Just got my copy or the core rules

By miss dee, in Dark Heresy

Plan to start reading soon.

Welcome to the club!

Bonus points for the Babylon 5 quote in your signature.

Welcome in the club.

Im tempted to pick up the core rules, if nothing else just to have a read over, i have just got fantasy roleplay 3rd, BUT, I have always been more of a 40k person.

And its like £25 on amazon at the mo.

One thing to be sure to do is get a copy of the errata off of the support page for DH.

Dalnor Surloc said:

One thing to be sure to do is get a copy of the errata off of the support page for DH.

I take it those errata won't be in the rulebook if i pick it up now, still new to the RPG thing, so im not sure how oftem things get reprinted.

EDIT: im sidetracking miss dee's thread here abit (my apologies), but which DH books beside the core rulebook are worth getting and which are not so much.

Any info would be great :)

Reprints seldom happen until all the stock is sold out. Then it is a big maybe if errata gets put into a book. The FFG version of the core book has most of the errata in it but there are still some clarifications and rewordings that were added in the v3 errata that didn't make it into the original reprint.

As to what books to buy, it's more about what order to get them than which ones to choose. My suggested order:

Inquisitors Handbook (IH) is a must have.

GM kit - if your running the game, if not skip it.

Creatures Anathema (CA)

Disciples of the Dark Gods (DotDG)

Radicals Handbook (RH)

Then I would pick the adventures

Purge the Unclean (PtU)

Harlock 1&2

Kairous said:

I take it those errata won't be in the rulebook if i pick it up now, still new to the RPG thing, so im not sure how oftem things get reprinted.

EDIT: im sidetracking miss dee's thread here abit (my apologies), but which DH books beside the core rulebook are worth getting and which are not so much.

Any info would be great :)

All of them are worth a look, IMO, though it does depend on what you want to prioritise.

The Inquisitor's Handbook is essential as it provides a great big dose of much-needed expansion for character options, new equipment and additional skill uses. The Radical's Handbook provides a similar expansion of options, but is much more specific in its focus.

Disciples of the Dark Gods and Creatures Anathema both provide an array of adversaries and story hooks - the former with a focus on big campaign-shaping cults and conspiracies, the latter as a more diverse bestiary that gives you a little of everything. As a GM, Disciples of the Dark Gods is my single favourite book of the entire line so far, simply for the ideas it presents and inspires.

The GM's Kit can be worthwhile, primarily because of a GM Screen that can stand up to pretty much any (well-deserved) abuse a GM's players may wish to unleash... but I know that many GM's don't like to use them. The adventure isn't great, but it does introduce an adversary that's perfect for tearing down the knowing complacency of a group of players well-versed in 40k lore, as it exists nowhere but in Dark Heresy products (another look at that same species, the Slaugth, can be found in Disciples of the Dark Gods - the GM's Kit shows an infiltrator, a mere footsoldier of this species... Disciples shows a much more powerful leader)

The adventures are another matter. I wouldn't say that any of them are essential - though my group certainly enjoyed Purge the Unclean - and their usefulness depends very much on whether or not you're the kind of GM who uses pre-written adventures.

It's a little pricy, and isn't specifically a Dark Heresy resource, but Rogue Trader is potentially worth a look as well, though many of the transferable ideas developed during Rogue Trader's design process will apparently appear in the forthcoming Dark Heresy sourcebook, Ascension, so it may be preferable to wait for that instead.

Thanks again all for the speedy responces and advice.

I have ordered the core rulebook, and if i like what i see then i will get the others, regardless of how much use they get im sure there good reads, hell i bought alot of the GW army books and only ever intended to do a couple of armies, just so i could read them.

I have looked at rogue trader but from what i have seen DH has better reviews, i think alot people expected things from rogue trader that it didn't do (im going by the reviews here), but i might give it a look at some point down the line.

cheers again guys.

P.S whats the opinion on the haarlock books, been reading mixed things about them.

ItsUncertainWho said:

Reprints seldom happen until all the stock is sold out. Then it is a big maybe if errata gets put into a book. The FFG version of the core book has most of the errata in it but there are still some clarifications and rewordings that were added in the v3 errata that didn't make it into the original reprint.

As to what books to buy, it's more about what order to get them than which ones to choose. My suggested order:

Inquisitors Handbook (IH) is a must have.

GM kit - if your running the game, if not skip it.

Creatures Anathema (CA)

Disciples of the Dark Gods (DotDG)

Radicals Handbook (RH)

Then I would pick the adventures

Purge the Unclean (PtU)

Harlock 1&2

Actually, unless you've got the money to burn and really need someone to print various tables out for you on a heavy board, I'd skip the GM kit all together -it doesn't really add much of anything and is definitly far less important (in that a game and extra detail about said game which is not required to play the game is important) then any of the source books listed. I also don't really consider the Inquisitors Handbook a must have, but then I just think my group and I are a bunch of non-traditional weird-os in that respect -it's only been used for three characters and then only for their origin. Other then that and the occasional looking up of a random bit of background info, it rarely if ever gets opened, far less then any other book in our collection. In the end, I reckon, each group and each GM will have different priorities on which books and items are "must haves" and which aren't.

Inquisitors Handbook: a must have if you want extra origin worlds, a bucket load of extra character creation options, extra plug-and-play career ranks, pre-made weapons of specific patterns, more rules on how to use skills (excessive in my opinion, but many others love them), rules to buy contacts and extra identities with XP (in my opinion excessive and too rulesy again), and a scattering of small appetizer sized bits of info on various Calixian worlds, locations, and a general overview of religion in the Imperium.

GM Kit: a must have if you need a bit of heavy board with various charts (but not the critical tables) printed on them and a small booklet with the beginnings of an adventure (or a slaughter of PC's), a no-brainer random creature creator, and some never used anywhere else extra (and, as with anything that can be thought of as extra fallowed by the word "rules", is excessive in my opinion) rules for poisons and toxins.

Creatures Anathema: a must have if you need a good handful of well thought out and evocative critters and adversaries who not only come with the prerequisite stat-blocks but, more importantly, at least two plot seeds each to get a GM's brain turning. Likewise, contains, as most books in this line do, a smattering of small bite sized tidbits of information of various worlds and locations within the Calixis sector.

Disciples of the Dark Gods: a must have if you need rules for sorcery, more psychic powers, daemon weapons, or a heavy handful of various cults and conspiracies operating within the Calixis sector complete with stat blocks for their operatives and, even more important then anything mentioned thus far, ideas for a GM on how to incorporate said cult or conspiracy into their game -essentially, story ideas for a GM to flesh out. It also comes with, in my opinion again, one of the best canned scenarios for DH, The House of Dust and Ash which introduces the whole Haarlock thing -well, the timeline (downnload it from the support page it really is essential!) did, but it was the first published anything to expand on the timeline's mentioning of the Haarlocks and is the perfect mix of open ended to directed adventure/mystery/action scenario that I've scene from this line (though i haven't bought any of the adventure modules so they might be better).

Radicals Handbook: essential if you want to play up political intrigue and out-right bloody-handedness between Inquisitors, sects and schools of thought within the Inquisition, or just get a bit more info on how the Inquisition on the whole (that is to say, collections of Inquisitors) tend to conduct themselves, what's acceptable for an inquisitor to do and what's not and to whom, etc. To be honest, I wish some of the info in this book had come out a LOT sooner. Likewise essential if you need rules for sorcery, daemon weapons, more psychic powers, more character creation options and plug-and-play career ranks of a corrupting bent, alternate corruption rules, or story ideas for the GM involving Inquisitor on Inquisitor fun.

Graver said:

and some never used anywhere else extra (and, as with anything that can be thought of as extra fallowed by the word "rules", is excessive in my opinion) rules for poisons and toxins.

Actually, there's a section in The Radical's Handbook that expands on and refers to those poison rules. Generally speaking, though, the reason it's not referred to elsewhere is because it's fairly common practice in RPG writing to not include references to books in the line other than the rulebook - the less interlinked and interdependent the sourcebooks are, the more useful they are to someone who doesn't have every book in the line.

Congrats on picking up Dark Hersey. As the kids like to say, 'this game owns'. gui%C3%B1o.gif

Since mongoose stopped printing B5 I have been wanting this book for some time, I got RT for a fiver not inc P&P first of all and liked what I saw and seeing that the 2 games can be lnked im happy.

No problem for the highjacking I have a sister of silence in the wings.

Might get the pub gaming back up with Dark Heresy.

Is there a way to brin the 2 games into sink?