N18 Ideal Starting Loadout For a Delaque Phantom Psyker

Hailrig

New Member
Nov 2, 2020
7
0
1
Curious for folk's thoughts on this - looking at putting together a Delaque gang for a campaign, and really enamored with trying to make a Psyker phantom with Psi-Touched, and doing cool wyrd power things. Now naturally, the problem with this is that taking powers from the Book You Want To Use costs 9xp as you can't take Outcast powers with your starting set.

So, the question then: what do you figure is the ideal loadout for the will-be Psyker to help baby him up to the 9xp he needs for a cool power as quickly and smoothly as possible?
 
That would depend on the outcast power you're ultimately building towards.

That said this is the crux of the issue with psyker phantoms:
- if you give them a good gun, then they are better off just using that gun.
- if you give them bad gear to make using a power a better use of their time, then they aren't going to be able to get the xp to get the good powers.
 
  • Like
Reactions: Aulenback
If you have 30 credits burning a hole in your pocket at gang creation, then using spatial psychosis on a plasma gun phantom is a nice backup to have if/when the plasma runs out of ammo.
 
  • Like
Reactions: Covenant
I considered running my psyker phantom as a plasma, though I'd been anticipating running an overwatch plasma as my leader, and wouldn't want to double-up.

I wouldn't be super surprised if our campaign houserules to allow gangers to return gear to stash, though, which smooths it out somewhat I'd think by allowing a phantom to use a plasma gun to 9, and then pass it off?
 
I just go for a flechette and web gauntlet on my psyker phantoms, use them for spatial psychosis until you can get that first good power or speak to your arbitrator as to whether you can skip the faq and have access to outcast powers like every other gang with psyker options can...
They may be worried about balance but if you caveat a limited number of non whisperers most likely just one then your group may not complain.
If you were wanting a 2nd special weapon a grav gun can be very useful with its area denial perk.
 
  • Like
Reactions: HugeSamples
I don't have the possibility to look at it but they are other psycker powers in one apocrypha where Delaque face CGC. Maybe worth checking it.
 
I don't have the possibility to look at it but they are other psycker powers in one apocrypha where Delaque face CGC. Maybe worth checking it.
I could be mistaken, but I belive those are alternate powers for the Spyker hanger on specifically? (And not especially good)
 
Oh! Just now thought of:
Medi-kit. Or even without.

As of the 2023 edition of the rules, a fighter gets an extraa experience for successfully Assisting another fighter during the Recovery Roll. So having them play field medic as often as possible could net them a decent amount of experience, IF your fighters are being knocked over by shooting during games. Having them hang out near your back gun-line during fire-exchanges, or following the more important targets that are moving across the table from somewhere to somewhere, and Assisting Recovery rolls, could actually work. Including the One For Being There, that could net them two or three experience per scenario pretty reliably.
 
May want to think of eternal slumber if using as medic following behind a webgunner, might get a rare use out of the psychoterika that way that's not just spatial psycosis!
If only phantoms could take the wyrms...
 
May want to think of eternal slumber if using as medic following behind a webgunner
Eternal slumber is a double action and very hard to use without the wyrm,. i.e. you already need to be in position before you want to use it. "Wasting" a phantom's stat line to clean up effectively dead models doesn't feel great to me.

You'd need to invest in a psychoteric thrall if you want to go that route, and they are pricey--90 credits + a hanger-on slot.
 
Oh! Just now thought of:
Medi-kit. Or even without.

As of the 2023 edition of the rules, a fighter gets an extraa experience for successfully Assisting another fighter during the Recovery Roll. So having them play field medic as often as possible could net them a decent amount of experience, IF your fighters are being knocked over by shooting during games. Having them hang out near your back gun-line during fire-exchanges, or following the more important targets that are moving across the table from somewhere to somewhere, and Assisting Recovery rolls, could actually work. Including the One For Being There, that could net them two or three experience per scenario pretty reliably.
That's kind of interesting, maybe scales well with a leader running mentor, as there are more opportunities to take swings at leadership rolls?
 
Anecdotal evidence only, but today my psyker champ was MVP using the flechette/web gauntlet combo took out a 540cred waac Goliath iron jawed leader in one round and only just failed to wound the stimmer on next round charge and take them out too...