Jump to content

[DW] Blackthorn/Swordhand Episode III: Recruitment Thread


Commissar Molotov

Recommended Posts

Well molatov, I think I’m pretty much done with the character sheet. I filled almost everything in, I filled out my advances table but haven’t implemented them yet so to speak. So I took a agility bump but didn’t add it to the agility yet. I have some xp left over to Adresse that tank driving skill I don’t know how to express mechanically. Once that’s settled I’ll add everything in.

 

I chose as my free techmarine cybernetic an MIU so it can increase my drive tests. Thought that was a fluffy choice. Also chose the non cover building starting talent. Couldn’t pass up all those bionic enhancements.

 

I think the last thing I really need to consider is a chapter trapping. In my backstory I mention a reptilian hide cloak as part of the chapter tradition in recruitment. I also just spontaneously thought up using like a piece of tank track kind of like a loon cloth or something. It just hangs from my belt as “leg/groin” armor as a chapter trapping. I think that is also a throwback to the chapters heritage and prefered way of warfare.

 

The problem is what little bonus would they give. Anyone have any ideas or suggestion? And most importantly will you allow such a thing Molotov?

 

Edit: I think the tank track idea could be like the ultramarine cingulum with adamantine inlay (+3 parry), or the cloak like the Wyrm hide from the salamanders (+2 strength after all mods)

Edited by adesro18
Link to comment
Share on other sites

The problem is what little bonus would they give. Anyone have any ideas or suggestion? And most importantly will you allow such a thing Molotov?

Well based on what I did, I took the Alpha Legion scale from my backstory and simply laid it over one of the Raven Guard trappings as they’re the Chapter I took my rules from.

 

So I’d say find an existing trapping that seems to fit the lore of your chapter/trapping

Link to comment
Share on other sites

Okay, just to sum it all up neatly, I have spent most of my XP but I still need to know:

1: What I should use as my Chapter Advance List

2: What my Solo/Squad modes should be

 

3: What my Chapter Trapping options are

4: What our starting renown is, if we're using that.

Link to comment
Share on other sites

 

The problem is what little bonus would they give. Anyone have any ideas or suggestion? And most importantly will you allow such a thing Molotov?

Well based on what I did, I took the Alpha Legion scale from my backstory and simply laid it over one of the Raven Guard trappings as they’re the Chapter I took my rules from.

 

So I’d say find an existing trapping that seems to fit the lore of your chapter/trapping

Alpha legion scale eh. What book was that from? I like the idea of just adapting one. I have seen trappings in the core and first founding.

Link to comment
Share on other sites

Hey gang,

 

I'm a late addition to the Kill-Team, but happy to have wormed my way in!

 

 

 

+ Brother-Chaplain Helgrim +
Chapter of Origin: Doom Eagles
Role Upon Induction: Assault Marine
Deathwatch Specialty: Deathwatch Assault Marine/Deathwatch Chaplain

 
In death, duty does not end; death is only the beginning…

Appearance:
Helgrim's two centuries of service are written in the tapestry of scar tissue that constitutes what remains of his once noble visage. Where once he might have been considered handsome for an Astartes, most mortals would see only a walking horror of a man, terribly mutilated by endless decades of war; his once vaguely patrician features have given way to something to inspire fear. The left side of his face is a lattice-work of burned and melted tissue healed and scarred over. Two service studs adorn his left brow, and the baleful red glow of an augmetic eye glares out from its socket, ever watchful.
A long scar runs along the left side of his head over his ear, where a sniper's round nearly claimed his head. The right side of his face has fared little better, sporting a very old, but still nasty looking scar running from his chin through his lips, among other smaller blemishes, including shrapnel pockmarking and a nose broken and set too many times. His remaining eye is grey and sunken under a heavy brow. He keeps what remains of his scalp regularly shaved. Of course it is rare that he removes his helmet in the presence of others, preferring to remain hidden by the skeletal death mask of his office. A chaplain's warplate and tokens of office inspire dread aplenty.

Personality:
Helgrim, like most of his brethren, is stoic almost to a fault, but to others can seem melancholic and grim in his composure. The central dogma of the Doom Eagles' chapter cult is the belief that each member of the chapter is already dead and dying, that they are each a sacrifice to the undying Emperor. Given this grim outlook and their general morbid obsession with death, the Doom Eagles' preferred mode of combat as a chapter, jump pack-assisted assaults, has a strange and brutal logic. Each battle brother will fight with a seemingly reckless abandon with little regard for their own safety. Injuries and hardships are to be endured resolutely, for they are the vengeful dead and none shall stay their wrath.

As a chaplain of the Deathwatch, he has educated himself on the disparate cult practices of his sworn-brothers of the Deathwatch to better tend to their spiritual needs, but in practice this is always colored by his own beliefs. He counsels those under his charge that they are the avenging dead, their lives forfeit to the Emperor, and that none alive can prevent the prosecution of their holy mandate. As those of the Deathwatch are his sworn-brothers, on the occasions when they have fallen in battle, he has granted them the full funerary rites as honorary brothers of his chapter, in addition to the rites of their particular chapter cults.


Service Record:
718.M41: Helgrim is selected by the Doom Eagles to become a chapter neophyte
745.M41: Promoted from neophyte to full battle-brother, attached to VIIth company 10th squad.
790.M41: Attached to IIIrd company, 2nd Assault Squad, where he served with distinction during Achilus Crusade.
795.M41: Promoted to Assault Sergeant.
818.M41: First century of service; takes his Apocryphon Oath and is seconded to the Deathwatch.
819.M41: Assigned to Kill-Team Scourge. Participates in cleansing of the hive world of Kallax VII from gene-stealer infestation.
868.M41: Volunteers to extend his vigil with the Deathwatch, renews his Apocryphon Oath
916.M41: Inducted into Deathwatch Reclusiam, promoted to Brother-Chaplain.

 

 

 

Rolled stats:

 

WS: 47

BS: 43

S: 40

T: 42

Ag: 40

I: 39

Per: 40

WP: 39

Fel: 47

 

Power Armor: Mk VI

Armor History(ies): Rolled 20 (Pristine Condition) & 6 (Thy Strength Be Legend); adjusted 20 to 19 (Battered by War), very tempted to adjust the 6 to 5 or 7 (A Fury Like Lightning or Terror Be Thy Friend).

 

Wounds: 18 + 3 = 21

Fate Points: 3 (2 if allowed to take Price of Victory deed per backstory)

 

Past History: Cut and Thrust

Demeanour: Stoic

Divination: Die if you must, but not with your spirit broken.

Edited by Necronaut
Link to comment
Share on other sites

 

 

The problem is what little bonus would they give. Anyone have any ideas or suggestion? And most importantly will you allow such a thing Molotov?

Well based on what I did, I took the Alpha Legion scale from my backstory and simply laid it over one of the Raven Guard trappings as they’re the Chapter I took my rules from.

So I’d say find an existing trapping that seems to fit the lore of your chapter/trapping

Alpha legion scale eh. What book was that from? I like the idea of just adapting one. I have seen trappings in the core and first founding.

Sorry, the Alpha Legion scale is from my backstory. The Raven Guard trapping was the Raven Calvaria.

Link to comment
Share on other sites

Mojake: good luck with your interview!

 

 

Petragor:

Depending on your thoughts on how the Celestial Lions operate, you could use:

- Imperial Fists (Rites of Battle)

- Black Templars (Core Rulebook)

- Crimson Fists (Honour the Chapter)

- Codex Chapter Advances (Honour the Chapter)

- One of the custom Chapter tables (Rites of Battle)

 

We have some flexibility, especially as this is before the Chapter is decimated by the Inquisition and reconstituted by the Black Templars.

This also applies to the Solo/Squad mode - there are also some additional Black Templars options in Honour the Chapter - I think that if you renamed/reskinned the Black Templars ones they might be of some utility.

Much as Adesro has done, you could look at any of the Chapter Trappings in the core rulebook and look at how you could reskin for the Lions.

I will look at Renown - as you're not going through the arming process yet, it won't matter.

I did look at No Quarter Given and if you wanted to use that, you could. I did look at Right Gear for the Job and wondered if you could use that to have Chaka wielding a combat shield along with his chainsword?

 

Adesro: Firstly, your Tactics (Choose One) ought to be (Armoured Warfare) or the like, as that will help him have the knowledge he wants. I'm not mad about the "tank treads as armour", as there are Ogryns and Orks who do that - but the scaled cloak sounds good to me.

 

Ashlander: I'd be fine with Incariel getting the Initiate of Secrets - though if he is Ravenwing (and/or ex-Ravenwing) it surprises me he's a Devastator. Perhaps if he were a Gunner on an Attack Bike or a Land Speeder? Why is he coming to the Deathwatch? Is he angling for promotion to the Deathwing?

 

 

Apostle:

I feel you can choose - you can either have Strike Team Veteran Specialist, focusing on his skills as a leader, or you can have Master of Arms, focusing on his skill as a marksman. You'd need to give me a fluff justification to explain the specific effect you'd like me to apply to your weapons.

Edited by Commissar Molotov
Link to comment
Share on other sites

Mojake: good luck with your interview!

 

 

Petragor:

Depending on your thoughts on how the Celestial Lions operate, you could use:

- Imperial Fists (Rites of Battle)

- Black Templars (Core Rulebook)

- Crimson Fists (Honour the Chapter)

- Codex Chapter Advances (Honour the Chapter)

- One of the custom Chapter tables (Rites of Battle)

 

We have some flexibility, especially as this is before the Chapter is decimated by the Inquisition and reconstituted by the Black Templars.

This also applies to the Solo/Squad mode - there are also some additional Black Templars options in Honour the Chapter - I think that if you renamed/reskinned the Black Templars ones they might be of some utility.

Much as Adesro has done, you could look at any of the Chapter Trappings in the core rulebook and look at how you could reskin for the Lions.

I will look at Renown - as you're not going through the arming process yet, it won't matter.

I did look at No Quarter Given and if you wanted to use that, you could. I did look at Right Gear for the Job and wondered if you could use that to have Chaka wielding a combat shield along with his chainsword?

 

Adesro: Firstly, your Tactics (Choose One) ought to be (Armoured Warfare) or the like, as that will help him have the knowledge he wants. I'm not mad about the "tank treads as armour", as there are Ogryns and Orks who do that - but the scaled cloak sounds good to me.

 

Ashlander: I'd be fine with Incariel getting the Initiate of Secrets - though if he is Ravenwing (and/or ex-Ravenwing) it surprises me he's a Devastator. Perhaps if he were a Gunner on an Attack Bike or a Land Speeder? Why is he coming to the Deathwatch? Is he angling for promotion to the Deathwing?

 

 

Apostle:

I feel you can choose - you can either have Strike Team Veteran Specialist, focusing on his skills as a leader, or you can have Master of Arms, focusing on his skill as a marksman. You'd need to give me a fluff justification to explain the specific effect you'd like me to apply to your weapons.

 

Ok I'll go with the cloak then, that was my first idea anyways and it was the one that tied in most with my character. I took the armoured tactics as my freebie and also want to pay some xp from the honor thy wargear table to boost it to +10 just for the fluff reasons.

 

I have ground vehicles trained by default, although as GM would you think it is useful to actually train in ground vehicles further some how or possibly pilot something`? One to add to my fluff and two to give me a slightly unique task that I can do.

 

I don't see any way to upgrade the drive ground vehicles besides an elite advance, or I could just take pilot tank or something if you would prefer.

 

Edit: I have just realised there is a drive (any) skill in the general advances tables which will probably suit my needs :sweat:

Edited by adesro18
Link to comment
Share on other sites

All the best, Mojake!

 

OK, so here's what I've got, I hope it makes sense:

Firstly, I'll pick for my Tactics - Recon and Stealth (obviously).

Also, I'll select Duelling Tulwar as my Chapter Trapping (which will actually be Titus' extra big hunting knife!)

 

 

Then, Advances! As Commissar Molotov mentioned above, I've tried to balance out my choices over the Ranks so it works naturally (just as if I'd gradually worked my way up?) I went with White Scars Advances, thought that was simplest as their progenitors?

 

 

(Simple) Characteristic Advances (from DW Tac Marine Characteristic Advances):

Str +5 = 500

BS +5 = 500 (1,000)

Ag +5 = 500  (1,500)

Int +5 = 500  (2,000)

Per +5 = 500 (2,500)

Fel +5 = 200 (2,700)

 

White Scars Advances (from First Founding, no Rank requirement?):

Hipshooting = 500 (3,200)

Sprint = 600 (3,800)

Navigation (Surface) +10 = 500 (4,300)

 

Rank 1 Advances:

DW Advances - Interrogation = 400 (4,700)

DW TacM Advances - Rapid Reload = 200 (4,900)

General SM Advances - Solid Constitution = 500 (5,400)

 

Rank 2 Advances:

DW Advances - Interrogation +10 = 400 (5,800)

DW TacM Advances - Mighty Shot = 500 (6,300)

General SM Advances - Demolition = 400 (6,700)

 

(Intermediate) Characteristic Advances (from DW Tac Marine Characteristic Advances):

BS +5 = 1,000 (7,700)

 

Rank 3 Advances:

DW Advances - Interrogation +20 = 400 (8,100)

DW TacM Advances - Marksman = 600 (8,700)

General SM Advances - Silent Move +10 = 800 (Total: 9,500)

 

 

Phew, think that all works, please someone tell me if not? If it is ok, then I can start adding stats/skills onto my character sheet!

Link to comment
Share on other sites

 

Insert SC Space Marine going "hell, it's about time" meme.

 

 

I'm out of likes, so have this: :thumbsup:

 

Oooh, I hadn't thought about melta bombs! I just picked it cos I thought it sounded like the kind of skill a sneaky scout type might have, y'know, setting explosive booby traps and stuff?

 

It's a well themed pick. :) (and eminently useful).

 

MR.

Link to comment
Share on other sites

I also selected some Demo skill. As a techmarine it just felt right to want to blow something up too. Never hurts to have an extra pair of hands for setting those charges. Although I'm alot less stealthy I think.

Link to comment
Share on other sites

on the character sheet, the skills column down the left bottom has a list of skills with red boxes and an X in it. Does that mean we have those skills as standard for our characters. There are some skills i want to buy and im not sure if i have to buy the skill set in rank 1 first or straight to rank 2?

Yes, those are the ones you start the game with as trained basic skills. In terms of buying skills you need to either have the trained version of the skill, then you can buy the same skill +10 if its on one of your tables.

 

An example: I buy forbidden lore (mechanicum) as a trained skill from the rank 1 techmarine table (don't start the game with it). Later at rank 2 I can buy Forbidden lore mechanicum +10 using my rank 2 techmarine table.

Link to comment
Share on other sites

on the character sheet, the skills column down the left bottom has a list of skills with red boxes and an X in it. Does that mean we have those skills as standard for our characters. There are some skills i want to buy and im not sure if i have to buy the skill set in rank 1 first or straight to rank 2?

If I understand it right, you have the first level of those skills. If you want the next level, you have to be able to purchase the Skill +10 version? For example, everyone gets Nav (Surface), but I chose from the White Scar Advances Nav (Surface) +10, so I will be able to put a cross in the second box for that Skill? I think...?

 

edit: adesro18 types much faster than me :D

Link to comment
Share on other sites

 

on the character sheet, the skills column down the left bottom has a list of skills with red boxes and an X in it. Does that mean we have those skills as standard for our characters. There are some skills i want to buy and im not sure if i have to buy the skill set in rank 1 first or straight to rank 2?

Yes, those are the ones you start the game with as trained basic skills. In terms of buying skills you need to either have the trained version of the skill, then you can buy the same skill +10 if its on one of your tables.

 

An example: I buy forbidden lore (mechanicum) as a trained skill from the rank 1 techmarine table (don't start the game with it). Later at rank 2 I can buy Forbidden lore mechanicum +10 using my rank 2 techmarine table.

 

so the advances rank in general is not to do with our characters starting rank of 3? We have to pick all of our skills and talents from rank 1 then buy rank rank after that fact?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

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