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  1. http://www.drivethrurpg.com/product/108564/Only-War-Core-Rulebook?src=slider_view
  2. This seems really cool. Are there any plans for the app on Windows Phone?
  3. If it's dust as the name "Lacuna dust" implies, I'd assume it comes off with time (assuming you're moving around, sweat will probably make it run on your skin, and it would probably shake loose of clothes). A shower or similar will probably remove it from skin (a washing for clothes), and wind or rain (weather in general, really) would probably damage the coating too. Likewise, touching an item that has been covered in dust will probably disturb the coating, and handling it regularly (as you might a weapon) will probably remove it fairly quickly...
  4. Uses of penal legionnaires include: Clearing minefields. The first wave of an assault. Urban combat (and other cramped areas where fighting is guaranteed to bleed your forces heavily). Distractions. Rear guard during a retreat. Good source of men for impromptu firing squads. Examples to motivate the troops. Giving them lots of combat drugs, having them mount bayonets, and charge. If they all die before reaching enemy lines, well, you'll be able to mark enemy gun nests and such for artillery. If they do reach enemy lines, you push the button after some time (so the legionnaires can inflict as many casualties as possible. Bomb collars don't give a **** if whoever's wearing them is alive, after all), thus decimating the defenders, before ordering an artillery barrage to shatter them even more in preparation for the wave of your actual soldiers instead of criminal scum. If, by some miracle, some Legionnaires survive their tasks, you'll probably push the button and send to the Emperor's side anyway because they're no longer any kind of useful fighting force with the casualties they've almost certainly taken, and they're expendable and utterly replaceable anyway.
  5. Trying to take over the ship the way described is a suicidal endeavor, really. Darwin Award tier. They'd be up against numerically superior defending forces with better training and equipment, on their home turf, which is tight quarters with lots of choke points. It'll be a massacre, especially since the enemy is alert and prepared for possible things like this. That's not even saying anything for the inevitable response from Imperial authorities, which will likely play out with the ship's armsmen as the anvil, the Arbitrators and PDF as the hammer, and the mutant rabble as the material in between. If they do go forward with this plan, just narrate that they get stomped on, captured/killed by Imperial authorities, and executed for heresy after being disawowed by the Inquisition. No place for idiots in the =][= That said, invading the bridge is a possible tactic, and if they think of doing it, you could narrate it as something like "the bridge crew and the hive gangers clash around you" and then have the Acolytes fight the Captain and a few others of the command staff.
  6. Given reactions I've witnessed across several forums, I'd rather say there are several consensuses, depending on the vocal majority and what sort of (mis-)information they've been spreading. We all know (I hope), that the material is conflicting when it comes to a lot of details, yet depending on where you look, people propagate a specific interpretation as "The One Truth", either because it's the one they like most, or because it's the only one they know. Word of mouth then leads to it catching on. Unfortunately, the Lexicanum wiki is a major culprit here, as it is often referenced as a source even though much of its content is biased due to how the individual editors chose to incorporate the material. And then, of course, there is the common ground propagated in the official material, though I'd say it is far smaller than a lot of people seem to believe. In my opinion, the worst case is when one of these "community consensuses" actively ignores the contents of the original codex material. Even though those writings are no more "right" than any other product, it's always sad to see when its existence is not even acknowledged. And from what I've seen over the years, a large number of fans is woefully unaware of what their favourite army's codex says. Just take the many discussions about Chapter size, for example. Oh, yes, I get you here. There are misconceptions, and at no point did I claim there's just one consensus. It really grinds my gears to see people complaining about Khorne having been twisted by GW and that he used to be honourable "in the old fluff", when there's literally no fluff to support those claims, for example. But there's a general consensus, even if the details vary. You know, on things like "Space Marines are exclusively male". The fact that power armour isn't tissue paper that can be penetrated easily by lasguns also tends to be included here. This is from the 7E Codex: In perfect conditions, at close range, a laspistol has enough energy to blow apart a skull. A lasgun, under ideal conditions and with a good shot, is capable of burning through unarmoured flesh and taking off limbs. It's better than a modern ballistic weapon, but not by much (a 12.7mm bullet can take off limbs quite easily). Given the average power of 40k infantry weapons (that fire 20mm armour-piercing explosive shells, monomolecular discs, golf-ball sized slugs, beams that literally tear you apart to your constituent molecules, and so on) that's pretty low-tier. Except, purely by mechanics, 85% is kind of overstating it. A lasgun has a 33(.333...)% chance of penetrating armour, and a 66(.666...)% chance of not. That's a discrepancy of about 20%. If you factor in the To Wound roll needed, the chance becomes 11% to successfully penetrate both the Marine's armour and his fabulous abs to cause damage. Even a 4% deviation is pretty hefty. And that 11% chance is not to penetrate. It's an 11% chance to instantly kill the Marine. See where I'm going with this? The game mechanics are simplified abstractions that are influenced by the need for game balance. Additionally, for example the autocannon (AP4) has exactly the same chance of getting past the armour save on a Marine as a lasgun, despite being a massively superior weapon. So I'll stand by my statement that game mechanics aren't a good source of judging these things, because A) they're simplified abstractions, and B) there is a need to maintain game balance.
  7. Yes, it is "just as canon" (or just as not-canon) as anything else. But that's the point: the fandom doesn't really have a right to slam an author for using their own interpretation over what the individual fan believes is "right". That in this case the author's interpretation seemed to align with the tabletop that's at the core of it all is just icing on the irony cake. Criticism is pretty much unavoidable, as we all have our own preferred vision of 40k, but it should never go as far as an author feeling obliged to change things in the next iteration, when there is no "right" way to do it. That's arguable, because there is, while the details may vary, a general idea or consensus on how things work, usually based on existing canon material and the official GW codices. And what authors tend to get slammed for is deviating from this idea significantly. Like having lasguns being capable of killing Space Marines like their armour isn't a factor. Or making Eldar into Slaanesh-worshippers that loot Leman Russ tanks for being "better-armoured" than Eldar tanks. Or having Terminators toss one-ton Lictors hundreds of meters. Or having jump packs work in an entirely different way to all material published before it. Or... you get the point. I'd disagree, because going by pure mechanics, a Bolter is inferior in killing power to two lasguns. There's no lore that really supports this. The bolter is pretty much unilaterally portrayed as being much massively superior, which makes sense given that... well, it fires 20mm armour-piercing explosive shells and the lasgun is a laser weapon that can barely blow off limbs... Note I'm not denying that lasguns can penetrate Astartes power armour, I'm disputing that they're as effective as the game rules would imply. A 1/3 chance to penetrate with the most basic weapon in the galaxy makes the armour pretty much tissue paper tier. The "a platoon's worth of lasguns can kill a Space Marine" is going by mechanics, btw. The chance for a lasgun shot to kill a Marine is 1/18 (1/2 to hit, 1/3 to wound, 1/3 to get past armour), which means a platoon of 20 men is pretty likely to kill a single Marine with massed lasgun fire by game rules. Fluffwise, the lasgun has pretty much always been portrayed as significantly weaker than it is in mechanics. Like, for killiness, mechanically two lasguns (with BS3) are equal to one bolter (with BS4).
  8. A good example of harmful community intervention, and the rampant SM fan exaggeration. One just needs to take one glance at the tabletop stats to see that lasguns are quite capable of punching through Marine armour. They just don't do so reliably, hence the Marine at least gets to roll for the Armour Save. Marine durability is something that greatly varies in depiction. You have examples like the Abnettverse (where Bolters and other MEQ-tier weapons tend to cut down power armoured Marines like so much chaff). But the term "Abnettverse" exists for a reason, and he has his own ideas of things regarding 40k, to put it simply. Granted, there's not exactly a unified 40k canon anyway, and a lot of authors tend to put their own personal spin on things, but the point stands. There's also Nightbringer by Graham Neill, where a Marine in power armour literally bounces autocannon fire off his pauldrons (with cracks and not much else inflicted on the pauldrons in doing so), and The Rewards of Tolerance by Gav Thorpe from the Space Marine collection, where a Space Marine's chestplate no-sells shuriken fire, off the top of my head. Additionally, Rynn's World has Pedro Kantor tanking Hydra autocannon fire with a combination of his armour and an Iron Halo. Granted, the last depiction makes it clear that he isn't capable of surviving an extended bombardment, but killing Marines with autocannon fire is still basically beating the **** out of them with huge shells until the armour gives way. Which says a lot about the armour's durability, given that autocannons are designed to and capable of killing light armoured vehicles like Chimeras. Additionally, we have three different depictions of Tau pulse rifles against Marine armour. Tau pulse rifles being generally considered to be equal power-wise to Bolters, FtR. From Blood Gorgons, we have 500 Tau soldiers in line formation firing repeated volleys and failing to kill Chaos Marines. They do heavy damage to their armour, granted, but still fail to inflict any serious wounds. From Savage Scars, we have a Marine tanking a dozen pulse rifle shots at close range, and while he's injured, it's not enough to neither kill nor incapacitate him, and he proceeds to get up again and wipe the floor with a Tau tank. From Fire Warrior, we have a pulse rifle failing to do anything but superficial damage to a Marine. As in, the pulse rifle barely scorches the paint on his armour with repeated shots. And even assuming high-end lasguns (as in, lasguns easily capable of blowing off limbs at short range, which is roughly equal to a .50 caliber weapon), Marine armour is still (going by visual depictions) several inches of armour on everything that isn't a joint. This is then on a superhuman capable of ignoring damage that would have a normal human bleed out in seconds equipped with far superior weapons, reflexes, experience, and mobility compared to a Guardsman. So, no, SM durability being sufficient to ignore massed lasgun fire pattering off their armour like rain is not "fan exaggeration". It's just as canon as "a platoon's worth of lasguns can kill Space Marines" and other lowball depictions. Additionally, the tabletop is pretty bad as a source for such things, IMHO. It's called game balance. You can't stat weapons and armour exactly as they are depicted in the lore without shooting any pretense at balance straight to hell.
  9. Well, you know, you can still play a Psyker in RT if your GM allows you to. DH has rules for Sanctioned Psykers, after all. More importantly, crunch =/= fluff. The fact that there's no option in the rules for getting (or being) a sanctioned psyker in RT doesn't mean it's impossible for a Rogue Trader to get their grubby hands on one lorewise. The thing is, psykers are not wizards, which appears to be the thinking applied to Lady Ash. A rogue psyker isn't just an issue of "whoop-de-doop, the Imperium doesn't know about their existence", it's a ticking time bomb and harboring one is usually something that nominates you for a Darwin Award. Additionally, the slightest rumours of harboring an unsanctioned psyker is going to bring the Inquisition down on your behind like a sack of bricks when you're coming back to Imperial space, regardless of the fact that Imperial law does not apply in the Expanse. As for your last point that she might stay on the ship, well, that's quite false given how she's out wandering on Port Wander, where the chances for detection are significantly inflated, and it's noted in one of the sidebars that she serves as Fel's right hand, presumably using her powers in such a role. You are aware that psykers can detect other psykers, yes? It's a thing you can do with the psyniscience skill mechanically, even. Additionally, it's obvious she's not an Astropath since she's not, you know, had her eyes burnt out, and Navigators have this very distinctive feature called a third eye. Need I say more? I'm more or less chalking that one up to the entire thing being poorly written. No need to think of complicated in-story reasons for why it's written that way when Occam's Razor exists, really. Sure, if you're running it, you can come up with one, or you can just change that part. Also, if something in the Warp told her, well, that just confirms my point about Rogue Psykers being time bombs and Fel being a viable candidate for the Darwin Awards given that he relies on her as his right hand. Listening to voices from the Warp is not taking your first steps on the slippery slope, it's jumping straight off the thing. Are we talking about the same thing? Because I'm noting that the possible consequence (provided you botch the Perception roll) for crossing the Warp Eddies in the Koronus Passage is meaningless given the travel times involved, and that the consequence for waiting is rather negligible as well. That's why I'm wondering what point there is to the mechanical part of it, even though the Warp Eddies are, fluff-wise, a nice touch. You failed to actually address the point here, though. If you're in such a hurry to find the Righteous Path before Fel, why would you be taking a detour to Footfall and not delivering the pilgrims afterward, for example, since it shouldn't be too hard to house them for a bit in your ship while looting the Path. More importantly, why are things meant to proceed exactly the same way whether you do so or not, given that the detour to Footfall would take days at the least? Lady Ash vs the Orks... yes, let's say two armsmen with pistols hold off a dozen orks (because her written profile doesn't have any Telekinesis psychic techniques beyond the basic telekinetic one that comes with taking the discipline, which can't be used offensively, nor any other powers fit for fighting the Orks, making the other options implausible at best, and I'm not willing to grant that she has more powers than in her profile). She escapes. Or we can apply the same Occam's Razor as before, going by the assumption that the adventure is poorly written and that this was an oversight. I'm inclined to chalk it up to an oversight, as I said, given the general state of the adventure. It's easily rectifiable, but still supports my point that the adventure is rather poorly written. Then again, it's a prewritten adventure. Maybe I shouldn't expect so much. As for the reward... What do I want? Well, some ideas for actual loot that isn't an abstract number would be nice. Yes, PF is important, but just declaring that "you get extra PF from selling your loot" feels cheap, and it would be really nice to have some ideas for actual items and loot to give the Explorers. There's a vague statement to "look at the legend about the Path for inspiration". Said legend is practically useless for that, seeing as it has one line that mentions the Path might have lots of minerals, or archeotech, and that's it... I like the underlying idea. I like the setting (Magoros and its Pulsar in particular is rather cool). I don't like the plot because, as it is, it's a poorly-written mess.
  10. i can't believe this hasn't been mentioned yet ARBITRATOR FOREBODING A hive city Arbitrator delivers Imperial justice to lawbreakers of all stripes.
  11. Depending on whether the people I used to play with are interested. So I was thinking I'd start off with the adventure ("Into the Maw") in the core rulebook but I gave it a read and welllll... First off, what in the seven hells is Hadarak Fel thinking? Rogue Trader or not, what is the man doing with a rogue psyker in his employ? Second off, how does he figure out where to go so quickly after having his pet psyker briefly scan the mnemolith, when the **** thing is so ridiculously vague as to force the PC's to run around and find someone who's pretty much seen the place in person to identify the place? Third off, what is the point of the Warp Eddy (more specifically, the punishments inflicted, because I do admit it adds some nice flavor)? 1d5 Morale is fairly negligible and easily survivable for a prepared crew, and the -10 to WS and BS for 1d5 days is entirely meaningless when the trip takes a week or so. Fourth off, if you're racing with Fel to Magoros, why would you ever really consider a detour to Footfall (if you choose to rescue the pilgrims, you might as well drop them off after looting the Righteous Path)? More importantly, why does doing that not actually matter, since things apparently are supposed to proceed in exactly the same way whatever you do? Fifth, how exactly does Lady Ash survive the Orks if you leave her and the armsmen to their fates? It's explicitly stated that she's overcome, and the Orks survive to attack the party later, so how did she survive? Sixth, why does the special rules for fighting among asteroids not apply to the pirate fight, when that engagement was set in an asteroid belt too? It can be chalked up to an oversight, and is easily fixed, but... And seventh, the reward is outright lacking in imagination. Like, just Profit Factor feels really lackluster, and while the book says you can add stuff to the Path's holds, it still feels a bit cheap to just have Profit Factor as a reward. I'm honestly thinking of taking a lot of inspiration from the AAR " Into the Maw: or How I Became Incredibly Wealthy" instead of running it as written. Anyway, for anyone who's run the adventure, thoughts on it? Also, any other tips to be had for someone GMing RT for the first time?
  12. If it was that easy, it'd have been done before! Imagine this... It's not one super-psyker, it's a single amalgalm body (think Franken Fan + human centipede) that any Magos Biologis and Adeptis Astra Telepathica savant would consider a great heresy of fused bodies and minds. What about the horrible effects that the psykers would undoubtedly suffer as their (still) inferior form struggles to contain the might of the Emperor? And when it dies, don't let the players know whether or not the Emperor has just been killed again the problem with it is twofold, really: A) the Emperor can barely keep up the astronomican to the "brightness" needed to cover the current Imperium with the archeotech psychic amplifier in the Throne and a great deal many other psykers to assist him, removing him from it (and thus extinguishing the astronomican) will throw the Imperium into utter chaos B) you still need a way to get the Emperor into it, and I'd like to see the way you would go about bringing this... thing into the Imperial Palace and before the Golden Throne to transfer Him into it
  13. Page 203, OW CRB: Going by the description of it, and its depiction on miniatures, it appears to be a radio telephone, the sort a forward observer for artillery might lug around to coordinate with artillery batteries for example. For the Tech-Priest, it's probably just an integrated radio transmitter/receiver.
  14. How do they recruit? I can't really find anything on the subject. As a slightly related note: Would it be remotely plausible for a technologically-inclined Guardsman to get inducted into the Cult (as a low-ranking Adept) if, say, a Tech-Priest took interest and vouched for them?
  15. from a recent game I've been a part of: -your adventure starts with a frantic escape from your transport ship as orks board it -you make it down to the surface in an packed escape pod with around 40 people -hide in a cave to consolidate your position and plan for what to do next -realize that there's enemy forces coming down all the three entrances to the cave (but you blocked one and the other's a tiny crevice, so you only need to worry about one), you have less than 25 survivors because you had to give the emperor's mercy to the wounded (being as the only other option was leaving them behind for the mercies of a traitor prison camp), and you have no weapons beyond lasguns and a few frag grenades -battle begins -in less than a minute of combat, 12 of your surviving 23 are either dead or dying, and you're preparing for a last stand -throw grenades before charge, in hopes of killing and disorienting the enemy soldiers -no luck, enemy answers with grenade volley in mid-charge, cuts down practically everyone except the PC's and we ended there it certainly feels like the imperial guard, I must say
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