Deathwatch Q&A

By MILLANDSON, in Deathwatch

Darq said:

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.

Let's avoid posting specific information like this as it IS a violation of copy right laws.

Seianus said:

Darq said:

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.

Let's avoid posting specific information like this as it IS a violation of copy right laws.

Sorry - just trying to help.

Would someone with the book be so kind to answer the questions left on this site of the Thread? Assault Marine & Two-Weapon Wielder for example?

There are some good ones open to answer :) !

Thx.

Sister Cat said:

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?

A friend who has the book told me that it applies to any creature with unnatural toughness, regardless if it's daemonic or not.

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).

Offensive Psy powers are very powerful, at least as powerful if not more powerful than the ones found in other games like DH and RT, but you don't get as many as DH. The psy system is essentially RT's psy system.

Most psy powers strength is actually determined by your psy rating, and the Librarian has a high psy cap, though comparable to a Primaris Psyker more or less at the end. Actually, I think it is possible that the Primaris Psyker can end up with a higher psy rating than the Librarian.

Once I get a look at my friend's copy, I'll have a more detailed opinion, but that's what he told me.

When I get home I will try to answer the 2 weapon assualt marine question. If I can get the wife to leave me alone for a few minutes that is. ;)

One of my favorite pieces of art from the old Rogue Trader book (the miniature combat game, not the RPG) is the exploded diagram of marine armor. Is there anything like this in the new book?

Sorry, I've been away for a few days at the funeral of a close family friend, so I've only just got back. I dunno if half of these have been answered in the meantime, but eh, here we go:

In one of the threads a curse of the primarch or so has been mentioned for fear tests. Is that curse then instead of corruption / insanity points?

The "Curse of the Primarch" is akin to the various negative traits you get when you start getting increasing numbers of Insanity Points. You don't get them for getting corruption points.

1) Do librarians start with a force wepon or is that something they have to earn using renown? 2) does the book include any bits on how well the six chapters get on i.e the space wolf and dark angels history?

Yep, you get a force weapon to start with, and there are bits in the individual Chapter sections that mention animosities, etc (like the hatred of Psykers by Black Templars, the rivalry between the Space Wolves and the Dark Angels, etc).

@skatingtortoise: I believe all of those items are in the book.

@SpawnofChaos: Heavy Rng 30m S/-/- Dam 2D10+6 Type E Pen 6 Clip 10 Reload 2 Full Blast (1) wt 65 Req 15

@HBMC: Vengeance Rounds were designed to breach Power Armour, and are most often used against Traitor Marines. They give the weapon the Felling (1) Trait (removes 1 instance of Unnatural Toughness), and increases the Pen to 9. On a roll of 91-00 to hit, the bolt explodes prematurely and the user takes the damage with Pen 5 to the arm holding the weapon, and automatically causes the weapon to Jam.

@Feldi and Face Eater: The rules are pretty much the same as the normal Jump Packs, and Assault Marines chose one of two traits at chargen: One means more damage caused when charging with a Jump Pack when you pass a Pilot (Personal) test with no modifiers, and another causes +1d10 Magnitude Damage to a Horde when you charge if you carry out a successful melee attack.

@Seianus: No, it is not a breach of copyright, it's all within "Fair Use". Please don't tell people off for doing things when your legal knowledge is incorrect, thanks.

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

Do you mean "Two Weapon Wielder"? If so, they can get both Ballistic and Melee at Rank 1, and get Lightning Attack at Rank 2.

@Sister Cat: Just out of curiosity, does that also apply to the Daemonic trait?

Yep, it applies to anything that has Unnatural Toughness. Felling is **** NICE.

I think that's about it now.

As I said though, don't worry about posting up weapons stats, it's all fine, and unlike what Seianus said, it's not illegal or anything, he was entirely incorrect in that regard.

MILLANDSON said:

@Sister Cat: Just out of curiosity, does that also apply to the Daemonic trait?

Yep, it applies to anything that has Unnatural Toughness. Felling is **** NICE.

But Daemonic is not Unnatural Toughness. Sure it doubles your TB but it doesnt do the other things that Unnatural Toughness does. For example, reduce difficulty, add to success and so forth.

Unless the definition of Daemonic has been changed in DW.

Well, the Daemonic trait says that it increases the TB in the same manner as the Unnatural Characteristic trait, and refers to the rules for the UC trait to explain it all, so it could well work. Might be something to ask Ross lengua.gif I could understand both answers.

MILLANDSON said:

Well, the Daemonic trait says that it increases the TB in the same manner as the Unnatural Characteristic trait, and refers to the rules for the UC trait to explain it all, so it could well work. Might be something to ask Ross lengua.gif I could understand both answers.

Just seems silly to have a trait that is identical to another trait. It seems it would save space if you just listed Unnatural Toughness for each daemon instead of daemonic with a daemonic trait description in the book as well.

I see them as different aspects that have a similar effect in the end. Because they are daemons they have great resistance to mundane normal attacks, but not from warp based attacks. Whereas Unnatural Toughness is good for all.

Good one for the errata I guess. No time like the present to start on that.

MILLANDSON said:

Sorry, I've been away for a few days at the funeral of a close family friend, so I've only just got back.

Condolences.

Alex

ak-73 said:

MILLANDSON said:

Sorry, I've been away for a few days at the funeral of a close family friend, so I've only just got back.

Condolences.

Ah, no worries happy.gif He was in his 70s and had led a great life, and he went in his sleep. I can only hope for that! He was one of the guys that got me into professional singing when I was a teenager though, so what he's done for me meant a lot, so he'll be missed.

Anyways, I don't want to bring the thread down lengua.gif Let's get back to answering questions!

My condolences as well.

And thanks alot for all the great answers and insight.

And of course my condolences as well.

Ok, one question who I guess need a bit more time to answer. What are the stats, rules and effects of the Combat Shield and how do these nasty things work in Deathwatch?

Thx!

The Combat Shield is a Balanced weapon that does 1d5+1 Impact Damage, and also acts as a Force Field with a Rating of 25 (as with the Force Field rules in Ascension and Rogue Trader, you roll a d100, and if it's under or equal to the Rating of the field, the attack is entirely nullified in regards to that character. Blast Weapons may still injure other people. They also have a chance to Overload, so on a roll of 01-10, the field will stop working until it's recharged or repaired, which requires -30 Tech Use tests).

You need to have a Renown ranking of Distinguished to requisition one.

This may have already been answered, but if not...what are the stats on the Storm Bolter?

What about playing a "scout" type character? Do you trade your standard armour & weapons in & get some carapce armour & sniper rifle?

Just curious to know what each renown rank is called and in what order? Not too fussed about how much actual Renown you need to gain them, just interested in the names if anyone would be so kind.

So far I've heard Distinguished and Hero mentioned but not sure exactly how many there are.

MILLANDSON said:

The Combat Shield is a Balanced weapon that does 1d5+1 Impact Damage, and also acts as a Force Field with a Rating of 25 (as with the Force Field rules in Ascension and Rogue Trader, you roll a d100, and if it's under or equal to the Rating of the field, the attack is entirely nullified in regards to that character. Blast Weapons may still injure other people. They also have a chance to Overload, so on a roll of 01-10, the field will stop working until it's recharged or repaired, which requires -30 Tech Use tests).

You need to have a Renown ranking of Distinguished to requisition one.

Thx for the answer!

So if I get it correct, you can use the Combat Shield additional to your Power Fist and Bolt Pistol, also you would be able to use it as a weapon? That would be nice because those Shields are made to allow you two free hands. This would also grant you a Parry Test even if you have a Power Fist right (of course if you use the hand with your Shield)?

And if I have the Force Field rules still in mind, with a Rating of 25, the attack will be nullified on a roll of 11 - 25, otherwise (1 - 10) I have to find some Energizer in the field.

MILLANDSON said:

@HBMC: Vengeance Rounds were designed to breach Power Armour, and are most often used against Traitor Marines. They give the weapon the Felling (1) Trait (removes 1 instance of Unnatural Toughness), and increases the Pen to 9. On a roll of 91-00 to hit, the bolt explodes prematurely and the user takes the damage with Pen 5 to the arm holding the weapon, and automatically causes the weapon to Jam.






@GlamdringRST:

Basic Range: 100m RoF: S/2/4 Damage: 2d10+5 X Pen: 5 Clip: 60 Reload: 2Full Traits: Storm, Tearing Weight: 26kg Requisition Cost: 20 Renown Rank Required: Respected

@Ducky: All Marines can get stealth skills, and then all you need to do is spend requisition points on having Scout Armour for your next mission.

@SpaceMonkey: Initiated (starting point), Respected, Distinguished, Famed, Hero

@Feldi: Yep, it gives you a free hand, as it straps to your arm. And yep, you can use it to Parry (otherwise the Balanced trait would be pointless). As for the Force Field stuff, no. It would still deflect the hit on a roll of a 01-10, it's just that it'd deactivate after that. If you don't want it to break though, yea, you need to roll 11-25 on the test.

@HMBC: Vengeance Rounds are in the tabletop game too as an ammo type available to Sternguard, so I'm not sure why it's that much of a surprise. There is some info on them on Lexicanum, and that's roughly the same amount of info on them as there is in the Deathwatch book.

'Cause we don't play 5th Ed 40K. That's why. gui%C3%B1o.gif

BYE

Are rules, guidelines, requirement or whatnot to advance in actual ranks in the DW present in the book ? If so, which is the max ranks (brother sergeant, brother captain ) ottainable by the players ?

Lucius Valerius said:

Are rules, guidelines, requirement or whatnot to advance in actual ranks in the DW present in the book ? If so, which is the max ranks (brother sergeant, brother captain ) ottainable by the players ?

There are fluff explanations and descriptions for the Deathwatch ranks (which are Brother, Captain, and Commander), but no, no stuff for advancing in the ranks, given that Captains deal with the organising of several Deathwatch kill-teams, and generally don't go on missions unless it is a particularly deadly foe. Basically, regardless of your renown, it's presumed that PCs stay as being Battle-Brothers, since otherwise they wouldn't be going on missions, and they'd have had to have had several tours of duty with the Deathwatch previously to be considered for the position of Captain.

H.B.M.C. said:

'Cause we don't play 5th Ed 40K. That's why. gui%C3%B1o.gif

BYE

He he, you ol Ludite you. Doesn't mean you haven't seen the codex or read it on the net though.