Hey guys, I looked around to see if there was some sort of introductory of Dark Heresy on here, but I did not necessarily see anything like what I am looking for, so I'm creating a new topic.
My Fiancee and I just started a DH game GM'd by one of her friends, and have so far played 2 sessions, using pre-gen characters and one of the pre-made games. Ultimately it lead to a mostly TPK when the scum in the group chucked some grenades into a room full of promethium. So all but 1 of us is rolling new characters, unfortunately I'm waiting for my book to arrive via mail. We did however borrow some of the rulebooks prior to starting the game.
My impression of Dark Hersey is that the game is mostly broken down into
1. Investigation- finding the "problem" (research, investigating, etc)
2. Extermination- removing the "problem" (i.e. combat)
With most of the classes fitting into one or both of these 2 roles.
Some of the classes seem strait forward.
-Adept- strong in research, but not combat.
-Guardsman- the beatstick /meatshield/ warrior- strong in combat but not in investigation or research.
-Psykers- your "mages" of the 40k universe.
-Assassins- your damage dealing "rogues" of 40k. Can't soak up the damage that a guardsman can, but probably deals more out.
-Scum- my impression is that they are similar to Assassins, but stronger at the "investigation" aspect (with their connections to the less desirables of society) but weaker at damage dealing. Also seem to get hosed in the starting package compared to Assassins.
-Arbitrators- with my initial impression of the game, it seems like they could be some of the stronger character types- good at investigation and damage dealing.
-Clerics- I'm familiar enough with the 40K fluff that my initial assumption was that Clerics play the roll of DnD's Bard class (since I know they aren't healers). Providing buffs/ bonuses to moral, skill checks, and such. My pre-gen was a cleric, and I did not see anything of this in the character. It seems like the class is more of a fighter class with less options than other fighters, but with religious knowledge for research (Similar to Arbitrators in that they cover both sides, but not as good as the Arbites).
-Tech-Priests- I really don't get where this class fits in. My initial impression is that it is a class that is not that useful in lower levels but gets better as the party obtains better gear at higher lvls. I don't remember seeing anything that allow them to build/create inventions and such like a Arcane Mechanik or Bodger from the Iron Kingdoms RPG. So I'm guessing they shine in the upkeep and maintenance of more expensive gear and vehicles once a Party gets into higher lvls?
I'm leaning on my Fiancee on making an arbitrator, as it fits with her "police state mentality" of following the rules at all costs.
Also It's an easy class to explain since she is not familiar with the 40K universe.
I'd be tempted to play a arbitrator as well, but if I did, it would leave our 4 player party with 3 Arbites (the one surviving pre-gen is one too I think).
The initial character "ideal" I had was sort of a bounty-hunter/gun for hire gunslinger (I know there is the Metallican Gunslinger prestige-type class, and if I remember correctly, you can start off with this class as well, as a lvl 1 Scum or Assassin? (Think Star Wars- Cad Bane, or Necromunda's Kal Jerico)
Anyway, would anyone care to debunk my false impressions, or give any advice to a newcomer? What purpose do Clerics and Tech-priests actually server? I'm not that familiar with the Inquisitorial aspect of the fluff, but I get the gist. I grew up playing 40k circa rogue trader and 2nd ed (and I absolutely loved Necromunda) , along with playing the old Hogshead WH RPG.