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Posted: Thu May 01, 2008 11:55 am
So, I've noticed something. The Inquisitor's handbook lists a bunch of old weapons, but it also takes up some unnecessary space giving us new weapons with the exact same functional stats as our old ones. The Stormchild Handcannon and one of the the stub revolvers (can't remember which) are identical to the handcannon and stub revolver in the main DH book.
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Posted: Tue May 06, 2008 12:09 am
Oryn So, I've noticed something. The Inquisitor's handbook lists a bunch of old weapons, but it also takes up some unnecessary space giving us new weapons with the exact same functional stats as our old ones. The Stormchild Handcannon and one of the the stub revolvers (can't remember which) are identical to the handcannon and stub revolver in the main DH book. Maybe its for Role Play if your on a Hive world you would see more Stormchild's also it says that it's intimidating thus if the GM is nice if you try and intimidate someone with a Stormchild you could have a small bonus in dong that (compared to using a normal pistol)
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Posted: Sat Jul 26, 2008 1:06 pm
We're going to start Dark Heresy soon.
We're in the Erithedes Sector, of our GMs design. We're starting by going in a failed IG attack on a hive gang infested with chaos.
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Posted: Sun Sep 14, 2008 7:51 pm
I just wrapped up my campaign and I love the game.
Only problem is my dice kept on letting me down. I'd put my guys in all sorts of suicidal and slanted situations and they kept on surviving because I couldn't roll less than a 70 and for some reason I let them get a hand flamer... and things went strictly downhill
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Posted: Tue Oct 21, 2008 3:31 pm
Flamers are insanely effective stare I'm playing a noble born assassin in a campaign that started about 2 weeks ago. I like the atmosphere of the game, it's grimdarknessofthefarfuture enough for me ^^ Even though our Inquisitor is a radical xanthist with a "weird sword"... which I suspect to be a daemon sword or something. 3nodding
What I've noticed is how important toughness is compared to other characteristics (like Int), so far I've been lucky (Emperor bless the dodge skill), but I know my 28 score will get me killed sooner or later sad Besides that, I love called shots!
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Posted: Tue Jan 13, 2009 1:10 pm
I'm seeing Dark Heresy books showing up in bookstores in equal number to the DnD stuff out there, anyone else noticing that?
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Posted: Tue Jan 13, 2009 8:54 pm
DarkElf27 I'm seeing Dark Heresy books showing up in bookstores in equal number to the DnD stuff out there, anyone else noticing that?
I've not been in a bookstore of late, but I had noticed last time I was in Borders that there were both a huge number of Black Library books and the Dark Heresy core book, along with the Inquisitor's Handbook.
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Posted: Wed Jan 14, 2009 11:35 am
It's probably because Fantasy Flight does the publishing now instead of GW itself. It's pretty fun actually when you sit down with some friends and someone who knows how to GM.
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Posted: Thu Jan 15, 2009 1:00 am
I've got a good GM set up, my group just needs to find time.
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Posted: Sat Feb 21, 2009 1:46 am
Rogue Trader has been announced! Soon we can boldly go where no law-abiding and Emperor fearing citizen has gone before! Official site here. Key features: • Fast character creation to get you into the game quickly, including a lifetime of possibilities with an expanded origin path system. • Dynamic rules for all eventualities that let you handle everything from social interaction to deadly fast-paced combat, starships and psychic powers to a system of profit and influence. • Comprehensive background on Rogue Traders, written by Warhammer 40,000 novelist and GW Design Studio member Andy Hoare. • Build your own starship or begin play with one of the six pre-generated vessels.
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Posted: Tue Feb 24, 2009 6:43 pm
Lady Blodwynn Rogue Trader has been announced! Soon we can boldly go where no law-abiding and Emperor fearing citizen has gone before! Official site here. Key features: • Fast character creation to get you into the game quickly, including a lifetime of possibilities with an expanded origin path system. • Dynamic rules for all eventualities that let you handle everything from social interaction to deadly fast-paced combat, starships and psychic powers to a system of profit and influence. • Comprehensive background on Rogue Traders, written by Warhammer 40,000 novelist and GW Design Studio member Andy Hoare. • Build your own starship or begin play with one of the six pre-generated vessels.
Oooooh, now that just sounds absolutely spiffy. I'll look through the site as soon as I can.
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Posted: Tue Mar 03, 2009 8:03 pm
Now that's been out for a while; What are people's opinions of the Inquisitor's Handbook? Personally, I think the book is very helpful. Both of my original characters were from Gunmetal City, and the addition of a Metallican template for characters as well as a Metallican specific alternate advance level (Metallican Gunslinger) really helped both of my characters. The huge new selection of equipment is nice, but I'm still spotting errors. Flak Jackets from the original rulebook cover Arms, Torso and Legs, but Flak Greatcoats cost more and only cover Arms and Torso?
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Posted: Thu Mar 12, 2009 5:01 am
I've been invited to play a game later this year, what am I to expect from? What is expected of me?
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Posted: Thu Mar 12, 2009 10:17 pm
Well, assuming you've played other role playing games, you should have a general understanding of the genre. That said, expect your games to be messy. DH is not forgiving in anything but combat oddly enough. If you have something as a basic skill, it'll let you use it, but expect to need to roll a 15 or less on a d100 check in order to succeed at that skill. Classes other than Adepts and Tech-Priests start with few skills, so expect anything other than fighting to be difficult.
In combat, fate-points and some cheap armor make most encounters survivable, but don't expect the GM to coddle you; if you run up against a Daemonhost without a heavy weapon or plot protection, it will tear your entire party a new one. Always remember you are the investigative arm of an Inquisitor, it's better for you to be able to get one man to run away and call for backup than have your whole team slaughtered and the s**t hit the fan with no warning.
Talk with your fellow players too, your party will need a face, some muscle, and a brain to get by. Make sure someone's filling those roles. The Face is going to be someone with social skills. He'll get you your equipment, get in touch with contacts when you're looking for something, do investigations that involve talking to people, and generally keep your party well liked. Muscle is simple, they fight well, and keep your party from dying. They might have some other useful qualities, like investigative skills, but these folks will be combat based. The Brain is someone with alot of knowledge abilities. They're the one who knows obscure facts, will research things for you, and will probably be the one who fixes broken stuff for you.
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Posted: Fri Mar 13, 2009 3:32 pm
Within my group, my Feral Worlder Assassin ended up being the muscle. He was also the "Eat this, see if it's poisoned," guy. Gotta love that feral worlder trait that gives them bonuses to survival checks if they eat something poisoned.
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