Rules & Background.   Posted by Jericho Reach.Group: 0
Jericho Reach
 GM, 2 posts
Sun 28 Jan 2018
at 04:37
Rules & Background
The Dragon Lords

26th founding, in the 41st Millennium.

The Chapter gene-seed's purity is not yet known. A few flaws have manifested, but whether these will continue has not been tested.

The primarch progenitor has been kept secret. The transferred veterans are sworn to secrecy about their origins, though in some cases their own Primarchs are obvious.

Their primary demeanor is 'Preserve the Honour of the Emperor.' Their culture has yet to completely develop, so new demeanors may manifest.

Battle-Brothers of the Chapter tend to have a russet red complexion. Their Oolitic Kidney is present, but does not seem to have the same extra function as those of other Chapters, and does not filter most poisons or toxins.

The Chapter is considered suspicious by by the Adeptus Mechanicus. Though the Magos Biologis created the Chapter's geneseed by invitation of the High Lords of Terra, since then they have been reluctant to render aid.

Battle-Brothers of the Chapter have fast reflexes and quick wits. They gain +5 Agility and +5 Fellowship.

There are few heroes from the Chapter itself thus far. One notable veteran is Captain Urios of the 4th Company. Though he wears the heraldry of the Dragon Lords, his coal-black skin, red eyes, comradely respect for humans, and preference for flame weapons makes his origin clear.

The Chapter is Fleet-based. Dozens of mighty vessels serve them. Their recruits were taken from a few worlds across the Segmentum Solar, but they do not have any planets dedicated to serving their needs yet.

The Chapter follows the Codex Astartes rigorously. It is the only thing that unites the disparate Space Marines from many Chapters under this new banner. They may evolve their own culture over time.

The Chapter has trained extensively to master Ranged Combat. Volleys of devastating fire will purge their enemies.

When in Solo mode, the Battle-Brother is considered to have Lighting Reflexes talent. At rank 3, the Battle-Brother gains +10 to all Dodge tests. At rank 5, the Battle-Brother is considered to have the rapid Reaction talent. At rank 8 once per mission the Battle-Brother may automatically pass one Agility-based test.

The Chapter has the attack mode pattern "Into the fires of battle"
Action: Free Action
Cost: 3
Sustained: No
Effects: The Dragon Lords are relentless on the attack, pushing forward inexorably to crush their foes. When the Battle Brother uses this ability, both he and those in Support Range
may make an immediate Half Move and two Standard Attacks with any ranged weapon. Improvements: If the Battle-Brother is Rank 3 or more, then both Standard Attacks may be exchanged for a single Semi Auto Burst or Full Auto Burst.

The Chapter has the defensive mode pattern "Sudden Withdrawal"
Action: Full Action
Cost: 2
Sustained: No
Effects: The Dragon Lords are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the KillTeam within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made Full Move Action.
Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action

Modified Weaponry: When the Chapters' forges produce a weapon, they produce them in a style specific to their Chapter. They produce a shotgun variant with a larger clip and a Full Auto mode.

The Totem Creature of the Dragon Lords is the Dragon. They display images of their totem creature prominently. Their flame weapons often have a dragon's mouth as the projector, and they have create a helm-and-shield accoutrement resembling a maw and wings.

The Chapter is currently Endangered. Most of the ships of the Chapter are missing in action. After the warp storm separated them, the status of many companies is unknown.

Currently, the Chapter is in the good graces of the Administratum. They have done little to offend the ruling bureaucracy of Terra.

The Chapter's greatest enemy right now is the Word Bearers traitor legion, especially their sorcerer Collivarus the Mind-Flayer.

The Chapter's battle cry is "Fang and Flame!"

This message was last edited by the GM at 21:29, Sun 02 Feb.

Subsector Niquis
 GM, 3 posts
Fri 30 Mar 2018
at 03:40
Rules & Background
Combat Posting

In order to keep a play-by-post game moving along at a good clip, there are a few policies I like everyone to follow.

First, as combat begins I will ask for your initiative roll and first action. This means I want you to include, in your next post, include your initiative roll and the first action you take in the current combat.

After your description of what you are doing in the post, please include an Out-of-Character part. Please put your OoC sections in Orange at the end of the post. Please include, ion approximately this order:

Your Actions, as named on pg 237 of the Deathwatch book, in Chapter VIII: Combat.
Your rolls, as required by your actions.

After your rolls, please indicate whether your check succeeds and what degree of success you achieved.

EXAMPLE!

Sergeant Incendis and Battle-Brother Mephis are watching a horde of orks approach. They wait until the orks are within bolter range, then raise their weapons. Aiming down the sight, Incendis lights on a particularly ugly specimen. He squeezes the trigger, Mephis firing right along with him.

Aim for +10
Semi-auto burst
Incendis rolled 40 -- 1 degree of success using the Deathwatch system with a target number of 46.  Bolter.
Incendis rolled 8 using 1d10+3 Bolter damage.


If on the enemy's turn they hit you with an attack, roll your parry or dodge on your own turn. If you successfully parry or dodge, include that message and a description in your next combat post.

This message was last edited by the GM at 18:29, Sat 26 May 2018.

Subsector Niquis
 GM, 6 posts
Wed 4 Apr 2018
at 19:53
Rules & Background
Name:
Chapter:
Rank:                1 (Initiate)
Past Event:
Demeanor:
Chapter Demeanor:
Power Armor History: --
Specialty:

------------------------------------------------------------------
Characteristics:  BS EM TS XB Advances Taken
Weapon Skill:     -- -- -- -- [ ][ ][ ][ ]    Wounds:          BS = Base Score
Ballistic Skill:  -- -- -- -- [ ][ ][ ][ ]    Fate Points:     EM = Equipment Bonus
Strength:         -- -- -- -- [ ][ ][ ][ ]                       XB = Ability Bonus
Toughness:        -- -- -- -- [ ][ ][ ][ ]    Insanity:          TS = Total Score
Agility:          -- -- -- -- [ ][ ][ ][ ]    Corruption:
Intelligence:     -- -- -- -- [ ][ ][ ][ ]
Perception:       -- -- -- -- [ ][ ][ ][ ]               Walk Full Charge Run
Willpower:        -- -- -- -- [ ][ ][ ][ ]    Movement:  05   10   15     30
Fellowship:       -- -- -- -- [ ][ ][ ][ ]

------------------------------------------------------------------
TALENTS AND TRAITS:                Effect:
Ambidextrous:                      No Offhand Penalty
Astartes Weapon Training:          Proficient with all but Exotic weapons
Bulging Biceps:                    No need to Brace when firing heavy weapons.
Heightened Senses (Hearing, Sight) +10% To perception tests based on affected trait.
Killing Strike:                    Prevent Parry or dodge on an all out attack by spending a FP
Nerves of Steel:                   Reroll Failed WP to avoid pinning
Quick Draw:                        Ready a 1 handed weapon for free
True Grit:                         Only half critical damage
Unarmed Master:                    non primitive 1d10+SB melee attack
Unnatural Strength (x2)            unmodified SBx2
Unnatural Toughness (x2)           Unmodified TBx2
Deathwatch Training                Automatically confirm Righteous Fury against aliens


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

------------------------------------------------------------------
Specialty Ability:
'Solo Mode'               

------------------------------------------------------------------
SKILLS: (Cha)
                      Bas Tra +10 +20 tot  Special
Acrobatics (Ag)       [ ] [ ] [ ] [ ] --
Awareness (Per)       [ ] [X] [ ] [ ] --   +20 Sight and Hearing
Barter (Fel)          [ ] [ ] [ ] [ ] --
Blather (Fel)         [ ] [ ] [ ] [ ] --
Carouse (T)           [ ] [ ] [ ] [ ] --
Charm (Fel)           [ ] [ ] [ ] [ ] --
Chem-Use (Int)        [ ] [ ] [ ] [ ] --
Ciphers (Int)†
- Chapter Runes       [ ] [X] [ ] [ ] --
Climb (S)             [ ] [X] [ ] [ ] --
Command (Fel)         [ ] [ ] [ ] [ ] --
Common Lore (Int)†
- Deathwatch          [ ] [X] [ ] [ ] --
- Adeptus Astartes    [ ] [X] [ ] [ ] --
- Imperium            [ ] [X] [ ] [ ] --
- War                 [ ] [X] [ ] [ ] --
Concealment (Ag)      [ ] [X] [ ] [ ] --
Contortionist (Ag)    [ ] [ ] [ ] [ ] --
Deceive (Fel)         [ ] [ ] [ ] [ ] --
Demolition (Int)      [ ] [ ] [ ] [ ] --
Disguise (Fel)        [ ] [ ] [ ] [ ] --
Dodge (Ag)            [X] [ ] [ ] [ ] --
Drive (Ag)†
- Ground Vehicles     [ ] [X] [ ] [ ] --
Evaluate              [ ] [ ] [ ] [ ] --
Forbidden Lore (Int)†
- Xenos               [ ] [X] [ ] [ ] --
Gamble (Int)          [ ] [ ] [ ] [ ] --
Inquiry (Fel)         [ ] [ ] [ ] [ ] --
Interrogation (WP)    [ ] [ ] [ ] [ ] --
Intimidate (S)        [ ] [X] [ ] [ ] --
Invocation (WP)       [ ] [ ] [ ] [ ] --
Lip Reading (Per)     [ ] [ ] [ ] [ ] --
Literacy (Int)        [ ] [X] [ ] [ ] --
Logic (Int)           [ ] [ ] [ ] [ ] --
Medicae (Int)         [ ] [ ] [ ] [ ]
Navigation (Int)†
- Surface             [ ] [X] [ ] [ ] --
Performer (Fel)†
-                     [ ] [ ] [ ] [ ] --
Pilot (Ag)†
-                     [ ] [ ] [ ] [ ] --
Psyniscience (Per)    [ ] [ ] [ ] [ ] --
Scholasic Lore (Int)†
- Codex Astartes      [ ] [X] [ ] [ ] --
Scrutiny (Per)        [ ] [ ] [ ] [ ] --
Search (Per)          [ ] [ ] [ ] [ ] --
Secret Tongue (Int)†
-                     [ ] [ ] [ ] [ ] --
Security (Ag)         [ ] [ ] [ ] [ ] --
Shadowing (Ag)        [ ] [ ] [ ] [ ] --
Silent Move (Ag)      [ ] [X] [ ] [ ] --
Sleight of Hand (Ag)  [ ] [ ] [ ] [ ] --
Speak Language (Int)†
- High Gothic         [ ] [X] [ ] [ ] --
- Low Gothic          [ ] [X] [ ] [ ] --
Survival (Int)        [ ] [ ] [ ] [ ] --
Swim (S)              [ ] [ ] [ ] [ ] --
Tactics (Int)†
- (Choose One)        [ ] [X] [ ] [ ] --
Tech-Use (Int)        [ ] [ ] [ ] [ ] --
Tracking (Int)        [ ] [X] [ ] [ ] --
Trade (Int)†
-                     [ ] [ ] [ ] [ ] --
Wrangling (Int)       [ ] [ ] [ ] [ ] --

------------------------------------------------------------------
XP EXPENDITURE:
Rank 1
Initial                  12000


Rank 2

Rank 3

XP:
SPENT:
LEFT:


------------------------------------------------------------------
Power Armour  - 10 AP Body, 8 AP Head.
              - +20 STR, Dark Sight, Heightened Sense(+10 Sight,Sound),
              - +10 to Resist Toxins, Ignore Crit for 1d10 rds(x6), 1rd stun,
              - Voxlink, Magboots, Nutrient Recycling, Recoil Suppression,
              - Hulking Size(+1 Move), -10 to fine manipulation tests
              - No penalty for moving and firing in same turn.

------------------------------------------------------------------
Wargear
------------------------------------------------------------------
Astartes Bolt Pistol
Class  Range  RoF   Dmg     Type Pen Clip RLD    special   wt  Req Renown
Pistol 30m    S/2/- 1d10+9   X   4   14   Full   tearing   5.5  5  -

Astartes Bolter
Class  Range  RoF   Dmg     Type Pen Clip RLD    special   wt  Req Renown
Basic   100  S/3/-  1d10+9   X    4   28  Full    Tearing  18   5  -
- Fire Selector

Astartes frag Grenade x3
Class  Range  RoF   Dmg     Type Pen special   wt  Req Renown
Thrown SBx3  S/-/-  2d10+2   X   0   Blast (4) 0.8  1  -

Astartes krak grenade x3
Class  Range  RoF   Dmg     Type Pen special   wt  Req Renown
Thrown SBx3  S/-/-  3d10+4   X   6             0.8  1  -

Astartes Combat Knife
Class  Dmg     Type Pen Special  wt Req Renown
Melee  1d10+SB  R    2  -        2   3  -

Repair Cement
- Fix Power armor


------------------------------------------------------------------
Requisitioned
--------------------------------------------------------------------------

This message was last edited by the GM at 18:30, Sat 26 May 2018.

Jericho Reach
 GM, 26 posts
Fri 1 Jun 2018
at 02:34
Rules & Background
New Rules

Adaptation of Range & Movement Rules

In the interest of not having to do so much math, I’ve decided to adapt the Fantasy Flight Star Wars rpg rules for use in Fantasy Flight’s Warhammer 40 000 rpg. Specifically, movement and range.

Rather than attempting to calculate precisely how close someone is to someone else, we will be using Range bands. Range bands are an approximation of distance, rather than a specific length.

The bands:
Engaged, AKA “Point Blank”: Within a few meters of a target, you are Engaged. You can reach out and touch them or strike them. If you are not actively engaged in melee, your ranged weapons gain the bonus to-hit from being in Point Blank range. You may move from Engaged to Short range with a Half action.
Short Range: If you are several meters away, you are at Short range. Throwing weapons and small arms are accurate at this range. You may talk easily without raising voices. You may move from Short to Medium range or vice versa with a Half action.
Medium Range: Several dozen meters away, you are at medium range. Most reliable pistols can reach this far. Two people can converse clearly with raised voices. You may move from Medium to Long range with a Full action.
Long Range: Anything farther than a few dozen meters is at long range. Rifles and most heavy weapons can reach this far. You can hear shouting at this distance. Moving from Long range to Extreme range requires three half actions, or a successful Athletics check.
Extreme range: The farthest that two targets can interact. Sniper weapons and vehicle weapons reach this far. You will probably not be able to hear one another even at a shout.

Ammunition Rules

In the interest of creating more dramatic combat posts, we will not be tracking ammunition very closely.
The reloading action will no longer be necessary except following a weapon jam.
You may still use the standard attack, Semi-auto burst, or Full Auto burst actions. They will still have the same number of potential hits for your weapon. However, you may describe it as firing as many or as few times as you feel makes a dramatic post.
If you load your weapon with specialty ammunition and make use of it, it will last the entire combat and then be exhausted.
Jericho Reach
 GM, 27 posts
Fri 1 Jun 2018
at 02:34
Rules & Background
Single Shot at Short Range
  • aimed(half) single shot, short range: +10 aim+10 short range+10 standard attack = +30
  • aimed(half) accurate single shot, short range: +10 aim+10 short range+10 accurate+10 standard attack = +40
  • aimed(half) scatter single shot, short range: +10 aim+10 short range+10 scatter+10 standard attack = +40


Semi-Auto Shot at Short Range
  • aimed(half) semi-auto shot, short range: +10 aim+10 short range+0 semi-auto = +20
  • aimed(half) scatter semi-auto shot, short range: +10 aim+10 short range+10 scatter+0 semi-auto = +30


Single Shot at Point-Blank Range
  • aimed(half) single shot, point-blank range: +30 PBR+10 aim+10 standard attack+ = +50
  • aimed(half) accurate single shot, point-blank range: +30 PBR+10 aim+10 accurate+10 standard attack = +60
  • aimed(half) scatter single shot, point-blank range: +30 PBR+10 aim+10 scatter+10 standard attack = +60 (note: adds +3 to damage)


Semi-Auto Shot at Point-Blank Range
  • aimed(half) semi-auto shot, point-blank range: +30 PBR+10 aim+0 semi-auto = +40
  • aimed(half) scatter semi-auto shot, point-blank range: +30 PBR+10 aim+10 scatter+0 semi-auto = +50 (note: adds +3 to damage)


Ranges
  • Engaged / Point-Blank Range : +30 to BS
  • Short Range : +10
  • Long Range ( x2 Range ): -10
  • Extreme Range ( >x3 Range ): -30


Hit Location Table:

Table 8-3: Hit Locations
RollLocation
01-10Head
11-20Right Arm
21-30Left Arm
31-70Body
71-85Right Leg
86-00Left Leg

This message was last edited by the GM at 02:35, Fri 01 June 2018.

Jericho Reach
 GM, 242 posts
Wed 6 Mar 2019
at 16:04
Rules & Background
Wounds of Pride

Adeptus Astartes of the Deathwatch face some of the most fearsome foes in the Galaxy. The Kill-team will regularly battle foes that would make a legend of a Space Marine, should he find victory or honourable death. Emerging from these fights requires the sternest resolve and the Emperor's blessing. Surviving a wound that would kill other Space Marines is a mark of pride and should be respected.

If a Battle-Brother is brought to 0 wounds or below during the ultimate conflict of a campaign, they have earned a Wound of Pride. Mark such a wound on your character sheet, and indicate what impact it has had on your flesh or rainment. From that point on, your maximum Wounds increases by 1.

EXAMPLE!

Geada of the Death Spectres faces a Chaos sorceror alongside his Kill-team. He is struck in the face with a blast of Warpfire. He is knocked out of action, but thanks to his sacrifice the Kill-team is able to kill the sorceror. From that day forth, Geada's helmet has a burn across the face that turns its colour from black to white. His maximum wounds increase by 1.