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Each Advantage adds points
to the cost of the Followers. Followers are normally per point: 10 Threat 1, 5
Threat 2, 3 Threat 3, 2 Threat 4, 1 Threat 5. If you want to have 10 Threat 5
Space Marines that are Tough (2), Lethal and have a Leader they will cost 70
points.
Most
in-game actions are handled in one of two ways: Either the GM (the
Game Master, or referee; the person running the game) tells you
whether or not it works and that’s that, or you roll a few
10-sided dice to see if it works. Yes, that’s right. In Dark
Future you use D10’s instead of D6’s. The reason is that
the variables on a D6 are too limited for a roleplaying game.
Faith and Faith Points are secondary scores based on your stats. They are
measured in points rather than dice: If your Faith score is 7, it's just 7, not
7d.
Like
in almost any other roleplaying game each person is defined by a set
of characteristics namely: Statistics and Skills. Each characteristic
is assigned a value of (usually) between 1 and 10. The higher value a
person has for any characteristic the better – for example, a
person with a Strength of 6 is stronger than someone with a Strength
of 2.
To play a character you can either choose a
troop choice from any of GW’s armybooks and use its stat line
(GMs permission of course) or create a character yourself with the
rules below).
The Height of a set represents the
severity of the wound. There are four wound severities: Superficial, Serious,
Critical, and Mortal. You start with a number of damage boxes in each severity
equal to your Toughness + Wounds.
Fighting
uses stat+skill rolls just like other actions, but combat rules are a
bit more detailed because the stakes are higher. Combat is handled in
rounds, each lasting a few seconds in the game. A round has no fixed
length; think of it as “however long it takes everyone in the
Weapon Skill to do one thing.”
Four
powers — Physical Control, Energy Manipulation, Psychic
Sense, and Mental Influence — cover the known
spectrum of Psychic abilities. Each Psychic power is rolled against
Leadership+Psychic. To use a Psychic power to do something
challenging, you must roll the dice and look for a matching set. If
the roll fails, your concentration fails and you don’t use the
Warp the way you wanted. However, some can be used without a roll.
Like ordinary skills, you can have expert dice and master dice with
the Psychic skill.
A 'Company' is any group that has a goal and some way of working its will on other groups. In Dark Future, Companies are modeled with five Qualities — Might, Pull, Income, Loyalty and Resources. Qualities determine whether the organization is big or small, mighty or puny, rich or poor, and whether its members are loyal and devoted or grumbling and shifty. Companies can combine their Qualities in various ways to improve themselves, harm their enemies, or combine both activities into a single roll.