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.

Map


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Space Wolf Long Fang 1

Just checked errata, forgot the corrected cost of kraken rounds, so will remove the metal storm rounds, kraken rounds should be 20, and a hand flamer (10) for landing zone creation and building exposure.


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 will push perception +5 for 500 saving the rest for later.


Grenades are 1 per listed price. The Sniper rifle doesn't come with a scope beyond what the book lists, you have to pay for it separately.


Averruncus, scorpelio have you settled on your gear?


Male Human Rank 1 Techmarine

I have, yeah.

And I think the Sniper he's talking about is the one in RoB The Ultra which comes with a Scope among other things.


You guys have probably noticed. I'm backing out. I'm on vacation and prior to that I just started to be too side tracked. Thanks for the game though, it was fun, I really enjoyed it a lot.


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 think about going in scout armor to be able to stealth and scout. The req in rob is given as "-". So am I just able to take it?


Space Wolf Long Fang 1

Unless Bowman says it isn't available then, yes you should be able to. Effectively it is cheaper than power armour as less protection. Consider the Deathwatch Scout armour (ROB p142) it is considerably better (once errata removes the silent move and concealment penalties) and still a req of n/a, also the Auto-sense goggles for 10


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

jup, that exactly was the plan. How does craftmenship work with scout armor then? normally one would x1,5 or double the req cost ...?


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Browman wrote:
Averruncus, scorpelio have you settled on your gear?

Yes:

- Dipole Mag-Lock (5)
- Jump Pack (15)
- Psy Focus (15)
- Camo Cloak (20)
- Hand Flamer (10)


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

Hawkeye-Scout equipment:

Sniper Rifle with Raptor Scope 25
Red-Dot @ Bolter 10
Assault Shotgun 7
Hellfire Rounds (Tactic Marine)
Harness 4
Scout Armor (master-crafted?) -
Auto Senses Goggle 10
Stummer 5
(Stalker Rounds 5)
Gesamt: 35+11+10+5=61 (66)
->+4 for the team or -1. Stalker Rounds are fully optional for me


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

Hawkeye-Scout equipment:

Sniper Rifle with Raptor Scope 25
Red-Dot @ Bolter 10
Assault Shotgun 7
Hellfire Rounds (Tactic Marine)
Harness 4
Scout Armor (master-crafted?) -
Auto Senses Goggle 10
Stummer 5
(Stalker Rounds 5)
Gesamt: 35+11+10+5=61 (66)
->+4 for the team or -1. Stalker Rounds are fully optional for me

FAQ: Stalker Rounds are 15

also, 3 guns? wouldn't you just go Bolter OR Shotgun?


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

1. Bolter is Standart Issue and never a fault to have one (better pen and average dmg than the sniper, longer range than the shotgun).
2. Sniper is a potential low damage weapon with high damage potential on a good hit, and maybe not useful against armored foes.
3. Shotgun seems the right thing for the close-combat of the second half of the mission.
So yes ... three guns xD

[EDIT]Were does it say that about the stalker rounds. I can only find the change 5->15 for kraken rounds in the errata?
Found Slug Rounds for the Shotgun for 4 Req, so my Req would be fully spend if scout armor is 0 req.


Scout armour is fine, I would say it should be treated as having a req cost of 10 for the purposes of getting better quality.

Thanks for letting us know that you are backing out Rollo.

I should have the next gameplay post up later today.


Wound:20/20 Fate: 5/5 Init+6 Awareness 41 (hear/sight +19) Conditions: none
Micrastur "Hawkeye" wrote:
[EDIT]Were does it say that about the stalker rounds. I can only find the change 5->15 for kraken rounds in the errata?

Sorry you're right, been sick today, brain working below optimal capacity, which is bad enough to begin with :D

It says in the Core Rulebook about the armor in a box below the scout armor description. IIRC Exceptional = 1 more AP on the first dmg each round, Master = same + half the weight


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 wrote:

Scout armour is fine, I would say it should be treated as having a req cost of 10 for the purposes of getting better quality.

Thanks for letting us know that you are backing out Rollo.

I should have the next gameplay post up later today.

One quick question about that: Does that make a exceptional scout armor 1,5*10= 15 total or simply 5 as additional price for the craftmanship?


I was hoping to update tonight but I just spent around 2 and half hours waiting in line and dealing with bureaucrats to get my car registration changed so I don't have the energy to update tonight.


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

since the baseline is 10

regular: 10
Exceptional: 15
Master: 20


Brother Loghir Apothecary wrote:

since the baseline is 10

regular: 10
Exceptional: 15
Master: 20

True, except that regular is a free trade. The 10 req is just the base used to calculate the other costs.


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

Because it's worth it:
http://www.spikeybits.com/2016/09/deathwatch-new-member-orientation-pamphle t.html


Male Human Rank 1 Techmarine

I guess we've got to decide on who'll be lead. Any ideas?


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 would vote for Oath of Glory - to grab some additional renown per objective.
That oath can only be taken by assault/tactic Marines... So I am the only choice, am I not?
IC it would be ... Strange I think, so I am open to other ideas.


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

I'm fine with that, I'm all up for additional renown, we're stuck with power drills as our only power weapon options till next level -.-


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

Fine for me. Hawkeye seems to me to be actually quite fitting for leading this mission, I think.


Male Human Rank 1 Techmarine

Yeah, I'm cool with the Sneaky-Sneaker leading us for this mission. Especially since Scorpelio will probably end up preoccupied with whatevers inside the station and only has access to a single oath :(


Status:
Wounds 23/23, TB 8, Armor (H-B-A-L) 0-7-5-7, FP 4/5, Sniper: 4/5
Raptors Tactical Marine
Scorpelio wrote:
Yeah, I'm cool with the Sneaky-Sneaker leading us for this mission. Especially since Scorpelio will probably end up preoccupied with whatevers inside the station and only has access to a single oath :(

I cannot understand why Techmarines can not at least also take the Oath of knowledge.


Male Human Rank 1 Techmarine

I know right?! Or at least an oath thats better than "Something...something...weapon jams!"


Space Wolf Long Fang 1

They can get Oath of Knowledge according to the errata!


Male Human Rank 1 Techmarine

:OOOOOOOOOOOOOOOOOOO

HOW DID I NOT SEE THAT BEFORE!?


So I present two options going forward.

Option 1, Your mission parameters have changed, but ultimately the Tau Empire are pathetic Xenos and fail to conquer even a lightly defended imperial world. Things carry on as normal.

Option 2, The Tau are a foul and cunning xenos race, able to easily overwhelm a weakly defended Imperial world. Not all missions fighting against a xenos occupier are suited to the blunt methods of the deathwatch, however the agents of a veteran Inquisitor are probably suited to those missions. Everyone also makes a Dark Heresy 2.0 and depending on the mission one team or the other is used.

I leave it up to you guys to decide which option you want.


Male Human Rank 1 Techmarine

I'm totes down for Option 2, yo!


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 have a heavy exam in a week, so time is short. Creating a new char could hold things up from my side I think. I am for helping them out - after we completed our primary duty of course.
If everyone is for option b I might come up with a quick-dirty char (only mechanics) to keep things up.


Space Wolf Long Fang 1

Option 2 sounds good, except that I only have version 1. I will see if I can find a conversion or download version over the weekend.


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

I'm for option 2. I'm not so much interested in player an inquisitorial agent, but the idea of Tau being "pathetic Xenos [who] fail to conquer even a lightly defended imperial world" is not much realistic. The galaxy would be much less grimdark if xenos are so goofy :)
Hence, option 2.

Also, playing a guerilla war against a full planetary invasion is exciting for the player (much less for the character, for whom it's definitely not the regular modus operandi). I only regret I can't have my Ultramarine tactical marine pen & paper character for such an occasion :)


No worries on the time front, it wouldn't take effect until after you get the watch fortress up and running again.


Space Wolf Long Fang 1

Found some PDFs of version 2, which will do until I can buy them. Ace looks interesting!


Male Human Rank 1 Techmarine

Btw, just so I can possibly get a head start if we go down this route, what are you thinking in terms of starting xp and/or stats for any DH2 Shenanigans?


Space Wolf Long Fang 1

Yeah good thinking, it always takes a while to get a character up and running. And now this I have started reading the character creation bits, I am really tempted to keep going. The DH version of HM Murdoch here we go!


Male Human Rank 1 Techmarine

I may or may not be making a Deathcult Assassin from a Forge World (Yay Random rolls!)


Space Wolf Long Fang 1

I could see that (not sure about the gameplay benefits, without looking, but..) maybe a hatred of tech/importance of the purity of humanity amongst so much tech, or how about a death cult on a forge world gone bad. Or more like this guy

I never really got into buying the Inquisitor stuff (used 40k models instead) but thought this guy looked fun!


Stat generation will be roll in order, you can make one re-roll if you want and you can switch 2 rolls after using your re-roll. Once you have switched 2 stats then apply bonuses.

You can take any combination of homeworld, background and role.

You get an additional 500xp to spend about the 1000xp you normally get to spend.


I should also mention that the Inquisitor elite advance is not available, but the others are.


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

I feel like creating a former astra militarum officer of sort, expert in command and scholastic lore : tactica imperialis. Seems fit to organize some PDF to fight back a Tau invasion. I'll generate it next week, when i'm back to home after long weekend away.


Space Wolf Long Fang 1

Just cause I can

WS: 2d10 + 20 ⇒ (6, 6) + 20 = 32
BS: 2d10 + 20 ⇒ (5, 10) + 20 = 35
Str: 2d10 + 20 ⇒ (6, 2) + 20 = 28
T: 2d10 + 20 ⇒ (4, 2) + 20 = 26
Ag: 2d10 + 20 ⇒ (2, 7) + 20 = 29
Int: 2d10 + 20 ⇒ (3, 1) + 20 = 24
Per: 2d10 + 20 ⇒ (1, 7) + 20 = 28
WP: 2d10 + 20 ⇒ (7, 10) + 20 = 37
Fel: 2d10 + 20 ⇒ (8, 2) + 20 = 30
Inf: 2d10 + 20 ⇒ (4, 10) + 20 = 34

reroll int: 2d10 + 20 ⇒ (6, 6) + 20 = 32

Swap WP and AG:

Going Deathworld so I should roll an extra dice for Ag, Per and Fel (+,+and then -)
Just cause I can

Ag: 1d10 ⇒ 7 doesn't change it.
Per: 1d10 ⇒ 9 9 instead of 1 therefore
36
Fel: 1d10 ⇒ 6 6 instead of 8 therefore 28

WS 32
Bs 35
Str 28
T 26
Ag 37
Int 32
Per 36
WP 29
Fel 28
Inf 34


Male Human Rank 1 Techmarine

Stats I rolled are, in order:

WS 35
BS 29
S 30
T 32
Ag 38
Int 34
Per 33
WP 34
Fel 28
Infl 32

Wounds: 14

Fate Points: 3, Threshold: 8

Homeworld = Forgeworld gave an ++- for, in order, Intelligence, Toughness and Fellowship
Background = Outcast
Role = Assassin

Aptitudes are:
Intelligence (Homeworld)
Fieldcraft (Background)
Weapon Skill
Agility
Finesse
Perception
Strength (Had a duplicate Aptitude which let me choose one)

Talents from Specialty/Homeworld/Background:
Weapon Training (Chain and Las)
Jaded
Weapon-Tech

Trained Skills from Specialty/Homeworld/Background:
Acrobatics
Common Lore (Underworld)
Deceive
Dodge
Stealth

Gear:
Laspistol
Chainsword (Custom Grip, Tox Dispenser)
Armoured Bodyglove
Injector
Obscura x2

1.5k xp expenditure:
Awareness - Known (100)
Stealth - Trained +10 (200)
Frenzy (300)
Blademaster (400)
Quick Draw (200)
Swift Attack (300)

And, if permitted due to background:
Cybernetic Right Arm and Left Hand.

One-Drive Share Link to Character Sheet


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

Drakus Scipio

Homeworld: highborn
Background: Imperial Guard (background aptitude: Leadership)
Role: Sage
Weapon Skill: 2d10 + 20 ⇒ (7, 6) + 20 = 33
Ballistic Skill: 2d10 + 20 ⇒ (2, 3) + 20 = 25
Strength: 2d10 + 20 ⇒ (9, 7) + 20 = 36
Toughness: 3d10 + 20 ⇒ (7, 6, 1) + 20 = 34
Agility: 2d10 + 20 ⇒ (3, 10) + 20 = 33
Intelligence: 2d10 + 20 ⇒ (3, 5) + 20 = 28
Perception: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Willpower: 2d10 + 20 ⇒ (4, 8) + 20 = 32
Fellowship: 3d10 + 20 ⇒ (2, 9, 2) + 20 = 33
Influence: 3d10 + 20 ⇒ (8, 6, 4) + 20 = 38

Reroll Intelligence
Intelligence: 2d10 + 20 ⇒ (7, 8) + 20 = 35

Swap Fellowship and Strength

Emperor's Blessing: 1d10 ⇒ 7 Miss.

Wounds: 1d5 + 9 ⇒ (2) + 9 = 11

Aptitudes: Fellowship, Leadership, Intelligence, Knowledge, Perception, Tech, Willpower

Homeworld Bonus: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1).
Background Bonus: Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, the Guardsman can re-roll any results of 1 or 2 on damage rolls.
Role Bonus: Quest for Knowledge: In addition to the normal uses of Fate points, a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.

1500xp expenditure:
100: Intelligence +5 (Intelligence, Knowledge)
250: Fellowship +5 (Fellowship)
200: Command +10 (Fellowship, Leadership)
100: Scholastic Lore: Tactica Imperialis (Intelligence, Knowledge)
200: Scholastic Lore: Tactica Imperialis +10(Intelligence, Knowledge)
300: Scholastic Lore: Tactica Imperialis +20(Intelligence, Knowledge)
200: Awareness (Perception)

150xp left

This makes:
Weapon Skill = 33
Ballistic Skill = 25
Strength = 31
Toughness = 27
Agility = 33
Intelligence = 40
Perception = 36
Willpower = 32
Fellowship = 41
Influence = 34

Fate: 4
Wounds: 11

Skills:
Athletics
Command +10
Common Lore (Imperial Guard)
Medicae
Navigate (Surface)
Scholastic Lore: Tactica Imperialis +20
Perception

Talents:
Weapon Training: Las
Weapon Training: Low-Tech
Ambidextrous

Equipment:
Lasgun
Combat Vest
Imperial Guard flak Armour
Grapnel and line
12 lho sticks
Magnoculars
Additional equipment: Auspex/Scanner
Additional equipment: Medi-kit
Additional equipment: Red-Dot Laser Sight


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

Hey guys sorry I dissapeared, but I'm going to need to take a break from PbPs right now. IRL and what not.

I guess Loghir will remain in the watch fortress for now

Really cool to see the DH/DW idea go forward, really wish I could join! Have fun guys


Brother Loghir Apothecary wrote:

Hey guys sorry I dissapeared, but I'm going to need to take a break from PbPs right now. IRL and what not.

I guess Loghir will remain in the watch fortress for now

Really cool to see the DH/DW idea go forward, really wish I could join! Have fun guys

Let us know when real life lets up.


Space Wolf Long Fang 1

Sorry to hear that, hope RL chills out again.


Male Human Rank 1 Techmarine

Getting some mad Predator vibes from Ulf right now hahaha :P

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