Second Sphere

Enclave => Online Roleplaying => Topic started by: Wargamer on September 23, 2012, 07:50:06 PM

Title: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 23, 2012, 07:50:06 PM
So, I had this notion bouncing through my head. I'm thinking this will work best with 5 or 6 players... here's the rough draft to get some feedback, thoughts, volunteers, etc. :P

Plot: You are a Deathwatch Marine. There is a Space Hulk. Deal with it.

Rules: Nice and straightforward here...

Every skill you have has a dice assigned to it. The dice are D6, D8, D10, D12 and D20. When you attempt an action, roll your dice (use Invisible Castle - http://invisiblecastle.com/roller/). Unless stated otherwise, a roll of 5 or more is always a success. Easy, right?

Damage can be dealt with much the same way - you roll your damage dice and compare to the target's Toughness, Hardness, etc. This is the only area where the "rule of 5+" is going to be broken a lot, but for those who want to speed-roll and press on with the RPing I will try to give any information you might need.

This also means that it is entirely possible you may hit a wall with progression. For example, if I decide a Bulkhead has Hardness 20, then it is impossible to break it down unless you roll a 20 - something you can't do with a lot of attacks! This is intentional - it stops you using combat knives to dismantle a Hulk!

Divine Favour: Good roleplaying is always rewarded, and in this game it is rewarded by Favour. All players start with some, but I may award more as the game goes on.

Favour, put simply, lets you change fate to suit yourself. You can invoke it at any time when your character fails in some way, be it botching a shot, failing to hack a terminal or getting an Ork axe buried in the skull. If invoked on a dice roll, you can simply declare what you want that dice roll to be (ie: if you rolled a 4 on a D12 and needed a 5, you can decide you rolled a 5 instead). If invoked in more complicated ways, it's up to me how Divine Favour applies.

Wounds: Space Marines are hard to kill - it's part of what makes them so damn impressive!

Whenever you take damage due to an attack, you will lose a wound. Sometimes, you'll lose multiple wounds. This is not a problem, however - Space Marines can keep fighting no matter how many Wounds they have lost - even at 0 wounds they fight on just fine!.

When reduced to 0 wounds, however, any further damage will be serious. It is at this point that critical damage will begin to apply - limbs lost, internal organs ruptured, etc. There is a very real chance your characters will die if reduced to 0 wounds, so endeavour not to be reduced that far!

Character Creation:

Stats:

You all know how these work...

Weapon Skill: Your Melee skill.
Ballistic Skill: Your ranged attack skill (includes grenades).
Strength: Strength. Used for melee damage as well as for tests of physical might.
Toughness: How hard you are to wound. This is always 6 for all players.
Wounds: How many wounds you have. This is 6 by default.
Initiative: How fast your reflexes are. Higher Initiative also lets you act faster.
Actions: This is how many actions you can take in a single round of combat. An "action" is a short, simple instruction (ie: "Attack the Ork with my chainsword" or "fire a shot at that enemy." More complex actions require multiple actions, or may apply over multiple rounds. If in doubt, think of it this way - one action represents about 3-6 seconds of activity. You have 3 Actions unless stated otherwise.
Sagacity: Your skill with technology. High Sagacity will make it easier to deal with technological aspects, from repairing devices to operating machinery.
Willpower: Your ability to employ or withstand Psychic attacks or similar Warp phenomena.

You have six stats into which you can apply dice - Weapon Skill, Ballistic Skill, Strength, Initiative, Sagacity and Willpower.

You also have 16 "points" with which to buy dice for those skills. Dice costs are as follows:
D20 = 7pts.
D16 = 5pts.
D12 = 3pts.
D10 = 1pts.
D8 (or lower) = free!

You may also buy additional Wounds, at a cost of +2pts per wound.

Equipment:
Your equipment options are extensive. Shockingly so, in fact!

All Deathwatch receive as standard a suit of Power Armour, a Bolter, a bolt pistol, a chainsword and a knife.

For wargear, I have decided there are no points values - as long as you can carry it, you can have it! This means you are free to swap out your wargear as you like (although I would like it if you kept your bolter, pistol and knife if nothing else - you're Deathwatch, after all). Your weapons come loaded with whatever ammunition you deem fit.

In addition to the above, Players have 2 "Hard Points" on their armour for additional systems should you choose to take them. This is for things like improved vox casters, Nartheciums, Servo-arms and the like. In short, it's to house specialist gear. You won't be penalised for not filling your Hard Points - in fact, you might be rewarded for not filling them with pointless junk...

You also have 8 "Soft Points". These are places about your person to stash ammunition magazines, grenades, a spare bolt pistol or whatever else you feel you might need to bring with you into the Hulk. Players are encouraged to fill these slots!

THE ARMOURY
This is not an exhaustive list of equipment available, just what I've made so far - if you want a weapon not on the list, we shall discuss its potential rules.

Bolters:
Bolters are you go-to weapon, and with good reason! They are awesome weapons of mass destruction, and will see you through the toughest of fights.

Standard - Standard bolt rounds cause D10 damage.
Metal Storm - Metal Storm rounds cause D6 damage, but have an area of effect - you can hit multiple small enemies with one shot, or hit larger enemies multiple times.
Inferno - Inferno shells ignite the target, causing D10 damage on impact and a further D8 incendiary damage hit each turn until the fire is put out. Inferno rounds use specialist chemical mixtures that allow them to burn without oxygen - they will work under water or in vacuum, if only briefly!
Kraken Penetrators - Kraken Penetrators cause D12 damage.

Bolter ammo can be purchased as either a box mag (10 rounds) or a sickle mag (20 rounds).
Alternatively, standard bolt rounds may be purchased in a drum mag of 80 rounds.
Bolt pistols can use special ammunition, but they can only be loaded with box mags.

Storm Bolters:
Storm Bolters function as two Bolters - both guns fire simultaneously (so a single shot action resolves two attacks).
Storm Bolters are not perfect, however - if both dice roll a 1, the Storm Bolter has catastrophically jammed and cannot fire until it is cleared with a Sagacity test.
Storm Bolters are not designed to make use of specialist ammunition - they may only be loaded with conventional bolt rounds.
A Storm Bolter uses the same ammo mags as a normal Bolter, just doubled. ie: a "Storm Bolter Sickle Mag" contains 40 rounds total - 20 per side.

Heavy Bolter:
Heavy Bolters roll D12 for damage.

Heavy Bolters may purchase Suspensors (takes up a Hard Point). If these are not purchased, anyone attempting to fire on the move has their Bs reduced by two steps (ie: D12 becomes D8).

Plasma weapons:
Plasma weapons all have two settings - sustained and maximal. A roll of 1 is a misfire (ie: "Gets Hot!"). If a misfire occurs on Sustained, the gun must cool down as if a Maximal shot had been fired. If it misfires on Maximal, it inflicts an automatic hit on the firer at the strength listed.

Plasma pistol: D10 damage sustained, D12 damage maximal.
Maximal consumes 2 shots of ammo, and requires 2 actions to cool down.
Overheat strength: D6.

Plasma gun: D10 damage sustained, D16 damage on maximal.
Maximal consumes 2 shots of ammo, and requires 2 actions to cool down.
Overheat strength: D8.

Plasma cannon: D12 damage sustained, D16 damage (area of effect) on maximal.
Maximal consumes 3 shots of ammo, and requires 3 actions to cool down.
Overheat strength: D10.

Plasma pistol ammo cells contain 12 shots.
Plasma gun ammo cells contain 18 shots.
Plasma cannon ammo cells contain 36 shots.

All three require 2 actions to reload.

Flamer:
Flamers are short-ranged weapons (50ft or so effective range), but with a wide area of effect.

Flamers ignite the target, causing D10 damage on impact and a further D10 incendiary damage hit each turn until the fire is put out.

A Flamer fuel cell contains enough ammunition for 12 bursts of flame.

Meltagun:
Meltaguns are potent close-range weapons, but they need time to build up their damage output.

Meltaguns cause D20 damage at point blank (about 10ft). For every 10ft beyond that, reduce its damage output by one step.

Meltagun fuel cells have enough ammunition for about 20 shots.

Close Combat Weapons:

Improvised:
Unarmed Attack: Space Marines fighting unarmed always use their Strength when dealing damage in close combat. However, their Ws is fixed at D6. If it was already D6, they must roll two dice and hit with BOTH in order to connect a single blow!

Basic weapons:
Astartes Combat Knife: The knife does D10 damage.

Chain weapons:
Chainsword: Chainswords (and any other chain weapons) do D10 damage. If your strength is higher than D10, you receive +1 on all damage rolls.

Chainaxe: Power axes cause D10 damage. If your strength is equal to or higher than D10 you receive +1 on all damage rolls. Chain axes are quite bulky, however, so you receive a -1 on all attack rolls.

Chainblade: Chainblades (or rather, a Bolter with a chainblade attachment) is a two-handed melee weapon that causes D10 damage. If your strength is equal to or higher than D10 you receive +1 on all damage rolls.
Used one-handed, a Chainblade reduces your Ws by 1 step.

Eviscerators: Eviscerators are massive two-handed chainswords. They cause D16 damage. However, because they are heavy and clumsy to use, you count as having an Initiative value two-steps lower (ie: D12 becomes D8 - minimum D6) on any turn you attempt to use it in close combat. If used 1-handed, your Ws is reduced to D6. If it is already D6, you cannot use it 1-handed at all!

Power weapons:
Power knife: Power knives cause D12 damage.

Power sword: Power swords cause D12 damage. If your strength is higher than D12, you receive +1 on all damage rolls.

Power axe: Power axes cause D12 damage. If your strength is equal to or higher than D12 you receive +1 on all damage rolls. Power axes are quite bulky, however, so you receive a -1 on all attack rolls

Power maul: Power maul's cause D10 damage, and enemies wounded by the maul lose one action (min 1) in their next turn. If your strength is higher than D10, enemies struck lose 1 Action next turn, even if the attack does not wound.

Power fist: Power fists cause a whopping D16 damage! However, because they are relatively short ranged, you count as having an Initiative value two-steps lower (ie: D12 becomes D8 - minimum D6) on any turn you attempt to use it in close combat!

Thunder Hammer: The Thunder Hammer uses D20 damage dice. However, the weapon is extremely heavy, and so your weapon skill is one-step lower when using the hammer (ie: D16 becomes D12). If this would reduce your Ws to lower than D6 you cannot use the Hammer at all - it is simply too monstrous a weapon for you!
Finally, a Thunder Hammer is a two-handed melee weapon - if using it one handed, its damage is reduced to D16 and you suffer a further -1 on all damage rolls.

Shields:

Boarding Shield: A Space Marine with a boarding shield may declare they are taking up a defensive stance. If they do this, they count as being in Hard Cover (enemies have their Ws / Bs reduced by 1 step) against all attacks from the front.
The Boarding Shield may be used to Shield Bash, causing D8 damage (+1 to the roll if your strength is D10 or higher). Enemies wounded by a Shield Bash may be knocked backward or fall prone.
Boarding Shields have a Durability of 16. A successful directed attack destroys the shield.

Combat Shield: A Combat Shield grants a short-range force field - the user has a D6 saving throw when hit by a melee attack.
Combat shields may be used to Shield Bash, causing D8 damage. Enemies wounded by a Shield Bash may be knocked backward or fall prone.
Because of its small size, a Combat Shield leaves the hand free to be used to carry other weapons or equipment.
Boarding Shields have a Durability of 12. A successful directed attack destroys the shield.

Storm Shield: A Storm Shield grants the user a D8 saving throw against all attacks from the shield's arc (if being carried 'casually', the shield is assumed to protect the left or right side of the body, depending which hand it is in).
Storm Shields may be used to Shield Bash, causing D10 damage (+1 to the roll if your strength is D12 or higher). Enemies wounded by a Shield Bash may be knocked backward or fall prone.
Boarding Shields have a Durability of 16. A successful directed attack destroys the shield.

Force Fields:
Note: all Force Fields take up a Hard Point unless DM rules otherwise.

Refractor Field: A Refractor Field grants the user a D6 saving throw against all attacks. Refractor fields give off a pale light when active (colour is your choice. :P).

Rosarius / Iron Halo: These devices grant the user a D8 saving throw. There is no visible clue to them being active.

Hexagrammic Wards: Hexagrammic Wards are a series of runic scriptures carved painstaking into the outside of the armour. They grant the user a D10 save against a direct Psychic assault (ie: a bolt of Warp Fire, or being psionically crushed) as well as protecting entirely from low-level Warp phenomena. Hexagrammic Wards glow when active.

Pentagrammic Wards: Pentagrammic Wards are usually painted, branded or carved into the flesh of the warrior, or else placed on the inside of the armour against his skin. They grant a D10 saving throw against Possession or psychic manipulation (ie: attempts to read your mind, or control your mind...) as well as protecting entirely from low-level Warp phenomena. The Wards produce an 'itching' sensation when active, warning the user of Warp energy nearby.

Psychic Hood: The Psychic Hood grants a D10 save against all Psychic phenomena - in essence, it is Hentagrammic and Pentagrammic wards in one! Having both Wards and a Psychic Hood grants no additional benefit, unless one or the other is somehow destroyed or lost.

Specialist Gear:
Note: all specialist gear takes up a Hard Point unless DM rules otherwise.

Narthecium: The Narthecium, when used by an Apothecary, can be used to restore lost wounds. You can restore up to 20 wounds before you exhaust your medical supplies - additional supplies come in slots of 5, and take up one "Soft point" each.

These supplies can also be used to attempt to cure serious injuries, but there is no guarantee of success. Because it takes time to treat wounds, you cannot use the Narthecium in combat.

The Narthecium always includes a Reductor, allowing you to extract Gene Seed from fallen squad mates.

Servo Arm: The Servo Arm (and its associated mechadendrite linkages) allows you to roll two dice when attempting a Sagacity test and choose the highest roll. Also, you can always choose to attack as if equipped with a Power Fist as long as the Servo Arm is functional. Only a Techmarine may have this device.

Belt Feed: Belt Feeds take up a single Hard Point. They are typically only used on fully-automatic weapons, such as Heavy Bolters or Storm Bolters.

A Belt Feed is essentially a giant magazine. It carries 400 bolt rounds, or 300 heavy bolter rounds.

Auspex: Auspex allow for multi-spectral scanning - motion detection, echo-location, monitoring of changes in air density and a myriad of other functions.
They may be installed into the armour (usually on the wrist) as a Hard Point option, or carried on the belt as a Soft Point option.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 23, 2012, 08:17:22 PM
Yes.

This looks awesome. Definitely interested. Is this going to be played like the majority of our other forum RPG games just through posts?
Although, if it was between this and The Heresy getting back on its feet, I would have to choose Heresy. That has been down for a while though, and with 5-6 this would be easier to handle.

Anyway, sign me up!
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Will's on Fire on September 23, 2012, 08:26:28 PM
Put me down as a maybe.

I wouldn't want to join and then not have time spare to do it justice if my uni course/extra stuff is very time consuming.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 23, 2012, 09:17:23 PM
Hmm, looks like a good one. I shall tenativly reserve a Techmarine slot if there are limits on how many we can have. Does the servo arm come with the plasma weapon and the flamer option built in?

I shall re read it all when I get home from work tomorrow and roll up a character.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 23, 2012, 09:43:42 PM
Quote from: Brother Perturabo on September 23, 2012, 08:17:22 PM
Yes.

This looks awesome. Definitely interested. Is this going to be played like the majority of our other forum RPG games just through posts?
Although, if it was between this and The Heresy getting back on its feet, I would have to choose Heresy. That has been down for a while though, and with 5-6 this would be easier to handle.

Anyway, sign me up!

The problem I had was I reached the point where Heresy felt like work - I just did not want to have to go through the arduous task of updating and resolving everything.

If I can come up with a better way of doing things, I'll look into relaunching, or just plain rebooting it.

Quote from: Will Vas Fire on September 23, 2012, 08:26:28 PM
Put me down as a maybe.

I wouldn't want to join and then not have time spare to do it justice if my uni course/extra stuff is very time consuming.
Just play as Brother Leandros of the Ultramarines then - you can just follow the group around, make comments about how the Codex doesn't approve of their actions, and then when the workload gets to high you'll conveniently get thrown out of an airlock have a tragic and entirely unavoidable accident. :P

Quote from: The Man They Call Jayne on September 23, 2012, 09:17:23 PM
Hmm, looks like a good one. I shall tenativly reserve a Techmarine slot if there are limits on how many we can have. Does the servo arm come with the plasma weapon and the flamer option built in?

I shall re read it all when I get home from work tomorrow and roll up a character.

I would prefer one Techmarine at most, so you've got a placeholder on him. ;)

The full Servo Harness could probably be done as a double-hardpoint option, granting you access to the plasma cutter & flamer.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 23, 2012, 10:05:16 PM
Full harness is fine with me. One with the CC weapons and one with the ranged. Not to mention a few Mechanicus (mostly) approved gadgets and talents and I should be good to go.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 23, 2012, 11:25:35 PM
My Character: Still needs a name, just want to get the stats hammered out right now.
3 points on Ws, S, I, S, Wp, 1 point on BS, Sa, +1 wound


http://invisiblecastle.com/roller/view/3707199/ (http://invisiblecastle.com/roller/view/3707199/)
6
10
11
1
3
1

7 wounds

Wargear:

Weapons: Bolt Pistol, Boltgun, combat knife, powerfist, stalker pattern bolter

Hard-points: Advanced vox, advanced targeting hardware.

Soft-points: frag grenades, meltabomb, 2 inferno round clips, 2 extra stalker round clips, hand flamer, combat shield.

Hope everything here looks good, I think I might have done the stats wrong looking back now. Just let me know so I can adjust accordingly.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 24, 2012, 04:40:52 AM
I'm in, as you know Wargy. Character's the Torchbearer combi-bolter specialist we've discussed, and will be posted in full soon.

Peturabo- You don't roll for a stat with its assigned dice, the dice is used as your relative strength in that stat. So instead of comparing Str 12 plus some roll to a target number like in DnD, if you have Strength D12 you roll a D12 and compare it to a target number for success. If you have Strength D16, you roll a D16, but the target number is still the same; so you're more likely to roll above it and get a success.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 24, 2012, 04:48:27 AM
Thats what I thought after reading more closely. I will make some changes then.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 07:27:42 AM
Ok, stats. Let me know if I get this wrong.

Brother-Techmarine Severus.

WS - D10
BS - D12
S - D12
T - 6
W - 6
I -D12
A - 3
S - D16
W - D10

5+3+3+3+1+1 = 16 points.

Wargear.

Bolter, Bolt Pistol, Combat Knife, Power Axe.

Hardpoints - Full Servo Harness (Plasma Cutter, Flamer, Powerfist, Spotlight)
Softpoints - Bolt Pistol (Master Crafted), Melta Bomb, Standard Bolts (Drum), Kraken (box), Inferno (box), Plasma Ammo, Flamer Fuel, Auspex.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 24, 2012, 07:29:00 AM
I'm in. think I will go apothecary. Will sort stats and equipment later.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 24, 2012, 07:55:08 AM
Character looks right to me, Jayne. :P

The Techmarine's "symbol of office." does indeed count as a Power Axe, so you can bring one along if you so desire. ;)

Flamers I'll provide.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 24, 2012, 08:18:38 AM
Can belt feeds use any type of bolt ammo?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 24, 2012, 08:33:08 AM
Belt feeds may only carry standard ammunition, since the weapons that can use them must likewise use standard ammo. ;)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 24, 2012, 08:56:47 AM
Quote from: Wargamer on September 24, 2012, 08:33:08 AM
Belt feeds may only carry standard ammunition, since the weapons that can use them must likewise use standard ammo.

It appears that I glazed over that.  ::)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 24, 2012, 09:04:09 AM
I would have gone for a Techie, but since that is taken I'll have a (suicidal, looking at all those plasma weapons) gunslinger.

Brother Samuel, Gunslinger

Chapter: Red Talons

The Red Talons are an Iron Hands successor chapter. They share the Iron Hands close ties with the Adeptus Mechanicus, and the two often fight together. The Red Talons prefer ranged warfare, generally using precision strikes to destroy key targets such as commanders and vehicles, crippling enemies before finishing them in a final battle. Accuracy is considered the most important skill for new recruits, and the chapter favours plasma weapons as a reflection of this. The reasoning is that if you are accurate, you will fire fewer shot and have a lower chance of overheating.

The marines that show the greatest precision under pressure can become "Gunslingers". Gunslingers are equipped with plasma pistols and various special weapons and dropped into position, with orders to destroy a single target above all else. Failure to complete their goal is seen as a great dishonour in the chapter. Gunslingers almost never receive a change of orders mid-battle, and as such they tend to treat orders as mere suggestions to be considered during combat situations.

(http://wh40k.lexicanum.com/mediawiki/images/9/9e/Redtalonssymbol.gif)

WS - D10
BS - D16
S - D8
T - 6
W - 8
I -D16
A - 3
S - D10
W - D8

5+1+1+4+5 = 16 points.

Wargear:

2 x Plasma Pistols, Meltagun, Combat Knife.

Hardpoints - Refractor field
Softpoints - Bolt pistol, 2 x frag grenades, 1 x standard bolts (Box), 3 x Plasma pistol ammo, 1 x Meltagun fuel cell

EDIT: fixed various things.
EDIT2: fixed softpoints to match new loadout
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on September 24, 2012, 09:47:29 AM
Anyone mind if I build a Psyker?

On another note, I've been playing too much Halo: Reach, because I want to run a guy with a jetpack and a thunderhammer...
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Ravager Zero on September 24, 2012, 10:34:26 AM
Deathwatch Brother Gideon

Name: Gideon Zudikas
Chapter: *Deathwatch (formerly Black Templars)

WS: D16
BS: D12
STR: D12
TGH: 6
WND: 7
INI: D12
ACT: 3
SAG: D8
WILL: D8

Wargear:
* Thunder Hammer
* Combat Shield

Hard Points:
* Auspex (Wrist)
* Hexagrammic Wards

Soft Points:
*2x Bolt Pistols (Loaded w/ Standard Bolts)
*4x Box Mags (Inferno Bolts)
*2x Box Mags (Kraken Bolts)

History
Brother Gideon once served the emperor through his chapter's champion, hunting down and destroying all that denied the truth of the imperial creed in a lifetime of holy crusades. It was when fighting against the dark eldar that he first came to the attention of the Deathwatch. Such was his skill and fervour in combat that the elite astartes unit knew brother Gideon would make an outstanding champion for their cause.

In his first mission under the auspices of the Deathwatch he was responsible for slaying the Ork warlord Grignak, tyrant of Gotha. The battle was hard fought, Gideon's thunder hammer clashing against the warboss's power klaw time and again, massive blows that would have slain any lesser being, and should have slain the ork
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 11:26:47 AM
I'm on my phone so I can't edit, but could I exchange one of my melta bombs for an Auspex? I'm thinking one might come in handy.

And to Techmarines have a 2+ save? I can't remember.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 24, 2012, 11:45:40 AM
Quote from: Railgun Convention on September 24, 2012, 09:47:29 AM
Anyone mind if I build a Psyker?

On another note, I've been playing too much Halo: Reach, because I want to run a guy with a jetpack and a thunderhammer...
I was wondering if someone would bring a Librarian. :P You officially have dibs on that role.

Quote from: Ravager Zero on September 24, 2012, 10:34:26 AM
If there's still space, I'd like to reserve a slot for a Thunder Hammer armed terminator with two bolt pistols in reserve, plus some special ammo.

I think there is... I will go through when I have time and tally up who we have. However, Terminators are not available - it's 'standard' Deathwatch Marines only. ;)

Quote from: The Man They Call Jayne on September 24, 2012, 11:26:47 AM
I'm on my phone so I can't edit, but could I exchange one of my melta bombs for an Auspex? I'm thinking one might come in handy.

And to Techmarines have a 2+ save? I can't remember.
That should not be a problem.

Your gear loadout does not provide you any further bonus in this game - it simply grants you an ungodly amount of extra weaponry, and the means to play with machinery. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 24, 2012, 02:06:16 PM
Name: Brother James Connolly

Chapter: Black Knights

Specialty: Close Combat

Background: A skilled fighter at close quarters, Brother Connolly has trained for decades to become a master with the blade. Hailing from the Black Knights home world of Chbal, a feudal world ruled by rival kingdoms, he was born into a noble family, and began his training with a sword at the age of 9. At 20, he was recruited by the Black Knights, as many of the best young Noblemen were. He quickly made a name for himself as one of the best duelers found within the ranks of the chapter.

Connolly made a name for himself as a neophyte scout when he successfully defeated a traitor marine sergeant in a duel with only his combat knife. His superiors took notice, and moved him to an assault squad, where he would often lead the charge into battle for Black Knight strike forces. Armed with a chainsword now, he made quick work of lesser enemies. After 20 years of success, he was inducted into the brotherhood of the cloth, the Black Knight equivalent of the first company. Dressed in dark grey robes and armed with a powersword and storm shield, he became one of the most respected warriors in the chapter.

Connolly joined the Deathwatch after a strike force he was on was ambushed by Dark Eldar, then rescued by intervention by deathwatch Marines. As thanks, he volunteered his service to them.

Appearance: The Black Knights Space Marines have a dark hue to their skin due to a slight mutation in their geneseed. Connolly is no exception, with a brownish tone to his skin. His head is shaved, and his eyes are dark black. His shoulders are also black, with a red trim, and a blood red sword engraved upon them, the symbol of the Black Knights. He wears a corvus helmet, and an aquilla chest plate. His sword is straight, and the hilt is in the shape of a fleur-de-lis, with a ruby pommel stone. His shield is black with red, the crimson blade and a fleur-de-lis upon it.

WS: D16
BS: D10
S:   D12
T:  6
W: 6
I:  d12
Actions: 3
Sa: D10
Wp: D12

Wargear:

Weapons: Bolter (sickle clip standard loaded), bolt pistol(normal clip loaded), combat knife, power sword, storm shield

Hard points:Advanced Vox

Soft points: 2X frag grenades, 2X meltabombs, infernus rounds (sickle), kraken rounds (sickle), hand flamer, extra flamer fuel.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 02:07:22 PM
Right. So an auspex won't actually function as an auspex? Hmm in that case I will think about it some more.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 24, 2012, 03:25:46 PM
Name: Brother Apothecary Isidur
Chapter: Apostles of Blood
Chapter Insignia: A tear drop of blood on top of an open book
Stats:

Ws - D16
Bs  - D12
S    - D12
T    - 6
W  - 6
I    - D12
A   - 3
S   - D10
W - D10

Wargear:

Stormbolter (Wielded in right hand), bolt pistol, combat knife and Power axe (Wielded in left hand, stowed on right hip).

Hard points - Narthecium (Located on left forearm) and Belt Feed (for storm bolter).

Soft points - 3 narthecium supplies, spare bolt pistol, 4 box mags (kraken penetrators).

Chapter Background:
The Apostles of Blood are a lesser known successor chapter of the Blood Angels. Their armour is a monotone dark red in colour. The chapter specialises in rapid assaults, moving swiftly to attack the enemy, before withdrawing strategically with the same haste. The most mystifying of question about the Apostles is why they have no sanguinary priests, only apothecarys. Official records show no reasoning for this and it is believed that very few members of the chapter know the real reason.

History:
A veteran of many campaigns, Isidur is a excellent combat medic and also a worthy swordsmen (although his preferred weapon is a power axe). His axe has felt the blood of many foes and Isidur is a hard man to shake, at times laughing at and overcoming tremendous odds. While he utilises a storm bolter as his primary ranged weapon, Isidur much prefers the precise kills granted by kraken penetrators and as such carries a pair of bolt pistols with him, should the need, or opportunity, arise.

Appearance:
While his armour is primarily black (being deathwatch), his right shoulder proudly displays his chapter insignia, while his left has a blood red band running across it, symbolising his role as an apothecary. Serving in the command squad of 1st Company, Isidur has the honour of wearing full MK VIII errant armour, although he often leaves his helmet hanging at his waist.

Isidur himself has pale skin, with buzz cut auburn hair and grey-blue eyes.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 24, 2012, 03:28:42 PM
Quote from: The Man They Call Jayne on September 24, 2012, 02:07:22 PM
Right. So an auspex won't actually function as an auspex? Hmm in that case I will think about it some more.
I meant the servo-harness - it doesn't make you any harder to kill, it just gives you more utility. Auspexes will function as you'd expect them to. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 24, 2012, 03:48:55 PM
Brother-Torchbearer Baraquiel
(http://i2.photobucket.com/albums/y11/NekArcan/Knightwing/Isaac_Baraqiel_zpsee2540d5.png)

Name: Isaac Baraqiel
Chapter: Bright Lords
Chapter Insignia: A radiant candle on a black field.

WS: D10
BS: D16
STR: D10
TGH: 6
WND: 6
INI: D12
ACT: 3
SAG: D12
WILL: D12

Wargear:
* Bolt Pistol w/ Inferno Rounds.
* Power Knife.
* "Iudicium" pattern Combi-Bolter.
* Boarding Shield.

Hard Points:
* Belt Feed (Backpack)
* Refractor Field (Gorget)

Soft Points:
*2x Box Magazines (Inferno Bolts)
*1x Paired Drum Magazines (Standard Bolts) (Held on Boarding Shield)
*Helmet Searchlight
*2x Frag Grenades
*1x Krak Grenade

Profile:
Brother Isaac hails from the Bright Lords, a fleet-based Astartes chapter with much experience in astral warfare.
Although other chapters clad their entire First Company in Tactical Dreadnought armor for such tasks as Hulk-cleansing, the Bright Lords are undersupplied due to their chapter cult's poor relations with the Mechanicus. With a penchant for boarding actions but barely a dozen operable suits of Terminator armor in the entire chapter, the Bright Lords were forced to improvise, creating the Torchbearer Squads. These marines go to battle with boarding shields and combi-bolters or other close-quarters assault weapons to supplement their defenses and firepower; and, if they are lucky enough to get them, protective Imperial Guard-issue refractor fields the chapter has salvaged from the innumerable battlefields it encounters.

Brother Isaac has been a veteran of the Torchbearer squads for decades. His self-forged combi-bolter "Iudicium" has claimed hundreds of foes with its customized Devastator-issue belt feed and torrential rate of fire. Rigorous drill with his boarding shield and a Refractor field he recovered from a fallen Elysian officer have kept him safe against any number of threats he could not evade. Now, his particular skills have been noticed, and he has just received word of his nomination for a tour with the Deathwatch. Honored beyond belief by such a prestigious duty, he is excited for the chance to meet his fellow Astartes of different chapters, and determined to represent his Chapter well by suitably demonstrating the martial prowess of a Torchbearer.

Appearance:
Brother Isaac's armor is a disparate, but clearly lovingly-made, mishmash of parts from different Marks: a Heresy-pattern helm, modernized Iron Armor chestplate, Aquila shoulders and arms, and a set of Maximus-pattern leg armor.  This patchwork nature is common in his Chapter, the result of individual customization and of supply shortages alleviated through battlefield salvage. Both hands and the right forearm of his armor are colored silver, signifying that he has been sufficiently initiated by his Chapter's tech-adepts to be entrusted with the construction and maintenance of his own wargear.

Isaac himself is lean and angular of features, with light olive skin and a somewhat pointed nose. As with many of his battle-brothers, the Chapter's aberrant Melanochrome has tampered randomly with his pigmentation, causing his close-cropped hair and short beard to alternate between wide streaks of of brown and dark red.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 24, 2012, 04:17:36 PM
Does anyone else suddenly find their character profiles inadequate?  :o
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 24, 2012, 04:30:53 PM
Wargamer did mention that we'd get Brownie Points for RP. I wanted to be properly insured against the whims of fate. ;P

Plus, most of us seem to be submitting a Marine from one of our DIY chapters. What better excuse to convey the identity of your chapter to other people/learn about other people's chapters, than through a short profile of one of its Marines, rather than having to read through a long IA? :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 24, 2012, 04:42:34 PM
Quote from: Lord Sotek on September 24, 2012, 04:30:53 PM
Wargamer did mention that we'd get Brownie Points for RP. I wanted to be properly insured against the whims of fate. ;P

Plus, most of us seem to be submitting a Marine from one of our DIY chapters. What better excuse to convey the identity of your chapter to other people/learn about other people's chapters, than through a short profile of one of its Marines, rather than having to read through a long IA? :P
All true. My only real problem is my lack of knowledge about space marine and deathwatch fluff. I'll probably update my character when I next have time to do research.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 24, 2012, 04:55:18 PM
Quote from: Mabbz on September 24, 2012, 04:42:34 PM
Quote from: Lord Sotek on September 24, 2012, 04:30:53 PM
Wargamer did mention that we'd get Brownie Points for RP. I wanted to be properly insured against the whims of fate. ;P

Plus, most of us seem to be submitting a Marine from one of our DIY chapters. What better excuse to convey the identity of your chapter to other people/learn about other people's chapters, than through a short profile of one of its Marines, rather than having to read through a long IA? :P
All true. My only real problem is my lack of knowledge about space marine and deathwatch fluff. I'll probably update my character when I next have time to do research.

I fleshed mine out a little. :P
Might add some more when I get some time.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 04:55:41 PM
Will any of us have special skills at all? As a Techmarine might I be able to repair damaged weapons, or manufacture small amounts of basic ammo as we go?

Edited my load out aswell to carry some extra plasma and flamer fuel.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 24, 2012, 05:06:46 PM
Hmm, how about another incentive to creativity...

If anyone fleshes out their Marine/chapter enough that I'm impressed or your character/fluff catches my interest, I'll do a sketch of them like I did for Brother Isaac. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on September 24, 2012, 06:27:56 PM
Codicer Zoltan
Chapter: Blue Vipers



WS
BS
S
T
W
I
A
Sa
Wi
D16D8D1266D123D8D16

Wargear:
Force-focusing Thunder Hammer, Psychic Hood.

Soft Points:
Bolt Pistol preloaded with Inferno rounds
1x Box of Inferno rounds
2x Box of Kraken rounds
2x Meltabombs
2 spare softpoints

Hard Point:
Combat shielding - wide adamantium arm guards with built in shield generators. Essentially an upsized combat shield attached to each arm.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 07:28:23 PM
Huh, I didnt consider preloading the weapons. In that case I would have a Drum on my Bolter And Krakens in the Pistol.


A question on the Plasma Cutter aswell, will it actually be able to serve in this function? Or will it only be useable as a TL Plasma Pistol?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 24, 2012, 07:29:14 PM
Quote from: Lord Sotek on September 24, 2012, 05:06:46 PM
Hmm, how about another incentive to creativity...

If anyone fleshes out their Marine/chapter enough that I'm impressed or your character/fluff catches my interest, I'll do a sketch of them like I did for Brother Isaac. :P

I may well take you up on that offer.  :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 24, 2012, 08:06:50 PM
Quote from: The Man They Call Jayne on September 24, 2012, 07:28:23 PM
Huh, I didnt consider preloading the weapons. In that case I would have a Drum on my Bolter And Krakens in the Pistol.
Your weapons do indeed come pre-loaded with a mag of ammo. ;)

Quote
A question on the Plasma Cutter aswell, will it actually be able to serve in this function? Or will it only be useable as a TL Plasma Pistol?
It is indeed a plasma cutter - its use as a plasma pistol is a secondary function.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 08:13:04 PM
Ok, cool. I assume rules for its use will be forthcoming when it become relevant?

So I have:

Bolter
Master Crafter Bolt Pistol.
Plasma Cutter/Pistol
Flamer
Power Axe
Combat Knife
Powerfist
A Meltabomb

And yet I still feel undergunned. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 24, 2012, 08:36:07 PM
Updated mine. Wargamer, can I have a jump pack? Might not be super useful, but I can't think of any other hardpoints I really want.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 08:42:48 PM
A Jump Pack in cramped corridors of a derelict ship?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 24, 2012, 08:46:38 PM
I would be lowering my shield, and zooming horizontally. So, I sort of become a human-rocket-battering ram.

Yeah that wouldn't work. I have no idea what else to use, since a belt feed wouldn't help much and I'm not planning on doing any healing. Thoughts?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 24, 2012, 08:52:31 PM
Maybe you could work out some rules for the Power Maul? The concussive rule it has could be very handy in a close combat situation.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: El ShasOcho on September 24, 2012, 08:55:22 PM
True. Thats not really my style though, I am going for skilled swordsman not a skull basher. Thats why I have a storm shield instead of a boarding shield. A little easier to manage when fighting.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 25, 2012, 12:10:22 AM
Quote from: The Man They Call Jayne on September 24, 2012, 08:13:04 PM
Ok, cool. I assume rules for its use will be forthcoming when it become relevant?

So I have:

Bolter
Master Crafter Bolt Pistol.
Plasma Cutter/Pistol
Flamer
Power Axe
Combat Knife
Powerfist
A Meltabomb

And yet I still feel undergunned. :P

You're a walking swiss army knife who out-techs everyone and has a Guard platoon's worth of special weaponry. Don't feel too bad. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 25, 2012, 07:52:54 AM
Quote from: Lord Sotek on September 25, 2012, 12:10:22 AM
Quote from: The Man They Call Jayne on September 24, 2012, 08:13:04 PM
Ok, cool. I assume rules for its use will be forthcoming when it become relevant?

So I have:

Bolter
Master Crafter Bolt Pistol.
Plasma Cutter/Pistol
Flamer
Power Axe
Combat Knife
Powerfist
A Meltabomb

And yet I still feel undergunned. :P

You're a walking swiss army knife who out-techs everyone and has a Guard platoon's worth of special weaponry. Don't feel too bad. :P
In an attempt to one-up Jayne, I'm swapping my Plasma gun for a Melta gun. Also I think it'll be more useful.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 07:58:58 AM
On the Hard Point front, leaving them empty will not hinder you unduly; you'll be compensated in other ways. ;)

I shall work out rules for any missing wargear. Some things, like the Plasma Cutter's "tool" function, will likely be just left as "you can use this to cut doors open" and such.

The Power Maul... hmm... how best to stat that bad boy...
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 25, 2012, 11:23:37 AM
D12 and enemies wounded lose an action?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 11:39:38 AM
Yeah, I like that actually! :D

Edit: Power maul is in. It's not a very strong weapon, but in the right hands it can be used to 'stun-lock' enemies with contemptuous ease. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 25, 2012, 03:16:18 PM
Okay, so...

Quote from: Mabbz on September 24, 2012, 09:04:09 AM
WS - D8
BS - D20
S - D8
T - 6
W - 8
I -D16
A - 3
S - D8
W - D8

7+4+5 = 16 points.

I hope you realize that purchasing two super-high stats like that has effectively compromised your ability to do anything else, and that high stats suffer diminishing returns because of increased points cost; you're actually more powerful "overall" if you step things back a little. Interesting choice on two extra wounds though, that might well be a smart choice on a plasma freak. ;)

If I were building this character, I'd suggest at least dropping BS down to D16 so that you can bump two of your character's other stats to D10's and not be so cripplingly overspecialized. But it's your character, so it's your choice.

Quote
Hardpoints - Rosarius
Softpoints - Bolt pistol, 2 x frag grenades, 2 x standard (Box), fill the rest with plasma ammo

I realize the Red Talons are stated to be an Iron Hands successor ( nice choice to suit the twin plasma pistols and the meltagun  ;) ), but why does he have a Rosarius? AFAIK only Chaplains get those.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 03:23:38 PM
Yeah... the Rosarius would require some explanation. It's not something you can just 'have'. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 25, 2012, 03:42:25 PM
While I'm at it...

Quote from: Railgun Convention on September 24, 2012, 06:27:56 PM
Codicer Zoltan

Wargear:
Force-focusing Thunder Hammer

Hard Point:
Combat shielding - wide adamantium arm guards with built in shield generators. Essentially an upsized combat shield attached to each arm.

Not one, but two oversized combat shields and a thunder hammer? Let alone in cramped, close quarters fighting?

Since you're already a librarian with a psychic hood, why not use your hardpoint for one of those devices that use the wearer's psychic power to project a defensive force field? It'd work just the same as protection, if not better, and doesn't require you to carry a poker-table-sized slab of metal on each arm.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on September 25, 2012, 03:55:07 PM
Quote from: Lord Sotek on September 25, 2012, 03:42:25 PM
While I'm at it...

Quote from: Railgun Convention on September 24, 2012, 06:27:56 PM
Codicer Zoltan

Wargear:
Force-focusing Thunder Hammer

Hard Point:
Combat shielding - wide adamantium arm guards with built in shield generators. Essentially an upsized combat shield attached to each arm.

Not one, but two oversized combat shields and a thunder hammer? Let alone in cramped, close quarters fighting?

Since you're already a librarian with a psychic hood, why not use your hardpoint for one of those devices that use the wearer's psychic power to project a defensive force field? It'd work just the same as protection, if not better, and doesn't require you to carry a poker-table-sized slab of metal on each arm.
I guess I was thinking of somewhat larger corridors...

*rethinks*
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 04:00:36 PM
Railgun, you may wish to view some of the new equipment options... specifically, the "Fields" (all of which take up a Hard Point, by the way. ;)).
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 25, 2012, 04:49:04 PM
Quote from: Lord Sotek on September 25, 2012, 03:16:18 PM
Okay, so...

Quote from: Mabbz on September 24, 2012, 09:04:09 AM
WS - D8
BS - D20
S - D8
T - 6
W - 8
I -D16
A - 3
S - D8
W - D8

7+4+5 = 16 points.

I hope you realize that purchasing two super-high stats like that has effectively compromised your ability to do anything else, and that high stats suffer diminishing returns because of increased points cost; you're actually more powerful "overall" if you step things back a little. Interesting choice on two extra wounds though, that might well be a smart choice on a plasma freak. ;)

If I were building this character, I'd suggest at least dropping BS down to D16 so that you can bump two of your character's other stats to D10's and not be so cripplingly overspecialized. But it's your character, so it's your choice.
True, and I imagine sagacity would be useful with all those plasma weapons. And Ws is always useful, so I think I will change that.

Quote
Quote
Hardpoints - Rosarius
Softpoints - Bolt pistol, 2 x frag grenades, 2 x standard (Box), fill the rest with plasma ammo

I realize the Red Talons are stated to be an Iron Hands successor ( nice choice to suit the twin plasma pistols and the meltagun  ;) ), but why does he have a Rosarius? AFAIK only Chaplains get those.
Quote from: Wargamer on September 25, 2012, 03:23:38 PM
Yeah... the Rosarius would require some explanation. It's not something you can just 'have'. :P
My only knowledge of the Rosarius is that Ministorum priests have them, so I figured they'd be a bit more commmon than that. I'll switch to a refractor field.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on September 25, 2012, 04:53:27 PM
But I already have a Psychic hood :P

So, Sotek, how exactly do those psychic projectors work? Or would it be easier simply to treat it as an Iron Halo?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 25, 2012, 04:59:20 PM
Techamarines dont get invuns do they? Although they have a 2+ save iirc. Im hoping the TL nature of my Plasma is going to save me from most of the issues I would have.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 25, 2012, 05:26:03 PM
Quote from: Mabbz on September 25, 2012, 04:49:04 PM
My only knowledge of the Rosarius is that Ministorum priests have them, so I figured they'd be a bit more commmon than that. I'll switch to a refractor field.
Better. As I noted in my Marine's profile, R-fields are Guard issue rather than Astartes, so you should still give thought to how and why he has one. Is the Adeptus Mechanicus providing them because the Red Talons have a favorable relationship like the Iron Hands? If so, why? Even so, why him?

It's considering the little things like this that flesh out a character and win you RP brownie points. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 06:04:16 PM
Twin-linking is... not a mechanic that is being carried over the way it is in 40K. The Plasma Cutter can function as a plasma pistol if you want it to, but as I said it is not a weapon - it is a tool that can pass as one.

Likewise, your armour does not grant a saving throw. Your Toughness of 6 is in part because of your armour - something like an Ork would likely only be Toughness 4. A normal Human, an Eldar or a Termagant would likely be Toughness 3.

As to the various force fields... the Rosarius is specifically, and exclusively granted to pious servants of the Ecclesiarchy. Each one is a priceless relic of the Imperial Faith, hence why only Chaplains have one.

Refractors... they're just generally rare tech, but more universally available. Honestly, I think their lack of availability in the Marine Codex is simply down to gameplay mechanics - in older Editions it was entirely possible for you to have them. Now, really, Iron Halo's and Storm Shields have become so common that they're kind of redundant anyway.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 25, 2012, 06:14:34 PM
Ah right, in that case I will just have to hope that I have maintained it well enough for it to not cover me in superheated death :P As a techie I should hope so.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 25, 2012, 07:41:23 PM
Hm, yeah. Maybe players can expend an Action on a difficult Sagacity check in order to try and mitigate or avoid an overheat?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 08:11:31 PM
Certainly a possibility - I may well roll some Sagacity tests and the like in secret, and then provide the results in a form of "maybe you shouldn't fire that again for a while..." :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 25, 2012, 10:18:02 PM
Also then, given the lack of Twin Linking, is it worth me saying that my Pistol is Master Crafted? Will that make a difference?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 25, 2012, 10:39:38 PM
Not really, no. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 25, 2012, 10:40:47 PM
Well nards :P Was hoping for at least a small To Hit bonus. Whats the point of being a Techmarine if your gear isnt slightly better than average :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 26, 2012, 06:48:22 AM
Quote from: The Man They Call Jayne on September 25, 2012, 10:40:47 PM
Well nards :P Was hoping for at least a small To Hit bonus. Whats the point of being a Techmarine if your gear isnt slightly better than average :P
You means besides the enormous mechanical arms?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Ravager Zero on September 26, 2012, 07:10:39 AM
Modified my sign-up post.
Yes, he's meant to be a close combat monster.
No, he's not particularly bright for an astartes warrior.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 26, 2012, 08:44:29 AM
Modified my post again, this time with minor tweaks to the soft points and background for the Red Talons. I'll put up a personal profile for Samuel at some point too.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 27, 2012, 03:44:13 PM
Message to all Astartes - be advised that we are about to enter a combat zone; you are advised to make any final preparations now, as once you are scrambled it will be impossible to change your loadouts. ;)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 27, 2012, 05:38:57 PM
The Administratum also advises that all forms and archives be filed prior to deployment, lest your deeds, or your fate, go improperly recorded and lost in the gears of its mighty workings...
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 27, 2012, 06:09:47 PM
My wargear is prepared. I seek nothing of glory or recognition. Destruction must be rained on those who oppose the Imperium. Praise the Omnissiah
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on September 27, 2012, 07:23:15 PM
There we go, chapter and character background added along with a description of his appearance.  :D
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: TopBanana on September 27, 2012, 11:12:57 PM
Talked to Wargamer; in just before the deadline:


Battle Brother Karl Jarda:
WS - D12
BS - D12
S - D12
T - 6
W - 6
I -D12
A - 3
S - D10
W - D12

Wargear:
Bolter with ammo selector (i.e. has a small secondary box magazine), Bolt Pistol, Combat Knife, Power Sword.
Bolter: (80 standard bolts drum round, 10 Kraken Penatrator Rounds in the secondary box magazine). 
Bolt Pistol with Inferno shells (box mag)

Hard Points:
Hexagrammic Wards, Iron Halo

Soft Points:
1x Melta Bombs, 3 x Frag Grenades, 1 Drum Mag Standard Bolts, 1 Sickle Mag Kraken, 1 Box Bag Kraken, 1 Box Mag Inferno.

Description: Jarda is average height and weight for a Space Marine, with narrow features.  He has a long scar on the left side of his face running vertically from forehead to cheek where his lost his eye to a Genestealer, the same one that took his left arm off above the elbow.  The lost eye has been replaced by a bionic one and his remaining natural eye is a hard, penetrating grey.  The arm has also been replaced by a cybernetic one.  Outside of combat, Jarda is taciturn, being reserved in speech.
(Note: I
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on September 28, 2012, 01:16:05 PM
Bookmarking a post to put my character and chapter background into. I'll fill this in when I get a chance, which should be later this afternoon.

+++Chapter history: Blue Vipers+++
The Blue Vipers initially started life as three companies of the Cobalt Cobras chapter. This contingent was pledged as semi-permanent support to the Adeptus Mechanicus as a field testing group, deploying equipment not rapidly manufactured, on a large scale. Circumstances changed somewhat when the Cobalt Cobras homeworld unexpectedly exploded, for reasons the Administratum has never made public. This left the remains barely operational, but the captain in charge at the time managed to organise the rebuild of two companies in the space of ten years, before he himself died delivering a powerful atomic device to the heart of an Orkish Hulk.

It has been roughly five centuries since the calamity that destroyed most of the chapter, and only the two oldest Dreadnaughts - also the chapter's two only Dreadnaughts - still remember the days before it. Over the last few centuries, however, the rebuilt Blue Vipers have maintained their AdMech ties. This mainly manifests itself in a far larger number of equipment variations, which in turn manifests itself in specialist boltgun and ammunition variants. In addition, the chapter has triple the number of Techmarines normally seen, but a distinctly reduced chaplaincy.

Appearance: Blue Viper power armour is, usually, darkish blue, not far off that of the Crimson Fists. There is little fear of misidentification, however, as the shoulder pads feature a blue serpent on a bright green background. The chapter has less regard than usual for its colours, however, prefering instead to use camoflauge schemes with the chapter symbol mounted discretely, though usually on the shoulder pads. Pauldron trim usually indicates squad type; in veteran squads it is common for several colours to be used, signifying each brother's route to this point.

+++Blue Viper Personnel Records: Brother-Codicer Zoltan+++
The Librarius of the Blue Vipers is fairly well manned as Librarii go, though on one notable occasion the relatively open recruitment process appears to have led to one candidate suffering prolonged demon possession that did significant damage to the armoury, killing several marines and severely damaging the dreadnaught Brother Kane. Codicer Zoltan earned a commendation for bravery as a cadet when he managed to beat the offending demon out of its host in combined psychic and melee combat. Since those days, which resulted in a severe tightening on the recruitment conditions, Zoltan has spent the last decade as second in command of 4th Company, sometimes leading detachments into battle.

Zoltan is of average build for an Astartes. His helmet is covered in psyamplification apparatus, which is in turn armoured, effectively removing most distinguishing shapes when viewed from behind. His left arm has expanded armour plates that provide similar defence to a combat shield, whilst his hammer is mounted on his right hip, head down, when not in use.

Whilst an expert in coordinating ground combat, Zoltan has not yet aquired a lot of skill in space-based combat. As the Blue Vipers don't usually see a lot of boarding action, Zoltan and a hanful of Blue Viper veterans have been forwarded to the Deathwatch, with the intention of having them thrown in at the deep end and seeing what they can learn.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 28, 2012, 04:50:33 PM
Lord Sotek, is there a reason for your chapter's hatred of the Adeptus Mechanicus, or is it some grudge lost in history? Oh, and in your last post you said I checked the closed door. I actually went for the open one, Jayne/Severus went to the other.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 28, 2012, 05:04:50 PM
Yeah I was wondering about that, i figured that the guy with all the weapons you mentioned was me, but then you said you hoped it was nothing to do with the AdMec, which would surely be obvious? I have a full servo harness and the AdMec Icon on my shoulder. Unless I am missing something?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 28, 2012, 05:09:35 PM
I assumed it was me since he mentioned the Red talon icon.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on September 28, 2012, 05:10:59 PM
In that case I wasnt mentioned at all was I? My head hurts already! :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on September 28, 2012, 06:43:58 PM
Quote from: Mabbz on September 28, 2012, 04:50:33 PM
Lord Sotek, is there a reason for your chapter's hatred of the Adeptus Mechanicus, or is it some grudge lost in history? Oh, and in your last post you said I checked the closed door. I actually went for the open one, Jayne/Severus went to the other.

The Bright Lords mislike and distrust the vast majority of the Adeptus Mechanicus because they see them as too eager to give up their blessed humanity in favor of slavish adoration of machines, and unforgivably quick to condemn the holy human form as weak. They also find their loyalty suspect as an organization- they think that although individual exceptions can be found, the Admech are, as a whole, only really out for their own ends, even though they pretend to serve the rest of the Imperium. They also worry that the Admech's obsession with machines will lead them to recreate the blasphemous Iron Men of old. Because of this, and because of one of their founding oaths is to reclaim lost Imperial technology, they tend to withhold neat stuff they find, and the chapter's Techmarine cult has been subverted into an organization inspired by the teachings of Ferrus Manus. They still send geneseed and sufficiently skilled recruits to Mars to keep the peace, but in the field they keep to their own tech-dogma, which is more permissive of experimentation and the sharing of knowledge among other battle-brothers.

This attitude has, naturally, not endeared the chapter to the majority of the Mechanicus, and the resultant bickering and rivalry has soured the Chapter's opinions on them even further. Overt or tacit "embargos" because of this mutual dislike is the primary reason the Bright Lords are so poorly supplied with things like Terminator Armor. It is also a big part why they salvage STC tech like Refractor Fields from warzones, and make or improvise as much of their own wargear as they can.


I was indeed referring to Mabbz' Red Talon with a pair of plasma pistols and a meltagun, I simply goofed up reading which door I thought he was going to investigate. My apologies, guys.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on September 28, 2012, 07:17:34 PM
Fair enough. As fun as debating it in character could be, I doubt space marines would do so during an important mission. I figured I'd ask here instead.

Quote from: Lord Sotek on September 28, 2012, 06:43:58 PM
I was indeed referring to Mabbz' Red Talon with a pair of plasma pistols and a meltagun, I simply goofed up reading which door I thought he was going to investigate. My apologies, guys.
Not a problem, I just prefer to have everyone know where I am in case Wargamer springs an early fight on us.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on September 28, 2012, 07:38:22 PM
What? Spring a sudden ambush? Whatever makes you think that I would do that?



Suddenly, Genestealers. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on October 01, 2012, 06:07:45 PM
Jayne, as much as I appreciate your enthusiasm in killing orks, isn't it more important for you to keep hacking those terminals to find out more about the layout of the hulk? Oh well  ::)

FOR THE EMPEROR!!! *Follows The Techmarine they call Severus*
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: The Man They Call Jayne on October 01, 2012, 07:34:53 PM
Well Wargamer didnt give me any info, so I assumed I got nothing from them.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on October 02, 2012, 10:26:59 AM
Sorry, should have said in my post - the systems are completely dead. Your attempts to access them met with no success.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on October 02, 2012, 11:46:45 AM
Don't suppose someone'd be nice enough to roll me a D16?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Vyper on October 02, 2012, 01:17:02 PM
Quote from: Railgun Convention on October 02, 2012, 11:46:45 AM
Don't suppose someone'd be nice enough to roll me a D16?

Here ya go:
15 (http://invisiblecastle.com/roller/view/3718362/)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on October 02, 2012, 01:22:18 PM
Quote from: Vyper on October 02, 2012, 01:17:02 PM
Quote from: Railgun Convention on October 02, 2012, 11:46:45 AM
Don't suppose someone'd be nice enough to roll me a D16?

Here ya go:
15 (http://invisiblecastle.com/roller/view/3718362/)
Eeeeeexcelent >:D

Wargamer, what exactly are we facing here? :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on October 06, 2012, 06:22:20 PM
I got board of serching through the posts for info on the characters, so I made a reference post. Let me know if I missed anything.

Samuel (Mabbz)
Plasma Pistols, Meltagun, Refractor Field.

James Connolly (El Shas'Ocho)
Power Sword, Storm Shield, Advanced vox, Hand Flamer.

Severus (The Man They Call Jayne)
Servo Harness, Flamer, Plasma Cutter, Power fist and Axe, Spotlight, Auspex.

Gideon (Ravager Zero)
Thunder Hammer, Storm Shield, Auspex, Hexagrammic Wards.

Isidur (Vyper)
Stormbolter, Power Axe, Narthecium.

Baraquiel (Lord Sotek)
"Iudicium" pattern Combi-Bolter, Boarding Shield, Refractor Field, Power Knife, Helmet mounted Lasgun searchlight.

Zoltan (Railgun Convention)
Thunder Hammer, Psychic Hood, Combat Shields.

Karl Jarda (TopBanana)
Bolters, Hexagrammic Wards, Iron Halo.

Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on October 06, 2012, 06:34:29 PM
I need a bolt pistol and a couple of meltabombs. Apart from that, all good.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on October 06, 2012, 06:36:33 PM
Quote from: Railgun Convention on October 06, 2012, 06:34:29 PM
I need a bolt pistol and a couple of meltabombs. Apart from that, all good.
I only put main weapons in out of laziness. I'll put the bolt weapons in later.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Lord Sotek on October 07, 2012, 11:53:41 PM
Whoah...

Heromachine 3, guys. (http://www.heromachine.com/heromachine-3-lab/)

It's handy.
(http://i2.photobucket.com/albums/y11/NekArcan/Knightwing/Baraqiel.png)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Ravager Zero on October 09, 2012, 09:57:54 AM
Question: How long is the chamber we're in? (or how many actions to sprint the length of it?)
Also, can a thunder hammer be used to generate a shockwave/impact attack like in the Space Marine game?

No reason. :shifty: ;)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on October 09, 2012, 11:10:30 AM
I always thought that's what thunderhammers did... It's certainly more impressive (and probably more practical) than an armour piercing hammer.
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on October 16, 2012, 02:33:31 PM
I've completely lost track, how many orks are left?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on October 21, 2012, 10:43:32 AM
How easy would it be to break through the floor?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on October 21, 2012, 12:33:35 PM
Difficulty 20. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on October 21, 2012, 12:50:59 PM
What if I tried to "damage" the floor with a thunder hammer? Would that work?
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Wargamer on October 21, 2012, 02:47:41 PM
Yes, the Thunder Hammer could potentially smash a hole in the floor. It wouldn't be easy, but it's doable. ;)
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Railgun Convention on October 21, 2012, 03:26:39 PM
Worth bearing in mind. :P
Title: Re: Deathwatch - The Dread Hulk [Sign Up / OOC]
Post by: Mabbz on November 25, 2012, 05:32:23 PM
So whats going on with this?