Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Arkhos, if you wish to keep your character then I will take over GMing duties. If not, I will gladly leave the decision of who will step up to the rest of the group. Once a consensus has been reached I will be able to resume play immediately if the group allows me to run this shindig.


You can run it, it is easier on me at this time since it would really take me a day or two to plot out a campaign.


Then we shall go with that unless anyone has any objections. I will be posting under the main alias of "GM JC Spooks". For the sake of simplicity all of Nimons house-rules and modifications will remain as-is.

I will give everyone a few hours to sort themselves out and bow-out if they wish to do so, after that I will begin posting in the gameplay thread again right were we left off. If anyone wishes to field any suggestions now is the time to do so. For those of you that have any sort of secret GM-only background info for your characters I would appreciate you divulging it via PM.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Hallan, thank you for volunteering to do this. Your character has been one of my favourites to play alongside, and it sure we'll miss him, but I have no doubt that you will continue to be an awesome player from the other side of the GM screen.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

Safeties off. Ready.


Spooky Skeleton Scarecrow

Thanks for the support.

I have contacted paizo and hopefully control of the game will be turned over to myself soon. Once that happens I will take some time to clean up the campaign info.


Thank for stepping up, I'm looking forward to playing with you guys. In the midst of this was me changing chapters and a pm asking for a bionic arm and leg to go along with my Iron Hand story, I offered to pay deed cost for "price of victory" and lose a fp if necessary, I'll leave that up to you as Nimon never replied and then stepped down.


Also. He probably never gave my updated alias a look after saying I could change. Please take a look and I'll let you decide if everything is fine.


Spooky Skeleton Scarecrow

I have gained control of the campaign and made a few updates/changes to the info in the campaign tab. If anybody has something they think should be included speak up and I'll take care of it.

Also I'd like to apologize if the game feels forced or awkward at all. I asked Nimon if he had any campaign notes that he could share for all these plot points he set up but he hasn't been able to get back to me. So for now I'm kind of flying by the seat of my pants trying to sort everything out in a manner that makes sense.


Spooky Skeleton Scarecrow

Alright folks, the next mission will be posted in 24 hours. If you have anything you'd like to finish up now is the time to do it unless you plan on staying behind.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

I just hope we get to face mutant heretics that way my bonuses stack lol


Black Templar Apothecary Rank 4

Out of character, I've been lurking for a bit, and was PMing Zimon before real life pulled him away, but the incredibly awesome GM JC Spooks has let me join.

wounds: 1d5 ⇒ 2


Spooky Skeleton Scarecrow

Wounds and fate points start at maximum (23/5) for new characters. I will add that to the campaign info tab.


Black Templar Apothecary Rank 4

I missed that for wounds, I'll update that.


Spooky Skeleton Scarecrow

Remember to only report in if you plan on actually going on the mission. Unfortunately Brother Castil, six marines have already responded to the mission and there are no more remaining slots so you will have to remain behind for the time being.


Would it be possible to consider changing the way mission slots are filled? (After this mission of course)

While it probably wasn't a concern before with not that many people joining, it seems lately on the last few mission that space was an issue. Now that there are more members would it be possible to allow alternates first priority on the next mission? It just seems like it would be more fair to those who are active and playing on the mission or on the ship or fortress. It would be nice to play and atleast know I'll for sure have a chance of doing so. They could have just say a 24 priority, and if they don't post, then its fair game as usual.

Right now, we all have lives, families, jobs, school, whatever, and some of use live on opposite sides of the world, I'm in China. We all can't be hovering over this site or waking up in the middle of the night to try and get a slot for a PbP game mission. At last count there were just enough of us to fill a mission and then suddenly a new guy drops in and happens to claim a slot. While this is how it goes, and I'm fine with that, I know the procedures, it doesn't mean it has to continue to be this way.

That's why I'm throwing this out for you, we have a new GM and some new players/returning players, and I'd like to see everyone stick around, contribute to the game, and see some action.


Tell you what, Arkhos can march with Col. Folken, and be more of a Intelligence Officer and liaison between the team and IG, by keeping communications open.


That's a generous offer brother, I recall you saying you wanted to sit out a mission, but that was before we had down time to sort out things. Thank you giving up your chance to play for me. Though I'll leave it up to the GM, not sure how he feels about having us in some kind of secondary support position. If so, I could just as easily do that and you can keep your slot.


Dark Angels Assault Marine

Since I have also played every mission so far I would be willing to give up my spot as well.


Spooky Skeleton Scarecrow

There is a standing rule that if someone doesn't post for 24 hours they are dropped from the mission and a new player is brought in as replacement. I am hesitant, however, to bump or remove caps on kill-teams since this game is structured as continous recruitment and there is a risk of myself having to try and organize missions with 10+ marines at once. Even now we have 7 active players, 9 counting an applicant who has not made himself known and Tellemachus.

That being said, we have a few options. Someone could willingly give up their slot for Castil, which is fine. I could also make a one-time exception and let Castil slide in. Or, if you guys are willing to trust me, I will tell you that I have made plans to have every marine still willing to play to be on this mission. Though it won't happen immediately, and I can't tell you how, there will be an opportunity for anyone left behind to get some field tine.


Spooky Skeleton Scarecrow

24 hours remain before the mission begins.
Six marines have reported in.
Lucian has volunteered as leader.
No Oath has been proposed.
330 requisition remains unclaimed.


Dark Angels Assault Marine

I would be fine with Lucian as leader. The question is who is stepping down for Castil? Both Arkhos and I have offered. i think having 6 on the main mission is a good thing.

Spooks, I think we all trust you and if you can manage to tie plot lines together we would be more than happy.


Male Crimson Fists Techmarine

Alright so some ideas that would be good as far as gear goes:

Astartes Missile Launcher - 10 req.

* Only 10 req for a good Anti-Armor/Anti-Infantry weapon
* Frag AND Krak Missiles are considered standard issue for this so we save Req. by not having to purchase the Krak upgrade.

Astartes Assualt Shotguns (assuming we do Breach and Clear) - 10 req

* Great Close Range weapon for cheap
* For 4 req can pick up Slug Rounds which lose Scatter but gain Felling(1) and Tearing
OR
* For 7 req can pick up Shedder Rounds and gain +1 Pen and Tearing

Melta Bomb - 12 req

* Good for Demo
* Anti-Anything
* Only really useful for setting up things, due to being Placed Explosive

Seige Auspex - 13 req (at least 1 for Half[7 req])

* Shorter range is a negetive
* Can see through thicker walls (necessary for at least the Gun Emplacements I'm certain)

Astartes Grapnel - 3 req

* Allows for easier climb/rappel
* 3-D movement in a Dense Urban area is necessary

Astartes Combi-Melta - 15 req

* Benefits of having a Melta
* Downside only 1 shot then reload necessary

Astartes Meltagun - 20 reg

* It's a Melta
* Downside; not a Bolter.

Kraken Rounds - 5 req

* Better Pen
* Better Range

Have to go back to work, finish ideas later, and post tentative list I would like to take for Valerio


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Some pretty good ideas.
I was going to keep my heavy bolter and get some Kraken rounds for added punch.
A missile launcher is a great idea, I'm happy to add one to my load out, but it might be worth spreading out the heavy fire power.
Grapnels and Astartes Combat Harnesses are always useful.


Black Templar Apothecary Rank 4

I had a few ideas for wargear.
Diagnostor Helmet - 15 rp: Will give me preysight and a +10 on medicae checks.

Flamer - 10 rp: Use to fight hordes and group of soldiers. The heavy flavor is 15 rp.

Blind Grenades - 10 rp: Throws out a dense cloud of smoke so we can block line of sight against gunners or conceal where we are.

Flash Grenades - 5 rp: Will not affect us, good to use against a crowd when we are engaged with them.

I'd also like a mortal friendly medkit so I can help tend to mortals we come across (my lovely narthecium only helps me with space marines). There's one as part of the 3 point combat webbing from Rites of Battle.


I will give my position as I can do other things, and also allows Brother Lucian a shot to lead, which my character is not happy to hear and takes it as a challenge.


Not sure how all this will play out, but Castil won't require too much. He doesn't use ballistic weapons much, isn't skilled enough to really carry one into battle and wield profieciently.

Just off the top of my head, I'd want a Psy hood (assuming it can be worn with a helmet, doesn't say one way or another.)25 points I think.

I like the smoke grenades idea. I'm not sure about the combat doctrines of all of you, but we each have a unique style thats our marine's in addition to our own personal touch.

If you have any cybernetic implants then being near me will make you stronger and tougher, my guy prefering melee, but able to throw shots from a distance and flame upclose. The problem is that some of his powers don't take to friendlies too well, and so my ranged attacks can spread out 5-8m in every direction.

I'm considering taking a few small things for stealh approaches, never know when it could be useful, my guy doesn't mind flanking or supporting fixed forces.

Arkhos, we can trust the GM to make sure everyone sees play. I'm willing to go or wait til I'm needed, but depending on how it goes, I thought I'd throw a few things out as the new guy who hasn't been on a mission with you all.

The only other things Id consider would be an Auger/Auspex Implant, the Siege one is good handheld for emplacements, but in urban areas, the regular one should suffice.

EDIT: No one mentioned a targeter or signum, those could be helpful. Someone could laser targets for our squad, or perhaps later for the convoy


Male Crimson Fists Techmarine

Valerio's Loadout:

Astartes Combi Melta [32 req]
* Arm Weapon Mounting
* Fire Selector
* Kraken Rounds

Astartes Assault Shotgun [13 req]
* Fire Selector
* Slug Rounds

Siege Auspex [7 req]

Astartes Grapnel [3 req]

Total Spent: 55 Req

I would also like to ask the group if it would be alright for me to spend an additional 15 req in order to take an MUI Cybernetic.

My Suggestion for other additional wargear is:

2 Strummers [10 req]
* Breech and Clear advantages as well as Infliltration advantages.
* 2 so that we can split up if we need to.

3 Demo Charges [30 req]
* Demolition of Gun Emplacements

Multikey [15 req]
*Opens up the hive city

I would have agreed with an Astartes Signum and Links however, in order for them to be truly effective it costs us too much requisition for honestly very little reward in this instance. It would be better if we were against a smaller force, a more focused strike, or if we have a large amount of Req left over...which I honestly don't foresee.

@Lucian
If you spend the Req on a missile launcher you can always hand it off to someone else if we happen to need both your bolter and a missile firing at the same time.

@Zedkiel
The helmet is a good idea for an Apothecary. We are notably missing Flame so I think having a Flamer on hand is probably a good idea, the difference between a Heavy and Regular Flamer boils down to +7 Damage per shot and 4 extra shots before reloading, however it now counts as a heavy weapon. For only 5 requisition I would say that's a pretty good upgrade, but it's your decision.
As far as non-lethal grenades, if anything I would say maybe a Flash or two encase we were to run into a larger mob of contacts. The Blind grenades are helpful, however quite expensive, and if we HAVE to use them to save us from being shot that would mean we messed up somewhere big.


Male Crimson Fists Techmarine

Alright, and with Lucian taking the leadership roll I suggest Oath of the Weapon.

It's not that I necessarily like or care about it's inherent bonuses, however I believe it's Squad Mode abilities will be a better selection for us, particularly Fire For Effect and Tank Buster.


A few things I thought could be useful. Going to forget the Psy-hood. These are things that could be useful if there's a scout, but maybe not so useful if we are together. I don't want/need all of these things, just suggestions for how we could end up doing the mission.

Cartograph, (5rp)- Hopefully someone has good Nav. skills to guide us and/or we have some maps and can pinpoint our position with accuracy, then it won't be necessary. This thing uploads to dataslate, 3d imaging, live updates on position, possible enemy troop movements/positions if Orbital augers are arranged??? Not everyone needs it, but if we split up, we need to be able to meet up again. If we got the necessary skills and equipment, then nevermind that....UNLESS we use the psyber raven to upload positions and info in real time to the cartograph(s).

Stummers (5rp), 2 probable enough, good for 20min each. The Techmarine might be able to recharge them for us if needed, not sure if he's got those talents yet.

Masking Screen (25rp). If someone were to be taking point and scouting ahead, they might want it. I don't know if anyone is into this role, but I'd be happy to fill it if no one else is better suited...But if we are all just gonna role in a tight group together, then it wont be necessary and we'll have stummers just in case.

Auto-Sense Goggles- (10rp), just all around great, provides live intel and can mark targets for artillery/air support.

Psyber Raven-20 It would be useful to have a scout like that that could reach quite far and give live intel/positions of troops. Possibly update cartograph and then convoy via vox or other secure comms?

Stalker-Flares (8rp.) Not sure how we'll be locating each other and marking positions in HUD...GPS? (if we split up) If there were a forward scout, maybe they'd take the same path and/or mark obstacles...Not sure if comms will be secure/usable. I'm just thinking of everything here, as I'm unsure of how many things work. Please forgive the ignorance.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

My Requisition requests -

Astartes Soundstrike Missile Launcher (10) with 2 frag missiles and 6 krak missiles
Kraken rounds for Heavy Bolter backpack ammo supply (10)
Deathwatch Suspensor for Heavy Bolter (25)
Cartograph (5)
Astartes Grapnel (3)

Total Req spent - 53, 2 spare if anyone needs it

Oath of the Weapon is a good choice, it's Squad Mode Abilities are pretty solid, and I don't think we can discount the no jams thing either.

Just to let people know in advance, I'm currently on holiday in (mostly) sunny Florida, and as such don't have access to my books. Therefore I might have more rules questions than normal, so apologies if I ask seemingly stupid questions.


Dark Angels Assault Marine

Stummer 5 req.
Multi-key 15 req.
Master-crafted Chainsword 10 req.
1 Mag. Kraken penetrator rounds 5 req.

35 in total

León, if you still want the 15 req, I'll donate.


Well, have fun guys, I apparently am schedule for a training exercise starting Wednesday for 1 week so I will be afk most of the time, hopefully be able to post by phone.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

GM, since our foes for this mission are mostly humans, can we assume that I have managed to concoct sufficient toxin to grant the Toxic quality on the weapons of the team?

also it appearing that Arkhos won't be able to post for some time, i'd like to submit some of my needed equip.

for requisition:

i'd ask for a flamer 15rp

dont need diagnosticator helm this time.

though i need a chainsword with mag lock
3 frag 3 krak grenades, a bolt pistol with standard ammo

guys pls help me with the points, as i don't have the books right now. thanks


Spooky Skeleton Scarecrow

2 hours before the mission will begin.
Only 143 req has been committed, 187 remains unspent.
Arkhos has decided he will step down, Castil will be deploying with the rest of team.

You may use your Create Toxin ability as described in the Core Rulebook Brother Del.


Male Crimson Fists Techmarine

Thank you Elyas

Adding to my Loadout:

MUI Cybernetic [15 req]

@Del
Basic Loadout gives you 3 Krak and Frag grenades as well as A Bolt Pistol with Standard Ammo, Do you want 3 more of each grenade and a second Pistol?

The Chainsword costs 10 req for a Common Chainsword w/ Dipole Maglock


Ultramarine Devastator (Rank 7), Deathwatch Keeper

May as well spend the Requisition on some items useful for the whole team. If anyone pipes up, I'll drop the extra stuff.

I'll add -
3 Demo Charges (30)
Vox-caster (10)
Motion Predictor for Heavy Bolter (20)


Black Templar Apothecary Rank 4

Loadout
Diagnostor Helmet [15 req]
Astartes Grapnel [3 req]
Heavy Flamer [15 req]
Blind Grenades [10 req]
Strummer [5 req]
Kraken rounds for bolter [5 req]

Total - 53

I'm going to skip the flash grenades, the heavy flamer and standard issue frag grenades should be fine for dealing with groups. Per Valerio's input, I'm definitely grabbing the Blind Grenades in case we mess up somewhere big.


Male Crimson Fists Techmarine

We picked up most everything I think we need, but have extra req and no time left. So here's a final few things

Adding to Loadout:
Extra Kraken Clip [5 req]
Extra Slug Clip [4 req]

@Zedkiel
Picking up Astartes Combat Webbing Medicae Pouch [3 req] for you

Also
Master Crafted Chainsword [10]
Extra Kraken Clip [5]
Psy-Focus [15]
Photon Flash Grenade x 3 [15]


Astartes Grapnel (3rp)

Cartograph, (5rp)-

2-Stummers (10rp)

Masking Screen (25rp)

Auto-Sense Goggles- (10rp), just all around great, provides live intel and can mark targets for artillery/air support.

Those are my 53 points

Sorry for late post, was in a RL game of "Agone" Just got home 4.30am, will post gettin off the ship, then i'll be sleeping for about 6 hours. I'll update in the morning.

(if this is too late, then I'll just have my standard equip)


Spooky Skeleton Scarecrow

Unfortunately Castil you are about 2 hours past the deadline. However, I think others picked up some extra gear they can spread around.


Well, i did mention my rp earlier, but it was before i got your PM saying i was for sure on the mission..so if the points are spent...that does away with a part of the post I just did..so disregard the first part about the auto goggles, we'll call it my helmet sensors...

The part about the cartograph...we'll disregard tha last part too...

I just finished my post, going to bed, after 5am, so i'll be up at 10, i'll fix/adjust then.

Sorry i was late, was in a RL game of "Agone"..which is an awesome french rpg that's also printed in English...i play every Sunday night.

Added a note to the gampeplay. Apologies for holding things up and botching my debut. As for equipment, I won't really need anything other than what I'm carrying, so no worries.


I could do some RP aside from the mission, but I will be like I said a bit inconsistent.


Spooky Skeleton Scarecrow

You are free to do so if you wish. You're still at the Watch Fortress.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8

GM, since i prepared toxins, i assume all our weapon damage now has the toxic quality.


Spooky Skeleton Scarecrow

No. According to your ability you have to hand out the toxins and then it lasts a number of rounds equal to your Intelligence Bonus. Did you want to hand out your toxins now? Keep in mind you'll have to generate a squad mode to do so.


Spooky Skeleton Scarecrow

Just a reminder for those of you who may not know:
We are not using the Deathwatch Errata document. Righteous Fury gives the full weapon damage again as per the core book, not just an extra d10. Thus, if a you confirm a righteous fury with a bolter than the righteous fury will deal 2d10+5 damage.


Black Templar Apothecary Rank 4

Will Castil's psychic phenomenon reach us? I didn't see its AOE.


Spooky Skeleton Scarecrow

There's a 90% chance, but neither he nor myself have rolled the AoE yet. I'll make a round 1/2 post in a few hours.


WS 55 BS 45 S 40/60 (10) T 55 Ag 45 Int 60 Per 55 WP 55 Fel 40 Wounds 23/23 Fate 5/5 Movement 4/8/12/24 Insanity 0 Corruption 0 AP Body 10 Rest 8
GM JC Spooks wrote:
No. According to your ability you have to hand out the toxins and then it lasts a number of rounds equal to your Intelligence Bonus. Did you want to hand out your toxins now? Keep in mind you'll have to generate a squad mode to do so.

Ok not at this time.

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