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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Brother Tarkus Devastator wrote:
It's recon look at the formatting link under this text box [dice=] type and amount of dice for instance 1d10 then type

you still need to re-roll your stats using 2d10 rather than 2d6


Got it...you can re roll one stat but you must keep it even if a loser number...also you can swap a stats spot...


Re rolling the WS WS: 2d10 + 30 ⇒ (8, 7) + 30 = 45


Saw pints ballistic skill for weapon skill, no idea how to copy those numbers without it rolling them again.... I'm going to take tracking for 200 rapid reload for 200 and ballistic skill advance simple for 500 for a total of 900


Those first two words should be "swap out"


How did that happen crap...

WS 2d10 + 30 ⇒ (10, 7) + 30 = 47
BS 2d10 + 30 ⇒ (7, 10) + 30 = 47
S 2d10 + 30 ⇒ (5, 9) + 30 = 44
T 2d10 + 30 ⇒ (2, 7) + 30 = 39
AG 2d10 + 30 ⇒ (3, 4) + 30 = 37
INT 2d10 + 30 ⇒ (5, 2) + 30 = 37
PER 2d10 + 30 ⇒ (9, 5) + 30 = 44
WP 2d10 + 30 ⇒ (7, 8) + 30 = 45 + 10 = 55 as per Imperial fists rules
FEL 2d10 + 30 ⇒ (4, 9) + 30 = 43


Ok I am good now...not gonna re roll...


It would be helpful if those of you that are playing DIY or more obscure chapters could post a bit about your chapter. Major beliefs, tactics, etc.


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Sgt Crayon wrote:
Saw pints ballistic skill for weapon skill, no idea how to copy those numbers without it rolling them again.... I'm going to take tracking for 200 rapid reload for 200 and ballistic skill advance simple for 500 for a total of 900

I don't know if you noticed, but as mentioned on p37 of core rulebook, all Space Marines start with the skill "Tracking", so you don't have to buy it.

Or maybe you are from a successor chapter of the space wolves, in which case, for 200xp, you buy "Tracking +10"?


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

Presentation of the Sons of Antaeus Chapter:
(Please note that the Sons of Antaeus being a castaway and secretive chapter, your characters are likely to know no more than a small fraction of what follows)

From warhammer40k.wikia.com:
"A Loyalist Space Marines Chapter of unknown origin created during the Cursed 21st Founding, the Sons of Antaeus have long led a mysterious existence. It is unknown what exactly went wrong, if anything, during the creation of these mysterious Space Marines and what mutant flaws they may possess within their gene-seed. Like Antaeus, the Astartes of the Sons of Antaeus Chapter are unusually large and robust physical specimens, even among their kind, and they are capable of surviving wounds and physical injuries that would kill even other Space Marines. The obvious links between the Chapter's name and Herculean mythology could hint at a link between the Sons of Antaeus and the Ultramarines Chapter, but there is no official evidence to back this assumption. The Sons of Antaeus' unusual physical abilities may be the result of the mutation in the Chapter's gene-seed that has affected so many other Chapters created by the Imperium during the 21st Founding. There are many rumours as to why they are so difficult to destroy, ranging from reinforced skeletons to enhanced genetics. At this time, the truth remains unknown.

The Cursed Founding
The 21st Founding was the largest Founding of Space Marine Chapters since the Second Founding following the Horus Heresy. It took place in the 36th Millennium shortly before the start of the Age of Apostasy. The focus of the 21st Founding for the Adeptus Mechanicus was perfecting and removing the existing, identified deficiencies in flawed Adeptus Astartes gene-seed, and ultimately the production of new and improved Primarch-like Space Marines as part of what was called "Project Homo Sapiens Novus". Unfortunately, the Adeptus Mechanicus' Genetors proved far less skilled in the genetic sciences than the Emperor of Mankind, and their efforts resulted in the development of seriously flawed gene-seed that was used to craft the organ implants for the new Chapters. The Founding itself ended when one of its projects, already corrupted by Chaos, sent a signal through the Warp and alerted Fabius Bile, a Traitor Marine who served Chaos Undivided by seeking out new recruits for the Chaos Space Marines, to its existence. Bile had been engaged in his own quest to improve upon the Emperor's work since the Horus Heresy and he found the "improved" Space Marines of the 21st Founding to be creations after his own black heart.

The 21st Founding is also known simply as the "Cursed Founding", because of the appalling bad luck that seems to dog the Chapters that were created by it. Worse still, some of these Chapters have developed unexpected genetic idiosyncrasies, mutations that strain the tolerance of the Inquisition and threaten the Chapter's survival. As a result, the Chapters of this Founding have gradually dwindled in size as their inability to raise and induct new recruits means that their battle casualties cannot be replaced. The most seriously-afflicted Chapters exhibited spontaneous and extreme physical corruption, turning them into a race no longer human or sane. Most of the Space Marine Chapters Founded during this time eventually turned Traitor and swore themselves to Chaos or met a gruesome end at the hands of other Space Marine Chapters and the Inquisition's Ordo Hereticus.

Hardy Warriors
The only official Imperial record that lists the Sons of Antaeus is the Chronicles of the Third Inter-Guild War of the Inca Sector, 850-901.M41 (This is actually AFTER the time period of this campaign). The Chapter is listed as having answered the pleas of the Guild Fathers for aid against pirate forces sponsored by business rivals, and according to the records, acquitted themselves courageously before departing. One such eyewitness account, submitted by Captain Rakman of the Subjugators Chapter, records an incident in which his force found itself under attack by the Eldar of the Void Dragons pirate fleet. Surrounded and under heavy fire by the pirates' ultra-rapid anti-gravitic vehicles, Rakman states that a force bearing the livery of the Sons of Antaeus appeared unexpectedly and attacked the enemy vehicles from behind. Forced to redeploy, the Eldar suddenly found themselves faced with the prospect of having to make a breakout. The Eldar Falcons and Wave Serpents made straight for the Sons of Antaeus, judging them the lesser of the two Space Marine forces. The incredulous Captain Rakman gives an amazing account of the Sons of Antaeus' stand in the face of a storm of Eldar firepower, against which the mysterious Space Marines stood seemingly impervious. The Subjugators were able to press their attack on the enemy rear as the Sons of Antaeus held the Eldar in place, and the xenos pirates were destroyed in short order, caught between the immovable anvil of the Sons, and the irresistible hammer of the Subjugators. As soon as the Eldar were defeated and the Subjugators were victorious, the Sons of Antaeus vanished as mysteriously as they had arrived. It is reported that they have been seen in action by other reputable Imperial forces."

Personal additions to this Background:
Origins: (failed) experimentations during the 21st founding, aka Cursed Founding
When was the chapter founded: during the 21st founding (M35)
Progenitor: unknown (suspected to be Death Guard)
Gene-stock purity: Flawed (due to experimentation and/or corruption)
Codex Demeanours: "No mercy, no respite". Sons of Antaeus are a merciless and unrelenting army that ruthlessly crush everything under its boots. A hand of steel in a gauntlet of adamantium.
Chapter Flaws: "We stand alone". They are distrusted and under high suspicion. For centuries, they mostly have near to no interactions with the Imperium
Home world: Death world
Home world predominant terrain: Wasteland. Only the strongest survive...
Organisation: Codex chapter (the inquisitors that monitored and deemed the chapter "safe" enough to avoid complete purge after their creation enforced a strict adherence to the codex astartes to keep them in rank)
Combat doctrine: Schock and Awe: they are ruthless and brutal warrior, using all their might to utterly crush their enemies. In the same way at the Minotaurs, they often deploy at full effectifs and with maximum lethality
Friend and enemy: enemy: Inquisition: the inquisition is highly suspicious about this chapter and numerous investigations have been led on its theaters of operation for any clue of deviancy, heresy or mutation. The rest of the imperium barely ever heard about them.
Battle Cry: no battlecry. The sons of Antaeus charge in combat in a disturbing silence.
Livery: Black and dark grey


I am sorry gentlemen but I'm afraid I'll have to bow out of this game.


Brother Astanos, Apothecary wrote:
I am sorry gentlemen but I'm afraid I'll have to bow out of this game.

That sucks, is there anything we can do to accommodate you?


Due to the reclusive nature of Steel Badgers, little is known about them. They are a crusading chapter that recruits from the very lowest classes of hive worlds, gangs. The solitare mindset of these individuals seems to have worked its way into the chapter, or perhaps it is the mindset of the chapter that causes them to seek out the loners to join their ranks. Whatever the case may be, Marines of all ranks prefer to accomplish tasks on their own. Witnesses accross the imperium have reported the lower ranking members often snapping (literally) at each other like that of a territorial beast. Upon clearing an area of enemies, they seem to distance themselves considerably before making way to the next foe. This behavior can even be seen in the vastness of space, where whole battlegroups of ships break away from the main fleet, likely in search of their own prey. It is because of this that so many encounters have been made accross the entirety of the imperium, as the chapter continues to divide should there ever be too many in a given place.

In battle, the Steel Badgers are ferocious as the animal they derive their name. Be it the slow advance of continuous fire, or the rapid assault of close combat, the badgers press in for the kill. They often display a state of bloodlust, and it is believed that fighting calms their nerves from the anxiety they experience around others. Older squad leaders seem to be able to keep their squads cohesive (if only for short periods of time) through asserting their dominance. Even still, those leaders are still seen keeping to themselves. Individuals will attack and attempt to defeat any foe they find. When this leads to an enemy they cannot hope to takedown alone, other Marines become drawn to the target as it may be the only remaining thing to kill. In an ironic twist, their individualistic and territorial ways result in a kind of teamwork, even if they are unaware of it.

Characteristically, It would seem as though all members of the chapter are shorter than average Astartes. This is likely due to a defect or mutation with the geneseed. The canines of members have also mutated, and have become more pronounced, resembling that of an animal, though not nearly as defined as a space wolves. They also posses a heightened set of senses, more so than average SpaceMarines, though again, less than space wolves. Their hair becomes a dark black, regardless of its previous color. Many prefer to keep their hair short, some dying the back half white to match their chapter symbol.

Whatever the Marines emotions to their own battle brothers, they are a hundred fold to outsiders. Simply put, they do not like being around others. While they are loyal to the Emperor, they seem to only fight in his name to fight, and less so in the protection of the imperial citizens. Never have the Marines remained behind for the praises of those saved, nor accepted the awards and favors of the governmental officials whom they have impressed. They arrive, fight, kill, and leave; a fact that has helped to obscure their nature.

There is one thing that stows away the Badgers traits of solidarity and individual ways, and reveal a glimps of commerodity and socialism. Outside of the chapter it has been viewed by so few it is thought to be a tale spun by liers and dreamers; the feast. Of course it would make sense that an animal such as these would only let down their guards when abundant quantities of food are present. It is unknown if this is a daily ritual or celebration pre or post victory. What is known is that all enjoy it, and the Marines gorge themselves upon the food and drink. As the food runs out however, the atmosphere turns and it is not long before disputes break out and the Steel Badgers find themselves once again separating from themselves. So powerful is good linked to their social attitude, the Badgers have been seen taking time during a conflict to rip into their enemies bodies and consume chunks of flesh before continuing on.

Amor color - black and white adorned with pelts of badger like appearance. Some wear hazard stripes, believed to be a sign of some great injury that was survived.
Chapter symbol - various imagry of a badgers face or head. This seems to be yet another way in which the members prefer to be individuals.
Battle cry - none. Grunts and growls perhaps replace this.


Brother Averruncus, Librarian wrote:
Sgt Crayon wrote:
Saw pints ballistic skill for weapon skill, no idea how to copy those numbers without it rolling them again.... I'm going to take tracking for 200 rapid reload for 200 and ballistic skill advance simple for 500 for a total of 900

I don't know if you noticed, but as mentioned on p37 of core rulebook, all Space Marines start with the skill "Tracking", so you don't have to buy it.

Or maybe you are from a successor chapter of the space wolves, in which case, for 200xp, you buy "Tracking +10"?

Ah, ok. It's tracking plus 10 (the damn thing is listed as something to purchase, wtf)

Not actually a successor to space wolves, just using it as it seems to match my chapter best.


Brother Rollo your armour

armour Mk 1d10 ⇒ 4 Mk 6

2 histories 1d5 ⇒ 11d5 ⇒ 5

one from the core book, and you get to pick from one of the following tables. Battle scars, legends of war, skill of the artificer.

Core history 1d10 ⇒ 4

Pick one of:
Thine arm be the scourge of the impure. +5 WS, while wearing the suit's helmet -5 BS

Death is Joy. +2 critical damage, +1 damage to horde magnitude

A Fury like lightning. +5 to Agility, +1 Initiative.

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

Brother Tarkus you still need to pick which of the four tables you want your history from.

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

Everyone remember that different power armours have slightly different stats. If you don't have rites of battle let me know, along with what armour you have and I will tell you the stats.


Bring death from afar


Brother Tarkus Devastator wrote:
Bring death from afar

Table not specific history.


What are the tables?


I don't see them on the rule book or could you tell me what the benefits are?


Battle scars, legends of war, skill of the artificer are in rites of battle + the table in the main book.


Legends of war...


Oh I have Jericho reach, in case you want extra stuff


legends of war 1d10 ⇒ 9

A Hero's spirit: While in Solo mode you may choose to gain +15 WS and BS and immunity to fear and pinning until the combat is over. Gain 3d10 insanity points at the end of the combat.

Or

Unknown Provenance: roll 1d5 at the start of each mission and gain the bonus for the duration of that mission.
1 +5 BS
2 +5 WS
3 +5 Str
4 +10 vs pinning
5 -10 Agility

----------

Scorpelio chose an Oath for your kill team then the actual mission can launch.


Male Human Rank 1 Techmarine

I'm open to suggestions on which Oath we take.

As of now, I'm looking at Oath of the Weapon: Ignores Jams and re-roll to confirm Righteous Fury.

Also gives: Fire Support, Fire For Effect, Tank Buster

Or

Oath of Glory: +1 Renown Per Objective Complete

Also Gives: Tactical Advance, Bolter Assault, Furious Charge.


Unknown provenance


Legends of war. I do not have the other book.


Brother Rollo - Tactical wrote:
Legends of war. I do not have the other book.

roll on table 1d10 ⇒ 10

A Hero's spirit: While in Solo mode you may choose to gain +15 WS and BS and immunity to fear and pinning until the combat is over. Gain 3d10 insanity points at the end of the combat.

Or

Unknown Provenance: roll 1d5 at the start of each mission and gain the bonus for the duration of that mission.
1 +5 BS
2 +5 WS
3 +5 Str
4 +10 vs pinning
5 -10 Agility

and you still need to pick the option from the first table.

Pick one of:
Thine arm be the scourge of the impure. +5 WS, while wearing the suit's helmet -5 BS

Death is Joy. +2 critical damage, +1 damage to horde magnitude

A Fury like lightning. +5 to Agility, +1 Initiative.

Mk 6 stats:

Armour 8 everywhere but chest. armour 9 on the chest.

+20 to strength

Weight 170 Kg

Awareness Modifier +15

Otherwise the same as the core rulebook for power armour.


Browman

Is that for Tarkus or Rollo?


Brother Tarkus Devastator wrote:

Browman

Is that for Tarkus or Rollo?

My last post? Rollo. You both got basically the same result on that table.

Do you have the stats for Mk 8?


Yea just saw them in Rites of battle...

So I am wearing MK 8?

Everytime a attack hits the wearer's head roll 1d10 on rolls of 8,9,10 the attack counts as hitting the body instead.

+5 to command tests


yes you are wearing mk 8


So what else do I need to do I am confused by your post to rollo


Death is joy. I thought it was connected to legends of war which is why I said that. Lol


Brother Tarkus Devastator wrote:
So what else do I need to do I am confused by your post to rollo

He doesn't have rites of war, so I was providing the stats for mk 6.

Mk 6 also grants 2 histories, while mk8 being far newer, only grants one.

Is there anything else that confuses you about that post?


Yea those last 3 traits/skills above the MK6 stats

And the armor ratings for MK8


Brother Tarkus Devastator wrote:

Yea those last 3 traits/skills above the MK6 stats

And the armor ratings for MK8

look on pg 151 in rites of battle.


What does the /11 mean


Brother Tarkus Devastator wrote:
What does the /11 mean

The chest has more armour than the rest of the body. The /11 is the armour on the chest.


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

I'm open to suggestions on which Oath we take.

As of now, I'm looking at Oath of the Weapon: Ignores Jams and re-roll to confirm Righteous Fury.

Also gives: Fire Support, Fire For Effect, Tank Buster

Or

Oath of Glory: +1 Renown Per Objective Complete

Also Gives: Tactical Advance, Bolter Assault, Furious Charge.

As a Techmarine, you cannot take Oath of Glory. Per table 7-16, the only oaths a Techmarine can select are Oath of the Weapon and Oath of Knowledge (the later one being added by the living errata p5).

The inherent bonus of Oath of Knowledge (+10 to WS and BS vs. a chosen enemy or re-roll Psychic Phenomenais) is quite interesting, since we know what we are likely to fight (Demiurgs).

Yet, I prefer the squad modes for Oath of the Weapon.

Browman, I understand that we don't have Apothecary anymore. That's quite bothering. From my experience, a kill-team without a healer has much lower chances to succeed in its mission...
I'm toying with the following idea. Tell me what you think about it:
I could change my character to an Ultramarine Tactical Marine (my first wish, if you remember) if you allow me to buy Medicae for 500xp as an elite progression and keep the same rolling I had for the Archivist. Also, since nobody seems to have made a leader character, this tactical could be design for leadership. I could get a Narthecium with requisition, which should enable me to be nearly as effective as an Apothecary. What do you think about it?


If you want to be a healer why not just switch to apothecary? I would rather no have two tactical marines out of four players.

I was as surprised as the rest of you when we lost the apothecary.


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

I don't actually want to be a healer. But if it can help, I can play a Tactical who happen to have some knowledge in healing. Healing wouldn't be his prime focus, though.
Now, I have no problem with you not wanting to have 2 tacticals. I'll stick to my Librarian then :)


Brother Averruncus, Librarian wrote:

I don't actually want to be a healer. But if it can help, I can play a Tactical who happen to have some knowledge in healing. Healing wouldn't be his prime focus, though.

Now, I have no problem with you not wanting to have 2 tacticals. I'll stick to my Librarian then :)

There could probably be some kind of healing psychic power your librarian could learn.


Was there no one else on the B&C thread that would want to fill the gap


Male Adeptus Astartes Librarian; Wounds: 24/24; Fate: 3/3
Browman wrote:
Brother Averruncus, Librarian wrote:

I don't actually want to be a healer. But if it can help, I can play a Tactical who happen to have some knowledge in healing. Healing wouldn't be his prime focus, though.

Now, I have no problem with you not wanting to have 2 tacticals. I'll stick to my Librarian then :)
There could probably be some kind of healing psychic power your librarian could learn.

Well, it's not within the rules, so that would be your call :) What do you propose?


Brother Tarkus Devastator wrote:
Was there no one else on the B&C thread that would want to fill the gap

Not as far as I am aware.


Brother Averruncus, Librarian wrote:
Browman wrote:
Brother Averruncus, Librarian wrote:

I don't actually want to be a healer. But if it can help, I can play a Tactical who happen to have some knowledge in healing. Healing wouldn't be his prime focus, though.

Now, I have no problem with you not wanting to have 2 tacticals. I'll stick to my Librarian then :)
There could probably be some kind of healing psychic power your librarian could learn.
Well, it's not within the rules, so that would be your call :) What do you propose?

I know there are psychic healing abilities in dark heresy maybe rogue trader Orr black crusade. I will look at them and have a proposal in a couple hours.


Maybe reopen that thread to try and get another player?


Brother Rollo - Tactical wrote:
Maybe reopen that thread to try and get another player?

I can try, but I don't want to loose what momentum we have.

Once you guys pick an oath for this mission we will launch.


Male Human Rank 1 Techmarine

:X

I originally wanted to be an Apothecary but when I saw we already had one I opted for Techmarine.

But, unless someone else is willing to run Techmarine, theres no point in me switching out.

Given how specific our enemy is going to be, I'm opting for Oath of Knowledge since I feel that might help us more due to party comp.


First time doing this system, so I don't think aprothicary would be a good idea for me

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