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If your curious about this game, but arent quite sure. But horror is right up there, for you will stumble upon things waaaay above your paygrade and the mere factor which decides if you survive or not, may be how quickly you run, or how many grenades you got. The game has a high investigation focus, but as always there is also a high action and combat focus as well. No, you are a faceless drone that is part of their network, looking into things on their behalf, usually without any other backup than the rest of the player party. In this one you play minions to a Inquisitor, not part of his or her retinue or party. There's also a ton of good material about the world here, and it's a must-read for those who are interested in the world, even if you'd never play a single session of the game. It could have used a better index and a lot better organization, particularly in terms of cross-indexing rules with one another, and it takes a lot of page-flipping during the game and a *lot* of familiarity before it's as comfortable as a game rulebook should be, but it's beautiful to look at and generally well-written, if not terribly well-organized. The book itself is gorgeous, full-color with terrific artwork and a pretty strong layout.
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The game uses "careers" which are essentially classes, and it's a little more rigid than I like in that respect, more akin to D&D 1.0 and 2.0 than the more current stuff, but it also really helps to establish the flavor of the world, and even a bare-bones, rules-only character is going to have some flavor built in as a result. So a role-playing game was perfect for me, and having played it, I can say that the system is pretty clear, perfect for evoking the bordering-on-parody but still effective darkness of the dark future of the Warhammer universe. The Warhammer 40K universe has always interested me, spending hundreds of dollars on miniatures I don't have the talent, time or patience to paint.
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This is a pretty spectacularly good game. Whilst we haven't tried it, Rogue Trader would probably be a better system with a bit more freedom - being a rogue trader after all is a bit more vague than being an Inquisitor's patsy - but after Dark Heresy I just have major reservations about FFG's 40k RPGs. The universe of 40k, while immense and well-written, is lacking in specifics that are really required for a GM to plan out a campaign - it's hard for a hive to have a personality when it is literally just an enormous mound of buildings. My general dislike for d100 systems notwithstanding, Dark Heresy just has a lot of general issues that rankled me - our party spent weeks at a time sitting around not doing anything after a firefight because it would take a month for our combat character who took all the bolts and lasers to the face to heal back up. Being railroaded into being (basically) a member of the Inquisition (well not technically but under the employ of one) sort of pigeonholes what the GM can do in terms of plot, and what the players can do in general. As an RPG fan and a 40k fan, when a mate of mine decided to run some Dark Heresy campaigns I was thrilled.