Character creation

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Nov 25, 2019 10:08 pm
ahhhhhhhhhhhhhhh

Rolls

??? - (1d10)

(8) = 8

Nov 26, 2019 4:00 am
By helping with some character creation, I noticed (or remembered) that the Standard Deathwatch Space starts with only basic dodge, which mean that his dodge roll use only half of his AG stat (AG/2 round down). That can be remedied by the General rank 1 advance trained dodge for 300xp and will probably become a must for every character in the near future.

Also, the errata adds the Pilot (personnal) for 100xp on the Genenarl rank 1 list, allowing any Space Marine to use and requisition a Jump Pack if they want to keep up with the Assault Marine.

@deadpool_qc The errata adds also the Flesh render talent available for 500xp in the Space Wolves advance list which can be a powerful talent if specializing with chain weapons
Nov 26, 2019 4:35 am
I updated the nature questions on my character sheet.
Nov 26, 2019 4:37 am
While every Space Marine is an expert at warfare, they each learned and focused on one aspect that was needed for their role in the Chapter. Each starting Deathwatch Space Marine chooses only one Tactics group as trained, he need to spent advance and experience to master the others at the same level.

They are : Tactics (Air combat), Tactics (Armoured Tactics), Tactics (Assault doctrine), Tactics (Defensive doctrine), Tactics (Orbital drop procedure), Tactics (Recon and stealth) and Tactics (Void combat)
More details can be found in Corebook p.105
Nov 26, 2019 4:59 am
Qralloq says:
I updated the nature questions on my character sheet.
Cool. I reviewed your sheet there is only a few details left.

Have you chosen a personal demeanor? (p.32)

The starting skill list does not differentiate between basic and trained skills. You will need to put your skill list so that you can easily diferentiate between basic, trained, +10% and +20. You can look at the Corebook character or the Deathwatch template I share in the first post for example.

You will find one post up a list of the Tactics that you can choose for your trained stating Tactics skill.

You can change your total exp spent to 13000 because the book calculate starting Deathwatch Space Marines at 12000xp built in+1000xp to spent and put Rank 2 at 17000xp spent

Almost done ;)
Nov 26, 2019 12:32 pm
I remember reading somewhere about standard issue gear but now I can't find it
Nov 26, 2019 2:55 pm
Character sheet is submited, still have 500xp to spend (spent 500 to boost T).
Edit: Added Dodge for 300xp (200xp left)
Last edited November 26, 2019 5:01 pm
Nov 26, 2019 3:42 pm
Melanqolia says:
I remember reading somewhere about standard issue gear but now I can't find it
You can find it here for convenience
Nov 26, 2019 3:51 pm
oh, thanks. I'd found it
Nov 26, 2019 3:58 pm
I...don't understand the armour section of the stats
Nov 26, 2019 4:00 pm
What do I put for the toughness bonus? Is that just the same number for my toughness (8 in my case)
Nov 26, 2019 4:20 pm
deadpool_qc says:
Character sheet is submited, still have 500xp to spend (spent 500 to boost T).
You can add Counterattack and Swift Attack to your list of talents
Space Wolves Characters (page 49): "Bonus Talent" should
instead read "Bonus Talents." Add the Counterattack Talent to
the Bonus Talents section. (living errata)

The Assault Marine gains the Swift Attack Talent.

In addition, choose one of the following:
Wings of angels
The Assault Marine may add 20 metres the movement rate
of his Jump Pack with a successful Challenging (+0) Pilot
(Personal) Test. When making a Charge whilst using this
ability, the Space Marine adds an additional 1d5 Damage to
any melee attacks. This ability only functions when in Solo
Mode.
Wrathful descent
"When making a Charge against a Horde, the Assault Marine may
inflict an additional 1d10 damage to the Horde’s Magnitude on his first
successful attack. This ability only functions when in Squad Mode.

What is your homeworld like?

What is your personality like?

Why were you selected for the Deathwatch?

What does to Deathwatch mean to you?

What do you desire?

What do you hate?


And a few suggestion for starting exp :

RITUAL DUEL FIGHTER (Rites of battle p77)
Chapter: Dark Angels or Space Wolves
Cost: 100 xp (300 xp if you choose the result of the duel)
For many of the Chapters of the Space Marines, a breach of
honour is tantamount to a declaration of war. In most cases, it
applies only when the honour of the Chapter is affronted by
someone outside the Adeptus Astartes… in most cases, but not
all of them. Several of the Imperial Fists’ Successor Chapters
have been known to take offense with other Space Marine
Chapters, but those are usually settled without incident. The
genetic sons of Leman Russ and Lion El’Jonson, however, see
things very differently.
Instead of the non-martial ways to settle their differences,
when members of the Space Wolves and Dark Angels meet,
one from each of their number must settle the honour duel of
their two Chapters. These duels are common whenever these
two Chapters meet for the fi rst time in a given region or war
zone. Often, the duellists chosen from each Chapter prefer to
fi ght the duel unarmed, more closely echoing the legendary
confrontation of the two Primarchs.
Table 2–1: Ritual Duel results
d5 Roll Effect
1
You were beaten handily. The loss of honour
to the Chapter is now a burden you must carry
until you can redeem yourself in battle. Gain
Rival (Space Wolves or Dark Angels) and are not
allowed a Chapter Trapping until you defeat a
member of the rival Chapter in single combat.
2
Though it was a close contest, your opponent
emerged victorious. Some say there was foul play,
but you know he was the better man that day.
While not angry with you, your Battle-Brothers
hold onto your keepsake until you provide proof
of redemption. You are not allowed a Chapter
Trapping until you defeat a member of the rival
Chapter in single combat.
3
After hours of fifififififi ghting, it was clear that
neither combatant could best the other. It is as
though the Primarchs re-enacted their battle
through you. You may add a +1 to the roll to
determine your starting number of Fate Points
during character creation (see page 27 in the
DEATHWATCH Rulebook).
4
You opponent almost had you pinned when you
managed a sudden reversal and immobilised
him. You gain the Rival (Dark Angels or Space
Wolves) and Sure Strike Talents
5
When the duel began, you charged your
opponent and overwhelmed him in a matter of
moments. You gain the Rival (Dark Angels or
Space Wolves) and Swift Attack Talents.

BATTLE DAMAGE (Rites of battle p.81)
Cost: 300 xp
Constant repair and refi tting is a necessity with all Space
Marines. There are some occasions, however, when armour
and other gear is damaged beyond repair. These are times
when a Chapter is reluctantly forced to use some of their
older suits of armour.
Following a vicious assault by enemy forces, your armour
was all but ruined by a salvo of enemy fi re. Though you
emerged victorious, you were forced to seek out your Chapter’s
Master of the Forge and request a new suit of power armour.
The Master of the Forge communed with the war-spirits of
the Chapter’s remaining supply of power armour, and you
were fi tted with a suit that is well-matched to your particular
strengths.
EFFECTS:
Apply all of the following changes to your character:
Gear: You may choose one additional history for your
power armour.

Dodge 300 xp (Core p60)
Nov 26, 2019 4:23 pm
https://i.imgur.com/n6ZaooB.png

Does this seem correct?
Last edited November 26, 2019 4:25 pm
Nov 26, 2019 4:30 pm
Melanqolia says:
What do I put for the toughness bonus? Is that just the same number for my toughness (8 in my case)
Exactly. Cybernetic body part increase your TB on specific location by 2, so TB can be noted separately for each location.

Every hit you receive will be assigned to a specific location determined by switching the digit of the hit (a 90 on the attack roll become location 09 which is the head)
Total damage is first reduce by external cover if you have some
Then by (Armour bonus - Weapon armour penetration)
Then reduced again by your Toughness Bonus
The rest is deduced from your wound point

When you have no wound point left, each new hit bring you deeper in the critical table until you died basically.
Nov 26, 2019 4:32 pm
Melanqolia says:
https://i.imgur.com/n6ZaooB.png

Does this seem correct?
Head will be armour 8 and body should be armour 10, everything else is ok
Nov 26, 2019 4:40 pm
Ahhh. wrong way around
Nov 26, 2019 4:47 pm
Character Creation his going well for everybody, I expect us to get started next weekend for the first mission!
Nov 26, 2019 4:50 pm
Alright. Just got background to go, I think
Nov 26, 2019 5:09 pm
@TheVagrant
For the skill Intimidation, they say it is Strength based, but can be used with Intelligence or Fellowship...
Could we say something similar about Tracking ? It is Intelligence based, but to me I feel it would be more of a Perception test, like a space wolf relying more on his senses and intuition than logic and deduction.... (If you say yes, my last 200xp will be used to buy Tracking +10%, if the answer is no, I'll use my last 200xp for a +5 WS)
Last edited November 26, 2019 5:09 pm
Nov 26, 2019 5:29 pm
deadpool_qc says:
@TheVagrant
For the skill Intimidation, they say it is Strength based, but can be used with Intelligence or Fellowship...
Could we say something similar about Tracking ? It is Intelligence based, but to me I feel it would be more of a Perception test, like a space wolf relying more on his senses and intuition than logic and deduction.... (If you say yes, my last 200xp will be used to buy Tracking +10%, if the answer is no, I'll use my last 200xp for a +5 WS)
Using Tracking with Perception make sense to me too. However, in certain context, that might require to remove the power armour's helmet or the use of something like the Fenris-Pattern Wolf helmet.

FENRIS-PATTERN WOLF HELM (rites of battle p.143)
Fenris is the frozen home world of the Space Wolves Chapter.
There, the Iron Priests of the Space Wolves reverently repair and
maintain the extensive armoury of these fi erce and valiant Space
Marines. Among the small number of innovations created by the
Iron Priests is a distinctive power armour helmet that bears the
snarling features of a massive Fenrisian Wolf, the totem animal
of the Chapter. While there are many versions of these helms,
some of them are constructed with an ingenious atmospheric
interchange system that allows small portions of the surrounding
air to be drawn into the helmet without compromising its
protective seal. In addition, the helmet’s auto-senses and augurspirits
are fi nely tuned to match the heightened sensory abilities
of the Space Wolf wearing it.
Effect: The Fenris-Pattern Wolf Helm acts as a normal power
armour helm with one exception. A Space Wolf wearing this
pattern of helm may freely use his Wolf Senses Solo Mode ability
and also gains the benefi t of the power armour’s auto-senses.
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