MexicanNinja
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Posts posted by MexicanNinja
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Why heck couldn't he requisition a thunder hammer? I sure as hell know that my Chaplain will be doing just that. While the Crozius is a badge of office, no where does it stat that this weapon MUST be used. Look at all the Chaplains who use Thunder Hammers in 40k table top. Just because a specific character is given signature wargear for being a specific class doesn't mean he's bound to use it at every available opporunity. The Crozius is still a badge that should be carried/worn with pride.
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Polaria said:
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Inquisition has virtually unlimited rights. A literal Emperors permission for anything. However, they are limited in power because each Inquisitor is essentially a one-man-show. There are coteries but each Inquisitor has his or her own resources and contacts. This also means that successfull inquisitor HAS to be a masterfull player in Imperial politics. Which, in turn, makes him VERY dangerous to anyone who is not. Like any normal Space Marine.
Officio Assassinorum is very powerfull, but it has absolutely no rights on its own. At all. All deployments of Assassins for any purpose whatsoever must be authorized by High Lords of Terra. This means that you have absolutely nothing to fear from Assassin unless you are already heretic enough to have a **** lot of fear from every loyal Imperial organization in existence. On the other hand you don't want to step in the way if Assassin is on his mission: His mission carries the mandate directly from High Lords.
Grey Knights are a bit of a special case being both inside Inquisition like Deathwatch but being totally outside any control by anyone. They are effectively renegade chapter but since they are (or at least seem to be) on the same side as Imperium is, since they are so **** secret that not even other Space Marines know they even EXIST and since they are so **** ruthless at killing off anyone who they think they need to there simply isn't an organization that is both powerfull enough and actually knows of their renegade existence to stop them. They are the ultimate loose cannon.
Who is a "normal" space marine. What do you think an Inquisitor is going to do to Marneus Calgar if Marneus told him, "NO!"? I mean, this is one few of the Inquisition. Yes, they have power, yes they are power figures, yes they play a powerful game, however, they don't have the final say over Asartes Chapters.
No, the High Lords of Terra are not the only ones who are able to authorize the use of Assassins. There is plenty of "fluff" that was presented to the 40K universe through a few codices about how powerful the assassins were. Nothing to fear from assassins, let them find out that some pyskers went rogue and watch what they send towards them.
Again, no, it is not true that Space Marines do not know of the existence of Grey Knights. There are rare cases when they don't mind wipe Space Marines after they have been in the presence of Grey Knights. I don't think they'd mind wipe Lasander.
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Your question about the Cyclone Missile Launcher was confusing to me. I may have misread the question, however. At any rate the missile racks are set up to hold 6 missiles in each rack. The missile racks are traditionally located over each shoulder. For a good few of this look at pictures of Terminators with Cyclone Missile Launchers.
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I'd have to agree with the majority here. Don't focus on downing a single marine each round. Spread those wounds around like ribs at a BBQ! Make that Apothecary run around the battlefield to get to his patients. Depending on the enemy, Tau, Eldar, Chaos, etc. Have them start to target the Space Marine that healing all the other Space Marines. This now does a few things and offers new challenges for the entire kill-team:
1) It forces the Apothecary to now use the battlefield more effectively. Does he take a chance to heal his comrade while under fire? Does he take a turn carrying his comrade to cover before administering aid?
2) The kill-team now has to react to the threat of their medic. If the threat isn't dealt with in a timely manner it could ruin the medic and the rest of the kill-team from that point.
3) Does the enemy use the simple tactic of injuring the kill-team to force the medic out of concealement or cover?
You can present all kinds of challenges to the kill-team.
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Stormast said:
...As for the Exterminatus, Space Marines have the "big red button" to launch it, but Inquisitors have the permission to require it (which Marines technically don't). So it evens out things a bit

Again, Deathwatch Watch Captains, the advacement class for players, can order whole words burned with a single word. They don't need permission from the Inquisition.
I don't know why everyone gets all worked up about the Inquisition. They aren't as fearsome or deadly as Grey Knights. At least Guardsmen can still live after seeing an Inquisitor and Space Marines, outside of Deathwatch, don't get mind wiped after looking in the awe-inspiring-presence of Grey Knights.
Grey Knights and the Ordo Assassinarium should be more feared than the Inquisition. The Inquisistion is here for a reason, they should rightfully be both feared and respected.
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N0-1_H3r3 said:
The Inquisition have the authority to kill planets... Exterminatus is, at least within the Imperium, the biggest gun...
Technically, a Death Watch Captain could do the same thing.
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Polaria said:
One thing to consider is that Inquisitor has a literal "Emperors Permission to Do Whatever Needed" and in terms of theoretical "ranking" in Imperium Inquisitorial Mandate outranks anyone and everyone save the Big E himself...
They may be true to the vast majority, however, tell that to a Grey Knight and watch what happens.
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As an assault marine, agility could have some awesome perks for you. Initiative tests, and the movement from the assault pack is nice. I like my 24 meter charage and +10 bonus to initiative with my chaplain.
Yes, WS is a must, you want to make your attacks count. The higher the WS, the better odds you have with degrees of success for those opposed rolls on your opponent. Also, if you end up taking lightning claws, you get additional damage based on your degrees of success.
I have to agree with the chainsword being a solid melee weapon choice, because of the parry. However, it is your character and you should always play him the way you want to play him.
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dean said:
what about an ultramarines ability to restore cohesion?
This isn't an ability that grants any kind of benefit to a space marine. Yes, it benefits the cohesion restoration, but it does not target any kill-team member. This is a rare exeption to the case.
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Here's one possible solution, and it's something my Death Watch Captain used for these exact situations. I took peer (Inquisition) and air of authority, tag that along with a top notch Fellowship, +20 command skill, and you can see where this goes. It ends up in a more favorable situation for the kill-team. Of course, all of my Space Marines are from Ultramarines, for the command skill, and I take the skills that make people listen to the words comming out of my mouth. Now, this isn't going to make the Inquisitors whimper in your presence, however, it could make him listen to your words a bit more.
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Well, this is a situation that should be dealt with by the present kill-team leader. If that happened while my Chaplain was the kill-team leader, I'd tell him to rethink his desicion and remind him that we work for the Inquisition and as a member of Death Watch he chose to obey the commands of the Inquisition and his kill-team leader. If he still continued to rebel against the mission...well, his face would meet the crozius arcanum and act as an example to the rest of the kill-team members as to what happens when you disobey your superios while in the service of Death Watch. However, if the kill-team leader is demanding his kill-team to do some ridiculous ****, just because he's in charge, my Chaplain would quickly make him re-think his desicion making and kill-team members should do the same.
Heck, my old Death Watch Captain would have put him in his place and if that failed I would have shot him in the face with my storm bolter. Disobey the Death Watch Captain and disregard the mission from the Inquisistion was becoming of a heretic to my Death Watch Captain, he didn't run debates on what needed to happen. Although, the kill-team learned real quick that I didn't put up with shinanagens. They witnessed several executions on my behalf because of questioning my authority. Because of that, there was never a problem with my kill-team.
Don't get me wrong. I don't go around pushing my weight and/or authority around, however, the kill-team understood/understands my role in the kill-team very well and know of the benefits I brought/bring with my Death Watch Captain and now Chaplain. I don't speak often but when I do they listen. Heck, last night I followed all orders given to me by my kill-team leader, even when I disagreed with certain desicions. I had to show the rest of the kill-team that even the Chaplain obeys orders from the kill-team leader.
I'm a firm believer that kill-team leaders need to do there role in order to prove to the Death Watch they are capable leaders and get the mission done. My Chaplain doesn't lead the kill-team in most missions. This is purely for role-playing purposes, he aids the kill-team leader with certian situations and may strongly suggest a thing or two; however, I leave it up to the kill-team leader to make the final desicion about what needs to be done. I just charge the biggest **** and show the kill-team that I am a force to be feared!
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Here's one better, check out this link to get ideas for space marine combat-webbing
http://www.armyproperty.com/Resources/NSN-Listings/MOLLE.htm
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Using the MOLLE system is a great idea; however, there are many versions of the molle system. Here are a few examples:
1) Rifleman's set- basic molle system all infantry soldiers are issued, and comes with 3 3-mag pouches, 2 grenade pouches, 1 flashbang pouch, 1 3-mag pouch, a waist pack, and space available for optional pouches.
2) Grenadier set- a set of pouches to allow for M203 grenade launcher (a grenade launcher attached under the barrel of the M4 or M16A1/2 rifle) rounds. 10 single HE (high explosive) rounds pouches, 4 double HE round pouches, 4 double pyrotechnic round pouches. The grenadier set is a set of pouches that are used to be placed on the standard rifleman's set for the M203 grenade-launcher gunner.
3) Saw gunner set- a set of pouches to allow for additional M249B (5.56mm machine gun) rounds. 2 100-round pouches and 2 200-round pouches. These are used to issue to M249B saw gunners to allow for 600 additional rounds of belt fed ammo, and can be placed on the standard rifleman's MOLLE set.
4) Pistolmans set- to allow for additional M9 (9mm pistol) magazines. 1 tactical drop leg extender and 4 single magazine pockets.
5) Medic set- 4 zippered medical pouches, 1 medic pack (as the name suggests, this pack is much larger than the medical pouches) w/4 quick release medical pouches.
As you can see, with the first set and sets 2-5, you can carry much more than you would think. And this is made for a soldier not a Space Marine. Between the bulk, muscle make up, and extensive training, a space marine would be able to carry twice this amount of weight. You could easily say that the MOLLE system for a space marine would be twice the size of what it is. It wouldn't be hard for a space marine to have webbing (which is expressed in RoB) to carry a solid combat load.
Here's an example space marine MOLLE set-up for my Ultramarines Assault Marine/Chaplain;
quick-release leg holster (right leg) for bolt pistol, quick-release leg holster (left leg) for plasma pistol, custom combat-sling for bolter (it has a snug fit around the shoulder and a custom slider for quick bolter raises from the ready position, and allows for a snug lowered position when not using the bolter), 4 bolt pistol magazines (all fit on the holster), 8 plasma pistol magazines (4 fit on the holster and the other 4 are on the combat webbing on my torso, 6 bolter magazines (fitted into 6 pouches w/3 near my left hip and 3 near my right hip, 2 frag grenades (located on utility belt), 2 krak grenades (located on utility belt), repair cement that sits in a pouch on my utility belt, the combat knife sits in a custom made sheath on my left leg, and a custom made chain sword sheath for my right leg. I walk around with my crozius arcanum and plasma pistol.
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I never said I disagreed with you. One of my biggest gripes is the chaplain, it states Space Wolves can't become one...WTF!? They have Wolf Priests which do the exact same thing as a Chaplain...only better. I am an avid Space Puppy fan as well.
I'm sure by talking to your GM or through some role-play you'd be able to get the command skill sooner than later. Remember, the GM has the ability to change things as they see fit. They should never be "bound-by-the-book". This will only end up in the players' favor anyway.
I doubt DW is pulling Blood Claws into the organization. Grey Hunters, Long Fangs, and Wolf Scouts all have leadership qualities. It's all about how you present your case to the GM.
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Shoot, I hit post to soon.
Lastly, you have to realize that some of the "prestige classes" are easly accessed by certain classes. Some people will have an easier time in achieving the intended "prestige class" because options are available to them earlier on or they just fit well with the starting players' class.
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You have to look at this from a few different directions.
First, Ultramarines have access to Command up to +20 for just being an Ultramarine. As my Tactical Marine was an Ultramarine I didn't notice if Command was available to Tactical Marines as I already had the option for maxing it out early as an Ultramarine.
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Baradiel said:
No actual authority, but in the case of well known and respected Commissars (Yarrick, Gaunt, Holdt from Final Liberation), there would certainly be mutual respect, and Space Marines would no doubt take anything they said under advisement.
Agreed, however, let some random commisar run up to my chaplain and start trying to order my kill team around. It will be a short lived moment for that sorry individual. Once my kill team has received the mission from our captain it's game time. Stand in my kill teams way and pay the price for questioning the Emporer's Will!
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I believe Fire Warriors should be used in Hordes with a transport. The Horde offers a small threat to the marines while the transport could cause an unwanted situation with allowing the Fire Warriors to change fire positions, act as a "retreat" element, and offer a bit more fire support with a bit harder to "kill" emphasis. Fire Warriors should be used as a basis for a "patrol" though. You will rarely see Fire Warriors engaging an enemy without some other form of support...Stealth Suits, Crisis Suits, Path Finders, etc.
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boruta666 said:
opposed dodge/parry test will slow combat to crawl (we have tested it)...
I strongly disagree, we use this rule in the group I play with and it slows nothing down.
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Stormast said:
Except you don't have the right to do 2 actions with the subtype Attack, whence you can only do one Full Auto burst / round

Thank you for the clarification. I was trying to find the rules my GM was telling me to use for the two rull auto bursts. Makes a lot more sense to me now. I greatly appreciate this.
We have none of the errata for anything.
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Siranui said:
You don't have to talk it out, just phrase it as a suggestion, rather than an order. That's the way it works.
Who is in charge of an infantry platoon? An LT. Who actually RUNS the thing? An experienced NCO. Do you think the sarge stands there and yells 'Tell your men not to to it like that, LT!!!'? No, because he's just undermined the IC's authority, bucked the chain of command, and weakened the entire unit.
A good platoon sergeant WILL do such a thing.
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Psyx said:
Not so sure about that, considering that commisars are supposed to be fearless sticklers for regulations and the chain of command. I would expect them to take an Astartes boltshell to the face (possibly right after saying 'You have no authority to issue that order') before undermining the authority of the commisar's station by following unauthorised orders from people outside the chain of command.
And on the other hand the Astartes should have the brains not to threaten and undermine the discipline of the Imperial Guard by trying to boss around authority figures.
Ordering a commisar to do something is pretty stupid. Suggestion is a better way to go. Giving orders to people you have no authority to issue them to is seldom a good idea.
Actually, Commiars enforce regulations for the Imperial Guard NOT the Adaptes Astartes. Also, Commisars reckognize, or should reckognize, the authority and pressence of Space Marines. Think about what a single Space Marine does to encourage Imperial Guardsmen. Now think about what a Deathwatch Kill-team would do for morale on the battlefield. No Commisar in his right mind would dare to argue with a Space Marine.
Next, Space Marines often leave the Imperial Guardsmen to the General of the Regiment. When a Space Marine steps in and takes command of an Imperial Guard Regiment, something has gone terribly wrong. You also have to look into other factors here. This is Deathwatch not Codex: Space Marines. You're average tactical marine isn't going to take command of an Imperial Regiment, that would be the role of the Space Marine Captain.
What do you think a Deathwatch Chapain would do to a Commisar if that silly Commisar decided he didn't like the Chaplains outlook on this situation. I don't care how bad ass that Commisar is, the Chaplain is a more "pure" figure.
Stop using Logan as an example. How about Marneus and few people that have tried to declare him a heretic and want to bring him back to Terra for "questioning" due to the Exterminatus he ordered?
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Use my devestator as an example. We just faced off against some hordes lastnight:
BS68 (48 at rank 1 + 20 for the max advancement) + Bring Death From Afar (randomly rolled power armour history) +Target Selection + Deathwatch Suspensor + Motion Predictor (+10BS) + Full Auto Burst (+20BS) + Immovable Warrior (+10BS in Solo Mode)= 98BS in Squad Mode, 108BS in Solo Mode.
I hit an average of 7 times each time I roll to hit, and I get an average of 4 righteous fury rolls in there as well. Short answer, I get an average of 11 hits from a half action shot. I rinse and repeat that shot with my second shot (because shooting a weapon on semi or full-auto is a half action with the suspensor). I don't need to point out the damage output from my shooting here. Any GM can come to the conclussion that this shooting is ridiculous and it ***** hordes or individual models with no problem.
I will agree, however, that heavy bolters are game changing and I see the frustration on my GM's face every time he throws something nasty at us. In our kill team we have a Blood Angels Librarian (why would you ever bring a lascannon when you have blood lance), Storm Warden Techpriest (he sits next to me and readies his action to grapple with his servo arm against threats to me), an Ultramarines assault marine (***** crap with his dual lightning claws), and myself the Space Wolf Devestator.
What happens is the assault marine locks targets in place, the Librarian adds support to the flanks of the enemy (when not tossing out blood lances). The assault marine gets overwhelmed and tells me to make it easier on him. I let loose a full round of shooting (two full auto shots) and I clear **** no problem.
Back to the hordes thing, from the first sentence here. Lastnight I made 5 rolls to shot and I killed 30 ****** bags from my hail of gunfire. Hordes don't scare me!
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Here you all go, as I was the one that decided to use my combat knife as a strong infulence to gain the respect of humans on a feral world. I play a Space Wolf Devestator and I put a lot of role play into making my character and there was a lot of role playing...I.E the use of skills....tracking, carouse, wrangling. We were arriving to a feral world and we saw several tribes running around the planet as we made our approach. I decided to make a perception check to try and notice war paint, different clan markings, and several other things that made me think of my home planet. When we touched down on the planet the kill team went to meet the dignitary and I set off walking through the town. Some beasts went loose and I managed to be the only kill team member to not harm the beasts and help bring them back to the holding pens.
At that moment, I gained a significant amount of respect from the fellow tribes men and I was using skills and role-play to determine tribal markings on the clans to determine warriors from commonfolk. During this time I also used my gambling skill to assist in a trade I was attempting to make for an axe that reminded me of a weapon from my people, a lizard that I could ride while on this planet, and a blade which was made from a tyranid talon. I gave the combat knife to a merchant who stood out to me for his good deads to the rest of the "tribe" and as a gift for a future warrior with potential, maybe a future candidat for training into the Space Wolves chapter. This world we are on isn't part of the Imperium yet. I was scouting for a future battle grounds for Chapter prospects. It's not exactly like the Space Wolves home planet but this world does have the potential to sprout future prospects for many chapters.
I didn't just give away my combat knife. There was a present agenda, get the peoples respect for an easier transition into the Imperium (as one of our secondaries at the moment was to not inflict casualties on the local populace) and this was one of the best ways I could see us doing so. The second was that I was being reminded of my "warrior" days prior to being inducted into the Space Wolves. Third, I was roleplaying with the GM about the use of this feral world as a potential "breeding" grounds for chapter initiates. Last, because of my background as a Space Wolf, how I've been roleplaying my Space Wolf, and based on my personal demanour, when our kill team leader attempted to stop me from doing this act, I quickly stopped him from doing so.
In short, there was a lot of roleplay that went into this and it wasn't just some random thing for no purpose.

I am sure this has been asked, but can't find it- weapons question.
in Deathwatch Rules Questions
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I'm pretty sure the only way to get two flamer shots would be with two hand flamers and either lightning attack or swift attack with two weapon weilder: ballistic. This would give you 3-4 shots with a hand flamer.
You are only allowed ONE ATTACK action in a turn. Swift attack, lighting attack, and two-weapon weilder (melee or ballistic), and prenatural speed are the only ways to get addidtional attacks actions. If you have counter attack, then you are able to make an attack after you successfully parry (which is a reaction so this is a way to get an additional attack in a round).
You can't use Smite plus a melee or shooting attack because Smite is classified as an attack. There are no rules, that I am aware of, that allow characters to use more than one pyschic attack in a turn.
Short answer, without the use of talents, you ONLY get one standard attack a round.