Lets pass some time!

By angryface323, in Deathwatch

My gaming crew and i are already wondering what it'd be like to play some of the other unmentioned Chapters!

Salamanders

Alpha Legion

Nightlords

White Scars, especially these guys in my opinion, with all the crazy hunts they go on.

Lets come up with some good rules for these and other chapters you have in mind to waste some time until we get the book! I'll get the ball rolling for us. The Salamanders could get a crazy bonus to being resistant to fire damage. A drop in their fellowship score because of the red eyes would probably work as well. Giving them a crafting bonus to weapons and armor would reflect their talent at creating them. I also think some kind of bonus to toughness would be mandatory.

Well, I've got a player who is adamant about wanting to play a Salamander so I'll definitely be coming up with some rules and demeanours for them. I'd rather have to book at hand to be able to balance it out but it won't hurt to do some preliminary brainstorming. :)

For Salamanders: I don't see at all why they should be nigh invulnerable to fire, they're still human/astartes, perhaps a bonus vs heat & fire damage? A +2 toughness bonus vs fire damage and a +20% vs Heat toughness tests?

Red eyes? First I've heard of that, I thought they just had very, very dark skin, but perhaps a bonus to perception based tests involving sight in the dark? A +10, +20? (edit: i just looked at Lexicanum, it does mention they have 'burning eyes', but I wouldn't categorize that as 'red glowy eyes' more rather like they're almost luminous, like a cat's eyes but much, much brighter as I envision normal marines already having cat-like eye reflextions in the dark due to their enhanced senses.)

Lexicanum also mentions that they have slower than normal astartes reflexes so a -10% on agility-based tests seems in order, this would compensate for the heat-resistant bonus I feel.

Building on the Lexicanum article I'd also have the requisition cost lowered for flame/melta weapons and increased for stuff like jump packs, bikes, land speeders and such.

As for demeanour, Lex. does not mention a specific character trait or flaw but it does mention that they almost all have training as blacksmiths so perhaps something related to that? A bonus to any artisan skill, or a reroll on failed repair attempts etc etc?

As for chapter specific items, fancy flamers and melta weapons are obvious, so is perhaps a cloak of salamander skin that invulnerable to fire?

Night Lords? Alpha Legion?

They're Chaos!!! They wouldn't be part of the Deathwatch (ok technically an Alpha Legionnaire could be, but it'd be under cover).

BYE

angryface323 said:

My gaming crew and i are already wondering what it'd be like to play some of the other unmentioned Chapters!

Salamanders

Alpha Legion

Nightlords

White Scars, especially these guys in my opinion, with all the crazy hunts they go on.

Lets come up with some good rules for these and other chapters you have in mind to waste some time until we get the book! I'll get the ball rolling for us. The Salamanders could get a crazy bonus to being resistant to fire damage. A in their fellowship score because of the red eyes would probably work as well. Giving them a crafting bonus to weapons and armor would reflect their talent at creating them. I also think some kind of bonus to toughness would be mandatory.

I wrote a brief suggestion on Salamanders' possible Chapter Demeanour in a recent topic about Chapter Demeanours.

Alex

H.B.M.C. said:

Night Lords? Alpha Legion?

They're Chaos!!! They wouldn't be part of the Deathwatch (ok technically an Alpha Legionnaire could be, but it'd be under cover).

BYE

And you complain about me wanting fem marines! LOL

Somewhere on th net you can find a pdf book called : codex astartes, who gives rules to create SM from all the loyalist chapters. Indeed just the 1rst founding chapters but they said that the others got the same stats than the chapter they come from.

It gives the list of the implants missing for each chapters and the bonuses given by the original planet of the SM recruit. Like the strange heat and cold resistance of the SW, or the almost invulnerability of salamenders to heat.

I will try to find the link.

Thebigjul said:

Somewhere on th net you can find a pdf book called : codex astartes, who gives rules to create SM from all the loyalist chapters. Indeed just the 1rst founding chapters but they said that the others got the same stats than the chapter they come from.

It gives the list of the implants missing for each chapters and the bonuses given by the original planet of the SM recruit. Like the strange heat and cold resistance of the SW, or the almost invulnerability of salamenders to heat.

I will try to find the link.

That PDF can be found on http://www.darkreign40k.com/ The b&w pdf with the Marine with the Heavy Bolter on the cover. brilliant home-brewn expansion imho but I feel the mechanics that the DW core book introduced will be not 100% compatible with what that pdf wrote down as that pdf was very much based on the Dark Heresy level of gameplay and -mechanics. But of course, that pdf will remain a brilliant source of inormation.

Thank Meph for giving the link so quickly.

Yes the rules are DH oriented but with a little work, and I mean a really little work I guess it will be as good as possible.

I use it as a base for a SM campaign from the Iron Hand chapter and it gives a lot of fun to my player and myself.

Just because it's labeled deathwatch, doesn't mean you have to have a deathwatch campaign! I'm probably going to end up running a Nightlords campaign eventually due to popular demand.