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We'll Be Back! Edition

For all your questions on Wrath & Glory, Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War

Book Repositories (If you're planning to download any Rogue Trader materials, read the .txt file in the RT directory)
https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg

There is a Homebrew Megafolder option in above MEGA directory containing several things.

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries in the FFG games.
http://www.40krpgtools.com/

40k RPG Combined Armory (v6.48.161023), containing every piece of gear in all five FFG lines.
http://www.mediafire.com/folder/i3akv9qx9q05z

Grimdark music for your games:
https://www.youtube.com/channel/UCm9WFeqTgvRvyRoGD8jVFVA?

W&G Character Sheets:
https://mega.nz/#!mA8WBAaK!NEhXMO_-tJQBzCAqGCY9my9tPBUl9BMAyZnBqqlW9Zc

W&G Errata:
https://www.ulisses-us.com/wp-content/uploads/2018/09/Wrath-Glory-Errata_v6.pdf

Homebrews:
>The Good, the Bad, and the Alpha Legion (v1.1.8) (Total Conversion Deathwatch into the Horus Heresy)
http://www.mediafire.com/file/dghh4d6spcd6io9/

>Mars Needs Women! (v1.3.12) (Mechanicus Skitarii and Taghmata for Only War)
http://www.mediafire.com/file/xtutxsxmo1k7foo/

>Fear and Loathing in the Eastern Fringe (V1.6.4) (Playable Xenos for Rogue Trader)
http://www.mediafire.com/download/fjhddohpscx1d7x

>The Fringe is Yours! (v 1.9.4) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
http://www.mediafire.com/file/cq9x7gc9qnbh76c/

>The Gold Experience Requiem (v1.0.0) (Play as Custodes, Primaris, SoS, Solar Auxilia)
http://www.mediafire.com/file/6qup24o1amng5e6/

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

Previous Thread: >>62299379
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>>62378545
Give me some really elaborate and convoluted rituals and riddles that I can make my acolytes do for their initiation.
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>>62379369
There's two glasses, one is poisoned, which one is poisoned?
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Has anyone tried running a 40k rpg in anything other than WANG or FFG?
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>>62380769
Try checking an archive site, but I've vague memories of someone having tried a GURPS version.
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>>62379423
The one with poison on it.
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>>62380769
There is a conversion using GENESYS. Look for Tom Cruise, the creator.
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Necrons
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From last thread, compiled. Gotta do a writeup of the Imperium game's latest sessions too, at some point. But it's been a bit hampered by two small sessions in a row due to GM being under the weather (ie: short sessions) AND 4chan going down for like 2 days when I was originally gonna type it up.
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>>62381823
I thought I was being trolled until I looked it up. Thanks anon.
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>>62385704
I am glad you persevered.
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Someone asked me to post my deadly rules light-ish Imperial Guard system I have been working on, I have basic systems down for most things including character generation, but it is incredibly WIP and I am not terribly attached to any of it yet. Still working away at it but I decided to post what I have, all criticisms welcome

https://pastebin.com/3Xn04bkn
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>>62388624
game day game day game day game day game day
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>looking for a Black Crusade game to play in for the past six months, either online or at LGS
>still nothing
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>>62388660
lol fuck off kor this isnt that game
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>>62388938
Try looking for BC or WANG. Double the options, that way, right? Also some anon's been posting storytimes of their Chaos WANG game. >>62384352
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>>62389086
I check in on this thread from time to time. Maybe someday. I think something set during the Heresy would be amazing.
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My DH guardsmen officer character is finally high enough xp for air of authority. my fellowship rating is ready.
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>>62388938
Could be worse. I've been trying to find a text-based BC Apocrypha game.
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Why does it seem like there are little to no Rogue Trader games in my usual 40k RPG Groups?
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>>62391296
Rouge Trader is kind of an interesting beast because its freeform nature means that it usually requires more from the GM and especially from the players in terms of driving the action, which can be daunting.

Also the system has aged like total dogshit. The leveling system is ass and inflexible, requiring you to take lots of garbage at low levels, the space combat is clunky as hell and takes forever to use, and the endeavors system is stupid and unintuitive while also being tied in to a lot of the cooler starship parts like the trophy room and stuff. Worst part about FF losing the license is that we will never get a proper Rogue Trader 2.0
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>>62391405
I have always wanted to play as the RT but among my friends I am also the only one ever willing to run it
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>>62391405
And I guess no one wants to make a new Version because there will be people unhappy with the Changes?
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>>62391902
I'm working on some homebrew for WANG that I think will make space combat interesting but I'll admit I'm not a math guy. I'll need someone to confirm my target DNs are actually feasible and what not. Might have something to show tonight or maybe tomorrow.
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>>62391959
Easy way to figure your math for "Are my DN's too high?".

Take the average of a PC's/NPC's Piloting/Ballistics/Etc pool at that Tier, and halve it.
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>>62391902
I mean someone might. I tossed together a brief hack for running Rogue Trader using the character generation and leveling mechanics of DH2 as well as the mechanics improvements, but im not sure if im entirely happy with it yet to share it
>>
Here's that Voidship homebrew I was working on. Feel free to rip into it and offer suggestion on anything that needs changing or adding.
>>
Any of you guys try incorporating the Tyrant Star into your campaign?
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I'm the GM for a WanG game where the players are a bunch of punk kids hired by Old Mister Mechanicus to clean out his basement on Mars.

Anyone interested in storytime?
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>>62394913
Go for it! I'm looking into starting WanG myself
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Our RT group came into possession of a small fleet of about 4 raiders. How do we use them to get good returns or at least make them pay for themselves? We don’t want to sell them unless absolutely necessary.
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>>62396663
If you're not going to sell them, you need to a) rent them out, b) crew them and use them yourselves, or c) consume them for parts to upgrade your main ship.
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>>62381823
It's good shit. Had a blast running it, am gonna convert it to Wrath and Glory once it's out in print, been doing my best to port everyone's characters across.
The Arbites was hard to do but it so happens that both Tier 2 skills and Genesys' link together surprisingly well, both are 1-5.
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>>62398242
I'm not familiar with Genesys, but bear in mind WANG's universal costing system that breaks things down into cost "steps". For skills, the three steps are 1-4, 5-7, and 8, so crossing from 4 to 5 is a bigger relative leap. I'm not used to games doing that, so I'd take a careful look at how GENESYS does its costing - usually, games stick to just escalating costs, like WANG does within a given step.

Fuller explanation:
WANG's attributes and skills use the same core algorithm with different specifics, but skills look like this:
L1-L4: Each step costs AX, where A = 1 and X = the next step (1*1,1*2,1*3,1*4).
L5-L7: Each step costs AX, where A = 2 and X = the next step (2*5, 2*6, 2*7)
L8: Each step costs AX, where A = 3 and X = the next step (3*8)

Plus there's the "tree of learning", of course - if you want 1 skill at 5, you need at least 4 other skills at at least 1 each.
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>>62378545
Does anybody have a/the final version of that unity based RT ship builder lying around? I'm pretty sure work on it ended, but I think my DL's older than the final version, and I can't find any working links anymore.
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>>62378545
sup /40krpg/, my little brother wanted to play as Corvo from Dishonored in our game of DH2e, so I wrote up a custom psychic discipline for him to use. Could you guys give me some feedback on it?
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>>62394913
Wheres the storytime anon, you said there would be storytime.

I will be sad if it doesn't end with them all dying horrible mutant rat related deaths.
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ba-bump
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>>62378545
Would it be possible for a radical inquisitor to retrofit an eldar webay engine on an imperial ship?
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>>62403511
Most definitely would not have the capability to do that, and you most certainly would be breaking all sorts of rules that would lead to you getting shot to death for being a heretic if anyone recognized what you did.
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>>62403687
Shot to death by who? The Eldar who'd already want you dead, or the mechanicus who can suck your Inquisitor dick?
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>>62403511
That would be one hell of an undertaking.your likely going to need a thouroghly knowledgeable heretech because no one even slightly orthodox is going to put filthy elder tech in a good wholesome STC approved ship and an elder euivilent to pull this off. It honestly sounds like it could be made into a fun part of the campaign. Ie make contact with the people you need then convince them to join you and finally secure the parts to make it all happen.
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>>62403511
If Haarlock can canonically do it so can you.
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>>62404047
So a heretek Refuge and a Xeno Specialist then, yes? Just add Wraithbone, let simmer, and enjoy?
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Any suggestions for someone making an OW guardsman for a DW campaign
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>>62403830
The next Inquisitor who finds out you've melded unholy xenos tech to your ship, anon. Also the mechanicus who installs it is probably gonna be branded a heretek.
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>>62404185
Yes, it's called "Play WANG instead, FFG isn't meant for crossover games".
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>>62378545
I'm gearing up for an Only War campaign. Right now it's just one planet, but I've got grand ambitions about a whole crusade to reclaim to Spinward Front. I will probably need advice on the regular.

For now, how many regiments might a single ship transport? Specifically a Lunar-class cruiser that has been modified for troop transport. I used the Rogue Trader ship creation rules to make a Lunar class with a barracks and hangers for landing craft. I'm thinking one regiment, maybe two at a stretch.

Just for reference, I'm assuming a regiment is a brigade sized element. For an infantry regiment, that would be 810 fighting men, give or take, plus equipment and support elements.
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>>62404686
I can imagine the Imperium stick two regiments in there pretty regularly due to low amount of ships in a fleet and a particularly important war.
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>>62396663
Equip each with a Cargo/Lighter Bay, then use them on speed runs of high value, low volume cargoes where ordinary freighters would need escorts.
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>>62401457

Was gauging interest before composing.

You guys want gonzo narration or literary?
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>>62404964
Not gonna lie anon, most of what I do for my session writeups is actually mostly accurate despite how ridiculous it sounds at times. So you do you, man. Whatever you feel is best.
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>>62404185
You would need to be equivalent to Ascension level (DH1e) to stand a chance. Look at ascended storm trooper, Crusader, or Vindicare for ideas, then realise that you'll end up as the social face/general skill monkey anyway, because you can't match Marine level resilience and damage output.
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>>62404185
Play a higher role than grunt and throw disposable convicts at the problem?
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>>62404185
Why?
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>>62404185
Yeah basically you will not be able to match the Space Marines as far as sheer kill power goes unless your GM positively loads you up with shit to compensate, but you can still do some things as good or better than them if you specialize. Skills are a good one, especially social ones because you are in general easier for a normal person to interact with. You might also have some luck focusing on stealth or demolitions assuming none of the marine players have decided to go either of those routes
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>>62405204

Stealth, Tech, Piloting, Social Stuff, Sniping

These are the areas in which a normal human can specialize to meaningfully add to a team of Space Marines, assuming none of them have also chosen these areas.
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>>62406362
Yeah sniping works too, especially if you can get your hands on an exitus or needle rifle. Accurate plus the tox bonus is pretty gnarly
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>>62394913
>>62395320
>>62401457

So this is a group I was previously running a game of DH2e-updated Rogue Trader for, where the plot revolved around the disgraced Dynasty's discovery of a stable path through the Cicatrix Maledictum near one of their holdings. It was set about 150-200 years post-Indomitus and heavily involved reclamation of Imperial worlds on the other side of the rift, so I jokingly maintain that GW stole some of my ideas with their current metaplot for 40k.

Anyway. That game went on hiatus for now due to scheduling concerns, which meant I had an opportunity to start up another campaign I'd been planning which dealt with the Adeptus Mechanicus sending a ragtag team of misfits to follow in the steps of Arkhan Land and brave the Librarium Omnis. For those not familiar with it, the Librarium Omnis (also called Librarius Omnis) is a vast, continent-spanning series of linked industrial complexes, data archives, and catacombs beneath the surface of Mars that extends deep into the planet's crust. It has some pre-Schism Adeptus Mechanicus facilities on the upper levels, but the deeper you travel the further back in humanity's history you go, with the lower reaches consisting almost entirely of those vaults from the Dark Age of Technology that once made Mars a bastion of knowledge and scientific discovery.

You may be wondering why the AdMech doesn't try and scour these ruins for ancient technology. The reason is that this massive, decrepit labyrinth contains not just archeotech but also examples of the worst weaponized excesses left over from humanity's war with the Men of Iron: memetically-transmitted scrapcode, murderous abominable intelligence, and darker secrets man was not meant to know. And this was before the Horus Heresy even happened; after the Great Schism, when Mars was fully reclaimed for the loyalists, every surviving heretek and warptouched machine that wasn't totally destroyed fled into the Librarium.
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>>62407361

Of course, this danger was no deterrent for the truly motivated archeotechnologist. Many continued to delve into the endless maze of the Librarium both before and after the Heresy, even when Fabricator-General Kane ordered all known access points be sealed in the aftermath of Horus's rebellion. Arkhan Land is the most famous and successful of these would-be explorers, retrieving the STC designs to what would later be called the Land Raider and Land Speeder. That he holds this honor despite never returning from his second expedition says all you need to know about how heinously dangerous the Librarium is.

So, naturally, I thought this would be the perfect basis for a Megadungeon.
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I'm trying to transfer two RT ships to WANG for my group, they're using a Godsbane lance battery, a pyros melta cannon, a couple of las-broadsides, and some Hecutor Plasma batteries. I was wondering if anybody had any general guidelines for transferring damage and traits? I was thinking of using STR/crit as their salvo rating, while keeping their range as is.
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>>62407489

The party consists of:

Interrogator Tyvan of the Ordo Machinum, the Inquisitorial division tasked with keeping an eye on both the Mechanicus and heretek activity. The political maneuverings within the AdMech that saw this expedition approved meant that no Martian delegation was willing to bear the presence of a rival sect. Members of the Ordo Machinum are some of the few Mechanicus-sanctioned individuals with a high degree of technological competency, meaning the inclusion of a representative was almost guaranteed.

Interrogator Claudius, primaris psyker of the Ordo Excorium. While the Ordo Excorium is best-known for its adjudication concerning the use of Exterminatus, its true role is to act as the Inquisition's office of internal affairs. The presence of one Inquisitorial representative on so sensitive an assignment practically assured the placement of another, though the unique capabilities of a psyker were deemed a valuable asset.

Alpha-7979, a "defective" Skitarii Alpha formerly in service to the Magos Juris overseeing the expedition. The defect in question manifests itself as a curious presence of independence and personality, despite above-average loyalty and piety to the Omnissiah. These qualities were in fact intentionally induced by his former master to ensure the Adeptus Mechanicus would maintain a collective representative on the mission, but one not aligned with any specific faction. Or perhaps he just wanted it gone.

Sergeant 'Gangrel,' a loyalist Iron Warrior from the Heresy era who was part of the control group for Primaris development. Unfortunately, a techpriest involved with the Librarium expedition found one of Cawl's stashes, wherein lay Gangrel's stasis pod. As they required an Astartes, and the container's label had disintegrated to the point that the only discernible words were "Chapter: Iron," the repentant son of Perturabo was promptly decanted and volunteered for duty.
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>>62407870
I like this
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>>62407870

We were originally going to have an Electro-Priest as well, but the player ran into scheduling issues and decided to drop. I'm in the process of interviewing for a fifth player; odds are currently in favor of a Commissar (with troopers) assigned to support the Inquisitorial detachment.

So we begin in the deserts of Mars, a modest distance from the triplet forges known as the Tharsis Montes. As some of the few non-initiates to set foot on Omnissian soil, our motley quartet has been secreted across the red plains and unceremoniously deposited within a temporary hab structure in the middle of nowhere. It's bare and windowless, the only furnishings being a handful of folding chairs and a collapsible table. Martian winds rattle the tiny hovel's frame.

The tech-priest in charge introduces himself: Magos Juris Cosmo Dominus. He's all smiles, pointedly aware of his unfortunate name, and perhaps the least-augmented Omnissian anyone present has ever seen. His bald little head is still all skin and flesh, while even the Ordo Machinum Interrogator has more mechadendrites at a grand total of one.

The time for making acquaintances is terribly brief, however. Magos Dominus is far more concerned with gauging the readiness of his assembled team and explaining the task for which they have all so graciously volunteered.
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>>62408200

To those familiar with it, the Inquisition is known as quite possibly the single most fractious body within the Imperium. Not only do individual Ordos within the Emperor's secret police regularly fail to see eye to eye, but even Inquisitors within the same division often take to warring with one-another - through both clandestine and overt means. Planets, systems, even entire subsectors have been devastated as a result of these deadly intrigues.

Yet the scenario that Magos Dominus describes to those present is perhaps even more dangerous, for while the Inquisition possesses the authority to scour worlds, the Adeptus Mechanicus holds the ability to ravage whole segmentums. Despite all that the priests of the Omnissiah hold themselves above the petty emotional foibles of baseline humanity, they remain just as susceptible to the pride, greed, and overconfidence that lend themselves to secret wars fought via politics and intrigue. In this way, the only difference between the Inquisition and the Adeptus Mechanicus is that the Martians have bigger guns.

In what the party likely deems a shockingly candid discussion, the amiable little man before them relays all this. While Aurelius is perhaps unwilling to break his faith in the clergy of Mars, Gangrel spends the discussion wondering what the Inquisition is (and, possibly, why it hasn't been purged yet). The two Interrogators, however, grasp fully the implications laid before them.

Their little troupe is not being sent into the most legendarily dangerous place on Mars - perhaps in the Segmentum Terra altogether - because they are the best of the best.

They're being sent because the various internal factions of the Mechanicus would rather burn it all down than let their rivals get in first.
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>>62407870
>The defect in question manifests itself as a curious presence of independence and personality

But that's the whole point of skitarii?
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>>62408438

Thus authority over the expedition has fallen to the least ambitious of all the Martian priesthood: the Magos Juris, those who have forsaken the pursuit of knowledge in order to to contemplate the Omnissiah's will. All techpriests pay at least nominal tribute to their authority, and the Magos Juris are commonly considered second only to the Fabricator-General himself on matters of scripture and Mechanicus law (and even there exists room for debate).

It was with much expectation that the various factions of the AdMech agreed upon granting command to the Magos Juris, each intending to wheedle and bribe their way into a favorable position with the expeditionary team.

It was with much disappointment that the various factions of the AdMech discovered the Magos Juris, having no interest in the pursuit of knowledge and not trusting their brethren to resist temptation, formed the away team from those beyond the circles of Mars.
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>>62408446

Independence? Yes, to a degree.

Personality? Not so much. The Skitarii has more or less stopped perceiving the orders of their superiors as the euphoria-inducing word of the Omnissiah and more as the instructions of very wise, but not infallible, masters.

Which, to your average Martian, is abhorrent.
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>>62408570

Oh, that makes sense. That's troublesome for the skittle.
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>>62408547

Without much further ado, the away team is granted their supplies and equipment. Beyond the usual accouterments - respirators, an auspex, a medkit - they are supplied a few pieces of gear gained from character creation.

Tyvan, the interrogator-technician, acquires a set of hazmat-conditioned armour similar to that worn by Skitarii. He's also accompanied by a couple of lasgun-toting Inquisitorial Acolytes via the Devotees talent; if the Commissar ends up joining, I intend to let the interrogator respec to avoid having too many nameless troops on the field.

Claudius, the interrogator-psyker, acquires a set of light power armour, a long-las, and a shock maul.

Aurelius, the skitarii alpha, exchanges his galvanic rifle for a heavy bolter of all things, along with a shock maul.

Gangrel, the tacmarine, elects for an Astartes combat shotgun to accompany his bolt pistol. I elected to have him roll to determine which pattern of power armour he acquired and to his great consternation he wound up with a set of Mk.VI Corvus (homebrew -1 AR, +1d Awareness, -1 DN Stealth penalty). The bog-standard Astartes combat knife was immediately traded to the psyker for his shock maul.

I'll also note here that the Astartes player had very much wanted to play a Primaris, due to the unique outlook such a character granted. Since this is a T3 Campaign and Primaris are T4, I offered him the opportunity to roll a regular marine, pay an additional 10 BP at creation for the "Primaris" keyword (and therefore qualify for Primaris talents), and slowly acquire the additional implants over the course of the campaign that would eventually turn him into a full chadmarine. Basically a Primaris payment plan, with the total cost equal to the 50 BP species difference and achievable around Rank 4.
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>>62408788

The recently-uncovered entrance to the Librarium is revealed to be a fairly narrow, vertical ventilation shaft in the hab structure's floor, about two meters across and sealed with a grate bearing the Cog Mechanicus.

The Astartes elects to take the lead. One long grapnel-facilitated descent later, he's standing on another grate about two hundred meters below the entry point - and then he's falling, because ancient and corroded fixtures are not great at supporting space marines in power armour.

The newly-open portal drops the party into a decrepit supply vault, partially flooded with fetid water. Centuries of moisture have fed the growth of some unfamiliar fungal growth, which creeps along the rusting floor plates and up the filthy storage crates. Not only does it stink of decay, but it's pitch black, which makes everyone appreciate the decision to universally acquire preysense.

Our intrepid heroes proceed through the unpowered complex, the Astartes forcing open doors where possible. Repeatedly they encounter the battered and half-mummified remnants of ancient servitors, all displaying severe battle damage. Everything bears a heavy coating of dust; the only break in the aching silence is the occasional discovery of yet another decrepit servitor. Here, one broken scattered throughout the hallway by heavy gunfire; there, another impaled in the wall with a pile of its own components on the floor below.
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>>62407736
Honestly, just compare it to similar stuff, assign special tags as needed, and tweak the numbers so it's not too good/too shit for what it's supposed to be. WANG is ridiculously easy to modify.
>>
>>62408788
>>62409087

this is a lot of fun. Greentext can be fun but more longform stuff is also good.
>>
>>62409087

Past more long-dead servitors, unpowered cogitator stacks, and the occasional disconcertingly-organic smear, the ragtag band finally comes upon something of note. Gangrel has pushed open the heavy rolling doors to a massive generatorium. Within lie two separate coil arrays; the charred body of a techpriest lies slumped over the controls for one, cybernetics fused together by either intense heat or electrification, so our heroes wisely choose to activate the other generator.

Of course, wisdom is relative. With the power system's start-up comes the disconcerting glare of red emergency lights and the tinny blare of a klaxon in need of maintenance. The vox-alarm lets out two strained squeals of alert before falling silent, emitting the unpleasant smell of burning silicon for some time after.

The Machina-Interrogator probes any systems accessible via the power station console, rolling a frankly disconcertingly large number of icons and exalts. He quickly identifies the issue: rather than tripping an alarm, reactivation of the generator merely resumed the alert that was in progress when the facility's power cut out. He shifts to deactivate the defense turrets, but the system reports communication difficulties with the security automata now actively wandering the halls.
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>>62407736
Only thing we have is the homebrew posted earlier >>62393461
Ulisses was not very thorough with Voidship stuff
>>
>>62409437

The Astartes is quick to order defensive positions be taken among the broken cogitator stacks just outside the generatorium. Their orders were to establish a foothold in possible, making protection of the functional fusion coils a high priority.

Three points of approach surround the party, and from each comes heavy, irregular footsteps interspersed with the cacophonous sounds of broken speech regulators. Down two corridors come a group of emaciated gunnery servitors bearing heavy bolters, relying more on their metal parts for support than any semblance of muscle. The third contains a large humanoid automata that dwarfs even the Astartes. It's a Thallax, albeit one that's seen better days, and the Machina-Interrogator is quick to interject that its skitarii operator should have long since perished based on the facility's age.

The Thallax, apparently unconcerned about its own mortality, responds with a hail of fusillade of energy bolts from its multi-las.
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>>62409622

It's a quick and dirty combat, even given our relative inexperience with WanG's combat system. Much of that has to do with my slightly underestimating the killing power of T3 characters, admittedly, and the servitors are quickly felled from a combination of heavy bolter salvos and a round of psychic flame. On the other hand, the Thallax puts a decent hurting on Gangrel and Claudius before collapsing into a pile of smoldering metal.

Interrogator Tyvan, mechadendrite practically twitching with excitement, is first to approach the remnant automata and quickly disperses the fire. Heedlessly connecting to the Thallax's cranial compartment via MIU, the Ordo Machinum representative is immediately greeted by an aggressive segment of scrapcode. His technical proficiency sees the hostile packet quarantined without further risk, but further examination of the Thallax yields disturbing results.

Where the automata would normally house the brain and stem of a former skitarii, there is instead an ovoid lump of rubbery black material. It's corded like muscle, oily with fluids that reek of ammonia, and very clearly synthetic in nature. The Thallax has no organic components to be found and the interrogator is visibly unnerved.
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>>62409835
Anyway that's about where the first session concluded. We've had two so far, so I'll do the second one later if people are still interested.
>>
This feels like a very stupid question, but is +d a different thing to +bd in Wrath? Like the bonus dice cap is 5, so could you get up to 7 extra dice for a melee attack with all out attack?
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>>62409461
I hadn't seen that, reading through it seems really strangely done, with grand cruisers having less armor and defence than a frigate, while only having marginally better wounds. While the defence decrease makes sense due to scale, the lowering of resilience to less than that of a standard frigate, seems illogical and in the favour of a smaller ship, putting into question how such larger ships survive being weaker and easier to hurt. It seems like it could use some work.
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>>62410325
I think it's stated explicitly in the core somewhere that you can't bypass the cap like that, so your AOA would give you +2, but you'd miss out on a +2 somewhere else, ending up at +5.
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>>62410342
Are you sure you read it properly? Resilience goes up with size not down.
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>>62410362
Right, but the standard frigate of the core, has a resilience of 8(9), which is higher, and has a defense of 6. Which I have to imagine is a smaller vessel than the Avenger, considering a frigate is somewhere in the Sword Class range.
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>>62410401
Again, did you read at all? The whole point of the expanded rules was to provide a framework that is simply not present in the CRB. There's no rhyme or reason to the stats they threw on the pitiful three example ships.
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>>62409835
>Much of that has to do with my slightly underestimating the killing power of T3 characters
Theres a lot you can do to fuck with characters in WANG really. Mobs are a good start, because they get fat dice bonuses and even Troops can shift IIRC. Give'em some decent weapons (damage value 9+, depending on your PC's Res) and they'll probably at the very least ping most PC's. Also don't forget you can called shot as well. Interaction attacks can set a PC up for a big time hurting, if done properly, by dropping their Def (or just raising all of their DN's so they find it harder to do anything that round). I think they struck a good medium between PC's being tough as fuck, and vulnerable as fuck, depending on how you arm your enemies and how the PC's build themselves.
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>>62410425
I'm not sure you're right considering the stats they threw in were exactly to the strengths of the intended ships. Eldar are harder to hit but weaker than rice paper, imperials are hardy but nothing incredible, and orks pump out enough damage to scare the piss out of anybody. It's like a basic elemental weakness system, Imperium is weak to ork, ork is weak to eldar, eldar is weak Imperials.

>framework that is simply not present in the CRB

It just seems to turn ship combat into melee damage rules so that escorts can't even scratch battle cruisers, and battleships sneeze damage like it's going out of style, turning encounters into a game of rocket tag for who's got the bigger ship, not the better team. Just seems like it makes ship combat deadlier, but not more involving.
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>>62410425
>There's no rhyme or reason to the stats they threw on the pitiful three example ships
Well, to be fair, there is a rhyme to them. Imperial ship was the mid-range one, Eldar was the high Def low Res, and Ork was low Def high Res.

Whether thats reasonable or not depends on how into ship stuff in 40k you are.
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>>62410530
Don't forget that it also doesn't make sense to have weapons scale off size considering that it goes counter to the general weapon rules of ammo types being equivalent/determinante damage.
A prow lance is a prow lance, regardless of what it's welded to.
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>>62410530
>>62410532
An Ork Rok is not at all comparable to the other ships. It's literally not even the same weight class. And you seem to forget that those are frigates with a defense of 6 and a resilience of 8. Guess what a battle cruiser's gunna have? Way less defense and way more resilience. Especially considering the Rok example given. You call it rocket tag but having been through it twice already I can tell you that it's boring as shit if you run it by RAW. There's barely enough actions for a party of 5 and it gets reduced to rolls of attrition. It's not fun at all.

>>62410597
Except larger ships are going to carry larger weapons. You can't tell me with a straight face that torpedoes and macrocannons on a Cobra are going to do the same damage as ones on an Emperor class.
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>>62410644
>torpedoes and macrocannons on a Cobra are going to do the same damage as ones on an Emperor class.
Except they're the same munitions right? So why wouldn't they do the same damage? At best you get more macrocannon's on an emperor, but it's still the same canon set-up either way, but then that's two lines of them, rather than emperor's just using bigger bullets. Which in WANG would more roughly equate to a better salvo rating than a better damage rating if I'm not mistaken.
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>>62410644

I think >>62410682 has the right idea on this front. Weapons don't get bigger, you're just fitting more of them in a battery. Alternatively, you have more batteries.

There aren't different sizes of macrocannon, just like there aren't different sizes of nova cannon.
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>>62410682
>>62410720
Torpedoes range from 60m long on a destroyer and over 300m on battleships. And certain weapons like Nova canons simple can't be fitted to smaller ships. But lets say you're right and that they should have a better salvo - how the fuck is anyone supposed to get through a battlecruiser's resilience? RAW they're 7+2 ED with no AP. That means you have to be shifting a ton of dice to do any meaningful damage because a BC is going to have 10+ resilience not even accounting for void shields. So you either have to buff the damage each macrocannon does in order to represent more firepower being thrown out or you basically play "who rolls exalted icons first." Which, again, is fucking boring.
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>>62410644
>>62410752

Right, it is going to have more defense and resilience, that wasn't in question, the point of question was how blowing the damage way through the sky turning it into a game of money rather than skill, makes it any better. It seems all you've done is replace one boredom with another. You've essentially pressed the "increase game speed" button, instead of fix anything.

Hell a Grand with a dorsal macro is doing average 12 damage a shot, with the salvo giving a better chance at shifting, meaning it's doing around half it's own health per volley. That doesn't seem a little crazy to you? Being able to kill itself in 3 rounds? And the match-up against the escort is just baffling, either you never hit it, and it mosquito's you over like 14 rounds, or you brush it slightly and it explodes like an overplump chicken. That doesn't seem very... entertaining, is all I'm saying.
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>>62408788
How did you handle the interrogators and skitarii alpha? I'm guessing the party is:
1 Skitarii with Stay the Course [Unknown Keyword]
1 Inquisitorial Adept with Stay the Course [Unknown Keyword] (interrogator-technician)
1 Inquisitorial Acolyte with Psychic Revelations or Stay the Course (Acolytes can start with Psyker, so this is probably the hardest character to guess the build of, but being in both the Inquisition and an Ordo makes him unlikely to be a Sanctioned Psyker with Stay the Course)
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>>62410768
Last I checked 40k ships aren't immune to how deadly the system and setting is meant to be. Three big hits from a Grand should be able to kill a comparable vessel, just like how in regular combat you pretty much down non-troops in 3 rounds or less. The whole point of W&G is to "increase game speed" because of the massive bloat present in past systems. You can whine and claim RT handled ship combat "better" but the objective fact is it was more spreadsheets than EVE online. So you either keep things consistent with the goal of W&G or you sit there mosquitoing each other for 2 hours. And yes, if it's not clear, a grand should be able to blow an escort out of the sky in a well placed shot or conversely be pinpricked to death. Just like how a Space Marine is going to be wiping the floor with most mobs that aren't in the same weight class.
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>>62410792
Speaking for myself as the Ordo Machina player, the build is actually Acolyte with stay the course, but then a heavy BP investment into int/fel/scholar/tech and other noncombat skills, while not being a complete waste of space for things he can't spend a fight yelling at in binharic to debuff.

I'm really quite liking the interaction attacks rules, and the changes to leadership to make it a viable specialty to help your own party is alos a pretty good change.
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>>62410792

I'm not actually 100%, but this is what I believe they did:

Skitarii Alpha: Skitarii + Stay the Course. I think he took Influence instead of a keyword.
Interrogator-Machinum: Acolyte + Stay the Course. Machinum grants +1/2 Rank Tech.
Interrogator-Excorium: Acolyte + Psychic Revelations. Excorium grants +1/2 Rank Insight.

I'm pretty strict about psykers. Psyker keyword would only let you take Minor Powers. Sanctioned Psyker gives access to all Universal Disciplines, Psychic Revelations only grants one Universal Discipline. The Interrogator-Excorium took Pyromancy.
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>>62403511
I mean ultimately its up to the DM but I'd imagine so
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>>62410812
I just don't see your changes as an improvement, and more of a skip mechanic designed to remove ship combat rather than facilitate it, posing the question of why even have it, since these rules really seem to indicate you hate everything about it.
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>>62411016
By that logic I must hate W&G because combat isn't as crunchy as past lines. What I actually hate is the lack of any real rules for creating ships in W&G and an extremely inconsistent ruleset on voidship combat when it should be as fast and simple as the rest of the system. RAW in CRB it's not fun. Period. My changes are meant to at least provide extra options and a measure of standardization.
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>>62411052
I think the point they were making is why have it at all if you're implementing rules tantamount to removal anyways.
Just don't do ship combat (Either by skipping or making it entirely narrative) until actual rules for it come through the pipeline?
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>>62411075
I fail to see how it's "tantamount to removal" by making it quicker and less painful. You might as well not do combat in W&G at all if that's your train of thought. As far as actual rules, they're not going to come down the pipeline if people don't do voidship combat and give feedback about it. Shit's not up to snuff at the moment and it could be literal years (if ever) before we see anything about voidships.

And really, narrative for ship combat? If you're just gunna let your GM monologue at you with you rolling arbitrarily to modify it then why even show up to the table? Voidship battles are supposed to be exciting and tense.
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>>62411052

The lack of any real rules for ship combat in W&G probably has a lot to do with the fact that GW hasn't published anything concerning BFG in a long, long time. As a result, there's no recent material to draw from regarding ship combat, whereas 8e and Kill Team provide a lot of good reference for ground combat.

Give'em some time to put out a naval supplement.
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>>62411129
>exciting and tense
>Is literally who has the bigger ship dick
Pick one my guy.
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>>62411199
>Is literally who has the biggest bolter dick
Think before you post.

>>62411182
GW will never return to BFG unless the videogames sell tremendously well. It's a miracle we're even getting a second one.
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>>62411199
>Is literally who has the bigger ship dick
Doesn't matter if you've got a needle dick if you've got an arse like a sewing machine
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>>62411271

I meant give Ulisses time. They have to work stuff out using an ancient ruleset.
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>>62411271
>think before you post
Did I strike a nerve ship dick-kun?
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>>62411338
I'm just some passing faggot. But you're a mouth-breathing retard if you believe 40k isn't about who has the biggest dick when there's stupid shit like Knights and Titans running around. It's literally "look at the size of my dick" the setting.
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>>62411389
Just cause that's the setting doesn't mean you have to go so far as to arm everyone and their grandma with recreational hand nukes. There is a place for a middle ground of high mortality and graphic survival.
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>>62411389
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>>62409952
I enjoyed it!
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How could one run Black Crusade in 30k? I'm tempted.
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>>62411797
>BC
>In 30k
That is a first
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More necrons
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Anyone know where I can find Rogue Trader Games to join?
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>>62413790
Gamefinder, Roll20.

As a GM, anywhere.
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>>62410877
>>62410958
Thanks, guys and/or gals!

Acolytes definitely open up a lot of options with that Any keyword - e.g. the I assume the Ordo Machinum player took Adeptus Mechanicus, letting you roll Influence using Intellect, which is baller.

Also good to know how the GM is handling Psykers, since I know from the Ulisses forum you can combine various pages of the rulebook to prove or disprove virtually any claim you want about Discipline access.
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>>62411797

Played a 30k game in deathwatch. Why black crusade? Deathwatch is a better fit.
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>>62414815

Actually, given the context of the game, I gave everyone the option to use Intellect for Influence.
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>>62378545
Does anyone remember a) what the skills all players start with in Only War or b) where in the book I can find them? I'm scouring the character and regiment creation chapters, but I can't seem to find it.
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>>62417812
A, it depends on the regiment, there is no universal base allotment of anything except for your knife, flak vest, laspistol, and other minor things.
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>>62417980
I figured that out after further investigation, so now I feel silly. Thanks for the answer anyway.
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>>62416241
Because the Horus Heresy makes for an excellent setting for something like that.
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Why is it that every single 40krpg game I run ends up dying after three session? For the longest time I thought it was me, but looking back I realize it's not just me. No matter what system line I use the game always ends up like this:
>Screen players, weed out obvious flakes and undesirables
>Take the time to engage each player and help them find a reason for their characters to work with the others
>First session goes fine. Everyone shows up and says they had a good time
>One player flakes at the last minute before the second session meaning I have to rework everything for one less person/skillset
>Second session isn't as action-packed as a result and is more inter-RP focused (which is what I prefer). People still claim they had fun.
>Have to recruit a new faggot for third session. Again take the time to engage them and ensure they'll work well with others
>About half the group is running late for the third session but we still run
>New player isn't engaging with the story or the other players. Other players aren't engaging with them. Hell, new player doesn't do shit until combat.
>New player turns out to be the biggest min-maxing rules lawyer fucktard who basically runs combat for me
>Only time I get a word in is when I have to end the session due to time limits, not for lack of trying to get new guy to shut the fuck up
>No one says they have a good time this go around
>Everyone flakes on the next session
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>>62419844
Something is going terribly wrong at the "screen players" step. I don't know how you do it, but I do it by having friends I am already friendly with play with me, and the only filtering I do is by interest - the game is an excuse for friends to hang out more than anything else.

Secondly, particularly when I GM, a player disappearing and thereby removing a skillset doesn't mean the scenario changes - the remaining team is just going to have a tougher time now unless they can come up with alternative solutions to the same problem. Worst case, I will give the team an NPC mascot - after all, the missing PC is missing in-world, too, and that lends itself directly most of the time to the PC team seeking assistance elsewhere to fill in their own gaps.
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>>62419940
It's entirely possible my screening process just doesn't work for 40krpgs. Other, non D&D, systems it works fine for. But the moment you add 40k into the mix shit goes south. Take the new faggot I have to recruit before 3rd session - they sound interested, reasonable, all the good things. But as I said they just don't do anything when the game starts until combat rolls around.

It's not every single time this happens, but usually it's the party's psyker that ends up flaking for the second session and needs replacement. So while I can still run the adventure there's a severe lack of outgoing and ominous information because there's not a psyker around to go "hey guys shit's not cool because I feel X." I've tried giving parties NPC psykers for that very reason, but every time without fail they treat them like shit. And by that I mean more so than the setting really calls for. We're talking "carry my shit, speak only when spoken to, if you fuck up once regardless of how we'll kill you" and dumb shit like that.
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>>62420041
Is it possible player and GM expectations aren't meshing up? A lot of people can say one thing, and mean another.
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>>62420105
I mean that's the core of the issue I suppose. When I say "I'd like there to be an even mix of intrigue, combat, and downtime" I mean that I'd like there to be an interesting plot that drives the action, time to actually RP as the characters, and then some combat mixed in. Or when I say "we're playing a low-level freshly-picked acolyte team" I mean taken from their homes months before and told to go check out X with zero knowledge.

Yet the result is that people always seem to want to do combat above all else. I mean maybe my stories aren't great. But I have similar issues trying to run pregen adventures as well. And that low-level campaign? Everyone spends more time fucking about and drawing attention to themselves than actually investigating. I had one particular group that went around the city spamming psyker powers on mutants and then wanted to impersonate the mechanicus. And yet in the screening process they all agreed that there wouldn't be any "for the lulz" shit or pink-mohawking (within reason).
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>>62420041
A lot of that makes sense for 40K - the party psyker is fucking liability due to Perils, so it's usually a) intrinsically not fun to play and b) the sort of thing where you tolerate the psyker NPC because the GM says you need a guy to sense portents and shit but he's bottom rung because you know he's going to endanger the party.

You might have better luck helping out your psykers, both PC and NPC, with Perils resistance. For example, in WANG, you could release a (cheap!) talent letting psykers cast without a wrath die (meaning their base pool is Willpower + Psychic Master - 1, since they dropped a die), a la tabletop astropaths who can cast on d6 instead of 2d6. You can come up with other solutions, too, depending on what seems to be your local issue - for example, a talent for taking shock in exchange for "internalizing" perils so they don't leak out. I don't know what's been facing your particular group.

In WANG in particular, most of the powers are deeply underpowered, particularly since most of the psyker archetypes charge you out the nose for points and then give you negligible or 0 bang for your buck, so on the PC side, you might want to look at up-gunning your psykers. A great case example is Chameleon, a psyker power used to make the psyker WORSE at Stealth; studying it and working out how you want it fixed might give you a general tool for improving the other powers until your PC has some fun.
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>>62420239
You're not wrong on any point but since I wasn't clear I'll clarify: I don't just mean fucking up and rolling perils means the players kill the NPC. I mean the NPC so much as botches a knowledge roll or fails the same Fear test the rest of the party also fails. They're literally the kicking post for the entire group. And while I know there's supposed to be separation between NPC and GM, after being yelled at for not having all the answers and rolling poorly for the fourth time in an hour I lose motivation completely.

Hell, the one time people claim to like psykers IS when they perils.
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>>62411797
>literally have GBAL for Deathwatch
>lmao no, let's run BC in 30k
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>>62420221
>Yet the result is that people always seem to want to do combat above all else.
Well, it's 40k. It's base is a wargame. It's a bit like D&D in that regard: People are just looking for a reason to start boltering someone in the face. And generally, a lot of players do like combat. I know that, personally, myself, I enjoy the fuck out of combat and always make something that is good at it. Even my social characters are usually able to kick the shit out of someone with relative ease, because where words fail, a foot in the ass does not.
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>>62420239
>psyker
>not fun to play
>liability
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>>62420322
Make your NPC work like the WANG Devotees talent, only in bulk: have your PCs roll for the NPC dude, since he's a party member. Or, even better, if they keep trashing the NPC in character, have the NPC sulk in the corner/commit suicide/betray the party/whatever, and then make the party face the same challenges WITHOUT his help. Don't re-issue them a new NPC unless/until they deliberately try to acquire a new one, on their own terms, and make sure they retain agency as they do so. Sticking with our psyker example, for example, make sure THEY decide what their approach is - beg the Inquisition to loan them a mystic? Beg the Scholastica Psykana for a Choir member? Hunt down a local chaos cult and offer to let the absurdly dangerous psyker they hope is fueling the cult live in exchange for services rendered? Whatever, it's their show.
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>>62420636
Followup: If their solution is to pray to Tzeench, I recommend letting him answer their prayers. Saying yes to PCs is, in my experience, the best of all punishments for stupidity.
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>>62420398
>It's a bit like D&D in that regard: People are just looking for a reason to start boltering someone in the face.
That's probably it then. I hate running campaigns for murderhobos and that's what every single 40krpg game seems to devolve into for me. Gotta find a heretic? Shoot or threaten people until they show up. Trapped in the Warp and daemons aboard the ship? Shoot daemons until the tech-priests fix things. Didn't roll enough to get that new bolter? Shoot the shop owner and take it anyways. There's little to no engagement with a given problem other than "Can I shoot it and if not when can I?" I show up to roleplay, not play "who's got the biggest combat dice today."

>>62420636
In any other system this approach works and I've done just that before. But something about 40k makes it so players either get indignant or outright quit when things aren't going their way. Example: Party drives away the NPC psyker and the psyker abandons them prior to going into a cultist hideout. Surprise surprise, there be daemonic and chaos-type things going on inside. Instead of dealing with that the players start whining about how things aren't fair and they're tired of daemons/chaos even if it's the first bloody encounter in the campaign.
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>>62420769
>Gotta find a heretic? Shoot or threaten people until they show up.
Usually will not work. If anything, it will drive them deeper underground, because now they suspect someone is out for them.

>Trapped in the Warp and daemons aboard the ship? Shoot daemons until the tech-priests fix things.
Well, that kind of is the solution. I mean, when reality is going to shit all around you because the Gellar field went down, thats all you can really do, isn't it?

>Didn't roll enough to get that new bolter? Shoot the shop owner and take it anyways
Sounds like someone is asking to get an Arbites shock maul up the ass. Thats just retarded. Also most worlds probably do not just sell that kinda shit on the street. And good luck shooting up that Space Marine quartermaster if he says "No" to you trying to requisition that plasma rifle.
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>>62421761
>Usually will not work. If anything, it will drive them deeper underground, because now they suspect someone is out for them.
Except if you don't eventually expose the heretic then the players efforts are for naught. Sure it's fucking dumb, but you try telling 3+ angry nerds that the bad guy left the planet while they were jerking off shooting people in the face. Or that because they were so blatant it gave the heretic time to bring in bigger guns than them. They're not gunna learn from it, they're gunna call you a shit GM and shitpost about it here.
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>>62422416
Well, fuck'em then. If they're so retarded they can't understand cause and effect, they probably need to be dropped.
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>>62410350
As long as +d and +bd are the same thing and the editing's just awful I'm cool.

Incidentally, is it common to gain a LOT of Glory in this game? We started out at zero for the session and quite rapidly had 8, without much idea of what we should be using it on.
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>>62419303

But chaos as we know it in 40k is completely unrecognizable in 30k.
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>>62422840
Yeah, same thing. Any bonus above your normal pool is a bonus die, far as I reckon. And yes, Glory flows like water (and so does Ruin). It's also capped by the higher of 6 or (I forget but it's like 2 or 3+players). So you're running a fairly big game since I'm pretty sure the game I'm in with 5 players caps at 7 Glory.
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>>62422924
I'm not that great with the lore, but would it be more accurate to say that Chaos is the same (as much as it can be, since it's... chaotic) but the big difference is humanity and it's relationship with Chaos?
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>>62393461
>>62408788
>>62420366
>using faggy homebrew

lmao at ur life
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>>62423003

Not quite. Alan Bligh, before he died, was making the 30k daemons list, and the whole point was making it utterly unrecognizable. This was a time where gods were working together, so you had mixed-god daemons, conceptual daemons rather than lolbloodthirster, actual cooperation with the gal vorbak rather than competition, and general weird shit. Chaos is an alien entity in 30k rather than the neatly separated four quadrants it is in 40k.
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>>62423009
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>>62423083

Have you considered that there's something innately fulfilling about using official gear? A difference of stories like "I beat a Bloodthirster through grit, determination, faith, and my trusty lasgun" vs "I beat a bloodthirster with my homebrew gun that fires 10 shots dealing 10d10 damage each ignoring armor and toughness and daemonic that ignores dodge and protective fields"? I mean, if you're using homebrew, why not just give yourself victory? At that point, there's no challenge at all because you can just circumvent the rules at any time and call it homebrew.
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>>62420769
>>62421761
Wait, you found the bolter but the shopkeeper wouldn't sell it? How are you guys handling the rolls for this shit?

My copy of WANG is an epic clusterfuck when it comes to acquiring a bolter, but this seems to be the basic setup:
1) Roll Cunning to find someone who might have a bolter. Is this step necessary? No one knows - Influence and Cunning are *both* described as how you solve the problem of finding someone who might have a bolter.
2) Roll Influence against value+rarity, and get it if you succeed, fail if you don't - but whether this failure means you didn't find it, versus couldn't afford it, or whatever, is "up to the GM" (completely undefined).

Finding someone who has a bolter and then asking them for it would open up a whole host of other options, like rolling Persuade to ask nicely, or Deception to convince them they think it's a good idea to give it to you, or, as noted in your post, murder to murder them and take the bolter, none of which are even allowed for in the section on acquisitions.

All of that would actually be more in the game's alleged design philosophy of failing forward, of course - according to the text in the beginning about it, you're never actually supposed to do what the rules say to do here. A failure to find a bolter is supposed to lead to a quest (i.e. more legwork) to get the bolter, not a bolterless dead end. I find the whole thing contradictory and confusing.
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>>62423443
>My copy of WANG is an epic clusterfuck when it comes to acquiring a bolter, but this seems to be the basic setup:
>1) Roll Cunning to find someone who might have a bolter. Is this step necessary? No one knows
It works like this: You ask your GM if you can find someone selling what you want. Yes/No. If they say "No", you then ask "Can I make a Cunning roll to find someone selling it anyway?". You know, like a ganger, black market, whatever. Yes/No. If no here, you're shit out of luck period. It's not available.

>2) Roll Influence against value+rarity, and get it if you succeed, fail if you don't - but whether this failure means you didn't find it, versus couldn't afford it, or whatever, is "up to the GM" (completely undefined).
Yep. The end result is "you don't get the item if you don't meet the DN". Why is up to the GM-Lack of funds, seller was lying and took your dosh and ran, sold you actual junk, your Chapter Quartermaster outright says "No, you're not good enough for this yet Brother", whatever.


Also failing forward is just an optional thing to prevent the game from stalling out completely due to PC's being fuckwits more or less. It's meant to be a tool for GM's, not something whipped out every time you don't like the result of a roll.
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>>62423542
So which is it? Is it Cunning to find, then Influence to buy, or Influence to buy-and-find, with the GM deciding if you failed to find or failed to buy after you fail?
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>>62423692
Buying is a straight up "Can I buy this, GM?", yes/no question. After that gets answered, it goes to a Influence roll to actually buy it. At this point it's a straight up, follow the book rules for getting the item: Influence roll VS the DN, with Assets/Wealth spent to better your chances of affording it.

If you GM says "No", initially, you can use Cunning to try and find someone who might be selling it, if the GM says you can. It's also possible to use Cunning to get a better deal by trying to find someone who will get you a better deal. In which case you roll against a DN (set by the GM), and can use shifts over that to lower the DN for the Influence roll you'll have to make.
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>>62423409
>ITP anon doesn't understand human's abiltiy to reverse engineer and make balanced content unless they have a publishing team
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>>62423409
>official FFG books
>balance
*oneshots your bloodthirster with force barrage*
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>>62423853
ughhn nothing gets me hard like sucking off the publisher online. Outlaw homebrew daddy
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>>62378545
Hey can anyone help me make a broadsider in 40k for my players? It’s just a naval cannon but picked up and portable and I’m not sure how to stat it.
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If something has AP-X and penetrating (Y) does it become Y or is it X+Y?
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>>62424196
Rogue Trader core
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>>62424196
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>>62424283
>>62424196

RT core naval shotcannon
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>>62424212
In WANG? X+Y.
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>>62424212
RAW, the former - AP -X Penetrating Y means if you shift anything to damage, AP becomes Y, but this is doubly stupid:
1) It would mean positive AP values in general, since everything in the book with a Penetrating Y value has a positive number for Y. The rules on AP are also bad (raw, on page 272, only positive AP values even work, since a gun with AP-2 should ignore -2 points of amour, which does not make sense), but regardless, either all AP values should be negative or all should be positive, which means one of AP or Penetrating is fubarred.
2) Even if you correct Penetrating Y to be AP -Y, it would still mean the Mono Knife's Penetrating 1 rule does nothing at all.

So, since the Mono Knife exists, I would argue the clear intent/RAI is that AP -X Penetrating Y means, on a shift of at least 1, AP -(X+Y) = AP -X-Y
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>>62424480
HOT damn
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>>62424519
>>62424514
Thanks for the help.
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>>62424519
>RAW, the former
I'd argue even with RAW it'd be X+Y anyway. Since it says "gain", not "replace", or "in place of", or...Etc. Basically, doesn't use language showing that it replaces the number, merely that it adds. Like "gain a bonus to...". But yes it's pretty clear reading through the book Penetrating is meant to be X+Y even if it's worded a little sloppily.

>>62424596
No problem. Any other questions?
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>>62378545
I’m doing a game of dark heresy 1 where they are investigating rogue terrorist psykers and really wanted to do some esoteric psyker disciplines. Anyone know of some good home brew disciplines or conversions from other games?
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>>62425506
Check " Radical's Handbook", then also information on sorcery from "Daemon Hunter" and then look at RT's "Navis Nobilitae".
Note any thing you lift from RT or BC will need to be adapted, since psychic powers work differently in those systems.
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>>62426091
How would I adapt them?
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>>62426091
All of the later psychic systems work differently from 1e. That subsystem was dropped hard.
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>>62422944
Yeah, six players. Way above what I'm normally on board with, but I'm not GMing for once so I'll happily deal with it.
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I'm going to share what's happened in the first two sessions of my WanG game.

>In a nowhere sector of the dark imperium lies a planet called Dostrilles III
>before the opening of the rift it was the most boring planet for light-years
>after the opening of the rift, it is the most boring planet for light-years
>in this sector space hulks and monitoring stations are being crewed by garrisons of astropathic choirs, to act as "warp buouys" in the absence of the astronomicon
>Enter PC1, Syvor the navigator, one of the more powerful psykers in the area, tasked with judging hulks and stations to see if they'd make good warp buouys
>Pc2 is his escort, Reiver Seargeant Syras of the Raptors chapter, who after the indomitus crusade was stationed here all but by himself, through some fluke of administratum paperwork
>a space hulks drops out of the warp on the edge of the system, outside the Mandeville Point in fact, and the two set out for an inspection
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>>62426676

>The captain of the small Navy cruiser that brought them out here offers a quick briefing
>Initial Auspex scans of the hulk are inconclusive, but two signals are being detected
>the first one was badly scrambled, transmitting on a non-standard frequency, and broadcasting from an indeterminate part of the hulk
>The second was an Astartes distress beacon
>A distress beacon aboard a ship on the hulk where the hangar was open, allowing easy entrance
>Syras and Syvor ride a shuttle over to this hangar since it's the more specific lead they have, captain promises to let the team know of his adepts manage to translate or oinpoint the other signal
>With a team of Navy voidsmen, they board
>Upon disembarking from the shuttle they immediately see the sorry way the crew of this ship died
>It's a cadian transport. Between the Thunderbolts and Valkyries are mummified corpses, desiccated but not completely decayed due to the mostly sterile environment of the dead ship
>There is duest everywhere, except for a noticable trail where it has been disturbed
>They're about to investigate this when one of the Navy guys kicks something
>and then immediately disappears as a melta charge goes off
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>>62426091
>>62426433
>>62425506
So some of the things id like to try are excorcism, technomancy, I cant seem to find the navis nobilite thing, and maybe something with cold if they have it
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>>62426811

>As soon as this trap goes off, they hear thunderous footfalls approaching from one of the access hallways to the hangar bay
>Syvor dives behind the shuttle as the panicked Navy guys (try) to stay cool and take up defensive positions immediately after seeing one of their friends melt
>being a backwater these guys have never seen any action beyond training or riot control
>Syras decides he'll get his reive on and grapnels up to a hanging gantry for a better sniper's nest, rolls for it
>Success - with a complication
>The platofrm was definitely not designed to hold Astartes, and despite a perfect landing it gives way underneath him
>Rolls to grab the railing before he falls
>Success - with a complication
>Once again he attempts to use something that cannot hold his primaris weight and the railing, firmly gripped in his hand, also snaps off
>Rolls athletics to stick the landing and at least avoid damage
>Success - with a complication
>He gracefully lands
>Then the platform not so gracefully lands in the same spot
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>>62426909

>Before Syras can even shake off the shame of this debacle, the approaching threat reaches the hangar, and the door slams open with a kick, revealing...
>A Blood Angels Terminator. The entire team breathes a sigh of relief.
>Until they realize he isn't disengaging
>He takes one look at the Reiver hauling itself from the scrap metal and bellows:
>"WHICH ONE OF BILE'S ABOMINATIONS ARE YOU?"
>before he begins emptying his storm bolter into him
>Meet PC3, Allard. After some very quick and enthusiastic insistences that they were in fact imperial, Allard calms down enough to stop firing
>His Terminator plate is horrifically worn, maintained with obvious patching and cannibalizing of other suits
>Explains that he is the last survivor of a team sent to this hulk in search of a relic weapon they hoped would help defend Baal against the tyranids
>They were still aboard when the hulk was sucked into the warp (unbeknownst to him, due to the opening of the rift)
>For decades - maybe centuries, even - he and his team had done their best to outlast the constant tide of genestealers and, after the hulk fell into the warp, daemons
>One by one they had perished... except Allard. In his left hand he clutched the two-handed power axe they had been sent to find in the first place
>He has missed the entirety of the Gathering Storm and Indomitus Crusade era, but before he asks anything else, he says: "I must know. Baal - does it yet stand?"
>Nervous shifting from the team
>"Uh... Technically, yes"
>He's about to ask about what else he's missed when the Navy vox officer waves them over frantically
>The captain is on the line, letting them know that they just translated the other signal. It was a looping vox recording in slurred low gothic
>ZOG OFF, HUMIES. WE WAS HERE FIRST. HANDS OFF OUR LOOT.
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>>62426902
Navis primer
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>>62427141

>Oh great, here we go.
>Now that they know what to scan for, the cruiser's Auspex is lighting up like a sanguinala tree with greenskin lifesigns
>The captain urges them to take the survivor they've found and get back aboard the shuttle. They'll need a whole Guard battalion to clear this wreck, maybe even full Astartes battlegroups rather than just free agents like them
>But before they can do so, the entire hulk lurches beneath their feet
>From the open hangar door they can watch as a huge chunk of the space hulk detaches and swivels to start moving towards their cruiser
>It was a whole Ork battlekroozer, so beaten-up and ugly that none of them had realized it wasn't just more junk stuck to the hulk
>The captain begs for forgiveness as he moves to safer range, far out of reach of the orks
>And the shuttle
>He promises to return with help as soon as he can
>But everyone knows that that might take days
>The captain's last message as he pulls away is to brace ourselves
>The orks are moving through the hulk towards the ship we're on
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>>62427267

>Luckily, Allard has been fighting on this hulk for a long time
>There's a reason he was camping on this ship in particular. He's covered it with traps, reactivated autoturrets, and even set up strong points using the autocannons from the Thunderbolts in the hangar
>This cadian transport is the most recent addition to the hulk. It was likely end route to cadia itself before it fell, but jammed into this hiulk head on, buried at a perpendicular angle
>This was perfect for defending, though, as it meant all the areas that connected to other ships would be choke points
>They all funneled to one large tunnel, accessible by an asteroid cave system one way and a spacewalk through a breached eldar ship the other
>Most of the orks wouldn't have
Voidsuits, so the team and their Navy underlings started to dig in for a good old fashioned Hold The Line scenario, as the distant banging through the hull gets progressivly closer..

I'll continue this in the morning if anyone is still interested, but I need to sleep now. This write-up is taking much longer than I thought.
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>>62427141
Nuts - I was hoping the termi had fallen to the Black Rage and was going to show the PCs why in the "real world" it's not considered a buff or an asset to the team.

I'm interested in WANG happening somewhere resupply (like infinite reloads) *isn't* abundant - a lot of the game rules like assuming resources just appear from nowhere, but those rules get explicitly called off in a situation like this. If that Termi really did empty his storm bolter, he's going to regret it soon against the Orks, I imagine.

Well, until he realizes he can wield an autocannon turret as a personal weapon, and reloads for THAT thing are clearly VERY abundant (a minimum of 10 per turret). Then it's time for he and the Reiver to have some fun while the psyker watches enviously.
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Are there any rules for running Blood Ravens or Iron Knights in Deathwatch?
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>>62429735
Honour the chapter
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>>62427637

In the basement-of-mars game I storytimed earlier, I actually implemented a more resource-intensive system. I gave everyone a larger starting capacity of 3 + Str/2 Reloads, but they don't get them auto-replenished every session and have to either scavenge or return to base. Additionally, Reloads are specific to each weapon and have to be pre-allocated whenever they get the opportunity to restock (ie. "I'm taking 3 mags for my plasma gun, 2 for my flamer, and 1 set of krak grenades).

The trade-off is grenades take a reload slot but follow the ammo consumption rules for weapons, while special ammunition lasts until consumed rather than for just one combat.
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Continuing from >>62409835

The Interrogator-Machinum is deeply disturbed by these developments, while the skitarri alpha remains optimistic. The Interrogator-Excorium is quietly troubled, while the Astartes is troublingly quiet.

Lacking alternative ideas on how to proceed, however, our heroes continue through the complex. The next chamber they reach is revealed to be an Adeptus Mechanicus clean room, a workshop for delicate electronic components, and the attached locker room full of ancient, sweaty magos robes. Not like terribly exciting.

The following door, however, leads to a defunct server vault full of cogitator arrays. Interrogator Tyvan sets to work on reactivating the data looms, anticipating great stores of valuable information within the disused database.
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>>62430843

Out in the corridor, where the rest of the party stands guard, an aching silence is interrupted by the clatter of a fallen ventilation grate. In a formidable show of athleticism, Sergeant Gangrel performs a bounding wall jump to reach the newly-exposed hole in the ceiling. The Astartes squeezes his power-armoured upper body through the hatch and peers into the darkness.

A rusted iron skull peers back, red pinpricks of lights in its eye sockets mere centimeters from the marine's face. It screeches like a pained modem and Gangrel drops back to the hallway floor, alerting his comrades.

Further down the hallway, in both directions, more sections of ventilation duct crash to the floor. Accompanying their drop are emaciated forms, faces masked in a steel rictus of pain and arms replaces with coiled bundles of undulating, hook-tipped cables.

Murder servitors.
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>>62430410
Grenades and special ammo following standard reload rules is definitely a buff, but overall I definitely like your homebrew.
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>>62431030
I don't think I'll ever understand the point of making special ammo single round use. It's incredibly dumb.
Maybe single session.
But round is just too limiting.
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>>62431467
>I don't think I'll ever understand the point of making special ammo single round use. It's incredibly dumb.

More so than being dumb, the Special Ammo is also so hilariously overcosted this can only be a mistake. You pay more for a single AP-2 attack with a bolter than getting a whole new plasmagun.
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>>62404185
Max out BS, get Bulging Biceps and try to get something at least as strong as an Autocannon.
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>>62430917

Meanwhile, Tyvan is experiencing the joys if unfiltered scrapcode for the second time today. While his companions face down the murder servitors, the Interrogator-Machinum has been given four rounds to fend off the malicious code before it overtakes his security protocols - and is effectively paralyzed until he succeeds.

The arco-flagellant-looking murderbots close the distance quickly, though not quickly enough to avoid losing a few of their number to bolter and psychic fire. Claudius finds himself savaged by the whipping tentacle-arms of one, while Gangrel is double-teamed by the remaing two. Aurelius's player found himself suffering from a head cold at the time and was therefore only intermittently present.

Suffice to say, I had once more underestimated the party's chutzpah when it came to murdering things. Tyvan not only warded off the scrap code but quarantined it with a pair of critical Tech tests. The servitors were dispatched in only three rounds, with one of them reduced to a hysterically-chattering seizure patient at the hands of Sergeant Gangrel's shock maul. It was summarily tied up with its own tentacle-arms and left for later collection.
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>>62422416
>Except if you don't eventually expose the heretic then the players efforts are for naught.
That's the fucking point. "Congratulations, you managed to screw up the mission. Do you have anything to say before the inquisitor has you turned into servitors?"
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>>62431576
Well, in general everything is free/has the same cost of a 1/6 chance of inflicting Wealth damage, but your point remains that it's way too hard to get. Even in the stock weapons, that happens, too - radium pistols and plasma pistols are functionally the same difficulty to acquire, and plasma pistols are drastically better. I think the mistake there is probably the value - the rarity makes sense (radium weapons are incredibly uncommon), but no one would pay 6 Omnissiah Bucks for one when they could do the same for Plasma.
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>>62431909
>Meanwhile, Tyvan is experiencing the joys if unfiltered scrapcode for the second time today.

>His technical proficiency sees the hostile packet quarantined without further risk, but further examination of the Thallax yields disturbing results.

Is this new scrap-code from the data-looms, or did the old piece break quarantine?
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>>62431909
How is the psyker performing relative to just being a dude with a flamer? I'm assuming the power is Gout of Flame, not Spontaneous Combusion, since Gout seems drastically better even before you look at its point cost.

Any Perils yet? It should be happening at least 1 time in 6.....
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>>62404185
Make a psyker.
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>>62431909

Even the application of some hefty penalties for their circumstances, our heroes ultimately prevail. Interrogator Tyvan succeeds in recovering 3 encrypted data packets from the cogitator stacks.

The skitarii alpha attempts to unlock another door. Though he succeeds, his presumption offends the machine spirits and increases the DN of tests to open further doors in the complex.

Resuming their exploration, they next come upon another flooded chamber, containing the ruptured hull of a storage tank and the remnants of a plumbing network. As before, the smell of decay and fouled water fills the room, with a native mold crawling up the metal surface where the water line ends. Another exit lies on the far wall.
While the psyker electrocutes himself trying to cross the water, charged by its contact with terminals conduits repowered by the now-active plasma generator, and the Astartes tries to climb across via grapnel line, the Interrogator-Machinum walks around the hallway corner to unlock the far door from the other side. Much embarassment is had.
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>>62388938
Discord me clark#5654

I've given up on playing and would like to get a BC group together and run every one as CSM starting up a warband together.
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>>62431030

Grenade changes are counterbalanced somewhat by not being auto-replenished. A guardsman might get another "stack" of frags when he visits the quartermaster, but these bozos aren't being supplied with shrapnel bombs that could easily damage delicate machinery.

Of course, this in turn is mitigated somewhat by the players being given charge of some techpriest NPCs they can order around to manufacture some consumable goods for them in their absence. I'll cover the production system later.

>>62432305

New scrap code. The thallax infection was quarantined in its artificial brain, while the malicious code in the data looms had to be sealed in a subsystem there. Everything's fucked down there.

>>62432365

Some psychic phenomena, though no effects that were serious enough for me to remember. I think he landed on the effect to increase the DN of further Psychic Mastery tests in the scene twice. No perils so far.
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>>62432283
I think with the radium pistols vs plasma pistols this is just a glitch by orienting it along their rifle/carbine versions. The problem is of course where a Rad carbine has its own niché thanks to high Salvo and the Assault trait, a Rad pistol has literally nothing going for it compared to a plasma pistol.
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Got some downtime at work, anyone want to hear the continuation of >>62427430?
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>>62432945
NTA, but how much space you got? I might be interested.
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>>62433099
Absolutely anon
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>>62433508

Aight, 'ere we go. Hopefully I'll make fewer spelling errors.

>A wide-eyed teenage Navy trooper, still full of Hope an youth, asks Allard and Syras: "My Lords, what does the Codex Astartes say about fighting orks?"
>Knowing full well that this whelp won't survive the next hour, they try to offer some general advice like "don't let them get close I guess"
>Unimpressed and now significantly more worried, the youth goes back to helping man the autocannons
>The vox officer then receives a hail, which immediately raises eyebrows. The cruiser is out of vox range by now
>He answers and listens for a moment. With a worried look, he offers the receiver to the PCs. "Uh... It's for you..."
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>>62432945
Text or voice? Because I don't do voice.
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>>62433753

>Syras holds the receiver to his helm. "This is Seargeant Syras. Speak."
>"LISTEN HERE, OOMAN! WE'Z-"
>Syras turns to the rest of the party. "The greenskins are attempting to communicate with us." He then hangs up.
>A howl of frustration can be faintly heard through the hull in the next ship over.
>Syvor decides to Scry into the ships around us, to see where the orks are coming from. He casts without trouble and begins sending his mind's eye through the tunnels to the adjacent ships, where he sees heavily armored orks in yellow gear migrating like a crowd in a mall, all heading in roughly the same direction but not sure where they're going
>Until his minds eye is "grabbed" and directed towards a lanky Nob with glwoing blue eyes. He yells something in orkish before Syvir is thrown back into his body, but not before he notices all the orks swivelling to head towards a single path to their ship, following the path he was scyring
>Whoops
>It's about this time that feedback and static blast over the ship PA system
>The orks wanted their message heard, apparently
>"ZOGGIN' ARROGANT PINKSKINS! We's gave you plenty of warning! We told ya to keep away! But you just couldn't help yerselves, could ya? Couldn't keep her grubby little pink fingers off of it? Every planet, every bleedin' piece of treasure in this Galaxy just has to be yours, eh?"
>As this monologue is blasting over static-laced speakers, they hear the horde approach the far end of the hall, behind a set of blast doors. A huge dent pops forward with a rokkit impact. Sparks fly as a killsaw begins to cut from floor to ceiling.
>"Well you don't get this one. This one's MINE. This hulk belongs to Warboss Nazgob!"
>The doors are about to give. Syvor and Syras are behind the defensive line with a stalker bolter and psychic powers.
>Allard steps forward and plants Terminator boots on the deck, in front of the barricades.
>"Let them come."
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>>62433928

>The doors blow forward, and orks pour into the hallway
>I say hallway, but this is 40k. They are 100 meters away in a room large enough to drive a baneblade through.
>Piles on piles of shoota boys come bellowing forward, hitting nothing but holding their triggers firmly down
>The team holds position, waiting for them to get in range, except for the Navy crew, who begin raking them with autocannon fire.
>This is where most of the damage is from, but more orks are streaming in constantly. It's almost as if every time they move forward, ten more reinforce their mob at the back. How weird.
>It's several turns of sniping and autocannons before they reach shoota/storm bolter range
>Dozens of shots land on Allard, but obviously, nary a scratch appears on his Terminator armor
>He strides into the lead and charging bodies almost casually, ignoring the Nob shoving its way forward
>Syvor attempts to use telekinesis to launch frag grenades every time it's his turn.
>And every time he succeeds
>With a complication
>The hulk is still partially engulfed in warp residue, and perils of the warp certainly isn't helping
>The orks are getting mulched, but there's always more, and Syvor's warp phenomena are demoralizing the autocannon crews
>The Scrappy youth is on the gun when the orks come into range, and his head flies off in the first volley of fire
>No one is surprised
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>>62434099

>Most of the session is the party carving through waves of orks with little trouble, the only casualties being among the Navy mortals and a few shock suffered by Allard
>Things are coming to a head as a clanking line of meganobz and the Boss are spotted at the mouth of the tunnel, making their way in
>But things are happening fast on the defense line
>Yet another perils of the warp roll sends a voidsman screaming in the fetal position (troop casualty via shock)
>As the last Nob is shredded by autocannon a moment of calm falls
>Gee, there sure is a lot of blood in here
>...in fact, there's more blood here than there should be, even with this many dead orks
>Are... Are the walls bleeding?
>The screaming voidsman stops yelling, stands, walks forward, draws his laspistol, and calmly shoots himself in the temple
>The dozen perils that Syvor has been rolling are not playing nice with a hulk still half in the warp
>Black taloned claws reach from the bleeding walls
>Bloodletters run forward, engaging the orks, who howl with laughter and excitement
>But they leave the party alone
>Because their deamon prince wanted to take their skulls himself
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>>62434255

>The red thirst tears at Allard's mind with all this blood everywhere, and the presence of khorne threatens to throw him in the black rage, which he's been on the edge of for decades now
>Syvor is reeling in the psychic pressure, khorne's hate for sorcerers pouring into his mind like molten lead, pain that would make a dark eldar weep
>Syras is just kinda stressed out
>In a Titanic clash, battleaxes clash between the Terminator and daemon prince
>The relic weapon matches the blows of the prince's, and Allard responds with not battlecries, but weary sighs.
>The orks were a nice change of pace at least. This is the same shit he's been stuck with all this time
>Syras and Allard do an expert job bouncing the prince back and forth, taking a ton of damage and keeping the enraged monster from Syvor
>Both parties are on the ropes, one blow away from death, and it comes down to Syvor's turn
>He's struggling to manifest a Molten Beam in the anti-psyker field of the prince. For a heart-stopping moment he feels the power failing
>But an urge suddenly rises within him. An urge not to triumph over this beast of Chaos, but just to smash it apart
>Allard feels the red thirst replaced with the need to hit that creature as hard as he can, over and over
>Syras wants to empty his stalker bolter as fast as he can
>With a grunt of effort, Syvor's outstretched arm punches forward, and a solid green beam punches a hole in the daemon prince's chest
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>playing dark heresy 2e
>get myself a plasma gun by burning influence
>kill niggas
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>>62434466

>With a horrific shreik, the prince and his minions dissolve into Ash
>The party is alone now, the voidsmen having broken and fled when the daemons appeared
>Alone except for the warboss and his retinue
>They aren't shooting anymore. They're staring, shocked, at the party
>The weirdboy Syvor sensed earlier appears and comes to his boss's side
>Warboss Nazgob looks down at him. "Did you feel that too, Scrabby?"
>The weirdboy nods slowly and turns an astonished face towards the group. "I did, boss. I did." Awe stains his next words.
>"They's touched by Gork..."
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>>62434466
>>62434523
>psyker starts manifesting weirdboy powers
okay that's bretty funny
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>>62434523

And that's where I left the party. I hope that they'll have fun with the shenanigans I have planned. The whole escapade on this hulk was never meant to be the main story, just a way to tie into the backstory Allard's player came up with. Since Syras's player wanted to be a Reiver we went to tier 4, and just gave him the stats of an intercessor. I expected Syvor's player to be the spanner in the works, since he's a genuine troll irl, but hilariously he is super shy and quiet as soon as anything rp happens. Allard and Syras have had some great back and forth of chapter pride already, despite Allard having no idea what a "primas" is.
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>>62434572

Scrabby the weirdboy will give him some training during their visit with the orks. I'm going to allow them to pick any powers with the Ork keyword from that point on. I'm known as the resident Ork player in my area, no one else actually puts the fun war Muppets on the table as often as I do, so they were all expecting orks in my game. I figured I'd oblige, but only to get it out of the way right at the start. I have a cool story in mind following some or the less-explored stuff in 40k lore.
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How come FFG is so scared of giving weapons full-auto rates of fire? There are only like 3. Even after the nerf.
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>>62435922
FFG was terribly shit at balancing the game is really the sum of it. WANG, even with it's mess of editing has done it much better, though even they're not perfect (lol cheap plasma/melta/autocannons).
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>>62434619
Someone please screencap this.
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>>62434619
Question. How did a Tier 4 character start with 10 Unique Terminator armor? Stay the Course only allows as high as Very Rare.
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>>62436342
Those weapons are practically free in DH2e.
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>>62436404
Not the GM, but theres an optional rule to spend BP to grab better stuff. It's pretty unbalanced, probably why it's firmly labeled "optional".
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>>62432365

Also the Astartes just picked up a flamer so we'll see how it compares. I will say that not needing to worry about ammo is a significant boon where resource management is concerned.
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>>62436974
Weapons (and powers) that inflict burning are nasty as fuck in general. Better hope someone has Leadership so they can shout the fire off you.
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>>62436342

Weapon rarity and value seems based more on their literal availability rather than their power. Autocannons aren't too hard to get by dint of the IG fielding millions and millions of them. Plasma's not all that uncommon either, especially with Bobby G bring back safety features.

By contrast, a radium weapon is pretty hard to get if you aren't AdMech, particularly because nobody wants to keep a gun that poisons the user around long.
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>>62437008

Thankfully machines don't need to make Willpower tests due to burning. Dunno if that's in the book, just how I run it. They also don't tend to care about extinguishing fire, so...

Also we ended up bring the Commissar player in so Leadership's covered.
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>>62437132
>Thankfully machines don't need to make Willpower tests due to burning. Dunno if that's in the book, just how I run it. They also don't tend to care about extinguishing fire, so...
Generally, the crew of a machine cares very much about being on fire, and not extinguishing fires on machines tends to lead to Very Bad Things (like ammo cooking off or important bits melting).

Those aren't really rules, but more of a common sense sort of thing.
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>>62437078
Thats true, it is undeniably based off that. Still not the best idea for game balance, but it is what it is. A GM should have some sense when approving things at char-gen more or less.
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Because I said so.

We're all new to this system and don't play rpgs much in general, so we're not keeping track of gear and money. Basically what they have now is what they'll have for the whole campaign. I'm really winging it moment to moment and just freeforming most of the time. Treating the dice kinda like genesys's system, just using them as storytelling prompts moreso than a core mechanic.

Honestly I tried to convince them to play a game as ork boys but that was a non-starter. It's a shame too, I had a whole plot about a Bad Moons art collector warboss who would hire them to steal paintings, clothing, and statues from all the other races.
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>>62432262
Again that isn't fun and your players are just going to bitch you out for it. Sure, such a game should be dropped anyways but you can't just take a bunch of noobs to W&G (which everyone is at this point) and say "Nope you fucked up. Get out."
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>>62437285

Machines as in servitors or defense turrets. With a vehicle, you'd hope they carry an extinguisher.
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>>62437132

Our group found a battle automata that was wandering around since the horus heresy, its cortex degraded and feral. Our priest lit it on fire. On that day humanity received a grim reminder, that the only thing worse than an ancient battlebot was an ancient battlebot on fire.
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>>62435922
Because having full auto mod on a gun is a significant upgrade that can completely change weapon from trash/average to really good.
>default bolter is 1d10+5 pen 5 tearing 1/3/-
>with BS50 you'll score 1-2 hits on average while having a 10% lower chance to hit
>locke-pattern bolter is 1d10+5 pen 5 tearing 1/3/4
>with BS50 you'll score 3-4 hits most of the time, which is a huge DPT increase compared to the vanilla boltgun along with having a higher chance to hit
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>>62437467

I just realized I forgot to quote >>62436404
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Hello. Question regarding the Adeptus Arbite background in Dark Heresy 2nd Edition. Am I reading that ability right... they can just choose to succeed on interrogation and intimidate rolls every time?
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>>62441028
You are not reading it correctly. It means tgat if you just barely pass a test, you can make the degrees of success equal to your willpower bonus. It does nothing on failed tests except give you a free reroll.
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>>62441028

>>62441086 has it right. To clarify, though, you can only ever re-roll a failed test once by-the-book unless explicitly stated otherwise. The Arbite can just do it on Interrogation and Intimidate without spending Fate.
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What kind of ship(s) do you typically think would be responsible for transporting a single regiment across space to a warzone?

Would the Imperial Navy just shove all those guardsmen into a random Cruiser like the Lunar and call it a day or would a ship like that even have the space for carrying thousands of guardsmen and their vehicles and equipment?
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>>62432821

Vowing to forget the last five minutes, the fearsome foursome press onward. Levered open by the might of the former Legionnaire, the following door opens to reveal a bio-artifice facility in desperate need of cleaning. Seven specimen cells line the walls, interiors obscured by grime-coated armaglass barriers. A pair of auto-physicians sit hunched over examination tables; one has its scalpels and saws firmly buried in the chest cavity of a long-deceased techpriest, the body now little more than bones wrapped in disintegrating fabrics.

The Interrogator-Machinum tries to access various data consoles in the room, but they fail to display anything but a low power warning. Sergeant Gangrel, however, spies a disturbing detail in the room that escapes the others' attention. Formed in the tar-like residue that once constituted the cadaver's innards is the rough approximation of an eight-pointed star, seemingly drawn by the victim's own hand.

With an unfamiliar passion to the loathing in his voice, the Astartes cries "Heresy!" and scatters the desiccated corpse from its slab. So fragile are the bones that it's doubtful they could have survived the strike of a normal man, let alone one of the Emperor's Angels of Death in power armour. Yet where they shatter on the floor and wall, a thin black vapor rises from their ravaged marrow, coiling in the air before dispersing to the chamber's shadowed corners.

A chill passes through the room. Tyvan checks the ventilation systems; the thermostat is indeed below the facility's norm, as might be expected for a medical suite, but the cold that grips them feels far more unnatural. Yet as the seconds tick by, apprehension shifts to vague unease as nothing seems to result from the foul tidings.

There comes a thump.
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>>62441599

Visible within one of the cells is now a vaguely humanoid silhouette, misshapen features reduced to mere shadowy suggestions through the centuries of residue that coat the dividing panel inside and out. It leans heavily on the opaque screen, one hand raised and pressed almost pleadingly to the barrier. It beats against the glass with an open palm, slowly and hesitantly as though the action pains it: as though knocking.

The Astartes raises his gun at the thing, but Tyvans calls for the others to hold, moving to investigate the readout panels mounted on the wall beside each cell. It, too, reports only a low power warning, though analog controls confirm that the cell itself remains sealed.

Another thumping sound fills the biolab, but from a different direction. Another cell and another obscured figure within, equally deformed in its proportions yet still human in general shape. It too rests its weight against the divider and knocks the glass with its open palm. Small, dark shapes remain on the sheer surface where it has struck, with hints of hanging strands connected to the inhabitant's body. Each blow lacks sufficient force to even rattle the barrier, yet seemingly ends up with more of its form smeared over the glass.
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>>62441810

More silhouettes approach the front of their cells from uncertain positions within, each following the first and second in shape and behavior. An auspex scan of the containment units reveals no life signs, defying all evidence to the contrary. Gangrel order the others back to the doorway, citing the cells' occupants' similarity to daemonhosts. While Interrogator Tyvan agrees with the call to retreat, he notes that even daemons would evince some form of bio-activity detectable by augur.

Before the doors to the lab are sealed from without, however, the psyker Claudius takes an incautious action. "I'm going to regret this," he mutters before briefly opening his mind to the Empyrean with a critical use of Psyniscience, granting him familiar insight on the nature of the apparitions beyond the threshold.

He knows what these foul things are. Whereas even the most minor of warp presences has something approaching an identity - even the roiling, instinct-driven mass of a chaos spawn - these have...nothing. Animating forces without intelligence. Motive, but without motivation. The shadows of things that once were, but are no longer.

Not exactly dangerous like a daemon, but a far cry from safe if one chooses to linger. The doorway is sealed behind new encryption at Tyvan's hand, the party resolving to return with fire and salt in ample measure.
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>>62442056

As they move on from the taint encountered in the biologis suite, more than one of the quartet voice a quarrelsome opinion. Gangrel eyes Claudius, memories of the Heresy's warp-touched conflicts still fresh in his mind. "I will watch you closely, psyker," states the Astartes. His voice contains neither anger nor suspicion, possessing merely the iron certainty of fact. "The Empyrean is tainted. Even its touch can stain a man."

The Interrogator-Excorium responds almost tiredly, as though repeating a mantra spoken daily in the mirror. "As man stains -it-."

"These," he continues, gesturing to the doors left behind and now some distance away, "are the stains. I assure you I shall be significantly less calm when daemons are what I sense."
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>>62442204

Our heroes turn a corner, finding the corridor before them now line with entryways to modestly-sized chambers on both sides. Each has its its metal doors broken down: some inwards, others outwards.

Those broken from without bear the scars of flame and gunfire, both on the twisted remnants of their portals and across their interiors. Over the walls and ceiling are splattered a decidedly organic yet indefinable residue, while the floors remain occupied only by metal slag of inferior alloys.

Those broken from within seem damaged by more familiar means: deep gouges in plating, cuts reminiscent of intense heat or a power field, and sharp, battered dents appropriate for a demolition ram. The rooms themselves contain little beyond a few mummified cadavers of uncertain providence. An auspex scan detects mild levels of radiation present within several, but nothing beyond the scope of standard rad-scrubbers.
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I'm putting together Babbys First Dark Heresy campaign for myself and a few equally new friends. Hashed out something resembling a few session's worth of plot, but I'm making myself a Techpriest PC to provide tech support with when required and fill in when someone else wants to GM.

I went for that Rad Resist/Dark-sight Forge World, then Admech, then Chirurgeon but I have no idea what stuff to requisition or where to spend my XP since I've never done this before. Was going to go Lumen electropriest but then I got a 28 for Willpower. Can I use my starting requisitions on Implants with Replace the Weak Flesh and get some subdermal armour? Is it worth grabbing a flamer and the training for it, or should I just stick with the Hand Cannon?
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>>62442352

Round the corner once more, the basement boys find themselves on a path leading back to the halls outside the generatorium. The enclosed facility is fairly small by all estimates, measuring perhaps a hundred meters to a side. Given the presence of servitors and heavy prevalence of the Cog Mechanicus, it clearly served as a Martian outpost at some point, which only prompts more questions.

A new door comes into view, however, about halfway down the hall. Significantly larger than previous portals, it bears security measures to match: redundant locking pistons, twin vacuum seals, and electronic protocols sufficient to give even the confident Interrogator-Machinum pause. These gates are not meant to open while the facility remains on low power, yet sufficient effort sees the airlocks hiss open and the doors trundle back into their alcoves.

Before the expedition party lies darkness, vast and aching. They stand near the top of a vertical cylinder-shaft, over a hundred meters across and incalculably deep. A massive rampway, wide enough to easily fit a land raider, creeps along the outer wall of the pit and passes before their doorway. Looking over the ledge, Aurelius confirms that the coiling path continues downward indefinitely, spiraling hypnotically into the oppressive gloom below.
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>>62442628

Several of the party stand silent as they stare into the lightless well, the abyssal silence broken only by the distant and infrequent sounds of crumbling masonry. Interrogator Claudius, however, scarcely detects an iota of activity far below. Something intangible reaches out from the pit, grasping with unseen hands and probing with unseen eyes. The presence both detects and is detected by the psyker, who approaches the edge of the ramp with his rifle drawn...

...and then immediately recoils from the darkness, barely avoiding the tendril of invisible unreality which spears the air where his head was moments before. Giving thanks to the Emperor for seeing his servant out of danger, the Interrogator-Excorium relays his discovery to the others. Something coils, hunched, in the unfathomably deep chasm: something powerful, curious, and which in all likelihood just tried to kill him. Something with a Warp presence and incredibly long reach.

The group ruminates on their next course of action, to say nothing of what may lie below. In his trademark observant stoicism, Gangrel spies the glint of dingy gold amidst the floor plates. Within lies a bolter shell, stamped with a barely-visible aquila and the production date "M.31.233." This he pockets, jaw tightening, before asking Tyvan whether any other expeditions were sent into these depths.

The Interrogator-Machinum offers an affirmation, though is vague on the actual number of sanctioned exploration attempts - to say nothing of those unsanctioned.
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>>62437008
If that even works. The rules on taking care of various afflictions are self-contradictory over and over again, much like the rules for inflicting some of them. I know I'd rule Leadership can definitely fix the Pinning Burning can cause, but not the burning itself.

Technically, RAW, any combat condition you can fix with Leadership you can fix with Willpower, so you can just believe the fire into nonexistence, if you're tired of shouting at it.
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>>62443105
The Leadership skill says you can put out the condition with it, so...It does something, obviously. So we just play it straight and you just yell the fire off someone.
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>>62437285
Technically, you can't put out a vehicle on fire, no matter how much the crew wants to, but that's ok, because also technically, all vehicles can burn forever without issue - fire only deals mortal wounds to *characters*.

Or you can apply some fucking sense, and let the crew roll Agility to douse their ride.
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>>62443028

Further discussion is interrupted, however, as the communal vox line buzzes with an incoming call. Cue the familiar voice of Magos Juris Cosmo Dominus over microbead, accompanied by theme music. "How fares what my colleagues would deem a wasteful enterprise doomed to failure?"

Tyvan reports that the expedition overseer's brethren will be disappointed, much to the Magos's apparent glee. Gangrel reports signs of heresy, utterly failing to read the body language of a certain psyker who tries to stop him - the price of poor Fellowship. Aurelius's player continues to suffer from a head cold and is thus forgiven his silence on the matter.

Magos Dominus terminates the call after an order to return, leaving our heroes to make their way back to the storage vault in which they first arrived. Against all odds, a rapport is established between Interrogator Tyvan and the normally taciturn Sergeant Gangrel - or at least as much of one as is possible when dealing with a son of Perturabo.
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Hey I was asking earlier about esoteric psyker powers I can use for my campaign, the enemies are currently terrorist psykers and wanted them all to feel unique and different. I checked out navis primer and that was great for frost, and I think I can adapt rakgol into a technomancer.

Do you guys know any other splatbooks that could be good for unique psyker stuff?
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>>62443142
I know, and the conditions block says that anything you can fix with Leadership, you can fix with Willpower. But Leadership already fixes Pinned, Fear, Terror, and *presumably* a GM-chosen subset (possibly all of them?) of Interaction-caused Vulnerable and Hindered, so I don't see the need to give it Fire-shouting to boot.

If you need ranged extinguishing on a stick, bring a psyker who's committed to being good at Phantom Grip, which every good party probably needs, anyhow.
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>>62442568
Spend some exp on boosting tech-use, medicae, and intelligence. Infused Knowledge if you can afford it. Reroll that willpower if you didn't already spend it. A lasgun is much more economical.
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>>62443283
I suspect we're about to get an explanation of the crafting system, as the Iron Warriors have pretty clear doctrine on how to deal with an entrenched, powerful foe, and it rhymes with memolitions.
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>>62443283

In the after-action briefing, back in the tiny pre-fab hab structure, the Magos Juris is all smiles as he listens to the group's experience in the complex below. He nods amiably to the tales of rogue servitors and corrupted techpriests, while the team's proposal of turning the facility into an expeditionary basecamp - with suitable cleansing, of course - is met with complete approval.

Description of the spiraling shaft, however, gives the techpriest a brief pause. A brief perusal of pictage recorded by the party's servo-skull, however, allows him to identify the superstructure in the depths: the Tharsian Helix, discovered by Arkhan Land millennia ago and known only through his records of the lone successful expedition. Confirmed to extend at least ten kilometers into the Martian crust, with estimates of the deepest point anywhere from twenty to forty kiloms below the surface, the Helix offered unparalleled vertical access to the Librarium's many countless levels. Land's only lament regarding the shaft was that it could not be reached directly from the surface, but was accessible only via a winding and dangerous route from better-known access points.

The party has discovered not only a valuable foothold into the labyrinth, but one located in perhaps the optimal location for future exploration attempts. Magos Dominus commends them on their great fortune, then suggests the party take full advantage of their current reprieve. Following two weeks of intensive questioning by a tribunal of Archmagi, our heroes will be reintroduced to their (hopefully purified and repaired) base of operations before being sent down into the nightmare maze.
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>>62443404
To be fair, Leadership doesn't seem to do much else. It literally has no examples of what you can do with it, DN-wise, other than "Hey yell away your buddies status effects'.
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>>62443731

We haven't actually gotten to the post-inquiry session yet, but I've already given them a preview of the new base. Couple facilities that will enable them to effectively choose what consumables get resupplied whenever they return to base, but at the cost of supply. You don't get results, you don't get supply, so it discourages frequently returning to restock unless you really need to. Anything you don't use you get to keep, so you can build up a good reserve if you're careful.

Facilities can also be upgraded at the cost of a big chunk of supply (think 20 for Level 1, 40 for Level 2, etc.). The higher facility level, the more "slots" it gets for item production and the more items it unlocks for production.

>>62443488
I realized in my prior Rogue Trader-via-DH2e game that crafting only works when you limit players to very simple items, or where you're working with very long downtimes. In the case of RT, Warp travel takes so long that I'm actually okay with people making even fairly large stuff; the Ork Mek, who was also the RT's consigliere, could make Mega Armour, the RT could make cybernetics and shit, the Eldar Bonesinger made wraithbone crap. I just had creation require materials (+30 availability) and take a while via extended tests, with the Bonesinger being a special case where they didn't need materials but also couldn't work during Warp travel (the analogy being poking holes in your own submarine).

For this game, the players don't really have sufficient time to be crafting themselves beyond extremely minor things or jury-rigged devices in the field. As a result, they won't be doing the crafting, but instead have some guys back at base who keep working while the expedition party goes exploring.
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>>62444051

Whoops, forgot picture.
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>>62444046
That's covered - anything with no explicit DN that has a DN is DN 3. And it does have some explicit examples, like curing Pinning. I think the RAI is definitely that it works on vulnerable and hindered, and I would bet money frenzied, but probably not bleeding or poisoned.
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>>62444114
That's a really nice map. Better than a stretched JPG that I've been using
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>>62444114
This is delightful and fantastic, I approve so very hard. What is the Foundy, that it can make Spirits?
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>>62444046
>>62444139

I'm actually debating whether or not to let Leadership give bonus dice in the vein of an aid action, or the FFG inspire action.

Basically, DN 3 Leadership test as an action to grant an ally +1d on their next test, each shift grants another +1d.
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>>62444168
I mean this is just something I drew in Roll20 then screenshotted. The GM who really taught me how to play DnD did maps like this in Maptool - big, minimalist grey blocks for rooms and hallways, and don't bother adding details that don't meet one of the following requirements:

A. They're interactable
B. They're big enough to act as cover
C. They designate a change in terrain

I just took after him, then went a bit further and embellish with neat shapes. This is actually a smaller, re-drawn version of the actual map the players explored, in order to make it sized to see everything at once.

>>62444202

Biolab - medbay and biologis lab

Crucible - chem vats and refinery

Foundry - tech forge, electronics clean room
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>>62444212
Down that path lies spoony bard mechanics like having the Leader shout at someone to be sneakier at the top of their lungs. I love it.

You should commit to the bard and have the Leadership check specify at check time what test it works on, though, rather than being generic - so the Leader has to choose which test to buff, instead of being able to generically shout "BE BETTER AT WHAT YOU DO!"

Also, you should consider which tests to even allow, unless you want the Leader to be able to do things like buff Psychic Mastery without being a Psyker, or buff Soak with nothing but a winning smile (both are fine, you just need to decide up front).
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>>62444168

Here's the actual map the players went through. I do character tokens at 2x2 meters, while the squares are 1x1 meters, so that people get a fairly wide "personal space" area but can still move around with a finer amount of positional control.
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>>62444338
Isn't it weird that you can advise and direct someone to perform better in a skill that you personally have no ability in? Shouldn't this use of Leadership be limited to those skills that the "leader" has some knowledge of?
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>>62448795
>Isn't it weird that you can advise and direct someone to perform better in a skill that you personally have no ability in?

Not really? I've seen that plenty. It's generally a case of helping manage the the person themselves over direct instruction. Keeping them calm, focused and motivated.
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>>62448795
The way to implement this in general would be to not use the Leadership skill at all (defeating anon's purpose of buffing the skill), and instead have the "Leader" roll the relevant skill with the attribute replaced with Fellowship - for example, rolling Pilot+Leadership to provide coaching on driving the party bus. But as I said, anon is explicitly trying to improve the Leadership skill.

I think one way to do that that would mirror the tabletop very well would be to provide access to talents letting someone with Leadership use it like "Deny the Witch" on attacks targeting Resolve (including anything that forces the target to roll Resolve rather than rolling against Resolve itself), letting your Leadership monkey tank hits instead of letting them through and then fixing them.
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>>62448936
EDIT: I accidentally a word. That should be Pilot+Fellowship.
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>>62442568
>Is it worth grabbing a flamer and the training for it
Do this as soon as possible. Flamers are top tier at all stages of the game against organic beings.
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>>62449351
Do you know if Flamers (regardless of FFG vs WANG - I'm primarily interested the canonical, in-universe explanation) work in vacuum or not? IIRC Phosphex will burn anywhere, any time, but Flamers throw jellied prometheum, which I *think* needs an oxygenator to burn, and I have absolutely no knowledge of the AdMech's ability to provide said oxygenator. It's certainly physically plausible, but that doesn't mean they've done it.
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>>62433099
Yes, nigga.
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>>62378545
>When your Only War game crosses over with your Deathwatch game.

https://www.youtube.com/watch?v=6bgi5STRe8E
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>>62450999
>shoot something twenty times with a lasgun and it doesn't die
Yeah that's FFG alright.
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>>62451127
>implying that's not just 40k
Peasant.
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>>62449829
I'm not certain, but given how much the Imperium loves setting fire to things, I'd assume this was one of the first things they did, solve the problem of not being able to burn something anywhere.
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How is Wrath & Glory? I'd love to play it, but I don't really have people to play it with anymore (and with my other, actively-playing-RPGs friend group we're busy with DnD) and I've learned to NEVER play a 40k RPG with strangers you find online.

I've always had a soft spot for gratuitous gear porn a la Shadowrun, Dark Heresy 1.0 and Deathwatch's supplementary armor tables, so abstracting everything down is a disappointment, but it had to be done.

Are they going to add more archetypes in later books?
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>>62378545
Question, given 40k's huge setting and technology span, would it be theoretically possible, for there to be an Inquisitor who's just a brain? GitS style, where they just switch shells as needed.
I'm building an Inq and had a passing curiosity.
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I cant find this ability / oath or else.
Im thinking Deathwatch, but it may have been other rpgs as well.

Basically PC would forsake using fate points for a mission and if the mission was successful he would gain single fp at the end.

Any ideas where i can find it?
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>>62452731
Maybe in one of the premades for DW? Otherwise could be a homebrew.
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>>62378545
Does anyone have any good stats for civilian cars, trucks, and such in Dark Heresy, RT, Black Crusade, etc?
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>>62453125
DH2e core has some.
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>>62453145
Which page?
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>>62453176
I think around the end of the equipment section.
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>>62453202
Thank you Anon
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>>62452665
>How is Wrath & Glory?
Pretty fun. The system works a lot like Shadowrun (stat+skill, need a certain number of successes to succeed). The book's editing makes learning some bits of it a pain in the ass though, just because they stuff shit in the weirdest fucking spots. Why is Warp navigation cut up and put half in the fucking ship section, and half in it's own section, for example? It delivers at what it promised, the ability to just sandwich together all sorts of 40k things into one game, and have them work. It's got it's faults, but generally, it's just a better game than the old 40k RPG's and I'd recommend it well over any of the FFG ones (though the FFG books might still be useful for lore stuff, but then again you could say the same of ANY 40k thing).
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Looking for Daemonology Homebrewed rules for dark heresy 1e. I would really appreciate any help.
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>>62452676
Yeah, you're basically describing a Thanatar. This being 40K, all of the consequences are bad ones; the brain in question ends up in constant, unending agony, and while the AdMech assures you it can guarantee obedience from the brain, that assurance includes some winking in binary, and absolutely no additional assurance of retaining its ability to think for itself - it's basically a slightly smarter than average servitor.

For what you actually *want*, you'd need the AdMech to cough up the really good shit, and they just won't do that, because 40K - everyone who has any knowledge balkanizes it and puts it in arcane towers and insists on not sharing it. I guarantee you Cawl could manage this, for example - but he won't do it for you, and he DEFINITELY won't tell you how to do it.
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>>62452676
Yeah

There is even a novel in which chaos invades a forgeworld and a tech priest uploads his brain into the forges network

He then body jumps a ton to different machines to assist a squad of grey knights who are sent on a mission there
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>>62452676

Doesn't Eisenhorn hunt down a rogue inquisitor who uploaded his brain to a machine?
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>>62454451
Not him but
>the system works a lot like Shadowrun
>and there's horrible, horrible book organization

Yep that's Shadowrun alright.
For someone who is not a fan of Shadowrun, can you give more details on "ways in which WANG is not like Shadowrun and why that's a good thing"
It's been a long, long time since I messed with Shadowrun, but my main beef with the crunch was broadly how Edge worked, how riggers worked, how melee was a joke, and how combat damage was low and combat in generally could have been faster.
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>>62458332

I think it's only supposed to be like Shadowrun as far as the dice mechanics are concerned. Tests are just rolling a dice pool, 4-5 is one success, 6 is two successes. 6s you don't need can be exchanged for either group metacurrency (limit one per test) or improved results on the test (faster, bigger payout, etc.).
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>>62458332
>but my main beef with the crunch was broadly how Edge worked
Well, WANG has a mechanic called Glory, which is basically "a party pool of bonus dice that refills as fast as you can use it, almost", and has Wrath, which is basically Edge from SR more or less. So if you didn't like Edge you probably won't like either of those. It does however also have Ruin, which is basically the GM's version of Glory, except it does the job of both Glory and Wrath, and it also refills about as quick as regular Glory does, too.

>how riggers worked
Nothing really hugely different in system like that in WANG. SR was known for needing some fucked up subsystem for everything, I suppose. Everything uses the same system of "roll your pool to beat a DN" in WANG.

>how melee was a joke
Melee's pretty good in WANG depending on your Tier, especially if you get some type of power armor natively. Also getting attacked in melee locks you out all ranged weapon use other than pistols, and even then you have to use Weapon Skill instead of Ballistic, so if all you have is ranged skills and you get into melee range, you could be eating a beatdown. Disengaging is an action in and of itself, and only gets you half your move away. Granted IIRC, you can take a multiaction to disengage and then shoot, but you're also taking penalties at that point.

>and how combat damage was low and combat in generally could have been faster
Combat's pretty quick in WANG, depending on what you and your enemies are equipped with. How low damage is depends on your characters and enemies though. Obviously, big tough guys in power armor are just gonna outright ignore or soak most shit no problem, so actually damaging them could be hard, depending what you shoot them with. But thats intentional. Shooting Space Marines with lasguns for example, is gonna be a losing strategy.
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>>62432945
Still Looking for members Anon? Would love to play some BC my Discord is Remi#0178
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>>62455680
BUmp for desperation
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>>62458332
>>62458480
Melee and Disengage: Action Economy in WANG is rife with problems, but you get what amount to the old DnD standbys of a Move and a Standard. Disengage is a *Standard* that moves you half your Speed without an AoO (Attack of Opportunity), meaning you also get your Move. Additionally, WANG has a "Multi-Action" you can use to stack with the Disengage; here are some helpful ways to avoid needing a pistol or a sword:
1) Disengage and Shoot and Move: Your target will effectively get +2 Defense, which may or may not matter (e.g. it won't matter if you're using a Heavy Flamer). Total movement is Speed*1.5.
2) Disengage and Move and Run: Total movement is 2.5*Speed.
3) Disengage and Move and Sprint: Total movement is 3.5*Speed. You have -2 Defence from the beginning of the Spring to the end of the turn following the Sprint turn.
4) Either 2 or 3, plus Shoot. This will be +4 to target defence, so you probably want a flamer.

Combat Damage and Tier: This definitely varies widely, but autocannons are widely available, which will rip right through most characters at most tiers in most equipment.
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>>62449829
It really depends on the fuel used. Modern flamethrower and flame-spreading equipment has various different fuel mixtures in use depending on the purpose, and some include an oxygen-carrying agent, some do not.
>>
Players go to a "Garden World" that used to be super nice but was used as a dumping ground for refugees from a good chunk of the sector during a tyranid attack, as a result of the large influx of people it has turned into a nightmarishly overpopulated, poluted, and crime ridden hellhole. Due to generations upon generations of indoctrination and patriotism, they take an unusual amount of pride in their home and will loudly proclaim with their mutated mouths, from their moldy shack, in the middle of a muddy disease ridden field, to the grey and dark skies currently raining acid on them, how much they love and adore this paradise they call home. A quirk of the local tongue is that they always sound overly sarcastic in everything they say. No one actually knows whether they mean to or not.

Does this sound like a fun idea for a session or two?
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>>62463958
Sounds like you could have some great rp with it, do it anon
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>>62463958
Sounds like it's gonna get old fast.
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How would you buff FFG lasguns? They're completely worthless.
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>>62449351
>>62443486

OK, I have enough XP to get +5 Int, Infused Knowledge, flamer training and basic Medicae skill with 100Xp set aside for a willpower boost to 34 ASAP, because after reading the rulebook the number of things that need Wp tests is downright scary.

Probably going to requisition a Flamer, a suit of flak and some subdermal armour then try to get a medikit soon. Thanks for the help, although I feel slightly bad not spending all three of my starting requisitions on glorious mechanicus cybernetics.
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>>62468057
Working as intended.
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Whats a good map system to use? Im playing on role20 and their mapping is kinda shit. I need something that can do a good hive city
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>>62378545
Who are the Texans in the Imperium?
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>>62472247

Probably a frontier world that tithes roughrider regiments.
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>>62378545
Does anyone have any recommendations for a good source for the specifications of 40k stuff? I am looking to do a conversion into different systems that I prefer to the existing systems, and it would be beneficial if I could get something with more detail than is provided in the wikis I've found (but the wikis such as lexicanum would suffice).
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>>62468057
Set them to overcharge/overload when needed.
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>>62472783
I always do that. It's still a pretty far cry from critting even a guy with no armor on.
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>>62456968
Not the inquisitor, that dudes just a fullblown heretic.
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>staring gear
>hotshots are rare
>poor craftmanship makes them scarce
>also makes them unreliable
>overcharge it
>double unreliable
How would you rule this? The second unreliable exchanged for overheat?
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>>62473550
>that image
what in the fuck. Is that Jontron?
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>>62473591
looks like it
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Does anyone have random encounter tables? There were some on some site called DARK REIGN but apparently they lost their ip or something
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>>62463958

Impossible and implausible. Diversity is strength.





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