Deathwatch and Dark Heresy

By lordc447, in Deathwatch Rules Questions

Hey guys! I've got both of the rulebooks for Deathwatch, and I remember seeing one of the tip boxes that had several bulletpoints relating to using charachters in DH and DW together, but for the life of me I can't find it. If anybody knows where I can find it, I would be very appreciative!

Also, I saw in a few other posts something people called the Elite Advances rule. May I ask what this is, or where I can find it?

Sorry for all the trouble, but many thanks for any help!

As for DW and DH characters working together, I don't have the books at hand right now, but I do remember something like that.

Be careful, though, that DH characters ought to get the same kind of XP as a Space Marine if they want to be on the same level (that is, create them with 13000 XP to spend to boot, making them Ascension characters in the process), and that they won't be as tough as the Marines (and therefore may feel a bit overwhelmed when sh*t hits the fan).

For the Elite Advances, it's not really a "rule", it's just the point that says that when a player wants to take an Advance that is not on his tables (whether it becomes available at a later rank or is just inaccessible to him), he can talk about it with his GM, resulting in a negociation of the price for such an Advance and get it anyway (often it will cost him more than if he waited for it/had it on his Advance table, of course)...It's in the core rulebook, somewhere they explain how to take Advances I guess ;)

It's in Rites of Battle, nearish the beginning of the book.

DH and DW characters work together in the same campaign about as well as a party of Mages, Werewolves and Vampires in WoD... that is... not very well, in practice, due to conflicting rules and balance issues.

to be more precise its RoB, joint operations pg 69-72

and @siranui, yeah but then again any party with mages in is obscenely imbalanced :P . in my experience werewolf-vampire combos don't work too badly

Try using the Mind's Eye rules as well then; where Vampires get a zillion Celerity actions and can win all ties on speed and strength based challenges! Makes the werewolves look like cabbage patch dolls! partido_risa.gif

You would need the Dark Heresy corebook and the Ascension supplement to fully start to integrate character from both games. Personally, DH characters are glascannons with tons of talents and skills (so glasscannon + genius bruiser), while DW characters are super marios for anything related to combat and little else.

Well, depending on the books you read, a Junior Inquisitor will sometimes go along with a Deathwatch kill team.

It give the kill team a member with most of the sometimes needed skills.. especially when the GM decides EVERY

door is code key locked and requires a tech-use AND a security roll to open. our inquisitor is also a good way for

the GM to feed us info, thru the characters Lore skills and Forbidden Knowledge skills.

Calaron said:

Well, depending on the books you read, a Junior Inquisitor will sometimes go along with a Deathwatch kill team.

It give the kill team a member with most of the sometimes needed skills.. especially when the GM decides EVERY

door is code key locked and requires a tech-use AND a security roll to open. our inquisitor is also a good way for

the GM to feed us info, thru the characters Lore skills and Forbidden Knowledge skills.

Who needs keys and codes when you can break the door open? :D

Why break down the door when the Vindicare just pegged the guy inside from 10 blocks away?

Because breaking a door is cooler. Period.

Suppose you got a point there... but why break it down when you can melta-bomb it into oblivion!?

True, but melta bombs cost moar requisition. And I need them to stick to the face of the evulz baddie (did it for real, didn't end well for him...And me).

Oh man, how'd that turn out?

One Fate Point and one baddie down.

Totally worth it, if you ask :P

When the place you are fighting in is Underground... so no Vindicare snipering... and Is a Deathwatch Building... Doors are strong enough to keep the guys in termy armour from punching holes in em.... your 13K exp. beginner Space Weenie, has to Key code Every freakin Door... Tried to ask GM how the Them pointy eared freaks (Eldar) got in there in the first place... but, my GM was (note "WAS") a Newbie... and is now not the GM.