iirc WS/BS 50, 30 wounds,
The Marks of Chaos were insanely powerful with lots and lots of Unnatural Willpower/Strength/Perception etc
iirc WS/BS 50, 30 wounds,
The Marks of Chaos were insanely powerful with lots and lots of Unnatural Willpower/Strength/Perception etc
So another question about librarians. In some novels they have powers like astropaths (especially transmitting message from one star system to another).
Is there anything like that mentioned in the psy power section of the DW-book?
Yep, Librarians are the only psykers other than Astropaths to have access to Astral-Telepathy. However, since they can't take part in Astropathic Choirs, they'll usually only be able to send messages to a destination within the sub-sector they're in, at least until they gain more experience and increase their Psy Rating.
Still, that's better than nothing
i am not sure if this was answered else where is there rules for chapter specific psychic powers?
and is there rules for specific chapter 9items such as the space wolf chooser of the fallen?
This was also probably mentioned, but how is item quality handled for the purpose of requisitioning it for a mission? Does it just increase the rank required/the point cost spent per item?
For apothecaries, are there any "better" tools for healing besides the narthecium?
I know this is printed with just about anything detailed with the Deathwatch, but what background is given on the whole painting the armour black thing? Also, is there some whole "one arm painted silver" detail added (as I don't remember hearing this previously with deathwatch related fluff, but it seems to be mentioned in the demo adventure). I always thought it was just one of the pauldrons left unpainted so as to not dishonour the machine spirit.
Do the core rules list anything for dark pacts (terrible idea, but something that could make for the requisite drama in rpgs).
MILLANDSON, maybe it has been answered and I have missed it (the thread has gotten long too), but seeing that there isn't too much activity right now going on here, would you be the kind to give us a brief overview (no details, of course) over the kind of Deathwatch-specific background information that the core rulebook contains?
We're all familiar with the setting and the basics of the Deathwatch. What kind of information does the book contain that goes beyond what's available at Lexicanum? There's no Deathwatch-specific rituals you have said but there have to be other information on the Deathwatch organization.
Just a brief overview if you don't mind.
Alex
What means in Deathwatch character sheet (PDF on this site) in Armour picture TYPE? Type of what? What means numbers?
And what you can said about Pwer Armour history (with examples please)?
For Psy-Powers, I read that there are new categories like "general" and order specific powers.
Is it now so, that those are disciplines in their own like "pyromantic", "telecinetic",... in DH?
Or are they sort of a "subcategory" in the normal categories like in telepathy (so a general and
order specific categories in the telepathy discipline)?
DW Space Marine said:
What means in Deathwatch character sheet (PDF on this site) in Armour picture TYPE? Type of what? What means numbers?
And what you can said about Pwer Armour history (with examples please)?
The type means exactly that, there is Standard power armor and then there is Terminator armor, and Scout armor all ov which have different values and abilities. The numbers are location indicators. When you roll to hit, you reverse the order of the dice so an attack roll of 31 hits location 13.
Dagda said:
The type means exactly that, there is Standard power armor and then there is Terminator armor, and Scout armor all ov which have different values and abilities. The numbers are location indicators...
No Artificer armour then?
Artificer Armour is in DeathWatch, as is some of the Guard level armors (such as Flak)
Drake56 said:
i am not sure if this was answered else where is there rules for chapter specific psychic powers?
and is there rules for specific chapter 9items such as the space wolf chooser of the fallen?
Yep, there are Chapter specific powers, and whilst there are rules for some chapter specific items there are only a few and they are mostly not weapons, since the Deathwatch equips you, not your chapter.
This was also probably mentioned, but how is item quality handled for the purpose of requisitioning it for a mission? Does it just increase the rank required/the point cost spent per item?
Yep, it just increases the Renown Rank required to requisition the requested item (try saying that 5 times fast!
)
For apothecaries, are there any "better" tools for healing besides the narthecium?
There's the reductor, which speeds up the extraction of geneseed and increases the chances of it being extracted successfully, but otherwise, no, the narthecium is basically the best medikit you can get your hands on anywhere.
I know this is printed with just about anything detailed with the Deathwatch, but what background is given on the whole painting the armour black thing? Also, is there some whole "one arm painted silver" detail added (as I don't remember hearing this previously with deathwatch related fluff, but it seems to be mentioned in the demo adventure). I always thought it was just one of the pauldrons left unpainted so as to not dishonour the machine spirit.
The whole "painting the armour black" bit is to show that they are united in one purpose, rather than divided. The right shoulder plate isn't covered, and shows the Chapter symbol of the Battle Brother, because to cover it would anger the Machine Spirit and would be a slight against the wearer of the armour. The left shoulder plate and the whole left arm are silver, with the Inquisitorial "I" on it, along with various devotional texts.
Do the core rules list anything for dark pacts (terrible idea, but something that could make for the requisite drama in rpgs).
Nope, no rules for dark pacts or anything like that, because a Marine falling to Chaos, whilst interesting, isn't really the purview of Deathwatch. It might well be included later on though.
MILLANDSON, maybe it has been answered and I have missed it (the thread has gotten long too), but seeing that there isn't too much activity right now going on here, would you be the kind to give us a brief overview (no details, of course) over the kind of Deathwatch-specific background information that the core rulebook contains?
It covers the purpose of the Deathwatch, the Origin of the Deathwatch (which isn't covered at all on Lexicanum, as it's never been described before), how the Deathwatch is organised (in this regard, some of what Lexicanum says is wrong, because Watch Captains, Inquisitors, etc, don't always accompany Deathwatch units. It happens sometimes, but not frequently), how the Deathwatch recruit, their heraldry, their wargear, and the threats they face (bits covering all different xenos, like Tyranids, Eldar, Tau, Orks, Enslavers, etc), the types of missions they are called on to do (and it's pointed out here that the Deathwatch aid both Radical and Puritan inquisitors, as the Deathwatch are not allied to either side), and a page on the Black Shields (every so often, maybe once in 50-100 years, a Marine bearing no Chapter iconography, and his armour painted entirely black, will present himself at a Watch Fortress to the Watch Commander. These Marines are, by tradition, not questioned or pressed to explain their origins, and are almost always accepted into the Deathwatch. Whether these Marines are the last surviving members of their Chapter, surviving loyalists of Chapters turned Traitor, or even a former Traitor Marine turned back to the light of the Emperor, is unknown, and each one is different). This doesn't include background on the Deathwatch of the Jericho Reach, and covers about 20 or so pages (since info on Space Marines in general are in an earlier section of the book).
I'll go into more detail with that when I write my full review of the game, which is coming, but since I'm just starting back at university for my second post-grad course, I'm understandably a little pushed for time for stuff not relating to university at the moment. That should pass when I've finished all my introductionary lectures, finished filling in silly numbers of forms (who thought doing law post-grad stuff would be complicated?!?
), et cetera.
For Psy-Powers, I read that there are new categories like "general" and order specific powers. Is it now so, that those are disciplines in their own like "pyromantic", "telecinetic",... in DH? Or are they sort of a "subcategory" in the normal categories like in telepathy (so a general and order specific categories in the telepathy discipline)?
Erm, I'm not entirely sure what you are asking, but the psy-system is the same, pretty much, as the Rogue Trader one, with Disciplines for Telepathy, Divination, Codex Powers (powers available to all Space Marine librarians), and Chapter Powers (each chapter has a page of about 6 powers, each of which are unique to them alone).
No Artificer armour then?
There is Artificer Armour, and it's nice
Do Black Templars have psychic powers? I think it'd be weird if they did, with that whole abhor the witch thing in their codex.
angryface323 said:
Do Black Templars have psychic powers? I think it'd be weird if they did, with that whole abhor the witch thing in their codex.
I believe that it's been stated here that there are not BT librarians. Since I don't have the book, that's as much as I know.
Alex
I don't have the book either but in a few posts it is mentioned that the reaction to a psyker in their ranks (black templars) is to regard it as a mutant abomination.....so I would guess no psyker powers for them
Neato, I'm also curious as to how many Spacewolf and Blood angels poweres are gonna be in deathwatch. Jaws of The World Wolf and Blood Lance would be pretty snazzy to see in game. Sorry if thats been covered as well!
Nope, Black Templars cannot have Librarians. They also cannot have Devestators.
Blood Angel Psychic Powers are covered by Blood Boil (Single person mass damage (ignores armour and TB) that can cause the target to explode and do damage to people near to him, but always causes fatigue to the Librarian), Blood Lance (Ranged possible multi-person damage), Fear the Darkness (Multi-person spell that makes them perceive their opponents as having Fear 1), Might of Heroes (increases Strength of the Librarian), Shackle Soul (single person incapacitation power), and Wings of Sanguinius (gives the psyker wings he can fly with!).
Space Wolves have Fury of the Wolf Spirits (power that can be sustained that summons spirit wolves that follow the librarian around and can attack opponents), Living Lightning (sustained ranged damage that can incapacitate, since it has the Shocking quality), Storm Caller (summons thick cloud/mist around the Librarian and his allies that give negative modifiers to ranged attacks), Tempest's Wrath (incapacitates enemies and vehicles that can hover or fly, as well as adding modifiers to ranged attacks due to the wind), and Thunderclap (ranged damage that can deafen opponents and break objects).
angryface323 said:
Neato, I'm also curious as to how many Spacewolf and Blood angels poweres are gonna be in deathwatch. Jaws of The World Wolf and Blood Lance would be pretty snazzy to see in game. Sorry if thats been covered as well!
I know this post might open a can that better not be opened and incite unspeakable where-is-fave-chapter "nerd rage" but I stumbled onto the Crimson Fists page on 40K Wiki recently and I thought that they were a prime candidate for an official ruling chapter (as opposed to DIY based on upcoming rules):
"During the nine thousand years of their crusade, the Crimson Fists became skilled at combating many alien species, most notably the Orks. These skills have been valuable to the Ordo Xenos of the Inquisition, with many members of the Chapter serving terms with the elite Deathwatch. In the novel Deathwatch by C.S. Goto, Captain Octavius, an Imperial Fist seconded to the Deathwatch; comments that no other Chapter has provided as many Deathwatch marines as the Crimson Fists. This and other cannon sources seem to suggest that the Crimson Fists are amoung the most highly regarded Xenos Fighters in the Imperium."
@MILLANDSON: Thanks for all the info, one of my players is a long-time Space Wolf gamer and has his eyes set on playing a... Runepriest, I think. So your information will be of interest to him.
Alex
I've got a hardcore spacewolf player as well! He's constantly debating on weither he's going to hail from Ragnars great company, or some other Wolf Lord whos name escapes me at the moment. He'll be giddy as hell when i show him those powers tomorow. I also have a friend who's obsessed with the Nightlords...... Cool as the nightlords are, i don't think i'll be running a traitor legion campaign any time soon.
Could anybody said more in detail about Power Armour History and it bonuses?
What has been said before is basically it. It's nothing major really, though it is meant to be being expanded in future. It's just a little backstory for the armour with a couple of modifiers for it, covered in about half a page.
Some examples of the mechanics behind various results of PA history:
-20 to all Silent Move and Concealment, but +10 to all Command rolls
+5 WS but -5 BS
+10 strength
gain Fear (1) Trait
etc.
The chart is fun and one of the cooler parts of making a character.
It's very much like the RT ship quirks.
I think it's one of the more fun parts of the rules.
Hellebore
angryface323 said:
I've got a hardcore spacewolf player as well! He's constantly debating on weither he's going to hail from Ragnars great company, or some other Wolf Lord whos name escapes me at the moment. He'll be giddy as hell when i show him those powers tomorow.
Hehehe, same with one of my players, also a Space Wolf nut who's been running around with a maniac grin on his face while uncontrollably clapping his hands since he heard that Deatwhatch is coming out soon.
Hellebore said:
I think it's one of the more fun parts of the rules.
And, thus far from this thread, about some of the only ones that I'm really waiting to see.
Kage