/40krpg/ 40k Roleplay General

"New Hope Tomorrow" 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.

>Where did the Mandragora Apocrypha go?
The namefag working on it has fucked off to finish it in peace after our autists yelled at him over the unfinished version they found.

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

Previous: Tomorrow, we find if the renewed RPG licenses is just Fantasy or if it hits 40k as well. What do you hope for out of a new non-FFG license?

Other urls found in this thread:

rollforheresy.net/Images/Mandragora/Volume_Id.pdf
twitter.com/NSFWRedditImage

So now that ffg 40k is dead in production, how does a collected omnibus of the various releases sound?

ie, rogue trader written using only wars (or possibly DH2.0's) ruleset, and changing the docs to correctly reference this.

That way you have a single ruleset for dark heresy, only war, rogue trader, black crusade, and death watch that doesn't need need to be cross referenced with multiple different books to build a character.

The idea being, use the free form ruleset of only war or black crusade with only wars ruleset (as it's most correct to what the devs had intended i believe)

Thoughts?

Dumb idea?

Any interest?

So how could a lone (Well trained, and pretty well equiped)Pdf trooper make it off a world on the verge of becoming a demon world.

I was thinking of making him a blank, and having him lucking out by managing to find a valkyrie pilot, eventually leaving the two of them floating in space until the inquisition arrives.

is this for a backstory, or a campaign?
Either way, I think the only way would be to slip beneath notice, or just make a break while the various chaos forces are too busy to bother with one little spacecraft.

Maybe sneaking out in the debris of a massive space battle.

I'm was pretty much thinking of a more realistic version of doom.
Instread of shooting and murdering everything he snuck through, occasionaly killing some of the weaker deamons or cultists if he had noway to get around them.
but avoiding conflict where ever he could

I think he'd have to be the luckiest goddamn son of a bitch to get through something like that.
Which, once he's been properly interrogated, examined, and possibly mind-wiped by the Inquisition, would make him a prime candidate for an Acolyte.

Gonna take the replies from last thread:
>It is doable but it would take ages
>A mega-project only a person that basically knows the system by heart should attempt.

Also, from literally right above you, what's this about renewed RPG licenses?

That's pretty much what I was going for

For extra grimdark, you could add that a handful of others made to the Valkyrie and escaped too, but they were all found to have the taint of corruption and were tortured and executed. Only you were found to be clean.

There were about ten more Valkyries, they were shot down, only one made it, and most of it's inhabitants were corrupted.

Find money on a dead noble and a shuttle who's launch was delayed by mechanical failure of whom's location has been kept extremely secret

I've played it since it came out, except for black crusade, but I have a friend who's memorized that by heart.

Well, if I have a product to show for my work I'll run it by Veeky Forums

Was talking to a buddy of mine about partnering up for it. It would take a while just to make the cuts to the material in regards to rules, let alone get to editing, but shit. I have the time right now. Better than sitting with a thumb up my ass.

If you ever wanted to play as a Space Marine Legionary during the Great Crusade or the Age of Darkness, you may be in luck. This is The Good, the Bad, and the Alpha Legion, Chapter 1. When complete, the book will contain everything one needs to run a game during the two hundred years of the Great Crusade, the dawn of the Age of Darkness, and beyond. This is Chapter 1, which contains rules for all 18 legions during the Great Crusade, all based on material in the Horus Heresy Black and Red books. Many legions are quite different, like the Imperial Fists, while others are almost the same, like the Raven Guard. Some, like the Blood Angels, I had a little fun with. For now, nothing out REALLY of the ordinary - these are mostly arrangements of skills and talents from all five systems, including stuff from Only War and Dark Heresy, converted to Deathwatch. Most notably, it has all five psychic disciplines converted back, so the Thousand Sons can fucking function.

Don't worry, the real fun stuff is coming in Chapter 2...eventually. Those will mostly be all new talents, all new abilities, all based on the Horus Heresy red books. Since the book is nowhere near complete, consider this version 0.1.0.

Combine this with Chapter 3, which I finished a bit ago and contains all the gear of the Age of Darkness, and you have the barest minimum to get started. Chapter 2 is new stuff like four new base Specializations, new generic Advanced Specializations for command positions, and Legion-specific specializations like the Khenetai Occult, Templar Brethren, and Iron Havocs. Good news is most of the basic specs are done, and the command stuff is half done. It will still be a while though, since there are a lot of Legion-specific things. Note that some legions don't have options - the book will be updated as new Horus Heresy books are released.

I tried doing it at one point. I gave up after a week of poking at it and trying to get stuff to congeal into something remotely workable.

Well Shas, while I can't say I'm a huge fan of all your stuff, I'll say this: You do a fuck ton of work on what is basically a dead system (release-wise, at least)

>You do a fuck ton of work on what is basically a dead system

System will never die so long as my friends still play. Unless GW actually releases a good system, but I'm not going to hold my breath.

>Under construction right before the good stuff
Why you gotta do that to me Shas? Bad enough we disagree on how to approach the fluff, now you're cockblocking me too?

Have you seen this bit Shas? I bring it up because it's a bit obscure (A wargear page in Fall of Orpheus), but because of it, I tend to give Tigris Boltguns a +5BS bonus while bumping up the requisition a bit.

Was there something you were looking for in particular?

Nah, I'm just fucking with you. I'll wait patiently.

I'll keep it in mind. Probably won't get fixed or changed until chapter 2 is done and the book gets unified.

And Chapter 4 will be in a holding pattern, until the rumor of the BFG successor, BFH, pans out.

Cubicle 7 is the new licensee for Warhammer Fantasy RP. They're working on the next edition.

No word on 40k RP.

These are not scribbles, that's normal cursive Cyrillic.

What is it about /40krpg/ general that makes it so resilient (unfortunately not immune), to badwrongcanon shitposting? Especially relative to the rest of Veeky Forums.

So I am tryinng to get into Warhammer roleplay (40K or Fantasy I don't care which.) and I have absolutely no idea where to start.
What is the best system for a group coming off of DnD 2e?
Also what is some good introductory lore?

So tell me if this sounds heretical/stupid or not. I want to do a Dark Heresy game, but instead of playing as Inquisitors - you play as Chapter Serfs with specialist roles tasked with secret operations and diplomacy. The chapter they are under had recently been reduced from 1,000 to 100 so they are using their serfs as a fill-in force until they recuperate. tl;dr private imperial guard regiment.

They exist solely out of pragmatism, mostly because a Space Marine could not set foot on a planet without fanfare - let alone infiltrate a suspected Cult of Chaos. So these 'Immunes' act as diplomats, infiltrators, assassins and forward scouts and are equipped with decent gear thanks to the close relations with both their host chapter and the AdMech forge world in a neighboring system.

The backdrop is that the sector the Space Marines operate within has now fallen under the jurisdiction of the Imperium Nihlus. Cut off from Holy Terra, they must rely on these Immunes to investigate any claims of Heretical behavior within the sector so as to keep it safe from the incoming onslaught of Chaos and Xenos.

tl;dr private pseudo-inquisitors that operate under the command and authority of the Adeptus Astartes out of necessity.

So you want to play cultists for loyalist Not!Alpha Legion?

What was the Mandragora Apochrypha?

Are chapter serfs cultists?

They're likely part of the chapter cult, so yes, from a certain point of view. But more relevantly it sounds like you're using them the same way the Alpha Legion uses cultists.

Do/could individual forgeworlds send out Explorator fleets on their own or is it a different organ of the AdMech that does this?

I'm making up some writefaggotry about Syndford Forge in Calixis (the source of most SH tanks in the region) sending an Explorator fleet through into the Jericho Reach to try to find data on how to produce (or fine-tune, or whatever) Volcano Cannons so they can switching from building and selling Stormblades to making Shadowswords but I don't know if that's a thing that makes sense.

>Mandragora Apochrypha

This maybe? rollforheresy.net/Images/Mandragora/Volume_Id.pdf

Any chance of some really early legion stuff? I'm talking pacification of Terra and the Solar System stuff.

How do you insert background images into PDFs so that your text looks good?

test

xkcd_15_standards.jpg

Not wrong, but I've never seen an attempt at unifying 40krpgs go unappreciated unless it's genuinely fucked.

>Imperial Fists are the fleet/space legion

Huh, never would have considered that

>dat red thirst

How are you creating the PDF? Word doc then save as PDF?

Either OW or DH 2e, probably. 2 of the easier systems to learn. As for fluff, I'm on mobile rn, but when I get my internet working again, I'll post something. It's a bit behind current canon, but still useful

The Only War scenario folder is missing the Salvaging Solace and No Surrender scenarios. Anyone know a link for them? Possibly be able to add them to the mega folder?

Sounds cool. Also sounds like a lot of work.

Only War should be the best. You can convert characters to Dark Heresy, Deathwatch, or Black Crusade without too much trouble (as I understand it).

I'd play it.

Got it working

Posted a bunch of these in the last thread, but if anybody wants, I can post more/repost as needed. Let me know which you want

Word Doc to write it all down. Then transfer to Adobe Photoshop on top of a page template.

this is so out of date

I did say that it's behind

Bad news folks (though only tangentially related to RPG). Alan Bligh, the lead writer for the HH books, passed away.

He is with The Emperor now.

>What do you hope for out of a new non-FFG license?

That even if they can't copy wholesale from Dark Heresy, they make games with similar themes, lethality, and focus. Though I'm sure there are lots of things that a 40kRPG could center around- hunters of underhive archaeotech, Explorators, colonization of new worlds, the Missionaria Galactica, Eldar traveling to Crime Worlds to get material for Spirit Stones, Orks Freebootin', Genestealer Cults, Chaos Cults, Tau diplomacy, etc.

Well the announcement for WHFRPG 4th edition said they were going to be basing it off of 1st and 2nd edition, so from little info we have they'll definitely be keeping the themes, and most likely the general mechanics too. I can't imagine they'd do any different for an eventual 40k release.

I wouldn't mind renewals of the FFG lines at all. That said, I hope that they go with a single combined system, ideally based on OW. From there, you can expand on the original games, plus make ones for most of the other factions (Tyranids being an exception of course).

With regards to new stuff: Necron politicking, while it involves too much nucanon for my tastes, has serious potential, as do Eldar and Tau lines. Orks would probably devolve into wacky shenanigans, but there's a niche for that.

Like the other people, I hope we see relatively easy cross compatability with the existing systems. I'll pretty much be happy with that.

Don't forget Imperial Knights stomping around.

>That even if they can't copy wholesale from Dark Heresy,
Dark Heresy started as a Black Industries (i.e GW) publication. So it's likely they might be able to use the system again.

If GW comes out with something official, cool. For now, I think we're lucky that we have two standards for knights.

two questions regarding precedent in-universe for a DH campaign:
Can an abhuman or mutant (not just-psyker mutations but like, body mutated) become an inquisitor?
AND
Do tough overly violent humans who earn the respect of Orkz get treated like one of da boyz, or is there some hardcoded genetic part of orkoid physiology that makes them dislike any non-greenskin creature?

No and search Digganobz

You SHOULD be able to run a Unification Wars level legion game with the book. Remember, most Legions from the cradle were designed for specific purposes, so early Legionaries would have skills very similar to their later brethren. Some Advanced Specialties wouldn't be around yet, as most everyone hewed to the Principia Bellicosa fairly well, but there should be few if any hiccups for a Unification Wars Legion game.

DIGGANOBZ

If they do, I really wonder what approach they will take. Since Imperial Knights fall into a category where the rules used for "infantry" needs to apply to them because of how weapons work in the current ruleset and that they need to be in a separate kind of sub-rules like voidships because the "infantry" scale rules break down and become somewhat untenable on their scale.

>Ogryn and Ratlings can never be Inqs
Why live

Freeblades are the obvious choice in my mind, and the feel of it could be somewhere between Rogue Trader and Deathwatch. There's a lot of potential there so hopefully they find a way to make it all work out, if they even plan on ever making a knight game that is.

Someone should run a Death watch game where you play Loyalists on Istvaan III

My group ran a knight game in rogue trader and it worked out wonderfully. The system can definitely handle it, it just requires an over the top GM. That last part is the hardest.

I meant mechanically representing the Knight Armours, not the type of narrative that it would run.

>Freeblades are the obvious choice in my mind,
Playing House Knights work just as well as Freeblades, it would just give a different kind of story.

>and the feel of it could be somewhere between Rogue Trader and Deathwatch.
It would honestly be beyond them both, or closer to Rogue Trader when you're throwing the weight of your voidship around. Since when you're in your Knight Armour you're king shit of the battlefield unless you encounter a super-heavy tank, another Knight or a Titan (or a dude with a jetpack/grapnel, a meltabomb and huge brass balls). Anything lesser then that you either step on or introduce to your D.

Chivalry Intensifies and The Fringe is Yours both made it work though, so it's not as impossible as you make it out to be.

>Chivalry Intensifies and The Fringe is Yours both made it work though,
[Chivalry Intensifies] did highlight a lot of the problems inherent in the system when it reaches that scale. I should know, since I wrote it. Haven't tried Shas approach but I reckon it runs into the same problems.

So no, while it's not impossible it's however clunky and inelegant and that can make it very hard to run if you have a group or a GM that can't improvise rules judgments on the fly well.

>Playing House Knights work just as well as Freeblades, it would just give a different kind of story.
There's a lot to be said for playing house knights along with all the politics, history and obligations that come with it. I just feel that Freeblades would offer a more inviting play experience.

As for being king shit of the battlefield, that's one of the things I really like about Knight lore. There 'are' things that can match them running around and you could now use some of them without the game devolving into a mess. Not to mention knight scions are the kinds of people who'd seek out challenges and hellish battlefields for the glory alone.

I'm hoping for Spyrers at some point.

Oh, absolutely. The one Knight game I've run was three Freeblades going on a Grail Quest. While I do want to run a Knight game based on the plot of Mechwarrior 4: Vengeance (i.e, other House ganked your house while you where away, retake your legacy) I agree in that Freeblade stories feel more inviting because you can have unique misfit mecha-ronin as your protagonists.

>As for being king shit of the battlefield, that's one of the things I really like about Knight lore.
Agreed, but it is a narrative challenge since so much of what can challenge a Knight requires a lot of logistical support and represents that it is part of a force that has an enormous powerbase and thus a huge impact in whatever part of the 41st millennium you run your game in.

Unless all you throw at your Knights is madmen with melta-bomb suicide vests coming out of ambush.

Rolled 3, 2, 1, 8, 10, 1 + 10 = 35 (6d10 + 10)

The biggest difference is Chivalry Intensifies and The Fringe is Yours is the damage levels. Chivalry Intensifies knights hit like trucks, with a lot of fixed damage numbers, because the author was aiming for the "feel" of knight combat. Fringe knights are swingier, more variable, since Shas's tabletop autism led him to model the Destroyer table almost in full. A Chivalry knight will do 4d10+30 Pen 20, while an equivalent Fringe knight does 6d10+10 Pen 20 with the same weapon. The higher, more consistent damage of the Chivalry knights means whoever gets first turn wins, while the variability of the Fringe knights means combat is no guarantee, and armor, though lower, is worth a lot more. At least, that's my experience with the two systems.

>Chivalry Intensifies knights hit like trucks, with a lot of fixed damage numbers, because the author was aiming for the "feel" of knight combat
Yes I know, I wrote the system.

And largely because I found the way Shas tabletop autism (based on FFG's only statted Destroyer weapon, the Volcano cannon) did not appropriately represent a Titan Killer weapon. So I'm well aware CI Knight combat is something of a game of Destroyer tag.

I honestly think some feels and appropriate representation should be sacrificed in the name of having a fun game. I mean, look at Deathwatch, that gets the feel of space marines perfectly, but it's an awful game system. If you make something that can one-shot something if you go first, what's the point of rolling? There's no excitement and chance of a story unfolding if all something ends up being is "roll-off to win." I mean, my group still talks about how my paladin got hammered by an enemy errant, back and forth low-damage blows being traded until righteousness (and a couple lucky 10's) prevailed. We wouldn't have had that experience if it was "Oh, so I won initiative, so I win with minimum damage."

No offense, of course, but I prefer cinematic moments like these.

None taken, rebalancing Destroyer weapons is on my list of things to do when I return to finish the next version of [Chivalry Intensifies] since they're a bit ridiculous even for my feels.

But I do think you're over-exaggerating somewhat, a single hit from a Destroyer weapon will not kill a Knight outright unless you roll absurdly high (like max damage). Because while Pen 20 is a lot, a Knight still has 20-25 DR left depending on facing and that shaves off a lot off damage from an average blow. Then there's also the fact that you have dodge and parry as a further defense.

My experience is that it takes 2-3 solid Destroyer hits to take out a CI Knight in melee. Ranged Destroyer weapons have an even tougher time because of the Ion Shield. Which is fairly consistent with how Knight duels are on the tabletop in 7E iirc and what little fluff there's been written about it.

>Lead Writer
>More than a decade of nothing fucking happening
Good.

The forgeworld HH books, not the black library drivel.

I like how the War Born adapt according to their experiences.

The War Born? Are they a marine chapter? I've never heard of them.

Concussive weapons should cause targets to gain 1d10+(X) insanity points where X = Concussive rating of the weapon. This reflects the brain damage experienced by mortal humans although most non-humans should be immune to it.

Is there any particular reason why an inquisitor couldn't have a force field generator built into/hidden in a cybernetic arm or leg?

An inquisitor is only ever limited by how big his balls are and (far more importantly) how seriously those around him take the implicit or even explicit threat that they represent. In this case, they'd just need to find someone capable of finding or making the force field generator.

Found a problem. Thousand Sons Pyrae Cult ability says to make a Focus Power test, but it never says what kind of test to make.

If the energy field generator and the bionic arm are running off the same battery then what happens if someone fries that battery?
Nothing, If both appliances have separate power sources

What's the best prewritten adventure to start dark heresy on if you're new to gming?
1st or second edition.

I've done the Joyous Choir adventure, it was kind of fun, especially the fish market shoot out part. Didn't get to complete it though.

Which book is that in?

I found the one in 1e core to be good, if a bit quick

So does anyone have a link to download Salvaging Solace and No Surrender scenarios?

Preferably free because GW a shit.
Would also be nice to know how to add stuff to the mega folder since they aren't in there.

You need to have admin rights to the folder and mega guy fucked off.

Well that sucks. I just found them too.

With 40k 8e, will we get a revised version of 40k RPG that isn't total shit?

Will you be shoving an eviscerator up your anus?

Cubicle 7 has the WHFRP license and is thought to have the 40k license too.

You think you've seen shit? You haven't seen anything.

>t. butthurt faggot

Cubicle 7 is a great company, much better than FFG.

What else do they make? All I know is they're doing AoS RPG.

Can someone help me out with a Only War campaign?

I've been interested in starting out, a couple of my players are interested in lots of roleplaying. One of the players specifically stated that it would be fun to roleplay a guardsmen stuck in a ditch somewhere and you really have to get to know your comrades.

How does Only War usually play out? From what I can understand most of the time the players die and they start over. I want to avoid that, do you think a campaign which focuses on roleplaying can have enough substance in a system such as Only War?

Burning fate isn't enough? Every PC has a comrade. Use them to take hits more often than the core rules allow.

Also, read the book cover to cover.

Playing any interesting characters right now? What are your backups if they bite it?

Well, since you're part of a regiment, have their backups be people already known to the others. As in, the backups are other guys in the company. Have a scene or two with a moment of silence for their fallen comrades.

You can also give them better equipment. Either through regiment creation or by using one of the pre-generated ones. That should help a lot with survivability.

The One Ring RPG. Very well reviewed.

Oh sweet, I've been looking for a jpg of a bunch of pdf files.