So, l..t…week’s se….n…w……well, and I’m still…..ning for the one for this weekend…..urns out that and everything else……overloading….In order to….I’m gonna have to wait….. to post another report……
+++Transmission Lost+++
So, l..t…week’s se….n…w……well, and I’m still…..ning for the one for this weekend…..urns out that and everything else……overloading….In order to….I’m gonna have to wait….. to post another report……
+++Transmission Lost+++
Fantasy Flight released a new web supplement for Deathwatch called The Nemesis Incident. This tome adds some potential light to the Storm Warden’s back story as a method for adding adventure seeds to your campaign for each of your different Left broad and open, it allows your GM to pepper in some flavor into your kill team. You can download the supplement here.
Oh. And those posts I said. Funny story, you see..I.w..s.
+++Transmission Lost++++
So, still not done. I’d spend this week working on it, but I’ve got two weekends back to back of hosting Deathwatch games. And I doubt “I’m not prepared because I was working on the website about the game we’re supposed to play” is going to fly. So, it might get updated in the next two weeks. It might not. We’ll find out. It’s still CSS’s fault.
But fret not Brothers, for the Emperor provides. I’ve got another project waiting in the wings that might not take as much time. I’ll see if I can have that prepared by this Friday.
Oh, and that double post is coming. It’ll be here in a few hours. Tomorrow when the light is better for picture taking. Seems like everything is trying to stop me from effectively posting today.
Thought for the day: Sometimes the Litanies of the Adeptus Mechanicus work to sooth the machine spirit. Sometimes it’s to distract the machine spirit while one reaches for the wrench.
Well, Fridays are normally my big roll out days, but because some languages like to be obtuse, I’m pushing what I had planned for 2000 hits to be rolled out on Monday or Tuesday. I don’t really want to point fingers, but it’s totally your fault CSS. Learn to be a team player or get out of my life.
So, I tried for a long time to think of something to post, and thought of some cool things…but nothing that I could do on short notice. I should work on that. But for now, know that I’m trying to better some things for all of us, and I’ll double post on Tuesday to make up for it. Hopefully. If I survive that long
Thought of the day: Excuses are the refuge of the weak.
You thought it was over? I did too!
In the last installment of Rejoice and Repent (and I mean it this time), I thought I might cover how to integrate Rites of Battle into your campaign. It’s rare to see this much new material in a supplement, and it may be too much to handle all in one gulp. I’m going to see if I can help you chew it up a bit first.
After spending the past few weeks getting to know the book pretty well, I really do like it (As if you couldn’t tell), I think it’s a pretty solid supplement. But as with any supplement, I’d start with an advisory to new players of Deathwatch and especially of players new to the 40k setting. Starting a new game or a new setting can be fraught with it’s own challenges, and adding a supplement as large as this one can cause more complexity in it already. I would recommend in a new group at least two people who are familiar with the system and or knowledgeable with 40k in general. This will help keep the rules straight, but also answer questions like “Why is my armor so old”, “If this weapon is so great why don’t they make more of them”, and a personal favorite “What does Nutrient recycling mean?”
Now then, if you’re already in an existing campaign and you want to integrate Rites in, there are some simple things you can do, and some complex things you can do. I’ll start with simple.
Successor Chapters: Provided someone hasn’t been trying to gain glories and favors for their chapters, opening up the successor chapters may be a way to make a greater variety amongst your group in terms of where they come from, and open up new adventure seeds and roleplay possibilities. Beyond that, each has their own demeanor and enhancements, so it can still be appealing beyond roleplay reasons.
Armor: Allowing players to have new armors can allow them to feel a bit more diverse as space marines. If one’s armor hasn’t played a vital and major role, I’d offer to them the ability to roll new armors. But because Mark VII is the most on the chart, I’d suggest taking that out completely. If removed from the table, it will be a neat d6 roll, though you might want to also move another number to the heresy armor and/or Errant armor so you don’t end up then with a group full of beakies.
Then, roll new histories on the armor tables, but instead, take out the +1/-1 on the table so the player has to take what they roll, balancing out their decision. Those who wish to keep their VII but still take their chances on the histories can do so as well, but at the same price, taking out the +1/-1. For those that want to forgo rolling, a word of caution. The right line of armors and histories put together might make your marine a bit more uber than a GM would prefer. If you’d still like to forgo, I’d recommend skipping the new tables and going with the old, unless a good reason or backstory can be produced. Remember though to have your players detract the benefits of their old armor before putting in the new, so they don’t gain the benefits of two. I’d suggest writing down the minuses first on a sheet, then adding pluses in so they know the delta of the changes.
Deeds: If your group’s space marines aren’t that advanced (Rank 1 or 2), I would say adding in a Deed couldn’t hurt much, but I’d advise caution. Deeds aren’t just for rank one characters, but can also be for characters being built at a higher level (Your last marine died and now you’re making a new one). GMs should strongly look over the deed and consider if it fits the character for the level they’re at.
Distinctions and Honors: As a GM, you can feel free to think over the past experiences of the group and give them Honors for their actions, and offer them distinctions if they wish. Carefully consider each distinction as some of them can be quite powerful, and don’t let them talk you into allowing them to have one. Distinctions are for you to give out!
Now, with the easy stuff done, we can move up to intermediate:
Imperial Fists: The Fists are the new chapter to the group, and they have a lot of things to add in to Defense and Siege. Some say this is a minus, but I think it adds a new level. GMs should add in the possibilities of sieges and building defenses into their games for the Fist player to feel important, just like one adds in specific challenges for Apothecaries, assault marines, and tech marines. This can also be an exciting new edition with vehicles now added to the mix, or add in new and interesting challenges, like a warp infested building that is now an enemy.
Advanced Specialties: Now, you’re bound to hear a bit of belly aching that some specialties aren’t as uber as people would like it to be. Well, the fact is that they’re not generally supposed to make a character godly. They’re supposed to flavor them, so that everyone doesn’t have to take one. So with that in mind, when you want to look into a advanced specialty, or one of your players does, make sure that both of you read over the selections carefully. For instance, a Chaplain does not make you a Chaplain of your own chapter, but one for the deathwatch, and might nominate you to stay there permanently. After all considerations are made, the GM can slowly work the character into their specialties with rites or personal connections or anything else to make it feel more than the character walked up to the armory and said “Give me a Crozius, a Rosarius and a skull helm in my size. I’m a Chaplain now”. Also make note that the book suggests just taking one advance specialty per character, so make that decision wisely, or talk with your GM.
Advanced Requisition and Imperial Assets: I’d recommend working these in slowly into your group, after making sure they have a hang of the preliminary rules of Requisition. Then, as the group progresses through the Jericho Reach, the GM should make sure that they find allies they can call on assets from, to give them more options.
Making a Chapter: When making a chapter, you might find yourself tempted to keep adding things in to properly represent your favorite brand of space marine. After all, your vision of your chapter might seem pigeonholed when trying to make the rules for them. But note that the chapter making rules are there with thoughts of balance and reason. If you want to make a change, talk with your GM, and always remember you’re making a Chapter, not a player, so some advances should be left up to the classes, and recall that some advances you can always get from the regular tables.
Finally, the Hard Bits
Vehicles: Vehicles have been placed in the hard section, because they can be both a boon and a burden on a campaign. Though the rules for vehicles are easy, introducing them can effectively jade a group to non-vehicular combat. Why would you ever want to use a drop pod again if you can always take a land raider? When planning a mission, GMs should decide pretty early on if you want players to have vehicles, and always do it cautiously. If you decide that vehicles will play a part, decide what that part is. Should the players control it, or is it manned by a crew ferrying them around? If it’s going to be manned, figure out ways for them to call in support from it, or man the weapons systems. Try to plan for vehicle combat if you’ll allow one, and for every encounter, plan on how having a rhino will effect the combat and where players will be during said combats. Note that players will be dismayed if you give them something awesome and then they can’t use it because you didn’t intend for them to (Trust me, they’ll know). It might seem like a cool effect, but the sharper minded players will ask “Why couldn’t we use it in this combat?”
Players should know that every vehicle request isn’t going to be met, and that every mission can’t be a vehicle mission, and good reasons should be brought up to keep that fact intact. Terrain is too dense for vehicles, there’s too much anti-aircraft emplacements to safely drop with a Thunderhawk, or sometimes a simple “You’re a space marine, and we apply force were and when it is needed”.
I’d advise easing players in with planned vehicles, assigning them a rhino they have to control to ease into it. Then plan additional ones such as using a bike squadron. Eventually once the novelty has worn off, they should be able to ask seriously if a vehicle can be used on a mission, and then it can be considered. These tips can help you use vehicles without ruining the rest of the game for them.
Dreadnoughts: It’s right on the front of the book folks, and lets face it. Who doesn’t want to be a giant robot? But then it goes without saying, that then there is a giant robot in your group, it’s essentially the same as bringing a vehicle every time into combat. I suggest the following tips for dreads in a group:
First, a player should never make a character with the aim of becoming a dreadnought. The renown is too high, and they’ll constantly be jumping into danger trying to kill themselves, which doesn’t benefit the group much. If a player is specifically making one, they should build it like a real space marine, (eg. You should buy skills normally, not considering “I can’t use that when he’s a dread”. Doesn’t really make sense. So up that strength stat!)
If the chance ever does arise for a player to become one, I’d suggest letting them work off the exp required for the specialty kind of like a loan. They earn the exp as normal until they reach that point, then they can buy any other skills they desire. This better represents them not knowing if they’re going to die on any given day or not, I think.
Finally, if a player does get entombed, they should roll another character as well. Just like vehicles, every mission can’t have a dread on it, and every situation doesn’t demand one either. If the other characters have to go into a cave that doesn’t meet a dread’s clearance requirements, then you’re just going to be left waiting outside. So, be honored for the chance, but make another character and smile that you actually got to make one, but let another character pick up trying to attain the glories the last one did not reach.
That about sums it up. Rites is a powerful supplement. But with great power come great….wrong universe. But still applies. Anyway, that concludes our review of Rites of Battle. Now comes the really hard part. Finding something else to post about.
Thought of the day: Be vigilant and strong. The Emperor knows what evil lurks in the vacillation of a weak fool.
So many updates. My poor fingers. But so much news and work to be displayed! We’ve opened up the watch fortress and moved the Armory into there, along with several new resources for players. Deathwatch Initiations details how to roll a marine character quickly, the STCs are a full list of all the imperial vehicles I could find, and in honor of the last post explaining vehicles, I cooked up a few custom vehicle upgrades in the Machine Shop. And we have PDFs too.
Ow. Think I just broke my finger on that last period.
Thought of the Day:
Appeasement is a curse
For it is Chaos
Thought of the Day: Heresy must be met with hatred
George Carlin once said “Somewhere in the world is the world’s worst doctor”. With that in mind, I took a different interpretation to the Ultramarine movie. Ultramarines have a high standard to which they consider themselves the emperor’s finest. However, there has to be a few that are considered the worst Ultramarines in the chapter. I am convinced these few are rounded up and given a position in “II company” (Pronounced “Eye-Eye Company”, and not to be confused with Second Company, which has a hundred marines and not twelve), and then are sent out in a strike cruiser manned by only servators and given mediocre equipment to make impossibly poor decisions during missions. In this light, I think that Ultramarines the movie makes a lot more sense. Consequently, because of their search of perfection, the Imperial Fists have a whole ninety-nine marines that they consider the worst, left under the supervision of a Chaplain who forgot he’s supposed to hit people with his Crozius.
No, seriously. I just saw it. For those of you that don’t know, it was bad. Kinda laughably bad, but bad none the less. They pulled a lot of talented people together to waste it all on this (The lines were really good Dan Abnett. You keep doing what you do). The internet has lampooned it pretty hard, but I think it’s fair to keep it up so they’ll actually try harder on it next time. I liked Fallout 3, but Bethesda built a game engine. I don’t they appreciate that you made a movie with it.
I actually interviewed the producer of this movie at Games Day, and I got the feeling by the way he froze up that he knew how bad it was going to be. Fast forward to about 5:50 to see how bad that one goes.
But right. To keep it fully short since I’m late to the party, I’ll just mention the things that bugged me the most, and make good recommendations for your Kill Teams. So, the Watch Commander’s Recommendations
Also, Rhinos are a good way to get to where you need to go. Thunderhawks are too. Guess they didn’t have Rites of Battle
Thought of the Day: The road to purity is drenched in the blood of the martyred.
Rounding the corner of the end of our review of Rites of Battle is our review of the vehicle systems. Fans of Omnissiah buckle up for the ride.
As anyone who has played the Table Top game knows, fielding squads of Battle Brothers isn’t the only fun thing about Space Marines. They also have an awesome arsenal of vehicles to call upon to wage war against the enemies of the Imperium of Man. And Rites has done very well to put this impressive vehicle pool from the competition table to the RPG table.
Reviewing Rites right next to the Rogue Trader book Into the Storm reveals that the mechanics of vehicle warfare haven’t changed. The only appreciable difference is that now on the critical damage chart, a vehicle explodes on a 10 rather than waiting till an eleven. For those not versed or that don’t have Storm, I’ll explain.
Vehicles aren’t anything new in the 40K setting. Rogue Trader’s Into the Storm was the first one I knew about with vehicles, though there was a less than easy to use Apocrypha web supplement (Where have you heard that name before?) for Dark Hersey. Vehicles are pretty mainstay in the 40K setting. After all, it’s the 41st millennium folks. They’ve improved on leg travel.
A vehicle in Deathwatch is kind of like a character (which is why you should use a character sheet). Rather than wounds, it has a Structural Integrity, representing the build of the vehicles internal parts. It has an armor which must be bypassed to damage the structural Integrity, and the sides of the vehicle have different armor values (similar to the tabletop). Run out of SI, and you take rolls on the Critical Damage Table. Weapons Get destroyed, Fires break out, and eventually, you’ll go boom.
Most vehicles are operated by just a driver, but others have also gunners as crew, and many have a carrying capacity which can easily be used to cart around your Kill Team. Using a vehicle is pretty simple, with rules similar to how your normally take your turn, with a few added bits that make sense for when you’re on a vehicle, such as evasive maneuvering and ramming. Each vehicle also has special rules associated with it, making each feel like their own type, so that an attack bike is different form a land raider. Also there are aircraft rules which are a bit more complex, but then again, flying is more complex. Reading them over, they seem pretty good, but I’d really have to try them on the table before I could pass judgment.
Now then. If you’re still awake and reading after that.
Rites offers up a very extensive amount of vehicles. So many that I was actually genuinely surprised. As far as I’ve seen, they’ve got every vehicle from the standard Space Marine codex, and then some (Remember to look for that side box for the Razorback! I missed it myself).
For the ground we have nine primary vehicles types are presented with several having variants (There are six types of Land Raider for example, a full listing will be presented at the bottom). There’s also two dreadnought chassis to inter battle brothers in, regular and Ironclad.
Air Superiority will be now handled by the Mighty Thunderhawk Gunship and the relatively new but probably millenia old Storm Ravens.
Oh, and one Titan.
Yes, that kind of Titan. Warhound specifically. Just in case normal warfare isn’t enough for you. And to think I was going to be content with this book if it had Land Raiders in it.
Now, many of you might be wondering how exactly to get these death machines into your campaign. Though they don’t have a requisition cost, each has a renown requirement (except the Titan. You were really thinking about it, admit it). If you meet that renown, the leader for that mission can request the vehicle, and if it’s believed it’s warranted by the GM, then it’s done. This is a good system, because it allows a GM to still plan out if he wants his group to use it on a mission to mission basis, so that every encounter isn’t bogged down by the fact that the group requested a vindicator, and can help prevent the eye rolling and disappointment of “The gap isn’t big enough for it, you have to leave it behind” that I’ve seen with other vehicle instances. If used right and carefully, this system can make vehicles feel like vehicles, and not just something that is used to get from place to place.
Now, because I have a feeling some people want to know more than “There be Dreadnoughts in this book!!!”, I’m going to take a minute to explain them.
To become a Dreadnought , you have to have burned all your fate points, and have a pretty high renown. How high? Base amount needed for a Captain. You also have to have done something great to be interred. Oh, and you have to have died. They forgot to mention that specifically in the requirements, but I’m pretty sure it’s implied.
Anyway, then goes the process of putting the marine into the sarcophagus. This is the cramped box of liquid the marine is actually in, hooked to all the wires to make it work. He’s actually helpless in this box until he’s attached to the dread itself. Can’t even see or talk.
Once attached, the Dread operates a lot like a character still, but is sort of hybrided with the vehicle that is now his body. His Strength, Toughness and Agility scores are replaced with the chassis’s stats, while his own body’s stats are effectively nilled. While you can still raise your other stats, these three remain constant to represent the body you’re now in.
In addition to this, many of his advance tables are taken away, left with the Dreadnought advances and the General Space advances. There is a table of the applicable skills and talents you can still buy from the General advances, and widely overlooked as well is that these are the only ones you can use. All others fail. Wanna know the list? You should go by the book. I’ve spent three weeks telling you how good it is.
There are a lot of other rules to being a dread, but these are the basics of what to expect. Oh, and you get to select which arms you get to have, much like the table top rules, and they are abundant. They consider these semi-permanent, but allow you to swap out arms as you, or your GM see fit.
Overall, I’m pretty pleased with the Vehicle section. As I stated in my last post, they have a pretty extensive list of enemy vehicles to put your guys against, and many side bars help you with different aspects of vehicle warfare. Frankly I like it so much that I’m putting it through it’s paces during our next campaign. I think vehicles really help make things exciting as long as they’re usable, and these seem usable.
However, there are a few flaws. Though they say that each weapon has a profile stating who fires it, I find that most of the weapons actually don’t mention it. In some you can assume it’s the gunner, but in others it’s rather a mystery. Also, some of the more basic weapons, like the twin linked bolters on the front of the attack bike have a low clip, which is reasonable, but begs the question how much ammo can be held on board. Other things are missing also from those who know these machines from Table top, like the firing ports on the front of a Rhino (Two of them). They also speak about an Astartes crew that would man these vehicles for your group, but they don’t offer up stats for that crew. Little things overall, I suppose.
Otherwise though, the vehicles are an added level on top of an already great system. These should add the depth of being a marine, and if used effectively, should be a great boon to your campaign. So long as you don’t let them rule it.
Here’s a full listing of all the ground vehicles offered:
Thought of the Day: A warrior’s faith in his commander is his best armor and his strongest weapon.
At 12:01 AM, we received our 1000th hit to the site. And before you think that’s not impressive, I did put it to unique-24 hour.
I had plans to unveil stuff at 1000 hits, but you people just keep on coming! Over 700 hits in just the past week, and I gotta thank every single one of you. Even the bots.
We’ll keep updating, and plan more, maybe at 2000. For now, just enjoy the favicon. But thank you Battle Brothers, and keep up the good work!
Thought of the Day: Drink deep of victory and remember the fallen.






