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7

Rending is not a special quality of a weapon. It is the weapon's Damage Type as introduced on page 168 under Weapons. Rending is the kind of damage done by swords, blades and claws. In contrast to for example explosive damage, done by grenades, energy damage done by laser weapons or impact damage by bullets or falling from height. On page 256 under the ...


5

Yasskier pretty much nailed it, however I would put a bit more emphasis on how many of the things the Orks rely upon begin to fail. Warhammer is open to interpretation, and has room for a lot of variance, some Orks use functioning tech, others use a metal box with loose screws rattling in it and no trigger. If your interpretation of Orks is of the latter ...


5

I have found the entry in the rule book myself. Page 177 of the Core Rule book: Astartes Servo Arm [...]The Techmarine may strike with the arm as his Reaction for the round or as a Standard Attack during his turn (so long as the servo-arm only makes one attack per round). This attack uses the Techmarine's Weapon Skill, and deals 2d10+14 Impact Damage ...


5

Here's a list of the Mechandendrites I am aware of. Dark Heresy - DH01 - Core Rulebook (also Black Crusade / Only War / Rogue Trader) Ballistic Mechadendrite Manipulator Mechadendrite Medicae Mechadendrite (the Black Crusade Core Book calls them Medicae/Torture Mechadendrite !!!!) Optical Mechadendrite Utility Mechadendrite Dark Heresy - DH11 - ...


4

Ogryns being able to lead squads of their own kind is the result of the Biochemical Ogryn Neural Enhancement treatment, or the BONE treatment. This makes them more intelligent and capable enough to serve as sergeants called Bone'eads. Ogryns that seem to be smart enough for this are tested and, if they come out as positive, undergo this treatment. Exactly ...


3

As a Blackshield, you forego your oaths to your Chapter and swear yourself to the Deathwatch for life. The exact reasons why do not need to be shared with the members of the Deathwatch: only that you are still willing to serve the Emperor to the best of your abilities. Blackshields are willing to take the worst jobs without complaint and are very willing to ...


2

As an advancing Character on Rank 1 (for example after the first mission) you can chose from all the Advancements you have stated. From the general Space Marine Advances, your given Speciality Advances and the Deathwatch Advances. There is one exception though. Upon Character Creation you may not use the Deathwatch specific Advances, as these 1000xp you are ...


2

There is no errata or dev comments that I have been able to find, no mention in the FAQ's and I'm not sure a RAW/RAI reading even applies. Using this background bonus has to be a discussion between the player(s) and the GM on a case by case basis since it can easily be abused by a powergamer. Let's take an examples: You have Forbidden lore "Craftworld ...


2

The Ultramarine squad mode only works for other Ultramarines despite the ambiguous wording. If you don't have a tactical marine with tactical expertise you can do one of 2 things: 1. Get the deed (at character creation) Strike Team Specialist which will allow you to use and take part in attack patterns of your allies at the cost of 1 extra cohesion. This ...


1

I came up with 351.36km/hr as my fastest with Blood Angel Assault marine. Stats Base Ag 50 +5 from Chapter Assumed +5 from Armour history (Fury Like Lightning) Assumed +10 from Mk 6 armour +20 from experience Total 90 for Ag bonus of 9 Codex solo mode Burst of speed give an extra 4 so that's 13 Dilation field gives unnatural speed so 13 doubles to 26m ...


1

Yes, There are some changes but they are minor and small. As 2nd Edition is just a re-made and better made version of 1st.(That is up for debate but I'm not here to argue.) If you have ever ran any 3.5 modules in Pathfinder it'll be quite similar. Use logic when the stats don't completely match and you'll find it works quite well. In short: Yes they are ...


1

Easily answered. Black Crusade is a very poorly edited line of books, replete with errors of every kind. From the ever-entertaining mango-adhesives to the lack of a limit for Mechanicus Assimilation, many mistakes have been made. By their stats, Necron Immortals should have four base movement, and the five is simply an error. On the other hand, monsters ...



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