Pretty sure Mill has said that it does note that all marine characters have to be male. So all those posts are effectively pointless. I post in em more in an attempt to get people to see that its not really a "bad" thing that marines have to be male.
Deathwatch Q&A
I appreciate you taking questions....of which I have two:
1. You don't need to get too detailed but what kind of AP does Terminator armor have and apart from the obvious dexterity penalty does it do anything more than the regular armor does?
2. Are the Tau in the book and if so, how does the pulse rifle rate?
Thank you for your time!
Termies have 14 AP all around, and a refractor of sorts in the form of the Crux Terminatus. They give an extra +10 Strength over power amor (+30 Strength total), and probably have more features than that.
Tau are one of the primary war-fronts of the Jericho crusade.
Taking a few minutes to read the thread would've answered both these questions I think, I know the subject of Terminators has come up before.
GalagaGalaxian said:
Another thought came to me reading those last ones and it is SO original. It is about weapons, Chaos weapons! Do they generally use the same stuff as the PC or do they have pre-heresy gear? e.g. a twin linked bolter? Probably stupid i know but curious.
@Hellebore: As Kommissar said, the book specifically states, in several places, that the geneseed/zygotes only ever work in males, and there are no female Space Marines.
@HBMC: There are:
Plasma Rifles: More powerful and stable than Imperial Plasma Guns, and has Tearing too.
Missle Pods: Slightly more powerful than Bolters.
Burst Cannon: Slightly less powerful than bolters, but still deadly.
Pulse Rifle/Carbine: Same damage as the burst cannon but longer range, less RoF, and are Gyro-Stabalised (which means that, until they hit their maximum range, the highest negative modifier you get to range is Long Range (-10)). The Pulse Carbine also has a Grenade Launcher on it.
Pulse Pistol: Same damage as the other pulse weapons.
For Tyranids there are:
Barbed Stranglers/Stranglethorn Cannons, Deathspitters, Devourers, Fleshborers, Venom Cannons and Heavy Venom Cannons, Boneswords, Lash Whips, Scything Talons and Rending Claws. They pretty much do as they do in the table-top game, but they have about 2 pages worth of rules and special qualities between them, so you'll excuse me for not writing it all out.
Marks of Chaos do:
Khorne: Gives them a load of extra combat talents that make them melee monsters;
Tzeentch: Gives them Unnatural Willpower and the Daemonic Trait. Also gives them psychic powers if the GM wants to.
Nurgle: Gives them more wounds, more toughness, and are absolute bastards to kill.
Slaanesh: They gain Heightened Senses (All), Unnatural Agility and Unnatural Fellowship.
@Hesporos: It's only normal Chaos Marines, so they just have bolters, bolt-pistols, chainswords and the like. They don't carry any of the weapons that would have been around pre-heresy, such as the twin-linked bolter, sorry.
*Grumbles at Tau weaponry* I didnt' really expect them to let anything surpass the holy bolter, but i'm still kinda annoyed. Shooting a marine with a Pulse rifle is suposed to be like shooting a guardsman with a bolter. It hurts. Oh well, I can always change the rules if I need to. The Nid and Chaos stuff sounds good.
Remember "Slightly less powerful" is probably the pershot basis. I'm sure the Burst Cannon and maybe even Pulse Rifle have a better Rate of Fire than the Bolter.
After all, an Eldar Shuriken catapult is only 1d10+4 R Pen 6, however it has a RoF of S/3/10, so it can score a lot more hits. Kinda mitigated by the Marine's toughness though (thoughness soak has always made thing a bit odd in DH/RT/DW).
A Burst Cannon has a RoF of -/-/10, and given that it's only mounted on Battle/Stealth Suits, basically has as much ammo as is needed. It'll chop through a Space Marine given a little luck. As for Pulse Rifles, their benefit is that they are very long ranged, basically being able to hit anything within half a kilometre or so with very little problem due to the Gyro-Stabilisation.
Plus, you should see the Crisis and Stealth Suits. Most things will be bouncing off Crisis Suits, and Stealth Suits will be able to sneak up to within a few metres of you without you noticing, only to then blow you away with point-blank fully automatic weaponry.
Also, remember that Fire Warriors can be made into hordes. That way they really can blow Space Marines away through weight of fire.
Hm how strong are the crisis (protectionwise) compared to a power armor?
Btw if I read it all correctly then rules for a scriptor are also included?
How high is their psi-rating at start?
And do they grow fast in their psi might?
Also do they have something to weaken the effects of the perils of warp?
(I'm using the DH psi-rules in my round so I would have to convert the scriptor)
I'm aware that a later supplement covers this in great detail, however, given the material in the book... would it be easy to... lets say, "mix and match" abilities from other chapters to effectively make up new Chapters?
Or are the Chapters hard-wired in such a way that it would be impossible to use the current talents, etc. to create Imperial Fists or Mortifactors, or <Marine Chapter here not covered in the book>.
Of course, this is merely from your understanding of the book as it is written, I'm not asking about a later supplement that hasn't arrived yet.
Hm how strong are the crisis (protectionwise) compared to a power armor?
Crisis Battlesuits are AV9 all over, and provide Unnatural Toughness (x2) to the Tau within. They're basically just as tough as Marines are.
Btw if I read it all correctly then rules for a scriptor are also included?
How high is their psi-rating at start?
And do they grow fast in their psi might?
Also do they have something to weaken the effects of the perils of warp?
(I'm using the DH psi-rules in my round so I would have to convert the scriptor)
Erm... what's a scripter? Sorry, I've just never heard that term before. I'll assume you mean Librarian, and they start off at Psy Rating 3, and go up to Psy Rating 10 (which you get to by the end of the progression table). They also use the same psychic system as Rogue Trader, but do not have the benefit of being Soulbound, as Astropaths do.
I'm aware that a later supplement covers this in great detail, however, given the material in the book... would it be easy to... lets say, "mix and match" abilities from other chapters to effectively make up new Chapters?
Or are the Chapters hard-wired in such a way that it would be impossible to use the current talents, etc. to create Imperial Fists or Mortifactors, or <Marine Chapter here not covered in the book>.
I'd say that most of the abilities, etc, that are Chapter specific are fairly Chapter specific, so whilst you might be able to pull off having a Marine from a related original Legion (like a Flesh Tearer Marine using the Blood Angels rules), you'll probably have to make up your own rules from scratch, using the current rules for ensuring that they are not unbalancing.
Luckily the upcoming lineup includes a book that will help with making custom Chapters (and might even have a few more pre-made ones).
Well, the description did say that other well known chapters would have rules made up for them, so I'd expect that to be the case.
MILLANDSON said:
H.B.M.C. said:
MILLANDSON said:
Well I know that 'Scriptor' is word GW uses in Germany for Librarian... maybe that's what he meant?
BYE
Not only germany but in all the german speaking countries
RyueOkami said:
H.B.M.C. said:
MILLANDSON said:
Well I know that 'Scriptor' is word GW uses in Germany for Librarian... maybe that's what he meant?
BYE
Not only germany but in all the german speaking countries
Well, I am German and me and my friends use the term librarian nonetheless. I guess it's because we've been gaming 40K before there has ever been a German language version. :-)
Alex
ak-73 said:
Well, I am German and me and my friends use the term librarian nonetheless. I guess it's because we've been gaming 40K before there has ever been a German language version. :-)
Alex
Yepp I started WH40K with the german versions of the books.
Btw another question about the librarians then. Are there stats given for a psi matrix?
and are the daemon princes very strong? (could they take down a whole team at once?)
RyueOkami said:
ak-73 said:
and are the daemon princes very strong? (could they take down a whole team at once?)
Daemon Princes are probably the second toughest of the mobs described in the book IMO. Probably the toughest depending on circumstances and which Chaos Mark they have. They could certainly give a full killteam a good go, and if the team was careless, or sloppy it would almost certainly wipe the floor, walls and ceiling with them.
Hive Tyrants may be worse. But only HIve Tyrants. And then it is an if.
Psy Matrix? If you mean a psychic hood, no, no rules for that.
As for Daemon Princes, depending on what Mark of Chaos (if any) they are carrying, they are either way more tough than a Hive Tyrant or slightly less tough. Otherwise, yea, they absolutely butcher things, because they can ignore one rank of Unnatural Toughness (which means Space Marines are back down to TB of 4-5). They are absolute monsters, just as they should be.
You really, really want a full kill-team at their prime before even attempting to take something like that down, and even then I'd suggest either blowing up the building it's in, or nuking it from orbit, because it's the only way to be sure.
MILLANDSON said:
The psychic hood is a piece of wargear that can be requested(Pg 171). You need to have 25ish reknown to have access. Its not part of their standard gear(for librarians) but can be requested.
Sorry, since it wasn't standard, and I completely blanked it when I was looking through the equipment, I thought they hadn't included it
Just checked, and yep, it's on page 171.
No worries, I only know as I genereated a Librarian and had to go hunting for it.
I found this in an earler post. Is this the actual rule for Flamers VS Hordes that is printed in the rulebook or is it just a house rule? If it is not correct could someone that has the book please post the correct rule?
Flamers - Flame Weapons used on a horde will hit it a number of times equal to one-quarter of the weapon's range (rounding up) plus 1d5 (so a range 10 flame weapon will hit a horde 1d5+3 times).
Thanks