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3 hours ago, Xin Ceithan said:

I am open to suggestions - as well as the just and illustrious rulings of our glorious GM :wink:

 

*Sits inscrutably, in his outfit quite reminiscent of Ming the Merciless*

 

3 hours ago, Xin Ceithan said:

Given the campaign set up, I guess it’s mostly scavenged stuff and leftovers, so maybe some grenades and a few clips of ( special? ) ammo ? 
A chainsword might come in handy, even if Tac are ranged foremost.

 

The SpecAmmo is from a pool of cobbled together stuff. I think the Data thread has the numbers. What's there is it. As a DW Vet, your gear has come from the vaults at the nearby Watch Station (which you know, but is a secret which should not be shared, even with these loyal Astartes - for the conspirators against the Ordo are Legion....) and run the full gamut of gear - so Combi-plasma, meltagun, whatever.

 

3 hours ago, Xin Ceithan said:

Maybe some bling on the boltgun, making things easier to hit?

 

A scope of some sort, mebbe?

 

3 hours ago, Xin Ceithan said:

I  always like the IH stabilizer thingy that lets you shoot on the move. 

 

Shame there are no Iron Hands on Armageddon...:wink: You can always look at Deathwatch specific relics - isn't there a Mentor's one? Might be out of your Renown score though...

 

If you boys do leave any Req on the table, I'm prepared to offer you the choice of Reserve Requisition. Essentially you hoard some of it, and as the game develops you may use it on an Imperial Assets - a Thunderbolt fighter pulling CAS, or a couple of Marauders completing a bombing run, etc. I will try to work this into your play, so if you rescue an Imperial force, you could Req it in an action later.

 

Up to you.

 

Edited by Mazer Rackham
8 hours ago, Xin Ceithan said:


Oh, sorry! I was so lost between the Cold and getting a grip on the GM pitch that I assumed that - it’s edited  on the Dramatis Personae already. :facepalm:
 

Anyway, while I am throwing words at creating the fluff, the bare bones is that beyond the DW set up he’s a Tactical Marine from the Mentors / Mentor Legion


Ruleswise it’s built around  the Novamarines advances to represent him being able to access / support the team on intel/ knowledge from the Mentor Combat Archives. Skills and equipment are bare bones atm:

 

Besides “Tactica Expertise” and the already good Fel ( we can all thank @Necronaut for some stellar rolls there! ) I took “Talented: Command” to further the idea of an advisor/ force multiplier.

 

I decided to spend the remaining xp on an attribute increase and “Tech Use ( mostly to represent the Mentors working with some more.. esoteric … stuff and also to bring in some layperson support while our Techmarine is off to the races :laugh:

 

Oh and @Mazer Rackham was kind enough to  issue  the equivalent of the Raven Guard chapter trapping mission recorder thingy - so it’s extra group XP  for analyzing the mission data afterwards ( we’ll, those who survive..  ) 

 

 

That all sounds very cool to me! I've just found the character sheet for him, so is that all your xp spent? Talented Command sounds useful, I assume it adds another +1 to our Cohesion pool? 7 is definitely decent!

 

(Also, side point but I noticed that Incario doesn't need to be Leader to use Rally Cry, so when we are running low I can put another 4CP in the bank once per session!)

 

I'd agree on a gun sight, it would be fitting for a Mentors character to have some more unusual tech? Maybe a Preysense Sight?

 

Alternatively, as we are Respected, you could go for something to give a bit more CC punch (power sword or axe?) Again, seems fitting if he is already DW - I remember in the Kill-Team game (maybe the previous edition) the standard loadout for a DW Warrior was Bolter/Power Weapon?

 

 

12 hours ago, Trokair said:

@Lord_Ikka, @A.T., @grailkeeper and @Xin Ceithan do you guys have any items you want to Requisition as the sheet says that you guys are currently witout anything.

 

Sorry - I was spent up but I hadn't marked it on the sheet.

Mmh, a power weapon might be indeed a good idea, seeing how the team is down on assault specialist ( and since it’s Reg, might represent something taken from one of the more unlucky members of the DW team ).

 

If it Req cost is too high / other people need some, I am eyeing the “Suppression Suspension” from FF ( which is only 10  Req. and double tappy )

31 minutes ago, Xin Ceithan said:

Mmh, a power weapon might be indeed a good idea, seeing how the team is down on assault specialist ( and since it’s Reg, might represent something taken from one of the more unlucky members of the DW team ).

 

If it Req cost is too high / other people need some, I am eyeing the “Suppression Suspension” from FF ( which is only 10  Req. and double tappy )

 

I say you get yourself a power sword/axe, friend.

Just on weapon loadouts, I think we're all rule-of-thumb abiding here, but we're playing as we usually do, and Michael should not be taken:

  • 1 x 2 Handed, 3 x 1 Handed
  • 2 x 2 Handed, 2 x 1 Handed
  • 4 x 1 Handed

The Two hander includes Heavy weapons, Hammers, really big sticks, angry Malinois, that kind of thing.

3 hours ago, Xin Ceithan said:

Mmh, a power weapon might be indeed a good idea, seeing how the team is down on assault specialist ( and since it’s Reg, might represent something taken from one of the more unlucky members of the DW team ).

 

 

I notice one of the original team members is an Ultramarine...? May I point out the Honour Blades from First Founding? (Pg99) Same Req and Renown as taking a Power Sword or Axe, slightly lower damage but improved defensive qualities.

 

It would of course be up to @Mazer Rackham whether it would be allowable for a Mentor (Novamarine build) to take an Ultramarine piece of equipment, but I could see the logic/justification for taking gear to honour the Primogenitors?

 

Plus Mentors only seem to have 1 piece of kit which is very high Renown (and not especially good, either)

 

 

 

Edit: Actually, if Mazer doesn't approve of that, I might actually work towards getting it for Incario instead, as he is an Ultramarine build...? Extra and improved Parrying might help him be a bit more survivable in CC?

 

 

 

Edited by Lysimachus

I stumbled upon the Honour Blade myself - it’s a nice additional def buff for getting into a scrap and might be explaonedbypicki gjtup to “ honour the chapter” or primogenitor -though I think I’d see it as something picked up from a fallen brother with the intent of returning it to hisChapter later 

 

Pending GM approval of course. As always.

 

Otherwise,I’m indeed going for a “ simple” power sword :thanks:

5 minutes ago, Lysimachus said:

 

 

I notice one of the original team members is an Ultramarine...? May I point out the Honour Blades from First Founding? (Pg99) Same Req and Renown as taking a Power Sword or Axe, slightly lower damage but improved defensive qualities.

 

It would of course be up to @Mazer Rackham whether it would be allowable for a Mentor (Novamarine build) to take an Ultramarine piece of equipment, but I could see the logic/justification for taking gear to honour the Primogenitors?

 

Plus Mentors only seem to have 1 piece of kit which is very high Renown (and not especially good, either)

 

 

 

Edit: Actually, if Mazer doesn't approve of that, I might actually work towards getting it for Incario instead, as he is an Ultramarine build...? Extra and improved Parrying might help him be a bit more survivable in CC?

 

 

 

 

I don't think so, if he didn't let Incario get HESH Weaponry...

4 hours ago, Mazer Rackham said:

Just on weapon loadouts, I think we're all rule-of-thumb abiding here, but we're playing as we usually do, and Michael should not be taken:

  • 1 x 2 Handed, 3 x 1 Handed
  • 2 x 2 Handed, 2 x 1 Handed
  • 4 x 1 Handed

The Two hander includes Heavy weapons, Hammers, really big sticks, angry Malinois, that kind of thing.

 

Uh I just took stock of Hierax's kit and he's currently toting around the following:

 

- 1 ea. Astartes Boltgun

- 1 ea. Astartea Bolt Pistol

- 1 ea. Stalker Pattern Boltgun

- 1 ea. Astartes Chainsword

- 1 ea. combat knife

- sundry wargear as detailed in the req sheet

 

I know I had asked you previously about turning the chainsword into a chainblade, but should I actually do that for practical reasons? Happy to go adjust/retcon my intro post or otherwise fix this as needed.

Okies *cracks knuckles for typing*

 

2 hours ago, Lysimachus said:

I notice one of the original team members is an Ultramarine...? May I point out the Honour Blades from First Founding? (Pg99) Same Req and Renown as taking a Power Sword or Axe, slightly lower damage but improved defensive qualities.

 

2 hours ago, Xin Ceithan said:

I stumbled upon the Honour Blade myself - it’s a nice additional def buff for getting into a scrap and might be explained by picking it up to “ honour the chapter” or primogenitor -though I think I’d see it as something picked up from a fallen brother with the intent of returning it to his Chapter later 

 

2 hours ago, Machine God said:

I don't think so, if he didn't let Incario get HESH Weaponry...

 

Ok, quite a bit of stuff to lay out here. One distinction I would make is that whilst the Mentor Chapter is based on Novamarines, they ain't Novamarines. It's one of those confluences like our DW Executioner Characters, who actually use the Space Sharks profiles and build but are IF successors. They shouldn't be allowed Carcharodon's kit because they're crazy about axes.

 

Another distinction worth bearing in mind is that I have a lot less immediate dislike of Honour Blades, as opposed to Hesh Boltguns, upon which I have gone into intricate detail before. TL:DR The Hesh has the qualifier '...Can only be obtained through roleplaying'.

 

That restriction does not apply here.

 

The Blades are better worded. They give +30 to Parry Tests, (very specific), and Wall of Steel (when paired, which means both hands have to be full), which is an 800xp Talent at it's cheapest when yoinking it from certain builds, and gives an extra Reaction which may only be used to Parry.

 

Now, bearing all that in mind, the threshold of my objection is low, but it does exist.

  • I find the argument they may be on the dead UM reasonable.
  • Further, if Chapter lineage is ignored, it could simply be a case that the Mentor is being practical, and it's a case of not letting a resource go to waste. This is reasonable.
  • What I find most permissive:
    • None of you have Counter-Attack, which curtails the utility of the Honour Blades and prevents exploitation; and,
    • Hordes can't be Parried;
    • The sword does less damage;
    • The two classes being discussed typically have Moderate to High WS Advances;
    • Weapon costs a decent lump of Req;
    • Weapon adds no damage buffs or re-rolls;
    • If your arm gets ripped off, you've just got a letter opener or a toothpick;
    • Will use up 2 x 1H slots (it's a pair).
  • There are some burrs on the thing:
    • With OBHD, or a Stabman with TWWM, Multiple Attacks become viable;
    • The profile in FF is ONLY for the sword.

The Poniard has no damage value, being treated as the Parrying device, but is a Power Weapon. I will rule that for purposes of Attack, it has the same profile as the Combat Knife, but has the Power Field Weapon Quality, also changing the Damage Type to Energy.

 

The sword itself lacks a Damage Type. I believe this to be an omission/misprint. Damage Type should be Energy, due to Power Field.

 

I will think more on this, and render my ruling shortly.

 

23 minutes ago, Necronaut said:

I know I had asked you previously about turning the chainsword into a chainblade, but should I actually do that for practical reasons? Happy to go adjust/retcon my intro post or otherwise fix this as needed.

 

If you want to do that, it's not a problem. Just be aware that as with all affixed weapons, if you parry a power field, and your chainblade goes, the gun will go with it.

I was wondering if Kurkov could trade out his bolt pistol for a regular bolter? I don't think the pistol will be useful, given it is the same range as his heavy flamer, so getting a bolter may give a little bit of range to the Dev.

2 hours ago, Lord_Ikka said:

I was wondering if Kurkov could trade out his bolt pistol for a regular bolter?

 

Easy to swap, both are 5 Req and the Bolter could easily be a battlefield pickup in replacement for a busted peashooter.

 

No problem.

3 hours ago, Lord_Ikka said:

I was wondering if Kurkov could trade out his bolt pistol for a regular bolter? I don't think the pistol will be useful, given it is the same range as his heavy flamer, so getting a bolter may give a little bit of range to the Dev.

 

It's a pity the contract with FFG ran out before the deathwatch line was updated with the infernus heavy bolter ... though at +40 req for a heavy flamer and suspensor it would be a little above our characters pay grade at this point anyway.

 

I was half tempted to send my tech priest the other way and trade out his bolter for a shotgun (as unlike Kurkov he can only use his flamer a handful of times).

Edited by A.T.
28 minutes ago, Mazer Rackham said:

 

Easy to swap, both are 5 Req and the Bolter could easily be a battlefield pickup in replacement for a busted peashooter.

 

No problem.

I'll update his sheet. 

 

I can't really think of anything needed for Kurkov as far as the Req goes, so if someone else wants it, go for it. Grabbing grenades/spare mags at the end seems like a good idea if we have leftovers.

Quick question - as far as the bolter ammo goes, our GM has rolled an extra clip of Kraken or a clip of Metal Storm for the Heavy Bolter. Which does everyone think would be more valuable for Incario to take?

 

We are against Orks {and probably plenty of Hordes), so maybe doubling down on the anti-infantry is the smart move?

 

But my gut feeling was that a HB is already pretty good vs large numbers (and we've also got several Flamer weapons, plus 2 Bike twin bolters) so maybe it's better to take the Kraken Rounds to add a bit of punch just in case we come up against heavier targets that we need to deal with at range? (I think we haven't got much anti-armour except Kraks?)

 

Thoughts?

@Mazer Rackham sorry, I think my question should have been better worded: do I need to drop a weapon or combine them in any way so that my character is not overloaded per your guidelines (I don't mind carrying around an entire arsenal, which is kinda cool and very metal/Doom, I just don't know if Hierax is toting around too much at the moment), and adhering to the spirit of tacticool?

Edited by Necronaut

large.Kur-DawaFIN.png.2ca3019e04fce0df0c

 

As done as I think I will get before the game starts. Might need to try and panel line or some such to stop the white merging into each other so much, though in person it is not as bad as the picture.

Also I have not figure out what I want to do with the shield.  

 

Spoiler

large.Kur-DawaFin2.png.e49bb1476bec5909e

 

25 minutes ago, Necronaut said:

...do I need to drop a weapon or combine them in any way...

 

Yes. You're Encumbered otherwise.

 

19 minutes ago, Trokair said:

large.Kur-DawaFIN.png.2ca3019e04fce0df0c

 

As done as I think I will get before the game starts.

 

Bike is awesome. Bike is life.

I hadn‘t noticed the Honour Blade actually being „Blades“ as in a pair while skimming the book :facepalm:
 

In which case I‘d shorten the debate and simply settle on regular power sword.
The Fluff thingy is nice but extra work and lugging an extra TWO swords around isn’t very efficient to me on a non CC character

21 minutes ago, Xin Ceithan said:

I hadn‘t noticed the Honour Blade actually being „Blades“ as in a pair while skimming the book :facepalm:

 

Sir, are you telling me you did not, in fact, read the manual?

 

I'm afraid to inform you that failure to :RTBBB: voids any warranty, insurance, subscription service, exemption certificate or premium bonds you may otherwise have held...

 

Edited by Mazer Rackham
2 hours ago, Trokair said:

large.Kur-DawaFIN.png.2ca3019e04fce0df0c

 

As done as I think I will get before the game starts. Might need to try and panel line or some such to stop the white merging into each other so much, though in person it is not as bad as the picture.

Also I have not figure out what I want to do with the shield.  

 

  Reveal hidden contents

large.Kur-DawaFin2.png.e49bb1476bec5909e

 

 

Perhaps it would look better photographed on different coloured piece of paper? 

 

 

 

14 hours ago, Lord_Ikka said:

I was wondering if Kurkov could trade out his bolt pistol for a regular bolter? I don't think the pistol will be useful, given it is the same range as his heavy flamer, so getting a bolter may give a little bit of range to the Dev.

 

On the other hand, only the bolt pistol can be used on the off-chance your character gets swamped in CQC (though I suppose having a chainsword obviates the need).

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