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[DW PbP]Vigil of the Dark Hunters: Turn 4 for Players

SanderJKSanderJK Crocodylus Pontifex SinterklasicusMadrid, 3000 ADRegistered User regular
edited July 2011 in Critical Failures
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The Jericho Reach. For millenia, all but forgotten by the Imperium of Man. There were always more crucial planets to defend. Larger threats to the Imperium to combat. Bigger crises to handle first. And the Jericho Reach descended into war, and then into shadow. Lost to the Imperium, and all but forgotten in the eternal wars that plague humanity.

But a few remained, for in ancient times an oath was sworn. And those oaths were kept, through the long night, through endless war. The Deathwatch remained. From Watch Fortress Erioch their vigil over the Jericho Reach never faltered. The Adeptes Astartes saw, and they fought. The Space Marines remained, for millenia. They won, they lost, but never wavered.

And then a Warp Gate was found, spanning half a galaxy, and the Achilus Crusade started. Humanity seeks to regain what it lost, but has already found out that the price is high and paid in blood. The Enemies of Man are everywhere here. Xenos, Mutant, Heretek, all have taken root in the Jericho Reach. Ork madness, Tyranid fleets, Tau expansion and the minions of false Chaos gods, all oppose the Imperium.

Without Mankinds greatest weapon the Crusade would have already been doomed. At nearly every crucial stage a few of these deadly weapons, creatures of war, have stepped in to make the difference. You are one such weapon, a Space Marine. Immensely strong, immensely tough. Nearly two dozen extra organs have transformed you beyond humanity into holy killing machine. Your armour is blessed and anointed, your weapons the best the Imperium can supply. You know no fear, and always long for the thrill of battle.

You are Deathwatch. The finest warriors of the Imperium, cooperating with the Holy Inquisition to neutralize the gravest threats to humanity. You are designed to fight, destined to fight, and fight you shall. All Enemies of the Imperium shall fall before the might of the Deathwatch.

Players

Brother Darrus Sherrkann, Ouroborus Razors Assault Marine - Gabriel Pitt
Brother Corin, Consecrators Tactical Marine - Witch_Hunter_84
Brother Hasdrubel Mendy, Imperial Fists Apothecary - Dread_Cthulu
Brother Mycaelis Arion, Dark Angels Techmarine - Salvation122
Brother Icarus, Blood Angel Librarian - Payot
Brother Jovan Brutus Comitatus, Mortificators Devastator Marine - Thanatos

The Story So Far
Rules:

Setting: Jericho Reach, with Fortress Erioch as a home base. More or less as decribed in the official books. I intend to run it on a very "action movie" feel. (More specificly, '80s action movie feel.)

Source books: Deathwatch Core Rulebook and Rites of Battle (optional) for the players.

Players: For starters, I would like up to one of each Specialty each. This way, everyone has a clear role in the team. This means up to six players at the start. If things go well and there is interest, I will consider adding more then that. The nature of DW makes it very easy to add in new players. ("Reinforcements have arrived!")

Character Creation:
  • Create a Space Marine at the start of Rank 2 (17k xp total, 12k in creation, 5000xp to spend).
  • You start at 20 Renown (Respected).
  • Stats: Either a 100 point buy, where every point above 14 costs double (So a 20 would cost 26 points), or roll 9x 2d10, reroll one, then swap two stats. (So you can always be decent at what you want). You may do a total reroll if stat total is below 95.
  • Power Armour: I like using the RoB expanded tables. For those without RoB, it gives chances to get anywhere between Mk IV and VIII, as well as adding more possible PA histories. I can give people without RoB the results of their rolls.
  • You can take any RoB Deed that you qualify for (1 Deed per PC rule still exists).
  • Be aware of the errata in general. (Link is below in the Weapons section)
  • Ask before you create a new Chapter, and where you want to go with it. (I'm not terribly well versed in SM lore, or in what those rules end up with, so I want to be a bit cautious).
  • Background: Please supply a background with your character, as well as your power armour and any signature wargear. Even a few lines give a lot of flavour to a character.
  • Assume your character has spent some time in service of the Deathwatch already, but has recently been assigned to a new Kill-Team. Feel free to develop a background between PC's.
  • Image:You can supply a headshot of your Space Marine, so I can tokenize it for the maps. (I have several stock tokens if you can't find something decent).
You can use this template for your character, with all the skills, talents, traits and stats that every Deathwatch character has already entered:
Spoiler:

Weapons:

I'll be using the errata'd optional weapon stats! Note that these can significantly alter your weapon of choice. I much prefer more weapons having a possible role though, instead of a bolters being so dominant.
Also note the change to Righteous Fury (Which becomes reroll hit under same modifier for an extra 1d10).
Carry capacity for weaponry is limited by the "5 hand rule." Excluding Combat Knife and Bolt Pistol, you can only carry "5 hands" worth of weaponry. Most melee weapons are 1h (but some are 2h), basic weapons count as 1h, heavy weapons as 2h.

How to Play:

I would like it if once play is started, OOC messages are colored in GRAY.

House Rules
The bonus Agility on the Mk VI Power Armour is reduced to +5
Any ability/trait/talent that has a "once per session" qualifier instead becomes "once per three objectives completed.
Using "Two Weapon Fighting(Ballistic)" to fire Semi-Auto or Full-Auto is penalised at -20 for 2 pistols, -30 for basic SA, and -40 basic FA (Net: pistols -10, basic SA -20, basic FA -20).

I want to focus mostly on the Missions, but I won't neglect the Preparation, which includes Briefing, Selecting a Leader and Squad Abilities, Oath-Taking and Arming. For the first mission at least, I'll let all of those play out for a bit, give everyone a chance to have their say, pick complementary gear, and give a chance to RP as your marine out of combat.

Because DW is combat focused and tactics are a part of it, I'll be drawing out maps in Maptools, and I'll use Line of Sight and Cover. In order to speed up Combat I'll use "initiative blocks," with all players taking their turn as they post, then all the badguys etcet.

I'll also give basic stats about the badguys, so that players can assign their own damage. All enemies use the best reaction they have available, and the players roll for them too. This way, a player immediately knows the effect of his actions, and can describe them in his post.

I hope to do 1 round every 24 - 48 hours with this, once combat is underway. That means that's also the expected postrate. Note that I haven't GM'd a PbP before, so I'm a bit unsure how much of my time it will eat. But I'll do my best to at least see my first planned mission through to the end, and then evaluate.

Combat Example:
Spoiler:

SanderJK on
Steam: SanderJK Origin: SanderJK
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Posts

  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    This sounds pretty keen to me, so sign me up. I'll try and have my character up by the evening.

    Origin ID: Null_Cypher
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  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Gotta get my hands on the books but interested.

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  • PayotPayot Registered User
    edited June 2011
    I'm working on a character right now. Trying to decide between a Librarian and a Tactical Marine.

  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Books obtained.

    There's a lot of stuff to go over here, so I may be slow in getting something up.

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  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    If you never made a character before, this excel sheet can really help. Be sure to change it to "Deathwatch" on the second tab though. Especially helpful because in DW you have multiple tables with advancements (General Space Marine, Chapter and Specialisation.)

    If you never played any of the FFG RPGs, you'll need to read a bit how it all works, though most of your time in combat is shooting, hitting things, or moving + shooting, or moving + hitting things (As befits a space marine). Ask away though.

    If you played DH or RT, the main new mechanic (apart from character creation) is the Solo Mode/Squad Mode/Cohesion system, which allows for limited amounts of extra abilities. Also note that gear is on a "per mission" basis, apart from your starter gear + signature wargear (which costs experience to buy).

    Steam: SanderJK Origin: SanderJK
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Cool.

    I'm looking at a Techmarine now. I figure I'll post some numbers today, and people can tell me the myriad ways I screwed up.

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  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    Oh man, definitely interested. I'll get a character up by tonight!

    If you can't beat them, arrange to have them beaten in your presence.
  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    Cool.

    I'm looking at a Techmarine now. I figure I'll post some numbers today, and people can tell me the myriad ways I screwed up.

    Nutbunnies, I wanted to do a techmarine :D That's whT I get for keeping my mouth shut. I still haven't started the actual number crunching so I still have time for revision.

    Origin ID: Null_Cypher
    Thomas-Vail.png
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    SAL'S BIG OL' MECHANICS QUESTIONS POST, SO I DON'T CLUTTER THE THREAD

    Does the bonus from the Mind-Impulse Unit stack with the Electro-Graft Use trait?

    Further, does the Enhanced Senses bonus from cybernetic eyes stack with (or improve upon) the Heightened Sense trait inherent to Space Marines?

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  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    In general, bonuses stack. But:

    1) MIU interfacce only applies to specifically made machinery. I am not aware of any rules on what exactly has a MIU interface and what hasn't, so by GM decree, the general rule is now: Any item that is of at least Exceptional Quality can be requisitioned with a MIU interface. Any item of Exceptional Quality or better for own use by a Magos, senior-tech Priest can also be expected to have one.
    2) Electro-graft speaks of data-ports. This seems limited to machines with some "logic" capabilities. In the rare case that they have both, I'd say they stack.

    Regaining the same talent does not add anything, so Exceptional Quality bionic eyes only help against blinding attacks over normal Heightened Sense(Sight).

    Since you seem to be looking at implants, something often overlooked is that arms/legs add 2 TB bonus to their location, and a bionic heart adds 1 to body (Body gets hit the most, 40% of the time). TB is a lot better then armour in most scenarios, because it's not negated by penetration. The Sprint talent that exceptional legs/hearts is also really nifty for moving fast. (You can Run 2x the normal distance every other round).

    Steam: SanderJK Origin: SanderJK
  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    I'm going for the assault marine specialty, FYI, my battle brosefs.

    Origin ID: Null_Cypher
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  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    Here's a link to my rough character sheet, in case anyone wants to take a gander. The Ouroborous Razors are an original chapter, but they fit the Storm Wardens in mechanics, if not in fluff. I'll do a synopsis of their important bits when I finish the whole sheet.

    I used the point-buy for the character stats, and I'm not sure if I added in an advancement or two and forget to write them down. I'm going to have to go back and redo the math.

    https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-BRAW8P0DZLNThlYmIyY2ItMjc0ZC00ZmY5LWJhYzktZmI2MjI0OWRkMjRh&hl=en_US&authkey=CInFipgP

    If I don't get around to spending the last three reknown points, can they be pooled for someone else on the team to use?

    Origin ID: Null_Cypher
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  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    In the midst of making a tactical marine, I'll have it done by tomorrow I believe.

    If you can't beat them, arrange to have them beaten in your presence.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Here's a link to my rough character sheet, in case anyone wants to take a gander. The Ouroborous Razors are an original chapter, but they fit the Storm Wardens in mechanics, if not in fluff. I'll do a synopsis of their important bits when I finish the whole sheet.

    I used the point-buy for the character stats, and I'm not sure if I added in an advancement or two and forget to write them down. I'm going to have to go back and redo the math.

    https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-BRAW8P0DZLNThlYmIyY2ItMjc0ZC00ZmY5LWJhYzktZmI2MjI0OWRkMjRh&hl=en_US&authkey=CInFipgP

    If I don't get around to spending the last three reknown points, can they be pooled for someone else on the team to use?

    The sheet looks good overall. Dodge is a trained skill for all SM. (It's an error on the original sheet)

    Renown isn't used to get gear, Requisition is, and that's based on each mission. (You get the mission details, then you make a trip to the armoury, at the end of the mission it gets handed back.) The exception is "Signature Wargear" which once bought for xp is yours. Renown determines the kind of gear you can requisition.

    You have a Mk VI armour, which means you get 2 rolls on the history table. (RoB table 3.9 and 3.11). I'm going to nerf the MK VI bonus agility to +5, I hadn't read the +10 Agi bonus, and it seems a lot (Mostly because Agi is Dodge)

    Total base stats should be 30x9 (Base) + 100 (Point) - (Point penalties for going over 14) +/- background / deeds + Stat buys =270+100+?+?=370. If I add up all your stats I get 370 now. However you seem to have taken 18Str, 15T, 16Agi, which would cost 7 points more. (I don't think any of your deeds or backgrounds modifies). Remember that with the Power Armour on, you add +20Str, +5Agi (for Mk VI) after unnatural stats.

    Just in case you missed it, you can also buy stat increases with xp (p73 for the Assault Marine).

    Steam: SanderJK Origin: SanderJK
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited June 2011
    room for another?

    EDIT: Game for the Apothecary

  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    SanderJK wrote: »
    If I add up all your stats I get 370 now. However you seem to have taken 18Str, 15T, 16Agi, which would cost 7 points more. (I don't think any of your deeds or backgrounds modifies). Remember that with the Power Armour on, you add +20Str, +5Agi (for Mk VI) after unnatural stats.
    Aha, I knew i was forgetting something. I kept fiddling with my stats through out character creation, and forgot about the 14+ point increase when I was swapping things around.

    Origin ID: Null_Cypher
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  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Think I'm done with the mechanical aspects, aside from determining speed and such. Tell me how I terribly screwed up!
    Spoiler:

    Background:
    Spoiler:

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  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited June 2011
    Name: Hasdrubel Mendi
    Chapter: Imperial Fists
    Specialty: Apothecary
    Past Event: Last Stand
    Chapter Deameanour: Sons of Dorn
    Personal Deameanour: Pious
    Spoiler:

  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    @Salvation:
    Same as Gabriel & the MK VI: I nerfed the agi bonus to +5, and you get an additional roll on the history tables (as per table 3.9/3.11 because the armour is so old).

    Remember that at the end, your strength bonus and toughness bonus double, and after that you add the PA bonus.

    Steam: SanderJK Origin: SanderJK
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    SanderJK wrote: »
    @Salvation:
    Same as Gabriel & the MK VI: I nerfed the agi bonus to +5, and you get an additional roll on the history tables (as per table 3.9/3.11 because the armour is so old).

    Remember that at the end, your strength bonus and toughness bonus double, and after that you add the PA bonus.

    Yeah, hadn't gotten quite that far yet, figured base stats were more important for an "Am I messing up?" check.

    Just rolled the additional Armor History and got Gauntlets of Xirion, which: woo. Editing the sheet above now.

    My only real question, purely from a char-op perspective, is whether I put too much emphasis on nifty but situational talents, rather than skills and characteristics.

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  • ThanatosThanatos Registered User regular
    edited June 2011
    I will be happy to put together a Devastator when I get home this evening, if that slot is still open.

  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    Brother Corin: Deathwatch Tactical Marine

    Consecrators_Marine.jpg 125px-Consecrators_symbol.png
    Spoiler:

    If you can't beat them, arrange to have them beaten in your presence.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Assuming Payot makes a Librarian, and Thanatos a Devastator, all spots are full for now. Try to get your character finalized by wednesday, I'll post an introduction then, as well as a briefing. Then you can get to know each other, go visit the armoury, select a leader and Squad mode abilities, and I'll try to drop you into the action by the weekend.

    Steam: SanderJK Origin: SanderJK
  • PayotPayot Registered User
    edited June 2011
    Just as I got done with my tactical marine too...
    Back to the drawing board.
    Mine actually had Command and high Fellowship though.

  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    :oops: sorry Payot, but you could just switch the base stats toward a Librarian build if you want, or we could just have two Tactical Marines and go without a Librarian if it's all right with Sander.

    If you can't beat them, arrange to have them beaten in your presence.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Sure Payot. Though I think 6 players will be enough for now, so that'd mean no Psyker.

    I had already noticed that the Tactical Marine was just pretty bad at Leaderin'. And his Armour makes it worse.

    Steam: SanderJK Origin: SanderJK
  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    I've finished up Darrus, even got a nice little picture courtesy of the B&C painter. I reran all his scores and attributes to make sure I didn't mess anything up this time, and holy crowbars, when he has his power armor on can he hit like battle barge. Someone get this man a powerfist!

    Daruss Shurrkahn


    spacemarine.jpg

    On top of the 100 points spent in character creation, his other stat boosts came via:
    +5 Strength – storm wardens
    +10 strength – Pauldrons of Fury
    +20 str power armor
    +5 agility – corvus armor
    +5 toughness advance
    +10 weapon skill intermediate

    Brief chapter and personal history below:
    Spoiler:

    Origin ID: Null_Cypher
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  • PayotPayot Registered User
    edited June 2011
    Icarus, Blood angel Librarian

    Backstory
    Spoiler:

    Sheet
    Spoiler:

  • ThanatosThanatos Registered User regular
    edited June 2011
    Die rolls/Generation Choices:



    Name: Jovan Brutus Comitatus
    Chapter: Mortifactors (Ultramarines Successor)
    Specialty: Devastator Marine
    Past Event: Krootslayer
    Chapter Deameanour: Honour the Codex
    Personal Deameanour: Gregarious
    Rank: 2
    Power Armour History: Mk VII, Destroyed & Rebuilt

    spacemarine.jpg
    Spoiler:

    Background:

    Upon his recruitment, the Mortifactors immediately picked up on Jovan Brutus Comitatus' abilities in the field. A leader of a very successful warband on the planet Posul's surface, his skills proved to be a boon in the numerous strikes on Tau-controlled planets that have occurred near the planet. A veteran of many battles on the Tau front, Jovan was recruited to join the Deathwatch a few decades ago.

    Growing up on a dark planet, being allowed to leave has seemingly lightened Jovan's soul; even in battle, he usually has a smile on his face, relishing the opportunity to serve the Emperor, and honor his tribe as he fights alongside his fellow Ultramarines. Even after decades of fighting, Jovan still wakes up each morning hoping for another enemy to kill, another battle to be fought, and, most of all, more brothers-in-arms to celebrate with.

  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Thanatos, With your high Fellowship, Examplar of Honour is a pretty good deal. Normally spending a FP is 1 Cohesion gained, This would be 5. Since Squad mode abilities generally cost 1-3 Cohesion, you get 1-4 more uses of them. Of course you're effectively sacrifising your own 'luck' to give the whole team benefits, and FP are limited. Rest of the sheet looks good.

    Payots sheet looks good too, as far as I can see.

    Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.

    Steam: SanderJK Origin: SanderJK
  • ThanatosThanatos Registered User regular
    edited June 2011
    Just to be clear: when something says that you get a skill "as an advanced skill," that just means you can use it at 1/2 ability, right? It does not mean you are trained in that skill, correct?

  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    SanderJK wrote: »
    Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.
    So long as I'm wearing my fancy astartes pants, at least. :P

    Origin ID: Null_Cypher
    Thomas-Vail.png
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Thanatos wrote: »
    Just to be clear: when something says that you get a skill "as an advanced skill," that just means you can use it at 1/2 ability, right? It does not mean you are trained in that skill, correct?

    If you mean "as a basic skill instead of an advanced skill", then yes. For some things this can be quite nifty though(I know that in RT a talent for all common lores exists for instance).
    SanderJK wrote: »
    Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.
    So long as I'm wearing my fancy astartes pants, at least. :P

    *Creates depantsing Daemons to haunt the Watch Fortress*

    Steam: SanderJK Origin: SanderJK
  • ThanatosThanatos Registered User regular
    edited June 2011
    SanderJK wrote: »
    Thanatos wrote: »
    Just to be clear: when something says that you get a skill "as an advanced skill," that just means you can use it at 1/2 ability, right? It does not mean you are trained in that skill, correct?

    If you mean "as a basic skill instead of an advanced skill", then yes. For some things this can be quite nifty though(I know that in RT a talent for all common lores exists for instance).

    I probably misread--and I'm at work so I don't have the books--but I would swear that there was a Deed that said "add Command as an advanced skill," and it was confusing to me.

  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Just as a heads-up, unless someone spots me doing something utterly dumb in my build, the mechanical aspects are complete. I'll get the background written up and posted probably tonight, and the calcs for stuff after talents, etc either tonight or tomorrow noonish.

    sig.png
  • ThanatosThanatos Registered User regular
    edited June 2011
    Did anyone train up some tactics or talents/traits in anticipation of being the go-to guy to be the squad leader, or should I do that?

    My int sucks some serious ass, and I was planning on mostly being a face/XO-type, but if no one else has the skills to step up, I'm happy to do it.

    Also, SanderJK, all of your links in the OP lead to one person's character sheet. You probably need to right-click->copy link on each one.

  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    Origin ID: Null_Cypher
    Thomas-Vail.png
  • ThanatosThanatos Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    Even with me training up some tactics, I don't think I would be "especially suited," probably just "better than anyone else." If I'd thought things through to this point a little better, I probably would have used my reroll on Int instead, and just switched my Strength and Ballistic Skill. :?

  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    I don't have access to Tactics until Rank 3, unless there's a Talent or Deed I can take that grants it. I can take Command, but my fellowship is shit, so...

    sig.png
  • ThanatosThanatos Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    I don't have access to Tactics until Rank 3, unless there's a Talent or Deed I can take that grants it. I can take Command, but my fellowship is shit, so...
    Shit, I didn't even look at that. I just assumed it was a "general advance."

    Also, this book seems to be really poorly-organized. It took me forever to figure out why there were so few advances for Devastators. I was thinking "I guess I'm just supposed to take a lot of ability advances...?"

    No, as it turns out, there are a shit-ton of general and chapter advances. :P

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