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  1. So over the years I have built and played multiple Adeptus Astartes armies. Time to combine all of the different threads into one. Inside you will find: Raptors (Discontinued) Horus Heresy XIXth Legion (Raven Guard) Deathwatch Exorcists Imperial Fists Horus Heresy VIth Legion (Space Wolves) Blood Angels (One of my Son's (Troy) Army) Ultramarines (Another Son's (Mikey) Army) Howling Griffons
  2. =][= A 'Deathwatch' Roleplaying Game =][= THE SPECTRE OF ULLANOR + Character/Data Thread + 'How could you possibly fathom the depth of outrage, the silent scream of the very granite beneath our feet? Men forget - mankind has struggled to eclipse all witness with time, denial, and distance. But this world is old...it remembers what it once was, and evermore is it stained with our bloody suppression.' - Astropath Gaius Terchian, Adept Quartus, Hades Hive, shortly before destruction by orbital Rok-strike. Setting: 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... DRAMATIS PERSONAE: Brother Hierax (Raptors) (Necronaut) Brother Kurkov (Angels of Fire) (Lord Ikka) Brother Incario (Celebrants) (Lysimachus) Brother Uldyssian (Salamanders) (A.T.) Brother Kur-Dawa (White Scars) (Trokair) Brother Enkush (Storm Lords) (Machine God) Brother Nolites (Marines Malevolent) (Grailkeeper) Brother Layuun Zoesys Cymentaris (Deathwatch) (Xin Ceithan) =][= DEPLOYED DEATHWATCH KILL TEAM =][= PERSONAE CALAMITUS: THE ORKS Warboss Gorrblud Gruntkruncha, 'Da Krumpin'-King' Skwadron Leada Ruzgob Flashdakka OverMek Mad-Mekaniak, Geargutz Deffkrank, Master of Gubbins Lord Herman Von Strab, Deposed Tyrant of Armageddon (Reported KIA, 998.M41) (ADDENDUM, ORDO XENOS CONF: re Colonel Schaeffer/13th Penal Legion: Operative Report #3499) LOCATION: Hive Acheron (Underhive, Factory Complexes (East/West), Von Strab Memorial Gardens/Arch, Motorway etc) Plains of Acheron (Ash Wastes, Ork Rok Forts) Hemlock River (Hemlock River Tunnel, Hemlock River Dam) ++ CONDITIONS OF PLAY ++ CAMPAIGN RULES: Submerged Combat Conditions: Player Characters and Game Attendance (AUTOPILOTING): Squad Modes: Normal. Codex, Chapter etc. Cohesion Mechanics work as normal. XP and Rewards: Limited. If the game goes to extra chapters, we do it; if not, we don't. Advanced Training: Ammunition:
  3. Deathwatch: Murderers in Black So, basically I was brainstorming for a new story to write, and I came up with a fairly vague idea for a Deathwatch-based murder mystery style novel/novella. I did a bit more work to create an outline, but then I realised… …we haven't got a 'proper' DW game in the PBP at the moment!* So I wondered if maybe it would be more fun to use the idea as a starting point for a oneshot DW RPG adventure? *A Time of Reaving is obviously DW-based in rules, but not setting, and Blackthorn/Swordhand hasn't played since early 2022, if you can believe that - almost 2 years! This game would be your typical DW fare, with plenty of xeno-killing, but hopefully with a bit more to the plot as well, with an edge of intrigue and investigation to keep things interesting! I'm not quite sure how it would work in terms of whether the story would develop along the same lines that I had originally imagined, or if it would go off in a completely different direction, but I think it would be interesting to try it out? Even with Vulgar Display now on hold, there is plenty currently happening with Archaeotech 2 and Time of Reaving (and then Silent Architect still to come) so I might hold it back for a while? But I figured it couldn't hurt to see if anyone thinks the idea is interesting enough for me to start developing a few bits in the background? So, does anyone fancy a bit of DW?
  4. THE RETURN OF THE GREEN KNIGHT The strike cruiser Verdant Oath did not sound a welcoming chime. The Thunderhawk settled into its cradle amid drifting vapor and cooling metal. From its hold emerged a lone figure clad in black ceramite. Brother Martin bore the sigil of the Deathwatch upon his pauldron. The Inquisitorial mark still clung to his armor, dull and intrusive, like a scar that refused to fade. No honor guard awaited him. Marshal Calder stood at the foot of the embarkation ramp, hands clasped behind his back. To one side waited Brother-Artificer Verdug, his servo-arm locked in repose. A pace behind them stood Codicier Lucan, hood drawn low, presence folded inward like a sheathed blade. Calder inclined his head. ‘Your vigil is ended.’ Brother Martin knelt. ‘It ended early, My Lord,’ Martin said. Not defensively. Precisely. ‘As intended,’ Calder replied The black of his armor was not revered aboard the Verdant Oath. It was residue. A foreign layer to be removed. They led him into the Armorum Sanctum. Cog-etched arches rose overhead. Incense hung heavy in the air, sharp with solvents and sanctified oils. The rites of return began. The black paint was burned away. Chemical agents hissed as Deathwatch livery dissolved down to bare adamantium. Serfs worked in silence. No hymns were sung. No litanies spoken. Only the steady rhythm of cleansing. As the green was reapplied, Codicier Lucan circled Martin slowly. His eyes never lingered on the armor. They searched deeper. ‘You refused three direct taskings,’ Lucan said, eyes unfocused. ‘Not requests. Orders.’ ‘I did,’ Martin replied. ‘Specify,’ Calder said. ‘The Deathwatch required maintenance of xenos-derived weapon systems,’ Martin said. ‘Calibration. Sanctification. Instruction.’ Verdug’s optics brightened faintly. ‘I refused,’ Martin continued. ‘Each time, I cited Martian doctrine and Imperial law. Each time, I offered sanctioned alternatives.’ ‘And?’ Calder asked. ‘They recorded my refusals,’ Martin said. ‘They judged me obstructive. Ideologically inflexible. A liability to operational cohesion.’ Calder’s mouth twitched, almost a smile. 'They I was released to my parent chapter under writ,’ Martin finished. Calder inclined his head once. ‘Exactly as hoped.’ Lucan stopped pacing. ‘There has been interference,’ Lucan said at last. Calder did not turn. ‘Explain.’ ‘The Ordo Xenos attempted a surgical purge,’ Lucan replied. ‘Memory excision. Observation anchors. They were thorough.’ Verdug’s optics flared softly. ‘And successful?’ Lucan paused. ‘Incomplete.’ At a gesture from Verdug, servitors drew back a shrouded reliquary. Runes flared as seals disengaged, one by one. Beneath lay an ancient device of brass and blackened steel, its surface etched with sigils older than the Chapter. ‘Sanctioned by Holy Terra,’ Verdug intoned. ‘Recovered during the Third Scouring of Helican Reach.’ Lucan’s voice lowered. ‘Rumors claim the Ordos Hereticus uses such devices to unmask witches. To reconstruct lies stripped from the mind.’ Calder turned at last. ‘Then use it.’ Brother Martin was seated before the device. Cables interfaced with his cranial ports. The machine stirred, not with noise, but with intent. Lucan reached into the warp. The device responded. Fragments surfaced—gaps where memory had been cut away, cauterized with cold precision. The machine probed those absences, not restoring what was taken, but mapping what should have been there. Runes ignited across the chamber walls. Star charts unfolded, incomplete at first—then sharpening. Worlds returned from omission – bled back into focus. Vaults hidden by silence. Listening posts. Quarantine reliquaries hidden beneath layers of denial. Lucan exhaled slowly. ‘Nineteen,’ he said. ‘Recovered from absence,’ Verdug confirmed. ‘The rest are too degraded.’ Calder stepped forward, studying the burning points of light. ‘Nineteen worlds touched by xenos treachery,’ he said, ‘Nineteen worlds, hidden not by ignorance, but by intent.’ ‘Some confirmed,’ Martin said, his voice steady despite the lingering ache behind his eyes. ‘Some merely watched.’ Lucan’s gaze hardened. ‘Watched is enough.’ ‘Then no longer,’ Calder said. He turned to Verdug. ‘Inform the Blade.’ The words carried weight. The War Council would convene. Routes would be charted. Oaths renewed. Weapons sanctified. Calder faced Martin once more. ‘Your vigil ended early because it needed to,’ he said. ‘You were sent back because you exposed their weakness. They lack faith in humanity.' Martin bowed his head. ‘You return to us without stain,’ the Marshal said. ‘Go and rejoin your brothers.' Outside the Armorum Sanctum, klaxons began to sound—not alarms, but summons. The Verdant Oath altered course. A Crusade had been declared. It was a good day for the Green Templars. And the alien would not endure it.
  5. It's been a while since I did a blog post, in fact I haven't posted since completing my Call to arms vow back in the summer. I'd like to say I had a great excuse for not posting, but it was mainly just being distracted by other things such as playing Space Marine II. I have still managed to carry on building and painting a fair few models in this time and having a free time over the Christmas holidays I've gotten quite a bit more finished. 2024 Completed: Following on from my Tau army additions with my Call to Arms pledge I just wanted to add a couple of things to finish off the army with a second broadside suit with magnetised weapon options and with the release of Hivestorm I had to get the Vespids both for my Tau army and as a Kill team in their own right. I now don't need anything else for my Tau (with the exception of a Taunar supremacy suit and a Tiger shark, but they will have t wait until I win the lottery). Next up is the additions to my homebrew Primaris marine army starting with an infernus squad using the Combat Patrol magazine exclusive miniature and the start collecting set one. A converted Captain in terminator armour using one of the ones from the 2 copies of Combat Patrol issue 1 and spare parts from the multi part captain kit and lastly a Phobos strike team for Kill Team with a small amount of kit-bashing to add two reivers to the squad and give the medic a full apothecaries back pack and accessories. I also revisited my Deathwatch, using the other terminator captain to create this rule of cool Deathwatch captain. I also had the idea of building a custom primaris killteam for the deathwatch, kit-bashed from numerous kits and including some 3d printed parts many of which I created myself (and available here if you are interested). Looking at the updated rules for primaris killteams in 40k I might even be on the right path for when they ever get around to updating the Deathwatch in Kill Team. On a whim after seeing numerous Death Guard army lists that included sorcerors in terminator armour, I kitbashed this one to add to my army. Lastly, I also manage to get quite a bit of scenery tabletop ready as well. Into the New Year: Looking forward, I already have several miniature partially painted on my desk, to hopefully complete in the next couple of weeks, namely 5 infiltrators and 5 incursors along with the company heroes squad to add to my marine army. I want to participate in the "Knives in the shadows" Kill team painting challenge, but don't fancy painting up the Tempestus Aquilons from the Hive team box and was intending to sell them. Fortunately I got the Inquisition Agents kit for Christmas which should make for an interesting Kill-team, to bring them up to full numbers I have just ordered a box of Sisters of silence to fill out the team. While on the subject of the Inquisition, I also have sitting round waiting for paint the Warhammer+ Inquisitor and cohorts along with the previous years Kasrkin sergeant and a random sister of battle, that want to get painted and off my desk. I also have this xmas present to myself, I hope to get painted up and find a suitable place to display it. Looking forward to the rest of the coming year I expect much of my hobby time to be Eldar focused with the new miniature due to arrive in the not too distant future. I also need to play more games, rather than just amass more unused armies and kill teams. With it seemingly more difficult to get together with the couple of friends I usually play with, I intent to try and join a local gaming club to hopefully address this imbalance. Anyway, thanks for reading and Happy New Year
  6. +++ PREFACE +++ After a frustrating and costly tour of the Cellebos Warbone, Kill Team Rapier (at the time comprised Alyxander, Rarai’an, Auranis and Validus) had a chance meeting with Inquisitor Jemini Malethann. He was concerned with the myriad xenos incursions within the Matteus Subsector, and was headhunting experienced Deathwatch Astartes to investigate these threats. Kill Team Rapier welcomed the opportunity to adapt their xeno-hunting skills in an arena free of the political infighting of the Jericho Reach. With the permission of their Watch-Commander, they relocated to the Segmentum Obscurus to assist Malethann's operations. Once there, they were formally introduced to the Inquisitor’s cohort and their newest Astartes members: Gorlin and Lucena. +++ EXPEDITION IV - DAKOTA MINOR +++ Kill-Team Rapier's first major assignment in the Matteus Subsector was on Dakota Minor, to investigate the growing Ork presence within the rocky forests native to the planet. The Orks had persisted forty years after their invasion of Dakota Minor, and it was speculated a new Warboss had risen up to lead the directionless Orks lurking in the forests. Meanwhile, the equally disorganised Dakota Minor Defence Corps was itching to charge head-first into the Ork-infested jungle; their confidence sky-high from their victory over the Orks decades ago. Fearing a needless slaughter and a second Ork incursion on Dakota Minor, Malethann dispatched Kill Team Rapier to soften the Ork threat before the local PDF got involved. Their mission: reconnoiter the forests, determine the Ork strength, and if the opportunity presents itself, eliminate their leader. The following transcript and pict-feed highlights are a record of their mission. ++++INLOAD BEGINS++++ +++KILL TEAM RAPIER OPERATIONAL REPORT – DAKOTA MINOR 989.924M41+++ ++FOR THE EYES OF INQUISITOR JEMINI MALETHANN ONLY++ As per your instruction, Inquisitor: a report of our operations on Dakota Minor. Events were logged as deemed pertinent. Time zero begins at 1515h 971.924M41. Composition: Alyxander (Leader), Auranis, Rarai’an, Validus, Gorlin +CARRY THE EMPEROR'S WILL AS YOUR TORCH; WITH IT, DESTROY THE SHADOWS+ +0 days, 00:00 +MANUAL ENTRY+ Deployment by Blackstar into the jungle. Gorlin and Validus scouted ahead; no resistance, no signs we were detected. Kill Team Rapier proceeded to marker Primus. +0 days, 01:27 ++VISUAL FEED STILL 001 - KILL TEAM RAPIER INTERNAL NOOSPHERE++ Kill Team Rapier enter the rocky forests of Dakota Minor, in search for the Ork warband. +0 days, 03:55 +MANUAL ENTRY+ Kill Team Rapier arrives at marker Primus (co-ord 016.32 x 047.69). Ork tracks identified. No sign of standing forces, ally or foe. Proceeding to marker Secondus. +0 days, 06:00 ++AUDIO FEED 001 - KILL TEAM RAPIER INTERNAL VOX-LINK++ VALIDUS: Bearing two-two-one. ALYXANDER: A small rabble. RARAI'AN: They may lead to the greater horde. ALYXANDER: We follow them. Auranis, acknowledge? AURANIS: Acknowledged. Gorlin, we are moving on. +0 days, 18:50 ++AUDIO FEED 002 - KILL TEAM RAPIER INTERNAL VOX-LINK++ ALYXANDER: A large horde, bearing zero-seven-three. VALIDUS: Some large Orks, but not- GORLIN: Orks approaching our position. ALYXANDER: On what bearing? GORLIN: Behind us! RARAI'AN: Specifics, Gorlin! ALYXANDER: Validus, hold here and watch that horde. Auranis, I am returning to you. AURANIS: Acknowledged. Gorlin, provide bearing on the Orks! GORLIN: ... Fifty metres ... at zero-seven-zero, approaching on foot! ALYXANDER: They will have our scent. How many? GORLIN: Fifteen... More! ALYXANDER: Hold fire. Wait for my signal. GORLIN: Die! <Ork roaring> ALYXANDER: Curse it! Rapier, engage at will! <15 seconds of non-vocal combat audio> VALIDUS: Sergeant, the horde is turning to us. GORLIN: We can take them! ALYXANDER: No, we cannot! Rapier, tactical withdrawal bearing three-three-zero. RARAI'AN: Auranis, watch your right! AURANIS: <unintelligible; cry of pain?> GORLIN: Xenos filth! ALYXANDER: Rapier, move! +0 days, 18:51 ++VISUAL FEED STILL 002 - KILL TEAM RAPIER INTERNAL NOOSPHERE++ Members of Kill Team Rapier are ambushed by an Orb mob while on reconnaissance. +1 days, 08:56 +MANUAL ENTRY+ Kill Team Rapier sighted a large horde of Orks. Estimated 200 strong, with 10 to 20 scrap-form vehicles. Were forced to engage a small band of Orks approaching our position. Half were slain, but we were forced to withdraw before the much larger horde approached our position. +1 days, 13:50 ++AUDIO FEED 002 - KILL TEAM RAPIER INTERNAL VOX-LINK++ AURANIS: I count twenty to twenty-five Ork scrap units. Five hundred metres, bearing two-nine-zero. VALIDUS: Logged. How is your injury? AURANIS: It will heal. VALIDUS: I have a reserve bolter. AURANIS: I can still carry the cannon. But thank you, brother. +1 days, 19:33 ++VISUAL FEED STILL 003 - KILL TEAM RAPIER INTERNAL NOOSPHERE++ A column of Ork armour is spotted by Kill Team Rapier, as they maneouvre deeper into the forest. +1 days, 21:26 +MANUAL ENTRY+ Multiple Ork units were sighted and numbers recorded. Initial estimates of two thousand fighting bodies and forty armour assets. Scrap units were limited to small to medium sized vehicles. Many of them scrap-walkers and defiled Chimeras. +2 days, 00:32 ++AUDIO FEED 003 - KILL TEAM RAPIER INTERNAL VOX-LINK++ ALYXANDER: Validus, another horde approaches. VALIDUS: ... No sighting of a leader. ALYXANDER: There must be a larger concentration, still within the forest. GORLIN: Filthy and wretched- RARAI'AN: Gorlin, be silent! AURANIS: It has been forty-eight hours, brother. We have sufficient reconnaissance data. Neutralising the Ork Warboss was a secondary objective. ALYXANDER: I am not leaving the fate of this world in that Corps Commander's hands. He is a fool, and they are drunk on their victory over the Orks so long ago. VALIDUS: A Salamanders' victory. ALYXANDER: Indeed. I will not settle for partial success. We will not have a second incursion on Dakota Minor. GORLIN: We are His Angels! RARAI'AN: And death is our gift. ALYXANDER: Validus? VALIDUS: Agreed. ALYXANDER: Auranis? AURANIS: ... Very well. Let us hunt this Ork. +2 days, 11:59 +MANUAL ENTRY+ Rapier continued to reconnitore the forest, in search of the Ork leader. Small mobs were engaged and dispatched. Will continue to search the forest for another 60 hours before moving to Marker Terminus for exfiltration. +2 days, 21:47 ++AUDIO FEED 004 - KILL TEAM RAPIER INTERNAL VOX-LINK++ ALYXANDER: Validus. Eyes on an Ork at bearing three-four-eight. VALIDUS: Sighted. Inloading to the feed. AURANIS: That is not the Ork leader. GORLIN: How do you know? AURANIS: Do you see the spanner sigil? GORLIN: What of it? AURANIS: That is indicative of one of their mechanic - GORLIN: How would you know this? AURANIS: The Deathwatch Librarius. Somewhere you will start to frequent once this is over. GORLIN: I do not devolve myself to study - AURANIS: This is not debatable. We study our enemies, so we can destroy them! ALYXANDER: Enough, both of you. I agree, Auranis. It is not the Leader. We are less than a kilometre from their camp now. Move out. +3 days, 01:10 ++VISUAL FEED STILL 004 - KILL TEAM RAPIER INTERNAL NOOSPHERE++ The suspected Ork Warboss is sighted, as Kill Team Rapier positions themselves for a killing strike. +3 days, 01:10 ++AUDIO FEED 005 - KILL TEAM RAPIER INTERNAL VOX-LINK++ RARAI'AN: I see the leader. VALIDUS: Bearing? RARAI'AN: Three-zero-nine. ALYXANDER: Sighted... Inloading... Auranis? AURANIS: ... A high-ranking leader, certainly. ALYXANDER: You seem unconvinced, brother. AURANIS: It is hard to judge without understanding the full scale of the Ork infestation. RARAI'AN: If there are no other contenders? ALYXANDER: I will make the call. The Ork is marked for termination. VALIDUS: Loading Kraken. AURANIS: Wait. Let me line up a shot in tandem. It may have a refractor field. RARAI'AN: Be ready, brothers. They will run amock once it is dead. VALIDUS: Neutralising... <bolter discharge> AURANIS: <frag cannon discharge> ALYXANDER: ... Confirmed kill. GORLIN: Ha! That was easy. AURANIS: Indeed, easy... RARAI'AN: What of the horde? VALIDUS: ... Squabbling amongst themselves. Infighting. GORLIN: Orks approaching, one-seven-nine! RARAI'AN: A lot of them! ALYXANDER: Rapier, engage the beasts! <heavy weapons fire> RARAI'AN: Artillery incoming! ALYXANDER: Take heading two-zero-zero. Move, Rapier! <12 seconds of over-threshold noise> GORLIN: <laughter> AURANIS: What is it, Gorlin? GORLIN: <laughter> That was not called in on us! ALYXANDER: <unintelligible; laugher?> The Emperor smiles on us. AURANIS: We should move to exfiltration. ALYXANDER: Agreed, brother. +3 days, 01:30 +MANUAL ENTRY+ Suspected Ork warlord terminated by Validus and Auranis. Squabbling and infighting immediately occured upon the Ork horde. Kill Team Rapier was set upon by an Ork mob, but was dealt with by their own artillery assets. Returning to Blackstar at Marker Terminus. +3 days, 09:11 +MANUAL ENTRY+ Extraction by Blackstar at Marker Terminus. +APPENDIX I+ Cartograph of sighted Ork encampments and estimates of force strength, as well as Kill-Team Rapier's path thro ++++INLOAD ENDS++++ +++ DEBRIEF +++ ++++INLOAD BEGINS++++ +++RE: KILL TEAM RAPIER OPERATIONAL REPORT – DAKOTA MINOR 998.924M41+++ ++FOR THE EYES OF KILL TEAM RAPIER ONLY++ Rapier, well done. I applaud your initiative. Leave the rest of them to the DMDC. Let them have their battle. Return to the Scepter. I have another assignment for you. Inquisitor Malethann, Ordo Xenos ++++INLOAD ENDS++++ +++ END ARTICLE +++
  7. 2381 downloads

    This decal sheet contains insignia for more than 25 Chapters, making it perfect for a Legio B&C or Deathwatch army!
  8. Introduction: Kill Team Rapier was a Deathwatch strike team formed in 920M41, originally stationed in the Jericho Reach. The team was led by Watch Sergeant Alyxander, with Veterans Auranis, Gorlin, Validus, Lucena and Rarai'an under his command. As of 925M41, Kill Team Rapier had a short yet eventful operational history that has taken them from the Jericho Reach to the Agripinaa Sector, striking down heretics and Xenos that threaten the Imperium's holdings. Kill Team Rapier assembled. Kill Team Rapier’s first assignment was during the siege of Hargotta in 920M41 to locate and identify the heretic Astartes commanders of the Stigmartus warband. Despite their success the Imperium crusade forces abandoned the siege, much to the chagrin of the Kill Team. Shortly after, they made an ally of Ordo Xenos Inquisitor Jemini Malethann, who sought to utilise them for his own projects. It was the offer Kill Team Rapier needed to get away from the strife and politics of the Jericho Reach. Watch-Sergeant Alyxander and Veteran Auranis face off against an Ork mob. After accepting Malethann's offer, Kill Team Rapier soon found themselves stationed out in Segmentum Obscurus, under the Inquisitor's command. Using their experience in fighting heretics, their knowledge of Xenos, as well as their newfound brotherhood, they quickly set about tracking down an Ork Waaagh! plaguing the innermost sectors of Segmentum Obscurus. Their search would eventually embroil them into the seemingly unending conflict between Waaagh! Brassjaw and the Steel Reavers in 925M41. Current Members: Kill Team Rapier is a six-strong strike team comprised of the following members: Watch-Sergeant Alyxander Chapter: Black Templars Chapter Initiation: 882M41 Former Chapter Assignment: Initiate of Fighting Company “Bohemond’s Brothers”, post-Crusade of Vice. Deathwatch Initiation: 914M41 Alyxander is the sergeant of Kill Team Rapier. He is a Black Templar initiate who was crusading with his fighting company, “Bohemond’s Brothers”, across the northern stretches of the Segmentum Ultima. Before joining the Deathwatch in 912M41, his company was part of the Crusade of Vice fighting against Orks in the Tamahl sector. An advising Inquisitor took interest in Alyxander when she witnessed him slay an Ork Warboss with a broken power sword. Alyxander was honoured to join the Deathwatch, but was unprepared for the radical nature of the Inquisition, particularly their dealings with Xenos and their technology. He has become disenchanted with his assignment as the Inquisition's methodology often clashed with Alyxander's faith. Now, he is simply content with the opportunities given to him to purge the various aliens, mutants and heretics across the galaxy. He and Auranis have a strong bond, one built up from their decade of service together. Watch-Sergeant Alyxander Veteran Auranis Chapter: Crimson Fists Chapter Initiation: 875M41 Former Chapter Assignment: Sergeant of 5th Company 9th Devastator Squad. Deathwatch Initiation: 912M41 Auranis is the squad gunner of Kill Team Rapier. Hailing from the Crimson Fists chapter, he joined the Deathwatch in 912M41. Before the Deathwatch, he was Sergeant of the 9th Devastator Squad, 5th Company. He and his squad earned battle honours during an encounter with a Drukhari raiding party in the Loki Sector in 907M41, where they destroyed an entire Venom squadron. The Chapter Master of the Crimson Fists recommended him to the Deathwatch, and though Auranis was pensive he accepted their offer without complaint. He has not regretted his decision since, and he takes great pride in his duties and assignment with the Deathwatch. He and Alyxander have a strong bond, one built up from their decade of service together. Veteran Auranis Veteran Validus Chapter: Raven Guard Chapter Initiation: 850M41 Former Chapter Assignment: Tactical Marine of 7th Company 2nd Tactical Squad. Deathwatch Initiation: 912M41 Validus is the sharpshooter of Kill Team Rapier. He hails from the Raven Guard chapter, and was initiated into the Deathwatch in 890M41. He was a member of the 4th Company 2nd Tactical Squad, and during this time he was nearly killed in battle by an Ork Meganob. He was in suspended animation for six weeks before returning to service, being reassigned to the 7th Company, which would not see battle for several months. Validus lamented his defeat in his last battle, and his “demotion” to the reserve companies. Naturally, he seized the opportunity to join the Deathwatch when they sent their recruiters to the Raven Guard’s chapter keep. He successfully impressed the Deathwatch emissaries with his exceptional marksmanship and quick manoeuvring. Despite his withdrawn and brooding personality, he has a newfound pride and purpose as a member of Kill Team Rapier. Veteran Validus Veteran Rarai’an Chapter: Mortifactors Chapter Initiation: 801M41 Former Chapter Assignment: Tactical Marine of 7th Company 1st Tactical Squad. Deathwatch Initiation: 885M41 Rarai’an is the specialist of Kill Team Rapier, skilled in Astartes medicae and mechanics. He is the oldest member of the Kill Team Rapier, having joined the Deathwatch in 880M41. He was a veteran Astartes of the Mortifactors, where at separate times was an novice apothecary and apprentice techmarine. His desire to learn as many new skills as possible made him a prime candidate for secondment to the Deathwatch, which Rarai’an saw as a great opportunity for himself and to honour the chapter. Rarai’an is studious and insightful, and strives to master every skill an Astartes may learn. Despite his seniority among his Deathwatch squad mates, he shies away from command positions. He prefers to take on an advisory role, which can be frustrating for his superiors and intimidating to younger Deathwatch Astartes. Nevertheless, he has found a place in Kill Team Rapier, who appreciate his knowledge and wisdom. Veteran Rarai'an Veteran Gorlin Chapter: Flesh Tearers Chapter Initiation: 895M41 Former Chapter Assignment: Assault Marine of 3rd Company 7th Assault Squad. Deathwatch Initiation: 921M41 Gorlin is the close combat specialist of Kill Team Rapier. He is a young Astartes hailing from the Flesh Tearer’s 3rd Company, 7th Assault Squad. He was headhunted by Inquisitor Malethann after witnessing his savage yet controlled ferocity in combat against heretics, during one of the Inquisition’s many “observations” of the errant chapter. He was initiated to the Deathwatch in 921M41, joining Kill Team Rapier as his first assignment. Gorlin considers himself a master of blades, and relishes new opportunities to fight and kill new opponents. He is ambitious and aggressive, as befits one who hails from the Flesh Tearers chapter. This has often caused friction with his squad, who need to constantly remind him of his duty and the mission at hand. They have learnt to tolerate his bloodlust and acknowledge his mastery with a chainsword. Veteran Gorlin Veteran Lucena Chapter: Howling Griffons Chapter Initiation: 859M41 Former Chapter Assignment: Tactical Marine of 2nd Company 1st Tactical Squad. Deathwatch Initiation: 901M41 Lucena is second-in-command of Kill Team Rapier and serves as the Astartes advisor for Inquisitor Malethann. He hails from the Howling Griffons 2nd Company, and was offered to the Deathwatch as a tribute; Lucena took it as an honour to serve the Deathwatch on behalf of his chapter. Inquisitor Malethann was impressed by his leadership skills and strong loyalty to the Emperor, and sought to employ him as an advisor and bodyguard for his operations. He was initiated to the Deathwatch in 901M41, but would not join Kill Team Rapier until 921M41. Lucena is a charismatic and ambitious Astartes, and is very confident in his abilities and leadership skills. This has made him an effective leader among many Imperium officers, but can be aggravating for his fellow Kill Team members. Despite his seniority, he is still seen as a new member to Rapier, and does not share the same bonds of brotherhood as the others. Veteran Lucena
  9. + A DEATHWATCH 30,000 ROLEPLAYING CAMPAIGN + + THE HORUS HERESY + ++] THE SERPENT'S COWL [++ "War is the crucible in which we burn. In the fires of battle is the past consumed and the future born on tongues of flame. No greater fire has there been in our times than the three bloody hours of the Drop Site Massacre." — Malcador the Sigillite, Regent of Terra LOCSIT: 235014-336629 DROPZONE: URGALL DEPRESSION STATUS: .... The confusion did not last long. Legion communications plied the frequencies for medical assistance, covering fire, safe harbour to re-arm and regroup, but there was only silence, the terrible disquiet of open channels with no-one speaking through them. It was not until the Bolters spat and Lascannons blazed that anyone knew the treachery had poisoned not only those at the front, but they who dwelled behind, reinforcements not for the Emperor, but to close the jaws of the trap the Warmaster laid. Horus Lupercal, the best and brightest, now with the might of several Space Marine Legions, seeks to crush the remaining resistance, to reign supreme over a battlefield of betrayal and bloodshed, with eyes lifted to the darkness, spearing the blanket, black veil which hid Terra, the seat of his father's, his enemy's power. Dark dreams of conquest begin to knit in his breast, a labyrinth of hatred and resentment, the High Prince of the Legiones Astartes, the Warmaster, the Champion now, not of humanity, but Chaos, whether he feels the bridle of thorns or not. Irrelevant. All that he must do is to destroy the hounds the Emperor has sent - all of them, here, now. He must command the greatest fratricide the human galaxy has ever seen, plunging in back into an age of darkness. The Southern Foothills, IMPERIAL OPERATION +2 HRS: With battle all around, a small Imperial Army unit are embedded in hasty defensive positions. At the centre of their pocket, which is slowly being encircled, a Legio Cybernetica Inducted Maniple of the XVIII Legion fights. Their firepower harries the traitors, massacring the deluded and debauched that are hurled at them, yet their position is not only desperate, but is also a draw to friend and foe alike. It is a rallying point for anyone who is trying to stay alive in the utter chaos. To the left of this 'centre' is Legio Atarus. Warhorns and weapons of annihilation blaring, they duel with the traitor War Engines in a dance of death, pulverising boulders, broken tanks and any infantry stupid or unlucky enough to tear at each other in their shadow. To the right, the Word Bearers press into wounds cut by pockets of Worldeaters. Salamanders Astartes fight from cover, and cleanse the area around them with flame, plasma and melta wash, but although it thins the tide, it fails to stem it. Isolated, cut-off from your respective Legions, the open ground lies between you and the Imperial Army, and the best chance of regrouping with any Loyalists at all. As you look on, anti-material weapons cut the Maniple to pieces, and sorely damage the last unit standing. It stands there, in defiance alone, as the Legio-controller is turned into chunks of smouldering meat. When the thread opens, please use your first post to describe your immediate situation, any observations your character may make, and their general intentions. Obviously, this is a one-shot loosely on rails, so use the Imperial Army post as the focus to bring your 'squad' together. Feel free to add any narratively interesting fighting, obviously bear in mind the types of opposition you must face (no God Mode running through World Eaters etc), but go ahead and add any action you want. + Players may post at will +
  10. After a failed attempt at maintaining a campaign due to lost players, I'm looking to attempt running Deathwatch once more. I have a great deal of experience running the 40kRPGs and even greater experience running RPGs in general so hopefully you can expect quality. I know Deathwatch is quite combat-heavy so I do my best to spice things up and to bring in character back stories, personal goals, and dynamic elements to make things more interesting than just mowing down another horde of orks. We'd be playing via Roll20 so a mic is a requirement. We'd also be making use of the errata and a few adjustments from Only War. For characters, I have every Deathwatch book so please don't be limited to first founding chapters or core book chapters. In addition, I'd be working with each of you to design and flesh out your characters. I'd be running the adventure module Final Sanction to begin with and then take things from there once everyone is comfortable. If the three players who stuck with me in the last campaign wish to join, you guys move to the head of the line. In total, I'd like to get 6 players, though 4 or 5 is acceptable as well. Newcomers are welcome but I'd very much appreciate it if you are new that you set aside some time to meet on Roll20 separately so that I can explain everything without wasting other people's time. Hope to hear from anyone interested. Welcome to the Deathwatch.
  11. Hey B&C, I'm going to be GMing a few lengthy campaigns of Deathwatch with my gaming group and I would love for some help in making sure that all of my lore is sound and some balancing questions are answered. -What would be a good way to have a Kill-team battle a Tyranid Biotitan Hierophant? (They could be aided by any force or equipment, but I'd like to put an emphasis on these marines as the heroes in the battle) -Is it still possible to create a new chaos marine through use of geneseed? I was thinking of making a Night Lord in this manner, would this be possible in the fluff? -How long would it be possible for a marine to exist and fight in a realm of chaos (Maze of Tzeentch, Nurgle's Garden etc) -and how would a marine go about entering said realm? I'm not asking for rules, simply fluff or lore to either rebuke or aid my ideas. Thanks for anyone who can help!
  12. It's a chilly, overcast day here in Alaska. What better way to avoid all that nature stuff than indoors with a brand new Glacial Geek 8th Edition Battle Report?! https://youtu.be/LPfn6R-74Nw This week my Deathwatch take on the Ynnari! There was a new threat to the Imperium of Man. The vile xenos forces or the Eldar, once divided into disparate factions, had, recently, been rallying around a new god. These combined forces, calling themselves the Ynnari, were a greater threat to mankind than their individual parts. So when a force of these aliens landed on an Imperial planet, the Deathwatch were sent in to cleanse the planet for the Emperor. Though they may go by a different name, they bleed none the less and that is all that matters to the Deathwatch. Will the Shield That Slays be able to wipe the xenos from this planet, or will the combined forces of the Ynnari prove too potent even for them? Watch and find out!
  13. A custom piece of art I threw together for the Molotov's excellent Kill Team Blackthorn RPG. Custom chapter, see my signature for more! Enjoy.
  14. Hello! So I'm new to 40k and am starting to build some Deathwatch. I've got the new Index and am a little confused about chainswords. Am I allowed to equip a Veteran with both a boltgun and a chainsword? I see them on their equipment list, but I don't see them in any of the DW boxes I've purchased. Would I have to buy the bits separately? I'm looking to keep point costs down with my Vets by not giving some of them power swords. Any insight into this would be great. Thanks!
  15. Hello everyone! Lately I’ve been trying to figure out the structure and organisation of the Deathwatch. You might have seen a previous topic that I've written on the subject. This time I thought I would actually write it in detail. To start with here is the latest Watch Fortress structure chart, it’s from the 8th edition codex though, we didn’t get one in the 9th edition supplement. Hopefully we will in the next one! And below is my proposed structure in detail based on all the available information I have gleaned from the lore, codex’s and internet research. Deathwatch There are an unknown number of Watch Fortresses, at least 34 have been named. Assuming there are say, 50. Each fortress is roughly 260 at max strength including all marines which would equate to 13000 across the galaxy. Given that there are supposedly 1000 chapters (perhaps 1105 with the Ultima founding) I’d put the rough Deathwatch tithe number for each chapter at 10 marines (about 1% of a chapter, I can’t see them giving up more than that) so lets say that’s 11050 seconded marines. Even with the blackshields and marines that are permanently seconded to the watch there’s still are fair deficit of somewhere between 40 and 20 for each fortress. It’s probable that most if not all fortresses are understrength. Watch Fortress Watch Commander - Watch Master Inquisitorial Representative - 1 Inquisitor and Retinue Strategium - 6 Chaplains (including 1 master of sanctity and 1 Reclusiarch) - 6 Librarians (including 1 Chief Librarian and Librarians of varying ranks) - 6 Apothecaries (including 1 Chief Apothecary) - Fortress Ancient (Banner Bearer) - Bladeguard Ancient (Relic Bearer) - Fortress Champion Armoury - 6 Techmarines (Including 1 Master of the Forge) - 5-10 Tech-Adepts (Pilots/Drivers etc) - 5 Dreadnought Sarcophagi (types vary widely from Leviathans to modern though each chassis would have all potential weapon configurations) - Mechanicus delegation (varying numbers of tech priests, adepts, engineseers and skitarii to service the chapters arms, armour, facilities, bionics and vehicles) - Various Servitors - 25 Drop Pods - 25 Rhinos - 10 Razorbacks - 10 Repulsors - 5 Repulosor Executioners - 5 Impulsors - 25 Land Speeders (Various types) - 20 Storm Speeders (Various types) - 10 Invictor Tactical Warsuits - 25 Land Raiders (Various types) - 20 Predators/ Vindicators/ Whirlwinds/ Hunters/ Stalkers (Various types based on the rhino chassis) - 10 Gladiators (Various types) - 5 Astraeus’ - 20 Corvus Blackstars - 5 Thunderhawks - 5 Storm Raven Gunships - 2 Overlords - 5 Storm Eagles - 10 Stormtalon Gunships - 10 Stormhawk Interceptors - 250 Mark 8 Power Armour Suits - 250 Terminator Armour Suits (Various types) - 200 Mark 10 Power Armour Suits (with options for all Gravis and Phobos standard configurations for each suit) - 20 Centurion Warsuits (with options for any configuration for each suit) - 250 Bikes - 50 Attack Bikes - 100 Outrider Bikes - 25 Invader ATVs - Enough equipment of all standard production types for each marine to be able to be armed with any weapon or equipment e.g. 250 plasma guns, 250 chainswords, 250 jump packs etc Navy - 1 Battlebarge - 5 Strike Cruisers - 20 Frigates (various types) - 5 Kill Ships - Various fighters and boarding vehicles Watch Companies - 5 Companies (Primus, Secundus, Tertius, Quartus and Quintus) Watch Company - 1 Watch Captain - 1 Lieutenant - 4 Squads of 10 marines - Various types, all firstborn form into Proteus Kill Teams and Primaris form into either Indomitor, Spectrus or Fortis. Each marine will remain with their assigned kill team for the duration of their service barring promotion or return to their home chapter. Each kill team is undesignated outside of battle (other than by firstborn or primaris) and will be designated by the commander of that engagement (sergeant, captain, watchmaster etc) as necessary e.g. Venator, Furor Malleus etc. Each squad is further able to subdivide into combat squads or individual Kill-Marines as dictated by the command structure. Support Staff - Various numbers of standard humans as menials, pilots, clerks etc - Explanatory Notes – You might question the sheer volume of arms, armour and vehicles but just think about it. The deathwatch are the SWAT, the special forces, the green berets, SAS, Navy Seals etc. The absolute best of the best! Furthermore they are the swiss army knife of the marines, able to adapt to any situation or threat and arm themselves appropriately so it makes sense to have all the equipment to support that. And finally, the Deathwatch are backed and funded by the INQUISITION, those guys can get them anything they need. It’s one of the reasons they have such a monopoly on mark 8 armour. So they are pretty much the most well funded and supplied space marine force in the ENTIRE imperium. The only chapters to come close would be the grey knights (few in number and far more specialised) the Minotaurs (shady funding from the high lords) or the Red Hunters (Inquisition Controlled). Also consider how many vehicles and weapons a regular chapter has, loads, and a watch fortress is about a quarter or at least a 5th of that strength. Take a look at the ultramarine structure below from the 8th edition marine codex and see how much they got! If a regular chapter can get that much I see no reason why the Deathwatch wouldn’t be better supplied. I’ve included less primaris tech as the fortresses would already have been equipped with the full set of firstborn vehicles and equipment due to previously having 100% firstborn. However they have yet to need as large an amount of primaris equipment. You could argue maybe they should give some of the firstborn stuff away but that seems unlikely to happen. For the specialists like chaplains I went with 1 per watch company, same for dreadnoughts. By comparison a regular chapter would have more of each but there are a few things that the deathwatch don’t need to be responsible for e.g. apothecaries creating new marines. So they wouldn’t need as many of each I also have 5-10 marines listed as “tech-adepts” which I made up to justify not having to include the pilots of the vehicles in the kill teams. That’s not saying that the kill team members can’t work the vehicles! Of course they can, any marine can drive a rhino. But the Tech-Adepts are more specialised and can work any of the vehicles as necessary. You would think the 5-10 is low due to the amount of vehicles but there are some crew roles that regular humans can fill or be temporarily assisted by a regular kill team marine. I see each company having the option to take a couple of “Tech-Adepts” with them on engagements as it’s unlikely that they would need too many vehicles for each engagement. The reason they have so many vehicles is both in case they need them and so that they can spread them throughout the fleet, fortress and stations so no matter where they are they have a decent selection of a bunch of vehicles. I’ve only listed 1 lieutenant as 2 seems excessive when they’re handling max 40 marines compared to the 100 regular chapters deal with. There’s also a few units that don’t currently fit into the watch structure that are left a little bit behind because they aren’t part of any kill team: - Veteran Intercessors (pretty ironic given all the firstborn are veterans. I’d count any deathwatch intercessor as a veteran and I fully expect a multipart kit to be the centrepiece of the next deathwatch release. - Bladeguard Veterans (possibly an honour guard? Otherwise they should really have been in either the fortis or indomitor kill teams) - Company Veterans (It’s strange we can use these, I figure as you can have almost the same loadout as a deathwatch veteran squad you could use the rules interchangeably) - Judiciar (I count these as taking up a chaplain slot) - Relic, Assault and Terminator Squads. (We have deathwatch terminators that can do way more, why do we still have access to these) - Suppressors (These seem to be largely forgotten by GW and are one of the few not to have a multipart kit, I’d say they’d go in Indomitor or Spectrus kill teams) - Desolation Squads (Coming soon! I expect them to be an option for the Fortis Kill team) - Deathwatch Keepers (from the Deathwatch RPG, I’d say it’s unclear where they sit as Watchmasters now have the Clavis . Bladeguard seem likely to be good primaris comparisons) See Ultramarines structure below for reference
  16. As per the thread title, I am starting a modest Deathwatch force, and I could use some general advice on configuring my models please. Firstly, I want to emphasise that this force is not intended to be super-optimised. I will be playing with a good friend of mine, and I expect that we will be mostly using Power Levels. That said, we may use points if PL don't provide us with the balance we desire, or at least use points to find out what the PL discrepancy might actually be. Secondly, I am mindful that I don't want to end up with any squads or units that have very specific equipment that's likely to change or be invalidated - whilst nobody can guarantee this, and having a couple of "illegal" models isn't a huge deal to me, I'd prefer to avoid anything really corner-case. Thirdly, I have some models already. These are: 4nr Deathwatch Veteran kits 2nr Tactical Terminators kits 1nr Assault Squad 1nr Venerable Dread 2nr Razorbacks 2nr Artemis 1nr Watch Master 1nr Watch Captain in TDA 1nr DW Librarian in TDA with Force Staff A variety of other Space Marine left-overs, including enough to make another 5-10 DW Vets, 3 more Terminators, and 5 or so DW Vanguard Vets. Right, onto some of the areas I could use advice on please: - Are CML worth it on Terminators? They seem to be very expensive ML, with a very mediocre-looking Frag profile. - I'm thinking HF on Terminators are probably not super-useful either? - I'm considering one Terminator unit with 2 AC, 3 SB, 1-2 powerfists, a chainfist, and 2-3 power swords. A second Terminator unit would have 2 SS&TH, 3 SB, 1 PF with meltagun, and 2 power swords. Am I better focussing squads like this, or mixing them up to make to similar squads? I could do a 10-man unit instead, but that seems like a very all-or-nothing unit then. - I have a few other Terminator models besides the squads above. I guess that either SS&TH or SB& PS are the best choices for these to add as single models to Veteran units? - Deathwatch Veterans look pricey, so I'm thinking that being role-focussed and having modest squad upgrades are probably best to keep points down. As I have 4 Frag Cannons, I doubt I'd bother with the Infernus Bolter, and whilst a Heavy TH looks cool I doubt I'd want more than one in the army. I'm thinking two FC/Bolter/Chainsword squads with a power weapon, a Stalker squad, and a combi-weapon/bolter squad. I'm open to suggestions though! - Vanguard vets are also quite expensive and specialist, so I'm thinking that I'd want to keep bolt pistols on all to maximise SIA, then have 2-3 plasma pistols, a SS, and maybe a power weapon for the squad as upgrades. Are dual pistols worth the points? If so, is there much merit in dual Bolt pistols? I felt adding a SS to a model would (1) look cool, and (2) permit a little tanking to help keep them alive. - Razorbacks. At least one twin AC would be my preferred choice (I've always loved them in every edition), but I'm reluctant to spend lots of money on bits. I'm therefore thinking that either one each BH/LC for flexibility, or both LC to provide some long range anti-tank firepower. However if cheaper is better, I could be talked into both being HB. - I was thinking of converting the second copy of Artemis into a jump-pack Watch Captain with a combi-melta and a Xenoblade. Looks cool, feels like it could be quite flexible too. However, should I swap the Xenoblade for something with more damage? - The Ven Dread would have a magnetised right/gun arm, although I'd like to have a fixed loadout for the other arm. The SB looks like it'd get more use to me due to range, but the auto-hitting HF has it's own appeal too. Is there any compelling argument to choose one over the other? - Finally, I haven't mentioned Blackshields or mixed Veteran squads much. Nor have I really mentioned squad sizes particularly. I guess that I'd be going for 5-man squads for the most part, but I'd be interested in hearing any thoughts on this. The whole mixed squads thing looks (1) fiddly to play, and (2) like the points costs may outweigh any game-benefits on the whole. Again, thoughts and/or corrections are welcome! I've already had a browse through the first few pages of threads here, but many of these seem to have been started some time back and so I don't really know how current/valid the suggestions in them still are. I also fully appreciate that the DW don't have a Codex yet, and that currently they are a long way from being a competitive army - that's partly why I don't really want to post a rate-my-list thread, and I also don't think that's particularly relevant right now anyway. Instead, some discussion of sensible options would be more useful I feel, as I can then use those to guide me. Quite a lot to ask really, I know, so any help would be gratefully received. I also hope the thread will help others like me who are starting out, and who may have one or two Start Collecting boxes as a base for their collection.
  17. I have a Watch Sergeant model left over from when I built him back in 7th Edition. Back then having a Storm Shield on a unit character like this was useful as he could accept challenges that would otherwise prevent your Independent Character/Black Shield from being able to deal a lot of damage to the opponent's troops and have a chance of surviving. But in 8th, I'm finding it difficult to find a decent reason to arm him as such. The only thing I can see having a Storm Shield useful for, tanking hits that would otherwise kill a Deathwatch Veteran outright, seems better served on a non-Watch Sergeant model as if I fail the save then I lose his enhanced Leadership and Attacks. The model itself has a magnetised shoulder on the other arm, so I can arm it with anything else. But is there any point in taking a Storm Shield on a Watch Sergeant in 8th Edition?
  18. So I've only warmed up myself recently to the primaris marines, due to having an itch to build/kit bash something new. So I caved in and got some primaris for my Death Watch...and they are growing in numbers... So thought I'd show off some of my first ideas, and encourage others to show theirs! (also sorry for the crappy lighting) (Currently building some hellblasters....could use some advice on which weapons to pick)
  19. Hi all! As of last month, I started building a brand new Deathwatch army for 8th edition, and figured I post up some of my WIP & completed models for your enjoyment (and critiques!) I was able to get my hands on one of the Deathwatch transfer sheets that (perplexingly) only existed in the LE Deathwatch codex, so I have decided to fluff these guys up as from Talasa Prime (will also make more sense for Fate of Konor). First up: the black! Starting off, we have Vallejo Black Primer followed by two airbrushed Zenithal highlights: Vallejo Game Air Sombre Grey (blue-ish, which is a nice contrast to all the red) and a 50/50 mix of that Sombre Grey and Vallejo Game Air Stonewall Grey. The red stripes on the vehicles are Vallejo Game Air again, Gore Red followed by a Blood Red highlight. As for the troops, here's a few example of what I've got so far: This guy is a Dark Angels Sgt, armed with a Xenophase blade and a combi-plasma. I like this loadout, and my first two Sergeants are both rocking this kit. And my first HQ completed: A lightly-converted Blackshield Librarian, with the Force Axe from the FW Sevrin Loth retinue kit. I'm building to 1000 points right now, which consists of: HQ: Librarian w/ Force Axe, Watch Master Troops: 2x identical Kill Teams - Sgt. w/ Xenophase Blade & Combi Plasma, Blackshield w/ Boltgun & Thunder Hammer, 2x Veterans with Power Swords & Boltguns, 1x Veteran w/ Frag Cannon (to be riding in Razorbacks). Elites: Venerable Dreadnought w/ Plasma Cannon & Heavy Flamer (next on the painting table!) Dedicated Transports: 2x Razorbacks w/ Twin Lascannons (turrets are Kromlech upgrades). Once I have this built and have some games under my belt, I plan on adding a Corvus or two and more kill teams. Hope you guys enjoy the thread!
  20. Since starting 7th Edition with my Salamanders Army, I've noticed I run my Salamanders like a Deathwatch Army. My Tac Sqds are 5 man, the Sergeants have Combi-Meltas and Power Swords. I run my Sternguard with Combi-Flamers, and everyone is either in Razorbacks or the Stormraven. I run them like a Deathwatch army, very specialized. I can deal with heavy armor and infantry no problem. Plus, I've always had my eye on the Deathwatch, the skills and attributes every member brings to a team, the dynamic of working together despite the different in warfare from their parent Chapter. So what I'm saying is, since I have the DW from the DWOK box set, I think I've joined the ranks of the elite brothers! "Suffer not the Alien to Live!!!"
  21. I said I wasn't going to start another amry, I especially didn't want to start another marine army. Yet here I am, the pull of the watch was too strong. I've been slowly picking up bits and pieces for this project over the last few months and diverting materials from other projects to this. Current state of affairs I have amassed. HQ Watch Cpt Libby Chaplain Troops Intercessors Vet Squads (x3) Elites Ven Dread Aggressors Fast Attack Bikes Heavy Hellblasters Misc Vanguard Vets (x2) All in all I've got approx ~1500 pts to play with. I'll use this thread to show my painting progress and some bat reps up once I get the chance to use these guys. Here's my first painting update my Intercessor squad Thanks for looking, all C&C welcome Baz Edit: spelling
  22. Hi, I'm looking for some advise on the following list. I'm building an Alpha Legion suppression force using the Deathwatch 9e rules. I wanted a blend of stealth and hard hitting range coupled with some deep-strike threats and hard to shift objective holders. Trying to remain characterful so not wanting tons of Bikers (though I realise they could make a more competitive list) or Indomitor Kill-Teams. I'm also considering ditching the Stalker for either some Lascannon Tarantulas or another small Proteus/Spectrus Kill-Team, as well as switching the Techmarine's Mantle for the Vox Espiritum Any advice or suggestions most welcome. Alpha Legion Suppression Force [1999 pts] [12-6=6 CP] [104PL] ++ Alpha Legion Battalion Detachment [1999 pts] [6CP] [104PL] ++ Alpha Legion Suppression Force (run as Deathwatch), -1 CP Extra Relic (EYE OF ABIDING), -1 CP Extra Relic (ADAMANTINE MANTLE), -1 CP Extra Warlord Trait (VIGILANCE INCARNATE), -1 CP Extra Warlord Trait (PARAGON OF CHAPTER: BRILLIANT STRATEGIST), -1 CP Martial Legacy (RELIC CONTEMPTOR), -1 CP Sergeant Relic (ARTIFICER BOLT CACHE). ++HQ++ HQ: Headhunter Exodus: x1 Phobos Captain w/ Master-crafted instigator bolt carbine, Bolt Pistol, Combat Blade, Camo-Cloak. Warlord Trait: STEALTH ADEPT, Warlord Trait: VIGILANCE INCARNATE, Relic: EYE OF ABIDING. HQ: Harrowmaster: x1 Primaris Techmarine w/ Grav-Pistol, Servo-Arm, Omni-Power Axe, Forge Bolter, Mechadendrite. Warlord Trait: PARAGON OF CHAPTER - BRILLIANT STRATEGIST, Relic: ADAMANTINE MANTLE, Chapter Command: FORAGEMASTER. ++TROOPS++ TROOP: Kill-Team (Proteus - Malleus Specialist): x4 Alpha Legionnaire w/ Frag-Cannon x1 Alpha Legionnaire Prime w/ Storm Shield and Special-issue Boltgun x2 Alpha Legionnaire w/ Storm Shield and Special-issue Boltgun x3 Alpha Legion Terminator w/ Cyclone Missile Launcher, Combi-Bolter, and Power Axe. TROOP: Kill-Team (Proteus): x4 Alpha Legionnaire w/ Special-issue Combi-Melta and Storm-Shield x1 Alpha Legionnaire Prime w/ Special-issue Combi-Melta and Storm-Shield x5 Alpha Legion Vanguard w/ Storm Shield and Lightning Claw. TROOP: Kill-Team (Spectrus): x4 Alpha Legion Headhunter w/ marksman bolt carbine and bolt pistol x1 Alpha Legion Headhunter Prime w/ marksman bolt carbine and bolt pistol x1 Alpha Legion Headhunter w/ marksman bolt carbine, bolt pistol and Helix Gauntlet x2 Alpha Legion Headhunter Eliminator w/ Bolt Sniper-Rifle, bolt pistol and Camo-Cloak x2 Alpha Legion Headhunter Eliminator w/ Las-Fusil, bolt pistol and Camo-Cloak. ++ELITES++ ELITE: Lernaean Bladeguard: x1 Alpha Legion Lernaean Prime w/ Heavy bolt pistol, M-Crafted Power Sword and Storm Shield x4 Alpha Legion Lernaean w/ Heavy bolt pistol, M-Crafted Power Sword and Storm Shield. ELITE: Relic Contemptor Dreadnought: x1 Relic Contemptor Dreadnought w/ Twin-Volkite Culverin, Chainfist, and Plasma Blaster. ++HEAVY SUPPORT++ HEAVY SUPPORT: Whirlwind: x1 Alpha Legion Whirlwind w/ Vengeance Launcher. HEAVY SUPPORT: Stalker: x1 Alpha Legion Stalker w/ x2 Storm Cannon Batteries, Hunter Killer Missile. HEAVY SUPPORT: Centurion Devastators: x1 Alpha Legion Centurion Prime w/ x2 Heavy Bolter, Hurricane Bolter, Relic: ARTIFICER BOLT CACHE x2 Alpha Legion Centurion Devastator w/ Grav-Cannon, Centurion Missile Launchers. ++DEDICATED TRANSPORT++ DEDICATED TRANSPORT: Drop Pod: x1 Drop Pod w/ Deathwind Launcher.
  23. This is a Deathwatch adventure meant for two players - what I call a Buddy Marine adventure. One of the players should belong in the Deathwatch while the other is a Chapter Marine. It is meant for novice players and it can serve as a campaign’s introductory adventure for two of the players. The Buddy Marines have to make their way through the forlorn wastes of Saguros and track down the lost Omnia Squad. Their long march will be challenged by the techno-barbarians of the Kaa civilization; on top of that, they’ll have to overcome mutant beasts and the environment itself. Their only clue that some of the Brothers of the Omnia Squad are still alive is the voiceless lament and it gives them the will to go on when the going gets tough. Through it all, the Buddy Marines know that the worst challenge lies at the very end of the road, when and if they find the Omnia Squad and face the foe that conquered them. Get it here: https://vasilispetrovic.podia.com/orpgadv
  24. Hi gang, Long time, no post! I have a game arranged with a fellow Frater at our local club on the last Friday night before Christmas, pitting my Deathwatch against his Dark Angels. I've written a narrative play scenario for the game and I thought I'd share it with you. Consider it an early Xmas present! Don't focus too hard on the wording of the special rules, victory conditions, etc; it's meant to be a bit of fun. Also squint a bit if you are offended by semi-awful fluff. I hope you enjoy it and thanks for taking the time to read it. Retrieve the Fallen Brother Brother Talus of the Dark Angels had been seconded to the Death Watch, but his true loyalties had always been to the 1st Legion. A Veteran of long standing, Talus had been a member of the Inner Circle for many years and was well aware of the Dark Angel's secrets and shame. On receiving the call to join the Death Watch, Talus joined and served with Kill Team Hekati for a number of missions. One of his fellow Kill Team members was a secretive Black Shield named Jaro; the Black Shield tradition meant that the Death Watch Veteran did not acknowledge a parent Chapter, the Death Watch being his Brotherhood now. As Talus observed, and spent time with Jaro he felt the Black Shield was certainly a former Dark Angel, and perhaps, worse, potentially a Fallen. Talus communicated his suspicions to the Inner Circle and they plotted a means to capture Jaro so he could be questioned. Their opportunity came during a mission undertaken by Kill Team Hekati in the deserts of the Hive planet Keonides IV. Imperial Surveyors had uncovered an ancient Xeno structure housing an artifact of great power. The Surveyors inadvertently activated it and in doing so unleashed an energy pulse which destroyed them! The artifact continues to transmit a pulse on a regular basis; each more powerful than the last. If the artifact is not disabled in time it will annihilate the nearby Hive City, killing millions. Fearing that attempting to destroy the artifact from orbit would set off one of the destructive pulses, Kill Team Hekati were dispatched to the site to disable the device on the ground. The Kill Team managed to remove most of the devices safeguards, but were seriously injured in the attempt. All the Space Marines were killed bar Jaro (who was seriously injured) and Talus. Taking the opportunity Talus signalled his Dark Angel brothers to come retrieve Jaro and himself. The drop in bio-signs from Kill Team Hekati was received by the Death Watch Command, who in turn sent reinforcements to Keonides IV to save their comrades and finish the job they started. The race is on; who will reach the alien artifact and the fallen brother first? The Armies Each player selects a Battle-forged army to an agreed Power Level. One player represents the forces of the Dark Angels; all his units must have the Dark Angels keyword. The other player represents the Deathwatch; all his units must have the Deathwatch keyword. Neither player may utilize Fortifications in their armies. The Battlefield The battle takes place in a desert environment; the alien artifact has destroyed most structures in the vicinity with it's energy pulses, so there should be ruins rather than intact buildings on the battle field. A large ruin in the middle of the board houses the artifact which should be represented by a significant piece of terrain or objective (placed directly in the centre of the board). In addition a second objective is placed in the centre representing Brother Jaro. The scenario uses the Search and Destroy (Table Quarters) deployment map (p216 of the Rule Book) on a 6' by 4' table. The players roll off - who ever rolls highest chooses a table quarter as his deployment zone, whilst his opponent uses the opposite quarter. Each player then places a marker 18" along the long table edge and 12" along the short table edge, from the table corner of his deployment zone; this represents his Extraction Point (see Victory Conditions). The players then start alternate deploying their units, one at a time, starting with the player who did not choose their deployment zone. A players models must be set up within their own deployment zone. Continue setting up until both sides have set up their army. First Turn The players roll off - who ever rolls highest may choose whether to go first or second. The player who finished deployment first adds one to his roll. If the winner decides to go first his opponent can roll a die and on a 6 seize the initiative, taking the first turn instead! Battle Length The game lasts for 7 battle rounds. If both Place the Charges, and Retrieve the Fallen Brother have both been achieved before the end of the 7th battle round, then the game finishes automatically at the end of the player turn that the second of the two Victory Conditions has been achieved. Special Rules Disruption field: The vestiges of the last energy pulse remain in the air near the artifact, disrupting comms and technology; no unit may deploy or scout move within 9" of the centre of the board (e.g. scout infiltration, deep strike, etc.) Energy Leak (1CP): This unique Stratagem is available to both players in this scenario. The Alien Artefact is beginning to build up it's energy in advance of it's next devastating pulse, and some of this energy may discharge before the pulse is released. A player may use the Energy Leak Stratagem during his Shooting Phase. Choose one enemy unit within (battle round number x 12") of the centre of the board. That unit is struck by an energy surge causing D6 automatic hits (Str = battle round number, AP-). Victory Conditions At the end of the game, the player who has scored the most Victory Points is the winner. If both players have scored the same number of Victory Points then the game is a draw. Place the Charges: Both factions wish to disable the alien device to save the nearby Hive City. If a unit ends it's movement phase in base to base contact with the device, it may begin placing Demo Charges; however this is a complicated activity, and the unit must not be distracted. If unit remains in base to base contact with the artifact for a whole battle round (i.e. remains in base to base until the end of it's next movement phase), then it has placed the Demo Charges, scoring 2 VP. Retrieve the Fallen Brother: Both Factions wish to save Brother Jaro, although for very different reasons! Brother Jaro is seriously injured and can only be moved with great care. Treat the Objective representing Brother Jaro as a Relic (see the rule book p223). If Brother Jaro can be moved to within 6" of an Extraction Point he will be teleported to safety (or captivity depending on your point of view), scoring the extracting player 3 VP. If Brother Jaro is on the table at the end of game, and controlled by a player, then the controlling player scores 2VP. Slay the Warlord, First Blood, Linebreaker: As per the rule book
  25. Hey everyone. As mentioned previously, I'm planning on attending the next Warhammer World campaign weekend event, The Tenebris System, and I'm going to be taking my Deathwatch. For the most part, I'm going to be taking pure Deathwatch, with the only deviation being an Ordo Xenos Inquisitor, his transport (if any) and his support staff/bodyguards (if any). The campaign weekend allows you to take an army of your choice with no limitations other than that all units have to have the IMPERIUM keyword, the CHAOS keyword, or neither keyword (I.e. all Xenos armies), depending on the ticket you bought (in my case, all units have to have the IMPERIUM keyword). Nonetheless, I plan on sticking to the above restrictions (Deathwatch & OX Inquisitor + retainers), especially to the point that I'm hoping to not have to buy any new models (having purchased a lot of Deathwatch when they first came out). The armies have to be Battle Forged with a maximum of three detachments, and the composition of the army roster can be changed between games. Most importantly (to this post, at least), the army limit is 100 Power Levels, rather than a points cost limit. Whilst I'm planning on taking a fun and thematic army, I'm not opposed to taking a handful of well-tuned units to make sure the army does well on the tabletop. It's my understanding that pure Deathwatch haven't been doing too well in 8th Edition, so I don't feel too bad taking a few powerful units. So, with regards to units with the DEATHWATCH keyword, where are the places that you can take advantage of using Power Levels rather than points? The obvious choice to me seems to be to take minimum-sized Deathwatch Kill Teams, as taking 2 minimum-sized units versus taking 1 full sized unit costs 18 PL as opposed to 19 PL for the same 10 models, which is a minimal saving but it is a saving. Also, you get two Watch Sergeants, the opportunity to take two Black Shields, and double the amount of Heavy Weapons. Presumably, the best way to also take advantage of Power Levels is to upgrade the models as much as possible, with Power Weapons and Combi-Weapons on most, if not all, models in the Kill Team. I don't think I'd want to do this with all of my Kill Teams, as I do intend to play points-cost games with them too, but I don't mind assembling a couple of units like this. Are there any other places where using Power Levels over points costs gives you an advantage in pure Deathwatch?
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