/40krpg/ - Warhammer 40k RPG General

How to spot heresy edition

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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 (v1.1.8) (Total Conversion Deathwatch into the Horus Heresy)
mediafire.com/file/dghh4d6spcd6io9/

Mars Needs Women! (v1.3.11) (Mechanicus Skitarii and Taghmata for Only War)
mediafire.com/file/oocu0xqq97oa8pe/

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

Other urls found in this thread:

warhammer40k.wikia.com/wiki/Marius_Hax
suptg.thisisnotatrueending.com/archive/33660810/
wh40klib.ru/rpg/Only War/Only War Core Rulebook.pdf
ulisses-us.com/wrath-glory-designer-diary-december-2017/
twitter.com/SFWRedditImages

New version faggots, fresh from my overly caffeinated typing.

>What the shit is this you faggot?
The Karybdis Abyss. A homebrew sector for Rogue Trader set in the pimply blackened ass end of the Eastern Fringe, right on the edge of the Astronomican. Built for pulp style space adventures and swashbuckling in the grim darkness of the 41st millennium, ca 700-800.M41.

>New in this update
- 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, new creatures

Don't think I've missed anything, read for yourselves you shits. Enjoy.

Nice.

The mars needs women link wasn't fixed.

Cool stuff, as always. Is there some formula you use to calculate ship attributes/SP, or are you just eyeballing it?

How do you introduce eldritch horror in 40k? I want to do something with eldritchy with the charnel stars in rogue trader.

Eyeballing. My method is:
>Come up with idea for ship
>Make skeleton of statline
>Use FFG ships of similar tonnage as comparison
>Tweak until satisfied

What sort of eldritch horror? You can get everything from Daemons to the Necrons in that.

I was thinking more like something scary like Rangdan Cerbavores. Daemons and Necrons can be scary, but I'd rather do something uniquely alien and terrifying like Komus where even daemons are scared.

A good example I'd like to play up on would be the witch-cursed world in RT.

For us, our GM made us test under our insanity, as if it was a characteristic, tying that to the shock table. The more insane we were, the better mental defense we had against the horrors.

Unknowable beings, objects and circumstances beyond the players and pcs ken is the start.
>Rangdan Cerbavores
They were either Slaught or Slaught thralls, use this to your advantage.

Good work. One of these days I'll put up a homebrew of my own in this thread.

Why is it that Rogue Trader, with the exception of maybe Black Crusade, is the most shenanigans-prone of all the FFG gamelines?

because it's set up to be lolrandumb with alien players and infinite money

This is a rule for Dark Heresy 2, but I believe one thing was that if their insanity bonus was higher than the creatures fear rating, you were immune.

And because it is the only one in which you are not bound to a higher power to a massive degree.

Sure the Warrant of trade has some regulations, but you don't really have anyone telling you what to do. Meanwhile, every other system has you either obeying a superior, or serving the dark gods.

So our DM gave us all black crusade for christmas.

He might be giving us a hint for an upcoming game.

In game terms, how effective would attaching an adamantine prow to a fast attack vehicle be for the purposes of ramming people?

Anyone have the war master epub?

About fucking time, you fucking tease!

The galaxy is big. The galaxy is scary. The galaxy is packed with the world-tombs of races that died before the Imperium rose, before the Eldar Fell, before humanity walked the void, or before humanity walked at all. Those worlds stand dead and empty and forgotten. But not all of them are truly dead. Some simply slumber, dreaming of returning to consume us all. How do you tell a world of dead xenos from a slumbering one before your footfalls awaken an ancient nightmare? And how do you handle beings that make no logical or anatomical sense trying to eat you? How do you deal with a house sized singing heart that eats people, when the world you found it on hasn't been visited in a thousand years?
Your friends are inexplicability, building dread and awe, and a creeping feeling that the universe fundamentally does not make sense.

Does your character please the machine spirits of their weapons?

Appreciate the attention. Any critique you lot could give? I've become very home blind in regards to Karybdis.
And it won't happen until you take the time and simply sit down to write it. That's what got me to write Karybdis.

Some of the old school descriptions of Tyranids and the Hive Mind sound like they'd be good inspiration for you. Pic related.

Drusus Jerubaal made me think way more of Captain Nemo than of Davy Jones, And that is a cool thing, but it sounded like it wasn't your goal.

Otherwise, I think my only gripe is that some of your world/group descriptions like context for people aren't in your campaign. Stuff like Eugenics Lords and Thebsoom is cool, but the Lords read more like a sketch of an idea without having seen your campaigns, and Thebsoom would be rough to use if I hadn't read the source material.

Maybe move your map to before the locations section so there's more context on where each location is, too?

>Drusus Jerubaal made me think way more of Captain Nemo than of Davy Jones,
Man do I feel retarded for not noticing that.
>And that is a cool thing, but it sounded like it wasn't your goal.
It wasn't but it's cool enough that I don't feel like changing it.
>Stuff like Eugenics Lords and Thebsoom is cool, but the Lords read more like a sketch of an idea without having seen your campaigns
They're already on my to-do list, just haven't been entirely certain how to develop their description yet.
>and Thebsoom would be rough to use if I hadn't read the source material.
Fair enough, what should I add to make the description more usable, in your opinion? Any other groups you think are a bit barebones?
>Maybe move your map to before the locations section so there's more context on where each location is, too?
That would probably work better. The maps were literally a last minute addition to the document because I felt like constantly reposting them in two separate posts took up unnecessary space in the thread.

>Fair enough, what should I add to make the description more usable, in your opinion?

That's hard to say. I might add a note pointing people towards Barsoom for inspiration. Maybe put in one of the better illustrations if it doesn't wreck the formatting? Pulp art has always been pretty great and evocative.

>Any other groups you think are a bit barebones?

Nazhau gets defined straight out of the gate as the competitor to Freiborg, but it comes first in the list of places so that isn't hugely useful. The rest of the description is great and paints a pretty clear image, though.

Everything in the description of Whaler's End is pretty clear, except how void whaling works. The stuff on that is all kind of scattered around. I don't think it's crucial for understanding anything, but a couple paragraphs on void whaling as cultural note somewhere could be neat.

>That's hard to say. I might add a note pointing people towards Barsoom for inspiration. Maybe put in one of the better illustrations if it doesn't wreck the formatting? Pulp art has always been pretty great and evocative.
It probably will, but so will developing any planet beyond the texts they have now. So I might be able to fit in some more art.
>Nazhau gets defined straight out of the gate as the competitor to Freiborg, but it comes first in the list of places so that isn't hugely useful
HAdn't thought of that, but that's a left over from before I formatted the planets in the categories of the regions they belong too.
>I don't think it's crucial for understanding anything, but a couple paragraphs on void whaling as cultural note somewhere could be neat.
Tbh I'm honestly not entirely sure myself, I only have the rough ideas I've described in the text so far. But it's very likely going to get elaborated on in someway. Most likely when I fluff out the Squat Whaling Guilds as a power-block.

Unassisted how far can a Space Marine fall and remain combat effective?

Like aerial insertion, because I assume there's not a parachute for Space Marines.

Gravchutes exist for Space Marines dude.
>Unassisted how far can a Space Marine fall and remain combat effective?
Going by the Deathwatch falling rules, something like 10-20 meters. 1d10+10-20 I damage that ignores armor isn't really something to sniff at, but it's survivable and the Marine can be combat effective. Depending on how you define 'effective'.

>Gravchutes exist for Space Marines dude.
Totally forgot about those. As for effective, I mean being able to hit the deck, entering the fight, and being able to carry through to a complete objective.

Thanks!

No problem.

Is this wiki's stuff about some OC, or is he a canon character? I think it's an OC because it isn't as detailed or cool as the 1d4chan pages.

warhammer40k.wikia.com/wiki/Marius_Hax

Playing TGTBATAL
Is there a way to get a good greatsword option that doesn't have unwieldy or has a fuckhuge req requirement?

If your GM is okay with homebrew, use this. Taken from Karybdis Abyss.

Thanks, man, but I'm looking for a good greatsword option, even with upgrades on it, it's just a shitty power sword. But thanks anyway.

Shit I missed that there's a powersword variant of it too. 1d10+5 E Pen 7, Balanced, powerfield, Alternate grip.

Other then that I can't think of anything from the FFG lines. They've been pretty lackluster with two handed weapons that aren't the fuck huge great weapons.

Playing BC with some houserules, acting as a villain for a group of PCs.

Gonna be a Veteran of the Long War with disgustingly high STR/WS and pretty great WP/Fel as well. Having lots of fun with CSM minions since we have a separate pool of EXP specifically for them, which is great.

Ancient as fuck First Founding Blood Angel who was really good at dealing with his chapters curses.
His promotion chain is basically:
Scout->Assault->Warden->Chaplain->Sanguinary Priest->Death Company Chaplain->Chapter Master

When the Blood Angels conformed with the codex, he just kept their old colors/symbol and called the successor chapter the Sanguinary Seraphim.

I'll say more if anyone gives a shit, but he's kinda mary sue. Mostly for the irony of him having fallen to chaos through his delusions and hallucinations while still thinking he's fighting for Sanguinius.

Hopefully the players don't browse this thread.

That's better.

How did GBAL become so popular? Why does it feel like so many people have been talking about it recently?

My DM gifted black crusade books to the entire party. To that end, to what god ought a heretek pledge?

Nurgles a little too fleshy, khornes a little jocky, tzeentch doesnt like getting his hands dirty and slaanesh is slaanesh.

Undivided seems like a real lose-lose situation in the end, xp wise. Havent played black crusade before (lots of rogue trader)

Any advice?

And should I use the tome of fate psyker heretek magos instead of core?

Marius Hax is in Dark Heresy 1

Because it's fun. It has a different theme and feel to it, because it's more about full-scale combat againt the equal enemies. Also Horus Heresy/Great Crusade is a great setting to roleplay in as space marines, with noblebright themes during the Great Crusade and the feel of everything crumbling down into chaos and betrayal during HH, when the established friendships burn and space marines fight for the fate of humankind.

I decided GM for the first time and asked around if anyone wanted to play, turns out a LOT of people who have no idea what this is really want to play (due to them seeing d&d on stranger things or something). My idea to let them all play for a short while to give them a feel of the game without getting to hectic was to do a really hardcore Only War campaign with 4 characters and every time someone dies they get replaced. Is this a good idea?

So, since there is no xp cap in DH2, what would you say an inquisitorial lord, or maybe even an inquisitorial representative to the High Lords, given that they probably would choose one of their best, should have xp wise?

I was thinking something along the lines of comparing them to the xp of the max rank of other games, but I am not sure.

Since these are probably some of the most powerful characters the players are likely to meet, they should probably be really high up there. 35,000xp? 45,000?

just make sure you give them a bit of backstory first, so they know why they're fighting.

Any of the 40k RPGs may be a rough intro for anyone just setting foot into RPGs.

I unironically suggest D&D. Not because its good, or balanced, or anything of that nature. I suggest D&D because it is familiar to people. As much as people on Veeky Forums hate the old tropes and cliches, they're useful for beginners, and as an added benefit, because they're beginners you won't be dealing with the blatantly power-gamed characters that are oh-so-possible.

I'd rather do a Dark Heresy campaign with a lot of railroading first. Like an inquisitor sending you out in person while he does politics and fucks the governor's daughter. It'll make for a good backdrop for combat encouters, social roleplay and investigation. And don't be afraid to let them chose how they want to solve problems. They want to blow shit up? Let them. They want to fuck cult leader's daughter? Sure, why not. Just watch them and see what they like, also after the first/second session, talk with them and ask if they decided on their style of play. Then you could either start new game with OW/RT/DW/DH or continue this one.

Agreed. Tropes become tropes for a reason, and simply hating them because they are tropes is retarded. Hell, it is practically a trope in and of itself.

DH1 or DH2? Kind of an important distinction.

Well, here is a question, are they familiar with 40k Lore? If not, you could always have them play a game where they don't know that shit like chaos exists, though that might be tricky.
Then, part way through, BAM! World they are defending is invaded by Chaos.

Hell, you can even do the old Guardsman only party kind of deal: suptg.thisisnotatrueending.com/archive/33660810/

DH2.0 sucks ass.

Any particular reason? Not trying to be a cunt, just genuinely like hearing different opinions on different systems.
Been debating about DH1, DH2, or RT.

Either that, or to wait until that new RPG that is coming out arrives.

DH2 sucks a lot of flavor out of character creation. I loved the character creation in DH1 a lot more, but the rule system is a bloaty shitty mess.

Aptitude system and "backgrounds" are trash. They are literally the same professions from DH1.0, but add more word bloat and fuck with new players, who can't into character building. New psychic system is much weaker and just shit in general, no idea why they nerfed it, because in 1.0 it got out of hand only in Ascension, but by that point you're doing politics and shift to combat only to btfo some greater demon or eldar's cabal leader. The talants got more unified which is a good thing, but that's it.

Do 2e since 1e has a fuckton of issues with it being the first edition. 2e has much better rules all around.

Fair point. I think DH2 isn't as big of a problem with more experienced players.

From what I have seen, each of the systems has its ups and downs, but those are significant. Each has something really shitty about it, and something really great about it.

I just wish the FFG lisence had lasted just a little longer, because it looked like that if they had a chance to release one or two more games, they could have hammered it out into a really prefect system.

I thought about doing something like working with players where, rather than having generic home-worlds and backgrounds, you could work with players as to craft something to give them skills and background they want.

So long as you draw a line somewhere and don't let them min-max the shit out of things, then I think that could work.

I would Rule Zero the shit out of DH2 character creation.

Best thing, I think, would be to look at DH1 character creation for inspiration or blatant plagiarism.

Yeah. Honestly, I think if someone had the time, they could probably throw DH, DH2 and RT into a blender and make the perfect 40k RPG.

One thing that would be good to do is to find a way to have more than one type of game. I think my main draw to RT is just the overall theme behind it, but I like the rules of some of the other systems more. How viable do you think it is to run a RT style campaign, using DH or DH2 rules?

If we use DH1.0 then they are mostly the same. But there's profit factor and ship combat.

Pretty easy actually. Influence and Profit factor are nigh interchangeable.

The entire point of Wrath and Glory is to do exactly what you are looking to kludge rules together for, user.

True, but I am not sure when that is coming out, and I may not have the time to spend with my friends to play a game of it by the time it has come out.

Give each player like 1,500 exp or something, gear equivalent to original RT then absolutely. Sounds damn fun too.

An idea I read on a previous /40rpgg/ is a Frontier World AdMech, which I would love to play, especially in RT. Dirty Hairy Explorator?

So, just wondering, I have heard different opinions on psychic powers between 1st and 2nd ed. How exactly would you say they have been nerfed?

Their potential power scaling, with the change to the base system, was heavily reined in, and a handful of the more abusable powers have locked in cool down where you can't use them again for X amount of hours.
In reality, psyker powers, at base, are either just as strong if not a little moreso in DH2e, but 2e does not have higher reaches of power that 1e had. You will not be one shotting combat encounters with psyker powers in 2e, period, like you could in 1e.

1e also had the issue of having a psychic power system that was abandoned for a characteristic test like every other test PC make. From what I remember, 1e psychic powers also have the potential of rolling for phenomena/perils multiple times per power.

>1e also had the issue of having a psychic power system that was abandoned for a characteristic test like every other test PC make
That was a part of the power scaling that was changed. You don't get more spectacular effects for DoS like you did for beating threshold.
>1e psychic powers also have the potential of rolling for phenomena/perils multiple times per power
Was indeed possible, but there were enough ways to skirt it (using fettered rules or talents), or just eat the hit. Despite what people imply, perils are generally not as bad as are said unless you are in a crowded hive or a monitored area.

the biggest problem with 1e powers was the overbleed. Basically if you had a high psy rating, you could just do early game powers and they would hit like 5-12 times. Psychic phenomena was also not that bad in 1e. I think powers are best in Black Crusade as long as you ignore the human psyker in tome of fate.

Black Crusade is the best game if you discount the corruption vs infamy system being trash. You literally cannot prove this wrong.

You're probably using it wrong or had a gm who handed out corruption like candy.

I mainly mean that the game essentially has an expiration date. Once you hit 100 corruption, pretty much nobody wants to GM for PCs that are powerful enough to ascend.

Hilariously, one of my characters hit ~70 infamy with 0 corruption gained. He even achieved his win condition, getting a Warrant of Trade. The guy only turned to Chaos because his uncle had his father assassinated and most records of the character's existence wiped from the family records so that the uncle could inherit the family line. He has some residual chaotic ideas (like thinking he will some day ascend to godhood and become emperor-tier), but after faking his death he just needs to go kick his uncle's ass. Should be easy given his 80 Fel and 70 BS.

> someone who hasn't read the gm guide

Not everyone is afraid of the pcs being powerful like some of the shits in this thread.

Those people aren't welcome in this thread.

Ascending to Daemonhood is supposed to be extremely hard, neigh impossible.

I mean, all you have to do is hit 100 infamy before you hit 100 corruption and you don't turn into a chaos spawn, so it's not that hard.

The 100 Infamy could be hard, you have to burn it to survive like you would fate points. Plans go wrong, things happen.

On paper it seems easy, but when you're a heretic on the ground, it is much harder. Especially because BC is semi-cooperative. You need to watch for your own party members to see if they're going to kill you and subsequently, you might need to kill them first.

Having to burn infamy is pretty rare if you aren't an idiot and your GM isn't a total douche.

Do all your RPG plans go as planned?

Sounds like a Twilight Zone for Veeky Forums.

Not ALL of them, but I succeed most of the time. I'm fairly smart but it seems like you should be able to be successful so long as your GM isn't literally playing a "you versus me" type of game.

It’s me again, I’m going to send all my normies link to the rule book,

wh40klib.ru/rpg/Only War/Only War Core Rulebook.pdf

How do I make it so they know the rules but are still kept in the dark about the fluff, I’m only able to send them links to sites directly since they insist on using Snapchat for the organizing, is there a link to a core rule book with no fluff or campaign plots? If not how do I make one.

Letting normies in is an AWFUL idea. They'll shit all over anything that isn't as straightforward and puddle deep as Call of Duty.

They are my normies, I will do with them what I please. Thank you very much for your concern sir.

If I wanted to play a Blank, and get that Blank power as high as possible, what would I play and how strong could the effect get?

I just mean, they probably won't care about the rules. Or the fluff.
They say they're interested, but what they mean is that they want to look 'nerdy' without the stigma or effort. You'll probably have to explain basic shit like how to do a simple characteristic test to them 50 times while they snapchat and instagram people during game time.

You’re right, that’s what I thought too which is why I chose Only War, they’ll die before they have a chance to become too annoying and there’s so many of them I can just bring in a new replacement for every death. None of them will have any idea what’s going on and all the fluff they will get is coming straight from the Imperial Primer. It will be the most genuine Only War experience in the history of Only War. Their amusement does not matter since they just want to look nerdy.

These are the people who express interest in a D&D game, agree to play and then proceed to not show up, then when called and asked about what's up they say they are actually still interested and will come next session and then don't.

You’re not seeing the big picture here, this is a solution, it may be the final solution.

D&D normies will repent through service of the Emperor. This is their only path to redemption.

ulisses-us.com/wrath-glory-designer-diary-december-2017/

But why waste time with them at all? Why not do a game you'll actually like instead of one that will suck for literally everyone, especially you since you have to wrangle in the normie retards?

If you're dead set on it I hope you at least give them a really strict commissar who BLAMs them when they try to be normie faggots and do dumb shit.

Can the herp derp faggots please kill themselves?
>oh my gygax the normies are coming!
>what will we do! they are interested in pnp games!
>i better not show them how great they are or how much fun they are to play, i need to defend my hobby from the onslaught of new players who havent invested their identity into it for years!
It ought to be a twitch channel.

The thing is, I whole heartedly support people who legitimately want to try pnp.

The problem is that the vast majority of these newcomers are not legitimately interested, and are only feigning interest because it's a fad on TV.

It's also fairly balanced and doesn't show much Legion favoritism.

I want to have some ysalamiri type of thing or maybe null attack dogs but any creature that naturally blocked the warp would be gobbled up so fast

>The problem is that the vast majority of these newcomers are not legitimately interested, and are only feigning interest because it's a fad on TV.

Who the fuck made you the Arbiter of "Legitimate Interest"? Did you personally interview them and did they answer "oh, I'm only faking interest in this thing because I saw it on TV. I don't actually like it."

Who cares if these people are introduced to D&D from Stranger Things? Are you really that upset that they didn't learn of the Glory of Magic the Gathering from a withered green hermit in a magical swamp tended to by fairies? Yes, some of them will find out whatever hobby you're so anal retentive about isn't for them, but many more will find they greatly enjoy it and will continue with it. Telling them to get fucked because they first heard about your hobby on the internet or on TV instead of whatever cave you crawled out of isn't the way to go about things.

Also nobody says you have to play with them.

It's pretty fucking easy to tell if someone is actually invested/interested in something. I'm speaking of the turbo normies who think that the Big Bang Theory is the pinnacle of nerd culture, and that snapchat and text constantly during games instead of paying attention. The type of cancerous person who is only there because it's trendy to be a 'nerd', and isn't willing to actually try the game for what it's meant to be rather than simply a signalling for their hipster points.


By 'legitimate interest' I mean 'actually bothers to learn the rules and (at least try to) enjoy the game'. You'd be surprised at the sheer number of people who just couldn't give less of a fuck about the game itself and just want an excuse to say they did something that's considered niche.

As for the "many more will enjoy it", that's total horseshit. 90+% of people that try pnp games get bored after ten minutes and just play with their phone for the rest of every session because they don't want to leave and nobody has the balls to kick them out.

Lastly, I don't play with that kind of person. Actually, I've introduced several people to pnp games personally, and they all still play today because I didn't pick fucking normies who are going to either basically sit out every session or try to turn the game into watered down garbage.

Hey, friend of mine is running a Black Crusade RPG. I've ran one years ago for a part of 14 people for about 2 years, but haven't played before. He's a big 40k player and so am I, especially 30k. But I'll be in a group with 4 normies. A psyker, 2 cogboys, and probably another 2 psykers. I'll be going renegade with minion red shirt back up. Any advice? Well be on a Knight World that has been rediscovered by the imperium. Most of us will be apart of one knight household or another, myself as a guard captain. The imperium will be trying to take it back into the fold, with some powerful houses refuse to bend the knee due to a Fallen convincing them of their own power. Regardless, the inquisition will become involved, along with Dark Angel support. My DM told me some of the campaign so I can help move things along.

>3 psykers
>2 techpriests
Flip a coin between those two. This is assuming that they are the base archetypes in the core book and not any advanced ones.

Sorry, miss typed. Meant 5 other players. 3 psykers and 2 techpriests, with me as boring renegade. Probably will be insane, as DM I made critical hits and perils easy to roll on to.