Mooape
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Posts posted by Mooape
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I can't work out whether the Tac-Marine's ability is the only means to "transfer" chapter specific squad abilities to the team. The abilities available for the team to use are determined by the leader's Specialty and Chapter. But it also says that the Chapter Specific ability only has effect on brothers of the same chapter.
In other words, does the tac-marine's ability lie in that he can transfer his chapter's abilities when he is leading - or transfer them even when he is not leading?
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The funny begins even before it's started: in two weeks from now I will start playing the apothecary on a team of 10-ish. The fun part being that with his FEL50, the team FEL-average grows to 37
. I'll make sure to post our, erm, progress... -
Traitors on Erioch? I just don't see that happening simply because the presence of the Inquisition. If I was going for Erioch, I would run the campaign on the premises that the entire Deathwatch is a bad apple (and that the final Vault would contain a scroll that said "jokes on you!") which would be interesting on a grand scale.
Regardless, I think you would be better off isolating the three from both base and confirmed friendlies over an extended period of time in order for the ruse to hit home. The size of the team suggests that they could be the only survivors from a mission gone south on some remote rock, or even a long distance recon force on said rock. Either way, the key thing is that they are cut off from home and limiting their in-game ability to tell right from wrong. I would use a single source of information that they, as meta-players, feel that they ought to be able to trust: an Inquisitor. This may contradict my initial statement, but keep in mind that Erioch has the web of security that the planet of, oh let's say Backwater III, is lacking. And should the players begin to doubt the Inquisitor, you can always introduce the Seemingly More Trustworthy Local who may or may not turn out to be the real chaos agent.
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ItsUncertainWho said:
Gokerz said:
The Apothecary does more to bring the glory of the emperor to the enemies of mankind than any other battle brother. Apothecaries keep the true weapons of mankind fit for battle and ensure the legacy of the fallen. Without their skills, like all neglected machines, the Astartes would wear and fail. Personal glory is set aside but he may bask in the glory of those he healed, knowing that thier glory is ultimately his doing.
Without the Apothecary the enemy would win.
Oh, the debate is way past the fluff of the apothecary I would say

Anyway.
I rolled a rank 8 yesterday and besides the ability to heal and collect gene-seed, I was able to come up with a farily awesome Wiki-Marine. And I was able to do so because -DING- the fancy combat-oriented advances weren't there to distract me.
If by intelligence and tactics one can gain an advantage in combat, I would argue that there are plenty of advances that would appeal to the non-pure-rp-oriented player too. The notion that skills and abilities other-than-gun/blade cannot ever help win the battle says more about the GM than the mechanics of the game. True, useful skills/abilities can be taken by other classes as well, but aren't they supposed to be focusing on their much combat-awesome advances?
So, the premises of the Apoth is to suck (relatively speaking) in biting/being bitten, and to be ace in other areas (relatively speaking). If nobody wants to be the healer, then there is no healer on the team - unless of course the GM runs it as an NPC (but we all know what happens to NPC's).
In my current group the GM asked me to play the apoth because nobody else wanted to. I agreed to do so because having 9 others do the killing and getting-blown-up for me would allow me to be a skill-monkey and, knowing my GM, being creative with skills can go a long way. Oh, and because a combat team without a combat medic isn't going to be much fun after a few encounters.
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Thanks so much for the feedback! I will definately use the Daily Life-section. The battle practice sessions in particular seem best suited for adding the physical conditioning element.
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Revised summary: in order to have an all-fighting-awesome team, exclude the apothecary.
It's stated above that only an assault marine can pick a fight with this or that space-nasty and hope to survive. Relatively speaking that puts the rest of the team in the same position as the apothecary, at least in that particular situation. Now, I won't disagree that the apothecary will never be in pool position for the highest kill-chance - unless, of course, he happens to be the only brother at hand - but that's not the purpose of the class either.
I didn't interpret the original question so much as "how to turn the apothecary into a Dev/Ass/Tac equivalent?", but rather as how to make the most of the apothecary's advances from a killing-machine point of view. That said, it would still be interesting to turn the table and see how far you can take the kill-oriented classes in terms of winging it as an apothecary equivalent. I will look it up.
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So, to summarize: in order to make your apothecary more combat-awesome - have him wield a weapon.
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Given that the R&R for Space Marines is training, I am looking to add some flavour to my team and perhaps even give the GM some ideas to build on.
I'll be playing an apothecary, and am thinking along the lines of something like this for daily routine (after all, I'll be the acting fitness supervisor, right?
)1. Inspection and review
2. Functional training: preferably combined with live close protection drills in the fortress' climate training zones.
3. Forced march/running: 21 km fully geared (each Marine individually targeted by increasing oxygen deprivation, randomly spread over 4 x 2 km streches). Session ending with mid to long range target practice under varying visibility conditions (by means of chemicals)
4. Inspection and review
5. Team prayer
6. Breakfast
Improvements on the regime?
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I would also use renown similarily. Admittedly, encouraging is better than discouraging - but if krak grenades are requisitioned only to be used fr dynamite-fishing, it's perfectly reasonable that the quartermaster says "Don't think so, laddie"
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Moirdryd said:
Focus on doing what your Archetype is meant to be doing. All that time and effort spent on trying to up your KILL factor is Experience and effort that can go into making you Uber in your chosen field. Remember, it's not about what you can do Solo so much as in what the squad can do with you in it.
Food for thought, and perhaps the best answer to the orginial question of how to make the apothecary the most combat efficient (or, in fact, mission efficient). If you enable your battle-brother to live to make another kill, then that says something about the apothecary as a force multiplyer. Also, don't forget about the meta-gaming concept of collecting gene-seed; if I understand things correctly, an apothecary is key to enabling fun and epic play moves. Sure, others than yourself will be making the sacrifice for the greater good (and bonus XP) but the game mechanics are there, and they rely on the apothecary.
And as stated in later replies it is - ultimately - up to the GM not to turn support characters into supporting cast., and there are quite a few skills to master as well.
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[Feel free to point out canon-blunders, as I am fairly new to the concepts of WH40k. I was only recently involved in a DW-group and wanted a fluff piece for my Dark Angel apothecary's background to joining DW. He's not entering an all-Wolf team, and I haven't read up on the recruiting process too much]
"Captain-brother, I was lead to believe that we were only to offer this apothecary a vessel of transport" Brother Radavan stepped out from a shady corner of the mess hall "But now you mean to say that he is to enter the trial?" Save for a few disgruntled whispers in approval of their sergeant's inquiry, the assembled Space Wolves fell silent. They knew little of why their detachment had been summoned to this outpost for review, other than that most - if not all of them - would likely be sent back again. But they also knew who they were, what they had achieved, and what they were capable of. And if this test would truly be a measure of worthiness, it was theirs alone that ought to be tested.
"I am not known to deny a fellow Marine aid when it is called for. But our charge was to bring him to where he belongs, he requested this himself, and this is as far as we can take him on his journey" Brother Radavan's voice sharpened "He knew this from the very moment he set foot on our ship. And he has come to learn a great deal more since, and yet there is so very little we know of him. One cannot help but wonder what other surprises he has in store for us. As far as we know, there are no other of his kind in this sector. Is he to tell us next that he passed through Morkai and is ready for the Cup?"
Captain Olaf stilled the thundering laughter ensuing the sergeant's remark "That is quite enough, brother Radavan. He is not the first wandering brother of the Dark Angels that we encounter, although lonesome apothecaries are few and far between. His motives may be hidden to us, but I find no reason to doubt his intentions". The captain's words did little to ease Radavan's mind, and Olaf had known that they wouldn't even before he had uttered them. There were too many questions concerning this passenger that had no real answers. Too many for comfort. But his men were no strangers to discomfort, the Emperor could tell, and Olaf had not a question in his mind regarding their faith in his command. Only now, the decision had not been his. He admitted to himself that he wished for the chapter whatever honour may lie ahead - as much as any Wolf present in the hall. But, again, the decision had not been his to make.
Olaf turned to look at the inquisitor who so far had said nothing and wasn't giving any impression that she would either. She was the authority on the matter but he was under no illusion that anyone but himself could sort out this situation. He only hoped that Radavan wouldn't render it unmendable.
"Captain?" Radavan asked, having looked not once in the apothecary's direction "We gave up space for worthy brothers more than able to face whatever adversaries we may encounter here. Had we known that a stray pup was to take their place, his part in the trial could have been settled before departure".For every time time his mouth had put Radavan in trouble, the sergeant's experience and skill always were more than enough to match the bill. Around the mess hall, Space Wolves were grinning at this blatant taunt. The apothecary replied with one swift move.
In the flash of an instant, bolters were drawn and the Wolves poised to attack. Only Olaf and the inquisitor did not move. At the center of their full attention stood the Dark Angel with his bolter drawn. Radavan swirled around only to find that Gideon was pointing the gun at him with the handle first. "From were I stand, Wolf, you take the words of your captain-brother far too lightly. I am a Dark Angel, and since it is not our custom to settle challenges with penal regiment rules the lot of you can stand down" he paused, taking a step forward "I applaude your quick response, but leave it to others to reflect on your assessment of the situation". Gideon slowly walked up to Radavan, further extending his bolter in an invitation. "Don't be shy, brother Radavan, I merely want you to inspect my weapon of choice before the duel. For a duel there will be, and if you best me my seat in the trial shall be forfeit"The inquisitor smiled. It was always interesting to recruit Space Wolves and Dark Angels for the Watch, she shought, and this time she was most certainly not going to be disappointed. "Very well, then" she said "Let us step outside and have this quarrel settled before I tell you why Ordo Xenos has summoned you. All of you...".
As the group left the mess hall, Olaf could not decide whether or not the single Dark Angel amongst this number of his own was a comforting thought, trial-worthy or not. -
kongnico said:
I havent considered what chapter to roll really - I guess i'll go and see if I can get +bs and +int or something... Suggestions are welcome?
I rolled a Dark Angels apoth for roleplaying purpose and they do get the BS and INT bonus. Ultramarines would seem like an option too with their two picks of choice for bonus (if you're in to the blues, I guess)

How to beat the luckiest man alive?
in Deathwatch Gamemasters
Posted
What they said: fair enough, the team suffers slightly from the Send-Forth-Hercules-Syndrome, but there is nothing wrong with that other than perhaps that the sense of team effort is taking a hit. But the aim of the game is to have fun, and to be awesome.
I second presenting him with more RP-oriented challenges, where it is his decisions and not so much Gears&Talents that rule the outcome of the mission. Watch Captain, next?