Dark Heresy - Shattered Hope.pdf

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Shattered Hope
“Fear not death; the God-Emperor watches you”.
in a hail of bolter ire and the cleansing pyres of the unclean. For
the irst time, the worlds of the tumultuous 41st Millennium will
be made available for pen and paper roleplaying, where you can
take up your force sword, strap on your bolter, and root out heretics,
burn mutants with the liquid death of your lamer, and battle xenos
as they seek to contaminate the worlds of mankind with their foul
views and fouler natures. With so much in need of killing in this
dark and grim future, there’s no reason to wait, and with this special
preview, you have a taste of the darkness arrayed against you and a
chance to do your part to keep the sprawling Imperium safe against
its many and varied enemies. So take up your laspistol, make ready
your chainsword, and say a quick prayer to the God-Emperor, for in
the 41st Millennium, there is only war….
Writing
Rob Schwalb
Front Cover
Adrian Smith
Internal Illustration
John Blanche, David Gallagher, Mark Gibbons,
Karl Kopinskii, Stefan Kopinski and Adrian Smith
Design & Layout
Mark Raynor
Thanks to
Dave Allen, Owen Barnes, Kate Flack, Marc Gascoigne, Mal Green,
Nick Kyme, Mike Mason, Karen Miksza, Lindsey Priestley & Zoe Wedderburn
A Black Industries publication
An imprint of BL Publishing
Games Workshop Ltd
Willow Road
Nottingham
NG7 2WS, UK
www.blackindustries.com
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owners.
This PDF is free for download. Please do not host it on your own site, nor link directly to this site, but direct people to www.blackindustries.com so
that they can download it for themselves. BL Publishing cannot accept any liability for any damage caused by the use or mis-use of this ile.
Any download is strictly at the risk of the user.
Copyright © Games Workshop Ltd 2007. All rights reserved.
Games Workshop, Warhammer, Warhammer 40,000, Dark Heresy, the Dark Heresy logo, Black Industries, the Black Industries logo, BL Publishing,
the BL Publishing logo and all associated races and race insignia, marks, names, characters, illustrations and images from the Warhammer 40,000
universe are either ©, ™ and/or © Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world.
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Shattered Hope
I n February 2008, the D a r k H e r e s y roleplaying game will be born
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it iS tHe 41ST MILLENNIUM…
the Emperor has sat immobile
on the Golden Throne of Earth. He
is the master of mankind by the
will of the gods, and master of a
million worlds by the might of his
inexhaustible armies. He is a rotting
carcass writhing invisibly with power
from the Dark Age of Technology.
He is the Carrion Lord of the
Imperium for whom a thousand souls
are sacriiced every day, so that he
may never truly die.
Y et even in his deathless state, the
Emperor continues his eternal vigilance.
Mighty battleleets cross the daemon-
infested miasma of the warp, the only
route between distant stars, their way
lit by the Astronomican, the psychic
manifestation of the Emperor's will.
Vast armies give battle in his name on
uncounted worlds. Greatest amongst
his soldiers are the Adeptus Astartes,
the Space Marines, bio-engineered
super-warriors. Their comrades in arms
are legion: the Imperial Guard and
countless planetary defence forces, the
ever-vigilant Inquisition and the tech-
priests of the Adeptus Mechanicus to
name only a few. But for all their
multitudes, they are barely enough to
hold off the ever-present threat from
aliens, heretics, mutants - and worse.
t o be a man in such times is to be
one amongst untold billions . It is to
live in the cruellest and most bloody
regime imaginable . These are the tales
of those times . Forget the power of
technology and science , for so much
has been forgotten , never to be re-
learned . Forget the promise of progress
and understanding , for in the grim
dark future there is only war . There
is no peace amongst the stars , only an
eternity of carnage and slaughter , and
the laughter of thirsting gods .
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F or more than a hundred centuries
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Getting
Started
Getting
Started
three are better. The individual dice need to
be of different colours if possible since many
times you’ll need to know which is which.
If you don’t have enough dice or don’t have
different coloured dice, when it’s important,
just roll the ten-sider one at a time.
The most common dice roll is called a test. A
test is a special roll that produces a result from
1 to 100. To get this result, pick one ten-sider
to serve as the “tens place” and another to serve
as the “ones place”. Then, roll them together.
The tens die gives you 00, 10, 20, 30, and so
on, while the ones die gives you 0, 1, 2, 3, etc.
Put the two dice together and you have your
result. If you rolled “00” then you rolled a 100,
which is not good at all. When rolling for a
test, you want to roll low.
the action and adventure takes place in the
imaginations of those who participate. To play
this game, one person should take the role of the
Game Master (GM), while the rest of the group,
preferably four people, are the players. If you’re
selected to be the GM, read on, for you have
the best job. If you’re a Player Character (PC),
you should stop reading when you get to the
Adventure Background lest you ruin your fun as
you play through the scenario. To use Shattered
Hope , you’ll need to make copies of the Character
sheets and the Skills and Talents reference sheet
(permission is given to photocopy these sheets
for the players) found at the end of this booklet;
at least two ten-sided dice, each of a different
colour; pens; and scrap paper.
EXAMPLE
The GM calls for Owen to make a
test. He has a blue die and a red die.
He decides the blue die is for the tens,
whilst the red is for the ones. He rolls
the dice, and the blue die comes up as
a 3 and the red die comes up as a 9. He
puts the dice together and sees that he
has rolled a 39.
THE BASICS
B efore we get started with the adventure
proper, it’s worth going over the core game
concepts so you have an idea how certain things
are handled in the game. Do note that the rules
provided in this preview are simpliied versions
of those that appear in the full game, streamlined
to whet your appetite for adventuring in the
many worlds of D a r k H e r e s y .
D a r k H e r e s y uses another dice convention
for such things like weapon damage or in
some specific situations where a successful
test has a variable result. When called to do
so, you roll one ten-sided die and add any
“modifiers” to the roll to arrive at the total.
Unlike tests, here, you want to roll high.
This sort of die roll is often abbreviated
as 1d10, where the first number (1 in this
case) signifies how many dice you roll, d
stands for die or dice, and the last number
(10) the type of die rolled. Variations on
this can include 1d5, where you roll a ten-
sider, halve the result (round up), or 1d100,
which operates just like a test. Finally, if
the abbreviation includes a number after it,
such as 1d10+2, it means roll a ten-sided
die and add two to the die roll. So in this
case, if the die came up as a 4, you’d add 2
for a total of 6. Easy!
THE DICE
Like most other games, D a r k H e r e s y uses dice.
You roll dice whenever you would determine if
something you want your character to accomplish
succeeds or fails. If your character climbs a sheer
wall, leaps across a chasm, ires a bolter at an Ork,
you roll dice to see if he or she is successful or
not. Most times, you don’t need to roll the dice,
especially when time is not a factor and when
failure doesn’t have disastrous consequences, but
for those dramatic moments, when success counts
the most, are when you pull out the dice and kiss
your corpse hair charm for luck.
This game exclusively uses 10-sided dice.
Each player should have at least two dice, but
3
D
D a r k H e r e s y is a roleplaying game, where
The Basics
B
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CHARACTERISTICS
All characters have nine Characteristics. They
are: Weapon Skill (WS), Ballistic Skill (BS),
Strength (S), Toughness (T), Agility (Ag),
Intelligence (Int), Perception (Per), Will Power
(WP), and Fellowship (Fel). Characteristics
tell you something about the character, giving
you an idea about his or her capabilities,
personality, smarts, and even what they might
look like—in a broad and general sense of
course. Now we’ve mentioned that when it
comes to tests, you want to roll low, right?
The reason is pretty simple. Whenever you
need to take a test in the game, you compare
the dice roll to the Characteristic most likely
to be involved in the test. Say you’re trying
to shoot a Mutant, you’d roll against Ballistic
Skill. Likewise, if you’re trying to avoid a
falling column, you’d roll against Agility.
Make sense? Since you want to roll under the
number associated with the Characteristics,
the higher the Characteristic the better.
whenever you would use Awareness, you
make a Perception Test.
Opposed Skill Tests
Sometimes you have to test your skill against
that of an opponent which is known as an
Opposed Skill Test. This works by both parties
making Skill Tests as normal, whoever succeeds
wins. If both participants succeed, then the one
with the higher Characteristic bonus wins out.
If both parties fail, then new Tests are again
attempted to ind a clear winner.
EXAMPLE
John attempts to quietly sneak behind
a sentry. He rolls the dice to make
his Silent Move Skill Test, compares
them to his Agility Characteristic and
succeeds. The GM makes a test against
the guards Perception Characteristic and
also succeeds. Comparing Characteristic
bonuses, John has a 3, whilst the
guard has only a 2. With a higher
Characteristic bonus, John manages
to silently slip past the guard, without
attracting his attention.
EXAMPLE
Kate tries to break down a door.
Strength is the most likely Characteristic
to test in this case, so she rolls the dice
and compares them to her Strength
Characteristic. If her roll comes up equal
to or lower than her Characteristic,
she succeeds. If she rolls over her
Characteristic, she fails.
TALENTS
Talents offer slight advantages, relecting
special training and expanding on your
options in the game for using skills and so on.
Talents can also grant access to different parts
of the game, such as psychic powers, Tech-
Priest augmentations, and so on. Most talents
featured in this scenario include descriptions
about how they can be used.
Characteristic Bonuses
Except for Weapon Skill and Ballistic Skill, all
Characteristics have an associated bonus. This
bonus is represented by the “tens” digit of the
Characteristic. When looking at a Characteristic
Stat Block, the “tens” are denoted by a shaded
area for easier reference.
SKILLS
Skills are a lot like Characteristics, but
offer special things you can do during
play. Every skill is associated with a
Characteristic so when you want to use a
skill, just test the Characteristic that ’s tied
to the skill. For example, take Awareness.
This skill is keyed to Perception, so
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Characteristics
Skills
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