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Previous Thread: >>86654035

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: On a scale of "The module is followed verbatim" to "Channeling Platinum Games", how cuh-razy do your games get?
>>
>>86787127
TQ: Fist fighting Rak'gol Technoshaman in the cargo bay of a DAOT ship that's currently fighting off a Rak'gol fleet near a black hole that may or may not be sentient.
>>
>>86787127
TQ: depends. Often humorous and with good bunch of head canon. I like my 40k that's silly like the good old days, and the violence escalating happens often.
>>
>>86778938
Kinda liking this, but two things:
>No negative agility modifier? Or will that be covered by kin/squat homeworld?
>Judgement tokens sound far too direct conversion from gameplay. Could it be more interesting if it would be changed to if the character has Hatred(X) talent for that type of enemy?
>>
>>86788543
>if the character has Hatred(X) talent for that type of enemy
Could just replace the tokens with a temporary hatred, which is better than requiring the purchase of hatred for everything
>>
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>>86788543
>>86788644
>>No negative agility modifier? Or will that be covered by kin/squat homeworld?
I didn't finish the chargen section yet. They will most assuredly have lower ag but bigger strength and tuff. Maybe even unnaturals since they're S4/T4, though not on level of a space marine. Currently only have the Hearthkyn and Cthonic sorted, might have Brokhyr and Hernkyn later. Depends on if I play more Darktide or not.

>>Judgement tokens sound far too direct conversion from gameplay. Could it be more interesting if it would be changed to if the character has Hatred(X) talent for that type of enemy?
Haven't messed with the Judgement system at all so far. I know it will give stacking bonuses, but still messing with the actual effects. "Automatically wounds" is such a bothersome effect to translate. Doubt it will turn out to be another experiment in "meta-currency" like the tau pathfinder or necron nemesor gets, may save that for an advanced specialization. Don't know any specifics yet. That's just how I work - I leave in notes and potential systems, then I revisit, add, and remove things as they pan out.
>>
>>86788644
From story based point, this anon at least has understood the Judgement points to be a from of old grudges reignited & situational hatreds combined. As such, the Votann starting with few grudges/hatred talents sounds entirely reasonable and then their commanders giving extra bonuses on top of those.

>>86788751
Not that much keen on meta-currencies but your stuff is interesting so trusting you with it. Although it is an important part of Votann battles, it might be just more handy to do it as a passive thing so players (might) remember it even before a battle than an active thing that changes. As an active thing it could get tedious to remember which enemies are tokened and how much.

Bonus points for the calling out of the stupid copyrightability thing, GW really is getting worse with the names.
>>
>>86788844
Almost guaranteed chance it will interact with the Vengeful quality.
>>
>>86788751
Wtf those models look goofy and ugly as fuck. Why do the (helmeted) grunts look very good (and arguably the zerkers and exosuit guys are alright too), but these are like baby carriers without a baby carrier?
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>>86788915
those are the new exo-armor guys, they've always been goofy
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>>86788952
I meant these guys, which are a bit silly but still look reasonably decent.
>>
What are the best rituals to benefit a group with every alignment in Black Crusade?
>>
Is there any way to play dark heresy, only war, rogue trader, etc on something like foundry?
>>
>>86790956
there's some setup for foundry and there's sheets for them on roll20 as well - some of them work better than others
>>
>>86791013
NTA but what is the best setup for something like only war on roll 20? I have wanted to try and start running games but I'm mainly used to running WoD with theater of the mind, so I'm not particularly sure how best to use maps or where to get specific ones since it seems that these 40k games more or less require them
>>
>>86791282
On roll20 there are, again, different sheets, some better and some worse. I think the DH2 one (out of the two) is the best? This is mostly hearsay as I refuse to touch R20, due to it being terrible.
>>
>>86780414
Are you the player or the GM?
If player, well, you have to convince your GM first. The -20 is a big penalty, but the rockets have scatter rules (both good AND bad depending on the situation). The Icarus cannon has Twin Linked, which does counter the -20 (it stings a bit losing the net +20 I know).

If you're the GM? It's your game dude. Having the AC not take the penalty does make the phosphor blaster even less worth than it already is, considering the advantage is the lack of the -20 with the full TL bonus. It's hard to balance point costs of the wargame in the TTRPG, since the phosphor blaster is intended to be the default, no-cost option.
>>
>>86788844
That copyright meme is dumb as fuck because GW was never good at naming things British people rarely are
>>
>>86794197
if we're being honest, most things in 40k are named a bit shlocky at best. this isn't necessarily a bad thing, it fits the tone, but people need to take a step back and realise this sometimes.
> these guys guard the imperium
imperial guard, next
> we put these marines in space
space marines, come on
> these lads talk using their minds across space
uhhhh. astral telepaths. astropaths. next.
> what do we call the guys who run the spaceshi-
imperial navy, you wanker
> what about the people who guard the emperor?
guards but make it latin so nobody thinks the imperial guard is involved.
> we need to rename the imperial guard for bullshit reasons.
star army but make it latin.

we're not dealing with tolkien-tier linguistic detail where the authors are literally linguists more interested in multiple conlangs than anything else here, and that's fine. as much as I would like that, it wouldn't make for a game with widespread appeal.
>>
>>86794545
>we're not dealing with tolkien-tier linguistic detail where the authors are literally linguists more interested in multiple conlangs than anything else here, and that's fine. as much as I would like that, it wouldn't make for a game with widespread appeal.
actually, you know what? I take that back slightly.
this would improve the horus heresy and I'll make my argument here
> everything is a "translation" from gothic
> the horus heresy is pieced together from "ye ancient historical documents of terra" by some character in-universe
> probably an inquisitorial scribe
> maybe several scribes, some of them working for chaos marines
> between the translation and the sources and the scribes everything is less than reliable
> the lack of reliability means retentiveness about canon is fucking gone
> the lack of concern about things being canon and the differing sources and viewpoints opens the door to deliberate contradictions in the books
> the horus heresy is then about cool things happening without concern as to establishing the timeline and the canon and who actually stood in front of the emperor
> this is consistent with the current tone of 40k where so much information has been lost and is contradictory
what we could have had
>>
>>86794594
>the horus heresy is then about cool things happening without concern as to establishing the timeline and the canon and who actually stood in front of the emperor
we were ROBBED
it was totally ollanius pius though
>>
>>86794594
I accidentally some fucking words hang on
>> everything is a "translation" from gothic
* from various dialects of gothic
>> this is consistent with the current tone of 40k where so much information has been lost and is contradictory
* and what remains is contradictory
>>86794635
agreed
>>
>>86788910
Shas'O dear'o,

Any tips for running Chivalry Intensifies that are not in the book? Anything from your years of expertise and experience shown you since writing the PDF?
I'm a completely new player to Dark Heresy, I would've just ran the base games first but my group wishes for Mecha Chivalry, thus I am duty bound.
>>
>>86793065
What would you recommend then?
>>
>>86787127
TQ: I follow the setting as it's intended. This includes Space Marine Librarians suplexing Broodlords WWE style, and cowboy guardsmen with support from techpriests from "Mechsiko".
>>
>>86795821 #
I genuinely don't really know. For an easy, free option, R20 is what I always see suggested and foundry as the non shit option (you have to compare the single 50 purchase of foundry vs the price gouging of subscription premium R20). I know there are a lot of other free and less free alternatives.

I still cling with a hybrid of theater of the mind and "zone" based maps: roughly divide the battlefield in zones, and unless CQC, then range can be easily simplified in brackets of anything from 5 to 50 meters increments depending on situation. Weapon ranges are very similar,
plus long range combat takes multiple move actions to go from, say, 150m distance to 100 (10 turns with Agility bonus of 5), not to mention vehicle combat.
Essentially, I sketch the battlefield in areas (i.e. loading dock 1, warehouse, open field, crate deposit), notable features like cover, terrain and obstacles, and then set up the range brackets, i.e. enemy one is within 100 meters, but more than 50m, compared to PC 1. Enemy 2 is 20m<PC 2<40m, but movement is tracked more accurately at close ranges.

If I want to use a virtual tabletop, I use Vassal 40k, however.
>>
>>86795015
So, I didn't make Chivalry. I can only speak of the stuff I use from TFiY. The way I made things, it allows a mix of adventure on foot and within Knights and Armigers. The big thing about Knights is that they are mostly highly specialized in specific roles, so you want to be clear with peeps what kind of enemies you'll be facing. Advise peeps against picking a Castigator if you don't intend to use hordes, for instance. If a peep doesn't want to be a Knight explicitly, there's always an Armiger for them. Knights do well in full-frontal brawls, provided they can get their hits in first, but are extremely vulnerable to being flanked because moving the ion field is a Reaction. Knight weapons are also very strong, but very swingy. While on average a Knight can survive 3-5 hits, there's always the chance of rolling six 10's and getting smacked. Emphasize the importance of staying mobile - Knights in a static british firing line formation are dead Knights. Four knights can come out on top against a dozen light Bio-Titans or Leman Russ equivalents, but they need to take care around enemy super-heavies. A series about Knights would need to balance mecha combat with individual combat as well - unless you're House Excelsus, Knights are big on decorum and social combat as well, and so politics and alliances will probably be a big part of the series.
>>
>>86787127
>Hunting down a group of Chaos cultists in hiding on an icy mining world currently being all but isolated by warp storms, under strict orders not to kill them all until they’ve tracked them to their secret dig site kilometers beneath the icy surface
>After a harrowing stalking through the frozen wastes and gas-mine tunnel, they encounter the giant of the wastes - a lone, heavily-scarred Alpha Legionary at the heart of the cult
>When they arrive, he hacks the head off the cult’s remaining leadership and tells the acolytes that they’ve been betrayed, their Inquisitor is tainted and seeking what’s lying buried here so that he can destroy them for his Dark Gods
>The cultists were digging down to a prehistoric set of Necron pylons, currently all but dormant
>Marine says he’s here to reactivate the pylons and stabilize the local reality on an ancient mission, says the cult was just a means to an end, asks the acolytes for their help
>Marine is probably too weak and old (and out of ammo) to defeat the party completely at that moment. He’s been stranded here for centuries.
Good campaign idea y/n?
>>
>>86796559
>Good campaign idea y/n?
I'd play it. Sounds like a fun time.
>>
Have an idea for a game but I ned help fleshing it out. I plan on introducing some friends to only war and the game I have planned involves their regiment, which will be from a desert planet, being stationed on a world in the middle of winter. I'm not so sure on details besides that, I was thinking something like they have to escort a commissar to his inspection of an outpost while shenanigans occur along the way, any thoughts or other ideas?
>>
>>86796559
God start, but it’s need more grimdark.

>If they kill the Alpha Legion dude, it turns out he was right and their Inquisitor orders the pylons destroyed under the pretense of them being heretical xenos tech, plunging the sector into ever-intensifying Warp storms that kill or corrupt billions.
>If they side with the Alpha Legionary, it turns out he was bluffing because he was too weak to defeat them. Upon gaining access to the pylons he immediately overloads them while screaming praises to the Dark Gods, plunging the sector into ever-intensifying Warp storms that kill or corrupt billions.

It’s important to the feel of Dark Heresy that your players always lose, even when they win.
>>
>>86796989
What you've got is fine for the first session, broadly.
Introduces them to the environment, the terrain, probably see a few enemies on the way, the general Imperial Guard version of logistics.
>any thoughts or other ideas?
as far as the future goes, try to have an idea of
> why they're on the planet and what the overall goal of high command is
> who they're fighting
> what the other side is trying to do
> another regiment or two they could interact with/might be deployed alongside
>>
>>86797020
>your players always lose
Fast track to getting a new GM, that is
>>
>>86797135
If you don’t want grimdark then get the fuck out of 40K zoomer.
>>
>>86797020
i feel bad for your group if this is how you run all of their campaigns
>inb4 nobody on /tg/ actually plays these games
>>
>>86797226
I’m not the guy who posted that campaign idea anon.

And I only run 40K games that way.
>>
>>86797255
to be fair here anon 40,000 is a LOT of games to run that way
>>
>>86797255
I didn't think you were, the campaign idea is pretty cool, actually. I just think never letting your players have any meaningful victories or progress is far too GRIMDERP and isn't conducive to a good roleplaying experience.
>>
Would you say the soul is a conduit for the mind when it comes to Psyker powers or is it the other way around?
>>
>>86797363
The soul and mind are two separate things. You can have a mind without a soul (blanks), as well as soul without a mind (servitors).
>>
>>86797363
your soul, your body, and your mind, are all the same thing anon
you can't exist as one without the others
>>
>>86797305
Why don’t you give some better ideas for that campaign suggestion then?
>>
>>86797409
I don't need to be good at writing campaigns myself to be able to recognize badly-written ones, buddy.
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>>86797305
You play 40k for depression and failure as you rage against the dying of the light. Otherwise you’re doing it wrong.
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>>86797409
Sure. I'm thinking 28 Ultra Marines pulling up in black Land Raider Transports, with Thunderhawks landing. Hive Ranch is under siege, from the Ultra Marines, who are gonna purge Hive Ranch heretic scum.
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>>86796559
So what happens if they decide to help the Alpha Legionare? They try to bluff their Inquisitor away from the pylons with his help? They try to expose their superior’s taint to the Ordo Calixis?
>>
>>86797603
>Ordo Calixis
They're probably not playing in the official setting, because there are no pylons in Calixis.
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>>86797446
>You play 40k for depression and failure as you rage against the dying of the light.
You can convey that while still allowing players to get reasonably satisfying results. They should be able to at least partially solve the problem. You make it Grimdark by showing them that they can't fully fix the problem, can't save everyone they wanted to (this is easiest - just kill NPCs), have to choose who to sacrifice, and/or that the threat they're facing will inevitably return even if they win for now. Giving them the worst possible result no matter what choices they make is a terrible way to GM.

In this specific example, reactivating the dormant Necron ruins might save the region from a terrible Warp Storm, but awaken the Necrons who kill the planet's population and become a long-term threat to the region.

>>86796559
How does an ancient Marine who has been marooned in the wilderness for centuries know about the machinations of a specific rogue Inquisitor? It might work better if the Alpha Legionnaire appeals to the Inquisition's larger goals. He doesn't tell them that the Inquisitor (who he doesn't know) is a Chaos worshipper, he just claims that sacrificing the planet to the Necrons will be better for the Imperium as a whole. His motives may be honest or this may just be his way of creating a worse threat or defeating a rival Chaos faction who would benefit from Warp Incursions.
>>
>>86797947
>You make it Grimdark by showing them that they can't fully fix the problem
this
you save the macguffin or whatever but the planet might still explode
you save the planet but not the people
etc etc
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>>86797947
>How does an ancient Marine who has been marooned in the wilderness for centuries know about the machinations of a specific rogue Inquisitor?
He heard it from his cultist minions, who got it from a captured daemon, who told them that the Inquisitor was a member of a rival Chaos cult.

>He doesn't tell them that the Inquisitor (who he doesn't know) is a Chaos worshipper, he just claims that sacrificing the planet to the Necrons will be better for the Imperium as a whole.
He specifically doesn’t want the Inquisition to know about the pylons or their location, but simultaneously he kind of needs the acolytes’ help. What else would he say to convince them not to squeal to their Inquisitor?
>>
>>86798140
>He heard it from his cultist minions, who got it from a captured daemon
This seems convoluted, impossible for PCs to verify, and likely to push them away from the Marine's plan if explained. A game of demonic telephone is not a good reason to turn against your Inquisitor at the request of a Chaos Marine. I strongly recommend dropping the tainted Inquisitor thing unless you're really stuck on it. It will also make it difficult to continue with these characters in subsequent adventures if they turn on their master.

>He specifically doesn’t want the Inquisition to know about the pylons or their location, but simultaneously he kind of needs the acolytes’ help. What else would he say to convince them not to squeal to their Inquisitor?
If you don't make the Inquisitor corrupted, convincing the Inquisitor to go along with the Marine's plan might be an option. The Marine can describe burgeoning storms of Chaos closing in on the sector and causing small incursions in outlying systems. The Acolytes could actually go to the Inquisitor to confirm this sort of information and present the Marine's plan. The Inquisitor is reluctant, but might be persuaded to consent if the players argue for this - or they could decide to fight the Marine and destroy the ruins.

If the Inqusitor is corrupted, then someone will need to present the PCs with evidence of this. It will need to be really good evidence that they can independently verify, and will need to show that their Inquisitor is worse than just a Radical (a pretty hard bar to clear). This is hard to manage and almost calls for a larger adventure just for investigation.

As for needing the Acolytes' help, I suggest having the Inquisitor give them a Macguffin of some kind that can either activate or destroy the ruins. The whole cult business may have been the Marine's way of baiting the Inquisition to send someone with this object.
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>>86798285
Addendum to the Macguffin thing. This implies that the Inquisition already knows of the ruins, but doesn't know their location. A good explanation is that an ancient Inquisitor discovered and documented the ruins long ago and obtained the Macguffin key, but deliberately buried the site and obfuscated its location to keep it safe from his radical colleagues. The CSM may even have assisted the Inquisition in this previous matter, hence his knowledge of the ruins' location.

The point of this arrangement is to give the PCs simple ways to verify each party's claims by talking to both sides. Their Inquisitor's partial records should match the CSM's first-hand knowledge, giving him credibility that a renegade Marine normally wouldn't have. This makes the ultimate decision of whether to destroy or activate the ruins actually difficult. If you just have a Chaos Marine making unverifiable aspersions against the Inquisitor, they PCs will think, "Inquisitor Good, Big Chaos Man Bad" and shoot him.
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>>86797363
The soul is a conduit for the mind. Psyker souls are inherently different from blunts in a literal sense. Their mind and willpower allows them to tap into this and create psychic phenomena. It’s also why corrupted and or powerful Psykers have a tendency to be fucking bonkers. If you also recall psychic disciplines have a coloring to them in
That they can influence who you are as a person not to mention what fuckery goes on with Telepaths
>>
>>86798285
>As for needing the Acolytes' help, I suggest having the Inquisitor give them a Macguffin of some kind that can either activate or destroy the ruins.
Why would he give them that instead of holding onto it himself? The warp storms making it difficult to get there while he has urgent business elsewhere?
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>>86798790
Presumably the same reason he sent them to do the job instead of going personally. If he sends people to destroy the ruins, he has to give them the key so they can do it. As for why he didn't come, you can use all sorts of explanations. He might be busy elsewhere, or just doesn't consider himself expendable enough to go, or perhaps he just isn't a field work kind of Inquisitor.
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>>86798851
Presumably he wants them to locate the pylons and then call him in so he can do whatever he’s planning to, be it destroy them for the Dark Gods or otherwise.
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>>86798920
That can work too. In that case, the CSM has to get the PCs to call for the Inquisitor to come with the item. It's basically the same, just with an extra step. It does help to explain why the CSM doesn't just kill them and take it without him needing to be weak (I'm kind of skeptical about a Marine being too "old", and being out of ammo won't stop an Astartes from turning regular humans into paste).
>>
What would be the most humane way possible for a human faction outside the Imperium (currently being invaded by Imperium) to deal with psykers?
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>>86798971
He was injured and supernaturally aged by a nasty trip through the warp: one of his hearts is mutated to uselessness and his left leg is a twisted mass of scar tissue (from digging out all the rampant corruption) that he can barely limp on. No Apothecaries or cybernetic limbs his size around. His bolt pistol is out of ammo and so all he has in his size is a sword. He could still hack you apart in melee but getting there would be very tricky - mechanically he can’t Run and has a reduced Charge range (and lower wounds). He would paste anyone he could get in close range but a few heavy weapons shots would take him down.
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>>86799006
Probably some kind of compulsory training/academy focusing on restraining your abilities rather than using them like a weapon. Psykers are rare and most are very weak, so if you don't have them hunted down and purged/imprisoned/enslaved for being witches like the Imperium does, it'd probably be more manageable. A psyker who isn't propagandized as an evil mutant witch that must be killed or broken by the will of the Emperor is probably going to have less of a chance of losing their mind.

Remember that the Imperium sucks and you can't assume that their methods for dealing with problems are remotely practical, efficient, or effective.
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>>86799163
Sounds like they would be kept as far away from the battlefield as possible. Which is a good thing, since it means I have no need to think of how to stat an enemy psyker.
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>>86798285
>>86798535
Hmmm... how about making the pylons relatively small, such that an ancient Inquisitor was able to steal their primary activation key for study (being somewhat radical)? Our acolytes Inquisitor could have eventually come upon the key and his notes by some mysterious means, and gives the key to acolytes with strict instructions that they use it to activate the pylons' self-destruct, under the explanation (pretense?) that they're wicked xenotech that have something to do with the warp storms plaguing the area. The reason he doesn't go himself could officially be that his ship is too cut off from the planet by the storms, or the marine hints that as some sort of psyker/heretic sorcerer himself the pylons are actually dangerous to him even by proximity. Then the marine tries to convince them to activate the device instead of self-destructing it.
>>
>>86799006
Keep them drugged up with something that either suppresses psychic abilities or just keeps them in a semi-functional stupor. It's not exactly humane by modern standards, but it's less permanent than a lobotomy or a bullet to the head.
>>
>>86799192
That'd probably be the sane way to handle it. If you want to inject some grimdark, you could have some of the psykers working in some kind of police or information bureau a la Minority Report. A focus on "soft" psyker skills like intuition and emotion reading could be a good contrast to the Imperium's sanctioned psykers flinging lightning bolts and exploding when they push their powers too far.
>>
How are we feeling about Imperium Maledictum?
>>
>>86799609
concerned that the guy said they were dropping TB from damage calculations because it always confused him
it's a single extra subtraction so it's a bit unusual for a designer to be confused by this
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>>86799325
The could work too - or the things can be some other kind of devices similar but not identical to the Pylons found elsewhere (the PCs probably won't have in character knowledge about pylons and what they do anyway). The main things to keep in mind is that if you want the players to really have to think about their choice, you have to give them credible information in support of the Marine's claims. The Inquisitor is who they'll tend to believe unless they have really strong reasons to do otherwise. This also means that both the Inquisitor and the Marine will need to tell the PCs not only what they know, but how they know it, and the PCs need to be able to confirm at least some aspects of it themselves rather than expecting them to fully trust either party (especially the Marine).

>>86799017
That actually sounds plausible. Do remember that the rules (at least the Deathwatch rules) allow Marines to easily use weapons designed for standard humans. They just have to tear of the trigger guard or something. Also remember that he can spit acid on people (at least I think the the XX Legion can do that) if he lacks other ranged weapons.
>>
>>86797044
Not sure. I was thinking of going the route of The Thing and having the occupants of the outpost be possessed by a demon
>>
>>86799640
>the guy said they were dropping TB from damage calculations because it always confused him
Is that why they're doing it? Honestly, if the game is adjusted for it rather than any hit meaning characters explode into blood smoke and giblets? I'm ok with this. I'd assume it puts more emphasis on armour to mitigate damage. Maybe a few talents and traits like Robust and Unnatural Toughness.

>>86799609
I'm not expecting anything, but I think it's going to be pretty alright.

>>86800134
More skill than you've shown in finding the right place to post.
>>
>>86800153
my bad lol
>>
>>86800153
>Is that why they're doing it?
presumably he meant it slows things down but I'm not sure how the adjustments will pan out
I was hoping things would be mostly compatible with previous content
>>
If I'm working on an adventure document for players, should I strip out information about enemy encounters or leave them in?
>>
>>86800199
>I was hoping things would be mostly compatible with previous content
I really fucking hope they don't. That bullshit from the players fucked DH2.
>>
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>>86800153
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>>86800293
not like they have to make it 100% the same to be roughly compatible
toughness being such a cornerstone and getting removed from damage calculation makes me worry it's not going to be very similar mechanically at all
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>>86799999
>This also means that both the Inquisitor and the Marine will need to tell the PCs not only what they know, but how they know it, and the PCs need to be able to confirm at least some aspects of it themselves rather than expecting them to fully trust either party (especially the Marine).
The Inquisitor doesn't need to tell them shit, just give them orders. It's heretical xenotech, go kill it and the cultists too. Reasons are unnecessary (but he's far away and doesn't trust too much sensitive data to astropaths if any are needed).

I plan to demonstrate the escalating effects of the null field as the players delve into the tunnels, ideally with a psyker in the party but failing that with cultists trying to use magic and visibly failing as their powers wither. Maybe the Alpha Legionary has a copy of the ancient Inquisitor's notes somehow.

>That actually sounds plausible. Do remember that the rules (at least the Deathwatch rules) allow Marines to easily use weapons designed for standard humans
I mean sure but it's not like laspistol in his hands would do much more good than trying to limp-charge and hack them apart by hand.
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>>86800301
>it's a single extra subtraction so it's a bit unusual for a designer to be confused by this
It only seems unusual because you've failed to grasp what they're implying. What Emmet is saying is more like "TB shouldn't be damage soak when it already adds to wounds, and I never understood why they didn't change it."

>>86800401
It's probably going to be mechanically akin to Warhammer Fantasy Roleplay 4e and Dark Heresy. They said this already, so imagining it's going to be radically different because they aren't using TB for soak? You're poking the sky to see what's falling.
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>>86800770
Oh I'm not >>86799640, I was just posting the cap for clarification.
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>>86800781
Fair enough.
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>>86800770
>It only seems unusual because you've failed to grasp what they're implying.
I'm not saying the design choice is unusual. I'm saying the wording "confused" does not inspire confidence.
> What Emmet is saying is more like "TB shouldn't be damage soak when it already adds to wounds, and I never understood why they didn't change it."
I have no idea where exactly it adds to wounds? I've not played the older set of games but everything in DH2e, OW, and Black Crusade gives you X+1d5, excepting BC's minions where it does indeed come into play.
Was this a thing in 1e and RT or are they making it a thing in IM?
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>>86800894
If you want to increase your wounds in play you have to buy Sound Constitution, which is limited by your TB.
I don't agree that it's "a big part of your wound calculation", but it's definitely there.
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>>86800917
if that's really it, then yeah, I'm not sure what this guy is getting at calling it a major part of the wounds calculation
I'm not sitting here going "oh no it's going to be COMPLETELY DIFFERENT everything's RUINED" or whatever. I'm not even saying the changes are necessarily bad, I assume the games designer knows more about games than me.
I'm just thinking that without toughness as damage reduction, stats are going to be far more of a pain in the ass to transfer to IM or from it than it would otherwise be, for everything including gear and creatures, because things will likely be balanced pretty differently.
Without TB as DR even your basic 1d10+2 or 3 las weaponry has a much higher chance to wreck low/un-armoured enemies unless most of them have natural armour or unnatural toughness suddenly.
It's not a small change by any means.
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>>86800894
>I'm saying the wording "confused" does not inspire confidence.
And I'm saying that the way you've conveyed this suggests you don't understand what they meant.
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>>86801105
>if that's really it, then yeah, I'm not sure what this guy is getting at calling it a major part of the wounds calculation
Remember: (Cubicle 7's) Imperium Maledictum is as much inspired by (Cubicle 7's) Warhammer Fantasy Roleplay as it is FFG's games.

So maybe look at how you calculate wounds in WFRP 4e. It uses SB, TB, and WPB, with multipliers for size.
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Also worth checking out how firearms work in 4e, too.
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>>86801312
>So maybe look at how you calculate wounds in WFRP 4e. It uses SB, TB, and WPB, with multipliers for size.
There we go. This makes a lot more sense now, appreciated.
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>>86801357
Yeah. But I wasn't joking about actually using your own eyes to look at 4e.
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>>86801105
>I assume the games designer knows more about games than me.
You assume too much.
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>>86801823
given that I needed someone to remind me that WHRP4e was relevant and point out how, I think we can keep assuming the games designer knows more about games than me
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>>86797206
Contrived grimdark is lame.
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>>86797385
Blanks have a soul, dumbass. Theirs is just the really weird one.
Psyker's gift is a mutation, not divine providence, same as with blanks.
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>>86798651
I could argue it's the same with any profession or upbringing.
Psykers aren't any different, except more liable for madness, courtesy of direct line with the warp.
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As an archmilitant First Officer, what's a fun acquisition I can take that isn't the usual storm bolter? GC Crew Improvements? Some kind of mega vexilia?
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>>86803335
Atomics.
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>>86803391
You know what? I think Cyclonic Missiles count as micro nukes, right?
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>>86803405
No, cyclonic torpedo is magnitudes worse than a nuke.
I don't even a Rogue Trader is allowed to requisition one without permission.

You might be thinking about vortex torpedoes, but they're pretty much the nuke for all intents.
In fact, single vortex torpedo equals a whole volley of atomics and probably even more unreliable.

Nukes are just a classier way of fucking someone over.
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>>86803437
Faith and Coin listed a man-portable cyclonic missile warhead. Of course, it also mentions that having them is a death sentence, so I probably shouldn't have one. Mqybe a GC grapplehawk or something?
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>>86803335
Separate to ship components, there should be a section marked 'ship upgrades' in HA & ITS. They're good upgrades, Bront.
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>>86803464
>HA
Good one, I forgot it had those. I'll discuss them with the GM.
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>>86799999
Holy checked
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>>86803335
Thunder Hammer
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I am running an Imperial Knights game soon (tm), do any of you guys have any hints,tips,tricks,warnings,advice,etc. ?
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>>86802966
Psykers are explicitly different in that their personalities and essence as a person directly influences the level and type of psychic phenomena they spawn. It’s like comparing one of them old timey spiny movie reel things I’m too lazy to google the name of and those micro mirrors and LCD projectors they use. Sure it could be the same but the average output, results, and control over it put them in a different world. Literally
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>>86803791
This is a more recent development of psykers.
Earlier descriptions simply stated that psykers can cause ANYTHING, should they blunder.
And it's not so much as their personality affects anything, it's the opposite, the magnitude of their power influences their personality, driving them increasingly insane from the stress of accessing the warp.
Psyker evidently can manifest later in life, gaining newfound powers and potentially suffering a shift in mental stability all the way up to snapping.

I still maintain that it's more of a nature of profession, as different psychic disciplines encourage different mentality to utilize, and since warp is connected with emotions in general, simply has more pronounced imprint on the psyker over course of his life.
And it's also more of question of narrative form chosen. When someone talks about psykers in the background, they're usually reduced to mewling nerd whatever their power.
And when it's about personally exploring psykers, they can be literally anything, of any power with any mentality. Just like any other human character.
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>>86801312
Oh. Not sure I like that. I mean, I like FFG 40k and I like WFRP 4e, but separately. I just want an improved version of what we have, with less jank and fucking errata baked in.
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>>86804271
>I just want an improved version of what we have
That's the goal, apparently. Just with less 'we keep this because we always keep this'. Backwards compatibility is a trap and a failure. Forwards compatibility is what I want them to not fuck up.
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>>86803719
decide on if you want edeldorf's or shas's stuff then >>86796163
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>>86804452
Yeah, fair. Still, my interest is greatly diminished with the pitch of "you're investigating at the orders of some powerful patron". It's like Dark Heresy but with none of the fun.
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>>86806333
my understanding is they'll be doing different specific "patrons" in various books, which might get interesting
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>>86806333
>It's like Dark Heresy but with none of the fun.
The FFG fanbase is as hyper critical as always, I see.
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>>86809304
No I think a new ruleset will be good, considering the jank we have now, and >W&G (lmao)

>>86809090
I...don't see much purpose in it? I mean sure, extra patrons but do you really need books for them? You can just come up with them, I'd rather they'd work on branching out on different "franchises", you know, marines, chaos, even xenos.
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>>86806333
>my interest is greatly diminished with the pitch of "you're investigating at the orders of some powerful patron".
It's a little weird that you're so heavily invested in this being (only) Dark Heresy or bust. Just wait until they release the Inquisition supplement if your sensibilities are offended.

>Players take on the roles of citizens of the Imperium in service to a powerful patron, with games focused on investigation and intrigue. The Imperium is a deadly place, and the players must tread carefully if they hope to survive. Your service to your patron allows you to move through Imperial society where others cannot. The Influence you and your patron have with the many factions of the Imperium will determine how your investigations proceed, where you can go, and what resources you have access to.
This has been written up with variations a few times in a few different places. Sometimes they say 'investigation and intrigue', others 'investigation and social encounters'. One official thing says combat will be less of an emphasis. I think my group is going to turn it into 1-2 encounters per session regardless.
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>>86806333
...couldn't one describe Dark Heresy as "investigating at the orders of a powerful patron?" It just sounds like Dark Heresy.
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>>86810683
Which faction doesn't have you operating under the auspices of a more powerful patron when you're playing shitheel nobodies?
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>>86809666
>and >W&G (lmao)
I started with Dark Heresy 1e but ended up getting WANG after the C7 revised edition. I remember people being very upset about it when it first released from the Huns, but what problems do people have with it now?
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>>86811825
Do people have problems with it? Besides no books, and not doing a rainbow group shows up issues inherent to the design? They sort of resolved that with assault and devastator talents for marines. I think people just forget it exists.
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I think the ship builder has been taken down off of Google. Does anyone here have it still?

>TQ
One time, my players got nearly wiped to a man fighting an Archmagos who had stolen the secret of biotransferrence and was going to turn everyone on a forge world into true machine men. Remaining player called an orbital bombardment on himself to make sure that guy died with him. Another group ended up getting nommed by tyranids after trying to set up a prison planet of genestealers to figure out how to block their psychic beacon & how to most efficiently kill them. First group got screwed by some very unfortunate rolls, second group got screwed by their unending hunger for lead paint chips.
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>>86811983
this'n should work
https://www.mediafire.com/folder/ymc5a2191txr9/shipbuilder-PC+-+Copy
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>>86812226
You're a life saver, anon. I hope this makes it into the next thread's OP.
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>>86810745
It's just bad. Overly simplified and using the wargame rules (and the wargame has always had terrible rules). There has been no game meant to be "compatible" with the wargame that was good (case in point, that one weird battletech ttrpg).

Making a pastiche of every faction in one book with different power levels was also a poor choice. And then there's the fact that even C7 abandoned it quickly.
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>>86801312
So it will be a cluster fuck nightmare like whrp 4e. I think I am cured of my desire to even fucking bother with it.
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>>86814384
I assume this is meant to be in response to the Anon asking about what's wrong with WANG?

>>86814425
But 4e is the best edition of the game by a long shot.
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>>86814425
>So it will be a cluster fuck nightmare like whrp 4e.
4e has a lot of interesting fixes for things that weren't necessarily everyone's problems. Some of that could be a little bit too extra. Opposed melee tests? Good for me. Ranged combat? I think the 'only get to dodge with a shield or at point blank' thing works great. Only problem ... I have one group who can't into anything except hard-coded stats after months of regular sessions. But using Foundry with others has been great. Like a teflon waterslide filled with lube.
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>>86806314
I am using both actually, profiles from edeldorfs, everything else from shas'o
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>>86814598
>I assume this is meant to be in response to the Anon asking about what's wrong with WANG?
Yes. The one time I use mobile
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soulgrinder bump
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>>86819650
Did the Vassal 40k module get an update? Or none after the C&D?

>>86787127
How much ammo is there in a vehicle? I mean I could come up with a number for each individual vehicle, but is there any guideline at least?
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>>86819761
>Did the Vassal 40k module get an update? Or none after the C&D?
I've no idea lad, pulled these off of one of the many links in ordo discordia
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>>86819761
>How much ammo is there in a vehicle? I mean I could come up with a number for each individual vehicle, but is there any guideline at least?
Only War has numbers, also the wikis have some numbers from Forge World books
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>>86820661
I don't know why but this somewhat makes me want to run a short "supply" campaign where the players are bringing up the shells and ammo to the front lines, more or less working directly for the munitorum
they'd be able to choose what goes where to some extent and potentially deal with tankers scrounging extra by helping fudge numbers or sell some on to scroungers
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>>86787127
Thinking of cooking up the Rogue Trader campaign that my group has always wanted, but I don't have any experience in any of the 40k systems.

How accessible is the core game to newbies? I've run plenty of games in plenty of systems, so I'm mostly worried about it for my players since we've only done Edge of the Empire and random d20 and d6 based crap.
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>>86822991
I would say Rogue Trader is the trickiest of the bunch for new GM’s to get into as it’s really several games in one. In addition to the usual fare you would get out of Dark Heresy you’re now juggling a hacked together version of Battlefleet Gothic and some unholy version of Lemonade Stand on a galactic scale.
The game itself isn’t really hard for players as long as you give them cheat sheets for all the combat modifiers and they bother to remember what their talents do. D100 is really easy to wrap your head around since you’re just trying to roll under the number you have written in the box.
I have shit tons of house rules for Rogue Trader and everyone else I know that’s ever run it does too. I’d recommend running the adventure in the back of the book as once you toy with the basic premise a bit, it’s fairly well put together.
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>>86794594
Do you guys not build your lore like this?
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>>86799640
I'm very ok with that, always felt weird how naked guy with T40 was harder to hurt than his T30 bro in guard flak, when shooting at them with a bolter.
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>>86824417
I do actually - not in an effort way just in an "everything is a little unreliable" way - because I tend to forget things and do contradictory things while keeping the general theme of a faction or NPC
so it gives me an excuse
I just wish BL had done the same but for smarter reasons
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I refuse to believe Psykers have no political sway or allowances with how heavily every aspect of the imperium relies on them
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>>86827098
Navigators do have insane protections and privileges. This is particularly because they are families with genetic gifts and pool their resources.

Astra Telepathica most likely does have political sway, but the astropaths cannot create lineages and such, their loyalty is only to the organization. And as we do not much see sector lord / high lord games, that doesn't pop up that often. In addition, everyone is worried that their space radios stop working, became Comstar, or summon daemons, so they are constantly watched by fucking anyone with brains.

Also: Navigators are absolutely critical for Imperium to function, but astropaths essential but not entirely required.

One thing with psykers that in one RT game used much: they can threaten mortals with psychic phenomena and perils of the warp. They can state "if you attack me, I will be pushing my powers and that can lead into daemons being summoned here - making everyone not just lose their lives but their very souls as well"

>>86822991
>>86824220

Play Dark Heresy to understand what life in the Imperium feels like, play Rogue Trader to understand how the Imperium keeps running. Properly played RT forces you to look at far grander image which is insanely interesting.

From game mechanics side, these all are d100 system games and run quite smoothly until you start to dig too deep into splatbooks for game-breaking gear and talents.
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bike bump
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I don't know much about Warhammer 40k, never saw the appeal.
But most of my players are very into it so I wanted to do some very short campaign for them.

After looking through surface lore, my question is, are there any decent rulebooks focusing or at least that have rules for playing as Orks?
I feel like the Ork culture would make for a really fun short term campaign but all of the RPG stuff seems to be human-centred.

And also since I'm assuming most people here know plenty about the lore in general,
what are some potential scenarios for a group of Orks? Just asking to know what parts of the lore to focus reading on.
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>>86832141
>are there any decent rulebooks focusing
Nope.
>or at least that have rules for playing as Orks?
Rogue Trader (Into The Storm & Navis Primer), and Wrath & Glory.
>what are some potential scenarios for a group of Orks?
GorkaMorka.
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>>86832141
Like the other guy said, there isn't much on orks, but it really shouldn't be hard to just reskin a human-centric system like dark heresy or deathwatch. Gorkamorka could be a fun campaign, but you could also have your party be goblin rebels overthrowing their ork warboss, or elite soldiers trying to loot an abandoned space station, or, really, any number of things that don't require much in the way of subtlety or cleverness.
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>>86832369
>it really shouldn't be hard to just reskin a human-centric system like dark heresy or deathwatch.
Only War is pretty good for that, and it's already been done. All a group has to do is find it.
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>>86787127
how are you guys enjoying the inspiration for your games from darktide
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Are there any official rules for rolling an Eldar PC in Rogue Teader, or do I have to go for homebrew? I know there are options for orks, kroot and drukhari... for some fucking eeason, but not the regular eldar outcasts.
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>>86834427
Nope
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>>86834427
Not regular eldar, no. Though Shas'O brew is what you're after. Superb quality
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>>86834427
Just go for homebrew if you want xenos stuff is the rule 90% of the time. Humans are the main characters of 40k and they get all the focus.
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On the off chance that anyone actually gives a shit: Do you have any particular hopes or expectations for W&G's upcoming Inheritance of Embers?
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>>86836817
I would mine it for content but I doubt anyone will share it.
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>>86797020
You're a total cunt and should never GM anything.
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>>86834427
fear and loathing has corsair
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>>86836817
it's WanG so it's shit obviously
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Any tips on converting old FFG unnatural toughness/strength to the "newer" system?
I wanted to port the nids for an OW game, and the multipliers are so poorly granular I don't even know what to change it to.
A nid warrior has x3, and to keep it the same I would do an UT+10, but should it really be the same? 15 soak and carapace armor to boot is more than a space marine.
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>>86840400
IIRC one of the Only War splats has the stats for some Tyranids, so you could check it to get a general idea of how they handled it, so that you could do the same for the ones that weren't updated.
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>>86840400
black crusade has a section on doing this buried way up in the asshole of the gm section somewhere, I imagine the other games do as well
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>>86833725
It's got me going at least. Been thinking about a DH game where the group has to investigate a decorated PDF regiment during the grueling siege of a secessionist hive city. They seem to have quite divine favour, or luck. Lots of investigating todo in the midst of crushing urban combat, who-dun-its, questioning loyalties here and there.

I'm thinking its either Khorne or Tzeentch (masquerading as Khorne) who is pitting the Imperials against one another.
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>>86841340
khornate guard are always interesting because the coolest example we have is the Blood Pact, and their whole gimmick is "if we fight smart we can live longer and collect more skulls," which is a cool take on it
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>>86841516
True, and the glory-chasing or fervor of the regiment could just be Khorne boiling their blood in battle to make sure the killcount from the siege keeps rising.
Tzeentchian guard could be better for the mystery side of things: lots of ""imperial saints"" appearing admist the battle and the regiment is showered in glamour from on-high, making the other regiments mistrusting. All while the big blue bird keeps cackling.
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>>86802946
That shit about mutation keeps getting repeated, even in sources, without considering how bullshit it is. If psykery is merely a some changed gene, why Imperium even bothers with Black ships while it could breed however many psykers (and blanks) it wishes and just kill everyone else? It can't be so simple.
Likely psykery is the same as intellect - there are perhaps certain genetic predispositions (or lack thereof), which explain those mentions of psychic mutations and dynasties of psykers, but ultimately it develops due to enviromental influence without any possibility to reliably make someone into a psyker (or blank). And then general public consists of idiots and lumps psykers with actual mutants out of simple ignorance and fear.
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>>86787127
how often do your Dark Heresey players fuck up an investigation and have no choice but to get tactical
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>>86833725
>hazard stripes
>they're nurgle worshipers
suffering succotash
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would it be possible for a squat to end up being drafted by the inquisition?
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>>86845162
who gives a shit, play what you think is cool
the imperium doesn't think manlets are people, so some misidentify them as xenos, but they're actually just mutants. if the inquisition can use ogryn and navigators, they can damn well use dorfs.
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>>86845180
this, on both counts
inquisitors do what they want
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>>86845180
>who gives a shit, play what you think is cool
This desu. For example, I like the new primaris guns and vehicles, but I don't like their goofy armor (yeah I dislike mkvi helmet, fight me). And while shas primaris homebrew is excellent, the fact that primaris are marine+ in terms of stats doesn't sit right in terms of my TTRPG balance, I like Manlet marine stats and abilities just fine.

I don't mind the primaris existing, but I prefer the old aesthetic. Still, I repurposed some primaris classes for old marines: reivers, infiltrators, eliminators, incursors, eradicators, judiciar and bladeguard. Both because I felt like they're missing specializations that complement well marines, and the fact they look cool (unlike the fat ass aggressors and inceptors).
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Can anyone tell me what kind of Space Marine is this miniature I was given? (I play Tau)
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>>86846796
Wrong general, but it's a primaris regular dude. I think they're called intercessors.
This general is for the 40k TTRPGs btw.
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>>86846796
that is a primaris intercessor. they are the poster boys of the poster boys. the dudes on those cardboard cutouts game stores put up to say "we sell warhammer." how long have you been here?
"here" is the rpgs thread, by the way. /40kg/ is two blocks down and to the left.
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>>86846796
Thanks and sorry I just saw 40k and entered.
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>>86847055
I have started playing again for 4 months now and I haven't seen as single person playing space marines in the store (lots of chaos though).
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>>86847055
>how long have you been here?
Tbf, if he exclusively plays Tau (and is likely new to 40k altogether), then only vaguely knowing it's a marine unit wouldn't be surprising. Especially because the primaris introduction is an 8th edition addition, so it would be a normal marine for new players
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>>86847103
myeh, fair enough. i always forget that new players have no memory of marinelets or the RAEG that came with primaris.
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>>86847137
Well, it had a reason. The primaris "marine, but better in every way" did not do good to the wargame (who cares about lore? Just ignore what you don't like). Primaris having 2W and their most basic guns with AP-1 lead to the current stat bloat where every gun has to have AP-1 minimum, everyone and their mother with invuln saves (and then a gorillion options to ignore said saves), plus Ork price hike due to them getting T5 since said AP-1 bolters raped them....
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>>86847252
never said there wasn't a completely valid reason to get assblasted there. i myself screeched with the power of a thousand autistic children about them. they look boring, fucked over the game, and they've entirely replaced firstborn in terms of releases.
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>>86847280
>they look boring
My man. Why do they look so bad? They're so smooth and fat, the fucking...guys with the bolter gauntlets are comically bad.
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>>86847316
there's just so little visual interest in the design of their armors, and gw tries to make up for this with tons of accessories and ornamentation, but these are also given sanitized and uninteresting designs, which results in a model that looks cluttered instead of detailed.
i think the issue with their power fists and bolter fists is just them looking a lot goofier on models with realistic proportions as opposed to the more stylized firstborn. also, they ditched the classic "storm bolter on fist" design and made a dumber-looking one-barrel gun that's put almost on the bottom of the power fist. HOW DO YOU FUCKING AIM THAT? i'm so fucking mad right now. god i hate primaris. i pray for belisarius cawl's untimely (very timely, at this point) death every day.
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>>86847538
We can only hope GW comes up with better designs like some of the (very good) new AoS, that actually look pretty good (the new chaos knigga and chosen).

As far as the ttrpg goes, the primaris weapons, bolters to be precise, bring a long of variation and customization. Having just the one kind of bolter is a bit boring, and I'm thankful we get multiple patterns for 30k too (and double thankful to Shas for making all of it).
The ludicrously armed primaris repulsor predator (whatever it's called) is also fun to drive around, really makes you feel like piloting a baneblade worth of guns into a small package.
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>>86847538
I blame guilliman
the emperor's gonna get up at some point and ask him if he thought the marines looked cool and stylised by mistake
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Best Warhammer 40k books to start getting into the lore?
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>>86847538
>tons of accessories and ornamentation, but these are also given sanitized and uninteresting designs
Holy shit, I could never pin point what was wrong with them, but you nailed. It's all shallow and meaningless detail. Old marines have well sculpted and painted details, but in primaris is just...fake. All these lines and plates in the arms, legs and joints that add nothing. Unnaturally polished and smooth surfaces broken by equally uninspired accessories.
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>>86848978
Eisenhorn trilogy
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>>86845180
>the imperium doesn't think manlets are people, so some misidentify them as xenos, but they're actually just mutants
They're clones, genetically engineered down to their very souls by their living STCs.
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Anyone know of a useful guide on how much basic things would cost in a campaign such as transportation, Lho sticks, a lasgun, etc? The systems I keep seeing that amount to just rolling availability dont seem that great.
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>>86851485
dark heresy and inquisitor's handbook have prices in thrones
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Is there any, "An idiots guide to Dark Heresy," kind of things you might recommend? Reading through the whole .pdf is making grug brain hurt.
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>>86852414
https://1d4chan.org/wiki/Dark_Heresy
https://1d4chan.org/wiki/Dark_Heresy_Second_Edition
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>>86799999
Witnessed brother
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>>86844856
I'm hoping at some point they finally let us fight humans that aren't specifically Nurglites. Nurgle cultists are the human faction you fight in Vermintide, also. It's getting frustrating.

It'd be pretty cool to fight Khornates who do away with the big mobs of not-zombies and instead have a much higher concentration of the Guardsmen-like "assault teams," and military-style specialists like gunners, shotgunners, and maulers. Or Tzeentchians who use more explicitly demonic units or fancy specialists like hounds and flamers. I'm just tired of the L4D2 model being so explicit that we have to fight enemy factions that come with zombies as garnish.

The weapon-feel of this game is incredible, though. I can't stay away from it. The lasguns are the best lasguns we've ever seen on screen, and the other 40k-specific weapons like plasma guns, boltguns, and the wealth of cool melee weapons are just an absolute joy to use. The kinetics aren't bad at all either.

I really love the boltguns, too. Their damage performance perfectly matches what we see out of novels and Astartes fighting on-screen also, so my mental image of the difference between this game's human-sized bolters and Astartes-sized bolters is that the latter carry more ammo in the magazine (25 or 30 as opposed to the game's 15) and they don't kick like a fucking mule because they're being fired by the people the weapon is actually designed for instead of someone smaller.
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>>86847538
the funny part is that it's possible to do space marines with some tacticool aspects and make it look good. personally i think the primaris marines rub people the wrong way because of the lore weirdness. if they just released most of these models and said "hey we're increasing the size of space marines so you can keep your old ones if you like but here's some cool new stuff with more detail," then people wouldn't think as poorly about the minis
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>>86853097
>I'm hoping at some point they finally let us fight [different enemy]
Lol it's fat shark. Those lazy fucks really thought about making the most boring and common enemy (regular ass humans but spiky) the default one.
You're putting too much faith it.
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>>86840400
Salvaging Solace has Tyranid stats. Tyranid Warriors are Unnatural (5)
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Maybe a dumb question, but is there a mega or something where I can get my hands on 40k novels?
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>>86853995
Pretty sure they're available in the PDF share thread if you're willing to do a bit of digging.
Alternatively you could just get them from libgen or any other general ebook piracy site.
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>>86840479
>>86840868
>>86853911
Thanks fellas. I was my myself gravitating towards TB10, so unnatural 5.
At least their guns aren't as powerful as their resilience.
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>>86853097
>I'm hoping at some point they finally let us fight humans that aren't specifically Nurglites. Nurgle cultists are the human faction you fight in Vermintide, also. It's getting frustrating.
There's only two real choices they've got for Chaos Gods in a game that's up close and personal, and that's Nurgle and Tzeentch. Slaanesh has the Big Gay and Khorne is too bloody, both would fist the rating up. At least it's not Orks secretly controlled/pushed by Chaos Undivided again.
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Night scythe bump
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Part of me wants to bring back the full auto +20 bonus, but I also know it would be kinda busted like before.
Should (full action) single shot give +20, and FA only +10? What about semi-auto burst, which is severely lacking?
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>>86857940
taking a full action to do single shot at +20 is the same as aiming and shoot, since taking a half aim gives +10 and half action single shot gives the other +10
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>>86857940
>Part of me wants to bring back the full auto +20 bonus, but I also know it would be kinda busted like before.
Give an option for +5 per additional shot fired, but you can't hit more than once. Or something like that. Spray'n'pray rather than drilling a hole.

>>86860497
Auto-Stabilised reduces it to a half action.



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