Tag Info

Hot answers tagged

25

I have been playing Warhammer 40k for over a decade but am not a complete authority. Yes, a Space Marine can remove his armour according to the Deathwatch core rulebook. The Deathwatch core rulebook's armour section explains that it takes around 30 minutes to remove or put on power armour with 3 chapter serfs (slaves). In an emergency it can be done in 10 ...


19

BRP is "deadly" mostly because the damage capacity is relatively low (Size+Con)/2, averaging 11 points, and damages are a significant portion of that. Weapons range from 1d4 (dagger) through 2d8 (Greatsword) damage, before accounting for damage by location limits and impaling... and head hits can only take 1/3 the total. Quite simply put, a single hit in the ...


14

Differences in the way they play Dark Heresy is probably the most similar to a traditional game in this regard. Because there is no default status quo, you can pretty much go in any direction imaginable without significant hand waving. Rogue Trader does tend to lend itself to games that have some space combat/travel/exploration component in order to allow ...


13

A lot of prior discussions on this topic suggest that yes, a (non-Chaos) Space Marine can remove their armor, and when not in their armor they tend to wear robes. For a concrete case: According to the Lexicanum, the Imperial Fists have Honour Duels in which two battle-brothers are stripped down to their torsos and a judge wears only a black robe and helmet. ...


10

There doesn't seem to be a definitive book answer for this one. I'm actually inclined to think that this is on purpose, and there's no such skill - all such rolls should be made on Tech-use or an appropriate trade skill. I don't think you should add Trade (Programmer) or Trade (Software Engineer), because I don't believe those professions actually exist in ...


9

I've actually done the opposite of this, in that I play a Space Marine in my groups Rogue Trader game. While regular humans are more squishy than your standard Space Marine, the difference isn't all that great. The only bonus the Marine gets is his power armor and Unnatural Toughness. What does help is adjusting the weapons stats around (a bolter is a bolter ...


9

It might sound strange, but Wikipedia and/or the 40k section of the (unofficial but rather thorough) Lexicanum seems like a good starting point to get to know the setting. :)


9

In the Black Crusade Core rulebook, page 75, it states Whenever a Heretic earns 10 Corruption Points (in other words, when they hit the thresholds of 10, 20, 30, and so-forth), they check Alignment. This means they compare how many Advancements they have purchased that are affi liated with each Chaos Power. If they have changed Alignment (by having five ...


9

On page 88 of the 2nd edition book Codex Imperialis by Rick Priestley & Andy Chambers it states Champions of the God Khorne are savage fighters whose body armour grows to be part of their bodies so they can never remove it. […] Chaos Champions of the World Eaters Space Marine Legion wear armour of this kind: it remains part of their bodies forever ...


9

Yes. The Inquisition are the secret police of the Imperium responsible for guarding the souls of humanity. They fight against all threats. There are 3 major orders within the Inquisition: Ordo Malleus, the daemon hunters who protect mankind from the daemonic dangers of Chaos Ordo Hereticus, the witch hunters who protect mankind from themselves (treason, ...


9

Well assuming a Loyalist Chapter, if the Chapter in question found out you'd given over one of the most sacred things they posses (gene-seed being the literal future of the Chapter) to the Inquisition, they'd probably be less than pleased unless the Inquisition immediately handed it back. Depending on the Chapter, that displeasure could be communicated as ...


8

It is fairly different, but not too complex. In short, 1) Choose a power level (fettered, unfettered or push) - this determines how powerful the effect will be and what the chances of a warp event will be 2) Make a focus power test (straight willpower test against the adjusted psy rating [modified by the power level adjustment added to the Psyker's base ...


8

My understanding is that Standard Template Constructs are items produced by autofactories according to a standardized set of simple, extremely robust designs (think of the AK-47) that also readily accept modification. The original point of them in-setting was increasing the survivability of colonies by giving them a library of reliable, readily ...


8

No, this is not an inherent trait of d% systems, but a result of the exact mechanics. BRP is descended from RuneQuest, which was designed to be more realistic than D&D: Thus, characters only have a few hit points. It has also been used for games such as the Call of Cthulhu, which value players being unable to always fight their way out of situations. ...


8

The things the Warp does come in roughly two types: Spew forth endless legions of Daemons to subjugate the Materium, kill every living creature and fashion their souls into underpants. Whatever it wants. The Warp works in non-euclidian time and space ways potent and bizarre enough to kill a Doctor Who writer at 100 paces. The Warp does not care, the Warp ...


7

In Release Order Dark Heresy Mission Focused, Low-Power, and a mix of dungeon-ish and social interrogation. Players being, by default, acolytes of some inquisitor. Which means investigations of Chaos infestations. This is, in all actuality, the most flexible of the games, having the widest variety of character types. It can be used for a wide variety of ...


7

It's confusing but they answered it in the Errata: The Actions section starting on page 190 should include a special note concerning combining semi-auto and full-auto fire with the Scatter quality, which reads “When firing a semi- or full-auto burst at point blank range with a weapon that has the Scatter quality, the extra hits for rate of fire ...


7

I will focus mostly on the system part, as the roleplay part might end up in a different question or be better answered by somebody else. You are not a Specialist The problem you have here is that you are playing a Jack-of-all-Trades. So he will always look bad if you compare him to specialist characters. Sure, you do less damage than characters focused ...


7

Remember that you're working for the Inquisition First off we need to address a couple of things in your question regarding the fiction of the world. Keep in mind for the following that basically anything an Inquisitor says is law (which is a broad generalization, but helps for our purposes) How often are you out of your jurisdiction and can't act? ...


7

With Artillery and mechs, there will be no streets. With a modern force and 2000 artillery pieces, if the objective is "flatten the city" the mechs serve a defensive role only. They set up on fortified terrain and... nuke the city from orbit. For 5-6 meter tall mechs, again, with no intention of preserving the city, the mechs are used as demolition crews ...


7

Firstly, somewhat of a fluff explanation; I'll try and answer in two areas - the implants and the mechadendrites (which are technically also implants, but they're the stick-out kind): Mechanicus implants, bar very bizarre exceptions/chaos-tainted bionics, tend to follow the human form; bionic arms/legs/eyes are typically of human size and dimensions etc. In ...


7

Indeed! There exist many orders within the inquisition that handle various threats to the Imperium of man, and Inquisitors are not tied to any one specific order. Typically the Ordos Hereticus handles the rise of cults within the Imperium, while the Ordos Xenos handles the rising threat of the Xenos. However, it is not unheard of (rather common really) ...


6

According to the core rules (and I checked for errata), a psyker "...makes a Power Roll by rolling a number of dice up to their Psy Rating (typically 1-6) and adding their Willpower Bonus." The important phrase here is "up to"; just because a psyker has a psy rating of 4, that doesn't mean they have to (or should) be rolling 4d10 for every psychic power ...


6

If I remember correctly, you become 'devoted' when you reach five advancements towards a specific chaos god. So it's quantity, not quality, that we want. Thus, the fastest way would likely be to ignore characteristics increases (Strength is for Khorne, but is expensive) and just buy up tier one talents and skills. When I get home I'll take a look at the ...


6

Paranoia is the highest lethality game that I know of: dying and activating your next clone is one of its tropes, critically failing a single roll is likely to get you killed, and dying multiple times in a single session is common. It's a d20, roll-under system, not percentile.


6

The Dark Heresy line has some material; it tends to focus more on the powerful - nobles, etc, but there are a few bits of the seedier side. The Rogue Trader corebook and it's player's guide have pretty good descriptions of the lifestyles of normal ship crew, but I suspect that's still unusual enough to be out of scope. The real images of the lower class ...


5

There's been some important errata to how psy powers work, which is good, because the book's rules are actually somewhere between "unclear" and "contradictory" in several areas. The most important thing to know is that the example is wrong, wrong, wrong, and should be wholesale disregarded. The other important thing to know is that all Focus Power tests ...


5

The Inquisitor's Handbook appendix has a listing of all the guns in the DH core and IH, sorted by type; I'm just running off stats listed there, under the assumption that if you're fighting guys with TB 2 and armor 3 then anything from Ascension or Rogue Trader is out of your league. Armor 3, TB 2 is actually pretty weak - even your average Guardsman has ...


5

They are the sum total of Mankind's capabilities from the Dark Age of Technology. The STC was created in response to the wave of colonization that Mankind engaged in. Essentially, it was a system whereby the colonists could select their desired output (a Rhino, or a Power Plant, or whatever) and the system would automatically adjust its design to match the ...


5

Being a psyker isn't physically obvious (exception: Navigators) unless and until mutations start showing. But to those able to sense the warp, it's obvious. So much so that a published adventure makes note of changes due to a psyker in the party...



Only top voted, non community-wiki answers of a minimum length are eligible