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https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ChapterMaster
This one comes to mind, though I've never tried it myself.
Man, I need to try it sometimes, I remember when it was a literal meme on 4chan /tg/ back in the 2000s, inspired by King of Dragon Pass.
They can get away with a lot (How much depends on their charter, the oldest emperor given ones are better then the newer ones) and a space marine and Eldar is one party I think is fine.
That still doesn't mean one or the other won't shoot the other (especially if someone has the bright idea to put both a mutant/chaos follower and a space marine in one party) but the inquisition has better things to do then wagging their finger at you for it.
Also, space marines aren't THAT good. The thunder warriors were stronger and the emperor betrayed and had those slaughtered fine.
Yeah, both 40k Orks and their Fantasy Orc counterparts are literally one moment of unity from just outright eradicating everyone else. Fortunately for everyone else, both versions REALLY like punching anything that's within arm's reach, and often times what's most within arm's reach is another greenskin.
The greatest champion of Chaos in Fantasy, Archaon, was at one point literal minutes away from toppling the capital of the Empire and ending it for good, but unfortunately for him he had previously untidied the camp of Grimgor Ironhide, Orc warlord, so Grimgor hunted Archaon down through half the world just to beat about thirteen types of ♥♥♥♥ out of him, and then just went home, because the Imperial forces were so absolutely wrecked that it'd be no fun punching THEM.
Grimgor Ironhide, Saviour of the Empire
Considering that 'nids eat a planet's BEDROCK whenever they successfully invade, I'm pretty sure those planets are permanently useless unless you want to throw them at something.
the 2 things about the orkz that make them really dangerous are... really big victims of how inconsistent 40k lore is from event to event, the whole thing where they become krork again only really happened in a book series with a nebulous number of orkz then ghazghkull is *hinted* to be getting close but it's really just 1 of the nebulous win conditions every faction has that will never be reached
the storm of chaos thing with grimgor was interesting but then games workshop spent years pretending it never happened and it's unclear how much of it was even considered accurate when they flipped the board and blew up warhammer fantasy
then how thorough the tyranids are in their world eating is similarly inconsistent, apparently a recent book with cawl in it said they actually only strip the surface of a world and that planets they've drained can be terraformed back to normal while other sources basically just end it at tyranids win = planet dead
even if it is possible to terraform a planet the tyranids ate it's not clear if it's even worth it since you'd basically need to completely replace the planet's atmosphere and any oceans it has as well as all plant and animal life
Rogue trader is an unique individual that has many freedoms that "normal" people in the empire do not
(maybe the only ones with a sence of freedom)
I think rogue trader is probably the best setting they could have choosen for an RPG in 40k.
because of that.
A Dark Heresy game would be quite cool though, uncovering corruption, fighting with straight out muhreen and Stormtroopers and retinues, aye, I'd vouch for that a sequel.
dark heresy and only war are arguably the best for a set narrative but both also remove the whole "adventurer" feeling that rogue trader offers, they could work for a crpg but it would end up even more linear than normal for a crpg since you really don't have a say in where you're sent at all
deathwatch has most of the same issue but a death watch team could conceivably have way more operational authority than an inquisitor's b or c team from their retinue or an imperial guard regiment on where they're going
deathwatch and only war also run into the issue that they're mostly focused on combat with the social aspects being much more limited, dark heresy (both 1e and 2e) is more along the lines of lots of investigation and social intrigue interrupted by brief very lethal combat where if you're fighting all the time odds are you're doomed or you've already got past lots of figuring out what you're there for
rogue trader definitely has the best balance between social, combat, and freedom to do what you want but there's also another candidate for that spot in black crusade which has the added benefit of being built around both human chaos worshipers and chaos space marines in the party, but obviously a 1st attempt at a crpg in the setting wouldn't jump straight to the closest thing it has to the overall bad guys as the player faction
The joy of boosting your success of hitting your mouth with a spoonful of cereal from a simple action to a 30 seconds one so you get an about 40% success chance.
Just pray your GM waves those rolls as its strongly recommended, but not necessary, by the rule book.
So if your GM really is a stickler, as a Videogame would be, You'd end the campaign long before any action can have a 60% success chance.
Dark Heresy, and all the Fantasy Flight systems sucked. Their premise was fun but boy do the rules suck.
considering the crpg seems to drop or change a considerable amount I don't think your dislike of the original rpg rules would really be an issue there
what they're really delivering on is the setting and the themes (which is why rogue trader comes out on top because it not only has the adventurer theme that owlcat is used to building a game for but also the empire building aspects), which is why I was mentioning dark heresy and only war were probably best from a narrative perspective since they can both viably fit a clear start to finish narrative where things don't randomly veer off track
though if difficulty is the issue then I'm sorry to inform you owlcat kinda leans into difficulty unless you actively turn it down, their pathfinder crpgs both had parts that were made significantly harder than the adventure paths they were based on (especially with the optional content) taking buffing and prep work from recommended to necessary and while they aren't doing a 1:1 port of the rules the 40k rpgs were still considered somewhat lethal for a reason
also I'm sorry to hear you apparently had a bad experience but if that appeal to everything being impossibly difficult isn't hyperbole then you must have had a very confused gm running the game when you had those problems cause it's not nearly as bad as you're implying
as much as I despise the suggestion if you really wanted an rpg set in the 40k setting but hate the fantasy flight options did you consider wrath and glory? can't get into it for the life of me but for now your options for official rpgs are limited to the fantasy flight games or wrath and glory (which is the ulisses spiele system that went so badly they lost the license and cubicle 7 got brought in to try revising their rules, then later went with replacing it instead with their new system)
edit since I double checked, turns out the new system cubicle 7 was working on got finished and released earlier this year and I just missed it in all the things going on, it's called imperium maledictum for anybody wondering
Screw Pathfinders, Warhammer 40K and Fantasy Battle are much richer setting.