Further, Dark Heresy is not exclusively or absolutely a game of espionage, infiltration, and intrigue. The premise of Dark Heresy supports those themes, yes, but it's a 40k RPG. The Warhammer 40,000 universe comes with inherent expectations of blowing things up with bolters and ripping them apart with chainswords. Militaristic overtones are a fundamental part of the setting. More than that, the possibility of trekking through the wilderness with only limited supplies (a situation for which encumbrance rules are valuable, as it imposes decisions about carrying supplies) is no less an element of Dark Heresy's particular slice of 40k than crime scenes and interrogations are.
Well, the encumbrance rules are pretty useless during Exploration Missions, because it is very situational that the Acolytes need to calculate carrying capacity (they will either have transportation or don't have enough stuff to carry around to begin with). It is almost like rules for a 180° quick-scope jumping attack in combat.
Though, I must add, I think the carrying/lifting/pushing rules are roughly fine as they are, they only need a note that they are intended for special situations and not for general use.
For the love of the gods, for the umpteenth time, they do!
LOL, then I suppose my character can load up with 6000 spare bolt rounds, 400 multi-keys and 9000 bottles of recaf, and simply tow this mass after himself no problem because they weight exactly 0 kg according to your "carrying rules for general use"
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I'm not even sure what you're talking about. You said that the rules need a note that they are intended for special situations and not for general use. I pointed out, for the fourth or fifth time in this thread alone, that they do. The rules specifically covers that Encumbrance only needs to be used when it's relevant.
You somehow took this as.. I don't know what you took it as, because I have no idea what you're even talking about. No-one even hinted at anything as ridiculous as what you took home from it.
No, I'm just telling that if the carrying rules were intended for general use, then there wouldn't have any items with zero weight. Especially items that are likely to be amassed (ammo). And in some cases, even common sense is useless. For example, I have no idea how much a bolt round weights - consequently, I can't figure it out how much I can carry of it or how much would be too much for my character. Do 4 clips of boltgun ammo have a considerable weight? Or can I carry around a huge backpack filled with boltgun ammo without breaking a sweat?
Each clip is 10% of the weight of the weapon itself, and it also notes "should it be important", so again, reinforcing that weight is only to be used when it's relevant.
Edit: I checked DH2. Yup, ammunition is still 10% of weapon weight by clip. Why is this important to know? It usually isn't, unless you're dealing with truly unreasonable people. But I'm happy that the rule is there so I can get the pleasure of beating someone with a rulebook once in a while.
So from DH1 to DH2, across all the Core Rulebooks, got this covered.

Anyway, I get the feeling we're actually on the same side here and you just misunderstood me. I think the rules are roughly fine as they are, precisely because they do have that note saying what you said you wanted it to say (or at least roughly the same).
So consider the beer a beer of truce, as long as I get to keep the sunglasses.
Edited by Fgdsfg