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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.

Mars Needs Women! Rampage of the Nerds! (V1.0.0), a new Veeky Forums made Only War supplement for playing as Skitarii, Cult Mechanicus, and joyriding an Ordinatus!
mediafire.com/?irijme05vbks7q4

Old thread:

Is it just me or is the stealth claw in enemies beyond kind of weird? It feels a bit scattered in what it wants to be, what with it having Sanctified and that odd bit about adding psy rating to damage on an All Out Attack of all things.

Only if you literally play vanilla.

The Deathwatch RPG does a fantastic job of guiding players on how their characters would react to being pulled from their parochial, one-size-fits-all Chapter Backgrounds and forced to play nice with a bunch of assholes who are just as parochial, but in radically different ways. The enemies might hit harder and be more numerous, but the real tension comes from playing off the strengths and weaknesses of all characters.

The Ultramarines contribute large amounts of brothers to the Deathwatch, particularly tyrannic war vets or others with special alien-fighting expertise. Other chapters sometimes do the same, but more often send Marines to gain further experience and bring knowledge back to the chapter.

An ultra tac marine is going to think they know more than the squad they lead. They may express this with varying degrees of humility, but they are secure in the knowledge that they've probably done or seen more than their counterparts. Among other things, this means they will be less likely to support alternative tactics and more likely to internalize every failed mission they command.

YOU are that space marine, user. Play the glory boy.

Yeah, that thing is really dumb, especially because one of the other books already has that assassins creed sort of thing

So, anybody have any interesting Homebrew stuff they've made for their games, such as weapons, equipment, NPC's, etc.? I try to homebrew new and interesting things for my players, because all of us are super-into the lore and like that type of thing.

Something I just made, looking for critiques:

Tyrmon-pattern Assault Shotgun

>Designed as a solution to the extreme danger of using Bolt-weapons in the tunnels and warrens of Tyrmon, the Tyrmon-pattern Assault Shotgun is a highly-advanced shotgun designed for use by the Sororitas of the Order of the Brilliant Hand in their constant tunnel wars with the Genestealer Cults and the Forgotten Sons renegades that live deep in the forgotten corners of the planets caverns. In addition to being more powerful and accurate than most shotguns, they are also equipped with a various tools and useful upgrades for tunnel fighting, the most valuable of which is a fire-selector with an inbuilt secondary ammo magazine that can be loaded with specialist ammunition, such as the favored Flechette and Dragonspurt shells.

>Basic; Range 50m; S/2/4; 1d10+5 I; Pen 1; Clip 24(36); Scatter, Reliable, Made to Order+, Secondary Magazine++; Rld 1 Full; Wt 8kg; Avail. Very Rare

>Made to Order+: These weapons are custom-designed specifically for the Sisters of the Order of the Brilliant Hand, and to be wielded by a power-armored form. All individuals attempting to wield this weapon without either a Recoil Glove or not wearing Power Armor (of any kind) suffer a -10 penalty to BS.

>Secondary Magazine++: This weapon has a secondary magazine that can be loaded and reloaded independently of the main magazine. This can be loaded with either twelve(12) Unusual or Specialist Ammunition, or loaded with 12 additional standard rounds (bringing the total clip size to 36). Reloading this secondary magazine is a Full Action.

>Add.: All Tyrmon-pattern Assault Shotguns are equipped automatically with Red-Dot Sight, Flashlight, and Fire Selector.

Correction: It's supposed to have a range of 40m, not 50.

It's rather strong, but since there's two stronger patterns in vanilla DH I guess it's still fine.
I however don't like the word "designed" in combination with labeling it a pattern.
Maybe calling it modified from an existing pattern, hand crafted, improved or something else would fit the theme of 40k more.
Innovation, while even though it exists is extremely rare in the imperium and it makes the order of the brilliant hand sound less like a special snowflake.

Seems a bit odd giving them a red-dot sight.

Is this made with the multi-hit Scatter or the extra damage Scatter in mind?

It's not great, and would still need some more work were it more than a short little bit of homebrew made for a friend, but I made rules for playing a worshipper of Malal in Black Crusade.

That's fair. I completely forgot to mention that this is for Rogue Trader, so "powerful weapons" are sorta the norm.

My logic for them having a custom "designed" weapon is that it's designed for the Sororitas - almost all of their stuff is custom to begin with, and the bill is footed by the Ecclessiarchy. They have their own special Power Armor, their own special Bolters, etc. While there are a few Tech-Priests on good terms with the Mechanicus, the Ecclessiarchy has a long history of circumventing the AdMech to get their own special stuff, and this particular variant weapon is produced locally specifically for this planets conditions (it's a "hollow" world filled with caves and underground Hives, as the surface is completely inimical to human life). There is a precedent for them getting custom gear, so I feel like it's "appropriate" (if a little specific) for them to get them, especially since the Sisters don't have a "shotgun" of their own to use (unlike say Space Marines).

It's also strictly made for the Sisters - they don't share these with outsiders. It'll be EXTREMELY difficult for the players to nab one of these without looting an enemy who has in turn looted one from a Sister (which some of them will, but they'll be rare).

The tunnels are often half-lit with bioluminescent fungi and planet life, and they also do missions in the Hive parts of the planet. The ability to flip from one to the other is useful for this planet.

Multi-hit, as this is for Rogue Trader.

MEGA guy is still alive, if updates or additions are needed.

If its an addition, provide a link. Don't just demand I go find it.

If I drop of the face of the earth again, and something breaks in the MEGA, feel free to bitch on my 1d4chan talk page, its the only reason its there. Just look up ZeroSumGame.

Not bad. While I'm not a huge fan of Malal personally, it seems to be pretty fluffy, offers some good rewards, but also runs the risk of harming yourself in the process.

For "The Fear of the Fearless," to keep it in-line with Malal's fluff more, I'd have only those who are aligned to Chaos or From Beyond suffer from the effects of Fear, rather than just a blanket "Ignore Fearless." Malal terrifies the followers of the Ruinous Powers (that know of him), but to the Imperium or other Xenos they're just one more servant of Chaos.

Other than that, it looks pretty interesting.

The Crumpington las-lock, a modified las-lock designed by the npc David Crumpington, a noble from Praetoria (space Britain).
Range 200m; 1d10+6 E; pen 2; clip 1; reload Full; S/-/-; Accurate, Reliable
It functions like an old Martini-Henry rifle, where you have to open the breach with a lever and load a new bullet-shaped charge pack between each shot.
The npc also has an Ogryn manservant called Bert who carries the rest of his hunting equipment for him, including a las-cannon, a heavy stubbed, shotguns, autoguns, grenades, and so on.
The npc is a support character and occasional quest giver in a Rogue Trader game.

Most of the stuff that I make is taken from the codexes - there are a few truly "kustom" things I've made, but everything I made has ended up in the OP.

These are some of the relics that my Deathwatch team, the Republican Commandos, use. Each one involved a rather long quest / spirit journey to truly unlock. Naturally, they come from Horus Heresy Book 4.

Gladius Invictus (Short Sword)
Melee, 1d10+8R, Pen 10, Power Field, Balanced, Master-Crafted, Tearing, Shield-Mocker, Duellist's Edge

Photonic Blade (2H Lightsaber)
Melee, 1d10+2E , Pen 12, Power Field, Fleshbane, Blind, Master-Crafted, Soul Blaze
Two Handed, grants the Fear (1) Trait against enemy in melee combat, or increases the bearer's Fear Rating by +1.

Burning Claw (Lightning Claw)
Melee, 1d10+10E, Pen 8, Power Field, Master-Crafted, Proven (4), Tearing, Armorbane
Add +1 Damage per Degree of Success (+2 when equipped with a second Lightning Claw).
(This is the fixed version)

Parthinian Serpent
Basic, 100m, S/-/-, 2d10+9E, Pen 12
Accurate, Master-Crafted, Pinning, Precision Shot, Preternatural Targeting

Duelist’s Edge: When engaged in single melee combat with only one other enemy, the enemy is suffers a -10 penalty to dodge and parry tests.
Shield Mocker: Ignores protective fields, and ignores armor granted from combat shields, storm shields, etc.
Soul Blaze: Upon hit, enemy must test Willpower, or catch fire. Fire inflicts 1d10+4 damage, wounding vs Willpower.
Precision Shot: Enemies suffer a penalty of 5xDoS on BS test to Dodge. Against Hordes or Formations, the bearer may selectively target enemies with a Called Shot option.
Preternatural Targeting: The bearer ignores ALL penalties to his Ballistic Skill test when firing this weapon. Bonuses are applied as normal.

Each is a one of a kind relic, though only the Burning Claws see consistent use because standard Full Auto bolt weaponry is just THAT good in Deathwatch.

Another weapon, for the same planet:

Tyrmon Fireglaive

>A modified and "militarized" version of a common mining implement of this world, the Fireglaive is spear with a multi-faced chain head, with its chains designed specifically to churn through the hard rock and limestone of the planet during mining operations. To further enhance this tool, ancestors of the Tyrmoni attached small, high-pressure water jets along the length of the blades, to further facilitate the cutting action of the tools. These military models have since be repurposed by the Tyrmoni Guards to instead emit high-heat jets of flame, superheating the blade and inflicting horrific burns in addition to the shredding action of the chainblades. While many Tech-Adepts in manufactorums of the world frown on this modification, none can deny its incredible effectiveness in the tight confines of the Tyrmoni Warrens.

>Melee; 1d10+5 R; Pen 5; Tearing, Burn-Blades+, Awkward++, Unbalanced; 13kg; Avail. Rare

>Burn-Blades+: The high-heat jets of flame ignite and superheat the blades of these weapons, causing targets who are hit by the weapon to take an additional 1d10 E damage (rolled separately from the original Damage roll).

>Awkward++: This weapon is not easy to wield with any degree of finesse for all but the strongest individuals. All Attacks made by this weapon suffer a -10 WS and -10 Ag penalty unless the individual wielding it has a Strength bonus of 4 or higher.

How would you stat out say, a DAOT ship? I'm thinking of running a game set towards the end of the DAOT or a game where the PCs are a DAOT group sent to the 41st millennium.

What editions/systems do you guys use? Currently browsing rpg.net reviews to see what's what but I'd like user's opinion on the subject.

Closest you will get is the Ark Mechanicus, which has a bunch of DAoT systems. Overall, ships defensively would not be that different, but offensively you can pretty much make up whatever, and go real deep, with volkite bombard implosion spheres, phosphex nega-webs, kinetic lances, and all sorts of other stuff.

Rogue Trader for days, though I browse all the other lines for ideas and stats for things like Necrons and CSM.

That question only applies to Dark Heresy as it is the only one of the entire line to have a second edition. Speaking of which, DH 2e.

Nice. Please tell me he does nothing all day but hunt exotic game and shoot the shit with other nobles about the "good old days," with casual racism/classism and good humor all around.

That stuff's pretty damn powerful, but then again it's for Deathwatch, and that stuff is on a whole nother level to begin with.

I especially like the Burning Claw, because as you said it's pretty cool. Is there two of them, so you can double-stack the bonuses? Because that's powerful as fuck.

>Is there two of them, so you can double-stack the bonuses?

Funny story about that. I gave the player two, because I misread the entry in the book. I assumed Lightning Claws always came in pairs. He, as a result, can rip heavy tanks in half, and has become the most terrifying punchmareen in Segmentum Ultima.

The actual relic in the book is only one Burning Claw, thus in the RPG there should only be one Burning Claw. I let him keep the second claw though, since it was a cockup on my part, and Prospero book with Space Wolf stuff will be released after the series is expected to end. The second claw has a special ability where it gains Devastating the more he attacks, and becomes more Wulfen as a result.

The Parthinian Serpent Bow also has special ammo types, flame, bolt, and light arrows that cost fatigue to fire. Those won't show up in future books though. They were just a fun thing to add for the game.

What was the comfiest your group has ever been in-game?

I've got a warband of Slaanesh in my RT campaign that sadistically uses exclusively Eldar weapons, because they hate Eldar above and beyond what normal Slaaneshi Marines do. They've horribly corrupted and perverted the weapons, and made them all the more potent for it.

Corrupted Shuriken Catapult:
>Range 60m; S/3/10; 1d10+5 R; Pen 6; Clip 100; Rld 2 Full; Tearing, Soulscream+; 6kg; Avail Near Unique
>Soulscream+: This weapon has been corrupted and perverted to the dark whims of She Who Thirsts, and the wraithbone of the weapon itself imparts this soul-shredding terror and pain upon its victims. Any individual hit by a Corrupted Eldar weapon must take a Fear test or gain +1d5 Corruption and Insanity points. This test is taken at a -10 Penalty for members of the Eldar race, and must be taken even by Eldar that would otherwise be immune to Fear. Eldar who fail this test gain 1d10 Corruption and Insanity points instead of 1d5.

Corrupted Shuriken Cannon:
>Heavy; Range 110m; -/-/6; 2d10+6 R; Pen 3; Clip 200; Rld 3 Full; Tearing, Soulscream; 25kg; Avail. Near Unique

Corrupted Splinter Cannon:
>Heavy; Range 110m; -/-/10; 1d10+5 R; Pen 5; Clip 300; Rld 3 Full; Toxic, Soul-Toxin+; 10kg; Avail. Near Unique
>Soul-Toxin+: These weapons have been imbued with the glorious and dark whiles of Slaanesh itself. A target who suffers damage due to Toxic is also Stunned for 1d5 Rounds, and gains a number of Corruption and Insanity Points equal to the number of rounds stunned.

Cont.

What is this, a 30k supplement?

One day I'll have it ready. One day.

I already have the full armorium done with things like Volkite and Phosphex, like 20 new vehicles ready, three new specializations (Breacher, Destroyer, Seeker are complete, and Recon under development), a new Advanced Spec (Centurion Consul complete, with more like Warsmith and Iron Father in progress), Rites of War (oath replacements) that control asset deployment, and two of eighteen legions half-complete. The players of Spess Mareen Republican Commando are fielding their new gear as they deem necessary, but as stated, Bolt weaponry is the standard go to.

The Commandos are a Wolf Priest, Consul Delegatus, Forge Lord, and Champion. They really seem to like the 30k stuff, and are offering tips and suggestions on how to fix some of the rougher stuff.

I took a break from it to shart out Mars Needs Women on a whim.

I've been kicking this idea around and I think it could work with your malal stuff, particularly if you have champions:
>Thrice Blessed, Once Cursed
You have chosen one god specifically as the target of your unending hatred and the other 3 gods approve and support such folly. On top of that, you have successfully ruined the designs of your chaos god-nemesis so hard that that god has marked you for death and worse. You are on the frontline of the wars between chaos gods, keeping one god in check while freeing up territory for the other three.
>False Saints
When an imperial citizen is about to be overwhelmed by the forces of chaos, they reach out to the Emperor for salvation but most of the time the emperor is busy. That's where Malal comes in, to pick up the slack and hand out boons to desperate individuals. While the person aided by Malal may appear to be holy, they only leave a more refined, slow-growing form of chaos in their wake.
>Reversion to Grid Prophecy
According to Necron lore, The warp was once a transdimensional flowing energy grid that became ruined and dilapidated, eroding into the warp and being refined into the webway. It is said that if a single chaos god ever successfully dominated the warp then an inevitable slide toward order would occur and The Grid would return. Agents of Malal actively try to prevent this.

run a game for me I've waited like six years

The group went to a feudal world at the behest of the king of sorts. They spent one night at a medieval noble's guest house, with hand made quilts, feather beds, a fireplace and such. They ate delicious fruits and freshly butchered game. All except for one character with a noble quirk that made him wary of poison. He ate rather standard rations.

To the fella from the hive world it was bliss.

The next game I will run after Spess Mareen Republican Commando is an Only War game, Solaris: Binary Soul. Everyone on Veeky Forums is more than welcome to apply to it. I expect to start running it in January, or early 2017 if not then.

And after that will be C'tan Star Stories in RT, the last game I intend to run.

How would you stat implosion spheres, phosphex nega-webs and kinetic lances?

>And after that will be C'tan Star Stories in RT, the last game I intend to run.
But why?

Can Marines get depressed? How would it even affect them?

I already have Volkite ship weapons in The Fringe is Yours. Take a look for stuff in there. It will soon be updated to have phosphex nega-webs and kinetic lances.

The nega-webs need consideration (probably a nova cannon variant with toxic, corrosive clouds that follow ships), but for the Kinetic Lance I was playing around with something like

Power 10 Space 5 Str 4 Damage 1d5, Crit 4, Range 6, SP3 (Very Rare), Kinetic Lance

Kinetic Lance: This weapon ignores armor like a lance, but generates and combines hits like a macrobattery.

It's still really clunky right now, since I'm still working on it. But testing has proven the idea a sound one. Eventually it will be added to The Fringe is Yours.

Because after that I'll have nothing more to say, and no more stories to share.

Depends on the chapter. Some internalize it, others go frenzy with it.

But you've been running games for basically all these years I've been browsing this board, and I don't like change mister.

Corrupted Splinter Rifle:
>Basic; Range 80m; S/2/5; 1d10+2 R; Pen 3; Clip 100; Rld 2 Full; Toxic, Soul-Toxin; 3kg; Avail. Near Unique

Corrupted Splinter Pistol:
>Pistol; Range 50m; S/2/-; 1d10+2 R; Pen 3; Rld 2 Full; Clip 100; Toxic, Soul-Toxin; 1kg; Avail. Near Unique

Soul-Breaker:
>Basic; Range 20m; S/-/-; 1d10+8 I; Pen 0; Rld 2 Full; Clip 2; Flame, Soul-Eater+, Driven by Desire++; 4kg; Avail. Near Unique
>Soul-Eater+: While not strictly a "flame" weapon, Soul-Breakers operate on essentially the same principle, spewing a highly psycho-degenerative fluid that breaks down both organic tissue and the sanity of the target at the same time. Targets that fail their Agility test to avoid the Flame effect do not suffer the 1d10 I damage as normal, but instead take a Hard (-20) Willpower test. For every degree of failure, they incur an additional point of Damage (ignoring Armor and Toughness) and Xd5 Corruption and Insanity points, where X is the degrees of failure suffered. Psykers double all of these values, and a Psyker killed in this way automatically triggers Psychic Phenomenon, centered around the target. Furthermore, this weapon does an additional 1d10 I damage to living targets (i.e. not Machines or Daemons).
>Driven by Desire++: In the hands of an individual fully dedicated to the Prince of Pleasures, this weapon does not consume ammunition normally, but instead draws upon the depravity and dark power of its wielder directly. The weapon changes its Clip Size to 10, and when it runs out, the wielder may choose to take an Ordinary (+10) Toughness Test. If passed, the weapon automatically reloads as a Free Action. If failed, the weapon still automatically reloads, but the wielder suffers a number of levels of Fatigue equal to the degrees of failure on the test.

That's it for now. These guys are supposed to be extremely powerful, and there's only 30 of them total in their Space Hulk. The party SHOULD be able to fight them effectively if they're smart.

All things end eventually.

...

Frenzy at the kind of depression that makes you unable to take care of yourself as a human? I guess I can see it, but aren't they still human in spite of being so strangely not entirely human?

>I guess I can see it, but aren't they still human in spite of being so strangely not entirely human?

See, the thing about Space Marines is that they're, essentially, teenagers with the bodies of demi-gods of war and the intellect to match it. Emotional intelligence and learning how to properly deal with things like grief and depression in a healthy manner (rather than just channeling into a battle-rage) are things that Space Marines struggle with, because they simply never needed to mentally "grow up" - if they can't punch a problem to death, they can usually outsmart it. Developing healthy emotions is something they're not trained how to do, and why the role of Chaplain is so incredibly vital to the Chapters. Without their vigilance and guidance, a great many Marines would lose themselves to grief or rage at past mistakes or lost brothers, and quite possibly fall to Chaos because of it.

I like that, thanks man.

I played in one of your games a few years ago, and I still tell people about how fun that was. Easily my favorite game I've ever been a PC for. I hope you are inspired by something anew and continue to GM and homebrew.

No problem. I literally come here to nerd out about 40K lol

Crumpington mostly just hunts and relaxes. He joined a Rogue Trader crew to fulfill his life's ambition of hunting the most dangerous creature in the Koronus Expanse... A Void Kraken.

>A Void Kraken.

He's gonna need a bit more than a Las-Lock for that one lol

>Power 10 Space 5 Str 4 Damage 1d5, Crit 4, Range 6, SP3 (Very Rare), Kinetic Lance
Although you'd expect on average higher damage with the kinetic lance rule it's not that impressive,
keeping in mind things like the Photon Destructor and Breaker exist, even other vanilla lance weapons.

Working out a Deathwatch game, so far its look like a Blood Angels Apothecary (Sanguinary Priest) and some kind of Devastator, maybe Space Wolf or Salamanders. The third is an unknown at the moment, so that leaves me. Should I make an Assault Marine, Tactical Marine or Librarian? I was thinking about a Dark Angel or Blood Angel, but I guess Ultramarines are the best at being tacticool kill team leaders..

Had an idea for an interconnect adventure module kinda like Salvaging Solace/Falling Star/ect.

Based around the Hive World "Talon's Landing". Its location, and its primary exports being everything the imperial guard might need from bullets, bandages, and bodies; makes Talon's Landing a planet of the utmost strategic importance.

Start things off With Dark Heresy, when a Inquisitor goes off the grid, and the acolytes are told go find him, along with a large string of other unexplainable disappearances. Delving further it will be discovered that he's been camping out in the lower hive, playing "Will it blend" with eldar and injecting the slurry into human clones to try to make an "Astronomicon Surrogate".

With Only War, we fast forward a few months, The Planetary government is overthrown by a unheard of banding together of all the hive gangs, and the hive world declares a secession from the imperium. The planet, being a useful jumping point to numerous fronts. The planet must be brought back into imperial control to restore the supply lines. How ever the gangs will not give their conquered lands up lightly, and they have attained tactical acumen previously unheard of in such rabble. Clearly, they are being guided by some dark force.

Deathwatch. The eldar; being quite miffed at the aforementioned Inquisitor's kidnapping of their kin, decide to pay the planet a visit. Either to rescue or avenge their brethren.

I have a melee character with Artificer armor, storm shield, power sword, might get a power fist , but I wanted to know if I should synthetic muscle for Unnatural Strength or not. The -10 agility penalty makes me worried it'll make me too vulnerable, my Agility is only 40 at the moment, so that'd be effectively 30 to dodge? I was told you shouldn't try to tank attacks in this game and that you'll just end up dead if you can't dodge attacks reliably.

Which game line?

Rogue Trader.

Just go for regular synth muscle. If you aren't a tech priest of some sort, don't bother trying to tank.

So just the +1 SB version?

Yes.

Here are a few of the things the DM has made for us in the past.

Ramshackle Power-Klaw
2d10+4 Pen 9 50kg
Good Quality, Unnatural Strength x2, Shocking, Unstable, Unwieldy

Unnatural Strength - Specifically multiplies the strength of the user by 2 while using the only war method of unnatural strength (ie typically have an unnatural rating (3), instead of flat multiple(x2)

Unstable - On a roll of 1, deal half damage. On a roll of 2-9 deal normal damage. On a roll of 10 deal double damage.

My ork character calls it his kan-opena'
Delphis Mark II Prensio Lifter Armour - Ork modified, ork demodified, grot modified and eldar warp crystal boosted.

All 14 310kg
Kan-Saw - 2d10+10 Pen 10
Volcano Kannon - 2d10+8 Pen 12 Clip 4 2Full Rld 18kg (not including ammo hopper)
Ramshackle
Inaccurate
Unreliable

Due to the various modifications to this archaeo-tech industrial lifter armour it no longer meets imperial spec for not heresy. It is however fiendishly effective.

- Increase size to massive.
- Enemies gain +20 to hit
- -20 to concealment checks
- Base move becomes Agi+2
- +40 strength
- Gain Unnatural Strength (x2)
- Gain Sturdy

Although barely understood, due to the addition of the eldar nightmare crystals (they passively 'rended the veil' when in their larger format) into the chassi of the armour, the volcano kannon now periodically shoots warp fire.

Somewhat similiar to the Unstable quality, but on the roll of 9 for either damage die the warp quality ignores material armour and daemonic toughness trait iirc.


Rokkit Launcha

Heavy 250m S/-/- +2 dmg Full 4 Rld 24kg
Spray - 30m sphere on point of impact, enemies make an agility check to take cover against it. Does not require ballistic roll.
Inaccurate - +20 to enemy agility check. Lost if ork user.
Unreliable - Increase jam chance. You do not want it to jam. Lost if ork user.

BULLSHIT.

Get the synth muscle. GET STRONG BAD HEUG and take all the shots to your forehead like I do!

My ork has been nearly killed every goddamn session. Mostly by his own actions and that of his team mates!

Get angry, get tough, GET SYNTH MUSCLE!

If you can't laugh off a lascannon shot you DONT DESERVE TO PLAY THIS GAME.

WAAAAAAAAAAAAAAAAAAAAAAAAAAAGH

...

...

Avoid having an "everything" Hive, that's too generic and also makes no sense given the Imperium's attitude towards production. Instead say they make a key component of Las-Weapon charge packs or something. And its loss would cripple a major war front.

For such a lofty goal as a new Astonomicon, I would have thought the Inquisitor wouldn't go to a shitty Hive where he'd be starved for space, in constant threat of discovery, and where likely tons of Acolytes are crawling over constantly (given how important you've said it is).

I'd come up with a REALLY good reason why the Gangers are all working together, as despite such a thing being unwieldy as fuck, toppling the Government would do nothing but turn each Hive into a horrible slaughterhouse of factional bickering. Before the Imperium turned its attention there and purged the fuck out of all of the traitors. It's a really stupid decision on a planet that critical. I'd say the higher ups are all being mind controlled by Chaos Worshippers, if I had to. With the ultimate goal of CAUSING such a charnel house that they can feed the Chaos Gods, and flood the planet (or at least Hives) in Daemons, forever ruining an Imperial resource.

Proper Eldar interest in the planet would be a few squads of infiltrators, recovering the dead's Soul Stones. Quick in and out, let the stupid filthy Mon'Keigh kill each other and roll around in the shit like they are wont to do. Unlikely for the Deathwatch to get involved.

Hey guys, does anyone have the link to the Mega of 40k audio books?

Woz dat? Daemon weaponz? Arma from dem humie kaoz boyz? Datz not propa orky! Datz not orky at all!

OI! Jus kuz they squish eazy don't mean sum humies don't got a krumpy bone in dere body. Anyway, took dese off a spiky git who was tryin' ta' krump on da'boss. He wuz a real good scrap 'e was. I call dese da' talky choppa and da' bitey choppa.

Dat arm'a dere I ripped off a big smelly squig dat melted me old kit. I t'ink it was a squig. Was green and glowy and bitey.

I dunno bout the wings tho.

OK guys, I need help. (Dark Heresy 1st ed).

My players just performed amazing feats and survived an investigation, they are now rank 4 and returning to the Inquisitor's ship.

The Arbitres is getting a Sigil of Inquiry and he is welcome to take the Legate Investigator Rank, no question about it.
...But what do I give the Tech-priest, Assassin and the Cleric? I want to present them something of equal value, but I'm running blanks here.

Ask them what they want for their character/how they see themselves in a couple ranks.
Faith and coin has some really nice books, relics and weapons for clerics.

Makes sense, thanks man.

Sounds good. You're gonna post it here?

What abour RT? Supporting the guard, rebuilding the planet, or ferrying eldar prisoneers to the inquisitor (maybe unknowingly)

I'd give the inquisitor a good reason to use that particular hive, be it warp currents inthe system, forgotten xeno/archeotech lab, abnormally high proportion of pqykers on the planet...

Where are the rules for flying vehicles in the RPGs?
Also, is there stats for any of the aeronautica vehicles in the books? I've only found a transport version of the Valkyrie in Citadel of Skulls.

>Tech Priest
Take a look at the Lathe Worlds book. It's focused on Tech-priests, and it has shitloads of cool items and a decent number of cool alternate career ranks, too, and not just for Tech Priests. It'd be entirely feasible for the Assassin to pick up the Agent of the Lords Dragon alternate career while the Tech Priest picks up the Calixis Secutor career from the Inquisitor's Handbook, and then both of them pick up a few more cybernetic implants or an archaeotech item.

Playing the DH2 and there is distinct possibility of whole group going from radical to full heretical. Rather than completly switching to Black Crusade I wonder if it wouldnt be better just to use new Corruption and Infamy and continue with DH2. Maybe using the Dedications to the Chaos Gods as bonus aptitude and making the opposite god some kind of anti-aptitude?

Well the really good reason for the hive gangs rising up is Some of the eldar hybrids didn't much care about the imperium and decided "fuck your shit." The daemons and shit can come in later. or before. Probably getting into a Black Crusade Module

Also there are realistically only like five major Hives on this hive planet, The rest is just Manufactorums and resource mining. The whole planet being a city is boring like you said.

And I would say that it was made into a stratigic point because its at a sort of "Warp Crossroads." Like a rest stop on Route 66. With a dose of Archeotech and a good genetic reference pool being the icing on the cake.

I have the least experience with Rogue Trader. Though i'm liking the eldar trafficking market idea. Possibly not quite caring if its regular eldar or dark eldar. .

It's still leagues better than normal lances, which can usually only do a single hit of average 6-7 damage. The kinetic lance can do on average 12 if the hits are piled on.

>He doesn't run RT with the subtract 12 houserule
It does so damn much to help balance the game, seriously.

>the subtract 12 houserule

What is this?

does anyone know which book(s) have rules for Eldar antagonists? Not the Dark Eldar but actual Craftworlders. I'm hoping to find stats on Dire Avengers, Farseers, their holo-tech, and the like. Dark Heresy, Deathwatch, Rogue Trader, Black Crusade, Only War, it's all good. Thanks

Short form:
>Subtract 12 from all ship armor
>This armor applies to each hit from a macrobattery, just like in ground combat, shields negate hits as normal, macrobattery hits never combine
>Lances work as normal
This makes ship armor of 8 or higher immensely valuable, since the average macros are effectively rolling 1d10-5 on each hit, which is where lances come into their own. They don't care about your turtle ship's 15 armor, they'll do the same damage regardless.

I tried this rule, and my players just switched to volkite bombards and stygies penetrators. Still had the same problem.

I wanted to make an incense grenade for my cleric after walking into too many daemon summonings. I was going to go with Smoke 3 and causing daemons inside it to make Warp Instability checks, with the idea being I could just cover up any magic circles I see or something, but then I saw FFG came out with Ironfaith grenades

Iirc they are in one of the Rogue trader books

If I have a shield giving me Defensive and a weapon with Balanced and I parry, do I get the bonus from both - or is it just one or the other?

Depends what you parry with.

What's the best one-handed , non-power fist melee weapon in Rogue Trader?

Personal Opinion: Power Mauls are just boss as fuck, as are Lightning Claws. Really can't go wrong with either in 99% of situations.

Do lightning claws come as a pair, or do you have to acquisition each separately?

Separately, as far as I know for RT.

I should probably just use a power fist but no one else has anything that hits that hard, and visually it just doesn't sync up with my character.

If they had a two-handed power sword that wasn't astartes pattern i'd grab that but .. i'll give claws or the maul a try.

>two-handed power sword
There should, logically, be those imo. You could ask your GM to add +5 damage and Pen plus Power Field to a normal Great Weapon and you're set. Maybe bump up the rarity from the Power Sword Very Rare to Extremely Rare.

Just tag on that extra damage die and increase the pen by 2. Its a power sword that does 2d10+6+str Pen ~8

That's pretty serious bzns. Hope your dodge is good though.

You also lose the parry which is half the reason to grab a power weapon. 75% chance to out and out destroy the other weapon, disarming your enemy? Cool beans.

I've decided to go Lightning Claw and Power Sword, just as the God-Emperor intended. I thought about getting the arm-mounted power blade and using a pistol in the off hand but I don't know how I feel about it.

Honestly? It feels a little silly, but it is sort of rogue tradery.

It gives you that sweet, sweet power parry while being able to attack from a distance/up close.

If you want to go full ham, get dual arm mounted heavy flamer/power fists. FOR THE EMPRAH!

Can you upgrade the craftsmanship on an item you already have at a later point in time?

Technically no. There are talents that make an item count as a higher craftsmanship, but nothing that permanently does it.

I think Inquisitor's Handbook said you could do that, but only one step higher

Well damn. I'll see if my GM is okay with upgrading quality on gear. Feels silly to go 'I want the exact same item, but less shitty' and then be stuck with two of the same thing.

I was going to mount a plasma pistol or boltgun wtih ammo on the lightning claw and use the power sword in the other hand.

Speaking of, is there a way to build a pistol or other weapon into another wepaon, such as said power fist?

>lightning claw with in-built Plasma Pistol

Water-cool that shit, nigga, or your hand is gonna explode.

>THIS HAND OF MINE GLOWS WITH AN AWESOME POWER

I was thinking about how there's not a lot of options for flamers and wanted to make electric and freezing ammo like in Bioshock but I figured that would be kinda dumb. The Flame quality is already strong, swapping it for Shocking or Snare against potentially groups of enemies seems really unbalanced