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Deathwatch (40k RP)

Posted: 2010-09-25 08:35pm
by Brother-Captain Gaius
So, it's finally out (as of about a week ago) and I sat down with the dudes and we ran through a mission.

Character creation went quite smoothly; perhaps it's because we've rolled plenty of Dark Heresy and Rogue Trader characters, but the guys' Space Marines went quick and easy. There's less options on all those cool character-generation charts (only 10 random names per Chapter, for example), and the XP charts are more complicated, but equipment is a hell of a lot simpler. We had an Ultramarine Tactical Marine, Black Templar Assault Marine, and a Blood Angels Librarian.

There were a few hang-ups on the Squad Mode/Cohesion/ability system which we puzzled over, and plenty of learn-as-you-go on some of the other new mechanics like the pre-mission phases and horde combat, but other than that we had a pretty smooth ride. I gave them their briefing -- drop pod assault behind the lines of a multi-system rebellion, currently engulfing a shrine world, and locate and extract an embattled Ecclesiarchal convent vital to missionary work in the region, as well as the sacred relics which the shrine world had been housing. We tried a mission complication, and they got "Unexpected Enemies"... so I dropped a pair of Leman Russ battle tanks into a boss fight to secure the relics.

Aware of some amount of enemy armor (they had a secondary objective to take out armor columns reinforcing the front lines), the Librarian took a missile launcher in place of his bolter, and the other two stocked up on krak grenades, melta bombs, and plenty of special bolter ammo.

They landed in the war-torn countryside of the planet and encountered an enemy platoon dug in in a barn. I set it up as a small Horde (size 20) with a separate heavy stubber team, which seemed to work well. Unfortunately, the new Kill-team didn't. The Templar blasted off at full throttle, hurtling the 500m distance to the barn like a Stormboy in about 6 turns, enduring withering suppressive fire from the heavy stubber on the way. The Librarian and Tactical Marine (the team leader) were left in the dust to slog their way on foot. The heavy stubber wasn't able to really hurt the Templar, but did slow him down -- he usually failed the pinning tests, but quickly recovered from them the following turn. The rest of the platoon, however, adequately demonstrated the limits of a lone Space Marine. As the Templar closed the distance and landed, he endured several turns of autogun fire... which turns out to be rather dangerous from an entire Horde. In the time it took him to assault into the barn, he'd been reduced from his starting 21 Wounds to 7, spending a Fate Point and an Improved Demeanour (Zeal!) to recover about 10 (thus, he actually took over 20 damage). Once in melee, the platoon's primitive weapons meant they could no longer reliably hurt him.

About a minute later, the Blood Angel and Ultramarine arrived at the barn to a scene of carnage and murder. Dismembered and disemboweled rebel corpses were strewn around the barn's interior with a blood-soaked, chainsword-revving Black Templar standing amidst the bodies. Once in melee, it had taken about 2 turns after the initial charge to slaughter half the Horde with Swift Attack, at which point they broke and ran for the hills. I gave the Templar 50 XP for his very Black Templar conflict resolution and tactical (non)sense.

Moving on, the Kill-team sighted a pinned-down and dug-in force of Adepta Sororitas on a ridge line, hopelessly trying to hold off an enemy battalion and defend the missionaries and other Ministorum dudes. Establishing vox contact, they decided to circle around the attacking force to locate and destroy the rebels' artillery. A Chimaera idled next to a parked battery of Basilisks shelling the Sisters' position, and the Librarian put his missile launcher to work. Some very excellent rolls later, and one krak missile had obliterated the APC. The Tactical Marine cut down the artillery crewmen in a hail of bolter fire, and in moments they had captured the enemy guns. Coordinating over vox, the Kill-team ranged the guns on the attacking rebel force, going wide on the first barrage but following it up with an effective second and third, grinding the attackers to a halt. Three krak grenades secured the captured guns, and then the team moved on, leaving the Sisters to handle the remaining disorganized attackers.

The Kill-team hijacked a Rhino from some hapless (and hopelessly outmatched) rebel crewmen and drove off to a nearby city, where a detachment of Sisters had been dispatched with the sacred relics before contact was lost. En route, they spotted an enemy armor column. They discussed the matter, and decided to maneuver into the city and stage an ambush. Their plan was surprisingly sound (this group is not known for its tactical sense) and well-executed; once the column of Predators ran into their trap they quickly blew up or disabled most of the vehicles. After interrogating one of the tank commanders ("If this is a consular ship, where is the ambassador?"), they drove a Predator and their Rhino to a rebel HQ in the city. On the way, they uncovered the location that the relics had been moved to, and diverted to get them.

Two dead sentries later (although one of them went Joe Swanson on the Kill-team) and they had secured the relics... or so they thought. Those two Leman Russ tanks made their appearance, smashing through a wall to engage the Kill-team. The Librarian flung krak missiles from the (short-lived) safety of the Predator's driver's hatch, while the Assault Marine hopped atop one with his jump pack and began planting a meltabomb. The poor Tactical Marine had been caught out in the open handling the relics, and took a lascannon to the chest for his efforts. Although an Improved Demeanour (Pious) did nothing to appease the dice gods, it did allow him to throw the relics out of harm's way. The shot dropped him from about 20 Wounds to -5, saved by Unnatural Toughness and True Grit, without which he would have been at -14.

The Predator fared worse, taking a crippling lascannon hit and then detonated a round later with the Leman Russ's battlecannon. The Librarian was thrown clear by the explosion, landing face first in a nearby building (now rubble). Having lost his missile launcher, he dove for cover from the next battlecannon shot -- which caused more than a few bruises. Nevertheless, under the Ultramarine's (now staggering back to his feet) leadership, the squad rallied and flung a volley of krak grenades at the tanks. Assisted by the Assault Marine's meltabomb, both tanks were eventually disabled. Bloodied, battered, but still in one piece, the Kill-team rounded up the relics, rendezvoused with the Sisters and extracted by Thunderhawk. Although they missed one of the secondary objectives, they picked up a tertiary by capturing the enemy artillery, and cashed in a fair amount of Renown thanks to their Oath of Glory.

It was good times.

What can we learn from this? Point-blank lascannon hits, Bad For You but survivable. Black Templar impetuousness, also Bad For You. Enemy tanks? No problem... although a little tactical sense goes a long way. The krak grenades struggled against some of the Predators and would have been nearly useless on the Leman Russes, but some Emperor-blessed dice bounced a couple onto the top armor, so make sure you bring the real anti-tank equipment when playing tankhunters.

Re: Deathwatch (40k RP)

Posted: 2010-09-26 12:12pm
by Feil
I'm not too optimistic about it (FFG's last attempt at epic levels in Dark Heresy ruleset has made me extremely cynical about their capability to do so here) but I'm likely to be playing a one-shot of it this Wednesday, which will help me to decide if I want to buy the book and/or try to run a game of it. If I do play the one-shot, I'll post up how it goes.

I'm also planning to carry on the fine 40k tradition of 'every chapter is Ultramarines until it gets its own rules' - one will see how well playing a counts-as chapter works with the chapter-specific rules they have in Deathwatch.

Re: Deathwatch (40k RP)

Posted: 2010-09-26 01:06pm
by Bedlam
I've played the free senario they released a few months ago, have (but havnt read) the rule book and should be in a campaign starting next week.

So far from what I've seen it looks good, allows you to be nicely superhuman while the mob rules mean you can still be warn down by lots of minions. I'm not sure how much non-combat role play you can really do for a marine, there can obviously be quite a bit of tactics on what you hit and with what but I dont see to much chance for politics or development.

Looks like chapter selection isn't that big a thing its no more significant that homeworld in Dark Heresy, a few stat adjustments, some blurb on how your character should act, a special rule and some skills easier to learn. Ultramarines are the 'humans' of the chapter creation rules in that they have the most versitility and are somewhat angled towards leadership and social roles.

It shouldn't be to hard to create new chapters if you need them. The games built for the marines to be part of deathwatch to give some veriability but could be converted to have your whole group be from a single chapter if needed.

Re: Deathwatch (40k RP)

Posted: 2010-09-26 06:48pm
by Serafina
Well, apparently chapter selection IS a big thing. It's certainly not a small one.
Basically, it does several things:
It gives you a bonus to two attributes. It gives you one solo-mode ability, which can be used once per session and can be quite useful. It gives you two extra squad-mode abilities if you are the leader. It gives you one extra list of psychic techniques (for librarians, obviously). It gives you one item with some small bonuses, and it determines which chapter relics you can take (some of those are really good). And Black Templars can't be Librarians or Devastors, while Space Wolves can't be apothecaries.
It also gives you a fixed demeanor - those are basically "roleplay your character well and the GM might give you a free fatepoint to spend".


So far, the rules look pretty good. There is no really game-breaking stuff - no more psykers that can kill 4 Lords of Change in a single round, each round, on average. No more Techpriests who can take more damage than a tank.
And if you take a look at the foes the Marines are supposed to fight, it's obvious that it is high-power gaming like it's supposed to be - you just fight against tougher stuff, but you are tough enough that it's still balanced.
The only drawback of that is that all Rogue Trader and Ascension-characters who are not complete support characters or one of the really broken ones (DH-psykers with unnatural willpower, Techpriests) will get slaughtered pretty easily.

Oh, and just for fun:
Termiantor armor has 14 armor points, gives +30 to strength and allows you to fire weapons without bracing. It also acts as a force-field (about as strong as a refractor field) that can not be overloaded, and it increases the range in which you can stay in squad mode. But it also bars you from running, it reduces your agility by 20 (making you even slower) AND you can't dodge.
You can get it for a lot of requisition (you can get chapter relics or artificer armor for the same amount). At Rank 7 or higher, you can purchase one permanently - but with the same talent you could purchase a chapter relic.

Re: Deathwatch (40k RP)

Posted: 2010-09-26 08:54pm
by Brother-Captain Gaius
Feil wrote:I'm not too optimistic about it (FFG's last attempt at epic levels in Dark Heresy ruleset has made me extremely cynical about their capability to do so here) but I'm likely to be playing a one-shot of it this Wednesday, which will help me to decide if I want to buy the book and/or try to run a game of it. If I do play the one-shot, I'll post up how it goes.

I'm also planning to carry on the fine 40k tradition of 'every chapter is Ultramarines until it gets its own rules' - one will see how well playing a counts-as chapter works with the chapter-specific rules they have in Deathwatch.
What's wrong with Ascension?

Though I don't think copying the Ultramarines rules will work well. They are not presented as Generic Marines, they are very much the Ultramarines. Their abilities revolve around leadership, super-Codex behavior, and arrogance. As Marines accrue Insanity, they become afflicted with Chapter-specific problems, and Ultras gain ultra-hubris (pun intended), which wouldn't translate very well to a random later founding Chapter, much less one of the founding Legions. Finally, Ultras are unique in that they get 2 stat bonuses of the player's choice rather than the Chapter-tailored bonuses of the others.

That said, it's pretty easy for a GM to whip up new Chapter rules. I've already gotten a rough template for Imperial Fists done, all I need to do is dream up some specific Chapter trapping items.

Re: Deathwatch (40k RP)

Posted: 2010-09-26 11:53pm
by Lord Relvenous
Chapter selection is pretty small right now, but I don't really mind. I'd rather have 6 thoroughly play-tested chapter options than 12 half assed ones. That would be more likely to result in the DH psyker effect. I'm sure that the chapter selections will be expanded on in later expansions, but for right now I feel that the 6 combined with the different roles can give players some good variety.

I'm in a RT campaign right now, but the group is planning on stating up a DW campaign soon. Dark Angels Devastator marine, here I come! :)

Re: Deathwatch (40k RP)

Posted: 2010-09-27 12:11pm
by Serafina
On another note:
I love how the equipment-system works. Many RPGs have trouble balancing equipment and experience - the players can get too much, making the too powerful, or not enough which makes them too weak. An inexperienced GM can easily screw up that ratio unless he is given good guidelines.
Dark Heresy particularly suffered from this IMO, given that different characters could earn vastly different amounts of money (especially priests and nobles) while others had to loot stuff - which is not really fitting for many characters.
Rogue Trader (and Ascension) was already much better, and of course you can't have a game that is about acquiring wealth without doing just that. But the randomness of the system could still be problematic.

Deathwatch has no rules for acquiring wealth. There is no money, there is no Influence/Profit factor. Players almost can't (permanently) acquire items - and taking the focus off items is a good thing IMO.
It's also a simple system: The GM determines how much equipment a mission requires based on difficulty and length and each player get a certain amount or Requisition Points based on that (between 50 and 200 normally). They can spend those to acquire weapons beyond their standard equipment, special ammunition/grenades (normal ones are free) or specialized items - whatever they think they need. You can also pool your points to get an expensive item. There are no dice involved, and the only limitation on what you can get is based on your reputation - which is essentially related to your level. All items acquired that way have to be returned (unless lost/expensed) at the end of the mission, so the GM can regulate the resources the players have available quite well.
If a player does want to put focus on a specific piece of equipment (say, his Assault Marine just loves power swords) he can spend experience to get a talent called "Signature Wargear" that allows him to permanently acquire a specific item. That talent is available in three forms - the first allows normal items like a Storm Bolter, Plasma Gun, Power Sword, Jump Pack or Back Banner. The second replaces the first form (you don't get an additional item) and allows you to buy any of the above in best quality or to get any weapon in the book - AND it provides a nice bonus (say, +10 to attack) when you wield that particular item. The third can be used for master-crafted or heavily upgraded weapons or to get artificer or power - or to permanently acquire relic items, which are quite powerful. It's not a replacement, so the item is in addition to any former items, but you also don't get the bonus.


As i said, i really, really like the system. It's perfectly suited for Space Marines who really don't care about acquiring wealth - or about looting. It also makes their equipment suitably flexible - your Tactical Marine can take a plasma gun for one mission and switch back to an upgraded bolter for the next one if you want to. And as i said, it really avoids the balance problem of wealth vs experience.

Re: Deathwatch (40k RP)

Posted: 2010-09-27 03:42pm
by DPDarkPrimus
Well, obviously Space Marines aren't concerned about acquiring personal wealth or property outside of weapons and armor to kill stuff with.

Re: Deathwatch (40k RP)

Posted: 2010-09-27 11:12pm
by Ritterin Sophia
So what happens when a Templar gets enough insanity points to get 'Kill the Witch' and there's a Librarian in your squad? I mean it says even being around a Psyker throws them into a murderous rage, but it only mentions enemy witches, does it apply to Librarians in your squad or what?

Re: Deathwatch (40k RP)

Posted: 2010-09-28 01:06am
by Cykeisme
Surely they must have exceptions.. don't the Black Templars know the Emperor is a psyker? :lol:

In RPGs in general, I suppose a lot of things like this would depend on GM adjudication and/or the group's consensus, I suppose. How is the description of that insanity effect worded? At least, how do they describe the recipients of the Templar's hatred?

Re: Deathwatch (40k RP)

Posted: 2010-09-28 02:29am
by Talk738kno
General Schatten wrote:So what happens when a Templar gets enough insanity points to get 'Kill the Witch' and there's a Librarian in your squad? I mean it says even being around a Psyker throws them into a murderous rage, but it only mentions enemy witches, does it apply to Librarians in your squad or what?
What kind of Watch captain would bunch a Black templar and a Librarian in the same Kill-team?....

Re: Deathwatch (40k RP)

Posted: 2010-09-28 03:15am
by Serafina
General Schatten wrote:So what happens when a Templar gets enough insanity points to get 'Kill the Witch' and there's a Librarian in your squad? I mean it says even being around a Psyker throws them into a murderous rage, but it only mentions enemy witches, does it apply to Librarians in your squad or what?
No, since it only mentions enemy psykers. You already loose cohesion for having a psyker in the team at that point.

For those who don't know what Schatten is talking about:
Insanity and Corruption work different for Space Marines. They can still go mad - somewhat. For every 10 Insanity points you must roll for Battle Trauma - if you fail the test then your character does things like "trying to complete every single objective at all costs even if it's too dangerous" or "the emperor spoke to me and gave me a secret objective, even if it has nothing to do with our main objective".
And at every full 30 points your "Primarchs Curse" gets worse and worse - basically your personality gets some of the extreme traits of your Primarch. That's normally quite bad, since it impedes your judgement or the cohesion of your team.

And Space Marines don't suffer from corruption - but if you have 100 corruption points then you character gets taken out of the game. I like how insanity is handled, but i miss some sort of effect for corruption.



Oh, and the cohesion i am talking about:
The game contains rather nice mechanics for working together as a squad. Basically, you can be in either squad or solo mode. By default, you are in solo mode - where you have one ability depending on your chapter (like temporary wounds or more Righteous Fury or a challenge to the enemy) as well as several others that unlock with leveling up, for no XP cost (like extra speed or a little healing for yourself or a reroll on certain tests). You can only use those in solo mode, either once per session, day or combat.

Squad mode is somewhat more complicated. First of all, you need to choose a leader for your squad - the choice of leader affects what squad abilities you have depending on his class and chapter, and also how much "Cohesion" your squad has. You get 1 point of cohesion for every point of Fellowship-bonus and 1 extra point for every level of the command skill, as well as extra points from some items/abilities and from having a higher level.
Cohesion is used for two things - activating squad abilities, and it can be damaged when you take damage from certain weapons and your leader fails a command test, or from fear effects.
To activate squad mode, you either need to spend a full action or pass a "cohesion test" (roll lower than your current cohesion on a D10) - you can also do it automatically once per mission. You remain there until you go back to solo mode or your squad looses all cohesion.
Squad mode abilities can be initiated by everyone for a certain amount (1-3) of cohesion and affect everyone ins squad mode. They include things like using reactions for free ranged attacks or getting more out of cover or free tactical advances. You can only profit from one at a time, and they can last for a single combat or the whole mission.
Which abilities you have available depends on the oath your team took before the mission - that oath gives you a bonus (like extra cohesion or +10 on willpower tests) and gives you three squad abilities, but you are limited by your current leader.


I like the idea that having a good leader affects your game - in nearly all games it doesn't, but it really fits with Space Marines. Showing that even Space Marines can be affected when under heavy fire or fighting deamons is nice, and this is much better than having them run away.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 09:26am
by Ritterin Sophia
Cykeisme wrote:Surely they must have exceptions.. don't the Black Templars know the Emperor is a psyker? :lol:
My interpretation is that the Templars view the Emperor's powers as separate from 'those dirty Psyker powers', in the same way a Fundie would say 'Gods miracles' are not magic and thus his powers don't fall under witchcraft.
Talk738kno wrote:What kind of Watch captain would bunch a Black templar and a Librarian in the same Kill-team?....
Bro-Cap? :P

Re: Deathwatch (40k RP)

Posted: 2010-09-28 09:50am
by Oskuro
Question regarding pretty much all the 40k RPGs....

Is it possible/feasible to adapt the ruleset so players can belong to different 40k factions? I'd say Orks, but my potential players will say Chaos ('cuz I'll ignore those who say Tyranid or Necron).

From what I've read in this thread, the game seems attractive, even if only as a tactical rpg.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 10:28am
by Serafina
Not really.
Well, i suppose playing Chaos Marines would be possible, but you would need to create
-new chapters
-some new equipment
-new careers/specialties, or at least some changes
-change the general experience lists
-new psy powers
and even then you have some stuff left that doesn't suit CSMs that much. But it will work if you don't care about representing everything with rules.

If you want to play normal chaos cultists, grab Dark Heresy (or possibly Rogue Trader) and the Radicals Handbook and Disciples of the Dark Gods. They already have some rules for very radical Acolytes, you can easily use them to represent chaos cultists. A "Guardsman" can just as well represent a soldier of the dark gods, a psyker or scholar can learn sorcery, an assassin can work just as well for some chaos cult, a priest can be a cult leader and so on. Well, Sororitas don't work, but you can use all the other careers very well if you give them some additional skills/talents/other changes.

If you want to represent something like Chaos Pirates, you can use Rogue Trader with similar changes.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 10:45am
by Brother-Captain Gaius
Into the Storm has rules for PC Ork Freebootaz. You could easily adapt those into an all-Ork krew, but that's the extent of non-Imperial play. With a lot of jury-rigging you might be able to have something more Chaos flavored, but it doesn't seem to me like there would be much of a point.
General Schatten wrote:
Talk738kno wrote:What kind of Watch captain would bunch a Black templar and a Librarian in the same Kill-team?....
Bro-Cap? :P
Shit, I gotta change my av back.

(also, the players chose their characters, not me. I just played Bro-Cap Lothair of the Awesome Fis Imperial Fists and gave 'em their mission)

Re: Deathwatch (40k RP)

Posted: 2010-09-28 12:10pm
by Oskuro
Well, the thing is that my potential players have this strange anti-imperium bias, but still don't have enough of a sense of humor to play as Orks.

Incidentally, I happen to have both Space Marine and Ork miniatures. Maybe I'm biased? :D

Re: Deathwatch (40k RP)

Posted: 2010-09-28 01:15pm
by Brother-Captain Gaius
Oskuro wrote:Well, the thing is that my potential players have this strange anti-imperium bias, but still don't have enough of a sense of humor to play as Orks.
Ah, you just gotta slap players like that.

"B-b-but I wanna be the baaad guys!"

Then you backhand them and tell them to sit down, shut up, and go fetch the Mountain Dew.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 05:50pm
by Oskuro
Heh, being the "bad guys" in 40k is a bit redundant, really.

I pitched the idea over dinner tonight, and, as expected, they are not into playing as Imperials (or humans). It was funny seeing them realize there aren't many other roleplaying options out there, though (once we established that playing Eldar would be too boring).

Re: Deathwatch (40k RP)

Posted: 2010-09-28 06:05pm
by Bedlam
I found the fluff on the 'lifecyle' of the marine to be a bit counter intuative.

Apparently most marines go through the following roles as they get experience: -

Scout
Devestator
Assault
Tactical
Maybe Veteran

I always assumes they were lumped into the Tactical squads once they became full battle brothers and individuals showing particular aptitude would be moved to Assault or devestator squads.

Has this been mentioned in any previous fluff?

Re: Deathwatch (40k RP)

Posted: 2010-09-28 06:31pm
by SylasGaunt
That particular form no, though I know for Space Wolves it goes something like:

Assault
Tactical
Devastator
Scout

IIRC though my copy of the book hasn't arrived in the mail so I can't say if it mentions that yet.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 07:52pm
by Brother-Captain Gaius
Bedlam wrote:I found the fluff on the 'lifecyle' of the marine to be a bit counter intuative.

Apparently most marines go through the following roles as they get experience: -

Scout
Devestator
Assault
Tactical
Maybe Veteran

I always assumes they were lumped into the Tactical squads once they became full battle brothers and individuals showing particular aptitude would be moved to Assault or devestator squads.

Has this been mentioned in any previous fluff?
Yes. Remember that entire reserve companies (VIII and IX) are comprised almost entirely of assault and devastator units, where Marines are promoted to after "graduating" from X Company.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 07:58pm
by Imperial Overlord
Bedlam wrote:I found the fluff on the 'lifecyle' of the marine to be a bit counter intuative.

Apparently most marines go through the following roles as they get experience: -

Scout
Devestator
Assault
Tactical
Maybe Veteran

I always assumes they were lumped into the Tactical squads once they became full battle brothers and individuals showing particular aptitude would be moved to Assault or devestator squads.

Has this been mentioned in any previous fluff?
Yes it has. They're just repeating the canon background material. And even the Space Wolves are scouts first, because this is the stage before the black carapace matures and they can use power armour.

The stages actually go, with slightly more detail

bad ass feral teenage warrior
Marine Candidate
Scout
Devastator squad bolter dude, essentially support for the important parts of the Squad
Possibly heavy weapons dude
Assault Squad attack dude
Tactical Jack of all trades.


Whatever role you excelled at.

After that Veteran.

Notice that the actual complexity of the job and the number of skills progressively increases. Scouting isn't that much different from the awesome they did that got them made Marines. Then they're support and assistants to more senior marines. Then they're attacking at the direction and alongside senior Marines. Then they master the deeper skills of infantry warfare and then, after all that, they get a more permanent assignment at what they were best at.

I ran a group on Sunday. Character creation ate up a lot of time so we didn't get to combat, but they're ready to attack a whole bunch of heretics. The group is a Blood Angel Assault Marine, Ultramarine Assaut, Space Wolf Rune Priest, Blood Angel Librarian, and Storm Warden Apothecary. This lead to the joke "Tactical Marines are for groups who don't have enough Librarians. We roll a Thousand Sons style."

Re: Deathwatch (40k RP)

Posted: 2010-09-28 09:58pm
by Lord Relvenous
Bedlam wrote:I found the fluff on the 'lifecyle' of the marine to be a bit counter intuative.

Apparently most marines go through the following roles as they get experience: -

Scout
Devestator
Assault
Tactical
Maybe Veteran

I always assumes they were lumped into the Tactical squads once they became full battle brothers and individuals showing particular aptitude would be moved to Assault or devestator squads.

Has this been mentioned in any previous fluff?
As Imperial Overlord mentioned, it's the canon fluff. It has been confirmed as recently as Codex: Space Marines (5th Edition) that I am sure off. The thing that you're missing is that specialist does not equal better. Each step teaches a Marine new skills and works towards making them complete, rounded Marines.

New Marines are first given a bolter and taught to watch the battlefield, protect their squadmates, and learn the feel of mainline battle in a way that is not overwhelming. Then, after they have demonstrated discipline and callm in battle they are given a heavy weapon and taught the value of applying overwhelming firepower to accomplish the most. Here they continue to learn to identify threats and read the motion of battle.

As Assault Mariines, the Marines are taught how to use their physical strength and speed to their advantage. They learn the value of a sharp knife, both literally and metaphorically (tactics wise). Also, due to the forqard positioning of Assault squads, Marines must learn self-reliance and courage against overwhelming numbers as they can routinely be cut off from the main force.

After these stages, a Marine is ready to enter a Tactical squad. As a frontline Tactical Marine, they must have the accuracy and sight of a Devastator constantly reading and analyzing the battle around them. Also, the must have the ferocity and tenacity of an Assault Marine, as they will be constantly outnumbered, and will regularly be up close and personal with the enemy. As a Tactical Marine is deployed where the fight is thickest, they have to retain the ability to fight on without support while still remaining aware of the situation around them and deliver precise and deadly force where needed. Through their earlier trainiing, they learn how to balance the duties of the Tactical Marine.

Just thought I'd expand a little on what Imperial Overlord posted.

Re: Deathwatch (40k RP)

Posted: 2010-09-28 10:28pm
by Ritterin Sophia
Brother-Captain Gaius wrote:also, the players chose their characters, not me.
You're still a horrible Watch Captain. :P