Jump to content


  • Content Count

  • Joined

  • Last visited

About deadlyhammer

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Hamilton, Ontario, Canada
  1. I dont have GW's sales numbers (and really who does?), but my observation has always been that Nurgle marines and daemons are seen on table top a close second to Khorne marines and daemons. Given that popularity, my thought was that they were saving the best for last. There are so many possibilities besides the obvious toughness buffs. Toxic weapons (covert and overt), plagues and other corrupting practices/sacrifices, tons of fluffy minions, Nurgle worlds to visit. The list could go on and on!
  2. still no real news. this is getting dumb on the scale of cancelling firefly. finish what you start FFG! tome of rot/decay is loooooong over due.
  3. man am i ever getting sick (lulz) of waiting for tome of *insert nurgly adjective*! cmon guys, get at it!
  4. I had problems with my first two copies of the core rulebook. I contacted customer service by email. They asked for pictures of the binding issues, which I supplied. Three or four weeks later, new book arrived in the mail. That one also had binding issues, but I figured two books was enough to last whatever the group would do to it. I mentioned it to the same customer service rep by email, and he sent another one no questions asked. It is a known issue, but maybe they've fixed it on subsequent printings?
  5. Well that would be why I could not find it in a book! It's in my binder… Dur…. Thanks!
  6. I thought I read somewhere that the number of mechadendrites a Tech Priest can have is limited by his Toughness Bonus. Am I delusional or did I get that from another system? I cannot find anything even remotely close anywhere in a Dark Heresy book. Can someone help me out here?
  7. well when we started our current group, i made sure that everyone knew the expectations. below is what i printed and gave to everyone before the first session. two people dropped out leaving a nice group of 4 PCs willing to play in that environment. Character Driven Dark Heresy Campaign This is intended for a 4-5 player group committed to a story and character driven campaign (as opposed to combat driven), with significant portions coming from the Apostasy Gambit trilogy. Emphasis will be placed on investigation, story and characters, with combat difficulty based on direction of the investigations. I am considering using Black Crusade or Only War combat rules/structure. This is not final, and will be a topic of discussion. My initial estimate puts the campaign at 16-20 sessions. If we plan for every two weeks, that puts this at 8-10 months not including any missed weeks. Your Inquisitor and Setting: The PCs are working for a triumvirate of Inquisitors. The Inquisitor that originally recruited the PCs (Inquisitor Janus Kane) is comparatively new to her post. She is not yet part of any specific Ordo, but is considered a bright rising star. Inquisitor Janus Kane was previously an Arbitrator (hence one of the background requirement below), and at the moment specializes in the investigation and prosecution of heresy, witchcraft and corruption amongst the nobility. The group has not yet met the other Inquisitors, but knows one them to belong to the Ordo Herecticus; the other to the Ordo Malleus. Inquisitor Janus Kane prefers that her acolytes use the same kind of infiltration, informant network, investigation and prosecution methods that provided solid results for her as an Arbitrator. Members of the triumvirate are known to maintain Amalathian beliefs in Inquisitorial circles. Character Creation Requirements and Restrictions: There will be some restrictions to group makeup and experience spending. This is for story and background purposes. They are as follows: At least one group member must be an Arbitrator or have some kind of Adeptus Arbites related background package or alternate rank. At least one acolyte will need to be born on Scintilla. This will rule out Void Born, Feudal, Feral, Forge World and possibly other origins for that character. No Imperial Psykers/Warp Dabblers/Nascent Psykers. At least two of your Inquisitors burn witches and other warp dabblers on sight, why would they employ one? That and Psykers do not scale/balance well with their current ruleset/abilities. All Background Package XP costs are waived (unless of course they grant some Psychic ability/power) Group must decide up front if they will be of a Radical or Puritan persuasion. The group is to assume that your Inquisitor has assembled likeminded individuals and are they now comfortable working together, even trusting one another to a degree. Therefore, PC backgrounds may be shared or include other PCs. Keep in mind that extreme Radicalism/Puritanism tends to lead to short PC lifespans as it may lead to conflict with NPCs originally designed to help, not to mention the wrath of your own or other Inquisitors. Sororitas will be allowed, so long as the player is willing to play her accordingly (i.e. Sisters are highly unlikely to be of any Radical persuasion) and the group decides to pursue a Puritan belief system. Part of the above restrictions is for background. Part of it is to reduce and/or limit the amount of inter-character conflict. My intent is to provide a universe where the group understands that they are on the same team, and generally of the same philosophical bent. There will be enough things trying to kill you that you don’t need your own group members doing the same. What Players can expect from the GM: Generally, characters will not be able to spend experience to gain Talents/Skills until in game downtime occurs. This is to represent the additional training required to develop these specialized skills. However, this will not be an absolute. Some Talents/Skills can only be learned/discovered in the heat of the moment. Characteristic advances and effects of corruption/insanity will occur immediately. This is to represent the character developing their basic abilities in field situations. The intent is that players will end up banking some experience until they have pursued applicable training/study. I will be very open to reasoned arguments on this point during the campaign, just be prepared to answer ‘why’. The intent is that each player will not have to reroll during the campaign. This may or may not be wishful thinking. Given the above restrictions and expectations, players can expect that the GM will give the characters every chance at survival and success. Combat will occur, but sometimes it is acceptable or even preferable to avoid or flee combat. Weight carrying limits will be enforced. Armor/clothing that is worn will not count against the limit. In-mission weapon loadout will need to be reasonable. Corruption/Insanity totals will be kept secret from the players. Upon reaching a Corruption/Insanity Threshold, GM and player will have a private moment to roll and discuss the applicable Malignancy/Insanity effect. GM may have other private moments to inform certain players of knowledge only that player is privy to. Whether they share that knowledge is up to the player. Fate Points can be used to re-roll Tests against characteristics. Rolls against a table for effects will generally be rolled by GM. Fate points may be spent to re-roll tests, but not against tables (unless GM decides otherwise). If players come up with genius ideas that could derail the story, GM will call for a break. I will need some time to incorporate the ideas while maintaining plot hooks instead of just saying ‘No’ to player ideas/tactics. On the natural roll of 01, something extra cool will happen unless that something extra cool is detrimental to the plot. On the natural roll of 100, something extra bad will happen. Re-rolls may or may not be allowed at GMs discretion. Muah…. Ha….. Ha…. What the GM expects of the Players: Know your character’s background, and make decisions according to your character’s background (and knowledge). I have all of the Dark Heresy source books. If you need to do more reading, all of these books are available to you. There will be significant in-game downtime and freedom. Use it to your advantage! Find and create contacts, seek knowledge and training, use the Crafting rules to make things or upgrade items, etc. Creative downtime activities will be rewarded and have in-game effects. When acquiring complex or knowledge based Talents/Skills during downtime, suitable training locations should be sought out. For example, you will not be learning Forbidden Lore (Warp) while stranded in the forest of a Feudal planet (unless you have some books to read of course). Understand that this may lead to banking experience until appropriate downtime. This is intended. Possible Characters (just throwing ideas out there) Schola Progenium born Arbitrator with the Enforcer background package. The Arbitrator was long ago just a lowly Trooper in the Inquisitor’s precinct. He had often wondered where the tough ol’ broad went when one day she was at his door. The rest is history as they say. Lathe-Het born Cyber-Mastiff Handler Tech Priest. Has served alongside the above Arbitrator for the better part of a decade. Despite his position, has shown an aptitude for design, production and component improvement of Cyber-Mastiffs in addition to their maintenance. Gunmetal City born Metallican Gunslinger Scum with the Hive Gang background package. He was busted by Janus Kane when she was an Arbitrator and then he became an informant. Tries to build an intelligence network wherever he goes. Has been nudged in the direction of the Malfian Bloodsworn to build on existing network of contacts. Famulous Protégé born Verispex Adept with the Scholar of the Colleges Hetaireia Lexis background. The Adept was assigned to a case where the lead investigator was Janus Kane, long before her ascension to her current role. He has been instrumental in bringing many criminals and heretics to the justice of the Emperor’s light. Happy coincidence or something more? Noble born Banisher Cleric that has chosen to forgo the excesses of his lineage, instead devoting himself to the study and destruction of demons. Why he has chosen this path, only he knows… Opus Macharius born Crimson Guard (Tech Priest/Guardsman mix) with the Divine Light of Sollex background package. The Inquisitor exposed a Logician noble with ties to a high ranking Tech-Priest within the ranks of Divine Light of Sollex. They have been most generous since that incident and have assigned one of the Crimson Guard to her. Mind Cleansed Assassin with the Fate Eater background package. PC occasionally has visions (or is it flashbacks?) of his own death. Why is the Janus Kane always in those visions? Schola Progenium born Sister Hospitaller with the Untouchable background. She never was able to put her patients at ease. The Inquisitor saw her gift for what it was; another weapon against the witch. Could be a very difficult character to play (and dangerous for the party as a whole) given the Sister’s extreme puritanism, even moreso if given the Discordant Elite Package.
  8. the lasgun variable setting rules from only war really make lasguns somewhat useful for starting characters. maybe check that out?
  9. a moritat using a gun… right… oh it fires blades… sure… O.o cmon man. if you are selectively reading the moritat's fluff, go ahead and do it. but i hope your assassin runs into a squad of moritat that heard you have eschewed their teachings.
  10. holy junkballs! i have never seen salvation demands sacrifice! other than this and the lost dataslate, are there any other web only addons?
  11. I've said it elsewhere before, but I had an absolute blast playing my Noble born Banisher Cleric with a chantry background (almost gave him the pilgrim background to play up the 'poor' aspect even more). But that's the thing: there was some thought put into the character, his background and motivations. He was never a beast in combat, but not the worst. Definitely able to pull more social strings than an Adept, but slightly less knowledgeable. Of all the classes, I think the Cleric is the most well rounded and at the same time the most fun to RP in this grim/dark universe. So many possibilities, but only if you are willing to put some effort into it.
  12. the bulk of the campaign will emphasize investigation and most of the combat is against human enemies armed with average weapons. the major exceptions is the final fight against the big baddie in chaos commandment. and in all my groups, not once has a psyker been convinced to take the biomancy healing power. this has proved to be a mistake every time, but thats neither here nor there. well im glad to hear the initial response is favorable. besides the above, what are the major downsides to not having a psyker in the PC group?
  13. I am considering running an extended campaign for 4-5 PCs, mostly based on the Apostasy Gambit. I am also considering disallowing PC psykers from this campaign. Partly because their rules are kind of borked in DH, partly because they take away from almost every other class, partly because there is always a psyker in my groups, and partly because the Inquisitor they will be working for enjoys burning the witches. My questions are as follows: 1- Has anyone run a memorable, fun, balanced, etc campaign without psykers in the PC group? What exactly made it a good experience? 2- Is the absence of a psyker a handicap? If so, what can be done from a GM perspective to limit and/or eliminate the handicap?
  14. im pretty sure the machine trait specifically says that it stacks with armor. now i have to check when i get home.
  15. personally havent had this problem, but i have heard of others using hordes of 'guardsmen' with some special or heavy weaponry mixed in. or in this case, hordes of the combat servitors could work too
  • Create New...