Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I think it was about 100m from the Start to the sealed (?) door at the end.

Btw. Which oath die you guys take? Could not find it.


Blood Angel Chaplain Deleos wrote:

I think it was about 100m from the Start to the sealed (?) door at the end.

Btw. Which oath die you guys take? Could not find it.

Oath of the moment


100 meters to the end.


Space Wolves Grey Hunter (Tactical Marine 7)
BayouSnowman wrote:
Blood Angel Chaplain Deleos wrote:

I think it was about 100m from the Start to the sealed (?) door at the end.

Btw. Which oath die you guys take? Could not find it.

Oath of the moment

Oath of moment is how the pre-mission oaths are referred to in the various novels. It is not a specific oath in Deathwatch. The specific oath we took was the Oath of the Emperor.


Happy Thanksgiving everyone.

Maybe my head is fuzzy, but I'm unclear of your post Varryl. You sprinted, looked around, intimidated What?, then fired your flamer? You've ran 90m?


Techmarine/Forgemaster Rank 7

Total of 66m. Tripped myself up with that previous post and the wording of stride. I'll make a point of including numbers with movement going forward. 12m full move last round and 54m this round with sprint.

The awareness was just noticing the beam as prompted and I'm using my reaction(so no dodge or parry) to use a weapon on my servoharness.

Intimidate is just him shouting loudly as he sprints forward spewing fire. Range is only twenty meters so the tip of the flame is at the 86m mark. Not sure if that will reach them or if its even the right direction.

I'm hoping to draw their agro so the party can advance and force them to roll BS for their marker lights by imposing a -30 or -40 penalty on them.

Also yay for Turkey Time one and all!


Ok, I see, you got the sprint talent, which actually doubles your run movement, which is 36x2=72m. Yea, please do include some numbers for me and others to visualize just how far you're moving. The round isn't that long, and its difficult to say you'd use up your reaction right when your sprint ended, especially after an awareness check and intimidate test, followed by readying your distortion field. I'll let it all slide this time (because some things you did won't matter), but just try to imagine how much you can feasible do in a short amount of time. I don't think you went overboard, I'm just trying to imagine the HUGE tech marine with bionic everything, servo harness, machinator array, running so fast...For your size, it needs some concentration and focus to be done. Anyways, fine for now, I'll resolve it as is, just got to work, long night with Thanksgiving, so maybe I'm still fuzzy and not thinking clearly. If you disagree, please feel free to discuss it with me more. (same for others)

I'll consider the penalty and how it affects the enemy equipment here. I just kind of flipped the horde dynamic, where usually you wouldn't get a dodge, but they'd have to roll for an attack, so I just flipped it and figured there's enough fire to hit you, but wanted to allow you to dodge and make your way through as you see fit. Apologies if that upsets someone, speak up now and I won't do it again, but I thought it appropriate and acceptable as GM, in this situation.

Anyways, I'm gonna try to update now for what some have done, others still have time of course to update, enjoy your Turkey.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

One Question about positioning:
I moved in, then I did a charge-jump with Pyros and landed somewhere and then i duck-rolled under a rocket-blast ...
How far am I inside the tunnel and how far would it be to the door? man I wish my jumppack would work, it would be a one round action to get there...

Then one thing about Meltabombs: You said that I need someone to arm my bomb, but then I could just bump it to the door and blast us through (hopefully^^)?

to your adjustments: seems ok for me, but I also have not taken any damage so far: so nothing to complain about ... for now :P


It's hard to define your position, moving in is how far depending on how you moved. Then charge depending on distance to weapon and the person who boosted you, Dodge really isn't counting much,no blast radius that you moved out of.. In other words of don't know. I'll let you decide, just be reasonable.

As for melta bomb, needs to be set/armed before it'll explode, so if someone arms it you could deliver it. Demolitions test allows you to define timer and blasting mechanism (trigger or timed).


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

One thought of mind ... if i just pin it to the door and someone of the team is shooting on the bomb ...? Would it set of as if primed and triggered?

Idea is that I just pin it to the door retreat and the team can trigger it from afar without the need to "waist" one round or more to prime it first ...
Also I do not like the idea of preparing a bomb in the middle of a firefight with raining energy weapon and even rockets flying around us ...


If it were always "armed" and ready to explode, it'd be very dangerous for you to be carrying around and you'd have a chance of it being hit and detonated on you. So if you like, I can allow it, but then when you get hit, I'll give you a say..10% chance of it being hit. Cool?

I'd rather not and just say it needs to be primed and armed before it can explode, safer to carry around as they're the most powerful demolitions in your arsenal. Better to just say they need to be armed by someone. If you like, you can try, even though its an advanced skill. It'll be a -60 Hellish difficulty on Int, failure means you'd likely blow yourself up.

Good idea, but doesn't really work that way for many reasons.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Out of interest does priming a melta bomb count as a delicate dex task? If not then i can prime it with demolitions 60 (and a storm shield to hide behind).

I would also warrant that our friendly techpriest has a trick or two for doors!


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I cannot be that difficult to arm. Assault Marines do this all day long (jumping on a vehicle, pad one of those things for good and jump away grinning as those armour is blown to pieces^^)

But yeah I do not like the idea of a always primed explosive on me ether ^^
Just have to get that Demolition skill after this mission ^^

@Pyros: Yeah that crossed my mind also. I think it is not difficult. It should be even easier to use than a demolition charge in my opinion as you have to do much more to set a explosive charge correctly than to use a melter bomb which is as simple as pressing a button to arm, press it again the target and get the hell out of there... But yeah in Warhammer nothing is at easy as it could be, because everything is so f~&%ed up :-)
I agree with one to need the demolition skill to use it but I think it should be even an easy task to prime (if demolition priming and setting is a normal task)


Techmarine/Forgemaster Rank 7

I didn't even realize you were using a horde system of any type. I figured with us unaware they were receiving so much of a buff to their BS skill that they auto succeeded.

My understanding of demolition has always been the effectiveness of the charge ie dropping a building. Any one can press an arming button but if they want to set a timer or shape the charge to focus the blast that would take effort. Assault marines arm, slap/throw it and then do their best to be outside of the blast.


Yea, check the demolition skill description, it allows you to choose many options in arming and exploding. Tests required because it's an advanced skill and its opposed if someone tried to disarm and there is always a risk you blow yourself up when dealing with them. I agree some things are a bit off in the game, but it goes both ways, for and against, so let's take the good and bad and try to make the best of it. I'm trying to be feasible and realistic so feel free to ask away, you just might get what you want. But at the same time, I can't devalue others talents or xp who invested in things.


Techmarine/Forgemaster Rank 7

On a somewhat related note which reinforces the horror of this and the world we live in. Promethium can burn in a vacuum. And secondly promethium is a radioactive element IRL. I'm not arguing that my weapon simply sputtered as the pilot light was out/ignition spark failed due to low conductivity of the air. I just wanted to point out that promethium is scary stuff.

Also jump jets/packs function in high atmosphere.


You are probably right, though I tried to hint that it wouldn't work before the mission because of gasses in the atmosphere that could ignite and blow you up. I'm trying to be consistent, even if it's a mistake because others changed out flame weapons not knowing if we'd be outside or inside, just creating some environmental difficulties. So my apologies for the confusion. Once inside it'll work.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Am I missing something?
Why are you guys so fast with full move?
Isn't it 7/14/21/28 with Agi 6 + Servo Armour?

I can see that some have the sprint talent, but Xing does not have it (as far as I can tell) but can run nearly at double speed?


7 movement rate = 7/14/21/42

The table is in core, its your agility bonus + one in power armor. X1/x2/x3/x6.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Oh ok I missed the x6, thought it just goes one with x4.
Thanks.


We got everyone but Varryl caught up I think, I'll push him forward and update within 24 hours.


Techmarine/Forgemaster Rank 7

Don't let me hold you up. Varryl will linger until he's destroyed the missile turrets w his servoarms and plasma cutter as they pierced his armor.


I'll say you took out the missile turrets and put u with everyone else. Doors aren't closing til everyone joins, its hinted at in game play.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Everyone ok? It has all gone very quiet.


Sorry, my bad, RL stuff, friend leaving China so been going out and spending free time with him. I'll be updating tonight


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

No probs, I can't really talk as it is usually me holding things up. Was just checking in.


Distance of corridor is 20 meters before it curves on each side. You'll have to look further to see more.

Xing, if you're in squad mode then maintaining your psy ability isn't free, so clear that up in your next post.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Keeping the hammer then


Power went out today at my job and ate my post. I'll redo tonight after work (few hours from now my time) and reveal something interesting. Did lots of background research for this, I'm excited to see where you fellas take it.


So I'm gonna search online, but I'm honestly unsure of what knowledge marines have of Chaos and Traitor Legions...What is common and what is forbidden, so please chime in if you have some experience or thoughts on the matter.

Maybe you all know much, but your PCs may not, but I don't know for sure and don't want to say you do or don't until I know for sure. Or we just agree you don't know anything and its all a surprise??

There are some revelations that will come with rolls that you certainly don't know as PCs and perhaps as even players, its just party of my story, but I want to make sure you have some background and context and I'm unsure if I should reveal with rolls or through dialogue. Please help me decide.


(Forb. Lore)The Traitor Legions: The secrets of the lost Space Marine
Legions, their names, and the sad tale of their fall from grace.

Thats from the book, so maybe you all know of the Chapters and maybe a bit more, but their history and actions outside confrontation with Astartes is unknown, their own troubles and allegiances with Chaos a mystery.

I'm still reading and working on it to decide, I want to give you all the information, just trying to figure out how and what exactly. To be continued.


Ok, so chatted up some friends who are way more into the novels than I have yet to become and they cleared it up for me based on their experience in the fiction.

You all know the Marines to be thousand sons legion, but not much else, yet...


@Deleos, you posted while I was updating, feel free to add your knowledge from spoiler. As for actions of the Wolves, sure, you and others can know that history.

Feel free to use your flamer and jump pack.

Also I checked your profile, not sure how you get so much damage with your hammer, please clarify.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

In the Erreta (page 3, left side, first red entry) it is said that Thunder Hammer gives a Unnatural Strength multiplier, as does the power fist (in the text, but they messed it up in the erreta-table, were it is not noted down again, but I thought text > table because you can easily screw up a table entry but not a complete phrase in the erreta:
Astartes Thunder Hammer (page 155): Add the following to the end of the description: “A Thunder Hammer adds a multiplier to the wielder’s Strength Bonus. (Note: A Space Marine already doubles his Strength Bonus from his Unnatural Strength Trait. Therefore, the Thunder Hammer increases the multiplier by one, tripling the Space Marine’s Strength Bonus.)”)

So the math is: 2d10 +5 + (3*ST-Mod)
which in my case is: 3*(6)+2(Servo Armour is not multiplyed)
= 2d10 + 5 + 18 + 2 = 2d10 + 25 +2 for the Talent "Crushing Blow"


Ok, you're right, thanks, I just looked at table, but text is >... Damn it's powerful. But there is/was discussion of it being 2 handed and with the extra multiplier, that makes sense, but I'll let people use it with one hand, just no extra multiplier, because it wasn't made clear earlier, not sure if everyone knew of extra multiplier before taking it, sound good? I'll try to read up on could be off. I know it's popular to pair with storm shield, but feels more balanced with my interpretation. The fist is also unwieldy and prevents you from using that hand for anything else, so that extra multiplier seems justified.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Meaning that using it 2-handed gives the multiplier, using it one handed it remeains with x2?
I know that it is two handed for normal power armour and one handed with storm shield for terminators in the pc games (Dawn of War 1+2, does not know how this is handled exactly in the tabletop), maybe this could help?
Also ine thing to consider with the fist is,that it gives the strength bonus even in non-combat situations (just disable the power field and throw a truck at someone). In our campaign I was saved by someone with this kind of action from a suicidal dark mechanics witch plugged on me and was trying to blow both of us to pieces, when our raven guard assault ripped him off me with his fist and a st mod of 23^^. You can not do this with a clumsy hammer I think ^^


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

I always queried this as why would you take the power fist when the thunder hammer gives +5 dmg and concussive for the same unwieldy penalty and the fist prevents the hand being used for anything else. The 2-handed/1-handed makes a lot of sense.

As for traitor legion knowledge, my view would be as follows.
Whereas the rest of the imperium has covered a lot of the horus heresy knowledge up, the astartes have their own traditions and probably wouldn't, so they would be aware of the traitor legions and some would have greater knowledge based on chapter hatred (space wolves vs thousand sons etc and then anyone at the isstvaan massacre vs traitots at isstvaan, after all you don't forget losing most of your chapter!).
However they would know very little of the history of the traitor legions, their chaos allegiances (some could easily be guessed at,i.e. plague marines!) And they wouldn't know much about their tactics or strengths, that would involve the rolls or perhaps the chapter hatred thing again. Chaplains and librarians would probably know more, but that is reflected by their access to F lore skills.


Yea Deleos, that's correct.

I'm glad we're on the same page with hammer. Didn't want to ruffle feathers after people took it for requisition or signature wargear. If it's a big difference I'll make it up to you and allow an exchange after the mission.

As for knowledge I'll make sure it comes one way or another. We should have enough people with the right skills to help explain and give background, if not perhaps an npc will fill in the holes later.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

I reckon it is also worth a read of the S Lore (legend and archaic). They might offer some info as well, perhaps more about the fall of the legions, or their pre-heresy history.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

I'm ok with that hammer rule, think it is just fair and straight forward. I just need to get rid of that unwieldy thing and it is going to be fun ^^.
Also a note to the power fist. We read that "for nothing else" for a munchkin stopper, preventing someone to take a power fist to wield a powersword or something like that. I mean that power fist has flexible fingers after all and I know some novels describing power fist user doing something like grabbing the hanch of some tank and ripping it open to drop a grenade or such, so I think you can easily do some non-dexterous tasks with it, certainly not pull a trigger or defusing a bomb but there are more things to do with tripple strength don't you think ^^.
Just wanted to know how you would rule on that, in case I'm tempered to take one of those one day.


Sure, it would be a BF hand and could do a few things.


Techmarine/Forgemaster Rank 7

Is the standing marine responsive to our presence or is he entirely ensnared by the Inq?


Ensnared by the Inquisitor, for now, you get a surprise round of action, then one more round before it's possible for it to break free.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Benefits of a Salamander, I can remove unwieldy or unbalanced from a piece of my wargear. Then decided to plump for a storm shield this mission, so a bit wasted for now.


Forge master can do, also some requisitional assets can do, but you'll have to find it. Fun stuff to read, tons of crazy s@!& to be had.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Does my first action (look around, recall thousand sons info and voxing my warnings to the team) count as one round worth of action?
I'll post one round action for now.


No. You can do more, doesn't count


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Posted both rounds. Have to get some work done tomorrow, so I thought it might be good to post both actions at once, don't know when I can come up with another one this weekend or until all of the chrismas stuff is handled ^^


No worries. ^^

Also, I have to double check, but I believe weapons that are unwieldy aren't able to make multiple attacks like with lightning attack. Swift maybe, but I can't recall exact rules off the top of my head.

Also, no one rolled temporal flux, but I understand it would've been difficult to RolePlay not knowing who hit in what order, just remember it's still there and in combat time it has separate rules that will apply, which I'll remind you of in a spoiler.

Merry Christmas.

PS: try to RolePlay the added bonus you get from the priest if possible. May not always be possible, but a mention of thought or process would be nice, if not, I might add something on your behalf when I update, especially if it's the difference between success and failure.

Trying to figure out if the Inquisitor is who he says he is was a good idea. Scrutiny is the more appropriate skill or something more active than Forbidden Lore (Inquisition).


Space Wolves Grey Hunter (Tactical Marine 7)

I thought about getting all suspicious etc, but for Ulrich who is faced with his Chapter's ancient enemy, there wasn't a whole lot of room for advanced thinking...

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