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  • File :1241631924.jpg-(37 KB, 413x727, 1201682801337.jpg)
    37 KB Anonymous 05/06/09(Wed)13:45 No.4483093  
    Right /tg/ another Dark Heresy thread!

    I have a Noble Born Assassin, who I'm thinking of taking gown the root of son of dispater. Due to being noble born I can generate nice amounts of cash in downtime and so Equipment will be key

    Assume zero xp (bar maybe the later ability for chem-use) and the ability to pick up most weapons. I want the character to be the shoot-from-miles-away style assassin as opposed to the closed quarters knife wielder.

    Any suggestions on what I should buy as weapons or amour?

    TL, DR: Dark Heresy shopping list for assassin's!
    >> Anonymous 05/06/09(Wed)13:46 No.4483102
    I think you meant "down" OP instead of "gown"
    >> Anonymous 05/06/09(Wed)13:47 No.4483104
    >>4483102
    You are correct! My apologies!!
    >> Anonymous 05/06/09(Wed)13:49 No.4483120
    Stealth suit from the Inquisitor's Handbook. I can't remember the exact one, but there is an armored one. Then nab some eye gear, nice protective. For a weapon... I don't know, longlas is a standard classic, but there are a plethora of weapons if you're creative.

    For example. Snag an Autocannon eventually, and you could even use THAT for sniping.
    >> Anonymous 05/06/09(Wed)13:50 No.4483124
    Missile launcher, Power armour.
    >> Anonymous 05/06/09(Wed)13:53 No.4483136
    The armageddon autogun with a scope and auto selecter is the weapon of choice our group.

    If you want to snipe use a lascannon its about the only thing with as half a chance of one hit killing.

    Armour wise carapace enjoy been immune to most things.
    >> Anonymous 05/06/09(Wed)13:53 No.4483138
    HUEG AS FUCK BOW!

    were talking a 5-6 meter high fucker with the bowstring going everywhere for MAXIMUM FORCE!
    >> Anonymous 05/06/09(Wed)13:54 No.4483142
    >>4483120
    Autocannon for sniping? <3

    Also, synsuit or something like that?
    >> Anonymous 05/06/09(Wed)13:54 No.4483145
    >>4483136
    Actually, with errata, if you use the aim action to snipe, if I remember, you deal more damage now too.
    >> anonymous 05/06/09(Wed)13:55 No.4483156
    >>4483136
    Funny. I've always had the pleasure of killing my targets with one well placed shot from my Nomad.
    >> anonymous 05/06/09(Wed)14:01 No.4483181
    >>4483145
    Every two levels of success you get additional d10 of damage (can generate Righteous Fury), up yo the maximum of two.
    >> Sommunist !CvgOA2wCo2 05/06/09(Wed)14:03 No.4483199
    >>4483156
    >>Nomad

    This, for fluff to go along with awesome mechanics. Nomad Hunting Implement, basically a hunting rifle that can double as a light anti-vehicle rifle, it's so damn powerful. Inquisitor's Handbook.
    >> Anonymous 05/06/09(Wed)15:58 No.4484150
    >>4483199
    Truth said. Fucker be packin' when Nomad's around.

    I did 52 points of damage to a Chaos Marine we were battling against. He had damage reduction of 16 (Power Armor + unnatural toughness 8) and 20 wounds. He dropped like a muthafucker.
    >> Anonymous 05/06/09(Wed)17:48 No.4484948
    >>4483181
    This only happens when you're using an Accurate weapon. Every 2 Degrees of Success nets an extra 1d10 damage (not 1d10+X damage, mind you), capping at an extra 2d10. A scoped, silenced hunting rifle is the way to go. Keep a Carnadon or Fate Bringer with a red dot laser sight handy for if things get up close and personal; both are Accurate pistols, former a fully fledged hand-cannon which can semi-auto while the latter is revolver with some penetrating power which is also Reliable. In terms of fluff the Carnadon is a Adeptus Arbite grade sidearm, while the Fate Bringer is more of a noble duelling pistol.

    As for armour, an Hardened Body Glove is a fine choice. Lightweight, concealable, AP3 for all locations except the head. Costs 300 thrones, but if you triple the price it becomes a stealth suit as well, incorporating an armoured hood and warding you against auspexes, IR vision and the like. The latter provides a -20 penalty to anyone trying to detect you with technological devices.

    Other gear: Get a grapnel. Seriously. A clip-harness is also a good idea, so you can hook yourself onto the terrain in case you get knocked off your perch. Also makes rappelling down easy. A photo-visors and rebreather is also damn handy, letting you move unhindered through pitch-black areas with tainted air. If you can find someone with Trade (Armourer) and enough skill in it you can have these items incorporated into your body glove. This is, of course, for straight up wetworks missions. You might want to invest in various types of clothing to blend into the crowd when going undercover and pick up a concealable weapon. The Minerva-Aegis, while heavy, is a carbine grade las-weapon and capable of full auto fire. If you've got a baggy coat you might be able to conceal one, or an autocarbine such as the ones used by the Magistratum Enforcers in Edge of Darkness. The later isn't specifically player equipment, but your GM might be nice.
    >> Anonymous 05/06/09(Wed)17:50 No.4484973
    >>4483199
    >>4484150
    Something to bear in mind: a Nomad is a very, very expensive and distinct weapon. Only a handful are crafted a year, each of the highest quality and built specifically for an individual. It is highly possible that if you slot someone with a Nomad various people will be able to run ballistics checks and find out EXACTLY which rifle it was that made the shot and follow the trail right back to you.
    >> BIGMIKE 05/06/09(Wed)17:55 No.4485015
    needle rifle and cameleoline cloak, fucking warhammer standard
    >> Anonymous 05/06/09(Wed)18:05 No.4485085
    >>4484948
    So true. Grapnel and clip-harness are invaluable when it comes to scouting and getting into neat positions or even for the occasional quick escape. Been using a photovisor as well, going for the oversized model that covers a third of the face simply because it looks neat.

    Ordinary bodyglove and flak vest are also a combination I can recommend. It may not protect all areas as well, but it's cheap and it is sufficient, considering a good assassin won't draw much fire anyways.

    As for the rifle I've been using: standard autogun (dubbed it a 'Justicar MK2' as I disliked having a generic no-name weapon) with silencer, scope and red-dot laser plus manstopper rounds. Worked pretty well and was quite assassinique, can only recommend this combination.
    Though one would need to talk to the DM about the sights. Per the book only one sight can be attached to a gun, which makes absolutely no sense as a scope sits atop the weapon whilst the red-dot can be fitted below the barrel (or to the sides, or next to the scope, etc). We thus houseruled that only one sight can ever be *used*, though a gun can be *equipped* with both.
    >> Anonymous 05/06/09(Wed)18:14 No.4485131
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    >>4485085
    >We thus houseruled that only one sight can ever be *used*, though a gun can be *equipped* with both.

    I use this House Rule as well. If you're using the scope then the target is too far away for the RDLS to work. Unless, of course, they mean for the RDLS to be something like this.
    >> Anonymous 05/06/09(Wed)18:24 No.4485188
    What about a melee weapon, just in case?
    >> Anonymous 05/06/09(Wed)18:27 No.4485215
    >>4485188
    Mono-sword, Best Quality. Anything less would be heresy. MAYBE good quality if you're feeling thrifty.

    150 thrones for a best quality sword, 40 thrones for the mono upgrade, you now have a non-primitive weapon that grants +10 WS to attacks, does 1d10+SB+1 damage and has a Pen score of 2. It's also a Balanced weapon, which makes it especially good at parrying. All this for 190 thrones. If you go with a good quality sword you drop 1 damage, +5 WS and the total cost to 100 thrones.
    >> Anonymous 05/06/09(Wed)18:29 No.4485229
    >>4485215
    Pardon me, 85 thrones for the latter. (15*3)+40 = 85.
    >> Anonymous 05/06/09(Wed)18:54 No.4485388
    This has some pretty good gear builds for assassins. Should it be archived, or is it not enough?
    >> Anonymous 05/06/09(Wed)18:57 No.4485414
    Actually, yeah, there isn't enough. How about some gear builds for a guardsman? Schola Progenium guardsman, no less! Something for close range firefights and melee.
    >> Anonymous 05/06/09(Wed)19:15 No.4485534
    >>4485414
    For a starting character? Well, your armour is sorted already. Guard Flak is not easily beaten, though it is a bit obvious. A pump action shotgun is a good, cheap weapon for close range fighting. A combat shotgun is downright lethal, but more expensive. You can pick up Basic Weapon Training (Flame) at rank 3, so a flamer becomes an early-ish rank choice. Ammo is limited, but at short ranges it's brutal, and downright lethal in corridors where heretics have nowhere to dodge to. They also BWT (Launchers) at rank 2, so you could even pick up a Grenade Launcher (though that's not very short range).
    >> Anonymous 05/06/09(Wed)19:16 No.4485535
    >>4485534
    Hellguns are surprisingly cheap weapons for what they do, but they suffer from having that HUGE backpack. Unless you're gearing up specifically to raid some place it's not an option. The Minerva Aegist (a real favourite of mine, you might note) is compact, has decent ammo capacity and can lay down suppressive fire while keeping the Reliability of the lasgun. Only 1d10+2 damage, mind you. If you're looking for close range killing it might be worth going with a pistol and melee weapon. Pick up Ambidexterous at rank 3 so you can use whatever is in your off-hand without penalty and get stuck in. The mono-sword is the weapon of choice until you can get Chain weaponry, and some variety of hand cannon or autopistol makes for a good close range weapon. The Carnadon is a clear choice, as is the Irontalon. The latter does have expensive ammo and the Primitive quality as of the errata, but against unarmoured targets it's brutal due to the Tearing property. The Hecutor is the autopistol of choice for the discerning militant; more damage, some penetration, Reliable and capable of semi-auto fire. The Puritan-14 is also worth a mention; slightly smaller ammo capacity than your average autopistol, but it comes with a single-shot shotgun chamber. -10 to BS when fired with one hand, but it's a brutal thing to pull out in melee combat or at point blank range.

    Also: Grenades. Load up, fucker. No talents required, fairly cheap, goddamn room clearers.
    >> Anonymous 05/06/09(Wed)19:38 No.4485673
    Exterminator Cartridges. As I recall, they can be attached to any weapon. Even melee.
    >> Anonymous 05/06/09(Wed)19:47 No.4485724
    >>4485673
    Ah yes, forgot about those. Melee weapon viable, though I can't remember if they impart a penalty. Good if you're feeling particularly like SCOURGING AND PURGING today.
    >> Anonymous 05/06/09(Wed)19:53 No.4485780
    >>4485724
    A fun surprise if you put them on a set of brass knuckles.

    "HAHA! What do you think you'll do with thoOH SHI-!"
    >> Anonymous 05/06/09(Wed)20:06 No.4485873
    >>4485780
    If my scum survives this mission I'm asking my GM about that. He'll say no, but I'll still ask.
    >> Anonymous 05/06/09(Wed)20:09 No.4485900
    >>4485873
    My Inquisitor character had a pneumatic gauntlet with a digital hand flamer built into it. He'd just shake hands, lock it and fire.
    >> Anonymous 05/06/09(Wed)20:11 No.4485915
         File :1241655114.jpg-(29 KB, 535x360, brilliant.jpg)
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    >>4485900
    >> Anonymous 05/06/09(Wed)20:16 No.4485943
    >>4485915
    Cheers. This would actually work a lot better in DH.
    >> Anonymous 05/06/09(Wed)20:35 No.4486060
         File :1241656510.jpg-(27 KB, 602x402, 1205643124906.jpg)
    27 KB
    >>4483136

    Pfff, like any of you guys have used those Autoselecters yet, Ste.
    >> Anonymous 05/06/09(Wed)23:19 No.4487297
    >>4486060
    Quite frankly it just seems a bit superfluous.
    >> Anonymous 05/07/09(Thu)01:28 No.4488276
    >>4486060
    I can't see myself investing in different types of ammo for the auto-selector.
    >> Anonymous 05/07/09(Thu)01:31 No.4488301
    How about a late-in-the-game feral world scum, with a theme as a survivalist? Tries to be prepared for as many situations as possible, in and out of combat.
    >> Anonymous 05/07/09(Thu)03:01 No.4488815
    >>4488301
    What? No good?
    >> Anonymous 05/07/09(Thu)04:32 No.4489249
    >>4485780
    Just checked the Errata, Exterminator cartridges aren't allowed on weapons that don't deal at least 1d10+X damage, Flexible weapons or pistols. I am an unhappy man.
    >> Anonymous 05/07/09(Thu)06:16 No.4489602
    Get a needle rifle. It's a basic weapon with the accurate property, so it deals an additional d10 of damage for every two degrees of success (up to +2d10). It's also a toxic weapon, so targets wounded by the gun must make a toughness test with a -5 penalty for each point of damage they took (after reduction from armor and toughness). failure on the test inflicts another 1d10 damage (impact, body) that bypasses armor and toughness.

    One good shot to the head should kill most anything that isn't wearing loads of armor.
    >> Anonymous 05/07/09(Thu)06:24 No.4489651
    >>4489602
    While a Needle Rifle is good and all, it's not available till Rank 5 for the Assassin. Not including your initial 400xp you're looking at a good 2600xp earned and spent before you even have the option of spending another 200xp on Exotic Weapon Training (Needle Rifle).
    >> Anonymous 05/07/09(Thu)06:34 No.4489689
    >>4484973
    This. An entire forgeworld only makes 5 Nomads in a year. Unless you're starting off at rank 6+ I highly doubt anybody in the party is going to get their hands on a Nomad.

    That's the problem with the Inquisitors handbook; it's full of really expensive, rare toys that should never show up in a game of DH short of a modified Interrogators-esque campaign, and everybody wants to take them at rank 1. The only good armoury in it appropiate for normal campaigns is probably the war zone section.
    >> Anonymous 05/07/09(Thu)06:36 No.4489698
    >>4489689
    I don't know, if the group ever gets into the situation where they know where the heretics are and can requisition all the gear they want plus a squad of stormtroopers it can lead to some horribly nasty firefights. They can't keep the weapons, but they give them a test drive. Not that a Nomad is ever requisitionable.
    >> Anonymous 05/07/09(Thu)06:45 No.4489731
    >>4489249
    So, that would still mean it is legitimate to put exterminator cartridges on hammers, yes?

    I ask because through a relatively complicated but mostly wierd rather than interesting series of events, I find myself in possession of a Lathe Forged Mono Hammer (obviously of best quality, since it is Lathe Forged). So could I slap an exterminator cartridge on it and hit someone in the face with fire and metal?

    Better question: If someone strapped an impact grenade to a hammer head and hit someone without a helmet in the face with it, would it be awesome?
    >> Anonymous 05/07/09(Thu)06:55 No.4489772
    >>4489731
    While I wouldn't allow the Mono and Lathe qualities to stack myself, yes, you could put an Exterminator cartridge on there. You *should* in fact.

    And considering what a frag grenade did to the back of the Moriat assassin in my last session of DH I'd be wary of detonating one 1m from my own face.
    >> Anonymous 05/07/09(Thu)06:55 No.4489776
    >>4489602

    Just read this post and it makes DH sound hella complicated.
    >> Anonymous 05/07/09(Thu)06:56 No.4489778
    >>4489776

    Just read this post and it makes you sound hella simple.
    >> Anonymous 05/07/09(Thu)07:05 No.4489815
    >>4489776
    The Needle Rifle is an Exotic weapon and, as expected, is affected by more than one special rule. Usually it's just "roll to hit, roll damage" for most weapons, but for this weapon it's got two traits: Accurate and Toxic. The former means that, if you take your time to aim, you can score extra damage by rolling under the required number in increments of 20. Pass by 20 or better and you get +1d10 damage, pass by 40 or better and that goes up to +2d10 damage. This represents being able to aim for weak spots in armour or other vulnerable locations.

    Toxic means the weapon is, well, Toxic. As the other guy said, if you suffer damage from a Toxic weapon you need to take a Toughness test with a -5 penalty for each point of damage suffered. The average human has around Toughness 30, so if he were hit for 3 points of damage he'd have a 15% chance of passing his test. If the test is failed that you get another 1d10 damage which bypasses the usual reductions. Thus the Needle Rifle becomes very lethal because you don't need to worry about doing alot of damage on the initial hit, just enough to score 1 point of damage after reductions for Toughness and Armour.
    >> Anonymous 05/07/09(Thu)07:11 No.4489831
    Grab a moon clip full of handcannon rounds and mount some tacks under the primers. That way you'll be hitting them with hammer, fire, and 6 rounds of handcannon
    >> Anonymous 05/07/09(Thu)07:23 No.4489853
    Haven't you learned from X-COM and Space Hulk?

    AUTOCANNON AUTOCANNON AUTOCANNON AUTOCANNON AUTOCANNON
    >> Anonymous 05/07/09(Thu)07:25 No.4489856
    Noble-born assassin? Spyrers go!
    >> Anonymous 05/07/09(Thu)07:30 No.4489868
    >>4489853
    I threw an autocannon at my players recently. It was attached to a servitor in an attempt to stop them from looting it. Then the adept used his electro-graft to take control of the entire thing once he'd carved apart the previous controller with a mono-sword. After shooting off half his face.
    >> Anonymous 05/07/09(Thu)07:35 No.4489882
    Autocanon with the Compact upgrade and manstopper rounds.
    >> Anonymous 05/07/09(Thu)07:36 No.4489887
    >>4489882
    Autocannons can't have manstoppers, and even if they could it wouldn't make a difference. Manstopper rounds raise the Pen value of a weapon to a maximum of 3 as of the 2.0 Errata instead of just boosting it by 3. So sticking them in a gun with a Pen of 3 or greater does absolutely nothing.
    >> Anonymous 05/07/09(Thu)08:06 No.4489995
    >>4489887

    Errata 2.0?

    Do want.

    Also, 'Manstopper' = AP rounds in my estimation.

    House rule it as there is NO reason our aspiring assassin couldn't be firing such.

    Compact i suggested simply to reduce weight, he will probably still be carrying a large duffel bag around with the weapon field stripped.
    >> Anonymous 05/07/09(Thu)08:15 No.4490023
    >>4489887
    >>4489995
    Newest Errata is 3.0, released about two weeks ago...\

    http://www.fantasyflightgames.com/ffg_content/dark-heresy/pdf/darkheresy-errata-v3.0.pdf
    >> Anonymous 05/07/09(Thu)08:31 No.4490080
    >>4489995
    AP is exactly what they are. They increase the Pen value of the gun to 3, if it wasn't already equal or higher. In the old rules it increased it by 3 straight up, which lead to fancy autopistols putting out AP 5 shots and making bolters obsolete.

    Talking of them, all bolt weapons are now Tearing thanks to the errata. Now they just need to fix plasma weaponry.
    >> Anonymous 05/07/09(Thu)11:12 No.4490795
    >>4489249
    You know what? Fuck the Errata.
    >> Anonymous 05/07/09(Thu)11:14 No.4490813
    >>4490795
    Don't say that! Then bolt weapons would be useless and nobody would use anything except for Solid Projectile Weapons. And let's not even get started on various psyker powers and general rule troubles.
    >> Anonymous 05/07/09(Thu)11:16 No.4490821
    >>4490023
    Core rulebook changes:
    can't put mono on a weapon that is not primitive.
    (anyone with half a brain should have known this from the time the core rulebook was released, TBH. If you could add 2 more penetration to a chainsword (300 thrones) for 40 thrones more, you wouldn't bother with selling the basic model. Damn munchkins and their "but it doesn't say I can't!")

    Mesh cloak covers Arms, Head, Legs, Body

    Inquisitor's Handbook:
    can't stack mono with lathe weapons.
    Several other weapon/wording changes.
    >> Anonymous 05/07/09(Thu)11:29 No.4490893
    >>4490813
    I will pick and choose the parts I like, because flame-thrower brass knuckles are awesome.
    >> Anonymous 05/07/09(Thu)11:30 No.4490895
    >>4490795
    Without the errata:
    * Sniper builds would be nonviable (accurate is just an additional +10 when aiming)
    * Bolt weapons would be not worth the money (errata says they have the Tearing property)
    * Corpus conversion would be simply retarded
    * Distort vision would be retarded and complicated
    * Guardsmen would never get Resistance (Fear), Step Aside, Marksman, or Concealement +20
    * Tech-priests would (on average) spend 4 rounds in combat and the remainder unconscious, should they choose to use their electrical talents
    * Munchkins would use the Unnatural Aim psychic power to try to benefit from the Scatter property at 90 meters away
    >> Anonymous 05/07/09(Thu)11:32 No.4490910
    >>4490895
    why would tech priests ever use those powers anyway they're very, very bad
    >> Anonymous 05/07/09(Thu)11:36 No.4490928
    >>4490821
    Also, every class gets Ciphers (Acolytes) for 100 at Rank 2, and Secret Tongue (Acolytes) for 100 at Rank 3 or 4, with Ciphers (Acolytes) +10 at the same time for the same price.
    >> Anonymous 05/07/09(Thu)11:37 No.4490930
    Well, here's a thing:

    Rank 7 noble scum pistoleer, having difficulty keeping up with my fellows in damage. What should I be using? Operating on a black-powder tech world at the moment, so I won't be able to upgrade until I get to civilization, but advice would still be appreciated.

    Currently carrying a pair of Hecutors with fire selector and red-dot sight, a pair of Maulers with sights, and my old Valentine dueling las. Oh, and a scoped, silenced hunting rifle in my luggage, of course. Left the plasma pistol and 6 dark eldar needler pistols I acquired on our last jaunt on the ship. Oh, I brought along my little Palantines for formal wear and to continue training my daughter and her maid in their use.

    What pistols do you recommend, violen/tg/entlement?
    >> Anonymous 05/07/09(Thu)11:39 No.4490942
    bigger guns
    >> Anonymous 05/07/09(Thu)11:49 No.4490996
    >>4490930
    >to continue training my daughter and her maid in their use.

    I remember you.

    And when you say black powder what do you mean? Technically anything which isn't a Primitive gun would cause a stir. If you're good with SP weapons, though, an Irontalon might be worth acquiring. You won't be going up against anyone in non-primitive armour and the Tearing property is very, very useful. It's rare and the ammo is 30 thrones a magazine, though.
    >> Anonymous 05/07/09(Thu)11:50 No.4491003
    >>4490930
    So I take it be the copious amounts of "pair of (pistol)" that you duel wield them. I don't have my books handy, but I'd say that you would need something more focused on rapid fire to balance it out a bit. A basic weapon. What talents do you have as far as those go?
    >> Anonymous 05/07/09(Thu)11:53 No.4491014
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    >>4490996
    Oh, if you want to blend in, get a Flametongue. A Primitive, Reliable double-barrel pistol which looks like it could have been made on a feudal world and does 1d10+6 damage. What's everyone else using, though? Varn j. Varn is happy with a big axe, I'm guessing.

    And rank 7? Ascension can't come soon enough for you lot.
    >> Anonymous 05/07/09(Thu)12:00 No.4491057
    Holy crap, this game is better than DnD.
    >> Anonymous 05/07/09(Thu)12:03 No.4491074
    >>4490996

    >cause a stir.

    Not a problem. My cover on this mission is my actual identity. I'm here to kick ass and make an additional fortune upgrading this world's tech level, and I'm all out of ass! Brigitte! Order additional ass from the ass-monger!


    >>4491003

    Let's see...

    Gunslinger (and prereqs. Two guns, no penalty!)
    The one that makes called shots no penalty (and prereqs)
    Hip Shooting (move and shoot one pistol, even full auto!)
    Mighty Shot (+2 ranged damage)
    Crack shot (+2 ranged crit)
    Quick Draw
    Melee: primitive
    Pistol: SP, Laz, Bolt
    Basic: SP, Laz
    Arms Master (guns I'm not proficient with take only a -10 penalty, allowing me to play with splinter pistols and disintegrator cannons. Although, due to unfortunate events, the disintegrator disintegrated. Should have known from the name, really.)
    >> Anonymous 05/07/09(Thu)12:07 No.4491100
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    >>4491074
    You get to fling your birthright around? Pic related.

    What's the absolute tech-level limit? If you're a fancy offworld nob you could potentially grab an inferno pistol and start melting the peasantry. Then let your daughter try the same.
    >> Anonymous 05/07/09(Thu)12:17 No.4491142
    >>4491057
    Well no shit. It's not DnD.
    >> Anonymous 05/07/09(Thu)12:21 No.4491158
    >>4491014

    I'm actually behind in XP by a K or so. Varn has become truly worrying. At least he left the powerfist behind this time, going back to the axe. I dearly hope he won't need to punch any cosmic horrors on THIS jaunt.

    >>4491057

    I vociferously concur.

    >>4491100

    Much of my usefulness to the Inquisition is my identity. I can speak with people in positions of power, I can conduct investigations under cover of "considering investment" or idle noble curiosity.

    My plan in our current endeavor (rooting out a suspected death cult) involves me lounging around high-society parties telling thrilling tales of the people and things I've killed on faraway worlds until the cultists try to recruit me. A rich boy with a death fetish is exactly the sort of person these people need; every cult could do with another wealthy patron.

    Oh, and inferno pistols, while undeniably effective, carry disappointingly little ammunition. It might do, however, to acquire and carry one as an ace in the hole. Oh, drat, on my listing earlier I forgot about my little Cadence Rancor Needler. Nasty little piece, haven't used it yet as I haven't any spare ammunition for it.
    >> Anonymous 05/07/09(Thu)12:22 No.4491166
    You could start with proper grammar, OP.
    >> Anonymous 05/07/09(Thu)12:23 No.4491174
    >>4491100
    Family fun! These are the memories she will cherish forever.
    >>4491074
    So you're very much pistol oriented, but some those talents will work with a basic weapon as well. The specter is a definite option, though I haven't used it myself. 10 shots at full auto, with a range of 80m, with built in auto-selector which gives you an ammo capacity of 60 for the rifle part, and, of course, has an underslung shotgun. That should probably do you just fine with enemies that are a bit to far away or to close for comfort. But I can't help but wonder what it is that's been giving you trouble when you have that kind of load-out.
    >> Anonymous 05/07/09(Thu)12:25 No.4491183
    >>4491166
    Your mom's proper grammar! (As in, your mom is proper grammar, not the proper grammar of your mom.)
    >> Anonymous 05/07/09(Thu)12:30 No.4491196
    >>4491183
    Isn't "mom" just slang for "mother?" I mean, I know it isn't a grammar issue.
    >> Anonymous 05/07/09(Thu)12:30 No.4491198
    Load a Carnadon with Lathe Body Blowers when you get back to civilization.
    >> Anonymous 05/07/09(Thu)12:31 No.4491203
         File :1241713880.jpg-(42 KB, 365x494, Communist whore.jpg)
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    >>4491183
    >> Anonymous 05/07/09(Thu)12:37 No.4491220
    >>4491174

    The Cadence Specter Assault Device, sir, is overrated trash, as I can tell you from personal experience.

    I was shot down by mercenaries over the sinkhole-canyons of Gammu, and had to take cover with my wounded daughter in one of the ancient, abandoned cliff dwellings. I slew one of the mercenaries and took his Specter, pleased to have found what I thought was a high-quality weapon with the range I would need in the current fracas.

    I proceeded to fire the weapon from full to empty, 60 shots, mostly hitting, mostly in the head. I incapacitated one, ONE, target, and lightly wounded two others. If Varn hadn't been covering us with his heavy stubber, and if the blighter with the grenade launcher hadn't been such an abysmal shot, I wouldn't be here to relate how thoroughly inadequate I found the Specter.

    Eventually, I found it necessary to throw a flare, bellow some improvised nonsense along the lines of "airstrike on my mark, show them hell," and make a discreet exit while the fools were running for cover.

    (Honestly can't comment on the Specter mechanically, but while I was using it I rolled more 1s and 2s for damage than in the entire game up to that point. Piece of shit.)
    >> Anonymous 05/07/09(Thu)12:46 No.4491253
    I play DH as an assassin as well, and let me tell you, this thread has been pretty damn useful, thanks Grea/tg/uys.
    >> Anonymous 05/07/09(Thu)12:53 No.4491297
    >>4491220
    How is it that you are behind in XP anyway?
    >> Anonymous 05/07/09(Thu)13:08 No.4491395
    >>4491297

    Luc Fiend DuCassius, of House Cassius, is my second character.

    The first was Brother Domis. He was a psyker. He believed in the Emperor very, very much. He believed in the Emperor because he could feel him all the time, the Emperor's warp presence burning in his mind like a big, golden sun. It was very bright, and it made it hard to sleep or think sometimes.

    Brother Domis made a mistake. He thought demons couldn't come into his brain because the Emperor was there. But they came anyway.

    Long story short, Isen sold his soul to survive, Varn took "Hatred: witches," and the planet fell to chaos.
    >> Anonymous 05/07/09(Thu)13:12 No.4491410
    >>4491183
    My mum isn't grandma yet, and I'll make sure it stays that way. Your grammar is quite... unusual.
    >> Anonymous 05/07/09(Thu)13:17 No.4491445
    >>4491410
    It's because I'm American! Welcome to FREEDOM, bitch! DEMOCRACY IS THE SOVEREIGN RIGHT OF ALL SENTIENT BEINGS!

    WOOOOOOO!! You'll be singing a different tune when we come free the shit out of your country!
    >> Anonymous 05/07/09(Thu)13:17 No.4491450
    >>4491410
    That fellow must be a bloody foreigner.
    >> Anonymous 05/07/09(Thu)13:19 No.4491461
    >>4491445
    You're not really an American are you? You're not even the poster he was talking to.
    0/10
    >> Anonymous 05/07/09(Thu)13:21 No.4491475
    >>4491395
    A question, good sir.

    When was the last time anyone used las-technology?
    >> Anonymous 05/07/09(Thu)13:24 No.4491504
    >>4490910
    They're also free. If you're running a low-powered or horror campaign, the ability to shoot lightning from your hands or jump-start machinery using your body's own electrical field can be a really useful power.
    >> Anonymous 05/07/09(Thu)13:28 No.4491533
    >>4491450
    I've read that with a heavy Scottish accent...
    >> Anonymous 05/07/09(Thu)13:34 No.4491576
    >>4491475

    Isen's inordinately fond of his hellgun. He named it Havoc and had it blessed by the Pontifex of the last planet we operated on. It sees use in most fights.

    While it may or may not be mechanically superior to his other options, the fact remains that it has proven very lucky. That counts for a lot.

    I carry my dueling Laz for sentimental reasons, but I don't use it as a primary weapon.
    >> Anonymous 05/07/09(Thu)13:49 No.4491674
    I was taking a quick read through some of the books today, and it occurred to me that a duel pistol wielding assassin could dish out a rather large amount of damage very quickly.

    Also the ability to do so from an early state of play, looks to be worrying.

    There must be something I'm missing...
    >> Anonymous 05/07/09(Thu)13:58 No.4491729
    >>4491674
    Your ordinary assassin goes down ratrher quickly. No armor to speak of.
    >> Anonymous 05/07/09(Thu)14:32 No.4491937
    >>4491674
    >>4491729

    Indeed. Assassins are very good at killing people. Hence the name. However, they are less good at surviving.

    The downside of using pistols is that you have to be near the target, rather than on a rooftop a kilometer away.
    >> Anonymous 05/07/09(Thu)14:50 No.4492082
    >>4491937
    Not if you get the Marksman talent, which removes all penalties for shooting at Long or Extreme range. Extreme range for a pistol might be 120-150m or so, but that's often enough. Combine that with Dual Shot and you can potentially pull off some horrible tricks. Pick up a hand cannon and an Irontalon and use dual shout. Hand Cannon punches through armour, leaving the Primitive but Tearing Irontalon to do some serious damage.
    >> Anonymous 05/07/09(Thu)14:57 No.4492125
    this thread needs bumped, really good stuff in here.
    >> Anonymous 05/07/09(Thu)15:10 No.4492207
    On good las-weaponry for the discerning acolyte: one of the adepts in my game has picked up a Steel Burner laspistol. Only 10 shots to a charge pack but 1d10+4 damage and Pen 2 is nothing to be scoffed at. Especially once you mount a Red Dot Laser Sight on it. It's a heavy one at 3.5kg, but at least it doesn't require the external power source like a hellpistol does.
    >> Anonymous 05/07/09(Thu)15:14 No.4492234
    Hmmm

    I have an Imperial Assassin with just over 600xp, and sometimes I think I'm a tad over powered.

    I'll set the scene, we were on a ship travelling to Neccromunda (or however it is spelt) when some thing goes wrong. My assassin is sleeping while the just of the group are sitting around in the mess hall eating some breakfast, there is an explosion, astropaths die and we drop out of warp.

    I wasn't around the majority of the scene, so the GM had me sit outside. When I'm allowed back in, he tells me that a large series of explosions and jaunts have awoken me. There clearing being something afoot I grab my rifle and go outside to investigate.

    At the end of the long hall way in front of me, I see the parties Feral world, big and beefy Guardsman, covered in blood, powersword in hand, standing above the mangled bodies of 3 other party members. He spots me and begins to charge.

    As I said, its a long hall way, so I draw my rifle and take my time with the shot. He isn't wearing his helmet. I take my time, I call a shot to the head, I aim, wait and... BAM!!

    Crit to the skull, rolling 86% under skill. He is down in one hit, no question about it. I draw my stubber and plant two more in his brain for effect.

    I go back to sleep and pretend it never happened.
    >> Anonymous 05/07/09(Thu)15:36 No.4492392
    >>4492234

    So, your assassin engaged a target at long range, aimed, shot him in the head with a rifle, and killed him?

    That's not overpowered, that's sniping.

    Alternate text:

    Snipe happens, wear a helmet.
    >> Anonymous 05/07/09(Thu)15:40 No.4492428
    >>4492082

    I don't like Marksman. Mechanically, it's good, but narratively... shooting at a target 150 meters away with a pistol should be hard.

    I already have to restrain myself from shooting everything in the head at no penalty. I'm trying not to take too many talents that damage suspension of disbelief.
    >> Anonymous 05/07/09(Thu)15:45 No.4492452
    >>4492428
    And it is. Unless you're a Marksman. It's a talent, it lets you be special in a specific way. Just like it's hard to face down and daemon and laugh at it. Unless you're Fearless. It's hard to remember ever minute detail about a crime scene. Unless you've taken Total Recall.
    >> The Shadow 05/07/09(Thu)16:13 No.4492702
    This is awesome and all of you should feel awesome. I'd put in my two cents but I'll be running DH for the first time on Saturday with a bunch of players who are completely unfamiliar with the 40k setting. I can't wait to watch my 5'7" gf play a puritanical screaming MALE cleric as her and the acolytes fight hereteks that implanting kidnapped women with "breeding servitor" semen to make genetic experiments.
    >> Anonymous 05/07/09(Thu)16:21 No.4492781
    >>4492702
    Make sure they realise that women getting raped is small time. The REAL heresy is that they've been meddling with the human genome. All parties involved, willing or not, are probably corrupt now. Bring forth the sacred promethium.
    >> Anonymous 05/07/09(Thu)16:27 No.4492834
    More weapon and gear reviews, please! What saved your ass, what failed at the worst possible moment?
    >> Anonymous 05/07/09(Thu)16:27 No.4492839
    >>4492702

    I don't think you have a girlfriend. Enjoy your hand
    >> Anonymous 05/07/09(Thu)16:43 No.4492975
    >>4492839
    I WILL
    >> Anonymous 05/07/09(Thu)16:52 No.4493053
    >>4492834
    Reviews? Let's talk about the plasma gun.

    1d10+6 damage, 6 Pen, 20 shots per canister, 8 full rounds to reload, Overheats and Recharge traits. It also costs a fortunate. Compare this to a bolter, which does 1d10+5 damage, 5 Pen, 24 shots per magazine, full round reload, Tearing trait. Costs 1/6th of the price, though the ammo is admittedly more expensive.

    Plasma weapons, as they are, are utterly worthless. If they were 2d10+6 damage then we'd be talking. Melta weapons would still remain viable due to their massive Pen value.
    >> Anonymous 05/07/09(Thu)17:00 No.4493133
    >>4493053
    Plasma should at the very least have much better pen value than a bolter. Shouldn't it be damn good against light tanks, at the very least?
    >> Anonymous 05/07/09(Thu)17:09 No.4493230
    >>4493133
    What're the tabletop stats for plasma guns? I know bolters are Str 4 AP 5.
    >> Anonymous 05/07/09(Thu)17:12 No.4493257
    >>4493230
    str 7 ap2
    >> The Shadow 05/07/09(Thu)17:17 No.4493314
    On the note of vehicles are there any stats lying around for them, whether a chimera, noble limo, or an aquila lander?
    >> Anonymous 05/07/09(Thu)17:17 No.4493323
    >>4483093
    Right /tg/. It is another Dark Heresy thread!

    I have a Noble Born Assassin, who I'm thinking of taking down the route of Son of Dispater(sp). Due to being noble born I can generate a nice cashflow while in downtime; therefore equipment will be key.

    Assume that I have zero XP (bar perhaps the latter ability for chem-use(?)) and the ability to pick up most weapons. I want the character to be the shoot-from-miles-away style assassin as opposed to a close quarters knife wielder.

    Any suggestions on what I should buy as weapons or amour?

    TL, DR: Dark Heresy shopping list for assassins!

    I had to fix your shitty post because it was irking me.
    >> Anonymous 05/07/09(Thu)17:20 No.4493358
    >>4493314
    I think there was something in /rs/. Can't remember the name.
    >> Anonymous 05/07/09(Thu)17:21 No.4493374
    >>4493053
    >>4493133
    Agreed. I've seen a lot of house-rules that knock it up to Pen 10 or so.
    >> Anonymous 05/07/09(Thu)17:31 No.4493488
    >>4493314

    http://rapidshare.com/files/230378710/DH-Apocrypha_Vehicles.rar

    These are being scrapped when Rogue Trader comes out, apparently. That being in August/at GenCon. My apologies for raring the file, but for some reason rapidshare doesn't like me uploading the pdf itself.

    >>4493374
    Pen 10 is a bit much, it'd invalidate melta weaponry, given how the latter has extremely short range and a very limited ammo capacity. Go with Pen 8 and 2d10+X damage, I say.
    >> Anonymous 05/07/09(Thu)17:32 No.4493501
    >>4493374
    Fcuk yahe, it's anti-tank/heavy armor weaponry, in rifle form. Isn't that why it had to be balanced with the propensity to EXPLODE IN YOUR HANDS AND KILL YOU?
    >> Anonymous 05/07/09(Thu)17:34 No.4493514
    >>4493323

    was it really getting to you that much?
    >> Anonymous 05/07/09(Thu)17:37 No.4493553
    >>4493514
    some people are anal about grammar, yet they rarely comment on the truly horrible ones.
    >> Anonymous 05/07/09(Thu)17:39 No.4493572
    >>4493514
    Well, it took him this long to fix it.
    >> Anonymous 05/07/09(Thu)17:48 No.4493661
    >>4493323
    even after correcting his entire post, you still misspelled armour, unless he is going down to use weapons and love(amour)
    >> Anonymous 05/07/09(Thu)17:49 No.4493668
    I was thinking of going with the twin duelling Las build with suitable talents so that the 1 round shots don't mean much.

    Any suggestions/idea's?
    >> Anonymous 05/07/09(Thu)17:52 No.4493709
    >>4493661
    Nah, he just isn't using the Queen's english.
    >> Anonymous 05/07/09(Thu)18:00 No.4493786
    >>4493668
    See >>4491074 for general dual wielding talents. As awesome as the Duelling Las is that one shot charge rules it out from being your default weapon. The Fury is worth looking into: regular laspistol stats, but capable of semi and full auto fire (S/2/5). Being able to lay down suppressive fire is invaluable.

    The Mark IV has half the shots of a regular laspistol but does 1d10+3 damage rather than 1d10+2, and is capable of 2-shot semi auto fire. The Steel Burner is mentioned here >>4492207 and is a great weapon, if of limited ammo capacity.

    Really, there's no way to negate the 1 shot capacity of the Dueling Las. You can make the most of it with Mighty Shot, but that applies to any gun you use. You can't Hotshot it either, since it's already uses a special Hotshot-esq charge pack.
    >> Anonymous 05/07/09(Thu)18:51 No.4494125
    I know it's insane, but I really want duel powerfists with wrist mounted... whatever! What would you slap on those babies, if money and influence were no object?
    >> Anonymous 05/07/09(Thu)18:54 No.4494140
    >>4493661
    It felt wrong spelling it armour, so I switched it to armor, then decided I would try to switch it back to armour since it was a needless change. It didn't translate back correctly.

    Or he wants to use the power of love.
    >> Anonymous 05/07/09(Thu)18:55 No.4494145
    >>4494125
    You are playing a very juvenile Dark Heresy game if you get dual Power fists with wrist-mounted grenade launchers.

    Just saying.
    >> Anonymous 05/07/09(Thu)18:57 No.4494166
    >>4494145
    Or he could be pre-empting Ascension, which is slated as "tier 2 Dark Heresy." You get to elevate your characters to the level of Interrogators and Newbie-Inquisitors. And Inquisitors do have a bit of a reputation for doing mad shit.

    Raiding a(nother) cult? Power armour on, dual power fists, wrist mounted storm bolters.
    >> Anonymous 05/07/09(Thu)21:20 No.4495353
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    Bumping with guns.
    >> Anonymous 05/07/09(Thu)21:34 No.4495512
    I love you /tg/, so much.
    >> Anonymous 05/07/09(Thu)21:37 No.4495534
    So I read this thread and started looking into sniping, and I wonder if my Math makes sense.

    BS: 40
    Scope: +10
    Full aim: +20
    Acc: +10
    Conceal: +30
    Height: +10

    Rolling under 130%

    Even with a full penalty called shot i'm still only rolling to see if I fumble?

    crazy.
    >> Anonymous 05/07/09(Thu)21:38 No.4495549
    Well let's make this an all purpose thread. Time to start doing up the other DH classes I think.
    >> Anonymous 05/07/09(Thu)21:41 No.4495587
    Get an Eldar longrifle
    >> Anonymous 05/07/09(Thu)21:44 No.4495604
    Is there enough info on orks to make an all-ork Orky ork campaign

    'cause, you know, to be orkses
    >> Anonymous 05/07/09(Thu)21:49 No.4495641
    are there rules for vehicles in Dark Heresy?
    >> Anonymous 05/07/09(Thu)21:53 No.4495674
    >>4495534
    Max combat bonus is 60.

    So, yes.... At that BS, if you have all the bonuses, you'd have to roll under 100. And with Accurate, every two degrees of success is another 1d10 of damage, up to 2 max.
    >> Anonymous 05/07/09(Thu)21:54 No.4495679
    Hey, just starting a campaign, and I'm wondering how to go about choosing a class. I want something that's more front line, Bolter in hand, removing heads with good shots, yet I want to be in the front line. Any suggestions?
    >> Anonymous 05/07/09(Thu)21:58 No.4495714
    >>4495604
    All full players guide to orks would be pretty cool!
    >> Anonymous 05/07/09(Thu)22:03 No.4495750
    >>4495641
    http://www.megaupload.com/?d=QDHAJ654

    That's a torrent for Demonoid's Full Collection of Dark Heresy Books. All it's missing is the updated errata, found here, http://www.fantasyflightgames.com/ffg_content/dark-heresy/pdf/darkheresy-errata-v3.0.pdf

    >>4495679
    You'll want either a Guardsman or an Arbitrator. If you go Arbitrator, go Noble-Born, for the 500-Throne income, and eventually you'll be able to afford an Arbites Cyber Mastiff. :D
    >> Anonymous 05/07/09(Thu)22:04 No.4495763
    Feral Guardsman, though if its a new story arc, a bolter might take a while to get your hands on.
    >> Anonymous 05/07/09(Thu)22:05 No.4495767
    >>4495604
    ...if you want to fight orks in the Emprah's name.
    >> Anonymous 05/07/09(Thu)22:07 No.4495785
    For Chaos!!!
    >> Anonymous 05/07/09(Thu)22:16 No.4495842
    >>4495763
    Ehh, it sounds tempting, but Feral Worlds aren't exactly appealing to me. The -10 to Tech Use seals the deal of not playing one, only because according to the GM it's going to be a bit Tech Heavy. Plus I like the idea of owning a small ship. >>

    >>4495750
    Arbitrator sounds nice, but we already have one of those.
    >> Anonymous 05/07/09(Thu)22:22 No.4495902
    >>4495842
    Yes, but there are different kinds of arbitors. You could just focus in a different field.
    >> Anonymous 05/07/09(Thu)22:26 No.4495928
    >>4495902
    True. I may look into that. I had a decent backstory with a guardsman from a Mining Colony...
    >> Salamanders Fanbro !!Bd6C7/4fcpo 05/07/09(Thu)22:28 No.4495938
    >>4495679
    Adept. They can become surprisingly good, especially if you turn yourself into a psyker.
    >> Anonymous 05/07/09(Thu)22:44 No.4496070
    >>4495902
    Go Warden of Divisio Immoralis, get lots of Heresy and Cult related Lore. Also, Resistance (Fear) at Rank 1 is godly.
    >> Anonymous 05/07/09(Thu)22:48 No.4496109
    >>4495938
    Not to mention with a fair bit of Int, at Rank 4 they get Medicae, Medicae +10, Talented (Medicae), and Master Chirurgeon, meaning that you need only roll under 80~90 to heal your peeps.
    >> Anonymous 05/07/09(Thu)22:49 No.4496116
    Inquisitor's Handbook
    Forge World or Warzone (can't quite remember)
    Look for a shotgun nicknamed 'Meathammer'

    Rejoice in getting up close and personal and spamming shotgun shells, then drop the weapon and draw your dual pistols.

    My own assassin carries two, fires the first then draws and fires the second the next round... Usually by the third round the fight is over, and if not, then we were all going to die anyway...
    >> Anonymous 05/07/09(Thu)23:08 No.4496231
    new player here.
    are psykers the only way to get powers
    can psychers kill things without resorting to powers

    im looking for a combat oriented character with a couple of powers for an "ace in the hole"
    >> Anonymous 05/07/09(Thu)23:09 No.4496241
    Sororitas builds?
    >> Anonymous 05/07/09(Thu)23:10 No.4496246
    >>4496231
    Yes and yes.

    That Ace in the Hole is also a chance to turn into a Daemonhost, or ever better, Perils of the Warp...
    >> Anonymous 05/07/09(Thu)23:11 No.4496251
    >>4496241
    hmm?
    >> Anonymous 05/07/09(Thu)23:14 No.4496274
    >>4496246
    kinda what i expected sounds awsome
    so psychers dont feel gimped when doin the shooty/stabby?
    >> Anonymous 05/07/09(Thu)23:16 No.4496286
    >>4496274
    *does not have the heart to reveal the terrible truth*
    >> Anonymous 05/07/09(Thu)23:20 No.4496302
    >4496286
    bummer. arbitrator it is. im sure ill play a pycher eventually but he'll be a psychotic badass not the type of character i was thinkin of.
    >> Anonymous 05/07/09(Thu)23:21 No.4496304
         File :1241752873.jpg-(49 KB, 712x589, orkchatexplvls.jpg)
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    >>4495604
    >> Anonymous 05/07/09(Thu)23:21 No.4496307
    >>4496274
    >> Anonymous 05/07/09(Thu)23:25 No.4496326
    >>4496246
    A late in the game adept can get powers.
    >>4496251
    Well, I've seen builds and load outs for plenty of other careers, I was just wondering if there's any of the same for Sororitas.
    >> Anonymous 05/07/09(Thu)23:26 No.4496334
    >>4496241
    mmm
    >> Anonymous 05/07/09(Thu)23:31 No.4496352
    He wants us to set him up with a sweet SoB starter build.

    I like to take all the Performer (Singer) +s, and then have my SoB sing during combat to grant bonuses to my allies. And earn money during the off-time.
    >> Anonymous 05/07/09(Thu)23:33 No.4496362
    >>4496326

    >A late in the game adept can get powers.

    Yeah, but most people agree that at that level of the game the powers available are "too little, too late". The general consensus is it's better to take the other promotion branch so that you can eventually pick up Unnatural Intelligence (x2).
    >> Anonymous 05/07/09(Thu)23:33 No.4496368
    How about untouchables. theres speak of them in the core book so is there anyway too make one?
    >> Anonymous 05/07/09(Thu)23:34 No.4496373
    >>4496304
    Flash Git needs an exit or a lot of stuff to feed exp into. Also I would swap the 'Ard Boy and Kommando branches on the tree so you do not have lines crossing.
    >> Anonymous 05/07/09(Thu)23:35 No.4496386
    >>4496368
    They are in Disciples of the Dark Gods as an Elite Advance.
    >> Anonymous 05/07/09(Thu)23:38 No.4496403
    >>4496352
    That sounds... dynamic. I like it.

    Maybe try to avoid fire. It's just to easy to make a fire crazy Sororitas.
    >> Anonymous 05/07/09(Thu)23:47 No.4496464
    >>4496403
    Yeah, that's true. But, nuns with guns are funs...
    >> The Shadow 05/07/09(Thu)23:50 No.4496481
    >>4496403

    but isn't that half the fun?
    >> Anonymous 05/07/09(Thu)23:51 No.4496490
    >>4496464
    >>4496403
    >>4496481
    Shutguns are the answer.
    >> Anonymous 05/08/09(Fri)00:14 No.4496665
    Isn't there a setup that let's you dual wield basic weapons? Cause a nun with two big guns...
    >> The Shadow 05/08/09(Fri)00:23 No.4496736
    >>4496665

    I do believe that a pistol grip negates the -20 penalty for firing basic weapons one handed. However, they can't be used in melee unlike pistols.
    >> Anonymous 05/08/09(Fri)00:27 No.4496768
    >>4496736
    Bayonets?
    >> The Shadow 05/08/09(Fri)00:33 No.4496804
    >>4496768

    That's as ridiculous an idea as dual wielding powerfists with attached grenade launchers. AWESOME!
    >> Anonymous 05/08/09(Fri)00:36 No.4496825
    Don't forget the exterminator cartridges!
    >> Salamanders Fanbro !!Bd6C7/4fcpo 05/08/09(Fri)00:38 No.4496834
    >>4496304
    Make it MEGANOB rather than the incredibly lame tribeboss

    Also I want to revamp the adept career path somehow. Suggestions?
    >> The Shadow 05/08/09(Fri)00:47 No.4496888
    >>4496834

    Did you already have a look at the alternatives in the Inquisitor's Handbook? Also, there's a DH fan site http://www.darkreign40k.com/index.php that's fairly large.
    >> Anonymous 05/08/09(Fri)00:53 No.4496912
    >>4496231
    found it
    nascent psycher
    EXACTLY what I was looking for

    arbitrator-nascent psycher
    extremely paranoid cautious and not just about discovery but everything

    on second thought maybe i should make him scum, absolutely obsessed with survival, terrifyed of death ect.
    >> Salamanders Fanbro !!Bd6C7/4fcpo 05/08/09(Fri)00:53 No.4496914
    >>4496888
    Yeah, I own all the DH books and I know about dark reign, but I like doing things me own self.
    >> Anonymous 05/08/09(Fri)01:34 No.4497166
    bump
    >> Anonymous 05/08/09(Fri)01:52 No.4497304
    Alright, a melee-centric Sororitas, just gotten into the Hospillatars (however it's spelled).
    >> Anonymous 05/08/09(Fri)02:07 No.4497424
    is there a site dedicated to powergaming dh
    >> Anonymous 05/08/09(Fri)02:09 No.4497431
    >>4497304
    How about melee and long range? Like, a two-handed melee weapon, because I'm guess dual wielding won't work for this build, and a rifle of some sort.
    >> Anonymous 05/08/09(Fri)02:17 No.4497484
    >>4497431
    Could you get an eviscerator? That would fit the theme, and really it'd just be cool.
    >> Anonymous 05/08/09(Fri)03:05 No.4497805
    >>4495534
    Scope does not give a bonus to BS. You want a red-dot sight for that (or a Targeter, if you're made of money).

    Scope allows you to take shots at long and extreme ranges without penalty.
    >> Anonymous 05/08/09(Fri)04:17 No.4498283
    >>4496241
    Not sure you need a build. Sororitas are pretty kick-ass as standard. Especially due to Faith talents.
    >> Anonymous 05/08/09(Fri)05:14 No.4498779
    >>4495641
    See>
    >4493488

    http://rapidshare.com/files/230378710/DH-Apocrypha_Vehicles.rar
    >> Anonymous 05/08/09(Fri)05:17 No.4498813
    >>4493488
    >> Anonymous 05/08/09(Fri)07:41 No.4499654
    Right, Sororitas characters and what they do.

    At rank 1 they're pretty limited in terms of skills and talents, their focus seeming to be "reliability." None of their attribute advances are expensive and with Dodge and Awareness available they're likely to notice and evade danger. Pure Faith allows a simple fate point expenditure to ward off Fear, Insanity and Corruption, ensuring the Novice Sister will stand her ground. The carapace chest piece will also go along way to keeping her alive. The presence of Forbidden Lore (Warp) is also noteworthy, the only other class getting it so early being the Psyker.

    Rank is where the career shows just how great it is. Trade (Apothocary) is usually an advanced skill, but is available here. Resistance (Fear) is invaluable, and she gains access to Logic at the same time as the combat-shy Adept does. Charm is useful as always, and she can become a certified expert at secular matters. The presence of two Hatred Talents (Mutants and Psykers) is also nice.

    And rank 3? Several lores, access to bolt weaponry, Resistance (Psychic PowerS), several investigation skills, Dodge and Awareness +10, and the ever-useful Unshakable Faith which allows you to reroll any failed Fear test. And this is all before choosing which path to specialise in.
    >> Anonymous 05/08/09(Fri)09:40 No.4500308
    /tg/ help me, please!

    I want to make a Voidborn psyker with 1100xp to spend, what do you suggest I do with him.

    Obviously I want to be as powerful as possible but with little risk. Talents such as favoured of the warp are pretty much demanded, but i'm sure of how to make a precise build to grant max power!

    Any idea's?
    >> Anonymous 05/08/09(Fri)09:49 No.4500368
    >>4500308
    FUCKING MINMAXER!

    FOCUS LESS ON MAXING DPS AND MORE ON MAXING FUN!
    >> Anonymous 05/08/09(Fri)10:01 No.4500434
    >>4500308
    Little risk? You're a psyker. Risk is part of your career. The only way to minimise risk is to use your powers sparingly. I guarantee if you going in thinking you're a shit-hot super-human you will end up very dead, very fast. Either you'll blow yourself up or your cell will take your head clean off to save themselves and the mission. That said;

    Both Trade (Merchant) and (Soothsayer) (you get one for free) are good options. The former can help you blag it as a merchant, the latter helps if you look like a psyker but want to play yourself off as something else. Here's some advances.

    - Basic Willpower Advance (100xp)
    - Basic Perception Advance (100xp)
    - Awareness (100xp)
    - Forbidden Lore (Warp) (100xp)
    - Invocation (100xp)
    (Rank 2 Earned)
    -Scholastic Lore (Occult) (100xp)
    -Forbidden Lore (Psykers) (100xp)
    -Psy Rating 2 (200xp)
    -Quick Draw (100xp)
    (Rank 3 Earned)
    -
    Dodge (100xp)
    OR
    Basic Weapon Training (Either SP or Las) (100xp)

    Dodge for staying alive, Basic Weapon Training so you can bring a solid weapon to prevent you from getting funny ideas about using your powers every round. Invocation allows you to take your time when possible and avoid rolling more power dice than you absolutely have to. The Lores are there because it's likely that nobody else will have them and Knowledge Is Power. Quick Draw because wasting 1/2 actions on switching/drawing weapons will get you killed. Powers in next post.
    >> Anonymous 05/08/09(Fri)10:18 No.4500535
    >>4500434
    Some good Minor Powers to take are;

    -Chameleon: Utterly invaluable if you want to go sneaking or avoid incoming gunfire. Once you're detected, though, it'll be very obvious that you're a psyker.
    -Dull Pain: The ability to permanently remove Fatigue, both your own and that of your allies, is invaluable. A single level of Fatigue is a universal -10 penalty to all rolls.
    -Fearful Aura: Fear 2 on all that can see you. Crazy-powerful, but indiscriminate and a very, very good way to get yourself shot when people think you're a daemon.
    -Healer: Only usable sparingly, but never scoff at any source of Wound recovery in Dark Heresy.
    -Inspiring Aura: If you know you're about to step into the jaws of hell this can stop your cell from bricking themselves and fleeing.
    -Knack: A +10 bonus to any non-combat action? Incredible utility.
    -Resist Possession: Can be manifested as a reflex action. Limited in its use, but chances are without it you'd be burning a Fate Point. Or bringing about a TPK.
    -Sense Presence: Very, very good at avoiding people creeping up on you, though if your group has an Auspex it becomes somewhat redundant.
    -Spasm: The power to make someone spack out and fall prone from 50m away can be incredibly useful.
    -Weapon Jinx: Jams a gun at 50m. Jammed guns loose all their ammo. It's a Full Round Action to manifest, but its incredibly potent.
    >> Anonymous 05/08/09(Fri)10:37 No.4500616
         File :1241793479.jpg-(1.01 MB, 1249x794, 1228673852507.jpg)
    1.01 MB
    >>4499654

    It's important to note that Sororitas are overpowered and intended to be so. They are, flat out, more powerful than the other careers.

    The downside is (or should be) in the roleplaying. You want a Sororitas on your side in a firefight; you do NOT want her following your around in an investigation, unless you want your leads and contacts being incinerated. Pure faith leaves no room for doubt, or subtlety, or sanity. If you want to play a sane sister, use the regular priest class. Access to faith powers means your character is crazy.

    The combination of "overpowered" and "inherently disruptive if played correctly" means GMs should consider very carefully before allowing Sororitas characters.
    >> Anonymous 05/08/09(Fri)10:39 No.4500623
    >>4500616

    >sane

    >Cleric

    lol wut
    >> Anonymous 05/08/09(Fri)10:41 No.4500635
    >>4500616
    I think people get militant sisters confused with the Adepta Sororitas as a whole. Those of the Hospitaller and Diologous orders are less purge-happy than the rest. They're uncompromising in their faith to the Emperor, but they're not gun-toting battle-nuns. Hell, part of the duty of a Diologous is to read terrible and forbidden tomes which nobody else has the strength of faith to do without being corrupted.
    >> Anonymous 05/08/09(Fri)10:46 No.4500655
    >>4500635

    So there's NOT any downside to them being more powerful than the other careers?
    >> Anonymous 05/08/09(Fri)10:50 No.4500676
    >>4500655
    Oh, they're still ultra-pious zealots, but they have *some* restraint. Capturing a mutant for questioning rather than straight up purging on sight? Fine. Letting said mutant go aftwards? Sweet Emperor no. And any radicalism is immediately out of bounds. Don't even think about trying to enact a ritual to counter a summoning. You're going to face that sucker head on, For The Emperor.
    >> Anonymous 05/08/09(Fri)10:51 No.4500680
    >>4500655
    Those Orders probably have different stats.
    >> Anonymous 05/08/09(Fri)10:55 No.4500699
    >>4500680

    Good point. Don't have the book handy; does the Sororitas class get access to all the high level medicae abilities, or lots of weird languages? If not, the sister class is a battle-sister.
    >> Anonymous 05/08/09(Fri)10:56 No.4500703
    >>4500655
    I think the point is that there is a downside, but it tends to be exaggerated, like the risks of having a psyker. Yes, shit can hit the fan very quickly. But if you're careful it's much less likely, and you have fate points to re-roll.

    In the same way the negatives of a Sororitas are greatly lessened when the players work to avoid situations were she would have to kill someone, or do something equally disruptive towards the investigation, by telling her to "stand guard outside," or maybe with a fellowship test to convince her to stay cool.
    >> Anonymous 05/08/09(Fri)10:56 No.4500704
         File :1241794562.jpg-(491 KB, 1236x1623, The Temple Tendency.jpg)
    491 KB
    >>4500655
    Well, there's the widespread, fanatical conspiracy that utterly hates their guts and takes any opportunity to bring harm to the Sororitas.
    >> Anonymous 05/08/09(Fri)10:57 No.4500709
    >>4500680
    The militant orders become combat crazy. Diologous become scholars and diplomats. Hospitallers are extraordinary medicaes and skilled in all matters relating to the sacred human form and learn to liaise with military organisations. But the militant character will be far, FAR ahead in terms of combat potential, both compared to her fellow sisters and most other careers.
    >> Anonymous 05/08/09(Fri)10:58 No.4500716
    >>4500709
    My SoB started with a Carnodon, a shield, mace and plate armour. I fucking loved that character.
    >> Anonymous 05/08/09(Fri)10:58 No.4500717
    >>4500704
    Ah, the Temple Tendancy. I really want to use those Thor-hating bastards, but my games are saturated with the Serrated Query and the Logicians.
    >> Anonymous 05/08/09(Fri)11:00 No.4500721
    >>4500716
    Another Sororitas character started with the plate armour, a great weapon and charged an emplaced heavy stubber. Guess how long she lasted?
    >> Anonymous 05/08/09(Fri)11:00 No.4500722
    >>4500717
    For extra kicks, have them being manipulated by a Thorian Inquisitor who wants to see if his potential messiah really has what it takes. Then throw in some Horusian shit.
    >> Anonymous 05/08/09(Fri)11:01 No.4500729
    >>4500721
    About 10 seconds.
    >> Anonymous 05/08/09(Fri)11:02 No.4500737
    >>4500729
    Pretty much. The guy telling the story said her player ran out of the LGS after that. Apparently she was fresh out of D&D. Silly girl.

    And this thread has just hit autosage, I believe. Shit.
    >> Anonymous 05/08/09(Fri)11:03 No.4500740
    >>4500737
    Yeah. Want to kick off another DH thread?
    >> Anonymous 05/08/09(Fri)11:06 No.4500757
    >>4500699
    It branches off into three: Branch the First is your battle sister; Branch the Second is the Diogolous, who tend to be more about REEEEEEESEARCH and reading, tend to get lore, and are much more investigation oriented, and don't get anymore combat skills until they finish the branch; Branch the Third is the Hospitaller, who are more about healing, they get skills that might be useful in combat, but really only for surviving long enough to give treatment. As a result of being healers, they get plenty of peer skills, as well interrogation bonuses.
    >> Anonymous 05/08/09(Fri)11:08 No.4500768
    >>4500740
    Sure, give me a moment.
    >> Anonymous 05/08/09(Fri)11:11 No.4500797
    New thread up at >>4500784
    >> Anonymous 05/08/09(Fri)11:22 No.4500876
    >>4500635

    All the basic gun-toting battle-nun skills are in the rank before they branch off, actually.



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