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Astus
Nov 11, 2008

Fayk posted:

we're in a campaign, and I've noticed several times now there are many things such as the MIU Bionics that basically have no supporting mechanics -- ie, where MIUs are to be expected, how common they are, etc. Since I bought the PDFs through DriveThruRPG, I can search them (slightly broken) and be sure of this.

Not quite sure what you're asking, are you talking about Availability? That's in the core book, page 152 for me. MIU's are Rare. There's another sidebar on that same page that tells you how to handle installing bionics and implants. Also mentions the people and resources required to attach bionics can usually be found in "substantial medical facilities and worlds with a very high technological base."

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Astus
Nov 11, 2008

Mechafunkzilla posted:

Whoah whoah whoah whoah whoah -- you start at 1 degree of success in Black Crusade? So, say with Swift Attack, where you get an additional melee attack for every two degrees of success, if someone with a WS of 35 rolls a 25, they would get an extra attack?

Not quite. They changed the wording of swift attack to read "Success indicates he has hit his target with his melee weapon once for the initial Degree of Success, plus once for every two additional Degrees of Success."

So in your example, the guy would have to roll a 15 to get two hits in.

Astus
Nov 11, 2008

CommissarMega posted:

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

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

Astus
Nov 11, 2008

kingcom posted:

Any excited players able to tell me why they want to play this over the other systems? Why for example do you want to be a guardsman over a Space Marine or if you want the low powered game why OW over Dark Heresy?

Mostly because the changed rules system is far better than what was in Dark Heresy. Also, why the guardsmen are lower powered compared to Black Crusade characters, they're still more competant than Dark Heresy, without having to have a small reference sheet just to keep track of how overpowered you are like in Deathwatch. Don't even try to bring a guardsman from this into Dark Heresy, skills and talents have changed so much that it'd be too much work trying to convert it all. Having looked at the rulebook, I have to say I think it may tie with Rogue Trader for being my favorite 40k rpg, though I won't know for sure until I get to play a game.

Actually, it probably has more in common with Rogue Trader than Deathwatch or Dark Heresy, just at the opposite end of the "available resources" spectrum. It's possible to get assigned a mission where you need to sneak in, plant some bombs, and sneak out, but when you head to the munitorium to pick up your assigned bombs and chameleoline cloaks, the clerk tells you that sorry, none are available. However, he does have 144 packs of Lho's and a 200 litre drum filled with concentrated acid lying around. I just love the idea that the most deadly thing you can face isn't Orks, or even Chaos, but supply lines and incompetance of the higher-ups.

Astus
Nov 11, 2008

Galaga Galaxian posted:

Hey that case of 144 packs of Lhos might as well be a suitcase of gold bars in a warzone if its anything like WWII. :v:

It probably is, actually, since you can try to trade stuff you have to other guardsmen to get stuff you need. So you might be able to salvage the mission by giving some smokes out in return for "dropped" demolition charges. It does warn you that this is technically illegal, though, so watch out for passing commissars.

Astus
Nov 11, 2008
It's also a bit unrealistic saying "but they could just get such-and-such weapons!"

Logistics, the Only War version of Profit Factor, starts at 10. There is no +30 bonus for buying a single item, and penalties if the current war is going badly(even a stalemate, as long as the two sides are still fighting each other, is a -10 penalty). The only modifiers you can rely on are how long the current war has lasted, how long your regiment has been fighting, and availability, which changes depending on how many regiments total are involved.

Say you want a sniper rifle. Your regiment has been on planet for about a year(+10), a rebellion started on the planet about two years ago(+20), and the war has suffered from bone-head decisions made by high-command(-20). The sniper rifle's availability is Scarce, and there are more than one regiment of guards on the planet, so that comes out to +0 from availability. Total modifier is +10, giving you a 20% chance to get a single sniper rifle. Early on you pretty much only have what you start with, and maybe any items your CO decides to give you for the current mission. Which, again, might be missing, or turn out to be something else, or maybe the clerk is just cranky and demands one of your current items due to "supply concerns".

Also, just noticed there's no rules for buying more than one item at a time. That might be problematic.

Astus
Nov 11, 2008

CommissarMega posted:

I don't like the fact that they're dumb as bricks though, requiring you to tell them to take cover and other common sense stuff.

They literally have no stats, no wounds(they're either healthy, wounded, or dead), and can't directly harm anything. They aren't NPC soldiers so much as extensions of the player characters. Hell, the Weapon Specialist uses his Comrade as a mule, carrying all his extra weapons for him.

Astus
Nov 11, 2008

CommissarMega posted:

That's a good idea too, and my personal preference, but then he'd get stuck trying to think up Aptitudes for each DW class, and that might not be any fun (unless you're just going to copy/paste stuff, like say Sergeant Aptitudes for the Tactical Marine). Also consider that there are chances for a Guardsman to gain additional Aptitudes into the bargain; a Marine has no such choice (of course, you can houserule some stuff in). The BC system might not be optimal, but it is simple.

Actually, Aptitudes are also really simple. Everyone gets six, four based on characteristics, two from the rest(things like Tech, Fieldcraft, Knowledge, etc.). If you want, you can increase the number of aptitudes(I think all the support classes get more). And maybe even have the marine's chapter give some starting bonuses like regiments do.

So, let's take an Assault Marine. Weapon Skill and Strength are obvious, Agility helps with dual-wielding and using his Jetpack, I guess the fourth could be Toughness or maybe Perception(since DW assault marines get perception advances for cheap). Then round it out with Offence(makes Weapon Skill and Strength advances cheap) and Defence.

In fact, I made this stat block in about 15 minutes:

pre:
Characteristic Bonus: +5 Weapon Skill
Starting Aptitudes: Weapon Skill, Strength, Agility, Toughness, Offence, Defence
Starting Skills: Operate(Aeronautica), Parry, Dodge, Intimidate
Starting Talents: Ambidextrous, Swift Attack, Takedown, Two-Weapon Wielder(Melee), Two-Weapon Wielder(Ranged)
Starting Traits: Unnatural Strength(4), Unnatural Toughness(4)
Specialist Equipment: Astartes Chainsword, Astartes Bolt Pistol, Astartes Power Armor,  Astartes Jump Pack
Starting Wounds: 20+1d5
I much prefer this system to Black Crusade's, since alignment is always changing in that game. Also, BC alignments don't really match up well with Space Marines. Khorne is all about charging in with melee weapons, Nurgle is about surviving anything the enemy throws at you, Slaanesh has social manipulation and more "graceful" combat(things like sure strike, dodging, and leap up), and Tzeentch is about the mind and especially Psyker powers. So, what would you use for a Tactical Marine? Hell, Command is part of Khorne's alignment, so if he wants that cheap he'd end up more suited with charging into combat instead of hanging back with a bolter.

Astus
Nov 11, 2008

Asehujiko posted:

Is there an errata somewhere that explains what putting a Bipod/Tripod on a Basic Weapon actually does other then allowing you to be Braced beforehand if an rear end in a top hat Psyker shows up and transforms your gun into a Heavy Weapon?

On page 175 in Only War, it says that when you brace a heavy weapon, you get a 45 degree firing arc. Page 135-136 has the Bipod/Tripod rules, and says that a bipod increases your firing arc while braced to 90 degrees, and a tripod increases it to 180 degrees.

There's no mention as to why you would bother getting a bipod over a tripod, though.


Edit: Whoops, you said basic weapon. Nope, doesn't look like it does anything. Maybe the fact you can get bipods/tripods for basic weapons was a typo?

Astus
Nov 11, 2008

Tardcore posted:

drat, I was really hoping to throw Necrons at my players, personally.

Well, good news about that: Black Crusade uses the same core rules, and it has Necrons. Scarabs, Flayed Ones, Immortals, Warriors, and even a Tomb Stalker are statted up.

Astus
Nov 11, 2008

Tardcore posted:

Alright I'll have to get that one at some point. Does Only War have psykers or will I have to pick up something else for that?

It has playable psykers, and even has stats for an enemy Ork Wierdboy, with "Perils of the WAAAAGH!" instead of the usual table.

Astus
Nov 11, 2008

SUPER NEAT TOY posted:

What do jump packs do in-game exactly? What does 'flyer (12)' mean? I guess it's how far you can move, but as a half action or full action or what?

Flyer (12) means that instead of using your normal agility bonus when determining movement rates, you instead use the number inside the parenthesis, in this case 12. So, your half move would be 12 meters, full 24, charge 36, and run 72. You have to use a move action of any kind each turn to maintain your flight.

Jump Packs, at least in Black Crusade, can also be used to double your normal movement without flying in the air. So if you had an agility bonus of 4, your charge would normally cover 12 meters, but a jump pack would increase it to 24 meters. You also are able to safely fall from any distance without taking fall damage.

Astus
Nov 11, 2008
For dodging area attacks, in Black Crusade at least you can only move your Agility Bonus in meters on a successful dodge. So if the attack covers a large enough area, then it doesn't matter if you succeed in your dodge roll or not, you still get hit.

Astus
Nov 11, 2008

goatface posted:

That rule exists in DH. Vindicares are explicitly stated as being able to ignore said rule, as long as the GM agrees.

The quote posted earlier says that he can dodge attacks he normally wouldn't get a reaction against, including massive explosions, but unless he moves out of the area of effect a successful dodge wouldn't actually do anything except let him choose to move a bit before being blasted.

Astus
Nov 11, 2008

Pharmaskittle posted:

Wasn't one of the examples dodging a titan's footfall? That pretty strongly implies dodging stuff you couldn't possibly make it out of the area from otherwise.

Well, if you were near the edge of where the Titan would stomp, or at the edge of the massive explosion, you could actually dodge it and be fine. Of course, this also means if a normal guardsman was next to assassin during the massive explosion, the assassin would backflip a few meters away and be fine while the guardsman would get pasted by the explosion, because he wouldn't have a chance to dodge. Not sure how the physics work where you can be far enough away from an explosion to not take any damage while a guy a meter away takes full damage, but Warhammer 40k.

Astus
Nov 11, 2008
There actually are rules for when to use repair cement on page 163 in the Deathwatch core book. If the Space Marine takes damage greater than the Armor Points of whatever location got hit, then his armor no longer counts as environmentally sealed, which could be a problem in space or on planets with hazardous atmospheres. A single use of repair cement is enough to fix the breach.

This doesn't actually reduce the AP of the armor, however. It also mentions that if the Marine takes a crit to the body from the rear, you get a power unit critical effect, the table for that is also on page 163. This needs a tech-use test to repair, so repair cement won't do anything. You still take the body crit as well.

Astus
Nov 11, 2008
Hot-shot lasguns/pistols, by default, use a special 10kg backpack that can actually be reloaded, it's just slow to do so. That's why the hot-shot lasgun's stats says it needs 2 full actions to reload. If you hook it up to an actual backpack, you get 80 shots with no need to reload, although you technically have ten shots less than you would with three reloads.

I wouldn't worry too much about weight, as at least everyone who runs PbP games of 40k rpgs just ignores it entirely. Weight management isn't fun, and it's not like you can just buy overpowered gear in Only War, so no real need to pay attention to encumbrance.

Astus
Nov 11, 2008
It seems like it's an artist thing if they include the cords or not.



Anyways, it mentions the smaller backpack on page 176 in the hot-shot's description, but everything you actually need to know is in its stat box. So I wouldn't worry too much on how it reloads or whatever, just say he has to replace the battery in the small backpack or something. The point is each clip has 30 shots, and you get three of them. Or you can hook it up to a larger backpack and get 80 shots with no need to reload.

Astus
Nov 11, 2008
And with the new formation rules, you could have a couple of NPC squads that interact with the players and help them out in fights (should probably let a player control them if you think they have a handle on the rules), which both provides soical interaction and gives the group a goal in each fight besides "kill 'em all".

Astus
Nov 11, 2008

FireSight posted:

"Hey guys, remember how the psyker used to hit on me? Well gently caress him, now I'm an Untouchable."

Yes, apparently you can learn to be that 1 in a billion person who is anti-warp, rather than it being something you are born with.

It's worded strangely, but I think these elite advances still happen during character creation, just at the end of it. Like, spend starting XP to declare your character an untouchable.

Astus
Nov 11, 2008

Asehujiko posted:

Kidnap an Ethereal.

Don't do this, have you learned nothing from the Fire Warrior game?

Astus
Nov 11, 2008

FireSight posted:

Because FFG has this hardon for the idea that RPG characters need to be Buff McAwesome at ALL times, including character creation.

Alternatively, Lasguns are actually pretty terrible in all 40k rpg's, and are especially bad against anything that isn't a cultist or traitor guardsman. The variable setting rules for the OW lasgun helps, but it gives you a decent weapion at the cost of improved chance of jamming and making each shot use up 4 ammo (and this is the lasgun with a clip size of 60, so that's 5 semi-auto shots).

The whole thing about the guard is that a single lasgun is laughable, but an entire line up them will ruin your poo poo. Only this is an rpg that focuses on a single squad, with no rules for players to focus fire on a single, pressing threat like an Ork Nob, so it's always better to pick up a melta or a plasma gun or something, anything, besides the basic lasgun.

Astus
Nov 11, 2008

Unzip and Attack posted:

Thanks for the info. I was confusing astropaths and navigators. I assume navigators are extremely rare and therefore an insanely expensive and/or unavailable commodity?

Technically rare, but in the exact same sense that Space Marines are rare. 40k is a huge setting after all. Every Imperial voidship that has a reason to travel through the Warp will have at least one Navigator, and might have back-ups. Actually, the Into the Storm supplement for Rogue Trader has a sidebar that mentions most ships have shifts for multiple Navigators, so they don't risk burning out their only hope for safe warp travel.

Astus
Nov 11, 2008

Azran posted:

Out of curiosity, how hosed up is Dark Heresy due to it being the first system in the franchise, so to speak? If I used the rules improvements from Only War, would it be better?

I'm wondering mostly since I'm the only one in my group that knows anything about 40k, and it feels like Rogue Trader/Black Crusade kinda need some player foreknowledge about the lore. Deathwatch, I could see character creation being too full of stuff just out of nowhere. That kinda leaves Dark Heresy and Only War. Or maybe I'm just completely off-base, and you can tell me so!

Rogue Trader: You are ridiculously wealthy and have your own space ship that is equally ridiculously huge, but it isn't enough. Go out into this barely explored region of space and try to make even more money in any way possible. No need to tell them much about the lore up front, just tell them anything they'd need to know about their current plan to make money. Also, Rogue Trader is the perfect 40k game to introduce poo poo you just made up that's not in any 40k lore, because it's the Koronus Expanse. It does require players who like open sandboxes, however.

Black Crusade: Very similar in that you can throw whatever the hell you want at your players, even if there's no precedent for it, because Chaos. All you need to tell them is they are the bad guys, their goal is to become immortal by committing bad/awesome deeds, and that they shouldn't take anything too seriously because Black Crusade works better if there's some (or a lot of) humor in it.

I like Dark Heresy's idea about being agents of the Inquisition and eventually becoming Throne Agents, but I personally think the mechanics are terrible.

Astus
Nov 11, 2008

Ronwayne posted:

If you're unaligned, and your corruption is 100 and infamy is 100+ you...just stay a dude. A really important dude like Abaddon, but you don't spawn or 'prince. FFG says there is now no unaligned princes.

I think the 40k fluff in general says there's no unaligned Daemon Princes, except for that first guy who became more trouble than it was worth for the Dark Gods. Still sucks for the unaligned guy when all his "buddies" become daemons, but then he did think he was above choosing a God.

Astus
Nov 11, 2008
Ascension basically just brought DH guys up to Rogue Trader and Deathwatch level. There are no ascension-style classes for anyone else.

Astus
Nov 11, 2008

FireSight posted:

Except Black Crusade now, where you go Daemon Prince.

Haven't checked Tome of decay out yet, but is there really a huge difference in being a Daemon Prince? Seems like any Black Crusade character is already extremely powerful given enough experience. Compare that to DH guys going from being expendable fodder for Inquisitors to being an Inquisitor.

Actually, I'm pretty sure most Black Crusade characters with even 2,000-3,000 xp could probably kill any of the Daemon Princes that have been stat'ed up.

Astus
Nov 11, 2008
As a reminder, WFRP 2e's magic rules HATE wizards, more than any Perils in 40k rpg's. It is a guarantee you will roll tzeentch's curse and kill yourself, just a matter of when, how, and how funny your death would be. Also, in that one scenario being talked about the campaign would have basically ended even if the players were allowed to burn fate points. If it's a choice between "everyone dies, game's over" and "something hilarious happens and the game continues", it's not much of a choice is it?

Astus
Nov 11, 2008

Doug Lombardi posted:

There isn't anything on the Perils of the Warp chart that will kill a full party with all their HP and fate points. At worst they're going to have to run away until the daemon finishes eating the psyker.

We're talking about WFRP 2e, actually. In the pbp game FireSight brought up, the GM was using an expanded list of tzeentch's curse stuff, and the first five results he rolled literally would have killed everyone, either immediately or slowly (such as vomiting for 10 turns or something while they were surrounded by ghouls). It was hilarious in the IRC while he was rolling various ways of "everyone dies, good job wizard", but it would have been dumb as hell to let a single miscast end the entire game after how long it had been going for.

Astus
Nov 11, 2008

S.J. posted:

I suppose it wouldn't be too hard to juse use WHFRP for 40k, at any rate. But still, very disappointing. I'm not sure why they wouldn't want to just use that system with all of their RPGs at this point, but whatever, FFG :smith:

They did try to do something different at first, but people complained that it was too different, so we got revised Only War rules. Still a lot of nice changes though.

Astus
Nov 11, 2008

susan posted:

Would there be interest in a slow-moving RT PbP that's destined to die before you leave the dock?

So, just a Rogue Trader pbp then? Sure, there's always some interest for Rogue Trader games.

Astus
Nov 11, 2008
You may also want to look at the formation rules in Enemies of the Imperium. Orks still have an ability that makes them hard to kill, but it's still faster than using the crit table for every enemy. I'm pretty sure even the book says not to use crits on literally every enemy the players fight.

Astus
Nov 11, 2008
Black Crusade is best when you don't take it completely seriously and play up the dark humor. So, there's no reason you can't say the average imperial is too ignorant of Chaos to recognize a Chaos Space Marine from a Loyalist, or come up with other reasons why the disguise works. Make sure that any threats to their disguise are really obvious as well, like if an Inquisitor is going to show up in 3 days, or there's a Deathwatch team here for some reason. Basically, make it something the players can react to, something that puts their plans into danger without just screwing them over.

But yes, the pre-made adventures for Black Crusade are bad, feel free to lift a few ideas from them but don't run them as-is.

Astus
Nov 11, 2008
Hell, it's possible to spend xp to start with the Hulking mutation in Rogue Trader, making your character as big as a space marine in power armor. Having a huge mutant bodyguard also doesn't seem that farfetched, if you want to use that as your disguise.

Astus
Nov 11, 2008

Elukka posted:

It's not really a homebrew, it's a set of simplified rules without all that crap about cohesion and units breaking into singular tokens (and probably a bunch of other stuff I can't remember now). I took what seemed meaningful and dropped the rest.

The cohesion thing basically boils down to "all these guys move as one and stick together", and if a formation ever breaks, all the guys run away (but are treated as individuals, makings it much harder to murder every single guy in the formation). Well, I think formations of squigs or anything with animal-instincts would still attack, but you should probably ignore that.

Astus
Nov 11, 2008

frajaq posted:

Black Crusade question

So how does Killing Strike talent interact with Furious Assault talent? Killing Strike lets your All-Out Attack unavoidable if you hit after you spend an Infamy Point, but Furious Assault lets you have an additional attack after an All-Out Attack action.

Would the Killing Strike affect that second attack?

No, but you would be able to spend another infamy point to use Killing Blow a second time. Unlike swift/lightning attacks, furious assault gives you two completely separate attacks, with their own attack roll.

Astus
Nov 11, 2008
Got this thought stuck in my head today, decided to see if it was actually possible. Turns out it was really easy.

pre:
Rapid Reconnaissance Regiment (0/17 points)

Home world: Penitent (3 points)
Commanding Officer: Supine (1 Point)
Regiment Type: Rapid Reconnaissance (8 points)
Training Doctrines: None
Special Equipment: Heavy Lancers (5 points)
Drawback: Incompetent Leadership (+5 points)

Favored Basic Weapon: ?
Favored Heavy Weapon: ?



Aptitudes: Weapon Skill

Characteristics: +3 to two of Fel, T, or WP; +3 Ag, -3 T

Skills: Common Lore (Ecclesiarchy+10, Imperial Creed+10), Intimidate, Linguistics (Low Gothic), Operate (surface), 

Tech-Use

Talents: Combat Sense or Accelerated Repairs, Unstoppable Charge



Special Rules:

The Blood of Martyrs: Gain one of Nerves of Steel, Orthopoxy, or Unshakeable Faith

Only One Life to Give"Witness me, Emperor!": Must pass an Ordinary (+10) Willpower test to retreat or act in the 

interest of self-preservation.

Untempered Zeal: Re-roll any failed Charm tests to inspire religious fervor or righteous hatred in others.

Orders of Fools: -10 to Command tests during combat, must make Routine (+20) Command or Intimidate test as part of 

any comrade order that does not require a command test.



Staring Wounds: +2

Standard Kit:
2x Hunting Lance per PC
1x Melta Hunting Lance Tip per PC
1x Tauros per PC
1x Magnoculars per PC


Additional Equipment: 0/30
1x Melta Hunting Lance Tip per PC (20)
1x Hunting Lance per PC (10)
I really love how this took almost no change at all to make it fit into Warhammer 40,000.

Edit: Oh yeah, don't actually know it the book lets you throw hunting lances, but who the hell would say no to that?

Astus fucked around with this message at 21:26 on Jun 2, 2015

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Astus
Nov 11, 2008
Basic answer to almost all questions: 40k is a setting of exceptions, whether it's the Imperial guard (who range from cannon fodder to Ghost Recon-style elite troops), Space Marines (literally all of them are exceptions, even the Ultramarines somehow), or the level of technology on a certain world.

So, do whatever you want in 40k, as long as it's cool.

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