Wednesday, May 24, 2006

Dakadakadak tsssuu! BOOOM!

Those of you who have been keeping up to date with our website will know that we're currently working on the first of three Warhammer 40,000 roleplaying games.

For those not in the know, we are currently developing a game called 'Dark Heresy' set in the far flung, gothic future of the 41st Millenium. Players take the roles of acolytes, assisting Inquisitors in defending the Imperium of Mankind against the looming threat of Aliens, Heretics, Warp Daemons and worse. It's a dark, brooding game where players form part of a thin line of defence, saving Imperial citizens from horrors they likely don't even know exist. Whatever happens, you will not be missed.

The game has a rules system evolved from Warhammer Fantasy Roleplay, which is similar in feel, if different in detail.

Of late, we have been playtesting this new system- in fact, we ran our first scenario this lunch time. Our Acolytes answered the summons of Inquisitor Finial Stern, a rather stony faced individual, who dispatched them to the deepest mines of Sophano Prime, where the workers have been troubled by infestations of Greenskins. This gave us the perfect excuse to run through the combat rules and really go to town on the equipment lists.

Very handy that, as Tim Huckelbery, the man behind the Equipment chapter in the Dark Heresy rule book, popped by our offices today to chat about just what we were going to include. Tim has spent the last three months locked in a basement with just about every 40k book published, cross referencing, indexing and writing up the best of the best guns, ammo, armour and explosives. There are going to be some really old classics in Dark Heresy, as well as some new things you've never seen before.

We spent a long time going through some of the crazy new things we'll have to invent for those odd situations roleplaying groups always seem to get themselves in. From explosive collars to ration catheters, Anesthetic glue and religious relics all manner of curious, specialist and unusual stuff is in the works.

Of course, we did spend quite a long time debating pronnunciation (does 'Lho' rhyme with 'glow' or does it sound like 'willow'? is it 'Las-pistol' or 'Laze-pistol'?) and of course that all important element- sound effects. Just what does a Bolter sound like?

7 Comments:

Anonymous Anonymous said...

Sounding great guys, really looking forward to W40KRP.

My RPG group has been playing a campaign based around an inquisitors retinue for a few months now. A lot of story scope.
We're already on our third Inquisitor. Some how we just keep going through them.

What i will say though is that my character, us all having started as a penal troopers (very Dirty Dozen), has been keeping careful count of his explosive collars, they're very useful things you know...

6:53 pm  
Anonymous Anonymous said...

Sounds great - and it's "Las-pistol".

:-)

VB

9:03 am  
Blogger BI Dev Team said...

Explosive collars and penal legionaires- a sure way through any locked door!

10:34 am  
Anonymous Anonymous said...

That's right allbrecht, it's Las pronounced "laz" (as in lazarus).

If it were "Lase-pistol" it would be pronounced "Laze". But its not, so it's not.

Ah, I've had many an argument about that over the years...

:-)

VB

2:02 pm  
Anonymous Anonymous said...

Hey there! Even more stuff in work too actually - been busy here getting the Medusa V campaign launched and all.

I've always gone with laz-gun myself (even though it's a long a for laser). Laaz-gun like lazy-gun just sounds odd to me.

-Tim
still putting away all of the reference books spilled all over the room...

8:32 pm  
Anonymous Anonymous said...

In "Harlequin" Watson gives a pretty detailed description of a bolter sound.

4:24 am  
Anonymous Anonymous said...

I've always imagined that a bolter sounds like a cross between a chainsaw and a machine gun

11:15 pm  

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