Custom Chapters and Relics/Trappings

By SubtleCadaver, in Deathwatch

Hello everyone.

I've been writing up a custom Chapter (the Night Wardens, a Raven Guard successor), but I've been stumped when it comes to Chapter Trappings and Relics. Call me an idiot, but I can't find the sections addressing them (if there are any).

Now I'd assume you use the ones from your progenitor, but since the Raven Guard don't have rules yet... What should I do? Make my own? Use renamed ones from another Chapter?

Also, since you follow the rules for your Progenitor (besides different stat boosts/Demeanours), I don't really know what to do with my Chapter... Other than either waiting for the Raven Guard rules or using a different Progenitor.

Thanks happy.gif

Erm... I just thought... This'd be more fitting in the rules question section, eh?

Just have a flick through other trappings in search of inspiration, and either steal ideas or modify them. It seems that generally the skill bonuses cap at +3 and are either non-combat skills, or niche in nature. So no 'talisman of +3WS'. I'd consider one that gave +3 to move silently checks, maybe one that gave +3WS when charging with a jump pack... that kind of thing.

Ahh, okay. Thanks for the help and ideas happy.gif

Siranui said:

Just have a flick through other trappings in search of inspiration, and either steal ideas or modify them. It seems that generally the skill bonuses cap at +3 and are either non-combat skills, or niche in nature. So no 'talisman of +3WS'. I'd consider one that gave +3 to move silently checks, maybe one that gave +3WS when charging with a jump pack... that kind of thing.

I would disagree with the idea that there are no trappings that give flat bonuses to characteristics. The ornamental tabard or the amulet of might both give +2 to a characteristic.

It would rather be a +3 bonus to skills OR a +2 bonus to a characteristic, save for WS/BS which need to be circumstantial (when charging, when firing on full auto etc.)

I just took the Space Wolf one that gives a +3 bonus to any Pilot/Drive skill, renamed it and picked Pilot (Personal) happy.gif

looking in the space wolf codex i've created:

wolftooth necklace: Gain +3 WS when fighting an enemy in single melee combat.

wolftail talisman: Add +3 to any Willpower Test to resist oposed Psiker test.

Wolftooth looks a tad OP, considering you'll be fighting everything but Masters and Hordes in single melee combat (even Masters later on).

ops...

I'm sorry but what was the meaning for "tad op"?

(I must study english better and harder!!!)

He means it's a little bit over-powered.

I'd have to agree that it's a very obviously strong choice. If you don't need to hesitate for more than a second before clearly making your mind up when choosing a Trapping, it's probably a bit too good!

ok, thank for the explanation....

and if it was only +2 ???, like the:

tempest amulet (storm wardens)
The native traditions of Sacris place a strong emphasis on the
ability of an individual to affect change in the world through
strength of arm and force of will. Tempest Amulets are rooted
in mysticism, but also serve as a focus for the Storm Warden’s
stubborn will. These small leather pouches contain “tempest
stones,” rocks fused into glass by the fierce lightning storms of
Sacris and wrapped in prayer scripts written by the owner.
• Amulet of Might: Add +2 to Strength (after all other
modifiers).
• Victory Scripture: Gain +2 WS when fighting an
enemy in single melee combat.

• Guardian Amulet: The enveloped scripts venerate the
Storm Warden’s lost 1st Company, so that they will send
aid to the bearer in times

Yeah, that'd be fine happy.gif