Interest Check: High Level Deathwatch Campaign


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wounds: 1d5 + 18 ⇒ (3) + 18 = 21
fate points: 1d10 ⇒ 3
power armor history: 1d10 ⇒ 8


will post my wolf-priest later GM :-)


Ok, I've got all the numbers crunched here. I just need to put it in better order, and deal with specific gear.

As an aside I've been into Warhammer 40k since 1998, playing, painting, and reading about it.

Heck I even worked for GW from 2001-2002

<-- Torilgrey


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Cool, seems like things are coming together. On another note you can choose your power armor history if you like.


wounds: 1d5 + 18 ⇒ (4) + 18 = 22

fate points: 1d10 ⇒ 10

WOW!


Any melee combatants who would consider double team? I have the xp to choose it also.


Will get double team too.


I'll try and get my submission cleaned up, and Change my power armor history then.

Thanks!


I grabbed double team as well. Submission cleaned up, except for history


Two things real quick. While any party composition I am cool with I do recommend that the party have at least one of these two specialties for this game specifically; an apothecary (which you have) due to several missions where you have to be completely self reliant for long periods(helps to have extra healing) and a Librarian, cause this game has a pretty decent amount psychic chicanery that a psyker's senses and power can help unravel.

Neither is strictly necessary, It's a good idea to have one of each though.

Second thing is I would like to offer the players the chance at an extra starting Fate Point.

If you write up a decently fleshed out history and personality for your character, enough so I have a decent idea of who they are and what they've been through that character can have an extra Fate Point.

Roleplaying is important to me as well as having characters that are more then just numbers on a sheet and I've found this is a good way to entice players into putting some effort into the non crunch side of their character.


I am currently working on a Dark Angels Tactical marine but can switch to a librarian if we need to. It would still be Dark Angels. How would you handle the Fallen specifically how much would a librarian know? It is my understanding that they have been told a little more than most marines who know nothing or very little.


Starting Wounds 1d5 + 18 ⇒ (4) + 18 = 22

Starting Fate 1d10 ⇒ 2

Dark Angels, any1 interested in linking background stories (i.e. we fought a ritual duel, as per Rites of Battle)?


Big OM wrote:
I am currently working on a Dark Angels Tactical marine but can switch to a librarian if we need to. It would still be Dark Angels. How would you handle the Fallen specifically how much would a librarian know? It is my understanding that they have been told a little more than most marines who know nothing or very little.

A lot of Dark Angels Librarians are members of the Inner Circle. If you play one we can say you know of everything up to Luther's betrayal(if not the full story of what happened, after all, few if any know that in the 41st millennium)


Let me make the switch then. Yuugasa would you be okay with me creating a combination of marks of Distinction representing the inner circle? I will post a suggestion later.

Hrolf I would be up for that, do you have a suggestion on how to handle that combat? a single roll perhaps?


Big OM wrote:

Let me make the switch then. Yuugasa would you be okay with me creating a combination of marks of Distinction representing the inner circle? I will post a suggestion later.

Yeah I am cool with that.


Big OM wrote:

Let me make the switch then. Yuugasa would you be okay with me creating a combination of marks of Distinction representing the inner circle? I will post a suggestion later.

Hrolf I would be up for that, do you have a suggestion on how to handle that combat? a single roll perhaps?

I am thinking that we fought to a draw. Though there's no need for us to take the deed, as we can say that that event do not define our characters. (I plan on taking Second-in-Command deed ;-) )


How's it going folks?


I'm pretty much good to go short a history, which I've got in my brain, but don't have time to sit and write out to make look pretty.


I was going a bit slow lately, , my character isn't done yet, I hope I find the time today.


Sorry works has been a bit tough in the last few days, but now I am back. I haven't written anything yet but might have something tomorrow, I need to change to a librarian. Any wishes?

Hrolf Have you written anything about our mutual earlier encounter I need to take into consideration before I begin? How would like the fight to have ended, are we on friendly terms?


I have been going over the Marks of Distinction and am not sure what to choose. I will be buying Forbidden Lore (Traitor Legions and Astartes) but already have access to them.


I think i will roll for my fluff, I think that might be an interesting background writing- and roleplaying challenge

Past Event: 1d5 ⇒ 1
Power Armor History: 1d5 ⇒ 1
Personal Demeanor: 1d10 ⇒ 9


Also
Wounds: 1d5 + 18 ⇒ (5) + 18 = 23
Fate: 1d10 ⇒ 1
Edit:
Power Armor History should be a d10: 1d10 ⇒ 5


Sounds good folks, take your time making your characters if you need to, I'll just be checking in to keep the thread alive and letting everyone know the game is still a go.


@ Big OM

in general just make what you like, most things can be useful and justified storyline wise.


Updated with history

@Big OM: For a librarian I'd take Reason and Will for sure, maybe Watcher to help with PniSci tests. No Quarter given cool if you want to murder with the force sword. Lots of choices for just about any style charecter.


Cool beans BayouSnowman.


Also I don't know how much you guys know about Necrons but I will be using the tabletop 3rd ed storyline for Necrons (they are nearly silent, terrifying terminator-like killers slaved to nearly omnipotent Star Gods) as opposed to 5th ed+ storyline (they are kookie robo Egyptians who are sometimes scary, sometimes silly).

All in all even if you don't know the 3rd ed storyline what you need to know will be revealed in game as the storyline progresses, I just don't want you'll to make out of game assumptions about the Necrons then get confused in game when the storyline goes in a different direction.


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That's the way i like my necrons. Their flavour was seriosly soured with their 5th ed dex.


Can I submit a Marine from the Rapter chapter, details are in "Honor the Chapter." I know you don't have the book, but I pasted everything in the alias about the Chapter and its abilities. There isn't anything in the relics or wargear that are for Raptors, so no fuss there. Nothing else from the book, just the Chapter.

Still working on the history, waiting for approval of this Chapter. Everything else is done, need to finalize a few small details and add the requisition.

Also, I've chosen some Distinctions that the GM will need to weight in on, particularly "Master of Arms." I'd prefer Blast and Felling more as the bolt weapons I'll be using already have Accurate and Tearing. But its up to the GM, so let me know and I'll update the alias.

Envisioning a marksman Tactical Marine. Sniper history as Raptors excel at shooting from any range.

Noob question here: Shooting while engaged in melee combat. If I'm engaged by an enemy who is close enough, can I shoot with pistols? If so, at what penalty/restrictions? Probably no aim or point blank range bonus, anything else? Or just a quick point to the rules and I'll read it for myself.


Hmm I thought I posted my questions, now i have to rewrite the whole thing. ugh

okay

1. Do I buy special issue ammo for a heavy bolter in clips or for my backpack ammo supply? If the latter does it still have the cost of one clip?

2. If I want to have a heavy bolter with master craftsmanship for example do I have to pay full price for the weapon or only the difference between the heavy bolter i already have and the master crafted version?

3. What's the point of the Deathwatch Suspensor? As far as I can see bulging biceps, which every space marine has already cancels out every penalty for not bracing, so why buy an upgrade that makes my weapon always braced?


I have some question about requisition.

- It says the cost for special issue ammo is per one clip. One heavy bolter clip is 60 shots but i also have a 250 shot backpack ammo supply. So do I buy the special ammo in separate clips and switch from the backpack ammo to the special clip or do i fill the backpack ammo supply with the special rounds? If the latter do i have to pay for it multiple times because the backpack is more than 4 times as large as a clip?

- When I want an upgraded heavy bolter, with master craftsmanship for example, do I only pay for the upgrade or do I have to pay the full requisition cost of such a weapon?


Ah, the messageboards like to make a fool of me, that's what it is. It just waits until 6 minutes after i rewrote the whole thing to finally post the original questions.


Unless I made mistakes spending my XP, Brother Temujin of the White Scars is ready, crunch wise.


You should be able to spend 33,000xp, you're short 1k. Also maybe you need a fire selector to switch between ammo types, I'm unsure if backpack does that for heavy bolter. Lastly, you should list your armor type, history, and any sensor or agility bonus.

I'd recommend a deed and or distinction from Rites of battle book with your extra xp.


Fire selector says only basuic and pistols, so no good with a heavy bolter


Brother Sardus wrote:

Can I submit a Marine from the Rapter chapter, details are in "Honor the Chapter." I know you don't have the book, but I pasted everything in the alias about the Chapter and its abilities. There isn't anything in the relics or wargear that are for Raptors, so no fuss there. Nothing else from the book, just the Chapter.

Still working on the history, waiting for approval of this Chapter. Everything else is done, need to finalize a few small details and add the requisition.

Also, I've chosen some Distinctions that the GM will need to weight in on, particularly "Master of Arms." I'd prefer Blast and Felling more as the bolt weapons I'll be using already have Accurate and Tearing. But its up to the GM, so let me know and I'll update the alias.

Envisioning a marksman Tactical Marine. Sniper history as Raptors excel at shooting from any range.

Noob question here: Shooting while engaged in melee combat. If I'm engaged by an enemy who is close enough, can I shoot with pistols? If so, at what penalty/restrictions? Probably no aim or point blank range bonus, anything else? Or just a quick point to the rules and I'll read it for myself.

Yeah you can play a Raptor.

Master of Arms is fine, applying felling against strong characters fits with my idea of awesome snipers too so that is cool.

With a pistol you can fire against someone you're fighting in close combat, I think it is just a BS test with no modifiers at its most basic. I'll look it up when I have a minute and either tell you about it or point you to the details.


Threeshades wrote:

Hmm I thought I posted my questions, now i have to rewrite the whole thing. ugh

okay

1. Do I buy special issue ammo for a heavy bolter in clips or for my backpack ammo supply? If the latter does it still have the cost of one clip?

2. If I want to have a heavy bolter with master craftsmanship for example do I have to pay full price for the weapon or only the difference between the heavy bolter i already have and the master crafted version?

3. What's the point of the Deathwatch Suspensor? As far as I can see bulging biceps, which every space marine has already cancels out every penalty for not bracing, so why buy an upgrade that makes my weapon always braced?

1 is a good question, not too sure I'll do some research.

2 just pay the difference as you already have a heavy bolter.

3 Deathwatch Suspensor
Because a Deathwatch Kill-team is often deployed without
support, the ultimate in battlefield flexibility is required. The
anti-grav plates and studs of suspensors attach to a weapon or
equipment, making it easier to use by offsetting some of the
weight. Suspensors reduce the weight of a weapon by half,
allowing Heavy weapons to be deployed in a wider range
of situations. When firing a weapon with suspensors, the
operator counts as having the Auto-stabilised Trait—meaning
he always counts as braced and may fire the weapon on semior
full-automatic as a Half Action and never suffers penalties
for moving and firing.
Upgrades: Any Heavy ranged weapon

Half action semi and auto is good as well as no penalties for moving and firing.


1. i bought it as extra clips for now.

2. okay, I seem to have run out os requisition for now but I might do this some other time

3. oh i forgot that is a full action normally. Maybe i should rearrange my stuff a little then.


Looked around awhile and couldn't find much about clips vs backpacks with regards to special ammo, I suspect you are just supposed to buy them in clip size. If anyone knows anything about this go ahead and chip in.


Also if I ever make a rules comment that doesn't seem in line with the Deathwatch rules go ahead and point it out you guys. I played a 40k rpg that was a heavily homebrewed version of the old inquisitor tabletop rules for a long time before these 40k rules so if I say something that doesn't seem quite right I may either be forgetting something or having a derp moment as my brain crosses wires between these rules and those =D


(regarding pistols)

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.


I might use the remaining XP (or some of it) to get the signature equipment advance. I might be able to soup up that heavy bolter just a bit.

Also it's cool to have a custom gun that is my own.


I found that i can get rapid reload cheaper from the general space marine advancements list, which freed me up to exactly 1500XP which i spent on signature wargear and signature wargear (master) for which i got a mastercrafted heavy bolter, also i traded the implosion shells and magnoculars for a deathwatch suspensor and preysense sight.


Brother Temujin wrote:
I found that i can get rapid reload cheaper from the general space marine advancements list, which freed me up to exactly 1500XP which i spent on signature wargear and signature wargear (master) for which i got a mastercrafted heavy bolter, also i traded the implosion shells and magnoculars for a deathwatch suspensor and preysense sight.

Looks good. Don't forget to update armor and everything else looks fine.


Seeing as it looks like we aren't likely to get many new players at this point any of you guys that feels like creating more than one PC is welcome to. As characters die and the game (most likely) suffers the inevitable play by post player drop out it will be useful for any players that would like more than one character to have them.


Cool, I've got an idea for a Space Wolf Sniper I'll work on writing up in my free time... what little I have.


I am in the process of choosing powers and spending experince. My goal is a librarian with some knowledges and a more defensively suit of powers e.g. telepathy.


Sounds good guys.


According to the Errata, +5 req for Heavy Clips and +15 for backpack ammo supply...Not sure about mixing and matching, may be all or nothing.

Special Issue Ammunition (page 159):The last sentence
of the description of Special Issue Ammunition should be
changed to read: “Special issue ammunition for Heavy Bolters
adds +5 to the Requisition for a regular clip or +15 if an Astartes
Backpack Ammo supply is used.”

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