YMMV / Dark Heresy

  • Game-Breaker: 2nd Edition is a bit fond of this. To the point of being ridiculous even by Warhammer 40,000's standa-HERESY! *BLAM*. All tactics are viable in service to the Emperor and your Inquisitor so long as it preserves the Imperium of Mankind!!!
    • The Inquisitor Elite Advance. This is designed to be a reward for an extremely skilled (and most likely, lucky) player. It *must* be awarded by GM fiat. Why? Well, the player becomes an Inquisitor, opening a massive amount of power they can wield now via roleplay. They also can earn talents, most of which give new ways of using Fate points. Examples include preventing the gain of Insanity or Corruption, donating Fate points to another player character, or even being allowed to ask the GM questions about whatever situation they are in, and be given the right answersnote . These are perhaps some of the lesser insanely powerful talents. The ones that take the cake though, are Jack of All Trades and Master of All Trades. The first instantly makes most of the Skills list "Known" skills. The second one upgrades all Known skills to "Trained" level. And both of these talents are far cheaper than purchasing training and further tiers in each of the skills.
    • In combat situations in the early game, the Long-las and the Sniper Rifle can get quite crazy. Since they have the Accurate quality they can get up to an extra 2d10 to their damage roll, making them more lethal than Bolters or Plasma weapons on a good roll (not hard with aiming and a good Ballistic Skill), all while drawing less attention, having plentiful ammo, and being relatively easy for starting characters to acquire.
    • First Edition's Ascension supplement also featured ridiculous skills, weapons and especially psychic powers. A decently built character at Ascension rank could slaughter most Space Marines with a little luck and some planning.