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Dedhed
Feb 27, 2005

Scoobi posted:

That is in The Lost and the Damned which is the 2nd book. Its cool, if I could export PDF pages I'd create a new PDF with this section and host it.

That set of books had pictures of the big 4 chaos gods too. The nurgle one is better but I can't seem to find it.

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


nuncle jimbo posted:

So Guard organization skips the battalion all together, correct?

I'm sure there are some that have Battalions! Basically make up whatever organizational hierarchy you want. In a galaxy full of millions of regiments, there is probably one with something similar.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


There's a huge spiel on the crazy variation that the imperial military structure has in the sabbat worlds crusade book. Guard commanders basically memorize a thousand different force compositions so they can look at their resources and say "we have a partial continental assault group and a naval half-patrol so we're going to do it this way."

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Keep in mind that in 40K, because of the scales involved, the TOE is not completely comparable to that of a traditional (historic) military. For instance, a regimental command is not likely to be too far from the front lines because in the grand scheme of things, a regiment is going to be the smallest "building block" unit that any general/warmaster is going to actually care about. Also, company commands would not have any permanent fixed HQs -- in a line unit (historically) there would have been a support company at the regimental level taking care of them. The company command is going to be right in the danger area, probably even on the front lines.

Basically my rule of thumb is that if you're looking at a WWII-era TOE, the appropriate roles for a particular level on the org chart are probably going to be at least two levels higher in 40K. So for instance, a battalion in WWII would be roughly doing the same things as a division in 40K.

Jack B Nimble
Dec 25, 2007


Soiled Meat
I'm glad to be getting a lot more info on how all this works. My group wont be playing Only War for a while, so I'm hoping to figure aspects of the game out before they can slow down the play session. Another issue I'm hoping you guys can help me with is pinning. I'm not seeing any for mortar fire, is this right? I know about the suppressing attack, and that's handy but doesn't apply to a single shot mortar. Is this something handled with a talent, or is there something I'm missing?

I know the weapon specialist can make his attacks cause pinning, but I'm thinking more about a rule that says something like "a barrage of mortars or sniper file causes pinning". The pinning note in combat just says "stuff causes pinning", so it leaves me to feel like I'm missing something in the book. Is this something I'm just not seeing, or am I going to need to discuss this with my GM?

Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



Jack B Nimble posted:

I'm glad to be getting a lot more info on how all this works. My group wont be playing Only War for a while, so I'm hoping to figure aspects of the game out before they can slow down the play session. Another issue I'm hoping you guys can help me with is pinning. I'm not seeing any for mortar fire, is this right? I know about the suppressing attack, and that's handy but doesn't apply to a single shot mortar. Is this something handled with a talent, or is there something I'm missing?

I know the weapon specialist can make his attacks cause pinning, but I'm thinking more about a rule that says something like "a barrage of mortars or sniper file causes pinning". The pinning note in combat just says "stuff causes pinning", so it leaves me to feel like I'm missing something in the book. Is this something I'm just not seeing, or am I going to need to discuss this with my GM?

As far as I know they don't cause pinning by default, but my group decided (while being barraged by mortars) that any hits from an indirect weapon, whether it does damage or not, causes pinning (-10).

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



I'm looking to make a minion of chaos for my sorcerer and I have a few questions about the process, specifically regarding its traits.

The idea I have is a brain in a jar that hovers and has claws. The brain is an ex-biological engineer who will help me construct a disease of some sort.

Now I'm wondering about how the hover, machine and size traits work. Do I need to assign one point for each point in size, or do I just choose the number I want it to be? Same goes for hover and machine.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

While relatively simple in construction, this weapon provides
a medium-range attack capability, particularly against targets
behind cover or out of sight, as it fires its explosive rounds in a
high, indirect arc. Mortar shells explode with a strong blast effect
and also suppress enemy fire as the targets are forced to dive for
protective cover.

This is what the rulebook says for mortars, so clearly they are supposed to suppress somehow.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Dirty Job posted:

Now I'm wondering about how the hover, machine and size traits work. Do I need to assign one point for each point in size, or do I just choose the number I want it to be? Same goes for hover and machine.

Trait numbers are chosen by the player, so theoretically as long as the rules allow it, there's nothing to stop you from giving it Hover (Max allowed by the rules).

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
CommissarMega is right, you simply set the numbers at what you want. Of course, they're meant to be subject to GM approval.

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

Dedhed posted:

That set of books had pictures of the big 4 chaos gods too. The nurgle one is better but I can't seem to find it.

This one?


Or this one?



I think slaanesh attends Fort Dix on friday nights.

Schizotek fucked around with this message at 05:07 on Feb 18, 2013

Fizziocrat
Mar 15, 2004



LGD posted:

Also consider using specialty ammo and tweaking the weapons in use. There isn't necessarily anything particularly exotic or high tech about Man Stopper ammunition and you can have your nomads start to produce and distribute higher quality ammunition as it becomes apparent their weapons are of limited effectiveness against the off-world invaders. Similarly you can start mixing in an alternate pattern autogun using heavier ammunition- pattern it on real world battle rifles. Something like (Basic, 100m, S/2/5, 1d10+4, 0, 20, Full) would be good. Or just give the new rifles Pen 3 by default and have their ammunition be interoperable with Heavy Stubbers. These changes should be plausible from a logistics standpoint and don't require any major escalation of tech level but they do allow you to threaten your players with something they're not going to just totally laugh off. Combine them with Talkie Toaster's Sergeant idea and you have opposition that is credible on its own and downright deadly if they don't act swiftly break up the opposing leadership structure.


Talkie Toaster posted:

You could try using enemy comrades? Adding a sarge with "Get Them!" to the enemy squad and having them buddy up into comrade pairs could put +4 damage on half as many attacks, which is enough to consistently hurt but not be swingy & randomly TPK- like if you were only adding 1 extra attack but at a full +1d10 damage from implementing the opposition as a horde. Plus then you've got a clear target for the PCs to go after.

Really though there need to be some Horde Lite rules for these situations, mid-level Dark Heresy parties and Rogue Trader ones. The most straightforward thing would be every 5 magnitude grants +1d5 damage, but that seems a bit feeble. An extra 2 DoS on semi-/full-auto attacks per 5 magnitude along with the +1d5 damage? That'd make a 5-man squad a reasonable foe for most starting RT characters. I've been wanting to see if that actually works, but haven't had the opportunity.

I used the two of these in combination today (4 groups of 2 + Sergeant and comrade, with 1d10+4 Pen 3 S/-/- battle rifles), and it worked like a charm! The TB 8 melee psyker got down to low single-digit Wounds, and everyone else took a significant hit or two. No one got knocked into Critical, but they started remarking in and out of character that they really didn't think they could take another fight like that immediately. It really brought back the feeling of being normal humans that we've been missing since they started one-shotting Ork Nobs. So, thanks!

On a similar note, has anyone else made use of the random creature tables in the back of the Koronus Bestiary? I rolled up some Trap plants, and they ended up being a fairly formidable pair: one had Soporific and Toxic Foul Auras, while the other was just a damage dealer. The only issue I see when rolling randomly is that you are almost guaranteed to never get Unnatural Strength or Toughness, which seem really common in pregenerated creatures; because of this, you end up with damage that's kind of low. Also, no Penetration.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Benagain posted:

Don't strip their gear, that's a dick move.

the only time its ok to strip their gear is when they have a lot of concealable stuff and it becomes a total joke how much stuff they slipped past their captors or w/e

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

So I have been running a Dark Heresy campaign for some time, and the Acolytes have managed to survive and progress pretty well. The basic concept of the campaign is that they started out investigating some hive gang activity, and stumbled onto what seemed to be a weapon smuggling operation. Since then they have been moving from place to place, busting up various local branches of the operation and slowly uncovering that it seems to be more complicated than someone just running guns for money. Through their investigations they have worked out that the lynchpin of the operation seems to be a particular merchant ship that does the work of actually collecting weapons from where they are made and distributing them through the dealer network.

The Acolytes now have the opportunity to try and capture the ship. They don't have their own ship, so rather than some sort of space battle they are going to try and arrange to capture the senior crew and board the ship (with help from local authorities). Basically they know where the ship will be next, they're waiting for it, and the plan is to wait for it to dock in station and unload people for shore leave, gank as many senior crew as possible outside the ship, and then have them plus some station security board the ship in dock and capture the bridge from whoever is left.

I am certain that once they have captured the ship, the Acolytes are going to do their best to commandeer it to continue the investigation - if they can sieze the ship, they would have access to its navigation logs and other information showing where it has been and some of what it has done, and by flying the ship back there they could find/contact the rest of the organization and get to the heart of what's going on. And I am ok with this - the ship itself is supposed to be a small trading vessel, so I am planning on using this as sort of a stepping stone to moving from a fairly tough Dark Heresy group to basically running a Rogue Trader game.

So at this point, I am trying to work out how hard it should actually be to capture the ship. I have looked through the Rogue Trader stuff, and it doesn't really seem to include anything on this sort of shanghai. It seems like you take a ship basically by killing everyone on board or doign enough damage to the ship that it's forced to surrender - there isn't really a 'lead a mutiny' option built in. With the ship in port and docked, it hardly seems necessary to broadsides it into submission, so I don't think they need to cripple it. Now, 40k ships have a crazy number of people on board - even tinkering to make this smaller than a typical Rogue Trader vessel, it's going to have 10,000+ crew. So killing everyone seems out of the picture. Now, fluffwise I realize that tons of those people basically live and die in their compartments without really knowing or caring too much what the ship is doing - so it's not like you have to wipe out the entire complement, right? Does it make sense that they could basically remove/kill the senior staff and take over the ship? Basically I am having trouble working out the best middle ground between 'kill everyone' and 'shoot the bridge, hey the ship is yours!'

Assuming they can manage this, I am not planning for it to be an easy ride for them - there will be agents of the conspiracy they are chasing on the ship trying to stop them (leading to on-ship adventures) and parts of the crew that aren't involved directly will have lingering loyalty to their old captain and so they will have to deal with poor morale and insubordination and so on.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

According to Battlefleet Koronus, for every 100 people theres going to be about 80 misc crew, 5-10 armsmen, 5-9 warrant officers, and then 1 officer. The people who run the guns / engines / deck repair / whatever are probably not going to give a poo poo really about the captain unless its an alien or corrupt vessel. If they are just smugglers then anyone under officer level is probably not 'in' on it. So I'd say if you make it a smaller ship of 5000 to 10000 crew, then your acolytes need to deal with the bridge crew (Captain, first mate, and any other officers) and then dealing with the 50-100 bribed officers and their cronies.

You could have them tail all these guys on shore leave: the cowardly ones could be extorted with threats of imprisonment, the violent ones could be rounded up, the sneaky ones could be bought with favors/deals. The officers from the lower decks who would not have much influence with the current captain could be wooed to mutiny with the promise of being raised up to the upper decks once a new captain is installed

Jerkface fucked around with this message at 21:30 on Feb 20, 2013

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Thanks, that's a lot of help! Dealing with just that fraction of the crew is certainly a more manageable prospect. I don't think that any of my players are going to see this thread, so I'll elaborate a little bit (if you are one of my players and are hoping to capture the Voidwalker, stop reading!)

The vessel isn't corrupted or infested or anything like that - the crew would have basically no idea what is going on, because the smuggling and contraband is kept very quiet and concealed from basically everyone (given the conditions on a ship, you don't want many people knowing those cargo containers sitting in the main hold are full of military weapons and not air purifiers/moisture farms/sea monkeys as labeled). The ship runs a pretty regular route, but does make some off-route stops and side trips, so many of the officers know that they aren't running a totally clean operation - but most of them believe that it's fairly typical/harmless smuggling or running deliveries to places they don't actually have a charter to go. Only the senior officers and a handful of subordinates know that the ship is actually involved in anything more sinister, or is aware they are part of a greater conspiracy that would be considered outright treasonous (The reality is that the ship is working for the Principals of the Amaranthine Syndicate as part of their long-term plans in the sector. Even officers that know they are running guns don't necessarily know about the Principals, and only senior staff have any inkling of what the Syndicate really is).

The players don't want to spend a long time trying to whittle down the officers and their backers, because they've already taken down the local network and they're worried that the officers will realize that things are unraveling on them pretty soon after docking and try to get out of dodge (which is reasonable - the ship is coming in to meet with their network contact, who the players had discovered and captured earlier, so the officers will know something is wrong when that meeting falls apart). So their plan is to ambush the officrs at the meeting site (this will probably be their toughest fight) and then immediately move on to sweeping up any other crew that has landed and then commandeering the lander to return to the ship to try and take the bridge by surprise.

I like the idea of giving them some time to work on the people on shore leave - either trying to intimidate them, bribe them, or just isolate them and prevent them from interfering with the ship during all this. I might try and work with the timeline so that they have the chance to do that - having the officers and shore leavers come in ahead of the meeting so there are a couple days to work with before they would be tipped off. The other option I have is that the ship is coming in from one of its less-legal side trips, so it can be running at less than full capacity and morale to make things a little more flexible for them. I figure that if they work over some shore-leavers and then ambush the officers at the meeting location, they can have second encounter with loyalists holding the landers. Once they go through all that, it would leave a manageable number of loyalists holding the bridge - maybe with a remaining senior officer in command - that they can confront and defeat. After that it will be bringing the remaining understaff over to their side and worrying about any lurkers left in the crew.

PST
Jul 5, 2012

If only Milliband had eaten a vegan sausage roll instead of a bacon sandwich, we wouldn't be in this mess.
Having just wrapped the latest arc on a 2 and a half year L5R campaign, I'm burned out on Rokugan for a while. My players expressed the preference for 40k and as my other campaign is an occult horror investigation game we decided on Rogue Trader over Dark Heresy.

That said, I've not picked up Only War or Black Crusade but have heard the system has been simplified/improved in those books.

How easy would it be to adapt Rogue Trader into them, is it worth doing etc?

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

Pretty easy, its mostly just some combat changes that make auto fire not the default best choice.

Enentol
Jul 16, 2005
Middle Class Gangster
The way I'd play it would be to capture the senior officers at the meeting who could then give you critical information about security forces, access codes, and the crew still stationed on board. After that, the acolytes could pass the information onto their own handlers.

Cue up a big task force of your acolytes, local Arbites, and Inquisition strike teams all forcing entry onto the almost-oblivious docked ship. Additionally, because the ship is busy loading and unloading cargo, you could try some element of surprise by letting them try to enter stealthily through the busy and unsecured cargo bays and then summon the greater task force after they have made some headway into the ship.

Either way, seizing a whole ship is no small matter.

You could hand wave a bunch of this, and instead focus on some intense firefights with the diehard conspirators on the command deck and bridge. Most of the other crew would pretty much fold after seeing the full extent of the force coming onto their ship.

The crew is questioned and interrogated and most are found innocent and ignorant of any wrong doings. Upper officer sent off for execution, etc.

Acolytes given new orders to take over the ship and use it as a key resource to move the investigation upwards.

Clanpot Shake
Aug 10, 2006
shake shake!

PST posted:

Having just wrapped the latest arc on a 2 and a half year L5R campaign, I'm burned out on Rokugan for a while. My players expressed the preference for 40k and as my other campaign is an occult horror investigation game we decided on Rogue Trader over Dark Heresy.

That said, I've not picked up Only War or Black Crusade but have heard the system has been simplified/improved in those books.

How easy would it be to adapt Rogue Trader into them, is it worth doing etc?

I'm starting a game using the OW system with the DH setting, here. OW makes some assumptions about the players being in the Guard (e.g. Logistics tests to get gear, item availability) and you just need to find a way to work around or justify them in your chosen setting.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

PST posted:

Having just wrapped the latest arc on a 2 and a half year L5R campaign, I'm burned out on Rokugan for a while. My players expressed the preference for 40k and as my other campaign is an occult horror investigation game we decided on Rogue Trader over Dark Heresy.

That said, I've not picked up Only War or Black Crusade but have heard the system has been simplified/improved in those books.

How easy would it be to adapt Rogue Trader into them, is it worth doing etc?

All the games are basically minor variants of the same underlying system, so in general it is really easy to use different components from different ones if you want. This is particularly true for the combat stuff, because it is all the same system that they have basically tweaked as they make new books. We have been using the Black Crusade combat rules in our Dark Heresy game and liked it, but its possible that the Only War stuff is more refined still. It shouldn't cause any issue to use those rules with Rogue Trader.

Clanpot Shake ia right that the biggest difference is generally between how resources work. Dark Heresy uses actualy currency counting like a DnD style RPG, while the other books all have their own versions of wealth systems more like WoD stuff - Rogue Trader has Profit Factor, Death Watch has Requisition, Black Crusade has Influence. I would suggest sticking with the RT Profit Factor system even if you are using othe rules from Only War, etc, because the way the Factor works is closely linked to other aspects of the game (Like Endeavours and Misfortunes). It would be a bit challenging to untangle it all, and my limite experience is that it works fine as it is.


Enentol posted:

The way I'd play it would be to capture the senior officers at the meeting who could then give you critical information about security forces, access codes, and the crew still stationed on board. After that, the acolytes could pass the information onto their own handlers.

Cue up a big task force of your acolytes, local Arbites, and Inquisition strike teams all forcing entry onto the almost-oblivious docked ship. Additionally, because the ship is busy loading and unloading cargo, you could try some element of surprise by letting them try to enter stealthily through the busy and unsecured cargo bays and then summon the greater task force after they have made some headway into the ship.

Either way, seizing a whole ship is no small matter.

You could hand wave a bunch of this, and instead focus on some intense firefights with the diehard conspirators on the command deck and bridge. Most of the other crew would pretty much fold after seeing the full extent of the force coming onto their ship.

The crew is questioned and interrogated and most are found innocent and ignorant of any wrong doings. Upper officer sent off for execution, etc.

Acolytes given new orders to take over the ship and use it as a key resource to move the investigation upwards.

Thanks for the input! I hadn't considered getting stuff like access codes and security information from the officers, that's definitely something that I should work in and allow them to use. I feel like I need to strike a careful balance because, like you said, capturing the ship is a big deal and it is going to require a lot of help from local authorities and other forces, but I don't want the players to feel like they are taking a backseat to the Arbites, Navy, etc that is going down and think that their individual contribution isn't important.

I think the way to handle this is that they're involved in the planning stages for all the operations - they get some say in how and when the whole thing happens, but during the actual engagement I'll focus on their actual movements and the firefights they get into, locks they have to bypass, so on. The success of the other groups will be based on the planning they did among other factors, but they'll basically get updates as they move along their own specific mission - i.e., they might hear that the Arbites have captured the ship's armory as they're approaching the bridge, or have confirmation that X crew have been sealed below decks and so the bridge won't be getting reinforcements. That might give them a sense of the scale of the whole thing, but keep it as a backdrop to their personal achievements.

They've been chasing this ship around for 8-9 months of real time, so finally catching it is going to be a big deal for them and a pretty important moment in the campaign.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post
There is an object in Rogue Trader called the Lord Captain's baton. Giving that to one of the enemy officers and having it get snatched up by the players might be useful. An actual item that your players can fight over a little (I wanna be the captain!) is fun. It also Makes Sense that the crew would follow a guy who's got the sacred staff of leadership, especially since the baton has micro-circuitry in it so that its machine spirit can talk to the ship's and the ship refuses to go anywhere unless the Baton has been placed in the correct slot on the bridge. Some of the officers might even go over if your players got ahold of a thing like that, since it's an obvious divine right thing: the old captain couldn't lose the Lord Captain's baton unless the Omnissiah willed it.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Liesmith posted:

Lord Captain's Baton.

Thank you for pointing this out, it's a pretty awesome idea! I want to give them the chance to turn some of the officers to their side, to give them some support and people who know the ship and how to run the whole thing (some of the characters have void and command experience, but not on the level of being a captain). So this is a nice tool to help them with that.

I also like the idea of having a big symbol of power, because it will make them pick a captain - when they realized they might be able to wrangle control of the ship there was a moment where you could see the whirls turning on who would be 'in charge', and I think that has some potential for fun.

Right now I'm working on fleshing out the ship a little bit, working out what I want to give them. I had originally planned to have it be a refitted Viper-Class Sloop from the Battlefleet book, but once you get the essential components on it there is basically no room or power left to work with - so now I'm thinking I'll give them a slightly bigger ship and have it be in some disrepair and understaffed, so they aren't getting a great ship but it has the potential for them to work on an improve into something a little cooler. Something like a Destroyer, Corvette, or a light Raider.

Karandras
Apr 27, 2006

You should make up some of the core bridge NPCs (Just 5-10 of them) and rather than make it about how many you have to kill before they surrender you should make the PCs choose how many they want to kill and how many they want to work with them. Giving them really valuable people who're really likely to betray them at the first chance they get could be a neat balancing factor for them.

Maybe the crew surrender once they take out the Captain and his loyal bodyguards and everyone else is borderline mutinous at the best of times anyway so they'll just size up the PCs first. Ideally you want one of them to say "This seemed easy. Too easy."

Once they've got the ship, like people said, they'll need the expertise and experience of the crew to use it effectively. Especially if you're going for the beat up larger ship approach. Just like that friend of yours who whenever they give you a lift in their car they need to hit the dashboard just as they turn the key or the back doors don't open unless you jiggle it in the right way first, the ship they've got has a lot of quirks that'll make it absolute hell to control if you don't know exactly how to manage it. Works especially well in 40k because of Machine Spirits.

Asehujiko
Apr 6, 2011
That's of course, not counting the contents in the cargo hold :unsmigghh:

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Generally I find that the smallest ship that can still give flexibility for the players while not being huge is a raider or frigate. Otherwise there isn't much room unless you use good/best components.

Orion Star Clippers are an option, although they have no armor to speak of. You could also look at the Litany of Avarice as another example; it's a frigate I put together in the pirate PbP game I am running.

How do you guys feel about the Mathhammer alternate rules for ship combat?

Talkie Toaster
Jan 23, 2006
May contain carcinogens

Beer4TheBeerGod posted:

Generally I find that the smallest ship that can still give flexibility for the players while not being huge is a raider or frigate. Otherwise there isn't much room unless you use good/best components.

Orion Star Clippers are an option, although they have no armor to speak of. You could also look at the Litany of Avarice as another example; it's a frigate I put together in the pirate PbP game I am running.

How do you guys feel about the Mathhammer alternate rules for ship combat?
They're great. They really help with frigate v. frigate matches, not needing to land at least 3 hits to do any damage makes things far less frustrating. Plus not having a different set of weapon/armour rules for the players to remember keeps things easier, if you don't run starship combats as often as regular ones.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Ashcans posted:

Thank you for pointing this out, it's a pretty awesome idea! I want to give them the chance to turn some of the officers to their side, to give them some support and people who know the ship and how to run the whole thing (some of the characters have void and command experience, but not on the level of being a captain). So this is a nice tool to help them with that.

I also like the idea of having a big symbol of power, because it will make them pick a captain - when they realized they might be able to wrangle control of the ship there was a moment where you could see the whirls turning on who would be 'in charge', and I think that has some potential for fun.

Right now I'm working on fleshing out the ship a little bit, working out what I want to give them. I had originally planned to have it be a refitted Viper-Class Sloop from the Battlefleet book, but once you get the essential components on it there is basically no room or power left to work with - so now I'm thinking I'll give them a slightly bigger ship and have it be in some disrepair and understaffed, so they aren't getting a great ship but it has the potential for them to work on an improve into something a little cooler. Something like a Destroyer, Corvette, or a light Raider.

Wolfpack raiders are ideal if you want to give your Dark Heresy players the opportunity to lance targets from orbit, but don't want them to be able to fight any other spaceship ever. Maybe soup them up with xenostech if their old owner was particularly heretical, although that might be a choice your players want to make for themselves. A great jump for mid-high level DH players to find themselves suddenly in a much larger pond. Also a cool way for enemies to escape them by leaving imperial space entirely, only now your Acolytes can pursue them through the maw and into the terrifying, untamed expanse, where their rosette means nothing even to the traditional pillars of the Imperium like the navy, let alone to the slavering xenos hordes.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Beer4TheBeerGod posted:

How do you guys feel about the Mathhammer alternate rules for ship combat?

Was it you who showed them to me? They are loving amazing, I ran a combat with some Yu'Vath spaceships surrounding my players and the players didn't oneshot all of them, and when the PC ship got hit, they took like 15 damage instead of the 60 they would normally have done. So much less swingy. My fear of accidental TPK is now gone at last!

although now I'll probably never get a chance to have them hulked for months, or sucked into the warp and spat out in a whole different system, or anything really crazy unless they try to take on the whole Mechanicus Explorator Fleet or half of Battlefleet Koronus

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Can I get a link to these rules? My GM might be interested in them, as space combat for us has been very "miss or dead".


For example, we basically one shot a void kraken yesterday. :v:

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Galaga Galaxian posted:

Can I get a link to these rules? My GM might be interested in them, as space combat for us has been very "miss or dead".


For example, we basically one shot a void kraken yesterday. :v:
Shamelessly Looted from someone else's work, I think Beer4theBeerGod:
  • Armour stats on all vessels are reduced by 12, to a minimum of 0.
  • Macrocannon and bomber damage is resolved one hit at a time with the reduced armour rating counting against every hit, not stacked into one massive amount.
  • Stygies class macrocannon penetrator rounds only reduce armour for hits from that weapon, not all macrocannon hits in that salvo.
  • All broadsides have their strength reduced to 3, but gain the Storm quality.
  • All lance class weapons gain the Tearing quality.
  • Lance batteries score additional hits per 2 degrees of success, not 3.
  • All torpedoes (except vortex) reduce the damage they do by 12.
  • Rak’Gol Howler class macrocannon reduce armour rating temporarily by 1 per hit from that weapon. Note that this is per weapon, not per ship firing.

    Sunsears are also being tweaked to make them less mandatory:

  • All Sunsear weapons do 1d10+1 damage instead of 1d10+2.
  • Sunsear Broadsides are S4 instead of S3 and have the Storm quality.
Explanation of Mathhammer:
http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=160&efcid=46&efidt=500039

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Karandras posted:

You should make up some of the core bridge NPCs (Just 5-10 of them) and rather than make it about how many you have to kill before they surrender you should make the PCs choose how many they want to kill and how many they want to work with them. Giving them really valuable people who're really likely to betray them at the first chance they get could be a neat balancing factor for them.

Maybe the crew surrender once they take out the Captain and his loyal bodyguards and everyone else is borderline mutinous at the best of times anyway so they'll just size up the PCs first. Ideally you want one of them to say "This seemed easy. Too easy."

Once they've got the ship, like people said, they'll need the expertise and experience of the crew to use it effectively. Especially if you're going for the beat up larger ship approach. Just like that friend of yours who whenever they give you a lift in their car they need to hit the dashboard just as they turn the key or the back doors don't open unless you jiggle it in the right way first, the ship they've got has a lot of quirks that'll make it absolute hell to control if you don't know exactly how to manage it. Works especially well in 40k because of Machine Spirits.

I seem to have gotten a head start down this road inadvertently, because once I got started fleshing out the ship I got carried away and wrote up stuff for the whole bridge crew and some officers, so this is a great way to use that (instead of having them just get killed/penal legioned/etc.) So for instance I have the people who definitely aren't going to make it (like the Captain and his loyal Arch-Militant, probably the ship's Explorator who is basically a Heretek - even if the Acolytes capture instead of kill these guys, they're going to end up out of the picture). But then there are people who are guilty/implicated to different degrees and will surrender more readily, and the players will have a choice of how to handle them. This also gives me a way to offer them some NPCs for roles they can't really fill themselves (the players are a Psyker, a Scum, a Tech Priest, and an Assassin). So for instance, the ship will have a Navigator who isn't clearly responsible for all the bad poo poo. There are serious issues with executing a Navigator anyway, I think, but they'll have to decide what they want to do - sure, they could kick him off and let the local authorities handle him, but then they need to replace him (or fly without a Navigator!) Or do they risk keeping him on, and hope that he isn't a mole/planning to betray them all as soon as he can? I'm also planning for there to be a second/junior Explorator who is more guilt-free. Doing so gives them someone who knows the ship and what the Heretek might have done to it during its upkeep, but also means having them poking around at the plasma engines... I definitely want them to dealing with a good level of on-ship intrigue and plotting, and make handling the crew a real concern.


Asehujiko posted:

That's of course, not counting the contents in the cargo hold :unsmigghh:

I should definitely sneak some surprises in there. Maybe a couple crates of Genestealers. I was also thinking that if the ship has been undermaintained and run down, they might have to open up sealed areas and clear them of infestations/who knows what. Want to install some new components? You need to cleanse the area first! I don't want to make it too tedious or frustrating, but it seems like it could be fun for some single-session stuff between larger arcs in the story where they want to flex some combat muscle without too much complication.


Beer4TheBeerGod posted:

Generally I find that the smallest ship that can still give flexibility for the players while not being huge is a raider or frigate. Otherwise there isn't much room unless you use good/best components.

Orion Star Clippers are an option, although they have no armor to speak of. You could also look at the Litany of Avarice as another example; it's a frigate I put together in the pirate PbP game I am running.

How do you guys feel about the Mathhammer alternate rules for ship combat?

Yea, the problem with the Sloop is that while it's a nice little ship, even with the lightest/smallest components you are basically left with only tiny amount of space for options - there's no real opportunity to include interesting or fun components. I don't want to hand the players a ship where they have 3 space to work with unless they want to drop all their guns and consign the crew to prison quarters.

Thanks for pointing out the Orion Star Clipper, though, I had to look it up but it seems like a very interesting option - the armor is terrible, yea, but it has a good amount of space to work with (including a cargo hold, which is appropriate for the background) and the concept of the ship works well for how I have already described the Voidwalker as functioning - it's supposed to be a smaller, fast ship that works basically on it's own, rather than as part of a larger merchant fleet or flotilla. The lack of armor is a little grim (especially if I use those Mathhammer rules, it would have Arm 0!) but I think it would be fine for the immediate future and I could always work with it as we go forward. No reason I couldn't houserule something if they really need to bump it up a couple points.


Liesmith posted:

Wolfpack raiders are ideal if you want to give your Dark Heresy players the opportunity to lance targets from orbit, but don't want them to be able to fight any other spaceship ever. Maybe soup them up with xenostech if their old owner was particularly heretical, although that might be a choice your players want to make for themselves. A great jump for mid-high level DH players to find themselves suddenly in a much larger pond. Also a cool way for enemies to escape them by leaving imperial space entirely, only now your Acolytes can pursue them through the maw and into the terrifying, untamed expanse, where their rosette means nothing even to the traditional pillars of the Imperium like the navy, let alone to the slavering xenos hordes.

I hadn't seen the Wolfpack before (serves me right for skipping the NPC section). I had been planning to give them a Meritech Shrike raider, which is actually very similar in space and potential (same space, weapon slots, etc.) The Meritech comes with some additional bonuses, but mostly I was going to roll with it because it seemed like it would be neat to give the players a ship with a shady background and history that worked with the grey-market stuff going on with it. Right now I think the hulls in the running are the Orion and the Meritech, although I'm leaning toward the Orion at the moment - I'll probably mock them both up and see what looks good. Th

Ghost Hand
Aug 10, 2004

Rampant 40k Fanboy
I've been lurking on this thread for some time. Getting ideas from some of you for a Dark Heresy Campaign I am about to start running for some of my friends around here. I'm a long time Role Player but this is really my first time running Dark Heresy. So I just wanted to say thanks to everyone for the plethora of ideas I have found here.

I typically hang out in the Warhammer 40k thread and I am known there as one of the hosts of The Independent Characters, a Warhammer 40k Podcast. Though we are a Warhammer 40k Podcast, we cover pretty much anything that is related to the 40k Universe. This latest episode we cover Dark Heresy. It may or may not hit some of our typical target demographic - but I thought I would toss it up here and see if anyone was interested.

We played a game, just prior to recording, with Mack Martin. Some of you may know that he used to work for Fantasy Flight and took over the DH Line after Ross Watson moved on to other projects there.

Anyway - you can find the episode here:

http://theindependentcharacters.com/blog/?p=2500

Hope you enjoy!

Fizziocrat
Mar 15, 2004



In my OW game, the Heavy Gunner has managed to jam his heavy bolter twice in two or three sessions. It always seems to happen at the most inopportune times, right after he's spent his last Fate Point. It's incredibly punishing, considering that RAW jams make you lose the entire remaining magazine, and you have to pass a +0 BS test and take the couple of rounds to reload on top of that. I suggested that he take Technical Knock (no BS test, Half Action to unjam), but we were both wondering whether it eliminates the magazine loss. Has anyone had any experience with the jam rules?

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Is Ark of Lost Souls worth the price tag if all I want is the Space Hulk Generator? And apart from said generator and the adventure, what else is in the book?

Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE
I'm running a Deathwatch game for a few friends in a couple months, but none of them have ever played a FFG rpg, so I'd like to start slow without too much effort in case they lose interest.
Which of the many Deathwatch campaign books is worth getting for this? Are there any I should absolutely avoid, or conversely, any I must have?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Ashcans posted:

I should definitely sneak some surprises in there. Maybe a couple crates of Genestealers.

No you silly Billy, Genestealers don't go in the cargo hold. They're that "death cult" in the lower holds. Oh, and the Offcer's Harem has a few 4th Generation Hybrids among it's number (which is the origin of the infestation). :getin:



Kharol posted:

It's incredibly punishing, considering that RAW jams make you lose the entire remaining magazine,

My group has long since house-ruled that you simply lose whatever ammo you would've fired, the "reload" time simply represents the time it takes to clear the jam. Thus a heavy bolter loses 10 rounds in the process of clearing the jam.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Ashcans posted:

Yea, the problem with the Sloop is that while it's a nice little ship, even with the lightest/smallest components you are basically left with only tiny amount of space for options - there's no real opportunity to include interesting or fun components. I don't want to hand the players a ship where they have 3 space to work with unless they want to drop all their guns and consign the crew to prison quarters.

Thanks for pointing out the Orion Star Clipper, though, I had to look it up but it seems like a very interesting option - the armor is terrible, yea, but it has a good amount of space to work with (including a cargo hold, which is appropriate for the background) and the concept of the ship works well for how I have already described the Voidwalker as functioning - it's supposed to be a smaller, fast ship that works basically on it's own, rather than as part of a larger merchant fleet or flotilla. The lack of armor is a little grim (especially if I use those Mathhammer rules, it would have Arm 0!) but I think it would be fine for the immediate future and I could always work with it as we go forward. No reason I couldn't houserule something if they really need to bump it up a couple points.

Yeah it can be a royal pain finding a good ship. Here are a few that I've been goofing around with. Please note these use the Mathhammer rules, which is why the armor is wonky.

The first is the Litany of Avarice, which is a frigate that the guys are using in my Pirate Game.

pre:
Name:  Litany of Avarice
Hull:  Tempest-class Frigate

Stats
Speed:	8	Detect:	+17	Man:	+28	
Armour:	6/8F	Shield:	1/1	Turret:	1

Space:	41/42	Power:	42/46	Hull:	36/36

Crew
Skill:	30	Morale:	98/98	Pop:	100/100

Weapons and Components
Loc	Name			  	Rng	Crit	Str	Damage
D	Mars Pattern Macrocannon	6	5	3	1d10+3
D	Mars Pattern Macrocannon	6	5	3	1d10+3

Component 				Notes                                                             
Complication: A Nose for Trouble	+5 Detection, -1 Armour
History:  Turbulent Past		Social Modifiers (+20 Pirates, -20 Navy)
Jovian Pattern Class 2 Drive
Strelov 1 Warp Engine
Geller Field
Bridge of Antiquity			+10 Command or social Skill Tests, +5 Manoeuverability
M-100 Auger Array			
Single Void Shield Array		1 Void Shield
M-1r Life Sustainer			Increase all morale loss effects by 1
Pressed Crew Quarters			-2 Morale
Barracks                                +20 Command to Boarding Actions, +100 AP (Military)
Reinforced Prow                         +2 Front Armour, +1d5 Ramming Damage
Augmented Retro Thrusters		+5 Manoeuverability
Pharmacia				Create pharmaceuticals, +50 AP (Trade & Criminal)
Munitorium				+1 macrobattery damage, +25 AP (Military), could explode
Crew Reclamation Facility		Increase Morale loss by 1, decrease Crew Population loss by 3
The second is the Empyrean Marathon, which was the star clipper the pirates just took over.

pre:
Name:  Empyrean Marathon
Hull:  Orion-class Star Clipper

Stats
Speed:	10	Detect:	+10	Man:	+25	
Armour:	0	Shield:	1/1	Turret:	1

Space:	35/40	Power:	38/40	Hull:	35/35

Crew
Skill:	30	Morale:	98/98	Pop:	100/100

Weapons and Components
Loc	Name			  	Rng	Crit	Str	Damage
D	Mars Pattern Macrocannon	6	5	3	1d10+3
K	Mars Pattern Macrocannon	6	5	3	1d10+3

Component 				Notes                                                             
Complication: Skittish			-1 Speed in Combat, -1d5 Weeks Warp Travel
History:  Tempermental Warp Engine	Variable warp journey length
Lathe Pattern Class 1 Drive
Strelov 1 Warp Engine
Geller Field
Commerce Bridge				+50 AP (Trade)
M-100 Auger Array			
Single Void Shield Array		1 Void Shield
Vitae Pattern Life Sustainer
Voidsman Crew Quarters
Main Cargo Hold				+125 AP (Trade)
Luxury Passenger Quarters		+100 AP (Trade, Criminal, Creed), -3 Morale
Observation Dome			+50 AP (Exploration), +1 Morale
And the third is the Mercurial, a ship that I sincerely want to play a game with.

pre:
Name:  Mercurial
Hull:  Falchion-class Frigate

Stats
Speed:	10	Detect:	+14	Man:	+20	
Armour:	6	Shield:	1/1	Turret:	1

Space:	34/34	Power:	44/47	Hull:	35/35

Crew
Skill:	40	Morale:	100/100	Pop:	102/102

Weapons and Components
Loc	Name			  	Rng	Crit	Str	Damage
D	Good Sunsear Laser Battery	9	4	4	1d10+1
D	Good Sunsear Laser Battery	9	4	4	1d10+1
P	Standard Melta Torpedoes	60	9+	2	2d10+3	

Component 				Notes                                                             
Planet Bound				+10 Manoeuverability when within 5 VU of a planet
Modified Lathe 2a Plasma Drive
Good Miloslav G-616.b Warp Drive	1/2 Travel Time, Warp Encounters every 3 Days
Warpsbane Hull				+10 Navigation, Roll Twice on Warp Travel Encounters
Repulsor Void Shields			Ignores penalties from celestial phenomena
W-240 Passive Auger			May perform Detect actions while silent running without penalty
Command Bridge				+5 BS, +5 Command
Clan Kin Crew Quarters			+5 Command versus Hit & Run, Reduce Morale loss by 1
Good Vitae-pattern Life Sustainer
Empyrean Mantle				When Silent Running increase difficulty by 2 levels, +50 AP (Criminal)
Energistic Conversion Matrix		Convert 3 Power to 1 Speed, Maximum +5 Speed
Good Arboretum				Double time ship may remain at void, +2 Crew Population
Voss-pattern Torpedo Tube		Room for 6 torpedoes plus 2 in the tubes
EDIT: Turns out the Mercurial was technically illegal due to the lance weapon. Whoops! Changed it to a second macrocannon.

Beer4TheBeerGod fucked around with this message at 14:43 on Feb 25, 2013

Signal
Dec 10, 2005

Beer4TheBeerGod posted:

And the third is the Mercurial, a ship that I sincerely want to play a game with.

I thought Lances had to be in a prow slot on Frigates?

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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Signal posted:

I thought Lances had to be in a prow slot on Frigates?

If that's a rule it makes a lot of sense. Do you know what page it's on?

I'm also working on making a variant of Only War for use as a Necromunda game. The idea would be that the players are a band of unaffiliated gangers who have come together to survive in the underhive. As such they're woefully under-equipped and living in hellish conditions. I put together a rough idea of how character creation which you can check out here. Any comments or suggestions would be appreciated.

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