Deathwatch PbP - Inquistors and Xeno artifacts


Recruitment

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As you may have guessed from the title I am doing a Deathwatch play by post. I am playing a very basic game using only the core rulebook and if you would like to submit as a different chapter than the core rulebook has then you have to link a PDF to me. I am looking for 3-6 characters using the standerd character creation rules. The recruitment will stay open until 6/25/13.


This is a little breifing on who you serve in the Ordo Xenos.

"Hello, My name is Inquistor Roth. I have requistioned your kill-team to aid in the recovering of xeno artifacts that could be harmful to the populations habiting the imperial worlds."


Battle Brother Raziel, Assault Marine of the Blood Angels, at your service.


Brother Addivus, Techmarine of the Bearers of Reason, reporting for duty in the name of the Omnissah.


Brother Solar, Tactical marine of the Ultramarines.

Do we get any extra XP?
Standard way of rolling up stats? Points buy? Other method?
Do you want all the rolls on the site or do you trust us in character creation?


Brother Fabian Apothecary of the Dark Angels at your service. Same questions as Brother Solar


Yes ,standard way of rolling stats and you get 2,000 extra xp to spend. I would prefer you to roll your stats on the website but you may roll off-website.


I would also like if everyone maybe submitted some breif background story on why you were chosen by Deathwatch or what is your story behind your chapter initation.


Indeed sounds good its gunna be a little while until I get my character up. So the extra 2,000xp is on top of the normal 13,000 that we get (12,000 already spent to bring our character up to snuff plus another 1,000 for whatever)for a total of 15,000, or a total of 14,000?


That would be a total of 15000 to the best of my understanding.


Raziel, Battle Brother of the Blood Reavers Successor Chapter of the Blood Angels, was selected to Deathwatch for his actions defending a loyal world from the Xenos threat. His company was assigned to break through a siege of Orks that had surrounded an Adepta Sororitas abbey. His squad dropped behind the Ork lines and demolished their heavy weapons, before making hit and run raids to disrupt the assault. With the pressure off, the Sisters of Battle were able to rally a counter-attack. With most of the greenskins being pushed back and cleansed with fire and the holy catechism of bolter fire, victory seemed all but certain. However, the Orks managed to deploy a Killa Kan. Raziel's squad leader, Sergeant Turel, lead the assault on the mutant's foul war machine, but was felled by it's massive Klaw. Their melta-bombs already expended on the Ork siege weaponry earlier, Raziel and his squad brothers attempted to use Krak Grenades to destroy the machine but only disabled its cannons. The last of his squad, Raziel refused to dishonor his brothers by fleeing. Taking up his fallen Sergeant's Thunder Hammer, Raziel charged the Killa Kan and smote it in the name of the Emperor and Sanguinius.


Yes it is a total of 15000 xp


I would also like for the people who are submiting to start to piece their stats toghether.No rush, since you have until the 25th but I would like to have them before then.


Characteristic 1: 2d10 + 30 ⇒ (2, 2) + 30 = 34
Characteristic 2: 2d10 + 30 ⇒ (8, 9) + 30 = 47
Characteristic 3: 2d10 + 30 ⇒ (2, 8) + 30 = 40
Characteristic 4: 2d10 + 30 ⇒ (6, 9) + 30 = 45
Characteristic 5: 2d10 + 30 ⇒ (3, 9) + 30 = 42
Characteristic 6: 2d10 + 30 ⇒ (4, 5) + 30 = 39
Characteristic 7: 2d10 + 30 ⇒ (3, 8) + 30 = 41
Characteristic 8: 2d10 + 30 ⇒ (1, 2) + 30 = 33
Characteristic 9: 2d10 + 30 ⇒ (4, 4) + 30 = 38

Wounds: 1d5 + 18 ⇒ (4) + 18 = 22

Fate Points: 1d10 ⇒ 10


Lyingbastard wrote:

[dice=Characteristic 1]2d10 + 30

[dice=Characteristic 2]2d10 + 30
[dice=Characteristic 3]2d10 + 30
[dice=Characteristic 4]2d10 + 30
[dice=Characteristic 5]2d10 + 30
[dice=Characteristic 6]2d10 + 30
[dice=Characteristic 7]2d10 + 30
[dice=Characteristic 8]2d10 + 30
[dice=Characteristic 9]2d10 + 30

[dice=Wounds]1d5 + 18

[dice=Fate Points]1d10

Weapon Skill 47, +5 for Blood Angels Chapter = 52 + 5 = 57

Ballistic Skill 33
Strength 42 + 5 = 47
Toughness 41 + 5 = 46
Agility 45, +5 for Blood Angels Chapter = 50 + 5 = 55
Intelligence 34
Perception 40
Will Power 39
Fellowship 38

Wounds: 22
Fate Points: 5

How I spend my 3,000 XP

Weapon Skill Simple Advance - 200xp, + 5
Agility Simple Advance - 200xp, + 5
Strength Simple Advance - 200xp, +5
Toughness Simple Advance - 500xp, +5

Double Team (talent) - 200xp
Flesh Render (talent) - 500xp
Berserk Charge (talent) - 600xp
Furious Assault (talent) - 600xp

4 * 200 xp = 800 xp
2 * 500 xp = 1000 xp
2 * 600 xp = 1200 xp
800 + 1000 + 1200 = 3,000 xp

Assault Marine gains Swift Attack for Free; Squad Mode ability Wrathful Descent.

So all that leaves is Power Armor History, Demeanor, and Description?


Power Armor History: 1d10 ⇒ 2 2 can be adjusted to 1 or 3, I'll go with 3: Thine Arm Be The Scourge Of The Impure. +5 Weapon Skill , -5 Ballistic Skill while helmet is worn.

Demeanor: Hot-Blooded, rash and impetuous but noble and idealistic.

Description: Raziel is very pale, with shoulder length straight dark hair. Like many Blood Angels, his features are considered to be rather attractive.

I have a picture of him that was commissioned by the very talented Juan Diego Dianderas here.


I did my standard stats while gaming from memory to save time (they are very middle of the range) but still need to roll for wounds power armour history and FP

Wounds: 1d10 + 18 ⇒ (9) + 18 = 27
power armour: 1d10 ⇒ 2
fate points: 1d10 ⇒ 6


I want to take signature wargear for an Auspex and a Cartograph (17 of a posible 20 points). Perhaps It's an exceptional craftsmanship auspex (19 point) that counts as having a cartograph built in. Is that OK?


How many requisition points do we start with?

Brother Solar: Wounds is 1d5 + 18, not 1d10; you can adjust your d10 roll for power armor history by 1 in either direction so you can choose from 1,2, or 3; a roll of 6 means 3 fate points. (1-7 is 3, 8-9 is 4, 10 is 5).


Woops, I'll devide my wounds d10 by 2 like in the real world.

I know I can ajust my powerarmour history but I think the given one is the best for me.


Do you have room for a devastator?


By my best count we have:
Me - Ultramarine Tatical Marine
Battle Brother Raziel - Blood Angels Assault marine
DavinHercles - Dark angels apoticary
Brother-Magos Addivus - Techmarine of the Bearers of Reason(Ultramarines rules)

I'll work on my background tonight

If we have 2 Ultramarines can we use the defensive stance Rally Cry twice?


Weapon skill: 2d10 + 30 ⇒ (1, 9) + 30 = 40
Ballistic skill: 2d10 + 30 ⇒ (9, 4) + 30 = 43
Strength: 2d10 + 30 ⇒ (8, 9) + 30 = 47
Toughness: 2d10 + 30 ⇒ (8, 1) + 30 = 39
Agility: 2d10 + 30 ⇒ (9, 5) + 30 = 44
Intelligence: 2d10 + 30 ⇒ (2, 7) + 30 = 39
Perception: 2d10 + 30 ⇒ (3, 5) + 30 = 38
Will Power: 2d10 + 30 ⇒ (10, 9) + 30 = 49
Fellowship: 2d10 + 30 ⇒ (8, 5) + 30 = 43

Rerolling Thoughness: 2d10 + 30 ⇒ (8, 8) + 30 = 46

Wounds: 1d5 + 18 ⇒ (3) + 18 = 21

Fate points: 1d10 ⇒ 1

Power Armour history: 1d10 ⇒ 6

Brother Yngvar

Space Wolves Ragnar Blackmane's company, Grey Hunter
40 Weapon Skill
53 Ballistic Skill (+5 simple, +5 intermediate advancement)
(4)7 Strength
(5)1 Toughness (+5 simple advancement)
(4)4 Agility
(3)9 Intelligence
(5)3 Perception (38 + 5 Chapter stat, (+5 simple, +5 intermediate advancement)
(4)9 Willpower
(4)8 Fellowship (43 + 5 Chapter stat)
Demeanour: Calculating
Chapter demeanour: The Sons of Russ
Devastator Marine Ability: Immoveable Warrior
When the Devastator Marine is wielding a Heavy weapon and is behind cover, he gains the Sturdy Trait and a +10 to all Ballistic Skill Tests. This ability only functions in solo mode.

Wounds: 21
Fate: 3
Movement: 5/10/15/30

SKILLS:

BASIC/TRAINED/+10/+20/SKILL NAME
[ ][ ][ ][ ] ACROBATICS (AGI)
[X][X][ ][ ] AWARENESS (PER)
[X][ ][ ][ ] BARTER (FEL)
[ ][ ][ ][ ] BLATHER (FEL)
[X][ ][ ][ ] CAROUSE (FEL)
[X][ ][ ][ ] CHARM (FEL)
[ ][ ][ ][ ] CHEM-USE (INT)
[ ][ ][ ][ ] CIPHERS (INT)
[ ][X][ ][ ] -CHAPTER RUNES
[X][X][ ][ ] CLIMB (STR)
[X][ ][ ][ ] COMMAND (FEL)
[ ][ ][ ][ ] COMMON LORE
[ ][X][ ][ ] -ADEPTUS ASTARTES
[ ][X][ ][ ] -DEATHWATCH
[ ][X][ ][ ] -IMPERIUM
[ ][X][ ][ ] -WAR
[X][X][ ][ ] CONCEALMENT (AGI)
[X][ ][ ][ ] CONTORTIONIST (AGI)
[X][ ][ ][ ] DECEIVE (FEL)
[ ][ ][ ][ ]DEMOLITION (INT)
[X][ ][ ][ ]DISGUISE (FEL)
[X][X][ ][ ]DODGE (AGI)
[ ][ ][ ][ ]DRIVE (AGI)
[ ][X][ ][ ]-GROUND VEHICLES
[X][ ][ ][ ]EVALUATE (PER)
[ ][ ][ ][ ]FORBIDDEN LORE (INT)
[ ][X][ ][ ]-XENOS
[X][ ][ ][ ]GAMBLE (INT)
[X][ ][ ][ ]INQUIRY (FEL)
[ ][ ][ ][ ]INTERROGATION (WP)
[X][X][ ][ ]INTIMIDATE (STR)
[ ][ ][ ][ ]INVOCATION (WP)
[ ][ ][ ][ ]LIP READING (PER)
[ ][X][ ][ ]LITERACY (INT)
[X][ ][ ][ ]LOGIC (INT)
[ ][ ][ ][ ]MEDICAE (INT)
[ ][ ][ ][ ]NAVIGATION (INT)
[ ][X][ ][ ]-SURFACE
[ ][ ][ ][ ]PERFORMER (FEL)
[ ][ ][ ][ ]PILOT (AGI)
[ ][ ][ ][ ]PSYNISCIENCE (PER)
[ ][ ][ ][ ]SCHOLASTIC LORE (INT)
[ ][X][ ][ ]-CODEX ASTARTES
[X][ ][ ][ ]SCRUTINY (PER)
[X][ ][ ][ ]SEARCH (PER)
[ ][ ][ ][ ]SECRET TONGUE (INT)
[ ][ ][ ][ ]SECURITY (AGI)
[ ][ ][ ][ ]SHADOWING (AGI)
[X][X][ ][ ]SILENT MOVE (AGI)
[ ][ ][ ][ ]SLEIGHT OF HAND (AGI)
[ ][ ][ ][ ]SPEAK LANGUAGE (INT)
[ ][X][ ][ ]-HIGH GOTHIC
[ ][X][ ][ ]-LOW GOTHIC
[ ][ ][ ][ ] SURVIVAL (INT)
[X][ ][ ][ ] SWIM (STR)
[ ][ ][ ][ ] TACTICS (INT)
[ ][X][ ][ ] – RECON AND STEALTH
[ ][ ][ ][ ] TECH-USE (INT)
[ ][X][X][ ] TRACKING (INT)
[ ][ ][ ][ ] TRADE (INT)
[ ][ ][ ][ ] WRANGLING (INT)

TALENTS:

AMBIDEXTROUS
ASTARTES WEAPON TRAINING
BULGING BICEPS
DEATHWATCH TRAINING
HARDY
HEIGHTENED SENSES (HEARING, SIGHT, SMELL)
KILLING STRIKE
MIGHTY SHOT
NERVES OF STEEL
QUICK DRAW
RESISTANCE (PSYCHIC POWERS)
TRUE GRIT
UNARMED MASTER
UNNATURAL STRENGTH X2
UNNATURAL TOUGHNESS X2

IMPLANTS:

Secondary Heart/Ossmodula/Biscopea/ Haemastamen: You gain the Unnatural Strength and Toughness Traits.
Larraman’s Organ: You do not suffer from Blood Loss.
Catalepsean Node: You suffer no penalties to Perceptionbased Tests when awake for long periods of time.
Preomnor: You gain +20 to Toughness Tests against ingested poisons.
mophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
Occult be and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Sus-an Membrane: You may enter suspended animation.
Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality.
Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
Betcher’s Gland: You may spit acid as a ranged weapon with the following profile:
Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Progenoids: These may be retrieved with a successful Medicae Test.
Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.

POWER ARMOUR:

"A fury like lightning" +5 Agility, +1 Initiative
Servo-Augmented Musculature: +20 Strength
Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;
Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests
(total of +20 bonus with Heightened Senses)
Built-in Vox Link
Built-in Magboots
Nutrient Recycling: Can operate for two weeks without re-supply
Recoil Suppression: May fire Basic weapons 1-handed without penalty
Size: Hulking (Black Carapace means no bonus for enemies to attack)
Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using
equipment designed for Space Marines
Osmotic Gill Life Sustainer: With the helmet on, the armour is
environmentally sealed

WEAPONS AND GEAR:

Astartes power armour
Astartes bolt pistol
Astartes frag grenades x3
Astartes krak grenades x3
Astartes combat knife
Repair cement
Wolf Pelt
Astartes heavy bolther with backpack ammo supply

EXPERIENCE AND ADVANCEMENTS:

TOTAL EXPERIENCE =15,000/17,000
SPENDABLE EXPERIENCE = 0
ADVANCEMENTS:
Simple Ballistic skill advancement (200 xp)
Talent Mighty Shot (500 xp)
Talent Hardy (400 xp)
Skill Tracking +10 (200 xp)
Intermediate Ballistic skill advancement (500 xp)
Simple Perception advancement (200 xp)
Simple Toughness advancement (500 xp)
Intermediate Perception advancement (500 xp)

Background:

Under construction
Fenris Hunter


Another puppy, seems every group has one... where are the fist? and the Iron hands? and the Salamanders? Think I am going to change over to an Imperial Fist Apothecary.


In an expansion I guess :D But a salamander might be interesting, where can I find them?


I don't think they had rules for the Salamanders in the core book or in Rites of Battle, though the latter did have rules for setting up your own chapter/successor chapter.


We have so far

Brother Solar - Ultramarine Tactical
Battle Brother Raziel - Blood Angels Assault
DavienHercles -Dark Angel Apothecary
Brother-Magos - Techmarine of the Bearers of Reason
Brother Yngvar - Spaces Wolves Devastator

Comments for Brother Solar: It says that Rally cry used only once per game session. I would be alright with it if you both used it at different times.
Comments for Raziel: You will start out will 100 requisition for each character.
Comments for Yngvar: Dude, how long did it take you to piece that post together? Otherwise I like the idea of a Space wolves devastator, you don't see that very often I usually see Dark Angel devastators or Ultramarine Devastators

If we end up with just 6 players or less than that,
that would be better for me cause then I don't have to pick between
people I personally dont enjoy that because it leaves people that put a lot of effort into the campaign and then not get in, so just saying if that happens it would make it a lot easier. Even though it really doesn't relate to the game directly I was just putting that out there.


Salamanders rules are in the first founding book along with any other first founding chapter not found in the core or Rites of battle book.

The original post states that our DM can only accept chapters/rules from the core book. That's why there are no Fists or Iron Hands or Salamanders. Unless you can find him a link.


I sent him one yesterday with all of the books... I don't mind, haven't played a DA yet so this should be fun... being all paranoid all the time.


Yeah the link you sent me brought up some interesting things but I'll tell you what it was not related at all to deathwatch......


2d10 + 30 ⇒ (2, 2) + 30 = 34

2d10 + 30 ⇒ (4, 3) + 30 = 37

2d10 + 30 ⇒ (3, 3) + 30 = 36

2d10 + 30 ⇒ (4, 4) + 30 = 38

2d10 + 30 ⇒ (1, 10) + 30 = 41

2d10 + 30 ⇒ (5, 10) + 30 = 45

2d10 + 30 ⇒ (6, 2) + 30 = 38

2d10 + 30 ⇒ (8, 5) + 30 = 43

2d10 + 30 ⇒ (9, 4) + 30 = 43

Wounds1d5 + 18 ⇒ (5) + 18 = 23

Fate Points1d10 ⇒ 10

Power Armor History 1d10 ⇒ 5

RPG Superstar 2008 Top 32

Brother Solar wrote:

By my best count we have:

Me - Ultramarine Tatical Marine
Battle Brother Raziel - Blood Angels Assault marine
DavinHercles - Dark angels apoticary
Brother-Magos Addivus - Techmarine of the Bearers of Reason(Ultramarines rules)

I'll work on my background tonight

If we have 2 Ultramarines can we use the defensive stance Rally Cry twice?

I'm considering changing my geneseed to Iron Hands. My basic ideas for the Bearers of Reason:

1) The Bearers are essentially the Mechanicum's private Chapter.

2) 'Reason' is supposed to mean 'Imperial Truth' or 'The Way of Man'. I like to think there is a single High Gothic word for this concept. Unofficially, it also includes the Mechanicum's Search for Knowledge. In practice, 'Reason' often just means 'explodey shooty death'.

3) Geneseed is Ultramarine, Iron Hands, or perhaps a homogenized sample from the archives on Mars. They are certainly not cultural successors of the Iron Hands. They have commanders and Mars-taught Techmarines, not internally educated Iron Fathers. There is no ritual amputation.

4) Conversely, they do have more respect for the Omnissah than the average Chapter, and hold Techmarines in higher regard. The current Chapter Master is a Techmarine.


Iono I just tried the link and it worked... ethics are involved in it... of which I have none


@Ross - There are rules for creating your own chapter in Rites of Battle, if you want to go all out!


That's my character completely done. I might add some notes about his generic SM and power armour abilities later but he's ready for battle now. I Basically built a natural leader.

Let me know if we end up adding the rules from another supplement as it will mean more chapter squad and solo mode abilities.


Name: Fabian
Chapter: Dark Angels (+5 to Ballistic Skill and Intelligence)
Specialization: Apothecary
Advanced Specialization: None
Demeanors: Calculating; Sons of The Lion
Past Event: Encountered the Fallen
Rank: 1
Solo Mode: Stoic Defense

Characteristics
WS: 53
BS: 46(+5 chapter)
Str: 38=10(+20 Armor; 58 Total)
T: 50=10
AG: 48 (+5 Armor History, +1 Initiative)
Int: 58 (+5 Chapter)
Per: 37
WP: 36
Fel: 34

Wounds: 23
Insanity: 0
Corruption: 0
Renown: 0
Fate: 5
Move: 4/8/12/24

Skills
<Standard Deathwatch Skills>

Talents
<Standard Deathwatch Talents>
Enhanced Healing

Traits
Paranoia
Hardy
Unnatural Toughness/Strength (x2)

Gear
Armor: Mk VII "Aquila" Armor
Armor History: A Fury Like Lightning (+5 Agility, +1 Initiative)
AP Values: Head:8, Body: 10, Arms: 8, Legs: 8

Weapons: Bolt Pistol, Bolter w/ fire selector, Chainsword w/ dipole maglock, Combat Knife, 3x Frag/Krak Grenades

XP:
Spent: 15,000/15,000
Unspent: 0
Expenditures:
Intelligence: Simple and Intermediate Advance (700)
Toughness: Simple Advance (500)
Weapon Skill: Simple and Intermediate Advance (700)
Paranoia (500)
Hardy (100)
Signature Wargear: Chainsword with Dipole Maglock (500)
Total spent:3,000

Personal History:
Under Construction


@ brent brent - I must admit I copied it from another application, so it didn't take that long.

I am sticking to my space wolf, it'll be something different.


1 person marked this as a favorite.

Weapons Skill 2d10 + 30 ⇒ (7, 1) + 30 = 38
Ballistic Skill 2d10 + 30 ⇒ (3, 9) + 30 = 42
Strength 2d10 + 30 ⇒ (10, 9) + 30 = 49
Toughness 2d10 + 30 ⇒ (6, 2) + 30 = 38
Agility 2d10 + 30 ⇒ (8, 5) + 30 = 43
Intelligence 2d10 + 30 ⇒ (4, 9) + 30 = 43
Perception 2d10 + 30 ⇒ (8, 4) + 30 = 42
Willpower 2d10 + 30 ⇒ (9, 7) + 30 = 46
Fellowship 2d10 + 30 ⇒ (6, 8) + 30 = 44

Wounds 1d5 + 18 ⇒ (1) + 18 = 19
Fate Points 1d10 ⇒ 7
Power Armor Mark 1d10 ⇒ 1
Power Armor History Table 1d5 ⇒ 5
Power Armor History 1d10 ⇒ 4
Power Armor History Table 2 1d5 ⇒ 1
Power Armor History Table 3 1d5 ⇒ 3
Power Armor History 2 1d10 ⇒ 1
Power Armor History 3 1d10 ⇒ 7

Reroll Toughness:2d10 + 30 ⇒ (2, 8) + 30 = 40

Name: Brother Dunmore
Chapter: Storm Wardens
Specialization: Librarian
Demeanors: Studious; Aspire to Glory
Past Event: The Scouring of Vigil
Rank: 1
Solo Mode: Thunder's Call

Characteristics
Weapon Skill:(38+10) 48
Ballistic Skill:42
Strength: (49+5=54) [12]54
Toughness:(38+5=43) [8]43
Agility: 43 [5]
Intelligence: [4]3
Perception: [4]2
Willpower: (46+10) [5]6
Fellowship: [4]4

Wounds:(19+2) 21
Insanity: 0
Corruption: 0
Renown: 0
Fate: 3
Movement: 5/10/15/30

Skills:
Standard Marine and Deathwatch
Psyniscience
Lore: Forbidden(Psykers)
Lore: Forbidden(Warp)

Talents:
Psy Rating 3
Dodge
Hatred: Eldar

Traits:

Psychic Powers:
Iron Arm
Smite
Short Range Telepathy

Gear:

Spoiler:
Armor: Mk IV "Maximus" (+15 Fel dealing with Space Marines)
History 1: Death is Joy (+2 Dmg on Crit; +1 Dmg to Horde Mag)
History 2: To Forget, Is To Forgive (Hatred Eldar)
History 3: Last Survivor (1 additional Fate Point per Mission)
Astartes Bolt Pistol
Astartes Bolter w/ Fire Selector
Force Sword
Tempest Amulet Victory Scripture (+2WS in Single Combat)
3x Astartes Frag Grenades
3x Astartes Krak Grenades
Repair Cement

Advancements:

Spoiler:
+10WS (700xp)
+5 T (500xp)
+10WP (700xp)
Lore: Forbidden(Psykers) (400xp)
Lore: Forbidden(Warp) (400xp)
Dodge (300xp)


Alright tonight at 8:00 p.m recruitment is closed. Either earlier or by tomorrow I will have made a decision.


Um, tko540 why did you roll multiple power armor history rolls?


I'll field that if no-one else is awake. He's using the rules in rites of battle. His roll for power armour mark roll netted him MK4 armour that requires 3 rolls on the history table.


Alright recruitment is closed and I have made my picks

DavinHercles - Dark Angel Apothecary
Big OM - Space Wolf Devastator
Battle Brother Raziel - Blood Angel Assault Marine
Brother Dunmore - Storm Warden Librarian


Also I picked Brother Solar almost forgot sorry bout that brother solar


For those who did not catch on Da GM is one of my aliases


Woah thanks. I was pulling sad face at the screen there for a few minutes.


Do you mind if I save off spending my requisition until after I hear what the mission is?


That would make sense to me - after getting the mission, it would make sense to requisition the proper wargear.


Yes you can and Brother Solar could you post all your character's stats and what-not on the Gameplay because it makes it easier to print so I can get good looks at what I have to work with.


Done.

So at this stage what books are we working with? I may need to amend my squad/solo mode abilities. It will also effect our choice of oath and what equipment is available for us to requisition.


@DavinHercles - Unnatural strength is applied before the +20 for the power armour. Your SB should be 8 like mine.
@tko540 - Same problem. Youer SB should be 10

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