Warhammer 40K PnP RPGs - Anyone Interested?

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Then again, i think it is appropriate if we start with a higher amount of Influence and Ship points then starting RT-characters, given that our characters will start at a higher level.
Thus, i would go for 40 Influencen and 60-65 ship points.

Which gives us either a very good escort or light cruiser.

Two ships we could afford then:

Code: Select all

Tempest-Class Strike Frigate

Speed: 8		Maneuverabilty: +18
Detection: +12		Hull Integrity: 36
Armour: 19		Turret Rating: 1
Space: 42		SP: 40
Weapon Capacity: Dorsal 2

				Power		Space		SP	Effect
Class 2 Drive			45 Gen.	10
Warp Engine			10		10
Warpsbane Hull		1		0		2	+10 Warp Navigation
Void Shields			5		1
Command Bridge		2		1		1	+5 Ballistic
Vitae Pattern Life Sustainers	4		2			
Voidsmen Quarters		1		3			
Mark 201 Augers		5		0			+5 Decetion

Barracks			2		4		2	+20 against Boarding
Temple-Shrine		1		1		1	+3 Morale
Librarium Vault		1		1		1	+10 Knowledge Skills
Observation Dome		0		1		1	+1 Morale

Sunsear Laser Battery		6		2		1
Sunsear Laser Battery		6		2		1

Veteran Crew							15
This is an excellent, fast ship that won't need much upgrading in the future (a Teleportarium would be awesome).
It has a veteran crew, high morale and can keep the range while dishing out good damage. It can also support a good number of troops.

Code: Select all

Dauntless-Class Light Cruiser

Speed: 7		Maneuverabilty: +15
Detection: +20	Hull Integrity: 60
Armour: 19		Turret Rating: 1
Space: 60		SP: 55
Weapon Capacity: Port 1, Prow 1, Starboard 1

Class 3 Drive			60 Gen.	11
Warp Engine			11		11
Gellar Field			1		0		
Void Shields			5		1
Combat Bridge		2		2			+10 Repair
Vitae Pattern Life Sustainers	4		2			
Voidsmen Quarters		1		3			
Mark 201 Augers		5		0			+5 Decetion

Temple-Shrine		1		1		1	+3 Morale
Librarium Vault		1		1		1	+10 Knowledge Skills


Mars Pattern Broadside	4		5		1
Mars Pattern Broadside	4		5		1		
Sunsear Laser Battery		6		4		1
This is a somewhat underequipped light cruiser that has been slightly modified to be used by the Inquisition. It already has good firepower, but it has enough power capacity remaining to be purely equpped with lances (!). It also has room for a lot of other upgrades.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

I think it would be really cool to play a rogue trader ships' captain, sort of an outaw. Perhaps the Inquisition needed discrete transport for whatever their reason and paid well to not have questions asked by my crew and I. Players could be part of either faction and it would make for some interesting inter-party roleplaying, not to mention open up the full scope of roles and backgrounds that might not otherwise fit.
Hawkwings wrote:There's in the book titled "Ascension" :D

edit: You want Rogue Trader so you can get that disgusting archaeo-tech laspistol.
I hadn't even thought of it untill you mentioned it :shock: . I was planning on playing my character as a bit of a space cowboy though, born and raised on his ship. Now I'm going to have to look into it.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Actually, if we start with 65 ship points we might start out with a very strapped full cruiser :twisted:

Mixing RT and Ascension-Characters seems like a good idea. RT-chars will eventually run into an XP-cap earlier, but that won't be much of a problem.

FYI, i would like to take the lead of the Inquisition-team. My character would be good at using influence with the Ecclesiarchy, Sororitas and Military to get good support. She is also an apt ranged fighter and not bad at close combat either. Last but not least, she also has some psychic capabilities, but these will start out rather low.

On the rules for psionics, i would like to mostly go with the RT-approach:
You first buy a discipline with XP and then add further powers with more XP.
Using a Psypower works like in RT - you do not have to reach a threshold but rather pass a Focus Power Test for many powers (but not all of them), modified by psy rating.

Generally, Minor Psychic powers should cost 50 XP.
Psykers gain access to a Psychic Discipline at Psy Rating 2, 4 and 6, 8 each at no XP-cost (Astropaths start out with 2).
When gaining a discipline, you gain the technique with the lowest treshold from it's list (e.g. Seal Wounds for Biomancy, Call Flame for Biomancy).
DH-techniques cost 100 XP for techniques that have a treshold of up to 13, 200 XP for up to 17 and 300 XP for everything that is higher.
Buying Ascended Disciplines works as normal. Astropath Ascendends might take one (for normal XP-cost) at Psy-Rating (4?) 6 and 8 and can choose from Will Unleashed, Daemonsbane, Witchesbane and Temporal Manipulation.
Astropaths have access to no DH-disciplines, but can take those instead.

An Imperial Psyker would start (in our campaign) out with either 2 or 3 Disciplines and a Psy-rating of 5 or 6.
An Astropath Ascended with 3 Disciplines and a Psy-Rating of 5. One of these disciplines is an Ascended Discipline if XP are spent appropriately.
Both have a variable number of powers, depending on how they spent their XP.

This are (IIRC) the rules that were used in the last DH/RT-crossover campaign, except that Ascension was not out back then. They generally worked quite well.Of course, we do not yet know how psionics will work in Deathwatch, but that can be alleviated if we have no psionic Marine.


Edit: Of course, that is moot if we only have DH-psykers.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Serafina wrote:Actually, if we start with 65 ship points we might start out with a very strapped full cruiser :twisted:
I'd actually much rather start out with a frigate or possibly a raider. I like being a bit on an underdog in these games, otherwise there's not enough attainable goals to aspire to. Once we get set starting xp, profit factor, wealth and ship points I'll stat out the ship and some major NPC crew members.

Do we have any confirmation that we are starting out at Ascension levels, or that we will even be for sure using the book? I'll pick up a copy if necessary once we know for sure. I'm currently building my Rogue Trader, does anyone know the balance between rp and hack n' slash that we'll be playing? I don't want to spent a lot of talents and skills on languages and command abilities when I should be working my way up the gunslinging tree asap.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Kheitain wrote:
Serafina wrote:Actually, if we start with 65 ship points we might start out with a very strapped full cruiser :twisted:
I'd actually much rather start out with a frigate or possibly a raider. I like being a bit on an underdog in these games, otherwise there's not enough attainable goals to aspire to. Once we get set starting xp, profit factor, wealth and ship points I'll stat out the ship and some major NPC crew members.

Do we have any confirmation that we are starting out at Ascension levels, or that we will even be for sure using the book? I'll pick up a copy if necessary once we know for sure. I'm currently building my Rogue Trader, does anyone know the balance between rp and hack n' slash that we'll be playing? I don't want to spent a lot of talents and skills on languages and command abilities when I should be working my way up the gunslinging tree asap.
Well, any light or large cruiser we start with can still take a lot of upgrades, while any Frigate would be pretty much maxed-out.
Which is why i would like to start with 65 ship points (or possibly 60) and a light Cruiser. That gives us a ship we can keep for a long time and still upgrade it. It is also a very fitting ship for an Inquisitor, since it can transport a good number of troops and is powerful enough to escape an occasional ambush while simultaneously being fast and good at independent operations.

If you take the light Cruiser i posted above with a Crack Crew, we can still upgrade a lot:
A Warpsbane Hull to make it faster while in Warp, a better Bridge, possibly Archeotech Augurs, Life Sustainers or Engines, Barracks (important), Retro-Thrusters, Armour Plating, Extended Supply Vaults and an Obersvation Dome would all be useful. And we could upgrade the Weapons to Lances or Plasma Batteries.

On the other hand, the Frigate is already maxed-out. All that could be changed is taking a couple of Archeotech-components to replace main facilities and installing a teleporter.
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"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Character Creation:

For the Inquisition Campaign we will be starting at Ascension level. Your may create a character by either:

1) Create an Ascension character using the top-down approach.
2) Create a Rogue Trader character with Rank of RT-3 (Point-buy method for starting stats)
3) Pick one of the sample Death Watch Space Marines in the released previews (Yes, you can be a Marine)

One character should preferably be an Inquisitor.

Please include a short description of all talents taken (to help the DM during play). Also, please note which book you got it from.

House Rules:

* You will have both Profit and Influence. Starting Influence level is 40. Starting Profit Factor is 40.

Influence is used to help convince people to side with you, and to _borrow_ Imperial assets (please don’t break them)

Profit can be used to outright purchase equipment.

* You will have a ship with 50 Ship Points. If you want a better ship at start, starting Profit Factor has to go down :P

* If your Influence ever falls to below 5, the Inquisition may begin investigating if you've gone "Rogue".

* Ship combat and management rules from Rogue Trader will apply… with one exception. Rules for NPC Crew loyalty and morale for the ship will not be used. Inquisition ships are crewed by heavily conditioned men and women who have been practically mind-blanked into complete obedience (source: Ben Counter's "Grey Knights"). They will not rebel nor mutiny. However, sleeper agents (if any are onboard) may be activated if the Inquisition thinks you've gone Rogue.

* Hordes (from Death Watch) will be used. Bring grenades. Lots of grenades.

As for the campaign info itself, we’ll start off with a quick mini-campaign to see how the group interacts and just to refresh everyone on the rules.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Mini-Campaign Dossiere:

Greetings,

You are to immediately proceed to the Delta Sigma outpost, at the edge of the Saint Cyr sector, for a mission of vital importance

Four days ago, the Imperial Strike Frigate “Decisive Action” investigated a major warp anomaly in the Hyral system. The frigate discovered that an enormous Space Hulk had warped into the system, which seemed to include ships from pre-Heresy times. As the frigate was about to send boarding parties into the Hulk, contact was abruptly lost.

It goes without saying that the treasures contained within the Space Hulk could prove to be an enormous boon to the Imperium. Unfortunately, as you should also well know our forces have been stretched to the breaking point by Abbadon’s 13th Black Crusade. While it seems we have turned the tide and our forces at Cadia remain firm, the bulk of Battlefleet Saint Cyr is still committed to the Cadian Gate and is aiding in its defense.

All we can spare for this mission is a single Inquisition warship, along with a company of Stormtroopers. The ship is already on station at Delta Sigma, but I fear that one ship alone without strong leadership will be unable to accomplish this taks.

That is why I am sending you, and a team of other specialists, to the Delta Sigma outpost to lead this expedition. I had made an appeal amongst your superiors to send me the best men and women they could spare, and you were all recommended based on your merits and talents.

This will be the first time that most of you will be working together, but I trust that you can find a way to cooperate and accomplish this vital mission in the name of the Imperium.

Together, you are to accomplish the following tasks:

* Locate the “Decisive Action” and discover her fate.
* Recover the Space Hulk and its contents. Deliver it to the Saint Cyr fleet headquarters at the Three Systems Shipyards.
* If the Space Hulk cannot be recovered, it must be destroyed.

Also, I must warn you that Chaos warships and Ork pirates have been known to operate near the area, and they may have also detected the warp anomaly. Do not allow them to capture the Space Hulk.

Good luck. The Emperor Protects.

Lord Inquisitor Ramnza
Ordo Xenos, Saint Cyr Sector
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

I am assuming that we can also use point-buy to create a DH-characters stats? Because you can transfer the method 1:1.

As i said, i would like to be the Inquisitor.

Why both Profit and Influence? Both are completely interchangeable, giving us both just makes it harder to get to a high level or a pool to deplete for things that drain either. Just call it the same thing (because they are) and you've got it.

Other than that, i will send you my character soon, unless you know a site where i can put it online for everyone to see.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Yes, use DH point buy.

I'm using both Profit and Influence as it jives more with what see in novels like Eisenhorn, wherein Inquisitors have their own substantial wealth outside of their authority as Inquisitors. Plus, if you guys go Radical or Rogue you'll at least keep your money :P.

I was thinking of just posting the characters here on this thread, but I can prepare a more private area for us (via Yahoo Groups).
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Influence includes wealth (and profit includes influence), so i think it's just unnecessary bookkeeping, but it's your campaign.

No need for an extra site, i just asked if there is a nice online-sheet for DH-characters.
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"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Serafina wrote: Why both Profit and Influence? Both are completely interchangeable, giving us both just makes it harder to get to a high level or a pool to deplete for things that drain either. Just call it the same thing (because they are) and you've got it.
I quite like the idea of using both, I was hoping to play a Rogue Trader who's vessel was hired/commandeered by the Inquisition. This way it lets us represent the two means of acquiring goods (mine for example is equally valuable in the underhive).
Zinegata wrote: * Ship combat and management rules from Rogue Trader will apply… with one exception. Rules for NPC Crew loyalty and morale for the ship will not be used. Inquisition ships are crewed by heavily conditioned men and women who have been practically mind-blanked into complete obedience (source: Ben Counter's "Grey Knights"). They will not rebel nor mutiny. However, sleeper agents (if any are onboard) may be activated if the Inquisition thinks you've gone Rogue.
Any chance that would could use those rules anyways?
In character:
I would like to respectfully request that my ship continue to be crewed by my current crew. Many of them I have known since birth, mine or theirs, and the ship will not run the same without them. I drill my crew three times per shift, shifts are twelve hours per twenty-four hour day. I know the ships machine spirit trusts in the hands tending her, we would not want to do anything to upset it before undertaking a mission of such importance.
Additionally every body, living or dead, must be registered before entering the vessel. Procedures are in place to protect ourselves from heresy and the dread chaos, they must be obeyed, even, perhaps especially by, the Inquisition.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

I am against removing loyality and morale rules.
At least the latter is not going to be unimportant, no matter how well trained the crew is - even elite units can suffer from bad morale.

You can give the crew better values for both if you want to, but completely removing it seems pretty lame.
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"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

How does point buy work in DH? I haven't seen rues for it in either the character creation section of the GM's section.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Norade wrote:How does point buy work in DH? I haven't seen rues for it in either the character creation section of the GM's section.
It's in the RT-rulebook as an optional rule.

Generally, your attributes start out normally, but instead of increasing them from their base value by rolling dice, you have a pool of 100 points which you can use to buy attributes at a 1:1 rate, up to 20 per attribute.
Say you are from the Schola Progenium. All your attributes would start out at 20 (other worlds have attributes that start out between 15 or 25 - say, you have a Fellowship of 25 and a Toughness of 15 if you are from a hive world).
You can then increase every attribute by up to 20 points.
As an example, my character started out with attributes of 30, 35 28, 32. 30, 30, 25, 37, 33.

Generally, if you use the PB-system you also get maximum wounds and fate points and can choose your result from random tables at character creation, but that's a house rule.
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"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Kheitain wrote:I would like to respectfully request that my ship continue to be crewed by my current crew. Many of them I have known since birth, mine or theirs, and the ship will not run the same without them. I drill my crew three times per shift, shifts are twelve hours per twenty-four hour day. I know the ships machine spirit trusts in the hands tending her, we would not want to do anything to upset it before undertaking a mission of such importance.
Additionally every body, living or dead, must be registered before entering the vessel. Procedures are in place to protect ourselves from heresy and the dread chaos, they must be obeyed, even, perhaps especially by, the Inquisition.
No problem, will modify the campaign dossiere to reflect this.

Stormtrooper company will still be Inquisition-stamped though :P.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Revised dossiere. As discussed, morale and loyalty rules for the crew are back.

Greetings,

You are to immediately proceed to the Delta Sigma outpost, at the edge of the Saint Cyr sector, for a mission of vital importance

Four days ago, the Imperial Strike Frigate “Decisive Action” investigated a major warp anomaly in the Hyral system. The frigate discovered that an enormous Space Hulk had warped into the system, which seemed to include ships from pre-Heresy times. As the frigate was about to send boarding parties into the Hulk, contact was abruptly lost.

It goes without saying that the treasures contained within the Space Hulk could prove to be an enormous boon to the Imperium. Unfortunately, as you should also well know our forces have been stretched to the breaking point by Abbadon’s 13th Black Crusade. While it seems we have turned the tide and our forces at Cadia remain firm, the bulk of Battlefleet Saint Cyr is still committed to the Cadian Gate and is aiding in its defense.

No warships can be spared for this mission. We have instead hired the services of a Rogue Trader with a strong record of service to the Imperium. In addition, a company of Imperial Storm Troopers under Captain Furion will be available to support you. Both the ship and the Stormtroopers are already awaiting you at Delta Sigma. However, I fear that even this is not enough to secure the Hulk.

That is why I am sending you, and a team of other specialists, to the Delta Sigma outpost to lead this expedition. I had made an appeal amongst your superiors to send me the best men and women they could spare, and you were all recommended based on your merits and talents.

This will be the first time that most of you will be working together, but I trust that you can find a way to cooperate and accomplish this vital mission in the name of the Imperium.

Together, you are to accomplish the following tasks:

* Locate the “Decisive Action” and discover her fate.
* Recover the Space Hulk and its contents. Deliver it to the Saint Cyr fleet headquarters at the Three Systems Shipyards.
* If the Space Hulk cannot be recovered, it must be destroyed.

Also, I must warn you that Chaos warships and Ork pirates have been known to operate near the area, and they may have also detected the warp anomaly. Do not allow them to capture the Space Hulk.

Good luck. The Emperor Protects.

Lord Inquisitor Ramnza
Ordo Xenos, Saint Cyr Sector
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Will I be able to make any pre-game Aquisition roles for equipment and upgrades? I could use an online die roller and roll all the dice at once, labeling them ahead of time so we both know what I passed or failed on.

Also, will I be captain of a single ship of a fleet/flotilla?
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Is there anything in the Ascension book that I will definetly need for my character? I live in rural Australia so if I don't find it on tuesday when I head into Melbourn I'll have to order it and Rogue Trader: Into the Storm online.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Okay, here is my character, Lady Inquisitor Serafina Morantor:

WS BS S T Ag Int Per Wil Fel
40 50 43 42 40 40 35 52 38

Wounds: 20 Fate Points: 3
Insanity: 18 Corruption: 3

The Minds Eye Open:
Psy Rating 1, -2 Toughness, Sanctioned, 1 Major Power, Two Minor Powers

Inquisitor Ascended Trait: The Psykers Gift, Indomnitable Will of the Inquisition

Talents: Ambidexterous, Armour of Contempt, Basic Weapon Training (Primitive, Las, Bolt, Flamer), Blademaster, Blind Fighting, Cleanse and Purify, Combat Master, Crack Shot, Die Hard, Duty onto Death, Hatred (Heretics, Deamons), Iron Jaw, Jaded, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Primitive, Chain), Mighty Shot, Pistol Training (Las), Psy Rating 1, Radid Reaction, Rapid Reload, Resistance (Fear),

Faith Talents: Pure Faith, Blessed Radiance, Wrath of the Righteous

Paragon Talents:
Mental Aegis. Heroic Leadership

Influence Talents: Good Reputation (Ecclesarchy, Inquisition), Peer (Ecclesarchy, Inquisition)

Skills: Awareness, Climb, Common Lore (Ecclesiarchy, Imperium), Concealement, Drive (Ground Vehicle), Dodge +20, Forbidden Lore (Inquisition, Warp), Scholastic Lore (Tactica Imperialis), Search, Silent Move, Swim

Paragon Skills: Charismatic Mastery

Psy Powers:
Divination: Prenatural Awareness
Minor: Healer, Resist Possession

Note that i kept the Corruption so low since Sororitas can spend Fate points to avoid it, which i assume my character did (and a bad roll could eleminate the usage of Faith Talents altogehter). I also bought Charismatic Mastery from my 500 starting XP. You can either put me 200 XP into depth or assume that i used the house rule described below.
For consideration by our game maser, here is how i built the character:
WS BS S T Ag Int Per Wil Fel
30 35 28 32 30 30 25 37 33
10 15 8 12 10 10 5 17 13 =100

„Only in Death does Duty end“: +1 Wound

Wounds: 13 Fate Points: 2

Traits: Schola Education, Sheltered Upbringing, Tempered Will
Talents: Basic Weapon Training (Primitive, Las), Melee Weapon Training (Primitive), Pistol Training (Las), Pure Faith
Skills: Common Lore (Imperial Creed), Literacy, Perform (Singer), Speak Language (High Gothic. Low Gothic), Trade (Copyist)


Novice (0-500)
Dodge (100)
Awareness (100)
Swim (100)
Drive (Ground Vehicle) (100)
Fordidden Lore (Warp) (100)
Cantus (500-1000)
Charm (100)
Climb (100)
Common Lore (Ecclesiarchy) (100)
Resistance (Fear) (100)
Common Lore (Imperium)
Constantia (1000-2000)
Dodge +10 (100)
Basic Weapon Training (Bolt) (100)
Search (100)
Perception Advance 1 (100)
Willpower Advance 1 (100)
Armour of Contempt (300)
Sound Constitution 1 (200) (Novice Advance)
Militant (2000-3000)
Basic Weapon Training (Flamer) (100)
Sound Constitution 2 (100)
Hatred (Heretics) (200)
Intelligence Advance 1 (250)
Toughness Advance 1 (250)
Agility Advance 1 (250)
Weapon Skill Advance 1 (250)
Ballistic Skill Advance 1 (100)
Willpower Advance 2 (250)
Ballistic Skill Advance 2 (250)
Sister Oblatia (3000-5000)
Ambidexterous (100)
Melee Weapon Training (Chain) (100)
Dodge +20 (200)
Willpower Advance 3 (500)
Duty onto Death (300)
Swift Attack (200)
Sound Constution 3 (100)
Sound Constitution 4 (100)
Blind Fighting (100)
Lightning Reflexes (200)
Die Hard (200)
Celestian (5000-7000)
Overbleed from last rank(100)
Peer (Ecclesarchy) (100)
Forbidden Lore (Inquisition) (100)
Scholastic Lore (Tactica Imperialis) (100)
Mighty Shot (100)
Command (100)
Crack Shot (200)
Lightning Attack (300)
Jaded (100)
Toughness Advance 2 (500)
Iron Jaw (100)
Silent Move (100) (Oblatia Adcance)
Concealment (100) (Oblatia Advance)
Superior (7000-10000)
Command +10 (100)
Air of Authority (100)
Sound Constitution 5 (100) (Militant Advance)
Sound Constitution 6 (100) (Militant Advance)
Agility Advance 2 (500)
Step Aside (100)
Resistance (Psychic Powers) (200) (Constantia Advance)
Strong Minded (100)
Iron Discipline (100)
Peer (Inquisition) (200)
Good Reputation (Ecclesarchy) (300)
Fellowship Advance 1 (250)
Perception Advance 2 (250)
Cleanse and Purify (100) (Militant Advance)
Rapid Reaction (100) (Militant Advance)
Rapid Reload (100) Militant Adcance)
Strenght Advance 1 (250)
Strenght Advance 2 (500)
Legatine (10000-13000)
Overshot (450)
Blademaster (100)
Command +20 (100)
Combat Master (100)
Mental Fortress (200)
Good Reputation (Inquisition) (300)
Hatred (Daemon) (200)
Intelligence Advance 2 (500)
Ballistic Skill Advance 3 (500)
Into the Jaws of Hell (200)
Weapon Skill Adavance 2 (500)
I still have to check it a couple of times, but generally that's how my character is going to look.

As for starting equipment, here is my proposal:
Ignatus-Patter Power Armor (she is a former Sororitas after all - light power armor with similar upgrades would also be OK)
Ryza-Pattern Storm Bolter with attached Exterminator and Recoil Gloves
A best-quality Psy-Weapon, her gift when she became Inquisitor
various small odds and end equipment (backpacks, rations, grenades etc. pp.)
I hope that's about okay - that's the type of equipment i want her to use, with upgrades in quality and stuff like forcefields being later achievements.


As an alternative, she could be an Interrogator for about the first two ranks and then become an full Inquisitor, but that's up to our GM.



On another note, here is a house rule that i consider to be pretty important for Asension:
When buying an Paragon Talent or skill, the XP-costs are reduced by 100 for each talent that is included in it and for 50 for each Skill Rank.
An alternative is to subtract the XP spend on the already possessed talents and skills, but that's not as good.

This rule is mostly there to prevent over-optimization - for example, i could not buy any charisma skills and just get all at +20 from my first 500 XP instead of spending hundreds of XP on it.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

I'm going to be playing a Primaris Psyker but before I go on I need to know how to determine my known powers using the top down approach. I ask because my willpower would surely not be a seventy when I first gained a Psy rating.
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Norade wrote:I'm going to be playing a Primaris Psyker but before I go on I need to know how to determine my known powers using the top down approach. I ask because my willpower would surely not be a seventy when I first gained a Psy rating.
Easy:
Don't use the top-down approach. I generally do not like it, it feels a lot like cheating to me.

You might also ask whether the rules for buying psy-powers with XP apply, which i proposed above. Then it is not an issue either way.

Oh, and at our GM:
Be very, very careful with psykers. Some powers that scale with willpower bonus absolutely NEED that switched out with psy-rating (with a bonus of 1 for every level of unnatural willpower), else they can become total gamebreakers.
If that is not done, a mid-level Primaris Pskyer can rip apart several greater demons per round without much effort. Again, this is easily fixed by letting them scale with psy-rating and adding boni for unnatural willpower. It is still very powerful, but much less game-breaking
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

But I like tossing around 7 1d10+10 lighting arcs per turn and in my case replacing WP with Psy Rating only changes things by one point anyway and I'm more likely to hit Psy rating 10 before WP 100.

As for building a character he had said top down, so that's what I used. Also, gaining a new Psy rating give you new powers.
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Oh, we are SUPPOSED to use top-down? Then i have to rebuild my character.


And the really, really broken power is Force Barrage. If you have a Willpower of 70 and Unnatural Willpower x2, you can fling 14 bolts that do 1D10+14 damage with a range of 140 meters. If the target has Armor+TB of 14, you still deal an average of 14D10=77 damage.
With a Willpower of 80 and Unnatural Willpower x3, that's 24x1D10+24 damage, or 24D10+72=204 damage against a Lord of Change - enough to pulveritze it in a single round. At that's STILL not the maximum.
If you scale it with Psy Rating instead, a psy rating of eight an UWPx2 will give you 9x1D10+9. Against a Space Marine (TB 8, armor 8) that's 9x1D10-7 damage, which will only net a few points of damage.
With psy rating 10 and UWPx3, that's 12x1D10+12 - against our Marine, 11x1D10-4 damage, which will still not be too dangerous against powerful enemies (tough it will slaughter groups of enemies, but that's just fine).

Hence, it is absolutely necessary to replace WPB with Psy rating in order to preserve high-level balance.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

That's what he typed.
Character Creation:

For the Inquisition Campaign we will be starting at Ascension level. Your may create a character by either:

1) Create an Ascension character using the top-down approach.
2) Create a Rogue Trader character with Rank of RT-3 (Point-buy method for starting stats)
3) Pick one of the sample Death Watch Space Marines in the released previews (Yes, you can be a Marine)
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Jaevric »

I'm also having some difficulties acquiring the Ascension rulebook, though I did pick up the Rogue Trader rules. I'll try to have my character posted shortly; I was sort of waiting to see what holes needed to be filled in the team. When do we expect the campaign to start?
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