Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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We could still pick up a shotgun, maybe a sniper rifle, some specialist ammunition.

Try to prep for the main situations we can expect to encounter.


Hammers of Dorn Assault Marine 1

Oh for some reason I thought you ment a different heavy weapon. Sorry.

Might I also suggest that someone with a boltgun/fire selector can requisition some of that cheep santified bolter ammo from the last mission.


Male Black Shield Librarian 4

I'll take my share of 10 Req and get an Astartes Assault Shotgun from Rites of Battle. I can hold it one-handed with no penalty with power armor. Good switch for the pistol.


I think I'm the only one with a fire selector for free in this mission, however should we start using that sanctified ammo now? I don't think we are going up against any of the specific creatures the ammo was blessed against and normal specialty ammo isn't too terribly expensive considering our possible opponents. I can take Hellfire round for free while picking up a clip of Kraken rounds and Metal Storm rounds would only be 20 req in total, and I don't think we need Metal Storm rounds since Tellemachus took the shotgun and we all have grenades.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I don't think we need the sanctified ammo as yet, worth saving it I think, until we come up against the xenos that it's most effective against.

So far, Requisition requests include:

Chainsword (Hallan) 5
Assault Shotgun (Tellemachus) 10
Vox-caster (Vartas) 10
Kraken rounds (Hallan) 15

Leaves us 20 Req, no input so far from Elyas or Leon. Any other requests from Thedius?

I think I'll leave the back-up weapon for this mission, I can concentrate on suppressive fire with my heavy bolter.


Dark Angels Assault Marine

I think the mission is best served with me not req. anything and we spend it on other items. Frankly I wouldn't know what to get. Perhaps we could all benefit from a melta bomb if we have to blow through something.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

That might be a good call. How much would a single melta bomb be?


12 req per bomb.


Hammers of Dorn Assault Marine 1

Santified rounds do better against deamons, so perhaps might be best here.

For myself, if there isn't enough left over requisition for a camo-cloak, then I'm OK with nothing.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I don't know whether we'll see any daemons. Rogue psykers, underhive gangs amd possibly some kind of crazed cultare the enemies I'd expect to encounter.

We need to make a start on the mission soon, so we'll have to think about finalising Requisition.

How do people feel about:

Chainsword (Hallan) 5
Kraken rounds (Hallan) 15
Vox-caster (Vartas) 10
Assault Shotgun (Tellemachus) 10
Melta bomb (Thedius to carry?) 12

Leaves 8 Req, any suggestions?


I agree, the likelihood of fighting daemons is pretty low. Even if we did, the exorcist is still around. Also the rounds were sanctified specifically against those two types of creature that nimon mentioned right?

Also we could pick up some solid slugs for Tellemachus (4 req per). Or maybe an extra chainsword? A grappling hook could also serve Thedius for maneuvering into favorable positions.


Dark Angels Assault Marine

Which brings the usual question, jump pack or no jump pack?


Hammers of Dorn Assault Marine 1

I would have thought to keep my jump pack. It should still be able to increase my movement. I guess it's really a question for the GM.


I guess it depends on if you think we'll be spending more time inside or out? Then again 40k architecture is super grandiose with giant ceilings right?


Male Black Shield Librarian 4

We have 8 left right? I guess we could snag a Photon Flash Grenade. How does everyone feel about the Inhalation Grenade I mentioned earlier? It uses gas to kill not explosives so collateral will not be a factor. It doesn't cost any Req or Renown. Just have to fill it with a gas. Take a look at it on PG 147 in Rites of Battle.


I don't think we can afford any of the toxins that are stated up in the corebook to put inside of the grenade.


Male Black Shield Librarian 4

Can we use some of the toxic samples that were collected on our last mission? They were pretty harmful to humans which in our case that's the type of hostile we expect to fight.


Male Crimson Fists Techmarine

Sorry I haven't posted much, all I have right now is my phone so I've more or less just been reading. I'm pretty happy with our current loadout, and we should probably invest the last 8 into either a spare weapon (chainsword) or into special ammunition. León doesn't need much at the moment, he has a built in auspex, a bolster for medium range, and his servo-arm for smashing close range. Beyond that hrs not much built for combat when compaired to the rest of our troop, more of setting up defenses and just trying to keep us alive


Wouldn't that risk spreading the infection from Grangold? I mean, they decontaminated us for a reason.


Male Black Shield Librarian 4

Grangold's surface was pumping tons into the atmosphere. This should be a small amount which would probably dissipate quickly.


The Slaugth mutation may be airborne and infect the host upon death. I don't know if it's worth risking the population of an entire hive world.

That being said, you can ask the watch commander about it. A field test of the toxin would surely yield much knowledge of the mutants.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'd be wary of introducing the airborne toxin from Grangold anywhere without a full investigation of it's properties.

With 8 Req left, our options are limited. I'd favour a second chainsword for someone in case things get close up, or some special ammo for someone, perhaps a clip of Metal Storm in case we encounter a huge horde of evil.

Edit: Nevermind, we've deployed.

Dark Archive

Male Human Dungeon Master

You can still use it. I just wanted to know what you had before combat begun.


Hammers of Dorn Assault Marine 1

@GM - Are the clips we found santified against a certain type of creature, or just all warp entities like usual?

If it's all warp entities I still recomend someone with a bolter requisition a clip of it, and just don't use it if we don't need to. A clip of santified bolter rounds for example would be a good way to make up the points, and cheep.

I often round out requisition with extra frag and krak grenades

I too am hesitant to use the Grangold gasses. Would the deathwatch not posess another gass?

Dark Archive

Male Human Dungeon Master

All of the ammo in this room has the Blessing of St. Drusus. Making it sanctified and when dealing with Yu’vath or Bale Childer xenos and or constructs it inflicts an extra wound or magnitude. There is 100 Bolter Rounds-100 Metal Storm Rounds-6 Breacher Rounds-4 Penetrator Rounds -1 Nova Grenade- One Master Craft "Medusa Pattern" Plasma Cannon(200m s/-/- 2d10+11 E 10 20 6full Blast(1) Volatile)-One Siege Auspex There is a collection of data pads. all of these items can be requisitioned for half requisition and renown requirements after this mission. This bunker apparently belonged to the "Sons of Medusa" a sub-chapter of the Iron Hands and known to participate in the Angevin Crusade. make some rolls if want to know more than that

I just copy and pasted from before. The ammo is sanctified as the quality in the book and has the additional effects against the ancient enemies the Yu'vath and Bale Childer.


Ultramarine Devastator (Rank 7), Deathwatch Keeper
Sanctified wrote:
Damage inflicted by a Sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures.

Might be useful against rogue-psyker-spawned threats. It would seem reasonable to take a clip, perhaps to go in Hallan's fire-selector equipped bolter.

Nimon, I can't find an entry for any kind of Sanctified bolter rounds. How much Req would it cost for a single magazine of the blessed ammo for a standard bolter?


Hammers of Dorn Assault Marine 1

Can you put that into our notes under the campaign tab please GM. Perhaps with final requisition and renown costs. That would be very handy for saving time in the future.

Dark Archive

Male Human Dungeon Master

I would say 10, but since you get em for half 5 points.

The Sanctified definition in Deathwatch is pretty ambiguous, I will use Dark Heresy's definition because it is more to the point.Sanctified Removes the Demonic Trait's Bonus to Toughness from a target. This only removes One Demonic Trait Bonus so if a Bloodthurster had Demonic Traitx2 you would only cancel out one of the bonuses. This is similar to how Felling works except it is specific to targets with Demonic Traits.

*Edit* Added definition of Sanctified to F.A.Q and req cost for sanctified ammo of 5 in the Elite Advances/Bonuses spoiler tab


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Seems fair.

Then I think we'll add a clip of the Blessed Bolts of St. Drusus to our Requisition list, and it seems most sensible to give them to Hallan to put in his fire-selector.

Leaves us 3 Req, which I figure is 3 Frag Grenades.


Hammers of Dorn Assault Marine 1

I vote Elyas to get the extra grenades. He has the best ability to get close and a decient BS to throw with. If you need to throw a melta-bomb, I'd say the same for that, otherwise I think I would be best with it.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I was going to spread the grenades out among the squad, say one to each of Leon, Elyas and myself. Thedius, I suggested you carry the melta bomb as you'd be able to get closer to whatever we need destroyed faster than everyone else. It's not really for throwing, it's more for destroying walls or doors.


Hammers of Dorn Assault Marine 1

I understand. I am the fastest.

I would still vote for Elyas with the grenades as he got nothing and I think he would be the most functional with them.


Dark Angels Assault Marine

Thedius I would like for you to enter squad mode, because as you correctly poitned out, we'll most likely beout of support range except of each other and I can deal more damage to a horde if I am in squad mode, Wrathful Descent.


Hammers of Dorn Assault Marine 1

I deal more damage out of squad mode (though not magnitude damage to a horde). If I fail the cohesion test don't I loose an entire turn?

Dark Archive

Male Human Dungeon Master

I know squad mode is confusing. One page it says full-round, then theres the abilities, then it says free action. They do not properly set up the context for these, they elaborate with examples though. I am going to attempt to cut through the ambiguity with an example.

Brother X Wants to enter squad mode. He chooses an available ability and pays the cohesion and Action. If it can be sustained, then it can be done indefinitely with no additional costs by the individual who activated it.
Brother Y wants to join Brother X. He can do this on his turn as a free action with no additional costs or tests. However if he wants to join when it is NOT his turn, he would spend a reaction and then have to do the Cohesion Test. Roll =/< current Coheion on a 1d10.

Cohesion tests must also be taken if you sustain cohesion damage while in squad mode. Weapons like Sniper Rifles can cause this kind of damage.


Dark Angels Assault Marine

Perhaps a stupid comment, but I forgot to post that using my jump pack was my round 2 action. My round 1 action was protecting the inquisitor from the left.

Dark Archive

Male Human Dungeon Master
Elyas wrote:
Perhaps a stupid comment, but I forgot to post that using my jump pack was my round 2 action. My round 1 action was protecting the inquisitor from the left.

No problem I was following. Because of you and I think it was Brother Lucian who did the same round 1, I only targeted marines for my attack. So even though it did not seem so good because you do not get a roll, it was a sound choice as body guards.

I gave you basically a "Sweeping Advance" type attack on the retreating horde. I forget what it is called in this version, but you basically got mop-up duty. Which is good that you were there for that, otherwise they could have reconsolidated and hit you again later.

Dark Archive

Male Human Dungeon Master

I am really enjoying all of your play styles so far. This is a good group. I appreciate you all going with the flow, I know that PbP can be a bit confusing as the rounds progress and not everyone is accustomed to theatre of the mind style. So far you are all doing well and keeping in character too which is a nice change. I rarely get players playing in character in my face to face games.

Dark Archive

Male Human Dungeon Master

Looking through the book I do not see where righteous fury does extra damage to a horde, but I can see where that perception can come from since you have to roll another hit when it comes up, and hordes can potentially have armor so damage should be rolled (though so far my hordes have had no armor). In the damaging the horde section it is not mentioned.

I want Righteous Fury to mean something, so I will grant the extra hits to a horde when it rolls up. One extra hit per Righteous Fury. I will add that to the campaign F.A.Q

Dark Archive

Male Human Dungeon Master

I will add one more thing to the F.A.Q, I was not clear I think in what the rewards after the mission are for. If you were voted MVP, Best Role Player ect you get 1 fate point if you burned one(so far no one has I do not think) other wise you get an honorable mention. 3 Honorable mentions will get you a medal or purity seal,something appropriate.

Dark Archive

Male Human Dungeon Master

I went ahead and created a regiment, I used some of what Brother Lutha had, but I needed to make it fit within cannon for Calixis sector. The Black Templars were in the Calixis sector, so making a regiment with ties to them is not difficult. If you want to make changes you can, the things in bold are options. OOC are Drawbacks, or disadvantages. I just did not feel like typing out every possible selection, but if there is something you would really rather have we can discuss it.

517th Storm trooper Regiment “Scintillian Sin-Eaters”

517th Storm Trooper Regiment:
Hand-picked from the same world the Black Templars once recruited from, the 517th hail from Cloister, a Frontier World. The men and women from this world performed incredibly well under the rigors of the Schola Progenium on Scintilla.
Commanding the Regiment is Col. Folken. Considered a Maverick by some of his peers, his ability to get the job done speaks for itself and the cabal has learned to value his insight on occasion.
The 517th is a Hunter-Killer regiment, created to support the Adepta Sororitas and adopting to their tactics of favoring flamer based weaponry this regiment makes use of hellhounds and other fast vehicles, including flyers, with heavy flamers.
Trained as Survivalists capable of Covert Stikes the 517th have earned their name “Sin-Eaters” on the front facing witches, wyrds, and psyker mutants in the Calixian sector. The name has stuck with the regiment and many a hellhound has had its 517th label written over to read SIN-Eaters.
This Ideology of Sin-Eating is more than just a name sake. The regiment suffers from a type of Cult of Chivalry and committing a perceived sin, even lying, is punished harshly by the other members. In addition the regiment seems Honour Bound to accept any challenge and takes any slight against their honour very serious.


Male Irish
Brother Tellemachus wrote:

Tellemachus pulls the hood over his face once more as burning carcasses litter the street in front of him. He gives a silent prayer to the Emperor and looks around for any additional commotion or shady individuals.

Perception Check:Per 40+20+4=64: 1d100 ⇒ 62

Glancing around him, he briefly searches the warp for any more disturbances or psychic traces.

Psyscience test:WP 50+5=55: 1d100 ⇒ 46
Standard Success

He stoops down to a squat and examines the dead rogue psykers body.Seems Hallen didn't leave much for me to examineTellemachus chuckles softly. He tries to recall anything additional that could be of use to him based on the psyker

Forbidden Lore(Psykers):Int 40+4=44: 1d100 ⇒ 13
3 degrees of success

I think you might be rolling your tests wrong. What are the one digit numbers you are adding to the target number. They seem to be your attribute bonus. You don't add your attribute bonus, it is used in other ways.


Male Black Shield Librarian 4

Da GM is one of my alias, forgot to change it.,

Dark Archive

Male Human Dungeon Master

It is true you do not add your bonus to the rolls, unless you have some talent that might grant you something like that. I do not think that exists in Deathwatch though, there is some in the Ascension Dark Heresy book that do something like that. If you have some minor bonuses from something else though, that would go into it. Some items do give bonuses.


Hammers of Dorn Assault Marine 1
Nimon wrote:
Don't feel obligated to post more than once a day. I know some people can post more so I post more. So far I think we have all kept together well. I can not recall when we past you and I am sorry if we did.

I don't feel obligated I just know we move at a pace that makes it best if I do. I'm enjoying this game a lot, that's why I post a lot, and I'm sure it's the same for everyone else. I certainly wouldn't want to suggest people post less.

Vartas posted 2 things directed at me that I didn't want to pass by before I could reply to them. If I had read the thread on my phone and saw no-where I felt my input would add to the game, I wouldn't have put the effort in. The fact that I did is a testament to the pull of playing!

That is all... Thanks!

Dark Archive

Male Human Dungeon Master

Ok very good. I know some can not post more than once a day, but those that can are indeed welcome too.


How exactly does all of this possession stuff work mechanically? So far we've all been pretty luck in finagling our saves but with the exorcist going down just now that doesn't leave us a whole lot of backup options if and when someone else eventually fails. I know in the fluff I've read being possessed is pretty much a death sentence most of the time.

Dark Archive

Male Human Dungeon Master

It can be very bad, but I have given you two ways to get out of it if any of you do get possessed. An Arch Exorcist, and the Transmitorium machine. So if you do fail it will likely be a temporary issue. To bad none of you from the Exorcist chapter, this would be a walk in the park ha.


Well hopefully once we get the machine off all this spooky gobbly-goop will go back to their magical hell-dimension. I hope we can finish this up quickly, I'm going to try and remove myself from the scene uneventfully once everything has settled down. I thought the Astropath would put up a lot more of a fight so that I would be able to melee it up with the assault marines for a bit. Instead I kind of wasted Thedius' grapple (totally sorry for what it's worth) and going on an overly-dramatic rant for three rounds.

Also the Exorcists are 10x more hardcore than the Grey Knights, fact.

Dark Archive

Male Human Dungeon Master

The Astropath suffered from bad rolls, being grappled early by a charging assault marine, and really not having your demise as his motivation until it became life or death. It is interesting how it unfolded. When I ran this for my troop back in '09 we were using a set of rules that was devised by the Dark Heresy community on a site called Dark Reign.

I have had to adjust the Psyker powers I used because that is the one thing that is not compatible at all between the systems is the Psychic powers. Dark Heresy uses d10s based on your psi rating and 9s are bad. To account for this I used a suggestion others have done and that is to give their Deathwatch encountered Psykers Ascension powers, but ignore the mechanics and just make it a WP test like you would a librarian. So far it seems inline with what should be an acceptable encounter. Had I rolled more than a 1 on that Blood Boil, that could have hurt a bit.

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