/40krpg/ General

Plunder and space-booty edition
Why do these threads die so fast sub-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

What's the biggest haul your characters have ever scored, /40krpg/?

Other urls found in this thread:

1d4chan.org/wiki/Servitor_Bot#Download_links
mediafire.com/file/l1vtbj4vhmg2m80/Zuvassin_1.4.2.rar
tabletopaudio.com/
youtube.com/watch?v=MwToTZc9qOk
mediafire.com/file/cc46qk29xhqxccq/DnD Mix.7z
twitter.com/AnonBabble

In spirit of the edition, I'll post this. Since it was a long while since I posted it last. I probably should host my shit on mediafire like Shas. Version 1.5.0 is still in WIP, will be out soon~ish. Depending on how much time my Princes of Karybdis campaign requires. Anyway.

>What is the Karybdis Abyss?
A homebrew sector for Rogue Trader, focusing on pulpy, swashbuckling high adventure in space type of play. Set in the frontier region of the Karybdis Abyss in the pimply blackened ass end of the Eastern Fringe. Filled with horrific monsters, space knights riding space dragons, Eldar Wild Hunts and unspeakable things left over from Old Night.

>What's in this pdf?
- The Karybdis Abyss, fluff for playing in this sector. Including sector history, planets and local factions
- New equipment: From Laser lances to crystal-toothed chainswords
- New ship hulls: From Void Whalers to Chaos/Old Imperial style ships
- Geneforged slave soldiers: From straight up clone troopers to knock off Thunder Warriors
- Literal space dragons

>What's planned for the next version?
- Figures of Fame and Infamy: Rules and descriptions for some of the most well known Captains sailing the Abyss. Such as the Storm Prince, Drusus Jerubaal and Boss-Kaptin Blackgob
- Karybdis Fleet Registry: Famous ships sailing the Karybdis Abyss, such as the Stormbringer or Da Fang o' Gork
- Soldiers of Fortune: Famous and infamous mercenary units in the Karybdis Abyss. Including former Haupsburg house troops, a band of Freeblade Knights and tox-warfare specialists consisting entirely of Necro-Ghouls (think Fallout ghouls).
- Legends of the Abyss: Famous legends, artifacts and similar.
- New equipment, new ship hulls, two new creatures

I can't say I'm a fan of character creation in Black Crusade. Using it as a splatbook of advances for DH characters is one of its intended uses, right?

It's more of a GM's guide to villains...

Character creation never bothered me, its the stupid alignment rules and encouragement of bad interparty conflict that acts like a millstone for it.

>Using it as a splatbook of advances for DH characters is one of its intended uses, right?
Radicals Handbook is more fun though.

Hey boys, remember servitor?
1d4chan.org/wiki/Servitor_Bot#Download_links

Can someone upload a mirror? Mediafire took it down.

>What's the biggest haul your characters have ever scored, /40krpg/?
It was during a Black Crusade game. Our mixed party of 7 stumbled upon several hundred tons of gold. It was enough gold to barter an army and a decent amount of tanks.

I like the customization to it. The alignment system seems to reward hyper-focused specialists and much less so with "generalists" but having a role/niche isn't a bad thing.
But, as the other user says, encouraging bad interparty conflict really hinders the system. (Unless your party has an ooc agreement of sorts)

Lads, I need some suggestions on how to garner some renown quickly in Deathwatch. (We are using the Heresy homebrew) I need to hit 40 renown ASAP. Once there, I can requisition a Phospex bomb. That is my top priority.

Always leave your helmet off, leave targets of opportunity for after all objectives have been fulfilled.

>Marines, Humans, and Xenos all playable in the core book.
Of course they are.

Man, this sounds like total shit.

>Our mixed party of 7 stumbled upon several hundred tons of gold.

>We'll be in shoulderpad trims for a millenium!

Core book is for the basic options of each faction. Campaign books are for the advanced options of that campaign's highlighted faction.

I guess our biggest hauls were in Rogue Trader, but those were things like a solar system, the subjugation of an alien race, the front half of a battleship, a pristine AI system, that sort of thing.

Hi, is there a limit to how many times the PCs can make extended repair in one trip? I.e. can they repair 1 week, then again for 1 week, then again for 1 week, until they are done?

No, they do it once, all the weeks are tallied and the net result determines success or failure.

So I've been looking at Only War and it's regiment building System. What kind of shenanigans would a Armoured Regiment get up to? Escorting their tank to position to shell targets? Dueling with enemy armoured units? What are some good pointers, thing to consider when constructing an only war campaign in general?

I mean, can they just do it again after the first time?

No for further repairs you need to go into a dry dock, your ship can only carry so many spare parts and if you could do that infinitely why would you ever pay for repairs? You might be allowed to repair again after another lot of battle damage, that would be in GM's call territory.

>Ulisses-Spiel
Kraut user here, as far as i know they handle some big IPs here in germany like pathfinder, the dark eye and star wars.
But as far as i know they never wrote a system from the ground up.

Unless if they have the Incompetent Leadership drawback, you should make sure they get assigned missions that play to their strengths or at least their not-weaknesses. For armored regiments in particular, there is no reason why they should not take the anti-armor doctrine in Hammer of the Emperor. They can also be spearheads in an assault or bastions of resistance in a siege and hold out for reinforcements.

Am I reading this right? Deathwatch marines only need to do one mission before they're done with their service and can go back to their chapter?

mediafire.com/file/l1vtbj4vhmg2m80/Zuvassin_1.4.2.rar

Something I was gonna ask, anyone have an upgrade or file that can be added to the program that can do Black Crusade / Only War / DH2E style rolling rather than just Dark Heresy 1E style rolling? It's rather annoying to always mentally add 1 to everything rolled when you use ,dhroll.

I'm look for good ambiance/background music. The scenes I have in mind to come up during my campaign are a journy through an underhive during a three-way war between mutants, hive gangers, and redemptionists; a trip to a noble's hive spire that turns into an assassination/chasing Eldar, and a slaughtered mining colony near a shaft that contained a hidden cache of Chaos artifacts.

tabletopaudio.com/
Is good shit, especially the soundboards.

The soundtracks for the various 40k games are also pretty useful for what you've got in mind.

>mediafire.com/file/l1vtbj4vhmg2m80/Zuvassin_1.4.2.rar
Thanks mate. Unfortunately the only things I have are aliases that turn ,dhroll into ,dr -- ,roll into ,r etc.

Excellent, thanks.

youtube.com/watch?v=MwToTZc9qOk

Also have these
mediafire.com/file/cc46qk29xhqxccq/DnD Mix.7z

I love them.

Veeky Forums something just came up in our game and I'm not sure how to handle it. Only War, with a little over 5k XP. One of the players is a Commander, and has bought extra comrades and a trademark item. The problem is when he assigns them to others, and uses the Get Them order. The order says that comrades grant +4 damage to the player who uses ranged volley or close quarters. The commander has been giving all four comrades to one person. Not only does he use Back Them Up to give the person with five comrades now a +25 bonus to hit, but he also uses Get Them to give a +20 damage bonus, 4 per comrade and 5 comrades. Is this how it's supposed to work? The commander basically makes the weapon specialist a death star who can one-shot anything. I didn't see anything in the erratas that specifically disallows it too.

The question is are the other players having fun? If yes, just keep throwing crazy shit at them (use Mark of Xenos and/or The Outer Reach from the Deathwatch RPG). If not just disallow it using your Emperor-given GM right.

I'm pretty sure the damage doesn't stack

How do I handle player freedom in Dark Heresy? I assume I ask the players themselves what they want from the game and have their Inquisitor assign them a mission that gives the players what they asked for, but what if the player characters decide to simply go off the reservation?

Make sure they know, that if they try to run, the Inquisition *will* find them and torture them before killing them. If the players want more agency, just make their Inquisitor a hands-off kind of guy. In the campaign I am GMing now the party's standing orders are "Ensure the Crusade's success in the Jericho Reach" (I find it a more welcoming environment to my groups shenanigans than the Calixis Sector) and nothing more.

What are some good urban combat oriented missions for Only War?

Have them protect the local Burger Hive from rogue Vostroyans.

>not playing as based Valhallans to finish off the rotting West

I remember three urban missions: In the first we needed to find and evacuate all the civilians hidden in the caves of a ruined city where loyalist and chaotic marines were duking it out. Astartes coming though the wall you're using as cover make for good "Oh shit" moments, even when they're on your side.
In another an hoverbus bus full of cultists forced our roadblock and pulled us in a manhunt through was was basically a cyberpunk kowloon walled city during mardi-gras. Lots of collateral damage, mainly due to the fav. regimental weapon being the missile launcher, and to the squad ignoring the local etiquette and pissing off most bounty hunters, smugglers and local gangs. Except underhive mutants, those guys were cool once we got to know them.
In the last one we just bought supplies to a remote outpost, only to realize that they had already fallen prey to a disgraced tau shas'el that was the equivalent of Predator, only more armored in the end we accepted the aid from a platoon of tau pathfinders to take him out, only to trap the building their devilfishs were in after the target was dead, because fuck those guys and the CO would have had our heads if we didn't came back with at least a dozen kills anyways

So what do you do in Rogue Trader when your RT figures our he can just arm a fuckload of the crew and take them with him to all the ground encounters?

My players figured this out quick and had a veritable army with them half the time, a bigger fight I planned with some Nids was cut short by literally 100 dudes with lasguns going full auto simultaneously on it's ass.

Have 'em get separated, mowed down like the redshirts they are, or have the players go somewhere they can't follow for one reason or another.

>arm a fuckload of the crew
Is he aware of the fact that only, like, 10% of his crew are armsmen?

yeah but with even the smaller ships that's still around 2500 dudes

Have fun repelling boarders when most of your armed crew's away with the captain in some old ruins.

There are encounters that you can't solve with shotguns and lasguns.

Don't do anything? What's the problem?

So what happened to /40krpg/? How come it was down for so long, and now that we're back, how come it's this quiet?

Because there's no news until Wrath and Glory comes out next August, and the only homebrew left are made by the same two people, so there's literally nothing to talk about.

Sounds like the fluff I made for /my dudes/ in tabletop. I haven't actually gotten any yet cus I'm poor, but I've put a lot of thought into them
Short version: RT delivers STC to a Forge World and asks for a personal Skitarii army as his reward, then puts some of em in his cargo hold and brings them out to kill shit
I'm also working on homebrew special rules for unique wargear/units since they work for a Rouge Trader and he can get them access to special goodies or personally join them with his party on the field as an HQ unit

As for what to do, there's lots of ways to handle it:

>don't change anything, let them have their fun
>say "no, I'm the GM and that's final"
>size up encounters to compensate
>put encounters in areas where it's difficult to have lots of people (small rooms/corridors)
>put encounters in areas where you might not want a bunch of less skilled people shooting things (large fuel tank behind enemies, if someone misses they could explode it and make the party burn fate to survive/ Valuable loot near enemies that might get damaged if the crew misses)
>have their ship be attacked/boarded while on the ground, now the ship is in danger (maybe a genestealer or two got on board somewhere and since the armed crew is planetside, it's now wreaking havoc with its crew-turned-cultists, maybe gangs are getting out of hand since you brought shipboard security down)
>have planetside crew casualties give consequences such as lowered morale, maybe they hesitate to follow orders cus the RT just got their brother killed, if they treat them as expendable pawns maybe even a mutiny or something
>reduced rewards, a Rouge Trader won't gain the same amount of renown and fame for killing a Carnifex with 100 crewman than he would if it was just him and his entourage of less than 10 people (maybe they want better hazard pay, so reduce Profit Factor gained by the endeavor by like 1 or 2)

Did you think to apply the usual penalties on shipcrew fighting in the open on a planet?

Well, the book in the OP has all the skitarii stuff already statted out so all you'd need to do is make NPCs.

I was talking about using them in Tabletop

Speaking of, is there a generally accepted conversion rate for stats for taking characters from RT to tabletop?

Reverse the conversion tables in the fringe is yours. Those tables are meant for turning tabletop into RPG but should work in the opposite direction too.

Quick /40krpg/, I need a good name for a Dark Eldar Hellion that's totally not a walking West Coast Surfer dude stereotype.

Du'de Br'o?

That's cheesy enough to complete the stereotype. Thanks!

Gnarlidhe Threds'bruh.

Friends of mine ((((might)))) start a Black Crusade campaign soon. I want to play the human. How's the Idolitrex Magos of Forge Polix archtype? Can it contend with marines?

Only human archetypes that can contend with marines (in a sterile non-interventionist fashion) are psykers and hereteks so congratulations you found the more impressive heretek capable of warp fuckery
Your psykery is massively nerfed but nothing a good push plus child of the warp can't fix
I would suggest picking up powers without psy rating requirements since they're a huge xp dump. In particular glimpse & precognition for free bonus to skill and evasion tests (like those many lores and tech-use), telekinetic shield and mind over matter for even MORE armor on top of the AP you'll get with the machine trait plus whatever you wear, and pretty much anything in telepathy for general utility (and reason to exist) in the compact
As for heretek shit, just stack on more machine trait and mechadendrites whenever you can, which pretty much means hoard infamy and get the Excessive Wealth Talent whenever you cross 40 infamy (and can no longer spend xp to increase it) because Black Crusade has very little in mechanics for making your own stuff, best I can suggest is working on daemon engines, but that requires more lores than actual tech use and is a GIANT pain in the ass, but if you don't mind garnering excess corruption you can lead rituals as well
Do make sure it takes place in the Screaming Vortex though or at the very least the GM is okay with far off immigrants or maybe a different strain of psyker dark mechanicum, too often is it that people don't read that certain things are native and specific to the Calixis Sector and take them to any game

>Can a character that is a psyker AND heretek stand up to marines
Yes. If possible, get minion servitors to do the combat stuff for you while you focus on other stuff like making special weapons and armor for personal use or vehicles.

Something you should know about advanced archetypes is that they start with a gift of the gods (or potentially a reward if aligned) since they start past the fist hurdle.

Servoarms alone make you onpar with Space Marines in melee.

Can anyone repost the playable tzaangor document? I lost my thumb drive that had it.

surprised more people didnt "publish" their homebrew sectors/expanses/wilderness regions ect
always a good read tho

I suspect it's because most peoples homebrew sectors aren't as coherently written out and because they're afraid to get torn a new asshole by angry anons if they post it.

It's also a shitload of work

I'd love to make writeups of the worlds I've come up with, but that'd mean digging up a lot of old notes and writing them all down, and then preferrably transforming it into a nice fancy PDf format

fair enough
presentation and categorisation is a bitch
esecially if your only reward is some fa/tg/guy bitching about your pdf skills

>and then preferrably transforming it into a nice fancy PDf format
You don't really need to excessively fancy, imo. A nice cover, a few pictures to break up walls of text and a good font is all you need. Also tends to make it fairly printer-friendly if you'd rather have stuff in paper.

Surprisingly, I've not had a single autistic sperg out over my homebrew. Most of the time its one or two anons thinking its cool and complete and utter silence.

Homebrew is often specific to the homebrewer. It doesn't often work for others, how they run games, how they feel the setting is supposed to be. Why bother when all you'll get is "That's nice but it doesn't feel right" at best, malice at worst?

you only get a few unwieldy hits though, unlike space marines which keep going.

No reason that Veeky Forums can't make a decent stand alone adventure/module, though (apart for it being a huge amount of work, ofc).

Anybody have tips for preventing combat from devolving into a slog? The game absolutely grinds to a halt whenever we get shooty.

Can't fit an army in a small room. Bring another army to counter it. Don't rely on problems that can only be solved by violence

I don't really see what you mean.

Veeky Forums can't agree on anything, any module would be a mess. Although there would be ways to make it not suck, it would be near impossible.

could someone add Twilight Crusade adventure ?

What is the biggest mistake you have ever made in regards on who to shoot first?

Besides regicide/chess and cards, what other games do people in 40k play? Are computer game equivalents a thing among techpriests?

>Magi of the Adeptus Mechanicus do not play "computer games" as such would be an abuse of the Omnissiah's gifts.
They do, however, engage in some extremely complex rituals to appease certain powerful machine spirits, including the use of battle simulations for "training purposes"...

Do you have any hope for Wrath and Glory?

I'm running Only War and the next part of the campaign will have them fighting through an agriworld that is entire bocage country. (pic related)

Any ideas for the kinds of missions I can send them on, or anything interesting that might come from cleansing an agriworld of Severan Dominate soldiers? I have some ideas ripped out of history (Going to have them fight Brecourt Manor and Carentan) but I figure I could always use more ideas.

The vietnam war?

Take an idea from the earliest special forces.
Jedburgh teams were dropped behind enemy lines to organise and support the resistance's efforts to disrupt their logistics.
This can also explain why you have support specialities embedded within the unit; they're a special ops team meant to work with pro-imperial guerrillas.

>a unified line with Marines, Humans, and Xenos all playable in the core book
Not even a tiny little bit. My gut tells me the train wreck will be glorious and will fuel this general for months.

Also just want to see what their take on Imperial Knights will be and just how they'll expand on their lore (Freeblades, House Knights, Transport, etc).

>We have this idea that we are working on that there are these tiers of play…a Space Marine is kind of a tier 3 type character… in a tier 3 type game you would be dealing with tier 3 type character dealing with tier 3 type challenges.

>…Obviously a tier 1 guardsman would not be appropriate for that experience, so we are gonna have a system in place so that you can take that guardsman and take him up to the level where he can be at the same level as a Space Marine. He’ll be a cigar chewing, scarred veteran with like, dozens of years of experience under his belt. He’ll have a power fist and a melta gun and he’s gonna have a bad attitude and he’s gonna be an excellent addition to that group…

Hope they don't fuck that up.

Sauce?

gamingtrend.com/feature/interviews/ross-watson-lead-developer-on-warhammer-40k-wrath-and-glory-shares-insights-on-the-past-and-future-of-his-career/

>we reinvented levels and CR.

regiment, party composition and intended feel of the campaign?

>we reinvented levels and CR.
What did you think they were going to do?

This. My group and I are leery about homebrew, but if it's official them all those worries go away.

Maybe I'm just retarded but I'm not finding the rules in DH2 for whether or not you can dodge blast weapons. Does anyone know what page it's on?

Scratch that, found it on the third pass.

The regiment is Vostroyan Void Shrikes, a void siege regiment, since they are about to complete the last part of the No Surrender campaign (Which the Void Shrikes can be found in) tonight, assuming they survive. (Probably will, things are going their way despite my efforts to murder them with daemon engines.)

The Star Fort that No Surrender takes place on orbits an agriworld known as Helena II, or Warzone Epsilon. I figure that's the most logical place for them to be assigned to next. Since their regiment was all but wiped out on the Star Fort, I'll probably second them to some kind of mechanized division, since their heroic actions (and the fact that there is only 3 specialists PC's and an incredibly badass NPC sergeant left from their platoon) qualify them as specialists who can be seconded to basically anything I like.

Party Composition is as follows: The leader of the group (3 players) is a Stormtrooper who was promoted to officer after all the other ones were brutally murdered by bolterfire. He's also the one the other PC's listen to OOC, since he knows 40k better than the others. Then we have a Ministorum Priest and a Tech Priest, and they've gotten perhaps around 5k XP all told.

As for the intended feel, I basically have plans for an incredibly long, brutal, grueling slog through bocage. Tons of mortar fire, tons of hedgerows, lots of suppression. Infantry will be fighting tanks regularly, though the tiny sight lines means this is far more dangerous for the tanks than the infantry half the time. They'll have to seize a capital city, and hold it before they'll be forced back, and have to fight through the exact same areas again, this time on the defensive.

I try not to kill my players on purpose, but I also think its not an Only War campaign done properly without at least one TPK.

Where can I find premade characters, other than in Eleventh Hour?

For which line?

Only War

A sci-fi idea:
The capital is home to a powerful archeotech weather control system (a potent tool for an agriworld, garanteeing ideal conditions and a steady crop output), and the Severan Dominate uses that to hinder the imperial moves. Clouds to prevent orbital bombardment, fog to hide counteroffensives or have the players join an advancing collumn and only notice that the tanks bear severan marking after a couple hours, mud to slow them down, and so on... Remind them that the standard kit only comes with poor weather gear. And when they finally manage to enter the capital, the Dominate has abandonned it, but for a few snipers and a shitton of boobytraps. And then saboteurs blow the fuel depots and set fire to the entire city, with the destroyed weather control system going even crazier.

Also, the severan dominate has dark eldar allies, and skimmers or mandrakes don't give a shit about edgerows.
On the imperial side, sentinels, knights and titans (or even baneblades or crassuses) should be of tremendous help.

Btw, I think info about the french or the polish divisions in normandy might be scarce compared to the anglo ones, nonetheless, they had some very cool moments, like Leclerc's charge to Paris through german lines to relieve the pressure on the resistance, or Maczek fighting to keep the Falaise pocket closed while outnumbered one to fifty at Mt Ormel.

Ps: do you want boobytraps and psy warfare? I got a lot of that shit.
Thinking about it, I should make a mega of my /k/-related manuals.

Holy shit that's a great idea. I'm actually in love with the weather machine idea, its going to make everything suck for the IG so much.

Deldar are allied with the Severans, so I'm considering bringing them in, but I wasn't quite sure. Sometimes I like to stick to IG vs. PDF for fun.

Anything in depth you have, I'll totally read. I'm super excited for this, even more so than I was for No Surrender. The landings in Normandy is one of my favorite historical timeperiods, hence why I'm throwing my players in some kind of rough equivalent.

The Severan dominate still believe in the Imperial creed IIRC, so most churches should be intact. A side mission for the priest could be to go retrieve some before a major offensive and the intensive shelling that goes with it. Convincing the local clergy to encourage revolt would be another step.

I've toyed with plant weapons before, since 40k always had anti-plant grenades; how about the IG/AdMech/Ordos experimented with some bioweapons that backfired?
Rosaceae with razor-sharp barbs, toxic pollen, man-eating plants, strangling/bloodsucking vines, energy eating lianas that smother engine intakes... It's like normandy, except the headge tries to bite your face off.

The Priest idea seems really cool! I'm sure he'll love that, actually.