Deathwatch Q&A

By MILLANDSON, in Deathwatch

Interesting, so not with Storm Bolters? I wonder why. And I assume loading these into the Bolter part of a Combi-Bolter would be no issue, unless the game specifically forbids that.

Thanks for posting the list as well. Quite helpful.

One followup question:

The rules don't concern me that much, but what does the fluff say about 'Witch Bolts'. What are they exactly makes them so special?

BYE

Perhaps because the specialist bolts are too finicky to be stacked and fired through dual barrels simultaneously? Perhaps for balance? It certainly makes the storm bolter an interesting choice over a special bolt equipped bolter...

Hellebore

SpawnoChaos said:

One of my PC's, the Apothecary, picked up an Imperial Guard Autocannon and is carrying it around to help out the Devastator. gui%C3%B1o.gif

Out of curiosity, does anyone have the stats for an Autocannon? I'm just guessing when I told him what the stats were.

In Rogue Trader the vehicle mounted Autocannon does 4d10+5 I with pen 4 (range 300 s/2/5, clip 60, relaod 2 full). Its quite impressive.

Veroldindir said:

andrewm9 said:

Do melta and plasma weapons do more damage in Deatwatch in a manner similar to boltguns?

Looking at Rogue Trader: Into the Storm I found it odd that an Autocannon does significantly more damage than a melta weapon of the basic variety. The MM does the same as an Autcannon. Granted the penetration values are signifanctly different, but I just found it odd. Hence my question. I want to use my Inferno Pistol or Meltagun to stop fleeing vehicle dead in their tracks. So if they do I might start using the upgraded versions.assumign they exist.

The Astartes Melta Weapons at short range deal an extra 1d10 damage, in addition to being slightly more powerful base stat wise, also more ammo in clip.

Lucius Valerius said:


what's the stats of a plasma gun then ?

1d10+8 or 9 for plasma gun off the top of my head, as others have mentioned, it has the volatile tag and can fire on maximal, same ROF as plasma from rogue trader.

Also, Astartes Flame Weapons deal an extra 4 fire damage when you catch someone on fire

I guess my next question which is more rhetorical than anything since I don't expect a designer to answer it is why does FFG feel the need to up the ante on weapons for each game? In other words Rogue Trader plasma weapons and melta weapons got a little better. Meltas got +4 damage, and 1 more point of pen. Plasma lost the recharge rule and got teh ability if you want to use recharge to do an extra die and gain+2 pen. Shouldn't weapons that are strictly "military" stay the same between games. It seems strange to me.

The difference between weapon grades (normal and astartes) was already mentioned before FFG took over the product line, they just kept the idea presented in the original draft.

Between normal and astartes weapons it seen logical than the latest be more deadlier than their human shape model. But from RT to DH it seem's quite strange. Of course different pattern of a weapon could and surely must have differencies good or bad That can explain the changes.

If one has just DH it is not an issue, if one has just RT it is not an issue. If one has DW it is not an issue. Having the weapons with differing patterns from one of the additional systems is just an additional option for me.

After all people in our time run around with different grades of weapons, some are aware, that there are better options, some are not, some can not afford those, some dont have the contacts to get them, some dont care, some optimize.

It is a matter of GM policing the players on what they are able to get their hands on, and if both you and your players feel like it is time to up your guns a level, you dont need to create rules, you have rules and description both, waiting to be used. Perhaps i am a draconic GM, but none of my players simply get their stuff because they want it, it is not like: it is in the book, so i buy it, it is like: it is in the book, can i get it and how ?

For me it is a win win situation.

andrewm9 said:

I guess my next question which is more rhetorical than anything since I don't expect a designer to answer it is why does FFG feel the need to up the ante on weapons for each game? In other words Rogue Trader plasma weapons and melta weapons got a little better. Meltas got +4 damage, and 1 more point of pen. Plasma lost the recharge rule and got teh ability if you want to use recharge to do an extra die and gain+2 pen. Shouldn't weapons that are strictly "military" stay the same between games. It seems strange to me.

Regarding the changes in 'core' weaponry from Dark Heresy to Rogue Trader, it is at least in part to account for elements where the guys writing Rogue Trader didn't feel that the versions in Dark Heresy were quite what they should be; in that regard, the Rogue Trader armoury is FFG's interpretation of what the various weapons should be like, while Dark Heresy represent an earlier interpretation.

H.B.M.C. said:

Interesting, so not with Storm Bolters? I wonder why. And I assume loading these into the Bolter part of a Combi-Bolter would be no issue, unless the game specifically forbids that.

Thanks for posting the list as well. Quite helpful.

One followup question:

The rules don't concern me that much, but what does the fluff say about 'Witch Bolts'. What are they exactly makes them so special?

BYE

It doesn't say that Storm Bolters can't be used. I think it's just divided into pistol, basic, and heavy, so thus, Storm Bolter can be used with special ammo, and yes to the Combi Bolter also. They would both use the default bolter requisition.

I don't have the book with me so I can't answer the fluff right now, I'll do a follow up later.

In the current iteration of the tabletop rules special bolter ammunition cannot be used with stormbolters. It does not necessarily translate into the same rule for pen&paper , but it is the way things are in the world of small tin and plastic soldiers.

I guess its not a huge deal since I can always use whatever weaponry I want from any game system. I was curious at the reasoning behind such upgrades. DH plasma guns really aren't all that scary to a marine for instance. That 1d10+6 for damage on an average roll will do about 2 points of damage to the marine after armor and toughness. I remember seeing Agamorr and thinking that Black Industries may have overdone the power of marines given the limitationsof their weaponry. I thought Las cannons might be what's needed to bring marines down at the time. Again not a huge deal just surprised at the ever evolving nature of weaponry.

On a different issue, if the genestealeres are not in the DW Book, are you going to use the rules from Creatures Anathema, or from Final Sanction. I am thinking of combining both , and using the Creatures Anathema Genestealers (which seem closer to the original, faster and much more agile rather then tough and well armored) with the Rending Claws rule from Final Sanction. Thoughts ?

tkis said:

On a different issue, if the genestealeres are not in the DW Book, are you going to use the rules from Creatures Anathema, or from Final Sanction. I am thinking of combining both , and using the Creatures Anathema Genestealers (which seem closer to the original, faster and much more agile rather then tough and well armored) with the Rending Claws rule from Final Sanction. Thoughts ?

I recommend a combination too. My impression is they beefed up the GS because they lacked the talents they would normally have in the demo.

Their claws should probably about as powerful as a Tyranid Warrior's claws, I guess.

Alex

Maybe use different version for different generations?

Well after some successfull Forbidden Lore Xenos cheks i specifically stated to my players, that the genestealeres they encounter on Avalos seem to have a heavier bulk and more chitinous plates on them , than the usual variant. Besides Genestealers are pretty mutable anyway. Could also lead to some nice plot hooks involving the Ymgarls. Especially in the light of the fact, that there was some scheming behind Avalos Infestation. Hm tasty Ymgarl Strain cult conspiracy seems to unfold :)

3 Questions.

1) Which are the numerical reknown value for the the various ranks ? I know they are Initiate, Respected, Distinguished, Famed, Hero, but how does that translate in numbers ? Playing the 2 free adventure doesn't really give a sense of proportion.

2) Relics. How is it possible the various chapters let the Inquisition keep their holy relics ? I mean, Astartes goes to war for much less then that, is any explanation given ?

3) Are there rules to make new relics/trappings in the book ?

Lucius Valerius said:

2) Relics. How is it possible the various chapters let the Inquisition keep their holy relics ? I mean, Astartes goes to war for much less then that, is any explanation given ?

3) Are there rules to make new relics/trappings in the book ?

I don't have my copy on me, so I can't answer Question 1.

Q2: Because the Deathwatch are not the Inquisition, they are a separate brotherhood of Space Marines who happen to work most often with the Inquisition. In all the cases mentioned in the book, the relics were weapons, items, etc, used by Space Marines of the Deathwatch during their Tour of Duty, who left the relics to the Deathwatch to aid their Brother Marines in the struggle against the xenos. Since only Marines of the same Chapter can use Relics, it's not that big a problem.

Q3: No.

Lucius Valerius said:

3 Questions.

1) Which are the numerical reknown value for the the various ranks ? I know they are Initiate, Respected, Distinguished, Famed, Hero, but how does that translate in numbers ? Playing the 2 free adventure doesn't really give a sense of proportion.

2) Relics. How is it possible the various chapters let the Inquisition keep their holy relics ? I mean, Astartes goes to war for much less then that, is any explanation given ?

3) Are there rules to make new relics/trappings in the book ?

*1) From what I recall,

Initiate - 1-19

Respected 20 - 40 I think (def starts at 20)

And don't start me lying from here, but I think Hero is eitheri 80-100, or 100+

*2) The 3 relics I recall reading about were the Space Wolf Frost Axe and the Special Deathwatch blade and bolter.

The Frost Axe is just so you have stats for a Frost Axe. Could be anyone's, Think Joe Frost Axe.

The bolter was a super souped up deathwatch bolter with many machine spirits that does slightly more damage/pen and comes from a secret testing facility basically.

The Deathwatch Relic Blades are basically akin to the Relic Blades that HQ options are allowed in the tabletop game from the space marine codex.

*3) I didn't see any, but i honestly had the book in my hands for all of 20-30 minutes on a Sunday afternoon while we were gaming, so...

I know that doesn't all help as much as you'd like probably, heck I'm disappointed in how little I remember even, but maybe it's better than nothing.

It's ok, that was very helpful gui%C3%B1o.gif

ok here is the renown rankings and points reqiured for each

0-19 initiated

20-39 respected

40-59 distinguished

60-79 famed

and 80+ hero

Post Withdrawn, I found what I was looking for

How strong is the assault cannon? Is it like the bolter (in the demo) way stronger than the version in Rogue trader?

RyueOkami said:

How strong is the assault cannon? Is it like the bolter (in the demo) way stronger than the version in Rogue trader?

About as strong as the Heavy Bolter... see Final Sanction. Does only minimal more damage, has the same Range, ROF and PEN. Bit disappoining. Maybe up for a fix in an errata to make it different from a HB.

Alex

On an average the Assault cannon is only going to do about 1 or 2 more points of damage. However since it rolls 3 dice instead of 2 its got a 50% greater chance of scoring Righteous Fury. Against a horde the two will be almost identical, against a tough individual target the Assault Cannon is a better choice for marginally improved damage and, more importantly the greatly increased righteous fury chance.

Also keep in mind that Astartes scale weapons usually do about 1d10 more damage than those made for normal humans (such as in RT and DH).

Id say the main thing with the assault cannon is that it is the heavy weapon variation of the heavy bolter that terminators can use. Remember it is a mounted, not heavy weapon, so it requires terminator armour to use, while the heavy bolter cannot be used by terminator armour. But yes, overall, its damage output is fairly minimal over the HB. But having more dice (3d10 vs 2d10, but both have tearing) means that it has a slightly higher chance for righteous fury.