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[DW] Blackthorn/Swordhand Episode III: Recruitment Thread


Commissar Molotov

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If I'm reading it right, force weapons are pretty nuts.

Force Axe

1d10 + 3 + PR + Sb

If I'm counting my black (armoured) Sb for this, I'm hitting like a truck. Which I'm of course completely happy with.

 

 

Oh it gets better.

 

If you wound a creature you can do a focus power test and make it explode with the power of your mind.

 

MR.

Madness. Would the d10s from the FP test trigger RF or only the 1d10 from the weapon hitting?

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Madness. Would the d10s from the FP test trigger RF or only the 1d10 from the weapon hitting?

 

I'm sure it only applies to the damage of the hit.  The FP benefit is just icing on the cake, since RF should only proc once per hit.

 

Mechanics test below for those interested.

Working it out in my head.

 

WS Test: Pass

Damage: 1D10+PR+3+SB (D10 rolls 10 = RF, Auto confirmed against Xenos RF Dice = (x) ) FP Test: Pass, (add Damage from test).

 

Yes.  Only applies to the initial hit.

 

MR

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I updated my tactic to Assault Doctrine. Did I miss something about equipment? Some of you guys are discussing chainswords, bolters, etc.

No, you're good, I think. Mol hasn't given us anything about weapons and equipment yet. I think some have added in the stuff that they automatically get based on their Speciality (bolt pistol, f+k g for all, bolter for Tacs, etc)

 

 

Getting tooled up is the best bit.

 

"Whassat?"

 

"It's me Bren gun."

 

MR.

 

 

Looking forward to re-enacting Lock, Stock and Two Smoking Boltguns.

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If I'm reading it right, force weapons are pretty nuts.

Force Axe

1d10 + 3 + PR + Sb

If I'm counting my black (armoured) Sb for this, I'm hitting like a truck. Which I'm of course completely happy with.

 

Oh it gets better.

 

If you wound a creature you can do a focus power test and make it explode with the power of your mind.

 

MR.

I see I have some competition in the Melee-Murder-Monster Business. Not complaining though.

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If I'm reading it right, force weapons are pretty nuts.

Force Axe

1d10 + 3 + PR + Sb

If I'm counting my black (armoured) Sb for this, I'm hitting like a truck. Which I'm of course completely happy with.

 

Oh it gets better.

 

If you wound a creature you can do a focus power test and make it explode with the power of your mind.

 

MR.

I see I have some competition in the Melee-Murder-Monster Business. Not complaining though.
Big competition!

 

Edit: if my calculations are correct, if I'm frenzied and sustaining Might of the Ancients, I do 1d10+32 damage per swing + 1d10/DoS (bypassing armour and T) if I succeed on the force weapon power test, all with 15 penetration... That's absolutely insane.

 

I think bypassing MotA and just hitting twice would be even more damage.

Edited by Mojake
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Hi all, 

 

The next step of character creation is your Chapter Trapping. Some of you have already organised these, but for the rest: 

 

A Chapter Trapping is meant to be an icon or memento of your Marine's origin. The core rulebook lists these on p.169, and they are then scattered throughout the other books (particularly Rites of Battle, First Founding and Honour the Chapter.) 

 

These Trappings are meant to be something minor and characterful. They do offer a minor mechanical bonus in some regard. 

 

If you are a successor, you can typically choose the trapping of your primogenitor (and/or as Komrk has done, taken one and "reskin" it.) 

 

If you'd like to use a trapping from another Chapter, or to design one of your own, please let me know so that we can agree. 

 

 

EDIT: I know there has been some discussion of having more than one Trapping, and swapping between missions - for me, this is a bit "gamey" and I'd prefer to avoid that. 

 

 

If you intend for a weapon to be your Chapter Trapping, please consider that it should not be better than your standard equipment - talking of which... 

 

Standard Equipment

(Please bear in mind that if you are using the Core Rulebook, the FFG team revised weapon statistics. Please refer to the Deathwatch Errata, pages 10 and onward. 

 

All of you will receive: 

 

- Astartes Power Armour (already sorted)

- Astartes Bolt Pistol 

- Astartes Frag Grenade (x3)

- Astartes Krak Grenade (x3)

- Astartes Combat Knife

- Repair Cement

- Your Chapter Trapping

 

Depending on your Specialism, you will receive the following: 

 

Assault Marine:

- Astartes Chainsword

- Astartes Jump Pack

 

Devastator Marine:

- Astartes Heavy Bolter (with backpack ammo supply) 

 

 

Librarian:

- Astartes Bolter with Fire Selector

- Force Weapon 

 

Tactical Marine:

- Astartes Bolter with Fire Selector

- One clip of Special Issue Ammunition (just note this in your equipment for now) 

 

Techmarine:

 

- Astartes Bolter with Fire Selector

- Astartes Servo-Arm 

- One common craftsmanship cybernetic 

Edited by Commissar Molotov
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Those are the breaks...

 

"Haha!  I just struck down that Wraithlord!"

 

"Simon, there's a daemon coming out of your head."

 

"What?  Oh - flrgagrlegllllelelegrr - splat."

 

MR.

Everybody's a gangster until the walls start bleeding...

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Okay, I think I am all set on equipment now since the last post indicating all our standard gear. Went ahead and took a MIU for the free cybernetic +10 drive test. Added all the things I have and used the stats from the errata. Chapter trapping I reskinned one form the salamanders and it functions basically the same giving +2 strength.


 

 

 

If I'm reading it right, force weapons are pretty nuts.
Force Axe
1d10 + 3 + PR + Sb
If I'm counting my black (armoured) Sb for this, I'm hitting like a truck. Which I'm of course completely happy with.


Oh it gets better.

If you wound a creature you can do a focus power test and make it explode with the power of your mind.

MR.
I see I have some competition in the Melee-Murder-Monster Business. Not complaining though.
Big competition!

Edit: if my calculations are correct, if I'm frenzied and sustaining Might of the Ancients, I do 1d10+32 damage per swing + 1d10/DoS (bypassing armour and T) if I succeed on the force weapon power test, all with 15 penetration... That's absolutely insane.

I think bypassing MotA and just hitting twice would be even more damage.

 

I thought I was going to be tough giving some heretic the clamps with my 2d10+14 servo arm. Even on a bad roll thats base 33 damage. Downside is you might explode while doing it I suppose.

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I think I'm completely up to date, but I have two questions:

 

1. The errata states that Psychic Powers can trigger Righteous Fury. Deathwatch Training specifically states melee and shooting attacks don't need to be confirmed. Seems like intent here is any attack doesn't need to be confirmed, but since Psychic Powers aren't mentioned I thought I'd confirm with you CM?

2. Force Axe isn't listed (this makes me sad). It is, however, in the Inquisitor's Handbook for Dark Heresy, and is essentially a Force Sword with +1 damage and without the Balanced keyword. Should I {a} take the Force Axe from the other source, {b} use the stats for a Force Sword but say it's an axe, or {c} not use an axe at all?

Edited by Mojake
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Hi all, 

 

The next step of character creation is your Chapter Trapping. Some of you have already organised these, but for the rest: 

 

A Chapter Trapping is meant to be an icon or memento of your Marine's origin. The core rulebook lists these on p.169, and they are then scattered throughout the other books (particularly Rites of Battle, First Founding and Honour the Chapter.) 

 

These Trappings are meant to be something minor and characterful. They do offer a minor mechanical bonus in some regard. 

We agreed on a Emperor's Tarot card of some kind for Gideon, I'm just a bit confused what effect it should/would have? If you choose for it not too, that's okay!

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OK, added all the basic equipment, and added to the bolt weapon damage profiles the boosts from Mighty Shot and Bolter Mastery, not sure if that's the best way to remember them? (As an aside, do I need to add the +10 to hit for Bolter Mastery to his BS somehow, or do we just have to remember stuff like that?)

 

 

Also decided to change Chapter Trapping, as looking at the rules for Duelling Tulwar they're a bit rubbish because of Primitive rule and Titus is much more likely to Dodge than Parry anyway. Swapped to a Savage Totem (which i think will be a souvenir Ork tooth from the first opponent Titus killed in hand to hand combat), its only +2WS on the charge, but given Titus is WS48 an extra 2 just pushes him to 50, which changes his bonus from 4 to 5? (Though I'm not clear if that means a lot...?)

 

 

Very curious about possible upgrades and extras, including how much SIA we get and how the clip is split between the various rounds. I'd really like to give Titus' Huntsman-pattern Bolter some boosts to its abilities, maybe give it the Stalker's Accurate rule? And/or maybe Kraken (or even Vengeance) rounds depending what we already get in our clip?

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Just a slight split of the hair point of order here, but be advised that DW Training only Auto-confirms RF against Xenos.

 

Against anything else, RF must be confirmed.

 

I did some digging into the psychic powers and RF in anticipation of this question, but there is no clear answer.  It's Mol's gig, so what he says goes, but my suggestion would be to use the Errata on page 4 to have it as a half way house, combining:

 

Psychic Powers and Righteous Fury (page 186): "Psychic Powers that deal damage can benefit from Righteous Fury (see page 245). When a chance for Righteous Fury occurs, the attacker re-rolls the Focus Power Test using the same modifiers and power level as the original Focus Power Test to use a psychic ability. If the original test was an Opposed Willpower Test, the defender re-rolls Willpower using the same modifiers as the original Opposed Willpower Test. The roll to confirm Righteous Fury does not generate Psychic Phenomena or Perils of the Warp.”
 
With:
 
Power Format (page 189): Add the following sentence to the Action entry: “If the power targets an opponent or does damage to an opponent, the power gains the Attack Subtype (see page 237), and thus cannot be combined with other Attack Subtype actions (such as Full-Auto Burst or Semi-Auto Burst, and so on).
 
To produce the effect that any Psychic Power which gains the Attack Subtype suffers from Deathwatch Training.
 
IMHO, this is what was intended anyway.
 
 

OK, added all the basic equipment, and added to the bolt weapon damage profiles the boosts from Mighty Shot and Bolter Mastery, not sure if that's the best way to remember them? (As an aside, do I need to add the +10 to hit for Bolter Mastery to his BS somehow, or do we just have to remember stuff like that?)

 

Mol prefers to keep the original Stats clean, so don't add them to the profile.  A suggestion would be to add a note to your talents on the right hand side of your sheet, or in Special on the weapon profile, using something like (Bolter Mastery +2 Dam +10 BS Bolt only).

 

Also decided to change Chapter Trapping, as looking at the rules for Duelling Tulwar they're a bit rubbish because of Primitive rule and Titus is much more likely to Dodge than Parry anyway. Swapped to a Savage Totem (which i think will be a souvenir Ork tooth from the first opponent Titus killed in hand to hand combat), its only +2WS on the charge, but given Titus is WS48 an extra 2 just pushes him to 50, which changes his bonus from 4 to 5?

 

If it's on his armour, yes, Mol's convention is to add to your black stats anything that your armour provides.  So, correct.  Your black stats would be 5 and 50.

Very curious about possible upgrades and extras, including how much SIA we get and how the clip is split between the various rounds. I'd really like to give Titus' Huntsman-pattern Bolter some boosts to its abilities, maybe give it the Stalker's Accurate rule? And/or maybe Kraken (or even Vengeance) rounds depending what we already get in our clip?

 

Vengeance will be above your Renown Level, and therefore inaccessible other than GM fiat.  For SIA, if you're a tactical, you get one free Magazine.  All Boltgun Magazines are 28 rounds.  Your Boltgun with shot selector holds up to three magazines at any one time.  Switching between rounds is a free action.

 

All other magazines must be Requisitioned at their listed cost.

 

If you want Heavy Bolter SIA, they come in boxes of 60.  Note that HB's do NOT get shot selectors, nor can they be fitted, so it means using a Full Reload Action to change the magazine.  If you're using  a HB Ammo supply, you get 250 rounds of your chosen SIA, but that, literally is all you have, at +15 Requisition to the cost.

 

Bolt Pistol SIA is half the listed cost.

 

Edit mine.

 
 
 
MR.
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In Inquisitor it was exactly that, as Jes Goodwin designed the model that way (and subsequently the DW 40k models), here it can be treated that way for narrative and visual purposes, the mechanics just let you buy it, doesn't say how much swag your Bolter has ;)

 

You can buy different magazines and have three in your Bolter - so Metal Storm (28) Kraken (28) and then standard bolts (28) freely selecting between each for an attack.

 

MR.

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In theory you could choose to divide your requisitioned ammunition into different magazines, but it would then become overly-laborious for us to keep track of during combat. 

 

With regards to the bolter that Titus wields - I'm wary of him having a bolter that is better than the regular Deathwatch issue; the simplest answer is that when it comes to requisition for your mission that you choose a Stalker Bolter, or that you purchase the Signature Wargear talent to permanently requisition the Stalker Bolter so that it is definitively "his." That's not to say over the period of your Deathwatch service that you couldn't have modified it somewhat to make it a weapon you are more familiar with. 

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We'll see how Lightning Attack with 1d10+17 damage per hit matches up to that. I do enjoy not risking a daemon coming in to add to the carnage though...

 

 

Based on experience with Tyber (his arming sword does 1d10+17 pen 3, weapon 1d10+5 +10 from STR +2 from PA), depends on what you hit...

 

In the last fight, against the Hive Tyrant and Tyrant Guard, I needed 9's to do any damage to them. Against the Warriors, he nickeled and dimed them down since they were soaking 17 damage a hit after armor and TB, but stepping down to the Genestealers, well I was chunking them for good damage a hit since they were soaking around 13 damage. When he started to use Feat of Strength solo mode to get an additional 5 damage per hit and using two weapons he started to do more damage, but it still wasn't huge single hits.

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Yeah, it's a kind of character choice - are you going to be an assassin or a brawler.

 

The former kills the hard stuff, the latter windmills the chaff and does well against Elite types.

 

Hey Steel, your opinion mate, Power Sword or Chainsword?

 

MR.

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With regards to the bolter that Titus wields - I'm wary of him having a bolter that is better than the regular Deathwatch issue; the simplest answer is that when it comes to requisition for your mission that you choose a Stalker Bolter, or that you purchase the Signature Wargear talent to permanently requisition the Stalker Bolter so that it is definitively "his." That's not to say over the period of your Deathwatch service that you couldn't have modified it somewhat to make it a weapon you are more familiar with.

 

That's cool with me!

 

I mean, based on the weight of stuff the Astartes can carry, presumably I could take both the standard bolter and a (requisitioned) Stalker, and just fluff/roleplay it out as one gun? I don't think it costs any Actions to swap weapons(or does it?) so I could just say he's flicking a switch to change firing modes? Or am I missing something on the rules of what you can carry...

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