/40krpg/ 40k Roleplay General

"Why do I always end up starting these threads" 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

Mars Needs Women! Rampage of the Nerds! (V1.1.9)
mediafire.com/download/dmylf4f40eslea9/Mars_Needs_Women.pdf

Fear and Loathing in the Eastern Fringe (V1.6.4)
mediafire.com/download/fjhddohpscx1d7x

The Fringe is Yours! Relax! Have Fun With It! (V1.7.15)
mediafire.com/download/5lqt5r2wel6w25q


How did your party meet? What's your recruitment story?

Other urls found in this thread:

documents.mx/documents/dark-heresy-scenario-eternal-tide.html
twitter.com/SFWRedditVideos

First for the Emperor

Someone should update the OP with "Not sure between starting Dark Heresy 1e and 2e? Pick 2e."

>What's your recruitment story?
I was a penitent walking thru the desert barefoot.
They almost ran me over in a truck, and, flubbing the jink check, kareened out of control and crashed into a dune.
I ran over, concerned that my sullied soul has caused yet more suffering, when I notice.... IT. I scrub my eyes, look again, IT'S STILL THERE, sitting in the turrent cupola!
>one of the players had rolled up a mutant, and got a nat 100 Warp Made Manifest result
>he decided to keep the pc, despite there being a sororitas in the party, because he is a fucknugget and the gm gave him rope
So, being the self sacrificing sort I was, I immediately frenzy (frenzy+flagellant) to render the fear test void, quick draw my laspistol and saber, charge the autocarriage.
I rolled so well on a athletics check the gm said I basically freeran my way up the side, and proceeded to lay into the devil with my saber as it clumsily tries to defend itself with a giant stick it had probably stolen from some poor soul.
Others began piling out of the autocarriage, it's thralls likely, one firing up at me with a laspistol, the other, a giant brute of a woman in metal armor and brandishing a chainaxe climbing up the side.
I split attacks, raining blows on the devil and parrying it's pathetic attacks and firing at the thralled woman as she came up the side, scoring a glancing blow.
Now surrounded, I start screaming prayers and spittle at the devil, alternating sword blows between them both, but the giantess lands a telling blow on my leg I could not dodge, severing it mid thigh. I collapse to the ground, darkness taking me.
>I failed the T check to not die immediately, spent a fate point
>I was suffering blood loss, and the group failed to staunch it with 2 people trying, and after 6 rounds, I died again from fatigue build up
>I chose to remain dead, having burned both my fate points literally within 20 minutes of character introduction
>this was my first pc in this campaign, first death, too

Best alt career rank for a scholar psyker? I was thinking of taking legate investigator but dont know if itd be useful or what.

I plan on having telepathy as my discipline

Ah, good times were had that day on Drega III.

20. Minutes.
>Nox.gif
That's also when I remembered to not make long backstories for DH characters.

Next time I inevitably have to post the thread, I will.

The first batch of us were all either criminals, arrested for no discernible reason, or directly recruited by an Interrogator for a fairly amusing "trial by fire". Along with two or three other cells, we were in a competition to see who could find the source of a luddite cult and exterminate it, and then bring proper evidence to the Interrogator that we'd done the job.
We wound up shooting up one of the other cells when we found they were working the same lead as us.
After a few deaths and many years in and out of game, most of the new recruits were people deliberately taken in by our Inquisitor. I wound up playing a Kill Marine assigned to assist in the Inquisitor. By the end we founded a new secret Ordo, and I started recruiting semi-rogue Space Marines to become our chamber militant.
Perfect.
Played an Only War game once.
We were a Schola Progenia TankRegiment... that specialized in knife fighting. We spent a bunch of points to give ourselves fancy mono-knives and bonuses when fighting melee in confined spaces.
We didn't make it passed the landing zone.

>We didn't make it passed the landing zone.
>You came to the wrong neighborhood, HERETIC

Funny thing was, we weren't even deliberately being stupid. We all thought having sweet knives as a back up would come in handy. I think this was right after "Fury" came out, so we were positive our tank was going to get immobilized and we'd have to hold it against the forces of Chaos.

So what happened?

Tank probably got popped by a lucky hit straight out of the lander.

We emerged from our landing craft and engaged some Orks supported by light vehicles. None of us could shoot straight except for the Engineseer, who needed to keep the tank running, and the driver... who needed to drive the Tank.
So I'm the Commissar, popping out and working the storm bolter, screaming my defiance to the enemy and forgetting that I'm only wearing a cute little flak vest on my chest and nothing else.
And our "weapon specialist" is really... more of a knife fighter than a gunner. He's blazing away with the battle cannon, pretty much missing every shot, the Orks are raining fire on us, but we manage to rout their infantry and disable the light vehicles.
Then a battle wagon shows up. We get into what's essentially a ground "dog fight" with it, each trying to flip around and get a shot on the rear armor. I believe we managed to knock out the Ork's turret... and then they floored it and rammed us in the rear. Massive explosion, instant death for everyone inside.
A few of us had fate points, but honestly we thought it was hilarious that we never made it beyond the first encounter.
That's the fun of only war: you're just as likely to be playing one of the thousands of dudes getting blown up in the background as the heroes.

>Rammed in the rear
>by a battlewagon

There isn't a lot of support for a fisticuffs approach, is there?

Given a lot of XP investment including that one Talent that lets you make an Athletics check instead of a Strength check when grappling, a brawler/wrestler type can TWF and grapple his way into killing a surprising amount of shit. But no, it will never be as effective as, say, picking up a giant two-handed chainsaw sword and going nuts, or blasting people with a fully-automatic armor piercing antipersonnel grenade launcher, and I'm not exactly broken up about that.

You can't begin a grapple from a charge, and that bugs me.
I can't shoot someone? Really? One of the most basic was to begin a grapple that doesn't get you punched in the face?

>finally beginning our main campaign arc

>bloodthirsty sergeant rock with little regard for human life outside the PCs and their comrades
>forrest gump (literally)
>plasma gunner near crippled by a backfire during the legendary three-round jam who's now relearning to fight with a lot of pistols
>thinly veiled heretek with a massive superiority complex and good jokes

>going Viet Cong against the Tau

How fucked are we?

Doesn't a charge give a bonus to grappling?

I prefer 1st to 2nd. You only need to make a few minor adjustments.

You can't make a grapple attempt during a charge because grappling is it's own action.
You literally can't even spear someone.

Read the Charge description, you morons.

"If the charging character has no weapons or others items currently readied,
he can attempt to grapple his opponent instead of inflicting damage."

You are literally the only person to say this.
Why do you like 1e, outside setting (which can be transplanted) and a preference for classes (which isn't 40k at all)?

bump for knowledge

Crispy Mutant-Freak Corpse, you filthy unclean psychic filth. When the Red Redemption rises and cleanses the galaxy in holy fire, you will ALL be cleansed! Purge the psyker! Purge the alien! Purge the heretic! Go to Holy Worship five times a week and donate 15% of your income to His Holy Ministorum! Else be cleansed by fire!

Not him but I like using the old ranking system with the new rules. Just seems like I get more bang for my buck that way since things are cheaper

Technically, you are, because you are not being judged by your career alone, but a number of things that may not come part and parcel to the career you are.
You are basically cracking the system.

How are classes not 40k?
I'd love to hear your wishy-washy bullshit explanation for why classless systems are more 40k.

Characters feel distinct and creation is fast.
Also a lot of talents and other small things didn't carry over.

Because "classes" are entirely a meta-concept for players, not a setting one?
That maybe I could see justification for it in OW or DW, where everyone has a singular duty in a rigid organization (and even in DW, the marines can literally take up any other tac duty because they have the basic training for them, being veterans, save Techmarine and Apothecary), but in no other game where you are not in anyway confined to a single overarching skill set, and indeed are better served no limiting yourself to one.
>feel distinct
I don't follow on this, where you can have an entire team of Arbitrators being wildly different from each other in skill sets and approach.
>talents, alt careers
Both of whom can be recreated fairly easily, and some need not be, as the talent list includes some of the condensing of the skill list.

Classes make sense for any setting with feudalistic structures where people don't have time and easy access to knowledge or training to develop broader skillsets but are rather expected to do their highly specialized jobs.

Classless systems make sense for modern games where your characters can take a course in origami or read a book about accounting in the 1920s.

They also make sense for settings that like to use stereotypes, which 40k certainly does.

And at least 3 of those games break stereotypes (DH/RT/BC) outright, and setting-wise, make no senseto have characters locked into "classes" when they are not part of an institution.

>Rogue Trader
>not stereotypes
Wat?

>Why do I always end up starting these threads
ded gaems tend to be like that

So I'm about to finish a DnD campaign and my DM wants to move onto 2nd edition Dark Heresy, now compared to the rest of the players, only I and the DM have any knowledge of of the 40K universe. No gameplay experience for Dark Heresy though, I am familiar with 40K tabletop though

So my question, in a party of people working under an inquisitor, I want to play as someone getting corrupted by Slaanesh. What would be a good way to go about this? Be social and charismatic, be a duelist type character because it has the most finesse and class?

Id say tau are. Godspeed, you magnificent bastards

Be a mutant so everyone knows you are teamkilling scum right away.
>joke
First, figure out what aspect of Slaanesh you are picking up on. What act or deed do you seek perfection, the highest plateau of?
Make sure YOU understand what you are doing, because the approach you have made is typical of a very surface level understanding of Slaaneshi goals.
Further, talk to your GM, because I don't think you understand the scope of what you are talking about.
How did your pc even find out about Slaanesh, or Chaos at all, considering how well that information is suppressed? What got them into Slaanesh worship? These things ARE important, because being touched by Chaos, even knowledge of it, is represented by corruption points, and once you hit 100 cp, you are automatically removed from the game.
This route automatically equals bad end for such a character in DH, period. The only question is how long it will take, and how much of the pc party are you going to take with you, and what are the odds you will deepsix the entire game in the process.

Any class can be corrupted, what really matters is what you would have fun playing?

Sorry if the answer is obvious, but does Only War have any rules in place for switching between Specialities?

A techpriest player of mine wants to go from the generic enginseer to one of the other admech specialities, but I'm really not sure how to handle it.

I think the later books let you switch Specialties every few thousand XP, like every 5k or something that translates "Once per arc, maybe", swapping to a new Specialty (Getting standard issue gear and skills/talents you don't already but NOT stat bonuses or further +10s in already trained skills), including Advanced Specialties, OR get +5 to an Attribute your Specialty boosts. Check Hammer of the Emperor.

In what fashion?
Does he want to rebuild from the ground up, or jump to a new one from where he is?
Or see

Thanks guys, I managed to find it in Shield of Humanity p43:

>During the course of their deployment, Support Specialists are often presented with the ability to further specialise in their chosen form of warfare at certain milestones within their military service. With the GM’s permission, a Player Character may gain the opportunity to take Advanced Specialities upon reaching 2,500 Experience Points as well as every time he earns 2,500 xp thereafter (5,000 xp, 7,500 xp, 10,000 xp, 12,500 xp, etc.) At such times, a Player Character is given a choice as to how he wishes to progress in his chosen role.

Youre not helpful, dude. But is ok

You haven't said what game lines are open, or why you are even looking for an alt-career, or what you WANT to do with your psyker.
You don't even need to keep it psyker related.

Your'e right.

Its dark heresy 1e my DM allows all of the supplements. Im trying to go the investigative route with my character and eventually have him become an inquisitor in ascension.

We'll do our best to tear them a new face-hole.

Would using looted Tau guns be execution-worthy once our deployment is over? For what it's worth, the heretek is totally willing to play around with xenotech and archeotech (and BROKE MY RELIC PLASMAGUN BY MAKING IT MELT IN MY FACE, but hey, that was a dice accident). So it's definitely in the interest of research.

No commissar, no one needs to know.

Rate my Guard lore;
>Ullithian Iron Fist

>Twice the size of Holy Terra, Ullithia is a massive world, something of a mix between a Hive and Agri-world. The majority of its land is terraformed and farmed, and some of its tropical cities are built around the "ecopolis," hive concept.

>Industrial-sized "secondary," cities are built around a few of these "farmland hives," all of which focus on maintaining and housing the populace that, with servitor assistance, maintain this organic treasure trove. A few of these secondary cities are built on the planet's sparse mountain ranges, acting as small forges for supplying the PDF and planetary Guard tithe.

>None of these, however, are the cultural heart of the Ullithia. A Shrine World, its biggest draw are massive archeotech pillars of the God-Emperor's glory: the Solar Cradles.

>These massive half-temples, half-columns absorb the fire of the nearby sun and, using technology no one can understand, directs that light and power at beyond faster-than-light speeds to nearby planets and hive-sized stations for near-infinite power to those that benefit.

>Ullithia therefore acts as something of a Mecca for the Imperium; it is one of those sites where pilgrims from across the galaxy may visit, for just one glimpse of their great solar pillars is enough to bring to knee the most skeptic follower.

(CONT)

>It's a Agri-world, a Hive world and a Shrine world
Mmhmm

Uses the stats of a Shrine World only, I just went a bit overboard with the planetary description. Added plains because armored and mechanized troops, and halfway through writing saw an article on something neat called an "ecopolis," and went "that's fucking cool mang."

>Dedicated to guarding this planet is a very well trained PDF that focuses heavily on mechanized infantry, air drop/assault, armor, and artillery regiments. This global army competes every year, volunteers focused on joining the dozen or so elite Imperial Guard regiments that are formed from the victors: the Iron Fist.

>While the PDF and Iron Fist train in many types of warfare, so that fighting men of Ullithia may take part in as much conflict against the foes of the Imperium--above all else, the Lost and Damned, the Traitor--the Iron Fist is well-known for the professionalism of two corps that work exceptionally well in tandem: the mechanized infantry and the armored regiments.

>There are many reasons, but the primary is that the Iron Fist is just that: an iron fist meant to slam into the enemy. They are trained in this from day one. With so much planet to defend should the worst happen, the cultural mentality has shown that the greatest form of defense is to attack; their record stands tall against many foes of the Imperium.

>The idea of the schwerpunkt, the focal point of an assault bringing down the defenses around it when it collapses, runs paramount to much Ullithian doctrine. They are a blitzkrieg force, and such a dangerous form of combat requires expense for the sake of survival during attack.

>This is reflected in their kit. Mechanized and air assault/drop troops, men who are expected to come to close grips with the foe, are armored in light carapace--with the exception of the Mobile Armored Grenadier Teams--as opposed to flak armor.

(CONT)

>As opposed to lasguns, Ullithians are armed with autoguns. Their versatility and capacity for automatic fire in close quarters has been appreciated by Iron Fist veterans who picked them up in desperation. While this has provided problems of supply in the past, the logistics corps of the planet has shown to, for the most part, keep up with demand. This is literally just because I think autoguns are cool and most of their art I use involves assault rifles.

I am one of those RPG players who uses art of conversions and even real-world vehicles to represent alternative patterns of things like Leman Russes and Chimeras, feeling that with so many worlds there are bound to be different kinds with minor--or less so--alterations, and that the reason GW uses the same pictures for all the types is because models. That's how I run things with my players, and they're very comfortable with it. >Like many homegrown Guard units, the Ullithians have their own minor variants on traditionally propaganda-heavy patterns of Imperium vehicles. Planet-side enginseers and local Mechanicus representatives do their best to maintain a high degree of quality in the tools of the mechanized infantry and armored regiments.

>The Iron Fist is raised to see itself as elite. Unstoppable. This extreme esprit de corps tends to cause a degree of tension between them and other Guard units that might besmirch their honor, take away from their glory, or not venerate the God-Emperor enough in their daily routine. Their commanders tend toward the aggressive and proactive, but fortunately the planetary record does not yet show any instance of the regiment coming to serious grips with any of their comrades.

>Because of planetary and regiment-wide piety, it is very common for Iron Fist regiments to be donated to passing crusades.

(CONT, last post will just be stats)

>Regiment Type - Mech. Infantry.
>World - Shrine
>Commanding Officer - Choleric
>Training Doctrine - Anti-Armor
>Special Equipment - Vanguard
>Drawbacks - Honor Bound, The Few
>Favored Weapons - Autogun, Missile Launcher
>Point-Purchased Kit - 1 Stub Revolver, 1 Chrono, 1 Respirator/Gas Mask, 1 Aux. Grenade Launcher for Main, 1 Light Carapace

>Regiment Type - Armored
>World - Shrine
>Commanding Officer - Maverick
>Training Doctrine - Anti-Armor
>Special Equipment - Well-Provisioned
>Drawbacks - Honor Bound, The Few
>Favored Weapons - Autogun, Heavy Bolter
>Point-Purchased Kit - 1 Autopistol, 1 Chrono, 1 Respirator/Gas Mask, 1 Stimm & Injector, 1 Micro-Bead, 1 Autogun

Did I scare all you guys away?

Source of image?

It's from Wolfenstein: The New Order.

Difference is that DH 1 is a complete game while 2e is dead.

It's cool, but as someone else stated above, it's a bit... too much, you know? Either tone down one of the aspects so that Ullithia doesn't sound like "DA BEST PLANET EVAR" or, alternatively, play on it so that the regiment's arrogance is shattered, at least temporarily.

Nah I am monitoring the thread for psyker help. Because I am a faggot

I honestly just did too big a deal of describing the planet.

The point was that it was supposed to be really huge with lots of plains and open fields so that the culture could focus on both mobile punching power and the mentality of "we can't dig in with a planet this large; we must attack to defend our homes."

The only part of the planet's "WE ARE SO AWESOME," value I want to keep are the Solar Cradles. The "we also generate almost-agri-world-level bounty, cos fuck you," is certainly something that can go, and it can instead just go to "we're self-sufficient, but a lot of it has to be farmlands because we need to feed all these pilgrims and the cities that have been built from those that couldn't afford to leave."

Love you user

Thread died right as I asked, so repeating-

>How did your party meet? What's your recruitment story?

Well nevermind beat me to it. Eh, here's the story from that anyway.

>One of the PCs was a nobleborn basically acting as a dept hunter on his planet, who was requested to assist a Munitorum sage with an escort of curiously ununiformed and strange soldiers in figuring out the cause of some faulty shipping record keeping within the planet's PDF. They were of course the other PCs, sent by their inquisitor to track down an influx of small alien organisms being used as a recreational drug that would burrow into creature's brains and stimulate their pleasure centers... and also over time gain influence over the host. After several days of shenanigans and several piles of vomit in room corners, the issues was resolved with an acceptable amount of dead PDF and hive leadership in it's wake, a cover story was created, and the noble was conscripted into the inquisitor's service because of his skills and also because he knew too much.

>got a nat 100 Warp Made Manifest result

He fucked up, you're supposed to roll 5d10 for starting mutation.

To give the full story he wanted to re roll his starting mutation. So I, not thinking at the time, just let him roll 1d100 to determine what his new mutation was. Needless to say he got shot to death by a bolt pistol a session later, by the interrogator.

Wait, is this that same guy who was in an open-topped turret, completely exposed without even a full robe or something to cover the heresy?

Yup he had a head wrap on, but I ruled that people had to roll Awareness and Willpower around him because he exuded wrongness. Also considering anyone who saw him had to roll a fear check. The party thought it was a good idea to let the closest thing to a spawn of chaos man the gun. Granted I only have one player who is as knee deep in 40k as I am (who just so happened to be the penitent that got killed by the sororitas), the rest of the players are new, and still learning the setting. The rest of the party IC thought of the mutant as expendable, and that they were bringing him back as a captive to be executed, which was the first idea they got right about the Imperium.

Is he still alive?

Oh hell no. He had already burnt a fate point as earlier when their driver saw him, he went crazy and shot everyone with his gun gun(after failing a fear check). This caused him to roll to see if he gets sucked into the warp. He burned a fate to survive it, which I allowed. Later he continued to interrupt the groups Interrogator by loudly working on a sword at the table, and interjecting. Their Interrogator does not take kindly to disrespect so he taught him a lesson by shooting him with his bolt pistol, which happened to kill him (he wasn't exactly planning on killing him just maiming him). Interrrogator and the rest of the group watched as his smoking corpse was sucked through a tiny rift into the warp, cursed that his boss might be mad at him, and continued the briefing.

If you're fucking starting them all the time how about you link the previous thread you fucking retarded cuck kill yourself

Archive exists. Calm down.

How do I make a truly Goddamn terrifying Psyker in Dark heresy 1e.

All supplements are allowed

What skills/spells/talents are best for being spooky?

So I'm about to play my first real game of DH 2nd edition and what are some good pointers for making a character?
From what I understand build your party as a team, prepare for engagements, even if you have poor BS use grenades and suppressing fire so you can still contribute even if you have poor BS or are a psyker right?

Now what about someone who is talking with the DM about getting corrupted and being lured in by chaos with sweet whispers from Slaanesh?

Your world sounds like if you made a Mary sue a planet.

>Planet: Super unique super technology.
>Mary Sue: Super unique super power.

>planet:Is a hive, shrine and agricultural world.
>Mary Sue: Is an epic warrior, secret princess and normal everyday girl.

>Planet: Super edgy elite "better than everyone" guard with "unique" aesthetic.
>Mary Sue: Super edgy elite better than everyone else guard of earth.

I don't see the difference OP. You gotta tone down how stupidly powerful this planet is if you want people to be interested in it.

Didn't you read my responses to other criticims, bro?

I outright admitted to going wild on the planet's description and have already taken active steps to tone it down. I agreed that I took it too far and dailed it back.

As for the "unique super power," it's literally just a macguffin that not only gives the shrine world a unique reason to be a shrine world but also potentially adds a reason for me to take my players to their ancestral homeland, let them see where they come from, and defend it. It's just as much an adventure opportunity as anything else.

Regarding their alleged eliteness, the entire point of this regiment is that their perceived strength has just as much to do with their actual training as it does their mentality. The pride of this regiment is VERY telling, and it's exactly the kind of drawback that I'd go out of my way as a GM to bring to my players' attention by having it be the potential cause of issues.

Besides, what Guard regiment outside of the terribly generic Cadia doesn't have that one thing that they claim to be better than all others at? It's part of the appeal, broseph.

I can't really counter-argue your bit on aesthetic. If you think having found a distinct series of pictures that fit my mental image of the units perfectly is sue-ish, then that's your opinion.

For what it's worth, I appreciate the constructive criticism; such as it was. But some of your points are either outdated or, in my opinion, unfair.

Full Radical is the best way to go.
>Mind Cleansed or Dark Holder for the WP bonus.
>Dark Holders are creepier, but Mind Cleansed are a little subtler if you don't want to be a creepy pseudo-mutant.
>Living Nightmare starting package for another +5 WP and added creepyness.
>Use Telepathy.
>Become a Tainted Psyker at rank 5 for Sorcery.
>Become a Daemon Vessel. Pour XP into Daemonic talents.
>Become terrifying, unspeakable Daemonhost-lite. Turn into Fear 4 monster whenever you feel like it.
>Get max corruption. Fight Grey Knights. Blow up Scintilla.

So what does the Only War 1e appearance chart mean when it says "Lenses (Any colour)" for eye colour?
Do I get sick augmentic/prosthetic eyes, or am I just wearing coloured contact lenses?
Pic moderately related

I like the Solar Cradles, I think they're a neat idea. They seem very much like a Mechanicus, rather than an Ecclesiarchy, relic however. Consider explaining why they're so explicitly linked to the God-Emperor over the Omnissiah. It could even be a point of contention, with a Tech Cultist underground that wants to convert the populace to the Machine Cult.

Nazi gasmask super soldier is a little over done in 40k, but if you're into the look I can't blame you. Jin Roh was awesome.
Maybe if you want to make them stand out a little, have them dress in very bright colors most of the time? They're supposed to have extreme pride and arrogance, maybe they're a bit like the Mordians in terms of liking to go in battle looking spectacular. "If we are to die today, we will die well dressed!"

Also, these cats are from a shrine world, so I'd expect they have some weird relics and ju-ju shit on their gear. Are there any saints associated with the planet?
Maybe they carry "sun stones" that they believe have captured a small glimmer of the radiance of the Solar Cradles.

Finally, to echo some other anons they do sound pretty Mary Sue. Maybe mention some terrible defeats they've suffered? These guys fight super aggressively, they must take horrific casualties even when things go well. Doubly so if they like to fight the Traitor Legions. Maybe they've been ambushed and cut to ribbons by the Night Lords or the Alpha Legion? Or their vaunted spear tip was blunted on the bastions of the Iron Warriors? Defeat shows that they are human and can fail, and it gives them something to overcome or avenge.

Or perhaps their official record is "padded"? They're a fine regiment, but their eagerness for glory and the impossible standards they set for themselves lead to the regimental histories being greatly exaggerated. They claim to have fought in battles before the regiment was founded, or boast of being the "sole survivors" of battles where the Imps were annihilated.

>They seem very much like a Mechanicus, rather than an Ecclesiarchy, relic however. [Point of Contention]
I'm going to actually do this, this is a good idea. Add something of personal politics to the world that will be interesting to expose the players to and give them something to have an opinion on.

>Nazi gasmask super soldier is a little over-done in 40k,
I mostly agreed until I saw the particular Nazi gasmask super soldiers in Wolfenstein: the New Order. It gave me a new appreciation for the aesthetic, and I'm keeping it a bit contained to these guys.

>"If we are to die today, we will die well-dressed!"
Somewhat. See, they dress in coal- and steel-colored uniforms because most of the environment of the homeworld is lots and lots of "amber waves of grain." They stand out there, but when they need to fight in crazier environments where they have less training--cities, mountains, forests, for example--they're camouflaged. If it feels like a weak argument, I apologize. It sounded like a good way to manage their aesthetic and pride mixing in with their colors matching most of the pictures I've found and liked.

For what it's worth, their grenadier teams do have a lot of orange trim on their carapace because of how much I liked the picture of the unit I'm using to show them. MAG stands for Mobile Armored Grenadiers. It's an in-universe thing that even MAG teams think their unit name is too boring and official-sounding.

>Weird relics and ju-ju shit, [Sunstones].
Stealing this, stealing it directly. I like it a lot.

>To echo some other anons, [defeat record and potential padding]
I'm actually thinking I'm going to do a "little column A, little column B," scenario as far as that's concerned. I'm going to take the advice of their exceptionally aggressive style bringing in some devastating defeats, but having one or two examples where they miraculously fought their way out and escaped with only a company or two left, something like that.

Their "we're very visible in our home turf, but camouflaged in environments where we're less comfortable," schtick is something of a pride thing. I wound up writing pride as a massive sin for this particular group of people.

Isnt a daemonhost a certified death wish?

But don't forget, the mutant's player totally intended on the bolt pistol killing him and he planned to not burn fate :^)
Entire thing left a bad taste in my mouth, and then the fucking heretek. I have never not regretted pc killing so much in a game ever.

>what are some good pointers for making a character?
Think about where they are from and where their background would take them.
Work with aptitudes to support the characters skill set as well as where you want to take them.
As for shooting, it's actually really easy to stack odds in your favor. Assuming you have BS20: +10 for standard attack, +10 for short range (piss easy with a rifle and right where most gunfights will be at), +10 if you have a red dot, so you are firing at a modified BS50. 2 common battlefield circumstance and a single common weapon mod push you to at least 50/50 odds.
Grenades and suppressing fire are good, but are both tightly bound to range. Grenadier talent goes a long way to mitigate the grenade problem, tho.
As for being corrupted, so long as you accept that you ARE sentencing your character to death, either via corruption point cap or internecine battle WHEN the warband finds you out, go ahead, but the GM may not be running a game that involves Chaos as a primary foe, especially if he runs an Ordo Xenos based game, or any of the smaller Ordos that investigate Imperial society.
Contacts.

I mean the warpspawn mutant. Is he still alive?

No, he got blammed by the interrogator.

For everyone around you, yes.

Mary fucking sue

Anyway to do this without hitting 100 corruption?

Forge World
Fixed
Siege Infantry
Infiltrators
Augmetics
Mistrusted

The players have designed the regiment as a forgeworld lost in the Ghoul Stars, recently reclaimed by the Imperium but with beliefs fairly different from Mars.

Basically Loyalist Night Lords Admech. They believe that the loud sounds of machinery are the screams of the machine spirits, so they try their best to make their machines as silent as possible, making them very good at stealth as a result. The fact that the Forge World is locked in near perpetual night and with a history of long grinding wars far from Terra makes them specialists with combined Siege/Infiltration warfare.

Silent tanks?

A world can be powerful and better than most, and still be interesting, but there's still lines that push it over the edge.

You crossed those lines.

Anyone recommend any fan made campaigns? I'm reading over one called 'eternal tide' atm and it's pretty solid

documents.mx/documents/dark-heresy-scenario-eternal-tide.html

Ignore everything about sorcery or...
Get Exorcized after being possessed, so you retain part of the skills you got as a terrifying walking nightmare, plus can never be possessed anymore.

Already received comments to that. Fixed.

You said you wanted to be scary and powerful. You never said you wanted to stay alive.

This has inspired me to make a Helghan themed regiment. Specifically the hazardouse environment troops in killzone 3.

Characteristics: +3T, +3ag -3per
Skills: Common lore (War) (Imperium) (Imperial Guard)Linguistics (Low Gothic) Operate (Surface)
Talents: Hated Enemy: (Enemy) Nerves of Steel, Rapid Reload
Special: Bred for war: (-0 test to disobey orders) (-10 WP to not attack enemy)
Aptitudes: Toughness
Kit: St52 autogun, 4 clips, 2 frag, 2 krak grenades Augmetic Engine-Plate (Ap10 against Energy type) Ap7 all. Rare 15pts, Photo-visor, Scarce 10pts Gas mask 8pts Inhaler built into gassmask w/ 5 doses of stimm.
Chimera Armoured transport.
Favoured Heavy weapon: Heavy Flamer
Favoured basic weapon: Lightning cannon

Lightning Cannon
Basic 60m S/–/– 2d5+4 E pen4 clip2 Full Overheats, Shocking 0.5 kg Near Unique

St52-Autogun
Basic 90m, S/3/6 1d10+5I Ap- Clip 52, 2Full Overheats 3.5kg Common

>Clip size not cleanly divisible by semi and full auto rate of fire

I like my combat grainy. Its more realistic.

Yep.

Fuck knows how that works, it's admech, I ain't gotta explain shit. These people are insane.

>grainy
>realistic

these are nebulous buzzwords and just slow the game down.

I have a couple of questions about Deathwatch:

1) On page 246, it says "If the character is wielding at least one melee weapon, he my perform a Parry Reaction once each round as normal with this weapon, though he still may not Parry more than once in a round. This Weapom Skill Test is not an attack, and therefore it does suffer the standard penalty for attacks made using a secondary hand.". They mean doesn't suffer the penalty, right? The sentence just doesn't read right as it is.

2) What are the little boxes inside the strength and toughness boxes on the character sheet for? I'd say unnatural stat modifier but then why isn't there one for agility?