
Yuugasa |

Hey all, I'm starting up a Deathwatch campaign. It will feature a dark storyline of secrets, corruption, betrayal, and madness while also placing emphasis on brotherhood, loyalty, and, well, being a hero.
The game will take place in my homebrewed Morpheus Sector, a heavily populated part of Imperial space with a massive warp rift along its eastern edge known as the Realm of Dreams.
You will be Deathwatch Squad Thanatos, a team of highly experienced warriors under the direction of a conclave of Inquisitors, being their martial arm as you uncover the workings of a deadly, Galaxy-wide conspiracy.
I will accept up to 10 players (making up the ten members of Squad Thanatos)
Material from the Core Rulebook and Rites of Battle will be accepted.
Stats will be chosen with 100 points instead of rolled(normal max of 20 spent in any one stat).
Being very experienced Marines facing horrible threats you will start at rank 5 with 20,000 xp to spend on advances.
Your Renown will begin at 50.
In game the normal rules of the game will apply with only 1 house rule:
Initiative will be ignored, instead, combat will work like this: I will declare the beginning of combat, all players get 24 hours to post their actions before the enemy gets a turn, then 24 hours for your next action before the enemy acts etc until the combat is complete. If you don't act within that window your character does nothing for that round.
This ensures the game will continue apace even if some players lag in posting instead of grinding to a halt.
Also, while I welcome all players to my game I will not tolerate purposely disruptive behavior. Conflicts between players will prolly arise, as they do in most games, but we will talk it out like adults. If you are being rude, mean, or purposely disruptive I will give you a warning while explaining what the issue is. I will do this up to three times, if after the third you are still being disruptive I will boot you from the game.
So, general rule: Don't be a jerk and everything will be fine.

Yuugasa |

This sounds very interesting, unfortunately I'm not too familiar with the 40k RPGs (although I do know the lore like the back of my hand), so I would have to read into it first.
I'm definitely willing to work with new players, all you would need to begin is access to the Deathwatch core book. I too am newer to these specific 40k rpgs, having usually done my 40k roleplaying by playing table top Inquisitor, so I'm down with helping folks in the learning process.

Threeshades |

Yeah wolves are pretty much the only canon chapter that doesn't have apothecaries.
Personally I'm currently torn between devastator and assault marine, I like both the idea of lugging around a heavy bolter and slashing heretics xenos filth up in the name of the emprah. While the Storm Wardens seem to be the chapter for me, I love the highlander vibe.

Yuugasa |

Yeah wolves are pretty much the only canon chapter that doesn't have apothecaries.
Personally I'm currently torn between devastator and assault marine, I like both the idea of lugging around a heavy bolter and slashing heretics xenos filth up in the name of the emprah. While the Storm Wardens seem to be the chapter for me, I love the highlander vibe.
Yep, and Storm Wardens have a str and wound bonus while typically wielding giant blades, their definitely a good assault marine match.

Yuugasa |

I'd imagine the Strength bonus is also somehow helpful with heavy weapons, considering devastators get strength increases comparatively cheaply.
I'm actually not sure exactly, I know you need Str 45 for the Bulging Biceps talent, which allows you to fire heavy weapons well without bracing, but marines already get that for free. Regardless, play whatever specialty you're most enthusiastic about.=)

Yuugasa |

Interest check thread with better introduction.
Hopefully I can drum up a close to full cast.

BayouSnowman |

Hi brothers,
The GM asked me to help facilitate things in this thread. While I can't officially say yes, I'd suggest working on your level 5 marine. Currently he's taking over another DW game on this site, so there will surely be room in one of those games, if not both.
A few posts up are some general questions and answers with specifics. Check our Alias profiles for examples. GM said he'd find a way to work people in, so probably first come first serve.
Other game is titled Storm of Sinners, recent discussion posts hold more details on transition and timing. Looking forward to reading your profiles.

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Sweet!
Okay, so I have a tiny question (Oh, yeah, I've never played this before and just got the rulebook 24 hrs ago. But I've played both DoW and I'm halfway into book 5 of the Hours Heresy, so at least I know what we're talking about ;).
So, just to be clear, we don't start with any traits higher than 20, yeah? So, I wanna be good at shooting stuff so I start with a BS of 20. Then, we're all high rank so I get all 4 upgrades, and the Ultramarines let me throw in another 5. So I'll enter play with a BS of 45.
Is...is that it? I see guys with skills a good deal higher than that. Am I missing something, or is that perfectly fine? (Or both?)

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you start with a base of +30 to all skills, before armor n stuff, so when he says you can have at most 20 points to any one stat that means your starting max of a skill, before advances, is 50.
20 is along the lines of... guardsman conscript.
Edit: to be clearer you can buy up to four advances in each stat with xp (cost depends on your specialty), each of which adds 5 to the stat, so your max stat is 70. You can actually get it higher with situational abilities but...
(btw, my experience is: new to deathwatch, but I've run games of Rogue Trader and currently am running a game of only war)
(Never played in a game though... damn my friends and forcing me to gm)

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Random question(s):
Where does it list the standard gear for each marine? in other 40k books they have somewhere it says that this specialty gets a lasgun with 4 clips, and flak armor, etc. Does it say that anywhere in here? or do we have to rely on requisitions and signature war gear?
Second, is there anyone in particular you want us to post the character concept? when/if we get it thrown together?

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So I've been working on my character on and off today (yay for days off!) and am pretty close to finished. I've basically got a Tech priest of doom. Here's the cliffnotes:
Techpriest, storm warden
Artificer armor standard
Servo harness
skill with guns and in melee
tech use +20
The flesh is super weak
So very durable, decent damage, good utility out of combat...
Still have one signature gear master trait to fill out, probably going to use it for a servo harness, just so I don't have to rely on requisition for one. Also gives me a plasma pistol, flamer and bolter for ranged, combined with my claymore and double servo arms... Should be fun.
Anyways, once I know where you want me to post it I'll throw it up.
Edit: oh, and Atlas, some do some don't. Craftmenship on launchers does increase the damage, I don't know about others, best to ask the GM or check an FAQ

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Nice!
I'm pretty close to finishing, just have to solidify equipment. It looks like you need a guy to really concentrate on Command, so I thought since I was going UM anyway, I'd stock up. You guys don't mind taking orders from someone who doesn't "technically" actually "know" how to "play" right? Ok great! =)

BayouSnowman |

I like Salamanders, was my first DW chapter for a marine. Holds a special place in my heart. Close combat sounds good, we don't have an assault marine currently.
@atlas, we have 2 guys with pretty good command, Sardus and Morgan. More isn't bad, but not necessarily "needed" as you said. Viewed the profile you have in progress, must be, as its a lot of cut and paste from my alias. Don't mind, saves people the work. Just be sure to comb over that to remove stuff you don't have. Otherwise, help yourself. Wish it could cut and paste the code for spoilers too, but you'll just have to make those yourself if you like.
@Teneroth, some of that stuff is standard gear for Forgemaster. As for taking the servo harness with master gear, remember its an implant, so req. costs paid once. I used my req. points to upgrade the quality of the standard issue I got.
If you're not going forgemaster, then I'd say save your only master sig gear for when you get higher renown and can take anything like a relic or conversion beamer.
SPeaking of which, the servo-harness is 50 req points at common quality if I recall, and signature gear master is only 40 tops. If you're taking artificer armor and flesh is weak etc, then for the mission we're on, you don't necessarily need Terminator Armor for the AP, but maybe you want it for the firepower? If you didn't take the expensive armor, then you too could pay the servo-harness cost now and it would have it permanently.

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ya, minutes after I did that post I went looking through the cybernetics and realized I got a free exceptional quality cybernetic at distinguished. I used that for my Servo harness, and I have artificer armor from the tech priest advance for it.
I ended up getting a MC meltagun with the master sig gear, thought about a shoulder mounted storm bolter or something, but I already have a bolter and judging from the game so far we are not lacking for bolter weapons.
So my current loadout in terms of weapons are: MC Meltagun, 2x Ex Servo arms, Ex plasma cutter, Ex flamer, Claymore, Bolt pistol, Bolt gun, fists
Needless to say I have more weapons than your average squad of guardsmen.
Any word on where to post the char yet?
edit, nevermind, I figured out how to make an alias and alter it's profile. Yes I'm a dumb
editedit, By the way, are there actual mechandrites in DW? There's traits to use them but I can't find where to actually get any.

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Also tentative, still have some newb questions about equipment, but I hear rumor that this roll is kinda important, so let's get it done (crosses fingers):
Fate: 1d10 ⇒ 10
Wounds: 1d5 + 18 ⇒ (5) + 18 = 23
"I will try to leave a few Xenos intact enough for your little sword to do some cutting. But be warned, they may still be on fire."