|Black Crusade | Published 28 July 2011||Rating||22 votes|
“While vile mutants still draw breath, there can be no peace. While obscene heretics’ hearts still beat, there can be no respite. While faithless traitors still live, there can be no forgiveness."
– Verse I of XXV of the Silver Skulls Catechism of Hate
Although Black Crusade is an exciting game in its own right, it also exists amongst an entire collection of Warhammer 40,000 Roleplay game lines. This puts Black Crusade in the unique position of being the only game amongst Warhammer 40,000 Roleplay that allows you to play the Imperium’s adversaries, making it an invaluable source of the deadliest adversaries the Imperium of Man could ever face.
With Black Crusade’s classless Human and Chaos Space Marine character generation system (based on earned experience points), GMs can build tailor-made opponents for their gaming groups. The GM can “scale” his adversaries to his players by matching the adversaries to his players’ experience, and can build Chaos Space Marine or Human adversaries depending on whether their group is playing Deathwatch, Rogue Trader, or Dark Heresy. GMs can even use the Archetypes presented in Black Crusade to create even more tailor-made opponents. A Dark Heresy Acolyte cell might respond well to a subversive Apostate as a nemesis, while a Deathwatch Kill-Team might be called on to hunt down a dangerous Chaos Space Marine Sorcerer.
In addition, Black Crusade provides scores of interesting powers, abilities, and equipment found nowhere else in Warhammer 40,000 Roleplay. From unique psychic powers with a Chaos theme to dangerous Daemon weapons, the GM has no end of choices when he wants to make a nemesis his players won’t soon forget.
The creation of powerful adversaries to use with other game lines is just one way that Black Crusade ties in with the other Warhammer 40,000 Roleplay game lines. In fact, when writing the game we came up with enough suggestions and tips that we decide to devote an entire section of the Game Master’s chapter in the core rulebook to that very topic.
One idea this section explores is that Black Crusade doesn’t just offer new material for the other Warhammer 40,000 Roleplay titles; the other titles have plenty to offer Black Crusade as well. Take Dark Heresy, for example. Books like The Radical’s Handbook and Disciples of the Dark Gods detail many plots by Chaos cults, subversive factions, and radical elements of the Inquisition. Now, by combining this information with Black Crusade, the players can take part in these adventures from the other side. They can help the Pale Throng overthrow the Ologarchs of Tranch, corrupt and bring down the radical Oblationists, and realize the convoluted plans of the Brotherhood of the Horned Darkness. Or if Rogue Trader is more a group’s style, merging the two books can be a perfect way to run a pirate warship out of the cursed world of Iniquity.
Finally, this section discusses the rules changes between Black Crusade and other game lines. Although the four games are still completely compatible, Black Crusade did make some adjustments and updates to the rules set. Some of these were to make the mechanics match the game’s theme, others were means of streamlining and improving gameplay. The Game Master chapter in Black Crusade outlines these changes clearly and concisely. That way when GMs and players are using different Warhammer 40,000 Roleplay game lines together, they know exactly what might be different. More importantly, the section discusses how to merge any differences between rules sets in simple and straightforward ways.
How will you combine your Warhammer 40,000 Roleplay campaign? Discuss below or on our forums, and look for Black Crusade on store shelves later this quarter!
Black Crusade is a roleplaying game set in the Warhammer 40,000 universe, a setting in the grim darkness of the far future. Players take on the roles of Disciples of the Dark Gods, working against the rule of the galaxy-spanning Imperium of Man and in pursuit of personal glory.
I think playing an all ork party will become somewhat boring, if you're going to do any actual roleplay that is. They're not exactly complex. They do two things, fight and drink and sometimes both at once. It doesn't allow alot of depth in the characters, exept for the oddboyz (burnas, speed freaks etc) that are more stereotypes then characters.
Tau and elder should work, tau might be easier as eldar supposedly have quite different thoughtpatterns from humans. Tyranids? Eh, how? Most are mindless murdermachines that devour anything they come across, even more mindless then the orks.
Not saying it can't be done, but not easy if you're going to stick to the fluff. And if not, honestly, you're more likely to be roleplaying a big green human then an ork.
Of course, at that point you get to the generic problem inherent in such an undertaking: Money.
Who gives FFG money so they can pay someone to convert the powers? Essentially, only those who run crossover games, because there's no need for conversion as long as you stay within one system. And I'm somewhat afraid that's a minority - probably not enough to cover the expenses of writing and distributing.
I think the best we can hope for would be a second edition with a unified corebook for all systems. FFG by now seems to have worked out how to modify the system they inherited to get out of it what they want.
Thats fine by me if someone was willing to confirm that, or just scrub the old system and rebuild it from the ground up. If they can come up with new powers using the newer system for DW and BC then they should be able to come up with some vague idea's for powers for the old system.
One thing to note: in my opinion (and nothing other than my opinion), a series of rules to convert DH powers into the later psychic systems simply wouldn't work - the two systems are too different to be the subject of a set of conversion rules. The only way to get appropriate results would be to rebuild all the DH powers from scratch, and that would not be a small undertaking.
Yes i know about the powers in DH what i was commenting on is that the powers in DH have been converted or been given a decent system to convert them.
Also the only healing power in DW is exclusive to the ultramarines and can only be use willpower bonus times a day and it doesn't heal Crit damage as the old DH powers do.
I understand the reasoning from FFG even if they have never said it a space marine Liberian with the regenerate power would be more or less unkillable and if everytime your marine got injured the Liberian just healed him up it would make marines even more powerful.
I just wish FFG would give us the option to use the DH powers in the other system its a real pain for me as in my adventuring group i have one Ascension level Inquisitor ex psychic using DH rules, one astropath using RT rules and one Liberian using DW rules.
The astropath and Liberian are fine but using the inquisitor gets annoying as the rules aren't compatiable.
Now we have the new system and will have to see what they get in this, i bet one collectors edition of BC that there are none or barely any healing powers in the game.
Well, there are two healing powers in DH. You just need to take a specifc discipline as a psyker. The healing power you get can be pretty damn OP too. When I used it, an average roll can fully heal most players, even near critical health. And you can use it as often as you like. Minding those "9"s of course. Not to mention the third healing power, also in the biomancy discipline. Its self only, but it literally lets you regenerate lost limbs, while healing damage.
If BC is compatiable with all the other versions does that mean that someone has worked out how to convert the psychic powers from DH to the other version or are we going to get the same old lame detail as in all the other books I.E try and work it out yourself because we can't be bothered and we don't like the way some of them would work in RT, DW and now BC.
It's so obvious that FFG don't like healing powers in their games because the only healing power in DW can only be used once a day or something and their are no healing powers in RT at all.
Agreed Gregorius, agreed!
Four yes, a typo, a typo I do admit.
Though the Tyranids bit can be similarly executed via the minions system of Black Crusade....
You play the first Genestaler to land on a planet, and the campaign is basically your rise to planetary power as the Broodlord of an entire army.
"Although the four games are still completely compatible, .."
I think the writer of this sentences comes from another universe then I do.
Anway, I look forward to this book. I REALLY hope that they will have conversion rules to translate -THEIR- sorcerey system into the DH system. This would be very-very nice.
you mean 4 ? unless you count assansion as nr 5
anyway isn`t there already a way too play ork and kroot? one could just mod the rules a bit and play a all ork of kroot party if one wanted too. would work a bit strange too me but if thats what you want.
eldar rpg would be tricky eldar as npc are already tricky becaus you have too keep the mistory and the plot going while sometime that works against one and other. having eldar as pc would be intresting but i think realy realy realy hard too roleplay
personaly i would like too ask how does one roleplay nids? its not like you could make your own choices as a nid
in time i see no reason for there not being one or more xenos based 40k rpg, for now we will have to be content with playing orks and kroot in rogue trader.
FFG would be stupid to not make one for one of the major races, an orks freebooter rpg would be so good :) playing as one of the tau, more stuff for kroots would be great :) as for nids, ? not for me :( the all you can eat rpg, no thanks i'm full ;)
and i find it odd that you would not want to run games with chaos based character, just seems odd to me :) you get the book but don't use it to run games, well thats up to you and good luck with that.