Dark Heresy: Ascension and Deathwatch

By grantneodude, in Dark Heresy

Currently building an Ascended psyker/Inquisitor for an upcoming Ascension and Deathwatch game. I'll be playing with three others, all of whom are Space Marines. I'm getting into the nuts and bolts of my character and one of the things I came across is wondering how to do anything about my gear. I'm wondering if there's anyone who might have some advice about it, since from what I see I'm going to be very behind in gear compared to the Marines in just about every fashion. I'm currently being given 6 years 'salary' at the Tier 6 paygrade, and that's it for my spendings. Anyone have a feeling on if this is probably too low, or have a suggestion on what to pick up with the money (approx. 7200)? From what I see I basically get 1 piece of armor with good AP, and start poking around for a Good-quality weapon *maybe*.


On a slightly related note, is Seal Wound worth it to pick up considering the power cost associated with picking it up? Roughly costing me 3 Discipline, and 4 Minor.


We're also looking at perhaps using Deathwatches requisition and renown system for me as well. Would this help counter balance the gear issue? Although it would only allow me to pick from Deathwatch gear really I suppose. Hmm, that could cause complications, thoughts?


Our group has played DH before, but this is the first time we'll be at such a high power level. My psyker is based around the psychic blade power quite a bit for if we need heavy damage.

In Ascension do you get your whole own set of acquisition rules that works with the Inquisitors influence score. You can read more about it on p.13 and then forth.

How seal wounds would cost you that much, it is one single major power meaning that it would "cost" you one school, do I not phantom. And without even knowing what kind of character you would wanna run is it hard to know if it even would be an extra cost as such to buy into the biomancy school. Cellular Control, Shape Flesh and Blood Boil as well that would be really effective with the high willpower that you would get yourself.

Since you are able to feather, the most broken thing in Dark Heresy since ever, would I say that you wouldn´t even have to think about weapons at most situations. Sure they are nice, but being such a high level psyker can you wreck ravage with your mind. Get yourself some unnatural willpower from the Inquisitor, use the major power Fling, and wreck total damage as you now are able to deal a butt load of d10 damage with your üpper willpower bonus. A psyker should really not think about weapons at that point, only about extra gear that will boost his powers and save his butt if things go wrong.

About what to spend your thrones on, while armour are nice are force fields even nicer, even if those are a pain in the ass to get your hands on, but should not be impossible at all. But my best advice about that is get what you think are nice and don´t think too much about what there are most effective, but what kind of playstyle you wanna play with.

Influence I know about, but it's not very possible to be picking up almost anything with the starting influence score. Almost anything I've been looking at that's nice has a modifier of -30 or more, and you only get to start at 40.

Well I'm looking mostly at Divination and Telekinesis with a bit of a focus originally on the Psychic blade. The 'cost' of Seal Wounds is the opportunity cost from buying it. Meaning I get my first power from that 'school' and nothing else, losing out on 4 minor powers, and 3 additional major powers from the other schools.

What kind of gear would be boosting my powers? I've got all the books, it's just always hard to know just where to look for things, and the stuff that's good isn't always obvious.

Yes, I do love force fields, but I haven't found any above 30. I thought I saw one at the 50 range, but all I can find is the 70 one that only works against psychic powers. Some help on locating things would be great.

Finally, I saw someone mention somewhere about wielding a Thunder Hammer with Precision Telekinesis. Do you know about applying WBP in any way to that? Also, that would allow me to wield a ranged weapon and test against WP too then right? Do I need the proper proficiency? I would guess yes, and will run with that unless someone knows a place that says otherwise.

I had actually not seen that you don´t get minor powers when you are choosing a new school... Will you look at that!

About power boosting gear, the only thing that jumps to my mind is the psy focus, but that is mostly because all the other items have been too expensive and only something that I have been able to drool over instead of use, so what they are called and where they can be found can I not help you with sadly :/

About Precision Telekinesis would I say that it is a grey area. RAW says that it acts like an extra hand of sorts, but being able to use a weapon with it... But it says as well that it is delicate and fine, so using it to swing a hammer... Personally would I not let my players do such a thing, but ask your GM if he would allow it or not.

Sorry that I can´t really be of any more use than that, but just as you have I neither played at that power level. So beside Favoured by the Warp do I not know of anything that a high level psyker needs to be awesome.

Well thank you kindly for all your help then! I'll have to browse through some books as best I can. You wouldn't by any chance know how one can acquire Unnatural Toughness would you? I keep hearing people talk about it being easy to pick up with bionics and things but I can't find anything.

I was extremely annoyed to notice you don't get minor powers when you choose a new school myself as well.

Precision Telekinesis is a strange one. It says you can 'manipulate objects as if you were physically handling them.' and allows you to '...direct small projectiles...' which is the strange one. No Errata. How would you feel about using it to hold and fire a gun? Still grey area, I know. Strange power in general as to me it would almost seem I should be able to deflect bullets with it, but that's just silly.

But again, thanks for you input so far!

The only way I know to gain Unnatural Toughness would be from Diciplines of the Dark gods where you can get a gene craft and from that the unnatural trait. Maybe do they look in some other books, RT and DW does have a lot of lovely toys to play with after all.

Guns would be a whole other thing, me allowing them, so long as they still took the normal attack action and you followed the normal rules for using a gun. The problem I have with the Precision Telekinesis is momentum, sure maybe can you manipulate the items as with you hands, but can you swing them around as well?

If you want a weapon that 100% can be used with some of the telekinesis like powers should you look at the Kineblades on page 141-142 of Ascension. They are a rather fun psyker tool, especially when you remembers that you can make them mono, or even lathe! I mean... being able to do 3 1d10+WB Pen 2 attacks as a half action is rather nifty, especially when they have WBx5 range around you, meaning a lovely little storm of knives that can attack whatever you want... so long as you take a small negative 10 on your WS. You not even needing a special trait to do it!

Edited by doomande

Hmm, I'll have to dig around in some of them then. Now that I've got a set date for the first session it's time to hit the books nice and hard.

For the guns to me I feel it would be almost easier to believe than a melee weapon. My GM though is ruling I still need to test against Melee and Ranged Skill so it's not helpful. I was hoping to be able to have the ability to fight in melee and range using WP. It makes sense to me, as you can see where you need to fire just fine and are mentally able to do it, you just don't have the physical mechanics down quite right. But it's awash anyway, and I might talk about it again with the other players. We'll see.

Yeah I saw those. Unfortunately my GM is ruling I have to be able to get them with Influence, which atm I have a 20% chance to acquire 1 of them. Not good odds. Add in WS is the most expensive one to upgrade and I'm moving to be looking for ways to be better with ranged weaponry and just use psychic blade in melee with it's 1d10+WBx2 Pen WBx2, and run with my 86 WP.

Do remember some of the neat minor powers there are in The Radicals Handbook! They start on page 148 and is highly usable, especially with that high willpower! Mutable Features is for example something that is to die for in an undercover mission... even if they are far between with Space Marines in ones party.

And yea, you can´t really get away from using WS and BS when you have to fire weapons... A good thing that there are the minor power known as Unnatural Aim then ;)

I'll have to take a look. I still say it should allow me to use WP instead of WS and BS, but mostly because I'm a RAW junkie a bit, and can easily see how it would be applicable. XD But yeah, I'll probably more likely rely on Divine Shot was my original idea. Just make sure to have weapons that pack a punch, and who cares about how good you can shoot them normally eh? ;)

Foreward: I did not read all the responses that came before me, so this may have been addressed.

I am running a game with 5 Astartes and 1 Ascended Storm Trooper.

What I found I had to do was bump the stats of his weaponry of choice a bit (I gave his personalized Lascarbine tearing and bumped the static damage a bit) which allows him to compete.

Of course, it is not as powerful as the Astartes weapons but it is more powerful than RAW DH. He also takes advantage of the special ammunition, some of which has been tweaked.

I give him a renown rating just like my DW Marines, but the way it works for him is that the higher his renown, the more access to more rare items he has. Right now he has 10 renown, relatively low, but now he can test to get items of rare quality. I treat the ship the team operates out of as a Hive City for terms of availability.

To be honest including ascended characters in Deathwatch is always going to be about what kind of campaign the Gm runs. If it is all combat then as a player RAW I would probably forget it and just go for a marine. However if there is a genuine mix of ropeway and political machinations then Inquisitors and the like could be great, just build up other skills and the like. For example max out Fel and Good Reputation Imperial Guard and then commandeer some troops 'oh Sgt you brought a kill team you say?' That's nice. I brought an army...'

pearldrum1: We are implementing a system that gives me access to something similar to their renown and requisition. I'm still not sure exactly how it's going to work, especially when I probably shouldn't have access to Astartes gear. But he's a huge fluff and miniature game junkie, so he's already done a few things. Like made plasma guns deal damage equivalent to plasma cannons. So we'll see what happens as we go along.

Visitor Q: For me it was largely about wanting to finally bring an idea to life. I'm told we'll have some talking and political machinations going, but I'm also not sure overall since the GM isn't exactly known for being great at GMing that kind of thing. (I play with a close group of friends so we're all pretty aware of each others GM styles.) But, I'll still have a bit of a low Fel, but I'll be the only one with talents and skills to back it up, as well as finding a handful of powers that might help.

I would love if anyone knows of a way to get Unnatural Toughness. I've read on a few threads there's a bionic for it? But I can't find it anywhere I've been looking.

We are implementing a system that gives me access to something similar to their renown and requisition. I'm still not sure exactly how it's going to work, especially when I probably shouldn't have access to Astartes gear. But he's a huge fluff and miniature game junkie, so he's already done a few things. Like made plasma guns deal damage equivalent to plasma cannons. So we'll see what happens as we go along.

The system will just need to be playtested and tweaked as it goes a long, like anything else. You should absolutely not have any access to Astartes gear. Ever. To me, that is one of those huge no nos, not just because it is sacred to the Astartes, but also because simply firing the weapon would probably kill your PC.

I don't understand the point in making plasma guns do the equivalent of a plasma cannon. That seems to me like it would unbalance the sh;t out of the game.

We are implementing a system that gives me access to something similar to their renown and requisition. I'm still not sure exactly how it's going to work, especially when I probably shouldn't have access to Astartes gear. But he's a huge fluff and miniature game junkie, so he's already done a few things. Like made plasma guns deal damage equivalent to plasma cannons. So we'll see what happens as we go along.

The system will just need to be playtested and tweaked as it goes a long, like anything else. You should absolutely not have any access to Astartes gear. Ever. To me, that is one of those huge no nos, not just because it is sacred to the Astartes, but also because simply firing the weapon would probably kill your PC.

I don't understand the point in making plasma guns do the equivalent of a plasma cannon. That seems to me like it would unbalance the sh;t out of the game.

The question then becomes what do I purchase using that system, and how? Since it's all Astartes gear that has the proper Req. cost listed for it. Again, we'll mostly see how things go. Luckily I'm a psyker so that'll at least limit the gear I require.

Because he felt the guns didn't do enough damage as they were. Don't ask me why. I don't know. He DID add the overheat quality back to them. For whatever that's worth.

Again, in the system I have implemented, he has access to everything he would in Dark Heresy the equivalent to being in a Hive City. His renown dictates what level of rare items he can get. Thus he has access to everything in any of the Dark Heresy books and supplements including the Only War books.

He will use weapons made for and meant for humans, not Astartes. Then, we will look at these weapons together - player and GM (me) - and decide whether or not they need to be tweaked. But the important thing to remember when tweaking weapons is to not make them the equivalents of the Astartes. Otherwise what is the point of playing a human? Just play a Space Marine. it is important to remember that human weapons simply do not do the same damage as Astartes weapons and that the human on the team is much, much squishier and should do all they can to assist in combat without being on the front lines.

So he can pick up anything at or below a certain scarcity so long as he can find it pearl? I'm just wanting to make sure I'm reading what you're saying right. If so it's certainly an idea we'll look into.

On a small side note, anyone know about taking Discipline Focus more than once? It's offered in more than one advance table, but the talent doesn't specify what to do about taking it more than once. I would be inclined to think it's implied you have to choose a new Discipline each time, but anyone know of a ruling one way or another anywhere?

So he can pick up anything at or below a certain scarcity so long as he can find it pearl? I'm just wanting to make sure I'm reading what you're saying right. If so it's certainly an idea we'll look into.

On a small side note, anyone know about taking Discipline Focus more than once? It's offered in more than one advance table, but the talent doesn't specify what to do about taking it more than once. I would be inclined to think it's implied you have to choose a new Discipline each time, but anyone know of a ruling one way or another anywhere?

In campaigns I have played/GMed it's always been the opportunity to choose a new discipline. But do what works for you/your group.

Edited by Lexdamus

So he can pick up anything at or below a certain scarcity so long as he can find it pearl? I'm just wanting to make sure I'm reading what you're saying right. If so it's certainly an idea we'll look into.

He can roll to see if he can acquire it - just like he would if it were a DH game with modifiers based on availability (the frigate they are on acting as the equivalent of a hive city) and penalties based on the rarity of the weapon/gear he wants. If he passes his roll, the armory has it in stock. If not, he has to wait until a resupply. His renown score dictates what he can attempt to roll for in regards to rarity.

I don't put time searching for something into the equation - the armory will either have it or they won't. And I may hook him up with something nice as well if he rolls really well. It all just depends and creates a nice little game within a game for him.

If you're being limited to rank 6 income, you're kinda boned. However, Ascension had a sidebar on Ascended Income, don't remember the page, but IIRC it was 1k/rank/month, so a minimum of 9k/month. Though, tbh, it also pointed out that as an Inquisitor/that tier, money as money is kinda irrelevant, as you have so much available to you through whatever means that money as money is meaningless for when you want something from your peers/peers of the Imperium/etc - money really only matters as money if you're not a Peer of the Imperium/equivalent, or you're talking money on a major scale - enough to be inconceivable for the average citizen, enough where it takes teams of Adepts to manage it.

For durability ... get a defensive field, if you can swing it, an Eldar one, if not, that's okay; as for getting Unnatural/other traits ... grafting from Radical's Handbook, but it's not cheap and if you want to do it in game, requires a skilled Magos Biologis to do with minimal risk.

If you're allowed to look all over, a couple of ways to increase your durability: various cybernetic implants can do this, either by a Toughness increase where the implant is, or by providing an Armor bonus that stacks with worn armor , such as subskin armor, cranial implants, or a bionic heart. In the case of armor implants, depending on rules interpretation, they may also benefit from armor craftsmanship.

Certain drugs/consumables can also provide an armor boost that stacks, either long term if applied regularly, such as leatherwort(BoJ), or short term such as lumacrete(LW enhancement, I think) - lumacrete gives a temporary The Flesh is Weak trait equal to your TB, IIRC. If you go this route, I'd advise getting a gland implant (IH), so that you won't run out.

I would not allow it in this situation because it would be heretical as hell for a mortal to use an Astartes weapon in my opinion, and thus neither acceptable by the society at large nor, if the character is realistically played, psychologically acceptable for him. It would not occur to him unless he was already heretical. For the same reason that it would not occur to me to murder all my neighbors and take their stuff. In-universe, it is an evil act. In fact, the character might well think that the outraged machine-spirit would kill him.

However, in the 40K RPG lines, mortals CAN use Astartes weapons (see Black Crusade especially for this).

The differences are:

Non-Astartes take a -20 to use it

and

The size category counts as one larger for a non-Astartes. So an Astartes pistol counts as a Basic weapon if a non-Astartes uses it, an Astartes rifle counts as a Heavy weapon, and a Heavy weapon counts as a Mounted weapon.

So you could use an Astartes boltgun with a -20 if you were to Brace it first -- set it up on a windowsill, for example. (Mechanically you would be better off using a regular heavy bolter in this case.)

PS. Lynata will show up in about 30 seconds now.

Edited by bogi_khaosa