
Rules : Official rules (but fun before rules) Requirements :
You don't need to know the rules or be familiar with the Warhammer 40k
universe to play in our campaign.
You need to be comfortable with roleplaying and making an ass of
yourself, just like we do every time we play :). We
want you to
spend as little time as possible thinking about the rules, and more time
roleplaying your character and making the game fun for everyone
else. We're very welcoming and friendly, and expect to have a nice and
open atmosphere when we play. Time : Thursdays, 8 pm GMT (flexible) About Us Our
campaign is the (evil) counterpart to a (good) Dark Heresy campaign here on roll 20 - our actions affect their game, and their actions affect ours. We're going to be messing up their
world, setting up bases, building an evil faction and eventually facing
their party in player-versus-player battles. Your goal is to
beat the other party and destroy the imperium and the inquisition. Count on epic battles and engaging roleplaying. The opposing game has been running for years, and their GM is cooperating with us to make this memorable for the players. W40K: Black Crusade Introduction to Black Crusade In Black Crusade, players take the role of Chaos-corrupted
characters. Your goal is to bring about your ascension into the annals
of infamy and gain the attention of the baleful powers that are the Gods
of Chaos. To do so you must injure the hated Imperium, strike out at
it's vulnerable areas and corrupt it from within, like a cancerous rot.
Characters don't have classes, but instead have archetypes,
each of which is apparently meant to be a blanket term for a specific
type of character. Chaos has all sorts of mixed individuals with
multiple skill sets; so unlike the other games, you don't have a talent
tree limiting you to a specialization beside elite advances, but
everything is available to everyone. The only limitation is alignment,
which gives you discounts and penalties to the appropriate advances.
This campaign will feature a fairly large amount of roleplay,
with players sticking to their characters and keeping OOC chat to a
minimum. If you choose to create a Bloodthirsty Khornate psycho, it's
unlikely for example that they will greet others with the decorum of a
hive noble.
The campaign will be a vs. campaign also, meaning that a
separate group (running the Dark Heresy system) will become entangled.
Depending on the actions of either party, warbands may become aware of
each other, and will thus determine the outcome of clashes when
the two parties smash into each other in epic battles. Chaos Space Marines and Humans The Chaos Space Marines have the following Archetypes to start out with:
The Champion is the all-rounder and leader type, good for any situation but not exceptional at any, barring command. The Chosen is the combat-specialist, often seen as a duelist
or hero killer build. They specialize in straight up strength of arms,
and can be made into any type of combat monster: Ranged, melee or heavy. The Forsaken is the lone wolf and the survivor, essentially a
Black Crusade version of a Black Shield. They are practically built for
extended operations, survival, and self-reliance. The Sorcerer is the auto-include magic user. He combines the
flexible utility of a psyker with the massive physical power of a space
marine, and is especially deadly when combat-oriented psychic powers are
taken. Starts with a Force weapon which can make it overshadow
melee-oriented Chosens in melee when it comes to fighting big and tough
things. Because it have decent chances at one-shooting pretty much
anything. The Human disciples of Chaos have the following:
The Apostate is the manipulator and schemer [read: the
face]. This one is probably the least combat-oriented class (until he
starts gathering hordes of cultists, which under the game horde ruleset
are pretty much unbeatable once they reach high enough magnitude), but
is probably the class with the greatest utility since he has the highest
potential for minions and manipulation. The Heretek is the Dark Mechanicus adept, and the obligatory tech character. Useful to have for Tech Use
tests and crafting, and probably the toughest of the human archetypes
with the upgrades available to him. The Renegade is the combat-oriented archetype for the humans. Strong, but lacking as much raw power as a Marine, yet more flexible. The Psyker has more psychic potential and power than
sorcerers, but have a higher chance of bad things happening, and they
start with the least combat utility. Way better suited for stealth and
social psychic stuff, though. Especially considering most deception and
espionage-based psychic powers don't work well for Sorcerers, unless
they're trying to infiltrate other Space Marines.