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Hi all,

 

I have been running a starting Rogue Trader campaign with my RPG group online over the last few months and we are coming to the end of their first adventure. I will be prepping the second adventure for use later this year, depending upon when the other GM in the group will run his latest game.

 

We are planing our annual in-person get together and I am intending to run Deathwatch, specifically 'A Falling Star' as I can tie that in with a future Rogue Trader game, which I thought might be fun.

 

Players are slowly designing characters (people are on leave, which makes it hard to get everyone together). So far we have:

 

An Ultramarines Librarian

A Salamander Techmarine (yet to be designed, but they have GM'ed Deathwatch before)

A Dark Angel Devastator

A Black Templar Apothecary

One player has yet to pick (they are also relatively new to the setting, so I intend to take my time explaining the relevant background to her).

 

They will be starting at level 2 and with 100 Requisition and 20 Renown each.

 

I have enough bits to make a fair representation of these models and I have most of the Xenos opponents required.

 

I'll put the next bit in spoilers for anyone who doesn't know the adventure.

 

Spoiler

Much of the adventure is spent on-board a derelict vessel fulfilling various objectives. There turn out to be some Xenos inhabitants and other Xenos are also searching for the same artifact the kill-team are hunting for. I am planning to use the Space Hulk tiles I have to represent the ships and allow two power-armoured marines to fire down a corridor (with some restrictions). However, Space Hulk rooms aren't very big, so I may need some other sections for variety. Will this kind of cramped terrain make it even harder (too hard?) for the kill-team?

 

Do you have any tips on running Deathwatch with miniatures and terrain, especially the sort mentioned in the spoiler tags? Are there particular issues I should bear in mind? Squad mode and solo mode are relatively new concepts to me as a GM (although I did play an intro mission about nine years ago), but I am familiar withe broad ruleset via Rogue Trader.

 

Hints, suggestions and tips would all be welcome. I am aiming for a fun, memorable session, with the wow factor of having your character in mini form on the table and terrain, etc.

 

Posted (edited)

Hail Gillyfish!

 

1 hour ago, Gillyfish said:

Do you have any tips on running Deathwatch with miniatures and terrain, especially the sort mentioned in the spoiler tags? Are there particular issues I should bear in mind? Squad mode and solo mode are relatively new concepts to me as a GM (although I did play an intro mission about nine years ago), but I am familiar withe broad ruleset via Rogue Trader.

 

Hints, suggestions and tips would all be welcome. I am aiming for a fun, memorable session, with the wow factor of having your character in mini form on the table and terrain, etc.

 

I've frequently run DW with miniatures and terrain, and it has worked well. It turns into Super-power Kill Team, and if your Players are anything like mine, when using physical objects, they drop into tactical discussions quickly and often.

Spoiler

Space Hulk boards shouldn't be a problem, after all the inside is tight and claustrophobic, and this should enhance the experience. Plus, allowing two Marines to fire down the corridor is a good shout. Play this more like Ready Or Not, where the Marines would shift position to allow two guns to fire front/rear, whatever.

 

Don't forget that weapons penetrate cover in DW. The thickest walls of a Hulk will be impervious, of course, but corners should provide AP, not immunity, so have an idea for what the AP's of all your terrain are. Make sure to design any challenges remembering they have magboots as standard..!

 

Overall with 100 Req and 20 Renown each, they should be able to pick good stuff, so just let them cut loose, and go ham.

 

If it's a just a one-off, I don't forsee much Squad Mode use, but I reccomend you study it very carefully, and get your noggin around the effects posed by the Errata. Squad Mode (SQDM) is the bread and butter of DW Kill Teams, which will make a lot of encounters almost trivial. You'll see Kill Teams turn into a buzzaw.

 

You will find two types of Squad Mode:

  • Codex Squad Mode
  • Chapter Squad Mode

 

Codex SQDM abilities are dictated by the Specialty of the Kill Team Leader. You only get access to three Codex SQDM's per Mission, and they have extra benefits, like +10 WP, etc. Study them.

 

Chapter SQDM only affects that Chapter, so if you have Two Dark Angels, only they will benefit from that Mode, so if they blow off Cohesion, only two of them benefit. This is actually one of the strengths of Tacticals, in that they can share their Chapter SQDM on a Hard Fellowship Test, so having Tacmen in the squad can be handy.

 

Your Squad is strong, but it does have gaps. Assaulters are blenders, even at Rank 2, and will almost outshine Libby's for damage.

 

Each SQDM costs Cohesion - this is a precious resource which depletes, but can be replenished by achieving objectives, of spending Fate Points to bump it up. Get your head around Cohesion, as well.

 

Fate Points do other stuff in DW. Your guys are Rank 2 - but any one of them can instigate a SQDM, spend a Fate Point and now it goes off at the Improved Version at Rank 3. This can have impressive consequences, so familiarise yourself with this, too.

 

Hope that was some use, I'm sure the other guys will drop by with input as well. Feel free to bounce anything off us.

 

If you've never run DW before, study Horde mechanics carefully as well, these are YOUR bread and butter tools, and above all, use the Errata for all guns!

 

Good luck with your game!

 

EDITED: forgot you mentiond Squad Mode. Derp! :facepalm:

 

Edited by Mazer Rackham
Fool of a Rackham!

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