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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Karandras posted:

I haven't actually played much RT, are the space combat rules any good? My Deathwatch team is looking to have a Starship Keeper and it'd be nice to have something mechanically to do with it other than using it as just a boarding torpedo delivery system (A kill-team to the bridge makes a mess of most things).

Spaceship combat is basically Battlefleet Gothic but in RPG form. By which I mean it's great, though it does suffer a little from the entire party usually only controlling one or two ships during the fight. RT is pretty much worth it for the space combat and shipbuilding alone; even my Black Crusade group used the RT rules to build their badass Repulsive cruiser and eagerly wants to take it into at least one space battle.

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ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Ashcans posted:

You know, a fun way to handle it might be to start the campaign right after some terrible event. Like you pick up right after the ship has been attacked by some aliens/pirates/etc, and everything is a mess - the ship has taken serious damage, components are inoperable.... and the RT was killed in the engagement. So your players are the remaining senior staff, and your task is to pull everything together and get the ship out of it. This avoids having to worry about who is the RT, and gives them an immediate problem to focus on fixing instead of bickering for the empty chair. By the time the ship is sorted, hopefully the group dynamics will have worked themselves out naturally and if someone wants to take the role they can do so with the other player's agreement.

This is a loving great idea.

I was able to pick up Dark Heresy for $12 from amazon. It looks awesome so I am really considering totally scrapping the WFRP 2e game I'm planning and just jumping straight into 40k rpg.

The problem with Dark Heresy is only that the DnD 4e game I am running is a campaign based on some of the central themes in Dark Heresy--essentially a simple disappearance has turned into the players unveiling the hidden truth to the world (homebrew), the Gods, organized religion and the war which banished the Gods from overtly touching the world (the Gods can only bestow or revoke power onto humans who are free to act with that power as they choose).

So, a back to back overt investigation team discovers horrible truths and slowly is driven insane campaign is , well not boring, but maybe too much.

Given that I picked up DH for $12 I think I will drive thru rpg the PDF for either OW or RT. I'd just do both, but I've spent $300 on gaming stuff this month and I enjoy not being castrated by my wife.

Either way, if you don't mind, I am going to borrow this for the opening act of the game. It is really an awesome idea, and I now feel inadequate as a GM for not having thought of it myself.

Clanpot Shake posted:

Honestly if you're worried about a particular player domineering the game when given a token title of control you've got a bigger problem than how exactly to frame the game. Talk with everyone about not being a controlling jerk.

This is a fair critique. All my players are mature players with lots of experience, and we're all old men and women (mid 30s) so they should be able to handle it.

To be honest, despite all of my players having decades of gaming experience and even though I've known everyone in the group for over a decade, this is the first time many of them have played together. So parsing how the dynamic will survive a strict group hierarchy is my biggest worry even though its probably totally unfounded.

Plus that experience from 15 years ago probably causes a little too much anxiety on my part.

ZombieLenin fucked around with this message at 20:27 on Apr 10, 2013

Temascos
Sep 3, 2011

After having my players do one long mission over several sessions in Dark Heresy in which they defeated the remnents of the rebellion in the starter adventure Shattered Hope, encountered a Heretek whose rear end they kicked and killed a plaguebearer, I'm focusing a bit more on exploration, dialogue and more leathal combat (I was fairly generous to them, and gave concessions so they wouldn't die too quickly, but they have learned how brutal the game can be). So they're getting their equipment between sections and heading back to Scintilla (For debriefing and cocktails...minus the cocktails).

My idea for the next session was to have the group investigate a banquet hosted by up and coming power players in one of Hive Sibellus' wealthier areas, containing the likes of merchants, private security (Do those exist in Warham 40K?), and an assistant to the Planetary Governor as a guest of honour. Naturally I hope to make all of these guys potential future enemies, but the main highlight I have planned is the host of the event being a human in servitude to a demon that grants strength and lasting life in return for sacrifice (Recently her husband) and a rival cult of Khorne breaks up the party with all the usual methods. This is basically to put the players in a besieged situation rather than being the aggressors, and to get an idea of the kind of power plays that go on.

Any advice for this? I'm worried my players will go off and be too confrontational with the guests, I won't stop them doing it but I don't want to go on for several sessions afterwards and have too many powerful enemies after them at once, and if I'm using the lore correctly.

Signal
Dec 10, 2005

ZombieLenin posted:

To be honest, despite all of my players having decades of gaming experience and even though I've known everyone in the group for over a decade, this is the first time many of them have played together. So parsing how the dynamic will survive a strict group hierarchy is my biggest worry even though its probably totally unfounded.

I think group hierarchy is only as strict as your players develop it to be. Each of the characters is in command of thousands of lives on their own, and they are all already accustomed to leadership. It's not so simple as "Rogue Trader is in Charge, everyone else must obey." While that's one way to play it, keep in mind that the Rogue Trader is responsible mostly for declaring the intent of the plan, and bringing everyone else into agreement. The trick is to allow enough room for initiative amongst the leading crew so that they a) contribute, and b) don't want you dead. A Navigator is a prime example of an RT character that holds equal status with the Trader himself. Explorators, and the Mechanicum support they bring with them, are vital for analyzing new equipment, while keeping the older stuff under repair. Most Player Characters also tend to have a large body of support to fall back on, and are thus people who the captain cannot afford to alienate. Interparty struggles can be a lot of fun, but it should also sort out the command dynamic fairly easily. It's also worth asking people to clarify how they go to their position, and why they wanted to.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Ashcans posted:

I am worried that their plan for it will be to try and hotwire the thing and just fly it out of dock with no one competent on board.

if they do this, tell them "now you're rogue trading!" and just run with it. Really half of the bridge crew of your average rogue trader ship is just there because they are friends or relatives of the owner. Only the navigator and maybe the techpriest really have a clue.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Night10194 posted:

I like RT. I really do. The ship combat and ship rules are fun, the scale and concept of the game is neat, the Expanse is a lot more interesting than Calixis, but holy God do I hate the advancement rules. The Careers just feel a lot more awkward than in DH and it feels like it takes a good deal longer to rank up, which is really hurting our more melee focused characters. After all, the shooters can fire their guns on full auto at any rank, but their RT and Missionary, both of whom want to be melee specialists, have to wait ages to get any kind of multiattack in hand to hand. I think RT was the place wherein FFG saw the Rank/Career system might not be fully adequate to higher level games, considering they changed it to a large series of interlocking tables (Specialization, General Marine Advances, Chapter Table) and then abandoned it entirely in BC and OW. I've been pondering doing something similar in RT, but we're already a couple thousand EXP into the game and on our third plotline or so, so it may be a little too late for significant system changing.

really? I average the standard 500 xp per session and my players are jumping up the ladder like nobody's business. We're already 1/3rd of the way through the entire xp track, with some of my players having just made their first Rank 4 purchases. There's some stupid stuff in the careers, like no one gets Survival early, but other than that, it seems quick to me.

And at this point, none of my ranged dudes have Heavy Weapons, and all my power sword guys have lightning attack. No one is too optimized, we don't have and dual wielding storm bolters going on, but it feels like it's evened out. I think the ranged guys only have the huge advantage in the first couple ranks, after which melee is very viable.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

ZombieLenin posted:

This is a loving great idea.
...

Either way, if you don't mind, I am going to borrow this for the opening act of the game. It is really an awesome idea, and I now feel inadequate as a GM for not having thought of it myself.

Feel free to grab it and run with it! Let us know how it goes. I spend a lot of time sketching out ideas for campaigns and characters and stuff that will never actually get used, so it's good to see some go to use.

Liesmith posted:

if they do this, tell them "now you're rogue trading!" and just run with it. Really half of the bridge crew of your average rogue trader ship is just there because they are friends or relatives of the owner. Only the navigator and maybe the techpriest really have a clue.

True, but it might be kind of a disaster. No one in the entire party has Command, for instance. I mean they could probably wing it and not get themselves and everyone else killed, but I hope they at least stop long enough to make sure they have adequate crew and supplies.

Liesmith posted:

really? I average the standard 500 xp per session and my players are jumping up the ladder like nobody's business.

Is that a standard? I have been using the book's suggestion of 200xp for every four hours of play, and bump it up when they accomplish something in the storyline or face a particularly difficult situation, etc. I also keep the equipment level pretty low - no one has a power or chain weapon, I think the most advanced items on hand have been a Shock Maul and the non-flame Flamer gun from Inquisitor's Handbook. Well, until they ambushed the Rogue Trader guys and stole a Boltgun, but no one has the skill for it.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Ashcans posted:

Is that a standard? I have been using the book's suggestion of 200xp for every four hours of play, and bump it up when they accomplish something in the storyline or face a particularly difficult situation, etc. I also keep the equipment level pretty low - no one has a power or chain weapon, I think the most advanced items on hand have been a Shock Maul and the non-flame Flamer gun from Inquisitor's Handbook. Well, until they ambushed the Rogue Trader guys and stole a Boltgun, but no one has the skill for it.

The RT book says to give them 500xp per 4 hour session. Dark Heresy is a lot lower. of course, dark heresy stuff costs a lot less.

abstract method
This is the easiest and recommended (certainly for beginning
GMs) way to award experience. It relies simply on the amount
of time spent gaming and ensures a steady and smooth rise in
power for the characters. For each game session each player
should receive 500 xp.
This method assumes a game session lasts about 4 hours.
For longer or shorter sessions, the GM can adjust the xp
rewards accordingly.

personally I give them a set of xp based on what they got done that session, for example last sesh was not that dramatic so they only got 300. They just entered a space hulk full of deathwatch level genestealers though, so probably gonna see 700 xp next round. I'm probably overgenerous since most of our sessions run about three hours, but I don't see that as a huge deal.

Liesmith fucked around with this message at 20:43 on Apr 11, 2013

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Oh, I got confused about which system was being discussed. It's the Dark Heresy book that says 200xp per session (which is what our group is technically playing). Good to know, though, I guess I might bump our average up if we're swinging into a more RT style game. Although I should probably cross-check that against the actual advance costs for each system

Clanpot Shake
Aug 10, 2006
shake shake!

My DH group does 200-300 XP per session depending on what's accomplished plus 25 XP per pun made during play.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post

Clanpot Shake posted:

My DH group does 200-300 XP per session depending on what's accomplished plus 25 XP per pun made during play.

That's pretty reasonable. I give my rogue Trader players 300 xp and they say "There's nothing that cheap that I want, welp." We had an adventure extend on because our tzeentch cultist astropath decided that now was the time to take over the ship, and at the end some of my players said "what xp level are we at now? oh, 17000? I gotta spend 2500 xp then"

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Clanpot Shake posted:

My DH group does 200-300 XP per session depending on what's accomplished plus 25 XP per pun made during play.

My RT lot would go up a rank each game if I did that.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]
I have a rules question. During character creation in Only War the player is told to "choose skill x or, skill y, skill z."

So a fake example might be "awareness or weapons training (projectile), stealth."

Does this mean the player can choose only one of the listed skills or does it mean they can choose to take either the first skill or the other three listed together?

In other words are they trying to say:

Choose one of the following: awareness, weapons training, or stealth?

Or do they mean:

You can take the skill awareness, or you can take weapons training and stealth instead?

Sormus
Jul 24, 2007

PREVENT SPACE-AIDS
sanitize your lovebot
between users :roboluv:
Usually when they give you more than multiple choices they but lots of ORs in it. For example Heavy gunner starting equipment:

"Common Craftsmanship missile launcher with 5 Frag Missiles or Common Craftsmanship heavy stubber or Common Craftsmanship Regimental Favoured Heavy Weapon."

"Awareness or Weapons Training (Solid Projectile), Stealth." means you have to choose between the first two but you get Stealth anyway.

Karandras
Apr 27, 2006

My DW team has dealt with enslavers and then had an awkward confrontation with an Ordo Sicarius agent and're back at their Watch Fortress.

I've sent them on a mission to a planet in a low state of civil unease to investigate a missing Inquisitor who was obsessed with the idea that an ancient alien race used to live on the planet, it's basically a modified version of the mission in The Emperor Protects, but instead of Necrons I've had the idea that the ancient alien ruins deep under the human city is a crashed Craftworld, or a portion of it. All that really remains is the heart of it, the reinforced furnace-like chamber of the Avatar. We know that the Avatar is summoned and bound to the Young King in a time of war but my own personal take on it is that the Wailing Doom sits Excalibur like in the centre of the chamber and the fateful Exarch tries to pull it out as he/she is immolated and possessed by the spirit of Khaine, or that each Craftworld has its own tradition and this was the way of that particular ship or whatever. In any case, having the Wailing Doom survive and be trapped under the planet deep in an underground sea and groups of sensitive civillians have been influenced by the burning rage coming from it. It's a bit of a bait and switch having the Kill-Team going to a planet looking for 'ancient xenos' and the cults worshipping unusual manifestations of the Emperor having themes of rebirth, rising up and the stars they immediately jumped to the Necron conclusion.

Any suggestions for the mission? I'm thinking a plan to try and bind the power of an Avatar into a Khornate demonhost is the underlying plot of the planet and the power behind the cults is looking to work the planet into a fever pitch of rage, whilst binding a suitable demonhost with captured spirit stones of fallen warriors and trying to make an Avatar/Bloodthirster hybrid.

Hodgepodge
Jan 29, 2006
Probation
Can't post for 211 days!
Khaine was shattered into Avatars when Khorne and Slaanesh fought over him.

What I'm saying is that things could get complicated fast. And of course the Eldar themselves take a keen interest in that sort of thing...

Trying to bind an Avatar as if it where a Khornite daemon is a great idea. Basically it doesn't work and the perverted Avatar tries to kill everything, I imagine?

Karandras
Apr 27, 2006

Hodgepodge posted:

Basically it doesn't work and the perverted Avatar tries to kill everything, I imagine?

Yeah pretty much. The best part is the kill-team, out of character, said "Yep, Necrons. Everyone load up on melta."

Carebearz
May 6, 2008

CARE BEAR STARE

:regd10:

Synonymous posted:

I'm looking at getting into Dark Heresy very soon and am planning on playing a Psyker, because the Warp Manifestations and Sanctioning Side Effects sound fun and insane. This will be my first pen and paper RPG, let alone my first DH game- anything I should know about playing a Psyker? Is it a horrible choice for a newbie?

I started off as a Psyker, went the Templar Calix path, and eventually became an Inquisitor for Ascension.

The only time through DH that I came close to killing party members was one mission where there is a rogue pyromancer(spoilers?). Seeing as how I was a Pyro as well I basically called dibs on an Agni-Kai, and our Death Cult Assassin tried to gank my kill when I manifested enough firebolts to crater this chick, putting him into critical levels of damage.


I still stand by the fact that it was his fault for trying to take my poo poo.

I also like how random citizens and officials used to threaten me with death simply of the fact that i was a Psyker, but no matter who they were or how powerful they were, the Arbiter(now Judge) would level his Assault Shotgun at them, while calmly stating "I'm the only one here that's allowed to kill this Psyker, I called Dibs."


Regardless, I think Psyker is the best class to play honestly, Templar Calix basically = Jedi who kills poo poo(and Force weapons are extremely fun, especially against stuff with high toughness, the bonus ability of force weapons is un-soakable.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

So, my players have now claimed a randomly generated planet (the same one they drove those Rak'Gol away from) as a Research Mission colony, using benighted and degenerated colonists from the massive worldship they befriended in their last mission, some of whom know ancient scraps of technology and genetic engineering stuff, and recruiting a (technically ordained and orthodox) hereteknical Explorator younger sister of their Seneschal to serve as the administrator. They're super excited about this and are now planning to spend the next while making their colony awesome, especially since we got really into rolling up the world and its resources while they did a basic survey of the place and they really want to look into the exotic resources and compounds they found and explore the world's regions.

Needless to say I'm pretty pleased about this and I'm happy to let them spend time exploring and building infrastructure to give themselves a base of power in the Expanse, but the party also has a lot of enemies from their backgrounds and character stories. So I'm wondering how soon I should have those guys start showing up to their colony to try to gently caress with the players. Similarly, does anyone have any good suggestions for the sorts of rewards exploring more thoroughly might bring? They're going to go into a huge cave system under an equatorial wasteland region where they discovered the caves somehow teem with life, hiding from the hot sun, and where they discovered weird crystals that can be shaped and grown by heat and become extremely sturdy once they cool and harden a few hours after they're 'picked' as an Exotic Mineral Resource. I made that up on the spot when we rolled a 99 Abundance Exotic Mineral Resource, but I'm trying to think of what's actually up with it. Whether it's some weird xeno thing or just a fantastic local mineral, etc.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
What I'd do is have them build up the colony for a bit, kill some indigenous xenos, etc, then at some point they're going to want supplies that they can't build or obtain locally and will have to warp back to the nearest friendly port. At that point, talk about how agents from random dickbags a to z are swarming the station and holy poo poo, probably not a good idea for them to find out about the colony! So then they've got to obtain everything under a veil of secrecy, try to disguise their warp jumps, prevent random crew from blabbing, all that fun stuff. Then just let things happen.

If the enemies find out, now you've got to maintain a permanent defensive presence there, which your characters maybe are too busy to do. Time to make some allies and cut them in on the profits, or hire troops, or expand the fleet.

Or just throw a minor ork invasion at them, or have a damaged ship drop from the warp requesting repair but oh poo poo now they know! You've got tons of options.

Inexplicable Humblebrag
Sep 20, 2003

"Weird exotic crystals" basically gives you free rein to include any xenos race of your choosing, although you might struggle a bit with Orks. Maybe it's Necron, maybe it's a very slow imperfect grey-goo terraforming experiment from the Tau, maybe it's a Wraithbone precursor a bunch of Exodites experimented with millenia ago. On the other hand, saying "these crystals are an amazing natural resource!" lets you treat them like Ghostfire or Polygum - handy substances with only one source that the Imperium is very interested in exploiting. Depends what kind of conflict you want the resources to spark, really.

As for extra rewards for exploration, would your group react well to being given really open-ended benefits rather than just increases to profit factor? Like, "you've established the planet-wide cave systems are really geologically sound and aren't full of ancient alien warriors wanting to kill all humans. Can you think of any way to exploit such a vast expanse of pre-fortified, concealed, climate-stable space?".

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Yes, I'm actually pretty sure that's what they're hoping happens, for the most part. Since they found Yu'Vath ruins in the desert (that was what had drawn the Rak'Gol) they're eager to make drat, drat sure they aren't anywhere else in the planet.

Mudlark
Nov 10, 2009
I just played my first game of Deathwatch today.

Our techmarine shot-put a heavy bolter turret into an Ogryn, and then I blew a techpriest's head off with a shotgun.


This is the best game.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Deathwatch: The game where all the stuff you don't think you can do can be done, and should be done, as a matter of course.

Hodgepodge
Jan 29, 2006
Probation
Can't post for 211 days!
The Yu'vath are the expanse's premier source of both subtly dangerous tech and overtly homicidal killing machines guarding said tech. So right off the bat you've got plenty to work with.

Asehujiko
Apr 6, 2011
How much ramming damage do Grand Cruisers and Battlecruisers do? Battlefleet makes no mention of them.

TheArmorOfContempt
Nov 29, 2012

Did I ever tell you my favorite color was blue?
Looking to finish Edge of Darkness tonight. Tech-priest cyber mastiff handler has joined the main group, so I eager to see how this all plays out.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe

Asehujiko posted:

How much ramming damage do Grand Cruisers and Battlecruisers do? Battlefleet makes no mention of them.

Well if you can actually ram something that will almost inevitably be smaller and nimbler than you then I think you deserve to destroy it utterly, and if you ram something bigger than the answer should be "enough" for whatever you're trying to do. Those things are stupidly huge.

Emerald Rogue
Mar 29, 2013
I've been snooping around for ideas for a non-standard Rogue Trader campaign that some of my gaming pals have been kicking around off and on - they wanted to try running a group of Tau and Tau-allied Explorers, sent out to explore the galaxy for the Greater Good. In terms of tone, it sounds like it would end up being Star Trek optimism running face first into Warhammer grimdark. This sounds like fun to me, but I can't find much on the Tau in any of the FFG books I have. Are they referenced directly anywhere?

Alternately, any of you guys have any ideas on how to make a Tau PC? I think the various castes can mostly be represented by minor tweaks to existing Careers, but I'm not really sure about stats and abilities for the Tau species - are they different enough from humans to even bother with alternate starting stats?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Not really. Canonically, they don't see as well as humans and their initiative is lower on tabletop, in close combat, but that stuff is all corrected for by their gear. They're pretty much similar enough to humans to run them on the same scale. They only show up in FFG RPGs in Deathwatch, probably partly because their guns would tend to one-shot human PCs as opposed to Space Marines (and as my group found out, they're actually still fairly dangerous to Marines, if they hit you). Still, it shouldn't be that hard to just do Tau as modified human-scale characters, especially as in RT you're already dealing with sort of 'best and brightest' outliers, the guys who would tend to have more or less talent on par with a human Rogue Trader character.

The ships might be harder, as Tau travel through the Warp in an entirely different way; since they have no psykers at all, they do a sort of brief dive into the warp and follow it for a short ways, then I think they recalculate route and jump again. It's much slower, but you should feel free to just outright ignore this and yell WARP FACTOR 7 whenever you want, because Star Trek Optimistic (with possibly sinister undertones) running face first into Grimdark is kind of the Tau thing anyway and you shouldn't let a bit of fluff about them having difficulty doing warp travel gently caress over a fun idea.

That really is the best part about the Tau. Because they don't have psykers, they don't understand, at all, a lot of the stuff the other races have gone through. They don't 'get' Chaos. They believe the universe works in a fundamentally sane, orderly manner that can be explained by technology and reason, and that everyone else is just a bunch of crazy degenerates panicking over weird, but measureable phenomena they'll figure out any day now. They are completely and utterly wrong about this. It's somewhere between Star Trek Optimism and a rookie Call of Cthulhu character who still thinks his Tommy Gun is going to save him when a God shows up, and it's awesome.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

I am pretty sure that there was a piece of fluff where the Tau encountered a Chaos incursion and destroyed a Keeper of Secrets, and were like 'Huh, that wasn't so bad. What are people so worked up about?' not realizing that 1) A Keeper isn't the actual Slaanesh everyone is terrified of, and 2) that the one they shot up would actually be able to return and hadn't died in a meaningful sense.

I think that Tau ships technically 'skim' through the warp, which only allows them to make short jumps. I think the speed is relatively similar to a human ship travelling without a Navigator, but the Tau are significantly better at actually calculating those jumps and making progress. I don't see this as a real problem though, unless you are intent on getting between existing landmarks in the universe and need to preserve the distances involved for some reason. Otherwise it's easy to just say 'ok sure, that thing is two weeks travel' and deal with it. I suppose the biggest thing would be that if they flee, most races can outrun Tau ships fairly easily. But it's not like you chance people through the warp all that often to begin with.

One thing to be aware of is that the 'Greater Good' isn't usually a full-on Federation Joyfest. There are definitely darker undertones and manifestations of that, because hey it turns out that sometimes the 'Greater Good' demands putting some people in concentration labor camps, sterilizing member races, purging discontents, etc. I mean obviously your players don't have to be in on this, but it is a definite avenue that the game can take where they realize that the 'Greater Good' that they are working for isn't really something the full hierarchy pays much heed to, and have them have to confront not only the lunatic nature of the universe but also the hypocrisy of their own civilization.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]
I have a mechanics question that has been bothering me. The multiple attack trait.

In a number of books it tells you that you need this talent, to attack multiple times in a turn; However, a standard attack is just a half action.

So does that mean that unless someone has the "Multiple Attack" or "Swift Attack" talent, they can only say, do one standard attack a round even though it is just a half action?

And if it doesn't mean that, what the gently caress does it mean? Does Swift Attack (or whatever multiple attack talent you have) allow you more than one standard attack per half action?

Maybe its just me and I'm skimming the wrong places, but this seems less than clear in the rules.

edit

Re: Tau

I know next to nothing about 40k lore and what have you, beyond my recent reading of some of the core books and supplements for the RPG, but...

I recall seeing somewhere that humans on former imperial worlds taken over by the Tau actually have integrated incredibly well with the greater Tau society.

If I were just making poo poo up for a campaign setting, I can't see anything wrong with saying that:

1. Humans have adapted to and now support the Tau on former Imperial worlds

2. Some of those humans have the navigator gene, are navigators/rogue traders/voidfarers.

ZombieLenin fucked around with this message at 20:43 on Apr 29, 2013

Fellblade
Apr 28, 2009

ZombieLenin posted:

So does that mean that unless someone has the "Multiple Attack" or "Swift Attack" talent, they can only say, do one standard attack a round even though it is just a half

This is what it means.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Yes, you can only make one attack per turn unless you have some talent, trait, or equipment that makes an exception. This is true even though a standard attack is only a half action - I am pretty sure there is a note in the actions section that tells you that you can't repeat actions, although I don't have my DH book on hand to confirm it. So even though you have two half actions, you can't spend both of them on a standard attack. This does mean you can be in the situation where you don't have anything else you want to do with your remaining half action, but there you are.

What Swift Attack (and Lightning Attack) allow you to do varies between DH and its various successors. In DH I think it allows you to spend a full action to attack twice (and three times for Lightning Attack?) which is one of the few ways to get out multiple melee attacks. In the successor books, Swift Attack and Lightning Attack function like Semi-Auto and Full-Auto for melee attacks, giving you more hits based on your degrees of success.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]
What about ranged weapons? You can only pull the trigger once?

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Yea, you can only shoot once, so you can't make two standard attacks to get off two shots. This applies to all half actions, so you can't double up on reloads, or half-action moves, or anything else. If you haven't been getting this right it does change the game because if you can double up an action a lot of things don't quite make sense about the mechanics.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Ashcans posted:

Yea, you can only shoot once, so you can't make two standard attacks to get off two shots. This applies to all half actions, so you can't double up on reloads, or half-action moves, or anything else. If you haven't been getting this right it does change the game because if you can double up an action a lot of things don't quite make sense about the mechanics.

Luckily I haven't started running it yet. I almost started last week, but got outvoted by my players who wanted to finish the thing they were doing in our 4e campaign.

I start the warhammer game this weekend, so I'm glad I asked. Btw, screw the GW world and FFGs.

I've literally purchased all the core books in the space of 3 weeks, and I just finished reading DW, which makes me want to abandon all the work I've done on my Only War/Dark Heresy hybrid campaign and run it instead.

I think I would actually if I didn't prefer the Only War character advancement scheme and mechanics and DW didn't look like a bitch to run with god PCs with combats I can only imagine take forever.

Remora
Aug 15, 2010

ZombieLenin posted:

with combats I can only imagine take forever.

Give somebody an unpatched Heavy Bolter, combat is now limited to as many rounds as you have targets.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Remora posted:

Give somebody an unpatched Heavy Bolter, combat is now limited to as many rounds as you have targets.

I assume this sort of thing is taken care of in FFGs errata? I haven't looked at this stuff yet.

But, yes, I didn't even think about that problem with super powered PCs. I was just imagining the sheer number of things such PCs have to chose from when it comes to killing things. Like (totally made up stuff for effect):

if pc uses X he gets 5x the reactions of normal

Or

when character uses y and attacks 4 times, with each successful attack doubling the penetration of the penetration applied on the last hit, but also increasing the TB of the target by 50%, unless the target has taken critical damage to its leg in the last 2d10x2 - TB (minimum 1) days. In which case reduce the tb by 50%, but allow the use of the targets IB for damage reduction.

Or

each degree of success on the attack granting 1d5 more attacks at alternating +10 and -10 rolls, successes on which also granting their own separate 1d5 attacks, which do fatigue damage--but only between 12:30am and 12:35pm est Terra time. Unless combat is with a warp creature, in which case adjust for GMT and roll d1000 on chart 22-155 to see what happens. Further if said roll is between 135 and 247 roll twice more on table 22-166 adding a random prime number that falls between 1 and 1000 to the roll.

You get the point of my hyperbole I hope.

ZombieLenin fucked around with this message at 22:28 on Apr 29, 2013

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Talkie Toaster
Jan 23, 2006
May contain carcinogens
Yeah, the system struggles a bit even at Rogue Trader level. They kind of missed a trick there- by releasing a separate system for each game, they could've had different resolution mechanics for the same stats. Even something as simple as 'full auto uses average damage' would help.

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