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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 ...


12

Ok, I think it looks like you are only applying the armour+toughness once to the entire damage taken from the devourer hit, whereas the armour+toughness should be used on every hit seperately. Due to the Storm quality, 3 hits with the devourer is actually 6 individual hits. Each hit should have the armour+toughness applied to it separately. The devourer's ...


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 ...


8

It is fairly different, but not too complex. In short, 1) Choose a power level (fettered, unfettered or push) - this determines how powerful the effect will be and what the chances of a warp event will be 2) Make a focus power test (straight willpower test against the adjusted psy rating [modified by the power level adjustment added to the Psyker's base ...


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

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 ...


5

Taken from the Deathwatch living eratta Question: How does Medicae skill’s First Aid option work when multiple injuries are received and some are treated successfully and others are treated unsuccessfully? Answer: First Aid is applied to all Damage that the character has taken and that has not been treated yet. A single application of First ...


5

There's been some important errata to how psy powers work, which is good, because the book's rules are actually somewhere between "unclear" and "contradictory" in several areas. The most important thing to know is that the example is wrong, wrong, wrong, and should be wholesale disregarded. The other important thing to know is that all Focus Power tests ...


4

When I was running DH, the combat balance point I looked at was average PC's T, Torso AV, and primary weapon damages and pen's in ranged and melee. Used 5.5 per die, rounding up at end, then multiplied by total number of PC's. If the difference between average damage+Pen and opponent's T+AV is significantly different between sides, the battle will tend to ...


4

I think that a house rule is possibly the best answer, barring some detail in the RAW that is being missed. Simple Rule: as the distance thrown doubles, double the scatter. If a 30m throw is a 5m scatter, a 60m throw results in a 10m scatter. Thus for Space Marines hit they have to get it right or throw a larger grenade with a greater blast radius. Complex ...


4

A lot depends on what the nature of the two attacks is. If it's a simultaneous attack with two weapons, I'd have let the second happen, tho probably requiring an Ag roll to get it off before the counter attack landed. If it's two attacks with the same weapon, I'd not have allowed a second attack. But this is off the cuff, Old-School approach, not a ...


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

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 ...


4

In Deathwatch rpg you measure how well you do things against others by comparing degrees of success in what the rules calls an opposed test. For every 10% you roll below or above your percentage you gain one degree of success or failure. So if your character with WS 70 roll 47, he has 2 degrees of success (70-47=23, use only the tens). If your opponent ...


3

An habitual houserule for our group when playing games with percentile-based rolls is to compare success margins: Following your example, with both attacker and defender with 70 in their relevant skills. Both of them roll and get the following results: The attacker rolls and gets 55. He succeeds by a margin of 15. (70 - 55) The defender rolls and gets ...


3

Having scoured the net for sources, I've found that - not too surprisingly - it is widely known that the Adeptus Arbites, the planetary police force of the Warhammer 40k universe was heavily inspired by Judge Dredd - and that the same goes for the cities as well: Your average WH40k city/planet (that is, the kind I specified in the Q) is probably quite ...


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

Yes. From the sidebar "Chapter Advances and Deathwatch Advances", page 57: "Deathwatch-specific Advances can be selected by any Deathwatch Space Marine of the appropriate Rank, and Chapter-specific Advances can be selected by any Space Marine from that Chapter of the appropriate Rank."


3

Generally, the healing section is poorly worded. Ok, Humor aside... The wording of the medicae skill (p.102) is not well done. I've interpreted it in DH and DW, based upon experience with WFRP 1E and 2E, to mean this: Method 1 When you are wounded, you can receive first aid once. If wounded again after receiving first aid, you can receive 1st aid again. ...


3

The following response was from Mack Martin of Fantasy Flight Games: This is a tricky question to answer, as the game isn't distinctly designed with battle mat play in mind. While a grid can certainly be useful in a game (and add some fun strategizing into combat) it would really depend on how much space a single square represents. In my ...


2

Based upon the Free RPG day demo, I'd do one of several things: simply use enough models in base-to-base contact for the magnitude (if I have them) use a large card base with two models double stick taped to it, and space to mark off casualties. use a larger scale square (say 5m, and each 10 men are 1 square). use a whiteboard, and simply draw a suitably ...


2

Really, there is no good single source. The RPG's each have more information than the core rules of any edition. The Minis Game will show you a brief view of the major factions of the prior edition, but a new faction seems to have been introduced mid-run in each of the prior 40K editions, and 3E dropped squats (or was it 2E? I forget). So no edition has been ...


2

Deathwatch and Rogue Trader use different psychic power rules to Dark Heresy; there is a half hearted attempt to reconcile them in the core Rogue Trader book but they're still not really compatible. This is probably worth bearing in mind if you're going to bring psyker characters from the Dark Heresy into Deathwatch. Dark Heresy uses a system derived from ...


2

CP2020 has similar grenade mechanics. I think that this is the intention. In the game I run, I've found that it isn't overpowered because: Enemy troops also have grenades Most of the time, players can't throw grenades because they would have to get close, and rifles/SMGs have longer range It encourages players to sneak and then toss in a grenade, rather ...


2

You may consider the novel "Dead Men Walking" useful. Even though it isn't the central narrative, it depicts the behaviour of civilians after a Necron "outbreak" quite nicely. One of the main civilians is the planetary governor's daughter, yet she's still mediocre in comparison to all the other protagonists that are normally portrayed in WH40K-novels. Even ...


1

Going by your quote (which was not changed in the errata), 5xPR bonus applies to each and every Focus Power test. For example, rank 1 Librarian with WP 54 and Psi Rating 3, who pushes to PR 6, has to roll under 54 (WP) + 0 (Focus Power test is Challenging by default) +5*6 (PR) = 84.


1

It may contain a worrying quantity of additional memes, slightly more cursing than strictly necessary, and a certain amount of fan-generated stuff (usually marked as such), but the 4chan /tg/ (traditional games) wiki 1d4chan.org sections on Warhammer 40K contain a certain amount of additional perspective on the fluff (description and narrative) of WH40K that ...


1

Try and pick up a copy of the original Rogue Trader rule book from the 80s. It's almost certainly out of kilter with the current 40k mythology but it provides a very rich background - despite being a wargame rule book it reads more like a role playing base book.


1

Example: You librarian has a PSY score of 4. A Willpower score of 45. For every point of psy rating, you get +5 to your Focus Power test. Unfetterd PSY = 4, WP=45 Focus Power test=45 +(4*5)=65. If you fetter the power you half your psy rating (round up) so PSY=2, WP=45 therefore FP=45+10=55 If you push you add +3 to your Psy modifier to your psy rating, ...



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