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Terrible joke, huh?
Added new information from since the beta release.
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''"...in the [[grimdark|grim, dark]] future there is."  -Yoda''
''"...in the [[grimdark|grim, dark]] future there is."  -Yoda''


The next entry in [[Fantasy Flight Games]]'s [[Warhammer 40,000 Roleplay]] product line, in which players take the role of [[Imperial Guard|Imperial Guardsmen]].
The latest entry in [[Fantasy Flight Games]]'s [[Warhammer 40,000 Roleplay]] product line, in which players take the role of [[Imperial Guard|Imperial Guardsmen]]. Currently a pre-written adventure and pack of characters has been released, and the Beta edition of the rules is being sold online for $20 as well. This includes much of the rules, but no fluff at all.


Therefore we can only assume that most of the book is based around the concepts of streamlined character creation, since Imperial Guard characters tend to not be around for long. Luckily, there are many of them, so you probably will end up playing a different character every session.
Players roll up Guardsmen from different disciplines within the Guard - heavy weapons specialists, pilots/drivers, [[Techpriest|techpriests]], [[Commissars]], and so on. Each player also gets one or possibly more background NPC helpers, referred to as Comrades. These Comrades serve as extra hands, ablative wounds or even something for the Commissar to BLAM.
 
The vehicle rules look promising, and seem more streamlined than Rogue Trader's.


[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]

Revision as of 11:36, 26 June 2012

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Grimdark to a whole new level

"...in the grim, dark future there is." -Yoda

The latest entry in Fantasy Flight Games's Warhammer 40,000 Roleplay product line, in which players take the role of Imperial Guardsmen. Currently a pre-written adventure and pack of characters has been released, and the Beta edition of the rules is being sold online for $20 as well. This includes much of the rules, but no fluff at all.

Players roll up Guardsmen from different disciplines within the Guard - heavy weapons specialists, pilots/drivers, techpriests, Commissars, and so on. Each player also gets one or possibly more background NPC helpers, referred to as Comrades. These Comrades serve as extra hands, ablative wounds or even something for the Commissar to BLAM.

The vehicle rules look promising, and seem more streamlined than Rogue Trader's.