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Warhammer 40,000: Rogue Trader

For discussing role-playing video games, you know, the ones with combat.
MadPreacher

Post by MadPreacher »

The_Mask wrote: June 20th, 2023, 22:26
I'm not an expert at all, so I wouldn't know. I've never had to deal with anything Warhammer related before. Someone even bitched I got the title wrong. lol
You should see the artwork for 40k. It will quickly highlight how wrong this game is when it comes to capturing the actual feel.

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Humbaba
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Post by Humbaba »

MadPreacher wrote: June 20th, 2023, 23:44
The_Mask wrote: June 20th, 2023, 22:26
I'm not an expert at all, so I wouldn't know. I've never had to deal with anything Warhammer related before. Someone even bitched I got the title wrong. lol
You should see the artwork for 40k. It will quickly highlight how wrong this game is when it comes to capturing the actual feel.
Yet anudda complete brainlet take from our favourite arse bandit Jim.
NIGGER NIGGER NIGGER NIGGER
Alright Jim, just cool down, and elaborate on your points-
NIGGER FUCK YOUR MOM NIGGER NIGGER NIGGER NIGGER NIGGER
Alright then.
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The_Mask
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Post by The_Mask »

Alright, this one is goofy af. WTF... LOL



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Post by maidenhaver »

40k is the complete opposite of metal.
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Humbaba
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Post by Humbaba »

The_Mask wrote: June 21st, 2023, 15:29
Alright, this one is goofy af. WTF... LOL



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That's what Rogue Traders tend to look like, if you think that's goofy then I don't think 40k is the setting for you.
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Post by GhostCow »

Warhammer always had shit art and I'm tired of not saying anything about it
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The_Mask
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Post by The_Mask »

I think it's the pants, that tend to look like the classic bard/jester. And maybe the mole there. It feels like what a comedian/jester/bard would put together to mock a noble, or something.

But yeah, if that's normal for 40K, then sure, I can adapt.
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The_Mask
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Post by The_Mask »

Speaking of art: https://roguetrader.owlcat.games/news/en/26

DAEMON ENGINES
JUNE 22, 2023
“Daemonic fury, bound into the shell of a metal beast and set loose upon the galaxy. Tell me, mortal – have you ever seen such a glorious sight?”

Warpsmith Vhostokh, Scourge of Diesos

Many dangers await those who plow through the Koronus Expanse. One of the worst of these are the spawn of Chaos, and even among them Daemon Engines do stand out.

Daemon Engines are gigantic battle machines that prowl on mighty piston-driven limbs. To compare a Daemon Engine to an ordinary vehicle is folly, for each of these beasts has its own malevolent sentience rather than a crew. Bound within the battle-scarred metal of each Daemon Engine is the essence of a raging warp entity, imprisoned in a physically indomitable body and weaponised in order to better serve the forces of Chaos.

The Imperium has little concept of how these affronts to sanity came into being. Even amongst the servants of Chaos there are few who understand how these monsters are created. Beyond the soul forges of the immaterium, creatures of the warp are bound in nooses of rope woven from the hair of murderers or with chains fashioned of scrimshawed bone. These captive Daemons are dragged screaming into the flame-hearted citadels of the Dark Mechanicum. In the molten heat of the forges, Warpsmiths trap these Daemons within the rune-bound hulls of the giant metal abominations they have created. The screaming fiends must then be bludgeoned into submission until the time of battle is at hand. Dozens of machine-thralls are lost with the creation of each beast – a minor setback given the raw power these monsters provide.

Like monstrous hunting beasts, the Daemon Engines lope across the battlefield to tear apart their master’s prey. Whether lash-tentacled Maulerfiends or lumbering, gun-mawed Forgefiends, these prized pets of the Warpsmith obey his every command with instant ferocity. Such daemonic war engines are not cast into battle lightly, for they are valuable assets. Most commonly a Warpsmith will send his bestial servants to seize some vital artefact whose power he desires, or to annihilate a foe or rival whose continued existence can no longer be tolerated. Given the soul-scent of their luckless victim, the Daemon Engines prowl out across the battlefield with single-minded determination, not stopping in their hunt until their victim is strewn in bloody tatters across the field of war.

Forgefiends & Maulerfiends
The Forgefiend was originally devised to sow death amongst enemy forces from afar. Roughly centauroid in form, the torso of this Daemon Engine boasts twin weapon-mounts that carry hell-forged parodies of Imperial armaments. The most common Forgefiends are created with pairs of hades autocannons in place of their primary limbs, rotary gun-clusters that allow them to scythe down masses of enemy troops and even lightly armoured vehicles with contemptuous ease.

When a Daemon Engine is forged in the citadels of the warp, part of the fire that burns there is transferred into the heart of the engine itself. It is this brimstone-scented furnace that powers the engine's mechanical motion, but also that provides the baleful energies it pours into the ranks of its foe. It is not normal bullets that fly from the muzzles of the Forgefiend’s guns. Instead, it spits out red-hot phosphor shells that are extruded from the twisting, convoluted cables that churn and writhe inside. Hidden intestinal tracts feed steaming, large-bore ammunition into each autocannon’s chambers, each projectile bearing the taint of daemonic flame. Forgefiends can devour metal just as easily as flesh; when well fed, they can maintain a glowing salvo of shells for several minutes before stopping to gorge-load more raw materials into their interior feed-hoppers.

The pulsing energies of a Forgefiend’s furnace are not always employed to produce solid ammunition. Some sport flex-sheathed plasma weapons of ancient design, weapons so large they would look more at home on a light aircraft than a land-bound walker. Those Daemon-beasts the Imperium have nicknamed Cerberites bear no less than three of these ectoplasma cannons, one mounted on each weapon-limb and one jutting out from their maws. These cannons were once prized artefacts, dating back to before the Heresy, but the Warpsmiths have perverted them into something far worse. Gargoyle-mouthed and drizzling balefire, the searing energies these devastating weapons hurl outwards are a hybrid of plasma and burning ectoplasm channeled straight from the Forgefiend’s tainted heart.

The Daemon Engines known as Maulerfiends thunder towards the foe like monstrous attack dogs loosed from the leash. Their eyes glow with balefire as ectoplasmic drool drizzles from their fanged maws. Their thick front limbs end in articulated claws powerful enough to tear a Dreadnought limb from limb. Should they catch a squad of infantry, they will scissor them apart or crush them into paste with a flex of their massive talons.

Also known as Stalkers or Scalers, Maulerfiends have strength and agility enough to climb sheer surfaces – nowhere is safe from these Daemon Engines once they have the scent of their prey in their olfactory vents. If even a single Maulerfiend makes it to the walls of an enemy emplacement, it will clamber across the vertical faces, tapping with its claw-pincers until it finds a weak point before peeling open a large section and forcing its way inside. Because of their utility in siege warfare, Maulerfiends are used extensively by the Warpsmiths of the Iron Warriors. Even the most redoubtable Imperial strongholds will fall into deathly silence once a Maulerfiend has breached the walls and set upon the fleshy bounty within.

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Helbrutes
Helbrutes are twisted mockeries of the Space Marine Dreadnoughts they used to be, combining the firepower of a small tank with the mind of a frenzied maniac. Each Helbrute holds a living creature within its plated metal chest – a Chaos Space Marine driven over the edge of madness by a never-ending cycle of war.

A Helbrute is piloted by a warrior who has suffered extreme damage on the field of battle. The critically injured warrior is then bound into an amniotic sarcophagus at the walker’s heart connected by nervous system implants and mind impulse units to the controls of the battle engine. However, while loyalist members of the Adeptus Astartes consider it an honour to serve their Chapter for eternity as a Dreadnought, Chaos Space Marines consider such a fate to be little more than a living death – a torturous, mocking punishment from the Dark Gods. They abhor the thought of such a miserable half-life locked away in a dank and imprisoning womb, where they can no longer drink in the sights of battle with their own eyes or feel the kick of a boltgun in their fist. For them, it would be better to die and find final release in the maelstrom of the warp than to spend eternity locked in an adamantium shell.

As a result, most Helbrutes are completely psychotic, even before the warp melds the metal of their prison with the flesh inside. A creeping insanity, mingled with desperation and fury, eats away at them over the long millennia. Between battles, the sarcophagus containing the pilot is disconnected and dragged clear of its armoured shell to lie inert and seething in the darkness. The Helbrute is chained like a beast when it is not actually fighting, for fear that some residue of the pilot’s soul may send it into a berserk rampage. As the ships of a Chaos Space Marine fleet approach their prey, the Helbrute’s heavy weapons are prepared and loaded, its power scourges and hammerlike fists are daubed in fresh blood, and its sarcophagus is installed. The madness of the Chaos Space Marine within burns ever fiercer as he rises from his dormancy. Once the fleet’s warriors have landed, the Helbrute is unleashed, a lunatic beast of flesh and metal intent upon venting its rage on everything in his path.

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Defilers
Defilers are truly massive beasts of war, twice the size of most other Daemon Engines and with a temperament to match. The ground shivers and melts as they stalk towards their foes on six massive, segmented legs, their great pincer-arms twitching and snipping with an impatient need to slice through warm flesh. The Defiler’s crab-like body supports a daemonic torso that carries an array of deadly weaponry, ranging from reaper autocannons to racks of highly explosive missiles. It is the battle cannon mounted in its chest turret, however, that is undoubtedly its most potent armament. Each hell-forged shell that thunders out from its growling muzzle is capable of crippling a squad of Space Marines in a single earth-shaking blast.

Those foes fortunate enough to survive a Defiler’s barrage of shells must then face its full fury at close quarters. Built with piston- driven claws to grab and crush the enemy, and boasting whirring blades or whip-like flails mounted on articulated limbs, the Defiler charges into the foe, crushing and grinding as it smashes aside all opposition. Its mechanical growls drown out the cries of the wounded and dying; trampled corpses and severed limbs are left scattered in a red path behind it as the Defiler rampages through the enemy’s ranks.

Like many of the Warpsmiths’ creations, a Defiler’s animus is provided by a bound Daemon of Chaos. When the immortal ire of this imprisoned entity is raised, the Defiler powers forwards on its clanking legs, spewing death with its guns. The Defiler rejoices in battle, for only then can it enjoy the blissful release of slaughter – once the feeble warriors of the Corpse God have been crushed, the Defiler will once more be bound in runic chains by its masters and dragged hissing back to the forges until it is needed once more.

The mere names of these malevolent machines alone inspire horror and disgust in the hearts of humans. We foresee, Lord Captain, that you too shall face these Chaos abominations. And prevail against them… hopefully.

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Emphyrio
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Post by Emphyrio »

The_Mask wrote: June 21st, 2023, 15:29
Alright, this one is goofy af. WTF... LOL
it would look like normal 40k if it was a man, but it's current year so its a weird desexualized man-woman. Boobless armor, no waist, no hips, eyepatch to blemish the face, masculine stance, clothing artificially widening the shoulders.
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Humbaba
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Post by Humbaba »

Liberal pls, 40k never had sexualised women.
HURRRR *drools* *posts sororitas boob armor* sexx....
Oh goodness how lewd :roll:
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The_Mask
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Post by The_Mask »

He looks kinda nutty.



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Humbaba
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Post by Humbaba »

Looks like a fellow stable genius.
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Humbaba
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Post by Humbaba »

Psyker background confirmed, nice.
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The_Mask
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Post by The_Mask »


Owlcat Games
@OwlcatGames
The Imperium extends over a million worlds, spreading across the vast majority of the explored galaxy. The Cult Imperialis unites countless people scattered among stars in the ideas of loyal service to the God-Emperor and fanatical Imperial tenets.
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The_Mask
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Post by The_Mask »

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Rogue Trader Combat Survival Guide
Surviving on the battlefields of the 41st millennium is a challenging task, even for an experienced Lord Captain and their trusted retinue. In this article we’ve gathered some hints that will help you master ground combat in Warhammer 40,000: Rogue Trader.


1. Planning Your Turn

How many times have you made a move in tactical combat only to find out that the enemy is no longer visible from a new position? In Rogue Trader, we’ve solved this problem - simply click on one of the tiles available for movement, and a ghostly figure of your character will appear in that tile, from where you will be able to check line of sight and ability ranges. You can then confirm the movement by clicking on the same spot again.

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2. Moving and Attacking

Normally you are unable to move after making an attack, and only one attack is allowed per turn. Pay attention to the flashing red icons when you hover the cursor over an ability - it shows which of them will be blocked after this ability is used. Also note that abilities provided by a character’s Doctrine may allow for additional attacks or movement, so read their description carefully.

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3. Momentum

When you damage and kill enemies, your party accumulates Momentum - a special resource that represents the flow of battle and opportunities arising in combat. When it’s above a certain threshold, you can spend it to launch devastating abilities called Heroic Acts. Similarly, if things aren't going well and your party has suffered a lot of damage, Momentum will also be very low, at which point you will gain access to Desperate Measures - another type of powerful abilities that come at the cost of significant negative effects. Both of these can turn the tide of battle, so use them wisely.

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4. Cover

Cover is useful to shield yourself against incoming fire. It comes in partial (half-shield) and full (full shield) forms for different levels of protection. Make sure that your flanks are protected when using cover, and note that smaller cover elements are destructible, or else you may end up finding out what a bolter shell tastes like.

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5. Pushback Weapons

Shots from some heavier weapons such as the legendary bolter may push the target back, forcing it to collide with an obstacle or even another enemy for more damage. Use this to your advantage against tightly packed groups of enemies and in crowded spaces.

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6. Volley Fire

Firing in volleys in Warhammer 40,000: Rogue Trader doesn't require selecting targets - you choose a direction of fire instead, three tiles wide. All units in these tiles have a chance to be hit, but hitting targets in the center of the arc is more likely. Aim your bolter and enjoy the firestorm!

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7. Cone Weapons

Never leave the safety of your ship without flamers and shotguns. They use a cone-shaped area of effect that can't miss, so cover will not save the enemy. And even if someone's lucky enough to dodge by jumping out of cover, they become a perfect target for your other guns. Burn them for the Emperor!

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8. Charge

Charge is a reliable way to get into combat and make an additional attack on the enemy. Just make sure there's a straight line to your target and none of your friends are on the way. The Emperor protects!

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9. Groups of Enemies

Encounters with many enemies can get tedious in turn-based combat. This is why we've implemented a squad-based system - weaker enemies will fight you in groups, taking their turn at the same time. They will move and shoot simultaneously, making turns faster.

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10. Penetrating Shots

Fancy purging multiple xenos or heretics in one shot? Then bring in the big guns! Some weapons, such as bolters or sniper rifles, are powerful enough to penetrate the target, hitting other enemies behind it! A well-placed shot may give you a serious tactical advantage.

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11. Perils of the Warp

The warp is dangerous, and its power comes at a price. The more disturbance that is caused to the veil between reality and the warp by reckless, frequent usage of psychic powers, the higher the chance that the psyker will suffer Perils of the Warp - a devastating backlash that causes various nefarious otherworldly effects.

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Now, Lord Captain, you should be ready to step onto the battlefields of the 41st millennium.

Let them know your name!
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The_Mask
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Post by The_Mask »



"Knowledge is sacred. The raison d'être of every Cult of the Machine follower is to preserve the wisdom of the Cult and multiply it in any way. Immense knowledge and impressive technology lead to a power capable of conquering worlds... or destroying them." *

*the tweet had some spacing and capitalization errors, which I have fixed. Otherwise the words in it are exactly the same.

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Humbaba
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Post by Humbaba »

Who painted the mark of Tzeentch on the carpet?
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The_Mask
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Post by The_Mask »

I don't even know what that is. But if you're not trolling, then... I don't know. That is a mystery we shall have to solve.
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Fedora Master
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Post by Fedora Master »

"multiply it in any way"
WROOOONG
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Fedora Master
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Post by Fedora Master »

Also stop posting those press kit news you retarded nigger, we don't need Infinitron 2.0
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Post by Ratcatcher »

Humbaba wrote: July 11th, 2023, 20:28
Who painted the mark of Tzeentch on the carpet?
Kairos Fateweaver ofc. In the past. Maybe in the future. The present belongs to Tzeentch.
The_Mask wrote: July 11th, 2023, 20:35
I don't even know what that is
Funniest of the Chaos God.
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The_Mask
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Post by The_Mask »



To be a commissar is to lead by example and to punish the cowardice, treason and heresy on the field of battle. Rogue Traders with this background are iron-willed, battle-hardened veterans who know the price of unquestioning loyalty and can quickly make a difficult choice.

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Fedora Master
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Post by Fedora Master »

Why do you insist on bringing Codex Culture to the HQ?
MadPreacher

Post by MadPreacher »

The_Mask wrote: July 13th, 2023, 19:01


To be a commissar is to lead by example and to punish the cowardice, treason and heresy on the field of battle. Rogue Traders with this background are iron-willed, battle-hardened veterans who know the price of unquestioning loyalty and can quickly make a difficult choice.

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The_Mask
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Post by The_Mask »

Fedora Master wrote: July 13th, 2023, 19:21
Why do you insist on bringing Codex Culture to the HQ?
I've learned through our chat that quite a few people don't have Twitter, and don't plan on making an account. I also doubt that many of them are also going to the Community tab on YouTube and looking at every single one of their posts, for every single day, to see these pictures in order to have an idea what Rogue Trader is about.

It's me bringing artwork to you, without you having to give Owlcat any clicks.

And besides, it's not bringing any Codex culture here, it's me posting about the RPGs that I am interested. And also, for your convenience, I curate the inane stuff they might post: for example, I didn't include yesterday's post. Which was inane.
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Post by Fedora Master »

Fine, I believe you. I still don't see the appeal of the irrelevant cringe posts. "News" to me constitutes stuff like release dates, delays and patch notes, not "We made a picture wowe" though.
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The_Mask
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Post by The_Mask »



Sometimes the Rogue Traders strike lucrative deals not in brightly lit halls, but in shady alleyways, trading with no less shady figures. Merchant Rizza is one of those figures, and trading with her may bring you the most curious items.

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