1. What would you all consider the "core" Dark Heresy must have's for GM's? I would guess the original DH core and Ascention, but I'm sure there must be a few others.
2. Dark Heresy was the first game developed in the series, and there's no official W40K "core" rules. I assume there must be rules not in books in #1 above that are better elaborations or supplements. e.g., I've heard that the Rogue Trader psychic rules are better, that some of the combat rules in other books are better, etc. If this is true, what are those rules and where are they?
3. I just finished one of those nifty Inquisitor books and I was wondering about one of the Inquisitor's agents. She's called "Saint Josephine," as her inquisitor was clever enough to bribe the church into canonizing her as a living saint before she got the label "mutant." In addition to normal fighting abilities, she has superhuman regeneration abilities. Is there a character career that matches her, or is she just some weird one-off?