Jump to content

Recommended Posts

 

 

Mazer -

 

My thoughts are this:

 

As an Astral Claw, +5 S and +5 WP are appropriate, I think. I would then add Common Lore (Astra Militarum) to show his understanding of the organisation and procedures of Imperial Guard-like forces. In terms of Chapter Demeanour, would you say "Aloof"? or "Maelstrom Warders"? "Tyrants of Badab", to represent the spreading reputation of Huron's leadership?

 

Feel free to roll your nine stats for me and then add them to the character sheet that I've emailed you the link to. I assume you're looking to go for Devastator?

That sounds fine to me "Maelstrom Warders" I think would be good - out of curiosity which book contains the Astral Claw Rules?

 

Will roll up ASAP :smile.:

 

Devastator for sure. The Big Guns Never Tire.

 

MR.

I think they are in "Honor the Chapter"... I think that's what it's called. I know it's not "First Founding" or "Rights of Battle".

Mazer - The Astral Claws are in "Honour the Chapter", they use the generic "Codex Chapter" tables - the Primarch's Curse is fittingly called 'The Strong are Strongest Alone' - but the Astral Claws' rules are literally +5S, +5WP, Rival (Inquisition.)

 

A.T.: I notice on your character sheet that you have currently listed a Strength of 64 - how have you managed that with 30+2D10? 

The Strong Are Strongest Alone....

 

Just as Planned :)

 

I kept rolling 15.  Then for Fellowship I rolled double 9.  I have included the bonuses in the results on the sheet.

 

Am looking through the book now, appreciate the steer.

 

MR.

Mazer - The Astral Claws are in "Honour the Chapter", they use the generic "Codex Chapter" tables - the Primarch's Curse is fittingly called 'The Strong are Strongest Alone' - but the Astral Claws' rules are literally +5S, +5WP, Rival (Inquisition.)

 

A.T.: I notice on your character sheet that you have currently listed a Strength of 64 - how have you managed that with 30+2D10? 

He might be including the +20 strength Astartes Power Armour gives the wearer.

 

Mazer - The Astral Claws are in "Honour the Chapter", they use the generic "Codex Chapter" tables - the Primarch's Curse is fittingly called 'The Strong are Strongest Alone' - but the Astral Claws' rules are literally +5S, +5WP, Rival (Inquisition.)

 

A.T.: I notice on your character sheet that you have currently listed a Strength of 64 - how have you managed that with 30+2D10? 

He might be including the +20 strength Astartes Power Armour gives the wearer.

 

 

That's exactly what he's done.  But the SB should not be 12.  It should be 10, double the stat for Unnatural Strength to 8, (from 44) then add the 2.  The stat goes to 64.

 

I think that's right, unless you want to have the stat clean for non-armoured combat/tests.

 

MR.

Yes, Power Armours +20 Strength is applied after Unnatural Strength (x2). So you might have a total Strength of 64, but only an SB of 10 instead of 12. Think of it as: [(4x2)+2] instead of [(4+2)x2]

 

 

 

 

Mazer - The Astral Claws are in "Honour the Chapter", they use the generic "Codex Chapter" tables - the Primarch's Curse is fittingly called 'The Strong are Strongest Alone' - but the Astral Claws' rules are literally +5S, +5WP, Rival (Inquisition.)

 

A.T.: I notice on your character sheet that you have currently listed a Strength of 64 - how have you managed that with 30+2D10?

He might be including the +20 strength Astartes Power Armour gives the wearer.

That's exactly what he's done. But the SB should not be 12. It should be 10, double the stat for Unnatural Strength to 8, (from 44) then add the 2. The stat goes to 64.

 

I think that's right, unless you want to have the stat clean for non-armoured combat/tests.

 

MR.

You've got it.

 

The highest I've personally seen for a starting Astartes has been:

 

STR: 50

PA: 20

PA history: they strength be legend +10

PA history: skill of the Arteficer for the +10

 

This gives a massive SB of 14!

 

As it is, Tyber should be pushing a +11.

Edited by Steel Company

Solastion also rolled a lucky double-10 for his Strength so he's currently at 50 for an SB of 12 while in power armour. He can heal and smite to equal degrees it seems.

 

We'll see what Power Armour rolls have in store for us as we progress further :p

Solastion also rolled a lucky double-10 for his Strength so he's currently at 50 for an SB of 12 while in power armour. He can heal and smite to equal degrees it seems.

 

We'll see what Power Armour rolls have in store for us as we progress further :p

Very true... I hope our GM lets me keep my Mk IV, with the histories I got as they really work with the background of Tyber, having gotten Last Stand for his past event....

c.918.M41

 

I: GREYSIGHT

 

I HAD RESISTED, of course. The anguish of Deluge was still fresh in my thoughts, even as the Watch Fortress' Sitai-Ezen had ordered servitors and indentured serfs to relieve me of my battle plate. I was to be issued with Mark VIII 'Errant' power  armour, with its more refined sensory systems and increased protection. Just one of many 'improvements', they assured me.

 

Changes was perhaps a more apt word, but the Low Gothic definition is rather crude. In the language of the Great Khan, the concept öörchlölt is used to denote an alteration where the outcome is unknown, and therefore confers no positive nor negative connotations. It simply is. However, we of the Khuu Arga are mindful to not offend the machine-spirit of the battle plate that has kept us alive in our two thousand year history. To much of the Imperium, our battered, bronzed and split visage conjures the image of yaksha, a demon from the very depths of hell designed to scare children into bed, or keep a seditious populace in check. The Storm Sons make no attempt to disabuse them of this notion, in the knowledge that most citizens of the Imperium are unaware of the twisted horrors that serve the Enemy of All. 

 

To offend the machine-spirit now would be a grave sin. It had saved me on Deluge, and but for it, I would lie in the dirt with Ulaansar, Khoisal and the rest, our suldes lost to the chapter. So I resist, not out of arrogance, but gratitude.

 

I do my best to convey my reluctance in Low Gothic, a language I have not spoken frequently since my Ascension, but it suffices. I have never understood why our Chogorian cousins never picked up the knack for it. Where their Low is halting, ours is mildly accented, and yet our Khorchin is coarse compared to that spoken still by the White Scars at Khum Karta.

 

The forgemaster concedes to my request. I shall keep my armour, though they tell me it will be painted black, and I shall wear the silver of this strange brotherhood.

 

One bond for another, I suppose. 

 

I suddenly have an epiphany, and for a moment it dulls the pain of Deluge. The zadyin arga, that is, what other chapters may call 'Librarians' (a painfully narrow term for those blessed with the Gifts of Heaven), choose. Not only do they choose which of us are marked for Ascension, but they also choose our names. Names are important, and we hide our true names to ward away the yaksha. So it has always been, and will always be. When a name is chosen, it is often attributed to some physical attribute of its bearer, or perhaps a lucky name like Enebish, literally, 'Not This One'. In rarer cases, a name is tied to the bearer's fate, and some, like myself, may spend a mortal's lifespan unravelling its meaning.

 

My name is Saraluzekh. 'Cloud Watcher'. Like many cultures in the Imperium, the Nakarene encapsulate colours in concepts. A cloud on Nakaris ranges from the darkest ash to a burnished silver. The symbolism is not lost on me, and I revel in the Emperor-given revelation.

 

The forgemaster asks me my name. It is not just a name. It is the essence of who I am. What I must do in service to the Imperium. 

 

'Greysight,' I reply, the word sounding alien to me as I say it for the first time. Low Gothic cannot possibly communicate the wisdom of the Stormseers.

 

He nods, satisfied. I am to take to sacred, secret oaths to bind me to this new brotherhood, this Deathwatch

 

I do so willingly, for I will endure.

Edited by Nineswords

Sorry, haven't had a lot of time, been working on a new project for the summer. I'll just link the IA for the chapter that my Astartes is from right now and edit in his background later when I have time tomorrow, while VAs are working.

 

http://www.bolterandchainsword.com/topic/323778-the-forge-fathers-my-first-ia/

Edited by Cryptix

Commissar Molotov - I think your inbox is full?

 

Also, might I ask why no Librarians? I want to play a character utilising high Intelligence, but not a Techmarine. We've already got a Sanguinary Priest, so I don't want to step on toes with an Apothecary.

Edited by bluntpencil

Stats:

WS: 5+8+30+5(BT bonus) = 48
BS: 6+6+30= 42
STR: 2+2+30= 32
TGH: 9+10+30= 49
AGI: 3+6+30= 39
INT: 5+9+30= 44
PER: 9+3+30= 42
WP: 7+9+30+5(BT bonus)= 51
FEL: 1+9+30= 40

Re-rolling Strength: 6+10+30= 46

 

I've added these stats to my online character sheet. :tu:

I am just piping in to report that between fighting off a bad case of man flu and hurrying to get my stuff together beforehand I am starting my vacation this weekend and thus will have time to catch up on the work you guys already did here.

 

Edit: And your inbox does indeed not seem to work.

Edited by Xin Ceithan

I am just piping in to report that between fighting off a bad case of man flu and hurrying to get my stuff together beforehand I am starting my vacation this weekend and thus will have time to catch up on the work you guys already did here.

 

Edit: And your inbox does indeed not seem to work.

 

 

Any idea what route your going to go yet?

Hi all, replying on my phone.

 

Bluntpencil: Hi, I would say partly because at the moment I don't want to deal with the psychic power rules and the complications they bring. Additionally, I just didn't want one in the team at the moment. There are other options for intelligent characters - a Novamarine, for example, has bonuses for lore skills.

 

A.T.: Are there any more chapter options you might consider? It does occur to me that it might be worthwhile to avoid other Badab War chapters if we have an Astral Claw in the Kill-Team. Just something for you to consider.

 

Xin: I am keen to see you solidify your concepts further. I'm sure the people in the thread would be happy to hear from you and to help you.

A.T.: Are there any more chapter options you might consider? It does occur to me that it might be worthwhile to avoid other Badab War chapters if we have an Astral Claw in the Kill-Team. Just something for you to consider.

Perhaps just another Raven Guard successor like the Raven's Watch or Revilers?

 

I'll dig out the books when i'm back at home and have another look. The raptors had originally been chosen for their sniper angle, though my character isn't the most accurate marine ever...

If you're trying to go for a Sniper Character and want to optimize it, tactical, if you stick primarily with bolt weapons and take the Bolt Weapon Mastery as well as Devastator are probably your best bet.

 

Fluff and character background is all up to you but, as we rank up and stuff, if you pick the right talents and SOMEHOW get access to a Lascannon, you would be able to fire at targets up to 900 meters away with no baseline penalty due to range increments. I MAY OR MAY NOT BE attempting to do this in another Deathwatch game I joined recently with my GM being fully aware of the possibility and, as we go along, its turning into more of a running gag than anything :p

 

Regardless, even if your initial Ballistic Skill roll during character creation isn't the best, by going Tactical Marine w/ Bolt Weapon Mastery, as long as you use a Bolt Weapon, you get a +10 to Ballistic Skill and +2 Damage. Most Bolters being Semi-Auto means that as long as you're not firing single shots, you're also getting another +10 and then you can always Aim (+20) or Half-Aim (+10) beforehand. So unless you're somehow starting out at Ballistic Skill 32, you're not too badly off. Besides, you might roll some decent Power Armour Histories that might give you more Ballistic Skill Bonuses.

 

If you go Devastator, so long as you have a Full-Auto Capable weapon, you're always going to be firing at +20 there.

 

Not to mention the 4 possible characteristic advances you can take as well as our party, at some point, being able to acquire a Signum and Signum links which provide further bonuses.

 

TL;DR, don't sweat the mechanics just yet unless you rolled REALLY poorly on a stat(s) that you think your character is likely to heavily rely on or defines them since there are a lot of fallbacks to help bring your characters back up :p

Hi all, this is where I am at the moment: 

 

8RqyhZw.png

 

I had a long conversation with Nineswords yesterday in which we were able to roll up a great deal of his character. As you saw from his brilliant text piece earlier, Greysight's background has been fleshed out pretty well. I really enjoyed the sense in which a distinct character was evolving in front of us - for example, the "Green Hells" past event being the deathworld of Deluge, which Nineswords has been able to add to his Storm Sons fluff. 

 

So, next steps: 

 

A.T., Bluntpencil, Morovir, Reckoning, Xin Ceithan

At the moment we have two tacticals, two devastators, one "assault" and one apothecary. The kill-team is, I think, missing another assault marine and a techmarine. I will consider a devastator if you're set on it, and I would then choose the most interesting character for the narrative. If you have a compelling character that you think would enrich the story, then you're welcome to let me know!

 

Dosjetka

- Please select your specialist skill (I assume that as you're jump pack-less, you would take Wrathful Descent. Note the Swift Attack talent, alongside the two we previously agreed - Abhor the Witch and Hatred (Psykers). I believe you've already added all your equipment to your profile? 

- For your past event, should we simply go for "Lost a Neophyte"? That seems to encapsulate a lot of what you wanted to say in your backgrund.

- Choose a personal demeanour and enter your wounds, fate points and movement. 

- Don't do your power armour yet. 

 

Cryptix 

I see you've filled in the top half - if you could roll your stats for me and add the Salamander bonuses (+5 T, +5 INT) - don't forget to add Resistance (Heat) to your talents. 

 

I see you've added the "Cleansing of Ymgarl" in your sheet - as that's a Salamander-specific campaign I'd be happy with you either changing the name, or rolling on the Codex past events on page 100 of Honour the Chapter. If you can sort out your specialist abilities and equipment, along with your movement, wounds and fate points, that'd be great. You will also need to select a Chapter Trapping from the Salamanders rules. 

 

Mazer Rackham

Hi, I see you've added some of your equipment and I love that your heavy bolter is named! If you can work your way through giving yourself your Specialist skills and equipment, personal demeanour, movement, wounds and fate. Please leave power armour. 

If possible, can you roll your past event from page 100 of Honour the Chapter? Unless you want your Past Event to be something like 'Wrath of the Tyrant'? Do you have thoughts on a Chapter Trapping, also? (For some reason I thought of some sort of medallion given by Huron that's been defaced/scratched out?) 

 

Nineswords
A few things - your movement needs to be added in to your sheet. Full move is 2x your agility bonus, half move is your agility bonus, charge is 3x your agility bonus and run is 6x your agility bonus. You also have a skill which is labelled as Tactics (Choose) - your choices are  Air Combat, Armoured Combat, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth or Void Combat.
 
Slips
If you can sort out your equipment and specialist skills (from both Apothecary and Sanguinary Priest) and sort out personal demeanour and past history. I would also prefer you to roll on the Honour the Chapter table, as I think the Blood Angels table is a little too BA-specific. If you prefer, roll once on each and either use one or combine the two into some form of narrative. There is an additional BA table in First Founding, so I leave it up to you to create something useful. Don't forget a Chapter Trapping. I'm also happy for you to put up your Movement, Wounds and Fate. 
 


Steel Company

Don't forget I am quite keen for this version of Tyber to be as fresh as possible (and perhaps not so meticulously crafted.) At this stage, you can choose your Tactical Skill and your specialist equipment. I would like you to roll a new Past History if possible - partly because we already have some characters who have expressed they are the last survivors of their forces and I don't want it to be repetitive. As before, I'm happy with you rolling on the Honour the Chapter table. If you could also select your personal demeanour, enter your movement, your wounds and your fate points (not including the deeds, etc., that you will add later.) 

 

 

Edited by Commissar Molotov

Since we probably won't need a second Sanguinary Priest and you do not want to have Psykers, I could build another Assault Marine. He will come from the Carcharadon Astra chapter.

 

Some questions about character generation:

Do we roll stats or allocate 100 pts (DW p. 26)?

 

Do we send our email addresses via PM?

Edited by Quixus

Alright, so this is more or less all that was left to complete Solastion, I think?

  • History is a custom one called "Hulk of Horrors" where he and a number of Battle-Brothers were sent aboard a Space Hulk to investigate. As they explored a combination of being exposed to potent warp energies and genestealers caused much of his brothers to succumb to the Black Rage -  the warp energies causing them to fight off ghostly apparitions that Sanguinius would have encountered in his final moments - or die leaving him one of a handful to come out unscathed. In penance, he has volunteered himself into service in the Deathwatch to atone.
  • Power Armour rolls resulted in Mk VII plate with "Thy Strength is Legend" History. Fitting, since all things considered, for the purposes of Carrying, Lifting and Pushing, he surpasses the Tables limit of 20. Meaning he can, rather easily, carry his injured Battle-Brothers to safety. (S50 = SB of 10 + TB of 8 + PA bonus of 2 + History bonus of 1 = 21). This also means that he has a total SB of 13 when in full armour which means he also punches things really good. A handy side benefit.
  • Fate Points, rolled a 9 so he has 4.
  • Wounds, rolled 5 so total of 23.
  • Special Ability is: Enhanced Healing + Scion of Sanguinius
  • Starting Gear is: Chainsword, Exsanguinator, Reductor, Bolt Pistol, Combat Knife, Golden Icon: Purity Focus, Frag/Krak Grenades, Repair Cement, Mk VII Power Armour
  • Solo-Mode Ability is: 78 on page 32 of Rites of Battle which gives the Lightning Reflexes Talent while in Solo-Mode
  • Squad-Mode Attack is: Storm of Hell, pg 33 Rites of Battle
    Squad-Mode Defensive is: Only In Death..., pg 33 Rites of Battle
  • 1000 xp Spend: -500 Sanguinary Priest, -400 Frenzy from Blood Angels Chapter Advance

Also, heres a link to the Deathwatch FAQ PDF if you don't already have it: https://images-cdn.fantasyflightgames.com/ffg_content/deathwatch/news/faq/Deathwatch%20Living%20Errata%20v1-1.pdf

Edited by Slips
A.T., Bluntpencil, Morovir, Reckoning, Xin Ceithan

At the moment we have two tacticals, two devastators, one "assault" and one apothecary. The kill-team is, I think, missing another assault marine and a techmarine. 

 

Given the similarity to another character i'm going to say my tactical build is toast and put forward Atratus, assault marine of the Revilers chapter, as my character.

 

Fluff wise the last survivor of his squad, sent to the deathwatch rather than folded into a new unit. Has a particular hatred of the dark eldar and dislikes standing apart from the group despite his speed and skill with his rifle due to similar circumstances with his old squad.

 

Crunch wise a jump-pack marine who also carries a marksmans rifle for ranged engagements.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.