
Brother Loghir Apothecary |

With missile launchers:
Tarkus: I'd suggest just taking the regular Soundstrike with backpack ammo supply and a loading arm, since you're in charge of shooting vehicles out of the sky. If you need to reload after each shot there is ZERO margin for error shooting vehicles. Armorbane is fine for Scorpelio since he's supposed to bang the comm station.
About the ammo, Browman, I gotta say the missile launcher is a bit expensive (compared to effectiveness) if you gotta buy ammo. The rulebook states that you shouldn't really need to think about ammo for any weapon for a mission, assume the watch gives you enough. Req listed for frag and krak is for "requests deemed excessive".
Compared to a backpack ammo for a heavy bolter (250 rounds) that means 25x shooting at full auto, so an equal supply for a launcher would be 25 missiles. Backpack ammo for other weapons is 100 rounds for plasma/melta/las or 75 for flamer, odd it doesn't state the missiles tbh. You are of course the law in this matter, but I just wanted to put up a comparison to other weapons' ammo supply.

Brother Loghir Apothecary |

On the matter of dreadnoughts, oh hell yeah I'd be up for playing that. The apothecary isn't exactly laying waste to city blocks, although he's got a sweet flamer.
I'd also be up for Dark Heresy characters, our kill-squad isn't exactly got the skills to go around like the Scooby Doo gang solving mysteries. Its would be pretty f!@*ing epic running around as a Dark Heresy gang solving mysteries and when we run into a problem that requires serious muscle we call in the Deathwatch team.
...if that's your plan Browman that might be the coolest f@!+ing campaign idea I've heard. And may I remind you that I started RPGing in 1991

Brother Loghir Apothecary |

Been reading about the playable dreadnought, it's a pretty funny character. God, there are too many things I want to try. My original idea was an assault marine (Space Wolf or Raven Guard, probably the latter), which would have been damn handy for this mission, I could have snuck in and disabled the comm. But, I was told you needed an apothecary so I made the pyro :D

Browman |

With missile launchers:
Tarkus: I'd suggest just taking the regular Soundstrike with backpack ammo supply and a loading arm, since you're in charge of shooting vehicles out of the sky. If you need to reload after each shot there is ZERO margin for error shooting vehicles. Armorbane is fine for Scorpelio since he's supposed to bang the comm station.About the ammo, Browman, I gotta say the missile launcher is a bit expensive (compared to effectiveness) if you gotta buy ammo. The rulebook states that you shouldn't really need to think about ammo for any weapon for a mission, assume the watch gives you enough. Req listed for frag and krak is for "requests deemed excessive".
Compared to a backpack ammo for a heavy bolter (250 rounds) that means 25x shooting at full auto, so an equal supply for a launcher would be 25 missiles. Backpack ammo for other weapons is 100 rounds for plasma/melta/las or 75 for flamer, odd it doesn't state the missiles tbh. You are of course the law in this matter, but I just wanted to put up a comparison to other weapons' ammo supply.
The soundstrike comes with 8 rounds in the mag. Since the standard ammo for a weapon is 3 clips I will say that you get 12 of each instead of the 5 I originally said.

Browman |

On the matter of dreadnoughts, oh hell yeah I'd be up for playing that. The apothecary isn't exactly laying waste to city blocks, although he's got a sweet flamer.
I'd also be up for Dark Heresy characters, our kill-squad isn't exactly got the skills to go around like the Scooby Doo gang solving mysteries. Its would be pretty f#~@ing epic running around as a Dark Heresy gang solving mysteries and when we run into a problem that requires serious muscle we call in the Deathwatch team.
...if that's your plan Browman that might be the coolest f+%~ing campaign idea I've heard. And may I remind you that I started RPGing in 1991
The deathwatch team will stay the focus of the campaign regardless also having dark heresy characters just increases the range of missions available.

Brother Loghir Apothecary |

The deathwatch team will stay the focus of the campaign regardless also having dark heresy characters just increases the range of missions available.
Good, I like the options Dark Heresy brings, but I'd love to keep the focus on Deathwatch

Scorpelio |

Main Focus of Deathwatch would definitely be it.
But, being able to scout out a population as Inquisitorial Henchmen (for lack of a better word) before the Marines getting called in would be pretty cool.
And since this is Play-By-Post if some of us are comfortable doing it, we might be able to play more than one character at a time....though it might be better to not do it for simplicity's sake but its an option.
I'm now looking very much forward to playing a Dreadnought though...
"EVEN IN DEATH I STILL SERVE!"

Browman |

bottom center is the main resort building. To its right is the staff building; to left the storage building. Barrack directly above the main building with the comms building beside the barracks.
The top of the map is north. That is also the direction you will be approaching from unless you circle around.
The rounded shapes are the rough location the major hills in the surrounding area.
Overall the terrain slopes towards the left side of the bottom of the map.
I forgot to put the airstrip on but it would be in the general area of the arrow showing the general direction of slope.
All 3 walls have one gate wide enough for two cars to drive through at the same time.

Brother Rollo - Tactical |

For this mission (btw, I can not see the map for some reason on my phone. Could you perhaps email me it? Justin.krizek@yahoo.com) I will take the following gear:
Fire selector 2
Chains word 5
Jump pack 25
Kraken rounds (free with class)
Mag lock 5
Telescopic sight 6
Metal storm rounds 15
This is 58. My remaining 2 points are for whoever wants them. I had considered taking a sniper rifle but I suppose I will not be needing it.

Browman |

For this mission (btw, I can not see the map for some reason on my phone. Could you perhaps email me it? Justin.krizek@yahoo.com) I will take the following gear:
Fire selector 2
Chains word 5
Jump pack 25
Kraken rounds (free with class)
Mag lock 5
Telescopic sight 6
Metal storm rounds 15This is 58. My remaining 2 points are for whoever wants them. I had considered taking a sniper rifle but I suppose I will not be needing it.
email on route.

Scorpelio |

I wouldn't know what to do as the leader.
All you'd really need to do is take executive decisions when necessary and keep us on track for the mission.
Thats all I did last time:
-"Guys, this is what we have to do. Thoughts on how we do it?"
-"Ok, as lead...we're doing X instead of Y or Z for Reasons/Because I said so."
-Etc, etc.
I'd also like for some of you to take the lead because if it ends up being me the majority of the time, it might start feeling same-y at points, yknow? Different Leaders lead to different possibilities being explored and all that!

Scorpelio |

OH! OH! OH!
Rollo! we also forgot to select an Oath for you since you're lead!
They're found on 229 in the Core Book. Seeing as you're a Tac Marine, these are the ones you can take:
-Oath of the Astartes
-Oath to the Emperor
-Oath of Glory
-Oath of Loyalty
Honestly, I'd probably go for Glory since it seems to be the most useful but read through what they do yourself and choose whatever you feel will benefit us the most!

Brother Loghir Apothecary |

Now we should discuss what to do about the mission. The mission was to kill everything without them getting a message off. I see 3 solutions, let me know if you guys think of anything better.
1) Watch the base, see if reinforcements arrive or if they flee via transport. That might leave use VERY exposed if they get reinforcements.
2) Storm the place as planned, hoping the stealth suits didn't get any messages off ...unlikely, or if they did, that they have't radioed to the orbiting station ...rather unlikely. If we do this we could get trapped when reinforcements arrive. We could interrogate the comms guy after we explode the transmitting antenna (or similar).
3) Extract

Brother Loghir Apothecary |

We're shooting like imperial guards!
But yeah I'm fine with #2, worst case scenario we'll need to flee and split up in 2 groups. Jump packs rocket to one direction and rest in another. Get far away, get under the camo cloaks and stay still while we get a pick up (a few days maybe). They need to come close enough for us to see (and shoot) them to detect us with equipment, if they'd bring vehicles with scanning equipment we've got 2 missile launchers :D