Deathwatch
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TSD's seemingly encylopedic knowledge of all things beard is likely able to grant him godlike status in any of the campaigns we're running, but that would be no fun at all.Dog Pants wrote:Big holes like that mean there's bound to be some munchkin ones.
I welcome him pointing out loopholes and the like so that noobers like me don't accidentally create overpowered characters. Actually I don't understand what he said at all, and I'll use my tried and tested method of picking skills and stuff that sound proper cool.
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Is there any other way?FatherJack wrote:...picking skills and stuff that sound proper cool.
Some of the rules problems are really quite terrible, a good example the one TSD pointed out.
Another is the assault marine gets a skill where he can charge in madly and generate extra attacks, if you make him storm warden then ambiguous rules suggest the skill allows an extra d10 damage per each attack, even if you only land one attack. So if the assault marine is geared to landing maximum attacks in the knowledge you only need to land one you can basically treble damage output (any extra attack that lands is another massive bonus) and make an assault marine better at killing hordes than a devastator marine all because the rules are so bloody vague.
Or dual wielding horse swords or thunder hammers...
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Deathwatch are drawn from all chapters across the Imperium, and it's rare for a squad to be made up entirely of volunteers from one chapter, as they want the different skills the chapters are famed for to compliment each other, and train each other at the same time.
You don't have to be the ones in the book, you can be a 'successor' chapter of those listed.
[a href="http://warhammer40k.wikia.com/wiki/Black_Templars"]Black Templars[/a] : [a href="http://warhammer40k.wikia.com/wiki/Imperial_Fists"]Imperial Fists[/a] (their progenitor, but hey) , [a href="http://warhammer40k.wikia.com/wiki/Red_Templars"]Red Templars[/a]
[a href="http://warhammer40k.wikia.com/wiki/Blood_Angels"]Blood Angels[/a] : [a href="http://warhammer40k.wikia.com/wiki/Flesh_Tearers"]Flesh Tearers[/a] , [a href="http://warhammer40k.wikia.com/wiki/Angels_Encarmine"]Angels Encarmine[/a] , [a href="http://warhammer40k.wikia.com/wiki/Angels_Vermillion"]Angels Vermillion[/a] , [a href="http://warhammer40k.wikia.com/wiki/Lamenters"]Lamenters[/a]
[a href="http://warhammer40k.wikia.com/wiki/Dark_Angels"]Dark Angels[/a] : [a href="http://warhammer40k.wikia.com/wiki/Angels_of_Absolution"]Angels of Absolution[/a] , [a href="http://warhammer40k.wikia.com/wiki/Angels_of_Redemption"]Angels of Redemption[/a] , [a href="http://warhammer40k.wikia.com/wiki/Consecrators"]Consecrators[/a] , [a href="http://warhammer40k.wikia.com/wiki/Disciples_of_Caliban"]Disciples of Caliban[/a]
(Dark Angels and their successor chapters call themselves 'The Unforgiven')
[a href="http://warhammer40k.wikia.com/wiki/Ultramarines"]Ultramarines[/a] : [a href="http://warhammer40k.wikia.com/wiki/Cate ... e_Chapters"]Any chapter listed as a 'Codex Compliant' Chapter[/a]
[a href="http://warhammer40k.wikia.com/wiki/Space_Wolves"]Space Wolves[/a] : Space Wolves only had one Successor, The Wolf Brothers, who were disbanded when their Geneseed mutated out of control. However, the Space Wolves maintain 12 distinct 'Great Companies' with it's outlook directed by it's Wolf Lord, and each company is 100-300 marines strong (yes, the space wolves chapter is huge, no, no one really wants to call them on it)
[a href="http://warhammer40k.wikia.com/wiki/Storm_Wardens"]Storm Wardens[/a] : Here is where my knowledge falls down, 'cos I only know the Storm Wardens from the Deathwatch game, they have no listed successor, but that shouldn't ever stop you making your own chapter, and using the Storm Wardens rules.
Ultramarines (or SmurfMarines) are your 'Basic' Space Marine usually, as their Primarch 'wrote the book' that all other chapters generally follow, and tactical marine is the 'basic type' of marine you can find (more marines are tactical in a chapter than any other)
You don't have to be the ones in the book, you can be a 'successor' chapter of those listed.
[a href="http://warhammer40k.wikia.com/wiki/Black_Templars"]Black Templars[/a] : [a href="http://warhammer40k.wikia.com/wiki/Imperial_Fists"]Imperial Fists[/a] (their progenitor, but hey) , [a href="http://warhammer40k.wikia.com/wiki/Red_Templars"]Red Templars[/a]
[a href="http://warhammer40k.wikia.com/wiki/Blood_Angels"]Blood Angels[/a] : [a href="http://warhammer40k.wikia.com/wiki/Flesh_Tearers"]Flesh Tearers[/a] , [a href="http://warhammer40k.wikia.com/wiki/Angels_Encarmine"]Angels Encarmine[/a] , [a href="http://warhammer40k.wikia.com/wiki/Angels_Vermillion"]Angels Vermillion[/a] , [a href="http://warhammer40k.wikia.com/wiki/Lamenters"]Lamenters[/a]
[a href="http://warhammer40k.wikia.com/wiki/Dark_Angels"]Dark Angels[/a] : [a href="http://warhammer40k.wikia.com/wiki/Angels_of_Absolution"]Angels of Absolution[/a] , [a href="http://warhammer40k.wikia.com/wiki/Angels_of_Redemption"]Angels of Redemption[/a] , [a href="http://warhammer40k.wikia.com/wiki/Consecrators"]Consecrators[/a] , [a href="http://warhammer40k.wikia.com/wiki/Disciples_of_Caliban"]Disciples of Caliban[/a]
(Dark Angels and their successor chapters call themselves 'The Unforgiven')
[a href="http://warhammer40k.wikia.com/wiki/Ultramarines"]Ultramarines[/a] : [a href="http://warhammer40k.wikia.com/wiki/Cate ... e_Chapters"]Any chapter listed as a 'Codex Compliant' Chapter[/a]
[a href="http://warhammer40k.wikia.com/wiki/Space_Wolves"]Space Wolves[/a] : Space Wolves only had one Successor, The Wolf Brothers, who were disbanded when their Geneseed mutated out of control. However, the Space Wolves maintain 12 distinct 'Great Companies' with it's outlook directed by it's Wolf Lord, and each company is 100-300 marines strong (yes, the space wolves chapter is huge, no, no one really wants to call them on it)
[a href="http://warhammer40k.wikia.com/wiki/Storm_Wardens"]Storm Wardens[/a] : Here is where my knowledge falls down, 'cos I only know the Storm Wardens from the Deathwatch game, they have no listed successor, but that shouldn't ever stop you making your own chapter, and using the Storm Wardens rules.
Ultramarines (or SmurfMarines) are your 'Basic' Space Marine usually, as their Primarch 'wrote the book' that all other chapters generally follow, and tactical marine is the 'basic type' of marine you can find (more marines are tactical in a chapter than any other)
Last edited by The Shutting Downs on July 10th, 2011, 9:12, edited 8 times in total.
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Re: Deathwatch
Pnut - Assault - Brother Israfil - Blood Angel
Pants - Devastator - Canis Grievis - Dark Angel
Joose
Grimmie
TSD - Tactical/Scout - Hrimfaxi - Space Wolf
Aki
FJ
Roman - Librarian - - Dark Angel
Killavodka - Techmarine - Kelgar Zuldaris - Dark Angel
Deject - Assault - Karsten Waechter - Black Templars
Pants - Devastator - Canis Grievis - Dark Angel
Joose
Grimmie
TSD - Tactical/Scout - Hrimfaxi - Space Wolf
Aki
FJ
Roman - Librarian - - Dark Angel
Killavodka - Techmarine - Kelgar Zuldaris - Dark Angel
Deject - Assault - Karsten Waechter - Black Templars
Last edited by The Shutting Downs on February 14th, 2011, 17:14, edited 5 times in total.
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Thinking about it, I'll post a bit more on <a href="http://warhammer40k.wikia.com/wiki/Chapter">'Chapter Organisation'</a> and Marine progression for those not 100% on the 40k universe.
Once all the shiny new organs and such are implanted, a recruit is posted in the Scout company (10th company of a chapter), here they train and get used to being 8' tall and stronger/faster/tougher than they ever thought possible. They fulfil the recon part of a marine horse, and are led by a veteran sergeant, who usually has a few hundred years of experience. They are also trained in the use of Marine Bikes.
Once the Scout has learned all he can (so after a few decades) he is placed in the Devastator reserves company (9th company), he gets given his power armour and a bolt gun and acts as a spotter for the Heavy Weapon equipped marines, when a space becomes available due to loss or promotion, the spotter will then gain the Heavy Weapon role himself. Here he learns to watch the tides and flow of a battlefield. A devastator squad has 10 marines, four of whom will be given a heavy weapon (the Devastator Marine)
Once he has proved he can hold his own and follow orders, the marine is then passed to the Assault Reserves (8th company) given a chainsword and jump pack and set to charge headlong into the enemy. Here he learns how to intercept and counterattack. They also learn how to pilot landspeeders.
Not all marines adjust to Devastator or Assault, they will excel in one, but be lacking in the other. They will be kept in these roles in the 8th or 9th companies until a Devastator or assault role is available in the main battle companies. If the marine can switch easily from assault to support, he will be promoted to Tactical marine and set to the 6th or 7th companies.
A tactical squad consists of 10 marines, one will carry a heavy weapon, and one a 'special' type weapon, these duties will rotate through the squad so all keep their skill set up. They are equipped to react to the changes on the battlefield and can support, counter or advance as necessary.
Eventually, the marine will be positioned in one of the 'Battle' companies, these are the main four (2nd, 3rd, 4th and 5th companies). Whilst the 6th and 7th are only tactical, the 8th only assault and the 9th only devastator, the battle companies are set up as:
6 squads tactical
2 squads assault
2 squads devastator.
Each company is led by a captain, supported by a chaplain (for the companies spiritual well-being) and the Captain chooses a selection of his men to accompany him as his 'command squad). This will include a company champion who usually steps up if the captain is killed.
The battle companies are the ones sent to head up a battle horse, they will be given extra men as needed from the reserves to bulk out the horse.
Lastly, you have the 1st Company. These are the Veterans, double A hard nuts that are split into 'Vanguard' squads, who are veteran assault specialists, or 'Sternguard' who are veteran tactical specialists. These marines also make up the compliment of squad sergeants throughout the chapter.
The 1st company are also given the Tactical Dreadnought 'Terminator' armour, making each one a walking tank.
The marines who get sent to Deathwatch will be from the main battle companies, they will have decades of experience in their chosen field.
Once all the shiny new organs and such are implanted, a recruit is posted in the Scout company (10th company of a chapter), here they train and get used to being 8' tall and stronger/faster/tougher than they ever thought possible. They fulfil the recon part of a marine horse, and are led by a veteran sergeant, who usually has a few hundred years of experience. They are also trained in the use of Marine Bikes.
Once the Scout has learned all he can (so after a few decades) he is placed in the Devastator reserves company (9th company), he gets given his power armour and a bolt gun and acts as a spotter for the Heavy Weapon equipped marines, when a space becomes available due to loss or promotion, the spotter will then gain the Heavy Weapon role himself. Here he learns to watch the tides and flow of a battlefield. A devastator squad has 10 marines, four of whom will be given a heavy weapon (the Devastator Marine)
Once he has proved he can hold his own and follow orders, the marine is then passed to the Assault Reserves (8th company) given a chainsword and jump pack and set to charge headlong into the enemy. Here he learns how to intercept and counterattack. They also learn how to pilot landspeeders.
Not all marines adjust to Devastator or Assault, they will excel in one, but be lacking in the other. They will be kept in these roles in the 8th or 9th companies until a Devastator or assault role is available in the main battle companies. If the marine can switch easily from assault to support, he will be promoted to Tactical marine and set to the 6th or 7th companies.
A tactical squad consists of 10 marines, one will carry a heavy weapon, and one a 'special' type weapon, these duties will rotate through the squad so all keep their skill set up. They are equipped to react to the changes on the battlefield and can support, counter or advance as necessary.
Eventually, the marine will be positioned in one of the 'Battle' companies, these are the main four (2nd, 3rd, 4th and 5th companies). Whilst the 6th and 7th are only tactical, the 8th only assault and the 9th only devastator, the battle companies are set up as:
6 squads tactical
2 squads assault
2 squads devastator.
Each company is led by a captain, supported by a chaplain (for the companies spiritual well-being) and the Captain chooses a selection of his men to accompany him as his 'command squad). This will include a company champion who usually steps up if the captain is killed.
The battle companies are the ones sent to head up a battle horse, they will be given extra men as needed from the reserves to bulk out the horse.
Lastly, you have the 1st Company. These are the Veterans, double A hard nuts that are split into 'Vanguard' squads, who are veteran assault specialists, or 'Sternguard' who are veteran tactical specialists. These marines also make up the compliment of squad sergeants throughout the chapter.
The 1st company are also given the Tactical Dreadnought 'Terminator' armour, making each one a walking tank.
The marines who get sent to Deathwatch will be from the main battle companies, they will have decades of experience in their chosen field.
Last edited by The Shutting Downs on February 9th, 2011, 12:08, edited 1 time in total.
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Apothecaries, Techmarines and Librarians.
These three sections are separate from the rest of the chapter, but just as important. All three still have to go through the same training as any other marine until they are trained in the respective roles.
Apothecaries are responsible for turning recruits into space marines, they implant the organs necessary, oversee their development, and follow the companies on campaign to patch up the more badly wounded.
They also collect a dead marines geneseed. Each marine has 2 glands that form as they train, each gland, one in the neck, one in the chest, has the material necessary to make the full implants for a recruit (so one marine can make the organs for 2), that must be collected on a marines death.
Without these gland, the chapter would not be able to make more marines, and it would die out.
Space wolf Apothecaries are also their Wolf Priests (chaplains), hence why you can't play a space wolf apothecary.
Techmarines look after the chapters vehicles and its space fleet, if a marine shows the technical aptitude, he is sent to Mars to learn from the Tech Adepts there. he comes back different.
Techmarines are often isolated from the rest of the chapter because they have a split loyalty, they swore oath to the chapter, but also to the machine god on Mars, but without them, the marines would have no equipment, no vehicles, no fleet and couldn't make war.
Space wolf Techmarines are called Iron Priests.
Librarians are mutant psykers. Should a recruit have psychic talent, he will be tested to make sure he is not a danger and taught how to control the power he possesses. The talent doesn't allow him any special privilege, he has to learn to use his psychic power at the same time as he trains with his fellow scouts.
Once he has finished his term in the scout company, he is taken to the ranks of the Librarians and trained how to overwhelm the enemy with his mind, to shield himself from the warp, and to uncover taint in others.
The Black Templars believe all psykers to be unclean witches, so do not allow them into thier ranks. Only the more lenient templars are allowed into Deathwatch after a few 'incidents'
Space Wolf Librarians are called Rune Priests
These three sections are separate from the rest of the chapter, but just as important. All three still have to go through the same training as any other marine until they are trained in the respective roles.
Apothecaries are responsible for turning recruits into space marines, they implant the organs necessary, oversee their development, and follow the companies on campaign to patch up the more badly wounded.
They also collect a dead marines geneseed. Each marine has 2 glands that form as they train, each gland, one in the neck, one in the chest, has the material necessary to make the full implants for a recruit (so one marine can make the organs for 2), that must be collected on a marines death.
Without these gland, the chapter would not be able to make more marines, and it would die out.
Space wolf Apothecaries are also their Wolf Priests (chaplains), hence why you can't play a space wolf apothecary.
Techmarines look after the chapters vehicles and its space fleet, if a marine shows the technical aptitude, he is sent to Mars to learn from the Tech Adepts there. he comes back different.
Techmarines are often isolated from the rest of the chapter because they have a split loyalty, they swore oath to the chapter, but also to the machine god on Mars, but without them, the marines would have no equipment, no vehicles, no fleet and couldn't make war.
Space wolf Techmarines are called Iron Priests.
Librarians are mutant psykers. Should a recruit have psychic talent, he will be tested to make sure he is not a danger and taught how to control the power he possesses. The talent doesn't allow him any special privilege, he has to learn to use his psychic power at the same time as he trains with his fellow scouts.
Once he has finished his term in the scout company, he is taken to the ranks of the Librarians and trained how to overwhelm the enemy with his mind, to shield himself from the warp, and to uncover taint in others.
The Black Templars believe all psykers to be unclean witches, so do not allow them into thier ranks. Only the more lenient templars are allowed into Deathwatch after a few 'incidents'
Space Wolf Librarians are called Rune Priests
Last edited by The Shutting Downs on February 9th, 2011, 12:11, edited 1 time in total.
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Codex marine chapters have thier organisation above, however, most legions clung in some way to how they always did things, and have thier differences.
The Dark Angels are set up as the codex, but with 2 diferences.
Thier first company, known as the Deathwing, only ever fight in Tactical Dreadnaught or 'Terminator' armour, painted Bone White in colour rather than thier usual green.
Thier second company is not a battle company, but is known as the Ravenwing, and is entirely bike and landspeeder mounted, a squad having 6 bikes, one attack bike (a bike with a sidecar mounted heavy weapon) and a landspeeder. They wear black power armour instead of green.
The Blood Angels are also a codex chapter. They are set up exactly as the codex, but have a special formation unique to them.
When the Blood Angels Primarch was killed, his death scream echoed through the blood angels geneseed, even now, 10 millenia later, blood angels feel that cry, and beleive themselves to be Sanguinius on the eve of his death. Thier armour will be painted black, with red markings symbolic of thier primarchs wounds, and hurled at the enemy as a 'forlorn hope', they are fearless and do not feel the wounds the enemy inflict unless it kills them, but should they survive a decent into madness follows.
This is the Death Company, and every Blood Angel fears that one day they will be in it's ranks.
The Black Templars do not follow the codex (although thier progenitors the Imperial Fists do). When a recruit is inducted into the chapter as a scout, he is taken for training by a full battle brother as a 'squire', he will learn the ways of battle from his mentor first hand until his mentor beleives he is ready for promotion.
Templars who excel at close combat are made Assault marines, but due to thier desire to close on the enemy as quickly as possible, the Black Templars do not hold with Devestator Marines, they do not have the patience for the long ranged fight.
Black Templars are organised not into companies, but crusades, each led by a Marshall, who reports to the high marshall. Because of thie, only one man knows the exact number of the imperal fists chapter, and it is probably well over the 1000 laid down in the codex.
The Space Wolves have never paid the codex any heed, and do things thier own way.
They are set into 12 Great Companies, each with its own vehicles and support staff, though the Iron, Wolf and Rune Preists and Chapter Dreadnaughts fall under the company of the Great Wolf (the Chapter Master)
A new recruit is not inducted into a scout copany in the wolves, he is given his power armour immediately, a bolt pistol and chainsword, and along with his fellows who were recruited at the same time set into a pack of Blood Claws. They are the close assault members of the chapter, making most use of jump packs and bikes. This weeds out the weak from the pack.
Eventualy, the headstrong nature will wear off, thier hair will grey and thier fangs lengthen, and the pack are named Grey Hunters. This is the tactical arm of the Space Wolves.
After time, even Grey Hunters suffer thier losses, and when thier hair is white and thier fangs are huge tusks, they are called Long Fangs, they have sucha knowledge of a battlefield that they are granted the support role of devestators and watch the tides of battle, pouring on the firepower where they think it is needed.
From a starting pack of 15-20 blood claws, down to 3-5 longfangs, a pack fights together the whole time, with 2 exceptions.
Should a Wolf do something insanely brave and survive, whilst catching the approval of his Wolf Lord, they are promoted to the Wolf Guard, these are the vetaran troops of the chapter, also given charge of detachments themselves when thir Wolf Lord is occupied elsewhere. Even Blood Claws can become Wolf Guard should they be heroic enough.
Some wolves don't fit into a pack, they are not as comfortble around thier fellows as a wolf normally is, once these individuls reach Grey Hunter status (they still have to learn the lessons of war), the Wolf Priests remove them from thier packs and declare all ties and oaths void. They are given reign as Wolf Scouts to go behind enemy lines, recconoiter and disrupt as they see fit.
The Dark Angels are set up as the codex, but with 2 diferences.
Thier first company, known as the Deathwing, only ever fight in Tactical Dreadnaught or 'Terminator' armour, painted Bone White in colour rather than thier usual green.
Thier second company is not a battle company, but is known as the Ravenwing, and is entirely bike and landspeeder mounted, a squad having 6 bikes, one attack bike (a bike with a sidecar mounted heavy weapon) and a landspeeder. They wear black power armour instead of green.
The Blood Angels are also a codex chapter. They are set up exactly as the codex, but have a special formation unique to them.
When the Blood Angels Primarch was killed, his death scream echoed through the blood angels geneseed, even now, 10 millenia later, blood angels feel that cry, and beleive themselves to be Sanguinius on the eve of his death. Thier armour will be painted black, with red markings symbolic of thier primarchs wounds, and hurled at the enemy as a 'forlorn hope', they are fearless and do not feel the wounds the enemy inflict unless it kills them, but should they survive a decent into madness follows.
This is the Death Company, and every Blood Angel fears that one day they will be in it's ranks.
The Black Templars do not follow the codex (although thier progenitors the Imperial Fists do). When a recruit is inducted into the chapter as a scout, he is taken for training by a full battle brother as a 'squire', he will learn the ways of battle from his mentor first hand until his mentor beleives he is ready for promotion.
Templars who excel at close combat are made Assault marines, but due to thier desire to close on the enemy as quickly as possible, the Black Templars do not hold with Devestator Marines, they do not have the patience for the long ranged fight.
Black Templars are organised not into companies, but crusades, each led by a Marshall, who reports to the high marshall. Because of thie, only one man knows the exact number of the imperal fists chapter, and it is probably well over the 1000 laid down in the codex.
The Space Wolves have never paid the codex any heed, and do things thier own way.
They are set into 12 Great Companies, each with its own vehicles and support staff, though the Iron, Wolf and Rune Preists and Chapter Dreadnaughts fall under the company of the Great Wolf (the Chapter Master)
A new recruit is not inducted into a scout copany in the wolves, he is given his power armour immediately, a bolt pistol and chainsword, and along with his fellows who were recruited at the same time set into a pack of Blood Claws. They are the close assault members of the chapter, making most use of jump packs and bikes. This weeds out the weak from the pack.
Eventualy, the headstrong nature will wear off, thier hair will grey and thier fangs lengthen, and the pack are named Grey Hunters. This is the tactical arm of the Space Wolves.
After time, even Grey Hunters suffer thier losses, and when thier hair is white and thier fangs are huge tusks, they are called Long Fangs, they have sucha knowledge of a battlefield that they are granted the support role of devestators and watch the tides of battle, pouring on the firepower where they think it is needed.
From a starting pack of 15-20 blood claws, down to 3-5 longfangs, a pack fights together the whole time, with 2 exceptions.
Should a Wolf do something insanely brave and survive, whilst catching the approval of his Wolf Lord, they are promoted to the Wolf Guard, these are the vetaran troops of the chapter, also given charge of detachments themselves when thir Wolf Lord is occupied elsewhere. Even Blood Claws can become Wolf Guard should they be heroic enough.
Some wolves don't fit into a pack, they are not as comfortble around thier fellows as a wolf normally is, once these individuls reach Grey Hunter status (they still have to learn the lessons of war), the Wolf Priests remove them from thier packs and declare all ties and oaths void. They are given reign as Wolf Scouts to go behind enemy lines, recconoiter and disrupt as they see fit.
Last edited by The Shutting Downs on February 9th, 2011, 12:12, edited 1 time in total.
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Note:
In the equipment for the Marines, it says they all get one 'Chapter Trapping'
You find these on page 169 of the armoury.
Joose, how's it going with the character generator you were putting together? The one that was found online keeps crashing when opened with open office.
Oh, and one of everything gives you a combo of 33 characters, without taking into account variations in the 1000 points and ability choices.
In the equipment for the Marines, it says they all get one 'Chapter Trapping'
You find these on page 169 of the armoury.
Joose, how's it going with the character generator you were putting together? The one that was found online keeps crashing when opened with open office.
Oh, and one of everything gives you a combo of 33 characters, without taking into account variations in the 1000 points and ability choices.
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Not really started on my own yet. Will do though.The Shutting Downs wrote:Joose, how's it going with the character generator you were putting together? The one that was found online keeps crashing when opened with open office.
Haha, no, I mean one of each speciality.Oh, and one of everything gives you a combo of 33 characters, without taking into account variations in the 1000 points and ability choices.
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Last edited by The Shutting Downs on February 9th, 2011, 18:09, edited 1 time in total.
Likewise, except I'm shit at remembering rules and too lazy to number-crunch. I can create some quite tough characters in systems I know well, which is pretty much SLA nowdays, but I've always gone for the FJ method. The only time I end up with powerful characters is when I somehow end up GM's pet. Still, that's not what it's about and creating powerful characters only really has the net effect of making the rest of the party less powerful.The Shutting Downs wrote:I've been playing tabletop RPG's for almost 20 years, so whilst not encyclopeadic, you do get to spot trends on how to 'Beard Up' and create some truly horrific combinations.
Cool, I do like the outrageously unlucky Lamenters, however...The Shutting Downs wrote:You don't have to be the ones in the book, you can be a 'successor' chapter of those listed.
I'm a Devastator so I've gone Dark Angel.The Shutting Downs wrote: Pants - Devastator - Canis Grievis - Dark Angel
I prefered these guys. Just slightly more garish:The Shutting Downs wrote:That they are.
However:
http://warhammer40k.wikia.com/wiki/Hawk_Lords
Are purple
http://warhammer40k.wikia.com/wiki/Imperial_Stars