/40krpg/ 40k Roleplay General

"Let's Horus Heresy" 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: With the return of Grav Land Raiders to the game, what other lost bits of lore and wargear do you hope to see making a return?

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I guess this is a little off topic but what are some good minis for PC's for Dark Heresy? We're starting a campaign pretty soon and I don't know what I'll be yet, but I'll probably let availability of figures "help" me decide.

Anyone got the stat block for a Carp?

I prefer Warhammer Fantasy as a setting, but I also appreciate how far the core system has come since WFRP 2nd edition.

Are there any works or guidelines available on how to play Dark Heresy on WFRP? Something about the backgrounds and careers and new talents and whatnot?

So Rogue Traders, how big is your statue going to be? Remember your devotion to the Emperor's Son, your Lord Commander, is only as great as the slave force required to build the statue!

As part of my Black Crusade campaign, i want my players to resolve the war in the Hollows, by siding with one of the forges and there for gaining them as an ally. Problem is, im not sure how to end the war. What type of "super weapon" would work for each side, and how powerful would it had to be to tip the scales? Could a dangerous mission to assassinate the enemy leader do the thing? That feels a bit boring.

It absolutely could do the thing. Stretch it out though. 4+ sessions should be the minimum

I am currently DMing and the current compact is coming to an end. In the next compact I want to give the party a ship of their own so they can roam the sector at large and make it feel more open world.
So, what are some good secondary objectives for a compact with "Claim the [insert ship name here] as your own" as its primary objective?

It's in The Fringe is Yours

Need help for an only war campaign i'm starting soon.

I'm about to send the guys on the first part of the campaig. The story follows a war against csome secessionist rebels that declared indipendence from the Imperium.

The planet is a jungle world not unlike Catachan, but much less deadly (yet still deadly), where the human population lived in a state of pre-industrial state.
By unknown means, they achieved industrial produzion and started rolling out weapons to fight off the imperial army that amassed to reign them back in, and started a sort of guerilla warfare against bogged down Imperial positions

The world's forests also host quite a number of feral orks, who knows what they would do if or when they get their hands on some guns

I kinda want to give my players a sort of Vietnam feeling or this part, with great success and victories at the beginning o the campaign, but that eventually becomes some bogged down affair where there are no reinforcements and no actual achievemnts, and everything slows down to boredom, insubordination and heavy drug use

Do you have some ideas of missions/situations i could put them into? They're a mechanised infantry regiment but i don't know shit about how an army works, or what a mechanised infantry regiment is supposed to do on the battlefield

If you really want to know The world is actually a Necron Tomb World, and some Dark mechanicus fellas are using the secession thing to stall the imperial forces and buy time for them to gain access to some old Necron tech.

This is obviously going to end horribly for eveyone involved

>or what a mechanised infantry regiment is supposed to do on the battlefield
They use their armored vehicle to get into the fight fast and safely and possibly to maneuver around the enemy while the vehicle itself provides fire support. A pre-industrial jungle world would not be kind on a mechanized infantry unit trying to use its vehicle.

give one side a mini Planet Killer, have them claim to be working for Abbaddon and force the PCs to choose sides

that claim can be total BS by the way, the mini planet killer is real, however

Yeah, Mech might not be the best choice for this. If they generated the regiment, then they're stuck with it. If you're really going for the 'Nam feel, Airborne might be a good idea. Just deploy via Valkyries instead of grav-chutes

Yeah they generated it, i don't plan to telll them what it's waiting for them, to give the full "oh boy we're deployed for the first time i can't wait to-aaaaaaand it's shit" feel

There still are going to be some roughly cleared areas, at least in the first battle they're going to take part in

Remember that 'Nam wasn't just jungles too. Mountains, river combat, base defenses (Khe Sanh), and city fights (Hue City) are all good ways to add variety to your game

>A pre-industrial jungle world would not be kind on a mechanized infantry unit trying to use its vehicle.

make them use the "amphibious" part of that chimera and stick them in Apocalypse Now, assuming the place has rivers

>If you're really going for the 'Nam feel, Airborne might be a good idea. Just deploy via Valkyries instead of grav-chutes

mfw Vultures with multiple rocket pods are the new Angry Buccaneers

Make sure you watch Apocalypse Now and Full Metal Jacket

I'm going to go horizontal with my statue, putting PF generation on hold so that every worker in the colony can help make a portrait of Guilliman made from stone viewable from space. Then I'll invite the Lord Commander to the colony; I cannot imagine how thrilled he'd be to see such devotion. He'll probably guarantee passage to his Father's side when my last day comes!

Anybody got them (Legion) rules for playing the Great Crusade/Horus Heresy>

Hey guys, can you recommend some ways to learn RPGs? I want to learn and start playing the 40k rpgs but none of my friends are into this kind of thing and as far as I know there aren't any gaming clubs in my area

Shas is working on Homebrewing stuff for that time period, but he's not anywhere near done, apparently
First off, download all the pdfs you feel like from the Mega link in the OP. Second, ask your friends to give it a try anyway. Worst thing that happens is they don't enjoy it, but it's very possible that they're not into it simply because they've never had an opportunity to try t

I've downloaded all the PDfs and we did try Rogue Trader but none of us had any real idea what we were doing and they're not really into tabletop gaming and that kind of thing

How much prep-time did the GM (presumably you), put in? Anything less than 10 hours is far too little, in my experience. The first session is always one of the hardest to run.

Hmm.. I put maybe 3 or 4 hours into preparing it. I'll try set up a new game and prepare more, thanks for the idea.

do your friends like pizza and mountain dew?

the best way to really get a gaming club rolling in my opinion is to get a bunch of snacks and super caffinated soda and play all night every friday night or so

Okay, I know this sounds stupid, but do you get the General Space Marine Advancements alongside both your chapter and Specialization Advancements?

Yes. You have access to general, chapter and specialization advancements

This. Meet every 1-2 weeks, same day, same time, every time. The first couple sessions will be a bit rough, but once the ball gets rolling and your game turns from a one-time event into a proper campaign, everyone'll have a lot more fun.

I also recommend starting out with the pre-written modules, and branching off from there. Black Crusade's definitely got some issues, but it's been my group's favorite system for a while, in part because I was able to flesh out the stuff the books gave me, rather than having to start writing everything from scratch. My group started with Broken Chains, moved onto False Prophets, then did Hand of Corruption before we did anything serious that wasn't in the books. By that time, I'd been able to figure out how the rest of their campaign was and will be going. I'm not going to lie, GMing takes time, and is rarely easy. But it is rewarding

Nice,I was wondering because I am writing a Deathwatch character and want to keep a list of skills and advancements outside of my rule books so I don't have to go fishing for it.

Asking again from last thread, how would I make Custodes playable in the 40k RPGs? This is assuming for balance purposes that the entire party is Custodes, of course.

My first guess is a homebrewed Deathwatch with higher starting attributes and better equipment, and probably nixing Squad Mode since Custards don't fight the same way Astartes do. Do you guys think that idea has potential at all?

I think I fucked up. I started working on a campaign setting for Only War or a Battlefleet Gothic Rogue Trader conversion, but when I look back on it all I see are opportunities for Rogue Traders to make tons of money and claim swathes of worlds.

dump a bunch of pious ecclesiarch missionaries/priests all over it and have them call in a fuckhuge Ecclesiarch Warfleet if anyone gets a little too chippy

Chapter 1

Making the Custodes gear and vehicles is child's play. The problem is statting out the Custodes themselves. They are NOT Astartes - they do not possess the Geneseed, the nineteen organs, the special abilities. They are genetically reforged from the ground up to be "superior", whatever that means. We have their abilities, yes, but would Deathwatch work as a Custodes base if they are so radically Not Spess Mareen that abilities and traits may not trigger?

Chapter 3.

To address the question in the last thread, yes, I do make a few alterations to two of the base specializations. Of the six base character specializations, Librarian is flat banned because it's a Consul rank (and thus playable by GM fiat), while Assault and Apothecary are unchanged. Devastator is named "Heavy Support," but has no mechanical changes. The Techmarine gets the ability to buy Servo-Automata and two new talents, one adapted from Only War that speeds up Repairs at Rank 2, and the Battlesmith talent at rank 5, essentially letting him Medicae vehicles and robutts using Tech Use. The Tactical also got changed slightly - since it's a basic line trooper, its Command and Bolter special abilities got nixed, and are replaced with Fury of the Legion, letting him make two Semi/Full Autos in one round, in return for not attacking the next. It's at a penalty at first, but progresses to its normal bonuses as the Legionary advances.

>They are genetically reforged from the ground up to be "superior", whatever that means.

personally I'd claim they're they the "better" successors to the Thunder Warriors that caused them to be "replaced", the better meme is used at least a couple times in the Mini's splatbooks

says humanity came up with something better but never specifically states what

Mortal Emperor bless you, cunt.

>We have their abilities, yes, but would Deathwatch work as a Custodes base if they are so radically Not Spess Mareen that abilities and traits may not trigger?

The main problem is I couldn't see any other 40k gameline working better.

In the interest of simplicity and gameplay I could see using Deathwatch's baseline chargen and bumping their stats up by 10 or 15 points. Like you said, the real issue is that they don't have the same geneseed organs that Astartes have. Would it be out of the question to give a Custodian some of the abilities that a starting Deathwatch character gets, like the Ossmodula granting Unnatural Toughness, the Biscopea granting Unnatural Strength, etc., but stating that these bonuses are from superior genetic engineering rather than a geneseed?

Well, each one is handcrafted by the Emperor, with similar abilities, but no Geneseed. It's perfectly possible to make an advancement track and make all their abilities. But if they don't have geneseed, then should Deathwatch be used as a base? It's possible to just say you'll replace the geneseed with the "Big E Magic" trait, which gives them a few similar traits like Unnat T and S. Solo modes would be always on, and Squad Modes would be a little different since they're not unit fighters. However, it's unknown if they can spit acid or do other geneseed stuff.

The Good, the Bad, and the Alpha Legion was initially planned to have a playable Custode, but seeing how radically different they were in HH7, I dropped them. I didn't think I could make them fit since they were so different to a spess mareen. if you want to see my initial Custodes notes as I was mulling the choice, check out GBA Chapter 3, Talons of the Emperor Assets. I have their abilities and some vehicles there.

Those stats look like they would work pretty well for what I have in mind. I'm definitely one of those people who would gladly throw exact canon to the wind in the interest of a fun and interesting campaign. Mostly I'm just concerned with if the idea of a Custodes campaign has any merit or if it's 0/10 worst idea ever. Certainly the PCs would be incredibly powerful, but that's not really a bad thing as long as they have equivalent challenges to face.

Plus like I said, Deathwatch may not be a perfect fit, but it still fits better than anything else would.

personally I think I'd almost write them up as a missing 5th assassinatorum temple where the Emperor himself is the Master, plus give them Thunder Warrior stats without the drawbacks

Were Thunder Warriors ever statted out in the 40k RPGs?

No, the thread just helped someone stat one out in the last couple of days for their party to run into though, basically they were DW marines with extra stats and no gene-seed, also crazy as fuck

What are the Forgeworld equivalents of Tithe Grade?

That sounds terrible though.

Which page?

118 in the pdf. It's a joke entry. Why are you even using this

If a Rogue Trader crew went to Holy Terra, what would they need to go to the Eternity Gate? I'm thinking, since Profit Factor represents favors and influence and such in addition to pure money, I'd just hit them with a -60 (Unique) PF test for a one-time ticket.

>Dusting off a weapon I made a while back for Only War. Feedback would be appreciated.

Vyria-Pattern Hunting Rifle

| Basic | 100m |S/3/- | 1d10+4 | 0 Pen | 18 | Full | Felling (2) | 4kg | Scarce |

Efficient Design:
The simple design and stalwart machine spirit of this weapon are well-suited to being adapted to suit the needs of its user. Regardless of regiment, it is treated as a Favored Basic Weapon for the purposes of customization. However, the Trade (Armorer) test required to customize the weapon is increased in difficulty to Challenging (+0) for regiments in which it is not favored, to reflect the lack of personal familiarity with the design.

Custom Made:
The Vyria-Pattern Hunting Rifle was made to be altered. Its machine spirit seems to delight in being optimized and specialized, and anyone does so quickly finds its true potential realized. Whenever certain customizations are applied, additional effects are provided. The effects go as follows: Sawn-Off – Tearing, Extended Barrel – Pen 3, Manual Operation – Accurate, Reinforced – Ogryn-Proof, Sacred Inscription – Sanctified, Fluid Action – Reliable, Custom Grip – Balanced.

Why does cutting off the barrel make the bullet hit harder?

Tearing represents the bullet tumbling and ultimately fragmenting from the modified ballistics and lower muzzle velocity.

>Custom Grip – Balanced
>Ranged weapon
>Balanced
Did you mean gyro-stabilized?

This is old, like pre-OW release old. However, I'm sure at least one person here will find it useful. Original thread is here:
community.fantasyflightgames.com/topic/63323-100-missions-for-only-war/

Is gyro-stabilized a weapon quality in only war? I figured balanced would reflect it being easier to use with a bayonet, but if I can give it a ranged option then that would be preferable.

Where does a Techpriest get the energy to power all his robotic addons? I started a Dark Heresy game tonight and I realized I have no god damn clue where the AdMech player generates the power for his associated horsefuckery.

Have you taken a look at what trait they get?

I've checked the GW site, but didn't see anything.
Was there no announcement regarding 40k rpgs over the weekend? Just the Fantasy stuff?

What does primitive armor do in only war? I read the core book but it doesn't say anything
Do primitive armor have some special rule or does it work the same as normal armor?

It's doable. Depends on how you fluff it. If it were me, I'd do Custodes in the webway fighting daemons and establish a beachhead. If you don't want daemons, you could have them invade an Eldar or Dark Eldar webway portal to gain knowledge of how the Eldar do their webway shit in an effort to learn how to shut our portal.

I'd also stat the Custodes using Deathwatch as a base (no squad mode), remove any references to geneseed and replace with a Crafted by His Hand trait that gives all the unnatural traits as usual plus an extra level to make them better than your average Space Marine.

Look at the traits. The Potentia Coil iirc is a big generator stuck in the body.

By itself, nothing. If PCs are ever in a situation where they have to make their own weapons and armor, the crafting rules on page 115 would let them make primitive weapons and armor with survival.

But what are the rules for primitive armor? Is it the same as in Dark Heresy, where primitive armor is halved against not-primitive weapons, or else?

In BC and onwards, it is just a category of armor.

Why?
The Imperium does send missionary fleets out to places, and the most egregious problem of RT (and why people probably like it so much) is that it is a breeding ground for special snowflakes that do whatever they want and "no one" can stop them.

Has anyone made specialist advances for the Commissar, Stormtrooper and Psyker?

Kinda curious if there are any good ones out there for my players.

Are there any stat in Only War for Necron forces?

I'm thinking about putting my guys against some space kangz hell

Necrons are in Black Crusade and Deathwatch

Closest applicable one would be Black Crusade.

It wouldn't be hell, it would be TPK unless if they were fighting nothing but warriors.

>it would be TPK
Good

But they won't really fight these kinds of enemies in great numbers, i'll give it a look
thanks anons

Rogue Trader is one of the worse RPGs to start people out on. That amount of player freedom makes it hard for both the players and the GM.
"You can do anything"
"Anything? Like....anything?"

You'd want a game like Only War or Dark Heresy, something that has a bit more structure built into it.

Short of railroading, this guy is right. Rogue Trader is a lot more freedom than most groups or GMs are able to deal with. That even extends to the pre-written adventures. All 4 other systems (including BC) allow you to add a bit more structure to your games, structure that RT can't really have.

Protector for the Stormtrooper is fantastic. He'll keep your party alive through the thickest fighting.

Good place to get deathwatch plot hooks?

Scifi action movies.

80's action movies.

To be fair, BC can also be extremely open ended, especially once you get a ship. Its just that the wide variety of situations you can find yourself in lends its self well to some form of railroading.

I made a hunting rifle (though not quite the same concept) for a guest-appearance PC one of my players ran while his own was out.

I based it off of the Hand Cannon, and modded range and shots, etc.
Imagine it as a double-barreled thing:

Hunting Rifle, home materials (+5 mod Fear Tests) :
Basic, 70m range, S/-/-, 1d10+4 Impact dam, Penetration 2, 2 rds, Half rd. reload

As far as your hunting rifle goes I think it's fine, but will quickly get OP as fuck, once players get a chance to mod it.
You have to consider just how fucking good some of those customizations are.
Also, "balanced" doesn't really make sense for a ranged weapon.

Specifically: Tearing is insanely good.
As far as the damage you will average "Tearing" is about equivalent to getting +2 to your damage.

I really like your "Efficient Design" weapon quality, though. Stealing that.

I'm looking forward to plasma guns that don't explode 10% of the time.

Anyway, what's the most broken Techpriest I can make in OW, with about 2000 xp?

Did you really need to reinvent the wheel with that? DH 1e has a hunting rifle already and BC has the stub rifle.

Do you get to mess around with starting equipment?
Do you get to make your own regiment?

Go straight for toughness and strength, agility
Get the Unarmed warrior talent
Get a shield
Get Luminen Capacitor
With an internal reservoir
And eventually that talent that lets you reroll toughness tests.

Motherfucking Kung-Fu techpriest.

I've never GM'ed OW before.
I do not know these things.

Also, it is possible DH or BC equipment may fuck the power-balance relative to OW.
I don't really see the harm in homebrewing some weapons though.
I'm really into statistics and shit. I simulate anything I homebrew in three excel-sheets before I bring it into a game, just to make sure it does not kill game balance, so I'm usually pretty confident on whether I've made something retarded or not.

Not even fantasy, it's an Age of Sigmar RPG

One regiment, same equipment as everyone else, but I'll ask the new GM when I get the chance. I'm the regular GM, so I don't get to play very often. When I do, it kind of behoves me to play to the maximum.

What about stacking The Flesh is Weak with Subskin Armour?

Tearing is even better than that, it increases the chance of Righteous Fury, though by how much, I don't know.

With Tearing you have a 19% chance of Righteous Fury whenever you roll damage.

Subskin armour seems really powerful at any rate.

There are some really good canticles and doctrinas in mars needs women, but that's homebrew and your GM probably won't allow it.

Twats here have an unnatural hard on to hate anything homebrew.
The guy also forgot to mention that the hunting rifle and stub rifle are both some of the worst solid shot weapons you can get your hands on, and that there is nothing innately wrong with a weapon that has longevity built within, rather than without by requiring specialty ammo.

Hm. Good point. I might reconsider tearing...still, nothing else really makes sense for a sawn-off from what I can see. I may just have to remove that feature altogether or make up my own special quality for it.

As for balanced...I want to say it makes sense, but it only does if you stick a bayonet on the gun. Yeah, it was an okay idea in principle, but I might want to reconsider that one.

Thanks for the feedback.

Glad you like it, steal away.

I need some advice on making a voidfaring Xenos race that isn't a previously-established one.

I'm running a Rogue Trader campaign and using Stars of Inequity to generate a sub-sector for the PCs to explore. Thanks to RNGesus, so far the place has been populated by a lot of Xeno (Other) and Human results, often in the same system. So I'm thinking the PCs will happen across an empire where some humans who were lost to the Imperium are co-habitating with Xenos, either as mutual allies or with humans being subjugated by the Xenos, which will give the party a pretty good dilemma on how to handle the situation.

Only problem is I'm not quite sure how to make these xenos distinct from Eldar/Tau/Orks without making them some kind of snowflake race.

>"We only wished to be left alone" intensifies

This is basically what I meant. The Ecclesiarch is a seriously overlooked faction in the Imperium, and they're bloody greedy as all fuck.

Part of the reason Rogue Traders exist is because anywhere you see a power vaccuum, some major Imperial faction probably already has plans for it. Rogue Traders are forced to go out into fringe space to make their riches, thus why they're so effective at brings world back into the fold of the Imperium.

Cut someone loose, tell them they can get bloody rich by the Charter of the Emperor, then make it hard as all fuck for them to get anywhere because everyone has a bigger and meaner fleet than them and will just shoot them out of the fucking skies.

Watch how fast they end up out in "Lucky Space" (uncharted territory) making money for the Imperium while the Ecclesiarch, Munitorum, BLACK SHIPS, Astra Telepathica, Ad Mech and Imperial Navy all fucking cool their heels taking all the low hanging fruit. Literally all of it, and even then probably some more.

What are the environments of these planets?

Fill it with silicoids and borg (hereteks)

Most of them are cold planets with tainted atmospheres.

No tithe grade, since it's not part of the Imperium de jure. If you want to give it a denomination, call it: Aptus non.

Tainted to the point that it's a long-term issue, to the point that people require filters to breathe it, or to the point that people require air tanks to breathe?

I'm assuming like "hive world" tainted. So living outside is not good for your long-term health, but most people live inside habs with filtered air.

Chapters 2 when?

Forge Worlds have a "Production Grade" instead of a Tithe Grade. All I know of is I-Prima, II-Prima, etc though.