Deathwatch Q&A

By MILLANDSON, in Deathwatch

Feldi said:

Another question for the friendly people with the book ^^ .

Does the SM Jump Pack comes with new rules or is it the same like in DH / RT? Are there maybe other special rules for it? I would say it hurts a bit when a SM directly jumps on you with his weight.

Thx!

That's a bit Dawn of War.

If it's not already in there there that'll need some homeruled talents making.

Another question for the sacred book holders: What does the talent 'Killing Strike' do? Since it is a starting talent for Deathwatch, thought I would ask.

KarmicCycle said:

Another question for the sacred book holders: What does the talent 'Killing Strike' do? Since it is a starting talent for Deathwatch, thought I would ask.

When making an all out attack, a SM can spend a Fate point to make their attack un-dodgeable and un-parryable.

Darq said:

KarmicCycle said:

Another question for the sacred book holders: What does the talent 'Killing Strike' do? Since it is a starting talent for Deathwatch, thought I would ask.

When making an all out attack, a SM can spend a Fate point to make their attack un-dodgeable and un-parryable.

thats really nasty. would suck if you missed.

skatingtortoise said:

Darq said:

KarmicCycle said:

Another question for the sacred book holders: What does the talent 'Killing Strike' do? Since it is a starting talent for Deathwatch, thought I would ask.

When making an all out attack, a SM can spend a Fate point to make their attack un-dodgeable and un-parryable.

thats really nasty. would suck if you missed.

You can still use another Fate Point to re-roll your WS check. Ok, this is throwing away 2 Fate Points for one attack but still, it can be a finishing blow...

I've eread somewhere that you roll for the history of your power armor. If this is so, does it then give a bonus to you (so like "stubborn" for a ship machine ghost in RT)?

Feldi said:

skatingtortoise said:

Darq said:

KarmicCycle said:

Another question for the sacred book holders: What does the talent 'Killing Strike' do? Since it is a starting talent for Deathwatch, thought I would ask.

When making an all out attack, a SM can spend a Fate point to make their attack un-dodgeable and un-parryable.

thats really nasty. would suck if you missed.

You can still use another Fate Point to re-roll your WS check. Ok, this is throwing away 2 Fate Points for one attack but still, it can be a finishing blow...

If this is your demeanor can't you RP one of the Fate Point per session or even both?

Dunno all demeanor but you can probably find one for each (chapter and personal).

RyueOkami said:

I've eread somewhere that you roll for the history of your power armor. If this is so, does it then give a bonus to you (so like "stubborn" for a ship machine ghost in RT)?

MILLANDSON indicated as much a while back... or elsewhere. I forget the exact flavour title, but it was essentially "Great Leader," which made your power armour wheeze and whine whenever you tried to sneak around (negative modifiers), but positive modifiers for, well, Leading. That might actually be a "power" of the power armour rather than an ability that you get to roll straight off. That wasn't entirely made clear since, well, it wasn't the question that was asked. :D

Kage

Yes, you roll for the history of your power armor. Some are amusing. Most have some sort of numerical benefit and conversely a draw back. For example, one gives you a bonus of +5 to your WS but the targeters are worn out and give you a -5 penalty to your BS.

Another says the armor seems to growl (probably because of servos needing maintenance or whatever) but it allows you to make a Fear affect action or increases your Fear by 1 IIRC if you already have a fear rating.

RyueOkami said:

I've eread somewhere that you roll for the history of your power armor. If this is so, does it then give a bonus to you (so like "stubborn" for a ship machine ghost in RT)?

Yes, My son's armour gives him +10 Strength and Mine gives me +2 Damage to anything that Crits and +1 Magnitude Damage to Hordes.

nice.

Another thing that I just remembered. Personal relics were mentioned in one thread. Does that mean that each marine has his own personal relic?
What CAN be a relic (could his bolt pistol, or his force weapon be one? Or what type of items are relics). And are relics powerful? or are they only there for the story itself?

is there any specifics on bionics, or will referencing with DH/RT be needed?

RyueOkami said:

nice.

Another thing that I just remembered. Personal relics were mentioned in one thread. Does that mean that each marine has his own personal relic?
What CAN be a relic (could his bolt pistol, or his force weapon be one? Or what type of items are relics). And are relics powerful? or are they only there for the story itself?

You get a "Chapter Trapping" - strictly decorational and access to Chapter Relics through requisition. You have to have Renown of "Hero" to requisition any of them though.

As an aside though there is a Space Marine Advance called "Signature Wargear" Where you pick a piece of wargear and get to keep it (normally other than your base starting package, you return the gear you requisition after each mission).

skatingtortoise said:

is there any specifics on bionics, or will referencing with DH/RT be needed?

There is a Cybernetics section - pretty basic though.

And on the Signaure Wargear: There are 3 levels of Signature Wargear. Each "level" has more stringent requirements like a minimum Renown for example. But each sucessive "upgrade" allows you more Requisition for that piece of war gear for you to customize by making the quality better or adding upgrades like special scopes for ranged weapons as an example. Now what I can tell you is that ranged weapons can be customized far more than say a chainsword...much to my Flesh Tearer Assault Marines disappointment.

something for one of my players - what sort of ball park is the Conversion Beamer in stats wise?

skatingtortoise said:

something for one of my players - what sort of ball park is the Conversion Beamer in stats wise?

Class: Heavy Range 100m S/-/- DMG: <= 15m 1D10 + 9 PEN 2, Short 3D10+9 PEN 8 (felling), Greater than Short 6D10 +12 PEN 14 (felling, Blast(2)) Clip: 4, Reload 2Full Wt 85 Req 40 Renown Hero Only Techmarines can requisition this.

Wow, that thing is a beast!

So do techmarines just turn into heavy hitters, or do devastators/assault/tactical marines also get cool toys?

At what point do Assault Marines get "Two-Weapon Fighter" or "Lighting Attack" etc. type talents?

Not worth having two lightning claws until you can use them both. gui%C3%B1o.gif

What does "Felling" do? Not heard that one before happy.gif

IIRC, weapons with Felling (X) ignore X amounts of Unnatural Toughness in opponents.

GalagaGalaxian said:

IIRC, weapons with Felling (X) ignore X amounts of Unnatural Toughness in opponents.

sorpresa.gif cool.gif gran_risa.gif

Just out of curiosity, does that also apply to the Daemonic trait?

Felling+Penetration is beastly. Wow.

My question was lost in all the posts in this thread, so I'll ask again and hope for an answer happy.gif

Is the additional rule from IH (bonus to regular rolls) used with Unnatural Characteristics?

Also: How do offensive Psychic Powers compare to e.g. Bolter fire? I'm kind of thinking about playing a Librarian lately, but I don't want to be outperformed on the battlefield by a Bolt pistol (given the new weapon stats).

Cheers!

dec