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Previous: >>96402434

Coolest/craziest/most fun weapon you found, or your GM gave you?
>>
>>96476640
>Coolest/craziest/most fun weapon you found, or your GM gave you?
Omnissian Axe with Potent.
Never got to use it, campaign died a pitiful death.
>>
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>>96476640
>
Our GM was a fun-loving guy, allowing us to make shit up, and it had consequences on his campaigns.
One such artifact was a personally-built Twin-Linked Heavy Bolter, which had Storm, and Metal Storm bolts. And we put a fat fucking Daemon in there.

The fun part was using it in zero gravity as an impromtu-jump pack. Because, you know, endless bullets? Fun times...
>>
>>96476640
An accurate plasma pistol with better range, S/-/- RoF and unlimitted ammo, that also gains the ekstra damage from accurate.
I mounted it on a mechadendrite and had fun sniping fools with it.
>>
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>>96476640
>Coolest/craziest/most fun weapon you found, or your GM gave you?
in a funky Only war game set in the great crusade after the the daemon inside the daemon weapon My guy pocketed escaped by possessing another player who tried looting the weaponsaid other PC died somewhat shortly after when the party got lost in a underhive
the now daemon evacuated weapon was restatted as slightly less powerful version of the blood letter sword from Black crusade but instead of getting plus 2 damage from every kill made with it in a combat it instead only got that plus 2 from killing warp entities and psykers, my character realizing the spooky voice in the sword that had fled him out of what he he believed to be cowardice vowed to put it back and since all daemons looked the same to him, it was brought out specifically against the daemonic.
and boy when the DM had a boss fight where said boss had like 50 or so furies as chaff/minions to absorb rotary gun and tankshells for said boss I knew it was time to for just a moment stop pretending to be lawbringer from for honor and start pretending to be vergil.
also gave me a strange appreciation for the fury mostly in total war
>>
>>96477777
>Meu deus, um meme sobre 40k em portugues.
>Beyond cursed, this should not exist!
Quints of quintessential truth!
>>
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finally friday
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Do space marines speak low gothic ever?
Has a space marine ever used a contraction?
>>
>>96478843
They're not clanners, so I assume so.
>>
>>96469740
The Emperor wanted to unite mankind under His rule and set up his own webway to deny Chaos and slowly build up humanity as a psychic race. It failed because you can't deny Chaos, see the Horus Heresy and for a prime example, Fulgrim.
The Imperium has, over ten millennia, trampled everything he stood for. Even after the divisions of power following both the Horus Heresy and the Reign of Blood the Imperium continues to fester both moral and spiritual corruption. Add in the immediate threat of Tyranids, and both Orks and Necrons empires fucking shit up. Eldar and T'au are only marginal enemies in the large scheme of things.
>>96468346
I forgot to mention the book excuses intersystem travel times by including rests. This also excuses all ship classes to have similar travel times. Though the book also mentions this is up to the GM's discretion.
>>96468912
>Only precious few RT dynasties are truly exceptional to rub the horns with the most elite, and 99% of them are just slight above Chartist captains.
I agreed with you up to this point. Most rogue traders have fleets. Their power isn't based on the Imperium at all, however. That's the point.
The RT game starts you at at the lowest level possible, either up-and-coming or the-one-to-redeem-them, which isn't the norm in the Imperium at all. Wealth is inherited, but Rogue Traders spend all of it, or double it and give it to the next one.
>>96470298
I think this is the first time she's been mentioned in theses threads. But everyone thought of it dude. Man.
>>96474277
Legalized? Likely, under an Inquisitor. But that doesn't mean shit for A LOT of people. Legal and sanctioned aren't the same.
A sanctioned psyker must receive special training which is exclusive to the Astra Telepathica. Your rogue psyker would be executed if he displays his own techniques to anyone that can notice them.
>>
Anyone with experience with Liber Imperium? I'm tooling around with it using some old character sheets from prior games to see what it can do and I'm trying to figure out a few things.

-What's the experience equivalency to other lines? Like, Rogue Trader is a 5k exp DH character. Basic novice level play is a 25 characteristic base and it's possible to start a game with like 55 in a stat if you ratfuck it and get lucky. I get that it's all of them together, but even the stat lines in the back are pretty inconsistent.
-Lots of characters can gain PF or Influence in games that don't actually need them. Do you just record them? Using PF in place of influence is a bit of a problem, it's not like a rogue trader needs to use influence and someone chucking around ten billion dollars isn't the most subtle thing in the world.
-What's with all the voidships having almost no armour? Something like 1 for a transport going up 1 per size class is a bit odd, and it doesn't address the lance/macrocannon issue present in RT. Seems like it'd just cut combat turns down considerably more than anything, and make whoever fires first the winner if all other things are equal.
>>
>>96479360
>What's with all the voidships having almost no armour?
Liber Imperium, if I recall correctly, uses Mathhammer. If you don't know what that is, here's how it works:
A ship has an armor value of 8. Roll to hit with your macrobatteries against the ship. You score six hits, two are tanked by shields. Roll each hit's damage INDIVIDUALLY and apply to the armor value - the excess is damage done to the ship. DO NOT STACK THE DAMAGE.
Stacking macrobattery damage is the root of, well, not all, but at least half of the problems with void combat. Don't do it.
So, four hits, let's say you have a macrobattery that deals 1d10+3. You roll 3, 5, 7, 9. Add 3 per, for 6, 8, 10, 12. Subtract each by the armor value (8) for -2, 0, 2, 4. You can't deal negative damage, that's stupid, so it's 0, 0, 2, 4. You've done 6 points of hull damage to your target.
But anon, you say. That makes macrobatteries really crap against heavily armored targets.
Good, that's the point. Now lances don't fucking blow anymore, because ignoring armor is actually worth a damn. Macrobatteries retain a use case against transports, raiders, and to a slightly lesser extent, frigates - and, of course, busting shields.
Also you should knock spare hits per DoS for lances down to a maximum of 2, 3 is fucking cruel. What the hell were FFG thinking.
Also note that torpedo damage was reduced by an amount equal to that which ship armor was reduced by for net parity. Except the vortex torpedo because it ignores armor.

I don't have answers for any of the other shit you asked, I'm just a huge ship autist.
>>
>>96479693
Also something I think is neat is that you can calculate your average damage in mathhammer by figuring out how dice work. The base die for a given ship weapon is a d10 with a modifier. That's a +1, a +2, a +3, et cetera. The highest you can get is good-quality bombardment guns with a munitorium (base 1d10+6, good quality [damage] +1, munitorium +1) for a total of +8 damage, which is terrifying, at a maximum range of 8 (10 if BQ +range, 12 if that and turbo-weapon batteries [why would you pick range over strength though]).
Anyway, the average of a d10 is 5.5, and since you're adding the bonus damage to every face of the die you can just add the modifier to your expected damage against an unarmored target. HOWEVER, this is not a realistic estimate against any target with armor higher than your damage bonus, because if any of your rolls would deal no damage, that skews your averages. So instead, you make a fake die in your head with your expected damage against a given armor value (we'll say modifier of +3, armor of 6). Your base die is numbers 1-10, add your modifiers to get 4-13, reduce by 6 to get... negative two to seven? Can't do negative damage, so that's a zero, and the -1 is a zero, so 0, 0, 0, 1-7, add the numbers, divide by the faces, hey presto, expected damage 2.8 a pop. You've got a lot of pops coming in though, right? Right? Or at least a lance, I hope? Anyway assuming a full cruiser broadside hits, discounting shields, that's 28 damage. Congratulations, you're not getting alpha fucked in ship combat anymore. Everybody say "Thank you, Mathhammer."
This has been Huge Fucking Nerdery by your resident ship autist. Tune in next week where we'll try to brew up Battlestar Galactica's FTL drive as an archaeotech warp drive component, because I get bored WAY too easily.
>>
>>96476640
>Coolest/craziest/most fun weapon you found, or your GM gave you?
A pile bunker.
>>
>>96480542
And? What were its stats, anon?
>>
>>96476640
>Coolest/craziest/most fun weapon you found, or your GM gave you?
I don't use it very often, but I love my Q'Sal Glass Dagger.
>>
>>96479104
>This also excuses all ship classes to have similar travel times.
That's included in the ship profile under speed. And simply waived, one can easily have adjustment based on that.
>Most rogue traders have fleets.
Yes, but not necessarily large ones.
Average Rogue Trader has a slightly more pimped-out Cruiser and half a dozen supporting escort and trade craft. That's it.
>Their power isn't based on the Imperium at all, however. That's the point.
No, their power is specifically dependent on the Imperium accepting their trades and acknowledging their status in the first place. They aren't even immune to Arbites persecution, aside from physically escaping the planet.
More than one Rogue Trader eventually became glorified Chartist captains and/or settled down without actually giving out their wealth with Warrants staying unused for decades.

They might have good relations with the nobles of their native/preferred sectors, but these are not the same thing as Sector Governors even, much less Terran Lords.
Or do you really believe even bruisers like Calligos Winterscale are on the same level as Council members? Delusional.
>Your rogue psyker would be executed if he displays his own techniques to anyone that can notice them.
That's also wrong, since learning magic is instinctual in the first place. Unless we're talking sorcery.
>>
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>>96481246
It was for our necron battle mecha, and took a ton of resources to craft. We took a slann mining drill and turned it into a weapon to kill them with. We only got it in time for the end of the game, but it was the final say in raw damage. We gave it to our triarch praetorian, who proceeded to punch a slann to death. Normally he'd get an extra 10-15 damage here and there, but one round he rolled near max degrees and near max on the damage and did like 50 extra damage, one-shotting an enemy that was trying to slow us down. It was the most powerful melee weapon I had ever seen, and we still barely made it through the final boss. (Mortal means it ignores armor, toughness, and defensive fields)
>>
>>96479104
>I agreed with you up to this point. Most rogue traders have fleets. Their power isn't based on the Imperium at all, however. That's the point.
>The RT game starts you at at the lowest level possible, either up-and-coming or the-one-to-redeem-them, which isn't the norm in the Imperium at all. Wealth is inherited, but Rogue Traders spend all of it, or double it and give it to the next one.
Most of the Rogue Traders seen in the RPG books (and a lot of novels and such) only have a single ship, and frequently a rather small one like a Frigate or Raider. A fair number have small flotillas of 3+ ships, possibly based around a true ship of the line (most often a Cruiser). A small number have huge fleets that could be described as small personal navies. It's true that dynasties can build up a huge financial base over generations, but it's also very easy to lose that money fast - especially if you invest it in massively expensive ships that you intend to fly into dangerous uncharted regions. BFG might give a different impression, but that game is about fleet actions so only people or factions that can field a bunch of ships at once are likely to show up in it.

The one-escort setup makes a lot of sense given a Rogue Trader's role in the Imperium. They function mostly as frontier scouts who discover new worlds and chart new routes, then sell access to the things they find. They can do other stuff, but having a single small, fast warship is probably a pretty efficient choice for explorers who want to limit costs and inevitable losses. There are probably plenty who could afford more and bigger ships but decline to obtain them. Getting reset to the point of having only one small ship immediately before a Warrant changes hands is probably pretty common too.
>>
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>>96476640
One time he gave my Rogue Trader a master crafted power sword with the Warp quality. I don't even think it was a daemon weapon, found it in the ruins of a city sank beneath the sea, like a haunted 40k Rapture. Whole campaign was pretty kino.
>>
>>96481525
Anime and gay
>>
Are there worlds in the Imperium comparable to Forge Worlds in industrial output and technical science, but not actually owed by the Mechanicum?
Or is it straight up impossible(legally) with their monopoly?

I'm talking worlds who can potentially build Grand Cruisers and Battleships, Titans, Baneblades.

And how often are new Forge Worlds are created? I noticed there are none of them in the Koronus Expanse, for example. Despite a few centuries into expansion.
>>
>>96482289
>Are there worlds in the Imperium comparable to Forge Worlds in industrial output and technical science, but not actually owed by the Mechanicum?
There are definitely other hive or industrial world with a lot of manufacturing capacity. It's possible that they could build a lot of any given product, but they're unlikely to be have the range of designs available or access to the highest-level technologies that a true Forge World would. It is possible for the Mechanicus to have facilities on non-Forge planets that might build things like Titans or Baneblades, but rare technologies of that level are not likely to be licensed to lay manufacturers (particularly not Titans; maybe Baneblades). I wouldn't rule out a few planets retaining ancient facilities that have the capacity to build designs they aren't supposed to, but it would be hard to actually use them without techpriest help. You might also consider that a of fancy technologies tend to get salvaged and refurbished more than built from scratch - lots of places might be able to do that if there's a good supply of wrecks available for some reason.

>>96482289
>And how often are new Forge Worlds are created? I noticed there are none of them in the Koronus Expanse, for example. Despite a few centuries into expansion.
Not very, and growth has probably slowed over time due to tech loss. A sector getting even a single new Forge World ever would be a big deal. The Mechanicus isn't likely to commit such enormous resources to places outside formally-incorporated Imperial space. It's too big a risk. The only way I could see it happening in a frontier zone is if they really want to lay claim to something before anyone else (this happened with the Lathes), or if they want to keep a Forge World secret from the rest of the Imperium (this seems like something factions like the Disciples of Thule might do). Smaller outposts should certainly exist in the Expanse, though.
>>
>>96482361
That seems right, thanks.
>>
>>96481438
>pimped-out Cruiser and half a dozen supporting escort and trade craft. That's it.
Dude that's close to a million people as vassals. Each starship has the ability to wreck a city from orbit.
Rogue Traders extract wealth from worlds outside the Imperium's control via mining operations, enslavement of alien or human life, and stealing from one another. Persecution of RTs outside the Imperium is so minimal it rounds down to zero, and even within its borders there's very little anyone can do about them. A single world cannot foreclose a warrant of trade. Only powerful Inquisitors can investigate and judge Rogue Traders suspected of alien or daemonic taint, anything else falls outside their jurisdiction... and mostly their interests.
>That's also wrong, since learning magic is instinctual in the first place. Unless we're talking sorcery.
See pic related.
>>
>>96482428
>Dude that's close to a million people as vassals. Each starship has the ability to wreck a city from orbit.
That's what the other dude has mentioned, a Rogue Trader from BFG. But I concur, he may be the upper tier as far as they go.
>Persecution of RTs outside the Imperium is so minimal it rounds down to zero and even within its borders there's very little anyone can do about them.
That's specifically why RTs prefer to lurk outside of the Imperium.
>A single world cannot foreclose a warrant of trade.
That's not it. You can't close a Warrant of Trade, but you're very well entitled to persecute it's holder for the breach of Lex Imperialis, and in fact, local Arbites in the Calixis Sector have done just that, explicitly jailing/blamming no less than five RTs and ruining one dynasty entirely after acquiring the means to pursue RT on a vessel of their own.
Like I said, RT has only physical means of defending himself from the law.
>See pic related.
That's from Navis Primer, so correct your filename, page is right tho.
I guess I may be wrong on the Disciplines matter, but it doesn't say it's illegal outright, more like the use of these techniques may implicate a Renegade Psyker, which is fair.
Also, DH had a bunch of dubious Minor and Major psychic powers without a Discipline, but without "illegal" subtext. I think it depends.
And it contradicts the premise that all talented psykers are given Sanctification, as opposed to clueless ones.
It's in fact the weaker psykers which are given Soul Binding to become Astropaths.
>>
>>96476947
>>96477534
>>96477575
>>96481389
>>96482002
Cool. Understandable. Creates goodfeels. Real 40k.

>>96480542
Weird. Not in the rulebook. Does not create goodfeels. Not real 40k.
>>
>>96479693
My GM learned the hard way not to combine mathhammer with other homebrew, made mathhammer completely useless lmao
>>
>>96481939
>Most of the Rogue Traders seen in the RPG books (and a lot of novels and such) only have a single ship
Let's run through Lure of the Expanse.
>Abel Gerrit
The least important member of House Arcadius that there ever was - still owns and operates a starship
>Madam Charlabelle
Explicitly inherited a dynasty in tatters after her father spent their house's entire fleet defending their interests - still owns a merchant vessel and multiple intersystem ships - this is nonetheless called out as highly unusual and an indicator of extreme poverty
>Jeremiah Blitz
A brand new dynasty, owns and operates a cruiser
>Lord-Admiral Bastille
Inherited a fleet capable of fighting the local Imperial Navy to a standstill, explicitly called out as a 'sizeable flotilla'
>Lady Sun Lee
Heads a 'powerful dynasty' with interests 'across the segmentum' - the SEGMENTUM, mind you - rolls around in a LC plus three escorts, easily presumed that this is nowhere near the peak of her dynasty's naval forces
>Djanko Scourge
Fluff doesn't mention naval assets, runs around in a LC he's up-armored into a very discount Lunar, presume presence of trade assets
>Krawkin Feckward
Basically an upjumped pirate, has his mitts elbow-deep in the slave and cold trades, stated to have a vast criminal empire - captains a raider, presume presence of wolfpacks and slaveships

So we have two explicit mentions of significant naval power, two easily inferable mentions of the same, two that you can generally assume have at minimum a trade fleet, and one who has only a single cruiser because he's the first of his line.
Rogue Traders who hail straight from Terra often leave with battleships and accompanying fleets. Old and storied dynasties will often have a Grand Cruiser as a relic of their past. A brand new Rogue Trader out in the ass-end of Calixis was given a full cruiser. "Most Rogue Traders are barely a step above Chartist captains" thereby seems quite false.
1/2
>>
>>96481939
>>96483089
>having a single small, fast warship is probably a pretty efficient choice for explorers who want to limit costs and inevitable losses
Yes, that is the explicit design role of a Light Cruiser.

>Getting reset to the point of having only one small ship immediately before a Warrant changes hands is probably pretty common too
I'm gonna need you to back that up with literally any source, dude, because reality does not conspire to cut a billionaire's inheritance down to a single yacht for no reason every time their old man bites it.
2/2

>>96483042
...Did he adjust the other homebrew to work with mathhammer, or was he using un-mathhammered weapons against mathhammered ships?
Like, give me an example here, dude. What did he do that went so wrong?
>>
>>96483101
The latter, un-mathhammer'd weapons. He didn't fully understand the effects until they happened in game. We were rogue traders supporting the Achillus Crusade, and the main enemies were planned to be Tau and Tyranids. But the GM didn't fully check the homebrews for ships he planned to use. T'au ships had penetrator rounds, so macros basically annihilated us and caused a TPK, making us all burn fate. So after the game, he checked the others he planned to use. Tyranid macros corroded ship armor. Necron macros ignored armor at certain crit levels. He decided it was too much effort to "fix" the homebrew and said that ship combat would be minimized, the fate point burning would be retconned, and he'd use counts-as mathhammer'd gear instead. It killed the vibe of ship combat.
>>
>>96477658
God i miss the way Furies used to look and not the dogshit redesign they gave them for AoS.
>>
>>96483089
>Abel Gerrit
That's only a Raider vessel. And his dynasty is assumed to be very powerful.
>Lord-Admiral Bastille
Specificially, his dynasty is ancient and very powerful, and yet his most powerful vessel is a slightly pimped Cruiser with what I'll assume no more than a dozen smaller vessels. Probably precisely half.
>Lady Sun Lee
You said it. She HEADs the Dynasty, yet she has only a Light Cruiser for a flagship and three escorts. Not much more than that.
>Krawkin Feckward
No, he's stated to have some fortune on crime, not a very big empire and it shows. His only major vessel is a weak Raider.

You can remember a few more if you want
>Haradak Fel
Owns only his Firestorm Frigate, with his fortune on the downlow.
Or
>Sarvus Trask
Ancient disgraced dynasty with the single, powerful, but still a Raider vessel.
>>
>>96483089
The fleet power of this group appears to top out at an LC +3 escorts. Most have only one ship, with a few of those being cruisers. "Interests across the sector" could easily imply investments in businesses rather than additional vessels. For further evidence you can turn to Edge of the Abyss. Saul, Winterscale, and Chorda apparently have truly big fleets and represent the top of the local Rogue Trader power scale. Armengarde is from an old and wealthy dynasty, but still has only one ship (albeit a decent Cruiser). Trask is definitely bottom-of-the-barrel and has only a raider. Umbolt is similar to Armengarde. In the core book we get Hadarak Fel with one ship (a Frigate by default). I'm still seeing mostly single ships, though there are a lot of cruisers among them.

>"Most Rogue Traders are barely a step above Chartist captains" thereby seems quite false.
Agreed here. I just think you're still overstating their average fleet power. I'm not even sure an individual Chartist Captain (as opposed to a guild of allied chartists) is actually allowed to own multiple ships.

>>96483101
>I'm gonna need you to back that up with literally any source, dude, because reality does not conspire to cut a billionaire's inheritance down to a single yacht for no reason every time their old man bites it.
I mean that if the dynasty puts its money into building a large and powerful flotilla to support the Warrant Holder's exploration efforts, it risks losing most or all of them at once whenever said Warrant Holder bites off more than he can chew.
>>
>>96483171
That sounds like complete ass, I'm sorry anon. I'm also horrified that anyone would do that to ship combat, because it betrays an inherent lack of understanding of its mechanics, and I, turbo-spaceship-autist, feel personally offended that anyone would disgrace the system like that.
>>96483207
You are seemingly incapable of reading comprehension.
Abel Gerrit is a NOBODY to his dynasty, and he still operates on an equivalent footing in the Expanse to other Rogue Traders. Therefore, the main branch of his family can be assumed to control far superior assets. Therefore, "Abel Gerrit only has a raider" is not an argument.
You see someone who can get away with calling himself an Admiral and you assume entirely out of hand that he commands no more ships than a Commodore, lacking any evidence or reason.
You hear "Lady Sun Lee has a dynasty with assets throughout the entire segmentum", and I remind you that a segmentum is approximately a fifth of the entire GALAXY, and you assume that the task force she brought along to go do treasure hunting is all she can call upon. And that is what she's doing, treasure hunting. Explicitly stated in her fluff. She doesn't need to be here, it's a fucking vacation for her.
You hear "Krawkin Feckward makes a fortune off of the slave and cold trades" and decide that the ships he'd need to do so don't exist because they're never shown.
Sarvus Trask is a non-entity, he's the OC of one of the playtesters who was canonized and the assumptions made about the game based on that testplay return to haunt it to this day.
Hadarak Fel is restricted to a Firestorm because he was designed as an opponent for Sarvus Trask's dinky little shitbox in Into The Maw. I do not believe it is stated in any source whatsoever that the firestorm is his ONLY ship.

You have some kind of poverty obsession and I am going to have to ask you to leave the gala, your suit is shabby and your demeanor unbecoming of an individual of your purported standing.
>>
>>96481438
>That's also wrong, since learning magic is instinctual in the first place. Unless we're talking sorcery.
Eh. There's some hints that it can, in fact, be standardised (Ish, sort of) but everyone comes with a tendency toward one or the other disciplines. It really only seems to open up if you're monstrously strong. Witchbringer leaves a lot open but they can definitely angle people at specific powers.

While it isn't canon, I sort of like how only war handles it. Yes, you can buy a psyker power mid mission! Expect to have to explain after just how you did that to someone instead of doing it through long study and meditation, and have an answer that isn't 'I plucked it from the warp'.
>>
>>96481939
Dark Frontier is a nightmare adventure BUT can end with you getting a low end transport ship. Probably what most fleets are. One prime ship, one transport, maybe a back up craft. House Trask are described as the shittiest known house, very poor, bleeding money, 'only' having a pf of 52 which is enough to plausibly succeed at most acquisition checks for components for a low end transport.
>>96482289
The mechies usually build forge worlds by sending surveying expeditions and finding resource rich worlds in good places and then sending some politically connected twat to start building when projections suggest it. That's from Cain and the Gaunt books. Maybe there's been a shortage of twats or good places?

At a guess there's plenty of smaller manufacturing concerns with no tech priests. STCs are probably easier to get started on, and anyone can build a low end manufacturing process with time. I am basing this entirely on my ass.
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>>96483307
>I'm also horrified that anyone would do that to ship combat, because it betrays an inherent lack of understanding of its mechanics, and I, turbo-spaceship-autist, feel personally offended that anyone would disgrace the system like that.

In normal ship combat rules, penetrator rounds weren't even that bad. You totaled your damage, but oh no armor was considered two lower, so it went from 20 to 18. When they were brought to math-hammer, suddenly every shot had that pen because you don't salvo anymore, so armor 8 to 6 had WAY more of an effect than it should have. Same with the nid stuff, breaking down 1d5 armor after the attack is find when ship armor is 20, but when armor is 8, the effect is magnified out of control. There were too many changes like this that would have needed to be made so it was decided to sideline it.
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>>96483307
I think you're taking your reality check quite badly.
Abel Gerrit might be a nobody, but his dynasty is several thousand years old. No shit, they can afford a single vessel to a scion.
That says nothing on the average RT.
>You see someone who can get away with calling himself an Admiral and you assume entirely out of hand that he commands no more ships than a Commodore, lacking any evidence or reason.
Uh, yes? Self-styled Admirals are dime a dozen to the point that's an archetype in itself.
A dozen or half escort vessels is significant enough. Especially considering he also has merchant fleet, like Saul.
>You hear "Krawkin Feckward makes a fortune off of the slave and cold trades" and decide that the ships he'd need to do so don't exist because they're never shown.
Yes, because a single ship full of cargo is a fortune.
Blitz could never afford a vessel himself, despite all his cold trade, so he only has one.
>You hear "Lady Sun Lee has a dynasty with assets throughout the entire segmentum"
She's also stated to own a few dozen Agri-Worlds, and yet she riding in a flimsy Light Cruiser instead of something better. Much strong dynasty.
>Sarvus Trask is a non-entity
>Hadarak Fel is restricted to a Firestorm because
I could say the same about any of the other RTs and also disregard them as exaggerated.
Your typical boastful manner is amusing and appropriate, but not necessarily true in any way.
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>>96483277
>"Within the Expanse, the Aremngarde Dynasty’s assets are focused around the ancient and powerful cruiser Bansidhe."
Implying that there are assets outside of the Expanse. Implying that the Dynasty is in no regard limited to only a single ship, rather that a single ship is all that they have dedicated to the Expanse at this time.
Umboldt famously lost the vast majority of his fleet in the Processional of the Damned, which the adventure explicitly states by giving you the opportunity to rescue a portion of the surviving crew thereof.
As for interests across the sector, they will by necessity require trade fleets to ship and escort fleets to safeguard.
Yes, the listed vessels top out at a LC and three escorts. These are the ships that a given Trader will always have at hand. You're not going to bring your entire net worth along with you while charting the unknown, what good will half of it do? That Mass Conveyor isn't making you money if you're dragging it along with you all the live-long day. Gathering a grand fleet to push forth into the unknown is a thing you do when you have enough ships not to beggar or leave hopelessly vulnerable your Dynasty in so doing. There's plenty of space in there for a once-grand Dynasty becoming impoverished because Great-Uncle Stanislav wagered a fleet on finding the Sanctum World of Ibben-Sho, but that also implies there will be enough of a dynasty left behind to pick up the pieces should this occur. Let us also not forget the possibility of a less dramatic transfer of power, with far less egregious effects on the Dynasty's integrity. Not exactly the stuff of legends, but far more responsible.
My argument is and has been that the ships we know for certain these example Rogue Traders have are NOT the full extent of their fleets, a statement I believe to be self-evident, which neatly puts to bed the idea that a Rogue Trader is just an upjumped Chartist captain.
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>>96483171
What a lazy ass GM. Why brew at home if he can't be assed to keep it consistent?
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>>96483426
>"Reality check"
>"Rogue Traders owning multiple ships is the exception"
Your skull is one of moldy cheese and I shall not further engage with you. Go be poor somewhere else.
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>>96483450
I wasn't the one who said it. And yet grinding enough to own several HAS been shown to be appropriately difficult enough for many.
Now run along, you braggart.
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>>96483440
He didn't actually make stuff himself, he took multiple brews from discordia and didn't realize they were incompatible.
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>>96483435
>Umboldt famously lost the vast majority of his fleet in the Processional of the Damned
Nothing actually says Umboldt lost SHIPS
The Processional itself is a massive, massive graveyard of the dozens of hulks, and Umboldt is only known RT to have returned alive.
It's actually more than likely that he boarded one of the space hulks to start salvaging, got spooked and flew away.
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>>96483481
You can get a Cobra-class Destroyer with the exact same roll you'd use to acquire a best-quality power sword. What game are you playing where that's hard?
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>>96483650
The game where you actually spend Profit Factor on a ship, you know, like it's intended in the first place?
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>>96483662
You don't subtract Ship Points from Profit Factor for mid-game acquisitions, dipthong. That's for your starter ship.
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>>96483715
Maybe you don't, and genuinely believe a ship is equal to a power sword in cost.
You spend Profit Factor on a flimsy colony nonetheless.
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what ecclesiastical denomination or subfaction would a 40k-ified Joshua Graham fit under? I remember a fluff blurb talking about a ecclesiarchy group that's essentially mormonism, but he's not really mormon in any real sense is he? How would you fit him into the setting if you fully removed everything relating to NV? I say this mainly because I think I want to essentially adapt his personage and philosophy into a ministorum priest but his actions and modus operandi doesn't exactly fit to the sermonizing peacher that we know as the common trope of one. He seems more, educative? and reserved then most.
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>>96483739
Profit Factor isn't cost. Profit Factor is the amount of economic power you can leverage. The economic power requisite to commission or locate an artisinal power sword crafted by a legendary master from the fang of a space kraken and the hide of a Great Knarloc being at rough parity with the economic power requisite to purchase the most common vessel in the imperial navy bar none from mothballs does in fact make sense to me, yes.
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>>96483767
It doesn't matter if it's directly, you aren't intended to operate another vessel in the first place and they are specifically more costly than some worlds. You can waive it like an idiot, but it's how it is.

And artisan power sword of kraken tooth and sororitas tears should cost around 1-2 PF, pretty much equal to a small part of the ship. But I'll take 30, since you're offering!
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>>96483783
You do not spend profit factor when making an acquisition test, you fucktard. It's pass/fail. You can 'burn' one point of profit factor to gain a +10 bonus on your acquisition test, and I have not seen anything stating that you cannot burn multiple profit factor to gain an arbitrarily large bonus on a given test, but that is a voluntary action.
>You aren't intended to operate another vessel in the first place
Counterpoint A: There are rules in the core book for buying another ship.
Counterpoint B: BFK's squadron rules, which are explicitly designed to be used with multiple ships.
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Recoil glove?
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>>96483835
CRB p.140, 0.5kg, Rare. Why do you ask?
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>>96483820
>You do not spend profit factor when making an acquisition test
Because most of what YOU acquire, isn't worth a damn.
>You can 'burn' one point of profit factor to gain a +10 bonus on your acquisition test
So you do spend it. Thanks.
>Counterpoint A: There are rules in the core book for buying another ship.
These same rules mention it's not intended, but no one can stop you.
>Counterpoint B: BFK's squadron rules, which are explicitly designed to be used with multiple ships.
Yes, and they mention NPC ships for that, like allies from the Navy.
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>>96483863
guess I'm not seeing it in Imperium Maledictum then
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>>96483926
This is why you gotta specify system, man.
>>96483910
How do you keep your footing with those goalposts shifting every which way?
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>>96483946
I've moved nothing though? I accept your concession anyhow.
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>>96483972
>You have to spend PF on acquisitions, and if you don't it's not a REAL acquisition, and the ability to get a bonus on your acquisitions should be taken as a requirement to always dump profit factor at the earliest opportunity to grab your shiny new toys
Your ass did NOT pass the marshmallow test as a kid.
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>>96484008
Who are you quoting, dipshit?
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>>96484010
If you can't even keep straight what you yourself have said over the course of this thread, you need to go stare at a plant for a while.
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>>96484031
I can, but your reading comprehension, or rather tragic lack thereof to recognise what's written, is duly noted.
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>>96483042
>>96483101
What exactly is this mathhammer you speak of?
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>>96483531
>and didn't realize they were incompatible.
>one set of homebrew completely changes the math on how ship combat works
>the rest run on the math in the base game
How did he not put this together earlier?
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>>96484725
An attempt to balance macrocannons in RT ship combat.
Because combined salvo obliterates everything, and armor means shit.
Unfortunately makes transport ships have no armor, me not like.
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>>96483435
>As for interests across the sector, they will by necessity require trade fleets to ship and escort fleets to safeguard.
It can just as easily mean investment in businesses on worlds spread across the sector. I think you're interpreting lots of the vague references to assets, investments, and resources to suggest more ships. While that might sometimes be the case, I'd expect such things to refer instead to the abstracted financial interests represented by Profit Factor, and would not necessarily include any additional ships at all. Rogue Traders can potentially have their own big trade fleets, like the Saul Dynasty, but are just as likely to simply license out the tedious business of hauling cargo along the dynasty's trade routes to Chartists - that's what Chartists are for, after all. The very fact that Saul stands out so much for focusing on it suggests it is somewhat unusual.

>neatly puts to bed the idea that a Rogue Trader is just an upjumped Chartist captain.
This part is correct even if Rogue Traders tend toward small ship counts. Rogue Traders have far broader authority, greater prestige, and all but the most impoverished should have greater wealth. Most Chartists would presumably be stuck with Transports - and likely not well-outfitted ones. Even a very poor trader with a single Raider would be above them in both social status and military power.
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What do higher ranks of speak language/linguistics do? Just make you sound more articulate/counter penalties?
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>>96485633
Much like any Lore, you may sometimes (never) face language dialects, archaisms or missing text that you might need to decypher.
You can't claim to fully know your own language despite being a native speaker, can you? Much less outdated versions and grammar of it.
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>>96478549 (You)
>finally return to Port Suffering
>mission is basically over
>spot the one Arbites tank wrecked
>also a beat up Adeptas Sororitas rhino
>at first think the battlesisters went nuts and attacked the port for some reason
>get closer and find and spot Sister Haxta Houlihan hot lips patching up an arbites
>turns out they're getting attacked by fanatics led by tall men in golden armour
>abbey is under siege by the same people, they came here to ask for help from the incoming guard
>they're so many and just keep coming that not even the Retribution squad with heavy flamers can keep up
>ooc everyone thinks the custodes are fucking their shit up
>Galen RIPS a heavy bolter out of the Arbites Rhino with his bulging muscles
>aforementioned pilgrims/locals show up to squabble
>Galen pins them with heavy bolter suppressive fire
>Callidia shoots gold armor man in the head, he doesnt care or make a sound
>Cellanus stabs him with power sword, again he doesnt make a peep
>golden man misses a power sword slash against Callidia because she's divinely protected and all who wrong her will fall
>have to pause combat because everyone was eepy

Wait, how did the Sisters even know the Imperial Guard is coming?
>Callidia had told Haxta
In my incredibly humble hubris, I'd like to believe that she unknowingly saved the abbey by doing that. We just have to beat hordes until the guardsmen land.
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>>96483741
I don't know much about him, but the obsession with fire and faith fits somewhat the Redemptionist sect.
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Some of IM's art is actually good. Not for characters, but for interior scene setting stuff. Shame it's so thin on the ground. I'm sure pic was meant to be some noble's private reading nook for all it's terribly fancy and enormous. Very surprising given their normal quality of published work, art or text.

>>96483741
That's actually kind of an interesting question and I'm feeling retarded. tl;dr Drusians.

Fallout Mormons and regular Mormons are pretty different. We know they still hold to stuff about drugs and alcohol. Graham is nuts, strikes me as closer to the fortified compound polygamist mormons in Mexico. I think they don't like the homosexual agenda since Arcade Gannon fucked off because he was a theatre enthusiast. They still seem to believe in ascension to other realms and heavens, and still in continuing revelation. Oddly the Missionaria Galaxia (rename everything The Emperor, sort the rest out later) sort of fits with what we see of the Mormon missionaries.

Weirdly the Trinity belief of the mormons kind of fits - the Emperor in hiding, the Emperor in the Crusade, the Emperor Ascended. Not the distinct personages but stages of Divinity or whatever. Miracles still fit nicely, as the mormons like continuing revelation. So, uh, the answer is probably the Drusians? Not necessarily the most Mormon group, but endurance of hardship, purification through suffering, the educated, ascetic nature of their tradition and the faint mysticism strikes me as similar to what I remember of NV. They even have the same distance from traditional churches, though mostly due to power rather than doctrine.

Add in the way you deal with 40k heretics - kill them, make them suffer if you must but to do so is a necessary chore no matter what - and you've got something pretty close to Graham's occasional deranged ranting about how he wants everyone who hurt him to suffer. Because we all know it's never just a quick ticket to the Golden Throne for a heretic. They always suffer.
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>>96486511
Oh, and preface that whole ramble with "40k sects are really thin on the ground, what we get tends to be three lines long in a novel or an RPG mention".
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>>96486088
>like a pic
>use the three image search options
>no results, not even close
>type the text in the picture
>first result
search engines are retarded
anyway, cool pic, anon.
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>>96483741
A large part of Joshua's arc is deviating from his faith in serving Caesar and suffering for it (being cast into the Grand Canyon). Even after being welcomed back into New Canaan, that service to Caesar keeps haunting him, first leading to New Canaan being burnt, and then the White Legs in Zion. What you're asking for is very difficult, because the Ecclesiarchy is not forgiving enough to welcome a prodigal son back in the same way Joshua's people were. It'd have to be someone who is an adherent of the faith, but not actually embedded in the ecclesiarchy.

Maybe a human soldier in Lugft Huron's Tyrant Legion during the Badab War who eventually came to regret that schism? Though I'm not sure logistically how a human would emerge from that conflict and live to tell the tale.
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>>96484725
I gave a brief example here, >>96479360 but I'd also been awake for 36 hours so it may be somewhat incoherent. The funny part, to me at least, is that I used to be adamantly against Mathhammer and certain that all of RT's ship combat could be solved by killing the Combining Fire rule. This fell apart pretty badly when I then tried to 'fix' armored prows to have greater effect, similar to how powerful they are in BFG.
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>>96483741
It would be not unlike a discount Drusus who's Angevin threw him under the bus after a failed major battle.

Graham isn't Redemptionist in the slightest though.
He would be like a wandering Missionary, Mendicatine Fraters, perhaps? Any sort to travel the stars to spread faith and enlightment. I advice inventing your own because it's not exactly standard, and I would like to stress emphasis on more peaceful integration.

Who then turned a general, shifting his faith towards self-righteous violence under the influence of the warlord he met. Specifically not a religious sort himself.

His final transformation after a grand failure is to largely return to his roots, with an added concept of redemption and atonement(no, not that kind). To properly fit in, the Warlord must be someone who became an apostate, justifying waging a war against him.
I forgot who the rogue trader who seceded from the Imperium in OW was, but that's as far as I can imagine it. He could be a figure of resistance to the new regime.
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What does the average Sister of Battle's room look like? After seeing Titus' room in SM2 I wondered how they lived.
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>>96489935
All sisters, save for a couple, come from the Schola Progenium and have ascetic lifestyles. They'd likely have communal living spaces for the vast majority of them, especially in Militant Orders. There's sisters whose job is to watch over others for sins so I doubt they get any privacy.
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>>96489935
>What does the average Sister of Battle's room look like?
If you want to play up the nun theme in the normal way then it's a spartan cell containing only a simple bed and items necessary for the Sister's (Or Sisters' - barracks or shared rooms would be reasonable) religious practices. It's 40K, though, and the Imperium is pretty decadent, so I'd probably depict them with increasing amounts of religiously-themed luxury corresponding to individual rank and honors. There should also be plenty of potential for variance across different Orders and even different locations belonging to the same Order. I think the most interesting question would be whether their weapons and armor are kept in their cells or in a central armory, which should also vary from one group to another.
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>>96489935
Pleasant but plain. A book has a nice-ish convent on a breathable world is a set of courtyards with pleasant gardens and very gothic architecture, with the canoness' receiving chambers being of devotional iconography, polished stone floors and most of the pomp provided by the view and quality of the materials. And that's the fanciest part of the convent.

A modern monk cell is a narrow room, a bed, a desk, a wardrobe, some shelves and a window. Change the material to match the convent - stone, likely - and add a handful of devotional texts and a small icon. Then add more stuff depending on the Sister's role - notes on the family for a Famulous, safer translations for a dialogus, etc. They probably wouldn't have doors to encourage the communal nature of things, and likely all live in a staggered hall. No carpets, and their bedding probably isn't too soft either.
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Retarded newfag here. What's the deal with the Mandagoran Sector? When I asked about playing DH I got a recommendation for it but whenever I search for it all I can find is drama related discussions.
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>>96492092

It's a homebrew sector-setting. Pretty good for what it is. I know there's a google drive link out there somewhere with all the working papers. I don't know what it is, here's what I have.

As for the drama, dunno - I think he said he was having people sending photos of his front door with death threats for not being troon friendly enough for reddit. Usual shit.

transfer <dot> it/t/Zp356A83GLQQ is what I've got for it.
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Any fan stuff that shoves Thunder Warriors into Death Watch or BC?
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>>96492195
Nah, the hate was because he was copying other folk's brews without crediting or even asking permission, to the point that apparently he struggled to know what was actually in it because he just cut and pasted without bothering to read it. This was discovered if I rightly recall by Shas reading the brews and recognizing his own shit word for word.
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>>96492444
Huh. Well, don't trust reddit posts, I guess. Lesson learned. Again.
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Is it possible for warp storms/rifts to be localized to a single region on a planet? I'm trying to create a planet where the people live on nomadic city crawlers and have to periodically relocate to avoid destructive storms.
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>>96492578
Warp storms in the physical world tend to make a place pretty much completely unlivable. Rifts tend to have things kicking down the door to ask where the white women are.

Maybe instead regular storms that are too dangerous for these giant cities, even with void shields? Rockstorms? If you're absolutely hellbent on physical warp stuff, I guess a storm could. One single cloud that loops around the planet according to some insane schedule and sucks up anything that isn't a native part of the world. It's the warp, it does what it wants.
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>>96492607
Honestly regular storms that are highly destructive is just fine too. Thanks.



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