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19

BRP is "deadly" mostly because the damage capacity is relatively low (Size+Con)/2, averaging 11 points, and damages are a significant portion of that. Weapons range from 1d4 (dagger) through 2d8 (Greatsword) damage, before accounting for damage by location limits and impaling... and head hits can only take 1/3 the total. Quite simply put, a single hit in the ...


14

Differences in the way they play Dark Heresy is probably the most similar to a traditional game in this regard. Because there is no default status quo, you can pretty much go in any direction imaginable without significant hand waving. Rogue Trader does tend to lend itself to games that have some space combat/travel/exploration component in order to allow ...


10

There doesn't seem to be a definitive book answer for this one. I'm actually inclined to think that this is on purpose, and there's no such skill - all such rolls should be made on Tech-use or an appropriate trade skill. I don't think you should add Trade (Programmer) or Trade (Software Engineer), because I don't believe those professions actually exist in ...


9

I've actually done the opposite of this, in that I play a Space Marine in my groups Rogue Trader game. While regular humans are more squishy than your standard Space Marine, the difference isn't all that great. The only bonus the Marine gets is his power armor and Unnatural Toughness. What does help is adjusting the weapons stats around (a bolter is a bolter ...


9

Yes. The Inquisition are the secret police of the Imperium responsible for guarding the souls of humanity. They fight against all threats. There are 3 major orders within the Inquisition: Ordo Malleus, the daemon hunters who protect mankind from the daemonic dangers of Chaos Ordo Hereticus, the witch hunters who protect mankind from themselves (treason, ...


8

No, this is not an inherent trait of d% systems, but a result of the exact mechanics. BRP is descended from RuneQuest, which was designed to be more realistic than D&D: Thus, characters only have a few hit points. It has also been used for games such as the Call of Cthulhu, which value players being unable to always fight their way out of situations. ...


7

In Release Order Dark Heresy Mission Focused, Low-Power, and a mix of dungeon-ish and social interrogation. Players being, by default, acolytes of some inquisitor. Which means investigations of Chaos infestations. This is, in all actuality, the most flexible of the games, having the widest variety of character types. It can be used for a wide variety of ...


7

It's confusing but they answered it in the Errata: The Actions section starting on page 190 should include a special note concerning combining semi-auto and full-auto fire with the Scatter quality, which reads “When firing a semi- or full-auto burst at point blank range with a weapon that has the Scatter quality, the extra hits for rate of fire ...


7

I will focus mostly on the system part, as the roleplay part might end up in a different question or be better answered by somebody else. You are not a Specialist The problem you have here is that you are playing a Jack-of-all-Trades. So he will always look bad if you compare him to specialist characters. Sure, you do less damage than characters focused ...


7

Remember that you're working for the Inquisition First off we need to address a couple of things in your question regarding the fiction of the world. Keep in mind for the following that basically anything an Inquisitor says is law (which is a broad generalization, but helps for our purposes) How often are you out of your jurisdiction and can't act? ...


7

Indeed! There exist many orders within the inquisition that handle various threats to the Imperium of man, and Inquisitors are not tied to any one specific order. Typically the Ordos Hereticus handles the rise of cults within the Imperium, while the Ordos Xenos handles the rising threat of the Xenos. However, it is not unheard of (rather common really) ...


6

Paranoia is the highest lethality game that I know of: dying and activating your next clone is one of its tropes, critically failing a single roll is likely to get you killed, and dying multiple times in a single session is common. It's a d20, roll-under system, not percentile.


6

According to the core rules (and I checked for errata), a psyker "...makes a Power Roll by rolling a number of dice up to their Psy Rating (typically 1-6) and adding their Willpower Bonus." The important phrase here is "up to"; just because a psyker has a psy rating of 4, that doesn't mean they have to (or should) be rolling 4d10 for every psychic power ...


6

The Dark Heresy line has some material; it tends to focus more on the powerful - nobles, etc, but there are a few bits of the seedier side. The Rogue Trader corebook and it's player's guide have pretty good descriptions of the lifestyles of normal ship crew, but I suspect that's still unusual enough to be out of scope. The real images of the lower class ...


5

The Inquisitor's Handbook appendix has a listing of all the guns in the DH core and IH, sorted by type; I'm just running off stats listed there, under the assumption that if you're fighting guys with TB 2 and armor 3 then anything from Ascension or Rogue Trader is out of your league. Armor 3, TB 2 is actually pretty weak - even your average Guardsman has ...


5

Being a psyker isn't physically obvious (exception: Navigators) unless and until mutations start showing. But to those able to sense the warp, it's obvious. So much so that a published adventure makes note of changes due to a psyker in the party...


5

Oddly enough, the game Space Marine is a fairly good source for this in the audiologs. You find journal entries by various people including a number of random citizens, which I find really drive home what an ork invasion means, and give you glimpses into what they live through. I bet you could find them on youtube. Also, you walk through a number of ...


5

The adventures seem to use Tech-Use for programming and hacking tasks. Therefore, Tech-Use seems to be the relevant skill.


4

@aramis has a point in his answer. But psykers can cloak their presence, I'm sorry I don't have my book here with me, but I had the impression that there was a psychic power for doing this -as strange as this might seem (also, i might have seen this power in Black Crusade). If that's not the case you can always decide that a Psyniscience test can be used to ...


4

If you are the guy with the temptation to go for the easy joke, this may be extraordinarily difficult, since as GM you really have the opportunity to set the tone. Maybe you need operant conditioning. Every time you go for the easy joke, throw a token in a jar that the players can use as a bonus of some kind. Make them the arbiters, so they are both ...


4

You count as being Engaged if you are within melee range of the thing in question and are in combat and There's nothing RAW that says you can't contribute to outnumbering one foe even if you yourself are engaged with many other foes There's not really a hard rule as to what counts as being engaged, so we have to apply some common sense here. Basically, if ...


4

You've made two key changes: Allowing multiple combat half-actions per round allowing movement to be replaced by a non-movement half-action The primary factors I see are: increase in Psyker offensive capability (Most of their offense is more powerful than their allowed weapons; it gets worse under RT or DW, due to a different psychic system) decreased ...


4

This looks like a pretty major rules change as house rules go. I'm surprised that you didn't turn up more problems than you did. I think other areas of concern might include whether you allow psykers to activate multiple powers in a turn, how dodges are handled and the effect on equipment bonuses. Psykers can be pretty brutal even at relatively low power ...


4

Aside from purely combat-related problems that aardvark outlined (well, I personally would not place a certain bet on a space marine against an ascended character, and survivability whilst refraining from combat is not an issue) you will have a purely roleplaying one, namely - social interaction. While the rest of the party are god-like warriors to be ...


4

Film scores can be great background or ambience music for role-playing sessions, for the same reasons that they work well in the film, and there are plenty of films with styles and settings that match those games - they don't even have to be good films, as you're interested in the soundtrack rather than the plot! Some film scores that come to mind are ...


4

Yes and No. As already mentioned, the Inquisition is based on the three major orders. Your Inquisitor belongs to one specific order and will send your warband to an incident it suspects to be caused by the threat his order is fighting. However, suspicions can be wrong. The guy suspected as a chaos cult leader may as well be an absolutely normal mafia don ...


3

The full quote is: Awareness cannot be used as an Investigation Skill in its own right, but it can be used to assist an Investigation skill. - Inquisitors Handbook, p225 Awareness is about noticing things, but you still need to know how to recognise that something is worth investigating further. That's the difference between an observation and a clue. ...


3

Main Problems: Squad mode. Non Deathwatch just cant have it. Partialy can be solved by RT crew. Nonmarines are very-very squishy. Even power armour dont fix this. If you want nonmarine in marine crew use ascension book. They have enough power to be in rank with marine and someone even have more power with access to inquisition wargear.


3

Bryant asked me to stick this in an answer: Ask your players after the session what they felt was in theme and what was not. While you may have an understanding of what is and is not in the 40k theme, the overall group experience is important. Find out what they're expecting to get from the game and try to fine-tune the game events to play upon those ...


3

I would say that humor is not antithetical to dread, but it depends what kind of humor. Specifically, as the GM you need to keep all humor strictly in game. Say it through NPCs - don't go meta. Humor that destroys the mood is almost always "out of game" humor. If it's in character, there's plenty of examples of dark/gritty with humor - Boondock Saints, ...



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