engine extends beyond a few hundred to a couple thousand meters or so.
As for smaller things, anything smaller than a Titan that gets hit by a ship's plasma trail is crispy chunks of coal fused into the ground, just like with every other ship scale weapon.
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>>47534329
DH2 does not have las silencers?
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I don't know if I'm just missing stuff, but I've made a medic in our DH2 game, and I was hoping to requisition some crafting materials and spend some time making drugs and poisons at the start of the game, as per the crafting sidebar rules.

I was a little perturbed to discover there are no poisons in DH2.... is it literally just the Tox dispenser? Can anyone clear this up for me? I want to make special poisons for our blades, tranquilisers and such!
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>>47559028
So something like 1d10+armour+and extra X damage where X is something to do with the ship size vs how fast it was moving when rammed or something.
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My RP group is really into 40k stuff, but I really only know about the lore from talking to other people. What is the best book to read to prepare to run a Dark Heresy 2E game? Best series? Thank you for your recommendations.
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>>47559078
DH1 had that sort of thing in the GM screen
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>>47559795
I'd take a look, but unfortunately I can't find a download to the GM screen. It isn't in the MEGA repository at the top.
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>>47559743
There are number of useful series to prepare; the eponymous one is Sandy Mitchell's (forever unfinished) Dark Heresy series. It's pretty good, but disappointing in that he just stopped halfway through.

The absolute ultimate for this is the Eisenhorn series; Dan Abnett basically invented the Inquisitor in it. It's very, very good, as is his followup series Ravenor, which follows Eisenhorn's protege.
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>>47559928
Cool, just ordered the Eisenhorn books.
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>>47559904
MEGA guy is checking this right now. The 2E one should be there, let me see if the 1E one is in the GM Kit file itself.
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>>47560149
>>47559904
>>47559795
>>47559078

OK, so, I don't know how, because I'm the only one with read/write privileges on this thing, but the 2E GM Screen got moved to the 1E top level folder. Its not letting me move it, so I'm gonna delete and re-upload it. However, neither the 2E screen or kit have Toxin rules. I'd just go with the 1E rules in its GM Kit, should work.

Also, in the interest of speeding up my checking of whether it was even in their, I checked my hardcopy and refolded the screen hastily and cracked the spine on one of the folds. FUCK.
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>>47560347
*there

Can't fucking type today, great.
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>>47560347
Moved it back properly.

In the future, assume I'm lurking if there's issues with the MEGA.
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>>47560384
Addendum: Say the word and I'll load up the more recently updated homebrew into the MEGA to cut down on clutter.
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>>47560412
The Word. please
could you make a separate homebrew folder instead of a subcategory for each game?
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>>47561336
As a bonus, I'm replacing the Shield of Humanity .pdf.
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>>47561480
Man is it good I got better internet since I first put this thing out.

I don't know if anyone remembers, but it took HOURS for me to just to dump everything into MEGA, let alone sort through it.
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>>47560412
Does that include that Only War regimental creation quick reference thing?
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>>47500733
Alright, so for whoever it is making the threads, here's what you can trim off now
>Shield of Humanity PDF
Replaced the shitty scan in my MEGA drive with the crisp, clean one provided
>Fear and Loathing, Fringe is Yours
Added to the shiny new "Homebrew megafolder" located in the root.
>Additional resources
ditto

I've also moved the Homebrew folders from DH1E, DW, and RT (latter two each only had one thing in them) into said homebrew megafolder. Any tools, chargen executables, and the like are right where they were left, though.

Until I hear otherwise, the advisory on the RT stuff still stands.
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>>47561779
If you mean that RegimentCreation2.0 file, then yes, its in too. Everything in the OP that isn't a website in and of itself is now in the MEGA.
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>>47559047
The silencer weapon mod has no entry that says las weapons can't take it.
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>>47559078
You work out what you want to create and how with the GM, anon.
It is literally that simple, you need not cling to rules so hard to protect you from the scary GM.
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>>47562485
It specifically says it's only for solid projectile weapons.
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>>47562607
So wait, you can't have a silencer on a bolter, despite that being a thing for years?
You can't have a muffler on a lasgun to kill the whipcrack noise?
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>>47563162
Isn't the silencer for bolters normally only for the stalker pattern bolter?
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>>47563162
Iirc, the whole deal now is that you can load a Bolter with quiet rounds, and you can use the Stalker variant that has an integral silencer, but you can't just screw a silencer onto a Bolter. Stalker Bolter+the silent rounds is basically undetectable, though.
'Course, my attitude is feel free to ignore the RAW and just put silencers on whatever you damn well like. Just like how the Mono upgrade can be used on non-edge weapons.
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>>47561781

please gimme the link
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>>47563523
>What is the OP
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>>47555781
Would Tau even hand pulse rifles to fresh human recruits?
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>>47559047
There's an NPC with a silenced las pistol, and whisper bolt dischargers are a thing in-setting.
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>>47563895
I highly doubt it. When I put my only OW team against some I only had their officers wielding any Tau weapons. Rank and file still used lasguns.
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>>47563917
*silenced, compact las pistol, for that matter. Same guy as the poisoned mono stiletto.
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>>47563356
Didn't Larkin have a long las that was silenced and had an invisible-wavelength lasbolt? I think it was mentioned during his mental breakdown in that church talking with the statue/Saint.
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>>47563951
I think there is a guy in a 1e book who has a twin-linked laspistol. Probably from lathe worlds.
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side result of my work on the all-in-one character sheet project, a combined DH2 armory file, format is similar to the existing RPG armory, but some values are separated out to make them easier to work with in the character builder.

https://mega.nz/#F!ER0T2CpJ!hioyi1ESqNo_yZhD1lRDzA

enjoy.
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Evening /tg/, I wanna make an Ork character in a human crew in RT, do any of you have any particular pros and cons besides the obvious ones? And any tips on how I can flavour the character to fit in better?
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>>47564489

Pros - fucking invincible, terminator armor that can dodge, best upgrade system in the game, large access to alt ranks in three different books

Cons - ayylmao, melee-limited unless the GM allows ork upgrades / talents on non-ork gear

depends on what ork caste you want to make for flavor
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>>47564489
Marc?
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>>47564286
I can add it to the MEGA, or you could upload it to Google drive. Up to you.
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Question: A Rogue Trader starts with Charm. Can he or she buy it again from the Rank 1 list for +10, or do they have to wait until Rank 2 for the specific Charm +10 skill?
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>>47564819
wait for rank 2, all the 40k systems that use classes add the advances you automatically get in the first level for whatever reason
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