Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Dark Archive

For the GM

Spoiler:
Brother

Starting Characteristics
WS 30+15 = 45
BS 30+15 = 45
S 30+10 = 40 / 60 (10)
T 30+20 = 50
Ag 30+10 = 40
Int 30+20 = 50
Per 30+15 = 45
Wp 30+15+5 = 50
Fel 30+10 = 40

Wounds: 1d5 + 18 ⇒ (5) + 18 = 23
Fate Points: 5
Movement: 4/8/12/24
Insanity: 0
Corruption: 0

Trained Skills
Awareness (Per)
Ciphers (Chapter Runes) (Int)
Chem-Use (Int)
Climb (S)
Command (Fel)
Common Lore (Adeptus Astartes) (Int)
Common Lore (Deathwatch) (Int)
Common Lore (Imperium) (Int)
Common Lore (War) (Int)
Concealment (Ag)
Drive (Ground Vehicles) (Ag)
Forbidden Lore (Xenos) (Int)
Interrogation (WP)
Literacy (Int)
Medicae (Int)
Navigation (Surface) (Int)
Scholastic Lore (Codex Astartes) (Int)
Silent Move (Ag)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Tactics (Assault Doctrine) (Int)
Tracking (Int)

Basic Skills
Barter (Fel)
Carouse (T)
Charm (Fel)
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag)
Evaluate (Int)
Gamble (Int)
Inquiry (Fel)
Intimidate (S)
Logic (Int)
Scrutiny (Per)
Search (Per)
Swim (S)

Talents
Ambidextrous
Air of Authority
Astartes Weapons Training
Bulging Biceps
Deathwatch Training
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quickdraw
Resistance (Mutation, Psychic Powers)
True Grit
Unarmed Master

Traits: Hulking, Space Marine Implants, Unnatural Strength (2x), Unnatural Toughness (2x)

Special Ability: Create Toxins

Deed: Second-In-Command (400 XP)

Honours: Iron Skull Honour from Red Scorpions

Red Scorpion Chapter Benefits: +5 to WP, Resistance (Mutation), Taint Sense Solo Mode Ability

Red Scorpion Solo Mode Ability: Taint Sense (Free Action)

Red Scorpion Trapping: Icon of the Scorpion (Reduce Corruption Points gained by 1 upon successful Challenging Willpower Test)

Past Event: Saint Leomis Gate Veteran

Demeanor: Scornful (Pity has no place in this Space Marine’s heart.)
Chapter Demeanor: Path of the Pure

Advances Taken:
Chem-Use (400 XP)
Interrogation (200 X)

History and Other Details to follow.

Will finalize draft when I get some sleep; already past midnight where I am.


Male Crimson Fists Techmarine

For this mission I also wanted to add a Teleport Homer for 10 requisition so we can extract the survivors as quickly as possible...hopefully.

Gear
Astartes Psicannon [45 req]
Siege Auspex [7 req]
Teleport Homer [10 req]

Total Used: 62


Unless anyone else wants to step forward Arkhos will do well as leader. As always I personally suggest the Oath of Glory.

There is still 133 requisition unspoken for.


Dark Angels Assault Marine

I am going to need some of those req. :D I am still having a hard time deciding on what to pick up.

Witch-Stakes 35 req. is a lock.

I wonder how much firepower I am going to need my thoughts are either, a bolter, a plasma pistol, a plasmagun, a combi-bolter or a meltagun. I am open to suggestions. Further more I am thinking is there any other wargear/tool we are going to need?

I am also looking at a Storm shield, but that might to close combat focused?

I am fine with Arkhos as leader, but I dislike Oath of Glory, it has no defensive capabilities what so ever and I would like an oath with at least one. If we go with e.g. Oath of the Astartes we get +2 access to 2 of the same patterns as Oath of Glory.


I like Oath of Glory purely for the Renown bonuses.

When boarding a ship likely every combat will be close quarters with minimal manuevering room. There is also a high probability of facing void combat. Other than that remember that space vessels are usually filled with a menagerie of explosive gasses and chemicals that they need for operation.

Meltas are ideal since they deal extra damage at close ranges and a Storm Shield is also viable, just keep in mind it completely occupies one of your hands and doesn't out out enough damage to make a reliable weapon against CSM. Alternatively an Astartes Assault Shotgun and a clever selection of ammunition will make a versatile and cheap weapon that is effective at close ranges. Either way I recommend springing for an arm mounting so that you can use your melee and range weapon and a storm shield without having to rotate them constantly. Above all avoid any weapons with blast or flame templates. They will likely do more harm than good.

Between Brother Leon and myself we have taken a good spread of wargear to deal with a handful of different scenarios. However, anyone who wishes to engage in melee combat predominantly would be wise to consider a grapnel hook and launcher to cover void as an alternative to trying to jump through.

In Summary I suggest:
Meltagun [20] OR Astartes Assault Shotgun w/Fire Selector and Slug Rounds [13]
Arm Weapon Mounting [10]
Astartes Grapnel [3]
Storm Shield [35]

which comes out to 68 req with the Meltagun or 61 with the Shotgun. You can alternatively swap the Storm Shield for Witch Stakes and come out with the same total or drop the Storm Shield entirely (or for a combat shield) since it's so expensive for what it does.

Dark Archive

Male Human Dungeon Master
Radavel wrote:
For the GM ** spoiler omitted **...

Looks good for most part, if you would expand on what the Iron Skull honour from Red Scorpions is.

Dark Archive

Male Human Dungeon Master

Brother Tellemachus and Brother Lucian if you get back from your absences and want xp doing some research on the Data slates you recovered from the last mission or assisting in repairs on the ship are a few suggestions.


Dark Angels Assault Marine

I am bit unsure of how or if my jump-pack works in void/zero-g environment?

Dark Archive

Male Human Dungeon Master

Jump-pack will work. I believe power-armor is sealed to vacuum, but if it gets penetrated criticals can be a lot worse and subject an individual to the effects of vacuum listed in the core.


Male Crimson Fists Techmarine

I'm fine with Arkhos as leader again, and Oath of Glory for my vote. It's not the absolute best with Squadmode abilities, but that extra renown is really nice


I guess I will lead again, my character will naturally fall to the Oath of Glory just because it's so damn inline with his demeanor and is extremely fluffy...

Arms Mounted Bolter 10req
Power Axe 20req
Astartes Storm Shield 35 req
Total 68 req


I'll drop the exceptional quality from my bolter to free up some req for others. Let me know if anyone would like more and I could trim something else.

My updated list:
Astartes Combi-Melta w/Fire-Selector [17 req; free with Marksman Honor]
1 Clip of Witchfire Bolts [Free with Tactical Marine Specialty]
Melta Bomb [12 req]
Bulkhead Shears [17 req]
Pict Recorder [5 req]
Multikey [15 req]
Total Used: 49

71 req remains.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8
Nimon wrote:
Radavel wrote:
For the GM ** spoiler omitted **...
Looks good for most part, if you would expand on what the Iron Skull honour from Red Scorpions is.

The Iron Skull honour from Red Scorpions is meant to commemorate the time when Brother Del (Second-in-Command Deed) took over the command of his squad after his squad sergeant was killed during the Battle of Saint Seonis Gate. Battling heretics, mutants and daemons, Squad Del as it was thereafter designated managed to hold the breach into the enemies' defenses long enough for reinforcement to push in through and win the day.

"830.M41: The Red Scorpions return to Vraks, this time with a strike force personally led by Lord High Commander Verant Ortys in response to Inquisitor Lord Hector Rex's request for aid. The Battle Barge Sword of Ordon arrives in orbit, carrying 400 of the chapter's battle-brothers, including Veteran Sergeant Carab Culln. The Red Scorpions proceed to participate in the retaking of the Fortress of Vraks, particularly the battle of Saint Leonis' Gate."

http://wh40k.lexicanum.com/wiki/Red_Scorpions#.U_U4YsWSwpo

Aside from Standard Issue, I request the following:
Dipole Maglock for Bolter 5
Chainsword 5
Dipole Maglock for Chainsword 5
Diagnostor Helmet 15
Charm 6

Do we need a needle prescipitator? What drugs do we need?


You may wish to consider extra De-Tox, Pain Suppressant, or Resuscitex in case we have to patch up any of the survivors before moving them. An injector would also be needed to administer it. Extra Repair Cement could also come in handy, but is ultimately unnecessary since we all have extra doses of it.

35 req remains.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

Additional Requisition:

Injector 3
Pain Suppressant 10
Resusitex 5
De-Tox 10

I assume we have repair cement as par of Standard Equip.


Aye, we do. I'll drop my multikey and pict record to free up some req for Elyas, but that's all I've got left.

My updated list:
Astartes Combi-Melta w/Fire-Selector [17 req; free with Marksman Honor]
1 Clip of Witchfire Bolts [Free with Tactical Marine Specialty]
Melta Bomb [12 req]
Bulkhead Shears [17 req]
Total Used: 29

23 req remains for Elyas

Dark Archive

Male Human Dungeon Master

Oh I see, you are saying you already have an Iron Skull. I thought this was something specific from another book. None of the other characters have started with Honours, I will let you have that one without any mechanical benefits if you want to have it as part of your background.

+Edit+ After reading it looks like the Iron Skull is part of the deed. I will allow it, and it will bring you closer to the other's honours. I need to specify to new recruits that only Chapter Deeds can be taken in the future. I did not tell you that so that is fine.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8
Nimon wrote:
Oh I see, you are saying you already have an Iron Skull. I thought this was something specific from another book. None of the other characters have started with Honours, I will let you have that one without any mechanical benefits if you want to have it as part of your background.

Thanks. The Iron Skull is merely for flavor, as per Second-In-Command Deed in Rites of Battle. The Deed however grants Command as a Trained Skill and Air of Authority.


Actually I did start with the Iron Skull honor.

I can drop the Storm Shield if someone else needs the req and get Witch Bolts for 12 req.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

Sadly, no chapter deed yet for the Red Scorpions hehehe


Arkhos, witch bolts are free for you with the Tactical Marine bonuses.

Dark Archive

Male Human Dungeon Master
Brother Arkhos wrote:

Actually I did start with the Iron Skull honor.

I can drop the Storm Shield if someone else needs the req and get Witch Bolts for 12 req.

Actually I have been meaning to talk to you about your profile. Can you label your spoilers so I can look things up easier? to do this [spoiler= is the format type the label after =. So you had a second in command deed also? Ok well that is fair.


I might switch then Witch Bolts for free and kraken bolts for 5, I totally forgot the cost was lower for kraken rounds.

Edit: I broke than the profile by parts and spoilers so its easier to navigate instead of text blocks, hope that is easier.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

Eventually I'd like to have 2 bolters shoulder mounted and controlled by MIU for that Edge of Tomorrow look hehehe

Dark Archive

Male Human Dungeon Master
Brother Del wrote:
Eventually I'd like to have 2 bolters shoulder mounted and controlled by MIU for that Edge of Tomorrow look hehehe

You'd need to get a Dreadknight armor to really look like it. Which is possible with the Ordo Malleus rollin


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

Oh and with Taint Sense I can literally smell corruption lol

Btw, today's Thursday, 6:10PM my timezone. Tomorrow Friday, August 22, 2014 I will be afk for most of the day until around 9:00PM.

Have 2 court hearings. One in the morning and another in the afternoon.


Been waiting for a chance to jump into this game, had to redo my charecter as the GM just updated the rules regarding deeds and such.

I noticed that your librarian is going to be gone for a while, so I thought I'd try my hand at this class for once.

Stats:
Brother Librarian Castil (130 point buy in)

55 WS (+5 Blood Angels)
30 BS
55 WP (+5 Simple Advance)
40 Int
50 Tgh (Unnat. Tgh x2)
40 Per
50 ST (unnat. St. x2)
50 AG (+5 Blood Angels)(+15 in armor)
45 Fel

Wounds 23
Fate: 5
Movement: 5/10/15/30
Insanity: 0
Corruption: 0

PSY RATING 3-Begin with 3 Starting powers:
1. Smite
2. Iron Arm
3. Avenger

Gear:

Standard Gear- Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement

Deathwatch Librarian Standard Issue: Astartes bolter with fire selector, Force sword

Power Armor:
Mark 6 “Corvus” Astrates Power (St Bonues +20, Auto Senses +15, +10 Agility, Manual Dexterity modifier -10)

Protection: All 8/9

History:
1. Blood of the Enemy: Fear (1) with enemies
2. A Fury like lightning: +5 Ag, +1 Initiative

Chapter Info:

Blood Angel Chapter Benefits:
+5 Weapon Skill, +5 Agility, and the Blood Frenzy Solo Mode ability

Blood Angel Solo Mode Ability: Blood Frenzy

Blood Angel Trappings: Golden Icons (+3 Command, +1 Damage with charge, reduce corruption taken by 1)

Chapter Demeanor: The Red Thirst

XP Spent:
Starting xp (1000xp) Spent-900xp
200 Acrobatics
500 Assassin Strike
200 WP Simple Advance

Skills and Talents:

Trained Skills

Acrobatics (Ag)
Awareness (Per)
Ciphers (Chapter Runes) (Int)
Chem-Use (Int)
Climb (S) )
Common Lore (Adeptus Astartes) (Int)
Common Lore (Deathwatch) (Int)
Common Lore (Imperium) (Int)
Common Lore (War) (Int)
Concealment (Ag)
Drive (Ground Vehicles) (Ag)
Forbidden Lore (Xenos) (Int)
Interrogation (WP)
Literacy (Int)
Navigation (Surface) (Int)
Scholastic Lore (Codex Astartes) (Int)
Silent Move (Ag)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Tactics (Recon and Stealth) (Int)
Tracking (Int)

Basic Skills

Barter (Fel)
Carouse (T)
Charm (Fel) Command (Fel)
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag)
Evaluate (Int)
Gamble (Int)
Inquiry (Fel)
Intimidate (S)
Logic (Int)
Scrutiny (Per)
Search (Per)
Swim (S)

Talents

Ambidextrous
Assassin Strike
Astartes Weapons Training
Bulging Biceps
Deathwatch Training
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Psyniscience
Quickdraw
Resistance (Fear, Psychic Powers)
True Grit
Unarmed Master

Traits: Hulking, Space Marine Implants, Unnatural Strength (2x), Unnatural Toughness (2x)

history:
Work in progress, will be updated and fluffed,trying to get submitted for upcoming mission


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'm back now. Looks like things are progressing.
Is there any way I can be useful from on board the Pious Immolation?

Dark Archive

Male Human Dungeon Master

Cool new recruits. Yes Lucian, you and the New Recruit can do many things aboard the ship. No one has done much on the ship in a while. There are data slates from the last mission to try and decipher, there are heretics to interrogate, and repairs to be made on top of usual training.

I will post in the recruitment thread to get you two started.

Dark Archive

Male Human Dungeon Master
Brother Del wrote:

Oh and with Taint Sense I can literally smell corruption lol

Btw, today's Thursday, 6:10PM my timezone. Tomorrow Friday, August 22, 2014 I will be afk for most of the day until around 9:00PM.

Have 2 court hearings. One in the morning and another in the afternoon.

You are smelling taint constantly on this Traitor Ship, probably not very fragrant.


Dark Angels Assault Marine

From what I gather I have 23 req to spend and all the wargear/tools needed are covered?

Master-crafted Chain sword 10 req.
Exceptional Bolt Pistol 7.5 req.
1 Clip of Kraken penetrator rounds 5 req.

Total 22.5 req.

Dark Archive

Male Human Dungeon Master

I missed a few of these, but next combat I wont. Remember you Get One reaction per turn, unless you have a talent that allows for another, in which case you need to roll for both If you are assigned two attacks in a round please let me know which you are parrying/dodging. I need to be able to trust that you all have some integrity and are willing help keep track of things with this much going on.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

I just parry once, since Brother Del is untrained in Dodge.


Brother Dei I believe all marines are trained in Dodge as part of their standard training (page 36 Core).


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

Sorry missed that.


I suggest we split the kill-team to help both the magos and the sisters at the same time.


I think we could. but it's going to be a really though call considering our opponents.


On the other hand the longer we spend in the ship, the greater risk we put them and ourselves at.


Male Crimson Fists Techmarine

I would agree to splitting our forces, although scavanging the ship for salvage isn't particularly time sensitive - to my knowledge at least - providing aid to the survivors is probably becoming more and more unlikely to succeed with each passing second.

It'll be fairly dangerous, however it might just be our only option to compete all the objectives. In addition, it's quite possible that every second we spend on this ship puts us more and more into danger as the Traitors and Daemons begin to realize that they aren't exactly as alone as they might have thought they were.


i separated the group, hopefully in a proper fashion, unless otherwise noted or advised

Team 1
Lutha, Elyas and Del
Arkhos, Valerio


Well, you should probably send the Apothecary to go help the possibly wounded survivors. And personally I'd like to go as well but for no real reason other than desire.

Also you should probably send the Tech-Marine to assist the magos as well as yourself since you both have Tech Use.


Dark Angels Assault Marine

My thoughts are:
a) One with technical expertise should go with the Magos the other to the sisters.

b) Del should go to the wounded sisters.

c) Lutha and I can be placed as needed.

Arkhos would you share your thoughts behind the groups?


I just figure you guys would be in harder combat situation protecting the magos and salvaging the parts would require a medic to keep that team+magos alive, while some sisters may still live the possibility is low and most of them beyond any tactical advantage, besides my character demeanor is scornful so I do not pity the wounded sisters or their state of affair, while Arkhos does feels the need to find survivors as it was requested during the brief he has no pity for the sisters.


If your characters lack of pity is a problem then why did you bother putting yourself in the group to go save them? Beside that, as the leader you have to put your personal feelings aside and make the best possible objective decisions. Undeniably one of our objectives was to bring the survivors back, probably alive. Like it or not they will probably need medical attention to be moved. The Magos is like 90% cybernetics. He has almost no flesh left for the Apothecary to heal. He will not need medical attention.

I just don't think you are putting the resources available to you to the best use.


Male Crimson Fists Techmarine

The magos is going to have a hard time salvaging parts by himself, and whether you want to go our not, I have multiple things that make Tech-Use better. Valerio can do very little to help the Sisters. I have no medical skills, my combat skills are mid-line at best. They only thing I could offer is some of my Repair Cement and seal up their armor.

So as far as the teams are concerned, I beleive that at the very least the Apothecary is better served as a Medic to the Sisters, and the Techmarine is better served as an Assistant to the Magos.

Combat wise, I'm not so sure who will have the harder fights. Lutha wishes to go to the sisters for what I'm sure are roleplay related reasons (Go sympathetic Lamenters!) and you seem to wish to go with the Magos. All that leaves is Elyas. As far as I'm concerened both teams will see about equal threats, but at least the Sisters Team has Daysha and possibly a few SoB, whereas Magos Team has a few Servitors. As such I think it best to have the extra man attached to the Magos Team rather than the Sisters Team.


I might have done a hasty decision, but I was in the idea the magos would do the hole thing, and we are just his escorts to make sure they are safe. Regards tot he sisters I'm going on the petition of checking the machine-spirit that Valerio is the most qualified to deal with and I don't really take pity on the sad state of affair of the sisters, it's just to bring back who is alive and check this machine spirit. The apothecary is for you two so that you will not fall if heavy combat ensued or that was my train of thought.

I might have misread Daysha and the machine spirit section.


Splitting the team won't be a permanent thing, we can all just meet up again once our various tasks are done. The medic can't reliably heal people during combat, the better way to keep the Magos safe is to put the strongest people with them. That way they can kill whatever they may end up fighting before it has the chance to inflict serious damage.

Daysha only spoke of an item of interest. Even if it is some sort of mechanical something or other we can just pick it up and bring it back with us to examine later.

If you don't care about the sisters then let me go, because I do care. I also really think the Apothecary should see to the sisters as well since that's pretty much his specialty.


Granted.

Dark Archive

Male Human Dungeon Master

I just want to be clear, having training in dodge does not grant an additional reaction, it just allows you a different way to use that reaction. Talents such as Wall of Steel and Step Aside are what grant those extra reaction.


Male Black Shield Librarian 4

I'm back from vacation
What happened in my absence?

Did we eliminate the chaos invasion?

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