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Visitor Q

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    Hertford, Hertfordshire, United Kingdom
  1. Sisters don't get unnatural stats and are not genetically enhanced like a marine and starting them with 2D10+20 or 25 is fairly reasonable. They do however get a SLIGHT bonus from the sister pattern power armour which in DH2 gives a +2 bonus to their SB. How this will be translated into the system where unnatural stats are mostly multiplier over additive is up to the GM to determine. In terms of raw physical strength and capability the sister will mostly be screwed over. What will make them dangerous and balance out is their Acts of Faith. It'll be those acts which keep them alive and shrug off or keep fighting by their divine fervor and relentless devotion to the Emperor and service. There are a few really nice ones in DH2 which work off their Insanity bonus such as a buff to their Armour value for the round, extra damage, buffs to allies, repelling daemons or warp entities etc. (Correction I said 2d10+10 when I meant 2d10+20) I know sisters don't get physical enhancements I was just curious if the GM in this instance is handwaving it. In game terms the PC is at a massive disadvantage Acts of Faith really aren't going to cut it frankly. Apart from the fact that they are limited and often situational (vs psykers etc) or actually buff allies (which does nothing to readdress power balance) marines effectively have their own acts of faith called solo mode abilities Codex abilities and squad mode abilities. That said if you started a DH1 character from scratch and gave them 15000 experience points allowed them to use Ascension and Rogue Trader. It would be interesting to see what Battle Sister could be created. My suggestion would be to simply roll up a Black Templars as normal but say the character was some kind of living saint. Her acts of faith conveniently manifest as unnatural strength immunity to poison etc
  2. There's rail roading there's consequences and there's player expectations. Put it another way if because of my choices my adept player unexpectedly becomes a penal legionnaire I'd consider it appropriate and fair to either retire and roll up a new more appropriate character with equal experience points or be able to use a fate point to get a reprieve. Because an adept character in that situation is likely dead/useless.
  3. Yeah 2d10+10 is going to bone that player. Experience points wise that runs into the thousands I'd expect. Not to mention loss of marine implants. Is the character getting unnatural toughness and strength out of interest? Things like WP and Fel in particular there's no special reason that Sisters of Battle should be worse than Marines.
  4. I'd imagine segmenting the year in such a way would be a godsend (sorry Emperor send) if you had a spread sheet with literally billions of entries from all over the galaxy and you were told to put them in chronological order. That said travel and communication is so slow relatively speaking in the Imperium that I doubt such precise dates matter much to generals and other tactical commanders. When Gming I use a convention of using the official time at the beginning of a mission but then also a 'local' time amd date stamp. Well I use this for relevant handouts anyway.
  5. Sure but the players might want to work for the Inquisition (they are playing Dark Heresy afterall) but they don't know the justification for their scum character In one sense your rail roading them by putting them into the Penal Legion in the first place. Also I don't know your players or characters but penal Legion is very restrictive and potentially character breaking. For example if I was a Noble born character I'd be a bit grumpy if the game suddenly shifted from Dark Heresy spies and intrigue to Battle of the Somme Only War Having them shanghied into the Penal Legion might be a great fit for your group but I'd just have an exit strategy (I.e it lasts a session or two but you have a way of getting them out).
  6. The other issue with having characters like assassins or battle sisters has been highlighted in the last few posts; justification. Sure there can be justification for a battle sister or am assassin turning up for a mission, but at a certain point the marines are going to be like 'why are you still here?' certainly the Deathwatch are going to be very wary about letting outsiders into theier fortress monastery/watch fortress/secret palace of secrecy. It's why a character that is powerful in their own right and has a reason for the marines to stick around would work so well for a player that wasn't so interested in playing a super powerful warrior. Actually if there isn't a Librarian in the group a psychic Inquisitor would be a perfect fit.
  7. Am i missing something or is the Inquisitor cutting them loose? Because if so the PCs might decide to go off the reservation, or the very least their motivation becomes survivial not helping the Imperium. Something to bare in mind.
  8. Seriously though, playing something other than a space marine really depends on the GM. If the GM is willing to cater to this and put in some preparation and be flexible with where the campaign goes..... It is possible for a player to be a Rogue Trader or an Inquisitor who has Deathwatch marines either oath sworn to him or under his control. However for these players to actually mean something the GM has to allow them more freedom to use, well the freedom that comes with their position. This means creating a more free form sandbox game. As for Battle Sisters, personally I think in the long run this might not work so well. Battle Sisters are incredibly dogmatic and when exposed to many Chapter philosephies may beleive the Astartes to be Heretics. Maybe also there is a bit of a copout to say to a female player, 'If you don't want to play a space marine character because of gender try this female version which isn't as tough strong or quite as well a equipped. But she is completly psychotic if you mention the Emperor in less than devoted terms' For me not playing a space marine in a Deathwatch game would mean having a character that can do things the marines can't. Like talking on equal terms to humans would be a start, or blending in. However as I say it requires more work from the GM to make the character not just be a follower or a sidekick.
  9. There are definite layers of knwoledge within the Dark Angels. Standard DA indoctrination includes the idea of watching for treachery and being vigilant at all times. After that comes the idea that even loyal brothers can turn through weakness. Then comes the idea that some Dark Angels have turned and are stilll out there....This si the level that I would imagine quite a lot of experienced Dark Angels would be at. The fact that some loyalist marines might turn traitor is not unknown to any space marine Chapter. Indeed the Dark Angels likely raise this possibility earlier in indoctrination than other Chapters such as the Ultramarines. After this however coems the real secrets, that there are numerous traitor Dark Angels. That the Dark Angels can't account for all of them, that they turned during the Heresy, and that they represented a sizeable proportion of the Chapter and the ones defending the homeworld no less. Point of all this is that a Dark Angel PC may well know that their are traitor Dark Angels out and about but have no clue as to their nature. Forbidden Lore Horus Heresy when he encounters one in Pre Heresy armour might fill him in though.
  10. Visitor Q

    It's Okay

    Deathwatch has one of the most detailed character creation systems I have come across. The first time I rolled up a space marine with a player it was kind of fun. Now it is quite boring. So don't feel bad in that regard. It is a small mercy that PCs are at least difficult to kill in this game. Two suggestions if the rules side of it are kind of dull for you generally; 1) Don't use the Deathwatch rules but seemthing with less 'crunchyness' and just use the setting. (HERESY! BLAM!). Or as a variation of this just strip out/simplify any rules which are getting in the way. For example all the rules about Power Armour and Marine Implants can generally be summarised as Power is Environmentally sealed. It has good targeting and makes the user stronger. The implants basically make the player immune to posions and gasses. Therefore just give the players a flat +10 to Perception and Makes PCs immune to all gasses and toxins unless at GMs discretion a Toughness test is needed. Obviously this is really emphasising speed over specificity. 2) If you trust your players let them roll up their characters independantly, submit them to you for review and go from there. There is also something to be said for pre-generated characters. At least early on. Also I have noticed a real tendency for people to obsess a bit over the rules. I have always thought that one of the main advantage of pen and paper of RPGs over thier computer game counterparts or wargames was that the rules could be as flexible as the GM and the players wanted. (As for big ham, I love this too. I'd suggest watching Mad Max Fury Road for inspiration if you want the perfect merging of WH40K craziness with Huge Doses of Ham. 'WHERE ARE THEY TAKING THEM!!!!!?' MEDICORE!' 'THAT'S MY PROPERTY SPLENDID!' That's enough Immortan Joe. Ed.)
  11. How Penal Legions are used: Officer A: we know the enemy are in the trenches but dont know where they have positioned thier heavy bolter emplacements. Officer B: Should we have the Penal Legion advance slowly across the field? Officer A: Obviously. As for the OP about bording the ship, I'd say it would be possible if the players are smart. For example disabling oxygen to some parts of the ship, venting sections of the crew and quickly killing the officers Also they could try luring in the Arbites into the fray then showing their Inquisitorial credentials. I'd be more worried about allowing them to keep ship though. Their are a lot of issues with how that would even work. Not least where are they getting a Navigator.
  12. Visitor Q

    It's Okay

    It's only a game mate. Just grab a few players put them in front of a Tyranid horde, have a shadowy Inquisitor giving them their mission and go from there. Remember if life gives you lemons... BLOOD FOR THE BLOOD GOD!
  13. Personally as someone who as GMd alot knowing the rules is very important but equally be firm from the beginning that the rules are a short hand for your rulings. What I mean by that is that if your opinion of what happens if say you fall off a building is different to the rule book then you are correct. Be fair transparent and consistent. But also assertive. As GM you put in 90% of the work likely you spend most of the money so you set the rules of the game. Basically a player undermining a GM because of rules should never happen simply because the GM is right. Even when the dice say one thing and the GM another the dice are wrong. As with all things with great power comes great responsibility. Abuse the authority of a GM and soon you won't have any players.
  14. Hi, I think both of you make very good points. Blanket interaction penalties was more in the context of the trade off if we allow Marines extra bonuses with strength and toughness. I think their is a tendency to push marines into this demigod category where they are good at everything. But it's not the case. marines at the their core are still human. Time spent learning to be expert at a bolter means time spent not watching the Simpsons or whatever passes for a popular show with universal appeal in the Imperium (kidding obviously but you get the point).
  15. Arguably as much as marines should get awesome bonus to strength they should get similar penalties to interaction checks. For example a marine may not understand a passing reference to some recreational activity that a unaugemented human makes. May not sound like a lot but say a Raven Guard is listening to what an enemy officer is saying. In slang the officer says he plans to hook up with his mistress then get drunk. A normal human could work it out from context but a marine would have no context. Sure 99% of the time probably won't matter but GMs should be aware that marines don't have ordinary lives. Added to this most of the time they only see world's at war. There might be marines who have never been to a functioning civilian city during peace time. Again this might be relevant if a marine is searching a building for clues. Basically it should be remembered that when all is said and done marines are humans. They are at war because most of their time is spent training. That's undisputed but raises a question of when they learn very basic other things.
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