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[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1457924832748.jpg (85.5 KB, 640x500, 32:25, image.jpg)

 No.225746

Hey /tg/, i'm going to be running Only War for my friends later and had some questions about lasguns. Primarily the battery pack.

They are said to be rechargeable via direct sunlight, fire, and general power outlets. How long would it take for each source to charge up the pack?

Also, I read that you can overload your power pack and lasgun to explode. How much damage would that be equal to? I've heard it ranges from equivalent to a krak grenade all the way to a melta charge. How exactly would that work?

 No.225752

Here is the fun thing, it really depends on the model.

An inquisitorial hot shot pack, overloaded, will likely be melta-strength. The crap they give to penal regiments likely does more damage just shooting than exploding. Likewise their recharge rates depend on the source strength and its own pack grade. I'd say going off intuition, for a standard lasgun, 30 minutes in a hot fire or 6 hours in direct summer sun. Be warned, fast charging in fire degrades charge capacity. Overloaded, a standard lasgun pack is likely shy of grenade strength.


 No.225766

40k is a setting where there is only peace, because the writers forgot to check their numbers against plausible galactic population figures before declaring the size of armies. Even ignoring the never-ending cavalcade of retcons and the fact that some of the fluff updates are very stupid (oldcrons 4 lyfe), there is no version of 40k's setting fluff that is so well-thought out and cogent that you can use it as a setting Bible.

So, how long does it take to recharge in sunlight, fire, or from an outlet? However long you want. What happens when you overload your power pack? Whatever you want.


 No.225772

YouTube embed. Click thumbnail to play.

>>225766

>(oldcrons 4 lyfe)


 No.225787

File: 1457948402913.jpg (112.39 KB, 868x571, 868:571, You see this X, do not be ….jpg)

>>225766

>oldcrons

You wasted your dubs on being a scrub?


 No.226146

I had some questions about Only War as well. I wanted to ask if there are human versions of the stalker bolter. Most sources I have seen have said no, but I thought I should ask to make sure. I was thinking of using the same stats as a regular but just give it some more range and the accurate quality.

Also, how much pull in terms of weapons and requests would a highly respected guard squad get? Some of my friends wanted to see if they could try and get an Exidus rifle if they are an extremely skilled squad, and they seemed upset when I told them that Exidus rifles would never be given to a guardsman.


 No.226149

>>226146

I don't see why there shouldn't be a human version of it, in gameplay terms, as long as it's just more difficult to procure and maybe have the regiment's gearheads give you the stink eye for having a piece of not entirely sanctioned technology.


 No.226150

>>226146

>Also, how much pull in terms of weapons and requests would a highly respected guard squad get?

Bolters and hot-shots are realistically going to be the upper limit for weapons the whole squad can have. Exitus rifles are a no-go no matter how respected you are, only an Inquisitor or a member of the Vinidcare temple has the authority to request one.


 No.226155

>>226150

That is what I thought. I figured they would not be able to considering it is such a valuable weapon. We have been playing a while, and rather than move on to command positions, we decided to stay as an elite squad that everyone respects type of deal since it seemed more interesting that way to us. Their argument was that we helped the inquisition in the past with some operations, but my argument was that we are not really part of the inquisition or ever have been a key member to the point where an inquisitor would expend resources on us when we already do a well enough job.

I think the rarest gear someone has is a storm bolter and a melta gun, so it has been working out so far.


 No.226160

>>226155

>storm bolter

does an ogryn have it or some sort of tech priest that can turn human/man machine tripod?

I don't think they make storm bolters for mortal human use, baring mounted on a vehicle. the recoil and weight would be high for Imperial guards.


 No.226163

YouTube embed. Click thumbnail to play.

>>226160

If it's used as a squad machine gun I could see it working, especially if the character has something like the Bulging Biceps Talent. Or perhaps just to provide suppressing fire. Something like this, but imagine more bravado, less tripod mount, and probably a cigar in the user's mouth.


 No.226166

>>226160

>>226163

There are storm bolters for guard use and on mounted vehicles in the Core book. It is usually reserved for high ranking officials or better vehicles. Kind of weirded me out to see it able to be requested. Deals the same damage but has the storm rule. The guy who uses it though has some good toughness and decent strength. He managed to snag it from some tank wreckage and has been using it ever since. I kind of went along with it since it was funny at the time and there were no rules that did not let him use it.

Funny part is the guy who uses it is a massive, stuttering coward who manages to scrounge up some bravery to help his squad despite going on constant missions where the odds are against them. This leads him to get into little bants with the commissar about him "Not running away but getting into a more tactical position". Our commissar is a our funny man and so far the whole squad is working well. I was at first hesitant to try out Only War, but the whole thing that seems to make it great are the few amazing moments and the squad dynamic.


 No.226183

>>226160

You see bolter bitches wielding storm bolters, and even if they're in excellent physical conditions, they're still humans


 No.226255

>>226155

The Inquisition can do whatever the fuck it wants. There are exactly zero checks and balances on their power. If an Inquisitor wants to hand out Exitus rifles to an entire squad of Guardsmen, no one can stop him. In fact, if he wants to hand out Exitus rifles that are possessed by fucking daemons to an entire squad of Guardsmen, no one can stop him. That second scenario is the kind of behavior that usually leads to other Inquisitors quietly ignoring the law and blowing the heretic's head off, but legally speaking, Inquisitors are beholden to absolutely no one and can hand out whatever equipment they lack to anybody they like.


 No.226296

>>226255

Isn't legally speaking an Inquisitor still beholden to the Ordo Lord and overall Lord Inquisitor of his sector? Also, handing out daemon-infested Exitus rifles is certainly more than enough reason for any non-Xanthide who finds out about it to declare our theoretical Inquisitor Extremis Diabolus.


 No.226298

>>226296

Space is big.

As long as tithes keep coming it's easy for people to do things off the record.

Hell, they write the record.


 No.226300

>>226296

>Ordo Lord and overall Lord Inquisitor of his sector

I'm fairly certain any authority one Inquisitor has over the others is informal, not legally enforced. That being said, a legal argument doesn't help you much one way or the other when you're dealing with agents above the law entirely.


 No.226364

Should we use this as an Only War/Warhammer 40k RPG general? Does anyone have some good stories about Only War?


 No.226380

File: 1458186661020.pdf (5.69 MB, Imperial Aeronautica AIRCR….pdf)

Found this on the FFG forums. Thought it might be neat to include more air/spacecraft.


 No.226381

File: 1458186675516.pdf (122.41 KB, Imperial Aeronautica - Aer….pdf)

>>226380

And some combat rules.


 No.226382

>>226381

Came up with something for calling up air support.

Air support calls require a logistics test, modified by what is requested, how urgent/mission critical the request is, how much enemy anti-air and/or fighters are in the area and GM fiat (how far away or how available the Imperial Navy is at the moment).

Modifier per requested aircraft.

+10 for transports

0 for ground support

-10 for fighters/aerial superiority

-20 for bombers

Thought about a Valkyrie option for drops troops as a +2 point add-on. Similar to siege regiments and the chimera option.

Need some help coming up with flight options. Like regiment type, but for aircraft. Don't have much for it so far.

Transport

Cost: 4

Characteristics:

Starting Skill:

Starting Talents:

Standard Regimental Kit: 2 valkyries per squadron.

Special: Can Change out Valkyries for Vendetta Gunships for 3 points

Ground Support

Cost: 6

Characteristics:

Starting Skill:

Starting Talents:

Standard Flight Kit: 3 vulture gunships per squadron or 1 Avenger Strike Fighter per player character.

Bombers

Cost: 7

Characteristics:

Starting Skill:

Starting Talents:

Standard Flight Kit: 1 marauder bomber per squadron.

Fighters

Cost: 5

Characteristics:

Starting Skill:

Starting Talents:

Standard Flight Kit: 1 Thunderbolt per player character.

Special: Can Replace Thunderbolts with Lightnings for 2 extra points


 No.226386

>>226364

No stories yet, but hopfully soon.

This is more of a general GMing question, but what's a decent way of making there seen to be an actual passage of time rather than just saying it does. If the PCs are on a transport due to exit warp transit in 2 or 3 days, is there anything other than saying "three days pass, roll to see how well you achive the busywork your CO gives you"?


 No.226415

>>226386

Have interactions with NPCs, find some hobbies for your troops t do, etc. use it as roleplaying time before shit eventually hits the fan.


 No.226416

>>226364

>>226386

I would say give the players a few extended conversation scenes or chances to talk to the ship's crew/explore. Make it more personal and maybe have 1 big event happen every day or every few days. This way you can build up a connection and give more chances for characterization.


 No.226419

Our Regiment was focused on dealing with Orks, Eldar, and rebellions or cults. The cults were less chaos orientated and more focused on growing tensions with the imperium in the sector. One of the better stories I have is where we were dropped into an Ork weapon depot that also housed some anti-aircraft guns. We were supposed to do it to try and allow for reinforcements and even a few space marines to drop down. We had to trek through a large amount of jungle and had to deal with a few ork patrols, and everything was pretty normal for a while. We eventually managed to reach the depot and weapon platform. We managed to sneak through all of the patrols, even with an ogryn, and made it to the location we were supposed to plant charges. One thing came to another and we managed to find the actual boss himself who was overseeing a mekboy working on some machinery. We treid to leave after planting the charges but managed to get noticed. We ended up running for a whole and dodging anything in our way until the warboss and mekboy caught up to us on bikes. They got off the bikes to try and make the fight more challenging since we were dirty 'umies. THe ogryn managed to hold off the warboss for a while while the mekboy got killed by a large amount of meltagun fire and our ratling sniper. Eventually, our ratling sniper managed to make a hit on the warboss when he was about to fuck up the ogryn. After that we escaped and detonated the charges which ended up making the rest of the forces easy to mop up. Everyone ended up getting a few medals, with the ogryn receiving the most for his bravery in holding off the warlord even after his comrade died.


 No.226420

>>226296

Only if they get caught.


 No.226504

>>226382

Obviously Operate(Aeronautica) and Navigate(Air) should be skills for each of those. Probably Tech-use as well. Not too sure what talents to give them all. Heightened senses, maybe? Aircraft pilots need good eyesight.

I heard somewhere that the imperial guard and the imperial Navy have some beef with each other. If so, make a special rule that gives -10 or so to fellowship tests when interacting with one another.


 No.226626

File: 1458273420282.jpg (12.29 KB, 200x200, 1:1, mordecai-toth-foto.jpg)

>>225766

Try sounding less bitter.

>>226146

>Human Stalker Bolter

You take a regular Human-sized Bolter and get a Suppressor Upgrade and Stalker Bolts.

>Weapons

Likely nothing that's outside of the Core Book.

Long Las's with Hotshot Packs are really good though so don't dog on them.

>Exitus Rifle

Stop.

No.

Vindicare Assassins are worth more than your regiment's entire recruiting world and so are their guns.

It's stupid but that's the fluff since 3rd Edition.

>>226255

>>226298

>>226296

>>226300

No, it's highly dependent on the sector. The issue with the Inquisition is that the authorities over them are other Inquisitors or people on the tier of Space Marine Chapter-Masters and the like. The Eisenhorn and Ravenor series make it clear that, at least in the Scaarus Sector, there's an actual chain of command. That said, the Inquisition as a whole, generally speaking, operates like a spy outfit or an internal security agency as opposed to a military arm like nearly every other sub-faction in the game, so it's forgivable if people don't realize that.

>>226382

>>226504

Nice.

Also, the beef is basically the same as IRL military branches - just sibling rivalry, nothing too too retarded.


 No.226628

What would be a good first session to run for players relatively new to the 40k universe and Only War?

Preferably something easy enough for someone who hasn't GM'd for a while to do?


 No.226644

>>226628

Also have this question, as well as wondering if the prebuilt Final Testament is a good start.

No spoliers pls, a few of my players I know browse /tg/


 No.226668

File: 1458280155868-0.jpg (81.62 KB, 604x448, 151:112, 31765_43f00a9f0ce38ab5bebb….jpg)

File: 1458280155868-1.jpg (201.51 KB, 600x429, 200:143, IG04_5082_TakingCover_Davi….jpg)

>>226628

Damn, don't seem to have it saved.

Could someone direct him that nice cap of a GM introducing his group to warhammer 40k by making them go through a campaign against orks, then tyranids? The one where by the end they are writing one sentence bios because they weren't lasting a single round, until the Inquisitor shows up and recruits them for dark heresy.

Generally don't let your characters get attached. Then let them get a little attached. Then put them in a baneblade and feel like tough shit, until the baneblade is attacked by something bigger or something really smaller like scarabs. Only War is about war, the progression of the army forward to its goals, or the dilemna troops face when that plan goes awry. Hell, give them a few rounds of combat, then a few rounds of peace. Turns out all of the radiomen are dead and the whole line had retreated, your guys are in a pocket about to get absolutely flooded as the entire enemy army seeks to crush you. Have your guys fight and fight and fight, maybe even let them win, then bring the big fuckers of the enemy down on them.

Let it kill them, let them kill it, either way command makes the best of their valiant effort by bombing the fuck out of the concentrated enemy heavies. Let the survivors roll a 1d20. 17-20 they live but need to roll for cybernetic replacements, all else die.

If anybody survived they get to choose whether you guys play Rogue "for the foie gras" Trader or Inquisitor's anal rodeo in Heresy land next.


 No.226680

>>226296

>Isn't legally speaking an Inquisitor still beholden to the Ordo Lord and overall Lord Inquisitor of his sector?

No. Lord Inquisitors are #1 not appointed on a sector-by-sector basis, some of them do happen to claim a specific sector as their stomping grounds but this is totally unrelated to their rank and you don't have to be a Lord Inquisitor to do that (most people who do this are several ranks higher than Inquisitor Lords, being Inquisitorial Grandmasters, which implies that either there are lots of sectors with no sector-level coordination at all, that the inquisitorial org chart is absurdly top-heavy, or else that inquisitors have space marines outnumbered by at least an order of magnitude, not counting interrogators and acolytes), and #2 the rank confers no authority whatsoever, but rather serves as a formalization of authority they've already gained just through cultivating enough respect in their fellow inquisitors that they can rely on their suggestions being followed.

>Also, handing out daemon-infested Exitus rifles is certainly more than enough reason for any non-Xanthide who finds out about it to declare our theoretical Inquisitor Extremis Diabolus.

That is what I just said, yes. And the accused inquisitor can go ahead and declare the accusing inquisitor Extremis Diabolus right back, because both of them have the exact same legal authority over the other and do not have to justify their actions to anyone. And given that Xanthites exist at all it is obviously true that blatantly heretical inquisitors not only exist, but exist in sufficient numbers to form their own sect. The Inquisition can be used to justify basically any plot development the GM wants.

>>226626

>No, it's highly dependent on the sector.

Not really, no. While specific inquisitors might bind themselves to a hierarchy, and those specific inquisitors might be concentrated in a specific sector, if a new inquisitor enters the sector he is not under any obligation to join up with the existing inquisitorial hierarchy, nor to even notify the others of their existence. If one of the inquisitors who is nominally part of a sector-level hierarchy decides to leave the hierarchy, there's nothing they can really do about it.

>>226668

That would be the prologue to the All Guardsmen Dark Heresy campaign. Also: Do not ever introduce people to the 40k universe this way. This is the kind of campaign you serve up to people who know what to expect. It's not the kind of thing you smack someone across the face with when they don't know what they're getting into.


 No.226742

I made some simple notes about a decent enough first setting to introduce players. How does it sound?

Newly formed regiment sent by sector lord to deal with a rebellion on a planet to prove their worth.

Party makes planetfall and creates a FOB. Gets contact to head to main city to meet with planetary governor. Governor tells them about dreadful people who want the planet to break off from the Imperium and how he needs outside help.

Party goes to fight some of these rebels. Eventually one calls for a ceasefire, claiming he's on their side. Party follows him back to rebellion led base. Find out that the rebellion is loyalist and that the governor wanted to leave the Imperium after wiping them out. Mentions that the governor has been really strange before the rebellion started and they suspect chaos.

Party and guard share info and follow the rebellion towards the city. Fight through governor's forces before finding him. He and a group of cultists summon a large demon of Tzeentch. Party has to kill the demon and the governor. The leader of the rebellion (or who's left) takes control of the planet afterwards and brigs the planet back into the Imperium proper. Have some regiment from this planet cross paths with the party in the future.


 No.226786

>>226668

>Could someone direct him that nice cap of a GM introducing his group to warhammer 40k by making them go through a campaign against orks, then tyranids? The one where by the end they are writing one sentence bios because they weren't lasting a single round, until the Inquisitor shows up and recruits them for dark heresy.

Here are all those stories. Highly recommended read.

https://09cd64678bddc0198cca7fef0df8ce7b359fff2d.googledrive.com/host/0B3Z9sXPTD9rpN2owNGdVWmdFWXM/agp.html


 No.227290

Could anyone tell me how strict I should make a Commissar when dealing with a cowardly character who happens to also be somewhat of a great shot/elite? One of the characters is playing as some cowardly soldier with a shit WS but a great BS who tends to flank or run from enemies who get to close to try and set up a better position. I wanted to see if Commissars might give some leniency to someone like this. I know it depends on the person in question, but what about the average commissar? Only reason I ask is because someone new joined our group and seemed to get a little asshurt that this guy was not executed by a commissar for his cowardice.


 No.227372

>>227290

>FUKLAW

Execute with fist to face

>Pragmatic

Hobble him, he can't coward out if he has to stay put.

>Eccentric

The next time he ignores the order to "HOLD THE LINE" the commissar will personally see through the man's partial castration. That gives him two chances to learn his lesson.


 No.227388

>>226150

Maybe near the end of the campaign they can be noticed by an Inquisitor and are given a position in his Acolyte ranks.


 No.227834

Hey, maybe you can help me with some number crunching. How much damage would a deathstrike missile do? You know, the nuke.

I need to know for reasons.


 No.227841

>>225746

>They are said to be rechargeable via direct sunlight, fire, and general power outlets. How long would it take for each source to charge up the pack?

From the plug, we may assume it can pour energy in as fast as out - which is 3 shots per round x 4 charges in overload mode (for lasguns with LVS).

60/12 = 5 rounds for full recharge from a grid/vehicle.

From a cybermantle - it's obvious that tech-priests would have ability to recharge external devices, but while luminen capacitors can dish out a lot of power, there's no reason to believe this circuitry is optimized for milking. I'd give 1 charge/round base +1 for high-powered upgrades (luminen blast, maglev, lasers, power klaw servo-arm) and decrease by 2 if one of those is used this round.

In the field - see page 192.

From campfire it takes a whole day, the first time permanently reduces capacity by half and removes Reliable/gives Unreliable. And every time 30% to have it cooked completely.

From sunlight - not defined exactly, but got to be longer. I'd rule 1-2 charges/hour of daytime in hellish deserts and less in more viable places.




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