• No results found

DARK HERESY, SENIOR DEVELOPER

sending some polite e-mails asking for advice or inquiring about any open opportunities they may be aware of.

My last piece of advice is this: If you really want to be a game designer, and gaming is something that you truly love, don’t be afraid to let that show. I don’t mean a marathon session of “Let me tell you about my character,” but one thing that can really “sell” is your enthusiasm and commitment.

I’m sure some of our readers are curious about how games like Dark Heresy are made. What’s your average day as Senior Developer like, and how does it affect the project(s) you are working on?

Game Development has a lot in common with running a roleplaying game as the Game

Master, just on a slightly different level.

I do a lot of research and preparation (the Warhammer 40,000 universe is a big, big place, and keeping true to the background is important). The Game Master organizes the supporting cast, manages the rules, and builds the story the player characters inhabit; they also work with the writers and artists to build the words and pictures that bring the game to life. Developers create new rules and clear up existing frameworks to make the game run smoothly, take a concept and sculpt it into bold, fresh products, and coordinate with Games Workshop to make sure that the game line upholds the best traditions of Warhammer

40,000. All this, plus some quality control, scheduled updates to the websites, keeping in touch with the fan community (for instance, this interview!), and much more.

What are the greatest challenges you are presented with developing Dark

Heresy?

For me, it’s critically important for me to stay true to the FEEL of Warhammer 40,000. My top goal is for the game to put the player’s imagination into the grim darkness of the far future. Once you get that right, everything else follows along.

What’s the creative process like when dealing with a universe that is already so defi ned? Do you fi nd this

a blessing, or a constraint? What sort of permissions do you have to

“carve out” your own background material in the 40K universe?

For the Dark Heresy game line, the Calixis Sector is pretty much fair game — almost anything is possible. That’s quite a blessing, indeed! When it comes to the creative process, I’d say it’s twofold; fi rst, we want to make sure the game products are new and interesting.

Next, the game experience must fi t into the existing Warhammer 40,000 universe. There’s some brainstorming for new ideas and fresh angles, then we trim off the parts that don’t quite work. I’m simplifying quite a bit, but I think I’m getting the basic idea across.

Will the direction of Dark Heresy be changing now that FFG is at the reins? Will the game continue to focus on Inquisitorial henchmen, or will the scope be broadened to the whole 40K universe?

The Dark Heresy game line is centred around the Inquisition. Nevertheless, there will be different roles to play in the Warhammer 40,000 universe coming soon. Keep an especially sharp eye out around GenCon!

What can players expect to see in terms of new products in the Dark Heresy line?

Well, the big question is, “Will there be more books coming down the line?” The answer is yes; we’re hard at work developing more books for Dark Heresy, and we’ll have some teasers available at GenCon this year. Disciples of the Dark Gods is a very solid addition to the game line, with lots of new rules and creatures and conspiracies to add into your game.

Here are a couple of new, shiny bits of information for Firebase readers. First, the re-print of the GM’s Toolkit is going to include a higher-quality GM’s screen, fully wrapped with a linen fi nish. Best of all, the new GM’s Toolkit is the same price as the original.

Second, I am very pleased to say that the next book after Disciples of the Dark Gods is titled Creatures Anathema, a tome describing Aliens, Beasts, and Daemons of the Calixis Sector...

and how to extinguish them in the name of the Emperor.

Interview: Ross Watson

Will the initial plot be advanced in future supplements?

I suppose that depends on which plot you mean, and I hate saying that, but dozens of different threads and stories for the Dark Heresy game exist.

Some of those plots we are deliberately leaving alone for Dark Heresy gaming groups to explore on their own.

Following in the footsteps of Rick Priestley, there are always some stories that should be left unfi nished. However, there are certainly events in the Calixis Sector which will continue to develop as we move forward!

Can we expect downloadable adventures in the future?

I don’t have any plans for such things at this time, but who knows what might happen further on down the line…

How do you see your game existing

alongside Inquisitor? What do you think are the advantages and disadvantages of each system?

I’ll be honest — I’ve never played the Inquisitor miniature game. The book had some excellent background material and fi ction in it, but when it comes to pushing toy soldiers around, I much prefer the 28mm scale!

I would say that the advantage of Dark Heresy is the ability to put yourself into a vast set of roles within the Warhammer 40,000 universe.

For instance, every time I look at the expanded equipment lists in the Inquisitor’s Handbook, I get a thrill seeing that a particular bolt pistol is favored by Calixis Sector Commissars, for instance, and imagine myself in the fl ak greatcoat, exhorting Guardsmen for bravery in the Emperor’s name. You could make a

character for Dark Heresy and explore new worlds, hunt down Chaos cultists, or support your comrades in a shell-torn war zone.

What is your favorite character to play in Dark Heresy?

My strongest attachment is to the Arbitrator.

I love their no-nonsense, “I am the Law”

attitude.

Interview: Ross Watson

© Games Workshop. All Rights Reserved.

Dark Heresy

Daemonhosts… I don’t know about you but they were pretty much the fi rst thing I looked at when I got the book. After a quick perusal it struck me that if your psyker suddenly decides they’d prefer life as a creature of the warp, it might drag the game down slightly if you have to throw one together mid-session. All of the following were created randomly to be ready prepared Daemonhosts to be used as and when you need then. I have included a small amount of background material in case you wish to use them as antagonists.

C’HAUGO, HERALD OF DESPAIR:

UNBOUND DAEMONHOST

This being has burnt worlds and made armies dance to its tune. However, the true sadness lies in its creation. A pious Cardinal by the name of Viktor Flintock discovered a plot within his congregation to overthrow the planet’s government. Upon confronting the conspirators they kidnapped him and bound a daemon of Nurgle into his fl esh. In the struggle of wills that followed the bindings were broken and C’haugo emerged triumphant.

Immensely cruel with a streak of morbid humour, C’haugo infi ltrates Imperial society disguised as either a grossly fat high ranking member of the Ecclesiarchy, or a member of the nobility, and then manipulates the planet into tearing itself apart from the inside.

C’haugo, Herald of Despair

WS BS S T Ag Int Per WP Fel W 33 32 1551 44 22 85 66 94 23 30 Psy Rating: 8

Unholy Changes: Elongated Limbs (grants 3m reach with claws), Horns, Wings, Bloated Form, Bleeding Mouth and Eyes, Cat’s Eyes.

Daemonic Phenomena: In its presence paint peels as if burnt, metal rusts and wood rots.

Once the Daemonhost has passed everything returns to normal. Lights dim, candles snuff out, a gloom spreads. A single high pitched note can be heard, as can the buzzing of fl ies, although no source can be seen.

Psychic Powers: Regenerate, Shape Flesh, Seal Wounds, Blood Boil, Beastmaster, Telepathy, all Minor Psychic Powers.

Skills: Awareness (Per) +10, Deceive (Fel) +20, Forbidden Lore (Daemonology, Heresy, Warp) (Int) +20, Psyniscience (Per) +20, Secret Tongue (Ecclesiarchy) +20, Speak Language (all) +20

Traits: Daemonic, Dark Sight, Fear 4, Flyer (ABx2), From Beyond, Natural Weapon (Horns, Claws) (1d10+15 R), Unnatural Strength (x3) Threat Rating: Malleus Terminus

PANARU: TWICE BOUND DAEMONHOST

Created by Inquisitor Elias Tenir, Radical member of the Ordo Xenos, this is a minor daemon bound into a kroot originally captured from one of the many warzones in the Damocles Gulf. He uses it as a shock troop to scatter his enemies so that the rest of his warband can pick them off.

Panaru

WS BS S T Ag Int Per WP Fel W 29 26 1264 37 16 81 58 71 17 30 Psy Rating: 5

Unholy Changes: Glowing Eyes, Quills, Inner Fire

Daemonic Phenomena: In its presence a single high pitched note can be heard and the air is hot, as though standing in front of a furnace.

Psychic Powers: Holocaust, Incinerate, Regenerate, all Minor Psychic Powers

Skills: Awareness (Per) +10, Deceive (Fel) +20, Forbidden Lore (Daemonology, Heresy, Warp) (Int) +20, Psyniscience (Per) +20, Secret Tongue (Military) +20, Speak Language (all) +20

Traits: Daemonic, Dark Sight, Fear 4, Flyer (AB), From Beyond, Natural Armour (2), Natural Weapon (Beak) (1d10+12 E), Unnatural Strength (x2)

Threat Rating: Malleus Extremis

DAEMONHOSTS

EPSILON-OMEGA-7: THRICE BOUND DAEMONHOST

Created by the foulest of tech-heresies, Epsilon-Omega-7 was created by a sect of Malygrisian in an attempt to bind a daemon using technology. It worked perfectly, and the daemon now hunts at the whim of its masters.

It appears to be a large wolf like creature, but standing upright on its hind legs as its forward legs end in three foot long talons.

Thrice-anointed silver sigils of the Omnissiah are pinned to its fl esh.

Epsilon-Omega-7

WS BS S T Ag Int Per WP Fel W 37 33 847 57 21 88 60 58 14 30 Psy Rating: 4

Unholy Changes: Animalistic, Blades

Daemonic Phenomena: In its presence muttering familiar voices can be heard dimly.

Psychic Powers: Burning Fist, all Minor Psychic Powers

Skills: Awareness (Per) +10, Deceive (Fel) +20, Forbidden Lore (Daemonology, Heresy, Warp, Archeotech, Adeptus Mechanicus) (Int) +20, Psyniscience (Per) +20, Secret Tongue (Tech) +20, Speak Language (all) +20

Traits: Daemonic, Dark Sight, Fear 4, Flyer (AB), From Beyond, Natural Armour (2), Natural Weapon (Claws) (1d10+8 R), Unnatural Strength (x2), Warp Weapons

Threat Rating: Malleus Extremis THE GREY LADY: ONCE-BOUND DAEMONHOST

The origins of the Grey Lady are lost in the mists of time. While some say she was created after the Calixian Sector was founded others claim she was there long before humanity arrived.

What is known is that she will show herself to those who lack direction, or are at a crossroads in life and offer a divination; a divination that will always come true. All that she asks for in payment is a single favour and a drop of the petitioner’s blood. In appearance she is plain and wears only grey, though her dress will change to fi t the environment she is in.

The Grey Lady

WS BS S T Ag Int Per WP Fel W 33 26 1554 49 27 80 62 75 19 30 Psy Rating: 6

Unholy Changes: Seeming Normality

Daemonic Phenomena: In its presence everyone tastes gritty ashes and shadows fl icker and distort, seemingly to the shapes of strange fi gures. In addition, people perceive a sickly sweet smell.

Psychic Powers: Personal Augury, Cellular Control, Shape Flesh, Glimpse, Precognitive Dodge, all Minor Psychic Powers

Skills: Awareness (Per) +10, Deceive (Fel) +20, Forbidden Lore (Daemonology, Heresy, Warp, Ordos) (Int) +20, Psyniscience (Per) +20, Secret Tongue (Military, Administratum) +20, Speak Language (all) +20

Traits: Daemonic, Dark Sight, Fear 4, Flyer (AB), From Beyond, Natural Weapon (Claws) (1d10+15 R), Unnatural Strength (x3)

Threat Rating: Malleus Terminus Dark Heresy

Illustration by Peter Laycock

As ever, feel free to leave feedback on Warseer or via email at [email protected]

Dragonlover