Rites of Battle status updated!

By Darknite2, in Deathwatch

How easy is chapter creation?

And how hard would it be to make say the White Scars or Salamanders? Or really, any of the First Foundings that weren't done.

I was actually hoping we'd get the rest of the First Founding chapters in this one, since they'd make Successor Chapters a lot easier to create from there. And darn it, I'm a Mongolist RL (My Academic field), I want to play a Space Marine Mongol! ;)

Still, ordered mine from FRPgames and it shipped today, can't wait to see it! Black Shield sounds quite interesting as well. Can't wait to know more about them too.

gawdsofwar said:

It's listed as "VERY GOOD STOCK" on the FRP Games website. If you fall into the MUST-HAVE-COPY-IN-GRUBBY-PAWS-NOW category (I know I do), I suggest ordering it from them because they apparently have copies ready to ship now.

Mine is on the way! Should have it by friday! I do not anticipate much reading of Kinesiology this weekend...

I have a question about Advanced Specialities. I never used them in DH so I'm not familiar with it but is it possible to have more then one IE 1st Company Veteran and later Deathwatch Captain ?

Dulahan said:

How easy is chapter creation?

And how hard would it be to make say the White Scars or Salamanders? Or really, any of the First Foundings that weren't done.

I was actually hoping we'd get the rest of the First Founding chapters in this one, since they'd make Successor Chapters a lot easier to create from there. And darn it, I'm a Mongolist RL (My Academic field), I want to play a Space Marine Mongol! ;)

Still, ordered mine from FRPgames and it shipped today, can't wait to see it! Black Shield sounds quite interesting as well. Can't wait to know more about them too.

While I haven't delved to deeply into it yet I'm pretty impressed by the level of detail covered in Chapter creation. I'm sure you can put together White Scars or Salamanders. I'm betting later supplements will cover other First Founding chapters in more detail, though.

Lucius Valerius said:

I have a question about Advanced Specialities. I never used them in DH so I'm not familiar with it but is it possible to have more then one IE 1st Company Veteran and later Deathwatch Captain ?

More than one Advanced Specialty is possible but not encouraged and left to the GMs discretion as to whether to allow it.

H.B.M.C. said:

I'm guessing a Black Shield is something you take right at the start rather than picking a Chapter?

And what's so special about the Deathwatch Epistolary?

Are the Imperial Fist Demeanours/Solo-/Squad-Modes related to siege warfare or stubbornness?

Can I keep asking questions?

Well? Can I?

lengua.gif

The Epistolary gets some special Deathwatch Psyker Powers, some expected librarian gear and advantages when doing psychic battle with xenos.

The Imperial Fists have many abilities, talents and demeanors that highlight their knowledge of siege warfare and indefatigable spirit.

Well, I heard Ross say on 40Kradio that he'd love to publish all the chapters eventually. My guess is that for the next "season" more chapters will be added and I am sure there will be 1st Founding chapters. All just speculation but it would make sense.

Alex

Hi darknite,

do you think it would be possible to give us some more Informations about the Advanced Specialties ^^ ?

Personally, Iám really interested to hear more about Black Shield, Deathwatch Champion, Deathwatch Captain and First Company Veteran. But if you have some time left for us simple-minded souls, it would be awesome if you could give us a small sentence about all of them ^^ .

Thx!!!

Seconding more interest in Black Shield. That one seems very, very interesting.

And what about new back and rules about Power Armour?

Is it have some pictures of Power Armour? Systems?

And anybody knows when would be available PDF for buy?

DW Space Marine said:

And anybody knows when would be available PDF for buy?

FFG has a policy to let books be in stores for some amount of time before being sold as PDFs. I think it is about a 2 month delay, but I could be wrong by up to 4 weeks in either direction. Of course, I personally think their PDFs are overpriced, but I'm spoiled by Paizo and other companies that give free PDFs with purchase.

A quick overview of the Advanced Specialties...

* Each Advanced Specialty has a Special Ability, similar to the one you get for choosing a Specialty, though there is only one (not a choice)

Black Shield: An Astartes who has left his chapter for one reason or another - last of his kind, others turned to Chaos, was cast out for some reason, etc. These Marines have a fatalistic outlook, keep to themselves and don't like to bring up the past. They are quick to place themselves in harms way, perhaps as a means of catharsis. Their access to chapter-based advances, demeanors, modes and backgrounds is different from a standard SM.

Deathwatch Champion: Seems to be very similar to an Emperor's Champion but are devastating in close combat, particularly with xenos.Has access to very good weapons and armor (via purchased Talents).

Deathwatch Chaplain: See the .pdf FFG has posted. Beyond getting the Skull Helm and Rosarius as standard equipment the Crozius Arcanum is an awesome power weapon. For those who whined that the Chaplain isn't much to write home about, you are gravely mistaken.

Deathwatch Dreadnought: Not an easy specialty to obtain for lots of reasons. Would be very difficult to play as PC. For one thing you'd need a pit crew to reload your weapons and you don't fit through standard doors. There are some wonderful mechanics on handling a Dread's 'disconnect' from time as humans know it. They are limited in their future advances or the use of certain current abilities as well (makes sense).

Deathwatch Epistolary: A libararian specialty with access to Deathwatch psyker powers, has a psychic hood and is particularly effective vs xenos.

Deathwatch Forgemaster: A techmarine with a cool special ability that allows him to modify qualities on weapons prior to a mission. Don't like that plasma guns overheat? No problem. Has a new Trade skill called Forge Master that doesn't look particularly handy, IMHO, as it can replace the Tech-Use skill in some cases. Well, both skills key on Intelligence and as a Techmarine I'd keep my Tech-Use skill maxed out so how Forge Master fits here as a skill seems a bit contrived.

Deathwatch Keeper: Sort of the 'stewards of the Deathwatch'. These guys are privy to the inner secrets of the order, often charged with overseeing sensitive areas. Have good spokesman and naval command skills. Is entrusted with a Clavis, sort of a 41st century master key, but can't take it on missions (??).

Deathwatch Kill-Marine: Sort of lone knights-errant of the Deathwatch. Often charged with long term quests requiring interacting more with the galaxy at large than a Kill Team would be. Good cross over class for Dark Heresy or Rogue Trader. Very stealthy and with some social interaction skills than normal.

Deathwatch Captain: Pretty much what it sounds like. An SM Captain, either before coming to the Deathwatch or specifically elevated to DW Captaincy. Very much oriented on command and leadership. Gets a chainsword as a piece of standard wargear, seems pretty anticlimactic, but also has standard access to an Iron Halo if he otherwise qualifies.

First Company Veteran: The advance list looks like a roadmap for what you'd think a veteran sergeant would need to excel. Their Battle-Hardened special ability and Survivor talent adds to the impression that these guys have the experience of scores of battlefields behind them.

darknite said:

Deathwatch Epistolary: A libararian specialty with access to Deathwatch psyker powers, has a psychic hood and is particularly effective vs xenos.

Space Wolves allowed? Or another swipe at the sons of the Russ?

Alex

Armor overview...

The armor section covers 7 of the 8 Marks of Astartes power armor (Mk 1-6 & Mk 8, Mk 7 is covered in the main DW rulebook).

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

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.

ak-73 said:

darknite said:

Deathwatch Epistolary: A libararian specialty with access to Deathwatch psyker powers, has a psychic hood and is particularly effective vs xenos.

Space Wolves allowed? Or another swipe at the sons of the Russ?

Alex

Well, you have to be a Librarian to qualify and there's no restriction on a Space Wolf being a DW Librarian. So I don't see any reason they don't qualify.

darknite said:

ak-73 said:

darknite said:

Deathwatch Epistolary: A libararian specialty with access to Deathwatch psyker powers, has a psychic hood and is particularly effective vs xenos.

Space Wolves allowed? Or another swipe at the sons of the Russ?

Alex

Well, you have to be a Librarian to qualify and there's no restriction on a Space Wolf being a DW Librarian. So I don't see any reason they don't qualify.

Phew, I was concerned because the Runepriests do not use the normal librarian ranking system which epistolary is a part of. In fact I think librarian would be a misnomer for them because they have an oral not a writing tradition.

Alex

darknite said:

Deathwatch Chaplain: See the .pdf FFG has posted. Beyond getting the Skull Helm and Rosarius as standard equipment the Crozius Arcanum is an awesome power weapon. For those who whined that the Chaplain isn't much to write home about, you are gravely mistaken.

Please, please tell me that it has tearing.

Here's a quick sample Deathwatch Champion...

Name: Blade Master Sigurd

Chapter: Black Templars

Specialty: Assault Marine [ability = Wings of Angels]

Advanced Specialty: Deathwatch Champion [ability = Xeno's Band]

XP: 28,900 (Rank 4)

Deeds: No Quarter Given (500)

Renown: 44

Honors: Imperialis

Wounds: 22

Fate: 3

WS: 69, BS: 45, S: 55 (13), T: 51 (10), Ag: 52, Int: 42, Per: 46, WP: 50, Fel: 37

Skills: Awareness [+10], Ciphers (Chapter Runes), Ciphers (Deathwatch), Climb, Dodge [+10], Common Lore (Adeptus Astartes), Common Lore (Imperium), Common Lore (War), Common Lore (Deathwatch), Concealment, Drive (Ground Vehicle), Forbidden Lore (Xenos), Interrogation [+20], Intimidate [+10], Literacy, Navigation (Surface), Pilot (Personal) [+10], Scholastic Lore (Codex Astartes), Speak Language (High Gothic), Speak Language (Low Gothic), Tactics (Assault Doctrine), Tracking

Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Counter Attack, Crushing Blow, Hatred (Heretics), Heightened Senses (Hearing), Heightened Senses (Sight), Hunter of Aliens, Killing Strike, Lightning Attack, Lightning Reflexes, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), Scourge of Heretics, Sound Constitution [x2], Sure Strike, True Grit, Unarmed Master, Wall of Steel

Armor: Mk 8 Errant (8/11) w/ Thy strength be legend history (+10% Strength)

Equipment: Combat Shield, Power Sword, Bolt Pistol, Jump Pack

-

A couple of questions exist for me after doing this.

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.

Also the Xeno's Bane special ability for the Deathwatch Champion is amazing. All damage done by the character to a Xeno counts as Toxic and a Righteous Fury against a Xeno of equal or lower wounds forces the Xeno to make a T test or DIE. While the rule is written explicitly to indicate that the wound comparison is done against the Character's FULL wound total, they don't make that distinction for the victim. I would assume it's their full wound total as well, though it might make sense that a weakened uber-boss would be vulnerable to such a strike.

Are there any restrictions on who can and cannot take these (eg. Ultramarines cannot take 1st Company Veterans as at this point in the time line they don't really have much of 1st Company).

BYE

There are certainly restrictions. Only the Chaplain has an explicit Chapter origin restriction. Most are based on parent specialty, rank, attribute levels, honors and the like.

So let's hear more about the Dreadnought. Not just the special rank, but Dreads in general (Chaos as well). Do we get different types of Dread weapons, or are only a few covered? Do Chaos Dreads get some of the 'Old Skool' weapons back, like Thunder Hammers and Power Scourges, or not?

BYE

How about the new weapons?

It sounds awesome so far. I wanna peek inside of it so bad :(

darknite said:

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).

Well, there's a quick houserule to add. I don't care much for "phantom xp" so I'll just have it count in the total. Keeps everything much smoother IMO.