LARP edition>All Splats (August 2022)https://rentry.org/40kRPGLinks>Homebrew Collection (April 2023)https://rentry.org/40RPGHB>Bestiary, armoury, weapon quality and NPC databasehttp://www.40krpgtools.com/>Offline Combined Armory (v6.48.161023)http://www.mediafire.com/folder/i3akv9qx9q05z>Curated youtube playlistshttps://www.youtube.com/channel/UCm9WFeqTgvRvyRoGD8jVFVA?>Make your maps look just like FFGshttp://www.mediafire.com/file/eaga3g853m8fa4d/Sector+map+making.rar>FFG Forum Archive:https://ffg-forum-archive.entropicdreams.com/>Rogue Trader Shipbuilderhttps://mega.nz/file/lx03ADgb#6HxSAgtLyL2Yj2OepTjSV5IHHfLUwHGiF8AG8hodS4Y>Dark Heresy 2e Character Creator:https://apps.ajott.io/dh2chargen/Thread Question: Has the Imperium Nihilus given your group more/better roleplaying opportunities or are you still having classic 40k campaigns?
>>88978993Deathwatch devastators get exotic weapon training, what's a good weapon heavy exotic weapon to get.
>>88979250Webber.
>>88978993I've been waiting for this thread all day.
>>88978993>Has the Imperium Nihilus given your group more/better roleplaying opportunities or are you still having classic 40k campaigns?Considering our campaign is set in M37, I don't think it's had much impact, no.Another fun consequence of this timeframe is that Tau don't exist yet.
So, looking through the new Imperium Maledictum, I didn't find anything on what experience rewards one should reward per session of play. that seems like a pretty glaring omission on how quickly the game is calibrated in terms of character growth?What do you think typical XP awards should be? About the same as Fantasy 4E?
Will there be Marine PCs in Imperium Maledictum?
I'm looking for a book where it talks about how the hive worlders "club together" to buy triptych imperial shrines for newly married couples. It talks later about how they're often painted by pilgrims in fast ecclesiarchy complexes who are earning money for the trail. I think it might also discuss how some are made of flakboard and count as a form of armour.I don't know the name of the book or anything, but I'm desperately trying to find that particular passage. Can anyone help?
>>88978993>Thread Question: Has the Imperium Nihilus given your group more/better roleplaying opportunities or are you still having classic 40k campaigns?More. I'm starting a new solo Rogue Trader campaign in the Macharian Sector, using the end of the Indomitus Crusade as my starting point. I'm really looking forward to it.Just working on transferring the whole game to Discord so I can run it all off my phone.
>>88981577Never mind. Three hours of rooting around and I find the thing 30 seconds after I post. Mantle-shrine in the inquisitors handbook. Cheers to anyone who was looking.
>>88981465It's right there my blind man, page 312. Might be worth bumping up a bit since it's horrifically low, especially if you're ignoring Goals (as one should).
>>88981503Supposedly some writer/s said no but I haven't seen a lick of evidence to support that rumour. Just have to wait and see really, won't be for some time if they do.
>>88978993I'm GMing a Play By Post Black Crusade campaign and can currently take 1 more Player. Posts can be made whenever, though for the sake of keeping the game moving I'll need 1 post roughly about every two weeks during critical events in the Campaign. The focus of the Compact is a Feudal World currently undergoing a civil war between Imperial and Slaaneshi cultists, with the Primary Objective of the Compact being to resolve the civil war in Chaos' favor.Current Party Composition:>Unaligned Renegade: The Compact's Anointed. An ex Tempestor Prime, now seeking to harness the power of Chaos for himself. Currently Unaligned, but might eventually drift Tzeentchian or Khornate over time, due to how much his motivation revolves around both desire for power and his martial pride.>Unaligned Heretek: Worships Vashtorr, mechanically counts as Unaligned.>Undetermined Psyker: Mute loli with a Warp parasite anchored in her throat. Specializes at survivalism and scouting. Has a vaulting stick and a jump pack. Desperately trying to just survive from day to day while also figuring out how the Galaxy got so grimdark. Tzeentch & Nurgle are fighting for her soul.>Unaligned Renegade. Traitor Guardsman that despises The Imperium and those that would blindly subject themselves to authority, perceiving such individuals as effectively rendering themselves indistinguishable from servitors. Might drift Slaaneshi or Tzeentchian, due to a desire to learn the nature of reality in order to bend it and to perfect his physical form and seek new experiences.- The setting (heavy WIP): sectorswithoutnumber.com/sector/sywruHf90Cn2ZpkAyx0H- The only limit on in-game content is Discord's ToS. By adding me, you accept that.- DM me if you need gamebooks.- No reports. All matters are to be handled internally.If you are interested, add me on Discord: _____#0010Adults only. No minors.
>>88981866Just say you're a pedo.
>>88981757Thanks Anon...I must have scrolled past that a dozen damned times. You're right though, that does seem way too low compared to other editions of the game
>>88978993that inquisitor needs more armor and sci-fi lookin bits, he looks like a musketeer that got lost
>>88981784If you're on the discords for Wrath and Maledictum and WFRP, it should be ready enough to search for by C7 staff. Cody et al.
>>88981866>for the sake of keeping the game moving I'll need 1 post roughly about every two weeksCracking pace.
>>88981757>especially if you're ignoring Goals (as one should).Ew. Keep players in line on XP, but don't refuse goals.
>>88982971So what, when one person achieves their individual goal all players get the XP? Nah, would rather just bump up mission XP. Don't get me wrong goals and aspirations are all fine and dandy, we just don't award XP for them because that's stupid.
>>88978993The mediafire for TGTBATAL is fucked, shas. Least for me it is.
>>88983122The general links get updated as often as fucks are given, not as often as necessary.
Is there a guide for converting DH1 psyker powers to DH2? Or at least what the threshold number counts as for the willpower test?
>>88983116>So what, when one person achieves their individual goal all players get the XP?That sounds like a really dumb way of finding a solution, but at least it's your dumb way of finding a solution.
>>88983503Probably. Have you tried rebuilding?
>>88983515I don't know what you mean.
>>88983521It's the type of conversion where you convert nothing and build a new character in the new system. /shrug
>>88983503I remember there being one in the past, but this was donkeys years ago unfortunately. I think most of them ported over pretty cleanly?
>>88984033>>88984033The powers are fine, it's just working the difference between TN and the basic tests. If there's someone who has reverse engineered whatever math they used; great. If not I'll have to invent skill difficulties for each from whole cloth.
>>88984058Which DH1 powers do you have or want that can't be simply replaced by other powers in DH2?
So theoretically if I wanted to run a DH campaign about rooting out a conspiracy involving a planetary Governor or something, in the introduction, could I have the someone make comparisons to like, The Illuminati or Freemasonry even if not by name? Like “On ancient Terra, some believed in shadow societies that ran the world from behind the scenes, acting as puppet masters to achieve their secretive agendas.” Or would that be too… esoteric and Lost Knowledge?
>>88984920The Inquisiton would have access to that information, although it may be garbled due to age, but that sounds vague enough that it works.Also you have all the actual cults and secret societies that have sprung up since the Horus Heresy which prove the truth of those words.
>>88984920Secret societies and conspiracy are par for the course, there's nothing untoward about secretive and capable hands guiding humanity from the shadows. Other question, my players are in a city that's just been hit with not-Scarecrow's not-Fear gas and there's madmen on the streets attacking everything they see. I thought about using Horde rules for this, but they've been very all-or-nothing in my experience, pushing the rocket-tag to its natural conclusion. Is there a moderately safer way to handle these mobs that won't just murder the PCs as soon as they make contact?
>>88985053There is the mass combat rules in the Rogue Trader books which are good for squad combat stuff. They are similar to the horde rules but they don't get the bonuses and are for smaller groups.Otherwise handle it as extended test maybe if you don't want to have to run the whole combat?
>>88985097That could work. The players are going to have to storm a transit hub that is broadcasting a heretical signal, I want it to be a sort of race as the PCs have to break through the guards and reach the control room while a horde pours in, Left 4 Dead style.
>>88985122That sounds fucking tight yo! If you do want to run some combat maybe make success in the extended test mean that they act quickly enough that they only have to fight a couple guards, with no zombie hordes. Failure would mean that they get caught by the initial zombie rush and have to fight their way through guards and zombies.
>>88985581Extended tests sound good. Is there a precedent for having DoS/F accumulate for an extended check, while the actual checks themselves are more targetted?Like an example, the PCs are in the ticket hall, blasting away at these wretches. They get enough DoS that some criteria is met, and an automated shutter comes crashing down and blocks off an entrance? This extended check would be run for the whole combat, from outside the station to the control room, and DoS/F can be spent in different areas to positively or negatively impact the extended check? I've been playing too much Genesys, god I love those dice.
>>88978993I want a woman larping as a sister of battle to suck my dick and swallow my cum.
Has anybody run a Rogue Trader campaign using Imperium Maledictum rules? I'm talking about using a proper Rogue Trader and Ship combat rather than his flunkies?
>>88985634Sounds like a job for a tranny.
>>88985981iunno. sounds more like a job for money.
>>88985967Why not just use Rogue Trader until IM gets proper ship combat rules? Or just port the RT ship combat over.
>>88986554Good for you! Look where you are.
>>88983504So how do you keep both goals with the XP reward and level XP?
>>88986567god fucking damn itsorry anons, ignore me
>>88983503Look at ow, rt, or bc since they have conversion rules
Got more OC for you, /40krpg/. This is a WIP/preview of my next splat, Bellum Inter Barbatos, which is all about historical-themed options for Only War. The idea is less "Zulus: the regiment type" and more "here's a toolkit of stuff you could use to make a regiment that's big on spears and ostrich-plume hats."I got the homeworld options looking pretty so I figured I'd share them around. Am I missing any obvious historicalish cultural archetypes that aren't already in 40k? People have already suggested something themed after small mercantile city-states, and a homeworld to reflect a culture that is rapidly being technologically uplifted/dominated by foreign influence, in the style of, say, Manchukuo or Red China.
>>88985981>>88985967Is this AI art or something? It's so tiny.
>>88983122What's the latest version? Homebrew links are only updated if I see the creator has posted new links in the thread.
>>88978993I asked a few threads ago and didn't get a response.Is there a DH2e Character Folio like there is for DH1e?>TQIn my current RT game Imperium Nihilus hasn't happened yet but what my group doesn't know is that it's going to potentially happen during the next major arc of our campaign.
>>88988708Looks good bro! Maybe a beaurcratic world where people have to take tests to advance in society aka Imperial China?
How do you control a warp route?Do you just sit on top of one and wait until youdetect someone going through it?
>>88989967You control one of, or both of the entrance points for the most part, yes. It's not impossible to slip past control zones it's just risky, as in-system ships and stations can radically outnumber warp-capable ships.
>>88991032Wrong board?
>>88989967Maintain control of resupply points along the route. Going too long without getting food/water/air/fuel will degrade a ship's capabilities, and this effect is probably more pronounced with big fleets. Even if ships can technically jump past fortified worlds and stations, fleets and armies can't wage war without controlling lines of communication. Hunting individual ships is probably much harder than blocking fleet movements, though. If catching a single specific ship is the goal, you're probably better off figuring out where it is likely to go deep into a system and try to ambush it there rather than patrolling massive entry/exit zones at system edges (or potentially out in deep space). You'll need to catch it somewhere it can't safely jump again.
>>88985603I don't think there are rules for this in Rogue Trader, but it definitely sounds like something you can import into it.How are you thinking you are going to handle it?
>>88988577I had a root around and it's just the "Use X amount of XP to create your character here" ranging from 2k to 7k. Or is that about the size of it? Any idea where I'd look if not? Else I think I'll just go through my spreadsheet and start slapping +30 to -30 on powers for every 5 TN above 0, moving in lots of 10.
>>88989967I always figure that warp routes are like navigable channels or rivers. You may be able to get off at different star systems along the warp route, but the main thing to remember is that Space is an Ocean and going off that route means you're either hitting shoals, striking reefs, or sailing out into waters too rough for your ship to withstand. Controlling a warp route means controlling the landings/ports along the route, especially the ones at the start and end of a given route.
>>88989967Most warp routes aren't one and done. Ships (especially Chartist ships using calculated jumps instead of Navigators) drop out into realspace to check their position, do maintenance, let the crew destress after being in the warp etc. So space stations grow up around those points. Pirates in turn develop around those areas or the Mandeville points of a solar system.
>>88993081>the stalinist approach to grimdark science
So how do you rule ballistic mechandrites in IM? Can you attack from three "hands" with it? From four? If you have 6 laz pistol mechandrites can you fire them all at once?
>>88992556I thought that there are only a few select points where you can enter and exit the Warp and that everywhere else the veil between them is too strong to go through.
>>88995113https://wh40k.lexicanum.com/wiki/Mandeville_Point
>>88994218Do ballistic mechandrites operate independently? Or are they guided by the operator? What I mean is does the operator have to consciously guide the mechandrite or can it run like a sentry gun and pick out its own targets?
>be me>start game>tell players I don't mind if it's 'a bit mary sue', >pretend I'm telling the player only, not everyone>first character is a blatant self insert that was frozen for unspecified reasons in 2023, thawed out in time to be a remembrancer during the great crusade before climbing into a stasis pod during the heresy, is also a psyker for some reason>katniss everdeen the noble daughter who is also a rogue trader's assistant who trained with the sororitas (???)>Inkitas Titikas, Sororitas friend of katniss everskank, bicurious girl who can summon the emperors wrath through love >a hiver thief that is totally not a tau renegade in makeup who is secretly immune to ethereal controlI asked for this and I hate myself. I'll post logs as things go on. I can't believe the self insert is the most normal one.
>>88979250Sharpshooter's Rifle: Excellent range, and felling+toxic helps you blow through toughness and deal extra damage. A decent choice for when you're certain you'll be dealing with a small amount of tough organics. It's not unique to those with exotic training though, as it has the Astartes Weapon tag. It also can't be used by an ally in a pinch. Gene-locked, and even if you could bypass that it's tailor-made for the intended shooter.Conversion Beamer: Only techmarines are entrusted with this weapon, but a player TM might be persuaded to hook you up. If your targets are more than 50m away, they are FUCKED to the tune of 6d10+12 Pen 14, with Felling (2) and Blast (2) to boot.Atomizer Cannon: Behold. The bringer of light. A prohibitively high weight, requisition and a very long reload form the main drawbacks of this weapon, as is the case with most of these really. This weapon is an army-b-gone anti horde solution, scorching the enemy and the ground upon which they stand.Graviton Cannon: This weapon is... fun. Very fun. Forcing an enormous target to take -40 strength tests until it's crushed to death, or switching to broad and dealing with swathes of targets, this weapon can do both. Heavy as hell, but no DW GM I've ever met has cared about how much a space marine can lift.>>88979896Heavy. Webber is basic.
>>88995787>sharpshooter's rifleThe only reason why you'd ever actually take that gun over a stalker bolter is if you really need that extra 50m of range or if you don't meet the renown requirements.
>>88995787>no DW GM I've ever met has cared about how much a space marine can liftThanks to Unnatural modifiers and the power armor bonus, max carry/lift/throw weight only really becomes an issue when a marine tries to do something truly crazy, like suplexing terminators.
>>88995846Yeah pretty much. Not my first pick either. Plus stalker being a bolter lets you take fun rounds for it.
>>88995948You'd only really need 17 or 18 total SB+TB since you aren't carrying a terminator in that instance, you're lifting/throwing one at a -20 to the strength test. 19 or 20 total would easily make it the normal +0 strength test.
>>88985020>>88985053One idea I had was to name the Governor Weishaupt after Adam Weishaupt, founder of the Bavarian Illuminati, but that felt too on-the nose.Anyway yeah I’ll keep it vague if I go through with it. Thanks.
>>88995695I'm looking forward to these game reports.
So I want to create an Adventurers Guild for my Rogue Trader ship. Essentially these are small groups of disposable adventurers, similar to an Inquisitorial warband, whose job it is to go and explore different locations and claim whatever might be there on behalf of the Rogue Trader house, and a significant amount of thrones for the individual groups. My question is, how do I run them in game without actually role-playing through their explorations myself? I'm using the Blackstone Fortress game as inspiration for what I'm trying to do.
>>88995626>does the operator have to consciously guide the mechandriteYes. It's faster, but it's not independent.
>>88995787>Sharpshooter's Rifle: Excellent range, and felling+toxic helps you blow through toughness and deal extra damage. A decent choice for when you're certain you'll be dealing with a small amount of tough organics.You don't need exotic training to use this.>Heavy. Webber is basic.Still your best exotic training option.
>>88996315please see>It's not unique to those with exotic training though, as it has the Astartes Weapon tag.
>>88981866No thanks, don't play with kiddie diddlers
>>88996427Yeah, so for the purposes of buying an exotic weapon training it's fucking pointless.
>>88995626What >>88996304 said; represented in game as the user spending their reaction to use it
>>88989967As >>88990020 pointed out it's about controlling both ends of the transit point. It's like how the Imperial Navy has both ends of the warp route connecting the Koronus Expanse in the Segmentum Obscurus with the Jericho Reach in the Ultima Segmentum.
>>88996220You have two options.1. In RT there are rules for running back ground endeavours where you send out lackies and they do shit for you.2. Do what I do and run it as mini games using Only War. I built a regiment representing the ship's culture and style of combat and the group made characters.You could also do Imperium Maledictum now and just have the Patron be the Rogue Trader of your current game.
>>88995332But a Mandeville Point is an artifical label isn't it? You can still enter the realspace in a solar system outside the point but you'd be torn apart by gravity.
trying to learn Deathwatch, but I'm really confused by how character creation works... is there a step by step guide for dummies anywhere? I'm trying to create a Blackshield. Yeah I know I'm retarded don't bully me
>>89002917>I'm trying to create a Blackshield.Any particular reason you want to do so?>Yeah I know I'm retarded don't bully meHave you tried looking up consolidated character creation?
>>89002917The core rulebook's instructions should be pretty straightforward for general character creation. Rites of Battle p.100-103 has instructions for rolling up a Blackshield. >Roll 2d10+30 for Characteristics as normal>Roll 1d5+18 for Wounds as normal>Roll 1d10 for Fate as normal, see table on core rulebook p. 27>Pick a Specialty as normal>Pick an existing Chapter or use ROB's rules to create a custom Chapter>Apply Chapter's Characteristic bonuses as normal but no Chapter solo mode, Chapter History, Trapping, or Chapter Deeds>Replace Chapter Advances with the Blackshield Advances from ROB>Can pick squad modes from multiple different Chapters, but with different names>Calculate Movement based on the tens digit of your Ag score as normal, see core rulebook p. 27>Pick power armor history and demeanor as normal>Spend your 1000 free XP
>>89003452I forgot to add, for foolproofing's sake:>Add your standard-issue gear to your sheet (core rules p.28)>Add your standard-issue traits, talents, and skills to your sheet (see the character sheet at the end of the core rulebook)
>>89003494>Add your standard-issue traits, talents, and skills to your sheet (see the character sheet at the end of the core rulebook)IIRC the character sheet at the end of the book has some fuckery to it. I just don't remember what. Page 36 has skills, talents, and traits.
So, I want to make a Homebrew and I want to use the page design from Imperium Maledictum. How do I go about getting the transparent borders and pages from the pdf?
>>88989063I saw a much larger version of one of those pics a couple years ago, before AI was a thing. Looks like anon just saved a version for ants.
>>88999053Torn apart by whatever bit of warp mechanics interact with it, I guess. Probably someone imprinted on it in the early days and decided that's how it worked. There's also warp gates that can let you not only go from place to place, but a class that lets you enter the system anywhere you want. Sol has two.
Angels of absolution based or cringe?
For Rogue Trader, I could've sworn there was a table for generating random encounters in space that your plays could find while traveling.Anyone know what table I am talking about?
Are there stats for an imperial knight anywhere, in any system?
>>89004462The Fringe is Yours has them all
>>89004142Probably the most fun DA successor to play now that the fallen storyline is resolved.
>>89004142Based on what?
>>88998026I might try it out with Imperium Maledictum and see how that works.Cheers anon!
>>88978993I thought most larpers were like 25 but their faces look closer to 45. Soon we will have fat old men cosplaying WYZARDS.
>>88980412Tau dindu nuffin.
>>88979250Volkite Culverin. Toxiferran Heavy Flamer. Graviton Cannon.
Does anyone have the DeathWatch RPG rulebook?
>>88979250Volkite Caliver. Lighter than a Culvern but has a solid amount of shots. Also Volkite.
>>89007163No, and if we did, it surely would not be found at the link listed under 'All Splats' in the top post.
Does anybody know if your Patron in Imperium Maledictum can gain new Boons and Liabilities as your game develops? I'm assuming I can homebrew it but I was wondering if there is an in game way to upgrade your Patron?
>>89007465Yes. You can't directly make it happen, but the GM can decide to give boons, liabilities, or both as part of performing well or fucking up for your patron. There's even ways to undermine and betray a patron - just don't get caught with no support.
>>89007316Would it be better if it wasn't in greentext?
List of new things to ripe for rpg conversion:Imperial Fists:Ferromag shotgun – less of a shotgun and more of a grenade launcher with sticky grenades. Some warlord traits. Sons of Horus:Carsoran power weapons – comes in axe and tabar (a type of two handed axe) from, power weapons unique to Cthonia. Some warlord traits. Legion Decurions - Tank commanders that rules wise functions as an upgraded pintle gunner Defensor - Close defence and suppressing fire specialists. Can be taken by any legionLocus - Target accusation and tank sharpshooters, gets a nuncio-vox. Can be taken by any legionLanius – Boosts morale and shoots you if you still fail so you pass, gets a unique banestrike bolt cannon as a pintle weapon. Only for Sons of Horus. Sagittar – Another sharpshooter but like to target people or flyers. Gets an pintle mounted Illiastus assault cannon and an augury scanner. Only for Imperial Fists.A chaos assassin, I don’t really care about that one.
>>89010091Inductii – Fast tracked fresh legion recruits. They have a few universal rules, but its mostly just that they cant take artificer armor.All the legions have special rules for their own Inductii, here is a small summery:Dark Angels - No time for knights, only war crimes.Emperor’s Children – PERFECTION REEEEEEEEEE!!!Iron Warriors - Meat robots.White Scars - I'll make a man out of you.Space Wolves - less disciplined Vikings, so what’s the difference? Imperial Fists - When you only know how to defense, but it involves heavy weapons. Night Lords - Evil batman to evil robin Blood Angels - Remember how we used to eat people? Lets do that again. Iron Hands - Who needs gene seed when you have bionics and war crimes.World Eaters - Instant berserkers, just add water.Ultramarines - 40k tactical squads are pretty cool right? Death Guard - Go hide in that hole until someone stumbles into it. Thousand Sons - Less magic and more mutations, nice. Sons of Horus - Your brothers does not love you.Word Bearers - You might vomit blood, but those new claws are pretty neat, right?Salamanders - Here is a master crafted flamer, don’t mind the blood. Raven Guard - Raven Guard Alpha Legion - You wouldn't shoot a fellow Ultramarine, right? The Imperial fist character has a sick volkite weapon with rad-phageThere is also lore that suggests that the imperial fists took in some thousand sons loyalists
>>88985981Don't encourage the likes of DanaHowl.
>>89010105>Space Wolves - less disciplined Vikings, so what’s the difference?You didn't even say wolf, canis, wulfen, fang, howl, claw, or pelt, so how am I supposed to take that seriously?>>89010769?
>>89007484Oh nice! Good to know.
>>89007484Follow up question - Is there an online adventure generator for the WH40K rpg rules?
Am I missing something or is there no "The Flesh is Weak" equivalent in Dark Heresy 2e? It was busted, sure. But it was great fun.
>>89013676My guess is that was going to be part of a supplement that would fill out elite advances for characters other than psykers, blanks, inquisitors, SoBs, and more psykers.
So, the Spread trait in Imperium Maledictum, does it apply whenever the weapon is fired only when the attack hits? Here's the text:"SpreadAll creatures within Immediate Range of the target, other than the attacker, must make a Challenging (+0) Reflexes (Dodge) Test or suffer half Damage from the attack. If a weapon already has the Spread Trait and would gain it in another way, such as by using Rapid Fire, creatures within Immediate Range who fail their Reflexes Test suffer full damage instead."It's not really clear that the attack needs to hit, but auto-hits seem kind of busted even at half damage.
>>89015036I don't think you need to hit with the main attack. Immediate range is within arms' reach of the target. I'd assume it's kind of like FFG era flamers, where the test the defender is forced to make doesn't replace their option to dodge or reaction evade the attack.
>>89015036I would say it would have to be a hit for it to activate. I don't think it's an auto hit from the text.
What's the score with IM, anyway? Is it just an attempt to really dial up the investigation and down the combat of the original DH, without tying it to an inquisitor (unless you really want to be)?
>>89015534https://cubicle7games.com/our-games/warhammer-40k-roleplay-imperium-maledictumCombat is dangerous but not often instantly lethal, and the dial-in seems more 'you will try to finagle every advantage possible before getting into combat, or run away so you can come back and do that'.
>>89013298I found the Donjon website and there is an Aliens RPG job generator that works for coming up with quick jobs that can be changed to be WH40k Compliant.https://donjon.bin.sh/alien/job/
>>89004598>fallen storyline is resolvedWhat happened?
>>89017127All Fallen can now become 'the risen' if they're really super duper sorry. Most of them were caught.
>>88995332If a Mandeville Point is defined by gravity, that would mean it eould change its position based on the orbit of the planets in a solar system, so a ship would need to calculate it's position before entering and leaving the world. Which is cool as fuck.
>>89017133Does being super duper sorry still involve repenting and dying?
>>89017237If you are chaos corrupted, then yes
>>89017237Nah, they just serve the primarch personally now. They've got to say they're definitely not secretly chaos marines though, have no fear. I don't know if Cypher is one.
>>89017244>>89017245I can't outright say the setting has sunk to a new low, but they are finding new ways to produce splinters from the bottom of the barrel.
>>89017254I sort of gave up on GW around 8th ed of WHFB. Been a wild ride since. At least I still get to play a round of tabletop, battle or RPG depending on what the lads and I are in for, every month or so. Besides! No female space marines yet, so that's something.
>>88981866>Mute loli with a Warp parasite anchored in her throat. Specializes at survivalism and scouting. Has a vaulting stick and a jump packbased
Finished our Dark Heresy podcast after 4 years of playing and 2 years of recording. Very bittersweet to be saying goodbye, but it's nice to be moving on to other things. If you're looking to start listening, episode 7 is the start of a new adventure, the earlier episodes were recorded halfway through the campaign and we never intended to release them so they're unedited.https://open.spotify.com/episode/6LfVTSfche8OFYsz8KwEOT?si=5bd0f1a03c7b4d67
>>89017150>so a ship would need to calculate it's position before entering and leaving the world.I think the Navigator would have to be able to see it in some sense (at least for exiting the Warp) rather than calculating it based on knowledge of the system's planetary bodies and their orbits. Orbital positions can't be usefully calculated while in the Warp since you won't know how much time has passed in real space until after you exit.
>>89017150>>89019863It's MINIMUM distance. So I would assume that you just dewarp somewhere beyond it where you know it's safe (which might mean lightseconds, lightminutes, or even lighthours away from the point, depending on how good your navigation data is).
can minionmancy/Infamy meme build work in BC with those talents?I kinda wanna try
>>89020580Yes. Minions are great. Everyone should have at least one to cover skills or provide presence when they're elsewhere.
>>89017127The Lion said "leave the forgiving to me." The Deathwing and whatnot still hunt for Fallen, but now they're brought before the Lion. If the captured ones were just confused, they are forgiven and become the Risen. If they were chaos-tainted, he leaves them for the Interrogator-Chaplains to kill. The Interrogator-Chaplains, meanwhile, almost suffered an existential crisis of "what if we were wrong in our past behaviors? ...nah, we simply have to have more faith," and Azrael is super-annoyed at the whole thing but every time he reaches the point he's about to act, the Lion shows up and factory-resets him with Primarch Aura and he gets back in line until the next time it threatens to flow over.
>>89021931Okay.
>>89021931>Azrael is super-annoyed at the whole thing but every time he reaches the point he's about to act, the Lion shows up and factory-resets him with Primarch Aura and he gets back in line until the next time it threatens to flow over.Azrael is still alive? Hasn't been like more than 100 years since the Indomitus Crusade started?
>>89022584>Hasn't been like more than 100 years since the Indomitus Crusade started?Retconned to 12
>>89021931Sometimes I feel like I'm being to nitpicky with your stuff "Arty Ranges too low, Fellblade this, AA that", but I really hope it helps.Mechanicus Burst Weapon Quality behaves like Deflagrate as worded, should it not consume an equivalent amount of shots?Votanni Hekaton Land Fortress Mountain Breaker Warhead is missing a pen valueArquitor Bombard Ranges seem fuckedSadly my schedule is as fucked as yours so I may not see you reply that you have seen this post as the soonest I will be back from work is friday. Have a nice week Shas.
I have built about 8 characters now using the Imperium Maledictum rules and I think that I'm using some rules that weren't updated with errata as there are a couple of things that I'm not sure about.I have been rolling up random characters and rolling random factions for each of them, but I suspect that I should just be using one Faction for this, the patrons Faction. Is it separate Factions for every character or only the patrons Faction?
>>89026849Nice lookin' ship. I myself am set on getting a Cardinal-class. Need to sketch out a suitably posh and expensive one first, though. The baseline hull just looks so... provincial.
>>89027430Characters can, and likely should to some degree, be from different factions then their patron.There are 2 faction tables, one for the patron then another one later in the book (like ch 2) that is based partially on which planet the character comes from
So what is an autoquill? They're too light to be typewriters and their size is miniscule. Are they just STC archeotech pens that learn your own habits and 'fill in'? Do they scan and write themselves, flinging themselves around with little gyroscopes? Is there anything definite beyond 'skub'?
>>89028321I assume it's a quill on a little mechanical arm that writes stuff by itself, presumably using some form of microphone to discern dictation, then translating that into mechanical movements.Because 40k tech is a pants-on-head retarded conglomerate of incredibly advanced technology scraps taped together by utterly backwards morons in increasingly inefficient and downright stupid manners. Which is what happens, I guess, when the Library of Alexandria survives first an AI uprising and then a civil war from actual hell. If the fabricator isn't suborned to turn anything it makes into a time-delay bomb, it's literally possessed, and that's assuming it's still intact in the first place.
>Wants to buy PicrelI want to get into the hobby in a casual manner, and I like the lasgun boys. Is it a good product for its price?
>>89028654Dunno, you might want to ask the right general.
>>89028812Fuck I didn't see the RPG partApologies
>>89028654SIR THIS IS THE RPG THREADWE AIN'T GOT SHIT UNLESS YOU LIKE D100
Since force weapons 'count as' best craftsmanship, do all of them get +10 to WS?>>89028832REEEREEEEEREEEEEEEEBURN THE WRONGPOSTERREEEEEE
>>89028840Yes, and the +1 to damage, not sure whether that's accounted for in the statblock though
>>89028875It is in the sword, not so much the staff. But that's probably because you can't really mono a staff, even if it gets the pen.
>>89028917Sure you can, just embed micro-gravitational emitters into it, or whatever other pseudosciency bullshit you can think of. Hell, the book suggests putting a rocket into your hammer to represent it being mono.
>>89028834Well okay I want to also buy the WHFRPG4e book. How good is it?
>>89028991ALSO THE WRONG THREADHAHAHAHAHAHAHAHAHAHAUh, I can't speak for the physical copy, but my physical copies of cubicle 7 stuff have historically been shit. I had to throw out my laundry files book. Not FFG bad, but a bit out there. The game itself is actually pretty solid, barring some odd little stuff that reads like it was written by a diversity commissar. I can't remember anything we had to deliberately houserule. Gav Thorpe's bullshit shines through in some of the lore, but that's fine, it's tiny. The empire in flames pentology adventures are actually a really great reboot. They even gave high magic stats in a recent book and it's surprisingly not terrible for what it is.The WHFB thread is kind of shit, there's one sperg who has been in it for literally years who seems to freak out at anything that isn't 'post minis'. It could be multiple people, but I've been dipping in and out for years when I'm playing WHFRPG and you get to see the same posts over and over again. Check out the pdf archives though, they're mostly complete.
>>89029028Im so fucking retarded but thank you
>>89029044Don't worry anon, you're in good company.
>>89027527Yeah, that was the one I was rolling on. It's good to see that I was wrong!The next thing I want to know, is there a Leadership skill or did they mean it as a specialization skill choice Advance?
>>89028991Typical Cubicle 7 fare, layout is a mess with rules in all sorts of weird places, and the splatbooks add necessary updates so be prepared to buy those as well, at least Up in Arms and Winds of Magic, Sea of Claws too if you intend on doing much sailing.
Are there any good homebrew WH40k Rogue Trader adventures? There are plenty of splat books, kudos to those people that make that stuff and post it regularly, but I'm looking for completed adventures.I want to set them in the Macharian Sector so I'm hoping that people have some adventures ready to go for Rogue Trader?If not then maybe we can come up with some? Like a group project, or a Slaanesh orgy sacrifice?
>>89028321Anything that can write for you. Doesn't have to be a single thing.
>>89030021Find a copy, digital or paper, of the 1987 first-edition Rogue Trader rulebook, then check page 240. Let the dice decide from there.
>>89029173>The next thing I want to know, is there a Leadership skill or did they mean it as a specialization skill choice Advance?Presence (Leadership)
>>89030165Found it and it's not bad, but I still have to do most of the work myself. What I want is completed adventures that I can use for simple one offs, without having to do all the work. Looks like I'm going to have to try my hand at creating some adventures and seeing how it goes.
Running a DW campaign set in a backwater sector that the Imperium uses as a dumping ground for fuck-ups. While I've got a good idea of how to depict most of the loser IG regiments the party might encounter (Harakoni Warhawks who have lost their paratrooper aggression; Cadians gutted by a botched campaign against Necrons; local space rednecks who are all bluster, no experience), I'm having trouble coming up with anything for a failed Krieg regiment. How do you show incompetence and poor morale in a culture that is already known for high attrition and fatalism?
>>89031121>How do you show incompetence and poor morale in a culture that is already known for high attrition and fatalism?They're not coordinating with other units to make their fatalism and high attrition rates effective tools for the IG, they're just doing it regardless.
>>89030438Ok so I'm going to challenge myself to produce 100 Rogue Trader Adventures over 100 days. I'm going to try and PDF that shit so people can access them.Anybody got a good Google drive template for Rogue Trader pdfs?
The GM Screen is up.
How is it? Anything worth knowing from a player perspective? Sounds like the dumbest question, but some of the FFG 40k GM materials did.
I don't know if I fucked up last night, but I pitched a horde against my DH players and the psyker absolutely annihalated it with flame breath. I feel like the rules for damaging Hordes are balanced around the Flamers reduced range, because a quarter of the weapons range+1d5 for Flame Breath was amounting to 60 metres for 15+1d5 hits, it would've been more had they pushed. Is that a rules oversight or did I fuck it up? It was only magnitude 30 hordes, but still.
Do you like my map?
sorry for bringing in the vidya, but asking here since it's based on the rpg. given the companions like an eldar sniper, a battle sister, a marine, a tech priest and so on, what role should the rogue trader himself should fill if it was a rpg?
>>89037014Are you not aware that the rogue trader video game is based on the rogue trader ttrpg
>>89036694Seems like it's about to have a real bad time, but I like the presentation.
Does anybody have any recommendations or homebrew systems that deal with attrition over time?My Deathwatch players are going to have to spend a large amount of time (at least compared to what can be represented by 10 second rounds) protecting against boarding actions until their vessel is able to warp-translate out of danger. Of course, doing things narratively is always an option, but I want to add a mechanical element that evokes being worn down over time-- both in terms of their bodies as well as those of their allies.
>>89034924Yes, you should not count the Flame Breath power as a Flame weapon for the purposes of horde damage and I'll explain my thoughts on that. The power's damage profile has the Flame keyword but I think what 2e considers Flame weapons for the purposes of horde damage, as intended, is more to do with the Spray keyword. In my opinion, this is a holdover from 1e, which didn't differentiate between Flame and Spray weapons. So Spray weapons, with their naturally short range, are well-suited for the horde damage calculation related to range. Flame Breath is a psychic barrage, so you should treat it as a full-auto attack, where each where each hit is 1 potential magnitude damage.
>>89038486Fatigue is the mechanic used to represent that for individual characters. Where Space Marines are concerned, I think you might want to emphasize the effects on their ship and its crew, since Marines themselves can deal well with extended combat. You could use things like trained Armsmen being replaced at defense points by common crewmen, enemies breaking through areas not defended by Marines and flanking their position or threatening critical components of the ship, parts of the ship losing power/gravity/pressurization, and ammunition resupply taking longer and longer to arrive, etc. Emphasize that the Marines can fight on, but that the support they depend on and the things they are trying to protect are giving out.
>>89039136Adding to this guy's suggestion, you can give the PCs a choice in how they respond to their mortal allies not being able to keep up in the face of extended combat. They can either accept that the non-Marines are going to be less reliable as time goes on, prioritizing the kill-team above all else. Or, they can go out of their way to shore up the non-Marine crew's positions, represented by sacrificing 1d5 unmitigable wounds here and there. Individuals in the kill-team might differ on what they choose. It's a very common trope in 40k books and should provide some RP opportunities.
do any of the 1e dark heresy books have death worlds for starting off?or is a feral world as close as you can get?
>>89039392Death world literally doesn't exist in 1e. It's 'X world, but more killy'.
>>89037014What are you on about?
>>89039737RT CRPG by the guys doing Pathfinder CRPG
>>89039818I get that, but the rest of the post makes no sense. What did anon mean by this?
>>89039874Guessing they're clueless about how RT careers work or that it even exists.
>>89032398Adventure 1/100 Dreadnought Dungeon The Explorers arrive in the Groombridge System, 10 Planetary bodies surrounding a Red Dwarf star. A small colony is on JP - 516, a terrestrial type planet, which has a huge damaged voidship in orbit around it. The colony was established by a group of religious pilgrims, the damaged ship was already in orbit when they arrived, the crew that dropped them on planet promising to return to exploit the ship but never did. As the Explorers approach the voidship they discover that it is an ancient pre Imperium Dreadnought, created by a human civilization that was wiped out by some unknown threat. The Dreadnought has automated defences, including automated short range drone torpedos, abominable intelligence robots and a great deal of archeotech in the form of weapons and medical technology and heretical AI. The Explorers must delve into the interior of the great ship to discover these great treasures! Grand Endeavour - Delve the Dreadnought!Profit Factor +3Achievement Points 1200Discover Dreadnought 300Explore Dreadnought 300Exploit Dreadnought 300
What are the crucial party roles in DH2E? Not in the creation step sense, just what every party needs beyond murder and knowledge skills.
>>89041526If you're gonna have a hundred of these, could you stick them all together into a master file hosted somewhere?Also, do you intend to flesh these out any more or leave them as-is? That pdf is a bit barebones.
>>89039874what should the RT's role be, if stuff like sniper, melee, psyker and bolter/flamer bitch got all taken already by canonically superior dudes than what RT ever could be. imo.
>>89041553Hmm, I was just going to post them as I finish them barebones, and then work on a better fleshed out adventure once I got a better way of producing a PDF. Only got my phone to work on at the moment. That current PDF is directly from the Donjon website and I have done nothing to it beyond save it as a PDF but Im trying to find a FFG template I can use so the actually fleshed out adventures look better and have relevant stats and NPCs for people to use. It will take me about three months to get the first proper adventure PDF done. Until then I will post one barebones version every day to make everybodys day.I will create a mediafire account and post all the completed versions on that as I finish them. It will take me three months though cause I can't do it on my phone.
>>89041612>he fails to realize that the man with the moneybags has the greatest power of them allbut more seriously, the role of the RT is whatever you want it to be. they're not the best at anything, but they're second-best at a lot of things. except for being the party face, they're unparalleled at that.
>>89041612>what should the RT's role be1. Captain2. Rogue Trader
>>89041612>taken already by canonically superior dudes than what RT ever could beAlso, lol.>>89041550Medic/forensic investigator. Interrogator. Techbro. Anti-psyker can be forgotten until you need it, and then the GM is rolling for Dominate. Someone who can make believable lies and bring their own authority while keeping the inquisitor's name out of their damn mouth.
>>89007316Oh. Haha, thank you. I didn't knowbwhat a splat was
>>890391352e still has Spray and Flame as weapon qualities though? To me it feels like the issue is just the range bonus amplifying the hits, rather than it being a semi-auto brain blast.
>>89042909>2e still has Spray and Flame as weapon qualities though?The horde rules were written when Flame was both of these; Flame got its multitarget capacity split into Spray, but the horde rules still require Flame, not knowing that it's the Spray part that's relevant.
>>89041526>Dreadnought DungeonI'd recommend changing the name. This is confusing given the way the term "Deadnought" is used is in 40K. I was expecting a dungeon full of amputee-driven walkers. Also, the PF rewards and Achievement Points don't really seem to match up with recommended Grand Endeavor levels (though I seem to remember FFG's published adventures falling out of sync with this frequently as well).
>>89045023Hmm, OK I'll change it to Destroyer Dungeon. What would you recommend I change the Achievement Points and PF rewards to?
>>89047901>Destroyer DungeonAgain, a possible terminology stumbling block. "Destroyer" in RT or BFG nomenclature tends to refer to a very small class of warship (kind of like pre-WW2 U.S. class nomenclature). If you want it to be something big, call it an "archeo-battleship" or make up some other impressive term not used for in-game ship classes or other things.>What would you recommend I change the Achievement Points and PF rewards to?See pages 277-278 in RT Core for scale guidelines. The numbers you listed look like "Greater" rather than "Grand". Also, my preference is bigger Endeavor = more Objectives rather than more AP per Objective (I think it gives players a better sense of progress), but I think everyone does that somewhat differently. Also, keep in mind that players presented with a unique and powerful derelict will almost certainly try to take it for themselves unless there's something to stop them (having to subdue and dismantle hostile AI probably won't deter them by itself).
>>88978993That IG guy is an absolute unit, even without the pauldrons his shoulder width is like five times his head.
>>89020170a mandeville point is a spot in space where gravity of near planetary bodies and the star cancel each other out. being closer to the star or further away from both increases the gravitic pull exerted on any space born vessels. the only safe space to exit warp other than Mandeville points are at the outmost edge of the solar system where it would take weeks or even months to reach the inner planets with realspace drives.In single Star Systems there are plenty of Mandeville points usually around every other planet but with double or even triple star systems this can get a lot more tricky as Mandeville points can appear and vanish very quickly depending on the relative positions of the stars and planets and calculating them is nigh impossible given the time dilation inherent in warp travel.lore wise you can exit warp or enter it pretty much everywhere as long as the gravitic pull is aligned with your direction of travel perfectly.if you are off by more than a fraction of a fraction of a degree your ship can get ripped apart or the back end is pushed inside the front end. warping at the Mandeville point removes this risk entirely as there is no appreciable force pulling on the ship in either direction.
>>88982928do you mean the official discord or what are you referring to ?
>>89036694>[Defenses dismantled for agriculture]*sad gasmasknoises*
>>89038486If the enemy is capable of boarding the shields are down, if the shields are down the enemy can cripple realspace engines and generators thus preventing any escape to warpspace. boarding actions are not protracted attrition fights but short and exceedingly brutal engagements that either get repelled or lead to the capture/destruction of the vessel. if the enemy has time to send multiple waves of boarding troops they can just as well kill the ship with a couple of broadsides.
>>89041550There are no crucial roles unless the inquisitor demands / requires it for his preffered mode of investigation.some inquisitors solve basically all problems by waving around their rosette and blaming everyone that even mildly objects, those types usually roll around with a bunch of stormtroopers and other combat oriented muscle. others forego violence pretty much entirely and focus entirely on covert investigation and leave the fighting to other branches of the imperium.i highly recommend that every player rolls 2-3 characters that specialize in different things, that way the inquisitor can choose operatives based on what the particular mission requires and it also makes frequent deaths less of an issue as players can switch characters mid session if their current one finds itself on the wrong end of a heavy bolter or a rogue psyker
>>89052058>If the enemy is capable of boarding the shields are downI'm not aware of any lore that requires this. Ships in RT can definitely just ram and board while both vessels' shields remain up. Boarding Torpedoes and Assault Boats definitely work through shields. Teleporters are the only things I can think of that might be impeded, but not much is clear about their limitations.>if the shields are down the enemy can cripple realspace engines and generators thus preventing any escape to warpspace.40K ships have plenty of armor to survive extended brawls without shields (depending on what sort of ships are fighting and how many), and their shields come back quickly unless the shield generator itself is knocked out. Repeated boarding actions targeting a single ship are definitely possible, especially if you're talking about Hit and Run type actions (Teleporters, Assault Boats, Boarding Torpedoes). It could also occur if you have multiple enemy ships trying ram and board attacks to gradually wear down a larger vessel. Attrition fighting of this kind is definitely possible in the setting, even if it represents a relatively uncommon situation.
>>89050441I'm basically going for alliteration in my title name, so I'll keep it as Destroyer because I can get away with that rather than Dreadnought.I definitely messed up by making it a Grand Endeavour, it should be a Greater Endeavour, I have changed that in my notes. As for the derelict ship, if the players want to claim it that's up to them and the GM. My goal with these adventures is to give people the tools to use the Adventure straight out of the box and throw it into their campaign wherever they need a filler. I haven't statted the ship out but it should be in the 100 hull point range, but doesn't have a warp drive, Shields, Gellar shield or any of the usual Imperial voidship components. So would need to be refitted and certified by the Adeptus Mechanicus as void worthy.
>>89052168>I'm not aware of any lore that requires this. Ships in RT can definitely just ram and board while both vessels' shields remain up. Boarding Torpedoes and Assault Boats definitely work through shields If 2 ships with active shields ram each other the shields overload in a quite spectacular fashion overloading or even exploding the shield capacitors or even frying the generators themselves.If a vessel rams the other there is no way in hell said other vessel is making any warp jumps without ripping itself and the enemy ship to tiny bits and they most definitely wont get their shields back up while half of the brow of another vessel is stuck in their side...We are talking about a space marine vessel here so if they have shields they have point defense still intect , if they have point defense assault boats get shot down long before they can get close 90% of the time and the few stragglers that make it trough get buttfucked by angry space marines so it's not exactly "attrition" or "protracted" but rather a matter of a demi squad of space marines expending a bolter magazine down a hallway and moving on. >Teleporters are the only things I can think of that might be impeded, but not much is clear about their limitations. teleporters don't work trough shields period! this is really basic 40k knowledge and pretty much crystal clear.>Repeated boarding actions targeting a single ship are definitely possibleThey are , but such a ship either defeats them in a matter of minutes or the ship suffers extensive damage that makes it no longer void worthy. you don't fight off several waves of boarders just to escape to the warp with a few scratches in the paint. by that point your ship is burning, severeral critical systems are down and your chances of surviving a warp jump are even smaller than trying to face whatever attacked you in realspace.my point is this entire scenario goes against established lore and the rules of void combat in several key ways.
>>89052520>If 2 ships with active shields ram each other the shields overload in a quite spectacular fashion overloading or even exploding the shield capacitors or even frying the generators themselves.Where are you getting this idea? I haven't come across it in any of the books, and it definitely does not reflect the mechanics of Void Shields as presented in Rogue Trader (or tabletop BFG if I recall correctly). Ships' Void Shields in these games work a lot like personal shields from Dune. They stop pinpoint high-velocity, high-energy attacks (Macroweapon or Lance fire) but don't work against slower moving threats like torpedoes, attack craft, and ramming, all of which ignore shields without affecting them (unless the attack takes out the shield generator component).>>89052520>teleporters don't work trough shields period! this is really basic 40k knowledge and pretty much crystal clear.I don't recall this being particularly well-established in older lore. If it actually comes up somewhere outside RPG rules, I'd like to know. It is mentioned in the expanded Teleportarium rules in Into the Storm, and it does seem reasonable.>this entire scenario goes against established lore and the rules of void combat in several key waysThis sort of scenario can be easily reproduced in Rogue Trader's voidship combat rules. The PCs' ship is caught somewhere in-system by a group of faster raiders (or anything faster than their own ship) spread out to search for targets. They run for the system edge to jump, but one or two enemies at a time catch up and attack (repeated Stern Chase events if you want mechanics for it - generally unnecessary in DW where the ship is likely just handled by NPCs). The attackers don't fancy their odds at gun duels so they go for direct boarding actions, hit-and-run attacks, etc. Any of these attacks take at least a Strategic Turn (half hour), and Boarding fights often stretch across multiple turns (hours).
>>89052976>I don't recall this being particularly well-established in older lore.NTAYRT(BBQ), but there's good reason to limit how effective teleporters are in rpg form. Their abuses are unfun. Aside from some GK shenanigans, I can't even remember anyone teleporting into somewhere in older books. Let alone somewhere explicitly shielded.
>>89052976>I don't recall this being particularly well-established in older lore. If it actually comes up somewhere outside RPG rules, I'd like to knowone of the oldest pieces in the horus heresy lore that predates any of the books mentions specifically that horus intentionally lowered the shields on his flagship to bait the emperor into teleporting on his ship to end the siege by fighting horus personally. that indicates pretty clearly that teleporting trough shields is impossible even with the entire technology accessible by big E himself. it's also established in the BFG rules that teleporting trough shields is impossible so to me it is pretty well established.
>>89053577I agree that the Teleportarium component in the game needs some limits, and that's an easy and reasonable one. I'd actually like to see more comprehensive rules for using the things. Maybe Scrutiny + Detection to target, Tech Use +- bonuses and penalties to activate, nasty effects similar to Perils if doubles are rolled.>>89053652>horus intentionally lowered the shields on his flagship to bait the emperor into teleporting on his shipThank you. That is a very clear and old example that I had overlooked.
On the topic of RT ships, how hard would you say it should be to have a burning brazier sized for a ship for a more puritanical/crusader-ish RT? The thought just occurred to me.
>>89052976>This sort of scenario can be easily reproduced in Rogue Trader's voidship combat rulesand negative gravity is also represented in the mathematical formula that describe gravity yet it's unprecedented. just because something is possible in theory means it makes sense.my main gripe here is the fact that we are talking about a space marine deathwatch detachment so we aren't talking about a random rogue trader ship that can count the amount of shells for it's macro cannons on two hands but a fully fitted astartes combat ship that can flatten pretty much any raiders or pirates that even so much at glance in their direction. and boarding a vessel filled with not just regular space marines but deathwatch veterans of all transhumans is even more silly. if you have time and opportunity to launch multiple boarding actions in regular void combat you usually have time to destroy that vessel and the only reason to not do so is because you want to capture it or kill confirm somebody on board and that kind of thing isn't done by some random raiders. at that point we are talking actual threats that would require serious military response from the navy not just a single deathwatch strike team and their ship. take chaos space marines for instance. why would they risk their lives boarding a deathwatch ship that has full shields and full point defense active? they would lose dozends or even hundreds of marines just to get a handful of boarding parties in and even then they would be quickly overwhelmed facing superior numbers. there aren't many things in 40k that can feasibility threaten space marines when fighting against overwhelming numbers on their own ship.then there is the implication that the warp drive is non functional and apparently can be repaired in a few strategic turns which is also harebrained given that it's one of the most esoteric systems in board of any spaceship and not something that you nudge back into working order with a hammer and a few prayers.
>>89053773>burning brazier sized for a shipDo you mean something mounted on the outside of the ship for aesthetics? I could see something like this as a figurehead, though I think you'd want to provide at least a basic explanation for how it works (O2 and combustible gasses ignited and released into the void, vented plasma from the the ship's drives, etc). Do you intend for it to have a mechanical effect? If not, it seems like something that could just come with the ship. If it does something really significant it could be a component with power and space requirements. If it's just flashy enough for the impression it makes to have an in-game effect on NPCs' dispositions, I'd look at things like the Ostentatious Displays of Wealth upgrade from Into the Storm for guidance.
>>89053773Look at the plasma scoop or goliath ship, and consider what you could do with that.
>>89053812The original inquirer didn't specify much of anything about either the PCs' ship or what sort of enemies they'd be up against. There's no guarantee this is an Astartes fleet vessel at all, let alone one with a large Marine contingent. It's entirely possible that the PCs' squad is the only group of actual Marines on board. Their ship itself could easily be any sort of Imperial Navy or Inquisition vessel that they happen to be traveling with or guarding. The enemy could be anything from pirates and cultists to Orks to CSM to Tyranids, in any numbers (note that by "raiders" I was referring to the "raider" hull category in RT - small escort ships, not necessarily pirates in case that was confusing). Going straight for boarding rather than trying to weaken the enemy in a gun fight is a perfectly reasonable strategy for ships oriented around boarding operations, or those that would be at a disadvantage in a gun battle, or as you pointed out, enemies who want to take the ship or something on it relatively intact. Point defense - Turret Rating - on a lot of ships isn't that strong a deterrent. Its effects in Boarding resolution tend to be kind of a wash between the two ships if they're similar in size, and often marginal even if one has a higher rating. You're making a lot of weird assumptions to try to make the situation sound unreasonable.
>>88978993Is it just me or is the combat system of 40k cumbersome? Oftentimes it just comes down to dice rolls and cheese rather than good tactics or unit combinations.
>>89053812>negative gravity is also represented in the mathematical formula that describe gravity yet it's unprecedented.Regardless of RL; not in 40k.
>>89054143What are you doing with your maps?
>>89041526Adventure 2/100 Alien Invasion! The Explorers arrive in the Zethes system, 9 planetary bodies around a Yellow-White star. On one of the terrestrial planets they find a forgotten human world with a 1940s level of technology and culture, split between several warring nation states. The world is in an uproar as a xenos race that dwelled on one of the other planets has launched an Interplanetary Invasion! There is a chance here to support one or another of the factions, human or xenos, and take control of the system. The world has a great deal of mineral wealth as well as several planets worth exploiting in the rest of the system, it also has a xenos world with strange xenos technology to exploit. Greater Endeavour - Alien Invasion!Profit Factor +3Achievement Points 1200Contact a Faction on 'Earth' or perhaps the Xenos! - 300 Defeat or aid the Invasion - 300Sign a permanent contract - 300
Is it just me, or are the leadership and finesse aptitudes horrible? Leadership could be dumped into social, and I suspect finesse could be dumped into agility?
>>89056267Leadership should be an alternative supplement for Willpower aptitudes that non-Psykers can use. Also Only War has way more useful shit for Leadership and Command to just lift wholecloth.
>>89056267And Finesse is limited access to some really good shit. The drawback on having it is the limitation of what you have to choose to have it.
>>89056267Finesse is used in Agility and Ballistic Skill. It helps you buy weapon training and plenty of strong combat talents (Swift/Lighting Attack, Quick Draw, everything dual-weapon). Meanwhile Leadership:>doesn't contribute to any characteristic>doesn't contribute to any skill save for command>is used only in 6 talents (two of which are for Inquisitors, and only two are in core)
>>89056267Leadership should be combined with Psyker to form an aptitude called Resolve. That would make it actually useful for leader types as it would give them more Willpower. It would have the effect of making psykers have some leadership aptitude, but that's not incongruent with the setting. As it is it's rather hard to make an Eisenhorn type because it's rough to get the right aptitudes and also be a psyker, but this way you wouldn't be particularly personable like someone with Social and Fellowship, but you'd at least have command capability which is really the main thing.
>>88978993Does anyone know of a blue-water naval supplement for Only War? I may have to design it myself for the game I'm running, if not.
>>89054097i was presuming a tad too much that i agree on but deathwatch veterans "guarding" a random imperial navy vessel is a tad silly.we are talking about the top 1% of the top 0,0001% of supersoldiers specifically trained for centuries to kill aliens. those people are less likely to "guard" anything than the adeptus custodes.when it comes to the types of ships a few raiders can board without risking getting shot to smithereens in the opening salvo the options are also exceedingly limited. no imperial navy ship of cruiser or above class would come with less than thousands of dedicated security personel or outright navy voidsmen specialized in boarding and counterboarding actions so the crews of a couple raiders that number in the hundreds at best due to their size are hardly going to make a dent in that regard. inquisition vessels at least the "official" ones are even more hardcore in pound for pound fighting power both in terms of their ships and their crews as they are likely to field psykers , fanatical stormtroopers and all kinds of specialists maybe even power armored sororitas strike teams. the best a boarding action with the ressources of a few raider class vessels could achieve is damage a few key systems before being killed, in the most ideal of circumstances they could capture the bridge or blow up the generators but that is incredibly unlikely on a military ship of any significant size. this scenario would make sense for an inquisitor team on board of a smaller rogue trader vessel but makes almost zero sense with a deathwatch team unless we deal the threat level up to 11 with fully crewed chaos spacemarine raider vessels with utterly suicidal crews ( which in of itself is rather rare and not exactly the thing deathwatch spacemarines would be commonly fighting)
>>89061210NTA Or they’re just guarding something aliens or chaos want it’s not that complicated
>>89060679>As it is it's rather hard to make an Eisenhorn type because it's rough to get the right aptitudes and also be a psykerSomething no one seems willing to acknowledge; you can just spend the extra xp. You're not doing big damn heroes on starting character xp, unless you're building up to it slowly.
>no Kratos tank in Good, Bad & ALWhy even live
>>89062190What version do you have? I swore it was in there.
>>89062190are you unwell?
>>89038486Original anon here... I kept putting off replying until I had more time to do so-- every time I did the discussion got bigger and I'd have to put it off again.>>89039136>>89039265That's what I've been doing, for the most part, but my players seem to prefer mechanical systems as opposed to predominantly narrative ones such as those.>>89052058>>89052168>>89052520>>89054097To clarify, the vessel in question is in fact Watch Station Skapula, with a small admech explorator ship as the ferry to it initially; the Tau possess overwhelming void superiority versus both vessels, but want to capture Skapula intact.Attrition was perhaps not the best choice of words. Rereading it now, it makes sense to interpret it over the span of days-- I meant to ask for a way to mechanically deal with friendly casualties, munitions expenditure, and wounds/damage for the marines over the course of 1-3 hours or so without running through 100+ rounds or even multiple "eye of the storm" battles.>>89053812>then there is the implication that the warp drive is non functionalThe warp drive is functional, but they are not at their system mandeville point-- they have opted not to risk a premature translation.
>>89064147tau boarding parties is on another level of absurdity than I presumed beforehand. they are the least capable alien faction of them all when it comes to close combat and boarding actions. they lack teleporting tech , their voids ships are utterly helpless up close and basically all of their tactics revolve around being a mobile force that can be dictate the engagent from long range and retreat when faced with serious counters. they also have almost no specialists that are even capable of boarding actions. other than tau breacher teams none of their heavy assets can effectively fight inside a spaceship and breachers are essentially guardsmen with fancy helmets and shotguns lacking any and all heavy equipment or melee prowess neccesary to threaten an imperial warship left alone a spacestation.>Watch Station Skapula, with a small admech explorator ship as the ferry to it initiallywait so are you implying that a watchstation is mobile and has warp engines or is this taking place on the mechanicum explorator ship ( usually those are mechanicum cruisers btw so not exactly a small vessel at all)
>>89064147>Human Gue'vesa pioneers led by Earth Caste archaeologists have tried to examine and enter the watch station, but the automated defences have held them off in spite of spirited attempts to understand and deactivate themhow exactly do the tau plan on boarding the station in the first place without inflicting enough damage to disable the defenses? we are talking about not just an imperial military voidship but a highly ancient and highly advanced spacestation with DAoT level tech on board and defenses that vaporise anything that gets too close. how on earth are some raider class escorts ever getting close enough for a boarding action against this?I'm sorry if I'm being autistic here but somehow nothing in this scenario makes any sense whatsoever.in my opinion for the tau to even contemplate boarding the station it has to be completely defenseless as tau aren't exactly known to expend life willy nilly and certainly not for acquiring research data for their anthropology department.
>>89065131Ethereals said board the watch station. Gotta board the watch station.NTA though.
>>89064965>tau boarding parties is on another level of absurdity than I presumed beforehand. they are the least capable alien faction of them all when it comes to close combat and boarding actions.Tau are bad at hand-to-hand, but boarding would involve plenty of shooting. It's true they'd lose a lot of range and maneuverability advantages, but Pulse Carbines exist for situations like this. Gun Drones, Shield Drones, and Stealth Suits would all be terrifying in boarding actions. >>89065131>how on earth are some raider class escorts ever getting close enough for a boarding action against this?Speeding into boarding range is exactly the right answer against something you can't outshoot. Fast ships minimize time spent in gun range before reaching the target, and they can't aim macroweapons at you when you're right up against their hull. That said, the scenario doesn't mention escorts, so they could just be using heavier ships. I'm not very familiar with the Tau fleet, so I'm not sure what would be best for them.
>>89064147>I meant to ask for a way to mechanically deal with friendly casualties, munitions expenditure, and wounds/damage for the marines over the course of 1-3 hours or so without running through 100+ rounds or even multiple "eye of the storm" battles.If you want mass combat mechanics, you have a few options in the FFG games. First, this scenario could be run using the Rogue Trader Boarding rules. That's probably higher-level than what you want - basically just a few opposed Command roles. The Rogue Trader supplement Battlefleet Koronus has War rules for handling huge ground battles. These are fairly complex and also somewhat high-level, but do account for attrition in some ways. I'd lean toward doing multiple small "eye of the storm" fights with later battles starting with rolls to determine initial fatigue, wound loss, and ammunition depletion to imply skipped fighting as >>89039265 suggested unless you're really against that. This method can strike a balance between narrative and crunch without needing to introduce complex new subsystems or taking forever. The only other option I could see is actually playing a game or three of tabletop 40K customized to represent this scenario.
>>89064965>all heavy equipment or melee prowess neccesary to threaten an imperial warship left alone a spacestation.They are neither facing a warship nor a fully manned and operational station. Unrelated circumstances severely crippled Skapula from the inside-out to boot as well.>wait so are you implying that a watchstation is mobile and has warp enginesThe watch station is warp-capable as it is described in the core rulebook Deathwatch core rules.>>89064965>how exactly do the tau plan on boarding the station in the first place without inflicting enough damage to disable the defenses?They aren't not harming the station, just not destroying it outright.>with DAoT level tech on board and defenses that vaporise anything that gets too close.That is a very generous reading of the provided excerpt and would be contingent on the station's full functioning anyhow.
>>89054439Adventure 3/100 High Off Your Own Supply The Explorers arrive in the Gliese-3408 system, which has 8 Planetary bodies surrounding an orange sun. The system is empty of any sign of intelligent life but there are several forms of unintelligent life upon several of the gas giants. On one of the gas giant worlds there exists a creature that swims amongst the gases that if caught can provide a specific organic compound that improves juvenat procedures by 35%. However the creature is the offspring of a giant predator which can destroy most Imperial flyers. It is up to the Explorers how they can take advantage of this floating windfall. Greater Endeavour - Get That GasProfit Factor +3Achievement Points 1200Cataloging the fauna - 300Establishing a hunting outpost - 300Establish a Trade route - 300
>>89067400Just realized the Achievement Points should have been 400 for every section of Achievement. My bad. Changed that in my notes.
Do Exodites and fanatical Eldar like Biel-tan still go around setting up new colonies or are they pretty much just content to stick to the holdings they already have? I'm trying to flesh out the Eldar presence in my campaign's sector and I figured it would be an interesting inversion of circumstances for expansionist Eldar to be the new arrivals kicking off an older human population.
>>89067648Buddy they are dying too fast to set up 'colonies'. 'Colonies' are for when you have extra people and want to take advantage of that. Extra people is something the Eldar have never once had.
>>89067679True, but apparently this hasn't stopped canonical Eldar like the Biel-Tan craftworld from clinging to the futile hope of reviving the Eldar Empire.