Additional begining Talents and Skills needed to more accurately represent the Adeptus Astartes

By Lanceus Maximus, in Deathwatch House Rules

I am certainly fine with the idea of them having Chem Geld. I guess it does represent something slightly more than what they go through, but I had always taken Space Marines having no sex drive what-so-ever (chaos worshippers aside). They would still have the external equipment, but the whole subject matter doesn't interest them (if they even know about it).

I can accept that many of them would still be affected by some of the things that Chem Geld protects against and I don't think the insanity point is really suitable in their case, but that actual seduction would have no effect sits fine with me.

Lucius Valerius said:

Kage2020 said:

The difference is they are ALL trained to shot, no difference here from one another BUT we know Astartes join a Devastator Company (codex vise 9th Company) then an Assault Company (8th Company) then a Tactical Company (7th or 6th Company) after their service in the Scout Company (10th Company). They are Space Marines, they don't joke around about training... after you spend ever few months (if not years) in an assault compay you HAVE to have learned how to use a jumppack, you are just dead otherwise.

Remember that we only know Astartes join the Dev company first because Matt Ward rewrote... badly... what order a space marine trains. Originally it was Scout to Tactical Marine (where you train in the BASICS), then if you had a proclivity for close combat or heavy weapons etc, you would move into the appropriate company for further training.

However, by the current SM Codex (*twitch*) for the Standard Codex Marine Chapters (IE: Not Space Wolves, not Black Templars, not Dark Angels, I'll have to check to see if his taint messed with Blood Angels, most likely it did), then yes, if you're training in the assault company, you should have pilot personal.

Not all scouts, however, use the sniper rifle (just cause I rarely see a scout squad that isnt all sniper rifles doesn't mean anything... heh).

Honestly, all Death Watch Marines should have two weapon wielder ballistic & melee, to match their tabletop counterparts (as even a basic Deathwatch marine wields bolter in one hand & close combat weapon in the other thanks to true grit)...

I am not actually sure it did ever say they went into the Tactical squads first. I think that was largely presumed. And understandable presumption, as you usually start general and then specialise (ie, Tactical to either Assault or Devastator), and that is a far more sensible way of doing it, but I don't think it was ever explicitly stated that was what they did.

I have to say I don't see a problem for the bolter wielding chumps in devastator squads being some of the newest Marines, as they will generally be providing local protection (and probably hulking ammo around) for the big guns, and so are less likely to see close action, meaning it would be a good place to start off. However, the actual gunners and assault marines should have been specialists, not guys going through their training until they reach the Tactical Squads. The superb generalists are the Veteran Company, not the tactical squads, who should be the normal generalists.

BrotherHostower said:

Lucius Valerius said:

Kage2020 said:

The difference is they are ALL trained to shot, no difference here from one another BUT we know Astartes join a Devastator Company (codex vise 9th Company) then an Assault Company (8th Company) then a Tactical Company (7th or 6th Company) after their service in the Scout Company (10th Company). They are Space Marines, they don't joke around about training... after you spend ever few months (if not years) in an assault compay you HAVE to have learned how to use a jumppack, you are just dead otherwise.

Remember that we only know Astartes join the Dev company first because Matt Ward rewrote... badly... what order a space marine trains. Originally it was Scout to Tactical Marine (where you train in the BASICS), then if you had a proclivity for close combat or heavy weapons etc, you would move into the appropriate company for further training.

However, by the current SM Codex (*twitch*) for the Standard Codex Marine Chapters (IE: Not Space Wolves, not Black Templars, not Dark Angels, I'll have to check to see if his taint messed with Blood Angels, most likely it did), then yes, if you're training in the assault company, you should have pilot personal.

Not all scouts, however, use the sniper rifle (just cause I rarely see a scout squad that isnt all sniper rifles doesn't mean anything... heh).

Honestly, all Death Watch Marines should have two weapon wielder ballistic & melee, to match their tabletop counterparts (as even a basic Deathwatch marine wields bolter in one hand & close combat weapon in the other thanks to true grit)...

But you see the problem is not the order in which they train, DW marines have to be at least from the Combat Companies which means they went trough the training already (whichever order it is). As such they should have pilot (personal) and two weapon wield regardless of what they decided to specialize on. Hell, Scout Marines can be equipped with boltpistol and combat blade.

FYI Blood Angels 5th Edition goes Scout - Assault - Tactical - Devastator.

I'd say give everyone Pilot Personal as a trained basic, but be very carefull with how you hand out Jump-Packs to the group, as it is a very cool thing to have when it's limited issue, but if everyone can have it, it easily gets overpowered.

In my campaign members of the kill-team that are not Assault Marines (i.e. specialists in their chosen field as Close Combat troopers/scouts) will only be able to requisition Jump Packs for missions where they are essential for mission success.