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Dark Heresy (Second Edition) Core Rulebook
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<blockquote data-quote="TrippyHippy" data-source="post: 6885011" data-attributes="member: 27252"><p><strong>4 out of 5 rating for Dark Heresy (Second Edition) Core Rulebook</strong></p><p></p><p>As with most things W40K, this is an art laden, impressive looking product with some layout improvements on the previous edition. The game also incorporates some lessons learned through the game development of the whole set of previous 40KRP lines (five in total) and, as such, the system is generally smoother to play. </p><p></p><p>New aspects, such as a three tiered character template system (HomeWorld, Background and Role - not dissimilar to character generation D&D5E) allow for a greater choice in character generation, while other more powerful character types like Space Marines can be recruited as non-PC reinforcements. Though it's still the same investigative-based game as the previous edition, it's both broader in scope and more able to standalone as an immersive game. Notably, the other previous 40K game lines are at least referenced in abbreviated form through the limited run of supplements that support this edition - they aren't looking to expand the line beyond this it seems. </p><p></p><p>People will be familiar enough with Games Workshop's iconic 'grimdark' setting and it's basic percentile mechanics to be able to make up their own minds as to their own tastes, but it is at it's most streamlined and complete here. A good final chapter in the 40KRP line, if this is in fact the case, as FFG seem more focused on their Star Wars license currently.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6885011, member: 27252"] [b]4 out of 5 rating for Dark Heresy (Second Edition) Core Rulebook[/b] As with most things W40K, this is an art laden, impressive looking product with some layout improvements on the previous edition. The game also incorporates some lessons learned through the game development of the whole set of previous 40KRP lines (five in total) and, as such, the system is generally smoother to play. New aspects, such as a three tiered character template system (HomeWorld, Background and Role - not dissimilar to character generation D&D5E) allow for a greater choice in character generation, while other more powerful character types like Space Marines can be recruited as non-PC reinforcements. Though it's still the same investigative-based game as the previous edition, it's both broader in scope and more able to standalone as an immersive game. Notably, the other previous 40K game lines are at least referenced in abbreviated form through the limited run of supplements that support this edition - they aren't looking to expand the line beyond this it seems. People will be familiar enough with Games Workshop's iconic 'grimdark' setting and it's basic percentile mechanics to be able to make up their own minds as to their own tastes, but it is at it's most streamlined and complete here. A good final chapter in the 40KRP line, if this is in fact the case, as FFG seem more focused on their Star Wars license currently. [/QUOTE]
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