/r/40krpg
Welcome to 40kRPG, a place to discuss things related to roleplaying in the 40k universe. While we are primarily focused on the tabletop RPG's, posts related to roleplaying activities in other media are welcome so long as they are collaborative in nature.
A subreddit for all things Dark Heresy [DH], Rogue Trader [RT], Deathwatch [DW], Black Crusade [BC] and Only War [OW] - share campaign stories, shop around character ideas or try and find a group to play in!
Related Links
Ordo Discordia - Officially Unaffiliated 40kRPG Discord UPDATED!
Related Subreddits:
r/rpg - A great resource for basic roleplaying tips and tricks. Check the sidebar for even more great links and resources!
r/warhammer - The Primarch to our Chapter Master, head to this excellent subreddit for all the latest news, theories and wild speculation about the Warhammer miniatures games and setting!
/r/40klore - A good place to get help with obscure 40k lore, or just ask fun "what if" questions.
r/rpghorrorstories - Did your players do something that made you want to flip the table? Did your DM do something heretical with the lore and not in a fun way? (Cross)post it here!
NOTE: Posts to torrents and other unsanctioned download sources will not be tolerated. They will result in an immediate ban.
/r/40krpg
I know the rule that says legionaries in power armor can really shoot weapons without the legionary tag. But what about like a blight grenade or a melta bomb? Legionary classes start with melta bombs or some other incidental equipment without the legionary tag. The game is kind of nebulous on it.
So I'm still very much in the planning stages for a IM game but one thing that keeps coming back to me is the language.
It's one of my favorite things about the setting, we don't scan we do an augery, we don't turn on the computer we enact the rite of activation before the cogitator, we smoke lho sticks.
And it goes on and on from there. Do you find it easy to switch in and out? Do you use it lightly? Do you have a 'swear jar' for computer etc? Did you start fully committed or gradually ramp up?
In particular my group is likely to have quite a mix of 40k knowledge from decades long fans to space marine 2 looks pretty cool guys. So I'm a bit worried about having to cripple the flow of play to translate.
I plan to GM a Wrath and Glory game with my friends and I really want to include some of my favorite factions to the campaign, but I wanted to use something canon as a base from were I could develop, using existing lore of the place.
I'm looking for a sistem or sector where Dark Angels(or it's successor chapters), Sisters of Battle, Orks and Aeldari/Drukari act.
Any wiki links or book recommendations are also appreciated, thanks!
Brainstorming a way to have an Exorcised Diviner Psyker join the party permanently.
I've generally assumed that every melee action with the Attack subtype that doesn't use a Weapon Skill test still has a "hit" which then can be negated by a Dodge/Parry Evasion reaction. Every way I read it in the Rogue Trader core rulebook right now, I think that's still true. Next session might involve some (friendly) tension about this, so I want to do my due diligence and make sure I haven't missed a hidden puzzle piece of the rules outside the expected section.
I'm also interested to know if you do play it the other way at your table regardless of RAW. Was looking over all this matter because my 1v1 duel opponent will have 90+ to Dodge and Step Aside, and their WS is superior to mine so Feinting might be a crapshoot, so I was looking to see if I could outclass them with a Strength contest that avoids the Dodge potential.
Good day. Hope all of you fine Imperials and Emperor blessed... and others.... are well? This will be a bit long, so I appreciate those who read through it.
I am a 1st time GM in this system and need help with understanding some things and getting a better handle of the system from my betters. As I want to keep as lore accurate as possible and not make my first run into the 41st Millennium enjoyable to all involved. So i apologize if this has been asked, answered or is easy to understand and I am just missing the obvious.
I have just gotten the W&G and will be wanting to run the adventures of the Litancies of the Lost for a group of D&D & Pathfinder 2e players who are used to those systems respectively, hopefully next year. Most of my experience is GM'ing PF2e, so this will be very different for me. I will be using Foundryvtt to be playing as well, as I bought the modules from cubicle 7 so that should help with some of the learning.
I want to start from Tier 1 so we all get used to the system, and I am certain some of my players will want to play the higher level Archetypes, like battle sisters, Skitarii and co. I am going to restrict the character creation to just Human and Imperium. No Astartes just yet, as I want as all to get used to the system before they go ham with the Marines (and most of the PCs will just bully every human they meet with the Marines).
-How do i explain (and understand for myself) downgrading a Tier of character, like say the battle sisters, rogue trader, etc from 2 to 1?
-Or is it just better to start at Tier 2 and ascend the Tier 1 archetypes?
-Maybe just do Tier 1s and have them play that level. When Teir 2 happens, I offer if they want to make a new character, they can do that?
-Should I allow other books to be used, even if there is no Foundryvtt support yet, such as Redacted Records 2 and any other book with Archetypes that are usable? How hard will it be to add those systems into foundry for someone who is not good at adding the codes and automations?
-How good is the Starter Set with teaching the system to GMs and Players?
Again, thanks for reading and sharing your wisdom and help.
Glory to the Imperium! The Emperor Protects!
I'm making a Space Wolf Assault Marine for a Deathwatch campaign with some friends, and one thing I couldn't figure out was why the Tracking skill was Intelligence based. I did some looking around online and found it was likely a holdover from earlier systems that didn'tception as a characteristic, but the fact that it was never errata'd makes me feel like it's intentional.
This is particularly frustrating to me because I can buy Perception for a lot cheaper than Intelligence. If there happens to be a trait, talent, mutation, or something else that lets me change this I would be grateful for the information.
And as a tangentially related question, the roll20 sheet for Deathwatch gives the option to change the Characteristics for some skills, like switching Agility for Intelligence for Sleight of Hand or Wrangling. Is there an ability I can take to switch them or is it just a case of the sheet being weird?
This is supposed make a better visualization of this location on Terra. It is pretty clustered though
Hi, so I'm starting up an Only War game for a group of people who are fairly new to the system. From what we've discussed, it sounds like they're willing to lean into the deadliness of the system, but I'm worried that anything that can kill a guardsman is liable to wipe the whole squad and kill the momentum of the game.
The game's primary enemy is Tyranids, and the squad hasn't done any regiment building yet
Would their mother be able to keep them?
I want to run Only War for some people with TTRPG experience but little 40K experience
https://i.imgur.com/L2ASKOM.png This looks like something I want to imitate, but I could use some advice on how exactly to run it.
Hello,
I have updated my Tenebrae Occultae supplement to fix errors and readability issues -- as well as some other issues. You can download it here. or at the Black Crusade Resources website here.
This supplement might be useful for other game lines also!
A summary of what it does:
Tenebrae Occultae is an expansion supplement for Fantasy Flight Game's 40k line of RPG systems and in particular Black Crusade. It is unofficial. It has the following:
For the emperor for the throne
The plan of Caledonia after hundreds of years of isolation has finally been brought back into the imperium one regiment has been raised you are the Caledonian first.
The planet of Caledonia is 80% ocean at the centre of the oceans lies the five major islands that make up the main continent each of the four outer islands is ruled by one of the four major clans which makes up the Caledonian people they are Hardy people sometimes called the fair skin by the the sky folk
Alastair first hiking in well over a century as ordered that his young warriors shall be sent out to fight for The Dagda
you shall fight for him alongside madadh-allaidh
Commissar Arthur van winkle
this is a punishment I'm saddled up with a bunch of superstitious back water world who think the emperor is some deity from long dead past it is wonderful discipline is going to be just awful but it could be worse it could have been sent to a prison detail screw you victor,
note thumb scrivener Blake
it appears this backwater planet had a cache of imperial weapons good good good good we won't have to requisition war gear to equip the unit.
Captain vena Victoria
great I take The Dirty dog mighty battle cruiser to pick up a bunch of back walled savages they're going to track dirt and grind all over my ship
Time: every week GMT-5 Monday 6:00 PM
System: only war
Players: about five to six players
Method of Play: [Discord, Roll20, or Restream
*Other Notes: the game will be streamed so if you're not really interested in that don't apply.
I also do not censor any of the violence from warhammer 40K so if you're uncomfortable with blood guts and other such things I don't know what to tell you (edited)
Hello there my name is Tinny I'm a 23m and I've struggling, for the past couple years now. I'm deeply in love with the idea of table top role playing games. But I feel myself incompetent at some aspects. I've been dming d&d 5e off and on for about 4years now. But I've been in to Warhammer table tops for about nine. Not having much success with groups/ finding a place to be a player. That being said I am a stubborn man. That wants to improve his table for everyone. Please if you have a couple hours to sit down and run through the basics. I will be forever in your debts.
(What I need)
Someone that has a little bit of patience.
Someone that's familiar with Warhammer.
an experienced DM.
Someone that will challenge me.
Must have at least two campaigns underneath your belt.
My discord is tinnyg#6029 please don't be afraid to get ahold of me ,have a lovely rest your day.
Im playing through The Bloody Gates and had some questions regarding the rules, help would be greatly appreciated!
What is the ruling on using Medicae to restore Wounds? I've seen the "Heal Wounds" section on the Core Rulebook, but there is no limit on the number of times a character can attempt this, can someone just heal everyone after a combat?
Also, as long as you have a Medikit you can restore Shock to another character, can you do this multiple times on the same character?
If you Multi-Attack and roll multiple Wrath Criticals can you receive multiple Glory points?
Can Troops use the Pinning Attack option?
Would it be OP if the Pinning condition applied the +2 DN penalty to every attack in the same direction of whoever is pinning you? I think there is a lack of a "COVER ME" option.
Hello, I was wondering if anyone knew where the stats for any kind of pilot could be found I looked on the master bestiary and I didn't see anything could anyone let me know of there are stats somewhere for a pilot and if not recommend some base stats to modify?
For exempl3 in my game I'm planning to bring back Macharius from the dead to.kick some night lord and in another game the group beat up a ctan (not a shard) and saved the astronomican do you guys often do stuff that don't really respect the lore to have a epic campaign or do you follow it to the extreme?
I and my DM both remember Reading somewhere that having the fear trait gives you immunity to fear from sources of the same level, for example if you have the fear (1) you do not have to roll a willpower test when encountering something else with the fear (1) trait. Now for the life of us we cannot find where we read this, does anyone know if this is a real thing and where to find it? Or did we just dream it up or something. Thanks for the help
Basically, games that are basically 40k with the serial numbers filed off.
The planet Cyrilla has been cleansed of all T'au influence, the Daemons that were summoned dealt with and The Ethereal has fallen in his own hubris. With the planet being clear the Rogue Trader Dynasty Katzensting has taken an interest in the Imperiums Operatives. Their new task? The Rogue Trader presents them with a map pointing to "treasure", an old Relic or Archeotech hidden away on the planet of Masakrith III - a Feudal World. The problem? Ork Pirates, Eldar Corsairs and T'au Privateers and other Xeno races rush to the planet in hopes of claiming whatever is there. What will happen next? Will the Operatives survive the onslaught of Xenos and reclaim a lost Relic of the Imperium? Find out in this professionally written adventure of 5 year Professional GM Marko/Pepe!
If you are interested feel free to message me!
Smite this, Smite that, but here's why I personally prefer Spontaneous Combustion as a starting attack option for a Sanctioned Psyker.
The last point is the most important, so tl;dr Concentration tag matters.
While they're both Half Actions, and both have the Attack subtype, along with identical Range, they have a few key differences.
- Smite is a Barrage (akin to firing Semi-Auto) while Combustion is a simple Bolt
- Smite has Penetration 4, which is going to be relevant against many enemies
- Spontaneous Combustion has a +10 to its Willpower check, making it easier to manifest, which makes sense since it is a "single shot" as it were. To be entirely honest this was the whole reason I picked it, back when I was just skimming over the rules and options rather than getting deep into them.
- Spontaneous Combustion has the massively influential Flame effect, which comes with a chance to completely disable a foe, inflict more damage each turn, afflict them with growing Fatigue, and generally spell a nasty death for many many enemies
- Spontaneous Combustion has better damage; Pen 0 is annoying, but 1d10+2+(2xPR) stands up very nicely against 1d10+PR, especially at higher PR; the only situation where Smite does more damage is when you use the powers with an Effective Psy Rating of 1 (Fettered starting character), in which case 1d10+1 with Pen 4 might be better than 1d10+4 Pen 0. This is ignoring that Smite can hit multiple times with a lucky roll, of course!
Simply comparing the two powers in isolation makes it a bit of a toss-up. You might prefer firing semi-auto with penetration, you might prefer more damage with less penetration and a flame effect. That said...
When you take into account the rest of the powers available in Only War, things become much more stacked in Spontaneous Combustion's favour.
- Spontaneous Combustion is a gateway to several very good attacking options, including a semi-auto and a full-auto option. Said full-auto option is a straight upgrade of the semi-auto, as it remains a +0 rather than becoming a -10. Smite only leads to Haemorrhage, a low-damage piercing attack which is handy for finishing off high-soak enemies or mass-executing a swarm of low-wound enemies.
- Pyromancy attacking powers don't have the Concentration tag. This is very, very important. Say you want to cast Smite and Hallucination on the same turn, or Smite and Endurance. You can't; any action with the Concentration tag (most psychic powers, several of the actions available to players in combat) can't be used in the same turn as another Concentration action. Meanwhile Pyromancy lacks the Concentration tag, so you can take a Concentration half-action right after. This includes Guarded Action (+10 to Evasion), Use a Skill (which requires Concentration), (see Edit) and a bunch of powerful effects like Hallucination, Objuration Mechanicum, and Terrify.
As a result, I'd confidently say that Pyromancy wins out. Biomancy has some good options, Endurance most importantly, but you don't need to get Smite to access them either.
EDIT: It turns out that "Use a Skill" doesn't have the Concentration tag in Only War, so using a Command or Sleight of Hand or Stealth check on the same turn that you used a psychic power usually wouldn't be a problem.
Alright, one of our team members did something "unique" (think demon possession / ascension) and now the team needs to hunt him down. What are some good rumors that they need to dig through to find the real threat?
Avachrus (forge world)
Ostia (agri world)
Gilead Prime (hive world)
Gilead 1, 2, & 5 (dwarf planets and a gas giant respectively)
Charybdion (ocean world hive world for prometheum mining)
Enoch
Nethreus (death world)
Every campaign I’ve ever taken part in has ended with a good old-fashioned shoot-out with demonic entities or Xenos filth or heretics aplenty. I’d like to try and write one that doesn’t have such a focus on combat, but I’m not really sure what that could look like. The group i play with are very RP focused and wouldn’t mind a less-violent campaign.
I’d love to hear some ideas on how to keep a campaign interesting while keeping combat to a minimum. Has anyone experienced something like this that worked well and felt enjoyable?
Hello!
I'm planning to play Duty Beyond Death on Foundry VTT. Do you have any interesting arts of places that you have used in your sessions or a map of Pakthertius Manufactorum because the one provided in a book is not really good if you want to use it as a battlemap?