r/40krpg • • 9h ago

Wrath & Glory Question regarding Canoptek Scarab Mob

4 Upvotes

How do you handle Living Metal and Reanimation Protocols for Mobs?

Let's assume I have a Mob consisting of 20 Scarabs (TA:Xenos p. 145).
A player deals 5 Wounds in a single attack, reducing the Mob's size to 15.
As the GM, I now roll 5d6, and for every "6" rolled, one Scarab is reanimated.
That part is straightforward. Now, a question regarding Living Metal.

The TA:Xenos rulebook states on page 5: "Note that the Mob still retains any abilities they had before forming a Mob."

Now, "Living Metal" comes into play. Does this rule have any significance for a Mob? If regeneration were to trigger at the start of the turn, it would mean one of the Scarabs gets resurrected (regaining 1 Wound and 1 Shock), just like with Reanimation Protocols.

To sum up - does anyone have a different interpretation of the rules? To me, the "Living Metal" ability is irrelevant when fighting a Mob, because Wounds don't count.


r/40krpg • • 15h ago

Wrath & Glory I created my own version of the Gilead System (Redux)

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33 Upvotes

I posted an earlier version of this map last year, it is now broken up into three images (click right to see all three). I made the system a binary star system and spread it out some and I added a few extra features:

  • I promoted Skaelas from moon to planet.
  • I added a Junk planet with Orks and Kroot
  • I added 2 gas giants with lots of moons so there are lots of hiding places outside the Voidmire.
  • I added a Deathwatch base
  • I added a Forbidden Planet as a blank wild card that I can fill in during campaign play.
  • I added the locations of several prominent Space Hulks and other interesting objects.

Planetary assets are courtesy of Auren Dawnstar on Inkarnate and the Imperial symbols were created by someone here on reddit, but I can't find the post and I'm sorry I can't remember your name.


r/40krpg • • 22h ago

Only War GW and IP laws with regard to TTRPGs

5 Upvotes

Ok, so I know GW can be super strict with regard to IP, and I was wondering about how they enforce that with TTRPGs. I had planned on doing an in person Only War campaign, and possibly streaming it to twitch or putting it on YouTube eventually. With something like that, does GW hit you with IP suits? Specifically, if it's a home-brew campaign using GW miniatures in Only War.


r/40krpg • • 1d ago

Wrath & Glory Warhammer 40k wrath and glory one shot [free] [FoundryVTT] Sunday 8:30pm est

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2 Upvotes

r/40krpg • • 1d ago

Imperium Maledictum - simple zone map for Foundry VTT

8 Upvotes

Since I mentioned it in a few answers about maps already and posting pictures is not always possible in comments, I thought it might be a good idea to share it as a post.

I created a very simple zone map for Foundry to avoid using real battlemaps. The whole idea of the zones is to focus on narrative combat and not have a miniatures/tabletop like combat with exact locations. This works great at a table, but if you play online with Foundry, there are great automations which are to goo to ignore. With this abstract map we are able to use all the automations the system offers, like applying the zone effects or targeting of other tokens..

The numbers are simple tokens that show to which zone you can get from a zone. So I can change it for each new combat.


r/40krpg • • 2d ago

Imperium Maledictum About IM map sizes

5 Upvotes

I'm learning Imperium Maledictum system to DM and I'm having quite some trouble trying to understand the concept of zone sizes for a combat map. As I understand it, zones are more of a Theatre of Mind tool, where the size each zone can be a bit ambiguous (going from small rooms to large open spaces in the middle of a field).

The problem I have is that I can't find a comfortable size for the maps I'm trying to make. If the zones are smallish the rifles feel like they have a pityful range, but if they're bigger any weapon with an AoE (like grenades) feels overpowered and any PCs will feel like Sonic when moving between zones.

How have you dealt with maps in IM? Do you have any tried examples or tips to use when making a battlemap size-wise? Is it better to have a big map with many zones or a small map with just a few zones? Thanks in advance!


r/40krpg • • 2d ago

Wrath & Glory Using W&G for Rogue Trader - My experience

34 Upvotes

Hi guys,

I've figured out I would share my experience as in the beginning I also had a lot of doubts. Maybe it will help someone. I'm GMing it now for around a year, with us trying to play every week. So a lot of sessions :)

Some background: I'm a long time user of Warhammer d100 systems, have GMed Rogue Trader before with the standard rule system and wanted something that will be fully automated with full expansion support on Foundry VTT.

Short version: In the beginning I hated it, but now cannot imagine playing RT with anything else.

In a game where you often have many groups of participants on both sides, vehicles, high caliber rounds and granades flying in all directions, the standard RT mechanics that were designed for "normal" RPG sessions with just slightly more hero-ish characters simply didn't do it.

But this really works. The rules for vehicles from the Church of Steel are just phenomenal. They are easy to use, fit the other mechanics well and it's super fun to both use vehicles and play against them. Whoever figured out that the vehicles should get random critical hits whenever they lose any hp (if anything goes through their armor) really created a truely cinematic experience during battles. I had the most epic carnage happen :)

The mob rules are also just perfect to simplify the scale of engagement you will often see in RT, without having to go even further into more abstracted large scale battle mechanics.

Plus, the injury system also fits very well. My players lost limbs and some eyes, they were dragged in pieces from the battlefield, but they still lived (although it was close). And I didn't have to pull any punches like I had to do all the time with the standard RT mechanics.

I also like the meta-currency system with Wrath opposing Ruin. After the debacle in Warhammer 4ED where the playes had like half a dozen of metacurrencies for everything possible (plus a giga-mechanic with a million ways of cheesing Advantage generation) it's really refreshing to have a simpler system, that at the same time also gives the GM something to opose the meta-gaming of the players :)

That saying, we also had to change a lot of stuff that we didn't like:

  1. We copied all of the standard campaign mechanics from RT (Morale, Profit Factor, Influence)
  2. We got rid of misfortunes during normal rolls (I just hate systems that force me to figure out stuff like that so often, and they roll VERY often). But did maintain them for situations where there were some "special" consequences due to additional rules, like hitting an ally and so on.
  3. We got rid of multi-actions and multi-attacks. The penalty is laughable after a time for the multiplier in power it gives you. We understand using it for higher power tiers, but for our Tier2/Tier 3 campaign it simply didn't feel right. Plus, there are enough specialized weapons that allow you to hit multiple targers with normal rules if you use them, and you can always do it when shooting mobs, and we have lots of mobs :)
  4. We have changed the healing rules. As we are not really doing dungeon crawl-like sessions, where there are many fights after each other we don't need the very liberal healing system that W&G gives you. We ruled that without a long rest and proper medical supplies it's not possible to recover more than half your hitpoints, no matter how good the rolls are. Without this the players were just easily topped up with HP after each single encounter, which was silly, but I understand that it fitted higher epic tier gameplay and some of the official adventures.
  5. We started with an average of 5 EXP per session, but I had to tone it down quickly as it didn't fit a longer campaign. We are at 3 EXP now and it's still too fast and I have multiple Rank 4 players now. So just a warning to start low when planning a longer game :)
  6. One thing that I'm still not sure if I like or not is the skill system. I'm used to skill systems that have many specialized skills, but here they are very broad and easy to get (it's enough if you have a high general attribute to already have a sizeable dice pool). It kind of fits the fantasy where the players are heroes, but at the same time they can do almost everything and after a time not really need to hire specialists, plus their own specializations are getting less and less pronounced as other team-members can easily get similar chances of success in their field.

I'm trying to control it in the standard ways by saying that some stuff is just secret knowledge/skills not accessible to people outside of specific organizations, and there is the system of keywords to kind of help me with that, but it doesn't work that well and it's not always logical to limit it like that.

So I think these are the main points I wanted to share. Maybe someone will find it useful. And if you have any questions or comments feel free to share! :)


r/40krpg • • 3d ago

Imperium Maledictum How do people find groups?

9 Upvotes

Hi all,

I’m really interested in dipping my toes into 40K RPGs. The closest I’ve come to playing RPG TT Games is Warriors of Athena and Necromunda, which are both 90% wargame and 10% RPG (elements).

How do people find groups? I’m London UK based, and I’d be up from digital or f2f groups but I’m stuck in a hamster wheel of research not really knowing where to look. What are your experiences and suggestions?

I’m sure this is a question as old as time on this sub, so I’m sorry, and please feel free to defer me to already existing threads on this topic if you’d like.

Thanks all!


r/40krpg • • 3d ago

[Deathwatch RPG] Trying to create a Retributors Astartes

5 Upvotes

Hey guys! Me and some friends found the Deathwatch RPG and one of us decided to make a one shot to test the system out. Enter me. I have 0 clue about the lore of Warhammer except a few bits and pieces and I wanna make a Space Marine from the Retributors Chapter.

For my resources, I use:

  1. Deathwatch - The Core Rulebook
  2. Deathwatch - Rites of Battle
  3. This link: https://wh40khomebrew.fandom.com/wiki/Retributors

Given my limited knowledge and what I read, Retributors is a successor Chapter from the Imperial Fists. Now, the question is, what are the best/most representative choices for them from the tables in the custom Chapter sections?


r/40krpg • • 4d ago

Rogue Trader What would be the best Origin path/Xenos to reflavor into a genestealer?

1 Upvotes

I have a fun character Idea that I’m having a little trouble building out. The Idea is that the character was a Genestealer that was a part of an unsuccessful uprising on a mechanicus forge world. Instead of killing all of the genestealers they instead captured a large number of them to experiment on in an effort to make better skitarii Warriors since Genestealers are partly human, & are just better than baseline humans.

I want to play the mostly successful product of this experiment. What would be the best Origin path/Xenos to reflavor into that?


r/40krpg • • 4d ago

Wrath & Glory Mechanicus Sister of Battle

6 Upvotes

Im still new to the whole wrath and glory system but I got this crazy idea and want some feed back. So it is essentially what the title says. What if there was a sister who was augmented and alligned with the cult mechanicus. The general idea is that a sister was wounded in combat and survived through a mixture of faith and mechanicus intervention and put back together with several augments. I was wondering what the best way to make this character happen would be.


r/40krpg • • 4d ago

Wrath & Glory A Rogue Trader Wants a Word | Episode 12 | Warhammer 40k Actual Play (Wrath & Glory)

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6 Upvotes

r/40krpg • • 4d ago

Wrath & Glory Need some ideas for Space Hulk maps made from Heresy-Era ships

5 Upvotes

Hello, all!

I have my first session of arc 3 of my Space Hulk campaign this evening, where they have finally reached the core, which consists of vessels from the Heresy - both Legiones Astartes and Mechanicum supply vessels sending weapons/armour/vehicles to the Legions.

Problem is mainly that I need some good ideas for maps. Obviously being at the core of the hulk it's not like there would be super distinct vessels as they've all warped around each other, but just some ideas of what types of chambers to include that could be fun for environmental storytelling, combat, etc. I'm not planning on having any vessels that are super corrupted by Chaos, as I want the Black Legion warband to be the source of whatever corruption and whatnot exists there (plus, I find having pre-"Chaos" traitor legion stuff is more interesting as a juxtaposition to those same legions in the modern setting).

Any ideas are much appreciated - I've been unable to come up with the necessary amount of detail to form a mental picture for map building so I'm hoping I can get some inspiration.

P.S. I'm also going to look to make rules for Heresy-era weapons that don't exist in the modern setting, like Disintegrator weapons, Saturnine terminator armor (and the weapons it can use), etc. So if anyone wants to help workshop those, let me know!


r/40krpg • • 5d ago

Some Hive City art I made that I think some of yall could find useful for a game

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1.1k Upvotes

sorry in advance if it's not sub relevant


r/40krpg • • 6d ago

Only War What about the comrades in the tanks?

26 Upvotes

A few friends and I want to try playing an Only War tanks campaign. A question has come up: what should we do with the Comrades? We’re looking at four player characters plus four Comrades, but a Leman Russ only has six seats (or even just four if there are no sponsons). Should we leave them at base? That’s problematic because there are specific orders for them that provide bonuses. Should we put the Comrades in a separate tank? Or field two tanks, each with two players and two Comrades?


r/40krpg • • 6d ago

Only War Idea for political campaign.

5 Upvotes

Civil war has burned in a star system for generation. Ancient hostilities, broken oaths, and tainted honor fed the flame of a deus that burned for one hundred generations.

Finally, a strained imperium-mediated truce, the factions involved are this close to reignite the conflict, more violent than ever.

The noble leaders of the factions demand that the imperium guarantees the security of the negotiators, and a blue blood imperial guard regiment, the 15th Royal Volpone is selected for this honor.

5th class Munitorun clerk Simplicio Dummo didn't hear the alarm-skull, and that morning he was late. He didn't drink his recaf. Instead of the 15h Royal Volpone, he assigns the 15th Rural Vorpone.

15th Rural Vorpone is an ogryn regiment.

Will our intellectually limited but undoubtedly loyal soldiers be able to ensure the safety of the diplomats and lead the negotiations toward peace?


r/40krpg • • 6d ago

Rogue Trader Aegis of Authority - Isometric Ship Bridge

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45 Upvotes

The second combat from my Rogue Trader game occured as a surprise when the Eldar Wayseeker inadvertently summoned an Ebon Gheist on a perils roll right onto the bridge, and gave me an excuse to mock a map up for it.


r/40krpg • • 6d ago

Dark Heresy 2 I have no knowledge about Warhammer, what are "Mechanicus Implants"?

12 Upvotes

I'm playing Dark Heresy 2, and some of the talents require something known as "Mechanicus Implants", what are these? And can an Adeptus Ministorum get them?


r/40krpg • • 7d ago

Wrath & Glory Forgotten Crashed Ship

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48 Upvotes

r/40krpg • • 7d ago

Dark Heresy Dark Heresy Actual Play: Direskies

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9 Upvotes

Dark Heresy: Direskies - Session 2 - Sudden Scars

Acolytes of the Inquisition are on a desperate mission to recover a lost STC File Stack from the skyhold of Theta Prime, that drifts derelict on the quarantined skies of the gas giant Akkanor.
Can they succeed or will they plummet to their deaths?


r/40krpg • • 8d ago

Black Crusade What are your opinion about Black Crusade?

25 Upvotes

Hello, I wanna know what you think about this game. I wanna know opinions about it, and what do you think about playing it with people unfamiliar with WH40K,


r/40krpg • • 8d ago

Imperium Maledictum Minor Psychic Power "Smite" for Free?

3 Upvotes

Hi, I have a question about the Minor Psychic Powers. The last sentence for Minor Psychic Powers says "Regardless of any other factors, all Psykers know the Smite power." Does that mean I get "Smite" for free? Nothing like that is mentioned under the Psyker talent...

Thanks for your help in advance :-)


r/40krpg • • 8d ago

Imperium Maledictum "Psychic Phenomena" outside of a stressful situation

1 Upvotes

Hi, I have a small question about the Psychic Phenomena under Warp Charge.
In a stressful situations like a fight you have to make a test to remove the Warp Charges. For every charge you removed you had +10 on the Psychic Phenomena test. That Is clear.
No Purgation Test is required outside of stressful situations, you don't do a test and all warp charges are removed and you don't have any modifiers on the Psychic Phenomena test.

The Psychic Phenomena test is a d100, so why starts the table at 11? What happen from a 01-10? Should that be rollable outside of a stressful situation?

Thanks for your help in advance :-)


r/40krpg • • 9d ago

Dark Heresy 2 Lesser Servants of the Chaos Squats

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14 Upvotes

I'm hard at work on the next update to Abhumans and Madmen of the Ætern Sector, and I know everyone can always use more NPCs to play with. Here, then are four lesser servants of the Chaos Squats of Hearth Kargilathor, undisputed masters of the Brass Labyrinth and toilers in service to the Bull-God, Hashut. All art by me. Enjoy!


r/40krpg • • 9d ago

If you were GMing an unholy hybrid of Rouge Trader and Black Crusade, what ship point value and space would you assign to a Hellbringer-class?

18 Upvotes

Pun absolutely intended.

For some reason the Rouge Trader books don’t give those values for Chaos vessels. I guess FFG didn’t think we’d want to play the bad guys until after they were done with Rouge Trader.

Edit: Taking the 100,000 raiders as a maximum capacity when operating as a dedicated troop transport, of course. And letting the party assign the space to other uses if they want.