Reccomended Extra books

By Guards, in Dark Heresy Gamemasters

Well i know its been awhile but i'm thinking of maybe picking up another book or two, book of judgement looks like it would be a nice compliment to book of martyrs [which i own along with the core rule book]

What are some other reccomended expansions and why?

All of them . This post is brought to you by Fantasy flight games . Haha, just kidding.

Personaly i'd go with the radical's handbook , because its all about teh chaos! wich is awesome.

Ascencion gives the players more high level character options (vindicare assassin, etc.)

Creatures anathema gives the GM more cool monsters to throw at the acolytes.

The inquisitor's handbook adds adepta sororitas and new careers and weapons and stuff.

i think you will like these 3 a lot.

Inquisitor's Handbook (it's what didn't get put in the core due to pagecount it's really a must), Radical's Handbook (Great stuff on inquisitorial philosophies and there's good stuff for running a radical character and campaign), Disciples of the Dark Gods (A who's who on the various cults of the Calaxis). Book of Judgement is decent.

Unless you want Tech Priests to be horrifyingly powerful avoid Lathe Worlds. Ascension is alright, but very high power level, some good fluff.

1) Inquisitor's Handbook (this is basically the 'overflow' from the core rulebook, all of the odds and ends that wouldn't fit.

2) Disciples of the Dark Gods (best source for plot hooks/antagonists)

3) Creatures Anathema (underwhelming as a Monster Manual, but it contains a fair amount of useful stuff)

4) The Radical's Handbook (the first and best 'focused' supplement)

Due to runaway Power Creep in the later books, Caveat Emptor anything else...

Edited by Adeptus-B

Good books for a GM?

"Disciples of the Dark Gods" and "Radicals Handbook". I would say they are the most valuable even after the switch to Darkheresy 2nd Edition.

I would advise to get these two before anything else.

DH04 The Inquisitor's Handbook is both the most comprehensive and least broken player-focused supplement. It greatly expands character creation, and provides a massive amount of gun porn.

DH05 Disciples of The Dark Gods has a bunch of almost ready for play stuff, which makes it valuable to the busy GM.

DH06 Creatures Anathema is your typical RPG critter catalogue. What's in it is all very well done. But there isn't much in it.

DH10 The Radical's Handbook is in my opinion the best GM-oriented book released for DH1e. Despite the title, it has as much or more material for running any kind of campaign, as it does for running radical ones.

Assuming you're a busy GM, DH05 is probably going to be the best choice. Assuming you're not, DH10 is without a doubt going to be the most useful. And in any case you should seriously consider DH04, because your players will love it and you won't hate it.

The other books in the line may be somewhat to fairly useful under very specific circumstances, but generally speaking, I can't recommend any of them.

Edited by Simsum

As far as Gameplay goes, the Inquisitors Handbook is practically a must have. The expansion in Character Creation is incredibly cool, the new gear is great (Though some of it renders regular Rulebook gear pointless,)and it's all-around fantastic.

From a GM perspective, Disciples of the Dark Gods.

Inquisitor's Handbook is a must-have, hands down. Other then that, I agree with the opinions of Dsiciples of the Dark Gods being very useful as well (likely another must-have), along with the Radical's Handbook and Creature's Anathema is... quite useful as well.

Ascension is... in my opinion horribly balanced (has some nice parts, but the whole foundation crunch-wise is rather meh in my opinion) while the rest of the books are useful in certain situations and tend to increase the power creep. Useful fluff, but the crunch is to be handled with care.

Inquisitor's Handbook.

The rest I would consider optional (nice to have: Creatures Anathema & the GM Kit) or even harmful, but it really is a matter of personal taste. :P

IMO the GM Kit is pretty worthless. You can easily make a better one yourself for free, and the included crunch isn't in any way must-have stuff.

The adventure might be worth it, of course. I have no opinion it, as I've never played it and haven't read it in years.

Oh, it's certainly not must-have! But rules for creating your own xenos creatures and poisons - something that by all rights should have been in the main book already - are certainly nice to have.

I suppose you can just as well create your own, too, as in the end you could always just slap a few stats together going by gut-feeling rather than generation rules, but some people like to work with a system and I have so far not seen a fan offer anything similar.

IMO the GM Kit is pretty worthless. You can easily make a better one yourself for free, and the included crunch isn't in any way must-have stuff.

The adventure might be worth it, of course. I have no opinion it, as I've never played it and haven't read it in years.

It's okay- nothing spectacular, but it could be useful as a 'drop-in' one-shot scenario in a larger campaign. The Feudal World setting makes for a potentially interesting change of pace. The main flaw is a weak 'hook' to justify sending the PCs to the planet in the first place; if you decide to play it, I would recommend having the PCs forced to make a 'layover' on Acreage (transferring from one voidship to another), and have them stumble across the events of the scenario as they are waiting for their transport to arrive. And in case you didn't already know, Maggots in the Meat is intended to be a medium-Rank adventure; some people have assumed that it was supposed to be an introductory scenario, and ended up with 100% casualties of their Rank 1 Acolytes...

It really depends on what kind of expansion you are looking for, and where the interest of your group lies.

If you would like a general expansion of what the core book offers then you should get the inquisitors handbook, where there is a greatly expanded arsenal and character options for both the acolytes and their foes, with the new option of playing adepta soritas with fate talents as a new game mechanic.

The radicals handbook is great for a GM that want's a better depiction of the radicalism within the inquisition, which ad a very interesting dimension to the game where rivalries amonst the inquisitions own members, become a greater threat than the common heretics. There are also rules for heretical practises such as sorcery (psychic powers for the heretics that isn't psykers) and many chaos rituals that ads another layer to the heretics the acolytes hunt. (or to the radical acolytes ;) )

I recommend these rulebooks because they both expand the game in either the direction of radicalism or the "lawfull" acolytes.

Where as the other books offer more focused additions to the core game, and their names speak for themselves in that regard, but could be the right decision if any of them fits your interests better :)