/40krpg/ - Warhammer 40k RPG General Part ???: FINE, I'LL DO IT MYSELF!

MEGA Guy is hereby taking over as OP again, because reasons

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:

discord.gg/FpVfNKp
youtube.com/watch?v=a6BbvCC0VI0
twitter.com/SFWRedditVideos

Best Alpha Legion fuckery stories?

well then, guess I'll shill for the discord here
discord.gg/FpVfNKp

I want to run an RPG set in the Dark City.

Would it be more fun to play as Dark Eldar?
Or escaped humans trying to survive and avoid the terrifying horrors and maybe get home?

How do you make space marines more dangerous enemies? My Rogue Trader group was able to take out four in less than two rounds.

Tell us what happened, and we can advise you.

With the way the game gives power to players, you have to fiat the threat. The players can roll all they want, it won't do anything or matter in any way. Then you declare new characters.

Are you giving full auto +20 to hit? A lot of problems in the older games are fixed by moving up the rules

If your RT players are even halfway levelled they'll roll Spacemarines for breakfast. Unless the Space Marines go first and dodge rolls and power force fields fail. In which case the Astartes fail, unless they pass their dodge checks.

None of the 40k Systems scale to satisfying combat ever.

Alright, here goes.
>Party is all rank 4
>Missionary with sanctified flamer and customized eviscerator
>Arch-militant with special paired power swords
>Rogue Trader with a bolt pistol
>Tau who thinks he's an Ork in juryrigged power armor with fuck-off huge sword
>Arch-militant in power armor

>4 marines teleport in
>Tau-Ork kills one in a single blow
>Rogue Trader shoots one with her bolt pistol
>Twin sword Arch-militant finishes him off
>Power armored Arch-militant shoots and doesn't penetrate another's armor
>Missionary digs deep into another and finishes him off with a blast from the integrated two-shot inferno pistol
>Remaining marine shoots and misses
>Rogue Trader gets a righteous fury, but doesn't kill him
>Tau-Ork takes his head off and sends it 15m down the hallway

You get what you deserve when you meme with xenos.

What stats were you using for the spess marines?
Why did only four teleport in?
what are the party's stats?

I think the Astartes stats were from Black Crusade, and I don't have the party's stats on-hand (though I could check once I get home, assuming this thread's still around)
As for the number, it was mainly to see how well they'd fare (I'd expected them to be more dangerous, because normal (if well-armed) humans vs power armored supersoldier) and it was getting kind of late when we finally got to the combat, so I didn't want to drag things out by just throwing 6 more of them into the mix.

Have the Space Marines use superhuman coordination and flanking and cheesing the fuck out of any possible combat maneuver you can think up. I mean, they literally eat, drink and breathe war.

Black Crusade's SM stats are pathetic. Put the fear of the Astartes in your players.

>Using BC NPC stats in RT

There's your problem, virtually all Black Crusade NPC sheets are pathetic compared to those in the other non-Deathwatch lines to further exemplify how powerful the Chaos PCs are.

Is there seriously a Warhammer 40,000 role playing game? What kind of stupid faggot plays that shit? The 40K storyline and background are just an excuse to sell toys, idiots. If you want to roleplay, pick a setting that isn't retarded.

There are, in fact, five. Now go bait elsewhere.

Ha ha no, I need to troll this thread until people stop posting here and start posting about real games. 40K isn't going to be around much longer anyway.

Is there a resource for adventure seeds specifically for the 40k rpgs anywhere? Or would I be better suited looking for adventure seeds for the style of game I want to run and adapting them to 40k?

Give me a break. You faggots play a game about a toy commercial, and you can't even be bothered to come up with your own adventures? HERP DERP HERE'S MY RANDOMLY GENERATED QUEST SLAY 500 SPACE ORKS BLAM BLAM YOU WIN HERE'S A FUCKING PURITY SEAL.

I need a Recoilless Rifle for Only War, should I look at making a single shot Autocannon, or just removing inaccurate and indirect from a Mortar?

Considering that Recoilless rifles usually used HEAT rounds or similar light Artillery, I think that the Mortar fits the bill better, but it may require a bit more modification,

Thoughts?

Sort of reduces the quality of your bait when you admit to trolling.

Fluffwise, could a promising Adepta Sororitas initiate be taken as an acolyte of the Inquisition?

I usually just adapt other adventure seeds to 40k, I have not found a 40k Adventure seed resource at this time, only a few forums with adventure seed threads, but if you happen to come across one, I'd be much appreciative if you posted it

Wouldn't a missile launcher sort of work?

Yeah, a missile Launcher with re-fluffed ammunition is probably the best substitute, Thank you.

bumping

>Fluffwise, could a promising Adepta Sororitas initiate be taken as an acolyte of the Inquisition?

Crunch - Absolutely. They're in one of the Dark Heresy v1 books, Blood of Martyrs

Fluff - The Sororitas have pretty close ties to the Ordo Hereticus, since their areas overlap a fair bit. I imagine that they'd work well for the Malleus as well.
As for Xenos having a hate and flame powered bitch in Power Armour is always useful.

>As for Xenos having a hate and flame powered bitch in Power Armour is always useful.
Depends on the Inquisitor. A fucking amazing number of Ordo Xenos inquisitors are busy cozying up to Eldar, hiring Ork mercenaries, taking blueberry harems, working to turn Tyranid DNA inside out to create a genophage, studying Necrodermis and Necrodermis for sinister purposes, trying to replicate xenostech and forbidden heretek, and/or building their own private MIB armies. Hopefully not all at once, but knowing the =][=, weeeeellll....
Anyway, Sororitas are best kept well the fuck away from radicals of any stripe. And Xenos has a lot of radicals.

Hey Veeky Forums

So I'm starting up an Only War game, and I was going to run No Surrender.

I'm trying to think of where I take the game from the end of the book, and figured on actually moving the battle to the planet itself, with the Imperials balancing attempting to take the Agri world as quickly as possible while trying to not burn it too the ground.

However, for a twist, I figured on the Warpsmith leaving a nasty surprise. In the event of his defeat, he rigged a package to launch from the station, either in the event of it's destruction or simply in the chaos of retaking the ship. The package actually holds a daemon or daemons, the specifics of which I haven't decided.

I was thinking either a single Daemonette or a couple Nurglings, which changes the nature of the campaign. The Nurglings would begin infecting the planet, leaving the Imperials racing to contain the plagues before they ravage the planet beyond use, while the Daemonette would begin a cult, was thinking a Children of the Corn kind of situation.

EIther way, point would be that they don't really have the power to open a warp rift themselves, at least not yet. So the players would move from a more traditional if restrained siege to a desperate attempt to remove the taint of chaos before it spreads too far.

The only thing I'm kind of worried about is that this hits some of the same notes as No Surrender does, though I figured the different environment would keep it from feeling too much the same.

Seriously? Somebody made a RPG about Warhams? What the fuck.

*checks GW's website*

Ah good, I don't see it listed. So it's just another fan-made homebrew project that nobody will ever play. I was about to die of embarrassment for you people.

...

>>Somebody please play a game with me, I'm so lonely.

user, please. Even posting a bait picture is what he wants, and it will just encourage him further. The best solution would just be to ignore it.

Sadly, I know people won't. They'll post and reply, and think they "beat that troll." He'll never go away thanks to ill-intentioned people like you.

Whats astonishing is that he's using almost exactly the same form of bait as he used earlier in the thread. It's not even creative.

>>Boo hoo, nobody likes my game because there are better games and settings all over the place.

No, it's not. It's a proven tactic because it gets replies. If you recognize bait, just ignore it and move on. Don't reply. Don't give him the you. Just try to have the self control not to click the post number, no matter how wrong someone is on the internet.

Seriously, guys. "Report, Hide, Ignore" actually does fucking work. If half the thread reports every post he makes, the janitors notice fucking fast, remove every one of his posts, and probably ban him. So report, hide, ignore, it takes literally five fucking seconds and gets rid of the shitposter.

>>Boo hoo, I'm a whiner posting on a forum with no mods about a fake game.

...

The package launches, hitting the world. The players find themselves on a world instantly transformed into a Daemon World. Daemons surge about, and the dead walk. The last things regimental command can send before losing contact are a bunch of shotguns, and a bunch of chainsaws. Not chainswords.

Chainsaws.

Time to rip and tear.

youtube.com/watch?v=a6BbvCC0VI0

Escaped humans, definitely. THAT would make for one hell of a tense one-shot campaign.

Hey Veeky Forums I have a question

In dark heresy I have a guardsman who has a cybernetic left arm and I have Unarmed Specialist. Now for damage we decided that for my left punches I get an extra +1 for damage but I was wondering what would happen if I Added some kind of punch dagger or blade to the cybernetic arm. How would damage be calculated? Would my punches have penetration?

I know there's rules for integrated weapons in various splats. I'm pretty sure both Rogue Trader and Only War have them, but I'm not sure which book.

Question for the thread:

My group has expressed interest in playing as the crew of a Titan, and I'm trying to figure out a way to balance the sheer god-of-war level combat with feeling the constant threat of bigger challenges and tying in political intrigue when dealing with the Military commanders.

Thoughts? Ideas? Suggestions?

You would use the stats of the punch dagger instead of the stats of the unarmed attack.

A Punch dagger has 1d5+1+SB damage Pen 2 usually.

Damn. I was really enjoying the damage I was getting with the punches as they're doing more than my Las gun but the lack of penetrative power is making it hard. I haven't seen the only war expansion but I've read that it has some great skill for unarmed. Is that true?

Get them out of the Titan sometimes.

Only War has a number of talents that benefit an unarmed build. Pugilist, Feat of Strength, Cybernetic Boost (HotE), and Desperate Strength (SoH) would all help you and your cyber-punchman. Ask your GM about porting shit over.

The thing to remember about Titans is that, while they are god-machines that can effortlessly slaughter anything non-Titan on the field, Titans and Titan-Hunters are quite capable of killing each other with downright shocking speed. If I was forced to run a Titan campaign at gunpoint, honestly I would throw out most of the rulebook and run it like this:
>Titans get a number of void shields every turn based on class, and between 1 and 20 wounds
>Non-Titan units (Vehicle groups, hordes, etc) roll a d10. On a 9+, they remove a void shield or cause a Wound. Elite or hard-hitting units cause 2 wounds.
>Titans attacking each other roll 1d10 for each weapon. If they get equal to or below the Bonus for an appropriate characteristic, they hit. Mega-bolters do one hit per point of difference but do half damage to Wounds, meltaguns do four Wounds, shit like that. Any hit instantly destroys a non-Titan unit.
And then , using regular rules whenever they're outside the Titan.

I'll give it a go, Thanks! Honestly he wasn't supposed to go this way I was aiming for a more Sam Vimes/Sarge character but then he got his hand blown inside a space marine's chest and things kinda took a turn there.

>he got his hand blown inside a space marine's chest
Kinky.

There was supposed to be an off somewhere in there I swear.

Or, if you have the actual 40k rules about, you could do what MechWarrior does and use wargame rules for when they're in the Titan.

I think I'm leaning towards using the Epic rules for when they're in Titan while allowing them to pull off different maneuvers not normally found in the game.

One thing that's bugging me is the Titan to give them. The Game Designer in me is saying 'Let them start small and build there way up', but I'm pretty sure the relationship between the Princeps and the Machine Spirit is for life. Suggestions?

If you had the princeps as an NPC and the players as the gunnery/enginarium crew you could justify them changing titans. That could also give you an in-cockpit use for interaction skills, convincing the princeps to go with your plan.

Sounds more like Deathwatch than Only War

Don't forget the Dialogous. Ordo Xenos can always find a use for them.

So im a new Only War GM and my players really want to call in artillery support when needed on the front lines.

How should I go about doing this? Just make them do a Logistics test? Command Test?

Veeky Forums mods best mods, will never shit talk again for a week.

I would have them roll both, actually. Logistics for availability, Command for priority/volume of fire/something else like that.

Isn't there a Master of Ord spec that specifically does this?

Do it, but have a secret d3 roll
on a 1 it hits normally, on a 2 it misses, but on a 3 it actually hits them.

Good idea! I will probably steal that.

Yes but my players dont have enough EXP to get the advanced field training yet and I did mention that their Mech Infantry regiment does have tank/artillery support units.

I also really like this. I was otherwise just going to do a BS test for the guardmen operating the Basilisk but that saves me time.

I ask about playing Alpha Legion SM many times with different GMs. Yet to receive an ok.

There is a reason. A very good one.

Its fun to hear about Alpha Legion shenanigans, like that Legionnaire who infiltrated the Deathwatch and took a year to kill his target.

Its not so fun to be on the receiving end.

Uh. I'm new to the Warhammer lore but my gm seems to be hinting that whatever we're investigating is somehow related to the Alpha Legion. Should I be worried?

It also takes a whole lot of trust from the GM, who also has to be willing to have that as an aspect of the story and not be of the school of thought that the Alpha Legion is literally a meme legion. And again, has to trust you to not be a total shitbird about planning to betray the party from the start. If in doubt, the answer to something like that is always no.

>Should I be worried?

If you're GM is a bro who gives good storytelling, then no. Alpha Legion open up a great font of intrigue and deception.

If he isn't and he loves his combat, get ready to be fucked in the ass at the worst possible moment because LOL ALPHA LEGION.

Ok then it should be ok. It's all our first time trying this game so we're more on the story front than anything crazy hard. I'll just keep y eyes open.

My best advice for you is to enjoy the ride. Don't fret too hard about the possibility of Alpha's being on the horizon. Just trust that your GM wants you to have a good time and is doing their best to make the story fun, exciting and memorable for you.

"Memorable" is one way of describing Alphas, I suppose.

I still haven't run my Deathwatch game involving the Alphas, I really should.

My plan on fucking the party was having them arrive on an Imperial planet to invesigate a lead, then when they head out to do it the Alphas shows up and manage to convince the Imperials that they're the real kill team, and the players are actually spies. And now the whole Imperial presence wants them dead.

Was going to see what my players would do with that.

Well we've arlready had a clone uprising and fought a clone Astartes so it's definitely been fun.

Yah. I usually try to angle it that their involvement means they have plans that rely on the group surviving, working together, and being successful.

That said, I also like keeping secrets from the party, as opposed to implying I have secrets no one else knows.

damn clones, can never rely on them

Hey it's cyber arm guardsman again.

I just had a thought that my biggest issue continuing with my play style is going to be I need better penetration skills as most of the enemies we've faced have had at least guardsmen level armour. Any skills that can help with melee penetration?

Also yeah it's already given us a complex where if there are even two people that are wearing the same outfit with their faces covered we need to see their face just to be sure.

Basically anything that increases your raw damage will help a bit, but after a point you're going to want to upgrade your melee weapons to power or thereabouts.

Get a Power Fist on that arm. You won't have any penetration problems again

I usually make my players do a Navigate (Surface) test (to get the co-ordinates for the strike)
I roll a Tech Use roll for the NPC vox-man if there's going to be interference or jamming or any of that fun stuff
Then it's a Command test to convince the Brass that their artillery request is worth consideration (modified by the rank of whoever's calling it in).

Things like availability of fire I work out in advance, then assuming the call is honoured, just use the normal rules for Indirect Fire (insert artillery type here) attacking the enemy.

This guy right here.

Also, if you have realistically big open terrain battlefield, consider doubling the blast radius and at least quadripling the inderect fire scatter value.

A bit not on topic but. Anyone got good podcasts or dare I say 'LET'S PLAYS' of Only War? I don't have free spots to find one, so I might as well watch someone else play it.

By "I don't have free spots to find one." I mean I don't have free spots to PLAY only war, not that I am a lazy bum to find a podcasts. I found a few but none really fell to my likings.

I need idea for illicit items a Rogue Trader might have concealed in the auspex-shielded secret compartment on his vessel. Ideally items that will be just useful enough for my players to be tempted to mess about with and just risky enough to get the into trouble when they do. Anyone got any suggestions?

Xenotech

More heretical xenotech

Fake relics

Chaos relics

Geneseed

84 issues of Fornax, the most heretical xeno-porn monthly magazine in the galaxy. The latest issue features Xi!Kll'Pryt!Klq, Brood-Queen of the Tentacular Zlxts, with seventeen drooling breed-orifices and up to three dozen brood-feeding maws. If anyone tries to read it, make them roll for Fear 3

Didn't Big Daddy Calgar get stats in one of these games? Would he be able to do this in say Deathwatch?

None of the figures named in the Lore are statted, they're supposed to be above this kind of RPG baby play. That said, I can't imagine any melee hit hitting and killing 113 people unless as part of the melee hit there was some sort of anime explosion or projectile attack.

Unless there was a hyperdense cube of Cultists 30cm square and Calgar slapped that, that'd work.

>That said, I can't imagine any melee hit hitting and killing 113 people unless as part of the melee hit there was some sort of anime explosion or projectile attack.
>Unless there was a hyperdense cube of Cultists 30cm square and Calgar slapped that, that'd work.
Chaos, user. Those cultists probably had some sort of mutation where if one died they all died. Or it really was a cube of your description.
>None of the figures named in the Lore are statted, they're supposed to be above this kind of RPG baby play.
Oh. My mistake.

>That said, I can't imagine any melee hit hitting and killing 113 people unless as part of the melee hit there was some sort of anime explosion or projectile attack.
Well...Astartes melee attacks against Hordes deal 1 Magnitude damage per 2 DoS, Lightning Attack in DW gives 3 attacks a round, Whirlwind of Death doubles Magnitude damage, Calgar probably has WS in the 80s or some shit, he might be able to deal like 16+ Magnitude damage a round, rising dramatically if he gets hold of a Devastating melee weapon. So, maybe? Possibly? In theory?

I will accept a chaos spawn conglomerate of 113 Cultists.

And yeah, a lot of licenced RPGs do it, can't have James' OC be a better killer than Lucius the Eternal! Not fair if Rek'Tha is a faster shot than Han Solo etc. By never statting these people, they can always be better than even the bestest NPC who's famous in the lore.

>I will accept a chaos spawn conglomerate of 113 Cultists.
Thinking about it now those cultists probably were cursed in the fashion I said by a sorcerer who needed a quick way to appease a daemon or two for summoning.
> can't have James' OC be a better killer than Lucius the Eternal!
That's honestly not that hard though. It's Lucius.

Exactly. If Lucius was the galaxy's greatest duelist, he'd never get to use his "gift"

He enjoys dying as much as any other experience, and thus has no impetus to get better. Even when he loses a fight, he wins.

The only way I can see Lucius actually losing is in a fight against Lukas the Trickster. That would end in a mutual kill.

Or some other guy, Lucius was the first name that came to mind.

That would imply that Lucius wouldn't job so hard that he doesn't even die. You don't know his status as the Eternal Jobber do you?
Well Lucius is a pretty generic human name, and there was another EC Chaos Lord named Lucius.

That's the thing, Lukas' Last Laugh is set to detonate when his remaining heart stops. So either Lucius Kills him, detonating the bomb, trapping him forever, or Lukas beats him, Lucius takes over his body, the stasis bomb registers Lukas' heart stopping, and detonates, trapping Lucius forever.

I didn't think of it like that. Lucius probably avoids Lukas like a plague then.

My rogue traders have reached end game as far as XP goes, but theyre keen on continuing. So Im going to take them into the rest of the halo stars.

How big a human or alien empire can I get away with being hidden in the halo stars? 100 worlds max? 1000? Just need a ball park figure that wont make it setting breaking.

And now I'm imagining Lucius running away from Lukas, screaming in that fucking evil Mickey voice Alfabusa gave him.