Jump to content

Search the Community

Showing results for tags 'Deathwatch RPG'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ++ GUESTS, ADVERTISERS, AND LOGGED OUT MEMBERS ++
    • + REGISTERING AN ACCOUNT +
    • + RECOVERING ACCESS TO YOUR ACCOUNT +
    • + ADVERTISING AT THE B&C +
  • ++ COMMUNITY ++
    • + NEWS, RUMORS, AND BOARD ANNOUNCEMENTS +
    • + AMICUS AEDES +
    • + EVENTS +
    • + INTRODUCE YOURSELF +
    • + THE LEGIO BOLTER AND CHAINSWORD +
  • ++ SITE FEATURES ++
    • Articles
    • Blogs
    • Clubs
    • Downloads
    • Gallery
  • ++ AN ETERNITY OF WAR: SETTING AND LORE ++
    • + AGE OF THE IMPERIUM +
    • + AGE OF DARKNESS +
    • + THE BLACK LIBRARY +
  • ++ STRATEGIUM: RULES AND GAME PLAY ++
    • + WARHAMMER 40,000 GAME +
    • + WARHAMMER: THE HORUS HERESY +
    • + EPIC SCALE HORUS HERESY GAMES +
    • + KILL TEAM +
    • + NECROMUNDA +
    • + ROLEPLAYING GAMES +
    • + OTHER GAMES +
  • ++ FORGE: HOBBYIST CREATIVITY ++
    • + GENERAL PCA QUESTIONS +
    • + WORKS IN PROGRESS +
    • + HALL OF HONOUR +
    • + TUTORIALS AND HOW TO'S +
    • + FAN FICTION +
    • + THE LIBER +
    • + SPECIAL PROJECTS +
  • ++ IMPERIUM ++
    • + ADEPTA SORORITAS AND THE ECCLESIARCHY+
    • + ADEPTUS ASTARTES / LOYALIST LEGIONES ASTARTES +
    • + ADEPTUS MECHANICUS / MECHANICUM +
    • + ASTRA MILITARUM / IMPERIALIS AUXILIA+
    • + IMPERIAL KNIGHTS +
    • + TALONS OF THE EMPEROR +
    • + THE IMPERIUM OF MANKIND +
  • ++ CHAOS ++
    • + CHAOS DAEMONS / DAEMONS OF THE RUINSTORM +
    • + CHAOS KNIGHTS +
    • + HERETIC ASTARTES / TRAITOR LEGIONES ASTARTES +
    • + REALM OF CHAOS +
  • ++ XENOS ++
    • + AELDARI +
    • + DRUKHARI +
    • + GENESTEALER CULTS +
    • + LEAGUES OF VOTANN +
    • + NECRONS +
    • + ORKS +
    • + T'AU EMPIRE +
    • + TYRANIDS +
  • ++ ORDO ADMINISTRATUM ++
    • + ABOUT THE COMMUNITY +
    • + BOLTER AND CHAINSWORD 101 +
    • + BUG REPORTS +
    • + THE SUGGESTION BOX +
  • ++ PLACEHOLDER CATEGORY #2 ++
  • Brotherhood of the Lost's Discussions
  • The Crusade Club's Rules Development
  • The Crusade Club's Saint Katherine's Aegis Campaign
  • The Crusade Club's General Discussion
  • North America's Discussions
  • South America's Discussions
  • Europe's Discussions
  • Asia's Discussions
  • Africa's Discussions
  • Australia's Discussions
  • 40K Action Figure Afficionados!'s Custom Figures
  • 40K Action Figure Afficionados!'s Fun Photos/Poses
  • + The Battles for Armageddon +'s Which War is Which?
  • + The Battles for Armageddon +'s Useful links
  • + The Battles for Armageddon +'s Discussions
  • +Some Things Are Best Left Forgotten+'s Topics
  • The Cabal of Dead Ink's Submissions Box
  • Oldhammer 40k's Oldhammer Discussions
  • Indomitus's Discussion
  • Metal Head Armory's Who is Who
  • Metal Head Armory's Horus Heresy
  • Metal Head Armory's Necromunda
  • Metal Head Armory's 40k
  • Metal Head Armory's Horus Heresy 3.0 Slow Grow Leagues- MHA Participated in
  • Metal Head Armory's Kill Team
  • Metal Head Armory's Club Big Games
  • Metal Head Armory's Battle Reports (40k)
  • Shadow War: Imperium's Discussion
  • Guerrilla Miniature Games's YouTube Videos
  • Adeptus Bloggus's Discussions
  • Faction-Specific NPOs for Kill Team's Topics
  • The Nook (40k RPG Play-by-Post)'s Topics
  • The Nook (40k RPG Play-by-Post)'s Archive
  • The RPG (Night) Club's Topics
  • Project: Alternate 30K/40K Timeline's The Council Chamber
  • Project: Alternate 30K/40K Timeline's The Librarium
  • Project: Alternate 30K/40K Timeline's Codices
  • Introducing kids to 40k's Introduction

Categories

  • Articles
  • Painting & Modeling
    • Decals
  • Background (Lore)
    • Tools
  • Game Systems
    • Warhammer 40,000
    • Warhammer: The Horus Heresy
    • Adeptus Titanicus: The Horus Heresy
    • Aeronautica Imperialis
    • Battlefleet Gothic
    • Epic/Legions Imperialis
    • Gorkamorka
    • Inquisitor
    • Kill Team
    • Necromunda
    • Shadow War: Armageddon
    • Space Hulk
    • Warhammer 40,000 Roleplaying Games
    • Other Games
  • Other Downloads
    • Army List Templates
    • Desktop Backgrounds
  • Legio Imprint
  • Oldhammer 40k's Oldhammer Files
  • Indomitus's Files
  • Shadow War: Imperium's Files
  • Faction-Specific NPOs for Kill Team's Files
  • The Nook (40k RPG Play-by-Post)'s Files
  • The RPG (Night) Club's Files
  • Project: Alternate 30K/40K Timeline's Files

Calendars

  • Community Calendar
  • Warhammer Mt Gravatt Championship Store, Brisbane's Championship Store Events
  • North America's Calendar
  • South America's Calendar
  • Europe's Calendar
  • Asia's Calendar
  • Africa's Calendar
  • Australia's Calendar
  • The Nook (40k RPG Play-by-Post)'s Events

Categories

  • DIYs
  • Editorials
  • Homegrown Rules
  • Lore
  • Product Reviews
  • Site Help Files
  • Tutorials
  • Miscellaneous

Blogs

  • Noserenda's meandering path to dubious glory
  • Evil Eye's Butterfly Brain Induced Hobby Nonsense
  • The Aksha'i Cruentes - A World Eaters Crusade Blog
  • Waffling on - a Hobby blog about everything
  • + Necessary Ablation: apologist's blog +
  • I am the Very Model of a Modern Major Hobbyist
  • Liber Bellum
  • +Cooling the Rage+ Majkhel's blog
  • Drakhearts - Hobby blog and general musings
  • CFH test blog.
  • The Motive Force Was Inside You All Along
  • Spazmolytic's Trip into the Void
  • Wandering the Void
  • Skirmish Mats Product and Company News
  • Khornestar's Amateur Blood Blog
  • Its the Horus Apostasy, not Horus Heresy....
  • GreenScorpion Workbench
  • Flitter Flutter Goes the Hobby Mojo
  • The Yncarne's Hand
  • Conversions and Scratch Building Madness
  • Ordo Scientia
  • Doobles' slow grind to inbox zero
  • Death Angel
  • In Service of the Imperium- W.A.Rorie's Blog
  • Xenith's Hobby Hangout
  • Brother Nathans...everythings...
  • Killersquid's Chaos Knights
  • 40K Feast & Famine
  • The Black & Red: An Accounting of the Malexis Sector and the Nihil Crusade
  • Plz motivate me blog
  • Wraithwing's Primaris Space Wolves - The Blackmanes
  • Brother Casman's Meanderings
  • Old Misadventures in Sci-Fi
  • My 40kreativity blog ( mostly art )
  • The Archives of Antios
  • Straight Outta the Warp - A Brazen Claws Blog
  • Lord Sondar
  • The Strifes of the Matteus Subsector
  • Some Little Plastic Homies
  • immortel
  • General hobby blog
  • Moonreaper's Lore Introspections and Ideas
  • Snakes of Ithaka Hobby Blog
  • McDougall Designs News blog
  • Grotz Hobby Hole Commissions
  • Stealth_Hobo's Hobby Blog (Imperial Fists and Other Stuff)
  • Wall A & B1 up to damp course
  • ZeroWolf's Hobby Madness
  • Saucermen Studios - 3D Printable Terrain
  • TTCombat Paints and Ultramarines
  • Bouargh´s miniatures´ closet clean-up
  • Faith and Teef, a toaae blog
  • Here There Be Monsters
  • Cult of the Octanic Blade - tinpact's Drukhari
  • Sons of the Dawn
  • Maybe this will help
  • Ashen Sentinels - an Ultima Founding Space Marine Chapter
  • Sanguine Paladins Hobby Blog
  • Silver Consuls-Rise to Glory
  • Gaston's Salamander Cult: A GSC Blog
  • A hobby journey for the Horus heresy
  • selnik's hobby blog
  • Tyriks's Tyranids
  • Halandaar's Badab Blog!
  • Saracen's Batreps
  • milddead’s Deathguard
  • TC's Odds and Sods
  • The Order of the Broken Arrow
  • Sporadic Hobby Thoughts
  • TheArtilleryman's Fighting Machines
  • Hobby And Design
  • Wormwoods' Various Projects
  • The Observation Post
  • the blog that will probably be renamed
  • Domhnall's hobby goodness
  • Tomcat's WH40K Laser Creations
  • Armata Strigoi
  • Zulu.Tango's Hobby Blog
  • Oni's work at work blog
  • Mazer's Meanderings
  • Sven's Hobby
  • Murder Cursed
  • Bolter and Chainsword online conference
  • The Thalassians
  • Uncle Mel's Ramblings
  • The Burning Vengeance Crusade
  • [Insert clever title here]
  • Random Comments and Other Things
  • The Golden Kingdom (a Christian WH40K fan faction)
  • Happy Golden Days - Armies for 4th Edition
  • m-p-constructions Tabletop Terrain
  • Playing with Fire
  • Arx Vigilans
  • Regicide
  • The Legend of Norman Paperman
  • AM Not-Stygies - A Blog about building a new Army
  • Pointy and Spiky
  • The Accusers Chapter
  • The Throne Knights Chapter
  • The Inferno Wardens Chapter
  • The Avenging Lions Chapter
  • Bad Mood Rising
  • How to pretend not starting an army
  • The Iron Hearts
  • Maximize Savings With [acp856709] Temu Coupon Code $100 Off
  • Temu Coupon Code $200 Off [acp856709] First Order
  • Latest Temu Coupon Code 70% Off (acp856709) for This Month
  • Latest Temu Coupon Code $100 Off [acp856709] + Get 30% Discount
  • What is Temu Coupon Code (acp856709)? 90% Off
  • The building uprising of Prawa V
  • The November IX
  • Random 40k Stuff.
  • Brutal Cities | Terrain News & Tips
  • The Forgotten, a Fallen warband on Crusade
  • The flying circus
  • Khorne Daemonkin Project
  • Space Skaven Blog
  • A Forgotten World - Now A Bastion Of Hope
  • Joe's Wonk In Progress
  • Iron and Spirit
  • 707th Expeditionary Fleet
  • Space Marine Heroes 2
  • + Praetors of Calth +
  • The Hateful 88th
  • The Veiled Oblivion - the Severed on Crusade
  • Being a Tournament Organiser for my Games Group
  • Kill Team - Outreach
  • The Hexagrammaton
  • The Hexagrammaton
  • HereticBOLTER’s Dudes/DIY Blog Dump
  • The Tip of the Spear: A journey with the XVI
  • Jackal Company
  • "We are the Hammer!"
  • ""A spiritu dominatus, Domine, libra nos"
  • Army List Discussion's
  • Brother Lutheriel’s Dark Angels
  • The Gnostari Dominion - The Ironkin March
  • "Primarch-Progenitor, to your glory ..."
  • Skoolkrakka's Sappas
  • K's Salamanders - Unbound Flame
  • Ordo Maledictum: 164th Detachment "Ash Vultures"

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


ICQ


Yahoo


Jabber


Skype


Discord


Location


Interests


Faction


Armies played


CustomTitle

  1. I know we've got a lot of bits and pieces ongoing in the Nook at the minute, but I was wondering if a Deathwatch (kinda) SM short game would be of any import. Beginners looking to take the plunge are welcome, we'll handle the crunch, but please bring your own lunch. Premise: Third War of Armageddon. Location gets chosen to allow everyone to get the band together, so Hemlock River, Equatorial Jungle (probably this, or some bloody awful plonk of desert somewhere), possibly in a hive, so it's Cityfight all day, every day. My initial thoughts (restrictions): Only Armageddon Chapters No homebrew or Marines who simply have no lore being there. No Relictors (They're busy stealing stuff) No Blackshields However, 1 x Player (with GM work) may buy the 'Return to Duty' deed, which will make the Marine a DW Veteran. This then opens up the full gamut of DW stuff only for that Player. This Player cannot be a Libby. No Tyrannic War Vets No Goddamned Tom Cruise No human, or Xenos characters 1 x Libby character max, highly GM/Player engineered (i.e: I will work with you) No other restrictions on Specialty No Deathwatch training (all RF will require Tests) Spec Ammo restrictions Ammo comes from a limited D10 pool of types I randomly roll, can be taken by whoever, no need to Req Ammo = Rule of 3. Start Play as Rank 1 Start with 1500xp Start play with 20 Renown (Respected) All Marines get 3 Fate Points (you don't roll, it's 3) All starting weapons are Standard Marine gear, no shot selector, extra flamer damage, etc. Deathwatch gear may be Req for Sig Wargear Deathwatch gear will be available to obtain/req at plotpoints. Chapter Trappings are unaffected. Squad Modes: Normal. Codex, Chapter etc. Cohesion works as normal. XP and Rewards: Limited. If the game goes to extra chapters, we do it, if not: Morituri te Salutamus. Comments, complaints, screaming and peanut throwing welcome.
  2. THE MAZER RACKHAM DESIGN STUDIO... IN ASSOCIATION WITH THE CABAL OF DEAD INK...AND THE RPG NOOK, PRESENTS: =][= A 'Deathwatch' Roleplaying Game =][= ++ THE SPECTRE OF ULLANOR ++ + In-Character, Play-by-Post Thread + 'Green iz best. Kopta Greenz iz bester.' - Rozgob Flashdakka LOCSIT: Imperial Hive/Industrial World/Armageddon SECTOR: Segmentum Solar PLANETSIDE: Armageddon Secundus LOCALE: Hive Acheron, Plains of Acheron SITUATION: Critical Xenos Threat Introduction: The Third War for Armageddon rages. Beset on all sides by the Ork fleet, their numberless troops, their brutish atrocities and callous war-make, the Imperial Defenders are hard pressed to rebuff the onslaught of an age. Not even during the previous Orkicide, are times so desperate. Imperial Guard march to war in Brigades of stoic millions, the Faithful Adepta Sororitas and mighty Legions of the Collegio Titanicus stalk the rubble-strewn, corpse-haunted wastelands the Xenos wretches have brought, giving battle in the name of humanity, of survival, even of spite. Victory is not assured, even though the legendary warriors of the Astartes plunge through the rank muck and foetid air of the embattled planet, Bolters barking, they too are almost detritus, spilled by the terrible conflict. In the depths of Hive Acheron, treachery brews - and although the Emperor has seen fir to deploy Colonel Schaeffer and his last chancers to cull the villainous turncoats, other poisons steal into the well. In the jungles, and the deserts, the war grows hot, bloody. Attrition of the secretive forces employed by the Inquisition steady abrades the careful scalpel-like strokes, but Ghazkhull and top chieftains are no so easily murdered. Blunt force is brought to bear against the threats - with hammer blow strikes from Space Marine Squads across the embroiled sectors... One thing is certain: there can be only Waaaagh! Location: Acheron Hive. The largest and best defended. The best prepared. A bastion of the Imperial resistance, a rallying point for Armageddon's beleaguered defenders. Yet all is not as it seems. Many months ago, the voice of Herman Von Strab, once thought dead, confirmed by the Imperial High Command, rings out across hijacked Vox channels once more: Perhaps the traitor's fate has been exaggerated, but the intention has not. Loyal courtiers and nobles who cling to the desperate need for position and prestige linger, sending their own House Troops and mutated slaves into the tunnels and alleys, fighting the loyal Armageddon Steel Legion, and myriad pockets of Imperial Guard, the Arbites and whatever other forces are stationed within. This time, Von Strab must not escape. His fate has been evaded many times, and now those with suspicions of his true loyalties suspect a dark hand behind the dubious reprieves... The Green Menace: Ghazgkhull Mag Uruk Thraka has assembled over four million Orks to take Armageddon as his own. The lands, the rivers and skies are polluted by this foul menace, and even as the Imperial defenders swell, with gangs of cutthroats standing shoulder-to-shoulder with regular soldiers, and the mighty Space Marines, the war rages on every bluff, around every poison-stained cloud, and each barricade formed by broken tanks. Bored now wth the stalemate, and possessed of a terrible will to begin his own blasphemous kroosade!, he musters his nearest allies to leave the planet. Imperial Strategos reports the unified tides now ebb and flow, and in the long months before the Season of Fire, the Imperials now have the chance to tip the balance. Acheron Hive is to be one of these lynchpins. Securing the monolithic bastions will provide great boons for the Imperium, and once again give a solid wall against which the righteous can safely place their backs. +++++ Somewhere over the deserts of Armageddon, Five minutes out from Drop: The propellyblades thumped quiet above him. The pilot was good 'un, because ''e was one of Flashdakka's Nobz. Not quite a Chinork, this was a smaller, fasta bird, painted with black and purple cammo, wasn't it? A Black-Ork Kopta. Single penny-farving setup. One of Da Masta Mek's design to Bespork Speccyfikayshun. He didn' know 'ow 'e knew dem wordz, 'e just did. He was grateful for the time an' space to fink. Like really Fink, ya know? The Kopta was enclosed, armoured cabin an all, lucksyooreeus, even. How 'e'd 'ad the idea, 'e'd never know. One of dose Smartboyz, sumwun said, although 'e kronked 'im fer it and took 'is teef. A brainbox, Markari said, and dem Wishy-bones Wierdboyz all cackled like dey was throwing a fit. Below, the hot sands scoured across the lads darn dere, ruffin' up with the Humies. Good scrappin' in dem Browncoats, lots of guts, like his Boyz in 'ere. Surrounded by a Krak team, from his own Parashootaz Reggiement, dey was on a secret mission from the Big Ork, hisself - and not even Da Boss or Da Flashdakka or Da blimmin' Mad Mek was supposed ta know. That Humie Git, Von Strab, or whatever - more like Von Cack-blather! Ha, ha! Wuz goin to leave a big door open fer 'em so's dey could get in the slagheap and cut some throats. Course, dem Humies wouldn' like it and give 'is Paras a duffin', but 'e wasn't too bothered. Nah. Da real trubble, was dem Beaky out in the wastes, but 'e 'ad a plan see? He was finking proppa snagga, and them Humies, dat blabber-gob and all dem Beakies was gonna be fer it. 'E just 'adta get it fixed. Big Ghaz warned 'im. 'Now dun you klunk it, ya git! I's got de Eye of Gork and Mork, and I sees you klunk it, I'z gonna chop ya.' The Black-Ork Flight thundered up, and up, into the Humie's front door. +++++ Welkom ta Armageddon, ya mugz! +++++ THE ACHERON OPERATIONS ZONE (AOZ): A diverse and intense combat zone, the best defended hive attracted the most determined Greenskins to attack it. From tank battle graveyards, abandoned gun emplacements, hastily erected fortifications (now swamped in sand) and Ork Snipers under every rock, the AOZ boasts knee-deep Ash Wastes, the Greater Acheron Crater, the Lesser Acheron Crater, Manufactorums and the infamous Motorway Two-Five (M25) which is the most dangerous over-and-under zoom on the planet. A network of irrgation tunnels into the Eumenedies river allows for human water replenishment and hive core cooling. Random Imperial and Xenos minefields, dead-falls and quick-shift (a sand dune that isn't as stable as it looks) create a deadly battlefield for the unintitiated. Your operational area (AO), is a 500 klom radius around Acheron, with a semi-permeable 250 klom buffer zone which contracts and expands by the hour, given conditions and opposing force distribution. See the map below for a guide (with thanks to Lysimachus for the original). Chapter Deployments and Player Briefing: The Players will be split into loose groups. Who pairs off with whom is up to you, but I would suggest that the bikers stick together, since the Chapters' bloodline allows for that, and the Salamanders, Angels of Fire, and Celebrants enter the AOZ from the Southeast, coming fom actions along the Hemlock River after massed assault with the Titan Legions (Invigilata remnants etc) and everyone else approaches from either Northeast or East. You should endeavour to have iny introductory posts end with you making way or arriving at the ERV, marked above. Once there, the Ordo Xenos Team will brief you. What's left of it. Ork hunter-killer-eater patrols are rife, along with operational groups of Speed Freeks, sporting battlewaggons, trukks and buggies. Ork air patrols are frequent, and almost uncontested in the skies above Acheron. The hive's air defences, casement batteries and light ordnance are functional, and are keeping the enemy at bay for now, but this cannot be expected to continue. All circumstances are exceptionally fluid on Armageddon, and that relates to the defenders as well - sallies made by the Regiments within the bastions thicken and thin the Orks as well as the Emperor's forces. The Xenos armoured threat presented by the Speed Freeks is rooted firmly in the outlying environs of both the Eumenedies and Avernus Munitorium Forges. Ork airspace superiority has been noted, but their airfields are as yet undected, with suspicion they are underground. Long range Ork artillery bastions are constantly pounding Acheron, with sometimes no proper laying at all, resulting in bizarre and haphazard mortaring and shelling. Ork boomguns and flakkers are generally assisted by Grot Gliders or Balloons, which cause problems for Navy ground-attack aircraft. Strategos reccommendation is to travel at night, and minimise signature by maintaining single file. 'The Imperium will win - because the Imperium always wins - but at the moment, even as we bleed from every denial we inflict upon the greenskins, and for all the fire in my men's hearts; that victory seems a long night away.' - Major Kreavus, Armageddon Steel Legion, XIIIth Stormtrooper Regiment. ++ FORMAL OPEN: 03 NOV 2025* ++ ++ THREAD IS OPEN FOR INTRODUCTORY POSTS ++
  3. Deathwatch: Murderers in Black Act 1: Lucifer's Chosen. Scene 1. The Replacements. Over the course of days and weeks, you each arrive at the looming gates of the Inquisitorial Fortress on Alucar IV. The Alucar system lies only a handful of light years from the border drawn between the Segmenta Obscurus and Pacificus, located towards the rimward end of that invisible boundary line. Depending on the position and inclination of Alucar IV relative to its weak sun, at some points in the local year the night sky would be filled with stars beyond numbering, and one could gaze coreward into the blazing heart of the great and mighty Imperium. Sadly, this wonderful display will not be visible for many months. When you arrive, those same skies are empty by comparison, with only a few ghostly pinpricks of light piercing the darkness. You instead stare outwards, into the western reaches of the Halo Stars and the infinite abyss beyond. Alucar IV is a cold, mountainous world, with an atmosphere thin enough to be largely inimical to human life. This is just as the Most Holy Inquisition prefers, enabling their forces in this part of the galaxy to gather or to act without drawing the attention of prying eyes. Their fortress here, known colloquially by its inhabitants as the Bulwark, is a relatively small bastion when compared to the might of Talasa Prime or Bakka. Nevertheless, it is still a fear-inspiring citadel, well defended by massively thick plascrete walls and countless gun emplacements. In orbit, vast hidden minefields protect the approaches to the planet, and servitor-controlled augur and weapons stations carefully vet any ship that dares to continue past the warning buoys that ring the system's Mandeville Point. These outer markers reveal little, except to promise death and eternal damnation to any fools who would enter the Alucar system without permission. Beneath Alucar IV's rocky surface, the Bulwark extends deep into the planet's crust. There are levels below levels of buried chambers; state rooms, laboratories, barracks, interrogation chambers, and more - all connected by miles of twisting tunnels and shafts. There are few that know the true extent of this stronghold, and fewer still… perhaps none at all… who have accurate knowledge of everything that occurs within its walls. It is quite normal to see Inquisitors or Agents of any of the countless Ordos visiting and using Alucar's facilities, and several thousand support staff, adepts and Inquisitorial troops are typically in residence at any given time. However, in the late 38th millennium the Bulwark is primarily operated by the Ordo Xenos, and is host to a small Watchstation of their militant arm, the Deathwatch. In recent years the force garrisoned there has consisted of only a single Kill-Team. Nevertheless, these proud few have maintained a careful watch over the local Sectors for any sign of the alien menace; raiders from the deep abyss, foul alien cultures expanding from the Halo Stars, or the omnipresent danger of the filthy Ork. Such xenos aggression has ever been met in kind, with thunder and fury and blood. Yet when you finally arrive at the halls belonging to Kill-Team Lucifer - or ‘Light-bringer’ in the Low Gothic vernacular - the training ranges, strategium and private cells are cold and dark. They are empty and silent, but for the quiet hands and feet of Deathwatch Chapter serfs in deepest mourning. For the Astartes brethren of Light-bringer have fallen, one and all. You still do not know exactly what occurred, though you know it must have been terrible indeed to bring about the deaths of a full unit of Watch veterans. Within the small Chapel attached to the Watchstation an honour scroll, surrounded by burning candles, lists the names of those lost: Brother Gaius Argo Traxaes of the White Consuls, Watch-Sergeant. Brother Jarek, Codicier of the Executioners Brother Bellephon, Tactical Marine of the Star Phantoms Brother Ki'shar, Tactical Marine of the Salamanders Brother Gort, Devastator Marine of the Dark Hunters Brother Cassius, Tactical Marine of the Celebrants Brother Vintus, Apothecary of the Eagle Warriors Brother Incario, Tactical Marine of the Blood Drinkers Brother Alberon, Techmarine of the Red Scorpions (You might notice where a tenth line had been written, but the dark red ink has been carefully scraped away from the thick vellum) Stretched thin, already fighting in thousands of battles and campaigns across the Imperium, the Deathwatch could not quickly provide another squad to replace the loss of the Light-bringers. Therefore, messages were sent to Chapters of the Astartes with forces operating across the western reaches of Humanity's realm, debts of duty and brotherhood and honour called upon, that they should each provide a warrior willing to step forth and swear the Apocryphon Oath, taking the black and shouldering the burden of the Long Vigil. Thus you are here. OOC: Welcome to Deathwatch: Murderers in Black! When you arrive on Alucar IV, Deathwatch Chapter serfs will bring you to the part of the Bulwark that serves as Watchstation and will assign you each to private cells. There are perhaps forty of these cells in total, some of which may still contain the personal effects of the previous Kill-Team Lucifer, but most - including those you are given - are totally empty of any belongings. They are fairly small, but have all that a humble warrior could need; a simple cot large enough to support the weight of an Astartes, weapon stands, etc. The serfs will also tell you that you have been given access to the main areas of the Watchstation; the Chapel, training ranges and cages, and Refectory. There are also a small Forge (with Armoury) and Apothecarion, but these areas are off-limits - unless one can display the appropriate rites and sigils! (Of course, others could request entrance after these areas have been opened up by someone with the proper authority?) However, the Strategium is currently off-limits to everyone, until such time as you have been properly sworn into the Deathwatch. An Astartes Watch officer is on his way to handle this, along with your orientation, but many of you have arrived on Alucar before he does! Also you can explore the rest of the Bulwark, where you will be granted access to main ‘public’ areas like the hangars, etc. However, there are numerous parts of the fortress, entire levels in some cases, that are secure and/or belong to the various Ordos, and are therefore sealed and off-limits. You can even leave the fortress and go back outside - the terrain is much as you'd expect, snow capped mountains, rivers, etc. Air quality is poor enough that mortals could not survive for very long, but Astartes will be ok. There are various animals adapted to the environment - small rodents, large goat-like herbivores and larger, agile, snow leopard-like predators that probably aren't a serious threat to a Marine… unless he was careless… So, please use your opening posts to introduce us to your character. How do you feel about being here? Maybe tell us how you got here, catching a ride or maybe your own Chapter was close enough to drop you off? Do any of you, either personally or by reputation, know members of the previous Kill-Team Lucifer? What will you do while you wait for the Watch Officer to arrive? Train? Interact? Explore? NB. Just as a note for your posts and any character interactions, that until you have been sworn in, your Armour (proudly) remains in the colours of your Chapters. @Trokair: You are a fairly junior Inquisitorial Acolyte of the Ordo Xenos, and have been assigned to act as Liaison-Adjutant to the new Deathwatch Kill-Team. (You might even have been the one to show some of the new recruits to their quarters?) You are relatively new to this role and to Alucar, so you don't really know a great deal more than the Astartes, but if there are things they ask that you would/should know, I can fill you in via PM and you can relay it?
  4. Hail, good fraters of the Armageddon Battles Club. I seek knowledge or links to resources with which I can immerse and kill my players, provide an authentic experience for my players. The game is set on or around Hive Acheron, Third War, roughly when Mad Ghaz has or is just about to leg-it, and I was wondering if there were any maps/images of the areas, etc I could pilfer from your deep cognisance. See the game topic here for the excitement: TIA.
  5. The DW/SM RPG Commences. Make sure your Chargen sheets are completed, gents. Any that we have not worked on or filled in mean you don't play. TIA.
  6. + DECIMUS + + An entry-level RP System + What is DECIMUS? DECIMUS, AKA DERPS (!) is a modification to the Fantasy Flight Games line of RPG games, primarily based around the Deathwatch RPG. it is intended as a streamlining of the heavy crunch association with this game, and intends to refine it into a much lighter burden on Player and GM both with simplification meant to enhance, not to detract or debase. The core fo the game is still there - the scalable mechanics of the ruleset are perfectly adaptable with a certain amount of investment and care, and the play system aims to be as authentic as possible to the vision of those who originally gave us this great system. How does DECIMUS work? The FFG RPG systems are, as most Players know, Percentile Based, and the mechanisms are built around it - however it can easily be simplified by reducing it for a D100 to a D10 system. I can hear the sigs of disappointment from there, but D6, it cannot be. Why not? Because D6 does not allow for scale or scope for passes and fails. If you own D10's then great, but if you don't - great, because dice rollers are available which allow you to roll any number of D10's. In some ways it is similar to the other D10 Systems available, but in key ways, it is very much contained within the original script. Project Scope: DECIMUS is meant as a beginner-friendly easing into Deathwatch/FFG waters. It is intended to give a taste, much like a pre-prepped campaign found at a Convention. It draws on the feel of skirmish combat games, whilst giving an underlying notch of complexity. DECIMUS can be scaled up to larger, full blown campiagns, or ramped right down to a small, elite scout team trying to beat someone up in the underhive. Deathwatch can handle this, DECIMUS can too. A rework is planned from Character Sheets, to Weapons and Vehicles. It's not a far step to divide by ten, and still come up with a working formula. Project Progression: An organic overhaul and streamlining, the remodelling will be done in stages in order to keep everything bolted together. A new talent pool will be required, with simplified advancements in the stats, rules and eqiupment to build something fast, functional and firm. Posts in this topic, or in the files section will provide details and signposts to the rules being worked on, and concepts being discussed. Once completed to a working product, playtestin g can begin, followed by release, perhaps in a PDF.
  7. THE MAZER RACKHAM DESIGN STUDIO, IN ASSOCIATION WITH THE CABAL OF DEAD INK, AND THE RPG NOOK - PRESENTS: + DEATHWATCH: SOLO PLAY CAMPAIGN + ++ OPERATION HELLSTRIKE ++ 'Don't you be fooled, boy. Here on Selucia, the beast is out there, beyond the lights - and he's hungry every night.' - Lance Sergeant Antillo Mjolaa, Brimlock Dragoons. OPERATIONAL TASKING: Location: Selucia, Jungle World, Feudal, Tithe-grade Optio Minimis. Local PDF and stationed Imperial Guard Assets. =][= REDACTED =][= Situation: The Imperial Guard and special Ordo Xenos assets holding this world have become fragmented, with contact lost to many of their installations, autosalvation beacons have been activated, including Transponder [REDACTED]. Enemy strength evaluation: [Failure] Mission: Extract Personnel, Secure Assets, Terminate Hostiles. PREJUDICIA MAXIMA. Execution: Planetary bombardment commences 0230 - 0250Hrs Zulu to cover infiltration forces Orbital drop via Adeptus Astartes deployment pods to Insertion Point Alpha, Beta and Gamma. 0300Hrs Zulu. Ground Forces to attack Objectives in Mission plan. Extraction vessel inserts 0500hrs Zulu Planetary bombardment to cover exfil, 0530hrs Zulu Logistics: Mission Perameters require the issue of special equipment. A trans-interlock noospheric augur (TINA) will be installed into the harness of a Kill Team Operative. This will allow remote Technical Interface where required. (Operative gains Tech Use as a Trained, Advanced Skill, and may use this Skill at a range of 10m, +1m per DoS). Equipment caches will deployed in Support Pods as necessary. Command & Control:: Mission Command is handed over to Watch-Captain Procion of the Silver Skulls, Prognosticator Maximal of the Order of Third Watch. Strategic Significance: =][= ABSOLUTIO =][= DEATHWATCH KILL-TEAM SHRIKE DEPLOYED
  8. + DEATHWATCH: SOLO PLAY CAMPAIGN + ++ OPERATION HELLSTRIKE ++ (DISCUSSION & OOC THREAD) Premise: Operation Hellstrike is a Deathwatch RPG Solo Player campaign where the GM and the Individual PC interact on a 1-2-1 basis, undertaking an adventure that is essentially on-rails, that provides the opportunity to cut loose. It is a combat heavy, Relentless Adversary(TM) experience that performs on Structured Time Light. The Player will be deemed to capture Priority in all circumstances, with minimal interactions with NPC's, but lots and lots of shooting, stabbing and shouting. The missions themselves may look familiar, but you'll have to guess where they're from... DW Solo Play (DW:SP) is intended to provide Players who are otherwise at a loose end with something to engage them in the Nook, where they are not already enrolled onto a Campaign Roster. I have run a few of these in the past, and they have mechanically worked reasonably well. Why Deathwatch? It's the best understood in the Nook, and my personal favourite that I know the best. The ruleset is one of the best I have encountered bar a few hiccups that can be rectified with a bit of common sense. Execution: Enemy type is decided by the Player, not the GM, and therefore Player control has more precedence, but the environment will be pregenerated by the GM. Player Power level is negotiable, with an emphasis on confrontation and Player vs Environment pressure. Equipment will mostly just be chosen (within reason), and Renown scores generally formula driven to support starting Rank. The Mechanical rules of play in Deathwatch are followed as closely as possible, with flexibility for the GM to adjust in the Player's favour regarding Character Build, with a certain amount of gating to prevent unintended interactions. For example, any Prerequisite for Talents must be met, but Advanced Classes not normally available are considered. With Solo Play, this power imbalance is not a problem, since a GM does not have to balance an encounter for a Group, so the reins can be slackened. No Character Threads will be opened. The Solo Player is encouraged to make their Character Bio the first post in response to this opener in order to keep the footprint minimal. This is intended as a one-shot. A Chargen Sheet should be completed in the usual way, stored in the usual place. Mission Information will of course be given in the IC Thread for this Game. Mission Roster: Player: @Necronaut Adversary: Tyranids
  9. ++ THIS ARTICLE IS A WORK IN PROGRESS ++ PREY FOR DEATH: ++ A MEDITATION AND REFLECTION UPON THE ORIGINS AND HUMOURS OF THE MANTIS WARRIORS ++ Order Origination: White Scars (primogenitor), Marauders (gene-foster) Founding: Unknown; alleged to be the 8th Founding (Mid-34th Millennium) Region of Control: Maelstrom Wilderness Zone Strength: Recovering (as current date, M.42) Affiliation: ...Complicated… 'I have always been equally fascinated and horrified by the terrible occurrences within the Maelstrom Zone at the time of the so-called Badab Schism, a consequence of staggering arrogance and foolishness. Several Space Marine Chapters drawn into heresy by the perfidy of the Astral Claws, who left the others to bear the burden, ensnaring them into misguided alliance. The true horror of these times cannot be understated: even in comparison to the Heresy, the differences are stark. In the perilous days when Horus rose in treachery, brother indeed fought brother, but under Huron’s banner, loyalist fought loyalist, in a different shade of damnation altogether. Appeals to honour that haunt it, command it, shackle everyone involved to the millstone, making the grim voyage into crushingly deep betrayal ever more the bitter. This is well evidenced by the petitions of clemency from some of those the Secessionists called adversary, who decried the forfeiture of worlds, who baulked at the demands of hot, perhaps even hard-headed dissenters. It is this then, a tragedy upon tragedy that sustains the once great Chapter Master of the Mantis Warriors, Khoisan Neotera in his deep incarceration, from whom whence this small treatise originates. It has been complied for completeness, for the official record, for the history and future of the Mantis Warriors.' - By Hyronimus Oberon Satii Esq, Interrogator First Class of the Ordo Hereticus, by the Emperor’s Divine Providence, at behest of his master, Lord Inquisitor Garrad Locke. +++++ Whenever I sign onto a Deathwatch Game RPG in the Nook, I go to Badab for inspiration, and judging by one of the Fantasy Flight Games splatbook supplements – Honour The Chapter – so did they. Roleplay, especially PBP is a strange medium and niche. In one instance, you’ve got the fact that everyone either knows or has access to, the lore of 40k, and yet in another, you may have picked a Chapter (or be running a homebrew) that has little known history. However sometimes you’ve got that weird twilight twixt recorded lore and general impressions of a faction, which leaves a lot of questions unanswered. Games Workshop are masters of this, painting with a broad enough brush to leave room for a Player to pick out what he wants, to tell his own story. The Mantis Warriors are one such Chapter, but that approach is not good enough for me, because the deeper you can go, the better and more realistic the character becomes, the more layers can be added. What language do they use? What are their customs? What spiritual paths lead them to the Emperor? There is just no concrete information besides some awful fluff about Mantisae Religiosa. We simply do not know them – which to be fair, is par for the course for an insular, isolated people. Or do we? +++ When I came to my man from Ootheca, thankfully, I had a starting point. The Endymion Cluster is right next door to Badab, and just as afflicted by the Maelstrom Zone. It is heavily suggested that the Astral Claws are (with a few exceptions) based on the ancient Sumerians/Babylonians/Akkadians, later becoming the country we recognise as Iraq. I had researched this already for a previous character, and other projects without the scope of this forum, and this avenue provided me with a lot of material. At the time, I knew very little of the Mantis Warriors outside the Imperial Armour IX/X books or the infamous WD 101, and would go on to consider their origins, modus operandi and naming conventions to place them further East. Indeed, there are several player-made articles and artworks which would suggest their propensity to make war via hit-and-run, proclivity to ambush, and Chapter credo placing them as either ninjas or samurai. Given their iconography looking suspiciously like Kamen Rider – a 1970’s TV series about a group of motorcycle riding superheroes with a Mantis-like insect motif, (and de rigueur exceptionally tight clothing), you can easily see the conflation. So, where do they hail from? "The winds of the desert care not whose bones they scour clean." — Endymion Cluster proverb. A solid compass heading for us to take! To be fair, my conclusions are nothing ground-breaking. Further research leads me to diminish Far Eastern influence/coincidence as a primary concept; however it is useful, as we will come to later. I now believe the Mantis Warriors are not so far flung, and are more at home in the ancient Parthian Empire, a major political and cultural power existing from 247 BC to 224 AD, initially spreading from the province of Parthia, to the Northeast of Iran. The Empire itself spanned many modern countries, reaching all the way from Greece to the Indonesian isles. Their battle methodology of shoot-and-scoot, so remeniscent of the dreaded Mongolian horsemen the White Scars are based on, is another hefty clue. That empire provides us with a lot of room to work in, and is quite a nice symmetry with the Endymion Cluster itself, with plenty of tropical haunts, and empty desert spaces, over which the Mantis Warriors provide their envelope of staunch protection. What further entrenched this idea was a snippet of the heroes fighting in the Badab War – in particular, a Hellfire-configuration dreadnought, the Venerable Secarssa, the Bow of Ma'Dan. (Imperial Armour Ten – The Badab War – Part 2, p.72). I submit that this likely refers to the Marsh Arabs, the inhabitants of the ancient Mesopotamian marshlands in the modern-day southern Iraq, these wetlands also straddling the Iraq-Iran border, and once again, the propensity of archery in both the name of the Honoured Brother and his devastating equipment loadout harken back to the Parthian Archers of so long ago, the bow a weapon with an unbroken lineage of over 5,000 years. +++ At some point in time, the Mantis Warriors, like most of the White Scars’ offspring must come to terms with the haunting dark side of the Khagan’s wildling power – because like every other Astartes in the Deathwatch RPG, they have something called the Primarch’s Curse, which is a psychosis lingering in the deep hollows of the Quintessence Sacred. How this manifests is tied firmly to their Primogenitor, and so, the terrible fury of Jagatai Khan flows thickly through a Mantis Warrior’s veins, bringing an echo of this potent Primarch into the present. So, how do they deal with it? This is a question we can answer now we have an idea of where our Character and the humour of his Chapter originate. Fervour and foresight play heavily into the mix with the Mantis Warriors, with the Chapter’s spiritual core ‘tempered by Dark Prophecy’. This isn’t a surprise considering the etymology of the Chapter name (Mantis, in Greek, means Prophet). Games Workshop love doing this, leaving little breadcrumbs for us to follow, and it would be rude not to. One of the main figures within the Badab setting is Ahazra Redth, the Dust Prophet, Guardian of the Endymion Cluster, and Chief Librarian of the Mantis Warriors, interestingly an incarnation who also bears a passing resemblance to Paul Atriedes (calm down, Stilgar!) from Frank Herbert’s Dune. I submit that his name also vaguely echoes the spiritual figure of Azura Mazda, the figurehead of the Zoroastrian religion – which again – was very common in the Parthian Empire, and Persia in particular. I make no other parallels; I just found the geographical and spiritual occurrences interesting in the context of the topic at hand. In a further coincidence, Zoroastrianism contains a figure which we recognise as Ahriman, who is reasonably board appropriate, so make of that what you will. Earlier, I mentioned that we should not entirely dismiss the Eastern or Oriental inflections of the Mantis Warriors’ origins. The ecological and geographical diversity of the Endymion Cluster is quite broad, and with training grounds on Tranquillity II and Tranquillity III we find the Mantidae Bellicosa hail also from a death world of deep jungles and mountainous, windswept crags. Indeed, the Mantis Warriors’ main established base outside of Ootheca, is placed within the Valley of The Nine Winds, which could be related to either the nine cuts of the sword as recognised by the ancient Celts, or the Nine Ryu Schools of Bujinkan Budō Taijutsu, which in turn are closely related to Ninjitsu. 'Kamen Rider! Henshin!' (Transform!) +++ The transformation of the Manga/Anime et al superhero mentioned above moves him into a battle-haze, with supernatural powers and speed. Here then, are those influences which interest us, loosely aligning with the particular condition of our eponymous Space Marines, the Mantisae Religiosa. Formed into a death cult within each Battle Company, it is a strange interaction between the Preomnor Implant and that quirky geneseed we mentioned before. The battle haze is a transformation wherein a brother finds himself with tunnel vision, ignorant of anything which is outside his immediate, murderous objective, but the condition provides him with uncanny agility and alacrity, not unlike the motorcycle warrior (and of course, the voracious predator). It is here, I think that GW beats us over the head with it, thankfully stopping shy of Mantis Missiles, Mantis-hawks, and Mantis Death Metal. Jagatai be praised. ‘To think is to do – to do; is to be.’ - The Principle of Alahk Geh. Given that the Far East has used the iconography of Mantids in many forms, and has some of the most beautiful living examples of the genus, it is easy to see where the influence bleeds in. One aspect of this connection we should not ignore is the prevalence of the spiritual married with the corporeal through Shintoism and Buddhism. The first honours the ancestors, the second we regard for the teachings of balance and atonement. Coupled with the desire to follow the path of enlightenment, and stand against the darkness from our Persian-planted roots; and we now have a powerful spiritual depth without contradiction, the press towards penitence in the contemplative pose of the prayerful supplicant. Obviously there is another martial exemplar here: the White Scars principle/performance of action-as-thought: Dreadful Perfection, Elemental Force. A broad scope you could call Zen Buddhist-led Bushido. The overriding tenet we are encouraged to take from this, then, should be as follows: that there is no disassociation between thought and action in the mind of the Khagan, there should be none in the locus of force exerted by the Mantis Warrior. How Inscrutable, mysterious and apropos. Perfect -and yet, as stated above, in my opinion, this should be considered a secondary theme, an overlay if you will, to the stronger evidence of Parthian heritage. +++
  10. Hi guys, saw this over in the Special Projects forum. I checked it out, looks well put together. The download links are to an external site, but just thought it was in our wheelhouse.
  11. So I was looking for online games of Deathwatch when I realised...trying to find a game of Deathwatch is so very hard. Everyone wants to play Dark Heresy, Only War etc. Well...we have a lot of fans of those power armoured heroes here so I thought I'd start this roster of anyone who plays Deathwatch and what they play. If you want it, I have a pdf of the Character Sheet that has fill-able sections I can email you So What I need you to do is in your post, write a brief description of your characters/and or if you wish to GM a session. Skype names, time zones and availability also helps. I'll link your post to this post later. Games Masters: - Tyear - - - - Players: - 11th CDM "Cappy" - Slipstreams - Russ Brother 92 - L33TFROG - Growler67 - Lysere
  12. Hey, folks. I'll keep this brief, as I'm mostly soliciting advice and opinions regarding Apothecaries, with no experience of my own to share yet. My Deathwatch campaign starts in just under three weeks and I'm playing the Apothecary, but there's a lot of conflicting advice regarding builds, skills, experience expenditure, and so on across various forums. Just wondering if any Deathwatch players here have any words of wisdom to share on the subject. We're a 4-man Kill-Team (Tactical, Devastator, Assault, Apothecary) and although I don't expect to be Killing All The Baddies, I'm conscious of wanting to be an effective support role, focusing on what Apothecaries are good at in-game. So basically... any advice appreciated. Thanks, guys.
  13. Murderers in Black A Deathwatch RPG Adventure Character and Data Thread Dramatis Personae: Brother Gerhardt, Tactical, Black Templars (Necronaut) Brother Azadth Kaedyr, Tactical, Mantis Warriors (Mazer Rackham) Brother Vafri Bloodsong, Tactical, Space Wolves (Urauloth) Brother Moridyn, Tactical, Star Phantoms (Ikka) Brother Asterius, Assault, Black Shield (Machine God) Brother Omoc, Devastator, Red Scorpions (AT) Brother Amaras, Apothecary/Sanguinary Priest, Charnel Guard (Xin Ceithan) Brother Marax Zidemi, Techmarine, Salamanders (Mike Zulu) Alda, Inquisitorial Acolyte of the Ordo Xenos (Trokair) NPCs: Aarval Skaayn Lord Inquisitor Leopold Kine Interrogator Aykawa
  14. RECRUITMENT FOR THIS GAME IS NOW CLOSED Thank you so much for your interest; I could not be more pleased with the response this has received, and what it means for the PBP forum. Please consider signing up for the PBP Player Register here, or starting a new thread to arrange a game. The PBP forum can only be enriched by your presence! Original Post Below:
  15. Kill-Team Blackthorn Recruitment and OOC Hi all, After a discussion with Dosjetka, I'm going to put this up and see what interest can be garnered. I've been reading up for several months on the rules for Deathwatch. I'm very keen to get a game going in real life with my friends, and I see this as an opportunity to practice with other Deathwatch nuts! We have an opportunity here for 3-8 players who'd like to participate in the game. Unlike The Higher Call, which is purely narrative, I see this game as being based on the DW rules-set. In the short-term, I don't require a fully-made character sheet posted at all - I just need to know if there is interest and what chapter/specialism you'd like to play. At this moment, I would like to steer away from a Librarian as a character. If you wish to include a Marine from a custom Chapter, that will need to be something you discuss with me. This period of character creation is likely to take a couple of weeks, as I have to fit this around work and my other commitments (real-life and here on the B+C) - I'd like to take players through the character creation process to ensure I understand it and so I have practice with my real-life group.
  16. =][= DEATHWATCH: SOLO PLAY - 'KILL MARINE' =][= OOC and Discussion. Welcome everyone! This thread is for discussion of the above, any rules queries etc all in the one place. Feel free to discuss both Campaigns we're undertaking, any themes or what you expect to see. Please be aware this is not a Recruitment thread as my player slots are full - but do not let that discourage your participation. I intend that these games form the bedrock of a series of "RPG-Lite" templates we can use to try and address some of the concerns shared by the forum-goers in our Nook. I want to try and make this as fun and engaging for all participants as possible, so ideas, comments and criticism are welcome. Please note that the rules for the moment (for the RPG Forum) stand - I act in my capacity as Frater and GM first and foremost and will only step in as a Moderator if there is any infraction of the Board Rules. If you have any concerns about the game, please do not hesitate to contact me as you would any other GM. Now, with all that said, on with the discussion! Mazer.
  17. ++ Deathwatch Campaign: Head Hunted ++ ++ KILL TEAM: HELLEBORE ++ ++ CONSTITUTED 789.999.M41 ++ + Character Holofiles and Intel Dataslates + "It is on their shoulders the future of the Canis Salient rests. The whole right arm of the Crusade, thrust like a spear into the guts of the alien T'au. The Hunter Cadres of the Tsua'Malor Viorla resist everywhere, almost as maddened as the Lord Commander for death and glory. Yet we seek victory, a crushing blow to the xenos hordes that infest the worlds of the Greyhell Front. With the Emperor's blessing - it shall be delivered." - Bastion Commander Saran Gholbert, 23rd Hethgard Fusiliers. This thread will hold the details for all Characters in the upcoming Kill Team Operation: Head Hunted. + Operatives + Brother Khordelia-C
  18. A tall, thin woman approaches while you are going through your daily weapon drills, alone, in the area adjacent to your personal arsenal. Her auburn hair is pulled back thight into a small bun hiding nothing of her porcelain features. Her dark green robes mark her as a scriptor in the service of Watch-Captain Lucien Ebarra while the gold-threaded decorations along the clothing's hem indicate that she is held in some esteem. She waits for you to finish what you are doing, standing in the low-lit doorway, just within sight so as to show her presence but not otherwise disturb you. She is tense, nervous perhaps. Her eyes never look directly at you but instead dart around the room, looking for something familiar to set her eyes on and finding nothing. Definitely uncomfortable. A wall-mounted servitor, nothing more than a reconstructed torso and head mounted into a small alcove, blurts out the result of today's training and it is above the minimum score required. You put your weapons down onto a grease-stained, rag-covered metal workbench and turn towards the waiting scriptor, curious to know why she has come. As you tower over her, she bows and without looking up at you speaks quickly in a slightly high-pitched voice. "My lord, I hope I am not disturbing. Captain Ebarra has requested that you read this as soon as possible." Before you even have the time to answer she adds: "He did not give any indication as to what it may concern." You turn your gaze to the outstretched hand an dataslate held by it. As you reach to take it, she suddenly withdraws her hands and lets go of it, as if scared to come into physical contact with you. You deftly catch it before it drops to the floor. The scriptor stands there, frozen both in fear and awe, mouth slighlty open and eyes wide. You ignore her momentarily as you concentrate on the contents of the dataslate. After conducting a quick bio-scan, it unlocks itself and reveals a few lines of text. ...[+ // // // // //+]... ...[+DEATHWATCH EYES ONLY+]... ...[+AUTHORISATION GAMMA-02348+]... ...[+ // // // // //+]... ...[+PLEASE COMPLETE MISSING DATA+]... ...Name: N/A ...Age [Terran standard]: N/A ...Rank/specialisation: N/A ...Biography: N/A ...[+AWAITING VERBAL OR WRITTEN INPUT+]... ...[+ // // // // //+]... GM Note: If you are interested in participating, please post the filled in form in the OOC thread and a in-character reply of your interaction with the scriptor here. I will select four participants and inform them via PM of their participation.
  19. Blackthorn/Swordhand Information Thread +++
  20. I am looking at being the DM for a game here on the B&C but I have no idea what people would like to play. We have a DH game running already but that's it as far as I can see. Is there any interest to launch another game? I need at least three players to get something going. Multiple votes allowed, votes are public so I can see who's interested. Cheers, Dos
  21. ++ SPACE HULK: DEATHWATCH RPG ++ ++ THE DESOLATION OF INNOCENCE ++ "A space hulk is a danger like no other, a myriad of twisted passageways and tanged buttresses. It is a conglomerate of smashed and hapless ship carcasses, where the silent screams of dead men echo in halls without light. To look upon such a thing is to defy understanding, to board one searching for treasure is to defy sanity. And yet the treasure is real, guarded by the glowing eyes of fiends, and the chittering of claws scraping in the dark." - Lord Juliard Langstrom, Master of the Patrol Vessel Acheron. + Welcome to the Hulk! + Space Hulk: RPG is a blend of the board game of Space Hulk, Space Crusade and a few other games to give a tactical, action-heavy roleplaying game which allows for short, intense scenarios players can pick up and put down. It is designed to try and capture the essence of stalking down corridors which have been airless and lightless for centuries, and the darkness is watching - filled with abominations by the score. Campaign Premise: Each player starts out with a Deathwatch RPG Character at Rank 4, wielding some of the most powerful arms and armour the Imperium can provide, with full access to a suite of Skills, Abilities and Talents which will make them better, stronger, faster and harder to kill. They'll need it. Arrayed against them is almost every enemy of the Imperium you can imagine. Genestealers, Cults, soulless Automatons, the forces of Chaos and more - for all is to be found in the depths of the Hulk. There is no grace or mercy, there is only the Desolation of Innocence. Structure: This is flexible. DoI is designed as a setting to facilitate a series of one-shot scenarios which follow a narrative, cohesive overview. The scenarios can include simple, or multiple objectives, depending on the forces committed. For this purpose, the Character Thread containing all the background and histories for the PC's will be known as the Mission Roster. Each PC can choose to enter the mission being played. It is modular and adaptable in scale, even to supporting a single player. This means that GM's can hopefully get some games finished! A Threat Cannot Be Ignored: The Deathwatch are Mankind's elite, premier combat troops against the Xenos, but everyone is in their sights. The local Watch Fortress Commander has marked the Near-Space Anomaly designated Object XB-203991 (Coderef: Desolation of Innocence) as a Primary Grade Threat, and so the hulk must be investigated, and purged with righteous courage... +++++++++++++++++++ A Contrivance of Fate: Watch Commander Cordovan ignored the hushed gasps of relief as the Strike Cruiser Hecate's Bane escaped the grip of warp translation. Whatever horrors lurked behind them in the immaterium were dealt with, but here, the terror of something every sane commander feared: A space hulk. He lifted the dataslate to consult it. Whatever Mechanicus or Ordo references screed up the glazed holographic projector were irrelevant. This was Primary Threat - Absolutio Extremis - to the security of this sector, and the lives of the Imperial citizens on the planets in its shadow. He peered through metres of armoured window pane, out across the bow, glowing as the doors opened ready to hurl the Thunderhawks forth as a close-space security picket. The warriors in the cells and sacred halls below were girding themselves for the most intense combat a veteran of the Astartes would ever see. The boarding of a space hulk was a mix between dreadful battle in the tight confines of the most dilapidated hive city, and void war. Opening a door on such a hulk could reveal an enemy, hard vacuum, a dead end - or all three. With limited resources, he would have to rotate his men, but the fate of this sector could well rest upon the broad shoulders of the Astartes. The galaxy had done so since the Emperor bent the heavens to his will. "How will you proceed?" The words cut across his thoughts, the bow of an unwelcome vessel prowling a wake in his mind. He half turned, clad only in robes, where the figure who demanded his attention was harnessed in fine, human scale power armour, a red robe cascading over the silver filigreed plating. "Carefully," Cordovan rumbled in bass timbre. "Very carefully." He let the Inquisitor decide what that entailed. ++ KILL TEAM REGENT ++ ++ STAND BY FOR INCOMING PRIORITY TASKING ++ "Serve the Emperor today, for tomorrow is written with your Sacrifice." You have been hurriedly assembled, along with other hand-picked brethren of your Veteran Company. As the newest Initiates to this austere formation, you have proved yourself numerous times within the sight of such peerless warriors, and yet more tests remain, for trial is to a Space Marine as breathing. It seems those trials have arrived. The alert notices to take your wargear into the belly of Hecate's Bane see you fresh from the training cages, and now you are here - materialising at a place and time of the Watch Commander's choosing. You will know this is no small thing - there are over two-hundred other Astartes aboard, from Deathwatch Scouts, to members of the Reclusiam. Word spreads quickly amongst the assembly. You have tasked with assaulting a Space Hulk - and not just your own Kill Team, but every soul who wears the sable and quicksilver. The whispers spill from knowing lips about an Inquisitor who has petitioned the Xenos-slayers for aid... +++++++++++++++++++++++++++ A Contrivance of Spite: The growl was wet beneath the helm as the object of the visions came into view. Lord Executioner Tyrox allowed his irritation to show in the slow rap of his fingers across the arms of his command throne. The headache was undimmed. A lightning strike of white hot pain behind his eyes. His ship, the cruiser Carrion King pulled into long augur range. Signals from the hulk showed it was being boarded by another ship. +Identify!+ The slave on the augur array, a recent captive from one of the raids Tyrox's warparty undertook, flinched as though lashed across the shoulders. "Un...unknown, Lord. It is an Astartes vessel, but their IFF's are scrambled." Tyrox absorbed this, anger at the incompetence of these worthless subordinates held in abeyance over the urgent need for camouflage. +Engage shadowshields. Let us see if the Magos' gift was worth the effort..+ The bridge stirred from meagre white light, to arterial red. An alarm sounded to signal the change. +When we pass through their augur envelope, launch our Thunderhawks. We will reap a bounty under their noses!+ The Hulk was a cursed boon. It would provide supplies and potential slaves or materiel for repairs. It would provide answers for the...visions. ++ KILL SQUAD KHYROPTERA ++ ++ STAND BY FOR INCOMING PRIORITY TASKING ++ "By the strength of your arm it is yours. The weak surrender to the Strong." ++++++++++++++++++++++++++++ This is just to start some RP to get the juices flowing. How do you feel about the missions ahead, what emotions or thoughts does a space hulk stir in you? Revulsion, determination, perhaps ambition to win glory in the crucible of battle?
  22. ++ RPG: SPACE HULK ++ ++ THE DESOLATION OF INNOCENCE ++ ++ MISSION ROSTER ++ "What kind of man willingly sets foot into a nest of vipers?" - First Officer Ralthon Vex, Deathwatch Fleet Officer. MOOD MUSIC: (Highly recommended). DRAMATIS PERSONAE: ++ KILL TEAM: REGENT ++ (NB, whichever character you choose, they will always be seconded to KT Regent, as this keeps things simple for everyone). Necronaut: Brother Arcturion Moros - Spiritwalker of the Lamenters Brother Gerhardt - Loyal Knight of the Black Templars Lysimachus: Brother Laeknir Rockhand - Skald of the Marines Adamant Brother Philemon - Eternal Flame of the Emperor's Blade Machine God: Brother Korvaan - Iron Father of the Brazen Claws Trokair: Brother Nergüi - Soulwarden of the Tsagaan Chono A.T: Brother Luthais - Everblade of the Storm Wardens + ORDO XENOS/DEATHWATCH + Watch Commander Cordovan - Chevalier of the Astral Knights Warden Caleb Sophis - Lieutenant of the Deathwatch, and Puritan of the Red Scorpions Inquisitor Markus Ignacio Hadrax, of the Ever-vigilant Ordo Xenos PERSONAE INIMICUS: ++ KILL SQUAD: KHYROPTERA ++ [CLASSIFIED] [CLASSIFIED] + CURRENT OPERATIONS + MISSION 1: VANGUARD STRIKE MISSION 2: RETRIEVAL + ADVANCED TRAINING + ++ BY THE WILL OF THE EMPEROR, BY RIGHT OF HIS MOST HOLY INQUISITION ++ ++ DEATH TO THE ALIEN ++
  23. Hello all. This is just a thread I picked up from some comments in another PBP game, where someone thought it would be fun to take Deathwatch ruleset, and go down tight corridors to certain doom. In my mind, this amps up the gameplay of Space Hulk to another level, because you have an actual, not AI director and have far more options available to you as a player in terms of abilities and skills to help PC's survive the onslaught. This is an exploratory thread, mainly to discuss if such a thing is viable, or worth the time in doing. It would be very action heavy, but with the GM being involved, could also spark moments of genuine intrigue. My premise would be that all players would start from Rank 4, with certain GM improvements, and access to Terminator wargear, and sufficient Requisition to arm with preferred or slightly off-piste equipment (such as the Dark Angels Plasma Cannon). Of course, the team could be composed from any of the Deathwatch classes/Chapters allowed across the books, but it could easily be a single Chapter using the same rule/advance tables for that Chapter. (Deathwatch table is removed). Thoughts? EDIT: I will keep this post edited with changes or proposed characters so we have a repository of sorts as we go along, for when we come up with ideas. So far we have: 1 x Librarian - Necronaut 1 x Apothecary - Lysimachus 1 x Techmarine - Machine God 1 x Chaplain - Trokair Special rules/exceptions: Only Devs can take Heavy TDA weapons Only Assaulters can take TDA CCWs 1 Blackshield only, strict GM generation. Cataphractii and Tartaros are available in limited quantities. Players will begin at Renown Rank: Famed Players will have 50 Requisition to buy weapons (Subject to change) Players will not need to Req their TDA PC's will receive Our Hands Bring Death and Hypnogogic Induction. Enemies: Various - the current leaning is a Space Crusade/Space Hulk feel, with almost anything being on the menu: Genestealers (MoX) Orks (MoX, TGT) Necrons (TOR) Maybe Eldar (There was a Space Crusade expansion with them)
  24. Just a quickfire note here for now: We've got a few players kicking about that could be employed elsewhere. I was thinking about running a complimentary game which would provide some diversion if you follow my drift, but not competition to Time of Reaving. A simple, narrative, rules-lite (but reliant - ie, need to roll BS etc, but I want to try and keep the crunch low...er) one-shot, set on the sands of Isstvan before the dropship comes in - the players are already Shattered Legion, 2 x Techmarines, and a potential Psyker. You are in receipt of orders from command to hit an objective that is jamming comms lines to call for extraction or cohesion of the first wave Legions. The initial team is as follows: @Machine God IH Librarian (ish) @Xin Ceithan IH Techmarine @Necronaut RG Techmarine Note that my time is limited, thus The Serpent's Cowl is planned as a low commitment affair, so it will tick over whilst Reaving cruises. Thoughts?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.