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  1. - Top - End - #871
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    So, I'm going to be playing a particularly Pious/Zealous Blood Jaguar Librarian in an upcoming Deathwatch campaign, and was wondering if anyone knew of good prayers/badass one-liners I can say before battle/in the midsts of me blowing things away with my psychic might. Just some stuff to get everyone in the mood for being nine foot tall warrior monks of legend.
    “I’m a Terrorist not an idiot.” - Me
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  2. - Top - End - #872
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by Tychris1 View Post
    So, I'm going to be playing a particularly Pious/Zealous Blood Jaguar Librarian in an upcoming Deathwatch campaign, and was wondering if anyone knew of good prayers/badass one-liners I can say before battle/in the midsts of me blowing things away with my psychic might. Just some stuff to get everyone in the mood for being nine foot tall warrior monks of legend.

  3. - Top - End - #873
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by Tychris1 View Post
    So, I'm going to be playing a particularly Pious/Zealous Blood Jaguar Librarian in an upcoming Deathwatch campaign, and was wondering if anyone knew of good prayers/badass one-liners I can say before battle/in the midsts of me blowing things away with my psychic might. Just some stuff to get everyone in the mood for being nine foot tall warrior monks of legend.
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  4. - Top - End - #874
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    “I’m a Terrorist not an idiot.” - Me
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  5. - Top - End - #875
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by Tychris1 View Post
    was wondering if anyone knew of good prayers/badass one-liners I can say before battle/in the midsts of me blowing things away with my psychic might.
    A cat-themed Flesh Tearer?

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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by Cheesegear View Post
    A cat-themed Flesh Tearer?

    That's not a knife. This is a knife! *Cast Razor Blades*
    You're not helping Aussie stereotypes much there...

  7. - Top - End - #877
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by bluntpencil View Post
    You're not helping Aussie stereotypes much there...
    It's not my fault he's playing a Chapter where he replaces his Combat Knife with a Combat Knife +1.
    Also, one of his signature Powers is that R-Type Melee weapons gain Penetration equal to Psy Rating.

    How do you not say that line?
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    Quote Originally Posted by Anuan View Post
    Cheesegear; Lovable Thesaurus ItP.
    Quote Originally Posted by Lycan 01 View Post
    Cheesegear, have I told you yet that you're awesome?
    Quote Originally Posted by MeatShield#236 View Post
    ALL HAIL LORD CHEESEGEAR! Cheese for the cheesegear!
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    Cheesegear is awesome

  8. - Top - End - #878
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    If a player wants to build or modify a weapon or piece of armour using unusual materials how do you handle it?

    The obvious thing is a Trade (Armourer) or Tech-Use test to make the alteration, but what's a good way to decide the effect?

    I feel like I want to reward players making gear alterations like using the teeth of a tyranid as chainaxe teeth (similar to Angron's axes using Mica Dragon teeth) or making a flame resistant creature's hide into a cloak (like the artifact from the Salamanders), but I'm not sure what a reasonable kind of bonus to give out for such customisations.

    I've considered improving the gear by +1 to a relevant stat per degree of success, but that seems swingy since it could make a mod really good or really bad with no input from the material, I've also considered applying a flat bonus but that leaves the question of how much is appropriate and of course there's the option of just applying an existing modification like mono, but that seems dull.
    Sanity is nice to visit, but I wouldn't want to live there.

  9. - Top - End - #879
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Hey I just have a quick question about component stacking in Rogue Trader. if an individual obtained both a miloslav warp engine and a rune caster, would that ship travel through the warp at four times speed? If this is applicable, could there be a max speed in the warp assuming there are other components that have similar function.
    -Arjhan

  10. - Top - End - #880
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by Grim Portent View Post
    If a player wants to build or modify a weapon or piece of armour using unusual materials how do you handle it?

    The obvious thing is a Trade (Armourer) or Tech-Use test to make the alteration, but what's a good way to decide the effect?

    I feel like I want to reward players making gear alterations like using the teeth of a tyranid as chainaxe teeth (similar to Angron's axes using Mica Dragon teeth) or making a flame resistant creature's hide into a cloak (like the artifact from the Salamanders), but I'm not sure what a reasonable kind of bonus to give out for such customisations.

    I've considered improving the gear by +1 to a relevant stat per degree of success, but that seems swingy since it could make a mod really good or really bad with no input from the material, I've also considered applying a flat bonus but that leaves the question of how much is appropriate and of course there's the option of just applying an existing modification like mono, but that seems dull.
    Probably the best answer is the hardest one to adjudicate: Base it on the material. Tyranid-tooth chainaxe could have better AP, for example, while a fireproof cloak would give a bonus on avoiding flame weapons. Mono only applies to primitive weapons, so there's no way to increase chainaxe AP by default.
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  11. - Top - End - #881
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    The Emperor does favor the faithful. I was getting the refund for the damaged shield of humanity and they accidentally refunded all the money instead of what they were supposed to give me. So they let me keep the damaged book and the full refund. Awesome stuff.
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  12. - Top - End - #882
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Hey so I'm looking into playing WH40k RPG because I love the lore of the setting but am not sure which one I should pick up. Which would you guys advise if I want to play as a psyker Space Marine or something like that? or just a psyker in general really :P Also would said system have an SRD or is it absolutely required that in order to play you buy the gamebook?
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  13. - Top - End - #883
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Psyker Space Marine is either Deathwatch or Black Crusade, depending on whether you want to be Loyal or Chaos

    Psykers in general are present in all of the games, its just that some are more powerful than others. so, what KIND of psyker are you thinking of?
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  14. - Top - End - #884
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    The kind that can create room-sized warp storms if they want to.
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by ChaosArchon View Post
    The kind that can create room-sized warp storms if they want to.
    That also describes most high-level psykers. Do you want to still be alive after this happens? That'll narrow it down slightly.
    Last edited by The Glyphstone; 2014-05-31 at 07:44 PM.

  16. - Top - End - #886
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Yeah sorry after I posted that I realized how broad that was, but yes preferably I would like for my character to still be living. I think I essentially want to play as a Grey Knight, so which game system would let me do that?
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  17. - Top - End - #887
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by ChaosArchon View Post
    Yeah sorry after I posted that I realized how broad that was, but yes preferably I would like for my character to still be living. I think I essentially want to play as a Grey Knight, so which game system would let me do that?
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by bluntpencil View Post
    Dark Heresy, with the Daemon Hunters sourcebook.
    Sounds good, any chance at least DH's basic book is freeware/SRD'd like D&D so one could play it without paying or is it like Exalted where if you don't buy it, you're not gonna be playing.
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  19. - Top - End - #889
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    You gotta pay to play.
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  20. - Top - End - #890
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    I figured but you know, might as well try first :P
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  21. - Top - End - #891
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    If "ridiculously overpowered" is what you want, a Dark Heresy Grey Knight is definitely a good fit.
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    I'd suggest picking up Deathwatch instead; Dark Heresy is designed for humans, so it's baffling as to why they included the option to play a grey knight. Your group will have more fun with Deathwatch, I think
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  23. - Top - End - #893
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by shadow_archmagi View Post
    I'd suggest picking up Deathwatch instead; Dark Heresy is designed for humans, so it's baffling as to why they included the option to play a grey knight. Your group will have more fun with Deathwatch, I think
    Because the Grey Knight requires 13000 exp just to start playing, it's meant to either be in an all grey knight game or be in an Ascension party. The book suggests using it as a special method of exposition or to strike the final blow against the daemon the human party failed to prevent being summoned.
    Sanity is nice to visit, but I wouldn't want to live there.

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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Is there an official way to grant a chainsword the Power Field quality, or at least render it immune to being destroyed when parried by one?
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    Only War weapons can be given the "Reinforced" customisation, which reduces the chance of destruction to 60%
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Quote Originally Posted by Kris Strife View Post
    Is there an official way to grant a chainsword the Power Field quality, or at least render it immune to being destroyed when parried by one?
    Officially? Not that I know of. But there's no canon reason why you can't slap a power field on anything.
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    There's a two handed power chainsword in Rogue Trader's Into the Storm, the Zaythan Warblade. The fluff text for it implies that the fusion of chain and power tech is very rare and difficult, though I think the chainfists used by terminators incorporate a powerfield as well as a chainblade.
    Sanity is nice to visit, but I wouldn't want to live there.

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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    Just build a normal chainsword, but with tiny power swords instead of chain teeth.

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    "Roll to see if your weapon is destroyed. Once per tooth, please."
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    Default Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate

    I seem to remember that the Space Wolves have the Frost Blade: a power chainsword.

    EDIT: It is a Relic listed in the Core Deathwatch book. Also mentions that it is very rare and hard to make.
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