We hit the bump limit again.
For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Book Repositories (mega is more comprehensive and up to date)
40K RPG tools, a site that contains stats or references for almost all weapons, armour and NPCs/adverseries. Not updated past DH2 core.
40k RPG Combined Armory (v5.43.150418), containing every piece of gear in all five lines. Not updated with any DH2 content.
Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.5.1), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things
New to 40k RPGs? First time GM'ing? Wanna run homebrews by other players? This is the spot.
So, stupidest thing your party has done that actually worked?
Are bolt weapons underpowered? I haven't played any 40k rpgs yet, but plan on getting into it and read the DH1e core rule book. Looking at the average hitpoints, 1d10+5 seems a bit low, compared to their fluff. Same for meltas and plasma guns
They also have pretty good penetration value so they ignore most personal armor you're going to come up against, and they're Tearing weapons, meaning you roll 2d10 and take the highest roll.
okay, so it plays out in the end? I mean, having everything die after one bullet might be a bit harsh, but normal humans regularly surviving bolter shells seems somewhat unbalanced to me
Crunch =/= Fluff
Bolters are great all around. Fairly easy to get ammo, relatively easy to get one, plus special kinds of ammo.
Blood Rot Rounds, Kraken Rounds, etc etc. Hell, there's a silenced Bolter.
>Crunch =/= Fluff
But there's a difference between: "You take a bullet but are still able to fight without major restrictions" and "You take a a .75 cal explosive shell with enough power to stop a light vehicle and live to tell the tale"
I found the mutant regiment an anon made about a month ago.
The Forsaken 1156th "Purity in Death! Forgiveness through Glory! Redemption with Detonation!"
Characteristics: +5 WS, -3 Intelligence. +3 to any TWO of Fellowship, Toughness, and Willpower
Starting Traits: Pick one: Amphibious, Dark-sight, Multiple Arms (3), Natural Weapons, Sonar
Sense, Sturdy, Size (Hulking or Weedy), Toxic (1), Unnatural Agility (1), Unnatural Strength
(1), or Unnatural Toughness (1)
Starting Skills: Common Lore (Ecclsiarchy) +10, Common Lore (Imperial Creed) +10, Intimidate,
Linquistics (Low Gothic), Dodge OR Parry
Starting Talents: Lightning Reflexes, Pick one of Nerves of Steel, Orthoproxy, OR Unshakeable
Faith, Double Team OR Combat Master, Enemy (Inquisition), Paranoia, Berserk Charge OR Cold
Hearted Or Frenzy
Standard Kit: One combat shotgun and 3 reloads OR one mono great weapon OR two one-handed low-
tech mono weapons per PC (Main weapon), 1 mono knife per PC, one suit of light carapice armor
per PC, 7 frag grenades and 3 krak grenades per PC, one explosive collar per PC, and 4
demolition charges, one dose of poor-quality recaf.
The explosive collar issued is a variant pattern that allows the user to trigger the explosion
as a free action and due to it being linked to its wearer's vitals, it will automatically
detonate when the wearer dies. It does not detonate when a remote trigger is within 30 meters
of the explosive collar.
Grenade Launcher and Missile Launcher as favored weapons
The Touch of the Warp + an extra 10 corruption
+10 to ballistic skill tests made at point-black range
Only One Life to GIve
Something about mutation from 2e Enemies Within mutant background
Support specialists should be made using a separate regiment
They ARE weak. Black Industries, the initial holders of the license, had no concept of how to scale weapons. FFG inherited a mess, that some problems would just trickle over.
Black Industries ruining certain weapons, for instance plasma, would completely skew balance and cause the illusion of power creep through the systems as these problems were fixed.
I think I remember reading something about how those are Space Marine issued ones, and that those issued to non-enhanced Humans were only .50 cal. That is still pretty absurd to survived being shot by.
That's it. I'm sick of all this "Best-Quality Autogun" bullshit that's going on in the Dark Heresy system right now. Bolters deserve much better than that. Much, much better than that.
I should know what I'm talking about. I myself commissioned a genuine Bolter from Games Workshop for 2,400,000 Thrones (that's about $20,000) and have been practicing with it for almost 2 years now. I can even blow apart slabs of solid adamantium with my Bolter.
Adeptus Mechanicus Tech-Priests spend years working on a single bolter and fold it up to a million times to produce the finest guns known to mankind.
Bolters are thrice as powerful as Imperial Guard lasguns and thrice as DAKKA for that matter too. Anything a lasgun can shoot through, a bolter can shoot through better. I'm pretty sure a bolter could easily bisect an Eldar wearing full armor with a single shot.
Ever wonder why Horus and the other Traitor Legions couldn't conquer Terra? That's right, they were too scared to fight the disciplined Space Marine and their bolters of destruction. Even in the Horus Heresy, Daemons targeted the men with the bolters first because their killing power was feared and respected.
So what am I saying? Bolters are simply the best gun that the galaxy has ever seen, and thus, require better stats in the Dark Heresy system. Here is the stat block I propose for Bolters:
(Basic Bolt Weapon)
3d10+10 X Damage
Counts as Best-Quality
Tearing, Accurate, Reliable
Now that seems a lot more representative of the DAKKA power of bolters in real life, don't you think?
tl;dr = Bolters need to do more damage in Dark Heresy, see my new stat block.
3d10 tearing is still functionally 1d10 of damage...
Also, if Eldarboo's GM is still here, I screencapped it.
>3d10 tearing is still functionally 1d10 of damage
Actually they changed it in DH2. Instead of 'roll 2 dice and pick the highest' it became 'roll one extra dice and drop the lowest'. So 3d10 Tearing would be 4d10 and drop the lowest.
I quickly realized that with the right mods, you could turn a Stub Automatic into Travis Bickle's hidden pistol, so yeah, I tend to go a wee bit overboard with my modding.
wew lad, sit down for these ones. download the rulebooks from the OP, readthe setting info, then move onto 1d4chan articles. You're in for a rough ride
What? Something wrong with Dwarves or Engineers?
Downloading the 2nd Edition Core Rulebook at the moment. Seriously though, what kind of thing can I play that is Engineer-y?
1st edition has more splats, 2nd has more polish.
1st edition's sector, Calixis, is "ADVENTURE!" incarnate, 2nd edition's, Askellon, is pure grimdark.
1st edition's armouries can usually be transferred to 2E, but not much else. Chargen has completely changed between editions.
Also, my captcha seems obsessed with eggs today...
The 40k version of Dwarves, the
Squats, all got nommed by tyranids.
Also, the Adeptus Mechanicus, the "engineers" of 40k, fucking hated the
Squatsfor the heretical crime of "actually innovating new technology."
SquatEnginseer is EXTREMELY HERETICAL.
They got eaten by giant space bugs, the assholes in red robes that worship old human technology hated them for innovating new tech, and combining the two is just not possible.
So there were Dwarves but they got eaten by Giant Dinosaur Bugs (Wiki'd Tyranids). WIki says some exist still though.
And apparently the Tech branch of the Empire hates innovators and worship the Ghost in the Machine or something?
I guess my character can't be done, bummer.
seriously, read the setting info in the books then bum around on 1d4chan until you 'get' the setting. 40k is so completely different from any other major setting that it takes some acclimatizing.
Someone post the intro to 40k warp travel images
The Imperium's first reaction to finding out the
Squatswere still a thing, was to argue over who lost them to begin with.
>A Squat Enginseer is EXTREMELY HERETICAL.
Calm down, have some oficial techpriest squat.
Not all tech-priests are opposed to making new things and innovating. These outliers are called hereteks, and the proper AdMech doesn't like them. At all. Most of them still worship the Omnissiah and are loyal to the Imperium in one way or another. Enemies Without has a specific heretek background.
Any advice for a GM about to try a Warhammer RPG for the first time?
Me and my group are gonna start Rogue Trader soon. Me and one other guy know all about the setting, we're going to have to bring the other 3 up to speed.
They've heard about the general fluff though, and they're all pumped to give it a try.
never play heretical characters your first time.
especially because you've stated that the other players are the ones pushing for the game, so they're familiar with 40k, and they'll probably be the ones to shoot you.
For Rogue Trader feel out how big space combat is gonna be for you guys. The one problem my group had with it was really easy for PCs to combo their actions to give huge bonuses to our ship, while RAW the enemy would be trying to roll under 40 to hit us. So if you want challenging space fights do the same thing for the bad guys.
Also your mileage may vary but we got rid of the +20 bonus Full Auto Fire gives, otherwise everybody's best decision always in combat was to spray the battlefield with bullets.
sure, taking it seriously is idiotic, but its a better introduction to the setting than the dry reading of Lexicanum. or do memes of a few years back automatically make something awful?
Exactly. I go on 1d4chan, skip the first paragraph of old memes, and get a much clearer idea of what's going on in layman's terms than constantly trying to decipher the Lexicanum.
Then skip the last few paragraphs of old memes.
>taking it seriously is idiotic
>better introduction to the setting
It was given as a legitimate option to learn 40k lore.
Even without the trashy memes
Haha, someone said something about being angry or anything outside Imperial dogma BLAM BLAM HERESY SO FUNNAYHit's opinionated as fuck and just outright wrong sometimes.
Please. 40k lore is full of inconsistencies anyway. God forbid anyone try to make it humorous.
You gotta pull that stick out of your ass, dude.
Cause there's a lot of shit backing up out your mouth.
And? its still a good, legitimate option to learn about the lore of a setting that is rife with inconsistencies. It covers most of the setting in a humourous way that pokes fun at the more ridiculous pieces of fluff.. Opinions are almost never presented as fact, and if they are, they get corrected. It holds a lot of interesting pieces-the creation tables for one. The only pages that are 'opinionated as fuck' are the army recommendations, which arent what someone learning the setting will be reading, and /tg/ is shit at tabletop anyway.
Talk to the GM. A radical inquisitor wouldn't necessarily give a fuck so long as you're useful, and ideally the rest of the party won't care unless someone's playing an orthodox tech-priest or you go all Warp-tainted.
Besides, the average Imperial won't be able to tell you apart from an orthodox priest unless you call attention to how heretek you are.
>double their starting Toughness Bonus and add 1d5 to the result to determine their starting number of Wounds.
my toughness is 30 and I rolled a 4
does that mean my wounds equate to 10 or am I reading that wrong?
Nope, your Wounds are 10. Keep in mind though, that Armor and Toughness Bounus reduces the damage by each point of damage for each point of Armor (cover does help!) and TB.
Example, Someone is shooting a Hand Cannon at you and the damage is 1d10+6 damage and has a penetration of 3. You are wearing Carapace Armor that gives 5 Armor to everywhere and your TB is 3. They roll, get a 3 on their d10, to a total of 9 damage. The bullet reduces your armor (for this shot) from 5 to 2. So the damage goes from 9 to 7 that is mitigated by your Armor. Next we factor in TB, so it goes down from 7 to 4. Your wounds after this round is now 6. Keep in mind that your Armor isn't permanently reduced, and does reset every round however your wounds do not. Also, it is entirely possible to resist every point of damage with your Armor and TB.
I realize that it was more than what you asked for, and it does seem low but there are way around that. Also, you can buy Sound Constitution that will raise your wounds by 1, and most times you can buy them twice a rank (if it's listed).
Well that shouldn't matter too much then because you pay other people to fight for you. You shouldn't be in the fray unless the GM really really wants you to be (in which case, invest in good Armor and probably some good Agility/Dodge).
Also, Voidborn for a Rogue Trader? You know you get a -5 on all Fellowship Tests (this includes Charm, Bartering, etc. basically anything that uses Fellowship as its base stat) with anyone that isn't Voidborn, right?
Also, taking cover is your friend, because cover can add substantially to your Armor depending. Even taking cover behind something as flimy as a wooden fence can add another 4 to your armor value.
Right, I thought about adding cover to the list, but I when I did it didn't really reduce the wounds. Which is what I wanted to do to show the effects of having TB and Armor to reduce an attack that would seriously wound you down to something that isn't as bad as it looks.
Though I am mostly creating him for a practice solo campaign to get used to playing/DMing tabletops, particularly rogue trader (though I'll definitely surround the guy now that I realized that a gentle breeze can probably kill him)
He's not that lucky he has the backstory of that little dwarven girl at the end of boatmurdered, except instead of abandoning the guy the rogue trader in charge adopts him in a desperate attempt to get his dynasty back.
good to know
I did add it to my post but Anon here >>43457850 is right. Good cover can mean life and death. Also, Dodge reactions can taken once per round. Something else to keep in mind say, if someone is shooting a full auto burst of 5 shots, and you get a really good Dodge with 6 degrees of success, then you can dodge every shot they fire (and do some backflips to show off because you fucking earned it).
How do you guys GM your Rogue Trader games? I recently started running one for my group but I'm worried it might be a bit too open ended for them. Whenever I let them loose to do their thing they just mill about and talk to each other. I always end up railroading them straight into plot hooks, which I don't want to do but literally nothing would happen if I didn't. We like the idea of Rogue Trader, but I need some tips on how to make it accessible for my players.
You don't have to railroad them to the plot, per se, but rather guide them to the bait store. If they hesitate to interact with the world, have the world interact with them. Goad them into making long-term plans, then leans on those during lulls. Poke their backstories, their connections, their sources of income especially (potential and current), to give them motive.
Ease them into making decisions, then once they start making them, have the consequences spiral out. Keep track any other power players in the immediate setting, and make damned sure they pay attention to the party. Sandbox games run best with a somewhat fleshed out setting, just so that whatever is already there can react to the party's presence, and maybe the party go seek some part of it out.
No, the .999 is the year of making.
In the usual tabletop, there's no difference between Marine bolters and any other bolter. They all use the same ammo. However, in the RPGs they've made the difference between them, which does make sense from a practical purpose.
I'll usually judge that human-scale Heavy Bolters use ammo the same size as regular Astartes bolters.
>post-mortem reversals will be mailed to nearest of kin
Also, a second thought. In a world where the metric system won, why are calibres still in inches?
Though I guess my /k/omrade buddy said it already.
>Look at the fucking mess that is ammo manufacturing and standards TODAY, and tell me it'll get better in the forty-first millennia.
Simple enough, I have a main plot for the RT crew as a whole, a storyline that they need to follow, a McGuffin, getting riches etc.
Then I ask all my players to put one dark speck on their past. If they have no idea, I just give them something. I try to keep the things "social" based so that we don't have a party of full on heretics.
1) RT: was the younger brother. Always in a conflict with his older half-brother, hesitated for a few minutes as a kid when his brother was in grave danger. Brother died, he became RT. Suspected by some that it wasn't an accident. Characters feels really guilty.
>use this by having people partial to him or his brother, family feuds etc
Techpriest: very promising young adept but encountered bullying, sabotage, failed something major in front if an important magos. Ashamed, joined a RT. Still prays to the omnissiah he could return to the forge world he left with a piece of grand, ancient technology and show them
>how I use it: add pressure on character by using things or people with ties to his former bullies. Throw juicy archeotech in every so often
Astropath: young girl, very powerful and heavily traumatized by the soul binding process. feels like it didn't work properly, plagued by horrible visions. Doesn't dare to speak up. Has a thing with the navigator that should not be found out.
>how I use it: visionorama. Drop hints of things to come in between horrible scenes. Will crank up at some point. Also her relationship with the navigator.
Arbites/tank: comes from the lowliest bottom of a superbly crappy hive world. Used to be a mere thug and a bully on a payroll. Fled his world. Has a bullshit story, the real one being that he hid his gf at that time who was a latent psyker. Ended up possessed, horrible clean up ensued in which he took part.
>how I use it: is searched after by an inquisitor
The entirety of the Gaunt's Ghosts series, Ciaphas Cain books, the Eisenhorn novels. All these use the metric system and the metric system exclusively to describe anything.
And, since we ARE discussing the RPGs, it should be pointed out that everything in and out of crunch is given statistics in metres.
No, the game Battlefleet Gothic is one of very few GW-produced games played in centimetres. Ship speeds and weapon ranges are in centimetres, and turning is just 45 or 90 degrees.
>Dark Heresy: Where a normal, malnourished human being can survive a direct hit from a .75 caliber armor-piercing explosive round.
Guardsmen do it all the fucking time in TT. Just because you succeed "to hit" doesn't mean you succeed "to wound"
No full auto, less variable damage (One d10 less, +6 damage or something) if I remember correctly.
This was while Full-Auto gave +20 BS, so there was literally no reason to take anything but Bolters (or possibly Storm Bolters) and just go shower everything with bolts and watch the Righteous Furies fly like fruit flies around a two-week old banana.
>so there was literally no reason to take anything but Bolters (or possibly Storm Bolters) and just go shower everything with bolts and watch the Righteous Furies fly like fruit flies around a two-week old banana.
and all was well in the world
so I'm putting together a group to play RT with
so far we have, in the party:
A Tech-Priest Explorator with unorthodox views on xenotech who's basically out in the expanse because he (or she, I have no idea and the player refuses to tell) got sent far away, to hopefully die in ignominy and not embarrass the Mechanicus.
>"All tech comes from the Omnissiah, and xenotech merely needs to be cleansed before it may be returned to the hands of humanity as it was destined."
A mutated Navigator from a Death World (I have no idea how that was supposed to happen, but eh) who is so divorced from reality and sanity that he's flat out immune to Fear, Pinning and Psychic techniques designed to influence his mind (From Beyond). He's also imbecilic (18 int) and absurdly hardy (49 toughness).
>"This tastes like purple."
this is shaping up to be fun
>A mutated Navigator from a Death World (I have no idea how that was supposed to happen, but eh)
Clearly the Navigator house decided to set up shop in an attempt to breed tough sons of bitches
That, or he crashelanded on a Deathworld for a few decades after a particularly bad "Bring your child to work" day.
>after a particularly bad "Bring your child to work" day.
>complains about special snowflakes
Space Marines are special snowflakes by default. If you don't want to play a special snowflake, you play a man's game like Only War or Dark Heresy.
Bolters sure look like special snowflake weapons when all you have is a laspistol and a sword. Not even a chainsword or a power sword- just a plain old hunk of sharp metal.
>sharpened hunk of metal and a laspistol
>being that poor
Ah, well, I suppose not everyone can be a sophisticated man of wealth and taste like myself. There must be armsmen and other expendable peons to perform menial tasks and take blows for important men like myself, of course.
>Space Marines are special snowflakes by default.
only the faggy ones
>Playing as a mon-keigh
I suppose fat, hairy manchildren at least find something you can relate to.
>So, stupidest thing your party has done that actually worked?
PCs had to deal with a hive overrun by Chaos forces. Cue the seneschal
>"The only practical difference between a plasma flask and a plasma grenade is that for the former, containment breach is deliberate. In a similar fashion, the only practical difference between a plasma flask and a plasma genetorium is scale. I say we overload the hive's main plasma generator and shut down all safeties."
>Techpriest: [Horrified binary screeching]
To their credit, the hive was not taken over by Chaos. To their dismerit, the hive no longer exists in any practical sense and everyone involved got a long lecture from Guard command and the High Magos on site, plus Rival (Admech) for defiling a holy plasma generator.
Thanks, they've already made some choices and met some key players due to the railroading. I'll play up their past decisions and NPCs they've met from here on. Hopefully once my group gets a better grip on the setting it'll go smoother and I can back off.
This is great. Most of my players have detailed backstories and a few have enemies. One of them is wanted by an illegal smuggler organization, one has a rival noble family, and one is a renegade navigator. Should create more organic roleplaying.
>>Techpriest: [Horrified binary screeching]
that poor cog, i bet its robes needed cleaning. Out of curiosity, what was planned for them to do had they not just went screw it ima blow shit up?
My players went into a hive enveloped in a long drawn-out war between the Guard and the local secessionist government. The Guard had control of all of the food processing plants and all the ammo and explosives manufactoria, while the rebels held a lot of utility manufactoria and the main firearms manufactoria.
So my players promptly bought up as much of the surplus ammo, explosives and assorted stuff they could get their hands on (since there was some major stockpiles when the facilites were taken) and sold these back to the rebels in exchange for proper guns for all their newly-recruited soldiers. This included several shipping containers worth of ammo of all kinds, grenades, C4 and so on.
They just neglected to mention the one brick of C4 in the middle of the fucking container that was armed and set up for remote detonation.
While the blast and ensuing shockwave, amplified and directed by the narrow constructions of the underhive, was enough to cripple the rebel defence and definitely enough to pulverize their command, it was also enough to wipe out several thousand front-line guardsmen and to cause hive quakes resulting in the deaths of tens of thousands more.
The local commander for the Guard forces was not happy that the attrition war she had complete control over was suddenly turned to a win, but with the loss of way more men than if she'd just starve the rebels to death.
Basically, "Rally the PDF and Guard and help them haul ass up to the fortified areas of the hive where loyalist survivors might still be, push out the renegade scum, and reactivate hive defenses". They decided to blow it all the fuck up instead. Blew out the hive and took a couple miles of wasteland with it.
With words, money, and information.
It's all about learning everything you can about the world and people around you, then leveraging that knowledge with the resources you have.
It starts, usually, by making friends with people who are already in-the-know, as it were.