Hot answers tagged wh40k
18
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 ...
16
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 ...
10
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. ...
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
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.
...
7
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 ...
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
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 ...
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? ...
6
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 ...
6
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 ...
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
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 ...
6
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 ...
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
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 ...
5
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 ...
5
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 ...
4
@aramis has a point in his answer. But psykers can cloak their presence, I'm sorry I don't have my book here with me, but I had the impression that there was a psychic power for doing this -as strange as this might seem (also, i might have seen this power in Black Crusade). If that's not the case you can always decide that a Psyniscience test can be used to ...
4
You've made two key changes:
Allowing multiple combat half-actions per round
allowing movement to be replaced by a non-movement half-action
The primary factors I see are:
increase in Psyker offensive capability (Most of their offense is more powerful than their allowed weapons; it gets worse under RT or DW, due to a different psychic system)
decreased ...
4
This looks like a pretty major rules change as house rules go. I'm surprised that you didn't turn up more problems than you did.
I think other areas of concern might include whether you allow psykers to activate multiple powers in a turn, how dodges are handled and the effect on equipment bonuses.
Psykers can be pretty brutal even at relatively low power ...
4
If you are the guy with the temptation to go for the easy joke, this may be extraordinarily difficult, since as GM you really have the opportunity to set the tone.
Maybe you need operant conditioning. Every time you go for the easy joke, throw a token in a jar that the players can use as a bonus of some kind. Make them the arbiters, so they are both ...
4
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 ...
4
When I was running DH, the combat balance point I looked at was average PC's T, Torso AV, and primary weapon damages and pen's in ranged and melee. Used 5.5 per die, rounding up at end, then multiplied by total number of PC's.
If the difference between average damage+Pen and opponent's T+AV is significantly different between sides, the battle will tend to ...
4
You count as being Engaged if you are within melee range of the thing in question and are in combat
and
There's nothing RAW that says you can't contribute to outnumbering one foe even if you yourself are engaged with many other foes
There's not really a hard rule as to what counts as being engaged, so we have to apply some common sense here. Basically, if ...
4
I think that a house rule is possibly the best answer, barring some detail in the RAW that is being missed.
Simple Rule: as the distance thrown doubles, double the scatter. If a 30m throw is a 5m scatter, a 60m throw results in a 10m scatter. Thus for Space Marines hit they have to get it right or throw a larger grenade with a greater blast radius.
Complex ...
4
My thoughts:
The biggest challenge of urban combat is avoiding levelling the city. Attackers that have the luxury of blowing up every building as they walk by don't need to worry about guerillas. Cities are challenging not only because of the close quarters, but because they are filled with noncombatants. Modern warfare is about pinpointing enemy ...
3
Yes. From the sidebar "Chapter Advances and Deathwatch Advances", page 57:
"Deathwatch-specific Advances can be selected by any Deathwatch Space Marine of the appropriate Rank, and Chapter-specific Advances can be selected by any Space Marine from that Chapter of the appropriate Rank."
3
Standard Template Constructs, per the various fluff, are those items produced by autofactories from "standard templates". These range from ammo to Land Raiders.
The Contstructors themselves are only vaguely described; we know they can produce land raiders, or at least their parts for assembly. This means they need to be able to produce large items. The one ...
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