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Slips - thanks, I can't devote a lot of time to sitting on my computer in chat rooms (SWMBO wouldn't approve...) but it's a great endeavour and anyone who wishes to use it is welcome to do so. 

 

Xin, et al: I have updated the second post in the thread with the characters who've begun character sheets so far. Steel Company and A.T. have gone a little bit further than I would like so far, but at least we've got some stuff sorted. 

 

Discussion regarding Chapters and Specialisms is welcome - you guys are free to sort all that out amongst yourselves!

Well, I've rolled up a Blood Angels Successor and was looking at possibly running a Sanguinary Priest. If others feel strongly about being an Apothecary, I'm willing to swap over to any other specialty EXCEPT devastator marine since my RNG-Chapter rolled that they didn't have any :P

Steel Company and A.T. have gone a little bit further than I would like so far, but at least we've got some stuff sorted.

I'm happy to clear and redo, or I could PM you the step-by-step of the character as it's pretty bare bones. Just core book and rites of battle, nothing custom.

Thanks all around. I am just trying to make sure I am not missing anything.

I'm also grateful for any advice regarding useful combos since my own gaming group is running Black Crusade on and off. I generally try not to min/max approach character creation but I am certainly open to help in developing a character that can fulfill his role rules wise.

Also, totally not set on Apothecary if we have plenty...I will focus on Techmarine then (unless we are short in some other critical area).

 

 

If you want to go Techmairne, really Iron Hands make really good Tehcmarines, yes their chapter advance overlaps with a lot of the Tech Marine ones, but with one major key difference, you can access a lot of the Techmarine skills and talents earlier, meaning it's faster for you to hit 35 damage mitigation... yes, you read that right, they can tank better than anyone. Oddly enough the Techmarine also makes a CQB beast with that servo arm, as it can attack as a reaction for a metric ton of damage.

 

For Apothecaries, if you want to give the middle finger to corruption points, go Red Scorpion, get the chapter trapping that reduces all corruption points by 1 on a challenging will power roll, this combined with the Apothecary specialization that lets you reduce corruption points by upto 2 to a minimum of 1, means that it is possible to get 0 with that test.

 

 

How ever that is all min/maxing.

 

For a non-mix/max approch, perhaps a Blood Angle Tehcmarine would be an interesting way to go, as you could play into their need for things to look pretty during the forging of your Artificer armour that Techmarines get later in their advancements... Also Salamanders play well into this with their unique talent Artificer, that they can take up to three times and apply the master craft trait up to three times.

So, I'm pretty much set on a Sanguinary Priest of the Crimson Knights (RNG'd BA Successor). So, in that vein, here's a bit on the Chapter itself:

 

Founded at the onset of the 40th Millenium under orders of the Highlords due to a sector of space requiring a constant space marine presence, the Crimson Knights were another successor of the Blood Angels.

 

Like much of their fellow successors, they followed their progenitors closely in terms of organisation, rituals and beliefs but, over time, the culture of their homeworld as well as time taking its toll, they started to diverge slightly.

 

For their organisation, they, like all Blood Angel successors, had their Sanguinary Priests and Guard in addition to the maligned Death Company however, due to their now-coalesced strategic tendencies with which they waged war,  they soon made away with Devastators as a whole. This is primarily due to their penchant for getting in close and fast by any means; though in this case, it usually meant massed armoured assaults using their vast vehicular armoury to its utmost potential - a boon afforded them by their relative youth.

 

With regards to their rituals, however, this is where the Crimson Knights truly diverged for soon after their founding, a geneseed abnormality, partly induced by their homeworlds culture, began to manifest itself. Whilst their lust for blood was undeniable, being sons of Sanguinius, the Crimson Knights soon took it to an unforeseen extreme which then became the norm for the chapter. The cause of this divergence was their Hyperactive Omophogea, the organ which permitted a battle-brother to gain memories of those whose flesh they consumed; much in the same way their cousins from the Blood Drinkers were afflicted. As such, the chapter Chaplains soon enforced moments of meditation pre and post combat for all marines of the chapter so that they may better control the consuming hunger that afflicted them all. However, those who failed to resist soon found themselves marked as potentials for the Death Company.

 

Regardless, the medieval world that they called home, despite influencing the chapter negatively, also did them good for it instilled in them the knightly virtues of old which the gene-heritage of Sanguinus did naught but exemplify in them. Honouring the Emperor and Primarch were paramount as was paying the necessary respects towards those of the chapter who went above and beyond the call to see their duty be done such as the forever-honoured battle brother of the 9th company who gave his life to lay low an ork warboss so that the chapter could rout the green horde that had beset a nearby argi-world.

 

+++ and thats all I've got :tongue.: +++

Anyway, here are the rolls I got when I went through the character creation in RoB:

Why was it founded: 3, Strategic Prognostication

When: 71, 40th Millenium

Progenitor: 58, Blood Angels 

Genestock Purity: 2, Pure -> Altered Stock for Flavor Reasons

Codex Demeanours: 10, Uphold the honour of the Emperor; 6, See, But Don't be seen; 1, Swift in the wind

Geneseed Deficiencies: 1, Hyperactive Omophogea

Chapter Flaw: 7, Eye to Eye

Characteristic Modifiers: 60, +5T +5WP

Figures of Legend: 97, Battle Brother 9th co. 6th Sqd.

Deeds of Legend: 18, Bane of Orks

Homeworld: 64, Medieval World

Terrain: 16, Jungle

Relationship w/ Homeworld: 7, Distant Rule

Chapter Organisation: 2, Codex Chapter -> Divergent for Flavor Reasons

Combat Doctrine: 1, Close Combat; 3, Armoured Assault; 8, Siege

Solomode ability: 78, Lightning Reflexes talent in solo.

Squadmode Attack: 81, Storm of Hell

Squadmode Defense: 50, Only in Death...

Specialty Restrictions: 47, Devastator Marine

Special Equipment: 15, Totemic Charm

Chapter Beliefs: 100, Esoteric Beliefs

Chapter Status: 9, Nominal

Friends: 26, Choose a Chapter (Blood Angels)

Enemies: 55, Chaos Space Marines (Black Legion)

 

So, with that done, I'll lock in Brother Solastion as a Sanguinary Priest of the Crimson Knights for the Kill-Team.

Edited by Slips

Just thought I'd mention here that my Assault Marine character won't be your classic AM simply because he doesn't have a jump pack or the associated skills. In exchnage for those, my character has the Abhor the Witch and Hatred (Psykers) Traits/Talents. This has been discussed with and approved by Mol. :thumbsup:

 

Edit: Also, the plan for my character is for him to focus mostly on close combat, anti-psyker, and command skills/talents/traits to potentially become a Deathwatch Chaplain later on down the road.

Edited by Chaplain Dosjetka

So at the moment we have three Tacticals, an Assault and an Apothecary. With eight as my maximum player count, there would be space for a devastator, another assault and a techmarine.

 

I can pick and mix roles as required to balance the team, i'm fairly familiar with the rules for all the classes.

Well, we could re-jig it so that we have two tactical, two devastator, two assault, an apothecary and a techmarine - which seems to me like quite a nicely balanced kill-team - but it depends on you guys at the end of the day.

 

We also at the moment among the confirmed players have two Dark Angels successors, an Imperial Fists successor, a Blood Angels successor and a White Scars successor.

 

Really enjoying to see the progress that is being made thus far!

I am a Deathwatch GM and have run three campaigns but never played.  I would like to have a go at it.

 

If I have read the thread correctly you're short a Devastator Marine.  I'll work out the chapter etc and send a player sheet.

 

If you'll have me. :rolleyes:

 

MR.

Edited by Mazer Rackham

In the same vein as Slips, a rundown for the Dragons of Caliban...

 

Claiming heritage all the way back to the begging of the of the Emperor's Legions, some records support this claim while other dispute it. The Dragons claim to have stood beside the Emperor himself on Terra, Mars and countless other worlds, yet it was Caliban that would drive a wedge between this chapter and their progenitors. For on Caliban the first steps on a path of division were taken, the finding of the Lion. It wasn't long into the Lion's command of the Legion, that the 23rd Chapter Fleet, in the midis of a lull in their exploration, due to a lack of viable worlds their Chapter Master Merir Astelan along with the bulk of their Terran born command structure were sent back Caliban, leaving a nearly complete chapter of Terran born veterans to be commanded by Astartes from Caliban that had less experience then the men they were being asked to lead.

 

After the heresy the Dragons kept their crusade era equipment and tactics, refusing to adhere to the Codex Astartes. This has caused some tension with the High Lords of Terra, often bringing them into blows with the more fanatical of the Emperor's followers, yet not once has the chapter given reason to draw the ire of the High Lords, as they have always answered the call of the Imperium.

 

The Dragons of Caliban are often seen keeping their fellow Unforgiven at arms length, yet will answer the call from the Unforgiven when needed.

 

 

 

Why was it founded: 3, Strategic Prognostication

When: 1, 31st Millenium

Progenitor: 71, Dark Angels 

Genestock Purity: 10, Flawed

Codex Demeanour: 8, Suffer not the work of Heretics

Chapter Flaw: 5, Faith in Suspicion

Characteristic Modifiers: 21, +5WS +5BS

Figures of Legend: 21, Chapter Master

Deeds of Legend: 100, Assassinated

Homeworld: 71, Civilized World

Terrain: 91, Tempeate

Relationship w/ Homeworld: 1, Direct Rule

Chapter Organisation: 6, Divergent Chapter

Combat Doctrine:  3, Armoured Assault

Solomode ability: 81, Lightning Reflexes talent in solo.

Squadmode Attack: 51, Tactical Finesse

Squadmode Defense: 31, Courage under fire

Special Equipment: 90, Preferred Fighting Style... Shield and Bolter

Chapter Beliefs: 70, Honour the Ancestors

Chapter Status: 10, Over Strength, cares little for the Codex... it is more a set of guidelines then actual rules.

Friends: 69, Choose a IG regiment (Elysian Drop Troopers)

Enemies: 02, Ecclesiarchy

 

On that note, I am happy to work with our GM on building Chapter Relics for the Dragons of Caliban. For out Black Templar, yes you can eventually pick up everything you need to become the Emperor's Champion (Armour of Faith and the Black Sword, not to mention a bunch of distinctions)

Edited by Steel Company

I didn't see Techmarines as "tanky " but like it as a deviation from the the squishy tech priest role.

And I do like Iron Hands ...Hmmmh.. stoic, xenos hating cyborg warrior.techno shaman?

But didn't we have an Iron Hands Character already?

 

Same with the Salamander - I always liked the idea of the Chapter but tired of the goody-two-shoes Vulkan lives Schtick gentle monster routine along the 30k storyline. I found the "long walk" returned exile in the DW backgrounds interesting. Might consider a Salamander who grew at odds with the party line, chose exile and unexpectedly did return...and then chose to honour the chapter and the obligation to the DW by taking the oath' with both the chapter and himself not expecting to return?

 

The tanky, CQB inevitable doom of the Xenos might make a nice Space Shark , too...

 

 

I also like the Artisan paladin concept of the Blood Angel idea, which might bring some of the Optimism and Noblesse of the Chapter to the team. Currently doodling up a mix of the Mechanicus half skull and the angelic death masks of the BA for later Artificer parts.

 

I think Techmarine it is. For the rest, I'm afraid I need to make a few more concept sketches now

Having just looked at A.T.'s character, looks like we are going the same direction... and picked up a lot of the same stuff, namely the combat sheild (Through right gear for the job deed) and Mk. IV armour... It also looks we are both going for being able to share chapter modes with the team too.... this could be interesting.

 

 

@Xin

 

The Carcharodons (space sharks) really, really excel at CQB, like to the point where I'd be inclined to point them towards assault marine.... Their solo mode is kind of ridiculous, at rank 1 they can add 1/2 their will power bounce to damage for any one attack made in Melee or at point blank range, at rank 4, it become their full WP bounce, rank 5 they can deal extra magnitude damage (up to their full will power bounce) to hordes with it and at rank 7, they can use the multiple attacks action to make two attacks in melee at every opponent in range and apply the carnage damage. That is just bonkers and it goes a long way to making an Assault Marine devastating....

I usually go for a story or a concept I like first as long as it still gives the character a use in the general campaign and to the other PCs.

 

The Charcharodon as a rather ...less verbally outgoing..not so gregarious type might work in play by post better than around a gaming table...I wanted to avoid special snowflakes but since there was talk about the CQB potential oft he Techmarine, I saw some synergy with the sharks...I like the mental image of a grey and black giant wading through a ass of xenos, dishing out with an Omnissian axe supported by a servo arm topped with shark skull shaped claw end!

 

Or a servoarm with added chainsword / buzzsaw attachment. Which looks fine with Flesh Teaser iconography... or the Doctor Doom styled face mask from the Black Templar codex...

Must..

Focus...

Xin,

 

Well I guess it comes down to this first questions:

 

Do you want to be Out going and gregarious or not?

 

I ask as depending on the answer will change what chapters I'd suggest as a base for the concept

 

As for the second question:

 

How pious do you envision your Astartes to be?

 

This would further refine what chapters I would suggest.

 

 

Lastly where do you see your Astartes going in his career path?

 

 

For example:

 

Tyber is not very pious (he sees the Emperor as a grandfather type figure), but somewhat out going (a trait needed for those that wish to command men). He is very ambitious, having been made second shield to his claw captain (company captain). His goal is to have his own command faster than anyone in his home chapter has to-date (targeting advancements into First Company Vet followed by Watch Captain). Due to the recruitment practices of the Dragons of Caliban, he has a hard time seeing those of higher rank as his superiors, with out them first proving their worth to him.

Mazer: Send a note that you'd like to join as a Devastator and your e-mail address to Commissar Molotov via PM and he'll give you access to an online character sheet. :tu:

For those who don't know why previous comments on Techmarines being absolute tanks, a breakdown:

  • Getting a starting toughness of at least 50 gives you a Toughness bonus of 10 with Unnatural Toughness.
  • Techmarines can purchase the Talent "THE FLESH IS WEAK" at given ranks with ALL Iron Hands characters having the option to purchase up to 3 ticks of the talent at rank 1. This gives the marine the "Machine" Trait which increases AP across the whole body by 1 per tick of the talent up to a maximum of 5.
  • Techmarines, at rank 4, can become a Master of the Forge which permanently earns them a suit of Artificer Armour which has Ap 12 across the whole body. Otherwise, they can just purchase it as Signature Wargear at rank 4 if they dont become a Master of the Forge.

Damage soak being Calculated as: Toughness Bonus + location hit Armour Points - Weapon AP (then whatever traits that can further negate armour or TB) = total damage taken.

 

So, Assuming Toughness ~60 (2 toughness advances at rank 4 if starting with 50), AP 12 to location, 4 Ticks of TFIW and Weapon AP of 0 means that unless a weapon deals less than 29 damage to the techmarine, they're taking 0 damage.

 

All of the above said, this does mean that you do spend a significant portion of your XP and Talents on being as resilient and tough as possible which may weaken your other abilities, the most important being Tech-Use.

 

Still, relatively easy access to a Breaching Augur and a Servo-Harness at Rank 4 if one becomes a Master of the Forge does mean you're no slacker in melee.

 

However, rank 4 is a waaaays away for a starting group.

Of course, any system can be gamed. Whilst I encourage you to explore the intricacies of the system, remember that creating the most outlandish, powerful combos possible simply means that I have to create ever-more powerful enemies. And if someone in the squad hasn't tuned their character to be the ultimate death machine, they'll suffer unfairly for it. Additionally, it's an assumption that I will automatically allow people to become Chaplains/Masters of the Forge/Watch-Captains/etc without a great deal of effort, or narrative. Similarly for artificer armour, or some of the background selections that people have chosen.

 

Mazer - this narrative is set after the Badab War - by about five years - so an Astral Claw, if they were around, would be in a particularly precarious position. Which is not to say that I'm against it in theory. News takes time to travel across the galaxy, after all. If you can PM me an address I can send you a link to a character post on the Google Drive.

 

I'm now in a situation where I have more players than there are roles. By my count, I have:

 

Cryptix (Salamanders Devastator?)

Nineswords (Storm Sons Tactical)

A.T. (Consecrators Tactical)

Morovir (Iron Hands Techmarine?)

Quixus

Reckoning (Imperial Fist? Exorcist?)

Slips (DIY Sanguinary Priest)

Dosjetka (Templar Assault)

Steel Company (Dark Angels successor tactical marine)

Xin Ceithan

Mazer Rackham? (Imperial Fist? Astral Claw?)

 

That's eleven players for an eight-player-max game. As such, my solution will be to look initially for the most characterful entries and those that will have the enthusiasm and commitment for the game. If you're interested I would encourage you to post here in the thread and to discuss the role you're looking to play.

 

 

I imagine Brother-Initiate Caprellian as being a warrior devoted to honing his combat skills, particularly those in the area of close quarters combat. However, he recognises that bonding with those around him will be an essential part of being in a Deathwatch Kill-Team and so will be open to some forms of socialising. Taking and fulfilling oaths being a central part of what it is to be a Templar, Caprellian will without hesitation, at first in a calm manner and if unheeded more forcefully, remind his brothers of their duties to the Emperor and the Deathwatch Chapter if he perceives any lapses. He will also do penance if he is made aware of any lapses he might have had.

 

The loss of his Neophyte at the hands of a Xenos witch is a permanent stain on Caprellian's honour. The vertical band of black tattoo'd from hairline to edge of jaw over his left eye and burn scarring across his chest remind him of this.

To ward himself from witchcraft, Caprellian has had a mix of sacred text excerpts and hexagrammic wards inscribed into the skin of his hands and arms. Despite his hatred for psykers in all forms Caprellian is very much aware that encountering, and potentially having to work alongside, an Astartes battle-psyker is a reality he must prepare for. Any planned encounters will be preceeded with days of isolation and various cleansing rituals that range from chanting litanies to prolonged periods of fasting. Unplanned encounters will cause the Black Templar to whispering his oaths to the Chapter and Emperor at regular intervals as a kind of soothing mantra. It goes without saying that Caprellian will be vigilant for any sign of heresy and stands ready to grant the Emperor's Mercy.

 

In battle, the Templar will naturally focus on assault tactics but will defer to the Kill-Team leader if he is in an unfamiliar situation or if it is clear that a direct assault is not a viable tactical option. If an enemy psyker is involved in the mission, Caprellian will do all he can to prioritise and eradicate that threat. He will also try to convince his battle-brothers of the dire threat an enemy psyker poses to them even if other threats might be more perilous to the Kill-Team.

 

[To be continued]

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