First, I want to admit upfront that I have never actually played any of the Dark Heresy games, am unaware of a GM's burden, and could be considered a combat-inclined power-gamer. That being said, I am fairly well versed in the mechanics portions of many source books. I am posting here to see how people react to my interpretations of written rules so I can adjust my expectations accordingly if I ever do enter a real game environment. At the moment, these are the foremost questions I have:
1) A recent topic I discussed with a GM was cameoline/chameleoline treatments to weapons. It is implied in several books that hard armor could be camo-treated. Then, if armor meant to deflect bullets and lasers can hold out for a mission or two, why not treat a sword or an axe with it? While the non-combat benefits of hiding a weapon and such are assured, I pitched for an in-combat benefit as well. As written, the weapon would have a blurry shape that could theoretically make it harder for opponents to Parry, though the wielder still has a telegraphic swing. My request did not go over well. How would you react to a request for a chameoline weapon?
2) The Privacy Field (from Radical's) and the Vox-Privacy Field (from Book of Judgement) have similar effects, their implied uses being to hide from prying eyes and ears. My first thought, actually, was that these items are great for a combatant who wants to hide from gunfire. Since they are explictly stated to block vision, deploying a field prevents people from aiming normally and would realistically make BS tests quite hard if not inapplicable. Both GMs I lightly prodded with this use shut me down immediately, though I was not expecting much either. While it is understandably unbalanced, what do you think of this use?
3) Lock-Punches (also from Book of Judgement) fling the user 2d10 metres away on a spectacularly failed Tech-Use test. Jumping even 2 metres up is impressive, let alone 20. With proper preparation, the Lock-Punch could be a cheaper, more accessible jump pack. This use inverts the good and bad case scenarios, trying to pass off the misfire as the true benefit. Again, I was denied this use. What is your take on using a failed test this way?
4) A more generic concern is that certain weapon fluff adds non-standard bonuses to specific weapons. Take the Mordian-Pattern Power Sword (Rogue Trader Core) for example: its description gives it a +5 to Parry that no other vanilla power sword has. Compare that to the Only War (Core Book's) listing of a Power Sword that otherwise has completely identical stats. Without referencing multiple books, a player can easily lose out on unique fluff that gives one piece of equipment a tangible edge over another. How would you address discrepancies between these kinds of items?
My main goal when creating a character is to be unique which, to me, means iconic equipment. One GM brought up was that if I (as a character) start using items strangely, people will start doing the same. He "politely suggested" that if I possessed a chameleoline melee weapon, so would every enemy I faced and theirs would explicitly be better than mine. Another potential concern is that what I ask for sometimes may be viewed as tech-heresy, since I ask for a lot of odd things, though I am not versed in that subject. For me, even the smallest boon is important; I fight for every last bonus I can squeeze from a given home world, weapon, and the like. Consequently, I believe most GMs would hate me. I would greatly appreciate feedback from the seasoned minds of this forum. Thank you for your time.