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Dragonstar: Starfarer's Handbook
by Roger N. [Verified Purchaser] Date Added: 05/30/2016 08:04:44

With Starfinder just announced, we can hope this setting gets a well deserved update.



Rating:
[4 of 5 Stars!]
Dragonstar: Starfarer's Handbook
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Deathwatch: The Emperor Protects
by Customer Name Withheld [Verified Purchaser] Date Added: 03/05/2016 16:00:00

This supplement is fantastic, three great missions to run with your kill. It has everything you need to run a small campaign with your killteam.



Rating:
[5 of 5 Stars!]
Deathwatch: The Emperor Protects
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Dark Heresy Second Edition: Enemies Beyond
by drew l. [Verified Purchaser] Date Added: 03/01/2016 15:40:34

This book is fairly similar in format to the Enemies Within and Enemies Without, so if you are familiar with those two books then you know what to expect. There's a bunch of new worlds described with some interesting plot hooks, and some player stuff related to Ordo Malleus daemon hunters- special weapons and ammo, talents etc... It does include some new psychic powers, mostly related to demonology/summoning- I haven't looked at them too closely yet, but they seem like they would be of more use to villainous NPC psychers than PCs. That being said, an extreme radical acolyte might make use of them.


Of the three books I think that my favourite one is Enemies Without, but I like that there a lots of stat blocks for various daemons- not just Nurgle related ones (which was all we got in the Core book). I GM, so for me that is the highlight of this book, and my main reason for getting it. It should be noted that Daemons are pretty powerful RAW in 2e DH- for example the hellblades of the Bloodletters do something like 1d10+16 damage with a 5 Penetration- not sure how balanced that is. There's also rules for creating daemon princes, but I haven't had a chance to delve into those to deeply yet.



Rating:
[4 of 5 Stars!]
Dark Heresy Second Edition: Enemies Beyond
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Dark Heresy Second Edition: Enemies Without
by Szabolcs G. [Verified Purchaser] Date Added: 12/26/2015 09:06:54

Hello dear DH loving fans.


Enemies Without is just another proof of the company's great love and...just kidding. :)


So, after the first readout, I found some absence/deficit in useful information about the xenos. I mean c'mon, I could and CAN use the wiki pages for W40k, but I payed $20 to found this in the book. And could I? Sadly, the answer is no.


Another WTF moment was when I saw that one of the new playeable characters is a heretech. WAT?! Guys, are you serious? Why?
But after a few says I started to like the idea. A lot of folks are just hate the Empire of Man becouse they opress anything innovative. And here it is...the Heretech, whose sole reason is to be as innovative as a living being just can. Nice.


The artworks are gorgeous as always.


If the daemonic book will be as good as the first two accessory, 2nd ed will truly be the best choice instead of DH 1.0.



Rating:
[5 of 5 Stars!]
Dark Heresy Second Edition: Enemies Without
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Dark Heresy Second Edition: Enemies Within
by Ian M. [Verified Purchaser] Date Added: 12/25/2015 17:01:00

Genuinely adds a great amount to the background and also provides some interesting new character options. Only real gripe is I found some of the plot ideas they gave pretty vague and washy.



Rating:
[4 of 5 Stars!]
Dark Heresy Second Edition: Enemies Within
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Android: Free Fall
by Brander R. [Verified Purchaser] Date Added: 09/04/2015 12:30:51

Just finished the book. I'm not at all familiar with the game so I my review is focused on the actual book.


Overall I liked it. Good detective in the near future, and a solid grasp on the technology elements. Sometimes the pacing was a little clunky, but forgivable. Worth a read.



Rating:
[4 of 5 Stars!]
Android: Free Fall
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Only War: Shield of Humanity
by Peter S. [Verified Purchaser] Date Added: 08/29/2015 00:10:51

i love this book so damn much. it truly helps in advancing characters for the game. i definitely recommend that people who play the Only War series should definitely purchase this book to better their playing experience



Rating:
[5 of 5 Stars!]
Only War: Shield of Humanity
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Dark Heresy Second Edition: Enemies Within
by Hans O. [Verified Purchaser] Date Added: 08/14/2015 12:36:03

This latest system update to Dark Heresy 2.0 perpetuates the science fantasy (as opposed to science fiction) of the Warhammer Universe, but unlike earlier attempts to provide players and gm's with useful tools for creating engaging sessions I believe that Enemies Within is a solid step in the Right direction. While not nearly as robust in its gm toolkit as systems like Stars Without Number, this book none-the-less provides gm's with setting-appropriate adventures in the vein of the Abnett's Eisenhorn stories and Sandy Mitchell's "Innocence Proves Nothing." To me, the most engaging stories of 40k's grimdark are the those where ill- or mis-informed but no less goodly and skilled servants of the Imperium carry their torch into the deep and the dark places, look into the madness that therein dwells, and fight feverishly to burn out that rot with cleansing flame, and this supplement, more than any other fantasy flight has since put out, is their best effort to allow players fulfill that fantasy.



Rating:
[4 of 5 Stars!]
Dark Heresy Second Edition: Enemies Within
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Arkham Horror: Dance of the Damned (Book 1 of the Lord of Nightmares Trilogy)
by stephane r. [Verified Purchaser] Date Added: 07/12/2015 16:19:58

I liked this story. This is pure lovecraftian spirit, with a lot of desperate characters that die in a horribly wrong way. But there are also 2 heroes that face the difficulties and finally overcome. They learn on their way, they do not understand everything but keep their sanity and make the story interesting to follow.



Rating:
[5 of 5 Stars!]
Arkham Horror: Dance of the Damned (Book 1 of the Lord of Nightmares Trilogy)
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Only War: Core Rulebook
by William V. H. [Verified Purchaser] Date Added: 06/12/2015 12:08:04

I have to admit I was hoping to see Commissar Cain as an NPC along with his Valhallan comrades...


That aside, this is a great set of rules...one that brings the Imperial Guard to life. The rules are easy to read, although I would have liked to see character creation presented earlier in the process. Breaking it up the way it is, while making some sense, might be confusing for those new to RPGs in general. The regiment choices are interesting, and provide a fair amount of variety when it comes to designing adventures. The Comrade system is also slightly unclear, especially since the rules governing them are split into a number of different locations (Character Creation and Combat). It might be better to deal with them in Combat, since that's where the bulk of their rules are located.



Rating:
[4 of 5 Stars!]
Only War: Core Rulebook
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Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
by Paweł P. [Verified Purchaser] Date Added: 06/12/2015 11:51:35

Great book and great system and I think it's wonderful it's available in POD (I can't wait for my physical order to get here). One thing that bothers me is that in this day and age the pdf lacks bookmarks. I mean, come on, it's the core rulebook, one you'll be going through time and time againa - BMs are a must.
If anyone at DTRPG can pass this kind request to FFG (please, please, update it with bookmarks), I'll be grateful.
Otherwise an amazing product :)



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
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Rogue Trader: Battlefleet Koronos
by Todd K. [Verified Purchaser] Date Added: 06/05/2015 17:41:43

The book itself is excellent, however the publisher is not taking advantage of the freedom PDF allows. The creatures in the book are still printed as though it was a physical product, instead of using extra pages so each creature or vessel only takes up one page, instead of being printed part on one page, and part on another.


For example, on page 104, the Planetary Assault ship has the picture and fluff on one page, and the statistics on page 105. If the Assault ship had been solely on page 105, only one page would be necessary to print out (or to view on various PDF readers).


This would lead to extra empty space in the book, but that could be filled with images or fluff stories (often associated with whatever else is on the page). Page 104 has a Soulcage ship, and adding a story at the bottom about one raiding a colony would be a good filler.


The filler could even be available online as a free download, for those that bought the physical copy.


So overall an excellent book, but FFG needs to take advantage of what PDF allows, instead of just doing a copy using the physical book's limits.



Rating:
[4 of 5 Stars!]
Rogue Trader: Battlefleet Koronos
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Dark Heresy Second Edition: Enemies Within
by Megan R. [Featured Reviewer] Date Added: 05/27/2015 12:05:48

So, Acolyte, where do you look for heretics? Do you find them clearly on view, participating in foul rituals as part of organised cults that anyone may join? Or do you sometimes look closer to home...? Many cults start off benign and drift - often without intent, unwittingly even - astray. There's no knowing where you will find heresy and mutants, especially within the ancient worlds of the Askellon Sector.


This book delves deep into this often hidden menace with particular reference to the Askellon Sector in three chapters. The first looks at the history of the Ordo Hereticus, the second provides new options and rules information and the final chapter explores the worlds of the Askellon Sector and the cults lurking thereon.


Chapter 1: Hereticus details the origins, history and operations of the Inquisitors of the Ordo Hereticus, also known as Witch-Hunters, whose purpose is to protect mankind from the threat of betrayal from within. They seek out corruption and burn it, often fairly indiscriminately. They are zealous to a fault and do not like being thwarted. Even those who welcome them frequently regret it. Their origins are shrouded in mystery and they go to great pains to keep it that way, prefering to work in secrecy and without accounting for their actions to anyone. They would prefer to burn hundreds of innocents to get a heretic or two, than let even one get away. They also treat their Acolytes as disposable assets, so take care before you take service with such an Inquisitor.


There is plenty more here too: organisations of witch hunters and some of the cults that they pursue. There are details of the many and varied philosophies that they hold, which must lead to some interesting debates when several are gathered together.


Next, Chapter 2: Fury and Fire looks at new options and additions to the rules, beginning with a selection of new home worlds that you can select. These are of general interest even if you want to steer clear of the Ordo Hereticus. Perhaps an agri-world, a feudal one or a frontier world appeals. Next are the Orders Militant of the Adepta Sororitas — a background of warrior women in service to the Ecclesiarchy. More risky, you might choose a background as a mutant, that is, one born a mutant rather than having acquired mutations later on in life. New roles such as the fanatic and the penitent are also discussed. There is also an array of new (and vicious) weapons as well as new armours in which to encase yourself. A select of profane artefacts is followed by specialised talents described as the Art of Hatred, for the Ordo Hereticus is fuelled by hatred of their heretical prey rather than any compassion for those whom they would protect from them. Finally there is an account of the process known as an Inquest, the specialist form of investigation used by the Ordo Hereticus to uncover heretics, reflecting their somewhat casual relationship to truth and justice and quantifying it in game mechanical terms.


The final chapter is Roots of Heresy, and this is a detailed look at the worlds of Askellon with special reference to the heresies to be found thereon. Game Masters will find it very useful, as it spawns plenty of plot ideas, moreover there's also a section on how to create heresies of your own as well as how best to present the tell-tale signs to knowing Acolyte eyes.


There's plenty of information to draw on here, painting Askellon as a far darker place that the Calixis Sector featured in Dark Heresy 1e. Perhaps that's due to the sector's age, for with age it seems comes decay and corruption. Of course, my mischievous mind promptly wonders what happens when someone within the Ordo Hereticus itself slips over the edge, turns bad and embraces heretical ideas and practices? Or are their excesses a sign that this has already happened? Whether your Acolytes choose to serve the Ordo Hereticus or encounter them as they go about their business, this book will help you bring it all to life. Pass the torch...



Rating:
[4 of 5 Stars!]
Dark Heresy Second Edition: Enemies Within
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Dark Heresy Second Edition: Forgotten Gods
by Megan R. [Featured Reviewer] Date Added: 05/22/2015 08:49:51

This massive adventure follows on from Dark Pursuits (in the core rulebook) and Desolation of the Dead (in the Game Master's Kit), but can equally well be run without having played either of them if preferred. It's all about smuggled xenos relics, and takes the Acolytes to Hive Desoleum and a shrine world called Thaur, with some interesting interludes on the ship that takes them there.


After some introductory fiction that highlights the perils of smuggling artefacts there's an overview of the adventure, which falls into three main sections. The first, in and around Hive Desoleum, is primarily investigative although there are ample opportunities for those who enjoy brawling to indulge their need for action if they so wish. Throughout the adventure, there are loads of hints and tips on how to keep the action flowing, play the NPCs involved and cope with whatever the Acolytes do in such a manner that they shouldn't ever realise how close they've come to derailing the plot!


The adventure opens with a pile of blood-stained corpses (and probably continues that way). Along the way, there are opportunities for interaction and plenty of wonderful throw-away comments that can lead to complete side-adventures or be stored up for use later on as suits. Whenever the Acolytes need to decide what to do, likely options and their results are detailed clearly: just pick the right one to reflect what your players have decided on and run it from there. You will need to read and study the adventure in advance to get the most out of it, it is full of little snippets that make it all come alive as you weave them into your game.


From the Hive itself, their investigations should lead the Acolytes out across the desolate wastes and eventually to the starport. No mere journey, there's plenty happening along the way and much is plot-connected, not random events chucked in to make the trip more 'interesting'. The adventure continues with a voyage on a massive and crowded pilgrim ship, and climaxes on the shrine world itself, where the Acoloytes, we hope, will thwart a heresy with the potential to do significant and wide-reaching harm.


Good use is made of technology in the PDF version, hyperlinking passing references to an NPC or something else to more copious details elsewhere as appropriate. The entire appearance is coherent and quite stylish, reflecting the setting well - even if the font has a slighly uneven quality that's a little unsettling.


It is a massive adventure, providing plenty of background and flavour as well as a compelling plotline, albeit a corpse-heavy one (and that's before your Acolytes start adding to the body-count!). The GM is well supported with options and advice, even down to how to bring in replacements should the party be unlucky enough to lose a member or two. Played through, this should be memorable to both Acolytes and their players alike. Some gods really ought to be forgotten!



Rating:
[5 of 5 Stars!]
Dark Heresy Second Edition: Forgotten Gods
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Dark Heresy Second Edition: Game Master's Kit
by Megan R. [Featured Reviewer] Date Added: 05/21/2015 07:47:46

The Game Master's Kit consists of two components: a GM screen and a 32-page booklet which contains an adventure. A screen's a screen, right? This one has loads of useful combat charts on the GM's side and a sort of aerial view of a cityscape (Hive World, perhaps?) on the other side - not wildly exciting considering the scope of the setting, but reasonably fitting and not too distracting.


The adventure is called Desolation of the Dead, and follows on nicely from the one in the back of the core rulebook. It's set on Hive Desoleum and deals with corruption - and worse - amongst the Carrion Guilds (read: undertakers) in the depths of the most impoverished parts of the Hive. As you might expect, it begins with investigation - undercover is suggested but that's up to the Acolytes, however the denizens of these desolate deprived slums are none too keen on talking to anyone representing authority - and continues with a perilous journey to the prime suspect's lair with the likelihood of combat to thwart his evil schemes once they get there. There's plenty of opportunity for interaction and role-playing, with a lot of descriptive material to help the GM make it all come to life - reading it I can almost imagine the smells, fortunately there's no way to recreate those! There's some advice on how to keep the investigation flowing, but you will have to find your own way to ensure that enough clues are discovered to keep the Acolytes on track. Suggestions for follow-up adventures are included.


Even if you and your players do not fancy a squelch through the slime (it certainly doesn't present as a nice place to visit although it does sum up the underlying decay and foulness that pervades the Imperium well), the second part of the book may be of interest. It discusses the concept of the Nemesis, a recurring enemy who may be behind more than just the small-scale plots starting Acolytes deal with. There's often a sense of a lot more going on in the background, and this section discusses how to create the NPCs behind these vaster conspiracies, looking at who they might be, how they operate, and what their ultimate goals are... thoughts that could shape a series of adventures or even a whole campaign. Several samples are provided to use as is or as inspiration for your own creations.


The adventure is a bit linear, but exciting for all that provided the Acolytes can retain their lunches (perhaps writing the review whilst eating mine wasn't the best idea!) but the material about designing a nemesis and building a plot arc around him is excellent if you enjoy designing your own adventures.



Rating:
[4 of 5 Stars!]
Dark Heresy Second Edition: Game Master's Kit
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