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Dark Heresy/Rogue Trader

Meatpuppet

Well-known member
Hey there Herolab guys,

I was wondering if you had any plans to support the Dark Heresy/Rogue trader RPG? (Which would be pretty damn spiffy IMHO)

Thanks in advance
 
Back a year ago, when I was working for Lone Wolf part time, I started making Dark Heresy files. Shortly after that, I became a full time employee, and after working 40 hours a week writing data files as my job, I don't really want to do more of the same thing in the evenings, unpaid. Sorry.
 
Add one more game to the list: Deathwatch

Supposed to be out in August 2010.

Honestly, if a data set were available for Dark Heresy, Rogue Trader, & Deathwatch, it'd be the next set I'd purchase.
 
For those of you interested in having us develop data files for the games from Fantasy Flight (and GW), we've contacted Fantasy Flight and they were evaluating their options. If some of you were to politely suggest to Fantasy Flight that they license out this task to us, it could help move things along. However, please be polite and tactful in any requests you make. The goal is to have them be receptive to the idea and positively inclined towards saying yes. :-)
 
Just picked up the system, and yeah, some Rouge trader support would be awesome. Will keep all my parts crossed, but otherwise just wanted to add a voice of support. (yes, I've done the poll too !)
 
We've spoken with FFG. At this point, it does not appear that we'll be doing anything with them in an officially licensed capacity for Hero Lab. Beyond that, you'll need to talk to FFG.

I wish I had better news, but that's how things look right now. :-(
 
Here's a possibility. If there were enough interest, we could investigate developing core mechanics files for DH/RT, just as we've done for D&D 4E. However, we would *not* be able to populate any game IP into the files. One or more users would need to step forward to take on that task and assume formal ownership of the data files, which would then be made available via the Authoring Kit option.

If some of you would be interested in taking on this task, let us know and we'll investigate the possibility further.
 
This thread actually got me to join this forum. I have been wishing for data files for Dark Heresy and Rogue Trader for a while now. The only reason I haven't picked up Hero Lab is because it doesn't support DH/RT. But if the core mechanics files were available I would totally be willing to pay for the authoring kit and do the data entry. Besides going through all the books with that much scrutiny couldn't hurt my GM'ing skills either.
 
I agree with Spoike, only I had noticed what I thought to be a dead issue, seemingly resurrected. The sole reason I purchased Hero Builder was in hopes that I could figure out how to use it for DH like we do for WH40k in Army Builder. I would definitely devote as much time as I could (and then some!) to help get a DH skeleton built!
 
Spoike, shinma72, if you're willing to try your hand at writing those core mechanics, I'm glad to help you through the process. I'd recommend you start by scanning the authoring kit wiki at http://hlkitwiki.wolflair.com/index.php5/Main_Page, especially the Savage Worlds Walkthrough in the Authoring Examples section.

Also, examine the various game systems in Hero Lab, even opening the ones you don't own in demo mode. Try out various mechanics, thinking about how you'd make use of them in the Dark Heresy files. I'd recommend importing some of the pre-made characters within Cortex, Savage Worlds, or WoD, and then looking at how the advancement tab works in those systems. That sort of advancement mechanism is how the XP spending in Dark Heresy will be handled. The core mechanics for advancement are already present in the Skeleton files, so examine those systems with an eye towards how advancement would be used in DH.
 
Mathias, I am *MOST ASSUREDLY* interested in it. I had stopped dev for a few weeks but had already pulled down the skeleton pdf and such and tweaking as I went. I will get back on it and I'm going to be laying out the structure of the stats and how the skills and such play back into it, something I had not done when I first dove in. Tonight I'll follow your suggestions and dld the demos and see how those work.
 
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