Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


2,051 to 2,100 of 2,165 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

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]

Haha that Smurf thing really works *lol*


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

I will try to find it again, I saw something about the squad leader being able to roll their applicable Tactics skill in place of certain skills for the squad. It was in reference to using Tactics (Stealth & Subterfuge) in place of your team's Concealment and Silent Moves skills.

....Smurf...


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

I see it somewhere between Deleos and Bayou I think. At the end of the day this is such a fantasy world and we are dealing with things so far out of our own knowledge (how many of us are military/ex, tech experts, ships captains, medic/doctors etc). The tactics roll gives you (Bayou) a chance to push us in the direction you see the encounter going, but not force us (hence the options). For example I know very little about technology, I might think it is perfectly acceptable to run the squad up under fire to a main gate and wait for our tech-marine to open it by hacking it. You however might see that as an extended skill test that will take time and we will be looking at a total party kill by the wall guns. What you could suggest on a successful roll is that the guns look dangerous and that the codex suggests using cover or distraction. Further successes might suggest an example involving forces attacking from an alternative direction, using the cover of night, rolling up behind an armoured vehicle or using smoke. It is then up to us to decide which method we want to use.
However I have to say Maxim's idea sounds good too. For example squad deployment on patrol could go a long way to make up for poor awareness rolls. Perhaps one marine is outside of the ambush area, or the squad get a reroll/bonus on the roll as they are expecting an ambush. Or if for Stealth and subterfuge, use of scouts/ flank guards might make up for the fact that one of the party (me) is really loud and obvious!


Really some fantastic ideas from all of you. I especially like the tactics roll impacting the macro story as well as potential bonus in the field. DOS certainly matter and determine how much and what quality

Got some good ideas flowing, thanks.


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

I see a standard astartes as having at least basic proficiency in tactics, and the Tactics skill as especial mastery of a particular branch of warfare. In game terms suggestions from gm about stuff that "should" be obvious to a master of said tactics would be appropriate.


It's helping to paint a more exact picture of the scenario, things you should notice to help give you more ideas and obvious actions and consequences


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

I found that reference regarding Tactics I was searching for. It's a "special use" of the Tactics skill listed in the core rulebook.

Ambush:

A character in the role of Kill-team leader may use Tactics (Recon and Stealth) in the place of an opposed Concealment for himself or any member of his squad provided they are in Support Range (see page 213).

So it is only one specific use, but its possible there are more in other books, and its possible we could develop similar systems to go with the other tactics.


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

I don't recall other rules in the Deathwatch books, but a GM I was under came up with ideas for using other tactics skills in a analogous manner.

For example, Tactics (Assault Doctrine) tests during a rapid shock advance to gain surprise rounds or initiative bonuses.


Thanks for all the great ideas on using with Tactics, I'll keep them in mind and consider them for your future rolls.


Well done Deleos and Pyros, handling it the way you did. The GM kind of pushed us, but it worked out well in the end.

I'm pretty cleared up, ready to proceed to the next part of the story once everyone has had their say.


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]

Yeah, those are the moments that really show how much effort everyone is putting into this game.
@Bayou: Thanks for returning - for real. This is an awesome game and I love that it continues after such a long rest!


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

I'm seeing some great roleplaying already, kudos!

I feel I'm still finding my feet with Valens but I hope to make an impact with him.


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

A heads up. Between Friday 1st June and Sunday 3rd June, I won't be available at all. My availability on the Thursday and Monday is also likely to be very limited.

So realistically, I'm not likely to post much from Thursday May 31st until Tuesday June 5th.


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

Yeah well done everyone, awesome to see the commitment coming straight in full throttle. I was answering a question about 'dealing with interparty conflict' and I think this is a great example, where we get to play our characters and yet resolve the issue.
Valens, I look forward to when Pyros and Valens get some more interplay. The machine focussed tech-marine and the human focussed marine with a fascination with the machine, should make for interesting conflicts over priorities whilst trying to help each other!


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

My main sticking point with pbp is getting the character off the ground. Character creation, and getting them into the story, especially in a long-running game. But here so far, so good!

And I'm also looking forward to the collegial conversations of the Smith and the Machinist.


Valens, thanks for breaking down your rolls and modifiers for me. Please be aware that some of your things have overlapping uses and thus not all can be used on the same thing. The electro graph and Miu are two ways to connect with machinery, you'd use one or the other. Think of the Miu as wifi, somethings can make use of wireless connections, many and sometimes most don't, depending on the location... You could try a Tau drone for instance wirelessly with proper RolePlay. You did include searching through some archives and what bonus might apply, that was a good example of what I'd like to see with Tech Marines and tech priest because they often have so many bonuses and gadgets and mechandrites, etc. If you are not sure just do what you want and roll, mention the modifiers you know for sure, role-playing it helps. Then I'll make the final call and respond to your rolls accordingly, maybe not always clear if you pass or fail. Still worth trying, love the creative.


I remember going through this same process with my GM as I played RT tech priest.


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

Cheers. From GMing and playing this game, I'm aware of how many modifiers there can be! I'll bear what you said in mind for future.


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

A quick question on Mechadendrite Use: Techsorcist (DH: Daemon Hunter, p59).

The text of the talent mentions "modifying" an existing mechadendrite. But the talent was originally written for mortal tech-priests who would have non-servo-arm mechadendrites. And it seems odd to use a servo-arm as an interface, especially since if a corrupt machine spirit took it over, it would be an immediate threat.

Would it be possible to have an "interface mechadendrite" on Valen's servo-harness for the sole purpose of interfacing with corrupted technology? No other function and it would be easier to justify than how there is a port on a servo-arm.


You modify an existing mechandrite, you have many before servo harness at Forge master alt rank.

That's always an inherent risk connecting to potentially corrupted items through Miu or other means of interface connected to you... Unless it's a data slate and you don't use stuff to interface, meaning less bonus or none.

Does that answer your questions?


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

Okay, that's fine then. So long as there's a mechandendrite that isn't also a deadly weapon that he can connect with. The talent only gives extra protection against tech-heresy and corrupt items, it doesn't confer immunity. Valens should be more aware than most of the methods that can be used and the benefits and risks inherent therein.


Sure, he's taken a risk many times, but RolePlay can minimize risk through it gaining bonus or lower difficulty in some actions.. Most things you don't have that worry.

We can just say you have a special texchorsist mechandrite if you want, they'll all detachable.. So wear it when you want.

Just reading your profile again, you are huge when fully loaded. Macchinator array, servo harness, I gotta keep that in mind.


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

The background text for the Techsorcist does mention a special mechadendrite being affixed. So I'm happy with that.

And yes, tech-marines get bulky and heavy! Even an ordinary tech-priest with machinator array can end up over half a tonne in weight!


Children's day stuff last couple days, been swamped with family and work, gonna update tonight, promise.


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

No worries, life can get a bit crazy at times!


If anyone has any questions, please ask... You might not be familiar with Rogue Trader and or ship actions and options, that's OK, now is the time to learn a little first-hand so later when it's more narrative based then you can put it into context and in some instances where it's combat you will be more familiar with your options and capabilities.


And to be honest, I don't have tons of experience, no matter what I've read, so if I make a mistake, please point it out and if you know more or pc has more knowledge, don't be afraid to suggest or take the lead. Just want to work out these kinks and this new dynamic to our DW game now before things get really serious. Cool? Alright then, enjoy... And good luck! May the emporer protect.


One last thing, any good suggestions for sharing images with you all? Not necessarily for systems and ship combat, I don't want to be that detailed, unless you do, but more for on the ground, planetside, so I could provide more details of the terrain, cover, infrastructure, etc..


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

A GM I have for another game, uploads images into Imgur and just adds in a link. I have never used it, so I don't know how easy that is. Another GM used Roll20, it gives a lot of options: you can draw maps, you can add symbols, you can make it possible for all characters to move their own icons around etc, however it is a pain from a mobile (and I think there is/can be a cost involved). I would have thought any program that allows you to upload an image and then can copy and paste the link should work if we are just talking a picture of a sketch. Off to work now, and we have a new firefighter starting today, so I will be fairly busy, but will get a post up later.


You're a firefighter and a Salamander marine? Awesome, so many similarities... I'll check that out... Been in China 15 years almost, things blocked here like Google and some other useful things like Android play store, unless you have a VPN which I now do... So I have been out of touch with many image sharing sites and apps.. I'll look into that.


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

Well all firefighters have at least a little pyromaniac streak ;)
To be honest it was some of their other qualities that I particularly like, but it always helps to have something you know a little about.
I had heard China could be quite restrictive on things like that, but it is hard to imagine missing out on the things you get used to.


Got imgur on my phone and figured out how to use, should be a nice addition.


Here in 2003, most stuff blocked soon after, never really got used to it until a few years ago I got a VPN, now I couldn't go without some things I'm used to... Mainly Google play store for apps, other social media crap I never got hooked and am glad I don't have those urges or addictions.


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

Starship combat actions from Rogue Trader.


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

It might be worthwhile for someone to do a 'Prepare to Repel Borders!' to increase our resistance to boarding actions and hit and run attacks.


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

I had kind of said I was doing that, but without knowing much of the Rogue Trader stuff I didn't know there was an official action for it. I will put up a command roll.


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

Oh certainly. It occurred to me that link might be handy for folk. I've run rogue trader and I still forget half the available actions.


Yea, that link was really helpful, but not quite complete, still really helpful and covers most of what we need....

My problem is I don't have stats for our current ship and so I'm just gonna wing it, but later on DT it'll be clearer, I'll add related information to the ship alias profile for easy access.


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

No worries. I do have a few general questions. No rush on these, just listing them.

1. Are we using book or errata stats for weapons?

2. Can Valens hold the plasma cannon in one arm *without* firing it so that he can use the free arm for something else?

3. If not, can he use a servo-arm to temporarily hold the plasma cannon while he uses his arms?

4. Can we use reactions in our turn to fire weapons such as the plasma and flame weapons in the servo-harness?

5. Did Valens get a chance to gain any insight from his research in this post?


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

I know it was previously clarified that we ARE using the errata weapon stats.

And I would assume, as an Astartes you are able to hold a plasma cannon in one hand, if only for a time.

No help on the others from me, sorry.


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

Cheers Maxim.


Using errata

Could hold in one hand to do something, not attack though. Not sure if a heavy weapon could be safely stowed or thrown over your back to allow you change weapons or if you would have to drop it? Unhooking a backpack ammo feed? Others thoughts or experiences on that?

I'd say a servo arm could hold it while you freed your hands.

You can use your reaction to fire something on your harness, I think it requires a tech test, then you can fire.

I'll get to your lore rolls asap


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

Cheers for the answers.

Personally, I think astartes heavy weapons are too heavy and bulky to go onto backs. One-handed isn't braced enough for attacks but should be fine for just holding.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'm sure there have been Black Library depictions of heavy weapons being stowed on backs using mag-locks or special clamps or similar.

Having carried a heavy weapon on every mission so far, I've always imagined Lucian being able to stow his heavy bolter alongside his backpack ammo supply for times when he needs both hands. Only ever being able to use one hand, or having to put your weapon on the ground, seems overly punitive and would make me rethink ever carrying a heavy weapon.


Space Wolves Grey Hunter (Tactical Marine 7)

Using a weapon on the servo harness as a reaction does not require a test, it is just one of the things you are allowed to use it for.

Servo-Harness wrote:

Additionally, the Techmarine may use his Reaction to make a single shot or strike with any one weapon on the harness.

(pg. 177, Core Book)


Yea, agreed on being able to stow them and have both hands free otherwise, who would ever bring one, getting engaged in melee you'd be screwed and diminished RolePlay ability in non combat situations...

Yea, wasn't sure if there was a test, git crossed with Rogue trader explorator rules as I've been diving into those for ship combat stuff

Was going to have a little mock combat with the dark tide, but Ulrich and unnatural perception ruined that and probably better as it might not have gone well with ships firing on each other... Had planned for the dark tide to sneak up and disable weapons and such, maybe some boarding with non lethal actions, but it would have been clear soon it wasn't for keeps, but might have broke something and angered a few folks somewhere in the universe.. So just decided to scratch it... Sorry for dragging it out longer than necessary, was digging deep into ship action and combat... Oh well, it'll be useful for later... Gonna cut and paste some stuff into the dark tide alias for everyone to familiarize themselves with later


And for Ulrich, gonna put a leash on your perception stuff somehow, just because wolf senses and such are more combat related on the ground and personal awareness, as opposed to reading information from scans and ship detection devices... Suggestions welcome, not relevant yet, but will be... Also not decided I will, giving you or others a chance to make your case...

Also for Ulrich, what exactly did you want to do with the helmet? Destroy or dismantle a requisition item and incorporate which parts? The diagnostor helm from description has an xray like device for assessing injury and medical bonus and something for preysense sight in the dark... Isn't innovative design heretical? I know we have created items from scratch, we just assume they've always existed as unique relics, but you want to Forge master to break something for a mission and put it back together later? Sorry if we discussed before and I forgot, if this affects your decision and we can't do it, I'll let you exchange it out or you could possibly add one of the components externally rigged, depending on which bonus you prefer, though I'd probably rule that any head hit would have a % chance of it being destroyed... Let me know what you think.

Anyways, gonna check out gamplay and update, stopped here first.


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

I have no issue with being able to stow a heavy weapon and I'm glad we're now all on the same page on what is possible with them in this campaign.

Honestly, I don't see any need to nerf Ulrich's abilities here. Rereading the Wolf Senses solo mode, it's pretty clearly intended to represent the keen senses of the Space Wolves, "almost preternatural senses that exceed even those of other Space Marines".

An experienced Space Wolf? It should take someone on the ability level of say Maxim to have a serious chance of duping those senses. High level space marines are just that gifted.

Deathwing Command Squads have the option of taking an apothecary terminator, so it's entirely possible that the Deathwatch have similar equipment even if it's very rare. Terminator-grade diagnosticator helments, etc.


Space Wolves Grey Hunter (Tactical Marine 7)

I would prefer to not nerf the wolf senses. It is supposed to be a thing that boosts any perception based check. (for a wolf scout the wolf senses bonuses also apply to ALL their stealth tests; concealment, move silently, and shadowing)

I would say it is not just intended to represent a heightened ability to perceive things (though there is that), but also to assimilate the information more quickly and to gain more from the same amount of data. It transcends the normal limitations of senses; it is instinct, experience, preternaturally keen senses, and the training of a mind accustomed to the influx of data those senses provide.

In the case of the ship's augury system, perhaps a high level space wolf can simply discern more from the readouts than a someone with less innate talent or training. A greater ability to notice a pattern in the sensor return, or to discern more differences in colors or to hear a more subtle pattern in an audio feed that indicates a skulking ship's drive.

As for the helmet, I had hoped to improve on the wolf skull helm and gain the bonus to medicae that the diagnostor helmet gives. We had talked about it before and you said I could pay the requisition for one and have Varryl combine the two. The way you just talked about it here (dismantle a requisitioned item, etc) makes it seem less like a good idea. Perhaps we can have Brother Kovac study the diagnostor and devise a way to add similar circuitry to the wolf skull helm.


Ok, no idea what sensors are used, could be like a sub using sonar, because their is active and passive ping scans, that's auditory, so you can keep it as is, glad we talked it out.

As for helm, if you want Kovac to add something for the medical bonus like a xray, I'd say that's doable, he can do that aboard the dark tide and I'll give him some extended tech use tests to do so... But I'll rule that depending on his DOS there will be a chance of it being destroyed on any hit to the head, to be determined after he's done adding it. Once aboard you both can RolePlay it out and I'll give the tests then..

Extended tests...
3 tests, one int, one tech, one armory test.

OK, still haven't forgotten about the FB Lore tests, I'm gonna say it extends into the next journey and will reply there.

That should be everything we needed to clear up if I'm correct, gonna check gamplay and see if I can move us forward... Got a little time before work.

2,051 to 2,100 of 2,165 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Storm of Sinners Chapter One- Pious Immolation Discussion All Messageboards

Want to post a reply? Sign in.