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File: Duke Severus.png (901 KB, 675x1083)
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>RPG Rulebooks
https://rentry.org/40kRPGLinks
>Homebrew Collection (August 2024)
https://rentry.org/40RPGHB
>WANG/Imperium Maledictum News
https://cubicle7games.com/blog/warhammer-40k
>Bestiary, armoury, weapon quality and NPC database
http://www.40krpgtools.com/
>Dark Heresy 2e Character Creator:
https://apps.ajott.io/dh2chargen/
>General 40kRPG Encyclopedia
https://www.scholaprogenium.com/
>Offline Combined Armory (v6.48.161023)
http://www.mediafire.com/folder/i3akv9qx9q05z
>Make your maps look just like FFGs
https://www.mediafire.com/?laj4tr275fl2s09
>40k Music
https://www.youtube.com/channel/UCm9WFeqTgvRvyRoGD8jVFVA?
>40k Art
https://40k.gallery/
>Rogue Trader Shipbuilder
https://redlar.itch.io/rogue-trader-ttrpg-ship-builder

Previous Thread: >>94184745

Thread Question: Who is the most memorable enemy your players have ever faced.
>>
>TQ:
Captain-Commodore Theobald von Vieener-Schwing, the self-styled Lord Protector of the Foundling Worlds.
The Lord Captain and his retinue first encountered him at Footfall while they were attempting to build some connections in hopes of one day toppling the Chorda Dynasty. Neither side made a stellar first impression on the other and when they encountered his flagship, Gross Profit, over a world rich in mineral wealth and game beasts, both sides felt they had a score to settle.
They drove von Vieener-Schwing away the first time but had several more encounters with him of varying success until they teamed up with Winterscale to assassinate him and divide the resources of his dynasty.

I honestly think the only reason my players remember him so fondly is he was one of their first reoccurring adversaries and he had a stupid name.
>>
So running a maledictum game, would a planetary governor be under adminstratum for faction or would they just be seperate from everything else?
>>
Are the stats for the Disruptor Knife in Gold Experience Requiem a mistake? It's the same effective damage as the normal combat knife from Deathwatch, trading 2 damage for 2 pen
>>
A enemy psyker in Dark Heresy that he got nothing but perils. Just dogshit rolls all down the line. The funniest thing is that from the character's perspective though, the guy walks into a room freezes us in place and then turns into a greater daemon, meaning he was the most dangerous adversary we faced (or at least ran away from)
>>
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>>94237171
Hey, I looked at it. In the dark imperium books, they had cool knives halfway between power fields and regular knives, but this isn't represented on tabletop. Their knives suck ass on tabletop. I'll make a note to revisit this based on what the Reiver in Spess Mareen 2 gets.
>>
Good evening I hate fear rules
>oh did you come here to play the game?
>did you think you were going to have fun in a combat encounter?
>first make a fear test
>ooooo the dice say you're going to spend the entire combat unconcious from fright, sorry buddy
>2 hours later
>good session everybody :)))))
seriously FUCK fear mechanics
don't tell me how my character is feeling
>>
>>94238469
Fear is funny as shit though
>>
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Newbie question, why are rules for Imperial Fists spread between two books?
>>
>>94237118
40k is the holy roman empire on steroids, with the byzantines poking things in the background. A planetary governor is in charge of his area, and ahead of everyone else. He can make demands and as long as he is fulfilling his tithe obligations, it doesn't matter what he does. Including executing administratum members. So while the Adeptus Administratum is an enormous, sprawling, powerful organisation, they're mostly - but not entirely and not always - subservient to the authorities of the day. Administratum members might plot themselves a coup or become involved with one, or even anti-coup planning.

tl;dr depends
>>
>>94236826
>Who is the most memorable enemy your players have ever faced.
In my current Deathwatch game it was a Genestealer Broodlord who attacked from multiple angles using pipes in the final confrontation
In my current Rogue Trader game its either Krawkin Feckward or Lord Admiral Bastille the Seventh.
In my current Dark Heresy 2e game it's probably been a blank cold trader working for the Amaranthine Syndicate.
>>
>>94238469
Get Jaded, Resistance (Fear), bump Willpower, get any talent that allows rerolls or bonuses to Fear/Pinning Tests.
Otherwise just expand the Fate Point rules to let the player's spend one to get the same effect as for fear as you can to remove the stunned condition.
Also you're roleplaying the character, you're not the author of the character, learn to improv. Your character is scared of something as long as they aren't Fearless.
>>
>>94238529
Rites of Battle released first and they wanted to give all original chapters some extra shit in First Founding, which came out a year later.
Dark Angels, Blood Angels, Space Wolves and Ultramarines have rules across multiple books as well.
>>
>>94238744
Are they supplemental to each other or do you have to pick one?
>>
>>94238765
If it's the same as most ffg books: Supplemental, unless one overwrites another in which case you use the most recent one/the one you like.
>>
>>94238693
>dude it's just roleplaying XDDD
wrong, it's doing literally fucking nothing because the fear table decided I would not be participating in combat
>>
>>94238781
>it's doing literally fucking nothing because the fear table decided I would not be participating in combat
Getting sniped from afar also means you will not be participating in combat
Getting stabbed means you will not be participating in combat.
>>
>>94238457
Thanks, man
>>
>Okay so here we will be delving into the mystery of who the lost xenos were and where they went, really get to the roots of things, letting players unravel conspiracies involving petty smuggling, xenophile doomsday cultists, rogue trader politics, maybe even some archaeology to paint a picture of prehistoric xenos civilizations aaaaaaand it's Chaos.
>No xenos.
>The mastermind was a daemon prince. Of Tzeentch, specifically.
>No big reveal past that.
>Xenos are all gone, they're not coming back.
>Just go and stop the ritual. Gotta stop Chaos.
I don't know what happened there. They had a decent premise and chose to tank it with bunker buster in the third act.
>>
>>94239082
2e's always been a bit silly. Everything costs more, aptitudes are locked in, there's less gear, previous options are missing, oh, and it needs an editing pass because for some reason in.. I think it's Enemies Within? there's a pile of inquisitor talents copied directly from the core book for some reason ignoring that they have pre-requisites not available in that book. They don't even remove the wording about inquisitors, for goodness' sake. The game's a beta masquerading as a final copy. Oh, and let's not talk about the psyker system. A 2e character will have access to their shiny toys faster than a 1e character because of the 'freedom' of the aptitude system vs career ranks, 1e characters tend to be a little less monofocused and probably outpace their counterparts at higher experience levels due to different costs unless you build for "one weird trick". And that has carried over to the.. three adventures? we seem to have. Thankfully, you can mostly use 1e adventures and booklets without doing too much.

I think if you plugged in Only War's milestone system (Every 2500 experience, get +5 to any characteristic you have an aptitude for or, since specialities don't exist, change an aptitude to something else), completely ripped out the psyker system for liber imperium's version and let people choose a few aptitudes at character creation rather than just handing then 1, 1, 5, you'd fix a lot of the mechanical issues. Maybe even just let them change a single aptitude to anything at all right at the start. Oh, and since they're acolytes, give everyone a rank of low gothic, common lore (imperium) and a single rank of a trade skill or scholastic lore skill to represent their background at the start.
>>
>>94239254
Actually, my bad on the inquisitor talents, they're not listed in the core book. They're new ones, put in for an elite advance none of the players should have. Still needs an editing pass though.
>>
>>94239254
My favourite fact about DH2 shitty quality control is that for some fucking reason when they supplied the publisher in my country all the assets needed to do the translation, they only gave them a really shitty quality files for Enemy Without, and didn't manage to fix it before they lost the license. So in localised version of this one sourcebook almost all the illustrations have ridiculously low resolution, sometimes bordering on pixel art. All the other sourcebooks are perfectly normal

I've talked to the publisher about this and they have no idea how the fuck did this happen, but they could only use assets sent to them by FFG so ultimately they had to work with what they had
>>
>>94239254
I rewrote DH2.0 to disregard aptitudes entirely and use a simplified XP system.
>>
>>94239254
>>94239264
I never found DH2.0 too egregious in terms of balance. They'd cleaned up a lot of DH1.0, but the Askellon System is definitely weaker than Calixis. Looking back it's staggering how much content BIack Industries put out for that little corner of the galaxy.
>>
>>94239761
It's almost not fair to compare the Calixis sector and the Askellon. The Calixis sector is an unironic masterwork of a region, as well as its neighbouring areas. But fuck 'em anyway, the askellon psyker pit makes me reee.
https://files.catbox.moe/61ddre.png
>>
>>94238781
I get it, you're not used to this kind of agency control. But >>94238837 is 100% correct. The game already takes away agency through other means - this is just another mechanic which does something similar.
The WH40k universe is supposed to be brimming with indescribable terrors - there are things even hardened veterans cower from. Your PC, as an Acolyte I'm assuming, is still relatively new to these truths. Remember in all the Alien films, when people first see a Xenomorph their often frozen rigid in terror, or they panic and fire off their weapons. That's you. But as >>94238693 said, you can buy your way out of this problem by spending Exp. So get on with that and stop complaining.
>>
>>94239986
I've not seen the sector map laid out like that before. That's super neat. Cheers for sharing.
>>
>>94239314
>>94239986
Looking back it actually seems that FFG did way more contributing than I remembered. I wonder how much was based on the old notes of Black Industries, especially stuff like Haarlock's Legacy and Rogue Trader.
>>
>>94238469
You have the entire game at your fucking disposal, and you choose to be salty about something you can entirely negate. Flip that around and pretend you're shitting yourself over getting hit by a battle cannon or something that jumps straight to "Do you burn a fate point?" because you can't avoid it or take the damage - after you decide to survive, you get to take all the critical effects except death AND sit out the rest of the combat.
Take Fearless and fuck off.
>>
>>94240168
Anon, it’s not legal to own niggers like this anymore.
>>
Any1 have the necromunda aranthian ascension rulebooks?
>>
>>94240335
>necromunda aranthian ascension
https://files.catbox.moe/ezcxni.pdf

All I've got, sorry.
>>
>>94236826
Does the ship builder actually contain a virus or is my antivirus throwing up a false positive?
>>
>>94240457
I’ve never had a virus detected but I have an old version before the update.
>>
>>94240457
Run it inside a contained vm, if you're worried.
>>
>>94240457
It's just some friendly chaos scrap code in shipyard cogitators, don't worry about it.
Honestly though, nah, I never had any issues with it
>>
Any 'infinite ammo' weapons, like Rogue Trader's Fragment of the Endless treasure result, or dark heresy's hellrifle? I know Black Crusade has a crystal gun in there somewhere.
>>
>>94241786
Hand cranked Laslock.
>>
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>>94241953
Page reference, please?
>>
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New Maledictum thingy releasing next week apparently
>>
>>94239082
>chaos
>in something named dark heresy

false adsvertisement!
>>
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Are the any rules for eldar's Fusion Gun/Fusion Pistol? (Non-WANG)
>>
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>>94242646
Rogue Trader has it listed in Hostile Acquisitions.
it has no special rules besides being an anti armor piece.
>>
>>94241786
Integrated weapons usually
>>
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>>94241971
There's none.
>>
>>94243805
>>94241971
>>94241953
Odds are you could just make it like the power generation cybernetic implant. But you only recharged one cell.
>>
>>94238457
Oh, you also have Judiciars (baby Chaplains) at rank 5, but normal Chaplains are rank 4
>>
Hey, how does natural armor work in the FFG games work exactly? Would the armor from the subskin and the tough hide mutation stack? Does it count as primitive for weapon penetration?
>>
>>94244334
It says in the trait desciption doesn't it? Shouldn't stack.
>>
>>94244349
>"This creature has a naturally tough hide or an
exoskeleton, affording it some protection against
attacks. This Trait always includes a numeric
value to indicate how many Armour Points
the creature gains to all locations."

From the RT core book. The Subskin/Cranial cybernetics don't even actually use the natural armor term, it just says they stack with worn armor. I dunno, I just think it's a case that could be clearer.
>>
>>94238781
>wrong, it's doing literally fucking nothing because the fear table decided I would not be participating in combat
So maybe try to find ways to circumvent Fear or give you as much as you can to combat it, you know, like what a fucking acolyte of the inquisition should be doing?
Weird how you seem to not want to engage with ~80% of my post and laser focus yourself onto one singular sentence.
>>
>>94237118
The given patrons don't include a planetary governor. Probably because technically a planetary governor can be from any faction. (Except the inquisition or the astra telepathica, unless its an extremely weird planet)
The average super-noble governor would be best classified as part of the administratum, but a fortress world could have a governor-militant from the imperial guard, and a forge world is going to be administered by someone from the AM.
You could even have a governor who would most likely be placed in the infractor (I forget the pseudo latin word they use) category. Like that dude on footfall in the rogue trader videogame.
>>
>>94238837
>>94240010
>>94247108
I'm sorry that a completely accurate statement has got you this tilted.
Not only is fear directly a stupid mechanic, in the sense that it is actually not fun to have your character taken away from your control arbitrarily, it is also a stupid mechanic from a character building perspective because the harder you lean into being a big fight fight guy during character creation the less capable you are of doing it when push comes to shove.
It's badly implemented in more ways than one, and you can either admit it or you can lie about it, but you're. It convincing anyone otherwise because anyone with basic reading skills can see it.
>>
>>94243821
I suppose, I was more looking for published items like the ones I'd listed. The Hellrifle isn't explicit, but it has no clip size and fires single shots (of daemon horn). The 'remnant of the endless' is one of the templates that can be applied to the weapons rolled, and in this case makes the template item into an unjammable weapon that loses no ammunition - still only s/2/- tho.
>>
>>94247358
>the harder you lean into being a big fight fight guy during character creation the less capable you are of doing it when push comes to shove.
Frenzy specifically ignores fear tests, so melee characters are gonna give less of a shit, and jaded is only at max a 400xp investment to ignore all non-warp based horrors
>>
>>94247358
I'm sorry you didn't keep up enough of your other stats to avoid getting fucked by a fear test anon. I'd suggest also keeping your toughness up so you aren't stunlocked by concussive. Willpower and agility so that you aren't set on fire and have to roll each round or do nothing, not to mention Hallucinogenics and unique thing like the man trapper!
Boy that's a lot of taking control of your character! You failed a fear test and you got salty because whatever build didn't decide to build against fear.
>>
I wanna run a "prison break" mission for my party, where they are going to liberate an enemy labour camp to free a bunch of their own guys. What are some ways to make it interesting beyond just the obvious route of attacking the gates?
>>
>>94249058
Infiltration. Sneak in and break them out or disguise themselves as guards.
Alternatively, suggest they dig their way in.
If you're looking for elements to spice it up, add a VIP they can assassinate or documents they can capture that the enemy will try to dispose of when they realize they're under assault.
>>
>>94247358
>hurr durr my character is a big melee guy so he'd never have a natural fear response against daemons or genestealers
Anti-fear talents are neither rare nor expensive.
>>
>>94249185
I remove the jaded talent from all of my games that don't involve Astartes. Making you immune to fear from EVERYTHING except daemons is stupid and just removes a cool mechanic from the game
>>
>>94249474
I don't remove Jaded, but I do impose a new prerequisite of having 15 Insanity Points minimum to purchase. It keeps the talent alive and adds some narrative elements.
>>
>>94249474
>>94249743
Make one change to it. Jaded only applies outside of combat.
>>
>>94249872
>>94249743
I think giving it a resistance to fear is fine, but I hate anything that just removes a mechanic from the game. I tend to give out specific versions of Jaded as narrative reward talents, like Jaded (Tyranids) where the character gets a bonus to any fear checks caused by nids, but never just a thing of "well you are IMMUNE to being scared now because you spent a little bit of XP"
>>
>>94249058
Dig a very long tunnel to sneak in and engage in increasingly more bizarre ruses to hide the absence of prisoners as they run down the tunnel.
>>
>>94250003
Being able to build up to Fearless/Adamantium Faith/other is part of the game, and I have no issue with it existing. Fear outside of combat is treated as a -10 penalty. Not gaining insanity by stumbling across some dark eldar human centipede misery SCIENCE because your PC is screwed up in a functional way is fine. Play your mindfucked death cultist, hellhole hive citizen, or 15 hour IG survivor.
My issue is the groups playing otherwise normal characters that way and not spending the xp to match shit to sheet, or don't want to acknowledge it at all. Or throw it all out because someone thought they were getting into a burnt out husk pissing contest and felt salty over it.
>>
>>94250003
Or just have it reduce fear ratings by 1 or 2.
>>
>>94249474
Also consider Into the Jaws of Hell, which allows one character to nullify Fear rules for all others just by standing in LOS.
>>
Do WANG ruled say anything regarding taking Asuryani Paths as a Corsair PC (to emphasize their past as Craftworlder)? I haven't found anything
>>
>>94250186
Honestly having Jaded reduce Fear Rating makes a lot more sense and puts a lot more emphasis on the Insanity Point Fear Negation since a Jaded guardsmen now only needs Insanity 20 instead of 40 to negate Fear (2).
Using Only War we can see how this effects a Guardsmen.
No Ork has higher than Fear (1), so Jaded would make you immune.
The Squiggoth and Gargantuan Squiggoth are Fear (2) and Fear (3) so would still require a roll.
Dark Eldar's only non-Fear (1) are the Clawed Fiend (2), Khymera (3) and Grotesque (2) with the Talos Pain Engine having a trait that can give it Fear (4). Also the Formation ability 'Now They Are Ripe for the Slaughter!' can give a DEldar formation Fear (2).
So outside of some specific special units Jaded being changed to simply reducing Fear (X) by 1 would make it a better version of Resistance (Fear) but also nerf it in comparison since you're now putting making people roll for shit they weren't rolling for before increasing the odds of failure.
>>
What 40k RPag has the best rules for abhuman and mutant PCs?
>>
>>94248279
>>94249185
>>94247855
So you're choosing to lie, cool. No one is falling for it though. Fear is a badly implemented mechanic.
>>
>>94253445
Quit being a little bitch and take Fearless as an elite advance. That or have your character dump his power pack into his brains via his lasgun's barrel and build a new character who has it at start. Better yet, dump a car battery's voltage through your own skull via a bathtub, and save the rest of us your petulant whining.
>>
How long does it take? I ask because I am trying to run it as a one shot and I wanna cut the fat where I can.
>>
>>94253534
Sorry forgot the rest.

This is about the Wrath and Glory Starter set adventure.
>>
>>94253445
>So you're choosing to lie
A shit nigger-tier Dark Heresy Assassin has Jaded at Rank 3 for only 100 xp. Pretty much every single Rogue Trader career has access to either Jaded or Fearless by rank 5. Jaded is only a tier 1 talent in Only War so anyone can have access to it at a reasonable cost.
>>
So, what's the appeal of Wrath & Glory? Is it just combat?
>>
>>94254094
There isn't one.
>>
>>94254094
Simplicity. It's the worst 40k rpg, but all of the other 40k rpgs are extremely complex
>>
>>94254094
I've heard people say they like the setting. I don't really get it, but apparently the narrow focus on a single system hits home with a few anons.
>>
>>94253495
>>94253870
Pretty sure this ones just fishing for (YOU)'s as this point.
>>
>>94254118
I wouldn't say extremely complex. THAC0's at least an order of magnitude more fucky.
>>
Most of the complexity of 40k rpgs are a matter of just keeping track of all your situational modifiers for the d100 roles unless your doing ship or vehicle combat or something.
>>
>>94254853
Most rpgs are simpler, there's just a few quite popular outliers like D&D and Shadowrun
>>
>>94254952
My diver in hell, those are founding examples of the genre
>>
>>94255049
Brother, what is your point?
>>
>>94253534
I'm afraid you'll find mostly DH here, with almost no WanG. And a little 'oh, that's a shame' about IM.
>>
I couldn't find it in the Homebrew list, does anyone have the Lost And Damned homebrew supplement for chaos regiments?
>>
>>94255195
I will always say positive things about IM. It has good bones, it's just going to take some time to get to where people want it to be - creating such a modular, multi-faction almost generic 40K RPG wasn't going to happen with just a core book.
>>
>>94255466
agree 100%, it's a good game, it just lacks content. the bestiary is pitiful. Not worth playing at the moment.
>>
>>94255195
I'd play WANG or IM if someone were running it that I didn't think were jumping in with both feet and no plan, weirdly political, absolutely dodgy, pulling shit out of their ass like it's a decanter of endless water, or some combination of the above.
>>
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I need opinions from people with more 40k understanding than I do. I’ve decided to try and flesh out my Acolytes’ Inquisitor by writing out a dossier concerning him, but I’m still relatively new to 40k so I’m unsure if I’m breaking lore like this. I’ll kill you, groove[spoiler/]
>>
>>94257018
I'd not allow them to see that unless it becomes them trying to track their inquisitor for an arrest.
>>
>>94256275
you guys use the bestiary? I always just make up my enemies lol
>>
So, like, lore question. PDFs are what defend planets from invaders, in theory, until they all die and the Guard gets sent in to reclaim whatever's left.
Guard regiments do not fight on their homeworlds, they are raised and sent elsewhere.

What's the deal with Armageddon Steel Legions and Ork Hunters fighting on Armageddon, then? re they not Guard?Likewise don't Cadians fight on Cadia? And Catachans on Catachan? I vaguely recall the Mordian Iron Guard defending Mordian one time, too?
>>
>>94258571
https://wh40k.lexicanum.com/wiki/Armageddon#Military
>Likewise don't Cadians fight on Cadia?
They tried keeping the rubble in their boots but it didn't help any.
>And Catachans on Catachan?
Fighting who? They don't even maintain a pdf.
>>
>>94258571
Some worlds do have their regiments return - some regiments even have retirement plans if you survive long enough. You can go back to your world as needed, and some places don't bother with the PDF - they just keep an IG regiment on world because, hey, they'd have to tithe it eventually anyway. Or they might take returned veterans and use them as a stiffener for that new regiment.
>>
>>94258571
Imperial Guard aren't issued from every planet in the Imperium (but pretty much ANY planet with a substantial population will be providing regiments). The Imperial Guard are meant to be the best of a planets PDF, although if a big crusade is coming up they will tend to just conscript whoever they can. Any planet that raises its own IG will have similar regiments that act as its PDF, but some frontier worlds or mining colonies might only have a PDF and no Imperial Guard.

Like with all things in 40k, there are always exceptions and nothing should be taken as monolithic of the entire Imperium.
>>
>>94258644
PDF answer to the planetary commander. IG explicitly and emphatically do not.
>>
How do Kin mine? Like there's that picture in their codex of them just eating a planet with a ship. Even mroe than other factions: why do Kin ever make planetfall? What reason is there for them to ever fight on a planet? Do they mine on their hold worlds?
>>
>>94252594
DH2e has a mutant background that turns one of the main negative mechanics in the game, Corruption and Malignancies, into a more neutral/positive mechanic by letting you trade Malignancies (always negative mechanically and lore wise) for more mutations (mostly positive mechanically balanced by negative lore/social angles).
Rogue Trader has a few spots on the Origin Path that let you be a mutant.
Black Crusade is probably the best pro-mutant game.
Abhuman wise you have Only War with Ratlings and Ogryn rules.
Rogue Trader has a few 3rd party books with expanded abhuman rules.
>>
>>94253445
>Fear is a badly implemented mechanic.
So how would you improve the mechanic, and total removal isn't an option.
Mind you, the Fear is a consequence of having a game where you are mapping both the physical AND mental stats of a character.
The only true fix would be to totally remove Intelligence, Willpower, Perception and Fellowship from the game if you want to be able to fully put your own mentality into the character.
>>
>>94254118
Rolling a 1d100 vs Stat +/- Bonuses is pretty much identical to 1d20 +/- Bonuses vs TN.
The only difference is that in the later example the TN exists nebulously inside the GM's screen and is prone to fudging. With a the former the Stat as the TN is player-facing so is less prone to GM fuckery.
>>
>>94257558
That is the idea; it’s more just I’m not sure the contents make sense thanks to my inexperience with 40K.
>>
>>94263430
Yeah, it's fine. There's some stylistic stuff, but I expect that's just your way of writing conflicting with my own sensitilities. I might change that two heinous truths - maybe something about heresy manifesting as imperial gospel or whatever, since he'd probably be executed if he started howling about BLACKEST TRUTH FROM THE DEPTHS OF NIGHT HAIL TZEENTCH or whatever is actually going on. Possibly even 'rot at the base of the subsector'. Graphical aspect is nice, though I think that's an Adeptus Administratum sigil in the background.
>>
>>94247358
>Crying about one of the easiest to mitigate effects in the entire system
>Calls others tilted
Just take the L and move on, dude. No one agrees with you.
>>
>>94258571
The Tithe demands you raise X amounts of regiments over Y period of time. It’s the Imperium’s responsibility to actually do things with those regiments. So that leaves two extremes, worlds that are so backwater that the Imperium doesn’t actually care about taking the tithed regiments most of the time, and worlds that are so wartorn that the best use for their regiments is often on planet.
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>>94258975
I presume they just use huger drills and excavators because 40k writers just take whatever they can misremember about a subject and make it bigger and edgier.
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>>94264597
One day we'll get The Sustainable World, where they can't industrialise it because everything is an insanely complex part of a life cycle, whatever it produces is too valuable to destroy, etc. It'll have plants that produce all medicines, juvenat compounds, animals that are hyper-calorically dense, iron woods, trees that produce nodules of metal by converting sunlight directly into metals, etc.

And then some inquisitor will come by and decide it's heresy because fuck you.
>>
>>94259735
>So how would you improve the mechanic, and total removal isn't an option.
NTA but I see why people would dislike the idea of being barred from doing X/Y/Z actions. You could turn Fear into penalties for facing the source of the fear, like Fear 1 inflicts a -20 to any attacks or attempts to deal with it directly instead of stopping the action wholesale.
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>>94264632
They did that in Deathwatch.
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>>94264632
That is literally what it does. Outside combat, -10. Inside combat, you roll on the shock table with +10 per DoF on your fear test.
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>>94264653
>>94264659
Then I misremembered what it actually did.
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>>94264659
Cue next argument that fear is bad because of a 0.00007 chance to die instantly.
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>>94264610
I'm pretty sure something very similar to that has happened on at least 16 occasions
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>>94264694
At least Nurgle himself manifested to yank the Panacea back.
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>>94264701
No that was the redundant elves.
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>>94264731
What's with the Dark Eldar hate?
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>>94264731
He's talking about the planet that managed to cure all diseases on it, and it made Nurgle so mad that he manifested on it and it got insta-plague world'd, thus proving that there is no reason to try to improve your lot because a chaos god himself will say nuh-uh. The setting exists by the will of thirsting gods indeed.
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>>94264679
Aren't you confusing Fear and Terror? Fear you usually can't act until you snap out of it, then you can act with penalties.
Terror is that you shit your pants, drop your weapons an flee from the source of terror.

Sucks they removed both mehanics, now you're afraid of nothing or get a mild penalty.
>>
In my last OW session my party did their own Inquisition in the village they have taken over and ended up coming across an actual witch. In the ensuing battle my Stormtrooper player had his mind controlled and killed a bunch of friendlies with a heavy MG turret. Now the party is suggesting that afterwards his character must undergo some kind of penance to cleanse himself of taint, what are some ideas for how he could go about earning repentance?
>>
>>94255466
They lost me the instant they decided that it was going to take an extra 2 books, 2 years and hundred dollars to make the game people actually wanted.
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>>94265870
I mean you're big dumb if you thought it could be successfully done in one book.
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>>94255466
Odd how DH was good to play with only the core book. now you need the core, the starter set, and a bunch of splat books to get something half decent going
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>>94265794
Self-flagellation.
>>
>>94265919
Trying to make a generic 40k RPG was a massive fucking mistake. DH had a shitload of jank, but the fact that is focused on a specific thing was ahead of its time game design. It was a solved problem, and C7 fucked it up out of the gate.
>>
>>94265920
This shit pisses me off to no end. They did the same thing with WFRP too. C7 is the Bethesda of ttrpg.
>>
>>94266055
They're trying to do what FFG did with Genesys and create their own proprietary system. They're applying it to the new laundry files rpg too.
>>
>>94266059
That's fine if they want their career based d% system, but I would like to get a complete version of that system in a book I'm buying, not something that is incomplete and has numerous subsystems that need to be fixed by subsequent books.
>>
Alright gents, need you to tell me, how fucked am I?
>relatively new GM (ran a Battletech campaign before this).
>Running two campaigns.
>Each affecting eachother.
>One IRL and one online.
>Tarot card based characters (including surface level analysis of PCs).
>Making foes based on tarot birthday pairings (I think it's fun) and rewarding players for adversaries based on such.
>Basing limitations on players telling what card they're dealt (5 Ruin for me and 0 wrath at the beginning of sessions if they reveal their card themselves (I don't mind if they learn through context clues in an ARG kinda way, think that aspect is interesting).
My players don't hate it now, but is it enough to base a campaign on? Got characters based on their Birthday opposites for them to overcome.
>>
Hello anons, in about a month I will be participating in my first Rogue Trader game. I've been reading the core rulebook, and I've realized that with recoil gloves and dual wielding talents it's entirely possible to make an Arch-Militant with two bolters. How exactly would I build this? How good or bad would such a build be in theory? Is there a rule that I'm not yet aware of that would render this build unusable? Thanks in advance to any experienced anons who would share some tips.
>>
>>94266055
I agree on that.
>>94266059
What a waste of an IP. The new WFRP is also horrible. The fact that they are also working on a The Old World RPG is laughable, as I suspect TOW will become the new RPG setting; the whole Karl Franz 'era' gets destroyed so why bother developping this time -The Enemy Within campaign serves the status quo.
>>
>>94266095
Gonna correct myself rq. Not basing it off their actual Bdays, but the Bday card pairing. For example, I have a space wolf eliminator who I have given the emperor, the pairing is death, a Deathguard threat. Upon overcoming this, the player will get XP and two items up to very rare to use, Thoughts?
>>
>>94266104
Recoil Gloves can't be used for finer controls, nor can you just get ahold of your melee weapon or a grenade or a new magazine in a pinch. You'll be almost 'stuck' with two bolters for hands with no way of doing anything else apart from shooting.
>>
>>94266114
Yeah that makes sense, thanks anon
>>
>>94266104
There are things that will take more than a bolter to take down or even hurt. A bolter is still good for chaff, but weapons that deal multiple dice at once or an Accurate weapon will be more suited to those. Look at getting an MIU weapon interface.
>>
>>94266106
I was lucky enough to play 4e fairly extensively and I quite liked it. It's honestly not a bad system.. for 4e. I liked zweihander too, which is a fun continuation of the old 2e stuff with a touch of extreme grimdark.
>>
Does anyone know if the daemon bound on Iocanthos is ever mentioned? The one responsible for the ghostfire pollen? I know there's two or three daemon weapons that come up as being bound, and the daemon valley, but I don't know if it was ever mentioned specifically about the ghostfire daemon.
>>
>>94266095
this sounds incredibly schizophrenic
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>>94266104
>with recoil gloves and dual wielding talents it's entirely possible to make an Arch-Militant with two bolters.
The issue with this is that recoil gloves let you use a Basic weapon with one hand, but don't allow you to treat a Basic weapon as a Pistol weapon. This means it doesn't work with all the dual-wield Talents that specifically apply to Pistols and can't be used in a Melee the way a Pistol could.
>>
>>94265319
To be fair it is on the tin, "...by the will of the gods..." And all that jass
>>
>>94265920
The answer why is obvious - DH only focuses on being goons for one faction.

>>94266049
To each their own. Personally, as someone who has played every FFG 40K RPG I prefer just one core book with multiple splats, than having to obtain multiple core books all with their own splats and learn all the slightly varying rulesets.
>>
>>94268479
When they get around to doing space marines, chaos, etc I have doubts it'll involve the Imperium Maledictum core book.
>>
>>94266104
Dual wielding storm bolters is the usual goto for bullshit like this. Even one storm bolter can be overkill.
>>
>>94269232
>Dual wielding storm bolters
I'm aware that there is no such thing as enough dakka, but that's pretty close.
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>>94268479
>than having to obtain multiple core books all with their own splats and learn all the slightly varying rulesets

But you don't have to do that. If you wanted to play Dark Heresy, you only needed the Dark Heresy core book. The existence of Rogue Trader or Deathwatch didn't necessitate buying those books for your DH game. And like >>94269208
says, anything higher power than human troubleshooters is going to require a revision of the rules anyway. Any player group that isn't Inquisitorial agents are just a dumber, less interesting, more contrived version of Inquisitorial agents. So we have a game with a massively diluted concept that will require what amounts to DLC to work properly.

I feel like the fact that people post more about games that have been out of print for over a decade than about the new thing is damning. Having to wait for 2 years for a book to fix your game is fucking criminal.
>>
Do any versions of the game list rules for how to convert stuff from the Wargames? I'm interested in making a vault of Spyrer Suits the center of DH2e game but so far I don't see any rules for those.
>>
>>94269603
Find something with similar stats on the tabletop, check its rpg equivalent, adjust to taste.
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>>94269603
The fringe is yours in the OP has conversion tables.
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>>94270064
Thank you very much.
>>94269967
I'm just not that familiar with the war game so I'm just looking for a general guideline.
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>>94269326
Add a MIU weapon interface and you can triple wield since you can fire it as a free action
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>>94268189
On a similar note, how powerful do you prefer the Chaos Gods to be?
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>>94269603
Aside from the conversion tables listed, generally just divide the d100 stats by 10.
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>>94270609
You can't make more than one Attack type Action during your turn, even if the Attack you take is free. MIU Weapon Interfaces help by letting you go hands-free and allow you to take other non-attack actions (such as movement or using Skills), but don't let you shoot more guns at once.
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>>94271399
Yup. The way to get around the one attack per turn per combat round limit is with mechadendrites, overwatch, etc.
>>
>>94238469
plae orkz den, git. orkz iz bezt
>>
If I wanted to reconstruct the plot of the Hunger Games in 40k, how many people should be involved in the game itself?
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>>94272150
Start off with a thousand dumped into an arena, and then the personal stuff starts happening once there's 12 left.
>>
>>94272150
>>94272492
Taking however many hundreds or thousands to narrow down to a handful / one survivor is almost a standard method for picking out the badasses among large numbers of people. Space marines do it. Assassin temples do it. AAT black ships kind of do it. Etc.
>>
>>94259735
>>94264632
>>94264653
>>94264659
>>94264679
From memory we used to have an activation rule for Jaded. Jaded wont become an active talent until you've hit at least 10 Insanity Points. We always thought it felt weird this little fresh-faced acolyte with no experience encountering really horrible things was so badassly stoic. We also allowed Insanity Point totals to act as modifiers on Fear Tests, so if you had 10 Insanity Points you'd get a +1DoS on your Fear Test. We liked the idea that the more insane you are the less affected by fear you became.
We also used to pretty much ignore the mutation rules and instead craft custom mutations based on the Character themselves e.g. a close combat PC might develop natural weapons, or a sneaky assassin might get dark-vision, and so on. I think it was inspired by Black Crusade.
>>
>>94272806
>We always thought it felt weird this little fresh-faced acolyte with no experience encountering really horrible things was so badassly stoic.
You can create a character that's appropriate to the talent. Like they have a CSI background in some fucked up hive city, are a death cultist and were literally broken down and remade, etc.
>>
>>94272806
>We liked the idea that the more insane you are the less affected by fear you became.
Also, the base insanity rules do this already.
>I think [our custom beneficial mutations were] inspired by Black Crusade.
Twas not.
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>>94273088
>Also, the base insanity rules do this already.
This may have been back in DH1.0... I honestly struggle to recall all the details these days.
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>>94273161
>The more insane a character becomes the less horrific things seem. After all, what are the monsters of reality compared to those one sees whenever one closes one’s eyes? If the first digit of a character’s Insanity total is double or more a thing’s Fear Rating (see page 325) the character is unaffected by it and does not need to make a Fear Test.
Has always been a thing.
>>
>>94273227
Well shoot. We definitely did something with that which was different from what was written in the rules. But this is going back a decade now so, dunno.
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>>94273242
You when you had 10 insanity you were immune to Fear 0, 20 IP, immune to Fear 0 and 1 etc etc...
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>>94269370
It's like you didn't even read my post. Sure, I don't have to play every RPG, if our group just wanted to be =I= agents we could just stick to DH, but we like variety so we have played every one. To that extent, IM will be the 40K system to end all for us, it's also the most streamlined system cutting down on our game prep and runtime.

I don't doubt that implementing Chaos and mahreens to IM may be a bit of a hurdle, but I personally don't give a shit about that for now and will be interested to see how they do it. For now, I'm happy with the core book and Inquisition splat, it's serving our game just fine and I'm hopeful to see what they do with it. If you're a grog who hates change, I get it's not the system for you.
>>
>>94273627
Oh fuck off. Being pissed at a company making a shit product is not "being a grog who hates new things." I'm pissed that they took a solid idea, and diluted it so they could sell you extra books. It's anti consumer garbage.
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>>94273666
Shit take from Satan.
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>>94273683
>Yes, I will buy the horse armor dlc, I will love it!
>>
>>94273666
How is it a shit product? It does what it set out to do. You're mad they didn't make DH3e, but they never advertised that's what they were doing.
>>
>>94273740
But they did make DH3, then they took the really solid framing device of DH, and threw that out the window, so now you're random troubleshooters for the Navy or the Administratum, or fucking whatever, which is bad, stupid choice. You're still an Inquisitorial team in all but name. And they obviously did this knowingly, because they first book they are putting out is the inquisition book! They know that's the game that people want, so they split it up into 3 different books. That's fucking bullshit.
>>
>>94273703
Pal, you're a superlative retard for making the comparison, and again for shitting on everything except inquisition games.
>>
>>94273770
>But they did make DH3
They did not.
>which is bad, stupid choice
Objective.
>You're still an Inquisitorial team in all but name
How? Because you do investigative missions? This is a weakass argument.

Why do you folk care that it's multiple books anyway? Y'all ain't buying shit, 50 bucks says you've pirated every book you've used for the past decadr at least.
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>>94273852
>Objective
I meant subjective, you get the point. Your fee-fees are getting in the way, the fact you say "working for the Navy" proves you haven't actually read or played IM.
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>>94273770
The fuck are you on about, detaching the system from being always inquisition all the time is the best thing they've done. There's a whole giant labyrinthine monstrosity of a bureacracy all competing to do shit, and getting a peek at that is a great idea. Besides, most low-level DH especially leads to a lot of "why would an inquisitor even bother" gameplay, leave bashing the skulls of traditional crime or investigating lost tax reports to the agencies that actually take care of that shit.
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>>94273890
>detaching the system from being always inquisition all the time is the best thing they've done.

Hard disagree
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>>94273890
>detaching the system from being always inquisition all the time is the best thing they've done.
tbf, even DH1 basically did this with the range of options you had. The only thing keeping it inquisition was the name of the game. Heck, they even had fucking Grey Knight options for PCs.
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>>94273916
Because? You're not making a good argument here.
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>>94273852
Not the same Anon, but I agree IM is badly editied, but it does follow the modern way of doing things; no scneario in the core book, bare boned stuff as well in terms of background and monsters, but the splats books are in the wind ready for you to buy to get more pieces of the whole thing. The DLC aspect is flagrant. And there is only 16 years between DH and IM.
There's still no free scenario or pdf for IM. There was at least 2 free scenario and a pdf file (Sector history) before the book was even out.

>>94273890
So rather than defend Humanity in a secret war, you're just acting like Wise Guys muscling your way for your Capo. As for the low-level gameplay you experienced , it could be
1-a GM problem.
2-Meta gaming, since the player would know immensenly more about the 40k universe than the PC.
3-An over arching plot that you are to see unfold as time goes by. So getting those shipping manifest checked out would only be recalled down the line when you're tracking some Cold Traders.

>>94273925
I second that; back in the FFG forums days, people were doing Hive Gang and Imperial Guard games using DH, as most careers are archetypes.
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>>94273890
>why would an inquisitor even bother
No heresy is "too small" or "too trivial" to matter. Servitors mysteriously going missing for a few hours a work cycle could be signs of a heretek operation. If it is not stopped, nevermind the silly crafts they get up to - that's mechanicus business to deal with - the 0.05% drop in planetary production from their diverting of servitors is a dastardly act of sabotage to utterly destroy a loyal imperial world. The planetary tithe cannot and will not be lowered, so the 0.05% being lost is the 0.05% that the population uses to survive upon. Without it the population will face famine and sickness from malnutrition, the planet then will be embroiled in constant protests and civil unrest at the "unreasonable tithes" (nevermind the true culprit of their suffering is the imperium's cunning foes who would sabotage us), following which heresy will spread like wildfire until the world needs to face exterminatus lest the entire galaxy burn.
The souls of tens of billions are at stake here, and you say "why bother?" You should be ashamed of yourself. Clearly your inquisitor has failed to impress upon you the importance of your duty.
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>>94273890
>most low-level DH especially leads to a lot of "why would an inquisitor even bother
>why would an inquisitor order one of his ten thousand low level squads of shit kickers to look into a low level shit kicking job
>>
>>94273925
NTA - the best DH game I ever witnessed had the PCs as literally just cops with no actual connection to the inquisition (that they knew of). Players being Inquisition isn't even close to necessary, the only consistent theme is that you're a gagglefuck of mooks working for a great big question mark that can be filled in with whoever the hell. The other games are differentiated by being space marines and having space marine level gear (DW), being the great big question mark authority for the gagglefuck mooks (RT), being part of a massively larger command structure (OW), and going balls to the walls into evil bad choas man times (BC).

I also don't like IM though. It's mid as hell and a single homebrewer has shoveled out about thrice the content that's been officially released in a fraction of the time.
>>
Got me a few fluff questions:

1: Does House Van Saar have any prohibitions on psykers?

2: How obvious are Daemon Weapons to the average hiver? Will modifiers like the one from Micro help hide one from prying eyes, or should there be a penalty?
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>Introduce a new gacha system into the game
>Players go absolutely nuts for it
>Almost ready to kill each other for pulls
>Scholarly discussion of buildcrafting using pulls
>Tactical trading of pulls
>One starts asking if he can pay money for more pulls
This is the funniest shit I've ever seen in a decade and a half of games.
>>
>>94278374
>1: Does House Van Saar have any prohibitions on psykers?
None we know of. They're probably as likely to have some among their numbers as any other large group of people (barring unusual cases and outliers) and don't seem to have any special politics regarding them.

>2: How obvious are Daemon Weapons to the average hiver?
An average hiver would probably be able to think that the weapon is scary and ominous (if it has a visibly unusual shape and/or behaviour, which is likely for a daemon weapon); being able to identify it to be specifically a /daemon/ weapon is unlikely, as knowledge of daemonic stuff isn't exactly widespread.
>>
Anybody got His Glorious Shield for IM? I managed to gather all the rest of what's been released for the game so far, and it's making me want to complete the collection.
>>
>>94278374
>>94278488
There's a vague understanding of the warp and Chaos phenomena in the general hive populace. The Chaos gods aren't known as such, but in the underhive they talk of obscure mystical figures like the Lord of Skin and Sinew (Khorne) and are faintly aware that this lord or whoever's got something to do with bloody murder. Corpse-grinder Cults tend to center on this figure.

There are also some rules for "Whispering Weapons" which are strongly suggested to be daemonic or tainted in nature. As far as can be inferred I'd say they're viewed as exotic, pricey and risky loot.
>>
>Once an Eldar has mastered one path he chooses another, and in this way builds up a repertoire of abilities over which he has complete control. An Eldar may travel many different paths in his life, and the skills he learns in each path serve to enrich further accomplishments. In this way the Eldar avoid temptation and tame their wanton natures
>*In this way the Eldar avoid temptation and tame their wanton natures*
How exactly does that work?
>>
>>94280715
The Asuryani desperately want to let go and become Drukhari, so to avoid the bullshit that caused slaanesh, they temper themselves.
>>
>>94280715
Pre-fall eldar were kids on red cordial, they just flitted between whatever seemed interesting at the time with a lot of the darker pleasure cults taking root over the millenia. Like the Dark Eldar are now, though mostly what the dark eldar like is still murder and torture.
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>>94278417
Shas what in the emperor's name have you done
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>>94281383
Weapon charms. This is the future of roleplaying games.

It's something that will show up in the next series I run, but I introduced it early to test reception and use cases. Weapon charms come in the form of Squat runes that can be applied to a weapon to give a small buff. These buffs are varied, such as small buffs to characteristics, small bonuses to certain actions like charging or flanking, small penalties to enemies, and a few even give levels of Unnatural characteristics. The buff only applies when wielding that weapon. Only one weapon charm can be applied to a weapon at a time. They're ranked from 1 Star to 5 Stars, and while lower star weapon charms are more common, the higher star weapon charms do some wild stuff. Weapon charms are tradeable between players. Currently, pulls are priced by the following reference.

1 Pull: Rare
2 Pulls: Very Rare
3 Pulls: Extremely Rare
5 Pulls: Near Unique
7 Pulls: Unique

The system is still in testing, but it's looking promising. Already one player is hyped about unnatural fel to boost his auras / nomarch powers, and another is happy to breach WS Bonus 6 thanks to the small nudge from the weapon charm.

I'm a fucking genius.
>>
Well I threw up a little, so it's got that going for it.
>>
>>94281628
SLAANESH GET THEE BEHIND ME
>>
>>94281866
Doesn't have quite the same ring to it these days, eh?
>>
I wanna rework gas weapons in my OW game so they are a bit more interesting than just being a reskin of incendiary, I wanna make them more about utility and support. Aside from just a basic damage gas, I've come up with some other ideas

>Ionized Las Chaff - A completely transparent gas that doesn't do any physical harm but causes any las beam going through it to harmlessly dissipate. However if the las beam does critical damage it causes an explosion. Not sure if the "science" makes sense but I think it'd be interesting

>Anthraxium Canister - Causes HUGE damage to any unprotected target, however it also means any loot that enemy drops is permanently toxic (this will matter since the party has no logistics to speak of and has to scavenge).

>Flammable Gas - Does what it says on the tin, could be cool support for the flamethrower in the party

>Riot Gas - SS13 inspired "slip" gas, causes people to lose motor function temporarily making them drop their weapons/fall over.

>Murder Pheremones - Mixed with Frenzon, this causes anyone breathing it in to enter frenzy and gain fearless. If they fail a WP test by too many degrees they also have to attack the closest person (whether ally or enemy).

Anyone else got ideas ?
>>
>>94282733
>Ionized Las Chaff - A completely transparent gas that doesn't do any physical harm but causes any las beam going through it to harmlessly dissipate. However if the las beam does critical damage it causes an explosion. Not sure if the "science" makes sense but I think it'd be interesting
Stealing this one for my games.
>Anyone else got ideas ?
If you're looking for something exotic, maybe a metal devouring microorganism deployed through a gas bomb that reduces the quality of weapons and armor.
>>
>>94282786
Yeah I like the idea of a corrosive acid or insta-rust gas.

Another thing I wanna do for gasses is make them actually move around the map as clouds, and some gasses will be heavier and drift down hills while lighter ones will move up them. Characters will need to pass a survival test to predict where a gas will go based on the wind and stuff
>>
>>94282733
>Anyone else got ideas ?
A fast acting flesh-eating gas that requires open & exposed access to the bloodstream (eg; open wound) to have any effect. Safe to inhale. Perhaps some sort of microscopic xeno-bugs.
>>
There's already the corrosive and smoke qualities for weapons. If you want it to be non-lethal, that's not hard to homebrew. Maybe you could increase scatter to 2d5 and give it a light(X) or heavy(X) quality. Roll X or lower, and it moves vertically instead of horizontally.
>>
>>94283126
This is a cool idea, it's deadly but requires the party to work together to use it effectively.
>>
How do you guys handle IG characters in OW fighting more advanced enemies like Tau and Votann which have ludicrously powerful weapons, even basic issue ones? Starting always with heretics, rebels and Orks until they are veterans is not ideal, or just letting them start with higher experience.
Even then, the rocket tag potential is kinda...unfun
>>
>>94283811
Issue hotshot lasguns or better armour. Average guardsman should have like 8 or 9 soak, average tau shot does .. I think it's 2d10+2 for a pulse rifle, so slightly above soak? Becomes a focus fire sort of thing for the players.
>>
>>94283811
Fire, fear, and pinning are the greatest equalisers when it comes to equipment disparity. I don't know the stat block of Tau, but I doubt they have any of the talents necessary to not get completely wrecked by these tech equalisers. Just continually suppress with shitty full auto weapons while setting them on fire with homemade molotovs.
>>
>>94283943
Average pulse rifle does 2d10+3 pen 4, so no armor for the poor guardsman and average of 14 damage against 3 toughness and 10 wounds. And it can semi/full auto.
>>
>>94284503
Ah, well, In that case, see >>94284009. Yeah, the Tau have great kit and frankly some of it is better than it should be by lore. If you don't care for it, knock off a die.
>>
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There's some new Imperium Maledictum thingy out for sale now. It's about doctors or something idk
>>
Anyone got any ideas for running a mostly-humans game in a space hulk? I'm thinking of having Genestealers as the final hazard that the players would need to escape from, anything else?
>>
>>94281628
I'm screaming internally
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>>94281628
By God
>>
Hello Shas. Absolutely loving the rework you did to the infantry maniple in MNW, really sells the "flexible programming" of admech stuff. Great work
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Any ideas for making the Adeptus Astartes a patron faction in Maledictum? Idk what modifiers to apply.
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>>94281628
This right here is the reason governments kill their intellectuals every so often.
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Is there like a decent conversion guide for gear that never made it in or has come up in the last 10 years? I trying to figure what the numbers on a wroughtlock revolver from the votann kill team might come out to in the quest for a bigger dumber hand cannon
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>>94281628
You've goddamn monetized legacy weapons. Turned them into a fucking DLC. You tzeentchian fuck.
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>>94287413
What would they offer that's unique to them? Why would they even be a patron option?
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>>94236826
>Who is the most memorable enemy your players have ever faced.
From my most recent OW campaign (I played a Heavy Gunner): either a former PC who went AWOL, fell to Chaos, then came back heavily mutated with chunks of Dreadnought armor embedded in his flesh (we incinerated him by blowing up the promethium tank for his heavy flamer), and an officer from our regiment who turned traitor who we found the opportunity to put down over the course of our mission (he mauled our Ogryn pretty badly before one of our Sharpshooters took him out).
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>>94283943
1d10+12 if you're using the Deathwatch Errata.
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>>94286211
-Voiders living in the Hulk who don't take kindly to weird folk walking in their clan-sectors.
-Pirates,
-Smugglers,
-Chaos, either Marines or your regular cultists/mutants
-A group of Acolytes/Marines/Guard on a mission of their own. They may need help or are under a 'no witness' order.
-One thing I either made up or saw in RT, but void suits walking and moving out, with dead bodies inside (mostly sketetal, but with some meat left), moving by some powers caught during the Hulk's trip into the Warp and back. They simply try to gang up on people and rip out their oxygen supply or their suit's integrity.
-Chaos Furies, but in space.
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>>94286211
>mostly-humans game in a space hulk
So you have chosen death.
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A Chaos space marine Chapter based on Chaos Dwarfs

Regular CSM are kit bashed with Chaos Dwarfs
Possessed are kitbashed with minotaurs and beastmen
Hashut is a Kornate daemon so they primarily use red color schemes
but sorcerers are allowed + they focus on long range weapons
Liberal use of slave cannon fodder
(Most likely descended from Iron Warrios)
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>>94236826
I have an Imperium Maledictum game coming up this Friday, all the players are new to 40k and their characters are working for an Ordo Xenos Inquisitor. Does anyone have any simple ideas for a first mission? I was thinking of having them investigate smugglers possibly trying to sell some Drukari tech.
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>>94291029
Investigating the cold trade works.

poking around a recent popular labor union gaining traction in the hive for signs a Genstealer cult because they love that that shit is another option.
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>>94290942
Hashut and Malal are both opposite points on the 8 pointed star of Chaos embodying tyranny and anarchy respectively and diametrically opposed right? We know Malal (malice) exists in 40k and has his own chapter, I don't think its a stretch to include Hashut. Question is, who are the other points not mentioned?
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>>94291203
Besides the one horned rat? not many.
Also Hashut is just a greater daemon of Korn who started practicing magic and became too OP for commander Kernel to kill so her was banished into a rock like an idol. The Dwarfs of the Dark Lands stumbled on him and he granted them dark powers.
Frankly I find minor chaos gods/ greater Daemons more interesting than the big 4. Hashut's Bull and flame motifs are just too damn cool.

My headcanon for this OC chapter is that a warband of Iron Warrior's were searching for tech and stumbled on Hashut, on a planet close to the warp named Sumer (reference to Samaria). Since IW focus on slaves, sieges and artillery and mirror many Chaos Dwarf concepts.
This way possessed get Minotaur themed mutations, and the CSM can be kitbashed with chaos dwarfs.
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>>94291203
Nuffle the god of the blood bowl AKA even more violent grid iron football. He has no basis in 40k but one summoning rite gone off the rails and now every power player in the galaxy is flailing around trying to stop the Big Game from becoming the sum of existence.
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>>94286211
-Abominable intelligence active on sections of the space hulk.
-Orks who got lost when they hitched a ride on the space hulk to the WAAAGH.
-Voidborn community living in some smashed together hydroponics ships. Out of contact from the imperium, so they're probably a bit sus on warp/chaos stuff like you'd expect from planetary communities prior to a crusade in their sector.
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>>94291203
I would gamble they're the Great Horned Rat and Necoho. Necoho is opposition to religion while GHR is the exclusive god of the Skaven so you could spin it around to something like doubt and fanaticism for opposing points.
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>>94291203
While not a bad idea to use the lesser deities, I always assumed the eight points represented the negative and “positive” aspects of the big four to play on their naturally contradictory and fickle natures.
>>94291492
Necoho the Doubter requires nothing from his followers and prefers to not have any followers.
I would actually play on the Horned Rat’s aspect of ambition and use Necoho to represent indolence as the reverse.
No clue how you would make the Horned Rat work in 40k
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>>94291203
The eight pointed star represents chaos, not the gods.



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