Interest Check: High Level Deathwatch Campaign


Recruitment

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*Message incoming*

Source: Inquisitor Sethiro Weyland, Ordo Xenos

Encryption Level: Extreme

Priority: Red

Relevant Information: 16 months ago Governor Malcantus declared Medenva free from Imperial yoke. Attempts from loyalist PDF to dispose of the governor failed. Planet firmly under traitor control. Connection to maleficarum in evidence, Alpha Legion involvement suspected. May be the latest of the Alpha Legion inspired insurrections in the Morpheus Sector. Battlefleet Morpheus has quarantined the planet. Imperial Guard regiments being assembled for liberation.

Orders for Deathwatch Squad Thanatos:

Primary Objective: Assault the Governor's primary residence and capture him for interrogation. If warp taint is too dangerous to contain exterminate him.

Secondary Objective: Confirm presence of Alpha Legion. If none is evident identify source of corruption if possible.

May the Emperor watch over your endeavor.

*message ends*

On The Planet Medenva:
The palatial Governor's Manor covered several square miles amongst the rolling green hills and crystal blue lakes of the Keltef Heights, the play ground of the extremely rich and powerful.

Normally defended from orbital attack by four surface to space turbo lasers and a crackling void shield, the towering spires containing the lasers had been reduced to burning rubble by the macro cannon of the battle barge in orbit and the shield had collapsed under the immense power of the bombardment.

The crystal windows of the Manor had been blown out by overpressure and the sculpted gardens had wilted under the searing heat. Banners declaring allegiance to the Ruinous Powers smouldered while hundreds of traitorous PDF soldiers prepared for the deadly Imperial assault inevitably coming.

In the well defended Star Tower, a well appointed sitting room covered by a crystal dome, traitor Governor Malcantus stood with his hands clasped behind his back, staring up through the dome at a sky filled with black clouds and spiraling lightning, the result of the atmospheric disturbance caused by the bombardment.

He was a young man, slightly built, with waist length black hair and soft features. He wore an outfit fit for a king, worth a fortune in rare silk and jewels. Purple eyeshadow made of crushed amethyst and a golden colored earring made from Eldar wraithbone framed his face. At his left hip he wore an ornate powersword and on his right a slight needle pistol.

"I wonder..." He says to himself.

Multiple massive footfalls stomp into the room behind him, accompanied by the stench of sulfur and ozone.

"The wound in the Warp is complete." A deep, abrasive voice declares.

The Governor looks over his shoulder at the newcomers.

Five massive space marines in hulking, baroque, deep blue colored Terminator Armor loom behind him. Four are wearing their horned and tusked helmets. One, the leader, is helmless, exposing his bald and scarred head, his cat-like eyes and his serrated teeth. The eight pointed star of Chaos is branded into his forehead.

"The ritual preparations are done, it's time to leave." The leader continues with a growl. "Alpharius demands we complete our tasks on schedule."

The Governor turns back toward the sky, partly to hide his amused smile at the presumption of the marine who thinks to order around one such as he.

"Then hurry to your task, dog, and leave me be." The Governor replies dismissively.

"You dare?!" The Chaos marine roars.

He raises his Reaper autocannon, its autoloader clacking as shells are chambered, and ignites his power claws. Behind him his retinue bring their power weapons and combi-bolters to bear.

Despite this, the Champion does not attack. Even though he towers over the mortal man and bleeds the very power of Chaos from his pores he does not assault the innocuous mortal. Sweat begins to bead on his face as the tense moment stretches.

"Do you see that?" The Governor asks as a bright streak burns the sky like a shooting star, heading directly for the Manor. "A drop pod filled with Deathwatch champions."

The Terminator spits on ground in a show of contempt. "So what? Do you want me to slay them before we leave?" He asks as his black spittle hisses as it burns into the marble flooring.

"Heh, no, but I believe I would like to stay to meet them. Amongst the Imperial forces is a mortal whom The Architect of Fate has ordained to become the next Inheritor, and I think it might be one of the Deathwatch members. I should like to stay and see if, upon meeting them, I can determine who this god-in-waiting is." The Governor informed the over sized trans-human.

The Terminator grunted and added an additional stream of spittle to the floor.

"Do what you want, warpspawn." He sneers as he turns and stomps away.

"I always do." The being disguised as Governor Malcantus replied.

The Deathwatch Assault on Mendenva:

Your drop pod rattles and shakes as it sears through the atmosphere. It descends at frighting speed to strike in an open courtyard within the Governor's Manor. The courtyard is massive, with white cobblestone pavement and fancifully designed shrubs filling the majority of the space, along with a few defiled statues of Mendenva ancestor nobles and luminaries.

Almost a full company of corrupted PDF soldiers are positioned in the court yard, raggedy men armed with autoguns and light flak coats.

Many are killed and most are disoriented as the drop pod slams home, sending out shock waves.

PDF commanders wave laspistols and scream orders to their disordered troops as the pod opens and Squad Thanatos is unleashed.


My initial recruitment thread hasn't drummed enough players yet for the game. Just adding a better introduction to see if there is some more interest out there, if not, that's cool. (we are on the Paizo boards after all, not a 40k forum)


What is the minimum you are aiming for?


I should like at least 6 players, with ideally a full 10 for the squad.


The game will be high level (rank 5). The first part of the game will be a series of missions tightly tied to a central story featuring antagonists like the various forces of Chaos, a Tyranid Hive Fleet, and an awakening Necron threat. Player choices will matter a great deal and after a mid game climax the game will become more free form with the powerful Deathwatch marines not only writing their own fate, but perhaps the fate of the entire Imperium.


I'll try to get a concept together this weekend....


I'm having trouble finding where the starting equipment for each class is defined.


Threeshades wrote:
I'm having trouble finding where the starting equipment for each class is defined.

Core Rulebook page 28


Sounds exciting, what would you like to see from us? Concepts, full characters, with/out crunch?

My thoughts would be an apothecary, a devastator or a tactical marine


Big OM wrote:

Sounds exciting, what would you like to see from us? Concepts, full characters, with/out crunch?

My thoughts would be an apothecary, a devastator or a tactical marine

Just a heads up, I am from the old thread and I will be an apothecary.


Very Interested. What books are open for use?


According to the old thread, just core and rites.


Are we using the errata?

Do you know if any other rolls are spoken for?


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Core rulebook, rites and I think I'll add first founding(just got access to it.)

Rank 5 with 20,000 xp for advances

100 point stat selection (max 20 in each stat)

Renown 50

First mission requisition will be 100

Go ahead and create full characters with fleshed out backgrounds. The game will take place in my homebrew Morpheus sector (at least to start) but the brother marines could be from anywhere and have had many previous adventures.


As far as errata I play straight out of the books for the most part but if you have a link to errata I'll look at it.


If we are adding first founding, I think would go with a white scars assault marine instead of storm wardens.


Big OM wrote:

Are we using the errata?

Do you know if any other rolls are spoken for?

Really, most "classes" allow for over lap if people are willing to work it out. If I remember right, Apothecary is one of the few where that would be difficult.


I'd be down. I'd like Libby or tactical.


Threeshades wrote:
If we are adding first founding, I think would go with a white scars assault marine instead of storm wardens.

Yep sounds good, btw have you read the Scars Horus Heresy novel that came out not too long ago?


Lord Inventor Reldic Emerson wrote:
I'd be down. I'd like Libby or tactical.

Yep, welcome (from the other thread), make whatever character excites you most=)


Well we have 6 players so I'll definitely run this game, hopefully we can get a few more too and noone drops out=)


How about we all get to know each other a bit?

I've been a fan of 40k since I was a little kid,a friend of mine got a box set and I remember looking at a lore book and being shocked and awed by what I saw, all the interesting stories and well drawn pictures with crazy quotes.

My first intro to roleplaying was actually the first edition of warhammer fantasy roleplay, not D&D. Though our games where pretty badly run by adult standards they are still some of my fondest, most magical memories of roleplaying=)

How did y'all get into warhammer?


I got interested in 40K by way of the Horus Heresy line of books and the 2nd edition Warhammer Fantasy Roleplay. The grim darkness of the 41st millenium appealed to me in a way no other setting has.

Now as to my intended character, will you allow a wolf-priest into the game and use of distinctions and deeds?


Brother Calculus wrote:

Now as to my intended character, will you allow a wolf-priest into the game and use of distinctions and deeds?

Yes to both.


The link takes you to a direct download from fantasy flight games. The reason I ask is this tones down bolthers quite a bit compared to some of the weapons, which I like, but it is a matter of opinion. There are some other fixes in there that improves the game in my opinion.

I started out the classic way playing table top Warhammer Fantasy leading to 40k then switched to Inquisitor for some role-playing and finally to Deathwatch which I like a lot.

A quick question is anyone planing to make a leader focussed character?

My current thoughts have changed to an all-around tactical or a devastator. I am thinking either Ultramarines or Dark Angels.


I started playing 40k at age 12 or 13, about 13 years ago, coming into it through a friend, with whom I first played Gorkamorka and then we moved on to the core game.

I started off with Eldar at the time but collected a little of almost every faction in the game since 3rd edition, right now i have a sizeable chunk of space orks, my current favourite, tyranids, of course some eldar and also space wolves, but I don't actively collect or play anymore, because i became a bit fed up with the obvious disregard for balance that goes into the design of the game.

Yuugasa wrote:
Threeshades wrote:
If we are adding first founding, I think would go with a white scars assault marine instead of storm wardens.
Yep sounds good, btw have you read the Scars Horus Heresy novel that came out not too long ago?

I haven't read any horus heresy so far, I don't read much in general, so the 40k material I have read so far is only Warriors of Ultramar, Desert Raiders, a bit of the Gaunt's Ghosts (but I haven't even finished the first book) and i am currently 2/3rds into Dark Apostle.


Big OM wrote:

The link takes you to a direct download from fantasy flight games. The reason I ask is this tones down bolthers quite a bit compared to some of the weapons, which I like, but it is a matter of opinion. There are some other fixes in there that improves the game in my opinion.

I think I'm not going to use the errata, not because I don't believe you that it makes the game a bit better, but because I like to reference stuff straight out of the books without having to double check against the errata in case I forgot something. Sorry, I guess I'm a bit lazy sometimes=D


Threeshades wrote:


I haven't read any horus heresy so far, I don't read much in general, so the 40k material I have read so far is only Warriors of Ultramar, Desert Raiders, a bit of the Gaunt's Ghosts (but I haven't even finished the first book) and i am currently 2/3rds into Dark Apostle.

Gaunt's Ghosts gets better and better the farther in you get, it really is awesome. The Dark Apostle series is really fun as well.


Eh, so here is the situation. I'm going on vacation from tomorrow to Friday but I just found out there is no internet access at the cabin I'm going to, so I won't post from tomorrow till Friday unless I find some there. Feel free to post your builds in the meantime, if you find any questions about making your character I will answer them as soon as I get back.


still have some reading to do before this character is complete, so it's fine with me.


I seem to have lost my book, so I will need a few more days till I can make a char. I should have one up by the time our GM gets back.


Sweet, throwing out a Tech-Marine I think.


Just to be clear, I know the GM is away, but what is everyone else doing?

20,000k to spend, that's in addition to the 13,000xp starting of a Rank 1 character. That would bring everyone to 33,000xp total after spending the 20,000 for advances. Can't be 20,000 total, that's only rank 2.

OR did the GM mean 30,000 total, which is the start of Rank 5.

Not too much difference, just want to spend the correct amount.


I am making a Space Wolf Apothecary. The GM gave me permission on the other thread.


I'm going for a White Scars Assault Marine.

I don't think anyone before you has expressed interest in a techmarine.


Rolling fate and wounds

1d10 ⇒ 10
1d5 ⇒ 4

Are we rolling armor and armor history or we get to choose?

Just about got my Ravenguard Techmarine done. He's the quiet stealthy loner type of the Ravenguard, but well equipped to be the team's techmarine when the need arises.


I could be very interested, although I've rolled up a character for Big OM's game. So if that takes off I may be a bit overextended.

Hmmmm Space Wolf or Dark Angel...


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Alias up and nearly finished, all that's left is history. Really excited about this one, should be a fun PC.

Is that 100req points b/w all squad mates? If so, all I ask is for a few clips of Stalker Rounds, 5req each. If we have 100 each, then I'll need to update for this mission.

Looking forward to seeing what everyone else puts together.

Here's what I've got so far:

Brother Techmarine Korbin of the Raven Guard Chapter Rank 5,
100 point buy, 20,000xp for advances
Total XP: 33,000

Stats:

WS 50 (+10 in Armor)
BS 50 (+10 when interfaced with MIU) (+5 in Armor)
WP 50
INT 65
TG 40 (Unnat. Tgh x2)
PER 53 (Heightened Senses +10 sight/hear) (Watcher: +10, Auger +20)(+10 Auto Senses with Helmet)
ST 35 (Unnat. St. x2)(+20 Artificer Armor)
AG 40
FL 30

Wounds 22
Fate: 5
Insanity-0
Corruption-0
Movement: 4/8/12/24

Skills:

(T) Awareness +10 (Per )
(B) Carouse (TGH )
(B) Charm (Fel )
(T) Climb (ST ) or (INT )
(B) Command (Fel )
(T) Concealment +10 (AG ) or (INT )
(B) Contortionist (AG ) or (INT )
(B) Deceive (Fel )
(T) Dodge (AG ) or (INT )
(T) Demolition
(B) Evaluate (INT )
(B) Gamble (Per )
(B) Inquiry (Fel ) (+10 Electro Graft)
(T) Intimidate (ST ) or (INT )
(T) Interrogation (WP)
(T) Logic (INT )
(B) Scrutiny (Per )
(B) Search (Per )
(T) Silent Move +10 (AG ) or (INT )
(T)Shadowing (AG) or (INT)
(T) Sleight of Hand (AG) or (INT)
(B) Swim (ST ) or (INT )

ADVANCED SKILLS:

(T) Ciphers (Chapter Runes, Xenos markings) (INT )
(T) Common Lore (Adeptus Astartes, Imperium, Tech, War, Deathwatch) )**Infused Knowledge, treat all common lore as Basic skills, +10 to trained lore tests (INT ) (+10 Electro Graft)
(T) Forbidden Lore (Xenos, Adeptus Mechanicus, Archeotech) (INT)
(T) Drive (Ground Vehicles) (AG ) or (INT )
(T) Literacy (INT )
(T) Navigation (Surface) (INT )
(T) Pilot (Personal) (AG ) or (INT )
(T) Scholastic Lore (Codex Astartes)**Infused Knowledge, treat all Scholastic Lore as Basic skills, +10 to trained lore tests (INT )
(T) Security (AG ) or (INT )
(T) Speak Language (High Gothic, Low Gothic, Tech-Lingua) **Polyglot talent also gives me all spoken languages as basic skills at -10 tests.
(T) Survival (INT )
(T) Tactics (Recon and Stealth) (INT )
(T) Tech-Use, +10 (INT ) Talented (+10) (+10 Electro Graft)
(T) Tracking (INT )
(T) Trade (Armourer) +10 (AG ) or (INT )

Talents and Traits:

Ambidextrous
Armor Monger- +2 AP to all locations with one hour of ritual and blessing
Astartes Weapons Training
Autosanguine- Always considered lightly wounded, heals 2 damage a day.
Bulging Biceps
Death Watch Training-Auto confirm RF with xenos.
Electro Graft Use- +10 bonus to common lore, tech use, and Inquiry
Heightened Senses (Hearing, Sight) +10 bonus to test with senses
Infused Knowledge- Treat all common and scholastic lore test as basic. +10 to those already possessed.
Guerilla Fighting (No Conceal/Silent move penalties in power armor)
Killing Strike- All-out attack, spend 1 fate point before role, attack can’t be dodged or parried.
Logis Implant- Spend reaction, successful tech use test = +10 to BS and WS till end of next turn. Tough test to avoid 1 fatigue
Hard Target: -20 BS test when charging or running
Mechadendrite Use- (servo arm)
Nerves of Steel- May re-roll failed WP test to avoid or recover from pinning
Polyglot- Treat all spoken languages as basic skills, -10 penalty to all test b/c of simplicity.
Prosanguine- 10 minutes of ritual and incantation and tech use test removes 1d5 damage.
Quick Draw
Rapid Reaction
Resistance (Psychic Powers) +10 Bonus to resist
The Flesh is Weak (x1) +1 AP to all locations (Stacked)
True Grit- ½ result from critical damage
Unarmed Master- Unarmed attacks are 1d10 + SB, lose primitive quality.

Starting Traits:

Mechanicus Implants
Unnatural Strength (x2)
Unnatural Toughness (x2)
Dark Sight with Helmet

XP Expenditure:

XP Spent 19,950/20,000-
Deeds and Distinctions: 1750xp total

Deed: Omnissiah’s Calling-500xp, Tech Use Talented, One EC bionic (Auger Array)

Distinctions:
1. Jaws of Intellect- 750xp , May substitute Int for AG/ST tests
2. Watcher- 500xp, +10 Perception Test, +1 Per Bonus, re-roll to ally skill

Characteristic Advances: 2600xp total
Int +15 1700xp(200xp, 500xp, 100xp)
Tough +10 700xp(200xp, 500xp)
St +5 200xp

Raven Guard Chapter Advances: 1500xp total
Conceal +10 300xp
Silent Move +10 300xp
Guerilla Training 400 Talent (No Penalties to Conceal and Silent Move in Power Armor)
Hard Target 500 Talent AG 40

Techmarine Advances: 7900xp total

Level 1:
Lore: Forbidden (Adeptus Mechanicus) 400
Autosanguine 500
Security 400xp
The Flesh is Weak 1 800

Level 2:
Lore: Forbidden (Archeotech) 400
Logis Implant 500

Level 3:
Tech-Use +10 400
Infused Knowledge 1,000

Level 4:
Forgemaster Alt. Rank 2000xp
Armor Monger-500xp

Level 5:
Prosanguine 1,000xp

General Space Marine Advances: 5600xp total

Rank 1
Trade (Armourer) 600xp
Pilot: (Personal) 100xp
Signature Wargear- 500xp

Rank 2
Awareness +10 300
Demolition 400
Polyglot-500
Trade (Armourer) +10 400
Signature Wargear (master) 1000

Rank 3
Interrogation 400
Rapid Reaction 500

Rank 4
Shadowing 400xp

Rank 5:
Signature Wargear 500xp

DW Advances- 600xp total

Rank 1:
Sleight of Hand 400xp
Cyphers (Xenos Markings) 200xp

Battle Gear and tools of the trade:

Ranged Weapons:
1. Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing
2. Astartes Bolter with fire selector: Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing
3. Signature Wargear (Master: 40 requisition) Astartes Boltgun (Stalker) 200m S/ 2d10+5 X 5 24 Full Accurate, Tearing (15) Arm mount(10) 140m range, red-dot(10), dipole mag-lock(5). (+10 Attack Tests)

Grenades:
1. 3-Astartes Frag Grenades Thrown SBx3 S/–/– 2d10 X 0 Blast (5)
2. 3-Astartes Krak Grenades Thrown SBx3 S/–/– 3d10+4 X 6

Melee Weapons:
1. Astartes Combat Knife Melee 1d10+2 R 2
2. Signature Wargear- Chapter Relic: “The Shadow in the Sky” 1d10+7 E 6 Balanced, Power Field 6kg (+2 Damage, +10 WS Tests, +20 Parry, Grants Precise Blow talent) An ancient weapon of the Chapter, the Shadow in the Sky is a long, curved power sword like the talon of a bird. Perfectly balanced and with a razor’s edge, it seems to move with a mind of its own when in the hands of a Raven Guard BattleBrother. A Battle-Brother that wields the Shadow in the Sky gains the Precise Blow Talent unless he already has it, and a +10 on all Parry Tests (in addition to the +10 for the weapon’s Balanced special quality)

Armor-
1. (Starting Armor) Astartes Scout armor +10 Concealment, no penalties to silent move or concealment based on AP.

2. Master Crafted Artificer armor –Helmet has built in MIU and suit has automated fiber re-weaving. AP 12 100kg, MIU- a +10 bonus to communicate with machine spirits, Tech-Use, Pilot, Drive, Logic, Inquiry, and BS tests with interfaced weapons, automated fiber re-weaving.

Called Shot-Half Action with Helmet
Auto Senses +10
Strength +20
Recoil Suppression, Nutrient Recycling, Photo-Visor (immune to stun/flash grenades), Sealed +10 resist toxins,

Power army history
1. Gauntlets of Xirion (Arms AP 7, WS +10, +5 Fellowship to loyal citizens)
2. A Hero’s Shame (+5 WS/BS, -10 command tests)

Tools and Implants:

Repair cement-One round to seal breaches in armour.

Common Craftsmanship Bionic Eye with Magnifying lenses (counts as telescopic sight for ranged weapons)

Exceptional Quality Auger Array- +20 Perception based tests, may use Tech test to identify things not detectable to human senses, 50m range, may re-roll failed tests. Requires concentration and half action.

Chapter Abilities and Demeanour:

Chapter Demeanour:
Son of Night-
The Battle-Brothers of the Raven Guard are known as dark and brooding, often surly and recalcitrant. The Raven Guard are not given to unnecessary conversation, preferring instead to watch and to listen, waiting for events to unfold to their advantage before acting. Some have described their habit of withholding all comment despite repeated questioning to be quite infuriating. The Raven Guard are extremely patient, biding their time and never acting rashly. They appear to be motivated by some inner darkness and to shun the light, metaphorically and often literally. While they do fight alongside other Space Marine Chapters they have often been accused of failing to share the full extent of their plans with their allies, leading to disagreement and overt conflict on numerous occasions. When fighting in the same theatre of operations as conventional forces such as Imperial Guard and local militia units, the Raven Guard have been known to use their allies as bait in elaborate traps, launching ambushes against common foes, but not always before the unknowing bait has been taken. On numerous such occasions, a furious Imperial Guard Colonel or defence force marshal has lodged the strongest of objections with the Chapter, to be met by nothing but a cold, black-eyed gaze, if even that.

Solo-Mode Ability:
Master of the Shadows: Passive
Effects: The Raven Guard excel at covert operations, opting for the more subtle approach over an all-out assault. Millennia of training and refining their guerilla tactics have made them masters of blending into the shadows and striking when their opponent least expects it. When the Battle-Brother is in solo mode, he may re-roll any failed Concealment, Shadowing and Silent Move Tests. Improvement: At Rank 3 or above, all attacks made by the Battle-Brother against surprised targets gain a +2 to Armour Penetration. At Rank 5 or above, the Battle-Brother gains a +20 bonus to Concealment, Shadowing and Silent Move Tests. At Rank 7 or above, all attacks made by the BattleBrother against surprised targets gain a +4 to Armour Penetration.

Attack Pattern:
Exploit Weakness: Half Action(Free at Rank 5), Cost 4, Sustained No.
Effects: The Raven Guard use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Battle-Brother in Support Range may single out an enemy. Until the beginning of that Battle-Brother’s next turn, all members of the Kill-team may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time. Improvement: At Rank 5, singling out a target becomes a Free Action

Defensive Stance:
Evasive Maneuvers: Full Action, Cost 3, Sustained Yes,
Effects: Battle-Brothers of the Raven Guard favour agilely avoiding their opponent’s main attack over a stalwart defence. All Battle-Brothers in Support Range no longer trigger the effects of Overwatch from an enemy. In addition, BattleBrothers in Support Range gain a +20 bonus to all tests to avoid Pinning.Improvement: At Rank 3, all Battle-Brothers in Support Range are immune to the effects of Pinning.

Chapter After Action Report with Helmet Picter
The Raven Guard take an incredibly thorough approach to battle, planning out every angle prior to the engagement, and analysing every manoeuvre afterwards. They use data recorded during battle compiled by the Chapter’s warriors to hold post-action sermons to analyse the performance of the Chapter, helping improve their effectiveness in combat. Raven Guard Battle-Brothers serving in the Deathwatch often try to maintain this tradition during their secondment. Using a helmet-mounted picter they can personally review the events of the mission, and better prepare themselves, and the rest of the Kill-team, for future engagements. At the end of each mission, the Battle-Brother may take a Challenging (+0) Tactics Test. Every member of the Kill-team gains an additional 50 experience points per degree of success.

Chapter Trapping:
The Ravenclaw: Commonly placed on the right shoulder of veteran Raven Guard Battle-Brothers, the black Ravenclaw is painted upon a white shoulder pad +3 Perception test after other mods.

Class and Alt Rank Abilities:

TechMarine Special Abilities:
1. Improve cover
The Techmarine can add a number of Armour Points equal to his unmodified Intelligence Bonus to any cover (see page 246). Improving cover requires one Full Action.

2. Blessed by the Omnissiah
The Techmarine begins the game with the Mechanicus Implants Trait and the Electro-Graft Use and Mechadendrite Use (Servo-Arm) Talents.

Forgemaster Special Abilities:
1. Deathwatch Forge Masters gain a servo-harness, a power axe, and artificer armour as standard issue wargear. No penalties for using Xenos weapons.

2. May unlock or suppress a quality on a single weapon:
Unlock:
Melee Weapons—Balanced, Defensive, Razor Sharp, Shocking
Ranged Weapons—Accurate, Gyro-Stabilised, Reliable,
Suppress:
Melee Weapons—Primitive, Unbalanced, Unwieldy
Ranged Weapons—Overheats, Recharge

History:

Work in Progress, will update when finished, last thing to do.


BayouSnowman wrote:

Just to be clear, I know the GM is away, but what is everyone else doing?

20,000k to spend, that's in addition to the 13,000xp starting of a Rank 1 character. That would bring everyone to 33,000xp total after spending the 20,000 for advances. Can't be 20,000 total, that's only rank 2.

OR did the GM mean 30,000 total, which is the start of Rank 5.

Not too much difference, just want to spend the correct amount.

Yes it's 20,000 to spend, putting you at an xp total of 33,000, significantly into rank 5.


BayouSnowman wrote:


Are we rolling armor and armor history or we get to choose?

You can choose.


Torilgrey wrote:

I could be very interested, although I've rolled up a character for Big OM's game. So if that takes off I may be a bit overextended.

Hmmmm Space Wolf or Dark Angel...

Welcome


Looking good BayouSnowman, and it is 100 requisition each.


Also just wanted to mention that once the game starts I will continue it to the end even if multiple players drop out. As long as I have even 1 player who still wants to play I'll run the game to completion.


Just to let you know I just got a new copy of the book and will have an entry no later than Money.


I'm working up a Dark Angels Assault Marine, spending XP on it tonight, and I hope to have a full write up tomorrow.


Just a quick overview, mostly for my own benefit, but I am posting it to aid others in the thoughts on characters.

Torilgrey - Dark Angels - Assault Marine
BayouSnowman - Raven Guards - Techmarine
Nohwear - Space Wolves - Apothecary
Threeshades - White Scars - Assault Marine

I am somewhat at odds regarding what I would prefer to play. Let me get back on that.


Plenty of melee guys, need some heavy firepower, hopefully we get as diverse a team as possible. I eventually plan on playing with a conversion beamer, but not until hero renown. My guy is ghostly stealthy, hyper perceptive; fit for recon, spotting, and sniping. As a tech marine knowledge and skills with everything mechanical from bombs to archeotech.

Looks like we got a medic and some assault. I think we could all benefit from knowing how we envision playing our Marines so we could best role play and compliment each other's style.


Anyone remember what was the name of the lost space wolf subchapter that had advanced lycanthropy?

Never mind, I found it. For those with all the books, were there ever any special rules for playing the 13th company? Not that I am looking for any.


I think I might actually switch back to devastator after all. I get to play characters with big, fully automatic guns rather rarely. Especially as big as a heavy bolter.


Wounds: 1d5 + 18 ⇒ (4) + 18 = 22
Fate points: 1d10 ⇒ 3
Power Armour History: 1d10 ⇒ 8

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