/40krpg/ 40k RPG General

PAULDRONS 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.

>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! (v1.3.7) (Mechanicus Skitarii and Taghmata for Only War)
mediafire.com/file/bkh1982f96mzs9v

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: Have you used any canon factions (Astartes Chapters, Sororitas Orders, Eldar Craftworlds or Kabals, etc) in your games? How'd your players respond to them? Did you use familiar ones like Chapters of the First Founding, or obscure groups like the Thyrrus xenos?

So if you fail this agility test does it mean you fall prone at the beginning, middle, or end of your run/charge?

I'm excited for the Only War game I'm running. Its set in the Macharian Crusades, and I've attached this retard band of Vostroyan Stormtroopers that my friends play to an inquisitor, and I'm having them raid a departmento munitorum building, because Hieronymous Drake wants to find out where the holdup is for supplies for the crusade. Simple incomptence, or is the Imperium moving against Macharius purposefully? (I just finished the Angel of Fire series, and I enjoyed the second book far too much not to rip it off a little bit.)

One of your players was just telling us about the circumstances of their secondment to the Inquisition.
That next mission does sound pretty exciting. For your players' sake I hope they don't have to go loud, but... well, pic related.
I'm honestly not sure, but the wording suggests that it'd be at the beginning of the move. I might actually houserule that as subtracting one meter from the move for each Degree of Failure.

I saw his post. I was upset by the lack of attention he gave to my custom rough riders regiment. Hailing from the planet of Cataphractii, the Cataphractian Rough Riders all wear Carapace armor, and have some rough equivalent for their mounts too. They saved the Vastroyans from 4 Chimeras with a full on charge, before they shot the colonel. Fucking Russians. I really liked that regiment.

Fucking Russians. One or two jokes about the Lieutenants gigantic tits causes some literal heresy.. Fucking heretics.

So, I have a DH2e party that ranges from 30k xp to nearly 50k xp.
Uh, now what?

Do some cool shit.

>player characters with different levels of experience
>having tens of thousands of experience points at all
what

The amusing part is that their penalties have scaled to the people they are dealing with, but on most checks, they are succeeding with 5+ dos. Or fail. Lot of that, lately.
My games, my rules.
Is there a problem?

It being your game doesn't mean people can't laugh at you for your retarded decisions.

Still no new Shoggy.
CantWakeUp.jpg

>herp derp
Do you have anything of value to contribute?
Talk about your clearly superior game then, user, keep this dead general alive with something other than shitposts.

>The amusing part is that their penalties have scaled to the people they are dealing with, but on most checks, they are succeeding with 5+ dos. Or fail. Lot of that, lately.
Sounds like Deathwatch, but I guess it's a quirk of the system that, when bonuses and penalties cancel each other out with a maximum net modifier of 60 in either direction, high-level play tends to have all-or-nothing DoS.
It sounds like the same grognard fussing over people not feeling like using fancy symbol dice last thread.
I tend to agree that XP gaps in the tens of thousands warrant a what-the-fuck, but if things made it that far then obviously people are having enough fun to keep coming back, so the game's a success.
As for what to do - I'd throw something major at them, maybe a wakening Tomb World or hungry Tyranid Splinter Fleet. A WAAGH could work, or Craftworlders attempting Exterminatus of an Imperial world (probably to stop Crons or Nids).
If your cell aren't Ordo Xenos, then perhaps a fullblown Black Crusade or planetary rebellion could demand their attention. I assume pure combat isn't your focus, but at that level of power it'd be interesting to see the kind of strategy, logistics, and politics the Inquisition has to smooth out to keep everyone working together in a crisis.

They are in the situation where they are the last force in the know trying to prevent a full scale rebellion by multiple, conflicting forces, but circumstances are preventing them from just calling out the big guns.

>It sounds like the same grognard fussing over people not feeling like using fancy symbol dice last thread.
That's not what being a grognard means.

I believe the expression is being applied in the "If you aren't doing it the way I personally think you should, you are doing it WRONG" way, which is basically the grognard's rationale.
I don't actually mind the system specific dice as a method of resolution, really, so long as it works for the game.

No, being a grognard is about obnoxiously sticking to the old ways. Telling people to give new shit a try is the opposite of that.

Then it sounds like you've got a handle on things. "Now what" is that the ball is in their court and it's ride or die; either they get the Imperium's squabbling factions to focus on preventing or neutralizing rebellion, or they roll up their sleeves and do it themselves. Either way, they're the fucking Inquisition, so they can do it - the trick is succeeding.
Seconded. Game-specific dice can work well, I just don't personally feel any draw to them.

Distill the mindset to it base components, and it is "you are doing it wrong because it's not the way I think you should do it".
I try to not let something as trivial as dice decide whether or not the game is good..

But that's still not what defines a grognard. By that logic you can use "human being" instead of literally any insult because that's what it all "distills" to, and that's stupid.

By regular logic, a person could easily see why the term "grognard" could apply.
Only some grammar nazi autist would sit and try to argue about it.
Kindly join and either talk about the game or futz off to another thread.

You just don't give an inch, do you?

>use a word wrong
>get called out on it
>hurrrr opinion!!
Kill yourself.

m8, unless you have something more to contribute than continually shitposting about how you're right and everyone else is wrong, fuck off to /v/ or wherever it is that faggots like you congregate these days

lol, look at this grognard

Do you guys often deal with gaming groups with variable knowledge of 40k? Does that get difficult for you? For myself, its hard not to sperg about and talk about lore for 20 minutes, which some in my group enjoy learning about, but I noticed that one or two seem to get glassy eyed, but are too polite to mention anything.

That being said, without proper context, some things in 40k make no fucking sense. Such as rough riders regiments, or Astropaths, or even more arcane things like the idea of Archeotech, or why its called abominable AI

Have you ever derailed a campaign? How did your DM take it?

>Be Elysian Drop Troops inserted in Cather
>Be the Sergeant
>Have an objective to secure about 2 KM away
>Regroup with most of my squad
>See the rest of the regiment fucking off towards objective
>Decide to go rescue a downed Valkyrie because hey, maybe there is cool equipment or something
>Holy shit zombies
>Thank god the munitorum gave us these detpacks we didn't ask for
>Kill several hundred zombies with 3 detpacks, because zombies are bad at not stepping on detpacks, and bad about not grouping up
>Blow up the downed valkyrie after extracting crew, some of which are on stretchers
>Stubberifire kills all the stretcher bearers
>Cadians tell us they'll come help us take out these PDF
>Fuck that, we're elysians, we're supposed to be surrounded.
>Assault building before the Cadians show up, screeching on the Vox that we don't need help
>Cadians are going to show up anyway, dickwaffle glory stealers
>Don't find stu-
>holy shit a plague marine is coming out of the wall

>HOly fuck that's a plague marine
>Oh my god he crushed the Vox Operator's skull like a watermelon
>Everyone is frightened
>Except me, the sergeant, who has an advance that allows him to snap everyone else out of fear
>Suicidally ambitious seageant charges the marine with a detpack, sticks it to his face, tries to slide past him
>Spend all my fate points in a series of rolls
>Use the Marine as cover against my own detpack
>immediately go to near 0 wounds anyway because holy shit this is retarded, and I don't mind that.
>Based Weapons specialist is spraying plasma
>Psyker is basically just trying to trigger perils of the warp on purpose at this point, to hopefully do something that will pen this retard levels of soak
>Oh god he's trying to kill me, the seargent
>I can't die here, I'm not famous yet
>Somehow draw chainsword
>Get punched in the face and put in fatigue
>Eventually we kill this fucking thing with plasma fire and the Psyker sticking a Krak Grenade inside its hollowed out chest
>Cadians roll up
>Throw Plague Marine helmet out the window
>"Its not a heavy stubber, but it'll do"
>Look smug
>don't get shot by commisar for not following orders because we killed some deathguard
>Show up outside the FOB
>Realize my souvenir helmet is a chaos thing so I probably shouldn't keep it
>Stick it on a stick outside the camp.
>Hit it with a flamer
>Feel accomplished

Since we ended up fighting multiple chaos space marines and a greater daemon that campaign, I'd say he didn't take it well.

I got an idea for an Only War game set on a jungle type world, main enemies would be feral orks/newly arrived orks, and a more underground nurglite chaos faction harnessing the rot that comes with a jungle world to turn it into a giant rotting daemon world combined with a Tet-like uprising.
The players would mostly be getting around via valkyrie, and maybe doing LRRPs and protecting firebases.
>pic is how I hope they'll react to the 3rd or 4th night where their rest is interrupted by yells of "GROTS IN THE WIRE" and flares going off

Most of my groups have been like this; it can get pretty bad when the game stalls for the sake of quibbling over lore. On one occasion a friend of mine ranted for a good half-hour over FFG misnaming a pattern of missile launcher he was requisitioning from the armoury, and there've been incidents where other players insisted on "headcanon" or whatever, but I'm very good at making excuses for shit. The missile launcher rant I canonized as partially in-character, so after the deployment he was able to have an angry chat with the clerk in charge of Armorium labeling, but situations like these can easily kill campaigns or drive players away either by stalling progress so no fun can occur or by getting players angry at each other. As such, I try to nip them in the bud, though as a player and GM I encourage and participate in basic explanation of setting details newbies should logically know IC or have misinterpreted presession, like not realizing daemons aren't public knowledge and writing them into backstory.

A lot of that context can be learned by reading the damn rulebook, but tossing someone at 1d4chan and Lexicanum is also a pretty reliable way of letting them absorb information at their own rate.
I can't recall ever performing a derail, but I've been derailed a few times. I thought I handled it well, but without prepared content for their chosen course I fell back on dugeon crawly slogs, and the players lost interest.

Sounds like a good idea. Let us know how it goes. Don't forget that everyone loves archeotech ruins if you feel like throwing them a bone.

So you're playing Only XCOM?

I honestly hate when our GM does this. Giving context to something is fine, but he wants to give context to what he's giving context to.

What makes it worse is that only one of us doesn't know a lot about the lore. Just let them learn after giving them a three-sentence thing, it isn't that goddamned hard.

So I need help with something, and I can't find a neat way to do it without having my character be effectively dead.

So, I'm in a Black Crusade as a Dark Apostle. Everything's going fine, minus the fact I myself am bored as hell with everything. My goal is Immortality, and I'm wanting to this to be in the form of Possession in the way of Argel Tal. Most of my character goals are too far reaching(IE will take a dozen of sessions to get anything I'm planning done.) And I find myself just along for the ride as a massive beat stick.

Now, I noticed there are no rules for a beneficial possession, so I was wondering how to go about this. I'm really trying to go for the whole "Mundane Form/Divine Form" that's played up in the books, but it seems I should just bite the bullet and go for Apotheosis instead.

Fuck I hate phone posting.

Will do, if it gets off the ground. Will only have 2-3 players so I'm going to pad them out with NPC guardsmen instead of comrades.
More or less, it'll help with busy schedules since it'd be online with friends. And it gives me an excuse to yell "grots in the wire".

I fucking wish. My players can literally stand in one place for 20 minutes and debate about hypothetical scenarios. Proactive players as as rare as a good DM.

Will wrath and glory allow me to play as a Custodes? I want to have a Valerian/Aelya last stand inside a Chaos ship moment.

Look at the good the bad and the alpha legion in the OP. It has Gal Vorbak and daemon warforms.

Doubt they're getting full PC support, since the lore kinda makes that difficult, but I can see them getting stat blocks.

How does this concept work for a missionary in a rogue trader game :
Not your typical preacher. Was a noble born turned pit fighter who was inducted into a death cult. Every kill brings glory to the god emperor. The rogue trader keeps him on his council as someone skilled in both taking heads and enforcing zealous worship of the emperor.

It's really just a rough idea based around the Char gen choices that gave the stats and bonuses I thought would be best

Any advice would be appreciated

Shit like that isn't up to you. Just ask your GM for more opportunities.

>no rules for a beneficial possession
Maybe because there isn't one?

Possessed Marines are a symbiotic relationship, and Black Crusade has rules for them in one of the splatbooks. Gal Vorbak are a little different, though, and haven't been much of a thing since 30K; as mentioned, the homebrew 30K book has stuff for them.

>Do you guys often deal with gaming groups with variable knowledge of 40k?
Everyone does, I think.
I haven't, but a dude I was playing with did.
He basically blew up the spot of the entire group, and forced us all from an investigation mission to dropping the Big =][= and requisitioning a force of soldiers to lead a direct assault.
Then IC I called the character out on their twattery, demanded he atone for his sins, or else. He chose else, and I sold him out to the Admech. Got 2 pips in influence, for the warband, for pvp, shit was cash as hell.

>holy shit a plague marine is coming out of the wall
Shit like this is why I love storytiem.

>born noble
>ends up a pit fighter, attracts a Death Cult's notice
>becomes a full Ecclesiarch
Makes perfect sense to me, really, though I don't believe Missionaries get access to a lot of good melee advances, so you should look into some Alternate Ranks that'll let you get choppy without giving up any Missionary ranks that you want more than a few things off of. You can probably Elite what you miss but it'll cost you some XP.
For fluff's sake, I'd grab an Eviscerator since Ministorum Priests are so well known for using them, but mechanically they're not that great, and you'd have to invest in Dodge instead of Parry since they suck at parrying. If you're going melee, ignoring Ballistic Skill and just grabbing a flamer is also both fluffy and effective, though having something that can work at long range isn't a bad idea, maybe a simple autogun so you can lay down Suppressive Fire.

I have some questions about Rogue Trader. Firstly, why are some starting skills and talents for certain career paths listed both on the advancement scheme and as their starting skills and talents?
Secondly, how does weapon training talents work? It seems really clunky to me.

I think sometimes alternate starting packages will give up certain starting skills/talents but not change the Rank 1 table.
Weapon Training means you can use the associated weapons. Rogue Trader complicates it a bit by requiring training for weapons of a specific type & class (eg, Melta Pistol) instead of just type (Melta) and then throwing in "Universal" for some careers, but just read what Universal covers and you're good.
You can still use weapons you're not trained in the use of, but you take a -20 penalty to hit, and weapons that don't roll to hit (eg flamers) take other penalties, in flamers' case granting the enemy a bonus to avoid the flames.

Thanks. But regarding the skills/talents that are listed both on the rank 1 advance scheme and the starting skills and talents are from the core rule book. Does it mean that these skills and talents counts towards total exp spend when determining rank lvl?

Only XP you've actually spent counts towards XP spent. The stuff you already have that's available on your advance table is there in case you take an alternate thing that trades away starting with them to start with something else, and want to get them back using XP.

Thanks for the feedback

I was under the impression Missionaries are the best melee career of the starting 8 options. Cheap access to WS increase, melee talents at each rank.

Are there any alternate ranks in particular that excel in melee?

My concept was a Melee/Flamer/Social character. Basically, you get one chance to repent before the full wrath of the god emperor is brought down upon you (excluding mutants and xenos, who of course are given a healthy dose of promethium asap)

forge world fagshit has nothing to do with the discussion.

Normal possessed are combating for control always. Its not symbiotic. It's the Gal Vorbak who were symbiotic and genuinely helpful, and they were a one-off who ADB said would never ever happen again in any circumstance ever because they were used to trick people into what COULD be rather than what WAS.

See Without Eyes is kind of dumb, you shouldn't be able to perceive color or presumably read

it's psychic in nature, i ain't gonna explain shit

If Missionaries have melee stuff then you're golden; I'm not familiar with them and assumed they're jacks-of-all-trades with Social out the ass and okay everything else like DH1e Ministorum characters.
Might still be worth looking at altranks for any gems but you should be fine as is.
That's unfortunate for user, since they specifically wanted to emulate Argel Tal. C'est la vie, I suppose, but it'd hardly be the snowflakiest thing in BC to say "fuck you ADB, Chaos does what it wants."
I do find it odd that BC Possessed are always fighting for control, though; I remember reading in one of the CSM Codices that they're symbiotic, and thought the Gal Vorbak were just bigger and cooler because they can hide their "blessed" form and appear normal.

RT Missionaries are definitely of the Scourge and Purge variety, while also being very capable of face-value social stuff.

I get that the setting allows for in-character retardation on the part of commanders, but is there a good place to read up on how modern wars are actually fought?

/k/

>Marines, Humans, and Xenos all playable in the core book.
eeeewwww

Suck it fag, your oldcanon lost. You're stuck with the decaying FFG games, cursed to watch your game and group drift away over time and no ability to recruit new people. These are the new times, and there's nothing you can do to keep them from rolling in.

>cursed to watch your game and group drift away over time and no ability to recruit new people
look at this dumb shitter

What are your regiments like Veeky Forums? How do they serve the Emperor?

Anyone know exactly how long an eviscerator is?

Depends wildly on the world, but among my favorites are
>Feudal world, Spess French Knights Templar that wear flak armor designed to look like futuristic plate mail and fight with sword and board
>Pseudo-Stormtroopers who are the Praetorian Guard of an RT Dynasty and thus get ridiculously pimp gear
>Completely fucking insane pseudo-Redemptionists from a hive world that's slowly sinking into corruption and anarchy, recruited so the nobility can get them *the fuck away*.

Cheers mate, I'll give it a read. For some reason i thought it just had to do with those damn Hydra bastards.

By cosplaying as Knights.

Is he dead lads?

Oh gods, I have so many, but I haven't crunched most of them out for OW so it seems out of place to spam about them here.
Having run one Only War game and played two, though, I can describe their Regiments here.

When I tried running, I wanted to give the PCs a good background for obliviousness to the true nature of the Imperium's enemies, so the regiment of Line Troopers was raised from an Agri World. To my confusion and dismay, the players decided that this meant their characters should be a bunch of redneck bumfucks with an unhealthy fondness for jerry-rigging and space cocaine.

In another, we thought it'd be a fun thing for a oneshot to play a bunch of Feudal Worlders whose planet was just rediscovered by the Imperium, whereupon the various kingdoms called a truce and suspended their squabbles against one another in favor of sending their warriors to the stars to win glory in the Emperor's name. The catch was their total unfamiliarity with tech; they refused to use lasguns, considering them sorcerous and unnatural, though our party tolerated their use by our "wizard," a Sanctioned Psyker who we forced to wear a moon-and-stars robe over his suit of our standard-issue fullplate, as it was only natural for a wizard to carry a magic wand. We also made him read maps on his dataslate and do... anything at all relating to tech, besides smashing it. I like to think the only reason our melee weapons got the Mono upgrade was the Munitorum convincing us to relinquish them on the pretense that they'll be prayed over and consecrated in holy oils by the Ministorum.

The last was another oneshot, this time as Crimson Guard. We were our Forge's 1st Negotiatory regiment, meaning the AdMech had seen fit to give each and every soldier among us a Fear rating, a Flyer rating, an Integrated weapon, and a concerning amount of grenades.
That'll vary by pattern, but going by art I'd estimate five to seven feet long and four to nine inches wide for mortals.

>I have so many, but I haven't crunched most of them out for OW
I have the reverse issue. They're all skeletons.

I have a bad habit of going through 1d4's Tactics pages for inspiration and then fluffing out factions based on army lists built more with Detachment slots than point limits in mind, or fluffing out things Veeky Forums rolls up on generation tables and forgets about, so I have a ton of custom factions for every playable army that isn't Eldar. And even then there's a fair few Craftworlder forces, I just never did much with Corsairs, DEldar, or Murderclowns.
Every once in a while I get to use some of them in a game, even if it's just as minor as a temporary Imperial designate for an unfamiliar Tyranid splinter fleet.

The Tercio just got their second Doctrine. Here is the complete Only War Solar Auxilia so far, as they learn more about their abilities as they go through live-fire training exercises.

~~~

Origin: Saturnyne Soldier Selection
Characteristics: +3 Ballistic Skill, +3 Toughness
Skills: Common Lore (War), Linguistics (Low Gothic), Navigate (Surface), Operate (Aeronautica), Operate (Surface), Survival, Tech Use
Void Training: Zero Gravity treated as open terrain. Agility test to Charge/Run in Zero Gravity is -10.
Explorator Training: Reroll failed Survival and Navigate (Surface) tests. The second result stands.
Starting Wounds: +1

Commander: High Command
Special: May use the Willpower score of the highest ranking commander on the field for Fear and Pinning tests.

Regiment Type: Solar Auxilia
Characteristics: +3 Agility, -3 Strength
Skills: Navigate (Stellar)
Talent: Nerves of Steel

Doctrine 1: Disciplined Fire
When the character or an ally is subjected to a Charge action by an enemy (or said enemy decides to be cute and WALK into melee), the character may perform the Suppressive Fire action as a reaction against the enemy. If the character’s weapon is incapable of the Suppressive Fire action, they may fire a single shot Ranged attack with a -20 penalty. Spray weapons instead grant a +20 bonus to the Agility test to avoid the shot.

Doctrine 2: Close Formation Fighting
Player Characters gain the Double Team talent. They gain a further +10 bonus to Weapon Skill tests in melee if there is least one non-comrade ally adjacent to the player character.

Favored Weapons: Auxilia Lasrifle, Rotor Cannon

What is the worst cascade of bad rolls and fuckups you have ever seen in a single combat encounter?

How would you stat a garden world in OW? I'd use a mixture of agri and shrine or imperial world, but I still need to work out the details

There is a garden world homeworld option in 2e enemies without you could look at for extra stuff.

Here's a couple of them.

>Brimstone Dragoons
Post-apocalyptic giant lizard riding Rough Riders.

>Vespertine Rifles
Medieval flared siege specialists from a shrine world.

It all starts with a Forge-World on the fringes of space finding a fragment of an STC. This fragment was from a rarely used scalable grenade (based on a prototype I read about a few years back). Basically, you can combine up to three grenades into one and suffer range penalties as you scale up (1 grenade works as standard, 2 and you lose half range, 3 and you lose 3/4 range and have to hand throw it). Since this is the AdMech and they have no sense of right or wrong, they stopped making old style grenades and began converting all current stocks to the new type.

Fast forward about 900 years to the time of my session. Players are high ranking Deathwatch, in good with the AdMech, and pretty goddamn good at their jobs. The AdMech decides to start giving the players their combo grenades in whatever flavor they want. One player is basically the designated grenade guy and gets a whole bunch of shit and proceeds to use them in amusing combos over the course of the next few missions.

One mission is crazy stupid tough, though. Tyranid invasion of a Necron tomb world currently under assault by a few regiments of IG, some of whom are traitors/heretics and summon a daemonic incursion while the PCs are on the mission. Grenade guy breaks out the good shit to take down the central portal, stacks Phosphex/Vortex/Rad, and fucks the roll up 3 times.

Everything dies horribly. Forever. The end.

After a quick look at enemies without I propose this:

Garden World
Cost: 3 points
Characteristic modifiers: +3 Fel and +3 to either intelligence or agility
Skills: Linguistics (Low gothic), Charm, Common Lore (Imperium)
Fluency: Garden Worlders are capable of basic communication in high gothic due to their frequent contact with nobles.
Serene Mind: Something to counteract insanity. Either halving the cost for removing it or being able to spend a fate point to prevent gaining insanity once a session, need help on deciding what's more appropriate.
Adding the Meditation talent might also fit thematically.
Haven of the sector: Something to represent the fact that the planet is used as resort for nobles or as resting place for guardsmen. Peer is most likely, but other social talents might also fit.
Virtous ignorance: -10 on forbidden lore tests. I think something else might be better if the place acts as an asylum for veterans, but I don't know what.
Starting wounds: Either -1 or generated normally.

Thoughts?

On the right track. Just need those details down. Maybe scholastic lore (Imperial Guard) as some vets share tales of their experiences? For the insanity bit, reducing insanity gained by 1 to a minimum of 0?

Out of curiosity, how big was the number that he was rolling against?

After all penalties and such, TN was at 15. This was probably never going to work, but he failed, rerolled, jammed, then dropped the grenade at his feet. It's too heavy to really scatter to a meaningful degree, but the ensuing explosion pretty much destroyed the continent (due to the way I had the grenades combine rather than just stack).

Feudal world style armor a best.

The Possessed guy in the Word Bearers trilogy isn't a Gal Vorbak but has pretty much total control over the daemon and can go back to a "handsome, unscarred" face whenever he wants. It's not impossible.

What are some good missions for a drop troop regiment?

Why do grenadiers get the least amount of grenades compared to other infanrty types?

Because the whole Grenadier doctrine is misplaced, as is Vanguard.

That image is soo cool. There arnt many watercolour 40k images i realise.

>stacks Phosphex/Vortex/Rad

By the Emperor how horrifying

How good would basing a 2k Iron Hands marines list be if it was based off of modern platoon organizations? Was fiddling around with the idea of going with an infantry platoon supported by an armor platoon

Battalion detachment:
1 Captain-MC Bolter/P Sword
2 LTs-MC Bolters/P Swords
3 squads of 9 tacticals-1 heavy bolter/2 MLs/3 Combi-plas
1 squad of 7 devastators-1 Combi-plas/2 MLs/2 Heavy bolters
4 Rhinos-HK Missile and 2 storm bolters each

Spearhead detachment:
1 Librarian-Force Stave
1 Techmarine-Chainsword
1 Predator-TwinLas/Storm Bolter/2 Heavy bolters/HK Missile
3 Predators-Pred ACs/Storm Bolter/2 Heavy bolters/HK Missile

Wrong thread, friendo.

Shit, you're right, I will delet this

Oh. That explains a lot. The proofreading in Hammer of the emperor is pretty bad

Relief force intervening against advancing foes so the groundpounders can regroup
Advance drop force preparing the first line of defense against advancing foes while the groundpounders are still on their way
Drop force opening up additional fronts behind enemy lines to divide their attention (necessitates bringing or foraging for supplies)

Drop troops have extremely valuable mobility at the cost of not being as heavily geared and lacking supply lines. Command should use them accordingly to get in where or when no one else can.

There's a ton out there, actually. I just grabbed that one off Google Image Search, but the days of Oldhammer had plenty of watercolor, and it's never really stopped being prevalent in 40K art.

Look at the 101st and 82nd airborne, and fallschirmjager in WWII is my suggestion.

The solar auxilia seem really good compared to normal guardsmen.

They were baseline humanity's best troops in the great crusade, second only to the space marines. Even their gear was astartes-level craftsmanship.

Well obviously they should, they're Solar Auxilia.
But Only War regiment creation can get pretty stronk. They're actually mildly weak aside from their Doctrines, and while those are incredible, Disciplined Fire uses up Reactions, meaning that if they use it to shoot someone Charging them, they'd better down the fucker with their free shot at penalty or they just used up their chance to Dodge. Spending Reactions to support allies being charged makes it considerably better, but the team still only has so many Reactions per round, and R'Myr will be giving them challenges appropriate to their power.
Close Formation Fighting is also amazing, but demands - well, formation, which isn't always possible in combat. Strictly better Double Team for free is great for shoring up Weapon Skill to the point they can actually reliably hit, but they have to be ganking to benefit from it, which bunches them up for Blast weapons.
Aside from that, High Command is the only thing that's particularly noteworthy, and it's also highly situational, as they'll most likely usually be on squad-level deployment, meaning the Sergeant's Willpower will be shoring up the others (when said Sergeant already has abilities to negate failed Fear by the other PCs). In larger battles, there's no guarantee that the ranking commander will have better WP than the Sarge, so they might actually be downgrading depending on who the biggest boss taking to the field personally is.

Do you mean "modern" war like Iraq/AFG/Syria/Ukraine-style semi-guerrilla war or what a conventional war between peer combatants with modern equipment?

The former is mostly "plant IED, take potshots at enemy troops, mass indirect fire" with the occasional push with captured/obsolete tanks and homemade up-armored light vehicles to take towns for the "lesser" force and "insert SOF to support friendly forces and designate targets for air strike" for the "greater" force (I use greater and lesser to measure conventional warfighting capability, not actual combat effectiveness.)

The latter is largely speculation that depends on how effective a nation's internal air defense system is, but pretty much the side that secures the air wins. If the two peer military's are fighting on neutral ground, i.e., not in territory that neither force considers "friendly", it comes down to logistics, who can put the most men and material on the ground.

>The latter is largely speculation that depends on how effective a nation's internal air defense system is, but pretty much the side that secures the air wins.
Do you think the same principles could be applied when fighting aliens like Tyranids?