DH2nd house rules: Acquiring Items

The acquisition system that was introduced in DH2nd is… well, not without its downsides, if you ask me. While I am still not 100% sure what to make out of it, I already made up my mind about a thing or two I like to house rule.

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DH2nd house rules: Acquiring Items

Mooks & Group combat for DH2nd

From time to time, I plan to confront my group´s PC with 12 to 16 combat NPC in one fight. The three characters of my group (a Tech-Assassine, a Sister of Battle and a gunman Arbitrator) are quite good at the application of physical violence, and at least two of the players behind the three PC enjoy taking out larger groups of opponents by superior skill, planning and equipment. And I for one really enjoy having them worried about an unexpected swat of enemies descending on them (or well… would enjoy…).

To safe such events from bogging down due to rolling literal buckets of dice, I came up with little “cheat sheets” that allow me to keep the combat quick and to keep the focus on the PC, the players and the narrative – where it belongs.

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Mooks & Group combat for DH2nd

Names for servo skulls & servitors

Servo skulls and servitors are one of the key aspects of the Warhammer 40k universe. Where other sci-fi backgrounds have regular drones or „common“ robots and androids, the Imperium of Men will rather reduce the intellect of a fellow human being to that of of a worker drone and retro-fit „it“ with (often crude) kybernetical implants than building a semi-intelligent machine that even comes close to a man in shape and size (War Titans seems to be an exception to the rule here).

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Names for servo skulls & servitors