Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

I am pretty sure Bayou listed we are building our new characters at 40,000 xp, and over time we will get an XP bonus to catch up to the existing characters. So, with no deeds, alt rank costs, or backstory stuff, you and I would just have hit Rank 7.


Male GMT

Ah okay, I must have missed the figure. Cheers.


1d5 ⇒ 5 Decimus, that's the number of implants, bionics, mechandrites, etc, you may have in addition to any you may gain naturally through rank or chapter bonus (bionic hand) ... Its to reflect your chapter and techmarine status.


wanderer82 wrote:
I am pretty sure Bayou listed we are building our new characters at 40,000 xp, and over time we will get an XP bonus to catch up to the existing characters. So, with no deeds, alt rank costs, or backstory stuff, you and I would just have hit Rank 7.

How are you coming along, Decimus is building an iron hand techmarine Forge master... How about yourself? I just read you were considering that before Decimus posted, so wondering if you changed or still going in that direction.. Fine either way, up to you.


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

This is Wanderer82, I am building a stealthy-tac marine, though I keep going back and forth between the Raven Guard and the Raptors. I wanted him to be a sniper/marksman type, and the Raptors definitely get that, though the Solo Mode ability is pretty much pointless once you have the Marksman talent (which the chapter gets as a starting choice), whereas the Raven Guard stealthy Solo Mode ability scales well.

So I guess I have a couple questions:
- how often do characters actually use Solo Mode versus Squad Mode?
- what range do encounters actually happen at?


We've had a multitude of ranges, long and short, more of the same to come.... You are free to be in squad mode or solo, up to you, you play the pc you want and style you desire... That solo rocks and allows for some dynamic game play choice, scout stealth, etc.. No matter what, you won't be the best in every situation or necessarily prepared or adapted for all environments and encounters... Well rounded teams are key and a good GM will give everyone oppurtunity to shine and plenty of choices

Squad mode usually happens in tough situations, people usually enjoy their solo mode ability.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Phew, just reread, took a while, but really enjoyed it.
Yeah we dip in and out of modes, don't worry too much about it, although maybe think of taking the talent 'Forging the Bond' (In Rites of Battle p226), it allows you to access other chapter specific squad modes when someone instigates them.
As for range, hopefully it will be a mix, I mean it wouldn't be cinematic for Pyros to always be in the thick of it flaming and smashing! Sometimes he has to advance, enduring withering enemy fire! But seriously, Bayou is very good at balancing people's skills and the story.


Requisition is 200 gonna be a while before we are back at a Watch Station, so take more than you need. Each person may take a chapter relic or DW relic.

I know we already did this before, but please repost it here once you are done rereading and ready to continue. It'll help the new guys too. Old players are at famed renown, new players one degree below.


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

200 requisition plus a chapter/dw relic, or the relic comes out of the 200 req?


Comes out of the 200


Also posting this from past discussions, it'll be relevant later on and new guys need to know.

+
Animus
If you wanted 1 of those each it would be available.

Just trying to figure out what would be available in a more objective way. Anything below rare from other books most likely freely available. For DW....

Crazy idea, but how about you roll on your renown instead of Profit Factor? There's a conversion chart in DW for it already. Nothing would cost you renown and I won't allow it for hero level equipment or chapter relics. Just thinking out loud..

Looked up the chart Core pg. 139

Scarce and between 1-14 requisition points freely available.

Rare (14-20) - 20 roll on renown
Very rare (21-30) - 30
Extremely Rare (31-50) - 40

If you trade something of equal value (temporarily) you can have a +10 bonus to your roll on renown. Breaking or losing means you don't get your traded item back.

Losing or breaking an item beyond repair will cost you 1 point of renown for every 10 points of requisition cost for the item. (rounded uo) This is too reflect that you went outside the armory to borrow personal wargear from a fellow marine, failure to return will hurt your reputation and make it difficult to borrow from others.

This would only apply if you wanted something not already requisitioned by you and decided you needed it while on board the ship or before a mission for departure. Trying to acquire something when there are fewer Marines around will increase the negative modifier to each tier, to reflect the lesser odds of finding what you want and possibly resistance to a trade by a marine deployed in battle.

So hows this for objective? Thoughts? Can begin using once we are on board and it becomes necessary.


Oh, reminds me, before I said famed renown, but I think veteran marines who have been playing are at 80 renown, which is hero.. I'll have to double check.. Also saw old requests for custom items and requisition, everyone just double check..

Also, remember everyone to post your requisition items and equipment stats in your alias profile for easy access... Also some profile should be viewed by new guys so they know how I like mine to be organized and what information is necessary.. Also there are some cliff notes on important rolls that are nice to have for easy access and keep you from having to reference your book as much.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'll have to sit down with my books sometime this week to work out Requisition, and to reacquaint myself with the game again.

I've re-read the most recent stuff by for some reason I'm having trouble parsing it into a short summary of our current status and next mission.

GM - could we have a few bullet points on our recent events and upcoming mission so that I can sort it out in my head?


No worries Vartas, we're gonna have some RolePlay before requisition becomes a factor, you've got time, as do others... That makes 2 of you posted that have caught up, once new Pcs are nearly done I'll post and update, probably respond to some of your previous IC posts.

Everyone boarded the pious immolation, training for your new ship roles in a 6 month journey to rendezvous with the Dark Tide ship, then you are taking it to an old watch station to meet Inquisitor Ramseus, forgive my spelling right now. She was contacted after your initial encounter with necron by brother Tyreon, the marine in stasis field that the necron gave you as reward for clearing a facility of flayed one necrons. You all exchanged words and you chose to destroy the weapon in question and were teleported to your ship, but did lose 3 days time. Inquisitor Zerbe, head honcho, deployed your team and a massive force to Inquisitor Ramseus aid in the far reaches, where she'll assume command and give you details of your exact missions for the foreseeable future. People and equipment being sent, large veteran force familiar with the necrons are being assembled by Inquisitor Ramseus request... That's pretty much it, not much was asked about her or I'd give details..

Brother Pardis was awakened, he's in dreadnought armor, infamous last surviving member of a team with first hand necron experience who was trapped in a tomb for a long time and has a wealth of knowledge.. That's where everyone is now I believe, conversing with him. You all are nearly at the rendezvous and will change ships soon.

Ahzammi died, researching the dark pattern and you've had some chaos legion and Daemon encounters, Varryl ate some tainted flesh and had visions... There was or is some dark mechsnicus faction you've encountered and debris of Eldar ships foun.

That pretty much sums it up.. The talk of the Hallow Sun as necrons call it, mention of a forgotten 5th chaos God named Malice, and split factions of necrons both awake and sleeping... That's pretty much everything and everyone that matters.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Awesome, thanks very much!

Some of it is coming back to me now.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Bayou, having caught up I had just a couple of quick questions. Just before the pause there was talk of getting increases to command/tactics/ pilot etc depending on character, had they been officially settled on as I can't see them in my character sheet and was wondering if that was just me not having updated before we paused.
Secondly, I was looking at slightly changing my requisition now that we will be having a sneaky character the 'Skull of Brantor' seems less necessary. Would that be ok?


Maybe you haven't updated your profile and or I didn't officially award you based on your posts, I'll do that in my next update when I respond to people's last IC posts... Some took alternative ranks, others training and training others, so I'll try to get you what you deserve and need for your ship roles.

On requisition, feel free to change based on new PCs joining and length of time we haven't played, that's why I wanted everyone to post it again here as a refresher and for everyone to see and make sure you get a well rounded set of tools and equipment for our upcoming missions.


Could new PC discussions be put into recruitment thread and mission stuff be kept in this thread? Thanks. Want to make sure important topics don't get mixed.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

EDIT: Copy-Pase from 2 pages earlier and one and a half year ago:

"So here is my shopping list:
Sneaky Stuff:
- Camo Cloak (20)
- Stummer (5)
- Flip-Belt (21)

Shooty Stuff:
- Signum Link (20)
- Stalker Bolter (15)
- Deathwatch Targeter (25)
- Angelus Bolter (BA relict, 25)

Other Stuff:
- Dipole Maglock @ Thunderhammer (5)
- Black Blood Injector (custom BA relict, 25)

Total: 136

Optional Stuff if you do not need my remaining points for something more useful.

Lascannon (to really dish out damage afar, 30)
Melta Bombs (25 each)
Special grenades (-)
Special Bolter Ammo (-)
Motion Predictor @ Angelus Bolter (25)"

Don't know about the sneaky stuff, probably still useful to make Deleos a backup-sneaker to work in concert with our raven guard / raptor guy.
@Ship Role & Skills: We settled on Pilot (Small Craft = Shuttles, attack craft, flyers) and Tactics: Air Combat.
Deleos can be your Thunderhawk pilot and provide (or call in) air support, lead the fighter squadrons of the ship and boarding actions during void combat.


Deleos, If you are interested, I'd like to give you a special weapon, it'd take the rest of your requisition points, but it'd be some nice RolePlay. It's a thunder hammer, let me know if you are interested.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Ahh, well, I actually have a pretty badass thunderhammer relict as a Hero wargear item, we agreed to have it removed the unwieldy property plus be considered 'sanctified', so I can actually use it to parry and Lighting Strike with it, while ripping apart demon flesh with ease.

-> I am actually considerably happy with the matter of my armament at the moment.
If you want to, we can retcon it a bit for RP reasons.
Note that Pyros had his Hammer reforged as well (see the first link above and a couple of the following posts).

EDIT: I didn't copy&pasted all my equipment, just my requisition.
If you're interested why this Chaplain has a fear rating of 2, have a look at the alias page, it is quite loaded with stuff and tiny notes.

EDIT2: I forgot to say that ... I really appreciate the offer, but I thought I would remember you about the stuff we had come up with earlier first :-)


Ok, sorry, I think I confused your weapon with Pyros.... Yea, keep yours then, no worries... Open invitation, if someone feels worthy of a special thunder hammer, let me know


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Standard issue:
Bolt pistol, 3 frag, 3 Krak, combat knife, repair cement, Vigil Brazier. Bolter with fire selector, 1 clip vengeance rounds.

Signature Wargear:
Mantle of the Defiled Crusader,
Exceptional Thunder hammer with Promethean's blessing. So being that this had been raised, I understood this had been raised to Master crafted, had lost the unwieldy characteristic and was sanctified as well. Was that right? Also how does that then work with the Salamander solo mode that removes the unwieldy characteristic? Can I use that on something else or do I need that to be able to use swift attack with it. (Haven't got it yet, as seemed irrelevant until I could use the hammer for it?)
Requisition: Signum 35
Suturs breath (Relic heavy flamer) 25
Iron halo 40
Dipole maglock (for hammer) 5
Astartes omnitool 25
Meltagun and red dot sight20+10
Salamanders mantle 20
=180
If no-one else wants the Triflame Vambrace (Xing expressed an interest previously) I will take this instead for a total of 190.
Happy to throw what's left in the pot and even ditch bits if someone has a better idea. Was tempted to upgrade the melta to a multimelta.
Also as my tactical marine special ammo choice, I chose Vengeance rounds.

I think we had said Command +20 and Tactics (Orbital drop procedures) for Pyros' development onboard ship.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Oh and I think Pyros' role on ship was commander of the Deathwatch troops.


I am caught up reading and ready once req. points are spent. Heres a cut and paste, but not final shopping list I guess...

***Gonna check out the haywire and cryo grenades...Launcher anyone? Those necrons and possible vehicles etc, will need some heavy firepower. Hopefully someone is taking a conversion beamer, etc...**** Maybe that's what the Dreadnought is for? Guess we'll find out.

Cut and paste:

Requisition:

Tri-flame Vambrace (45)
Basic, 30m, s/ 2d10+4 E, Pen 5, 12 clip, 3 Full reload, Flame
Fire modes:
a)Concentrated: -20 to test to catch fire and put them out.
b)Wide: Doubles arc to 60 degrees, +1d5 horde magnitude dmg.
c)Burst-Lose flame quality, still have AG test to catch fire as though in dragonfire round.

Astartes Assault Shotgun (7)
Basic, 30m, s/3/5, 1d10+10 I, Pen 4, clip 20, Full action reload, Reliable and scatter.

Flip Belt (21)

Psy Ammunition 4x basic (20)

Stalker Pistol (10)

Psy Ammunition 4x pistol (10)

Astartes Grapnel: (3)

Took something we can use on the ship just in case, or on another ship, something that isn't gonna punch a hole in the hull... Gotta check the prices on some stuff I mentioned at the top....Didn't someone before mention taking some time dialation device? Can't remember, but sounded fun...Oh and forcefield...Almost forgot, see someone got an Iron Halo, but I think they will be pretty necessary, and hopefully effective?? Looking now.


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

Decimus here, popping in quickly. Valens should hopefully by ready by the weekend.


New guys almost ready, gonna update IC by Sunday.


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Think everything is just about done. Will copy from spreadsheet into character profile and post requisitions tonight when I get home from work. Very excited to join the kill team, hope Maxim is a worthwhile addition.


Space Wolves Grey Hunter (Tactical Marine 7)

Work has been murderous lately. I have been working at least 14 hours every day this week. I apologize for my slowness getting ready.

@Bayou-I would like to re-do my requisition, and I will try to have that done before you update on Sunday.


Yea, I'm giving everyone the option to redo requisition and it's not as important as being caught up on the reading and ready for IC posts... Requisition won't really be a factor for a while, so there's Time to settle and finish that up with everyone together during next week.


Space Wolves Grey Hunter (Tactical Marine 7)

Are you still open to the idea of a relic shotgun? I have a few ideas toward that end...finally.


Yea, that would be suitable..

Everyone is taking more than they need for a single mission, but when action time comes you won't have everything, just be reasonable in what you are carrying around.


Ok, been diving deep into your profiles to catch up on things and ran into the thunder hammer drama which seems to be discussed at length in places I was unaware, thanks to Pyros and Deleos for the details and patience. Posting here how I'm ruling its use in our game, in case anyone else wants to take it now or in the future.

Thunder hammer can only be used with lightning attack if you two hand it.

One handed its 1d10 dmg dice, 2 handed its 2d10 dmg dice.

The concussive quality is disabled unless used with a storm shield, max penalty will be - 30 to opponents on TG tests.

These rules only apply in power armor, dreadnought armor will not have these restrictions,except lightning attack must still be 2 handed.

Was hoping the new guys would be close to completion, but they're not... Gonna be updating and moving on IC, they'll be introduced when they arrive and will miss brother meeting with brother Pardis.

Also, goin to retcon any mention or indication of Brother Pardis being telepathic or a psyker/librarian, that was my mistake, he's not, just assume he spoke over Vox, Xing ignore the psynscience test earlier, he's not part of it.

Been just reading and absorbing, ready to see where you fellas take it, you know my style, choices with real impact, as non linear as I can make it. Buckle up. Captain's putting on the seat belt safety light, we are clearing for take off.

Requisition must be completely finished this week, after that, you will have to make do with your standard gear, borrowing, and acquiring on your renown as discussed earlier.


Brother Ulrich Hammern wrote:
Are you still open to the idea of a relic shotgun? I have a few ideas toward that end...finally.

How are you coming along with that? Need to finish that this week, here or by PM


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'll get Requisition done ASAP. Was hoping to get it done this weekend by my first ever baseball game (and some associated sunburn) wiped me out a bit.


Space Wolves Grey Hunter (Tactical Marine 7)

Mother's Day destroyed my time for requisition. I did get some notes written down for the shotgun. I will get them transferred into a spoiler or some such today. Not sure if it will be during my work day or later this evening.

I will get requisition squared away early this week.


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Okay, finalizing requisition and Signature Wargear (took base and master).

My proposed Signature Weapon is a mastercrafted stalker boltgun (15x2=30) with a fire selector (+2=32). With the remaining 8 req, could it be a custom weapon that allows semi-auto burst as a standard boltgun (range reduced to 100m when in semi)? Could be a rare update to the stalker pattern, wraith pattern perhaps?

Requisition:

Astartes Assault Shotgun 7
Meltagun 20
Power Sword 20
Combat Shield 20
flip belt 21
astartes harness 4
astartes webbing (medicae pouch)3
astartes jump pack 15
camo cloak 20
stummer 5

That's 135 spent. Given the discussion of shipboard requisition (items costing 1-14 requisition) being freely available, does that mean low cost specialty ammo (ex: stalker rounds, 5 req) would not need to be actively requisitioned? Trying to figure out my ammunition expenditure for the rest of my requisition for this extended mission (kraken rounds, etc).

-----

Looking to enter into the RP. Being a new addition to the kill-team, should i be on the new ship when they rendezvous or could I have been on board this vessel and only recently reassigned to join this mission?


Maxim, ok, I'll allow, we'll call it double tap, custom firing mechanism, wraith pattern. Yes, low cost like stalker would be available.

@all
For ammunition I'm going to allow the following. As per errata update, backpack ammo supply is +15 requisition to the ammo cost for 250 rounds. I'll allow you to get backpacks of ammo and draw from them as you need if you keep them on the ship. Should be a good compromise for more expensive ammo.

Grenades will be given in bags of 4 for double requisition cost. I believe the current prices are for 1, correct me if I'm wrong.

As for flip belt and jump pack together, that's at the same time, that's a no... One or the other... Also considering nerfing it, not sure it's intended for power armor with those bonuses. Also, I'll tell you the same I told Xing, you need a good reason to be able to use xenos tech... Justify it and you can use it, but know there could be consequences in dealing with others who frown upon such things... Especially an Eldar who might lose his shit if he sees you with it on...

Maxim, you may join in the awakening with Pardis given your background, he requested your presence because you are dead station alt rank... Right?


Ok, Maxim, profile looks good. You aren't the alt rank I thought you were... You didn't take any right? For now you are directly under Pyros, he picked you out while training with you all for your abilities that fill a gap in the current kill team. You two, and Ulrich may RolePlay a little history if you like that happens over the course of months we are taking to meet the other ship. You are not present at the meeting though. So feel free to interact elsewhere and if you feel like searching RT book for an appropriate ship role, I'll consider it. Sounds good?

As for your master at arms distinction, based on your background, the two qualities I'm giving you are a choice between accurate and blast 2,or felling and scatter. Those are the two set options, let me know what you decide and add to your profile.


Also, kraken rounds are 15, not 5, as per errata..

I think we decided what on weapon profiles in regards to errata.. Using or not?


Space Wolves Grey Hunter (Tactical Marine 7)

Here is my first stab at making a relic...

Hagelskur - Relic Astartes Assault Shotgun:
Hagelskur - A word in the native tongue of Fenris meaning Hailstorm

Shorter Barrel gives 30% less range but can be counted as "Pistol" or "Basic" class, whichever is more advantageous for a given situation.

Integrated Fire Selector.

Can receive the Arm Weapon Mounting upgrade with no further impact on range, however this will double any reload times.

Mastercrafted (included in stat line)

Improved Rate of Fire as long as the weapon has the Scatter quality. If using slug or any other ammunition that removes the scatter quality, Hagelskur uses the standard rate of fire for an Assault Shotgun.

Range 20, RoF S/4/6, 1d10+12, Pen 4, Clip 24, Reload Full (2 Full if arm mounted), Scatter, Rep Hero, Req 25 (approx 3x normal assault shotgun)

I will flesh out the history more later, but the bare bones of it is that this was the personal sidearm of a Rune Priest who fell while serving the Deathwatch. The Space Wolves chapter passed ownership of the relic to the Deathwatch for use by future Space Wolves in the Deathwatch. Though Deathwatch tech-priests and techmarines have pored over the weapon in exhausting detail, no explanation for its enhanced rate of fire can be found.

We have been using the errata profiles.


Hmm... As for the relic shotgun... Being able to use a shotgun in melee combat is a powerful tool, you know you do not get point blank bonus in melee combat right? Even with pistols.

Sounds dangerous, especially with scatter and increased ROF, that's truly unique and powerful, meaning more expensive...... Hmm... Thinking out loud right now... I think in melee it won't have room to scatter, so it loses that quality while engaged in melee, but you get tearing in melee combat and reload remaining the same always, Full.

But sounds like a space wolf weapon... Just not a rune priests... Increase the requisition cost by 20, same ROF as normal. Everything else as you put it... Sound fair?

If you want the increased ROF then you can't do full auto in melee combat, just single and semi.. You can decide that.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Okay, requisition:
1. Gonna keep the sneaky stuff, just in case
2. Will drop the flip belt. Love my Jump pack too much to go without it (115/200)
3. Can I get a full container of melta bombs (10+ maybe) for three-times the price (75)? I always thought they were way overprized for one-use items regularly used in the fluff.
4. Can I take a basic storm shield without the energy field for my remaining 10 requisition? It would simply provide a +4AP to chest and arm location and some boni to parry with it.


I'd let you have a combat shield with what you have left, not storm shield, that's a big point difference. Combat shield doesn't require a hand and gives +10 to parry instead of +15 that the storm shield gives by taking a hand.

I think if you want access to meltabombs throughout the next scene, I'd do it for 50 points total, but you can't take more than 2 at a time personally on a mission... Req is 12 points, so should not be hard to aquire while aboard the ship. Additionally, they require demolition skill to use, setting the timer, make sure you can use them.... Also they are x8 the weight of regular grenades and larger, so not something you want to be carrying too many of around, but they are cheaper and common meaning they'll be there if you need them.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Huh, my book lists them as 25 which is quite harsh for one-time useables.
2 per mission is perfectly fine.
I think we had that discussion already, but making sure: can someone else prime them for Deleos, so that he can just deliver them?
Having Pyros or Maxim prime it, then hop onto the enemy whatever-must-be-melta-bombed, place it and hop off again.
I fully intend to grab Demolition asap, but it will probably take a bit for that, plus my Int value isn't the highest, so I might still let one of them prime it if we have the time...

@Shield: Actually I am more interested in the AP aspect than the parry part, since I can parry pretty well with my relict hammer already. I want it mostly for boarding actions or similar try-hard frontal assaults or to cover one of the others with my body if need be - shield-to-shield with Pyros who has a shield on him as well IIRC.
Note that if we go with 50 req for the melta bombs as you suggested, I would have 35 points left rather than 10...
Which is enough for the RAW shield.
My problem is: I have a force field already (from the rossarius) and two fields do not work together. How about a more simple but thicker storm shield that gives up the force field but for additional AP. Or maybe the ability to provide cover for another battle brother?


Space Wolves Grey Hunter (Tactical Marine 7)
BayouSnowman wrote:

Hmm... As for the relic shotgun... Being able to use a shotgun in melee combat is a powerful tool, you know you do not get point blank bonus in melee combat right? Even with pistols.

Sounds dangerous, especially with scatter and increased ROF, that's truly unique and powerful, meaning more expensive...... Hmm... Thinking out loud right now... I think in melee it won't have room to scatter, so it loses that quality while engaged in melee, but you get tearing in melee combat and reload remaining the same always, Full.

But sounds like a space wolf weapon... Just not a rune priests... Increase the requisition cost by 20, same ROF as normal. Everything else as you put it... Sound fair?

If you want the increased ROF then you can't do full auto in melee combat, just single and semi.. You can decide that.

So I thought you cannot use semi or full auto in melee anyway. Just standard attacks. The normal pistol rules actually cover both rate of fire and the scatter quality when engaged in melee.

Pistol Class, pg 140 wrote:
Pistol weapons are fired one-handed and can be used to make a Standard Attack while engaged in melee. When a pistol is used in this fashion, the pistol still Tests on Ballistic Skill and continues to count as a ranged weapon for all other purposes, including the application of Talents. However, the firer gains no bonuses or penalties to hit for range or targeting equipment such as Sights. Pistols with the Scatter Quality fired in melee are considered to be firing at Point-Blank range for the purpose of determining number of hits only.

So as I understand it, in melee I would get a single attack, and if I hit with no range bonuses I could count 3 extra DoS (from the point blank bonus) to determine number of hits.

Would the RoF and having scatter in melee be acceptable in light of this?


Deleos... In errata the melta bombs are only 12... So if that affects your decision, let me know... Yea, I remember the discussion, others could prime them for you...you could disable one shield, in case one overloads... If you want to give it up, I'll allow you to add 2ap and it could cover the left or right side of another brother or 1 marine completely if two are put together... Minus the feet, just body and arms.

Ulrich, I was unaware of those rules, so you can have the ROF and single shot only in melee with point blank bonus for determining hits.


Space Wolves Grey Hunter (Tactical Marine 7)

Sounds good.

Am I remembering correctly that we will have terminator armor available to us, or would we need to purchase that with requisition? Not that I am going to .. just asking.


Yes, there will be some available on the ship for use.


Space Wolves Grey Hunter (Tactical Marine 7)

What would be the requisition cost for a ready supply of the various types of shotgun ammo?

Also, would you permit a change in the signature wargear items?

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