Extra homeworld options

By Tom Cruise, in Dark Heresy Second Edition Beta

This is in no way a suggestion, as obviously FFG can't be expected to cram every possible homeworld option into the one book. But, considering a final release is likely months away, I figured I'd write up all the options we're currently missing, as a temporary measure until we get some real rules. And I figured that I might as well share them to save some other people the work (not that it's a ton of work).

I tried to go by Inquisitor's Handbook/Rogue Trader/Only War rules as much as possible, which saved me a lot of work. Feel free to point out where you think I did poorly though, I wouldn't mind refining these before I throw them at a group. The Signature Mental Traumas are kind of iffy for some of them, but that's largely down to the limited selection, and my desire not to double up much.

Imperial World Rules
Characters from Imperial Worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Willpower
+ Intelligence
– Strength
Fate threshold
3 (Emperor’s Blessing 9+)
Home World Bonus
Imperial world characters subtract 3 from any roll on the Malignancy table
Signature Mental Trauma
Logic of Delusion (see page 254)

Fortress World Rules
Characters from fortress worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Ballistic Skill
+ Willpower
– Intelligence
Fate threshold
3 (Emperor’s Blessing 10+)
Home World Bonus
Fortress world characters count their DV as 2 points higher when in cover.
Signature Mental Trauma
Dead Comrade (see page 254)

Death World Rules
Characters from death worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Perception
+ Toughness
– Fellowship
Fate threshold
2 (Emperor’s Blessing 6+)
Home World Bonus
Death worlders gain a +10 bonus to any test to resist Fear and Pinning
Signature Mental Trauma
Inconsolable Fury (see page 254)

Penal Colony Rules
Characters from penal colonies apply the following benefits during their creation:
Characteristic Modifiers
+ Perception
+ Toughness
– Willpower
Fate threshold
2 (Emperor’s Blessing 7+)
Home World Bonus
Penal colonists gain a +10 to acquisition tests made involving criminal elements
Signature Mental Trauma
Wracking Agony (see page 254)

Schola Progenium Rules
Characters from the Schola Progenium apply the following benefits during their creation:
Characteristic Modifiers
+ Willpower
+ Influence
– Perception
Fate threshold
2 (Emperor’s Blessing 8+)
Home World Bonus
Schola characters gain a +10 to any Remembrance test pertaining to The Imperium.
Signature Mental Trauma
Self-Mortification (see page 254)

Agri-World Rules
Characters from agri-worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Fellowship
+ Toughness
– Intelligence
Fate threshold
2 (Emperor’s Blessing 6+)
Home World Bonus
Agri-world characters gain +10 to any tests to interact with or identify plants or domesticated beasts
Signature Mental Trauma
Phobic Flight (see page 253)

Feudal World Rules
Characters from feudal worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Weapon Skill
+ Toughness
– Intelligence
Fate threshold
3 (Emperor’s Blessing 10+)
Home World Bonus
Feudal world characters gain a +5 bonus to attack while wielding low-tech weaponry.
Signature Mental Trauma
Midnight Visitations (see page 253)

Frontier World Rules
Characters from frontier worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Strength
+ Agility
– Intelligence
Fate threshold
2 (Emperor’s Blessing 6+)
Home World Bonus
Frontier World characters are immune to Fear when caused by a xenos with a Fear -0 or Fear -10
Signature Mental Trauma
Maniacal Phobia (see page 253)

Mining Colony Rules
Characters from mining worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Agility
+ Perception
– Willpower
Fate threshold
2 (Emperor’s Blessing 6+)
Home World Bonus
Mining colony characters reduce penalties related to darkness and shadow by one difficulty level
Signature Mental Trauma
Obsessive Hoarding (see page 253)

Mind Cleansed Rules
Characters who are mind cleansed apply the following benefits during their creation:
Characteristic Modifiers
+ Willpower
+ Intelligence
– Fellowship
Fate threshold
3 (Emperor’s Blessing 10+)
Home World Bonus
Mind cleansed characters gain a +10 bonus on Willpower Tests made to resist Fear or attempts to control or possess their mind
Signature Mental Trauma
Lunatic’s Denial (see page 253)

Edited by Tom Cruise

I think especially Feudal World, Schola Progenium and the Mind Cleansed are options I currently really miss.

Mind cleansed would better be an elite package in the new roles.

Imperial world is too generic and would be well replaced by shrine world and feudal world.

Death world is close to feral world - maybe it can be combined.

In genereal I would be very happy for every further option though, as it greatly enhanced character creation possibilities.

For the backgrounds it would also be nice to add the Imperial Navy.

Yeah, I honestly wouldn't use Imperial Worlder in my own games, it's far too dull and really gets covered by other options. But I figured I'd include it for the sake of completion, I tried to basically cover everything that's covered in the other systems.

Backgrounds wise I'm going to knock up a few tonight, probably. I already made a quick Imperial Navy one though, so you can have that if you like.

Imperial Navy rules

Characters from the Imperial Navy apply the following benefits:

Starting Skills

Athletics, Command, Evade, Navigate, Pilot, Tech-Use

Starting Talents

Brace for Impact, Weapon Training (Solid Projectile, Low-tech)

Starting Equipment

Shotgun, sword, lascutter, enforcer armour, void suit, bottle of alcohol

Background Bonus

Imperial Navy characters gain +5 to ranged attack rolls when made against enemies within 15 metres.

Signature Malignancy

Shadowdweller (see page 256)

Great concept.

I hope some of the devs copy-paste some of this into the rules ;D

Love stuff like this. Thanks, Tom!

Only comment is a typo in the Feudal World rules, which then describes a Fortress World. Minor thing.

New house rule!

How would you setup Mind Cleansed as an elite advance?

Great work!

Mind Cleansed as an advance? Well, firstly I'd make any character that takes it lose five points of Fellowship and relocate them to Willpower. And I'd give them the +10 to resist fear and possession trait. As well, maybe a small amount of insanity, say 1d5+2 (this is what it gave in DH1e).

Beyond that, it'd be a matter of essentially relocating the XP used on certain advances. Specialist talents are definitely the ones which best represent knowledge and memories, so I'd basically have it so that the XP spent on those is liquidated, to be spent on skill or other talents, representing memories implanted by the Inquisition as part of the process. This'd be worked out closely with the GM.

So basically;

  • Mind Cleansed characters reduce their Fellowship by five, and increase their Willpower by five
  • Mind cleansed characters gain a +10 bonus on Willpower Tests made to resist Fear or attempts to control or possess their mind
  • All experience spent on Specialist talents is returned, and those talents are unlearned. This XP must be spent on new skills and talents, to represent skill patterns implanted by the Inquisition. The skills and talents chosen must be approved by the GM.

How's that look? Not sure what I'd set the cost at, maybe 600.

Could the mind cleansed be combined with a slate-agent like option ?

Or could it be somehow merged with an exorcisted ?

Just brainstorming...

Honestly I think the three concepts can easily coexist without much trouble, no real need to combine them. If anything, slate-agent could be an elite advance with mind-cleansed as a prerequisite.

Vraks Prime is listed as an Armoury World. Would that be the same as a Fortress World?

After giving it a quick look, looks like it would be, I suppose. Kind of hard to classify though, because generally Fortress Worlds are characterised by constant war, which doesn't seem to be the case on Vraks. I'd never heard of the classification before your post.

After a second look I found that the Lexicanum said:

"The world was established as an armoury world for exploration and other operations around the Eye of Terror lying to the southeast of the system. The Departmento Munitorum built a fortress and starport to protect the world's stockpiles of arms and armour"

Sounds like it might just be a world dedicated to housing weapons and military supplies.


It would really be great if the devs decided to put some of this into the core rules, as I think this is something that really a lot of people really would like to see.

Maybe fill up the home world to 10 (maybe adding Schola Progenium, Feudal World, Fortress World & Frontier World) and the backgrounds to 8 (adding the Imperial Navy) - and this would be a GREAT thing.

The roles are fine so far and should only be enhanced very carefully, if planned later on.

Finally add a fourth layer to character creation to chose the motivation to join the inquisition and I am stunned in awe (could contain motivations like Wealth, Duty, Faith, Glory, Influence, Hatred, Redemption & Knowledge).

Honestly, while I would love to see more content in terms of homeworlds and backgrounds, I don't see it happening in the core book. The selection we have now is fairly robust, and each new addition is a two page commitment, which can matter a lot when it comes down to it.

They could maybe do a small supplement that has extra backgrounds, homeworlds, roles, and maybe even some customized character sheets. It would also be nice if they included some Puritan and Radical Inquisition factions as well.

Given literally every other game in the 40K line, I'd put the chances of FFG saving some character creation options for a supplement to be about equal to how much effort an Ork puts into Fightin' (110%).

Yeah, they'd honestly be stupid not to, from a profit point of view. Plus character creation options take up a fair bit of space, and I'm sure the space they have to work with is rather limited.

[...] and I'm sure the space they have to work with is rather limited.

In fairness, they could just clean up the rules text. They could shave off 20% or so and the only "damage" would be making the whole thing a lot more readable.

Loving the thread, by the way. Great work guys :)

Would have been a clever move though to hold some options back and bring them as a surprise later on to make us surprised folkscheer *lol* one may dream...

Tom Cruise, I really love your concepts and would like to integrate them into my Beta Update 4.

Would that be ok ?

Could I also have another request ?

Would you design an "Officio Assassinorum" Background for me ?

I like those new "fan-made" home worlds.! Thanks a lot :)

Tom Cruise, I really love your concepts and would like to integrate them into my Beta Update 4.

Would that be ok ?

Could I also have another request ?

Would you design an "Officio Assassinorum" Background for me ?

Go right ahead. I have a crack at writing up the background later on when I'm not quite so hungover.

Are Forge Worlds already included? Those would be nice for a *pure* Mechanicus character.

Yeah, Forgeworlds are in the beta rules.