/40krpg/ 40k Roleplay General

All Is Dust 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

How often do trust issues crop up in your games, barring Black Crusade?

Other urls found in this thread:

sites.google.com/site/thegodwynlegacy/rule-mechanics/alternate-career-ranks
sites.google.com/site/thegodwynlegacy/rule-mechanics/elite-advances
sites.google.com/site/thegodwynlegacy/rule-mechanics/careers
twitter.com/SFWRedditVideos

Mars Needs Women 1.1.9
and The Fringe is Yours 1.7.15
aren't in the mega archive yet, where is mega-guy when you need him?

POST HOMEBREW STUFF because that's all we have now

I shall start.

Stromlek-pattern Commissar Power Armor (Rough Trader)

Based upon the designs and modifications made by the Lord-Commissar Aron Vaul before the cleansing of the Rak'Gol citadel above Sodon, this pattern of Power Armor is an extremely rare version of the already rare human Power Armor, designed to assist in all of the roles a Commissar must fulfill. Designed to facilitate the role of the Commissar, this black-painted armor maximizes the air of authority and fear a Commissar has on the battlefield, making a walking avatar of Imperial authority and power to the Guardsmen fighting alongside him. The refractor field is designed to resemble the collar of the traditional Commissar overcoat, and a long black-and-red cape hangs along his back to imbue even more grandeur in his proud stride. The helm is a silver or gold snarling visage with a peaked crest and brim that resembles the traditional cap of the Commissariat, and is equipped with advanced optics and communication systems. Furthermore, the armor is fitted with impact-gel cushions, making it more resistant to solid rounds and impacts. There are only a scant handful of these suits in existence, as the original was tailor-made to fight in incredibly hostile conditions of a Rak'Gol citadel, but any Lord Commissar who has heard of the suit would pay a hefty fortune to acquire even an incomplete copy of one.

Commissar Power Armor is a suit of Power Armor (Armor 8) with an in-built Laud Hailer*, Vox-Caster, Advanced Helmet Systems, Rebreather (5 Hours oxygen), Refractor Field, Gel-Impact Cushions, and integrated Void-Suit that provides immunity to Radiation and a +20 test to survive the effects of extreme weather while intact. Good versions last 12+d10 hours, while Best versions last indefinitely.

*Laud Hailer: +10 Command to all Imperial or allied servants within 30m.

Avail. Near-Unique

>pic related is the face

>How often do trust issues crop up in your games, barring Black Crusade?

Typically pretty rare unless we're playing an intentionally deceptive character like a Wych.

I've lucked out in that most of my group like what we're doing and enjoy the group itself, and even when they don't like a particular aspect of it they're willing to allow others to enjoy it for a while before voicing their dislike for it.

Except the time a Lacrymole infiltrated their vessel and began to pose as crew members and even PC's, and they all viewed each other with incredible suspicion and nearly killed one another multiple times

I have a Sergeant who doesn't like to command, a sniper who's completely green and trusts the sergeant and heavy gunner completely, and Forrest Gump: The Heavy Gunner.

I don't see any trust issues cropping up.

Reposting for mega-guy and anyone that missed it last thread.

New update of [Chivalry Intensifies].

New in this version:
- Rules tweaking and clarifications
- Super-Heavy Opponents chapter

This update should deal with the most glaring issues playtesting uncovered. If you think I missed anything, please do tell me and call me a faggot.

On the drawing board for future versions:
-Battletech style critical system, with limb damage, armour degradation, sub-system destruction and reactor explosions
- Knightly vehicle upgrades, Knightly gear (like Knight scale void-impellers, Drop-pods etc), customization guide/rules and a relic or two
- More unique Imperial Knight talents (I'm taking suggestions here)

I declined joining but apparently my group's deathwatch game was nothing but trust issues.

check last thread - they are there - thanx shas!

What would the stats on an Astartes Rotor Cannon for Deathwatch be ? I need my minigun fix.

30" range, S3, AP6, Salvo 3/4.

That comes out to 150m range, S/5/10 (give or take), 1d10+3 I, Pen 2, 100 rounds, whatever the assault cannon's reload time is, a marginally lighter weight than the assault cannon, and a much higher rarity since they're no longer produced.

Overall, it's not worth it. I'd bump the fire rate to S/7/14 and give it 150-ish rounds, might compensate for the weakness of individual shots.

The predecessor of the Assault Cannon, the Rotor Cannon is a multi-barreled heavy stubber that can put out a prodigious amounts of fire, though far weaker than its successor.
Rotor Cannons may be acquired with Bio-Corrosive Rounds in addition to its normal rounds. Bio-Corrosive Rounds halve the weapon’s range, and add the Toxic (2) and Corrosive Qualities.
Rotor Cannon Heavy 150m -/6/10 1d10+6I Pen 3 Mag 200 Rld 3 Full Tearing

As a side, yet important note: The big factor here is that there is no "Astartes rotor cannon", they were actually usable by Guard as well. THAT would be the thing that makes it worth it; a guardsman-portable assault cannon, basically.

This guy made it look a whole lot better than I did; you may want to go with his option. I went with a straight conversion from tabletop stats. That said, they're explicitly not heavy stubbers, but rather medium-caliber (heavy stubbers are M2 ripoffs and quite high-caliber).

If it's a stub weapon, just make it open to some of the specialty rounds.

Considering it's a minigun it probably wouldn't firing modes other than full auto.

>guardsman-portable assault cannon, basically
It could be the same for Marines, just change it to power armor as they can use assault cannons only in terminator armor.

>guardsman portable
>it's almost as big as the marine wielding it

>lascannons, autocannons, heavy bolters and stubbers are all manportable
Dude, why are you using a MINI'S profile as proof of anything?
40k minis are heroic scale, with outsized arms and weapons.

It's in the rules for Solar Auxilia. They CAN take rotor cannons. (Not quite Guard, but still regular humans, not Astartes.)

Did anyone here played a fighting psyker ?
How did that turn out ? I'm planning to do it in my BC campaign and I wanted to know if you had some tricks to help survive...

Define fighting psyker.
You mean one that uses primarily combat focused powers?
Depends on the game, but the big issues is the same as say, SR: Geek the Mage First.
A battle psyker can be incredibly powerful (and is the single most broken thing in 4 of the 5 lines, especially BC), but if the gm runs the setting as standard, you are a walking bullseye even your party will not trust entirely.

You know, the red lenses really pull the models together. Nice.

Bolt of Change
lamo Bolt of Change

>Jin-roh reference
You didn't even see it, user.

I haven't seen it, sadly. I really should.

I got more of an old-school Cylon vibe.

Going to be running my first campaign with Only War soon, starting with 'Eleventh Hour'.

I know it gives you preset Catachan characters to use, but the players and I want to create our own guys and regiment and tweak the details to accommodate it. Is it easy enough for a character's first mission? Or is it balanced for the demo characters?

Might be interesting starting the campaign with the actual events preceding the scenario, since it does start you off at the close of a major battle.

Is the dodge mechanic bad? I have been trying to learn this game, and dodging seems off.

So, you roll to hit by rolling less than your BS/WS. And usually, if you roll under, that means you hit. So, a player seeing the result of their dice will go: fuck yes. But then that shit can be dodged anyway? I get that you only get one reaction per turn, so it's not exactly broken. However, it just comes across as weird to me that you may suddenly not hit. Does it get all metagamey where people with the highest BS/WS simply hold their turn so you can waste a reaction otherwise instead of being denied a hit?

...

In practice?
Only if you have a metagaming cunt at the table, and the problem is that allowing the enemy to do their shit on their turn is the worst thing you can do.
Holding back your attack usually means you are getting the bad end of the deal, especially in DH/OW where getting hit at all is a serious problem.

Did I offend you in some manner or did you actually believe this to be bait? I'm just trying to learn the game man, why you gotta bring bait into this? Cool bait image tho.

>le 'I hit him but he still dodges?! XD' maymay

I didn't know this was a meme, so it's actually a recognized artefact of the rules? Doesn't it make more sense to make the dodge roll before the attack roll? There is no reason to make it on a standard attack if the defender manages to dodge after all. It also makes perfect sense to try and dodge an attack that would have missed anyway, because you don't really have time to analyze whether or not the attack will actually hit you

>Doesn't it make more sense to make the dodge roll before the attack roll?

Eh, i get the logic.

1. Your opponent makes a swing at you (Standard Attack).

2. You gauge the swing - turns out it's going to hit you (Successful Hit roll).

3. You decide to jump out of the way (Dodge test).

4a. You manage to avoid the otherwise damaging blow (Passed).

OR

4b. You simply weren't quick enough or noticed too late- the attack lands anyway (Failed).

If you're dodging an attack that wouldn't even hit you to begin with, you're not really dodging so much as just moving.

No? Exactly like you said, you only get one reaction, so it's a perfectly fine mechanic. Honestly better than a static value they have to get over.

>acolyte sees a gang boss charging up his plasma pistol
>in his concentration to not be hit by it, takes a couple autogun shots
>finally the boss fires off his shot, and it all pays off as the acolyte is able to put all his weight behind a dive to cover
>still lightly damaged by the autoguns, but still alive
It reflects a much more "realistic" kind of battle-sense and spurs the PCs on to work together and focus fire targets, or use stuff like flamers and grenades to rob enemies of their reaction.

>Does it get all metagamey where people with the highest BS/WS simply hold their turn so you can waste a reaction
No, see above scenario. You can use your reaction whenever you like outside of your own turn.

>Doesn't it make more sense to make the dodge roll before the attack roll?
>Emperor help me
You don't need to dodge something that hasn't hit you, on top of modifiers affecting dodge depending on circumstances.
You are trying to understand why the wheel works when you don't understand physics, geometry or gravity, then invent reasons that a primarily mechanical caveat can't work.
That's why you are (fairly) being mocked.
Stop being a shitlord, user.

Well it makes sense in terms of outcomes. Someone might hit you or miss you, and you might dodge an attack, or not react at all, so you include all of these outcomes. The missing and dodging part both mechanically reduce to one outcome however, and hitting something is a binary outcome, you either hit someone or you don't, so... Is it taken to mean you WOULD have hit if he didn't dodge?

>Honestly better than a static value they have to get over
Well they do have to roll under WS/BS but I take it you mean in the sense like AC in D&D? I am not really sure what you mean by realistic, as the core says, an entire round is only a few seconds long, these actions/reactions are split-second decisions and your example isn't exactly enlightening. You would "realistically" only have time to dodge a single attack, that makes sense, but concentrating on not being hit by one seems weird. It's a reaction, it might be trained, but I hardly feel its something you have the time to concentrate on like you describe.
Yes, you don't need to dodge something that doesn't hit you, but how do you know? Unless it's glaringly obvious I don't really get how you could have found time to make this decision.

In short, when you guys play, how do you interpret it? Does nobody confirm hits when they roll under WS/BS? They simply wait for the DM to decide whether or not he should evade or not?

>In short, when you guys play, how do you interpret it?
Roll to hit
Roll to dodge
Roll damage

So you do not have any narration before all dice are rolled etc.?

A person can concentrate for an event that only takes a few seconds, whether consciously or subconsciously.

Also
>how do you know?
That's not really important, the important part is that you only have one reaction, and it's more frustrating to waste that on an attack that would never have hit anyway, than to occasionally have one of your hits be dodged. It's a game mechanic thing, and it works well.

No, how do you narrate in any game before all dice are rolled?

tfw you make a backstory for an NPC officer but you know you'll never get to tell it because it's not relevant to the campaign and so there's no natural way to tell it.

>muh backstory
This is why you don't create in-depth NPCs, and you let their stories evolve naturally if and when the PCs interact with them.

I can't help it. I get bored and just start fleshing stuff out.

Use his backstory for somebody else, then. Players will never know the difference unless you tell them.

Well, off the top of my head
>roll to hit
Your blade connects with the heretic's flesh
>roll to damage
blood splatters as you cleave through his arm etc.

But I can see how that would be a problem if you intended to dodge.

So then if you're doing it as a thing for your own pleasure, why do you care so much about others seeing it? Also, do you not use Obsidian Portal?

Why not just save all that narration until all rolls are done? It's not hard, it actually sounds awkward to narrate in between rolls like that.

>So then if you're doing it as a thing for your own pleasure, why do you care so much about others seeing it?
It'd just be nice is all since the effort was made. But it's not like I'm going to lose sleep over not sharing or anything.

>Also, do you not use Obsidian Portal?
I don't actually.

Well, I mean you could, obviously, I guess it's a flavor thing, like instead of having periods of well, boring GM just stating: roll to hit, you may roll for damage, etc, I guess while it might slow things down, it also gives a sense of it actually happening in the moment.

What's a good weapon to arm a regiment with in Rogue Trader? I'm looking for something with more bite than a standard lasgun. Stuff from other games may or may not be allowed.

Well then, get onto it. You can create a wiki for your game, post up mission logs and shit (or get PCs to write their own logs if they want), and populate it with PCs, NPCs and as little or as much backstory as you like.

It's really not slow at all, I suggest you just learn to play the game RAW and go for a few more sessions before you come back to talk about all this. Your posts just reek of inexperience, no offense.

Only way up from a lasgun is your hot-shot that Scions carry, or your not-so-trusty bolter. Otherwise just pump plenty of special and/or heavy weapons into your regiments.

>reeks of inexperience
well I already stated that I am still trying to learn the rules of DH, so that's a given. I was just wondering how this particular mechanic played on the table because it seemed counter-intuitive to avoid something that already hit you.

You could try high-quality, vacuum-sealed Autoguns with specialist ammunitions. Fyceline rounds are pretty brutal on Full Auto.

Autoguns have the advantage in having more ammo variants than Lasguns, so if money isn't an issue it's actually a better standard issue for forces.

Shotguns are also neat, but not really as reliable.

Also, consider homebrewing your own variants or weapons. This is straight-up encouraged in the books, and can create some cool things.

Go wild, user.

Like I said, stop arguing here and just go play it out. I mean you've got multiple people telling you that the mechanic works just fine and you're still trying to complain about it.

I prefer the edited version where she says "I don't want to be Elfstar any more. - I've rolled this bitching gnome fighter."

>Fyceline

Can someone explain this to me? This isn't the first time I've heard this, and it seems like expander rounds are better than Fyceline on a basic weapon. Do damage types actually do things? Because it says it doesn't in the rulebook, as far as I know. This is my first 40k RPG game.

Damage types only affect crit rolls, with explosive damage killing someone much more easily than anything else. However lesser NPCs (such as your RT's regimental soldiers) will only get crit damage after they've taken someone down, so it's a moot point.

I'm getting my forever-DnD tp play, is DH1 or DH2 easier for a new group?

2e, by far.

2e.

I've heard this question before, what makes people think an older edition would be easier to understand/play?

I mean, would you play D&D 3.5 or 4e over 5e?

>I mean, would you play D&D 3.5 over 5e?

Play true DnD over the new, untried, untested stuff? Hell yes.

>would I like to fudge anal circumference rolls and rape my anus to a bleeding death with rusty iron spikes instead of playing 5e
no, no i wouldn't

Oh cool thanks

But 2e is probably easier than 3.5 in some ways. Plus later editions can add bloat or add confusing rules, but I guess I get the gist of what you're saying

>From what I've read in 2e, a lot of customization and character development options are totally removed. Additionally, I'm not fond of the progression being so open. In my opinion, the 40k universe tends to have characters that are very specialized in their fields.

Why do people play 1e DH at all. It's so bad and dated with no redeemable qualities. A starting arbites is more akin to a bullet sponge than an arbites. So many mechanics with it are done terrible that 2e fixed, like being able to swim as a top level character. I don't understand the oral fixation people have with it.

>true DnD
Oh god, there are actual D&D snobs, as if each edition isn't just babby's first RPG. I'm not really here to argue about that though, but objectively 5e is a much more streamlined experience than the bloated, clunky mess that is 3.5, or the MMO experience that is 4e.

Yeah, D&D isn't the best example but I didn't want to stray to any other systems you might be inexperienced with. Point is, DH 1e actually implements quite archaic rules whereas DH 2e is not only greatly updated, but can transfer over between the other 40K RPG systems. Like we had an OW group who, through one random diceroll, ended up in the hands of an Inquisitor, and just switching our chars over to DH 2e was easy as pie.

A more fair comparison would be Cyberpunk 2020 to Shadowrun 5e. The former with it's ancient rules system goes "that dude can shoot so well he'll never miss a standard shot!", whereas the latter actually considers the reality that anything can happen in the heat of a battle and that even professionals fuck up.

I did in vanilla DH 1st ed. Even did that whole "Psychic Knight" alternate rank. Didn't really work out well. Or rather, I tanked well, as in took a lot of damage, but I dealt very little, since Biomancy let's you heal wounds and stuff. Until I got bio-lightning. Just use bio-lightning on everything, all the time.

Personally I find it's the "shitty player" situations that can arise.

Players see the unshackled advances and immediately maximise Intelligence and Tech-Use, rather than getting other stuff which actually leads to a better fucking narrative.

Then force everything down their chosen path, to such a point that the game suffers, the GM suffers, and he starts to wish there was some constraint on which advances the player could choose.

Say perhaps, some sort of Rank system which stated you couldn't maximise your skills and buy the crazy powerful talents right from the get-go. But perhaps progress further, and buy those skills which while thematic, don't really fit within your aptitudes, and feel like you're cheating yourself out of efficiency.

I mean, Infused Knowledge alone is ludicrous. Buy that so you can potentially know everything, then boost Intelligence and your Lore of choice.

>I mean, Infused Knowledge alone is ludicrous. Buy that so you can potentially know everything, then boost Intelligence and your Lore of choice.
Right and then you get your ass kicked by some hiver looking for a pack of lho's.

Regardless, the shitty player explanation shouldn't be a reason to use a shitty system. A heavy rulebook and a strong throwing arm can fix that. If not, they have fate points to burn. Teach them to cover their fucking weaknesses, they're damn Acolytes.

>A heavy rulebook and a strong throwing arm can fix that. If not, they have fate points to burn. Teach them to cover their fucking weaknesses, they're damn Acolytes.
Which can piss them off, and drive them into tantrums.
I lament my quality of player.

If your players are made that you killed them because they decided to get lore +30, and intelligence 70, but didn't get awareness at chargen then you shouldn't be playing with them.

Sure, they should be specialists, but they're still supposed to be able to handle themselves in a fight.

Start killing your players until the average quality goes up then.

40k is an unforgiving place, and the life of an acolyte is always intense

If they play stupid, they get to die stupid.

This tbhbbq.

Every time I play Dark Heresy, I fully except a TPK. Oddly enough, it's only happened once.

Who is this Shas you thank? Becuase I gamed with a Shas over skype once. Cool dude, would love to game with him again.

It really depends on the setting. I don't think a TPK should happen unless things are starting to unfold or someone fucks up big time.

Checking out the abandoned cathedral where cultists may hang out at night without backup or telling anyone where you are is a good invitation for things to go wrong

asking an old lady which way to the bathroom should not lead to twenty gangers out of the woodwork if you're in a fucking feudal world

By setting I mean the type of world and what the metaplot is.

Do any of the supplements go over genestealer cults?

The idea of the inbred yokels who live in the hills being genestealers sounds like fun

Probably easier in BC, especially as a Chaos Marine Sorcerer. Free Force Weapon combined with the unnatural strength of the Astartes will rip and tear just fine, if not better, than comparable power weapons.

So I believe it's possible that some Rogue Traders can obtain a Space Marine or a squad of them if their warrant is old enough, correct? Like dating back to the Great Crusade levels of ages when they would actually add such things to the warrants.

>How often do trust issues crop up in your games, barring Black Crusade?

My players are in-fighting over the fate of a mutant dog.

>Checking out the abandoned cathedral where cultists may hang out at night without backup

This exact thing led to
>or someone fucks up big time.

Our Guardsmen decided to detonate ALL his grenades (of which there were plenty) at the same time, without actually throwing any of them. We were three acolytes standing about three meters apart.

>So I believe it's possible that some Rogue Traders can obtain a Space Marine or a squad of them if their warrant is old enough, correct?
Obtaining space marines isn't something that'd be in a warrant I don't think. It's something that'd happen over the course of a warrant's lifetime (the Rogue Trader or his ancestor does a chapter a big one, and the chapter answers the favor by saying they'll lend them marines occasionally.)

If the GM let's you buy Bio-lightning as an elite feat or some such, you should go for it. Trust me on this.

I can't see any Chapter willingly dispatching a squad of Space Marines for service on board a Rogue Trader vessel unless the two had a long and glorious history of cooperation.

Even then it would likely be but for a short period.

Explain.

>How often do trust issues crop up in your games, barring Black Crusade?
Any time there's a psyker in the group. Any strange phrase or action out of the psyker and the Sergeant is training his laspistol on him.

I don't know man, they mentioned it in the Arbite book that the oldest of the Warrants allowed the Rogue Trader to have a squad a space marines protecting them. I believe they were able to request them.

Keyword being request.

Any reason as to why the guardsman suddenly decided to snackbar?

>How often do trust issues crop up in your games, barring Black Crusade?
Very infrequently. I have shitty players.

The Marines Errant have a four-man squad of Marines that are constantly assigned to a particular Rogue Trader because of their constant cooperation and the Chapters reliance on the RT for supplies. The Marines who serve as part of this detail consider it to be an honor.

So yeah, it's entirely possible and has happened before, but it's something you're REALLY gonna have to work for and the Chapter has no legal obligation to do anything for you.

BC already has it in the form of Neural Storm in the Tome of Fate Biomancy powers. Psychic Barrage dealing 1d10+Toughness Bonus damage with Pen Psy Rating. 3 or more DoS adds Shocking or Haywire (5), 5 DoS adds both.

My players only ever risk the shot if it's the psyker that's endangered by friendly fire...

Asking those with experience with Black Crusade and/or those decently savvy with such topics: How would the interactions between a CSM and a "normal" human play out in a chaos war band? From the fiction I've read CSM have even more of a chip on their shoulders when it comes to their opinions about mere mortals, and tend to either step on them indifferently or use them as disposable sacrifices/slave labor/servants with no respect or acknowledgement of worth given. Naturally of course those in a mixed band fighting alongside humans wouldn't be so hard set, but I'm drawing a blank thinking about it.

If you're a player: don't play the CSM as a saturday morning cartoon villain, have him appreciate and value his advisors. When the Apostate tells him something about subverting Imperial Cults, have him listen. When the Heretek requests for him to take a factory intact, do it.

If you're the GM, talk to your players about it.

CSM tend to be pretty hardass about being better than humans, and they typically only respect strength. While many view mortal humans with outright disdain, they also understand that humans have their uses, especially specialists like pilots and engineers and psykers necessary to communicate and navigate the Warp.

Typically speaking, the Marine will not necessarily respect the mortals around him, but he will understand the purposes they have and respect their strengths - so long as they remain useful, at least.

They're on this planet where the population must wear gas masks most of the time, a bit like on Krieg.

A dog with a gas mask strolls along. The Cleric and the Psyker already hate him but the Guardsman and the Techpriest decide to adopt him, naming him Skullcrusher.

Later, when they are escorted at gunpoint by some NPC's, one of the NPC's decides to remove the gas mask from the dog to feed him, and it is revealed the dog has six eyes. At this point, the Cleric gets into a fistfight with the other characters, in full view of the armed men escorting them, who are ready to riddle them with bullets if things get out of hand.

We were facing some kind of unknown xenos (or Daemon I guess) that were kicking our asses, bigtime. I guess he panicked. It was a one-shot, so it was mostly fine.

LINK TO LAST THREAD

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

...

Also in the 3 fucking years since it was released did no one buy a fucking Faith and Coin PDF that's not a fucking scan of the stupid book that's on the mega?

Now that they're all gone are we never getting a searchable fac? If so fuck you guys.

Also, I'm looking for a Rogue Trader list of elite advances and alternate career paths, the one on Godwyn hasn't got half the books

sites.google.com/site/thegodwynlegacy/rule-mechanics/alternate-career-ranks

sites.google.com/site/thegodwynlegacy/rule-mechanics/elite-advances

sites.google.com/site/thegodwynlegacy/rule-mechanics/careers

Need some help
I have never played a table top roleplay before (played space station 13) and want to try an online session, so I need two things answered:
1. What is the best 40k based roleplay for beginners, I have a pdf of the dark heresy book so I know the rules, but would still like a easy game.
2. Are there any forums, blogs, or something where people sign up for games, and what should I download to play?