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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Male Human Rank 1 Techmarine

JackNicholsonYes.Gif

ALL THE YES!


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

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.


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

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


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

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


Brother Loghir Apothecary wrote:

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.


Brother Loghir Apothecary wrote:

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.


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


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


Male Human Rank 1 Techmarine

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!"


It will probably be tomorrow by the time I can have a map uploaded.

Also what are people other than Scorpelio and Loghir's thoughts on the questions I asked?


That would be great...it will allow for proper planning


About dreadnoughts and stuff I think that is beyond awesome


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

Everything you mentionned is fine for me.


map is linked at the top.


I can't seem to read the writing


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.


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.


You guys still need a team leader for this mission.


Brother Rollo - Tactical wrote:

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.

email on route.


Is anyone good at photoshop? Was thinking maybe we could make some more quality images and add info that makes it look like a orbital or drone scan?


I wouldn't know what to do as the leader.


Male Human Rank 1 Techmarine
Brother Rollo - Tactical wrote:
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!


What leadership related skills can I take for 400 points? I'm on a 24 hour post.


Male Human Rank 1 Techmarine

As of now? You dont really need to focus on any.

My Character has literally no actual leadership skills and actually has -5 to any command rolls I'd be called to make.

Its all just Role Play for the most part.

So dont worry about it ^_^


Forgot to roll for unknown provenance

1d5 ⇒ 5 -10 to agility for the duration of the mission


Male Human Rank 1 Techmarine

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!


Oath of glory it will be, thank you for the reminder.


in case anyone is interested Project Gatekeeper


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

Oath of glory is solid choice. How much Cohesion points do we have? Also, could you please tell us what are the squad mods available to Steel Badgers?


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

I've started on my character in Project Gatekeeper, sounds like an interesting plan. I've been meaning to get the XCOM games, but I've had too little free time to play anything, so I'm really looking forward to this.


Brother Averruncus, Librarian wrote:
Oath of glory is solid choice. How much Cohesion points do we have? Also, could you please tell us what are the squad mods available to Steel Badgers?

Steel badgers use space wolf rules for everything.


Brianna just wondering what are the Crimson fist rules?


1 person marked this as a favorite.

To be clear though, steel badgers are not successors to the wolves, as that would be blasphemy. But they are best represented by them.


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

Anybody else having trouble with the Paizo site yesterday? damn site refused to load for me


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

yes, I had


Male Human Rank 1 Techmarine

I did too.


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

I'm travelling across the globe over the next day and a half so just bot me when it's my turn. I'll shoot while the guys are not engaged in melee, then run up towards them to hit them with my sword or cook with my flamer.


Tarkus is dealing with some post-moving stuff so doesn't have much free time. I will bot him until he can make it back.


Male Human Rank 1 Techmarine

Ok, thats fair then!


no point holding you guys up waiting a while for him to post.


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

I'm back to the land of the living ...by that I mean internet connected


I'll be gone this weekend.


Male Human Rank 1 Techmarine

For Space Marines we seem to have pretty Bleh shooting.

WHY RNGESUS WHY DO YOU FORSAKE US SO!?!?


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

Our previous round was SPECTACULAR!
a 2 roll on a 1d100!
3 hits from my semi-auto burst

...now we're seeing the RNG correct itself


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

Browman, I think you can bot Tarkus, at least for this round, to keep things moving, he's pretty limited in options


For some reason I had thought that I still needed to hear from someone.


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

are both the tau in melee? one with Rollo, other with Averruncus?


Brother Loghir Apothecary wrote:
are both the tau in melee? one with Rollo, other with Averruncus?

Correct.


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

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


I'm feeling like two, perhaps we could eat the comms guy to see what was said... Or just say f@&@ it and hope we can shoot our way out.


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

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

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