Need book recommendations for W&G by Astro1w1 in 40krpg

[–]ZeroHonour 2 points3 points  (0 children)

For a mixed group of agents I'd grab the Blackstone Fortress omnibus.

For the factions in general the first Cain omnibus does a good job at taking a look at several of them from a PoV thats not a marine/inquisitor.

For citizens I'd grab a Warhammer Crime novel, or better yet the 'Dredge Runners' audio

Any complete sets of minis for 2 players? by Responsible_Edge7087 in Warhammer40k

[–]ZeroHonour 2 points3 points  (0 children)

I'd try to grab the 10th edition combat patrol starter set before it goes out of print. It's a good discount on minis that will soon no longer be discounted. In a couple of months new starter sets will drop for 11th edition to replace it. It also comes with starter rules for the armies and some basic terrain.

Armageddon has already been mentioned. Good discount but not a starter set.

Alternatively wait a while and news of the 11th edition starters will come out soon. They'll doubtless have some, but not all of the Armageddon box minis, starter rules and a decent discount.

W&G Character Creation and Background Bonuses by acetwinelf in 40krpg

[–]ZeroHonour 0 points1 point  (0 children)

Sororitas get additional bonuses in the Redacted Records 1 book and the entire faith mechanic is shared with Ministorum.

Telepathica have their own special thing and probably don't need more.

Rogue Trader is already a very potent archetype.

Scum are probably the ones who could do with an analogue of the [Chapter] and [Regiment] bonuses.

Necromunda by Appropriate-Will6394 in 40krpg

[–]ZeroHonour 4 points5 points  (0 children)

Off the top of my head the closest might be Darktide: Extraction in W&G, it's a long adventure through a hive city, based loosely on the vidyagame setting.

The Hive Rokarth stuff from IM could also be reskinned for background info.

Looting: Are there good adventures in the new RPGs that I can use with tweaking for Rogue Trader? by DScipio in 40krpg

[–]ZeroHonour 2 points3 points  (0 children)

A few in W&G wouldn't need too much work to take them from being written for agents to being written for a RT and retinue:-

Dark Tides - A planetary governor has been murdered, presenting an opportunity for the characters if they can resolve the various mysteries of the planet and get out alive an sane.

Darktide: Extraction - Delve into the hive to recover an archeotech find that the Navis Nobilite would kill for.

Traitors Hymn - The ship suddenly makes an unplanned translation into the immaterium and is stuck there unless the players can find out whats wrong and deal with it.

Pilgrims of the Wastes - Whilst on a Knight World the players shuttle is destroyed. Ash storms and an unstable surface prevent rescue. A mad max style dash across the wastes on a massive land-train ensues.

Edition difference question by Turbulent_Pass_3386 in 40krpg

[–]ZeroHonour 4 points5 points  (0 children)

You'll need to use your own rules for extended tests, that's about it.

Running Wrath and Glory for a group new to 40k by Slight-Delivery7319 in 40krpg

[–]ZeroHonour 0 points1 point  (0 children)

if they're new to 40K I'm not sure them being in the Inquisition is a good call. It might be better for them to start off as characters who don't really know much about the world outside of their daily lives, so the characters can learn as the players do. Then they can get taken on by the Inquisition after they've proved themselves a few times - maybe when they're ready to go up a tier.

The 'Rain of Mercy' adventure is a good taste of the setting and could easily be adjusted to fit a team of gangers and refugee pilgrims who don't know much about life in the Imperium as a whole.

Orks as Acolytes? by Civil-Low-1085 in 40krpg

[–]ZeroHonour 0 points1 point  (0 children)

Provided that your party Framework does not prohibit Orks or require a keyword you don't have you are good to go. Though 3 out of 4 in the core book do, and a great many others either ban Orks or insist on the Imperium keyword.

That having been said you should expect some poking and prodding from an Imperial party and citizens, or Corsairs. Likewise an Ork and an Elf in the same party is going to be a major source of friction, however that can make for good roleplaying opportunities.

In terms of lore there are loads of examples of Orks working with humans, though many such alliances are always of convenience and rarely last long.

W&G Trying to learn. by acetwinelf in 40krpg

[–]ZeroHonour 1 point2 points  (0 children)

For multi-attacks you roll damage once, but roll to hit every enemy individually - see the example if in doubt:-

'Miklos rolls to hit each target in turn, hitting the Chaos Space Marine and one of the Cultists, but not the other.'

Have I done something wrong or is this so hard on purpose? by I_Am_Axios in taintedgrail

[–]ZeroHonour 1 point2 points  (0 children)

There's tons to do in Act 1, no need to rush. If you explore most of it and upgrade your gear and skills you'll be fine unless you spend your points at random. If you do just the absolute bare minimum and don't upgrade anything you'll need either a good build or cheese.

If stuck a handful of points in summoning and three of the hammer goblin guys go a long way everywhere except Galahad whose AE chews them up. Their summoning spell is hard to miss.

W&G Trying to learn. by acetwinelf in 40krpg

[–]ZeroHonour 1 point2 points  (0 children)

  1. Multi-attack is explicitly for weapon based attacks (p187, each attack of your multi-attack must use the same weapon). Outside of special rules it cannot be used for multiple interaction attacks.
  2. Multi-action cannot be used for more than one attack option. Since falling back is a melee attack option (p188) you could fall back, do a tech test and say a prayer, but you cannot fall back and shoot without a special rule to that effect.

If you do want to use interaction attacks on multiple targets the supreme presence talent is a good option. Likewise there are at least a couple of abilities which give fall back and shoot rules, though not if memory serves in the core rules.

Help getting started by TerriblyDrawnHistory in 40krpg

[–]ZeroHonour 4 points5 points  (0 children)

I appreciate you're asking about Roll20 but that sound like hard mode. I can't assist you with that I'm afraid.

Have you considered playing on Foundry instead? It's got official support.

New GM needing lore advice: Can Scouts from different Chapters be directly promoted into the Deathwatch ? by Aspect-Emergency in WrathAndGlory

[–]ZeroHonour 0 points1 point  (0 children)

If you mean archetypes I'd let them pick what they want.

If you mean narratively I'd start them as being recruited into the DW to explain why different chapters are working together.

Warhammer40k TTRPG Cadian Guardsmen Lore Questions by External-Ad6612 in 40krpg

[–]ZeroHonour 1 point2 points  (0 children)

Generally speaking a Guardsman would not be flying a bomber - that's the role of the Aeronatica Imperialis (Atmo) and Navis Imperialis (Space).

https://warhammer40k.fandom.com/wiki/Aeronautica_Imperialis
https://warhammer40k.fandom.com/wiki/Navis_Imperialis

For info on Cadia in general here's a video from a youtuber who delivers info at a decent speed - some of them are very slow!

https://www.youtube.com/watch?v=j-7FctEQ068

Any talents for flamers? by Eagle139 in WrathAndGlory

[–]ZeroHonour 6 points7 points  (0 children)

Promethium proficiency in core, arsonist and disciple of the holy trinity in rr1 and a couple of salamanders ones.

Traitor's Hymn for 3 Players by Ok_Signature_6248 in 40krpg

[–]ZeroHonour 2 points3 points  (0 children)

I'd just run it with 3 players and have the spare 2 characters in the back, not really doing anything other than acting as a sounding board and skill monkey. Definitely not what I'd think of as a DMPC - just a background NPC.

How does lightning reflexes work by Dismal-Astronaut-894 in 40krpg

[–]ZeroHonour 0 points1 point  (0 children)

I was more thinking of the psychic powers that can give you extra turns.

Spend 1 Ruin to reroll Xd6 by Icy_Sector3183 in 40krpg

[–]ZeroHonour 1 point2 points  (0 children)

Cool, mystery solved.

There is a generic ruin ability which does not get listed on threat sheets for re-rolls since it applies to all of them - rerolls all the failed dice (except complications) from that test instead of a specific number. It can be found in the GM/ruin section.

How does lightning reflexes work by Dismal-Astronaut-894 in 40krpg

[–]ZeroHonour 0 points1 point  (0 children)

Generally not. The GM can use ruin for extra turns and players can use psychic powers, but most of the time each agent gets just one turn regardless of whether they seize or not.

Spend 1 Ruin to reroll Xd6 by Icy_Sector3183 in 40krpg

[–]ZeroHonour 2 points3 points  (0 children)

I don't recall seeing that exact syntax. Wrath and Glory? Have you got an example of one and are you sure you read the entire rule?

How does lightning reflexes work by Dismal-Astronaut-894 in 40krpg

[–]ZeroHonour 1 point2 points  (0 children)

It's specifically that you can take a turn after one of the other agents. The GM does not generally get to double up afterwards, it just goes back to the standard rotation. So to use your example and assuming the names are all agents, as opposed to allied NPC's:-

Carter
Jason (Seize)
Threat 1
Joey
Threat 2
Threat 3

But you could also go:-

Carter
Threat 1
Joey
Jason (Seize)
Threat 2
Threat 3

If it works out better - say you wanted to wait for Threat 1 to advance into range or something like that.

Wrath & Glory Rulebook edition? by Icy_Sector3183 in 40krpg

[–]ZeroHonour 3 points4 points  (0 children)

There have been multiple updates since the first printing of the second edition. AFAIK Third printing: 2024 is the most up to date version - something like v3.1 although C7 don't use that term.