First Founding Feedback?

By Blood Pact, in Deathwatch

Watch-Captain Albus said:

I liked the First Founding book a lot, but I had hoped to see some special classes for the other First Founding chapters. Like firedrake veterans and masters of the forge for the Salamanders chapter, or stormseers for the White Scars ...

Perhaps in a next supplement?

I'm just going to homebrew that stuff if they come up. Basically done with my Iron Father rank at this point. Then again Rune Priests use all the normal Librarian rules and just have a different name and philosophy...why wouldn't a more Codex chapter like the Scars be the same?

BTW what do you think differentiates a Salamander forge master from a Deathwatch forgemaster from RoB?

The way I see it, new material for the Chapters in First Founding could be one "development cycle" behind the others. FFG needs time to determine that the Chapters are appropriately balanced before expanding on them as they did with the core chapters. That could also explain why the Imperial Fists got less material, being in a later book than the Core Chapters... and Black Templars didn't get stuff because that wouldn't make a dang but of sense in a book called First Founding. I'm hoping a Rites of Battle part two sort of thing will pop up and expand the new stuff once it's all better settled in.

Kshatriya said:

Watch-Captain Albus said:

I liked the First Founding book a lot, but I had hoped to see some special classes for the other First Founding chapters. Like firedrake veterans and masters of the forge for the Salamanders chapter, or stormseers for the White Scars ...

Perhaps in a next supplement?

I'm just going to homebrew that stuff if they come up. Basically done with my Iron Father rank at this point. Then again Rune Priests use all the normal Librarian rules and just have a different name and philosophy...why wouldn't a more Codex chapter like the Scars be the same?

BTW what do you think differentiates a Salamander forge master from a Deathwatch forgemaster from RoB?

I do not think that he differs all that much, just like a Deathwing veteran doesn't differ all too much from a 1st company veteran. But it would be nice to see some very specific fluffy skills and powers that you could use to enrich your character. Take the Firedrake for example, I presume that a young Salamander would just be an initiate in the Prometheus Cult, but a Firedrake would be fully alive to the tennets of the cult. And it would be nice to see some specific traits and demeanours linked to that.

The same goes for the Salamander forge master, those are the Promethean cult leaders or clergy figures. So I would like to see a sort of profile that takes some elements of the Deathwatch forgemaster and perhaps a smaller part taken from the chaplain profile?

I know I can create it all myself, but still it would be nice to see in a future supplement and it would be great to see Games Workshop and FFG actively expanding WH40k canon.

bluntpencil2001 said:

Watch-Captain Albus said:

bluntpencil2001 said:

Regarding the Raven Guard, their background presented in First Founding makes Captain Shrike appear very unusual for the Raven Guard, whereas I had previously seen him as the ideal Raven Guard. He, being a hero to the common people of the Imperium, going against the heartless machinery of Imperial bureaucracy, is also going against his own Chapter, it seems.

How did you come to that conclusion? I just read the Raven Guard part of the book last week and I do not see the conflict...

The First Founding book makes the Raven Guard seem aloof and cold, willing to use allies as bait. Kayvaan Shrike is known for rescuing allies that have been deemed not worth saving. Ignoring such people would go along entirely with the description in FF. Kayvaan Shrike does not seem the 'heartless' sort of space marine.

Ow, that is something I did not carried away with at all. The Raven Guard background still says that they are the extensive planners and that they analyse every detail of missions past and missions to come. That is perhaps why they come over as cold or aloof. But in the end, being calculatin or right-thinking does not imply being heartless.

I can understand the coldness and I think it fills in with the Raven Guard background. I do not know if you have read the Delivrance book from the Horus Heresy? If you only consider how many times the Raven Guard were betrayed, how many times their chapter/legion was on the brink of total annihilation. Well some people would become cold for less...

I always thought that a Deathwing specialty would be a waste of space too (and I still think it was), but I'm frankly glad that at least that was the only one. Adding too many more redundant specialties just because some fanboys would like them, for mainly fluff reasons, would damage the line as a whole I think. For one it would be a consistent waste of wordcount in the books, that could be used for other, more valuable material. And perhaps more troubling, it would give people the idea that it's alright to come up with whatever custom thing you want that is just little more than an existing specialty, with a few extra special tweaks to make it work better for your specific Chapter. And I think that is crossing the line in to unacceptable powergaming, just for the sake of powergaming.

As I was looking at all the new Chapter Trappings, I really like the helmet picter for the Raven Guard.

But, I have to say, I am really having an issue with the Torandor Pelt Chapter Trapping for the White Scars: Every other trapping with similar effects adds to the base characteristic, but this specific one says it applies to Toughness Tests. Really? Adding that one little word on the end makes this trapping next to worthless. Speaking as a character with a Toughness of 48, I couldn't care less about having a +2 to rolls. I want the characteristic increase!

Labarynth said:

As I was looking at all the new Chapter Trappings, I really like the helmet picter for the Raven Guard.

But, I have to say, I am really having an issue with the Torandor Pelt Chapter Trapping for the White Scars: Every other trapping with similar effects adds to the base characteristic, but this specific one says it applies to Toughness Tests. Really? Adding that one little word on the end makes this trapping next to worthless. Speaking as a character with a Toughness of 48, I couldn't care less about having a +2 to rolls. I want the characteristic increase!

Agreed. I would like to see a lot more choices for chapter trappings too. It's something you get for free, isn't usually that powerful, but can add a lot of flavor to your character and add a little edge in the right place.

Captain Ventris said:


The way I see it, new material for the Chapters in First Founding could be one "development cycle" behind the others. FFG needs time to determine that the Chapters are appropriately balanced before expanding on them as they did with the core chapters. That could also explain why the Imperial Fists got less material, being in a later book than the Core Chapters... and Black Templars didn't get stuff because that wouldn't make a dang but of sense in a book called First Founding. I'm hoping a Rites of Battle part two sort of thing will pop up and expand the new stuff once it's all better settled in.

I am really hoping for a second RoB as well. More Deeds. More Chapters. More Successors. More Silver Skulls.

More of that one Ultramarine Successor who use abilities of their psykers to make sure they "win first then go to war".

More Silver Skulls. (hey guess who I play)

But yeah, there are a lot of people who are waiting to see their favorites get published.

I think FFG made an amazing move with all of this, because we aren't going to stop outright demanding for them to keep releasing more and more content. This thread proves that.

I received FF yesterday and I must say it is highly recommended, an essential splatbook - just like RoB.

First of all the other FF chapters are interesting and fill a gap. Secondly and most importantly: new chapter rules. The new Solo and Squad Mode abilities and the new Oaths and the new Chapter pasts make all the difference in the world and help define the chapters we have so much more.

The advanced specialties, the gear, the mission - it all seems nice but what really stands out are the additional rules.

The only problem I have with it is "Yet more buffs for Marines and yet more options". (Does anyone else think the new DA additional rules falls a bit behind what others get? Not crunch-wise but theme-wise?)

Alex

PS Whoa! Just reading the Wolf Priests Mentor talent. :awesomesmiley: This is all very, very good. (Now where's some special rules for Rune Priests?)

Blood Pact said:

I always thought that a Deathwing specialty would be a waste of space too (and I still think it was), but I'm frankly glad that at least that was the only one. Adding too many more redundant specialties just because some fanboys would like them, for mainly fluff reasons, would damage the line as a whole I think. For one it would be a consistent waste of wordcount in the books, that could be used for other, more valuable material. And perhaps more troubling, it would give people the idea that it's alright to come up with whatever custom thing you want that is just little more than an existing specialty, with a few extra special tweaks to make it work better for your specific Chapter. And I think that is crossing the line in to unacceptable powergaming, just for the sake of powergaming.

Speaking as an DA fanboy (obviously) I love that I can be a member of the Deathwing. Being able to play as the DA's 1st and 2nd Company members is important to the image of the Chapter because that's really all that separates their combat doctrine from that of a Codex Chapter. Also, the Deathwing differs from other 1st Companies because they fight exclusively in Terminator armor; it is not an option.

The Deathwing Terminator Advanced Specialty is also the only way to get Terminator armor as Standard Issue, which is very cool. And I like that it is an option unique to the one Chapter (as far as I know) who has guys that always, always, ALWAYS wear Terminator armor.

Again, I'm a DA fanboy, so my judgment and opinion might be heavily skewed in their favor.