Rites of Battle status updated!

By Darknite2, in Deathwatch

can someone post the requirements for 1st company vet and captain ?

darknite said:

For one I had to purchase the No Quarter Given Deed for 500 pts with my initial 1000 pts. Points spent on Deeds DO NOT count toward Rank Advancement and so this character began 'play' at 12,500 xp. Rank 1 for a Space Marine begins at 13,000 xp. I felt a little funny taking Rank 1 advances when I technically hadn't qualified for them yet (though there's no method to do so). BTW, No Quarter Given is a smoking deal for the points if you want to have a melee-oriented character.

Oho, what does No Quarter Given do? Sounds interesting for my BT assault marine in the making.

It actually says in the core book that you don't have to spend all of your 1000 starting xp, and the rest is kept in your xp pool. More or less anything under rank 2 is rank 1, as you can pick rank 1 skills with your 1000 starting xp :)

darknite said:

here is a one page spread showing a front-view of each model and a systems outline of a Mk 7 suit.


darknite said:

The description and variation is wonderful. There are significant differences between the models. Only Mk 4-8 are available for standard issue, the earlier models having interesting historical & cultural meaning within chapters and Ecclesiarchy..

Could you told more detailed about this?

And about connection/armour pits of Dreadnought and Dreadnought character at all?

darknite said:

  • Trials of the Aspirant (5 pages)
  • Joint Operations (using DW with DH & RT and vice versa, 4 pages)
  • Vehicle Classifications
  • Driving and Flying
  • Vehicle Combat
  • Aerial Combat
  • Chaos Vehicles
  • Tau Vehicles
  • Many things (24 pages)

Any stats for aspirants/guidelines or just backgroudn info?

Are the conversion rules detailed as well as equally flowing back and forth (how to convert from DH and how to convert to DH, or do you have ot work backwards for one of the options?) or are the conversion rules just generalized?

Are the vehicle rules the same as in Rogue Trader, different? Anything new added?

Under the many things for Watch Station Erioch, any stats for new critters?

If I was simply going to use sections of this book as a supplement for Rogue Trader/Dark Heresy, what is the approximate page count I would likely find useful?

New Weapons - the four that stand out to me are...

  • Astartes Assault Shotgun: full auto, large magazine, quick to reload
  • Deathwatch Graviton Cannon: projects a beam that pins an opponent and crushes them to death
  • Astartes Webber with Razor Webs: looks like it could pin a Carnifex down and rip it to shreds as it tried to escape
  • Crozius Arcanum: The Chaplain gains Hate against foes he attacks with it, it's Balanced and has above average damage & pen for a power weapon

Deathwatch Scout Armor - should provide AP 7 to the body/arms and AP 5 to the legs, there's a chart that gives it a blanket AP 6 which I think is a mistake or perhaps it's meant to indicate that a marine doesn't take stealth penalties while wearing it (?). Nice concealment and communication abilities.

Power Armor - not much to add. I'm attracted to Corvus armor, though it has less body AP than Mk 7 it is more agile and has the best autosenses. The Mk 8's gorget redirects head hits to the body about a third of the time and it's body plate is tougher than the Mk 7's. Older allowable armor types get more Armor History rolls and there are additional Armor History charts in the book.

Relics - about two per chapter and several Deathwatch ones included. DO NOT lose them, there are significant penalties for doing so.

Dreadnoughts - there are several pages dealing with becoming a dreadnought and how they work in their environment and combat. It's nicely detailed. There is a game mechanism called Weight of Years that puts a restriction on dreads using Int or Fel based skills, which means only the brightest will be able to take on the role of leader and councilor effectively. The weapons mix is complete and what you would expect, nothing out of the ordinary including those for an Ironclad. Chaos dreads are crazy and pretty much behave like their TT counterparts. They are armored to a degree that an average Autocannon hit or below will bounce off but the average lascannon or multimelta hit is a worry.

How do Successor Chapters differ from original ones (rules and mechanics wise)? Are they something like Unique Origins in DH which slightly change the Origin, are they unique or are they without rules? Can describe them on example of Flesh Tearers, please? (I never liked Blood Angels, but I´m definitely sold on Seth´s lot)

Have they included rules for extreme Grim Darkness and Encumbrance for Buckets of Man Sauce?('lashings of man Sauce' being unquantifiable)

Grmbl, according to amazon.de it comes out in April.-_-

So, my questions are: Any rules for stealthy chapters in the chapter creation rules? And does the kill-marine have to wear Deathwatch scout armour to be stealthy or does he have some way to negate the penalties from power armour?

TorogTarkdacil said:

How do Successor Chapters differ from original ones (rules and mechanics wise)? Are they something like Unique Origins in DH which slightly change the Origin, are they unique or are they without rules? Can describe them on example of Flesh Tearers, please? (I never liked Blood Angels, but I´m definitely sold on Seth´s lot)

Successor Chapters are given a half a page or more of history and description. Each also has a gray bar with info on creating a Successor Chapter character with deviations from the progenitor chapter spelled out. For the Flesh Tearers it says create as a normal Blood Angel but adds a couple of modifiers - one called "Attack is the Only Form of Defense" (some modified cost Squad Mode patterns) and the other "Tearers of the Flesh" (do more damage in melee but take a penalty to Fellowship).

Mjoellnir said:

Grmbl, according to amazon.de it comes out in April.-_-

So, my questions are: Any rules for stealthy chapters in the chapter creation rules? And does the kill-marine have to wear Deathwatch scout armour to be stealthy or does he have some way to negate the penalties from power armour?

There is a stealth combat doctrine for do-it-yourself chapters. There are advance tables that provide Concealment +10/+20 but none have Silent Move.

The Kill-Marine has no special method of silencing his power armor. If does mention in the fluff that there are times a Kill Marine eschews power armor, though.

Peacekeeper_b said:

Any stats for aspirants/guidelines or just backgroudn info?

Are the conversion rules detailed as well as equally flowing back and forth (how to convert from DH and how to convert to DH, or do you have ot work backwards for one of the options?) or are the conversion rules just generalized?

Are the vehicle rules the same as in Rogue Trader, different? Anything new added?

Under the many things for Watch Station Erioch, any stats for new critters?

If I was simply going to use sections of this book as a supplement for Rogue Trader/Dark Heresy, what is the approximate page count I would likely find useful?

No stats for aspirants, just material for background and roleplaying.

Conversion between the systems is handled similarly to text in the other books. They recommend you pick one system and stick with it. You can generate characters from their 'base system' and extrapolate as needed in your chosen system of play. There are guidelines for how to convert the DH <-> RT/DW psy systems

You know, I haven't really looked over the RT vehicle rules lately but I'm fairly certain they're compatible.

The Watch Fortress Erioch section is an overview of the location. While there are character and even captured xeno descriptions there are no stat blocks.

No idea how useful you'd find it for DH/RT. It's an awesome book for things DW or Astartes, though.

BrotharTearer said:

have a melee-oriented character.

Oho, what does No Quarter Given do? Sounds interesting for my BT assault marine in the making.

It actually says in the core book that you don't have to spend all of your 1000 starting xp, and the rest is kept in your xp pool. More or less anything under rank 2 is rank 1, as you can pick rank 1 skills with your 1000 starting xp :)

No Quarter Given is a 500 pt Deed that gave the Assault Marine I was working on access to a more expensive melee-focused talent at Rank 1 instead of several ranks later and also boosted his WS.

darknite said:

TorogTarkdacil said:

How do Successor Chapters differ from original ones (rules and mechanics wise)? Are they something like Unique Origins in DH which slightly change the Origin, are they unique or are they without rules? Can describe them on example of Flesh Tearers, please? (I never liked Blood Angels, but I´m definitely sold on Seth´s lot)

Successor Chapters are given a half a page or more of history and description. Each also has a gray bar with info on creating a Successor Chapter character with deviations from the progenitor chapter spelled out. For the Flesh Tearers it says create as a normal Blood Angel but adds a couple of modifiers - one called "Attack is the Only Form of Defense" (some modified cost Squad Mode patterns) and the other "Tearers of the Flesh" (do more damage in melee but take a penalty to Fellowship).

Crimson Fists? gran_risa.gif I inquired about them before...

Alex

darknite said:

There is a stealth combat doctrine for do-it-yourself chapters. There are advance tables that provide Concealment +10/+20 but none have Silent Move.

The Kill-Marine has no special method of silencing his power armor. If does mention in the fluff that there are times a Kill Marine eschews power armor, though.

Thanks for the info. I guess my chapter still needs its house rules, but I'll try to fit them into the system as neatly as possible. Now I just have to find a shop that is quicker than amazon......

Mjoellnir said:

darknite said:

There is a stealth combat doctrine for do-it-yourself chapters. There are advance tables that provide Concealment +10/+20 but none have Silent Move.

The Kill-Marine has no special method of silencing his power armor. If does mention in the fluff that there are times a Kill Marine eschews power armor, though.

Thanks for the info. I guess my chapter still needs its house rules, but I'll try to fit them into the system as neatly as possible. Now I just have to find a shop that is quicker than amazon......

http://www.frpgames.com/cart.php?m=product_detail&p=71059

Gone to low stock though.

Alex

ak-73 said:

Crimson Fists? gran_risa.gif I inquired about them before...

Alex

Crimson Fists are of course a successor of the Imperial Fists. They follow Imperial Fists creation rules but gain a talent called Ork-slayer.

can we have bonus for imperial fist pls :)

yannou said:

can we have bonus for imperial fist pls :)

There's 8 pages on Imperial Fists. I'll let them speak for themselves.

yannou said:

can we have bonus for imperial fist pls :)

That's easy enough :)

+5 to toughness

+30 to homoeroticism

Squad Mode Attack Power: "We're going in through its Anus!"

Solo Mode Ability: "Roooooggaaal Dooorn"

Chapter trappings: Branded on the buttocks.

Note: At the start of character creation, randomly two squad members. For some reason, your character has massive repressed feelings for one of them, typically manifesting in the form of over-protectiveness. The other randomly selected Squad member you see as a rival for your loved one's affections.

Lucifer216 said:

+5 to toughness

+30 to homo

bostezo.gif

Alex

ak-73 said:

Lucifer216 said:

+5 to toughness

+30 to homo

bostezo.gif

Alex

+1

Well said Alex.

Golgenna Grenadier said:

ak-73 said:

Lucifer216 said:

+5 to toughness

+30 to homo

bostezo.gif

Alex

+1

Well said Alex.

+2... I don't even know where that sentiment would come from lol

darknite said:

BrotharTearer said:

have a melee-oriented character.

Oho, what does No Quarter Given do? Sounds interesting for my BT assault marine in the making.

It actually says in the core book that you don't have to spend all of your 1000 starting xp, and the rest is kept in your xp pool. More or less anything under rank 2 is rank 1, as you can pick rank 1 skills with your 1000 starting xp :)

No Quarter Given is a 500 pt Deed that gave the Assault Marine I was working on access to a more expensive melee-focused talent at Rank 1 instead of several ranks later and also boosted his WS.

Would that be Counter-Attack?

BrotherHostower said:

+2... I don't even know where that sentiment would come from lol

Track down a copy of Ian Watson's excellent Space Marine and find out! It's one of the best 40K novels of all time and takes a more adult look at how the Imperial Fists function.

Lucifer216 said:

Track down a copy of Ian Watson's excellent Space Marine and find out!

No.

Alex