With the FFG forums due to shut down in a matter of weeks, I have begun to move my updates over to Wordpress.
Please follow or bookmark https://dhgenesys.wordpress.com/ or http://genesys40k.com/ if you want to keep up to date with future updates to this project!
- Third Edition Core Rules Link - 3.1 Update -
- Form Fillable Character Sheet PDF (Newly updated!) -
- Form Fillable Character Sheet PDF (Old version, only 3 pages instead of five which might suit some people better) -
- Russian translated Character Sheet PDF (all credit to LelouchVee, based on the old sheet) -
- Printer Friendly Character Sheet PDF (based on the old sheet) -
- Rolling Changelog (This changelog starts from the 3.0 release, see the bottom of this post for historic changes) -
- Rules currently at release 3.1 -
This conversion, totalling in at 295 pages of content, brings all the rules you need to run FFG's well-loved Warhammer 40,000 RPG in the Genesys system. Featuring a few new gameplay systems to model the work of the Imperial Inquisition more closely, it should have all the content you need to run a campaign scaled anywhere from dirt-poor Acolytes scrabbling to survive, to all-powerful agents of the Inquisition who condemn worlds to destruction with a quill-stroke.
The third edition release is a total layout overhaul, redesigning the layout and visuals of basically every page. It's not just visual tweaks; the text has also been expanded and tweaked to make for a better read and hopefully a better gameplay experience. As well, content has been added and tweaked, expanding character options and adjusting some odd balance issues.. Check out the Changelog at the bottom of this post for a rundown of all the big changes in detail.
Here's a quick outline of what's included:
- A full set of character creation options, including 20 Home Worlds (this setting's Archetypes) 11 classes and a revised skill list to better suit the setting. As well, guidelines are provided on how to appropriately create a higher level party, with details on what sort of resources and finances they should have access to.
- A whole host of new talents across all five tiers, clocking in at 167 talents total. Some of these are entirely new designs, while some are copied over from various FFG books and modified appropriately.
- Elite Advances , a new system to allow for playing as Astropaths, Untouchables and several other galactic oddities.
- A complete equipment section, including rules for weapons, explosives, attachments, armour, custom ammunition types, cybernetics, servitors and general equipment . As well, rules are provided for purchasing and acquiring services such as accommodation, void transport and healing.
- Rules for Influence and Subtlety , allowing your Acolytes to climb the ranks of the Inquisition and receive concrete rewards for it, while feeling mechanical effects (good and bad) for how subtly they conduct their investigations.
- A system of Interludes to represent how your characters spend their time between sessions, letting them focus on self improvement, earning extra income, and various other pursuits.
- Rules for psychic power usage, based upon the magic rules presented in the Genesys Core Rulebook and modified to suit the setting. Includes a handful of new abilities (heavily inspired by Cyvaris' work ), as well as a Perils of the Warp table for each psychic discipline, a design idea taken from the failed beta of Dark Heresy 2e.
- Corruption and mutation rules, allowing characters to slowly succumb to the influence of Chaos over the course of a campaign. These took heavy design cues from Warhammer Fantasy Roleplay 3e, with some heavy modification.
- Expanded rules for fear and mental trauma , based upon the rules for the horror tone presented in the Genesys Core Rulebook. Includes an advantage/threat table for fear check results, and a large list of potential mental trauma effects to inspire GMs and players.
- A fully fleshed out NPC section, including a list of 17 NPC traits which can be used to create or modify your own adversaries, along with 65 fully statted adversaries . This doesn't cover the whole range of adversaries Acolytes might run into in a typical campaign, but provides a solid jumping-off point for GMs to fill the gaps.
I have lots of plans for future updates, which will roll out as I produce them. Keep an eye on this thread for development updates!
It should be noted that the content in this PDF really isn't enough to allow a total newbie to understand the Warhammer 40,000 setting. I highly encourage anyone curious to get their hands on a copy of one of the Dark Heresy rulebooks (first or second edition works fine, they're both excellent for fluff) and give it a read; they'll give you the proper context to appreciate the material here. Also, the Genesys Core Rulebook is required, if that wasn't obvious.
Please either post here or PM me if you spot anything which needs fixing or tweaking, and if you end up running a campaign with this, I'd love to hear about how it all goes, actual play experiences can be great feedback for design purposes. Plus it's just nice to hear what people have been doing with stuff I've made. I've also made a Google Drive folder with comment-enabled versions of each chapter of this conversion - feel free to put your feedback and corrections right onto the documents.
Oh, and I highly recommend actually downloading the PDF; it's fully bookmarked and hyperlinked, something you miss out on if you view it in Google Drive. Makes navigation 10x easier.
- Book Link -
- Supplement currently at release 1.0 -
One of the only real absences from the core book is vehicle rules; that's now corrected. This book covers land and air vehicles, including a range of civillian, industrial and military vehicles. Importantly it doesn't cover voidships; they'll be the topic of a future expansion if I decide to cover them at all, they need a fair bit of attention.
It includes:
- 20 different land vehicles, from civilian autocarriages to Baneblade battle tanks.
- 12 different air vehicles, from cargo shuttles to military bombers.
- Options to customise the loadout and design of many of these vehicles to suit different roles.
- A system of traits which can be universally applied to vehicles, to make the rules easier to parse and provide useful guidelines for homebrewing new vehicles.
- A range of weapons and other wargear for vehicles.
- Book Link -
- Supplement currently at release 1.0.5, see bottom of post for changelogs -
My own take on a "monster manual" of sorts, this little expansion goes into detail on Tau armaments and NPC stat blocks. Eventually I plan to do one of these for a wide range of different opponents. Note that this is a first edition book ; there might be some slight discrepancies in game balance between this and the new third edition of the core book, and the layout isn't consistent, but it should be totally usable still.
It includes:
- Statistics for Tau weapons, armour and gear, and rules for using and modifying these as a human.
- Rules for Tau battlesuits, complete with a full host of support and weapons systems, and a custom crit table.
- Stats for a big variety of Tau enemies, including all the warriors of the Fire Caste, drones, the alien auxiliaries, and the civilian castes.
- Changelogs-
Dark Heresy Core Book - Third Edition
Unfortunately I didn't keep an exhaustive change log for this one, but I plan to keep more detailed errata for future updates. But here's a broad strokes overview of changes made;
General
- Whole book updated to a new, full colour format, aping the design of FFG's Dark Heresy Second Edition books.
- Flavour text, player/GM advice and content in general has been expanded throughout. A lot more time is spent trying to contextualise things and explain mechanics, which hopefully makes it all a nicer read.
Chapter I - Creating an Acolyte
- The steps of character creation are given a lot more attention; mechanically these haven't changed, but they are explained better now.
- Careers have been renamed and mostly redesigned. I've gone with much more generic names, primarily lifted from DH2e with some tweaks. They all have a set of suggested talents and gear now, like in Shadow of the Beanstalk.
- Two new careers added; the Fanatic and the Ace.
- Step 1 - Determine Background has been added, with some useful questions to consider when making a new Acolyte.
Chapter IV - Elite Advances
- Wyrd have been removed. Unfortunately couldn't find a way to make it mechanically meaningful enough to keep. Wyrds can be represented pretty well by just dropping only one rank into a psychic discipline and role-playing accordingly.
- Added Gland Warriors.
- Added a set of basic talents for Untouchables to expand their character options.
Chapter V - Armoury
- A new Haywire weapon quality is added, functioning similarly to Sunder but specifically for electronics.
- Low-tech weapons expanded - added Bolas, Bow, Flintlock Pistol, Musket and Sling.
- Plasma caliver and arc weapons added.
- Various other gear added throughout the chapter - I unfortunately did not keep a list of what I was adding during development, but there's a lot of cool stuff now that wasn't in previous editions.
Chapter VI - Narrative Tools
- Downtime Encounters have been renamed to Interludes. Some tweaks to the Interludes rules.
Chapter VII - Psychic Powers.
- This chapter has been entirely rewritten to be standalone - you shouldn't need to reference the Genesys Magic rules when using this chapter, as I found that this was a huge chore in play, flipping between the two books.
- Some powers have been tweaked, with some options added.
- Perils of the Warp is now more deadly; extra despairs add +10 to the roll, not +5.
Chapter VIII - Corruption
- Corruption checks have been changed to be something that occurs at the end of an encounter, not during.
Chapter X - Allies and Adversaries
- Each adversary entry is given its own page now, with a lot more room allowed for flavour text and game-play advice.
- New section for servitor NPCs so they can all be found in one handy place, along with some slightly tweaked rules for handling servitors.
- Suggested psychic powers are detailed on every psychic NPC's profile.
- Some general balance/design tweaks to a lot of the profiles. The first and second editions had an embarrassing amount of typos and rules issues, a lot of that is fixed now.
Dark Heresy Core Book - Second Edition
Changelog 2.0
General changes
- Entire book layout overhauled into a two-column format. Various tweaks to text and images to support this, including lots of new art.
- All content from Liber Heresius has been ported over to the Core Book and edited to suit. Including the addition of two new chapters, Elite Advances and Narrative Tools.
- Minor typo corrections and adjustments to text throughout for clarity.
- Various sidebars added throughout the chapters, providing insight into design decisions, optional rules, and other clarifications.
- Added an index of tables to the end of the book.
Chapter 0 – Introduction
- Added an introductory blurb about the Warhammer 40,000 setting. Pretty much an obligatory part of any 40k book!
- Added in an explanation of the contents of the book, broken down by chapter.
Chapter II – Skills
- Rules text for Melee (Light)’s changes (re)added
Chapter III – Talents
- Several new talents ported over and adapted from the Android and Terrinoth settings
Chapter V - Armoury
-
Various updates to weaponry
- Re-balanced weapon costs and a few stats for the entire armoury. Low-tech melee weapons are now much cheaper, and melee weapons in general are cheaper across the board. Ranged weapons haven’t changed as dramatically but there’s been a few tweaks.
- Cumbersome values for several super-heavy Gunnery weapons increased. You pretty much need to be wearing Power Armour, exploiting weapon attachments, stacking Bulging Biceps talent ranks or pumping Brawn to be able to use these effectively. This is by design, carrying around a lascannon is pretty exceptional and should require some investment.
- The Backpack quality was added and applied to relevant weapons. Backpack Ammo Supply attachment now simply grants this quality.
- Added a special rule to las weapons allowing their ammunition to be recharged at power sources.
- Crossbow special rules re-designed for clarity. Functionally they’re identical.
- Added the multi-melta and the neural shredder. Both are completely ridiculous, but very hard to obtain.
- Added guidance on how to create new digi-weapons outside of the digi-las profile provided in the armoury.
- Added Kraken Penetrator Bolt Rounds, Metal Storm Frag Bolt Shells and Stalker Silenced Bolt Shells to the special ammunition options.
- Added the Military Power Supply attachment for power armour.
- Added a variety of Psychic Implements to improve gear options for psykers and give their late-game attacks some more bite.
- Added addiction rules from Shadow of the Beanstalk to the Drugs and Consumables section, and added a statement making it clear painkillers aren’t available in this setting.
- New cybernetics, including the Servo Arm, Injector Rig and Chem Gland.
Chapter VI – Narrative Tools
- Influence rules almost entirely rewritten. The mechanical framework is basically the same, but balance and wording have changed a lot. A few example tables are provided to provide some more GM guidance.
- Added rules for handling downtime between missions mechanically, with a range of activities players can focus on.
Chapter VII – Psychic Powers
- Made it clear that bonus advantage or success for Pushing are chosen before rolling any dice
- Added some text outlining that Genesys’ “Penalties When Casting Spells” table does not apply to Psykers.
- Added life-leech quality to Biomancy attacks
- Provided examples of how to utilise Utility powers for each Discipline. Utility now functions exactly in the same was as it does in Genesys; no more Average difficulty (2P) Utility checks.
- Added a set of Minor Power talents to represent powers from Dark Heresy which don’t fit into the typical Genesys magic system.
Chapter VIII – Fear and Trauma
- Greater clarity added to corruption skill checks, including a table of example difficulty pools.
- Rules for recovery partially relocated to Chapter VI’s downtime encounter rules.
Chapter IX – Fear and Trauma
- Greater clarity added to fear skill checks, including a table of example difficulty pools.
- Rules for recovery partially relocated to Chapter VI’s downtime encounter rules.
Edited by Tom Cruise