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2014-11-28, 01:42 AM (ISO 8601)
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
http://suptg.thisisnotatrueending.co...=all+guardsmen
Have you guys seen this? It's both profoundly beautiful, and what inspired my group to get together.
Also how hard is it to use stuff from first edition dark heresy in second edition? Any tweaks that need to be done with weapons or talents and whatnot? I assume the lore converts readily?Last edited by Demon 997; 2014-11-28 at 03:59 AM.
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2014-11-29, 12:57 AM (ISO 8601)
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- Jul 2009
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- New Jersey
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
The lore is very different, Calixis has a different feel than Askellon. You'd need to definitely change a few things.
DH1 material is also, as far as rules, less polished and less "balanced", if that means anything. If your psyker player asks for DH1 powers, immediately say that they are pulled through a warp rift into Calixis sector and that they have to roll a new character.
Generally, you are best off converting Only War/Black Crusade stuff to DH2.GMs 3.5, cWoD, Rogue Trader, Monsterhearts, The Pool, and Fudge. Narrativist, wacky builder, and dancer.
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2014-11-30, 10:18 AM (ISO 8601)
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- Jul 2008
Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I'm currently running a Dark Heresy 2E and an Only War game, and I can safely say that you really don't want to be messing about with the 1E stuff unless you want to do some heavy converting. That being said, the superior quantity of fluff for 1E certainly makes it a good place to put your campaign, with a few small modifications of course.
Fantastic avatar by Akrim.elf.
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2014-11-30, 11:09 AM (ISO 8601)
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- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I haven't personally read much of the 2e stuff, but I really quite like the fluff from 1e. First exposures to a system being what they are.
I would like to use my 1e stuff before 2 becomes far more prevalent, but thats me -- I know a handful of people have an issue with 1e stuff as it is. I like that there arent as many splatbooks as, say, 3.5 also. I might only need four or five books here where with 3.5 I need a library of stuff.
Only war has been pretty cool so far, same with the little DH I played. I might think different after some bad combat rolls, but real fun so far.My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2014-12-03, 11:13 AM (ISO 8601)
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- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Flamers, is it more of a 'situational use' thing or is it more of a 'bag it and tag it' deal?
I happen to like the idea of them, but im not sure its the greatest chioce overall. Maybe I shouldnt have a pyro character... burnination is appealing though.
Thoughts, feelings, opinions?My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2014-12-03, 12:41 PM (ISO 8601)
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- Jul 2005
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- WI, USA
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
So far I have 25 warriors, 5 immortals, 5 lychguard, 5 deathmarks, an overlord, a doomscythe, and an anni-barge.
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2014-12-03, 03:24 PM (ISO 8601)
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- Sep 2007
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- Earth... sort of.
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
In my experience, flamers are an excellent weapon. They're situational use, but that situation is "Multiple flesh-enemies standing near each other" which, as it happens, is a lot of situations.
Avatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2014-12-03, 03:28 PM (ISO 8601)
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- Jul 2010
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- Mt. Ebott
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Just don't fight Necrons with them.
“I’m a Terrorist not an idiot.” - Me
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2014-12-03, 03:34 PM (ISO 8601)
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- Apr 2008
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Thanks to Dirty Tabs for the Travis pony.
Spoiler
Thanks to A Thousand Words for the My Little Simhata avatar, and thanks to Trixie for fixing the cropping.
Breakdown Twilight from Pony Halloween celebration, thanks to Thanqol.
Thanks to Akrim.Elf for the awesome Laharl pony.
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2014-12-03, 04:46 PM (ISO 8601)
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- Jul 2012
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Flamers vary in usefulness from system to system, though if backporting and frontporting material is an option then they can be pretty nasty anytime anywhere.
Primarily flamers are good at killing low-armour low-toughness enemies that come in large amounts, horde enemies and swarms. With some options like blessed promethium they become better at killing things like daemons, toxic promethium makes them better at killing high-armour low-toughness enemies.
The heavy flamer is a nice step up from the flamer as it avoids most of the problems of heavy weapons as a result of being a spray weapon.
Hand flamers are less useful for killing large groups, but are better at overkilling small groups when dual-wielded, or can be paired with a weapon better suited to killing high-armour high-toughness enemies like an inferno pistol, plasma pistol or power weapon.
The best flamer of any type (to me anyway) is a starflare plasma weapon. Starflare vents are a weapon upgrade from Rogue Trader Hostile Acquisitions that turn a plasma weapon into a flamer weapon with ludicrous damage and pen in exchange for being a little heretical and eating more ammunition. Spray weapon plasma cannons anyone?
In summary, flamers are good if you fight lots of things like cultists or mutants or orks, less useful if you face things like servitors, ogrynn or eldar or chaos marines. With some upgrades and options a flamer can become more useful, but it's usually best not to try and force a weapon into a situation it's not suited to.
Pyromania is generally a good thing in 40k though. Enough fire will kill nearly anything, unless it's something made of fire.
EDIT: Forgot to mention, the biggest advantage of flame weapons is not needing to roll to hit, meaning they make great ranged weapons for characters with poor BS like melee focused characters, lore based characters or party faces.Last edited by Grim Portent; 2014-12-03 at 04:51 PM.
Sanity is nice to visit, but I wouldn't want to live there.
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2014-12-03, 05:59 PM (ISO 8601)
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- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Wow, thanks for that, guys. That gives me a better idea of what I'm going to do and it confirmed a few of my thoughts as well. Fire is an awesome weapon, so at least my mild pyromania gets an outlet.
My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2014-12-04, 08:13 AM (ISO 8601)
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- Sep 2007
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- Earth... sort of.
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Also, if you play a flamer-wielding priest, you can literally spray'n'pray
Avatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2014-12-04, 04:03 PM (ISO 8601)
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- Dec 2014
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- Arizona
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Excuse me I'm new here.
Could any of you tell me which forum or sub-forum here would be appropriate for sharing a few (pre-typed) stories about a bunch of Guardsmen?
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2014-12-04, 05:11 PM (ISO 8601)
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- Apr 2008
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Thanks to Dirty Tabs for the Travis pony.
Spoiler
Thanks to A Thousand Words for the My Little Simhata avatar, and thanks to Trixie for fixing the cropping.
Breakdown Twilight from Pony Halloween celebration, thanks to Thanqol.
Thanks to Akrim.Elf for the awesome Laharl pony.
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2014-12-04, 05:12 PM (ISO 8601)
- Join Date
- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Yes! Absolutely, I almost made one of those once. Given the input, and looking into some feats, they're pretty good and I'm really starting to like them even more. I guess all I really have to worry about now is too-high Toughness and my aim. Placing that template might make it hard to choose targets now and then. So many mobs of heretics, so little time.
My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2014-12-04, 06:13 PM (ISO 8601)
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- Dec 2014
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- Arizona
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
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2014-12-04, 09:10 PM (ISO 8601)
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- Dec 2014
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- California
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2014-12-04, 09:35 PM (ISO 8601)
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- Dec 2014
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- Arizona
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
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2014-12-04, 09:42 PM (ISO 8601)
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- Dec 2010
Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Slap them down in this thread, it's fine.
They're glorious, by the by.Protect Humanity
Avatar by The Architect
Enslave the gods
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2014-12-04, 10:21 PM (ISO 8601)
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Okay folks, here's a nice long story about bravery, incompetence, and detpacks.
As a quick fore-word, I'm splitting these into chapters embedded into this forum, but everything is avaialble in one html file here:
https://googledrive.com/host/0B3Z9sX...dFWXM/agp.html
Be aware that this thing gets damned long, sorry about that, I lack any sort of editor.
The Adventures of the All Guardsmen Party
Spoiler: Prologue: Natural Selection Based Character Creation
Spoiler: Part 2: Guardsmen and Pilgrims
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/34095013/
Album Link: http://imgur.com/a/XwoY7
Spoiler: Part 3: Dude Where's My Psyker
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/34333783/
Album Link: http://imgur.com/a/Tkqjm
Spoiler: Part 4: What's in the Box?
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/34660239/
Album Link: http://imgur.com/a/0aGN5
Spoiler: Part 5: Nubby's Girlfriend
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/34985468/
Album Link: http://imgur.com/a/puNBl
Spoiler: Part 6: Heretic Purging
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/35461504/
Album Link: http://imgur.com/a/HxVMi
Spoiler: Part 7: Discount Spaceship
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/35923989/
Album Link: http://imgur.com/a/Eyiep
Spoiler: Part 8: Good Soldiers, Bad Educators
Original Thread Link: http://suptg.thisisnotatrueending.com/archive/36338781/
Album Link: http://imgur.com/a/thn81
Damn that's a lot of text. Let me know if you spot something I put into this post wrong or if you'd like to talk about any part of the stories or if I should move this somewhere else.
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2014-12-05, 07:54 AM (ISO 8601)
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I'm only about halfway through, but the big reveal about the box is glorious.
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2014-12-05, 08:11 AM (ISO 8601)
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Having stayed up all night reading them, I am now all the way through. That was pretty damn funny.
I am curious about the last story. Specifically...
SpoilerThe Necrons. I assume you're playing DH 1st edition. Which stats did your GM use for the Necrons? I ported Necrons into DH myself, and I found I had to kitbash them a lot. The Deathwatch ones are too scary and the Black Crusade ones aren't really scary enough.I used to do LP's. Currently archived here:
My Youtube Channel
The rest of my Sig:
SpoilerAvatar by Vael
My Games:
The Great Divide Dark Heresy - Finished
They All Uprose Dark Heresy - Finished
Dead in the Water Dark Heresy - Finished
House of Glass Dark Heresy - Deceased
We All Fall Down Dark Heresy - Finished
Sea of Stars Rogue Trader - Ongoing
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2014-12-05, 10:18 AM (ISO 8601)
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- Dec 2014
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- Arizona
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Thanks, it was a genuine surprise for us and caused a lot yelling and laughing around the table.
Props for getting through in a night, at last count the whole thing was 89754 words long. So longer than the second harry potter book, but shorter than the third and with a lot more spelling errors and questionable word choices than both combined.
SpoilerAs for the necrons, I wasn't the one who did the conversion there, but as far as I know he took the BC stats for them then asked some tabletop players how effective per unit unbuffed guardsmen were against necron warriors. Then he just tweaked their stats until they were roughly in parity with the tabletop and probably adjusted a few rules for the sake of narrative causality (like all the necrons behind us getting back up).
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2014-12-05, 05:59 PM (ISO 8601)
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- Apr 2013
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Wow, the day I finally get time to return to Gitp Shoggy appears. Love the All Guardsmen.
On another note, I'm attempting to sort of make the IDF in Only War as one of my campaign ideas. I found reference to a Chimedon on the WH40k wiki which I'm making parallel to the Merkava as a tank that also hauls infantry around. Mechanics wise it's a Chimera that has a Leman Russ Conquerer cannon on it. But it, and the conqueror aren't statted in Only War, or any of the WH40k Rpgs afaik. Any suggestions on how to do so?
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2014-12-05, 07:00 PM (ISO 8601)
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- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I'm on part 4 of this story. I'm totally hooked and I think you had an incredible DM thus far.
My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2014-12-06, 12:34 AM (ISO 8601)
- Join Date
- Jan 2007
Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I'd suggest starting with the Battle Cannon and tweaking it to the Conqueror's fluff listed there. (I'm unfamiliar with the wargame, so anything here is perhaps educated guesswork.) Considering some of the similarities in their design, you may wish to just reflavor an autocannon. Add Blast 5/Concussive 1, reduce the fire rate to S/2/-, reduce the magazine size to 12, and add a tweak that reduces penalties for vehicle movement by -10 (to a minimum of +0).
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2014-12-06, 12:43 PM (ISO 8601)
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- Oct 2011
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- Ho Chi Minh City
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2014-12-06, 02:37 PM (ISO 8601)
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- May 2009
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- Gothenburg, Sweden
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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2014-12-06, 08:02 PM (ISO 8601)
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- Dec 2014
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Yea he's pretty nifty, hes definitely mellowed a bit over the years though. Getting a real job will do that to a man.
I'm going to hold off saying who I played unless there is a clear majority one way or the other.
The guardsmen were members of the 99th Generian Medium Infantry, or as they're know on the org chart: Gener IC Med Inf.
This was the result of five people trying to make a pun out the regiment's name after deciding they wanted to go for the standard guardsmen experience instead of messing around with any of the more flavorful options.
It was a completely normal regiment down the board, Civilized world origin, Line Infantry, Fixed Commander, and only Die Hards and Well Provisioned for the traits. We were quite serious about making it the most boring regiment possible: there was no specialization in the roster at all, everyone had completely standard issue kit, and the regiment was colloquially known as the either the GIs, the Fillers, or the Bland Band.
The regiments career was short, they were used as the tactical equivalent of packing peanuts. Something cheap and disposable to fill the space and protect the more important regiments, then be thrown out.
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2014-12-07, 06:15 AM (ISO 8601)
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- May 2009
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- Gothenburg, Sweden
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Uneducated question, and maybe more suitable to a fluff thread, but...
How exactly do the Hereticus and the Malleus differ from each other? I know that one deals with heretics, the other with daemons. However, to me it seems that someone who deals with heretics, specifically chaos cults (which seems to be a significant part of the heretics) would need some knowledge on how to fight any daemons they decide to summon. And someone who deals with daemons (not deals with daemons, deals with daemons) should really be prepared to deal with any and all cultists (heretics) that are summoning said daemons as well...GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.