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A Gathering of Retards Edition
>RPG Rulebooks
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>General 40kRPG Encyclopedia
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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
>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.
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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
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>>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.
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>>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.
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>>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.
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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?
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>>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.
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>>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.
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>>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?
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>>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.
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>>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.
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>>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.
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>>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.
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>>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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>>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.
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>>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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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?
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>>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
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>>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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>>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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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.
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>>97434860
>>97434862
Gatling guns on a voidship...by the emperor i am shit myself
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>>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!
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>>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.
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>>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.
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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.
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>>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.
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>>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.
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>>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!"
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>>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.
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>>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.
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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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>>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
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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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>>97435422
>>97435461
Aren't those burst cannons, that fire plasma pulses?
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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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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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>>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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>>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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>>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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>>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
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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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>>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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>>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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>>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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>>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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>>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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>>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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>>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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>>97455050DISMANTLE 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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>>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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anon who has a bad dark heresy game where nobody really follows the rules here
had a session last night, the final one for the story arc, overall pretty alright as it was mostly story and talking
a quick summary
>my psyker PC reintroduced to the party, 3 players have new characters since last time so dont know who I am
>one absolutely hates psykers but doesnt clock on just yet
>finally realises while on the ship and tries to hunt me down, I just cast see-me-not on him so he can't percieve me
>arrive at destination, a large battleforce is massing and the inquisitor summons us for a meeting
>everyone is there, basically heres the plan etc etc you need to board the ship and stop the rogue inquisitor (who we were previously attached to)
>manage to board the ship but get put into a sort of.....room where time and space doesnt apply, the rogue inquisitor is there and we can't hurt him
>other inquisitor shows up, tries attacking him and does nothing
>soon they have an argument with a player taking one of the roles and the DM as the other
>players are then given a choice who to side with
>jokingly say I side with mr house
>its 4/2 with siding with the loyal inquisitor, the other 2 players are peer pressured into swapping
>go to attack the rogue inquisitor alongside the loyal one, where time stops
>ordo chronos guy appears
>"yeah so basically you die here, but that need not be, join the ordo chronos and serve, or die here and be forgotten, a hero, but forgotten"
>4 players choose to serve, and dissappear
>me and the PC who hates psykers choose to stay
>when DM asks me why I chosw to stay, simply state "it is better to die for the emperor than live for yourself"
the DM's really good at making a story, background, dialogue etc, it's just you're kinda railroaded with the story, he doesn't plan outside of it much
but I enjoyed it
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>>97458998
nah sorry but i'm not a bitch
besides, if everyone goes, who's supposed to try and stop him?
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>>97457915
Post stats and I'll be the judge of that then. The FFG systems you can start in carapace with a boltgun though, that's certainly not possible in IM. As someone who has played every system it's the lowest starting power level.
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>>97459511
Not much to judge, it's pretty plain and simple. One-handed at 67 (no it's not the fucking zoomer meme, it's this thing called dice) and a pair of chainswords on start.
You are fucking weird for the way you phrased this though.
>>97459611
>assumes every anon is the same person
>>97459546
You're also fucking weird, moreso than the other guy. That's not my purse, and I don't know you.
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>>97459923
https://docs.google.com/spreadsheets/d/10mgDOBW6jPA002KDYbDqn1iFo0A7Y_ 0uhv-q_R10dqk/edit?gid=0#gid=0
Make a copy
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>>97459903
Hmm, that's a damn interesting point. But I would say that since a shield is basically a manifestation of psyker's will attempting to neutralise dangers rather than a physical object in the traditional sense of the word, and the psyker probably does recognise the lasgun beam as "danger", it should still proctect them. Or at the very least weaken tha lasgun beam.
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>>97459903
>Should Lasgun go through psychic shields? They’re just light, right? If you can see through the shield then light is already going through it
Anyone who asks questions like this at my table is summarily executed.
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>>97459967
This implies something they wouldn't recognize as 'danger' would go right through it. Like a monofilament net or something that they just blunder through, or a shitload of carbon monoxide gas.
Actually, does gas interact with fields at all? I don't think it does.
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>>97459982
That’s just an issue of intensity then, not fundamental viability. A powerful enough light source WILL strip the skin from your bones even if the heat is kept from you, it’s still radiation waves crossing your body.
There’s a lot of crazy esoteric stuff light can do that I’m surprised I never see. Sight directly influences the brain and we already know what kind of lights can make you throw up, you’d think some tzench sorcerers would be interested in finding a way to make a flashlight in the face cause someone’s brain to think it’s on fire or something
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>>97459729
>One-handed at 67
I figured as much, this is not the same thing as WS almost 70. Your WS is 42, you are just specialised in one-handed weaps up to almost 70. Nice combat mulcher, not good at anything else, my point still stands about starting gear. From memory a DH character can get to 50 WS (only slightly lower than your melee skill) and definitely can start with better gear than a chainsword and flak.
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>>97460057
Photons hitting shit causes heat. That's why lasers burn. There's no 'heat' intrinsic to the laser that isn't light.
>>97460072
>as I suspected, you're not REALLY rolling against 70, and also 50 is equal to 70.
you gonna share whatever you're smoking?
or just share your own sheet with this nebulous 'better gear' you speak of, put up or shut up dude.
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I'm toying with an idea of starting a 40k open table RPG kind of thing: regular public games with a bunch of premade characters to pick from and a few one-shot scenarios always ready to go, whoever shows up gets to play. I've been kinda feeling like getting out of my regular players comfort zone and getting more involved in my local nerd scene lately and since I'm always sort of lacking in decent players interested in 40k, this feels like a good way to do it. There are a few monthly RPG events in my town I could host this on.
I'm leaning towards using Only War for this, because I feel like it's very easy to craft self-contained, straightforward scenarios for it and that it's probably the most beginner friendly 40k game in terms of necessary lore knowledge. Also it mostly has fairly simple player characters without many weird effects or special abilities to explain. I could even make each session a part of the same ongoing conflict and make the outcome of each scenario affect the tides of the campaign, creating a meta-plot of sorts. Regular participants would get to keep their characters between sessions.
That being said, I'm a bit afraid that Only War wouldn't be that attractive to most people, with its strong militaristic theme.
Has anyone here ever tried something similar that? Any tips, thoughts, suggestions?
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>>97460112
You want to run a game in a setting with this tagline
>In the grim darkness of the far future there is only war
but you're
>a bit afraid that Only War wouldn't be that attractive to most people, with its strong militaristic theme.
?
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>>97460136
What I mean is, from my experience majority of people don't find playing as a bunch of (fairly) regular soldier dudes that interesting and even most players I know who do like 40k tend to be like:
>playing as acolytes of Inquisition and doing investigations and stuff? Cool!
>playing as a Rogue Trader's crew and exploring unknown worlds? Cool!
>playing as Space Marines and fucking shit up? Cool!
>playing as a squad of regular cannon fodder IG soldiers on the frontlines? Uhm, could we rather go back to the previous options?
Which is honestly another reason why I'm personally interested in doing OW, since I feel like it's something I'll never really be able to play a proper campaign in with my regulars. But there's no point if it's just a very niche concept that does not appeal to many people
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>>97460108
>nebulous 'better gear'
Are you fr no cap? An arbites in DH2e (wasn't specified earlier which edition so going out on a limb here) can start with a goddamn shock maul and enforcer light carapace, one of the best sets of armour in the system. An administratum character reduces availability of all gear by one when taking starting acquisitions.
Yes, IM characters can start off quite specialised and have a higher roll in one skill and specialisation than FFG characters. But your melee mulcher there only rolls at 57 if they pick up a weapon that's not one handed, which is more in line with a WS of ~50. Don't forget that FFG systems love to give out bonuses as well, so you can get a +20 on the charge and +5 with a modification to your weapon. It's not so cut and dry to compare the two.
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>>97460185
I get what you're saying, Only War is a little limited, but I still think it's more versitile than Deathwatch.
There are only so many things space marines can be sent to do that don't involve killing or destroying something or other. That's kinda what they do.
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>>97460185
Most of the time I've seen Only War, the players are usually a spec-ops team of some kind with more leeway than usual to complete missions. You're not playing as the basic bitch infantry platoon, you're playing the tempestus scions / vet squad / command squad. Just...don't second them to an inquisitor immediately. It defeats the point.
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>>97460185
I think you just need some good scenarios to sell the concept. Eat snakes and run through the jungle with an elite team of Catachan Devils. Storm some deserts with a Tallarn tank regiment. Enact cunning plans with Ciaphas "Blackadder" Cain and his trusty Valhallans. Become offensively British with a regiment of Praetorians.
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>>97460185
I see. So am I correct in assuming that it is not so much the militarism that's the issue, but more the basic bitch boot experience that you think may put players off?
I haven't played OW, but I've played a lot of milsim games, including in 40k, and it really does take the right kind of players and a GM that knows his stuff. Civilians don't really understand the military very well, so either you have to play all vet players or all civie players (in which case just do whatever nonsense you've seen in the movies). If you mix and match everyone will go insane.
If you run it as cool hollywood kasrkin specops, or vietnammaxx some catachans or whatever, I'm sure you can get away with it and get some players hooked. But playing soviet meatwave #43 or detailed vehicle maintenance scenarios is probably not that interesting.
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>>97460248
To quote a really, really good one by an anon last year - there's a tidbit about a pair of Guardsmen finding an intact STC fragment and getting stupid rich thanks to the Mechanicus paying them appropriately.
So, what if (You)r squad learns that behind enemy lines, there's a facility that's keeping such a fragment? Are you bad enough dudes to make it there, retrieve the STC fragment and become so rich you can buy your own worlds?
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>>97460211
Tlazcotl Cochtemiqui, High Juridicial of the Ecumene, final boss of the series. After fighting their way atop a Slann pyramid (phase 1, symbols would have been too complex for them), they reached Tlazcotl, who was unconcerned and just wandered around Ratio Kicking them. But the Triarch Praetorian killed one of the big Slann enemies, gaining leeching force / negative charge. Then he stepped into Tlazcotl's omnidirectional Prismatic Wave (after the Deathmark reminded him), gaining emanating force / positive charge. Then he struck the field generator, destroying it. This started DPS with Tlazcotl, who proceeded to ream their living metal asses with his Juridicial Glaive, hardlight weapons, and psychic powers. It was an uphill struggle using everything they had, but they eventually won the fight, which caused him to retreat into the core of the planet.They hopped into their Ushabti and and forced him into his Phase 2ZoE2 Aumaan Anubisand finally destroyed him in his Phase 3FF14 Endsingerfinal stand.
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>>97460248
>>97460274
This. Double down. Lean into it.
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>>97460262
>So am I correct in assuming that it is not so much the militarism that's the issue, but more the basic bitch boot experience that you think may put players off?
I think it's both - on one hand the PC concepts OW offers don't feel so interesting to most people, but on the other hand the sort of heavily military themed stories also don't feel so interesting compared to more civilian, intrigue or adventure focused stuff to them. Deathwatch is obviously also very military, but it operates on power scale and heroism level that makes it a whole separate category
I mean, I obviously know that you CAN make all sorts of great stories in OW, but it's just probably not so apparent to most people
>Civilians don't really understand the military very well, so either you have to play all vet players or all civie players
While this is good advice and not an issue I'd ever think of myself, I really don't think it's going to be a problem in my case - there isn't a lot of people with military experience in my country and there's especially very little people with actual war experience - I think I've only personally met a single such person in my life. So I'd be quite surprised if someone like that showed up at my table, but hey, you never know.
>>97460219
>>97460248
Good advice both, thanks!
>>97460218
In theory I agree, in practice a surprising amount of official Deathwatch scenarios and plothooks from sourcebooks are in fact very investigation focused. They are working closely with the Inquisition I guess
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>>97460386
>>97460262
Or, to put it in simple, short terms - I just think most people in my country, or most nerds at the very least, don't find the army cool or interesting
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>>97460386
>>97460398
Yeah I guess it isn't super common, but once I got in, I found the other nerds in uniform and my experience feels more biased as a result.
Ignoring the listed mechanical reasons, do you have any narrative reasons to want to run an OW campaign then? I'd always pick narrative first, then mechanics.
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>>97460190
>shock maul: 1d10 pen 0, shocking, scarce
>chainsword: 1d10+2 pen 2, balanced, tearing, rare
>'better'
Oh, 2e you say? They did give the maul three extra damage, which puts it handily at one less damage against unarmored opponents and three less against armor, which cucks the shocking quality in any edition.
I suppose it has utility if you don't intend to face peer opponents. It's still not the boltgun you claimed it was.
And speaking of -
>>97459511
>The FFG systems you can start in carapace with a boltgun though, that's certainly not possible in IM.
Picrel.
But sure, you've played IM, and you definitely know what you're talking about.
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>>97460185
>it's just a very niche concept that does not appeal to many people
In my experience this is BC. I wish I could do a proper game of that but nobody wants to be "the baddies" and struggle with making characters that aren't just super evul mwahahaha.
For OW, I've generally found that even those not too into milsim shit can get behind playing a character from their fave action movie or some such. When our group played it in the past our GM also really played up the bureaucracy of the imperium - as an example one combat had us sitting in a chimera holding a bridge when big red monsters appeared from nowhere stomping down the length of the bridge towards us, and when we voxed for artillery it was a few turns of explaining the situation, being put on hold to transfer to another department, explaining again, etc. Funny shit while our characters were sweating bullets and trying to not turn into Karens over the vox line.
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>>97460514
I was just giving examples, anon. Boltguns are acquired by the administratum characters I talked about, who again reduce all gear by one step of availability.
>patron ability
>something that GM has final say on
>not a player choice
Why is this the hill you're so keen to die on, anyway?
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>>97460422
Oh, narratively, I love all FFG systems to be quite honest and would glady run a game in any of them, so it's not really an important criterion here. I just feel that out of all of them, OW probably fits best for this sort of "bunch of largely unconnected, self contained short scenarios where at least some players will likely be unfamiliar with the game and setting" sort of game.
Because you know, while for example Deathwatch would work for something like that narratively too, I can't imagine having to explain even the basics of space marine lore, how to roleplay them and how to use even half of all the bullshit effects and abilities they have to people who have never played a 40k game before and then also completing a whole mission all during one 4-5h long sitting. I mean, I can, but I just feel it's not really worth it. I'm saving that for regular players.
>>97460532
>In my experience this is BC
That's the second least popular in my experience and yes, I also heard a lot of people who don't want to be "the bad guys" or just don't feel the idea of playing as Chaos worshippers. But I also know some people who enjoy unleashing their inner turboedgelord in RPGs or generally playing wild, over the top characters and a lot and those love BC,one of them being my gf, lolSo it's still more popular in my circles than OW.
Cool scene, definitely stealing that for later, thanks Anon. And yeah, I definitely wouldn't run it as solely some huge combat grindfest either
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>>97460586
>unleashing their inner turboedgelord in RPGs or generally playing wild, over the top characters
See, this is what I don't really want out of a BC game, people can get way too edgy and cringe with it. Chaos has more levels to it, but very few people understand that.
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>>97460586
I understand, your analysis seems pretty spot on. OW sounds like your best bet then. Just rely on some movie tropes from whatever vaguely military themed movies are well known in your country's nerd scene for your age group.
And I'd suggest leaning into the Schwarzeneggerisms and kafkaesque munitorum bullshit like the other anon(s) have suggested, rather than the milsim.
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>>97460386
>more civilian, intrigue or adventure focused stuff to them
Still workable with an Only War skin, just needs some finagling. Delta Green is an example of another RPG that really likes to bring military PCs in contact with intrigue, adventure, and civilian bullshit. A quiet poker night on base might turn into a close encounter with Weird Shit (tm) and nice gentlemen in black gunships who want your regiment to kindly shut the fuck up. A search for a missing comrade on shore leave might lead to the revelation of heretical/criminal bullshit and a suspiciously obstructive officer cockblocking your investigations. A mass combat drop onto a Tomb World of Horrors can easily become a goofy meat grinder dungeon crawl where every death is rewarded with a respawn into an identical conscript.
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>>97460532
>I wish I could do a proper game of that but nobody wants to be "the baddies"
What kind of pussy ass bitches do you play with?
>and struggle with making characters that aren't just super evul mwahahaha.
Now this I find more relatable. If I'm not Jafar-ing it up, why even play BC?
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>>97460679
Well our foreverGM (his choice, when others offer to run warhams games he kinda glosses over it and in due course announces he wants to run X instead) is a bit of a goody goody, SW rebels fan full of action movie tropes, so that's the main problem. And I haven't been able to find an online BC game that didn't seem infested with uber edgelords, not that I've looked too hard, but publicly advertised 40K ttrpgs are rare and my +10 timezone cucks me on a lot of them too.
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>>97451527
So, that's an 'absolutely, yes, do it.'
>>97452116
Nathaniel would obviously get a lot of use, would 'Garro' get much use as a first name?
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>>97460553
You opened this can of worms, now lie in it.
While you're at it, explain precisely how this administratum fellow is going to begin play with a boltgun, because scanning through the CRB shows me nothing of the sort and if I'm going to get into a nerdfight I may as well learn something from it.
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>>97461061
Well the best example I can give is that when IM was released, we were in the process of starting a DH game and I was already playing around with making a gear-heavy administratum character. He was decked out in carapace with a hotshot lasgun, then when our GM announced he wanted to try IM instead I tried to recreate the same concept and got heavily downgraded to flak with two negatraits and an autogun. The measly amount of solars given to you at chargen is very clearly not able to compete with getting 3-4 scarce availability items like in DH2e, that should just be obvious. Outside of the "everybody gets a bolt weapon!" patron ability (which again, is up to the GM) and the random talent you can roll that means you're a noble and have one (1) really fancy piece of gear, you should be better equipped out of the starting gate in DH.
Stats-wise he didn't change too much but an important distinction was his int skills were now specialised, while in DH he had broader utility and I didn't have to worry about trying to make specialisations apply to checks.
>boltgun
So the bolter example I was giving was based off another player's character and I hadn't actually checked how he did it, but looking now I can see boltguns are very rare, taking one at poor quality knocks it to rare, which administratum can take as one of their starting acquisitions.
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>>97461127
So you played a noncombat class and then you were surprised when it didn't kit you out with the murderiest gear? Pardon my shock.
And really man, absolutely nowhere does it state the GM has veto power over boons. If you want to make that argument, everything's up to the GM by dint of it being a ttrpg in the first place, and he can houserule you into playing Fallout Equestria on a whim.
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>>97461384
You're focusing in on the wrong things. Every single character in DH can (and with how lethal the system is, should) take a set of flak armour as just one of their starting acquisitions. They should have at least 30 influence, possibly up to 40, so they still have another 2-3 acquisitions to use to grab their best-in-slot weapon at scarce availability, maybe a backup weapon and/or another item or two depending. This trumps the pocket change you get in IM.
And the book encourages players to be involved with patron creation, but ultimately it is the GM's decision. They are creating the story, they have final say in exactly who the patron is and their boons/liabilities.
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>>97460185
only war can be great and become so much more than just "soldiers on the frontline"
in my OW campaigns, I have the strict policy that you start as file meatheads and rank up as you die.
give them control of a captain player and suddenly the entire scenario can become grander. just remember to keep sending assassins and whatnot at the high ranks to LOOK OUT SIR the others players and rank em up too
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>>97458690
>one absolutely hates psykers but doesnt clock on just yet
>finally realises while on the ship and tries to hunt me down, I just cast see-me-not on him so he can't percieve me
So just trying to go for pvp? GM didnt stop?
I know most the Imperium hates psykers, rightfully so. But sanctioned psykers aren't shot on sight unless by retarded feudal or primitive people.
Usually its a standoff of waiting for a good reason to shoot the sanctioned psyker, even more if they're attached to an Inquisitor.
Or is my group the odd one since I made the compromise of not having Callidia bitch at, bully and try to kill the psyker 24/7, for the sake of people having fun in game?she will still kill him if he starts exploding into daemons or does a hecking heresy tho
>I chosw to stay
Based in an IC pov.
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>>97462661
>spoiler
To be fair, sanctioned psykers are actually supposed to value the guy assigned to blow their brains out. A properly trained one will know when it's too late and the Emperor's Peace will save them from a fate worse than death. It's to literally everyone's benefit.
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>>97462661
>Or is my group the odd one...
No, this is fairly normal from my experience. Sometimes we'll have a particularly imperial cult fanatical character who'll constantly call the resident psyker a witch and bully them a bit but anything more than that is annoying. Having to make yourself invis to avoid PvP is crazy, what a toxic player the other dude must be.
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Bolter or stub rifle for a Sororitassniper?
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>>97463344
Longlas
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>>97436267
The political consequences are centered around Chartists, but I think the boost to short range (without adding any setting-breaking long range travel) would fit a forgotten pocket-empire or pirate gang perfectly.
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>>97463771
Regular bolters are fine to start off, but even a sniper will eventually want to consider the higher ROF of a heavy or storm bolter to overwhelm the defenses of really beefy/dodgy single infantry targets, especially once shield generators start appearing (rosarii, storm shields, etc.). You're still a sniper, just an Orky one.
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>>97463771
>been alone on a death world for a while
That's reason enough to have her be accustomed to and using a traditional sniper/longlas. It's not something a regular SoB would come across, but she's found one on this death world and had enough time to train herself with it.
>>97465868
Sure but sororitas just don't have sniper weaponry in their arsenal, so if conforming to that a HB is the next best thing.
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>>97465868
But if every enemy has been shot to death, nobody will be alive to spot your position.
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>>97466712
ABRAKADABRA
https://www.youtube.com/watch?v=YEMpFgG_8WY
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>>97466151
Which is why I'm asking about stubbers since the order is nonstandard and everyone and their mom can find them.
>>97466585
I mean they in the terms of the group the character will be in buddy, calm down.
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>>97460904
I don't think most people would know about Nathaniel Garro. The Horusian Wars are a suppressed topic of history, and an ancient one at that. Doubly so, his role as agent of the precursor of the inquisition, it's very doubtful information about him is wide spread at all. The Imperium is an awful record keeper, part of the Administratum's duties for thousands of years was to destroy historical records they deemed dangerous or counter to the facts they wished to present. To put it into some perspective, the first name to enter into the historical record was 5,000 years ago. Everyone before that has been forgotten.
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>>97467410
Stubgun/stub rifle typically refers to automatics. Ofc 40k does have a solid projectile sniper that could likely be found on a death world as a hunting gun, I mentioned that here >>97466151
>traditional sniper
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>>97467697
The way they implemented the suits, stealth and crisis are good but not top dog. They basically act as glorified armour, strangely enough a crisis suit still keys off your personal movement so that can be a hindrance. For some wild reason they also made the jets require a piloting roll to activate, never heard in lore of a tau being unable to fire their suit jets, but in RT that can happen.
Between basic suit components and talents however you get to move and fire full auto, bump your piloting up into the stratosphere, use your insane piloting in place of dodge and deny opponents any bonuses they'd get due to your size. Our campaign wrapped up when I was still in a crisis but I could imagine the bigger suits would get real crazy (despite still moving 3 to 4m lmao).
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>>97467898
>a crisis suit still keys...
Shit I meant all suits. They replace your strength with a set value dependent on the suit, why they couldn't also replace your movement values idfk. Feels incredibly weird that a huge suit shuffles along as fast as your character walks on foot
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>>97467410
The Astartes Sniper Rifle is a hybrid las/needle weapon and classified as Exotic per DW Core, not a stub/autogun. It's also absolute dogshit since it hits for a measly 1d10 Pen 0. Any time my DW players did sniping duty, they skipped right past that peashooter and spent their req on lascannons.
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>>97467904
It genuinely pisses me off that there are straight fuckall decent marksman's rifles in the FFG games. The best rifle I ever found was the Fykos Forge 'Nomad', at 1d10+5 pen 3 (Inquisitor's Handbook, 116) which is only +2 damage and pen over a bog-standard long-las.
I'm not counting the fucked up ratling rifle abomination, and I don't even categorize Exitus shit as a normal weapon, because that thing can hit harder than a lascannon.
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I think I may have, in a fit of madness, planned the single most brutal railroad of a campaign I've ever created. I feel like it's gonna be a lot of fun when its running, but a lot of stuff now depends on players doing the "obvious common-sense thing to do." If they decide to run off and fight the orks for some reason I can't conceive, a month's worth of work will vanish like dust in the wind.
Anyway, please enjoy this really stupid map I made, and if you speak russian, this map is a direct attack on you personally.
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>>97467980
It's not terribly hard to make something a marksman weapon in the FFG games by adding a weapon upgrade or two, and even homebrewing is pretty straightforward.
The real challenge is making it worth it, because like, 9 of 10 combat encounters are at too close of a range for range advantage to mean much and most of the time DPS is king. Unless somebody has carapace armor I'd rather hit them multiple times with a basic autogun than once with a DMR-type weapon.
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Women spew blood and bacterial discharge out of their roast beef looking, fish smelling disgusting vag holes barely 2 inches away from where they shit. I don't like warhammer shit either but I would literally rather lick the asscrack of the most unwashed, greasiest grognard warhammer faggot than spend a femtosecond with a putrid creature that is a woman.
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>>97467697
Yeah, and the fact that Tau pilots get to deny enemies a size bonus by just being "that good" is almost as insulting as the fact a fire warrior can upgrade archeotech ship components just by being "open-minded". FFG's take on Tau is some of the worst, most fanboyish shit in the world.
That said, I'm not sure the battlesuit pilot is better than the Colchite Servo-Master. Is dual-wielding two Tau heavy weapons better than firing eight plasma cannons in one turn?
>>97467898
>I could imagine the bigger suits would get real crazy (despite still moving 3 to 4m lmao).
Just play a faster character, lel. In my ridiculous campaign, the GM let me (an Ork) use a Tau hazard suit, and I'm up to movement 7.
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>>97468052
>even homebrewing is pretty straightforward
I let my Deathwatch party custom-build an anti-materiel rifle that loaded autocannon rounds and overpenetrated (for easy multikills) with sufficient degrees of success. They've gotten a lot of mileage out of that thing.
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>>97469366
Behold, the SRS 99DW-A, an abomination I homebrewed about 3 minutes before a game night and haven't patched since then.
Type: Basic for Marines, Heavy for anyone else
Damage: 3d10+8 I, Pen 6 (standard M34 AC rounds, modify accordingly for special ammo)
Range: 300 (standard M34 AC rounds, modify accordingly for special ammo)
ROF: S/-/-
Mag: 4
Reload: Full
Accurate
Misriah Marksman: If this weapon inflicts a Wound on a headshot against a Troop or Elite enemy, target must roll a Toughness test to resist Instant Death.
Overpenetrate: If this weapon kills an individual target with a headshot, the round passes through that target in a straight line and may hit another target behind the previous one. The number of targets that can be penetrated is equal to the DOS of the original BS test. If this weapon damages a Horde, the Horde damage is equal to the DOS of the original BS test. Shots against a Horde do not pass through the Horde into targets behind the Horde.
Disclaimer: This is for a max-rank, max-renown party gearing up for the campaign's final missions. I'm also not very experienced with homebrew. General consensus among the players is that regular-ass storm bolters and heavy bolters are still better at killing hordes.
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>>97460112
>>97460185
Soldier-level military is straight-forward for beginners because you can boil it down to a series of missions with clear objectives and almost no player agency or creativity required.
"Hold this trench" or "assault that bunker" works for a couple of sessions, then becomes monotonous as new player get confident and creative.
That is where you can switch to "special operations" style missions, with infiltrations, sentry killing, sniping, sabotage, ambush and so on.
We had a campaign with a 2-men scout team were pulling continuous infiltration actions against orks, gathering intel and sabotaging ahead of the main regiment actions. We pulled some hilarious shit.
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I want to run a 40krpg. I have a player that want to play Wrath and Glory but the system doesnt seem very grimdark. Dark heresy looks good but after playing the Rogue Trader CRPG Im interested in that. What do you recommend?
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>>97471498
All old 40k systems from FFG (This includes Dark Heresy and Rogue Trader, among others) use the same core system, they just have content and extra mechanics tailored towards playing as a member of a given group (Inquisitorial acolytes and Rogue Trader's retinue in this case, respectively). They are also really solid, flavourful games with lots of content, so sure, certainly give one of them a try. That being said, mechanically they're basically nothing like Owlcat's games, so keep them in mind. They're good systems though.
Your other options are W&G (which is generally considered to be pretty bad) and Imperium Maledictum, which is good, but more rules-light and doesn't have that much content yet, being a newer product
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>>97471697
Isn't that just basically Famulous Protege background from Dark Heresy? (Blood of Martyrs)
So +5 to Intelligence and Fellowship, -5 to Ballistic Skill and Willpower, a bunch of small social bonuses, a higher education and a quirk of your eugenic background picked randomly from a table
Not that impressive all in all, but one of the best DH origins for social/investigation focused characters
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>>97469827
Sad, but true. I would say that they're tied with the Dark Eldar for that title. It's baffling that each race gets only one career, which represents only an incredibly narrow niche within their wider faction, with crappy alt ranks that make no sense.
In a better world, Tau would have a career for each caste, and Deldar would at least get Warrior, Haemunculus and Wych as separate classes.
Kroot and Ork are the only really fleshed out xenos.
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>>97471652
I've heard IM has a lot more crunch than W&G which feels like capeshit power fantasy. Most of my players will be dnd 5E player that have never played anything else. For some of them this will be there intro to the 40k universe. I think W&G won't portray properly even though it looks easier to play. Are the FFG games easy to learn the basics or would IM be a better middle ground?
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>>97471829
>Tau would have a career for each caste, and Deldar would at least get Warrior, Haemunculus and Wych as separate classes
so >>97436992 and >>97441443
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>>97471844
They're frankly fine. Dark Heresy was the first thing my group of 5efags branched out to when we were teenagers. Though, DH is probably the worst of the lot in that regard, it's incredibly rough.
All the games that follow in the FFG line are pretty easy to get into though. d100 is quite intuitive. And there's a decent bit of community support, with the master bestiary/armory and the reference doc.
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>>97471829
DE did get an official Wych career path from FFG
https://images-cdn.fantasyflightgames.com/ffg_content/rogue-trader/sup port/the-dark-kin/The%20Dark%20Kin% 20WQ.pdf
But yeah, xenos are pretty underbaked and the class design has serious issued. On one hand, this is somewhat understandable I think - RT is a human centric game, so xeno PCs were always destined to be a bit of an afterthought and something reserved more for advanced players to spice things up rather than an integral part of the game given the proper care. But on the other, hell, if you're releasing something, you should do it properly.
I think the best thing FFG could have done back when they still had the license would be to release some sort of a large "xenos PC sourcebook" with revised and extended rules, careers and items for all the playable xeno races and guidelines on how to use and integrate them in all of their gamelines.
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>>97471844
The thing about Warhammer systems from FFG is that the core mechanics are really quite simple and instinctive, but there's plenty of different rules, subsystems and effects that kind of pile up on top of them. But while it's designed and balanced around the assumptions that all of those things will be in place, it should still work without major issues if you forget or omit some of the rules, so no worries. Just read the book carefuly and make notes of the most important stuff. This design also makes the system quite simple to make homebrew rules and content for, so it's a pretty good approach in my book.
As for new players, teaching the basic rules that they absolutely need to know in order to play shouldn't take you more than 5 minutes really. When playing with newbies, I usually explain the very basics first (i.e. mostly how attributes, skills and tests work and how to use fate points) and then I throw progressively more complex encounters and situations at them to gradually introduce more complex rules. It also helps if they've played Warhammer Fantasy before, as the basic system is the same, but obviously it's not a requirement.
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>>97471861
FFG was only allowed to release what GW wanted. No1H3re, one of the writers, basically saidon redditthat GW gave them a list of what they could or could not do, and what they could and could not talk about because updates or changes were in the pipeline and they needed to be in an official model release first. Like, they were banned from tarellians because GW didn't have models for them yet, and wouldn't until nearly 15 years later aka two weeks ago.
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>>97471861
>I think the best thing FFG could have done back when they still had the license would be to release some sort of a large "xenos PC sourcebook" with revised and extended rules, careers and items for all the playable xeno races and guidelines on how to use and integrate them in all of their gamelines.
Racial modifiers and a couple of alternate ranks would have been enough, in my opinion, along with a note about refluffing the origin path for aliens. Aliens never needed their own background options, nor did they need dozens of unique talents each.
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>>97471934
>No1H3re
God, I remember that fucking faggot. Spent all day arguing on the FFG forums, defending every shitty rule people had complaints about, usually with some incredibly retarded argument. Fuck that guy, I hope he never got work again.
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>>97471934
Well, that's hardly surprising, but then again FFG writers did introduce a shitload of new stuff and concepts into the lore, including numerous new xeno races, so I find it kinda weird that GW greenlighted so much OC from them, but other things were deemed to be a no-go zone.
Also, at this point this will probably never happen, but I really wish one of the old FFG writers would leak some of the things they've decided to cut from the games or unfinished stuff they were working on or considering, but didn't manage to release it before the licensing deal ended. I mean, they must have had early versions of at least some never released rules or content and it's not like unofficially releasing them would do any harm to anybody at this point. I'm really curious what could have been
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>>97472003
>OC
I love these cunts
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>>97471844
IM is a better middle ground, but you can always try one of then FFG games and dial back to IM if it's too much for them. Honestly none of them are really that bad if you take it steady and just read things through.
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>>97472022
Same, Stryxis are peak OC, but really, FFG did an absolutely monumental work in fleshing out all the aspects of the setting we don't really see in the wargame and mostly did a very good job with that.
Speaking of their OC xenos, based on the alpha, the Yu'vath will probably be one of the main antagonists of the Dark Heresy vidya. Cool to see minor xenos getting some spotlight
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>>97472059
>>97472022
>Stryxis are peak OC
I disagree. They're just Mass Effect Collectors but they look like pug dogs and they hate eldar. There's nothing that really sets them apart compared to the official races.
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>>97472084
IIRC collectors were largely brainless drones that just kidnapped people, so... not really?
And Stryxis do feel up a niche of a xeno race that might be disgusting, shady and alien (fittingly for 40k), but tends to not really be hostile or actively malicious and is very open to trade and other mutually beneficial contracts. Which is something that wasn't really present in the setting before and is very useful to have in a game about being a space trader and explorer.
But hey, if you don't like them, you don't like them, that's your right
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>>97472146
Actually, there was a backstory element that Harbinger would out-source some of the collection efforts for particular individuals by offering trade deals in return for the kidnapping and sale of said persons before he hard committed to invasion forces. It's still not close enough to the Stryxis that I understand how the comparison come to him.
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>>97472084
>>97472146
In a similar vein, you could say "Rak'gol are just orks with 4 legs and radioactive guns". But the Stryxis really were like collectors, down to their bizarre trade requests in exchange for advanced tech and slaves.
>Collector requests usually involve the trade of living beings in strange numbers and varieties, such as two dozen left-handed salarians, sixteen sets of batarian twins, a krogan born of parents from feuding clans, or two dozen "pure" quarians who have never left the Migrant Fleet due to illness, importance to the fleet, or disability.
>To the Stryxis, everything has purpose and value, however the scales they use for such determinations are impossible for Humans to decipher. Items deemed mere trinkets or trash by Humanity are sometimes held in high value by these mysterious creatures; the reverse is also common.
Still, I think this is a good point. For a while, 40k didn't have a merchant trader race, so when the Stryxis came out, it was a relatively new archetype. The only problem now is...the Votanni exist. I've run into a similar issue - try to introduce a merchant race of traders and explorers, and problems happen. RPG secondaries will ask "Why use X when Stryxis exist?" and tabletop players will ask "Why use X when Leagues of Votann exist?". The best one is when you see "Why use Stryxis when Leagues of Votann exist?"
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>>97472215
Hmm, fine I suppose, but still, from the player's perspective the main "thing" about Collectors is that they're hostile alien bug-drones who raid colonies and kidnap people. The trading lore was there, but at least in the game where they appeared, it wasn't all that important or represented. Meanwhile for Stryxis, the trading is pretty much their main "thing". Not saying they weren't inspired by ME, they likely were (although it's not like we don't have older examples of shady merchant race archetype in space operas)
>The only problem now is...the Votanni exist
Galaxy is a big place, I really don't see an issue with multiple races or factions that are somewhat similar existing, especially when they're smaller and local to different regions
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>>97471844
Nail these two things into your and your player's brains and you'll be fine:
1) It's d100 roll-under. If your stat is 50 and you roll a 35, you've succeeded by 15.
2) Pass your WS or BS test and you're assumed to hit. The enemy then attempts to defend with a successful Dodge or Parry test (parry's only for melee, sorry swordfags). You then take the enemy's Armor score (reduced by the weapon's Penetration) combined with their Toughness bonus, reduce your rolled damage by the resulting value, and apply the remainder to the enemy's Wounds. If they go to 0 wounds, check how much you overflowed and compare that to the Critical Damage chart, then whatever bad thing that is happens to the enemy.
Example: John Dirtfucker shoots a ganger in the face with his Hand Cannon (1d10+4 pen 2). The ganger, who fails to dodge, is wearing assorted scrap metal for a total of 3 armor. Reduce by pen 2 for 1. He has Toughness 35, and his Toughness Modifier is 3. He reduces the damage of the incoming round by 1+3 for a total of 4. John Dirtfucker rolled a 10 on his die. The ganger, who had had an unpleasant experience with a mangy alley cat this morning, only has 7 wounds. 7 - 10 = -3, so the ganger is at 0 wounds and takes the third result on the critical hit table for impact damage to the head. Let's check that:
"The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue."
He is now in Deep Shit.
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>>97472215
I don't believe the Votann are truly a "merchant" race. They explicitly keep to themselves or to the fringes of the Imperium and I don't think there's any real lore of them trading with the Eldar or Orks, and just the barest hint that the Demiurg are Votann in some way. I think the Stryxis do work well as the "local" merchant race around Koronus, and I wouldn't just want to throw Votann everywhere.
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Experimental take on the Tyrant Star here. Rate it on how stupid it is.It's the Nightbringer. Specifically, it's the Nightbringer's scythe, thrown into the Warp during the War In Heaven where Aza'Gorod could never reach it again. Ever since then, it has yearned to return to the Materium, the Warp unable to affect it as it is complete and absolute Death, the endless feasting of and consumption of the energy of souls, of life.
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>>97472320
>I really don't see an issue with multiple races or factions that are somewhat similar existing, especially when they're smaller and local to different regions
You're still gonna get the inevitable comment of "Oh, so they're stryxis/votanni but..." which means you have to work twice as hard to make an impression, or peeps will just say "Oh, let's find the Not-Stryxis / Not-Votanni" which can be annoying. As I said, I'm running into something similar. I was drafting out two new auxiliaries for a future series. One was a hexocular biped who fought with heavy glaives and gained various abilities based on the active radiation of the planet's twin suns. Someone said, "Oh, so they're Khajit but..." Another was an arachnoid race from a snowy world who used half bio/half metal ships who believed their gods told them to spread out into the galaxy and bring back treasures and riches. Someone said "oh, so they're tyranid-votanns, but..." So it's difficult to really make something stand out, because everyone will remember the first one out the gate.
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>>97472416
that's just the creative way. Look at these, they're fairly unique, but if you go full reductionist:
>Tau but AI
>Vorgh but made of stone
>Sslyth but happy
>Blackstone Fortress UR-025 but he lives in a tau drone instead of an imperial bot
>Okay the scorpion is really unique, I can't think of something for this one
>Vespid but tyranid
You just have to be different enough to make people think about it for a while, instead of instantly realizing it.
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>>97472619
I got you, Anon.
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Dead Man's Hand session
last week we didn't have one, I coped and survived.
This friday the new Arbites player quit the game because he's more lost than a whoreson during Father's day. He's very new to 40k and it doesn't help we have a fuckton of our own ingame lore in the form of conspiracies we keep finding. Godspeed Dwayne.
We started by handing Manfred over to the Hall of Cannon in Malfi, to be mindscrubbed and sent back to his happy dream job of brutalizing and burning poor people in Scintilla. We didn't get to keep his cybermastiff, but we kept some of his gear as it would "conflict with the srubbing and evoke memories."
We took his:
-Meltagun
-Footfall "Repentance" Hand Flamer
-magnetic harness
-ballistic surcoat
Callidia got the meltagun and hand flamer, Galen got the harness so now he can instanly switch any of his weapons and Cellanus got the surcoat since it wouldn't fit the tiny Callidia.
We are still planning things out on how we are gonna kill that bitch Sinderfell, she's calling us into an obvious trap and Komus is right around the corner, it can Five Nights at Freddy's 2 jumpscare us literally any moment.
But duty is duty and we still decide to go after that whore, with the Inquisitor in charge of the Hall of Cannon respecting our big dick attitute.
Since the crackolytes are now max rank and almost halfway to Ascension, we discuss Galen being a stormtrooper and have a cool fucking moment as we partake in a scarrification ritual from the Elite Stormtrooper regiment of Galen's world: the Scar Dragons.
We used Cellanus "i have to kill myself" dagger and each carved a scar on our right eyes, for the ritual and cool talents that the gm made up on the spot.
From the scar we cause Fear(1) on enemies if they can see it, Fear(2) if we are ganged up. The ritual included bleeding from the cut into a chalice, mixing it up and drinking from it.
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>>97473480
The ritual was aided because the Inquisitor-Archeologon gave us a golden chalice, inlaid with ashes of 66 unnamed saints and 66 dead agents of the Inquisition, who even in death still serve.
That is metal as fuck.
So now the trio is soul bonded with the talents from picrel.
Sinderfell gave us coordinates, and since Cellanus divinations are karked from the Tyrant Star being right around the corner he can't just doxx her, even with the nude picture containing her lipstick mark that she gave us. The Inquisitor is intrigued about the psyker mentioning he sees the fucking Tyrant Star and asks him to show her his ritual.
The crackolytes sit together and perform the augury with the Emperor's tarot, as before, we drew the upside-down star meaning komus is coming, and death inverted, meaning everything will die in the end, and the "death that kills death" will also come, it hinted at it being the star.
Cellanus had a different vision and heard an ancient alien voice that no mortal can understand the meaning, only evoke it. Some kind of ancient, dark hunger, malice will devour everything.Some sort of... Dark Heresy
Then we got once again the line: "True evil greets you in the guise of an old friend." As he saw his reflection in the middle of the void, that smiled and pulled him in by the hand. Spooky.
If she doubted us, the Inquisitor doesn't anymore. She says she felt the presence of the star for the first time, and doubles down on locking up the Hall in preparation to toughning out the star when it comes.
We still got a bitch to kill so we tell her good luck, once again she recognizes the sheer "fuck it we ball" energy signature emanating from the crackolytes, and gives us a bunch of Ordo Malleus goodies and anointed weapons for our job. They even offer to turn Galen's greatsword into a Relic Blade.
This is the power of friendship.
And blood bond rituals.