Armour as a second skin...

By Luthor Harkon, in Dark Heresy Gamemasters

I deliberately try to mix things up as far as missions go for my game. Sometimes stomping around in full military kit is quite sensible and other times they must be far more subtle about their kit. Sometimes NO armour is the only way to go. Then I scale the potential "fight" encounters based on the scene. If you stuff bolters in their face on a regular basis then they will rightly want to wear heavy armour whenever they can get away with it. Your players will (hopefully) be less prone to cry about being stuck in tuxedos and evening gowns on a mission into some secure social event if their "opposition" is similarly restricted. The perceptive ones will also be paying attention if a pack of goons show up to said social event wearing Enforcer Carapace and packing autoguns and think about just what this MEANS by observing the host and guests' reactions to the classless mooks.

My team has two rather obvious exceptions to the no armour scenes, but they come with social penalties "factory standard". Our techpriest has implanted Dragonscale armour, 6 mechadendrites and the "machine" trait. Obviously he stands out in crowds like an ork at a Harlequin performance wearing a pink tutu... Likewise one of the Guardsmen experienced the joys of Krak missiles the BAD way a while back and is now a full cyber-ressurection cyborg. These two are pretty muched forced into the "hide in plain sight" method for the more subtle missions: "Why yes, I AM a priest of the Blessed Omnisiah. And this is my menial. The master of the house requested our presence at this gathering, though I would much preffer to return to my tasks." Both have pretty crappy Fellowship scores these days, but neither is stupid.

The team's assassin usually stuffs himself into some sort of mesh, an armoured bodyglove or plain old gang leathers. Our Adept wears an armoured bodyglove under her robes when on missions but will cheerfully add or remove layers as needed. The Cleric wears a specially crafted mesh nun's habit when she is being obvious or "whatever" when trying to blend in. The other Guardsman wears armoured bodygloves alone or under clothing when being "subtle" or her best quality Kasrkin Carapace when being vulgarly obvious... She spent a good part of the "Rejoyce for thou art true" mission nearly naked due to the wardrobe in fashion with attractive young nobles at the time.

As for making stub pistols dangerous to your arrogant assassin.... If he went the shooter path he has one gross dodge per turn or two gross dodges if he went the magical melee murder machine path. So shoot at him with four pistols! After that I bet he ducks, takes cover or at least plays the scene a little smarter next time... And that is good too, since it makes your game better! The Assassin in my game makes it a point to fight with a pair of personalized stub autos whenever possible. He owns a good quality bolt pistol, a decent auto-carbine, several sharp pointy things and even his prized "Nomad" sniper rifle but deliberately fights with stub pistols most of the time. He kills the HELL out of things with them too! Why, you might ask, when there are so many big horrible guns out there that he could theoretically use? STYLE! Also because it fits his background: He is from Scintilla and has ties to one of the gun Fanes. Scum who opt for the more thuggish career path are also quite scary with "cheap civilian guns" in their naughty hands. If you send them up against some mid-hive factory workers trying to act tough then it is quite ok for them to suck... It is more or less the point. If you send professionals against your team, have them act the part... Give them a few useful skills and talents, have them use tactics, etc...

The pistols you mention your acolytes carrying are not exactly on the same scale. Carnodons are pretty special guns mostly seen in the hands of well connected professionals or the occasional wealthy poser (who is soon to lose their weapon to the first guy!). "Steel Burners" are specialized (and I suspect VERY non-STC!) "handcannon" laspistols manufactured by the Solex sect of the Adeptus Mechanicus and are mega-rare.

You could always have their Inquisitor send them undercover to infiltrate and investigate a suspected heretical dance club, acrobat troupe or something like that. "Armour? Oh no... You get this skimpy flesh-coloured leotard and this bag full of body-glitter. Afraid the bolt pistol bulges a bit obscenely too, so do leave it in your dressing room...." partido_risa.gif

I would say that your players want something that is combat-heavy and combat oriented game. And there is nothing wrong with that. Just give them that. Do not fudge rolls, let them their interrogator treat more like SWAT team and less like an investigative one, arm the opposition and lets roll...

How about sending the Acolytes for a nice mission on 47 Kapella or Tranch? All the armour in the world won't help them evade very dangerous combat when they have to duck and dive through a war zone! Having your assassin actually earning his keep, scaling up a pock-marked Hive tower to snipe at armoured troops of the Arch Enemy - give them a situation where they can put their armour to the test in a less subtle way!

Give the thugs Glassbottlegrenades with industrial acid (Cheap, not really nice and useful to turn armour to slugg).

As a cheap shot I would say 1D5 -2+ SB Damage I or R for the bottle and 1D10 (Toxdamage) Dissolves 1-2 Points of armour on hidden location + gruesome scars.

As for making stub pistols dangerous to your arrogant assassin....


Dragonscale Armour and Nomads are beyond the scope of my game at the moment (all PCs are rank 4). I like the ideas in regard to my cocky Assassin, even though I have to say he still knows when to keep his head down and normally he skulks in the wake of the Arbitrator and/or Guardsman picking off the odd (mostly though the most dangerous looking) opponent. Actually, he also wields his two Fate Bringers mostly due to style reasons; at least that is what he told me after he calculated the effectiveness of Dual Wield Fate Bringers compared to Two-Weapon Wielder Carnodons with the help of an Excel chart (that’s what happens if you have one with a PhD in physics in your group…).

Our groups Arbitrator fell in love with his Carnodon after the nerf of the Hecuter and it is mentioned that it is used by the Adeptus Arbites. Regarding the Steel Burner, as I mentioned the Psyker ‘looted’ it from a Logician Renegade (Sollex) Tech-Priest. Apart from that, on Magnogorsk it is only ‘Scarce’ in availability and it is even traded throughout Fenksworld in small amounts.

I would say that your players want something that is combat-heavy and combat oriented game. And there is nothing wrong with that. Just give them that. Do not fudge rolls, let them their interrogator treat more like SWAT team and less like an investigative one, arm the opposition and lets roll...

How about sending the Acolytes for a nice mission on 47 Kapella or Tranch? All the armour in the world won't help them evade very dangerous combat when they have to duck and dive through a war zone!

Emperor’s sake, no! We like our games heavily investigative and sometimes only have a shoot-out or violent confrontation every third session or so. It’s just when the **** hits the fan, it often hits the fan rather strongly and the players fear for life and limb. One of the reasons it is hard to have them get rid of their body armour even if it is more sort of inappropriate to wear it. They are simply paranoid…

Maybe I will send them into a war zone for a short while in the near future, even though I fear that would make a rather dull game.

Give the thugs Glassbottlegrenades with industrial acid (Cheap, not really nice and useful to turn armour to slugg).
As a cheap shot I would say 1D5 -2+ SB Damage I or R for the bottle and 1D10 (Toxdamage) Dissolves 1-2 Points of armour on hidden location + gruesome scars.

Actually, the PCs are about to check an old warehouse of a transport guild soon and will be disturbed by a few goons. These are more the hive-scum types (as opposed to the ex-Guardman type of freelance mercenaries that were hired by a trading cartel) that were hired by a crime syndicate and I have them so far equipped with Talon Mark III Autopistols (2/3) and Pump-Action Shotguns (1/3), but will also give them some of these nifty Fire Bombs from the IH. These have Pen 6 and will come as a nice surprise for my little armoured acolytes… demonio.gif

Sometimes they really don't know what they want. If you set your misenscene for the Alien and then they, your players, come armed and loaded for Aliens..

to quote private Hudson: Hudson:

I'm ready, man, check it out. I am the ultimate badass! State of the badass art! You do NOT wanna **** with me. Check it out! Hey Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out! Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phase-plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...

...then they are asking for more intense action. In game, their superior should note their tendency to come packing guns to the knife fight and reward their zeal with appropriate posting where their skills and paranoid tendencies could be put to better use.

Guess I am saying that you should feel free to use whatever you want that you consider to be appropriate for the situation. I am sure heretics and deamonhosts are not considerate as you are.