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Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
by Daniel J. [Verified Purchaser] Date Added: 12/18/2014 23:35:27
It's one of the most amazing game with most amazing features of career.
I hope they release more of this, into something like 2.5ed.
It's a really shame that I couldn't delve more into the world.

Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
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Tannhauser: Revised Rules
by Johannes C. [Verified Purchaser] Date Added: 12/12/2014 14:43:35
I will make it simple.

If you have the game,
buy this PDF.

Tannhäuser is a fun and zany game.
After half a dozen rounds though, you notice that it could be a little bit more complex,
a little bit less simplistic.
Some tactics are no-brainers,
and rushing in is way too strong of a tactic.

These revised rules fix all of that.
They make the game much, much better.

Things that were preciously broken,
are fixed.
The game becomes more dynamic, and multiple game modes bring a lot of replayability.

Rating:
[5 of 5 Stars!]
Tannhauser: Revised Rules
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Dark Heresy Second Edition: Core Rulebook
by Roger (. L. [Featured Reviewer] Date Added: 11/24/2014 07:51:15
http://www.teilzeithelden.de/2014/11/21/rezension-dark-heres-
y-2nd-edition-warhammer-40k/

Ich beschäftige mich eigentlich schon seit dem Anfang meiner „Rollenspiel-Karriere“ mit dem Universum von Warhammer 40k und den verschieden Rollenspielen, die dort angesiedelt sind. Mit Freihändler, das sozusagen ein Schwestersystem von Dark Heresy ist, habe ich auch über zwei Jahre lang eine Runde geleitet und hatte zusammen mit meinen Spielern wahnsinnig viel Spaß dabei.

In einer anderen Runde konnte ich aber auch schon als Spieler Schattenjäger (was eine furchtbare Übersetzung von Dark Heresy ist) erleben und war nicht minder davon angetan. Da nun die zweite Edition endlich verfügbar ist, habe ich die Gelegenheit genutzt, um diese auf Herz und Nieren zu testen.

Die Spielwelt

Den meisten Lesern dieses Artikels dürfte das Universum von Warhammer 40k zumindest grob bekannt sein. Für alle, die sich noch nie damit beschäftigt haben, oder solche, die eine kleine Auffrischung brauchen, versuche ich nun, dieses faszinierende und düstere Setting kurz und bündig zu beschreiben.

Im 41. Jahrtausend alter terranischer Zeitrechnung hat sich die Menschheit über große Teile der Galaxie verteilt. Allerdings gab es in der Vergangenheit einige Umwälzungen kataklysmischen Ausmaßes, so dass die Gegenwart des Imperiums alles andere als rosig aussieht. Das Leben des durchschnittlichen imperialen Bürgers ist einfach, hart und häufig sehr kurz. Die Regierung besteht aus dem Adeptus Terra – quasi der Zentralregierung auf Terra, die sich nochmals in eine unüberschaubare Vielzahl von Unterorganisationen gliedert – und dem Adeptus Ministorum, quasi der imperialen Staatsreligion, die in der Anbetung des Gottimperators besteht. Der Gottimperator – Gründer des Imperiums und der mächtigste Psioniker aller Zeiten — sitzt verwesend und im Koma auf dem goldenen Thron auf Terra, der quasi eine Lebenserhaltungseinheit darstellt. Doch nicht nur das brutale und blutige Regime setzt den Menschen zu, sondern auch die ständige Bedrohung durch Aliens (die hier Xenos genannt werden), Ketzer, Mutanten und Dämonen.

Richtig gelesen, Dämonen: Der Warp ist hier nämlich quasi die Hölle, der von den Chaosgöttern und ihrem Dämonenheer bewohnt wird. Psioniker können die Energien des Warp kanalisieren und formen, was sie zu einer Art von Magiern macht. Sie werden allerdings von anderen Menschen gefürchtet, da sie immer Gefahr laufen, bei einem schweren Fehler die ungezügelte Macht des Warp zu entfesseln, was meistens äußerst unschön endet …

Um diese Gefahren abzuwenden, werden eigentlich ununterbrochen Kriege geführt. Die Hauptlast tragen hierbei die Imperiale Armee mit ihren Abermillionen an Soldaten und die Imperiale Marine mit ihren Kriegsflotten. Die Space Marines sollten an dieser Stelle auch noch erwähnt werden, genetisch modifizierte Superkrieger, die in der Lage sind, gegen die schrecklichsten Feinde der Menschheit zu bestehen. Die Inquisition schließlich beschützt das Imperium vor inneren wie äußeren Feinden, ihr Aufgabenfeld ist nur schwierig einzugrenzen.

Technologie ist für den durchschnittlichen Mensch etwas, das man nicht versteht, sondern etwas woran man glaubt. Das Monopol auf sämtlich Technik hat nämlich der Adeptus Mechanicus, der den Omnissiah, den Maschinengott, verehrt. Durch die zahllosen Kriege und viele andere Katastrophen ist so viel technologisches Wissen verloren gegangen, dass die meisten Dinge nur noch reproduziert werden können, ohne das Konzept dahinter zu verstehen.

In Dark Heresy spielt man ein Mitglied der Inquisition, womit es möglich ist, Abenteuer sämtlicher Art zu erleben, sei es nun Ermittlung, Kampf oder soziale Interaktion — meistens ist es eine Mischung aus allem.

Die Regeln

Die Kernregeln des Systems kommen tatsächlich auf fünf Seiten unter. Die grundlegende Mechanik besteht darin, einen Fertigkeitswert zum Wert der passenden Eigenschaft zu addieren und die Summe dann mit einem W100 zu proben. Liegt der Wurf unter der Summe, gilt er als erfolgreich. Bei Proben, bei denen es auf die „Größe“ des Erfolgs ankommt, werden sogenannte Erfolgsgrade verwendet: Pro volle zehn Punkte, um die man die Summe unterwürfelt, erhält man einen Erfolgsgrad. Das System ist also sehr überschaubar und sollte selbst für absolute Neulinge leicht zugänglich sein.

Weitere Sonderegeln, wie zum Beispiel die Sonderfertigkeiten, werden gut erklärt und machen das System kaum schwieriger.

Die Ausrüstung wird übrigens nicht mit Geld bezahlt, sondern über den abstrakten Wert Influence erworben. Dieser verhält sich im Grunde wie ein Eigenschaftswert, lässt sich aber nicht durch Erfahrungspunkte steigern, sondern steigt oder sinkt je nach Erfolg der Gruppe.

Charaktererschaffung

Die Charaktererschaffung gestaltet sich übersichtlich und nimmt ungefähr 20 bis 30 Minuten in Anspruch. Als erstes müssen die Eigenschaftswerte ausgewürfelt werden, alternativ kann dies auch über ein Punkte-Kauf-System abgewickelt werden.

Dann sucht man sich eine Heimatwelt, einen Hintergrund und eine Rolle aus. Durch diese erhält man nicht nur die Startfertigkeiten und –ausrüstung, sondern auch Modifikatoren auf die Eigenschaften und vor allem die sogenannten Aptitudes. Diese bestimmen, zu welchen Kosten welche Fähigkeit gesteigert werden kann, und wirken somit „Alleskönnern“ entgegen.

Zum Schluss können noch die Start-Erfahrungspunkte ausgegeben werden und Spieler können ihren Charakter über Einkaufsmöglichkeiten aufrüsten, dann ist der Charakter auch schon spielbereit. Die XP sind die Erfahrungspunkte, mit denen man Steigerungen für den Charakter kaufen kann.

Spielbarkeit aus Spielleitersicht

Das Leiten einer Dark Heresy–Runde ist mit relativ wenig Aufwand verbunden. Durch das schlanke Regelsystem sind NSC und Herausforderungen schnell gebastelt und somit bleibt mehr Zeit, um sich auf das eigentliche Abenteuer zu konzentrieren.

Ein ganzes Kapitel des Buches gibt dem Spielleiter hier hilfreiche Tipps und Ansätze. Ebenfalls enthalten ist eine Beschreibung des Askellon-Sektors. Dieser wurde überwiegend nur grob angerissen, um dem Spielleiter Inspirationen zu geben, ohne ihn einzuengen. Der Großteil der gespielten Abenteuer wird wahrscheinlich aus Ermittlungen und Kämpfen bestehen, also dem Genre der Geheimagenten-Geschichten entsprechen.

Inspiration gibt es hier zuhauf, und durch die sehr grobe Beschreibung der Spielwelt hat der Abenteuerschreiber kaum Einschränkungen bezüglich der Schauplätze und NSC.

Spielbarkeit aus Spielersicht

Wie oben bereits erwähnt, ist das System sehr schlank und schnell erlernbar, sodass selbst Neulinge schnell mit den Regeln zurechtkommen sollten.

Einzig wenn dem Spieler das Universum noch völlig unbekannt sein sollte, muss er sich etwas einarbeiten, was dank zwei großen, reich illustrierten Kapiteln jedoch angenehm an einem Nachmittag zu schaffen ist.

Preis-/Leistungsverhältnis

Knapp 50 EUR sind zwar nicht wenig, liegen aber noch im vertretbaren Rahmen … vor allem, da hier einiges geboten wird und das Buch wirklich vollständig ist. So sind hier einige Informationen enthalten, die in der ersten Edition nur in Zusatzbänden aufgeführt waren, wie zum Beispiel die passenden Regeln, um selbst einen Inquisitor zu spielen, oder eine Liste mit Fahrzeugen. Beachtet man dann noch die aufwendige Gestaltung mit unzähligen, sehr schicken Illustrationen, dann ist der Preis eigentlich durchaus fair.

Erscheinungsbild

Dark Heresy 2nd Edition CoverDas Buch ist mit seinen 449 Seiten ein stattlicher Wälzer. Es ist alles enthalten, was man zum Spielen braucht, unter anderem ausführliche Beschreibungen zu den Sonderfertigkeiten, dem Imperium an sich und dem Askellon-Sektor im Besonderen. Auch eine prall gefüllte Ausrüstungsliste darf natürlich nicht fehlen, die vom Lasergewehr bis zum Schützenpanzer fast alles bietet. Selbst ein Einführungsabenteuer ist enthalten.

Optisch ist das vollfarbige Werk eine wahre Freude: Auf bestimmt der Hälfte der Seiten finden sich Illustrationen, die durchweg von hoher Qualität und stilistisch passend sind. Die PDF-Version verfügt zudem über ein klickbares Inhaltsverzeichnis, das die Navigation erheblich erleichtert. Sie ist aber nicht in Schichten aufgebaut.

Über die Qualität des Hardcovers kann ich keine Aussagen treffen, da mir zur Rezension die PDF-Version vorlag.


Bonus/Downloadcontent

Neben den obligatorischen Charakterbögen kann man auf der Website des Verlags auch noch Wallpapers und das Character Creation Supplement herunterladen. Dieses enthält Informationen zur Ausgestaltung der Charaktere wie Namenslisten, Mottos et cetera.

Fazit

Es ist ehrlich gesagt schwierig, etwas Schlechtes an Dark Heresy 2nd zu finden. Man sieht hier deutlich, dass die lange Beta mit umfangreichen Tests dem Produkt gutgetan hat. Die Regeln decken trotz der Einfachheit alle Situationen ab, wobei auch Einsteiger schnell den Zugang finden dürften. Eigenschaftswert, Fertigkeitswert und Modifikator addieren und mit einem W100 darunter würfeln: Schwieriger wird es nicht.

Die Charakterschaffung ist nun deutlich freier und auch die Charakterentwicklung ist jetzt stufenlos und somit wenig eingeschränkt. So sind auch ungewöhnlichere Charakterkonzepte möglich, wie zum Beispiel ein Gelehrter, der früher bei der Armee war. Die Beschreibung der Spielwelt ist locker gehalten, und gibt dem Spielleiter viele Anregungen für eigene Ideen. Nebenbei bietet sie auch für 40k-Neulinge einen sehr guten Überblick über das Universum.

Das Buch ist wirklich vollständig und enthält viele Informationen, für die man in der ersten Edition noch Zusatzbände kaufen musste, wie zum Beispiel eine Liste mit schwerem Kriegsgerät und den entsprechenden Regeln.

Auch optisch ist das Buch mit seinen vielen großartigen Illustrationen ein echtes Meisterstück. Von mir eine klare Empfehlung an alle Warhammer-40k-Fans und alle die es werden wollen.

Rating:
[5 of 5 Stars!]
Dark Heresy Second Edition: Core Rulebook
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Rogue Trader: Tau Character Guide
by Kenny A. [Verified Purchaser] Date Added: 10/21/2014 02:41:17
Fairly decent book for playing Tau characters, however, It was not clear (or at least not clear enough to me) that it did not include rules for Tau spaceships, which is one of the big draws of the Rogue Trader setting in general.

So while the book itself is pretty ok, it's much less than what it could've been.

Rating:
[2 of 5 Stars!]
Rogue Trader: Tau Character Guide
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Rogue Trader: Battlefleet Koronos
by Peter M. [Verified Purchaser] Date Added: 10/07/2014 13:38:52
You can't really play Rogue Trader without this book, and I dare say it adds a lot of depth to Deathwatch, Only War and Black Crusade as well, if you want it. This is hands down one of the best books of the line, and thoroughly recommended.

Rating:
[5 of 5 Stars!]
Rogue Trader: Battlefleet Koronos
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Rogue Trader: Stars of Inequity
by Peter M. [Verified Purchaser] Date Added: 10/07/2014 13:34:00
This is a solid book, and probably close to indispensible for the gamemaster running an exploratory game, as it allows both the random generation of planetary systems and encounters and of strange devices and equipment, including archaeotech. A simple roll on one of the charts in this book can spawn a new scenario without constraining everything to arbitrary gamemaster decisions, which might make a lot of systems come up extremely similar.

Rating:
[5 of 5 Stars!]
Rogue Trader: Stars of Inequity
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Dark Heresy Second Edition: Core Rulebook
by Andras S. [Verified Purchaser] Date Added: 09/21/2014 06:49:40
As always typical for the editions of the Warhammer Univers, the books are really stylisch and atmospheric. I found it also a good idea with the Beta Version to be opened for the large public as many teething problems could be solved before hand. So what we now have is a more mature and really enjoyable core rulebook. I am waiting for the coming supplement editions.

Rating:
[5 of 5 Stars!]
Dark Heresy Second Edition: Core Rulebook
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Rogue Trader: Shedding Light
by Paul B. [Verified Purchaser] Date Added: 08/15/2014 03:18:13
The Rogue Trader dynasty at the heart of this adventure have a treasure map and they plan to use it. Coming to the world of Solace, they find an industrious hiveworld busy supporting the new campaign in the Spinward Front. However, the cargo in the hold is little more than a distraction, as the map points to a cache of xenotech certain to raise reputation and profits alike.

The Shedding Light adventure is one of four based around Solace, written for convention play, interlinked and showcasing one of four different variants of Warhammer 40K from Fantasy Flight Games.

As a con game, it's solid. You have a basic background on the situation, a gazetteer for Solace, and the adventure proper, which breaks down to arrival, planet fall, finding the destination, and investigating. The investigation has a variable length, so if you have a con slot, you can pull one or more encounters to fit the session. At the end, you have all the stats you need for the adversary, plus SIX pre-generated characters - something I found to be a great addition, especially as they're designed at 3,000XP. You have six ready to use characters with some oomph behind them to showcase the game/system - which can sometimes be hard with characters created as if direct from basic creation.

If you want to use the mission as part of a personal campaign, I think you will want to do some serious work to it. None of the NPCs in the hive/docking control have any more detail than a couple of skills for opposed checks. Only the end game adversaries have detailed stats. You get a broad brush overview of the planet, and no maps. As a setting, it's a blank slate with just enough to get through the session and nothing more. However, like the convention scenario, Shedding Light could easily serve as a nice introductory mission if you wanted to sell your gaming group on playing games in the Warhammer 40K universe.

On a final note, I really like the linked mission angle. If you have four slots available at a con, you can run these and get a buzz going. In your home group, running the four could get a totally different vibe, as the players cotton on to the extent of the doom that has come to Solace. Really, there's a lot of cleaning up to do here...

Rating:
[4 of 5 Stars!]
Rogue Trader: Shedding Light
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Dark Heresy: Inquisitor's Handbook
by Sean M. [Verified Purchaser] Date Added: 04/25/2014 23:18:22
An excellent and well scanned piece. Will be VERY useful for the game I am running, and at an affordable price! Highly recommend!

Rating:
[5 of 5 Stars!]
Dark Heresy: Inquisitor's Handbook
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Deathwatch: Ark of Lost Souls
by Gary I. [Verified Purchaser] Date Added: 01/28/2014 07:32:51
I purcahsed Ark of Lost Souls for use in a Black Crusade campaign, rather than Deathwatch, and expect to have to adapt heavily when it comes to the detail of stats etc, but then I tend to run combats and campaigns in quite a narrative style so this isn't much of an issue.

As a stimulating environment for adventure the content hits home quite well, with opportunities presented for much diplomacy and influencing as well as for ass-kicking. The content straddles both a single adventure-like exploration and the much wider material for generating 'random' future escapades aboard this (or with adaptation, any) space hulk.

There are some nice options, with a new and terrifying alien race (well, new to me at least...) and some familiar but no less scary opponents. I particularly liked the way that the text makes the Tyrannid threat sound really frightening.

The main adventure encourages you to make a selection between exploring different major factions / enemies on board, and these are all suitable for adaptation to any party. Instead of trying to stop an Orc Waaagh! I can see my Black Crusade chaos marines trying hard to ally with or control it. Similarly, major alien threats can be a source of new tek, evil alliances or simply outright destruction. In Black Crusade, at least, it doesn't take long for characters to rise to the heights of world- or sector-altering actions, and there is plenty in the Ark of Lost Souls to provide that sort of 'grand' opportunity.

I really liked it and the flexibility it gives. The layout is sensible and accessible for me, and the random generation system is actually quite fleshed-out, generating ideas that have depth and subtlety. As has been said, the whole thing is very much amenable to a complete campaign setting, offering challenges on all scales and for all parties. I am seriously thinking of having my players spend quite some time here, with the aim of somehow turning the resources and factions aboard toward their dark ends.

One particularly good feature of a space hulk is the opportunity to expose your party to xenos they might rarely meeet elsewhere, and this is well exploited by the material with plausible backgrounds. Finally, the chance to justify a Harlequin combat !

Good value, with loads of material and lots to stimulate your thinking. Even if you never plan to spend any time on a space hulk, there is so much here to give them more depth and flavour in your games.

Pleased I bought it, and am going back to read it again now !

5 stars would've been for slightly more surprises or twists, or moments of revelation, as my players like those a lot. Shouldn't stop you buying it though - a great resource, especially for anyone that loves the 40k setting.

Rating:
[4 of 5 Stars!]
Deathwatch: Ark of Lost Souls
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Fireborn: The Fire Within
by Geert-Jan W. [Verified Purchaser] Date Added: 01/03/2014 07:48:41
This is like a great mini-campaign to introduce the characters into Fireborn.
Though it is all BUT subtle, letting the player's really dive in directly into the setting.

For player's this might be a good introduction, but for the GM it isn't...
This requires quite a bit of preperation before hand, and a good read through of the adventure before you start.
Make sure you know the rules, and your player's ready to literally jump right into the action.

The adventure starts with peace negotiations in the mythic age as part of a flashback/dream of the player characters.
This is quite confusing, as they only get little bits of info, and know little other then that it's important to stop the war (but not know why it's so incredibly important).
It's played as a vague dream, and it can be a bit hard to get the player's into it and resolve the negotiations in a fluid and flowing manner.

After the dream however, the rest of the campaign gets a bit mroe interesting.
There is a bit of a lower pace moment where some investigative detective work comes around, but they can be sped up or spiced up if your group doesn't like to get into such situations.
My group actually loved this change of pace in between the action scenes.

I think in general, this adventure tries to show and explore all kinds of different perspectives and styles of what Fireborn can provide in adventures for good or ill.
It is very inspiring, and even though not everything will work for your group, going through it at least once does give you a better idea what Fireborn can be, and gives enough ideas to continue the adventures afterwards.

But again, it's rather ambitious for a "introduction", and requires a lot of carefull reading and preperation to get the msot out of this.
I highly recommend going for an easier and shorter pre-adventure or two to get into the system first, so when it comes to combat not everything has to be explained or covered all over again.
It's how I did it, and it worked out well.

Rating:
[5 of 5 Stars!]
Fireborn: The Fire Within
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Fireborn: Player's Handbook
by Geert-Jan W. [Verified Purchaser] Date Added: 01/03/2014 07:34:43
A great game, but not for everyone.

I really enjoyed the rpg, and still do in an active rpg group.
I would highly recommend it, even if the rules may not be for everyone, as the setting in itself is awesome enough to steal from in case you feel other rules systems work better for you.
As the setting should be clear to most (Dragons reincarnating, now coming back in the modern age), the mechanical side is what I'll focus on.

The game uses a system called the "dynamic D6" system.
Generally this means you have 4 seperate dice pools representing 1 for active physical actions (attacking, climbing, jumping etc), 1 pool for active mental actions (looking for something, casting magic, trying to focus your mind, use a mental skill etc), and then 2 more defensive "reactive" pools; reactive physical (defending, dodging away, etc.) and reactive mental (resisting influences, noticing an ambush etc).

Now the truly interesting part (that makes it dynamic) is that you can shift these dice pools around based on your skill in an action, and the amount of focus you put into it.
In example, when attacking using your fists to punch someone in the face, it is a Fire melee action.
Your skill in melee is 2, and Fire score is 2.
This normally means you roll 2 dice (Fire 2), but using your skill you can fcus more on your action, and gain 2 extra dice, so to roll 4 instead.
However, those dice need to come from somewhere.. so you lower one of the other dicepools by 2 due to you more aggresive stance performing this action. (which may make you vulnerable to defense or other actions).

That is what I think, makes the system pretty awesome, but it gets better.
During combat it makes things look a bit more like a Matrix style action scene every time an attack is performed.
For each point in for example your Fire score, you can build a sequence.
So Fire 4 would be 4 "small" actions in the sequence, which can allow you to jump through a window, shoot both you guns in your hand (dual wielding pistols), and roll to cover.
(Jump - shoot gun left - shoot gun right - roll for cover)

This does however can make things a bit more complicated/hard to understand in how it works with defending etc. This could have benefited greatly from a better and more clear explanation, but it helps when you have someone who understands the rules to learn from.
(You learn best from experience)

What makes the game a bit more metagamey is the Karma bid, which allows your player to push for a success in any action by spending Karma.
Karma can be spend for 1 extra success each after the dice are rolled, and can allow an action to completely succeed if not enough successes are rolled. The defender also gets to use Karma however, so it becomes a bid...whichever one gets the biggest total of successes will be the winner, but it might still come back to a partial success if not enough excess successes are obtained.
(defender successes and attacker's cancel each other out)

It is rather required however, as Karma will be the thing keeping you alive early in game when you do not have access to draconic powers (which also use Karma).
Combat is lethal!

But there are ofcourse downsides to all this;
- Combat is nice and fast when you get into it, but it takes a while tog et your head around it. Making combat and defence sequences can be hard to envision at first. And if poorly understood..makes for a complicated mess at the table with everyone looking confused.
It is advised to really learn the system before seriously going into large scale complicated combat scenes. Take it easy with just 1 or two player's to slowly introduce.
You will also want the Lost Lore booklet/pdf, it is recomended to answer some questions and give better explanations on soem bits of the game. You can find it still on the G+ community page for Fireborn, along with just about everythign else Fireborn that could still be saved.
(why they did not make everythign available here or on the official FFG pages anymore is beyond me)

- Combat styles are nice, and they add specific sequences you can do based on your "martial arts style", in practice however most seem overpowered due to the payoff effects they can give if they succeed the entire chain.
As well as cumbersome at times, so..I generally moved towards making it more freeform with your own designs of action sequences that fit your style and providing cinematic action dice instead. (they also gain less powerful payoffs, based on the actions they take). It can work as written, but sometimes just feels more restrictive then it probably was intended to be.

- Lethal combat v.s. cinematic combat.
Combat feels like an action movie due to the cinematic "effect", but combat nevertheless is highly lethal as written.
Especially the problem of guns being a bit too overpowered, made me down the damage of guns a little to not shoot everyone dead in their tracks every time one uses them.
Still, guns are illegal in the game, and should be VERY hard to get. Even if you own one, the GM should be carefull to limit them, and give some drawbacks on carrying one to prevent abuse.
But even without guns, combat can be over very quickly, as you have a good chance of wound penalties as well.
I decided to remove the dice penalties, and first have the minor wounds completely fill up before wound penalties develop for every minor wound they would otherwise gain in subsequent attacks.

- You have 2 characters to work through..
First a Scion character, and need to make a whole new character for your dragon self in the mythic age.
There is theoption to sort of "mirror" your Scion to the mythic Age dragon version, but it severely limits your dragon in flexibility and is not recomended.
It's not THAT hard to make a character in Fireborn, so it's recomended to first play an adventure or two with just the Scion character without draconic powers.
Let them learn the system, then make their dragon selves and dive in for reall.
There are many adventures out there that work well for this purpose.
My first intro adventure was "three souls and a smoking gun", a Gencon adventure, which is found as pdf online.

This is also a game that benefits greatly from a few "helpful" bits and pieces to help speed things up.
I used poker chips for Karma, using the colours to make them personal to each player, making it easy to refresh whenever after combat etc.

Having character sheets printed double sided and color coded (look for the costum collour sheets of Scion and dragon characters) is a great help. Whenever a flashback comes around, just flip over the character sheet to the other side.

It helps having stones or (even better) colloured dice for the 4 dice pools.
I use stones, so if they get switched around due to stance changes, theya re easily brought back to the original situation at the start of the next round.

Making it easy for your player's (and yourself) makes this game work even faster :)

Rating:
[5 of 5 Stars!]
Fireborn: Player's Handbook
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Black Crusade: Hand of Corruption
by Christian S. [Verified Purchaser] Date Added: 12/27/2013 07:11:08
it's a great book, with an epic quest for your group of heretics.

The PDF is crap, it takes 2-20 Seconds to turn a page even on a high end System.
Perhaps a Problem with the encoding of the PDF.

Rating:
[2 of 5 Stars!]
Black Crusade: Hand of Corruption
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Dark Heresy 2nd Edition Beta
by louis-olivier f. [Verified Purchaser] Date Added: 12/13/2013 13:04:22
Beaucoup plus proche des autre jdr de 40k, très semblable à only war
Les armes semble maintenant plus proche de leur fluff et les point d'action des combat sont parties ce qui rend les combat plus simple.

Dommage d'avoir ramener les Wounds, le système des blessures était intéressant
aussi dommage d'avoir retirer les ultilisation de stat alternative pour les compétences

Rating:
[5 of 5 Stars!]
Dark Heresy 2nd Edition Beta
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Dark Heresy 2nd Edition Beta
by Marius F. [Verified Purchaser] Date Added: 12/02/2013 00:00:00
If you are new to the Warhammer 40K this book in it's current state gives you a limited view of the setting. All the setting stuff is taken out, but there is a lot of fluff text in the system sections that teaches you something about the setting. From this limited view I like the setting.

This book is mostly about the rules. The rules are presented in a dare I say American way, that is it is super verbose. It spends a lot of pages explaining the rules. Having example for a lot of the rules taking up even more lines, some of the examples have flaws in the math making them more confusing then helpful, but I guess that will be fixed in the final version.

The system hold promise, but I'm disappointed with the amount of choices. I made six characters in order to run the scenario in the back of the book, and I really felt that it was difficult to make all six unique. Some of them ended up a bit too similar for my taste. This might be that the character creation process leaves very little room for customization. You get only a small amount of points to spend as you want.

The system really need more equipment options for all categories, en especially for non-weapons. In addition it needs more elite advantages. The three that are in the book is way to few.

One final note I like the system for influence and subtelty, but I'm very sceptical of the economy system. In all my campaigns as player and gm money has been a important factor. Getting enough of them to afford to get or do something. In this system all you need to do is roll the aquisition dice. And I wonder how the players will feel about it. Is it going to be that they all want the best aquisition character to get them stuff, or will all of them try to get some knowledge of it?

Rating:
[4 of 5 Stars!]
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