The group i play with often treads the line with heresy. the group consists of a psychic forgotten scion of Haarlock, a repentant heretek, a renegade navigator, a Arbitrator turned Arch-Militant, and a mutant missionary. The GM's had to up our enemies in order to give us a challenge, which is fine by us, but heres the question. Does any of this strike you as munchkin-esque, or is this a good compromise, since we dont have an astropath, a void master, or a seneschal?
My character (haarlock) has only unlocked telepathy powers, and for the most part can send short range missives, he is ,however, sanctioned by this point in the game (long story short, our GM had training by a rogue inquisitor, who was also a psyker, and the psychic blocking of most of my potential by a spiteful daemon [i can only have a psy rating of 4 at max] round up to a sanctioning) and can use terrify virtually at will (luck of the dice gave me a willpower of 50 at the start, but my agility suffered for it). however, He automatically fails all fellowship tests with the Inquistion
the heretek has a baleful eye, a shouldermounted hellgun mechadendrite, a retractable chain blade (functions as a mono knife with tearing and pen 2) in his right arm, a cogitator full of forbidden lore and medicae knowlege (he gained a crapload of insanity points for that) which translates into all forbidden lores functioning as basic skills, and all medicae tests being one step easier. if it counts for anything, he's also got a willpower of 27 and a toughness of 32
the navigator has regeneration, dark sight, and a +10 bonus to agility. he also has a best craft mono groxwhip and a customized hell pistol. if it counts for anything, he's accumulated a malignancy that dropped his fellowship and toughness by ten points (31 and 30, respectively). he also has a daemonic book that allows him to make warp jumps one step easier free of charge, or three steps easier if he opts to take a willpower test. failure means we end up somehwere in the middle of nowhere, and he accumulates 1d10 corruption and insanity points.
the Archmilitant has mastery of power weapons, light power armour, a best craft power maul, a MIU bolter, tempest shells, and she's been possessed by daemons so many times over the course of the game that she can not only sense where they are in realspace, she can imbue her weapons and ammo with the ability to harm warp creatures. she can only do this with her own wargear, and it doesnt count as a psychic power for some reason.
the Missionary has Feels No pain, Hideous strength, a twohanded chainaxe (greatweapon with +4 bonus to damage, tearing, and pen 4) the Jaded talent, 20 insanity points, 25 corruption points, and the small detraction of having all fellowship tests with the inquisition and the ecclesiarchy two steps harder
we're all also rank 3, going on rank four. i included pros and cons in case you feel they balance out. i have a bad feeling they dont.