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![[Post New]](/s/i/i.gif) 2014/08/03 00:50:01
Subject: Deathwatch Kill Team Proposed Rules
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Wondering Why the Emperor Left
Seattle
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Deathwatch Kill Team............................26 ppm
Deathwatch Veteran............................... WS 4/BS 4/S 4/T 4/W 1/A 2/Ld 9/Sv 2+
Deathwatch Commander......................WS 4/BS 4/S 4/T 4/W 2/A 2/Ld 9/Sv 2+
Unit Type: Infantry. Deathwatch Commander is Infantry(Character).
Unit Composistion: 5-10 Deathwatch Veterans.
Wargear: Artificer armour, bolt pistol, chainsword, frag grenades, krak grenades, Deathwatch ammunition.
Special Rules: ATSKNF, Chamber Militant, Combat Squads, Preferred Enemy (Xenos), Split Fire.
Chamber Militant: A Deathwatch Kill Team is an Elites choice for a detachment chosen from an Army of the Imperium. Note that in a detachment chosen from Codex: Space Marines, neither the Deathwatch Kill Team nor their Dedicated Transports can benefit from Chapter Tactics. Futhermore, a detachment that includes a Deathwatch Kill Team may include an Ordo Xenos Inquisitor as a HQ choice. This unit does not take a Force Organazation slot.
Deathwatch Ammunition: Functions exactly the same as special issue ammunition, except any bolt weapon can use them with standard range and type (e.g. Pistol, Rapid Fire, Assault, or Heavy).
Options
Any model may replace his bolt pistol or chainsword with a boltgun.......................................................................................free
Any model may take items from the Melee Weapons, Ranged Weapons, or Special Weapons lists as found in Codex: Space Marines.
Any model may take any of the following-
-Melta bombs..........................................................................................................................................................................5 ppm
-Digital weapons....................................................................................................................................................................10 ppm
-Storm shield..........................................................................................................................................................................10 ppm
One model may take an auspex........................................................................................................................................5 pts
Two Deathwatch Veterans may take items from the Heavy Weapons list as found in Codex: Space Marines or
replace their bolt pistol with a conversion beamer...........................................................................................................45 ppm
One Deathwatch Veteran must be upgraded to a Deathwatch Commander.........................................................5 pts
A Deathwatch Commander may make any of his weapons master-crafted.............................................................5 pts per weapon
A Deathwatch Kill Team may select a Drop Pod, Rhino, Razorback, Stormraven Gunship, or a Land Raider of any type as a
Dedicated Transport (see Codex: Space Marines).
What do you think, too OP?
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This message was edited 2 times. Last update was at 2014/08/03 03:15:36
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![[Post New]](/s/i/i.gif) 2014/08/03 02:10:01
Subject: Deathwatch Kill Team Proposed Rules
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Fresh-Faced New User
New Joyzee
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YFNPsycho wrote:
One Deathwatch Veteran must be upgraded to a Deathwatch Commander.........................................................5 pts
I think you should drop this line completely and make it 1 DW Commander and 4 Vets as the base unit.
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![[Post New]](/s/i/i.gif) 2014/08/03 10:33:44
Subject: Deathwatch Kill Team Proposed Rules
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Grim Dark Angels Interrogator-Chaplain
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Why have they got articifer armour?
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![[Post New]](/s/i/i.gif) 2014/08/03 20:51:40
Subject: Deathwatch Kill Team Proposed Rules
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Wondering Why the Emperor Left
Seattle
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I always thought that the armour looked as if it was artificer armour, what with the stone arm and all that.
Also, I seem to remember a piece of fluff that said each piece of armour was made individually for each Marine, which is the definition of artificer armour.
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![[Post New]](/s/i/i.gif) 2014/08/04 10:24:16
Subject: Deathwatch Kill Team Proposed Rules
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Battleship Captain
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It's their standard armour, repainted black.
A deathwatch veteran is drawn from their chapter in their personal armour - the additional trappings are added to it to denote service in the chapter millitant, but it's still standard Aquila-pattern (or whatever) plate.
I could see the Watch-Captain (formal term for the Deathwatch officers) being in artificer plate, though.
Note that the Watch-Captain has traditionally been just that - i.e. he's had a Captain's statline, despite being a squad leader.
I don't inherently object to Deathwatch Ammunition, but it seems a bit of a mouthful. What happens if I want to fire Kraken rounds out of a pistol? Does it get the 30" range? If it doesn't, do I get it from a bolter?
how about heavy bolters? Hellfire rounds from a heavy bolter use a distinctly different profile to hellfire from any other weapon - currently only an option available to scouts. Personally I would suggest Deathwatch should get it.
Digital weapons are too expensive for a generic veteran - if the captain had a captain's statline, maybe, otherwise 5 points is probably sufficient.
Ten point stormshields is probably too cheap
Define "Xenos": In the apocalypse Deathwatch formation, it lists the codices you can chose from, but requires you to pick one before the start of the game (the D-99 drop troops does the same).
Preferred enemy is a fair enough ability, but I'll be honest, paying 40 points to give a sternguard unit preferred enemy and split fire isn't the best buy I could think of. I certainly wouldn't call it overpowered.
The ability to put one or two melee weapons in the unit is nice, but then you are etiher losing your bolt pistol (so no extra attack) or trading in a Special Issue Ammunition bolter for it, so it's fair enough.
Unlimited special weapons is a nice thing. Ultimately, this is going to behave a lot more like a command squad with heavy weapon options than a sternguard unit.
I'd make them a formation of their own, to be honest, rather than putting them in someone else's detachment. You could pretty much lift them entirely from the Apocalypse formation and be good to go.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/08/05 03:46:31
Subject: Deathwatch Kill Team Proposed Rules
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Wondering Why the Emperor Left
Seattle
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locarno24 wrote:It's their standard armour, repainted black.
A deathwatch veteran is drawn from their chapter in their personal armour - the additional trappings are added to it to denote service in the chapter millitant, but it's still standard Aquila-pattern (or whatever) plate.
I could see the Watch-Captain (formal term for the Deathwatch officers) being in artificer plate, though.
Note that the Watch-Captain has traditionally been just that - i.e. he's had a Captain's statline, despite being a squad leader.
I don't inherently object to Deathwatch Ammunition, but it seems a bit of a mouthful. What happens if I want to fire Kraken rounds out of a pistol? Does it get the 30" range? If it doesn't, do I get it from a bolter?
how about heavy bolters? Hellfire rounds from a heavy bolter use a distinctly different profile to hellfire from any other weapon - currently only an option available to scouts. Personally I would suggest Deathwatch should get it.
Digital weapons are too expensive for a generic veteran - if the captain had a captain's statline, maybe, otherwise 5 points is probably sufficient.
Ten point stormshields is probably too cheap
Define "Xenos": In the apocalypse Deathwatch formation, it lists the codices you can chose from, but requires you to pick one before the start of the game (the D-99 drop troops does the same).
Preferred enemy is a fair enough ability, but I'll be honest, paying 40 points to give a sternguard unit preferred enemy and split fire isn't the best buy I could think of. I certainly wouldn't call it overpowered.
The ability to put one or two melee weapons in the unit is nice, but then you are etiher losing your bolt pistol (so no extra attack) or trading in a Special Issue Ammunition bolter for it, so it's fair enough.
Unlimited special weapons is a nice thing. Ultimately, this is going to behave a lot more like a command squad with heavy weapon options than a sternguard unit.
I'd make them a formation of their own, to be honest, rather than putting them in someone else's detachment. You could pretty much lift them entirely from the Apocalypse formation and be good to go.
1. Artificer Armour. I would think the stone arm would at least improve their armour slightly though. I will probably change it just to be the Watch-Captain, and boost his statline. Maybe one Watch-Captain per detachment, or something?
2. Deathwatch Ammunition. The Deathwatch ammunition has the standard range of the bolt weapon in question. Good point on the Heavy Bolters. I think I probably will rewrite that entire rule.
3. Digital Weapons. Do you think 2 pts would be sufficient for digital weapons?
5. Storm Shields. The reason they're 10 pts is that I based all the rules off Vanguard Vets, and then tweaked them.
6. Xenos refers to ALL the alien codices.
7. Making them a Formation of their own? The reason I wrote these rules was so that they'd be separate from any Formation. I don't like Formations. But I would probably make a special Detachment just for them, like-
0-1 Ordo Xenos Inquisitor.
1-3 Deathwatch Kill Teams.
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![[Post New]](/s/i/i.gif) 2014/08/05 08:01:58
Subject: Deathwatch Kill Team Proposed Rules
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Battleship Captain
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YFNPsycho wrote:
1. Artificer Armour. I would think the stone arm would at least improve their armour slightly though. I will probably change it just to be the Watch-Captain, and boost his statline. Maybe one Watch-Captain per detachment, or something?
2. Deathwatch Ammunition. The Deathwatch ammunition has the standard range of the bolt weapon in question. Good point on the Heavy Bolters. I think I probably will rewrite that entire rule.
3. Digital Weapons. Do you think 2 pts would be sufficient for digital weapons?
5. Storm Shields. The reason they're 10 pts is that I based all the rules off Vanguard Vets, and then tweaked them.
6. Xenos refers to ALL the alien codices.
7. Making them a Formation of their own? The reason I wrote these rules was so that they'd be separate from any Formation. I don't like Formations. But I would probably make a special Detachment just for them, like-
0-1 Ordo Xenos Inquisitor.
1-3 Deathwatch Kill Teams.
1. It's not stone. It's literally just painted a different colour (well, technically not painted, but you know what I mean). A handful of bits of heraldry aside, it's standard powered armour.
Watch-captains aren't the same as 'normal' astartes captains; taking Fantasy Flight Games Deathwatch series as a base, Watch-Fortress Erioch has at least half a dozen, more like twice that. It's more like a 'captain' per full ten marines - which lines up with the fact that a captain or librarian used to be the standard kill-team leader in the 3rd edition rules for the deathwatch. I've no problem with a captain leading the squad - a suitably heroic squad leader is something few marine units have (compared with the massive difference between, say, an ork boy and an ork nob, or the unholy levels of badass that chaos marine champions with gifts of mutation can reach) and lets it stand out from 'normal' vanguard/sternguard as a result.
2. Even for special bolt rounds which do not use the standard range of a bolter when fired through one - e.g. Kraken Bolts and Vengeance Bolts?
3. I think 5 points is what I've seen in most codices allowing either master-crafted or digital weapons to 'generic marines' or similarly unimpressive characters like inquisitors
6. Fine, but generally speaking it's worth being explicit. Note, for example, that the chaos book has a box-out saying 'the following units are considered to be "space marines" as defined in rules in this codex'. For example, suppose my inquisitor has a retinue consisting purely of jokaero? What about Tau Gue'Vesa, or genestealer Hybrids or Brood Brothers, if they ever redo rules for them?
7. Genuinely curious; why don't you like formations?
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/08/05 09:51:48
Subject: Re:Deathwatch Kill Team Proposed Rules
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Ork Boy Hangin' off a Trukk
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How about this for the ammunition:
Name____________Range_________S___________AP____________Type
Dragonfire bolt:_____as weapon______as weapon___as weapon______as weapon, ignores cover
Hellfire round:______as weapon______1___________as weapon______as weapon, poisoned (2+)
Kraken bolt:________as weapon + 6"___as weapon___as weapon - 1___as weapon
Vengeance round:___as weapon - 6"___as weapon___as weapon -2____as weapon, gets hot
Heavy bolters with Vengeance rounds would be OP against TEQ
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This message was edited 1 time. Last update was at 2014/08/05 09:53:09
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff! |
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