People have brought up on several of the boards for the "older" games recommendations on how to "convert" the Dark Heresy setting to the better mechanics in Black Crusade. Does "Only War" have the same mechanical improvements? If so, would it cover everything you'd need for DH and DW (I'm guessing no on the latter).
Dark Heresy and Deathwatch to Only War?
I would think that out of all of FFG's 40k games so far, "Only War" is the easiest when it comes to adaptions or modifications, simply because it is so open right at the core. There's no solid progression tree, all you need to whip up a class is to throw together a bunch of aptitudes and maybe a few skills and talents, voila. Matter of minutes.
Several people are already working on conversion houserules just using the Only War beta PDF.
Whether OW offers "everything you need", however, very much depends on your individual interpretation of what you wish to convert. The Deathwatch game in particular seems to have been developed with the concept of hollywood'esque cinematic action in mind and, in addition to various fluff-based special perks, offers a ton of unique rules intended to further inflate the PCs' badassness absent from other games. I think you could easily "transplant" them if you wanted this adaption to follow the same path, though it'd obviously be some more work than if you'd just create new classes from scratch.
I say give it a try, though. I found fiddling with the OW rules to be very fun, be it just to come up with new regiment types, or even to craft your own set of homebrewed add-ons.
I've converted Dark Heresy and bits of Deathwatch to Only War, and am working on doing the same to Rogue Trader.
It's a lot of fun :3
I'm currently running a dark heresy game using the beta version of the only war rules. I converted all of the DH core classes over with no issues in about an hour. Any mortal characters and wargear is pretty easy to convert over.
Deathwatch on the other hand has some specific rules such as squad mode, armour history, and a few other things to make the game and the pc's feel more epic.
So far I haven't had any issues running my game. For consitency I double check all the npc's in pre-published adventures to make sure their talents/traits/gear are converted properly but that is pretty minor generally. I also really like the the logistics system for getting new gear. It seems like it's an updated version of of the ascension requisition method. Although I did houserule it that the pc's gain 5 logistic rating when they would have reached the equivalent xp of a rank advancement in DH. Which is roughly double the amount of XP.
Right now my pc's are a lasgun wielding cadian, a tech priest going for massive armour/toughness bonuses and wielding an omnician axe, and an elysian medic/pilot/party face.
Thanks all. https://docs.google.com/folder/d/0B517sKRcjGNrcVdlWVp6V19ZeEU goes to a blank page
furashgf said:
Thanks all. https://docs.google.com/folder/d/0B517sKRcjGNrcVdlWVp6V19ZeEU goes to a blank page
https://docs.google.com/folder/d/0B517sKRcjGNrcVdlWVp6V19ZeEU /edit
Try that!
Okay, tried similar to Plushy, going for a slightly different feel:
Also, made use of similar special abilities to Rogue Trader:
Only War: Dark Heresy!
Stats are rolled 25+2d10, as in Black Crusade. Humans get ‘ The Quick and the Dead ’ as in Black Crusade. They also begin with Linguistics (Low Gothic), two Common Lore skills and one Trade skill.
Adept
Statistics: +5 Intelligence
Starting Aptitudes: Intelligence, Knowledge, Perception, Willpower, Finesse or Social
Starting Skills: Forbidden Lore (any one) or Logic, Linguistics (High Gothic), Scholastic Lore (any two)
Starting Talents: Total Recall, Light Sleeper or Resistance (any one), Unremarkable or Peer (any one), Weapon Training (Low-Tech or Las or SP)
Wounds: 8+1d5
Starting Equipment: Autoquill, Datapad, Las-pistol or autopistol or monosword, Robes or Uniform, a supply of Thrones
Lore Master
: The Adept gets one bonus degree of success to any Commerce, Inquiry, Logic or Lore test.
Arbitrator
Statistics: +5 Toughness
Starting Aptitudes: Defence, Intelligence, Offence, Social, Willpower, Toughness or Leadership
Starting Skills: Common Lore (Adeptus Arbites), Intimidate or Inquiry, Dodge or Parry
Starting Talents: Iron Jaw or Quick Draw, Weapon Training (Low-Tech, SP, Shock)
Wounds: 10+1d5
Starting Equipment: Combat Shotgun, Shock Maul, Arbites Light Carapace Armour, Uniform, ID
I Am The Law!
: The Arbitrator gets one bonus degree of success to any Inquiry, Interrogation, Intimidate or Scrutiny test.
Assassin
Statistics: +5 Agility or +5 Perception
Starting Aptitudes: Agility, Weapon Skill, Ballistic Skill, Fieldcraft, Finesse, Offence or Defence
Starting Skills: Awareness or Deceive, Dodge or Sleight of Hand, Stealth
Starting Talents: Catfall or Lightning Reflexes, Weapon Training (Low-Tech, Las, SP)
Starting Equipment: Monodagger, Mesh Armour, Laspistol, Good-quality Monosword or Sniper Rifle
Wounds: 9+1d5
Subtle Murder
: The Assassin gets one bonus degree of success to any Athletics, Awareness, Sleight of Hand or Stealth check.
Cleric
Statistics: +5 Fellowship or +5 Willpower
Starting Aptitudes: Fellowship, Social, Leadership, Willpower, Offence, Defence or Strength
Starting Skills: Common Lore (Imperial Creed), Intimidate or Charm, Command or Scholastic Lore (Imperial Creed)
Starting Talents: Air of Authority or Radiant Presence, Weapon Training (Low-Tech, Chain, SP)
Wounds: 9+1d5
Starting Equipment: Armoured Robes (Flak Cloak), Stub Revolver, Good-quality charm and Two of: Pump-Action Shotgun, Chainsword or Flamer
Pure Faith
: The Cleric gets the Pure Faith talent, allowing access to Faith talents.
Or
Demagogue
: The Cleric gets a bonus degree of success to Charm, Command, Inquiry and Intimidate tests.
Guardsman
Statistics: +5 Ballistic Skill or +5 Weapon Skill
Starting Aptitudes: Weapon Skill, Ballistic Skill, Strength, Offence, Defence, Fieldcraft or Leadership
Starting Skills: Dodge or Parry, Intimidate or Command, Operate (any one) or Survival
Starting Talents: Weapon Training (Low-Tech, Chain, Las, SP)
Starting Equipment: Imperial Guard Flak Armour, Lasgun, Laspistol, 3 Frag Grenades, Dagger, Field Gear, Uniform
Wounds: 10+1d5
Offensive Drill
: The Guardsman gets a bonus degree of success to attack rolls.
Or
Defensive Drill
: The Guardsman gets a bonus degree of success to Dodge and Parry rolls.
Scum
Statistics: +5 Fellowship or +5 Perception
Starting Aptitudes: Fellowship, Social, Agility, Finesse, Perception, Ballistic Skill or Intelligence
Starting Skills: Charm or Scrutiny, Deceive, Dodge or Stealth
Starting Talents: Peer (Underworld) or Quick Draw, Weapon Training (Low-Tech, Las, SP)
Starting Equipment: Laspistol or Stub Revolver or Autopistol, Mesh Armour, Shotgun or some drugs or good-quality clothing
Wounds: 9+1d5
Smooth Operator
: The Scum gets a bonus degree of success to Charm, Deceive, Inquiry and Scrutiny rolls.
Sanctioned Psyker
Statistics: +5 Willpower
Starting Aptitudes: Willpower, Psychic, Knowledge, Perception, Offence, Finesse
Starting Skills: Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (any one)
Starting Talents: 400 XP of Psychic Powers, Weapon Training (Low-Tech, Las)
Starting Equipment: Las Pistol, Flak Vest, Robes, Force Sword or Force Staff
Wounds: 8+1d5
Psychic
: The Sanctioned Psyker is a psychic. He begins with a Psy Rating of 2, and 1d5 Corruption Points. He can buy the Psy Rating Advance.
Tech Priest
Statistics: +5 Intelligence
Starting Aptitudes: Toughness, Intelligence, Knowledge, Tech, Willpower, Defence
Starting Skills: Common Lore (Machine Cult), Tech Use, Forbidden Lore (Archaeotech) or Logic
Starting Talents: Chem Geld or Technical Knock, Mechadendrite Use (Utility or Weapon), Weapon Training (Las, Chain or Power)
Starting Equipment: Combi-tool, Dataslate, Laspistol, Mechadendrite (player’s choice), Light Carapace Armour, Chainaxe or Good-Crafstmanship Las Carbine
Wounds: 8+1d5
Mechanicus Impants
: The Tech Priest begins with the Mechanicus Impants trait. He begins with a Good Craftsmanship Mind Impulse Unit and two Good Craftsmanship Cybernetics of his choice.
The classes I presented are not 100% balanced. The Adept's equipment is poor, but his special ability is slightly better than the others, as Lore is multiple skills.
The Arbitrator should probably have Weapon Proficiency (Power) and a Power Maul, but I thought it was too powerful.
I hope you don't mind my critique…
Overall : If this is an Only War -level conversion, why are you using Rogue Trader/Black Crusade level characteristics and giving them The Quick And The Dead ? The special abilities are somewhat all over the place in terms of use; I Am The Law! will be a lot less useful than Offensive Drill , for example.
One thing I cannot stress enough; the average Aptitude spread is 4 Characteristic Aptitudes and 2 Special Aptitudes. Diverting from that can lead to some strangeness. It's a very solid rule to operate by.
Adept : Resistance doesn't make much sense. I know the DH Adept had it, but it strikes me as odd that the bookworm specializes in enduring toxic or freezing environs better than any other. One of his special Aptitudes (Finesse, Knowledge, Social) should be replaced with a Characteristic Aptitude (I suggest Agility) in order to bring him in line with the other established Specs (the average is 4 Characteristic and 2 Special). I'm also wondering why anyone would choose a sword for a character lacking Strength, Weapon Skill, or Offence.
Arbitrator : The cops don't get an Aptitude for shooting or smacking? Arbites are good at shotgun-blasting and shock mauling problems until they go away, from the comfort of a Rhino. The 4/2 Aptitude spread should come up here; he really should have Ballistic Skill and/or Weapon Skill, and probably doesn't need Social. Your worry about a Shock Maul being improper is unwarranted; that's standard issue for Arbites.
Assassin : No Perception aptitude? Defence doesn't make sense to me, either. Gear is fine, although I know their is a lot of love for autopistols from assassins.
Cleric : Lack of Ballistic Skill or Finesse means our friend here won't be hitting much with that Flamer of his. Command is a fairly military skill; why does he have it to start with? Faith talents are very powerful, and I know quite a few GMs who veto them outright. Starting with them is a bit much IMHO.
Guardsman : The 4/2 Aptitude thing is important here. Offensive Drill is also very, very powerful; a Guardsman will be a better sniper with it than an Assassin any day of the week.
As a matter of personal taste, I've always liked Autoguns as an alternative to a Lasgun.
Scum : 'Some drugs' made me laugh far harder than it should've. Other than that, looks fine.
Sanctioned Psyker : Whoa, laddie. Handing out Force Swords when everyone else is running around with lasguns and stub revolvers is a taste much. Doesn't he need Weapon Training (Force) or am I crazy? Offence and Finesse seem a little odd when he lacks Intelligence, which I think of whenever powers of the mind come up.
Tech-Priest
: No Ballistic Skill, Weapon Skill, Finesse, or Offence? This guy is paying maximum price for anything fighty! He also lacks Common Lore (Tech), which I think belongs here. The chainaxe strikes me as a very odd equipment choice. The lack of Rarity restriction on the Good-craftsmanship cybernetics can be dangerous; enjoy starting players mucking about with Synthmuscle and Subskin Armor. The MIU is odd to me; care to explain?
Thanks for the criticism, mostly taken on board!
Regarding Black Crusade 25+2d10 stats: I was hoping to make Dark Heresy
slightly
higher powered. This basically covers it. You're a competent individual, brought in for quite important tasks. The special abilities are to provide some slight difference between the classes. Remember, this game isn't about fighting on the front-lines, so investigative skills may be more useful than shooting. Sometimes.
Adept: Removed Resistance. Didn't go for Agility, but went for Knowledge and Finesse special. I didn't want to give Tech, as it should be the Tech Priest's thing. Re: melee weapons, I'm providing an option for Adepts from less advanced planets.
Arbites: Social is necessary for Intimidation, Interrogation and Inquiry, all staple Arbites skills. I've added in Ballistic Skill as suggested. They're better at parrying than they are at hitting things, but that makes sense. I've altered the equipment a bit. It's now better, but the equipment is an Arbites advantage. The Power Maul should be balanced by a lack of skill with melee attacks.
Assassin: Regarding not being as good a sniper as Guardsmen: Possibly yes, possibly no. A sniper needs to be stealthy, have a good eye and be a good shot. The Guardsman doesn't cover all these bases, the Assassin does. The Assassin also gets to use its special ability in wider circumstances.
Cleric: Yes, I removed Command. Wow, I didn't notice you needed to roll to hit with flamers now! Ballistic Skill is in!
EDIT: Turns out Spray Weapons don't need to roll to hit. May change BS for WS. Unsure, I don't want them to be overpowered packing Eviscerators. Dark Heresy leans towards Ballistic Skill here. I'm tempted to replace Ballistic Skill with Toughness, to reflect a lack of skill and training, but to show a physicality to the Imperial Faith. Doesn't quite match cloistered types, though.
Faith talents, well, they'll cost a lot. I've not decided on Tiers or Aptitudes yet. The Eviscerator is something of a trap choice, since Clerics aren't terribly skilled in melee, but do a lot of damage: It's powerful, but a risky choice, which seems appropriate.
Guardsman: Right, regarding Offensive Drill, I've toned it down a bit, but my explanation is as follows: This isn't a game for a setting of war. Interrogating prisoners and gathering information are often much more important than shooting or stabbing. Avoiding fights is probably smarter than the alternative. Still, I've split it into Melee and Ranged, now. Seems to work better. Regarding equipment, I've added in more options, to attempt to reflect lower-tech worlds.
Guardsman also gets the most variety of options for Aptitudes: This is intentional.
Scum: The drugs is basically to say 'DRUG DEALER' or 'GANGER' in big letters really. I never got why Arbitrators got the drugs in Dark Heresy and Scum didn't. Added in an option for really nice clothes, for those swanky noble types.
Sanctioned Psyker: Good shout on Force Weapon, but may add it back in, since Arbitrators and Techies get Power Weapons. I gave Psychic and Defence as their Specials. Didn't want to move in on the Adept and Techy with Knowledge. I could replace Defence with Finesse, I suppose.
Tech Priest: Okay, gave him more appropriate stats. Specials, Tech and Knowledge, of course. Regarding equipment, removed the cyber (throwback from older games). Gave, however, an Omnissian Axe. Powerful at first glance, much like the Arbitrator's Power Maul, but balanced by lack of Weapon Skill. If the techy hands over his Axe to the Guardsman, feel free to punch his player.
Okay, so here we go…
Only War: Dark Heresy!
Abilities are rolled at 25+2d10. Every character gets 2 Common Lore skills and 1 Trade skill. These should reflect the character's profession and homeworld.
Adept
Statistics: +5 Intelligence
Starting Aptitudes: Intelligence, Perception, Willpower, Fellowship, Knowledge, Finesse
Starting Skills: Forbidden Lore (any one) or Logic, Linguistics (High Gothic), Scholastic Lore (any two)
Starting Talents: Total Recall, Light Sleeper or Meditation, Unremarkable or Peer (any one), Weapon Training (Low-Tech, Las or SP)
Wounds: 8+1d5
Starting Equipment: Autoquill or Good-craftsmanship writing kit, Datapad or Tome, Las-pistol or autopistol, good-craftsmanship staff or good-craftsmanship sword, Flak vest, Robes or Uniform, a supply of Thrones
Lore Master
: The Adept gets one bonus degree of success to any Commerce, Inquiry, Logic or Lore test.
Arbitrator
Statistics: +5 Toughness
Starting Aptitudes: Ballistic Skill, Toughness, Intelligence, Perception, Defence, Social
Starting Skills: Interrogate or Scrutiny, Intimidate or Inquiry, Dodge or Parry
Starting Talents: Iron Jaw or Quick Draw, Weapon Training (Low-Tech, SP, Power Maul)
Wounds: 10+1d5
Starting Equipment: Stub Automatic, Reinforced Combat Shotgun or Good-Quality Shield, Power Maul, Arbites Light Carapace Armour, Uniform, ID, manacles
I Am The Law!
: The Arbitrator gets one bonus degree of success to any Inquiry, Interrogation, Intimidate or Scrutiny test.
Assassin
Statistics: +5 Agility or +5 Perception
Starting Aptitudes: Agility, Weapon Skill, Ballistic Skill, Perception, Fieldcraft, Finesse or Offence
Starting Skills: Athletics or Awareness, Dodge or Sleight of Hand, Stealth
Starting Talents: Catfall or Lightning Reflexes, Weapon Training (Low-Tech, Las, SP)
Starting Equipment: Monodagger, Mesh Armour, Compact Laspistol, Good-quality Monosword or Sniper Rifle with silencer and telescopic sight
Wounds: 9+1d5
Subtle Murder
: The Assassin gets one bonus degree of success to any Athletics, Awareness, Sleight of Hand or Stealth check.
Cleric
Statistics: +5 Fellowship or +5 Willpower
Starting Aptitudes: Ballistic Skill, Strength, Willpower, Fellowship, Social, Leadership
Starting Skills: Common Lore (Imperial Creed), Intimidate or Charm, Scholastic Lore (Imperial Creed)
Starting Talents: Air of Authority or Peer (Ecclesiarchy) or Radiant Presence, Weapon Training (Low-Tech, SP, Chain or Flame)
Wounds: 9+1d5
Starting Equipment: Flak Vest, Robes, Good-quality charm, Pump-Action Shotgun or Stub Revolver, Flamer or Eviscerator
Pure Faith
: The Cleric gets the Pure Faith talent, allowing access to Faith talents.
Or
Demagogue
: The Cleric gets a bonus degree of success to Charm, Command, Inquiry and Intimidate tests.
Guardsman
Statistics: +5 Ballistic Skill or +5 Weapon Skill
Starting Aptitudes: Weapon Skill, Ballistic Skill, Strength, Toughness, Offence or Finesse, Fieldcraft or Leadership
Starting Skills: Dodge or Parry, Athletics or Intimidate or Command, Operate (any one) or Survival
Starting Talents: Weapon Training (Low-Tech, Chain, Las, SP)
Starting Equipment: Imperial Guard Flak Armour, Autogun/Laslock/Lasgun with melee attachment or Chainsword, Laspistol or Autopistol, 3 Frag Grenades or 3 Fire Bombs, Dagger, Field Gear, Uniform, Uplifting Primer, Munitorum Manual
Wounds: 10+1d5
Melee Drill
: The Guardsman gets a bonus degree of success to melee attack rolls.
Or
Rifle Drill
: The Guardsman gets a bonus degree of success to ranged attack rolls.
Or
Defensive Drill
: The Guardsman gets a bonus degree of success to Dodge and Parry rolls.
Scum
Statistics: +5 Fellowship or +5 Perception
Starting Aptitudes: Ballistic Skill, Agility, Fellowship, Perception, Finesse, Social
Starting Skills: Charm or Scrutiny, Deceive, Dodge or Stealth
Starting Talents: Peer (Underworld) or Quick Draw, Weapon Training (Low-Tech, Las, SP)
Starting Equipment: Laspistol or Stub Revolver or Autopistol, Mesh Armour or Flak Cloak, Autogun or Shotgun, some drugs or best-quality clothing, may add one customisation to each weapon
Wounds: 9+1d5
Smooth Operator
: The Scum gets a bonus degree of success to any Charm, Deceive, Inquiry and Scrutiny test.
Sanctioned Psyker
Statistics: +5 Willpower
Starting Aptitudes: Weapon Skill, Intelligence, Perception, Willpower, Psychic, Defence
Starting Skills: Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (any one)
Starting Talents: 400 XP of Psychic Powers, Weapon Training (Low-Tech, Force, Las)
Starting Equipment: Las Pistol, Flak Vest, Robes, Good-Quality Staff or Monosword
Wounds: 7+1d5
Psychic
: The Sanctioned Psyker is a psychic. He begins with a Psy Rating of 2, and 1d5 Corruption Points. He can buy the Psy Rating Advance.
Tech Priest
Statistics: +5 Intelligence
Starting Aptitudes: Ballistic Skill, Strength, Toughness, Intelligence, Knowledge, Tech
Starting Skills: Common Lore (Tech), Tech Use, Forbidden Lore (Archaeotech) or Logic
Starting Talents: Chem Geld or Technical Knock, Mechadendrite Use (Utility or Weapon), Weapon Training (Las, Power)
Starting Equipment: Dataslate, Laspistol, Mechadendrite (player’s choice), Light Carapace Armour, Omnissian Axe
Wounds: 8+1d5
Mechanicus Impants
: The Tech Priest begins with the Mechanicus Impants trait.
Adept
: I quite like the look of this fella. Well done.
Arbites
: If you can find Shock Maul stats, I'd use those. Power Weapons are a bit much to be throwing around at character creation for "slightly" higher powered. Keep in mind that Chainswords are given to higher-ranking Priests and Commissars and use that as a gear reference level. Other than that, he looks fine; my nit-picks would be an option to take Jaded at start, to reflect seeing plenty of rough cases.
Assassin
: That Sniper Rifle is looking awful fancy. If that's what you're going for, then keep it.
Cleric
: Hmm. A part of me thinks he deserves Offence, for easier WS purchases and things like Frenzy (to represent that crazy side of the faith), but I have no idea what I'd take out for it. As for Ballistic Skill, I'd say keep it; while Flamers don't need to roll to hit, the most holy Boltgun does.
Guardsman
: One of the Guardsman's most special tricks in Dark Heresy was his training in Launchers at rank 2. I'd take out the Chainsword and instead give him Weapon Training (Heavy) and his choice of Rocket Launcher, Grenade Launcher, Heavy Stubber, or what have you.
Scum
: I actually really love this final product. "Some drugs" does need definition though, and I might say that making the pistols better quality instead of packing a larger gun could be viable, to respect the whole Han Solo thing.
Psyker
: Tradition usually gives the Sanctioned Psyker a Best-quality Staff. A Psy-Focus might be handy as well. The OW Psyker has both of these, iirc.
Tech-Priest
: Omnissiah Axes are major status symbols for the Adeptus Mechanicus, traditionally awarded only to exceptional individuals and rarely seen even among the Magos of the Machine Cult. Giving one to the Tech-Priest would be akin to giving a Guardsman a suit of Terminator Armor. Beyond that, the Tech-Priest lacks Weapon Training (Low-tech), which means he struggles to cut toast with a butter knife in the morning. He also has Mechadendrite Use but no Mechadendrites to use.
Power maul has a low and high version in the OW rulebook. The low version is 1d10+1 shocking. Should take care of the arbitor weapon issues. Although he'd still need weapon training power to use it properly.
Edit: @plushy
Your issue with the techpriest having an omnissian axe is very much a Tabletop vs roleplaying issue. Every tech priest on the table top has power armour and an omnisian axe, even the IG versions. Roleplay makes them supposedly super rare.
In my opinion they should be super rare for a non admech character to get their hands on. If you're in the admech itself I'm not sure they are actually that rare. Unless you can find an instance of text that states they are I don't see a reason why a techpriest character in OW shouldn't start off with one. It'd certainly wouldn't be any more powerful than a starting stormtrooper.
In point of fact I gave one to a player in my game playing a techpriest and it wasn't an issue.
Droma said:
Power maul has a low and high version in the OW rulebook. The low version is 1d10+1 shocking. Should take care of the arbitor weapon issues. Although he'd still need weapon training power to use it properly.
Edit: @plushy
Your issue with the techpriest having an omnissian axe is very much a Tabletop vs roleplaying issue. Every tech priest on the table top has power armour and an omnisian axe, even the IG versions. Roleplay makes them supposedly super rare.
In my opinion they should be super rare for a non admech character to get their hands on. If you're in the admech itself I'm not sure they are actually that rare. Unless you can find an instance of text that states they are I don't see a reason why a techpriest character in OW shouldn't start off with one. It'd certainly wouldn't be any more powerful than a starting stormtrooper.
In point of fact I gave one to a player in my game playing a techpriest and it wasn't an issue.
They're ranked as Extremely Rare in RT, and impossible for any non-Techmarine to acquire in DW. They're also ranked as Extremely Rare in OW.
For comparison, it's equivalent to giving a Guardsman a free Storm Bolter.
Once again that's the roleplay. The tabletop represents it completely differently.
I'm not saying to go against the RAW here. That's up to each GM when running their game. I'm just saying that the roleplay represents it one way, and the tabletop the other. For anyone who's not part of the admech I'd probably agree with you. Hell for a dark heresy game especially I agree with you because starting out with a power weapon is an extremely strong option.
If you're starting with a higher xp DH game or running OW which already gives starting characters access to very good gear, then it's not much of a stretch for a GM to let a player start with an omnissian axe.
You'll also notice the omnissian axe in OW has a different profile than it did in any of the other books.
OW 1d10+4, pen 6, powerfield, unbalanced
RT 2d10+4 pen 6, powerfield, unbalanced
I don't have my other books on hand to reference it but the OW version is significantly weaker than in other versions of the game.
Edit: If you're going to compare it to giving a guardsman a stormbolter then if you're using the OW rules a starting weapon specialist if they did custom regiment creation can start with litterally any basic or heavy weapon they want despite rarity. This includes the stormbolter.
So no, giving a techpriest an omnissian axe is really not that crazy.
Very good criticisms, all.
Regarding the Power Maul; I was going by fluff here. Arbitrators get Power Mauls (not Shock Mauls) as standard issue, according to the background. Also, I figured, that they'd need to sink a lot of XP to be competent at using them. The same goes for the Cleric and the Eviscerator, to a lesser extent.
Regarding Guardsmen and Heavy Weapons: I'll add in the option, but leave in the chainsword option too. I wanted the Guardsman class to be able to represent both a grunt and a Sergeant, hence giving both Fieldcraft and Leadership as options. I think making Weapon Training (Chain) optional, with the option for Heavy Weapon Training (Launcher or SP) might be fair, but not giving a heavy weapon at the start. One could argue that the other guys get power weapons, but the Guardsman can get +5 BS, as well as Rifle Drill, to really mess folk up with a heavy stubber.
Regarding the Techy: He starts with a Mechadendrite
However, the Omnissian Axe thing is an issue. Like I said, I was going for higher-powered. I could offer the Omnissian Axe or a good-quality cybernetic. As it stands, yes, it's a power weapon, but he's not going to hit anything with it.
Regarding the Scum: I may add in the option for improved pistol quality. The drugs, I'll add in more detail later: They will likely be recreational as opposed to combat drugs.
Psy-Focus and staff is a definite for the Psyker! Good call!
EDIT: Weird, I can't edit my earlier posts….
EDIT 2:
I'll also add in some minor perks for homeworlds.
For example: Hive World will give Accustomed to Crowds. Void Born will give Void-Accustomed. Imperial World will give… something. I don't really want to modify stats further, as they can make things quite extreme to begin with.
Droma said:
Edit: If you're going to compare it to giving a guardsman a stormbolter then if you're using the OW rules a starting weapon specialist if they did custom regiment creation can start with litterally any basic or heavy weapon they want despite rarity. This includes the stormbolter.
So no, giving a techpriest an omnissian axe is really not that crazy.
Not true, actually. The cap for such things is Very Rare; so he could have a Bolter (and the Heavy Gunner could have a Heavy Bolter) but not a Storm Bolter.
@Bluntpencil: I'll just admit to not liking people starting off with Power weapons. You're right about the Shock Maul thing (for which I apologize) but the Omnissiah Axe just needles me. "He's not going to hit anything with it" confuses me; quite a few melee talents have the Strength aptitude as one of the two assosciated. I'll leave it up to you.
For the Guardsman, Weapon Training (Heavy) is the current talent. Heavy Weapon Training no longer exists. Good call on maybe not giving him a heavy stubber, though. That could be a problem with all of those handy BS bonuses.
Plushy said:
So no, giving a techpriest an omnissian axe is really not that crazy.
The point still stands that an omnissian axe is not that crazy for a techpriest to start with compared to what other classes get at creation.
Edit: I think we've argued this point to death though. People can draw their own conclusions about what best fits their game.
Plushy said:
Droma said:
Edit: If you're going to compare it to giving a guardsman a stormbolter then if you're using the OW rules a starting weapon specialist if they did custom regiment creation can start with litterally any basic or heavy weapon they want despite rarity. This includes the stormbolter.
So no, giving a techpriest an omnissian axe is really not that crazy.
Not true, actually. The cap for such things is Very Rare; so he could have a Bolter (and the Heavy Gunner could have a Heavy Bolter) but not a Storm Bolter.
@Bluntpencil: I'll just admit to not liking people starting off with Power weapons. You're right about the Shock Maul thing (for which I apologize) but the Omnissiah Axe just needles me. "He's not going to hit anything with it" confuses me; quite a few melee talents have the Strength aptitude as one of the two assosciated. I'll leave it up to you.
For the Guardsman, Weapon Training (Heavy) is the current talent. Heavy Weapon Training no longer exists. Good call on maybe not giving him a heavy stubber, though. That could be a problem with all of those handy BS bonuses.
I've made the Omnissian Axe optional. It's a decent choice, but won't be hugely powerful. It's powerful, but, I think equipment should be a Techy's strong point. They should have the best gear: It's their job.
Regarding the Guardsman; I think I might replace the bonus stats. The +5WS will stack too well with Melee drill, as will +5 BS with Rifle Drill. I think +3 WS and +3 BS would be better than +5 to either.
Re: The Arbitrator and Jaded. I decided not to give it for 'tough cases' etc, since any of the careers could feasibly have seen horrific things. It's only a Tier 1 talent, so you can buy it with starting XP to reflect a harsh start.
Can you send me you conversion instructions ? I'm just waiting to buy the OW game
So just to be clear, there are no conversion rules in the Only War rule book for Deathwatch?
Romulus Luki Gygax said:
So just to be clear, there are no conversion rules in the Only War rule book for Deathwatch?
That is correct.
DW is about being more than a man, forsaking what makes you human to defend them. (Alternatively: Being a badass space marine).
OW is about being one little person in an inhuman organisation that cares little for the fate of a single soldier fighting enemies much larger, tougher and probably more numerous than yourself.
Edit: As Plushy (and probably some others) have mentioned you can probably find home made conversion rules somewhere. The apptitude system seems rather flexible so it shouldn't be impossible to do DW in OW.
Check the forum you're on right now. I just put up my conversion work for Dark Heresy in a state I'm quite happy with.
This thread isn't marking as read in my browser. Seeing if posting again will fix it.
Any results on the conversion of the Rogue Trader classes? Looking forward to it!
SekMeth said:
Any results on the conversion of the Rogue Trader classes? Looking forward to it!
Not yet! They (along with some Ascension classes) are next on the agenda, along with maybe a few heretical options.