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Only War Beta
Lead the charge against the enemies of mankind
Moderator: FFG Andy FischerFFGMark Topics: 107 | Posts: 1645
Dark Heresy careers as Specializations (PEACH)
by Plushy
Published on 11 July 2012 - 20:02:58
Page 2 of 6 (83 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 13 July 2012 - 23:05:18

I forgot to make this point too…

I personally would give the Arbitrator leadership aptitude.  They are naturally the authority figures that most citizens of imperium are legally allowed to know about.  Also who is going to lead the police riots when things go bad and public order needs to be restored?

Learning gives you Knowledge, Knowledge is Power, Power causes Corruption, Corruption is a Crime. Learning = Crime

Reply #17 | Published on 14 July 2012 - 03:28:19

Snowman0147 said:

If I may make a suggestion for scum is that maybe you should drop a aptitude and give it intelligence.  The reason for that is that scum is a very different beast than any other career options even in dark heresy.  These guys are more likely to do, meet, and know illegal things that would send them to the torch if they were ever found out.  Scum are more likely to deal with xenos and mutants which could give them access to things that a adept would normally not know unless the adept is trusted enough to know.  Scums are more likely to use heretek than any other career.

 

The second reason is that the scum has always been sort of the jack of all trades.  Skilled in many things and master at none.  Just getting intelligence will open a lot of doors, but it won't make it all cheap for them.  They can never be smarter than a adept because the adept would have intelligence and knowledge aptitudes.  I guess what I am saying is just having intelligence will ensure that scum will get to dip their fingers in the lores that they are not suppose to get into and tech use, but never as cheaply as the more focus of specialists.

I agree that scum is a bit of an odd jobs guy, I swapped int and tough between assassin and scum in my model, and it looks more right now:

Adept non-psyker: Knowledge, Social, Intelligence, Perception, Willpower, Fellowship, Agility
Adept psyker: Knowledge, Psyker, Intelligence, Perception, Willpower, Agility

Adepta Sororitas: Offence, Defence, Ballistic Skill, Weapon Skill, Perception, Willpower, Toughness
(if using blood of matyrs there is a lot of varity on this though)

Arbitrator: Defence, Leadership, Ballistic Skill, Toughness, Intelligence, Perception, Fellowship

Assassin: Finesse, Fieldcraft, Weapon Skill, Ballistic Skill, Agility, Perception, Toughness

Scum: Fieldcraft, Social, Ballistic Skill, Agility, Fellowship, Perception, Intelligence

Without signature

Reply #18 | Published on 17 July 2012 - 11:55:21

 I do think Arbites should be BS over WS. Also have you given thought to the special abilities?

Without Signature
Reply #19 | Published on 23 July 2012 - 22:53:11
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2

 Back from a long trip!

 

Note to self to work on the Arbitrator.

I am horrified by the thought of making a Battle Sister specialization. A Sister of Silence sounds fun… Any input?

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #20 | Published on 24 July 2012 - 10:56:18

Unholy_Ravager said:

 

 I do think Arbites should be BS over WS. Also have you given thought to the special abilities?

 

 

I have to disagree: Arbitrators are primarily close combat specialists. (They often use shields after all!) I think WS is more appropriate. BTW, Don't Arbitrators carry Shock mauls rather than power mauls? Also, If using Standard Arbites armor it would be light Carapace, Not the heavy stuff.

The Emperor protects! (The GM does not!)

Reply #21 | Published on 24 July 2012 - 10:56:10

Radwraith said:

Unholy_Ravager said:

 

 I do think Arbites should be BS over WS. Also have you given thought to the special abilities?

 

 

I have to disagree: Arbitrators are primarily close combat specialists. (They often use shields after all!) I think WS is more appropriate. BTW, Don't Arbitrators carry Shock mauls rather than power mauls?

But at the same time they use combat shotguns with executioner rounds (often with the shields).

Honestly, I would say they have both moderate BS and WS advances, and focus their characteristics elsewhere.

Reply #22 | Published on 24 July 2012 - 13:20:53
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 I'm torn over the Arbitrator. He swings his Shock Maul around and shield-bashes rioters a-plenty, but is also armed with a Shotgun. For now, I'll keep him with the WS aptitude, on the thought that you don't really see the Arbites running around with lots of long-ranged weapons.

 

Battle Sister
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Toughness, Ballistic Skill, Fellowship, Offence, Faith
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Forbidden Lore (Heresy)
Starting Talents: Hatred (Heretics), Unshakeable Faith, Weapon Training (Bolt, Chain Flame, Low-Tech)
Starting Equipment: Common-craftsmanship Sororitas Powered Armour (7 AP all), Common-craftsmanship Bolt Pistol and 3 clips of ammunition, Good-craftsmanship Chainsword
Starting Wounds: 9+1d5

Sister of Silence:
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Intelligence, Fellowship, Toughness, Knowledge, Social
Starting Skills: Forbidden Lore (Inquisition, Psykers), Awareness, Linguistics (BattleMark)
Starting Talents: Oath of Tranquility*, Quick Draw or Takedown
Starting traits: Untouchable
Starting Equipment: Good-craftsmanship autopistol with 4 clips, bodyglove
Starting Wounds: 6+1d5
 

*Oath of Tranquility: Any time the character gains Insanity or Corruption points, lower the amount gained to 1.

 

I'm trying to work out this Cell Creation thing and it's just kicking my ass. The asterisks are chosen separately per character.

 

Cell Creation

Home World/Origin*
Same as in Only War core rulebook
Imperial Divination*
Roll on Dark Heresy table, page 34.
Ordo
>Ordo Hereticus
Starting Skills: Forbidden Lore (Heretics); Deceive or Intimidate
>Ordo Xenos
Starting Skills: Forbidden Lore (Xenos); Logic or Tech-Use
>Ordo Malleus
Starting Skills: Forbidden Lore (Daemons); Psyniscience or Scrutiny
Inquisitor
>Puritan
>Radical
Special Equipment
>Cleanse With Fire:
Each character gets an Exterminator on a weapon of choice; gain Weapon Training (Flame)
Cost: 4
>Grenadiers:
Each character gets 2 Frag Grenades, 2 Smoke Grenades;
Cost: 2
>Infiltrators
Each character gets a Chameoline Coak; trained in Stealth
Cost: 3
>Close Quarters
Each character applies the Mono quality to any one melee weapon of choice, or a Pistol Grip to one ranged weapon of choice
Cost: 3
>Drugs
Each character gets an Injector and two of the following;: dose of Detox, Frenzon, Slaught, or Stimm; trained in Medicae
Cost: 2
 

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #23 | Published on 24 July 2012 - 14:22:28

Plushy said:

 

 I'm torn over the Arbitrator. He swings his Shock Maul around and shield-bashes rioters a-plenty, but is also armed with a Shotgun. For now, I'll keep him with the WS aptitude, on the thought that you don't really see the Arbites running around with lots of long-ranged weapons.

 

Battle Sister
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Toughness, Ballistic Skill, Fellowship, Offence, Faith
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Forbidden Lore (Heresy)
Starting Talents: Hatred (Heretics), Unshakeable Faith, Weapon Training (Bolt, Chain Flame, Low-Tech)
Starting Equipment: Common-craftsmanship Sororitas Powered Armour (7 AP all), Common-craftsmanship Bolt Pistol and 3 clips of ammunition, Good-craftsmanship Chainsword
Starting Wounds: 9+1d5

Sister of Silence:
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Intelligence, Fellowship, Toughness, Knowledge, Social
Starting Skills: Forbidden Lore (Inquisition, Psykers), Awareness, Linguistics (BattleMark)
Starting Talents: Oath of Tranquility*, Quick Draw or Takedown
Starting traits: Untouchable
Starting Equipment: Good-craftsmanship autopistol with 4 clips, bodyglove
Starting Wounds: 6+1d5
 

*Oath of Tranquility: Any time the character gains Insanity or Corruption points, lower the amount gained to 1.

 

I'm trying to work out this Cell Creation thing and it's just kicking my ass. The asterisks are chosen separately per character.

 

Cell Creation

Home World/Origin*
Same as in Only War core rulebook
Imperial Divination*
Roll on Dark Heresy table, page 34.
Ordo
>Ordo Hereticus
Starting Skills: Forbidden Lore (Heretics); Deceive or Intimidate
>Ordo Xenos
Starting Skills: Forbidden Lore (Xenos); Logic or Tech-Use
>Ordo Malleus
Starting Skills: Forbidden Lore (Daemons); Psyniscience or Scrutiny
Inquisitor
>Puritan
>Radical
Special Equipment
>Cleanse With Fire:
Each character gets an Exterminator on a weapon of choice; gain Weapon Training (Flame)
Cost: 4
>Grenadiers:
Each character gets 2 Frag Grenades, 2 Smoke Grenades;
Cost: 2
>Infiltrators
Each character gets a Chameoline Coak; trained in Stealth
Cost: 3
>Close Quarters
Each character applies the Mono quality to any one melee weapon of choice, or a Pistol Grip to one ranged weapon of choice
Cost: 3
>Drugs
Each character gets an Injector and two of the following;: dose of Detox, Frenzon, Slaught, or Stimm; trained in Medicae
Cost: 2
 

 

 

Oath of Tranquility may fit the fluff perfectly, but it is obscenely powerful. I would go with "reduces Insanity or Corruption points by half to a minimum of 1."

As for Inquisitors, you should look through Ascension. There are more than just Puritan and Radical Inquisitors, those are really just generalizations. There are complete factions, the Xanthites, the Thorians and more. Use those factions to choose the Inquisitor and add bonus skills or talents [not both] based on the personality of the faction.

Also, the Sisters of Silence were never a social faction. They existed to hunt and battle psykers, alien or human, it didn't matter. Your profile doesn't really match their lore. They should be roughly equivalent to a Sister of Battle, but with different gear. No power armor, for example, they wore carapace armor.

Without Signature
Reply #24 | Published on 24 July 2012 - 17:54:28
4
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 I think I'll make that exact change to the Oath of Tranquility. Maybe scrap the SoS for this power level, and just make some sort of buyable Untouchable trait.

 

I'm really struggling to find factions that would make sense mechanically. What sorts of bonuses would something like a Thorian or an Istvaanian give? It just clunks against an internal wall in my head.

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #25 | Published on 25 July 2012 - 11:45:11

I'm not sure off of the top of my head. Maybe write a specific talent or something to that effect. I'll take a look at it later.

Without Signature
Reply #26 | Published on 25 July 2012 - 19:22:26

 In Dark Heresy they always seemed more ranged then melee. While Arbitrators did get some melee talents(most notable take down). BS was a cheap advance, while WS was moderate and AGI and STR(both rather useful to melee) were expensive.

Without Signature
Reply #27 | Published on 26 July 2012 - 04:26:06
4
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 Still frowning at my Cell Creation chart. Here's some Home Worlds and Origins instead.

 

Imperial World
Characteristics: +3 Willpower, +3 to one other
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Creed)
Talents: Hatred (Mutant)
Blessed Ignorance: -5 to all Forbidden Lore tests
Wounds: Generate Wounds normally.

Hive World
Characteristics: +3 to any two of the following – Agility, Fellowship, Perception
Skills: Linguistics (Low Gothic), Common Lore (Imperium), Deceive
Talents: Heightened Senses (Hearing) or Paranoia or Unremarkable.
Accustomed to Crowds: Crowds aren’t Difficult Terrain, no penalties for Charging or Running through crowds.
Hivebound: -10 Survival outside of an enclosed or artificial environment.
Wounds: Reduce starting Wounds by one.

Death World
Characteristics: +3 to any two of the following – Perception, Strength, Toughness
Skills: Linguistics (Low Gothic), Survival
Talents: Light Sleeper or Lightning Reflexes or Resistance (Poisons)
Wary of Outsiders: -10 to all Interaction tests made in formal surroundings.
Wounds: Add two to starting Wounds.

Fortress World
Characteristics: +3 to any two of the following – Ballistic Skill, Willpower, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Hatred (choose one); Nerves of Steel or Sprint
Hated Enemy: Ordinary (+10) Willpower test to avoid attacking hated enemy on sight.
Wounds: Generate Wounds normally.

Highborn
Characteristics: +3 to any two of the following – Fellowship, Intelligence, Weapon Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Administratum), Inquiry
Talents: Air of Authority or Peer (Nobility)
Duty and Honour: -10 on all Charm, Deceive, and Inquiry tests made against non-nobles. +10 Charm, Deceive, and Inquiry made against nobles.
Abundant Resources: +10 Logistics.
Wounds: Reduce starting Wounds by one.

Penal Colony
Characteristics: +3 to any two of the following – Agility, Strength, Toughness
Skills: Linguistics (Low Gothic), Intimidate
Talents: Peer (Underworld) or Street Fighting
Larcenous: +10 Logistics to acquire contraband or other illegal items.
Wounds: Increase starting Wounds by one.

Penitent
Characteristics: +3 to any two of the following – Fellowship, Toughness, Willpower
Skills: Linguistics (Low Gothic), Common Lore (Ecclesiarchy, Imperial Creed), Intimidate
Talents: Nerves of Steel or Orthoproxy or Unshakeable Faith
Only One Life to Give: Ordinary (+10) Willpower test to act in the interests of self-preservation.
Untempered Zeal: Re-roll failed tests to incite religious fervor or righteous hatred in others.
Wounds: Increase starting Wounds by two.

Schola Progenium
Characteristics: +3 Willpower, and +3 to either Weapon Skill or Ballistic Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Air of Authority or Unshakeable Faith
Wounds: Increase starting Wounds by one.

Forge World
Characteristics: +3 to any two of the following – Intelligence, Ballistic Skill, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Tech)
Talents: Chem Geld or Technical Knock
Stranger to the Cult: -10 to all test regarding the Imperial Creed, and a -5 to all test dealing with members of the Ecclesiarchy in formal surroundings.
Wounds: Reduce starting Wounds by one.

Void Born
Characteristics: +3 to any two of the following – Willpower, Intelligence, Agility
Skills: Linguistics (Low Gothic), Common Lore (Imperium); Operate (Voidship) or Navigate (Stellar)
Charmed: When you spend (not burn) a Fate Point, roll a d10. If you roll a 9, you keep the point.
Ill-Omened: -10 to all tests dealing with non-void born humans.
Void Accustomed: No penalties for being in zero gravity.
Wounds: Reduce starting Wounds by one.
 

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #28 | Published on 26 July 2012 - 04:32:35
4
2

 And the fixed Arbitrator.

 

Arbitrator
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Ballistic Skill, Toughness, Fellowship, Intelligence, Leadership, Defense
Starting Skills: Common Lore (Adeptus Arbites, Imperium), Inquiry
Starting Talents: Jaded, Takedown, Weapon Training (Solid Projectile, Low-Tech, Power)
Starting Equipment: Good-craftsmanship Shotgun (pump action) and 4 clips of ammunition, Common-craftsmanship Shock Maul (counts as a Power Maul on Low setting), Common-craftsmanship Light Carapace armour
Starting Wounds: 10+1d5
 

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #29 | Published on 26 July 2012 - 09:14:08

 The Arbitrator looks good, the Homeworlds however, seem to be a mixed bag. Some of them are all upsides, while other are mix of upsides and downsides. I would suggest that you pick a model and stick with it.

Without Signature
Reply #30 | Published on 26 July 2012 - 21:03:40

I'd actually swap Leadership with Social for the Arbitrator. If for no other reason, because he was always the go-to class for cheap Inquiry.

Iron within, Iron without!

"it wouldn't be 40k if no skulls were involved"

-Cifer

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