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  1. @Valtonise This thread should probably be under House Rules forum rather than (Official) Rules forum. That being said, also do not forget there are set rules for Ogryns, from the short-lived Only War series. Adapting the Ogryn player itself is easy enough. - 1. Only War starting Rank-1 begins at 600 XP, where-as Deathwatch starting Rank-1 begins at 13,000 XP. - 2. So you simply have to level-up the Ogryn PC to Deathwatch XP levels. However... RolePlaying-wise, to plausibly incorporate an Ogryn into a Deathwatch Kill Team will also require sacrifice on the Players' part. There is NO viable individual reason (note italics & highlight) for a Kill Team to accept a lone Ogryn onto a Kill Team; especially if one of the Astartes members are playing from a Chapter that actively disdains Abhumans, such as the Dark Angels, the Black Templars, or the Red Scorpions (or many others). There is, however, viable group reason to have an Ogyrn as part of a Kill Team: an Inquisitor. As many examples in WH40K are the case, exceptionally bright/skilled Ogryns (such as Player Ogryns) are recruited/assigned as heavy duty bodyguards to important personages, often to Commissars and Generals, but to Inquisitors is not uncommon either. So an Inquisitor that brings along an Ogryn bodyguard among a Kill Team is solidly plausible, because while Deathwatch Space Marines are loyal to the Imperium and the mandate of the <Ordo Xenos>, they are not beholden to individual Inquisitors. So an Inquisitor can have an Ogryn bodyguard, since they are capable protectors and personally loyal to their charges. So that is the Players' sacrifice... Your Ogryn-desiring Player may play an Ogryn, but another Player must then play an <Ordo Xenos> Inquisitor to balance out the "why" of having an Ogryn on the Kill Team, for only the presence of an Inquisitor can (plausibly) override such a disrupting (Ogryn) presence on the Kill Team. You cannot have an NPC Inquisitor, either. A NPC Inquisitor is a very bad route to go, because the Inquisitor is in-charge of the Ogryn (player) as much as the Ogryn is there to protect the Inquisitor. A NPC Inquisitor would burden you (the GM) with having to direct the NPC Inquisitor, and the Ogryn Player would very likely not enjoy having to take orders from an NPC (which destroys Player investment in the game). So there is... Any less of (players') sacrifice, and you may as well try making and explaining a Tau Water Caste Space Marine.
  2. @Adeptus-B You are correct that DHv2 is not compatible with the first edition WH40K RPG series. That was deliberate (marketing) design in hopes of rebooting the line (and making us buy things all over again, of course). Obviously, the falling out between FFG and Games Workshop ended that marketing route. As for Rank-1's across the series... 1. Dark Heresy (v1) starts at 400 XP 2. Only War starts at 600 XP. 3. Rogue Trader starts at 4,500 XP. 4. Black Crusade starts at 7,000 XP. 5. Dark Heresy (v1): Ascension starts at 13,000 XP. Also, DH: Ascension "starts" at Rank-9, continuing from DHv1 Rank-8. 6. Deathwatch starts at 14,000 XP. "Technically," (note "quotations") DH: Ascension characters are compatible with Deathwatch. However, given that Deathwatch is heavily combat-oriented, it pragmatically limits what kind of Throne Agent can function properly with a Kill Team on-mission; especially given the many enemies on the Deathwatch-tier that generate Fear. There is also the reduction of Kill Team Cohesion by having a non-Astartes along, as well as the non-Astartes character not benefitting from any Solo &/or Squad Modes.
  3. @Nerhesi Deathwatch is incorporated with the first edition version series of Dark Heresy (DHv1), so short-lived DHv2 series will not help you. As for which books, it depends upon how far/much you want to work with. The two definite requirements are bold-faced & under-lined. The rest are optional. 1. DH-01: Core Rulebook (obvious necessity) 2. DH-04: Inquisitor's Handbook 3. DH-10: Radical's Handbook ~ {Personal Note}: I liked this one for the Untouchable part, which can produce an Inquisitor that can rattle even Space Marines (especially Librarians) because of their Near Unique anti-psi nature, yet are of inestimable value and use to the Holy Ordos' works. 4. DH-11: Ascension (another obvious necessity) 5. DH-12: Blood of Martyrs ~ Rules for Acolyte-tier Ecclesiarchy-oriented characters, as well as new Rules for Adepta Soritas characters (opposed to the first version of Rules for Sisters of Battle from DH-04). 6. DH-16: Daemon Hunter ~ Mostly rules for Acolyte-tier Ordo Malleus characters. However, it also covers rules for Grey Knights characters, which is on-par with Deathwatch. 7. DH-17: Book of Judgement ~ Rules of Acolyte-tier Adeptus Arbites characters. 8. DH-18: the Lathe Worlds ~ Rules for Acolyte-tier Adeptus Mechanicus characters. 9. DH-DLC-30: Heed the Higher Call ~ Previously found in the Support: Player Resources section of the Dark Heresy (v1) Products web-page. These supplemental Ascension rules were for the Palatines of the Adepta Soritas (Sisters of Battle). UN-fortunately, with the end of the WH40K-RPG series by FFG, all DLCs (DownLoad Content) has been removed. Where else you can find it now, I do not know. For clarity... - Acolyte-tier characters are for (general) Dark Heresy levels, from beginning DH Rank-1 (400 XP) to DH Rank-8 (12,000 XP). - Throne Agent tier characters (Inquisitors and such) for DH: Ascension, closes the gap to Deathwatch XP levels, starting with DH Rank-9 at 13,000 XP. - Deathwatch Rank-1 starts at 14,000 XP. Hope this helps.
  4. DeathWatch-[book release number]. You can see these reference/release numbers on the Products page under each book's entry, or on the books themselves, on the back-cover ISBN bar-code stamp. I list these when referencing the books because it helps to keep things organized as well as easier to find &/or reference.
  5. @pearldrum1... If you mean Oath sources via books... 1. DW-01: Deathwatch Core Rulebook (obviously) 2. DW-04: Rites of Battle (specifically, under the Advanced Speciality: Deathwatch Chaplain) 3. DW-07: First Founding 4. DW-08: The Jericho Reach 5. DW-12: Honour the Chapter 6. DW-13: the Outer Reach 7. DW-15: the Emperor's Chosen (not "exactly" Oaths, but closely related in mechanics) Hope this helps.
  6. There is very little difference for XP power-levels between Dark Heresy and Only War. In terms of Rank-1 starting XP levels... 1. Dark Heresy starts at 400 XP. Acolytes are the scrubs of the Inquisition's forces, expendable, unrewarded, and unlamented. 2. Only War starts at 600 XP. The cannon fodder of the Imperium's ground forces, aka The Imperial Guard. 3. Rogue Trader starts at 4,500 XP. 4. Black Crusade starts at 7,000 XP. 5. Dark Heresy: Ascension starts at 13,000 XP. 6. Deathwatch starts at 14,000 XP. Book-content-wise, I cannot really make an accurate comparison between Dark Heresy vs. Only War. I have Dark Heresy books, but I do not own any Only War books, as I foresaw that it would not be a popular series and thus not worthwhile to invest in.
  7. Well unfortunately the WH-F(antasy) RPG is wholly different than the WH40K RPGs, so no integrate-able love there, if you are trying to preserve the rules systems between RolePlay settings so your players can feel comfortable playing within the same rules system rather than having to jump to a different rules system upon realizing they have gone from WH-F to WH40K. In terms of comparative power-levels, per WH40K RPGs, from lowest to highest... 1. Dark Heresy (Acolytes) 2. Only War 3. Rogue Trader ~ XP-wise, this is where Rogue Trader ranks for power-levels. RolePlay-wise, Rogue Traders are ranked as equals ("peers of the Imperium") to Inquisitors and Space Marine Chapter Masters. 4. Black Crusade (included for completeness) 5. Dark Heresy: Ascension (Inquisitors & Throne Agents) 6. Deathwatch One possibility is to use Dark Heresy &/or Only War rules and power-levels, but restrict to Feral &/or Feudal World classes and gear, and psyker rules for "magic". There is also the contradicting lore of Space Marine recruitment. Are you recruiting your Players when they are kids (young teenagers) as traditional Space Marine lore dictates? Or are you going with something more akin to WH:AoSigmar for noble warriors taken at the height of their native power?
  8. @Alagard... They already have officially hybridized between WFB and WH40K... WarHammer: Age of Sigmar. While this is for the miniatures gaming, the themes and story-premise(s) can be (and essentially have been) easily blended.
  9. Technically, all the WH40K FFG series have at least nominal info about the overall WH40K-'verse, as they each ultimately have to be independent games. So "technically" (note: "quotations"), yes. Pragmatically, on the other hand, the other settings do not really delve into the other races outside their themed settings. For example(s)... - A. Dark Heresy does not deal with the Tau Empire, as the Calixis Sector is literally on the opposite side of the galaxy from where the Tau Empire is. As for the Eldar, they are only loosely covered, as most Eldar generally out-class Acolytes' power-levels. The exception to this being for DH: Ascension's expanded classes of Inquisitors and Throne Agents. - B. Rogue Trader primarily features Kroot mercenaries within the Koronus Expanse, both as NPCs and playable characters, but otherwise no Tau. The Eldar are probably the most prominent here among the other FFG WH40K series, between Craftworld Kaelor, the Twilight Swords corsairs, the Crow Spirits outcasts, and the Dark Eldar. - C. Black Crusade, the Eldar are barely mentioned, besides as unseen manipulators trying to counter the progress of Chaos; at best/worst, the Dark Eldar are mentioned as competitors against Chaos. Likewise, as the campaign setting also exists in the Calixis Sector (in the Screaming Vortex and the Hazeroth Abyss), there are no Tau either. - D. Only War, short-lived as the series was, loosely dealt with the Dark Eldar as enemies. Perhaps they might have expanded to include the other Eldar, but we will never know. Likewise, as the Only War story-setting is also based in the Calixis Sector as well, so no Tau as well. In-general, Eldar are behind-the-curtain manipulators rather than direct-confrontation characters, in-keeping with their theme of being too few in numbers for open conflict. Likewise, the Tau are simply not covered due to the primary locations of the non-Deathwatch series being in either the Calixis Sector or the Koronus Expanse.
  10. @Sarone... Specifically within Deathwatch books? There is some for Tau, but very little for Eldar. For what there is, within the Deathwatch series... A. DW-01: Deathwatch Core Rulebook ~ Added here for completion and basic obviousness. Covers basic Tau information and core units. B. DW-02: Game Master's Kit ~ The included adventure: Shadow of Madness, features the Kill Team competing against a Tau cadre to recover an ancient but activated weapon on the contested Canis Salient planet Barban. Shadow of Madness is a Rank 1 adventure, so a good starter to use. C. DW-04: Rites of Battle ~ Covers Tau vehicles. D. DW-05: Mark of the Xenos ~ Covers the stats for some Tau, but more Kroot entries than Tau, and one entry on Vespids. E. DW-06: The Achilus Assault ~ Covers the Canis Salient, with some information about the Vel'kahn Sept. One Eldar Pathfinder is talked about: Syndilian Shandyr the Traveller. F. DW-08: The Jericho Reach ~ This one is probably the most informative, covering Tau campaign themes, planets, and Adventure Seeds. G. DW-10: Rising Tempest (short campaign) ~ This adventure prominently features the Tau, albeit as pawns of another race (the Ghanathar, the former & fallen rulers of the Jericho Reach thousands of years before the Imperium existed). Rising Tempest is recommended Rank 3 minimum, so easily integrated into your campaign. H. DW-13: The Outer Reach ~ This book delves into the Eldar presence within the Jericho Reach; specifically the shadowy cabal of Eldar "elders" known as The Conclave of Tears, and their manipulative efforts towards thwarting their ancient enemies of the Necrons by deliberately creating as much bloodshed and anarchy throughout the Jericho Reach. The Conclave's purpose being to indirectly awaken the Necrons prematurely rather than according to the Necrons' own timetable (see: the Dark Pattern), so they can be dealt with on the Conclave's terms, and letting the many factions involved with the war for the Jericho Reach deal with the Necrons rather than the Eldar getting their hands dirty. ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ If you want further Eldar materiel within the FFG books, I would say check the Rogue Trader series. Obviously, such other campaign settings are not (directly) tied to the Eldar in Deathwatch. Hope this helps.
  11. Unfortunately, Fantasy Flight Games has lost the license to their WarHammer 40,000 RPG products. So there will not be any more books produced. The best you can do now is to look for a used (English) copy.
  12. @TermenusDevastator... 1. ThenDoctor is correct. Purity Seals are, in general, thematic; as such, whether they can be destroyed or not is purely up to the GM for storytelling purposes. 2. However... The difference comes when said Purity Seal(s) have an in-game Effect (as described in DW-04: Rites of Battle), &/or if the Players have spent the XP for a Purity Seal. If XP has been spent, then it would be best if the GM does not casually destroy the Purity Seal(s), such as from flamer/melta attacks or massed heavy weapon fire, since that discourages the Players' investment in the game if they are going to lose their valuable XP like that. 3. Then there is the balanced scenario: Purity Seals via Requisition. If Purity Seal(s) are Requisition-purchased, then they do (or should) provide an in-game Effect; however, it also becomes a balance between being destructible, just not "easily" destructible. The GM must impress upon the Players that while simply being caught in the general sweep of a flamer's cone-AoE or the massed-fire from a Horde's heavy stubbers may not destroy the Purity Seal, taking the Space Marine taking direct hits from a meltagun or heavy flamer is likely to (or if an enemy specifically targets the Purity Seal). ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ Hope this helps.
  13. SCKoNi is correct, any deviation &/or mutation from what the respective (Loyalist) Space Marine Chapters consider their norm, results in the deviant/mutant being purged. The gothic-irony & -stupidity of the Imperium, where once all the Space Marine Legions bore fully-functioning gene-seed & Astartes bio-enhancements across the board during the time of the living Emperor, the current "modern" deviations are a result from the ever-increasing loss of technical knowledge and willful ignorance to recovering lost knowledge or innovating new knowledge. But back on subject, for a Codex-abiding Chapter, the Crimson Fists would not tolerate one of their own with an active Sus-an Membrane &/or Betcher's Gland, much less one highly ranked. Nor would Watch Captain de Dominova, an Apothecary himself, allow such a deviation of himself to continue to exist. No, if I want to keep Captain de Dominova as a Crimson Fist, the probable best route would be to have him have both Autosanguine & Prosanguine cyber-enhancements which are available to Apothecaries, and the Kill Team's own Apothecary work (adding in some GM-fiat) to keep Captain de Dominova alive and stable (but still comatose) during the Kill Team's harrowing trek through the Mortis Thule space hulk in DW-14: Ark of Lost Souls.
  14. @Battle Sister... 1. Iron Arm... Yes, you can activate Iron Arm as a Half Action &/or Reaction (as listed in the power's description), assuming you have either (or both) available during your Combat Round Turn; even if you have used other psychic powers during your Turn, as well as while Sustaining other psychic powers. also means that it falls under Sustaining (multiple) Psychic Powers (pg. 186, DW-01: Core Rulebook), even if you only use Iron Arm for a single Combat Round, which reduces the overall Psy Level of each power used/sustained during that Combat Round. The more psychic powers you use/sustain in a Combat Round, the less powerful each one is (spreading your energies thin). 2. Blood Boil... No, Blood Boil specifically states it is single-target only. 3. Force Weapons... The psychic (passive) boost to Force Weapons (+damage & +Penetration) works with all melee rules. However...the (active) ability to channel psychic force through the Force Weapon for the additional ("+Xd10's") damage requires a Free Action; and as a general play-rule, a Player may only conduct one Free Action of a particular type per Combat Round. To further explain, a Player may perform multiple Free Actions, but each one must be different. For example, some Free Actions include: - a. Dropping a (non-attached) weapon. - b. Speaking/shouting a short phrase/command (not more than a single short sentence). - c. A short curt gesture. - d. Channeling psychic force through a Force Weapon's attack. The Player can do each and all of these (four) example Free Actions in a single Combat Round. But he may NOT do multiple versions of the same Free Action, such speaking multiple phrases/commands, dropping multiple weapons, or multiple Force Weapon channels. So a Librarian Squad Leader could do all of the following in the same Combat Round: - a. Drop his bolt pistol. - b. Physically point (gesture) to a target. - c. Verbally order an focus-fire on the target. - d. ONE psychic channel through his Force Weapon (assuming he successfully attacks & hits with his Force Weapon). The same Librarian Squad Leader, in the same Combat Round, may NOT: - a. Make complex gestures to direct the Kill Team in a squad maneuver, or to inform them to strike the target at a specific weak-point. - b. Take the time to explain the nature of a weak-point, or specify what kind of attack(s)/ammo-type to use on said weak-point. - c. Multiple channels through his Force Weapon through multiple attacks, if the first channel-attack does not slay the target. He could, however, drop both his bolt pistol AND his Force Weapon in the same Combat Round, as these are not the same Free Actions (different weapons & different hands). Though it must be an unusual combat scenario if the Librarian Squad Leader is having to do drop both his weapons . And, rather obviously, he cannot make a psychic channel-attack after having dropped his Force Weapon. ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ Hope this helps.
  15. Unfortunately, the Player Group is linked closely amongst each other, so I cannot drop anyone. IV. Player-Kr did actually make his own character during a "lull" weekly session (light board-gaming that week), alongside myself as we went through Character Creation together. I did compliment him upon his efforts on this. - a. Player-Kr has, thus far, instead chosen to be a Blood Angels Assault Marine. His rolled stats are fairly average, with his high-stat in Weapon Skill (50), and his two low-stats in Fellowship (32) and Ballistic Skill (35). - b. Player-Kr took his chances with the Power Armor roll-table from DW-04: Rites of Battle; he wound up with a standard mk-7 "Aquila" armor. - c. His Personal Demeanor is Ambitious. How well he RolePlays this Personal Demeanor and Chapter Demeanor: The Red Thirst, time will tell. It will certainly be a hurdle for him since Player-Js (Imperial Fists Librarian) insists that Player-Rh (Ultramarines Tactical Marine) should be the Squad Leader all the time. - d. Player-Kr has spent his 1000 (starter) XP on: - 1. Two-weapon Wielder (Melee) = 500 XP - 2. Signature WarGear (weapon) = 500 XP; a second (common craftsmanship) chainsword Now, I tried to advise Player-Kr about spending for SgWg at Rank-1, informing him that he could not upgrade the second chainsword without any Renown, but he was insistent upon it and his vision of a dual-wielding melee character. I may ("maybe") allow him to RetCon his purchase to upgrade if/when he reached the Renown to upgrade his second chainsword. We will see. It is an important factor to keep in mind that Player-Kr, Player-Rh, & Player-Nt, are inexperienced and un-knowledgeable with WH40K as myself, Player-Js and Player-Br. Characters are not yet "locked in", so changes/edits are still possible.