DH Careers As OW Specializations & Warband Creation Rules

By Mercucio, in Only War Beta

1 . Amalathians get a +5 penatly and a -10 penalty at the same cost a for a Recongregator to get a flat +10, a Thorian to get a valuable Tier 2 Talent, or a Xanthite to get a Forbidden Lore and a Talent. Faction bonuses should have re-balancing or variable costs.

Amalathians get a +5 bonus to four organizations; I looked at Recongregator and I am not sure how you are arriving at your calculation.

The Regiment creation rules make no distinction between the cost of Tier 1 or Tier 2 talents in any subsection. This is supported by the following Homeworld entries: Fortress World, Hive World, Imperial World, Penitent, & Schola Progenium. This is likewise support by comparing the Tiers of the various bonus Talent granted by Commander.

Xanthites also start with 1d5 Corruption.

2. Explorers might make better use of Perception or Toughness, instead of Agility or Toughness. Zealots get better Talents than everyone else. It would be nice if one of the approaches gave an Operate skill, although that's pretty nit-picky of me .

Done Per & Tou. See the above regarding Zealots, though if have alternatives I am open to suggestion. It is pretty nit-picky lengua.gif but I will see what I can do.

3. Xenos Infestation is ignoring a rule in Regiment creation that you may want to bring over. if character creation gives a skill multiple times, it just goes up to the next level of training. They're also going to be immune to some Xenos fear, and have a pretty tasty barrier up against xenos psychic ability. I'd say increase the cost on them or bring them in a bit.

I think you mean Cold Trade? I did forget the rule, but I also like the alternative I cooked up.

Tempered Spirit's is reined in because it is restricted to a limited class of creatures, balancing the enhanced benefits. Not to mention Xenos Infestation gains 1d5 Insanity.

4 Cybernetic Enhancement is useless for anyone that isn't a Tech-Priest or Sergeant, as the only Scarce cybernetics are bionic limbs (which would be Common craftsmanship and therefore mechanically the same as a regular limb) and the vocal implant.

Ya know, mildly annoyed. I originally had them at Rare and Very Rare and some suggested reducing to Scarce/Rare because they be overpowered. So which is it? lengua.gif

The other alternatives are to create specific list of options or re-examine the Availability Ratings of cybernetics over all, with a look to the DH books.

5. Rogue Psyker is kind of funny. If you don't have a Psy Rating, then you can't make Psyniscience tests or use any powers. As it is, the 3 point version is nearly useless. It would really only help with the purchase Warp Conduit and Bastion of Iron Will. Untouchables should take a Fellowship negative modifier.

Can you have Psy 0?

Untouchables DO take a Fellowship penalty. Reread the Characteristic entry again.

6. The Specialties still have atrocious gear; the Psyker and Tech-Priest are unarmed as things stand.

The gear of the specialties is the least important thing on my to do list.

7. I can't think of a Reason to play your Guardsman instead of a Weapon Specialist or Heavy Gunner.

That is because this document assumes you do not have OW specializations as an option.

I was making reference to the Recongregator having the +10 to all illegal goods and services.

All valid points.

According to your document, yes. "You may choose to be either a latent psyker with no Psy rating for 3 build points, or you may be an active, rogue psyker with a Psy of 1 for 4 build points."

I misread the Untouchable, whoops. My apologies.

Gear is pretty important! I don't think your party would be too happy with no weapons on two of them and somebody with a flintlock.

My mistake for assuming crossovers.

1. I was making reference to the Recongregator having the +10 to all illegal goods and services.

Do you feel that the benefit for Recongregators is too high? I look at as +10 bonus to one or two organizations/groups or a reroll for said groups is worth one point.

2. According to your document, yes. "You may choose to be either a latent psyker with no Psy rating for 3 build points, or you may be an active, rogue psyker with a Psy of 1 for 4 build points."

I know I would allow a Psy of 0, but question is do the rules support it? You'd spend 200xp to but to Psy 1 just like a regular Psy advance.

3. I misread the Untouchable, whoops. My apologies.

LOL, np. :)

4. Gear is pretty important! I don't think your party would be too happy with no weapons on two of them and somebody with a flintlock .

Well, ye wake up in a dungeon and yer nekkid and feeling mighty drafty…

Just kidding. While it is important, it is nowhere near important as the other things I'd like to nail down.

5. My mistake for assuming crossovers.

My document assumes a DH rules-centric game through an OW update. Crossovers are not prohibited but the document assumes you are using the Imperial Guardsman Career from DH.

Mercucio said:

1. I was making reference to the Recongregator having the +10 to all illegal goods and services.

Do you feel that the benefit for Recongregators is too high? I look at as +10 bonus to one or two organizations/groups or a reroll for said groups is worth one point.

2. According to your document, yes. "You may choose to be either a latent psyker with no Psy rating for 3 build points, or you may be an active, rogue psyker with a Psy of 1 for 4 build points."

I know I would allow a Psy of 0, but question is do the rules support it? You'd spend 200xp to but to Psy 1 just like a regular Psy advance.

3. I misread the Untouchable, whoops. My apologies.

LOL, np. :)

4. Gear is pretty important! I don't think your party would be too happy with no weapons on two of them and somebody with a flintlock .

Well, ye wake up in a dungeon and yer nekkid and feeling mighty drafty…

Just kidding. While it is important, it is nowhere near important as the other things I'd like to nail down.

5. My mistake for assuming crossovers.

My document assumes a DH rules-centric game through an OW update. Crossovers are not prohibited but the document assumes you are using the Imperial Guardsman Career from DH.

Perhaps doing some switching: Amalathians have a +5, Recongregators have a +10 and a -5

Having something with no mechanical basis (Pry Rating 0) as a starting option is kind of silly to me. Instead of enforcing the purchase, why not just have it as Psy Rating 1 and the Aptitude at the higher cost?

Would you like to see what my Dark Heresy specializations look like? I've also done some Home World/Origin work.

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1. Having something with no mechanical basis (Pry Rating 0) as a starting option is kind of silly to me. Instead of enforcing the purchase, why not just have it as Psy Rating 1 and the Aptitude at the higher cost?

I could, but I like the idea of a latent and an active.

2. Would you like to see what my Dark Heresy specializations look like? I've also done some Home World/Origin work.

I ' ve already seen them, remember?

That said, I'd be happy to give them a thorough look over.