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Older D&D/AD&D and Other Systems The forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).

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Old 10-31-2012, 02:13 PM   Top  -  End  -  #151
Cikomyr
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Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

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Sabotage the null-field matrix generator that's keeping a Tyranid splinter fleet from attacking the planet?

In 40K, Summon Bigger Fish is always an option. Always.
So you are practically recreating the Eldar plan, but with 'Nids instead of Chaos... I see...


Man, my first Radical game went today. It was a glorious success!!! I played it rather cool on the Knowledge Know-it-all and Mobile Sensor, but were droning them about filling out bureaucratic forms at every opportunity. They all thought my new Special Shotgun is rather cool.

Originally, it's just a simple Best Craftsmanship Meat Hammer with Las-sight and fire-selector, including Man-stopped rounds.

But when I got talking with the GM about the ritual of creating a Daemonweapon, he said "why would you want to create a Daemon melee weapon? You suck in melee! Let's find rules that allow you to create Daemon Ranged Weapons. How about your shotgun?"

Me:

So I ended up with a Bound Daemon-Meat Hammer. 3 shots before a 9-turn reload sequence, 2d5+12 (pen 8), Tearing & Scatter. Willpower 50, with the following randomly rolled attributes:

- Glittery --> ennemies takes -10% on dodge and parry
- Damage 1d10 Toughness everytime I do damage...

When we got facing a Halo Monster stage 3, I hit it ONCE with my shotgun. Well, I rolled a 06, so I got 6 degrees of success --> 3 hits. I did a lot of damage, but I also reduced its Toughness by 20..

Poor creature had pitiful Toughness of 30 initially. It was riding us on an Unnatural Toughness of x3 to survive our hits. It didn't lasted long after

The people around the table went all: "Where did you got that power?!?!" and I just smiled and said I went through all the books and did my homework, and managed to negotiate the proper upgrades. I even handed over the Daemonshotgun over to the (Untouchable) Techpriest for analysis, if he wanted the GM to tells him everything.

MWAHAHAHAHAHA


Spoiler




Man, it's one thing to slaughter a sheep for power. It's another to have him gleefully jump on the altar and scream "AGAIN!! AGAIN!!"

Last edited by Cikomyr : 10-31-2012 at 02:23 PM.
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Old 10-31-2012, 04:28 PM   Top  -  End  -  #152
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I have to say, I find your "Necrons are stopped" rather easy. How will the PC stop a wakening Necron army that makes the Eldar soil their pants?
I'm thinking for that stage of the adventure they'll have to either call in or earn favors to see about getting some heavy-hitters to come in. Actually, that raises another question-

Most of what I know about Necrons comes from the Dawn of War games and the wiki. What are some descriptions of buried Necron forces in other media, that might go into more detail about the process of a tomb world awakening, and how many Necrons are generally in one, what kind of a threat this is, etc.
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Old 10-31-2012, 04:34 PM   Top  -  End  -  #153
Cikomyr
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What you have to understand with Necrons is: they don't die.

When you shoot them, they either reassemble on the spot or teleport to the nearest available Tomb when utterly wrecked.

The thing is, they become madder and madder as they die and reassemble.

Technically, as far as I know, you can only be safe (for the moment) if you destroy the Tomb.
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Old 10-31-2012, 04:44 PM   Top  -  End  -  #154
The Glyphstone
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The first question is if you're using Oldcrons or Newcrons/Retcrons. That makes your question have two extremely different sets of answers.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 10-31-2012, 04:45 PM   Top  -  End  -  #155
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The first question is if you're using Oldcrons or Newcrons/Retcrons. That makes your question have two extremely different sets of answers.
The Retcrons sound like they might be more fun, but I'm even less familiar with them. (On the other hand, I suppose I could just go to my minion's basement and nick the latest necrondex to catch up. That's the only place they appear right now, right?)
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Old 11-01-2012, 06:44 PM   Top  -  End  -  #156
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The Retcrons sound like they might be more fun, but I'm even less familiar with them. (On the other hand, I suppose I could just go to my minion's basement and nick the latest necrondex to catch up. That's the only place they appear right now, right?)
As far as I know, yes.
Basically the difference is instead of being a ceaseless wave of robot mummies singlemindedly dedicated to ending life, they're now the tomb kings.
Now personality comes into play, and personal ambition.

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The artifact could be a focus item or something, an object that, while minor by itself, would be of unimaginable power if it's combined with the rest of its pieces. the Chaos Sorcerer has the rest, and the artifact in question is the last remaining piece. Except it's been inhabited by a Nurglish demon, who likes its new home and its new friends and doesn't want to leave.

Of course it has to be semi-beneficial to make getting rid of it a harder decision. If you take the pre-Liber Chaotica image of the Ruinous Powers, they have deeply buried 'positive' aspects, and Nurgle is the god of Life in addition to Death - maybe the demon occasionally heals wounds (when it feels like it), and attacks people trying to hurt its 'friends' (for its own definitions of 'hurt).
I thought they still had that aspect?
Or is that just in fantasy?

Maybe something that dies for you?
Like if you die it dies instead?
I don't know, nurgle can pull some seriously weird stuff if you want it

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Old 11-01-2012, 08:22 PM   Top  -  End  -  #157
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As far as I know, yes.
Basically the difference is instead of being a ceaseless wave of robot mummies singlemindedly dedicated to ending life, they're now the tomb kings.
Now personality comes into play, and personal ambition.

I thought they still had that aspect?
Or is that just in fantasy?

Maybe something that dies for you?
Like if you die it dies instead?
I don't know, nurgle can pull some seriously weird stuff if you want it
It's been seriously minimized and de-emphasized in 40K, I think it only really survives in Fantasy in official fluff.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 11-01-2012, 09:05 PM   Top  -  End  -  #158
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How do the different RPGs play? I know there are some compatibility issues. but what are the playstyles like.

I have a Free RPG day Deathwatch packet. Long story short, seemed a bit like a super hero game with all the bonuses they seemed to get.

I have only seen Dark Heresy and Rogue Trader in stores but I hear about an Imperial Guard book coming out soon, that is in beta.
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Old 11-01-2012, 09:54 PM   Top  -  End  -  #159
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Deathwatch is pretty much the epitomy of Rocket Tag - everyone, friends and enemies alike, have so much armor compared to their health that if you manage to land a hit, it'll either bounce off entirely or almost oneshot them - hits that don't do double-digit damage are irrelevant because they can be healed to full effortlessly. There is never a situation where a Heavy Bolter is not the best weapon in the game.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
Spoiler

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Old 11-01-2012, 11:08 PM   Top  -  End  -  #160
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Only War is the most refined of the systems, being the newest... you might want to look at that one first; you should probably let that be your first impression! The next closest is Black Crusade.
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Old 11-02-2012, 02:23 AM   Top  -  End  -  #161
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How do the different RPGs play? I know there are some compatibility issues. but what are the playstyles like.

I have a Free RPG day Deathwatch packet. Long story short, seemed a bit like a super hero game with all the bonuses they seemed to get.

I have only seen Dark Heresy and Rogue Trader in stores but I hear about an Imperial Guard book coming out soon, that is in beta.
Dark Heresy is your investigation and horror based game as you work for the Imperial Inquistion. Your designed to be underequipped, in over your heads and generally just trying to figure out whats going on so you can get the hell out there before whatever insane horror or sinister plot gets you first. Lots of fun conspiracy stuff but if your looking for a combat game this is a bad place. Combat is fun for what it does but your designed not to actually want to seek it. Your playing average humans in a universe where genetically engineered super soldiers cant hold back the monsters and aliens in the universe. Your a human who is likely to fail more often than not so its about planning and smart play to keep yourself going.

Rogue Trader is the freeform version of that same game except with the way resources are concerned. You own a ship and the crew of potentially 100,000 people under your command. Its about exploring the galaxy, looting, pillaging, negotiating trade agreements and stealing dangerous alien tech to strap onto your ship. Very much a game about 'hey whats over there? Can we make profit off of it?' and less concerns with the low level issues going on. Though interpersonal problems are still going to be an issue the game's strength is about the party being a larger than life crew looking to get rich as quickly as they can, even if they accidently open a necron tomb in the process.

Deathwatch is the combat game of the series. Yes you can do negotiation and investigation but your playing genetically engineered super soldiers. Your going to solve problems violently most of the the time. Combat is a little wonky since the system itself isnt designed to cater to this level of power and the final result is rocket tag more often than not and a lot of weapons as (described above) create problems because the mechanics arent designed for you to actually handle them properly. Still can be fun but there are some issues that need to be considered first.

Black Crusade is about playing heretics both human and chaos space marines. Its a game that tries to give you a lot of freedom but ends up with some wonkyness of its own. The largest being its a power gamers dream and theres some pretty hilarious problems that get involved with creating a character (the minion system for example). Theres definitely fun to be had but when your playing the bad guys you really need to do a lot of handwaving with regards to 'dont murder each other please', theres rules for it but they arent perfect. This becomes a problem when you have both chaos space marines and humans in the party as guns fall into the 'kills marines or kills humans' and balance doesnt mix too well. The game gives room for a lot of shenenigans though so which always mixes things up.

Only War has you playing as soldiers of the Imperial Guard. It was a originally a source book for Dark Heresy that was converted into a fullblown game and it unfortunately shows. The 'refining' they have done to the system solved some issues but introduced a whole bunch of others. The game has a pretty heavy combat focus but theres still room for investigating/diplomacy/etc but it really depends on party setup I find. The real problem with the game is that its ultimately a subsection of what you can already do in Dark Heresy so in terms of value its probably the least bang for buck from any of the core rulebooks.

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Only War is the most refined of the systems, being the newest... you might want to look at that one first; you should probably let that be your first impression! The next closest is Black Crusade.
Also this advice isnt very good to take. Each of the systems do VERY different things despite being from the same original rules. The rules are in place to enhance the playstyle of that particular game. Only War for example has a base bonus to hit when attacking while Dark Heresy does not. This is as the result of designing a game for combat in Only War and Dark Heresy works to try and encourage you to avoid combat.
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you know whats worse than a regular Daemon-host? A Daemon-host with a Plasma Cannon.
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"Eh. I do to 'Mechs what Simon does to American Idol contestants."

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Old 11-02-2012, 04:20 AM   Top  -  End  -  #162
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True that. In DH, rushing headstrong into battle will get you killed. The combat system is unforgiving, but if you play smart, you can win it.

I wanted to ask you guys a question. In the Eisenhorn Trilogy, the titular character acquires two powerful artifacts; a Psi-boosting staff and the Psi-controlled greatword he loots off his dead acolyte (a true roleplayer!!)

Anybody ever saw the stats for either of these goodies?
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Old 11-02-2012, 09:38 AM   Top  -  End  -  #163
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Only War for example has a base bonus to hit when attacking while Dark Heresy does not. This is as the result of designing a game for combat in Only War and Dark Heresy works to try and encourage you to avoid combat.
But there's also the fact that, in several ways, the later rules are refinements of the previous ones, and are far more elegant for it. Why else would so many people be trying to convert the other systems to Only War? Because it is a more elegant refinement of the system!
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Old 11-02-2012, 10:35 PM   Top  -  End  -  #164
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True that. In DH, rushing headstrong into battle will get you killed. The combat system is unforgiving, but if you play smart, you can win it.

I wanted to ask you guys a question. In the Eisenhorn Trilogy, the titular character acquires two powerful artifacts; a Psi-boosting staff and the Psi-controlled greatword he loots off his dead acolyte (a true roleplayer!!)

Anybody ever saw the stats for either of these goodies?
The sword he gets from the blademaster he remakes into a Force Sword and the Psi-boosting staff would be just a Force Staff too. They are just force weapons though Barbariser could arguably be a demon weapon the way he goes on and on about it being the thing that fights not Eisenhorn himself.

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But there's also the fact that, in several ways, the later rules are refinements of the previous ones, and are far more elegant for it. Why else would so many people be trying to convert the other systems to Only War? Because it is a more elegant refinement of the system!
I disagree completely. The people who I've found to be converting it dont actually want to play Dark Heresy or Rogue Trader and want the more 'big damn heroes' type of game, something Only War and Black Crusade do pretty well at (which is where the systems are going with their massive power creep). Being involved in how these rules developed highlighted that they are simply designed for different purposes and if your trying to convert these rules with understanding the fundamentals behind it all you end up with complete garbage. Thats why for a new player, like someone asking how the systems play, I say DONT WORRY ABOUT THEIR LEGACY, just find the game system that most suits how you want to play/run a game and go for it. They all have their problems and their strengths/weaknesses.

I disagree that Only War is more 'refined', its just as equally a buggy mess as the other systems can be and if you run another game with its rules you end up with hilarious problems (like the 70-80% to hit rank 1 Assassin for example).
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you know whats worse than a regular Daemon-host? A Daemon-host with a Plasma Cannon.
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"Eh. I do to 'Mechs what Simon does to American Idol contestants."

Last edited by king.com : 11-02-2012 at 10:46 PM.
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Old 11-03-2012, 03:51 AM   Top  -  End  -  #165
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The sword he gets from the blademaster he remakes into a Force Sword and the Psi-boosting staff would be just a Force Staff too. They are just force weapons though Barbariser could arguably be a demon weapon the way he goes on and on about it being the thing that fights not Eisenhorn himself..
Are you sure? Barbariser seemed to be weilded by Eisenhorn's willpower, not his skill at arm. I was wondering if it was something of a mix between a Kinetic Blade and a regular sword.

As for the Staff... it apparently greatly increases one's psi power. So I'm not sure if it's only a Force Staff...
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Old 11-03-2012, 04:49 AM   Top  -  End  -  #166
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Are you sure? Barbariser seemed to be weilded by Eisenhorn's willpower, not his skill at arm. I was wondering if it was something of a mix between a Kinetic Blade and a regular sword.

As for the Staff... it apparently greatly increases one's psi power. So I'm not sure if it's only a Force Staff...
I was more describing how Dan Abnett constantly refers 'Barbariser saw and opening', 'Barbariser cut left and I followed' etc etc.

He specifically describes the thing as being a Force Sword so im going to say its that.

The Force Staff doesnt increase, it focuses the power of the user. Much like a Force Staff which can act as a Psi Focus which allows you to Invocate in return for doubling your willpower bonus. Sure its probably mastercrafted/best quality Force Staff but what that item does is perfectly appropriate to the properties of Eisenhorn's staff. Not to mention force weapons by default have a tendency to horribly murder anyone you get a hit on.
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you know whats worse than a regular Daemon-host? A Daemon-host with a Plasma Cannon.
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"Eh. I do to 'Mechs what Simon does to American Idol contestants."

Last edited by king.com : 11-03-2012 at 04:49 AM.
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Old 11-03-2012, 07:18 AM   Top  -  End  -  #167
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I've got to say, I'm currently running Dark Heresy, but I've looked over the Only War beta rules and I like how they've updated the combat system.

I don't think all the changes are all about being "big damn heroes" (if anything, Only War seems closer to DH than DW or BC in that regard). I'm not going to suddenly drop them into my game because I think DH works alright as-is, and I'm not a fan of cluttering things up with great lists of house rules (I tend to forget them if I do). Two things that really caught my eye, though:
  • Righteous Fury changes to the following: if your hit would have got through your opponent's soak, you do a 1d5 critical (which does not stack with later criticals if the opponent still has wounds remaining). If your hit would not have got through your opponent's soak, you do one wound. NPCS can now get righteous fury too, WFRP 2E-style.
  • If you roll very low for damage, you can trade your damage roll for the degrees of success on your to-hit roll.

Both of these I think are good changes, addressing one of the things that niggles at me about DH's combat system - that you can often get a situation where a guy wearing very little armour just takes a lasbolt to the chest like it's a light breeze. These changes don't remove that entirely, but they do help.

I've never been too enthused by Deathwatch or Black Crusade, but I think from the looks of it I would greatly enjoy running an Only War campaign. It looks like Gaunt's Ghosts: the Game.
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Old 11-03-2012, 08:04 AM   Top  -  End  -  #168
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I don't think all the changes are all about being "big damn heroes" (if anything, Only War seems closer to DH than DW or BC in that regard). I'm not going to suddenly drop them into my game because I think DH works alright as-is, and I'm not a fan of cluttering things up with great lists of house rules (I tend to forget them if I do).
Yea I was exaggerating a little but you get MOOKS to follow you around as your side kicks. I dont think Only War is a bad game but I feel its important to point out that the rules are not inherently better than the others and converting them actually causes more problems than it solves.

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  • Righteous Fury changes to the following: if your hit would have got through your opponent's soak, you do a 1d5 critical (which does not stack with later criticals if the opponent still has wounds remaining). If your hit would not have got through your opponent's soak, you do one wound. NPCS can now get righteous fury too, WFRP 2E-style.
  • If you roll very low for damage, you can trade your damage roll for the degrees of success on your to-hit roll.

Both of these I think are good changes, addressing one of the things that niggles at me about DH's combat system - that you can often get a situation where a guy wearing very little armour just takes a lasbolt to the chest like it's a light breeze. These changes don't remove that entirely, but they do help.
I found the minimal damage roles end up as glancing shots that just scratch you. Dark Heresy definitely support the idea that human equipment is garbage while alien and heretic stuff is about completely messing you up. Alternatively...

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I've never been too enthused by Deathwatch or Black Crusade, but I think from the looks of it I would greatly enjoy running an Only War campaign. It looks like Gaunt's Ghosts: the Game.
Thats what I hope you can run, unfortunately the real solidness of Gaunts Ghosts is that main characters are constantly being killed off. Something you dont necessarily want to be doing in a roleplaying game (unless you have a group really set up to do it).

Unfortunately with the creation system, you can easily end up with a super skilled black ops killing machine regiment that can put space marines to shame.

I think the best possible way to run Only War is to have every player make 5 or so characters reprensenting the major characters of the regiment. GM acts as commanding officer running you on missions and players pick one of their 5 characters, experience being one big pool so you can level up who you want. Your goal is to be deployed at the start of a crusade and step by step your going to be playing out the crusade until your entire regiment is wiped out.
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you know whats worse than a regular Daemon-host? A Daemon-host with a Plasma Cannon.
Quote:
Originally Posted by RandomLunatic
"Eh. I do to 'Mechs what Simon does to American Idol contestants."

Last edited by king.com : 11-03-2012 at 08:05 AM.
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Old 11-03-2012, 09:39 AM   Top  -  End  -  #169
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Yea I was exaggerating a little but you get MOOKS to follow you around as your side kicks.
I like the Comrades idea. I haven't seen it in play yet, but as far as I see it has the following advantages:
  • It lets the PCs play the 'cool' guys in the squad (sergeant, heavy gunner, meltagun-man) without then leaving you with an immersion-breaking squad comprised entirely of specialists.
  • It makes the PCs put some work into fleshing out their squadmates, giving things a more "band of brothers" feeling (as opposed to Dark Heresy, where you get a lot of dark, brooding loners in dark, brooding trenchcoats).
  • As soon as they get out of Cohesion, the Comrades become vulnerable to quick and messy deaths, so it makes the PCs think about fighting as a squad.
  • Assuming you have players who like to roleplay, killing Comrades gives you a way to bring across the brutality of war without necessarily killing a PC every other session. Get that Gaunt's Ghosts feeling, like you said - just as you're getting to like Private Johnson, BAM, bullet to the face.
  • On a similar note, Commissars and their field executions would be unplayable party-poopers if not for Comrades.

It's worth pointing out that a Comrade is only a discrete NPC for narrative purposes, and for the purposes of getting shot; in all other respects, they basically function like a nifty skill or talent for the PC (and all the other titles have plentiful supplies of such unique abilities too). They're also comrades, not minions - while they might be junior members of the squad, they're there to fight alongside the PCs, not do exactly what they say in every situation.

I guess what I'm saying is I think they work well in context. I wouldn't port them across to Dark Heresy, but if I was playing Only War, I would definitely use them. And I don't think that automatically makes the PCs into big-headed action heroes.

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I dont think Only War is a bad game but I feel its important to point out that the rules are not inherently better than the others and converting them actually causes more problems than it solves.
I don't think anyone's saying you should port the rules over wholesale and try to play Dark Heresy using the Only War rulebook (or any other title). What I think the previous poster was saying is that parts of the basic rules (specifically, combat - stuff like combat actions, semi/full auto fire, righteous fury etc.) have been refined in ways that are independent of the genre changes between the different titles, and that the earlier games could benefit from porting those parts back. I'd agree with that position; the only reason I don't do it myself is laziness/a dislike of excessive house rules.

I think another thing people generally like to port back is the overhaul of the psychic system - DH is the only title that still uses power dice instead of focus power tests. I don't personally have an opinion on that; I haven't got much experience GMing for psykers, and I don't have one in my current group so it's not much of an issue for me at the moment. It seems like it'd be a more effort-intensive thing to do, though, because you'd have to modify the individual powers as well as the overall rules.

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Unfortunately with the creation system, you can easily end up with a super skilled black ops killing machine regiment that can put space marines to shame.
I'd like to see an exact example of what you're talking about; not because I doubt your general point, but because it's difficult to tell how much of it is hyperbole. But more importantly, you can do the same in pretty much every title. They are all rules-heavy RPGs with arbitrarily numerous combinations of skills, equipment and other stuff.

So yes, it wouldn't surprise me that much if you could find a way to make an Only War character who could fight a space marine. It would surprise me more if you could show there was no Dark Heresy exploit that could do the same thing. Either way, with reasonable players and a sensible GM, these things aren't big problems when you're playing the game for fun.
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Old 11-03-2012, 12:02 PM   Top  -  End  -  #170
king.com
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Im not sure why you think im against comrades, I like them but not for the reasons your mentioning.

EDIT: Oh god I went overboard.....what I wont do to avoid studying...

Having looked at that again...Im thinking this should maybe be done over PM or something if people want to keep discussing it...

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Old 11-03-2012, 12:55 PM   Top  -  End  -  #171
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*shrug*

I think we don't have many meaningful disagreements. I don't want to get bogged down in point-by-point statements of personal preference, so I'll just respond to two things:

To-hit bonuses: in my experience, this isn't as big a deal as it appears to be in yours. In the super-sniper example you give... well, yes, that PC is a sniper. They've dedicated their build to being good at rolling to hit with a rifle, I don't have much of a problem with them having a 70% chance of success, and I don't see much of a difference between 70% and 80%. The damage their shot will do will still be limited by the killy-ness of the gun in question.

In my game (using unaltered DH rules), there's a Scum (Metallican Gunslinger) and a Guardsman who can both stack bonuses to get into the 70-80% to hit range. They provide the most ranged punch in the group, but they haven't forced me to radically change the dynamic of my encounters. There's a lot of stuff that happens in cramped areas, or darkness, or areas with a lot of cover (which I think is often the default for Dark Heresy - hive cities and ruins and such), and they still have to do a lot of running away.

I also don't have much trouble with some bog-standard Imperial citizen having a ~40% chance to hit. This may be to do with the fact that I run PBP games, so I like combats to be rare and exciting - round upon round of people just missing each other is tedious and undramatic. Part of the appeal of the system DH is built from (the mechanics taken from WFRP) is that a mook with a handgun (or in the case of WFRP, a goblin with an arrow) is still something of a threat regardless of your 'level'. If you don't want to get hit, don't stand around when bullets are flying.

The deadliness of combats is, I suppose, just a personal preference.

On Only War: I haven't run a game of it yet, I was just impressed by my first reading of the rules. I defer to your experience, but at the same time I'd still like to give it a try!

I think in my case, if I get the chance to run such a campaign, I'd like to have a strong input at character creation myself (which the rulebook does mention) - defining things about the regiment and recruiting specific roles for the squad, rather than taking the chance of landing up with the kind of Ogryn/Commissar/Psyker setup you mention. I also think I'd be doing a fair bit of planning and prep-work regarding the Comrades, fleshing them out as NPCs and giving them roles in the story beyond being walking +5s for the players. Mainly so I could then kill them, of course.

Guess I'll have to wait and see, though: right now I am running a DH game and a WFRP game (linked in my sig), and past experiments have indicated that this is the limit to the number of games I can manage at once.
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Old 11-03-2012, 10:17 PM   Top  -  End  -  #172
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Originally Posted by LCP View Post
To-hit bonuses: in my experience, this isn't as big a deal as it appears to be in yours. In the super-sniper example you give... well, yes, that PC is a sniper. They've dedicated their build to being good at rolling to hit with a rifle, I don't have much of a problem with them having a 70% chance of success, and I don't see much of a difference between 70% and 80%. The damage their shot will do will still be limited by the killy-ness of the gun in question.

In my game (using unaltered DH rules), there's a Scum (Metallican Gunslinger) and a Guardsman who can both stack bonuses to get into the 70-80% to hit range. They provide the most ranged punch in the group, but they haven't forced me to radically change the dynamic of my encounters. There's a lot of stuff that happens in cramped areas, or darkness, or areas with a lot of cover (which I think is often the default for Dark Heresy - hive cities and ruins and such), and they still have to do a lot of running away.

I also don't have much trouble with some bog-standard Imperial citizen having a ~40% chance to hit. This may be to do with the fact that I run PBP games, so I like combats to be rare and exciting - round upon round of people just missing each other is tedious and undramatic. Part of the appeal of the system DH is built from (the mechanics taken from WFRP) is that a mook with a handgun (or in the case of WFRP, a goblin with an arrow) is still something of a threat regardless of your 'level'. If you don't want to get hit, don't stand around when bullets are flying.

The deadliness of combats is, I suppose, just a personal preference.
I really like the deadliness of the combat but when a rank 1 character can beceom a completely perfect marksman without putting anything into it, I feel it gets kinda silly. I dont mind a dedicated build doing something but this is completely trivial to achieve, thats what bothers me so much.

As for straight 40% chance to hit for a regular person who has never held a gun before, I think thats kinda silly. Average BS for someone with basic training is 30BS for 50% chance to hit. It makes those combats where the players dont have armour kinda risky. I like lethality and really like how it stands now where its about miss, miss, miss, hit and then everything falls apart. With the current 50% chance average for players and 40% chance for NPCs, with a party of 5 players and equal number of hostiles, your easily having all that occur in one round. This usually makes combat last 3-4 rounds. With the +10 modifier I found combat drops to 1-2 rounds without execessive amounts of hostiles.

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On Only War: I haven't run a game of it yet, I was just impressed by my first reading of the rules. I defer to your experience, but at the same time I'd still like to give it a try!

I think in my case, if I get the chance to run such a campaign, I'd like to have a strong input at character creation myself (which the rulebook does mention) - defining things about the regiment and recruiting specific roles for the squad, rather than taking the chance of landing up with the kind of Ogryn/Commissar/Psyker setup you mention. I also think I'd be doing a fair bit of planning and prep-work regarding the Comrades, fleshing them out as NPCs and giving them roles in the story beyond being walking +5s for the players. Mainly so I could then kill them, of course.

Guess I'll have to wait and see, though: right now I am running a DH game and a WFRP game (linked in my sig), and past experiments have indicated that this is the limit to the number of games I can manage at once.
I feel I need to say again, I DO NOT THINK ITS A BAD GAME. I think like the other 4 systems it has problems. The game your describing is what I wish the game was. A system about everyone being a regular guardsman, you start with access to skills from basic training as a conscript and get to pick up skills, custom kit modifications and specialisation training as you advance. I feel like that would have been able to provide a far more unique experience.
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Old 11-06-2012, 07:05 PM   Top  -  End  -  #173
DontEatRawHagis
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Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

What classes are in "Only War"?

Friend of mine likes Storm Troopers in the Tabletop. Are they represented in "Only War"?

I know from the free RPG:
  • Comissars
  • Weapon Specialist
  • Ogryn
  • Rattlings
  • Tech Priest
  • Heavy Gunner
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Old 11-06-2012, 08:04 PM   Top  -  End  -  #174
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Quote:
Originally Posted by DontEatRawHagis View Post
What classes are in "Only War"?

Friend of mine likes Storm Troopers in the Tabletop. Are they represented in "Only War"?

I know from the free RPG:
  • Comissars
  • Weapon Specialist
  • Ogryn
  • Rattlings
  • Tech Priest
  • Heavy Gunner
2 types of classes 1 is specialist who starts with slightly less XP and with some more stuff, they are:
-Storm Trooper
-Commissar
-Ogryn
-Ratling
-Tech Priest
-Psyker
-Priest

Then there are standard guardsman, they are
-Sergeant
-Medic
-Heavy Gunner
-Weapons Specialist
-Operator
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Old 11-07-2012, 05:06 AM   Top  -  End  -  #175
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Hi people. Does anyone have suggestion as to what I should requisition next for my Ascension Adept Sorcerer?

He already got a Daemonshotgun, Inquisitorial Power Armors with Hexagrammatic Wards, Lathe Sword with Pentagrammatic Wards, clothes with Pentagrammatic Wards (-60 to Daemon WP tests), Best Quality Auger Auspex Implant, Codex Malificums (greater), Warp Focus...

Beside more implants from Rogue Traders, I am not sure what else I am left to requisition. Maybe contacts?
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Old 11-07-2012, 08:21 AM   Top  -  End  -  #176
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A pony? You're an Ascension Sorcerer, your power curve has already gone asymptotic.
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Old 11-07-2012, 08:26 AM   Top  -  End  -  #177
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Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

Wait, there are Ascension sorcery powers?! Which book?
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Old 11-07-2012, 10:04 AM   Top  -  End  -  #178
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Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

Are there any rules restricting what you can or can't parry? The "Any melee attack" seems a bit odd, since it suggests that when a Wraithlord uses its giant robot karate, a decent swordsman can swat it aside most of the time.
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Old 11-07-2012, 06:00 PM   Top  -  End  -  #179
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Quote:
Originally Posted by Cikomyr View Post
Hi people. Does anyone have suggestion as to what I should requisition next for my Ascension Adept Sorcerer?

He already got a Daemonshotgun, Inquisitorial Power Armors with Hexagrammatic Wards, Lathe Sword with Pentagrammatic Wards, clothes with Pentagrammatic Wards (-60 to Daemon WP tests), Best Quality Auger Auspex Implant, Codex Malificums (greater), Warp Focus...

Beside more implants from Rogue Traders, I am not sure what else I am left to requisition. Maybe contacts?
Oh, the Puritans must hate you

Actually, I'm moderately surprised you're not already dead.
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Old 11-07-2012, 07:04 PM   Top  -  End  -  #180
Rikandur Azebol
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Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

Take some minions to boost your sorcery chorus or something along the lines, Cikomyr. Put greater daemons into your daemonic weapons. Hell, build yourself an weapon that have 666 blood-letters inside ? Forced to listen Imperial most famous-for-his-torture-like-voice singer all day for the slightest disobedience ?

Pony is a good option, if it is something properly awesome.

Lastly, you can try bugging GM about Elite Advances so you could kick ass like Pei Mei.
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