MILLANDSON said:
...Wings of Sanguinius (gives the psyker wings he can fly with!).
Classic, what do the rules say about playing an obvious space vampire?
MILLANDSON said:
...Wings of Sanguinius (gives the psyker wings he can fly with!).
Classic, what do the rules say about playing an obvious space vampire?
Face Eater said:
Classic, what do the rules say about playing an obvious space vampire?
Never drink... wine
ak-73 said:
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."
Well you've drawn me in. Yep CF are utterly perfect. Although by extension having CF AND BT without having Imperial Fists would be a bit of kicker.
The other one that's perfect (and far less likely) is Scythes of Emporer, if the MO in the demo adventures is anything to go by
I notice that on GW website under the DW accessories kit one of DW models they've painted up is a SotE so they've thought about it too.
Face Eater said:
ak-73 said:
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."
Well you've drawn me in. Yep CF are utterly perfect. Although by extension having CF AND BT without having Imperial Fists would be a bit of kicker.
The other one that's perfect (and far less likely) is Scythes of Emporer, if the MO in the demo adventures is anything to go by
I notice that on GW website under the DW accessories kit one of DW models they've painted up is a SotE so they've thought about it too.
Bought Regal Blue and Scab Red today.
Anyway, Kage, from what I have heard about the PA history, it's nothing you can't make up yourself within 10 minutes. Unless the background text contains much more than the simple mechanics.
Alex
ak-73 said:
Anyway, Kage, from what I have heard about the PA history, it's nothing you can't make up yourself within 10 minutes. Unless the background text contains much more than the simple mechanics.
Yeah, I've gathered that, but this just puts my comment in perspective.
Seriously, though, I just want to see if my own "Glorious Past, Heroic Future" concept can be modified based upon what they've produced (which I hope is the case), or just noting it, seeing what bits of it I like, and then continuing with my own interpretation.
It's all good, though.
Kage
Hi there,
I have a question about the gear.
Are there any rules for the Storm Shield?
thx
Yes, Astartes Storm Shields are included in the Armory and can be utilized for missions by spending Requisition points. However, Marines will require a fair amount of Renown to gain access to this piece of wargear. They function as Force Fields.
And you can smack people with them for a bit of damage.
BYE
H.B.M.C. said:
And you can smack people with them for a bit of damage.
BYE
Ahh good old shield slam done marine style, gotta hurt.
I read through your brief over view of the psychic powers, could you please do the same for the DA if you have time, or point out where if they already have been? Thank you very much.
A few questions...
Can techmarines wear terminator armour without penalty? Can they still use a servo-harness/other tech equipment? Same question for apothecaries.
Does the pregen Apothecary for Final Sanction have a Narthecium? It doesn't seem to explicitly state.
Oh and is the Tactical Marine's "Bolter Mastery" a solo, squad, or passive ability?
How different are the Characteristic Advances betwen Devastator, Assault and Tactica ? I only saw the Devastator one on the preview so far.
Lucius Valerius said:
How different are the Characteristic Advances betwen Devastator, Assault and Tactica ? I only saw the Devastator one on the preview so far.
In short, very different, especialy Dev vs. Assault. Tac has a mix from both, plus Leadership stuff.
Cool but I was thinking about characteristics like BS, WS and so forth.
Ahh.. Sorry. Also very different, in much the same way. (from memory, as one of my players has my book) Assault gets cheep (200xp for first advance) WS, STR, and expensive BS. Dev is the other way around. Tac is average for every stat, other than cheep Fellowship and Will.
thanx man, that's what I was looking for
and what patterns of bolters are described?
Servo-Augmented Musculature: +20 Strength
is it enough to Space Marine only +20?
Bloodtyrant said:
Oh and is the Tactical Marine's "Bolter Mastery" a solo, squad, or passive ability?
Solo Mode only
So, how big a horde of normal humans (guardsmen for instance) would you guys say 4 starting marines could defeat? 20? 50?
Deathwatch Marines (all Space Marines?) double the S and T bonuses, and then add +20 to S.
S is strength and T is toughness.
I do not have a book, but we have two [2] in the group.
I rolled the lowest possible results for both wounds, and fate points.
[1/2] is a basic skill, [T] is a trained skill, and [-] is a trained only skill.
Below is my character with where what talent, trait, and skill (kind of) came from.
----------------------------------------------------------------------------------------------------------
Character Name: Brother Yngvar Player Name: Rich
Chapter: Space Wolves Specialty: Deathwatch Assault Marine (72) Rank: 1
Chapter Demeanor: Fury of the Wolf Personal Demeanor: Pious
WS BS S T AG Int Per WP Fel
58 42 60/40 39 42 44 59 38 44
- - +10 +6 +4 +4 +5 +3 +4
Easy Routine Ordinary Challenging Difficult Hard Very Hard
+30 +20 +10 +0 -10 -20 -30
-----SKILLS-----
Acrobatics (Ag) [-]
Awareness (Per) [1/2][T][+3] 62%
Barter (Fel) [1/2] 22%
Blather (Fel) [-]
Carouse (T) [1/2] 20%
Charm (Fel) [1/2] 22%
Chem-Use (Int) [-]
Ciphers (Int)† [-]
Chapter Runes [-][T] 44%
Climb (S) [1/2][T] 44%
Command (Fel) [1/2] 22%
Common Lore (Int)†
Adaptus Astartes [-][T] 44%
Deathwatch [-][T] 44%
Imperium [-][T] 44%
War [-][T] 44%
Concealment (Ag) [1/2][T] 42%
Contortionist (Ag) [1/2] 21%
Deceive (Fel) [1/2] 22%
Demolition (Int) [-]
Disguise (Fel) [1/2] 22%
Dodge (Ag) [1/2] 21%
Drive (Ag)†
Ground Vehicles [-][T] 42%
Evaluate (Int) [1/2] 22%
Forbidden Lore (Int)†
Xenos [-][T] 40%
Gamble (Int) [1/2] 22%
Inquiry (Fel) [1/2] 22%
Interrogation (WP) [-]
Intimidate (S) [1/2] 30%
Invocation (WP) [-]
Lip Reading (Per) [-]
Literacy (Int) [-][T] 44%
Logic (Int) [1/2] 22%
Medicae (Int) [-]
Navigation (Int)†
Surface [-][T] 44%
Performer (Fel)† [-]
Pilot (Ag)†
Personal [-][T] 42%
Psyniscience (Per) [-]
Scholasic Lore (Int)†
Codex Astartes [-][T] 44%
Scrutiny (Per) [1/2] 30%
Search (Per) [1/2] 30%
Secret Tongue (Int)†
Security (Ag) [-]
Shadowing (Ag) [-]
Silent Move (Ag) [1/2][T] 42%
Sleight of Hand (Ag) [-]
Speak Language (Int)†
High Gothic [-][T] 44%
Low Gothic [-][T] 44%
Survival (Int) [-]
Swim (S) [1/2] 34%
Tactics (Int)†
Assault [-][T] 44%
Tech-Use (Int) [-]
Tracking (Int) [-][T][+10] 54%
Trade (Int)† [-]
Wrangling (Int) [-]
-----SPACE MARINE TALENTS & TRAITS-----
Deathwatch Training (XXX) [Deathwatch]: The Space Marine automatically confirms Righteous Fury against aliens.
Fury of the Wolf (XXX) [space Wolves]: The Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers, they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honor, and are driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the heady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on occasion extended to their compatriots in other branches of the Imperium’s military.
Heightened Senses - Smell [Assault Marine] (120): +10
Pious (XXX) [Character]: XXX
Swift Attack (127) [Assault Marine]: WS Attack +1
Wings of Angels (73) [Assault Marine]: When making a Charge whilst using his Jump Pack, the Assault Marine adds an additional 1d5 Damage to any melee attacks. Charge WS +10 (238).
Wolf Senses (217) [space Wolves]: As part of the genetic gifts of their Primarch Leman Russ, the Space Wolves have almost preternatural senses that exceed even those of other Space Marines. A Battle-Brother of the Space Wolves Chapter may re-roll any failed Perception based Tests and counts as being able to see normally in total darkness. However, none of these bonuses apply if the Space Wolf is wearing a helmet for a sealed set of armor.
Hatred - Chaos Space Marines [0 XP, Armor Background] (XXX): WS +10
Perception +5 [200 XP, Space Wolves] (XXX): Perception +5
Tracking [200 XP, Space Wolves?] (XXX): Trained in Tracking
Tracking +10 [200 XP, Space Wolves?] (XXX): Tracking +10
Two Weapon Wielder - Melee [500 XP, Space Marine?] (XXX): WS Attack +1, WS -10/-10
Weapon Skill - Intermediate [500 XP, Assault Marine] (XXX): WS +5
Weapon Skill - Simple [200 XP, Assault Marine] (XXX): WS +5
Ambidextrous (XXX) [space Marine]: xxx
Astartes Weapon Training (XXX) [space Marine]: xxx
Bulging Biceps (XXX) [space Marine]: xxx
Heightened Senses (Hearing, Sight) (XXX) [space Marine]: xxx
Killing Strike (XXX) [space Marine]: xxx
Nerves of Steel (XXX) [space Marine]: xxx
Quick Draw (XXX) [space Marine]: xxx
Resistance (Psychic Powers) (XXX) [space Marine]: xxx
True Grit (XXX) [space Marine]: xxx
Unarmed Master (XXX) [space Marine]: xxx
Unnatural Strength (XXX) [space Marine]: xxx
Unnatural Toughness (XXX) [space Marine]: xxx
-----SPACE MARINE ABILITIES-----
Betcher’s Gland (38) [space Marine]: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Black Carapace (38) [space Marine]: While wearing Power Armor, enemies do not gain a bonus to hit you due to your size.
Catalepsean Node (36) [space Marine]: You suffer no penalties to Perception based Tests when awake for long periods of time.
Larraman’s Organ (36) [space Marine]: You do not suffer from Blood Loss.
Mucranoid (38): You may re-roll any failed Toughness Tests caused by temperature extremes.
Multi-Lung (37) [space Marine]: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
Neuroglottis (38) [space Marine]: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Occulube and Lyman’s Ear (38) [space Marine]: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Omophagea (37) [space Marine]: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Oolotic Kidney (38) [space Marine]: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
Preomnor (36) [space Marine]: You gain +20 to Toughness Tests against ingested poisons.
Progenoids (38) [space Marine]: These may be retrieved with a successful Medicae Test.
Secondary Heart/Ossmodula/Biscopea/Haemastamen (36) [space Marine]: You gain the Unnatural Strength and Toughness Traits.
Sus-an Membrane (38) [space Marine]: You may enter suspended animation.
WOUNDS: Total [19] OOOOO|OOOOO|OOOOO|OOOO
Fatigue [_____] Critical Damage:
INSANITY: Current [_____] Battle Fatigue [_____] Primarch's Curse:
MOVEMENT: Half Action [5] Full Action [10] Charge [15] Run [30]
FATE POINTS: Total [3] OOO
RENOWN: Current [3] OOO
EXPERIENCE: Total [13,850] Spent [13,800]
-----GEAR-----
Mark VII Power Armor
• Servo-Augmented Musculature (XXX): +20 Strength
• Auto-senses (XXX): Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
• Built-in Vox Link (XXX): xxx
• Built-in Magboots (XXX): xxx
• Nutrient Recycling (XXX): Can operate for two weeks without re-supply
• Recoil Suppression (XXX): May fire Basic weapons 1-handed without penalty
• Size: Hulking (Black Carapace means no bonus for enemies to attack)
• Poor Manual Dexterity (XXX): Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
• Osmotic Gill Life Sustainer (XXX): With the helmet on, the armor is environmentally sealed
Jump Pack (XXX): XXX
Totem Of The Sun Wolf: [Alertness +3] (170)
Repair Cement (XXX): XXX
Astartes Chainsword (XXX): [Damage: 1d10+13 R; Penetration: 4; Balanced: +10 Parry; Tarring: +1k0 Damage] [Requisition: 5]
Astartes Combat Knife (XXX): [Damage: 1d10+12 R; Penetration: 2]
Astartes Bolt Pistol (XXX): [Damage: 2d10+5 X; Penetration: 5; Range: 30; ROF: S/3/-; Clip 14; Reload: Full; Tarring: +1k0 Damage]
Frag Grenades OOO (XXX): [Damage: 2d10 X; Penetration: 0; Range: SBx3; Blast 4]
Krak Grenades OOO (XXX): [Damage: 4d10+6; Penetration: 10; Range: SBx3; Blast 1]
-----Requisitions-----
Astartes Chainsword [Requisition: 5]
Dipole Mag-lock [Requisition: 5]
Dipole Mag-lock [Requisition: 5]
Can I be a complete bore and ask a question that's very similar to one I've asked before:
What are the various ammo types available to the Deathwatch, and a brief description (not rules, just fluff) of how they work?
Thank you!
BYE
As it seems i am still ages away, from the arrival of my book, so perhaps somebody who has it, might answer a question, my players are pestering me about: Is every specialization more or less equaly viable for every chapter (bar the lack of Librarians for Black Templars) or is each Chapter so drastically biased towards a certain specialization, that it perfoms significantly better in it when compared to others(e.g. Black Templars, Blood Angels being severy close combat oriented). Some of my players, especially the Black Templar Tactical marine, feel that they might be disadvantaged, sub-par in their role in the final product, when compared to other chapters.
Black Templars can't have Librarians or Devestators (leaving them with Apothecaries, Tactical Marines, Assault Marines and Tech-Marines), and Space Wolves can't have Apothecaries. Other than that, you can pick what you want.
As for bias, there is a little, but not a huge amount. You can play a Devestator Blood Angel without being worse off than an Assault Marine Blood Angel.