/40krpg/ 40k Roleplay General

"Paranoiattack" 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

The Good, the Bad, and the Alpha Legion (v1.0.0) (Total Conversion Deathwatch into the Horus Heresy)
mediafire.com/file/sbaiodixbeoxxd1

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

Prev: In your last game, what sessions did you put the most work into? What were they about? Do you think it worked out, and your players liked it?

Other urls found in this thread:

discord.gg/GBcypkT
twitter.com/SFWRedditVideos

Did a GSC ambush during a down time session. No one was armed. It was basically Metal Gear Solid for a good long while. Ended with the players seizing the armory, staging a defense long enough to get contact with a nearby loyal IG unit, then having artillery called on their position. They were fine, the cultists were either dead or gone, and they managed to attract a little attention from a nearby Inquisition detachment.

Session ended with them in a ship heading up to see an Inquisitor about the experience.

Does anyone have any suggestions for modifying the Rite of Fleshmoulding to be less horrifically broken while still being cool and fun?

Anyone have a folder/zip full of the Vassal40k tokens for Imperial Guard/Chaos?

all that I've heard from people when I asked about similar was that one could... theorhetically extract those onesself. I don't actually know how to do that, however. Try going into the files for the vmod?

I came up with a pretty goddamn convoluted conspiracy, involving corrupted Famulous, the Cognitae, scheming Navigator houses, the Machenko Dynasty, the murder of Arch Cardinal Ignato, and a pair of very unlucky star-crossed lovers. I gave my players notecards with the names of every NPC on them, and I was very proud of how they managed to keep track of everything. The best part? It's only the main villain's opening gambit...
That sounds beautiful, user. Did you do lots of stealth rolls? Would you give little situational bonuses based on what they were doing (+10 for blessed Cardboard Box), or just resolve it mostly narrative with a few opposed rolls here and there? I've always wanted to do more stealth oriented missions, but I tend to just give my players one or two opposed rolls and then let them narrate what happens.

Did a few stealth rolls in the beginning to establish a baseline of sneakiness then ran opposed tests when they got close to an enemy or did something that violated basic stealth procedures. They wound up doing a little A New Hope bit where they fired an unsuppressed rifle, killed a cultist, and answered his vox when someone asked why there was gunfire in a GSC-owned area.

Completely new to 40k, can someone give me pros/cons of Dark Heresy and Deathwatch? Are they the same system with different content or are they different games?

Same basic system, d100 roll under, but scale and playstyle are wildly different. DH is investigative, secretive, and kinda high-casualty, DW is shooty. Very shooty, with lots of chances for heroism, and exploring how Marines of vastly different chapters interact. Also, Marines are harder to kill, so its arguably more forgiving, though most enemies are scaled up to match, or put into Hordes for that lovely Death of 1000 Cuts action.

Same basic d100 roll under but play entirely differently

DH +:
* Investigation & Intrigue
* Doesn't require any prior knowledge. In fact, it's better when players don't know OOC what they're facing
* Low power level
* Designed against players being murderhobos

DH -:
* Does not give you much to work with if your players ARE murderhobos
* Players frequently either undervalue or ignore subtlety's importance
* Low power level means insta-gibs depending on what threat the PCs face

DW +:
* Play as SPESS MARIEN
* High power

DW -:
* Not really designed with social or other non-combat RP in mind. Especially since you can't even get such skills at char gen
* High power means you have to track a lot of modifiers and combat can drag on forever