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This is what you have wrought. Arguing over grids has led us to discussing how fast a 40k character can run. Dark Heresy or Only War? Your the real monsters. Essentially use a grid if any of these apply: a) Your group likes the tactical combat and want that to a be the focus b) Your group has trouble visualizing TOTM or want more exact measurement d) Your a huge numbers sperg or something Don't use a grid if any of these apply: a) Your group wants to downplay combat b) You do a lot of pre-work on the fly and are slow/uncomfortable making maps quickly c) Your not wanting to pay too much importance on how well people built their characters d) Seeing something drawn would ruin your IMMERSION cause your a super sperg. EDIT: All just pick whatever you find fun and fudge numbers to do whatever so both ranged and melee get to have fun and not need to run for 3 turns. kingcom fucked around with this message at 02:14 on Aug 17, 2013 |
# ? Aug 17, 2013 02:07 |
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# ? Jun 5, 2024 09:31 |
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The obvious solution is to let the heretical tech-priest talk you into strapping an experimental teleporter on your back that can deliver you wherever you want on the battlefield, every round. Now with only 1.5% chance of bringing a Daemon Prince along on your arrival back in realspace!
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# ? Aug 17, 2013 05:22 |
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A little worldbuilding question: Who in the Imperium handles interstellar crime of the non-heretical kind? Suppose someone went around assassinating traders and imperial officials. Seems like an Arbites thing to me but do they have interstellar reach, maybe roaming detectives much like inquisitors, or ships of their own? Would it fall under the inquisition regardless of the lack of of chaos or xenos involvement if it happened to catch their interest?
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# ? Aug 17, 2013 14:30 |
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Elukka posted:A little worldbuilding question: Who in the Imperium handles interstellar crime of the non-heretical kind? Suppose someone went around assassinating traders and imperial officials. Seems like an Arbites thing to me but do they have interstellar reach, maybe roaming detectives much like inquisitors, or ships of their own? Would it fall under the inquisition regardless of the lack of of chaos or xenos involvement if it happened to catch their interest? 1. It'll be a good live fire exercise for them 2. They want to offer the killer a job 3. They suspect heresy 4. They need a favour from the the trade family boss who's children are being killed 5. It's loving up the stability of the sector 6. All of the above. Officials being killed is usually a 100% Arbite affair unless heresy is involved.
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# ? Aug 17, 2013 15:12 |
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Elukka posted:A little worldbuilding question: Who in the Imperium handles interstellar crime of the non-heretical kind? Suppose someone went around assassinating traders and imperial officials. Seems like an Arbites thing to me but do they have interstellar reach, maybe roaming detectives much like inquisitors, or ships of their own? Would it fall under the inquisition regardless of the lack of of chaos or xenos involvement if it happened to catch their interest? I'd say that such actions would definitely catch the eye of the Inquisition. Their general mandate is "protect the Imperium", with differing viewpoints on what that entails depending on which Ordo they belong to and what philosophical viewpoint they have. In addition, even if the person had purely political or business reasons, the Inquisition doesn't necessarily know that - but what they do know is that aliens / Chaos / rebels thrive off political and economic disruption. If the person gets caught, they can expect to be tortured until the Inquisitor decides there was no deeper agenda.
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# ? Aug 17, 2013 15:12 |
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It would probably be an Arbite matter. They generally don't have their own warships to get around in, but they liaise with the Navy if they need them. High ranking Arbites can be in command over a wide region of space, so they could quite easily pick up on a pattern of traders and officials being murdered. If it's actual in-space crime, like someone blowing up trade vessels, that would probably be a pure Navy thing, with Arbites maybe providing intelligence support. Saying that, Inquisitors generally do whatever they want. So if they decide that finding out who's been executing nobles would be an interesting diversion, they do it.
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# ? Aug 17, 2013 15:21 |
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Any inquisitor who that that those actions were disruptive to his own goals would probably be after those individuals as well.
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# ? Aug 17, 2013 16:05 |
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S.J. posted:Any inquisitor who that that those actions were disruptive to his own goals would probably be after those individuals as well. Said disruptions may include 'kill-stealing.'
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# ? Aug 17, 2013 16:13 |
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Also, don't forget that the Imperium is a theocracy that encompasses all of mankind, so technically every crime is a transgression against the faith, and thus heresy, if an Inquisitor feels like it.
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# ? Aug 17, 2013 16:47 |
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Other nobles or traders who think they might be next on the list also might hire some people to do the investigation for them.
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# ? Aug 17, 2013 16:56 |
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VanSandman posted:Said disruptions may include 'kill-stealing.' If your Inquisitors are appropriately awesome, yes e: Basically if you can't think of a reason for someone to want to kill someone else in 40k then you have no imagination.
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# ? Aug 17, 2013 17:08 |
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Finished the introductory campaign of Dark Heresy yesterday with some friends. We were four players and a GM. It was hilariously awesome. I chose to be an Arbitrator who as it turns out gets the least money. So my Cleric friend kept flauting his money around. Lack of money didn't stop me from trying to find space strippers and space hookers. Sadly I could only afford a hug once I found one. The Cleric didn't do much during the campaign, he just prayed a lot and made a carving of some saint on his sword. Which turned out to be useful in the very end when his sword took down the boss when we were all dying. Do you guys know of any good minis that would fit Arbitrators, Clerics and whatnot for dark heresy?
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# ? Aug 17, 2013 22:34 |
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Torabi posted:Finished the introductory campaign of Dark Heresy yesterday with some friends. We were four players and a GM. It was hilariously awesome. I chose to be an Arbitrator who as it turns out gets the least money. So my Cleric friend kept flauting his money around. Lack of money didn't stop me from trying to find space strippers and space hookers. Sadly I could only afford a hug once I found one. No idea what to do with a cleric, IG missionary perhaps?
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# ? Aug 18, 2013 00:35 |
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There are some Arbitrator minis out there, although they may be hard to find. Alternatively, Cadians, Kasrkin, stormtroopers or even Space Marine scouts would work, maybe with a bit of conversion. There are quite a few priest-type models available, thanks to the Sisters of Battle army line.
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# ? Aug 18, 2013 09:39 |
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There are also the Enforcer and Redemptionist models from Necromunda. In fact the Necromunda range as a whole should pretty much be your first stop for anything Dark Heresy related. Roller Coast Guard fucked around with this message at 10:25 on Aug 18, 2013 |
# ? Aug 18, 2013 10:19 |
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So I'm actually having a little trouble trying to think of how a tech priest is going to be useful during combat. His skills aren't bad, but it doesn't seem like he has a lot of talents that lend themselves to being useful in combat.
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# ? Aug 18, 2013 17:16 |
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SquadronROE posted:So I'm actually having a little trouble trying to think of how a tech priest is going to be useful during combat. His skills aren't bad, but it doesn't seem like he has a lot of talents that lend themselves to being useful in combat. Well, which system are we talking about? I'm guessing it's not Only War/Black Crusade, but if it is, the easy answer is to buy stuff that's good in combat! If it's DH, then I can tell you from personal experience that Tech-Priests are plenty good in combat, both melee and ranged. Blademaster and Swift Attack at Rank 5 or so makes a huge difference when it comes to melee viability, and if you're worried about a lack of shooty-talents, going for Secutor (Which is in the Inquisitor's Handbook, should you have that) at Rank 4 should resolve any of those worries handily. Edit: Really though, in most 40k systems you don't need talents to be good at ranged combat. Having a good BS and a good gun (And the talents to use it.) is generally all you need to be useful, at the very least. Locomotive breath fucked around with this message at 18:03 on Aug 18, 2013 |
# ? Aug 18, 2013 17:40 |
SquadronROE posted:So I'm actually having a little trouble trying to think of how a tech priest is going to be useful during combat. His skills aren't bad, but it doesn't seem like he has a lot of talents that lend themselves to being useful in combat. In what system? Only War? Dark Heresy 1st ed or 2nd? Rogue Trader? In Rogue Trader at least you can build their version of Tech Priest as a very good front line tank pretty much always, they get cheap toughness and really good armor thanks to Flesh is Weak, and both BS and WS can be upgraded for not outrageous prices. Our RT group's both primary melee monsters are Explorators, one with Genetor alternate career rank and one with a more traditional Explorator path (although he had this weird alternate career rank from the Psyker-book). Don't know about other systems, but I think our Tech Priest in Dark Heresy was mostly handy as a support character in combat (fixing jams, using Feedback Screech to gently caress with the opponents etc.), but then again most of the rest of our group handled the combat so he didn't probably feel the need to spec up for combat too much.
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# ? Aug 18, 2013 17:48 |
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SquadronROE posted:So I'm actually having a little trouble trying to think of how a tech priest is going to be useful during combat. His skills aren't bad, but it doesn't seem like he has a lot of talents that lend themselves to being useful in combat.
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# ? Aug 18, 2013 17:54 |
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The tech priest should definitely always try be doing something other than standing there and shooting, and flesh is weak plus ballistic mechadendrite let you single mindedly do stuff even under fire. Tech priest is the best multitasker, so always be trying to hack doors or drones or blow open walls to create flanking options while your mechadendrite adds to the combat. Also, your squad will love you forever when you start dragging them behind cover and patching them up enough to be effective again. You can definitely focus on becoming a combat monster if you want, and succeed, but I've always felt like that's the less interesting way to run the class. Pharmaskittle fucked around with this message at 18:08 on Aug 18, 2013 |
# ? Aug 18, 2013 18:04 |
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Helicon One posted:There are also the Enforcer and Redemptionist models from Necromunda. Thanks for the mini suggestions guys. I took at look at the necromunda stuff but I only see two items under gangs. Nothing else seems to load when I click on them. Is it just me or is this normal?
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# ? Aug 18, 2013 18:26 |
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GW has stopped casting pretty much all of their specialist games, so the only stuff up on their website is what they have in stock - I've been watching the stocks dwindle sadly, because it's basically the end of an era for many fun games. If you want any of that stuff (like Enforcers) it's going to mean digging around on ebay or other second-hand sites. There are a number of companies that make other figures that could work, though. Urban War has some: http://www.urbanwarthegame.com/store-ecwid.php#!/~/product/category=3789373&id=16423525 http://www.urbanwarthegame.com/store-ecwid.php#!/~/product/category=3789376&id=16423605
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# ? Aug 18, 2013 18:54 |
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Sorry about that, dudes. I meant in Only War, and you're right. It looks like the advances I get are pretty cheap. Plus I've got decent equipment and a good bonus to Tech Use (I think +20, with +10 coming from the Utility Mechadendrite and +10 coming from the Good Quality MIU).
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# ? Aug 18, 2013 19:36 |
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You'll be getting more opportunities to do cool stuff, don't worry. Not every combat's going to be "hide behind cover, hope the Nob doesn't get close" like that first one. I just though we'd benefit from doing something simple first because not everyone was comfortable with the game yet, is all.
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# ? Aug 18, 2013 19:51 |
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Secutors are the best thing, just because they get to irradiate people to death.
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# ? Aug 18, 2013 21:43 |
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SquadronROE posted:Sorry about that, dudes. I meant in Only War, and you're right. It looks like the advances I get are pretty cheap. Plus I've got decent equipment and a good bonus to Tech Use (I think +20, with +10 coming from the Utility Mechadendrite and +10 coming from the Good Quality MIU). Requisition or scavenge a combitool too if you don't start with one, they give a considerable bonus as well.
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# ? Aug 18, 2013 22:08 |
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I thought the Utility Mechadendrite gave a bonus for being equipped with a combi-tool, although I did start with one anyway (I guess in case you don't use a utility fake arm).
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# ? Aug 18, 2013 23:38 |
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Oh, maybe it is accounted for in the utility arm, I'm not sure. I just know our cyberpunk Islamic terrorist tech priest still carries his around.
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# ? Aug 18, 2013 23:42 |
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Does anyone have The Long Watch yet? What do you guys think of it?
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# ? Aug 19, 2013 08:51 |
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Anyone know where to find tokens or whatever for 40k spaceships? I have some potential space action coming up in our RT Roll20 campaign and I have no tokens for it.S.J. posted:e: Basically if you can't think of a reason for someone to want to kill someone else in 40k then you have no imagination. Elukka fucked around with this message at 17:07 on Aug 21, 2013 |
# ? Aug 21, 2013 16:42 |
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I'm strongly considering GMing a campaign of Dark Heresy (1st Edition) for my college's roleplaying club, and while I'm excited, this will be the first time I've ever GMed. Combine this with the fact that most of the games in said club are DnD or Shadowrun, and it looks like it will be a predominately newbie game. Because of this, I've considered either doubling there health, or taking any complete loss of HP as a loss of limb, requiring them to get a poor-quality implant to replace a randomly selected limb/eyes/whatever. I'm also thinking about running some of the sessions made by Fantasy Flight, like the free quickstarts and maybe the buyable campaigns, until I get used to GMing the campaign of my own devices. Any other advice for a first time GM? Does this layout sound like it would work well?
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# ? Aug 23, 2013 05:14 |
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Hiro Protagonist posted:I'm strongly considering GMing a campaign of Dark Heresy (1st Edition) for my college's roleplaying club, and while I'm excited, this will be the first time I've ever GMed. Combine this with the fact that most of the games in said club are DnD or Shadowrun, and it looks like it will be a predominately newbie game. Because of this, I've considered either doubling there health, or taking any complete loss of HP as a loss of limb, requiring them to get a poor-quality implant to replace a randomly selected limb/eyes/whatever. I'm also thinking about running some of the sessions made by Fantasy Flight, like the free quickstarts and maybe the buyable campaigns, until I get used to GMing the campaign of my own devices. Any other advice for a first time GM? Does this layout sound like it would work well? Run the scenario at the back of the book is a good start. I recommend not changing HP as you being fragile tends to be what encourages the whole investigation part of it. If you want to do limb loss give them poor quality implants for free and if they can to improve them they can. Take the limb based on whatever they died through the crit table.
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# ? Aug 23, 2013 05:18 |
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And just be upfront with them about the combat. Characters die some times, it's not the end of the world.
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# ? Aug 23, 2013 05:20 |
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Characters can permanently burn a fate point to avoid a fatal situation, as well. In a lot of the 40k RPGs you only die when you've accumulated enough Critical Wounds that you actually get to one that kills you, but I know that Dark Heresy had a few differences in combat.
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# ? Aug 23, 2013 08:40 |
It's mostly the same as the rest as far as I know, it's just that due to smaller overall power level on player characters it's easier to get hurt than in say Only War, Deathwatch or Rogue Trader. Hit point values might also be lower than in the rest of the games generally speaking, I think.
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# ? Aug 23, 2013 09:22 |
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SpiritOfLenin posted:It's mostly the same as the rest as far as I know, it's just that due to smaller overall power level on player characters it's easier to get hurt than in say Only War, Deathwatch or Rogue Trader. Hit point values might also be lower than in the rest of the games generally speaking, I think.
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# ? Aug 23, 2013 10:48 |
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I would start out playing with the regular rules, and just be liberal with Fate Points as needed. Dark Heresy is a game where people die, but I don't think you want to penalize people overmuch if they make bad choices because they're unfamiliar with the system (like not realizing how badly getting full-autoed can gently caress you). This allows you to be forgiving as people get going, and then you can just scale back Fate Point allocation as you all get into the swing of things.
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# ? Aug 23, 2013 12:41 |
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The first time I ever DMed was the DH1 intro adventure. The biggest problems I saw were that it conveys a sense of urgency, time wise, to figure out what's going on. You have like 3-4 days on the planet before poo poo goes all up in the fan, which means if someone gets wounded severely half way through (the spider-thing encounter in the desert, for example), they have almost no time at all to heal, RAW, and everybody is too low level to have access to Medicae, AND the planet is a primitive world so hand-waving an advanced medical facility in that backwater craphole strains credulity. Make sure everybody is on board with unforgiving combat and have some extra pre-gens lying around in the event someone gets taken out of action. In my game, 2 of the 4 players were grievously wounded and had to take over background NPCs in the final fight. One of them took a full semi-auto blast from a lasgun at point blank and the other got gored by the spider-thing.
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# ? Aug 23, 2013 14:09 |
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That's a good point. I actually don't like the intro adventure much at all, partly because of that and also because it's basically the PCs escorting around an NPC who does all the actual stuff. They don't get a lot of agency in the whole thing, which I suppose is ok for a learn-the-system thing but really bugs my players. For my own stuff I always make the timetable flexible during most of the setup, so that there is some leeway for recoveries and the like. It also lets the players have more options on how to handle things - it's hard to case a location for any real information if you only have 24 hours to act.
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# ? Aug 23, 2013 14:25 |
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# ? Jun 5, 2024 09:31 |
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Speaking of Dark Heresy introductions, I was thinking of giving the playtest 2nd Edition rules a spin with the included scenario in the back. Does anyone have any experience/tips with running that scenario?
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# ? Aug 23, 2013 14:42 |