March 5 - Dark Heresy

Discussion of any Role Playing Games, e.g. Dungeons and Dragons, Shadowrun, Dark Heresy, etc.
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Primarch
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March 5 - Dark Heresy

Post by Primarch » Thu Mar 03, 2011 2:16 pm

Dark Heresy

Dark Heresy is a game set in the Warhammer 40,000 universe. Players play as members of an Inquisitorial team, whether a loyal guardsman defending the group or a tech-adept responsible for maintaining their gear. As junior acolytes within the Inquisition, the players must uncover sinister cults, battle devious aliens and foil insidious plots using only their wits, some las guns and a whole lot of luck. The setting is fairly grim, as befits the 40k universe and players are always at risk from going slowly insane or becoming corrupted by the mutating powers of chaos. Only the hard hearted and righteous servants of the Emperor will prosper.

Mechanics wise, the game runs on d10s. Players roll d100 for most tests and aim for a particular target number. E.g. shooting someone crouching in a dark room from down the hall would require rolling a 10 or less on the d100 whilst opening fire on someone standing 5 metres in front of you whilst using full auto on your rifle would recquire rolling under a 70. For every 10 percent you roll under the target number you score an additional success. This can mean more bullets into the target or you gain more information from your contact. Anyone who has played the 1st or 2nd edition of Warhammer Fantasy Roleplay (I've never seen 3rd ed so I dont know about that) will recognise the system.

The game is fun, fairly easy to pick up and play and features lots of things that will be instantly recognisable to anyone familiar with the 40K background
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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Primarch
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Joined: Fri May 14, 2010 9:33 am
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Re: March 5 - Dark Heresy

Post by Primarch » Thu Mar 03, 2011 2:23 pm

Player Characters
There are 8 classes in the main rulebook (and one more introduced in an add on book which we wont be using).
Adept - Focussing on knowledge and interaction skills. Very weak in combat.
Arbite - Investigator and generally good at combat.
Assassin - Sneaky, stealthy and awesome with a rifle.
Cleric - Not that D&D 'heal the party' but the 'Let's redeem them with fire' type of cleric.
Guardsman - He's big, mean and excels at combat, both ranged and melee.
Psyker - A little scrawny, but with lots of unique abilities and the PC most likely to result in a TPK.
Scum - Interacting with npcs and sneaking around are his selling points.
Tech Priest - 11001001, lots of unique abilities unavailable to the rest of the party.

Choose wisely because you will need a good mix of skills and fighting ability to make it through the game successfully.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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ashmie
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Re: March 5 - Dark Heresy

Post by ashmie » Mon Mar 07, 2011 3:36 pm

Excellent work Stu. Thanks for all your hard work running this and preparing. All I can say is

"Back Spawn of Azathoth or I will flame you you hell pit night gaunt of Kemperbad! Flaaaaame theeeeeem"

Yikes!
Forget about yesterday, don't worry about tomorrow because all that matters is today.

Minis painted in 2017: 13
Minis painted in 2018: 45

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