/40krpg/ 40K Roleplay 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.

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: Onward, fellow anons.

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From last thread, I finished up the crunch on my 2fast SS ratling regiment, now I need fluff and opinions on it.

Stats:

Characteristic modifiers: -1 Ballistic Skill, +13 perception, +5 Fellowship, +11 Agility, -5 Strength, -10 Toughness
Starting Skills: Awarness, Decieve, Linguistics (Low Gothic), Trade (Cook), Survival, Stealth
Starting Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste), Resistance (Fear), Catfall, Marksman, Blind Fighting
Traits: Size (3)
Standard Kit: 1 sniper rifle +4 reloads (Main Weapon) with a silencer and red-dot laser sight, 1 lastpistol +4 reloads, 1 flak jacket and flak helmet, 1 riding beast, 1 saddle, 2 saddle bags, 1 set of riding tack, 1 knife, 4 weeks rations, 1 chameleoline cloak, 1 dose of poor-quality recaf
Favored Weapons: Sniper Rifle, Lascannon
Abhumans
Narrow Focus
Limited Numbers
-3 starting wounds

Mount (Minion)
Ws 20, BS 01, S 40, T 40, Ag 60, Int 10, Per 25, WP 30, Fel 10
Movement (Ground): 18/36/54/108
Movement (Flying): 11/22/33/66
Skills: Athletics, Awareness, Dodge, Survival, Stealth
Talents: Sprint, Hard Target
Traits: Bestial, Bred for War, Size (5), Natural Weapons, Enduring Flyer (8), Skittish, Terrain Master, Quadruped, Unnatural Agility (2)
Wounds: 12

Interesting numbers on some of those characteristic modifiers.

Ratling homeworld does some shit man. Ogryn world gets -15 Intelligence.

Gotta love how ratlings are supposed to be great snipers, yet they get -1 BS.

It (technically) should be coming up every time the group wants to accurately predict how something could or will turn out, or to pick out turning points/key factors/missing information in knowledge that has been given to the group.

Yeah, but those all seem like situations where the players would much rather figure things out then hand it over to a dice roll.

That -1 BS is actually -3 from being a Rough Rider regiment with a +2 from the Snipers training doctrine.

I have a question.

How do you arrange rogue trader games, I've been search, pestering and even trying to wrangle my own game for about a year and a half now. No luck.

Every other FFG 40k game, no hassle.

I just want to be an archmil, I just want to serve my captain and explore the galaxy.

Why can't this happen.

Wait, sniper horsemen? Adorable little mongols? WTF is this regiment, I don't even...

Here is what I used to build this regiment. Ratling world, Maverick, Rough Rider, Snipers, Infiltrators, and The Few.

Actually supposed to be shoot-and-scoot snipers with their mounts being able to outrun most vehicles.

Ok, now I'm really interested in the fluff of these guys.

That is why I asked for fluff and opinions. I got none for them other than them being meant to go out and terrify armies by making heads explode out of nowhere and fading away, to do it all over again until they run out of ammo.

Harakoni doodad from the previous thread, hanging around for 's stats for light tonks capable of joining air drops.

As an aside, going to be playing a sergeant in somebody else's OW game, any skills, talents or sweeping orders that are must have from the get-go?

Get Them! from your specialty because +4 damage is nothing to sneeze at, especially when orks are charging at you.

Also the few because even though the beasts they ride on are loyal to their riders, said riders may not be able to handle the speeds they go at.

Currently moving them from excel to a pdf. It won't be long, assuming no other fucker sinks his boat during my watch.

Make them ride some horrible beast that is too weak and aggressive for normal humans, but for some reason gets along well enough with ratlings.
Also as I said, take a look at mongol and other horse-archer cultures for inspiration.

Slight issue is that there already is a mongol mounted regiment.

But those are mongol heavy lancer not mongol horse archers/snipers.
Meanwhile we have two Russian, and I don't even know how many German regiments.

Well, that is true. Any ideas on the mount itself? Should it be like an insect or mammal? I keep thinking of giant ladybugs when I think of insects for them to be based off of and I have no idea why.

For some reason mounted Ratlings me think of big ass war-ferrets (with bat wings?). They're short, slightly temperamental, rampant kleptomaniacs, and sneaky little bastards.

I was thinking more of an unholy stinking hybrid of reptile/mammal like the Felhound from Warcraft, only without the retarded spikes on the shoulder and whatever those two appendages are that they have on their backs.

Me and my group are gonna play Dark Heresy 1st Edition in some months here and me being as a player, are there any Warhammer books i could check out to get into the setting? Only experience i got is the general stuff and the video games

I suppose ferret-bats works though what should they and the regiment be called and what should their nicknames be?

Those seem like they'd be good for a different mounted regiment, one that attacks with their mount instead of fleeing with it.

I don't think any animal can be used to flee from combat. Training an animal to be useful in combat is actually quite hard work, especially if it has a foul nature. Meanwhile I found the creature I was more or less thinking of.

*I think any animal

Well presumably these are non-sapient xenos creatures being used as mounts.

Oh, well that clears up that. As it currently stands, the mount would have been bred for speed and relative ease of handling.

If you're in a hurry you can just down armor a chimera or something

>assuming no other fucker sinks his boat during my watch.
I'm much obliged for the effort, though I am curious, you a lifeguard or something?
Yeah, that is hella beefy. I'll hold off on the vox-tech, I think it's fair to assume everyone will be close enough to hear me hurling abuse at them.
I got all day bby

Is it possible (apart from GM fiat) to change specialist equipment in OW? My commissar needs a plasma pistol for more efficient BLAMming.

Furthermore, does the commissar uniform have any intrinsic armor, or does s/he just slap on a regimental equivalent under the coat?

>Is it possible (apart from GM fiat) to change specialist equipment in OW?
Yes, you requisition it just like everyone else.

>Furthermore, does the commissar uniform have any intrinsic armor, or does s/he just slap on a regimental equivalent under the coat?
The Commissar uniform is just a simple cloak. It doesn't have any armour.

>Yes, you requisition it just like everyone else.
I was hoping for something... more guaranteed. But I can live with that, it's really just chrome. Regiment is scavengers anyway, could fluff it like just outright confiscating one on a flimsy excuse.

>not executing a superior officer for incompetence and looting his corpse

If they're scavenging I'd imagine hydrogen flasks wouldn't be in good supply

You. I like you.

Though in seriousness, I might wanna discuss the tone of the game in question more thoroughly before pulling off something like that. If he has a power sword too, he's dead the second I lay my eyes upon him.

I't really for summary executions anyway, commissars don't get ballistic skill aptitude.

>Furthermore, does the commissar uniform have any intrinsic armor,

Well actually, in DH1E inquisitorial handbook the commisar coat has armour inserts so its ap4 arms and chest. Additionally in the 40k tabletop comissars are treated as having carapace armour but are more often depicted with a carapace chest plate.

So i'd talk to the GM and see if i cant get those two just for character flavour. Though i dont think its likely you can fairly traid anything of the same rarity as a plasma pistol to get one.

I'd take a plasma pistol too (and a bolt gun later on), they can be used in melee and are better than a power sword for one attack, added to that they can push out the range of that attack to 30m. Additionally they can be fired alongside another weapon in the off hand (such as a boltgun), which makes them super mission flexible. Also pro tip, if your using a plasma weapon buy some sacred machine oil and a syringe, roleplay that in the event of a jam you just need to press the syringe and the weapon will unjam without injury, such is the power of the sacred machine oil.

Can my Adept eventually learn to use rituals to curse my enemies and aid my allies? Is the Radicals Handbook worth using?

>Can my Adept eventually learn to use rituals to curse my enemies and aid my allies?
Probably.

>Is the Radicals Handbook worth using?
If you value your soul, no.

Skimming throught the mounts in Hammer of the Emperor, it looks like the Aethexe is the best one, no?

The past 3 threads have been very OW centric.

Is it really that good? I thought it was basically Deathwatch-lite and my group thought that was not much more than a combat simulator.

It's like Deathwatch, but with the added fun of playing actual humans, and all the shenanigans from war films. Also since DH 2e is shit, it's the last good thing t come out of the line.

Deathwatch has stupid rules like multiplicative unnatural attributes, and there's the fact space marines are inhuman. In Only War you can relate more to the characters because they seem more like people.

Also, regement creation is awesome and one of the most flexable things in the otherwise stupidly restrictive 40k games.

Being restrictive is a feature not a bug, tho.
Also Elite Advances.
>inb4 b-but I have to interact with my GM for those!

Wait, is the guy in pic related an actual regiment? His colors are coincidentally close to my IG army I'm painting.

Go down the Path of the Adept getting a Psy Rating, and pick up Malefic Scholar.

Not always. Sometimes it makes sense, other times it's just goofy.

>Restrictive is a feature.

Class based is fucking stupid.

It's the fucking 41st millenium. knowledge and even practical skills are tightly regulated. The Ecclesiarchy even preaches curiosity as a sin. Most people do one thing and do it for their whole life.
I usually hate class based systems, but if you don't see why it's the best fit here, you are retarded.

It gets retarded when you lack skills that anybody actually expecting to be able to perform the tasks set out for them should have. It's not about being illiterate or having an education like most people today have, it's about being a Tech-Priest who doesn't actually know how to appease machine spirits.

That's a problem with the specific system, not class-based in general tho.
Also where can you make a Tech-priest without Tech-use?

How do you roleplay a Commissar in Only War without your party hating you?

>That's a problem with the specific system

Hence why I said it sometimes works and sometimes doesn't. Rogue Trader wasn't as bad about this, usually.

Isn't Tech-Use actually a Rank 2 advance for a Tech-Priest in DH 1e? Or was that the Tech lores?

Tone down the BLAM memeshit.

The tech-priest in DH 1e STARTS with Tech-Use

Hm, okay.

Play them completely against the lore.

After commissars were reinvented alongside the stormtroopers, they're less engaging than goddamn servitors.

>reinvented commissars
How so? I haven't followed recent lore.

Well, first off let's hope that your players can differentiate OOC and IC; me and a good buddy's characters are always verbally sparring, and like said, no random shooting people unless it really is necessary. More on this in a moment.

The commissar is a morale officer - whilst this does mean you may need to enforce discipline, a way to bolster morale 'without your party hating you' is to go for the inspiring hero archetype - use encouraging words and play upon the pride of the characters rather than threaten or cajole them. Hell, you can literally use the Command skill to 'Inspire' your men, which is particularly useful if the enemy is somehow out of range of your boltpistol.

A commissar I barely got to play was the cadet-commissar. Inexperienced and cautious, I had IC justification as to why I wasn't executing a fellow , older PC (something my GM was keen to see happen for some reason) for his reluctance to speak - he was the new guy, and he'd rather stand by and observe how the squad works before he took the reins proper.

Think of some personality quirk or reason as to why the commissar treats the other PCs differently from the other rank and file - is this this 'his' squad, destined for glory and medals, so he is invested in their success? Is your commissar disinclined to waste men and bolt-casings, when both can be cast at the enemy? Are the other PCs veterans that he respects, or familiar faces he cherishes after seeing so many die?

PCs are already supposed to be important, veteran troopers, who shouldn't be shot at the first sign of cowardice tho.

Also, if something is out of the range of your bolt pistol, you sup them to DRIVE YOU CLOSER because YOU WANT TO HIT THEM WITH YOUR SWORD!

Yeah, but a fair few GMs forget that PCs are meant to be the stars of the show, the main cast, etc.
Get thee back, memester

Commissars are really supposed to use summary execution as a last resort, such as fleeing in the face of an enemy or some really egregious crimes such as attempted mutiny, rape, or murder. For lesser crimes you should get creative in punishments; things like "Guess who gets the clean the latrines out for the next three weeks" or "I left my cat-o-nine-tails in my tent, so I'm gonna make you exercise until your muscles hurt." And Commissars such as Ibram Gaunt and Ciaphas Cain prefer to use inspiration rather than fear to motivate the men under their command.

I'm confused about Only War. How can one IG squad have an Ogryn, Ratling, Commissar, Sergeant, and regular guardsmen in it all at once? Aren't Commissars only included at command levels anyway? Like one to a regiment?

Memory-drug addicted zombies, with no personality because loldrug, who think of nothing but serving the Emperor, and are forced to execute their best friend as an initiation test.

Oddities of Munitorium organization can result in some interesting squad compositions. And while Commissars are often officially attached to regiments at the command level, most have fairly martial inclinations and prefer to be on the front lines where they can directly watch over and inspire the troops.

What part of 'veteran special force' is confusing you?

Yeah, Codex Militarum Tempestus went some really odd places.

Decidedly meh.

The Commissar's job is to maintain morale, not to shoot everybody on his own team. You're the relatable human medium between the guardsmen and the guy in a spaceship telling them to charge that deff dread.

Your job is to keep them moving forward as much as it is to stop them running away. It's not all yelling about heresy and blamming people.

Posted in wrong 40k thread

Any good maps for Dark Heresy? You know with marked cover and all that good stuff? Most of the maps I find online are too damn small or I have to manually mark cover.

So I'm starting a Dark Heresy campaign with a couple of new players and am basing the campaign around a Tinker-Tailor-Soldier-Spy type deal where they have to subtly investigate four interrogators who are on assignment (read: excuse to get them to do a bunch of side quests). The twist is going to be that one of the interrogator's has a corrupted savant who's been passing on their info to a cult.
Think they'll go full on murderhobo after they find out? I'm worried they'll just start trying to kill anyone who looks vaguely ominous and isn't their immediate superior.

Depends on the players I personally wouldent but do you think they would

Hard to call since they're new. I might start them off with a preplanned campaign so that I can gauge them better.

That would probably be best I lovelingly crafted a whole sector filled its systems with planets cultures and factions and then 3 murderhobo descended upon it it made me cry a little

Yeah, I'd go with preplanned for now if I were you. Get their feet wet(preferably with the blood of heretics) and get them familiarized with the atmosphere of the game.

Easy.

Commissars are supposed to lead from the front, inspiring their men to die in the name of the God-Emperor. Execution isn't something that happens frequently, and even in game, it's only used on comrades, not PC's.

Believe it or not, Commissars have a high fellowship rating, and you can use it to your benefit. One of the abilities for leadership is to inspire fellow players as a full turn action, giving them a +10 on their next action.

And there is a talent dropping it to a half action, but only once per turn.

I haven't seen any, but they might be out there.

I wish they put more imperial relics in DH2 instead of all these weird heretic ones. Some of the old ones were neat. Not even the Blood of Martyrs ones attached to fatepoints, I'd be happy with something minor

Anyone know what regiment the guardsman in the OP pic is from, and what book he is in?

It's from this: warhammer40kcampaign.deviantart.com/gallery/

There's a bunch of other pretty cool pics there.

I feel the need, Veeky Forums, the need for speed.
What's the fastest you can go without using a vehicle. I'm talking about minmaxing for Agility on a Black Crusade Sorcerer, pushing Warptime and putting on a Jump Pack. Give me the most cheesy shit you can think up.

It will take me a bit to redo the calculations, but you need to be a Q'Sal Magister Immaterial to start. Assuming best possible rolls for this purpose?

Also stuff like psy rating 10 or maxing out Agility advancements.

That or point buy.

Is maxing out buying up psy rating okay?

Assume you can do anything the system allows in one way or another, no cap on expenditures; doing it on a budget is more impressive, but that's not what I'm about.

Ok, pure going fast by RAW.

Consider the Eisenhorn/Ravenor series.
They are the prime inspiration for all of the Inquisitorial stuff handled in Dark Heresy, and they're a fun look at the setting beyond the usual "Space Marines, Chaos, and Xenos fightin'!" that shows up in most video games.
They also set up the Puritan/Radical split nicely, and are decently written for Warhammer novels to boot!
Goddammit. Did they just un-canon Ciaphas Cain? Because fuck them if they did.

Say, Boon of Tzeench's damage is soaked by armor and toughness right?

Never mind, I think psy rating is capped at 10 under the psy rating talent, unless if 10 is the max you can buy it at. Somewhat confused as to where this leaves pushing and Spook.

Ciaphas Cain was noncanon ever since they retconned the 13th black crusade.

> Come back 12 hours later and see the reply

Maybe there IS something to slowing the board down. Also, thanks!

Anyways, assuming absolute psy rating cap of 10, the fastest this heretic can go is
384 meters when running or 768 when using Sprint and Quadruped (as nothing I can really find add more than one instance of it i.e. don't have +Quadruped) or Winged (like Quadruped except with the Flyer trait) and Size (7) from Rite of Fleshmoulding and power armor.
As each round is 5 seconds, the heretic runs/flies at 76.8 m/s or 153 m/s during the turn it uses Sprint.
This translates to going about 276.5 kilometers per hour or 171.8 miles per hour on a non sprint round. It turns into about 550.8 and 342.2 when sprinting respectively.

Starting with a base Agility of 25, add 20 from max rolls, 10 from Passions (Grace and Perfection focused on Agility), 20 from advancements, and 7 from max roll on Boneless for a total of 82 Agility.
Using Protean Form at psy 10 grants 20 points of Unnatural Characteristics to spend which is all dumped into Agility for Unnatural Agility (20) with an additional point of UA from Chaos Organ.

Note: From how it is worded, Unnatural Agility from Rite of Fleshmoulding, Protean Form, and Warp Time all don't stack, but it does from Chaos Organ since it actually has a + in it.

I apologize for the formatting, wasn't sure how it would appear when posted.

Is Sound Constitution the only way to gain wounds?
How does throwing things like knives and grenades work?

Any advice for a first time rogue trader?

Typically, yes.

What are you having trouble with in regards to throwing knives and grenades?

Get money and bitches, ignore anybody who tells you that you can't have both.

Ah, I believe I found it on page 126 as far as grenades. Those little grey boxes are horrific to read on a screen. Does one need the throwing trait to throw knives effectively or is that similarly untrained?