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A Fine Vintage

Previous Thread: >>86511939

Cubicle 7 developing FFG-inspired 40k RPG:
https://cubicle7games.com/announcing-warhammer-40000-imperium-maledictum/

>All Splats (August 2022)
https://pst.klgrth.io/paste/cfuku

>Homebrew Collection (November 2022)
https://pastebin.com/kDrPtmpZ

>Bestiary, armoury, weapon quality and NPC database
http://www.40krpgtools.com/

>Offline Combined Armory (v6.48.161023)
http://www.mediafire.com/folder/i3akv9qx9q05z

>Curated youtube playlists
https://www.youtube.com/channel/UCm9WFeqTgvRvyRoGD8jVFVA?

>Make your maps look just like FFGs
http://www.mediafire.com/file/eaga3g853m8fa4d/Sector+map+making.rar

>FFG Forum Archive:
https://ffg-forum-archive.entropicdreams.com/

>Rogue Trader Shipbuilder
https://drive.google.com/file/d/12njthS7lGUQRHz8coCTbQts3uUSo3WjY/view

Dark Heresy 2e Character Creator:
https://apps.ajott.io/dh2chargen/

Thread Question: Is an open mind truly a fortress with its gates unbarred and unguarded?
>>
>>86654035
>Thread Question: Is an open mind truly a fortress with its gates unbarred and unguarded?
Knowledge is power brother. In order to guard it well, I won't answer.
>>
>>86654035
Going to be running a game of Only War where the players are the private army of a Rogue Trader. What’s a good opponent for a Rogue Trader? I’ve been flipping between lost human colony that needs to be violently pacified, Orks, dynastic warfare with another Rogue Trader, I’ve even looked into more minor threats like Enoulians from Creatures Anathema and Shadowkith from the Koronus Beastiary.
I really want this to feel somewhat different from the usualt OW fare and I think the adversary is an important component.
>>
>>86655728
>What’s a good opponent for a Rogue Trader?
Yes.
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>>86655728
Literally anything, rogue traders move around and do random shit all the time, one day you may be kicking the doors in of the poor bastard human who've yet to learn about the emperor, the next your sent to helo clean up a mostly dead chaos ship so the RTZ can flip it for a profit, and the day after you could be on security detail regarding a special trade with Dark Eldar who fear another group of DE might show up to crash the deal and steal both parties goods, and then a week later your being loaned for a some to assist a planetary governor to fend off a ork incursion.
Also the heavy weapons dude gets rotary guns because Their awesome and also because the navy and RTs love em(and the gun shows up on the RT kill team)
>>
>>86655728
Somebody with something expensive to take away.
Bonus points if you troll the IG and Navy by showing up, murdering an enemy commander, and disappearing again with all his shit without any real explanation.
>>
>>86655728
Why not have a Radical Inquisitor try and hunt down the Rogue Trader for the whatever Maguffin. They can throw demonhosts and all other sorts of boogey monsters, xenos, and abhumans at the PC's.
>>
>>86654082
Knowledge is Power, Power corrupts absolutely
>>
>>86655728
If you're going to be running in unexplored space, you can use the RT Generator tool to make some new and horrible xenos and areas to explore

Beyond that though, depending on where they are in the galaxy, Orks are always good, Tau if they're near them (though ideally it'd be Tau exploratory groups, fighting the Tau army 1v1 with a RT sized army is not going to end well), If they're REALLY big dicked and you feel like smashing their teeth in, Necrons are listed in BC - Hand of Corruption, but single Necron warrior could probably singlehandedly kill like 5 guardsmen
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Finished running a DW vs Tyranids campaign. Now, I'm feeling like a solo campaign as Admech, since I've just finished Mechanicus: Tech-Priest in audiobook version (sidenote, how fucking good is Toby Longworth voice acting?), and the hook to Forge of Mars. The concept of explorator Mechanicus fleet, maybe tied to other mixed elements, did pickle my interest (as well as wanting a game at my own pace).

What could be more inspirations and ideas? Any cool generators for spooky xenos and monsters?
>>
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>>86655728
>What’s a good opponent for a Rogue Trader?
A human planet invaded by the Imperium as part of a political power play. Lean into the soldiers of fortune feel
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What kind of commander is he, bilious?
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>>86662311
2d.
>>
Always wanted to play only war but the support specialist grey area always confused me, do they get anything from the rest of the regiment? Skill bonuses, talents, equipment from all the regimental, home world and doctrine options?
>>
>>86664129
they get all that stuff by default yeah
some types of homeworlds, like ogryn homeworld, make you use mixed regiment rules for support specs and it can get more complicated but they clearly indicate when they're doing that
if you're making regular human regiments you don't have to worry about that
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>>86664168
They get *everything*? If the standard kit contained the favored heavy weapon, they'd get one?
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>>86664231
they don't have to bring it with them in the field and they can count their speciality's weapon as their main weapon but yes they would be allocated one
munitorum sees man in regiment, issues regimental standard kit
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>>86655728
Unknown Xenos on a distant newly-discovered planet are always best for providing a Rogue Trader feel. It's even better if the fight is over ancient ruins full of treasure.
>>
>>86664231
Favoured weapons aren't given to the regiment. They're a bonus to requisition them. (also the ability to customise them like weapons that are given to every character in the regiment) The Heavy Gunner and Weapon Specialist specifically have a gear entry that says they can take that
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>>86664379
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>>86664379
>>86664627
I was referring to this upgrade
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>>86664627
NTA but that got errata'd
adding weapons goes by "item of X availability" rules, which I assumed you were talking about earlier
whether your GM allows you to take weapons using this rule and maybe even count it as one step less rare for being favoured is a debate you'll have to to have with him
>>
>>86664679
How ghastly, didn't FFG know that a regiment where everybody is equipped with lascannons is 100% lore accurate and balanced?
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>>86664733
Ogryns with shoulder based lascannons and Ratlings to operate them, completely lore accurate
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>>86664733
Okay, let's fucking do this
1337th Heavy Snipers coming up
Imperial World, 1 point
> WP+3, any other +3
> All Imperial world characters start with Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (Low Gothic).
> Blessed Ignorance: Imperial world characters suffer a -5 penalty on all Forbidden Lore (Int) Tests.
> Kill the Mutant: All Imperial world characters start with Hatred (Mutants).
> Starting Wounds: Imperial world characters generate their starting wounds normally.
Bilious CO, 2 points
> Paranoia talent
Guerilla Regiment, 4 points
> Stealth skill
> Ambush talent
> 1 lascarbine (Main Weapon) and four charge packs per Player Character, 2 blind grenades
per Player Character, 2 stun grenades per Player Character, 2 frag grenades per Player Character.
Snipers doctrine, 2 points
> BS+2
> Marksman talent
> One long las and 4 charge packs or one sniper rifle and four clips per Player Character
(Main Weapon).
Forward observation doctrine, 4 points
> Standard Regimental Kit: 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1
handheld targeter per Player Character, and 2 pict recorders per Squad.
That's 11 points, 1 left over
32 points to spend on RSK
Favoured Basic Weapon: Triplex Pattern Lasgun
Favoured Heavy Weapon: Man-portable lascannon
20 points: Add item of very rare availability (Man-portable lascannon)
10 points: Improve item to best quality (Man-portable lascannon)
2 points: Add a chrono to standard kit
Count long-las as main weapon over lascarbine.
All other kit as standard.
>>
>>86665022
1337th "Heaviest Snipers" Guerrilla Regiment
Between their marksman training allowing them to shoot at maximum effective range without the difficulties most regiments suffer and their magnoculars for spotting, these fine gentleman mainly wreak havoc on enemy tanks from a great distance but are more than willing to bring their wrath to bear on high value infantry targets. Their stealth skills combined with their cameleoline cloaks keep them from being spotted too readily and a hail of sniper fire awaits any enemy who dares to approach on foot. Those few who do manage to reach close range will be shooting at blurry outlines throwing grenades.
In the event of truly overwhelming force, this regiment is of course equipped to call in artillery strikes from those few regiments who manage to fight the enemy from even further away than the Heaviest Snipers manage themselves.
Known among their fellow Imperial Guard for producing the finest pict recordings of enemies running for cover as their tanks explode. Initially this lead to a commissarial investigation, but this was ultimately dismissed with the caveat that recordings are subject to commissarial review before dissemination on the grounds that it's good for morale to see the enemy panic one in a while.
Known among their enemies as "those sneaky bastards with the lascannons".
>>
>>86665022
Why does it cost 2 points to add a watch?
>>
>>86665090
You should be grateful that such technology is so readily available to you guardsman
>>
What's the best regiment type for an ogryn world unit? I'm making one for either a one-shot or shorter campaign, I'm leaning towards grenadiers because that is their nickname, but the actual stats for grenadiers aren't particularly appealing
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>>86665137
Rough Riders so your GM has to come up with the starts for something an Ogryn can ride and also because an Ogryn cavalry charge would be fucking horrifying.
Really though, any infantry thing is fine, right down to line infantry. What's the issue with grenadier?
>>
>>86665137
There is one of the books with a grenadier specialty ot whatever that gives them carapace armor and grenade launchers.

That or get the regiment that gives them all turox scouting vehicles and have their companions ride their retards into battle.
>>
>>86664627
>>86664637
I believe that's literal, and you get an additional favoured weapon.
>>
>>86665137
Aeronautica
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>>86665137
I've fucked around with making agile Ogryn since one of the complains when OW released was that "Ogryn can backflip" due to how the aptitude system works. It actually comes out rather well.
https://pastebin.com/712PjHvP
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>>86665190
>so your GM has to come up with the starts for something an Ogryn can ride
There's one Size(6) mount in Hammer.

>>86665137
(5) Ogryn World
(2) Maverick Officer
(3) Close Assault Regiment
(2) Close Order Drill
(5) Heavy Lancers
-5 Incompetent Leadership (or other 5pt Drawback)
--- Condemned (after regiment creation for WS aptitude; the choice of talent is good too)
>>
>>86665510
>Favored Weapons: Ogryn-Proof weapons
That's some kind of fuckery right there. There's more than 2 proofed weapons, and variant patterns can make anything proof.
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>>86665472
>The sky is filled with ogryns zoinked out of their minds while holding down the trigger of their planes' autocannons in abject terror
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>>86665923
That should last them the first few hundred metre drop.
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>>86665137
Like >>86665190 said, rough rider regiment. Or rather close combat regiment with cavalry mounts. With the rules in hammer you can build mounts with size (6), and you can make them fly.
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>>86665577
presumably he intends it to mean "pick some ogryn proof weapons"
>>86665564
>There's one Size(6) mount in Hammer.
well I know what regiment I'm recommending when it comes time to play Only War
>>
Gearing up to run a couple sessions of Warhammer Fantasy Roleplay 2E, any suggestions for pre-cons?
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>>86669514
Hey buddy, I think you got the wrong door, the leather club is two blocks down

>>86659494
>>
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>player wants to buy a slave
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>>86670175
tbf, I don't see the problem with bringing in WFRP here. It fits better than it does among the tabletop crowd.
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>>86671046
>it's a felinid slave
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>>86671360
Last game I played someone played a felanid who used to be a rogue trader's sex slave and somehow became a sergeant in the imperial guard. They also took their role wat too seriously and were always ordering the other players what to do. I didn't like that group that much
>>
What were the rules on variant equipment patterns again? All this talk of ogryns makes me want to try and roll up an ogryn proof plasma cannon
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>>86671425
Hammer of the emperor near the back of the book
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>>86671046
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>>86671412
I find sergeant works better when you treat them comrade bonuses and command/inspire like Scooby snacks.
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>>86671995
"Fix bayonets!"
"But sarge..."
"Would you do it for a Scooby snack?"
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>>86671412
anyone who plays something like that is always going to be a fucking weirdo, I'm not a huge prude but any time anyone plays "Former sex slave" or "Former Slave" or "Concubine" they're always invariably a weirdo and projecting their fetishes onto the game
>>
>>86672414
Their profile pic was also some weird furry stuff. I was alarmed but 40k games do not show up all that often, though it fell apart after 3-4 sessions
>>
>>86672468
I completely understand, finding games is hard as fuck, especially with decent people
>>
I only painted 3 Space Marines so far but the Imperial Knights are very tempting, should I go for them?
>>
>>86673403
Imperial Knight homebrew helps, so you're not playing a guy removed from their one thing. Whether it's worth role-playing either is down to the group.
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>>86671446
Would an ogryn regiment start with their equipment having the ogryn proof quality, or do they just start with ripper guns?
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>>86675373
By raw, they start with whatever is in their standard kit. Close-assault is the only regiment type that has an ogryn-proof weapon choice (the great weapon) by default. Ripper guns being standard come from the ogryn weapon special equipment doctrine in shield of humanity.
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>>86675373
If you're making a regular regiment and just having a bunch of ogryn characters then they all start with ripper guns
If you're doing the Ogryn World option that lets everyone be ogryns by default and then choose a guardsman specialty on top then the rules don't mention anything about equipment at all.
RAW you'd probably start with whatever your chosen guard spec gets, but that's clearly fucking stupid so I'd recommend just homebrewing it or paying the small tax for the Ogryn Weapon doctrine.
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>>86675430
>but that's clearly fucking stupid
>trusting munitorium to not fuck up
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>>86675439
fair
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>>86675373
you can use the variant equipment pattern rules from hammer of the emperor to make stuff ogryn-proof
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>>86675430
>the rules don't mention anything about equipment at all.
Variant Pattern rules are in Hammer or Shield, and there's no reason not to use them for abhuman regiments.
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>>86654035
Do you make your DW track ammo? If so, all the time or only during extended combat/tense situations?

Semi related: the exorcists chapter bonus sucks fucking balls. So much for being possessed and then fighting the demon to develop a resistance to their influence. But hey, have this forbidden lore +0, enjoy while other chapters pocket actually useful and cool unique bonuses.
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>>86678261
They get a basic or heavy weapon, sidearm, knife, optional melee weapon, 6 clips (3 main, 3 side), 6 grenades (3 frag, 3 krak by default), and optionally a backpack of ammo. Plus some other stuff, but that's most of it. This isn't Wang and it has to suffice for a whole mission or more, unless there's a resupply. Better keep track of it.

For the most part I expect learning any forbidden lore to be more than purely theoretical knowledge; you either did some sketchy shit, read through some Lovecraftian sketchy shit tomes, or fought a *lot* of sketchy shit to get anything more than, "Yeah, that's some sketchy shit - burn it or kill it."
Some of it is still 'You know the secret handshakes of the Adeptus Whatever, and either you are a Whatever or they would kill you over it' or your specialty (or chapter) offers the knowledge up more easily. But unless it's entirely irrelevant to the game or campaign, it shouldn't be useless. If it is ... change the character or the campaign. Whichever is easier.
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>>86678261
is that really all the exorcists get? you'd expect at least a bonus to resisting psykers or something

also who doesn't track ammo?
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>>86679517
That's all they get, Forbidden Lore (Daemons).

My GM liked not to track ammo for DW, as the game suggested. For survival missions, large combats or more tense situations, he'd have us buy individual mags, or simply state "you have three magazines left".
>>
(Lore question) When the thousand sons get new marines, hypothetically what would happen if the recruit wasn't psychic? Would they turn to dust or just be like the other non rubric marines, just without the powers?
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>>86680488
The rubric affects past and future marines, so they'd get insta dusted
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>>86671046
I can't think of a single time a GM allows the purchase of a slave and things DON'T devolve into fetish shit
>>
What are your favorite, recurring NPCs that you like to use?

Mine is an NPC called The Undertaker. He literally is that, an undertaker by trade, but is secretly a daemon of Nurgle that just shows up to bury the dead and collect their souls. He's completely unassuming and totally harmless, he never reacts even if attacked and goes down in one hit, but is actually immortal. His only function is to unnerv the PCs and provide useful information, albeit usually to their own detriment if they're not careful. Accepting his help usually comes at the cost of corruption points.

My favorite thing about him is the psychological pressure he puts on the players. If he shows up, that means that someone is going to die very soon.

Another one is the Peddler, a !notChinese follower of tzeentch that just appears with his shop. He peddles small amulets and knicknacks, but also information. Unfortunately in pure stereotypical chinese shop owner fashon, almost all his wares are either trapped or cursed. Players have learned to avoid him, but he's a sort of deus ex machina i let them use when they're stuck on some problem about gathering information
>>
>>86680971
Pretty based. Will steal and not claim as my own
>>
Headcanon idea:
Demihumans are all artificial breeds of humans created long before the dark age of technology, perhaps to adapt to planets or created for other reasons. The original psykers are among these demihumans, but they were individually crafted, perhaps with the intention to guide far-off early human colonies to keep humanity united.
The emperor is likely descendanted very linearly from an original psyker.
>>
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>>86682676
The abhumans and psykers being engineered is facts now thanks to what it says in the Votann codex. Big E was still from Phrygia though.

>>86680924
I've seen players buy slaves and it hasn't turned weird. You just need a good sense of economic principles.
>>
>>86680924
https://www.youtube.com/watch?v=7RUrBmXUGuU&t=714s

Skip to 08:04
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>>86683489
damn he wasn't kidding with that epilepsy warning
>>86680924
even in shit like black crusade where you're expected to be able to buy them for just doing chaos things? or manual labour?
admittedly slaaneshi chaos things fall under fetish shit a lot of the time
>>
>>86680924
I purchase them in the thousands for metal tools, corpse starch and liquor as cheap cannon fodder/crew replacement when I play RT.
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>>86682676
>Demihumans are all artificial breeds of humans
This is the only way it ever made sense. The idea that things like Ogryns, Squats, and Ratlings evolved independently but identically on so many different planets after such a brief period of isolation was always dumb. They'd probably have been created for specialized roles in the same way that Navigators were. Psykers are somewhat more reasonable as natural occurrences given that they are not designed specifically for different planetary conditions and seem to be more the product of a very long-term gradual development of humanity toward being all psykers (hence the ability of most 40k-era humans to be affected by a Blank's aura).
>>
>>86685354
You've convinced me on this one anon.
Makes me wish we had slightly more information on the other abhumans. Not a whole bunch of novels just some kind of idea of what they'd be like for stats.
An abhuman generator table for only war would be pretty sick actually.
>>
>>86685606
There's a few Abhumans mentioned here and there that are so specific to their environs they have to have been engineered, like the people with gills and lungs on certain ocean worlds, big E probably tried a few things before going straight to the Adeptes Retardes, the Thunder Warriors were probably his trial run, then he wanted to see if things would work out with a more stable breed, and then from there he went "Too easily made retarded/thievy/furry" and made the spess mehrines
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>>86685692
agreed, it's plausible that a lot of them were attempts at different aspects of things that eventually made it into the marines
the ogryns are obviously experiments in excessive muscle, but too stupid
the squats are tough and reasonably smart but too short I guess
the ratlings are snipers so presumably good eyesight but again too short
the gills and lungs could lead into the improved lungs of space marines, presumably gills were considered overly specific
nightsiders have, basically, darkvision which is ocular shit similar to ratlings but that's a small advantage on its own by comparison to super soldiers
and so on and so forth up until he started combining shit into thunder warriors
I think a number of these fuckers from a quick glance at lexicanum could be made playable with fairly minimal work, although there's like four "basically just ogryns again" but one is amphibious
>>
>>86665090
If I remember correctly, the crono tells exact time no matter what and can connect to the imperium equivalent of global positioning satellites.
>>
>>86685829
You do not recall correctly because chronos don't actually have an equipment entry in OW. In other lines where they exist only Good or Best quality ones would be able to. The latter part of that sentence is also sounds closer to what a multicompass does.
>>
Trying to whip up an ogryn regiment, not as fun as I'd thought it would be. Currently it is
>Ogryn world
>Choleric Officer
>Line Infantry
>Close Quarters Battle Doctrine
>Ogryn Weapons Doctrine
>The Few
All in all it leaves two creation points left over which I'd like to spend on a third doctrine, but none of the cool ones are two points. Ideally I'd like them to have better access to special and heavy weapons so there's more variety than just ripper guns and autocannons, but I'm tired and this is proving more difficult than it should be at the moment
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>>86685942
I mean, pens and cigarettes are given different names. Still bugs me that watches cost 2 points, those are pretty much standard issue for soldiers aren't they?
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>>86686351
Pay however many SRK points for ripper guns direct instead of taking up your last doctrine.
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>>86686351
What do you even want out of an ogryn regiment?

>>86686393
Fun fact, only the ratling regiment in the entire OW line has chronos as a part of their standard kit.
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>>86686536
Alternatively, upgrade regiment doctrine and commanding officer.
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>>86686546
The Idea I had going in was a specialist sort of heavy weapons unit that was more mobile and performed well in melee
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>>86686816
So what's stopping you? Ripper Guns are Common, aka 5pts out of the 30pts you get to customise your regiment with.

Favoured Heavy: Mauler Cannon
Favoured Basic: Mace Fist (or whatever; official regiments get to pick options that don't fit - why shouldn't you?)

>Line Infantry
What's this doing for you?
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>>86686901
I chose line infantry because it was cheaper and gave the rapid reload talent
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>>86687076
And Choleric commander so the -10 Agility Ogryns can test Agility vs Surprise. idk bruh. You are clearly doing you.
>>
>>86654035
>https://pst.klgrth.io/paste/cfuku
Deathwatch Core Rule link not working?
>>
>A combat shield is a compromise between flexibility and defence, trading the stronger field and physical protection astorm shield’s size offers for a free hand.
Can a Deathwatch marine dual-wield a two-handed weapon, let's say a power claymore, and a combat shield?
>>
>>86689012
Can you wield something else with any weapon that says it doesn't take up a hand? Sure. Is that the question?
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>>86689054
>Is that the question?
Well, my question was more that the combat shield, while not taking a hand, is considered a Balanced weapon dealing 1d5+1 Impact damage but its description mentions that unlike for a storm shield, it doesn't take your hand.
Hence my question - can you dual-wield this weapon that doesn't take a hand with a weapon that takes both?
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>>86689071
You're overthinking this. The hand is free. The power is yours. The combat shield isn't in the hand - it's on the arm. You can go hog wild on what you wield. You could choose a bolt pistol and jerking off all mission. Kill your enemies with one hand, and show them how to write 'death' in their own blood with the other. How you use both hands is not the limit. Imagination is.
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>>86687417
What officer type would you recommend then?
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>>86688950
Try the EYE archive
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>>86689598
NTA but fixed so they can order each other to get in the chimera
>>
bumbp
>>
I love fan art of 40k, and I wish we could have me variety like this. Marines armor is too flat and bare, the guns always the same, too samey
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>>86685771
>the ogryns are obviously experiments in excessive muscle, but too stupid
It's very likely that Ogryns were intentionally made that way during the later stages of the Dark Age of Technology or the early stages of Age of Strife in order to have a convenient non-AI source of manual labor for colonies. At the very least someone found them useful and intentionally spread them around the galaxy. They're in too many places to be a mistake.

I suspect Ratlings might have been an attempt to make human colonists who were better at surviving on primitive worlds and hand lessened subsistence requirements. Again, the utility is pretty clear, hence their commonality.

Squats very likely also made themselves that way on purpose. Their build actually makes sense for the type of planets they like to colonize.
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>>86692759
>Squats very likely also made themselves that way on purpose. Their build actually makes sense for the type of planets they like to colonize.
Squats were custom-designed by supercomputers as manual laborers until real humans could pick up the resources. It's why they have an obsession with duty and feel fulfillment from work - you cannot tyrannize that which cannot truly feel.
>>
Does Void Glass ring a bell
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>>86692792
The votann totally have a concept of tyranny tho
>>
>>86692992
Yeah, "not being allowed to work and rejoin the alzheimer core"
>>
>>86693508
Wasting resources and taking your autism too far
>>
>My head cannon now is that men of iron went rogue because instead of relying on them human used genetic to solve their labor problem
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>>86693829
Technically speaking the Votan could have been made during Gold or Stone Age, Men of Iron were the only ones to survive the whole obliteration thing
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>>86691104
fixed would probably be a good one. It's a point and gives the command skill which I think let's the ogryns order each other into transports
>>
Why does 40k rpg tools not have stuff from only war?
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>>86695515
Only War was probably released after the 40k RPG tool thing
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>>86695515
It does though
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>>86695695
It's missing most of the stuff from hammer of the emperor and shield of humanity
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>>86695515
>>86695812
you'd have to ask whoever was running it anon but ultimately nothing is updated forever
all things rot and in this we are made level
>>86695134
honestly I was shitposting with that
there's nothing I particularly like for ogryns
rapid reaction isn't honestly that bad as a free thing you probably wouldn't otherwise take in this case
sure, it might only be a 30-40% chance to not be surprised, but it's better than no chance... especially for ye big loud cunt squad with the massive guns who are so easy to find and not that hard to sneak up on either
>>
brumbp
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>>86655728
This>>86664263
would be the best choice. Rogue traders are at the frontier of the imperium and if you make an unknown xenos species then it'll feel like they're at teh frontier
>>
>>86697564
How can you generate those without half assing it or spending hours designing them?
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>>86654035
>Is an open mind truly a fortress with its gates unbarred and unguarded?
Yes. This is an ancient teaching from long before the Emperor of Mankind.
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>>86698271
>spending hours designing them
If you're building a campaign around fighting these things, you should be willing to spend some time on designing them. That said, it isn't that tough to do.

Decide what sort of technology and civilization level your critters should have. In 40K, you should generally lean toward the high end since it's easier for creatures with tech to fight back. After that, decide whether and how they can use 40K's space magic. Are they all Psykers, just a few, or none? Next choose some sort of weird biology. To make them seem alien, it's best to combine some traits from real types of animals that normally don't appear in the same creature. Crustacean-like creatures with fur, or pseudo-mammals with radially-symmetric anatomy or something. Choose some combat types they're strong or weak with. Are they fond of explosive weapons? Lasers or machine guns? Are they strong or weak in melee? Which damage type hurts them the most or least?

Finally give them a high-level thematic outline of a culture, assuming they're intelligent. This doesn't have to be in-depth. Your players are going to shoot at them, not do sociology. You should probably start with why they're fighting. In the example where they are fighting over ruins, maybe they're the survivors of a fallen civilizations guarding the relics of their golden-age ancestors (parallels the Imperium). Perhaps they're a race of scavengers who got their technology from the ruins of lost human colonies and are competing for those. Make sure to also get some idea of how they view the Warp. Are they into Chaos worship and sorcery, or do they perhaps abhor it even more than the Imperium?

If all else fails, fire up Stellaris and play around with their faction creation system. It's kind of limiting in some ways, but can give you a starting point.
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>>86691101
where?
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>>86700666
Eye EU, it's a massive archive of literally everything, then get to the RPG remuz directory and you should be able to find everything there
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>>86700404
Precious advice, my ore valuable than gold. Thanks anon
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>>86701453
Addendum: ngl probably the hardest thing to do is coming up with the tech bits the scavenge. Would it be wise to use a catch-all archeotech/rare/common category, to represent all non-unique or handcrafted items? Never played RT, this is for an OW game (this >>86661476)
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>>86701453
The Koronous Bestiary has some rules for generating Primative Xenos, you could elevate them from that, or use it as a sort of "Evolutionary background" that lead to the current circumstances of the aliens
>>
Is it even worth reading the massive collection that is the Horus Heresy? Should I do it?
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>>86702078
No. It has more filler than nardo or dbz. Find the FW Black Books if you want info on that time period.
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>>86702078
Worth reading from book 1 to book (too many)? Fuck no. There are some books that are good (well, at least okay), but a lot of them are pretty bad.
>>
>>86702078
First rule of never ending war is to have fun
>>
https://www.youtube.com/watch?v=iBDSAG1St8A

How do I build for a Devastator Terminator armor with Mounted Plasma instead auto cannon or missiles? Any talents that allow for gliding on the surface instead of walking?
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>>86702078
I think the first wave of books is good. Then basically its mostly worth reading what you're interested in. Just remember most of it is Schlock/pulp its meant to be fun but don't expect great works of literature.
>>
So, the Tau. At this point in the timeline (5th or 6th expansion?) they DO know that the galaxy has a huge amount of negative magic going on…right? They literally saw a huge warp monster consume a giant expansion fleet on live TV. They probably knew that there was a warp and antagonistic powers in it for a long time but the Ethereals just kept a lid on that knowledge. But at this point with centuries(?) with contact with Imperium humanity there’s no way the average Tau haven’t at least heard of there being some kind of bad magical shit going on.
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>>86705323
Yes, but the Ethereals were granted straight up mind control powers by Phil Kelly so the tell the other T'au that everything is fine and all doubt is instantly erased from the menials' minds.
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>>86705361
Seriously? The Ethereals seriously do mind control at that level? Maybe they really were the pet project by some Eldar group. Maybe Eldrad or some farseer thought they could engineer something to counter Chaos influence.

But a scarier thought — what if the Ethereals were a plot of Tzeentck? That could explain the super convenient warp storm hiding the Tau home world for just the right amount of time. Maybe a big enough Farseer could do it but it makes more sense if it was a chaos power. Maybe Tzeentch is planning to use the Tau as a wedge against the forces of other Chaos gods? Maybe the Ethereals are secretly a Tzneetch-worshipping cabal whom Tzneectch felt would be useful for something so gave them this crazy mind control power over their entire race? Maybe the strict eugenics rule to keep different castes from mixing is, in reality, a measure to make sure the Ethereals’ gift is kept within their group.
>>
Oh, and another thing. Who handles the back-channels between the Imperium and all the different xenos? Inquisitors? Rogue Traders? High Lords with secret lines of communication with especially useful xenos figures (ie, Farseers)? Inquisitors unofficially turning a blind eye to those which have a track record of positive outcomes for the Imperium?
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>>86705323
they have no souls so it doesn't matter
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>>86705576
Nobody in particular, interaction with xeno are a case by case basis and some relations are longer lived than other.
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>>86705576
It's usually traders, inquisitors, or sector officials. Case-by-case basis of course...but you can pretty safely assume that if there is a notable xenos population willing to maintain back channel communications, there is some small office or boring well-hidden cubicle in the Lord Governor's estate dedicated to the purpose.
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Bump
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Just getting into rogue trader after picking it up from the humble bundle.

Playing a character made through the Tau Character Guide, that my DM is letting me style as a Gue'vesa.

The guide says that my armor has a translator unit attached to it, but after searching the Rogue Trader Core, Deathwatch Core, and the Tau Character Guide for it, I can't find that this translator unit is, or it's function.

Any anons know whats up with that?
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>>86707640
>I can't find that this translator unit is, or it's function.
It does exactly what you'd think, without being awesome enough to break the GM ever bringing language into the game ever again.
> Speak Language (Tau)
You have this.
>Speak Language (Low Gothic)
Everyone else has this.
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>>86707640
They probably just assume it's a generic and obvious enough thing that they don't need to write stats down. When you're wearing your armor (or if you have something relatively compact on like headphones) you don't need to test for common languages, you understand them fine.
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>>86707663 >>86707668
Thanks, was making sure I wasn't crazy, cause the other two directly referenced attachments you could get so this was an odd outlier.

Rank 1 of the fire warrior career gets you the Low Gothic language at a cheap 100 exp. So I figured that it might have had a specific use beyond the obvious 'you can talk to your dumb Gue'la allies.
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>>86707717
If you ever end up in a more permanent haywire field, otherwise have your gear break, need to use some form of communication the translator unit doesn't cover? You might be happy you spent that 100xp. Otherwise it's probably just redundant.
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>>86660289
>>86661853
>>86664263
>>86697564
Thanks, these are very good ideas. I’m going to create a rival rogue trader with a competent core of armsmen and house troops who is using semi-primitive xenos as labor on a world he’s subjugated. The xeno generator from Koronus Beastiary leaves something to be desired but some imagination and hand-waving can fill in the rest. I rolled relic civilisation on the unusual communication table so I’m thinking of having the planet be a lost human colony full of archeotech. Should create some nasty surprises for the players.
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>>86707717
Assuming it’s an adaptive translator is may be useful in deciphering the languages of new xenos species, albeit through the lens of the Tau language.
>>
Unless I missed it, did Dark Pacts and Daemonhost stuff not show up again outside DH1? They were some of my favorite rules that I never got to play/experience at any table.
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>>86707782
I figure there may be incidents I may be caught in when I am not in my armor.

If something damages it, I am at some sort of occasion that requires not being in it, etcetera.

Plus it fits the roleplay that I am playing a human who was just unfortunate enough to have been born on a imperial world indoctrinated by the Tau.
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>>86707841
Since it's been shown to be DM fiat, I'll probably ask him if it's okay to have that more generous interpretation. It certainly fits the tau vibe that they want to talk to whatever crazy species they bump into.
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Going to run a knights campaign using edeldorfs rules, I'm thinking either starting with a tournament arc or some sort of other low risk event to get the group used to using the knights, any ideas fellas?
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>>86707846
2e Enemies Beyond
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>>86707846
I play 1e not 2e so this may not be the complete answer.
Enemies Beyond has rules pertaining possession, exorcism, and dark pacts starting on page 62. It also has a background for exorcised characters, daemon world as a homeworld choice, and creating daemonic weapons.
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>>86707865
>I am playing a human who was just unfortunate enough to have been born on a imperial world indoctrinated by the Tau.
desu, I think the standard careers and origin path options will set you up for this just fine.
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map bunp
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Humanity prevails THROUGH THE EYE OF TERROR.
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>>86709726
Where can I get maps for these games? I've wanted to run one for a while but maps and the roll20 UI have been one of the main things holding me back
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Your fortnightly podcast shill here. The group are working with a criminal gang to get deeper into the underhive through using an armoured train. Lots of combat and dumb shit.

https://open.spotify.com/episode/4Dx0duliyCMfx8Ly0fBWu0?si=20f28b980de64f86
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>>86710626
I got most of mine from ordo discordia and made some from the assets there as well
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>>86708345
That's a fast track to getting killed for heresy though
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>>86713065
I'd eyeball the origin path choices as being about a quarter "oops! it's heresy!", and most RT campaigns are if not a slow descent into heresy, then a sudden hard turn into heresy. There's usually a non-zero amount of heresy about to happen is what I'm saying.
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>>86713273
Depending on how Rogue of a Rogue trader you are, a lot of heresy is just "Mmm I love delicious Eldar wraithebone it tastes good" and if the RT is going further into that it becomes "mmm I love getting fucking ripped apart by Yu'vath daemonic constructs"

if a RT is actually dealing with Chaos heretics I think their career will be swiftly put to an end next time they make port
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>>86713725
...
And you already know that singing along to, "One of my crew! Quite likes the Tau! And I don't! Give two fucks!" isn't really anything to do with Chaos, right?
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>>86713725
I think you're overestimating the vigilance of interested parties and underestimating the amount of clout even modestly successful rogue trader has. A rogue trader who is dealing with chaos will eventually get caught (probably, anyway), but unless they're doing it quite openly it will take some time before anyone notices and even an inquisitor will think twice before killing a rogue trader on a mere hunch.
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>>86713273
It's either the AdMech going full heretek or someone being the secret cultist from the start and I hate it with a passion
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>>86713919
Tech heresy usually happens because it's easier to get out of a GM than equally OP archaeotech. Especially after killing xenos or looting ruins. I can understand that much if the party is on board. The rest of it, not so much.
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>>86714108
Tech Heresy is a lot easier to do, for sure, unless your Senior Explorator is super hardline orthodox, which, no one i've ever played with in RT has ever played an Orthodox techpriest
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>>86714452
if you put a tech class in a setting where they can do stuff with tech they legally shouldn't they're going to try their hardest to do all of that stuff as fast as possible
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>>86680971
There are a lot of characters across the series, but there are two who show up in every series, guaranteed. One is Sio't Korst'la. He's not one singular character, but a family line, the current head being Korst'la VII. Korst'la is the head of the House of Korst'la, a now intergalactic criminal syndicate that specializes in gambling, smuggling, extortion, arms trafficking, money laundering, assassination, racketeering, slavery, political corruption, and just about anything else you can think of that is profitable in the galaxies. While there are countless races within the House, the leadership positions are usually held by either T'au or the Drukhari the House have allied with (and a techmarine who was trained wrong, as a joke). Korst'la is a very shrewd businessman, a T'au godfather of sorts, and takes pleasure in screwing over people who didn't read the fine print. The players can count on the fact that Korst'la will ALWAYS act in his best interest, and as a result will often choose to work alongside him and his Internal Security Directorate (the HKSD), knowing full well that although they will get what they want, Korst'la will get what he wants as well. Everyone from hive dregs and guardsmen to Space Marines and Knight Nobility has ended up working with the House, and increasing both their power.

The other is...the Merchant. He sells stuff, stranger. Simple as.
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>>86716486
Perhaps. But my point in >>86714108 was that the GM likely makes the directly available (and more powerful) tech lopsided in favour of stuff they shouldn't use.
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>>86717077
haven't experienced it myself but I'm happy to assume you're right
I think more generally than just with 40k stuff, when people come up with things that are new but reasonably in-line with stuff by the book it shows a degree of investment in a game that's worth encouraging
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>>86717749
NTA, but archeotech in 40k borderlines on Magic, so GMs can do whatever they want with it, Ark Mechanicums literally have black hole guns and time shit, who knows what bullshit else they have
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>>86717749
By the same token I haven't seen much of the inverse or just a different balance, but I'm happy to assume there are people who have experienced that instead.
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>>86680971
>What are your favorite, recurring NPCs that you like to use?
My first Black Crusade campaign was about opening a warp rift on the agri-world of Rhodesia IV, with my character being a psyker whose family was big in the corn business. Ever since, all the Rogue Trader, Black Crusade and Only War campaigns me or any of the players in that first campaign were in featured maize booze.
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>>86680971
I turned the Haarlocks into a galaxy wide scheming group of impossibly old and vast money who have put events into motion to stir my plots.

They have a hand in all the bad shit from my campaigns. From being the rival during my rogue trader game, to privateers in death watch, benefactors in a black crusade one shot, and finally the owner of world's my group has invaded in only war. Attempting to working them in to my ongoing wang game with the blackstone fortress but we got down a lizardmen rabbit hole.
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Recently playing Rogue Trader campaign.
Please, really need help to find lore examples of voidship pilot/helmsman using mind impulse unit to directly control the ship. (Titan princeps stile)

I know about Black Legion flagship half-girl half-machine spirite pilote, but i need more mundane example.
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>>86719373
Didn't the world eater mascot pilot do that as well?
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>>86719373
Well, the MIU blurb does say it can be used to pilot the ship, I imagine any sufficiently large vessel, be it titan, knight, or starship has the slots and requirements, but I cannot give you any specific examples of such
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>>86719389
Thanks! I'll check
>>86719394
Have a disput with other player who thought that voidships operate only wia wox commands, rupors, pneumo-mail and stuff.
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>>86719454
Neither of you are wrong.
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>>86716655
I included them once in my game, seeing them in....well one of the two xeno brews you made for RT. Organized crime Tau caught my players off guard.

I don't recall the tech marine being mentioned in the splat, I assume you simply did not think it worthy of mention.
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>>86719373
Reading lords of Mars, they use MIU to link to the ship and process all info. RT ad Admech alike
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>>86719373
>>86719982
Check hwat Battlefleet Koronus says.
>>
I feel like using an MIU to pilot a ship has to go wrong sometimes. What if you start thinking about pancakes or get a song stuck in your head or remember a cool planet you visited and start going in the absolute wrong direction?
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>>86719373
>directly control the ship
Are 40K voidship systems even directly controlled from the bridge, or are they more like old engine order telegraph systems? I always assumed the latter to be more common given ships' enormous crew requirements and general old-fashioned nautical themes. I could see using implants to receive data and issue orders, though.
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>>86721360
A combination of both, I think. It's all pretty vague and varies by the writer, though.
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>>86721342
It comes with a bullshit filter, or you're properly trained in its use. The ship isn't going to explode because someone thought it'd be funny to suck the voidmaster's dick mid-journey.
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>>86719963
>Organized crime Tau caught my players off guard.
I feel like that is such an outside context problem I wouldn't even know how to start addressing it as a player.
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>>86721714
Presumably you know how to deal with organized crime and tau separately though.
Just combine the ideas.
>>86721463
tfw you can't get promoted any further in the navy because the MIU screening said you have shit brain disorder and will accidentally the whole ship
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>>86723331
The Tau do not seem predisposed or even likely to commit crime in the first place, let alone organize it, unless they're specifically told to by an ethereal
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>>86723449
you're not wrong, it's surprising, but it's not like organized crime is something completely ineffable
it's just weird for them to do, probably coming with a few customs human organized crime doesn't have
maybe they report income from it on their taxes for the greater good like they're some kind of weird third world nation where anything is legal so long as you have money
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>>86723449
One of the kids' books featured a water caste smuggling ring. One white dwarf issue even had a tau-dark eldar multispecies crime syndicate back in war zone vigilus offer to work with the inquisition. The argument that it's not "real" tau is out the window, and a canon House is really creepy.
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>>86723449
>all tau are the same stereotype
not this shit again
>just use humans
no
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>>86723520
I mean, I guess? The way Tau work, I wouldn't even think they'd HAVE money, since they're a pseudo-communist, pseudo-egalitarian society that basically just has people who do things in their caste because it is their job to do so, with no other reason than "The Greater Good", Maybe something like the Farsight Enclaves who've been disillusioned with the Ethereals and split off in a few ships to go sell their goods and expertise to various interested parties
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>>86723542
Anon I didn't say that

if you want weirdo crime aliens, the Styrxis are right there, or the Hrud if you're really looking for danger
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>>86723545
Egalitarian and communit are two separate axes. You can have communism without egalitarianism (every time communism is tried) just like you can have egalitarianism without communism (which ends up being a free for all ancap hellhole)
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>>86723542
What does a Tau criminal bring to the table that wouldn't be equally served with a human or stryxis? Even the Leagues of Votann do capitalism in space now, so it's just an empty redundancy that doesn't fee like real 40k.
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>>86723520
>maybe they report income from it on their taxes for the greater good like they're some kind of weird third world nation where anything is legal so long as you have money
This one...actually happened.
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>>86660249
The Emperor would disagree
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>>86723557
>>86723774
Why is the only argument "other aliens do it"? Who cares. Sometimes it's the stryxis, sometimes the poopoo pissers from segmentum retardum, another a tau-dark eldar partnership (as >>86723530 mentioned, canon since in a WD issue).
Maybe there are humans mixed in, other is just only humans. Have some variety and creativity for god's sake, it will not only make the game unique, it will also surprise and throw off your players (like >>86721714 commented).
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>>86724842
>sometimes the poopoo pissers from segmentum retardum
Ah yes, my favorite Xenos faction in Warhammer 40,000
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>>86724842
Some people have a very strict view of 40k, almost like a theme park mmo, and any deviations from expectations is wrong, or worse, a subversion. A tau that doesn't follow the greater good isn't a tau, because tau are defined in the setting by following the greater good. Eldar are always tricksy, orks are always hooligans, kroot are always noble savage, necrons are always space egypt / unknowable horror. Change these, now the setting isn't "recognizable" 40k.
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>>86724861
Codex coming soon.

>>86724892
On one hand, strict 40k adherence is alright. You know what to expect, all the conventions and so on.
On the other, 40k became fucking retarded. Took itself way too seriously, excess of grimdark that's just silly and goofy now.
Worst offender is the scale and numbers, which never make sense.

Imo, a healthy dose of homebrew and headcanon is good. Only 1000 chapters of 1000 marines? Only a handful of ark mechanicus around? Fuck that shit. Every imperial is miserable? Nah, they live mostly normal lives. It's just that we focus on the nasty shit cause it generates adventure.
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>>86724892
I am not against going against established rules for Ayy Lmaos being different, lore being fine to homebrew, most game settings have some retard shit that is mind-bogglingly stupid, like every gun besides the mechanicus being reloaded *by hand* and the Mechanicus hoarding all hydralic lifters and shit like that for their own, that stuff is stupid as fuck, hydraulics are the most common thing on earth, the Romans figured that shit out in the ancient times

Either way, I ask questions about implementation because I want to know how others have gone about it, not that it's wrong, so please, share more stories about what and how you've changed things they're interesting to read about
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>>86725165
>Either way, I ask questions about implementation because I want to know how others have gone about it, not that it's wrong, so please, share more stories about what and how you've changed things they're interesting to read about
I'm yet to implement it but I'm making the imperium slightly more willing to negotiate with enemies (in a "diplomacy is an extension of warfare" way) than the baseline, similar to the cain books and their convincing tau to fuck off a couple of times instead of making them
of course, an inquisitor will always be there at such times, and that's where the party comes in
thinking of having them either hunt someone who has gone native or a rogue xeno about to sabotage a fragile alliance
>>
battlewagon bump
post more ye grots
>>
>>86729793
Is that a fucking vassal 40k model?
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>>86729793
Ruh Roh Rommisar, Riggers!

>>86729831
Looks like it. I use vassal 40k for my games, shame it got a C&D from GW.
>>
>see that cubicle 7 has made a new article about Imperium Maledictum
>it's just the old one they reposted since previous disappeared when they switched website
So much for Autumn release on that book.
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>>86733403
> google it to check
> first result is "Imperium Maledictum Announcement Post" from six hours ago on the C7 website
> click
> 404
do you think they'd be mad if I went to their office and asked them what's going on? given that they're Irish and GW is british I'm starting to worry king chucknuts is interfering because he's senile enough to think they're a terrorist or something
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>>86733403
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>>86692605
I personally have grown to like how simple and cartoonish Space Marines look, like they're a kid's refrigerator drawing of a Stormtrooper. Them looking like Saturday morning action men with Iron Eagles and Iron Crosses and every piece of nazi iconography short of swastikas really gets across the idea that these ultimate warriors of the Imperium with no equal are really just emotionally stunted manchildren living out a child's idea of what being a big strong man is, and that epitomizes the unattainable ubermench in the eyes of the Imperium. The childishness works in its favor.

Also it helps create a visual shorthand that any armor that doesn't have the big round pauldrons isn't a space marine. Having that variation available to everything that isn't space marines is nice.
>>
>>86736063
A solid analysis and commentary. Though 40k staticness and everything all being the same patterns and shit quickly became boring.
It's supposed fo be a setting for your dudes, and there is lore proof of ingenious tech priests and magi making up new devices and tech despite no STC template.
>>
>>86654035
Why are the Eldar crying?
>>
So there's an upcoming RT game I've been invited to and I want to build an Astropath Transcendent. I have a few questions, though:

1) Psyker bias: the 40k universe fears the witch with good reason, but what should I do if the rest of the cast wants nothing to do with me? I mean, the point of an RPG is to roleplay, but if everyone just goes "get lost", then what's the point? Things I want to do include being an unobtrusive advisor to the RT or the other characters about stuff, but if they reject me out of hand then there isn't much point to playing the character.

2) The GM says that Dark Heresy classes are open; would I be better off playing an Imperial Psyker instead? I mean, they get shittons of versatility, though the psychic system conversion is tricky.

3) How fighty should I be? I don't intend to spam psychic powers everywhere (I intend to be subtle), but combat is a major part of every game. I figure I'll just use Psychic Scream and an automatic weapon where needed, then hide behind the armsmen and archmilitant.
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>>86736526
because they can't do orgies anymore or slaanesh will eat their dicks or whatever
>>86737980
>what should I do if the rest of the cast wants nothing to do with me?
this is a concern that could stand to be voiced to your group or at least your GM, but honestly it's not all that likely
RTs and their entourage understand the importance of the human radio and aren't likely to piss it off for no reason
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tank bunp
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>>86737980
>what should I do if the rest of the cast wants nothing to do with me?
This is unlikely, at least for PCs and other important people. Rogue Traders need psychic support to operate, and are usually glad to have it even if psykers are scary. Also, an Astropath Transcendent is an important representative of the Adeptus Astra Telepathica, not some minor hireling. The Adeptus Terra are not groups a Rogue Trader wants to anger.
>>
>>86737980
Astropath Transcendants are very much the cream of the crop amongst psykers, Imperial Psykers are good, but to be Transcendant means you're well and above all the rabble, plus, you're likely well respected enough and well bound to be given some leeway among the crew, lesser voidsmen may ignore you, but rouge traders and the entourage are likely to not be as bigoted as everyone else, and additionally, as other anons have said, you're Psychic Radio Beacon Number 1 aboard the ship, you send everyone's Email and Receive it, you're expected to be beholden to some matter of secrecy and importance, most people aren't going to piss off the guy who literally reads and writes every single message they ever make or receive

All in all, being a psyker has it's benefits, in addition, Astropath Transcendants are a lot less liable to explode due to their Special Ability they get for being one, since they can re-roll perils of the warp since they're Soul-Bound to the emperor.

As for the fighty bit, Force Weapons are very good if you can afford them, though it's completely understandable if you just pick up a ballistic weapon and totally ignore melee, but Psychic Weaponry is pretty much one of the most assured ways of killing daemons and other warp entities aside from sanctified stuff

All in all, you're a valuable asset to the RT and crew, which is why you are where you are, you're not a sorcerer who's been dragged out of some chaos pit, you're a member of the chosen few who are strong enough of will to be a cut above being put into an Astropathic Choir
>>
So Only War lists these so-called "Hunter Killer Regiments" as the guys who make use of Hellhound and Hellhound-adjacent vehicles, but I was of the understanding that these vehicles were either apart of or entirely composing Armoured Regiments. For example, an Armoured Regiment mostly composes of Leman Russes, with a pool of Hellhounds and Thunderers/Destroyers to be used when necessary.
So whats the deal? Who's got these fucking vees? Sometimes it seems that even fucking Infantry Regiments got crews who use em, in a similar way to Armoured Regiments having indigenous infantry
>>
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>>86654035
Question.
I want to run a game for Space Marine Starship/Void combat.
Which system is best for it?
>>
>>86741306
Something that specialises in ship customisation and combat. Literally, go find the best system for it and just drag the parts you're going to use into the game.
>>
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>>86741407
>Find something that handles what you want.
>Find the best one.
>Then drag bits from it into a completely new system.
>That I do not specify.
10/10
>>
>>86741450
>Want to run spess mehreens
>Go to /40krpg/
>Have no clue what systems do spess or mehreens
>Shit harder for emphasis
So cool.
>>
>>86740622
I suppose it's an artificial distinction for game purposes, as well as FFG deviation from lore.
>>
>>86741935
this
also it wouldn't be super weird to have a regiment for this purpose as far as 40k goes
>>
>>86741306
Rogue Trader is the only one that has rules for Starship combat but for anything other than a one on one ship duel it will leave a lot to be desired. It also does not feature any Astartes ships. You might be better off just using Battlefleet Gothic if you want to use multiple ships. Your only other options are to try and reskin something completely different like Traveller or try and build one from the ground up.
>>
Are automatas the like of castellax, vultarax, arlatax etc still used in 40k? I understood that they were lost in great numbers, and their use was diminished, but not completely, is that correct?
>>
>>86745679
Diminished but still in use.
>>
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>>86745739
Thanks. I want to make my BC party cry, and put that single shot + smoke + unreliable melta one of my players got to game the availability system.
>>
>>86746638
There's a lot of things you can do to curb overconfidence, completely booty blasting someone with a Castellax robot, while certainly funny, would probably kill an unprepared party

However, it would be a good reminder that overconfidence is a slow and insidious killer
>>
>>86746638
why did you let him take so many drawbacks
>>
>>86746638
>single shot + smoke + unreliable melta
Yeah, that's a load of bullshit with a handle.

>>86748408
>Weapons may not have more than one downgrade.
More than one at all.
>>
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>>86748408
It's funny, he had my blessing. It's not a super serious game, and it was very amusing when he vaulted cover shouting "Tally ho" and evaporated a guardsman

>>86746727
I don't intent to hammer and anvil them into a castellax, but they will learn that against the Mechanicus full frontal assault is not a great idea, and the same goes for other opponents. They scrounged some haywire grenades too, they can be smart about it.
>>
What battlemap maker/tilesets do you guys use to make your 40k maps? Most ive seen are made for fantasy and dont fit the dark grunge of 40k
>>
>>86702078
I approached them epecting utter shit and was pleasantly surprised, but if you approach them expecting actually good literature you'll probably be disappointed. It's definitely not worth reading all or even most of them, but some are decent light reading. I would give the opening trilogy a try and then if you feel like it just read the stuff about whatever legion you're interested in. Personally I wouldn't really spend my free time on them, but I usually do have one of them saved as a pdf on my phone and always read a bit whenever I'm on a bus, in a long line or in any other occasion when I have to wait for something with nothing better to do. Finished about 8 of them this way I think.
>>
This may be a bit of a random request, but does anyone have any art of a 40k character throwing or holding a grenade? Seems like something that should be easy to find, but I'm having a surprisingly hard time with it.
Somebody getting stunned or blasted by explosion would also work I guess
>>
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>>86751035
Surprisingly hard to find, this is the best I could do off the top of my head.
>>
>>86741593
>Have simple question.
>Go to appropriate general to ask question.
>Get met with retarded response.
>>
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>>86745664
Thank you. I'm familiar with RT, but it is admittedly clunky as shite, but fairly comprehensive.
As for Marines, what would be the best system? Deathwatch, DH, or WnG?
>>
>>86751442
Deathwatch, it's quite literally designed just for that and has plenty of SM specific information and mechanics. Unless you're just allergic to whrpg system, then you can try with W&G or homebrew something I guess
>>
>>86751079
Thanks a lot, much better than anything I've managed to find so far
>>
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>>86751489
Also these two goons.
This and >>86751079 are both from OW core if you want to get them in higher res
>>
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>>86751035
>>
>>86751705
This is such a great illustration. Not the generic (cadian) green mf in standard flak, not any of the boringly common and equally generic DKoK, Armageddon steel legion etc.
A proper 40k artwork.
>>
>>86748408
Melta is already singe shot.
Unreliable comes from poor quality, not a downgrade.
Smoke is the only downgrade. It works by the rules.
>>
>>86752567
>Melta is already single shot.
Not much of a downgrade for a single shot heavy hitter.
>Smoke is the only downgrade.
Not much of a downgrade in general, but even more so for a single shot heavy hitter that gets to use their reload time covered by smoke. Beneficial, even.
>>
>>86752567
Oh yeah, and Single Shot (the downgrade) comes with Reliable. It's not all shitting on downgrades with the clip size of 1, but hard not to see it as a big rubbery fart in the general direction.
>>
>>86752713
the downgrade system is bollocks let's be real
>>
>>86752689
Smoke isn't even a downgrade in the strictest sense. The BS penalties from Smoke only apply when firing INTO smoke. It says nothing when firing OUT of it, because otherwise smoke grenades would be useless. You basically have a free smoke grenade every time you fire.
>>
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Toughness bonus confirmed no longer providing armor in the new d100 RPG
>>
>>86755285
Means
a) Reduction in weapon damage and penetration across the board to emphasize the value of armor.
b) Increase in wounds to account for less soak
c) Far more lethality than the original systems
>>
>>86755396
Sounds great across the board.
>>
>>86753871
Doesn't mean you should disrespect its asshole.

>>86754255
That's no less dodgy. The BS penalty is for any attack vs targets concealed by fog, mist, shadow, or smoke. Draw a line between attacker and target, and it doesn't matter whether smoke is on either end or perfectly between the two.

>>86755285
Good? I guess that will mean armour provides most soak and AP can do fun things. Also guessing that means armour will have some amount of unreduceable soak.
>>
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V E R Y C L O S E
Q1 2023 is my guess
>>
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>>86755932
When asked about a 2022 release:
Don't count on it, but it's definitely possible.
>>
>>86752567
>Unreliable comes from poor quality, not a downgrade
Comes from the downgrade scavenged. And it explosively disassembles on a jam, he already rolled with fate multiple times to avoid it.
The scavenged downgrade adds unreliable AND removes reliable, if it has it.
>>
>>86756436
To add, the single shot makes it a clip size of 1, and the smoke hindered the other teammates a couple times.
Reflavoured as a fancy martini-henry, it's also extremely expensive to shoot, since each clips is good for a single shot.
>>
>>86751442
Can't comment on WANG because I never played it.
Deathwatch is centered entirely around marines but one look at the errata will tell you FF fucked it up pretty badly at launch. I would still recommend Death Watch as it has quite a few splatbooks and wealth of homebrew to draw upon. It also has a hack to make it closer to Only War where everyone plays the same chapter instead of Death Watch specialists.
The Marine rules in Dark Heresy for playing Gray Knights are effectively just a port of the Death Watch rules.
Shas' books have a lot of marine centric stuff you can pick through. The Good the Bad & the Alpha Legion containing Heresy-era equipment and specialties and Gold Experience Requiem contains Custodes and Primaris Marines.
>>
>>86756968
>one look at the errata will tell you FF fucked it up pretty badly at launch
And that c7 took it back to first print.
>>
>>86755285
Finally, no more 15 TB Tyranid warriors having twice the soak of power armor.
>>
>>86757245
they're probably just going to be 25 natural armour instead though
>>
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>>86757495
>>
>>86756968
>Shas' books have a lot of marine centric stuff
I thought that said 'meme centric'. Was about to say how accurate that is.
>>
>>86754255
>It says nothing when firing OUT of it, because otherwise smoke grenades would be useless.
Concealing your own position and movements isn't only use for somekescreens. Placing smoke on or near enemy positions is often better - it maximizes obstruction of the enemy's view while minimizing obstruction of your own.
>>
>>86758446
Shas's books have a ton of useful wargear...and a ton of cropped porn. You could tell where he got bored when formatting.
>>
Looking for an experienced Dark Heresy 2e player/gm to help me with some questions.

Discord:
EDO#9965
>>
>>86757495
TYRANID SPOTTED
MAXIMAL PLASMA CANNON GO
>>
Rolled 58 (1d100)

>>86761256
let's see how you did
>>
>>86761342
I think I hit em if my BS is 55 and I aimed
>>
>>86761256
Here is hoping that plasma cannons is not the worst heavy weapon again
>>
Am I retarded check: Would a Khornate daemon allow themselves to be bound as a daemonhost if it meant they could rip and tear with the backing of the Inquisition/Cult/CSMs? Skulls are skulls, and being a daemonhost means they wouldn't have to worry about warp instabilities to exist in realspace
>>
>>86762600
There's no allow. Either you beat it into submission and you get what you want, or you don't and you don't.
>>
>>86703558
chuckled, thanks annon
>>
https://youtu.be/O9xcoE859MA

New gameplay trailer for Rogue Trader. Game was confirmed turn based only


> This game contains scenes and texts some people may find disturbing. They are not graphically detailed and presented from an isometric point of view, and most of them occur episodically. However, we consider it our duty to inform our players about them. You may see depictions of blood, gore, dismemberment, torture, slavery, and kidnapping in this game. It also contains textual descriptions and mentions of abuse, child abuse, sexual abuse, sexual assault, self-harm, suicide, cannibalism, and miscarriage. Player discretion is advised.
>>
>>86764470
>Miscarriage
Daemoncabula boys ww@
>>
>>86764470
Not too fond of the artstyle, but other than that it looks pretty great.
>>
>>86762600
summoned into a daemonhost? yes, if you get him a really powerful host
bound? no, you're gonna have to beat the fuck out of him
>>
>>86765764
This. The issue is not the summon and giving him a powerful host. It's the fact that if you don't forcefully bind him, it's gonna fuck you up and everything else.
>>
>>86764489
the birthing end, clearly
>>
>>86766450
well, if you make it a good enough deal or whatever there's a slim chance it might just butcher everything else and not you
this is, however, generally considered a bad plan at best
>>
>>86746638
>single-shot smoke melta
How the fuck?
>>
>>86671046
You dont buy and sell slaves as part of your econmoic plans?
>>
>>86769772
shit, I'm planning on buying a hundred
I don't need a hundred, but since any amount from 11-100 is as easy to get because black crusade, I guess I'm getting a hundred
>>
>>86769557
Play BC, fuck up the rules.
>>
>>86769557
Melta, give it the scavenged downgrade (forcibly gives unreliable and removes reliable), smoke downgrade, and single shot downgrade (clip size 1). Do note that as per rules you can only apply a single downgrade to a weapon, unless you can convince your GM (he did)
>>
>>86764470
Did they confirm Psyker bloodlines for the PC
>>
>>86768514
>this is, however, generally considered a bad plan at best
That's how I've always played/GM'd and I'm not going to stop now
>>
>>86776932
I'm not saying it's not a fun plan, just not a good one
>>
What's a good premise for a one shot? I want to get into GMing but I cannot come up with a simple starter mission for the life of me.
>>
>>86778209
which game?
without that context it's going to be hard for people to recommend much
>>
>>86778561
Shit, how do I keep forgetting this. Game is only war
>>
>>86754255

squats when
>>
DEEPDARKBAYONETFANTASY.

You've got 6 points to spend upgrading the base weapon, anon. You can take 1 Drawback. You know what to do.
>>
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>>86778687
Eventually. Not any time soon though. It is the holiday season, after all.
>>
>>86778681
Suicide mission with your crew on a hive that's being taken over by tyranids to plant a psychic beacon in a holy cathedral to broadcast a message beyond the local Shadow in the Warp to allied forces
Then make a Deathwatch one-shot about playing the coming kill-team of space marines
>>
>>86779166
I like that idea. What kind of stuff could I put in so it's not just a constant fight on the way to the cathedral?
>>
>>86778938
I love you Shas. Can we make out in the 7/11 parking lot? Wendy's is fine too
>>
>>86779565
Random areas that are holding out well, barricades that need to be breached, machine spirit that controls the communications place being a piece of shit asshole
>>
>>86779565
A lictor prowling around, and the team must avoid it a la Alien. The beauty of this type of obstacle is that there needs not to be any combat with the creature, aside from maybe a panicked barrage trying to fend it off and escape. Stalking, appearing as a shadow between buildings, snatching a comrade or NPCs....

Add in barricades gangs/enforcers/arbiters, which may demand a toll, refuse passage outright (even considering the situation, extremely few people are even aware of the Tyranid existence) or might help the PCs. Civilians needing rescue, and the risks this entices, or your team can just ignore them for the safety of the mission.
Hallucinations and psychic attacks from a zoanthrope that's trying to harass and slow them down remotely, as other Tyranids converge to take the team out and prevent the beacon from being activated.
>>
>>86779990
nigga you gay
>>
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>>86780347
Ok and?

Also. Addendum. The Icarus array lost in 9th the penalty to hit ground targets, though I suppose in the rpg it's a bit OP. Would firing only one of the three weapons be a fine compromise to avoid that fat -20 to hit? Or maybe just the autocannon since it's not really a surface-to-air missile and would work just fine for ground attacks.
>>
>>86779565
bunch of ecclesiarchy goons in and around the cathedral
maybe some battle sisters or a preacher who gets super mad about the psychic beacon
>>
carnifex bump
>>
So Navigators aren't psykers in that their powers come from a completely different warp interaction and they're not sanctioned before the Big E. Does that mean Khorne would take a Chaos Navigator and let them use that third eye? Or is it still "sword, tooth, or claw nothing else"
>>
>>86783782
I'm pretty sure Navigators were a thing when Big E was around
>>
>>86783782
Probably wouldn't, but it's your table. If Khornate navigator gets your dick hard then have at it.
>>
>>86783790
He's referring to the sanctioning process Imperial psykers have to go through. Psykers are soul-bound to the Emperor to help resist possession. Navigators don't go through this because the navigator gene is a stable mutation and they aren't psykers in the traditional sense.
>>
>>86783790
I meant that psykers have to go in front of Big E to be sanctioned. Or so I recall. Navigators just have to be born and not throw their ship into a warp storm on their first outing.
>>
>>86783808
>>86783805
ah, I misread what you meant. uhhhh technically I guess? They aren't psykers but they still use the warp, they perceive it and go through the warp with it, so I mean, technically Khorne could say it's OK because they're muties but Navigators have weird fucked up mutations that normal people don't even get, Nurgle would probably like them because Navigators usually end up as giant bloated monstrosities as they mutate further and further
>>
>>86783805
>>86783808
Those are astropaths
>>
>>86783824
All psykers have to be sanctioned. Astropaths are just the most common type of psykers. Dark Heresy 1e has psykers roll for sanctioning after-effects.
>>
>>86783808
>I meant that psykers have to go in front of Big E to be sanctioned.
Pretty sure Khorne doesn't give a fuck, and hates psychic powers for being psychic powers rather than their origin or means of control.
>>
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My DH players are just about to explore a near abandoned merchant ship that had it's gellar field go down temporarily. It was abandoned by it's crew once they reentered realspace and has sat in orbit for 2 years since the administratum had no idea what to do with the thing. Their target, a missing nobleman and his retinue lived and served abord the vessel and they're looking for clues about their past, but they'll encounter stuff along the way.
I've a bunch of ideas but I don't want it to be too bloated:
>Insane, abandoned crew members
>Ghilliam, Hullghasts and other mutants that have risen up from the lower decks
>Some sort of mutant leader who knew their target and can be interrogated
>Lingering spirits that act like poltergheists and weird phenomena in general
>A bunch of lost smugglers who tried plundering the ships cargo and got seperated
>An insane slave who thinks he's the ship's captain
>"Something" that always stalks the players but never attacks them or reveals itself
>>
>>86783832
Sanctioning doesn't always involve soulbinding, which is explicitly what happens to astropaths.
>>
So I'm brainstorming a background for an RT Archmilitant and i remember reading somewhere that certain Solar Auxiliae were granted planets to settle at the end of the great crusade. Are there any examples of this? I like the idea that my AM might have come from a fortress world manned by an Auxilia cohort's descendants and was wondering if there are any canon examples I could cite.
>>
>>86784375
Random malfunctions of the ship are always fun
>>
>>86784375
If you haven't already, watch Pandorum. Also consider RT has rules that let you stay adventuring for something like six months before you want to get back to a station and flush the systems with fresh air and so on. Probably a bit rank if it's just left to rot without even full crew and constant maintenance.

Creatures Anathema iirc had a 'something' type of creature where they don't say outright what it is, but give up some potential answers.
>>
>>86784784
That's a good point, stuff like gas leaks, doors closing and splitting the group up, areas with faulty gravity ect.
>>86785117
Thanks for the pointers, I saw clips from it a while back, will definitely give it a rewatch. I'm already using the Creatures Anathema for some of the enemies and Inquisitors Handbook for Void Gear, plus a few things from RT.
The point about the stagnant air never even occured to me, could have some side missions where they have to get an area ventilated before they can proceed through.
>>
>>86784376
According to DH normal Psykers also are Soulbound



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