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Everything posted by skatingtortoise

  1. my question would be when you get access to a vast array of pwerful aabilities which noone else can get, why do you need gear? D&D wizards dont complain about their lack of heavy weaponry, and the sanctioned psyker actually gets armour. definitely get the rules for the psy focus in (i thought thats what the staff was), but after that you only really need standard kit to get by. (also, with hardened fighters its not hard to give EVERYONE best quality swords)
  2. below is a list of all the characteristics, skills and tier 1 talents that a given specialty has 2 aptitudes for. numbers in brackets show how many of each they get. Heavy Gunner (1/1/4) Toughness Scrutiny Double Team, Iron Jaw, Resistance, Sound Constitution Medic (2/12/6) Perception, Intelligence Awareness, Commerce, 3 Lores, Linguistics, Logic, Medicae, Navigate, Scrutiny, Survival, Trade Blind Fighting, Combat Sense, Heightened Senses, Light Sleeper, Meditation, Total Recall Operator (0/8/6) Acrobatics, Linguistics, Medicae, Navigate,Operate, Security, Stealth, Tech Use Catfall, Leap Up, Lightning Reflexes, Rapid Reload, Technical Knock, Weapon Tech Sergeant (1/4/6) Toughness Athletics, Command, Parry, Scrutiny Air of Authority, Disarm, Iron Jaw, Radiant Presence, Resistance, Sound Constitution Weapon Specialist (2/3/8) Ballistic Skill, Agility Acrobatics, Operate, Stealth Ambidextrouse, Catfall, Deadeye Shot, Leap Up, Lightning Reflexes, Quick Draw, Rapid Reload, Weapon Training Commissar (1/3/3) Agility Acrobatics, Athletics, Scrutiny, Leap Up, Quick Draw, Sure Strike Weapon Training Ministorium Priest (1/8/6) Fellowship Athletics, Charm, Command, Deceive, Inquiry, Interrogation, Intimidate, Scrutiny Air of Authority, Disturbing Voice, Enemy, Mimic, Peer, Radiant Presence Ogryn (3/2/10) Toughness, Weapon Skill, Strength Athletics, Parry Ambidextrous, Beserk Charge, Double Team, Frenzy, Iron Jaw, Resistance, Sound Constitution, Street Fighting, Take Down, Unarmed warrior Ratling (4/9/16) Fellowship, Agility, Ballistic Skill, Perception Acrobatics, Awareness, Charm, Deceive, Inquiry, Operate, Scrutiny, Stealth, Survival Blind Fighting, Catfall, Combat Sense, Deadeye Shot, Disturbing Voice, Enemy, Heightened Senses, Leap Up, Light Sleeper, Lightning Reflexes, Mimic, Peer, Quick Draw, Rapid Reload, Unremarkable, Weapon Training Psyker (2/10/4) Willpower, Intelligence Athletics, Commerce, 3 Lores, Linquistics, Logic, Psyniscience, Scrutiny, Trade Meditation, Total Recall, Unremarkable, Warp Sense Stormtrooper (1/3/7) Weapon Skill Acrobatics, Operate, Stealth Catfall, Double Team, Leap Up, Lightning Reflexes, Street Fighting, Take Down, Unarmed Warrior what is immediately apparent, is that it's cheap to be a ratling, and heavy gunners are a bit shafted. its by no means a hard and fast guide, but considering you have 4 stages of skills and characteristics to buy, its not a case of starting fast/slow. im still not sold on Stormtroopers WS aptitude, making them into ogryn-lites. also ratlings have lots of aptitudes that mesh perfectly.
  3. i imagine them listening to 1940's music hall which has been put through a techno-machine. techno greta garbo.
  4. i've seen in several parts these skills mentioned, where they should use the new condensed stealth skill, possibly with caveats like '+30 to Stealth skill to avoid being heard' p146, stummer entry p148. bionic respiratory system p174, surprise info box.
  5. if you want a squat, 2nd edition WFRP has a perfectly serviceable dwarf template which (with some gentle modding) will give you your space miner. Dwarf: +10WS, +10T, -10Ag, -10 Fel, +1W skills: common knowledge (dwarfs), speak language (khazalid), speak language (Reikspiel), Trade (miner, smith or stoneworker) talents: dwarfcraft (+10 to dwarfy trades), grudge-born fury (+5ws vs greenskins), night vision, resistance to magic, stout-hearted (+10 vs fear and intimidate), sturdy (no heavy armour Move penalties) based on this and 1st ed. statlines, i give a template to alter other specialisations (probably weapon specialist or operator): +++Homo Sapiens Rotundus+++ +10WS, +10T, -10Ag, +1 Wound born to tech: squats are raised in and around all kinds of technology, and its said they almost run on electricity. this character may re-roll any failed tech-use test when operating machinery. alone in the universe: the squats are all but extinct, and are practically xenos to most inhabitants of the imperium. they get -10 Fel when dealing with humans outside the adeptus. (ie. not space marines, imperial guard, navy, mechanicus or inquisition) talents and traits: Darksight, Sturdy, resistance (psychic powers), hatred (orks), nerves of steel, resistance (fear) +++ also consider adding iron jaw, removing +10 WS in favour of WS aptitude. maybe change hatred of orks to tyranids, considering more recent fluff. maybe a few more wounds, or add unnatural toughness 2. as for size, they make up for lack of height with excess width, and their lack of mobility is represented by agility malus.
  6. a lot of regiments after taking casualties need to make up squads of ten, and inevitably there will be leftovers, and 'part' squads. eventually these will be restored to full strength via recruiting, but possibly not for a while.
  7. i dont know about 'bad' but its certainly contradictory to the statement that all of the pregen regiments can be made with the creation rules. perhaps a bit at the end of the doctrines 'Insert GM fiat rule here, look at other doctrines for pricing guide'. a bit of a cop-out, but in-keeping with other WH40K books
  8. not quite that simple - there are rules differences, and a few of the stats are changed (ie. front/side/rear armour as opposed to body/wing armour) but it shouldnt be too hard to adapt between the two of them, as they have the rhino, combat bike, guncutter, aquila lander and arvus lighter in common.
  9. something i noticed on p.115 'Crew Population and Morale'. NPC crews can sustain a particular amount of morale/population damage before attempting to flee. the example says add together hull integrity and crew rating (40 + 30) but results in a 43, which is hull + crew bonus. which bit is wrong?
  10. two suggestions i havent seen yet: 1. tell her fiance, he might be in a better position to mention to her that '[OP here] seems to be having a bit of a hard time coping with you being excessively weird, and i think he might ditch the game if you push him much more'. might not be a good idea if they are not a couple that could discuss this sort of thing and survive. 2. be brutal. give her a warning that youre going to amp up the scale of the game, and that in game actions will have in game consequences. every thing she does that makes you want to scream, have a checklist handy to note down who it would piss off: mechanicus inquisition other rogue traders administratum navigator houses navy etc etc if any of these get say 3 strikes, have them 'show interest' in the navigator's actions. if things continue, have them escalate their involvement. it sounds like the inquisition would be VERY interested in acquainting her with an interrogation machine. what i like about the setting is that no matter how carried away the players get, theres always a bigger threat to challenge them and frequently will. are they slaughtering orks on a planet? the orks get bigger and nastier. do they start wiping out chaos worshippers en masse without problems? one of the chaos 4 will send a BIG daemon. the great thing about this is its fairly easy to justify. 'why are the arbites sending ships after us?' because thats the only thing that will stop you pirating, theyre not going to deliberately let you murder enforcers 2 at a time are they? if she continues to infringe on social meetings, start losing PF. enforce upkeep checks. have her quarters downgraded to cope. a part of the problem seems to be a lack of clear boundaries on what she can/cannot do. if she is detrimental enough, hopefully the other two will start exerting some control. for extreme control look up 'volitor implant' in bionics, and 'null rod' somewhere in the armoury. if my navigator gets out of control (hes pushing things) the arbites are going to get a bit more involved in his crimes. with anti-psyker enforcers. most of all, remind her that she IS NOT the only navigator on the ship, and that one good hell pistol shot to her third eye and she is defenceless (almost).
  11. i doubt space marine fingers would fit in most human size weapons, i think the official ruling is a -10 to use. not that a marine would ever need to, he does more damage with his little finger than a lasgun. as for craftsmanship, i believe best is equivalent to DW common. as astartes are only ever given the best.
  12. N0-1_H3r3 said: Lucius Valerius said: don't you need an high reknown for master crafter ? You do, yes - you need to be at least Respected to get something of Exceptional Craftsmanship, and Distinguished to have something of Master Craftsmanship, as shown on page 140 of the rulebook. *sigh* forgot that bit. in any case - its amazing what you can do with 20 requisition points and a load of renown
  13. one point that i think hasnt been covered - economy. assuming you were going to use the weapon in question anyway, youre paying 500XP for 20 free requisition EVERY mission. if you have something to spend it on, it could potentially be worth a lot in the long run, especially when you get the renown for to start off with though, here are some options which hit 20 req and seem worth taking as signature wargear. master crafted hand flamer master crafted flamer heavy flamer heavy bolter (for tactical marines, apothecaries, techmarines) master crafted shotgun with RDL sight or chain melee attachment master crafted missile launcher back banner jump pack (non assault marines) diagnostor helmet (for apothecary medicae madness) master crafted chainsword (only 10 req) sniper rifle sacred unguents signum link auspex combi tool psy focus servo skull get respected level of renown, and suddenly you get power swords and axes, combi weapons, storm bolters, plasma and melta guns. id love to nitpick, but i really dont see a problem with this. if you complete 4 missions to their completeness you will have the required renown, less with a smattering of amazing acts of valour. personally i wouldnt see a problem with giving the kill team 10 or so renown to start off with to get them started a bit quicker.
  14. youve already on the road to my first tip - get the book. deathwatch is complex, so having it handy will help a lot. second, as stated above, learn the ins and outs of YOUR character. work out how big the bonuses are to resist psychic powers and toxins. work out how high he can get his BS with his weapon. work out how fast he can move. when you know this, my third tip will be made much much easier. when you know everything your marine can do, you can start doing the GMs job. i find rpg''s much more rewarding when instead of 'i shoot the termagant..i hit...i do 15 damage.' you lay it on a bit. give it a bit of a flourish. dont shoot the termagant. execute the xenos abomination, blow apart his innards and scan the vicinity for a new target. really dotry to get into character - dont play the marine, BE the marine =P this comes with a caveat - dont overdo it, dont infringe on the other players or the GM. eventually your guy is gonna get beat down, hard. make sure when you do, that its awesome. if you do want to try something off the wall, try to think up what that means in terms of the dice before you ask the GM. things go much smoother when you dont have to wait 2 minutes for him to determine stuff. if you want to make a hard (-20) acrobatics check to leap onto the back of the truck and a demolitions check to plant a melta bomb, he shouldnt have a big problem with that.
  15. this thread gives me an odd sense of satisfaction, as its gone 3 pages and we're still not quite sure to sum up, heres a worked example. the squad: ultramarine tactical squad leader, an ultramarine tactical marine with tactical expertise, dark angel tactical marine with tactical expertise, blood angel assault marine. Oaths: may choose from Oath of the Astartes, Oath to the Emperor, Oath of Glory, or Oath of Loyalty. going for flexibility, he chooses the Oath of the Astartes. Squad Mode Abilities: Tactical Advance, Bolter Assault, Tactical Spacing, Lead by Example, Rally Cry any member of the team in squad mode may activate tactical advance, bolter assault, or tactical spacing. the squad leader may use either of the ultramarine specific abilities, but only the other ultramarine may take part. the UM tactical marine may also use both these abilities, but may also share them with the DA and BA with a -20 command check. the DA may not use his tac. expertise ability, as his chapter squad abilities are not available. if everyone is in squad mode, the BA may initiate a tactical advance with anyone in support range who wants to joining in, and at the same time the UM can lead everyone else by example. as long as noone benefits from more than one ability per turn, we're golden. all present and correct? it seems to me if this is the case, the tactical expertise ability (usually) will be wasted if youre not the leader. it also implies that if everyone is of the same chapter, they have a big advantage in squad combat - which shouldnt be a big surprise i suppose. due to the extra abilities, a team that doesnt take an ultramarine tactical with expertise is missing out big time, as the sheer number of cohesion bonuses and abilities piles up. this being ofcourse, the point. a UM tactical marine who maxes out on fellowship could have a bonus of 6, add to that 2 from an Oath of Astartes, 1 from command skill, 1 from power armour, and thats 9 cohesion without any bonuses from his fellows. give him a back banner and the fancy UM sword, and you can just spam LEad by Example and Rallying cry while everyone else sits in a circle of awesomeness around you. it also occurs that if you are not a tactical marine with expertise, you are unlikely to become squad leader unless most of your team are the same chapter as you. the only exception that occurs to me is the oath of knowledge which has very defensive abilities associated with it. so to keep this simple for my players, i think printing out a few Oath Sheets (with a red seal and everything) with the stuff on would be handy, as would a summary of each chapter's squad abilities to be added to the bottom.
  16. In the tyranid weapons section, the stranglethorn cannon and bardeb strangler have the exact same statlines. is this intentional? as for heavy bolter+unrelenting devastation+metal storm, i believe this would be only the+1d5 hits, as it is a blast weapon, which overrides the previous bonus. for example you wouldnt give a plasma cannon +1 hits and +1d5, the fact that the HB is full auto shouldnt change this. its still very nasty indeed.
  17. everything seems to be mostly straight forward so far, the only sticking point our group is having is squad mode abilities, preferring to just ignore them thus far, and i dont blame them. so here is how i understand them to work, correct me if im wrong. feedback from a playtester would be very useful. Oaths: these determine which codex abilities you may use during the mission. choice limited by speciality of team leader. cohesion: a pool of points using abilities: you pay the cohesion cost to be able to use one of the abilities unlocked by the oath. this can then be activated at any time during the mission, for no further cohesion cost ie. if you spend cohesion on getting bolter assault, at any time during the mission, squad mode players may activate it to charge down the unclean. they can be bought by any member of the team, and then used by any member of the team (in squad mode) codex abilities: bread and butter stuff, choice narrowed down by oaths. chapter abilities: maybe be purchased by squad leader, from squad leader's 2 chapter options. only other members of the chapter may use them, making them very limited unless you have several brothers from one chapter. other battle brothers may not use their own chapters' abilities. tactical marine ability: may allow other marines to use chapter abilities after a -20 command test, making them more reliable with mixed groups. so procedure is, pick leader. leader picks appropriate oath. everyone writes down the available abilities on mode sheet. during battle, marines in squad mode may spend cohesion to activate these abilities for the rest of the mission, with the ability to switch back and forth depending on situation, but may not benefit from more than one ability per turn. if cohesion ever reaches 0, squad mode is lost along with its abilities. also keep in mind i have ignored all the squad range stuff as that seems pretty clear. rank 1-3 marines must be within 30m of another marine to join squad mode and use the unlocked abilities. everything here seem right? a lot of the book seems painfully obtuse on who may/may not use/select/take part in what, just curious to see what people's interpretations are.
  18. consider though, that the fire warriors at least have a longer range than the marines, and will usually hit on full auto with a +10 modifier (45) assuming long range. they will then be getting 13 (12 + fire drill) shots, anything up to 52 hits, each doing 4d10+2 pen 4 damage (average 22+4). so most of the time they wouldnt be able to scratch the marines, but with the sheer weight of firepower, a lucky hit to a marine's head, or just a massive damage roll and the marines will really feel it. as for hormagaunts, with a run speed of 60 they will close the gap FAST. disconnect them from a synapse creature and they get frenzy, (WS 55, S 45, T 40) and fearless. when in combat, thats 4d10+6 pen 3 (inc. bonuses), and 2 attacks per marine, which cannot be dodged, and cover bonuses are unlikely to apply. give em toxic as well to make things interesting if i were a GM running the tau side of things and i saw the marines dig in - id back off out of bolter range and wait for them. the tau arent idiotic enough to do a zulu against dug in marines, if i were the nids, i wouldnt worry and just charge in. theyre only gaunts. either way, 120+ size hordes can indeed be very scary, especially when supported by weapons capable of smashing cover.
  19. what id do is take the ultramarine template, but change the demeanour and special chapter ability. that at least would give you a good codex chapter, with more tweaking required for the more unique ones
  20. guest469 said: Are Fallen DA accepted as Blackshields? I claim this plot hook on behalf of the imperium. thank you.
  21. do a few practise runs of what would happen with different enemies, youll have some idea then of the capabilities of ships in real combat. after that, prepare some backup plans in case things go wrong - PCs are suddenly outnumbered? maybe have reinforcements arrive. PCs wipe out the enemy. have a couple of engine failures. dont alter the outcome of the battle, but if its becoming a cakewalk, mix things up a bit to keep it tense.
  22. yeees.... where did i say they werent sending their talented veterans? this is running off of a little sentence in a white dwarf stating that deathwatch was formed from codex chapters, as only these would be able to bond sufficiently for purpose. it later noted that less stringent chapters would send members who were more inclined to that way of thinking, ie. misfits in their own chapter. can you imagine an ultramarine trying to fit in amongst space wolves? so then: a clarification. these are what i perceive to be the attitudes taken towards the deathwatch. i am well aware the RaW may contradict me. Ultramarines: being a codex chapter, are predictably eager to send their marines off to the deathwatch to show the others how its done, awesome ultramarine style, with extra gold plating. it is a great honour, and any who are asked to volunteer dutifully do so. Dark Angels: there comes a point in a talented dark angel's career when he may ascend to the inner circle. what if a marine, though talented and valorous could not be fully trusted with the knowledge imparted to its members? you could leave him where he is. eventually though, he would be overtaken by younger, better marines, with the knowledge that he is not *quite* good enough. a great dishonour. so the upper management, knowing this, ask him if he wants to join the deathwatch for a while. his choice is voluntary service somewhere else, or sitting underneath the glass ceiling. there may well be members of the inner circle within the deathwatch, but i believe this individuals are generally too entrenched in the DA philosophy Blood Angels: as above, but replace inner circle with sanguinary guard/honour guard. as places are limited, not everyone can get in, and some might not have the right temperament. its the age old problem of knowing you need to promote someone as they have earned it, but knowing full well for various reasons this is impossible. the deathwatch is a nice out here, as no marine can refuse, as it is a 'great honour'. he knows he is being swept under the rug, but he cant say anything, so 'volunteers' for DW service. space wolves: due to their unique temperament and chapter structure, only the most rigid adherents to the codex mentality will be chosen ,and noone else will really miss them, as they wont fit in that well. ofcourse they wont send anyone who isnt suitable in the first place, but i imagine the best of the best of the chapter get all the cushy positions. deathwatch places go to the also-rans. black templars: killing aliens is great yeah, and its always nice to get picked out from the crowd by your commander - but there are crusades to be won! i suppose my point is that the top 1o% of the chapter will become veterans. of these, the top 1% will get command jobs and particularly cushy assignments, like honour guard. the percentile below them? theyre the ones who get deathwatch duty. always second best, and they know it.
  23. im pretty sure i read background somewhere describing how various chapters submit deathwatch hopefuls. in any case, this is how i see it: Dark Angels: you are talented, but cannot be trusted in the inner circle. we cant promote you, but we also cant NOT promote you. to the deathwatch with you! Blood Angels: you are too normal and sane to get into the honour guard/sanguinary guard. go join deathwatch and be weird there. Ultramarines: you are pretty good at killing nids and stuff. go do some of it with other chapters and show them how AWESOMEZZZ we are, innit bruv. Space Wolves: you know those boring guys over in the corner, reading books? - theyd be perfect for the deathwatch, what with all that codex malarky. Black Templars: howd you like to go kill some xenos? =D
  24. at the end of the ships section (pg 164), there is no rarity modifier listed for storm troopers detachments in the table. guessing rare/very rare?
  25. Recently i have been listening to a lot of Stan Rogers, who was a canadian folk singer whose topics were frequently nautical and/or historical. it struck me that many of these would make fun Rogue Trader adventures, which i will document here for your pleasure. if you have your own musical inspirations, please share them too! Barrett's Privateers: the crew are hired by a Rogue Trader by the name of Elcid Barrett, who has delusions of grandeur. he pays them handsomely to join his crew and go plundering aliens and heretics. unfortunately, his description of his ship 'The Antelope' didn't coincide with reality, and in truth it is falling apart at the seams, with a temperamental Gellar field and a poorly trained crew. let the adventures begin bonus points for characters who lose their legs in battle. The Mary Ellen Carter: the explorers find a generic source of great wealth, but their ship is hulked in a freak warp storm, and they have no option but to abandon her to the warp/xenos space and flee in one of their escorts. but aboard her lies incredible profit for anyone bold enough to find her, repair her, and bring her to port. surely enough, they hear tales of an unknown hulk popping back into real space in a nearby sector, which sounds eerily similar to the one they abandoned. they are not the only interested parties however, and the exact nature of the cargo could provide some 'interesting' competition. that, and the demonic beings that likely inhabit the ship. Northwest Passage: there is an old voidsmans tale of one of the earliest explorers of the expanse, Franklin, whose ship was lost navigating the koronus passage. it is told that out there on some godforsaken moon on which he took refuge, you could find his hand, reaching for the stars which claimed his life. which is all very nice - but more importantly, any information which could be recovered from the remnants of the expedition would grant the discoverer great favour amongst his peers, and who knows what secrets that brave pioneer discovered on his voyages. to make this more interesting, have the players discover an ice planet, and that the original expedition survived by selling their souls to the chaotic powers, and turning to cannibalism, giving them superhuman strength and longevity, so long as they fed on the flesh of their fellows. after all this time, these damned souls have consumed most of their crew, and have spent many centuries rationing what they had left. when the players find them, they will discover perfect gentlemen, who wish to devour their flesh, and steal their ship.
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