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The Metal Inquisitor

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About The Metal Inquisitor

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  • Birthday 07/20/1994

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  1. I would really like to play more dark heresy, but I simply can't find the time for more weekly sessions. You have a good introdution and it'll surely grant you the players you need, so good luck with your campain my fellow burner of heretics
  2. In my opinion is the best thing in the expanded sheet the new way of keeping track of psychic powers, which was nearly impossible on the old sheet, also talents has a lot more room. When you reach the highest rank I DH, then you will definitely have filled almost all the given space dedicated for talents and traits. Especially if you write a short reminder to yourself about the talents effects. In short: switching to the new sheets was a good move for my DH group that recently had entered rank 8
  3. There are indeed a few danes on this forum Warhammer 40k is quity popular in Herning, Denmark, just amongst my own friends we have several copies of the same books, and only missing the lathes and book of jugdement for the full set. Back to the topic I like the feature of saving and editing a character on the site, but personally I prefer to make it with pen and paper
  4. Wounds decribe how much punishment the character can take before nasty stuff happens to them, which the crit effects have no short supply of. Toughness help soaking the damage from attack by being physically tough and durable. For example has the average space marine 18+1d5 wounds as a starting character, and unnatural toughness that mulitiplies their toughness bonus x2, so a reasonably tough space marine could shake such a puny attack of as nothing. Where a human might be heavily wounded, but not to the point of them lossing limbs and their very lives.
  5. Psykers are very fun to play since you are the only who can sense the presence of the warp, and use it to your own gain in terms of psychic powers, but be careful about the usage of your powers. Possession and corruption are greater threats to psykers, when both the source of their powers and their worst enemies can be found in the warp. Still worth the risk in my opinion, just look at the crazy stuff psykers can pull of with their abilities, and no other than them in the group will truly comprehend the frail line between real space and the warp ;P
  6. In the core game you can't really do much after character generation in that regard, but Ascension gives the players two additional advances for their characteristics. That's really it for willpower, but there are other ways of becoming mentally stronger, so "more willpower" isn't always the only solution.
  7. You don't NEED to give the PC's insanity and corruption points, but it ads another level to the game where the psychological and spiritual damage is kept track of. It's a fitting mechanic for the warhhammer 40k universe, but not necessary if the players haven't recived permanent psychological damage, or experienced corruption of their soul.
  8. Weapon damage types only impacts two things in game terms; how armour protects the wearer from damage in the case of a primitive or a non primitive weapon, and what crit effects there are on characters that suffer crit damage from a specific type of damage like for example rending. In addition to weapon damage types, there are also a number of weapon qualities that a weapon can posses like blast(x) where the projectile of the weapon creates a explosion with a diameter of (x) meters. Maybe you where thinking about the quality "shocking"? that becomes less useful againts enemies with more AP, as machines often tend to have in the form of natural armour.
  9. I do the same where I narrate their environment to immerse both the players and myself in the world, but sometimes I had to interfere with some of the players actions and reactions that didn't suited the setting at all. Like the psyker telling a citizen about what it's like being a psyker xD Not that it's a big issue anymore since we have played dark heresy together for months now. I mostly just want to discus what other GMs have been doing to depict the imperium of man as the setting, and just how grim and dark everything are nowadays
  10. When I GM dark heresy I usually give my players quite the bit of downtime, but that is mostly because of the time it takes for their skills and talents to be learnt, so in practice they can only spend their hard earned xp between each mission. This also allows the players to have more connections than they would be able to make ingame, when they have to stick together in a group of acolytes, for example has the Adepta Soritas player bought a 500xp connection to the Adepta Soritas as reliable group that offer favours, which took not only 500xp, but quite a bit of interesting roleplay as well. (The rules of connections can be found in the inquisitor's handbook)
  11. Personally I always make my own senarios because it gives me a greater understanding of the plot and NPCs, since I thought all of it up myself. You can definietly start with a prewritten adventure, and use it to introduce yourself and your players to the setting of warhammer 40k. Afterwards I recommend you to make your own plots and adventures using the rulebooks descriptions as inspiration, or a prewritten adventure where you change it on your own whim to make it personal for both you and your group. The reason to this is that it'll give you more experience and control of the game, which will help GM'ing the game I'm not the biggest warhammer 40k nerd myself, so I usually depict the setting in my own view of it. The lore is vast and even contrary to itself sometimes, so you're better of with your own interpretation than trying to keep taps on way too many sources.
  12. It really depends on what kind of expansion you are looking for, and where the interest of your group lies. If you would like a general expansion of what the core book offers then you should get the inquisitors handbook, where there is a greatly expanded arsenal and character options for both the acolytes and their foes, with the new option of playing adepta soritas with fate talents as a new game mechanic. The radicals handbook is great for a GM that want's a better depiction of the radicalism within the inquisition, which ad a very interesting dimension to the game where rivalries amonst the inquisitions own members, become a greater threat than the common heretics. There are also rules for heretical practises such as sorcery (psychic powers for the heretics that isn't psykers) and many chaos rituals that ads another layer to the heretics the acolytes hunt. (or to the radical acolytes ) I recommend these rulebooks because they both expand the game in either the direction of radicalism or the "lawfull" acolytes. Where as the other books offer more focused additions to the core game, and their names speak for themselves in that regard, but could be the right decision if any of them fits your interests better
  13. I'm GM for a dark heresy group playing my own campaign with six players where only one of them is an experienced dark heresy player. Despite my efforts at describing the dark and grim imperium as the setting of the game, most of my players haven't really gotten the same image of the life in the imperium. Not that it's a big problem ingame where I can give the PCs more information as the session progresses, but I would like to convey the mood and setting better to the players inexperienced with warhammer 40k, so that they don't have to be taken out of the game whenever I have to explain common beliefs and notions to them. Such as how psykers are viewed as citizens of the imperium, and the meaning of being affiliated with a death cult in the assassins case. If other GM's could give me their input of depicting the world of warhammer 40k to inexperienced players, or just participate in a discussion about the subject then it would just be great
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