Sell me the Inquisitor's Handbook

By Requete, in Dark Heresy

I've got the core book on order. My probable next purchase will be Creatures Anathema. My question is whether I need to get the Inquisitor's Handbook at some point?

I'm a "rules light" kind of guy. My general preference is to have a number of generic options that could account for a wide range of specifics, rather than having a rule for each specific thing (i.e., I prefer the option "Soldier" to a number of options like "Soldier: Infantry", "Soldier: MilInt", "Soldier: Scout/Sniper", etc. because I think that how you build your Soldier will basically suggest what your MOS was).

That being said, I have heard that there are a number of new weapons described in the book. Anything that's a "must have" from the perspective of 40K fluff?

Anyway, tell me why I should definitely get this one, or alternatively why I can safely give it a pass.

Whether you "must have" the book or not really depends on what you like.

However, I would argue that the great wealth of character creation options, massive equipment lists, expanded skills uses, and crafting rules make the book indispensible.

Requete said:

That being said, I have heard that there are a number of new weapons described in the book. Anything that's a "must have" from the perspective of 40K fluff?

Well, weapons wise you have descriptions of certain weapons VERY typical fo the WH40K universe, that are not described in the core rules (like Hellguns, Power Fists, Force Weapons etc.) and different sorts of equipment (like the rosarius, cogitators and the like). Not to mention several rows of text about individual worlds of the calixis sector (sure they leave something more to wish for but at least you get a pretty good picture of how that particular world is, instead of just having a nondescript name on a star map). Not to mention the last chapters dealing about faith and superstition, and the life of an acolyte.

I think its a very useful book, both rules wise (because it lets you flavour your PCs alot with background packages, new home worlds, and special career ranks), and fluff wise (with the explanations of the examples i've mentioned above). However it is certainly a sort of "players handbook" and that impression is very prevailing when you read it. It most certainly contaion lots of interesting information for GMs too.

It's a great, dense supplement with very little if anything I didn't find useful and informative. The compiled weapon tables at the back are nice too. The expanded skill options in the back are fantastic too and give an idea just how flexible you can be with the skills presented in the core book.

Screw the weapons. They're nice, sure, but the best part of the book is the stuff at the front: career backgrounds and alternate ranks for specialist careers. If you've ever felt slightly constrained by the 8 careers in the core rules the Inquisitor's Handbook will go a long way to sorting you out. The Expanded Skills, Contacts and Crafting sections in the back are good too.

As for the middle, gun-laden section, it contains some nice fluff but feels a little scrappily put together. I'm might be a little wary of the book's new weapon options because I've seen them abused every now and then, but by and large it's not bad. Just not that great.

I actually like it when things aren't expanded on. Gives lots of room for imagination. Take for instance the blood tide. Yeah. That's all I know about it. It's a footnote in the timeline that says something like 'bloodtide rising' and gives you something to think about without telling you anything.

I'm going to argue that the Inquisitor's Handbook is probably a better buy right away then Creature's Anathema. Now don't get me wrong. CA is a great book, but IH is just so much more useful.

Guns. Obvoiusly guns guns guns, basically though for weapons its mostly variations on the items in the core book. Same with the armor. Some good things in there for this, but otherwise not the reason to get the book.

Items: The items are nice and useful, more then capable of helping fluff out any character beyond generic terms. Still not the real reason to get the book.

Character expansion: Now we're talking. New Homeworlds, backgrounds, new career paths, new careers, expanded skill usage, and some fluff on the Inquisition. I mean we're talking a gold mine of stuff here that'll help your characters define their characters. With IH, two adepts are likely to be even more different for example, then even those from the main rulebook. Just for expanded characters is the reason to buy this book, a fantastic book, that if you get it early will allow your characters more options when they create their characters.

If you wait on purchasing this book until after your game starts, you'll either need to retcon your characters or kill them off and start again if they plan on using some of the stuff that can only be purchased at character creation.

CA on the other hand you can wait just a bit on, since for the first tier or two you really should be concentrating on killing humans and really weak xenos and daemons that can be found in the main rulebook.

Xathess Wolfe said:

If you wait on purchasing this book until after your game starts, you'll either need to retcon your characters or kill them off and start again if they plan on using some of the stuff that can only be purchased at character creation.

I couldn't agree with the above statement more. After we got the IH, we felt like we were playing a whole different (and better) game. Not just from a player perspective, but the GM's too. There is a LOT of Calixis sector world and background information crammed into that book.

The Inquisitor's Handbook is my favorite book in the line, and in my opinion is the "must have" book aside from the core rulebook. Far more than DotDG or CA.

aethel said:

I couldn't agree with the above statement more. After we got the IH, we felt like we were playing a whole different (and better) game. Not just from a player perspective, but the GM's too. There is a LOT of Calixis sector world and background information crammed into that book.

The Inquisitor's Handbook is my favorite book in the line, and in my opinion is the "must have" book aside from the core rulebook. Far more than DotDG or CA.

Not to mention the fact that the Dark Heresy scenario contest, winning contribution was inspired from some of the contents in Inquisitors Handbook. But perhaps that should only be considered as a footnote and not an entire argument in itself? :P

I really wish we would have had IH when we first started our group. There are different home worlds that would have helped give a little more variety. The Sororitas was a nice addition to the careers. Alternative packages are nice flavor for helping to develop flesh out your character. The background on the different worlds helped build the flavor of the game and a better understanding for those who knew nothing about it. And the gear was nice to help develop a little individuality to each character's kit. Not to mention all the other little tidbits that are in it. Yeah... I really wish we would have had this before we started up.

I really appreciate the responses so far. It sounds like a lot of people like this book alot.

I am trying to "read between the lines" so to speak, because I know that my role playing tastes are a lot different from some other people. For example, many people like the more recent versions of D&D precisely because of all the almost numberless character options... whereas one of the things that I like about my favorite edition of D&D (the original 1974 booklets) is that there are only 3 character classes and to differentiate your characters you pretty much have to use your imagination and make stuff up.

So I'm big on making stuff up, and not so big on added rules (once a rule is written down, my freedom as a Judge is constrained; once a character special option has been laid out, no one can any longer do that "for free" because it's cool). When I hear about more character options... I dunno. It just sounds like a lot more rules to keep track of! Whereas hearing about a ton of guns is interesting to me because guns are fun to think about. And monsters... you can never have too many monsters!

Anyway, I'm still pondering. I'll almost certainly get CA before this one, but I'm considering getting IH eventually based on the strong testimonials (even if I suspect that my tastes in general are in the minority).

IH is possibly one of the most useful RPG books I've seen. Period. While it pays a little too much attention to firearms, the expanded backgrounds and homeworlds not only give my players more options - but gave me all kinds of ideas for what I could do with the setting that's not derivative of the mini's game.

I couldnt imagine playingthe game without this book. When DH core came out it quicklybecome one of mytop 5 games/settings/systems, now with the IH it has become my favorite setting/game (though MEGS is still my favorite system).

IH is better then DotDG. It is useful for equipment, inquisition knowledge, rules use, expanded characters and calixis background.

Get it.

Peacekeeper_b said:

IH is better then DotDG

Personally, I wouldn't say better - the intent of each book is different. The Inquisitor's Handbook includes something for everyone, but Disciples of the Dark Gods and Creatures Anathema contain a lot for GMs first and foremost. From the perspective of a GM building a campaign, DotDG and CA are (IMO) more useful resources than IH.

I see your point, and understand and agree to an extent. I think IH adds more to DH then DotDG did.

Not that I do not like my copy of DotDG, I love it. But for me, IH was gold.

Peacekeeper_b said:

Not that I do not like my copy of DotDG, I love it. But for me, IH was gold.

The above is my sentiment as well. I think the IH had more information on places and things, while the DotDG had more information on organizations and people. So which one you found more exciting is probably going to depend on which information you like to make up yourself versus which information you like to get canon info on.

IH is great because its good for both the GM and the Player.

DotDG and CA simply is great for the GM, and average for the player. Being a player there isn't much I can do with DotDG and CA, but I do enjoy reading my copies, and love the books, but IH simply is better for all the participants involved.

One of the really nice things about the Dark Heresy-Rogue Trader/Warhammer 40K RPG line is that EVERY book is usefull. Unlike other game companies where they publish sourcebooks with a lot of crap you really don't need, or just have bland adventures/campaigns with nothing more than that in the book, FFG goes above and beyond with Dark Heresy. Even if you don't run a single adventure as is, "Purge The Unclean" is not just a campaign, but a sourcebook unto itself covering Dark Eldar weapons, Imperial Nobles and Society, an example of life in a hive, politics, starships/space hulks, and so much more. Because the 40K universe is so big, while there is a lot of commonality as to what makes up the Imperium of Man, there is a lot of room for creative thought on the part of players and GMs as well.

As for the IH, I would highly suggest, with evereyone else, picking it up right away before any other supplements.. There is too much in there not to have on hand to start your game out with. In essence it is a direct extention of the rulebook, and could be considered it's second volume. It's not all about rules, it's about background and oppertunities for a more rounded DH startoff. If there is a "must buy" book after the rulebook, IH would be it.

Between the new Homeworld options, the Sororitas, and the amazing amount of new item and weapons, it's the DH book that I make the most use of. Now if only I could find the hardcover, so I didn't have to worry about the softcover falling apart on me.

Anyone who has had a more then two paragraph conversation knows that my all time favorite book for RPGs is TSRs 1985 classic Unearthed Arcana! It had new character/PC/Race/Class options, new equipment, spells, rules and information about religions and monsters.

So naturally I compare the Inquisitor's Handbook to the Unearthed Arcana. New careers, origins, PC options? Check. New rules and equipment? Check. New religion information? Check.

And of course my webpage (soon to be relaunched, previews up next week I hope) is titled Unearthed Apocrypha in honor of Unearthed Arcana.

So to me, Inquisitor's Handbook is the Unearthed Arcana of the Dark Heresy line and my favorite book so far.

Heck, it even has the same shoddy binding!

As a GM, I consider IH a more useful tool that CA. That isn't to say that Creatures Anathema isn't a good book with good plot scenes and stats inside. CA is very handy, but it's not as useful. The background, career options, and elite advances are very useful not only for the material they cover, but as a guide on how to create similar backgrounds. The book has, as mentioned, a lot of weapons but since its covering a whole sector with diverse technology levels and focusing on the items most relevant to people who are likely to die violent, horrible deaths (that's acolytes) that's understandible. It's important to note that they don't just cover high end weaponry. Crappy zip guns and improvised flame throwers whipped up by bottom dwelling hive ganger scum and the crude weapons that haughty and violent feudal worlders might be armed with are covered as well as customized dueling pistols and the best of the Mechanicus's production. The non weapon material,. items used in daily living, are also very handy and very atmospheric.

In short IH is a very handy guide to living in the 40K universe as well as having new gear and career options to load up with and that's why I like it so much. I'll be cutting the cards of a Heretic's Wake deck over in the corner or reading a Penthrift Dreadful if anyone wants me.

Well, if you want to find that cool piece of armor or background you know you saw in IH, get ready to page though the entire book. No index. The equipment everyone keeps going on about is scattered through chapters organized by world type. And sorry, I can't remember what las weapon is more Forgey than Hivey, so if I want the fluff to back up the cool stats of a weapon from the back tables, I'm flipping pages.

I find the new character options vital, the expanded skill rules well done, and the middle 70% a mess.

Not that there aren't cool things there, but I never can find them when I need to. Like when I'm GMing.

Now when you are designing an adventure, and have time, then great.

CA and DotDG are way better organized. As a GM, you'll want all three.

Despite the poor organization, I'd still get IH first, as it will give your players more options. And if the players get one book beyond the core, this is the one they'll bring to your table.

I got them in the order they came out. The heresys in DotDGs really inspired me. Your call if you want CA first. CA does have some nice suggestions on adventure design in the back.

Peacekeeper_b said:

Anyone who has had a more then two paragraph conversation knows that my all time favorite book for RPGs is TSRs 1985 classic Unearthed Arcana! It had new character/PC/Race/Class options, new equipment, spells, rules and information about religions and monsters.

So naturally I compare the Inquisitor's Handbook to the Unearthed Arcana. New careers, origins, PC options? Check. New rules and equipment? Check. New religion information? Check.

And of course my webpage (soon to be relaunched, previews up next week I hope) is titled Unearthed Apocrypha in honor of Unearthed Arcana.

So to me, Inquisitor's Handbook is the Unearthed Arcana of the Dark Heresy line and my favorite book so far.

Heck, it even has the same shoddy binding!

Heh... it's funny because the section on Polearms is really the only section I like much out of that book!

But you guys have sold me... so many glowing reviews. I'll get CA first because I know that I'd much rather have a monster manual than anything else, but I'll get IH after that. I don't have a campaign planned as of yet so I'm sure I'll have IH well in advance of actually getting something going, unless it's just one-shots.

As has been said the IH really could use an index (although it does have massed tables at the back which helps somewhat). Disciples of the Dark Gods is a really handy GM tool due to the shear variety of heresies it deals with. Tech heresies, resurrectionist heresies, smugglers, sinister alien conspiracies, heretical Ministorium cults, different manifestations of chaos, Halo Devices, etcetera. As a GM source book it's very handy just for the wide variety of threats that it presents, even if you don't use the stats for Shuriken weapons, daemon blades, and murder gholems.

Cynical Cat, Nojo509,

I compiled the weapons and armor tables with page and book cross-reference in the data tables on my character sheet. That will help you speed up finding most of the things you might be looking for in IH. That's the whole reason I did it. It was such a pain to find stuff in IH. I haven't done a complete index of the book, but hopefully it will help with your most common needs.