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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Lord Torath
Are the Thunderwolves (from Space Wolves' Thunderwolf Cavalry) given stats anywhere?
Not near my books right now, but I believe they are statted up as followers in First Founding.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
So I could use some ideas/suggestions on fleshing out the next adventure in my RT game. Spoilering here, as I know at least one of my players still visits GITP from time to time.
Spoiler: You Know Who You Are, Keep Out
Show
The crew has accepted a request from the Adeptus Mechanicus to go investigate why a top-secret research base has gone silent and stopped sending status reports. That's all they know to start, though if they pressure the NPC liaison hard enough they might learn the base is a joint operation with the Inquisition.
Specifically, though they won't know immediately, it's a co-sponsored project with radical elements of the Ordo Malleus to try and create artificial, purpose-tailored daemonhosts. It should surprise no one that this project has gone horribly, horribly wrong. There will be corrupted servitors, possessed Skitarii 'zombies', and eventually assorted minor daemons as they get deeper into the base and start uncovering clues. Progress will be gated by three locked doors with individual-coded keys, and a massive horned cyborg daemon as the final boss.
To make a long story short, I want to build this as a loving homage to classic DOOM, while also being a horror adventure. The trick is that I don't want it to be too obvious, because once the source material is recognized the jokes will start flying. Ideally that should be as late into the mission as I can make it, so suggestions on how to incorporate DOOM-like thematics and elements while masking their source are very welcome.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
What's the most current 40k RPG? Is there one on the market at the moment?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
I think Wrath & Glory is still the 'most recent' even though it's been cancelled.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
The Glyphstone
I think Wrath & Glory is still the 'most recent' even though it's been cancelled.
Wait, cancelled? I thought it was getting another print run. When did this come out?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
lightningcat
Wait, cancelled? I thought it was getting another print run. When did this come out?
I stand corrected - it was cancelled in May 2019 when Ulysses lost the license. Looks like Cubicle 7 picked it up though; it hasn't been re-released but their website features updates on progress as of Nov 22.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
The Glyphstone
So I could use some ideas/suggestions on fleshing out the next adventure in my RT game. Spoilering here, as I know at least one of my players still visits GITP from time to time.
Spoiler: You Know Who You Are, Keep Out
Show
To make a long story short, I want to build this as a loving homage to classic DOOM, while also being a horror adventure. The trick is that I don't want it to be too obvious, because once the source material is recognized the jokes will start flying. Ideally that should be as late into the mission as I can make it, so suggestions on how to incorporate DOOM-like thematics and elements while masking their source are very welcome.
Spoiler: They know who they are
Show
The nice thing about DOOM is that a lot of the stuff is so classic as to have become generic. Let's see, though...
- Play up the 'Ad-Mech playing with forces they don't understand' elements. This is fairly common for AdMech as well, so should be safe.
- Cover the walls in mysterious technical gubbins, blood, and burning arcane sigils
- have dead bodies with lootable ammunition scattered around the place. Bonus points for giving them double-barrel shotguns and faceless helmet plates. Make sure to emphasise that these are Inquisition guys, to explain their presence and lack of cybernetics
- no guardrails anywhere
- have a bunch of possessed servo-skulls flying around. Have them fly at the players and explode. If examined, point out that they were utility skulls with no actual weapons.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
The Glyphstone
So I could use some ideas/suggestions on fleshing out the next adventure in my RT game. Spoilering here, as I know at least one of my players still visits GITP from time to time.
Spoiler: You Know Who You Are, Keep Out
Show
The crew has accepted a request from the Adeptus Mechanicus to go investigate why a top-secret research base has gone silent and stopped sending status reports. That's all they know to start, though if they pressure the NPC liaison hard enough they might learn the base is a joint operation with the Inquisition.
Specifically, though they won't know immediately, it's a co-sponsored project with radical elements of the Ordo Malleus to try and create artificial, purpose-tailored daemonhosts. It should surprise no one that this project has gone horribly, horribly wrong. There will be corrupted servitors, possessed Skitarii 'zombies', and eventually assorted minor daemons as they get deeper into the base and start uncovering clues. Progress will be gated by three locked doors with individual-coded keys, and a massive horned cyborg daemon as the final boss.
To make a long story short, I want to build this as a loving homage to classic DOOM, while also being a horror adventure. The trick is that I don't want it to be too obvious, because once the source material is recognized the jokes will start flying. Ideally that should be as late into the mission as I can make it, so suggestions on how to incorporate DOOM-like thematics and elements while masking their source are very welcome.
Spoiler
Show
Oil barrels all over the place ready to be blown up and take out bad guys
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Can anyone give me a summary of How Daemonhosts Work and Where I Can Find the Specifics?
I'm re-reading through The All Guardsman Party, and was curious just how being a Daemonhost affected the Zoanthrope. Adeptus Astartes bolters pack a pretty good punch, and this thing mostly shrugged them off. So if I have to face one of these things (or sic one on my Kill Team), it'd be nice to know how they work.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Lord Torath
Can anyone give me a summary of How Daemonhosts Work and Where I Can Find the Specifics?
The basic rules for creating a deamonhost are on page 355 of the Dark Heresy (1e) core book. Alternate version of the same basic rules are on 183 of the Radical's Handbook.
For 2e games, they are on page 62 of Enemies Beyond.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
2e will probably be closer to Only War! rules, right?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
yes. 2E is basically Only War with a bunch of stuff removed for no reason.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Greetings, everybody!
I'm the GM for a campaign of Warhammer Fantasy 2nd edition, and a couple of questions have come up, for which I was hoping I could find some answers here. :smallsmile:
We use the career compendium, and my wife has rolled a Seer. The seer gets access to channeling, arcane language and petty magic (hedge), but curiously enough no advance in the Magic secondary stat. So she could use magic, but doesn't get any dice to cast spells. Is this working as intended? For the moment, I took that as a printing error (not the only one, the Seer gets public speaking both as a skill and as a Talent, while it is actually really just a talent), but Id like to know if I Made the right call.
Additionally, Im not sure I understand how magic works in the system. I havent noticed yet because we Roll for career and didnt have a spellcaster in the group yet, but it seems very potent and trivially easy to Roll higher than the casting number even when not channeling. Could someone explain to me if Im missing something? Sure, there's magic manifestations if you roll the same number multiple times, but is that all? Taking an enemy out of the fight via hedge magic until they succeed in a willpower roll shouldnt be that trivially easy.
Thanks in advance!
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
I'm joining a Warhammer Fantasy Role Play 4e game, and I had some questions about writing my characters backstory and personality. I know WHAT my PC is (a Wood Elf Wizard from Laurelorn Forest), but I'm trying to figure out WHO he is now. Unfortunately, there just doesn't seem to be a wealth of information on what regular life is like among the Eonir, even less than there is for the Asrai of Athel Loren, both of which pale in comparison to the detail and depth the human civilizations have, especially the Empire.
- What's childhood like for elves, especially since they live hundreds of years?
- What's daily life like for Wood Elves of either variety?
- How is Wood Elf magical education different from High Elf learning or the Colleges of Magic?
- I know elf religion is different from human religion in that they don't have a separate caste of priests and rather than casting miracles they just use regular magic as it's a gift from the gods. Does my Wizard NEED a strong faith? Is he considered a priest by default among his own people?
- I know there's some degree of synchronicity between certain elven gods and human ones (Mathlann and Manaan, Isha and Rhya, Taal and Kurnous). Are they in fact just different interpretations of the same gods, or would elves and humans take offense to such a notion?
- Why would an Eonir want to leave Laurelorn and work with humans and a dwarf?
- The GM suggested I should have opinions on Beastmen, but are there any opinions a Wood Elf would have on them other than "KILL ON SIGHT?"
- What's a good way to play an elf who isn't, for lack of a better term, an arrogant jerk to everyone? That seems to be a very strong part of elven characterization in Warhammer in general, and especially with Wood Elves who lack the diplomatic tact of High Elves (though Laurelorn is better than Athel Loren in that regard).
For context, there's at least going to be a Dwarf Slayer, a Human Nun of Rhya (who incidentally hails from Laurelorn herself, one of the legal settlements there the elves allowed), and a Human Noble looking to get knighted...I think from Middenland, given the player's fascination with wolves.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
humans and a dwarf?[*]The GM suggested I should have opinions on Beastmen, but are there any opinions a Wood Elf would have on them other than "KILL ON SIGHT?"
[
Certainly. You wound it and then track it as it flees back to his fellows so you can kill them too :smallsmile:
Seriously Beastmen and elves have been enemies for centuries. That is a unimaginable amount of slaughter and atrocity between them. Not to mention Beastmen are worshipers of the Ruinous Powers.
The only thing I could think of is regarding Beastmen with pity. Born warped by the Chaos gods, they have no choice in what they are. They must still be killed but its more like putting them out of their misery.
Quote:
What's a good way to play an elf who isn't, for lack of a better term, an arrogant jerk to everyone? That seems to be a very strong part of elven characterization in Warhammer in general, and especially with Wood Elves who lack the diplomatic tact of High Elves (though Laurelorn is better than Athel Loren in that regard).
You can know you're superior to other races without rubbing their faces in it. Its not their fault after all. A calm assurance in your own wisdom (but not knowledge) and judgement can show your belief in yourself without pissing off everyone around you.
Quote:
Why would an Eonir want to leave Laurelorn and work with humans and a dwarf?
There is a BIG world out there and Elves are not immune to curiousity. And perhaps things to learn from the other races after all 'The fox knows many things, but the hedgehog knows one big thing
Also the elves realize having the other races out there blunting chaos incursions is good for them. Perhaps your Elders have sent you out to gather information on how things are in the outside world. Or a more specific mission if your GM has a bright plot hook
Quote:
I know there's some degree of synchronicity between certain elven gods and human ones (Mathlann and Manaan, Isha and Rhya, Taal and Kurnous). Are they in fact just different interpretations of the same gods, or would elves and humans take offense to such a notion?
Er...... I'd say No to the first. And yes they really would take offence to the notion to the second. But YMMV
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
I see! Thank you! :smallsmile:
Something I noticed while re-reading the career page for Wizard in the corebook: the Magical License is a 2nd Tier trapping, so are Wizard's Apprentices just supposed to be constantly looking over their shoulder until they reach Tier 2 and get the paperwork to do magic openly? And obviously elf casters in the Empire need their own unique paperwork, basically showing one of the Colleges vetted them or something? The text, again, seems more focused on human wizards than elven ones.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
The books being silent about... pretty much anything regarding elven wizards in the Empire is something I noticed back in 2E. It seems this hasn't changed.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
Something I noticed while re-reading the career page for Wizard in the corebook: the Magical License is a 2nd Tier trapping, so are Wizard's Apprentices just supposed to be constantly looking over their shoulder until they reach Tier 2 and get the paperwork to do magic openly? And obviously elf casters in the Empire need their own unique paperwork, basically showing one of the Colleges vetted them or something? The text, again, seems more focused on human wizards than elven ones.
Right I haven't read 4th ED so I'll just go off what seems sensible to me. The number of Elf wizards in the Empire would be TINY so I can't imagine anybody in the Old World ever thought too much about that. Outside the great cities the local authorities are probably going to be so shocked to see an Elf they're not going to think to ask for his paperwork anyway. Even if you cast a spell I'd reckon their would be the assumption that of course you can do magic, you're an elf ! (Though that doesn't mean they're going to be friendly just the presence of a licence isn't going to really affect their attitude)
In the cities the authorities might understand that not all elves can 'do magic'. Still as the Colleges of Magic were founded by an elf I can't see getting one being a problem for an elf. Even if there isn't such a thing I'd guess a 'normal' licence could be issued with a added note explaining its for a elf. And having proof that the Colleges of Magic are, even nominally, in your corner could make a lot of petty/dishonest/prejudiced big city Watch think twice about messing with you (and then still probably do it )
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Morty
The books being silent about... pretty much anything regarding elven wizards in the Empire is something I noticed back in 2E. It seems this hasn't changed.
It's honestly pretty silent on anything regarding ELVES period! :smallannoyed:
Incidentally I was just informed the Rhyan Nun playing with me has changed her mind and will now be a Halfling tired of being stereotyped as either jolly cooks or thieves and is looking to pick fights with tallfolk and carve her initials into their butts until they respect her! :smalleek:
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
... carve her initials into their butts until they respect her! :smalleek:
Well. Ya gotta respect that.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
Incidentally I was just informed the Rhyan Nun playing with me has changed her mind and will now be a Halfling tired of being stereotyped as either jolly cooks or thieves and is looking to pick fights with tallfolk and carve her initials into their butts until they respect her! :smalleek:
So... she's a female :belkar:, then?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
It's honestly pretty silent on anything regarding ELVES period! :smallannoyed:
Incidentally I was just informed the Rhyan Nun playing with me has changed her mind and will now be a Halfling tired of being stereotyped as either jolly cooks or thieves and is looking to pick fights with tallfolk and carve her initials into their butts until they respect her! :smalleek:
Halflings tend to have long names they should be glad she's just carving her initials :smallsmile:
(And good luck to her for what little I know about 4th Ed I believe being small is a serious disadvantage in a fight)
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Telok
Well. Ya gotta respect that.
No kidding!
Quote:
Originally Posted by
Lord Torath
So... she's a female :belkar:, then?
Possibly? She'd probably dig calling herself a "sexy shoeless goddess of war!" :smallbiggrin:
Quote:
Originally Posted by
comicshorse
Halflings tend to have long names they should be glad she's just carving her initials :smallsmile:
(And good luck to her for what little I know about 4th Ed I believe being small is a serious disadvantage in a fight)
Yeah, she was looking into Duellist as her career as a way to equalize that, before her boyfriend (our Dwarf Slayer) discovered it's restricted to Dwarfs, High Elves and Humans.
Back on the topic of my own character, I still feel a bit...directionless in terms of what I want him to be like. Our GM said I don't need to worry about his story tying in to the themes of the story he's crafting, but that leaves me with no real idea what to pick for his motivations. Would a "druidic paladin" sort of theme make sense, not content to protect Laurelorn and striking out to smite Chaos and the occasional insolent human? Or does that mentality feel too "human" in terms of personality?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
Back on the topic of my own character, I still feel a bit...directionless in terms of what I want him to be like. Our GM said I don't need to worry about his story tying in to the themes of the story he's crafting, but that leaves me with no real idea what to pick for his motivations. Would a "druidic paladin" sort of theme make sense, not content to protect Laurelorn and striking out to smite Chaos and the occasional insolent human? Or does that mentality feel too "human" in terms of personality?
I'd say seeking out Chaos wherever it rears its ugly head is a perfectly fine motivation. It could even be an official order from the Wood Elf leadership.
And now for something completely different.
Under the rules in Black Crusade, is there any benefit to mounting a Bayonet on your Chainsword (as shown on one of the front raptors here)?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Nope. Don't think you can even mount bayonets on anything other than guns, and all it does is let you use it as a spear in melee combat as I recall. Spears are directly weaker than chainswords, so even if you stuck one on there'd never be a reason to use it.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Besides, IS that a bayonet, or just the kinds of grimdark spikes Chaos edge-boyz put on EVERYTHING? :smalltongue:
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Archpaladin Zousha
Besides, IS that a bayonet, or just the kinds of grimdark spikes Chaos edge-boyz put on EVERYTHING? :smalltongue:
It looks like a bayonet to me. That being said, are there any mechanical benefits to putting "spikey bitz" on your gear? Does it make them "chop harda" or something, or is this a case of the mini-designer adding sharp bits purely for the sake of adding sharp bits?
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Lord Torath
It looks like a bayonet to me. That being said, are there any mechanical benefits to putting "spikey bitz" on your gear? Does it make them "chop harda" or something, or is this a case of the mini-designer adding sharp bits purely for the sake of adding sharp bits?
I think it's like the cup holders in SUVs. They're seeing how much extra cruft the sales people can sell for silly markups. Seriously, someone at the chainsword dealership is realy good at their job and is selling people chainswords with dull, notched bayonets on them as accessories. The comissions must be amazing.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
Quote:
Originally Posted by
Lord Torath
It looks like a bayonet to me. That being said, are there any mechanical benefits to putting "spikey bitz" on your gear? Does it make them "chop harda" or something, or is this a case of the mini-designer adding sharp bits purely for the sake of adding sharp bits?
On the model they're just there for the sake of it. I think mono is the only weapon upgrade that can be applied to a chainsword, and that is obviously supposed to affect the actual teeth of the weapon.
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Re: Warhammer & 40K RPGs Thread III: With Friends Like These, Who Needs Heresies?
I am restarting my Rogue Trader game, and Im looking for a few inputs.
The group will get to own a planet rich on natural resources, but with an impending invasion.
Will they grab what they can and run, or will they defend their new planet..
1) Who is invading? I am looking for an invasion force that has been fortold (perhaps in eldar prophecies). It should feel like a force of nature, much like the tyranids; but some form of strategy that can be predicted would be fun for the players. Thirdly, I would like not to use the classical, well-known armies. Any good ideas?
Perhaps a combined force..
2) The planet will previously have been designated a fortress world, but construction has stopped. Does anyone have any good resources on fortress worlds? Maps, designs, or descriptions?
Perhaps more to come, as I panic to build a planet in a few days