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Posts posted by Gantz the slaughterer
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Dear,
I'm a Space Wolf Tac marine
try with:
"Good job Brother…next time take cover, we really need the firepower of your weapon to succeed in our mission"
:D 
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new weapons?
armors?

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oooooooooook……
as my part is ok, but only if the GW start to pay the royalty to Italy for the use of the Sacred Roman Imperium (best know as the Ultramarine)…hahahahahaha
someone else need royaltyes???
poor GW……poor poor…..bad move…..
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seraching here and there…
The Imperium of Man
Ordinary humans fear and hate psykers because, without special training, they are prone to insanity and daemonic possession. Psykers are so hated that they risk being lynched if they are not taken into custody of the state. Psykers who practice their powers without the sanction of the state are termed "witches". Under Imperial law, all planets must round up their psykers and hand them over to the Inquisition, who make regular visits in their Black Ships. Those psykers who are deemed corrupt or uncontrollable are summarily destroyed; those who are too weak to be of practical use are sacrificed to the Emperor; those who display both power and control are trained become servants of the state. Imperial Guard Regiments and Space Marine Chapters use psykers in combat roles. Astropaths provide faster-than-light psychic communication. Navigators are needed to pilot starships through Warp space. Most humans do not appreciate the critical roles that sanctioned psykers play in the Imperium, because most do not come into contact with them and are not even aware of their existence (ignorance is common in the Imperium).
Pyskers who are too weak to fulfill the aforementioned roles are sacrificed to the Emperor. The Emperor feeds on their souls and uses this energy to project a psychic beacon, the Astronomican, through the Warp. Imperium starships need this beacon to travel through the Warp, which otherwise has no fixed reference points for navigation. Thousands of psykers die daily in this fashion. Because the Astronomican is critical to the Imperium's infrastructure, this is seen as a small price to pay.
so…
if he is warp tainted, use the rule of two (one bolt in chest and one in head)

if he is not wap tainted, ask him to help…(and always take ready one bolt shell for him, just in case…)
if he won't help, try to have an agreement…
"I personally reccomen you to the inquisitor….You can became a grey knight, a menber of the astartes a sanctioned….etc…etc…..
hope this help
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Dears,
could you please remember me, how in the w40k universe are treated the psiker?
(i heard about, sanctioned, non sanctioned, black ship…etc..)
thanks and regards
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Hi All,
in many raffiguration I see many space marines with power fist, wielding a melee like axe or sword….
so in this case I can decide if I want to use the power fist or I can use the axe?
if I use the axe I suppose with:
damage 1d10-8e (standard power axe damage)
gaining the x3 unnatural str bonus (from power fist)
and change from unbalanced to unwieldy (from power fist).
what do you think about?
cheers
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Dear,
firts of all:
GREAT JOB!
thanks…
found missing AG bonus in the MK6 Corvus Armor (armor, power armor, rites of battle)
cheers
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hi,
I have my copy of Honour the Chapter but…
…I don't know if I can write here an extract from the book….
Any moderator can answer?
thanks all.
regards

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I' ve a lot of fun in creating my personal Space Wolf.
He is a Tact marine (bolter mastery), with some peculiarity like:
the swift attack, taking in a duel with a dark angel…(to reflect the ability with a chiansword that usually i take)
I'm two time blessed by the emperor and gain a mark 6 corvus with:
Bring death from afar (sometimes I'm the support squad man)
and the helm of mordicus (I ask to exchange with a wolf helm…..fighting in style

in the end to reflect the nature of the wolf i take the wolftooth necklace (frenzy ability)
more funny, in this way I'm able to support my brother in more ways…
cheers
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But,
in the Deathwatch, who give the Crux Terminatus?
Who decide?
As a space wolf, if I was able to earn this honor, the Great Wolf give it to me, but in the Wolf chapter is very hard to earn such honor.
Only few for each company…
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only curiosity…from which chapter they came from?
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personally disagree…
the lightning claws are revered weapons… and until you cannot take the sig.war.hero… you cannot have both….
(don't forget the bonus of the master level signature wargear)
otherwise you can take it spending requisition point…
(remember that in order to take the signature wargear master, you must first take the signature wargear)
cheers
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it depend of the needing….
I play a wolf tac marine, and I like to use my bolter (kraken), and take always a chainsword
I'm a son of Russ….but if the situation gone bad, i can take any other weapons, i can substitute the assault with a power axe and a plasma pistol….
I can take the heavy bolter or missile launcher to help the dev….also a lascannon or plasma cannon…to inflict heavy damage
I can use flamers for area denial…
so, with a tactical, you can substitute any of the other class….
hope this help
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sorry but….
in wich way are you ready if a genestealer appear behind you???
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are you searching for this?
• All Specialities Standard Issue: Astartes power armour,
Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes
krak grenades, Astartes combat knife, repair cement, one
Chapter Trapping.
• Deathwatch Apothecary Standard Issue: Astartes
bolter with fire selector, reductor and narthecium.
• Deathwatch Assault Marine Standard Issue: Astartes
chainsword, Astartes jump pack.
• Deathwatch Devastator Marine Standard Issue:
Astartes heavy bolter with backpack ammo supply.
• Deathwatch Librarian Standard Issue: Astartes bolter
with fire selector, force weapon.
• Deathwatch Tactical Marine Standard Issue:
Astartes bolter with fire selector, one clip of Special Issue
ammunition (not exceeding 25 Requisition per clip)
per mission. Note that you must still meet the Renown
requirement for this ammunition.
• Deathwatch Techmarine Standard Issue: Astartes bolter
with fire selector, Astartes servo-arm (as a part of his power
armour), and one other Common craftsmanship cybernetic
(chosen at character creation). See the Cybernetics section
for rules on installing further bionics.core rulebook pg. 28
cheers
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hi all,
if I take the signature wargear, this talent grant me a chainsword. but I'm a 1° level tactical marine, so I expend only 5 req. point.
when I will accumulate enough renown, my chainsword can be adjusted to be a master crafted chaisword (req.5 x 2=10) ? or I need to take again the signature wargear talent?
regards
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first of all, you must decide which type of char you would be in this universe……

as for me, I like to be a space wolf….and if I do solo mission, I try in this way:
space wolf
grey hunter (tactical marine with bolter mastery)
talents:
hardy (400), flash render(500)
deeds:
ritual duel fighter (that give me the swift attack talent)
wargear:
ask for a chain sword (req. 5)
mk6 Corvus (history: bring death from afar, and helm of mordicus variated in the wolf helm)
charm (req.6)
chapter trapping:
wolf tooth neck lace (frenzy talent)
regards
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thank you a lot!!!!!
:) 
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hello All,
I don't really understood the rule for the armor history "Bring Death from Afar".
someone can help me to understand in which way function the Recoil Suppression(armor), Bulging Biceps(talent) and bring death from afar?
(related to the weapons class usage, pistol, basic, heavy)
thks to everyone
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in the end I' ve bought my copy online….
only a big collection of other chapter…
the rule for the "codex space marine" was useless….(in my opinion)
but in the end a good product and much idea for customization….
I think to create some specialty like the "wolf guard" in the same fashion way of the "sword brother"
cheers
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hi all…
I have some doubt about buy the HtC…
how about the session of the codex space marine creations?
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Gantz the slaughterer said:
agree with zokalwe…..
He fought with 2 csm?, giving him an award.
sorry….i wrote bad……Zakalwe
sorry again
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agree with zokalwe…..
He fought with 2 csm?, giving him an award.

What wargear DOESN'T work with scout armour?
in Deathwatch
Posted
Dears,
my answer in line…
Adeptus-B said:
I’m planning a change-of-pace ‘stealth’ mission, one where scout armour (from Rites of Battle) will be more appropriate than standard power armour. That has me considering what pieces of wargear require power armour to function…?
Would an Apothecary’s narthecium work with scout armour, or does it require power armour’s power source?
I suppose no, it was only a set of specific surgical kit. a minisaw, a lamp, a medical detector…. the problem was that an apothecary is a valuable marine, he took with him the gene seed recovered, so you always see him with best protection and protected by comrades…
Obviously an Assault Marine’s jump pack requires the power pack of power armour to work- and even if it didn’t, the noise made by a jump pack makes it incompatible with stealth missions.
stealth mission with jump pack??? I suggest grav cute and harpoon gunope etc…..
the jump pack was desinged to bring marine in the middle of the battle, strike and flee away.
Can a Devastator’s backpack ammo supply be added to scout armour? The description says it ‘fits over’ the power pack of power armour; but does it only fit on/ work with power armour?
stealth mission with an enormous backpack ??? i suggest normal clip
What about a Librarian’s psychic hood? Sometimes it is depicted as a helmet-like device, and sometimes as an actual cloth hood. Should it be considered supplemental to a suit of power armour, or something that works independently?
good question, i've no answer for this….but the sanctioned psycker?
What about a Techmarine’s servo-arm? Page 28 of the rulebook says it is part of his armour, but page 177 says it attaches to his shoulder (and is removable), and it says that armour must be modified to accommodate it. The more elaborate servo-harness specifies that it requires the power plant of power armour to function, but does a single servo-arm, or can it function independent of power armour, like a techpriest’s mechadendrites?
good question, i've no answer for this….but the thecpriest?
The description of power fists says that they work off of power armour’s power supply. But Imperial Guard officers can get power fists with self-contained power sources; would such a secondary power supply be available to Marines in scout armour?
stealth mission with some big big big weapons? power sword and demolition charge….would fit better
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Limiting a PC’s ‘standard’ equipment when in scout armour also brings up issues of fairness. Obviously an Assault Marine is taking a huge hit by not being able to use his jump pack- the cornerstone of his specialty- while a Tactical Marine makes no such sacrifice. Do you think PCs who have to give up key wargear when in scout armour should get some kind of offsetting advantage, like extra Requisition points (that can’t be pooled with the group)?