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InfiniteJesters
Jan 26, 2012

...And now I see why everyone screams their lungs out at the first signs of female Spess Mehreens.

BECAUSE NOONE DOES IT WELL. BOOBPLATE DOES NOT BELONG ON TERMINATORS.

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Neo_Crimson
Aug 15, 2011

"Is that your final dandy?"

InfiniteJesters posted:

...And now I see why everyone screams their lungs out at the first signs of female Spess Mehreens.

BECAUSE NOONE DOES IT WELL. BOOBPLATE DOES NOT BELONG ON TERMINATORS.

And that's the catch 22. Honestly, I wouldn't mind more female representation in an already male dominated setting. However neither the writers, and especially not the fans, can be trusted to do it well without creating...that.

Neo_Crimson fucked around with this message at 05:18 on Apr 20, 2012

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

I am really sorry for the direction of this derail. I was not thinking at all :negative:

Arglebargle III
Feb 21, 2006

SirPhoebos posted:

I have a question regarding Rogue Trader: are there any resources that generates leads and business opportunities to follow? Because if the explorers really want to play at being a Space pirate entrepreneur, then there should be means for coming up with ideas for endeavours than just completely relying on the GM to provide the necessary pre-made structure.

I guess in a pinch, you could use a Traveller planetary system generator and run it through the 40k grimdark filter.

For the other part of your question, there's only one book that I've read that really spells it out but: Rogue Trader enterprises are as much something for the players to generate as for the DM. RT's players are so powerful in narrative terms that whatever fool notion they cook up really is something that should be honored by the GM, because the players have the power to make it happen.

Shart Carbuncle
Aug 4, 2004

Star Trek:
The Motion Picture

Arglebargle III posted:

RT's players are so powerful in narrative terms that whatever fool notion they cook up really is something that should be honored by the GM, because the players have the power to make it happen.

I ran one short campaign of RT, and that was exactly what made it fun. As the GM, the open-endedness stressed me out sometimes, but I had to let go and let the players go nuts.

Their solutions were never anywhere near what I had planned for, and I just had to go with it. I think it was an educational GMing experience because of that. You can't get too married to an encounter that you've created when the players could decide at any moment to blow up the planet on which said encounter is supposed to take place.

It did leave me speechless a few times, but the players were good about creating their own drama amongst themselves, so things didn't stall too much. They'd create some whirlwind of problems on the ship all on their own while I tried to come up with something interesting to happen next.

Conceptually, Rogue Trader appealed to me the least of the planned series, but it may be the most fun once you get into the swing of things. All this talk is making me really want to get back into it.

Arglebargle III
Feb 21, 2006

Speaking of blowing up planets, I have to give the RT team at Fantasy Flight credit for finally codifying spaceflight in the 40K setting. Even in the Battlefleet Gothic book there was a ton of conflicting information where torpedoes could be the size of frigates or vice versa, battleship crew compliments ranged from thousands to millions, and nothing was certain. Fantasy Flight finally brought a semblance of sanity with their consistent sizes and crew compliments for the 40K spaceships. About time too because the art direction on BFG was fantastic. Say what you want about the game system but the visual look of an Imperial spacecraft is nailed down for all time after that release, and it totally fits the setting and how the Imperials would think about and build spaceships. Flying city-sized cathedrals with massive armored shields on the front is so Imperial it hurts.

Come to think of it there was virtually nothing in the Battlefleet Gothic book that didn't require extensive rewriting, from fiction to rules to fleet list values. I really liked the premise of the book and the models were fantastic but goddamn did they screw the pooch on that book. There were so many glaring problems with the rule system, and beyond that they mixed up a bunch of point values so you had obviously superior ships like the Emperor class battleship costing less than the inferior Retribution class, because of course they'd had their costs switched. How did that not get caught before printing? Ugh what a terrible rulebook for a game that could have been so great.

Arglebargle III fucked around with this message at 16:08 on Apr 20, 2012

S.J.
May 19, 2008

Just who the hell do you think we are?

BFG loving owns actually, it didn't require much fixing.

Arglebargle III
Feb 21, 2006

Really? The entire ordnance chapter was replaced by errata. That's just what has already been rewritten. Eldar holofields desperately need a different mechanic. In my opinion the turn sequence itself was a design mistake, which the developers even acknowledged in the afterword to the game book where they said "Try playing this game with a different turn sequence!"

Don't get me wrong, I like playing the game, but as with most games you only start noticing the problems once you play it a decent number of times. If you actually still have someone to play with, pay attention to the first broadside of the game and particularly whose turn it ends up on. Did he win? Most of the time the answer will be yes. That is assuming you are using the updated ordnance rules and ship-to-ship shooting actually has some bearing on the game's outcome.

S.J.
May 19, 2008

Just who the hell do you think we are?

Arglebargle III posted:

Really? The entire ordnance chapter was replaced by errata. That's just what has already been rewritten. Eldar holofields desperately need a different mechanic. In my opinion the turn sequence itself was a design mistake, which the developers even acknowledged in the afterword to the game book where they said "Try playing this game with a different turn sequence!"

Don't get me wrong, I like playing the game, but as with most games you only start noticing the problems once you play it a decent number of times. If you actually still have someone to play with, pay attention to the first broadside of the game and particularly whose turn it ends up on. Did he win? Most of the time the answer will be yes. That is assuming you are using the updated ordnance rules and ship-to-ship shooting actually has some bearing on the game's outcome.

The entire ordnance chapter? You mean 'you can't have infinite flyers/bombers'? I think you're being a little hyperbolic. People changed the stuff, yeah, but a lot of that was because they wanted to not because it desperately needed changed. Granted, the game is meant to be played more in a campaign setting than a tournament setting (:GW:), so it has plenty of flaws, but I don't think most of them are nearly as big as you're talking about. Though I will certainly grant you that the infinite ordnance problem was absolutely game breaking.

S.J. fucked around with this message at 18:25 on Apr 21, 2012

Liesmith
Jan 29, 2006

by Y Kant Ozma Post
Are there people who play an entire Crusade, from flying into a sector facing resistance in space, to landing an army of guardsmen, space marines, and titans on a contested world, all the way down to playing out skirmishes with normal warhammer rules? It seems like the kind of thing Epic and BFG were designed for but it also seems like the kind of thing you'd need to devote weeks of your life to.

S.J.
May 19, 2008

Just who the hell do you think we are?

Liesmith posted:

Are there people who play an entire Crusade, from flying into a sector facing resistance in space, to landing an army of guardsmen, space marines, and titans on a contested world, all the way down to playing out skirmishes with normal warhammer rules? It seems like the kind of thing Epic and BFG were designed for but it also seems like the kind of thing you'd need to devote weeks of your life to.

Yes. Yes there are. And if I could find someone with the time to play through all of that (including myself...) I'd be doing it all the time.

Hell you could even throw a few sessions of Deathwatch in there for particularly important actions during the campaign. That would be amazing.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post
Playing a campaign that starts with heretics + genestealers vs. low end IG PDF forces, engulfs the planet(s) in a subsector, then the Navy and the Hive Fleet show up and duke it out in space. This leading to a protracted war with an army of millions, backed up by maybe a space marine chapter or Adeptus Titanicus based in the area, VS everything a well fed Hive Fleet can throw at them, where the tyranid player gets to add points to his army every time he wins a battle or takes a city

this is a really cool thing in my head

then you could play a dark heresy game set in that subsector. A hardcore warham could use his war torn subsector as the background for all kinds of adventures at all kinds of levels

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

S.J. posted:

Hell you could even throw a few sessions of Deathwatch in there for particularly important actions during the campaign. That would be amazing.

yessssss

S.J.
May 19, 2008

Just who the hell do you think we are?

Liesmith posted:

yessssss

Also for a number of the Skirmish-level actions with 40k stuff you can easily use the new Zone Mortalis rules from forgeworld that they came up with for their new terrain stuff. Perfect for fighting in the interior of a space ship or abandoned underhive tunnels.

Arglebargle III
Feb 21, 2006

S.J. posted:

The entire ordnance chapter? You mean 'you can't have infinite flyers/bombers'? I think you're being a little hyperbolic. People changed the stuff, yeah, but a lot of that was because they wanted to not because it desperately needed changed. Granted, the game is meant to be played more in a campaign setting than a tournament setting (:GW:), so it has plenty of flaws, but I don't think most of them are nearly as big as you're talking about. Though I will certainly grant you that the infinite ordnance problem was absolutely game breaking.

Like 50% of the 2010 rules update was ordnance rule addition and rewrites. Parts of the ordnance phase were moved to the shooting phase, ordnance interaction rules were rewritten and clarified and ended up like 5 times longer than their original version, and yeah, infinite bombers and random reloads was removed. Frankly I don't think they went far enough; assault boats should have been removed from the game entirely. They make nearly half the ship types in the game (all escorts) a liability. Anyway, they rewrote the torpedo rules, they rewrote the fighter intercept rules, they rewrote the launching ordnance rules, they rewrote the reloading ordnance rules, they created recovering ordnance rules, and they introduced a half dozen more things that weren't in the original game like CAP.

I think it's fair to say they rewrote the ordnance chapter. The only similarities between how ordnance behaves in the original game and how it behaves after the 2010 update is the basic ordnance movement rules, and even they needed clarification.

Like I said, you have to understand where this is coming from. I liked the game, I played the game a lot, and only by doing that did I come to the understanding that a lot of the mechanics don't work very well. The biggest offenders being the turn structure, hit-and-run attacks, and the xeno fleets in that order. With the rewritten ordnance rules Chaos vs. Imperial games actually work quite well, in fact almost perfectly if you use the alternate turn structure suggested by the designers but not baked into the rules because I don't know why. Start using hit-and-run rules or assault boats though and suddenly escort ships become useless.

Bring in a xeno fleet and suddenly everything's out the window. If someone plays Eldar the game is determined in the fleet selection phase because holofield rules are so maddeningly stupid. If someone brings Orks the game is determined by boarding actions or the successful avoidance thereof. If someone brings Necrons then no one will be happy, but at least the game will be over mercifully quickly. Tyranids and Tau I can't speak to because I don't have personal experience.

So I do come across pretty harsh here! I recognize that. BFG is a game I've played a lot and it is at its core a good game. It can be a really fun game. Unfortunately, having played a lot of it, the flaws become apparent and ruin the fun parts. When you can look at a fleet list and accurately predict whether it will beat an Eldar fleet without knowing the scenario or terrain, when you can look at a game in progress and predict who will win by the relative distance of the fleets, then it becomes less fun.

I guess if you want a point about how the game is good, then I would say that Imperial and Chaos games are balanced and fun. The maneuver aspect of the game is really interesting, especially under the vanilla rules since it will decide 90% of games before shooting even starts. With better turn rules the game is even better and the movement phase, which is where the real strategy resides, is even more dynamic and exciting. But it has a lot of small flaws which add up if you're aware of them all.

edit: playing games with xeno fleets can of course be a lot of fun, but they usually aren't balanced

Arglebargle III fucked around with this message at 18:17 on Apr 22, 2012

BlackIronHeart
Aug 2, 2004

PROCEED

Liesmith posted:

Are there people who play an entire Crusade, from flying into a sector facing resistance in space, to landing an army of guardsmen, space marines, and titans on a contested world, all the way down to playing out skirmishes with normal warhammer rules? It seems like the kind of thing Epic and BFG were designed for but it also seems like the kind of thing you'd need to devote weeks of your life to.

Myself and another goon, along with a third friend, are doing a campaign based around Orks (Me) invading a Necron Tomb world (Third friend) protected/watched by Eldar forces (other goon). The first three games will be BFG with a Zone Mortalis game in between if I successfully capture a space station without utterly destroying it with Ram ships. :orks:

So yeah, people definitely do this but it'll probably take us months to do.

S.J.
May 19, 2008

Just who the hell do you think we are?

Arglebargle III posted:

Like 50% of the 2010 rules update was ordnance rule addition and rewrites. Parts of the ordnance phase were moved to the shooting phase, ordnance interaction rules were rewritten and clarified and ended up like 5 times longer than their original version, and yeah, infinite bombers and random reloads was removed. Frankly I don't think they went far enough; assault boats should have been removed from the game entirely. They make nearly half the ship types in the game (all escorts) a liability. Anyway, they rewrote the torpedo rules, they rewrote the fighter intercept rules, they rewrote the launching ordnance rules, they rewrote the reloading ordnance rules, they created recovering ordnance rules, and they introduced a half dozen more things that weren't in the original game like CAP.

I think it's fair to say they rewrote the ordnance chapter. The only similarities between how ordnance behaves in the original game and how it behaves after the 2010 update is the basic ordnance movement rules, and even they needed clarification.

Like I said, you have to understand where this is coming from. I liked the game, I played the game a lot, and only by doing that did I come to the understanding that a lot of the mechanics don't work very well. The biggest offenders being the turn structure, hit-and-run attacks, and the xeno fleets in that order. With the rewritten ordnance rules Chaos vs. Imperial games actually work quite well, in fact almost perfectly if you use the alternate turn structure suggested by the designers but not baked into the rules because I don't know why. Start using hit-and-run rules or assault boats though and suddenly escort ships become useless.

Bring in a xeno fleet and suddenly everything's out the window. If someone plays Eldar the game is determined in the fleet selection phase because holofield rules are so maddeningly stupid. If someone brings Orks the game is determined by boarding actions or the successful avoidance thereof. If someone brings Necrons then no one will be happy, but at least the game will be over mercifully quickly. Tyranids and Tau I can't speak to because I don't have personal experience.

So I do come across pretty harsh here! I recognize that. BFG is a game I've played a lot and it is at its core a good game. It can be a really fun game. Unfortunately, having played a lot of it, the flaws become apparent and ruin the fun parts. When you can look at a fleet list and accurately predict whether it will beat an Eldar fleet without knowing the scenario or terrain, when you can look at a game in progress and predict who will win by the relative distance of the fleets, then it becomes less fun.

I guess if you want a point about how the game is good, then I would say that Imperial and Chaos games are balanced and fun. The maneuver aspect of the game is really interesting, especially under the vanilla rules since it will decide 90% of games before shooting even starts. With better turn rules the game is even better and the movement phase, which is where the real strategy resides, is even more dynamic and exciting. But it has a lot of small flaws which add up if you're aware of them all.

edit: playing games with xeno fleets can of course be a lot of fun, but they usually aren't balanced

Fair enough, I see where you're coming from. But I honestly don't see the Xenos matchups as the problem that you do, other than the admittedly terrible rules for Holofields. And, yeah, escorts are pretty terrible :( (Ork player over here)

S.J. fucked around with this message at 22:25 on Apr 22, 2012

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
New Tome of Fate preview out; it seems that the new Archetypes might be a lot more powerful than the base classes, if the Sorceror is any indication. No idea if this is a base archetype though, or if you can 'upgrade' from a base Archetype.

Solus
May 31, 2011

Drongos.
so my Drinks Serving Servo skull duelled an Ork Commando until we managed to retreat to our Gun Cutter and swing back over and rolling down the window and picking him up.

He had a Pict-Corder and we have video footage of this event. I wonder if we should sell it

Astus
Nov 11, 2008

CommissarMega posted:

New Tome of Fate preview out; it seems that the new Archetypes might be a lot more powerful than the base classes, if the Sorceror is any indication. No idea if this is a base archetype though, or if you can 'upgrade' from a base Archetype.

Something I'm more interested in is that apparently Biomancy is back, since it mentions the new Sorceror can start with powers from it.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
This makes more sense than ever, from a Tzeentch point of view. If you've read Thousand Sons, you'll know what I'm talking about.

Yoshimo
Oct 5, 2003

Fleet of foot, and all that!
How easy would it be to convert an existing DH game to BC, with respect to the Combat rules? Or would it totally gently caress things up?

PantlessBadger
May 7, 2008
I think the only significant difference is BC combat rules are designed for higher level characters with higher starting characteristics. If you've got level 1 acolytes they'll have a bit more difficulty hitting things than they already do.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

PantlessBadger posted:

I think the only significant difference is BC combat rules are designed for higher level characters with higher starting characteristics. If you've got level 1 acolytes they'll have a bit more difficulty hitting things than they already do.

The opposite actually, what with the +10 for Standard Attack and Single Shot in BC.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

Only War :swoon: Totally running that poo poo in TG when it comes out.

Yoshimo
Oct 5, 2003

Fleet of foot, and all that!
Hey, you're that guy!

Talkie Toaster
Jan 23, 2006
May contain carcinogens

Yoshimo posted:

How easy would it be to convert an existing DH game to BC, with respect to the Combat rules? Or would it totally gently caress things up?
You can and should just use them straight up, they're far better. The only difference that might cause a problem is that Parry's a skill like Dodge in BC, but the BC book advises you give it to any class that gets cheap WS increases. Other than that, a couple of talents won't have quite the same effects they used to- for example, you can full-auto as a half action and still move so Bulging Biceps is slightly less useful.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
But Bulging Biceps lets you fire Heavy weapons without bracing.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
My bad then, I thought it was the one that let you fire on full-auto as a half action. I'm sure there was something that let you do that and also ignore bracing requirements.
E: Yep, had it confused with Auto-Stabilised.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
But Auto-Stabilized lets you fire Heavy weapons without bracing.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
Well yeah, that's why I said 'slightly less useful' rather than 'useless'. If you'd got it to be able to fire full or semi on the move, rather than for firing heavy weapons, then it'd be kind of wasted. After all, a lot more DH PCs have weapons with a full- or semi-auto setting than have heavy weapons.

Talkie Toaster fucked around with this message at 01:04 on May 4, 2012

Fuzzy Pipe Wrench
Nov 5, 2008

MAYBE DON'T STEAL BEER FROM GOONS?

CHEERS!
(FUCK YOU)
There wouldn't happen to be any people around who are interested in being a GM for a bunch of pen + paper newbies in a game of Dark Heresy using skype and the other online tools available? There's 3 of us for sure and maybe a 4th.



I've heard herding cats is really fun!

Yoshimo
Oct 5, 2003

Fleet of foot, and all that!
Get thee to IRC. irc.synirc.net - #acolyte

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

MaliciousOnion posted:

But Auto-Stabilized lets you fire Heavy weapons without bracing.

yeah autostabilized is just bulging biceps but it's attached to the weapon and not the firer

Hodgepodge
Jan 29, 2006
Probation
Can't post for 209 days!

Benagain posted:

So I was thinking about Space Marines and all the genetic modification and stuff and realized that if you made them a tad more androgynous you could have Space Marines be originally male or female but they've gone through so many bio-grafts, gene tweaks, and other assorted TECHNO SORCERY OF THE 41st AND A HALF MILLENIUM that not only are they unrecognizable it's essentially impossible to tell what gender they were even at a genetic level, they're just these gigantic hulks of flesh who've had all of their sex drive rewired into the "killing poo poo" areas of the brain.


I like the Sisters as-is. Other than that, I kind of assume that this is what a Space Marine already is. You could put a young enough woman through the process and the result would probably just be a Space Marine, which would also be his new gender and biological sex.

I also assume that GW doesn't come out and say that because it could cause their entire midwestern fanbase to either die of internal bleeding, or worse, develop even creepier fetishes.

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Liesmith posted:

yeah autostabilized is just bulging biceps but it's attached to the weapon and not the firer

You could go the better way and get cybernetics instead of spending XP.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Rigged Death Trap posted:

You could go the better way and get cybernetics instead of spending XP.

Or just buy yourself a harness.

Young Freud
Nov 26, 2006

Hodgepodge posted:

I like the Sisters as-is. Other than that, I kind of assume that this is what a Space Marine already is. You could put a young enough woman through the process and the result would probably just be a Space Marine, which would also be his new gender and biological sex.

I also assume that GW doesn't come out and say that because it could cause their entire midwestern fanbase to either die of internal bleeding, or worse, develop even creepier fetishes.

I'm pretty sure the Imperium is dogmatically locked in on that the Space Marines have to be male, since they're essentially based around cloning of the God-Emperor, but I can see Chaos chapters and renegades taking anyone and sticking a geneseed in them once they were proved themselves worthy to whatever God they follow. Some Slaanesh-following warband leader getting it into their head that Slaanesh wants some perfect supermodel Space Marines or Khornite warband letting some feral world amazons to be Chaos Space Marines.

Lord Hypnostache
Nov 6, 2009

OATHBREAKER
Several years back there were two articles in White Dwarf describing the process of becoming a Space Marines and all the enhancements they have. It was specified that XY chromosomes were required for the process. The articles also described the Space Marines' ability to spit acid and armor plates under their skin. Are those in the fluff any more?

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Tanon
Mar 14, 2011

I has a hat..
Not sure on the XY chromosome bit, but in the Deathwatch core book, it describes in detail then entire process of making a Space Marine, as well as all the implants and what they do.

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