First few play questions

By Finalattack, in Dark Heresy Rules Questions

Few questions:

1. Can more than one psykic power be used per turn?
2. Can I use a psykic power half action and shoot my gun in the same turn?
3. The DM is a little unsure how to make items available to us to purchase. Is there any guidance for this? Right now he just gets us to role an inquiry check. But I mean if we are looking for melta guns what is our chances? If we want great weapons with micron whats our chances?
4. The DM doesn't want us looting everything off of every guards member we come across. After last game everyone is in flak armor. Any rules about looting ~ damaged equipment?
5. Are there any restrictions on who can wear what armor? We can't find any.

Thanks!

1. Can more than one psykic power be used per turn?

2. Can I use a psykic power half action and shoot my gun in the same turn?
No to both, as casting a power counts as your attack action, unless the power is resist possession. Read the errata, found here .

3. The DM is a little unsure how to make items available to us to purchase. Is there any guidance for this? Right now he just gets us to role an inquiry check. But I mean if we are looking for melta guns what is our chances? If we want great weapons with micron whats our chances?
Starting on page 125 is a system for saying how long it takes to find a weapon.

Personally I've found that as long as the gm doesn't give you too much money beyond your class specific income, you won't have problems telling players that there is enough time between missions for them to find any items they can afford.

4. The DM doesn't want us looting everything off of every guards member we come across. After last game everyone is in flak armor. Any rules about looting ~ damaged equipment?
If he doesn't want you to loot something, he shouldn't have allowed you to kill someone carrying it.

Just remember that randomly killing people on the street will have consequences. As does carrying anything covered in chaos symbols.

Also annoying is when the gm gives players a gun they can't afford to buy ammo for demonio.gif

5. Are there any restrictions on who can wear what armor? We can't find any.

There are none.

Here's your boltgun! Only 6 Thrones per shot!! :-D

Finalattack said:

Few questions:

1. Can more than one psykic power be used per turn?
2. Can I use a psykic power half action and shoot my gun in the same turn?
3. The DM is a little unsure how to make items available to us to purchase. Is there any guidance for this? Right now he just gets us to role an inquiry check. But I mean if we are looking for melta guns what is our chances? If we want great weapons with micron whats our chances?
4. The DM doesn't want us looting everything off of every guards member we come across. After last game everyone is in flak armor. Any rules about looting ~ damaged equipment?
5. Are there any restrictions on who can wear what armor? We can't find any.

Thanks!

Most of these are answered already so:

4. Some GMs don't like players looting. Others expect them to do so. Realistically, considering the grimdark nature of this setting, any acolytes worth their salt would loot anything not deemed heretical or forbidden by their Inquisitor, as long as they have time for it. Expect the whole party outfitted in flak jackets after some combats, as long as you face enemies with it. After all the PCs took the time and risk in fighting these well-equipped foes so it is natural to expect some compensation.

Now if the GM just doesen't like looting and the bookkeeping it entails he can either make it very difficult to sell off loot, or have an understanding with the players that they will get the equipment they should have as long as they don't loot. For example, if their Inquisitor expects them to face some well-armed heretical opposition they might all be issued flak cloaks or flak jackets and autoguns/combat shotguns. When they prove their worth they may get higher quality equipment like mesh armor and specialized SP weapons or maybe even bolt weapons (with limited ammunition of course).

In a typical DH game though the acolytes start with almost nothing and are expected to make do, which pretty much entails looting for anyone except Nobles.

5. Except for Space Marine Power Armor.. no. The real limitation is wealth, availability and mission priorities - on some missions everything Guard Flak and up may be prohibited, depending on how obvious the armor is.

PS bolt shells are 16 thrones a piece...

Re looting:

The way I see it, you're either playing a fine upstanding party that would lower itself to wrecking crime screnes by looting corpses and get issues gear by the =I= or other organisation or you loot everything as it falls.

In addition even a bunch of priests and arbites with official papers and imperial regulations would still have to take any high tech (such as power weapons, plasma guns etc) even if they didn't use it and wrapped it up to give back to the Mechanicus as they basically 'magic weapons' in this game, I would expect players like that to get rewards for turning in tech rather than using it.

Talk to your GM and decide which way you want to go.

You can also deter looting by realistic portrayal of weapons/armor damaged from fights or mistreatment, due to malice or incompetence.

Friend of the Dork said:

PS bolt shells are 16 thrones a piece...

Huh... I sure did fail to read that number correctly. You are correct. 16 Thrones for a bullet. Pretty mad.

Letrii said:

You can also deter looting by realistic portrayal of weapons/armor damaged from fights or mistreatment, due to malice or incompetence.

How would you go about assigning a chance for each item to be broken ?

Depending on quality of foes and weapons used by acolytes. If using critical rules on mooks then any location hit for critical damage should be damaged. Could also do flat percentages, say 30-40% for any item to be destroyed.

Ha, in the campaign we're playing the last guy hasn't even touched the floor when we all jump at bodies like vultures. Coincidentally, my character, the tech priest, seems to be the only one concerned with returning tech to the mechanicum, with two of the assasins, the psiker and the (now deceased) scum even carrying possesed equipment (my character doesn't know this yet, except for the possesed handgun the scum had, which was promptly destroyed).

Sometimes carrying tech back to mechanicum isn't that good of an idea either, last session I tried to grab a dark eldar helmet to have the magos examine it for cross referencing with known dark eldar incursions in the area (we're searching for a tech-heretic cabal and came upon some dark eldar, so I wanted to know if they're related) and I got 4 corruption just for touching that piece of gear. Immediately dropped it though, but I have an idea on how to at least get rid of it (it's in our newly gifted destroyer).

The characters that are in my party don't seem to realize the mechanicum is both vast and generous, and supplying valuable lost information could lead to substantial rewards. They prefer to just keep everything and sell off what they can't use...

4. The DM doesn't want us looting everything off of every guards member we come across. After last game everyone is in flak armor. Any rules about looting ~ damaged equipment?

When I GM if someone wants to use a piece of armor off a slain foe, I first try to determine if its even in workable order. If the mook died by a -10 explosive crit to body then he's pretty much painting all the walls around him, along with his armor and weapons usually which are destroyed/smashed/mangled beyond any usable status. Exceptions are made for like say really hardy melee weapons. Note thats only if they died in some spectacularly bad way; if they have their throat slit by a crafty player then sure, why not?

Other considerations: 1. Does the armor even *fit* the player? If the guy who wore it before you is a head taller/shorter then no way, and it can't be worn without penalties to either fatigue or agility and doesn't protect for as much if it doesn't fit in the right places. Something simple like a flak vest is a pretty easy fit, but a full suit of IG flak armor? Not likely. Usually I roll a D10 and maybe on a 1 or 2 allow to fit with no further modifications. From pictures alone I see it as highly customized stuff. Given the right skills or access to an armorer most armor can be fitted to the player. 2. Is it covered by unholy symbols of the dark gods, or something equally offensive to the average imperial citizen? If you as a "holy and pious" member of the inquisition shrug your shoulders and don it anyways - *ding* corruption points!. Also, if you brazenly walk about town wearing the stuff, might have some Arbites hot on your backside or a mob with torches n pitchforks unless you have a darn good explanation why you're wearing stuff like that.


5. Are there any restrictions on who can wear what armor? We can't find any.

Not technically. But much of it is common sense as I noted above.

Thats how I usually handle it, hope it helps.

Finalattack said:

5. Are there any restrictions on who can wear what armor? We can't find any.

Yes, there is !

First of all, as previously mentionned, there are availability and cost. gui%C3%B1o.gif

For exemple, Scum will probably not earn enough income to buy a power armour.

An other restriction is weight as per the rules on page 215.

Mostly, the better AP are, the heavier the armour is.

For exemple, in my current campaign, the Assassin, with BS & BT 2, both, can't carry more than 18 kg.

So she isn't able to wear Enforcer Light Carapace (i.e. 15 kg), because she already carries too heavy equipment.

Finally, by the errata, best AP armours (i.e. 7+) make Consealment and Silent Move less effective.