/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 (v6.45.160417), containing every piece of gear in all five lines. Now containing some of the DH2 content up to the first supplement.
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

Additional Resources:
mega.nz/#F!XgRDEDAJ!Np6F-HqCwdYzHXmeSs7m7w

Old Thread:

I just had the best idea for a game of Dark Heresy.

An Ordo Hereticus game based upon the Three Musketeers.

So my friends and I have finally decided to run a game of Dark Heresy v2, and I'm going to be building a forgeworld tech priest sage, any tips for what traits/upgrades/skills to buy?

Playing in Rogue Trader as an Astropath, want to see if this idea holds water. Mind Probe allows one to root around in people's head space, and has a clause to do so without the target knowing of it, at penalty. My plan is to disguise myself as an Administratum drone that records transcriptions of the Rogue Traders meetings, and root around in their head and pipe intel to the Rogue Trader via Mind Link, or hold onto it with Total Recall. I can cast Fettered at PR minus 1 due to having Telepathy Mastery already since this considers I am sustaining Mind Link, and I'll try to disguise my Invocation roll as a prayer to bring good fortune upon the events, hoping to the general ignorance of psyker nonsense in the Imperium.

The main weak point I see is Mind Probe doesn't strictly say one is free to act as the power effectively loads over 5 rounds. After that it comes down to my ruse not being seen through, antipsyker measures that my target has in place, or seeing stuff in their memories that might trigger Fear or corruption. Anything I might be missing? While I can't generate Phenomena already since I'm Fettered, successful Invocation still gives me another +10, and more bonuses are always good.

Infused knowledge and an advancement or two in Int.

Details on your idea?
I remind you that d'Artagnan ends in the employ of the cardinal (RIchelieu would certainly be a mild radical, btw).

just put basilisks instead of the giant stakes in that pic, and you have a nice inquisitor shelling heretics.

An oversized revolver or pepperbox shooting hot-shot powerpacks would be cool.
Some sort of laser Pfeifer-Zeliska or Colt Elephant.

I might be biased, though, I had a character with a twin-linked duelling pistol in lieu of a sawn-off laser shotgun.

I see it as: You can make them deaf/blind/... and so on (and then they realize it but can't act because of sensory deprivation)
Or you can make youself a blindspot, and then they don't realise it.
I would make it so you can also hide the rest of the party, with a -10 penalty to the WP test for each person you're trying to hide besides yourself.

What Bionics/Cybernetics from any of the source books could be used to make a Ordo Reductor member?

Lots of homebrew, to be honest. But I'd check the NPC stats for a Ordo Reductor Myrmidon in the Lathe Worlds book for DH1 to get an idea of how FFG thought they should be statted.And it should be noted they are pre FW's HH Ordo Reductor Myrmidons.

bionics. lots of bionics

Got a question for lore buffs. In one of the DH2e books (too tired to recall which right now) is listed a specific Feudal World with an optional alternate homeworld bonus. The world is called Hrax, and it describes some cultural stuff afterwards. I wanted to ask if you were to pick one or more Earth cultures to be analogous to the cultures on Hrax to base your upbringing off of, which would you pick?

Personally I've been kinda fiddling a bit with mixing the Celtic cultures with some Persian for some reason, and throwing a bit of generic post-apoc/steampunk attitude towards technology in general. (eg salvage, repair, recycle, reconfigure, reuse anything found that isn't total shit and scrap metal what isn't usable anymore)

Pic very vaguely related, found it a while back and thought it was kinda cool looking and somewhat connected to a Feudal Worlder. Sorta.

They seem fairly North African or Middle Eastern to me.
>Desert planet
>Focus on fortresses as tribal centers
>Constant focus on your weaponry
>Turbulent relationship with foreign clergy.

Rad furnace, rad weaponry, and phosphex/siege gear for reductor folks is in the OP.

>las revolvers is taking things too far
It's still kind of fun. Although, I did remember who made that regiment and it clicked together.

>My plan is to disguise myself as an Administratum drone that records transcriptions of the Rogue Traders meetings

Having two gaping, burned out eyesockets may make this task a little difficult

K, so I was talking to my two Inquisitors and they wanna go to a quarantine world infested by a xenos race that feeds off of the warp and warp sensitives like a daemon vampire.

Any ideas or inspiration for either the world or problematic race?

40k LITERALLY has warp vampires. Check them out on lexicanum.

That's gay. Anything more original? or less gay?

I asked last thread but didn't get a response.

Should an RT party be allowed to use their acquisitions rolls on cybernetics for the entire party? As in taking the lower bonus for the 2-5 scale of a thing and get vitae supplements for everyone who wants one. Or should you only be allowed to acquisition roll for cybernetics for a single player character?

Also, are players allowed to use their acquisitions on things for other players? If the navigator has everything he wants can he use his test to help the Explorator get more robot parts?

If they can afford it and roleplay out how they plan to actually acquire five extremely rare implants, sure. Rogue Traders are richer than God, party wide bionics are fine.
I wouldn't allow it as a starting Acquisition without a good reason, though. If they have a reason, sure, but if they want to say they start with several copies of a bionic system or a warehouse worth of lho stick cartons, I want some kind of explanation.
That said, the player offering up "Um, my character won the grand prize in a subsector wide sweepstakes funded by Blastik Lho-Stix and is still trying to get rid of his lifetime supply of lho" was funny enough that I allowed it

What's some interesting things a Torchbearer could bring back from a feral world? Like a starting acquisition considering it's their backstory before joining the crew

an important note from last thread:

more importantly, this talent only exists in Only War, in the hammer of the emperor book. no other system has it or an equivalent

The Catamite Clouds of Sodomia 4 are probably not what you're looking for, then.

A Best-Craftsmanship torch.

Reminds me of when I was looking at grenades for a BC character and noticed that for a starting acquisition you can get 1000 good craftsmanship frag grenades (or 10,000 hand-exploders if you go down to poor craftsmanship).

Can we talk about Warhammer Fantasy Roleplay in this thread or should I make another one for it?

WHFRP is its own thing, but we occasionally take ideas from it here.

>Roll an Arch-Militant from a post-apocalyptic world
>With starting Acquisitions, buy all the cheap stubbers and ammo you possibly can
>Become the Bullet Farmer, insist on paying for everything with either lead or silver

What's that

I dunno, but it sounds gay.

...

I'm a little miffed that Warp and Chaos fluff just kneecaps any potential 'ghost stories' right away with "nuh uh daemons eat all the souls cause Chaos"

Mordrak.

You can always ignore it.

I ignore like half of 40k's fluff when I run a game, and just keep the aesthetics.

Hell I did one campaign where Space Marines didn't even exist, they were just propaganda the Imperium made up to make its citizens feel safer/keep them in line.

There's a piece of lore somewhere that talks about loyal Imperial crewmen coming back as ghosts to man their stations in battle

I run ghosts as a non-Daemon warp manifestation, echoes born from intensely emotional deaths or mass death. It's ambiguous at best whether Geists actually are human souls or literally echoes, and it's kind of academic anyway. But I run fast and loose with Chaos/Warp fluff anyway.

This. Of all the 40KRP stuff, DH 1e is probably the closest it gets to the WFRP 2e ruleset from which it sprang.

>But I run fast and loose with Chaos/Warp fluff anyway.

I think that should be standard. After all, the Warp does not follow logic

I like to use minor warp entities unconnected to Chaos, or at least the Big Four. Gods worshiped on some feral world like a grain god, or minor daemons that aren't from a codex.

Yeah, everything linking back to the Big Four becomes really predictable after a while, and if the Warp should be anything, predictable is not it.

The problem is that if it's NOT linked to the Big 4, it doesn't feel like true 40k.

Eldar gods were warp beings independent from them weren't they?

Have it be isolated, far away from the eye of terror and maelstrom.

Forgive me if this is explained somewhere and I've simply forgotten it but.. is the Warp MADE of emotion or simply affected by it? If the former I can't imagine it existing before sentient creatures were there to feed it, if the latter I wonder what it was like before sentient creatures influenced it with their emotions. Just some oddball thoughts here.

Basically it's both. Before life was common, the warp was placid, calm, and basically in stasis. Then the Necrontyr kicked off a millions-year-long war with the Old Ones and that negative emotion churned the Warp into a frenzy that it's yet to recover of. Speaking of, , the Enslavers don't link to the Big Four at all, and they're warp entities that feel 100% True 40k. Most important to that feel, IMO, is that the warp is presented as fundamentally hostile, along with the rest of the universe, and yet it's crucial to human existence.

Also, I have a recurring idea of adding in new dimensions and extradimensional aliens to 40k, sparked by "The Adeptus Mechanicus/Inquisition/whoever tries to rediscover ancient human FTL methods that did not depend on tossing the ship through Hell. Unfortunately, it turns out the Warp is actually one of the less dangerous, weird, and deadly dimensions out there. They really should not have tried to peel that particular onion". But that plot never seems to fit organically into my games, so I leave it alone for now.

Could you explain to me what's going on in that pic? Is it a siege or something? The defense of a port? It looks extremely cool but I'm not familiar enough with the period to draw conclusions.
Hey, don't knock Sodomia 4. That system is loyal as fuck. Yeah, I've never seen a statue of the Emperor so... naked, but their devotion is as pure as their hearts.
Ghosts totally exist. Warp ghosts are a big thing. DH 1e has a device that summons them for interrogation purposes, and there are lots of stories of ghosts haunting ships.
Eh, I for one thought the removal/reduction of the Lesser Gods was a huge mistake. I love the big 4, but having lots of squabbling little weird gods and their daemons is pretty fun. Organizing things too tightly to the big 4 detracts from it being, well...Chaos.

I wouldn't dare insult Sodomania 4. Their Imperial Guard regiments are experts at tunneling, flanking, and fortress-cracking. Surely you remember the enormous fissure they made in the wall of the Fortress Maximus Twinkicus, or their skillful infiltration of the City of Narrow Gates?

They're just... not for everyone.

So I finally broke down from lack of a decent character builder for DH2; so along with needing some practice with excel I am building one.

this is for DH2 only, since other stuff exists for the prior systems, and when this is fully done I'll be releasing it for Veeky Forums's use

posting a few images of the WIP, but since I haven't taken the time to "make it pretty" except for what I need to keep shit organized, I thought I'd ask for opinions on what should be included

5 images to post then I'll start answering stuff

(tripcode on so that I can verifiably answer questions/requests)

Selections work on dropdowns, goal for this going in was to require minimal manual entry

in cases where I could shorten or display full accuracy I chose accuracy to avoid confusion

gear section is designed for manual entry in case of the rare event where a GM gives you "nice things"

Talents and stuff got a bit messy with variable starting numbers depending on selections.

rumor has it there is a way to auto show/hide rows based on contents, but I haven't been able to figure it out

Sheet currently Auto-calculates XP spent in all categories, but the cost tables are displayed for planning purposes

psychic powers and psy rating are handled by a different tab

Sheet does handle point-buy and roll stats, with everything beyond the roll or final point result handled.

I'd recommend leaving at least 3 slots for the lore skills open due to how some things can come up like forbidden lore (GM's homebrew xeno for the campaign) or other such things.

Does it keep track of spent and unspent exp?

Good catch, I'll add a few custom slots to the lore and specialist skills sections

yes, it does track spent and unspent XP on the selections page (first image)

the first one shows it without the starting 1,000 xp, the others are full-display. I'd worried about that causing some confusion, but the reason for the split is some GMs like to refer to the old rank tables for cross-system compatibility

>Old rank tables for cross-system compatibility
Can you explain how that works?

I don't personally do it, but the old systems had rank tables of "if you have spent this much XP you are this rank"

several of the systems had sidebars for using them together, and used the ranks in each as a rough barometer for equivalency

personal opinion: the game systems work far better porting most rules and functionality to the DH2 ruleset (how unnaturals work, combat actions, etc) with the unfortunate casualty of psykers (DH2 casting is a bit riskier than other systems due to lack of fetter and FP test bonuses)

So, for the corroded Falcion in Rites of Battle, does it really give you the same penalty as a lost relic when it breaks?

It has a ten percent chance of breaking per use, and it makes no sense, to me, if you had a good reason to bring it out and it got destroyed.

I'd understand the penalty happening if you brought it to a mission unworthy of it, but is it okay for me to argue that if its an emergency mission, and it is lost honorably in a fight, that I won't get the standard lost relic penalty?

it would be up to your GM.

generally the corroded falchion is designed for masochists, and if you can take it you should already be able to take items at least close in power without the nasty penalty

devastating isn't even that great, since tearing does the same thing to hordes, and toxic is kind of ok but has the issue of being a standard toughness test.

for me its just odd about the lost relic rule, I'm fine with how it plays since its nice and fluffy, but it is just a ten percent chance of fucking over your character without much of a plot hook.

I am the GM

the 40k systems contain a lot of weird items like that, which makes me think at least one of FFG's systems designers is a hardcore masochist (or sadist) for character failure.

Like plasma weapons?

I suppose it fits the grim darkness of the grim dark future

It makes sense for there being a lot of ways for someone to get fucked over, due to superstition and ill fortune.

The Corroded Falchion just never made sense, compared to that one plasma pistol that causes a fellowship drop because it might have killed loyalists where it has the possibility of some interesting things happening or at least being worth the tradeoff

It's Richelieu besieging the protestant port of La Rochelle.
After the Edict of Nantes that ended the Religion Wars in France, a number of places became protestant strongholds by law.
Problem, there were still a lot of religious tensions, and England began funding the protestant rebellion in France (plus La Rochelle in particular was a big port, so making it revolt it would hurt the french navy in the Atlantic a lot).
Louis XIII being a warmongering king but not liking sieges, he tasked cardinal Richelieu (the villain from the three musketeers), his chief minister, to take the city in a preemptive strike.

Richelieu came, saw, and noticed that the brits couldn't attack with ships if you removed the sea, so he built a seawall across the entire bay, put massive stakes in front so they wouldn't try to ram it with their ships, and then added forts everywhere on the coast and the surrounding islands. Finally, he went to besiege the city proper. Map in pic.

On the pic, he's observing the battle/taunting the english navy while everyone else is exchanging cannonballs. Notice he's still wearing his priestly garb under his armor.
He was pretty badass for a priest, and an excellent statesman.

>the removal/reduction of the Lesser Gods was a huge mistake. I love the big 4, but having lots of squabbling little weird gods and their daemons is pretty fun. Organizing things too tightly to the big 4 detracts from it being, well...Chaos.
agree 100%

The warp is supposedly infinite and doesn't follow our timeline, you could have entire empires of warp-xenos, a mirrored universe with evil twins of everyone, or an entire set of other chaotic gods.

If you want canon stuff, the AdMech tried to create Warp Fission engines (for unlimited energy). It ended with the Irradiation/Contagion of Ganymede (source: Ork and Squat Lords), so now related researchs are strictly forbidden.

Should note that this Cardinal Richelieu is who the Three Musketeers series uses as an antagonist.

bump

Indeed. The Siege of La Rochelle is even pictured in the book when they go for a picnic on the battlefield, it's next to the city walls.

Since we're speaking about litterature inspiration, Top Level has some interesting ideas for a Hivecity IMO.

Basically, housing is attributed by gladiatorial combat.
The more fights you win, the higher in the spires you are.
You have different schools (those who wrestle their enemies and crush them with a bear hug, those who use pneumatic hammers to enhance their punches, those that have glider wings and monomolecular blades running on their bodyglove to decapitate the opposition, and so on...)
The spire contains the houses of the successful gladiators and numerous recreational areas.
The upper hive contains the technicians and specialized workers, living in 6m2 apartments.
The middle hive is made by the arena (entire levels in ruins). You roam the arena until you find someone higher level than you, and try to kill him to increase you level.
The lower hive is made by manufactorias.

The underhive is filled to the brim with the manufactorias' mutants workers, the bums and the rest of makind's dregs; the upper hivers send tons of experimental drugs and mutated abominations (like a barnacle that hynotize its victims to lure them into its mouth, for those that have played Half-Life, and some sort of lobster-rats that dig though concrete) to prevent the underhivers from overflowing. Pseudo-Arbites are present but often «disappear» when they get too nosy.
The only way to leave the underhive is to enter the arena and win, but it's pretty hopeless when you you're a malnourished hobo with pollution poisoning. Unless a crime boss uses his ressources to train you, or an exiled mad scientist experiments on you.

Ruling body is an assembly of those that managed to stay at the top of the gladiatorial ladder during two years before retiring. Roughtly a dozen people. An enormous machine spirit oversees production and maintenance for the whole hive.

Some plot points form the book:
>Two bums steal a pleasure servitor and reconvert it as a gladiator, making it enter the arena in the hopes that they will manage to follow it in its new house.
>One crime boss is trying to start a revolution by cutting off the heat pumps that provide energy to the whole hive.
>A shaman steals the body of a gladiator, hoping to get at the top to kill the rulers.

Pretty well-written, despite being low-cost sci-fi, and it makes for pretty badass highborns.

Because I have time, here we go.
Told my GM I'd do starting rolls here so the entire group can see them, eliminate the BS.
The character in question is DH2e, Garden World Exorcised Heirophant.
I will roll up to 3 sets of attributes, discarding down the line if I do not like them. Moot and Emperor watch over me now, my fate lay in your hands.

>rolling for stats
Eww.

More like they can't into balance.
The Man-Portable Autocannon doing the same damage as a Leman Russ is a good example of that kind of issue.

Rolled 5, 7, 6, 3, 10, 4, 10, 2, 7 = 54 (9d10)

First set, in order, characteristic mods.
+ Fellowship, + Agility, – Toughness
Your opinion is noted and discarded.

Rolled 4, 6, 6, 1, 2, 1, 5, 5, 1, 9, 5, 2, 1, 7 = 55 (14d10)

Rest of stats, down the line.

Rolled 9, 3, 8, 1, 7, 1, 9, 3, 3 = 44 (9d10)

Yeeeaaaah, scrapped.
Once more.

Rolled 7, 9, 4, 5, 9, 7, 1, 2, 8, 9, 7, 7, 5, 7 = 87 (14d10)

Hmm, the rest.

Rolled 7, 9 = 16 (2d10)

REROLLING THAT 23

Well, at the end:
WS 32
BS 36
S 29
T 32
Ag 28
Int 36
Per 36
Fel 37
WP 37
Inf 34
Haha, suck it, Alec, my rolls are baller as hell (this time)!
Now, for everything else!

Rolled 7 (1d10)

Fate +4

Rolled 4 (1d5)

Yea, 3 FP.
Wounds, 7+

There no more powerful force to a gamer than his feelings.

Stats for Tintin and the Dupondt for Dark Heresy, from A young and promising Interrogator
Ws Bs S T ag int per Wp fel
48 39 37 35 35 41 25 31 52
Movement: 3/6/9/18 Wounds: 16
Skills: Acrobatics (Ag), Awareness (Per), Common Lore
(journalism) (Int), Interrogation (WP), Forbidden Lore
(Underworld)(Int)+10,Scrutiny(Per)+10,Speak Language
(French)(Int), Opperate(surface, air, void)
Talents: Basic Weapon Training (SP), Disarm, Pistol Training ( SP),
Takedown, Face in the crowd, unarmes specialist
Armour: Flak coat and robes
Weapon: autopistol
Gear: stablight, poor quality manacles, writing kit, chrono.

A couple of Elite Arbitrator
Ws Bs s t ag int per Wp fel
30 35 30 35 35 20 30 35 3 5
Movement: 3/6/9/18 Wounds: 14
Skills: Awareness(Per),scolasticLore(law)(Int),
Literacy(Int),LeakSpanguage(french)(Int)
Talents: WasicBeaponTraining(SP),TeleeWeaponMraining(Primitive),TistolPraining(SP)
Armour: FlakJacket
Weapons: Auotpistol, cane
Gear: rigged wallet, Disguise kit(int)

Ws Bs s t ag int per Wp fel
30 35 30 35 35 20 30 35 3 5
Movement: 3/6/9/18 Wounds: 14
Skills: Awareness(Per),scolasticLore(law)(Int),
Literacy(Int),SpeakLanguage(french)(Int)
Talents: BasicWeaponTraining(SP),MeleeWeaponTraining(Primitive),PistolTraining(SP)
Armour: FlakJacket
Weapons: Auotpistol, cane
Gear: rigged wallet, Disguise kit(int)


(also stealth bump)

> not using a dedicated dice roller, along with the rest of your group

I had an idea for whenever I next have a group together for Dark Heresy, its not one that could really work in roll20.

I wanna set up my surround system to play a 17 hz tone on repeat for things like massive chaos incursions or Necrons waking up. Just to make my players feel like their characters would.

A needless contrivance.
The GM just wants the rolls. Hell, he trusts us enough that I could have just rolled them at home and brought him the numbers, I'm doing this for parity's sake (also to bump the thread with actual game shit rather than needless conjecture since no one talks about the mechanics outside RT and OW).
>Elite Arbitrators
user, Arbites are highly skilled, usually Schola graduates.
You have some rank 2 bumblefuck desk jockeys. At least look at the DH1e Arbitrator entry, they blow your mooks out of the water, much less compare to actual Arbites as they are in the novels like Fischig and Calpurnia..

That's the joke. You don't know the aforementioned comic?

>also to bump the thread with actual game shit
Throw in some pictures, opinions, stories, etc if you're going to make it sound like you're doing the thread a favour with chargen rolls.

Holy fuck you sound like a massive autist.

It's free bumps, rather than letting the thread get to page 10.
How droll. You could at least post a picture with that.

>You have some rank 2 bumblefuck desk jockeys

thatsthejoke.jpg

Seconded, by an actual autistic as well.

Posting for the sake of bumping is pointless before page 9 anyways. All you're doing is wasting posts

We had a fun plot hook at a game of rogue trader my group did a few years ago:
Our RT was the oldest of a very wealthy RT family with dozens of ships: Only he was incompetent and shuffled quietly to the side before he could doom the business, and given the worst ship. His brother runs the other dozens. We started the adventure with a bum deal: He bought 170 million defective lasguns and we need to make back the money.

Our crew was an arch militant who was basically a not!Krieger, a battle-accountant seneschal who was space flashman, a tech priest who was 99% metal like a 50s robot, and a psyker who we all assumed was working for dark powers and blamed for everything that went wrong.

What's the best planet you've visited in your games, anons? Bonus points for homebrew.

How defective are we talking about? "Unreliable" defective or "can be used as a Melta charge by one simple pull on the trigger" defective?

since you're actually planning to play in a DH2 game, any feedback on the digital character sheet project?

still going, now have all of the psychic powers tabled up, had to manual entry most of it.

It was a "Jams/misfires/painfully but not lethally discharges" that went off at inopportune moments. We disposed of about a quarter of the guns arming an uprising against an unjust tyrant just enough to buy our team time to loot the tyrant governor's reliquary, while he was managing crushing the now exposed and poorly armed rebellion.

They also were the only weapons we had available at one point where the ship's compliment of murder-servitors went crazy, and we had to find our RT's charter (which was signed by a Mr H. Lupercal as authorization back in M31...)

Why not just sell them to pirates and Chaos raiders? You'd be taking money from the enemies of the imperium while ensuring their defeat in the future, that's a win-win situation.

What RT supplements contain the alternate character species?

Into the Storm has Kroot and Orks.
The Dark Kin has Deldar.
Tau Character Guide has, well, take a wild fucking guess, Sherlock.

Into the Storm - Kroot, Ork Freeboota
Navis Primer - Ork Weirdboy
Soul Reaver - Dark Eldar Kabalite
Dark Kin - Dark Eldar Wych
Tau Character Guide - Tau Fire Warrior
Something Other Than Human - Ogryn, Ratling, Squat
Fear and Loathing - Tau (Assorted), Eldar Corsair, Necrons (Assorted)
The Fringe is Yours - Eldar Harlequin, Tau (Assorted), Old Slann

Gracias, famalamborghini

...

We just started an Only War campaign. Everything I know about 40k I've gleaned from Veeky Forums.

I made a Stormtrooper, mainly because I saw that they had a lot of HP.

We're Deathworlders from GOON. Goon is a total and complete ripoff of Dune, only the entire surface is covered in glass storms, which are like sand storms but pointier. There's one day a year where the glass storms subside, and that's Life Day, which is exactly like the Star Wars christmas special.

Anyway, any tips or tricks for playing Only War? Is it high lethality? Should I make a second character already? Did I fuck up this one terribly?

>There's one day a year where the glass storms subside, and that's Life Day, which is exactly like the Star Wars christmas special.

Never has a more horrifically grimdark planet been devised

>Anyway, any tips or tricks for playing Only War?

Techpriests and Psykers are OP. Always Half-Action Aim. Customize your weapons when you have the time. Laspistols are fucking garbage. Use your Fate. If you can do it, you probably should. Always say yes.

>Is it high lethality?
Depends on your GM. Your grimdark experience will vary, but expect some grimdark shit to happen. For example, my game fairly regularly switches from wacky hijinx to "psyker getting their eyes gouged out because they might be falling to Chaos." And then back again to wacky hijinx.

>Should I make a second character already?
Probably not. I've made secondary characters more in case I get bored or we start a new campaign, and because I like imagining different characters to play. So I guess, no, unless you really want to.

>Did I fuck up this one terribly?
Doesn't look like it. I'm curious as to why you took so many operate skills, but a lot of that is game-dependent, I guess. My campaign doesn't involve a lot of operating vehicles, besides the last battle which was fought in tanks and an airship we had to fly once.