Beyond the Damocles gulf (Inactive)

Game Master Browman

The year is 800.M41. A killteam of deathwatch initiates is being sent to the fringes of the imperium beyond the Damocles gulf.

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Male Human Rank 1 Techmarine

TBH, if the Deathwatch 40k Rumors are true and we do get an actual Army, I'll totally try and get the Squad represented.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

I've been waiting for Alien Hunters for 13 years since Daemonhunters came out. It's not till recently I gave up and just began working on my own project with them. If DW get an actual army I'll be very happy ...damn tired to buying and piecing together scraps.


I hope a deathwatch tabletop army pulls a lot from the RPG.

Edit: Plasma guns in terminator armour is a no go unless you somehow get a suit you are allowed to tinker with.

Executioner's axe should already have the masterwork abilities built in.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

ok, but then it would give me a +10 on WS?

@Averrnucus you REALLY should get a terminator armor! I found a librarian in a terminator armor with a HuGE double bladed axe I want to cannibalise to use on my Loghir model XD

I thought your plasma gun was on your servo harness Scorpelio, if it is, that would be fine on the Terminator armor, right?


Brother Loghir Apothecary wrote:

ok, but then it would give me a +10 on WS?

@Averrnucus you REALLY should get a terminator armor! I found a librarian in a terminator armor with a HuGE double bladed axe I want to cannibalise to use on my Loghir model XD

I thought your plasma gun was on your servo harness Scorpelio, if it is, that would be fine on the Terminator armor, right?

yes it would still give the +10 WS.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Brother Loghir Apothecary wrote:
@Averrnucus you REALLY should get a terminator armor! I found a librarian in a terminator armor with a HuGE double bladed axe I want to cannibalise to use on my Loghir model XD

Well, Terminator Armour doesn't permit the use of jump-pack, and I think the extra mobility and tactical flexibility offered by a jump-pack is much more interesting than 2 armour points. Also, I already have a total soak of 24 in Artificer Armour. Raising it to 26 seems like a marginal benefit at best.


Male Human Rank 1 Techmarine

Techmarine Stuff:

Sadly, I'm not a Master of the Forge yet so only a Servo-Arm.

I'd only be able to get one at Rank 4 with the Talent.

Besides, a Servo-Harness at minimum comes with 2 Servo-Arms, a Combi-Tool, a Fyceline Torch (Flamer) and a Plasma Cutter (Plasma Pistol with range 10m without Maximal Fire).

It does say that I can fit Weapons that I'm proficient with to the Servo-Harness so if I do nab the Talent and either REQ one (50) or nab Signature Wargear (Hero) to permanently have one, then yeah, I could have a LOT of weapons on me at any one time even in TDA. Its a loooooong way off however.

I would also need the Multiple Attack and Weapon-Wielding Talents to make proper use of all the gear, iirc.

But, it does mean that I can be a literal walking arsenal though that comes with its own fair share of problems.

Namely:
-If I take a Machinator Array, which I may due to the +10 to S and T, I can no longer float and am 3 times as massive. Not that much of a big deal.
-EMP's will be the literal bane of my existence.
-I will be the biggest target (which can be equally good). Though if I've properly built Scorpelio he should be tanky enough.
-I might become so reliant on my gear that a mission where I am without turns me into a liability more so than anything else.

But, taking all these fancy cybernetics (as any good servant of the Omnissiah should!) does mean I'll be hilariously tough and, due to how Servo Harnesses Work, be able to tote that gear along with me if the Harness is compatible as well as give me the literal tools to get almost any job done.

I mean, if the story went a certain direction, we might all become psykers or whatever.

So, in short, I do have a pretty set long term goal for how I want Scorpelio to pan out. But it'll obviously take some time hahah!

Fair enough on the Plasma Gun Ruling. I'll stick with my Storm Shield and Thunderhammer and wait to see if we're going to make use of a Signum before spending the remaining 35. Though...I could probably get an Arm-Mount for my Plasma Gun and slap that onto TDA....hmmmmmm

Thunderhammer: 30
Stormshield: 35

++++

For those who aren't thinking of taking a Forcefield, consider a Dilation Field.

We could also try to scrounge up enough points for a teleporter homer in the event that we have some other TDA Brothers who'd Deploy to us or to get us out if we're in serious trouble.

+++

I'm looking at these as bases to build Scorpelio off of unless GW's DW Techmarine is suitably badass:
In Mk III
As a Forge Master

+++

Also, this is hilarious: Assault Marine can potentially run at 276 km/h


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

On second thought... Maybe we take the matter in the wrong way...

If Browman allows us to take Imperial Assets, I would gladly trade my Artificer Armour and Psy Focus for a private Thunderhawk Gunship (80 req.) :D

Other funny choices might be:
Lance Strike (80 req.)
Superheavy Armour Support (80 req.)
Assault Strike Force (50 req.)
Tactical Fire Support (50 req.)
Astartes Armour Support (60 req.)
Astartes Armoured Transport (40 req., can be upped to be a Land Raider with GM approval)


Space Wolf Long Fang 1

Ok so I am thinking
Plasma cannon 30
Iron Halo 40
Targeter 25
Chainsword 5 (unless I can take a ceremonial sword for 3 and give 2 to the communal pot. Always had the impression ceremonial swords were specific to the chapters that get them as trappings, but happy to be wrong).

Unless pooling for our own private Land Raider or some such, then definitely that! (Redeemer to keep our Salamander happy, obviously!)


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Browman, my Deed "Battle Damage" gave me an extra history of my choice for my power armor, stating "The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths." Does this have any effect on my Terminator armor?

Do you roll for the history of my terminator armor?


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

@Elli I may sound like a broken record, but... Terminator armor

You could take a Cyclone Missile Launcher for 25 and a Power Claymore at 15

You wouldn't have Blast(3) at 2d10+12
Rather
Frag Missile: Blast (5) at 2d10 pen 4 (I don't know if that would stop an ork though)
BUT
Krak Missile: Blast (1) at 3d10+10 pen 8

You've got 300m range AND ROF S/2/- so you could actually semi-auto shoot this.

Also you'd have 2 hands free for a Power Claymore with 1d10+11 pen 8. Or lose 5 dmg and 1 pen and take a Power Spear, then you can parry.

Just an idea :D


Brother Loghir Apothecary wrote:

Browman, my Deed "Battle Damage" gave me an extra history of my choice for my power armor, stating "The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths." Does this have any effect on my Terminator armor?

Do you roll for the history of my terminator armor?

If you have the resources you can roll for your terminator history. I will have to look into the deed more but likely you will be able to use it. Which source did you find it in?


Brother Averruncus, Librarian wrote:

On second thought... Maybe we take the matter in the wrong way...

If Browman allows us to take Imperial Assets, I would gladly trade my Artificer Armour and Psy Focus for a private Thunderhawk Gunship (80 req.) :D

Other funny choices might be:
Lance Strike (80 req.)
Superheavy Armour Support (80 req.)
Assault Strike Force (50 req.)
Tactical Fire Support (50 req.)
Astartes Armour Support (60 req.)
Astartes Armoured Transport (40 req., can be upped to be a Land Raider with GM approval)

If you want specific assets devoted to your kill team you will have to use req, but there will be plenty of assets around generally. You don't think the watch captain was planning on deploying without armoured support did you?


Male Human Rank 1 Techmarine

While we will be deploying alongside and with a pretty seriously armed contingent of Deathwatch Armoury, having a Dedicated Land Raider would definitely be cool.

Especially a Redeemer due to its Flamestorm Cannons. 3D10+6 E Pen 9 Flame Weapons? Vs Orks? Hell-to-the-yeah! I'd totally use the 35 Leftover REQ (or possibly 25 if I upgrade my Thunderhammer to Exceptional for the WS and Damage Bonus) for that.

Though I will say that repairing the Vehicle takes a Minimum of 1 Hour so dont expect Scorpelio to just sit inside it and whack it fixed whenever it gets damaged.

If we don't nab ourselves a Land Raider, I expect we'd be able to get a Rhino or Razorback at minimum.

Additionally, we can possibly also Drop Pod in with a Teleporter Homer so that any of us in the Squad taking TDA can Teleport down to us since they can't get shoved into a pod.

IF the ~60 Marines in our deployment divided into 3 Groups of ~20 we could have:

20 Marines arriving via Drop Pod

20 Marines in TDA or Whatever Teleporting Down. One 5 man Squad teleporting to One 5 Man Squad in a Drop Pod each. Or something.

20 Marines in any Tanks the Watch Captain is deploying. Assuming ~2 Crew for non-transport tanks, thats at least 10 tanks.

If these tanks have transport capacity, once they get to use (We'd be drop poding in FOR MORE GLORY!) we could use them to hitch a ride.

...or something.

We can also have Dreadnought support us in Dreadnought Drop Pods.


Space Wolf Long Fang 1

Not sure how I missed getting a power weapon for 15. Good spot. The power spear combo is tempting, but with the plasma cannon setup I get Blast (3) 2d10+12 pen 10 which can be upped to Blast (5) 3d10+12 pen 12 if I miss the next turns shooting. I get a 50% chance that I won't get hit at all, I get a balanced weapon which ups my parry and then with the Targeter I get a red dot sight, Telescopic sight and a -10 for people to dodge my shooting.

It is a tough call, but I think I will take the better shooting and take the risk to my body, (otherwise I would be putting you out of a job!). Plus my armour causes fear which is awesome!


It is a total of 74 marines, not including vehicle operators + 3 dreadnoughts. All the drop pods used will have locator beacons.

The Watch Captain may have a blood angels techmarine on teleporter duty.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

@Elli: yeah the Plasma Cannon is a lot better, not to mention with the Targetter. I'll act as your cover, I give 4+ cover in my towering TDA :D

@Browman the deed comes from Rites of Battle pg. 81

Rolling for history (I'll use the system you used).

roll for table: 1d5 ⇒ 2
Battle Scars: 1d10 ⇒ 10

I rolled Pristine Condition, which I'll take. But I would have been able to choose Battered by War or Blood of the Enemy.

If I can choose I'll choose the Core Rulebook's Hitory #10 to forget is to forgive, forget nothing. So I gain Hatred (orks). The Forgemaster chose this suit especially for me for this mission, knowing I intended to take down an Ork boss with my Executioner's Axe.


Male Human Rank 1 Techmarine

@Elli: Do you have the Marksman Talent? If you did, it could make the Firestorm Multimelta an Interesting option. Only Blast (2) but its 2 Shots at 2D10+20E Pen 14 at 100. If you have Marksman you can shoot up to Extreme Range (300m) with no Penalty.

But, even without Marksman, at 100m, the Weapon is pretty lethal and depending on where we Deploy, you might not need the extra range.

It means that you're probably turning whatever you hit with the weapon into slag. And if we're going up against a Horde, a Blast Weapon inflicts a number of hits equal to the Blast Parenthesis Numbers. So your Plasma Cannon on Maximal will hit 5 times, this Multimelta 4 Times since its 2 Blast (2) Shots.

+++

But hooo boy, nearly a Company of Deathwatch Marines deploying :O!


Space Wolf Long Fang 1

I don't but I have a Targeter with Telescopic sight. However it is 65 req as opposed to 30 for the plasma cannon, would have to lose my iron halo. A few more req and I probably would.


Male Human Rank 1 Techmarine

True enough! Plasma Cannon is probably the best All-Rounder choice for this.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Anybody else, in thir greediness, all of a sudden feel like 100 req. is about 50 req. less than they need? XD Now I know how billionaires can feel like they need more money.


Space Wolf Long Fang 1

Ha, unfortunately not. Did you get the 4 you needed for the medic stuff?

Also I will take a Fenris pattern wolf helm, cos well why not!


Status:
Wounds 23/23, TB 12, Armor 8/10, FP 4/5, Laser 3/6, Purity: Used
Salamander Techmarine

Hi guys,
sorry for interrupting your awesome theocrafting session, but I am quite interested in your campaign (followed it for a while now xD) and wanted to ask you (and obviously Browman) if you want/have room for another Kill-Team member for this big beat-up.
I have another Deatchwatch group running, but it is currently a bit lagging (maybe because of a whining player and a GM getting a bit pissed with him) and I have the feeling that I have enough time left on my daily train-travels for another DW group.

So long,
You Shall Not Suffer The Alien To Live!


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3

If I can ride in it and give it orders and instructions during the battle, and eventually fire some of its weapon, I'll definitely take a Thunderhawk gunship for 80 req.
This and a Jump-pack for 15 req.

Just a suggestion, guys, but you could opt to pool your points on assets instead of taking personal equipment. With you 400 req, you could take a Land Raider as a mobile base of operation (Astartes Armoured Transport, 40 req.), a squadron of predators (Astartes Armour Support, 60 req.), a Baneblade or Shadowsword for heavy fire (Superheavy Armour Support, 80 req.), a squad of 10 tactical marines (2 x Tactical Fire Support, 50 req. x2), and a squad of 10 assault marines (2 x Assault Strike Force, 50 req. x2), supported by my thunderhawk, all of this for us to command in battle :)
The Predators could be kitted for anti-infantry, while the Land Raider, the Baneblade and the Thunderhawk shoot at the armoured targets :)


Male Human Rank 1 Techmarine

Ah, but you see Averruncus, I want to bash in the Warboss' Head in with a Thunder Hammer personally :P

@Tiamat: While thats a bummer to hear about your current group, if Browman is cool with it, I'd welcome another Marine. We still don't have an Assault Marine...

And if you get approved fast enough you might be able to join in on this 100REQ Spending Shenanigans Spree.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Scorpelio wrote:
Ah, but you see Averruncus, I want to bash in the Warboss' Head in with a Thunder Hammer personally :P

Ahah, you'll have to be fast then, because my turbo-laser could steal your prey ;)


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

@Averruncus I'm with Scorpelio, all these assets will be on the ground and I'm sure we can get a ride or whatever, but I'm not bothered about directing them personally, above what the captain asks us to do. I'd much rather take hold of a massive master-crafted power axe in my terminator armor and bash in some heads ...after my heavy-burninator has turned the field to a wasteland.

@Tiamat I'm fine with another marine if Browman can handle it, if you slow our game down though we'll come down on you like an Executioner's Axe wielded by a Salamander terminator. Or ask you if you need any help, one or the other.

@Elli no 4 req so far. If I fail a First Aid roll you'll all curse me as a filthy greedy terminator lizard ...and you'll all be totally correct.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Brother Loghir Apothecary wrote:
@Averruncus I'm with Scorpelio, all these assets will be on the ground and I'm sure we can get a ride or whatever, but I'm not bothered about directing them personally, above what the captain asks us to do. I'd much rather take hold of a massive master-crafted power axe in my terminator armor and bash in some heads ...after my heavy-burninator has turned the field to a wasteland.

Oh, I have no doubt we can have a free ride with all the assets on the ground. It's just that I see this situation as a unique opportunity to be on board and command my very own Thunderhawk Gunship.

In the pen and paper Deathwatch campaign that I play for 3 years, our (now) rank 5 team had some opportunities to use sweet equipment such as Terminator Armor, Thunder Hammer and Shield, and so on. So, for me, it's not that much exciting. But we never had opportunity to get our own Thunderhawk...

I just cannot miss the present opportunity ^_^


Status:
Wounds 23/23, TB 12, Armor 8/10, FP 4/5, Laser 3/6, Purity: Used
Salamander Techmarine

I have played a pretty badass Blood Angel Assault Marine who has become Chaplain eventually in another campaign which sadly ended because our GM had RL issues just after we killed a Demon Prince our poor Librarian spawned in the midst of a fight with a bunch of traitor marines ...
I think I could easily port him back to level 1 (2?) to match your levels - sadly loosing the Chaplain with all his hatred and its sweet-as-hell Fear rating of 3 ^^
Another tempting concept would involve a Dark Angel Assault Marine becoming a Deathwing Veteran eventually - with TDA as Standart Issue Wargear which is simply awesome plus the fact that there are two Wolves here already which is always hilarious to have Dark Angels + Space Wolves in one team xD


Space Wolf Long Fang 1

Hi Tiamat, Cato here. Yeah the other game has taken an odd twist, hopefully not due to dodgy orders ;)
It is only one wolf here as Rollo is using the Space Wolf details for his own chapter, which actually raises the question: Bowman would Rollo and I both be able to benefit from chapter patterns as they are the same? Or not as we aren't actually the same chapter?
As to the duel, that'll mean the Wolves have taken a pounding! As one of my other characters is a Wolf Scout who got beaten by a librarian with swift attack. Don't think a Long Fang versus an assault marine is likely to go much better!

Loghir I can give you 2 if I take a ceremonial sword rather than a chainsword. Just need 2more.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Brother Averruncus, Librarian wrote:

Oh, I have no doubt we can have a free ride with all the assets on the ground. It's just that I see this situation as a unique opportunity to be on board and command my very own Thunderhawk Gunship.

In the pen and paper Deathwatch campaign that I play for 3 years, our (now) rank 5 team had some opportunities to use sweet equipment such as Terminator Armor, Thunder Hammer and Shield, and so on. So, for me, it's not that much exciting. But we never had opportunity to get our own Thunderhawk...

I just cannot miss the present opportunity ^_^

hahaha here I thought it was a tactical decision, turns out you're just the same greedy little pig as the rest of us :D We make a good team "This little piggy went to kill xenos decked out in a TDA armor, this little piggy rode a Thunderhawk into battle..."


Ulf You and Rollo would both benefit from chapter patterns, just as an Ultramarine and Novamarine would or an Imperial fist and and Crimson would.

Tiamat, I can handle another player as long as you aren't holding the group back waiting for you to post. For class options I would say you can be an assault marine or a tactical marine as tactical marine is the most logical to double up on. If you can get your character rolled up before everyone else settles on what to spend their requisition on then you can come on the current mission. You should be at base +800 xp.


Status:
Wounds 23/23, TB 12, Armor 8/10, FP 4/5, Laser 3/6, Purity: Used
Salamander Techmarine

My home-made rolls seem to indicate a shooter type instead of a melee fighter (even changing one stat would not change that totally). In fact I wanted to play a Raptors Sniper/Scout character for a long time now, might be a good time for one now, as the teams seems to lack recon&stealth capabilities I think?
Would likely take the deed "Right gear for the job" giving me something like signature Wargear with limited renown-less standard issue wargear. One of the options is a master-crafted deathwatch scout armor. Two questions: As this armor is NOT completely sealed, would it be a possible choice for the current mission? Also it does lack a helmet and thus autosenses which could be brought back with autosense goggles which are especially for scouts for 10req, could I take both (goggles+scout armor) as "the right gear"?


Status:
Wounds 23/23, TB 12, Armor 8/10, FP 4/5, Laser 3/6, Purity: Used
Salamander Techmarine

ok here are my rolls: press some fingers ;-P
stat: 2d10 + 30 ⇒ (2, 6) + 30 = 38 ws
stat: 2d10 + 30 ⇒ (2, 9) + 30 = 41 bs
stat: 2d10 + 30 ⇒ (6, 9) + 30 = 45 s
stat: 2d10 + 30 ⇒ (2, 10) + 30 = 42 t
stat: 2d10 + 30 ⇒ (4, 4) + 30 = 38 ag
stat: 2d10 + 30 ⇒ (1, 3) + 30 = 34 In
stat: 2d10 + 30 ⇒ (8, 9) + 30 = 47 per
stat: 2d10 + 30 ⇒ (4, 6) + 30 = 40 wp
stat: 2d10 + 30 ⇒ (10, 7) + 30 = 47 fel
reroll ag
stat: 2d10 + 30 ⇒ (3, 8) + 30 = 41 ag
Mhhh well those are o.k. I think.

I will think about swaps a bit.


Space Wolf Long Fang 1

Ok so final decision.
Plasma Cannon. 30
Iron Halo 40
Targeter 25
Ceremonial Sword 2
Fenris pattern helm free
=97
3 spare for Loghir, unless I can't have a ceremonial sword or he can't use them. If that is the case I will take a chainsword for 5


Male Human Rank 1 Techmarine

I still have a floating ~35 Req, I could give 1 point for the Webbing.

....Actually, looking at the Relics in RoB, I might just go for:

-Duty's End: Imperial Fist Relic Storm Shield with FF Rating of 60 and Overload of 01-05
Costs 60 REQ.
-Thunderhammer: 30 REQ.

That leaves a floating 10 REQ from me.

Now, why would I go for a Stormshield that only has +5 FF Rating and half the overload range but nearly double the REQ cost?

Mostly for poetic justice since it was used to defend people from Orks.

Now, I'll use it to pay them back in kind and avenge the original wielder and his squad by crushing Ork after Ork.

+++

The Floating 10 could be used by Loghir to get his webbing and Elli to possibly get a 15 REQ Power Weapon or a badass chainsword.

+++

@Tiamat: you could always swap one of your 47 Stats with Weapon or Ballistic Skill if you wished.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Averruncus has 5 req left, from his Thunderhawk (80) and jump pack (15).

If he doens't use his 5 we could get the combat webbing for me and a power-something for Elli

@Tiamat, yeah swapping a 47 with WS you've got a great Assault marine. Alternatively swap Fel-BS and you've got a sniper


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

Halfway done, some XP and equipment missing.
Should be done later today.
This is the sniper route, want to give it a try, before playing another assault marine.

Req wise: So you dropped the idea of signum+links for the group it seems? It is ridiculous powerful because it makes double team work with ranged attacks and also count ranged fighters count for the number of ganging-up on enemies in melee.

Armor Type: 1d10 ⇒ 9 mk7


Male Human Rank 1 Techmarine

Nobody was taking Signum Links :( If not I'd totally keep it.


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

I would have certainly took one xD


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

Soo, current load-out assuming heavy combat, stealth load-out would be somewhat different:
- Stalker Boltgun 15 Hey, I am a sniper after all! @GM: Could I swap the Standard issue Boltgun for the Stalker? Guess it would be common for a Raptor.
- Astartes Combat Shotgun 7 Full Auto Shotgun! Hopefully that will keep them at a distance xD
- Missile Launcher 10 Against the really tough ones or big mobs. Like the utility of the launcher.
- Astartes Targeter 25 More boni on shooting are always welcome!
- Camo-Cloak 20 Well, that should keep me out of trouble and if there is some possibility for ambushing/stealthing ...
Current Load out: 77
Whats more ...
Maybe take a powersword but I guess it is not worth it with a 38 ws.
Maybe a cool plasma missile? Or more special ammunition. Does anyone needs some pool point really bad?


Male Human Rank 1 Techmarine

23 Req Left?

I dunno. For how this mission might play out, an Iron Halo might help you out a bit.


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

Iron halo is way to expensive. (40req)
Guess I will take 2xSlug Rounds for the shotgun (8 Req) and a dipole maglock chainsword (5+5Req), Kraken Bolt Rounds (5Req).
But those are all quite optional so if someone really need a few points ... xD

I think Hawkeye is ready for inspection.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Kraken is 15 (make sure you get the errata, they change all important weapon stats)

For defence I'd suggest a combat shield, doesn't take up a hand and is 25 req.

Personally, as a tactical marine, I probably would have just taken the Skarpulean Bolter for 70 req :D


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

Oh I must have missed that they also have changed ammunition cost? Thanks for head up. What's that skarpulean Bolter? Also tactical marine ... It's more that there isn't a real scout/sniper class (except wolf scout for space wolves) in DW so ... He's a tactical marine because it is the best compromise so far.


Space Wolf Long Fang 1

Skapulan Bolter, is a deathwatch relic. Core rulebook p169. Normal bolter (rather than stalker) but more range, damage, pen and has accurate, fire selector, Targeter and melee attachment (master crafted chain knife). Also never jams and rolls of 96-100 can be rerolled.


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

Well it does look pretty cool, but it doesn't got errata rules, does it? So it is kind a hard to tell if it is worth it or not.
I will wait until we get our final orders I think, then maybe exchange camp cloak for a storm shield ...


Hey guys sorry I had to back out but I will continue to follow your missions may the Emperor be with you all


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none

Hey Tarkus! Enjoy the show, Loghir in a terminator armor with a heavy flamer ...oh it's going to be a show alright!

@Micrastur No errata for it, it is what it is, powerful as all holy hell, and 70 req. :O


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine

Well I think that would be weird. It was before errata at +4dmg +3Pen compared to the standard bolter.
Now it would be +1d10 +5Pen + Full Auto capabilities compared to a normal Bolter...
Seems somewhat extreme I think, even for the 70 req.

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