New to the Fantasy Flight 40K series of RPGs: Creatures Anathema Question

By Gunmetal1986, in Dark Heresy

Can the Creatures Anathema book be used with Rogue Trader or dies it have mostly Chaos and Dark Heresy type creatures in it? Thanks.

Tang86 said:

Can the Creatures Anathema book be used with Rogue Trader or dies it have mostly Chaos and Dark Heresy type creatures in it? Thanks.

<typo in original post> The above should read "DOES it have mostly Chaos etc..."

Thanks

For the most part, the core rules for each game are the same. There are some differences - the main one being that the psychic power rules in Dark Heresy are different to those in Rogue Trader and Deathwatch - but for the most part, NPCs and equipment from one can be used in the others.

Tang86 said:

Tang86 said:

Can the Creatures Anathema book be used with Rogue Trader or dies it have mostly Chaos and Dark Heresy type creatures in it? Thanks.

<typo in original post> The above should read "DOES it have mostly Chaos etc..."

Thanks

Creatures Anathema ultimately breaks down its content into chapters along lines of the three primary Ordos of the Inquisition; Hereticus, Malleus, and Xenos. But, that in no way limits what a Rogue Trader and entourage may find themselves facing. That said, stuff covered in the Xenos chapter would probably be the most common sort of threats, with Hereticus coming in second.

Anything is ultimately possible. There are only a few creatures presented which might be difficult to incorporate given their nature. As N0-1 said, the major change is the psychic systems; which is (somewhat) a matter of the type of psychics common to their respective "settings" being slightly different in level of power and ability.

-=Brother Praetus=-

Thanks for the info - I'll probably buy Dark Heresy too (and Deathwatch - 'ouch' to wallet) since Rogue Trader is of such high quality! I have owned Rogue Trader for less than 24 hours :)

Please point me to a thread or tell me about difference in psychic rules systems? I have no clue about either yet. :o

Tang86 said:

Thanks for the info - I'll probably buy Dark Heresy too (and Deathwatch - 'ouch' to wallet) since Rogue Trader is of such high quality! I have owned Rogue Trader for less than 24 hours :)

Please point me to a thread or tell me about difference in psychic rules systems? I have no clue about either yet. :o

Dark Heresy psychic powers require the user to roll a number of d10s (up to 1 die for each psy rating). They total them up, add their willpower bonus and compare it to the threashold, if they exceed the threshold the power activates, otherwise it doesn't. Most powers get stronger the more you pass the threshold by (overbleed). For each 9 rolled, a psychic pehnomena is triggered.

Rogue Trader powers work on a characteristic test that is modified by the psy rating. If doubles (11, 22, 100, etc) are rolled, a phenomena is triggered.

Both systems have fettered (weaker casting, no phenomena), unfettered (normal power) and push (more power, but a phenomena is automatic rules, but DH doesn't get them until ascension.

The differences mean that a DH psyker will almost always activate their power if they roll enough dice, but the strength of the power will be rather variable. They have a higher chance of causing a phenomena and, unlike RT psykers, can cause multiple phenomena. But since phenomena occur on a 9, causing phenomena without activating the power is very rare.

A RT psyker has a will fail to activate their powers more and, when activated, those powers have a more stable strength. At unfettered strength, they have a flat 10% chance to trigger phenomena, which isn't linked to their chance of activating the power.

Thanks for the summary.

So - if you use a Dark Heresy (DH) Psyker PC in the same game session as a Rogue Trader (RT) Psyker, do they each use their respective set of Psyker rules or do you pick either the DH or RT Psyker rules?

Thanks!

Unless you want to convert rules yourself, they would use their own systems.

What hasn't really been mentioned is that the sanctioned Psyker from DH and the soul bound Astropath are two very different beasts when it comes to function within the 40K universe.

The Astropath is deemed safe to the point that they need no watchers.

Most sanctioned psykers, especially those in military service, are watched by specialists who's job it is to save everyone else from said psyker if they get too twitchy. The Inquisition views psykers in a more self regulating fashion, if you will. Their view seems to be that most psykers, in the employ of the Inquisition, will either be strong enough to survive and deal with their powers or they will kill themselves or their associates will kill them before things get out of hand. If something bad happens that doesn't self regulate, the big =][= will either wipe out all the records or wipe out the problem and spin it so that they are the hero.

Brother Praetus said:

Anything is ultimately possible. There are only a few creatures presented which might be difficult to incorporate given their nature. As N0-1 said, the major change is the psychic systems; which is (somewhat) a matter of the type of psychics common to their respective "settings" being slightly different in level of power and ability.

Most creatures from CA work well using the RT ruleset and, if you really want to use those that don't, you can always houserule their powers in RT. Actually, this might seem quite evident but we had another poster who accused us of deceiving him into buying a sourcebook that was "uncompatible" with RT.

You might however want to wait for the RT creature book, the Xenos Compendium, which should be out Q3 2011. It's a long wait, though.

As long as the stat line from the Creature book work with RT then, from what I have read here, it will be a good buy ($). I am already going to buy DH as well after being introduced to RT over the weekend. I had not realized what I was missing (cool rules, production quality, etc) :o

Hey, welcome to the Rogue Trader/Dark Heresy/ Death Watch party.

The setting of these games is a lot of fun and the underlying rules system has been along my longest played roleplaying systems, and the sources of all my best roleplaying memories. I hope you enjoy these games as much as many of us do.

As far as Creatures Anathema goes, it is a really good book, though in many ways, the rules for alien beasts are going to be the most useful element. The section on sentient Xenos is also pretty cool, but you may find that you will want to monkey around with their stats a little, if you think the power level is to high or low for your game. That said, don't discount the other chapters, because the powers of chaos, and the lies of the heretic are every bit as interesting and cool a threat for a rogue trader, as they are for an inquisitorial acolyte, and while out in the dark of the expance, who knows what dark science you might discover.

longer term, while i have only just started reading it, lure of the expances looks as though it might well be a useful tool for any aspiring Games master, even if they do not intend to rune it.

Ay, in fact two of the daemons in the book are damned near perfect for RT. There's the Lady of the Voids (just think siren, 40k style) who is the bane of all space farin' vessels that cross the wrong part of the warp, lurin' it's crew to suicide and madness with her warp-songs of insanity. Then there's the odd phenomena known as the Eye of the Abyss, an entire ship that has been possessed by a daemon and now sails the warp looking for other ships to make victims of.

Chaos on the whole should not be discounted with RT as it is a major part of who and what being a rouge trader is. No others will touch the warp near as often as a rogue trader and none save the trader do it in spaces that have long forgotten His Eternal Light where the vilest of abominations have been allowed to seethe and grow unchecked, where the stars shine not but madness, and the planets beneath their baleful light have not known the purifying presence of the Holy Flamer wielded buy His Sanctified Servants for thousands of years if ever. Beyond the boundaries one can find lost colonies gone far astray and now worship the darkest of gods, summoning their twisted children into existence; ghost ships lost to the warp still sail and can sometimes find their way to another hapless vessel for good but usually ill; Gellar-Fields can flicker and fail; there's hideous alien civilizations now in ruins for the powers they turned to were Ruinous indeed; there's the terrible Staar Forts of the sorcerous Yu'vath; and lets not forget the murderous insane warp worshipin' marauders known as the Pirates of Inequity! No, out beyond the boundaries of the Imperium, the boundaries separating His Eternal Order maintained by the dutiful Servants of the Golden Throne, there is not but madness, the howling of all the enemies of mankind shrieking to be let in, and for a few bold adventurers who have the grit and determination to face such things, there is opportunity.

If you're interested in what the critters in CA look like, stat-wise, here are a couple of examples

BRONZ MALIFECTS

FENKSWORLD PIT-THING

All good stuff - can't wait to get the book - thanks for the pics and the comments!

Tang86 said:

All good stuff - can't wait to get the book - thanks for the pics and the comments!

Hey, it was more then just pictures, it was pgs 16-18 and pgs 55-57, the full enteries for those two creatures including their picture, stat block, background, story seeds, and an Inquisitors jurnal enteries regarding them t ;-p But you're welcome... I just yanked the links from the DH support page so no real effort on my part but I'll still take your thanks and offer no refunds!

from france

a side note, don't forget the creatures builder from the master screen it can help a lot to have unique creature for rt out of your mind.