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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. ++ Players, Do Not Post ++ ++ GAME OPENS 03 NOV 2025* ++
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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.
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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.
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+ 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.
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Hello Fraters! So, this is a bit of a one off, a build of my Player Character for @Black Cohort's ‘A Time of Reaving’ PBP Deathwatch rpg game. The game is set in the Horus Heresy in the aftermath of the Istvaan Massacre. My character is an Iron Hands Breacher (built from the Assault Marine archetype, for anyone who is interested!) called Elvrit Sharr. Elvrit wears MkIII armour and is supposed to be big and brutal, so I wanted to have a go at true-scaling him. Like many others I decided to use Cataphractii TDA legs as a starting point, because they have the segmented rear sections, but I also wanted to try to get closer to the classic frontal armour too. Here's how it’s gone: It was actually simpler than I thought! I started by filing down all of the detail on the front of the Cataphractii legs. Then I used a spare pair of knee pads cut out from the Intercessor greaves bit (though a cheaper method would be a blob of GS!) and stuck them on. The body is just a MkIII body front chopped apart and combined with an Intercessor rear torso for width. (The gap between the armour plates is a bit non-standard for MkIII, but I think the exposed tubes look like the Medusan Immortals torso, so it works for me!) Then I used 0.5mm plastic rod to create the trims and define the shape of the armour panels. Tip: cut the right length of rod, and use a paint brush to create a u-shaped bend in the middle. Then plastic glue them on at the center above/below the knee pad, then once it has set, bend the rod the rest of the way around the sides of the leg and glue it in place. It takes a bit of holding while it sets, but otherwise no problem! Finally, I took the same 0.5mm rod and cut off very thin circular cross sections, these were glued in place to make the rivets. And voila, plastic truescale MkIII with all the trims! (Shoulder pad details are just plasticard cut to shape, and the shield is a 3d print bought on Ebay) C+C very welcome as always, or if you have questions, feel free! Cheers for looking! Lysimachus
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From the album: Miscellaneous
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From the album: Miscellaneous
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From the album: Miscellaneous