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Thread: Who's played Dark Heresy?

  1. - Top - End - #75
    Ettin in the Playground
    Join Date
    Feb 2008

    Default Re: Who's played Dark Heresy?

    Given you have an optional reroll assuming a worse than average stat for any one roll, WP can be expected to be higher than 11; 12-15 is probably a more fair assumption.

    Of course, this is assuming pure RAW; most DMs permit point buy or at least allow players to assign their rolls, so odds are you get something in the 15-20 range for WP. Point buy is a straight 20, but either way is fine.

    Darkholder for an effective +10, Living Nightmare for +5.

    31 to 40 + 10 + 5 = 46 to 55 WP
    31 + 5 Toughness = 36 T

    XP Buy: 7,000 XP (Half way through Scholar Arcanum)
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    Sanctionite (1-499 XP):

    • Living Nightmare: 300 XP
    • +5 WP: 100 XP
    • Awareness: 100 XP


    Neonate (500-999 XP):

    • +10 WP: 250 XP
    • +15 WP: 500 XP


    Aspirant (1,000-1,999):

    • +20 WP: 750 XP (66-75 WP)

    Scholar Materium (2,000-2,999):

    • Psi Rating 2: 200 XP (3-4 Lesser Psychic Powers; LPPs)
    • Psi Rating 3: 200 XP (Force Barrage, 3-4 LPPs)
    • Psychic Power: 200 XP (Precision Telekinesis)
    • Dodge: 100 XP
    • Paranoia: 100 XP
    • Power Well: 200 XP


    Scholar Medicae (3,000-5,999):

    • Tech-Use: 100 (41 Tech-Use)
    • Awareness +10: 100
    • Awareness +20: 200 (61 Awareness)
    • Discipline Focus (Telekinesis): 200 XP
    • Psi Rating 4: 200 XP (Divine Shot, 3-4 LPPs)
    • Psychic Power 2x: 200 XP (Push, Preternatural Awareness)
    • Agility +5: 500
    • Agility +10: 750 (41 Ag)
    • Toughness +5: 250 (41 T)
    • Perception +5: 100
    • Perception +10: 250 (41 P)
    • Intelligence +5: 100
    • Intelligence +10: 250 (41 Int)


    Scholar Arcanum (6,000-7,999):

    • Logic: 100 XP (41 Logic)
    • Dodge +10: 100 XP (51 Dodge)
    • Medicae: 100 XP (41 Medicae)
    • Interrogation: 100 XP (66-75 Interrogation)
    • Discipline Focus (Divination): 200 XP
    • Psychic Power 2x: 200 XP (Utility Divination Power, Glimpse)
    • Power Well: 200 XP


    Divination Powers:
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    • Divine Shot
    • Glimpse
    • Preternatural Awareness
    • Far Sight/Soul Sight/Dowsing, etc.. (whatever is most useful for your campaign)



    Telekinesis Powers:
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    • Precision Telekinesis
    • Force Barrage
    • Push



    Choice LSPs (assuming 10 with WP 66; 15 with WP 70 or better; several of these will vary depending on the campaign. Pick from the following list as needed):
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    • Endure Flames (Fire immunity, heavy Plasma/Melta resistance),
    • Fearful Aura (broken LSP),
    • Chameleon (obvious use)
    • Call Item (get a crucial weapon/item past security with ease, rearm yourself with say a Force Weapon if necessary, etc)
    • Spasm (obviously useful)
    • Weapon Jinx (ridiculously useful, even with its nerf),
    • Sense Presence (obviously useful)
    • Space Slip (move through walls/doors with impunity),
    • Mutable Features (shape shifting with ridiculous Overbleed is obviously useful) 22+12+2 = 36 - 8 / 5 = 5.6 Overbleed = -50 penalty to the WP roll; most will autofail.
    • Truthseeker (effectively force the target to tell the truth or remain silent; see Mutable Features overbleed. Given that you have 66 Interrogation with a +30 bonus from Glimpse, he's talking)
    • Haywire (obviously useful; works without fail on completely mechanical/electronic targets)
    • Trusting Aura (effective +20 to all interaction skills; can be subbed out if you have Glimpse as the bonus doesn't stack)
    • Distortion (anonymity for you and your allies)
    • Without A Trace (obviously useful)
    • Float (obviously useful, invulnerability to most meleers including Arcoflaggants)
    • Healer (great interim power until you get Seal Wounds; still beats the hell out of natural healing with Medicae)
    • Dull Pain (Instantaneous Fatigue removal on demand is surprisingly useful, especially if you abuse Precision Telekinesis to increase carrying capacity)
    • Distort Vision (a classic; spam it while you kill something conventionally with Precision Telekinesis)




    Killing the Arcoflaggant:

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    First, we have Preternatural Awareness to auto-win initiative:

    6 (WP) + 6 (Invocation) + 22 (Psi 4) + 2 (Power Well) + 2 (Discipline Focus) = 38 - 9 / 10 = 2.9 Average Overbleed; round up for +24 Initiative, round down for +18 Initiative, +4 Ag Bonus. Going first is guaranteed either way. Dismiss Preternatural Awareness on your turn before manifesting, as it has served its purpose.

    Versus the Arcoflaggant, a monster you very obviously cherry picked due to its immunities and relatively high armor/toughness, we use Divine Shot + MP Lascannon, or any other similar heavy weapon: 5.5 * 10 = 55 + 10 = 60 ignoring 10 points of Armor. Alternately use a Multi-Melta or any other heavy weapons with comparable damage for an undodgable instant kill. Dead Arco-flaggant. Precision Telekinesis aimed Autocannons and other super-heavy weapons also do the trick.

    And/or you can just use the Lesser Power Float (5 meters off the ground is handily out of their reach) or simply go the Biomancy route in place of Divination and use Shape Flesh to give yourself Flier so you can pick them off at your leisure with Force Barrage spam, or WP aimed gunfire using Precision Telekinesis to substitute for BS Tests. This has the happy side effect of making these attacks completely undodgable and not subject to BS modifiers (including cover) by the RAW as it is no longer features a BS Test and is therefore not classified as a Ranged Attack.


    Miscellany/Summary:

    Your Force Barrage math is completely off by the way (also you never 'random roll' you use the average). First off, the Overbleed:

    6 (WP Bonus) + 22 (Psi 4) + 2 (Focus) + 2 (Power Well) = (32 - 21) / 5 = 2.2
    (essentially the same for a WP Bonus 7)

    Force Barrage Damage vs Arcoflaggant:

    WP 66: (5.5 [1d10] + 6 [WP] + 0.31 [Righteous Fury] - 7 [3 Body AP + 4 TB]) * 0.66 * 8 = 25.3968 average damage
    WP 70: (5.5 [1d10] + 6 [WP] + 0.31 [Righteous Fury] - 7 [3 Body AP + 4 TB]) * 0.7 * 9 = 30.303 average damage
    WP 75: (5.5 [1d10] + 6 [WP] + 0.31 [Righteous Fury] - 7 [3 Body AP + 4 TB]) * 0.75 * 9 = 32.4675 average damage

    As of the 3.0 Errata, Psychic Powers count as attacks, and therefore benefit from Righteous Fury (which is not specific to Melee/Ranged Attacks). Righteous Fury is calculated as 0.1 (chance of a natural 10) * 0.31 (by RAW you must use BS/WS, though you can substitute with WP using Precision Telekinesis for a .66-.75 multiplier) * 10 (difference between max and average damage on 1 dice + average damage on the bonus dice: 4.5 + 5.5) = 0.31 or .66-.75 if Precision Telekinesis is active. I'm only assuming the possibility of 1 RF per roll.


    While Push is useless against Arcoflaggants, it's definitely worth looking at in general, given that most enemies aren't flat out immune to Fatigue (not even Daemons or Servitors) and it enables you to capture targets alive (or kill them) with ease:

    6 (WP Bonus) + 22 (Psi 4) + 2 (Focus) + 2 (Power Well) = (32 - 13) / 5 = 3.8
    so essentially 3-4 Overbleed, which effectively translates into 3-4 additional points of Fatigue:

    66 - 50 (average roll) vs 50 - 50 (though average strength for most monsters is probably well below that) = 16 vs 0 so 1 degree of success + 3-4 additional degrees from Overbleed for 4-5 points of Fatigue, and the target is also knocked prone. Obviously this means an instant KO against the vast majority of enemies. With WP 70-75, increase the average # of Fatigue points by 1.

    Further, odds of a Perils of the Warp with all Psi 4 assuming Favoured of the Warp: 6.67%. The odds of something 'really bad' happening (as in instant death or severe injury) is considerably less; approximately 30% of that = ~2%.

    In the meanwhile, you are incredibly accomplished at a wide breadth of extremely useful skills, any of which you can get a +30 to at will via Glimpse (or reroll with Lucky if you took it) using only 1-2 Psi Dice, and can use WP by the RAW to substitute for any Characteristic in a Characteristic Test, from BS to Int. You also have access to a powerful utility Divination. Also note that Power Well and the Discipline Focuses aren't necessary; you can comfortably swap them out to further bolster your skills or acquire more if necessary or beneficial given the nature of the campaign.

    By the time you hit Psi 5, and have Divination, Biomancy, _and_ Telekinetics, you have essentially achieved godhood; everything beyond just compounds your phenomenal cosmic power.