Deathwatch (40k RP)
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Re: Deathwatch (40k RP)
Does anyone know why Space Wolfs can't be apothecaries?
Re: Deathwatch (40k RP)
Because they don't have them fluff-wise. They have Iron Priests (Techmarines), Rune Priests (Librarians) and Wolf Priests (Chaplain) but no equivalent to the Apothecary.Talk738kno wrote:Does anyone know why Space Wolfs can't be apothecaries?
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
Re: Deathwatch (40k RP)
I think Wolf Priests usually have most of the apothecaries roles in the Space Wolves in addition to the Chaplains role.Serafina wrote:Because they don't have them fluff-wise. They have Iron Priests (Techmarines), Rune Priests (Librarians) and Wolf Priests (Chaplain) but no equivalent to the Apothecary.Talk738kno wrote:Does anyone know why Space Wolfs can't be apothecaries?
Seem obvious to be that Chaplains will probably appear in the first expansion for Deathwatch.
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Re: Deathwatch (40k RP)
What would chaplains add to the game? Tac marines are already sort of leader types already, I think if any Scout segerent would be a better choice.Bedlam wrote:.
Seem obvious to be that Chaplains will probably appear in the first expansion for Deathwatch.
Re: Deathwatch (40k RP)
I would assume they would add some faith based psudo psychic powers similar to those given to the sisters of battle.Talk738kno wrote:What would chaplains add to the game? Tac marines are already sort of leader types already, I think if any Scout segerent would be a better choice.Bedlam wrote:.
Seem obvious to be that Chaplains will probably appear in the first expansion for Deathwatch.
I'm not neccesserily saying they will be a good addition just that they seem to be the one major type of marine officer missing so far so will probably be the one added next.
Re: Deathwatch (40k RP)
Oh, that brings me to the next thing:
Character roles. What is each specialization supposed to do, how does it do it and what differs it from the other ones?
Okay, first, how do you progress in this game?
Basically, every Space Marine starts out with a huge bunch of skills and talents, each specialization gets a couple of extra ones and can choose one trait that is normally pretty unique in function. After that, you have the standard 40K-rank system, but you have access to four lists: a general marine list, a deathwatch list, a specialization list (your class) and a chapter-list (which doesn't have ranks).
Okay, here are the specializations:
The Apothecary: Obviously, you are the medic of the group. Since no one else can have the medicae-skill and you get all the necessary talents. Your Narthecium means that you can treat most patients as lightly wounded (restoring more than just 1 wound) AND double the amount of damage healed.
You are also a good jack-of all trades - you have no very expensive attribute. Due to the way your spec-list is made, you can buy a lot of stuff from the other lists - get knowledge-skills, since you will have a high intelligence anyway. You are also a capable melee-fighter - you get good feats for it, including lightning attack, and can get WS cheaply. You don't start out with a dedicated melee weapon however (just the standard combat knife), so get one ASAP. Oh, and everyone can learn how to use a jetpack later on.
The Assault Marine: Again, it's pretty obvious: You are the dedicated melee fighter. You start out with Swift Attack and can get Lightning Attack at Rank 2 - combined with Two-Weapon wielder at rank 1, that's four attacks. Most of your talents focus on mobility and charges. There is not much more to it, if you want to branch out you need to go back to the other lists - and your non-combat attributes are also expensive, except fellowship.
The Devastor Marine: Obvious, again. You are the "stand and shoot"-guy. You can also decimate hordes with the right trait and weapons. When you take the right skills and talents you can be pretty much impossible to take down if you have cover.
The Librarian: Psy-powers are pretty diverse. They can take three basic roles: Squad/morale support/protection, divination and communication, and firepower. A high-powered librarian can do more damage than a lascannon (albeit with shorter range), and you can reap hordes even at low levels. Other than that, you are limited to knowledge-skills and melee, since you get no talents for everything else.
The Tactical Marine: Move & Shoot. That's a main difference between you and the Devastor Marine. Note that nothing stops you from using a heavy weapon, every marine can use every weapon - but it will be contrary to that function.
The second big function is leadership. You can get Fellowship easily, AND you get lot's of talents for it too. But most importantly, you are the only one who can extend his chapter squat abilities to marines from other chapters - which makes them actually valuable. And you can also act as a jack-of-all-trades.
The Tech-Marine: Machines and Equipment. While everyone can get tech-use, you are better at it. You also get easier access to nifty stuff like bionics or artificer armor (the latter at rank 4, while other can only get it permanently at rank 7). You also get access to the Conversion-beamer late in the game - which is pretty much a nastier las-cannon beyond short range - and to as Servo-Harness! Also, you get lot's of talents that make you tougher, and you can improve weapons and armor.
Okay, that is pretty clear-cut. But keep in mind that nearly everyone can take over some roles - if you want to be a leader but not a Tactical Marine, you can do it, since you can get skills and talents from the other three lists. The same goes for jumppacks, tech-use, social skills and knowledge-skills, as well as certain other stuff (somewhat depending on your chapter.
You could make a Blood-Angel Apothecary - who can act as an Assault Marine as well. Get a Melee Weapon at Rank 1 with "Signature Wargear" and "Pilot (Personal)" at Rank 3, both from the Marine-list. You can get various charge-and melee-related talents right of the bat from your Blood Angel list. You won't have Lightning Attack for quite a while, and no Two-Weapon wielder - use a Two-Handed weapon instead, or switch between Bolter and Melee weapon.
Likewise, a Librarian could be a commander - it will take longer to be really good and cost extra XP, but it's possible.
Except for the three different lists that you use and their versatility, there is no real surprise here. Every role seems useful so far, but you don't need to have any of it in the group if you don't want to.
Character roles. What is each specialization supposed to do, how does it do it and what differs it from the other ones?
Okay, first, how do you progress in this game?
Basically, every Space Marine starts out with a huge bunch of skills and talents, each specialization gets a couple of extra ones and can choose one trait that is normally pretty unique in function. After that, you have the standard 40K-rank system, but you have access to four lists: a general marine list, a deathwatch list, a specialization list (your class) and a chapter-list (which doesn't have ranks).
Okay, here are the specializations:
The Apothecary: Obviously, you are the medic of the group. Since no one else can have the medicae-skill and you get all the necessary talents. Your Narthecium means that you can treat most patients as lightly wounded (restoring more than just 1 wound) AND double the amount of damage healed.
You are also a good jack-of all trades - you have no very expensive attribute. Due to the way your spec-list is made, you can buy a lot of stuff from the other lists - get knowledge-skills, since you will have a high intelligence anyway. You are also a capable melee-fighter - you get good feats for it, including lightning attack, and can get WS cheaply. You don't start out with a dedicated melee weapon however (just the standard combat knife), so get one ASAP. Oh, and everyone can learn how to use a jetpack later on.
The Assault Marine: Again, it's pretty obvious: You are the dedicated melee fighter. You start out with Swift Attack and can get Lightning Attack at Rank 2 - combined with Two-Weapon wielder at rank 1, that's four attacks. Most of your talents focus on mobility and charges. There is not much more to it, if you want to branch out you need to go back to the other lists - and your non-combat attributes are also expensive, except fellowship.
The Devastor Marine: Obvious, again. You are the "stand and shoot"-guy. You can also decimate hordes with the right trait and weapons. When you take the right skills and talents you can be pretty much impossible to take down if you have cover.
The Librarian: Psy-powers are pretty diverse. They can take three basic roles: Squad/morale support/protection, divination and communication, and firepower. A high-powered librarian can do more damage than a lascannon (albeit with shorter range), and you can reap hordes even at low levels. Other than that, you are limited to knowledge-skills and melee, since you get no talents for everything else.
The Tactical Marine: Move & Shoot. That's a main difference between you and the Devastor Marine. Note that nothing stops you from using a heavy weapon, every marine can use every weapon - but it will be contrary to that function.
The second big function is leadership. You can get Fellowship easily, AND you get lot's of talents for it too. But most importantly, you are the only one who can extend his chapter squat abilities to marines from other chapters - which makes them actually valuable. And you can also act as a jack-of-all-trades.
The Tech-Marine: Machines and Equipment. While everyone can get tech-use, you are better at it. You also get easier access to nifty stuff like bionics or artificer armor (the latter at rank 4, while other can only get it permanently at rank 7). You also get access to the Conversion-beamer late in the game - which is pretty much a nastier las-cannon beyond short range - and to as Servo-Harness! Also, you get lot's of talents that make you tougher, and you can improve weapons and armor.
Okay, that is pretty clear-cut. But keep in mind that nearly everyone can take over some roles - if you want to be a leader but not a Tactical Marine, you can do it, since you can get skills and talents from the other three lists. The same goes for jumppacks, tech-use, social skills and knowledge-skills, as well as certain other stuff (somewhat depending on your chapter.
You could make a Blood-Angel Apothecary - who can act as an Assault Marine as well. Get a Melee Weapon at Rank 1 with "Signature Wargear" and "Pilot (Personal)" at Rank 3, both from the Marine-list. You can get various charge-and melee-related talents right of the bat from your Blood Angel list. You won't have Lightning Attack for quite a while, and no Two-Weapon wielder - use a Two-Handed weapon instead, or switch between Bolter and Melee weapon.
Likewise, a Librarian could be a commander - it will take longer to be really good and cost extra XP, but it's possible.
Except for the three different lists that you use and their versatility, there is no real surprise here. Every role seems useful so far, but you don't need to have any of it in the group if you don't want to.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
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Re: Deathwatch (40k RP)
I really doubt it. That's not their bag at all. Chaplains are tricky in Deathwatch because of how widely religious rites vary between chapter to chapter and the issue of senior leadership isn't usually seconded to the Deathwatch. I would expect promising junior chaplains only, if at all, and lots of leadership, hatred, fearlessness, and close combat talents.Bedlam wrote: I would assume they would add some faith based psudo psychic powers similar to those given to the sisters of battle.
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Re: Deathwatch (40k RP)
Yeah, I'd guess that Chaplains would be similar to a combat Cleric build in Dark Heresy where they have Hatred (Everything) and the ability to give those bonuses to those around him. While the religious rite of each chapter vary greatly, but the role of Chaplains of armoring their brothers with hatred.
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Re: Deathwatch (40k RP)
I played on Wednesday. I wound up being the sergeant of a squad of five, playing the demo mission from the book.
Crimson Fists (count as Ultramarines) Tactical - me
Ultramarines Apothecary
Ultramarines Techmarine
Raven Guard Assault
Dark Angel Devastator
Ultramarines seems to work fine for Codex chapters - although if run for a long time, the Insanity issues would probably need home-rules.
We inserted by drop pod near the crash site of a downed vessel in search of a Mechanicus Magus who had a data core with critical information on the Tyranid swarm attacking the planet (Tantalus), whose distress call we had received. I had the Marines establish a perimeter while the Techmarine searched for a trail. When he found one, we followed it northwest towards an abandoned manufactory.
On the way we were attacked by a lone flying Warrior. I rolled lucky on my Awareness check to spot him before he spotted us, so the DM gave me a surprise round before initiative order. Between that and the first round of combat, the Warrior went down to a hail of bolterfire before the end of the first round. No Marines were hit. We continued to track the Magos.
Later on, just as we were arriving at the manufactory, we were attacked by a small swarm of 30 Hormagaunts directed by three ranged-weapon Warriors. The Techmarine had Tactics (Defense), so I asked him to position us to weather the assault. He positioned us on the wall of the manufactory in time for initiative order to begin. We entered Squad Mode and I triggered Combat Spacing (iirc) which lets the squad pool its reactions.
The Devastator killed 10 of the Hormagaunts in his first round of firing with his heavy bolter. I switched to Hellfire rounds, of which I got one magazine for free from being a Tactical Marine, and killed another 10. The other Marines focused fire on one of the Warriors, but didn't bring him down. The Warriors tried to kill the Devastator, but between cover, two dodges amounting to 6 negated hits (his and one from another Marine), and his Toughness and Armor, he didn't loose a single wound to 16 hits from bolter-approximate weapons. The surviving Hormagaunts charged our right flank (me and the devastator). A few of them hit, but none did damage.
The Devastator pulled his pistol, and I grabbed my pistol and chainsword, and we killed eight of the remaining Gaunts. The other Marines continued to focus fire, and brought down one of the Warriors. The two remaining Warriors shot at the Devastator again, killed their two remaining Gaunts with splash damage, and inflicted a grand total of 3 wounds through dodge/soak on the Devastator.
The full squad focused fire on the remaining Warriors and brought them down in short order. End session.
My impressions:
The base-line lethality of Space Marines is about right.
Space Marines are too durable for the enemies the 40krp line has cooked up. 40krp needs nastier baddies. I think this holds all the way down the line to Dark Heresy.
Hordes need a way to hurt enemies that their weapons can't officially damage, by dint of their mass and sheer number of attacks. Perhaps Hordes should be allowed to Righteous Fury like characters. Two Space Marines should be more than a match for 10 Gaunts, but the rules would have been the same for 100 Gaunts, if I'm not mistaken. Horde rules are quite useful for speeding combat, though.
While the general combat effectiveness of Space Marines is good, most of it is due to their Space Marine bodies and equipment. Not nearly enough attention is paid to their Space Marine minds, experience, and training, in and especially out of combat.
Crimson Fists (count as Ultramarines) Tactical - me
Ultramarines Apothecary
Ultramarines Techmarine
Raven Guard Assault
Dark Angel Devastator
Ultramarines seems to work fine for Codex chapters - although if run for a long time, the Insanity issues would probably need home-rules.
We inserted by drop pod near the crash site of a downed vessel in search of a Mechanicus Magus who had a data core with critical information on the Tyranid swarm attacking the planet (Tantalus), whose distress call we had received. I had the Marines establish a perimeter while the Techmarine searched for a trail. When he found one, we followed it northwest towards an abandoned manufactory.
On the way we were attacked by a lone flying Warrior. I rolled lucky on my Awareness check to spot him before he spotted us, so the DM gave me a surprise round before initiative order. Between that and the first round of combat, the Warrior went down to a hail of bolterfire before the end of the first round. No Marines were hit. We continued to track the Magos.
Later on, just as we were arriving at the manufactory, we were attacked by a small swarm of 30 Hormagaunts directed by three ranged-weapon Warriors. The Techmarine had Tactics (Defense), so I asked him to position us to weather the assault. He positioned us on the wall of the manufactory in time for initiative order to begin. We entered Squad Mode and I triggered Combat Spacing (iirc) which lets the squad pool its reactions.
The Devastator killed 10 of the Hormagaunts in his first round of firing with his heavy bolter. I switched to Hellfire rounds, of which I got one magazine for free from being a Tactical Marine, and killed another 10. The other Marines focused fire on one of the Warriors, but didn't bring him down. The Warriors tried to kill the Devastator, but between cover, two dodges amounting to 6 negated hits (his and one from another Marine), and his Toughness and Armor, he didn't loose a single wound to 16 hits from bolter-approximate weapons. The surviving Hormagaunts charged our right flank (me and the devastator). A few of them hit, but none did damage.
The Devastator pulled his pistol, and I grabbed my pistol and chainsword, and we killed eight of the remaining Gaunts. The other Marines continued to focus fire, and brought down one of the Warriors. The two remaining Warriors shot at the Devastator again, killed their two remaining Gaunts with splash damage, and inflicted a grand total of 3 wounds through dodge/soak on the Devastator.
The full squad focused fire on the remaining Warriors and brought them down in short order. End session.
My impressions:
The base-line lethality of Space Marines is about right.
Space Marines are too durable for the enemies the 40krp line has cooked up. 40krp needs nastier baddies. I think this holds all the way down the line to Dark Heresy.
Hordes need a way to hurt enemies that their weapons can't officially damage, by dint of their mass and sheer number of attacks. Perhaps Hordes should be allowed to Righteous Fury like characters. Two Space Marines should be more than a match for 10 Gaunts, but the rules would have been the same for 100 Gaunts, if I'm not mistaken. Horde rules are quite useful for speeding combat, though.
While the general combat effectiveness of Space Marines is good, most of it is due to their Space Marine bodies and equipment. Not nearly enough attention is paid to their Space Marine minds, experience, and training, in and especially out of combat.
Re: Deathwatch (40k RP)
Are you sure that your GM got the rules right?
Because Hordes get +1D10 damage per 10 magnitude, up to +2D10 extra - so even a small Magnitude 25 Horde will cause 3D10+X (say, 3 for a lasgun). With an average damage of of 19, that's enough to harm a Space Marine with a TB of 8 and 10 armor (on the chest) with good odds. Remember that a Horde can fire as often as 1/10 of it's magnitude +1, and that it can still use rapid- and autofire. You can also include heavy-weapons into hordes (representing heavy-weapon teams), which can get really nasty - a heavy stubber would do 23 damage of average with a good number of hits, Heavy Bolters would be even nastier.
It's similar for close combat - even mono-knife equipped gangers could harm as Space Marine with a bit of luck with the Horde rules.
As for "there are no rules for their minds" - have you used the squad-mode abilities? Those represent some of that, and there is more talents to represent some of those things. But you already have access to all squad-mode abilities, depending on your oath and leader (3 per oath, which depends on your leader).
Using those is mostly your duty, so you should read up on them (they are in the "playing the game"-section of the rules).
Because Hordes get +1D10 damage per 10 magnitude, up to +2D10 extra - so even a small Magnitude 25 Horde will cause 3D10+X (say, 3 for a lasgun). With an average damage of of 19, that's enough to harm a Space Marine with a TB of 8 and 10 armor (on the chest) with good odds. Remember that a Horde can fire as often as 1/10 of it's magnitude +1, and that it can still use rapid- and autofire. You can also include heavy-weapons into hordes (representing heavy-weapon teams), which can get really nasty - a heavy stubber would do 23 damage of average with a good number of hits, Heavy Bolters would be even nastier.
It's similar for close combat - even mono-knife equipped gangers could harm as Space Marine with a bit of luck with the Horde rules.
As for "there are no rules for their minds" - have you used the squad-mode abilities? Those represent some of that, and there is more talents to represent some of those things. But you already have access to all squad-mode abilities, depending on your oath and leader (3 per oath, which depends on your leader).
Using those is mostly your duty, so you should read up on them (they are in the "playing the game"-section of the rules).
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
Re: Deathwatch (40k RP)
Is this based on old fluff or something? Because the 3rd and 5th edition codexes and the Ragnar Blackmane novels say freshly initiated Space Wolves are formed into Blood Claw packs, and Wolf Scouts are recruited from Grey Hunters. So no, Space Wolves don't start as scouts.Imperial Overlord wrote:And even the Space Wolves are scouts first, because this is the stage before the black carapace matures and they can use power armour.
"Death before dishonour" they say, but how much dishonour are we talking about exactly? I mean, I can handle a lot. I could fellate a smurf if the alternative was death.
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Re: Deathwatch (40k RP)
The scouts first thing is biologically necessary, because this is before the black carapace has matured enough. If the Space Wolves don't field them as troops during that stage, well that's their thing but they can't field them as Marines either unless Canis Helix accelerates the maturation of the black carapace.Karza wrote:Is this based on old fluff or something? Because the 3rd and 5th edition codexes and the Ragnar Blackmane novels say freshly initiated Space Wolves are formed into Blood Claw packs, and Wolf Scouts are recruited from Grey Hunters. So no, Space Wolves don't start as scouts.Imperial Overlord wrote:And even the Space Wolves are scouts first, because this is the stage before the black carapace matures and they can use power armour.
Feil:
As for Hordes Serafina is right. Hordes get a magnitude based bonus to damage that means even cannon fodder with vanilla lasguns and autoguns can hurt Marines.
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Re: Deathwatch (40k RP)
Does anyone know why Liberans get astrotelepathy without the soulbinding, and better then astropaths by a considerable margin at that.................
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Re: Deathwatch (40k RP)
There's a number of reasons.Talk738kno wrote:Does anyone know why Liberans get astrotelepathy without the soulbinding, and better then astropaths by a considerable margin at that.................
1) They do it in the fluff.
2) Astropaths are low powered, but stable psykers. The soul binding is to protect them and then they are trained to do astrotelepathy.
3) Librarians are high powered psychic superhumans who are trained to do intelligence, communications, and psychic combat work. Their minds and bodies are augmented to withstand mental and physical strain that would break an ordinary human like a twig.
4) to keep things in perspective, there are billions of astropaths and merely thousands of Librarians.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
Re: Deathwatch (40k RP)
Because they are powerful enough to do it, mostly due to being Space Marines. Which also answers the second part of your question.Talk738kno wrote:Does anyone know why Liberans get astrotelepathy without the soulbinding, and better then astropaths by a considerable margin at that.................
It has been that way for, well, a pretty long time - Librarians were always (or for very long) able to Astropathic communication, it's not something that has been added right now.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
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Re: Deathwatch (40k RP)
But why would a Librarian be better still at astrotelepathy then a Astropath Transcedent, i mean it takes a few hours for a astropath transcendent to do so and only a few few rounds for a Space Marine, assuming equal psy level. I mean a astropath transcedent requires a frakking choir to boot to do the same as a SM.....
I mean astropath transcendt as explicitly much stronger then regular ones and can reach the psy rating.
And the power argument doesn't hold i think, because Librarians aren't the most powerful humans psykers by a long shot, the Apex Twins and Burning Princess come to mind here and in Ascension there are some powers that are stronger then the ones in Deathwatch and we never seen even powerful human telepaths display the ability do Astrotelepathy on their own.
I mean right now just by picking up astrotelepathy they are straight up better then a astropath +choir.........
I mean astropath transcendt as explicitly much stronger then regular ones and can reach the psy rating.
And the power argument doesn't hold i think, because Librarians aren't the most powerful humans psykers by a long shot, the Apex Twins and Burning Princess come to mind here and in Ascension there are some powers that are stronger then the ones in Deathwatch and we never seen even powerful human telepaths display the ability do Astrotelepathy on their own.
I mean right now just by picking up astrotelepathy they are straight up better then a astropath +choir.........
Re: Deathwatch (40k RP)
Well, that's a valid point. I suppose we can write that one of to rules and not being thus due to background reasons.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Brother-Captain Gaius
- Emperor's Hand
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- Location: \m/
Re: Deathwatch (40k RP)
Librarians are amongst the most powerful human psykers -- they are at the upper limit of power while still remaining sane. Examples like the Burning Princess are heretics. Alpha level psykers are always insane to some degree or another, and never loyal to the Imperium. IIRC, Librarians tend to be in the Gamma/Delta range, which again is the upper limit for sanity.Talk738kno wrote:But why would a Librarian be better still at astrotelepathy then a Astropath Transcedent, i mean it takes a few hours for a astropath transcendent to do so and only a few few rounds for a Space Marine, assuming equal psy level. I mean a astropath transcedent requires a frakking choir to boot to do the same as a SM.....
I mean astropath transcendt as explicitly much stronger then regular ones and can reach the psy rating.
And the power argument doesn't hold i think, because Librarians aren't the most powerful humans psykers by a long shot, the Apex Twins and Burning Princess come to mind here and in Ascension there are some powers that are stronger then the ones in Deathwatch and we never seen even powerful human telepaths display the ability do Astrotelepathy on their own.
I mean right now just by picking up astrotelepathy they are straight up better then a astropath +choir.........
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
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- Youngling
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Re: Deathwatch (40k RP)
Still doesn't justify that Librarians are order of magnitudes are faster(hours vs seconds....)as a astropath that can reach all the psy ratings a Librarian can and plus the bagge of a choir to get anything done useful at low ranks where a Librarian is ready to go from the start.Brother-Captain Gaius wrote:Librarians are amongst the most powerful human psykers -- they are at the upper limit of power while still remaining sane. Examples like the Burning Princess are heretics. Alpha level psykers are always insane to some degree or another, and never loyal to the Imperium. IIRC, Librarians tend to be in the Gamma/Delta range, which again is the upper limit for sanity.Talk738kno wrote:But why would a Librarian be better still at astrotelepathy then a Astropath Transcedent, i mean it takes a few hours for a astropath transcendent to do so and only a few few rounds for a Space Marine, assuming equal psy level. I mean a astropath transcedent requires a frakking choir to boot to do the same as a SM.....
I mean astropath transcendt as explicitly much stronger then regular ones and can reach the psy rating.
And the power argument doesn't hold i think, because Librarians aren't the most powerful humans psykers by a long shot, the Apex Twins and Burning Princess come to mind here and in Ascension there are some powers that are stronger then the ones in Deathwatch and we never seen even powerful human telepaths display the ability do Astrotelepathy on their own.
I mean right now just by picking up astrotelepathy they are straight up better then a astropath +choir.........
I would restrict it to perhaps psy rating 7 or so to reflect only higher ups can get it.
Re: Deathwatch (40k RP)
No, their psy-rating etc. are fine. It would be extremely strange if an Inquisitor/Primaris Psyker/Astropath would outdo a Librarian there, given that they are supposed the top-rate class of psykers in the Imperium.
You are right that it is strange that they can do astrotelepathy within seconds, where Astropaths needs hours. That's most likely due to game mechanics and nothing else, if you ever have both an Astropath and a Librarian in the same group, just make a house-rule - or make sure that the Librarian doesn't take Telepathy/Divination-powers, which would be good anyway - non-Space Marine characters need to be good at some important non-combat activity, or they would be totally overshadowed by the Space Marines, since they can never compete in combat.
You are right that it is strange that they can do astrotelepathy within seconds, where Astropaths needs hours. That's most likely due to game mechanics and nothing else, if you ever have both an Astropath and a Librarian in the same group, just make a house-rule - or make sure that the Librarian doesn't take Telepathy/Divination-powers, which would be good anyway - non-Space Marine characters need to be good at some important non-combat activity, or they would be totally overshadowed by the Space Marines, since they can never compete in combat.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Imperial Overlord
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- Location: The Tower at Charm
Re: Deathwatch (40k RP)
In the fluff astrotelepathic communications are quite strenuous. Librarians are going to be better at it not only because they're stronger psykers, but because as augmented superhumans they can easily withstand stresses that would kill an ordinary human.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
Re: Deathwatch (40k RP)
Just played my first game with (more or less) the full rules (more about that later).
Squad Terminus consisted of: -
Dark Angel Tech Marine
Dark Angel Librarian
Ultramarine Devestator (me), heavy flamer instead of heavy bolter
Blood Angel Apothicary
Space Wolf Assult Marine
Storm Warden Tactical Marine
We started in mid mission without any chance to requisition stuff so everyone had their standard load apart from my signature heavy flamer. We had just cleared a genestealer infestation from an agri world by the planet was decimated and blockaded by tyranids. We had all hunkered down in the govenors mansion ready to sell our lives as dearly as we could we we got news from an imperial fleet. They were fighting towards us and were prepairing to extract us (good), but probably only us not any of the rest of the population (neutral, no one liked the goverour or his nobles anyway), and the only place we could be extracted from the the oposite side of the city which was under orbital bombardment and crawing with nasties (bad).
After some thought someone mentioned that we had three (unarmed damit) chimera and that they were amphibious, the city was on the coast and the mansion was at the top of a cliff with the pick up point being on the opoisite side of the bay. Que the coolness as we had our chimera jump off the cliff with the marines maglocked to the roofs via their boots. We decided to take the govenour and some troops with us to make up the numbers and to prevent having to deal with them now if we declaired they they were going to go down with the planet. We splashed down safely and started to travel across the bay. We were noticed by several flocks of Gargoyles but they were largely stopped by bolter vollies with any that got to close burnt to a crisp by my flamer although the tactical marine took some damage. Then a few genestealers and a warrior lept from the water to engage us. Once again they were dealt with fairly easily although the warrior dealt some damage and took a while to put down.
However, while we were repelling borders one of the chimera broke down and began to fall behind. This unfortuant vehicle had originally carried myself and the assault marine but the assault marine had used his jet pack to aid one of the other chimera deal with the genestealers leaving me alone. Another chimera with the Tech marine and librarian aboard turned around to aid me but the driver managed to stall the engine.
The seas suddenly began to boil and dozens of hormagauts leap from the water at the two striken chimera. Before I could react I was completely covered in them and taken from full health to critically wounded in one blow. I recimended that the rest of the squad save themselves and leave me while calling down an artillary strike on my position from a basalisk company that had recently contacted us. They ignored the suggestion and the assult marine flew over and dragged me to safety leaving the contence of the chimera to die.
Meanwhile the librarian used his powers to strike at the hormagaunts attempting to overwhelm his vehicle while the techmarine attempted to restart the striken engine to the sound of claws trying to cut into the craft from below. The librarian succeeded at driving off most of the creatures on top of the vehicle but those below broke into the craft sinking it and badly injuring the tech priest. The tech priest, librabrian and govenour swam to safety and the squad regrouped at the surviving chimera as the artillary broke the remaining hormagoaunts.
We landed near the pick up point and fortified it while we waited for our ride. Tyranids started to arrive in waves, the first few were repelled by our defences but most of our supporting troops and guns were quickly overwhelmed. The next wave was by far the largest and it quickly overcame our defences so we had to fight them directly. The librarian called on his powers to incinerate a flock of gargoyles but lost control angering the machine spirits of our weaponry causing them all to jam (ARRRRGHHH!!!!!! why do you have to push you powers all the time?) the tyranids uneffected by our planned initial barrage of fire now leap apon us...... end of the first session.
Overall it was a fun session with quite a few rule of cool ideas, surfing on chimera and my rescue by Space Wolf airlines.
We didn't really use the squad / solo rules, the GM asked up to select a leader but we didnt really know what effect it had so we selected the tech marine as he was off getting food at the time. Looking at the power list there are quite a few defensive ones that would have been useful but wern't avalible due to our leader. We used a few of the solo powers but again dont really understand them, maybe next session by which time the players will have had more time to study the rules.
Mobs seem to be very deadly, they dropped me (the toughest character) in one hit (although they did roll very well) and did more or less the same to the tech marine. Infact almost all of our wounds were caused by the mobs rather than the genestealers and warriors. We'd already had a healthy respect for mobs from the preview game which is why I took the flamer which seems to be one of the most powerful anti mob weapons (I also had a telent to make it more effective) although due to its short range you generally only get to hit the mob once before its all over you. I'm not 100% on the rules but it does seem that close combat mobs are very deadly as there doesn't seem to be many close combat weapons that will significantly hurt them and you cant dodge or parry their attacks, we fell back to a tactic of dropping grenades on outselves as they were unlikely to hurt a marine but would damage a mob. The GM was also quite evil with several close combat mobs appearing on top of us without any chance to detect or prepair for them.
The marines did seem quite superhuman but possibly due to scaling we did tend to get dropped by one of two big hits rather than more of a death of a thousand cuts which is more how I see marines going down. The lack of requisiton may not have helped as we might have been able to get some more useful toys.
Overall fun and atmospheric and ending on quite a nail biter. We probably need to read up more on the squad rules or get some time to discuss them with the GM before the next session.
Squad Terminus consisted of: -
Dark Angel Tech Marine
Dark Angel Librarian
Ultramarine Devestator (me), heavy flamer instead of heavy bolter
Blood Angel Apothicary
Space Wolf Assult Marine
Storm Warden Tactical Marine
We started in mid mission without any chance to requisition stuff so everyone had their standard load apart from my signature heavy flamer. We had just cleared a genestealer infestation from an agri world by the planet was decimated and blockaded by tyranids. We had all hunkered down in the govenors mansion ready to sell our lives as dearly as we could we we got news from an imperial fleet. They were fighting towards us and were prepairing to extract us (good), but probably only us not any of the rest of the population (neutral, no one liked the goverour or his nobles anyway), and the only place we could be extracted from the the oposite side of the city which was under orbital bombardment and crawing with nasties (bad).
After some thought someone mentioned that we had three (unarmed damit) chimera and that they were amphibious, the city was on the coast and the mansion was at the top of a cliff with the pick up point being on the opoisite side of the bay. Que the coolness as we had our chimera jump off the cliff with the marines maglocked to the roofs via their boots. We decided to take the govenour and some troops with us to make up the numbers and to prevent having to deal with them now if we declaired they they were going to go down with the planet. We splashed down safely and started to travel across the bay. We were noticed by several flocks of Gargoyles but they were largely stopped by bolter vollies with any that got to close burnt to a crisp by my flamer although the tactical marine took some damage. Then a few genestealers and a warrior lept from the water to engage us. Once again they were dealt with fairly easily although the warrior dealt some damage and took a while to put down.
However, while we were repelling borders one of the chimera broke down and began to fall behind. This unfortuant vehicle had originally carried myself and the assault marine but the assault marine had used his jet pack to aid one of the other chimera deal with the genestealers leaving me alone. Another chimera with the Tech marine and librarian aboard turned around to aid me but the driver managed to stall the engine.
The seas suddenly began to boil and dozens of hormagauts leap from the water at the two striken chimera. Before I could react I was completely covered in them and taken from full health to critically wounded in one blow. I recimended that the rest of the squad save themselves and leave me while calling down an artillary strike on my position from a basalisk company that had recently contacted us. They ignored the suggestion and the assult marine flew over and dragged me to safety leaving the contence of the chimera to die.
Meanwhile the librarian used his powers to strike at the hormagaunts attempting to overwhelm his vehicle while the techmarine attempted to restart the striken engine to the sound of claws trying to cut into the craft from below. The librarian succeeded at driving off most of the creatures on top of the vehicle but those below broke into the craft sinking it and badly injuring the tech priest. The tech priest, librabrian and govenour swam to safety and the squad regrouped at the surviving chimera as the artillary broke the remaining hormagoaunts.
We landed near the pick up point and fortified it while we waited for our ride. Tyranids started to arrive in waves, the first few were repelled by our defences but most of our supporting troops and guns were quickly overwhelmed. The next wave was by far the largest and it quickly overcame our defences so we had to fight them directly. The librarian called on his powers to incinerate a flock of gargoyles but lost control angering the machine spirits of our weaponry causing them all to jam (ARRRRGHHH!!!!!! why do you have to push you powers all the time?) the tyranids uneffected by our planned initial barrage of fire now leap apon us...... end of the first session.
Overall it was a fun session with quite a few rule of cool ideas, surfing on chimera and my rescue by Space Wolf airlines.
We didn't really use the squad / solo rules, the GM asked up to select a leader but we didnt really know what effect it had so we selected the tech marine as he was off getting food at the time. Looking at the power list there are quite a few defensive ones that would have been useful but wern't avalible due to our leader. We used a few of the solo powers but again dont really understand them, maybe next session by which time the players will have had more time to study the rules.
Mobs seem to be very deadly, they dropped me (the toughest character) in one hit (although they did roll very well) and did more or less the same to the tech marine. Infact almost all of our wounds were caused by the mobs rather than the genestealers and warriors. We'd already had a healthy respect for mobs from the preview game which is why I took the flamer which seems to be one of the most powerful anti mob weapons (I also had a telent to make it more effective) although due to its short range you generally only get to hit the mob once before its all over you. I'm not 100% on the rules but it does seem that close combat mobs are very deadly as there doesn't seem to be many close combat weapons that will significantly hurt them and you cant dodge or parry their attacks, we fell back to a tactic of dropping grenades on outselves as they were unlikely to hurt a marine but would damage a mob. The GM was also quite evil with several close combat mobs appearing on top of us without any chance to detect or prepair for them.
The marines did seem quite superhuman but possibly due to scaling we did tend to get dropped by one of two big hits rather than more of a death of a thousand cuts which is more how I see marines going down. The lack of requisiton may not have helped as we might have been able to get some more useful toys.
Overall fun and atmospheric and ending on quite a nail biter. We probably need to read up more on the squad rules or get some time to discuss them with the GM before the next session.
- Brother-Captain Gaius
- Emperor's Hand
- Posts: 6859
- Joined: 2002-10-22 12:00am
- Location: \m/
Re: Deathwatch (40k RP)
CC can murder a Horde, you just need to be prepared for it.
You inflict extra hits on the horde with additional degrees of success, and usually a hit is a guaranteed kill. Combine this with Swift Attack, Lightning Attack, off-hand bolt pistol attack, and later on a power sword for even more hits, and all the various close combat talents and a horde can be murdered in no time flat. See my original post; a fresh, level 1 BT Assault Marine killed a small horde single-handedly in about 2 rounds of close combat.
If things are going poorly, that's what Solo Mode and Demeanours are for.
EDIT: Why did the GM just drop you in? The pre-mission phases are very important. Requisition for gear is huge; the standard-issue equipment is not adequate for a serious entanglement with Deathwatch-level enemies. Oaths and how you plan around your Squad Mode are likewise important for a smooth mission. Skipping all of that is... bizarre.
You inflict extra hits on the horde with additional degrees of success, and usually a hit is a guaranteed kill. Combine this with Swift Attack, Lightning Attack, off-hand bolt pistol attack, and later on a power sword for even more hits, and all the various close combat talents and a horde can be murdered in no time flat. See my original post; a fresh, level 1 BT Assault Marine killed a small horde single-handedly in about 2 rounds of close combat.
If things are going poorly, that's what Solo Mode and Demeanours are for.
EDIT: Why did the GM just drop you in? The pre-mission phases are very important. Requisition for gear is huge; the standard-issue equipment is not adequate for a serious entanglement with Deathwatch-level enemies. Oaths and how you plan around your Squad Mode are likewise important for a smooth mission. Skipping all of that is... bizarre.
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
Re: Deathwatch (40k RP)
Well, the starting mission in the book skips Requisition as well, or at least it doesn't give a value for it (about 50 would be appropriate tough).
I would seriously ask your GM to just grant it retroactively - 50 points or the like already pay for special grenades and an extra/better weapon, which can be highly useful.
But yes - starting equipment really doesn't cut it, and allows no versatility at all.
I would seriously ask your GM to just grant it retroactively - 50 points or the like already pay for special grenades and an extra/better weapon, which can be highly useful.
But yes - starting equipment really doesn't cut it, and allows no versatility at all.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Brother-Captain Gaius
- Emperor's Hand
- Posts: 6859
- Joined: 2002-10-22 12:00am
- Location: \m/
Re: Deathwatch (40k RP)
I've added Salamanders to the Imperial Fists rules I've done. Thoughts?
Imperial Fist Rules
Implants: No sus-an or Betcher's.
Stats: +5 WP, +5 T
Demeanour: Stubborn
Solo: One More Day for Rogal Dorn (1/mission)
Once per mission, for the duration of the current combat, the Imperial Fist invokes his Chapter's legendary iron will. The Battle-Brother gains +20 to Willpower tests made to resist Fear, Pinning, or any other similar psychological effect. He also gains +20 to Toughness tests made to resist the effects of Critical Damage, and may ignore all accumulated Fatigue for the rest of the combat. However, if the Battle-Brother disengages, falls back, retreats, or otherwise surrenders his ground to the enemy in any way, this ability immediately ends, even if still in combat.
Improvement: At Rank 3, the bonuses increase to +30. At Rank 5, the Battle-Brother ignores all effects from Critical Damage except physical impairment (such as limb loss) and death, ignores Stunning and ignores any effect that would render him unconscious, and is immune to Fear, Pinning, and similar psychological effects. At Rank 7, the Battle-Brother becomes a bastion of defense and gains Unnatural Toughness (i.e., his Unnatural Toughness (x2) becomes (x3)).
Primarch's Curse: Insanely Stubborn
Level 1 (No Retreat): The Battle-Brother is loathe to give ground to the enemy, determined to make his foes pay for every bloody inch. Once in combat, the Battle-Brother must make a Willpower test to disengage or fall back.
Level 2 (No Surrender): The Imperial Fist, driven by his Chapter's legendary defense of the Emperor's palace during the Horus Heresy, cannot abide cowardice or weakness in himself or his comrades. Tests to disengage from combat are now taken at -20, and any time a member of the Kill-team does so the Kill-team's Cohesion is reduced by 1. If the Imperial Fist witnesses any other allies falling back, tests to Interact with those allies in the future are at a -20 penalty.
Level 3 (Honour of Dorn): The Battle-Brother is distraught by his Chapter's failure to protect the Emperor in his final battle against Horus. Obsessed with preserving the Emperor's dominion at all costs, the Imperial Fist must defend Imperial holdings to the exclusion of all else. When defending assets, citizens, territory, or relics of the Imperium, the Imperial Fist may never leave his post to attend to other tasks or objectives until such time as the mission is complete.
Chapter Trappings:
Scrimshaw ornament: A bone carving, created in the furtherance of mental discipline and focus. +3 WP
Imperial Fist Advances:
Salamanders Rules
Implants: -
Stats: +5 WP, +5 Fel, -1 to all Initiative rolls
Demeanour: Perserverance
Solo: Promethean Sacrifice
Once per combat, a Battle-Brother of the Salamanders Chapter may invoke the teachings of the Promethean cult. As a Free Action, he may give his Reaction to another member of the Kill-team for one round, in addition to any other Reactions that Space Marine may have.
Improvement: At Rank 3, the Reaction may be extended to any ally or protectee of the Battle-Brother's choice. At Rank 5, if the gifted Reaction is used to Parry or Dodge, it gains a +10 bonus. At Rank 7, the Battle-Brother does not give up his own Reaction to use this ability, effectively giving a 'free' Reaction to an ally.
Primarch's Curse: Thankless Son
Level 1 (Defend the Meek): The Salamander holds true to his Chapter's tenets and is devoted to the defense of those deemed 'expendable' by others. The Battle-Brother must take a +20 Willpower test to abandon beleaguered Imperial forces or citizens, even if a more practical objective presents itself.
Level 2 (Dulled Reflexes): As the Battle-Brother's mind is assailed by the horrors of the galaxy, his wits lose their edge. The Salamanders' infamous poor reflexes become more apparent, and the Battle-Brother takes -5 on all Dodge tests.
Level 3 (Horror of Isstvan): The Battle-Brother is haunted by his Chapter's massacre at Isstvan V during the Horus Heresy. WS tests made against Chaos Space Marines are taken at a -10 penalty.
Chapter Trappings:
Brand Mark: A devotional mark symbolising respect for the Chapter. +3 WP
Forge Emblem: An icon of the Promethean cult. +10 on Tests made to resist Fear.
Salamander Advances:
Imperial Fist Rules
Implants: No sus-an or Betcher's.
Stats: +5 WP, +5 T
Demeanour: Stubborn
Solo: One More Day for Rogal Dorn (1/mission)
Once per mission, for the duration of the current combat, the Imperial Fist invokes his Chapter's legendary iron will. The Battle-Brother gains +20 to Willpower tests made to resist Fear, Pinning, or any other similar psychological effect. He also gains +20 to Toughness tests made to resist the effects of Critical Damage, and may ignore all accumulated Fatigue for the rest of the combat. However, if the Battle-Brother disengages, falls back, retreats, or otherwise surrenders his ground to the enemy in any way, this ability immediately ends, even if still in combat.
Improvement: At Rank 3, the bonuses increase to +30. At Rank 5, the Battle-Brother ignores all effects from Critical Damage except physical impairment (such as limb loss) and death, ignores Stunning and ignores any effect that would render him unconscious, and is immune to Fear, Pinning, and similar psychological effects. At Rank 7, the Battle-Brother becomes a bastion of defense and gains Unnatural Toughness (i.e., his Unnatural Toughness (x2) becomes (x3)).
Primarch's Curse: Insanely Stubborn
Level 1 (No Retreat): The Battle-Brother is loathe to give ground to the enemy, determined to make his foes pay for every bloody inch. Once in combat, the Battle-Brother must make a Willpower test to disengage or fall back.
Level 2 (No Surrender): The Imperial Fist, driven by his Chapter's legendary defense of the Emperor's palace during the Horus Heresy, cannot abide cowardice or weakness in himself or his comrades. Tests to disengage from combat are now taken at -20, and any time a member of the Kill-team does so the Kill-team's Cohesion is reduced by 1. If the Imperial Fist witnesses any other allies falling back, tests to Interact with those allies in the future are at a -20 penalty.
Level 3 (Honour of Dorn): The Battle-Brother is distraught by his Chapter's failure to protect the Emperor in his final battle against Horus. Obsessed with preserving the Emperor's dominion at all costs, the Imperial Fist must defend Imperial holdings to the exclusion of all else. When defending assets, citizens, territory, or relics of the Imperium, the Imperial Fist may never leave his post to attend to other tasks or objectives until such time as the mission is complete.
Chapter Trappings:
Scrimshaw ornament: A bone carving, created in the furtherance of mental discipline and focus. +3 WP
Imperial Fist Advances:
Code: Select all
Advance Cost Type Prereq
Hatred (Chaos Marines) 500 Talent --
Tactics (Defensive) 200 Skill --
+10 200 Skill Tactics (Defensive)
+20 200 Skill +10
Duty Unto Death 800 Talent WP 45
Exemplar of Honour 800 Talent --
Peer (Astartes) 500 Talent Fel 30
Good Reputation (Astartes)500 Talent Fel 50, Peer (Astartes)
Hardy 400 Talent T 40
Iron Discipline 500 Talent WP 30, Command
Iron Jaw 300 Talent T 40
Last Man Standing 300 Talent Nerves of Steel
Stalwart Defense 800 Talent --
Unbowed and Unbroken 800 Talent Fel 30
Salamanders Rules
Implants: -
Stats: +5 WP, +5 Fel, -1 to all Initiative rolls
Demeanour: Perserverance
Solo: Promethean Sacrifice
Once per combat, a Battle-Brother of the Salamanders Chapter may invoke the teachings of the Promethean cult. As a Free Action, he may give his Reaction to another member of the Kill-team for one round, in addition to any other Reactions that Space Marine may have.
Improvement: At Rank 3, the Reaction may be extended to any ally or protectee of the Battle-Brother's choice. At Rank 5, if the gifted Reaction is used to Parry or Dodge, it gains a +10 bonus. At Rank 7, the Battle-Brother does not give up his own Reaction to use this ability, effectively giving a 'free' Reaction to an ally.
Primarch's Curse: Thankless Son
Level 1 (Defend the Meek): The Salamander holds true to his Chapter's tenets and is devoted to the defense of those deemed 'expendable' by others. The Battle-Brother must take a +20 Willpower test to abandon beleaguered Imperial forces or citizens, even if a more practical objective presents itself.
Level 2 (Dulled Reflexes): As the Battle-Brother's mind is assailed by the horrors of the galaxy, his wits lose their edge. The Salamanders' infamous poor reflexes become more apparent, and the Battle-Brother takes -5 on all Dodge tests.
Level 3 (Horror of Isstvan): The Battle-Brother is haunted by his Chapter's massacre at Isstvan V during the Horus Heresy. WS tests made against Chaos Space Marines are taken at a -10 penalty.
Chapter Trappings:
Brand Mark: A devotional mark symbolising respect for the Chapter. +3 WP
Forge Emblem: An icon of the Promethean cult. +10 on Tests made to resist Fear.
Salamander Advances:
Code: Select all
Advance Cost Type Prereq
Tech-use 200 Skill --
+10 200 Skill Tech-use
Trade (Armourer) 200 Skill --
Blind Fighting 700 Talent Per 30
Cleanse and Purify 400 Talent --
Peer (Guard, PDF) 300 Talent Fel 30
Good Reputation (Guard, PDF)500 Talent Fel 50, Peer (previous)
Combat Sense 500 Talent Per 40
Duty Unto Death 800 Talent WP 45
Ast Wpn Spec (Flame, Melta) 500 Talent --
Sig Wargear(any Flame, Melt) 300 Talent --
Mstr Sig Wargear(Flame, Melt)500 Talent Sig Wargear
Hero Sig Wargear(Artfcr Armr)800 Talent --
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh