/40krpg/ 40K RPG General

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War. Not the wargame. Not Chapter Master. Or Space Hulk. The Roleplaying game.

Book Repositories (If you're planning o downloading any Rogue Trader materials, read the .txt file in the RT directory.)
mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg
Shield of Humanity PDF
mega.nz/#!xlRWBaiI!MmOEkMse0wHVsyLDGbZJVGUXgVEuB9lWSyVl6ZhvgGM

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries. Not updated past DH2 core.
40krpgtools.com/

40k RPG Combined Armory (v5.43.150418), containing every piece of gear in all five lines. Not updated with any DH2 content.
mediafire.com/folder/i3akv9qx9q05z

Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.6.0), Veeky Forums made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things
mediafire.com/view/kpl4pvkdiidvg6n/Fear_and_Loathing.pdf
mediafire.com/download/2zfoc5jo7s7vrb5/The_Fringe_is_Yours.pdf

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mediafire.com/download/2zfoc5jo7s7vrb5/The_Fringe_is_Yours.pdf
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seriously that mechanicus weapons thing last thread, wtf

Not to start shit, but he posted it on Reddit too. They seemed to like it.

>They seemed to like it

It was a fucking nightmare of poor choices and overpowered bullshit. How did they like it?

>He posted it on Reddit.

That's how.

Anyone ever created relics or one-off items for their games? Deathwatch deals with relics a lot but has anyone made others?

Used to play DH years and years ago with my friends and I was thinking about running a campaign for my current group of friends. Can someone give me a tl;dr of the difference between the old rules I played by and the new rule set?

Use it next time you want AdMech adversaries for an Ascension party.
Howerver, I really like the idea of a bonus for recoilless weapons like lasers.
Allow heavy weapons to be fired unbraced on semi- or full-auto burst (for Predator wanabees with a multi-laser), and maybe reduce the BS penalty for firing in full-auto.
Will have to look at plasma and graviton weapons, though. Are they supposed to be recoilless?
On a sidenote, there is no stats for the lascarbine or lascannon in DH2, despite mentions of them in some gear of traits entries. Get your act togheter, FFG!

Nobody commented on my DH2 homeworlds, so I guess they weren't that bad.

Unnatural (Characteristic) is additive rather than multiplicative. Advancement is no longer rank-based. Shooting is +10/+0/-10 instead of +0/+10/+20. Righteous Fury allows 1d5 rolls on the crit table rather than directly adding damage. You can overwatch with a Single Shot now. There's likely others I forget about.

Throne Gelt is gone in favor of an abstract wealth system and classes are gone.

The new class system is basically Homeworld->Background->Role. It's better if you trust your party to make good characters with interesting concepts, worse if not because it is easy to make broken bullshit. Though it is an easy game to punish people for trying to munchkin thankfully.

all of what this guy said, plus psykers are more dangerous now because they can't cast fettered and have to roll Phenomenon on any dubs regardless of success, and perils are more common on that table.

And there is some other stuff I can't recall.

Where you the one doing all the homeworlds and backgrounds? They where pretty good.

You should clean them up and put it on a PDF. I'd add it to my games.

You got Influence as a new characteristic, some subsystems are included/steamlined (requisition instead of $, subtlety, cells, certainly others that I forgot), the xp cost of talents and skills is dependant of your affinities (like in Only War). Roles and backgrounds are separated (instead of choosing the techpriest class, you choose sage with the adeptus mechanicus background).

Nothing to nitpick? I wasn't totally satisfied with some of them.
>You should clean them up and put it on a PDF. I'd add it to my games.
Thanks. My passion being the dregs of mankind, I'm doing a few pages about mutants and abhumans. I'll add the homeworlds to it when it's finished.

Horrific abomination of AdMech weapons guy here.
Thanks for the help, the file started out small but I've been adding to it and it may have spiralled out of control.
Any comments on the non-weapon stuff? Shit which is too horrific to exist as it is and needs to be changed?

My only nitpick is that I think Schola is better as a Homeworld, kind of like how Highborn is even though it really isn't.

Though I wasn't sure if that was even you arguing for it to be background or not.

Have you looked in The Fringe is Yours in the OP, and Chivalry Intensifies pdf that's posted around every so oftern? Those have all the Taghmata and Knight gear already in them. If you don't like those two books, you can still use them as a guide.

As a benchmark, The Fringe is Yours is a TT to RPG port, and mixes between medium and high power gear. Chivalry Intensifies is high powered in comparison to The Fringe Is Yours, going by a more fluffy direction, but has more stuff on knights like throne imprints and all.

>mediafire.com/download/2zfoc5jo7s7vrb5/The_Fringe_is_Yours.pdf

I haven't actually. Thanks, will take a look at them.

How would you stat the TF2 mercs as reinforcement characters for DH2e?

The Heavy is an ogryn with a heavy stubber. Sniper is...well, that's obvious enough. The spy becomes woefully underpowered because knives and sneak attacks aren't worth nearly as much, though.

Could give the spy a special ability that gives him additional d10s per degree of success on a surprised target.

19th for the agri-world of Lolita

Engineer is some techpriest and his collection of Tarantula defence turrets.
Pyro is just your average Armageddon Steel Legion guardsman.
Scout is some soon to be dead hive ganger with a large stick.

Demo man is either a frenzied maniac with an Eviscerator or your standard grenade launcher.

>either

/40krpg/, tell me a tale of how it all went to hell.

Once upon a time there was a nation of happy people. Then Erebus appeared, and fucked everything up. The end.

...

I once did a complete conversion of all AM gear for a campaign, including troops. All based on the tables from The Fringe is Yours and going by fluff.
I considered it strong, but what you have is ourtight ridiculous.
Unfortunately my computer got corrupted by chaos just recently, but I might redo it all at some point.

>the tables from The Fringe is Yours

You know, for the sheer amount of autism those books and tables contain, I can't begin to say how helpful they've been. If only FFG released something similar.

Magnificent.

I'll probably redo the file using those tables, looking through them now and they look like they'll make things really useful. Previously I'd been either basing weapons of the closest other weapon or just trying to make the stats up on the fly.

...

I've created (well, converted) a few Relics into Deathwatch for the Republican Commandos. They're fairly powerful, but one off, and hilariously, they run counter to half the team's builds.

Photonic Blade (Blood Angels)
Melee, 1d10+2E, Pen 12
Fleshbane, Blind, Master-Crafted, Soul Blaze
Two Handed, grants the Fear (1) Trait against enemy in melee combat, or increases the bearer's Fear Rating by +1.

Gladius Invictus (Ultramarines)
Melee, 1d10+8R, Pen 10
Power Field, Balanced, Master-Crafted, Tearing, Shield-Mocker, Duelist's Edge

Burning Claws (Space Wolves)
Melee, 1d10+10E, Pen 8
Power Field, Master-Crafted, Proven (4), Tearing, Armorbane
Add +1 Damage per Degree of Success (+2 when equipped with a pair).

Parthinian Serpent (White Scars)
Basic, 100m, S/-/-, 2d10+9E, Pen 12
Accurate, Master-Crafted, Pinning, Precision Shots, Preternatural Targeting

And the new Qualities...

Shield Mocker: Ignores protective fields, and ignores armor granted from combat shields, storm shields, etc.

Soul Blaze: Upon hit, enemy must test Willpower, or catch fire. Fire inflicts 1d10+4 damage, wounding vs Willpower.

Precision Shots: Enemies suffer a penalty of 5xDoS on BS test to Dodge. Against Hordes or Formations, the bearer may selectively target enemies with a Called Shot option.

Preternatural Targeting: The bearer ignores ALL penalties to his Ballistic Skill test when firing this weapon. Bonuses are applied as normal.

Remember, these are one offs, and each player had to essentially fight for it and go on a spirit quest of their Legion's history to unlock them.

Wow.

I actually started redoing it, while I still think it's on the strong side, it's less overpowered and fits in better with non-ascension or deathwatch games.

What are the dumbest things your party has been afraid of both in and out of character?

>In character: Laundry list of weird Voidborn superstitions and rituals to ward off horrible Warpy death, 45% made up on the spot to weasel out of excessive work, 50% real, 5% who the fuck knows.
>Out of character: Can't think of anything off hand

Small local xenos-life forms, Basically tiny, easily frightened pink slugs with somewhat acidic slime which lived in mines..

One dropped onto a guardsman's and he started flailing about, trying to shoot it off his helmet and failing.

Later, they saw another crawling into a narrow and tried to pursue it, falling into what was basically a nest of them and almost dying.

They were there to investigate a mutant cult.

Did they almost die from the fall or the slugs?

The fall left them stunned, the slugs let out high pitched squeal and slithered in all directions.

Multiple applications of 1D5 damage to someone who threw away their helmet because it was "Infected with xenos filth" stacks up, especially when the players remain in the pool of slugs frantically slashing with their knives rather than trying to get out of the acid.

Children. Thanks to that malignancy that gives you irrational nausea.

What kind of challenges will i face taking the Mutant background in Dark Heresy 2e?
I've been told we have a "radial" inquisitor more or less, but just how difficult will it be to deal with "normal" imperial citizens?
Are they mostly fuckwits who don't care/are too afraid to do anything or is every asshole i meet gonna want to kill me?

>What are the dumbest things your party has been afraid of both in and out of character?

Sealed mechanicus vault hosting a psychic and sentient cogitator located in abandoned necron catacombs under a surface of remote and isolated planet.

Granted, they were unaware of the origin of the catacombs both OC and IC nor the fact what was nested in the vault.

They just stopped breaching the wall as soon as mechanicus sigil emerged under the layer of stone, turned 180 degrees, packed their stuff and sped away in their vehicles, never looking back.

Expected from humans, but they were a sizeable kill-team of mid-level Space Marines.

Tech-scorn and haywire fields. I guess Warp effects in general. Too many bad events have been caused because of our Psyker player, and much pain has been wrought upon me as a servant of the Omnissiah.

My last character was afraid of birds and was terrified of fire It was because he had high insanity and corruption and a dick ass teammate shooting me with a fucking flamer and everybody dodging except the guy with 53 Agility.

>Afraid of birds
>Terrified of fire
>Lord_of_Change_says_hi.webmavi

He even had a Fearless talent and would take on strong ass mutants and daemons 1v1, but seeing a torch would send him into panic mode.

Aren't daemons on the list of things Fearless doesn't protect against?

Hope you punished them with some renown loss and an objective fail.

That's Jaded that only protects from mundane horrors.

Fearless
>Whether through fervent loyalty or a derangement of the mind, you are impossible to frighten or unnerve. You are immune to the effects of Fear and Pinning, but to disengage from combat or back down from a fight you must first succeed on a Willpower Test.

Not really, the item had nothing to do with their objective. They punished themselves enough by losing the Librarian after angering the cogitator though.

Oh right. The two are together so often I forgot.

What is a good Resistance to take in Dark Heresy 2e?
Heat and Poison sound smart.

Is it better to be a big smashy guy using Frenzy and having no dodge or parry or aim for a Castigator/Heavy Stubber/Other bigass weapon if you have a lot of strength?

Fear. There is no better resistance in game.
Poison being distant second.

And psychic powers.

Sorry, you're right. Fear > Psychic Powers > Poison

Oh! That sounds smart. I'm probably going to have a lot to fear, especially the other Acolytes.

I'm not very experienced with the game, i only played 1e once. Do you have any advice on the "bigass melee frenzy" vs "heavy weapon" thing? I have strength and offence aptitudes, but no defence or finesse and i have one "choose any" so i could take weapon skill OR Ballistics skill. If it matters I'm a chirurgeon, so i can make drugs and whatnot.

Post all that you have of your character currently.

I haven't done anything that involves rolls because i want to do that in the presence of the GM so nobody calls me a dirty cheat.
Penal Colony Homeworld
Mutant Background
Chirurgeon Role
Toughness, General, Fieldcraft, Intelligence, Knowledge, Strength, Offence, aptitudes, with toughness coming up twice (Penal + Chirurgeon) so i get another characteristic one of my choice.
Resistance (Fear), Peer (Criminal Cartels), Weapon Training (Low Tech, Solid Projectile) Talents.
Acrobatics, Athletics, Awareness, Intimidate, Logic, Medicae, Scrutiny, Tech-Use, Survival and lores in Chymistry, Underworld, Criminal Cartels and Mutants as skills (spent most of my XP on skills, with 300 left for characteristic advances or talents)
Haven't decided on any gear.

Unless if you actually pick up BS from your extra aptitude and you get lucky on the roll, you'll likely be shit at actually shooting things. With your setup, I'd recommend picking up Agility for mobility and mobility talents since going melee doesn't do shit if you can't get there and for cheaper Dodge.
Speaking of which, rethink what you're spending your exp on since going with Dodge and Parry = ded character in combat

But if i take Agility then both my BS and my WS will be shit. 99% of Agility Talents are either Defence or Finesse, neither of which i have so they will still cost quite a bit.
I could certainly cut down Criminal Cartels and Tech-Use.

Looking over the talent list again maybe you are right, a lot of it uses Fieldcraft which i do have and much of it is pretty darn useful.

If for whatever reason you wanted to, you could also buy up Operate a bit and get a bike, a trike, or a fucking sentinel with your starting acquisition. I would recommend getting guard flak armor first thing though.

Update, i contacted my GM and did my rolls.
My "Starting Mutation" as a mutant was "Swollen Brute" and i got 40 on WS so I'm packing a WHOPPING 40 WS, 47 Strength, 45 Toughness lineup.

My DM recommends i pass myself off as a runty Ogryn. Should i still go for Agility or maybe just go all in on Weapon Skill? Weapon Skill would reduce Parry so i could take that instead of Dodge and get a fancy shield.

Parry doesn't help when someone shoots you and doesn't help with getting into melee closer especially now that you're down 1 AB for movement. Picking Unnatural Agility COULD help with that, but it would otherwise be not that useful.

Since you have 47 Strength now, you're eligible for picking up Bulging Biceps, though if it is worth it or not depends on your BS.

Still, going with WS isn't a bad idea since, well, the melee talents use it but you will pay more for Dodge and Agility.

Also, why did you pick Chirurgeon anyways? What was your idea for this character to do?

>Autocorrect wants to turn Chirurgeon into Neurosurgeon for some reason
Well, I'm sure blades will be interacting with brains in some way.

Well i didn't think I'd get such huge WS and Strength/Toughness. Maybe i should change to some other role? Penitent seems similar, but the loss of knowledge will be the biggest change.

I wanted to make a tough medic that could heal people and still be useful in a fight. I figured i could make combat drugs and stuff too to make myself or others more effective.

Why shouldn't the admech of all groups have access to outrageous small production gear when you have weapons like the Vindicaire rifle+pistol that not only exist, but is fielded to an entire force of specialists?
The IoM is well known to have some ridiculous equipment stockpiled, but rarely used. However, the moment this comes up in play, you howl about how overpowered it is.

There is Crusader with Knowledge, Offense, Strength, Toughness, and Willpower.

What are your other aptitudes at?

One thing that is really good for Crusader is Willpower since you can use the extra aptitude for WS, though with Pentient you could do the same and get WS and Willpower. The Crusader bonus is pretty good though, but the Pentient bonus can be good with high soak.

Also, if you ever pick up Frenzy, get Battle Rage asap because repeated failed rolls to not roid out can result in an assload of damage to the party and allies. Parrying during frenzy is good too.

If possible, get a Best sword or a Best great weapon because +10 to WS for attacks and parrying.

Crusader gets Knowledge, but loses Intelligence. My Aptitudes are Toughness (From Colony) and either Offence or Fieldcraft (From Mutant) I can't really change these (at least not without having to reroll everything) so Role is the only thing i can change.

WS 40, BS 34, S 47, T 45, AG 34(remember i move 1 AG bonus slower though), INT 31, Per 37, WP 28, FEL 31, IFL 23. I burned the reroll on INT because i got snake eyes on that first time.

Well, could see what the other players are making and if any are smart techy dudes, it can be a load off your character. One thing with Toxic (1) from being a mutant is that since you'd have a very high soak from guard flak armor and 4-5 TB, you can afford it in melee with others that if they do damage, they have to make a -10 Toughness test or take 1d10 E damage that isn't reduced by armor or TB.

Wouldn't it be wiser to take Unnatural Agility to basically cancel out my penalty though? I suppose this is really the only way to get Toxic at all...
Anyway i swapped to Penitent so my Aptitudes are now Toughness, Fieldcraft, Intelligence, Agility, Strength, Offence, Weapon Skill, General after swaps. Hopefully i can make a mighty character out of all this!

More likely I will die horribly to an Ork with a Burna or a Cultist with a sniper rifle though.

Well, Unnatural Agility would basically do only that and help dodge maybe 1 extra hit from a semi/full auto burst or perhaps being a bit sneakier with Stealth.

Do Dark Eldar count as Chaos?

No.

How is Only War for running a game about tank crew?

>Are they mostly fuckwits who don't care/are too afraid to do anything or is every asshole i meet gonna want to kill me?
Little of both.
The average menial will avoid you entirely, those with some power may/will fuck with you.
If a priest gets wind of you, pray he doesn't rile up a pitchfork crowd.
Most Imperial institutions will refuse to deal with you in any capacity.

Fear/Psychic/Cold+Heat (depending on campaign)/Poison, in that order.
Also, since there is an "Other" slot, I fill it with Fatigue/Stunning/Falling Prone.

okay /40krpg/ I would like some input, I am planning a Dark Heresy 1st Ed game. The plan is that the group will be salvaging archeotech ruins for a Techpriest expedition on the Strank. The plan being to unleash something horrible to require an entire quarantine of the planet pending a full joint Mechanicus/Inquisitorial investigation. During this time I plan to have the players stranded in the swamping marshland days from any real civilization other then primitives and whatever they can scavenge.

I would love some ideas on horrible things that can happen in the swamp, since im Australian I aint got much idea of what can go wrong in that environment.

Any other ideas would be brilliant. I know they will defiantly have to deal with several groups of tribals, which will be fun to showcase the derivatives of worship even among the faithful.

There are some problems with LR tanks' durability in combat.
Basically, know what you are dealing with.

Who cares about real swamps?
Quickmud, Fist sized spiders that walk on water and have a very deadly venom (doubles as loot for people into poisons and with survival/chymistry/medicae/whatever) and noxious gases that cause the party to be repulsed by food, leading them to starve themselves unless they make WP checks, possibly even needing Toughness checks not to throw up!

My RP group is mostly people who aren't as into 40K as myself (and one other guy), but I love Dark Heresy and I've only had a few proper sessions. Do you anons think that the rules are solid enough to lend themselves to a different sci-fi setting or does the setting carry the game?

>horrible things that can happen in the swamp
>since im Australian
You already have an idea, you are Australian.
The biggest fears in a swamp is infection and disease. A cut, in a hot, moist environment, can and will infect damn quick. Illnesses such as space malaria/dengue fever are debilitating, if not lethal.
Depending on how much the water table is equal to the soil or above, simply finding dry land and fuel for fire is a challenge.
Creatures are generally smaller, but often poisonous. Reptiles like snakes (often poisonous, such as copperheads and water moccasins) and turtles (look up snapping turtles if you want to see some scary shit, they can get fucking huge) and amphibians are everywhere.
The heat is damn near unbearable, hot, humid until night falls, then it becomes wet and cold.
Mud, man. The mud is everywhere, sucks at your feet constantly, and it fucking STINKS, man, stinks so bad, even worse if there is a shitton of skunk cabbage around. Then you have the bramble bushes with their inch long thorns.
Speaking of plant life, you have rotting vegetable matter everywhere, and can be damn hard to find decent food to eat if you aren't familiar with what is poisonous and what isn't. That fungi there is poison, that one isn't, the only way to tell is one has faint specks on the stem. Better, you have shit like razor grass in the Florida Everglades that will slice your skin and clothes to ribbons unless you walk thru it in a certain direction.
As for larger animals, you will have larger herbivores like deer, smaller carnivores like coyotes, and larger predators, usually a solitary big cat.
Sprinkle 40k on all of this to taste, serve chilled.
Because real swamps are godawful places and require a fairly specific mindset and knowledge to survive for more than a few days.

Why is it easier to requisition a Sentinel than a Great Weapon?
I would have imagined a large walking military vehicle would be harder to get than a big sharpened piece of metal.

Same reasons why it's easier to get an AR-15 than a battlefield capable katana.
One is massed produced in the billions by a huge military machine, the other is a archaic item that doesn't see much current need or use.
Further, one of them is commonly decommissioned for civilian use as a heavy loader, the other is only a weapon.

Thank you user. That is the exact kind of nasty shit I needed to know!

So other than that it should work out OK?

There will be some wiggles here and there.
You gotta make sure the entire group can contribute to the game, and I think that is the hardest thing.

You could try to sell it on them.
DH is fairly modular on how far into the lore you need to go.
I once ran a DH based game where everyone was part of a underhive gang, taking territory, setting up alliances, dodging the law.
It used everything from 40k, except the things that are fronted to make it popular.
How many people know about Necromunda?

You're welcome.

That wasn't the problem. The issue was that the stats for the weapons were off the mark and the special rules got clunky, overpowered and redundant at areas.

Trying to fix it but I'll probably just use the "The Fringe Is Yours" stats for Taghmata weaponry.

I made a to do list for DH2 houserules and conversions. Opinions? Anything horribly redundant (just very redundant is not a problem)?
Homeworlds:
Battlefleet Dynasty
Fortress World
Schola Progenium
Blighted Schola
Inquisition Fortress
Tainted Bloodline
Darkholder
Pleasure World

Backrounds:
Militarum Tempestus
Commissariat
Departmento Munitorium
False Man
Secessionist
Ordo Sicarius
Kasballica (more Mafia-gang than ganger scum Outcast?)
Death-Cult
House Imperialis (Great Noble house as organisation, rather than characte origin)
Cult of Red Redemption
Solarite (variant of Ministronum?)

Roles:
Bureaucultist
Pathfinder/Scout
Commander
Saboteur
Recidivist/scum(charlatan)
Warden/Enforcer (for bodyguard and manhunter chars)

Elite Advances:
Imperial Stormtrooper
Lost Home
Mind-Cleansed
Infil-traitor (expansion to M-C, similiar to Psyker-Astropath)
Sworn Radical
Famulous Protegé (for Highborn, Tainted Bloodline, Battlefleet Dynasty only?)
Ascension (Transition Packs from the DH1 of same name?)

Other:
Add Sorcery, Mechanicus Talents, Daemonyms, and Influence talents from Ascension, rework Corruption as in Radicals Handbook

How different would the Munitorum background be from the Administratum at large?

Some of these look straight up ripped from DH1e, which isn't an issue outside of the fact that the lore wouldn't really uphold it, like Cult of Red Redemption being something particular to it's sector.
Half the backgrounds and roles step on the toes of the ones already established, like how Adept covers most bureaucratic adeptas, so why is Departmento Munitorum and Bureaucultist there?

I would like to differentiate various big divisions of big organisations, such as Administrativum (vanilla, Munitorium, Officio Medicae) rules wise, not only as straight bonus to primary skill, but also through interaction, peer, requistion and other special rules.

Maybe just to create Alternate Backround Rule would do.

Yes, some of them are (and RT) as I miss them. But lorewise names are still WIP, I would not be so worried about Redemptionists (they are unique to Necromunda AND Calixis, so thats two), Kasballica is one that needs generic grimdark rebranding.

The list would need some cutting, I just wonder which of those similiar could stand on their own. Bureaucultist could be represented by Adeptus Arbites Fanatic I guess. So scratching that.

Maybe use the similiar ones as Alternate Backround Rule, for Officios and Departmentos of Administratum and Orders of Adepta Sororitas.

>Cult of Red Redemption being something particular to it's sector.
The Cult of the Red Redemption started in Necromunda, which is emphatically not within Calixis. It's safe to say it's a widely spread thing by now.

And the DH1e books says it's particular to that sector, on a handful of planets, if that.
Yay, lore conflict.

Had my first ever game of Dark Heresy 1e on Saturday. It was also my first time using something other than a d20 system, and I find that I really prefer it. It makes the differences between characters more apparent and widens the amount of bonuses/penalties you can get to make each decision seem important. Through lucky rolls and by having the longest range weapon my character got every single kill. Praise the Omnissiah!

+++Ordo Redactus will be with you shortly, please prepare your cogitator and memory for data-scourge, praise the Imperator+++

Well, there is no such thing as canon... according to the GW