7375
Post by: BrookM
Okay, old one got locked due to a severe case of something something.
Here's the latest RT news, as posted in the previous thread, minus pics:
Hey everybody! My name is Jason Marker, and I'm one of the newest members in the stable of Rogue Trader freelancers. When my assignment came for Into the Storm, which entailed expanding rules for social interaction tests, profit factor, and designing new Endeavours, I was honoured and excited. So, with my new copy of Rogue Trader in hand, a group of 40K fanatics as friends, and the sure and helpful leadership of Ross [Watson] and Sam [Stewart], I dove straight into the assignment.
First off was an expansion of individual interaction tests using both Fellowship and Lore skills. In Rogue Trader, only Fellowship skills, like Charm and Command, can be used to manipulate the outcome of an interaction with an NPC. What I wanted to do was expand the rules already in game, and allow for the use of Lore Skills in social situations. See, I figured that winging it in a fast-talk situation is one thing, but a Rogue Trader who can use a Lore Skill to give themselves a leg-up in a negotiation is even better served. A successful Lore Test would give the player some kind of information about the NPC that make the players job easier. Think of it as using context clues in a conversation, like knowing the significance of a medal worn by an Imperial functionary, and using that knowledge to distract him. There are also some new modifiers that affect the final difficulty depending on how the final outcome of an interaction test will affect the NPC. In other words, it's easier to get someone to do something for you when it's beneficial to all parties, not just to you.
Next on my list was creating rules for social interaction challenges. Now, as those of you who already play Rogue Trader know, when a group of players want to pool their skills in the course of exploring the unknown, the GM can construct an exploration challenge. What Sam wanted was a similar game mechanic for social interactions, the ability for characters to pool their social skills during parties and negotiations to further the interests of their Rogue Trader. This would allow one player to talk shop with a friendly admiral while another spoke at length with an important functionary and charmed his pants off... all the while racking up levels of success or failure toward completion of the party's stated goals. In designing these rules, I wanted the success or failure of each member of the party to have very real consequences on the outcome of the Interaction, as is the case with the Exploration Challenges. Negotiations are a tricky thing, especially with a number of strong personalities at the table, and it's easier to ruin a negotiation and scuttle a trade mission than it is to bring one to a successful completion.
Once the Social Interaction part of my assignment was through, I moved on to new endeavours. For Into the Storm I designed two new types of endeavour: the Meta Endeavour and the Background Endeavour. A Meta Endeavour, an early example of which was first seen in Lure of the Expanse, are essentially huge, time and resource consuming endeavours made up of the standard endeavours found in Rogue Trader. Massive, galaxy-spanning affairs, they allow a GM to build a whole campaign filled with goals and rewards for his players. Background Endeavours, which were probably my favorite thing to work on, are endeavours that players start and leave to their “people” to finish. They run in the background while the players are off doing something fun like blowing up Orks. Their success or failure is determined by some secret rolls made by the GM, and if the wheels come off while the players are off gallivanting around, well, that's their problem for not making sure proper steps were taken to ensure success.
Lastly, I did some work expanding the Acquisition and Influence Rules. Mainly what I did here was put the brakes on rampant spending by Rogue Traders within game. You can't just roll into, say, Footfall or Port Wander and start flashing Thrones around without attracting some attention. While some is good, the appearance of wealth being every bit as important to a Rogue Trader as his actual wealth, it can also attract unwelcome attention. Spend enough and you can attract attention from all manner of criminals, pirates, and crooked officials, all of whom more than willing to separate an unlucky Rogue Trader from his money. For influence, I added a number of modifiers that make it more difficult for a Rogue Trader to use his reputation to help him get what he wants. Honestly, the further away from your usual base of operations you are, the less likely it is that anyone's heard of you, and there are plenty of benighted, backward little corners of the Koronus Expanse that haven't seen a visitor in millennia.
In all, the whole experience working with Fantasy Flight and the Rogue Trader setting couldn't have been better, and I'm looking forward to more upcoming releases!
Or read it all here: http://fantasyflightgames.com/edge_news.asp?eidn=1541
494
Post by: H.B.M.C.
The last thread got locked because Fraz can't read. Hell, the post before it was locked was chock full of news and rumours.
722
Post by: Kanluwen
He locked it a page or so prior because of a certain Femmarine(who shall not be named lest sHe appear and damn us all to purgatory of another thread lock), but someone else unlocked it afterwards.
But I digress--so Deathwatch comes out this month?
7375
Post by: BrookM
Yes, DW should come out this month, fingers crossed, right alongside Into the Storm, more fingers crossed. It's going to be a good month all told.
123
Post by: Alpharius
So far, so good.
Let me be real clear here.
Let's leave all of the "SISTER OF BATTLE ARE THE ROXXOR!!!!1!!!~!" posts out of this thread.
On the day that FFG releases the SOB/Ecclesiarchy source book, I'm sure we'll then all join our voices to that chorus.
If, for some strange reason, SOB/Ecclesiarchy is in the DEATHWATCH book - go for it!
If the SOB/Ecclesiarchy Source book is announced, great! Fire away!
Until then, DO NOT MAKE THIS ANOTHER THREAD about Sisters of Battle.
Those threads can go live in 40K GENERAL and 40K Background.
17916
Post by: Miss Dee
Got this from FFG
Steve Horvath, VP of Marketing. I've copied it below:
I don't know where your friend got his information from but it is completely false. The three hundred copies we shipped to Gen Con were planned to sell out and sent to the the show to spark interest and excitement in the book and has nothing to do with the thousands of books heading to Europe for sale, nothing has changed or been diverted because of Gen Con. Stay tuned to the web site for details as we get closer to the launch of this awesome tome.
Best,
Steve Horvath
VP Marketing & Communication
Fantasy Flight Games
494
Post by: H.B.M.C.
Yes, I posted that in the last thread, along with the Into the Storm info before it was needlessly locked for (apparently) not having any news or rumours. But no delay. Yay!
17916
Post by: Miss Dee
*Puts Scouts on Petrol*
7375
Post by: BrookM
It's awfully quiet on the Dark Heresy front though.
494
Post by: H.B.M.C.
Well we did just get the announcements for all the upcoming releases, so we know what's coming for DH, RT and DW... just not 100% on when.
123
Post by: Alpharius
It might be worthwhile if someone can re-post the release schedule here, so we can use that as a jumping off point, as the old thread is 'dead'.
This one will have a MUCH closer eye kept on it.
17916
Post by: Miss Dee
Deathwatch Game Master’s Kit
Available Fall 2010
$19.95 MSRP
The Emperor Protects
Available Fall 2010
$39.95 MSRP
Rites of Battle
Available Winter 2011
$49.95 MSRP
Mark of the Xenos
Available Spring 2011
$39.95 MSRP
The Achilus Crusade
Available Summer 2011
$39.95 MSRP
123
Post by: Alpharius
Those are all DW releases, right?
If so - ouch!
Pricey, but worth it, I'm sure!
17916
Post by: Miss Dee
Yeppers
494
Post by: H.B.M.C.
Rites of Battle is the big one.
Vehicle rules, new Chapters, Create-a-Chapter rules, different Marks of Armour, new weapons - it is to DW what the Inquisitor's Handbook is to Dark Heresy, and what Into the Storm is to Rogue Trader.
123
Post by: Alpharius
H.B.M.C. wrote:Rites of Battle is the big one.
Vehicle rules, new Chapters, Create-a-Chapter rules, different Marks of Armour, new weapons - it is to DW what the Inquisitor's Handbook is to Dark Heresy, and what Into the Storm is to Rogue Trader.
Thanks for the reminder/refresher!
This is THE one, isn't it?
26407
Post by: Bloodwin
I'm looking forward to the Deathwatch release. I'm currently torn between D&D and WHFRP on the PnP front so some sci-fi would be cool. Especially with the Tyranid themed adventures so far. What would be a good way to get new players into the fluff of Deathwatch? One player of mine knows 40k well the other two are new to the setting.
15571
Post by: BaronIveagh
Eh, you could always point them to Lexicanum. Otherwise, there really isn't a setting bible (would that there was one) to point them at.
494
Post by: H.B.M.C.
Even just reading the background section of the 5th Ed rulebook would do.
5394
Post by: reds8n
Bloodwin wrote:I'm looking forward to the Deathwatch release. I'm currently torn between D&D and WHFRP on the PnP front so some sci-fi would be cool. Especially with the Tyranid themed adventures so far. What would be a good way to get new players into the fluff of Deathwatch? One player of mine knows 40k well the other two are new to the setting.
I'd agree that a general read of the background section of the rulebook would help, also perhaps the short story " Headhunted" in the "Heroes of the Space Marines" book which is, helpfully, about a Deathwatch unit in action. The author is going to be doing full novels about the same characters..oohh... next year AFAIK.
17916
Post by: Miss Dee
DeathWatch RPG- Heavy delay due to issues with print- ETA October 28th.
this is for Europe. so i have been told.
7375
Post by: BrookM
Source?
17916
Post by: Miss Dee
A friend from Wayland games
7375
Post by: BrookM
Well, if it's true then bummer.
494
Post by: H.B.M.C.
I'm pretty sure they said there were no delays.
7375
Post by: BrookM
Let's hope so, I could do for something crazy this time of the year. Be it an FFG release on schedule, FW sending me perfectly cast parts or dare I say, me actually winning a game.
17916
Post by: Miss Dee
I had no response to an email I sent them yesterday about it.
494
Post by: H.B.M.C.
I'd be surprised if they even respond to E-mails.
17916
Post by: Miss Dee
they responded to my last one
21735
Post by: the_dunner
I attended the Gen Con seminars for Deathwatch and Dark Heresy. These mostly covered material that was already announced in the previews. But there were two things mentioned that seemed relevant to things that have been discussed here.
The first was that in their "in house" Deathwatch campaign, one of the guys used the Ascension rules to play an Inquisitor accompanying the Deathwatch. Apparently, it worked quite well.
The other is that the upcoming Dark Heresy book will include much more coverage on the SoBs.
494
Post by: H.B.M.C.
the_dunner wrote:The other is that the upcoming Dark Heresy book will include much more coverage on the SoBs.
Shhhh! Don't talk about the 'sisters'. It's like saying Bloody Mary three times into a mirror - only instead of a hideous visage, you see this:
But yes, the Blood of Martyrs book (or whatever its called) will focus more on them. This is a good thing as Ascension essentially forgot that they even existed, to the point where I genuinely believe that FFG just forgot about them until the book was almost done.
17916
Post by: Miss Dee
Dont say that or we will be closed down.
494
Post by: H.B.M.C.
Not as long as Fraz never sees the thread. As long as we've got my main man Alpharius on board, every second post in the thread won't suddenly become hers.
7375
Post by: BrookM
Hopefully Into the Storm will hit soon, the lads are getting itchy to be treated like adults for a change.
Looking forward to the additions to acquisitions.
494
Post by: H.B.M.C.
Looking forward to the vehicle rules. Then I can knock up some Chimeras and Rhinos for my DH campaign and get cracking.
7375
Post by: BrookM
Already ahead of you on that one. Converted a Vindicator into a command vehicle of sorts, the ideal ride for a military oriented Rogue Trader. Depending on how the rules will be vehicle use might range from escorting it all the way to using them for fights. I've got those AT-43 ONI armoured cars just for such an occasion.
494
Post by: H.B.M.C.
From a thread at /tg/:
All Vehicles have Tactical and Cruising SPeed, Armour, Structural Integrity, Weapons, Carrying Capacity, Manoeuvrability and Size as 'Characteristics'.
Heres a quick list of the vehicles included in the book;
Aquila Lander (size Enormous), Arvus Lighter (size Enormous), Calixis-Pattern Fury Interceptor (size Massive), Chiropteran Scout (Enormous), Drop Pod (HELLYEAH, Enormous), Gun-Cutter (Massive), Halo Barge (Massive, a mass-hauler), Hephaestus Ore Seeker (Massive), Land Speeder (Hulking), Rhino APC (Enormous), Scout Bike (Hulking), Sentinel Walker (Hulking), Venator Pattern Air Yacht (Massive), Warbike (Hulking).
Rhino APC;
Type: Ground Vehicle.
Tactical Speed: 15m
Cruising Speed: 70 kph
Manoeuvrability: +0
Structural Integrity: 25
Size: Enormous
Armour: Front 24, Side 24, Rear 20
Crew: Driver, Gunner.
Carrying Capacity: 10 Soldiers with gear.
Weapons: Pintle-mounted storm bolter (Facing All, Range 90m, Basic, -/-/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)
It is reliable tech, meaning any tech-use to repair or restore it is +20. Avaliability is Rare. Reinforce Hull; When a vehicle with a reinforce hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
And you can do this until they give up:
Ram (Full Action);
The vehicle attempts to ram a person or another vehicle. The vehicle must move at least its tactical speed in a straight line, and the Driver must make a Challenging (+0) Drive or Pilot test ((Yes folks, you heard it here, you can run over people with aircraft)). If he succeeds, his vehicle hits his target, doing damage equal to the AP on the vehicle's side facing that hit plus 1d10. If the vehicle moved twice its tactical speed, it does 2d10. If the vehicle is ramming another vehicle (or something equally large and solid, such as a plascrete wall or promethium storage tank), it also takes damage equal to the AP of the vehicle it hit plus 1d5. For every point of damage the ramming vehicle inflicts, it also moves its target 1 metre.
Some stuff on Kroot (love the idea of using Profit Factor rather than Willpower for tests - Mercs to the end!):
Kroot have origin paths (Bold Hunter, Cunning Hybrid, Greenskin Hybrid, Headhunter, Stalker).
Characteristics, all 2d10+;
WS=30
BS=25
Strength=25
Toughness=25
Agility=30
Int=20
Perception=25
Willpower=25
Fellowship=20
Wounds= 1d5+3 and double toughness bonus
Fates= 1d10. On 1-5, begin with 2 fate points, on 6-10 begin with 3.
Got some good talents, such as using profit factor instead of willpower on fear tests and pinning tests.
They start with unnatural strength (x2)
They can also become Kroot Shaper's in the future as an alternate career.
Kroot Shapers have Air of Authority, Command and the like, for those curious.
Kroot Talent: Hyperactive Nymune Organ.
The Kroot's nymune organs are hyperactive, storing greater amounts of energy. The Kroot's metabolism is sped up, improving his raw muscle speed, reflexes, and reaction time. The Kroot gains one additional Reaction per round. When taking the Full Move action, the Kroot may move an extra number of metres equal to his unmodified Agility Bonus. When taking the Run action, he may double his movement for one Round. He gains one level of Fatigue if he uses this Talent in two consecutive Turns unless he passes a Challenging (+0) Toughness test.
No scans, I'm just here to make you all drool and want to buy the book even more.
Da Orksez:
[Orks] are pretty tough, Unnatural Toughness (x2), Sturdy, Iron Jaw, True Frit and all Medicae tests are at +20, Furious Assault, all of this on character creation, pretty much means they will be there for the duration most of the time.
They also benefit from having boyz around them, of course, such as every additional ork within 10m of them increases their Willpower +10 each to resist the effects of fear and pinning.
They have klans, with the usual plus to Strength or such, as well as new trained skills.
Strength, Toughness and Weapon Skill are the easiest characteristics to advance as an ork, shock horror.
Painboy (Oddboy);
Invaluable to other Orks, Painboys are Orks with an understanding of medicine. Painboys gain Medicae (Int) as a Trained Basic Skill.
Orks can be Kommando's (coming out of sneaking towards a enemy counts as Fear (1) is their special talent)
Mekboy (Worky Gubbinz, can preform feats of engineering that defy logic, scrap metal into an effective gun, etc. All Ork-made weapons are Reliable, in general a he can make a Tech-Use test to quickly 'kustomise' on any device he comes across, whether it needs it or not. With weapons, this takes a number of minutes equal to the number of half actions the gun normally takes to reload. If the test passes, craftmanship goes up by one step until the next time it needs to be reloaded, at which point it breaks and needs to be repaired. If the Ork 'kustomise' another half-held device or peice of gear, all tests to use the object gain a +5 bonus for a number of hours equal to the Ork's Willpower Bonus, at which point it ceases to function. GM can devise alternate effects for Mekboy's 'kustomisations'. In all cases, if the test is failed, then the device breaks and will not work until repaired fully.)
Small addition, sorry if that was not made clear. There are multiple ones a starting ork can have, such as Hunta, Driva, Mekboy, Trappa, etc.
Mekboy in regards to starting talent (rather than the alternate career) means you start with Tech-Use (Int) as a Trained Skill. Tech-Use can be gotten through klan origins and such.
On that note even, Orks have poor Int (2d10+15 on Char gen), but a MekBoy with that Worky Gubbinz talent will be very RP intensive and orky, I feel.
Can you corrupt an Ork, or a Kroot?
On the note of alien races (Kroot and Ork), they suffer from Insanity and Corruption very differently from humans.
Orks: Can't be corrupted. Too many insanity points makes you a Madboy, which tends towards unpredictable behaviour, particularly when gathering with other Madboyz. Six hour shouting matches with their own echos, rummaging through scrap heaps to 'make sumfing important', they do not having any true mechanical effects on the character. But when they reach 100 Insanity points, he can not be played. He is just too out of it.
Kroot: Corruption for a Kroot means he reverts to beating everything up with his own fists (and beak, 1d5+SB R, Primitive weapon) and eating them there and then if given the chance. For insanity points, it takes as normal, but the GM should consider how disorders affect the Kroot, for example, a Kroot is unlikely to suffer a phobia of the dead, and they are so alien in thinking that they will most likely not self-mortificate to attone for sins. A cunnying hybrid Kroot may suffer fromkleptomania, however.
More as I find it.
[EDIT]: MOAR!!!!
Ship stuff:
Many. Plasma Drives, Warp Engines, Void Shields, etc. Here are some of the better ones;
Gellar Field: Emergency Field;
Some Captains equipt their Gellar field generators with emergency cogitation circuits that activate the field automatically upon detecting the warp. If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place.
Clan-kin Quarters;
All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1.
Cold Quarters;
Once per game session, the ship's captain may choose to reduce one source of Crew Population loss to zero.
There are so many guns and shields to choose from, so I'll give you Drop Pod bays, shall I?
"Storm" Drop Pod Launch Bays;
Steel Rain: When working towards a Military Objective, the players earn an additional 50 Endeavour Points towards completely that objective.
Drop Pod Deployment: The players may use drop pods. The "Storm" design is equipted to hold 20 pods, although it may only launch 10 every 30 minutes or so (in other words, it may launch 10 pods every Strategic Turn). The pods must be recovered from the planet's surface before being reused.
In regards to ships, you can also upgrade crew uniforms, gold-plate everything, have cherubims, vaulted ceilings to improve morale, etc.
[EDIT 2]: STILL MAOR!!!1
Another vehicle:
Gun-Cutter;
Type: Spacecraft
Tactical Speed: 25m / 14 AUs
Cruising Speed: 2,000 kph/ 5 VUs per Strategic Turn in space
Manoeuvrability: +0
Structural Integrity: 45
Size: Massive
Armour: Front 40, Side 35, Rear 30
Crew: Pilot, Co-Pilot (optional), Tech-Priest Enginseer, 2 Gunners.
Carrying Capacity: Quarters for 6 people, max room for 30 or equivalent cargo.
Weapons
2 Pilot-operated Long-barrelled Autocannons: Facing Front, Range 450m (5 AUs), Heavy. S/2/5, 4d10+5 I, Pen 4, Clip 500, Reload 2Full
Special new Genestealers next (I hope). Automatically Appended Next Post: And now... atomic weapons? Eh?
Crew Improvements;
New suits, replace old equiptment, new mess-supplies, extended training regimes, whatever you fancy, making the crew happier and better-trained! Permanent +2 to Crew Morale!
Poor Craftmanship Crew Improvements only grant a permanent +1 bonus. Good grants +3, while Best is +3 to Morale and +5 to Crew Rating.
Crew Improvements are considered Average rarity.
Atomics (this is a big one, so I'll try and cut her down to the basics);
A single atmoic has the power to destroy a hive spire between five and 10 kilometres across. It can be adapted to be mounted in a torpedo or fired from a marcocannon. Weapons make one shot in regards to using atomics. If it hits, it does 1d5+4 hits, doing 1d10+6 damage each. Void shields and armour protect as normal, but all damage is added as if it were within a single salvo.
If denotated inside a starship or station, it's destruction is guaranteed.
Atomics can be Acquired multiple times, but each Aq brings you one atomic.
In starship combat, a character must make a Ballistic Skill Test as an Extended Action to hit a single target within range of the marcocannon; a successful hit has the aforementioned effects. The remainder of the marcocannons in a battery may fire as normal as part of the ships Shooting Action.
Poor Craftsmapship Atomics are less reliable, and only do 1d5+2 hits. Good do 1d5+5. Best do an automatic 10 hits.
Atomics are considered Near Unique rarity.
5394
Post by: reds8n
Looks like the vehicle rules are a modified version of the BI ones then, which makes sense.
Seems they've made the rhino a bit more armoured, which is nice.
494
Post by: H.B.M.C.
Honestly Atomic Weapons make no sense to me. How can something so... puny... be considered 'near unique' when Cyclonic Torpedoes and Virus Bombs are not? "Magos Katakai - we have gathered the material to create a single atomic! With it we shall seriously damage that hive world!" "Before we remove all life from the world in a single salvo from orbit?" "Yes my Magos, before we remove all life from the world in a single salvo from orbit." "So we are going to make this small atomic device to significantly damage a small section of this world first." "Yes." "And then after that, blow the whole world up with our non-rare Cyclonic Torpedoes." "That's the plan." "That's stupid."
17916
Post by: Miss Dee
Nuke the site from orbit... only way to be sure.
494
Post by: H.B.M.C.
No. Lance the site. Macro-Cannon the the site. Send 300 metre long torpedoes into the site. Bombardment Cannon the site (if you're a Marine).
You don't use... a piddly pathetic nuke. That makes no sense. 40K is bigger than that. I don't mind nukes existing, but 'near unique' - are you gaking me? Automatically Appended Next Post: More stuff!
On Medbays:
No medical bays, sorry. I'm sure a compenent GM will be able to imagine one up using all the other compenents here as refferences. It's quite odd actually, you'd think a decent Medbay would come before, say, a Arboretum (giant garden, double time ship may remain at void without suffering crew population or morale loss. Crew population permanent +2, Power:2, Space:2, SP:1, transports, raiders, frigates, light cruisers and cruisers only.)
On the other things Orks get:
Orkz Talent time!
Runtz;
Ork has a number of runts as his impromptu entourage equal to the number of times he has taken this talent. They may be Attack Squigs, Gretchin, or Snotlings, in any combination. Snotlings are generally useless due to size and count as half a Runt. The Runts are restocked (in case one dies due to neglect/being kicked to hard/bullet) at any point the GM feels it is ok. They follow the command of the Ork they follow.
Also, Orks in general can choose to do Intimidate with other orks rather than Command, affecting subordinates equal to his Strength bonus rather than fellowship. Dealing with non-Orks does not grant such a bonus.
29408
Post by: Melissia
Nukes are "near-unique" because the Imperium prefers to use more powerful conventional weapons which do not pollute the planet with radiation. Radiation, after all, causes mutation, and the Imperium hates mutation.
494
Post by: H.B.M.C.
Then why use them at all? I don't care that they're unique, I care that someone would ever think to use them when better and more efficient weapons are available (and common).
29408
Post by: Melissia
I agree, but keep in mind that Rogue Traders, Governors, etc are not the sanest individuals around, and also keep in mind that the nukes are there for the players, and modern humans (IE, the players) have a lot more cultural baggage around nukes than they do the more conventional weapons.
494
Post by: H.B.M.C.
Just seems like a really out-of-place addition to the game that FFG have made.
17916
Post by: Miss Dee
That was a cool quote from ALIENS.
494
Post by: H.B.M.C.
Miss Dee wrote:That was a cool quote from ALIENS.
Really? Never heard of the film.
29408
Post by: Melissia
H.B.M.C. wrote:Miss Dee wrote:That was a cool quote from ALIENS.
Really? Never heard of the film.
Wait, what? Is that sarcasm or have you been living under a rock?
494
Post by: H.B.M.C.
Does no one here read subject titles on posts these days?
5394
Post by: reds8n
... if you read the title to Mr. HBMC's previous post -- the little bit at the top that says " lets see how long this takes".. I believe his joke should become clear, if it wasn't already.
Does anyone have any further information about this rumoured delay to the DW release then ? Anything on the FFG boards at all ?
494
Post by: H.B.M.C.
Wayland has said October.
17916
Post by: Miss Dee
Still not got anything back from them.
might have to ask Leisure Games to cancel the order.
494
Post by: H.B.M.C.
Vehicle damage table:
1-2 = Jarring Blow: Any crew who are not strapped in or otherwise secured must make an Ordinary (+10) Toughness Test or be stunned for 1d5 Rounds. All shooting from the vehicle in the next round suffers -20 to hit as aims are knocked askew and shots go wide.
3= Staggered: A direct hit leaves the pilot stunned and reeling. He must pass a Challenging (+0) Toughness Test or become stunned or unable to drive or pilot for 1d5 rounds. Ground vehicles come to a screeching halt, skimmers drift in the direction it last moved in, and flyers will slowly tip over and begin a ternimal dive unless the pilot comes to his senses and rights the aircraft.
4= Weapon Destroyed: Randomly selected weapon is hit, twisted and melted beyond repair. It no longer functions and there is a 25 percent chance the weapopn's ammo will cook off. If it does so, roll damage against the vehicle and any gunners manning the weapons as if the destroyed weapon had hit them, halving all damage rolled.
5= Drive Damaged: A hit tears of treads, penerates air intake, or tears into the grab generator housing. Reduce the vehicle's tactical speed by 2d10 (cruising speed by half). If this brings the tactical speed to 0, the vehicle is immobilised. Ground vehicles shudder to a halt, skimmers and flyers crash into the ground ((Note, there is an entire half a page on 'Crashes' next to the crit table.)).
6= Penetrating Hit: A hit tears through the vehicles armour, leaving useless shards of metal. Reduce AP on this facing by half. If the shot was ranged, it rips through the interior of the vehicle as well. Each passenger and crew member has a 20 percent chance of being hit by the same shot and taking half of the rolled damage. In additiona, the vehicle is now open to the outside, which could be a problem if you are in a toxic environment, underwater, or in a vacuum.
7= Fire: Vehicle catches fire as fuel stores ignite and power reserves overload. Anyone inside must make a Difficult (-10) Agility Test or catch on fire every Round they are inside the vehicle. In addition, each round there is a 20 percent chance the vehicle will explode.
8-10= Destroyed: The hit wrecks the vehicle, turning it into a shattered hulk. Anyone inside takes 2d10 Explosive damage, and must make a Difficult (-10) Toughness Test or be stunned for 1d10 Rounds. Skimmers or flyers crash to the ground or go into a terminal dive. Hope there are enough grav-chutes to go around...
11+= Explodes: A direct hit to the ammo stores, fuel tanks or another vital part of the vehicle turns it into a raging fireball. Anyone inside takes 5d10 Explosive damage. Anyone within 2d10 metres of the vehicle suffers 2d10 Explosive damage as it explodes. If the vehicle has an open up, sides, or hatches, passengers or crew may make a Dodge Reaction to bail out at the last second. If they succeed, they only take 2d10 Explosive damage.
7375
Post by: BrookM
After a ring with my FLGS I've found out that they are less than optimistic about either release being there any time soon.
494
Post by: H.B.M.C.
Finally - Genestealer: Sunerisle Strain Genestealer Profile; WS= 65 BS= - S= 60 T= 54 Ag= (12) 62 Int= 35 Per= 48 WP= 48 Fel= - Wounds= 16 Skills: Awareness+10, Climb+10, Concealment+10, Dodge+10, Silent Move+10. Talents: Ambidextrous, Crushing Blow, Fearless, Genestealer's Kiss (noted below as (1)), Hard Target, Leap Up, Lightning Attack, Lighting Reflexes, Resistance (Cold, Poisons), Step Aside, Swift Attack. Traits: Dark Sight, From Beyond, Fear 2, Improved Nat Weapons (non-prim claws, basically),Multiple Arms, Natural Armour (5) All, Unnatural Agility (x2), Unnatural Speed. (1) Genetealer's Kiss; Possess ovipositors in their maws that implant victims with alien DNA, seeding the target with a parasite that will grow and form a hybrid creature. Over time, a group of hybrids will breed purstrain genestealers. If bitten by gneestealer (which only happens if target is helpless or incapacitated), target must pass a Challenging (+0) Toughness Test. Failure means he becomes a host for alien DNA and cares for the implanted hybrid until it is own like his own child. The DNA taint can be removed with a Very Hard (-30) Medicae Test with the use of advanced medicae facilities. Claws: 1d10+8 R, Pen 7, Tearing) Appear to be the same as the DH Creatures book. This is a good thing.
494
Post by: H.B.M.C.
Lots more Ork stuff:
Deffgun;
Heavy, 90m, S/4/8, 1d10+10 Impact, Pen 2, Clip 50, Reload 2Full, Inaccurate, Unreliable, Unweildy, Storm, 45kg, Extremely Rare/Rare.
Also note that Orks remove the Unreliable trait to their own specific weapons, and in some cases (Mekboy), they actually gain the Reliable trait. Most customised Ork weapons also have 'kustom bitz', such as a bigger barrel for more range, more damage, louder to pin enemies better, and even spikey bits to make 'em more choppy.
Bomb Squig;
Thrown, 3d10m range, S/-/-, 4d10+5 Explosive damage, Pen 0, Accurate, Blast (1d5), 5kg, Extremely Rare/Rare.
Nothing specific, but you can take the before mentioned Deffgun and add kustom bitz to it (Trade (Armourer) test, which Mekboys can get easily), making it the biggest and most dakka-iest gun around. For example;
Bigga Barrel: Increase weapon's range by 10m.
Bigga Klip: Dangling ammo belts, additional clips etc. Doubles clip size.
Kombi-Shoota: Twin linked weapons, but do not need to be the same gun (for example, flamer and a Big Shoota in one), select which gun is the Primary and which is the Secondary. Primary retains its statistics, whilst secondary has its clip size reduced to one and its rate of fire to a single shot. Weight is primary weapon weight plus half of the secondary. Add a rokkitlauncher to your Deffgun, and make it propa orky!
Sparky Knobz: Weapon gains Shocking quality.
Red light: Functions as Red-dot laser sight. But its just a red lightbulb, which the ork claims makes it more accurate.
More Shooty: Damage and Pen increase by 1.
Orks, in general, tend to only be able to wear certain armours. Shock trooper carapace is a no no due to the size, but power armour can be possible. They can always tear it apart and make themselves some new, 'better' armour if they come across some guardsman flak, etc.
'Ard Hat: Head, 2 AP, 3kg, Scarce/Common.
Boss Pole: Additional onto the head, +10 to all Command tests when interacting with other Orks.
'eavy Armour: Body and Legs, 4 AP, 8kg, Very Rare/Scarce.
Iron Gob: Head, 2 AP, 5kg, Very Rare/Scarce, +10 bonus to Intimidation Tests. Cumulative AP with other head armour.
Squighide coat and leggins: Common type of armour for orks, Body Arms and Legs covered, 3 AP, 4kg, Scarce/Plentiful, counts as Primative unless worn by an ork.
Thats it, sadly. But remember, the Mekboy should always be able to add plating to it, unless your GM is a rule.
Also, Power Klaw;
Melee, 2d10 E, Pen 10, Power Field, Tearing, Unweildy, 17kg, Near Unique/Very Rare. Aaaaaand, just read the Ork Powerklaw description. The powerklaw DOUBLES the wearers SB. If they do have the Unnatural Strength Trait, they add +1 to that Trait (x2 would go to x3, for example). That gives you a theoretical maximum (using starting stats) of 3D10+10, picking the two highest D10's.
Big Choppa, for the curious, is: Melee, 2d10 R, Pen 2, Tearing, Unbalanced, 10kg, Rare/Average.
Ork Characteristics, 2d10+;
WS=25
BS=10
Strength=30
Toughness=30
Agility=20
Intelligence=15
Perception=20
Willpower=20
Fellowship=15
Starting wounds= 1d5+1 and add twice their starting Toughness Bonus. Unnatural Toughness does not count for this purpose.
Starting fate points= Roll 1d10 to determine an Ork character's starting fate points. On a 1-5, he gets 1. 6-10, he gets 2.
Starting skills (taken from Ork Freebooter, which is assumed to be all ork players at first): Awareness, Barter, Carous, Common Lore (War), Speak Lang. (Low Gothic).
Starting Talents: BWT (Primative, SP), MWT (Uni), Poor (Own Klan), PWT (Prim, SP).
Starting traits: 'Ard, Made Fer Fightin', Make It Work,, Mob Rule (I can divuldge what these do if anyone wants)
Starting gear: Common-craft Shoota, or Good-craft Slugga, plus one Best-craft Choppa or Good-craft Big Choppa. Ork style void suit, Squig-hide Coat and Leggings, Helmet or skull taken from fallen foe. 1d5 Teef.
'Ard: Orks gain Unnatural Toughness (x2), Sturdy Traits. Iron Jaw, True Grit. All Medicae tests at +20.
Made Fer Fightin': Furious Assault and Xenos Weapon Training (Ork) Talents.
Make It Work: All Ork weapons that have the Unreliable trait are counted as not having said trait when weilded by an ork.
Might Makes Right: Intimidate with other Greenskins instead of Command if you wish, affecting a number of subordinates equal to Strength Bonus. Does not affect non-greenskins.
Mob Rule: +10 to Willpower Tests against Fear and Pinning per Ork surrounding you within 10m. No mention of a cap on the ability is mentioned, but use common sense.
All Orks start with the above listed Talents, as well as Common Lore (Orks) (Int), Intimidate (S), and Speak Lang. (Ork) (Int) and Trained Basics.
A couple of examples of Ork talents:
Da Nekst Best Fing: Allows the Ork to gain some benefit from non-Ork allies when calculating the Willpower Bonus from Mob Rule ability.
More fer Me! When outnumbered in combat, the Ork gains a bonus to hit equal to the normal outnumbering bonus - the prospect of so many enemies only encourages it.
Runtz: One of the most common talents for Orks - it's available at most ranks, this talent gives the Ork a Gretchin slave, an Attack Squig pet, or a pair of Snotlings each time you take it. While the creatures may die from battle or mistreatment, they grow from its shed spores, so you get them back eventually as a matter of course.
Bad Moons; +20 to all Barter tests when dealing with other Orks, +10 to all Acq. Tests made to deal with Ork traders or obtain Ork equiptment.
Blood Axes; Common Lore (Imperium) (Int) or Concealment ( Ag) as a Trained Skill. Add +3 Per or Ag.
Death Skulls; Tech-Use (Int) or Sleight of Hand ( Ag) as Trained Skills, and the Runtz Talent from the get-go. Blue warpaint and various talismans count as a Charm.
Evil Suns; Drive (Ground Vehicle) ( Ag) or Tech-Use (Int) as Trained Skills.
Goffs; Increase Strength by +3.
Snakebites; Resistance (Poison) Talent, and gain either Survival (Int), Tracking (Int) or Wrangling (Int) as a Trained Skill.
A new psychic discipline, Theosophamy:
Theosophamy is a psychic discipline which focused on the manipulation of the Warp during its interaction with the material universe. Unlike Daemonology, it is based on the use of ritual and control rather than letting loose the full raw power of the warp. This is because the use of theosophamy is intended for the disruption or the closing of rips in the barrier between dimensions rather than opening such breaks.
Confound Daemon : by disrupting the flow of energy from the warp into real space, a Psyker can temporarily disorient a Daemonic creature.
Seal Warp Breach : this power allows its user to cut off a connection between the mortal universe and that of Warp space which serves as a vital link for a Daemonic entity who draws power from such a tear and thus can lead to both their weakening as well as their banishment.
Stigmatise : a power that allows a psyker to create a disruption between a mortal and their soul which not only disconcertes the target but also creates a subconscious suspicion amongst their cmorades.
Strike Daemon : a psyker is capable of firing a powerful psychic bolt of faith which damages Daemonic foes through the strength of the users mind.
Theosophamy. Basically, you make use of your bond with the God-Emperor and are 'Holy' weapons, capable of banishing the daemonic.
Banishement; Full Action, No sustain, 500xp, Opposed Willpower, 5m x Psy Rating range.
Only affects those with the Daemonic Trait (or creatures determined as warp-entities). Every degree of success on the Focus Power Test makes the target take 1d10 points of damage, ignoring armour and toughness. If you win by 5 DOS or more, the entity is flung screaming back into the warp and is utterly destroyed.
Warp Weapon (requires Soul of Adamantium and Sanctuary to take);
300xp, Willpower focus test, Full Action, Sustainable.
By taping into the streams of warp energy that pass through the moral realm, and through their faith, the psyker is able to temporarily wrap a single melee weapon with this energy. This energy only lasts a short amount of time, but during that time, the weapon becomes insubstantial and passess through the toughest armour. The technique only affects melee weapons, and only those being held by the psyker (once he drops it, it loses this power) with the Warp Weapon Trait (see Rogue Trader, page 368 for details).
Couple'a new Plasma Weapons (there are around 35 pages of new weapons/equipment in this book):
Wrath Plasma Pistol;
Pistol, 40m, 1/-/-, 1d10+8 E, Pen 6, Clip 8, Reload 3Full, Overheat, Accurate, 5kg, Extremely Rare.
...
Here is a much bigger plasma gun (not pistol);
Clovis Plasma Gun;
Basic, 60m, 1/3/5, 1d10+5 E, Pen 6, Clip 40, Reload 5Full, Overheat, 20kg, Extremely Rare. Can't be fired on full auto with Maximal Setting on, but may semi or single shot.
Yes, that's a Full-Auto Plasma Gun.
New force fields, including Displacer Fields (!) and Mirror Shields (!!):
Force fields (refractors, etc) work differently now. You roll a 1d100, and if your result is below the protection rating of the force shield, and does not affect the character (but may affect other nearby characters, environment, etc). They can also overload. Compare the 1d100 roll to avoid damage against;
Poor quality: 01-20 overloads
Common: 01-10 overloads
Good: 01-05 overloads
Best: 1 overloads
Overloading makes it cease to function and needs to be either recharged or repaired (can be recharged with the Luminen Charge Talent or a successful Very Hard (-30) Tech-Use Test).
Archeotech Mirror Shield: PR (protection rating) 60, only applies to Arms and Body, when it blocks an attack, player can make a Challenging (+0) Agility Test as a reaction. On success, he reflects the attack back at the enemy, suffering all the effects of the hit. Near Unique.
Conversion Field (Locke-pattern): PR 50, if it blocks more than 12 points of damage from a single attack, release of light occurs, acting as a photon flash grenade burst centred on wearer. The wearer is unaffected by the burst of light, but nearby enemies (and allies) are. Extremely Rare.
Displacer field (Mars-pattern): PR 55, can automatically (or manually) activate a miniature warp-jump engine. If the field blocks an attack, roll for a random direction, then roll 2d10 for the number of metres travelled. Wearer will always emerge on solid footing and in a suitable empty space. If all three dice come up with the same number (e.g. three sevens), user does not emerge for 1d5 rounds and gains 1 Corruption Point. If wearer is suprised, he just forfeit his next turn due to the shock. Near Unique.
Eldar Forceshield: PR 75. Unique.
Power field (Ryza-pattern): PR 80. Comes in Personal and Vehicle/Emplacement varients. Personal can only be used for an hour due to charge life. Personal units automatically encumber the wearer. Field causes the air to ripple and crackle with static discharge, imposing a -40 to all tests requiring stealth to succeed. Does not function on ranged attacks withing 3 metres, or melee attacks. Personal is Near Unique, Vehicle/Emplacement is Extremely Rare.
Refractor field (Mars-pattern): PR 30, surround user in a hazy glow of light, making them easily detectable in low lighting or at night. Very Rare.
Salvation shield: PR 70, ,very small (think button sized), activated by a coded series of touches, small invisible force shield around the shield, projects half a metre away from wearer in a small square metre shield and is on scale with a power field, but only lasts a few minutes. Automatically recharges by itself within several hours.
Some ship-based items:
Emergency Field: If the ship unexpectedly enters the warp roll 1d10. On a 3 or higher the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place. 2 Power 0 Space 0 SP
Jovian Missile Battery (Macrobattery):
This unusual weapon system relies on medium ranged missile pods rather than more 'conventional' macro- batteries. The Pods are mostly outside the hull and can fire all their missiles in one immediate devastating salvo, an advantage tempered by the lengthy time it takes to reload them.
LABOR INTENSIVE: This weapon component may only fire every other turn.
Power 5 Space 5 SP 1 Strength 5 Damage 1d10+1 Crit Rating 6 Range 6
Lathe- Pattern Grav- Culverin Broadside:
The strange orbital dance of the three planetoids that make up the Lathe Forgeworlds has given the magos there a unique insight into the ancient art of grav weaponry, using strange forces to hurl warheads at tremendous speeds. Due to the unique methods of propulsion, variant warheads can also be fired through the grav culverin, including self propelled ordinance for greater range.
Broadsides: Must occupy a port or Starboard Weapon slot. Light Cruisers cruisers Only.
Self Propelled Warhead: Before firing this weapon, the firer may choose to increase the range of this weapon by 2 VU. If he does so damage is decreased to 1d10+1
Power 5 Space 5 SP 1 Strength 6 Damage 1d10+3 Crit 6 Range 5
Sunhammer Lance
Power 9 Space 6 SP 2 Strength 1 Damage 1d10+3 Crit 3 Range 9
Castellan Shield Array: Only a few Imperial ships are blessed with "Castellan" class void shileds, and even fewer are ships of the line. These shields' multiple banks of fail-safe circuit breakers take up a great deal of room, but can mean they remain up under even more stress than a single Castellan Shield.
Void Shields: This component counts as a ship's Void shields, giving the ship two void shields. (counts as a ships void shields)
Fail Sages: Once per strategic turn, during one opponents Strategic turn, the ships Enginseer Prime may make a difficult (-10) tech use test. This does not count as the enginseer's extended action. If he succeeds, the ship doubles its number of void shields for the duration of a single oppponent's strategic turn.
Storm Trooper Detachment;
Specially trained in boarding activities and ship security. Captain must have a Contact or Good Reputation with the Imperial Guard, in addition to the usual Acquisition requirements. They are too few to launch full-scale boarding actions against other ships. However, when it comes to hit and run raids, Storm Troopers are deadly efficient, and are likewise in defending against boarders when in charge.
When a ship with this compartment conducts a Hit and Run raid, the raid doubles the amount of Hull Integrity damage dealt. When a ship with a Storm Troopers detachment wins an Opposed Command Test while defending in a board action, it adds 1d5 to the damage inflicted to Crew Population. There is no Poor Craftmanship. Good and Best Craftmanship detachments have even better training, and grant +5 and +10 bonus to Opposed Command Tests respectively. ((The book feths up here, and lists a 'Staravar Laser Marcobattery' instead of Stormtroopers, which is Extremely Rare.))
Reinforced Prow;
+2 Armour to the front arc only. 1d5 additional damage when ramming. 0 Power, 2 space for Transporters, Raiders and Frigates and 3 Space for Light Cruisers and Cruisers, 1 SP for both.
Cherubim Aerie;!
Aid in menial task, lowborn crew distrust them. They decrease Crew Morale permanently by 1. However, when completing an Objective for an Endeavour, the aerie grants 1d10+10 additional Achievement Points. This is applied once per objective.
Poor Craft decrease Crew Morale permanently by 2 instead of 1. Good and Best Craft grant 1d5+15 and 20 Achievement Points, respectively. They are Scarce.
"Storm" Drop Pod Launch Bays
Honeycomb launch structures cluster along the vessels Keel, ready to split drop pods full of assault forces on a helpless planets below.
Steel Rain (Ha): When working towards a military objective, the player earns an additional 50 endeavor points towards completing that objective.
Drop Pod Deployment: The Players may use drop pods (see page 182). The Storm Design is equipped to hold 20 pods, although it may only launch 10 pods every 30 minutes (10 per strategic turn). The pods must be recovered from the planets surface before being reused.
And Drop Pods themselves:
Drop Pod:
Drop pods are rarely used by anyone other than space marines, however, some Rogue Traders in the Koronus Expanse have acquired modified drop pods for use with non space marines.
Type: Spacecraft
Tactical speed: 100 AUs
Cruising Speed: 2500 kph
Maneuverability: +0
Structural Integrity: 30
Armor: All 24
Size: Enormous
Crew: None
Carrying Capacity: 10 individuals in power armor (Which cushions the impact), or 10 individuals with specialist drop cocoons (which also helps absorb the impact)
Drop Pod Weapons
Storm Bolter (Facing all, range 90m, basic (-/-/6, 1d10+5 X, Pen 4 Mag 120, reload full, Storm, tearing) This weapon may only be used after the Drop Pod has Landed, and is controlled by the drop pod';s machine spirit (BS 40).
Special Rules:
Drop Pod Assault: Shooting at the drop pod is a -30 to hit when in flight. When landing the drop pod picks a set destination, then scatters 2d10 meters in a random direction. This is the final location of the pod, which cannot move until recovered and returned to its parent ship.
Availibility: Extremely Rare
New Navigator Powers:
Corrupting the Flesh - Add corruption points to a single target.
Disrupting the Empyrean - Damage ships entering/leaving the Warp.
Immolate the Soul - Energy damage in a cone, similar to a Flamer.
Obliterating the Immaterial Wake - Makes the ship hard or impossible to track using other powers.
Refresh and Revitalize - Remove or ignore Fatigue from self.
Scourge of the Red Tide - Energy damage to all in 15m.
Stripping the Husk - Rending damage + knockdown to single target.
Stacking the Deck - Enhance the ship during combat.
Stupefy the Soul - Inflict Fatigue and force a fear test to all who look into his warp eye.
Kroot info:
Kroot Hunting Rifle;
Basic, 150m, S/-/-, 1d10+5 E, Pen 3, Clip 8, Reload Full round, Accurate, 4kg, Extremely Rare.
Krootbow;
Basic, 40m, S/4/8, 1d10+3 R, Pen 3, Clip 20, Reload 2Full, Tearing, Toxic, 6kg, Near Unique
Fetish Pouch;
2kg, Extremely Rare, Kroot Shapers often carry totems, medallions, circlets, or other adornments that possess great sacred significance to his Kindred. Although it may take many forms, most of them are a collection of such items stored in a crudely-striched leather sack known as a fetish pouch. The materials of the fetish pouch are used in the various shamanic rituals that the Shaper has learned. Amoungst most Kindreds, the theft of a fetish pouch is punishable by death.
Kroot Leathers;
Covers all locations, 2AP, 4kg, Very Rare/Rare
Kroothawk Totem;
Kroot Shaper who carries this gains an extra Fate Point, which can only be spent and not burnt.
On the Kroot, they cannot use armour above 3 AP without loosing the Unnatural Perception and Fieldcraft (+10 to Concealment, Shadowing and Silent Move actions, forests jungles and similar are treated as open terrain).
Eaters of the Dead: Kroot are infamous for their practice of devouring the corpses of their foes. If necessary, they will even turn cannibal and eat Kroot corpses. A Kroot who devours a fresh corpse (the GM has the discretion to decide what qualifies as "fresh" - typically, the corpse must have been killed no more than 24 hours previously, and the corpse must be that of an organic creature; no daemons or machines!) gains a number of bonus Wounds equal to the unmodified Toughness Vonous that the corpse possessed when it was alive (typically three). These bonus wounds may not exceed the Kroot's own Toughness Bonus and remain for a number of hours equal to the Kroot's Toughness Bonus or until they are lost, whichever comes first. Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Kroot's normal Wound or any wounds healed through any other means (i.e., psychic healing, etc.) for a number of hours equal to his Toughness Bonus. A Kroot can only receive bonus Wounds from one consumed corpse at a time.
If the Kroot consumes a corpse while benefiting from bonus Wounds from a previous corpse, he loses the previous bonus Wounds and gains bonus Wounds fromm the new corpse instead.
New ammo types:
Acid Shells; Cause 2d10 E damage, 0 Pen. If the target takes damage it suffers the same effects as being set on Fire. Each hit against an armoured target will reduce its AP value by 1 (down to a min. of 0), and armour damaged in this way must be repaired to regain its effectiveness.
Used with: Shotguns, pump-action shotguns, shotgun pistols, shotcannons, bolt pistols and bolters.
Avaliability: Very Rare.
Airtorch Canister;
Airtorch canisters fire in a wide swath and gain the Scatter quality, but cause the weapon to suffer from the Overheating quality, as the heat is more than most melta weapons can withstand safely. The more rapid dispersal halves the weapon's range as well.
Used with: Inferno pistols and meltaguns.
Aval.: Extremely Rare.
Microburst Flask;
Plasma weapons using Microburst ammo add -2 Damage, +2 Pen and +10m to Range but cannot be fired in Maximal Mode. Removes Overheating quality. Flasks add 1kg to the weapon weight.
Used with: Plasma pistols and plasma guns.
Aval.: Extremely Rare.
Nephium Fuel Tank;
Agility tests made by targets to avoid Damage suffer a -10 penalty and the weapon's base damage is increased by 2.
Used with: Any Flame weapons (excluding Nav. powers, of course)
Aval. Very Rare.
Organgrinder Rounds;
If target takes damage from the shot after reduction for Armour and Toughness Bonus, he must make a Toughness Test with a -10 pen. for every point of Damage taken. Success means the shells is not powerful enough of has not functioned properly. Failure means 2d5 points of Rending damage to the victim with no reduction from Armour or Toughness Bonus.
Used with: Hand Cannons, heavy stubbers, and any bolt weapons. Organgrinder Rounds are Extremely Rare.
Snare Shells;
Decrease weapons base damage by 2, but gives it the Snare quality.
Used with: Shotguns, pump-action shotguns, shotgun pistols and shotcannons.
Aval.: Rare
Toxic Shot;
Weapon gains Toxic quality. If the weapon ever jams, wielder takes 1d5damage, ignoring armour and Toughness.
Used with: Any SP and Flame weapons.
Aval.: Scarce.
Tracer Shells;
+5 BS when on Full Auto. On same turn where a user has fired Tracer Shells, all subsequent BS tests made to hit the user in fog, mist, shadow, smoke and darkness also gain a +5 as the user gives away his position. ((Remember folks, tracers work both ways!))
Used with: Any SP and Bolt weapons.
Aval.: Average.
Void Rounds;
Operates in atmos-free environments normally. When used with atmosphere, -1 Damage due to the weight of the coating on the rounds.
Used with: Any SP.
Aval.: Rare.
New Astropath stuff:
stropaths can only use these abilities at the Unfettered and Push levels;
The Ties That Bind;
Must have the Mind Link power. Challenging (+0) Willpower Focus Power Test and needs two degrees of success. Should this occur, then all Explorers (player characters) aboard the ship gain +5 bonus to any one action while in Starship Combat for the next Strategic Round.
Telepathic Jamming;
Produces 'white-noise' to block astro-comms. Challenging Psyniscience Focus Power Test. Every DOS, Astropath generates interference in a radius of 1 VU. If anybody wishes to send or receive astro-telepathic signals, they make an Opposed Willpower Test against the jamming Astropath.
Divining the Way;
Requires Divination Discipline. Hard (-20) Psyniscience Focus Power Test. On pass, astropath can add 1d5 DOS to the next Manoeuvre Action the ship makes. Character making the Mano. Action just be within sight of the Astropath, and the the same room or area, in order to use the bonus. Can be done once per combat.
Taking the Shot;
Divination Discipline. Very Hard (-30) Psyniscience Focus Power Test. Every DOS grants +10 to any Shooting Action during Starship Combat. Character making the Test must be in contact (vox or verbal) or the Astropath.
Insipring Presence;
Need Inspire power. Must be with boarding party prior to assist in boarding actions, or can be with them if they so choose. Challenging Psyniscience Focus Power Test. If he succeeds, imparts a +10 per DOS for either Pilot (Space Craft) Test or Command Test portion of Hit and Run Extended Actions.
Stuff people can do during ship combat:
Anyway, Nav's during Starship combat can help, no matter if they are NPC or PC. Each action counts as an Extended Action in Starship Combat.
Tactical Positioning;
Assist Helmsman in positioning the ship. Difficult (-10) Psyniscience Test, Nav can add 1 DOS to any one successful BS Test made to fire the ship's weapons during the same Strategic Turn. 1 DOS can be added to Evasive Manoeuvres Test made during the same Strat. Turn. Nav must be able to communicate with the ship's helm in order to make use of this action.
Tactical Retreat;
When engaged in a Stern Chase (page 216, Rogue Trader), Nav can make a Difficult (-10) Navigation (Stellar) Test. For every 2 DOS on this test, the Nav can reduce the DOS needed to escape by 1.
Relentless Pursuit;
Aid in pursuing, Nav makes a Difficult (-10) Navigation (Stellar) Test. Each DOS on the test reduces total number of successes needed to catch the fleeing ship by 1.
More to follow...
494
Post by: H.B.M.C.
And here is more, starting with MOAR ORKSEZ!!!!:
Ork Origins: Orky Knows-Wotz
Oddboy relates to the ork being oddly obsessive over his particular speciality, making Painboys all the more fun!
Driva; Drive (Ground Vehicle) (Ag) or Pilot (Flyer or Space Craft) (Ag) as Trained Basic Skill.
Hunta; Tracking (Int) as a Trained Skill.
Mekboy (Oddboy); Tech-Use (Int) as a Trained Skill.
Painboy (Oddboy); Medicae (Int) as a Trained Skill.
Runtherd (Oddboy); Wrangling (Int) as a Trained Basic Skill.
Trappa; Survival (Int) as a Trained Basic Skill.
Kroot Kindreds:
Bold Hunter; +5 BS, +5 to Wrangling Tests and a +10 bonus to resist Fear and Pinning.
Cunning Hybrid; +10 Int, +5 bonus to Barter and Deceive Tests, and a +1 bonus to Initiative.
Greenskin Hybrid; +10 Toughness. This is applied AFTER calculating starting Wounds.
Headhunter; Automatically passes all Toughness Tests to resist toxins and weapons with the Toxic Quality. The Kroot's beak loses the Primative Quality and gains the Toxic Quality. (Beak stats, normally, are 1d5+SB R Primative).
Stalker; Concealment and Silent Move Tests done as Free Action and may do so even while being observed.
Next up, Kroot Talents!
Kroot Talents:
t can always be ruled out by the GM if he see's fit, but yeah, I agree with you, especially since it means you can refresh some of your Wounds every fight, ready for the next one. I'm not too up the scratch on Kroot fluff, but that doesn't seem correct. Anyways, Kroot Talents!
Ancestral Blessing (Preq. Shamanic Powers); Shaper's ask warrior spirits for aid in battle. Can affect number of Kroot equal to his Willpower Bonus with this ability. Can apply to non-Kroot allies, but must first pass a Challenging Willpower Test. Those who benefit gain +2 bonus to melee damage rolls for a number of rounds equal to the Shaper's Willpower Bonus. Usable once per day (fuckin' 4e).
Blood of the Stalker (Preq. Shamanic Powers); Covers exposed skin in local predator blood (and maybe his allies), and caw's a prayer. The Shaper applies this Talent to himself and a number of Kroot equal to his Willpower Bonus. Can apply to non-Kroot with a Challenging Willpower Test. Gain 1 DOS on any passed Concealment, Shadowing or Silent Move Tests.
Greed is Good (Preq. Mercenary Trait); Reroll any failed Willpower Test to avoid Fear and Pinning.
Hyperactive Nymune Organ; Was mentioned in the previous thread, basically gives one additional Reaction per round, moves an extra few metres equal to Ag Bonus. Running doubles his movement for one Round. Gains Fatigue if used in 2 consecutive Turns unless he passes a Challenging Toughness Test.
Kroot Leap (Prereq; Strength 45+, Agility 45+.);
When taking a Charge action, Kroot can ignore obstacles between him and the target by making a Running Vertical Jump (see p266 of Rogue Trader). Talent may only be used if there is room for the Kroot to land next to his target and room overhead. If the Kroot strikes his target while using this Talent, the Kroot may make a Knock-Down Action (p241, Rogue Trader) against the target as a Free Action.
Kroot starting stuff:
Kroot starting shiz!
Starting Skills; Awareness, Concealment, Dodge, Silent Move, Speak Lang. (Kroot, Low Gothic, Tau).
Starting Talents; BWT (Uni), EWT (Kroot Rifle), MWT (Uni), Heightened Senses (Sight, Hearing), Mercenary.
Starting Traits; Natural Weapons (Beak), Unnatural Strength (x2).
Starting Gear; Kroot Rifle (statted in Rogue Trader book), mono-knife, kroot leathers, Kroot-modified void-suit, micro-bead.
Advances at simple start at;
WS=100
BS=250
Str=100
Tough=250
Ag=100
Int=500
Per=100
Will=250
Fel=500
All Kroot have the Eater of the Dead, Field Craft (+10 to all Concealment, Shadowing and Silent Move Tests. Kroot treat forests, jungles and similar environments as open terrain), Kroot Beak (1d5+SB R, Primative) and Kroot Phisiology (anything more than 3 AP removes their Unnatural Perception and Fieldcraft traits.)
Unnatural Perception (x2) is avaliable at Rank 2 (going up to x3 later on). Simply wearing to much armour removes the trait you have spent XP on.
Fell being a 500 skill makes sense.
Ranks:
We have the Ork Freebooter (all standard Ork characters start as this),
Acquisitionist (black market dealer for Seneschal),
Augmenticist (a new found hardon for the machine, avaliable for any except Explorator, Missionary, Ork and Kroot),
Calixian Privateer (fucken pirates, old-school style art of pirate, for all careers),
Drusian Adherent (man of faith and fighting, any career except Astropath, Explorator, Ork and Kroot). He can get CL (Imp Creed), SL (Drusian Chronicles (which is flavour, nothing much more except prayers involving the saint)) basic and +10 and +20, Intimidate, Literacy, Secret Tongue (Military), Survival, SL (Imp Creed), Peer (Ecclesiarchy), BWT (Flame), Peer (Military), HWT (Flame), Sound Const. x2, Orthoproxy, Peer (Inquisition), Jaded, Frenzy and Unshakeable Faith.
All avaliable at Rank 1 or higher.
Flight Marshal (big-shot, best of the best pilots, making use of those gun-cutter stats, Void-masters only). Best of the Best (Preq. Pilot (Flyers and Space Craft) +20, Pilot (Personal) +10.
When making an Opposed Pilot Test, if the Flight Marshal and his opponent both make the same number of degrees of success, the Flight Marshal counts as winning the Test (in essence, he wins ties). The FM also wins ties when making any opposed Interaction Skill Tests with other members of the Imperial Navy. Everything else is Air of Authority, Charm, Awareness +20, Carouse, CL (Imp Navy) +10, Drive (Skimmer/Hoverer) +10, SL (Tactica Imperialis), Command +20, Pilot (Personal) +10, Deadeye Shot, Decadence, Talented (Gamble), Hip Shooting, Hotshot Pilot, Iron Discipline, Peer (Imp. Navy), Sound Const., EWT (choose one), Good Rep. (Imp. Navy), Talented (Command), Void Tactician.
Generator (scholars of genetics and biological matters, Explorators only)
Gland Warrior (autosanguine, drug-frenzies include Frenzon, Slaught, Stimm and Spur all at once, Arch-Militants)
Kroot Shaper (commands other Kroot best, Air of Authority etc, Kroot only of course)
Legend of the Expanse (any career, lots of +20's up for grabs, profit factor influences social interactions, any career can get it but must have two Characteristics of 50 or higher, at least 2 skills with +20 and three or more skills at +10. Needs a total profit factor of 70 or higher). Aspiring to be legendary is one thing; suceeding is another entirely. To attempt the grandest of endeavours and face the greatest challenges - and live to tell the tale - is only part of it; you must have the treasures and trophies to prove it, the resources to demonstrate your enduring success, and the wits to protect it. Those who seek such endless glory must be as wary as they are ambitious, for betrayal lurks around every corner, and those who seek to make their own name will often attempt to do so at the expense of yours."
Any career can choose it from Rank 6 and higher.
Paranoia, Charm +20, Command +20, Intimidate +20, Invocation +20, Pilot (Choose one) +20 (x2), Psyniscience +20, Tech-Use +20, Air of Authority, Light Sleeper, Lightning Reflexes, Peer (x3), Rapid Reaction, Talented (choose one) (x3), Good Rep. (x3), Renowed Warrent, Watchful of Betrayal, Legendary (1000xp!) Legendary; Any successful influence Tests the Explorer makes using Profit Factor automatically gain an additional 2 'bonus' DOS. In a social Challenge, any successful Interaction Skill Test made by the Explorer automatically gain an additional 'bonus' 2 DOS. In Combat, the Explorer counts as having the Fear (1) Trait. Watchful for Betrayal (500xp, Preq. Awareness, Light Sleeper, Paranoia, Perception 40.); As long as you are concious and your senses are not impaired, you cannot be Suprised.
Navis Scion (talking Navigators, takable at Rank 1 however alongside Navigator usual career path. Can't be Renegade House.)
Ork Kommando (ded sneaky, sneaking skills out the wazoo, special talent gives Fear (1) when they break Stealth, if he already has Fear (which is avaliable to Ork Freebooters later on), it goes up a notch)
Ork Mekboy (makes stuff out of scrap, need an Int of 30 or higher, Tech-Use and two exotic weapon talents).
Transubstantial Initiate (Astropath, avaliable at Rank 1, less than 5 Corruption points to access, -3 WS and BS when using this career path, Unshakeable Faith, lores, Master Orator, etc).
Torchbearer (I spread the faith of the Emperor with a gun, Missionary only, basically turns you into a guardsman).
Xenographer (Peer: Xenos, trade, lore etc). Chem-Use, CL (Koronus Expanse), CL (Machine Cult) +20, CL (Tech) +20, CL (War), Dodge +10, FL (AdMech) +20, FL (Mutants, Xenos), Medicae +10, Navigation (Surface), SL (Beasts, Cymistry), Tech-Use +20, Trade (Cymist) basic and +10, Trade (Explorator), FL (Mutants, Xenos, Beasts) +10, FL (Mutants, Xenos, Beasts) +20, Feedback Screech, Luminen Shock, Nerves of Steel, Peer (AdMech), Resistance (Poison), A Machine of Flesh (x3), Master Chirurgeon.
A Machine of Flesh (500xp each time); Talent groups are: Brute, Clawed/Fanged, Feels No Pain, Multiple Arms, Nightsider, Regeneration, Sonar Sense, Sturdy, Tough Hide, Venomous, Winged.
Flesh is not a weakness as far as you are concerned, but rather a font of untapped potential. Locked within your genes and your tissues are the secrets to greater power, and though you do not eschew the purity of steel nor your existing implants, you see them only as part of the mechanism by which you can better yourself. You gain any of the said traits each time you take this Talent. You are either grafting on systems, or manipulating your own genetic code. Whether or not you are a mutant is debatable. Rank 3 Explorator or higher. Preq: Toughness of 35 or higher, Intelligence of 40 or higher, possess the Autosanguine and Prosanguine Talents.
Some weapons:
Beamer Meltagun; Basic, 40m, S/-/-, 2d10+6 E, Pen 12, Clip 6, Reload 2Full, 9kg, Very Rare.
Solo Boltgun; Basic, 100m, S/-/-, 1d10+5 X, Pen 4, Clip 8, Reload Full, Accurate, Tearing, Reliable, 7kg, Very Rare.
Vehicle weapons:
Here, some Vehicle weapons;
Pilot-operated Autocannon; Facing Front, Range 300m (3 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 60, Reload 2Full
Forward Gunner-operated twin-linked barrelled lascannon; Facing Front/Left/Right, Range 600m (6 AUs), Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 250, Reload -, Twin-Linked.
Pilot-operated long-barrelled lascannon banks; Facing Front, same stats as above^ expect S/-/5, plus Inaccurate trait. Each of these weapons is actually five lascannons linked for rapid fire.
Co-pilot operated Void-capable Missiles; Facing Front, Range 75km (750 AUs), Heavy, S/-/-, 3d10+20 X, Pen 15, Clip 1, Reload -. Co-pilot may fire two of these missiles per turn, at two seperate targets.
Powerlifter; Facing Front, Melee, 2d10+10, Pen 2, Unwieldy.
Dakkagun; Facing Front, Range 75km, Heavy, -/-/7, 1d10+6, Pen 2, Clip 100, Reload 3Full.
Mist items:
Stryxian Compact;
Elaborate document, written in alien characters unpon xenohide vellum. The bearer is a (somewhat) trusted trading partner of the nomadic Stryxis. Normally found in possession of unscrupulous Rogue Traders, the bearer of this compact receives a +20 Bonus to all Interaction Skill Tests when dealing with the Stryxis. They respect the terms of the Compact, usually regardless of who presents it. Extremely Rare.
Caged Songbird;
Tiny winged mechanical birds that can sing (sorta). Able to sense intrusions in the Warp. They scream and shout when a Gellar Field faliure is approaching. If the ship suffers a Gellar Field failure or fluctuation, this will provide a warning 1d10 Rounds beforehand. They also warn (loudly) if they are within 10m of a Daemon (although not always a guarantee if the Daemon is disguising itself very well. Up to the GM's discretion). Extremely Rare.
Archeotech Blurshield; Makes all straight BS Tests against you suffer a -20 Penalty. Does not help with Flame or Blast weapons. Near Unique.
Power Board; Allows the rider to glide through the air on a plank of featureless metal. Internal power cells slowly recharge over time, but each charge lasts for hours depending on speed and distance desired. Users operate the board with their own body orientation, and most affix footholds to prevent a fall. The Power Board grants the Flyer (15) Trait, but any user must have the Pilot (Personal) Skill to use one. 15kg, Near Unique.
Flip-Belt; Anti-Grav belts, used by the decacdent Eldar of the Harlequin cult. They partially negate gravity, granting the wearer greater agility and acrobatic movements. Grants the Hover (6) Trait, and +20 to all Agility-Based Tests, requires Pilot (Personal) Skill to use. All Flip-Belts are of at least Good Craftmanship. 2kg ((eh?)), Extremely Rare.
Ork weapons (or is that wepunz?):
Burna; Basic, 15m, S/-/-, 1d10+5 E, Pen 3, Clip 8, Reload 2Full, Inaccurate, Unreliable, Flame, 8kg, Very Rare/Scarce. On a Challenging Tech-Use Test, converts the Burna into a powerful blowtorch capable of cutting through anything from personal armour to a voidship's hull - treat as a Burning Blade with the Unwieldy Quality that requires two hands to use.
^Related: Burning Blade; Challenging Agility Test to not be set on fire. Melee, 1d10+5 E, Pen 4, Power Field, Balanced, 3kg, Extremely Rare.
Rokkit Launcha; Basic, 120m, S/-/-, 3d10+5 X, Pen 6, Clip 1, Reload Half, Inaccurate, Unreliable, 15kg, Very Rare/Scarce.
Stikkbomb; Can be used as improvised club (considered truncheons in Rogue Trader, page 131), exploding on a WS Test result of 91 or higher, Thrown, SBx3, S/-/-, 2d10+5 X, Pen 2, Blast (1), 1kg, Scarce/Common.
More guns (Mole Mortar!!!!):
Hunter-Killer Missile; +20 BS Test to fire. Heavy, 350m, S/-/-, 3d10+6 X, Pen 6, 1 Clip, Reload -, 64kg, Very Rare. "This specialty missile launcher is often mounted on vehicles, and fires an advanced krak missile. Fitted with advanced guidance systems and fuel, it has longer range and better accuracy than standard launchers, as the internal cogitator's sensorum suite guides it to the target. Each comes in a complete launching package, good for one shot only. A Hunter-Killer Missile grants a +20 to Ballistic Skill Tests made to fire it. Hunter-Killer Missiles may not be loaded with unusual ammo."
Mortar (Locke); Heavy, 50-300m, S/-/-, 2d10 X, Pen 3, 6 Clip, Reload 2Full, Inaccurate, Blast (5), 48kg, Rare.
Mole Mortar; Designed to be fired into the ground, they tunnel towards the enemy and arc up, exploding underneath the enemy. May not be loaded with unusual ammo that is not specifically designed to be used with a Mole Mortar.
Heavy, 50-300m, S/-/-, 2d10+2 X, Pen 2, 1 Clip, Reload Full, Inaccurate, Shocking, Blast (4), 50kg, Extremely Rare.
Entropic Accelerator; Unremarkable weapons consisting of a simple hollow barrel with a rectangular stock. Produces horrific effects, as metabolism speeds up or stops, chemical reactions fail or flow too quickly, complex molecules such as plastics, fabrics and metals begin to deteriorate, and the entire target melts into a ball of horrific melded mass. This weapon requires no actual ammunition, but must recharge. It is understandable that the result of this weapon may cause a Fear Test for any not truly expecting it.
Basic, 40m, S/-/-, 3d10+4 E, Pen 3, Clip 1, Reload -, Recharge, Toxic, 5kg, Near Unique.
Xenos Flechette Blaster; Shots burst into millions of razor-sharp strands that tear flesh into a pulpy mass.
Basic, 20m, S/-/-, 3d10 R, Pen 2, Clip 40, Reload 2Full, Tearing, Blast (2), 2kg, Very Rare.
YAY!
13250
Post by: Lord of battles
Man I'd love to get into this but i dont know anyone who plays.
494
Post by: H.B.M.C.
More time!!!
Ship Bitz:
Exploration Bridge; Power 4, Space 1 for Transports, Raiders and Frigates, Space 2 for Light Cruisers and Cruisers, SP +1. Grants +5 Detection when using Active Augury. When working towards a Exploration objective, players earn an extra 50 Enveavour Points.
Auxiliary Plasma Banks; This Component generates power, rather than requiring it. If this Component is ever damaged, the ship containing it takes 1d5 damage directly to Hull Integrity, and its plasma drive is set on fire.
For Transports, Raiders and Frigates: 8 Power generated, 5 Space, 1 SP
For Light Cruisers and Cruisers: 10 Power generated, 6 Space, 1 SP.
Empyrean Mantle; When travelling on Silent Running, all tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal Objective, the players earn an addition 50 Endeavour Points. This componant does not require hull space. Althought it is external, it can only be destroyed or damaged by a critical hit.
For transports, raiders and frigates: Power 3, 0 Space, 2 SP
For Light cruisers and Cruisers: Power 5, 0 Space, 2 SP.
Castellan Shield Array; This component counts as a ships Void Shields, giving the ship two void shields. This must be used as a ships Void Shield. Once per Strategic Round, during one opponent's ST, the ship's Enginseer Prime may make a Difficult (-10) Tech-Use Test. This does not count as the Enginseers Extended Action. If he succeeds, the ship doubles its number of Void Shields for the duration of a single opponents ST.
Cruisers only (however there is a smaller version): Power 7, 2 Space, 2 SP.
Turbo-Weapon Batteries; Upgrades for marcobatteries. These upgrades allow a single marcobattery weapon component to ignore the penalties for firing at double its normal range. This upgrade may be acquired multiple times, once for each marcybattery.
Poor Craft decrease the Range of the weapon component they upgrade by 1. Good Craft increase the range by 1. Best Craft adds a +5 to all BS Tests made to fire that weapon. Very Rare.
Servitor Crew; Having a Servitor Crew imposes a -10 to any BS Test to fire the ships weapons, as well as a -10 to all Command Tests made aboard the ship. In addition, the ship may not initiate boarding actions. The ships crew can only be replenished by Hive or Forge worlds.
In exchange, the ship always counts as Morale 100 as long as it has the Servitor Crew, and all Crew Population losses are reduced by half (to a minimum of 1). An Explorer must also make a Tech-Use Test (as opposed to a Medicae test) when preforming a Triage action. A servitor crew has a Skill Characteristic rating of 30.
Poor Craft have a Skill Characteristic rating of 20. Good and Best Craftmanship Servitor Crews have a Skill Characteristic rating of 35 and 40 respectively. At the GM's discretion, certain Components such as a Temple-Shrine or Clan-kin Quarters may no longer provide their benefits to a Servitor Crew, while other Components - such as a Servitor Reclaimation Bay - may not impose their usual penalties.
Servitor Crew's are considered Very Rare.
Starchart Collection; Starcharts of warp routes, lost worlds and safe havens is hard won information. A starchart collection allows a ship's Navigator to reduce warp travel times by 1d5 days, to a minimum of one. When working towards an Exploration Objective, you gain 25 additional Achievement Points.
A Poor Craftmanship Starchart Collection imposes a -10 penalty when rolling on the Warp Travel Encounter Table. Good Craftmanship charts reduce travel times by 1d5+5 days (to a minimum of 1), while Best Craftmanship charts also grant 50 Achievement Points instead of 25. Extremely Rare.
Broadband Hymm-casters; Scream deafening hymms at all ships within range!
If this system is activated, all other ships must make a Difficult (-10) Tech-Use Test in order to use vox or other broadcast communications while within 30 VUs of this vessel.
When this system is activated, characters aboard this vessel gain a +10 to all Intimidate Tests against all ships within 30 VUs.
This component does not require hull space. Although external, it can only be destroyed or damaged via a critcal hit.
All Ships: Power 3, 0 Space, 1 SP.
Weapon & Equipment Bitz:
Eldar Deathspinner; Basic, 40m, S/-/-, 4d10+5 (not damage type listed, so I assume its Explosive), Pen 2, Clip 30, Reload 2Full, Reliable, Blast (2), Tearing, 4kg, Unique.
Assault Stubber; Designed to be used with the backpack ammo (weight included), Basic (you read right), 100m, -/-/6, 1d10+4 I, Pen 3, Clip 200, Reload 2Full, Storm, 25kg, Average. Can be equipped with any heavy stubber ammo.
Dragon's Breath; Basic, 30m, S/-/-, 2d10+2 E, Pen 3, Clip 20, Reload Full, Flame, 4kg, Unique. (Book says the flames are 'difficult to put out', but offers no other insite. Must be used in an atmosphere, but does not have to be a standard oxygen-nitrogen mix.)
Delphis Mark II "Ironclad" Heavy Power Armour; Tasks involving fine manipulation are impossible, firing a gun is not however. This armour is extremely cumbersome, imposing a -20 to the Agility of the wearer. In addition, any Dodge, Arcobatics and Contortionist Tests automatically fail. Can run for 12 hours continuouslly, but then needs a day of recharging for the same power cells. +20 to the operator's Strength Characteristic and increases his size by one step (for standard human, this would mean Hulking). Movement speed is deceased by 1 in total. Counts as enclosed void suit, with inbuilt auspex, good craftmanship photo-visors, an incorporated vox and a pair of Recoil Gloves. You also gain the auto-stabilsed trait due to built-in servos in the arm joints. If the suit becomes unpowered, you need to make a Hellish (-60) Strength Test to move.
Protects all areas. AP 9. 150kg. Extremely Rare.
Your best bet is to go with force fields (which I listed yesterday), rather than this thing. Though I can see it's uses, it has some serious negatives to it.
And for your mooks;
Assault Lasgun; Can be used as a spear with the Mono upgrade (Rogue Trader, page 131), has two power packs loaded into it for prolonged engagements.
Basic, 50m, 1/-/5, 1d10+3 E, Pen 0, Clip 120, Reload 2Full, Reliable, 4.5kg, Average.
Teleportation Pack; Movement ofup to 4d10m - the wearer will always emerge on solid footing and in a suitable empty space. If three of the four dice come up with the same number (e.g. three threes), then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point from exposure to strange energies. If all four dice come up as the same number, the user gains 1d5 Insanity points as well. 25kg. Unique.
Backbone Bracing (implant); Some or all of the user's bones are wrapped with a lattice of plasteel to strengthen them and prevent damage. This implant is commonly provided for fingers, forearms, shins, and ribs both to offer a stronger punch as well as grant more protection in combat. A character with this Implant gains the Bulging Biceps and Iron Jaw Talents, and gains a +2 bonus to Damage for all unarmed attacks. Very Rare.
Vitae Supplacement; Simple emergency life suppot system built into the chest. Won't last longer than a few hours, but will most likely prevent death until the medicae arrives. Grants the Autosanguine Talent, and, at the GM's discretion, may give a 50% chance of not dying due to blood loss or other normally fatal consequences. Common Craftmanship versions can preserve someone for up to four hours, Good and Best versions double and triple this time, respectively.
Misc Bitz!:
Attracting unwanted attention; Throw too much profit factor around, and people are going to notice. With each multiple acquisition test, the chance for getting unwanted attention goes up. For example;
1 Test, -0 Penalty, 0% of U.A.
2 Tests, -10 Penalty, 10% of U.A.
7 Tests, -60 Penalty, 60% of U.A, etc etc. I will list the Unwanted Attention table soon.
It is also possible that, if you fail an Acquisition Test by 5 degrees or more, you may suffer a misfortune to see if the reckless spending has crippled your resources. Roll on the 9-41: Misfortunes table (no mention of where this is in Into The Storm, is it in Rogue Trader? Should be).
U.A. Table.
01-10; A pickpocket hits one of the Explorers and he loses any one item carried on his person (GMs choice). Make a Difficult Scrutiny Test to catch the thief.
11-20: Explorers' Lodgings have been burgled. Anything of value in the room that was not concealed is gone. Good roleplaying and the GMs discretion can mean they can find the items and who stole them.
21-30: An extremely skilled confidence man or grifter sets his sights on the Explorers, offering a sort of plausible sounding but ultimately phoney deal. He could be a lone wolf or part of a large criminal network.
31-40: Explorers are attacked in the street by a gang of cutthroats intent on taking their weapons, armour, folding money and any other items of value they may be carrying. GM should make sure this is a relatively challenging encounter for the Explorers.
41-50: A minor clerk at a banking house that the Explorers frequent has decided that they have enough money and would never miss just a little bit. He has begun skimming money from the Explorers accounts. -10 Penalty to any Acquisition Tests using Profit Factor drawn from this source. GM decides when and where the penalty occurs.
51-60: Local criminal organisation believes that the Explorers are moving in on their operations and react accordingly.
61-70: The Port Master of a station or shipyard where the Explorers have put in has impounded their ship for being delinquent on a number of suspicious and previously unknown "Berthing Fees." Numberous bribes will have to be paid before the Explorers can leave.
71-80: The Explorers have attracted the attention of a ring of ship thieves. These are extremely dangerous pirates with years of experience, and will go to great lengths to relieve the Explorers of their ship. It is up to the GM to determine how and where these pirates will make their move on the Explorers.
81-90: Purposefully or not, the Explorers have set themselves at odds with a rival trading dynasty. The Explorers may have underbid them on a lucrative contract or pressed thousands of their merchant ship's voidmen from the taverns and bawdy houses of Port Wander. However it happens, these power new rivals will stop at nothing to put the Rogue Trader and his people into the poor house.
91-00: A powerful member of the Administratum, Inquisition or local military or government sets their sights on the Explorers wealth. They will demand bribes and free services, and threaten very real consequences if the Explorers don't go along with what they want.
Cost is No Object;
Forever burn a profit factor point to gain a +10 to any Acquisition Test. This can be explained as selling off investments, to calling in favours.
Influence, Reputation and Location;
Influence and reputation are just as important to a Rogue Trader as his ship and lucky side arm. These make up much of his Profit Factor. When operating in a dark and heathen corner of the galaxy, how often can a Rogue Trader expect to hear the correct answer to the question, "Do you know who I am?"
When operating outside of their usual territory, GM's should consider adding negative modifiers to Explorer's Influence tests. How this is seen roleplaying wise is up to the GM. You cannot use Profit Factor to make friends and influence people as easily as you could in, say, Port Wander. A modifer of -10 to -30 should be sufficient, but the GM has the final say.
Ship Roles... bitz... uhh...:
Rank 1;
Lord-Captain: Rogue Trader Career only (unless the GM allows otherwise)
Immediate Subordinates: Personal guard company, emissaries of Imperial powers, subordinate officers of the ship.
Important Skills: Command; To impose the Lord-Captain’s will upon ship manoeuvres, lead boarding actions, or shame and break mutinous crew.
Charm; To restore flagging moral during long voyages far from Imperial stars.
Intimidate; It is sometimes necessary to compel the loyalty of recalcitrant servants.
Scholastic Lore (Tactica Imperialis); The Lord-Captain must lead decisively in matters of strategy and tactics.
Benefits: +10 Bonus to Hold Fast! Extended Action. If he possesses the Exceptional Leader ability, he may grant it to anyone aboard his ship once per Strategic Round as a Free Action, ignoring the normal restrictions on who can benefit from this ability.
Rank 2;
First Officer: May be filled by any character, except those with the Astropath Transcendent career.
Immediate Subordinates: All senior officers, deck foremen, Mechanicus Emissariat.
Important Skills: Command; The First Officer’s presence must inspire no less loyalty and obedience than his Lord-Captain’s.
Secret Tongue (Rogue Trader); Mastery of the fleet patois is necessary if one is to communicate fully with subordinates.
Intimidation: One who inspires fear inspires respect.
Benefits: The First Officer treats Command as a Trained Basic Skill when dealing with his crew. If the First Officer possesses the Command Skill, he receives a +5 on all Command Tests made aboard ship.
Enginseer Prime: Most would be Explorators, but some may be Void-Masters or Missionaries.
Immediate Subordinates:Appointed Magos Enginarium, emissary of the Latheic Archmagi, aggregate council of machine-shrine Tech-Priests.
Important Skills: Tech-Use; For emergency and long-term repairs, or exhorting machine spirits to greater efforts during void-battle.
Chem-Use; Strange reagents are required throughout a void-ship’s systems, and knowledge of these chemicals is vital.
Common Lore (Machine Cult), Forbidden Lore (AdMech); Servants of the Machine God must be salved and made calm by one who knows their ways, just like the machine spirits they serve.
Benefits: The Enginseer Prime gains a +10 bonus to the Emergency Repairs Extended Action (see Rogue Trader page 216).
High Factotum: Usually Senechal career, but may also be selected by the Missionary career.
Immediate Subordinates: Quartermasters, skilled negotiators and factors, officers of the common great-hold crew.
Important Skills: Barter; For less clear-cut trading operations, such as bolstering the crew through press-gangs or ‘recruiting’ convicts from Imperial Prisons.
Commerce; Vital to succeed in matters of commerce and negotiation.
Evaluate; Every trader lies, either to himself or to others. Establishing a true worth in any potential trade is of great importance.
Benefits: Once per game session, the High Factotum may take up to 300 Achievement Points gather towards the completion of one Endeavour and apply them to the completion of another.
Rank 3;
Master-At-Arms; This role is usually associated with the Arch-Militant career, but may also be selected by a Void-master.
Immediate Subordinates: Armoury crew, shipboard troop commanders, mercenary leaders.
Important Skills: Command; For leadership in battle, security operations, and boarding actions.
Tech-Use; To make the best use of the vessel’s machine and servitor security systems to capture or eliminate intruders.
Intimidate; A battle is double won when force of arms is not required for victory.
Scholastic Lore (Tactica Imperialis); The Master-At-Arms must be learned in strategy and tactics.
Benefits: The Master-at-Arms gains a +10 to the Prepare to Repel Boarders! Extended Action (see Rogue Trader page 218).
Master Helmsman; This role is usually associated with the Void-master career, but can be selected by characters with the Explorator or Arch-militant career.
Immediate Subordinates: Helm crew, enginarium Tech-Priests, lesser auspex officers.
Important Skills: Pilot (Space Craft); Used for most manoeuvres and unexpected situations at the helm.
Scholastic Lore (Astromancy), Common Lore (Koronus Expanse); Useful in deciphering the subtleties of partial void-maps, or anticipating hidden dangers left uncharted.
Trade (Voidfarer); Understanding the common practicies of void-crew is necessary for those who direct their toil.
Benefits: The Master Helmsman gains a +10 bonus to the Evasive Manoeuvres Action (see Rogue Trader page 215)
Master of Ordnance; This role is usually associated with the Arch-militant career, but may be selected by a Void-master as well.
Immediate Subordinates: Assembled officers of each gun-deck, lance battery and other ordnance system, munitions vault crew, commanding officer of small-craft squadrons.
Important Skills: Command; The varied battery and ordnance crews must fight as one, and the Master must lead them to do so.
Scholastic Lore (Tactica Imperialis); To use a weapon well, its place in the broader battle must be clear.
Trade (Voidfarer); Understanding the common practices of void-crew is necessary for those who direct their toil.
Benefits: When firing ship weapons while benefiting from the Lock on Target Extended Action, the Master of Ordnance adds an additional +5 bonus to the Ballistic Skill Test. ((There is an awesome picture after this bit, it made me lol, think Clockwork Orange, Imperial style))
Master of Etherics; This role is usually associated with the Void-master Career, but may also be selected by a character with the Arch-militant or Explorator career.
Immediate Subordinates: Lesser auspex vault officers, lesser vox system officers, appointed Tech-Priest of Etherics.
Important Skills: Scrutiny, Tech-Use; Used in operating the ship’s auspex and vox systems.
Trade (Voidfarer); Understanding the common practices of void-crew is necessary for those who direct their toil.
Appropriate knowledge Skills may be used to identify specific Components of an opposing vessel.
Benefits: The Master of Etherics gains a +10 bonus to the Focused Augury Extended Action (see Rogue Trader page 217).
Chief Chirurgeon; This role is usually associated with the Missionary or Explorator careers, but can be taken by the Seneschal career.
Immediate Subordinates: Biologis Tech-Adepts pledge to the medicae wards, lesser medicae and doctors of physics, appointed Savant-Medicaes of the void-ship librarium.
Important Skills: Medicae; For all the practical duties of a Chirurgeon.
Chem-Use, Scholastic Lore (Chymistry); When preparing unusual drugs and anti-venoms, sometimes from base reagents.
Tech-Use, Trade (Technomat); When preparing augmetics for impantation or repairing existing augmetic implants.
Benefits: The Chief Chirurgeon gains a +10 bonus to the Triage Extended Action (see Rogue Trader page 218).
Master of Whispers; Usually associated with the Seneschal career, but can be taken by the Missionary career.
Immediate Subordinates: A array of capable agents, master savant of the void-ship librarium, trusted spies in the crew.
Important Skills: Inquiry; Investigate crew unrest or uncover vital information from other groups.
Deceive; Keep the crew loyal and in high spirits, even if that means lies and corruption.
Interrogation; For more direct means of learning secrets.
Scrutiny; To uncover what others wish to remain hidden.
Benefits: The Master of Whispers gains a +10 bonus to the Disinformation Extended Action (see Rogue Trader page 216).
Choir-Master Telepathica; Astropath Transcendent career only.
Immediate Subordinates: Lesser Astropaths of the Choir, Choir support staff, Rite-masters of the Adeptus Astra Telepathica.
Important Skills: Psyniscience; The foundation of training from whence all an Astropaths talents spring.
Forbidden Lore (The Warp); The chaotic eddies of the Immaterium can hinder and enhance an Astropaths powers. By understanding these eddies the Astropath can ensure a clear signal in the most turbulent Warp storms.
Command; It is not enough for lesser Astropaths to respect the Choirmaster. S/he must command their minds if they are to focus their wills.
Benefits: The Choir-master Telepathica may increase the range of Astropathic Signals by one step.
Warp Guide; Navigator careers only.
Immediate Subordinates: Lesser Navigators on board, trusted bodyguards and assassins, emissary of the Navigator House elders.
Important Skills: Navigation (Warp); Employed for travel within the terrible Empyrean.
Trade (Astrographer); For recording the details of new warp routes.
Scholastic Lore (Astromancy); Useful when deciphering the subtleties of partial void-maps.
Forbidden Lore (The Warp); To anticipate or mitigate the worst upheavals in the Empyrean during warp travel.
Benefits: The Warp Guide gains a +5 to Navigation (Warp) Tests.
Rank 4;
Ship’s Confessor; Usually associated with the Missionary career, but can also be selected by Explorator or Seneschal careers.
Immediate Subordinates: Lesser Clerics and Confessors of the vessel’s shrines, emissaries of major Ministorum cults in attendance, an unruly mob of zealots, penitents, and pilgrims.
Important Skills: Scholastic Lore (Imp. Creed); To ensure purity of faith and rightful ritual.
Common Lore (Ecclesiarchy, Imp. Creed); To conduct worship in a way fitting to the habits of the faithful, such that they will be fulfilled and blessed in soul and mind.
Charm, Intimidate; To soothe the dolorous and rain hellfire upon the faithless, in both cases to bring straying souls back to the path of righteous worship and steadfast toil.
Benefits: The Ships Confessor gains a +10 bonus to the Put your backs into it! Extended Action (see Rogue Trader page 218).
Drivemaster ((some good character art on this page)); This role is open only to Explorators.
Immediate Subordinates: Enginseers of the Drive Temple, enginearium servitors, crewmembers who maintain the primary plasma coduits.
Important Skills: Tech-Use; Without even the simplest of techoarcane rituals, the engine will not function.
Forbidden Lore (Archeotech); Each voidships drive is an ancient relic, little understood in these dark times.
Pilot (Space Craft); Without knowledge of what tasks a drive is meant to perform, a Drivemaster cannot expect to guide its actions.
Benefits: The Drivemaster gains a +10 bonus to the Flank Speed Extended Action (see Rogue Trader page 217).
Omnissianic Congregator; This role is open to Explorators and characters with the Forge World Home World option.
Immediate Subordinates: Laymen Shipwrights, lexemechanics of the Central Cofitation Vault, keepers of the Altar Omnissiah.
Important Skills: Tech-Use; To understand the ways of sacred technology and the rituals that please the spirits of the machine.
Forbidden Lore (AdMech); Those who wish to receive the blessings of the ships machine spirit must be guided in the canticles of activation and the benedictions of efficiency.
Trade (Technomat); Every ships component must be entreated in a different way, and the ship’s holy symmetry reinforced by constant rituals of maintenance.
Benefits: +10 to the Aid the Machine Spirit Extended Action (see Rogue Trader page 216)
Chief Bosun; This role is open to Arch-militants, Missionaries, Seneschals and Void-masters.
Immediate Subordinates: Watch leaders, bonded shipwrights, armsmen commanders.
Important Skills: Command; A rating is expected to answer the call to drill as if the order came from the Lord-Captain himself.
Intimidation; Fear inspires discipline, and loyalty.
Trade (Shipwright); The ships Bosun is expected to know all essential duties aboard ship, and must be ready to instruct the ignorant in how their tasks are to be done.
Benefits: +5 bonus to the ships NPC Crew Rating, as long as the Chief Bosun is aboard, Command tests involving the ships crew suffer no penalties for reduced Morale.
Infernus Master; This role may not be selected by characters with the Rogue Trader, Astropath Transcendent, Explorator or Navigator careers.
Immediate Subordinates: Commanders of the shipboard troops, aqueduct technicians, senior damage-control crew.
Important Skills: Command; Used then organising fire response teams.
Intimidate; Often needed to browbeat reticent crew into facing down a blaze.
Search; In order to spot fire hazards and assess the risks to the fire control teams under the Infernus Masters command.
Benefits: +20 bonus to all Command Tests made to combat shipboard fires.
Twistcatcher; The thankless task of twistcatching is most often left to the Arch-militants and Missionaries, although anyone save the Rogue Trader can perform this role.
Immediate Subordinates: Press gang foreman, mutant informants, bilge workers.
Important Skills: Forbidden Lore (Mutants); To better identify mutants, locate warrens and take precautions against their dangerous mutations.
Secret Tongue (Underdecks); For gathering information from the lowest of the human crew, who often have some contact with the mutant population. Many mutants also speak this dialect, making it useful for interrogating mutant prisoners.
Tracking; To apprehend those that flee.
Benefits: Immediately after Starship Combat, the Twistcatcher may raid the lower decks, replacing a portion of the dead crew with mutant slaves captured in the raid. If such a raid is undertaken, the ship regains 1d5 Crew Population but looses 1 Crew Morale.
Master of the Vox; This role is open to characters with the Astropath Transcendent, Seneschal and Void-master careers.
Immediate Subordinates: Senior communications officers, officers of cryptography,vox-caster maintenance personnel.
Important Skills: Ciphers (Rogue Trader); Communications officers must be well versed in the parlance of the masters fleet.
Secret Tongue (Rogue Trader); Transmissions made for the benefit of the fleet must remain confidential.
Trade (Cryptographer); The secret codes and ciphers that protect a fleets secrets must be forever improved and changed, lest eavesdroppers grasp their meaning.
Benefits: +20 bonus to the Jam Communications Extended Action (see Rogue Trader page 218).
Purser; This role is only available to the Seneschal career.
Immediate Subordinates: Senior financial managers, chartered accountants, the Master of Pensions.
Important Skills: Barter; Only the best prices and the shrewdest deals can keep ones ledgers in the black.
Commerce; The Lord-purser must develop old investments while seeking out new ones.
Evaluate; Everything has its price, and a purser must be able to quote that price at a moments notice.
Benefits: When replenishing Morale by spending Achievement Points, the Purser only has to spend 25 Achievement Points, and may always make a Routine (+20) Barter Test instead of a Charm Test. (This test is always Routine, no matter how many times Morale is replenished in this manner.)
Carto-Artifex; Seneschals, Navigators, Explorators and other Explorers with a scholary bent can serve in this role.
Immediate Subordinates: Navigator House archivists, keeper of the librarium, deep void auger operator.
Important Skills: Trade (Astrographer); A Carto-artifex is expected to interpret old maps and constantly revise new ones.
Navigation (Stellar and Warp); When a safe course has been determined, it must be plotted and followed.
Forbidden Lore (Navigators); The insular Houses often issue false maps to confuse enemies, and maintain secret routs for their own convenience.
Benefits: +10% bonus to all Awareness and Perception Tests made during Warp Navigation (see Rogue Trader page 183) and when detecting a stellar phenomena (see Rogue Trader page 226).
Ship’s Steward; This role is open to all Seneschals and Void-masters, as well as all characters with the Void Born Home World option.
Immediate Subordinates: Master of Stores, senior hydrologists, guildmaster of Atmospheric Reclamators.
Important Skills: Blather; Often the ships steward must stall for time, distracting the crew from a shortage just long enough to acquire new provisions.
Survival; In the darkest of times, people must be fed from scavenged food, captured vermin, and less savoury victuals.
Benefits: The careful rationing imposed by the ship’s steward doubles the effective provisions of a craft, allowing it to function for up to a year before the crew suffers from consequences of long voyages (see Rogue Trader page 227).
All for now...
17916
Post by: Miss Dee
Hello Derina,
UK distribution has not yet been able to offer the book to retailers. We get confirmation of the new releases for any given Tuesday on the preceding Friday. We have just been given the bad news is that it will not be in the Country until October at the earliest. Obviously we are sorry about this, but it is entirely beyond our control. We’ll be shipping it on the day it arrives at the store.
Regards,
Sean Buckley
Leisure Games
This was in my Inbox.
494
Post by: H.B.M.C.
Which is why I ordered it from the US.
7375
Post by: BrookM
Well gak and friend eggs. Where did you order it from? Amazon? FFG?
21436
Post by: Father Gabe
Got my copy of Deathwatch at gamesday Baltimore. Had a chance to talk to one of the devs too. Good fun ladies and gents. The book is stuffed full of lore...which the Devs say was authorized as canon (almost all of it lol) Not sure if the new chapter in there (Storm Wardens) was ever a listed chapter or it is Calixis sector specific.
The rules are similar to any of the other FF games, with a few new additions. One other tidbit, later this year or early next year...Grey Knights expansion!
11776
Post by: Vertrucio
Storm Wardens are new, but are also cannon.
I think the Grey Knights book is for Dark Heresy though, but obviously there could be cross overs with Deathwatch.
Grey Knights are on a very different level though. The enemies faced in Deathwatch can be insanely tough, so I guess Grey Knights will have to live up to their trade and be hunting demons most of the time.
17916
Post by: Miss Dee
Ok gabe whats the character sheet look like?
21436
Post by: Father Gabe
I will scan a copy for everyone...but it will have to wait until tommorow. It is similar to DH and RT. However, it has all of the implanted organ information on it for quick reference. There is a third sheet you can use if you want that is one sided with Solo Mode and Squad Mode. You just rotate the sheet for whichever mode your in and all of your abilities are there.
Extra info: The collectors edition (when its released) is going to be awesome! The dev told me that the case is actually metal, not resin or plastic. The key can be taken off and pass around in games for whoever is team leader, etc. No idea on cost but probably at least double. Also it should be noted the ones they produced so far are metal and the dev said it is a possibility it could go to plastic but as of time of printing it is metal.
494
Post by: H.B.M.C.
Hopefully someone else who frequents /tg/ also went to Games Day, got a copy, and can do something we can discuss opening inside this thread with it, just so those of us in the endless wait for our real copies to arrive have something to read in the meantime.
21436
Post by: Father Gabe
Sorry for the wait...Im at work and have to wait until tommorow to post it. I can try to answer questions about the book, I have been reading it since Saturday.
17916
Post by: Miss Dee
Father Gabe wrote:I will scan a copy for everyone...but it will have to wait until tommorow. It is similar to DH and RT. However, it has all of the implanted organ information on it for quick reference. There is a third sheet you can use if you want that is one sided with Solo Mode and Squad Mode. You just rotate the sheet for whichever mode your in and all of your abilities are there.
.
that will be nice thanks.
5394
Post by: reds8n
Father Gabe wrote:I will scan a copy
.for review purposes only of course.
494
Post by: H.B.M.C.
reds8n wrote:Father Gabe wrote:I will scan a copy
.for review purposes only of course. 
He meant of the character sheet, not the whole book.
Automatically Appended Next Post:
Father Gabe wrote:Sorry for the wait...Im at work and have to wait until tommorow to post it. I can try to answer questions about the book, I have been reading it since Saturday.
There is one burning question you can answer for me:
What have they got for the fluff (and rules for that matter) for Vengeance Bolter shells?
Thanks.
And let's see if this works... might be huge:
21436
Post by: Father Gabe
Off the top of my shiny dome, Vengeance rounds require a high degree of renown to requisition (same for implosion and witch rounds). This is the short answer, Im heading home at lunch so I will have a solid answer then. The fluff on all the special ammunition is limited to a paragraph with a view of the interior of the round. Half of the paragraphs are rules btw. Automatically Appended Next Post: sweet. thanks for taking the work off my shoulders
17916
Post by: Miss Dee
The WS and BS dont have boxes like the last 2 games do.
494
Post by: H.B.M.C.
Boxes?
They've never had boxes. You don't have Weapon Skill Bonuses or Ballistic Skill Bonuses, so the first digit in the stat doesn't mean anything unlike all the other ones. And there's no such thing as Unnatural Weapon Skill or Unnatural Ballistic Skill, so you don't need a box for that either. Automatically Appended Next Post: New news!
For all'a y'all debating whether or not to get the new GM Screen, the news is that it is similar to the Rogue Trader one, but replaces all the 'Ship' stuff with the Squad Mode/Solo Mode stuff and, interestingly, ranged weapon summary with the critical hit chart.
But none of that matters, because the booklet that comes with it sounds awesome. Not only does it have a adventure that involves killing Tau (a bonus in everyone's book) but it also contains Deathwatch stats for:
Vespid Stingwings
Land Speeder Storm
Thunderhawk Gunship
Tau Manta (!)
7375
Post by: BrookM
Manta. I guess this means we're going to have to get one now and leave the passengers off and the interior fully accessible.
123
Post by: Alpharius
H.B.M.C. wrote:...Not only does it have a adventure that involves killing Tau (a bonus in everyone's book)...
Sold!
17916
Post by: Miss Dee
I also hear you can play Tau....
relive Fire Warrior.
6005
Post by: Death By Monkeys
Okay, I haven't played DH, RT, or DW, but just from a peek at the character sheet, the Omophagea seems pretty powerful. I'd be pretty tempted to make a Flesh Eaters character just so it'd be in-character for me to go around taking bites out of my dead enemies so I could collect skills.
17916
Post by: Miss Dee
Skulls for the blood god.... opps wrong one
21436
Post by: Father Gabe
In regards to the vengeance round it requires Famed renown. It is standard damage for bolter, but penetration 9 and overrides the unnatural toughness trait. Furthermore, if you get a jam roll, it will blow up in your face.
I dont want to get to specific due to getting banned, deleted, etc., however, that is it in a nutshell. Automatically Appended Next Post: If I remember correctly use of the Omophagea results in temporary usage not permanent.
17916
Post by: Miss Dee
Father Gabe wrote:In regards to the vengeance round it requires Famed renown. It is standard damage for bolter, but penetration 9 and overrides the unnatural toughness trait. Furthermore, if you get a jam roll, it will blow up in your face.
.
Coolness
494
Post by: H.B.M.C.
Father Gabe wrote:I dont want to get to specific due to getting banned, deleted, etc., however, that is it in a nutshell.
I posted a few pages of stats from Into the Storm not two days ago - you can post the fluff for the Vengeance shells.
15571
Post by: BaronIveagh
H.B.M.C. wrote:Boxes?
They've never had boxes.
Yes they did. Metal Boxes.
H.B.M.C. wrote:
But none of that matters, because the booklet that comes with it sounds awesome. Not only does it have a adventure that involves killing Tau (a bonus in everyone's book)
Which means I get to kill the party as the Tau. A Bonus in MY book!
494
Post by: H.B.M.C.
Pfft! Tau can't kill anything.
They'd have to upgrade themselves to... I dunno... Gretchin-level combat abilities if they want to actually start being taken seriously.
24567
Post by: Kroothawk
"Is that a knife? Say hello to my Hammerhead!" Kaboom! Splat!
15571
Post by: BaronIveagh
Yeah, for some reason people seem to underestimate guys whose standard weapon is a plasma gun.
123
Post by: Alpharius
Are you seriously trying to pump up Tau as a... threat?
Good times!
I'm looking forward to seeing how they are game-wise though...
494
Post by: H.B.M.C.
Alpharius wrote:I'm looking forward to seeing how they are game-wise though...
Easier done than said:
Gun Drones:
WS20 BS25 S20 T40 AG40 Int 15 Per 25 WP20 Fel 10 (I would've thought Perception would be higher, but as you'll see in a sec, it's not that bad)
Movement: -/-/-/- (Flyer 12)
Wounds: 15
Skills: Acrobatics, Awareness, Dodge
Talents: Fearless, Weapon Training (Pulse Carbine),
Traits: Fire Drill, Flyer 12, Machine 5
Armour: 5
Weapons: Twin-Linked Pulse Carbine (ie. is a Pulse Carbine with the Twin-Linked Quality)
Gear: Built-In Micro-Bead (for receiving instructions only, bit like Servitors)
Networked Machine Intelligence: For every Gun Drone in the Squadron, their BS, Int and Per go up by +2 (re-calc'ed the moment any die).
So those are the stats for one Drone, but like with Hormagaunts and Termagants the rules allow you to take them in Hordes. This is nice as it means you can use individual ones for special circumstances (or use them in non-Deathwatch games, where a Horde can be QUITE dangerous, especially to lowly Acolytes), and then Hordes for regular encounters.
Fire Warriors:
WS25 BS35 S30 T30 AG25 Int 30 Per 20 WP30 Fel 30
Movement: 3/6/9/18
Wounds: 12
Skills: Awareness, Common Lore (Tau Empire), Speak Language (Tau)
Talents: Exotic Weapon Training (Tau Pulse Weapons)
Traits: Fighting Withdrawal, Fire Drill
Armour: Tau Fire Warrior Armour (All 6)
Weapons: Pulse Rifle or Pulse Carbine
Gear: Micro-Bead, Photo Visor
Fighting Withdrawal is a Horde rule that allows the Horde to move at any speed as it runs away (rather than just running) and make attacks as it retreats.
Fire Drill is a Horde rule that allows the Horde to make one additional shooting attack above what it would normally be able to mag (ie. a Mag 40 horde could shoot 5 times a turn rather than 4).
Stealth Suits:
WS30 BS42 S42 (8) T47 AG38 Int 40 Per 40 WP40 Fel 40 (I wonder why 42 and 47 - strange numbers, no?)
Movement: 4/8/12/28
Wounds: 30
Skills: Acrobatics (+10), Awareness (+20), Common Lore (Tau Empire), Concealment (+20) (Duh!), Speak Language (Tau, Kroot), Tracking (+10), Shadowing (+20)
Talents: Hard Target, Rapid Reaction, Sprint
Traits: Auto-Stabilised, Darksight, Flier (12), Unnatural Strength (x2)
Armour: XV15 Stealth Suit Armour (H8, B8, A7, L7)
Weapons: Burst Cannon
Gear: Stealth Suit incorporating Stealth Field Generator, Burst Cannon, Micro-Bead and Scanner
Stealth Field Generator (Passive): -10 BS To Hit
Stealth Field Generator (Active): -30 WS/ BS To Hit, Awareness Test at -10 to notice Stealth Suits on scanners and things like that.
Tau Commander:
WS35 BS55 S50 (10) T57 (10) AG45 Int 40 Per 55 WP55 Fel 30
Movement: 12/24/36/72 (as fast as a Genestealer!)
Wounds: 90
Skills: Acrobatics, Awareness, Command (+20), Common Lore (Tau Empire), Dodge, Speak Language (Tau, Kroot, Low Gothic)
Talents: Air of Authority, Ambidextrous, Dual Shot (ahh!), Independent Targeting (double ahh!), Meditation, Rapid Reaction, Sprint (mother fethers are fast!)
Traits: Auto-Stabilised, Darksight, Flier (12), Size (Enormous), Unnatural Strength & Toughness (x2)
Armour: XV8 Crisis Suit (All 9)
Weapons: Plasma Rifle, Missile Pod
Gear: Stealth Suit incorporating Failsafe Detonator --or-- Ejection System (choose one), Micro-Bead, Xenos-Crafted Auspex (oooooooohhhhhhh.....)
Patient Hunter: Should the Kill-Team be reduced to 0 Cohesion, the Tau Commander may spend a Full Action, to invoke the Patient Hunter. When this happens, all units under his command with a Micro-Bead may re-roll any missed ranged attacks against the Kill-Team as long as their Cohesion remains at 0.
Failsafe Detonator: Goes off when the Commander's wounds = 0, Dam 4D10, Explosive, Blast 10
Ejection System: Goes off when the Commander's wounds = 0, throws the Commander 2D10 meters in a random direction. Ejected Commander is S32, T37, and has 10 wounds. His movement is 3/6/9/18, he loses all his Traits, and only has a Micro-Bead and Pulse Pistol:
Weapons:
Pulse Rifle - R150m, S/2/4, Dam 2D10+2 Energy, Pen 4, Clip 36, Reload Half, Gyro-Stabilised
Pulse Carbine - R60m, S/-/3, Dam 2D10+2 Energy, Pen 4, Clip 24, Reload Full, Gyro-Stabilised
Pulse Pistol - R30m, S/2/-, Dam 2D10+2 Energy, Pen 4, Clip 16, Reload Half
Burst Cannon - R60m, -/-/10, Dam 2D10+2 Energy, Pen 4, Mounted
Missile Pod - R90m, S/2/-, Dam 2D10+6 Explosive, Pen 5, Mounted
Plasma Rifle - R90m, S/2/-, Dam 2D10+9 Energy, Pen 8, Tearing, Mounted
29408
Post by: Melissia
That networked machine intelligence gives me a great idea for a campaign based off of it going horribly, horribly wrong
5394
Post by: reds8n
We all saw it at GD Baltimore, but here's the official DW collectors' edition "stuff".
http://www.fantasyflightgames.com/edge_news.asp?eidn=1567
24567
Post by: Kroothawk
US Amazon lists Deathwatch release date 7th September and "Into the Storm" 12th October.
494
Post by: H.B.M.C.
Which is wrong.
21436
Post by: Father Gabe
Wow. $200.00 smackers. I was figuring 150, decisions, decisions. A lot of detail in it. Since I already have a copy of the game, it would be purely for showing off. Ugh. What do i DO?
123
Post by: Alpharius
Father Gabe wrote:Wow. $200.00 smackers. I was figuring 150, decisions, decisions. A lot of detail in it. Since I already have a copy of the game, it would be purely for showing off. Ugh. What do i DO?
Yikes!
A bit pricier that the DH and RT special editions.
At that price, I'm going to have to pass, which is sad indeed, but them's the breaks!
494
Post by: H.B.M.C.
Father Gabe wrote:Wow. $200.00 smackers. I was figuring 150, decisions, decisions. A lot of detail in it. Since I already have a copy of the game, it would be purely for showing off. Ugh. What do i DO?
I'll buy your copy if you post it to me tomorrow.
11776
Post by: Vertrucio
It's also a first edition print, so there's bound to be errata.
On the other hand, it's printed on parchment style paper, heavy duty and expensive stuff. But a book printed on such is going to last a looooooong time, even under the kind of constant flipping through that gamers do.
If I had disposable income, I'd get it, this is coming from someone who normally wouldn't get collector's editions even if I had the money. But, I also love a good print.
7375
Post by: BrookM
I am a total whore for special editions, but I think I'll be killed in a very gruesome way by the better half if I were to get this.
494
Post by: H.B.M.C.
I've already paid for the standard one, and I won't buy two.
123
Post by: Alpharius
H.B.M.C. wrote:I've already paid for the standard one, and I won't buy two.
They kind of made it easy for us to decide, actually...
6005
Post by: Death By Monkeys
Man, I'm not even that interested in playing Deathwatch, but I want to get a copy of that collector's edition! Wow!
123
Post by: Alpharius
Death By Monkeys wrote:Man, I'm not even that interested in playing Deathwatch, but I want to get a copy of that collector's edition! Wow!
$200 is a bit ridiculous though.
Wasn't the collector's edition of RT $130US?
I just pre-ordered the standard edition from Amazon for $33US, with free shipping!
21436
Post by: Father Gabe
I dont mind now to have to copies, just gotta think is the special edition worth the money? What will I do with it? Gaze upon it and channel the power of the Emperor or glare at it as a big gaping hole in my wallet. It's just so cool looking....arrrrrggh.
The game btw is good, I think with all the combat options iin it will cause some initial confusion but I think it might enhance role playing different chapters together, learning new tricks, etc.
1478
Post by: warboss
Alpharius wrote:Death By Monkeys wrote:Man, I'm not even that interested in playing Deathwatch, but I want to get a copy of that collector's edition! Wow!
$200 is a bit ridiculous though.
Wasn't the collector's edition of RT $130US?
I just pre-ordered the standard edition from Amazon for $33US, with free shipping!
do you have some special discount? the cheapest i found was $37.77...
http://www.amazon.com/Warhammer-40K-RPG-Deathwatch-Rulebook/dp/1589947789/ref=sr_1_2?ie=UTF8&s=books&qid=1282848177&sr=8-2
123
Post by: Alpharius
I did!
Amazon sent me a $5 Use Anywhere Coupon, so guess what I used it for?
1478
Post by: warboss
Alpharius wrote:I did!
Amazon sent me a $5 Use Anywhere Coupon, so guess what I used it for?
porn?  or maybe deathwatch.
123
Post by: Alpharius
To the best of my knowledge, there ain't none of that on Amazon.
And even if there was, it was still going for Deathwatch!
Now I just need to find a group in my area...
24567
Post by: Kroothawk
warboss wrote:Alpharius wrote:I did!
Amazon sent me a $5 Use Anywhere Coupon, so guess what I used it for?
porn?  or maybe deathwatch. 
Let's just say SM
722
Post by: Kanluwen
Alpharius wrote:I did!
Amazon sent me a $5 Use Anywhere Coupon, so guess what I used it for?
The same thing I used it for!
*highfive*
17916
Post by: Miss Dee
Alpharius wrote:To the best of my knowledge, there ain't none of that on Amazon.
And even if there was, it was still going for Deathwatch!
Now I just need to find a group in my area...
Snap.
273
Post by: Foda_Bett
They just added a note to the top of their collector's edition mini page
We have begun accepting orders for the Deathwatch Collector's Edition, and your credit card will be charged in full at the time of purchase. Please understand that we expect to begin shipping this product 8 - 10 weeks after the release of the regular edition Deathwatch Core Rulebook, which should start shipping in the next few weeks.
494
Post by: H.B.M.C.
Well that's better than nothing. Thanks Foda.
4348
Post by: Matthias
I picked up DW and the GM Kit at Gen Con a few weeks back and just finished my first read through. I like it...really, really like it. It totally has a controlled superhero RPG feel to it.
Not sure if my RPG group will have much interest in it, but they all love Champions, so maybe I can sell them on it via that angle.
I am huge sucker for collector's editions, but I just can't do the FFG RPG ones. Too expensive and then at that point they are basically useless, because I'll be damned if I am putting a $200 book on a table with soda spilling fools!
I bought the War of the Ring collectors edition because I am sucker for board games and Tolkien. I seriously don't ever see myself using it more than once.
Really looking forward to some of the upcoming products (as well as the hardback editions of WFRPG 3rd Edition).
5394
Post by: reds8n
Greetings, Deathwatch fans!
The Deathwatch Core Rulebook premiered at Gen Con 2010 on August 5! I was definitely not prepared for the massive response from the 40K RPG fans... it was a huge ball of amazing and awesome rolled into one. There was a huge 16-foot-tall image of a Space Marine from the book highlighting where to go to find out more about the Deathwatch RPG, and lines for the book were full of some really excited fans anticipating taking on the role of a Space Marine in an RPG for the first time!
I spoke to quite a few fans at the Deathwatch seminars throughout the con, ably aided by Deathwatch author Andrea Gausman. Andrea’s presence was very helpful, not only because she worked on the core rulebook, but she is also the author of the Deathwatch GM’s Kit and the forthcoming The Emperor Protects adventure book. Unveiling the game, answering questions from fans, and chatting about 40K was an extremely fun and inspiring experience, and after returning from Gen Con I am motivated more than ever to expand the Deathwatch line with plenty of new books!
The entire RPG department here at Fantasy Flight Games (including myself, Jay Little, Dan Clark, Mack Martin, and Sam Stewart) really enjoyed meeting our fans and discussing the worlds and characters these games bring to life. I’d like to extend a special thanks to Ashley & Bill (seen in the picture at right), who were first in line for Deathwatch (and for Rogue Trader last year, as well!) and to all the great fans attending Gen Con 2010.
As a special bonus, this week I’m pleased to present the downloadable version of the Deathwatch character sheet plus the Squad/Solo mode sheet. These resources can also be found on the Deathwatch Support Page to make your games of Deathwatch easier!
web quality sheet
print quality
http://www.fantasyflightgames.com/ffg_content/deathwatch/minisite/support/deathwatch-solomode-web-quality.pdf
http://www.fantasyflightgames.com/ffg_content/deathwatch/minisite/support/deathwatch-solomode-hi-quality.pdf
123
Post by: Alpharius
Awesome - thanks for the update red!
17916
Post by: Miss Dee
When I looked on the support page they were not there.
5272
Post by: Fallen668
I just Ordered the Collectors edition... My girlfriend of all people was nagging me about "you aren't ordering it WHY?... your birthday IS later this month... you should get it for yourself" Notice though she said get it for yourself, not let me get it for you or go in half... can't win em all I guess.
Sad part though is I saw the collector's edition a day after I put in my order for a copy form Amazon. Then again I doubt I would want to drag the CE around unless it was something special going on for gaming... so it all works out.
24567
Post by: Kroothawk
Just wanted to say that tomorrow I will get my copy of "Into the Storm", so if it is available in Germany, others will have it soon as well.
"Deathwatch" is not yet available here.
7375
Post by: BrookM
How did you get yours? Through your FLGS?
24567
Post by: Kroothawk
Yes, I hold it in my hands now
Amazon customers have to wait till 28th September
722
Post by: Kanluwen
Huh. Funny, because it says I'll have my copy from Amazon by September 14th(at the latest).
Only a 14 day difference
494
Post by: H.B.M.C.
Seriously, what is Amazon's problem?
722
Post by: Kanluwen
I dunno. It may be that they have to deal with a weird supply chain, etc.
24567
Post by: Kroothawk
Guess they serve the FLGS first before feeding the big Amazon warehouse.
"Into the Storm" is an essential update for all Rogue Trader players.
Yes, Xenos exotic weapons and vehicles are fine, but everyone else gets new elite career ranks (to customize your character, e.g. Flight Marshal, Calixian Privateer, Gland Warrior, Ork Kommando or Mekboy, 15 at all), new home worlds (Battlefleet, Penal World,...), new psychic powers, and enhanced game mechanics. Believe me: You want it!
17916
Post by: Miss Dee
I use to plat Cthulhu tech, and cgl got the books out on time no messing around.
123
Post by: Alpharius
I know I'm still waiting on Amazon...
9/28/10 does seem far away at this point!
5272
Post by: Fallen668
Alpharius wrote:I know I'm still waiting on Amazon...
9/28/10 does seem far away at this point!
Try tacking on an additional 8-10 weeks for the collectors edition.
17916
Post by: Miss Dee
its not Amazon its FFG, not pulling their finger out. Had this problem with Mongoose.
7375
Post by: BrookM
Called my FLGS, seems we're SOL.
17916
Post by: Miss Dee
SOL?
7375
Post by: BrookM
gak Out Luck
20650
Post by: Pyriel-
Space marines without survival as basic skill even? Weird.
21436
Post by: Father Gabe
As much as I want to get a copy of the collectors edition, I will have to wait until next pay day around the 14th. If they still have copies, then its meant to be
If not then I will storm someones home with blind grenades and bolters, taking their copy! J/K...maybe
26407
Post by: Bloodwin
Are FFG going to be at the UK Games Day and are they likely to have copies of their games for sale on the day? I'm mostly interested in picking up the Space Hulk card game.
5394
Post by: reds8n
Bloodwin wrote:Are FFG going to be at the UK Games Day and are they likely to have copies of their games for sale on the day? I'm mostly interested in picking up the Space Hulk card game.
They'll be there alright, running demo games and the like, in past years they haven't had a sales stand though, alas.
http://www.games-workshop.com/gws/content/article.jsp?catId=&pageMode=multi&categoryId=§ion=&pIndex=2&aId=11500007a&start=3
I am interested in playing the HH game.
5272
Post by: Fallen668
I really want the Horus Heresy game but I don't know anyone I could play it with. My work schedule flat out prevents me from hitting an FLGS... ever. All my friends got married and can't get away from their wives for more than 30 minutes before their wives start calling wanting to know when they are coming home. Seriously... last time we got together for some Warmachine which was three years ago by the way, the wife was calling him by the bottom of turn one wanting to know when he was going to be home. She then continued to call about every 20 minutes till he left. I finally just called it to stop hearing his phone go off. Then their is my girlfriend and one of her friends who like to play games, but... they can't be bothered to actually read the rules and know them for games like manopoly or Life. Do you really think I am going to get them to read and understand a dense 44 page rulebook for a game that is only 1 on 1.
Or chaos in the old world for that matter which supports 3 people but same issue with reading applies. Spending the money for their board games just doesn't make sense at all. At least I can use the RPG books for fluff sources.
I am actually coming full circle that I have had so much enthusiasm and desire to game that I have burned out any enthusiasm and desire to game that I had. I am so burned out from wanting to play that I really don't seem to even get any enjoyment out of it anymore. sigh... At least I have something cool to go on my bookshelf.
17916
Post by: Miss Dee
Book some days off work.
123
Post by: Alpharius
I was able to get the HH game for $65 WITH Shipping off of eBay - but I have the same problems as Fallen668!
Still, I'm glad I have it!
I'll be able to reenact all my favorite scenes for the HH series of books, once they get that far...
...sometime around, say, 2023?
7433
Post by: plastictrees
Clearly we need to start some kind of gaming commune.
722
Post by: Kanluwen
In my email inbox this morning...
Amazon.com wrote:
Hello from Amazon.com.
We're writing about the order you placed on August 26 2010. nfortunately, the release date for the item(s) listed below has changed, and we need to provide you with a new delivery estimate based on the new release date:
Ross Watson "Warhammer 40K RPG: Deathwatch Core Rulebook (Warhammer RPG)"
Estimated arrival date: October 01 2010 - October 05 2010
We apologize for the inconvenience caused by this delay.
Oh well.
17916
Post by: Miss Dee
its not Amazon's fault tho is it, im thinking to cancel the order.
123
Post by: Alpharius
I got the same message today, only my delivery date was about a week later than Kanluwen's!
RAGE!
He must live closer to Kentucky, or wherever Amazon's main warehouse is!
Or maybe he didn't cheap out like me and select 'free shipping'?
722
Post by: Kanluwen
I live in North Carolina, so closer...
494
Post by: H.B.M.C.
To cancel or not to cancel.
Anyone know a store that does have them in stock?
123
Post by: Alpharius
Patience Grasshopper - you've waited this long, right?
722
Post by: Kanluwen
H.B.M.C. wrote:To cancel or not to cancel.
Anyone know a store that does have them in stock?
Nope. Neal over at the Warstore just has it listed as "Preorder, will ship when in stock"
7375
Post by: BrookM
Well, they are not shipping until they've taunted us with a picture of them in a warehouse full of them.
24567
Post by: Kroothawk
H.B.M.C. wrote:To cancel or not to cancel.
Anyone know a store that does have them in stock?
My FLGS preordered it today for a September release, hope that helps
Until then, my gaming group will play a Rogue Trader campaign with my new Kroot chacacter
722
Post by: Kanluwen
Kroothawk wrote:H.B.M.C. wrote:To cancel or not to cancel.
Anyone know a store that does have them in stock?
My FLGS preordered it today for a September release, hope that helps
Until then, my gaming group will play a Rogue Trader campaign with my new Kroot chacacter 
And the announcement that it was pushed back to October just came out today.
So you may be waiting just as long as the rest of us.
24567
Post by: Kroothawk
Well, I have "Into the Storm" since Wednesday, how about you?
And Amazon pushed it back to October, and they still list "Into the Storm" as not available until 28th September
All hail the brick and mortar stores
17916
Post by: Miss Dee
Looks like DW might be November now.
30875
Post by: Popsicle
I hope so! I'm really hyped about the Release, more than can be said for Blood Angels or Space Wolves. I'll defo be picking some up.
5394
Post by: reds8n
Kroothawk wrote:Guess they serve the FLGS first before feeding the big Amazon warehouse.
"Into the Storm" is an essential update for all Rogue Trader players.
Yes, Xenos exotic weapons and vehicles are fine, but everyone else gets new elite career ranks (to customize your character, e.g. Flight Marshal, Calixian Privateer, Gland Warrior, Ork Kommando or Mekboy, 15 at all), new home worlds (Battlefleet, Penal World,...), new psychic powers, and enhanced game mechanics. Believe me: You want it!
QFT.
Had this for a few dyas now and done the odd little bit of dipping into it.. still haven't finished reading "Dead Stars" even  , but if you play RT then, really, you need this book.
By saying it I've damned myself to failure but with a bit of luck I might well get my copy of Deathwatch next week.
7375
Post by: BrookM
Bah, I'm still waiting for any word on Into the Storm.
5394
Post by: reds8n
..I like the Eldar Deathspinner, the Macro Hammer -- " suitably large hammer head covered with nano sized warp portals which burst open on contact"  -- and "Flak spray" which does what it says on the tin.
21735
Post by: the_dunner
FFG updated the status on Deathwatch Core and GM's kit from "On the Boat" to "Shipping Now."
http://www.fantasyflightgames.com/edge_upcoming.asp
Their key says that means it should be in stores within 7-10 days. Here's hoping that's not overly optimistic.
17916
Post by: Miss Dee
about blooming time.
123
Post by: Alpharius
I will, of course, believe this once Amazon tells me it is on its way to me!
5394
Post by: reds8n
Apparently this and a few other FFG games will be on sale at GD UK
722
Post by: Kanluwen
And something that they actually locked off access to the GW studios to their own employees for
Sounds kinda like what happened with the original launch of "Lord of the Rings". Must be kinda important...
4180
Post by: TimHuckelbery
reds8n wrote:..I like the Eldar Deathspinner, the Macro Hammer -- " suitably large hammer head covered with nano sized warp portals which burst open on contact"  -- and "Flak spray" which does what it says on the tin.
Thanks, it was fun book to write for, and fun creating lots of utterly insane xeno and technobabble items. Flak Spray was actually a shout out to Kate Flack, who got me into writing for Dark Heresy long ago (it was originally called Katarine Flak Spray). And the Macro Hammer was an adaptation of something I made for an old fan Adeptus Mech codex from even longer ago.
-Tim
494
Post by: H.B.M.C.
The Deathspinner is simply brutal - 4D10+5, Tearing, Blast (2), Reliable. Scary, scary weapon.
And the Burning Blade has to be one of my favs.
No I don't ' have' this book yet - Amazon still hasn't shipped - but I sure have read it.
5394
Post by: reds8n
TimHuckelbery wrote:reds8n wrote:..I like the Eldar Deathspinner, the Macro Hammer -- " suitably large hammer head covered with nano sized warp portals which burst open on contact"  -- and "Flak spray" which does what it says on the tin.
Thanks, it was fun book to write for, and fun creating lots of utterly insane xeno and technobabble items. Flak Spray was actually a shout out to Kate Flack, who got me into writing for Dark Heresy long ago (it was originally called Katarine Flak Spray). And the Macro Hammer was an adaptation of something I made for an old fan Adeptus Mech codex from even longer ago.
-Tim
That is cool, I met Mamzel Flack once or twice -- at Conflict London perhaps..... I think...., I guess I might be getting her confused perhaps  -- and I always dig little tales like this. It's a great book, keep up the good work.
Oh, and I thought that trial Ad mech list you wrote was pretty sweet, to this day I shamelessly foist it upon both innocent, unsuspecting players and the design studio with anguished cries of " see what could have been !"
..or something.
meanwhile...
That which I do not possess, I crave. That which I cannot claim, I despise. That which I should not know, I am compelled to learn. That which I own, I tire of. And that which I once called mine, I mourn. Is it the nature of man to desire that which we lack; a sense of untamed curiosity and unrestrained greed that drives us to have more than we need and need more than we have? Is it a curse, that we seek the unknown against all better judgement and heedless of cost? Or is it merely the darker part of ambition, the cost of our aspirations to become greater? I know not... for curiosity is something I possess in abundance, and thus I care not to look upon it when I can look to newer things.”
–Excerpt from the Journal of Parsimus Dewain
Fantasy Flight Games is pleased to announce that Edge of the Abyss, a Rogue Trader supplement first previewed in Profit and Plunder, will hit store shelves this fall!
In Edge of the Abyss, detailed descriptions of the Expanse’s famous worlds allow players and GMs to plan new Endeavours and adventures. Fight across the frozen surface of Lucin’s Breath, plunder the Egarian maze cities, and plumb the secrets of haunted Illisk. Study, negotiate, and war against the inhabitants of the Expanse: xenos races, the vile forces of Chaos, and monolithic Imperial organizations.
The vast darkness of the Expanse brims with legends and secrets. Within Edge of the Abyss are the rare bits of truth you need to explore beyond the Maw. Armed with this priceless knowledge, plot your own course to adventure and profit! Study, negotiate, and war against the inhabitants of the Expanse: xenos races, the vile forces of Chaos, and monolithic Imperial organizations. Learn of six legendary Rogue Traders, each a potential ally, enemy, or source of valuable information. Play through a complete, full-length adventure that pits Explorers against bloodthirsty xenos and offers the chance to plunder lost artefacts of the Egarian Dominion.
Edge of the Abyss offers in-depth descriptions of several important locations in the Expanse, including some never-before-revealed worlds. Additionally, you’ll find background information, statistics, and ships for the most powerful alien races and organizations of the Expanse.
With adventure ideas, location guides, and much more, Edge of the Abyss is an invaluable resource for GMs and players alike. This fall, profit from the secrets of the Koronus Expanse!
http://new.fantasyflightgames.com/edge_news.asp?eidn=1592
494
Post by: H.B.M.C.
Weirdly the one book I really... don't care about.
Guess I'd have to see what's in it.
But bring on Rites of War!!!!!!!
18509
Post by: endtransmission
the_dunner wrote:FFG updated the status on Deathwatch Core and GM's kit from "On the Boat" to "Shipping Now."
Their key says that means it should be in stores within 7-10 days. Here's hoping that's not overly optimistic.
I just picked up Into the Storm (looks really nice so far) from my flgs and they are expecting their delivery of Deathwatch books next week... so fingers crossed!
17916
Post by: Miss Dee
Leisure Games says DW Tuesday (Tomorrow)
494
Post by: H.B.M.C.
Do they do online orders? If so, I'm gonna cancel my Amazon orders and get it from them.
17916
Post by: Miss Dee
Yes they do.
Automatically Appended Next Post:
http://www.leisuregames.com/index.html
Automatically Appended Next Post:
Blowback looks good as well. Burn Notice style.
18509
Post by: endtransmission
You were spot on with Tuesday for the stores getting their deliveries.
the good thing about overlooking our flgs is that I can watch their delivery truck arrive. The GM screens turned up in the same order, so I now have both in hand and both are looking very nice indeed.
Slightly annoying that they arrived on the same day as Halo:Reach as now I have to make the difficult decision about which one to look at first!
17916
Post by: Miss Dee
Most welcome.
494
Post by: H.B.M.C.
So... to cancel or not to cancel.
17916
Post by: Miss Dee
Do what you think is right.
686
Post by: aka_mythos
Hmmm... cancel...
I had heared that Amazon is a bit iffy on their ship out dates of FFG products, since FFG fills Amazon's larger warehouse purchases last; so any delays tend to impact them more often than the FLGS. So if you're desperate to get it, want a discount and not go to a local store... cancel reorder from another online store.
494
Post by: H.B.M.C.
Miss Dee wrote:Do what you think is right.
That's not helpful!!!
Would Leisure Games have a copy of both DW and Into the Storm, in stock, to send to me ASAP?
7375
Post by: BrookM
I'm going to sit tight and wait, that's all I can do now.
494
Post by: H.B.M.C.
Coward.
7375
Post by: BrookM
feth Amazon and feth Maelstrom, they would take even longer, discounts be damned. As things are right now we might finally be getting a shipment sometime this week from FFG, seeing as they could get no surplus from Germany.
24567
Post by: Kroothawk
H.B.M.C. wrote:So... to cancel or not to cancel.
Good thing is: You still have several weeks to decide
494
Post by: H.B.M.C.
Oh I wouldn't get it from Maelstrom -
I know what I just wrote. Let's let's all take a breath. Good? Ok.
- because they are, oddly, slower than Amazon when it comes to FFG books.
18509
Post by: endtransmission
You know you want to cancel. At least you'd stand a chance of seeing the books this side of Christmas
17916
Post by: Miss Dee
and when sending out a no quater. Automatically Appended Next Post: looks like it http://www.leisuregames.com/acatalog/Rogue_Trader__Fantasy_Flight_.html
494
Post by: H.B.M.C.
And done.
They'd better send it quick.
17916
Post by: Miss Dee
my copy has been shipped.
474
Post by: AJCarrington
So has mine
AJC
15571
Post by: BaronIveagh
Now we wait for the Ships book, which is rumored for Q1 2011. *sigh* why must I wait so long for my beloved torpedoes?
494
Post by: H.B.M.C.
Keep your ships book - I'm waiting for Rites of Battle, the book that has different Chapters, rules for vehicles including Dreadnoughts, and gives all the players Ld10 as long as the GM keeps it on the table!!!
Also:
Big Request to whoever gets Deathwatch First!
Can you please, in this thread, post a list of all the special ammo types that the Deathwatch can get. I don't need rules specifically, just the names and a general fluff description of what they do.
Thank you!
17916
Post by: Miss Dee
Dragonfire, Hellfire, Implosion, Kraken, Metal Storm, Stalker, Vengance and Witch Bolts.
494
Post by: H.B.M.C.
1. I hate you because you have the book and I don't. 2. Can you tell me what specific fluff is there for the Vengeance and Witch Bolts. Thanks!
17916
Post by: Miss Dee
Please dont hate me.....  Vengeance: Are designed to take out chaos marines, gets felling (1) pen increased to 9.
prematurely detonates on an attack roll of 91-100, shooter takes a pen 5 to an arm location. (random if 2 arms) and weapon auto jams.
Witch bolt reduces psi rating by 1 for 1D10 rounds.
critters with warp instability must take willpower test to check for disruption.
18509
Post by: endtransmission
Miss Dee covered the stats. Fluff wise :
Witch bolts were designed by the Black Templars and have a core of neuro-inhibitors laced with a warp-reductive compound that disrupts any connection to the warp.
Vengeance rounds were created to breach the power armour worn by chaos marines. They feature a core of unstable matter that creates a micro-fission explosion upon detonation; because of this unstable core, they are very volatile in nature
17916
Post by: Miss Dee
Its hard to hold the book in one hand and use a laptop... where is a good speech prog when you want one?
494
Post by: H.B.M.C.
Miss Dee wrote:Its hard to hold the book in one hand and use a laptop...
Such is your punishment for having the book before me.
18509
Post by: endtransmission
Miss Dee wrote:Its hard to hold the book in one hand and use a laptop... where is a good speech prog when you want one?
Where are mechandrites when you need them?
I finished reading the GM booklet last night. The adventure is quite interesting, if a bit "Warehouse 13" in feel, and involves killing lots of Kroot and Tau whilst investigating a mysterious artifact. Like the more recent adventures for DH and RT, it's not hand holding you all the way, like some of the early DH adventures were; there's a lot to be fleshed out by the GM before hand. There's also an interesting side bar with very basic vechicle guidelines, including horrifically basic stats for Landspeeders and a hammerhead, and a note to say they know vehicles are very important to DW games but the rules will follow eventually.
The NPCs are interesting and offer some more insight about things that are going on in this region of space with their plot hooks and the GM mission section is an interesting read with some useful tips and tricks for new GMs.
17916
Post by: Miss Dee
Cool I love Warehouse 13, must of missed where you can have tau pc's .... must be another book.
18509
Post by: endtransmission
You can't have Tau pc's. That was supposed to be about killing tau, not playing them.
17916
Post by: Miss Dee
must be another book H.M.B.C. posted
123
Post by: Alpharius
endtransmission wrote: I finished reading the GM booklet last night. The adventure is quite interesting, if a bit "Warehouse 13" in feel, and involves killing lots of Kroot and Tau whilst investigating a mysterious artifact. SOLD! endtransmission wrote:You can't have Tau pc's. That was supposed to be about killing tau, not playing them. SOLD AGAIN! This is excellent!
494
Post by: H.B.M.C.
Miss Dee wrote:must be another book H.M.B.C. posted H. B.M.C., my dear. And you might be confusing Into the Storm - that allows you to play as Kroot or Orks. Although I have mentioned the GM Kit booklet and it's heavy emphasis on killing Tau. Automatically Appended Next Post: Alpharius wrote:SOLD AGAIN!
This is excellent!
Pfft! You were sold already.
So have you cancelled your Amazon order Alpha like the rest of us? You should see the threads over on the official board. One person said " I cancelled my order with Amazon and ordered it from XYZ" and virtually every post after is " Ditto" or " Me too!" or " So did I!".
I think FFG have got a big winner on their hands and, at the same time, that Amazon have really dropped the ball.
18509
Post by: endtransmission
Miss Dee wrote:must be another book H.M.B.C. posted
The RT book, Into the Storm allows Kroot and Ork PCs, if that's wht you're thinking of?
Damn. Ninja'd!
24567
Post by: Kroothawk
Alpharius wrote:endtransmission wrote:
I finished reading the GM booklet last night. The adventure is quite interesting, if a bit "Warehouse 13" in feel, and involves killing lots of Kroot and Tau whilst investigating a mysterious artifact.
SOLD!
endtransmission wrote:You can't have Tau pc's. That was supposed to be about killing tau, not playing them.
SOLD AGAIN!
This is excellent!
Bah, I will gamemaster this scenario just to kill off all Space Marines with Tau and Kroot
BTW, my FLGS now also has the Deathwatch book and Screen, two weeks after I got my copy of "Into the Storm". Not wanting to rub salt into anyone's wounds of course
7375
Post by: BrookM
Bah humbug.
24567
Post by: Kroothawk
On Saturday, I play my Kroot character for the first time
5394
Post by: reds8n
A little over 2 hours and my copy shall be in my grubby mitts.
494
Post by: H.B.M.C.
Puts reds8n on 'the list' as well.
123
Post by: Alpharius
I didn't cancel my Amazon order for two reasons:
1) There is no active RPG group in my area for me to rush into with... sadly!
2) I got it for $32 delivered (with a $5 Amazon coupon) so - cheapskate wins!
And waits!
1478
Post by: warboss
do you fight regular firewarriors and kroot in that adventure or do they have stats for the bigger boys like crisis suits?
17916
Post by: Miss Dee
The list had better be Christmas cards, sorry about the wrong name.
You should get it in a few days.... or so.
18509
Post by: endtransmission
That adventure covers kroot, feral kroot, tau, tau air cast, Hammerheads and Stealth teams. The only stats included in the GM's booklet are Vespids, kroot variants and some brief guidelines for the Hammerhead.
The main Deathwatch book contains the stats/rules for a Tau commander in XV8 crisis suit; Stealth suit, gun drones and Fire warriors. The nice thing for anyone that plays DH or RT is that the stats look compatible and are written to, by default, not use the Deathwatch Horde rules.
17916
Post by: Miss Dee
What I think is cool is that the start off in corner and fight in another corner of the galaxy bar.
18509
Post by: endtransmission
Miss Dee wrote:What I think is cool is that the start off in corner and fight in another corner of the galaxy bar.
It did feel a bit like Voyager in that regard...
24567
Post by: Kroothawk
How much info on Tau/Kroot is in Deathwatch, would it be enough to justify a buy for a Space marine hater?
But maybe an upcoming adventure is also on Tau.
29408
Post by: Melissia
People call me a "space marine hater", and I enjoyed Deathwatch. But then, people are stupid/ignorant/plenty of other negative adjectives.
Even if you don't like Marines, the added fluff for enemies and equipment is always appreciated.
18509
Post by: endtransmission
I don't really play as I don't have time to join a group. I just enjoy reading the fluff; which each book has plenty of. It's hard to say how much fluff is specifically tau so far as it's all intertwined into the background of the region and how the deathwatch react to it.
494
Post by: H.B.M.C.
It has all shipped!!!
Take that Amazon!!!
11776
Post by: Vertrucio
My store gets them on Friday, but sometimes the shipment comes Thursday or earlier.
I ran the intro adventure twice.
A note to GMs who run the game. Don't skimp on free actions or movement, give players leeway to act like the Big Damn Heroes that they are. Sticking solely to the combat actions rules can lead to boring dice offs that RPGs are not supposed to be. If the players role play well, give them that extra movement to duck behind a corner for cover before unleashing a full auto attack, or let them pull off a stunt without a roll as part of his normal movement. Break the adventure apart and add as much of your own flare as possible. In the Final Sanction free adventure, I always added elements of time and choice, providing hints to players that if they did one thing before another, there would be consequences for either part of the adventure. Adding things like the players seeing columns of enemy reinforcements in the distance going towards key mission areas, but if they delay to take them out, they might alert more troops to their position or take up valuable time reaching a different objective, but on the other hand, it can make those other objectives easier and give bigger bonuses there down the line.
And always, always, provide more interesting things happening than the enemy just shoots back.
Also, the adventures given by FFG don't always list things like engagement ranges, but these are actually critically important. Starting enemies out too close can cause things to devolve into dice offs, and if you want to do that, just play the miniatures game. Try factoring in how many degrees of success a player gets on his awareness checks to see how far away the enemy starts from the players, instead of that check just determining if players even get an initiative roll.
A lot of the enemies Deathwatch face will absolutely murder even the vaunted space marines if you start them out too close to their targets.
And even if the adventure calls for you to start enemies close by, don't just run them at the player. Let them take cover, go prone, dodge into the shadows to try to get the drop, take up defensive positions and the like.
This not only makes an encounter more interesting, it gives players playing the assault marine or devastator more interesting things to do and can balance out how deadly they are. A devastator firing into a crowd in the open can wipe out entire hordes, but putting the same horde in medium to heavy cover and you can make it a more interesting encounter with the devastator pulling suppression duty, that one man trying to keep the entire column pinned so that his battle brothers can flank some heavy weapons to the side before dealing with the main column.
Oh and try splitting up enemies into clusters with different initiatives, it can be way too devastating to have all enemies act at the same time, especially with hordes and the like. Haven't them all on the same initiative is like having a supremely coordinated enemy at all times.
Remember these tips, since Deathwatch is such a combat heavy game, it can actually require more work from the GM to make sure the game doesn't devolve into dice fests, rather than role playing.
5394
Post by: reds8n
T'is a thing of beauty this book.
494
Post by: H.B.M.C.
Hatehatehatehatehatehatehatehatehatehatehate hatehatehatehatehatehatehatehatehatehatehate hatehatehatehatehatehatehatehatehatehatehate hatehatehatehatehatehatehatehatehatehatehate hatehatehatehatehatehatehatehatehatehatehate
7375
Post by: BrookM
Can I have some of what you are having, I can't take these knife twists any more..
5394
Post by: reds8n
The Gm screen, whilst also being surprisingly sturdy, seems better thought out than some of the earlier efforts in this regard.
My plans to spend the evening hugging said tome and rocking back forth whispering things about it being precious were, alas, disrupted by an unplanned all night long drinking session/impromptu pub quiz. It's a tough, tough life.
I've pretty much been waiting for this game/book since about 1987, so i guess I can die happy now. I feel like a coyote who has just eaten a roadrunner.
494
Post by: H.B.M.C.
Oh yeah, I forgot, my copy is already on its way.
And I "have" Into the Storm already. Automatically Appended Next Post: reds8n wrote:The Gm screen, whilst also being surprisingly sturdy, seems better thought out than some of the earlier efforts in this regard.
There's a fairly good overview of the GM kit over on the official forum. Someone got one way early and went over everything with it. The "killing of Tau" emphasis was enough to sell it to me, but it actually seems like a decent product, unlike, say, the RT GM Kit.
reds8n wrote:I feel like a coyote who has just eaten a roadrunner.
There's an episode where he does catch him, but he's shrunk down to tiny size when it happens. Kinda tragic really.
17916
Post by: Miss Dee
H.B.M.C. wrote:Hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
Hate leads to anger, anger leads to suffering... all of this is the dark side.
11776
Post by: Vertrucio
Or he might be reciting the litanies of hate against the foul xenos.
17916
Post by: Miss Dee
reds8n wrote:The Gm screen, whilst also being surprisingly sturdy, seems better thought out than some of the earlier efforts in this regard.
My plans to spend the evening hugging said tome and rocking back forth whispering things about it being precious were, alas, disrupted by an unplanned all night long drinking session/impromptu pub quiz. It's a tough, tough life.
I've pretty much been waiting for this game/book since about 1987, so i guess I can die happy now. I feel like a coyote who has just eaten a roadrunner.
You missed the Meep Meep.
686
Post by: aka_mythos
I've found my self walking into my FLGS every day this week... "Is it here yet?" As soon as I have it in my hands the next question will be... "When will you get "Rites of War?""
Kroothawk wrote:How much info on Tau/Kroot is in Deathwatch, would it be enough to justify a buy for a Space marine hater?
But maybe an upcoming adventure is also on Tau.
Turning this around, which books for "Rogue Trader" and "Dark Heresy" would generally be the most useful for a Deathwatch campaign?
Creature Anthema... in the least, any others?
494
Post by: H.B.M.C.
Creatures book would be. Into the Storm would be (vehicle rules). Ascension, oddly enough, for NPC's or alternate PC's that are of a comparative level. If you want ships, then Rogue Trader obviously (and Into the Storm helps here as well, as it has new ship classes). Not much else that's specific. I mean, The Inquisitor's Handbook is useful in Rogue Trader because all the weapons are useful for the same sorts of characters. Marines are a bit 'beyond' those types of weapons, so as useful as the IH is, it's not great for Deathwatch.
5394
Post by: reds8n
The Demon Prince and Hive Tyrant both seem suitably OTT.
... nice to see, as mentioned before, on page 15 the little bit of blurb about how only males can be made into marines too.
494
Post by: H.B.M.C.
I might make the entire text of that section my sig at the Deathwatch forums. Bloody female Space Marine threads.
The Hive Tyrant is nuts, but did you notice that the Barbed Strangler and Stranglethorn cannon have the same stats? Ooops!! Proof reading fail!
17916
Post by: Miss Dee
just looked at that Automatically Appended Next Post: had a look @ the DW books on FFG and still say Soon.
494
Post by: H.B.M.C.
Maelstrom says October some time. Amazon says sometime in 2013... no, it just went to 2014... 2015... now 2016... 2017. Geez...
1478
Post by: warboss
H.B.M.C. wrote:Hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
hatehatehatehatehatehatehatehatehatehatehate
i'm glad that you've stopped beating around the bush and just posted what you really mean.
686
Post by: aka_mythos
FLGS in the US should be recieving their copies today and tomorrow. DW, the space hulk card game, and a number of other FFG releases were shipped out Tuesday, so that they could be on shelves for this weekend. My FLGS gave me there tracking number so I could drool at my desk rather than on his floor. FFG was apparently zealous about getting these out since they have so many releases going on right now they're working frantic to avoid a log jam.
123
Post by: Alpharius
reds8n wrote: The Demon Prince and Hive Tyrant both seem suitably OTT.
... nice to see, as mentioned before, on page 15 the little bit of blurb about how only males can be made into marines too. 
And as this is the MOST RECENT background material, hopefully that will finally put paid to ALL of those threads... forever!
686
Post by: aka_mythos
A little piece of me dies every time I read another lame excuse to justify "it." I've even had some ask "how about a (transgendered)?"... speachless. Its just painful, because it just doesn't matter. That even if allowed, in the game and setting it just wouldn't come up.
Some people miss the point, that in a game like this you are roleplaying something specific and to do other wise is contrary to the games purpose. You wouldn't buy a shooting game if what you want was a sports game. This "conflict" is in as much contrast as that. Pointless.
1478
Post by: warboss
Alpharius wrote:And as this is the MOST RECENT background material, hopefully that will finally put paid to ALL of those threads... forever!
doubtful. as long as the fan pics make them look hot, there will be female marines threads and conversions.
18121
Post by: Tyr
My Deathwatch rule book just shipped yesterday!! Go Canadian Amazon!! Should be here by tomorrow or Monday.
Oddly enough, neither the DW core rules, DM screen, or Into the Storm are shown on amazon.ca anymore. Might be out of stock or something...
-Tyr
26407
Post by: Bloodwin
Tyr wrote:My Deathwatch rule book just shipped yesterday!! Go Canadian Amazon!! Should be here by tomorrow or Monday.
Oddly enough, neither the DW core rules, DM screen, or Into the Storm are shown on amazon.ca anymore. Might be out of stock or something...
-Tyr
I don't know about Amazon Canada, but Amazon UK have been rubbish lately. I'd rather order from FLGS.
123
Post by: Alpharius
Amazon US is saying both 9/28/10 AND "In stock but may require an extra 1-2 days to process."
So...
Still, as reds8n mentioned earlier, some of us have been waiting a LONG time for this type of RPG, so, a few more days will be OK.
Maybe!
5468
Post by: temprus
Alpharius wrote:Amazon US is saying both 9/28/10 AND "In stock but may require an extra 1-2 days to process."
So...
Still, as reds8n mentioned earlier, some of us have been waiting a LONG time for this type of RPG, so, a few more days will be OK.
Maybe!
And some of us still have at least another 8 weeks to wait for our DW copies.  Considering that I had doubts DW was still going to happen when FFG first took DH, I can wait (im)patiently. Wait, I just realized my DW will be in a metal box, does that mean they will take it away?
123
Post by: Alpharius
temprus wrote:Considering that I had doubts DW was still going to happen when FFG first took DH, I can wait (im)patiently.
THAT is a VERY good point - I had my doubts back then too.
But mostly because I didn't consider the "Deathwatch" angle...
17901
Post by: Vhalyar
H.B.M.C. wrote:It has all shipped!!!
Take that Amazon!!!
Amazon Canada shipped my copy on the 15th and now I'm holding the book in my hands
123
Post by: Alpharius
Does Amazon carry the DW Game Master's Kit too?
Sadly, my Amazon-fu is insufficient enough to locate it!
17901
Post by: Vhalyar
Alpharius wrote:Does Amazon carry the DW Game Master's Kit too?
Sadly, my Amazon-fu is insufficient enough to locate it!
Weird, I can't find it anymore. It used to be available on both the US and CA sites. Probably out of stock since even the core rulebook is no longer showing up on Amazon CA.
11776
Post by: Vertrucio
It's likely Amazon is holding off on listing these until they can actually get some in stock, and I bet they're none too pleased about the books getting to them after other stores as well.
494
Post by: H.B.M.C.
I bet they're even less impressed with the long string of cancellations they've received over the past 5 days.
5272
Post by: Fallen668
Finally...
Amazon wrote:
Hello from Amazon.com.
We have received new release date information related to the order you placed on August 25 2010 (Order# whole bunch of numbers). The item(s) listed below will actually ship sooner than we originally expected based on the new release date:
Ross Watson "Warhammer 40K RPG: Deathwatch Core Rulebook (Warhammer RPG)"
Previous estimated arrival date: October 01 2010 - October 05 2010
New estimated arrival date: September 22 2010 - September 23 2010
494
Post by: H.B.M.C.
Ah, so Amazon did get their act together. Big deal, mine's already on the way.
Take that Amazon Fulfilment Centre (no really - that's what they call their warehouses).
722
Post by: Kanluwen
Just got notification that mine shipped today.
494
Post by: H.B.M.C.
Anyone who has Deathwatch, can you jump to the section where it specifically mentions that Marines are always male and quote that entire paragraph for me.
Thanks!
17916
Post by: Miss Dee
Alpharius wrote:Does Amazon carry the DW Game Master's Kit too?
Sadly, my Amazon-fu is insufficient enough to locate it!
wayland games and leisure games have it.
18509
Post by: endtransmission
If no-one has done this by the time I get home, I'll type it out for you as I don't have the book to hand today.
17916
Post by: Miss Dee
H.B.M.C. wrote:Anyone who has Deathwatch, can you jump to the section where it specifically mentions that Marines are always male and quote that entire paragraph for me.
Thanks! 
If I tell you, youd just hate me for it.
494
Post by: H.B.M.C.
I already hate you, so it's a wash. Post the paragraph please.
17916
Post by: Miss Dee
I cant find it tho I did see it.
17901
Post by: Vhalyar
Gender & Appearance
Due to the special nature of the zygotes that make up a Space Marine's geneseed, all Space Marines are male.
That's all there is about males/females.
494
Post by: H.B.M.C.
See Dee - that wasn't so hard, now was it? I'm turning the 'hate' setting up to 'loath', especially as I have to go, at bare minimum, another 60 hours without this book. Oh, and thanks Vhalyar. Got a page number by any chance?
17916
Post by: Miss Dee
the adventure is against the clock in the core book.
17901
Post by: Vhalyar
H.B.M.C. wrote:See Dee - that wasn't so hard, now was it? I'm turning the 'hate' setting up to 'loath', especially as I have to go, at bare minimum, another 60 hours without this book.
Oh, and thanks Vhalyar. Got a page number by any chance? 
Yup, page 28. The rest of the paragraph is about scars and hairstyles
494
Post by: H.B.M.C.
Vhalyar wrote:The rest of the paragraph is about scars and hairstyles
How very girly! I guess that was to rub it in?
Anyway, thanks for the page ref.
17901
Post by: Vhalyar
Speaking of funny things, it says that an unarmed Space Marine in power armour weights 500 to 1000 kg. PA weights 180 kg, so anywhere from 320 to 820kg naked.
One of the Techmarine talents (The Flesh is Weak) triples his base weight, so 960 to 2460 kg. Toss back in the power armour, equipment and whatever else and you're basically looking at a solid 3 tons. I imagine that a full servo-harness would be hefty, but no weight is given for the implants. The Techmarine better not run and stomp around while inside flimsy or damaged buildings
123
Post by: Alpharius
Vhalyar wrote:Gender & Appearance Due to the special nature of the zygotes that make up a Space Marine's geneseed, all Space Marines are male. That's all there is about males/females. That's about all we need. Thanks! Now, I noticed Amazon list DW as 'in stock' yet my order was still on target for a ship date of 10/3. WTF? I complained, so now it is shipping out sooner with free upgraded shipping. So, there is that!
494
Post by: H.B.M.C.
Another Deathwatch question:
What do Implosion rounds do? And don't say "Implode".
686
Post by: aka_mythos
I got my copy at 7:00 in the evening yesterday... stayed up till 4 in the morning reading and re-reading parts. This books full filled all my expectations.
My favorite bit... its only a mid-sezed fluff blurb... was it "explains" what happens when marines are left chapterless while in service to the Deathwatch... this was always my hook for explaining why some marines could be in service to the Deathwatch for the rest of their life... it is answered to my satisfaction. They paint the rest of their armor black and wear a black shield to denote such a thing; they tend to be broken men hiding their faces beneath black robes. Its also a way to have penitent chaos or renegade, since they're rumored black shields that are just that.
H.B.M.C. wrote:Another Deathwatch question:
What do Implosion rounds do? And don't say "Implode".
Honestly there explanation is weak... its anti-matter that causes a large "decompressing vacuum" with in the target.
Its a shell that has a tiny amount of anti-matter... developed as an alternative to krak weapons... I'd assume the anti-matter explodes first, to create the vacuum effect by depleting the atmosphere and matter around it. IN addition to normal bolter damage it inflicts 1d5 points of agility damage.
494
Post by: H.B.M.C.
Agility Damage? O...k? Wonder why they bothered with that exactly. Thanks for posting it though.
686
Post by: aka_mythos
...Hey did you just add that thanks as an after thought? I hope you get your copy soon. Sooooo good... out with the old crack, long live the new!
11776
Post by: Vertrucio
How long has deathwatch been active? Since before the Heresy?
Pretty crazy if an entire chapter disappears or goes chaos while one deathwatch member is serving a term. Must be extremely rare, but I'd love to play one of those types.
17916
Post by: Miss Dee
After the Heresy as the Inquisition were not around during or before.
Unless you are after Monty Python's Spanish Inquisition.
7375
Post by: BrookM
Getting Into the Storm tomorrow, my FLGS just mailed me that they got them today.
17916
Post by: Miss Dee
ordered the DW GM kit this afternoon.
17901
Post by: Vhalyar
Finished reading through the book, I have to say that Techmarines got well catered to. They've got a lot of extremely fun abilities well suited to both combat and non-combat situations. Same goes for Librarians. The other classes seem fairly standard.
Stuff like Luminen Charge and Ferric Lure are pretty awesome and fluffy.
11776
Post by: Vertrucio
Sounds like Techamarines are pretty similar to Explorators from Rogue Trader, although, more combat focused and less exploration.
I think a fully kitted out techmarine will be a force to be reckoned with. The way I'm building my current explorator, I can put out 4 ranged attacks a turn with no penalties, with so much armor that I usually don't have to worry about trying to dodge. And that's without power armor and other space marine advantages.
Now imagine a techmarine who gets power armor by default, and the other space marine buffs.
17901
Post by: Vhalyar
Fully kitted out they have weapons to tackle all situations. The Servo-Harness nets you a 20m flamer, a 10m plasma pistol and the servo-arms attack. You can then add any pistol or close combat weapon to one of your servo-arms; I see nothing that would prevent you from sticking a thunder hammer on it. And finally, you still have your hands free for more weapons like the conversion beamer, and then you're set for long, short and medium range combat.
On top of the cybernetics and other Techmarine talents boosting your armor and toughness until you're a tank.
Only weird thing is that the Mechadendrite Use talent is extremely vague and specifies options that are not explained anywhere in the book.
7375
Post by: BrookM
Got Into the Storm this afternoon with an extra discount for the long wait, with another promised when Death Watch finally arrives. From what I've gleaned so far, good stuff. A great expansion on ship creation as well, not to mention some very tasty career options and other background thingies. Building a dynasty is going to be a whole lot more fun now with these new careers and designations for first, second, third and fourth tier personal.
6902
Post by: skrulnik
Ordered deathwatch yesterday from Amazon.
It is shipped and will arrive Sept 23-28.
I'd like to think I got H's preorder.
686
Post by: aka_mythos
Vertrucio wrote:How long has deathwatch been active? Since before the Heresy?
Pretty crazy if an entire chapter disappears or goes chaos while one deathwatch member is serving a term. Must be extremely rare, but I'd love to play one of those types.
The book, it gives the story of the Deathwatch's founding. Some prophecy of xenos threat that was taken so seriously a bunch of top ranking Inquisitors summoned all of the Chapter Masters of most of the marine chapters and convinced them this was worthwhile. The Deathwatch was the idea of the marines private discussion on the matter. It was during the 36th Millennium... that the DW were founded... if I remember the story correctly.
Look at the Fire Hawks or any number of chapters that were tragically lost. It says the black shields are generally rare. Showing up at the gates of Watch Stations and Watch Fortresses armor fully painted black vested in black robes, where its up to the Watch Captain or Commander to decide to admit them. I could imagine a fun conflict if a Fallen Angel tried to do such a thing... the Dark Angels might not take that well.
The text implies that black shields whose chapters have been lost are more common than renegades who have decided to "return to the light"... but when you think about it the latter seems like it should be more common than the former.
494
Post by: H.B.M.C.
You're probably right in that Marines turning from the Emperor is more common than whole Chapters being wiped out, but I'd say that those Traitor Marines returning would be even rarer still.
And M36 hey? That's not all that long ago, relatively speaking.
722
Post by: Kanluwen
I'd say it depends on the "renegade" Chapter.
I mean a Chapter like the Relictors could easily have the "pro-Daemon artefacts" faction and the "what the feth were we thinking?" faction.
494
Post by: H.B.M.C.
There's a difference between Chapters that go renegade, and Chapters that are considered to be renegade. The Relictors and the Soul Drinkers would be the latter. The Astral Claws would be the former.
722
Post by: Kanluwen
Thought that towards the end of the 13th Black Crusade the Relictors actually did go renegade, killing an Inquisitor in the process?
494
Post by: H.B.M.C.
Did they? Oh. Didn't know that.
Well the Dark Angels attacked the Black Templars. They're not considered a 'renegade' Chapter.
5468
Post by: temprus
skrulnik wrote:Ordered deathwatch yesterday from Amazon.
It is shipped and will arrive Sept 23-28.
I'd like to think I got H's preorder.
That is unpossible!!!!! I got his canceled Pre-Order, says on the shipping label!
Hmm, the Relictors (as the Fire Claws) were founded in 36M too. Coincidence? I think so!!!!
Hmm, the whole Black Shields background "solves" the my making a whole army of Deathwatch "issues". Now I only have one excuse left from building them, location.
494
Post by: H.B.M.C.
You don't need an excuse to build a whole Deathwatch Army. I have. They're fun! temprus wrote:Hmm, the Relictors (as the Fire Claws) were founded in 36M too. Coincidence? I think so!!!!  There were 9 Foundings during M36, so probably not.
5468
Post by: temprus
I was not looking forward to making/painting so many different chapter pads or having too many of the same chapters in the army (I hate using transfers and my freehand sucks). Now I can just buy up some pre-molded pads like the BA/ SW ones, and metal pads, and the rest can be Black Shields called up from some kind of reserve or such.  If you only have 1 A on your profile, you are a Black Shield, got more, you get a real pad.
722
Post by: Kanluwen
H.B.M.C. wrote:Did they? Oh. Didn't know that.
Well the Dark Angels attacked the Black Templars. They're not considered a 'renegade' Chapter.
The Dark Angels didn't let the Black Templars get a distress call off...so it's a matter of semantics about who attacked who!
494
Post by: H.B.M.C.
temprus wrote:Now I can just buy up some pre-molded pads like the BA/SW ones, and metal pads...
That's what I did. I even ended up doing it for my DW Terminators - Bits & Kits just happened to restock their FW resin Termy shoulder pads, and a I bought enough to cover 16 Terminators, so I've got cool things like a Red Scorpion Deathwatch Terminator and even a Salamander Deathwatch Terminator (w/Heavy Flamer, of course!).
123
Post by: Alpharius
Kanluwen wrote:Thought that towards the end of the 13th Black Crusade the Relictors actually did go renegade, killing an Inquisitor in the process?
Yes.
Maybe?
The problem is that GW kind of 'reset the clock' with the 5th edition SM Codex by including the Relictors in it and noting that they were a bit naughty and an eye was being kept on them.
So, not sure where they 'officially' stand now, which is too bad as when they had rules, they were a pretty cool chapter indeed!
14792
Post by: kartofelkopf
Does the DW book offer any resolution for the way a techmarine's armor/shoulder pads are arranged?
Specifically, does he use the DW on the left arm, relegating his Cult Mechanicus pad to the right? And, if that's the case... where do his chapter markings go?
Also- red armor or black?
/painting up a squad for our group... eagerly awaiting our FLGS to receive the book.
17901
Post by: Vhalyar
Chapter on the right, DW on the left.
Black armor save for the helmet painted red, in addition the right knee and the belt. Mechanicus symbols sprinkled over all three.
722
Post by: Kanluwen
Alpharius wrote:Kanluwen wrote:Thought that towards the end of the 13th Black Crusade the Relictors actually did go renegade, killing an Inquisitor in the process?
Yes.
Maybe?
The problem is that GW kind of 'reset the clock' with the 5th edition SM Codex by including the Relictors in it and noting that they were a bit naughty and an eye was being kept on them.
So, not sure where they 'officially' stand now, which is too bad as when they had rules, they were a pretty cool chapter indeed!
I'm pretty sure the 5th edition SM 'dex is just supposed to be set before the 13th Black Crusade.
Don't have it handy to confirm right now though.
14792
Post by: kartofelkopf
Vhalyar wrote:.
Much thanks!
123
Post by: Alpharius
Kanluwen wrote:Alpharius wrote:Kanluwen wrote:Thought that towards the end of the 13th Black Crusade the Relictors actually did go renegade, killing an Inquisitor in the process?
Yes.
Maybe?
The problem is that GW kind of 'reset the clock' with the 5th edition SM Codex by including the Relictors in it and noting that they were a bit naughty and an eye was being kept on them.
So, not sure where they 'officially' stand now, which is too bad as when they had rules, they were a pretty cool chapter indeed!
I'm pretty sure the 5th edition SM 'dex is just supposed to be set before the 13th Black Crusade.
Don't have it handy to confirm right now though.
Me neither, so it would be good to confirm either way. (It is a bit daft to set it just before events that have already taken place though... Their aversion to moving the timeline forward is getting absurd.)
And, they didn't kill the Inquisitor in question, they just thought they did.
It would have been better if they had though, as HE was the one that then manipulated events to get them declared Traitors as he wanted the artifact in question for himself. For, it was hinted, nefarious and traitorous reasons...
29408
Post by: Melissia
Which is a bit of an annoying thing. GW is too quick to write about traitor Inquisitors, and not quick enough to write about ones who, you know, do their jobs.
Course, there's fridge logic in this, in a sense-- they don't write about them because the ones that are doing their jobs don't get noticed in the first place
1478
Post by: warboss
Barnesandnoble.com has it in stock and is listed at a tad over $40 US... which is an awesome deal when you combine it with the 30% off coupon they just emailed out! i think i even beat alph's deal at $30.30 shipped!
15571
Post by: BaronIveagh
Alpharius wrote:(It is a bit daft to set it just before events that have already taken place though... Their aversion to moving the timeline forward is getting absurd.)
Yeah, since people are starting to be in two places at once (Medusa V and Black Crusade) and the Black Crusade has been fought and ended..... twice now, I think...
29408
Post by: Melissia
Thirteen times actually, in the fluff >.>
494
Post by: H.B.M.C.
Read the first 100 pages so far.
I love this book.
17916
Post by: Miss Dee
got your DW book yet H.B.M.C?
123
Post by: Alpharius
Mine is on the way!
Looking forward to seeing just what a Librarian get get himself in to, and out of!
722
Post by: Kanluwen
Mine arrived today. Beginning readthrough...now.
494
Post by: H.B.M.C.
Hey look! Some actual news:
Salutations Acolytes!
It is possible that there is no bigger fan of the Inquisition and the Ecclesiarchy than myself. I fell in love with the Imperial Creed years ago at a local game store when the manager started up an Inquisitor game. My enthusiasm has reached new heights with the imminent release of Blood of Martyrs, the upcoming sourcebook for Dark Heresy.
The Ecclesiarchy plays a strong role in the culture of the Imperium of Man. It seeps into the every day life and defines characters in both broad and subtle ways. It is nearly impossible to escape, as the characters relationship to the Adeptus Ministorum plays into his story sooner or later. In Blood of Martyrs, our devout team of writers pored over more than a decade of gaming lore to bring the most comprehensive look at the Ecclesiarchy of the Calixis Sector to date.
Because all Imperial Citizens are in some way touched by the Imperial Creed, I felt it was very important for every Dark Heresy Career to have options for making faithful characters. The Alternate Career Ranks, Backgrounds and even three new home worlds inside Blood of Martyrs offer a ton of options for playing a faithful character who is a Guardsman, Assassin, or any of the other Dark Heresy Careers!
This week’s designer diary focuses on another aspect of Blood of Martyrs (and one of my favorite bits of the book!): the Adepta Sororitas.
One of the most iconic images of Ecclesiarchal influence and might are the Sisters of Battle. Created in the wake of Goge Vandire’s defeat, the Battle Sisters function as the militant arm of the Ecclesiarchy. Their power armour, bolters, and unshakeable faith bring hope on the battlefield and inspiration to Imperial Cathedrals across the galaxy.
Many Inquisitors of the Ordo Hereticus call upon the Battle Sisters when dealing with Heretics, Mutants, and Psykers. In Blood of Martyrs, the Adepta Sororitas Orders are presented as distinct character options, including the combat ready Battle Sister and the non-militant orders of the Dialogous, Famulous, and Hospitaller.
During development, the Blood of Martyrs team knew that one critical aspect of this book is for players to be able to take the role of the iconic Sisters from the beginning of a campaign and feel as if they were on a path distinctly their own. Each career or alternate career rank has talents, equipment, and other options from rank 1, making each Sister feel part of her distinct Order. This arrangement provides options for new campaigns as well as those that have been running for quite some time.
Thanks to the variety present in the new alternate career ranks, faith talents, and equipment, Blood of Martyrs gives the tools necessary to play an Ecclesiarchy Cell in service of a Cardinal or Ordo Hereticus Inquisitor. Acolyte groups comprised completely of the faithful (or even of only Adepta Sororitas), can be a rewarding campaign. Each player feels unique and has specialized skills setting them apart from one another.
Blood of Martyrs was an extremely exciting first project to work on and I can’t wait to get it into the hands of the players. I look forward to hearing stories at conventions from all of you about the tales of “Enemies Within” and dark investigations your gaming group crafted.
Next up... Ecclesiarchal Cell Directives!
123
Post by: Alpharius
Here we go...
Still, it will be nice to get some more background info on enemies for my Flesh Tearers army!
Go FT!
Maybe I'll end up with a FT Librarian in DW... Either that or Raven Guard, of course!
494
Post by: H.B.M.C.
Well if we don't get Flesh Tearer rules, you can still use Blood Angels as a sort of 'counts as', or wait for the Create-a-Chapter rules in the next big DW expansion.
|
|