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[DCM]
Tilter at Windmills






Manchester, NH

Look back in this thread and you'll notice that the only game which seems to be centered on Marines IS based on Deathwatch. Makes sense.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
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Made in us
Tunneling Trygon





In D&D terms, they should be epic level- 20th level minimum


Well, they have the fluff, and then they have the rules. Guardsman fluff says they're normal, if burly and experienced, dudes. And in the 40K tabletop game, three or four can easily take on a Space Marine in hand to hand and win. The fluff doesn't exactly match the rules. The fluff doesn't really even match itself.

That actually brings me to another thing in the fluff that makes no sense: In a typical game of 40K, you're going to see at least a squad or two of Marines get killed. How is it that these guys are living hundreds of years, and dying in the dozens per battle? Do they fight one battle every five hundred years?



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Made in us
Fixture of Dakka






I played WFRPG a long time ago.
It bases on percentages and flows very nice. The only issue alot of people have with it is the advancement.
As with alot of the old Warhammer setting, it takes one to a lot of super detailed and long, round about ways of learning something. True, you do start out as somewhat of a lowly peasant, and early characters last about five minutes, but if played the right way, it is an awsome system and even a walk down the lowly streets of middenhiem can be an adventure in itself.
The adventure that I absolutly love, would have to be the hienrich adventures. These were a series of small scale adventures that brought the party to a small isolated town in the middle of the border princes, and tries to kill you with a full scale zombie invasion by everyones favorite necromancer.
As for fluff, the whole game was an awsome detail packed one with your every little nuance of the middle ages, mixed with the warhammer fantasy universe. Maybe that might be one of its detractors, but it was on the whole very detail extensive, and it is a thing that does not bode well with power gamers and munchkins that like to level off to 30 or 40 quickly and slay demons and bark at the moon.
To hear of a 40k game of the same calaber is a bit like the Inquisitor one was to me. compleat and utter gak!

One absolutly grabbed me by the gonades was the fact that GW once again was trying to make money under the guise of " trying something new". Its not enought that the company couldn't make up thier mind about the core game, it had to go about making a super detailed game in 54mm scale. everyones scenery, figs, and gear for playing a game was now supposed to be taken at face value as " oh, you don't need all of that stuff." Never mind the fact that specialist games are the red headed stepchildren, its even worse in that the game could seamlessly been an addition and possibly an attatchable system for small scale scermish combat sans Necromunda/ Gorkamorka. I had the absolute ass that they continue to pull these sort of short sighted manuvers that cost them and us millions of hard earned coin, and dont expect anything less with a warhammer 40k RPG.
Of a hundred space marine initiates, maybe three or four make the cut.
The average IG grunt lasts five to fifteen hours.
The Eldar are a dying race, who bear thier young, and how long before they are destroyed along with thier small craftworlds?
The Necron have no playable characteristic other then kill something alive and spawn scarabs/ necrons/ tombstuffs.
Chaos has maybe two more things that they can do, aside from kill everything, they can convert others to the cause and maybe spawn a bit more mutations for a laugh.
Tau have the greater good, not much to do in tearms of RPing. Maybe try to get chaos under thier control, convert a few Tyranids to the cause.
The Nids have the hive mind, they don't have alot of time to play RPG's. Kill eat spawn.
Orks are orks if they don't fight then they fight someone else. " ok, i roll a 2D10 to bash your face in."
and pretty much on and on.
If a 40 k RPG uses the same game mechanics as Warhammer Fantasy, then its going to be an exercise in super detailed gruesome death punctuated like " is that all?"
As for fluff, I could easily pick up the books for that, but as a game, it would end up taking time away from playing games of real 40K or fantasy.
OF COURSE.....
If the idea that would naturally spawn off of such an exercise give you the chance to play scermish 40k, and you can advance your figs, and upgrade thier gear, make tactical decisions on a more personal level then " move unit X, shoot unit X assult unit X" would be a nice change, and would give alot of interesting options to Roll playing and playing the game in a new level of freshness.
Something along the way of old school Space Hulk, or Tyranid Attack, where your adventure gives you the oportunity to advance through warfare, and pick up equipment from the battlefield and add it to your stash. Maybe be awarded after the battles with equipment, territory, or units, characters, or other options.
The issue of it being sustainable, and being able able to keep your attention and ability to have a good time will be the real test. Inquisitor fails miserably in that regard, in that after the core book, it was like.... " Thats All, Folks!" that is so typical of GW's branch games.
Of course, I would like the chance to play a lowly grot, and see how long I could live in the 40K universe, or an Inquisitor, or a Chaos Marine commander and burn down a couple of worlds for Khorn.
Sounds like fun.



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Tunneling Trygon





It bases on percentages and flows very nice.


Some of it does... But other parts are a lot like 40K/Fantasy, in that they use D6s. I found the system to be overly granular and too arcane. A D6 is fine for mass battles, when dozens are rolled at once, but for smaller scale stuff, it doesn't fly.

I'm a big fan of the d20 system. I've heard people say that they hate it, because 2nd Edition was complicated and had lots of obscure rules, and that's somehow fun for them. I'd imagine that WFRP has some of the same. I don't really get that logic. The ruleset just needs to be intuitive, flexible, expansive and fast. Nothing, IMO, has done that like d20. I don't need the rules to tell the story for me, I need them to stay out of my way while the story happens, but be there if answers are needed.

A d20 version of 40KRP would have been preferrable to me.



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Veteran Knight Baron in a Crusader




Oakland, CA

Well, after reading through this thread, let me see if I can address a few points.

First, Green Ronin developed the 2nd Edition of Warhammer Fantasy Roleplay for Black Industries, who simply published the result, and the system has generally received good reviews. Naturally, everyone has their own opinion, but it retains the lower-power-level grittiness of the original, along with its fairly lethal combat system. It does make one think twice before charging into the crowd of beastmen.

Green Ronin is also developing Warhammer 40K Roleplay, which is a classic pen and paper RPG, without the miniature/tabletop overtones of either Inquisitor or Necromunda (which were never really intended to be RPGs anyway). The system will be similar to that of WHFRP2, but not the same. 40K's background requires a different treatment, and they are making sure it gets it.

They're still in playtesting, so it's impossible to say anything definite about the system, but Black Industries published a playtest report on their BLOG that was heartening.

It is scheduled for a GenCon 2007 release, and I'm very much looking forward to it.

You can find links to all the press releases and information they've released about the game at www.scholaprogenium.com/news.html
   
Made in ca
Deathwing Terminator with Assault Cannon






It's been pretty much confirmed it's NOT d20. That's fine with me as there's already a glut of d20 sci-fi RPGs on the market - Star Wars, Traveler d20, Trinity d20, just to name a couple off the top of my head.

I expect the marketing strategy to be the same as WFRP - small expensive, but well-produced hard covers.

I've pre-ordered Dark Heresy and the Game Master's Kit - Amazon is predicting a March 5 ship date currently - which is subject to change of course.

This game is something which has interested me for a long time - I've done a number of home-brew conversions (including a mish-mash of Inquisitor and BESM), but it'll be nice to have a professionally laid out product that I can just open and use.

Anyway, GR/BI did a great job reviving WFRP, so I'm pretty confident that Dark Heresy will be a solid game too.
   
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Road-Raging Blood Angel Biker




Canfield, OH

The thing about the 40K Storyline is that if a player gets too good or cocky...add Lictor, Officio Assassinorum....not ahhhh well a dragon eats you. "You hear a pop, as you snap your head to it's location, Battle Brother Steve, drop's to the ground in a dull crunching sound....His honorable life, cut short, as blood pools over your boots. =][= Smith say's "S*!T, Space Marines are hard to come by!" Bang Turbo-Penatrator....to the eye socket, that will teach you, to say "I can use that Daemon weapon right?" Roll up a Penal Trooper now if you wanna play again.

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[MOD]
Madrak Ironhide







There are things other than dragons in D&D.

Monsters with character levels, for instance.

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