/40krpg/ 40k Roleplay General

"Learn to love Phosphex" 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.

>Who's making the new 40k RPGs?
ulisses-us.com/in-development-wrath-glory-for-warhammer-40000-roleplay/
Ulisses-Spiel, very well known in Germany. It's set post Gathering Storm, uses a Shadowrun-esque D6 dice pool, and is a unified line with Marines, Humans, and Xenos all playable in the core book.

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 (v1.1.2) (Total Conversion Deathwatch into the Horus Heresy)
mediafire.com/file/25l7bq3xcqczm81

Mars Needs Women! (v1.3.5) (Mechanicus Skitarii and Taghmata for Only War)
mediafire.com/file/5klpqgbo2hp5dam

Fear and Loathing in the Eastern Fringe (V1.6.4) (Playable Xenos for Rogue Trader)
mediafire.com/download/fjhddohpscx1d7x

The Fringe is Yours! (v1.8.16) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
mediafire.com/file/cu99mwnw75sw9y9

Prev: What's your support crew like? Are there any friendly faces you can count on for assistance or at your home base / ship?

Other urls found in this thread:

wh40k.lexicanum.com/wiki/Astropath
wh40k.lexicanum.com/wiki/Navigator
wh40k.lexicanum.com/wiki/Sanctioned_Psyker
mediafire.com/file/bkh1982f96mzs9v
twitter.com/AnonBabble

Since I came in after the last thread hit bump limit:

Hey /40krpg/ need some tips. We just finished our first mission in Deathwatch and my character, a Rune Priest ending up getting schwacked by an Alpha Legion seeker just before mission end, our apothecary managed to get my progenoid though. I'm rolling up an Iron Hands techmarine this time and I'm looking for some advice and what talents and such to pick where I get how much XP I have to spend. Stats:
>42 WS
>50 BS
>52 STR
>45 T
>47 INT
>48 PER
>46 WP
>35 FEL

See Basically get cybernetics, max toughness, and then laugh as you become mobile cover for the rest of the kiltleam.

>What's your support crew like? Are there any friendly faces you can count on for assistance or at your home base / ship?
I mean, our ship is a strange, soul-eating, pre-fall Eldar ship that really just needs the command crew to function. We keep people around as emergency power, boarding repellant and ground ops, really. haven't really established any notable NPCs there yet.

Gotcha, thanks, and I always forget about agility, haha, it's 41. I was also going to take Omnissah's Calling to get Talented (techuse) and get an exceptional bionic of choice.

Rules question regarding first edition Dark Heresy... Well it's for Adeptus Evangelion 2.5 but it's supposed to use the same rules so sue me for asking it here.
In AdEva 2.5, there's this sentence that says "A body part only takes critical damage if that specific body part has already lost all wounds."

So do different body parts have separate wound pools?

I always lived (and played) with the idea that a player has a single pool of wounds and damage is substracted from that total. Once that total is reduced to under zero, you start to take critical damage.
This would mean that if you took, say, 9 damage out of 10 wounds on your left leg, you would be hurt, but since you still have 1 wound left from your total you would effectively be left unscathed.
If you were to take 2 damage after that to your right arm you would be at -1 wounds, thus you would roll a critical effect on your arm.
In other words: It's not the size of the hit nor the place of the hit but rather WHEN you take the hit that determines wether or not you will be fucked up.

That kind of conclusion sounds a bit silly but not more silly than going all "Oh no, my left leg is almost busted. Better start tanking hits with my other body parts!"

Separate wound pools for body parts are specifically an AdEva invention, and it applies to evas only.
So no, you were playing right all along.

Oh thank the Emperor. I thought I was going crazy.

I'd skip Omnissiah's Calling, personally. You only get one Deed, and while cybernetics are nice, if your GM isn't stingy with Requisition you can rack them up pretty fast taking one every mission or two - there aren't many in Deathwatch, though once you hit Forgemaster I suggest petitioning your GM to let you grab mechadendrites from other gamelines if you want some more flavor to your servoharness. You can get Talented (Tech Use) down the line from Forgemaster for 500xp; if you don't expect the campaign to last then may as well go for Omnissiah's Calling for immediate payoff, but I'd grab something that grants you stuff you can't get any other way and boost Tech Use early on by just buying Intelligence advances. Battle Damage is always a FANTASTIC Deed; for 300xp you get any single Armour History of your choice, even if it's from a table you already rolled on. Agility is the god stat that governs Dodge, Initiative, and Movement but which Techmarines pay through the nose for, and you can get +5 to it and +1 to Initiative for a piddly 300xp. You could also snag an extra Fate Point, a point of the Fear trait, or +5 to BS and WS alike at the cost of a Command penalty - on a Techmarine, who isn't very personable to begin with. Look over the Deeds and Armour Histories.
What pattern armour did you roll? Corvus is the best with +10 to Agility and two Histories, but Maximus' 3 Histories make it pretty fantastic too despite the reduced protection even if its Fellowship bonus most likely won't matter on an Iron Hands Techmarine. Also, what Histories? They can fundamentally change how your character works, like Bring Death from Afar encouraging shooting on the move, so building around them can be a good idea. If you haven't rolled for them yet, I strongly suggest reading the tables carefully and choosing which to roll on before buying your Deed so if there's a particular History you'd like, you can pick it up with Battle Damage.

What is the most heretical thing you have done / seen?