Hey all, a friend of mine and I myself 'm looking for some advice for our Only War / dark Heresy 2ed campaign that will start soon.
We will start with 8k xp and can create a character either using the Only War rules or the Dark Heresy 2ed rules. The game itself (besides the character creation) will use most rules from Only War and rules from Dark Heresy 2ed only where our MG will decide they are better suited for his campaign.
The game is heavily combat orientated and our GM likes to provide really Crazy challenges. That is his game style.
So we need to prepare and build quite powerful characters.
I would like to build a psyker and my friend a fighter. What kind of fighter... that he didn't decide on. So really, it can be any kind of combatant, melee, ranged or heavy weapons, as long he can survive and provide a solid killing potential.
There will be 2 other players in the team, they are experienced with both systems and I'm sure they will came with something quite strong, and we just don't want to lack behind.
In the past I played other games from the wh40k series (Deathwatch, Black Crusade, Rogue Trader) but neither Only War nor Dark Heresy 2ed.
Because of that I'm a bit overwhelmed with the options, so for start I would like to ask you, which system is better suited to create a psyker and and which one is better to build a combatant.
After that major decision, I would like to ask you for solid options and directions I should focus my attention on. If you have build ideas, that would be most appreciated, too.
many thanks in advance.
Help me build an optimized character
I haven't played any of the other systems, but I DM'd a few campaigns of DH2. I can tell you that this system is built around everything and everyone being OP, so both Psykers and Fighters will be able to kick some serious ass if they are built intelligently. I don't know much about Only War, but DH2 contains most everything you would need for both builds IMHO.
My group found that there was kind of a check list of best practice items/talents to pick up at the start that absolutely everyone had. I can't remember all of them, but LITERALLY everyone started with photo contacts and the jaded talent. If you are starting with 8k XP I would recommend everyone gets Resistance (Fear) as well.
AS I said, these are just general best practice things that **** near everyone needs before you start specializing.
Start with 45 Willpower if possible; Jaded, Resistance (Fear), Adamantium Faith. That will save your bacon against Fear checks, and Iron Resolve is a nice one to have too if you have the spare experience.
If you're going for a melee build, Crushing Blow is a necessity, Combat Master is close second, and pick your method from there; spam attacks goes to Swift/Lightning Attack, Inescapable Attack is a must for single-swings. Two Weapon Wielder and its companions might be helpful.
For a ranged build, Mighty Shot is a must, and if you're doing a single-shot weapon Inescapable Attack is still important. Target Selection is also quite important if allies or the enemy like getting into melee. If you're doing semi-auto and full auto, that's a good place to get Nowhere to Hide; you'll buzz-saw your way through enemy cover. Spray weapons like flamers are always utterly amazing, as you don't even need to make rolls by RAW; just hope you don't jam (higher quality flamer makes that unlikely, which is even better).
Oh, another thing; if you do a flamer build, I suggest speaking to your GM about using the house-rule at my table; instead of jamming on a 9 damage, just make an attack roll and check that to see if you jam. It doesn't leave a weird gap in damage between good damage and Righteous Fury.
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Edited by Magus Black
Pointing out of 90 of the book the Psyker elite advance:
• Gains the Psyker trait, the Psyker aptitude, and a psy rating of 1.
You aren't totally gimped by going rogue Psyker mechanically.
You just have to pay a bit more for to catch up for
There is also the +10 to phenomenon, but you can push more though not recommended.
And you don't start with a focus so you Miss out on +10 (psyrating 2) and + 10 focus which believe me sucks untill u req it.
RP wise you have to have a bit of a radical group ;p good luck with that lol.
My group hasn't found out I am a unsactioned Psyker yet. It will be fun there is a SOB lols.
Thanks for all that info, in particular for comparing Only War and New dark Heresy.
Influence: will not be used in the game. Or at least will be limited.
But the GM said, in char gen there is some free requisitions based on influence that can be used.
Some support characters can be bought for influence as well.
So, OW is better for the start. And what afterwards? I have some xp to pump into the character after the char gen. how about the psy powers, talents and other stuff that is available after the char gen? How do they compare?
Radicals: yes, that is an option. I always double into the dark lores
and the GM let me do it. Most of the time it works out very well. There are some great role play situations coming out of that.
Sometimes I burn for my sins... and need to roll a new character, but thats fine from time to time
As far as I see, OW has little of the radical approach. In DH2 I see there are some options in enemies from beyond. Are the daemonic weapons and daemonhosts usable in the sense, that they don't result in an instant death?
Only war is focused around conflict and combat, your missions usually revolve around a conflict and your objectives are to help resolve the conflict.
I.e: Orks are raiding this planet
1st objective: Retake communication tower and send out distress signal
2nd objective: Recon missing battalion
3rd objective: ect
Dark heresy is about investigation, you are sent out to look into the dark corners and flush out any threats to the imperium. Investigation and Social skills are a bigger focus, where as your enemy won't be so blatantly obvious and ur missions more subtle.
I.E: There has been a murder of a retired Imperial Officer, he had made contact with the inquisition before he died seeking help.
Lead 1 his servants mention a Connection to an artifact dealer
Lead 2 the dealer remembers the officer brining him a strange artifact not long after some unknown woman came asking about it.
Lead 3 the woman is part of a cult and they think the artifact brings the dead back to life, or will grant them powers or what ever and now you must stop them.
Edited by Melil13
Melil13, thanks, but I'm quite aware of the differences in play style and background. I've played multiple other games from the 40k series and I've read quite a lot of 40k books, too.
Like I said in my initial post, the scenario will be quite combat oriented with some minor investigations along the way.
Its the mechanics of the two (Only War and Dark Heresy 2ed) that I'm trying to grasp and build a character in one of the two rules sets.
thanks to Magus Black I already know that OW starting characters are superior to DH2 characters. But what about an 8k character? a psyker in particular?
I'm looking for good combos and ways to optimize my survivability and damage potential, too.
So if you have any of such, please share, will be much appreciated.
Those are both mechanics, only eat is objective based, literally.
Dark heresy is more story driven.
Aha
I see. thanks for clarification.
Pointing out of 90 of the book the Psyker elite advance:
• Gains the Psyker trait, the Psyker aptitude, and a psy rating of 1.
If your GM is giving you the choice to build characters using any stuff from OW or DH2, be aware that a lot of talents were condensed down in DH2 and, in some cases, made even better (eg. called shot talents, unarmed fighting). On the flip side, certain talents were removed because they were not in the theme of DH2 or were considered a bit too good.
Once you've gotten past basic character creation, my recommendation is to primarily get talents from DH2 but refer to OW and see if there's anything special you like. There are three talents that I believe both you and your friend should get provided you have the experience and you want to have high survivability.
True Grit : once you start taking critical damage, you get to apply your TB again to reduce the damage. Very, very useful to prolong your existence provided you don't get one shot by a sniper or other powerful attack.
Fearless : this one is from OW and it makes you immune to Pinning and Fear. There's a bit of a prerequisite tree before you can get it but being able to not run screaming from the battle is pretty darn important, especially if your GM wants to wheel out big and intimidating baddies.
Step Aside : one extra evasion per round, yes please. Having an extra dodge or evasion can save your life if the dice are on your side.
These talents are all tier 3 and very expensive if you don't have the aptitudes for them but I recommend you try and grab them if you can.
Thanks, that are very valuable tips.
as for the psyker, I think high psyrating and a few powers will do better for that scenario.
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thanks Magus Black, your help is very valueable.
My character looks preaty solid now
PR5 is just fine.
Gates of Infinity
I have a bit of a problem with the once per 12h usage. That is a bit annoying
Invisibility
is there an update for that power? in my book it states :
"The psyker nominates a single target within range and line of sight, this could be the psyker himself. "
what do you think about the Puppet Master power?
Looks interesting, first of all, the utility out of it seems great.
For combat, I'm unsure about the 15 (3x PR5 wounds limit, is this a big number for OW?
does the minor manifestation of TELEKINESIS allow me to put explosives under the feet of my enemies? Are there any good demolition rules in OW or DH2
?
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I'm unsure if puppet master allows to perceive the world through the victims senses. A strict reading might suggest I need still have the poor guy in line of sight to be able to control him.
Do you have any quotes to support the "possession" aspect of that power? If so, it might be far more valuable then I thought, making infiltration of enemy headquarters a piece of cake.
on a second thought, maybe a pictrecorder (sending the video signal wireless to my data slate) would help in that situation.
BTW what are all the ways to boost BS?
RED-DOT LASER SIGHT +10 for single shoots
CUSTOM GRIP +5
what else?
Accurate weapons
Range
Aiming (and pointedly taking a full action aim rather than a half action)
The size of your target
REGIMENT
Home world: Schola Progenium (3) +3WP, +3BS, Unshakeable Faith, +1 wound
Commander: Bilious (2) Paranoia - +2 to Initiative = win
Regiment Type: Guerilla (4) +3 Per, -3 Fel, Stealth, Ambush
Special Equipment (5): Covert Strike - synskin, preysense, Chameleoline (3)
Drawback: The Few (+5)
Standard Kit: resiprator/gas mask (8), micro bead (8), auspex per team (10), 4 points left for whatever
Favored weapons: long las, autocannon
Stats:
WS 20, BS 43, S 20, T40, Ag 40, Per 33, Int 30, WP 43, Fel 17
CCCombo:
Surprise round1:
Long Las with Whisper Bolt Discharger (RT: HostileAq), modified stock, trigger adjustment + Ambush + Las Weapon Expertise + Las Weapon Mastery + Stealth Sniper + Mighty Shot + Crack Shot + (Eye of Vengence, Marksman, Sharpshooter,
So in the first round we sneak to the enemy (we have +50 stealth between camo cloack and synskin and stummers at the start of the game)
Aim full round +24, single shot +10, accurate +20, unaware target +30 = max +60 total BS 103
avarage roll of 50 gives us 5 DoS, so dmg is 3d10+7, Pen 1, Felling 4
Now the enemy can test opposed awareness -20 vs +0 stealth to see if they know where you are shooting form.
Round 1: Win initiative, your bonus is +7
Aim for half action, and shoot. IF they shoot to you, they have -30 to BS for camo cloak (stupid rule, should be one range bracket further away).
Round 2: repeat until all enemies are dead
Round 3:??
Round 4: Profit!
Have your seargant yell at you to get another +10 to BS and order comrades to Get Em! for addition +4 damage.
IF the BBEG comes at your range, then you can start using your powers. DOMINATE! If he is alone order him to run away for two round of extra shooting. If he have flamer order him to burn his companions. At fettered you can take out 2 enemies per turn with this power. When I was a GM, I had to send a few extra enemies, so the psyker could dominate them.
They took out Dark Apostle with it, some Nobz, burna boys etc.
You dont have to have this combo to be effective psyker - concentrate on willpower, psy rating, and get DOMINATE asap, and watch your GM writhes in rage as he fails those impossible to win opposed tests (because you test on 60+ and they on 30, maybe 40?)