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Deathwatch RPG: Rites of Battle [Toy]

Fantasy Flight Games
4.5 out of 5 stars  See all reviews (4 customer reviews)

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Book Description

15 Feb 2011
Rites of Battle, a supplement for Deathwatch, offers the means to enrich and add detail to the adventures of a Kill-team in the Jericho Reach. A host of new character options allow for increased personalization with thorough Create Your Own Chapter and Alternate Specialities rules. Play a member of the Imperial Fists Chapter or one of the Successor Chapters that send Space Marines to the Deathwatch. Meanwhile, vehicle rules add a new dimension to gameplay and expand possibilities for adventure. Battle alien tanks with your Land Raider or prowl behind enemy lines with a Land Speeder Storm. Gain access to an extensive new armoury of weapons, armour, and relics from the armouries of Watch Fortress Erioch, or earn new special honours and distinctions to reflect your Space Marine s glorious victories!

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Product details

  • Toy: 256 pages
  • Publisher: Fantasy Flight Games; Brdgm edition (15 Feb 2011)
  • Language: English
  • ISBN-10: 1589947819
  • ISBN-13: 978-1589947818
  • Product Dimensions: 21.6 x 2.5 x 27.9 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 420,140 in Books (See Top 100 in Books)

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
5.0 out of 5 stars Dreadnaughts can dance 14 May 2011
This is an excelent book for any deathwatch campaign. The chapter creation guide is thorough, new gear is cool and new background is packed with ideas for interesting games. The vehicle rules are not new but it does include some vehicle stats I've not seen before (such as the WARHOUND TITAN!) It also answers that vital question, can Dreadnaughts party (yes, yes they can. They are also now playable characters as an advanced speciality class). This is one of the best buys I've made for 40k RPG though it is of limited use outside of Deathwatch.
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1 of 1 people found the following review helpful
4.0 out of 5 stars The Final Primarch 29 April 2011
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I have just stated GM my first deathwatch campaign and found this book very useful. Although it is not necessary to run the match I think that it does add a few extra dimensions to the characters; most of the people in my group are 40K veterans and know the lore like the back of there hand, but the addition of the deeds and second founding chapters sections allowed then to play as any of the 1st or 2nd founding chapters. I also feel that the deeds section is very useful; it can give a character more a a back story then the ones given in the core book, the addition of rule changes and adventure seeds lends the background more depth.

They have also addressed my main critazisum of the core book the exclusion of the Imperial Fists, why the authors though it necessary to put the Black Templars in the core book instead of there Primarch I don't know. At least now all of the main Primarch chapters have been included.

In summery this book contains a lot of information that would be useful to anyone starting a new campaign, but if you are already in a campaign then there isn't as much to excite. The "prestige classes" might interest players who want to become chaplains, and the addition of full rules for scout armour/equipment are nice addition but that all they are. If you want to expand the world and add more variety you will find some inspiration here. This book really comes into is own when creating a new campaign.
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5.0 out of 5 stars Essential 28 April 2013
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For about 17 years my friends and myself have been waiting for 40k to become a roleplay game, our prays were answered with Dark Hereasy, yet thankfully they didnt stop there. Being a huge Marine fan i picked up Deathwatch when it came out and hve absorbing all the subsequent books since. rites of Battle in my mind is probably the best they have made and essential to any Deathwatch player. If you are new to Deathwatch i would recommend this book wholly, well, this and First Founding.
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2 of 4 people found the following review helpful
4.0 out of 5 stars An excellent sourcebook 31 Mar 2011
By Andrew W. M. Perry VINE VOICE
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An excellent sourcebook, with all sorts of things to enhance a game. Chapter creation guidelines, more detailed armour rules, story hooks, expanded wargear... There are areas where it could have been expanded and improved, but not many. An expensive book - like all RPG supplements - but well worth it.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.6 out of 5 stars  8 reviews
36 of 36 people found the following review helpful
5.0 out of 5 stars I won't play Deathwatch without it! 3 Mar 2011
By Otto Minoggin - Published on Amazon.com
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Rites of Battle is a 256 page hardcover rules supplement for the Deathwatch RPG by Fantasy Flight Games. You must have the core rulebook to use Rites of Battle. That said, I wouldn't play Deathwatch without it unless you want your Space Marines to chase down hordes of Tyranids and Orks on foot. Sad, but true, the Deathwatch core rules depict a spacefaring empire beset by other spacefaring empires and yet it has no vehicle rules for traveling anywhere planet-side or in space. Now there is, at least as far as combat is concerned.

The book is broken down into 6 chapters and an index.

Chapter 1: Deathwatch Origins
Pages 8 - 72.
This chapter is really cool. It fleshes out how a Chapter operates a bit and it details the Imperial Fists Chapter as well as a smattering of Successor Chapters (Novamarines, White Consuls, Black Consuls, Mortifactors, Genesis Chapter, Consecrators, Angels of Redemption, Angels of Absolution, Flesh Tearers, Lamenters, Blood Drinkers, Knights of Blood, Crimson Fists, Hammers of Dorn, and the Subjugators). Most importantly to me, though, it has 30 pages devoted to creating your own Space Marine Chapter. Yes! This has been a blast for me. It simply cannot be over-rated. It is my opinion that this is the second most important chapter of the book.

Chapter 2: The Call of War
Pages 74 - 132.
This chapter adds Deeds and Distinctions to the character creation process and it adds Advanced Specialties for the PCs to explore. Deeds are impactful actions from a character's past that can be bought to give the PC benefits in the game. For example, the No Quarter Given deed costs 500 xp and gives the PC a +3 bonus to Weapon Skill and gives him the Counter-Attack Talent. Some Deeds are Chapter-based, others are Campaign Deeds, Valorous Deeds, and Specialty Deeds. There are even Deeds of Disdain, should players wish to add a flaw to their PCs. No Quarter Given is a Valorous Deed. Distinctions are a reward for some past heroism. There are three flavors or "Marks" of Distinction. Command, Combat, and Determination. An example Mark of Distinction would be the First Among Equals command mark. It costs 1000 xp and grants the PC a +10 bonus to his Renown when determining Requisition for Missions and a +20 bonus to his Requisition total for each Mission. The Advanced Specialties are Deathwatch-based. They are Deathwatch Black Shield, Deathwatch Champion, Deathwatch Chaplain, Deathwatch Dreadnought (requirements: 0 Fate points, Renown 60+, must've performed a great deed, may not be a Librarian. Cost: 5,000 xp), Deathwatch Epistolary, Deathwatch Forge Master, Deathwatch Keeper, Deathwatch Kill-Marine, Deathwatch Watch Captain, and First Company Veteran. I like the Advanced Specialties best in this chapter, but it's all good.

Chapter 3: Expanded Wargear
Pages 134 - 161.
Gear is always good and that is true here. Power Armor gets strong coverage. The rest? Not so much. Still a good chapter, though.

Chapter 4: Vehicles
Pages 164 - 197.
This chapter alone is worth the price of the book if you ask me! It covers vehicle combat and details a variety of vehicles. Listed Space Marine vehicles include 6 different Land Raider tanks, 3 Land Speeders, 2 Bikes, Predator tanks, 3 Rhino APCs, 2 Dreadnoughts, 2 Gunships, Vindicator, Whirlwind, and 2 Warhound Titans. Chaos and Tau vehicles round out the chapter. It's too bad they didn't include vehicles from other factions. Another flaw here is the lack of a master vehicle list. You have to look up each vehicle entry to see its stats.

Chapter 5: Honour or Death
Pages 200 - 226.
Covers expanded rules for Renown and Requisition, reveals additional Assets to Requisition, details Honours such as the Crux Terminatus, as well as advanced Squad and Solo abilities. Sweet.

Chapter 6: Watch Fortress Erioch
Pages 228 - 252.
This chapter beefs up the campaign setting with various bits. Given the relative brevity of the chapter, I think they did alright. The first 15 pages cover the Deathwatch Watch Fortress Erioch. 4 pages cover various Deathwatch Mission-types. 2 pages describe in general terms the super-secure Omega Vault, buried deep within the Fortress. The final 3 pages describe a little of Jericho Reach.

Pages 253 - 255.
The index has not been helpful to me as of yet, but your mileage may vary.

This is a meaningful addition to the core rulebook and I would advise anyone wanting to play Deathwatch to add Rites of Battle to their gaming library. It really impressed me.
5 of 5 people found the following review helpful
4.0 out of 5 stars Well worth the money! 13 April 2011
By IndiffB - Published on Amazon.com
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Deathwatch: Rites of Battle is an excellent addition to the Deathwatch line. Besides introducing rules to create custom Marine Chapters, it also details several advanced careers and deeds to further flesh out player characters (PCs) during creation.

For game masters there is a slew of new rewards to pass on to their PCs. The inclusion of the vehicle rules seems like a bonus tacked on to all the other goodies. Most useful for me personally was the Chapter detailing Watch Fortress Erioch. The non-player characters and imprisoned adversaries spoon fed me a number of useful adventure seeds that I am currently using in my campaign.

This is a must buy for those looking to run long-term campaigns!
1 of 1 people found the following review helpful
5.0 out of 5 stars Worth Owning 6 Dec 2013
By jmp_mydog - Published on Amazon.com
This is a must own if you're looking at creating your own chapter. It gives you nice charts and background info to come up with something cool. Some of the info is a little generic but understandably so as it needs to work for many different combinations.
1 of 1 people found the following review helpful
5.0 out of 5 stars An superb edition 10 Aug 2013
By James Carleton Jones - Published on Amazon.com
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This is basically just what I was looking for when it came to a supplement for not only Deathwatch, but for Space Marines in general. The information contained inside -- particularly chapter creation, which is what I originally bought it for! -- is excellent, straight forward and easy to follow. My only complaint about it is that not all of the original legions are included, but I can work around that easily enough.
1 of 1 people found the following review helpful
4.0 out of 5 stars A solid ad-on for any Death Watch game... 31 Jan 2013
By brian - Published on Amazon.com
Verified Purchase
Durability: 4.0 out of 5 stars    Educational: 4.0 out of 5 stars    Fun: 4.0 out of 5 stars   
This is a very good addition yo any Death Watch or Space Marine oriented campaign. It has some nice vehicle options to add to your game.
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