/40krpg/ - 40k Roleplay General

Heretical Bullshit Edition

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:

pastebin.com/7Dy3tL33
twitter.com/NSFWRedditGif

How to upgrade minions in black crusade?

I have a Deathwatch game to GM in two hours if everyone shows up.

Wish me luck. Tyranid time.

If only if it said how in the minion section of the core book.

Ohh but which page? Also, I want to create normal human minion not some beast or mutated piece of filth. What instead of traits to balance it?

This is shit you can learn by reading the book. Just go through it.

Best of luck, bugbro. May the trips be with you.

Remember to also add necrons.

No Necrons. Genestealers and bigger bugs are more than enough.

Fingers crossed. Amount of prep I've done: One paragraph and some stat sheets. I'm nowhere near ready but I'm gonna do it anyway.

I just had the Inquisitor execute on of the PC's for blabbing his mouth off. That was a dark episode

As in just telling inquisitorial secrets, talking back to the inquisitor, or what?

He shared something he'd forgotten was a big secret. Inquisitor showed up, took his fresh bolt pistol, and shoved it in his mouth.

At the very least people will be careful now they know they're one bad move away from an instant blamming.

"lol i burn fate"

The player accepted it.

I sort-of tried to get blammed in the last Only War game I played - peaking at some documents I had just been told were Theatre Command Eyes-Only, and possibly/probably of traitorous providence.
I passed the GM a note asking what to roll to sneak a peak.
The GM just said "Roll whatever you think would be appropriate to look at them without anyone seeing".
I failed a sneak (or conceal, whatever) check.
No-one, not the GM, sergeant or bloody Commissar, batted an eyelid.
Very disappointing.

Blam is a perfectly appropriate response to a player blabbing secrets or disobeying orders like that.

>49026908
The inquisitor showed up, took the bolt pistol the character bought the day before and asked "servitor or bullet?" He made the other acolytes watch and shot him in the head, to the horror of the players.

It has really motivated them to be smarter about what they say though.

based player.

Nah. Just someone who understood you're not surviving a bolt pistol to the back of the head.

>Nah.
Did he sperg out when he got BLAMMED? If not then he's based.

No. He went silent in horror, muttered how his character closed his eyes and tried to look away as he was executed.

Lucky you. I've seen the exact opposite happen.

story time?

Nah, I've got some fun players who haven't freaked out yet. One player was brought to the verge of tears.

Not much to say. We had a real problem player in the group, and we were trying to teach two new people how to play Only War. The problem player mouthed off something fierce to a regimental commander, and then quick-drew a pistol on a commissar who had his own weapon drawn. The GM declares he's be summarily executed, and states the commissar firing.

The problem guy then gets this incredibly smug look on his face, and then starts talking to the new people. He put the GM on the spot. The problem guy stated he'd burn fate to survive the shot, which would protect him from lethal damage. He said that if the GM didn't let him do this, then he was a bad GM who would always break the rules to kill players. If he allowed the fate burn, though, it would mean that the Emperor's Justice is just a minor setback and not a pivoting moment, and give a bad impression of "you can do anything if you have fate."

The GM kicked the guy out, but since he was the ride for the new people, he dragged them out as well, explaining out all the way how to avoid "shit gms" like him. We couldn't hold a game after that.

Couldn't he just have said that the Commissar shoots him again?

The problem guy was technically right though - by rules as written, burning fate would save him from death, no matter how contrived. There would not have been a second shot, since fate would intervene to save the character.

Fate would protect him once, returning you to 1d5 health. But the next attack wouldn't have fate intervening. Then the comissar shoots him again, lets him burn fate, then shoots him again. Repeat until fate runs otu

Should have killed the guy at the table instead of the guy on tabletop.

Actually, that depends on whether or not you consider the multiple shots a single combat encounter. Since multiple shots and multiple rounds of shooting would be a single encounter, burning said fate WOULD create some bizarre circumstance where said player would be removed safely from combat without repercussion.

Hell, I can see attempts to burn out all the fate points of the player over time as "dedicated player killing," which would only strengthen the position That Guy has, and ruin everyone's experiences.

There's a LOT of technicalities in this situation, and it seems expressly designed so there's no correct answer.

Correction: This is the correct answer.

He's right in the fact that there's no way he could have died assuming he used to guaranteed save method.

However, that method also mentions that the characters are rendered useless for the rest of the session. In that case the GM should have had the bleed, nearly dead PC arrested and thrown in jail forever. He survived, but he isn't getting out ever.

Or dragged off to be turned into a servitor. Seeing as he can no longer resist.

The thing is though, say he burned fate, what then? The Commissar could just have him arrested while waiting transferral to a penal legion, never to be seen again. Or, if the "that guy" still refused to put his stupid fucking gun away, he would have to deal with all the other fucking guardsmen of the regiment being totally justified in killing him.

Another possible fate intervention
>Hyper megadeth roided to fuck genetstealer rips the commisar and commander to shreds, and now the whole team have to fight him
>they all gut murder raped by claws and tentacles
>everyone hates that guy for it

All of which falls into That Guy's trap of "Beware of Player Killer GMs like this one."

Some player entitlement is just too stronk.

Hence why sometimes murder is the best idea.

Was there any discussion how he would have survived the shot? If I was the GM, the gun would have jammed because of fate, meaning the Commissar draws his power or chain sword. He either dies or kills the Commissar in front of everyone, meaning that the character would basically be ruined and no fate point could have saved him

I would've said
"Given the distance, the commissar aims too far down, instead melting off your jaw and knocking you back into shock"

If he argues, tell him to roll toughness -40

Then the commissar finishes him off

Badabingbadaboom

I would say Bolt hits his Charm (if you don't have one, find anther game line), and he's miraculously unharmed.

Commisar takes this as a message from the Emperor, and gives him another chance. In the penal legion.

The thing is, the only fate thing I can think of intervening with a Commisar AND Commander both about to blam you would be if something even more horrifying and dangerous killed them first. Perhaps just as Commisar is about to blam a guardsman could burst through the door yelling about the enemy making a surprise attack on the line, and all the players sprint out to combat the threat before the Commisar can do anything. That way, it will still have consequences for the players because if the Commisar sees him again he's fucking dead.

Apparent miracles are a good one.
Emperor's said you must live, as you still have a task to do.
So shepherd him off to his next mission with a bomb collar around his neck.

If you fail, you die.
If you don't return, you die.
If you fall, you've died for the Emperor.
If you succeed? On to the next mission.

Readiness is an illusion.
The Hive Mind adapts, and so must we. My notes for Deathwatch and Dark Heresy boil down to creature stats and vague suggestions about location.

Oh god, Alien + Cazador.

How are you guys running burned fate where it's no big deal? I burned one my first ever mission because I had never played a game with location damage and got my jaw torn off. Had to sit out the rest of the session and come back with a bionic replacement for the next mission

Who Vietcong in Only War here?

Mines are obvious traps but there's also gems like spike pits, cartridge traps, trip traps and garrote traps.

Literally why.

1. You survive the encounter, if by a miracle, but you're out for the count. You'll get back up on the same wounds you were at before the shot you burned a Fate Point on, at the end of the encounter. But you WILL survive, even if that means Deus Ex Machina to save your asses from being killed by the enemy should you all fall.

2. The shot is ignored, you're at the point you were at before, and you're still up and running in combat. You can however (and likely will) take more damage and have to burn another Fate Point, however if it's right at the end, and you think you can finish it in one shot, this is probably the better option.

Burning Fate should never be no big deal.

Sup, Veeky Forums, I'll be running an Only War game with the new book. My players decided to be a Graian Explorator force under some sanguine Magos on the far outskirts of Segmentum Ultima. I get the feeling they wanted to play Rogue Trader, and planned accordingly. Their maniple is relatively self-sufficient with a base of operations explorator tank. I've got a few planets ready to fit the theme of exploration (a jungle, a lava world, an ice world, a couple arid airless places, etc).

I've usually run investigative games before, so this is posing a challenge for me - how do I mix free-roaming exploration with the orders from the techpriests on high? Is there anything the techpriests could want besides the standard Archeotech, ancient secrets, etc? I want to make the worlds populated, at least, but I'm not sure with what. I feel kind of overwhelmed. Making a mystery and a political intrigue plot amongst spire nobles is a lot more focused and workable than what feels like No Man's Sky.

Make him a Magos Biologis with an interest in Xenos.

I'd spend more time on a singular planet, rather than jumping them all around.
Starting off with a good old Jungle planet is a really good idea, do some initial missions around exploring, searching for Archeotech, finding some fragments from a lost vessel, then hunting down native critters for their magic organ-juice.
Find some dangerous local and primitve Xenos, suppress the Xenos which ia made harder due to vibro-spears or something, find ancient ruins. Turns out Xenos were previously more advanced than their current state, native story-artwork depicts a horrendous weapon thing somewhere in the sub-sector.
Follow clues across various dangerous planets (that you mentioned), finding alien ruins which piece together more and more information.
Orks invade the system, wonder why the cogboys are looking on these worthless rocks. An ingenius Mekboy figures out the secret as well, big race to final planet.
Culminating in a big battle between Orks and Explorator force as you race to find the secret hidden beneath it's surface. Turns out that it's not Necrons.

Or something else, IDK.

Oh, I like the devolved xenos bit. It could even give them a challenge if they still call upon their old xenotech. Thanks.

Do any of you Rogue Trader veterans remember any official rules for Ironclad-type vessels?

Cuts the hull cost down, adds some armor, strips your void shields, hurts crew morale, at least that's how I remember it.

I can't seem to find it in any of the supplements, so I'm wondering if I'm just blind, or if this was some custom rule from somewhere instead.

Custom rule. I wouldn't drop Void Shields for anything though.
It's the best defence you have against Lance weaponry.

My players current ship is a shitbox for that very reason.
They went Light Cruiser, with Prow, Port and Starboard slots. So they can fire max one weapon at any given target. Meaning their prow Lance is useless against anything with operational Void Shields.

Yeah, I dunno why the devs hated LCs so much. They just get the shit end of the stick in every category, they never feel cheap enough to justify the endless treasure trove of "cruiser only" stuff that's locked away behind just a couple SP.

In a fit of autism, I'm working on rules for generating 'free companies' and mercenary outfits with the Only War regiment creation mechanics. I need to find a way to make a G-Doc that won't link back to my meatspace identity, but I want to show off my autism. Anyone know how to do that?

Just make it into a pastebin.

>pastebin

I keep forgetting this is a thing. Many thanks, based user.

pastebin.com/7Dy3tL33

Convert it into a PDF and post it here.

You're talking to an user who is functionally retarded at computer shit, m8. If you can walk me through it, I'll absolutely try and see if I produce something besides shit, but I've never made a pee dee eff in my life.

What type of tank? A lemon russ and even a chimera would get temperamental in a wet, hot jungle.

While editing the doc in question: File > Download As > PDF. Upload PDF download to Veeky Forums by attaching it like any other picture.

Not that user, but i did it for you
Put it in word, format, save as pdf

Alright, here.

Did I do gud senpai?

Since he said a Graian explorator "maniple" from the "new book," I'm guessing he means a macrocarid explorator.

LCs like the Dauntless were designed to operate in patrol teams not as stand alone vessels even in BFG. They always operated with at least one escort.

Also remember that the Dauntless prow lance is the fuckhuge str 3 lance (the name escapes me) not the little ones you mount on dorsal turrets.

They are designed for patrol, scouting, and chasing pirates, little else.

Reporting back: No game today. I prepared exactly as much as I needed to.

Only the Star-Flare archaeotech lance is Strength 3, all other lances are strength 1 or 2 (if in a turret on a large ship)

So, I doubt the Dauntless would have that, and in any case you'd have to buy it, the hull doesn't come with any pre-installed weapons.

I think he's talking about in BFG. Although I absolutely agree with his assessment about how they were presented in the lore. You get a Light Cruiser when you have a bigger/better ship already. There's very little to make LCs stand out as a particularly good option, so you make them play off other ships as a support vessel.

Its a nice table, maybe make your own mini mutation table as a guide?

I'll look around for which one it is then.

Also try torpedoes as an alternative. I'm not arguing that they aren't gimped a bit. Try using a small gunboat in tandem.

Yeah, probably.

It does raise the question of why they're in RT though, since purchasing an LC pretty much prohibits getting a second ship to serve as an escort, even a shitty little transport.

I guess they're only there for people who use the random roll table for PF versus SP, and don't roll high on the SP side.

The times I have seen people run LCs, it's invariably with a Mars 6-tube launcher, yeah. That's about the only way they hit hard enough to put anything down. Which is a shame.

Good idea.

But overall, could you see yourself using these rules for a game? Are they polished, are they 'balanced' (the 40k RPG mechanics are prone to breaking at the drop of a hat, I've noticed, but I love it to death anyways)? What would you fix? What would you rephrase? What would you add?

Feedback welcome.

Voidsunder Lance Battery from Battlefleet Koronus, Check the errata.

huh. so no way to make psykers usable in free companies?

So it is. Good to know.

Although I guess you'd HAVE to have a giant strength 3 lance to do anything to most ships, since the LCs don't have any way to support that lance with macrobatteries. Shields will eat that lance up most of the time.

Which is a damn shame.

They are in RT as they are iconic patrol ships for the Pass Watch and Battlefleet Calixis. CLs have never been "solo" style vessels for combat in fluff or tabletop. They always need to be used in conjunction with another vessel to be effective fighters.

What they do offer is a much faster and more manouverable ship combined with better capacity for long range endeavors without ready access to supplies that you see in cruiser hulls. They don't hit hard but are tougher than figates while being almost almost as fast and with room to spare for more interesting goodies outside of direct combat.

Think recon/exploration/science boat instead of battleship.

They are not necessarily suitable for every campaign style but they do have a niche.

I was vaguely working on some Unsanctioned Psyker mechanics that would fall in line with the Only War character generation, or maybe allowing the Psytheist Philosophy to allow you to play a Sanctioned Psyker, and kind of got hung up on the minute details and just never followed through on it.

Suggestions welcome on that front. This is a rough draft I cranked out just today, so I expect it to be spotty.

Anyone know of a good map tile resource for 40k/'dark scifi' style stuff?

Fleet action wise they use their speed to flank the enemy and deliver the "haymaker" blow (either lances or torpedoes) after an enemy's defenses have been brought down by macro fire from other ships.

They just aren't good solo fighters except against pirate raiders where there speed is a big boon.

True, but even a recon/science boat should at least have the ability to point more than 1/3rd of its armament at the enemy at any given time.

That's mostly my biggest sorrow with regards to LCs. If their Prow guns could fire in a 270 arc like Cruisers could, that'd go a long way to bringing them up to an effective minimal payload.

I get that LCs are meant to be group vessels. It just seems strange to have group vessels still be so expensive, in a game where solo vessels are the norm.

But, they're not, and such is life.

Thing is, frigates already fill that pirate-hunting niche by being better-armed, almost as fast, and almost as maneuverable, with better armor and weapon coverage. With a really good crew, they can outpace the vast majority of NPC crews and still retain all their usual advantages.

Unless the pirates have a capital ship, frigates cut it for cheaper.

I dont think these are broken in any way. My problem is actually with the RPGs not having a money system. Im concerned that players will powergame it by demanding payment for work. I.E a techpriest enginseers, already kinda busted, in a flesh is weak free company will be loaded up better than a Magos after their third mechanicus mission. Theres no way to pay, but to roleplay a free company payment or no work is kind of a requirement. I could definitely see myself using it,but there will need to be big GM oversight to stop it getting out of hand

Which cruiser has 270 prow weapons? You mean dorsal?

Actually, never mind.

I doublechecked the rules for Prow guns on Cruisers versus Light Cruisers, and it turns out that LCs also get the same benefit of firing into fore, port, and starboard. My other scan just fuzzed out part of the page, the copy from this thread's Mega database doesn't have that flaw.

That actually makes me feel a lot better about LCs. I withdraw my previous slights against their good name.

To be expected, it's a homebrew mechanic.

The general expectation behind these was the idea of some kind of dynamic besides 'fuck bitches, get money', which was the impetus for the Philosophy mechanic alongside the normal Doctrines and Regimental Drawbacks you pick to create your regiment.

A lot of the inspiration behind this comes from Battletech's fucking countless mercenary companies and a romanticized view of the free companies of Medieval Europe. The idea is the players aren't really MEANT to be hyper-fixated on the money, so much as the political freedom (and risks that come with that) that comes with being an independent army on the march.

If money becomes a factor, that's totally up to the GM and I'd honestly expect it to be a thing in a vanilla Only War game too (Guardsmen get paid - remember that). So none of this is a new issue for veteran players of the RPGs.

I'll give you that they are expensive for what you get but that can be easily remedied gm wise by knocking 8-10 SP off of the cost.

Page 219 of the core manual.

No worries m8.

The thing with IN ships-of-the-line is manouvering 3 steps ahead is key.

Broadsides really your bread and butter while prow weapons are used to contain enemy movement as you close or to deliver a sucker punch at an opportune moment.

CLs are not something I would recommend as a starter ship simply for cost and that frigates are plenty flexible and can get pretty mean spending the extra SP on top notch equipment. CLs should be something you work towards to fill in the gaps that you can't with frigates.

My group uses their Dauntless as a support vessel to their flagship which is a Turbulent class with Stygians.

Instead of macros the broadsides are fitted with launch bays for strike craft as our void master loves her bomber runs and dogfights. The big ass lance is used at standoff to finish off after the Turbulent has closed to near point blank and hammered a target with macros.

It's costly to get and use them early but they can serve well in "fast strike" kind of playstyle.

If your like my group just "aquire" one through aggressive and oportunistic boarding actions against poorly prepared pirates.

so basically go super huge or go small and superpimped?

Yep. Pretty much.

I prefer Turbulent-class Frigates myself (Battlefleet Koronus)

I have an excel sheet of notes for my prep.

I have player action notes: what theve done, who theyve wooed

Quickstats: important npc stats as a generic reference

Battlestats: point to a generic npc for reference, and hold magazine and wound data during fights

Map: Square grids of black. Fill in open and explorable space with grey. Letters indicate playernames, pounds obstacles, percents corpses, plus sign doors. If youve mapped for doom before, each grid functions as 64 units wide, or 2 meters. Works pretty good-- i screenshot it whenever my players ask

It works pretty well for prep, desu. Tomorrow I can shoot you an excel file if you're interested.

Yeah, one of my favorite things is getting the most busted-ass, stripped down Grand Cruisers I can get, usually a 69 point Repulsive with 6 Sunsear Batteries (75 SP, subtract 5 for Incompetent crew), and letting the ship "grow with the party".

What the heck is a macrocarid explorator? I've never seen that in any codex or book before.

does the power armour for the adepta sororitas in DH2 enemies within require a battery? cause it doesnt say it does unlike the regular light power armour

A Horus Heresy Mechanicum-specific unit, originally a build your own land raider kit, not it'll get it's own unit.

avenger or repulsive?
Also what's the best way to kit one ooyt for the "grow the ship" campaign?

No.

I like Repulsives because they have Prow and Dorsal slots, unlike the Avenger which can only fire half of its guns at any one target at any one time.

That said, Avengers work pretty well as carriers, since you can shit out a swarm from both flanks, and their armor is better.

When it comes to growing the ship, the whole point is to have as cheap a ship as possible, but also as large as possible. As the players make money, they add things onto an empty-ish starting vessel.

You can get a really well kitted frigate or whatever at the beginning, but there's only so far you can expand a small ship. You simply run out of room, even after upgrading everything you can to Best quality.

A Grand Cruiser on the other hand has quite a lot of room for stuff, and you'll be buying and upgrading parts for most if not all of the campaign, even to max level.

How fo you guys homebrew?
My friends are into ttrpg but are dense as fuck so I need to dumb down the rules always (like even AD&D confuses them some, but getting half decent group as a DM is hard enough so I keep coming back). Anyways, If any of you have some homebrews you think I'd be in the market for I'd appreciate of you showed me. I was thinking of playing a game of Rogue Trader or Only War with them, but anything helps.

Do they just not read the books or do they just not comprehend the words in front of them?

mhm, should i allow them to get the best possible zero SP components for their essentials or force them to get the shittiest possible versions that their ship type can carry?

Most essentials are already 0 SP, unless you're talking about making them higher quality, in which case they'll add SP.

What I'm saying is simple.

A Repulsive is 69 points.
A basic set of 6 guns to fill its slots (I like Sunsears personally), 1 SP each, makes it 75 points.
An Incompetent-skill crew (Skill 20), saves 5 SP, making it 70, the maximum SP a group can roll without GM fiat or players taking Child of Dynasty as their Homeworld.

There is no more room for anything else that is not 0 SP.

Unfortunately, quality cannot reduce an item's cost to 0 or less, it is min 1.

So, everything else on the ship will have to cost 0 SP, again assuming no GM fiat or CoD.

Which means it's all Common quality. "Shittiness" doesn't really enter into it. It's just not a fancy ship, but rather bare-bones.

You understand now?