/40krpg/ 40k Roleplay General

Homemade Tank 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

Old Thread:

Other urls found in this thread:

calixipedia.wikia.com/wiki/Gunpoint
enworld.org/forum/content.php?3751-Who-Will-Pick-Up-The-Warhammer-Licenses-Next#.V9EjL5MrJE4
mega.nz/#!jY91DTLQ!rUVsEy0vInpkR_zAbf5IGXYl8OYOdkLEBfx8FWZl5hY
legrog
twitter.com/NSFWRedditImage

I really like this pic.

Anyone want to make some silly/fun 'Themed' regiments for OW? Like say, a literal Knight Regiment from Feudal Worlds/Highborn, etc.

Or take a picture and make it related to the RPGs, such as pic-related either being your IG Commander or summat like that.

I dunno, just think it'd be fun.

For the guys discussing a transport Venator with me, I did come up with a statline.

>Tauros Auriga
>Type: Wheeled Vehicle
>Tactical Speed: 20 m
>Cruising Speed: 110 kph
>Manoeuvrability: +10
>Structural Integrity: 25
>Size: Enormous
>Armour: Front 18, Side 18, Rear 15
>Vehicle Traits: Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle
>Crew: 1 Driver
>Carrying Capacity: 5 Imperial Guardsmen plus wargear, or equivalent weight of cargo

>The Auriga follows the same special rules for its motive system as the Tauros Assault Vehicle. (Treated as Tracked Vehicle for purposes of test involving difficult terrain and when determining how much slower they get when suffering critical damage; additionally, ignore usual penalties to Operate tests that wheeled vehicles normally suffer when taking Motive Systems Damage.)

Minor modifications, but it's good enough.

As far as actual questions/discussions go:

What're your custom regiments (and their homeworlds) like?

And what's a good nickname to give a cheery brand-new plasma gunner who inherited her gun from the last three guys to get their face melted off using it?

I made a few like a rough rider sniper ratling regiment that has a mount ground move speed of 18/36/54/108 with sprint.

What's with people talking about rolling for entire battles with Guard when playing Only War? I thought Only War was about playing Guardsman characters specifically, not managing an entire regiment?

Lucky, obviously. Don't tell her why though, just roll with it.

Pretty sure I remember this being made here. Or at least mentioned before.

Only War has your Guardsman at war, obviously, user. The entire regiment must fight, not just a single squad! Keep track of the larger part of the war every so often, not just the smaller battles and missions, user. Rules wise, this actually affects your Requisitions rolls as well.

I've taken to making 'Gimmick Regiments' in the past.

Examples include

>Stealth Artillery!
>War Crimes, Fuck Yeah
>Shadowrunners In Space
>Stunlock!
>Everyone is Engineers
>White Collar Criminals

A lot of my group's homebrew regiments are based on filling the holes in existing Calixis Sector lore (we're generally fans of Calixis Sector and DH1e lore, so we play characters from those planets).

Two very fun ones are the Metallican 594th Infantry (the Siege Infantry regiment my current Only War group is running) and the 'Gunpoint Runners', which were basically the Shadowrunners In Space regiment I threw together based on a previous Dark Heresy (a variant of DH anyways) campaign another GM had run for me and some of the other players I tend to game with.

Yeah, I'm the one who made it. I have a few more like a latheworld salvage regiment, a latheworld drop regiment, sniper/artillery regiment, a shrine world baneblade regiment with +9 willpower and best quality power fields (vehicle), and a mad max regiment.

>Stealth Artillery
Tell me more.

OK. So, what you do is, you take an Artillery regiment, and then you take the Mortars for every two PCs.

Then you give everyone the Infiltrator Doctrine, the Chameleoline Doctrine, and get all kinds of climbing gear. Stummers optional.

Suddenly the bad guys are getting shelled from positions they simply shouldn't be getting shelled from. It's not TRUE artillery, like Basilisks, but dammit, mortar rounds from a cliff behind your lines are generally bad news.

Thank you, I appreciate the compliment. I'll try to keep up any quality for your spirit. Though we should probably keep it to /40krpg/ for the sake of thread shenanigangs.

Dooooo eeeet. Personally, most of my regiments tends to be based on either something real-life or based on a fictional force that I really liked. It will be nice to have something random and fun that I can introduce to my players, give them yet another perspective. I'm still looking for the perfect moment to bring in the Hua Yuan.

>custom regiments
My next game of Only War, when I run it a few months in the future, will have my players running my actual regiment that I play the wargame and Heralds of Ruin with. The Cascadian Airborne Grenadiers.

>spoiler
Charlie. They don't bother to learn her actual name and just name her after the last dude who had the gun. Also short for "charred." Bonus points if that's her real name, but no one cares.

If your characters come from a regiment, it gives your players a wider sense of something they belong to and feel comfortable around. It's a lot better in my experience than stuff like Astartes, where you operate in smaller squads all the time and the Chapter isn't as constant and warming a presence. Part of being a Guardsman is being one among billions, and having the regiment--and characters in it--be fluffed out tends to help with that. It also give you a pool of backups if your players' characters die.

>Heavy Gunner with Bulging Biceps, Stormtrooper Armor, Preysense Goggles, Respirator, and a Heavy Stubber.

I like your style.

Would you let your (Black Crusade) player make a Possessed Chaos Marine, or become Possessed mid-game?

If you did, how would you stat it out? Would it be a one-sided affair or would they be more like the Gal Vorbak from the Horus Heresy? I'm more interested in trying to replicate the latter because that sounds way cooler than 'daemon rides yet another meat puppet into a murder frenzy betrayal'.

I've got a regiment of stealth drop troopers from a fractured paradise-turned-death world. Gonna be interesting once our game gets going.

Depends on whether or not I trust the player.

If I think I can trust them to try and take it to the fullest conclusion from a roleplaying a plot perspective, I'd be willing to experiment and let them have at it.

If I suspected they were trying to do it or have it happen to them for the sake of a power boost and nothing else, I'd approach them about it and tell them that it's not the way I did things. We'd discuss it from there.

Also I don't know who Gal Vorbak is.

That sounds neat.

Lore wise, you can no longer become Gal Vorbak, as they were only the men of the Serrated Sun. Newer Gal Vorbak were weaker and less controlled.

Gal Vorbak are the original Possessed, except that they weren't really possessed but in a symbiotic relationship with their Daemon, and could transform from regular joe who looks like he's wearing power armor but in reality is the power armor and the astarte connected to it.

It is neat. I can post fluff if you want.

This is actually a really good look for carapace armor. I'll have to add it to my folder of armors that I use for stuff.

How far do you guys stretch the established aesthetic of 40k when using pictures and concepts for your players? Does your party feel comfortable with it?

I've used pic related as another type of flak armor, and my players have felt immersed enough that it was just one of the way this world did things. I've also had a couple players feel that the typical 40k pictures aren't detailed enough anyway, so my use of stuff from other science fiction or real life works if it gets close to the mark for them. Do you guys tend to agree with this? Do you?

I'm the guy who uses real-life vehicles (like BMPs for Chimera variants and BTRs for wheeled variants) where applicable from last thread.

Huh. I'll have to remember that.

Go for it. The "my dudes," personal regiment I run are air assault who are also trained in paradrop, so I'm curious to hear about how others do it.

What made the Gal Vorbak so unique?

Because they were the first men to enter the Eye of Terror.

Lorgar sent them in to see what Primordial Truths were hidden in there, and to see if the original primitive Cadians* whom worshipped the same gods as those of Colchis were telling the truth about Chaos. When they entered Daemons attacked and slaughtered most of the crew, and for seven months they were stranded. In those seven months they were forced to eat their own to survive, and when they exited the Eye, everyone on the other side was surprised, as to them it had only been several seconds.

Lorgar named them the Blessed Sons, the Gal Vorbak in the Colchisian tongue. They saw everything in their time in the Eye. The birth of Slaanesh and the creation of the Eye, the Primordial Truth of Chaos and the Chaos Gods, everything. They were mutated and bonded to Daemons who entered a symbiotic relationship with them, and they could transform into powerful Daemon forms at will, and turn back into regular looking men at will as well. It was this knowledge that proved to Lorgar of the power of Chaos and the Primordial Truth, and he had Cadia Virus-Bombed into extinction to hide everything that had happened.

This was kept secret until the Betrayal at Calth, the beginning of the Horus Heresy itself.

*These were the original inhabitants. The Cadians of 40k are decendants of settlers who were sent to repopulate the planet in later days.

Guy who NPCs scarily well here, I generally use whatever looks good for a certain aesthetic I'm going for on a given planet. That pic right there pinged me as 'Guard Flak Armor.'

This is helped mainly by the fact that pic related is actually Guard Flak in a Roman Legion Aesthetic, from an actual 40k RPG sourcebook (Enemies of the Imperium from Only War, used for the Severan Dominate militia).

Basically, if it's an aesthetic, it can be used, even in a 'modern' or Imperial-friendly manner.

>They were mutated and bonded to Daemons who entered a symbiotic relationship with them, and they could transform into powerful Daemon forms at will, and turn back into regular looking men at will as well.

Why though? What made them special? Why did the daemons want to do this? Why was it not a one-sided possession like everything else? Because they 'saw some shit'? Why is it not repeated? Why can it Not be repeated?

So far all this reads like ADB trying to make special snowflake Possessed for his 'super cool' take on Word Bearers, and further trying to make 40k chaos look like worthless garbage compared to the 'SUPERIOR BETTER ARYAN SUPER SOLDIER MEN OF THE 31st MILLENNIUM!' that HH and FW keeps doing in some attempt to smear their balls all over everyone's faces about how great their version of the game is.

Here's a fun one to use for carapace. It was a pic I used to represent the kit of a heretical PDF kill-squad that wound up acting as one rebellious planetary governor's "final answer to any and all of life's problems."

Best guess, they were the first Space Marines.

Space Marines are just naturally resilient to the taint of Chaos (they're not immune, but their bodies mutate and break down less easily). The first Space Marines to enter the Eye of Terror and see all this shit were special BECAUSE they were the first ones to go in.

That's my best guess, anyways, I haven't read the books.

>4th Tarkesti Stormwing

>Far to the rim of Imperial territory, the world of Tarkest is one wreathed in the shadows of its past. Long before the modern day, Tarkest was a veritable garden world, playing host to millions of the Imperium's upper crust. In 598.M40, though, the planet was met with devastation; gleaming spires crumbled into twisted metal as the earth itself shook and cracked apart. Some rumors circle that Mechanicus experimentation with archeotech fractured Tarkest, while others ponder natural causes. Whatever the reason for Tarkest's fall, the world left behind is unrecognizable. Storms wrack the world with thunder and lightning, and the former plains and hills have cracked into deep crevasses. Air travel, while risky, has become the main form of long-distance travel; most civilians live on or below the surface in isolated towns. Tarkest maintains a planetary defense force to protect its myriad shrines from harm; universally trained with traditional parachutes and gravchutes and instructed in long-term urban combat, they form the recruiting grounds for the Tarkesti Stormwing.

>The 4th Stormwing earns little recognition from the Imperium at large, but its contributions are important nonetheless. Under the heroic leadership of Colonel Konstantinos Pachis, the Stormwing carries out lightning strikes against its enemies' back line before melting back into the terrain. With enough supplies, captured or otherwise, they operate for weeks or months at a time while disconnected from backup. Their numbers may be few, but each Tarkesti's heart burns with faith, and they do not falter against even the greatest odds.

>Post-Cataclysmic
>Sanguine
>Drop Troop
>Infiltrators
>Covert Strike
>The Few

From how campaign planning is going, it's shaping up to be full 'nam.

Pic unrelated, but useful for someone.

I just think you could replicate similar results if you enterprising Chaos Lord took some recruits from say, a feral world or feudal world (see lore blurbs in 3.5e CSM codex) who haven't had their head filled with all this shit or knowledge and THEN opted them up for possession.

I could see it being a failure if it was a properly inducted Astartes who eventually went traitor. But someone who's fresh and not afflicted by imperial ideology or the balls deep, red-pilled version of Chaos worship? I think they'd be more susceptible.

Because mate, think of it this way. Chaos needed Lorgar to trust in Chaos, and the best way to do that was give the explorers he sent in on blind faith a reward for their faith. Since their faith was rewarded, this tells them that their faith will be rewarded. If your faith is validated and proven that the Emperor really was lying about the non-existence of other gods, then this was what truly sealed the deal. Afterwards, there would be no reason to give them the best stuff. After all, they already showed that they were going to reward your faith, right?

Just as planned.

Also this.

But basically, Lorgar's trust and faith in the Old Way was sealed with the Serrated Suns expedition into the Eye of Terror. With their knowledge and Daemonic Gifts, this cemented the path to Heresy, and the beginning of the Horus Heresy.

The Gal Vorbak are literally the first Possessed.

That's honestly really neat. Never actually seen a regiment come from a post-cataclysmic world, and I honestly just suspected that any one that did would be Mad Max'ed to fuck. Good job subverting my expectations.

Also I'm going to steal that picture and use it for my own regiment. I'll respond to this and to yours again to share that with you, and trade airborne for airborne.

Its shit.

I'm gonna bind a daemon, rape it into submission, and then bind it to me for eternity after making it my bitch.

I aim to please. The other players were more invested in their characters and comrades once we got the broader mechanics sorted out, so the fluff fell to me. The drop troops already in 40k are pretty specialized, so I had to take a different angle.

Scary-NPC Guy here, I'ma lore-dump some homebrew shiz.

>Gunpoint Specialist Infantry (nicknamed 'Runners')

>"Why does the run ALWAYS go bad?" -Sergeant Deckard Gibson of the 35th Gunpoint Specialist Infantry, upon an encounter with a Daemon Engine

>Gunpoint is a planet that has been mired in abject failure since the conquest of the Calixis Sector. Settled in the tumultuous days after the Angevin Crusade, it eventually grew into a hive world that persistently produced little of value for the wider sector, and its position in the Hazeroth Abyss assured that little would force it to change; the planet was simply too far from major Imperial influences, and the Hazeroth Abyss is notoriously difficult to reliably navigate, ensuring that Imperial messengers and officials would be hard-pressed to visit on any kind of consistent basis to instill a proper sense of fear into the isolated world.

>The coming of the Adeptus Mechanicus changed all of that. With the Ministorum’s power recently on the wane in the Hazeroth Abyss, the Mechanicus have stepped in and acquired far more power and influence than thought possible, and with the waning of the Ministorum’s power in Hazeroth has come an increase in Gunpoint’s fortunes. The world now has access to patterns and equipment it might otherwise never have had, and the Mechanicus has received substantial ‘donations’ from the nobility and major commercial enterprises on Gunpoint that wished to capitalize on the sudden expansion. The local price of technology dropped like a rock, making augmetics and servitors highly affordable for the upper classes, and to runners.

>cont. 1/3

>The local equivalent to regulators on worlds such as the great Calixian capital of Scintilla, ‘runner’ is a term on Gunpoint that refers to independent paramilitary operatives that specialize in covert missions which run the gamut from kidnappings, interrogations, and precision demolition and sabotage to assassination and data-theft. With the spike in local access to technology, the criminal underworld of Gunpoint has had to adapt accordingly, and Gunpoint’s spike in high-profile runner activity corresponds directly to the Mechanicus’ seizure of power in Gunpoint’s hives. A criminal underworld of this sort is a rarity on Imperial worlds: Technically-skilled, sophisticated networks of independent agents that show a disproportionate amount of cooperation, talent, and discipline for common criminals, the runners of Gunpoint have become a source of great concern for the local enforcer cadres, even while the planetary government capitalizes on them for its Imperial Guard tithe.

>Ever since Gunpoint’s fortunes have improved, its Guard regiments have primarily consisted of ex-runners who were either drafted on pain of death, or imprisoned and given the opportunity to simply serve their sentence in the Guard. The Guardsmen of these regiments are thieves, killers, and scum of the most unusual sort: Cooperative, coordinated, daring, patient, observant, and careful, while also merely dismissive of Imperial authority in a manner that can be at least negotiated with, rather than completely unreasonable, brazen, and murderously defiant like penal legionnaires.

>cont. 2/3

>Gunpoint Runner regiments are primarily marked out by a discerning eye for detail, extensive cybernetics, widespread technical skills, and a tendency to autonomous squad-level planning that can produce surprising results. A single well-executed ‘run’ can result in a dead Ork warboss or heretic leader, and most Runners have a backup plan for ‘when the run goes bad.’ Their unusual sets of skills and diverse expertise make them ideal for special operations in urban environments under enemy occupation. However, Runners’ status as criminals marks them out; few other Guardsmen trust them, and useful equipment has a tendency to disappear when Gunpoint Runners are about, even if no one can ever confirm it was their doing.

>Furthermore, the Runners’ skill at planning comes at the cost of a massive independent streak that makes Runner regiments almost completely unpredictable (even to their own officers) and has jeopardized vital missions in the past. Nevertheless, it is rare that Runners leave much to chance, and their skills in covert reconnaissance, special operations, and infiltration are put to great use in the Emperor’s wars.

>Homeworld: Hive World
>Regiment Type: Guerrillas
>Doctrines: Scavengers, Cyber-Enhanced
>Commander: Maverick
>Regimental Drawbacks: Mistrusted

>Standard Kit: One Good-quality cybernetic implant, or two common-quality cybernetic implants, flak vest, 1 Lascarbine and four charge packs, 1 laspistol sidearm and two charge packs, 2 Stun Grenades, 2 Blind Grenades, 2 Frag Grenades, Grapnel, Filtration Plugs, Clip/Drop Harness, Microbead, Chrono

>'blah blah blah a lot of words to excuse ADB having his own special snowflake unit that no one else can NEVER EVER HAVE, EVER'

got it

A much better Shadowrun regiment than that Hong Kong one from a while back. Well done, man; it fits well.

So your problem is you can't play a Gal Vorbak? Or replicate a Gal Vorbak now?

I've seen your type before, just play a Veteran of the Long War and ask to have him possessed when the game starts.

>How would you stat it out?
Did you not read Tomb of Decay?

>calixipedia.wikia.com/wiki/Gunpoint

Sometimes, filling in the holes the devteams leave in the lore is its own reward.

These guys will be appearing as an OPERATORS OPERATING OPERATIONALLY regiment that my players and their Gunmetal City Guardsmen will run into as an allied unit at some point.

>Frontier World
>Maverick
>Drop Troopers
>Demolitions
>Die Hard

>Cascadia was discovered only 300 years before the modern era, and was subject to a colonization attempt soon after, rich in mountainous terrain; deep, dark forests; and exceptionally harsh winters.

>Atop this, Cascadia was already occupied: kroot tribals and a growing populace of orks. The small colonization attempt was told to deal with it by an attention-starved Minutorum, and decades later the human populace was small, surviving, and still not alone.

>Fresh from a brutal free-for-all meatgrinder of a campaign against heretics, eldar, and a small WAAAGH, the 542nd Combined Paratrooper Regiment (made of shattered Elysian, Catachan, and Harakoni forces) were granted the planet and told that it was theirs to keep on one condition.

>Twenty years after their drop, enough time to get settled in with the local populace, a tithe was demanded. The best air assault and air drop troops that the 542nd could muster. Upon this request, the 542nd commander--and elected Cascadian Colonial Governor Trask Volquin--demanded that the current campaign of xenos extermination was to be slowed down, and a permanent xenos presence allowed. When asked why, he laughed and responded "The Emperor has demanded the service of our best and brightest. They will need training before entering His service; no matter how smart and tough you are, there is no greater teacher than Experience!"

>Moden men from Cascadia do not differ from the Imperial standard, though they bear cold with little complaint, their local tongue is described by some as "slow and halting," and they are dour if you are an outsider. But where they do excel is air assault and airborne drops in cold, mountainous, and forested terrain. Their small numbers and demand of quality means they are equipped with carapace as standard, and the pilots of their gunships are exceptionally well-trained.

(cont.)

>They use Elysian-style bullpup lasguns, keyed to fire purple beams for identification. They have a preference for explosive special weapons such as rocket launchers, grenade launchers, and a few plasma weapons (my models also have their glow painted purple. It actually looks pretty good).

>The graduation ceremony of Cascadians is considered somewhat brutal. As said before, Commander Volquin demanded that the xenos be allowed a presence to his people. Why? Because the graduation of every Cascadian regiment involves them planning, launching, and seeing to completion the complete eradication of of a kroot and/or ork tribe or warband of approximate size. The 12th performed this service with aplomb, with the utter destruction of the kroot tribe upon the Turned Snake Riber followed by two days of hard fighting and the elimination of the Deffrock klan.

The planet is obviously the PNW of 40k, and I based their appearance, native language, and culture on a mix of the Pacific North-West Native Americans with a little bit of Gurkha influence. Lemme know what you think.

Nah i'm just being bitchy at another instance of 'it only exists in 30k, and only because a pet writer thought it was cool and thinks no one else should ever get it unless you play 30k, and Your Dudes can NEVER be -this damn cool- ;;;;^)'

Its like Volkite and Grav but multiplied exponentially because it really feels like ADB specifically wanking his own ideas and novelizations rather than a conscious design choice about tech to distinguish the era from the modern one.

Plus the excuses for the lessening of Possessed generation seem ambiguous and even half-assed. IT WAS A GRAND PLOY BY CHAOS! .. okay but these guys were still really strong and a great asset to the Chaos forces. But suddenly we don't want to ever do this again, Ever? I get that Chaos is retarded by design but c'mon pal. C'mon. Of all the things they can't replicate from the Horus Heresy, this shouldn't be one of them.

At the very least the Word Bearers or Black Legion should have that shit mastered.

>Turned Snake River*
Balls.

Also forgot to remove the name. Done with that, now.

Your post actually reminded me aesthetics are a thing I need to consider... Descendants of a shiny paradise world turned total wreck, recruited as a special forces regiment of sorts. What would even make sense there? Any fancy aesthetic has long since degraded/decayed from age, and they have to stay subtle enough to be, well, infiltrators. I've been toying with Greek names and all, but I don't know how well that would apply here. What do?

A lot of the 40k setting has specific instances of this kind of thing, and it's not a downside by any means. Not narratively, anyways. If I'm not mistaken, modern Possessed (Word Bearers, at any rate - not sure if the other Legions apply here) generally welcome their possession as a kind of sacred anointing by the forces of Chaos.

So it's not like the Gal Vorbak 'attitude' is completely gone, just the symbiotic relationship isn't really a factor anymore. The daemon runs shit (to be fair, the Gal Vorbak always had that kind of implication running in the background, but they were loyal to Chaos Before It Was Cool).

In terms of sheer mechanics, I wouldn't make a distinction between Gal Vorbak and regular Possessed, except the regular Possessed can't put on the 'TOTALLY A NORMAL CHAOS MARINE HERE GUYS' act.

Probably use something like remnants of their old glory. They'd want their flak or their carapace or whatever your standard kit is for them, but it would probably be dark and gloomy and camouflaged up, but they'd also have little reminders of their past glory. Maybe a pendant here, a small dash of gold on their armor there. An aquila on like, everything.

Maybe something Greco-Roman inspired would work, yeah. We in the West tend to think of old glories when we hear names that are typically Roman in nature, and the Ancient Greek aesthetic, so to speak, is also one that brings to mind a depth of history.

Unless they've become more fatalistic about it. Keep the Roman names for that older sense of grandeur, but they see themselves as the dead men from the dead world, fighting to prevent others from becoming like them. In which case, I'd offer pic related as a potential inspiration.

I'm not sure what instances of them being 'weaker' are at. I think by 'weaker' they mean 'less easily controlled and disguised'.

Unless they meant mechanically, in which case its not a fair comparison because on table top Possessed have been badly managed for the last decade's worth of implementations, while the Gal Vorbak benefited from being both 30k and Forge World's habit of overtuning just about everything they design rules for.

Good stuff, dude. y'all are way more creative than I am ;; I'm leaning toward the "dead men from a dead world" perspective for the leadership; the commander has his delusions of grandeur and restoring the planet to its once-great status, trickles down through the command ranks to degrees, and most of the troopers are just in it to survive. That sort of thing.

Yeah. Side note,
>They were mutated and bonded to Daemons who entered a symbiotic relationship with them, and they could transform into powerful Daemon forms at will, and turn back into regular looking men at will as well.

I THINK (and this is just me spitballing) that lorewise, this is just a 'regular' Possessed form they were shifting into.

Seriously, go look at the Possessed Chaos Space Marine profile in Deathwatch: Mark of the Xenos.

Compare to the Deathwatch Core Rulebook's regular Chaos Marine profile.

Possessed are fucking terrifying in general. As are Daemonhosts and other things of that nature. It's a general assumption that if a guy has had a daemon either welcomed, shoved, or otherwise summoned or compelled into him, he's gonna be a monster in mechanical terms.

It's a safe bet the 'powerful daemon form' is just a regular Possessed form, because Possessed (from a lore perspective - and we know the mechanics of the 40k RPGs are better at displaying this kind of thing than the wargame) are fucking terrifying for ANYBODY to fight, even other Space Marines.

Never thought this was a picture I'd suggest, but this could be a good one. The ballistic skull mask fits in with that "dead men from a dead world," and the armor is sufficiently colored that it's a good thing to bring on a darkened world with a lot of storms wracking the sky and night-time operations. It's also a pretty convincing case for carapace, or at the very least full-body flak.

The thing is, science fiction soldiers with a slightly Greco-Roman aesthetic that ALSO look like they're trying to be night-raiders and airborne pseudo-spec ops are very difficult to find. I can certainly find armor that comes off as "night-raiders who don't have a death wish but want to give you the impression that they do, and want to bring you with them," but most of the ancient grandeur will have to come through their names and culture.

I'd suggest making their culture have an interesting tic, like maybe having something like five names instead of our typical Western-style three. Something that comes off as having an inflated sense of importance because of their glorious past. They're very focused on unit glory, but more focused on personal longevity. Someone who's served for years and years without claiming to have run away--as airborne troops are typically put in places where they cannot run--is quite a statement to make.

Ok we get it you don't like 30k.

Apparently GW is at the Licensing Trade Show in Vegas and one of the things that they're trying to License is the old Inquisitor game, as well as a bunch of IPs that FFG previously had (Nothing with the specific WH40K/WHF RPG names mind you) and I wonder if this really means that GW and FFG have for sure parted ways.

I guess that means saying goodbye to Dark Heresy, I guess.

enworld.org/forum/content.php?3751-Who-Will-Pick-Up-The-Warhammer-Licenses-Next#.V9EjL5MrJE4

I like to use Skitarii alongside Bretonnian when playing AoS using homebrewed rules, I like to imagine an Admech Forge World build around a primitive feudal world.

You may be looking for the 40k general, m8. This is for the RPG.

Yeah I know, just throwing out an idea for a neat hybrid regiment.

Is it possible to make a regiment like roman legionnaires?
With suppressionshields in one hand and something like say an auto-pistol in the other?

Oh.

Carry on.

New topic, I need good ways to force several regiments of Guardsmen in Only War to go on the run from the wider chain of command, get caught up in a conspiracy, be framed for High Treason, and spark a Tom Clancy-esque technothriller plot without involving the Inquisition or the Ecclesiarchy, or any charges of heresy they can't sweep under the rug later when they prove their innocence.

What do?

It is COMPLETELY possible.

To my knowledge, Arbitrator-style suppression shields aren't something you can get normally (they're Extremely Rare by Only War standards), but you can get other kinds of shields that work/act like them from sourcebooks in the Rogue Trader line. With a lenient GM, it'd work just fine, since all the RPGs are cross-compatible with minor tweaks.

As always, consult your GM first.

Can someone post a pdf of Shield of Humanity? That's the one with Ratling Worlds and the other specializations and stuff, right? I've never been able to find one that worked. There used to be a mega link on the OP for it, but now there isn't, which is a shame since mega works on mobile now for single files.

Have them in possession of intel that proves that an order given to them by High Command would lead to the death/destruction/loss of (insert macguffin here).

They go AWOL for the greater good of the Imperium, and can be forgiven when they prove their innocence.

The nature of the orders and the macguffin can be tailored to your need for a technothriller.

>Imperium
>Even using the words 'Greater good'

Disgusting

If you don't live near the southeastern end of Ultima Segmentum, that phrase doesn't mean anything bad.

You can used a mixed regiment rule of Feudal World and Skitarii Maniple for that. The book was just updated with Secutarii.

It is. Every action and decision of every imperial citizen should aim to increase the total galactic misery. Imperium needs skulls and grimdarkness.

With all due respect, have you tried checking the book repository in the OP?

From how I'm understanding how using psychic powers works in 2e, there is almost no point in ever using Push? A guaranteed phenomena and a penalty to actually manifesting the psychic power look like two big reasons to not bother with it.

How bad would it unbalance things to use OW's mechanics?

Ah, I have, and as I have stated is that the problem is that the mega only works with singular files on mobile devices, so I can't use the repository unfortunately.

Sorry, that wasn't very clear to me. Try this mega.nz/#!jY91DTLQ!rUVsEy0vInpkR_zAbf5IGXYl8OYOdkLEBfx8FWZl5hY

So, let's say that due to warp- or DAoT-based fuckery, the modern Earth appeared in 40k for no apparent reason, and proceeded to be integrated into the Imperium after a Rogue Trader found it and started trading a bit of tech with them.

After /pol/ realised the nature of the Imperial Creed once some missionaries arrived, they promptly got in contact with them, and informed them about the heretical bullshit that half of our leadership gets up to (40 foot concrete owl idols in California, politicians "joking" about sacrificing chickens to Moloch, et cetera), and the missionaries in turn sent a report to the =][= who carried out a purge of the heretical and corrupt elements running our government (Day of the Rope).

So, Veeky Forums, how would you mechanically represent /pol/'s weaponized autism in Dark Heresy? In 2e, I think that Frontier World Seeker would probably fit, but I'm not sure what Background to pick.

Frontier World Outcast Fanatic.

Fanatic's more of a combat-focused role, though. I was thinking more about the sort of weaponized autism that does obsessive online digging, rather than going full Moon Man.

Also, not sure if the Outcast background really fits; it's more of a hive-ganger/criminal sort of background.

My group runs with a viking-themed Baneguard tank company:

(4) Feral World
(2) Choleric
(7) Super-heavy Armoured
(3) Warrior Weapons
(-4) Honour Bound
Total: 12

(5) Upgrade Sword to Good quality
(5) Add Chainmail to kit
(10) Upgrade Chainmail to Best quality
(8) Add Micro-bead to kit

Short summery is a lone explorator discovered an old bunker full of the things with a chaos horde on his heel with the same purpose, and convinced and trained the local primitives that worship the site to hold the line til mechanus forces arrived. They displayed enough competency and respect for the machines to wind up assigned as their operators and honour guard.

Last session some blueblood regiment decided to screw with the unwashed bearded savages and ran over some tents with their hellhound tank. So the PCs revved up their baneblade and and ran over their entire camp, and also the hellhound.

Later the troppenleder (sergeant) had to talk our assigned outsider techpriest (the original one that was more familiar with the regiment got heavy boltered in the first session) to unlock the hatches and let them back inside so they can get back to the front lines, before the authorities got mad(er).

The anime is jin roh the wolf brigade if you want more ref

>Colonel X wants to assassinate general Y and take his position
>choice 1 : they're just in the wrong place at the wrong time and witnessed something they shouldn't have (even if they didn't connect the dots on the moment), like a mechanic leaving the hangar where general Y's limo is parked, or a guardsman they didn't recognize with a penal legion tattoo.
>choice 2 : they're sent by colonel X to assassinate general Y (with orders like the train has been taken by heretics, bomb the bridge when it passes)
choice 3 : they've prevented the assassination attempt
>They're branded "traitors-execute on sight, especially if they try to surrender and open their mouths" in order to make all witnesses dissapear.
>on the run
>meet other marked for death people, or munitorium adepts looking at colonel X affairs.
>ADVENTURE!

What's the best weapon choice set for a macrocarid explorator? I figure as an explorator vehicle, sponsor Irad engines would be useful, with a lascannon for heavier things in the hull. But, maybe a better all-rounder configuration exists? Our group is open to opinions.

>GW makes shit
>FW makes something not only less shit, but worthy to take competitively AND fluffy to boot
>FW is bad for this.
Dude, is right, you are literally just swinging around a hateboner at this point.

You need to really read the part on Push and then reread focus power tests.
Pushing allows you to count your py rating as +2-4, right?
So say you are psy rating 3, you can count as 7 if you choose.
Here is the kicker: in focus power tests, you can drop your effective psy rating to get a bonus to the WP test, +10 for each pip you drop. If your effective psy rating is now 7 with push, and you focus power at psy rating 3, you have a +40 to the WP test, which can easily lead to a +60 before penalties apply.
You dig me, sucka?
You are going to RAW, son, and not looking at the spirit of the thing.

>Here is the kicker: in focus power tests, you can drop your effective psy rating to get a bonus to the WP test, +10 for each pip you drop. If your effective psy rating is now 7 with push, and you focus power at psy rating 3, you have a +40 to the WP test, which can easily lead to a +60 before penalties apply.

It doesn't work that way tho.
P194:
>The psyker receives a +10 bonus to his Focus Power test for every point the chosen effective psy rating is below his base psy rating.
And when pushing:
>The psyker receives a –10 penalty to this test for every point the chosen effective psy rating is above his own psy rating.

Actually, I think Heretek might fit, given both the way the modern world looks at tech, and with Forbidden Lore (Heretics), the Background's special bonus would give a bonus to Tech Use rolls for scouring planetary data nets looking for information on them - "digging", in other words.

Power comes with a price user. If you run into something super bad at the end, or during an investigation, you might have to tap for more to kill it dead. Should you always push, hell no. Either roll at your psy rating, or below your psy rating. But when that day comes and you and your cell fail to stop that binding ritual, you best be pushing your smite bolts.

I think it's also a case that since most witchfire powers work on psy rating, rather than DoS, pushing means you can get definite gains.
Your 1d10+3 pen 3 smite becoming 1d10+6 pen 6 is nothing to turn a nose at.

I wrote up a little more, on Gear and Training and starting on culture.

>Stormwing troopers' careers revolve around deep infiltration and sabotage. To this end, every soldier is trained to use a gravchute for deployment, then issued a myriad of stealth and survival equipment alongside. Preysense goggles and synskin are standard issue for infiltration. Most Stormwing troopers are fairly lightly armed, with just a lascarbine and knife; an assortment of grenades is often issued as part of the guardsman's kit. The combination of gravchute and grapnel gives troopers unparalleled vertical mobility, and their Auriga-pattern Tauros transports, carried into battle by Sky Talons, give each squad a rapid deployment option across land. Two weeks of rations are issued, with the understanding that either resupply drops or on-site acquisition will extend this time.

>The Stormwing uniform, contrary to their dull and functional equipment, reveals a hint of Tarkesti history. Consisting of a silver-trimmed jacket and trousers, both in a medium grey, the uniform is often further decorated with color accents for successful campaigns. Sergeants trade the silver trim for gold, while officers often don ever more ostentatious outfits. Whether or not this is wise on the battlefield is generally left unquestioned. Flak armor is left as an unpainted black when issued, often camouflaged for a given battlefield; synskin covers the uniform in combat, offering further camouflage.

>One distinctive mark is the so-called "death mask". Some take the form of an ancestor's face, others a bare, grinning skull; whatever form they may take, few of those who don the mask intend to remove it. Those bemasked are prepared to meet their end in battle and spend their afterlife beside their ancestors; their first deployment after donning their mask is often their last, as they will fiercely fight against all odds to earn their last glory.

(cont)

>The Tarkesti carry on their world's cultural legacy, hearkening back to their roots. Many soldiers pick up an art; sketchbooks and paints are easily acquired even on deployment. Tattoos and body paint often mark out a given enclave's members, uniting them through artistic display. In the upper classes of the Tarkesti officer corps, the art of the duel is still alive and well, whether through sword or pistol. Dueling sets dating back over a millennium are still in active use to settle disputes, and their scars are worn with pride.

>Tarkesti troopers have a rather fatalistic attitude toward life. Jaded by a life surrounded by death on what was once a paradise, few have an optimistic outlook; instead, many focus their efforts on preserving what remains. For the dead men and women of Tarkest, the rest of the Imperium can't be allowed to fall as they did.

I'm lacking in art, but at some players' prompting, I'm pulling a bit from Fallschirmjager uniforms for the main body of the force, and more 1800s-styled fancy uniforms for generals, colonels, et cetera. With 40k flair, of course. I'll figure out art eventually.

While I haven't statted them for Only War, I did come up with a Mande-style Guard Regiment for our Rogue Trader game, who our Arch-Militant came from.

>Monrovan 22nd "Night Kings"

>Monrova is a Super-Earth (i.e. roughly twice the size of Terra) world of jungle, swamps, mountains, and shallow seas, with its 15 billion people spread out over the world along coastlines and rivers. Its surface is 35% water, comprised mostly of shallow seas and snaking rivers from mountains and freshwater lakes scattered all across the planet, with 65% of all water on the planet being fresh water of theoretically potable quality.

>The Capital city of Monrova, Bliyahdi, is a proto-hive of surprisngly high quality, with clean streets, relatively low crime, and a quality of life that many Imperial citizens on other hive worlds would envy. 1 billion of its population live within its walls, and most of its population are Bliyahd, the ethnic minority-majority of the world.

>Its other cities, however, are not. No city is more than 20% as populous or large as Bliyahdi, and its cities are largely drawn along ethnic lines. Each city survives largely on what it can provide for itself, with little support from the Monrovan government at large (as Bliyahdi thought is that supporting another city besides the capital supports potential rivals who might usurp them). This means that most cities are in varying states of disrepair, and crime and heresy flourish under its oppressive conditions.

>The Monrovan PDF is largely composed of young, poorly-equipped soldiers with varying levels of training, it does makes heavy use of "Unity Squads," highly trained elite kill-squads sworn only to the Governor, who carry out his will without question. They are skilled not only in infiltration and shock assaults, but conducting those assaults in as brutally terrifying a fashion as possible to inspire fear in the enemies of the Governor.

Cont.

>These soldiers, raised from the elites of the PDF and indoctrinated in "education camps" upon being selected for service, are given the finest equipment that the Governor can afford. Their black carapace armor is etched in various signs and sigils that in local culture are believed to grant superpowers, their helmets are overlain with the skull of a previously vanquished foe (often with his name carved on the polished forehead) and their lasguns are of the highest quality on the planet, capable of semi- and fully-automatic fire and inlain with polished human bone.

>The Monrovan 22nd are a contribution of these Unity Squads to the Imperial Guard. Roughly 1000 in number, they excel in infiltration and shock-and-awe assaults on unprotected enemy positions, striking with an almost scientific precision to inflict the maximum amount of psychological damage possible. Their preferred weaponry are flamers, meltaguns, and heavy stubbers, with each weapon modified to strike fear into those who manage to survive their attacks - their flamer-weapons have special fuel that burns a bright green, giving it an eldritch appearance; their meltaguns scream and howl as they fire through a modified choke; and their heavy stubbers have specialized chokes and suppressors that make the muzzle flash (and the weapons are specially loaded to ensure that there IS a muzzle flash, even in the brightest conditions) appear to be in the form of a screaming skull when viewed directly.

>Even more terrifying than their weapons of war is what they do to vanquished foes. Even when it is not strategically advisable to do so, the 22nd will linger around their objective, removing the hearts of their victims and placing them in containers (to be used for later, unknown purposes), building aquilas with the bones of the officers or other champions of the foe, and even, if time permits, skinning the foes and hanging their skins from various parts of the local environment.

Cont.

The Monrovans view this absolute brutality as being a strategic necessity, as they believe that breaking the foes mind and spirit is the most effective way to achieve victory. They also believe in many superstitions of their homeworld - speaking the name of a comrade in battle is bad luck, committing a sin against the God-Emperor will unbalance your life and cause you to fail in your endeavors, and can only be rectified through self-flagellation and repentence, sacrificing and consuming the flesh of a fallen foe will grant you invincibility in combat and victory over the spirit of the foe - all of these can be very at odds with their allies, and create friction with other Guard forces as well as their own Commissars. Combined with their habit of taking enemy bones and hearts as trophies on the battlefield, they have a cruel and savage reputation among their allies in the Guard - though few can deny their effectiveness in breaking a human foe on the battlefield.

>In a strange, unexplainable quirk, they have an absolute hatred of Orks, possibly because their psychological tactics simply do not work on them. Furthermore, they have displayed an extreme sense of caution, if not fear, of Necrons when they first encountered them, citing the fact that, as the enemy had no bones and no trophies could be taken from them, they could not possibly conquer the spirit of the foe and would forever be weakened when fighting them.

That's what I got so far. No real idea how to stat them in OW, but the served an allied Inquisitor in our RT game really, really well.

Anyone got a list of all 40k rpg releases by date? Starting on a project of making a single system and want to make sure I have everything

Still looking for a copy of FAC that's searchable.

The tome of decay has possessed stats. And it goes in depth on their character progression as a whole.

Cherry you fucking cherry.

I love Kal Jericho. It's taken me until now to realize someone is shooting at him in that picture.

1d4chan lists everything in order per line, if that helps. I'm sort of looking for the same thing, I've been asked to help with a GURPS conversion (don't ask) of the full line.

>GURPS
>Conversion
What? Why? I thought the whole purpose of GURPS was to modify to what you think you need

See, this is really good. This is more depth than most go with their dudes, and having a degree of established culture helps your players feel more immersed.

I like the dueling aspect in particular. See, my Cascadians have something similar, where they "count coup," and solve internal issues by dueling with ritual staves with an overwatching crowd and an elder veteran acting as referee. A touch to the temple or forehead corresponds to victory. Imagine my player's interest when I wound up telling them all of this and informed them that this was their culture and was seen as a legitimate way to compete for honors and formally "discuss," grievances.

Your cultural points like art and whatnot are very helpful for making your players feel like it's actually a group of men they belong to. Establish those who do not serve especially well on battle, but are known and prestigious within the little world of the regiment for being especially good painters or singers.

Also the death mask is a neat angle. Is it something that a man can elect to wear when he suspects he will die, when that feeling just comes upon him, or is it standard wear and the men all go into every mission with the fatalistic but determined approach? If you go with the former it could be an interesting equivalent to writing a letter to your girl and giving it to a buddy. If it's the latter, it allows for an almost Eldar-level degree of literally putting on your warface.

Also I think the Fallschirmjaeger are an amazing inspirational source for you to go with. Fictional art of the paratroopers or historical photos should all do a good job of getting your guys a bit of imagery on their uniforms. That also helps.

you might find this information in the GROG (Guide du Roliste Galactique). website in french, but you have the date of publication of english and french version for each 40K RP game.
Here is the link for Dark heresy for instance.
legrog DOT org/jeux/dark-heresy

Each by separate system right?

Sounds to me like you're really running that fine line between Carcharadon-level "brutal, but loyal," and men who are sensitive to Khornate infiltration. Some of this stuff is really crazy.

Though I do think the idea of a Guard unit made of a bunch of government-wide kill-teams is a neat idea. I also like the "Unity Squad," name for their government kill-teams.

There's a 40k novel where a regiment gets sent to ambush some chaos/xenos. Anyway they attack in darkness/fog and when it lifts they've just taken out a friendly guard unit taking orders from the same commander. There's no way the chain of command didn't know it was ordering them to fire on friendlies.
The hard part would be getting your guys to fire on obscured targets I suggest getting them to place demo charges on a bridge or something so it's like a press the button or disobey orders moment.
I know there are some holes but you can patch them I'm sure.

Yep.

How do you plan on getting Necrons, bolters, and daemons (for example) without writing up their stats or templates? Gotta convert something.