/40krpg/ 40k RPG General

"Tumbling down, tumbling down, tumbling dooooown" 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. Inquisitor is okay, but not many people know about it.

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

>Why did FFG lose the 40k RPG License?
Because they were bought by Asmodee and that caused some sort of licensing conflict.

>Will GW make their own 40k RPGs now?
Probably not. But if they do it will likely be worse than you could possibly imagine.

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! (v1.2.15) (Mechanicus Skitarii and Taghmata for Only War)
mediafire.com/file/w1d6aq5cdr6anmh

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

The Fringe is Yours! (v1.8.13) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
mediafire.com/file/d28i243u2k7di3z

What do you do if, in the middle of a game, you find the GM or players hold a different headcanon / interpretation of canon / party line than you do? What do you do if your and their views are irreconcilable?

Prev:

What xeno weapons make for good daemon weapons?

As a GM, I try to keep things straight. Their headcanon will be listened to, but not necessarily followed. Then again, I don't really deviate from the standard canon too much. It only came up once and the player was ejected in the end.

>What do you do if, in the middle of a game, you find the GM or players hold a different headcanon

Removal, no stops.

Holy Shit I am just about to start running a Deathwatch Game. Any advice, less then optimum rule situations I should look out for etc?

I've got a BC game coming up and I really want to play undivided. Since this is so shit in BC I've decided to homebrew an undivided alignment. Mechanically what are the advantages of being aligned.

So far, without a book handy, its a discount on aligned skills and traits, a chance to gain a boon instead of a mutation, benefits to defeating opposing champions or particular actions, and access to sorcerous disciplines. What am I forgetting?

Players fucked up a cult's summoning ritual and instead of a thrice bound daemonhost, it's unbound. How fucked are they and what are good psychic powers to give a slaaneshi daemonhost?

Black Crusade fucks you in the ass for being unaligned because midway through the line they started following GW's retarded "No Undivided" garbage.

Use the errata.

>slaaneshi daemonhost
Check black crusade for slaanesh aligned powers to use.

>Use the errata.
>Lower all Ground Vehicle, Spacecraft, and Walker armor by 5-7 front, side and rear. These armor values were balanced around pre-errata weaponry, and become hard to pierce with post-errata weapons. Skimmers and Drop Pods are fine.
>Use the errata.
>Retrofit some of the more useful weapon qualities from other lines, like LVS, Maximal, Melta, etc. Remove the 1d10 extra melta damage if you do this.
>Use the errata.
>Know that some careers are better than others. Assault Marines struggle, for instance, unless you make special accommodations.
>Illustrate clearly when assets are available, and know to balance combats when assets are summonable.
>Relics always make for fun missions. Try to personalize them for your players rather than digging through the books, to make that personal connection. Legionary relics in particular are highly sought after.
>Don't allow Alpha Legion infiltrators.
>Try to give your players options in the missions, putting them in the position of power to choose. They get more involved if they get a say in mission selection, asset deployment, etc.
>USE THE GODDAMN ERRATA.

Able to use aligned or marked only gear.

Errata use is a go. I am running a 7 man killteam (deep seated masochism) so I am going to have one of each and a spare specialty. Could you either explain how and where certain specs suffer or direct me to a good place to research thus?

Yes I agree. I'm sorry I don't feel like you read my post completely.

Tacticals try to be too many things at once, and end up not as good as the specialists. They're built as commanders, and to make them more than just a cohesion farm takes effort. You give them assets to enhance that command aspect? Better be careful about summoning zoos and slowing things down faster than you'd like.

Assault marines hurt. They can't keep up with the damage that Devastators or others do, and have to put themselves in harm's way to do so. A devastator will erase hordes with a heavy bolter far easier than an assault marine ever will (or even a tac with shrapnel rounds), while remaining at a distance and in cover, and outdamage single enemies with heavy weapons. The Assault marine doesn't even get power weapons in comparison until higher ranks.

Techmarines remain good, while Librarians remain monstrously incredible with their Psy Rating increasing pretty much every rank, up to 10.

Apothecaries, I have no idea.

So in theory my character can go:

>Sanctioned Psyker (DH 1e), 0-5000xp
>Astropath Transcendent (RT), 5001-13000xp
>Primaris Psyker (DH Ascension), 13000-onwardsxp
>at some point move to Interrogator and then to Inquisitor

Right?

But my Psy Rating in DH is 4, then RT makes me drop back to Psy Rating 2. Do how does that work?

Is there any reason to stay a Primaris in Ascension, given that Inquisitors can also learn psychic powers?

I know some people hop games but I think it's usually one to another, not back and forth. Astropaths and Primaris are completely different things, I really don't think you could do both and then become an inquisitor on top of it

Astropath is for one particular chaacter, and yeah the random drop in Psyrating is weird considering Rogue Trader intentionally starts you at 5000xp

But whatever.

But Primaris can definitively go into Interrogator and on to Inquisitor. And given the better advances in those classes and the fact that they can still buy psychic powers, why would you stay Primaris?

>What do you do if, in the middle of a game, you find the GM or players hold a different headcanon / interpretation of canon / party line than you do?
That doesn't happen very often at all, because we actually like to talk 40k out of game and cooperate on building fluff. We all know where everyone stands, roughly, so surprises like that are rare.
>What do you do if your and their views are irreconcilable?
That has never happened because we are adults who are willing to compromise, and because in the end it's just a fucking game.

Runty hive world ganger scum in DH2.
Hive world, outcast or possibly mutant background, then either assassin or desperado role.

Toughness aptitude and using fatepoints to boost damage, or fellowship and shooting as a free action after moving?

Other aptitudes will be agility, bs, finesse, perception, fieldcraft and defence. Moving and shooting seems like the cooler of the two, but comes with largely useless fellowship since eveything social will still be mediocre as fuck, the other option is mostly interesting for the toughness, partly because i have become obsessed with survivability and for the fun of having a scrawny street rat that just keep ticking. If i went the fellowship route, i'm mostly thinking weaponized trash talking.

Which route should i go? Both thematically and mechanically speaking.

Pretty much this, but ignore the armour reduction homerules, it's retarded and do not correlate with the other lines either.

You mean the vehicle armor reduction or something else?

How well-equipped and experienced are they?

Yes.
Some vehicles remained themselves, like chaos dreadnoughts, some were weakened, but feel free to let them be stronk.
Also, some profiles for defilers could be used as stalk-tanks.

>and do not correlate with the other lines either.

A rhino is armor 20 in rogue trader. It does somehow jump to 31 in deathwatch for some reason.

Also, some of the armour of chaos vehicles were lowered because of the change in their profiles.
In Rites of Battle they were pure vehicles, and hence had 31/31/20 armour and 28 Integrity.
In later books were became full blown Daemon Engines and become a fusion.
Tome of Blood defiler has Machine(12), Daemon Engine(6) (it's the same as Daemonic) and Toughness 65 to a total of 24 all. Weakish, but it has 48 wounds. I'd give him another +6 of anything.
OW Core defilers are vehicles again have 30/28/18 and a whole 50 Integrity.
And most of them have pathetic 25 WS/BS, so buff that too a bit.

As a general rule, vehicles are a special addition to the campaign, even for space marines, so they might be tweaked before introduction.
And still any of the vehicles is totally destructable even by guardsmeats.
RT was the first to tackle vehicles, hence they had to improve. Melta weapons were also shit there.
Tolerable vehicles came in DW and henceforth.

Toughness is a great aptitude, and from experience I found the free action shoot such a hard thing to pull off when it came to action economy. It doesn't help that DH rewards finding a piece of cover and sticking to it like glue (unless you're a melee char of course). You'll also want the damage boost for stuff like daemons and their unnatural toughness.

Thematically, did you just want to be scum or did you want to be something more than just an archetype?

Aren't there different Rhino variants? SM and CSM variants are different, and there are also others. Maybe the one in RT wasn't built for space marines.

SM and CSM variants are absolutely the same, the latter is just often possessed.

Because the vehicles used by the emperor's angels of death totally shouldn't more armored than the ones used by mortal men.

I honestly do think there's a problem. Look at Only War, the most recent and "refined" vehicle rules. A Baneblade is 45/38/30, a Leman Russ is 40/32/20and a Chimera is 30/22/16. A Deathwatch Predator is 42/31/20, while a Deathwatch Rhino in comparison is 31/31/20.

A Rhino is a basic trash transport, av10 on tabletop, but is better than an AV12 medium tank, the Chimera. An AV13 medium tank, the Predator, is better armored than an AV14 heavy tank, the Leman Russ.

That is using the most recent vehicle rules. Even using DH2 Sororitas Rhinos, their armor is only 25 to 28, depending on pattern. There is clearly something terribly wrong with Deathwatch, and I believe it stems from a mix of post-errata weaponry and FFG not understanding the Melta Quality until Black Crusade.

Or the issue is you taking tabletop stats as holy writ.

Even FFG's new math has been refined over time. If anything Deathwatch was the first true vehicle testbed, and things ended up being off.

Pretty much just an arch type. Only variation was being a scrawny little shit with a casual relationship with violence, who also talks a lot of shit. Although, regarding toughness, i really just liked th concept of the runt of the party getting easily kicked around by keeps getting back up. "Legs ain't broke yet, nigga" kinda deal.

Initially just based the character on Jinx from LoL because i'm a colossal faggot.

I think the problem is that we're comparing different vehicles from different systems, which weren't designed for PC from others.

Then again, you do comparing tabletop where 1 marine has the same 1 wound as a mere guardsman.
I think chimera and rhino and leman and predator should be roughly equivalent to each other.

Shas is a fag and his tabletop autism is cancerous but he's right on the money with the armour values in Deathwatch being fucking wacky.

And to be completely honest, FFG can not into vehicles, regardless of system and setting. The 40kRPG vehicle rules might be kind of wacky, but it's nothing like the absurdity that is the starship rules for FFG's Star Wars line.

Where can I go to learn how to RP?

Hang out with actors and do improv exercises, learn how to act and improvise on the fly, and learn to think in-character and immerse yourself in a role. A good character will feel like a comfortable mask you can slip into at a moment's notice.
Fair warning: You will suck at first. This is unavoidable. You may suck for over a year. This will be painful. But unless you have an innate talent for improvisation and acting in-character, long periods of sucking and knowing how and why you fucked up are how you learn to be good.

Come on, at least attack the guy for what he posts, and not just randomly slag him for nothing. He takes tt stats as holy writ because tt stats are indeed the baseline for the whole game. What are you, six?

So nowhere

hang out with friends, roll dice, laff, repeat

>So nowhere
Go down to your nearest college theater group. Tell them you want to learn to act and do improv. 9 times out of 10, they will be on that like stink on shit.

Tell me about your cancerous snowflake characters, Veeky Forums. Between home worlds, alternate home worlds, backgrounds, roles, and elite advances available at charge, there are over 14,000 combinations. Tell me about your fun ones.

>pictured: Garden World (Forraliss) Adeptus Mechanicus Heirophant?

Meh. If things seem off, I change them on the fly. My group doesn't care.

Either that or I just add a bunch more pen to the bigger Tyranids.

That's the way to play, user! I don't get this fuss over a few points: if it don't work, change it til it does. Simple enuf.

Highborn, mutant, assassin. Ended up in the inquisition as a way for her family to hide her away from the other families, inquisitor said ok to have a nice bargaining chip on the family. She endlessly ashamed of her mutation and tries to hide it, while doubling down on being an arrogant noble as a way of feeling less bad about herself. She might be mutant scum, but at least she is not a peasant.

Daemonworld, arbitrator, assassin.
Used to be a nice place, until daemons happened, still no exception to imperial law. Daemons or no daemons, the law is the law. Slowly transformed during conceptualization from "gaze into the fist of dredd" to the sherif from no country for old men who still can't make sense of all the senseless evil in the galaxy.

Frontier world, arbitrator, assassin.
Frontier highway patrol man. Part Mad Max, part Wyatt Earp, all speeding and gunslinging bad ass.

Frontier world, admech, assassin.
Mechanicus adept embracing the way of the gun, by literally transforming into a weapons platform.

Highborn, administratum, assassin.
Bored of being a ballerina, wants to be a stormtrooper, buys her own carapace and overclocked lasgun. Yes, i actually dumped 200 exp on trade: perform or whatever it's called.

Penal world, mutant, chirurgeon.
Big fat bastard. Both the chef and morticator on his block, as well as back alley doctor. Retardedly strong and durable and wholly disgusting to look at.

10kish xp, bolters, chainswords, and a single shot lascannon with 3 rounds. Also two players are in the shallow crits and the other is at ground zero, unarmored, and with a mono dagger as his only weapon.

Also everybody is a lowkey psyker

The only thing snowflakey was my first character ever.
Who at first was just some nameless chaos space marine, but then later developed into a former Black Templar and later Techmarine and later Sorcerer on top of it.
He started as a Forsaken, then got slightly Khorny. Then managed to loot techmarine implants and eventually started sorcering as per rules in the previous books.
The ridiculous campaign went for several years, but was never finished, something that I resent to this day.

Well, depending on your mood and the number of enemies around, I'd say they have a quite decent chance of ending it in a few rounds.

>Single shot lascannon
I wasn't aware that they had a firing mode other than S/-/-.

Stuff like MUDs can help, or even just playing a video game and putting yourself in the head of your character. Doesn't even have to be an RPG exactly, like I'll play AC and restrict myself to certain weapons, certain tactics based on the particular character (for example with AC Rogue, playing Shay all very assassin-y until he changes over to full Templar, when I got very boisterous and loud with him, using guns whenever I could and shit to show he wasn't scared or threatened).

An untouchable Deathworld (Yanth) Mutant Chirurgeon. Basically the last person you want touching you, touching the fuck out of you.

Feral Mech Heirophant. Spear chucker turned cargo cultist turned Omnissian evangelist.

Deathworld Astra Tel Ace. Specislized in the hunting down, minding, and transport of witches.

Feral Astra Tel Assassin. I wanted to make a force bow.

Garden World Adepta Sororitas Crusader. A Paladin in 40k, good luck ever retiring her due to IP.

Research Station Mech Seeker. All the Lores!

Never played any of them.

Now playing Research Station (Dark Echo) Exorcised Crusader. I fight and I know things. Also, that daemon a bitch nigga. Let's hope this campaign lasts.

I've started done some preliminary work on a Chaos Undivided alignment in Black Crusade. None of this is set in stone, I'm just looking for input.

Undivided is not Unaligned, it requires a fairly delicate balance that has to be adhered too, this balance will definitely cause your character to be more of a generalist but if you can maintain the balance it will give you major tangible benefits later.

To be Undivided you have to hit a corruption threshold (10, 20, 30, etc) and have aligned advances not more than 3 from each other (for example if you had 7 Nurgle aligned advances you would need to have 4 or more advances for Slanesh, Khorne, and Tzeentch). If you break from Undivided and become aligned to a particular god you can never return to Undivided.

Once you have aligned with Undivided all unaligned advances are now True, but all other aligned advances are now Opposed, This will change as you hit corruption thresholds and acquire Marks of Chaos. If you have a Mark of Chaos of a particular god you treat all of their advances as Allied.

Once you have taken an increment of 5 (5, 10, 15, etc) aligned advances from all 4 Chaos gods you may take an Infamy test (+0), if you succeed you may choose a Mark of Chaos you don't possess, if you fail you receive a random Mark of Chaos. If you roll a Mark of Chaos you already possess you receive a Gift of the Gods instead.

When you receive a Gift of the Gods you may make an infamy test (+0), if you succeed you receive roll randomly to receive a Mark of Chaos or a Daemonic Name, if you roll double on this test you may pick your Mark of Chaos.

If you receive a Mark of Chaos from opposing gods you only gain 1 benefits from either of the Marks. If you have all 4 Marks of Chaos you gain all the benefits of all 4. If you have the Mark of a particular god you are treated as a follower for the purposes of equipment, with the exception of Daemon Weapons.

Unless I'm mistaken, this about covers it.

My current character is a Daemon World born Psyker, in particular a Khornate aligned world. Dubbed Mennuyasha (Mennu being his name) because of appearance. Basically wholesale ripped Patience Kys' backstory, except a Rogue Trader's crew rescue him and the RT uses his telepathic powers in meetings and negotiations. Falls into current Inquisitor's hands (probably under some kind of deal between him and RT, amicable) and he's been on a slippery slope ever since.

I mentally record every disappointing result or failure (didn't particularly help our last mission was on a Forgeworld, where majority of his powers didn't work, against a Khornate threat) and basically those count as minor and major doubts to his powers, as he fears he may end up consumed by his heritage and succumbing to Khorne. Not that he knows exactly who/what Khorne is, but he's seen plenty of his servants and fears that's what he will turn into, that he can't truly run away from his home. So he keeps delving into his abilities, unlocking more and more potential and well... The last talent I picked up for him was Tainted Psyker, I'll just leave it at that.

Basically this guy Plus he uses ascended biomancy to make himself unaging

So one of my players is going full on murderhobo and is almost at the point where he's attacking arbiters that annoy him. It's his first DH2 character so I've been cutting him some slack but it's getting pretty annoying now. Should I just let him try to fight an npc that'll kill him or what?

Remind him of the setting he's playing in, he probably just doesn't get the scope of his stupidity. My first DH1e character was a Guardsman who hit on his Inquisitor and didn't make it to the second session. I was pissed but after getting some more lore I got why.

If he doesn't change, then fight straight next time he picks a fight, no fudging dice and death should teach him humility.

Yes, of course. I'm surprised nobody has tried to kill him so far. What does the party think of his actions, given an Inq's warband is supposed to be more subtle than not?

One is a psyker who's his irl best friend, one is an highborn who refuses to read any more, and the last is a tech priest named Donaldus Thumpus. The highborn and the tech priest are completely separate from the other two (Thump actually knows how to play) so the fallout wouldn't be too bad if the other two got memed. I'll probably just put him up against a squad of arbites and see if he fails one final irl stupid test.

Is he aware that arbites are space FBI?

He'll figure it out just about as soon as he rolls initiative and one of them pulls out something more threatening than an autogun.

I like the idea of the Navigator houses which are so beyond the limit of highborn that they are ultra excentric as fuck. Like they are even more highborn-excentric arrogant than Rouge Traders.
I want to play an excentric and arrogant navigator with absurd and inflexible traditions dating from before the Imperium, in DH2.
So a Highborn/Voidborn kind-of-mystic-but-no. Perhaps create a package like for the astropath?

>The Librarian calls down a terrible curse on nearby machines and vehicles. The Librarian can either target a single vehicle (such as a battle tank or landspeeder) or a number of mechanical devices (such as guns or servitors) equal to his PR.
>If a single vehicle is targeted then it may not move or fire any of its weapons for a number of Rounds equal to the Librarian’s PR as it shorts and sparks alarmingly.
>If a number of mechanical devices are chosen then they will be rendered useless for the following Round. Guns will jam (see page 249) and must be unjammed before they can be used.

I feel like this might make the Techmarine REEEEEEEEEEEEEEEEEEEE at me and try to steal my helmet

>excentric
'eccentric'

No. Not even inquisitors mess with navigator houses.

What if it is filthy xeno technology?

It actually puzzled me greatly enough that psykers with that tip are allowed without any reeeeeing from the regimental tech-priests.

But then they should only ever use it on enemy abominable vehicles. So I guess so long as he's isn't targeting friendlies, it's okay. If not - rape will happen.

Using such a power on your allies is akin to firing on them anyways.

So... been running an Apostasy Gambit game for my group. During book 2 at Blinding Gulch someone managed to summon up a swarm of psychneuein which began feeding off the town.

The Throne Agents abandoned the mission and I am at a loss as to what to do to continue plot progression. I'm not against going totally off the rails, but I ask assistance in fleshing out the ramifications for such an infestation. Also, dunno if this needs its own thread or not. Let me know. Thanks.

They actually do and very, very happy to do it when apportunity arises.
Thing is, navigator houses knew about this and thus go to a great lenghs to purge their rogue elements.
More than a few navigator houses were purged for heresy and corruption.

Well, yes, but imagine a situation with perfectly functional imperial vehicles, but fallen into enemy hands. Especially if it's something archaeotechnic and shooty.

A necessary evil to purge those who would use it against the Imperium.

>delivering a psychic uppercut to temporarily KO the machine spirit of a duly ordained Imperium vehicle
>a necessary evil

Sounds like someone wants to wake up with data ports where their nipples used to be

Because totally letting chaos or orks give gang banging the machine spirit with their blasphemies and xeno filth is such a preferable option.

I'm imagining that user as the kind of guy who pronounces 'genestealer' as 'jennystealer'. The persistent type.

Sometimes there's no positive outcome to reach for.

>The positive outcome isn't returning the machine spirit to the good and wholesome hands of the imperium and making the xeno and the heretic pay trice worth the spirit's weight in blood

If you shoot your wife to stop her getting raped, that's not a positive outcome

She cannot crush the skulls of the enemies of man beneath her threads nor can she destroy them from afar with her battle cannon.

>his wife doesn't have a built in plasma cannon

lol u gay or something

Don't you have a toaster to slap your fake dong on?

I imagine how trusted a house can be if it provides the navigators of a Black Ship. They must be scanned for not kosher mutations each day before breakfast.

True, I confused the French orthograph "excentrique" with the English orthograph "eccentric". I'm not perfect yet in Thatcher's language.

I like bad puns but this one doesn't appeal me, sorry.

Feral World Heretek Mystic Xenarite
So he dabbled in Xenos Tech and Psyker powers. And thanks to an errant chainsword, he's now blind. Thank god for Unnatural Senses.

>Heretek
>Not getting bionic eyes

That's next on the shopping list, but it is nice to be able to use psychic powers to see. Let's me freak out the squares by following visual cues, that's for sure.

...

>I like bad puns
There's no pun. I've been in a GW store while a guy argued the pronunciation of genestealer with staff and anyone else who tried to educate him.

iirc the book talked about the agents messing things up completely, and sending the guard to blinding gulch to execute everyone. You might want to go that way.
In the end, the assault on the cathedral will still take place.

>Characters automatically have access to the top-most psychic power in every tree.

So my starting Mystic(Psyker) in DH2e has a Psy Rating of 2 and all five of the initial powers?

sick

Access only.
You still need to purchase them with XP.

fuck, knew that was too good to be true

Kek.

There's a thing in one of the books that tells you how to roughly convert DH1 powers to the test-based method the rest of the games use and I can't fucking find it.

Anyone know where it is?

Still would be funny to see someone buying Sanctic or Malefic right off the start.

Any rules for Servitors? Especially for turning people into Servitors? I'd like to deal a little permanent punishment.

>Any rules for Servitors?
Spread out over the NPC lists of all the books.
>Especially for turning people into Servitors? I'd like to deal a little permanent punishment.
The Inquisitors Handbook has something about that iirc. Otherwise poor quality Cerebral Implant rules should help.

Thanks, I'll check it out.

Poor quality Cortex implants - servitor-like mind state. Yes, it's written in the book.

Overall servitors are stupid, have machine 3-6, some trades or combat skills. Combat ones also have Unnatural Strengh and Toughness, with biggest ones getting +4 of this, Fear and Auto-stabilized.

Also, as a side question, can servitors wear armour, technically? All servitors in the books only ever use their machine trait for armour, with the exception of lame Armour-Plated trait which is simply +2 armour.

Practice! That's all you need, just go out there and stumble until you get it right.

Accept into game plox.

How big an IG force is a single Commissar responsible for, or are they responsible for the entire battlefront's fighting men & women?

Can a/the senior IG officer dismiss a Commissar or replace them for example?

Would an DH Inquisitor ever have any reason to swoop a Commissar up as one of her acolytes?