Tell us of your progress in fumbling, stumbling, and bumbfling into your duty to die for the Emprah.
Also, to answer the guys question in the previous thread, my scout snuck up on the Night Lord and used sleight of hand to pull the pins on his krak nades. This was made possible by the fact that along with chamcloak+modifiers the PC had a stealth check in the 90+% range. Also the ogryn screaming and firing autocannon rounds at it helped cover.
The GM pulled the stats from a starting BC character with more stealth/perception.
Ah ok that makes somewhat more sense (still impressed though), because I was imagining a catachan pull some cron-krak pins from his wargear, now that would be a feat beyond Blood Raven tier shenanigans
haha. nah, we were just survivors from a generic shitty hive world, one of those places that drafts enourmous chunks of its population just to avoid starvation.
our fucking uniforms were undyed grey painter jumpsuits and our bureaucracy rivaled/exceeded the Mordians in sheer bullshit. My scout was the only one not to be wounded once in 5000+ exp worth of major battles. Lord knows the GM tried though.
the player's regiment is reciving the "honor" of guarding an explorator fleet venturing beyond the Imperium's borders. Right now they are making first contact with some a little one world xeno civilization.
Going to take what I said from the last thread here, in defense of hapless anon:
Human Sized Bolt weapons are still Bolt Weapons.
The only way I could possibly see a Guardsman surviving one is if it just, and only just, grazes his head. Otherwise, it would act the same as the Astartes' Bolt Weapons but on a smaller scale. Say he takes a bolt to the jaw, he may live but the shock and trauma will kill him long before he receives proper medical attention. And with 40k being 40k, that said guardsman might not receive that medical attention and just bleed out/die from the trauma.
It isn't just any sort of bullet. In real life you could survive a headshot, BUT ONLY under certain circumstances. Because those bullets don't exactly explode into shrapnel once they penetrate you.
Though they do tumble around and fragment, which is a tad bit different. But still deadly nonetheless.
In terms of ingame mechanics, you could. But in actual fluff, you can't. But crazier things have happened.
>Colonel Straken surviving getting bitten by a Miral Land Shark
>Yarrick replacing his ripped off arm with a Power Klaw
Though both didn't exactly get shot in the head.
Next novel Drago (or someone) is going to replace his head with a melta or a necron head and be just fine.
Also there's the issue of trying to execute vets or someone like that who can move faster than the commisar and disarm him/shooting him first and then knowing how to both desert and survive.
Other Stupid Scout tricks. A great backup/or primary weapon for a scout is a rippergun.
Wait, hear me out. At common quality, its easy to get, bulging biceps has dual aptitudes for a scout, so its cheap to get. Use your stealth to get close to the enemies and then murder them enmasse.
And the thing doubles as a warhammer, so the scout's melee focus is also useful. It even works with the scout's sneak attack. CLONG.
Don't forget ripper charge from shield of humanity, it lets you charge forward and as long as you didn't end in melee, you can do a full auto attack with +0 BS instead of the -10 penalty. Next turn, you can do it again or close to melee and beat them to death with the ripper.
Also, tracer ammo is only common q. and adds +5 bs when full autoting. and if you sneak close enough or use ripper charge to get into point blank, YOU CAN SET THEM ON FIRE AS WELL.
OW also allows you to hijack and fly xenos vehicles with no penalty with only a single talent? And other wacky bullshit?
I'm not sure a lot of 40k fluff is even relevant here. And ignoring bolt execution attempts is downright mundane. This is the sort of thing where the mechanicus create their own fanon fluff.
Kind of like wizard mechanical superiority in D&D 3.5 esque games eventually created god-like wizards in fluff. (Yes, yes, I know about Elminster, but even more so)
There's specifically a rule in the Critical Results section that states if a character takes a hit in the head from a weapon that would vaporize, explode, eviscerate, or otherwise render their skull to the consistency of chunky salsa regardless of the armor they are wearing, they are dead instantly.
Yes, a critical hit. Its possible to take a bolt to the head without dropping into negatives.
And if its ANY hit to the head with a bolt like weapon, the PCs are going to use called shots with X damage weaponry to drop warbosses, carnodons, etc in one hit
>Critical hits to the head that kill the target, kill the target.
WHO FUCKING KNEW!>>32495723
Strom trooper carapace for my tech priest: 1 slightly hard logistics check with commerce. The flesh is weak talent on 10 cybernetics: 400xp and several logistics checks. Subskin armor: 1 decent logistics check. High Toughness: a good bit of XP and a decent roll.
Being able to take a bolt pistol shot to the head without flinching.......Priceless
God damn it Mike, I will kill your tech priest with an ork of some sort.
They're coming for you, and not all of them approve of your methods.
perhaps you should wear a helmet riding your bicycle so close to orks
We didn't even see it when we
did that thing you asked us to...
at least i can keep our chimera on its treads
At least our Sergeants don't say "we shot the guy" and expect guys less then 50 meters away to believe that the gun shot they didn't hear killed someone.
Hmm. What a strange patterned mechandrite STC... This came from the Barthandelus House Guard you say?
When ARE we getting that valkyrie the RT owes us anyway? #BARTANDULUSPROBLEMS
When I have a free moment, I'll make sure the Warmaster hears your complaints... now leave me inside the rhino...
That is totally how fatigue works....right?
Photon grenades away!
It'll happen again, I'm sure.
It's a wonder you guys are still around....
We'll we did just get some serious inspiration last session.
I know that this thread is kinda old but I seem to have a problem and I was hoping you guys could help me out.
In Battlefleet Koronus (Rogue Trader supplement), on the section about equipping your own troops, I can't find anything about the availability of the gear. Does that mean that the only modifiers for the Acquisition test are Craftsmanship and Scale? That seems kinda weird to me since that would make the cost of buying a hundred Leman Russes the same as that of buying a hundred Lasguns or uniforms. Am I overlooking something?
Typically you're expected to make the acquisition of your army as part of an endeavour. Beyond that, the rules in BFK are fucking terrible. Squadron rules are about the only good thing included.
In both cases, they're slow, clunky and non-functional.
For BFK, units inflict their full power in damage at all times, which means that your best bet is to inundate the enemy in minimum strength squads. There's a bunch of other reasons, but that's the core fault.
As for colonies, they just don't work. If you don't construct a colony exactly so, it will enter a tantrum spiral that destroys the colony the first time it grows. Colonies will also tend to completely strip a planet of its material wealth within about two years, as materials are depleted every month.
What the official judgement on Social Conflicts and the Seduction rules from Tome of Excess?
I thought the Seduction rules were pretty shit, but I haven't tried out any of the Social Conflict stuff yet.
Is it good?
It's a pity that homebrewing is rarely a solution as homebrews rarely tend to be commonly accepted. Official rules, no matter how shitty, have the quality of being officia while nobody wants someone else's homebrew because of some sort of... I don't know. Mentality that if they can make something, then you can too, and yours is gonna be better?
Strange how Heralds of Ruin managed to avoid that.
As much as it pains me to post XKCD, it's rather fitting.
I'm starting a Rogue Trader campaign soon, and I'm having the players attempt to bust up a smuggling/cold trade ring (though I'm going to also give the option to do work for the guy in charge, potentially opening up some smuggling jobs with good payouts). What's a good way to handle this that isn't just "bust down the door and shoot anything that moves?"
You get the central problem - nobody can agree on how to fix it since everyone likes different things.
If people still argue whether or not a lasgun with an extra 2 damage and pen is OP, then there's no way to revamp an entire system. And even if you did, people will say "Homebrew? I can do it better!" and make their own, making the problem worse.
I understand, however, except for things like missile launchers, bolt weapons in Dark Heresy (since bolts are absurdly expensive), and my dual wielding OW pc trying to keep both her autopistols fed, I've never really had an ammo problem in most 40kRPGs.
I know the GM was trying to play up how las charge packs are a lot more common than small arms SP, but making the quest for a box of 9mm as hard as the other weapon spec trying to get a goddamn plasma gun was a bit much.
>Running first game of only war
>Players play an operator, a stealthy sniper, and a sergeant
>Team is sneaking down a tunnel and send stealthy sniper ahead
>Spots some orks, radios back
>Shits about to get tactical
>Operator in Sent SPRINTS down the goddamned tunnel
>Orks open fire but cant' hurt it, they take cover behind the same rock the sniper is on the other side of, still cant see him
>Shoots at orks with plasma cannon, misses, drifts
>if the drift was 1 higher on that d6 the sniper would have been a pile of meat
>Fighting orks on a building, sniper on a fire escape
>Decides to fire a grenade launcher they had
>Miss, fate point re-roll: Jamb and explode
>Survives but is fucked up, ork enters melee with him
>Fire escape starts buckling under both of their weight, basically some bullshit on my part to give him a chance to save his agile character while the un-agile ork plummets to his death
>LOL no they both succeed somehow
>Player says fuck it tries to die like a hero and sets off his hand grenade
Thankfully after that a combination of smart covering fire from the sergeant along with the sergeant using command to boost the snipers dodge caused all of his stored up good dice rolls to come out and he survived like 6 turns against eventually a pair of orks
It didn't help that the sentinel pilot suddenly developed newtype powers and succeeded every single roll after the initial biff
Hey, question re Crimson dudes. If I take servo arms for both my free cybernetics, and then load two lathe pistols into my butt battery, and grab the Ambideterity>Two Weapon Wielder>Sidearm tree, can I maul someone with all 4 weapons in a single attack?
You can make it into a integrated weapon, or, just carry a bunch of laspistols charge packs, which are not hard to get. With rapid reload, its a free action to do so, as well.
Its good if only for a backup weapon, but my "OH SHIT" backup weapon remains an autogun loaded with tracers to set whatever just engaged me in melee on fire.
That talent lets you blast single shots once per encounter though. Great burst, but no poke / harass. You can nova with 4+ weapons depending on BS test, but you won't be able to do it often. Talent works best if you integrate multiple melta / plasma guns to yourself.
I think the solution is to look at Mongoose Traveler rules and go from there. I am not trolling. I recently acquired most of their supplements, and a lot of their stuff makes sense to me (and may be adaptable)
Is it really that surprising? Dominate are for the most part glorified pdf. The hard part of fighting the Dominate is that they're dug in and fortified, and you're fighting on their home turf.
A Dominate squad, if not ambushed should lay down suppressing fire (some of them have autoguns, 2/6 man squad suppressing is going to pin down at least some of the pcs) and grenade the fuck out of the PCs.
If they're getting beaten, they should pop smoke grenades and retreat.
Don't forget to have them dodge, they have it trained. Have them use Aim actions, take cover, etc. First time my PC's engaged an equal strength Dominate squad it was a pretty even fight until the Psyker fucked up the Dominate Sergeant.
How lewd have your games got /tg/?
One of my characters has seduced a lady inquisitor before the GM had him transferred to the inquisitor's personal unit. Forcing me to change characters.
Then went on to seduce a planetary governess before being killed by the
Indeed, or even a Sentinel against a PC team without a vehicle or good AV weapons.
My PCs are a light recon element, they avoid all vehicles and straight up fights whenever possible.
In the grim darkness of the future, ain't nobody got time for lewdness. I guess it's just my PCs, although one of them will probably start hitting on their Naval liaison pretty soon, even though she outranks him quite a bit.
I think I told this earlier, but this was pre-shield.
Ogryn's player rolled rediculously good for stats, so he had a spare 38 to throw into Fel. He decided to buy charm for shits and giggles.
The squad is assigned to guard a governor's ball. Of course they instantly fuck off and do other things. The ogryn decided to try to secude the governor's half-retarded daughter. GM laughs and assigns a -50 penalty.
Then the fucking ratling and another PC with charm Assist and drop the penalty down to -30, and the ogryn rolls like a 3 or 5 on the dice. Due to the aid of the other PCs, he has now rolled 3 DoS on the seduction roll.
Anyways, princess retard takes him back to her suite whereupon the assassin squad that had been waiting for her leaps out of the bathroom/closet to encounter an ogryn in a fully loaded thong.
Blah blah blah. The squad saved the day thanks to retard sex.
WHAT HAVE YOU DONE!!!!!!!!!!!!!
Well, the Navigator once got pretty weird.
But that's the worst anything's ever gotten.