/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

There is a new Homebrew Megafolder option in above MEGA directory containing several things formerly listed individually on this post.

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. Now found in the Homebrew Megafolder.

Additional Resources:
Now found in the Homebrew Megafolder.

Old Thread:

Other urls found in this thread:

docs.google.com/document/d/1xqVajbr4R-EAkDp9lXbkAQ9ynf1hsOCNUYHsIvG51Zo/edit?usp=sharing
vocaroo.com/i/s0kvX3mmgE8b
vocaroo.com/i/s1TPQ7iVr38s
cepstral.com/en/demos
twitter.com/SFWRedditGifs

Everything is going better than expected. I am gathering so much useful data. I'm expecting Spess Mareen Republican Commando to end sometime October-Novemberish due to the delays we've sometimes had, but I think everyone's having fun so far. And as the late game begins it lets me try out weirder enemy mechanics.

It's certainly given me idle time to start considering the start of Solaris: Binary Soul, at the very least.

An user also kindly created a massive 2E combined armoury spreadsheet. Its absolutely insane. Its in the homebrew folder too.

>hellgun
>hellrifle
>hellhound
>hellfire
What do they mean by hell? It clearly can't be heretical if all this stuff is named that way, and souls are punished in the Warp, so what is hell in 40k?

There are also Helbrutes and Helguard. It's a byword for nasty-strong.

Only the hell rifle might have anything to actually do with the warp. The rest are just names.

Basically large amounts of power, akin to warpfire I suppose, or perhaps it's a reference to the fact you'll only need it if things are going to hell?

I imagine hell is just every day in the Imperium at least, on the front lines.

Lathe world/rough rider regiment with acid spewing servitor horses y/n?

I'm in the planning stage for a Black Crusade campaign and I know going into it that I'll have at least one Tzeentch and one Nurgle aligned player. Any tips going into this? While I understand that inter-party conflict is a part of the game, but the Tzeentch player is a better strategist than the Nurgle one.

y

Maybe downplay the inter-god hate? Yes, the gods dislike each other, but the players do not have to be fanatics and they likely hate the Imperium MORE than they hate each other. Also, the Tzeentch player has the Keikaku excuse for working with the Nurgle player, and the Nurgle player can try to convince the Tzeentch player to except Grandfather Nurgle's loving embrace.

pretty much this, tzeentch is generally the most easy going as far as the choas powers infighting with others, because of the "its all part of the plan" excuse. in this case I'd say just avoid throwing lighter fluid on the problem intentionally through campaign stuff, and make sure they're both aware OOC there are plenty of reasons for the to get along despite the different alignments, namely the scum of the corpse-emperor trying to kill them.

I'll post new versions of it as I hit milestones, already a couple minor edits done due to some filtering not working properly. mega link I posted last thread will have the updated stuff when posted if you want to just save that folder.

So, OW players. What uses have YOU found for the 200 liter barrel of acid?

Well we had a fluid gun by another name, our Operator was tasked with it's clandestine reassignment. A few successful Tech Use and Trade: Armourer checks later, and our Flamer was repurposed for void environments.

GM ruled that it was a flame weapon for all purposes except was useless vs vehicles, gave it unreliable, and said the environment needed sand or dirt or large puddles / pools for anyone struck to be able to put themselves out.

We were on a Space Fortress playing out the No Surrender premade, so pretty much everyone we hit was a dead man.

It was a pretty sweet deal so long as we didn't see any vehicles, (or tech-Priests, or Commissars). Then the Weapon specialist that was using it huffed up pretty bad and was out of fate to burn, so one of the seals cracked and sprayed acid all around him, and his Comrade, and my comrade, and an SD Trooper we had just crippled.

All good things must come to pass I guess, we still have like 185kg of Acid sitting back at base, I don't know what my operator plans on doing next, but I hope I live to see the end of it.

Nice.

Why would an acid gun be less effective against vehicles?

Acid has no chance of setting a vehicle on fire, usually the chance is slim but present, being based on the Target's Operate skill+Armour points of the vehicle.

Acid doesn't have that chance, so it does minimal damage to the hull and otherwise leaves it the same.

At least that's how we were rolling with it, I don't think there are any good IRL examples of Acid vs Vehicles, so none of us had any anecdotal evidence to draw upon one way or another.

I figured the Corrosive trait would be used instead of setting things on fire?

How much XP would you put a competent DH2 Inquisitor at? There's no rough XP guidelines and I royally suck at this sort of thing.

"Give them hell" levels of firepower?

Hey, I brought this up before, but it finally updated with EWi and EB.

There's a Digital Character Sheet app for Android and I believe iPhone, made by DizeLabs, approved by FFG and GW. Its an excellent app, really indepth, down to different inventories that can be set up for backpacks and combat vests. There's a 1E version as well.

It has functions to link to other players as well.

Opening Screen

Menu Options

Skill display

If you were issued a challenge by a chaos warlord who then would lure you into a room rigged to blow (guaranteed tpk, say 10d10 dmg AoE) instead of a duel, how mad would you be?

Depends if I was prepared for that eventuality. If the show of honour (the duel) was out of character, I'd like to think I suspect something is up. But if it was out of the left field but that was the style of the campaign, a high turnover rate of N/PC's and everything is written in sand, then it might be a decent end to a campaign, suitably grimdark if nothing else.

I'm thinking of running a campaign where the players never face Chaos or Xenos at all.

They'll be working for an aloof Inquisitor who barely has time for them, but sends them to an Imperial planet to help the local Planetary Governor keep order.

The Planet is a shithole and the PL is a corrupt, tyrannical douchbag.

Their missions would be doing more and more dirtywork for the PL. I'd want to keep pushing it until the PCs snap.

Has anyone ever done something like this before? I feel like it'd be a good mix up and offer some moral confusion.

(Also: Inquisitor sends them to this planet because it's X industry is important and cannot be interrupted. That's it. There is no grand evil Chaos leader anywhere.)

I haven't but it sounds intriguing. That said, it'll absolutely be whatever your players make of it.

Yeah, I want to get it to the point where they are doing just real shitty work too. Not even suppressing workers' rights groups and silencing journalists, but things like covering up crimes/rapes/murders committed by the Governor's drunk/high son what feels like every other day. Until they just can't take it any more.

Any other good ideas?

My gm offered me to let my psyker become an astropath after some fun times that are going to ensue.

Is it worth it? I have 34 fellowship and no social or fellowship aptitudes

Why would you ask about Fellowship with an astropath?

telepathic powers

You have to consider that the players might like it. Being in that position of power and supporting the tyranny might appeal to their characters beliefs and you might be putting stock in something that won't happen. Just consider that, perhaps you'd want something to test their loyalties. To their Inquisitor or their new boss who gives them something to actually do and they likely get rewarded for it.

Honestly, I wouldn't even be mad, I'd be impressed. Because I was planning on doing exactly the same thing to him

the 13-16k xp bracket will do good for that.

depends on the inquisitor. Are they fresh outta Schola? Grizzled veterans? Somewhere in between?

I figured as much, figured it wouldn't hurt to ask though.
Relatively grizzled is what I'm going for. 20+ years of service, but not all of that is necessarily big heroic endeavours that save worlds and the Imperium.

Even 20 years is a relative newcomer in the Inquisition

...

Even relatively thin metal sheet(only a few mm or so) takes a while to corrode through with acid(unless you're also applying extreme heat and/or pressure). You'll ruin their paint-job, but not much else until the combat is long over.

The Corrosive trait says hi. It's not great at actually killing vehicles, but ruining their armor by reducing it by 1d10 per hit makes vehicles dramatically less durable.

I wasn't planning for babies first Inquisition, he's got a few cases under his belt, a couple of scars and stories he can't tell or his brain might melt. What XP bracket would you put that at?

I figured the Munitorum only sent out the most extreme in corrosive acid, the stuff that Xenomorphs bleed. At least.

you need to ask yourself what kind of game do you want to play? If you're going Ascension-level game, then you could just go wild and see everything crash and burn.

If you're thinking more of a more subdued game, use lower bracket. You don't want your inquisitor to have too much XP compared to the rest of the party because you'll end up running a game for one person with other players feeling like sidekicks.

It's Ascension tier, I've made a couple of posts over the past few weeks. 3 players, 3 Inquisitors, forming a cabal to fight Heresy and criminal incompetence. No idea what I'm in for, but it'll probably spew out a good greentext or two.

d10 is dumb, it should be a flat one per round

Hey for anyone interested. I've turned a few hammer of the emperor specialties into starting ones. I've been running an guardsman only game of OW (no specialists) to get around the small group of starting "classes"

docs.google.com/document/d/1xqVajbr4R-EAkDp9lXbkAQ9ynf1hsOCNUYHsIvG51Zo/edit?usp=sharing

bump

Are they experienced? Are they powergamers? I assume this isn't their first campaign if you're running all inquisitors party unless you're all retarded, but that promises good stories

If there is no danger of the players going full retard, I suggest late game XP (16-20k) just to see what happens, otherwise you'd just be playing the same mid level throne agents with a few extra talents, which probably isn't what you want.

With great power, comes great responsbility. And greater daemons. And fuck ups have monumental consequences. Screw them over

Adding to this. Be a dick, within limits. Make sure that they know when they've fucked up. Give them some unwinnable situations. Make them get their hands dirty. Being an Inquisitor isn't all fun & games, sometimes it absolutely sucks. As an addendum, I'd suggest using the Calixis sector as opposed to whatever it is that 2e is offering, because it's a lot more fleshed out. Hell, you could use the Tyrant Star as the ultimate big bad, and build the entire campaign around it and the Hereticus Tenebrae. This is, of course, if you don't already have your setting planned out

How would you stat the GLA as an OW regiment?

Death World (3)
Maverick (2)
Guerilla Regiment (4)
Survivalists (4)
Scavengers (3)
Poorly Provisioned (-4)

Universal Standard Kit, 1 phosphex bomb per character, 1 pair of shoes

Death World (3)
Maverick (2)
Guerilla Regiment (4)
Survivalists (4)
Scavengers (3)
Poorly Provisioned (-4)

Universal Standard Kit, 1 phosphex bomb per character, 1 pair of shoes per squad

What's a bullshit wambo combo for librarians in deathwatch

I was thinking possibility shield + maxing out agility and then mindworming an enemy.

Any way to increase damage besides just maxing PR? I know force does 1d10xPR if they fail willpower. Are there any willpower reducing or buffing powers ?

who needs combos? input lolocaust, output lols

seriously, salamanders librarian. 1 power, become the nuke.

(power in question is Nocturne's Fire from FF)

So, this will be the first time I play Deathwatch. What are some good things to take as a tech-marine for requistion? I have 42 req points.

seige auspex from RoB is usually a good pickup because of the wider range and material penetration.

make sure you read the deathwatch rules for cybernetics, you only need to pay the requisition cost for one mission and get to keep the cybernetic forever, so depending on what options are open to you that can be useful.

generally though your requisition usage will fluctuate depending on the capabilities of your team and the mission, without further information any recommendations will be general at best.

general requisition principles: grenades beyond what you get for free aren't usually worth it, same with specialist missiles. the exceptions are only 2 for grenades: monoball and cryo. only take either if you have literally nothing else left to take.

the basic bolter is an excellent weapon itself when paired with hellfire rounds against fleshy targets and with kraken rounds for just about anything else. the heavy bolter is also an excellent option, costing little req and you do not HAVE to use a backpack supply. beyond bolters the barrage plasma gun is a solid option.

you'll note that nearly all recommendations made were for weapons with a full-auto fire rate, and this is because of the mechanics of the deathwatch ruleset. not only does autofire grant +20 to hit, it also is more likely to do damage even when dodged, as the basic FFG combat model heavily favors avoidance over soaking hits. this becomes even more exacerbated when fields start entering play (more shots downrange is always better)

So, I'm building a defensive Jedi style build in DH2e (yes, still) and I was told Only War talents may be open (with some scrutiny). Considering I've never played OW and only just today downloaded the books, and I have very little time to research them personally, anyone have any suggestions I should look out for in particular?

Going Feudal/Imperial Navy/Mystic, focusing on Sanctic powers and a defensive/support style build. Will be getting some Tech Use and Armorer. Using Hrax as my homeworld and taking Hrax's alternate homeworld bonus.

So basically I got kraken rounds, fire selector, mag boots, and a seige auspex. The team so far seems to be good on heavy weapons. Looks like its a mixture of tau infantry, battlesuits, and some tanks for the first mission.

your armor has mag boots by default, the reason for some of that gear being in RoB is use by scouts.

Also, does anyone know where I can find the Shield Wall and Bodyguard talents? A friend recommended them to me but I can't remember where he said to find them.

It's a word that survived into the 40st millennium that essentially just means "a really bad place to be".

enemies beyond. they're good if you're playing a character in exceptionally heavy armor with a lot of soak because you have to take the hit, you cannot mitigate it except with a field of some type. generally with the way FFG combat systems work this means you court death in most cases unless wearing some pretty heavy gear on a heavily augmented character.

as an example, the average damage of a good long-las shot (the kinds of hits you might expect to be blocking) with variable settings used and only 1 accurate die (so 3 dos to hit) is 2d10+5 pen 3, felling (4)... that doesn't sound like much, but that's still a range of 7-25 damage, with dead average being 16.

to soak that hit and not take any appreciable damage would require a combined soak of 19. for this purpose we'll assume that your acolyte has a TB of 4 (average plus an advance)

TB 4 goes to 6 with a bionic replacement on body, wou're using some kind of shield, but are not guaranteed to be hit in the body location (you inherit the hit location of the original target) this leaves you still needing to soak 13 more damage, which would require Best-quality heavy power armor at AP 9, and subskin armor, meaning unless you are fortunate enough to be hit in the body or arm where your shield is you're taking 2 wounds.

the math works out better for melee because you are allowed a parry, but even with the defensive quality in your favor if the opposing melee has and is using inescapable attack you are still likely to be needing to soak a nasty wound. in the case of a chainaxe from your average frothing cultist, another 17 pen 2

FFG 40k systems are rocket tag. don't get hit.

Thanks for the info. I actually deleted my post because I found the talents shortly after posting it. Though I'm building the defensive psycker build and I'm going to be investing heavily into parrying. I've also been trying to get my GM to approve the parry bullet talent(s) that were in here a while back, he has been reluctant to make a judgement on them but I may have some ground to stand on now given he allowed one of our warband to parry a two ton slab of rock and molten metal flying at her at a high velocity lol.

Going towards a somewhat tanky close quarters jedi style here, emphasis on support and defense, so stuff like these talents are things I'm going to need.

Anything else you can suggest for a defense/parry focused build from DH2e or Only War?

The players are experienced, one of them was an Inquisitor in a prior campaign and he's made a dodgy deal with a Necron and kidnaps Psykers for them regularly. In the prior campaigns the other two players were his Acolytes but now they've said they want to see what all this responsibility and FUN is like and they're going to find out.

I'm using a homebrew sector with lots of neat little details, a lot of it is built on plot threads left from the previous campaigns that never got resolved and have spiralled out of control. I wouldn't say they're powergamers either, but one player tends to be somewhat more optimised than the rest of the party.

Hey, a few of my fags and I are looking to start playing Rouge Trader. Got any advice or directions to point me in to help us get started? I've already directed them to the resources and everything listed above, but I'm still not 100% sure we'll be doing it right.

Question about the Desperado Role's Special Ability in Dark Heresy 2e, just wanna clear things up.

"Move and Shoot: Once per round, after performing a Move action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action."

I know that you can only perform one attack each round, and the only action you can take twice in the same round is Aim for either +10 or +20 to hit, but would you be able to perform, using the Desperado, say, a Charge attack (with the Movement subtype), and still perform a free Ranged Attack using a Pistol after the Charge has been resolved? The Charge action is both movement and attack, and resolves both the movement and the attack in and of itself, so I am rather unsure if the free attack is still legal. Being essentially another attack.

Any input appreciated.

Wait, I realise I may have misundestood the ability, as it says "after performing a Move action", and not an action with the Movement subtype. I suppose that means only the Move Action and nothing else.

Get Warp Time and a force sword.

personally i wouldnt be mad, because i was tricked by an enemy into my demise. its my fault for expecting honor from a heretic

other people? knowing how butthurt people get from my forever dm experience, i would make it quite clear, to player, that he is going to die if he accepts. yes, it breaks immersion, but thats what my players get for whining 24/7

Depends on the warlord's alignment.

Is this voice good for a rebellious techpriest?

vocaroo.com/i/s0kvX3mmgE8b

A little hard to hear what's being said, but otherwise, very thematic.

Cheers, will include a transcript for the players just in case.

I think my terminator armoured librarian might have a chance at surviving that
And we run with fate points every now and then, with the houserule that burning one can save a character from death at the cost of a severe drawback, generally some kind of extremely grievous wound, think losing the lower half of your body kind of grievous.

>inb4 no user thats maul not grievous

What kind of structures do Kroot build planetside?

Krootowns.

It sounds like an interesting premise but the players are likely going to be itching for the big reveal about the top secret chaos cult that isn't actually there if they're used to that sort of thing as a standard. Also you've got to have ideas in mind for what happens when they actually do snap at any stage, or if they'll just continue on forever in the name of the Inquisitor. Other than that, I'd say go for it, I really enjoy campaigns that are about human struggles where the big bads take a backseat for once.

Is there any way to get rid of the Unwieldy trait on a weapon?

Available for Rogue Trader too?

The Finetuned positive quality from Hammer of the Emperor's custom weapon pattern rules allows you to make an Unwieldy weapon Unbalanced instead.

Do realize the inquisition would be just as apt to"replace" such a dynasty as to defend it.
Leaders of weak moral fiber are the soil from which heresy takes root.

Eisenhorn was made an inquisitor at age 24 as was his closest friend. Not everyone comes up as an acolyte.

That shit available for RT?

Just DH AFAIK.

To wit, inescapable attack penalizes parry AND dodge attempts. You are boned either way, with defensive actually being more helpful.
But if your gm is throwing that at you, you dun goofed anyway.

You mean warp speed.
At least meme right.

Yeah, it's fucking retarded.

Probably, you're rich enough to commission a custom weapon

That's exactly why burning fate exists, and generally the system says survival shouldn't be without consequence (system does say your missing bits get bionic replacements unless it was your last fate point, in which case you can dreadnought

vocaroo.com/i/s1TPQ7iVr38s

What about this?

Getting better.

What're you using to get this affect? Audacity?

As a Explorator, what skills/advances should I pick up? Starting up a RT campaign, so just the 500 starting XP.

Fucking around with Cepstral

cepstral.com/en/demos

That is some serious fucking xeno-heresy right there. Psykers are a valuable asset that must be controlled or destroyed, not given to the damn necrons. If a more straight-and-narrow Inquisitor finds out, you can expect censure, assassination attempts or even a visit from the Deathwatch.
Very cool. I wish I had voice editing software or somethin' like that. I like doing voices in game, but robots are kind of hard.

Hey, did you read my campaign notes?

>I wish I had voice editing software or somethin' like that

see You can record a few chunks of what you got them to say, then stitch it together with Audacity.

I'd also recommend trying out the Voxal Voice Changer, i've been messing around with it now and it seems pretty effective.

Currently working on an upcoming RT campaign with a planet of rogue Admech and AI, so I've been doing a lot of this.

meant for