Beyond the Damocles gulf (Inactive)

Game Master Browman

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

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still waiting on some people


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

Elli is busy with the wedding and Rollo is away a lot. Just bot them, they've suggested you do so when they're away.


Male Human Rank 1 Techmarine

So, with the Deathwatch actually getting a 40k Codex, I wonder if we'd be able to get some of the cool stuff thats found in there like the Combi Heavy Bolter-Flamer :P


Scorpelio wrote:
So, with the Deathwatch actually getting a 40k Codex, I wonder if we'd be able to get some of the cool stuff thats found in there like the Combi Heavy Bolter-Flamer :P

I need to get a copy of the codex first which may take a few weeks. Moving isn't cheap, so cash flow is a bit rough right now.


I noticed that it's only the box game so far...hopefully they release the new deathwatch kit soon


I think next week is the watch captain, veteran box, upgrade sprue and plane. GW doesn't like to release rules without models these days.


Male Human Rank 1 Techmarine

Yeah, thats what I'm expecting too.

I'll definitely be trying to make the Kill-Teams present here (custom pads aren't going to be a thing for me however :\ ) as much as I can if/when I get my hands on it.

That said, I eagerly anticipate all the fancy new gear.

How fitting that Scorpelio is already in Mk VIII armour :p


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

I really look forward to seeing the rules, my knight house is allied to Ordo Xenos (they all have big =I= where regular knights have the aquila or cog) so they'd be perfect allies for me :D

=I= Knight Warden


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

Ok this horde is a beast! every one of us is going to take MASSIVE dmg automatically unless we get rid of it.

@Browman:
how many are left in this horde? Are we trying to cool a plasma generator by peeing on it when we're killing these horde-orks?
Did my heavy flamer kill 12 orks last round?
Are we locked in melee?

We really need to figure out how to kill/disperse this crowd ASAP. Even in a Termie armor I've only got 3 rounds left in me without a first-aid. Rotating first-aid on you guys we'd have people dropping down by round 3.


Male Human Rank 1 Techmarine

What Damage :P I'm good so far, yo. FF60 and Ap 13/16 on arm and chest respectively.

Besides, if we deal enough damage, we can force Morale and possibly make them break for it.


Male Human Rank 1 Techmarine

Also, the thought just occurred but we should totally have an All-Biker mission at some point.


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

We're just waiting for the man with the brow now, right?

Also, I'm game for a all-biker mission ...now how to fit my new termie armor on that one


Sorry guys, I had to go to the hospital on Wednesday. Turns out passing a kidney stone really sucks and morphine is awesome. Hopefully I will be able to update over the weekend.


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

I once saw a woman that had a child AND had passed a kidney stone was asked which was more painful, she said passing the kidney stone. So now to any woman telling you "you don't know the pain of childbirth", you have known worse.

Rest up man and just update when you can


So at this point I am too far behind in the rules, what are my options against the horde?


Male Human Rank 1 Techmarine

The Section on Hordes starts on page 359 of the core rule book and details what you can do.


Male Human Rank 1 Techmarine

*highfives hawkeye*

Awww yisss Character Assassin Bros with a one-two punch of a hammer to the face followed by a bullet.


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

haha yeah I told you that bolter was a beast Micrastur :D Damn dat dmg.

So I assume we're not going to shoot into the melee between the Watch Captain and the Warboss. Lets stroll on over to them and kick the living shirt out of him!


Because 1 is technically 001 on the dice roll it actually flips to 100 if memory serves correctly so it should be a leg shot. But I don't have my book in front of me right now so I will double check when I get home.


Male Human Rank 1 Techmarine

Well the chart is:

Roll Location
01–10 Head
11–20 Right Arm
21–30 Left Arm
31–70 Body
71–85 Right Leg
86-00 Left Leg


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

a "1" is a 01, making the opposite a 10, to the head


Space Wolf Long Fang 1

Sorry, but I think Bowman is right. 0 on the tens dice is 00 which with the 1 becomes 100. A roll of 10 becomes 01 and a roll of (1)00 becomes 10. Think of 0 on the first dice (tens) as a 10 and 0 on the second dice (singles) as a 0. At least I think that is right.


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

I thought like Loghir, but ... well ... it is Browmans call to make his interpretation. Maybe if I hit the leg, something of the Waaarghboss is left for you guys ;-)


Space Wolf Long Fang 1

Yeah he won't be able to do a lot if you take off his leg!


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

Nobody said Raptors would fight fair :-)


Male Human Rank 1 Techmarine

Removing the leg is just a flesh wound, same with the arms :\

At that point, the best we can do is get a draw.


For completing another mission you all get another 400 xp. I should have the next mission briefing up by the end of the weekend.


Male Human Rank 1 Techmarine

Woot! I will say that, I wasn't expecting him to get Murdered so fast lol :P

Then again, 4 of us doing an average of 30 Damage each....yeah.

Also, how much renown?


Scorpelio wrote:

Woot! I will say that, I wasn't expecting him to get Murdered so fast lol :P

Then again, 4 of us doing an average of 30 Damage each....yeah.

Also, how much renown?

He was also wounded by the watch captain before you guys showed up.

You should be at a total of 9 renown now.


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

I save these 400xp for later.


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

Who struck the killing blow?! We need bragging rights


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

I was wondering what the hell I spent my last 400xp on, it couldn't see anything on my character sheet. I went through the logs and I forgot to spend it I was SO excited about the 100 req. :D I've got 800 to burn now baby~~


Male Human Rank 1 Techmarine

Since we'll be rank 1 until we have a total of 17k experience (if we spend the 400 we just got we should be at 14200), Either save it or buy some cheap-ish characteristic advances where possible.

Like I will:
-Toughness Simple Advancement (200 - Techmarine) for a total of 38 yeah, for some reason, I thought Scorpelio having a Low Toughness wasnt such a big deal. If I'd have swapped it with my 45 Perception, I'd be at 50 Toughness right now for a total of 65 toughness once all the advancements are taken with a further +10 possible if I get a Machinator Array if I ever reach Forge Lord for a maximum of 75 Toughness.
-Strength Simple Advancement (200 - Techmarine) for a total of 47.

Also look into deeds and/or distinctions in RoB such as Master of Arms or Master of Blades or whatever for later on.


Male Human Rank 1 Techmarine

As an aside, as my Career as a Techmarine goes on, I'm starting to look more and more into replacing my weak flesh with Cybernetics especially since I kinda have a fluffstification in chopping bits off almost willy-nilly as I attempt to bring myself closer to the Machine God [praise be unto him].

From a purely rules perspective, how would I go about this? I've seen some discussion on the subject but nothing definitive. One of those was that whatever I chop off, add and/or replace I would pay the Req cost for for the next mission and then have it permanently thereafter. The Core Rulebook seems to go this way.

Others have made Req -> Xp conversions for their purchase.

Additionally, I've seen mention HERE that my Servo-Arm gives me a +2TB for being a Chest-Level Cybernetic?

Also, I do have an Augury Array Implant in my Noggin. Does that constitute enough of a change to give my head a +2TB To the Head (After Unnatural)? Obviously, Eyes wouldn't but the nature of an Augury Array isn't all that clear...

And finally, how would I go about improving the craftsmanship of any Cybernetics I've already got if possible?

+++

As a General Query, what do Master-Crafted Cybernetics do above and beyond exceptional ones? I haven't seen it mentioned anywhere at all.


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

FFG sometimes drive me nuts with these oversights. I've seen this same problem looking into cybernetics REQ?!!? I hand over my leg after the mission? Are all cybernetics upgraded as we advance?!

RANT:

The Charm for 6 req fx. that does.... "NOTHING" GM is encouraged to make his own rules... WTF is the 6 req. then based on?! Charm now gives +40 WS and tearing for all weapons, is that req 6? So the GM should make a 6 req worth of a charm?! How about doing your job and write rules for stuff going into the RULEbook?!

How about the GM just make up the rules for character creation, combat and advancement while he's at it?!


I don't think either of the current augments should up your T bonus.

For upgrading existing augments you would have to trade out the existing the one for a new higher quality one.

I need to think about how I want to handle the costs of augments.

I do agree that FFG could have handled it way better.


Male Human Rank 1 Techmarine

Yeah, I'm fine with the Augury Array and Sero-Arm not giving me a Toughness Bonus. One is sensory equipment stuck to my brain, the other is a giant arm attached to my backpack at shoulder height.

Maybe have a flat xp cost for normal craftsmanship with a flat bonus cost to increase craftsmanship instead of a multiplier like Requisition?

IE:
Common Cybernetic: 350xp
Upgrade Cost: 150xp per step (with required renown)
Meaning a Master-Crafted Arm would be 650xp with Distinguished Renown.

Obviously, would also require a fluffstification from the player and approval by the GM so that we all don't suddenly chop our arms off for the bonuses.

That would mean, I could pay 150xp (or 500? Base cost + upgrade 1 step cost?) when I get to Respected to upgrade my Augury Array from Common -> Exceptional since I got it for free as part of being a Techmarine.

Doesn't seem too bad to me since upgrading still takes 2D10-TB days to perform meaning if the patient rolls high enough they would probably be unavailable for the mission at hand.

Also, since only Techmarines (apart from Iron Hands and certain Deeds or Limb Loss) get free cybernetics so a character paying less than 500 xp for an exceptional cybernetic should be pretty rare.


Male Human Rank 1 Techmarine

Also, gear powwow time!

Do we all take (Heavy)Flamers and/or Hellfire Rounds for General Biological Lifeforms and then possibly some Anti-Armour stuff to deal with any automated Watch Station Defences?


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

I might take something close to the following:
- Dipole Mag-Lock (5)
- Jump Pack (15)
- Psy Focus (15)
- Camo Cloak (20)
- Hand Flamer (10)


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

killing blow Browman, who landed it?


Male Human Rank 1 Techmarine

I'm currently thinking:
-Breaching Augur (18) which will replace my Servo-Arm for the mission. To be used to punch through any walls or whatever.
-Combi-Tool (15) - If I want to try and retrieve any stuff found in the Watch Fortress or work with stuff.
-Cameleoline (20)
-Astartes Combat Webbing (3)
-Stummer (5)

For a total of 61 REQ with 4 Leftover for anyone to use.

I already have a Bolter and a Plasma Gun so I don't think I need to bring much of anything else.


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

I'm not sure whether or not jump packs will be useful inside the building, of course it never hurts to bring at least 1 though.

There have been no reports of problems around the fortress so the "threat" if any (yeah right, we KNOW there is something) is locked inside. So approaching the fortress we don't need camo, once inside, I'm not sure there's too much hiding we can do. Camo cloak is great in a large space, but they'd be able to spot us in a 30m corridor. Stummers might be a good idea though to mask our approach.

I just asked the sgt. about the size of the fortress, if it's of some monumental scale we might just need these jump packs and camo cloaks


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

@Browman: I intend to take the astartes sniper rifle from the rites of battle book. My old GM ruled that it comes with a sight pre-equipped for the 25 req cost - because: A sniper rifle without a good sight is just .... Well. I am just curious how you think about it.

My load out:
Assault Shotgun 7
Sniper Rifle 25
Red-Dot 10 (either for the default bolter or the sniper)
Stalker Rounds 5 (-2dmg)
Hellfire Rounds (Tactic Marine)
Harness 4
+some special grenade (maybe nova or stun/blind)
Gesamt: 40+9+7=56


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

@Browman: How many nades/missiles do we get for the req. value? I know the rules said 1, but then a missile launcher would just always be better OR just a GUN.

Incendiary grenade (range: SBx3[21-24m] 1d10+4 pen0, blast 3) REQ 15
vs
Flamer (range 20m 1d10+9 pen4, Clip:10) REQ 10


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Brother Loghir Apothecary wrote:
I'm not sure whether or not jump packs will be useful inside the building, of course it never hurts to bring at least 1 though.

Even without the ability to move 3D, Jump Pack double the movement speed. Mobility is always useful.

Brother Loghir Apothecary wrote:
There have been no reports of problems around the fortress so the "threat" if any (yeah right, we KNOW there is something) is locked inside. So approaching the fortress we don't need camo, once inside, I'm not sure there's too much hiding we can do. Camo cloak is great in a large space, but they'd be able to spot us in a 30m corridor. Stummers might be a good idea though to mask our approach.

Who talked about hiding? If I opt not to move, camo cloak add one increment of range for enemy firing at me. So, again, I find it very useful.


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

I see! Good points, esp. the camo

I'm thinking of Breaching augur (18) like Scorpelio, it's the only melee weapon we can really take other than a chainsword, and it's a power weapon.

Stummers (5)

Then I'm thinking maybe some grenades or missiles on an aux. grenade launcher


Male Human Rank 1 Techmarine

:O! Camo Lizards!

We'll we might want to have something with Preysense Sight on it.

Does Loghir have a Diagnosticator Helmet (p.165 core)? Might be useful.

I'll also still have my auspex implant.


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

Hehe let them come. My special-crafted combat sight is able to penetrate camp cloaks and any ability or psycic power which bases on change of color, light effects etc to hide things from my aim :-)


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

Breacing Augur (18)
- Promethean blessing (10) FLAMING DRILL OF DOOM!
Stummer (5)
Diagnostor (15)
combat webbing (3)
Jump Pack (15)

Total: 66 (borrowing 1 from Scorpelio)

I'll spend 100xp (700xp in the bank) for Pilot (personal)


Space Wolf Long Fang 1

Sorry guys went away and was expecting WiFi which was why I didn't mention it. WiFi was basically non existent so couldn't post.

@Hawkeye the ROB sniper rifle comes with a built in Telescopic sight ROB p138 along with a couple of other tricks (suppressor, Tailor-made, highly accurate and Astartes wpn)

I am thinking
Stummer 5
Cartograph 5
Fire Selector 2
Chainsword 5
Dipolemaglock 5
Kraken rounds 10
Metal storm rounds 20
Astartes grapnel 3
Auto-sense goggles 10 (as I probably won't wear my helmet to get benefits of wolf senses, damn 'respected' to have Fenris pattern helm.)

And for my 400
200 tracking+10
200 Ciphers (Deathwatch)

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