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/40krpg/ - Warhammer 40k RPG General Part ???: FINE, I'LL
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MEGA Guy is hereby taking over as OP again, because reasons

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

There is a new Homebrew Megafolder option in above MEGA directory containing several things formerly listed individually on this post.

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. Now found in the Homebrew Megafolder.

Additional Resources:
Now found in the Homebrew Megafolder.

Old Thread:
>>48168691
>>
Best Alpha Legion fuckery stories?
>>
well then, guess I'll shill for the discord here
https://discord.gg/FpVfNKp
>>
I want to run an RPG set in the Dark City.

Would it be more fun to play as Dark Eldar?
Or escaped humans trying to survive and avoid the terrifying horrors and maybe get home?
>>
>>48241064
How do you make space marines more dangerous enemies? My Rogue Trader group was able to take out four in less than two rounds.
>>
>>48242872
Tell us what happened, and we can advise you.
>>
>>48242872

With the way the game gives power to players, you have to fiat the threat. The players can roll all they want, it won't do anything or matter in any way. Then you declare new characters.
>>
>>48242872
Are you giving full auto +20 to hit? A lot of problems in the older games are fixed by moving up the rules
>>
>>48242872
If your RT players are even halfway levelled they'll roll Spacemarines for breakfast. Unless the Space Marines go first and dodge rolls and power force fields fail. In which case the Astartes fail, unless they pass their dodge checks.

None of the 40k Systems scale to satisfying combat ever.
>>
>>48242910
Alright, here goes.
>Party is all rank 4
>Missionary with sanctified flamer and customized eviscerator
>Arch-militant with special paired power swords
>Rogue Trader with a bolt pistol
>Tau who thinks he's an Ork in juryrigged power armor with fuck-off huge sword
>Arch-militant in power armor

>4 marines teleport in
>Tau-Ork kills one in a single blow
>Rogue Trader shoots one with her bolt pistol
>Twin sword Arch-militant finishes him off
>Power armored Arch-militant shoots and doesn't penetrate another's armor
>Missionary digs deep into another and finishes him off with a blast from the integrated two-shot inferno pistol
>Remaining marine shoots and misses
>Rogue Trader gets a righteous fury, but doesn't kill him
>Tau-Ork takes his head off and sends it 15m down the hallway
>>
>>48244192

You get what you deserve when you meme with xenos.
>>
>>48244192
What stats were you using for the spess marines?
Why did only four teleport in?
what are the party's stats?
>>
>>48244833
I think the Astartes stats were from Black Crusade, and I don't have the party's stats on-hand (though I could check once I get home, assuming this thread's still around)
As for the number, it was mainly to see how well they'd fare (I'd expected them to be more dangerous, because normal (if well-armed) humans vs power armored supersoldier) and it was getting kind of late when we finally got to the combat, so I didn't want to drag things out by just throwing 6 more of them into the mix.
>>
>>48242872
Have the Space Marines use superhuman coordination and flanking and cheesing the fuck out of any possible combat maneuver you can think up. I mean, they literally eat, drink and breathe war.
>>
>>48245798
Black Crusade's SM stats are pathetic. Put the fear of the Astartes in your players.
>>
>>48245798
>Using BC NPC stats in RT

There's your problem, virtually all Black Crusade NPC sheets are pathetic compared to those in the other non-Deathwatch lines to further exemplify how powerful the Chaos PCs are.
>>
Is there a resource for adventure seeds specifically for the 40k rpgs anywhere? Or would I be better suited looking for adventure seeds for the style of game I want to run and adapting them to 40k?
>>
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>>48241064
I need a Recoilless Rifle for Only War, should I look at making a single shot Autocannon, or just removing inaccurate and indirect from a Mortar?

Considering that Recoilless rifles usually used HEAT rounds or similar light Artillery, I think that the Mortar fits the bill better, but it may require a bit more modification,

Thoughts?
>>
>>48246392
>>48246632
Sort of reduces the quality of your bait when you admit to trolling.

>>48241064
Fluffwise, could a promising Adepta Sororitas initiate be taken as an acolyte of the Inquisition?
>>
>>48246544
I usually just adapt other adventure seeds to 40k, I have not found a 40k Adventure seed resource at this time, only a few forums with adventure seed threads, but if you happen to come across one, I'd be much appreciative if you posted it
>>
>>48247017
Wouldn't a missile launcher sort of work?
>>
>>48247081
>>48247017
Yeah, a missile Launcher with re-fluffed ammunition is probably the best substitute, Thank you.
>>
bumping
>>
>>48247040

>Fluffwise, could a promising Adepta Sororitas initiate be taken as an acolyte of the Inquisition?

Crunch - Absolutely. They're in one of the Dark Heresy v1 books, Blood of Martyrs

Fluff - The Sororitas have pretty close ties to the Ordo Hereticus, since their areas overlap a fair bit. I imagine that they'd work well for the Malleus as well.
As for Xenos having a hate and flame powered bitch in Power Armour is always useful.
>>
>>48248807
>As for Xenos having a hate and flame powered bitch in Power Armour is always useful.
Depends on the Inquisitor. A fucking amazing number of Ordo Xenos inquisitors are busy cozying up to Eldar, hiring Ork mercenaries, taking blueberry harems, working to turn Tyranid DNA inside out to create a genophage, studying Necrodermis and Necrodermis for sinister purposes, trying to replicate xenostech and forbidden heretek, and/or building their own private MIB armies. Hopefully not all at once, but knowing the =][=, weeeeellll....
Anyway, Sororitas are best kept well the fuck away from radicals of any stripe. And Xenos has a lot of radicals.
>>
Hey /tg/

So I'm starting up an Only War game, and I was going to run No Surrender.

I'm trying to think of where I take the game from the end of the book, and figured on actually moving the battle to the planet itself, with the Imperials balancing attempting to take the Agri world as quickly as possible while trying to not burn it too the ground.

However, for a twist, I figured on the Warpsmith leaving a nasty surprise. In the event of his defeat, he rigged a package to launch from the station, either in the event of it's destruction or simply in the chaos of retaking the ship. The package actually holds a daemon or daemons, the specifics of which I haven't decided.

I was thinking either a single Daemonette or a couple Nurglings, which changes the nature of the campaign. The Nurglings would begin infecting the planet, leaving the Imperials racing to contain the plagues before they ravage the planet beyond use, while the Daemonette would begin a cult, was thinking a Children of the Corn kind of situation.

EIther way, point would be that they don't really have the power to open a warp rift themselves, at least not yet. So the players would move from a more traditional if restrained siege to a desperate attempt to remove the taint of chaos before it spreads too far.

The only thing I'm kind of worried about is that this hits some of the same notes as No Surrender does, though I figured the different environment would keep it from feeling too much the same.
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>>48249046

The package launches, hitting the world. The players find themselves on a world instantly transformed into a Daemon World. Daemons surge about, and the dead walk. The last things regimental command can send before losing contact are a bunch of shotguns, and a bunch of chainsaws. Not chainswords.

Chainsaws.

Time to rip and tear.

https://www.youtube.com/watch?v=a6BbvCC0VI0
>>
>>48242517

Escaped humans, definitely. THAT would make for one hell of a tense one-shot campaign.
>>
Hey /tg/ I have a question

In dark heresy I have a guardsman who has a cybernetic left arm and I have Unarmed Specialist. Now for damage we decided that for my left punches I get an extra +1 for damage but I was wondering what would happen if I Added some kind of punch dagger or blade to the cybernetic arm. How would damage be calculated? Would my punches have penetration?
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>>48249409
I know there's rules for integrated weapons in various splats. I'm pretty sure both Rogue Trader and Only War have them, but I'm not sure which book.
>>
Question for the thread:

My group has expressed interest in playing as the crew of a Titan, and I'm trying to figure out a way to balance the sheer god-of-war level combat with feeling the constant threat of bigger challenges and tying in political intrigue when dealing with the Military commanders.

Thoughts? Ideas? Suggestions?
>>
>>48249409

You would use the stats of the punch dagger instead of the stats of the unarmed attack.

A Punch dagger has 1d5+1+SB damage Pen 2 usually.
>>
>>48249460
Damn. I was really enjoying the damage I was getting with the punches as they're doing more than my Las gun but the lack of penetrative power is making it hard. I haven't seen the only war expansion but I've read that it has some great skill for unarmed. Is that true?
>>
>>48249453
Get them out of the Titan sometimes.
>>
>>48249514

Only War has a number of talents that benefit an unarmed build. Pugilist, Feat of Strength, Cybernetic Boost (HotE), and Desperate Strength (SoH) would all help you and your cyber-punchman. Ask your GM about porting shit over.
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>>48249453
The thing to remember about Titans is that, while they are god-machines that can effortlessly slaughter anything non-Titan on the field, Titans and Titan-Hunters are quite capable of killing each other with downright shocking speed. If I was forced to run a Titan campaign at gunpoint, honestly I would throw out most of the rulebook and run it like this:
>Titans get a number of void shields every turn based on class, and between 1 and 20 wounds
>Non-Titan units (Vehicle groups, hordes, etc) roll a d10. On a 9+, they remove a void shield or cause a Wound. Elite or hard-hitting units cause 2 wounds.
>Titans attacking each other roll 1d10 for each weapon. If they get equal to or below the Bonus for an appropriate characteristic, they hit. Mega-bolters do one hit per point of difference but do half damage to Wounds, meltaguns do four Wounds, shit like that. Any hit instantly destroys a non-Titan unit.
And then >>48249544 , using regular rules whenever they're outside the Titan.
>>
>>48249557
I'll give it a go, Thanks! Honestly he wasn't supposed to go this way I was aiming for a more Sam Vimes/Sarge character but then he got his hand blown inside a space marine's chest and things kinda took a turn there.
>>
>>48249584
>he got his hand blown inside a space marine's chest
Kinky.
>>
>>48249595
There was supposed to be an off somewhere in there I swear.
>>
>>48249574
Or, if you have the actual 40k rules about, you could do what MechWarrior does and use wargame rules for when they're in the Titan.
>>
>>48249640
>>48249574

I think I'm leaning towards using the Epic rules for when they're in Titan while allowing them to pull off different maneuvers not normally found in the game.

One thing that's bugging me is the Titan to give them. The Game Designer in me is saying 'Let them start small and build there way up', but I'm pretty sure the relationship between the Princeps and the Machine Spirit is for life. Suggestions?
>>
>>48249774
If you had the princeps as an NPC and the players as the gunnery/enginarium crew you could justify them changing titans. That could also give you an in-cockpit use for interaction skills, convincing the princeps to go with your plan.
>>
>>48249245
Sounds more like Deathwatch than Only War
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>>48248807
Don't forget the Dialogous. Ordo Xenos can always find a use for them.
>>
So im a new Only War GM and my players really want to call in artillery support when needed on the front lines.

How should I go about doing this? Just make them do a Logistics test? Command Test?
>>
/tg/ mods best mods, will never shit talk again for a week.
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>>48250166
I would have them roll both, actually. Logistics for availability, Command for priority/volume of fire/something else like that.
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>>48250166
Isn't there a Master of Ord spec that specifically does this?
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>>48250166
Do it, but have a secret d3 roll
on a 1 it hits normally, on a 2 it misses, but on a 3 it actually hits them.
>>
>>48250293
Good idea! I will probably steal that.

>>48250332
Yes but my players dont have enough EXP to get the advanced field training yet and I did mention that their Mech Infantry regiment does have tank/artillery support units.

>>48250333
I also really like this. I was otherwise just going to do a BS test for the guardmen operating the Basilisk but that saves me time.
>>
>>48241784
I ask about playing Alpha Legion SM many times with different GMs. Yet to receive an ok.
>>
>>48250411
There is a reason. A very good one.

Its fun to hear about Alpha Legion shenanigans, like that Legionnaire who infiltrated the Deathwatch and took a year to kill his target.

Its not so fun to be on the receiving end.
>>
>>48250460
Uh. I'm new to the Warhammer lore but my gm seems to be hinting that whatever we're investigating is somehow related to the Alpha Legion. Should I be worried?
>>
>>48250411
>>48250460
It also takes a whole lot of trust from the GM, who also has to be willing to have that as an aspect of the story and not be of the school of thought that the Alpha Legion is literally a meme legion. And again, has to trust you to not be a total shitbird about planning to betray the party from the start. If in doubt, the answer to something like that is always no.
>>
>>48250517
>Should I be worried?

If you're GM is a bro who gives good storytelling, then no. Alpha Legion open up a great font of intrigue and deception.

If he isn't and he loves his combat, get ready to be fucked in the ass at the worst possible moment because LOL ALPHA LEGION.
>>
>>48250543
Ok then it should be ok. It's all our first time trying this game so we're more on the story front than anything crazy hard. I'll just keep y eyes open.
>>
>>48250590

My best advice for you is to enjoy the ride. Don't fret too hard about the possibility of Alpha's being on the horizon. Just trust that your GM wants you to have a good time and is doing their best to make the story fun, exciting and memorable for you.
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>>48250625
"Memorable" is one way of describing Alphas, I suppose.
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>>48250648
I still haven't run my Deathwatch game involving the Alphas, I really should.

My plan on fucking the party was having them arrive on an Imperial planet to invesigate a lead, then when they head out to do it the Alphas shows up and manage to convince the Imperials that they're the real kill team, and the players are actually spies. And now the whole Imperial presence wants them dead.

Was going to see what my players would do with that.
>>
>>48250625
Well we've arlready had a clone uprising and fought a clone Astartes so it's definitely been fun.
>>
>>48250525
Yah. I usually try to angle it that their involvement means they have plans that rely on the group surviving, working together, and being successful.

That said, I also like keeping secrets from the party, as opposed to implying I have secrets no one else knows.
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>>48250744
damn clones, can never rely on them
>>
Hey it's cyber arm guardsman again.

I just had a thought that my biggest issue continuing with my play style is going to be I need better penetration skills as most of the enemies we've faced have had at least guardsmen level armour. Any skills that can help with melee penetration?
>>
>>48252903
Also yeah it's already given us a complex where if there are even two people that are wearing the same outfit with their faces covered we need to see their face just to be sure.
>>
>>48253533
Basically anything that increases your raw damage will help a bit, but after a point you're going to want to upgrade your melee weapons to power or thereabouts.
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>>48253533
Get a Power Fist on that arm. You won't have any penetration problems again
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>>48250166

I usually make my players do a Navigate (Surface) test (to get the co-ordinates for the strike)
I roll a Tech Use roll for the NPC vox-man if there's going to be interference or jamming or any of that fun stuff
Then it's a Command test to convince the Brass that their artillery request is worth consideration (modified by the rank of whoever's calling it in).

Things like availability of fire I work out in advance, then assuming the call is honoured, just use the normal rules for Indirect Fire (insert artillery type here) attacking the enemy.
>>
>>48250166
>>48255610
This guy right here.

Also, if you have realistically big open terrain battlefield, consider doubling the blast radius and at least quadripling the inderect fire scatter value.
>>
A bit not on topic but. Anyone got good podcasts or dare I say 'LET'S PLAYS' of Only War? I don't have free spots to find one, so I might as well watch someone else play it.
>>
>>48256257
By "I don't have free spots to find one." I mean I don't have free spots to PLAY only war, not that I am a lazy bum to find a podcasts. I found a few but none really fell to my likings.
>>
I need idea for illicit items a Rogue Trader might have concealed in the auspex-shielded secret compartment on his vessel. Ideally items that will be just useful enough for my players to be tempted to mess about with and just risky enough to get the into trouble when they do. Anyone got any suggestions?
>>
>>48256426
Xenotech

More heretical xenotech

Fake relics

Chaos relics

Geneseed
>>
>>48256426
84 issues of Fornax, the most heretical xeno-porn monthly magazine in the galaxy. The latest issue features Xi!Kll'Pryt!Klq, Brood-Queen of the Tentacular Zlxts, with seventeen drooling breed-orifices and up to three dozen brood-feeding maws. If anyone tries to read it, make them roll for Fear 3
>>
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Didn't Big Daddy Calgar get stats in one of these games? Would he be able to do this in say Deathwatch?
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>>48258266
None of the figures named in the Lore are statted, they're supposed to be above this kind of RPG baby play. That said, I can't imagine any melee hit hitting and killing 113 people unless as part of the melee hit there was some sort of anime explosion or projectile attack.

Unless there was a hyperdense cube of Cultists 30cm square and Calgar slapped that, that'd work.
>>
>>48258933
>That said, I can't imagine any melee hit hitting and killing 113 people unless as part of the melee hit there was some sort of anime explosion or projectile attack.
>Unless there was a hyperdense cube of Cultists 30cm square and Calgar slapped that, that'd work.
Chaos, Anon. Those cultists probably had some sort of mutation where if one died they all died. Or it really was a cube of your description.
>None of the figures named in the Lore are statted, they're supposed to be above this kind of RPG baby play.
Oh. My mistake.
>>
>>48258933
>>48258266
>That said, I can't imagine any melee hit hitting and killing 113 people unless as part of the melee hit there was some sort of anime explosion or projectile attack.
Well...Astartes melee attacks against Hordes deal 1 Magnitude damage per 2 DoS, Lightning Attack in DW gives 3 attacks a round, Whirlwind of Death doubles Magnitude damage, Calgar probably has WS in the 80s or some shit, he might be able to deal like 16+ Magnitude damage a round, rising dramatically if he gets hold of a Devastating melee weapon. So, maybe? Possibly? In theory?
>>
>>48258968
I will accept a chaos spawn conglomerate of 113 Cultists.

And yeah, a lot of licenced RPGs do it, can't have James' OC be a better killer than Lucius the Eternal! Not fair if Rek'Tha is a faster shot than Han Solo etc. By never statting these people, they can always be better than even the bestest NPC who's famous in the lore.
>>
>>48259031
>>48259034
>I will accept a chaos spawn conglomerate of 113 Cultists.
Thinking about it now those cultists probably were cursed in the fashion I said by a sorcerer who needed a quick way to appease a daemon or two for summoning.
> can't have James' OC be a better killer than Lucius the Eternal!
That's honestly not that hard though. It's Lucius.
>>
>>48259068
Exactly. If Lucius was the galaxy's greatest duelist, he'd never get to use his "gift"

He enjoys dying as much as any other experience, and thus has no impetus to get better. Even when he loses a fight, he wins.

The only way I can see Lucius actually losing is in a fight against Lukas the Trickster. That would end in a mutual kill.
>>
>>48259068
Or some other guy, Lucius was the first name that came to mind.
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>>48259121
That would imply that Lucius wouldn't job so hard that he doesn't even die. You don't know his status as the Eternal Jobber do you?
>>48259141
Well Lucius is a pretty generic human name, and there was another EC Chaos Lord named Lucius.
>>
>>48259166
That's the thing, Lukas' Last Laugh is set to detonate when his remaining heart stops. So either Lucius Kills him, detonating the bomb, trapping him forever, or Lukas beats him, Lucius takes over his body, the stasis bomb registers Lukas' heart stopping, and detonates, trapping Lucius forever.
>>
>>48259212
I didn't think of it like that. Lucius probably avoids Lukas like a plague then.
>>
My rogue traders have reached end game as far as XP goes, but theyre keen on continuing. So Im going to take them into the rest of the halo stars.

How big a human or alien empire can I get away with being hidden in the halo stars? 100 worlds max? 1000? Just need a ball park figure that wont make it setting breaking.
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>>48259227
And now I'm imagining Lucius running away from Lukas, screaming in that fucking evil Mickey voice Alfabusa gave him.
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>>48259331
Oh we need art. I can't picture Lucius having any other voice but that.
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>>48259227
Lucius' power kind of doesn't work as soon as you start thinking about it.

Like, what if he gets killed by a necron? Or by an automated system? Or even just somebody bombarding a planet who doesn't know he's there? Or somebody who kills themself before they can transform?
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>>48259376
I believe that Slaanesh breaks the rules and revives Lucius if his ability isn't working.
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>>48256257
>>48256374
Renewing my question.
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Remember, kids.
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Has anyone ever played a 40k RPG with a xd10 system where you roll d10*d10? Seems like it would fix a lot of the problems that d100 has. Namely there's an average of 30, so you're likely to pass the roll more than half the time. Makes the degree of success system seem way more useful.
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>>48259034
To be fair I think these characters should be statted, but like Caine from OWD
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bumping with current wallpaper
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bump
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Is it a viable strategy to engage tyrannids in melee in deathwatch? I feel like it works, but isn't worth it.
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>>48264915
depends on the nid, prolly
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>>48264915
Personally, I wouldn't attempt any big Nids unless you've already hit "murderblender" status. Anything less is pushing it.
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>>48269490
What is 'murderblender' status and would it be assault marine only? How big we talking, Size (Enormous/6) and up?
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>>48269569
Easiest with Assault Marines, its been awhile since I've played DW, so I can't recall the exact builds.

A blender is a melee rapemachine that tends to do to groups of enemies what an actual blender does to a gerbil. Hence the name.

Size 6 and Up sounds about right. Again, its been awhile.

If you insist on attacking big Nids with a sword, make sure your Killteam has an Apothecary. And Hellfire Rounds. LOTS of Hellfire rounds. Just in case.
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>>48269693
So in other words, just stay back and shoot at the hive tyrant than pretend you're Marneus Calgar and engage it in melee.
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>>48269693
What about a techmarine with fuck high toughness?
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>>48269773
Like I said, can't remember everything.
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>>48269746
Well, do remember how that fight ended for Calgar. If he wasn't a Smurf, and thus forever protected by fuckhuge amounts of plot arm- THE EMPEROR'S FAVOUR, he'd be deader than dogshit.
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>>48269815
He did lose the first time.
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What's the best way to run mass battles in 40k RPG? I looked at the rules in only war but I didn't understand what the fuck the point of it was. Am I just throwing hordes at each other and making points of interest mid-battle to swing the tide?
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>>48256257
>>48256374
Asking yet again.
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>>48272203
Grimdark Podcast rotates through all 5 games, so every 5th ep is about Only War. That's a discussion podcast, however, so possibly not what you're looking for.

There is a rather excellent Only War comic based on actual play, which may scratch your itch. Search for Eagle Ordinary.
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>>48272830
>discussion podcast
Yeah, not what I am searching for.

>Eagle Ordinary
Doesn't suit my needs, I need it more or so 'live'.
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>>48272006
Honestly, you're probably best off deciding what will happen in advance if the PCs do nothing, then letting their actions alter the outcome.

This can be troublesome if your players want to actually run a huge battle, but even then you're best off letting them come up with a plan and deciding what happens on the fly as the situation changes. Figure out what resources the enemy has in advance (some of which the players may not know about) so any surprises are legitimate and not total GM fiat bullshit.

Best way I can think of to make it work is to borrow the basic action system from Blades in the Dark (which is based off Apoc World, I think), which largely works off narrative position. Figure out how strong a position the unit is in with regards with what it wants to do (take that hill, kill those orks with artillery, hold that position, etc), decide how many dice the unit has to roll depending on how good they are and then throw the dice. Take the highest dice as the result, factor in the narrative position you'll get your results. A single 6 means a success regardless, with more than one being a critical success, but at 5 or lower you start to have consequences. 4-5 means that the unit still pulled it off, but they may have taken losses, taken a while to do it or somehow landed themselves in hot water. 1-3 means they fucked it, which may not be too terrible if they started from a Controlled position, but if they were in Desperate circumstances they've probably been wiped out, routed, etc.

You can complicate things further by deciding that multiple successes might be needed depending on the task, allowing units particularly suited to a task to gain two or more with a successful roll, etc. Will write up an example and post it.
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>>48273023
Let's say you've got an enemy stronghold under assault from your player's forces. You decide that it'll take 6 successes to take it.

Your players order in a company of line infantry. They're not assaulting the walls, but they're looking to get close and thin out the defenders. They'll get a single success if they succeed, since they're not that suited to the task, but they're also relatively green and will only be rolling one dice. You decide that this is a Risky task and the players roll.

It comes back a 1. The infantry moves in and fails to accomplish much before suffering significant causalities. They're not out of the fight yet, but they're pinned down and probably won't be able to contribute to the fight unless something changes.

The players, sitting back in their command vehicle, watch their troops getting cut apart and decide they should probably call in some artillery. They might need to make a logistics and/or command roll to acquire it, but let's say they do and earthshaker shells rain down on the stronghold with the aim of bringing the walls down. While the artillery itself is miles away and safe from consequence, that infantry pinned near the walls isn't, so we'll call this a Risky roll as well, with the consequences being for those in the firing line. Thankfully the artillery company is good at what it does and rolls 2 dice.

The rolls come back as 1 and 5, with the 5 being taken as the result. There's a nice, big hole in the walls now, and a single success towards taking the place. Unfortunately a mixture of stray shelling and the defenders still shooting means that the brave infantry company who first moved in are now decimated and out of the fight.
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>>48273159
The players now commit their choicest of units, an armoured company. They're veterans of a dozen warzones and well equipped to take on this task. There's still the threat of anti-vehicle weapons, so it'll be a Risky proposition again, but the armour will be rolling 3 dice and will be generating two successes if they don't fuck it up.

The results are 6, 6 and 1. A critical success. The tanks surge forward, weapons tearing into the defenders and cannons widening the breach in the wall. That'll be three successes, totalling up to 4 from before, and the defenders are probably being forced to keep their heads down. The losses for the armoured company, if any, are insignificant.

The players now commit some mechanised infantry to storming the breach. This may have been a Risky, or even Desperate action before, but with the success of the armoured Company this is the exploitation of a Controlled position. They're seasoned troops and roll 2 dice.

The results are 4 and 1. They do it, though not without consequences. In this case the defenders rally and surge to defend the breach. A success is still accumulated, but those mechanised troops are now disembarked and bogged down just inside the breach. A Risky position to be in.
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>>48273263
From there the players may sit back and let the infantry win the day, hoping the next roll goes well enough to take the stronghold. Maybe they'll join the assault, at which point you can do a bit of close up action that will either affect the next roll or entirely decide the assault.

There's other rules you can put in as well, such as the Devil's Bargain. Gets you an extra dice for a roll, though there will be consequences on top of whatever the roll decides. For example, human wave tactics might be effective but they're going to mean the unit will be decimated regardless of the result. You may wish to allow each unit to Push itself once per battle, a free extra d6 that represents the unit fully committing itself to the fight at the cost of stamina, ammunition, etc.

The only problem you may have with this system is that the opposition never takes any actions themselves, instead dictating the narrative circumstances and, consequently, how perilous the roll will be. For example, if the defenders in the above example hadn't had anti-vehicle weapons then the tank assault would likely have been Controlled. Another example would be the surprise appearance of Chaos Space Marines in the breach during the mechanised assault, turning what the players believed to be a Controlled roll into a Desperate one.
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Going to be GMing an OW game involving a mixed regiment of schola progenium shock troops and not-mongol deathworlders.
I've been hearing that the autocannon is crazy OP for a favoured heavy weapon. Is there any particular reason why that is?
Also, general suggestions are welcome!
>>
Where can i find people to play Deathwatch with fuck
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>>48275553
>Is there any particular reason why that is?
Have you seen the damage that thing does? The 3 shots for its semi-auto can kill a Khorne Berserker if they all hit.
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>>48256257
>>48256374
One last bump.
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bump for the bump god
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>>48275553
It's a light anti-vehicle weapon that can do double service as an anti-personnel weapon. It is extremely killy.
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>>48275563
Try sacrificing your least favorite family member to Tzeentch.
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>>48273295

Thanks for the explanation, sounds like an interesting way to run mass battles, I'll keep it in mind.
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Hi /tg, a player in a RT game I am running wants to bestest sniper, and he has been pestering me about the Exitus as soon as he found out about it. Right now, I am a bit unwilling to let him purchase it, and have a hard time seeing how spares would just "leak" into the Koronus, not matter what the channels or how much one offers the magi. Am I being too stuck up about it? How likely is it to get that sort of a weapon and what would it cost/involve? Also, in case a player was able to get it from somewhere, what sort of a reaction would you foresee from the imperial authorities, such as they are?
>>
Is there any documentation on converting the Felling Quality to accomodate different versions of Unnatural Characteristics?

For example: I've got a player in a Black Crusade Campaign that wants a weapon from the Rogue Trader Campaign, it has Felling 1.

in RT, that would been it ignores unnatural x2, but in Black crusade unnatural isn't a multiplication, it's a straight addition.

Which means if I left it as it is, if he shoots at someone with 10 TB with unnatural +5, he'd only bring it down to 9TB, where as in RT the same enmy would be brought down to 5TB

I can't really think of an easy way to get the same effect without ramping up the Felling quality stupidly high, which would make it piss easy for him
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>>48279343
Denying players shit in Rogue Trader because it's silly or unlikely isn't doing Rogue Trader right. Make him have to earn it. Make it an adventure to overthrow a powerful crime lord or steal it from an Inquisitorial vault or something.
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>>48279404

When converting Felling from old to new, I found a good rule of thumb is one multiplier equals four plus's, +/- 1.

For example, Felling (1) would be Felling (4) in the new system, adjusted between 3-5 as needed. Felling (2) would be Felling (8) in the new system, adjusted between 6-10 as needed.
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>>48242517
I tried to run game for DE characters, turned to be not as fun as it seemed. Run it for humans, it will be better. Or make sure your players are really into DE.
>>
What's a pattern name for an AK 47 flavored autogun
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>>48280549
AK pattern type 47
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>>48256426
a human portable warp-jump backpack. It requires a -10 Tech-Use test in order to operate but a character with the Navigate skills can assist (DoS x 10 = bonus for tech test). It allows characters to teleport anywhere they want, but it gets harder the further away they want to travel.
Every so often (31% of the time used) the pack sends the user someplace strange for a minute or two before delivering them to the place they meant to go.
>A bedroom made of flesh that heals them with slime
>A long dark corridor with a screaming light at the end and filled with people that recently died
>a bare room with the words "don't look up" painted in blood on all the walls.
>the top of a tower that seems to be over looking a alien city
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>>48280549
Valhallan pattern autogun
Vostroyan pattern solid slug automatic rifle
Prolataria woodland hunting tool
>>
What size imperial tank could bring down a tree? Full sized evergreens
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I would expect any tank with a dozer blade coul do it,given some time.
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>>48280974
Bog-standard Chimera could do it with a heavy bolter or a heavy flamer.
>>
How do I get started playing tabletop? I don't have anything.
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>>48281763
What about with ramming? Chimera with dozer and extra horsepower?
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>>48282692
Get things then.
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Hello, I'm trying to run a Dark Heresy II campaing with some friends. As this is my first approach to WH40k RPG's I need to ask:

How does one represent the location of covers, enemies, PC's and objects?

I was thinking about playing it like Mordheim, where you use a ruler to measure movement, weapon range, etc. using miniatures WITHOUT a grid, and representing cover with cardboard props.

I have been trying to find information on google, but it has been futile.
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>>48282740
The game is meant to be played with 40k models senpai so that sounds perfect
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>>48282692
See MEGA. either use roll20, or buy dice. Worst case, there's some decent high-entropy dicerollers on the app stores. I'd also suggest the DH Digital character sheets available for mobile as well. Can link together to share character sheets. And print to pdf.
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>>48282776
Thank you, in fact I've never played any of the other WH40 games. I guess it was so obvious that nobody had ever bothered to do an article about it.
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>>48282893
Like have you played any other rpg? Like every one of them uses actual distances for measurement, the only purpose using a grid serves is that it just makes things easier to throw down and move around because you don't have to be constantly measuring things.
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>>48282893
>I guess it was so obvious that nobody had ever bothered to do an article
Yes, precisely. Also this >>48282979
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>>48282979
I have played Microlite20 (simplified D&D). Our DM never used the movement and distance mechanics. He just narrated whatever was happening according to our actions.
>>
I've been thinking about running either a game of Black Crusade where the party is stranded in Imperial space and have to survive or a game of Only War where the players are from a regiment absorbed into the Death Korps of Krieg and have to follow their orders. Which one seems more fun to people?
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>>48283848
>simplified D&D
This exists? D&D can get simpler?
>>
If a space marine uses a jump pack to fly for a minute and doesn't land at the end, can the jump pack still be used to make a safe fall?
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>>48284123
go with black crusade: allow the players to be tenacious cockroaches skuttling in the dark and tainting the imperiums agri-worlds. Stir up chaos, be isis, make friends with radical inquisitors, spread democracy, recover cursed artefacts. The possibilities are endless.
>>
Welp, I just found out Beagle enjoys 40kRPG.

Today is a good day.
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>>48284508
Which ones?
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>>48284518
He had a OW group for around a year apparently.
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>>48284363
Let me answer your question with another question, are you really tracking time THAT closely? Are you actually calculating out how far you can fly over an exact minute?
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>>48284421
Yeah I was thinking about making the BC a kind of Rogue Trader lite version, I should get back to roughing out campaign plans then.
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>>48284705
It would matter in-combat.
>>
I want to play a game of Deathwatch but my group is so shakey... GM has been in only two out of 5 times, 3/6 players max during the two games, and no updated posts about if we need to reschedule or not.
>>
>>48284781
Are your combats actually lasting for more than a minute?
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>>48248997
Heh, the bad guys in our last campaign blew up the Calixis Sector Ordo Xenos for being a bunch of corrupt, radical heretics. The baddies were themselves xeno-corrupted heretics, of course, but it was kind of funny that they were more or less right.
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>>48282718
Trees :AP 8
Ramming: 1d10+AP, if moving twice tactical speed, adds 1d10 per every additional 10m moved

*If Striking a solid object, vehicle takes damage equal to 1d5+AP of target.

Deals 1d10+30, average 35.5 damage, which exceeds the AP of the Tree, but the RAW cover rules indicate that the AP of cover is reduced by only 1, each time the cover's AP is exceeded.
Tank also takes 1d5+8 damage, average 10.5, which is nowhere near enough to damage the Chimera's structure.

Anything using the Tree as cover would take an average of 27.5 damage, which is generally deadly for humans.

By RAW, the tree still stands, because cover doesn't have a structure points value, just an AP, but I think any GM would say that the tree falls.
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>>48249046
Ok, so did some more brainstorming about this idea.

I figure I'm going to have it be a daemonette, who falls to the planet and begins corrupting the serfs into worshiping her as a god. A big part of the whole thing will be keeping the corruption pretty low key and quiet, because I want a major problem for the players being to limiting causalities and collateral damage, having to deal with unreasonable demands that they don't burn down the crops even as they fight among them.

My big question is how do I make a bunch of random farmers turn fanatics threatening to an armored regiment? If they go infantry, I figure I'm going to play up stealth mechanics a lot, having them move through the fields that the players aren't allowed to burn(with the payoff being that once they figure out this is a chaos cult, they get to start burning everything), but I'm not really sure how to make these guys a threat to a tank, for example. I can do something with sneaking up and throwing explosives, but that doesn't actually feel like it will be interesting to play out.
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>>48286660
Shoulda gone with nurgle and used zombies my man
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>>48286880
I thought about it, and I still can, but I want a major problem for my characters is the huge amount of problems they get from high command over not damaging the fields, and I want that problem to persist. If I use the nurgle zombies, the minute they show up that whole aspect is entirely gone, and it just becomes them fighting a bunch of zombies. Feels much more interesting to make their job incredibly difficult just as much because they're forbidden to effectively fight as it does to simply throw chaos stuff at them.
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>>48286912
You could do both and have a war on two fronts, one with slaanesh and one with nurgle and both also want each other gone.
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>>48286932
I could, though turning it into a random four way doesn't seem to really add more to the whole thing, besides enemy variety.
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>>48242872
They have to engage the Explorators on "equal" grounds- that is, with their ships in the void, or through tactical geniusing troops on foot.
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>>48286912
Those questions are luckily a fairly long way off, also, they're playing No Surrender as an Armoured Regiment?

IIRC, there were a lot of non-tank applicable encounters in that scenario.

Either way, first the party still needs to survive the No Surrender Adventure, which isn't all that easy, then they'd have to also keep their tank alive through the whole mess, and get the tank down onto the planet.

There's a pretty good chance you'll just have to worry about challenges suitable for a squad without armour.

If not, Firebombs are a plentiful threat to tanks.
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>>48286912
Listen I get what you're saying. But think about it as a player, not a GM. Your idea just isn't fun bub.
The whole hidden cults and subterfuge shit would be ok in dark heresy where you're supposed to be sneaking around yourself. But you're not playing that, you're playing only war.
$50 says your players, being normal people, well tell you to fuck off with those restrictions and set fire to everything immediately if it gives them an edge up in combat. I mean, it's almost as if soldiers haven't historically ignored retarded orders from hq or something.
Go with the zombies, and actually have the spread of zombies limit their supplies, give them something that makes restrictions meaningful and easily acceptable. They will care about only having 50 rounds left in their magazines, they are NOT going to care about "Don't burn the corn XDDDDDD"
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Could you give me some nice tokens please?
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>>48287736
I too would like nice tokens, or if people could take really nice top-down pictures of models, I could make them into tokens, I'll dump what I have.
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>>48287748
also see
>>48286615
>>48287572
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>>48287748
Thanks!
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>>48287755
^^That one's not so great, I should have spent more time on it.

The Nose Lascannon on this Marauder is off, it irritates me a bit.
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>>48287762
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>>48287767
Thanks for those
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>>48287767
This is the most recent one I have, I also have a Rhino and a lightning that I have yet to convert
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>>48287839
Waiting for the rhino :)
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>>48287839
>>48287914
Sorry, I ended up doing the Standard Malcador, I'll start on the Rhino next
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>>48288099
I'll have to update this one evidently, Missed a lot of pixels near the back
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>>48287914
>>48288099
I think I found the issue with the malcador, Translucent shading was causing errors, I'll have to fix it later though.
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>>48287660
It's going to be less hidden cults and more simply ambush style tactics.

And it's going to be a balance to strike. I don't intend to simply make my players miserable, but I do want them to feel like their high command is as much an enemy as the actual enemy. They'll be executions, mass punishments, penal reassignment, things like that to hammer the point home that high command is serious about leaving the planet as pristine as possible.

But the goal is to use it as a way to make the encounters more tense, ultimately. And again, I want there to be that moment where they finally do get to indulge in burning down everything, allowing them to finally confront the cultists quite effectively.

>>48287572
We haven't yet met to decide their regiment type, so I'm trying to keep my options open at the moment.

But the planet isn't going to be straight after the end of the module. Either they destroy the star base and the Imperium needs to regroup, or they save it and the Imperium needs to regroup. Either way, they'll be a lull between the two, which gives them time to refit and prepare for the next war. So even if they lost their tank, they'll be able to get a new one, assuming they didn't fuck up that badly.
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>>48287767
Nice.
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>>48287748
Zip them up, and I'll add them to the MEGA if you want.

By the way, got a new tower, I'll be in and out setting everything up for a bit. Fair warning to those with new updates
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bump
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Any tips for how to GM?
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>>48297516

Make the players fight necrons
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bump
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>>48299776
What in the world is this from
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>>48299984
No idea, found it way back, in a old thread.
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90% humidity please kill me bump
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>>48299984
Global Frequency, an old Warren Ellis comic. Good stuff, I think there's actually a cool RPG campaign in there honestly.
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>>48297318
lol
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How stupid of an idea is it to have a Lathe world regiment with the primitive drawback?
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>>48297516
Which gameline are you thinking of?
Generally
>Remember to look for bonuses. +0 is a "Challenging" roll in the base rules, most of the time gear/conditions will be a major factor
>Don't do xenos pcs until much later. The setting is really more fun when aliens are weird and inaccessible. Having an Eldar just chillin' with the party can ruin that.
> Someone in the party needs medicae, and a medikit.
>Psykers are a recipe for FUN.
But yeah, it'll be easier to do this if I know what game you're doing.
>>
>>48297697
no

>>48307611
Thanks bud, I was looking at Black Crusade, but I'm not sure how to tackle it.
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>>48308386
I ran Black Crusade a couple years ago. It's my favorite in terms of flavor and freedom to do things but it feels like the hardest 40k rpg to run. I have some suggestions based on that.

Black Crusade is best as a player driven sandbox. They are powerful enough that they can more or less derail whatever they want to, so you might as well put them in the drivers seat.

Limit the number of psykers for the party to 1. This seems like a generally good idea for most 40k rpg's.

Houserule or remove Mind Probe. I houseruled it to do weird things for targets that aren't average humans because I like weird and zany in my 40k.

For a first time, probably just do humans only for the party. Marines are pretty one dimensional and mixed parties can be difficult to gm.

Embrace the crazy. I feel like Black Crusade does the best at portraying the weird silliness of 40k. Is there a heavy metal album cover you're fond of? That's probably a thing for chaos. My group was basically tripping over each other to be gifted mutations like being a spider centaur.
>>
>>48308386
>>48308822
Also, make sure the players have a reason to work together. Black Crusade is ultimately a pvp game. You want them mostly working together but always looking for a chance to backstab or undercut.
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>>48308822
>>48308875
Thanks dude, I appreciate it.
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LFG to play Rogue Trader in Austin, please God Emperor please help, send reinforcements.
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>>48309742

No. You will be alone forever. You will never play a game.
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What level of Forbidden Lore (Adeptus Astartes) would it take to know that the Grey Knights exist?
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>>48310254
I don't think I'd make that a freebie. Maybe a really difficult roll to know of them that can be rerolled when the skill advances or the character had a chance to do a lot of studying.

Most people in 40k don't know space marines are actually real. Given Grey Knights are super extra secret and rare, I don't see how anyone would know they exist unless they got luck or were a Grey Knight.
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>>48310371
>Most people in 40k don't know space marines are actually real.

This, and a lot of the ones who do know they're real think they're literal angels of the Emperor created ex nihilo rather than being the products of science.
>>
>>48310371
Wait what? I'm still fairly new to 40k, but I was under the impression that Space Marines were well known. That they were heralded as the epitome of what mankind can accomplish and shit like that
>>
>>48310254
Only space marines that are granted that knowledge are the Chapter Masters. I would actually put it under Forbidden Lore (Inquisition) since they're much more likely to know about them
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>>48310744
Yeah, given their depictions in things like art, as well as stuff like the Ultramarines essentially ruling their own vassal state within the Imperium, the Astartes should be common knowledge.
>>
>>48311102
>Only space marines that are granted that knowledge are the Chapter Masters
Well that and Space Wolves... Fucking furry snowflakes
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>>48310744
Space Marines are mythical if anything to the typical imperial citizen or guardsmen.

Also bear in mind that some ~100,000 or so Imperial Space Marines exist total amongst the countless billions of humanity. A human is unlikely to ever see or hear of Space Marines.

That said, not everyone is in the dark. Sector level commanders, planetary governors and the like probably know what they are but are unlikely to have experience with them.

Inquisitors should have a fairly complete understanding of Space Marines in practice, but are again unlikely to have experience interacting with them.

That said, 40k has a lot of space for headcannon. If you want someone to know more about something, there's almost always a consistent way to write it in.
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>>48311344
I actually never heard of this.

Another thing to be aware of though is that information doesn't really flow through the Imperium. So it's very reasonable for one system to have day-to-day interactions with Space Marines while the next system over knows only "the god men that come on dragons to choose honored warriors to join them"
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>>48310744
Every Imperium's citizen should know of the Astartes since they are woven into the Imperial Cult's theology. Those that don't believe in their existence or are too ignorant are heretics since they don't go to church on Sundays
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>>48311102

Yeah, agreed. I'd make it Inquisition rather than Adeptus Astartes.
>>
>>48311475
>>since they don't go to church on Sundays
>He doesn't go to church on Wednesday and Friday evenings
>He doesn't hold holy prayer to the God-Emperor every single day at 7 AM, 12 noon, and 5 PM
>He doesn't spend every Sunday from 5 AM to 5 PM in the temple performing holy labor to assemble the instruments of the God-Emperor's holy fury
HERETIC
>>
>>48250332
Yeah but it's kind of a quintessential air-breathing-mermaid spec.
>>
>>48311469
Yeah, this. Space Marines range from obvious, believable facts (veteran soldiers, people who live near the more sociable chapters), to a thing that exists in similar terms to, I dunno, "komodo dragons exist" to most brits, to a thing which is part of myth and legend and would be world-shattering to see in the flesh.

I don't think there should be anyone in the imperium who's not a heretic who doesn't believe in space marines or doesn't know of them, but there may be a few who believe they're real in the sense that most christians today believe angels are real, i.e. that they're a spiritual and mythic thing and aren't expected to actually show up to smite the wicked.
>>
What's the "you all meet in a tavern" equivalent for Black Crusade?
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>>48314466
You all meet on a pre-raid gathering.
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>>48314466
"You all wake up in a cell waiting for your turn in the Inquisition's brain-ripper chair."
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>5 man DH party, all new characters after our old ones got retired.
>GM asks us if we're OK with a slightly less srs direction for a while because he's getting a bit of grimdark-fatigue.

oksure.jpg

>Our characters gather in briefing room of new Inquisitor. He walks in.
>Inquisitor is wearing a full helmet shaped like one head of an Aquila.
>Named Inquisitor Chestbridge.

I see where this is going.

>Mission briefing: "Imperial troops on [Planet] are turning traitor in record numbers, all after visiting [resort]. Your mission? To investigate [resort], find out what's causing these defections, and put an end to it. Chaos is no doubt involved, so as always, your main objective: Kill Abbadon.

tfw 'slightly less srs' turns DH into Danger 5 in Space.
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Are there any resources for creating handouts in that neat data-slate style?
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>>48314466
You're all on a prison ship
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>>48315690
God-Emperor, YES. THIS.

I suck at image manipulation/art of any kind, I need this so bad.
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>24/7 40krpg thread
>noone ever actually runs 40krpgs from /tg/
wew fuckin lad
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>>48317191
MEGA guy has a new tower, and once he gets his shit together, and stops talking in the third person like a wannabe Rock, he might run a game. Future though. Gimme a month or so to get my shit sorted and figure out my migraines.
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>>48314466
We had a "Space Tavern" encounter. My 1k Sons Sorcerer made friends with several World Eaters and discovered that my bendy straw was a powerful artifact. It was a good fucking campaign too.
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>>48317191
I had recently found a GM in this thread to run a DW game. Out of nowhere he just up and disappears. Come to find that I was dropped from the game on roll20.
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>>48317354
Yeah I was in the game too senpai, I think he just got cold feet and deleted it.
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>>48246143

In the lore. in the games it just takes four random orks to kill a space marine
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>>48317385
Well, I was hoping it wasn't because the turnout for the first game day was just 2 guys. I straight up told the GM in my intro/application that I was going to be gone and he was cool with it. Oh well, gotta keep looking for another game.
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>>48317401
Well good luck, the only games you'll ever find on /tg/ are d&d
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>>48244192
>SM failed every single Dodge or Parry test
>somehow did absurdly high damage through the astartes crazy high soak
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Hilarious happenings in my Only War game from last night:

>Be guardsmen fighting through the fields of some Agri-World with an Ork problem exacerbated by a traitorous greedy planetary governor problem
>There's also a group of Space Marines from the Salamanders on the planet's surface, though they were there before the Guard, the Orks, and the whole uprising, but no one knows why
>They have been showing up in more and more fights as the Guard advances, and this has become something of a bar-room boast at the Guard bases, with each unit claiming to have seen increasingly awesome things from the Astartes, whether or not they've actually seen them at all
>One night, the PC squad is out in a forward outpost ahead of the main encampment
>Suddenly CLUMP CLUMP CLUMP out of the darkness
>Four Salamanders just walk into the outpost and ask if they can use the party's campfire
>Naturally they say yes
>the SMs take their helmets off, break out ration packs and start cooking dinner.
>Eventually they strike up conversation with the party, the Devastator Marine even breaks out cards
>The whole night passes with them just having a cozy campfire night with Space Marines
>As the space marines start to leave a few hours later, one of the party asks why the Salamanders chose to grace the lowly Guardsmen with their presence
>"Because, honorable guardsman... no one will believe you."
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We've always had tales of incompetence in 40k rpgs. What about stunning tales of competence in your groups either in-character or not.
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>>48315690
Write in your preferred word processor, copy paste message in paint.
Works well enough for me, if you want a non inquisitorial in similar fashion https://i.imgur.com/b1oH9f7.jpg
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>>48319979
>he doesn't use Mars-pattern dataslates
what a fucking technopleb. I bet you innovate too.
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I've a session starting in one hour and I don't know what to do in it. We had a combat last session and a player got his arm melted by a plasma gun. The bad guys know that the PCs survived and I can't see any reason why they'd take it easy on the PCs instead of kicking them while they're down. But the heavy gunner character only has one arm and everyone else is a little bit maimed but not dead. What should I do?
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>>48321629
kick them while they're down, and keep kicking. This is 40k after all.
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>>48321629
You planned a full mission outline out, right? This sounds like a real like of planning and situational thinking.
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>>48323221
Do you mean lack?

I do have a mission outline so to speak, but I tend to run on the basis that my players will stomp through any combat I prepare based on years of experience. The one time it goes the other way and I'm left flailing about like a small child.
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>>48323470
Yes, and so then that's where the situational thinking comes into play. You should try running Shadowrun, where all manner of things can happen and you need to whip things around on the fly. By the sounds of it, this isn't even on the fly, you've had plenty of time (since last session) to come up with
>how does the lost fight affect the overarching mission?
>how do the bad guys react? what can be any number of reasons for them not to just squash the PCs?
>what do the PCs have to do to advance from here?
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So I'm going to be running a game of Black Crusade in the nearish future. Are there any good podcast sorta things of campaigns I can listen to to get an idea of how that game runs?
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>>48317262
MEGA guy says know your damn role and shut your damn mouth!
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Hello /tg/ I'm going to be starting a Dark crusade campaign online, and I wanted to know what people use to make and create maps and general `area creation for their groups to use and look at, if any at all.
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>Deathwatch player says I'm having enemies targeting his character to an unfair degree because he's gay
>his character is a Salamander Devestator who totes around a multi-melta
Really makes you think.
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>>48325516
Explain the concept of "shoot the biggest, killiest thing first" to him.
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>>48325571
this, jesus
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Anyone have experience using pets in combat in 40k? Thought it would be pretty fun to have a Falconer of sorts.

Any tips on which animals I should use?

DH2 rules, RT setting in case anyone is wondering.
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>>48319979
Thanks a lot, dude.
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>>48325516

I had a player like this in my Only War game. Kept complaining that he attracted grenades and snipers too much and that I was victimising him.

Then I pointed out that he was fuckhuge, and was carrying around an Autocannon. Then I pointed to the squad Sniper and told him to reel off his Priority list. "Anyone with a Bolt Pistol, Heavies, Officers, Specialists, NCOs, everything else."
Then I pointed out that he kept pulling Aggro because he was dealing the most damage and he FINALLY figured out why people were targeting him.

Fucking MMO logic was the thing that finally got through his skull.
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>>48314466

Our GM started with us on a shitty busted up Raider fleeing from an Imperial Navy ass-kicking. We de-warp past the Oort Cloud of a backwater Imperial System.

>Right guys, now what? Here's a handout of what resources you have, and what you've been able to figure out about the Imperial System. Here's another one with the Dramatis Personae aboard your vessel.

We ended up taking two shuttles. One with the PCs, another with some of the major NPCs, and blowing the warp core of the ship to make it look like our ship died from a warp jump accident. Then we detonated the remote charges on the other shuttle and spaced half of the DMs prep'd NPCs, and devoting all that loss of life to the Chaos Gods.

After that we just sent out a distress signal and bullshitted that our ship was a simple transport and all we knew was that the evacuation alarms had gone off so we dived into a shuttle and fled.

A couple of insane Charm rolls from the Apostate and the Imperial Navy shuttle us to the surface of the main world, with their complements, and a pocketful of Throne Gelt to set ourselves up.
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>>48244192
>eviscerator with built in inferno pistol
I know Rogue Trader encourages commissioning weapons but you really can't complain when there's shit like that.

Has anyone else made ridiculous weapons or items like that?
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>>48329488

Even after all these years, I still remember the Rubbykonzes-pattern Wavebuster and the Rubbykonzes-pattern Pulse Disintegrator. There are very few things I've seen that can ever compare to THOSE.

The first was a Xenarch Death Arc with every single Ork upgrade applied at once. The second was a Pulse Rifle with every single Ork upgrade applied at once.
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>>48328103
One of my players has a grox pup that headbutts and anklebites shit. Adorable. Gonna be great when it gets killed.
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>>48331139
Are they going to eat it too?
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>>48329488
We have the Retardo Pistol, an inferno pistol with the Wrist-mounted and Compact upgrade. The only weapon I've ever seen with a point blank game shorter than its standard range. Wielded in a pair as surprise weapons by our arch-militant Armstrong.

That's not counting the weapons that are stupid by design.
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>>48315798
That you, Jens?
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bump
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>>48332621
>The only weapon I've ever seen with a point blank game shorter than its standard range.
....Isn't that every weapon ever? Would you mind clarifying?
Thread replies: 255
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