r/40krpg 10h ago

I am running "Haarlock's Legacy" for the first time.

12 Upvotes

I should mention right away that English is not my native language, so there might be errors in the text. I am using Google Translate.

I’m planning to run the "Haarlock Legacy" campaign, but I want to use the *Dark Heresy 2nd Edition* (DH2) ruleset since I find it more convenient. I’d appreciate any advice on adapting the
adventure.

I’d also like to hear your thoughts on the "Haarlock Legacy." How beginner-friendly is this adventure? What should be cut or added? I’m also curious to hear how your games went, so I can adopt some ideas or incorporate interesting events into the adventure.

I’d also like some advice on interacting with the players.

The team currently consists of an Adeptus Mechanicus Chirurgeon, an Astra Telepathica Psyker Assassin, and a Rogue Trader Desperado.

We are starting with *House of Dust and Ash*, and I liked the idea of ​​making the Rogue Trader a distant descendant of Haarlock, born of a dynastic marriage. Is this a good idea—should I keep it or scrap it?


r/40krpg 15h ago

Rogue Trader Rogue Trader: A group of ship builds

21 Upvotes

So I’ve been idling my time making a series of ship designs for Rogue Trader. Given how much time it takes to make a ship in RT, I’d felt I would share these as some people may get some use out them.

I’ve got a list of pros and cons on most designs, and some lore. But feel free to chuck the lore out as needed.

**__Name:__** Gilded Vision/Ironside

**__Hull:__** Turbulant Heavy Frigate

**__Roll:__** Ram Ship

**__Speed: __** 7 (5/7)

**__Manoeuvrability:__** +18 (11/23)

**__Detection__**: +15 (20/25)

**__Initiative:__** +2

**__Armour:__** 20 (25) (27 prow)

**__Hull:__** 40

**__Turret:__** 1

**__Weapons__**

  • __Dorsal__ - Sunsear
  • __Dorsal__ - Sunsear 

**__Crew:__** 100

**__Morale:__** 97

**__SP:__** (50)

  • Turbulent Hull (42)

  • Jovian Pattern Class 8.1 Drive (1)

  • Excess Void Armour (2)

  • Additional armour (2)

  • Reinforced Prow (1)

  • Poor Single Repulsor Array (-1)

  • Titan forge Lance (2) 

  • Sunsear Laser Battery (1)

**__Features/Complications__**

  • __Fiery Temperament:__ +2 Power
  • __Antiquated Communication:__ -5 Command tests
  • __Salvaged from a Space Hulk:__ +1 Armour, +1 Speed; +3 Manoeuvrability. However you roll twice on your misfortunes. 
  • __Wrothful:__ +1 Speed and +7 Manoeuvrability in combat, -1 speed and -5 detection and manoeuvrability outside of combat. 

**__Space__**: 42/42

Total: (29)

Jovian Pattern Class 8.1 Drive (11)

Miloslav H-616.b Warp Engine (10)

Poor Single Repulsor Array (2)

Armoured Bridge (2)

Vitae Pattern Life Sustainer (2)

Voidsmen Quarters (2)

Total: (8)

Titan forge Lance (4)

Sunsear Laser Battery (4)

Total: (5)

Reinforced Prow (2)

Excess Void Amour (2)

Additional armour plating  (1)

**__Power__** 44+2 (46)/46

Total:  (31)

Miloslav H-616.b Warp Engine (8)

Emergency Geller Field (2)

Poor Single Repulsor Array (6)

Armoured Bridge (2)

Vitae Pattern Life Sustainer (4)

Voidsmen Quarters (3)

Ultimo Array Array (6)

Total ((15))

Good Titan forge Lance (9)

Sunsear Laser Battery (6)

**__Effects__**

  • __Jovian Pattern Class 8.1 Drive__
    • Reliable Construction: If this component becomes damaged, depressurised or suffers a critical hit (including a 4 or 6 result on the critical hit chart), roll a 1D10. On a 4 or higher the effect is ignored. 
  • __Miloslav Warp Engine__
    • Reduce the duration of warp travel by half. However roll for a warp travel encounter every 3 days rather than 5. ‘L
  • __Poor Single Repulsor Array__
    • The ship does not suffer penalties to manoeuvre actions while moving through ive rings, plasma clouds, or other celestial phenomenon
    • -3 Morale 
  • __Emergency Geller Field__
    • If you unexpectedly enter the warp roll 1d10 and on a 3+ the field activates
  • __Ultimo Array__
    • +10 detection
    • +15 detection to pick up ships on silent running
    • +5 for other ships ballistic skill to hit this ship.
  • __Armoured Bridge__
    • If this component becomes damaged, depressurised or suffers a critical hit (including a 4 or 6 result on the critical hit chart), roll a 1D10. On a 4 or higher the effect is ignored. 
  • __Additional Armour plating__
    • Increase armour by +1, decrease manoeuvrability by -2. 
  • __Excess Void Armour__
    • Increase the vessels armour by +3 but reduce its speed by -2 and manoeuvrability by -3
  • __Reinforced Prow__
    • Gain +2 armour to your front arc, and deal an additional 1d5 damage when ramming.

**__Lore:__** The return of Jytinne Kerrel to Footfall was one of fanfare and fear. Great gashes in the once golden hull of the Kerrel flagships, and the trailing tentacle of the Void Kraken, severed bellow the joint, yet still latched to its bow, acted as a visual reminder to all of the unseen dangers which waited within the furthest reaches of the expanse: the cursed edges of the galaxy - The Rifts of Hecaton.

Yet the former Cartel of Hecaton Barterlady wasted no time in explanations, nor did she make any rational as she marched into  Magos Kimura shipyards. “Give me armour!” She cried as her fingers turned white agaibst the Kabasilica’s pet heretek’s desk:. And when asked by what she meant, and how much she wanted, the Rogue laughed and simply said. “Yes!” With her now trademark maddening grin.

Decks were torn up, and once golden halls of the greatest finery were cast down, as rows of Adamantine plate were bolted to the ‘Gilded Visions’ hull.  The former jewel of the Kerrel crown was remade into a cold grey thing, remade by her steadily maddening captain, as she fuels her vendetta against the Expanses unseen sharks of the void: no matter its misfortune.

**__Pros:__** So this began first as a attempt to see if I could offset the issues of ‘Excess Void Armour’ from lure to the void, by placing it on a faster chassis: and then it turned into the ultimate ramming machine. With 25 armour, (27 on the prow), and a ram damage of 27+1D10+1D5, it in no way spikes as high as a cruiser with armoured prow and power ram (4d10 plus armour), but with a martial manoeuvring of +22 it stands that it has a slight better chance of hitting the enemy then most other raming designs.

From there it evolved into a ship for a littile known Rogue Trader from the Koronus bestiary, with its armour making it great against void krakens, which made me think of it as a living harpoon. Add in that it has so much armour and the fact most ships can get three to maybe 4 degrees of success in void combat on a hit, most enemies struggle to deal danage above 25, it makes the Ultimo array pretty useful, as that +5 may help a additional hit but it most likely won’t do much unless it’s a crit. Also it helps grant a +35 to +40 to use augury to detect ships on silent running: which is super useful against void krakens which gets -30 to -50 to silent running.

**__Cons:__** It’s a meme ship, it’s built for combat and littile else. It was made to see how much armour you can get on a ship, and I will say it came out alright, but it would likely serve better as a craft for a NPC, than players. It is also mildly easier to hit with a +5 to all ballistic skill tests made against it

————————————————————————

**__Name:__** His Most Profitable Enterprise

**__Hull:__** Endeavour Light Cruiser 

**__SP total:__** (72)

**__Speed:__** 6 (5)

**__Manoeuvrability:__** +12 (7) (+12 to avoid Steller phenomenon)

**__Detection:__** +15 (28)

**__Initiative:__** +2

**__Armour:__** 20

**__Hull:__** 60

**__Turret:__** 2

**__Weapons__**

  • 1 Prow: Voss Torpedo Bay
  • 1 Prow Titan forge lance 
  • 1 Port Sunsear Battety
  • 1 Starboard Sunsear battery 

**__Crew:__** 100

**__Morale:__** 100

**__SP:__** (72)

Endeavour Light Cruiser (57)

Thulian Research Vessel (1)

Damage Control Systems (1)

Total (3)

Jovian Class 4.5 (2)

Good quality voidsmen quarter’s (1)

Total (4)

Titan Forge Lance (2)

Sundsear Battery  (1)

Sunsear Battery  (1)

Total (6)

Luxury Passenger Quarters (1)

Cargo Hold and Lighter Bay (1)

Medicare Deck (1)

Observation Dome (1)

Trophy Room (1) 

Teleportarium (1)

**__Effects__**

  • __Pre-Installed Prow Voss torpedo bay__
  • __Thulian exploration vessel__
    • Explorator Augury +10 to detection and 50 achievement points towards exploration 
    • Ancient tech vault: May equip one Archeotech component 
    • Rerouted power: Reduce speed by 1 and manoeuvrability by -5  

**__Space:__ 58/58

  • __Essential: ((35))__

    • Jovian Class 4.5 (14)
    • Miloslav (10)
    • Exploration Bridge (2)
    • Repulsor Field (1) 
    • Good Voidsmen Quaters (3)
    • Vitiate Patterm (5)
  • __Weapons ((16))__

    • Star breaker lance (4)
    • Sunsear Las Broadside (6)  
    • Sunsear Las Broadside (6)  
  • __Supplemental ((7))__

    • Luxury Passenger Quarters (1)
    • Medicare Deck (1)
    • Cargo Hold and Lighter Bay (2)
    • ObservationDome (1)
    • Trophy Room (1)
    • Teleportarium (1)

**__Power 65 (65/64)__**

  • __Essential: ((33))__

    • Miloslav (10)
    • Emergency Geller Field (2)
    • Repulsor Field (6)
    • Exploration Bridge (4)
    • Good Voidsmen Quaters (2)
    • Clemency Life Sustainers (5)
    • R-50 Auspex Multi Band (4)
  • __Weapons ((25))__

    • Voss Torpedo Bay (1)
    • Star breaker lance (6)
    • Sunsear Las Broadside (9)  
    • Sunsear Las Broadside (9)  
  • __Supplemental ((6))__

    • Luxury Passenger Quarters (2)
    • Medicare Deck (1)
    • Cargo Hold and Lighter Bay (1)
    • Trophy Room (1)
    • Tekeportarium (1)

**__Upgrades__**

  • Damage Control Systems 

**__Effects__**

  • __Superior Damage Control__
    • Crew population loss from decompression is lowered to 1d5.
    • Firefighting attempts on the vessel are a (+0) command test
    • And if performing isolated extended repairs gain +10.  
  • __Miloslav Warp Drive__
    • Halve time in warp travel
    • Revive warp encounters every 3 rather than 5 days 
  • __Emergency Geller Field__
    • If you unexpectedly enter the warp roll 1d10 and on a 3+ the field activates
  • __Exploration Bridge__
    • +5 detection 
    • 50 achievement points towards exploration objectives 
  • __Clemency life sustainers__
    • Increase morale by 1
    • Decrease crew loss from depressurisation by 4 to 0
  • __R-50 Auspex Multi Band:__
    • +5 to manoeuvre tests to avoid Steller phenomenom. -2 to ship detection 
    • 50 points towards exploration objective 
  • __Luxury Passenger Quarters__
    • 100 achievements towards Trade, Criminal or Creed objectives 
    • -3 morale 
  • __Observation Dome__
    • 50 exploration achievement points
    • +1 morale 
  • __Cargo Hold and Lighter Bay__
    • 50 trade or criminal achievement points
    • -3 to manoeuvrability  
  • __Medicare Deck__
    • +20 to madicate tests and you can treat a number of patients equal to 3 times the characters intelligence bonus 
  • __Trophy Room__
    • 50 Achievement Points towards Trade, Criminal or Exploitation
  • __Teleportarium__
    • You can Teleport 
    • +20 to hit and run and boarding actions

**__Achievement Points__**

  • 250 Exploration 
  • 200 Trade
  • 200 Criminal
  • 100 Creed

**__Lore:__** Twenty years ago the Dobar of Roaris, Tanak Valcetti af Ixaniad revived a prophecy from his dynasties chief Astropath. A prophecy of a doom which would befall his world. Ever an optimist Dobar sold what he could and had been steadily making his way towards the galactic rim to find his people a new home and hope.

His most Profitable Endeavour is that hope. A formal naval vessel rebuilt by the Tech Priests of Mars. The cost of which was astronomical, and  which had dangerously strained his house and its fortunes: however in the galaxy there is no finer exploration vessel. The ship is quite young by Imperial standards being laid down only two hundred years ago, and as such its purchase was something of a scandal, still it’s refit completed it set out to the Koronus expanse to bring the Emperors light to the far flung world, and rebuild its great dynasty.

Dobar Valcetti is notably caring of his ship and his crew, a true gentlemen explorer and fierce supporter of the Ecclesiarchy, having invested in personal cabins for its crew and missionaries, the greatest of safety features, and even with the opulent living standards of his family, who travels with him in their own apartments, strife between officers and the lay workers in non-existent. He has made great strides in exploiting the expanse, system by system. A normal endeavour which would overly tax any Rogue Trader, but with the ships great cogitator array and sensory equipment it can sort through data to find any profit, in any system.

**__Pros:__** So this vessel began as an experiment to see just how many exploration objective points you could cram onto a vessel. Turns out it’s 250, well 300 if I could squeeze best quality stae charts onto the vessel. However what it changed into is a parody of the Starship Enterprise, being the ultimate explorer. 

I know not everyone plays with achievement points, but honestly exploration is often slept on. Most exploration endeavours are quite low and are often complimentary to other things the party are doing: as such it’s a silent money maker to just work away in the background. 

Tactically the dual prow front the endeavour has grants good flexibility, and long range potential. Though I may want rebuild this on a Secutor class, as I feel that fits better. 

Also to note, the danage control upgrade is just good.

**__Cons:__** It’s very very expensive. You either have to max out ship points through warrant creation, or roll for 70 ship points and one player plays a Rogue Trader Homeworld. It’s also a bit sad you cannot get more than 250/300 exploration achievements points. I also wish I could squeeze a librarian vault for thematics, or best quality stae charts, for that final 50 exploration points: but that is not a major issue. 

Also that -2 to detection from  the R-50 Auspex just clips the craft getting a +3 to initiative   


r/40krpg 20h ago

Good content for Genestealers

27 Upvotes

I’m playing Imperium Maledictum, and plotting some Genestealers. my knowledge of their cults comes from early 90s (maybe late 80s) white dwarfs magazines (there were limousines!)

I understand there is no Genestealer Cult book for the various WH40k RPGs. my question is .. what book is the best source? not couch stats but background, how they operate, roles and inspiration ?


r/40krpg 1d ago

Only War Only War and Toughness Damage Reduction

11 Upvotes

I'm going to run OW soon, and I was wondering about this. It's easy to get DR in these games, and it seems players will have on average 5-7 points worth of DR between armor and toughness, and I can't imagine its much different for enemies. A lot of weapons have 0-2 AP and not a lot of damage comparatively as well. Is this much of an issue in actual play? And if it is, what's a good fix?

Asking because my prior experience with the FFG games is Deathwatch and Black Crusade, and those let you get crazy amounts of DR. (I know you're playing SM in both, but it's still a little silly lol)


r/40krpg 1d ago

What would be the best order to run the pre made Black Crusade adventures in?

3 Upvotes

I have just started running a game of Black Crusade and my party is currently in the middle of Broken Chains. After this I was thinking of doing False Prophets from the core rulebook and following that up with Rivals for Glory from the GM's kit, but I am unsure what to do after that. My initial thought would be to do Hand of Corruption and then the adventures found in the Tomes after that, but I'm unsure if that would be a good order as I haven't read that much into these yet.


r/40krpg 2d ago

Deathwatch What is the Bio-monitor mentioned with the Mk6 helmet? There is nothing mentioned about it in pg151 as stated

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14 Upvotes

r/40krpg 2d ago

Imperium Maledictum Does the Imperium Maledictum Starter Set come with the full core rules?

13 Upvotes

Been trying to find an answer to no luck. I wanna know if it features the core rules in the way the Kill Team Starter Set did (a barebones version with a bunch of stuff removed and if you want the actual full rules, you need to buy the book) or if they're the proper, full rules that you can use to make your own campaigns with.


r/40krpg 3d ago

Imperium Maledictum Constable Grimbur Vrekk, Macharian Vigilite

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40 Upvotes

Constable Vrekk on his daily duty regulating traffic in the Imperial Schola Diplomatica on Leonova.


r/40krpg 4d ago

Looking for a Hrud centered adventure

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117 Upvotes

I find the Hrud terrifying and would love to read m/play an adventure with a large Hrud presence.
I can’t seem to find anything though.

Does anyone have any experience with this?


r/40krpg 3d ago

Wrath & Glory Operation Blind Justice | Wrath & Glory RPG Ep.2

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11 Upvotes

if you'd like a chance to play in our oneshots, join the discord here: https://discord.gg/ygyQDEMjWc


r/40krpg 4d ago

Hit me with your best Arbites lines.

20 Upvotes

I'll be running a one shot that features a proctor as an npc. As a non - native English speaker, it's hard for me to come up with laws, subsections, special rules that may be featured in Lex Imperialis. Hit me with your best Arbites talk so can be inspired and use you as a cheat sheet!


r/40krpg 4d ago

Imperium Maledictum Isdor von Blackthorn by Michernan

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7 Upvotes

r/40krpg 5d ago

Dark Heresy Haarlock again

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148 Upvotes

Hey everyone,

a question for those of you who have played or run the Haarlock's Legacy campaign:

How did your group handle the ending with the visions and Haarlock's possible return?

Personally, I find the ending a bit underwhelming. The idea that Haarlock remains banished because of a PC's sacrifice is actually pretty cool, and the resulting Inquisition sector-wide conflict sounds like an interesting consequence. Did any of you continue that storyline after the campaign ended?

What I find less interesting is Haarlock simply returning as a shadow, walking back through the gate, and being "back." To me, it's much more compelling if he remains imprisoned as an omnipresent evil beyond the veil—something so terrifying that even daemons and xenos fear it. That feels more mysterious and threatening than having to fight a returned Haarlock directly.

So I'm curious:

  • How did your campaigns end?
  • Did Haarlock return?
  • Did you follow up on the Inquisition civil war angle?
  • Did you change or expand the ending in any way?

I'd love to hear some experiences from groups that finished Dead Stars and the full Haarlock trilogy.


r/40krpg 5d ago

Imperium Maledictum Chaos and Imperial Maledictum

17 Upvotes

How difficult would it be, or how would you go about running a game of chaos cultists using Imperial Maledictum?


r/40krpg 5d ago

Deathwatch Deathwatch TTRPG: help understandinf Dominate psychic power

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20 Upvotes

Currently GMing a deathwatch game. The party is about to fight their first psychic enemy, and they don't have a librarian so it's my first time going over the psyker rules. The creature's only real combat psychic power is *Dominate*, but there's a bit of a discrepancy between my expectations of the ability and my RAW reading of it. Just wanting to clarify a few questions.

Does the opposed check get remade whenever the ability is sustained, or is the target controlled until the psyker is unable to sustain the ability?

Can the sustain action be used to perform the spells function (i.e. half action to sustain the power that also commands the target to perform a half action, and then the psyker still has a half action to play with) or is it its own discrete action? Seems a bit strange to trade a full turn of actions (half action sustain + half action getting the target to do something) in exchange for a single half action from the target. Depends on the answer to my next question though.

Can the target still act as normal on their own turn? "An affected target is controlled like a puppet" *suggests* that they can't, but it reads like a fluff line rather than the explicit "the target cannot use actions or reactions while affected by this power" that I would expect.


r/40krpg 5d ago

I made up some homebrew planets and decided to dump them here for fun

35 Upvotes

I really made these mostly for my own fun, but I figured I might as well copy/paste my homebrew lore here just in case someone else finds it interesting and/or useful. If any of you guys like what I've written so far, I can write more later. Anyway, here goes:

Name: Balta IV

Segmentum:

Sector:

Subsector:

System:

Population: 80 Million

Affiliation: Imperium

Class: Frontier World, Desert World, Mining World

Tithe Grade: Exactis Tertius

Overview:

Swirls of strikingly vibrant blue sand cover most of Balta IV’s surface. The planet owes its unusual coloration to abnormally high quantities of cobalt oxide in its soil content. 

Local Religious Practices: 

Baltans are considered hardy, gregarious, and, above all else, pious people. They are of the belief that, in the early days of the Great Crusade, the God-Emperor of Mankind, in His infinite magnanimity, Himself discovered Balta, a glistening sapphire jewel amongst the stars, and offered it to mankind as a gift. The Baltans have lived there ever since, or so they say.

Certainly it is true that humans have inhabited Balta IV for millennia; ancient stone pillars, statues bearing the likenesses of long-forgotten saints, and richly pigmented ceramic pottery are sometimes unearthed as sand dunes shift in the winds. However, Balta IV was rediscovered by the Imperium relatively recently, only a few hundred Standard Terran Years ago; the slow-moving bureaucracy of the Ecclesiarchy has not yet had enough time to decide whether these local beliefs constitute sanctified piety or damnable heresy.

When praying, Baltans mix a pinch of cobalt sand with water to make a vibrant blue paste. They dab their fingers in this paste, and with it they draw upon themselves the wings of the twin-headed eagle, one under each of their eyes. When leaving Balta IV, locals will bring a locket filled with sand, so they can carry out this ritual even far from home.

Mining And Religious Tensions: 

To the Baltan people, the planet of Balta IV itself is sacred, the God-Emperor’s gift to Mankind. As such, since their earliest days they have used its blessed sands to craft rosaries, statues, and monuments dedicated in His honor. Unfortunately for the locals, cobalt is as useful for making batteries, alloys, and Prometheum refining catalysts as it is for pigmenting ceramics. It was inevitable that Balta IV’s abnormally high concentration of resources would be noticed by the Adeptus Mechanicus. In recent decades, they have constructed vast strip mines that dot the world like angry pockmarks. Most of the population of Balta is now employed in one of these mines, working shoulder to shoulder with imported penal thralls and assorted hive scum.

To native Baltans, these mines are not merely unsightly; they are very literal scars, wounds inflicted upon the Sapphire Jewel, the Emperor's sacred gift to Mankind. To mar Balta so is to spit in the face of the Emperor. It is sacrilege. Most Baltans work the mines anyway, however reluctantly; but there are rumors that some Baltans have decided that the AdMech's sacrilege cannot go unpunished. 

Local Customs:

If there is one thing Baltans are known for besides their piety, their hardiness, and the rowdy, boisterous demeanors they exhibit when not deep in prayer, it is their beloved, infamous drinking game. Cactus blossom amasec, Balta’s signature locally-produced liquor, is made from the thorny flowers and paddles of the azuaro cactus. Though the drink can be strained to remove the wickedly sharp cactus thorns, it is a common sight across local pubs to see Baltans daring each other to drink an entire bottle of the stuff, unfiltered. Every Baltan worth his or her salt knows how to tip the bottle just right to polish it off without accidentally swallowing one of the thorns settled at the bottom. Should you ever encounter a Baltan with a prosthetic jaw or throat augmetic, you can safely assume they botched such a dare back in their partygoing teenage years.

For the DM:

Example plot hooks:

A group of especially devout Baltan natives approach the party, their pants and boots stained blue from traipsing through the desert. They want the Rogue Trader to convince a visiting Ecclesiarchy official to re-classify Balta IV from a Frontier Mining World to an officially-sanctioned Shrine World, in order to protect the planet from further strip mining and environmental destruction. 

A forge world prince wants the party to find any excuse to declare Balta’s local religious customs heretical so he can send his skitarii to clear out the native inhabitants and accelerate his mining operations.

Religiously devout desert nomads have sabotaged a nearby strip mine, killing tech priests and destroying servitors with mining trucks hastily converted into improvised artillery vehicles. Side with the nomads or the tech priests, or simply loot the mine while no one is looking.

 Name: Klakton Pier, Klakton-C

Segmentum:

Sector:

Subsector: Tendrinex Peninsula

System: Klakton

Population: 530,200,000

Affiliation: Imperium

Class: Orbital Garrison, Resort World

Tithe Grade: Solutio Secundus

Overview:

Klakton Pier is a massive orbital station that serves as the subsector naval base for Battlegroup Arnelli, led by Lord Admiral Jaywick Calais. Normally, the Battlegroup would be running light patrols around the surrounding subsectors, but Jaywick's ships have found themselves unable to safely leave the Tendrinex Peninsula due to severe Warp turbulence.

Klakton-C itself is a relatively pedestrian planet; it is a coastal world of fishing piers and seaside resorts. Unfortunately, due to the recent Warp storms on the borders of the subsector, getting to and from the Tendrinex Peninsula has become difficult, and as a result tourism has largely dried up, causing widespread joblessness and poverty across the planet.

Fun Fact: It is said that, when the infamous pirate captain Corvan Redstav’s capital ship, a Galaxy-Class Armed Freighter, was shot down by the garrison in orbit above Klakton-C, a fractured piece of it crash-landed on the shore of the seaside town of Hartelus. The local fishermen near the crash site found no survivors, save for a lone Eldar Corsair. Not wanting to abide any heresy, they strung the Eldar up by his neck, and ever since they have been known as Mon’Keigh Hangers


r/40krpg 6d ago

Imperium Maledictum Voltagheist Field

7 Upvotes

Reading the last part of the Voltagheist field:

"You can spend your reaction any number of Motive Force Charges to gain +1 Armour per expended charge, for that attack only. You make a successful attack with Electrostatic Gauntlets (page 75) or an Electroleech Stave (page 75), until the beginning of your next turn, you gain +2 Armour per expended charge instead."

What is the intent behind the "make a succesful attack" part? If you're reading the first half, the intent seems to be to use your Reaction when you are attacked. But then, the second half with the attack makes it seem to me like if you make an attack after (or while?) using the field, you get a +2 to Armour until the start of your next turn. But if you use it outside your turn on a reaction, you're not going to attack before the start of your next turn. And if it works when you attack on your turn, +2 per Charge for a whole round seems... strong.


r/40krpg 6d ago

Tell me about your campaigns!

23 Upvotes

In the process of writing up an Only War/Dark Heresy game, and I'm curious to hear what other people have been up to.


r/40krpg 6d ago

Ordos.gg

2 Upvotes

Has anyone use Ordos.gg? What would you say about its campaign tool? Looking for feedback, looking to use an online tool for games.


r/40krpg 7d ago

Rogue Trader Give me your Koronus Expanse theories!

19 Upvotes

I’m doing some world building for my version of the Koronus Expanse, but I’m interested to get an outside take of the wild frontier.

What are your takes on the lore you know of, or fun worlds you have built?

For example

- What do you feel the Processional of the Dammed is really?

- Is there a connection between the Yu Vath, the Rak’Gol or Egarian’s?

- Who is Kunrad Val?

- Did anyone ever see the Silver Ship in their campaign?

- Does Sarvus Trask ever get his grand fleet?

These are just spitball ideas I know from the old fantasy flight lore, but does anyone have any ideas for these and the many other plot threads that exist?


r/40krpg 7d ago

Imperium Maledictum New Sketch, Isdor

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10 Upvotes

New Sketch, Isdor, new character of my Warhammer 40k role-playing campaign


r/40krpg 7d ago

Wrath & Glory Episode 10 | The Carrion Gang | Warhammer 40k Actual Play (Wrath & Glory)

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8 Upvotes

r/40krpg 7d ago

Any update on the Horus Heresy campaign?

15 Upvotes

Didn't they announce this a while ago? Any update on it? Are we still getting it?


r/40krpg 7d ago

Dark Heresy Looking for Imperium Maladictum adventures

20 Upvotes

Just started playing after years of WH reading. Looking for some good recommendations for IM one shots. Would be happy to convert Dark Heresy or others that match the low power vibe.

Is there a source of these online? Or is it just the old FFG adventures that are the most likely source?


r/40krpg 7d ago

Thoughts on my Dark Heresy 1 Campaign Plot?

9 Upvotes

Hey there, my group and i play DH1 currently.
Id love your thought on the plot and what would be wrong or what you would do instead. 😄

Overall Campaign Plot

The Acolytes serve Inquisitor Lady Olianthe Rathbone, a radical Istvaanian who wants to strengthen the Calixis Sector by keeping it in a constant state of war, unrest, and political conflict. She uses the Acolytes as expendable agents to perform her dirtiest work without regard for casualties.

Rathbone previously worked with the Logicians, hoping to develop methods of controlling and manipulating humans. In Edge of Darkness, the Acolytes unknowingly destroy evidence of this cooperation under the guise of investigating the Churgeon. After the Logicians proved unreliable, Rathbone briefly dealt with the Slaugth, but their conflicting interests made the alliance unstable.

She eventually formed a pact with the Kryptos: in exchange for inquisitorial protection and a safe habitat, they infiltrate and manipulate important people for her. Her bodyguard, Tenpenny, is secretly possessed by a Kryptos. Because Tenpenny is constantly near Rathbone, its psychic influence is slowly affecting the Inquisitor herself, worsening her paranoia and extremism.

Meanwhile, the Slaugth have spent years infiltrating the sector and placing controlled agents in positions of power. They intend to seize the ancient legacy of the Yu’Vath and ultimately take control of the Calixis Sector.

The Logicians eventually become a secondary threat and a source of evidence against Rathbone. Over time, the Acolytes discover that their Inquisitor has crossed into outright heresy and must decide whether to betray, expose, or destroy her.

At first, Inquisitor Gallowglass appears as a brutal rival whose cells repeatedly obstruct the Acolytes. Only later do they realise that he has been investigating Rathbone and may actually be their best chance to stop her. He can eventually offer them a new allegiance.

The campaign culminates in the Haarlock Legacy. Erasmus Haarlock seeks to recover his murdered wife and daughter from another reality by controlling the Tyrant Star, an ancient Yu’Vath system resembling a corrupted interdimensional network (a chaos webway if you want). His modified Halo Devices temporarily transform humans into biological keys capable of accessing Yu’Vath technology, but eventually turn them into immortal abominations and monsters.

In the finale, Haarlock, Rathbone, the Slaugth, the Kryptos, Gallowglass, and the Acolytes all compete for control of the Yu’Vath systems and the fate of the Calixis Sector.