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Death Watch: Discussion.

Posted by flakkFor group 0
flakk
GM, 393 posts
"The dude abides..."
Mon 8 Mar 2010
at 12:37
  • msg #1

Death Watch



Well I am curious to see this product.  I think it would be great for one-shot adventures, short campaigns, or the odd distraction.  It might even be perfect for RPOL where players tend to come and go (except mine for the most part thank the Emperor!).

Anyway, here's a thread dedicated to the new game on the block...
Taarnish
player, 6 posts
Thu 11 Mar 2010
at 00:25
  • msg #2

Re: Death Watch

*twitch*

Release Date?

*twitch*
Taarnish
player, 7 posts
Thu 11 Mar 2010
at 00:30
  • msg #3

Re: Death Watch

Oh... and Bagsy the Imperial Fists Marine Slot for any and all Games that EVER run on here.

Seriously now.

GIMME!
MILLANDSON
player, 60 posts
Thu 11 Mar 2010
at 01:41
  • msg #4

Re: Death Watch

Release date, like that for Rogue Trader, is Gencon. When it'll receive an actual release date where 99% of people will be able to get it... no idea. Just hope it isn't the shambles that Rogue Trader's launch was.

I'm still.... eh, on this game. I don't see myself playing it much, if at all, which is kinda sad. I'm just not interested enough in combat to really get into a Space Marine game.
Kilgs
player, 1 post
Thu 11 Mar 2010
at 04:10
  • msg #5

Re: Death Watch

I'm looking at as a fun supplement to DH/RT. With Ascension, you'll be able to have your Inquisitor rally up a sweep/kill with a Deathwatch squad and then play it out for fun.
Smokin_Joe
player, 6 posts
Ghost in the Machine
Fri 12 Mar 2010
at 02:08
  • msg #6

Re: Death Watch

I don't know, you might make thhings interesting if you try and avoid the Ultramarine stereotype and just try and be something more than a giant death machine. Unfortunately they pretty much nothing BUT big death machines, so that might be rather problematic without getting sent to the Penalty Box, or what ever Marines have... Though I'd definitely want to try something like an Alpha Legion game, see how a Marine comes about without all of that brainwashing other than the normal indoctrination.
flakk
GM, 400 posts
"The dude abides..."
Sun 14 Mar 2010
at 15:26
  • msg #7

Re: Death Watch

http://www.fantasyflightgames....e_news.asp?eidn=1180

Well the first of chapter(of 6)featured in Death Watch has been announced.....and it's the Space Wolves.  I'm not a huge fan of Space Marines (or Space Puppies)but here's hoping we get Salamnders and Black Templars....even some Blood Angles or Ravenwing would be cool.  At least one Chaos Space Marine chapter would be a nice addition, but probably will be an expansion book.


GHornet
player, 1 post
Sun 14 Mar 2010
at 18:51
  • msg #8

Re: Death Watch

flakk:
http://www.fantasyflightgames....e_news.asp?eidn=1180

Well the first of chapter(of 6)featured in Death Watch has been announced.....and it's the Space Wolves.  I'm not a huge fan of Space Marines (or Space Puppies)but here's hoping we get Salamnders and Black Templars....even some Blood Angles or Ravenwing would be cool.  At least one Chaos Space Marine chapter would be a nice addition, but probably will be an expansion book.


Well, if there are only 6 slots you know they are going to be Ultramarines, Space Wolves, Dark Angels and Blood Angels at the very least.

Then the last two are up in the air.
Black Templars are a bit dull, but will probably grab one of those last two spots.

Then you are left with Salamander, Iron Hands, Ravenguard, Imperial Fist and White Scars... frankly, all of which would be more interesting than Dark Angels, Space Wolves or Black Templars, but also all of which would require quite a lot more rules to translate them meaningfully. For instance, if you were going to do Iron Hands you need a whole set of rules for cyborgnetics. And White Scars would be difficult to balance out if they got to start with bikes.
Gwenlynn
player, 25 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 14 Mar 2010
at 20:14
  • msg #9

Re: Death Watch

No White Scars. That would mean that they finally have to invent rules for vehicles ;)
Smokin_Joe
player, 9 posts
Ghost in the Machine
Mon 15 Mar 2010
at 01:13
  • msg #10

Re: Death Watch

Wow, don't know where all of the Space Puppy hate is coming from. To be honest, I think they're one of the more interesting loyalist chapters there are, mainly for the fact that they'll give the finger to convention if it gets the job done. Yes they just had a very silly codex, but I think people are forgetting, this is 40K. I think once we had the guns that send goblins through hell to kill a guy, 800' tall cathedral mechs, and walking tanks piloted by demons, that the entire world was meant to be taken as a big joke?

Though to be honest I would like to see some Ravenguard love, they're just so underloved compared to the other prime chapters, even the Iron Hands. Not to mention possibly getting some more fun out of jump packs.
MILLANDSON
player, 61 posts
Mon 15 Mar 2010
at 23:32
  • msg #11

Re: Death Watch

Gwenlynn:
No White Scars. That would mean that they finally have to invent rules for vehicles ;)


Black Industries' "Dark Heresy Vehicle's Apocrypha". They already have the rules for vehicles ;)
Gwenlynn
player, 29 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 16 Mar 2010
at 07:17
  • msg #12

Re: Death Watch

MILLANDSON:
Gwenlynn:
No White Scars. That would mean that they finally have to invent rules for vehicles ;)


Black Industries' "Dark Heresy Vehicle's Apocrypha". They already have the rules for vehicles ;)


Now they need to publish them ;)
Taarnish
player, 8 posts
Wed 17 Mar 2010
at 03:53
  • msg #13

Re: Death Watch

I know this is Kinda way off topic but i have a Death Watch Rules Lite Game in need of a few players. Very simple rules. Any Interest? Still need a lot of the more interesting Chapters...

Note this is not DH or RT rules. Its 3:16... rules are in included in the Game Threads.

Needed:
White Scars (!!)
Space Wolves
Raven Guard
Salamanders
Etc Etc

Have:
Warmongers
Imperial Fists
Red Scorpians
Ultramarines

link to another game
This message was last edited by the player at 03:54, Wed 17 Mar 2010.
MILLANDSON
player, 62 posts
Wed 17 Mar 2010
at 18:05
  • msg #14

Re: Death Watch

Gwenlynn:
MILLANDSON:
Gwenlynn:
No White Scars. That would mean that they finally have to invent rules for vehicles ;)


Black Industries' "Dark Heresy Vehicle's Apocrypha". They already have the rules for vehicles ;)


Now they need to publish them ;)


You could just ask someone here for them ;)
Kilgs
player, 9 posts
Wed 17 Mar 2010
at 18:07
  • msg #15

Re: Death Watch

They're posted on Dark Reign 40K... I think she means in paper form. Otherwise, I can definitely send them via email.
Gwenlynn
player, 32 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 17 Mar 2010
at 18:12
  • msg #16

Re: Death Watch

I got the rules from Dark Reign 40k site. What I meant was that if they inserted the White Scars, they will have to put those or other rules as well in the Death Watch book. You cannot have official rules referencing to unofficial rules.
Arbentur
player, 18 posts
Wed 17 Mar 2010
at 18:19
  • msg #17

Re: Death Watch

The Dark Heresy Vehicle Apocrypha was originally on the Black Library website, if I remember correctly which is where I would have originally downloaded it from in the first place. So they are/were 'official', just never put into a hardcover/softcover book that I know of...but either they would have to add them to the FF site or add them to one of the books like you said...
flakk
GM, 412 posts
"The dude abides..."
Sun 21 Mar 2010
at 22:05
  • msg #18

Re: Death Watch

No surprises here.  And the second Chapter is.....



Gwenlynn
player, 41 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 21 Mar 2010
at 23:27
  • msg #19

Re: Death Watch

Hardly a surprise. These were the two chapters everybody agreed would be there. Just wondering though. Anybody here actually played with this chapter?
Banjo
player, 100 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Mon 22 Mar 2010
at 00:17
  • msg #20

Re: Death Watch

Nah, they stary to far from codex for my liking.

I just like pointing out to people that they are not really a first founding chapter.
Kilgs
player, 32 posts
Fri 2 Apr 2010
at 15:17
  • msg #21

Jericho Reach

flakk
GM, 428 posts
"The dude abides..."
Fri 9 Apr 2010
at 18:23
  • msg #22

Chapter three

And #3 is.....



The Dark Angels!
This message was last edited by the GM at 18:25, Fri 09 Apr 2010.
thew00tninja
player, 11 posts
Sat 10 Apr 2010
at 14:59
  • msg #23

Re: Chapter three

At least we have Ultramarines to be used as a base template for custom chapters.
Smokin_Joe
player, 15 posts
Ghost in the Machine
Sat 10 Apr 2010
at 23:13
  • msg #24

Re: Chapter three

Come on, Angry Marines!!!!!
Tiurabo
player, 1 post
Bringin' the Fiah Powah.
Sun 11 Apr 2010
at 03:30
  • msg #25

Re: Chapter three

Angry Marines? Who is that supposed to be? All Astartes are consumed with the fiery rage befitting soldiers of the God-Emperor.
thew00tninja
player, 12 posts
Sun 11 Apr 2010
at 16:00
  • msg #26

Re: Chapter three

Angry Marines. Always angry, all the time. >:C

http://1d4chan.org/wiki/Angry_Marines
MILLANDSON
player, 70 posts
Sun 11 Apr 2010
at 16:13
  • msg #27

Re: Chapter three

In the Dark Reign interview with Ross Watson and Sam Stewart last night, they told us that not all the 6 starting Chapters in the book will be First Founding Chapters, so I'm curious about which ones are gonna be the last 2 Chapters (since it's obvious the Blood Angels will be in there too :P).
Banjo
player, 105 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 11 Apr 2010
at 16:41
  • msg #28

Re: Chapter three

I think there is a good chance that the non-first founding chapter will be Black Templar given their better established background over others or maybe Crimson Fists as all the other chapters that have mention within the Deathwatch background are the off-spring of the smurf-marines sowould not need rules added.

I would think other obvious choices to include would be Salamanders or Iron Hands given that they are even more non-codex than either of the Angel Marines chapters and so would be good choices for adding variability.
crownblade
player, 12 posts
Sun 11 Apr 2010
at 19:32
  • msg #29

Re: Chapter three

Both Salamders and Iron Hands are founding chapters if memory serves. Primarchs Vulcan and Ferrus Manus respectively.
This message was last edited by the player at 19:32, Sun 11 Apr 2010.
Kilgs
player, 37 posts
Sun 11 Apr 2010
at 19:59
  • msg #30

Re: Chapter three

thew00tninja:
Angry Marines. Always angry, all the time. >:C

http://1d4chan.org/wiki/Angry_Marines

Thank you! Everyone always talks about them over at FFG but I didn't want to ask the n00b question ;-)
Banjo
player, 106 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 11 Apr 2010
at 20:33
  • msg #31

Re: Chapter three

crownblade:
Both Salamders and Iron Hands are founding chapters if memory serves. Primarchs Vulcan and Ferrus Manus respectively.


I know I was just considering them as likely candidates for inclusion given the lack of well known second founding chapters that could be used.
crownblade
player, 13 posts
Sun 11 Apr 2010
at 20:41
  • msg #32

Re: Chapter three

oh, apologies I misunderstood. Iron Hands could be cool, they've really only had that one article in the WD ndex astartes series. Raven Guard
On another note, I hope they include the Legion of the Damned in some way.
Banjo
player, 107 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 11 Apr 2010
at 21:44
  • msg #33

Re: Chapter three

Legion of the Damned are unlikely to feature as they are neither a chapter nor part of the Imperium and the chapter they used to be, the Fire Hawks, is officialy recognised as being destroyed.

Including them in any significant way would be diificult, they are just to rare and obscure to play any roll in the major workings of the setting.

The fact that they are insane probably would not help much either.
This message was last edited by the player at 21:45, Sun 11 Apr 2010.
flakk
GM, 429 posts
"The dude abides..."
Sun 11 Apr 2010
at 23:32
  • msg #34

Re: Chapter three

But it does sound fun=:)
thew00tninja
player, 13 posts
Mon 12 Apr 2010
at 15:23
  • msg #35

Re: Chapter three

It's always fun to play characters that are just a tad unhinged.
Banjo
player, 108 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Mon 12 Apr 2010
at 15:45
  • msg #36

Re: Chapter three

thew00tninja:
It's always fun to play characters that are just a tad unhinged.


Thats what the Blood Angels and Black Templar would be good for.

Legion of the Damned on the other hand crossed the crazy line years ago and are busy trying to find a new one to cross.
Smokin_Joe
player, 16 posts
Ghost in the Machine
Wed 14 Apr 2010
at 02:02
  • msg #37

Re: Chapter three

Personally I think that one of the two major Chapters operating in the Calixis sector would be a good way to link it with Dark Heresy, like Rogue Trader has Port Wander be a major jumping point into the Kronus Expanse. There are only three I know of, Black Templars, but I don't think those count since they're pretty much bloody everywhere. The two other chapters are the Silver Tigers and the Astral Hawks, and to be honest I would love to see either of these two become the new Blood Ravens. You have a whole new chapter with a history you have charte blanche in creating to make it as interesting as possible. Personally I would like to see the Astral Hawks come through as utilizing a more 'combined arms' doctrine using air and orbital strikes to properly break up the enemy before moving in to take the crater. Just something other than charging in shouting 'FOR DAH EMPERAH!!!!!' And beaky helms, lots of beaky helms.
MILLANDSON
player, 71 posts
Thu 15 Apr 2010
at 16:37
  • msg #38

Re: Chapter three

There are no Space Marines in the Calixis Sector, according to the current fluff we have been given, other than 2 Iron Hands dreadnoughts guarding a shrine, several old Black Templar fortresses that haven't been used by them since the end of the Angevin Crusade (no more Black Templars are in the sector) and whatever Deathwatch are in the sector.

Also, the Chapters active in Calixis are almost certainly not going to be in Deathwatch, if only because Deathwatch is taking place on the opposite side of the galaxy in the Eastern Fringe, near the main Tyranid hive fleets and the Tau.
Banjo
player, 110 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 15 Apr 2010
at 19:58
  • msg #39

Re: Chapter three

I thought there would be quite a few marine chapters in the region of the Calixis Sector given that it is right next door to the Eye of Terror
RevMark
player, 63 posts
Thu 15 Apr 2010
at 20:28
  • msg #40

Re: Chapter three

I can see that in theory there might be, but afaik none have been listed in official fluff aside from abandoned Black Templar bases as mentioned by Millandson. A chapter based there would inevitably be a major player in sector politics in any case, given their independence from the control of any other authorities there, so it would be a bit of a revelation to suddenly drop one in there.
MILLANDSON
player, 72 posts
Fri 16 Apr 2010
at 17:26
  • msg #41

Re: Chapter three

And as I said, the Jericho Reach is on the Eastern Fringe, and so is the entire galaxy away from the Calixis Sector, so why would Calixis Sector-based Chapters be in Deathwatch anyway?
Arbentur
player, 19 posts
Fri 16 Apr 2010
at 17:37
  • msg #42

Re: Chapter three

;)

Well seeing as Deathwatch as an organization in whole isn't confined to just the Eastern fringe where the RPG happens to be set, and it pulls from all Legions for service you could have a Marine from anywhere in the galaxy currently there.

Likely no, possible sure.

Also

Unless I read wrong there was this Warp-Portal that links to the other side of the galaxy, possibly in the vicinity of Calixis, and should there be a complimentary gateway on the other side it would be a quick and easy way to transport Calixis based legions to attack the enemies of the Imperium.

Though I could be completely wrong...
flakk
GM, 432 posts
"The dude abides..."
Fri 16 Apr 2010
at 18:16
  • msg #43

Re: Chapter three

Maybe Death Watch will introduce a new threat to the sector and a need to send in the heavies=:)
Banjo
player, 111 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 16 Apr 2010
at 18:19
  • msg #44

Re: Chapter three

http://www.fantasyflightgames....e_news.asp?eidn=1269

I love it when I get it right.



Although once again people are trying to decribe the Black Templar as worshipers of the God Emperor, which they simply are not.
MILLANDSON
player, 73 posts
Sun 18 Apr 2010
at 15:22
  • msg #45

Re: Chapter three

Aye, none of the Marines really "worship" the Emperor, or at least most of them seem to understand he isn't a God. He's their creator, and he's the progenitor of the Imperium, but he's not a god.

As for the portal, I'm fairly sure that, if it were in Calixis, they would have mentioned it in the fluff. Now, the Koronus Expanse... anything could be in there, and it'd explain how the hell the Kroot managed to turn up from the opposite side of the galaxy.
Arbentur
player, 20 posts
Sun 18 Apr 2010
at 20:21
  • msg #46

Re: Chapter three

Agreed, the Koronus Expanse would be the best place for something of that magnitude to be sitting quietly undisturbed.  Though I can't off the top of my head remember the specifics on the map with the area called the Threnos Zone...but that artistic imagery of a whirlpool in the big map rendition certainly also lends weight to there in my mind.

That being said it would be a good explanation for Kroot in the Expanse, or even an undisclosed Tau world hidden from the Imperium by virtue of the unexplored nature of the Expanse and their ships having such limited range and a desire to conserve what resources they have on whatever world they sorta took refuge on.
flakk
GM, 435 posts
"The dude abides..."
Fri 23 Apr 2010
at 18:28
  • msg #47

Re: Chapter four

No surprises on this one.....


flakk
GM, 439 posts
"The dude abides..."
Fri 30 Apr 2010
at 18:34
  • msg #48

Re: Chapter four

A new chapter!  The Storm Wardens....


Smokin_Joe
player, 20 posts
Ghost in the Machine
Sun 2 May 2010
at 20:29
  • msg #49

Re: Chapter four

That pleases me, coming up with a whole new chapter to just make their own mark on the the 40K cannon for those that aren't enamored with the old chapters. Not to mention that there's some backlash from some of the Progenitor chapters.
MILLANDSON
player, 74 posts
Mon 3 May 2010
at 08:52
  • msg #50

Re: Chapter four

Just a shame that people on the FFG forum can do nothing but bitch about them... *rolls eyes*

I mean, damn! They complain that all the chapters are ones used in the fluff and they want a new on. They get a new one. They then complain that they don't want the new one... make up your god-damn minds! >.<
Kilgs
player, 44 posts
Mon 3 May 2010
at 13:29
  • msg #51

Re: Chapter four

I was encouraged to go to the FFG forums by FFG themselves. I spent a steady two weeks there and the negativity just about exhausted me. I pop in every once in awhile but I find RPG.net to be far more congenial and informative. May be a maturity thing...
Gwenlynn
player, 50 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 3 May 2010
at 13:40
  • msg #52

Re: Chapter four

What are they whining about? To be honest, not been on the Deathwatch forum for awhile but I consider it a nice thing that we now have a new SM chapter. For the traditional minded, they can always take one of the other five.
thew00tninja
player, 14 posts
Mon 3 May 2010
at 21:30
  • msg #53

Re: Chapter four

I love the fact that there is a new Chapter. The thing that bothered me about the others is that they are already established, but this new one lets me "make my own mark" as the article says. I'm very excited.
flakk
GM, 441 posts
"The dude abides..."
Mon 3 May 2010
at 21:36
  • msg #54

Re: Chapter four

I also think a new chapter is an excellent idea.  Rules for designing your own chapter would also be very cool, but as long as there is some new stuff I'll be happy.
flakk
GM, 452 posts
"The dude abides..."
Sat 8 May 2010
at 22:15
  • msg #55

Re: Chapter four

MILLANDSON
player, 75 posts
Sun 9 May 2010
at 00:40
  • msg #56

Re: Chapter four



Aye, they work pretty well. I'm sure people will enjoy them ;)
Gwenlynn
player, 55 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 9 May 2010
at 10:34
  • msg #57

Re: Chapter four

Aaah, managed to get into a testing group again Millandson?
MILLANDSON
player, 76 posts
Sun 9 May 2010
at 15:12
  • msg #58

Re: Chapter four

That I have :) Tested the Free RPG Day Demo that was announced on the Free RPG Day site. It's a pretty good intro to how Deathwatch is gonna work, I think.
Gwenlynn
player, 57 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 9 May 2010
at 18:13
  • msg #59

Re: Chapter four

So, did it make you more excited about Deathwatch now that you have tasted it?
MILLANDSON
player, 77 posts
Sun 9 May 2010
at 21:12
  • msg #60

Re: Chapter four

Aye, I'm looking forward to it. Some of the stuff included is brilliant, and I'll be transferring it into Dark Heresy and Rogue Trader :)

But yea, it's placated my fears about the game considerably.
crownblade
player, 14 posts
Tue 18 May 2010
at 11:34
  • msg #61

Re: Chapter four

A quick question. Isn't the Deathwatch the militant camber of the Ordo Xenos? If so why does the previews for the game have them running around battling heretics and daemons, when that sort of thing would be handled by the Sisters of Battle or the Grey Knights. Now I know that if the boys in black find the forementioned scum ofcourse they'd purge them and the game is called Deathwatch for a reason  but, so far, the previews makes no mention of the others chambers.
Banjo
player, 116 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 18 May 2010
at 14:01
  • msg #62

Re: Chapter four

Deathwatch are a chamber millitant but they are also a Space marine organisation (I am avoiding using the word chapter here, although they technically do count as one they are pushing the definition.

They can and do function seperately from the Ordo Xenos in a similar manner as to how the battle sisters and grey knights do with their own ordos and although they are specialised at killing a paerticular enemy it does not mean they get to choose that enemy as their every oppenent.
This message was last edited by the player at 16:14, Tue 18 May 2010.
MILLANDSON
player, 80 posts
Tue 18 May 2010
at 14:22
  • msg #63

Re: Chapter four

Pretty much what Banjo said. The Deathwatch have a lot more flexibility and autonomy as a chamber militant compared to the Grey Knights. For example, the Deathwatch can refuse requests for assistance from Inquisitors, as they are not entirely beholden to the Inquisition.

Basically, they do specialise in xenos, but if they decide to help against daemons or heretics, they are entirely within their remit to do so.

The reason that Grey Knights (Battle Sisters have been covered, just that they've been done in DH) haven't been mentioned yet is that they 1) Only get mobolised when asked to do so, and 2) aren't being covered in Deathwatch.
Banjo
player, 117 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 18 May 2010
at 16:27
  • msg #64

Re: Chapter four

MILLANDSON:
Pretty much what Banjo said. The Deathwatch have a lot more flexibility and autonomy as a chamber militant compared to the Grey Knights. For example, the Deathwatch can refuse requests for assistance from Inquisitors, as they are not entirely beholden to the Inquisition.


The Grey Knights are not at the full command of the inquisition either. The Grey Knights are a proper chapter listed in the ancient texts of Terra, they were created by the Emperor seperate from the Inquistion shortly after the Horus Heresy and can still exercise their Space Marine rights to tell an Inquisitor to shove it where the sun does not shine. They rarely do of course because the Inquisition dont call the GKs unless it is damn important.

However the grey knights can and do set their own missions, they rarely if ever function as a full chapter or even a compaqny and instead split down into smaller detatchments (1st War of Armegeddon being a good example of one of the odd occasions when more than 30 of them got together). They can choose to attach themselves to IG forces and ask to join up with other Marines chapters, they sometimes even hook up with the Battle Sisters when the girls go out on a holy crusade.
LoneGuardsman
player, 1 post
Wed 19 May 2010
at 02:23
  • msg #65

Re: Chapter four

Main thing to remember about the Grey Knights above everything else is that they are not bound in the traditional manner of normal Adeptus Astartes chapters.  Titan is theirs, they have full authority over the direction and dispensation of their members, and they are in all ways superior to a 'normal' Astartes, being stronger, faster, and all of them hexagramically warded and Psyker's to boot.

Not much is an even match for a Grey Knight.  There is a very specific reason why they work in such small groups ;)
dlantoub
player, 1 post
Fri 28 May 2010
at 09:34
  • msg #66

Re: Chapter four

As has been mentioned before the Grey Knights are sort of a special case, as is the Death Watch.  As we all know the Deathwatch rotate in members from other chapters who show aptitude in killing non-humans, and are then probably assigned to different duty sections eg. Eldar slaying, Ork Bashing.

Since Daemons are non-humans there is no reason why the Deathwatch would not have a section dedicated to their destruction, but the kind of threats they might face are generally small scale and probably dealt with by other sections of the Inquisition, or the Ecclesiarchy.  For example, a deathwatch unit might encounter small daemon presence on a world they cleanse of alien presence, and since it is small scale, they don't whistle the inquisition and clean it up themselves using their own librarians.  Only in cases of massive planetary invasion would the grey knights be called in not because other chapters can't handle daemons, they just can't handle them en masse which is what the Grey Knights are trained/prepared to do.
flakk
GM, 468 posts
"The dude abides..."
Sat 5 Jun 2010
at 14:55
  • msg #67

Re: Chapter four

New article on the FFG site on missions-
http://www.fantasyflightgames....e_news.asp?eidn=1390

"Oath of the Weapon
Space Marines drill constantly, and when they are not fighting. they are training for combat. Some Battle-Brothers take this a step further and take oaths to ensure their weapons do not fail them in combat, blessing bolters and chainswords so that the Emperor might ensure their effectiveness against His enemies.
Prerequisite: Techmarine or Devastator Marine
Effect: Those taking the Oath of the Weapon pray over their weapons before battle and strive to extinguish even the smallest element of chance in their function. A Kill-team which takes this oath may ignore the effects of Jams with their personal weaponry and re-roll Weapon Skill Tests to confirm Righteous Fury with melee weapons for the duration of the Mission.
Squad Mode Abilities: Fire Support, Fire for Effect and Tank Buster."

Interesting=:)
thew00tninja
player, 17 posts
Sun 20 Jun 2010
at 00:35
  • msg #68

Re: Chapter four

As everyone should know, today was free RPG day. One of the free ones given out by my local gaming center was the Death Watch preview campaign. I'll get back to you on my opinion of it sometime once I look over it.
MILLANDSON
player, 84 posts
Sun 20 Jun 2010
at 00:56
  • msg #69

Re: Chapter four

I've already played through it, and I quite enjoyed it. Not played it for a couple of months, so might have to try it out with my non-playtest group this time :)
Gwenlynn
player, 72 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 20 Jun 2010
at 08:00
  • msg #70

Re: Chapter four

Is the preview Death Watch Campaign available now?
MILLANDSON
player, 85 posts
Sun 20 Jun 2010
at 12:45
  • msg #71

Re: Chapter four

If you mean the "Free RPG Day" demo, yes, I believe it's available now, as yesterday was Free RPG Day. You just have to go to a retailer that's taking part to get hold of it.
Kilgs
player, 52 posts
Sun 20 Jun 2010
at 20:37
  • msg #72

Re: Chapter four

Very cool. I picked mine up on Saturday but was unable to play it due to other plans. I like it! Just managed to do a more thorough read this afternoon and saw a couple interesting things.

-Hordes: Large groups of enemies, rules for fighting them.
-Turning Points: Specific goal-oriented signposts in the middle of a massed battle that keep it from becoming "roll, kill, repeat" and make the Marines think tactically as well as strategically.

-Astartes Bolters... 2d10+5 (Tearing). Yes, that means roll 3d10 and discard the lowest ;-)
thew00tninja
player, 18 posts
Sun 20 Jun 2010
at 21:30
  • msg #73

Re: Chapter four

Read it over today and I have to say it looks pretty good. Hordes and using the demenors kinda reminds me of 3:16 in a good way without being to hard or game-breaking. Will actually be running through it on Thurs/Fri maybe, so more in-depth some other time.
MILLANDSON
player, 86 posts
Sun 20 Jun 2010
at 23:23
  • msg #74

Re: Chapter four

Aye, I love the Horde rules too. I've had them sitting in a PDF on my PC for months dying to use them in my non-playtesting games but unable to because the NDA was in effect until Free RPG Day actually came about :P
Nagash_FFC
player, 50 posts
Wed 23 Jun 2010
at 20:24
  • msg #75

Re: Chapter four

Anyone wanna run it on rpol?
Araxosch
player, 24 posts
Wed 23 Jun 2010
at 20:30
  • msg #76

Re: Chapter four

I would be so in!
crownblade
player, 19 posts
Wed 23 Jun 2010
at 20:47
  • msg #77

Re: Chapter four

me too
Jakara
player, 9 posts
That guy with the flamer
Burny Burny :P
Wed 23 Jun 2010
at 21:34
  • msg #78

Re: Chapter four

By the God's Emperor I demand a slot!
This message was last edited by the player at 21:35, Wed 23 June 2010.
Nagash_FFC
player, 51 posts
Thu 24 Jun 2010
at 13:08
  • msg #79

Re: Chapter four

Two more and we even have the bonus characters filled! :)
MILLANDSON
player, 88 posts
Thu 24 Jun 2010
at 14:36
  • msg #80

Re: Chapter four

I might be up for it :)
Araxosch
player, 25 posts
Thu 24 Jun 2010
at 16:34
  • msg #81

Re: Chapter four

running or playing?
MILLANDSON
player, 89 posts
Thu 24 Jun 2010
at 18:48
  • msg #82

Re: Chapter four

Playing, not really up for running anything at present.
barabos
player, 4 posts
Thu 24 Jun 2010
at 22:01
  • msg #83

Re: Chapter four

I'd like to play some.
Nagash_FFC
player, 52 posts
Wed 30 Jun 2010
at 12:15
  • msg #84

Re: Chapter four

Now even the 2nd part of the adventure came out! :) Someone GM it!!!
Tylorva
player, 50 posts
Inquisition Wannabe
Wed 30 Jun 2010
at 12:29
  • msg #85

Re: Chapter four

I've just started playing in a PbP of this on RPGnet.  My character, the devastator marine just managed to do 18 points of magnitude damage to a horde of bad guys in a single spray of heavy bolter fire, resulting in the utter bloody slaughter of most of the rebel scum in one go.

There's something incredibly satisfying about that.

:D
Gwenlynn
player, 74 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 30 Jun 2010
at 13:41
  • msg #86

Re: Chapter four

We were having some though about the devastator marines. We were wondering if it doubled every hit or just add 1 to the total of hits. In the end we argued that the last would make more sense and be the most balanced. We still went through the heretics kike a space marine through butter.
Nagash_FFC
player, 54 posts
Wed 30 Jun 2010
at 13:59
  • msg #87

Re: Chapter four

Well, Heavy Bolter is Heavy Bolter. And it's at least rare. You know why?


LittleJumbo
player, 2 posts
Wed 30 Jun 2010
at 18:57
  • msg #88

Re: Chapter four

Once I get my hands on the materials and give it a good read through, I wouldn't mind attempting to run a few pre-made games.  Afterwards, I maybe able to think up a few "Missions."
flakk
GM, 482 posts
"The dude abides..."
Fri 9 Jul 2010
at 18:54
  • msg #89

Re: Chapter four

Tylorva
player, 53 posts
Inquisition Wannabe
Fri 9 Jul 2010
at 19:16
  • msg #90

Re: Chapter four

I'm not overly impressed with it so far.

For an action-packed 'go and shoot everything in sight' kind of game, it's great.  Ploughing through hordes of rebels and blasting away the bigger monsters is fun!

But the game seems very single-focused - it's all about the combat.  There doesn't seem to be much else to do in the game.  Whereas Dark Heresy has the whole investigation/horror aspect and Rogue Trader the whole social/politicking angles as well as opportunities for combat.

But maybe it's just me.

Still not really finding space marines to be very interesting characters to play.  But then I fully admit to being the character-focused kind of roleplayer, so maybe I'm just not the target audience.
This message was last edited by the player at 19:17, Fri 09 July 2010.
RedeemingTwiligh
player, 6 posts
Fri 9 Jul 2010
at 21:08
  • msg #91

Re: Chapter four

In reply to Tylorva (msg #90):

I could certainly see that as a problem. After all, Space Marines are genetically engineered to do one very specific thing. Now, I'm sure there are ways you could introduce some of those elements, but they're always going to take more of a backseat to combat. That's what Space Marines are all about.

But, I do think that was part of the point between separating the three games. Each one focuses on a bit of a different aspect of the setting without interfering with the others.

That said, I think you could manage some interesting horror or investigation adventures with the rules. Something like a 40K adaption of John Carpenter's The Thing. Put them in a situation where they can't just fight their way out.
MILLANDSON
player, 91 posts
Sat 10 Jul 2010
at 02:53
  • msg #92

Re: Chapter four

Where as I think FFG have done a pretty good job of pointing out several different scenarios that don't involve combat as a priority.

Escorting a diplomat/Inquisitor to a negotiation with a Xenos diplomat?: Check
Investigating ancient ruins on a deserted planet?: Check
Getting involved in Inquisitorial/military politics at Crusade Command?: Check

All that holds you back in this case is imagination. If you can think of a scenario, there is a way you can twist it to involve the Deathwatch.
Gwenlynn
player, 78 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 10 Jul 2010
at 06:19
  • msg #93

Re: Chapter four

Well the preview scenario is very much blowing and hacking things apart and trying not to give the poor Apothecar Marine to much work (that's me)

I am a bit worried that the marines do not seem to be able to learn skills?
MILLANDSON
player, 92 posts
Sat 10 Jul 2010
at 11:12
  • msg #94

Re: Chapter four

Or perhaps the skills you can chose aren't related to careers? Or a variety of other possibilities :)
Tylorva
player, 54 posts
Inquisition Wannabe
Sat 10 Jul 2010
at 20:11
  • msg #95

Re: Chapter four

Gwenlynn:
Well the preview scenario is very much blowing and hacking things apart and trying not to give the poor Apothecar Marine to much work (that's me)


Yeah, bear in mind my only exposure to the game so far is also the preview scenario, which is all hack and slash so far.

I'm happy to believe those who say there's more to the game, but the preview scenario doesn't seem to present that.
Webseer
player, 4 posts
Sun 11 Jul 2010
at 04:19
  • msg #96

Re: Chapter four

I'll agree, and if the preview scenario does what preview scenarios are supposed to do, that is accurately represent the tone and feel of the game, then this game will be a sometimes food for me.
Tylorva
player, 55 posts
Inquisition Wannabe
Sun 11 Jul 2010
at 08:55
  • msg #97

Re: Chapter four

Thus saying, the preview scenario for Dark Heresy was rubbish on this regard as well.  Dungeon crawl if I recall.
MILLANDSON
player, 93 posts
Sun 11 Jul 2010
at 20:16
  • msg #98

Re: Chapter four

Aye, Black Industries' DH preview was truly dreadful. FFGs ones have generally been alright, but both their RT and DW ones have included quite a lot of combat, because that's the easiest thing to include in the game without having to include either a tonne of rules, or a hell of a lot more background stuff. All demos for RPGs I've seen have had more combat in them than any game I ran in the system included, so it's really to be expected.
Gwenlynn
player, 79 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 11 Jul 2010
at 20:42
  • msg #99

Re: Chapter four

Just finished the first demo today and we were glad that we finally got to meet the big bad. All that combat was getting very tedious. But we ended with a couple of lost FP's. Those nasty little ones do loads of damage! And the big one, after it had wasted the two heavy hitters, I tickled it to death with my chainsword.

My conclusion. Fighting hordes is fun, if you don't spend hours one end doing just that. And apothecary marines are a bit boring to play. You need them as they keep the party going but they are pretty bad compared to other marines with the killing things.
flakk
GM, 494 posts
"The dude abides..."
Fri 23 Jul 2010
at 17:22
  • msg #100

Re: Chapter four

MILLANDSON
player, 97 posts
Fri 23 Jul 2010
at 21:06
  • msg #101

Re: Chapter four

Can't wait to get hold of it now :P
Kilgs
player, 56 posts
Mon 26 Jul 2010
at 17:09
  • msg #102

Re: Chapter four

Yeah, I'm looking at setting my DH game there. I love the Calixis sector but I really want more war stuff. Plus a tie-in to DW would be neat.
flakk
GM, 495 posts
"The dude abides..."
Thu 29 Jul 2010
at 15:20
  • msg #103

Re: Chapter four

http://www.fantasyflightgames....e_news.asp?eidn=1511

Upcoming DW stuff.  Sounds cool!
MILLANDSON
player, 98 posts
Thu 29 Jul 2010
at 16:55
  • msg #104

Re: Chapter four

Aye, looks like a good line-up :)
Kilgs
player, 57 posts
Thu 29 Jul 2010
at 21:31
  • msg #105

Re: Chapter four

Seriously. FFG is really cramping my wallet in the next 12 months.
Arbentur
player, 27 posts
Thu 29 Jul 2010
at 22:24
  • msg #106

Re: Chapter four

Without a doubt...and I still need to set aside thrones for Fallout: New Vegas...might have to let something go :(
Gwenlynn
player, 89 posts
Tabletop GM of Wfrp, RT
Player of DH
Fri 30 Jul 2010
at 05:59
  • msg #107

Re: Chapter four

Good thing that my group has 3 gm's playing these games of theirs. I just have to buy the original books and buy what is coming out for RT.
MILLANDSON
player, 99 posts
Tue 3 Aug 2010
at 23:30
flakk
GM, 496 posts
"The dude abides..."
Tue 3 Aug 2010
at 23:45
  • msg #109

Re: Chapter four

MILLANDSON
player, 100 posts
Wed 4 Aug 2010
at 00:55
  • msg #110

Re: Chapter four

So guys... what do you want to know? :P
flakk
GM, 497 posts
"The dude abides..."
Wed 4 Aug 2010
at 01:07
  • msg #111

Re: Chapter four

MILLANDSON:
So guys... what do you want to know? :P


Are there different kinds of power armour?  What about rules for scouts?
MILLANDSON
player, 101 posts
Wed 4 Aug 2010
at 01:42
  • msg #112

Re: Chapter four

Power Armour: Currently, there are only rules for the Mk VII "Aquila" Power Armour, though the rules for it are expanded from the ones in the demos, taking up about 2 pages, as well as "Armour History", which represents the personality of the Machine Spirit of the armour, including such things as "Death is Joy" (which adds +2 damage to any of the wearer's attacks that deal Critical Damage, and increases the damage to a Horde's magnitude by 1 with any successful attack against a Horde). The rulebook does state that other models of Power Armour, that will all have different benefits, etc, will be covered further in future books.

However, there is also Artificer Power Armour and Terminator Armour...

And Scout Armour. Whilst no, there is no career (known as Speciality) for Scouts in Deathwatch, given the unique nature of the careers system in Deathwatch, all Marines start off with the skills that one would have learnt through the Scout Company (Silent Move, Concealment, etc), and can get better at them over time.
flakk
GM, 498 posts
"The dude abides..."
Wed 4 Aug 2010
at 01:52
  • msg #113

Re: Chapter four

Sounds cool!  Okay, are there any cool new Xeno to smite?  I might just have to get this afterall=:)
Shuggo
player, 1 post
Wed 4 Aug 2010
at 01:55
  • msg #114

Re: Chapter four

Also, what are the specific Specialties? From the demo we had Devastator, Assault, Apothecary and Tactical. There was talk of a Techmarine, and I know one of my friends would kill to be able to play one.

Edit: talking with Milli in Mibbit right now, so I'm gonna answer my own question with a quote :3

"Apothecaries, Tactical, Assault, Devestator, Techpriest and Librarian"
This message was last edited by the player at 02:44, Wed 04 Aug 2010.
MILLANDSON
player, 102 posts
Wed 4 Aug 2010
at 03:22
  • msg #115

Re: Chapter four

Yep, caught Shuggo on the Dark Reign IRC chat :P

And for Xenos? Well, there's more than just Xenos :P There's Daemon Princes, Chaos Space Marines, Tau (Crisis Battlesuits, Stealth Suits, Gun Drones and Fire Warriors), Tyranids (Hive Tyrant, Warrior, Hormagaunt, Termagant, and various Tyranid weapons), and a horde of other types of NPC.

There are also different tiers of enemies: Troops (like Termagants, Hormagaunts, Gun Drones and Fire Warriors), Elites (Steath Suits, Tyranid Warriors and Chaos Space Marines), and Masters (Daemon Princes, Crisis Battlesuits, and Hive Tyrants). They're split like that so you know how many would be a challenge versus a squad.
crownblade
player, 21 posts
Wed 4 Aug 2010
at 09:17
  • msg #116

Re: Chapter four

I've problably missed it, and I apologize if I did, but is there a fixed release date yet? Everywhere I look, all I get is August 2010.
MILLANDSON
player, 103 posts
Wed 4 Aug 2010
at 16:02
  • msg #117

Re: Chapter four

Because that is the current release date. It'll be available at Gencon, and then it'll be out in stores whenever it gets to the distributors, but I'd guess around the 25th August.
flakk
GM, 501 posts
"The dude abides..."
Thu 5 Aug 2010
at 18:03
  • msg #118

Re: Chapter four

Well it is official- there will be a collector's edition for Death Watch!

http://www.fantasyflightgames....e_news.asp?eidn=1532

I have the one for RT and it is beautiful...so beautful in fact that I only use it when I have to.  I still need to get a "beater" copy=:)
Banjo
player, 124 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 5 Aug 2010
at 23:35
  • msg #119

Re: Chapter four

May have to pick up a special edition.

At the moment however I am to busy nerd raging about death watch marines in scout armour to think about special editions, its just wrong, I know its there to give options for campaigns but the death watch do have scouts.
MILLANDSON
player, 105 posts
Fri 6 Aug 2010
at 00:45
  • msg #120

Re: Chapter four

How is it wrong? Are Grey Knights in Power Armour wrong too? ^_-
Gwenlynn
player, 90 posts
Tabletop GM of Wfrp, RT
Player of DH
Fri 6 Aug 2010
at 06:48
  • msg #121

Re: Chapter four

Where does the Death Watch gets its Scouts from then? I mean scouts are normally trainee Space Marines and the Death Watch only take Veteran Marines from other chapters. So unless chapters donate trainee Space Marines to the Death Watch as well I don't see where they get those scouts from.
Banjo
player, 125 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 6 Aug 2010
at 07:21
  • msg #122

Re: Chapter four

There is nothing wrong with grey knihts in power armour, but death watch in scout armour (and grey knights for tha mattet) is wrong, they dont use them.

The death watch dont take on scouts or train any as the dont need them, their tactics and role within in the Imperium's military forces dont require scouts.

Unless FFG have made up a new backgound for them there is no canononical background for them having to terminator armour either.
MILLANDSON
player, 106 posts
Fri 6 Aug 2010
at 10:53
  • msg #123

Re: Chapter four

No, they don't take on scouts, but since almost all Space Marines go through scout training before becoming full Battle-Brothers, all it takes is for them to don Scout Armour, and they can act just like Scouts, utilising the stealth skills they learnt whilst in the 10th Company.

In the Deathwatch RPG, you automatically get Power Armour as a Deathwatch Marine, but can requisition Scout Armour whenever you want/whenever it's needed for a mission, and you can gain access (once you have the right Renown Rank for it) to Artificer Armour and Terminator Armour.

And given that there is barely any info on Deathwatch, and GW have to approve all licensed stuff, that makes everything in the Deathwatch RPG canon.
Banjo
player, 126 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 6 Aug 2010
at 12:47
  • msg #124

Re: Chapter four

MILLANDSON:
And given that there is barely any info on Deathwatch, and GW have to approve all licensed stuff, that makes everything in the Deathwatch RPG canon.


Games Worshop also approved the addition of cyber-wolf riding vikings, Salamders having a genetic flaw that turns them jet black and gives them red eyes and the entirity of the background in Codex Chaos Daemons so their track record at sensible consistent canon is highly questionable.

As to the Death Watch. They had their own section in Chapter Approved 2003, there are 2 novels specifically about them, they've made appearances in quite a few Black Library novels, had quite a few articles in old white dwarves, an additional set of rules with background beyond Chapter Approved and background in the Inquisitor game. The Death Watch actually have had quite a bit of coverage for a marine chapter that is not one of the big 5.
Gwenlynn
player, 91 posts
Tabletop GM of Wfrp, RT
Player of DH
Fri 6 Aug 2010
at 13:03
  • msg #125

Re: Chapter four

But are there Scouts in those novels with the Death Watch?
Banjo
player, 127 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 6 Aug 2010
at 13:36
  • msg #126

Re: Chapter four

None at all. All the death watch kill teams consist of marines in power armour in the novels and stories

The missions that a kill team undertake are specially given to them because their quick armoured assault tactics mixed with their alien hunting expertise is called for.

The kind of missions the death watch should get should not require them to downgrade their armour.

The point of a kill team is quick armoured insertion in highly dangerous enviroments, if the mission requires a major stealth aspect then you are asking the wrong group to do it, stealth is handled by death cults and temple assassins, two floors up.
Jakara
player, 11 posts
That guy with the flamer
Burny Burny :P
Fri 6 Aug 2010
at 13:49
  • msg #127

Re: Chapter four

I think the inclusion of scout armour might be hinting at things to come in that tome of tomes Codex: Xenos which If I remember correctly should be due for release somtime next year. Their shaking up the deathwatch something awufle, everything from scout (More like wolf scouts and recruits.) to dreads and terminators. Ohh the joy :(
MILLANDSON
player, 107 posts
Fri 6 Aug 2010
at 22:59
  • msg #128

Re: Chapter four

Banjo:
None at all. All the death watch kill teams consist of marines in power armour in the novels and stories

The missions that a kill team undertake are specially given to them because their quick armoured assault tactics mixed with their alien hunting expertise is called for.

The kind of missions the death watch should get should not require them to downgrade their armour.

The point of a kill team is quick armoured insertion in highly dangerous enviroments, if the mission requires a major stealth aspect then you are asking the wrong group to do it, stealth is handled by death cults and temple assassins, two floors up.


Given that suggested missions for Deathwatch in the rulebook are:

Assassinations
Recon
Sabotage...
You get the idea.

All of those mission types, depending on circumstances, would make Scout armour incredibly useful. Deathwatch kill-teams are outfitted with whatever wargear is required to complete the mission. If stealth is required, they'd be allowed to requisition Scout armour. It just makes sense that they would use the right tools for the job.

Sorry that you think that's wrong, but that isn't the case. Using your example, Grey Knights in power armour are wrong, because before the Daemonhunters codex, they were all in Terminator armour.
Gwenlynn
player, 92 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 7 Aug 2010
at 00:00
  • msg #129

Re: Chapter four

That sounds like a good reason to include scout armor. Though I will miss the boosts badly!
flakk
GM, 503 posts
"The dude abides..."
Sat 7 Aug 2010
at 00:06
  • msg #130

Re: Chapter four

So what does scout armour give you?
MILLANDSON
player, 108 posts
Sat 7 Aug 2010
at 00:45
  • msg #131

Re: Chapter four

+10 to Concealment and Silent Move tests, and also does not give the normal negative Concealment and Silent Move modifiers that Power Armour has (what I said earlier was wrong, armour over AP7, which includes power armour, has a -30 to Concealment and Silent Move tests).

It basically means you are pretty good at infiltration, hiding and sneaking about, in exchange for some loss of armour protection.
Gwenlynn
player, 93 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 7 Aug 2010
at 08:47
  • msg #132

Re: Chapter four

And you better avoid hordes while you can. Hordes and light armor does not mix well.
MILLANDSON
player, 109 posts
Sat 7 Aug 2010
at 17:58
  • msg #133

Re: Chapter four

Indeed, though if you take them by surprise with Stalker pattern Bolters firing Stalker pattern bolt-ammo, you're like a ghost :P
Gwenlynn
player, 94 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 7 Aug 2010
at 19:35
  • msg #134

Re: Chapter four

I only I knew what those were :) But we still do not have our copy yet.
MILLANDSON
player, 110 posts
Sat 7 Aug 2010
at 22:07
  • msg #135

Re: Chapter four

You do, they've been in the tabletop game before :S

Stalker pattern ammo is specially designed to be silent, making it harder to hear it.

Stalker pattern Bolters are specially designed silenced bolters, which have no muzzle flash and a quieter "bang".

When combined, it is impossible (by the rules) to hear the bullet, making it a perfect sniper weapon to take down sentries.
flakk
GM, 504 posts
"The dude abides..."
Sun 8 Aug 2010
at 13:38
  • msg #136

Re: Chapter four

Well the Collectors Edition certainly looks cool!



http://www.fantasyflightgames....e_news.asp?eidn=1539

WOW!
Jakara
player, 12 posts
That guy with the flamer
Burny Burny :P
Sun 8 Aug 2010
at 15:52
  • msg #137

Re: Chapter four

BY THE GODS! I'm having me one of those!
Gwenlynn
player, 95 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 8 Aug 2010
at 17:34
  • msg #138

Re: Chapter four

Looks at wallet, looks at price. Deep sigh.
Jakara
player, 13 posts
That guy with the flamer
Burny Burny :P
Sun 8 Aug 2010
at 21:00
  • msg #139

Re: Chapter four

0.0

Thats expensive...dont know if my wallet will survive...
hairyheretic
player, 19 posts
Mon 9 Aug 2010
at 11:01
  • msg #140

Re: Chapter four

Do we have actual confirmation on the price? I presumed the comments were just people guessing.
Nomenland
player, 1 post
Mon 9 Aug 2010
at 22:03
  • msg #141

Re: Chapter four

I can't wait for this.
dlantoub
player, 8 posts
Sat 14 Aug 2010
at 18:08
  • msg #142

Re: Chapter four

Wow! THis defines book thumping, the book of self defense and if you want to throw the book at someone, please pick this book. They are guaranteed not to get up again ^^
flakk
GM, 515 posts
"The dude abides..."
Sun 29 Aug 2010
at 02:15
  • msg #143

Re: Chapter four

http://www.fantasyflightgames....e_news.asp?eidn=1571

Character sheets with nice spoilers of the SM organs/glands etc. and power armour modifiers.
Gwenlynn
player, 111 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 29 Aug 2010
at 09:04
  • msg #144

Re: Chapter four

I must say that the Omophagea and the Betcher’s Gland are things that I consider a bit dubious. Space Marines eating the dead (Kroot better have this ability as well) or spitting acid at their foes probably sound cool, but I find these out of character.

Though it gives the "I spit on you" a whole new meaning.
flakk
GM, 517 posts
"The dude abides..."
Sun 29 Aug 2010
at 12:56
  • msg #145

Re: Chapter four

I have heard of the acid spit thingy but not the eater of the dead organ.
crownblade
player, 23 posts
Sun 29 Aug 2010
at 13:09
  • msg #146

Re: Chapter four

It's been canon for a long time as far as I remember, being part of the old Index Astartes articles in White Dwarf. The Souldrinker novels in particular make mention of it.
This message was last edited by the player at 13:12, Sun 29 Aug 2010.
FifthWindLegion
player, 3 posts
Sun 29 Aug 2010
at 14:26
  • msg #147

Re: Chapter four

In the Ultramarines novel vs the Tau, I believe that organ is used as well.
MILLANDSON
player, 114 posts
Sun 29 Aug 2010
at 15:53
  • msg #148

Re: Chapter four

Gwenlynn:
Space Marines eating the dead (Kroot better have this ability as well)


Kroot don't gain memories from the things they eat though, they gain useful DNA, and it takes generations to emerge. They do gain temporary wounds when they eat the dead though.
Sand
player, 3 posts
Warpstone addict
Rikkit'tik's biggest fan
Sun 29 Aug 2010
at 21:42
  • msg #149

Re: Chapter four

The acid spit-thingy certainly doesn't seem that useful. I mean, if you have to choose between an AP8 enviromentally sealed helmet with auto-senses and a vox link(that also looks totally badass), or a short range, low damage ranged attack, it seems like a no-brainer, right?
crownblade
player, 24 posts
Sun 29 Aug 2010
at 21:48
  • msg #150

Re: Chapter four

Agreed, unless of course you have been captured, stripped of your armour and imprisoned, then the acid spit-thingy is suddenly very useful. It's all in how you use it.
Sand
player, 4 posts
Warpstone addict
Rikkit'tik's biggest fan
Sun 29 Aug 2010
at 21:55
  • msg #151

Re: Chapter four

Yes, perhaps in that particular scenario. Of course, I'm skeptical that anything capable of taking down an entire bolter-toting deatwatch squad without killing them is going to be stopped by an attack of that level.
Arbentur
player, 30 posts
Sun 29 Aug 2010
at 22:21
  • msg #152

Re: Chapter four

I really don't think that the Emperor had in mind the Acid Spit feature of the genetic manipulation to be used as a front line weapon or even a backup one.  Each one evokes a feeling of augmentation so that the Space Marine can be the most versatile and deadly warrior possible.

You need a relatively quiet lock opener, check.  You need a distraction, check (on the character sheet you shoot that wad of spit well enough it blinds them irregardless for a second).  You want a mentally psychotic Space Marine who has a penchant for using his gland to etch his skin in kill markers or his weapon or armour in the same fashion, check.

Is it a slightly odd thing, sure, but combine it with all the other things and it fits in as another tool for them to use when the moment is right.
Gwenlynn
player, 113 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 29 Aug 2010
at 23:26
  • msg #153

Re: Chapter four

To me these two implants sound like a novel idea a group of young game designers had while they were drunk. Like this...

"You want to know how tough a Space Marine is? The Space Marines are so bad, they, erm, they can kill you at ten paces with only their spit!"

"Cool"

"Yeah, yeah, what's more they eat the heart of their enemy to gain his strength and skills!"

"Cool, like a cannibal tribesman, awesome. Those Space Marines Rock dude"

"Pass me another bear"

"You writing this stuff down or what?"

Well before they knew it, they had printed all this in the White Dwarf and from that moment nobody dared to question the head designer about it.
flakk
GM, 518 posts
"The dude abides..."
Mon 30 Aug 2010
at 15:27
  • msg #154

Re: Chapter four

MILLANDSON:
Gwenlynn:
Space Marines eating the dead (Kroot better have this ability as well)


Kroot don't gain memories from the things they eat though, they gain useful DNA, and it takes generations to emerge. They do gain temporary wounds when they eat the dead though.


If memory serves me in one of the Gaunt books a merc kroot ate someone to get some information they did not want to reveal.  I think it was in "Armagedeon"?
MILLANDSON
player, 115 posts
Mon 30 Aug 2010
at 16:34
  • msg #155

Re: Chapter four

Kroot have never been in the Gaunt's Ghosts books. I've read them all, and it's all about Chaos, no Kroot or Tau (given they are on the opposite side of the galaxy anyway).

They have been in the Ciaphas Cain novels, and in that the Kroot could tell that the meat/DNA of the Genestealer Hybrids was corrupted and tainted, but that was it, no memory stealing.
thew00tninja
player, 20 posts
Mon 30 Aug 2010
at 18:21
  • msg #156

Re: Chapter four

Flakk, you might be referring to The Last Chancers.
flakk
GM, 521 posts
"The dude abides..."
Mon 30 Aug 2010
at 18:30
  • msg #157

Re: Chapter four

thew00tninja:
Flakk, you might be referring to The Last Chancers.


You may be right.  I had the book and loaned it out but never got it back.
flakk
GM, 526 posts
"The dude abides..."
Sat 4 Sep 2010
at 18:13
  • msg #158

Re: Chapter four

"The Emperor Protects", adventure book for Death Watch.  Sounds cool and suggests things are not just "dakka dakka".

http://www.fantasyflightgames....e_news.asp?eidn=1585
Necronomicus
player, 14 posts
Blood Ravens
Warhammer 40k Fan
Wed 8 Sep 2010
at 00:54
  • msg #159

Re: Chapter four

So, is it true that it has been delayed again past this month?
Gwenlynn
player, 132 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 22 Sep 2010
at 16:39
  • msg #160

Re: Chapter four

Has somebody received the books yet since Flakk opened the threads?
Arbentur
player, 33 posts
Wed 22 Sep 2010
at 16:50
  • msg #161

Re: Chapter four

Still waiting on mine.
Necronomicus
player, 19 posts
Blood Ravens
Warhammer 40k Fan
Wed 22 Sep 2010
at 23:17
  • msg #162

Re: Chapter four

Sounds like some folks have the book already.
FifthWindLegion
player, 5 posts
Thu 23 Sep 2010
at 13:38
  • msg #163

Re: Chapter four

I tried to get mine in my LGS yesterday, but they had flown off the shelves when they first hit (the day before that). On friday they will get some more, so hopefully I can get mine then.
crownblade
player, 28 posts
Thu 23 Sep 2010
at 13:46
  • msg #164

Re: Chapter four

Got mine in the mail today, just flipped through it so far but it looks awesome.
Executus
player, 2 posts
Thu 23 Sep 2010
at 15:38
  • msg #165

Re: Chapter four

In reply to FifthWindLegion (msg #163):

Heya Fifth.

I got mine from Amazon on Tuesday, so they definitely have copies in stock.  As of yesterday, the price was down to $35.
MILLANDSON
player, 117 posts
Thu 23 Sep 2010
at 21:26
  • msg #166

Re: Chapter four

Well, I might be up for running a game, maybe, though I'm a bit pushed for time now I'm back at university. Playing in a game, on the other hand... if someone wants to run one, I'd be up for playing in a shot.
Gwenlynn
player, 133 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 23 Sep 2010
at 21:33
  • msg #167

Re: Chapter four

Don't have my copy yet. Think it will take a few weeks. Though to be honest, I am in less a hurry then with the RT stuff. I am not going to GM Deathwatch locally so there is no rush.

Just a quick question, I assume that the SM you build in the book differ quite a bit from the sample SM's?
MILLANDSON
player, 118 posts
Thu 23 Sep 2010
at 21:41
  • msg #168

Re: Chapter four

Erm... a little, yea, but not by tonnes. It's a bit more developed, but they are quite similar.
Presteros
player, 8 posts
Thu 23 Sep 2010
at 21:44
  • msg #169

Re: Chapter four

I'm lucky enough to have a birthday around now, so I shall be getting the lovely limited edition soon enough.  <3
When I do, I'll be most interested in finding me a game.
Exalt7212
player, 71 posts
Fri 24 Sep 2010
at 16:33
  • msg #170

Re: Chapter four

They differ slightly, but all the implants are accounted for. Chapter ablilites are listed, speciality ablilites are listed. The only real difference is that each of this marines get a special history for their armor just like the Ships in RT have a special ablility. It adds more flavor then just the typical blue marine seen on the table top.

Also for those who think that Role playing space marines would be boring, I tell them to watch movies like predator, aliens (the second one), band of brothers, etc. Coming from my own experience there is a lot of hurry up and wait moments, and in those moments I doubt a Black Templar is going to put down his weapons and pray when he can converse with others in his squad.
The Digger
player, 10 posts
Sun 7 Nov 2010
at 22:43
  • msg #171

Re: Chapter four

I've been tasked with reading up the rules for Deathwatch and putting together a mini adventure to try them out.

Most of it I can understand but Squad Mode??????  WTF!

P219 column 2 (reworded): "Using Chapter Specific Abilities:...chapter specific, available only to the indicated chapter and only chapter members can benefit from the effects."

BUT

P228 column 2: (reworded) "Oath Taking: (para 2) In addition...the kill-team will also have access to their leader's Chapter Squad Mose abilities"!!!!!!!!!!!!!!!

So does the kill-team get to use the leader's chapter abilities or not?  I tried looking at the FFG forum on this and got even more confused.


ALSO under Oath Taking:
Although there are 6 Codex Attack and 6 Defensive stances the team only ever has 3 available (in total) depending on the leader's oath.  Is this correct?
Executus
player, 7 posts
Sun 7 Nov 2010
at 23:27
  • msg #172

Re: Chapter four

This is clarified in the FAQ/Errata thread on FFG's site.  Page 7ish, I think.

Basically, ignore the line on pg 228 about the leader's chapter abilities.  The Squad is limited to only the Codex abilities available by their Oath (the 3 listed in the Oath table) and each marine can use their own Chapter's abilities.

Using Tactical Expertise, a Tactical Marine can attempt to share his Chapter abilities, whether he is the leader or not.  In all other cases, characters may not use the Chapter abilities of another Chapter.
flakk
GM, 574 posts
"The dude abides..."
Mon 15 Nov 2010
at 14:49
  • msg #173

Re: Chapter four

http://www.fantasyflightgames....e_news.asp?eidn=1752

"The Emperor Protects"

...(reigning ruler is known as
“The Caele”)

Hey!  They spelled my name wrong (Kale), but nice to know that in the future I rule a world=:)
Gwenlynn
player, 148 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 15 Nov 2010
at 14:52
  • msg #174

Re: Chapter four

Oh my have you seen the image of that marine with the plasmagun? Very pretty. To bad that Plasma weapons are a bit on the rubbish site, else I would be tempted.
flakk
GM, 575 posts
"The dude abides..."
Mon 15 Nov 2010
at 14:59
  • msg #175

Re: Chapter four

Gwenlynn:
Oh my have you seen the image of that marine with the plasmagun? Very pretty. To bad that Plasma weapons are a bit on the rubbish site, else I would be tempted.


That pic is pretty sweet!
flakk
GM, 579 posts
"The dude abides..."
Thu 18 Nov 2010
at 16:10
  • msg #176

Re: Chapter four

http://www.fantasyflightgames....e_news.asp?eidn=1762

"Rites of Battle"



The vehicle stuff sounds interesting!
Mr. Menthol
player, 9 posts
Thu 18 Nov 2010
at 20:23
  • msg #177

Re: Chapter four

Here's hoping we get some Fire Salamanders added to the mix!
Gwenlynn
player, 149 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 18 Nov 2010
at 23:33
  • msg #178

Re: Chapter four

I only hope that they haven't changed the vehicle rules from the RT version.
remmus
player, 6 posts
Fri 19 Nov 2010
at 17:19
  • msg #179

Re: Chapter four

flakk:
http://www.fantasyflightgames....e_news.asp?eidn=1762

"Rites of Battle"



The vehicle stuff sounds interesting!


Imperial Fist! Yeeeeees!
moriyama
player, 2 posts
Sun 28 Nov 2010
at 22:01
  • msg #180

Re: Chapter four

So considering I just got the book and I know a few people already did. Anybody wanna talk about what chapters really interest them and with what specialty?
thew00tninja
player, 21 posts
Tue 7 Dec 2010
at 10:00
  • msg #181

Re: Chapter four

Honestly this will probably be one of my favorite books. While the established are cool and all, the "Create-Your-Own-Chapter" feature is something I would find invaluable. Nothing beats having your own personal touch in the universe.

The Core rulebook and supplements are on my X-mas list, so we'll see. My buddies seem to like run and gun action more than story time anyway.
This message was last edited by the player at 10:03, Tue 07 Dec 2010.
Gwenlynn
player, 155 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 7 Dec 2010
at 22:39
  • msg #182

Re: Chapter four

Well Deathwatch is good for the run and gun theme. It is a major part of what Space Marines do.

In a game I am in, we had to talk to some local Warlord of a planet overrun by Tau. The man was demanding stuff from us. It felt wrong to really negotiate with the man. We were close to blowing his head of a few times and installing an underling with more zeal for the Emperor.

I mean, what works for normal adventurers does not feel right for beings that powerful as Space Marines.
moriyama
player, 3 posts
Tue 7 Dec 2010
at 23:00
  • msg #183

Re: Chapter four

From what I gathered about the books and things like that, that I read. Space marines seem to be on an authority pretty much up there with the Emperor's. When a company arrives on a planet, everybody pretty much goes "oh crap." I'm sure it would be awesome for story to see a planetery governer stand up to them and demand things...but yeah. boom to the head. Your a frickin space marine, he should respect your authoritay!
Gwenlynn
player, 157 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 8 Dec 2010
at 23:09
  • msg #184

Re: Chapter four

We still might do that, however our GM is very used to us negotiating things over as we are used to that as well. It will be a change of pace for all involved.
moriyama
player, 9 posts
Fri 10 Dec 2010
at 03:44
  • msg #185

Re: Chapter four

I seriously want to run one of these games but I still dont have the experience. I'm currently playing in two but to be honest we've been going over preparations for like a week now and have yet to get started on the first mission. Still, I love playing a space marine. Even basic character interaction and dialogue is awesome!
dlantoub
player, 21 posts
Sat 11 Dec 2010
at 02:19
  • msg #186

Re: Chapter four

pfeh.. experience... I learned the hard way that if there's something you really really want to run you have to jump in with both feet because no-one else will run it for you.  I dithered for over a year before running a game at uni but in the end I thought fudge it, if I don't run it , it will only be a could have been.  So in other words: For the Emperor! (and associated GMs affiliated with him)
moriyama
player, 10 posts
Sat 11 Dec 2010
at 02:22
  • msg #187

Re: Chapter four

LOL thanks for the advice. I might do just that. Still, I'm going to give these two games a chance. Seems, we just made planetfall in one of them and cant wait to shoot something.
thew00tninja
player, 22 posts
Tue 14 Dec 2010
at 06:40
  • msg #188

Re: Chapter four

If you were lucky enough at Free RPG Day to pick up the sample Deathwatch game, it'll provide a very good start. FF has the follow-up adventure in PDF form on their website. The Core rulebook (like always) also includes a pre-generated campaign. I've heard great things about the one that comes with the GM kit, and less about the three from "The Emperor Protects".

With all of this, you have seven games to run that can all be tied together with some story-telling before you need to REALLY do any work yourself on a campaign (But who wouldn't? That's my favorite part).

Hell, you get one just for buying the book, and two of the seven are free.

As an aside, does anyone have any information on the three in "The Emperor Protects"? I would like some feedback and yay/nays.
IanBear
player, 20 posts
Tue 14 Dec 2010
at 09:21
  • msg #189

Re: Chapter four

I've given it a brief read, but neither played nor read in enough detail to run it, but it seemed fairly combat heavy, like the initial adventures- I'd definitely like to see more social stuff involved, or maybe some exploration.
dlantoub
player, 22 posts
Wed 15 Dec 2010
at 22:20
  • msg #190

Re: Chapter four

To a certain extent I think that the combat is what people expect of Marines.  Even in the RP as Marines section there was a suggestion that a lot of the social play would be with other Marines.  I think the early mission in the original Dawn of War pins the interaction between Marines and humans quite nicely with the interactions with the Colonel.  Apart from home worlds and systems, most Marine chapters are not planetary governors.  Where they have fortresses they draw from the local populace but aren't necessarily involved in governance.

In fact that might be a good way of doing it.  A delegation from a chapter requesting a meeting with a planetary dignitary to ask why their fortress, recruiting station whatever had not been asked to mobilise in response to a potential threat.
flakk
GM, 594 posts
"The dude abides..."
Wed 22 Dec 2010
at 17:09
Lord Dubu
player, 1 post
Mon 3 Jan 2011
at 14:28
  • msg #192

Re: Chapter four

In reply to dlantoub (msg #190):

It's fitting that a Marine game would be combat heavy. That being said it's the challenge of making a Marine game interesting to actually Role Play that appeals to me. I've always favored more story based campaigns (some table sessions devoid of a single die roll).

After I've gotten my feet wet RPing as a player here I'm going to take a crack at GMing exactly such a campaign.
dlantoub
player, 28 posts
Tue 4 Jan 2011
at 18:58
  • msg #193

Re: Chapter four

Actually I was mistaken and a lot of chapters are planetary governors as well.
MILLANDSON
player, 133 posts
Tue 4 Jan 2011
at 19:27
  • msg #194

Re: Chapter four

Gwenlynn
player, 169 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 4 Jan 2011
at 23:15
  • msg #195

Re: Chapter four

Rather disappointed that there is no errata to the Tech Marine character and the missing attacks for the extra arms :(
Lord Dubu
player, 14 posts
Thu 6 Jan 2011
at 04:19
  • msg #196

LOLsy Black Shields Fluff

I found this bit of fluff on Black Shields delightfully subtle:

"...the case of a Watch Commander named Israfil. This dour warrior led his forces against a myriad of foes for over three decades, before he was lost on a mission he atte3nded in person, against the pernicious Mire. Despite the rapid intervention of a substantial battle group from the Dark Angels Chapter, Israfil's body was never recovered..."

I'm guessing Israfil's "body" is somewhere in the catacombs under The Rock.
flakk
GM, 611 posts
"The dude abides..."
Fri 14 Jan 2011
at 18:39
  • msg #197

Rites of Passage

http://www.fantasyflightgames....e_news.asp?eidn=1905

Sounds cool!  Imperial Fists! Vehicle rules!  Custom Chapters!

The more I see the more I am breaking down and thinking of adding another game to my collection.
dlantoub
player, 42 posts
Fri 14 Jan 2011
at 19:21
  • msg #198

Re: Chapter four

moriyama:
So considering I just got the book and I know a few people already did. Anybody wanna talk about what chapters really interest them and with what specialty?


There are very few chapters that really interest me.  Of the more famous chapters it is only really the Imperial Fists.  The other lore-famous chapter is The white Scars, but I've never seen them on the tabletop, or featured anywhere.  I don't know how easily they would be added to Death Watch because their "speciality" is covered by so many chapters.  For those who care, the White Scar speciality was hit and run attacks, so lots of bikes, 'speeders, probably rhino's and deepstriking vehicles.  Since all this has become such a  feature of most marine deployments it can hardly be considered a speciality anymore, apart from the bikes.

We won't be seeing the other Marine Chapter I have always liked for a long, long time.
moriyama
player, 20 posts
Fri 14 Jan 2011
at 19:28
  • msg #199

Re: Chapter four

And what chapter would that be?
dlantoub
player, 43 posts
Fri 14 Jan 2011
at 19:34
  • msg #200

Re: Chapter four

The Grey Knights.  Wrong Ordo for a start ^^
moriyama
player, 21 posts
Fri 14 Jan 2011
at 19:36
  • msg #201

Re: Chapter four

Are those the personal guard of Terra or the ones that specialize in demon hunting?
RevMark
player, 76 posts
Fri 14 Jan 2011
at 19:38
  • msg #202

Re: Chapter four

I thought Grey Knights stuff was coming out in the DH Ordo Malleus book. Of course, it may not give you what you'd need to run them in DW...
Brimflame69
player, 8 posts
Fri 14 Jan 2011
at 19:40
  • msg #203

Re: Chapter four

In reply to moriyama (msg #201):

Grey knights are the ordo militant of the Ordo Malleaus, they hunt daemons. The Custodes are the personal bodyguard of the Emperor.
Keerith
player, 1 post
Fri 14 Jan 2011
at 19:43
  • msg #204

Re: Chapter four

In reply to RevMark (msg #202):

Meh.  Make up some Chapter-appropriate solo and squad mode abilities, make a skill list with things like Hatred (Chaos), Hatred (Demons), Forbidden Lore and whatnot, and run them as a squad of full librarians. :)
moriyama
player, 22 posts
Fri 14 Jan 2011
at 19:48
  • msg #205

Re: Chapter four

In reply to Keerith (msg #204):

All grey knights are pyskers?
Keerith
player, 2 posts
Fri 14 Jan 2011
at 20:08
  • msg #206

Re: Chapter four

Yup.  All of them.
flakk
GM, 612 posts
"The dude abides..."
Fri 14 Jan 2011
at 20:15
  • msg #207

Re: Chapter four

dlantoub:
The other lore-famous chapter is The white Scars, but I've never seen them on the tabletop, or featured anywhere.  I don't know how easily they would be added to Death Watch because their "speciality" is covered by so many chapters.  For those who care, the White Scar speciality was hit and run attacks, so lots of bikes, 'speeders, probably rhino's and deepstriking vehicles.  Since all this has become such a  feature of most marine deployments it can hardly be considered a speciality anymore, apart from the bikes.


I have seen many articles on the White Scars in the older issue of White Dwarf.  Finding info on them should be easy enough.  Everytime I have seen them they have been very bike and speeder heavy and sound like a hoot to play.
dlantoub
player, 44 posts
Fri 14 Jan 2011
at 20:42
  • msg #208

Re: Chapter four

Sorry on a random note:  I've always had a soft spot for the Arbites and the Mechanicus since I first saw them as a very spotty kid.  My first 40k purchase was a Boxed set and Dark Millenium.  Those grizzled vets among us will know what I'm talking about.  and I fell in love with Grey knight terminators the moment I heard them described, in some ways I feel that the new models brilliant though they are have just lost something.  I dally with SoB occasionally since arbites models no longer exist outside Necromunda, and the Mechanicus army never happened... le sigh
moriyama
player, 23 posts
Fri 14 Jan 2011
at 22:14
  • msg #209

Re: Chapter four

Another random note but still talking bout chapters.  Soul drinkers? I've only read that omnibus and maybe another book afterwards. Do they exist or are they really a chapter that got excommunicated?
MILLANDSON
player, 136 posts
Fri 14 Jan 2011
at 23:00
  • msg #210

Re: Chapter four

If it's in a 40k novel, and it's released by someone licensed by GW, it's in the setting. So yes, the Soul Drinkers are a chapter that were declared traitors.
moriyama
player, 24 posts
Fri 14 Jan 2011
at 23:02
  • msg #211

Re: Chapter four

Anybody have an idea as to what became of them?
Lord Dubu
player, 19 posts
Sat 15 Jan 2011
at 00:04
  • msg #212

Re: Chapter four

In reply to moriyama (msg #209):

They are part of canon fluff.

That being said there's considerable debate about what Codex they should use in Tabletop games. They're not quite Traitor Marines (they are declared traitor but they believe they serve the Emperor). They're not Chaos Marines (yet they've got Tzeenchian mutations). They're not true codex marines either.

In GW tournament I think you'd have to use play-as rules and adopt one of the three codex.
Gwenlynn
player, 177 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 15 Jan 2011
at 09:09
  • msg #213

Re: Chapter four

In our DH game, they are adversaries/allies. It took us some time (read a few years) to realize that they were indeed Tainted Marines and that their goal of traveling to Earth to plead their case before the Emperor and beg for forgivenes was not in fact a good idea. Especially at full strength thanks to the work of a certain Fabius Bile.

Nothing like seeing a full scale invasion of Space Marines descending  on your location to make you aware of your puniness! Good thing that we were still 'befriended' to one of their Captains. It took quite some fast talking to avoid certain death and let them renounce the latests 'gifts', but they were grateful enough to give us a lift to Scintilla.

The scary thing was that in that campaign, we have unknowingly committed more heretics then pure deeds. Very nice campaign so far. Let's hope that we do not get further tainted by my ancestor a certain mr Haarlock. :D
moriyama
player, 25 posts
Sun 16 Jan 2011
at 23:28
  • msg #214

Re: Chapter four

So I got a random question, now that I saw that picture of the Emperor and all. I've been wanting to know...does anybody KNOW what the Emperor is? Is he an evolved human? Alien? Mutant?

I was just wondering if there has been any sort of fluff or rumors as to his origins. I mean..I don't really know much about him except he led a crusade, gave it to Horus and was then stabbed.

Anything on him?
crownblade
player, 34 posts
Sun 16 Jan 2011
at 23:41
  • msg #215

Re: Chapter four

God, and to suggest otherwise is heresy...
moriyama
player, 26 posts
Sun 16 Jan 2011
at 23:43
  • msg #216

Re: Chapter four

*hides his Emperor was a mutant T-shirt*

Ok Mr. Inquisition.
rb780nm
player, 10 posts
Sun 16 Jan 2011
at 23:44
  • msg #217

Re: Chapter four

Fluff once existed that he is the combined reincarnation of all the Shaman/Psykers on earth as of ~4000bc  (or maybe 1kbc, or 8kbc...) - they all killed themselves in order to combine their powers into a superhuman who could lead humanity to its destiny among the stars. Who knows if it's still canonical?


more conjecture: http://www.belloflostsouls.net...eror-of-mankind.html
MajorMurray
player, 20 posts
"FOR THE EMPEROR"
his last words
Sun 16 Jan 2011
at 23:47
  • msg #218

Re: Chapter four

Actully man, at lexicanum they talk about his orgins, a bunch of the first human pyskers killed themselves and put all there combined energy into a singal boy, that boy was the Emperor, the pyskers were as powerful as Farseers and could see into the future, they knew without the Emperor mankind would be destoryed by Chaos.
This message was last edited by the player at 01:15, Mon 17 Jan 2011.
MILLANDSON
player, 137 posts
Mon 17 Jan 2011
at 01:14
  • msg #219

Re: Chapter four

As rb7 said, the Emperor is an incarnation of the combined power and souls of several shaman back in about 8000BC who committed ritual suicide and formed the Emperor. Apparently this took place in modern day Turkey, according to the fluff.

Currently, nothing has been released that contradicts or retcons this origin story, so that's the current fact of the matter.
moriyama
player, 27 posts
Mon 17 Jan 2011
at 01:54
  • msg #220

Re: Chapter four

Ok that helps a bit for the Emperor fluff...and the primarchs were some type of genetic experiment taken from his dna correct?
MajorMurray
player, 21 posts
"FOR THE EMPEROR"
his last words
Mon 17 Jan 2011
at 01:56
  • msg #221

Re: Chapter four

moriyama:
Ok that helps a bit for the Emperor fluff...and the primarchs were some type of genetic experiment taken from his dna correct?

Clones bro, clones.
moriyama
player, 28 posts
Mon 17 Jan 2011
at 01:59
  • msg #222

Re: Chapter four

But did he mean to make clones or his children?
MajorMurray
player, 22 posts
"FOR THE EMPEROR"
his last words
Mon 17 Jan 2011
at 02:02
  • msg #223

Re: Chapter four

In reply to moriyama (msg #222):

He wanted children, but not all children were like him. So he made genetic copies of himself AKA clones.
This message was last edited by the player at 17:51, Mon 17 Jan 2011.
cutlass
player, 2 posts
Imperial Citizen
Sat 22 Jan 2011
at 20:29
  • msg #224

Re: Chapter four

http://www.fantasyflightgames....e_news.asp?eidn=1922

Preview of Rites of battle - rules for Deathwatch Chaplain
Gwenlynn
player, 182 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 22 Jan 2011
at 21:42
  • msg #225

Re: Chapter four

Sounds interesting. Curious that they did not made the Chaplain a separate class.
MILLANDSON
player, 143 posts
Sat 22 Jan 2011
at 22:26
  • msg #226

Re: Chapter four

Probably because being a Chaplain in the Deathwatch is something you grow into, since Chaplains from Chapters don't join the Deathwatch (as stated in the background before the rules).
Presteros
player, 24 posts
Sat 22 Jan 2011
at 22:46
  • msg #227

Re: Chapter four

Gnrk...! Rules... for Dreadnoughts... Must buy... supplement!!
Brimflame69
player, 11 posts
Sat 22 Jan 2011
at 22:49
  • msg #228

Re: Chapter four

I noticed that they said Space wolves couldn't take the advance. Do you think they're planning on offering the Wolf priest advance or is that just wishful thinking? and 3000 xp to take the advance O.o. I guess they take spiritual purity seriously.
Gwenlynn
player, 183 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 23 Jan 2011
at 21:46
  • msg #229

Re: Chapter four

As I understand, Spacewolves have rune priests. Which incidentally are also Librarians.  But I am sure they have something for Space Wolves and for Tech Marines. At least I hope they do as I am playing a TM.

Said all that however, I never used a advance like that before.
Keerith
player, 3 posts
Sun 23 Jan 2011
at 22:17
  • msg #230

Re: Chapter four

TechMarines are already chaplains, they just minister to the chapter's weaponry instead of the battle-brothers. ;)
Brimflame69
player, 12 posts
Thu 27 Jan 2011
at 17:53
  • msg #231

Re: Chapter four

So I have picked up the Emperor Protects and Wanted to gauge interest in running it as a Full trilogy and then possibly see what happens after the fact. I would be looking for 5-6 battle brothers, preferably one of each specialty. I'm also thinking of starting you all out at rank 2 (18,000xp) and renown of respected.

Any takers and/or suggestions?
Tarrakhash
player, 6 posts
Thu 27 Jan 2011
at 18:01
  • msg #232

Re: Chapter four

:D Me pick me....I'd be really keen, but you already know that ;) I'd love to play and I'd be interested in either Tactical/Devestator or Librarian.
Castleman
player, 50 posts
Thu 27 Jan 2011
at 18:06
  • msg #233

Re: Chapter four

I have a pre created Tactical marine from a long dead game just waiting to go.
rb780nm
player, 11 posts
Thu 27 Jan 2011
at 18:10
  • msg #234

Re: Chapter four

I'd love to play - I've got plenty of Marines from dead games who'd love to fight the Xenos.
crownblade
player, 35 posts
Thu 27 Jan 2011
at 18:22
  • msg #235

Re: Chapter four

I'd be interested as well.
cutlass
player, 3 posts
Imperial Citizen
Thu 27 Jan 2011
at 18:24
  • msg #236

Re: Chapter four

Sounds like a great idea.
Brimflame69
player, 13 posts
Thu 27 Jan 2011
at 18:25
  • msg #237

Re: Chapter four

hmmm.... you all seem familiar.....:P
Brimflame69
player, 14 posts
Thu 27 Jan 2011
at 18:30
  • msg #238

Re: Chapter four

Currently working on getting game ready, This will be an adult rated game, not because I intend to go over the top but to give my players the most amount of freedom. I will post the link once I am ready to start taking applications.
cis013
player, 1 post
DH and DW GM
Wants to try RT
Thu 27 Jan 2011
at 18:33
  • msg #239

Re: Chapter four

I'd love to play, however I've read through it in preparation of running it for my tabletop group.  It's a good story and y'all will have fun.
Brimflame69
player, 15 posts
Thu 27 Jan 2011
at 18:39
  • msg #240

Re: Chapter four

You can still send in an RTJ if you want. If you get in, I would just expect you to differentiate between out of game and in game knowledge.
Brimflame69
player, 16 posts
Thu 27 Jan 2011
at 19:26
  • msg #241

Re: Chapter four

Game is up! here's the link. link to another game
I will be taking my time going through applications.
Brimflame69
player, 17 posts
Thu 27 Jan 2011
at 21:31
  • msg #242

Re: Chapter four

Looking good so far, I am looking for a techmarine for my final spot.
cis013
player, 2 posts
DH and DW GM
Wants to try RT
Thu 27 Jan 2011
at 21:47
  • msg #243

Re: Chapter four

IMO, Techmarine is the 2nd most vital roll on a kill-team, behind Apothecary.
Brimflame69
player, 18 posts
Thu 27 Jan 2011
at 21:50
  • msg #244

Re: Chapter four

Quite true. The makeup is nice so far. Ultramarine Devastator, Blood angel Assault, Dark angel Tactical and Storm Warden Librarian and Apothecary.
Gwenlynn
player, 184 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 27 Jan 2011
at 23:36
  • msg #245

Re: Chapter four

cis013:
IMO, Techmarine is the 2nd most vital roll on a kill-team, behind Apothecary.


Interesting point. Why do you think that a Techmarine is so useful? He is not good in any fighting role and his specialty is only needed now and then. And then, he is not that good at his special role.

I would consider a TM to be a very low priority.
Brimflame69
player, 19 posts
Thu 27 Jan 2011
at 23:38
  • msg #246

Re: Chapter four

well hopefully, the forge master will make techmarines more viable but I love them.
Tarrakhash
player, 7 posts
Fri 28 Jan 2011
at 04:41
  • msg #247

Re: Chapter four

Damnation and curses, I missed out on Brim's game by going to sleep...don't suppose anyone else is running something similar that needs one extra player? I'll try not to fall asleep during the time your accepting applications?
Keerith
player, 4 posts
Fri 28 Jan 2011
at 12:54
  • msg #248

Re: Chapter four

I don't, at the moment.  I've got a few ideas for a game and I've been slowly filling in posts and such in a game for when I'm ready to start it, but I want to get a better handle on the mechanics before I try GMing one.
Tarrakhash
player, 8 posts
Fri 28 Jan 2011
at 13:45
  • msg #249

Re: Chapter four

I'm happy to help with the rules side of things if you'd like, I'm not perfect with them but I've got the basics down....of course you'd have to run it but the mechanics side.
cis013
player, 3 posts
DH and DW GM
Wants to try RT
Fri 28 Jan 2011
at 17:40
  • msg #250

Re: Chapter four

Rites Of Battle now on sale at FF website.  Thought y'all would want to know.
Tarrakhash
player, 16 posts
Sun 6 Feb 2011
at 13:45
  • msg #251

Re: Chapter four

Right I'm trying my hand at GMing Deathwatch and had a little creative inspiration over the weekend. I've created some awards and I was wondering if they were too powerful or not powerful enough.....what do you think? Feel free to suggest ideas for your own awards I'd love to add them to my game :D



Here are some awards you can win :D Good luck.....most of these are from the Warhammer 40K Lexicanium: http://wh40k.lexicanum.com/wiki/Warhammer_40,000

The Iron Skull
The Iron Skull is an ancient design and the Codex designated insignia for a Sergeant. The classical convention is to represent the Iron Skull in red. It is displayed on the shoulder pad or helmet. The Honor is also awarded for good leadership skills.

Deathwatch Award:
1st Award: Lead 1 successful mission (+2 Renown)
2nd Award: Lead 5 successful missions (+10 Renown, Power Sword Signature Gear)
3rd Award: Lead 10 successful missions (+15 Renown, Power Sword Signature Gear Master)


Imperial Laurel
The Imperial Laurel is awarded for acts of great valour which led to major victories. It generally worn as a crown, sculpted into the helmet or painted onto the recipient's power armour as a wreathed skull. The Codex Astartes demands that Company Standards be carried by warriors who have been awarded an Imperial Laural.

Deathwatch Award:
1st Award: Carry the banner for 1 successful mission (+2 Renown)
2nd Award: Carry the banner for 5 successful missions (+10 Renown, Power Sword Signature Gear)
3rd Award: Carry the banner for 10 successful missions (+15 Renown, Power Sword Signature Gear Master)


Purity Seal
The purity seal is not so much an honor as a blessing and bestowed upon warriors by Chaplains just prior to a battle. The seal denotes the wearer is free of heresy or corruption, and takes the form of parchment inscribed with devotional text, attached to the recipient's armour by a wax seal. Often a solid electrum casting of the seal is created to mark the honour of receiving a purity seal, which is later permanently attached to the armour.4 The purity seal likely has its antecedent in the Oath of Moment used by Space Marine Legions during the Great Crusade.

Deathwatch Award:
1st Award: Complete 1 pre-mission oath (+2 Renown)
2nd Award: Complete 5 pre-mission oath (+10 Renown, Signature Gear Talent)
3rd Award: Complete 10 pre-mission oath (+15 Renown, Signature Gear Master Talent)



The Iron Halo
The Iron Halo is awarded to warriors for demonstrating initiative in battle beyond expectation. The honour is typically painted or etched into the recepient's power armour in red.

Deathwatch Award:
1st Award: Get one MVP award (+2 Renown)
2nd Award: Get two MVP award (+10 Renown, Combi bolter, Signature Gear)
3rd Award: Get three MVP award (+15 Renown, Combi bolter, Signature Gear Master)


The Marksman's Honour
The Marksman's Honour is designed for those with exceptional accuracy or repeated successes with ranged weaponry. The award is designed to single out the chapter's best marksmen so commanders can call upon them at a moments notice. The award takes the form of a gold-layered bolt casings, said to be the spent bolt cases from the bolter of Primarch Roboute Guilliman.

Deathwatch Award:
1st Award: 10 Successful called shots (+2 Renown, 1 clip stalker rounds per mission)
2nd Award: 30 Successful called shots (+10 Renown, Stalker Pattern Bolter, Signature Gear)
3rd Award: 70 Successful called shots (+15 Renown, Stalker Pattern Bolter, Signature Gear Master)



The Imperialis
The Imperialis dates back to the Horus Heresy when it was used by the loyalist forces as a campaign badge. Now it is used more to symbolize victory in general. It is often carved into the chest armour plate although they also appear on banners.

Deathwatch Award:
1st Award: Participate in 1 successful mission (+1 Renown)
2nd Award: Participate in 5 successful missions (+5 Renown)
3rd Award: Participate in 10 successful missions (+10 Renown)





Somethings I should explain:

pre-mission oath: An oath that each member makes to achieve some minor goal before going on a mission, was actually another GM's idea I stole it :(, like: I promise to bring all my comrades back alive.

MVP: Is voted on by all the players after the mission, can't vote for themselves obviously. The player who helped the team complete their mission the best.
This message was last edited by the player at 13:59, Sun 06 Feb 2011.
Brimflame69
player, 24 posts
Sun 6 Feb 2011
at 13:47
  • msg #252

Re: Chapter four

even though I am in your game, I would suggest that the renown does not stack but rather replaces each other as players gain the next rank in an award. If they stack, you'll be jumping through the ranks but that would be your call.
Tarrakhash
player, 17 posts
Sun 6 Feb 2011
at 13:49
  • msg #253

Re: Chapter four

Sorry that wasn't clear, that was supposed to be a replacement at each level not stacking just a small boost.
flakk
GM, 623 posts
"The dude abides..."
Sun 20 Feb 2011
at 14:16
  • msg #254

Mark of the Xenos

http://www.fantasyflightgames....e_news.asp?eidn=1993



Cool!  I might even have to pick it up to plague my DH players=:)
MILLANDSON
player, 146 posts
Sun 20 Feb 2011
at 14:21
  • msg #255

Re: Mark of the Xenos

It does look really nice :D
Banjo
player, 152 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 20 Feb 2011
at 16:59
  • msg #256

Re: Mark of the Xenos

How many typos and spelling mistakes are we expecting in this one?

My roleplay group is looking at starting a DW game which is likely to meld with the old table top campaigns we have had over the years, so we bought the books (Core and Rights of Battle) and entered a world of badly written english and copy/paste errors.

I'm personally still opposed to FFG's idea that a Kill-Team would be used for any other than mission than killing the enemies of the Emperor (thier one perpose is cleverly hidden within the name) but so is our GM, which means that although their will probably be some recon etc, it will not be the focus of the mission and instead be a small prelude/interlude to killing xenos.
Arbentur
player, 44 posts
Sun 20 Feb 2011
at 19:18
  • msg #257

Re: Mark of the Xenos

That's why often in my head, while Deathwatch does lend itself to a game in and of its own, I find that  it would lend itself better to being yet one aspect of a DH: Ascension campaign.  Where you spend a good amount of time rooting out Chaos, Heretics and Xenos and every once in awhile signaling your Deathwatch contacts to take care of things you just can't handle normally.  Here on Rpol it would be easily done with a pair of campaigns and two different game threads where one distinctly influences the other and information gleaned in one leads the corresponding group to bits of other information.  Though as much fun as it would be to have the players in both games, the smallest meta that even good players can't avoid would give clues that would be much more impressive if they didn't know.

But hey, I'm no GM, just a guy with ideas ;)
dlantoub
player, 54 posts
Sun 20 Feb 2011
at 20:44
  • msg #258

Re: Mark of the Xenos

If you have a brain up to the whiles of the Blue Scriveners (or the Great Changeling himself, which is more insane than I will admit to being) go ahead. One group of players two groups of characters, each DH player has a DW character hiding in the wings ready to pounce on interventions that have become hotter than a tin roof (but what the heck even that heat works to condensation eventually)
Gwenlynn
player, 195 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 20 Feb 2011
at 22:05
  • msg #259

Re: Mark of the Xenos

MILLANDSON:
It does look really nice :D


Nothing like seeing the art to make a manuscript come alive. It has some exciting stuff on the inside as well :) Sure, there are typos and errors, but we tried hard to find as many of those as we could.

That book was the first one our group helped playtest. I am curious about the things they changed since last time I saw it.

The fun part about this playtest was that we were rather new with the whole DW system. So when we were testing, there was a lot of leafing through the basic book as well to check out the rules.

Ps. Don't worry, they didn't rely on us to get the typos and gram correct ;)
leetbeef
player, 5 posts
Mon 21 Feb 2011
at 03:11
  • msg #260

Aspect Watch

Does anyone else think something like deathwatch could be done with Eldar? I mean look at all the aspects, all specialists at what they do.


You could have a Firewarrior, a Harliquin, a Howling Banshee, a Warlock and a Ranger.


Thoughts?
Banjo
player, 153 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Mon 21 Feb 2011
at 10:01
  • msg #261

Re: Aspect Watch

leetbeef:
Does anyone else think something like deathwatch could be done with Eldar? I mean look at all the aspects, all specialists at what they do.


You could have a Firewarrior, a Harliquin, a Howling Banshee, a Warlock and a Ranger.


Thoughts?


A Firewarrior is a Tau soldier, you are probably thinking of Fire Dragons and to get technical Warlocks and Harlequins are not Aspects, getting very nitty gritty Harlequins technically are not allied to the Eldar and are a seperate force with their own objectives.

A big downside to playing Eldar is that their perpose and goals within the universe are generally unknown and are kept that way by GW to add some mystery to them and because of this I suspect large segments of fluff have simply not been written.

The DH/RT/DW rule set (errors asside) is probably robust enough to handle the species on a mechanical level but the story and background is not really strong enough to support them.
Gwenlynn
player, 196 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 21 Feb 2011
at 17:13
  • msg #262

Re: Aspect Watch

There are tons of books about the Eldar (especially the various army books) so I am sure it can be done. But it would require a lot of work and filling in quite a few blanks as games workshop has always focused on writing books from the human side of the conflicts.
MILLANDSON
player, 147 posts
Mon 21 Feb 2011
at 22:57
  • msg #263

Re: Mark of the Xenos

Banjo:
I'm personally still opposed to FFG's idea that a Kill-Team would be used for any other than mission than killing the enemies of the Emperor (thier one perpose is cleverly hidden within the name) but so is our GM, which means that although their will probably be some recon etc, it will not be the focus of the mission and instead be a small prelude/interlude to killing xenos.


That isn't "FFG's idea", the Deathwatch have always been involved in all aspects of the xenos, such as investigation, searching for relics, recon, etc. In all the fluff on them GW have given to us over the years, that has always remained a constant.

If they did just only do killing things, what's the point in having a specialist completely non-Codex organisation for it, when a few specially tasked Chapters (such as the ones tasked with patrolling outside the Eye of Terror and securing the Imperium against raids from the Eye, or the chapters tasked with keeping the Maelstrom contained, or any other founding created with a specific purpose) would do the job just as well?

What you seem to be suggesting is taking away the only thing that makes Deathwatch at all interesting and worth roleplaying :/
dlantoub
player, 55 posts
Tue 22 Feb 2011
at 00:02
  • msg #264

Re: Mark of the Xenos

The general consensus is that the motives are unknown. To anyone that isn't another Eldar, and while different craftworlds and farseers have their own objectives, the ultimate goal of the Eldar race is to survive.

There is a lovely example in the old book in the write up of Eldrad Ulthuan where the Eldar attacked specific orc tribes in order to cause the rise of Gazghull Thraka so that the orcs would attack Armageddon, not Ulthwe which was in a vulnerable position at the time.  Rangers will undertake ordained missions from their seers. As well as revel in their own freedom.

Warlocks and Aspects sort of a grey area, can be argued either way.  THey are principally psykers, bu they have progressed far enough along the Path and have shown enough vitalness of spirit and soundness of mind to be able to use their psychic powers for war.  THe current book I believe describes them as having once trod the Path of an Aspect shrine, and the Shrines store the wargear of the Warlocks when they are not in battle.

Sorry this really isn't important ...
Tyranus
player, 2 posts
Mon 7 Mar 2011
at 22:55
  • msg #265

Re: Mark of the Xenos

Man that is so weird i am actually making a Space Marine chapter that has alot to do with tyranids. Im working on balancing the chapter rules right now but thats so cool that they got that book out if anyone is making a game using that hit me up.

P.S. Also if you want to know like what the chapter i'm making is exactly message me i have a story about how they started pretty much.
flakk
GM, 631 posts
"The dude abides..."
Thu 10 Mar 2011
at 21:46
  • msg #266

Free stuff

MILLANDSON
player, 156 posts
Tue 22 Mar 2011
at 21:02
  • msg #267

Re: Free stuff

Not had a post in here for a while, so I thought I'd post up a link to my review of "The Emperor Protects":

http://www.rpg.net/reviews/archive/15/15211.phtml
Brimflame69
player, 47 posts
Tue 22 Mar 2011
at 21:51
  • msg #268

Re: Free stuff

I have been toying around with an idea for Deathwatch for some time. It was done with my old group and I wanted to see if there was any interest for it. Right now, there's many games going on for many of the current scenarios that have been published but not many from the pure Space marine sides.

When it comes down to it, there is probably the most Iconic scenario to be a space marine and leave your mark upon History. The Horus Heresy. The turning point, the no going back.

You would play space marines from a loyalist Legion or from the traitor side(in which case you would pull a flight of the Einstein and break away in time). Probably set it 20 years before the actual heresy happens and you fight your way from Istavan V to the walls of terra where you fight off the hordes and push them back to the eye of terror. Some minor things could change but I think in the esprit de corps, the major events still happen.

This would more then likely be a big, big game with atleast 10 players I think. To make things easier you would all come from the same legion and the same company.

So, who wants to fight by the side of The Emperor and bring death to the traitors who turned upon each other. Who wants to see brother fight brother, son turn upon Father and watch as the Imperium plunges 10 fathoms deep upon the road to hell. Any takers?

I put this here rather then players wanted as I want to gauge interest first.
Keerith
player, 9 posts
Tue 22 Mar 2011
at 21:55
  • msg #269

Re: Free stuff

Ooooo.  That sounds fun.
hairyheretic
player, 33 posts
Tue 22 Mar 2011
at 22:05
  • msg #270

Re: Free stuff

I've never played Deathwatch, but that idea sounds like it has a lot of potential.
Hereticool
player, 1 post
Tue 22 Mar 2011
at 23:58
  • msg #271

Brimflame69's Horus Heresy Game

Brimflame, this sounds awesome.  I would love to play in a game based on the HH.  I've been reading the novels and there is so much potential.  The hardest part would be picking what legion to play :)
MajorMurray
player, 47 posts
"FOR THE EMPEROR"
his last words
Wed 23 Mar 2011
at 00:10
  • msg #272

Re: Brimflame69's Horus Heresy Game

I would to but there is two things that be a problem, Is it an adult game, and I don't have the DW rules but my group just played DH a while back so I have some experience with the FF games. It would be great, an epic saga between players and primarchs, forge alliances, break ties, Oh how fun this will be, yes this will be great.
rb780nm
player, 16 posts
Wed 23 Mar 2011
at 01:30
  • msg #273

Re: Brimflame69's Horus Heresy Game

Sounds like fun. If you wanted to do istvaan, I'd probably recommend one of the drop sight traitors, as the loyalists there were pretty much hiding out from then on. The fists and the ba are the only book chapters who were at terra in great numbers, and the ba didnt have their defining characteristic yet.

Anyway I'll keep my eye out and definitely put in an rtj if I see this starting.
Keerith
player, 10 posts
Wed 23 Mar 2011
at 01:37
  • msg #274

Re: Brimflame69's Horus Heresy Game

In reply to rb780nm (msg #273):

Ehyea, from a pure fluff standpoint there aren't many chapters that could do Istvaan and Terra, but hey, in the name of a good game we can bend a few things. :D
Brimflame69
player, 48 posts
Wed 23 Mar 2011
at 02:10
  • msg #275

Re: Brimflame69's Horus Heresy Game

It also depends what legion you guys do. If you go space wolf, I wouldn't do Istavan but I sure as hell would do the assault on prospero. It will all come down to what legion you guys play. I would suggest if we do it that we don't do Ultramarine, they were barely involved due to being on the other side of the galaxy.
rancorius
player, 14 posts
Wed 23 Mar 2011
at 02:20
  • msg #276

Re: Brimflame69's Horus Heresy Game

i'd like to do this
Hereticool
player, 2 posts
Wed 23 Mar 2011
at 02:26
  • msg #277

Re: Brimflame69's Horus Heresy Game

One thought I had while thinking about this idea would be to have a loyalist style warrior lodge.  Perhaps either the Emperor, some loyalist Primarchs, and/or some captains who catch wind of the treachery early on decide to organize across legion lines, much like the way Erebus did for the traitors.  This would allow for different legions to be involved.  The drawback would be not being able to start until the Heresy was already rolling.  Another thought I had was that the characters could be survivors of Istvaan III that somehow escaped the planet and were able to defect to the Loyalists.  Of course the drawback there is they might not be trusted far enough to take part in further engagements against their former legion.  Anyway, it's not my game, but I thought I'd help brainstorm some ideas.  There is all kinds of places that a game could go, evidenced by the endless novels they are writing about the subject! :)
Brimflame69
player, 49 posts
Wed 23 Mar 2011
at 02:30
  • msg #278

Re: Brimflame69's Horus Heresy Game

survivors of Istavan would be doable as I would say you all escaped aboard the Einstein. You make it there and fight on the walls. You win and after wards you are approached. You can't go back to your normal lives, your brothers are traitors
but there is a new organization that has just been formed that is tasked with hunting down the Xeno, the heretic and the Daemon.....

I welcome the feedback, it may be my game but I always welcome ideas to supplement and make it better.
rancorius
player, 15 posts
Wed 23 Mar 2011
at 02:32
  • msg #279

Re: Brimflame69's Horus Heresy Game

i like that idea about brim
MajorMurray
player, 48 posts
"FOR THE EMPEROR"
his last words
Wed 23 Mar 2011
at 02:34
  • msg #280

Re: Brimflame69's Horus Heresy Game

In reply to Brimflame69 (msg #278):

Brim the Inquisition wasen't formed till after the heresy.
Brimflame69
player, 50 posts
Wed 23 Mar 2011
at 02:37
  • msg #281

Re: Brimflame69's Horus Heresy Game

I know. I was paraphrasing there. I meant after all was said and done if you guys came from a traitor legion and decided to join with the loyalists you would be taken in by the inquisition.

Another option is to tell it from the side of Chaos  but if we go that route the game can't be mature, it will have to be Adult. I would rather not go that route, mainly because Black crusade is not out yet but I do have the warhammer fantasy book of corruption that works quite well.
MajorMurray
player, 49 posts
"FOR THE EMPEROR"
his last words
Wed 23 Mar 2011
at 02:44
  • msg #282

Re: Brimflame69's Horus Heresy Game

In reply to Brimflame69 (msg #281):

And also I wouldn't be able to take part if we took that route, I would very much enjoy to be at the side of Dorn fighting off tratiors at Terra.
Brimflame69
player, 51 posts
Wed 23 Mar 2011
at 06:07
  • msg #283

Re: Brimflame69's Horus Heresy Game

Game is up. A few quick things. Game is rated Mature, I don't feel it has to be adult in order to enjoy it to it's fullest. I decided that you will come from a loyalist legion, no traitor legionnaires with a change of heart this time around. House rules are up, feel free to take a look along with legion choices based on fluff. Everything is public view for now, toss me a message for access and we can start the discussion on legion choices. Off to bed so will respond is 6-8 hours.

link to another game
Tyranus
player, 13 posts
Tue 5 Apr 2011
at 21:08
  • msg #284

Re: Brimflame69's Horus Heresy Game

Hey I have a free form game if anyone wants to join

You'll be in a Deathwatch squad

link to another game
leetbeef
player, 6 posts
Tue 12 Apr 2011
at 12:06
  • msg #285

EPIC failure

has anyone had a roll worse then this? One of my players is about to be vaporized by a Tau railgun, and here's what happened:

11:35, Today: Brother Victor rolled 100 using 1d100. FP reroll dodge 37.
11:35, Today: Brother Victor rolled 100 using 1d100. dodge for death blow :D.



Rolled a 100 to dodge and then rolled 100 on his re-roll using a fate point, holy moly
Tarrakhash
player, 30 posts
Tue 12 Apr 2011
at 12:40
  • msg #286

Re: EPIC failure

wonderful, now you're showing my wonderful roll off. I'll be famous!
Lord Dubu
player, 44 posts
Tue 12 Apr 2011
at 13:28
  • msg #287

Re: EPIC failure

I actually make my players roll 2D10. I'm convinced it's better at simulating the table-top roll.
leetbeef
player, 7 posts
Tue 12 Apr 2011
at 13:39
  • msg #288

Re: EPIC failure

Lord Dubu:
I actually make my players roll 2D10. I'm convinced it's better at simulating the table-top roll.


1. True that's more like the game if you were around a table, but it is called the d100 system. Does anyone in your group feel more like they're playing around a table because you're making them roll 2d10?

2. Pretend he rolled double 10's then... twice. Has anyone in your group had such unfortunate luck?
Lord Dubu
player, 45 posts
Tue 12 Apr 2011
at 13:58
  • msg #289

Re: EPIC failure

No of course not.

But that's my point. I'm no mathematician but I've got to believe that statistically rolling 10 on four separate aggregates from 1 to 10 is an order of magnitude harder than rolling 100 twice in an aggregate that goes from 1 to 100.
Banjo
player, 179 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 12 Apr 2011
at 14:11
  • msg #290

Re: EPIC failure

Nope, the odds are the same.

Both are 1 in 10000.

For 2 100s on rolling two d100s

P(A and B) = P(A)xP(B)
P(A and B) = 1/100 x 1/100
P(A and B) = 1/10000

For 4 10s on rolling four d10s

P(A and B and C and D) = P(A)xP(B)xP(C)xP(D)
P(A and B and C and D) = 1/10 x 1/10 x 1/10 x 1/10
P(A and B and C and D) = 1/10000
This message was last edited by the player at 14:35, Tue 12 Apr 2011.
Brimflame69
player, 60 posts
Fri 15 Apr 2011
at 02:08
  • msg #291

Re: EPIC failure

From the creator of such smash game hits such as DW: the Horus Heresy comes another revolutionary idea!.....yeah. Looking for 5 players for a Deathwatch Chaos game. You will all be Chaos space marines about to embark on the 13th Black Crusade. This game is rated Adult. No techmarines but if someone wants to roll up a dark mechanicus character that would be cool.

link to another game
crownblade
player, 38 posts
Fri 15 Apr 2011
at 20:00
  • msg #292

Re: EPIC failure

Couldn't you use an Iron Warrior as a tech-marine?
Brimflame69
player, 61 posts
Fri 15 Apr 2011
at 20:02
  • msg #293

Re: EPIC failure

I guess I could but I figured it might be handled better by a Magos.
crownblade
player, 39 posts
Fri 15 Apr 2011
at 20:11
  • msg #294

Re: EPIC failure

The Iron Warrior Companies are run by War-Smiths, who come equipped with the servo harness. The Dark Mechanicus are really cool, don't get me wrong, I just meant to show that the Chaos Boyz have their own equivalent too.

<Img src=http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1241089_99060102066_Col40kIronWarriorsWarsmithMain_445x319.jpg/>
Baron
player, 2 posts
Fri 15 Apr 2011
at 22:25
  • msg #295

Re: EPIC failure

Don't forget before Gav Thrope took a piss all over Chaos and ruined their armies for all time the previous edition had Iron Warriors capable of equipping servo-arms, repairing vehicles on the fly, and using guns that were daemon weapons, crownblade.

I got to say, I'd consider joining the DW RP if I was allowed to play a Dark Mechanicus. Even Iron Warriors would be a bit restricted for me (I want to make Fabius Bile look like a pansy damn it! :P).
Brimflame69
player, 62 posts
Fri 15 Apr 2011
at 22:53
  • msg #296

Re: EPIC failure

toss me an RTJ then, you can roll up a Magos.
Baron
player, 3 posts
Fri 15 Apr 2011
at 23:03
  • msg #297

Re: EPIC failure

Brimflame69:
toss me an RTJ then, you can roll up a Magos.



:D!!!

Expect a RTJ very, very soon!
flakk
GM, 658 posts
"The dude abides..."
Wed 20 Jul 2011
at 22:01
  • msg #298

New stuff

leetbeef
player, 9 posts
Fri 22 Jul 2011
at 03:01
  • msg #299

Re: New stuff

Incase anyone lives in the Pensacola area I'll be hosting the demo of Black Crusade and Deathwatch on saturday.


http://www.facebook.com/#!/eve...?eid=166095736783587
crownblade
player, 50 posts
Fri 19 Aug 2011
at 21:28
  • msg #300

Re: New stuff

http://www.fantasyflightgames....e_news.asp?eidn=2572

Finally! Official rules for my two fav. Chapters; the Raven Guard and the Salamanders.
Petronius
player, 3 posts
Fri 16 Dec 2011
at 03:20
  • msg #301

Deathwatch campaign tips

I am building my Deathwatch campaign right now, making threads creating NPC's threads etc.

I would like a survey from Players of Deathwatch here on RPOL on what worked and what has not worked.

I have read/am reading the base Deathwatch , Rites of Battle, Achilius Assailt books in PDf form and am waiting for First Foundng and Jericho Reach books to come out in PDF and read through those before starting my campaign.

I currently play in one Deathweatch game and lurk in a couple.

The books I have read have given me a ^$%#^*-ton of ideas for a campaign using the Deathwatch.

My idea is to have concurrent threads running for both a Mission and planning or information gathering from the last mission and for the next mission.

I see the campaign where players are not just members of a Kill-team but become involved in the interaction of the Deathwatch and the Crusade and with denizens of the Jericho region over time.

The role play, the intertwingin plots, combined with revelations of the Vault, politics.  I want to see players be more than trigger finger, for characters to realize that they are at the edge of history, things are changing.

So tell me, what has worked for you as player and what has not, I would like to avoid the pitfalls.
dlantoub
player, 84 posts
Fri 16 Dec 2011
at 13:42
  • msg #302

Re: New stuff

crownblade:
Finally! Official rules for my two fav. Chapters; the Raven Guard and the Salamanders.


Grats to that for you! Such a pity my first favourite "chapter" became so generic.

The Whitescars.  Their speciality was "supposedly"(since they never got a book all to themselves like some others) fast attacks and hit and run.  but now if you read any new chapter material nearly every "new" or reconditioned chapter has that speciality.

Raven Guard are quite different in a way since they focus on stealth, terror and psychological warfare ^^
Petronius
player, 4 posts
Sun 22 Jan 2012
at 00:09
  • msg #303

Re: New stuff

Here is the preamble to my Deathwatch campaign, work on the threads continues.


The Deathwatch has been standing for millenia, our campaign does not start with its inception or middle age.

Men that are inducted into the ranks of a Space Marine Chapter, their life of training, rigorous trials of physical and psychological suitability, is not where our deeds begin.

The decades of battle, seeing Battle-Brothers of his Chapter fall, protecting a largely ignorant Humanity, battling for every armored bootprint on hostile planets, planets imperilled by Xenos, is not where the campaign begins.

Advancement in the Companies of the Chapter, the Missions that garner medals, command of missions, the deeds that put you on planet after planet, system after system, cleansing Hives, craters, glaciers, deserts, caves, capitals, facilities, Spaceports, cities, moons, these events precede the start of the  campaign.

Being seconded to the Deathwatch happens after review of the Chapter Master, who assesses the Marine in question can now benefit from the training and Command application in War the Long Watch demands, this event is the penultimate step to the start of the campaign.


The Marine is standing his watch in a Watch station in the Jericho Reach and has joined missions, indeed may have collected intelligence for a Deathwatch mission, plied his deadly craft now is brought to the Watch Fortress Erioch and is assigned to a Watch Captain, who in turn, assigns the Marine to a Kill Team.

The campaign begins, the year is 817.M41


This message had punctuation tweaked by the player at 00:10, Sun 22 Jan 2012.
dlantoub
player, 87 posts
Sun 22 Jan 2012
at 00:45
  • msg #304

Re: New stuff

Taken of course from the point of view of say, an Ultramarine.  A Space Wolf may view such an appointment quite differently. For example:

Outcast. That is what they called you.

The Chapter Master singled you out, cut you away.  Cast you from the halls of your brothers, your kin, your pack.

All of it is gone.  You are among strangers here, you can trust no-one to watch your back, they have not bled for you, or shared your table; they did not stand by as the long moon approached to cast it's baleful glow over the icefields.  What have they shared with you?  Nothing.  This is your worth to your pack. Nothing.

They have sent you here to die.

Sorry >< I'm just playing a bit of devils advocate there ><

I didn't mean to attack your campaign drive.  It's already sounding cool, I'm sorry.
This message was last edited by the player at 01:05, Sun 22 Jan 2012.
Petronius
player, 5 posts
Sun 22 Jan 2012
at 02:28
  • msg #305

Re: New stuff

While I salute the dark and brooding mood brought to the seconding you describe, and do see now that my preamble may appear Ultramarine centric instead of a generic Chapter description, it does not speak to Space Wolves as I see them.

Such a Battle-Brother that existed in the Space Wolves would have been dealt with by asigning him a mission or series of missions to attain redemption or death.

Knowing and holding the Deathwatch is high esteem, and in my campaign, no Chapter Master has ever risen to that rank without having stood a Watch in the Deathwatch, a Chapter masster would onbly second a Chapter Battle Brother who could represent the best of th e Chapter, the most cunning the most agile, so that the other Chapters may review their faith and skill andd be found wanting.

EDIT: I don't take it as an attack, I take it as a critique, commonly known as feedback, and it served that purpose well.
This message was last edited by the player at 05:33, Sun 22 Jan 2012.
dlantoub
player, 88 posts
Sun 22 Jan 2012
at 14:24
  • msg #306

Re: New stuff

Point taken.  Funnily enough I can see how it could be both, depending on the angle of the campaign, or the particular Space Wolf. The Chapter Master may simply assign such a wolf to the Deathwatch for death and redemption, but doesn't himself personally have to worry the individual assignments, if he succeeds and comes back he is redeemed, if he doesn't come back, he's probably dead. I know I tend to be using them but they are quite different in their mndset compared to other chapters.  I accept that the angle you have posted above is the one for your campaign and I will not argue with it
Morrison
player, 5 posts
Mon 7 May 2012
at 00:13
  • msg #307

Re: New stuff

Does anyone have a deathwatch blank sheet?
Morrison
player, 9 posts
Fri 11 May 2012
at 00:49
  • msg #308

Re: New stuff

Checking the interest of a single chapter space marine game using deathwatch rules.
To make it clear it means all players will be of one chapter I'm thinking ultra marines since they are the easiest to make diverse due to their stats. Any thoughts?

I'm also taking a vote on which chapter

pick your top three number them 1st gets 5 points 2nd 3 and 3rd 1.
Lord Dubu
player, 79 posts
Fri 11 May 2012
at 20:18
  • msg #309

Re: New stuff

I was toying with a similar idea. I'm biased as a table-top Dark Angels player but the intrigue built into them by the whole Fallen aspect lends itself to a lot of the storyline tropes you'd see in a DH game being possible in a DW game.
Morrison
player, 10 posts
Sat 12 May 2012
at 00:38
  • msg #310

Re: New stuff

Yeah I thought about it due to the chapter squad mode. I was in a game as an assault marine and 1 marine from each chapter so it pretty much became a solo mode special that cost us cohesion. Dark angels would be cool a raven wing kill team maybe.
Lord Dubu
player, 85 posts
Fri 18 May 2012
at 15:18
  • msg #311

Re: New stuff

Since there's not a DW: Game Proposals thread I'll just leave this here. (after accidently putting in the DH proposals thread *self hand slap*)

I'm toying with the idea of running a Dark Angels game using the DW rules. While I'd keep a healthy dose of action in the game (it's space marines c'mon) I'd only be interested in running it if I found a group of VERY story minded players. People who were ready to develop a character, not just a game piece.

If there's enough interest in something like this I'll put together a game.
Morrison
player, 16 posts
Fri 18 May 2012
at 15:21
  • msg #312

Re: New stuff

I'm up and I know you'd get quite a few RTJs even if the interest isn't shown here. That happened in my DW game.

Also will they start as ravenwing or will they be in a lesser company to start. Also will it be rank 1 or another?
Tarrakhash
player, 39 posts
Fri 18 May 2012
at 15:26
  • msg #313

Re: New stuff

I'd be interested, I love the story part of DW, especially once you got the first two or three missions under your belt then some history starts to build up.
Lord Dubu
player, 86 posts
Fri 18 May 2012
at 15:36
  • msg #314

Re: New stuff

I'd run the team through an introductory skirmish that would set up the campaign. They'd start as 3rd company Tacticals. One would have to be willing to take the mantle of Sgt.
Tarrakhash
player, 40 posts
Fri 18 May 2012
at 15:41
  • msg #315

Re: New stuff

Does that mean we'd all be tactical marines, or would we just be equipped as tacticals?

Can I suggest starting with an NPC sergeant and then seeing who is regular enough to take the reins of sergeant. You find that people tend to vanish sometimes and if it's the man in charge it can be quite debilitating to the game.
Morrison
player, 17 posts
Fri 18 May 2012
at 15:42
  • msg #316

Re: New stuff

I'll be going for a tactical marine. Sounds like you've got a good plan so far I hope it gets started.
Morrison
player, 18 posts
Fri 18 May 2012
at 15:44
  • msg #317

Re: New stuff

In reply to Tarrakhash (msg #315):

no it just means we aren't part of death wing or raven wing (the 1st and 2nd company.) So we are more varied.
Morrison
player, 19 posts
Sat 19 May 2012
at 05:14
  • msg #318

Re: New stuff

Are you allowing Deeds to be purchased?
Lord Dubu
player, 87 posts
Sun 20 May 2012
at 05:19
  • msg #319

Re: New stuff

I'm not sure yet.

The first skirmish will take place before some of the more fluffy elements of chargen take place. Events in the skirmish will unlock the right to purchase those things after the skirmish and complete the chargen process...
Tarrakhash
player, 41 posts
Sun 20 May 2012
at 10:02
  • msg #320

Re: New stuff

Cool, last question then, do we use the old weapon tables or the new ones that are supposed to be optional but all the newer books are using them?
LastChance
player, 11 posts
Tue 21 Aug 2012
at 04:23
  • msg #321

Re: New stuff

Does anyone have a good deathwatch sheet?
flakk
GM, 710 posts
"The dude abides..."
Wed 2 Jan 2013
at 21:33
  • msg #322

Re: New stuff

BUMP!
Goflux
player, 7 posts
Wed 2 Jan 2013
at 22:38
  • msg #323

Re: New stuff

Crusadeath:
I believe that all Space Marines start with Literacy? In that case you should pick up Forbidden Lore (Chaos Space Marines) (no one else gets it this early but the Dark Angels) and Interrogation. Those both are for Dark Angels only.

Well bugger me, I just checked and Space Marines don't get Literacy as a starting talent. Dafuq. So a starting Apothecary can create poisons based on the faintest trail of a xeno's genetic code, but goes "durrr, wotz dis" when confronted with a piece of paper?

Yeah, they aren't the brightest bulbs in the shed.
Goflux
player, 8 posts
Thu 3 Jan 2013
at 00:06
  • msg #324

Re: New stuff

By the way, do you start with an Advanced Specialty at rank 1?
Goflux
player, 9 posts
Sat 5 Jan 2013
at 05:52
  • msg #325

Re: New stuff

Question: What're the most important things to get as a Tech Marine?
Goflux
player, 12 posts
Tue 8 Jan 2013
at 03:40
  • msg #326

Re: New stuff

Why does nobody post here?

Question: Are genestealers a suitable enemy for a new Rank 1 Death Watch group?
Tathal
player, 17 posts
Tue 8 Jan 2013
at 07:05
  • msg #327

Re: New stuff

Goflux:
By the way, do you start with an Advanced Specialty at rank 1?


If your asking what I think you are it depends entirely on the advanced specialty. For example, in Rites of Battle the Deathwatch Champion has a perequisite of Rank 4, whereas the Deathwatch Black Shield has a perequisite Rank 1. The advanced specialties have a list of perequisites for the specialty.

That answer your question?

Goflux:
Question: What're the most important things to get as a Tech Marine?


I will try to answer this, but I have never played a techmarine before. I would think, probably obviously, repairing equipment - so repair skills. I would think something similar to an Adepetus Mechanicus priest, since Tachmarine is also a part of the AM. I would probably take some piloting skills as well.

Goflux:
Why does nobody post here?

Question: Are genestealers a suitable enemy for a new Rank 1 Death Watch group?


Personally, I think genestealers would be acceptable - possible as a first encounter with the tyranid. At least I would to players in a game.
Goflux
player, 13 posts
Tue 8 Jan 2013
at 07:12
  • msg #328

Re: New stuff

Thanks, that helps.

I ask the genestealer question because my DM threw six of them at us, and then threw a horde of 100 at us. We survived by sheer luck imho

Luck, and a massive box full of flammable grenades.
Tathal
player, 18 posts
Tue 8 Jan 2013
at 07:20
  • msg #329

Re: New stuff

Not sure I would have thrown 100 at a group without them having some heavy weapons. But, who knows, maybe there was some other plan in motion.
Goflux
player, 14 posts
Tue 8 Jan 2013
at 07:26
  • msg #330

Re: New stuff

Nope, there wasnt. There were four of us with 40 req each. We had 3 renown. The best we had was two heavy flamers.
Tathal
player, 20 posts
Thu 24 Jan 2013
at 02:09
  • msg #331

Re: New stuff

I am starting a Deathwatch gaming, running through Rising Tempest. If anyone is interested head on over to the game.

link to another game
Tathal
player, 21 posts
Sun 27 Jan 2013
at 07:37
  • msg #332

Re: New stuff

Still hoping to get an Apothecary, and a Devastator app. If anyone is interested head on over.
Crusadeath
player, 50 posts
Mon 28 Jan 2013
at 20:44
  • msg #333

Re: New stuff

Hello everyone, Crusadeath here. I have a message for anyone interested enough to listen.

So, you guys know what the Dornian Heresy is? If you don't, I'll tell you briefly. It's an alternate universe of Warhammer 40k. Essentially: What would happen if Horus never fell to the touch of Chaos, and Dorn did so instead? Chaos erupts as traitor becomes loyalist and loyalist becomes traitor.

More info can be found here: http://www.bolterandchainsword...thedornianheresy.pdf

Now, what I wanted to say is that a friend of mine and I are making Deathwatch rules for roleplaying members of the Dornian Heresy Loyalist Legions. Ergo, you will be able to play as a World Eater that is loyal to the Emperor... In M41.

Like the premise? If so, here's a first draft of the first Legion I've finished making rules for: The Word Bearers. http://www.mediafire.com/?d4w341qh9nunnce

I'll definitely appreciate feedback, and if I get enough people interested, I might run a game once I am done with the mod.

Cya all later. ;)
Tathal
player, 22 posts
Tue 29 Jan 2013
at 06:37
  • msg #334

Re: New stuff

That sounds interesting. I am going to go download that PDF and look it over.
Tyear
player, 10 posts
Wed 30 Jan 2013
at 14:11
  • msg #335

Re: New stuff

I'd be up for that Crusadeath, seriously playing a Loyal Word Bearer, sign me up :D
Prowler.Jeff
player, 9 posts
Thu 31 Jan 2013
at 01:29
  • msg #336

Re: New stuff

In reply to Tyear (msg # 335):

I need to look over the file, but Iron Warrior here I come :-D
Jakara
player, 31 posts
That guy with the flamer
Burny Burny :P
Thu 31 Jan 2013
at 14:58
  • msg #337

Re: New stuff

I must say, I've just started reading the Bolter and CHainsword file. I'm taken! Where do I sign! Whats that? Thousand sons psyker? Yes please :P
Willis
player, 34 posts
Know thine enemy, for
they already know you.
Thu 31 Jan 2013
at 17:01
  • msg #338

Re: New stuff

I definitely wan to play as well. Please let me know if room opens up.
Crusadeath
player, 51 posts
Thu 31 Jan 2013
at 17:06
  • msg #339

Re: New stuff

Woo! Nice to see such interest! :D

Right now I am working on the Iron Warriors and am close to finishing with the World Eaters. My colleague has also finished his version of the Night Lords and the Alpha Legion.

Will be posting links soon!
Prowler.Jeff
player, 10 posts
Thu 31 Jan 2013
at 23:54
  • msg #340

Re: New stuff

In reply to Crusadeath (msg # 339):

EEEEWWW...Alphas...

I used to run them for tabletop.  One sick group to draw from...Stealth Assault Marine?
Brimflame69
player, 119 posts
Fri 1 Feb 2013
at 00:09
  • msg #341

Re: New stuff

yes please
Tyear
player, 11 posts
Fri 1 Feb 2013
at 14:34
  • msg #342

Re: New stuff

Is there any chance for a 'Specialist' Class shall we say?

Also will we still be 'Death Watch' or more a gathering of champions or?
Crusadeath
player, 52 posts
Fri 1 Feb 2013
at 14:55
  • msg #343

Re: New stuff

Would you mind elaborating? I am quite open-minded concerning the inclusion of new stuff.

And yeah, players will be members of the Deathwatch. The Inquisition exists in the Dornian Heresy universe, so its Chamber Militant must also exist.
Jakara
player, 32 posts
That guy with the flamer
Burny Burny :P
Fri 1 Feb 2013
at 16:04
  • msg #344

Re: New stuff

Once more so it can clearly be seen by all others. I the name of Magnus I claim the Librarian position!
Crusadeath
player, 53 posts
Fri 1 Feb 2013
at 16:22
  • msg #345

Re: New stuff

Oh, and for those of you whose Legion is not covered by the pdf, google: [InsertLegionNameHere] Dornian Heresy, and it should net you with some results.
Tyear
player, 12 posts
Fri 1 Feb 2013
at 18:09
  • msg #346

Re: New stuff

Well as in taking specialist classes. Like in the core books the Blood Angels have Sanguinary Priests or the Wolves and their Rune Priests.

So I figured because of the Word Bearers prevalence towards having Chaplains. I figure that their 'specialist' class might be a Word Bearer Neophyte, sort of a 'precursor' to becoming a chaplain.

Able to be taken at Rank 1 given enough Fellowship/Willpower (I think what the DW book gives is fair maybe a -5/-10)

It grants the taker a Special Ability called: Acts of Faith.

Allowing him when taken enough damage, lets say.. half his health, to use Act of Faith to boost BS/WS/S/T as well as allowing him to keep fighting when he should have 'died' aka going to lets say -2 wounds. After which if a Fate point isn't taken the character dies.

Something along those lines.
Crusadeath
player, 54 posts
Fri 1 Feb 2013
at 18:25
  • msg #347

Re: New stuff

Yeah, I'll definitely add Alternate Ranks once I am done with the bulk of the work, meaning Solo Modes, Attack and Defense Patterns, relics, Primarch's Curses, Psychic Powers and Advancement tables.
Tyear
player, 13 posts
Fri 1 Feb 2013
at 19:56
  • msg #348

Re: New stuff

Alright, if you need some Flakk-'CENSORED' (it's a 4chan thing) done on characters or whatever.. I'd be willing to lend a hand. For the Word Bearers at least.
This message was last edited by the GM at 22:39, Fri 01 Feb 2013.
Crusadeath
player, 55 posts
Sun 3 Feb 2013
at 14:14
  • msg #349

Re: New stuff

I think I could use a little help with the lore. If you have something in mind Rmail it to me if you'd like. This applies to everyone, of course.

Anyways, Iron Warriors are done, get them while they're hot!

http://www.mediafire.com/?4gatv05ct8dvn1b
Crusadeath
player, 56 posts
Fri 29 Mar 2013
at 13:00
  • msg #350

Re: New stuff

Sorry for leaving you guys hanging for such a long time. Is anyone still interested in this project? Alpha Legion is on its way if so.
Tyear
player, 14 posts
Fri 29 Mar 2013
at 14:20
  • msg #351

Re: New stuff

Sent you something about the Words Bearers a while back there mate.
Crusadeath
player, 57 posts
Fri 29 Mar 2013
at 14:55
  • msg #352

Re: New stuff

Wut. Would you mind sending it to me again? I checked my rmail and it's not there.
Tyear
player, 15 posts
Fri 29 Mar 2013
at 15:21
  • msg #353

Re: New stuff

Block of text sent.
Crusadeath
player, 58 posts
Fri 29 Mar 2013
at 15:24
  • msg #354

Re: New stuff

Gimme a moment to scan over it.
LastChance
player, 17 posts
Tue 4 Jun 2013
at 07:46
  • msg #355

Re: New stuff

I'm looking for four more players here. I'd like to see some non standard chapters. Ones from first founding and honour the chapter. I by no mean mind the ones from the core, but I'd just like to see something new.

link to another game
This message was last edited by the player at 07:56, Tue 04 June 2013.
Nasme
player, 27 posts
Tue 1 Oct 2013
at 18:13
  • msg #356

Re: New stuff

Who wants to help me test some house rules that bash three of the game lines together? I will be using Deathwatch and Only War as a base with some select rules from DH 2.0 that I want to test out. Mainly the AP system and the (hopefully improved version I wrote) Damage system. If there is enough interest I can make it a long term game.

link to another game
This message was last edited by the player at 17:32, Fri 11 Oct 2013.
Lord Dubu
player, 102 posts
Fri 11 Oct 2013
at 15:56
  • msg #357

Re: New stuff

I'm looking for a long term game to join. And that sounds interesting enough of a concept that I'd like to see where you go with it.
Nasme
player, 28 posts
Fri 11 Oct 2013
at 16:33
  • msg #358

Re: New stuff

Send me an RTJ, I'll add you and we can start discussing characters and house rules.
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