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Dark Heresy: Core Rulebook

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  • Posted December 13, 2008

    I Also Recommend:

    The table top RPG Warhammer 40K has been waiting for!

    Color me impressed. The overall plan is to create three main settings, starting with raw recruits pressed into service, growing into a wider world, and finally challenging some of the greatest threats of the Imperium of Man. This is the first major setting; you play an acolyte in the service of an inquisitor. Your job: Investigate rumors of heresy, battle the mutant and heretic, bring glory to the Emperor! As it covers the first arc, raw recruits drafted into a war against impossible aliens and threats, you characters are going to be lower powered and more investigative in their approach. There will be investigations, there will be questions and there will be conflict.<BR/><BR/>The setting is the fall of mankind after achieving impossible heights and power. Led by a God Emperor, who even now guides the Imperium from the Golden Throne, mankind has become ignorant and superstitious. Even the Emperor, who has not spoken or moved in over 2000 years, is worshiped and followed with a blindness and zealousness that boggles the mind. A semi-feudal structure has risen around the Emperor and they use his beacon in the Warp (an alternate dimension they use to make star travel work) to navigate. No one knows how machines really work, even the Tech Priests of Holy Mars (the Mechanicum) know not how things work, only that when the holy rites are observed stuff is made and can be repaired. But stuff lives in the warp, and that stuff tried to destroy man once. When it failed it just kept on trying, thus the Inquisition was charged with rooting out the Heretic, the Xeno, and the Mutant. Each of these threats can grow to topple the Imperium and the Inquisition aims to keep the Imperium running at all cost.<BR/><BR/>The system is percentile based, using no more than two 10 sided dice. Most rolls are between 01 and 100, damage being a little different as a value from 1+ and usually rolled on one die. Combat is pretty fast and intuitive, once you read through the combat section its pretty easy to run the game. Skills are fairly straight forward as well, the emphasis here is on the story and not on tactics, tactics are for the Miniature version and while there are some tactical options its no where near as complicated as D&D.<BR/><BR/>The setting focuses on one sector giving maps and key information about the area. Enough details are provided to create your own sector or you can use the piles of good information about their pre-created sector. Information about the Imperium in general is also presented along with the average persons feelings towards Psykers and other oddities. It also details average life, how Hives work, and what its like to think in this age.<BR/><BR/>There are some flaws, however. The classes are highly restricted, but this is more a quality of the world. In the Imperium you have a job and that job is the one you are born into. You may be pressed into the Imperial Guard (army) but otherwise what you start in life is how you end. As Acolytes you have one of the few advancement options available but if you¿re a Guardsman you will never become a Cleric of the Emperor. The long and the short is your class defines you, you can defy it only with your ST¿s approval and have to pay out the nose for non-standard advancement but I am ok with this. The tables for your class, though, is rife with types and mistakes. Fantasy Flight makes an errata available but its pretty big.<BR/><BR/>Overall if you have a Warhammer 40K fan around this is a great bu

    4 out of 4 people found this review helpful.

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  • Anonymous

    Posted August 24, 2008

    Amazing

    This book is amazing, I recommend it 100%

    1 out of 3 people found this review helpful.

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  • Posted July 26, 2011

    The Wonderfully Disturbing Futurescape of a Monotheistic Society

    I have owned and played many table top games before and I must confess myself impressed with the dark world of Dark Heresy. The setting is best described as futuristic goth view of a monotheistic society encountering standard science fiction drama. Aliens, Space Travel, Planetary Exploration... all while your God Emperor tortures you and your peers wish to make you break. I like the simplified d100 system for combat/power/skill checks. I also find the general build of character professions to be easy to understand and nicely customizable. You aren't playing a "standard" anything as long as you are inventive and have a solid Game Master.

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    Posted February 4, 2010

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    Posted December 19, 2009

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  • Anonymous

    Posted December 17, 2008

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    Posted August 13, 2009

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  • Anonymous

    Posted April 18, 2010

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