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 Manchu wrote:
A RPG about playing any 40k xenos would be better suited as its own product.
We don't have that yet. So we want something in Only War in the mean time.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
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Eastern edge

Having run a 2 yr DH campaign, the one player who was allowed a full on SM character was himself a one man army per the stats, so my experiment with that showed me to limit the choices for PC's or just keep OP PC's out

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
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Dark Heresy is the lowest of the low. Space Marines are so far and above them that I wonder why you'd ever let someone play a Marine when everyone else is akin to a 40K window-washer in power level.

I had a Marine accompany my players in our Dark Heresy campaign. I went out of my way to put a leash on the Marine, having him either tied to a heavily wounded Marine that he would not leave, or having him specifically defend certain areas and not follow the players around. Anything more and it would have been too much, as his Bolter was exceptionally dangerous and better than anything the players had.

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 Kroothawk wrote:
Kroot, Orks and Dark Eldar leading a ship of 15-30k humans is not very fitting at all.
But FFG could start something new when making an Ork-only or Eldar-only RPG setting.


An orkz only argh pee gee? MOUNT UP LADZ WE'S GOIN BACK TA GORKAMORKA! WAAAAAUUUGGGGHHHH!


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 H.B.M.C. wrote:
Dark Heresy is the lowest of the low. Space Marines are so far and above them that I wonder why you'd ever let someone play a Marine when everyone else is akin to a 40K window-washer in power level.

I had a Marine accompany my players in our Dark Heresy campaign. I went out of my way to put a leash on the Marine, having him either tied to a heavily wounded Marine that he would not leave, or having him specifically defend certain areas and not follow the players around. Anything more and it would have been too much, as his Bolter was exceptionally dangerous and better than anything the players had.


Hence why he was the only one, and they were stuck on an out of the way backwater with an Ork Incursion, and natural monsters in a deserty world to contend with, so, no replacement bolt rounds, no anything unless one had stub guns. Armor was kept in some repair by a Tech priest, and this was amongst characters of approximately 1 1 and a half years of play and XP gained amongst each of the lowly agents. The agents for the most party did not get off that world, just a handful who had been outside the perimeter of a massive Promethium storage explosion out in the desert at a "Last chance" type station for food/fuel/maintenance. Amazingly it was the Tech priests fault, and the Marine barely survived the situation as the explosion shredded his Power armor, and singed him something fierce. Many lulz were had due to this, and some were right ticked off at the techy

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
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Versteckt in den Schatten deines Geistes.

Using attrition to wear down the Marine is a pretty good idea, leaving him without supplies and needing repairs and support from the rest of the team. That's a good idea actually.

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Even without his armour an Astartes is still quite a threat. Just look at the Inquisition Wars novels, that's the first thing that came to mind when I saw the group description a few posts up.



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It was quite the group, the Astartes, Techpriest, Psyker, rogue, guardsman, priest, adept(medico), assassin, a Commissar, a bounty hunter(I used assassin with rifle for that), and the most advanced technology were salvaged trucks and other vehicles, and copters and blimps, oh and one old model Lasrifle passed down from a great grandpappy that a family had sold to the guardsman

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
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In terms of a xenos-only RPG, I think all Orks in RT would work as a great comedy campaign. I also have been toying with the idea of running an Eldar game set during the Fall, just because it sounds like a fascinating setting and so very different from the 40k status quo.

You've got the touch!

YEAH! 
   
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So, 2nd edition of Dark Heresy has been announced: http://www.fantasyflightgames.com/edge_news.asp?eidn=4265

As with the Only War beta, you need to buy in, but you'll get a discount later down the road. Looks interesting enough I guess.



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Almost want to start a new thread for this, but anyway, yes, Dark Heresy 2nd Ed. Keeping this a secret has been torture. I'm glad they finally announced it.

Here's the full news:

FFG wrote:Destroy Heresy Wherever You Find It
Join the Beta for the Upcoming Second Edition of Dark Heresy
Dark Heresy Second Edition Beta




“In an hour of Darkness, a blind man is the best guide. In an age of Insanity, look to the madman to show the way.”
–Anon

In 2008, Games Workshop delivered Dark Heresy to wild success, introducing a game in which players take on roles as Acolytes of an Inquisitor, standing at the front line of a great and secret war to root out threats that imperil all of humanity. Soon after, Fantasy Flight Games acquired the game license, and since then has continued the line with Rogue Trader, Deathwatch, Black Crusade, and Only War.

Now, Fantasy Flight Games is proud to announce Dark Heresy Second Edition, with updated rules, character options, and game play...and you’re invited to participate in the beta! As Acolytes (or even as Inquisitors), the Player Characters in Dark Heresy Second Edition will bring the light of the Emperor to the far reaches of the galaxy. Download the beta from drivethrurpg.com or rpgnow.com today!

Why is FFG developing a second edition of Dark Heresy?

With the significant experience we’ve acquired in developing the Warhammer 40,000 Roleplay games, and by listening to thousands of active Dark Heresy players over the years, we’re proud to have crafted a new edition which updates and builds on the original game experience. In this beta, veteran Dark Heresy players will discover a familiar core system that still uses percentile dice to resolve tests, but with updated rules, including:

  • Streamlined skills that can be used with more than a single characteristic.

  • Fast and fun character creation, with exciting variety through combinations of home worlds, backgrounds, and roles for almost endless roleplaying possibilities.

  • The ability to play as an Inquisitor!

  • New rules for psychic powers, with each discipline gaining its own unique psychic phenomena table.

  • Talent trees that visually help players plan their character’s progression.

  • Combat mechanics that give more tactical flexibility and control over performing actions.

  • Damage and wound rules that make a character’s health something more than just a number, plus lots of great (and gory!) wound effect tables.

  • Vehicles and vehicle combat as an integral part of the core game.

  • Easier-to-use NPCs, each with a threat rating so that Game Masters can build suitably challenging encounters.

  • And much more!




  • Does this mean the other Warhammer 40,000 Roleplay games will soon receive new editions?

    No. Dark Heresy is a great game, and its rules system has been a terrific achievement which marked the beginning of the Warhammer 40,000 Roleplay line. However, as the oldest of the Warhammer 40,000 Roleplay games, Dark Heresy needed updating and refreshing to bring it in line with the gameplay of the more recent games. So, we have no plans to be launching new editions of the other existing games. In fact, we’re really pleased with the success and positive player feedback from the recently released Only War game and we hope to be supporting that edition for many years to come.


    Presenting the Askellon Sector

    This new edition also allows us to create a new setting: the Askellon Sector. Askellon is an ancient region, pre-dating the Imperium itself, and its history is filled with secrets and lies that have stained every generation. As if to compound its woes, the sector is cursed with a seemingly unending Warp storm known as the Pandaemonium that waxes and wanes across the millennia. With each passing century it grows ever more intense and dangerous, raging like a hungry beast that seeks to devour the entire sector.

    Within Askellon, it is the prophesied Time of Ending, close to the culmination of the 41st millennium. On its many worlds, from lordly Juno to the lawless asteroids of Port Aquila, from devout Thaur to the red forges of Cerix Magnus, all watch in fear as the Pandaemonium’s rising ferocity heralds the sector’s fall. It will take the mightiest deeds of the Acolytes to forestall this terrible doom, if only for one day.

    Askellon is a major part of this new edition, as it lets us explore entire new cultures and peoples, and also introduce new adversaries. Within the sector, players will see a host of new characters, organisations, cults, and more to ensure their Acolytes have no shortage of heresies to investigate and eradicate.

    What About the Calixis Sector?

    Many veteran Dark Heresy players conducted their investigations in the Calixis Sector, the setting for the original game. While the Askellon Sector is the locale for the new edition, the Calixis Sector is still a vital part of Warhammer 40,000 Roleplay. All Calixis Sector material can still be used to generate new adventures using the second edition rules.

    The addition of the Askellon Sector in Dark Heresy Second Edition does not invalidate the Calixis Sector material, but rather expands options for GMs and players. Whether exploring the brand new Askellon Sector, or using existing Calixis Sector material to inform game play, Dark Heresy Second Edition provides even more opportunities to discover and eradicate heresy across the Imperium.



    Downloading the Beta and Submitting Feedback

    Exclusively available via download through drivethrurpg.com and rpgnow.com, the Dark Heresy Second Edition beta provides an abridged, electronic version of the upcoming core rulebook. This 337-page greyscale pdf document retains the core experience of Dark Heresy Second Edition, but excludes certain thematic content that will be present in the final game. As part of the beta test, you’ll provide valuable information for the Inquisition as you help us to ensure the best possible product. As an added benefit, anyone who downloads the Dark Heresy Second Edition beta from drivethrurpg.com or rpgnow.com will receive a $20 discount on the pdf version of the Dark Heresy Second Edition Core Rulebook when it becomes available later in the year.

    Once you’ve joined the beta by downloading Dark Heresy Second Edition, there are two main methods for you to submit your feedback. First, we have created a special section on the FFG website for the beta (http://www.fantasyflightgames.com/darkheresybeta) that will be updated weekly with the latest news and game updates from the development team. It contains a public forum where you can discuss the beta test with fellow players, post questions and feedback, and read news updates from the development team.

    Second, you can submit any specific reports or feedback directly to the team at the beta test e-mail address (darkheresybeta@fantasyflightgames.com). When submitting your feedback via e-mail, please consolidate multiple questions and comments into a single message, rather than sending a separate e-mail for each question or comment. When submitting feedback, keep in mind that we’re looking for comments on specific issues that come up during your playtest sessions.

    We would like to extend our sincerest thanks for your enthusiasm and diligence during this beta test. Your feedback is incredibly valuable to us and we thank you for helping us in making this game the best it can possibly be.



    We recently received the finished cover art for the Dark Heresy Second Edition Core Rulebook, and couldn’t be more excited! We wanted to share a sneak preview of the art with you, and as an added bonus, we’ve made it available on our support page as a downloadable desktop. Check out this amazing art piece, and download it for your desktop! Plus, keep checking the support page for more downloadable content, like player sheets and pdf supplements!

    Learn more about the beta process at our Dark Heresy Second Edition beta test description page, then head to drivethrurpg.com or rpgnow.com today and prepare to root out heresies in the name of the Emperor!


    Dark Heresy Second Edition is an upcoming addition to Fantasy Flight Game’s line of Warhammer 40,000 roleplaying games, and it features more flexible skills, action point-based combat, vehicle rules, and more! In Dark Heresy Second Edition, players take on the roles of Acolytes (or even Inquisitors), standing at the front line of a great and secret war to root out threats that imperil all of humanity. Should they fail, entire worlds, systems, and sectors may fall to endless night.

    The Dark Heresy Second Edition beta provides an abridged, electronic version of the full book. This 337-page pdf document retains the core mechanics of Dark Heresy Second Edition, but excludes the thematic content and art that will appear in the final, printed edition. For information on participating in the beta process, visit our description page.

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     Jive Professor wrote:
    In terms of a xenos-only RPG, I think all Orks in RT would work as a great comedy campaign. I also have been toying with the idea of running an Eldar game set during the Fall, just because it sounds like a fascinating setting and so very different from the 40k status quo.


    I think the Ork one sounds awful, actually. I wouldn't be able to stand listening to gamers comedy-up the race (despite them having a more brutish, dark, and cunning ability than people let on), while also hearing endless (and bad) Ork impressions.

    Simply having an expansion to the core game where people can play as an Eldar, or an Ork, or whatever, would suffice. People could then just make a party of said characters. The reason the focus is on the Imperium, however, is because we can best relate to that (as humans ourselves), and it's easily the most popular narrative.

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    RVA

    DH2E??? Count me in! This is great news!

       
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    An Ork campaign has been done by /tg already. They called it Deffwotch, and it centers around a bunch of orks taking advantage of the Imperium's ignorance to pose as Deathwatch Marines so they have an excuse to go around smacking xenos. Your mileage may vary regarding it's story or feasibility of course.
       
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     Manchu wrote:
    DH2E??? Count me in! This is great news!


    Not if you like any of the previous books it's not.

    But I'll leave my full opinion of 2nd Ed alone until people have had a chance to read it.

    This message was edited 1 time. Last update was at 2013/07/24 21:34:02


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    I'm guessing its more along the lines of Only War then, I'm more interested in the new sector fluff, but that's left sadly.



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     BrookM wrote:
    I'm guessing its more along the lines of Only War then...


    It's not. Basically nothing in DH2.0 is compatible with any previous 40K RPG product. Outside of a few very basic things (tests are still taken on a d100, there are still things called "Talents" and "Skills"), it is a completely different set of rules. I'm not saying it's bad, but what I am saying is that no existing 40K RPG product works with Dark Heresy 2.0.

    You need to think of this transition as less 40K 5th Ed to 6th Ed and more 40K 2nd Ed to 3rd Ed. That's the type of difference we're talking about.

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    RVA

    I'm okay with this not being the unifying moment that ... well, it basically could never be. Onward and upward! At least I hope so.

       
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    Well it'll either be a brave step forward, and generate a mass of extra revenue from folk re-buying supplements revised for 2nd Ed

    or a step too far as folk go no! it's a GW style money grab and walk away en-mass

    but I guess if all they did was minor tinkering you'd see even more complaints along those lines

     
       
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     OrlandotheTechnicoloured wrote:
    Well it'll either be a brave step forward, and generate a mass of extra revenue from folk re-buying supplements revised for 2nd Ed

    or a step too far as folk go no! it's a GW style money grab and walk away en-mass


    I doubt the decision to invalidate 17 products is taken lightly. It's likely a case of them being reasonably sure that they will gain more sales overall than they'll lose in players who reject the new edition.

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    I've been ready for a new edition of DH for a long while now. I just hope this is the one I've been ready for ...

       
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     H.B.M.C. wrote:
    It's likely a case of them being reasonably sure that they will gain more sales overall than they'll lose in players who reject the new edition.


    Or it could have to do with their evolving relationship with Games Sweatshop. I know the the 'old' Sector has migrated into the 'official' game setting (which we all know means nothing will ever happen there again). Under the terms of their agreement (as it has been told to me) that means that they have to do something new, because they can't alter anything in the 'main' 40k universe.


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    It's nice to have something new for Baron to complain about.

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    We're pretty much on point!

    H.B.M.C. is a little off his game as he appears to actually be somewhat critical of this move, at least initially. Hopefully he rights the ship quickly and returns to the Positive Approach per usual.

    The good Baron is in good form though!
       
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    $1,000,000 and a 50% discount

    As one of the guys who has played DH 2.0, I have to say it is very different, but also just as fun. It certainly takes getting used to in terms of the changes, but the changes weren't all unwelcome. Never really using expansion books I'm also not as invested in the old edition so the loss isn't as big for me, but in terms of an objective assessment of the system in and of itself it is quite sound, the biggest surprise was how enemy stats changed and how it is now much easier to calculate encounters (much in the same way D&D uses EL) and all in all it feels a lot cleaner, with less clutter in the background, with less stress being put on the GM and more emphasis on the players taking over character administration/general busywork.


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    It also means that we can tell the tale of Arbite Detective Sigismund Holt without breaking our NDA's.

    To sum up that particular game, using the words of our exasperated GM:

    "You successfully electrocute the child, convincing him that you are a psyker."

    That was a fething amazing session.

    This message was edited 1 time. Last update was at 2013/07/25 01:26:46


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    Hmm, another ruleset where I can play a human psyker, assassin, guardsman and cleric.

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     Alpharius wrote:
    We're pretty much on point!

    H.B.M.C. is a little off his game as he appears to actually be somewhat critical of this move, at least initially. Hopefully he rights the ship quickly and returns to the Positive Approach per usual.

    The good Baron is in good form though!


    Don't worry too much, we'll switch it up soon. Some projects are going that I'm sure I'll adore and HBMC will be critical of.


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     H.B.M.C. wrote:
    It also means that we can tell the tale of Arbite Detective Sigismund Holt without breaking our NDA's.

    To sum up that particular game, using the words of our exasperated GM:

    "You successfully electrocute the child, convincing him that you are a psyker."

    That was a fething amazing session.

    You forgot shutting down an entire city sector with a tainted food scare (a lie that he fabricated) before blaming it on a local hero (by planting evidence in his cache) before then blaming the planted evidence on the bad guys. He also did this so he could then confiscate the food to give it to a charity but not before flooring the orphanage owner with a backhand (a kindly old priest).

    Be warned, social skills are totally OP in this new edition

    Also you forgot to mention that the child was also a psyker, so he managed to convince a psyker he was also by BENDING REALITY WITH HIS LIES! Then he tazered him to prove it. Don't ask me how it worked but it did.


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     H.B.M.C. wrote:
     OrlandotheTechnicoloured wrote:
    Well it'll either be a brave step forward, and generate a mass of extra revenue from folk re-buying supplements revised for 2nd Ed

    or a step too far as folk go no! it's a GW style money grab and walk away en-mass


    I doubt the decision to invalidate 17 products is taken lightly. It's likely a case of them being reasonably sure that they will gain more sales overall than they'll lose in players who reject the new edition.


    Hm, that sounds pretty fethed up. As someone who's close to starting a RT campaign, and has been buying all the rulebooks and selected supplements from the other ranges as well to add depth to my game (and for potential future campaigns), do you have any recommendations of DH Books I might want to grab while they're still available? At this point, I've only got the RT Rulebook and Book of Judgement so far. Ordered the Creatures Anathema yesterday.

    Inquisitor's Handbook? Blood of Martyrs? Disciples of the Dark Gods?

       
     
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