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Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.
I'm actually running a game of Deathwatch this weekend for some friends. So far, the kill team is compromised of a Blood Angels Apothecary/ Sanguinary Priest, a Space Wolf Assault Marine, an Ultramarines Tactical marine, and possibly a Salamander Librarian. I'll have to make a synopsis to post here unless the little weeaboos find some way to weasel out of the game. If that's the case, I might try to setup one via IRC instead.

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Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.
Just coming here to talk about that Deathwatch game I posted about earlier. Warning, this has kinda of turned into a wall of text. I was originally going to summarize, but the two games were kind of ridiculous and we had a hell of a time playing in it.

TL;DR, Deathwatch = :black101: + power gaming at it's finest - haven't had more broken PC's since Mage.


First, lemme break down the Kill Team: 2 Ultramarines (a Tactical, who is the acting squad leader, and a Devestator), a Storm Warden Librarian (whom I gave extra experience too because he had played a poo poo load of Inquisitor with me back in the day and kinda knew how the systems worked, plus the others weren't really on the same level broham-wise, so it helped to have someone to look to for "knowledge"), a Space Wolf Assault, and a Blood Angels Apothecary/ Sanguinary Priest. The Librarian was a big 40k like me back in the day, and aside from my brother who is an avid 40k player now, everyone else only knew about 40k from Dawn of War. They are also primarily video gamers and haven't really discovered PnP Yin to the Console Yang, so to speak.

So their first mission starts out with them being assigned a search and rescue/assault in the Jericho Reach; there was a forge world that suddenly stopped communicating with the rest of the Imperium, which just so happens to stable a handful of Titans.The Inquisition wants the Kill Team to investigate, as there was some evidence of xenos in preliminary intelligence. Primary objective, secure the Forge World's stockpile of Titans and Restore Communication with the Imperium. The Inquisitor is pretty vague and not very forthcoming with information or how he came across it, but the team is new and eager, so they kinda pass it off as 'Inquisitor stuff :v:', say 'gently caress yeah :black101:', and head out. They are accompanied by a Dreadnought (Goremann the Elder, some Crimson Fists Dreadnought that's old as poo poo and want's to see some action) and a Techmarine (because we have a friend who isn't totally convinced to play, and he was thinking about Techmarine).

Their first gently caress up was they didn't buy a transport with their requisition they got, so they ended up getting shuttled to the planet in a Thunderhawk, which promptly left them to walk 30 kilometers among some oddly clean and well kept, if totally empty streets. This did not phase any of them, not even the Librarian with Divination and Augur. When they finally find transport, it's in the form of a Rhino that's been seriously damaged, and had the top of it taken clean off by something big and sharp. It also had large caliber bullet holes in the side of it, but not bolter rounds. The whole team found evidence of not just Orks, but Tyranids everywhere. The Devestator notices a hole about 10cm in diameter that was a clean cut all the way through an Arbites Rhino laying in the road, with a dead crew inside. Knowing full well most weapons don't do this, when he critically fails his role to ascertain the attacks origins, he cleverly tells his teammates, "My dick, duh,:smug:". All the while, they are being spotted by a rogue Inquisitor's team that I intend to have as the major antagonists for the Kill Team, and one of the spotters places a tracer bug on the marines without them seeing (psychic concealment; Librarian fails his Psyniscience to detect it). This party is about 7 or 8 strong, I haven't really decided quite how many, but one of them has a Gauss Flayer for some reason, and it shot a Rhino full of Arbites that tried to arrest them (hence the hole the Dev found).

Their vehicle lasts about two kilometers when they pass by a major engagement between Orks and Tyranid, and while maneuvering away from said engagement they manage to run into a pair of Zoanthropes supporting the 'nids, instead of going in guns blazing and getting horribly annihilated (which was their first idea). The first game ends with the two Zoanthropes defeated, but not before they destroy the Rhino and the lower leg of their Apothecary. 90% of the damage came from the Dev; the Assault marine didn't pass a single pilot check to make his charge, and the Librarian made everyone suffer a mild earthquake when he tried to Smite one. The Apothecary was knocked out turn one, and the Tactical was the only other team member that actually managed to damage the Zoey's.

Game two starts, and they are now in a small chapel dedicated to the Omenssiah. They are patched up, and manage to find an Auspex in a wreck outside. None of them have Tech Use trained until our Librarian calls bullshit and asks for a retconn (which I already said was cool for everyone to do, because I'm not used to the system and nobody else was either, so long as it wasn't major rework). The newly stat-ed Librarian has tech use, and can now use their Auspex. Promptly fails all of the Awareness tests up until this game's major conflict. They scout out a Manufactorum, but are unsure as to whether it has any transportation. It's also 5 kilometers out of their way. The Librarian consults the Tarot with Augur, and discerns that there is in fact transportation there, but they don't know if it works or not. They also know that there are Orks, Tyranid, and an unforseen 3rd party there, one of whom can shoot "Emerald Lightning". The team makes some jokes about recreational drugs and kitchen cleaner, then heads out on a walk.

They get about 500m away from the Manufactorum when our plucky Librarians dice decide that enough was a enough, and finally passed an Awareness test. They pick up a handful of the Inquisitor's party, coming from the Manufactorum and into a building on the side of the street. Since nobody on the team manages to pass a Xenos lore check, but also miraculously all pass an Awareness check by 4 degrees of successes minimum, they all snap to and move to investigate. The Librarian and Apothecary move through the building to the top, discovering nothing. The Assault leaps to the top of the roof and finds nothing, but gets a good view of what happens next.

The Devestator reports hearing vehicles, and shortly after the Tactical concurs. Orks are coming, and they sound like a lot of them (although it was hard to tell, as the Tactical has a hatred of Orks and knows that their numbers can be misleading when it comes to vehicles on account of how much drat noise even one makes). Everyone has an 'oh poo poo, now what' moment, before rationally deciding to let someone else figure it out by rolling some dice with tactics. Set up mines, says the Storm Warden (krak grenades rigged like claymores - I wasn't sure if this was a thing or not, but I rolled with it), the Devestator made a nice planned out defensive posture, the Tactical failed the poo poo out of his role and insisted they actually go out there and greet them and ask for their surrender :wtc:(short story, they didn't do that).

So they place some mines and hole up in this building, with the Tactical and his Stalker bolter on the third floor looking out on this 6 lane causeway, Dev on the 2cd floor barricaded up and with his heavy bolter and his rocket launcher perched for easy access, and the Assault marine on the room ready to "bring His word to them, whether they wanted to hear it or not :black101:". The Lib and the Apothecary? They went spelunking through the house, and were at the back of it when they discovered that; a) the enemy contacts on the Auspex left the house through a back entrance, and b) they probably should mine this, just in case. They are not present in the fighting for the first couple rounds of combat.

The first round starts off better than they had hoped, as a squad of bikers managed to race ahead of the Ork vehicles, but managed to miss the krak grenades in waiting. The first one was popped by a Wartrakk that instantly got wrecked, while the other was popped by a truck, causing said truck to careen into the truck next to it, causing both trucks to overturn on the far side of the causeway. A buggy, a looted Leman Russ (with it's battle cannon removed and a gigantic brass cauldron put in it's place - there was a Nob taking a bath in it, and it had two big shootas bolted to the sides of it. I dunno where I got this image, but for some reason it fit the bill of ridiculous for a bunch of Bad Moons-turned-Freebooters :orks:), and a looted Predator roll into view. Krak missile to the cauldron of the LR, a stalker bolt to the ork's head poking out of the Predator, and the Assault sweeps down off the roof and in front of the Pread', busting out the main windshield and placing his hand flamer inside and pulling the trigger :flame:. The flamer burns up all of the inhabitants of the tank, save a grot who is working the pedals and a grot hanging onto the firing mechanism for the Autocannon. It trundles forward a few feet before the halon systems activate and flood the tank with gas, causing it to roll to a halt.

The Bikes turn around and return fire, putting suppression fire on the building the missle came out of, while the Dev fires a shot at the Buggy after the Tactical snipes out it's gunner. The boys in the trucks are getting out of the wreckage and forming up a horde, while the LR pivots to face the building and rakes it with Heavy Bolter fire. Tactical takes a potshot at the boys emerging from the trucks, and instead of pinning them causes them to Waghhh! together and get super pissed off. When the bikes get close enough, another rocket takes a small group of them out, however the nob and one other manage to survive. These two race pass the building throwing grenades into the third story window where the Tactical is perched. He witnesses the effects of a critical throw effect (one grenade bounces off a window frame and back into the lap of the Nob), but one grenade goes right for his head. Tactical burns a fate point to run forward and snatch the grenade out of the air, scream "You dropped this, Greenskin!", and hurl it into the middle of the two bikes, destroying both in the process.

He raises his arms in victory, then remembers he is now exposed to Ork heavy weapons, proceeds to then fail to dodge out of the way of said heavy weapons and takes all but 1 of his total wounds in damage in his chest, knocking him backward. The Devestator returns fire with his heavy bolter, cutting many of those who came out of cover to shoot and forcing them back into a pinned posture. Unfortunately, the other truck's boys are close combat equipped, and make a bee-line for the building they are in.

But wait, where is the Assault? What about the Librarian and Apothecary? Well, the Assault manages to fly up and land behind the Leman Russ, planting krak grenades in what he assumes to be the more vital weak points of the tank and jets away before it goes up in a blaze of glory. The other two manage to make it to the front of the building and start shooting lightning and bolter fire into the oncoming wave. The Assault charges the Slugga boy horde from out of the sky, while the Librarian and Apothecary charge the horde from the ground while in squad mode. The horde gets ripped to shreds in seconds, and they rebound from that horde into the horde that had been forced behind cover, with the Assault joining the pair on the ground. Combat was mopped up pretty quickly after that, and after wounds and armor are tended to, they claimed the Predator for themselves. That's where our second game left off.

So far, the team has no idea that they are being tracked by the rogue Inquisitor, or even why he is here in the first place. They also don't know how Tyrnaids got here, or why they'd attack a place known for having body shops instead of hospitals, but thankfully they haven't asked that question yet. Gives me some time to think up some story, but all in all, they had fun, and it is always fun watching newbie tabletop folks have their first game :3:.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Clanpot Shake posted:

Awesome story. Rogue Inquisitor brought Tyranids to the planet. Why? :iiam:

'Cause he's a bad guy. :ms:

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Benagain posted:

Because they don't think the Tyranids are being viewed with enough terror. Because they think the Tyranids might be a good weapon to use against the Orks/Chaos/Everything. Because they think that this planet needs to be destablized and destroyed so that the sector may live. Because they think that Orks will kill us all unless we throw everything at them now. Because they've gone evil and this is step 174 towards summoning a demon into them and becoming a demon prince.

:ssh: The rogue inquisitor and the third party aren't one and the same.


EDIT: Misquote.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.
Our little group is going to meet again on Sunday, and if all goes according to plan, I'll have another interesting tale of the Deathwatch kill-team "Bonum Decuriae". It's a rough translation of "The Good Guys" in Latin, apparently.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Beer4TheBeerGod posted:

"Viri Benevolentiarum" sounds better since it sounds like it's about violence.

This. Going to go ahead and append their sheets with it while they are away. It does have a more Imperium style to it, hence the original name's sorta-but-not-really grammar. Also, I went to my local gamestore yesterday to find the ork Rogue Trader book. Turns out, it's kind of a hot item :(.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

InfiniteJesters posted:

Allow me to recollect the highlights of our group, the Emperor's Angels of Failure.

I like how I came to post my groups stuff yesterday, and apparently it bears disturbing similarity :stare:.

Also, is it alright if I continue to post my groups' stories here? This is the closest place to a Deathwatch thread, and I wanted to share the shenanigans as everyone learns the rules and such.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

insanityv2 posted:

I don't mind them being posted here but there is this thread that might be more germane. Use your own judgement, I guess.

I'll keep that in mind, gonna message a mod and see what they think, just in case. Nevermind, the other thread wants to see em there, guess that's where I'll put them from now on.

As for game terms, am I correct to assume that in Deathwatch, any damage dice that rolls a "10" means it gets another free attack due to Righteous Fury? Or is that normally only granted by things like fate points, et al?

Mr Fahrenheit fucked around with this message at 21:11 on Feb 27, 2012

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Ze Pollack posted:

...against xenos. Anyone else, you have to confirm your Righteous Furies.

But it means that any damage dice that rolls max damage has a chance to cause a catastrophic amount of damage? Cause my last game had our Librarian seriously deal over 70 damage to a horde he was locked in combat with, split between two turns of combat. That's not even counting a Devastator who didn't know the rule and said he had a handful of 10's on the damage rolls :stare:.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

InfiniteJesters posted:

In today's session of my group:

    -A multiway political clusterfuck between Tau, Tau-sympathizing Imperials, multiple Guard regiments having a power struggle over who assumes command of the city's Imperial Guard division after the sympathizers assassinated the residing Lord General, and us. Actual investigative work! Fun! We're like the world's most overpowered SWAT team.
    -We break into a sympathizer's hideout and I threaten to use my juggling skills on the rebel scum if they do not cooperate.
    -Our Apothecary attempts to solve problems by being an EXTREMELY aggressive drug pusher.
    -When an ammo dump in the city explodes, an order to our Apothecary to tend to wounded Guardsmen is met with an incredibly bored-sounding "No."
    -My Ultramarine tackles a Guardsman into a wall to prevent him from executing a person of interest in the Tau conspiracy. CRUNCH!
    -We confront the corrupt city elder helming the Tau sympathizers in the city, plus his bodyguard, all toting Tau pulse carbines. The elder taunts us to give him one good reason not to fire...To which our response is our Librarian burning over half of them alive with his powers, my Ultramarine blasting 4 of them into kibble with a Storm Bolter, and our Black Templar Assault Marine pinning the elder to a wall with a power blade at the elder's throat while growling "How's THAT for a reason?"

I swear, I have the best group and play the best game. :keke:


Nice, I love how it starts with the Librarian puttin' the heat on some fools. I just ran a game last week, where our Librarian, on turn one, pushed a smite (with talents, a PR of 9) and hit a hive tyrant and his 3 tyrant guard. Did 81 damage before armor and toughness, and he popped the tyrant guard like popcorn kernels. Then our Devestator put the hate down on a Zoanthrope and killed it in one burst with some lucky rear end rolls. This game is like Gears of War meets Dragonball Z sometimes, and it's always awesome.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Beer4TheBeerGod posted:

Also does anyone know what the Mk 6 "improved bio monitor" from Rites of Battle refers to? This is the history option where part of your power armor is replaced by a Corvus helm, which supposedly includes some kind of bio monitor improvement. I've been assuming it actually refers to the improved auto senses.


Space Marine helmets have autosenses built into them, granting a +10 to certain Awareness skill tests. Mk6 Corvus helms, however, have better sensors to detect biological lifesigns, and instead grant +15 to Awareness skill tests. It is in a table in Rite of Battle that lists all the armor, Mk1 through Mk8 and shows what they all do in line. You are correct in assuming it refers to the improved senses.

Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Sour Blossom posted:

Human-sized bolt rounds probably just have refined fyceline as opposed to the "depleted deuterium core"(which I am guessing is supposed to be metallic hydrogen or something absurd) of an Astartes bolt shell. It'd explain why the bolters in Deathwatch are rolling two dice to the other books' one, I guess.

Don't Space Marines get bonus damage with Bolter weapons due to 'training' traits or whatever? I don't have my DW book on me, but I remember something like that being on the character sheet itself (maybe under the Astartes Weapon Training trait).

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Mr Fahrenheit
Dec 10, 2010

Travelin' at the speed of light.

Felime posted:

Had our first deathwatch session on roll20, and in between drawing dicks and blood splatters on the board and slaughtering innocent guardspeople who had the misfortune of capturing an inquisitorial agent doing shady poo poo with tau on a planet that had gone quiet, this got made of my (tragically) rejected plan to get us (and our not exactly voluntary guide) to our next target.



It was a good session.

Now do one with the real plan.

The real plan needs a zeppelin

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