Psyker rules - Deathwatch/Dark Heresy

By Sutekh2, in Deathwatch Rules Questions

I'm going to start a Deathwatch game shortly, with one of my players playing a Dark Heresy character. Since the player in question is an Adept with psychic powers, and kind of torn when it comes to the psychic rules. I see two options:

1 Let him play using the Dark Heresy psychic rules

2 Try to use the Deathwatch base mechanics (fettered, unfettered, push, etc) with the Dark Heresy powers.

And anyone recommend one over the other? Or present a good way to do the conversions needed in option 2 with a minimum of work?

The DW rules are pretty similar to the ones in BC, aren't they?

In which case you will find an spiffing conversion of the DH powers to the BC system here

Well technically, the adept would be at ascension level, and as such, would have access to its fettered/unfettered/pushed system, right? Thats not radically different from how its handled in DW. The only main difference is how new abilities are learned I would think.

Thanks both of you. I can see both solutions working. My main issue is having to think about two completely different mechanics as once, since the group as a Space Marine Librarian as well. So I'd like the basics to be as similar as possible. Think I'll start by comparing the DW and BC systems.

2 guys with psychic powers? Well get ready for the smackdown. Once the librarian gets to rank 3 or 4 his powers are auto-cast (fails on 91+), 9 times out of 10 won't (or can't) be resisted by non-psykers, and will deal anywhere from 3 to 10 times the damage of any of the weapons your other players have. Fun.

2 different mechanics are a pain and the DH ones are awful anyway. Your psyker is a walking D&D Wizard who sometimes explodes with all those minor powers.