Warhammer 40,000 Roleplay

A subset of games set in Warhammer 40,000 setting that are full Tabletop RPG, published by Fantasy Flight Games, using a mechanical system similar to Warhammer Fantasy Roleplay. The license expired, so there will be no more. Includes several lines:


 * Dark Heresy (2008)
 * Rogue Trader (2009)
 * Deathwatch (2010)
 * Black Crusade (2011). Introduced changes that split the series into two groups with different mechanics. Mostly resembles the later group.
 * Only War (2012)
 * Dark Heresy 2 (2013/2014)

""It has the best critical hit charts ever made. You don't even need the rest of the game (although it is all good, it's just a LOT). Just start a campaign, wing it, and whenever anyone gets a good hit, roll on the critical hit charts. Holy fucking hell, did boiling bone marrow just turn my femur into a frag grenade? Fuck.""
 * A-Team Firing: This is the case when any character who is not optimized for gun skills makes attacks with weapons firing on fully automatic. Surprisingly, this is actually one of the more effective combat strategies, as the application of More Dakka to intentionally suppress targets will give the opposing force penalties regardless of how much actual damage it does, allowing those characters in the party who are optimized for gun skills to take careful aim to finish off suppressed foes.
 * Body Snatcher: A disturbingly large number of the given antagonists are these.
 * Bulletproof Vest: Although Imperial Guard issue flak armor is derided in the wider fandom as having the protective qualities of a t-shirt against military-grade weaponry, it is actually some of the better armor that an acolyte can start with. Further, it is common and inexpensive enough that a group pooling its resources should be able to afford to equip every member with at least this, it is light enough that even physically frail characters can comfortably wear it, and it provides fair protection across the entire body. Considering how deadly combat is in this game, almost everyone needs some fair protection. This tends to put it into Boring but Practical territory.
 * The Corruption: The Corruption Points mechanic.
 * Critical Hit: Eight pages of blood-spurting, limb-severing, organ-cooking, bone-exploding charts, though generally these only apply once a character drops below zero Hit Points Wounds. Also includes the more traditional "extra damage on a good die roll" version as Righteous Fury: rolling a natural 10 on a damage die gives a player the chance to continue rolling damage dice until they stop rolling a 10.
 * Chunky Salsa Rule: Taking more than eight cumulative points of Critical Damage will kill you in some horrendously gruesome and awe-inspiring way. Such as, oh say, "Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is carrying any ammunition it explodes dealing 1d10+ 5 Energy Damage to anything within 1d5 meters." And that's just at 7.
 * As 1d4 Chan puts it:


 * Deadly Decadent Court: Par for the course among the Imperial nobility on more established worlds, but this is the particular hat of the hive world Malfi, who take it Up to Eleven. They are not necessarily all evil, but it is an environment in which one must lie, mislead, backstab, and maintain the courtly Masquerade, or suffer long torments as those who do rip their rivals' houses apart over the course of years.
 * Death World: The Calixis Sector has its fair share. Of particular note is the planet Phyrr, where literally every living organism and organic by-product on the planet is profoundly toxic to humans.
 * As well as Woe, which is listed in the core rule book as "A death world. Extremely hazardous." Sounds nice, doesn't it?. Woe is later explained to have nothing but plant life on it. All of which are omnivorous, and can also move about, albeit rather slowly. These ultra deadly trees have been noted to not only shift around overnight like The Brothers Grimm trees, but are also smart enough to team up on larger trees. As far as the foliage is concerned, you are food.
 * Dodge the Bullet: Every character gets one "Reaction" move during their enemy's turn. Among other things, this can be used to parry an opponent's attack, or in gun fights used to dodge an enemy's shot. Of course, characters do only get one Reaction per round, which means it can be overcome by More Dakka on their enemy's part, unless that combat dodge is used to Take Cover, which is the practical option when being shot at.
 * Dying Planet: The world of Sinophia at the edge of the Calixis Sector was the staging point for the Angevin Crusade that brought the sector into the Imperium millennia ago. At that time, Sinophia's infrastructure and economy were greatly expanded to support the crusade, and the world benefitted as immigrants arrived, industry flourished, and the planet became wealthy and influential. However, as the crusade wound down and the conquered worlds settled fully into the Imperium, the importance and influence of Siophia declined. These days, the world is slowly decaying, in a perpetual economic downturn, with a shrinking population, an unmaintained infrastructure, and various noble houses bickering among one another with none able to wield the influence to steer the planet to recovery.
 * Lathe-Hadd aka "the Silent Forge". Weren't ahead to begin with, then made things worse. Then suffered infestations by the schismaticals. Things may or may not have begun to improve.
 * Explosive Leash: Explosive collars are an available piece of equipment. If you play a Guardsman, you can elect to start with one still attached.
 * Feudal Future: In line with the wider setting, and there are enough of all-out Feudal worlds that they have their own place in the official classification.
 * Gorn: Just read the descriptions in the Critical Hit tables. Combat in this game is not only deadly, it is messy.
 * Hand Cannon: One of the handguns described in the game is literally referred to as a Hand Cannon. It's a solid-projectile firearm with recoil so powerful it requires a two-handed grip (or special gloves) to be used effectively. It is also the smallest pistol in the game that qualifies for this trope.
 * Machine Worship: Tech-Priests.
 * Mushroom Samba: Hallucinogen grenades, whee!
 * No Range Like Point-Blank Range: Shotguns are most effective at short range.
 * Furthermore all ranged attacks get a +30% to hit at point blank range. Except in melee (pistols).
 * Off with His Head: Happens when one scores high on a head critical hit chart. Scoring even higher leads to such pleasant outcomes as nearby combatants being showered with skull fragments and brain matter, the local area becoming difficult to walk through for all the gore on the ground, and the victim being killed so gruesomely that his friends must fight the urge to flee from his killer for a couple of Rounds.
 * Short-Range Long-Range Weapon: Very much averted, especially when compared to equivalent weapons from the tabletop game. However, thanks to their special rules, shotguns are still most effective at point-blank range.
 * Psychic Powers: Psykers are available as a career path. They're powerful, but using psychic abilities has a chance of going horribly wrong if the Random Number God-Emperor does not smile upon you.
 * Take Cover: Given how deadly combat in this game is, and how effective cover is at preventing a character from getting hit, this is practically a necessity against opponents with guns. Even well-armored characters will usually want to get into cover to prevent a Death of a Thousand Cuts from the little Scratch Damage that manages to get through their protection.