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A Gathering of Retards Edition

>RPG Rulebooks
https://rentry.org/40kRPGLinks
>Homebrew Collection (Feb 2025)
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

#News
>Dark Heresy CRPG
https://store.steampowered.com/app/3710600/Warhammer_40000_Dark_Heresy/

Previous: >>97366886

As a player, what is the most complex thing you needed to do to kill a big boss enemy? As a GM, what is the most complex method you required for a boss to be killed?
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Fucking hell nice thread pic OP
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>>97429982
holy shit legendary thread pic op. Now I'm curious wtf the original one is.
me on the far right btw
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>>97429982
>A Gathering of Retards Edition
Yeah that fits for this place. Wouldn't have it a different way though.
>>
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>>97429982
>As a GM, what is the most complex method you required for a boss to be killed
My Deathwatch players encountered a titan-sized Swarmlord at the end of a space hulk op. Luckily, the space hulk also contained a wrecked Collegia Titanicus transport with a functioning mechbay and a cryo-frozen Techpriest. The party cottoned on pretty quickly.
>>
Preparing for my first Deathwatch campaign, does any veteran GM have any tips or rules of thumb for balancing missions and encounters in DW?
I have plenty of experience with Rogue Trader and some with Only War and Dark Heresy, but the more I read into DW and realise just how much bullshit the PCs have at their disposal between the higher stat line, all the innate Astartes and power armour effects, their talents, their powerful weaponry, the squad modes etc., the less certain I feel on how to design battles or scenarios that would be both challenging and managable
>>
>>97430205
It depends on the mission. One of the premade missions is a race against the clock and I think combat takes some time off of it so they don't just go around killing things. There are also hordes to use as big damage sponges (heavy and storm bolters not withstanding). The thing the PCs should fear isn't death, but mission failure.
>>
>>97430151
It is a tutorial comic or something for wang.
>>
>>97430205
Whatever you do, don't make a fucking doom corridor where the only cover is wooden planks and the opfor consists of ten billion traitor skitarii with heavy weapons in every house.
God, that was such an ass session. The fuck was he thinking.
Anyway to add on that, make neat maps with interesting terrain. Weird funky pillars, labyrinthine corridors, High spots, low spots, ravines. Make an interactive environment your players can work with and around. Doesn't need to be too complex, either, just enough to be used. Just, whatever you do, avoid flat, empty plains.
>>
>>97430205
Allow your players to utilize the environment, like the other guy said, but also remember that they are playing Astartes, meaning that they might be able to do things like say charge through a thin wall to close in on an entrenched position. And they should be rewarded for that in a degree.
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>>97429982
>As a GM, what is the most complex method you required for a boss to be killed?
I have to be careful not to make things too complex, because my players can be total shortbus sometimes. I try to ensure there's a "training" encounter where they can learn mechanics, but that's when goldfish memory strikes. Here's some examples.

Mechanic: Count to 3
>At the start of a character's turn, a crystal appears over a character's head for a split second, not enough to shoot at it, but enough to clearly acknowledge it. This will happen for multiple characters in a certain order. At the start of the next round, all crystals will appear at once, permanently. Shoot them in the order they appear to make the boss vulnerable. Shooting the wrong crystal kills everyone.
One player figured it out immediately, therefore it took nine deaths for the others to figure it out, and another three deaths for it to really sink in because one player was louder and dyslexic.

Mechanic: Reverse Polarity
>The boss is protected by a shielded totem. Look for something or someone clearly important, and shoot it. Your body is now negatively charged. Now step into the boss's special attack - you won't get hurt, and you swap from negative to positive charge. While positively charged, the shielded totem is now vulnerable to you. Destroy the totem, and the boss is vulnerable.
Two-step process. Surprisingly, it only took one death to learn this one, because holding onto the charge causes death after 3 rounds. After they got better, they figured this one relatively quickly, only for the person with charge to forget that you needed to step into the boss's attack while the guy who figured out the mechanic was screaming at him to NOT DODGE. That was kinda funny.

I had other mechanics too, like "Tether negative blackstone energy to positive boss" and "Grab a hardlight energy core and stick it in a blackstone missile to fire at boss" and more.
>>
Are all clones soulless? How do Squats and Dark Eldar not get taken over by daemons?
>>
When I run the 40krpgs, I usually have to work my ass off to create believable fights where the enemies actually get to fight back without instantly gibbing my players. It's a natural consequence of a system where PCs can barely get over 20 points of damage reduction ever, while being able to start the game with weapons that deal 3d10+ damage ten times per turn. Do normal people just let every fight be a game of rocket tag, or what?
>>
>>97431573
>Are all clones soulless?
Only imperial clones
>How do Squats and Dark Eldar not get taken over by daemons?
Votann engineer their souls. Dark eldar aren't clones, they're a natural zygote growth-accelerated.
>>
>>97429982
>As a player, what is the most complex thing you needed to do to kill a big boss enemy? As a GM, what is the most complex method you required for a boss to be killed?
What are you talking about? You deposit enough energy into a target, it dies. Even a Great Unclean One only has like 300 wounds.
>>
>>97431704
Have you not fought an enemy that’s, for example, made a deal with Chaos that makes him invulnerable to all but the blood of the lineage of his hated enemy which he’s ensured is destroyed, but the wording allows you to soak your weapons in their blood to damage him?
>>
>>97431692
>Do normal people just let every fight be a game of rocket tag, or what?
You have to really know the capabilities of your players to tune the offensive output. As for enemies, there are plenty of defensive options like shields available. As for major bosses or important enemies, they don't necessarily need to follow the action economy, which ratchets up their challenge immensely.

>>97431573
>>97431693
Votanni Kin use barrier tech to alter and hide their souls. Their Votann and crucible usually handle it automatically depending on the needs of the hold at the time.
>>
>>97431760
No, that sounds ridiculous. The guy could just start doing his evil business in some other area of space and be invulnerable for all time. Besides, what happens if you hit him with a lance strike? Toss him in a stasis field? Drop him in a hole and fill the hole with permacrete?

Also, deal? With Chaos? Has the setting degenerated to a point where you can just call up the Chaos gods and have a conversation with them and lay out the terms of your corruption? I refuse to believe that daemons (who are not themselves invulnerable to harm) have the power to make anyone else invulnerable.
>>
>>97431811
A daemon giving you conditional immortality, only for it to fuck with the condition, has been a part of the setting since the beginning.
>>
>>97431811
Christ, you're as retarded as you're easily baited.

>The guy could just start doing his evil business in some other area of space and be invulnerable for all time.
Chaos isn't stupid, it's insidious and smart and more than willing to deliberately give you a raw deal that you don't realize is one.

>Besides, what happens if you hit him with a lance strike? Toss him in a stasis field? Drop him in a hole and fill the hole with permacrete?
He's got stats and an explicit description of what his Dark Pact does, anon. It's up to the players to think of a solution.

>Also, deal? With Chaos?
Yeah, it's a whole thing that you can make deals with daemons.

>Has the setting degenerated
This is from 2008, 18 years ago.

>I refuse to believe that daemons (who are not themselves invulnerable to harm) have the power to make anyone else invulnerable.
At the end of the day you can believe what you want in your game, Anon. Even if you're playing incorrect 40K, we don't care if you're having fun and making use of the games and setting to make a satisfying experience for yourself and your friends.
>>
>>97431811
>The guy could just start doing his evil business in some other area of space and be invulnerable for all time.
Until the daemon or force that gave him the immortality decides to nudge the scale in this way or that to further their own goals. That kind of faustian bargain is super class chaos shit.
>>
>>97431860
Wacky Rogue Trader-era bullshit doesn't count.

>>97432024
>>97432030
>Random schlub has more powerful immortality than Lucius the Eternal
This is more retarded than Nurgle being able to delete planets at will. I'm not exactly surprised that 40k writers are shit and gay, but accepting this kind of thing into your games is beneath the dignity of a human being.
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>>97432049
It’s okay if you’re not a fan of real 40K, anon. If you’d rather play your own new take on it rather than the official material from back in the day, that’s totally fine.
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Odd question but how would the Adeptus Mechanicus treat Optimus Prime or any other transformer?
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Have your groups ever seen obvious bait and still gone gone for the trap anyway, because they want that smoke so bad?
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>>97432079
Real fans of 40K have never been beholden to official material.
>>
>>97432127
>ABOMINABLE INTELLIGENCE, KILL IT NOW
>>97432049
Chief, there is canonically a planet in the Eye of Terror that's literally just one incredibly fat dude. He is so fat he is an actual planet with gravity and shit. You're drawing a line in a really weird spot.
Now I do think that puzzle bosses are fucking annoying, and I dislike them. If any GM of mine pulled aforementioned Simon Says Or Else You Explode on me, I'd knock their teeth in, because that's just a fucking shitpost and I don't respect it. That being said, "you need the mcguffin to do X thing and SAVE THE DAY" is second only to "rescue the princess" in literary prevalence. Oh no, the villain has an invincible forcefield, you need to get the harmonic crystals of zinzabaar to generate a frequency which can force it into a recharge cycle, leaving him vulnerable. Classic. Annoying as shit if it's sprung on you with no warning, absolutely. But still a classic.
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Does the Webway have its own ecosystem? Given how old it is and that people go in an out of it all the time I would be surprised if there wasn't life evolving to survive there.
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>>97432049
Lucius is properly immortal. "Never ever going to die for real because Slaanesh finds you dying funny"
Shit like the person who managed to entertain a daemon enough to make a deal for something as bog standard as immortality or invincibility actually having a secret drawback is one of the most classic things that would show up in a warhammer style novel or any type of fantastical story. It's similar to the Witcher's "I swore to only undo his wish if we meet on the moon" kind of technicality coming back to bite the wish-maker. That's just how things go. Daemons cheat their deals, they make exceptions and loopholes because they want to.
>accepting this kind of thing into your games is beneath the dignity of a human being.
You're probably not in a game in the first place.
>>
>>97432363
>Chief, there is canonically a planet in the Eye of Terror that's literally just one incredibly fat dude. He is so fat he is an actual planet with gravity and shit.
Black Library trash counts even less than anything else, but at least that particular dumb shit is in the warp.

>>97432363
>"you need the mcguffin to do X thing and SAVE THE DAY" is second only to "rescue the princess" in literary prevalence
There are a million ways to do this that aren't a video game boss fight.

>>97432681
You are wrong and dumb.
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>>97433474

no you are dumb, enjoy the transification of the custodes
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>>97433474
>Black Library
That one was straight out of the Chaos codices.
>>
>>97433535
Please tell me it's at least more recent than 4th edition.
>>
>>97433474
Anon, you're being silly.
>>
>>97432218
Exactly, anon. So you can make whatever noncanon bullshit version of 40K you feel like, just like everyone else, and yours is just as valid as whatever gacha mechanic Shas thinks of next.
>>
How do fire selectors actually work?
I was always under impression that it basically allows you to stick 2 extra magazines into your bolter and select from which of them the ammo will be drawn - allowing to both easily change between ammo types and effectively tripling the ammo capacity.
However, I've just noticed that DH2ed specifies it does not increase ammo capacity at all, just allows to instantly switch between ammo types
So how the hell does that work?
Is it basically a fancy, but regular sized magazine that allows you to put a combination of different bullets inside and it can pull them in any order? If so, shouldn't you have to specify what specific combination of bullets you load into it beforehand? Is it just assumed that the character retroactively loaded the exact ammo combination he ended up firing from the gun beforehand offscreen, because having to declare that for each mag would be too annoying?
>>
>>97434214
It got changed in DH2e so that you don't have 3 mags for your gun. How it works is ¯\_(ツ)_/¯
>>
>>97434214
>>97434260
Electric mags switch ammo types to the front of the clip?
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>>97434260
Yeah, that's what I figured, but it just really doesn't seem to have much sense narrative-wise, even if it makes things more balanced. So I'm wondering how could you make it have some sense
>>97434263
Good idea, but if I understand correctly what you mean, it still requires an assumption that the character put a specific combination of bullet types into the mag beforehand. If it could feed new bullets straight into the mag from outside of it, it shouldn't have to require reloading at regular frequency
>>
>>97434301
Take a look at the AUXILIARY grenade launcher. It can't be reloaded in combat AND requires a whole new acquisition to reload it. Use OW or older versions of weapon upgrades/customizations because they got nerfed with retardation.
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>>97434315
>auxiliary all caps
I have no idea how that happened
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>>97434315
They tried so hard to nerf it, it became almost useless.
>>
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>>97434214
>I was always under impression that it basically allows you to stick 2 extra magazines into your bolter and select from which of them the ammo will be drawn - allowing to both easily change between ammo types and effectively tripling the ammo capacity.
Yes, that's exactly it. The point was so you can change between different ammo types and it makes sense that it would switch the feeding between mags.
The issue because that it's a cheap way to triple your mag capacity.
I even did it myself, put them on autopistols for a total of 36 shots of Manstoppers, since theres no real point to use dum-dums or regular once you get those.
>So how the hell does that work in DH2?
¯\_(ツ)_/¯
they just corrected the balancing of you getting extra ammo count and how it works its archeotech idk. This is them just wanting the judge dredd gun that has different shots.

It's also a shame that there's no extended magazines or drums, or high capacity charge packs.
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>>97434692
>It's also a shame that there's no extended magazines or drums, or high capacity charge packs.
Those are a weapon upgrade
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So I made a few more ships, one each for the two Imperial Crusader States of the Solaris Expanse who hate each other, and two T'au/Drukhari ships. One of my players fairly quickly figured out what the two cruisers were based on. Can you?

>>97434072
You lot are still on about the gacha?
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>>97434860
Almost everything I've made, with some exceptions, has been something new, something unexplored that the system never tried before. The only other small voidship I can think of that isn't represented yet is the fleet tender archetype, but there are components like the spacedock pier and small craft repair deck that already exist, so I wonder if it's a viable thing to consider.

With the sub-battlecruiser ships basically in a fun spot, next up is the battleships and galleasses, but not for a while. I should be working on book updates right now.
>>
>>97434692
Huh? Where?
>>
>>97434860
I just mention it because it's probably the most wild thing I've seen on here, and it's a funny shorthand. I'm not riding your ass about it, man.
>>
>>97434984
I'm just surprised. Out of all the stuff, everyone remembers a minor joke mechanic.
>>
>>97434862
You fucker, that's just the Monitor and the Virginia.
>>
>>97431573
Swords and rocks can get souls, no reason a clone shouldn't be able to.
>>
>>97434860
>>97434862
Gatling guns on a voidship...by the emperor i am shit myself
>>
>>97435422
And remember, since projectiles in space don't stop until they collide with something, every single one of the colossal bullets this thing fires that missed its intended target WILL fuck up somebody's or something's day at some point in the future!
>>
>>97435422
>>97435461
Fun fact about that ship - since T'au voidships are drawn in a sketch-schematic fashion, this matches up with the vehicle illustrations in Imperial Armor 3, meaning the two are fully compatible! However, given that every source on the internet uses the TWENTY year old scan of Imperial Armor 3, not all illustrations are viable, as some are crooked due to the page being photographed. You can see it in the ship itself, where the "Rotary Array" is actually slightly crooked because the Gun Drone illustration that it was taken from was on a page curve.
>>
>>97430151
The Eldar in question anon.
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>>97432131
made a funny about next session
https://streamable.com/30m3c9
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>Writing up a Space Hulk op for DW
>Wanted a section to take place in a wrecked ship purpose-built for Dreadwing ops
>Remembered partway through that even regular Navy crews already have access to shit like Life Eater bombs
For such a cool concept, Destroyer marines really don't have much going for them, do they? When even regular ships have access to world-busting firepower, rad and phosphex munitions don't seem all that special. Everything is already so over-the-top BRÜTAL. Game-wise, most things you'd want to irradiate with GBAL Destroyer weapons are beefy enough to not worry about Toughness tests, too.
>>
Does anyone have a newer version of Liber Imperium than 1.7?
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>>97432131
>Have your groups ever seen obvious bait and still gone gone for the trap anyway

"Dis moight be a trap." says Grakgut. "An' you know wut we do if deres a trap?"
"Dakka?" poses Wazgor.
"Dakka." replies Grakgut.

"But wun ting yooze gotta remembah." says Grakgut, "Traps ain't orky. So wez gots tah pretend to fall fer da trap...By runnin' roight into it!"
Grakgut runs forward. "OH I SURE HOPE I DON'T RUN INTO A TRAP OUT HERE!" he yells as he begins sinking in the mud. Wurrza, 'Eadmangla, and Grakgut begin sinking in the mud, though Grakgut punches the mud, which releases him as the mud dies.

>>97432627
>Does the Webway have its own ecosystem?
Yes. We know that the Warp Spiders are named after a type of spider that lives in the Webway, which implies that they feed on something, and are fed on in turn.

>>97435789
Destroyers are hated in the fluff because sure, that macrocannon will destroy the city, but you can just rebuilt later. Rad and phosphex poison the world so you can't rebuild there, and it takes a certain kind of person to enjoy that sort of thing.
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How much archeotech can a rogue trader dynasty conceivably get away with at the upper end of the spectrum? I was thinking about doing something with a Void Abacus and the political tension that'd make but I don't know if one would be enough for the entire fleet or if each ship would need its own.
>>
>>97436013
A Void Abacus is already enough for Navigator Houses to send a constant stream of assassins at you - IF you're moronic enough to let knowledge of it leak, or if anyone notices that you haven't had much contact with a Navigator House recently.
You know what would get you absolutely fucking murdered, though? Master/slave circuits that could bind an entire fleet to a flagship and allow them all to benefit from the Void Abacus. Draw inspiration from Battletech's C3 systems.
Actually, now I want to make a highly advanced battlenet component exactly like that.
>>
>>97436036
That's why you make connections with the Votanni Kin and get yourself a Wayfinder. Assassin can't disable your warp calculator when he's quantum shielded and he shoots back with dark age tech.
>>
Has anyone ever taken a crack at statting the Drones from Blackstone Fortress? The Spindle Drones and such.
>>
>>97436036
For me it's a question of balancing how much I want to get into. I feel like the political fallout and plots around one Abacus could be entertaining but it raises the question of what to do with the rest of the trade fleet, but having a couple dozen is sector war territory and also pushes believably.

Would it work if a navigator house was contracted to basically just hang out and collect a pay check as a cover? Or maybe if only the flagship had it so it could do solo adventures...
>>
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>>97436106
So, first, you need to remember what a Void Abacus is in the first place. It's not a computer that replaces a Navigator. It lets you make calculated jumps of up to 5-10 days in length with a +10 Navigation test. Referencing table 7-2 in the core book, this is a journey between planets in the same subsector.
This will not assist you in traversing a full sector, and it will absolutely not help you traverse a Segmentum. You can make short hops, yes, but this is inherently slower and more laborious than extended journeys.
The reason a Void Abacus matters so much is the first entry in this table - "Short passage between two close systems by a well-traveled stable warp route." This is the type of warp travel the vast, vast majority of the Imperium uses, because for every Navy ship there are a hundred merchant vessels carrying the lifeblood of the Imperium from world to world. This is the type of warp travel you can easily manage with standard calculated jumps.
A Navigator, therefore, can sell their services quite dearly by simple dint of the fact that they allow you to make the aforementioned subsector-spanning hops - so while your competitors are slowboating along an easy route, probably paying tariffs, passage fees, and to top up their fuel and provisions, you simply go from A to B, and you sell your goods at a hefty mark-up while your competitors are still in Albuquerque arguing with the port officials.
This niche is by far the most numerous and well-occupied for Navigator houses, forming the basis of their incredible wealth. Now imagine how much of a blow it would be were their services no longer necessary in such a role. As a very general estimate, ninety percent of their revenue would be gone, because people just plain don't cross entire sectors at a time except in emergencies, like "Abbadon's back, and he brought friends!"
>>
>>97436084
IIRC, Spindle Drones get stronger as their fellows are destroyed/damaged, and their tabletop stats start at MEQ. If your party is a Deathwatch team, I'd start the Spindle Drones off at generic MEQ stats (40s or 45s across the board) with a single Plasma Pistol shot each. As they die, keep stacking +10s or +5s, eventually upgrade to bigger and badder plasma weapons. If your party is a bunch of regular acolytes/Guardsmen, you may want to consider starting the Spindle Drones off as GEQs (stats in the 30s) with, say, a lasgun shot instead.
>>
>>97436106
>>97436267
Not to mention it's only the talented Navis scions who are even capable of such lengthy journeys - if your gaggle of a dozen dozen mediocre cousins who can pilot relatively safely inside a subsector, but would probably phase into a space hulk sideways if called upon to journey any further suddenly find themselves out of work, what good are they? That's the majority if a Navigator House's personnel, and they can't just off them, because they're already inbred to hell and back just to keep the Navigator gene alive.
If they want to stay employed, they'll have to accept far lower compensation - you would need to justify to any given captain that keeping a filthy mutant on your ship and paying a constant retainer fee is a better financial option than securing an Abacus and keeping it operating in good order.
This transition from 'essential component of warp travel' to 'the budget option' is an unacceptable outcome for literally any Navigator, because their great wealth, influence, and prestige is the only thing keeping them from extinction. They're horrible, hideous mutants, and the Imperium would very gladly murder them all. If they can no longer grease palms or bring to bear great mercantile pressure, they can at best expect to be enslaved on Navy vessels, which will still want their services for long-distance transit, and at worst expect a slow, creeping death as their wealth inexorably dries up and they can no longer sustain themselves, followed shortly by a lynching since their unpaid guards fucked off and let the mobs in.

This is what a Void Abacus represents. For merchants, it's freedom from an economic shackle. For Navigators, it's the death knell of their dynasties and their way of life.
>>
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>>97436084
Once, since spindle drones were the lowest level of mob enemy within Old Slann facilities, and I never really revisited the stat line. I will one day.
>>
Given that modern Space Marines (aside from the Black Templars) are atheist why do they call their enemies "heretics?"
>>
>>97436666
They may not believe in Emperor's divinity, but they are still fanatical followers of the overal Imperial doctrine, from which the traitor legions deviate
>>
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I have an update for Fear and Loathing in the Eastern Fringe. This is just minor stuff and fixes that peeps found over time.

Fear and Loathing in the Eastern Fringe (v1.8.30)
https://www.mediafire.com/file/sidb3r3flq6vri2

Changelog:
>Aeldari Fusion Gun magazine improved to 8, which is +2/+3 shots compared to a human meltagun.
>Aeldari Gear availability adjusted for Aeldari use. Near Unique/Unique remains the standard for human acquisition.
>Aeldari Custom Craftworld Swift Strikes ability renamed to Focused Strikes to prevent stepping on the Swift Strike weapon quality.
>Aeldari throwing weapons now have a range.
>Faolchu stat box fixed with proper name.
>Destroyer Blade Dancer now properly defined, as it technically is a future system backpush.
>Annihiliator Apotheosis no longer mentions Size. Checking a model size comparison showed the units were roughly equivalent in height to each other.
>Deathmark Will to Serve now clarified to work even if the character has some sort of locked damage state.
>Deathmark Hunter from Hyperspace clone now has a baseline copy of player-equipped weapons, in case they go Destroyer and swap their synaptic disintegrator.
>Aeldari Pulsar Lance and Heavy Pulsar Lance range increased from 3 to 9 due to BFGA2 having them equal to macrocannon range.
>Aeldari Starcannon Artillery range increased from 6 to 8 to put it between Light (6) and Heavy (10) Starcannon Artillery.
>Aeldari Torpedoes renamed Neutron Torpedoes based on BFG "Ships of the Gothic Sector" p133. Their functionality is unchanged. Their Torpedo Tube entry has been restored after somehow getting deleted in a previous formatting update.
>Added new functionality to Necron Plasmacytes based on Kill Team Heirotek Circle.

Some time soon I intend to try and get an update to The Fringe is Yours out. This will be a major update, as I will be copying the reworked Kroot, reworked Drukhari, and brand new Sslyth into the book in preparation for Project ND.
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Given how brainwashed and ignorant your average person in the Imperium are, do civilians know how to tell the difference between traitor and loyal Space Marines?
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>>97437492
>do civilians know how to tell the difference between traitor and loyal Space Marines
It gets pretty easy once the guys covered in spikes, defaced aquilas, disease, and mutations start screeching "Death to the False Emperor."
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>>97437492
Brainwashing isn't a factor in the slightest. Ignorance is the culprit, but not due to any particular failing on any one person or organization's part. Space marines are extremely uncommon. The layman will know "the Emperor has angels", the powerful will know "space marines are mighty warriors" and maybe something about their size and equipment, but a true understanding of what a space marine is only comes from proximity. Is there a recruiting world nearby, have there been any battles fought recently with space marine participation, what was your proximity to any battle involving a marine?
If you're lucky enough to have seen a marine before, and you're lucky enough NOT to know much about chaos iconography, you'll look at, say, a Word Bearer and think, "Hmm, I've never seen that iconography before. Well, time to schmooze!" And they'll nod along very politely until they determine how best to serve the Dark Gods with your carcass.
To put this into perspective, the type of knowledge a given player has is basically a +20 in Heraldry (Space Marines). Meanwhile, your average character will be lucky to have the skill at all. As long as the marines don't have obvious chaos taint (tentacles, flesh fused with armor, plague marines) and can restrain themselves from immediately blowing their cover, they can play at being loyalist as long as they like, or at least until an inquisitor comes along.
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>>97435116
Are these supposed to mean something
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>>97437669
If you had two neurons to rub together you could ask a search engine and find out.
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>>97437694
huh, you could have just said its some third world american thing that doesnt match the themes of 40k naval combat
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>>97436992
Nice
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>>97438403
fuck, wrong general meant to post in /40kg/
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>>97438436
It's okay anon, at this point mistakes like that are just thread culture.
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>>97438436
Proud of you anon! But thin that black some more and try painting the details on backpack, pauldrons, knees and gun in some different colour, to give it some contrast. Also use a wash. For the first mini, that's a very good job though, nice clean line work! Sisters are also possibly among the hardest factions to paint, plenty of detail
>>
Planning to include a boss enemy pretty late into a Rogue Trader campaign who's a (mortal) champion of Malal. I really like the idea of Malal's forces being super elite and roided out, thriving when outnumbered, and I wanna give my guy a unique gimmick to reflect that.

The intent is that the players should feel like THEY're outnumbered while they're jumping this lone enemy. What do you guys think, would this be too annoying or broken to fight against? Is it not strong enough?

Chosen of Malice (talent)
The champions of the rogue god are few in number when compared to the vast legions of the others. What they lack in quantity, however, they more than make up for with quality. Facing impossible odds only spurs heroes of Malal to greater acts of glory.

When the champion ends their turn, every opponent within 10m after the first grants them 1 extra reaction until their next turn.

Additionally, when taking the Multiple Attacks action, each enemy within melee range after the first grants the champion an extra attack (which they will attempt to distribute evenly among nearby targets).
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>>97439027
I mean, that honestly just feels like relatively fair balancing when you have one creature as a boss against the whole party of PCs and you don't want the boss to have absolutely ridiculous stats, but you also don't want them to get hopelessly fucked over by action economy
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>>97439027
It's fine. It sounds similar to what I use for important bosses. What I do is the boss has a full turn between each character with normal actions (one full, or two half) that can only be used against the next character in queue, and said boss will always get a reaction against attacks from the player character on the player character's turn. So for example, initiative would go
>Boss acts, attacks Player 1
>Player 1 acts, boss reacts against Player 1
>Boss acts, attacks Player 2
>Player 2 acts, boss reacts against Player 2
and so on. On occasion, the boss can do a nova that affects everyone at the end of the round. It also means that DoT qualities like flame, soul blaze, or crippling trigger at the start of each time the boss attacks, so they become really good if they can be applied. It also makes Reaction attacks like Mechadendrite and FTGG amazing, as enemies can't dodge when they are acting. I based it off Monster Hunter, where the big monster is attacking one person at a time but all four peeps still feel like they're in danger. This means that the boss can never get action economy'd, each player has a personalized threat against them, and combat is fluid as everyone needs to pay attention to the boss's positioning and attack patterns.
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Friend is DMing Rogue Trader. He says he's done Dark Heresy before as a player but thats the extent of his experience, and none of us players have any experience with Warhammer rpgs but we've done Cyberpunk and D&D. Any tips for us or our DM? Most of us have played warhammer40k vidya, read books, and played some of the actual wargame, so knowledge of the setting isnt much of an issue
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>>97440838
Rogue Trader's a really fun game, and not that hard to run honestly. It works pretty well out of the box. One thing to note is that ship combat takes a looooong ass time, and introducing a second combat system too early on is confusing for players. Just don't overdo ship combat in general, it's best when run half narratively.

RT lends itself well to a sandbox-style campaign. It can be a challenge for the GM, but you should encourage players to seek out their own ways of making profit. Let them plan their own ventures, then plan your adventure around the interesting parts of their plan.

Adding to the above point, what I've done for both of my Rogue Trader games is implement a rumors channel in our group's chat. The idea is to let players post short rumors or tall tales from around the sector. All of the rumors themselves are "canon", but their exact truth is up to the GM. Rogue Trader is about adventure, discovery, and profit. You should always push the party to chase lost treasures and such.

All character classes are viable, but with the exception of Kroot and Ork, the xenos options are all quite half baked. I'd advise players to stick to those to.

Oh, and lastly, I'd avoid letting NPCs burn Fate Points (the meta currency which can be permanently spent to avoid death). I've done it, and it leads to salt from players. If they want a character dead, they don't wanna be told that the bastard gets away no matter what because he spent a monopoly token.
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>>97437573
Good answer.
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>>97435422
>>97435461
Aren't those burst cannons, that fire plasma pulses?
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>>97440934
Yes, burst cannons fire plasma pulses, but shas used a picture of a burst cannon to represent a gatling railgun, so those really are sending bullets out into space.
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I finished the update to The Fringe is Yours, bringing it back to its former glory.

The Fringe is Yours (v1.12.0)
https://www.mediafire.com/file/bj0tjfl5c0vbeel

Changelog:
>Minor Typos fixes.
>Incorporated the Kroot Farstalker, reworked Drukhari, and Sslyth Mercenary into the book, increasing its length by almost 50%.
>Some Water Caste Ambassador talents were adjusted in preparation for Project ND. They are no longer punishingly hard for minor benefits.
>Shas'o High Commander Grand Stratagems rebalanced based on data acquired in C'tan Star Stories.
-Mont'ka now inflicts less damage to allied units.
-Kau'yon now inflicts less damage to the allied Lure.
-Che'lel'va can no longer be used to advance into Engagement Range and trigger contact attacks. It's meant to be a mobility/positioning tool, not a double attack method.
-Mon'wern'a is now a 6+ invulnerable save, replacing the convoluted system it used before.
>T'au alternate rank requirements reduced. The Shas'o High Commander and Kor'o Supreme Admiral are now rank 5 instead of 8, allowing them to see use in normal games.
>Harlequin Fusion Pistol magazine reduced to 5.
>Photon Destructor and Photon Breaker Lance range increased from 4 to 8 to synchronize with Pulsar Lance and Phantom Lance updates.
>Armiger Autocannon damage increased based on newer statline, but multiple shots removed in favor of Blast quality. Note that Knight weapons will likely get a full review in the future based on all the data collected from Variable Fighter and Ushabti combat sorties. One day...

I'll keep prodding at some of these classes, but I wanted the multiple xenos updates concentrated in one place from here on out.
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>>97441443
Cool
Is the knight defender going to be been added as well?
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>>97441443
very based as usual
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Do most planets in the Imperium have bans on civilians owning guns or is that just in high population areas like hives? Given how common rebellion is I wonder if only low population, frontier planets have open carry to deal with local wild life.
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>>97443544
As always, ultimately depends on the planet in question, but quite the opposite in fact. I remember a fragment in one of the sourcebooks claiming that most planetary governors have generally realised long ago that trying to control gun ownership in their populations is a fool's errand and given up on that. There are simply too much of them in circulation. It is generally normal for people, even civilians, to have some form of personal protection. I can't find the exact source right now for the life of mine, but I think it was one of Dark Heresy books
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I'm looking to run some Arbites adventures. Any official content I could look into, or should I just read Dredd?
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>>97443789
There's a series of arbites books, not sure how good they are. Been meaning to read them myself and any time I've asked in threads on here I never got a response
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>>97443789
Well, Book of Judgement, obviously.
Maybe Shira Calpurnia novels?
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>>97442670
I'll look into it within the next few days.
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>>97444640
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>>97443789
Watch the Dredd films, read what you can find of it. You could, if you were so bold, decide to lift the entire plot of 2012 Dredd and apply it to a hive block. Go in to look into a disturbance, the place gets locked down by a ganger too big for their britches, roving teams of coked-out gangers and the occasional emplacement of far too heavy weapons trying to merc your guys while they go for whoever's at the top of this, because they are THE LAW.
If shit takes too long to resolve and you want to give your players a chance to restock, consider cluing them in to an emergency armory that their codes should be able to open, and where they can take five to recover in if need be - but if they take too long or draw too much attention en route, they'll have to fight their way out.
Seconding Book of Judgement, because duh.
For a goofier perspective on space cops, check Magistratum Mundanis - note that those guys aren't Arbites proper, they're basically just there to fill in the gaps and pick up the slack where the Arbites can't be assed to be.
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>>97430205
>does any veteran GM have any tips or rules of thumb for balancing missions and encounters in DW?
In my experience, any single target that can be killed by shooting or slapping will always be raped to death faster than anticipated. imo there are so many ways for marines to on-demand amplify their damage and soak potential that individual encounter difficulty almost becomes nearly irrelevant, and only attrition begins to provide a meaningful challenge.
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>>97430908
>therefore it took nine deaths for the others to figure it out, and another three deaths for it to really sink in because one player was louder and dyslexic
Twelve deaths? Of PCs or followers?
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>>97445492
I second this, though in terms of boss encounter design, you can sometimes get away with a bit of kayfabe. In some cases, you can sell a hit convincingly and improvise a good excuse for a boss' durability, you can easily extend a fight. Curse their min-maxing, complain about their damage, then readjust your boss mechanics if necessary. The Nurgle daemon doesn't need an actual Wounds counter, the GM just needs to correctly guesstimate the right amount of ultraviolence to inflict so that the fight and session end on a satisfying note.
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>>97445810
Yes, I'd be lying if I didn't make such adjustments on the fly. Some GMs may find that sort of approach distasteful, however.

It's really just a shame how huge of a failing it is; the inability of the system to do justice to prolonged, setpiece battles between heroes and villains.
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>>97445501
The player characters died nine times in a 30 minute period. Luckily, they were Necrons, so they got better each time. It took nine deaths to figure out "Shoot 1, 2, 3 in order". I didn't require Resurrection Protocol tests unless in a combat situation, so outside of combat it auto-passed. The other three were during the combat situation, where one guy was screaming "Shoot 1! Shoot 1!" and another says, "Hold on, I have a hunch, what happens if I shoot 3 first..." causing everyone to die, the Deathmark to phase out, and the Cryptek and Praetorian to barely pass their rez protocol.

As the players were Necrons, I could experiment with harsher mechanics. For living characters, the stakes are MUCH lower. Tethering the boss, for instance, simply disabled the ability to attack until the boss connected and completed the circuit. They could still move and react freely in and out of the tether, for instance, and suffered no bad conditions otherwise.
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>>97446011
>died nine times counting to 3
holy shit
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>>97443693
I had the same impression. I've always told my players that the Imperium is a culture of war. Given that life is cheap, it's probably more valuable in general if the civvies can work a lasgun if you need to draft them into the PDF or the Guard.
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>>97445810
This doesn't work if your players are able to count.
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>>97446113
>doesn't work if your players are able to count
>>97446084
>died nine times counting to 3
anon, players can be special sometimes
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>>97446084
>>97446136

Yeah, it was kinda funny, but I do want to say that they DID have a fairly comprehensive thought process. They were warned it was a puzzle beforehand.

First they shot one at random.
>+3 deaths
They realized there must be an order to it. One person suggested shooting them in order of appearance. Then they shot them in terms of a sound they made.
>+3 deaths
They realized the sound was an attention indicator that drew unavoidable attention to the crystals. They determined shooting the crystals was correct, they still need to find the order. One person again suggested shooting them in order of appearance. They tried shooting based on alphabetical order of names next.
>+3 deaths
They finally tried shooting them in the order of appearance.
>Success! Puzzle complete!

Later, during a combat encounter, one person forgot this, and shot the wrong one (third instead of first). When the mechanic appeared a third time, during the final boss of the mission, they did it perfectly.
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>>97446113
Depending on the enemy, you can get away with an excuse for the standard stat blocks going out the window. Tyranids are inherently adaptable, daemons are inherently chaotic, Tau and regular humans might pull custom prototypes out of a skunkworks dumpster, Sororitas outright run on miracles, etc.
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>>97446214
I never use the standard stat blocks, but my players would start calling bullshit if they've dumped hundreds of damage into some random target and it isn't gone. Easier to pretend you rolled well on force field saves.
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>>97446327
Fair enough. My group rolls everything in the open, so I can't bullshit the PR saves after I make my first PR roll. Even so, I still reserve the giant Wound "pools" for scenarios where the logic is easy to sell, such as fighting a Nurgle greater daemon in the heart of a Chaos temple full of edible cultists. A more mundane boss would be far less durable. There's nothing I can do to bullshit an Eldar warlock failing his reactions and taking 5 thunder hammers to the spirit stones, he's fucking dead.
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How do you rule the Machine(X) trait as obtainable by tech priest PCs? Does it prevent the party's Astropath from communicating with them?

And does The Lidless Stare count as a "mental psychic power" or is it just like getting whipped with the power of turbohell?
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>>97446550
>How do you rule the Machine(X) trait as obtainable by tech priest PCs? Does it prevent the party's Astropath from communicating with them?
My perspective is more so from Deathwatch rather than the human level RPGs, but giving the PCs Machine (x) to represent mechanical augments just strikes me as a writer lazily reusing a trait they shouldn't have; saying "the character gains an innate (x) AP to all body parts" would have been more reflective of what those talents are trying to convey. Only the most fucked up of magi should get to the point of ignoring mind-altering psychic powers via rite of pure thought
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>>97444697
This ended up not being too bad. Take the questoris chassis, adjust the weapons from the Castellan and Asterius, copy over the sidearms from Mars Needs Women, and add in the Void Shield rules from Deathwatch.

The fringe is Yours (v1.12.1)
https://www.mediafire.com/file/s9uf7dkx8r8l8yt

Changelog:
>Added the Knight Defender.

As always, let me know if there's any issue, or I missed something.
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>>97447172
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>>97443544
>how common rebellion
Not a problem as long as the world isn't trying to rebell against the Imperium. In fact, the Imperium supports their world's being in constant conflict as it 1. diverts anger away from the Imperium itself and 2. creates a stable crop of experienced soldiers to be tithed into the guard.
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>>97443808
>>97444809
Thanks dudes. I'll look up the book. I'd love to lift the 2012 Dredd, but I just watched it with my players like 3 months ago so I think they'd catch on to my shenanigans.
Also it has come to my attention that actual Dredd adventures would just be Enforcers cause street cop shit is way below Arbites' paygrade. Apparently.
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>>97429982
Quick question, is FFG's iteration still the best way to play Rogue Trader? It wasn't perfect, being a Dark Heresy 1e conversion, but had a lot of soul. and I don't think anyone came up with anything better since then?
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>>97449206
Well you could play Imperium Maledictum as agents of a Rogue Trader dynasty if you want something more rules light, but it has much less content and obviously isn't as focused on this style of story. So honestly, no.
That being said, you can easily apply some of the changes to the rules that Black Crusade/Only War/DH2ed made to RT to get a bit more polished version of the system, that's what I do nowadays
>>
isn't it time for the imperium to finally collapse
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>>97449052
It should, of course, be noted that even that kind of constant conflict is ideally kept at a manageable level within its state-sanctioned boundaries. The Arbites are not going to tolerate any tomfoolery that causes a downturn in tithe revenues or factory output.
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Is Venus an appropriate name for the 42nd mellenium? Or is it like naming your child Necromunda?
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>>97450326
40k names are all over the fucking place and realistically probably each region of every planet and each of the gazillion dialects of Low Gothic has somewhat different naming conventions. Go right ahead, Venus is maybe not among the most 40k sounding names I've heard, but it should be fine.
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>>97446161
Next time make them sneak through a Gorgon cave.
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>>97450387
Oh, anon...I did.
The "Timecrawlers" could erase characters from time, and killing them was tough, but doable, which would give them stronger defensive fields. They even had the choice of Virgin Route with more but easier stealth tests, or the Chad Route with fewer but tougher tests. They went Chad Route.

That mission was entirely Vault of Glass. They shot oracles, fought "Templar" (Pepe'kek, the Lightblade of Huetzca), traveled through time portals hunting gatekeepers, and finished off with, well, not Atheon, but Huetzca, a Slann Lifeshaper relic priest who was based off the mummified monk final boss in Breath of the Wild. But that wasn't the only raid I've taken my players through. A bunch of mechanics have come from raids. They've now done:

Last Wish (fighting an Umbra-possessed wish dragon legit, complete with queenswalk)
Garden of Salvation (tethering a + Old Slann Warrior-Servant to - blackstone)
Deep Stone Crypt (dunk nuclear cores into things to do stuff while fighing boss in a space station falling through atmosphere)
Vow of the Disciple (emanating/leeching - charge self -, reverse polarity +, attack)
Root of Nightmares (planets - align + and - blackstone to weaken boss)

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>>97450326
Naming your child after a planet in the Sol system would be like naming your child after a saint.
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>>97451527
There's at least one character named Roboute in the novels.
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>>97451527
Well, maybe. But I know a lot of Johns and Michaels.
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>>97450326
It's no different than naming your child "Tex" or "Indiana."
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>>97449206
Honestly, FFG Rogue Trader is a solid game. Not as polished as Black Crusade or Only War, but it works just fine. Not quite the clusterfuck Dark Heresy 1 is (though that's not a bad game either).
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>>97449206
Nobody's done it better since, no. There's also a whole library of brews folks have made to fix its issues, like mathhammer, a 2e conversion, multiple colony reworks...
Your best alternative would probably be either Traveler or Stars Without Number, either of which will require some serious conversion and a lot of refluffing.
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>>97449204
For Arbites-level Dredd, check out the Apocalypse War storyline from the comics. Mega City One and East-Meg One (Moscow) start a war (again), Sovs try to conquer Mega City One, Dredd goes east and delivers justice (nukes Moscow).
You could easily translate that into 40k, some kind of inter-hive conflict threatening the planetary tithe is probably important enough to get the Judges involved.
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>>97451910
>some kind of inter-hive conflict threatening the planetary tithe is probably important enough to get the Judges involved.
Agree with this. To give some example, the entire reason for Darktide adding Arbites as a class is specifically this: shit went on long enough the tithe got disrupted and now the feds are here.
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>>97434214
>How do fire selectors actually work?
I hate how firearms-illiterate the authors are.
In real life, a fire selector is the little switch that let's you flip between semi-automatic fire, fully-automatic-fire (sometimes various RPMs too), burst-fire and that sorta jazz.
IIRC from DH1 at least, the "fire selector" is like a hybrid between a dual-mag MP40 and a KSG's switchable dual tubes. At least that's how I pictured it.
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>>97451575
>>97451563
That's exactly what I'm saying. Mercury, Venus, Mars, the rest. They're important in a spiritual sense by their proximity to Terra. You'd also be seeing a lot of Celestines, Machariuses, Ollaniuses. I'd argue there would be variations of Emperor used as names, like how Fantasy gets a lot of use out of Sig- as a prefix.
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>>97452086
>I hate how firearms-illiterate the authors are.
They're brits, it's kind of a given.
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>>97452276
FFG is in Minnesota.
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>>97452309
Which, when you think about it, is basically canada, and canada's a weird incest-baby of england and france. So they're still brits, if you don't think about it.
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>>97452276
It's not like we don't have gun autists on this side of the Atlantic though.
But also this >>97452309
>>97452330
kek
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Can Orcs use daemonic weapons without getting corrupted?
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>>97452442
Doesn't sound very Orky of 'em. Krump 'im, lads.
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>>97452442
The daemon will get fucking brain damage from trying to corrupt this retard
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>>97452442
There used to be an article about Chaos Orks on the old GW website, IIRC. So yeah, Orks can be corrupted, but it's very difficult. But it's funnier if the Ork corrupts the daemon instead through sheer, unbridled stupidity.
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>>97452442
They will likely mutate, even though Orks are resistant to mutation. Corruption is less likely as long as they believe in the power of Gork and Mork. However, mutation will get them kicked out of a warband, and once the mutant Ork is a freeboota, spiritual corruption is much easier as they are no longer in the WAAAGH field.
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>>97452086
The fire selector in game is meant to be like Dredd's gun with different ammunition options. The differing RoF profiles are what we would call a fire selector.
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>>97452442
Not really but it depends. Orkz can get corrupted despite their resilience, but the other orkz notice they're acting unorky and tend to krump them before it becomes a problem. A lone ork left to stew certainly would eventually. I'd love to see a novel of an ork with a shockingly powerful daemon weapon, and the relationship between them as it tries to corrupt this green gorilla and the utter disregard the ork has for the daemon, using it to open cans of beans and scratch its arse, and the unbelievable carnage they wreak between bouts of surprisingly poignant philosophising.
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>>97453066
I read it as an extra mag or two back in the day, like picrel here >>97434692
But that was DH1, maybe they changed it?
And given the mechanical limitations, I always assumed that it was Dredd's ammo that was programmable, not that there was an impossible vending machine in the magazine. But I'm a Dredd lorelet who only gets his impressions from the movies.
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>>97450996
>Pepe'kek
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>>97453165
>I always assumed that it was Dredd's ammo that was programmable
Same, at least that's how it looked like in both of the movies. Dunno about the comics, I've read a few of them, but can't remember whether he also had the multi-mode gun in those
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>>97453430
The original Lawgiver pistol did do the multi-magazine thing. IIRC, comic Dredd had to manually switch ammo types, at least for the Mk 1 version. But programmable ammo is way cooler.
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>>97453579
How does programmable ammo make more sense than a smart magazine? If the ammunition has the payload for explosive as an example, wouldn't it always explode?
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>>97453718
I never said it made sense, just that it was cooler.
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>>97453718
It doesn't really, unless each bullet is some extremely high-tech thing that can quickly modify its internal composition somewhat and probably also has its own propulsion, a'la bolt. Which would obviously be extremely costly, excessive and infinitely less practical than just using different types of ammo with a smart magazine or few interchangable ones.
Maaaybe it could work if the gun was some sort of energy weapon rather than something that shoots physical bullets. Which doesn't seem to be the case here though.
But hey, it is fucking cool.
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>>97453718
I don't know jack about programming warheads, but I automatically disbelieve fitting in a bullet vending machine in a normal sized magazine.
>wouldn't it always explode?
I'm not suggesting this is likely (just less unlikely), but you could have a stable explosive which just jettisoned the primer to avoid explosion for example. But I never gave this any thought.
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>>97453718
If you had nanomachines building each round out of a limited reserve of whatever, it could work. But then you have nanomachines, so why the fuck do you need a gun? Either Grey Goo the place or pull an Armstrong.
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>>97430101
>>97430151
I'm going to say it
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>>97453844
>bullet vending machine in a normal sized magazine
It just has to cycle ammo around until the correct one is ready to be loaded. I think that's cooler and more believable than a bullet that changes physical composition somehow on the fly.
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>>97454162
Yeah, I understand what the goal is, I'm just telling you that as a gun autist I cannot conceive of a way of putting that in the grip of a pistol where the booollets are supposed to hang out unless we make the bullets ridiculously tiny and/or make the mag ridiculously thicc. Tiny bullets would have poor payload capacity and kinetic energy, and thicc mags don't work in pistols where the mag has to fit in the grip.
By contrast, we already have programmable munitions IRL. But looking at the list of munition types Dredd uses in the movie, there's probably not going to be a way to have a single round be capable of being AP or rubber either, I'll grant you that.
I can stretch my suspension of disbelief to imagine a few round types, each carried in a separate magazine, and each type capable of switching between a few related types of effects. Something like ball, incendiary and hotshot (whatever that was) in one type, ball, HE and AP (maybe we could read AP as HEAT for example), and the last one being ball, rubber and stun (was that a taser thing, right?). So if you've got the last ammo type in the gun, you could cycle between either of those three options, but would have to swap mags to do HE or incendiary.
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>>97454227
You can't conceive of a compact conveyor belt design that simply rotates the rounds around in a slightly elongated mag?
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>>97454244
Not without making the bullets smaller or the mag thicker, no.
>elongated
The vertical length of the magazine is functionally irrelevant, as it can theoretically just extend out of the grip as much as necessary. It's the dimensions of the mag well that is the limiting factor.
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>>97454244
>>97454328
Wait, I just went and had a look at the prop for the newest movie (the freshest in my memory). Is the boxy protrusion under the barrel meant to be the magazine? Does it have one in the grip too? Do we see him reload?
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>>97454358
>reload
https://youtu.be/JprSE5pzrWI?t=239
He's reloading from standard glock mags, but the front protrusion does look a lot like a second, differently shaped mag for differently shaped bullets.
In the shootout with the corrupt judges, he runs out of one ammo type and has to rely on another, so clearly the rounds are not all interchangeable.
I think we're meant to assume that the front mag has some special, rarer ammo types (maybe with a selector of some sort, or programmable) and the rear mag has either just bog standards rounds or programmable rounds (but not the bigger cooler ones from the front mag).
Thank you for coming to my TED talk.
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>>97454244
>>97454328
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>>97454493
I think this type of feed is used on cannons where you can put an electronic motor so you can switch as needed instead of this jamtastic thing.
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>>97450996
Now do Skolas with mines and no burn.
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>>97455050
DISMANTLE MINES, YES? OR...YOU DIE.
Maybe in a corruption mission or commorragh mission for Project ND.
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in my rogue trader campaign, my players fly a grand cruiser that dates from shortly before the end of the unification wars, under a compact by the emperor willing the OG Pharamond to fly to the stars and bring his vengeance to bear upon those whove wronged them, and the imperium and have been doing so for millenia

all that to say that the ship is fucking packed to the gills with archeotech. theyve discovered recently the captain's pet ogryn bodyguard has been disposing of troublesome individuals using the captain's secret teleportarium in his suites, consigning them to the void

its also a tenebro maze ship. the ship,s machine spirit reorganizes itself constantly, using instructions to servitors to change and replace bulkheads weekly. its led to no one really knowing what's actually on board anymore and no permanent maps have been kept. they only know rough directions and likely main throughfares that MIGHT lead them to their destinations on the ship, if they're looking for major systems. otherwise its navigation tests to move around the ship. they dont even know about the hidden virus bomb aboard yet.

they were boarded by a hostile deathwatch captain, that was my bad really I slightly overdosed the adversary VS my players competence so when they managed to fight his assassination attempts back, he kinda lost himself in the ship and became a long term rather than short term problem


ive got a second group starting tomorrow, im trying to do a kind of lower decks type game for them, onboard the same ship. i'm introducing them to 40krpgs tho most of them know at least a little about 40k
what system should I run? i want to keep them "under the knee" so to speak, not the kind of people who'll have the chance to ever actually meet their lord captain. imperium maledictum? would that power level fit, i've got the books but never tried it

tldr: any way to do a "lvl 0 commoner start" campaign in this? underlings on a rogue trader ship
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>>97455571
Dark Heresy. Have them wake up in a hold after being press-ganged, with no gear or equipment. You can run it like a prison sequence, you're assigned to a chain gang and constantly herded from one job to another, you can try to snag a shiv and start a breakout or you can try to schmooze, perform well, and move up the hierarchy.
Alternatively, they're the overseers herding mooks around and keeping mutinies at bay, depending on how level 0 you want it to be.
Also, ask why they're on the ship, are they there as deep cover infiltrators with nebulous goals (working for the inquisition, a rival heir of the dynasty, a traitor or heretic with a vendetta?), are they full-on drink the koolaid dynasty hardliners, are they just unlucky sods who were caught up in the latest draft?
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>>97455729
pretty good ideas for a couple of the players there
i was thinking a mix of old and recent crew (the main party just went on a recruitment drive and bought themselves feudal world serfs to throw in the bowels of the ship and let the actual crew train them), approaching menial tasks aboard the ship and discovering some nebulous treasure hidden aboard (ultimately leading them to discovering the virus bomb and having to decide what to do about that. keep it hidden, report to superiors, fight over it, etc)

overseers herding the new mooks, perhaps a lowly tech adept, a ships armsmen, yeah this is indeed starting to sound like a proper dark heresy setup i think that's what i'll go with.

I have DH2 and the imperium maledictum dark heresy adaptation
which should I run? this will be a 5-8 session campaign I think, short n sweet, for mostly new players but one "veteran" who never remembers any rules properly of OW/RT. i heard IM lacks content but that shouldnt matter for a shorter game. any other criticism of that game?
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>>97450326
that's the big titty battlesister that gets turned into a dark eldar sex slave/breeder and some-fucking-how not a piece of a furniture
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>>97455571
IM is by far lowest starting power level, and works well for what you want with the patron system. We ran a RT game to effective story completion some years back and have now been running IM as ship dregs, and our patrons have generally been command crew from our old RT game.
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>>97429982
that Liber Imperium from the homebrew is insane
are there any more up to date versions?
ive always wanted a single book with every single emperor damned statline

would having this one off printed be retarded, anons?
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>>97454493
What bizarre designs, thanks for posting them. But this one here is only fed from one ammo source at a time.
>>97454506
This seems to be a different design, and this one does in fact feed from two separate sources. And yes, some autocannons on IFVs and boats can feed from either side kinda like this.
But
>.22
tiny booollet
But for the front mag of the lawgiver, something like this could presumably fit even with healthy sized ammunition and thus allow two ammo types there. Or four, if the front mag is actually a quad stack of short cartridges as opposed to a double stack of long cartridges.
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>>97456326
I don't think it would be very practical without ctrl+f
Maybe if you split it to like 4 smaller books



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