▲ 2 r/40krpg

Why can Astropath Transcendents only take Endurance

As their motivation? It seems a little weird. I overall really like the path system but that last step, particularly for astropaths but to a lesser extent for rogue traders feels... odd, I dunno there's just something missing.

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u/DaniTheGamer6 — 7 hours ago
▲ 2 r/Hewlett_Packard+1 crossposts

Troubleshooting my Omen 15 GPU

So my Omen laptop gives me a black screen whenever I switch to Discrete Graphics. I've switched to Hybrid Graphics, and when I went to the device manager, the GPU is hidden and even once I reveal hidden devices, it says that the GPU has been disconnected somehow (Code 45). I have tried updating the drivers, both via Windows 11's route and by downloading them from NVIDIA. Anyone have a fix, or somewhere I can go to find one?

https://preview.redd.it/ymffpnvy0aeh1.png?width=1462&format=png&auto=webp&s=9ef10186c56fc1a66561f0cc82f3192cb926ff70

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u/DaniTheGamer6 — 6 days ago
▲ 4 r/40krpg

Puzzled by Torpedo Rules

So I'm reviewing the space combat rules for Rogue Trader, and it looks like with the way torpedoes work, you can go from way beyond macrocannon range to instantly hitting with torpedoes range before the enemy can react, which goes against what I understand of how torpedoes are supposed to work in 40k from games like Battlefleet Gothic, BFG: Armada etc.

My understanding is it goes like this: My ship moves up to its move (let's say 6 VUs), then I shoot. As soon as I do, the torpedo also moves up to its speed (10 VUs for a regular torpedo), then if it comes within 1 VU of an enemy ship, I make my hit roll. That gives me an effective range of 16 VUs before the enemy can react at all, which is beyond even the maximum range of regular macrocannons and lances (12 VUs, and that's with a penalty).

Am I reading this right? Are torpedoes the ideal long-range weapon in Rogue Trader? I'm trying to get a campaign started where space combat is a big part, but this seems very odd, not really in line with the high-risk high-reward close range weapons they're presented as. I worry my whole party could get one-shot if they fail an initiative roll against a Cobra-class destroyer, or that they could trivialize even heavy warships with these.

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u/DaniTheGamer6 — 8 days ago
▲ 1.2k r/DarkTide

New players: DO NOT ATTACK DAEMONHOSTS

Do not go near them. Do not look at them. Do not shine a light in their faces, and DO NOT SHOOT THEM. Best thing to do if you see one is tag it and avoid. You can tell if one is in the area by the frightened whispers.

I'm posting this here cuz it coulda saved my squad a lot of pain when I started last month had I come upon this post, and because I was just in a squad with a newbie who made the same mistake I did, blazing away at it when it wasn't fully awake. There's little to no reward for killing one except you get a penance the first time you do it, and trust me there will be opportunities!

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u/DaniTheGamer6 — 11 days ago
▲ 245 r/40kLore

1000 psykers a day seems like a glaring weakspot

For like, the entire Imperium. With half the IoM cut off by the rift I'd think just the loss of all those inbound blackships would cause a severe shortage, nevermind the long term effects which would be that the IoM would have to shovel a far greater percentage of its psykers into the Emperor's gullet, starving it of Astropaths. Moreover it really makes Abbaddon's whole "slowly strangle the Imperium rather than take Terra" thing not quite make sense, since you wouldn't even need to take Terra, just camp the Mandeville point for a few days or raid the Black Ships hard enough, and big E starves to death. I can't imagine they'd have more than a couple week's reserve in the Sol system either, since keeping tens of thousands of psykers in one place seems like an extremely bad idea.

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u/DaniTheGamer6 — 27 days ago
▲ 10 r/Eldar

Would a Ynnari corsair army work?

Title. I've been away since 8th, I gather warp spiders are in, dire avengers are in, but what about corsairs and the Yukari detachment? Do they combo well together?

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u/DaniTheGamer6 — 2 months ago

Is this still usable?

So back in last edition I made some vets with volkites and close combat weapons, as was the style at the time, and I spent a great deal of time kitbashing them to get it just right. Now vets can't have chainswords and volkites. Would anyone object to me running these guys as just regular vets with volkites and no CCW?

u/DaniTheGamer6 — 2 months ago