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Go full Max Headroom. The daemon's stat ratings are determined by it's Nielsen ratings. So defeat it by broadcasting a competing show on the same time slot, to pull away viewers, tank the daemon's ratings, and build PF with merchandising and ad revenue. Defeat it with Fund parks and libraries so that people read our play outside instead of watching tv.
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# ? Jan 22, 2016 06:51 |
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# ? Jun 5, 2024 21:33 |
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hard counter posted:The RT, for example, after finding a legendary power sword fancied himself the nu-arthur legend and styled himself the techno-knight of space and requisitioned a lathe-wrought feudal plate set with obnoxious lumen heraldry blasting all the time. I see no problem with that. Lumen heraldry is basically holograms? Your guys seem fun. I feel like newcrons fluff impacted RPG games more than it ever did tabletop. Suddenly, you can trade with the fuckers!
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# ? Jan 22, 2016 07:08 |
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JcDent posted:I see no problem with that. Lumen heraldry is basically holograms? Your guys seem fun. Lumen Heraldry is neon.
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# ? Jan 22, 2016 19:09 |
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Rockopolis posted:Go full Max Headroom. The daemon's stat ratings are determined by it's Nielsen ratings. Eat a steak shaped like the demon's face. Ratings will soar.
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# ? Jan 22, 2016 19:35 |
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Oh poo poo, that reminds me of one of my first 40K rpg experiences as a kid (I think we just hacked the battle rules or used Rogue Trader or something). We were in a hive world, and suddenly came across Jerry Springer, chaos-style: A coked-out demon worshipper had a TV studio set up, where the entire audience was chained to their seats and put on life support, and he just zipped around them on a rail platform asking them inane questions, while they cried in terror. Our GM smoked a lot of weed.
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# ? Jan 25, 2016 08:39 |
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Has anyone run the Doomstones campaign from WHFRP and converted to 2nd ed.? I've been doing it, but first ed. seems more heroic (most PCs have magic weapons) and it's a balancing act. Wanted me to send the PCs up against 15 beastmen and 5 bestigors which would have been a TPK.
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# ? Jan 25, 2016 09:32 |
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Followers of Chaos, especially Slaaneshi ones, always seemed like they were some kind of Nega-Buddhist parable. They might see desire as the root of suffering, but their solution is to satisfy that desire (and the next one, and the one after that). How could you set up a Slaaneshi psyker as a nega-Buddhist monk? I'm trying to figure out how they'd have a similar worldview, but in 40K-land. Character motivation has a nice fallback; they're literally unable to be satisfied. But Chaos has got to have an Eightfold Path, what are its tenets? The Anti-Dude, unable to abide?
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# ? Jan 26, 2016 23:58 |
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#oscarssoheretic
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# ? Jan 27, 2016 01:39 |
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If you're a Slaaneshi Buddhist and you're not trying to bring about a brief moment of actual Silence by destroying everything that exists and that could exist you don't understand your philosophy very well. The complete negation of all experience is also a sensation. Plus every other Slaaneshi is going to be horrified, so you've got conflict baked in.
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# ? Jan 27, 2016 09:05 |
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I imagine slaaneshi philosophy ultimately boils down to: 'obey no law but this: slake any and every thirst you know of, even the thirsts you may not know that you have and consider no one your equal. Let no one stand in your way. A lifestyle guru would probably build tenets around that, perhaps also pontificating on the 'paradox' of delayed gratification or the apparent impossibility of achieving the infinite in finite world (or as the orks know the question: is dere eva enuff dakka?). Nirvana might be redefined less as eternal once achieved and more like a fleeting moment - the exact instant you get what you want and then it's gone until you find another way of getting back.
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# ? Jan 27, 2016 09:37 |
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That is a really good way of putting it. Thanks!
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# ? Jan 27, 2016 13:57 |
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You could also build a Slaaneshi belief system around The Secret.
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# ? Jan 28, 2016 03:54 |
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Are there any fan-conversions of Rogue Trader to the newer rules? (Black Crusade/Only War/DH2)
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# ? Jan 30, 2016 10:12 |
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Just a heads up to everyone that Enemies Beyond is out: https://www.fantasyflightgames.com/en/news/2016/1/28/face-your-foes/ I grabbed my copy yesterday. I haven't read much of it yet, but I will say that it is jammed full of content. I'll do my best if you guys have any questions.
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# ? Jan 30, 2016 13:39 |
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Besides the usual daemons everyone knows and is used to, is there anything exclusive to the Askellon Sector? Also what is there in regards to Ordo Malleus, I imagine lots of new equipment but new talents maybe?
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# ? Jan 30, 2016 15:37 |
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Are there statblocks for when you have to beat up the GK idiots?
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# ? Jan 30, 2016 15:41 |
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frajaq posted:Besides the usual daemons everyone knows and is used to, is there anything exclusive to the Askellon Sector? In some of the sections detailing specific planets, there are a few Askellon-specific daemons/entities, but not that many. However, there are also some cool rules for creating your own daemon princes. In terms of content specific to the Ordo Malleus... well, the whole book is dedicated to them. Tons of new weapons, new armour, new mods, new ammo, new wargear, tons of new talents, rules for possessions and exorcisms, creating daemonhosts, binding daemons to weapons/creating daemon weapons, daemon relics, rules for Astropaths, a new Malleus-focused role, two whole new psychic disciplines (for combating and also harnessing daemons). This book is just jammed full of content, even more so than Enemies Without. It's very very good so far. goatface posted:Are there statblocks for when you have to beat up the GK idiots? No statlines for Grey Knights, but there are stats for Culexus Assassins. If you want Grey Knights though, there's stats for Terminators in the Core Rulebook.
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# ? Jan 30, 2016 17:33 |
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No baby carrier?
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# ? Jan 30, 2016 17:38 |
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goatface posted:No baby carrier? Unfortunately (fortunately?) not. I'm about half way through reading this thing cover to cover. There's going to be some good times resulting from its contents.
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# ? Jan 30, 2016 18:52 |
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theres a really old article/pdf thats like 12-20 pages i think in all black and white about the siege of terra. im sorry this is so vague, does anyone have a link
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# ? Jan 30, 2016 21:52 |
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Dead vague. This? http://redelf.narod.ru/w40k/ci/ci_assault_holyterra.html
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# ? Jan 30, 2016 22:08 |
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The Lone Badger posted:Are there any fan-conversions of Rogue Trader to the newer rules? (Black Crusade/Only War/DH2) why can't you just use the DH2 rules except for the rogue-trader specific bits wait hang on, Rogue Trader is pre-aptitude system, isn't it
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# ? Jan 30, 2016 22:19 |
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The Lone Badger posted:Are there any fan-conversions of Rogue Trader to the newer rules? (Black Crusade/Only War/DH2)
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# ? Jan 30, 2016 22:27 |
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DOWN JACKET FETISH posted:wait hang on, Rogue Trader is pre-aptitude system, isn't it That's the tricky part. Plus any unexpected balance-breaking by letting people take any Advance they want - does anything snap in Rogue Trader?
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# ? Jan 30, 2016 22:29 |
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It's a system built around slow advances in your core abilities balanced by the fact that you get the hilariously broken toys pretty much from day one. Everything would snap.
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# ? Jan 30, 2016 22:34 |
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The Lone Badger posted:That's the tricky part. Plus any unexpected balance-breaking by letting people take any Advance they want - does anything snap in Rogue Trader? If you like, I could post my take on things. (I'd also want to provide some commentary.) *Our group found out that aptitudes, while notably less wonky than the pre-BC rank tables, are still a bit of a pain to work with if you're not buying something for which you have both aptitudes. Our resultant house rules on XP rebalanced the costs-by-aptitude to be closer together to encourage less specialization in a character by orienting costs around a harmonic mean.
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# ? Jan 30, 2016 23:00 |
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my view is that you should just gently caress it and move your rogue trader characters onto the DH2/Only War aptitude system ASAP through a hodgepodge system of your own devising rogue traders are not normally limited by their capabilities, but rather by the fact that they can only be in one place at once it probably isn't that hard to slap aptitudes on all RT talents and skills. take a few hours, make Finesse even more unbalanced
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# ? Jan 31, 2016 01:00 |
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Rogue Trader does have Blather, the best skill™
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# ? Jan 31, 2016 01:03 |
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I assume you'd ditch the talents/skills from RT and use the new ones from OW/DH2. What I'm not certain of is how to assign aptitudes to the backgrounds and archetypes.
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# ? Jan 31, 2016 01:03 |
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You need to work out what to do with Navigators. If they're treated as just a unique form of psyker or what.
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# ? Jan 31, 2016 01:06 |
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There is a rule that they count as psykers for all intents and purposes re: blanks, null rods, psyker-specific attacks, etc unless otherwise specified. They just don't have a psychic rating, perils or ability boosting tricks aside from buying the next level of the thing they want.
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# ? Jan 31, 2016 01:18 |
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The Lone Badger posted:I assume you'd ditch the talents/skills from RT and use the new ones from OW/DH2. What I'm not certain of is how to assign aptitudes to the backgrounds and archetypes. well, give one aptitude to each homeworld, birthright, lure, trials, and motivation, leaning more towards characteristics. if you give one of these tiers a non-characteristic, make sure all options from that tier has a non-characteristic aptitude. then give three aptitudes to each career, probably two non-chars and one characteristic. this gives eight apts per character instead of the normal seven, but, well, rogue trader characters are meant to be impressive
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# ? Jan 31, 2016 01:44 |
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For aptitudes you can sort of base them on the OW guys: Rogue Trader: Sergeant/Commissar sort of? Maybe a little less focus on melee a little more shoot? Arch Militant: Weapon Specialist Missionary: Priest dude from OW Void Master: Operator Explorator: OW tech guy Astropath: Psyker Seneschal: Medic? Tweak it a little and add one extra I guess because RT dudes are meant to be super cool?
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# ? Jan 31, 2016 02:39 |
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Probably needs to trim the comrades for the most part, though giving them access to the veteran comrades trees at a massive discount might be good, or BC minions. edit - doesn't have to be tied to replacing X with Y either. Smash everything together.
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# ? Jan 31, 2016 02:42 |
I found this conversion once upon a time. Never played it (or any of the 40k RPGs except Rogue Trader), but maybe it's a starting point?
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# ? Jan 31, 2016 19:06 |
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I mean, you could pretty much use the DH2 career system wholesale and just change the name of the roles and give them beefed up starting gear/acquisitions. The hardest take in any of these RT conversions is the Navigator, since none of the other rulesets have anything even remotely similar to what he does. Anyone with Enemies beyond able to sound off how Daemon Weapons for DH2 work mechanically? Is it like BC where your weapon makes contested willpower checks against you to take you over?
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# ? Feb 3, 2016 06:00 |
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Two questions: I feel like there was a mine described in the armoury of one of the sourcebooks, any idea where? I want it to be in one of the first DW books like Inquisitors handbook, but I can't find it there. Any idea where, or failing that, how to simulate various kinds of mines in a game of OW? Also, I'm plotting to have a game in which Tau have influenced human auxillaries to fight for the death in the defense of the shrine world they live on. Since, for reasons of plot, the humans have to think they did it on their own: What would be a good explanation for an actual means of mind control used by the ethereals? Does the extended universe have some kind of technology or psyker power that would let an ethereal (or perhaps a Tau slave race psyker) mind control or suggest large amounts of humans, or selecy human leaders?
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# ? Feb 20, 2016 14:02 |
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Tau might use drugs or pheromones to exert control on human populations. Human political and military leaders could be happy to work with them due be it being profitable or more practical than the alternatives, while the mass armies of humans could fight to the death because they genuinely love the high-technology utopian civilisation the Tau brought them, compared to the nightmarish dystopia of the Imperium. The reason the Imperium tried to land so hard on the Tau in the Damocles Crusade wasn't because they're a militaristic threat, but because they are a cultural threat. The governors and populations of otherwise loyal Imperial worlds would just switch sides and join the Tau because they seem so much nicer than the Imperium.
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# ? Feb 20, 2016 14:16 |
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Tias posted:Two questions: snare mine is in Hammer of the Emperor. basically it's a grenade that you don't need to throw
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# ? Feb 20, 2016 14:23 |
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# ? Jun 5, 2024 21:33 |
Has FFG said anything about whether or not they'll be putting out a 2nd edition of any of the 40k RPG's besides DH?
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# ? Feb 21, 2016 16:11 |