Hullo folks,
So I'm new both to these forums and to DH. I'm looking at running a short adventure with some friends soon which may lead on to bigger things. For the time being I'm in charge of 'selling' DH to this group of people (they're all familiar with 40k lore). Couple of questions have come up in my playtesting, wonder if you guys could advise? Have searched already.
I was standard attacking someone with a knife (damage: 1d5 + user's Strength bonus, in this case 3) and they had TB4 and 4 armour all over. I noticed that the best damage I could do was 8, all of which damage was swallowed up by the armour and toughness.
Now, looking at the rules it says if you hit someone you can swap out the damage dice (in this case the knife's D5) with the number of degrees of success you achieved in your roll to hit. So in theory, I could (through various modifiers etc) score, say, 7 DoS which would then give me more damage and would punch through that armour. Am I right in thinking this is the only way you can damage someone, if your attack's damage isn't enough to get through their toughness and armour? Or should armour points wear down over time? Is there anything else my players can do if they find themselves up against something their weapon can't damage?
Question two is a bit more wooly. The players involved have asked for a sort of dungeon-crawl affair to begin with, including 'loot'. I know DH is capable of much more than this, but there we are. I was thinking of probably some caves with Callers of Sorrow cultists in them, armed with different weapons to show off the different mechanics. About this loot though - are there any 'useful but not unbalancing' items I could stick in the caves for my players to find if they get through the cultists? I'm wary of giving them stuff that will make future games too easy, but do want to work in a feeling of reward.