DerekLee688 Posted November 3, 2010 Share Posted November 3, 2010 Rule 96: Someone will believe that krack/frag/melta-bomb would bring a Close combat fight to an end without any negative consequences for any party members fighting. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2553066 Share on other sites More sharing options...
Kitchensink Posted November 4, 2010 Share Posted November 4, 2010 (edited) Rule 97: The Gamemaster will create a duplicate of the resident Blood Angels character, only evil. Said clone will confuse the marine band to no end until, finally, they decide there's only one way to figure out the real son of Sanguinus: "Let's have a race!" Rule 97.5: Any player who questions the logic of such a decision will be shot. Edited November 4, 2010 by Kitchensink Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2553305 Share on other sites More sharing options...
Maladict Posted November 4, 2010 Share Posted November 4, 2010 Rule 96: Someone will believe that krack/frag/melta-bomb would bring a Close combat fight to an end without any negative consequences for any party members fighting. Â Rule 96a: And thanks to some lucky dice rolls, they will turn out to be right. Â (This happened in my running of Final Sanction. It was daft but epic.) Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2553870 Share on other sites More sharing options...
Chengar Qordath Posted November 5, 2010 Share Posted November 5, 2010 Rule 98: Once the game goes even a little bit off the rails, it will inevitably go completely off the rails. Â Rule 99: If you allow your players to get a little creative with their character concepts, pretty soon things will turn completely insane. Â It does seem kind of wrong to call my game a Deathwatch campaign when only 2 out of 7 characters in the party are actually space marines, and neither of those Marines work for the Deathwatch any more. That's what happens when you make a big villain of the campaign an ultra-Radical Inquisitor who did a bit too good of a job when he explained what his insane plan to save the Imperium was, so the party ended up deciding he was right and throwing their lot in with him. After the latest party shuffle we have an Inquisitor and an Assassin from the DH Books, a Navigator from the RT Books, an Ork Dok, and a Dark Eldar Wych. Â To be fair, the game's high insanity quotient probably makes it even more fun. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2554207 Share on other sites More sharing options...
WolfGuardVortek Posted November 5, 2010 Share Posted November 5, 2010 Out of curiosity what are you using for the Wych stat wise? Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2554505 Share on other sites More sharing options...
War Forge Posted November 9, 2010 Share Posted November 9, 2010 rule 100: Someone will try to stop a land raider with a powerfist Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2557332 Share on other sites More sharing options...
Techmarine Data007 Posted November 10, 2010 Share Posted November 10, 2010 Rule 101: The most inconvenient psychic phenomena will happen when it's most inappropriate. Â Cue the Librarian jamming ALL our weapons as the Tyranid mob charges. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2558223 Share on other sites More sharing options...
War Forge Posted November 10, 2010 Share Posted November 10, 2010 Rule 102: someone will say that their aiming is so good that they can take down a titan with a lass cannon Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2558845 Share on other sites More sharing options...
blackoption Posted November 26, 2010 Share Posted November 26, 2010 Rule 101: The most inconvenient psychic phenomena will happen when it's most inappropriate. Cue the Librarian jamming ALL our weapons as the Tyranid mob charges.  Addendum to Rule 101: This can work against the GM as well. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2573024 Share on other sites More sharing options...
Captain Juan Juarez Posted November 26, 2010 Share Posted November 26, 2010 Rule 102: someone will say that their aiming is so good that they can take down a titan with a lass cannon  A Cannon design to fire Scottish Women? Powerful enough... Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2573099 Share on other sites More sharing options...
UltimateJake Posted November 27, 2010 Share Posted November 27, 2010 I can't wait to get Deathwatch. I already have RT and DH. As for rules I don't reall know any. Â Rule 103: Someone will always try to go down in a glorious last stand. And still win... Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2573199 Share on other sites More sharing options...
chaplain belisarius Posted November 27, 2010 Share Posted November 27, 2010 the imperial fist player perhaps?:) Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2573618 Share on other sites More sharing options...
Brother Akmenos Posted November 29, 2010 Share Posted November 29, 2010 Rule 104: If you can fit your head down the bore of the gun, you are not allowed to have it. Â Rule 105: Under no circumstances are you to "borrow" the Warhound. Â Rule 106: The first conversation between the GM and the players will not go like this: GM: Your inquisitor sum- Players: EXTERMINATUS! GM: But you don't even- Players: EXTERMINATUS! Â Rule 107: The Black Templar is not allowed near the Librarian when he uses his powers. Ignoring this rule is an invitation for the Librarian to be shot in the head "for his own good." Â Rule 108: Breaking any of these rules will result in a pink horror coming out of the offending characters nose. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2574905 Share on other sites More sharing options...
Chengar Qordath Posted November 29, 2010 Share Posted November 29, 2010 Out of curiosity what are you using for the Wych stat wise? Reverse-engineered Eldar Base stats from their enemy profiles, and then levelled up a Death Cult Assassin.  Rule 101: The most inconvenient psychic phenomena will happen when it's most inappropriate. Cue the Librarian jamming ALL our weapons as the Tyranid mob charges.  Addendum to Rule 101: This can work against the GM as well. Yes, like when the party accidentally killed off their primary mission-giver by ripping a hole between realspace and the Immaterium right on top of her (What were the odds that the Librarian would get Perils and accidentely drop a PR 15 Vortex of Doom right on their Inquisitor's head? Nearly killed the party's Apothecary too...)  Rule 109: One of your players will insist that, since he has killed an Ork Warboss, he should be able to take over the entire tribe of Orks as the new boss, and start his own pet WAAAGH! that will follow his every command.  Rule 110: At least one player will believe that normal humans should never, ever, under any circumstances be capable of posing a threat to a Space Marine. A powerful sorcerer with dozens of daemonic pacts should not be capable of standing up to a level 1 Librarian, an entire Guard company, complete with heavy weapons, should not be able to inflict a single wound on a Space Marine, and not even the deadliest Inquisitor or Sister of Battle should be able to match a Space Marine.  Rule 111: The Apothecary will botch at least one absolutely critical Medicae test. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2574985 Share on other sites More sharing options...
Kamikaze14 Posted December 1, 2010 Share Posted December 1, 2010 # 70. Someone will play a space wolf character and read the Wolf-Tamer history option. Following this, said space wolf player will argue that he has a fenrisian wolf. Happened. This same guy completely broke a D&D game I ran a few months back upon insisting on having a raptor mount. Cue a level 1 party going through high level encounters in 1 round. Â Rule 112: The librarian will abuse the "push" setting just to cause psychic phenomena. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2577441 Share on other sites More sharing options...
Brother Captain Kezef Posted December 5, 2010 Share Posted December 5, 2010 Rule 113; A player will want to play his fave chapter that isn't in the rulebook and create VASTLY overpowered houserules for that chapter and sulk all day when you say no. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2580948 Share on other sites More sharing options...
Kamikaze14 Posted December 6, 2010 Share Posted December 6, 2010 #71 Someone will play the Storm Wardens, see the Sacris Claymore and will hence forth play through the game with a thick Scottish accent and act as though he is Shaun Conery from Highlander. I was looking over my player's sheets for an upcoming skype game and look what I found http://img337.imageshack.us/img337/5979/scsm.th.png Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2582308 Share on other sites More sharing options...
Ein Windir Posted December 9, 2010 Share Posted December 9, 2010 (edited) Rule 114: A Space Wolf apothecary creates some interesting moments when using the reductor in CC! Â Rule 115: Libbies should always push their powers, because Daemon Princes aren't scary enough. ^_^ Edited December 9, 2010 by Ein Windir Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2585343 Share on other sites More sharing options...
Brother Captain Kezef Posted December 9, 2010 Share Posted December 9, 2010 Rule 114: A Space Wolf apothecary creates some interesting moments when using the reductor in CC! Rule 115: Libbies should always push their powers, because Daemon Princes aren't scary enough. :)  Space wolves can't have the apothecary specialty..... Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2585456 Share on other sites More sharing options...
Grapejuice555 Posted December 10, 2010 Share Posted December 10, 2010 As soon as our charaters completed the main objective, one of our Tactical marines popped a shot off at our Assualt marine, managed to crit his head. In fear, our other assault marine decided it was all too much, and shot himself in the face. the same tactical marine decided that he made a mistake, and must be purged. he promply burned his own face off. Â We ended up deciding they were made insane by huffing promethium. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2585616 Share on other sites More sharing options...
Ein Windir Posted December 10, 2010 Share Posted December 10, 2010 @Brother Captain Kezef - We are trying to make a Wolf Priest class. Plus I only play as Space Wolves and they really needed a healer. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2586269 Share on other sites More sharing options...
Brother Captain Kezef Posted December 11, 2010 Share Posted December 11, 2010 @Brother Captain Kezef - We are trying to make a Wolf Priest class. Plus I only play as Space Wolves and they really needed a healer. Â My biggest bugbear about Deathwatch is no Chaplain specialty. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2586450 Share on other sites More sharing options...
Techmarine Data007 Posted December 11, 2010 Share Posted December 11, 2010 It's actually not difficult to build a Chaplain. I think you have to work out of the Assault Marine tree. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2586509 Share on other sites More sharing options...
Chengar Qordath Posted December 11, 2010 Share Posted December 11, 2010 My biggest bugbear about Deathwatch is no Chaplain specialty. I'm pretty sure Chaplains are supposed to be added in the expansion that's coming out at some point next year. Â Rule 116: If you decide to set the epic final battle of your campaign on Terra, the party will somehow find a way to destroy the Imperium. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2586551 Share on other sites More sharing options...
Brother Captain Kezef Posted December 11, 2010 Share Posted December 11, 2010 My biggest bugbear about Deathwatch is no Chaplain specialty. I'm pretty sure Chaplains are supposed to be added in the expansion that's coming out at some point next year. Â Rule 116: If you decide to set the epic final battle of your campaign on Terra, the party will somehow find a way to destroy the Imperium. Â You think that is bad? I'm NEVER letting my players anywhere near mars again. Link to comment https://bolterandchainsword.com/topic/194225-deathwatch-the-rpg/page/4/#findComment-2586963 Share on other sites More sharing options...
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