Rites of Battle status updated!

By Darknite2, in Deathwatch

What types of Imperial/Marine vehicles are in it?

Are there any Trappings for Successor Chapters?

Santiago said:

What types of Imperial/Marine vehicles are in it?

Santiago said:

What types of Imperial/Marine vehicles are in it?

Land Raider: Standard, Crusader, Helios, Prometheus, Redeemer, Terminus Ultra

Land Speeder: Standard, Tornado, Tempest, Storm

Space Marine Bike and Attack Bike

Predator Destructor and Annihilator

Rhino, Damocles Command Rhino, and Razorback

Dreadnought and Ironclad Dreadnought

Thunderhawk Gunship and Stormraven

Vindicator and Whirlwind

Warhound Scout Titan

No trappings for Successor Chapters. They typically just use base parent chapter rules with very minor modifications, mostly background info and how they contribute to the Achilius Crusade.

BrotharTearer said:

HappyDaze said:

Or would that be Counterattack ? It's one word, no hyphen...

The core rules would disagree with you on that one :) Assault marine spec table lists "Counter-Attack", and the talent section lists "Counter Attack".

That doesn't mean the rules are correct. Look counterattack up in a dictionary - it's a real word. The editing in RPGs is notorious for screwing things like this up, especially with unnecessary hyphenation. You'll also note that the Deathwatch errata correctly spells it as one word.

Warhound scout titan?!? I am so keeping this book far far away from my Rogue trader group. XD

Still sounds good for a DW game.

I am very much interested in the Advanced Specialty "Captain" / "Deathwatch Captain". Could anyone who already has the book go into a bit more detail regarding him? Pretty please happy.gif

- Can anyone be a captain or are there restrictions as to which specialties may become Captain?

- Is his special skill like the Tactical Marine´s (use chapter-specific squad-abilities)? Or what is it?

- Does he get any new Talents not in the core book? If so: What are they?

Thanks in advance!

Deathwatch Captain Prerequisites: 5+, Renown 60+, Command +20, Must have distinguished himself as a leader on at least one previous mission, must have already earned the Crux Terminatus .

Cost: 3000 XP, no class restrictions

Special Ability "Command & Control" He gets to re-roll a number of Tactics Tests equal to his INT bonus per mission. His influence allows him to roll 1d10 x INT Bonus and gain that many more requisition points for his team on a mission. Likewise he and his team members count as one Renown rank higher than they are during pre-mission load-out. He has bonuses on calling for Auxiliary Support. Once per mission he can add 1d10+INT bonus of Cohesion to his team.

His advances are lots of Command oriented skills and talents. One new Talent is available to him (Commanding Presence) which allows him to use his STR characteristic, should it be higher, for Fellowship tests and never have more than a -20 penalty to any Fellowship Test.

His Standard wargear adds a Chainsword and an Iron Halo.

How do Hurricane Bolters work, just out of curiosity?

Santiago said:

How do Hurricane Bolters work, just out of curiosity?

Per sponson, it's a -/6/12 twin linked bolter.

Hmmm....little ammo wasters, since you need 11 DoS for maximum effect of 13 hits...

Are there aother patters of weapons and other special ammo types for things other than bolt weapons?

The Russian said:

Are there aother patters of weapons and other special ammo types for things other than bolt weapons?

All the special ammos in the book are used by the astartes shotgun and/or any other autogun weapons, one is used by the astartes webber that's a razor web, where after webbing someone the webs tear them apart slowly.

Anyone happen to be up to using the book to create a chapter to show what can come of it? Doesn't need to be fancy, just give an example of what the results can look like?

Can you tell me about the Dreadnought advanced stuff? Is it actually a dreadnought or is it just the word they used to describe what it is, if you understand my meaning.

Sounds like there's a lot of nice stuff in this. I'll look forward to a wonderful future when all the world is living as one, when we all drive emission free hover cars and Amazon UK finally get the book in stock to have it.

I like that they have successor chapters rules, not only for including a lot but really expanding (and simplifying) the process of including ANY chapter.

Feel a bit sorry for the other first founding chapters though, especialy the White Scars. If we had them you basically only need successor chapters unless they diverge greatly. I'm sure they'll be included later.

Can't begrudge the Imperial Fist's inclusion though. Going from non-inclusion to their entire first and second founding (unless some one knows of any other non renegade chapters) having official rules is some good recompense. I like the sound of them, what little people have written. I've always liked that they could be wild ex gangers from Necromunda (ignoring the novel where that actually was the case but is now rightly been disowned).

So question. What the AV of a Landraider?

It does suck a bit, especially with the remainders being a bit more on the weird side...

White Scars - They seemed like a perfect fit for a book with vehicle rules. And likely would have vehicle stuff.

Salamanders - Not a clue how to do these ones.

Raven Guard - Again, more 'weird' in a lot of ways. Need something stealthy.

Iron Hands - Better equipment? But what else?

I really hope we see the rest of the First Founding Loyalists soon.

Land Raider has 50 armor all around. and 5 more structure points than a warhound titan.

As for create a chapter. It's really watered down, you have to make your own psychic powers, but for squad and solo modes it says to either lift them from existing sources. It does give a table however, at some example solo and squad abilities. They are OK, not as powerful IMO as the ones in the core. However it does give you a nice direction to go on in terms of getting your chapter's background developed and a nice set of advancement tables for skills and talents. You will have to modify them if you want to get close to a first founding chapter, or one unique enough where the chapter creation rules can't cover.

The dreadnought advancement acts like any other advancement. You get traits and talents, and are limited by being a dreadnought. There are the normal dreadnought or the ironclad dreadnought, and most weapons, save for special ironclad ones, are lifted from the core rulebook, such as the twin linked lascannon, assault cannon, etc.

Veroldindir said:

Land Raider has 50 armor all around. and 5 more structure points than a warhound titan.

As for create a chapter. It's really watered down, you have to make your own psychic powers, but for squad and solo modes it says to either lift them from existing sources. It does give a table however, at some example solo and squad abilities. They are OK, not as powerful IMO as the ones in the core. However it does give you a nice direction to go on in terms of getting your chapter's background developed and a nice set of advancement tables for skills and talents. You will have to modify them if you want to get close to a first founding chapter, or one unique enough where the chapter creation rules can't cover.

The dreadnought advancement acts like any other advancement. You get traits and talents, and are limited by being a dreadnought. There are the normal dreadnought or the ironclad dreadnought, and most weapons, save for special ironclad ones, are lifted from the core rulebook, such as the twin linked lascannon, assault cannon, etc.

I guess I'll redo my Crimson Fists according to these guidelines. Really, successor chapters shouldn't be too closely tied to their parent chapters ruleswise... some common ground is good -it shows the lineage- but unless they all have their own full custom rules they don't get the credit they deserve and it diminishes a bit the degree of variety.

But as temporary measure "oh they are Imperial Fists with this and this" modification is okay. But no more.

Alex

So it's actually the vehicle dreadnought and not just a marine in heavy armor? Sweet.

I guess Black Templars vary to a big extent from Imperial fists, and that is a nice example of a successor chapter being very different from their parent legion.

*lost in thought after reading this thread* How will I make Carchadoron character... *evil laughter from abyss beneath galactic plane*

Would you describe Mk V Heresy armour rulewise and in comparision with others? I still consider it the most so-frakking.ugly-that-it´s-beutiful power armour ever, despite its description as being inferior to earlier and latter marks.

ak-73 said:

I guess I'll redo my Crimson Fists according to these guidelines. Really, successor chapters shouldn't be too closely tied to their parent chapters ruleswise... some common ground is good -it shows the lineage- but unless they all have their own full custom rules they don't get the credit they deserve and it diminishes a bit the degree of variety.

But as temporary measure "oh they are Imperial Fists with this and this" modification is okay. But no more.

Alex

From the sounds of I don't think they were implying that the create your own chapter rules where there for the other 4 first founding chapters. It sounds to me that (and I'm sure some one with the book will correct me if I'm wrong) that the successor chapters are there for chapters that are relatively close (and it makes it quicker) to their founding chapter (like I imagine many of the Ultramarine successors would be for instance) while you would create your own if they have strayed further away or are have an unknown founding chapter.

The Fist's are a good example in that the Crimson Fists are a successor chapter (I think they are one of the examples in the book) while the Black Templars are their own chapter.

I'll have to look at the rules but it could be stream lining godsend when all's said and done.

Still waiting on my own copy, but looking at the Table of Contents and comments... this makes me wish they'd just used the "Create a Chapter" space to write up the other 4 First Founders at 8 pages a piece, and used the last 6 pages to give a cursory "To create successors, typically just base on original, with some brief guidelines" sort of thing. I honestly think that might have been a much better use of the space.

Though when I see it, maybe my mind will be changed. But as of this moment the two I want most of all have still not been published (White Scars and Raven Guard) and the other two I find to be unusual and interesting (Iron Hands and Salamanders) haven't either. With no real sign of them in the next year as far as I can tell from the release schedule.

FFG, any chance of the remaining 4 being published as PDFs online? Pretty please? :D

Whoops, did my math wrong. Times 4, not 3. So not 6 pages left over, but 2 pages over the current count.