/40krpg/ 40k Roleplay General

"Primaris Begging" 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: Now that we have the codex, how long until Primaris rules? If you were making them, how would you handle them? Adaptation of current classes, make completely new ones, or perhaps just a single "Primaris" advance track?

Other urls found in this thread:

mediafire.com/file/laj4tr275fl2s09/Planet Setup.rar
docs.google.com/document/d/1mC2ldPITMUBlU3HDlh5BQtMi6IRtCjp7nI6v-ETPK_M/edit
twitter.com/AnonBabble

>primaris
Our group collectively agreed that we'd keep to 827.M41 for now, to not have to bother with the whole New Imperium thing.

It would also absolutely fucking ruin the campaign, since we're in the bloody Jericho Reaches.

Rule number 1: you don't get to play a primaris if you're a manlet

What will happen if Adeptus Mechanicus finds human not from their cult with understanding and knowledge on par with good techpriest?

Murder

It's not murder if he's declared a heretek and executed in the approved manner.

Immediate capture, followed by interrogaiton and then either execution or servitor conversion.
Recruitment is an option if they are willing and receptive to the teachings of the Adeptus Mechanicus.

Should capture be impractical, field execution.

Wat expansion would I use to make pathfinder PCs? Not seein it in the OP

And if said person is agent of Inquisitor?

Tau pathfinders are in F+L and TCG. Eldar Pathfinders might be in the homebrew folder.

I thought 817 M41 was the start date? Or is OW 10 years later or something?

Silly me, forgot Tau ave pathfinders too. Off to te Folder for me...

each of the systems starts a year after the previous one.

Are there resources for making a blank sector map like pic related? Considering throwing one together for an OW game I might be running soon

Just got back from having my last BC character die.
Anyone got suggestions for weird, fun builds I could do for the new one?
Only requirements is that it has to be human and no psykers allowed (my last character died because greater daemon possession, so we'd rather not do that again.)

What's the party? What are they doing? Anything beyond "fun build pls no psyk, lol"?

what do you guys use to make maps for Only War? not for Roll20 but for your irl games?

...

Slaanesh aligned Heretek.
Specialises in "sensory enhancement" augmentations and drugs that make victims hypersensitive to stimuli.
Has an appropriately shaped power maul mounted on one of its combat mechandrites...

The gain the enemy (ad mech) talent if the inquisitors bother to put their neck out against the tech preist. Unless of course it is some shit like an explorator which could do anything feom vaporize them to give them cookies.

Highborn desperado who is secretly a mutant. Thought it was gonna talk and be shooty and agile, but then remembered highborns had fellowship and not social. So i need to pick a last aptitude from the double fellowship, and decide between fieldcraft and offence from the background.

So far i'm thinking either toughness and fieldcraft for some stealth and being dedd 'ard. Only issue is that my GM is tired of dudes who singlehandedly tank low to mid end encounters. Alternately i was thinking ws and offence, and be competent both at range and in melee, then maybe get assassin strike and be all over the place running in and out of close combat swinging swords and slinging pistols left and right. Lastly, maybe fieldcraft and perception, see but don't be seen, scout ahead all sneaky like and ensure we don't get caught flat footed.

Which approach would you recommend?

High-rank Imperial Navy officer, corrupted by chaos (apostate archetype). Not much into combat but knows alot of stellar maps, space regions, general battle strategies and everything that navy officer should know
Boba Fett-style Renegade with jump pack and dual-weilding bolt/plasma/inferno/any pistols. Strong in maneuvering and short-distance engagements
Corrupted noble, surrounding himself with a wall of elite bodyguards who do all the shit for him
A Psyker who embraced Khorne and now hunts down other psykers, collecting their skulls to make himself a fancy cloak

i thought it's time to have a thread picture that says what the thread is about

Hey, I'm running a Deathwatch Campaign and so far I'm running Final Sanction, Oblivion's Edge and Extraction. I'm not sure what to do after this, and my current plan is to expand on the hints in Final Sanction that the Hive Fleet was engineered into coming into the system by having them chase after a Heretek carrying a sedated Alpha-Plus Psyker he linked with the Hive Mind, and have him become the main villain since he's planning to use the Warp Gate to escape to the Koronus Expanse, which will drag the Tyranids right into the heart of the Imperial seat of power in the Reach.

Should I go with this idea, change it or go for something completely different? What do you guys think?

So what's black crusade like? Is the book self sufficient?

What even. Words cannot.

So.

As part of my endless planning for Rogue Trader, I was wondering if the Adventure Paths are any good or not .

I haven't delved too deeply into them

The only person to link with the hive mind was tigirius. nobody else could.

They're hit or miss. Some are good, while others are railroad and awful (soul reaver)

The book is self-sufficient, you can play it without any other book (though of course there's no need to, since we all pirate the entire Mega). Its decent, though I find the alignment-tracking a bother. I recommend treating all characters as aligned for whatever thing they want to get, and simply declare which God they follow (if any).

Thank you, based user. Very much appreciated!

What is the most degenerate path to take a rogue trader?

I was thinking just trying to acquire a shit ton of bionics and then going full on augmenticist, but I'm not totally sure.

assuming he is not a chaos worshiper ?
i would say a tau collaborator

Heh, I like it.

Generalist is good. Tell your GM that if he thinks his low/mid encounters are being tanked, he needs to toughen up said encounters. Not by adding enemies or wounds. Use tactics. Fight like smart PCs would. Cover, covering/suppressive fire, grenades, ambushes, fire, traps, ponder maneuvers.

Digging up a Halo Artefact

And using it

bumpan

Ten years have passed since the start of DH.

>same number of years IC as OOC

the most autismal

how is he breathe in spess

The full map template from 1d4chan:

mediafire.com/file/laj4tr275fl2s09/Planet Setup.rar

Ooh, even better. Thanks, user.

More of a character build really than a concept as a character. Koronus Expanse is kind of far from the Tau anyways. I like railguns and those pulse pistols in Twilight Crusade though.

Seems like a good idea, although the Explorator wanted to use that Sarcosan Wave Device thingy so I'm worried two heretical tech users would be too much especially since the rest of the party looks pretty low on the heresy meter.

...

Anyone ever do up something for playing a possessed marine that is more Gal Vorbak symbiosis than struggle.

What are some fun beginning adventures for a fresh Black Crusade party? I've only ever GM'd DH before this, and somehow I don't think my standard "There be heresy here, fix it" ideas will work here.

Steal shit is good. Fight rivals. Find an item. Etc.

So does anyone know if there's a tool for making Sector Maps as they are in the FFG Books?

Check out the premade adventure on Salcris or smth like that. Weeping Halls

Get minions. You are on the upper scale of Chaos worshippers, so you can keep them in line and you need large groups of people to do all the conquering/invading/ship crewing.

Take over an established warband/cult/whatsit or establish your own.

DH but in reverse "Theres be no heresy here, fix it"

Check the good the bad and the alpha legion in the OP. It has gal vorbak.

Wonder how well it would work in Black Crusade?

Thanks. I think I've got a general idea of what to spring on them. Maybe there's a big "shipment" of souls either coming through or going to Q’sal. Acquiring said souls will give them lots of spending power and get them on the map, so to speak. Though not all attention is good...

considering it's for deathwatch you'd need to give it aptitudes and convert unnatural but otherwise it should mesh.

I would start with them trying forget a ship. Black Crusade offers so much freedom but without a ship you cant do much with it.

Every few threads we get a "why hasn't anyone consolidated all the 40krpgs into one big rulebook?" question, and it always gets shut down.
So what do you guys think are the biggest challenges and obstacles towards balancing all the games?
Character paths?
Psychic powers?
Influence vs Profit Factor vs Requisition?
Deathwatch Bolters?

Would you start with the rules from the latest, Dark Heresy 2nd edition, and work your way back from there? Or some other way?

Would it be easier to completely separate games with Space Marine characters from human characters?

>So what do you guys think are the biggest challenges and obstacles towards balancing all the games?

everybody feeling balance in a different way, so any attempt at unification will become a feels-war.

I've updated Rogue Trader to Only War.

The only real difference is updating stats, skills, and assigning.....attunements?

Whatever it is that OW uses to assign prices.

It's pretty simple, even if theres a little bit of wonkyness.

I was largely just transcribing things

do you, uh, still have any of it?

Is there a one-size-fits-all homebrew floating around, or do I just use Dark Heresy 2's ruleset for anything modern?

well, a "one-size-fits-all" homebrew was what this
was talking about putting together, so no.

Generally, pick based on what you want your players to be doing.
Working for an Inquisitor: Dark Heresy 2e
Being a soldier: Only War
Being evil: Black Crusade
Being space marines: Deathwatch
Being merchants/having some leeway with heresy: Rogue Trader

I won't claim its the best but here it is.


docs.google.com/document/d/1mC2ldPITMUBlU3HDlh5BQtMi6IRtCjp7nI6v-ETPK_M/edit


Layout may be a bit confusing and its about 270 pages and I skipped out on a lot of GM and lore stuff as its intended more as a reference/get to know the system sheet.

I'm also still working on it by adding some of the hulls from Battlefleet Korous

No idea, haven't dug too deeply into DH2

My name is Jeff Belinger#6987 on Discord, please give me a game of Dark Heresy, im literally begging at this point.

I want to try out Dark Heresy to see how it's supposed to go in an average campaign because I have plans to make a campaign for friends of mine in the future

So, was throwing stuff together for a possessed archetype, thoughts:

Possessed Marine
A Possessed must be a Chaos Space Marine.
Characteristic Bonus: +5 Willpower, +5 Weapon Skill, +15 Corruption Points, and +10 Infamy.
Starting Skills: Awareness +10, Charm or Deceive or Intimidation +10, Common Lore (Any One), Dodge +10 or Parry +10, Forbidden Lore (the Warp) or (Psykers) or (Mutants) or (Heresy), Forbidden Lore (Daemonology), Intimidation, Survival or Command.
Starting Talents: Air of Authority or Disturbing Voice, Ancient Warrior, Enemy (Adeptus Astartes, Inquisition), Hatred (Adeptus Astartes), Jaded, Peer (Traitor Legions, Warlords, Cultists), Rapid Reload or Lightning Reflexes, Unshakeable Will.
Starting Gear: Trophy Rack, Legion Chainsword
Wounds: 15+1d5.
Special Abilities
Blessed Son: A Possessed Marine begins play Possessed by a daemon matching their alignment. The Corruption they would gain from this is represented by the starting corruption they begin with. However, they are more closely bonded to the beast within them than other possessed, and thus may draw on it with less a struggle. They may spend an Infamy point to automatically succeed at an oppossed test in the The Struggle for Control. Further, unlike lesser possessed, reaching 100 CP does not automatically end the life of a Blessed Son. Instead, should a Possessed have 100 Infamy by the time they reach 100 CP, they instead achieve symbiosis. They become a Daemon Prince of their alignment, absorbing the daemon to achieve apotheosis.

A Possessed Marine begin play Aligned to the Chaos God of their choice or unaligned.

Not sure if that's enough or not. Seems already pretty powerful.

For some reason the Armory file doesn't open right. Anyone know a program I can use.

How does it seem powerful? It's just a normal marine who can go daemon. The only thing is they gain corruption a lot faster and will achieve daemon princedom a lot faster than their homies, since shifting gives corruption (I think).

Also the DH2 armory doesnt seem to filled in.

I was being cautious. Suggestions? I also thought of just adapting the trait from The Good, The Bad, and the Alpha Legion.

I'm writing a campaign for Only War that takes place on Avitohol. The player's regiment was lost in the warp for 83 years and has to work with the surviving regiments of the last war to turn the tide.


I've been writing the campaign with the Rapid Reconnaisance regiment heavily in mind. The Ork presence would lend itself really well to a Mad Max theme. I'm in love with this idea, but I'm unclear with how to go in depth with vehicle combat.

I've come up with some mission ideas, game types, etc. but my biggest problem is figuring out just how vehicle combat is going to work. For example, if each player has a companion manning the Tauros gun, I don't want them to have to be an operator just to fire it. I feel like a comrade should be smart enough to do that, right? Just in general, the idea behind comrades confuses me. Could two comrades pilot a single vehicle? Could I have multiple players cling to the side of a venator? And operate rolls, right now I feel like they should only need them for stunts, jukes, or rams. I do want the players to do some on foot missions so I want to keep the party relatively diverse spec wise.

How do you guys handle vehicular campaigns with multiple vehicles?

Alright, so, I'm assuming there's at least some people here in long-term campaigns, hell, some of you might even be the GM of one. If you've ever considered doing something special for a major milestone for your players, like being raised to Inquisitor. listen up.

There's a guy on eBay I've bought stuff from in the past, Rosettes and the like, who does good work with epoxy, and for fairly cheap. Goes bu the name jesusgold7. Look him up, he has everything from chapter/craftworld pins, to purity seals, to Warrants of Trade.

have you used the 40krpgtools site?

I've done games where I had multiple Sentinels. It went ok, a bit complicated but my players were able to handle it.

GM running a Malice game of BC here. If you're in my group, pretend this post didn't exist.

My question is thus: What, if any, bonuses should a Mark of Malice confer? I was thinking the following:
> Hatred (Daemons)
> Unnatural Characteristic +1 (Choose one)
Should they also get a trait as well?

Instead of Hatred toward Daemons, perhaps they cause Fear in them? Being that Champions of Malal are terrible things for the forces of Chaos, when they arise.

A conditional Fear (1) that triggers against daemons? Hm. I feel like that could work, but it would have to specifically supersede the From Beyond trait. Otherwise daemons would be immune to any and all fear.

What additional bonuses best quality Calculus Logi Update should have? Intelligence test reroll? Upgrate bonuses to +20 instead of +10? Haywire shielding?

Trait:"Wrath of a Mad God".
This trait allows a character to automatically confirm Zealous Hatred against daemons and warp entities.
It's a renamed Daemonhunter talent from DW/DH1e.

You don't need to confirm in BC though. Or am I mixing my systems up?

What kind of rare xeno-tech could protect from the effects of corruption? I'm making a Rogue Trader villain that has an history with witnessing chaos, but won't show any corruption unless she is stripped of a specific artefact, at which point she'll rapidly mutate into a chaos spawn.

Sup dudes, quick question.

With spray weapons (flamers and the like) in DH 2nd ed, when I hit a group of mooks with an attack, do I make one damage roll for the lot of them, or do I roll a damage hit for each one seperately? Because on one hand righteous fury on that many targets would be nuts, but on the other that many damage rolls is that many more chances for a jam.

Something Necron, maybe? Or Necrontyr?

With Spray and Blast weapons you roll damage once and apply it to every damaged target. So if you roll 1 every mook got 1 damage.And if 10 everyone got Fury.

cheers mate. rolled an SoB with 23 BS so I decided to make her close combat with flamers and stun grenades.

Good choice except for grenades. With low BS you'll probably end up stunning your allies.

hm, didn't think of that. any suggestions?

Just flamer and close combat weapon will do. Fry your enemies with flamer and then run slashing them left and right with power sword. Best thing is flamers ignore cover AND very deadly. Like REALLY deadly. I had a sniper who had hand flamer just in case.

Fair enough. I have 40 WS (35+boost), so I can get a good quality chainsword in character creation, too. bit better than the chain blade, imo

Chainsword is a must for fresh melee characters. Balanced, Tearing with good Damage and Penetration.

Even later on, it's a good choice for a sanctified backup weapon since you can't sanctify a power sword (With the power part on)

>you can't sanctify a power sword

Source please.

Sounds like conflating with mono.

sanctified:
These weapons are blessed against the forces of Chaos. Any damage inflicted by a Sanctified weapon counts as Holy damage, which can have unique effects against some terrible Daemons and other denizens of the Warp.
(core p. 148)
Power field:
Power fields form a cloud of disruptive energy, allowing a weapon to strike with terrible force. When the character successfully uses this weapon to Parry an attack made with a weapon that lacks this quality, roll 1d100; on a result of 26 or higher, he destroys the attacker’s weapon. Weapons with the Warp Weapon or Force quality, and Natural Weapons, are immune to this effect.
(core p. 148)

I'm not really seeing anything that would stop a power weapon being sanctified.

I bet Eldar or Dark Eldar would probably have something

DH2 Enemies Beyond 47
>Sanctification of a weapon involves elaborate liturgies performed
>along with the anointing of blessed oils. It has an Availability of
>Very Rare and requires an Influence of 40. This service takes at
>least a day for completion, and grants the weapon the Sanctified
>quality or removes the Tainted quality from the weapon.

DH1 Book of Martyrs 126
>This ritual combines the baptism and blessing of a melee
>weapon of Good or better quality craftsmanship with an
>extended series of prayers and similar rites. The result is a
>weapon or ammunition capable of harming daemons and
>denizens of the warp. Thus, the damage caused by these
>weapons is considered “Holy”, and has certain effects on
>some Daemonic and warp entities (as will be noted in their
>description).
>With ranged weapons, one doesn’t sanctify the weapon
>itself, but the ammunition it uses. This can be done for Bolt
>Weapons, Flamers, and Solid Projectile Weapons. The result is
>the same as for a Sanctified Melee Weapon. Each performance
>of this service sanctifies a single reload worth of ammunition.
>This process can only be accomplished by high-ranking
>members of the Ecclesiarchy (a Rank 6 or higher Cleric).

And there was some sanctified power sword or two in the adventure books.

So, running Only War soon.

The Plot: Allied Invasion of Europe during WW2, specifically the 101st Airborne, IN SPACE! The players will be a Drop Regiment and they'll be fighting Severan Dominate mostly with a small chance of Ork and Dark Eldar raiding parties to throw wrenches in the works.

Since half my players are new to 40k and aren't accustomed to the Grimdarkness of The Future, I had them watch If The Emperor Had a Text To Speech Device to get a feel for the lore and the feel of the world. It'll be set in the TTS verse with some changes to the fluff to accommodate some stuff that came in to the recent 40k fluff (Squats not being Extinct mainly) and everyone's favorite Catgirls and Catboys from the Planet Carlos McConnell (I figured a player of mine who likes playing sneaky characters and catfolk would like the option)

Which brings me to my boggle (thank you Demolition Man)

There was a really good homebrew for Dark Heresy 2nd edition that made Felinids a playable background. As the website is gone and I didn't save or archive it, I now have to homebrew it myself. So I want to run it by y'all to see if it works.

Felinids

Characteristic Bonus: +10 Agility +10 Perception -5 Willpower

Starting Aptitudes: Agility, Perception, Weapon Skill or Ballistic Skill, Finesse, Fieldcraft, Social

Starting Skills: Stealth or Survival, Dodge, Awareness

Starting Traits: Dark Sight

Starting Talents: Catfall or Leap Up, Weapon Training (Las or Solid Projectile, Low Tech), Heightened Senses (Sight & Smell)

Specialist Equipment: Good Craftsmanship Mono Knife, Good Craftsmanship Sniper Rifle or Autopistol w/Silencer

Wounds 8+1d5

Have not worked on the Comrade Advances or special advances they would get specifically.

What do you guys think?

It's been a while since I looked at Only War rules, but it seems a bit weird that they're getting SP weapon in any case but only have SP weapon training as an option to las.

I wrote this at like midnight in the dark when I should have been sleeping. I wanted to make them a sneaky specialty that is distinct from Ratlings.

Considering i use unnatural stats and most other combat rules as in OW/BC/DH2e and i lowered the cost of advancements.

I would use normal space marine with no starting experience but some additional traits:

- Unnatural Strength 5
- Unnatural Toughness 5
- Unnatural Agility 1
- +5 Wounds
- If the Space Marine is critically wounded but not outright dead they can enter a state in which they are as under the effects of a stimm drug and also gain Regeneration (1) (stil working on how much time it should last, for now i'm keeping standard stimm drug duration)

As for the equipment, same stats for armor and for the bolt rifle i give a standard bolter +2 penetration and more range but no semi-automatic fire.

Your felinid bonuses seem more beneficial, and penalties less of a drawback, than ratlings.

Ditto skills.

Ditto traits.

Ditto talents.

Purely from a "combat is an eventuality" perspective, of course. Ratlings apparently have felinids beat on being useful outside of combat / stealth.

OK, I am not dead set on anything other than making them sneaky non Ratlings.

Other than making the penalty a -10 to willpower what else can I do to make this a balanced specialty?