/40krpg/ 40K Roleplay General: Wacky Regiments Edition

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.

Book Repositories (If you're planning to download 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

Previous Thread: So, tell us about them regiments. Also, apparently the Combined Armory has a new version but said version wasn't actually given a link in the last thread.

Well, I made a WWI themed regiment inthe last thread.

Feeling like making some more themed regiments, and even a couple wacky ones.

Also, they really should've added an option to replace the lasgun with any basic las, solid projectile, or low-tech weapon for x points.

I really wish they had. At least you can just eyeball it with the costs by availability.

How does /40krpg/ handle the Dark Eldar in their games? I've been looking to run a DW with Dark Eldar antagonists, and I'm looking for pointers.

Aye. I'll probably make comparisons with the shotgun and lascarbine option in the kit, as well as eyeballing the ability to replace the laspistol with one of the sidearms as well.

I'll post my results on here when I feel confident about it.

I've never actually ran a 40krpg yet, but using what I know about the lore, stress the importance that it is in the PC's best interests to not be captured. Suicide would be preferable to it.

>How does /40krpg/ handle the Dark Eldar in their games?
Okay, as much as people mock "Nothing personnel kid" being a Dark Eldar schtick? The most terrifying possible thing you can do with Dark Eldar is make sure the PCs know that what the Deldar are doing *genuinely is nothing personal*. In the same way a farmer slaughtering a cow for steaks isn't in any way personal. The Dark Eldar will kidnap you and everyone you love, torture them, rape them, kill them, and eat them, maybe even in that order, for the lulz. And they don't even have the decency to see it as anything more than hunting moderately dangerous herd animals.
The thing that really solidified my OW group's hatred of Dark Eldar was the creeping realization that the Eldar assault on their position wasn't even based on military objectives or some grand Eldar plot or strategy, it was literally the equivalent of a nachos and beer run in the middle of an awesome party for the Eldar. All the murder, rape, cannibalism, torture, and ruining the grand Guard strategies was nothing more than that beer and nachos run to the Eldar.

I also tend to run them as grimdark sci fi Fair Folk, so take every Fair Folk/elf trope and superstition you know, add spikes and viciousness, and toss it onto the Dark Eldar. It'll help them a lot.

This. To the Deldar, you are not soldiers. You are in no way a military force. You're just a delightfully convenient gathering of slightly more challenging than usual prey.

And don't forget that, should the PCs manage to turn that "slightly more challenging than usual" bit into "actually something of a threat", the Dark Eldar DO NOT REACT WELL to this. They will hit back after a real defeat, and hit back *fucking hard*. Because the last thing they ever want is for you to think you actually can come out on top against them.

Tell me about your Only War Homebrews and Homerules.

OP is a faggot. Literally no reason to change the title except to make it less searchable.

How would that make it less searchable? It's just adding three words on the end of the usual title.

It lacks the string wh40k

You're just mad because I styled on you.

Between 40K Roleplay General and /40krpg/ I don't think we're hurting for search strings anyway.

What I've got so far, mostly because I'm tired mind you, is this:

>Replace Main Weapon with any Las or Solid Projectile basic weapon with 2 clips for 5 points.

>Replace Main Weapon with any Low-Tech basic weapon with 50 clips for 4 points.

>Replace Main Weapon with any Las or Solid Projectile basic weapon with 4 clips for 10 points.

>Replace Main Weapon with any Low-Tech basic weapon with 100 clips for 8 points.

>Replace Main Weapon with any Las or Solid Projectile* pistol weapon with 2 clips for 3 points. *Excluding the Stub Revolver.

>Replace Main Weapon with Stub Revolver with 30 bullets for 2 points.

>Replace Main Weapon with Low-Tech pistol with 50 clips for 2 points.

>Replace Main Weapon with any Las or Solid Projectile* pistol with 4 clips for 4 points. *Excluding Stub Revolver.

>Replace Main Weapon with Stub Revolver with 60 bullets for 3 points.

>Replace Main Weapon with any Low-Tech pistol with 100 clips for 3 points.

How's this for some Homebrew?

Feel free to add on to it, and criticize it as well, what could be changed for the better, or if you think it's perfect or not.

Probably going to make some sidearm variants of this rule for the pistol class weapons later, too tired to make one now.

But what I do want to make, is a Green Beret/Survivalist regiment that uses bows and arrows, as well as their knives.


Also, just realized this you can put most the basic weapon upgrades on the bow and arrow.

Sadly, no Grenade Launcher or Shotgun attachments. Sights, and Melee attachments, as well as some others are fine, however.

Also, if you equip both the Chain and Melee upgrades on your weapon, and got into melee, could you use the attachments as two weapon fighting?

Wait, I don't think you can, the spear is a two-handed weapon, and is therefore ineligible for Two-weapon fighting, I believe. Sadly.

Pretty good. I like to simplify things a little and just assume that if an addition is a Basic Main Weapon it gets the same amount of clips the regiment normally would get for its Main Weapon, and if it's a Sidearm it gets 2.

Really, the sidearm rules would be just for the Low-Tech weapons, as all extra weapons added to a kit are given 2 clips if not listed on the Standard Kit, as dictated by the official errata.

Plus, for stuff like the Stub Revolver and Low-Tech weapons, which have unusual 'Clip' sizes and/or reload differently, I gave them those amounts of ammunition I though appropriate. Feel free to change it however!

I'll probably also add rules for swapping and/or adding onto the basic flak armor.


Also, is it possible to remove the Unwieldy trait from a weapon?

It does mean you can dual-wield basic weapons with chain attachments though.

>Also, is it possible to remove the Unwieldy trait from a weapon?

Only to replace it with Unbalanced, as per the custom weapon pattern rules in Hammer. It's one of the melee positive change options.

I could see someone doing a really odd build with that.

Maybe Customized Variant pattern Combat Shotguns, with the character specced to be able to dual wield them and reload them fast.

Or perhaps specced to be able to unload as many shots as possible while running in to initiate melee combat, then dual wielding their chain blade bayonets.

[Gears of War intensifies]

And give them forearm weapon mounted heavy laspistols with extended barrels for shooting at fleeing enemies since it would have a range of 45m. Coincidentally, a shotgun with the extended barrel customization has a range of 45

I am now unhappy that you cannot put a chain or melee upgrade on a heavy weapon.

Because dang it, Bulging Biceps was made for that upgrade and combination.

Oh well, better just put it on a Boltgun. Except that none of the Specialists have Bolter training.
Autogun it is then.

Looking at pistol clip sizes, consider this errata to my hombrew rules.

>Replace Main Weapon with any Las or Solid Projectile* pistol weapon with 4 clips for 3 points. *Excluding the Stub Revolver.

>Replace Main Weapon with any Las or Solid Projectile* pistol with 5 clips for 4 points. *Excluding Stub Revolver.

This seems like it'd be better. Indeed!

In Only War are there ways for starting character to get gear outside the regimental kit other than from their specialty?

Weapon specialist gets 3 free weapon training talents besides heavy and exotic and the heavy gunner gets 1 free one that can't be exotic.

Mission assignment gear?

What do you mean? There's the 30 points you can use to expand amd/or upgrade the standard kit with, as well as 2 extra points per unused point in the making of the regiment, and the homebrew rules I posted in the thread.

If you mean in addition and not replacing, you use the however many points it costs for an item of their rarity to be added to the kit. The official Errata states that by adding a weapon this way also adds 2 clips for said weapon as well to youe standard kit.

There's also Specialist weapons and gear, and anything your players can requisition through Logistics.

While that is true, I don't believe any of the other specialists do, if I remember correctly.

I mean personal gear that isn't part of the regiment's standard kit. One of my players wants to start with a hellpistol without necessarily making it standard issue for the regiment.

Commissars get it to, but that is a given unless if they're a failure of a commissar.

Ah, I see. Well you can either just DM fiat it to him, or if he's a Storm Trooper they can get one as their starting gear, iirc.

If not, just have it as a semi-free requisition order and say that there was a mix-up with the Munitorum, and was then addressed to him.

But other than that, I'm not sure.

True as well. Though I suppose I'll just make them Autoguns with either the chain or melee, and the extended magazine upgrade to represent the both the Modern and Retro Lancers.

Makes sense too, since they do piss-poor damage in game.

I'll have to talk with him about that, thanks.

No problem mate, love to help out!

One of my common houserules is that I usually port back the DH 2e rules for Backpack Ammo/Power Supplies to the older games, especially Only War.

Is there any stats for the newer Skitarii/Cult Mechanicus weapons in the RPG?

Which ones?

I'm not sure if they're precisely the ones you're looking for, but The Lathe Worlds for DH 1e and Only War's Shield of Humanity supplement both had fairly advanced Mechanicus kit.

I'm talking the ones mentioned in the AdMech codexes for the wargame. Galvanic Rifles, Radium Carbines, Phosphor Serpentas, Arc Weaponry, and the like.

Ah, I don't think anything like that has made the rounds yet unless they came up in one of the DH 2e books. Still, you might find the Crimson Guard interesting to check out in Only War. Though be warned, they're daaaamned powerful.

There seem to be some kind of problem with the Rogue Trader - Koronus Bestiary pdf in the mega, text seems to have been corrupted at several places. Anyone know a work around, or where I can get an uncorrupted copy?

No, it has all been tainted by chaos.

Not sure on the latter, though problems with some of the PDFs on the Mega link are a known issue by the user who maintains it. Try opening some of them in different readers, like Adobe.

Btw, is it me or is there no option to put an additional reload to your main weapon in the kit?
Or to add squad gear, while we're at it. No need to have 10 compasses per squad.

Through the wonder of Mass Possession, we're now well on the way to breaking out of this prison ship. As it turns out, possessing the resident unarmed combatant with a Bloodletter is surprisingly effective.

Tell me about your Psychic Phenomena or Perils of the Warp.

I suppose those would be under the ammo availability and adding them via spending the points per kit thing.

That stuff is more of the regiment type and doctrine stuff.

>Btw, is it me or is there no option to put an additional reload to your main weapon in the kit?

You can do that by looking up the ammunition type's Availability rating and paying the related cost for an unlisted item of that rating.

>Or to add squad gear, while we're at it. No need to have 10 compasses per squad.

There should probably be something for designating equipment as per-character or per-squad, yeah. As it is, for this you'll just have to go with your gut and say "this is just one per Squad" or however you do.

What the fuck are either of those hellguns connected to?
And is that guardsman sticky?

What are clips and why do some have big clips and others have more clips?

Clips are the name of magazines/batteries/anything that's used as ammunition in general.

The Low-Tech weapons have more clips because they only have 1 shot per 'clip', these 'clips', being arrows, musket balls, crossbow bolts, etc. The Stub Revolver has a high amount as well due to it specifically using bullets in the kit's wording, and I feel that the amount they give it feels low for it's value.

The pistol weapons have 2 extra clips and a lower point cost due to them being pistol weapons with a much shorter range unless customised.

Has anyone ever used the traitor Regimental Drawback?

sounds like it could be fun

Deleted because I was only comparing to the laspistol. Other pistols don't recieve much ammunition in comparison to it.

New new errata:
>Remove all mentions of Solid Projectile from the pistol entries.

New Entries:
>Replace Main Weapon with any Solid Projectile pistol with 8 clips for 3 points.

>Replace Main Weapon with any Solid Projectile pistol with 10 clips for 4 points.

This way they have approx. equal shots to the laspistol, which has 20 in a clip. The Auto Pistol will end up having more than the laspistol, and the Hand cannon will end up with 50 shots max.

I feel like this slightly more balanced. Tell me if anything needs changes, or if you have any suggestions.

Here's what I have so far in regards to replacing armor, unsure how to apply it to other standard kits yet. Any suggestions?

>Replace Full Suit of Imperial Guard Flak armor with Feudal World Plate for 5 points.

>Replace Full Suit of Imperial Guard Flak Armor with Light Carapace for 7 points.

>Replace Full Suit of Imperial Guard Flak Armor with Storm Trooper Carapace for 10 points.

All this talking about different regiments really makes me wish I wasn't the only military buff in my group...

And, about that, anyone having recreated the Harakoni Warhawks for OW? Somehow, I always find myself intrigued by them

After being in the military Only War is so much fun

Anyone ever make a Grox Riding Regiment?

No, but I made a post-apocalyptic cazadore rider regiment. The Cazadore training program has really improved by leaps and bounds, you know. Now, cazadore mounts going berserk and murdering their riders accounts for only 22.43% of battlefield casualties! ...With a 10% margin of error. ANYWAY. The regiment has been deemed a success and more need raising. Any volunteers?

>Cazadore Riders.

You must be insane! To even try and ride Cazadores of such a size would be tantamount to suicide!

Nonsense, the new training regimen has reduced Guardsman casualties due to the mount to less than one in four. A perfectly acceptable failure rate for so deadly a regiment!

Eh, I'd rather a Grox. Means we can easily go through more men and the ferocity of a Grox is unmatched!

Plus, we can reduce costs by giving the guardsmen less rations! They or their Grox can eat them!

Apologies for my ignorance
What are the books I should have to play an Inquisitor?

DH1: CRB and Ascension are musts. Everything else is for whenever you want to go off the side somewhere.

DH2: CRB has an elite advance for Inquisitor.

Are there rules for playing as a Dreadnought in Deathwatch?

Thanks user

Yes, in Rites of Battle. The book also specifically says that Dreads should not be standard characters but something closer to Reinforcement Characters, because Dreads do only one thing well: Ded killy. Everything else is mediocre to sucky.
Also, they only let you play as a boxnaut, not muh Contemptor

>the all dreadnought party

>everyone has Alzheimer's disease

>suddenly they all forget that they're allies

This idea could make an entertaining "DBZ style" series of explosions and gratuitous violence.
And then this happens at the end of every season, just in case they don't get another season.

>What the fuck are either of those hellguns connected to?

Faith in the God-Emperor.

Has anybody else ported back the variable lasgun setting rule to the earlier games?

Night Lord brother, join me in taking out those mutants!
Great work brother, your primarch would be proud.

What is this "heresy" thing everyone is talking about?

A church! Let's burn it to the ground. "God-Emperor"? Down with your idols.

Why is everyone so tiny?

Everyone with sense does.

There's a contemptor and dorito in an excel sheet floating about somewhere.

I was doing the math on an old character and I spend about 6k experience a piece on skills and talents, but only like 2k on stats. How do you guys spend your xp?

I'm applying to play in a Deathwatch game where everybody is a reject of their chapter, sending us to deathwatch to participate in what they hope are suicide missions. I'm a Dark Angel who keeps accidentally spilling secrets. (i.e. "Man this would be much easier if we had any of our chapters around, 100 terminators at once would make quick work of these beasts....What, how many terminator suits does your 1st company field? Like, only 50? They're not THAT expensive to replace, is there something wrong with your chapters' archeotech factories?")

I was thinking devastator, but maybe tactical would be better since nobody's app'd a tactical marine yet.

Never played Deathwatch, but I've played other 40k RPGs, but not for very long at a time. Any advice?

Tac Marines have some definite bennies for themselves and the group, and having a single Devastator will usually cover most problems (Heavy Bolter: good against swarms and big bastards). Figure out what other people are doing, and try and build up some useful tactics synergy there.

I've never played a game that's lasted long enough/given us enough exp (50exp for single-handedly killing an Ork Nob with a Powah Klaw, really?) to see a pattern, but I spend most of it on the cheapest stats to advance.

>Start campaign with players as normal DW marines
>Second or third mission in, give them an objective in a warzone, allow them to finish
>Have them head to extraction point, see whatever transport it is get destroyed
>Ordered to hold ground while waiting for new transport
>Start swarming marines with enemies
>Have the marines start falling, avoiding any blatant "yeah your head exploded tear up your sheet"
>Just as last marine falls, remaining enemies are mopped up by new transport
>Narrated muffled dialogue as their nearly-dead bodies are dragged aboard
>Blackness
>Visual sensors are activated
>Welcome to Walking Boxes the RPG

There's a devastator already, with a heavy bolter. hence Tactical maybe being better. Sadly, it seems like sword+gun dual wielding is REALLY sub-optimal and virtually impossible for a non-assault marine, despite that being so iconic. Oh well. Looks like I'll just go for shootiness.

What are all Ogryn parties like in OW?

Wait, even better, an all Ogryn and Ratling party!

Shield of Humanity actually gives Ogryn World as a homeworld option, specifically for games like that.

This is how I plan to Only War.

Just remember to use the errata, natch.

Is there a way to remove the Primitive trait from a Bow in OW? I want to make a Stealth Survivalist styled regiment that uses them as well as easily craftable low-tech weapons.

Explosive arrows or ruling that you can apply the mono upgrade to arrows.

You can use Explosive Arrows to do so IIRC. Another option that doesn't strictly remove the primitive quality but can increase your damage output anyway is Envenomed Ammunition from Hammer.

Also if you want bows to be the primary ranged weapon of the regiment, I'd recommend using HotE to make them have +10m range and Accurate.

Thanks mates!

Would an Enginseer and Ministorum Priest get along, or no?

Also, has anyone ever done an all Enginseer and/or Priest party?

I could see them (if they're good roleplayers that know enough about 40k) having theological discussions, or perhaps having an uneasy 'alliance', or friendship.

Now I wish that there was a Techpriest specialist option for the Forgeworld Homeworld option. Would be cool.

There would be some conflict between the two.

I take it that you either don't have or haven't looked in Shield of Humanity?

We were bros. The techpriest was more fire and brimstone than I was, but we also had a lot of talks about the power of knowledge and science advancing mankind. He also appreciated my money

Don't have Shield of Humanity.

No pdf I've found will properly load for me. 'Tis a curse I say!

But seriously, I can't find any pdfs of it that will work, which is odd, as I have every book in pdf form as well.

That's cool mate, glad to hear.

Are you the one doing everything from the phone? If so, use a computer. If not, read the OP.

Eh, you're right. I should use my computer.

But I won't.

Anyone know when FFG will restock Only War and Hammer of the Emperor? Planned on gifting the physical books to a friend only to see that they were out of stock.

No idea, I'm afraid. It's probable the license is just on general hiatus while Star Wars RPG continues to be hyper-profitable.

Oddly they seem to have really slowed down on their Star Wars RPGs right now as well, one book releasing soon and one just announced in development, but that's it.

>GM runs game
>GM leaves after first session

One day I will get past the first session in a Dark Heresy game.
One day.