Elite advances, first beta

By DeathByGrotz, in Dark Heresy House Rules

Because we can't all be inquistitor or a null!

WIP, feedback welcome

Weapons specialist:

Representing Death Cult Assassins, Crusaders, Inquisitorial Stormtroopers etc.

Extended Weapons Training [Type]

Prerequisite: Weapons Training [appropriate Type, f.ex. chain]

The specialist gains an additional degree of success when attacking or defending with any weapon of the selected type. This can and must be purchased multiple times for each weapon type. Additional purchases cost a culmative +300 XP each. f.ex., a third extended weapons training would cost 800 XP

Cost: 200 XP

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V V

Purge the (hatred) Fast Aiming

Prerequisite: Hatred (any) Prerequisite: WS or BS 55

+2 Damage and +10 WS or BS Called Shot now costs 0 AP

v.s. any hated foe. Cost: 600 XP

Cost: 400 XP |

| V

V Precise Barrage

Best Served Cold Prereq: WS or BS 60

Prereq: WP 50 The RoF cap for called shot is removed.

You may disengage any hated foe at Cost: 400 XP

any time, without needing a WP test. |

Cost: 600 XP |

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V

Tough as Nails

Prereq: Toughness 55

Treat your toughness modifer as 1 higher for the purposes of damage soak. On

successful resistence tests using the Toughness characteristic, you score one

additional degree of success.

Cost: 400 XP

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V

Relentless Bulwark:

Prereq: Toughness 60

You may spend 1 Fate point to ignore all nonlethal damage suffered this round.

Nonlethal damage is defined as anything where the wounds tables do not say "roll X or

die".

Cost: 800XP

Elite Infiltrator:

Agents of the Officio Sabotorum, Ordo Sicarius members, Shadow Agents etc.

Given the modular nature of what an infiltrator is educated in, an actual tree seems odd. They can pick any of the following:

Advanced Survaillence and Stealth training:
Prereq: Stealth rank 3, Ag 50
Any successful use of the stealth skill gains an additional degree of success.
Cost: 200 XP

Cryptography:
Prereq: Tech Use rank 3, Logic rank 2, Int 50
The character gains an advanced understanding of machine spirits and cogitators. He gains an additional degree of success to decipher coded messages using the logic skill and when using the commune and security subsets of tech use and subterfuge.
Cost: 400

Silver Tongue

Prereq: Charm rank 2, Deceive rank 2, Intimidate rank 2, Fel 50

The character gains an additional degree of success when using the charm, deceive and intimidate skills.

Cost: 200 XP

Deep Cover Operative:
Prereq: Specialist, Fel 50
Provided the character can realistically pose as a member of the organisations or groups he specialises in, any charm and intimidate tests occur without modifiers. He does not need a deceive roll to disguise himself as a member of said organisation, merely the correct tools at hand.
Cost: 600 XP

Demolition Specialist

Prereq: Tech Use rank 2, Ag 50

The character may spend a fate point to autosucceed any demolitions project.

Cost: 400 XP

It also came up in our group that someone may wish to either play a space marine assigned to the Ordo Xenos, for example, or go radical and later heretic. Space marines are still in discussion (trying to fiddle out everything relevant from 3rd and 4th edition TT codexes to make them fluff relevant), but here's what we decided for Chaos:

1. Devotion to any Chaos God is a conscious decision. This does not, however, entitle the character to any immediate benefits.

2. Heretical acts dedicated to a certain god, and in line with their dogma, will call their attention and create a single "boon" point. A character can have a maximum of five boon points, which can be spent as additional fate points (in which case they are lost and must be regained through proper acts) or, while unspent, give the following boni:

Khorne: For each maintained boon point, the character gains an additional degree of success on any WS test and does an additional point of damage in melee and ranged combat. He also gains a culmative +10 resistence to fear per point.
Nurgle: For each maintained boon point, the character gains an additional defensive rating on all body parts and +10 culmative resistence to cold, heat, poisons, diseases.
Tzeench: For each maintained boon point, the character gains an additional degree of success on any test involving the Willpower characteristic. Furthermore, he gains a culmative +10 resistence to psionices.
Slaanesh:For each maintained boon point, the character gains an additional degree of success on any test involving the Fellowship characteristic. Furthermore, the cost for the peer talent is halved as long as they maintain 2 boon points.

3. Acts in direct violation of their god's nature, such as a Khornate displaying cowardice, will reduce their boon points. It also gains them d5 corruption points.

Edited by DeathByGrotz

I really like this- very thematic.

If this is for the first Beta, Unnatural Toughness wasn't a trait (Re: Tough As Nails)

Is there a limit to the amount of times that Extended Weapon Training can be purchased? If not, I can see this becoming too powerful very quickly, especially at 200xp

Best Served Cold and Purge the (Hatred) are very enjoyable talents.

Fast Aiming is a necessary talent for this character to have- very easily demonstrates the Elite Advance's martial prowess.

Also, what is "non-lethal damage"?

I'd reccomend allowing Tough as Nails to stem from Precise Barrage as well, since Hatred is a talent that only affects melee combat.

Precise Barrage could have its XP cost lowered, since the shots will scatter anyways. Perhaps 400 xp?

I'm really pleased to see people working on the old Beta. I won't say anything, but I've got a little something in the works at the moment regarding the beta and one of my favorite aspects of the 40k universe, so I empathize with your enjoyment of the first beta.

Keep it up!

Edited by Kainus

These are good points. I need to fiddle with the formatting a bit to make the toughness tree work properly. Text is finnacky! ;)

Nonlethal damage is defined as anything where the wounds tables don't say "roll X or die". I can realistically see someone shrugging off fleshwounds or even muscle tissue damage, for example, or being on fire, for a while, but outright blowing off your head is still "burn fate or die", imo.

I'll take the cost reduction for precise barrage, since I haven't actually played much combat with my group (yet). They've been careful so far so it hasn't popped up enough for me to make a qualified opinion on what things are actually worth.

Updated to include a basic infiltrator and chaos concept.

I like those ideas; I'll clearly inspire myself of these for the actuel DH2; I once recreated ascension for DH2 with classes like inquisitorial archmilitant, Inquisitorial Officer (interrogator then Inquisitor), shadow agent, savant and praetorian.

It replaced very well Ascension and was more enjoyable, but now with DH2, they are less pertinent. Still, I thought that as you said, you can't all be inquisitors, nulls or psykers, so I think your Idead will go well with my precedent one!