Categories: "Rules"
Complete rules draft 2.27
It is done!
My Dark Heresy rules adaptation is complete! You can grab it from the download link in this post...
Well...almost complete anyway. I didn't have time for everything I wanted to do, but I gave myself a 21st December deadline so here goes. I… more »
Damage rules
...during our last live session we actually rolled some dice and calculated damage :-)
I suppose it worked well enough - we learned that small puny assassins that get jumped by big cats are in trouble. We also learned that autofiring splinter weapons… more »
Psykers
There will be a few changes to the way psykers are handled - I'm abandoning the Dark Heresy system and instead going for some thing fairly similar to the system found in Rogue Trader. IMO it is VASTLY superior, not least because it uses a standard d100 c… more »
Combat rules
Some new rules:
- if you get hit with a lethal weapon you will always take at least 1 Wound in damage, no matter how high your Toughness Bonus is (it makes sense that you take LESS damage, but being hit with a gun/sword/whatever will always do SOME… more »
Characteristics
When it comes to characteristics I'm tempted to drop one; Perception (in WFRP its part of Intelligence, which works well enough). It seems to me that no matter how you look at it the mental stats (Int, Per, WP, Fel) are not on part with the physical… more »
Psykers
Psykers are sentients that can call upon the powers of the Immaterium to manipulate, or even break them completely, the laws of physics. They can read minds, communicate across the stellar voids, control perceptions and emotions, throw objects around, ma… more »
Character generation
I'm making some tweaks to character generation.
1. All PCs that are Imperial humans start with base stats of 25+2d10.
That won't change the number you've rolled, but it will increase your stats somewhat. Why? Because I want you to be a bit better… more »