Young Freud posted:Yeah, I think I'm more accepting of a Chaos Titmarine than a renegade Sister of Battle. A sororita would rather have a Space Marine lube their chainswords with her own blood than go against the Emperor and specifically the Adeptus Sororitas.
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# ¿ Feb 7, 2012 08:03 |
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# ¿ May 15, 2024 03:44 |
WINNERSH TRIANGLE posted:
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# ¿ Feb 9, 2012 11:01 |
Liesmith posted:Bolters have machine spirits, and a high quality astartes bolter might have thousands of machine spirits, each serving a sacred purpose in the gun. They are ludicrously advanced weapons. The only reason they might not be MIU compatible is because they are TOO COOL for your run of the mill MIU and will fry anyone who even tries to link with them unless they are an inquisitor or techmarine or similar worthy. IMO.
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# ¿ Feb 11, 2012 03:59 |
The fantastically advanced technology of forty thousand years in the future which is in nearly every case massively inferior to the fantastically advanced technology of twenty thousand years in the future? (Or whatever the actual figures are, I don't feel like looking up the timeline here)
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# ¿ Feb 11, 2012 04:06 |
How do you address the fact that frequently something that works fine for an ork will fall apart when a non-ork tries to use it?
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# ¿ Feb 14, 2012 05:53 |
Man-Thing posted:So question about pinning: Our group's Missionary uses a flamethrower, which apparently just werfs flammens, so the opponent makes a dodge roll, rather than him making an attack roll.
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# ¿ Mar 28, 2012 22:12 |
Mechafunkzilla posted:Dark Heresy is actually really great for introducing new players to 40k. Right now in the Black Crusade campaign I'm running, the PC's are tagging along on an Astartes Strike Cruiser filled with Slaanesh-worshipping Chaos Space Marines that's trying to assault a Black Ship of the Adeptus Astra Telepathica, while they're accompanying a Skitarii of the Dark Mechanicus to recover a xenotech artifact. I couldn't imagine bringing a player not familiar with 40k into that game and trying to bring them up to speed .
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# ¿ Apr 3, 2012 00:58 |
Solus posted:So I'm shooting my Heavy Stubber with Automated Reload, Tearing and Storm. Except it's Storm, so you actually shot off 20 bullets and hit with 10, so you roll 1d10+5 10 times. Except it's Tearing, so as I understand it you roll 1d10 twice, pick the better result, and add 5. 10 times. At some point in here you are probably going to get a 10 at which point it is time to consult the Righteous Fury rules.
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# ¿ Apr 5, 2012 10:36 |
I'm pretty sure infantry fighting tanks in real life don't shoot them in the front, for exactly that reason. Front of tanks are really well armored.
Zereth fucked around with this message at 07:02 on Jun 28, 2012 |
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# ¿ Jun 28, 2012 06:59 |
I thought when you took damage in excess of your Wounds, that was critical damage. If you have 0 wounds and take 5 damage, you now have 5 Critical damage, and check the relevant table for the damage type and apply that. If you take another 3 damage, you now check the 8 entry for the table.
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# ¿ Jul 23, 2012 17:26 |
Liesmith posted:Yeah shooting a navigator is not really justifiable in character, and obviously inter-party conflict should never happen unless all parties are willing, otherwise the arch militant or the ork completely controls the flow of the game and also no one has any fun at all and you lose friends. but more importantly your ship is now adrift and incapable of making its way through the warp. Hope you have enough cryochambers for everyone because this ship is gonna take a couple of centuries before the degenerate tribals that your crew will become can manage to bring it back to port.
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# ¿ Aug 15, 2012 16:53 |
kingcom posted:With regards to late game (not talking Ascension here as that games a big pile of insanity for many reasons) assuming your not doing anything special there are still fairly weighty costs. A heavy bolter costs 2,000 thrones and every single full auto attack costs the player 160 thrones. A rank 8 assassin only makes 216 thrones a month. Saving up for that weapon is a big cost and even greater is the 160 throne fee, almost a months salary to fire it. Thats a fairly big investment, particularly if you can get away with something cheaper.
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# ¿ Nov 19, 2012 16:59 |
MaliciousOnion posted:According to their tabletop codex, they aren't allowed to ally with psykers except Grey Knights. Also, remember that they still rely on Navigators and Astropaths.
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# ¿ Feb 8, 2013 01:21 |
Voidborn? Yeah I'm pretty sure he'd know "don't kill the guy who lets you actually navigate between star systems in the first place" by heart. (Also I'm under the impression that you generally have multiple navigators on a ship so they can work in shifts over the quite possibly a week or longer voyage through the Warp and you have backups in case they choke on a chicken bone or are a PC and routinely poke their nose into hazardous situations personally.)
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# ¿ Feb 26, 2013 15:44 |
Ashcans posted:Yea, that is one of the things that I am sort of trying to work out. I mean for stuff like technical staff you obviously have an Explorator who is in charge, and then there are whole levels of underlings who are Tech-Priests, Enginseers, down to the guys whose job it is to pour the sacred oil onto the gun tracks three times a day while chanting (or whatever). It's weirder with people like Navigators and Astropaths because they are simultaneously characterized as being extremely rare and essentially irreplaceable, but also apparently needed in fair amounts. Keep in mind even the smallest ships have like thirty thousand people on them or something. Having 5 to 10 each of Navigators/Astropaths isn't a lot percentage-wise. (Do note that the Astropath class in Rogue Trader is a really awesome one, I'm fairly sure most are just normal-blind instead of "blind but using psyker tricks to see just fine" thing.) That is a good excuse to not have Astropaths on board, but unless you have some weird archeotech or heretek thing, navigating without a Navigator consists of making blind jumps very short distances, inflating travel time a whole lot and giving you more opportunity to have accidents. (Especially since you can't tell where you're coming out.) The Navigator's job is to stare out into the bare Warp and make sense of it, so, well. I'm not clear on how interstellar navigation worked before the creation of Navigators, but that leaves me in the same boat as most of the Imperium! ... You also wouldn't have an Explorator, since the ship isn't heading into unknown territory like Rogue Traders do, you'd have some lower-ranking tech-priest to oversee all the poo poo done by the rank and file. The Navigator Primus (and probably his subordinate Navigators) and the Enginseer Prime would need to be in on things, of course, but the Astropath phone bank might not even know what shift it is.
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# ¿ Feb 26, 2013 20:08 |
Ah, yes, good point. Something on stable routes could definitely get away with a smaller number of navigators, but unless you're one of those crazy entirely-automated Mechanicus exploration ships or something, the answer to "can you get by without a navigator" is "not unless it's an emergency". The more well-travelled and old a route is the easier and faster it is to travel, so you don't need good or a lot of navigators like you do if you're a Rogue Trader going somewhere inside a warp storm that might have literally never seen a warpship before, but the Navigator corps' job is to stare into the naked warp for the entire duration of the journey. Which I feel compelled to point out is also Chaos. The Navigator might be contracted to the ship rather than the captain, so as long as your PCs aren't obviously xenos or enemies of the Imperium or the like he might just shrug and go along with it. Keep him in booze or whatever his vice is when not on the job and who cares who's in charge or where you're going? As for the Astropath, it's the only way to get messages to them other than sending them to a port you think they're going to be in soon and waiting, and the margin of error on warp travel is enormous. As in "ships have come out hundreds of years after they went in, or literally arrived before they left". Not likely if you're on a schedule well-worn route, but better safe than sorry, especially if you're making side trips! There's regular commerce, yes, but it's relying on very old infrastructure they can't really replace. And I'm pretty sure they process hundreds of thousands of psykers a day with the Black Ships, which is where astropaths come from, so there aren't really enough for everything the Imperium wants them for but there's enough anything but the shittiest penny-ante warp-capable ships can have one or two. This is one of those places the scale of poo poo gets really weird and confusing, though. Not to mention the usual "left hand is writing something and has no idea the right hand is writing something about a similar topic" stuff.
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# ¿ Feb 26, 2013 21:06 |
So wait if their insertion vehicle was crashed, how did they get back off-planet?
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# ¿ Feb 27, 2013 01:02 |
... Isn't the Geneseed what you use to make new implants with?
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# ¿ Mar 2, 2013 15:37 |
Liesmith posted:His responsibilites aboard ship have been taken over by an NPC named Cleve who regularly says stuff like "blood for the blood God-Emperor. Skulls for the Golden Throne" and Chunk just tells him to carry on. Why is he not reprimanding Cleve! That's incredibly wrong! The Golden Throne needs souls, not skulls! I mean come on.
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# ¿ Mar 8, 2013 01:47 |
Checking the rules, he'd take 1d10 damage and one level of Fatigue each round. Even if he has enough toughness bonus to literally never take damage from the fire he'll fall unconscious after 10 or so rounds. Having a nice burny nap after about a minute. Plus the running around screaming, yes.
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# ¿ Mar 25, 2013 19:46 |
Of course, getting assigned to hang out with a Rogue Trader might be the kind of assignment you give somebody you want to just loving go away. The most orthodox Magi are unlikely to be hanging out with some rear end in a top hat wandering around looking for shiny things at the fringes of the Imperium. The loyal, pious Explorators are the ones running Mechanicus-owned exploration ships! So, plenty of room for the Explorator PCs to be a little... lax about proper procedure. (or maybe they're just pious in the wrong way according to their superiors.)
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# ¿ Mar 27, 2013 15:04 |
Not to mention any tech dealing with the Warp is heretek. You know, like the loving warp drive. The Imperium hates psykers, mutants, and warp-tech, and is also absolutely dependent on all three (Astropaths and others, Navigators, and warp drives) to function.
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# ¿ Mar 27, 2013 17:11 |
Technically I think Navigators are (probably) engineered rather than mutations, but it's not like the Imperium is really capable of making the distinction these days.
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# ¿ Mar 27, 2013 17:23 |
Blueballs posted:We used that link from earlier in my group on Sunday to get some characters together and there is also a ship creator there. One of my friends who has zero knowledge of the 40K universe was tasked with creating the ship. He handed me an extremely badass frigate with no gellar field generator.
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# ¿ Jun 6, 2013 00:03 |
I don't have it myself, but I heard it doesn't have wounds anymore, for one thing.
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# ¿ Jul 25, 2013 03:21 |
Doesn't this rely on never ending up on the business end of the mishap chart? So unless you can somehow end-run around the die mechanics to never ever fail the relevant rolls, sooner or later you're gonna blow up your head trying or osmething.
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# ¿ Nov 21, 2013 06:35 |
B.B. Rodriguez posted:What about an extra boob/dick from Slaanesh or a giant blade where your arm used to be from Khorne? Teezey mutates you for the sake of mutating you.
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# ¿ Nov 23, 2013 02:07 |
Aren't there actual battleship stats in one of the supplements?
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# ¿ Jan 24, 2014 04:29 |
Kai Tave posted:I'd say low on the actual Profit Factor since you're basically giving it to the Navy out of what passes for the goodness of your hearts and since the Navy probably wouldn't be tremendously inclined to buy one of their own (very, very valuable) ships that they view as theirs by right
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# ¿ Jan 25, 2014 08:01 |
goatface posted:There's a lot of handwaving and mysterious artifice to ensure that the appropriate people are present for every fight. Kroot that are heavily implied to have had contact with the Tau are found in the Koronus Expanse - despite it being on entirely the wrong side of the galaxy - so you can argue that there are strange warp-paths that can make travel around the galaxy easier.
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# ¿ Feb 10, 2014 13:30 |
goatface posted:I think it's "rumoured" as part of the Kroot background in Rogue Trader.
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# ¿ Feb 10, 2014 15:04 |
SpiritOfLenin posted:We are going to be meeting it inside some mining facility
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# ¿ Feb 13, 2014 09:28 |
MilkmanLuke posted:Isn't Traveller the GURPS of space games?
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# ¿ Feb 16, 2014 17:48 |
Funktastic Dog posted:What does the inside of a starship look like? Is it just a bunch of different room within that massive thing, or is it more like this http://i.imgur.com/ZVhNFgw.jpg But when the ship building rules makes you spend like 2/3rds of your space on the warp drives, that is probably a good sign for how much is "starship" and how much is "empty space you can do that sort of thing in"
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# ¿ Mar 13, 2014 08:23 |
Ronwayne posted:Might wanna make it 1d20. 2d10 means results 9-12 will be the most common and 2 and 20 almost never.
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# ¿ Mar 18, 2014 22:53 |
Tias posted:Oh, darn. Math never was my strong suit I'm... gonna go do something else.
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# ¿ Mar 19, 2014 04:44 |
goatface posted:It would be an interesting way to insert a few thousand drop troopers. Have the heat shield break away at about 20 km up, let the troops spread out in freefall and drop onto their target. A sort of extreme HALO jump that you start by being fired as part of a macrocannon barrage.
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# ¿ Apr 16, 2014 22:31 |
FireSight posted:Navigators are a weird point. In RT they mutate like mad, but outside of RT, fluff never had them be mutated... fat sometimes, but not mutated. I don't know where that came from. Either way, since they breed true, and stick to breeding in their own Houses, they remain under the Accepted Abhuman umbrella. Also the "being entirely critical to the functioning of the Imperium" thing.
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# ¿ Apr 17, 2014 09:40 |
Night10194 posted:I've always kinda wondered why Navigators are PCs in RT. It seems kind of suicidally insane to take the dude who knows how to navigate your ship and send him into a sword fight alongside the bridge crew.
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# ¿ Apr 19, 2014 06:36 |
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# ¿ May 15, 2024 03:44 |
In the grim darkness of the far future everybody are bad guys.
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# ¿ Sep 8, 2014 22:19 |