[30k] The Istvaan III Atrocity


Recruitment

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"This Act of Heresy shatters all ties of kinship. Those I was proud to call Brother I now fight to bloody death. No quarter will be asked and none sought. These are the vilest foes we must fight. There shall be no peace, no rest, no succour until the face of Horus stares down from Traitor's Gibbet and all his Heretic followers are vanquished."

An ancient Terran proverb once said that all wars, no matter how bloody or great, begin with but a single shot fired. For the great cataclysm known as the Horus Heresy that was to engulf the Imperium of Man and bring death and calamity to unnumbered billions, that proverbial shot was fired on the world of Istvaan III when brother turned against brother.

For the assault on the sprawling proto-hive city of Khry Vanak, Istvaan III's political and cultural capital (called the "Choral City" in translation into Low Gothic), four primary target zones had been identified which housed the seat of government, and presumably where the Traitor Vardus Praal might be located. This would be the focus of the Emperor's Children's attack. It was in the plazas which adjoined the palace and formed the principal arterial intersection of the city's transport network that resistance was likely to manifest quickly, and this was the target of the World Eaters to first seize and then spread beyond. The western fortification wall with its Imperial-built bastions and the bunker network they protected were to be the target of the Death Guard's assault, with the goal of either eradicating or boxing in the rebel garrison forces they contained.

The final, and perhaps most difficult, target was located in the east of the city; a vast and ancient complex of tomb-spires, shrines and temples known by the indigenous peoples as the Siren Hold. Given the assumed religious forces animating the rebellion and the psyker-witches known as the Warsingers also encountered on Istvaan Extremis, the Siren Hold too was afforded the status of primary target and the Sons of Horus were assigned to the attack with orders to destroy everything and everyone they found within. A score of secondary targets to be hit in the first wave were also identified, including the Choral City starport and several prominent infrastructural complexes that numerous smaller Imperial splinter forces were assigned to take or destroy.

Shortly after the battle for the Choral City had turned in the Space Marines' favour, all communications with the orbiting Imperial fleet had ceased and the Titans of the Legio Mortis began a silent and implacable withdrawal beyond the city walls into the empty plains beyond. With inexorable slowness the great Battleships and Battle Barges of the combined fleet -- Vengeful Spirit, Firebird, Andronius, Killing Star, Indomitable Will, Gauntlet of Spite, Warchild, and Conqueror -- descended into low orbit and began saturation bombardment of the planet. Orbital bomb racks bloomed and tiered decks of Macro-Cannon batteries unleashed torrent after torrent of shells downward into Istvaan III's lower atmosphere. The deadly cargo carried by these munitions was the Life-eater Virus, one of the most terrible Exterminatus-class weapons in the Imperial arsenal, and a weapon whose use only the Warmaster and the Emperor could have commanded. Dispersed by concussive charge from a thousand exploding munitions, the Life-Eater Virus began its work in moments, infecting and destroying, a rapidly-spewing necrophage which turned every living thing it came into contact with into sickening, liquid rot. Human flesh sloughed from bones and screams were cut off as victims drowned in the decaying fluids of their own lungs. Plant life withered and melted into brown-black sludge as if time had turned it to the aged blight of years in mere minutes. Black gales of rot and corpse vapour moaned through the concrete and steel canyons of the cities, sounding the death knell of eight billion souls. Beyond the graveyard cityscapes, the wide plains and jungles collapsed into cankerous decay, while the oceans turned to greenish sludge so that to the warships of Horus' fleet high above it appeared that cancerous stains rapidly spread across the surface of the planet until it hung like rotten fruit against the blackness of the void.

Those Astartes who had survived the initial viral attack by finding air-tight shelter found themselves consumed in flames as they desperately sought to find cover once more. But against this firestorm there could be no cover for those who had dared to brave the elements. By the time the echoes of the recoil had faded on the Warmaster’s flagship, billions had died and Istvaan III had become a dead planet. Horus had at last declared his hand and openly defied the Emperor, and so consigned the galaxy to civil war. He had also planned that the virus bombardment would destroy a host of Space Marines he could not trust to fight for him in the coming struggle with the Emperor, but as was soon to become apparent, his plan had failed...

------------------

Welcome to the recruitment for a 40k game centered around the last stand of those noble loyalists that perished on Istvaan III (fair warning right off the bat, I'm probably going to spell it Isstvan ALOT). We will be using the Deathwatch rules produced by Fantasy Flight Games, though with a good amount of modifications (see below). Instead of a squad of Xenos killing specialists brought together based on talent, you will be survivors forced to work together or fall. The traditional mission structure is being put aside. Ammo will be scarce, supplies and support will dwindle, and chances to rest and recover are practically nonexistent. Players (especially squad leaders) must know when to fight and when to flee. For your legionaries trapped on the surface the message is clear - adapt or die.

Character Creation:

  • Generate characteristics using a point-buy method rather then rolling. You get 130 points to allocate to each of your nine stats, with no more than 20 going into any one. Legionaries begin with max wounds and max fate points.
  • There are four legions available for character creation: Sons of Horus/Luna Wolves, Emperor's Children, Death Guard/Dusk Raiders, and World Eaters/War Hounds. Many loyalists trapped on Istvaan III defaced their armor, removing the heraldry of the traitor legions and instead inscribing their pre-heresy legion names. Statistics for each are presented below.
  • Legionaries may use any specialty from the Core Rulebook or Rites of Battle except Librarian, Epistolary, and Keeper. The rest may be used although certain aesthetic changes are inherent such as removing "Deathwatch" from the name and generally reflavoring it for the setting of the Great Crusade (replace uses of "Astartes" with "Legion"). If you have questions about a specific change let me know.
  • Legionaries begin play at Rank 3 with an additional 8,000 XP to be spent at character creation. They have 40 Renown. Many of those who died on Isstvan III were terran veterans who still remembered the days their legion walked alongside the Emperor of Mankind.
  • Legionaries may not select any advances from the Deathwatch Advances table. Instead, characters may select a specialty (except scum and psyker) from the Dark Heresy RPG core rulebook and spend 1,500xp on advances (except characteristic advances) from that specialty. This represents the unique experiences and skills that Legionaries had during the great crusade and is not included when calculating your marines current rank. In the case that two talents/skills with the same name exist in both Deathwatch and Dark Heresy, use the rules from the Deathwatch RPG version.
  • Material from the Core Rulebook and Rites of Battle is automatically allowed, though modified according to the errata. Other sources are possible but please ask first.
  • Legionaries do not receive Deathwatch Hypno-Training or Deathwatch Training.
  • Legionaries may select any demeanor they wish.
  • Each Legionary begins with 150 req worth of gear. There are a few caveats, however. Firstly, the character may not begin with any relics, deathwatch specific gear, or equipment that did not otherwise exist during the crusade. Secondly, Legionaries receive three clips of ammunition for their starting weapons for free, no more. Any additional ammunition, as well as specialty ammunition, will need to be purchased as normal. Finally, any weapon that has the "storm" quality instead has the "twin-linked" quality.
  • Legionaries begin play with a suit of either MK V or MK VI Power Armor. Alternatively, you may choose to purchase a suit of MK IV for 40 req or MK III for 60. MK V and MK VI were fairly new at the time; they do not receive any Power Armor Histories. If you begin with a suit of MK IV or MK III you may choose one history. Armors found in the wild will have randomly rolled histories as normal.
  • Finally, develop your Legionary a little. Who are they? What does the crusade mean to them? How has the betrayal of their brothers effected them? What's their personality? Please, no more then three paragraphs.
  • Luna Wolves:

    "I thought the Luna Wolves were supposed to be the most aggressive of us all. That's how you like the other Legions to think of you, isn't it? The most feared of Mankind's warrior classes?"
    "Our reputation speaks for itself, sir."

    Starting Abilities: +5 Intelligence, +5 Fellowship, Air of Authority
    Legion Advances:
    Command (Skill; 100xp)
    -Command +10 (Skill; 100xp. Requires Command)
    --Command +20 (Skill; 100xp. Requires Command +10)
    -Iron Discipline (Talent; 500xp. Requires WP 30 and Command)
    --Into the Jaws of Hell (Talent; 500xp. Requires Iron Discipline)
    Tactics (Any) (Skill; 200xp)
    -Tactics (Any) +10 (Skill; 200xp. Requires Tactics (Any))
    --Tactics (Any) +20 (Skill; 200xp. Requires Tactics (Any) +10)
    Bolter Drill (Talent; 500xp. Requires Legion Weapon Training)
    Duty Unto Death (Talent; 500xp. Requires WP 35)
    Master Orator (Talent; 500xp. Requires Fel 30)
    Thunder Charge (Talent; 500xp)
    Unbowed and Unbroken (Talent; 500xp. Requires Fel 40)
    Solo Mode: Emperor's Favor
    Required Rank: 1
    Effects:
    The Luna Wolves considered themselves a pure expression of the will of the Emperor and among the truest expressions of his ideals. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the squad. While in Solo Mode, a Legionary of the Luna Wolves may re-roll any fellowship test when dealing with either other Legions or members of the Imperial Army. In addition, their strength of leadership means that the Legionary adds +1 to the squads Cohesion if he is squad leader. This bonus to Cohesion remains active even when the Legionary is not in Solo Mode.
    Improvement:
    At Rank 3 and above once per combat the Legionary may automatically pass one Command Skill Test.
    At Rank 5 and above the Dispositions of all
    Loyalist forces and agents are improved favourably by one step when dealing with the Legionnaire.
    At Rank 7 and above the Traitor Marine adds +2 to his Kill-team’s Cohesion rather than +1.
    Squad Attack Pattern: Emperor's Fervor
    Action: Free Action
    Cost: 2
    Sustained: Yes
    Effects: Of all the Legions, the Luna Wolves pride themselves as among the most loyal and bravest of all the Emporer's chosen, a fact that they like to impress upon their fellow Legionaries. While this power is in effect, all Space Marines within Support Range of the Legionnaire (including the Legionnaire himself ) gain a bonus on all tests equal to the Legionnaires Fellowship Bonus. In addition, each Round the Traitor Marine may single out one member of his squad and grant that character a re-roll on any one test (this re-roll includes the bonus provided by his Fellowship).
    Improvement: If the Legionnaire is Rank 4 or more, the bonus to tests increases to twice his Fellowship Bonus.
    Squad Defense Pattern: Emperor's Rally
    Action: Free Action
    Cost: 0
    Sustained: No
    Effects:
    The Luna Wolves are natural leaders and the embodiment of the Imperial Truth. In battle their devotion and natural authority is a power force, able to rally their fellow Legionaries and reinforce their will to fight. When a Legionary uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Luna Wolves hold for the Emperor and the strength of will required to make a Rally Cry is such that a Legionary may only use this ability once per game session.

    Dusk Raiders:

    "Say what you like about the Fourteenth Legion. They are mean, ugly bastards but tenacious. There's no one else I'd rather have by my side in a war of attrition, and almost anyone else I'd rather have against me."
    Starting Abilities: +5 Toughness, +5 Weapon Skill or Ballistic Skill, Autosanguine
    Legion Advances:
    Chem-Use (Skill; 200xp)
    -Chem-Use +10 (Skill; 300xp. Requires Chem-Use)
    --Chem-USe +20 (Skill; 400xp. Requires Chem-Use +10)
    Medicae (Skill; 200xp)
    -Medicae +10 (Skill; 300xp. Requires Medicae)
    --Medicae +20 (Skill; 400xp. Requires Medicae +10)
    Scholastic Lore (Chemistry) (Skill; 200xp)
    -Scholatsic Lore (Chemistry) +10 (Skill; 300xp. Requires Scholastic Lore (Chemistry))
    --Scholastic Lore (Chemistry) +20 (Skill; 400xp. Requires Scholastic Lore (Chemistry) +10)
    Sound Constitution (x5) (Talent; 400xp)
    Prosanguine (Talent; 500xp. Requires Autosanguine)
    Armour Plating (Trait; 1500xp)
    Solo Mode: Legendary Resilience
    Required Rank: 1
    Effects
    Dusk Raiders are stubborn in attack and intractable in defense, holding their ground against even the most furious of assaults. Once per combat a Legionary of the Dusk Raider Legion may enact their Legendary Resilience. The Space Marine gains 6 Temporary Wounds and his maximum Movement Rate is reduced to 1/2 his Agility Bonus, rounding up (most with this ability hold their chosen position and do not advance or retreat!). Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Legionaries normal Wounds. These bonus Wounds will also be lost if the Legionary leaves his chosen location either by his own choice or involuntarily.
    Improvements:
    At Rank 3 and above the temporary Wounds increase to 12.
    At Rank 5 and above the Legionnaire may move a number of meters equal to his Agility Bonus each round without losing the effects of the ability.
    At Rank 7 and above the temporary Wounds increase to 18.
    Squad Attack Pattern Relentless Advance
    Action Free
    Cost 2
    Sustained Yes
    Effects
    Dusk Raiders are masters of holding their ground and have a keen understanding of the tactics of overlapping fields of fire and kill zones. While this ability is in effect, the Legionary and those in Support Range of him may take actions normally while maintaining Overwatch, such as moving and making attacks.
    Improvements:
    If the Legionary is Rank 4 or more, the test to avoid Pinning when caught in a kill zone created by him or those supporting him increases from Hard (–20) to Very Hard (–30).
    Squad Defensive Pattern: Unyielding Defense
    Action: Full Action
    Cost: 2
    Sustained: Yes
    Effect:
    Stubbornness is a valued trait among the Dusk Raiders, especially in battle where they seldom give ground to their foes even in the face of overwhelming odds. While this ability is in effect, the Legionary and those in Support Range of him gain a +10 to all Ballistic Skill Tests, a +10 to all Dodge Tests, and an additional +4 Armour Points to all locations as long as they remain stationary.
    Improvement:
    If the Legionary is Rank 4 or more, the bonus to Ballistic Skill Tests and Dodge Tests is increased to +20.

    Emperor's Children:

    "Pride Go'eth Before Abandon, Vanity Go'eth Before Weakness, Vainglory Go'Eth Before the Fall."
    Starting Abilities: +5 Ballistic Skill, +5 Perception, Heightened Senses (Smell, Taste, Touch)
    Legion Advances:
    Awareness +10 (Skill; 200xp. Requires Awareness)
    -Awareness +20 (Skill; 300xp. Requires Awareness +10)
    Intimidate (Skill; 200xp)
    -Intimidate +10 (Skill; 300xp. Requires Intimidate)
    --Intimidate +20 (Skill; 400xp. Requires Intimidate +10)
    Deadeye Shot (Talent; 500xp. Requires BS 30)
    Hip Shooting (Talent; 500xp. Requires BS 40 and AG 40)
    Marksman (Talent; 500xp. Requires BS 35)
    Mighty Shot (Talent; 500xp. Requires BS 40)
    Rapid Reload (Talent; 500xp)
    Sharpshooter (Talent; 500xp)
    Solo Mode: Perfected Senses
    Required Rank: 1
    Effects:
    As part of the the genetic enhancements of their Primarch, Emperor's Children have almost preternatural senses that exceed even those of other Legionaries. Whenever a Legionnaire of the Emperor's Children Legion is in Solo Mode he may re-roll any failed Perception-based Tests and counts as possessing the Dark Sight Trait. However, it is important to note that none of these bonuses apply if the Legionnaire is wearing a helmet for a sealed set of armour (e.g., Power Armour, Artificer Armour, or Terminator Armour).
    Improvements:
    At Rank 3 and above the Legionary adds +10 to all Perception-based Tests.
    At Rank 5 and above, he gains the Unnatural Perception (x2) Trait while using this ability.
    At Rank 7 and above the Legionaries senses are such that once per game session he can automatically pass any test based on Perception (for purposes of Opposed Tests the Legionnaire is considered to have rolled 01).
    Squad Attack Pattern: Harmonious Fussilade
    Action: Half Action
    Cost: 2
    Sustained: Yes
    Effect:
    In pairs or as a squad, Emperor's Children can become even more proficient marksmen than normal, hitting targets at long ranges again and again with unrivaled accuracy. A favored tactic of Emperor's Children fire teams is to lay down precision sniping on a target while their brothers move in to flank and destroy a position, the deadly shots so accurate that the targets dare not lift their heads from the dirt. The Legionnaire and members of his squad within Support Range can re-roll Ballistic Skill Tests when firing single shots (i.e. not semi or full auto fire) with ranged weapons at Long and Extreme ranges. Additionally, a member of the squad may act as a ‘spotter’ for another member, helping him to find targets and judge distances. Any member of the squad may “spot” for another as a Full Action, negating any penalties to his Ballistic Skill Test against a single target provided he only takes a single shot (i.e. does not use semi or full auto fire).
    Improvement:
    At Rank 4 the Legionnaire gains the benefits of re-rolls at Long and Extreme ranges with semi auto fire.
    At Rank 6 the Legionnaire gains the benefits of re-rolls at Long and Extreme ranges with full auto fire. In both cases, the Legionnaire may still only make single shots when benefiting from a spotter.
    Squad Defensive Pattern: Preternatural Flexiblity
    Action: Free Action
    Cost: 1
    Sustained: Yes
    Effects: The other half of the Emperor's Children's strategy is the ability to withdraw quickly and completely if the battle goes against them, only to strike again later. The Legionnaire and all allies within Support Range do not suffer Attacks of Opportunity when leaving melee with an opponent while this Squad Mode is sustained.
    Improvement: If the Legionnaire is Rank 4 or higher, the Legionary and all allies within Support Range gain a +20 to Agility while this Squad Mode is sustained in addition to the aforementioned bonus. This improves their Movement Speed, as well as any Agility-based Tests.

    War Hounds:

    "I do not doubt my Emperor's wisdom in creating a necessary evil such as these fearful warriors, nor do I doubt their effectiveness in battle. It remains my fervent hope however, that though I spend my life making war for the liberation of Mankind that I never again see such inhuman butchery as I have witnessed in the halls of Cerberus."
    Starting Abilities: +5 Weapon Skill, +5 Strength, Brutal Charge
    Legion Advances:
    Acrobatics (Skill; 200xp)
    -Acrobatics +10 (Skill; 200xp. Requires Acrobatics)
    --Acrobatics +20 (Skill; 200xp. Requires Acrobatics +10)
    Tactics (Assault Doctrine) (Skill; 200xp)
    -Tactics (Assault Doctrine) +10 (Skill; 200xp. Requires Tactics (Assault Doctrine))
    --Tactics (Assault Doctrine) +20 (Skill; 200xp. Requires Tactics (Assault Doctrine) +10)
    Frenzy (Talent; 500xp)
    -Battle Rage (Talent; 500xp)
    Berserk Charge (Talent; 500xp)
    Flesh Render (Talent; 500xp)
    Furious Assault (Talent; 500xp)
    Resistance (Psychic Powers) (Talent; 500xp)
    Solo Mode Ability: Glorious Frenzy
    Required Rank: 1
    Effects:
    War Hounds possess a savagery in combat that has its roots deep in the history of their Legion. It is, however, a trait that can serve them well in close quarters combat where strength and speed are vital. Once per combat, a Legionary of the War Hounds may summon up a Blood Frenzy. While under the effects of this ability, the Legionary may re-roll Damage dice with melee weapons. In the case of melee weapons that inflict multiple dice of Damage, all dice or none must be re-rolled. In addition, such is the brutality of his attacks that he scores Righteous Fury on a dice result of 9 or 10 rather than just 10. This ability lasts a number of rounds equal to the Legionaries Rank, divided by 2 (round up).
    Improvements:
    At Rank 3 and above the Penetration of any melee weapon attacks by the Legionnaire are increased by +2.
    At Rank 5 and above this additional melee weapon Penetration rises to +4.
    At Rank 7 and above the chance of scoring Righteous Fury increases to a dice result of 8, 9, or 10.
    Squad Attack Pattern: Infernal Fury
    Action: Free Action
    Cost: 3
    Sustained: No
    Effects:
    The War Hounds possess a fury on the battlefield that can turn them into wild beasts intent only on rending their foes limb from limb. A Legionnaire of the World Eaters may call out to the
    Emperor to strengthen his arm and fill him with rage against his foes. Until the start of his next Turn, the Legionnaire and those in Support Range of him add +10 to their Weapon Skill, Strength, and Toughness, including any corresponding increases in Strength Bonus and Toughness Bonus.
    Improvements:
    If the Legionnaire is Rank 4 or more the bonuses to Weapon Skill, Strength, and Toughness are increased to +20.
    Chapter Defensive Pattern: Furious Resilience
    Action: Free Action
    Cost: 3
    Sustained: No
    Effects:
    War Hounds often fight on regardless of the damage dealt to them. Until the start of his next Turn, the Legionnaire and those in Support Range of him use their training and the fiery will of the War Hound to ignore their wounds and focus on the attack, halving all Damage (round up) after reduction for Armour Points and Toughness Bonus. While using this ability, however, such is the Legionnaires rage that they may not use their Reactions to Parry or Dodge and must use an Action with the Attack subtype.
    Improvement:
    If the Legionnaire is Rank 5 or more, the restrictions on using Reactions to Parry or Dodge can be ignored.

    I'm looking for 4-6 people, depending on how much interest there is, and I'd like to get the recruitment done within two weeks. If there are any questions then please, ask away!


    Dotting for interest


    Bump


    I thought that the Dusk Raiders and War Hounds had already changed their names at that point.

    I might just be interested in this, however I have never played Deathwatch before.


    That's alright, it's not too hard to pick up and I can help you through creation.

    The two legions did rename themselves, yes. But much like he Luna Wolves, many of those on Isstvan III cast aside their primarch-given names as a sign of fealty to the Emperor.


    Dot for interest.


    Definitely interested, probably a dusk raider of some kind, do you have rules/ costs for volkite weapons?


    Probably something like:

    Volkite Charger: Basic 75 Meters 1D10+12 E Pen 4 S/2/-, Deflagrate.

    where Deflagrate is a partial combination of Volatile and Flame. Req cross would be 15.


    Looking into stuff more, I am thinking dusk raider tactical marine kitted out as the sgt of a power armour recon squad.

    So stalker boltgun, camo-cloak and some dusk raider type gear.

    Edit: just to be clear, is the 8,000 in addition to the automatic 1000?


    Oh my, this sounds fantastic.
    One problem though; I've only ever had experience in Pathfinder/3.5. I'm not really familiar with the rule set you'd be using, or much of the actual lore of the setting.

    However, I've been in enough game stores and seen enough posters to know that I want in on this wonderful adventure-to-be.

    Definitely looking at a heavily armored and even more heavily armed War Hound that goes in guns blazing (at the appropriate time, of course) and then closes to destroy his enemies with his melee weapons.
    Now, I haven't the slightest on how to accomplish this, but I'm looking for a set of the rules that I can learn from.


    We are using the Deathwatch rules system produced by Fantasy Flight Games, particularly the Core Book and Rites of Battle. Unfortunately they aren't produced under OGL so I can't point you towards any free resource.

    That being said, I recommend looking at some beginner guides such as this or this. Finally, I'd be happy to help you out or answer any questions you may have so ask away or shoot me a pm if you'd rather!


    Browman wrote:

    Looking into stuff more, I am thinking dusk raider tactical marine kitted out as the sgt of a power armour recon squad.

    So stalker boltgun, camo-cloak and some dusk raider type gear.

    Edit: just to be clear, is the 8,000 in addition to the automatic 1000?

    Correct


    My Dusk Raider Tactical marine is done on paper, transferring everything to a profile is taking some time.


    Alright, I actually have acces to a copy of the Core Rulebool and Rites of Battle, and have begun reading up on what I assume are the essentials.

    Will let you know if I have any questions!


    bigrig107 wrote:

    Alright, I actually have acces to a copy of the Core Rulebool and Rites of Battle, and have begun reading up on what I assume are the essentials.

    Will let you know if I have any questions!

    these 2 links may prove helpful for background on the Horus Heresy and Istvaan 3 link 1 and link 2


    I believe my character is done.

    I present Recon Sgt Dapphon, formerly of the 2 reconnaissance company, 7th grand company. A Terran of the old legion, he had been in the Dusk raiders for almost 50 years before the discovery of the Primach

    An expert sniper, Sgt Dapphon and his squad would range ahead of the main body, scouting routes and silently removing sentries, heavy weapon operators and leadership. He has long carried a power axe, for those times when things had to be done up close and dirty.

    Sgt Dapphon has retained his master-crafted stalker bolt gun in the initial chaos of Istvaan III along with his master-crafted power axe and camo cloak. He has acquired a regular bolter and flamer from the departed.


    Dapphon wrote:

    I believe my character is done.

    I present Recon Sgt Dapphon, formerly of the 2 reconnaissance company, 7th grand company. A Terran of the old legion, he had been in the Dusk raiders for almost 50 years before the discovery of the Primach

    An expert sniper, Sgt Dapphon and his squad would range ahead of the main body, scouting routes and silently removing sentries, heavy weapon operators and leadership. He has long carried a power axe, for those times when things had to be done up close and dirty.

    Sgt Dapphon has retained his master-crafted stalker bolt gun in the initial chaos of Istvaan III along with his master-crafted power axe and camo cloak. He has acquired a regular bolter and flamer from the departed.

    Looks good so far though you seem to be missing a demeanor. Can you please put together a tracker for your experience spending with all of the talents/advances you purchased, how much they cost, and what rank you purchased them at?


    Been digging into the character creation rules, and a War Hound Assault Marine is exactly what I was looking for.

    Question on weapons/gear/stuff.
    -Are there any weapons or gear not available? Obviously mounted weapons probably won't be a good idea, but there a a few heavy weapons I'm looking at.
    -You said we started with three clips for our starting weapons, does this include each weapon we start with? Or only one?
    -And what about vehicles? I believe the entire "requisition" thing isn't happening, as you said it wouldn't be, but I'd love to have a Space Marine Bike. Not sure how you want to handle this, or if vehicles are even allowed, as there wasn't a cost for them in the book.


    Quote:
    Each Legionary begins with 150 req worth of gear. There are a few caveats, however. Firstly, the character may not begin with any relics, deathwatch specific gear, or equipment that did not otherwise exist during the crusade. Secondly, Legionaries receive three clips of ammunition for their starting weapons for free, no more. Any additional ammunition, as well as specialty ammunition, will need to be purchased as normal. Finally, any weapon that has the "storm" quality instead has the "twin-linked" quality.

    Beyond those limitations you can requisition any item in the core rulebook or rites of battle. You receive three clips of standard ammunition for every weapon you begin play with.

    For vehicles the entire squad will have to agree to have them.


    Okay, cool!
    I can see it going either way with the vehicles. I've just seen my parents' metal Space Marine squad figurines on bikes too often to not try.
    But, I'll be fine without it, as I do understand this world is supposed to be in some trouble.

    Thanks for answering so quickly, every new thing I learn makes me get more and more excited about applying!
    I'll probably have concrete numbers for him starting tomorrow, as well as any questions that might bring.


    It's not necessarily a question of availability. The main reason that vehicles are supposed to be all-or-none is that the party is supposed to be a cohesive, tactical unit and having one character drive around on a massive war bike can make things different for the other marines. Of course, that doesn't rule out finding something along the way...


    To me bikes would be an all or nothing thing. Either the entire party has a bike or attack bike or no one does.

    I am working on the XP tracker

    Dapphon's demeanor is Taciturn


    Another few questions.

    1. Do we start with the starting gear of Space Marines and our Specialty? Might be a bit redundant, but thought I'd ask.
    2. With the point buy, do the stats start out as something, or is it from zero? I assumed they started at zero, but then Dapphon's are so much higher than what I came up with, so perhaps it starts at something higher?

    Edit: looking at the math, it appears that each stat starts at 30, and then increases based on that?


    1) Yes.
    2) Yes, each attribute begins at 30. Space Marines are tough SoBs and their statistics reflect that.


    bigrig107 wrote:

    Another few questions.

    1. Do we start with the starting gear of Space Marines and our Specialty? Might be a bit redundant, but thought I'd ask.
    2. With the point buy, do the stats start out as something, or is it from zero? I assumed they started at zero, but then Dapphon's are so much higher than what I came up with, so perhaps it starts at something higher?

    Edit: looking at the math, it appears that each stat starts at 30, and then increases based on that?

    Look in chapter one, I believe stat generation is step 2 of character creation. All your stats start at 30, then you add to them.


    Alright! That makes me feel much better about those talent prerequisites!

    Thanks again for answering my questions; I believe I've gotten the hang of most of the systems and rules, but we'll see.

    Another thing with weapon restrictions: do you have any real limits on what weapons we can have? I'm thinking at least one heavy weapon, a few other arms, mounting my bolt pistol and a grenade launcher to my arms, and a power sword.
    I'm not sure how many weapons are "too many" for an Assault Marine, but is there any limit you're imposing/suggesting we follow?


    bigrig107 wrote:

    Alright! That makes me feel much better about those talent prerequisites!

    Thanks again for answering my questions; I believe I've gotten the hang of most of the systems and rules, but we'll see.

    Another thing with weapon restrictions: do you have any real limits on what weapons we can have? I'm thinking at least one heavy weapon, a few other arms, mounting my bolt pistol and a grenade launcher to my arms, and a power sword.
    I'm not sure how many weapons are "too many" for an Assault Marine, but is there any limit you're imposing/suggesting we follow?

    Not in the least. Space Marines are proficient with almost every weapon in Core and Rites of Battle at the beginning of the game. Remember to observe any changes present in the errata.

    Do note, however, that as an Assault Marine it will be more expensive for you to boost your BS and you won't have access to all of the talents for ranged combat that a Devastator might. You can make up for it by buying weapons that don't necessarily rely on ranged accuracy such as weapons with the Flame or Blast (X) qualities. There's also a case to be made for buying better craftsmanship gear; quality over quantity. Every item you purchase is another thing that can be lost in the chaos and another mouth to feed, so to speak.

    Finally, remember that you have an additional 1500xp to spend from a Dark Heresy class, which is another book produced by FFG. If you don't have access we can try and work something out.


    Dapphon what mark of power armor did you choose?


    Hmm. I think I just might switch over to an Emperor's Child Devastator, then. The name and abilities do fit the image of my Marine more than the War Hound Assault.

    I did remember that, and chose the Guardsman class, as that made the most sense for what I want.

    Alright, here we go!


    Alright thats two players who have committed to characters, still looking for two more.


    Dotting, I'll dig out my book...


    That's six interests, including us two, at least.


    Eternal apologies if I'm being dense, but what's the plan for running this, is it a PbP? L


    Yes it will be a PbP run here on the paizo forums.


    Hello. I am interested. I'm very new to this system. Does that meet the required experience level? I don't want to slow the pace of the game down.
    :)


    Well, I learned it this week, starting from scratch, and he hasn't disallowed me.
    I'm sure there is plenty of "tutorial time" for us all!

    Edit: if anyone is interested, we already have a sniper/assassin-like character (Dapphon), and a mid to long range weapons specialist (me, unnamed as of yet) applied.
    If you wanted to take that into consideration, and fill some other role, that'd help reduce overlap.


    I can be a hand-to-hand/tank then


    I am willing to help out new players as long as people are willing to learn. Just so you are aware, though, this game has several minor houserules and starts at a higher level then standard Deathwatch games. You'll need access to the Deathwatch Core Rulebook, Rites of Battle, the Living Errata, and Dark Heresy 1e Core Rulebook. A passing familiarity with the 30k/40k setting is also helpful.

    Whatever questions you have you can ask them here or PM me directly.


    What house rules are there, exactly? Just the point buy and the extra xp?


    Mostly the character creation and game rules stated above (for example, custom space marine chapters). There's some other, minor things, that I'll bring up when we actually get to playing. Do more stuff fate points, how we're recovering them, honors and accolades, that sort of stuff.


    Even if you a playing a ranged character I suggest everyone gets a decent melee weapon, if ammo gets scarce you don't want to fight someone in power armour with a combat knife.

    Also dapphon is using Mk5.


    It's been a while since I read this stuff (I read the book/s years ago but I've never actually played) but early thoughts are that I'll put together a techmarine or apothecary, something supporty at any rate. I'll have more details when I can dig out my books tomorrow. L


    I couldn't figure out what buying better quality (exceptional/master) weapons actually does for you.

    Can anyone explain it or point me in the right direction?


    bigrig107 wrote:

    I couldn't figure out what buying better quality (exceptional/master) weapons actually does for you.

    Can anyone explain it or point me in the right direction?

    pg 147 for weapons and pg 165 for armour. Took me a while to find it as well.


    Whoa! I leave for a few days and come back to an explosion on here! I'll admit that I had *obviously incorrectly and shortsightedly* written this off as dead before launch.

    I skimmed the thread and will read it a little more intently in a moment, but I wanted to throw out my character concept (barring no one has already gone through with it).

    I was looking to do War Hound, Assault Marine, Kill Marine Advanced Specialty. No idea what Dark Heresy stuff to tack on though.


    What are the req costs for extra normal ammunition?

    The chart assumes they give us enough normal ammunition for whatever we need, but obviously that isn't the case here.


    2 for pistol class weapons, 4 for basic, and 6 for heavy unless otherwise stated.


    If I buy both Pilot(Personal) +10 and Pilot (Personal) +20 (both are from assault marines table) do I get a +30 bonus, or just +20(the higher number of the two)?


    Pretty sure it's a straight upgrade, not a stack. Could be wrong, though.


    Probably a straight upgrade, I looked online but my search-fu failed me. :(

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