Dark Heresy 2E - DH25 - Enemies Beyond. Click the start the download. DOWNLOAD PDF. Report this file. Description. Part of the Warhammer 40k Table Top. Enemies Beyond, Dark Heresy, the Dark Heresy logo, GW, Games Workshop, Space This edition published under license to Fantasy Flight Publishing Inc. tvnovellas.info Enemies-Beyond Had made a post with a direct link to the above but.
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Enemies Beyond, Dark Heresy, the Dark Heresy logo,. GW, Games This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight. DH 2E - Enemies Beyond Character Creation tvnovellas.info Dark Heresy Second Edition - Enemies tvnovellas.info M WH40K - DH20 - Dark Heresy 2nd Edition - Gamemaster's Kit - tvnovellas.info- Dark Heresy Second Edition: Enemies Beyond - The Imperium fights in a time of constant war: there are countless threats Watermarked PDF.
Contact Dark Heresy Second Edition is a roleplaying game of danger, mystery, and brutal violence set in the decaying far future of Warhammer 40, Players take on the roles of Acolytes serving at the front lines of a great and secret war to root out dangers that imperil all of humanity. As the defenders of humanity, Acolytes embark on hazardous adventures into the dark heart of the Askellon Sector, in the grim, far future of the 41st millennium. Inquisitors travel to the far reaches of the galaxy-spanning Imperium of Man to detect and destroy the manifold threats to mankind, and they are relentless in the pursuit of these threats. While they wield tremendous power, Inquisitors are still but men; they cannot be everywhere, and so they rely upon their Acolytes to augment their efforts. To be an Acolyte is to possess more power than most men dream of.
Your investigations will take you across the Askellon sector, through strange and unknown locales. Today, Tim Cox, the writer of the Forgotten Gods adventure, shares his thoughts on designing the key locations of the book. This time, the investigation of the xenos artefacts takes the Players Characters from the depths of the hive to the wastelands surrounding it, before leading them off-planet entirely.
I had a lot of fun developing both locations and coming up with unique details to set them apart. Each location has a truly distinct atmosphere that brings these places to life.
The journey through the Warp is much more than a path from point A to point B, however. Any passage through the nightmarish unreality of the Immaterium is a great undertaking, and even a relatively short Warp journey is a matter of weeks. One entire chapter of the adventure takes place aboard the Oath Unspoken, as the PCs continue their investigation into the artefact smugglers and the identities of their mysterious customers.
Like any voidship, the Oath Unspoken is massive, much more akin to a location than a vehicle, a home to millennia of culture and secrets. Specifically, readers will learn of the great trade war between the Anzaforr and Surena dynasties, and how the two families have undertaken penance in the decades since.
Of course, any benefits to their power bases as a result of services offered to the Ecclesiarchy or the Imperial Navy are surely incidental! One ship area the PCs will likely visit is the Drunnels, a large open-deck marketplace that takes up an entire cargo hold and a large portion of the surrounding corridors and chambers. The Drunnels showcases the fact that the Oath Unspoken is much more than a mere ship, and its peculiar customs have developed over thousands of years.
In the Drunnels, haggling is a way of life.
An elaborately ritualised form of negotiating is required for any transaction, from acquiring information or lodgings to merely catching a glimpse of a performance by the Cirque Commercia. Unwary Acolytes might even find themselves entering into unintended bargains!
Aptitudes make things cheaper.
Characteristics, Skills, and Talents have aptitudes; for every aptitude the character shares with them, the character spends less experience. Characteristics all have two aptitudes; most Skills and Talents have two, but some only have one, where the other aptitude is "General", which everyone has, so no-one pays the aptitudeless cost; conversely, there are rare cases notably some Inquisitor talents which only possess one aptitude, period, so no-one pays the cost for matching twice.
To better understand the Aptitudes, here are the Aptitudes and how they map to Characteristics and Skills. The first rank if you have two aptitudes is straightforward; its cost is experience. For every other combination of rank and aptitude, the formula is quite strange:. Talents have a fixed cost - the ones that you can take multiple times cost the same every time.
Instead, their cost depends on both their "Tier" and aptitudes; their cost is the same as a skill rank one step above the talent's tier:.
You can, instead, use point download, which gives you 25 in every characteristic and then 60 discretionary to distribute, with a maximum of 40; if you distribute your points evenly, you will have exactly 31 in every characteristic. A characteristic bonus works differently for each model. If you are using point download, instead each of your bonuses adds 5 to the relevant characteristic and your penalty subtracts 5 giving you the only legal way to start with a characteristic at For both of these, your starting number is also the maximum you regenerate to - if you start with 4 Fate Points, the most you can have is 4, and if you start with 2, the most you can have is 2 Fate Points come back every session, but your maximum can come up if you encounter a mechanic for getting more mid-session.
Same with Wounds - whatever you start with is how many you can be healed up to. However, you do get a chance to start with one extra maximium Fate Point via the Emperor's Blessing; roll a d10 and if it's greater than or equal to the result designated by your homeworld you'll get the bonus.
First is the homeworld for your first aptitudes, characteristic modifiers, fate points and your chance of getting an extra Fate Point from a successful Emperor's Blessing roll , and homeworld bonus. The homeworld bonuses are a mix of old standbys from the previous edition and some new ones.
Next, you pick your background to determine starting skills, talents, equipment, background bonus, and background aptitude. Background bonuses are mostly new stuff. Background choices are:.
The last level of character creation is your "Role", which determines the last of your aptitudes along with a talent and role bonus. Most of the role bonuses are geared around added bonuses for use of fate points in game, with the three exceptions being Mystic, Penitent, and Desperado.
All of them come with 5 additional aptitudes and 1 additional talent. Most roles have at least one aptitude they either shouldn't have but do or should have but don't in order to satisfy their own description; however, the right homeworld or background choice can compensate for it.
Role choices are:. Elite Advances are special bonuses that can make your character absurdly powerful, but each one either has steep requirements to actually acquire or comes with a bunch of undesirable effects to go with it. In any case, they all open up extra talents that only characters with those advances can use. Crucially, nobody takes as much damage as you might assume at first glance.
Although the listed damage of weapons seems high compared to a character's total wounds, your toughness bonus and armour points both considerably reduce incoming damage. A starting Warrior ignores between points of damage from every attack, and that's assuming he's standing in the open like a gormless idiot.
On top of this, one of the most commonly forgotten aspects of the Dark Heresy combat system is that everyone gets one Reaction per round, which can among other things be spent at any time to attempt to dodge or parry an attack, completely negating it.
Although the odds of success aren't always fantastic, it's better to try and dodge that shot or parry that axe than sit there and take it! Equipment selection is also very important. Although badass characters can indeed be very dangerous even with poor gear, even a low-rank inexperienced character can dramatically improve their combat effectiveness by making prudent choices when it comes to their loadout.
If an acolyte cell plans together and chooses their equipment to complement each other, they can make themselves very deadly as a team. For a start, a set of Flak Armour is inexpensive, commonly available, comfortably wearable by all but the most unusually weedy characters, and dramatically improves your resilience to incoming fire.
Any cell of acolytes that expects serious combat should be able to at least equip all its members with a set of Guard Flak, if it can't afford anything better. When it comes to weapons, anyone can and should carry a few grenades if at all possible. Even for a character with low ballistic skill, all you need to do is land them reasonably close to whoever you're trying to hit. Depending on the precise situation, you might even be able to get away with dropping them on unsuspecting opponents from above or letting them roll down slopes to your foes, and they have the potential to injure multiple enemies at a time.
Used properly, then can help turn the tide in a battle where you find yourself outnumbered. The cell's primary firearms should be chosen to work well together.
Weapons that can fire fully-automatic and weapons that have the Accurate quality are generally your best choices. A good hit with a full-auto burst can do serious damage to enemies, but by far their most important aspect is the ability to lay down Suppressive Fire. Crucially, even if you have terrible ballistic skill and no training with the weapon you're using, your ability to suppress enemies is completely unhindered.
Your burst of fire almost certainly won't hit anything, but the difficulty of the test your foes must make to resist being pinned is unchanged regardless of how well you can aim. This can give less combat-oriented careers, such as the Adept, an important role to play when it comes to a fight, where they might otherwise have been reduced to hiding behind something heavy and occasionally plinking away with some crappy pistol.
High BS characters can be quite dangerous with fully automatic weapons, but should give serious consideration to using Accurate single-shot weapons, especially if they've picked up the Talents for making Called Shots at reduced penalty. Not only does an Accurate weapon grant an additional bonus to your chances to hit if you take the time to aim it, it can do extra dice of damage on a good shot - unlike a full-auto attack, this is a single hit that does more damage rather than multiple hits that are each individually subject to reduction by the target's toughness and armour.
This makes Accurate weapons great at punching through the damage reduction of particularly tough enemies, particularly if combined with the Called Shot to aim for a part of the target that is less well armoured or isn't in cover properly. Combine these two classes of weapon within your group, and you'll have some acolytes that lay down suppressive fire and force enemies into cover and some who can take accurate potshots at the suppressed enemies to take them down with little fear of receiving effective return fire.
Any foe who manages to find cover sufficient to shield him from all shots can probably be reached with a well-placed grenade.
Another good investment is Flame weapons: Your average flame weapon can hit multiple enemies automatically and deal enough armour-ignoring if only someone could invent ceramite armor Another often-forgotten aspect of Flame weapons is the fact that when set on fire, enemies must take WP tests to act even before getting a chance to turn the flames off.
As most enemies and even daemons! Flamers are often almost impossible to dodge the reaction, not the AG roll that replaces a Flamer's to-hit roll if in the right conditions, as the target must have enough AG bonus to move out of the entire flamed area in a single move action: There's a reason why the Ordo Hereticus favours a fiery death for Heretics A good rule of thumb for any firefight is that if you're not in cover, all you should be doing is trying to change this state of affairs.
Even if you're a tough guy in decent armour, the small amounts of damage that come through will add up if you're under fire by a lot of enemies. Take cover as quickly as you can whenever you can, and you drastically increase your odds of survival. Just as importantly, you must not be afraid of running away!
The feeling that the group has to defeat every encounter that comes their way leads to many deaths. Sometimes, retreating in order to fight again some other day, hopefully better prepared, is the best option. If the fight isn't going your way - you're getting surrounded, taking too many injuries, or running out of munitions - make a break for it.
A cell of acolytes is at its most dangerous if it can prepare the area of the fight beforehand. Your role doesn't always have to be offensive, kicking in the cultists' door and firing wildly, hoping for the best; if you can figure out some way to lure your enemies to a carefully prepared killing zone for example, your cell might pose as black market merchants with whom your enemies try to trade for supplies in order to bring them out of hiding , you hold a significant advantage.
Heavy cover can be prepared in advance, with machine-gunners ready in hiding to cut down unsuspecting foes; scenery where enemies are likely to try and take cover once the fight begins can be rigged with booby traps or remote-detonator explosives.
You can also position your group to surround the enemy and possibly attack from above, making it very difficult for them to find effective cover in the first place. Note that this kind of thing is easier to achieve with proper information-gathering and a high Subtlety rating, so make an effort!
Unless your GM is a complete dick, it'll always pay off. For psykers, you have ridiculously high chances of your brain exploding.
Only cast if you need to, and think carefully what sort of mind bullets you'll throw. Remember that the Inquisition kills every civilian who witnesses psychic phenomena! In conclusion, equipment and cohesive tactics are what make or break an acolyte cell in a serious firefight. Although having experience, high skills and plenty of talents helps, a lack of these is more than made up for by pimped out gear and a good plan.
If you have both, your cell can become a force to fear even for very well trained and equipped enemies. Upon getting most of the way up, the Arbites slips arse over head on loose scree and goes tumbling down, taking the Scum with him in the process in a manner which would please the chaos gods with its twisted irony Both him and the Scum are really busted up in a tangled mess of broken bones, skulls and dirt at the bottom of the hill.
The well-intentioned but stupid Psyker decides to save the day by announcing that he'll fix them up, and before Angry Nun can finish screaming out "no don't the veil is weak here!
Horror sets Psyker on fire and sets off in pursuit Angry Nun hauls out 10G sawn-off and holy plasms of banishing, begins chasing the Horror bold and foolish! Psyker burns a bit but is still mostly functional at running Tech Priest snaps a shot off at the horror with las-carbine, doesn't do very much, resumes hiding Desperado: Horror lands a good old fire-bolt to the back of the Psyker and sets the truck on fire Angry Nun scores a good hit with some banishing water and hurts the Horror a bit Psyker is in a fair bit of pain, still on fire and running around going "Ow!
Oh God-Emprah it burns! Horror blows the foot off the Psyker with a bolt Angry Nun is busting up the Horror pretty good, but a bad roll on the dice means a lot less damage than hoped even after a re-roll on a fate point Psyker, still on fire, minus foot and now crawling in agony Tech Priest manages to get the truck fire under control Desperado rolls around on fire Arbites wakes up, shrieks a bit and passes out again.