Help for making new classes for races

By Ansalagon, in Deathwatch Gamemasters

Okay, My grop recently started to play a 40k Campaign... We have been using a homebrew ruleset, but GM was unhappy with it, so we considered switching to Dark Heresy+ascension
and Deathwatch..

At first it was only two people (and the GM) they played a space marine from a custom chapter that is closely tied to Mechanicus and a high-ranking (and somewhat insane) techpriest. They are sent a sparcely populated backwater planet (the imperial war effort is trying to stop Abbadon's 14th crusade, so they are short on manpower)

On this planet where everything is wrong (orks are in an uproar, deamons lurk and a chaos marine sorcerer is leading gathering his warband in order to obtain an Eldar Infinity Engine) they accidently destory the wards on an eldar base, so it is no longer protected against the deamons... So they end up having to team up with the remaining eldar (this is where a new player joins, she plays the young eldar farseer and the player who played a spacemarine makes a new character, a psyker mechanicus techpriest)... And this is where the last player joins.. Playing a playing a rogue Necron lord (His C'tan ruler was destoryed and he awoke freewilled from the long sleep, and is currenty trying to build forces by bending tombworlds to his will so he will have enough stength to destory the remaining c'tan. His current motivation is that if this plannet falls the imperium will order an exterminatus, and the dormant tombworld he is trying to awaken on a nearby planet might be discovered) Yes this an odd character, but it all work surprisingly well together...

So we would like to hear any ideas to the classes?
the techpriest psyker - who happens to be lame and is sitting on a walking throne.. Will probably be made using DH/asc

The Eldar farseer - not sure what system to use...

The Necron lord - most likely be made wiith Deathwatch with the necron trait and some gear from the other reach book

That is about it, any help would be much apprisiated

Edited by Ansalagon

More than anything, would be very surprised to see the Eldar and Necron working together. Even if he's working against any 'loose' C'Tan, the necron is still trying to awaken his race and the Eldar know what that means for the galaxy at large.

The deathwatch working with him isn't inherently a problem any more than them working with any other xenos.

This should lead to a lot of friction, though.

Rules wise, it depends what you want to do; that is, if you aren't bothered about XP/Reknown/Etc, I'd just take the farseer and necron lord straight out of the appropriate sourcebook and say "there you go, that's your character". I'm not sure experience/new skills are really leant to for those characters, certainly not the necron.

The very desperate young farseer decided to accept his help to save her people... The Autarch weren't exactly thrilled... But decided to say "sure, if the old enemy can soak up our enemies fire, that " (actually it was in a very arrogantly phrased and eldarly attitude, using the eldar language) To which the Necron lord simply answer (understanding edar) "You are hopelessly outnumbered, massively outgunned and you can't run and hide like you always do. You can't afford to make more enemies" and then he kept his big mouth shut...

The marines weren't eaxtly happy about it either (but since we use the old necrons, its the first one that talked and the mechanicus guys in charge figured it was a great idea) they went along... which turned out to be a good idea, he and his Pariahs apparently had a knack for dealing we the chaos sorceres of the thousand sons..

The farseer want to change character (as the eldar and the imperium didn't exactly end on good terms) . So now we are building a Necron lord that is (rulewise) very similar to a marine from Deathwatch... and its not "new skills" its remembering old stuff..

Fair enough. I was meaning more in terms of stat increases.

Well, first thoughts: as you say, you need the characters to be more or less equivalent to a marine or you get a party consisting of "this awesome guy and his hangers-on".

Squad mode goes out the window, of course. If I wanted a quick way to balance things, I'd do it almost entirely via wargear and technology that's slowly 'coming back on line' - look through the list of necron wargear (including the cryptek stuff), and assume that there is a necron equivalent to everything like auspex, fields, etc, etc, and generally buy things in the form of signature wargear (whatever level is appropriate). Look at the costs for augmetics for a techmarine - let him have things like The Flesh Is Weak, as well.

It makes more sense for the lord to be steadily recovering/reactivating his artefacts, raiments, etc than 'getting stronger' - he won't phsically change very often; he is, after all, a machine.

Well, The one mechanicus guy is very much a walking weapons platform, heavy flamer, plasma pistol, build-in melta gun, servo-arm and a power axe. (he is working on rules for using it all it in the same round) combied with a jump-pack h is a force to be reckoned with... We have yet to make rules the psyker (as he wants a special school that lets him animate 'golems' made out of various materials)

Well, i found that 10 armor (from machine 10) everywhere is roughtly equvilant to a marine in powerarmor (a little more at start, but with now way to improve it as ofyet), then regeneration 1 at rank 1 (that can be improved from rank 3 and onwards), a little more HP than marines, but neither solo or or squad mode.

Really good point with the auspex, and we will look at flesh is weak, again. But initially.

We think that initially its going to be a pick between a warscythe or a staff of light.. Then with the signature weapon that for instance could be used on a gauntlet of fire.

I will take another look at things, thans you have been a great help :D

Edited by Ansalagon

Hey

If i was the GM i would use the Black Crusade or Only War rules.

They are a lot less hard to make new races/classes with.

- Erik