Dirty Dozen

By Nuada_Obliage, in Dark Heresy Gamemasters

Hi I have a quite complex request for help.

I have run a full Dark Hersey, Rogue Trader and Death Watch games so I feel very comfortable running the game so far. Now there are several requests I have that need answering, the most pressing is. I want to run a Dirty Dozen style Dark Hersey Game. Now I have the Radical's Hand book to create Penal Legionnaires. I am going to start everyone at rank 3 so they have a little bite(( where they are around half way to rank 4)), the thing is I want to have some more variance between the characters. I want to create perhaps some more back ground packages to give the players a greater diversity of abilities. I hope to make it feel that they really are veterans from a whole load of very different backgrounds.

I am looking for some help in creating background stuff for
• stealth expert
• Demolitions/siege expert
• tech specialist(( more than just forge world background I think))
• Heavy Weapons expert
• Maybe a survivalist with some marksmanship or a separate marksmanship background
I hope that I can find some help in making a background package for some origins
• Death Worlder
• Tech guard Skitarii
• Death Korp of Krieg
• Rough rider
• Cadian

My second query is Orks, the Orks in Rogue trader are quite strong so I was wondering at what ratio should I use them against my team. The world they are on has a separatist movement as well as an Ork presence

Finally are there any rules for using Las-Weapons at like different strengths, High-normal-low settings?
Thanks for your help in this

Heya!

First off, cool idea. A Guard-centric campaign sounds like a cool idea in general, and the Dirty Dozen is a neat approach, too.

Now ...

Nuada_Obliage said:

• Tech guard Skitarii

I would leave this out. The Skitarii are not part of the Imperial Guard / Adeptus Munitorum to begin with, and considering how the AdMech works a Tech-Guard who fails will simply be "recycled" into a servitor. That aside the character would likely be disproportionately powerful in relation to the rest of the team due to numerous powerful implants (which further make it seem weird that a character with such valuable components would be "wasted" in a Penal Legion's suicide squad).

You already have a somewhat tech-focused character concept, anyways. Maybe make it an ex Chimaera crewman who got caught performing unsanctioned modifications to his vehicle or something like that. Then he can even double as driver.

Nuada_Obliage said:

My second query is Orks, the Orks in Rogue trader are quite strong so I was wondering at what ratio should I use them against my team. The world they are on has a separatist movement as well as an Ork presence

Orks come in all shapes and sizes, from cannonfodder not too different from combat-focused Acolytes right up to omgwtf monsters with unnatural strength. I'd say make a good mix of them all, but ensure that your players have an advantage against the tougher ones (position, weapons, or local allies). You could also try the Horde rules from Deathwatch if you want to include an epic scene where your guys end up shooting dozens of Orks per round, though that might be a bit over the top.

Creatures Anathema has some more Ork types, too, perhaps better statted for a Dark Heresy game.

Nuada_Obliage said:

Finally are there any rules for using Las-Weapons at like different strengths, High-normal-low settings?

Not as per the RAW, unless you include special ammunition and upgrades. However, if you want to houserule stuff, I would recommend taking a look at this thread: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=100&efcid=3&efidt=423259

I've proposed some stuff about power settings in the last post there.