Watcher_of_the_Dead
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Posts posted by Watcher_of_the_Dead
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i decided to house rule these guys on a whim. i suppose they might come in useful if someone is running a heresy or pre-heresy game. Anyways here they are, my interpretation of Adeptus Custodes in the Deathwatch rules set.
Stat Bonuses: +10 to all (custodes are supposed to be slightly more powerful than a space marine and i believe that that is most easily represented in stats than any other way)
Starting Bonuse Skills/talents: Guardian (from DH Ascension)
Demeanor: // undecided at this point, not sure if they even warrant an organisational demeanor, the fluff says that they are an organisation of individuals not a cohesive force like space marines, and as such may not have a chapter identity in the same way.
Advances:
Lip reading 200
Scrutiny 200
Scrutiny +10 200
Scrutiny +20 200
Combat Sense 1000
Counter Attack 600
Deflect Shot 300
Fearless 800
Halberd Master 800 (exactly the same as Blade Master except with a halberd)
Iron Jaw 300
Paranoia 500
Rapid Reaction 500
Sturdy (trait) 1000
Wall of Steel 700
Solo Mode Ability:
Shield Against Harm: The main role of an Adeptus Custode is of a bodyguard, to protect his charge with his life if need be. This can entail interposing himself between his charge or taking damage so that his charge may escape unscathed. During Combat, an Adeptus Custode may perfom the following abilities if he is no more than 4 meters from his charge's side:
- An Adeptus Custode may make a Parry test as a Reaction to Block an attack made against the his charge.
- Sacrificing his next turn, an Adeptus Custode may take all of the damage from one hit just suffered by his charge.
Squad Mode Abililties: NA (custodes were not trained as soldiers, and do not share a spitit of brotherhood that is instilled within the Astartes in order to function together as a cohesive unit. as such i have chosen not to give custodes squad mode abilities)
That should be enough for NPC's. i dont know enough of the fluff, or if it even exists, to give backgrounds or insanity effects.
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this is more conjecture about the setting than a comment about a tau centric game but i have always liked the concept of tau getting their blue commie hands on some geneseed and augmenting their human auxiliaries with it. combine a spacemarine with tau mentality and weaponry and you have something that is a terror to behold.
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cool. got it, nicely done too
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i never finished DoWII or its expansion.
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*Shrug* i got side tracked in anycase there is some very good blood ravens stuff here: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=179&efcid=3&efidt=381340&efpag=0
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i tried to download your pdf but it said that it was removed by the uploader
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no worries found it.
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cheers, that will get me stared nicely
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cheers, i plan to use the Imperial fists in my game so thanks for the write up. however, the IF always struck me as being all about heavy weapons, as i imagine siege warfare would be all about bombarding the crud out of the enemy position with heavy ordinance, its seems odd that their solo power is melee focused. dont get me wrong, you have done great work, the solo power just seems a little out of place to me.
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i am after imperial fists for my a game i want to run soon, i dont want to wait for Rites of Battle, and i am not sure i would feel confident doing house ruling them myself. do you think you could post the link to the write up by ConstantineRoth? i would really appreciate it
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Fresnel said:
The twist about the Thousand Sons is that Magnus only fled into the Eye of Terror to escape the Space Wolves (who were in turn manipulated by Horus). So their corruption was result of a grand scheme by Tzeentch - rather than a willful betrayal. So they were harder to corrupt than Horus et al who joined Chaos unforced.
thats not special though, only 3 out of the 9 traitor primarchs turned to chaos of their own accord, Lorgar, Angron and Night haunter and the latter two only after horus convinced them to. Perturbo and Fulgrim were corrupted by deamon weapons, montarion's fleet got stuck in the warp, magnus the red as you say turned to chaos to escape the fury of Leman Russ and his space wolves, Horus was corrupted in the healing ritual on Davin and Alpharius and omegon never actually fell to chaos, they just turned traitor because they were convinced by the cabal that a horus victory would be better for the galaxy in general. It all stems from Lorgar really, the primarch that was raised by a religious institution.
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i dont know where you get the idea that the BR's fall to chaos more than other chapters, other than perhaps that one of 2 named BR characters in DoW 1 falls to chaos, admittedly i haven't read the books but lexicanum doesnt mention anything about that. actually the fact that the BR geneseed is stable and shows little evidence of mutation even though their tithe is checked more regularly than other chapters is an arguement against them being a successor to the thousand sons.
anyways, they should also get total recall at character creation as they have a slight mutation to their catalepsean node that gives them perfect memories and makes them unable to dream, which might justify a slight increase to the amount of insanity points they take.
also, the Kaurava campaign happened, it was just a dismal failure that ended in the death of most of the marines sent there and Brother Captain Indrick Boreale. Cyrus mentions it in the second game
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Has anyone made or does anyone know of any dark eldar write ups?
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i always liked the blood ravens, and i intend to use them in my game so cheers for the write up.
As for origin i allways liked the idea that one of the primarchs that has been expunged from imperial records landed on an alien controlled world, maybe an eldar exodite world, an orc controlled world even a craft world or any number of other minor alien worlds from the 40K universe. and the alien association is why all records of him are expunged from imperial records by the inquisition by the inquisition

Deathwatch Living Errata/FAQ
in Deathwatch
Posted
i can only seem to find v1.0 of the errata and this may be answered somewhere else but i noticed that assault marines get lightning attack at rank 2 and never get swift attack which is a prerequisite to the former. i imagine this is just a typo of some sort and it is available to them at rank 1, and if that is the case how much xp does it cost?