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Deathwatch House Rules
Post your homebrew house rules here.
Moderator: FFGAntonThe Spaniard Topics: 307 | Posts: 3070
new blood looking for answers
Published on 20 January 2013 - 17:13:53
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  So, I'm new to warhammer rpg as I was recently invited to come give it a try by a friend who runs a group (he basically brought me on as filler since he couldn't get enough of his other regulars from other rpgs). So after getting a lot of the books and reading my butt off to decide what to play, I end up choosing a Salamander apothecary. After asking the GM(friend who invited me) how to use some of the crafting based skills available he said he didnt know and would look into it for  the next session.

He said he was using Black Crusade rules to help fix combat, and we would be tweeking our house combat rules as we test them (he says default rules are too overpowered).

 

Anyway, not being able to wait, I spent the next few days doing nothing but collecting all the rules I could from the books and forums. After presenting it to him he said the crafting rules where still to vague AND that he was just going to cut crafting entirely.

Reason: He said that acording to the lore, space marines don't get to keep anything, ever, because they don't know how to build anything anymore. And thats why a space marine suit is worth more than the marine. So crafting AND craftmanship rules got amputated entirely based on that.

EDIT: Although, I have a feeling hes only saying that, because he said "This is why I don't like playing with you ___, you always try and do complicated #$%*."

And I respect the fact that hes the GM and hes running the game "his way", I still feel hes just being lazy and using lore as an excuse (but I'm new, so I'm not 100% sure).

So, what I'm wondering is, if there is actually Lore that supports the given rules that allow crafting/craftmanship/item ownership? And, if there is a more comprehensive crafting guide/rulebook/rule-amalgamation?

 


I'm currently running a Salamander who can't even use his solo mode ability (let alone craft/use Artificer) because I'm not suppoesd to be able to own/craft anything. It's heresy!~

 

 

Without Signature
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Reply #1 | Published on 25 January 2013 - 21:18:16

 

Um, are you sure there may not have been a misunderstanding between the two of you? It's either that, or your GM may have just read some very strange stuff.
 
The Space Marines - or most of them, anyways - are actually one of the few organisations in the Imperium who are still able to construct advanced equipment, as their Chapters are currently trying to remain as independent as possible. The armouries in Astartes fortress-monasteries are not only capable of repairs and basic maintenance, but also of building new equipment entirely (within limits).
 
Their problem, and this is what your GM may have read, is that the Astartes are still subject to the general decline in knowledge the Imperium is afflicted by. So they won't be able to build many of the older patterns of arms and armour, even though the Chapter could still have a few in their armoury. There was a nice short story in the old 3E Marine Codex where a Space Marine briefly thought about how his old power armour just did not feel as responsive as it used to be ever since battle damage led to parts of it having to be replaced with newly produced material.
 
That being said, much like other Imperial organisations, the Adeptus Astartes has specialists for technical things like maintenance and crafting - their Techmarines, who have been trained by the Adeptus Mechanicus. So if you are playing an Apothecary, your GM would have a point about your character simply not knowing a whole lot on how to build things anyways. You would receive everything you need from your Chapter (or the Deathwatch), perhaps having to requisition it as part of your standard loadout, perhaps being gifted some exceptional pieces of wargear in recognition of some heroic deed.
If your GM just doesn't want to bother with crafting because it's too complicated - that'd be his call. Although I think he should not hide it behind some excuse but rather state and explain his intentions in hopes of his players understanding that he wants to focus on other stuff.
 
And of course you should be able to own things… Well, "own" as in "it still belongs to the Chapter, but it has been permanently entrusted to your care".
 
On a sidenote, 40k lore, or "fluff", can at times appear contradictory and incompatible. This is because there is no "One Canonical Truth", but rather lots and lots of overlapping interpretations by the various authors who have worked on the published material. Maybe your GM has read something that deviates from what I would regard as "accepted standard", in regards to the Space Marines and their production capabilities? Personally, I deem it important that all players within a group know what to expect from the setting, so it might be worth discussing what sources you are supposed to operate on when it comes to perceiving and working within the background of 40k.

current 40k RPG character: Captain Elias, Celestial Lions Tactical Marine

previous characters: Comrade-Trooper Dasha Malenko (OW), Sister Militant Elana Melanthis (DH), Leftenant Darion Baylesworth (RT)

Reply #2 | Published on 03 February 2013 - 15:04:59

He's partially right, now one knows the mechanics of building things anymore. They still do, just following sacred blueprints and working by rote, with little to no innovation. The salamanders, like most Astartes have a basic knowledge of the rituals of repair and construction. The Salamanders in particular are good with working with metal, and generall their gear has a even higher build quality than normal. 

 

I don't think Deathwatch actaully has any crafting rules built in, though I suppose you could take the rules from Black Crusade for that, It just wouldn't be a big part of the game, DW isn't really about building weapons, as it is about using them. You should have access to Artificer, and your friend is largely wrong about technology in 40k, which is fine as there are so many misconceptions there. 

The fluff also contradicts itself very often.

Once, we were gods...

Reply #3 | Published on 03 February 2013 - 17:17:19
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Space Marines do get to own things. Right there in the Armoury. They're called Chapter Trappings. Also there's Signature Wargear.

A Techmarine, after advancing into Forge Master, can craft Astartes gear with the right equipment and resources at hand, and the Trade(Forge-Master) skill.

In fact, any marine can make something with the appropriate Trade skill. My character is the team's Remembrancer, and he makes trinkets to commemorate the kill-team's victories.

For weapons, the crafting rules can be found on 147 of the core rulebook. To craft Exceptional- and Master-Craftsmanship gear, it would probably take a number of extended tests on the relevant Trade skill. If Armour is Master-Crafted, it's likely to be Artificer Armour, anyways, so just go with that.

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