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Deathwatch - The Dread Hulk [Sign Up / OOC]

Started by Wargamer, September 23, 2012, 07:50:06 PM

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Wargamer

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.
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

El ShasOcho

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!

Quote from: Lee Lee Declis on August 06, 2010, 03:14:38 AM
Although, it must be said, one should always have a Fantasy in

Will's on Fire

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.

The Man They Call Jayne

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.
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Secondspheres Crash Card Counter +4



Wargamer

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.
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

The Man They Call Jayne

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.
Jaynes Awesome Card Counter: +5

Secondspheres Crash Card Counter +4



El ShasOcho

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/
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.

Quote from: Lee Lee Declis on August 06, 2010, 03:14:38 AM
Although, it must be said, one should always have a Fantasy in

Lord Sotek

#7
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.
Quote from: Saulus on March 17, 2011, 06:16:56 PM
Often I hear delusional ramble like "I painted and collected my army as ultramarine tyranid hunters....but Pedro is really good, so now I'm using him, but I'm just going to call him Jimbob-Fistpumper, cause that fits with my

El ShasOcho

Thats what I thought after reading more closely. I will make some changes then.

Quote from: Lee Lee Declis on August 06, 2010, 03:14:38 AM
Although, it must be said, one should always have a Fantasy in

The Man They Call Jayne

#9
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.
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Secondspheres Crash Card Counter +4



Vyper

I'm in. think I will go apothecary. Will sort stats and equipment later.

Wargamer

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.
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

Vyper


Wargamer

Belt feeds may only carry standard ammunition, since the weapons that can use them must likewise use standard ammo. ;)
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

Vyper

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.  ::)