/40krpg/ - 40k RPG General

OMNISSIAH VULT 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, not Space Hulk.

Not sure between starting Dark Heresy 1e and 2e? Pick 2e.

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.

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 (v6.48.161023), containing every piece of gear in all five lines. Now includes all DH2e books.
mediafire.com/folder/i3akv9qx9q05z

Mars Needs Women! (v1.2.10) (Mechanicus Skitarii and Taghmata for Only War)
mediafire.com/file/lfbawnl8buxaoc3

Fear and Loathing in the Eastern Fringe (V1.6.4) (Playable Xenos for Rogue Trader)
mediafire.com/download/fjhddohpscx1d7x

The Fringe is Yours! (v1.8.4) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
mediafire.com/file/vyv56zze9m828d2

What's your favorite non-Exotic weapon?

Old thread:

Other urls found in this thread:

mega.nz/#!FkB3gACa!mB8YuuftOO7vG0eVLmtA9PveqNA-vdMoMhfvxKvJLiY
fantasyflightgames.com/en/news/2016/9/9/a-new-path-forward/
youtube.com/watch?v=qUW8sBaacQI
twitter.com/SFWRedditGifs

>2016
>still plays outdated unsupported RPG

You gonna spam that in all the 3.5 threads too?

Yep.

So what class ideas do you have that you would like to one day see statted?
For any of the systems, from BC to DW.

Ok so dumb question.
I've read and reread the OW CRB and its likely just missed my attention but can anyone tell me what page i should go for the amount of extra ammo you receive with your specialist equipment weapons? I mean, It can't possibly just be a loaded weapon and that's it.

Black Legion Oathbroken could be cool, something to do with blanks. Culexus

It was clarified in the errata.

>What's your favorite non-Exotic weapon?
I had one character with a pair of twin-linked duelling laspistols (like a sawn-off, but shooting lasers). Not the most powerful weapons, but a lot of fun nonetheless. I managed to keep them until the end of the campaign, too, since I used grenades as my primary weapon in most of the fights.

>be a Confrontation and SoB player.
Pffrrr, you're not gonna hurt my feelings with such trivial things, user.

I'm curious, though, what do YOU play?

The usual rule of thumb for all weapons is 2-3 reloads come with all weapons purchased, and you can replenish that back at base or another logical supply point. You're free to try and overstock, but you don't want to be that guy wearing a double bandolier of charge packs and grenades when energy crits start happening. You may get pencils thrown at you.

>I'm curious, though, what do YOU play?
Star Wars RPG

Thanks pham, I downloaded the errata and just as you said, its there.

I remember a nice short story about a low fantasy campaign that took an unexpected turn when a rogue trader's retenue made planetfall to reclaim the confused barbarian as heir to their RT dynasty.
You could be the bastard child of some noblewoman on a feudal world, then suddently men from the stars come, tell you that your father was also from the stars, and btw there are other worlds in the universe.Now you're on a bridge full of blinking lights, and people are expecting you to lead them.

WEG or Saga?

A Slaaneshi psyker class

a class like the Hollows Magi, but for Khorne where they can do not-combat psyker stuff for building weapons

Slaaneshi Doom Derby Sororitas that start off with power armor and chain skates

>Playing RT, bumming around in our crappy frigate
>Someone is selling a Lunar in our price range, fully outfitted
>This seems fishy, take a tour
>Everything is 80s sci fi retro-futuristic industrial, cramped and poorly lit and with a lot of areas lit only by ominous dull red emergency lights
>Maintenance ducts and secret passages EVERYWHERE
>Said secret passages have weird shrines made with iron, human skulls, and weird blue crystals
>Nearly impossible to navigate the ship thanks to vast numbers of one way doors, secret tunnels, blind turns, and dead ends
>Crew is no help, being weirdly silent and paranoid about everything
>But we could afford it, and it would be a massive upgrade to our current ship
Our group is currently debating fiercely about what to do. The Arch Militant is only seeing double broadsides, the RT wants his fucking cruiser, the missionary is thoroughly freaked out and wants it blown up, and I have a firm aversion to living in the set from Alien. Who are you agreeing with and why?

Do it ya pussy

Play it safe?
Question the crew more, or just park it somewhere safe(ish) and go room by room ready for anything supported by crew member guides?

Just strap the frigate to it Slave Hulk style

So a fully outfitted cruiser with a literally tzeentchian crew.

Buy cruiser, replace crew with servitors or battle automata.

Re-asking in a new thread.

What happens when your players are fighting a dreadnought, and one says "I want to snipe the exposed head"? It invalidates the dreadnought unless you say the armored frame is the same as on the head, in which case the player feels cheated.

And what's to stop them from "leaping the hatch" to combat tanks and the squishy crew within every time, if it is more efficient than just shooting said tank?

Pic Related, why not always shoot the head and ignore the dreadnought's armor? We know for a fact that's the real head because Space Wolves Murderfang's head changed and broke the helmet when he went full Wulfen.

The helmet is much, much bigger then most normal Marine helmets.

Perhaps makes it a harder shot, and lower the armour but don't invalidate it completely?

Rogue trader should buy it then delegaye fixing it to the crew (thats the rest of you).
He pays you to handle minor details like the ship becoming a daemonhost

Super armored fucking head. They aren't as restricted as space Marines because everything is fucking huge on them so.it could be twice as thick as a standard helmet.

For the tank, let them. But if it's moving, make it risky as shit and if they fail they get squished like a tube of toothpaste or put in a shitty position just asking to get vaporized.

Are dreadnought pilot heads even in that helmet?

You know, it's really not, at least for the Contemptor chassis. When I was assembling one, I couldn't help but notice a Contemptor head and a regular mareen head are perfectly interchangeable.

It is.

Huh. I though there were a bit deeper into the coffin with a bunch of stuff stuck in their brain.

>Want to take Eviscerator for my Ministorum priest
>Realize that it can't parry
>Two handed so I can't get an offhand to help me with that
>Zero aptitudes for dodge

The kit literally expects me to be suicidal as fuck doesn't it?

Your faith is your shield, bitch

The contemptor is actually much, much bigger. It's wide as hell. Did you even put the piece side by side with a marine helmet?

You completely remove that option by having your players fight a Dreadnought that doesn't have a silly looking sarcophagi.

I did. The contemptor comes with two heads. When I realized I had a third from an unassembled marine that fit fine, it made me pause.

I just looked through my bitz bags and couldn't find the second head though for a comparison, so regrettably my argument is dust and echoes.

>Said secret passages have weird shrines made with iron, human skulls, and weird blue crystals
You've got connections, go investigate.

But it's usually best to pump a newly acquired ship full of toxic gasses, then depressurize it before putting new air in, just to get rid of the vermin and other clandestine passengers.
And check every surface with auspexes, send servo-skulls in the ducts, compare the real layout with the various maps available. Test the generators to see which one provides energy for which system.
Inspect the outside on a void-suit. Asks other voidfarers about the ship's reputation. Get a tarot reading. Bring a psy-occulum on board. Test all the systems. Disassemble all critical systems and check for corruption or sabotage.
Also verify the logbooks and servitors/cogitators memories.

solution 1: Castaferrum pattern dreadnought, no head (the slit is very thick armored glass)
solution 2 : You just treat it as a less armored area (20, like the rear).
solution 3 : It doesn't contain the marine, just a fraction of the sensors (malus to BS and/or Per)
solution 4 : It does contain the head of the marine, but the machine spirit takes over if the marine is incapacitated. (I leave the specific maluses to you)
solution 5 : It does contain the head of the marine, but the dread is smart enough to protect his weakpoint with its arm (automatically, or use the Parry skill. It shouldn't be able to attack with this arm at the same time)
solution 6: BOOM, HEADSHOOT. Treat it as a standard marine (or a veteran) being hit. It's your choise to make the hp pool separate for the Dread's or not.

Also, it's a Called Shot action, -20 to BS.

>what's to stop them from "leaping the hatch"
Same thing that prevents people rom doing so IRL. The crew usually locks the hatches when in battle, you make a really exposed target when you're on top of a tank trying to bang a hatch open, and the driver can just drive into a wall or a house to flatten the assaulter.

And if they're fighting a contemptor, dorito, or leviathan where that isn't an option?

I know 40k is about rule of cool and impratical shit, but if all the venerable dreadnought were getting sniped between the eyes, the artificer would probaly put an armored plate and some cameras around the heads of the remaining ones.
Or not, considering how many commanders go without a helmet in this setting

Question about Corruption in Rogue Trader.

I'm reading through the "Warpstorm Trilogy" set of books and I can't help but notice that in part two when the party winds up in a citadel of Chaos Reavers where just witnessing or encountering certain things gives them, like, 1d10 corruption points. It seems like with some shitty rolls just making your way through the adventure could wind up giving you like 40 fucking corruption points

I thought corruption was supposed to be something that the Explorers get in response to *doing* depraved things, or by having depraved things done to them, and witnessing shocking depraved shit was supposed to just give out Insanity points instead.

It seems like tossing out tons of Corruption would be a bad idea because there's no way to get rid of it, right? Insanity you can buy down with XP but Corruption adds up forever, yeah?

IMO, the authors have a bad tendancy to simply throw corruption at the players to make them feel how dire the situation is, instead of building an atmosphere and gripping narrative.

Buy yeah, it's supposed to be: Player emerges from something as a worst person -> gains corruption.

On the other end of the spectrum, if you want the corruption meter to go off the charts, you just have to put them in a chaotic-flavored Saw movie for a session.

Corruption is supposed to represent warp influence, not just depraved shit, as in Black Industries original adventures.

Also, use Path of Damnation from Radicals Handbook, rather than classic "I get mutation" table.

What are some cool and/or terrifying things you might find on a daemon world? Stuff that even causes a reaction from space marines.

On similiar note, there is an excellenet fan made (still work in progress last time I checked) supplement Look not Upon the Wytch, which not only revamps the psychic powers, but also adds new thematic tables for Warp Phenomena/Perils. As we all love critical hit charts, you should really use different shit that happens to psykers, while they are going boom.

Evil doppelgangers always work.
Alternatively, you can play with their preception of reality. Making a deamon appear like an ally or vice versa is a common trick, but making the meltabomb appear like a doorknob or the giant maggot appear like a ration pack also works.

Damn, that thing is massive.
I wish I knew how to make such cool pdfs :(

ur mom

But should you really gain warp influence just from encountering a warp witch or seeing a profane ritual?

I could certainly understand it if they held hands with the warp witch or maybe PARTICIPATED in the unholy ritual, but just from sneaky-sneaking into the room and watching it from the top corner with a lasgun at the ready?

The world just being one super fat person.

If you stand near a person when they cook, do you not feel the heat of the stove?

>But should you really gain warp influence just from encountering a warp witch or seeing a profane ritual?
>profane ritual
Yes, if you fail a willpower test. See things like Warp shock with Daemons (gain corruption if you fail Fear test). In 40k, the unholy is a palpable almost physical thing. It taints and warps places and people with its very presence because the Warp in many ways can be said to be an evil force in of itself. There is a reason the Imperium takes that shit so seriously because the taint of a single profane ritual than spread far and wide with the way it can corrupt even those that merely behold it.

That's a good analogy but how near are we talking, though? Because there's one scene in a fuckhuge room where the description is literally "if they look at this shit even from the other side, gain Corruption"

Making a Willpower test is what I was thinking. It's not RAW, but I was thinking of giving them a "savings throw" to reduce or eliminate Corruption gains. Sort of like how in Vampire the Masquerade you can do some depraved shit but then get a savings throw of sorts to see if you feel bad enough about it to not become more of a horrible monster (than you already are, at least).

Are Willpower rolls to avoid Corruption a common modification people make to the 40KRPG games?

>Are Willpower rolls to avoid Corruption a common modification people make to the 40KRPG games?
It's been part of the system since DH1.

Even knowledge can give corruption, seeing an actual ritual definitely will.

I don't see anything about a savings throw in the section about Corruption in the RT core book (pages 299-300)

the similarity is staggering

Seems to be something of an inference I've done from a few of their adventures. Do note that there aren't any rules against giving saving throws either. Also, the Moral Threats from DH1 is a very good guideline on what gives you CP.

Heh

Hey, on an entirely unrelated note, not sure if you saw this

What was your group's latest moment of badassery that utterly failed?

Is there a trick to playing a melee librarian in DW?

In my current game I'm playing a Flesh Tearer librarian but there's something deeply unsatisfying about attacking, being dodged, then being attacked back three times and getting badly injured.

>What's your favorite non-Exotic weapon?

My Rogue Trader used an insanely pimped out combat shotgun that fired bolt shells, so that was pretty cool.

>Party has been investigating this planet for evidence of supposed DaoT ruins
>Shuttle goes missing, and they go off to try and find it in a caldera of an extinct volacno
>Getting close, their shuttle is hit by an EMP and they manage through the grace of the God-Emperor to survive the crash unharmed
>They climb down the side of the caldera, and find the other shuttle completely wrecked, and their comms are either fried or disupted by a complicated vox jammer
>They try and source the jamming, and find it's coming from the center, so they proceed down into the forest which has sprung up in the fertile soil
>They find in the center a hatch down to some ancient ruins, and a hole nearby where it would seem the underground structure has collapsed
>Heading down through the hole, they find the base is a DaoT gene-modding base, with quite a few (now wrecked) labs, and a few artificial habitants for various beasties, now all escaped
>They realise where all the Dragons, Gyrphons, Manticores and so forth they found on the planet came form
>They're ambushed by cameleon orangutans with scythe-claws and survive with some serious wounds
>Forging further in, they pass by a sealed hatch, and find the remnants of a battle... With quite a few robotic simulacrums in the form of man scattered about the place. Thankfully all wrecked.
>Get to the core, and find the EMP generator connected to the power core (fusion, still going).
>They turn it off so they can contact their ship, and all of a sudden one of the Men of Iron shudders awake and grabs the Arch-Militant by the leg and smashes him into the wall.
>They flip their shit, melt its ass and then flee out to the surface
>Running back through the forested area of the caldera towards the rim and their ship, they find that the ground beneath them is becoming... Unstable

From the commisar cain books its hinted that being near a slaneeshi ritual "tainted" him the rest of his life, making him that lil bit more pious.

>Robotic harnds and weapons start to push their way out from the ground, as the Men of Iron crawl their way out of their earthy graves, having awoken from their millenia long slumber with the disuption of the EMP generator, which was keeping them suppressed
>Captain is grabbed by one, as it crawls its way out of the dirt, though with an artful swip his Power Sword removes its arm and he keeps running
>As they're making their way out, they keep hearing these clicking sounds, and only upon stopping and watching the Men of Iron, the Arch-Militant realises that their solid projectile weapons have failed after being caked in volcanic dirt for so long
>Of course, then a tree right next to him explodes after a massive bolt of plasma smashes straight into it
>A gigantic tree is uprooted as a Man of Iron taller than a dreadnought, and equipped with some kind of Plasma Cannon and a gigantic Cyber-Blade notices them
>They run even faster
>It catches up, and the Arch-Militant tries to shoot it with his Meltagun. The Melta blast turned aside by a motherfucking force field. They then gang-pile it in melee and tear it apart with no less than 4 Power Weapons.
>Get up to their ship, and with some ludicrous rolls the Explorator manages to cut the extensive repairs down to about 5 minutes
>Ripping the Autocannons off the front and hot-wiring them, the Arch-Militant attempts to hold back the advancing Men of Iron
>3 fucking Dreadnoughts of Iron advance
>Ship starts, and Arch-Militant runs straight for it. One Plasma blast misses, he dodges the second, and the third hits. On Overload. But he's got bullshit armour, so he's only horrendously wounded, not dead.
>Players escape, and call in an orbit bombardment. No more Men of Iron.
>But also no loot
>Base is now thoroughly inaccessible, covered in a shitload of rock, dirt, trees, and now requiring extensive digging equipment to access

In an only war game had the players pet grox turned into a cyber grox with two twin linked storm lasguns.
That shit turned into dinoriders kek

While people are dumping cool PDFs, there was one user with a homemade "Prosperatis" sector or something like that. Does anyone know if more work has been done on it? I think I last saw it a couple of months back.

The thing is huge but somewhat incomplete, note that it's also designed to work with a completely different set of powers than those found within the Core, the actual writer hasn't finished all the disciplines for it yet and he's deep in argument with a few of us for the actual powers themselves.

As for the pdfs he literally just uses Photoshop and Microsoft Word, takes a lot of official assets. I think he collected a lot back when Dark Reign was a thing.

I'm sure the Star Wars RPG is doing very well without you shilling it, I ran a game this summer myself. Is this necessary or useful in any manner?

Does anyone play tabletop and rpg?

I play tabletop but I've been invited to a Deathwatch game. I like the idea of picking one of my marines and giving him inquisition bits if he survives. Or a robot arm or whatever if he loses one in the campaign.

Does anyone have an Imperial Infantryman's Handbook pdf, I'm going to be GMing a game of Only War, and the people I'm playing with are hardcoe roleplayers and I was hoping to give each of them a copy to assist in this respect.

Culexus is stated out in enemies without DH2

Did you try the OP?

The Handbook is the most recent version, it adds the Munitorum Manual and some other stuff.

That was only the original primer

So I've heard that the DH2E antagonist statlines are... curious, to say the least. Which gameline has the most "Accurate" statline for Orks, Eldar, etc. etc. It's going to be time to introduce xenos instead of just average cultists soon, and I want to introduce my new to 40K players to the most lore-accurate enemies I can.

2003 version of uplifting infantrymans primer here
mega.nz/#!FkB3gACa!mB8YuuftOO7vG0eVLmtA9PveqNA-vdMoMhfvxKvJLiY
Unsure if this is the version you need
You're welcome

I play both, and about 50% of my players do to. Deathwatch is fun, with the recent GW release. Building the team we always were as models (and seeing them get killed on the tabletop by lasguns) does kinda ruin that mythos, the whole "movie marine" that Deathwatch does well.

The RPG is a very different beast to the tabletop, and that's how it should be.

exactly what happened to FFG and GW?
If that doesn't matter then, what is going to happen to mah WH40k rpgs?

Literally the first result for "Fantasy Flight Games Workshop"

fantasyflightgames.com/en/news/2016/9/9/a-new-path-forward/

Of course the fucking space wolf dreadnought finds a way to not wear a helmet.

I used to like the space wolves like, 15 years ago. Nowadays I like them less and less.

When did you realise something was wrong?
When they started riding their wolves, or when their wolves started riding them?

Not that guy, but I got into 40k back in second edition, dropped out, then came back to find wolfest wolfers riding wolfy wolves wolfily.

... and I thought it was getting a bit much back then.

I'm GMing an on Only War game for the first time. Is pic related any good?

I've read the first chapter and it seems kinda shit just a long series of protracted large battles that the PCs can't really seem to influence. It seems to think that your squad of lowly Guardsmen would have overall command of a company but I can't fathom why.

This annoys me endlessly because in my mind the Space Wolves are a bunch of viking badasses with wolf pelt cloaks that fly around raiding enemy planets, hitting dudes axes, and thinking other chapters are stupid with their "Codex Astartes."

Instead they're a bunch of wolf wolf wolf wolf wolf motherfuckers that seems significantly gayer than the other sick badass close combat chapters.

It's not that great and you need to take a lot of liberties with the material if you want to stick with the 'one squad's heroics in the grim darkness of the 41st Millennium' concept.

My suggestion? Final Testament. The Final Testament adventures are so much better.

You read it. Nobody else talk about it, because spoilers will inevitably ruin it for anyone who plays it from this point forward. Best fucking OW adventure series.

I do not use the supplement as it is, neither I use Fringe is Yours that way. It is an excellent source of ideas for the more experienced GM though.

Got you, senpai.

Only War and Black Crusade, with preference to Only War if they stat the same thing.

Why is it so ball-bustingly annoying to get the Finesse aptitude in DH 2e? I feel like I have to go out of my way in the chargen path to get it for any combat character, and it's an aptitude for like half the combat talents- and Ballistics Skill.

Sure, the whole life-path thing has led me to some interesting characters I wouldn't have otherwise considered. But sometimes I just want to play my very straightforward character without getting hamstrings from an XP perspective.

Am I being a minmax faggot? Does anyone else feel this way?

Thanks!

You're not exactly a minmax faggot, but your reaction might be slightly exaggerated, because Finesse is hardly necessary. What you want to do is spec for two or more things and expect needing to divide yourself between the two. Combat is a good thing to prep for, but you'll also want talking skills, utility skills, lore, whatever you can swing that gives you a non-combat function. My guess is you either don't see it that way, or you do and you just really think Finesse is absolutely necessary to be any good at this one function you want.

I completely agree, there's such an imbalance in the utility of aptitudes, that it's almost essential to let players swap some out every few thousand experience.

How about making Leadership alternative aptitude for Willpower, along with Psyker?

I ran it nicely i hope.
Did it off the back of the intro mission in the crb, due to player tomfoolery.
Tweaked it a bit and let them loose.
They saved the station and had barely any casualties.
But then again they drove their chimera through the warp and went AWOL with their commisar.
God they learned to shut up when a co asks for input

>But then again they drove their chimera through the warp and went AWOL with their commisar.

I'm imagining a quantum leap-like series with a chimera full of guardsmen, going from planet to planet, era to era, trying to go back to their regiment.

>I'm imagining a quantum leap-like series with a chimera full of guardsmen, going from planet to planet, era to era, trying to go back to their regiment

youtube.com/watch?v=qUW8sBaacQI

we could have wrecked this sector, but we failed.
i cri everitiem

On a scale of Heresy from 1 to 10, where would a Kroot Servitor place?

7/10 on the Heresy scale, 8/10 on the Heretek scale, somebody had to study the Xenos form and then integrate it with the holy machine, which required serious research due to the very specific nature of neural uplinks in bionics.

Should be okay then, I'm looking to GM a campaign and I was interested in making my group play for a bit Radical Inquisitor from the Ordo Xenos. That kind of stuff should be ok.

How did you handle the dreary first chapter, because other than glossing over it I can't think of a way to make it interesting.

What are some of the more peculiar characters you've seen in the 40k systems?

I wanna make a fast and shooty guardsman from space Germany, mostly just because I like the WW1 and 2 aesthetic.

Imperial guard background with assassin role and some fitting homeworld, or do I go with the sudden idea of the slightly less combat optimized but jovial and sociable imperial guard desperado from a garden world?

Agility, fieldcraft, ballistic skill, finesse, defence, fellowship and social vs agility, fieldcraft, ballistic skills, finesse, defence, perception and whatever, depending on what homeworld I choose.

I've just noticed that the mega doesn't have No Surrender in it.

Do you guys see any other missing pdf there?
Homebrew, tools,... maybe we should make a list, its not the first time I've seen people ask for things like that aren't in the OP.


NPC: paralized RT speaking through paintings, statues and trophies in the ship. He had the personality of an hyperactive child, too. His only reddeming quality was his negotiation skills.
We lost a beautiful canifex head when the "famulous" panicked and shot the thing with her integrated inferno pistol inferno pistol the first time it spoke. On the other hand we would never have guessed that she was an assassin otherwise.
We also got half the cast of a local telenovela as various characters during a session and didn't realize it until the end. They had cool relationships.

PC: Loli noble full of xenotech, acting as a Senechal. Player played her like it was Mass Effect instead of 40k, with a hefty dose of anime characterization. She managed to fill our coffers by doing a bank heist during a short R&R stop on a pleasure world.

I'm prepping for a new campaign of OW with my group and we settled on going for a "rough Rider" style regiment, but more focused on skirmish fire and harrasing tactics over outright hunting lance charges.

With that being said we've decided on the regiment to have mounts and be a grenadier regiment so all players have auxilary grenade launchers on their basic weapon + 2 grenade launchers for squad.

Now I'm trying to cook up an ideal mount that fits our regiment's fluff of being frontier worlders who ride out and fire off a salvo of grenades and then speed out of range.

I was thinking of our mounts to be fast, preferrably more agile than a horse and good at all terrain, but lacking on any specialized attacking power and not really tough. Tough enough to take some little small fire, but heavily relies on it's agility to dash in and out of firing range. Also I want the mounts to be a smaller than a horse, omnivorous, and mammalian. Any ideas on what they would look like?