
Erik Wolfhowl |

Yap :) That is easy and nice to go through fast.
Just one mistake found-> Remove from the Talent list Mighty Shot.
Otherwise its good to go :)
EDIT: Oh, that bugger almost evaded my eye-> Unnatural Toughness the total should be 8 instead of 10 since you have only 46 T.

BayouSnowman |
2 people marked this as a favorite. |

Requisition is made at start of each mission, total points depending on mission details and objectives. After each mission you return everything and get new Requisition for next mission, as your fame increases you get access to better stuff. Also there is signature wargear talent that let's you permanently get stuff, those are at different levels and degrees. It's nice to be able to switch it up and play with different things in response to different missions, environments, and enemies.

Bilbo Bang-Bang |

Okay, since it looks like a couple of Salamanders are present we will go Deathwatch. I think orks will still be a good beginning nemesis. We have a large enough team that ranks will be assigned.
Requisition is a great method for a military game. In really like the options it opens up. Supply sergeants can be a pain, so reknown mimics that really well! Lol

Wilhelm Shieldbreaker |

I'm still umming and arring. Happy to play anything other than assault (my character in another game is a combat monster and a bit limited out of melee). Considering wolf scout (rites of battle) if Bayou no longer wants it, or techmarine, or could go salamander apothecary as we are bound to need some healing before our wannabe wolf priest gets there. What do people reckon we need?
I will aim to get it complete over the next 2 nights.

Erik Wolfhowl |

Well, I am fine with playing as Space Wolves and mixing things up.
So just to not getting confused and making things clear as I have understood
--> Normal Deathwatch game : Majority will be Space Wolves and a few will make something else
--> I will be upgrading at lvl 4 to SW Priest but we will need Apothecary at the beginning anyway :)
Also, someone pointed out the question about Wolf Helmet--> Only SW Priest gets it but even I have to wait for it
Otherwise it seems like we got nice group going on and will be interesting.

Freki Bloodfang |

I have made myself a Character profile. Thank you Erik for most of the work. I am going assault, I will be going of course two weapon fighting as stated before and most likely will be going for in the long haul two lightning claws for weapons to really tear up the field. I am not sure on much anything else at the moment but as it shows up I will figure it out and let others know.

Wilhelm Shieldbreaker |

Actually there are 2 helmet options. Wolf skull helm (first founding) for the Wolf Priest and Fenris pattern wolf helm (rites of battle) for everyone else.
On my phone so can't cut and paste, but:
Fenris pattern Wolf Helm, AP 8, 4kg, Respected, No additional reknown, can use wolf senses whilst wearing it.
I'm gonna start working out an apothecary and a scout and see what else people take. Scout is technically on the tactical marine tree, but really not a command type.

BayouSnowman |

I'll do tac marine and go watch captain. Wont take Bolter mastery so I can share my chapter abilities with command skill check. Also, there is a "forging the bond" talent that's created in ROB or FF that let's anyone share chapter modes with added cohesion cost...
Someone else can make a scout, I have a scout/techmarine raven guard in another game, they have no penalty for stealth skills in armor. Now I'm considering which chapter, salamander fine, but leading wolves? Im cool, and will consider some good background reasons for it, but there may be a closer chapter to wolves if we're opening it up.. I like the original idea of a single chapter and might take wolf so I can take Bolter mastery (the second ability choice makes no sense with a single chapter team.)
Gonna post my profile tonight, as it's mostly done but at level 5, need to work back to level 1 with Salamander, but I'm leaning back to wolf for team cohesion reasons... I'll decide by tonight and post.

Ulf Second Sight |

Power Armor History 1d10 ⇒ 5 A Fury Like Lightning (+5 to Ag; +1 to Initiative)
Wounds 1d5 + 18 ⇒ (4) + 18 = 22
Fate Point 1d10 ⇒ 2 equals 3
Past 1d5 ⇒ 4 Wolf Tamer
Individual Demeanor: 1d10 ⇒ 3 Hot-Blooded
Valorous Deed: Toe to Toe (200 XP) [+10 to WS and WP when facing Master-Level Enemy; must succeed in Challenging WP roll to avoid charging enemy]

Brother Stone |

So...Looked at the Watch captain adv. specialty and it makes little sense to me...Need to have Command +20, but then it has command, command +10, and command +20 as purchasable skillz....WHY? Filling the options to purchase with things you already have/are pre-requisites for the class...lame.
On another note, our current DW game, been going on for nearly a year and the marines are just now at Level 4...So calling out thing's we all want now is a bit silly, given historical retention rates...Unless we begin with more XP it'll be a long while before we're getting any of those alt. classes...On that note, considering going with another one, as Watch captain provides little to be used now or in the future.
I've got the tac marine profile and my stats layed out, though not in order, as I've yet to choose a chapter. Thought I'd decide today, but its late and I'll finalize after seeing some feedback on our questions and others chapter/class choices.

Wilhelm Shieldbreaker |

Armour mark: 1d10 ⇒ 2 Mk 5 Heresy armour =2 history rolls
History table 1: 1d5 ⇒ 4 Skill of the artificer
History table 2: 1d5 ⇒ 4
Reroll 2, no duplicates: 1d5 ⇒ 3 Legends of War
Skill of the artificer: 1d10 ⇒ 3Mk8 'errant' elements roll 1d10
Mk 8: 1d10 ⇒ 10 Gorget roll to see if helmet compatible
Helmet compatability 1= yes: 1d2 ⇒ 1
Legends of War: 1d10 ⇒ 2 Unknown Provenance roll d5 at start of each mission 1:+5BS,2:+5WS,3:+5Str,4:+10 to pinning tests,5:-10Ag

Erik Wolfhowl |

That might be so but I had luck with one of the PbPs where each player were able to post multiple times per day (not saying that it will happen again) and that was just crazy. The advancing of story was quite fast which i could not believe :)
Anyway, you are correct that it will take a lot of time and we might change our mind at some point.
Would also like to point out couple things about Solo mode abilities
-> Burst of speed is usable "once per game session" so how will this be handled?
The second one "Burst of Strenght is simple" : once per day (game time).

Ulf Second Sight |

I think I will take a force sword rather than a force staff since the only advantage of the staff is the invocation skill bonus which Ulf is not trained in presently. Moreover, you can't wield the staff as a weapon with just one hand.
Which is the better psychic power? Avenger or Smite?

Wilhelm Shieldbreaker |

Ok White scar apothecary finished will type up tmrw, wolf scout nearly there too, however trying to work out a conundrum.
Astartes scout armour in rulebook is 6ap to body and arms, gives +10 to concealment and no silent move or concealment penalty.
then
Deathwatch scout armour is 7ap to body and arms and 5 to legs, which means you should suffer the -30 to concealment as per power armour, but what good is scout armour that does that? It has some other bits like an auto injector and stuff but seems wrong.

Bilbo Bang-Bang |

The changes are good with me as long as it does not put too much burden on the speed of play. I plan to hand wave some of the more ponderous stuff to keep the story flow moving. Fast paced games with lots of automatic weapons need to not get bogged down by some things that work in person, but not at one post per day.
There is a talent I saw for the Scouts of the Deathwatch....think it was in Rites of Battle. Will double check.
50 requisition points per person.
As far as going down a route and not liking the direction it is going we can address that as see how well we can keep the flow of game up. I am not opposed to re-writes or Deathwatch stints ending a new brother arriving in his stead. Space Wolves prefer to be with their Chapter anyhow. ;)

BayouSnowman |

Drive (ground) should cover that I think and we all begin with that. Would have to double check, but off the top of my head we should be able to drive any ground vehicle....
Nope, was wrong, just checked, there s the ground group, walker group, and skimmer/hoverer group, perhaps the GM will allow some of us to exchange our starting ground groups with a hoverer skilled driver, someone with high AG preferred, but normal driving doesn't require a test, just the skill, only hazardous conditions and maneuvers require skill tests.
Note, in the errata Pilot (personal) is added for 100xp as a Level 1 DW advance. Remember new guys, you have 4 tables to buy advances from ( I know its a lot)
1. Chapter Table
2. Specialty Table (tech marine, assault, devastator, etc)
3. Deathwatch Table
4. Space Marine table.
All are in core unless you chose a class outside core or a chapter from another book.
Been bogged down with my game and I feel a responsibility to them first, so I've put this on the hold, but I'll have it done by the weekend, if not tonight..I know i keep saying it but I'm writing/typing thousands of words a day as it is and making up my mind is so hard in PC creation, I'm usually just waiting til last moment and then finally forcing myself to decide, otherwise I keep weighing it back and forth.