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Dark Heresy: Creatures Anathema
by Megan R. [Featured Reviewer] Date Added: 04/02/2015 09:04:09

This work is a lot more than a bestiary of assorted 'monsters' to throw at your Acolytes - although if that's what you are after you will find plenty combat-fodder for them. There's a lot about the nature of threat that they will face as they serve the Emperor, things that will widen your appreciation of the dark and grim nature of the setting and help you bring it to life in your shared alternate reality.


Divided into chapters based on monster type, there are in-character commentaries by Inquisitor Felroth Gelt of the Ordo Malleus - considered very knowledgable about the Calixus Sector but somewhat morally dubious: readers are advised caution - and each monster entry comes with suggestions and plot hooks to help the Game Master bring them into the plotline seamlessly. The final chapter takes this further, being a discourse on the use of adversaries, including scaling notes and additional rules that may be of use.


The first chapter, Mutation, begins with a discussion on what mutation actually is and how it is regarded by mainstream Imperium society - an outward form of inward corruption. Seems they've never heard of genetics! In places where they are not exterminated outright, most mutants face a life of dangerous drudgery as part of an underclass of serfs and indentured labourers. We then read about some notable mutant individuals as well as types of mutant that might be encountered, all with ideas of how they might turn up in your game to best effect.


Next, Chapter 2: Forbidden Science explores the use - or is that misuse? - of tech-science leading to the blasphemous experiments of tech-heresy. Some of these monsters are the results of such experiments, others are the experimenters themselves. Hideous fusions of man and machine are poised ready to rampage across your table, the saddest thing is that often the original experiments were actually attempts to improve the lot of humankind rather than to threaten it. This section in particular demonstrates the deeply-embedded religious nature of the game, that your Acolytes stand not just for 'truth' or 'justice' or 'fairness' but as bastions against the encroachment of evil against the light that is the God-Emperor.


This is followed by Chapter 3: Death Worlds. These are planets that are too dangerous to support much in the way of human settlement yet for all the danger they pose they are often the source of valuable resources. Dangers can be anything from the very environment to vicious wildlife and malevolent plants; and several well-developed death worlds are presented here to use directly or as inspiration for creating your own.


Then comes Chapter 4: Vermin and Predators. There's plenty of those around! There's a short discussion about how to use them to effect in your game, then a good ten of them are presented in gory detail ready to use. Each, of course, comes complete with descriptive text, illustration, stat block, plot hooks and Gelt's notes all aimed at empowering you to bring them to life as vivid threats to your Acolytes.


Moving on we come to Chapter 5: Xenos. This section provides seven well-detailed alien races as well as notes about utilising aliens in general and plot hooks for involving all seven (preferably not at the same time!). Whilst the Imperium views Xenos races as a threat, the feeling is often mutual, especially amongst those that once lived in the area now designated the Calixis Sector but who were driven out. An immense amount of detail is packed in here, enabling you to use these races with confidence.


The last 'monster' chapter, Chapter 6: Forces of Chaos explores the role of chaos and its agents as an ever-present dire threat to the Imperium, indeed to life itself. There are notes about how this threat can be brought to bear as well as eleven fully-described agents of chaos to bring into the game. Adventure seeds and realistic commentaries and notes accompany stat blocks, illustrations and descriptions.


Finally, Chapter 7: Adversaries discusses the core nature of Dark Heresy and indeed Warhammer 40K itself: unending war. But this is more than mere combat, dark and bloody: it's a story of survival and of hope, the hope of preserving the Imperium, imperfect though it may be, against the darkness that could so easily engulf it. Moreover, in running this game you don't just want brawl after brawl, you want to create and share stories that you and your players will remember long after the dice have been put away. Not all the foes they will face are as monsterous as the ones in this book, of course: many will be men just like them but with differing opinions and allegiences. There's discussion of balance, ways in which to face a few Acolytes with what appear to be overwhelming odds yet giving them a fighting chance. The use of fear of the unknown to effect, the involvement of the alien and the horrific - there are plenty of ideas for you to consider as you plan adventure or campaign. How to make things cinematic, how to let individuals shine, how to handle character death should it happen, and more for you to chew on as you actually run those adventures is to be found here too. Of all that I have read so far in the Dark Heresy range, this is perhaps the best bit about writing plots and running games that I have found so far and it will repay careful study.


Everyone needs a ready stable of monsters when running a game, and the final chapter alone makes this an essential work for every Game Master's shelf (or hard drive).



Rating:
[5 of 5 Stars!]
Dark Heresy: Creatures Anathema
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Dark Heresy: Disciples of the Dark Gods
by Megan R. [Featured Reviewer] Date Added: 03/30/2015 08:48:52

If you are an Inquisitor, life gets pretty boring without a few heresies, cults and other such issues to investigate. This book goes a way towards alleviating the boredom, providing the Game Master with plenty of foul cults that hide, often in plain sight, throughout the Imperium emperilling the lives and very souls of honest citizens. There's a wealth of information (some of it even true) about what these cults do and believe.


The book is divided into several sections, each dealing with a different aspect of the problems your Acolytes may be sent to deal with. Heretics, mutants, psykers, xenos (aliens), and daemons can be found here, with all the legends and conspiracies that have grown up around them, liberally bestrewn with ideas about how to put them to use in your game. These first few chapters are followed by a chapter on the enemy within, looking at dissent, misunderstanding and strife in the very organisations designed to protect the Imperium. It's not all about weird beings and religious debate, of course, and there's a chapter jam-packed with crime lords and villains as well.


So, Chapter 1: Shadows of the Tyrant Star presents a collection of fragmented prophesies and legends about a rogue dark star that used to, or so it is said, float through the Calixis sector, dragging fear and terror and destruction in its wake. Much takes the form of reports and scrawled notes, suitable to present to your players - although you will have to mess around a bit to take them out of the distinctive page edgings if you are printing from the PDF, and if you own the 'dead tree' version, even a photocopy may not give as full a flavour as might be desired. It would be an enhancement to provide straight PDF versions for GMs to print out for use in play. Some suggestions are made as to how you might weave them into your plots or even base a whole campaign around this star.


Chapter 2: Hereticus then looks at the threats posed by heretics, mutants and psykers. Of course, in an Imperium ruled by an Emperor who is also a god, heresy can take the form of any kind of dissent - pursuing forbidden scientific research, say, political corruption or even being over-vocal in support of progress, it's not always a matter of having got your doctrine wrong or gone off worshipping other deities instead of dutifully following the state religion. Different kinds of cults are discussed, along with some of the rarer abilities some psykers manifest (mainly intended for antagonists but you may wish to allow more advanced Acolytes access to carefully-selected ones). A major heresy called the Temple Tendency is gone into in considerable detail ready for you to use as an underlying plot, background or even a major adversary, depending on your needs and wishes. And if that were not enough, there's another bunch called The Logicians. They seek progress through scientific method and rational analysis rather than religious faith. Again there's plenty of detail on them, as well as on the Pale Throng and the Night Cult, other mischief-makers with which to contend .


Then Chapter 3: Xenos explores the alien threat with, again, plenty of detail about what lurks in the blackest reaches of space and hungers to devour or corrupt the honest citizens it is the Acoloytes' duty to protect. More subtle than ravaging war-fleets, the threats are many and diverse, and there's plenty of scope for missions against them with the information provided here. This is followed by Chapter 4: Malleus, where chaos raises its ugly head to cast a malign influence where it may, the deadly interaction between humanity and the warp. Survival is impossible without it, yet the threat is immense and must be guarded against at all times. Sorcery, dark relics and more are to be found here, again with commentary about how they may be used to effect in your game.


Next, Chapter 5: The Enemy Within is all about dissent that could lead to open strife within the very power structures of the Imperium itself. Quis custodiet ipsos custodes? (Who watches the watchers?) Perhaps your Acolytes will be that bastion that stands firm. There's an overview of the causes of conflict, dispute, and factionalism within the authorities and powers that govern the Imperium, an opening of a lid on self-interest, territorialism and other blights that even those involved may not recognise as being against the interests of the greater good within the Imperium they honestly think that they serve.


Chapter 6: The Hunted presents the Most Wanted list, a fine array of transgressors for eager Acolytes to track down and bring to book, along with notes on villain design and the use of the nemesis. Plenty of good advice here for Game Masters to absorb as they plot away.


Finally, there's a scenario ready to play, pitting Acolytes against the dark forces that have gathered to misappropriate the legacy of a Rogue Trader. Called The House of Dust and Ash, there is plenty to keep your Acolytes busy, all presented clearly. Recommended for more experienced Acolytes of the 4th or 5th career rank, it comes in four main parts with plenty of optional encounters and room for expansion as you see fit. There's plenty of advice and scope for stamping your own mark on proceedings... and I'm wishing I hadn't read it now, it would have been fun to play!


Overall, this is an excellent resource, full of information to help you craft adventures that fit the ambience, the feel, of this setting. The Acolytes may not thank you for reading this, but their players will!



Rating:
[5 of 5 Stars!]
Dark Heresy: Disciples of the Dark Gods
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Dark Heresy: Inquisitor's Handbook
by Megan R. [Featured Reviewer] Date Added: 03/26/2015 09:49:28

This rules expansion delves deep into what it means to be an Inquisitor, providing a wealth of information about the setting of Warhammer 40K and the Inquisitor's place within that setting as well as a host of options to consider in customising your character - everything from new origins and professions to details of different worlds, the religious philosophies he might be exposed to and the nature of life as an Acolyte. There's a lot here, a lot to take in!


Chapter 1: Advanced Character Creation is the home of many of these new options. Building on the core rulebook, there are new homeworlds, backgrounds and character origins from which to choose. Neatly, the Homeworld table from the core rules has been rewritten to incorporate the new ideas so you can just read through (or roll if you prefer a random origin) the one collection rather than having to juggle the information from two books at once! Various sub-options have been provided to allow for even greater variety. This all serves to enhance the rich tapestry of the setting, it's worth reading through the options you don't intend to play just to get an idea of what else is out there!


The chapter moves on to review some unique worlds of the Calixis Sector - useful if you will be visiting, essential if you (or the dice) decide that is where you come from. There are also optional background packages, tailored to suit characters of different career paths and designed to help you give depth and personality to your character - another neat idea. In choosing them other requirements quite often need to be met, ensuring that the background fits your character well.


Next, Chapter 2: Calixian Careers suggests a new career path and offers modifications to existing ones as well as an array of what are described as elite advance packages. First, though, in the male-dominated environment that is the Inquisition, comes the Adepta Sororitas or Daughters of the Emperor, which consists of various orders involved in all aspects of endevour from warfare to diplomacy, teachers to investigators. They're powerful and very straight-laced, unable to tolerate the slightest deviation from orthodoxy or taint of the forbidden. It's not so much a career path as a whole battery of them, driven by faith and providing a wealth of opportunity for those who'd like to play a female character. This is followed by a collection of alternative ways to follow existing career paths, allowing you to customise a character in depth. Interestingly, all the alternatives are rooted in conspiracies, organisations or cults to be found in the Calixis Sector, helping to embed the character deeply into the region in which they operate. You won't change career path, but your advancement through your chosen one will take twists and turns unavailable to others. Each option comes with copious background notes as well as new skills and abilities to apply to the character. Elite advance packages, on the other hand, allow the character to remain on the core career path but take a few non-standard options as they advance, often due to something they've done or experienced along the way.


Chapter 3: Feral and Feudal Worlds begins a look at a vast range of weapons and other equipment that can be found on specific planets within the Calixis Sector. Characters who come from a given world ought to be at least familiar with them and may choose to wield them, others may take a liking to them when they encounter them and go to great efforts to seek them out and learn how to use them to effect. The next two chapters, Chapter 4: Hive and Forge Worlds and Chapter 5: Frontier Worlds and the Void, continue this pattern. Hive worlds are manufacturing centres with high population densities, while forge worlds are also industrial but in the grip of the Adeptus Mechanicus with many things rich and strange (and deadly) to be found there in the shape of the techno-devices that they make. As Calixis Sector is on the edge of the Imperium, there are quite a few frontier worlds which are even more dangerous that one might imagine. And then there is the void. The black between all these worlds and the ships that ply the spacelanes. Naturally, special skills and equipment are needed to survive let alone prosper there. Acolytes often have to travel as part of their duties, sometimes a vessel will be provided but often they will have to find their own way, the details here will help both party and GM organise transportation when it is required.


This survey is followed by Chapter 6: War Zones. There are plenty of them in Calixis Sector (indeed, anywhere in an Imperium which thrives on and is sustained by warfare), and this chapter touches on the weapons and equipment needed to survive there. Properly the domain of the Imperial Guard, there will be occasions when Acolytes' duties take them close to the action. Those interested in military weapons will find plenty here.


Next, Chapter 7: The Holy Ordos takes a look at some of the specialised and rare items used by the Inquisition itself, some are actually unique or extremely specialised for a specific task. Whilst Acolytes are expected to deal with situations using whatever resources they have to hand, it can be useful to know what is available and where to get it if the need arises.


Chapter 8: Religion and Superstition is more philosophical in tone, talking about religious faith within the Imperium. Belief in the God-Emperor is a given - it's not faith, he's actually there, a tangible presence: and he does not tolerate those who do not worship him. However, not everyone is devout, not everyone wishes to listen to preachers, even if they'd say that they venerate the God-Emperor as they should... and here you can find out about the varied roles religion plays in citizens' lives. The priesthood, saints, relics and pilgrimages that may feature in an Acolyte's religious life are discussed here, as well as common heresies that he might encounter. It all helps to add depth and flavour to the setting.


Finally, Chapter 9: Life as an Acolyte gives an inkling of the day-to-day existence that is the character's lot. Threats to overcome, positions to jockey for, the ways to stand out and gain advancement... and how alter-egos and contacts work, both mechanically and in-character. Sometimes an Acolyte does not wish it to be known what he is, hence the need for alter-egos, legends and disguises. And if you are investigating something, contacts always come in useful - as they do if you need something specific to complete the task in hand. Notes on expanded skills and the ability to craft things round out the chapter, and then an Appendix contains collected weapons tables from throughout the book.


There's a lot here, but all serves to contribute to the rich variety of the setting. The sheer scope, the vast sweep, is what makes the Warhammer 40K setting what it is, and this work encapsulates that nicely, bringing information about places and equipment, organisations and ideas, to your hands, and should prove valuable to players and GMs alike.



Rating:
[5 of 5 Stars!]
Dark Heresy: Inquisitor's Handbook
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Dark Heresy: Purge the Unclean
by Megan R. [Featured Reviewer] Date Added: 03/23/2015 10:25:06

This work contains three linked adventures which will take a party of Acolytes to some quite unsavoury corners of the underbelly of the Calixis Sector. They are all suitable for characters of Rank 5 or below, and follow on quite nicely from Illumination, the introductory adventure at the back of the core rulebook, thus helping you to get your campaign off to a flying start. However, they are open enough that it's a trivial matter to retool them to take place elsewhere if you do not happen to want to use the Calixis Sector. Again, although linked, you do not need to run all of them if you campaign takes a different direction, and each provides suggestions for further adventures and special notes for those who want to exploit the various factions or Ordos within the Inquisition.


There's a brief introduction explaining all this, then it's on to the first adventure, Rejoice for You Are True. This takes the Acolytes to Scintilla, the capital of the entire Calixis Sector, to investigate a burgeoning new cult called the Joyous Choir. They believe that the main purpose of the Emperor is to ensure that all citizens of the Imperium are happy and hence hold that they should be contented with their lot, whatever it might be, to gain his favour. It's proven popular amongst young nobles and middle-echelon individuals, who seek to become True (as the cult terms it) through attending workshops and individual sessions run by cult Counsellors. Unfortunately, a few members have gone missing, and it is this along with discovery of xenotech devices that has led to the Acolytes being sent to investigate.


The Acolytes will be able to use a variety of routes to investigate, including posing as ‘visiting cousins’ to the noble and thus getting the opportunity to infiltrate the upper echelons of the cult, as well as wandering the streets to find out whatever they can about it. This is definitely an adventure for players who enjoy interaction, investigation and intrigue. There is a lot of atmospheric description to help you set the scene and create a convincing alternate reality for the Acolytes to wander through, and vividly-described NPCs for them to meet. There’s even a pamphlet that the Joyous Choir hands out on the street for you to give them, while there are many unusual rules and customs to catch them out. Make sure you have read the adventure thoroughly beforehand so that you know what they are! There's a lot going on (and a lot for you to keep track of), but there is plenty of advice as to what the Acolytes might do and how to deal with it in their quest to find out what's really going on.


The second adventure is called Shades on Twilight. It's a classic action adventure where the Acolytes are sent to explore a mysterious space hulk that has just emerged heading straight for Scintilla - so they are under pressure to find out what's going on, retrieve anything useful and ensure that it does not hit the sector capital! Pressure indeed, a scant 15 hours are allowed for them to complete their work. There are all manner of threats and downright oddities for them to contend with as they explore. Again, the adventure is well-resourced to enable you to run it to good effect.


The final adventure, Baron Hopes, takes the Acolytes to Sepheris Secundus, a planet where downtrodden serfs live a life that is only slightly less hard than that of mutants. A Baron there attempted - heretical idea! - to better the lives of the mutants but was eventually dealt with, however now the mutants have formed a 'terrorist' group, the Broken Chains, which has been causing trouble - and it seems that even once killed they won't stay dead. Or at least, a recent photograph shows someone believed killed. The Acolytes are sent to find out what's going on in what appears to be another investigative adventure, but which will soon turn to full-blown horror as the investigation turns into an exercise of pure survival!


All three adventures can be summed up with terms like 'atmosphere' - as well as providing plenty of action they also give a real feel for what this alternate reality, the world of Warhammer 40K, is like, highlighting the curious mix of priviledge and constraint that is the Inquisitors' lot within it. They should contribute well to a memorable campaign.



Rating:
[5 of 5 Stars!]
Dark Heresy: Purge the Unclean
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Dark Heresy: Game Master's Kit
by Megan R. [Featured Reviewer] Date Added: 03/20/2015 08:47:23

This product has two components: a Game Master's screen and a book containing an adventure and some additional rules. Depending on whether you've gone 'dead tree' or electronic, you either get a cardstock screen and printed book or two separate PDFs to download.


The screen has some useful tables - the ones you are likely to need most often during combat - on one side and some quite dramatic art on the player-facing side. If you have gone for the electronic option, you'll have to print these out and stick them on card for the full effect, of course. Whilst pleasing to the eye, the art is dark and will use up a lot of ink - it may be best to have it done at a copy shop, or decide that you just want the tables for your own convenience. They are in greyscale, clear and easy to read.


The adventure is called Maggots in the Meat. It's set on Acerage, a backwater planet within the Imperium with a feudal ruling structure and hordes of quarrelsome lordlings perpetually squabbling over who is in charge of what, even more so since the High King died without troubling to name a successor! However, this is of no direct interest to the Imperium as long as tribute is paid and the world's surplus food output supplied...


The adventure itself begins with the party of Acolytes (it's suited to 1st or 2nd rank ones) being sent to investigate reports of 'unnatural' attacks on citizens of one lordling's domain, rumours of 'daemons' and 'monsters' fly around and it's their job to get to the bottom of them. Needless to say, the region in which they will have to conduct their investigations is being fought over at the moment.


There's a lot of atmospheric description of the areas they have to visit, along with people to interact with and rumours to pick up in the course of their investigations. Enough is provided to enable you to steer them in the right direction to the source of the problems, and there are plenty of opportunities to brawl along the way, never mind the likelihood of a spectacular combat with said source once they find it. It's a good open-ended adventure with options for you to take it in whatever direction you please, including suggestions for further adventures.


There's also an Appendix which contains details of a xenos (alien) race, rules for creating your own aliens - which can, of course be a sentient race or 'monsters', alien animals to fight, as you need, and a section on poisons and toxins. This includes a list of 'Infamous Toxins of the Calixis Sector' and their effects.


The adventure is good fun, with plenty going on yet open enough for you to run it in a fairly sandbox style to enable the characters to conduct their investigations however they please. The xenos generation system is excellent, and should come in useful whenever you need an alien monster (or race).



Rating:
[4 of 5 Stars!]
Dark Heresy: Game Master's Kit
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Dark Heresy: Core Rulebook
by Megan R. [Featured Reviewer] Date Added: 03/19/2015 10:22:03

This massive tome launches the Warhammer 40K Roleplaying line, something long-awaited by those who'd watched the richness of the setting unfold around the original minitatures skirmish game. Unsurprisingly, it begins by explaining the underlying concepts of that setting, clearly enough that even those of us uninterested in miniatures can understand. Set in the 41st Century, it paints a bleak picture of galaxy-spanning warfare across decaying worlds where much of technology has been lost, presided over by an undead - or at least, not properly alive - emperor, who is as much deity as ruler.


Interestingly, characters are not the iconic 'Space Marines' of the skirmish game, but acolytes of the Inquisition, whose role is to search out threats to the Imperium of Man from within and without. The first part of the book explains how to create your character and shows how the game is played, with later chapters detailing the role of the Game Master, providing a lot more information on the setting, and even an introductory scenario to get things going.


The character creation process is laid out clearly in Chapter 1: Character Creation. It is a six-stage process beginning by determining your home world. You next work out your 'characteristics' or capabilities both physical and mental and then choose a career path to follow. Next you have points to spend on skills (or improving characteristics if preferred) as well as money for weapons, armour and other equipment. That's the main number-crunching part of the process. Then you need to flesh out the character a bit, deciding everything from what he looks like to how he behaves and thinks, maybe even his hobbies or favourite food! Each choice made has a bearing on what comes after, and in the main you have the option of making a choice or rolling random results, although you do have to roll characteristics. Plenty of detail on all the options is provided to help you make up your mind, and it's written in such a way that you are absorbing background on the setting as well - neat!


Chapter 2: Career Paths comes next, giving a wealth of detail about what the path you have chosen to follow has to offer, both now and in the future as your character gains experience. Each is unique, indeed each character on that path can choose a different route, and it is worth studying your chosen one thoroughly from the outset. The entire process of advancement is described here too, it's complex but elegant and quite easy to follow once you get the hang of it. Again, the background is woven in seamlessly so as you read you discover more about your niche within the setting.


The next few chapters continue in similar vein, with detailed examinations of skills, talents, equipment and psychic powers, if you are lucky (or unfortunate?) enough to have any. Throughout, it is explained how each one will work both mechanically and in character, enabling you to use them to good effect in play. The final part of the opening section is Chapter 7: Playing the Game which draws everything else together and gives you the lowdown on how to make everything work. Examples and advice abound, and although there's no substitute for trying it all out, preferably in the company of someone who already understands it, this chapter provides a good start.


Then comes Chapter 8: The Game Master, which seeks to provide aspiring Game Masters with what they need to know to run the game effectively. It is comprehensive, starting from the basics and hence being suitable for someone who has never GMed before, as well as providing system and setting specific information to empower you to run Dark Heresy well. There is a wealth of material here and it will repay careful study (along with the rest of the book, as the GM, of course, needs to have a thorough grounding in rules and setting alike).


The next three chapters provide more detail on the background and setting, looking at life in the Imperium, the Inquisition itself and one part of known space, the Calixis Sector. Unlike many combined rulebooks (i.e. those intended for both GM and player) which divide into a 'Player' section and a 'Game Master' section, these are of equal use to both players and GMs despite being located after the chapter dedicated to the art of game mastering, certainly the chapter on life in the Imperium. The GM may choose to reveal the inner workings of the Inquisition through role-play, if the characters begin as new recruits to its ranks, and likewise may wish to restrict knowledge of the Calixis Sector until the party actually goes there.


Chapter 12: Aliens, Heretics and Antagonists provides a bestiary and details of those whom the characters may encounter in their travels, with particular note - of course - to those who they might be investigating for heresy or who would provide opposition.


Finally, there is a full-blown adventure, Illumination, to get your campaign off to a good beginning. It's a tale of treachery and dark secrets to be uncovered, with action and danger aplenty, showcasing many of the perils that the average Inquisitor faces on a day-to-day basis. A bunch of newly-recruited Acolytes (guess who?) are sent to escort a senior Inquisitor as he heads up an investigation of a barbaric world... but they have to get there first.


As well as providing all the game mechanics necessary to play the game, this richly-presented tome provides an excellent introduction to a darkly fascinating setting. Whether you are a long-time player of the skirmish game wanting to know what else those characters do but brawl or a role-player looking for a vivid and rich setting with depth, this is worth checking out.



Rating:
[5 of 5 Stars!]
Dark Heresy: Core Rulebook
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Rogue Trader: Drydock
by Jason P. [Verified Purchaser] Date Added: 03/13/2015 12:23:16

The better part of useless. It does not describe a single thing. At best it give only the most basic stats on anything. If you really wanted to build a ship this is not even worth the download, thank god its free...



Rating:
[1 of 5 Stars!]
Rogue Trader: Drydock
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Black Crusade: Game Master's Kit
by francesco b. [Verified Purchaser] Date Added: 02/22/2015 19:58:15

If you run Back Crusade this is totally worth it to buy.



Rating:
[5 of 5 Stars!]
Black Crusade: Game Master's Kit
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Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
by Gibson B. [Verified Purchaser] Date Added: 02/22/2015 13:07:21

My go to Fantasy Roleplay system. Lots and lots of information on the Warhammer World is out there. The system is simple enough that roleplaying becomes the goal, and not messing with the rules.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
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Warhammer Fantasy Roleplay: Hero's Call
by Björn P. [Verified Purchaser] Date Added: 02/18/2015 11:18:28

Unfortunately this electronic version does not inculde the cards.



Rating:
[2 of 5 Stars!]
Warhammer Fantasy Roleplay: Hero's Call
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Warhammer Fantasy Roleplay 2nd Edition: Renegade Crowns
by Timothy S. [Verified Purchaser] Date Added: 02/13/2015 19:50:22

One of my favorite titles for campaign building in the Old World of WFRP. Easily extendable to other systems when used as a guide to developing a region for exploration and more. I'm currently running a campaign in a Renegade Crown developed completely from this book.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Renegade Crowns
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The End Of The World: Zombie Apocalypse
by Jason W. [Verified Purchaser] Date Added: 01/26/2015 19:05:55

AWESOME. The game is simple, yet elegant. The rules are a watered down version of FFG Star Wars...the best parts. Instead of using specialized dice, you use regular 6 sided dice. There's some good iOS apps to simulate rolls, including Genius Dice, which lets you set the different dice and colors.


I see this game as a great gateway RPG. It's easy to get friends to join, because they just play themselves. The lands and locations aren't hard; it's just outside your door, and the dice mechanic is so easy that most people understand it after showing them an example. Also, zombies are such a fad, most people will be intrigued by the premise.


If you're on the fence, grab it. I am very happy with it.



Rating:
[5 of 5 Stars!]
The End Of The World: Zombie Apocalypse
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The End Of The World: Zombie Apocalypse
by Charles U. [Verified Purchaser] Date Added: 01/20/2015 22:10:14

The end has come...


The End of the World: Zombie Apocalypse is the first of four apocalyptic role-playing games from table-top veteran company Fantasy Flight Games. The first installment, Zombie Apocalypse, shows a very unique take on not just the standard zombie trope, but the table-top RPG in general.


The book is broken up into three major sections: Playing the Game, Running the Game and Scenarios.


Playing the Game introduces the player to the rule-set, covering everything from character creation to conflict and death. Character creation is sleek and streamlined, allowing even first-time role-players to jump into the game quickly. C=Players are strongly encouraged to portray themselves in order to make the action more visceral, but players can certainly make any type of character that they want.


The game system, which runs on d6's, enables fast, gritty combat and harrowing choices. The characters feel much more vulnerable, which combined with the system creates a very tense setting overall. Hit points, the standard measure of nearness to death, is instead replaced by Stress and Traumas. Take too much stress and your character dies, or maybe goes insane. Traumas have in-game penalties to actions, but alleviate Stress. It's an amazing system which has players constantly questioning whether they should convert Stress to Trauma, or ride the fine line between life and death without the penalties associated with Traumas.


Running the Game is a much shorter section, informing the GM how to handle encounters and balance them with narrative, how to handle the menagerie of complex NPC's the characters are sure to encounter during their struggle to survive the gnashing teeth of the undead and how to determine how long a campaign should go.


Scenarios, the last section of the book, is the meatiest. It features five completely different origins for the zombie apocalypse, complete with timelines to demonstrate how a plague-borne zombie virus pans out vice zombies created from the radiation emitted from a fallen meteor.


Each scenario lays out the basic premise, then goes on to explain the truth of the event versus what a character might think is happening. This is followed by a very detailed timeline, starting from the initial outbreak to months or even years in the future.


This is just part of the magic, however. In addition to how events play out during and immediately after the outbreak, each scenario also details how it can be played post-apocalypse.


Each scenario gives a wide range of pre- and post-apocalypse NPC's that the characters are likely to encounter. In addition, there are a large selection of events that the characters could be expected to face, from traffic jams to military evacuations.


All in all, while no game is perfect, this one is pretty close to the mark. With sleek artwork adorning silky smooth pages, there is enough information within the tome of undead to fuel a player's nightmares from now until the End of the World!



Rating:
[5 of 5 Stars!]
The End Of The World: Zombie Apocalypse
by Joshua H. [Verified Purchaser] Date Added: 01/17/2015 21:41:59

This is an AWESOME and well thought out End of the World book... the range of set ups, initial events, and then even post-apocalypse scenarios for all 5 situations are just really well written, thought out, and portrayed. I will admit I have not played through these with their RPG system.. so I cannot 100% say that it works on all levels as a gaming system, but just as an awesome and interesting read, a resource for any zombie game out there, and as a thought experiment for how different zombie apocalypses could play out in the modern world; this book is totally worth it and I'm psyched I picked it up.


I can only hope that more End of the World books are this good as I will definitely be buying whatever comes next... my only concern, which was expected based on the wide range that this book covers, is that the GM will have to flesh out the scenarios for their specific party... there is just no way you could expect a book like this to give you 5 full introductory adventures... and I'm fine with that, as the personalization of each group's Zombie Apocalypse should be based on the group and their location and not just a generic adventure... but again, even if I never run this system (which I am going to test out though!), I'll be happy with this purchase.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
by Daniel J. [Verified Purchaser] Date Added: 12/18/2014 23:35:27

It's one of the most amazing game with most amazing features of career.
I hope they release more of this, into something like 2.5ed.
It's a really shame that I couldn't delve more into the world.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
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