hey guys, i'm gonna start running my very first dark heresy campaign, and i'm looking for tips and tricks. i was pretty familiar with the first edition, but due to screw ups, we're gonna play 2e.
first of all, how does influence work? i get that it's a stat that characters have to roll to find gear, but they've got low-30's, and even finding an average piece of kit like a comm-bead will be tough. how do you play it out? higher bonuses on hive and forge worlds? commerce checks? good roleplay? i don't want to give them heavy bolters off the bat, but seeing some availability checks, even an inquisitor wouldn't be able to pay for some of the stuff in the rulebook. it seems a bit too abstract a concept for me, and i'm considering reimplementing 1e's throne mechanic for small purchases like food, housing and bribes.
second, and that's a minor nitpick, is an autocannon really 3d10 damage? that seems absurdly overpowered, but everywhere i've looked, it's the same 3d10 profile. the thing hits harder than a meltagun or a heavy bolter. in the tabletop game, back when i played, an autocannon was pretty much on par with a plasma gun give or take, but a melta beat both in terms of power. so i'm a bit conflused.
when you play, do you stat out atmospheric vehicles, and if so how? i was planning of giving them access to a civilian shuttle, with maybe on chase scene, but i haven't seen anything relevant for what i had in mind. i might be using rogue trader's rules for voidships if the players insist on going in that kind of direction, but if not, i'll handwave it unless you guys have an easy mechanic.
any and all help is really appreciated. i'm a bit nervous, to be honest.