Hello, after thinking about the Deathwatch Champion advanced specialty for a while I realized that it's pretty hard to take a xenos enemy alive with him. There's always the risk for scoring righteous fury and insta-killing someone (unless he has a higher wound total). Am I overlooking something, or does the Champion have to stand back if the Inquisition wants a living Tau commander?
Deathwatch Champion and capture missions?
Hum...
Anyway, if said Xeno has less wounds than a Marine, a Righteous Fury may kill him anyway ![]()
But yeah, the Champion isn't all for disabling and keeping alive Xenos. Though I would admit, as a GM, to disable this ability (the Champion choses not to "push" his attacks to the point he usually does). I mean, the man is capable of finding weak points, he surely can try and not to kill in one shot.
Stun? pg243 full action, allows you to stun the enemy for a few rounds, admitedly not that useful against a tb10 armour 9, although im pretty certain my teams rank 3 assault marins has a sb of 14
grapple? pg240 remember a power armoured space marine counts as hulking so he should be able to relatively easily subdue most enemies, especially if he causes the tau commander to be ejected from his suit first.
another one I allowed with my team was to grapple an opponent and apply injectors of deadlock (which they bought because they knew they were going to be capturing an ethereal). not only does deadlock have the potential to completely paralyze for a few minutes if the enemy is unlucky (especially if you have several doses) also page 172 paragraph 4 says that the drugs are astartes grade, I ruled that an ethereals constitution is much closer to humans than astartes, so I allowed the drug to also inflict 1d5 levels of fatigue and a round of stun. a very effective way of knocking a tau out ![]()
also thunder hammer, you get lucky on the strike and suddenly the enemy has to take a -60 toughness test or be stunned for 1 round, just long enough to inject with sedative ![]()
Disarm, too!
With melee weapon, I houserule that you can roll WS with a -20 as you are 'holding your punches'; hitting with the wide side of the (Non power field activated) sword, glacing the jaw with that big warhammer, simple 'sucker punch' in the face (NOT at full strenght) and so on.
Or like others said, takedown, stun, grapple attacks/talents
Stormast said:
But yeah, the Champion isn't all for disabling and keeping alive Xenos. Though I would admit, as a GM, to disable this ability (the Champion choses not to "push" his attacks to the point he usually does). I mean, the man is capable of finding weak points, he surely can try and not to kill in one shot.
Braddoc said:
With melee weapon, I houserule that you can roll WS with a -20 as you are 'holding your punches'; hitting with the wide side of the (Non power field activated) sword, glacing the jaw with that big warhammer, simple 'sucker punch' in the face (NOT at full strenght) and so on.
Yeah, that makes sense, I just thought about the possibility that no rules for shutting off the ability meant that the hypno-indoctrination went so far that the Champion could barely touch a xenos without trying to kill it. ![]()
But I'm really ashamed, I completely missed stun, grappling without dealing damage and disarm.
How to capture a Tau Commander for Dummies, page 5, chapter one: look in the armory of you Watch Fortress for that pesky weapons that disables technology. Tau commanders go into battle inside very technological armor, so...
You know, there is no such thing as "we want him alive, don't shoot him too much". There is, however, stuff like sniping rifles that lose the Felling(1) advantage to gain a "incapacitates the target for N hours". Or setting up traps. Or taking a much more valuable hostage, then exchange it for the one you want (if, for example, the group capture an incapacitated Ethereal, but lacks the equipment to properly restrain a Psyker, they can offer a deal to the Tau Commander: himself for the Ethereal. Of course, there would be problems later when the Ethereal wakes up and wants the commander back...).
Why people thinks that to capture someone you need to use firearms?
Errrr...The Champion is more melee-ish, and yet he can be trouble ![]()
And to me, an efficient way of capturing someone may also be to break his legs so as to make sure he's not getting away. That's where you get melee with him and show him some imperial love ![]()
Stormast said:
Errrr...The Champion is more melee-ish, and yet he can be trouble ![]()
And to me, an efficient way of capturing someone may also be to break his legs so as to make sure he's not getting away. That's where you get melee with him and show him some imperial love ![]()
As far as I know, there is more than one player in a Deathwatch group... And even if the Champion is alone, what kind of Space Marine knows only to use a sword? Was he too good to serve with the scouts? Has he never hold a sacred Bolter?
And finally, if he is so utterly useless for a capture mission, why in the hell did the watch commander send him? It's not like the Deathwatch has a shortage of resourceful marines, after all ¬¬U
Mongo have to cap-chure baddie. But Mongo STRONG and Mongo can only kill. 
Mongo also cannot open tin of beans or shake hands, because Mongo can only apply his full strength and power to everything Mongo do and everything break. Make Mongo sad.