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Sunday 2 October 2011

Black Crusade: An Overview


Black Crusade: First Impressions

          Black Crusade by Fantasy Flight games retails in at £40.00 (best price £35.00 from IGUK with free shipping to the UK). Wow, just wow! It's been a long time since I've been looking forward to an RPG, and is this worth it? Well I'll let you know when we get a game going.

          Well now, I have some coffee and the rule book - let's have a read, shall we? Okay so what can you expect? Well after having a thorough flick through this 400 page core rule book, there’s a number of aspects which just seem, well, better.

          Character Creation: rather than the classic roll up your character, appearance, job this has been scraped. Now we run on archetypes. There are 4 space marine classes and 4 human classes, each of these relate to your archetype, in this edition it's not so much of a case of "what can I be," but "who do I want to be?" What is my goal as a servant of chaos? Each class panders to a different playing style, but at the same time makes the games more story driven (I'll get to that in a moment). So if you fancy playing the rogue Inquisitorial acolyte; or maybe a Imperial Guardsman who become disillusioned with his lot in life; you have the renegade as a template for your cunning (if manipulative) character. On the other side, perhaps you're thinking "I'm a lone wolf," maybe a loyalist marine who has broken form his chapter; or maybe you've always been servant of the dark lords, living a tribal existence with your battle brothers, seeking to carve your name as the butcher of worlds - then maybe the Champion or Forsaken space marine classes are for you. Each of course have their own strengths and weaknesses, but in the end it is balanced - the leaders amongst men, the cold killers, the manipulative spy, or the classic power-crazed psyker.

          To add to this you have 3 other traits: your motivation, your disgrace and your pride (optional to roll on) charts. These of course will effect your overall stats or corruption points and yet add in extra elements for GM and players alike to truly flesh out their character and add elements for the story; or maybe just to come back and bite the players on the ass (depending on how sadistic your GM is lol).

          Okay, the new and interesting element is infamy. Now the infamy has, to say the least, a wide and varied roll with your servants of chaos. Not only as a percentile stat to literally see if you are well known enough to get that few extra rounds of bolter ammo, or to go "hey night lord, do you now who I am!?" It also acts as this edition's version of fate points, however there is a limit depending on how much infamy you have, limiting your 'fate point' options. Infamy can be easy gained (or lost) through actions with your peers, or to the chaos gods themselves. The ideal goal being - have more infamy than corruption points, but these can be barged with your dark patrons perhaps to gain a gift, or maybe to remove that new tentacle you acquired last mission. It's a very interesting stat, but it does have one other use! As a being of darkness and paragon to the dark lords you can spend your infamy points to avoid death! And trust me, it's normally a heavy price.

          All these things combined can lead to very interesting and unique story campaign! Especially when you have the missions. Now, like Deathwatch you have set tasks and objectives; however it's not so much the GM going "okay, go here do this" (and puts few little extras in to see if the players will gain that bonus exp). It seems to me more case of: GM sets up the world, say there’s and imperial bastion on this world. Thanks to it the mutant populous is kept under strict control. It's then the player's that go "well this needs to be taken out! So we can purge the servants of the corpse emperor (primary objective)."
          "Okay, how we going to do this?"
          "Well, we could get the mutants to rise up as a distraction (secondary objective)."
          "Okay, what about weapons? Well intelligence says the bastion receives weapon and equipment shipments via mag rail."
          "Okay, we'll take that out and supply the mutants!"
          One player could go "Okay, I'm tech user. I could probably hack in to the sever if we can get inside and disable the defence systems (adding something of his own skills to the plan)."
          "But wait, if we do this right we could cause enough slaughter and appease the blood god (now you have something else to offer coupled with favour of the chosen patron)."
          "We'll need explosives. I can get my contacts off-world to help," says the former inquisitor...

          And so on. By the end of it you may just have a incredibly detailed plan or not. This of course will gain the players infamy and respect; hell even a war-band of mutant rebels. However plans may not go to smoothly, the GM does have cards up his sleeve in the form of complications, unknown to the players. These vary, making the mission more of a challenge. So in this example, perhaps the supply train was early and won't be around for the next month. Perhaps a Sister of Battle contingent has arrived and gone on a pure, thus upping the stakes and plausibility of the plan. Maybe it's just plain bad intelligence and the mutant populous would rather stay in the hovels or even still loyal to the Imperium... any number of factors could help or hinder; and of course failing will come at a price, but the rewards for victory will be great.

          Okay what I have missed oh yes... due to the sheer nature of the chaos gods each potential patron has set stats, skills and traits associated with them. Such as Khorne favours strength, Tzeentch willpower and its intelligent booting/psi-power-ness etc. It's not strictly necessary as you can stay 'unaligned.' However, periodically as you purchase upgrades, new skills and what-not there will be a point where maybe you've got more Khornite abilities than say Nurgle related ones. So you can become aligned to your patron. For every 5 skills/upgrades you have with on patron or another coupled with periodical checks every 10,20,40 corruption points, you become aligned... what’s the benefit? Cheaper upgrades! If I've become more battle orientated as soon as I favour Khorne over the others, I can then purchase skills etc. at say, tier 1, or simple advance at only 100 exp rather than 250. However the gods don’t exactly favour each other, so say you're suffering in the toughness department. Being Khornite you look at your chart and see that toughness is a Nurgle skill, Khorne will tolerate Nurgle, meaning rather than simple advance of 100 (for Khorne) you'd pay 250 exp or maybe you think willpower (Tzeentchite) needs boosting. Well needless to say Khorne and Tzeentch don’t get along. That'd cost you 500exp... so it is a bit of double-edged sword. As long as you have a balance you can stay unaligned as long as one set of skills/talent/advances doesn't exceed 5 over the others of another patron.

          So as you can see it's shaping up to be a very interesting and diverse game, this one! Oh, did I forget to mention you can fight Necrons!? And Dark Eldar!? Oh yes it's all at your finger tips.

          How the game plays? Well I'll let you know once I scour the depraved pits of Brierley Hill and drum up some willing (or unwilling) candidates who wish for nothing more than to stick it to the Imperium or maybe see what fate the lord of change has in store. Until next time, this is the Dm reminding you that you do get to re-roll one stat, but you must keep the second result!

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