Page 5 of 24 FirstFirst ... 3 4 5 6 7 15 ... LastLast
Results 81 to 100 of 480

Thread: FFG 40k RPGs Update thread

  1. #81

    Re: The Dark Heresy/ Rogue Trader update thread

    +++ INCOMING ASTROPA <shhhz> TR@NSMISHHH +++
    +++ ASTROPATHIC CORPUS FAILURE +++

    Greetings Dark Heresy Fans!

    My name is Mack, and I'm the new RPG Producer here at Fantasy Flight Games. I have hijacked Ross’s scheduled designer diary to talk about some of the player experiences that really excite me in Ascension.



    I enjoyed a long running Dark Heresy game about a year ago with some good friends that came to a close with our characters sitting around Rank 8. When one spends that much time delving into the underbelly of the Calixis Sector, you know the character like the back of your hand.

    That’s who Octus Enoch was for me. A loyal acolyte of Inquisitor Calantis whose mind cleansing left him unable to control his latent psychic abilities and whose true past had been revealed over months of game play. His story was told... but I wanted to see what happened next. Thus, when Ross gave me a chance to experience another chapter in the tale of Octus through an Ascension character, I jumped at the opportunity. I wanted to share this experience with the Dark Heresy community so I recorded the process as a designer diary.

    Below, you can see Octus’ character sheet as he stood at the end of our last campaign. I knew that Octus had only one route to take. Everything about our “Eisenhorn-esque” campaign was leading him towards becoming an Inquisitor. That left me to choose a transition package, which is my favorite part about making an Ascension character. A transition package is a story element that connects a Rank 8 Dark Heresy character to a Rank 9 Ascension character. There are several options in the Ascension book that are suitable for taking a Dark Heresy career character to an Ascension career. Perhaps an assassin can become an Interrogator... but how? That is where the transition package comes in!



    Click the above image to see Octus before his ascension (pdf, 5.8 MB)

    I thought about all the things that happened to the character from Rank 1 to Rank 8, and I finally settled on “Spiritual Retreat” as a great way to represent Octus sequestering himself and learning to control his latent psychic abilities without getting himself executed for heresy. Even better, choosing this package let him shed a few corruption points and gave him a Willpower boost. The other choices, “Baptism of Fire” and “Ritual Trial” were very tempting. “Ritual Trial” made a lot of sense to have Enoch ritually tortured and tested with the threat of execution looming at all times. However, in the end, the Spiritual Retreat transition package felt right to me.

    The story began to unfold in my head—I could imagine Inquisitor Calantis weighing the decision to just kill Octus or to continue his training. Perhaps Octus was taken into deep space, and he spent time meditating in an air lock (with the Inquisitor standing ready to blow him into space if anything went wrong). Portions of his mind thought forever locked to him opening under the careful psychic scapel of our groups Psyker... memories of a former life flooding back. I couldn’t wait to put Inquisitor Enoch into a Dark Heresy saga again.

    Having dealt with the transition package, I chose my Ascdended trait. I chose “The Psyker’s Gift” because it allowed the character to begin developing his psychic potential without making it the entire focus of the character. I then adjusted some other portions of my character sheet (Fate, Corruption, Insanity and Wounds all shift with Ascension), and I spent the starting Ascended character experience points on other advances and Characteristic increases.

    Here is “Inquisitor Enoch” ready to hit the table top and root out evils within the Calixis sector!



    Click the above image to see Octus after his ascension (pdf, 10.1 MB)

    Dark Heresy is a roleplaying game set in the Warhammer 40,000 universe, a setting in the grim darkness of the far future. Players take on the roles of Acolytes serving the Inquisition, rooting out heresy and corruption from within the galaxy-spanning Imperium of Man.

    linky with stuff

  2. #82

    Re: The Dark Heresy/ Rogue Trader update thread

    A Purposeful Mind
    A look at Ascended Psychic Powers for Ascension


    Quote Originally Posted by FFG site
    +++Incoming Astropathic Transmission+++


    Hello, Dark Heresy fans! This is Sam Stewart here: Ross asked me if I wouldn’t mind taking a few minutes to talk about one of the sections I wrote for Ascension, Ascended Psychic Powers.

    Psychic Powers are an iconic part of Warhammer 40K, and frankly, a really cool part as well. Whether it is a Primaris Psyker blasting his enemies with Lightning Arc (or a Farseer augmenting his troops with Fortune and Guide) on the tabletop, or characters accomplishing nigh-impossible heroic tasks in 40K’s books, psychic powers are are awe-inspiring, intimidating...and risky. That’s the feeling I wanted to give Ascended Psychic Powers in Ascension.

    First, however, I should reassure you that Ascension’s psychic rules use the same basic mechanics as Dark Heresy, and are completely compatible. Ascended Psychic Powers do not replace the Major and Minor Powers from Dark Heresy—they are the next tier of powers.

    That being said, we did augment the rules with some improvements. One of them is introducing a modified form of the Fettered, Unfettered, Push system from Rogue Trader. We felt it was somewhat unreasonable that a psyker lifting an autoquill has a 1 in 10 chance of rolling on the Psychic Phenomena Table, and thus even a conservative psyker has a very short life-span. On the same note, a psyker burning down a city block should have something awful happen. Fettered, Unfettered, and Push allow this, giving a psyker the opportunity to deliberately ‘reign in’ his powers and avoid risks, or opening himself wide to the warp, accomplishing impressive psychic prowesses...and suffering the inevitable consequences.

    Ascended Psychic Powers are also organized differently from the powers in Dark Heresy. Instead of the Disciplines of Biomancy, Pryomancy, and the like, each Ascended Psychic Power is actually three separate powers linked by a common theme. When a Throne Agent purchases a new Psychic Power, he is actually buying the first rank of that Power, which he can use immediately. The other two ranks each have an XP cost, and as soon as the Throne Agent gains enough XP, he can purchase the second rank power, then the third rank power, independent of his Career Advance charts. This represents the Throne Agent mastering a certain aspect of psychic powers, such as a deamonhunter mastering the ability to affect the deamonic or a psychokinetic mastering his skills in moving objects with his mind.

    As an example, let’s take a look at the Stormwroth Ascended Psychic Power. The first rank is Lightning Arc, a solid power that allows the psyker to hurl bolts of warp lightning at his foes, an effective but one-dimensional display of power. If a Throne Agent purchases the second rank, he is also able to manifest a Lightning Field around his body, shrouding himself in crackling electricity and making attacks against him a risky proposition. Finally at rank three, the Throne Agent can summon a Lightning Storm, blasting every foe around him. Of course, the psyker will likely have to Push to manifest it, but what’s a reward without a little risk?

    One other detail I’d like to touch on briefly is the cost of Ascended Psychic Powers. Their XP cost is high, however Throne Agents have the ability to “trade in” Major and Minor Powers, discarding them to reduce the cost. This is in keeping with Ascension’s goal of simplifying high-level characters—giving players the option to discard extraneous powers and simplifying their abilities.

  3. #83

    Re: The Dark Heresy/ Rogue Trader update thread

    Final Legacy
    Announcing the upcoming release of Dead Stars, an adventure for Dark Heresy


    Quote Originally Posted by FFG site
    The infamous Rogue Trader Erasmus Haarlock is set to return, and only the Inquisition stands in the way of his dark revenge...

    Fantasy Flight Games is pleased to announce the upcoming release of Dead Stars, an adventure book for Dark Heresy!

    Dead Stars is the conclusion to The Haarlock’s Legacy Trilogy, a definitive series of epic Dark Heresy adventures that began with Tattered Fates and continued with Damned Cities. Terrible threats stir amongst the worlds visited by the mysterious Rogue Trader line of Haarlock. What has been left behind threatens everything the Inquisition has worked for in the Calixis Sector.

    Dead Stars takes Acolytes to the forbidden ice world of Mara and the haunted planet of Dusk, where they must make a fateful decision that affects the future of the entire Calixis Sector. Old enemies and allies join the struggle on both sides—will the Acolytes be able to survive the terrible conclusion to the Haarlock’s Legacy trilogy?

    With multiple paths to success, Dead Stars offers a satisfying experience for new and veteran Dark Heresy players alike. This summer, unravel the mystery of Haarlock’s Legacy!

  4. #84

    Re: The Dark Heresy/ Rogue Trader update thread

    RT update time...

    Hello Rogue Trader fans!

    Before I begin this designer diary, I’m thrilled to announce that Lure of the Expanse is shipping out of our warehouse this week, and will soon be coming to a friendly local game store near you!

    With that in mind, I’d like to spend a little more time talking about Lure, and in particular, the adversaries found within.

    Rogue Traders and their trusted companions are individuals with vast power, wealth, and influence. Beyond the reach of Imperial authority in the Halo Stars, they are bound by no laws but their own, and potentially the remit of their Warrant. Rogue Traders are free to trade with xenos, wage wars, and even scour planets with the weapons aboard their starships. While that is all very impressive, it does bring up the question—who is powerful enough to pose a threat to these larger-than-life individuals?



    In Lure of the Expanse, some of the most dangerous threats the Explorers will find themselves pitted against are other Rogue Traders. While they are all quite competent individually, the true danger lies in the resources at their disposal. Each possesses their own starship (or in some cases, their own flotilla!), and their own vast wealth and considerable influence. And each of them sees the players as rivals in gaining the fabled treasure they know is theirs.

    I’d like to take a closer look at one of the rival Rogue Traders in particular, the fellow on the far right. Jeremiah Blitz is a consummate rogue and charming scoundrel, originally a dubious dealer in xenos art objects, not a scion of a famous dynasty. Nobody knows for certain how he claimed a Warrant of Trade, but most stories claim he won it in a game of chance with a Sector Lord of the Adeptus Terra. With singular luck, Blitz left the game possessing nothing—save the promise of a favour of the Sector Lord.

    Within the year, Blitz was granted a Warrant and a cruiser, the Ordained Destiny. In short order, Blitz has carved his name across dozens of sectors, with short-term deals and trade arrangements of dubious legality—not to mention vast sums of money from the outright illegal Cold Trade. Blitz is a man of action who relies on his own resources and is not afraid to plunge headlong into a situation. His primary motivator is personal wealth and fame, and he is only reliable as long as he is receiving a steady stream of Thrones. However, he is not unwilling to working with others, especially if it will get him something he could not claim on his own.

    His ship, the Ordained Destiny, is a mirror opposite of the man. Where Blitz is cooly competent and not prone to flashy showmanship, his cruiser is gilded and ornate. Much of the hull is plated in gold-leaf, and huge statues of Imperial saints and heros rise along the dorsal ridge. It’s said that the Ordained Destiny was the Sector Lord’s way of taking a petty vengeance on the scoundrel. If so, his plan seems to have backfired, as Blitz treats his ship with a backhanded but sincere affection...and has outfitted it with powerful weaponry.




    However, rival Rogue Traders aren’t the only adversaries in Lure of the Expanse. A foe who strode the stars when man was still trapped on a single world moves against the Explorers. Ancient, mysterious, and powerful, these opponents have long foreseen the Explorers’ actions, and now gather to destroy them.
    linky

    The Inquisitor's handbook is also now available for donwload on drivethru RPG as well.

    Hmm...

  5. #85

    Re: The Dark Heresy/ Rogue Trader update thread

    Update and download time

    Greetings, Dark Heresy fans!

    It has been an amazing experience since the release of Ascension! The book is a smashing success, has garnered excellent reviews, and has sparked huge interest. Of course, I am particularly proud of Ascension, and I would like to take a moment to give my sincere thanks to the writing and development team of “Project Rose”:

    Owen Barnes, Alan Bligh, John French, Andy Hoare, and Sam Stewart

    I am deeply grateful for all their help, and their paragon talent of “Write Sourcebook” is crucial to how the book turned out.

    I would be remiss without mentioning the playtesters and proofreaders; their contributions are critical to Ascension’s success, and I am very appreciative of all their help!



    Ascension is probably the most significant release for Dark Heresy since the core rulebook, and I couldn’t be happier with its reception so far. I’ve been inspired by many of the concepts and ideas in Ascension moving forward and I’m very excited about the future of Dark Heresy! On the horizon are plenty of new books and releases for Acolytes and Throne Agents alike, so keep an eye on the Fantasy Flight Games web site for more details in the future!

    Heed the Higher Call

    As a special bonus, this week I am pleased to present Heed the Higher Call, an 18-page free .pdf, chock-full of additional material for Ascension. Enjoy!

    Heed the Higher Call - web quality (.pdf, 2.9 MB)

    Heed the Higher Call - print quality (.pdf, 100.4 MB)
    link to page and download

  6. #86
    Psychonaut New Cult King's Avatar
    Join Date
    Mar 2005
    Location
    Deathlandia Down Under
    Posts
    4,397

    Re: The Dark Heresy/ Rogue Trader update thread

    Ascension rocks. Apart from the omission of the Callidus and Culexus Assassins, I couldn't ask for more from the book. Well worth every cent.
    Those who know don't care any more, and those who care don't know.

  7. #87

    Re: The Dark Heresy/ Rogue Trader update thread

    RT info

    Now, you can bring the light of the Emperor to the darkest corners of the Koronus Expanse. Lure of the Expanse, the latest adventure for Rogue Trader, is now on sale at your local retailer and on our webstore!

    Lure of the Expanse features three adventures set amongst the unexplored stars beyond the Imperium. Wealth and glory await those with the courage to venture into the farthest reaches of space.

    In Eye of the Needle, your Explorers will travel to the perilous port of Footfall to learn of a dark prophecy of long-lost riches. In The Heathen Trail, the Explorers find themselves on the path of uncountable riches... but they must cross the wild tracts of the Heathen Stars. Threats abound, but can the Explorers transform danger into rewards? Finally, in The World Beyond, the Explorers discover the location of the legendary treasure world. Now, can they prevail against a host of enemies?

    Head to your local retailer and grab your copy today! Opportunity abounds. Will you answer the call of the Expanse?
    linky

    Looks like this is going to be another expensive month, damn you FFG !

  8. #88

    Re: The Dark Heresy/ Rogue Trader update thread

    There is an error in teh Ascension book Character sheet it seems, but worry not...

    Greetings, Dark Heresy fans!

    One thing that I really enjoy about my position at Fantasy Flight Games is how everything comes together to create a great product like Ascension. I would particularly like to single out the Editors, Playtesters, and Proofreaders that make our books (and especially Ascension) so great. It’s thanks to them that we’ve had some great successes.

    On Ascension, I would like to take this opportunity to give a “shout-out” to Leigh Anne Gross, our trusty editor; Jay Little, Thaadd Powell, James Savage and Paul Tucker, mighty proofreaders all; and the host of playtesting groups (six in total) who all contributed to Ascension’s triumph. Thanks to all of you!



    Ascension Character Sheet

    Even with all the help I mentioned above, no great undertaking ever turns out exactly perfect. In this case, one of the goofs that crept into the book involves the character sheet at the back. Please enjoy the fully corrected Ascension character sheet now available for download on our Dark Heresy support page.

    Ascension Character Sheet (PDF, 577 KB)

    The Next Step

    Next week, I have a special fan-made player handout for the Ascension adventure “The Red Wake.” Until then, may the light of the Golden Throne guide your path!
    link to linky

  9. #89

    Re: The Dark Heresy/ Rogue Trader update thread

    Course Corrections
    The Rogue Trader Errata is now online


    Quote Originally Posted by FFG site
    The Koronus Expanse is a perilous place for all those who dare to venture. However, today the journey becomes a little less dangerous! The Errata for Rogue Trader (pdf, 1.4 MB) is now available on our support page. This is a living document, and will be updated periodically; it currently contains updates for the Core Rulebook, and will eventually include updates and corrections for future Rogue Trader products as needed.

    And, to sum things up, the listing of the 40k RPG products sold online up to date:
    - Dark Heresy Core Rulebook
    - Dark Heresy Game Master's Kit
    - Purge the Unclean
    - The Inquisitor's Handbook
    - The Radical's Handbook
    - Creatures Anathema
    - Disciples of the Dark Gods
    - Tattered Fates - Book 1 of the Haarlock's Legacy Trilogy
    - Damned Cities - Book 2 of the Haarlock's Legacy Trilogy

    - Rogue Trader Core Rulebook
    - Rogue Trader Game Masters Kit

    Which, as it stands now, means that only Ascension (DH), Dead Stars - Book 3 of the Haarlock's Legacy Trilogy (DH) and Lure of the Expanse (RT) are not yet available in PDF form.
    Last edited by Ghal Maraz; 09-04-2010 at 16:30.

  10. #90

    Re: The Dark Heresy/ Rogue Trader update thread

    Bit of a RT update :

    Hello Rogue Traders,

    Sam Stewart here, and this week I’m pleased to bring you a tool that promises to be a great help to Rogue Trader Game Masters.

    As the first book-sized supplement for Rogue Trader, we always wanted Lure of the Expanse to go above and beyond what people would expect from an adventure. One way was to present detailed locations such as Footfall and the Heathen Stars, so people wanting to run their own adventures could find the book useful. Another design concept we pursued was the Achievement Point Tracker.

    The Achievement Point Tracker is designed so that the entire adventure of Lure of the Expanse works as a single massive Endeavor. The adventure itself is broken up into sections, and the end of each section has a list covering potential accomplishments and setbacks the Explorers could encounter. Each accomplishment has an Achievement Point award associated with it, and each setback has a penalty. The Achievement Point Tracker has a place where you can record the Achievement Points received and chart them onto a graph. When the adventure ends, the players and GM will have a tangible record of their successes and failures.

    However, there is no reason the Achievement Point Tracker cannot be used for other adventures as well. Now, you can download a blank Achievement Point Tracker (pdf, 3 MB) from the Rogue Trader support page. The Tracker is a PDF with text forms that allow it to be filled out on a computer, or you can print it out and fill it out by hand during each session.

    Until next time, success to all your endeavors!
    link to pdf.

  11. #91

    Re: The Dark Heresy/ Rogue Trader update thread

    Update time

    Ross Watson

    +++Incoming Astropathic Transmission+++

    Greetings, Dark Heresy fans!

    The climactic finale to the Haarlock’s Legacy trilogy looms on the horizon! In Dead Stars, the unspeakable secrets of Rogue Trader Solomon Haarlock are revealed at last, and the Acolytes investigating his disappearance must make a dire choice that will affect the future for millions of Imperial citizens. With the fate of the entire Calixis Sector at stake, will the Acolytes stand in the way of Haarlock’s return, or will they allow the consequences of his vengeance? Find out in Dead Stars!

    A New Challenger Appears!

    Warhammer 40,000 Roleplay, including the Dark Heresy, Deathwatch, and Rogue Trader lines, has been experiencing some amazing success. In fact, they have been so successful that FFG has recently hired another full-time developer, Mack Martin! As the developer of Dark Heresy, Mack will be able to devote 100% of his attention to Dark Heresy and lead the charge into the future with many more projects on the horizon. This will also allow me to focus entirely on the Deathwatch line, meaning that all three Warhammer 40,000 Roleplay games will have a dedicated developer.



    For me, this is a momentous announcement: I am pleased to “pass the torch” to my friend and colleague Mack Martin, who is taking over as the Lead Developer for Dark Heresy beginning this month. I have rarely encountered a bigger fan of all things having to do with the Inquisition than Mack, and I am really looking forward to seeing what he has in mind for the future! Naturally, I will be working closely with Mack during the transition, and I hope you will all join me in wishing him the best!



    The Next Step

    Next week’s designer diary is devoted to Dead Stars and includes more information on the future of Dark Heresy. Until then, may the light of the Golden Throne guide your way!
    link

  12. #92

    Re: The Dark Heresy/ Rogue Trader update thread

    Update time as they reveal some Deathwatch mechanics...

    Greetings, Deathwatch fans!

    As a roleplayer, one thing that is very important to me during a game is to grasp one definitive element that sets my character apart from the others, and then get a chance to really *use* that during the game. My own personal goal was to make sure that there was a chance for every Deathwatch character gain the spotlight and do something cool and memorable once in every game! This concept was behind the development of a mechanic in Deathwatch that we eventually named Demeanours.

    A Demeanour is a specific trait associated with a particular Space Marine. Some Demeanours are linked to the Space Marine’s home Chapter—the Chapter’s beliefs, traditions, or even specific flaws in their gene-seed. Others are unique to that individual Space Marine’s personality.

    The purpose of Demeanours is to highlight what makes each Chapter—and each Space Marine—different. They exist in Deathwatch as a narrative prompt, meaning they present options and reasons for a Space Marine player character to act a certain way or respond in a particular manner to any given circumstance. Demeanours are not a straightjacket; they do not force a character to take action. Rather, Demeanours present the player with ideas and opportunities for the decisions he makes while roleplaying to have an impact on the mechanics of the game.



    Two Types of Demeanours

    A Demeanour can be both a particular advantage for the Space Marine or a portray a challenge he must overcome, and in enduring, grow stronger. All of this means that each Deathwatch character has two Demeanours; one from his Chapter, and one that is personal to him.

    The Chapter Demeanour represents the traditions and beliefs of your home Chapter. It may also represent particular quirks or mutations of their gene-seed. Your Chapter Demeanour is part of the bedrock of your character, and as such, the Chapter Demeanour does not change after character creation.

    Your Personal Demeanour represents a strongly-held set of values or facet of your personality. It may be an ideal you strive to live up to or a code of honour. However you choose to describe it, your Personal Demeanour is a powerful part of who you are and helps set you apart from the other Space Marines of your Chapter.

    During the course of a Deathwatch campaign, part of the GM’s role is to challenge your Personal Demeanour and test your values. Can you hold true to your beliefs in the face of utter evil or seductive temptation? It is natural that your character should grow and change over time, and that should be reflected in your Personal Demeanour. No one knows your character better than you! Therefore, you may choose to change your Personal Demeanour at any time you feel it is appropriate.

    Sample Personal Demeanour: Studious

    The Space Marine values lore and learning, preferring to think his way through a problem.



    Using Demeanours

    The intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic and highly memorable moment (a “crowning moment of awesome”). The opportunity provided by the Demeanour is inextricably linked to his Chapter and his own unique strength of personality. It is his chance to put the spotlight on just how his Chapter is different to those of his Battle-Brothers in the Kill-team...or (just as significant) how that particular Space Marine’s personality is expressed.

    When a Space Marine focuses on the core elements of his personality, calls on the legacy of his geneseed, or honours the important beliefs and traditions of his Chapters, he becomes more than just another Battle-Brother.

    When you use your Demeanour during the game, it is known as “triggering” the Demeanour. In order to trigger a Demeanour, the Space Marine player need only announce that he is doing so and apply the benefits. You can only trigger your Demeanour a total of once per game (although every Space Marine has two Demeanours, he gets the benefits only once per game, and he must select which Demeanour to trigger in this manner).

    When a Space Marine’s Demeanour is triggered, the Space Marine gains any applicable benefit he would normally receive from spending a Fate Point, and in addition, he may also improve these benefits through roleplaying.

    The benefits of triggering the Demeanour may be enhanced if the Space Marine player puts effort into roleplaying the Demeanour. The player can portray his character either gaining strength from his ideals, or (alternatively) he can consider his Demeanour a particular challenge that he must somehow overcome.

    Gaining an improvement is simple; if the other Space Marine players agree that your Demeanour has been roleplayed well, you gain the Improvement! Judging this can be as simple as asking for a quick thumbs-up/thumbs-down around the table.

    Gaining an Improvement means that you double the bonus from the Demeanour. You could gain a +20 bonus to a Test instead of a +10, remove 2d5 Damage instead of 1d5, and so forth. Even if your dice completely desert you, triggering a Demeanour should always have something impressive happen during the game, and GM’s are encouraged to take part; if a Triggered Demeanour results in an attack that does no damage, the enemy may instead gain a distinctive scar he will bear forevermore, for example.

    Forward, Battle-Brothers!

    Now that you’ve got an idea of what Demeanours are and how they are used, next week I’ll dive in and go over some of the ways the “Project Iceberg” team developed the core experience of Deathwatch.
    linky

  13. #93
    Chapter Master Idaan's Avatar
    Join Date
    Mar 2007
    Location
    Poland
    Posts
    2,984

    Re: The Dark Heresy/ Rogue Trader update thread

    They've put a link to tvtropes.org . The universe keeps rickrolling me into that page continuously.

  14. #94

    Re: The Dark Heresy/ Rogue Trader update thread

    Hell yeah !

    “The stars call out to us, like the Siren’s songs of yore; they lure us to fortune...or calamity.”
    –Captain Zacharias du Kane, Rogue Trader

    Many a foolhardy Rogue Trader has passed through the Maw, never to be seen again. Avoid their fate! Equip yourselves with the tools and abilities any worthy Rogue Trader needs to survive.

    Fantasy Flight Games is pleased to announce the upcoming release of Into the Storm, a supplement for Rogue Trader! You and your fellow Explorers have mustered the courage to claim the vast riches of the galaxy, but as the obstacles before you grow more formidable and your enemies more cunning, you’ll need a powerful arsenal to defend what’s yours. Arm yourself with the knowledge, equipment, and firepower to rise to dominance!

    Arriving this summer, Into the Storm offers a host of new character options, allowing for increased personalization with the new expanded Origin Path and Alternate Career Ranks. Plus, play as a character from beyond the Imperium with two all-new xenos Careers. Keep watching, and over the coming weeks we'll reveal details of these exciting new options.

    Vehicle rules add a new dimension to gameplay and expand possibilities for adventure. Explore uncharted worlds in a Rhino APC or dominate your foes from the cockpit of a Fury starfighter. You can even gain access to an extensive new armoury of weapons, armour, and gear wrested from alien races or rediscovered from humanity’s dark past, or augment yourself with new psychic powers for Astropaths and Navigators.

    Into the Storm contains everything needed to build and equip a Rogue Trader like no other... and the crew to match. This summer, it will take more than ambition to defend your claim.
    linky.

  15. #95
    Chapter Master Idaan's Avatar
    Join Date
    Mar 2007
    Location
    Poland
    Posts
    2,984

    Re: The Dark Heresy/ Rogue Trader update thread

    Plus, play as a character from beyond the Imperium with two all-new xenos Careers.
    I'm speechless. You've made my day FFG.

  16. #96

    Re: The Dark Heresy/ Rogue Trader update thread

    Quote Originally Posted by Idaan View Post
    I'm speechless. You've made my day FFG.
    Yay, it's been announced! I wrote one of those Xenos careers, and various other chunks of that book... it's my first project for FFG.

  17. #97

    Re: The Dark Heresy/ Rogue Trader update thread

    Well..I'll respect your NDA and simply say congratulations and thank you then I guess.

    Minor news update

    Salutations Acolytes!

    In last week's Designer Diary Ross announced that I’d be taking over development for Dark Heresy and with that I’ve inherited this awesome privilege: Informing you that Dead Stars will be on shelves soon! I am filled with two complimentary emotions. First I am excited that this fantastic trilogy of adventures by the illustrious Alan Bligh and John French is coming to a climax. It’s a story I have been enjoying through the eyes of my Noble born Guardsman Emric. I remember some particularly memorable moments escaping some kidnappers. I’m sure many other groups are looking forward to seeing how things come to a head as much as I am.

    That brings me to the second emotion I’m quarreling with at the moment. Anticipation. In my new role at the helm of the good ship Dark Heresy I get a birds eye view. It is a rare privilege to observe others as they discover the surprises and twists that this adventure series offers. Secrets seeded into the conception of Dark Heresy will finally be revealed and I can’t wait to watch the fans to uncover them too.

    It’s tough to write about an adventure, as I don’t want to spoil it for the players. This wouldn’t be much of an announcement if I didn’t at least talk about one of my favorite new things. The Maccabian Janissaries are a Calixian Imperial Guard regiment. That really speaks to me as a fan of the Guard and as a player of one in this very campaign.

    “These regiments are raised from the arid planet of Maccabeus Quintus, a place of fierce and stoic people and iron-strong puritan faith in the Imperial Creed. The Conclave Calixis has oath bonds with the fifth Maccabian regiment and has called on the honour debts owed to them to procure the services of ten of the most resolute and effective soldiers in the sector, lead by two experienced NCOs. The Janissaries are tough and battle-hardened men and women who are bound by oaths made in seven shrines on Maccabeus Quintus. They see serving the Emperor’s will as a sacred duty and have a grim attitude; they are not given to frivolity or humour. They spend much of their time preparing for their mission, either performing combat drills or weapons maintenance, in prayer or studying information on the environment and situation of the station on Mara.”

    Not only am I looking forward to overseeing the release of Dead Stars, I am also keeping an ey on the future of the entire line. I’m certain that many of you are wondering who I am and what I plan to do with the game we love.

    I’ve been playing Roleplaying games for just over 20 years now. I cut my teeth on Shadowrun. That quickly changed into a campaign of Gary Gygax’s Cyborg Commando thanks to a copy of the box set we found at a local dollar store. I picked up Warhammer 40k back in the second to third edition transition. I love the IP like no other, in particular the Inquisition and the stories that can be told through the themes that run in its veins.

    I’m also a net-geek. I helped found a Warhammer 40k podcast and blog site that let me meet a lot of interesting people and learn quite a bit about the hobby on multiple fronts. It’s fun to look back and see how much my opinions have changed and grown in a short time. I understand the power of the Internet and love that I have the opportunity to supplement the game line with PDF’s. I caught the bug for designing books by building a few supplements for my gaming club to use.

    A few years ago I decided I wanted to break into the gaming industry. I set my goal and began documenting the trek online. During this time I interviewed Ross Watson on my podcast and he has been a mentor and advisor to me as I developed the skills I needed to become a serious designer of tabletop RPG’s. It’s been a long road to where I am and I’ve enjoyed every minute of it. I now have more road ahead (to extend the metaphor) and planning for this new adventure is exhilarating.

    I have given some serious thought to what I love about Dark Heresy and how I can bring that into a full design philosophy. Roleplaying games have the strength of a referee at every table whose entire job is to interpret the rules and come up with new ways to use them on the fly. As a designer it becomes very important to carefully craft these rules so that GM’s can easily integrate them into their games. Mechanics must assist the theme and story, giving players a way to interact with the game world.



    One my favorite themes in all of 40k is that of Heroic Sacrifice. From the lowliest servitor to the Emperor himself men and women give all for the cause of humanity. This isn’t just seen in moments of glory where someone trades their life for success of the group, but also in people who give their sanity or every waking hour. There are dozens of other personal stories to tell. At the end of the day the journey of the players character is personal and resonates with the player. Dark Heresy needs to create moments of choice for characters and give players options to tell those stories.

    Memorable villains and locations are important to every story but to Warhammer 40k they are imperative. The Calixis sector is rich and deep with possibilities. Dead Stars sees the closing of the Haarlock’s Legacy series, so gaming groups will want more adventures. Tools to build brilliant stories help everyone. GM’s and players alike can benefit from a variety of background options for adding new themes to their campaign and characters.

    The actors and the stage can be extremely interesting and compelling but how they interact crafts the tales we tell for years. Dark Heresy is all about the mysteries and conspiracies that get uncovered. This investigation brings the game to life and gives players a chance to tell their personal story as they are entertained by the GM’s larger plot.

    So what does all this mean for the future of Dark Heresy? It means I have a lot of work to do! Going forward we have a lot of ground to cover in some very exciting ways with a focus on the player and GM experience at the table. Keep your third eye on this website in the future; I plan to share every step of my journey with the fans of Dark Heresy!

    Dark Heresy is a roleplaying game set in the Warhammer 40,000 universe, a setting in the grim darkness of the far future. Players take on the roles of Acolytes serving the Inquisition, rooting out heresy and corruption from within the galaxy-spanning Imperium of Man.
    linky
    Last edited by reds8n; 12-05-2010 at 20:20. Reason: new info

  18. #98
    Chapter Master Idaan's Avatar
    Join Date
    Mar 2007
    Location
    Poland
    Posts
    2,984

    Re: The Dark Heresy/ Rogue Trader update thread

    Quote Originally Posted by N0-1_H3r3 View Post
    Yay, it's been announced! I wrote one of those Xenos careers, and various other chunks of that book... it's my first project for FFG.
    Well, considering how valiantly you've championed the case of the Eldarkind on these forums, I can put my faith into the identity and quality of this career.

  19. #99
    Chapter Master spaint2k's Avatar
    Join Date
    Mar 2006
    Location
    Taipei, Taiwan
    Posts
    1,877

    Re: The Dark Heresy/ Rogue Trader update thread

    Quote Originally Posted by Idaan View Post
    Well, considering how valiantly you've championed the case of the Eldarkind on these forums, I can put my faith into the identity and quality of this career.
    Awesome! The Hrud are coming at last!
    Mentor Legion Army Blog (Complete)
    Orks in four systems (40K, AI, BFG, Epic)
    BFG: 100% Complete
    AI: 35%
    40K: 24%
    Epic: 51%
    Currently working on other stuff.

  20. #100

    Re: The Dark Heresy/ Rogue Trader update thread

    Go go team attack !

    by Ross Watson

    Greetings, Deathwatch fans!

    The Deathwatch is a unique organisation where Space Marines from different Chapters across the Imperium of Man are brought together to serve together in the same, small unit known as a Kill-team. When I turned this concept over in my mind, I found myself often focusing on the thought of what it must be like to be placed into that situation with complete strangers; some might become friends, others bitter rivals. The interpersonal dynamic of such a group would be fascinating. I returned again and again to the idea of learning to work together—to give up the “Space Wolf way” to solve a problem (for one example), and instead concentrate on “the Kill-team way”—captured my imagination. Battle-Brothers of the Deathwatch are often thrust into dire situations, sometimes alongside allies they may not trust. During the course of his service with the Deathwatch, a Battle-Brother learns to overcome many of his prejudices and misunderstandings...

    Part of the core experience of the Deathwatch RPG involves roleplaying as a Space Marine sent on the most dangerous of special missions, and I wanted the mechanics of the game to support that! The “Project Iceberg” team and I designed Deathwatch around the idea that the experience should revolve around the team dynamic, from a group of strangers learning to work together to the hardened veteran Deathwatch Battle-Brothers who form a nigh-unstoppable squad. In this, I was inspired by source material like the WWII series Band of Brothers and the Knights of the Round Table in Mallory’s L'Morte D'Arthur.



    The difference between the group and the individual definitely had a strong influence on my design for Deathwatch, and this concept about individual sacrifice for the good of the team evolved into a set of three linked mechanics for Deathwatch: Solo Mode, Squad Mode, and Cohesion.

    Because I have been an avid player of the Warhammer 40,000 tabletop game for years, I have had many opportunities to watch Space Marines in action (at least, in miniature form!). More than a few times I would marvel at a particular commander, captain, or special character, but I would also take note of how a particular Squad, working together, could vanquish even the greatest of foes; a Tyranid Carnifex, Chaos Daemon Prince, or Eldar Avatar.

    Space Marines are considerably dangerous on their own; they are the supreme warriors of the Imperium, the most deadly of soldiers. How much more impressive, then, would a force of Space Marines be when working together as a group? The challenge then would be to somehow model that idea within the mechanics of the Deathwatch RPG.

    Solo Mode

    The first thing I needed to do was to define when a Space Marine was acting on his own; this would be called “Solo Mode.” When in Solo Mode, a Space Marine is operating based on the traditions, beliefs, and methods of war ingrained into him by his Chapter. A Dark Angel in Solo Mode is acting and fighting as if he were part of his Dark Angels squad. Therefore, a Space Marine in Solo Mode is using abilities that are most representative of his home Chapter.

    Solo Mode is the default mode of play for all characters. Unless otherwise indicated by the rules, a Battle-Brother is in this mode. While in Solo Mode, a Space Marine is not linked to the rest of his squad in any special way and cannot benefit from Squad Mode actions or abilities used by his Battle-Brothers. He has access to all of his Solo Mode actions and abilities and may use these freely.

    Example Solo Mode Ability: Feat of Strength
    The Kill-team is in a desperate race to reach the spaceport in time to board their Thunderhawk before cyclonic torpedoes destroy the planet from orbit. However, a burning wreck of a Chimera APC blocks their path; the Space Marine focuses his righteous wrath and, with a heroic feat of strength, heaves the wreckage aside so that he and his Battle-Brothers may pass unhindered.
    Required Rank: 1
    Effects: Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.
    Improvement: At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration. At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank. At Rank 7 and above, Feat of Strength increases the character’s Unnatural Strength Trait by two levels.



    Squad Mode
    However, in the Deathwatch, a Dark Angels Space Marine is not surrounded by other Dark Angels. Instead, he is placed with Battle-Brothers of the Storm Wardens, the Ultramarines, and possibly even a rival from the Space Wolves. When the Dark Angel is acting as part of his Kill-team, he is moving out of Solo Mode and entering Squad Mode. In Squad Mode, Space Marines work together, each acting in concert with his Battle-Brothers. A Kill-team in Squad Mode is a terrifying foe for the enemies of Man; Squad Mode abilities allow the entire group to move and shoot as one, to lay down covering fire during an advance, lure the foe into a trap, and much more.

    Squad Mode can only be entered deliberately (often by a character using an action). While in Squad Mode, a Space Marine is linked to any other members of his team that are also in Squad Mode and may benefit fully from Squad Mode actions and abilities. A character in Squad Mode can also initiate Squad Mode actions and abilities for the benefit of other team members also in this mode.

    Example Squad Mode Ability: Tactical Spacing
    The Kill-team has been deployed deep behind enemy lines in order to find—and assassinate—an enemy leader. During the journey, the Kill-team keeps a wary watch, for this region is heavily patrolled by the enemy and filled with traps. The Space Marines stand ready to knock a Battle-Brother out of the way of enemy fire or warn him of stepping upon a hidden explosive.
    Action: Full Action
    Cost: 1
    Sustained: Yes
    Effects: Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.
    Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.

    Cohesion
    It is important to note that the example Squad Mode ability above has a cost listed. The resource that a Kill-team uses to activate Squad Mode abilities is known as Cohesion. This resource is gained when the Kill-team is assigned a mission (don’t worry—I will be going over how Missions work in a future Designer Diary!), and is then used during the mission to activate Squad Mode abilities. Cohesion can also be reduced, however, by being hit with certain weapons (if the Kill-team is knocked around by high explosives, for example) or by certain abilities possessed by a powerful enemy (a Chaos Daemon Prince, for example, has an Aura of Death that reduces a Kill-team’s Cohesion...the warp-tainted presence of the Daemon Prince causes confusion and spreads strife wherever he goes). Certain abilities and wargear (such as a back banner!) may increase or have an effect on regaining Cohesion.

    Forward, Battle-Brothers!

    I hope you’ve all enjoyed this brief overview of Solo Mode, Squad Mode, and Cohesion! I will definitely have more to say about these mechanics in the future, so keep an eye on the FFG website as we delve deeper over the next few weeks into what makes the team-based roleplaying experience of Deathwatch so unique and compelling!
    linky

Page 5 of 24 FirstFirst ... 3 4 5 6 7 15 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •