/40krpg/ 40k Roleplay General

"Autosage Imminent" 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: If you as a RT or Imperial officer decided to brave the expanse outside the light of the Astronomican, would your crew follow you? What would you want to find out there?

>Telling the menials they're going beyond the light of the Astronomicon

The Reliable quality affects Overheats quality right? I've got this little nagging voice in my head that says they don't so I'm wondering if I'm wrong or it is just at tzeenchian daemon trying to confuse me.

I've always ruled it doesn't, I don't see any reason why it wouldn't. Especially since best-quality gives total immunity to overheating and good-quality just gives reliable.

Technically it does not. Reliable only affects Jams, and the effects of the Overheats quality replaces weapon Jams.

Which I think is the finest example of FFG's proof-reading inability to be ever seen

why not just houserule it?

For me best example of it is their wording of Spray rules...

Unreliable is fixed on jams too but in Enemies Within there is Snapper Repeating Rifle. It has Unreliable and Overheats. How does it work then?

Aight anons, help me out here. My Rogue Trader campaign has become... Quite complicated, and my players just took a dive straight into the deep end of secret political fuckery. I'm in dire need of ideas.

Now, let me elaborate.
>players have a colony on Agusia that digs up ancient artifacts
>the colony goes dark
>in actuality, it was a one-shot DH adventure where the players nearly thwarted some xenostech smugglers (and their Stryxis business partners) from opening an ancient stasis-tomb
>turns out, the ancient tomb was the 'resting place' of a Halo Artefact monster
>monster gobbled up ninety percent of the treasure colony
>Rogue Trader and crew go to check it out
>a mysterious party on Footfall gives them intel about the monster, and tells them not to destroy the artefact itself, as they'd wanna buy it
>players arrive, the party slaughters the monster and kills one of the surviving DH PCs to make sure there are no witnesses to them pocketing the Halo Artefact
>they also take prisoner the one living Stryxis who remained from the oneshot's big final clusterfuck
>shenanigans ensue involving pirates and a Genestealer Cult on board the party's ship, stalling them long enough for the Ordo Xenos inquisitor (whose acolytes they played in the DH adventure) to arrive
>party successfully obfuscates the acolyte's death and the monster's true nature, also handing the Stryxis over to shut the Inquisitor up
>a living Stryxis specimen is a HUGE deal
>huge enough that a massive Stryxis fleet arrives to free the hostage
>Stryxis fucking love their secrets
>party escapes, Inquisitor escapes, everyone happy
>they sell the Halo Artefact to the mysterious party for HUGE MONEY

And that is precisely where trouble started. For them, that is.

The Unreliable quality is redundant, it has no effect because you already Overheat on 91+, and at higher qualities you remove Unreliable but not Overheat anyway.

And if you get your hands on a poor-quality one, you'd better enjoy the pain.

That is true. The only time Unreliable and Overheats mix is when the weapon is poor quality, where any miss will cause the weapon to explode.

>They put the HUGE MONEY in the bank on Port Wander, and also catch wind of the HUGE TREASURE the Rogue Trader's long-lost legendary grandfather had
>they zoom home to dig through the old man's documents
>gather all the info about granpappy's explorations they needed
>leave false documents in their stead
>decide to visit the Lathe Worlds to strike a deal with the Cogboys about some archaeotech-toting human remnants they found along the way

And so shit goes horribly wrong

>due to catastrophic rolls, they emerge from the Warp FIVE YEARS LATER than they should have
>in the five years that have passed, the Inquisitor, having caught wind of the HUGE MONEY the dynasty seemed to have acquired after parting ways, investigated Agusia
>found the molten remnants of his acolyte's corpse
>may or may not have figured out the monster was of the Halo Artefact kind
>due to the party having done him a HUGE favour with the live Stryxis specimen, and also due to her personal methodology, decided to 'merely' put out a sector-wide call to bring in the RT and his merry band for 'questioning'
>still, a sector-wide Inquisition warrant on your head is a sector-wide Inquisition warrant on your head
>the Dynasty swears off the party to save their asses, puts the RT's talentless elder brother at the helm
>the Stryxis put a price on the party's head
>the mysterious buyer also put a price on the party's head, after having eliminated everyone else that could rat them out to the Ordo Xenos
>there are also some other prices on the party's head I'm not delving too deep into

So, with all these things having happened, the party just casually docks at a station on the edge of Lathe space.

>RT meets up with a Factor for a negotiation
>the Lords Dragon sniff an opportunity, have him taken hostage to be used as a bargaining chip
>Inquisition sleeper agents on-site go full retard, try and kidnap the RT
>huge firefight, station-wide clusterfuck, daring rescue ensue

>the Mechanicus decides to besiege the ship itself, but due to good Command rolls and the docking airlocks being perfect tactical chokepoints, they're held off long enough
>the Seneschal quickly sends an Astropathic message out to the Inquisitor, asking to parlay and offering to turn themselves in for said 'questioning'
>finally the RT is back on board and a whole lot of dead Crimson Guards behind 'em, and the party decides to PUNCH IT, and tear their ship right out of the station's docks
>the Seneschal reveals he has a cunning plan for where to emergency-jump
>straight to Scintilla
>to the Tricorn Palace

I must admit, going straight to the Inquisition is both the smartest and dumbest fucking move they could possibly make, as anything else would just snowball the clusterfuck they've already caused further out of proportion.

I don't want to go easy on them, once they put themselves at the Inquisition's mercy, but I don't want to make it a "The Ordos agree you might have done heresy, so off to the oven you go, serves you right for not running off into the darkness between the stars!" either.

What I decided to go with is dropping the players into the eye of a political shitstorm, with different Inquisitors vying for dominance and having wholly different ideas about what to do with the Rogue Trader and his associates. Any ideas or suggestions you have are more than welcome.

Cui Bono

I always start with that phrase as my mantra for writing a political scenario

Well the party profited from it plenty.

The mysterious buyer was actually the Serrated Query from Hostile Acquisitions.

Just shoot all enemies until they are dead.

I HAVE A DEVIOUS ENCOUNTER FOR MY ONLY WAR CAMPAIGN

After heavy and grueling battles against Traitor Guardsmen in winter forests, the squad gains refuge with a convent of Sisters Hospitalier of the Adeptus Sororitas. While their company and allies get their wounded tended to, the sauad will be chosen to scout the perimiter.
While scouting, they will pick up a voxcast from somewhere and listen in on Dark Eldar torturing some guardsmen. After they are done, the dark eldar will attempt to psychollogically torture one of the still living hostages in an attempt to give up the Convent in exchange for a swift, if extremely painful, death.
The guardsmen stalls them and gets them to say their exact plan in a monologue to warn ANYONE who is listening to his hidden voxcast
The Dark Eldar will wait until most of the guardsmen staying there fall asleep and then swoop in, kill the guardsmen, take the sisters and the wounded as slaves bound for Commoragh.
It'll be up to the Squad to stop them.

Watcha think?

what's the enemy comp lookin like?

No offense, but it sounds like this campaign isn't one of your rail shooter murder adventures.

That will be a great couple of sessions. Don't forget in the RT core rulebook it does state the a RT had equivalent authority to an inquisitor. You could have the dynasty have been running interference, and now they have to answer to the charges.
If the group is crafty they could say that they stole research data on what was there and sold it, not the artefact itself, as the buyers likely don't want to admit to it and could then provide falsified data to back the claim up. Once the claims are sufficiently wrapped up they can move on from there, even offer to help the inquisitor track down the artefact if they're willing to pay...
Ha ha! Space skullduggery!

Additional thought: don't forget that RTs don't like the inquisition in their business, so there will probably be several other RT dynasties there to back them up, if for no other reason that they don't want to establish precedent for interfering with dynastic affairs.

I....

I havent figured that out yet...

I'm still working on the actual numbers

What's considered a small Dark Eldar Raiding Party?

A small dark eldar raiding party would be dozens of raiders, loaded with kabalites and wyches, covered by heavier skimmers, the vanguard consisting of haemonculus fleshdudes.

Occasional scout groups would be maybe ten Kabalites with a Raider nearby, or five Kabalites and a Venom, which would be manageable for a team depending on loadout.

An NPC that was dear to one of my DH players just died and now he's considering bringing her back to life with a daemon pact. Is this possible? I know that you can certainly extend life via a dark pact, but resurrecting the dead seems like it might be a stretch. Also, if it is possible, what would be a good price to pay for such a thing?

>Is this possible?

It's possible to bring the dead back to life. It's even caused perpetuals a couple of times.

Who says the soul that inhabits the corpse has to be the old one? Why not a daemon that emulates her perfectly except when she's alone with the player. Would be all sorts of fun for a Slaaneshii

I was considering this, and the player's character is being subtly stalked by a Slaaneshi daemon, so that might be a good way to manipulate him.

A soul for a "soul." That soul being the regurgitated and reconstituted elements of what was once the resurrected character's soul, absorbed st the warp and passed through the digestive tracks of daemons, shat out again, and brought together to create some facsimile of the character in life. And some warp magic to reverse any decay in the body so the new "soul" can wear the flesh and pull the levers. That part will probably require the unwilling sacrifice of innocent blood and flesh. Perhaps a continuing dose.

The supplicant won't be told how horrific what they're getting will be. It will be as though something alien takes over their friend's flesh, along their mannerisms while exaggerating their moral flaws. Also probably have From Beyond. So.

Have fun.

Has anyone tried running a 40K themed RPG campaign using a theme-flexible RPG system like GURPS or Fate now that Dark Heresy 2nd ed is out of print or not to your liking to begin with?

Any general advice on introducing the world to total newbs so that they can begin to create characters that are theme-appropriate?

Thanks

just play Dark Heresy 2nd ed or Rogue Trader. don't use GURPS or FATE

It is out of print and I'd rather attempt to run a campaign than try and get into a group that already has Dark Heresy, though i admit it would help me see better how a campaign could go/be run. I am not as interested in playing with people I don't already know.

what in the actual fuck is that sentence?

You do realize that theres a link to a trove up in the first FUCKING post right?

Barring that theres the pdf request thread that has an up to date link to every fucking repository still out there. Including the FFG 40k RPGs.

Which includes Dark Heresy.

pet semetary huh

I'm hurt, user. I made that MEGA repository for pretty much this exact reason.

Hell, a majority of 'em are even hyperlinked, though I can't take credit for that.

just download the pdf's in the mega you fucking mongoloid, if you are this bad at reading, I doubt you can run anything

How did you know I was a mongoloid? I'm downloading it now but I am hoping to do a test run of an RPG session to see if it would be worth delving deeper into stats and rules, hence trying something lighter in rules like Fate Core over the entire Dark Heresy rulebook might work for me. But I suppose anyone perusing this thread is very attached to Dark Heresy's system.

Your work is appreciated. I'm getting the files in the hopes of using it at a later date but going full bore into it when the group would be mostly new to RPGs in general isn't my idea of a good first session. Adopting the minimum amount of rules to just give everyone, including me as a potential GM, the feel for RPGing is what I'm looking for. I'm actually considering a different, lighter RPG system to use in an initial session before attempting a RPG in the WH40K universe.

Hey m'dudes. I'm looking to start up a DH campaign again. I mostly do horror scenarios and I've got a few ideas going. I figured I'd ask you guys if any of you have any cool stories/ideas of particularly chilling, horrific or atmospheric horror scenarios.

I was also wondering if anyone else homebrews demons? I don't like that so many canon 40k demons are just "20 identical guys with swords", I prefer to make my own, usually with nasty twists. Like the blob monster that didn't do physical damage to the acolytes, instead erasing one talent/level of skill when it hit them.

I'll post one of my own from a previous adventure:

>Acolytes sent to investigate a strange plague that is afflicting a Hive Planet, crippling its ability to pay tithes
>Plague does not kill, instead causes afflicted to become severely fatigued and horribly bloated
>Get the location of one of the first habs to be infected from the Magos Biologis
>Head to investigate, meet quarantining arbites on the first floor
>3 Arbites head upstairs with the acolytes to take them to patient zero
>While passing the floor below the one they want, they notice an infected person standing in one of the hallways, facing away from the party, unmoving
>Two arbites peel off to escort the man back to his room while remaining arbite takes the acolytes upstairs
>Meet patient zero, a bloated woman lying in bed covered by her own filth, unable to get up and move
>Patient zero says she started showing symptoms shortly after visiting hive's biggest cathedral
>Players hear shouts from downstairs
>Rush to investigate
>Find arbites being attacked by infected, one is being bitten, the other is waving a combat shotgun at two more approaching
>Third arbite rushes to help, is bitten by his former colleague who is rapidly bloating up himself
>Last arbite uses shotgun to blow an infected in half
>Three creatures the size of cats crawl out of new carcass
>One has body of a rat, wings of a pigeon, head of a locust
>One has body of an bat, wings of a cockroach, head of a rat
>One has body of a pigeon, wings of a bat, and head of a screaming human infant
>Attack arbite, biting and clawing, swiftly infecting him too
>Arbites begin to shamble towards the players as doors either side of them are forced open and more infected stumble out
>Nurglings take flight, heading directly towards acolytes
>Players trapped in hab block that housed hundreds in the middle of a zombie apocalypse
>Can't kill any zombie without releasing daemons

Fuck to this day I still love my homebrew nurglings.

Good use of psychic phenomena in your games?

>Deathwatch
>Party consists of a Blood Angel Librarian, an Imperial Fist Devastator and a Dark Angels Apothecary
>They're tearing through a Gue'vesa command bunker
>Reach the command centre where bulk of the command staff is cowering in fear
>Help is not coming, but reinforced bulkheads separate the traitors from the retribution
>the BA gets ANGRY
>Uses might of heroes on push, upping his base Str to 95 and begins hammering down the armaplas door with his regular power armour gauntled
>Due to rite of sanctioning walls, cracks on the door and pic-recorders begin to weep blood as he's wearing the door down with a force of a thunderhammer

>Finally, the door gives in and falls inward as the BA enters the war room
>He looks around and sees a small statue of the Emperor in a small niche
>The power is sustained, it appropriately weeps blood
>Without saying a word, he points his force sword at it before unleashing a horrifically brutal carnage on the heretics, kind of which would make a space shark wince

It was a good campaign

>Best use of psychic phenomena

Not strictly psychic phenomena, but still fun for me as GM

>Acolytes stuck in a storage closet on a freight ship for several weeks
>Nothing to do
>One party member is unsanctioned psyker
>Starts fucking around with their powers
>Roll on psychic phenomena table
>Crit Fail
>Roll on Perils of the Warp table
>Crit Fail
>Party's sphincters shrink to microscopic size
>Moment of silence, then can hear loud shrieking and hammering on the party's crew cabin door
>Party all eyes each other nervously while this goes on for a minute
>Party Meatshield nuts up and opens the door
>Nothing there, silence
>Steps outside into corridor
>Door slams shut behind him
>Silence
>Psyker nuts up and opens the door as well
>Nothing outside, no sign of Meatshield
>Steps outside
>Door slams shut
>Silence
>Meatshield is alone in the corridor, walks to the end and opens the door
>Opens onto the exact same corridor he's standing in, but no cabin door
>Psyker is in the same corridor, no Meatshield, finds the same thing when they open a door
>Gunslinger and tech adept check corridor outside, see no sign of their comrades, and wisely decide to draw their weapons and stick together in the cabin
>Screaming and hammering starts coming from under one of their beds
>d i s t r e s s.jpg

continue?

Anyone tried a 40k Fate Accelerated?

Im dual GMing a campaign starting on the weekend, and looking for ideas/inspiration for Tau Pathfinders / Stealth Suits and Space Marines / Scouts.

My players are currently travelling towards an astropathic listening post, deep in an icy tundra.

They are travelling aboard a great vehicle, basically a supply-transporter for the tundra-settlements on this frontier world.
(Because of plot, airlifting and landing from orbit is very difficult here, so cargo has to come in by orbital elevator)

They are contending with an unruly populace, teetering on the brink of civil war, due to Tau agents. They cannot trust the local PDF, but all the same they are tasked with bringing materiel to the northern polar regions, where the PDF is fighting feral orks.
All while trying to keep the planet from falling into full-on heresy.

I know more or less what I want to do with the plot, I think my players like the story... I'm just feeling a little burned out on the atmosphere.
How do I make this feel properly 40k?
Help me get excited about this, again.

Remember that 40k has always been a bit tongue-in-cheek. Make the local Comissar crazy on violence, shooting his own troops for a yes or a no. Make a religious group appear, lead by a cleric all but convinced that if he goes with his servants to preach on the front lines, he may convert the Orks to the emperor faith. Make the astropath of the listening post mutated by chaos while unchecked, having your players if killing the heretic is worth cutting the planet's communications in this time of war.
40k is gritty, yes, but it's also full of over-the-top black humor. I'd say my suggestions are even a bit mild, go crazy man.

Please do

I'd advise against going SO over the top as suggests, but aye, throwing a little crazy on the pile can help - and you could perhaps take some Siberian inspirations.

You could for example include a small monastery and place of pilgrimage dedicated to the Emperor or a local saint somewhere in the frozen wilderness that the players' transport will visit, full of half-crazy ascetics and clergymen who would prefer to be anywhere but in this desolate wasteland. They could even play a role in rekindling faith and xenophobia in the populace if the players play their cards right.
Promethium wells scattered across the tundra could be strategic locations the feral orks would want to get their hands on, in order to kickstart the production of proppa war machines.
The players could also encounter some high-ranking planetary functionary out on a hunt with his posse and a smaller caravan's worth of retainers, rolling around the tundra, hunting animals with reckless abandon to no small annoyance of the locals who depend on them for food, but also throwing money and luxury goods around as payment for all sorts of services rendered. The Tau agents could plot to assassinate him, putting a big dent in the planetary power structure, and all they need to do is exploit the locals' discontent.

faggot detected

Eat a dick sperg

While i agree with the redundancy part, in the overheats quality description it says:

> A weapon with this quality does not jam, and any effect that would cause the weapon to jam instead causes the weapon to overheat.

So it seems that FFG aknowledges the fact that jamming and overheating are somehow related. I would not think it a stretch to say that reliable affects overheating.

Then there is no point in good quality Plasma weapons.

If everything that cause jamming also causes overheats, it's not that much of a stretch to say that it also works the other way around and reliable affects overheats. I think it's more a matter of personal taste. I would rule that reliable affects overheating by causing it on a roll of 100 and unreliable causing it on a roll of 81+.

but jamming is based on quality while overheating is defined as a flat 91+

As i said, it's a matter of personal taste, and i don't think it is that much of a stretch to think that it should (not that it does) work like that.

if you want to go full rules lawyer, overheating weapon have no point in being reliable, unreliable or good quality. Basically only poor quality (has it is specifically said that every effect that causes a weapon to jam makes it overheat instead) or best quality affect overheating. I prefer a bit more variety.

Also let's point out that only overheating weapons that have also the unreliable quality are affected by the poor craftmanship (and it's the the only situation when it makes a difference), since the weapons jams on any failed hit roll only if it already has the unreliable quality, otherwise not even poor quality makes a difference in anything.

I totally think it's a matter of personal taste wether who makes the ruling prefers more variety or more... i don't know, lore reasons i suppose, for some weapons to be almost totally unaffected by reliability and craftmanship.

>40k has always been a bit tongue-in-cheek

that hasn't been true for years

Resurrection GM here again. Now the player is looking into cloning technology, wanting to clone the NPC. I pointed out this would lead to what is essentially a new character wearing the same body as the old one, but he's adamant. How common is cloning tech of this sort in the Imperium and more specifically, how available would it be to civilians? I figure it can't be THAT advanced, otherwise, what's the point of IG being normal human recruits?

If he wants some tech-based resurrection, you could guide him towards the Sarcosan Wave Generator, also known as the Anima Chorus.

It's in Disciples of the Dark Gods

>How common?
Almost nonexistent

>How successful?
If creating horrible abominations is successful...

It's basically DAoT tier. No one understands it and what is written is incomplete. There are examples of successful cloning by Chaos Space Marines so there's that, but I believe the tech was destroyed.

There are several examples of cloning actually, like the regiment made up of the clones of Imperial Heroes, however, it seems clones are predestined to suffer catastrophic misfortune by some quirk of the Warp and the way souls work.

Cybernetic Resurrection from pg 87 of Inquisitor's Handbook, is probably the bet for something like this.

It's also mentioned in Ascension, pg 201. However, the Anima Chorus creates stereotypical zombie-like creatures, so I'm not sure that would work for this.

Disciples of the Dark Gods elaborates that normally it only creates zombies, a special implant can be used to amplify its effects on corpses, restoring them to be a proper, functioning human being.

Who doesn't have a soul. And is super hard to kill.

Aight, so you guys know the "7" result on the critical hit table for Rending - Head location? The one that permanently blinds you and reduces your fellowship to 1d10? That happened to two of my players this last session, including the tactical marine/squad leader. This can get fixed with cybernetics a la Tycho, right?

The DH1e Core Rulebook states "Characters wearing Poor armour take a –10 penalty to all Agility Tests." Does this mean all Skill tests governed by Agility, or strictly Agility tests (to avoid catching on fire for example).

As i GM i mostly ignore the fellowship loss on this, the idea that being charismatic and inspiring is just tied to how pretty you look is down right silly.

And do y'all think the planetary governor of a small planet like Avalos from final sanction could swing decent quality cybernetics?

Should be both.

I think it's more because you can't talk.

All Agility tests, which includes skills governed by Agility.

>do y'all think the planetary governor of a small planet like Avalos from final sanction could swing decent quality cybernetics?
Easily. Even the planetary governor of the most backwater of planets is still insanely wealthy and influential compared to most Imperial citizens.

Are you sure it should be both? I fail to see how badly fitted armour would affect Drive, Pilot or Security skill checks for example.

Honestly I'm just asking about RAW, I believe when the book refers to "Agility checks" it refers strictly to situations where only Agility is tested. I'll deal with circumstantial modifiers when she gets there (e.g. Acrobatics), am just wondering what the player should write on their sheet for now.

Sure thing

>Gunslinger and Techie react quickly and professionally
>Techie runs away and hides in a corner
>Gunslinger blows the bed to pieces with duel handcannons
>Thing under the bead shrieks and disappears
>a few seconds pass
>Psyker starts hearing the same banging and screaming, this time coming from the door at the end of the corridor
>It's much louder
>Turns to run as a Spider the size of a van with a noseless man's face forces its way through the door and starts chasing him
>Runs through looping corridor after corridor while the spider gains on him
>Manspider gets close, starts beating him with boulder-sized fists on the end of furry legs
>fuckfuckfuckfuck.jpg
>Notices on one of the loops the cabin door reappears
>Dives through and slams it closed behind him, says high to the techie and gunslinger
>Meatshield hears banging and screaming
>Doesn't look, just runs
>Faster and beefier than psyker, eventually makes it back to the cabin too
>Before door slams closed, Manspider tries to force its way in
>Entire room opens up on full-auto with every gun they have
>Manspider shrieks and redoubles attacks, trying to force its way through the door
>Eventually blow it into meaty chunks through sheer weight of fire, which promptly dissolve into an acid that eats through four bulkheads

The same psyker summoned my blob monster too, they were especially fuck-up prone.

Are your PCs anywhere near wilderness space where they could run into a stryxis merchant? Most of their crews are human clones grown in vats and modified to the alien's whims. I'm sure they can clone up an unmodified human just as easily. The price is the challenging part for the players though. Stryxis have alien values and often barter services for seemingly worthless things, secrets, slaves (referred to as "meat"), or things that have high sentimental value to the player. Does one of the PCs have a favorite weapon they'd never want to part with? The Stryxis knows and beckons it's claw!

Also, just having the aliens ask for random chunks of flesh off the customers body is a common pastime too.

"Cloning is common and easy Honored biped! Stryxis can do this for you! Oh? Price, well... Your eyes are most beautiful color! Your hands, so nimble! Hold still while I extract them yes?"

Dark Eldar clone so often, they literally use it in day to day business.

Did your friend get blown up? Just take a small chunk of him to the local haemonculus and he'll be right as rain. So long as you can pay the nominal fee of course.

>not hiding the body better
>putting their money in the bank instead of the ship's vault

if they all turn into servitors that clean toilettes with their tongues I think you've done them Ok

>Don't forget in the RT core rulebook it does state the a RT had equivalent authority to an inquisitor.

In the Kronus Expanse, where Imperial authority is rather low

They thought melting the tech-priest's body into slag with an inferno pistol would be enough. Too bad a puddle of metal kind of gives away that "oh the poor acolyte got gobbled up by the monster" is a big fat lie if you actually bother to check the scene.

As for the money... They also sold two captured pirate ships, and thought that would be enough of a cover story to explain the big money pile, but, well... 10 Profit Factor's worth of money is a little more than what you'd get for two beaten up raiders.

Don't remember the actual source of this one.
>many Servitors are genetically-engineered, vat-grown sub-human clones or replicae created by the Adeptus Mechanicus from human genomes

Aaaand there is Afriel Strain the regiment of clones.

Aaaand there is theories about Kriegs being clones.

>there is theories about Kriegs being clones.

Which are wrong, mind you.

because they're high-functioning servitor-clones ;)

>talk shit about a game you haven't been in and only knows sparse details about
user, you are the cancer killing Veeky Forums. Why are you mad that other people might be enjoying gaming?

>I fail to see how badly fitted armour would affect Drive, Pilot or Security skill checks for example.
>poorly fitted armor impedes range of motion
Sir, I can assume you have never done machinery work, or did a drag race.
Losing ANY range of motion absolutely affects your performance. Not to an incredible degree, but enough that it is noticeable.

One was thematic, one was mechanically a godsend.
>playing a feral world based game of DH, world was just discovered by Imperium remnants
>pcs got wrapped up in a nascent Slaneeshi cult investigation
>the shaman, a 7', red haired, coal black beast of a man covered in scars has gotten progressively quieter, only to lash out violently when he isn't Penis Diving on people
>the gambler is shaman's little bro
>the party finds itself assaulted by the cult regularly, their Imperial contacts die one by one
>only the party left to clean shit up
>a battle with the cult's elite warriors has gambler brained to death, shaman loses an arm
>shaman loses his shit, screams lightning at them, killing the last
>party stands outside the door where the daemonhost lord of the cult awaits
>shaman breathes deep
>wind inside the keep rises to a gale as his many wounds slowly begin to seal before the party's eyes
>shaman grumbles "Let's mosey" and kicks the door open

>Black Crusade
>Playing a modified version of the adventure where the party has to plunge the prison planet into the Vortex
>The time has come to kidnap important people for the great sacrifice
>Archbishop next
>Big mass coming up in the cathedral
>My Idolitrex Magos has spent his time capturing, cybernetically modifying and mutating a local dragon-like creature to be used as a mount
>Come up with the brilliant plan that, riding my new dragon, I shall fly in through the rose-window and snatch the Archbishop away
>Rest of the party shall hide in the crowd
>Plan begins without a hitch, crowd panics as I bust in, dragon snatches up the Archbishop
>Wait
>This is a penal colony
>The cathedral is chock full of Arbites
>Huge volume of gunfire begins pouring on me
>Specced into psychic dodges. Being a sorcerer-heretek sure is fucking great.
>I got this
>Perils of the Warp
>Mass
>Possession
>In a matter of seconds, the cathedral turns into an orgy of madness and murder
>Party members are either possessed themselves or begin fleeing the frenzied crowd
>Oh the humanity
>No one is shooting at me anymore
>Fly away with the Archbishop, praising Tzeentch for his brilliant schemes

It was the best of times, it was the worst of times

>Oh the humanity
>Wait
>No one is shooting at me anymore
>PRAISE TZEENTCH
>flys away
I'm havin' a serious giggle

I should have mentioned that the PCs are outlaws in a Hive city, so pretty much anything involving xenos is out.

>many Servitors are genetically-engineered, vat-grown sub-human clones or replicae created by the Adeptus Mechanicus from human genomes
Yeah, but its important to remember that most tech in the Imperium is a matter of ritual and rote memorization than actual understanding. Most tech-priests might know how to continue producing the same clones or replacement organs and such, but I don't think they could create a brand new body from scratch or rather, they might technically be able to, but wouldn't to avoid committing heresy. I'm sure a Magos Biologus could probably create a brand new body, but this would doubtless be an incredibly expensive procedure (assuming they even deign to do it) and even then, might lead to a horrifying outcome.

>Afriel Strain
> For no reason that their creators could ascertain, the Afriels appeared to attract the animosity of other warriors and suffer from the most appalling bad luck. In each case when the Afriel Strain has been fielded, it has met with a period of success - for its soldiers are undoubtedly superior - followed by a rapid decline and destruction of the regiment.
Which doesn't exactly fill me with confidence in Imperial cloning tech.

>Krieg
I think that was a fan theory, I can't remember ever reading anything about the DKoK that actually confirms or even implies this.

I do appreciate everyone's continued suggestions however, you guys are giving me some ideas.

odd question; what would the ministorum do in the event of a bunch of Xenos worshipping the emperor and humanity?

I'm not sure. I suppose depending on the location they might tolerate them or wipe them for being filthy xenos.
Either way, it gives me an excuse to post this

So I was reading about the planet Rain and the entry reads:

"Rain was a colony world of wet grasslands and high plateaus in the Foundling Worlds, its flora and fauna are inedible but otherwise harmless. Small prospecting and bio-augury colonies were established by a number of Rogue Traders... They found little of interest in the ecology of the planet and even less of value beneath its covering of loamy earth. The last scraps of astropathic reports from the prospecting colony talked of structures they had found in the dense forested areas of the planet but gave no other information except a note that the rain made a strange noise when it fell near them. Nothing more was ever heard from the colonies apart from a single garbled astropathic broadcast that raved about pale figures in the rain and sleek shapes in the clouds."

For whatever reason, this feels like Eldar shit going on to me but for the life of me I can't think of what interest they would have in such a planet. any ideas?

conversely if you think this seems like something from another 40k group let me know.

If they truly worshiped the Emperor they would have reported for purgation. So if they were considered "servants of the Emperor" they would be executed as Heretics

Not that would ever matter of course since they would be killed long before anyone would figure out they worshiped the Emperor, I mean honestly who stops to talk to xenos?

You got two options for spooky eldar activity:
>Dark Eldar Haemonculus testing facility
>Pre-Fall Eldar art installation corrupted by Slaanesh

>let's mosey

Mah nigga

I remember this story, szia

You are retarded

Check em

>I don't like that so many canon 40k demons are just "20 identical guys with swords"
Wut. There are so many daemons that aren't just that.

>ran a quick intro to DH/40K for a group of peeps
>Nurgle shenanigans
>finale of that arc involved some regular cultists
>cultist "sergeant" whose rusty sword caused Agility damage on hits
>the cult leader; big fat preacher dude who didn't attack, just sat there speaking tongues forcing WP rolls and -10 to tests on failure
>then some Nurglings who did no real damage, but attacks reduced armour

I know there's only one type of daemon there, but like for Nurgle you have Nurglings, Plaguebearers, Blight Drones; all weird shit. Tzeentch is even more weird, Slaanesh has that horrifying allure shtick going on... Khorne's the only "dudes with swords".

They turned my Astropath into a shonen protagonist.

>Astropath is a scrawny teenager who was picked up by the Black Ships as a kid
>somehow the GM was able to turn every phenomena roll into an anime powerup sequence

>Cast Telekinetic Shield, roll Falling Upwards
>"As your power surrounds you, rocks begin to float out of the ground. You slowly rise up into the air, sheathed in Warp energy."

>Cast In Harms Way to dodge, roll The Earth Protests
>"The Ork's choppa rushes towards you, but you suddenly vanish, almost teleporting behind them in a movement too fast to see. The choppa hits the ground, letting out a mighty shockwave that cracks the earth."

>Cast Psychic Scream, roll Psy Discharge
>"You let loose an almighty 'HAAAAAA~' as you glow with a bright golden light." *enemy fails to save vs stun* "The thug spends his turn staring and shouts 'NANI~?!'"

I honestly don't watch a lot of anime, but eventually it grew on me. In the final arc I even described it myself, pulling from what I could remember of long-ago Saturday mornings.

>Push the roll to kill a Warboss with my force sword
>roll Banshee Howl
>As I stab the boss, I shout "Take this! My love, my anger, and all of my sorrow! SHINING FINGER SWOOOOOOOOORD!"
>Warboss explodes

fuck me I almost got six 7's

Hey, Im a First time Gm running a DH game for a few friends, any tips?

I have no idea what im doing since every game Iv played up to this point my That Guy friend kept scaring off the Gm's and now that i finally got rid of him i can't find a Gm and have to do it myself.

7 7's and you get possessed by a Great Unclean One, so you got lucky, really.

Make notes for yourself, dont be fearful to experiment and dont be sad if it ends in full or half tpk, especially if psyker fuck up happens. Dont allow psyker and blank in the same cell and dont allow special snowflakes aka mary sues. Remember that unless the cell manages to fight orks or some wild xenos - use tactics, not upscalw the guns immedietely. Multiple autoguns, pinning fire, flamethrower, ambushes, flanking. Just like the clone troopers from f.e.a.r.

Probably start with a premade adventure from one of the books.
Edge of Darkness is a pretty good starting adventure. It is DH1e so if youre running 2e it might need some adapting but it isn't that difficult.