Deathwatch: The Shadow War (Inactive)

Game Master Yuugasa


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male White Scars Devastator 5

Forbidden Lore (Xenos); INT 35: 1d100 ⇒ 84 To see if Temujin can identify what sounds to me like a Dark Eldar


Brother Temujin wrote:
To see if Temujin can identify what sounds to me like a Dark Eldar

Your character has no idea but out of character yes that's what he saw. I trust you guys will keep player and character knowledge separate for the purpose of the game =)


As brother Morgan speaks of the lithe and his suggestion to split the kill team Korbin tries to recall what the creature could be, but fails.
Forb. Lore Xenos INT 65 vs 1d100 ⇒ 84

No one else besides myself is trained in Demolitions. If we split up I suggest I go alone and you all take the direct route to the governors suite. That will provide me some cover and time to disable the machine or rig up some explosives. They will think all of us are heading that way, which is probably the route they'll take to return to the gate.

The problem is none of us are carrying any explosives. Perhaps I could use one of the Krak Missles from your launcher Sardus, if I can't find a way to securely disable it, I'll blow it up one way or another. If I go alone, there is lesser chance of me being seen or heard before I reach the warp gate.


Brother Sardus listens to his squads suggestions and quickly decides what must be done, time is not on their side.

Brother Morgan's suggestion is a gamble we have to make. Korbin is right however, if we go the indirect route, they could be on their way to the warp gate, leaving him and possibly one of you alone. If we go the direct route, it'll be faster but more troublesome. At the very least we can buy time to disable the warp gate and still move towards the primary objective.

Korbin will move to Objective Charlie alone, disable or destroy if possible. See if you can access any security consoles along the way. If the route is too well defended for you to sneak past, double back and rejoin us. The rest of us will take the direct route towards Objective Alpha, keeping most of our firepower forward, I do not want to be out numbered and we can't let the governor or his mysterious friends escape alive. May the Emporer protect. Move out!

As the team breaks, the Keeper gives positions for his kill team, Morgan, you're on point, scout ahead and try to remain unseen and unheard. Temujin you're in the middle, I'll bring up the rear.


The Kill-Team splits, both groups heading back through the palace, but in different directions. As the main group travels though marbled and fancily decorated halls toward the Govenor's suite they hear a strange noise in the distance, a repetitive clanking sound and a deep, booming animalistic growl as if a massive hunting beast is stalking the halls in the distance. Unsure if the noise comes from beast or machine or precisely where its echoing racket is coming from you have no choice but to move forward.

The Kill-Team makes it almost half-way to the main suite when they encounter a pair of Alpha Legionnaires in a wide open hall way. The Heretics emerge from the shadows, their dark blue armor covered in Chaos based iconography and, much to your confusion, shout "For the Emperor!" before opening up with their bolters.

The Marines are 15 meters away. Combat begins, you have 24 hours of real time in which to post your actions before the Legionnaires get a turn.


Techmarine Korbin quickly finds a security console in an alcove mere minutes after breaking off from the group, would you like to access it or simply move on?


Apothecary Morgan pauses in his tracks for a moment the rallying cry of the Alpha Legionnaires resounding in his ears. He considers what this could mean and decides to take the Alpha Legion members alive. Deciding this within a heartbeat Apothecary Morgan charges forward, but instead of pulling out any of his weapons he instead tries to grab onto one of the Alpha Legionnaries.

Charging forward 15m and attempting to grapple one of the Legionnaries, +10 Ws for charging test versus WS 70.
1d100 ⇒ 87 Failure using fate point to re-roll test.

1d100 ⇒ 40 Success with 3 DoS.

As Apothecary Morgan attempts to grab a hold of one of the Legionnaires his vox blares out at them.

"In the name of the Emperor stop and lower your weapons!"


Ignoring Morgan's command the Marine he lunges for attempts to dodge out of the way.

Reaction; Dodge: Agi 40, Dodge skill +10=50 vs 1d100 ⇒ 75 Failure

Morgan's iron grip grasps the Traitor.


As soon as its decided, Korbin removes one of the Krak missiles from the Keeper's ammo feed. He stows it properly ensuring it won't detonate prematurely, a simple task for the Forgemaster skilled in demolitions.

Shortly after going his own way, careful to remain hidden and always quiet by nature and years of training, he finds a control console and attempts to access it.

Tech Use +60 Int 65 vs 1d100 ⇒ 47 7 DOS


7 DoS, nice

Korbin's amazing skill succeeds in accessing all systems and sub systems of the palace's network. He can tell immediately that the old and venerable machine spirit that links the palace's many functions has been grievously wounded and reduced from a once proud master system to a beaten and despairing intelligence, mourning the damage done to it's network and saddened by all the lost data deleted from it's memory.

You have access to all Primary and Secondary systems, the following things can be delved into:

Palace Master Power Grid
Palace Master Security Network
Infrastructure Control and Subroutines
Data Stacks (system operations memory)
Data Stacks (governor's archive)
Palace Defense Control (void shields)
Palace Defense Control (automated turrets)
Palace Defense Control (ceramite shutters)

It's a moment of amusement even one trained by the cold, emotionless, and logic driven Mechanicum can appreciate. The designers of the palace's ancient network didn't limit access to the Master Systems to just a few physical consoles in well guarded locations but instead relied upon powerful firewalls to protect the most sensitive systems while allowing access to the whole from any data port.

Normally effective, but it does mean a certain highly skilled Techmarine can now control the entire palace from a physically unguarded and unsecured data-port.


Once Sardus see's Morgan rush for one soldier, the Angel of Death quickly raises his Stalker Pistol, and aims for the other. His focal targeters pinpointing the weakness in his armor, suggesting an opening in the upper armor, he follows the invisible laser on his HUD until it reaches its mark. Taking just a moment to aim he pulls the trigger once, silently unleashing a stalker round through his modified weapons chamber, further guided by his Astartes Targeter.

Half Action Aim, Half action Called Shot (-10) to the Head:
BS 65 (+10 Aim, +10 Accurate, +10 Laser sight, +10 Short Range, +10 Size???, +10 Targeter, +10 Bolter Mastery) vs 1d100 ⇒ 55 6-7 DOS

Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing
2d10 ⇒ (9, 7) = 16
Tearing 1d10 ⇒ 7
Accurate adds 2d10 damage
2d10 ⇒ (5, 10) = 15

Might Shot+2 Damage, Felling (1), Penetration Increased by Per Bonus (6)
Enemy has -10 Penalty to dodge from Targeter.

DEED: Once per combat encounter, may make an attack that can't be dodged or parried.

Total: 38 Damage, 12 Pen, X, Felling (1) Location: Head

Not sure if I should roll RF on damage rolls from the "Accurate" Quality. GM??


Traitor Marines are hulking in size but I rule there is no bonus to hit them as they have the Black Carapace too.

Sardus' perfect shot punctures the Alpha Legion Marine's helmet and detonates doing horrific damage and shredding the flesh of the Marine's face inside his helmet.

Critical damage (explosive) 3 to the head. (reduced from 5 by the True Grit Talent) Critical effect=2 levels of fatigue.

The Marine reels back in a spray of ceramite and blood, but despite the horrific damage to his face he rights himself and raises his bolter to continue firing.


Brother Sardus wrote:


Not sure if I should roll RF on damage rolls from the "Accurate" Quality. GM??

Hmmm, I am honestly not sure what is intended by the rules. Although the way I have always played is you do so let's go with that.


The Techmarine can't help but relish in his luck. Fully able to access the Palace systems he begins accessing the security network through his MIU, moving through the system easily with just his thoughts. Not wanting to do anything that could let others know of his access, he attempts to re-write the security access logs, allowing only himself admin control and revoking all other user names and login ids. Once done, he adds Keeper Sardus as a login name, just in case he needs access later.

Once he's done a sufficient enough job to block access, at least for a while, he turns his attention to downloading the Archives of the governor, starting with the most recent information. He doesn't sift through contents, merely tries to download its contents for viewing later. Knowing he can't store everything, he only grabs what time and space will allow. This is not a primary concern and if its not something that could be done in the background, he will instead focus on more pertinent tasks.

Next, he concentrates on disabling the palace turrets, allowing air support to move within range of the palace. If possible, he'll try to upload common Morpheus fleet ID codes, so the auto-turrets recognize our ships as friendly. If easily done, he'll remove the loyalist ID codes, turning the palaces turrets against the rebels and preventing anyone from escaping by shuttle.

Lastly he takes his time to find the governor, linking into security monitors, CCTV, security access records, interior layouts, and anything else he can use to locate a visual feed of the governor and/or his allies.

Not sure what I need to roll for and if any of this is even possible. Not sure if this is something I can do easily or if it'll take me hours. I don't plan to spend long here, so maybe 10 minutes? See what I can get done. If I need a little longer I'll do it, but if it'll take a significant amount of time to work those systems, then I'll prioritize or abandon it all together. My post is kind of in order of importance, with the first being most important. After I view some feeds and either locate someone or not, I'll inform the team and then try to locate feeds on Warp Gate and possibly try to re-route Power away from Shuttle bays disabling it, depending on where the governor is and what he's doing/where he's going. Just trying to give you an idea of what Korbin is doing and what he wants to do, should help with posting, so I don't have to ask, then wait for a reply, then try to do...This way here's some ideas I've got, you can tell me what I can/can't and how much time/rolls it'll take..Or you just say it happens and write the narrative as you like.


Yuugasa wrote:
Brother Sardus wrote:


Not sure if I should roll RF on damage rolls from the "Accurate" Quality. GM??

Hmmm, I am honestly not sure what is intended by the rules. Although the way I have always played is you do so let's go with that.

Ok, then Confirm RF:

1d100 ⇒ 21 9 DOS

RF grants an additional damage roll of 2d10+5.

1d10 ⇒ 7
1d10 ⇒ 2

*****The DOS may also be used to substitute one of the dice rolls for damage if it's higher******PG 245 Core, right above RF details.

I'll switch the 2 with my 9.

(9+7)+5=21.


Most of what you want can be done, the one disappointing thing Korbin rapidly finds though is that all the Audio/Visual Security Sensors set throughout the palace have been physically destroyed and their recording logs deleted without possibility of recovery. Typical Alpha Legion protocol during an occupation, they have there own specialized surveillance techniques and wish to leave no trace of their activities. Otherwise make another Tech Use test and for each DoS you can accomplish one task, perhaps subject to a bit of GM alteration to fit the situation better.


Ah, ok, he is dead. Don't feel like rewriting what I wrote earlier though, so instead:

As the Alpha Legionnaire raises his bolter to fire, more and more blood pores from the jagged hole torn in his helm. He pauses for a moment, then sinks to his knees before falling forward, dead before he hits the ground, slain by a shot so precise his augmented flesh took a moment before it realized it was dead.


As Korbin delves deeper into the systems he sees that there are no visual feeds or records prior to the Alpha Legion occupation. Never the less, he continues on his work to sabatoge the system and disable what he can.

Tech Use +60 Int 65, vs 1d100 ⇒ 457 DOS

1. Rewrite access codes and earase logins.
2. Disable turrets and/or switch friendly ID codes as described above. Before I thought them just above like AA turrets, but perhaps there are some autoturrets inside the palace???
3. Download Governor Archives
4. Make sure doors are unlocked/opened for Brother Sardus' path, if I notice anything unusual or enhanced security, I'll attempt to disable and/or report it.
5. Shut down power to the Shuttle Bay, not sure if I can see anything specifically powering the Warp Gate or if its just on the general grid. If I can't shut just it down, I'll shut down power to the section.

Feel free to change what you like to fit the story.


You succeed at number one. There are no turrets inside but you change the outer ones to open fire on the heretics, in addition Watch Captain Hiro can now approach with the Thunderhawk. You succeed at number three. You succeed at number four and notice nothing unusual. You succeed at shutting down power to the shuttle bay but it does not appear as if any extraneous device is attached to the power grid, either the Warp Gate has it's own power source or it is not mechanical in nature.


As a half action the Alpha Legion Marine attempts to break free from Morgan's grapple.

Opposed Strength Test; Strength 65 vs 1d100 ⇒ 27 5 DoS with Unnatural Strength. Morgan must roll now.


testing versus strength of 80. 1d100 ⇒ 3 success with 7 DoS plus what unatural strength adds I cannot remember off the top of my head.


In a show of sheer strength Morgan maintains his hold on the wily Marine.

The other one is dead so it's your guys turn again. Also Unnatural characteristics add their multiplier to the DoS you have in an opposed test so for Marines it's Strength x2. +2 DoS in an opposed Strength test.


Apothecary Morgan spends his action trying to beat down the marine to force him unconcious.

Full action to keep grapple going and then making an upposed strength check to damage the marine and inflict 1 level of fatigue. test versus 80 STR. 1d100 ⇒ 13 success with 8 DoS. If my strength check wins. Damage: 1d10 + 8 ⇒ (2) + 8 = 10 to body location.


As Brother Sardus makes sure the marine falls, after nearly continuing on despite the headshot, he turns his attention to the remaining one, determined to have answers.

Sardus moves forward and takes a shot at the mans leg, not wanting the fight to drag out any longer than needed.

Half Action move 8m, Half action Called Shot (-10) to his leg:
BS 65 (+10 Laser sight, +10 Short Range, +10 Targeter, +10 Bolter Mastery) 1d100 ⇒ 13 8 DOS

Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing
2d10 ⇒ (8, 6) = 14
Tearing
1d10 ⇒ 5

Mighty Shot+2 Damage, Felling (1), Penetration Increased by Per Bonus (6)Enemy has -10 Penalty to dodge from Targeter, I have no penalties for shooting into melee combat. Enemy may or may not be "surprised, which would be further bonuses and he couldn't dodge at all, not sure how others shooting at you in melee would work..Good to know in case it happens to us, would think twice before engaging in melee if I knew everyone got free shots at me...But then again, in a grapple, how could you focus much on your surroundings and/or dodge???

Damage 8+6+5+2=21 X, Pen 11, Felling (1) to the right knee.


male White Scars Devastator 5

Looks like Morgan and Sardus brought the situation under control before I noticed that a fight broke out, is there anything i can do to contribute?


Brother Temujin wrote:
Looks like Morgan and Sardus brought the situation under control before I noticed that a fight broke out, is there anything i can do to contribute?

Whatever you want...Help, throw a kick? Set up and watch our backs? Overwatch? Look around or ahead. Come on in, the water's warm!


After Korbin finishes his work, he logs out and begins making his way toward the warp gate. With power down in that section the Raven Guard will have no trouble keeping to the shadows. As he moves he periodically scans with his auger for biosigns. Lastly, he sends a text message with an update and security login access codes to Brother Sardus.


Apothecary Morgan Thrice-Forged wrote:

Apothecary Morgan spends his action trying to beat down the marine to force him unconcious.

Opposed Strength Test; Strength 65 vs 1d100 ⇒ 72 Failure

Morgan's 10 damage does not go through the Marines armor.

Edit: wait, shouldn't Morgan's SB be like 12 in Power Armor?


You can dodge ranged attacks when in a melee but not when grappled as you cannot take reactions (yes grapples kinda suck like that), the enemy is not surprised as he is aware of all combatants.

The Alpha Marine grunts as as he is struck in the leg with a bolt round but he continues fighting.

He takes 17 damage.


Techmarine Korbin wrote:
After Korbin finishes his work, he logs out and begins making his way toward the warp gate. With power down in that section the Raven Guard will have no trouble keeping to the shadows. As he moves he periodically scans with his auger for biosigns. Lastly, he sends a text message with an update and security login access codes to Brother Sardus.

To simplify things let's have Korbin make a single Challenging(+0) Concealment test to make it to the Gate, if he fails he meets with complications. Once you take the test I'll describe what happens next.


Rather than relying on sheer agility, Korbin uses his intellect and superior perception to conceal himself and hide his sounds.

Concealment +10, +20 Darkness (assuming its dark, I think this is the bonus for Conceal) INT 65 vs 1d100 ⇒ 40 3-5 DOS


The Traitor Marine seems to understand he is in a battle he can't win, but what he does next is shocking, something no self respecting Marine would ever do.

He stops struggling. "I surrender." He says to the Kill Team.


male White Scars Devastator 5

Brother Temujin scans the area for more hostiles "Be wary, brothers. The traitor is planning something."

Awareness 80: 1d100 ⇒ 17 6 DOS


Cleverly making his way through the complex Korbin avoids many squads of Hydra Warriors rushing through the halls. He suspects the "little" tweaks he made to the mainframe are causing quite a stir amongst the forces of Chaos here.

Slipping through the deadened doors of the shuttle bay he crouches in the darkness near an Aquila Shuttle and surveys the scene. With the power out the Hydra Warriors have set lumen lamps out to somewhat brighten the area. Several squads of Hydra Warriors camp out around the darkly glowing red swirl of the Warp Gate. Nearby a number of men, Administratum Adepts judging by their torn clothes, lie huddled in a group with Hydra Warriors standing guard over them.

The Warp Gate you note is simply a free floating hole in space, unattached to any mechanism, causing you to suspect sorcery as the root cause of it's existence.

Before the Gate itself stands a larger than normal Hydra Warrior armed with a chainsword and wearing an ornate grotesque mask. Probably an officer of some kind, he converses with a single Alpha Legionnaire in a one of the Dark Tongues of Chaos.

Does Korbin speak or have a way of understanding the Unholy Tongue? (I think that's what it is listed as in languages)


Brother Temujin scans the shadows with keen eyes but finds nothing is hidden there or moving to support the Traitor Marine.


Korbin finds little trouble in making his way towards the shuttle bay. Once he arrives, he can't help but second guess his decision to cut power to the shuttle bay. I should have known with no additional power drain from the grid the Warp Gate must of been dark sorcery.

As he scans the perimeter getting a count of troops and squads, taking note of their weapons and armour, noticing modifications and speculating as to their abilities. After noticing the hostages he see's a larger officer and listens closely and focus on the men in the conversation, recording it all with his the helmet pic used by Raven Guard for post mission analysis. Surely his work captured today would prove useful.

Polyglot Talen allows unknown spoken languages to test as basic skills at -10.
Int 65 vs 1d100 ⇒ 93 FP re-roll.

1d100 ⇒ 3 Sweet. 5 DOS.

As he listens, he begins opening a secure transmission to Brother Sardus, ready to report his position and status of the gate.


Brother Saruds moves to the surrendering soldier and demands answers.

Looking at Morgan he says, Make sure he doesn't bleed out before we get answers. Focusing his attention on the soldier now, he moves closer to the man, ready with his pistol should this be a trick. What Emporer do you fight for? Where is the governor?

Don't have interrogate, just Intimidate and some low strength, was waiting for someone else to try, but I guess I'll go about it.

Intimidate ST 50 1d100 ⇒ 78


"I am Alpharius." Is all the Marine replies.


Apothecary Morgan examines the Traitor Marine.

"A bold claim. Let's see if that holds up to examination."

Apothecary Morgan then begins treating his wounds while examining the marine's biology to see if his claim could be true.

Medicade test +40 testing versus 110. 1d100 ⇒ 61 Success with 3 DoS. 1d5 + 7 ⇒ (4) + 7 = 11 wounds healed.


Korbin overhears the last of what passes between the Marine and the Officer.

"With the Warlord and his retinue having already passed through the Gate less than a dozen of my brothers remain in the complex, they will make good their escape, I am leaving now and the Gate shall close behind me. Once I am gone kill the prisoners and fight to the last. The Beast is still here, it will leave great damage in its' wake as well. Give a good accounting for yourselves and you will be rewarded when the time comes." The Marine announces.

The Officer nods and rasps in reply. "Two questions my lord: What of the Governor and his minions? And if some of us are captured and cannot kill ourselves what do we do?"

"The Governor's...allies... are already gone and the Governor stays, doing as he pleases, do not bother him. As for you and your men your last round of rations contained a deadly poison, you will all be gone soon enough and your bodies will rot away at a rapid pace. You all know nothing of value, and the Ordos won't be able to even learn much of your planet of origin or training in autopsy. Fear not." The Marine answers.

"As you will, my lord." The Officer replies, seeming not in the least bit disturbed that his life will soon end by poison if not by combat.

The Marine turns and steps into the Gate, which flares brightly as he passes through it. After he is gone there is a sharp cracking sound and the Gate collapses into itself, vanishing into nothing and leaving the bay even less illuminated.

The Officer turns to issue orders.

There is one Officer and one magnitude 60 Horde of Hydra Warriors left in the shuttle bay.


As Morgan examines the Alpha Legion Marine he learns that while the Marine may be transhuman he is not superhuman, he is a mortal Astartes not a genetic demi-god, his claim of being Alpharius is ridiculous.


Apothecary Morgan feels a small moment of disappointment the Traitor just being a liar instead of having any actual claim to a primarch even if he was a traitor. Instead Morgan begins focusing on trying to make the Marine talk.

Interrogation skill +20 test versus 60. 1d100 ⇒ 16 Success with 4 DoS.


Willpower 43 +30 Alpha Legion psycho-surgery conditioning: 73. 1d100 ⇒ 59 1 Dos

Morgan encounters truly inhuman levels of resistance to his questioning but he succeeds in breaking it down and forcing the Marine to answer his questions.


Apothecary Morgan feels a perverse sense of pride that even the Fallen Marines still had some spirit in them, but that didn't stop him from getting his answers.

"Why do you claim to serve the Emperor? Why did you come to this planet? Who is the man in the spiked armor?"


"Because I do." The Alpha Legionnaire replies. "The Legion operates in darkness, but we are not of the darkness. I don't know the exact reason for our incitement of the populous of this planet, only that it is a step on the path for preparing some grand rite our Sorcerers are working on, that it is all know of that." The Marine takes a pained breath. "What man are you referring to?"


"The man in spiked armor who conversed with the Governor."


Before I scanned the soldiers armor and weapons, shouldn't be too hard as a Forgemaster with Armourer+20. Trying to get a measure of what I'm up against and the threat they pose before I try taking them on alone to save hostages, or remaining concealed risk losing the hostages.


male White Scars Devastator 5

"This traitor is either mocking us or completely insane. He wears the corrupted armor of a traitor legion, but thinks he is doing the emperor's work. We shouldn't allow this mockery to continue", Temujin levels his weapon against thecaptured chaos space marine.


Apothecary Morgan Thrice-Forged wrote:

"The man in spiked armor who conversed with the Governor."

"Our Warlord Kul Dannon wears spiked terminator armor, though you may be referring to that Dark Eldar rat Vay'Sheen, I am not sure when you saw the Governor conversing or with whom."


Techmarine Korbin wrote:

Before I scanned the soldiers armor and weapons, shouldn't be too hard as a Forgemaster with Armourer+20. Trying to get a measure of what I'm up against and the threat they pose before I try taking them on alone to save hostages, or remaining concealed risk losing the hostages.

Normally Hydra Warriors have support heavies wielding autocannons and the like but if you attack them the Horde will just have lasguns and flak armor for simplicity's sake. The Officer has a laspistol and a chain sword.

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Hello all and welcome to the Discussion thread.

Three thing I would like to mention:

Initiative:

Because Initiative can drag a game to a halt on an online game the normal Initiative rules will be discarded and combat will work like this:

Once the scene is described for a combat I will declare the combat to begin, after this players will have 24 hours in which to post their actions, after 24 hours the enemies will get their turn, then you may act again, 24 hours after I make the enemy post they will go again etc till the combat is done.

If you do not post within your 24 hour blocks you lose that particular turn. However, life being what it is I know it is easy to miss a turn or even a combat so I will balance encounters as if you guys have less party members than you do, so if everyone posts awesome! You should kick alot of ass.

Communication:

Communication is a big part of what keeps a Pbp alive, if I go on vacation, get sick etc. I will tell you and keep you updated if I need to pause the game momentarily. I will not disappear randomly. (unless I get hit by a bus load of monkeys driven by the incredible hulk or something similar, not a lot I can do about random death.=p) and I intend to play the game to completion as long as I have literally at least one player still interested.

On your side please inform me if you need to take a break for any reason, it's cool it's just helpful to know what's up.

In addition if you want to leave the game permanently for any reason, just tell me, it's cool, even if the reason is as simple as the game now bores you to death or you have better things to do, I won't be offended it will just be a lot easier to run the game if you don't randomly disappear.

Aside from those big things anything else you need to talk about just feel free, even if you want to PM me, let's keep this game running as smoothly as possible. Which brings me to my next point*

Player Code of Conduct*:

Aside from the Paizo Boards guidelines my only real rule is simple: Don't be a jerk.

There will be conflicts and differences in opinion in this game as with most games but we will talk it out as best we can without abuse, snark, insults etc.

Polite conflict is fine but if you get nasty I will issue you a warning and ask you to take it down a notch, after three warnings I will boot you from the game. We are here to have fun, not rip into each other. Polite discussion always please.


Just wondering about choosing a leader and/or oath for this first mission. Any volunteers? I've got Brother Keeper Sardus ready, but I'd be willing to step down for someone better suited or with their heart set on commander.


Hey just checking in. I hope to have my librarian up and running tomorrow.


I'm fine with Brother Sardus being the leader for this mission. My suggestion for the oath would be the Oath of Glory so that we can gain renown faster.


Imperial Operator

Im okay.

Will have my profile sorted by tonight... i hope


Sounds good guys, and it's Thursday so the game has officially started!

I shall kick it off by...waiting till friday to give you guys a chance to post an intro if you like. =P Feel free to post one even if your Characters not quite done yet, we will just have your character fade into the background a bit till you are done. (though they can still talk and stuff, just won't be using skills or fighting).


Brother Sardus will consider it an honor to lead you all. We'll be pledging the Oath of Glory, time for Chaos to fear Squad Thanatos.

Edit: This is my first stab at Leading a Squad in Deathwatch, so bear with me. I'm in another DW game and we've yet to use Squad Mode. May not be all that beneficial, but remember, you do get to keep your solo mode abilities if they are "passive."

Also in ROB book, there is an elite advance for 500xp that we should all take after this mission, it'll let us share our Chapter's squad mode abilities with the whole squad for adding +1 to Cohesion costs at LEvel 6, +2 at Level 5. Not sure if any of you have some good squad mode abilities, but if you do, it might be worth getting to share with the rest and have more tactical options.

I view my leadership as more of a manager. Brilliant and capable marines capable of extraordinary feats individually, and unlimited potential as a squad. I hope everyone plays their part, speaks up, disagrees, etc..Unless you are playing the silent type. Still, I'll have some great ideas, but they may not be the best. Speak your minds. But do not act alone. Do not abandon your brothers or break the chain of command. We must all respect why we are here and whom we truly serve.

That's the gist of a speech I gave while on route.


Alright, Leader: Sardus, Oath: Glory.

That's what I am assuming for this mission, if anyone disagrees speak up today.


@Ren-Shaw and GM- Maybe open up the recruitment thread here as its a place to discuss this and we can save Game and discussion for in game things.

On your Profile Ren-Shaw-

1. You need to put what Chapter and Role you are. I had to go back and search from your original name, Seth86 to find out what you had posted you wanted to be before in another thread.

2. Choose spcecial ability of Assault marine. This should aslo include the special equipment you get with your specialty, like your Jump Pack.

3. There's just too much for me to go back from the ground up and rebuild it and figure out points. You need to list something like in one of my profiles that lists what you spent the xp on. How did you keep track and add it up yourself?

Without the above, there are just too many mistakes that I can't explain. For instance, you have an AG of 57, (Don't know how you got that) but in any case, some of the skills like Acrobatics, Conceal, and Silent walk all have different values on your sheet. Is that because you bought AG +5 for 200xp and then again for 500xp? Is that because you bought acrobatics +10? Did you buy conceal +10?

One other thing, the skills you have listed at 15, because of your Fellowship 30 is incorrect. Its not like other games in WH, marines can try basic skills at full characteristics if you have it as a basic skill. Then you'll need to purchase it as trained if you want advances for it like +10, +20 etc. Some other games let you try untrained basic skills at half or -20, but marines are trained in pretty much most things, at least basically. Remember, you can't try advanced skills without training, no matter.
I don't know how you got the numbers you have now, so impossible to check really. Maybe some people don't have option for certain things within their chapter or at a current level, but when things get mixed up...It's difficult to tell.

Did you buy anything from the Deathwatch Advances? General Space Marine advances? Some things are cheaper and more expensive and available at different points for different specialties and Ranks.

Did you buy the Acrobatics in your class or from the Chapter?

Some of your INT based skills like Tracking and Tactics, don't match what you have for Common Lore. They should be the same, but maybe you boght INT advanes? You bought Recon and Tactics +10? Tracking +10?

See what I'm getting at? I can't help you until you can outline where you get things from, otherwise I'll never be able to calculate all the places you got it, then try to work out the possible costs, etc etc.

You don't have artificer armor, just standard power armor. You should list your history and Mark. I'm guessing you got Mrk 6 because you have a +10 Agility bonus, but maybe that from History, Fury like Lightning +5 Agility and then you took Mk. 6 legs with a different set of armor to get the +10 bonus.

I could continue, but I think you get the picture.

List all your equipment, the starting equpment for Marines, and then your specialty stuff as an Assault Marine. Cut and paste the other parts of my profile, its pretty standard Bolter, Knife, Grenades. Then you get requisition, but lets save that til you get the other stuff in order.


I guess BayouSnowman pretty much has it covered. Your profile is incomplete Seth86 and can't really be double checked until it is complete.


I am still struggeling with the last xp points. Let me know if you have any comments.

Brother Naaman

Dark Angels Librarius
40 Weapon Skill
40 Ballistic Skill
(4)0 Strength
(4)0 Toughness
(4)0 Agility
(5)0 Intelligence
(4)0 Perception
(5)0 Willpower
(4)0 Fellowship
Demeanour: Stoic
Chapter demeanour: Sons of The Lion
Wounds: 22
Fate: 3/3
Movement: 5/10/15/30

SKILLS:

BASIC/TRAINED/+10/+20/SKILL NAME
[ ][ ][ ][ ] ACROBATICS (AGI)
[X][X][ ][ ] AWARENESS (PER)
[X][ ][ ][ ] BARTER (FEL)
[ ][ ][ ][ ] BLATHER (FEL)
[X][ ][ ][ ] CAROUSE (FEL)
[X][ ][ ][ ] CHARM (FEL)
[ ][ ][ ][ ] CHEM-USE (INT)
[ ][ ][ ][ ] CIPHERS (INT)
[ ][X][ ][ ] -CHAPTER RUNES
[X][X][ ][ ] CLIMB (STR)
[X][ ][ ][ ] COMMAND (FEL)
[ ][ ][ ][ ] COMMON LORE
[ ][X][ ][ ] -ADEPTUS ASTARTES
[ ][X][ ][ ] -DEATHWATCH
[ ][X][ ][ ] -IMPERIUM
[ ][X][ ][ ] -WAR
[X][X][ ][ ] CONCEALMENT (AGI)
[X][ ][ ][ ] CONTORTIONIST (AGI)
[X][ ][ ][ ] DECEIVE (FEL)
[ ][ ][ ][ ]DEMOLITION (INT)
[X][ ][ ][ ]DISGUISE (FEL)
[X][X][ ][ ]DODGE (AGI)
[ ][ ][ ][ ]DRIVE (AGI)
[ ][X][ ][ ]-GROUND VEHICLES
[X][ ][ ][ ]EVALUATE (PER)
[ ][ ][ ][ ]FORBIDDEN LORE (INT)
[ ][X][ ][ ]-XENOS
[X][ ][ ][ ]GAMBLE (INT)
[X][ ][ ][ ]INQUIRY (FEL)
[ ][ ][ ][ ]INTERROGATION (WP)
[X][X][ ][ ]INTIMIDATE (STR)
[ ][ ][ ][ ]INVOCATION (WP)
[ ][ ][ ][ ]LIP READING (PER)
[ ][X][ ][ ]LITERACY (INT)
[X][ ][ ][ ]LOGIC (INT)
[ ][ ][ ][ ]MEDICAE (INT)
[ ][ ][ ][ ]NAVIGATION (INT)
[ ][X][ ][ ]-SURFACE
[ ][ ][ ][ ]PERFORMER (FEL)
[ ][ ][ ][ ]PILOT (AGI)
[ ][X][ ][ ]PSYNISCIENCE (PER)
[ ][ ][ ][ ]SCHOLASTIC LORE (INT)
[ ][X][ ][ ]-CODEX ASTARTES
[X][ ][ ][ ]SCRUTINY (PER)
[X][ ][ ][ ]SEARCH (PER)
[ ][ ][ ][ ]SECRET TONGUE (INT)
[ ][ ][ ][ ]SECURITY (AGI)
[ ][ ][ ][ ]SHADOWING (AGI)
[X][X][ ][ ]SILENT MOVE (AGI)
[ ][ ][ ][ ]SLEIGHT OF HAND (AGI)
[ ][ ][ ][ ]SPEAK LANGUAGE (INT)
[ ][X][ ][ ]-HIGH GOTHIC
[ ][X][ ][ ]-LOW GOTHIC
[ ][ ][ ][ ] SURVIVAL (INT)
[X][ ][ ][ ] SWIM (STR)
[ ][ ][ ][ ] TACTICS (INT)
[ ][X][ ][ ] – VOID COMBAT (INT)
[ ][ ][ ][ ] TECH-USE (INT)
[ ][X][ ][ ] TRACKING (INT)
[ ][ ][ ][ ] TRADE (INT)
[ ][ ][ ][ ] WRANGLING (INT)

TALENTS:

AMBIDEXTROUS
ASTARTES WEAPON TRAINING
BULGING BICEPS
DEATHWATCH TRAINING
HEIGHTENED SENSES (HEARING, SIGHT)
KILLING STRIKE
NERVES OF STEEL
QUICK DRAW
RESISTANCE (PSYCHIC POWERS)
TRUE GRIT
UNARMED MASTER
UNARMED WARRIOR
UNNATURAL STRENGTH X2
UNNATURAL TOUGHNESS X2

IMPLANTS:

Secondary Heart/Ossmodula/Biscopea/Haemastamen/Melanchromic Organ: You gain the Unnatural Strength and Toughness Traits.
Larraman’s Organ: You do not suffer from Blood Loss.
Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for long periods of time.
Preomnor: You gain +20 to Toughness Tests against ingested poisons.
Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
Occulobe and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Sus-an Membrane: You may enter suspended animation.
Oolotic Kidney: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
Betcher’s Gland: You may spit acid as a ranged weapon with the following profile:
Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Progenoids: These may be retrieved with a successful Medicae Test.
Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.

POWER ARMOUR:

History: A Fury like lightning - +5 Agility, +1 Initiative

Servo-Augmented Musculature: +20 Strength
Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;
Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests
(total of +20 bonus with Heightened Senses)
Built-in Vox Link
Built-in Magboots
Nutrient Recycling: Can operate for two weeks without re-supply
Recoil Suppression: May fire Basic weapons 1-handed without penalty
Size: Hulking (Black Carapace means no bonus for enemies to attack)
Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using
equipment designed for Space Marines
Osmotic Gill Life Sustainer: With the helmet on, the armour is
environmentally sealed

WEAPONS AND GEAR:

Astartes power armour
Astartes bolt pistol
Astartes bolther
Astartes force staff
Astartes frag grenades x3
Astartes krak grenades x3
Astartes combat knife
Repair cement
Robe of Secrets - +3 Forbidden Lore (Adeptus Astartes)

BATTLE-PSYKER:

Psy Rating 3

Powers:
Augury
Short-range Telepathy
Smite

EXPERIENCE AND ADVANCEMENTS:

TOTAL EXPERIENCE = 12,000/33,000
RANK = 5
SPENDABLE EXPERIENCE = 150
Renown: 50 (Distinguished)

ADVANCEMENTS:
Creation (12-12,999) – 1000/13000
Rite of Sanctioning – Dark Foreboding – 400
Forbidden Lore (Adeptus Astartes) – 200
Forbidden Lore (Traitor Legions) – 400

Rank 1: (13-16,999) – 4050/17050
Psyniscience – 400
Forbidden Lore (Psykers) – 400
Forbidden Lore (Warp) – 400
Warp Sense – 500
Mask of Shadows – 1000
Long –range Telepathy – 750
Simple Willpower – 200
Simple Perception – 200
Simple Intelligence – 200

Rank 2: (17-20,999) – 4000/21050
Psy Rating 4 – 500
Forbidden Lore (Adeptus Astartes) +10 – 200
Forbidden Lore (Psykers) +10 – 400
Forbidden Lore (Warp) +10 – 400
Forbidden Lore (Daemonolgy) – 400
Psyniscience +10 – 400
Hatred (Chaos Space Marines) – 500
Command 300
Forbidden Lore (Traitor Legions) +10 – 400
Intermediate Willpower – 500

Rank 3: (21-24,999) – 3600
Psy rating 5 – 500
Strong Minded – 800
Swift Attack – 700
Psyniscience +20 – 400
Forbidden Lore (Adeptus Astartes) +20 – 200
Awareness +10 – 300
Interrogation – 200
Mind Scan – 500

Rank 4: (25-29,999) 3900
Forbidden Lore (Traitor Legions) +20 – 400
Warp Conduit – 1000
Psy Rating 6 – 1000
Improved Warp Sense – 1500

Rank 5: (30-34,999) 3700
Psy Rating 7 – 1200
Mind Worm – 1500
Trained Willpower – 1000

[spoiler=Tales]
Past – The Lion and the Wolf


^^Looks good. That's your Rank one PC I presume?

Just list what type of armor you are using, looks like Mark 8, but helps to know for sure.

Nice range of choices with Librarian, I've never played or played with one taking those powers. There are some cool ones to gain, not sure of your chapter ones, but the "infinity gate" or something like that lets you create portals and basically teleport anywhere, including squads and even vehicles. There "force dome" which could be defensive and less aggressive if you're going that route.

Not sure why you took the staff, I prefer the sword for power and one handed as Invocation isn't all that great and I never use it as a librarian. But maybe with your range of psy abilities it'll be more important.

Lastly, don't forget deeds and distinctions in Rights of Battle, I'd suggest one of the willpower bonus ones or possible "second in command" if you're interested in that role/responsibility.

Don't forget to list special abilities and equipment you get for your class/specialty.

Other than that, looking forward to seeing the Rank 5 build and having your drop pod touch dirt.


male White Scars Devastator 5

Sorry, I'm late!


Welcome Threeshades!

@-BayouSnowman- Your critiques and advice on character creation and sheets seems alot better (and quicker) then mine would be would you mind having the responsibility in this game of helping players get their characters ship shape if they ask for help or inspection?


Imperial Operator

All the costs were on the sheets i had... at work again. So will have to see if im home early i can look at it again. Sorry

-Posted with Wayfinder


Yuugasa wrote:

Welcome Threeshades!

@-BayouSnowman- Your critiques and advice on character creation and sheets seems alot better (and quicker) then mine would be would you mind having the responsibility in this game of helping players get their characters ship shape if they ask for help or inspection?

Sure, just be sure to give it that final approval. I'm here to help, anything I can do to let you focus on the GM tasks.


BayouSnowman wrote:
Yuugasa wrote:

Welcome Threeshades!

@-BayouSnowman- Your critiques and advice on character creation and sheets seems alot better (and quicker) then mine would be would you mind having the responsibility in this game of helping players get their characters ship shape if they ask for help or inspection?

Sure, just be sure to give it that final approval. I'm here to help, anything I can do to let you focus on the GM tasks.

Will do, very cool, thanks.


By the way, sorry of it appears I'm being slow to respond to game play thread, was giving the new guys a little extra time to finish up and join before we push in. I'll post this evening, my time.


Imperial Operator

You guys can continue. Work gave me a curve ball. Busy this week. Maybe im a contact or my DropPod scattered

-Posted with Wayfinder


It's all good.


Just finished Vengeful Spirit, it's pretty good, it pretty much confirmed what they have been hinting at for awhile in the Heresy books, that the Emperor got the bulk of his powers from the Dark Gods themselves before betraying them. Makes sense.

Anyone else been reading any 40k fiction lately?


Forgot to switch to the right alias again.
Yuugasa wrote:

Just finished Vengeful Spirit, it's pretty good, it pretty much confirmed what they have been hinting at for awhile in the Heresy books, that the Emperor got the bulk of his powers from the Dark Gods themselves before betraying them. Makes sense.

Anyone else been reading any 40k fiction lately?

Kind of a huge spoiler to casually put out there like this, don't you think?

Still on the Dark Apostle Trilogy myself, just finished the first book recently, gonna start with Dark Disciple probably tomorrow.

Also I've started rereading the Anphelion Project (Imperial Armour Volume 4) since i recently got the second edition of IAv4, which i bought because the new tyranid releases got me kind of interested in playing 40k again. Also I managed to somehow get a physical copy of Shield of Baal: Leviathan, so even more Tyranid stories for me to read, although neither Shield of Baal nor the Anphelion Project are strictly novels (although the latter does have novel-like sections, intermixed with schematics, report notes and all kinds of other things)


Hmmm apparently my posts are getting eaten again.

To sum up my last post here:

@Threeshades-

Sry for spoiler

Imperial Armor is great.

Ever play Apocalypse?

=)


@Temujin:

Don't forget you can aim, since we were in narrative time, you could've aimed for a full action = +20 to BS. Also, there are many other modifiers, range, size, visibility, etc. You didn't need any of these for a single shot, but if you are shooting in semi/full auto then the DOS (Degrees of Success) determine how many hits you land. So then you really do need those bonuses so you can land more hits. You are also able to allocate multi hits to other targets, spreading out your fire, but must be close and no harder to hit.

So in your Gameplay post you didn't say how many shots you were firing and I doubt a single burst would've done it..Actually, now that I recall, the heavy is a 10 round burst only. In that case, you need to roll 2d10 for each hit landed. In full-auto its every DOS is an additional hit.

You got a 6 on your 70, which could've had +20 for an AIM, gives time for us to get ready, you went before we were in position perhaps...Then the range for yours is 150m, we are at short range, maybe even point blank, lets say short, +10, also Full Auto fire is +20, (Check page 236 of Core, the ACTIONS are important, have those handy for posting in combat)
That means if you add the Full auto bonus and range bonus, its 100 vs the rolled 6, 9 DOS, if would've been a full action aim (+20) or a half action aim (+10)then youd of had over 10 DOS, landing all hits.

Your gun is 2d10 +10, Penetration 10. Roll for each hit. If you get a 10, then you can roll your BS skill again to confirm Righteous fury. With ten hits you have a high chance of that. If you confirm a BS check for each 10 roll you have, then its counts as an additional hit, in which case, more 10's can lead to more hits, which don't need to be confirmed after the initial roll test.

When that's all done, add the damage, the penetration, and denote the damage type.

Sorry if this seems like its too much or confusing. If you need more guidance ask, I'd suggest looking at the Core for the Actions and then reading the combat modifiers section, that describes bonus/penalty for range, cover, visibility, etc.

Been wanting to post for a while, but waited for people to catch up, glad we got a few additions, I'm happy to help. I'll be posting atleast daily from now on.


Also it's important to note your action type. For example, half action or full action. Usually a full auto burst is a full action, but with your suspensors it's a half action, meaning in the same turn, you could half action aim before your shots and/or half action move before or after. Stay in cover if possible.

Also, seems like your first combat? We'll this one is different, because we are fighting a horde. Rules are different, most notably you can't Dodge a hordes attack. Other modifiers and rules, but I need to freshen up on those myself before I post.

Lastly, I had wanted to fire a missle, temujins post says as ordered, but then enters before I fire... Not sure if our actions happen by order post or as Sardus planned. This type or initiative for attack is new to me and unique to this game, so need some explanation.. I'm going to fire the missle and see how it plays out.

Perhaps our actions are based on the earliest reply or our actions are posted and then the GM manages the order of our actions when he replies with enemy action.


Actions simply occur in the order posted, if players post real close together without reading the other we will work together to make them work with as little retconning as we can. (although you can rewrite yours if the hour to edit isn't up)

In general I ignore friendly fire in rpgs where I am not using a grid, like in this game. If you use a weapon with Blast (x) you can fire away without worrying about hitting your friends we will just say you place it right, the one exception to this is when using the occasional weapon or psy power that lands in a random place, then that can hit anyone.


I will point out at this time that Righteous Fury doesn't a weapon to have its quality activate multiple times rather it just adds additional damage dice to see if you get past the horde's toughness and armor.

So with Brother Sardus's attack he would hit the horde with his krak grenade and get 8 hits for the blast quality and 1 more hit for the weapon dealing explosive damage, and another hit for the devastating quality. More hits might be based off some talents he has but here is then how it would work.

The devastating quality immediately inflicts one loss of magnitude of the horde. Then Brother Sardus would roll damage for the 9 other hits. If these hits deal enough damage to bypass toughness and armor then the horde's magnitude is further reduced by 9. If any of these hits result in a Righteous Fury then they just add an additional damage die to the total for that hit to determine if the horde is damaged.

ie: 2d10 damage, and Pen 4 for each hit, and assuming that the horde has armor 4 and toughness 2 then if Sardus deals 2 damage from one of his hits the horde's magnitude isn't reduced as the damage comes out to zero that hit deals no damage to the horde's magnitude. If Sardus Righteous Furys 2 times on one hit for 45 damage then the horde's magnitude is still reduced only by 1 for that hit. The most he can reduce the horde's magnitude by is 10 for one hit from the rocket launcher (assuming no other talents that affect horde magnitude loss).

Also the horde's size only adds to ranged attacks so Apothecary Morgan's attack should have 3 less DoS and he should have only hit the horde twice for a magnitude loss of 2 (1 from his successful hit and the second hit from the power field quality, also assuming those two hits beat the horde's toughness and armor to deal damage).


Happy Thanksgiving everyone. (everyone who is from the U.S. anyway =p)

Official Description

Devastating (x)
Either because of an unnatural psychological property or
pure destructive power, a Devastating weapon shakes the
confidence of a Squad struck by it. If the weapon hits, it
does one additional point of Cohesion Damage regardless
of Damage to Wounds, in addition to secondary effects on
Cohesion from the hit’s Damage and other results. If the target
is a Horde, it reduces its magnitude by a number equal to the
number in parenthesis every time it is hit by this weapon.

You could interpret 'hit' a couple different ways, I however rule that the frag missile counts as one hit for the purpose of this quality, not one hit per hit inflicted on the horde from the Blast and Explosive qualities.


Also, good call Void Dragon, I forgot the size modifier only counts for ranged attacks.


So a few things to discuss here, glad we're figuring this out.

First, on the size modifier to attacks from horde size is applied to BS and WS test.

From Core:
aTTacking a horde
A character can damage a Horde by shooting it with ranged
weapons or attacking it in melee. These attacks are treated
as if they are against a single creature even though they may
represent mowing down ranks of enemies or scything through
many foes.
Characters must still roll to hit a Horde, but the appropriate
size bonus should apply to these tests based on the Horde’s
Magnitude.

Doesn't say anything about being only for BS, I don't think its an exclusive statement and didn't see conflicting text elsewhere, please point it out if I'm wrong.

Next, in regards to RF:

You're right. I remember reading that now, thought a game I'm in now does things a bit differently, they are using rules from different WH40k games. My bad.

Also, rolling RF in hordes is kind of pointless usually. Never gonna have a horder that needs a RF to deal damage, as only hits matter in reducing magnitude.

Third, in regards to Devestating
We agree on that, deals an extra single point of damage to magnitude.

In regards to Blast weapon damage:

That's not my understandig of how Blast damage to a horde would work. I read it was automatically considered as hits if damage is enough, then devestating would add one more.

IF, its as you say and I need to roll for each hit, then devestating would be for each hit and not just the blast, that's how some people play it. I'd agree I think, rolling damage against enemies hit when I us something like a Metal Storm bullet blast (2), but in hitting hordes...I don't know, seems a bit excessive to roll for each hit b/c I have blast (8).

Also consider the Power Field Quality adds an additional hit, is that one total hit? Or is it an additional "hit" for each 2DOS? If you get a "hit" with every 2 DOS, then that "hit" should score an extra "hit" too that b/c its from a power field? Makes sense, a normal weapon would get the hits from DOS, but only the powerfield would add a "hit" to magnitude for each hit because you are slicing through a horde. WHICH, is why I think that the size modifier is and should be included for melee vs hordes, you are fighting a lot of soldiers, so many in fact that you can't dodge. You are going to be slicing through them with every swing, without even trying.

As for my attack in gameplay:

Let's disregard the the additional hits from RF obviously. Lets see how the GM calls the Blast (*) quality rules in horde attacking, either my way or Morgan's...Or maybe he has his own interpretation of the rules.

Anyways, Happy thanksgiving everyone, I'm in China, but from America. We're a day ahead, so just had my Thanksgiving day, didn't have time to post Korbin, but going to now. Enjoy your turkey!


If nobodies opposed I will rule Blast against Hordes is roll for damage once, if you do damage count all hits. Maybe that's not right, but it's a damn sight less annoying than rolling x times. On the other hand on the off chance you don't do damage on that hit you just lost x hits, but unless we have a protest to the contrary I will rule in that direction.

Hmmm the size thing confuses me, I remember normally it only applies to ranged attacks (though size matters in things like grappling). It does make sense though that if your so surrounded you can't dodge or parry you would have an easy time hitting though. Let me do a bit more research and ponder a bit.

Edit: eh, I really like the size modifier applying in melee, it makes sense to me when fighting a horde, I am going to rule it does apply.


Hello and Happy late Thanksgiving to everyone. I just got done offering up my place, and I have had some time to look over my Deathwatch books again.

On Hordes:

Strange, I for some reason thought that size modifier didn't apply to melee attacks on hordes' but looking over it I'm wrong on that one, so sorry about that error.

On Power Field:

I 'm not as sure on the power field quality as the way it is worded it might inflict 2 hits per 2 DoS or it just might inflict one more. I'm just going to leave it up to the DM since I have no clue how it should work.

EDIT: Also I want to ask this question now, but how fine is everybody with the use of the Omophagea organ to learn information? This does require the Space Marine in question to consume a portion of some enemy and that might make some people uncomfortable. Just asking now so that I don't make any unexpected moves by trying to reconfirm any of the information the heretic gives us by consuming a potion of one of the fallen heretics.


I'll cut a piece off for both of us.


Power fields just add one hit in my game. =)


Which way we wanna go? My guy is more likely to choose long way, but since they are such animals, I wouldn't mind putting them down. But, walking into ambushes sucks. How about that roof? Might let us avoid ambushes and head there directly.

Can iI see if tthat's an option on the cartograph?


Though I didn't explain it in detail in the gameplay thread yet the roof is already a big part of the slow route.


Apothecary Morgan wants the glory of charging straight through an enemy position, but he's even more curious about the Dark Angels presence here, so he's voting for the long path in the hopes of finding more information about them.


^^Yea, how and why they are here, assuming it's really Dark Angels. How'd they get past the troops and go inside, then to only have the traiters set up again? They died? Working with them? Lots more to understand here, observation key. Let's scout ahead quietly and see if we can't observe or find something to give us more details.

2 of us have grapnels, we'll shoot our lines, climb, then leave them for others to use and get up. Not sure how "Big" this mansion is and what the rooftop is like, flat? Lots of access/windows/visiblity?

Korbin didn't do a security (Perception) test earlier, but he will afterwards for the roof, just to know if they got eyes on us and/or automated defenses that could be used.

Im assuming this is a big big place, otherwise it'd be pointless to climb over to the roof just to hop back down again, when it could've been easier to just go around.


All right all the crunch except equipment, I have used some of the suggestions you had BayouSnowman. I hope to have an alias and a background up and running tomorrow, I have to leave for work now.

Any equipment the group needs?


Librarian...Hmm...

What Psy Powers are you going to take? Not sure if you took a specialty or not, but hopefully you got the highest PR you could. Sorry, not sure if you've played a Librarian before and/or need general advice.

(EDIT..Just reread your previous post with stuff, I missed your XP spent, just assumed it was level 1, b/c I saw PR 3 and you hadn't added in the WP, INT, etc that you had bought...Anyways..)

Not gonna spoil it and tell you things we forgot, but in general, just think about how your character plays and what you want to do in the game. I always take a grapnel, makes me feel like Batman,and cheap at 3 req.

Pyschic hood is good, maybe an additional force weapon for signature wargear..Didn't you say you were taking the staff? Maybe I'm confusing another game...Anyways, picking up a sword could make you more offensive.

Seems like Dark Angels excel at Interrogation, lots of Chapter abilites and psy powers for that, maybe have something to assist you in interrogations, you could be that guy. How useful is interrogation when you can just mind scan??

I'm a fan of Force Barrier and Gates of Infinity codex powers, that "Mask of Shadows" seems fun, as does the Worm power.

If you want to be stealthy, use a masking screen. You going to be using your bolter? Or you want something more exotic or different? Grenades? Explosives?

OR, you could save req points to be used during the mission, there are assets that can be purchased while in mission. There's an auger for detecting daemons, universal translator, machines that stop time and give you unnatural speed, combat shield with force fields, lots of cool ammo, pretty much whatever you might need to contribute how you'd like.

Looking forward to seeing the final PC and having you join us in game. Something tells me we're gonna need a Librarian soon.


Techmarine Korbin wrote:

Not sure how "Big" this mansion is and what the rooftop is like, flat? Lots of access/windows/visiblity?

From what your characters have seen so far the palace covers more than a kilometer and is designed almost like several massive mansions that were, over time, built and expanded until they were integrated. The roof is steepled over every small section of building making it rough terrain, and has lots of windows and access points, visibility is limited by terrain and the occasional tower that rises up through and above the roof.


Gonna begin work on the Campaign Info tab soon, it will eventually have all the setting info, rules rulings, character creation info, in game info the characters have learned etc.

It will take awhile before it's all up though as I will mostly be doing it when I have some spare time(which is limited at the moment)


It's been a day since the last post, does everyone have what they need to keep playing or are we hung up on something I need to fix? I realize a day ain't long but just trying to keep the pace up and everyone involved=)

It's prolly just a tiny bit of a lag but if anyone needs any help with anything I'm here. =D


male White Scars Devastator 5

I'm good.


I'm good, just been slower than usual, trying to give people time to catch up after the holidays and hopefully give a few people more time to submit PCs. Sorry for the hold up.


I'm going to ask this now since Morgan might start having to deal damage in a grapple soon or not, but if we have the unarmed master talent which allows our fists to deal 1d10+SB rather than 1d5-3+SB does this also replace the damage dealt in a grapple?


Apothecary Morgan Thrice-Forged wrote:
I'm going to ask this now since Morgan might start having to deal damage in a grapple soon or not, but if we have the unarmed master talent which allows our fists to deal 1d10+SB rather than 1d5-3+SB does this also replace the damage dealt in a grapple?

Yes and you don't count armor as double.


I know it is quiet some time since I posted last, real life just got in the way. I see you are quiet well ahead and think it would be to late to join in. What is your oppinion?


Nah, it's not too late, come join the game whenever you are ready Big OM =)


Big OM wrote:
I know it is quiet some time since I posted last, real life just got in the way. I see you are quiet well ahead and think it would be to late to join in. What is your oppinion?

There are lots of ways in, we really haven't done anything. We just had a few battles really and learned a bit. We could really use a librarian, hopefully you make it around soon.

EDIT: Sorry for posting slowly the last couple days, it was my 10 year wedding anniversary yesterday, been doing stuff with wife and daughter and wasn't able to post too much. Back to normal now.

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