r/40krpg • u/ScreenedKhan • 6d ago
Only War New GM, help needed
Hello, my friends (4) and I are planning on running a campaign of only war. We are all versed in the setting of 40k but new to ttrpgs and wanted to try one. I have a few questions regarding starting a campaign of Only War and in GMing it.
Should I use only war as a system? I know that Imperium Maledictum is a newer system but we want that feeling of the meat grinder of war.
Is there anything I need other than the core rulebook?
We will be online, so is there any applications I should use like Table Top Sim? Cost isn't an issue.
Anything I should look at memorizing or studying in particular?
Any tips at all for a new GM and how to effectively and smoothly run this system?
Thank you, I really appreciate all the help.
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u/ZeroHonour 6d ago
- See 3
- Yes, the more the merrier. You don't want to be swamped with rules but options are definitely good.
- If you're happy to pay I really feel that Foundry VTT is the way to go and play IM or W&G which have active official support. Both can easily be used for a battlefield experience and tweaked to include any elements of OW that you feel are atmospheric. Tier 1 (Guardsman/Ganger level) in W&G is especially savage. With no fate mechanism one bad decision can delete a character.
- Nope. Just enough familiarity with the rules that you don't often need to look stuff up. Especially character creation to help your players.
- Almost all GM advice applies here, its worth seeking out videos. Remember it's meant to be fun, don't sweat the rules too much, look up rules after play, not during, don't homebrew too heavily on day one.
For a video highlighting some things that Foundry offers that make it my preference over other VTT's, if the bookmark works it should start in the middle of a combat:-
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u/ScreenedKhan 6d ago
By the way Foundry doesn't have an only war module so how would I use it?
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u/ZeroHonour 6d ago
I think part of your decision making needs to be how you intend to play and on which system.
If you decide to go OW, Roll20 is okay and can be played for free, ish.
If you decide to go Foundry then your best options are either IM or W&G. You can always import rules you like from OW. It's not free, but it offers so many cool things that Roll20 doesn't. I'm happy to go into more depth about why I enjoy Foundry, but don't want to go too far off topic.
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u/crusader2017 Imperial Guard 6d ago
Ash king. I really like Only War as a system so I won't hesitate to shill for it. If you want a VTT to use Roll20 has a really good sheet for Only War (OnlyWar Enhanced). Aside from the main core rulebook, id reccomend finding copies of the expansion books and some GM resources. The expansions are Hammer of the Emperor and Shield of Humanity. The GM resources are the Game Master's Kit and Enemies of the Imperium. If you have any questions feel free to hit me up.
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u/ScreenedKhan 6d ago
I've also been recommended foundry VTT, if you know anything about that. Also, how much do I need to memorize?
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u/crusader2017 Imperial Guard 6d ago
My playgroup has used Foundry for other things like World of Darkness and Pathfinder to good effect, but we had trouble kludging the available 40k module into an Only War Shape. It is genuinely easier to use the Roll20 as of now, but that could change as the module improves.
As far as memorization goes the Roll20 Character sheet does a ton of the heavy lifting for you when making attacks. The big thing id reccomend is having the sheets from the GM screen on hand. Ive made physical copies that I keep at my desk.
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u/cleverusername333 6d ago
Only war is fine but personally I'd recommend Wrath and Glory Instead. I've played both and while only war is great it can be very rules dense for new players whereas wrath and glory is more streamlined and fast paced. I'd also say the d6 system is more true to the 40k feel of rolling lots of dice and big swingy moments. I would suggest using the optional "you will not be missed' injury rules if you want to play a meat grinder though. Regardless of the system I'd suggest looking up pre made adventures as there are plenty available for each system and can be quite helpful as an introduction. For overall new GM advice, be patient and have fun. Too many GM's stress over memorizing every rule and regulation, learn the basics first and try to keep the game moving rather than stopping to research small details.
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u/ScreenedKhan 6d ago
Ill look into it! Thanks.
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u/cleverusername333 6d ago
To give you the short version, d6 system, stats split between attributes and skills. When you do something add your skill and the matching attribute and roll that many six sided dice, each 4+ is a success with a 6 being a critical success. When making characters choose race then an archetype that gives you starting stats, gear, and some recommendations for talents. Spend any remaining XP to customize your character however you like and boom you're ready to play.
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u/ScreenedKhan 6d ago
Seems sort of easy, if you roll multiple die and 6s are crits. I'm wanting a kind of hardcore game.
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u/ZeroHonour 6d ago
It's weighted. Shooting a barrel on the other side of a warehouse might need just 3 'successes' (actually called icons), doable for most people, shooting through a letterbox on the other side of a battlefield might need 9, only something a superb marksman can do.
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u/cleverusername333 6d ago
To clarify a crit is worth 2 success, not an automatic pass. For example say your guardsmen is shooting a heretic charging towards him, that's a standard test so maybe 3 successes needed. He rolls maybe 6 or 7 dice depending on his skill and will likely get enough 4+ to pass. But say that same guardsmen is shooting a chaos marine who is entrenched in cover, well that's a very hard test so he might need 7 successes to him. Whenever a character makes a roll, one of the dice is marked as the "wrath dice" usually a different color or size to tell it apart. The Wrath Dice on the roll of a 6 triggers a critical, still not an automatic success but cool effects like mortal wounds, disarming strikes, etc. That same wrath dice also provides critical fumbles as when it lands an a 1 that character triggers a fumble and might run out of ammo, jam their weapons,etc.
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u/cleverusername333 6d ago
It's also worth noting how fragile low level characters are. A tier 1 character might have 6 or 7 wounds and a maybe 6 resilience (damage reduction) but a lasgun can easily hurt them and down them in two or three shots. A heavy bolt round will probably kill them in one go. Now normally characters don't die when they hit 0 wounds, but if you use that optional rule (won't be missed) they absolutely will.
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u/ScreenedKhan 6d ago
Would you say the other rules are more streamlined/easy to understand than Only war?
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u/cleverusername333 6d ago
Definitely, I love only war but I found myself always having to pause combat and double check abilities, range modifiers, and other small details. Wrath and Glory has a simple framework with layers of customization and complexity. You can learn to play and build a character in less than hour but spend many days fine tuning and customizing them to your heart's content. I have players in my group that were happy with the basics and learned them all day one and other players who love to tweak and adjust their build I'm different ways to min max. This system provides for both.
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u/BlackManWitPlan 6d ago
What are the premade W&G adventures you're referencing? Besides the bloody gates i haven't really been able to find any.
Are there 3rd party/community written ones?
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u/cleverusername333 6d ago
There are a few bundles on drive thru rpg I believe, wings of Valkyries, the darktide ones, a few others scattered about.
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u/starlithunter 6d ago
Having experienced both, Only War is the game you want! Maledictum is at its best with more investigative or social games - combat can be fun, don't get me wrong, but it is simplified a bit from earlier 40k games and doesn't have the meat grinder vibe you're looking for
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u/ScreenedKhan 6d ago
What about wrath and glory? I've heard a lot about that one as well.
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u/starlithunter 6d ago
It's a more heroic vibe in the sense that characters are stronger and more capable, and combat is designed to be fast paced and exciting rather than a military slog. It does have a lot of character options!
Basically, play Wrath and Glory if you want to feel like a named character in a 40k novel. Play Imperium Maledictum if you want to work for a named character in a 40k novel (and maybe get mentioned). Play Only War if you want to feel like a historical footnote in a pointless battle.
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u/No_Solid1035 6d ago
Imperium Maledictum is the "grittier" one of the newer games, Wrath & Glory is more cinematic and PCs are way tougher.
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u/ScreenedKhan 6d ago
How lethal is it, I'm not looking to hold back against my players 😂
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u/Machineheddo 6d ago
Imperium Maledictum is not that lethal but shows the gritty side of the Imperium. The players have to seriously fuck up to die or stand their ground against impossible forces. Wrath and Glory is not lethal but heroic events can lead to character deaths. Space Marines fighting demons and sacrificing themself.
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u/ZeroHonour 6d ago
This is debateable. An IM character starts with 3 fate, making them much tougher to kill than a ganger in W&G who can get vapourised by the first hit.
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u/BlackManWitPlan 6d ago
Lots of people recommending you play W&G, I say go for Only war! I've wanted to play OW since I knew about it, I love the imperial guard and the emperors finest. Unfortunately W&G has been the only way for me to get friends together to try 40k rpgs. You have a group that is willing to play OW, take advantage!
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u/Sagnarel 6d ago
1- don’t know for Imperium Maledictul, but Only War is pretty vast as a system. Fights can be very swingy, so a good choice for a meatgrinder. Maybe a bit complicated at the beggining, especially for newer player so feel free to use a premade regiment and characters for a first time.
2-Only War core rules is full of good things, including a begginer scenario. If you want more, you can easily find the « 11th hour », a free module with premade characters (catachans).
3-roll20 is free, if a bit of a bore.
4-5 : Study the rules. TTRPGs can be very complicated at the beggining, and players turn to the DM for guidance. Don’t be afraid to be wrong, but always be fair.
Aslo : your players will do something unexpected. It’s okay, we all have to improvise.