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About This Game

As the 30th Millennium draws to a close, the Great Crusade reaches its crescendo. In the Ullanor Sector, a dozen star systems teeming with orks, the mighty and crafty Overlord Urrlak Urg has united the greenskins into the largest gathering of their kind on a scale never before seen by the nascent Imperium. The Legiones Astartes approach en masse for the largest campaign of the Great Crusade, to break the back of the greentide and end the greatest threat to the Emperor's realm. But already, the seeds of sedition and heresy are being planted...

Game System

Deathwatch

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04/12/2024

Detailed Description

This is a concept I've wanted to do for years, ever since I first found the Deathwatch RPG - a game set during the Great Crusade, before the Heresy, before Horus was even declared Warmaster. I'll readily admit I'm not super knowledgeable on 30k lore, I haven't read the Horus Heresy books or anything, but I still really like the idea of a Deathwatch game set back when all eighteen (surviving) legions were nominally loyalist and the Emperor was still alive and active. The Ullanor Crusade seemed like the perfect setting for such a game.

Obviously the Inquisition and the Deathwatch itself don't exist yet, but this campaign would follow a small strike force of Astartes taken from the many different legions and sent on special missions. The Luna Wolves, Ultramarines, and White Scars were the most heavily involved in the Ullanor Crusade, but I think fourteen of the legions were involved in some capacity; your characters can come from any of the eighteen legions.

I'll most likely be using a heavily modified version of Rising Tempest, with the first chapter replaced with probably Extraction from the core rules. If the game goes on long enough, and people are interested, I may continue the game into the Horus Heresy era, either continuing in Deathwatch or porting over into Black Crusade depending on which side the squad goes with.

  1. What's new in this game
  2. , Sanguinary Priest WS 43 (+4) BS 39 (+3) S 40 (+10) T 46 (+8) A 44 (+4) I 50 (+5) P 44 (+4) WP 47 (+4) F 42 (+4) Movement: 5/10/15/30 Armor: Body 9, Rest 7 Wounds 19/19 Fate Points: 3/3 Pain Suppressant Doses: 6/6 Zoreal wasted no time in making his way to the armory. They didn't know exactly how time critical the mission was, but he wanted to hurry in case the minutes made a difference. While walking, he mentally wrote a sermon that he intended to share with his brethren once he returned, sharing with them the meeting with the Primarch and his impressive display. Once he reached the armory, he was absolutely floored with all the options available. With his lack of frontline experience, he lacked the experience to help guide him. His inherited memories didn't offer a lot of clues, as almost all his predecessors had fought with what they were assigned, most of them preferring the chain sword. He trusted his sword to help him in melee, but he needed something with a bit more range. They were up against hordes of greenskins, weren't they? Maybe he ought to take a weapon that could cull their numbers, while he trusted new brethren to take care of the toughest ones. He asked the armory personnel for a recommendation, and was handed a weapon he was completely unfamiliar with; a Phosphex Incinerator Cannon. Its design left little doubt about its purpose; this was a weapon designed to terrorize Xenos and teach them fear, if they even survived the first blast. It was heavy and unwieldy, not something to rely on once the enemies got close. But against numbers of greenskins, this sounded like a great option. With the weapon secured, he requisitioned some other items that would aid him and his brethren. OOC Do I have any clue if Greenskins use toxins? Are there any special tactics I know of that they might employ? Rolling Forbidden Lore (Xenos), if that affects the outcome. I have Int 50 and rolled a 40, so that's one degree of success?
  3. Not out of the question. I'll have to wait until we're back before considering it, though. Good point. I can stow away the heavy weapon when we get to melee range. I'm not too worried. The core weapons are plenty dangerous already. Take the Lascannon; 300m, 6d10+10 E, pen 10? That's going to leave a mark. To be honest, I wasn't even considering them. The problem, as far as I'm concerned, is that they are seem hard to stick on an enemy with unnatural toughness, and their effects don't stack well with the rest of the team. The only thing you might be worried about is the size of the areas affected by the spray weapons. With 60m, the Phosphex Incinerator Cannon affects an absolutely massive area. It matters less if we're fighting hordes, but against grouped up single enemies this is potentially a game changer. Which is exactly why I'm considering taking it. I'm not sure that will make the choices any easier. Do let us know what you decide on, 'cause there are at least one item I'd love to get at higher renown; a Death Mask. Fear me, greenskins! Something entirely different: If we carry a teleport homer, can we be beamed up again at the end of the mission? That sounds like a no-brainer for easy extraction.
  4. Starting at a higher Renown does seem appropo, but I'm fine with any decision on that front.
  5. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 2/3 Excusing himself from the presence of his Primarch by forming the Aquila with his hands in salute, Vorticar has one of the junior deck officers guide him to the commander center for the Somnium. When planning an assault such as this it was his style to approach the battlefield holistically - only by examining the full scope of the conflict at hand could one hope to best maximize a given asset's potential to the fullest. In the case of the Astartes that might finding a location to maximize the yields on their shock tactics (while still keeping the objective within arm's length). Unfortunately, it seems that Vorticar's hunger for glory occluded his judgement in his proposed deployment. Wiser heads will hopefully prevail and a sounder orbital drop strategy will be implemented, but Seraddon takes at least having his voice heard as a small victory. A fool may become great after all, but the unknown are unknown for a reason. His piece said, Vorticar withdraws and begins making his way down to the Armoury to begin preparations... OOC Okay, gonna take a crack at that Tactics roll. Difficulty's +0 so the TN's at 49. You know what? I'm gonna spend a Fate Point for a Re-Roll there. ....worth a shot.
  6. So many questions 😵 I'll try to catch up and get back to everyone haha You can try, but unless there's something in particular you want to take that the squad doesn't have the necessary requisition for, it's probably not a good idea to push your luck too hard on this I'll say just a regular +0 difficulty, dropping from orbit into a mass of orks is gonna be pretty standard procedure for a Luna Wolf and the facility doesn't necessarily need to be recovered so there's little added complication in trying to avoid landing in the middle of a vital structure or something. Success here will get the squad to land more accurately to the position you choose (I'm in the process of drawing up a map), and/or take the orks by surprise when you land. I'm gonna say no - chaplains are sort of a thing in 30k, so I've left the Deathwatch chaplain specialty open to anyone who wants to take it. At this stage only really the Word Bearers make widespread use of chaplains, but at the Council of Nikea (which took place very shortly after the Ullanor Crusade) the Emperor decreed that chaplains would be adopted & standardised across the legions. Didn't end up helping much with avoiding the Heresy though, in fact most things decided on at Nikea probably just worsened the Heresy. This does seem to be a pretty melee-focused party. Also, I feel I should mention the 30k weapons are 100% my own homebrew and I have no clue how balanced they are, use at your own risk 🙃 I'm pretty happy with the radguns in particular though, looking at the 30k tabletop rules they seem to function in much the same way there, where they're not really viable for killing anything but they do inflict awful debuffs on tough enemies. Destroyer weapons tend to see varying use between the legions, I think the Death Guard and Iron Warriors use them the most frequently, while the Ultramarines are the most vocally against them (to the point that they were later banned by the Codex Astartes). I'll allow it 😁 I don't wanna ban too many things on the basis of the 30k time period, unless it's explicitly stated in canon that they didn't exist yet Yeah I'm not sure I can help here unfortunately 😅 I love the FFG games, but they do tend to be poorly designed in a few places. Probably a good idea to take the webbing for now, it's fairly cheap at least Also, for everyone, I'm considering boosting everyone's renown to 20 (Respected) to give some more options on requisition, I've noticed a few people struggling on what to choose and while I like the concept of renown tracking individual reputation & giving access to better equipment as a reward for character progress, I also don't want to lock fun equipment away.
  7. Hey! Thanks for the help there. I have only one concern about the suggested weapon: Hellfire flamer come from the Omega Vault of the Deathwatch in the Jerico sector, which like many things that come from there, have unknown (or cryptic at best) origins. We practically have no data if it is lore friendly with the time of the Crusades, so I would need the DM ruling to know if it is okay to get one. Otherwise, I'm also eyeing phosphex weapons as a possible choices...
  8. Requisitions Mission 1 Requisition Points: 80 Volkite Serpenta: 10 Volkite Charger: 15 Astartes Assault Shotgun: 7 Back Banner: 15 Melta Bomb: 12 Kraken Rounds x2: 10 Slug Rounds x2: 8 Magnoculars: 3
  9. If the Hellfire Flamer (Rites of Battle p97/98) is available, it looks superior to the Astartes Flamer. In fact, it almost feels like the authors figured the regular flamer was too weak and added a stronger one. Hellfire: Basic, 20m, S/-/-, 1d10+9 E, pen 5, clip 6, Flame & Tearing, req 10, no renown requirement Astartes: Basic, 20m, S/-/-, 2d10+2 E, pen 3, clip 6, Flame, req 10, no renown requiremen Do we really need it? Is there something in particular you want that you can't afford? I can probably donate requisition (see below). There's an item in Rites of Battle I'm curious about, the Crozius Arcanum (description on p140, table on p147). It's "only ever issued to Space Marine Chaplains". Does a Sanguinary Priest count in that regard? I'll be honest -- if I was the GM I probably wouldn't allow it, because the stats on that thing is pretty insane. Still, I figure it can't hurt to ask. I have the following requisitions so far: Combat Webbing [req 3] Blood of Heroes [req 15] (First Founding p101) Diagnostor Helmet [req 15] (Deathwatch p165) As for weapons, I have so far only got the Bolter Pistol and Chainsword. I'm seriously considering bringing a heavy weapon that I'll have to stow away when we get to melee. A Heavy Bolter has great range (150m) and can put down suppressive fire. I probably won't hit much with it, but having some ability to pin enemies seems very useful. If no one else is bringing it, I'll probably pick it up so that we as a squad have the option. It can also be borrowed to someone with better BS than Zorael, 'cause it doesn't matter to me who kills the Xenos as long as they die. The is scarily good for what it can do: Hit all enemies (and allies!) in a cone up to 40m, dealing a ton of damage (2d10+10 with tearing and pen 10), possibly applying fear, and jamming almost 27% of the time -- but it will only jam if you roll a 9, so that's great damage before it jams. The Phosphorex Incinerator Cannon is somewhat similar. Long range (60m), less damage (2d10+6 and pen 10), can apply fear *and* burn, and doesn't jam quite as often -- only 19% of the time. The rifle is the variant with less range and damage, but can still apply fear and burn. The Astartes Missile Launcher (Soundstrike) or the Armourbane Missile Launcher: Great range, a lot of extra explosions -- but grenades are a lot more portable and almost as good if we're fighting at a closer range. The problem with both suppressive fire and spray weapons are that they hit indiscriminately. If some in our group intend to go into melee at first opportunity, I don't want to hit them. Can I ask for some help in deciding if any of these seem like a particularly good or bad idea? I'm also fine with donating my requisition to someone else who needs it more.
  10. , For reference I was giving the Errata a look over, and it seems they dropped the Melta Bomb's Requisition from 25 to 12. So that should free you up for an extra 13 points. Or wait, the Requisition is different between the Corebook and Rites of Battle... are they technically different weapons? , Remind me, can a Kill-Team try and persuade their higher-ups for more Requisition on a mission? I know you can do that in Only War, but all I found relating to that in Deathwatch is this line on page 138: "A straight forward Mission may have a Requisition rating of 50, while the protracted defence of a planet may warrant a rating of 200 or more. If a Kill-team disagrees with the assessment of a Mission’s difficulty, their Leader can try to convince the Mission authority, but frequent quibbling is not viewed favourably." Also what would be the difficulty of a Tactics (Orbital Drop Procedures) roll ahead of the Mission?
  11. The Medicae bonus compared to the requisition cost is bonkers. I'm not complaining, though. Maybe someone decided that failing Medicae tests was not a good way to generate fun?
  12. Characteristics: WS 50 (+5), BS 44 (+4), S 35 (+8), T 38 (+6), Ag 49 (+5), Int 36 (+3), Per 44 (+4), WP 44 (+4), Fel 39 (+3) Movement: 14/28/42/84 | Armor: Body 9, Rest 8 Wounds: 20/20 | Fate Points: 3/3 | Pain Suppressant Doses: 6/6 "Ghastly grim and ancient Raven wandering from the Nightly shore—" Mission briefed. Objectives identified and prioritized... Once formally dismissed, Morrigan wandered the Gothic halls of the Imperator Somnium. Far from wandering aimlessly, the Raven Guard moved with purpose in an attempt to orient himself within the massive vessel. Contrary to popular belief that the Mechanicum of Mars held the monopoly on all technical knowledge in the Imperium, the Imperator Somnium was not constructed on The Red Planet, but rather on Terra. The Command Carrier was constructed with the advanced secrets from Terra's Dark Age of Technology, the zenith of mankind's scientific knowledge and technological power, simultaneously wonderous and terrible. It was a unique, golden vessel of immense size, dwarfing even the largest Imperial battleships, and its size was on par with that of the Orbital Plates of Terra. Remarkable, thought Morrigan. A magnificence to rival the Black Tower. The Ravenspire, the Fortress-Monastery of the XIXth Legion, was the only comparable frame of reference known to Morrigan. The Ravenspire was a place of great significance to the sons of Corax and to the people of Deliverance and Kiavahr; a place Edryc Morrigan knew all too well. Conversely, unfamiliar with the flagship's layout and more than slightly intimidated by its daunting size, Morrigan had no choice but to admit defeat. Facing failure so soon, Morrigan chuckled darkly to himself. Definitely a suicide mission. Outstretching a gauntleted hand, he stopped a passing midshipman in his tracks, and demanded to be taken to the Armoury. Struck dumbfounded, the midshipman stared at the massive, gauntleted hand, which was easily double, if not triple, the size of his head, whilst processing his sudden predicament. The genetically modified, psycho-conditioned Space Marine must have stood as foreign and imposing to the human, as Horus was to Morrigan upon first meeting, which, while only moments ago, felt like days. Unhelmed, the Raven Guard's extreme pale complexion certainly added to the human's crippling paralysis, like some ghostly haunt, made flesh, emerging from the shadows and now lording over him. "The Armoury," barked Morrigan. "Now!" While not intended to be unkind, the Assault Marine nonetheless spoke in a booming, commanding voice which jolted the naval officer out of his stupor. Fearful of the consequences should he delay, the midshipman darted off in the direction of the nearest Armoury. On power armoured legs, Morrigan effortlessly followed his newly acquired guide and impromptu attendant.
  13. I guess the basic thing is that since there is no listed benefit for having it/restriction for not having it, I´m just having a hard time seeing why this is an item in the first place. I understand what the item is meant to be, it´s just to me it´s utterly pointless since I have no idea what I can carry around without it. It just seems to me like it´s an item that gives a purely narrative benefit (as well as an implied but never specified mechanical one) but still has a mechanical cost. I can accept if that is the case (though I don´t like it), but I was confused as to whether this is the case or not. Also, I don´t really get stuff like the medicae pouch. If you are just requisitioning the webbing (which I think is meant to be the case), can you then just say that you have such a pouch, and get the benefits? Or is that a separate requisition? Thanks for trying to have it make sense to me, but it starts to feel like I just have to settle for this being an extremely poorly written item (IMO) that I´m just supposed to requisition without thinking too much about it.
  14. The limit is how armor armors are designed. At most, they are outfitted with a leather belt and/or bandolier for additional equipment, tools and clips carried because the way they are made. There is no explanation about it really in the book, so I understand the confusion. But if you go by logic of it, an Astartes armor can't have more than belt and/or a bandolier, it doesn't give much room for other things than 3-4 clips pouches, 2-3 grenades, a blade and a pistol holster. The combat webbing is providing more room to place stuff and organize your gear. The best way I can picture it is a cowboy and a military dude in full gear. The basic marine is like a cowboy: He will have his rifle, a pistol, a knife and maybe a side pouch to put cash and small items. With combat webbing, like the one of a comtemporary soldier, you can have like 6 grenades, a long range communication device, survival kit, medical kit, breaching tools, breaching charges, hydratation kit, camo webbing, gas mask and many other things even before even packing anything in a backpack. The difference is there: The webbig is an item organizer that permit a soldier to bring more stuff than his regular cowboy outfit can handle. It is more practical for long term engagement than short one, as it permit to bring more stuff, add versatility and the possibility to bring more stuff useful for many different situations. The Astartes combat weebing come with basic pouches of items, but it is specified that you can add even more if needed.
  15. I´m feeling really dense now, but I guess it´s the emphasized part that confuses me, because I can´t find anywhere what those "normal" limits are. And also, if the webbing is just the place to add all the pouches, and stuff you requisition already comes with pouches...why is this an item that you can requisition in the first place and not standard issue? If it is an item that everyone needs... ...and if it is not, then what is the advantage? I get what you are saying it does, but from what I can see, it offers no such advantage at all. I really think (and hope) I am missing something here, as this feels like it shouldn´t be this complicated to get...
  16. Okay, here Vulkar requisitions: Combitool (15) Auspex (12) Melta bomb (25) Multikey (15) Astartes combat webbing (3) Astartes flamer (10) Total: 80 flush
  17. There is a complete explaination of the combat webbing here accroding to the lore. Basically, it come with everything mentionned there, plus you can fasten more pouches/clips on it. Normally, pouches/holsters/blade sheath doesnt cost requisitions - they come with the item wheb you spend requisition on them. Webbing is just an item organizer, to optimize placement and carry more than what the normal belts/strap would allow a marine (+ some free items like medicae pouch and vox)
  18. Ah, that changes a lot :) I would still like someone to clarify my questions regarding Astartes Combat Webbing, so I know if I have to requisition a lot of pouches or none at all Can we actually use Demo Charges? I totally agree they would be useful, but from the rules it seems you need the Demolitions skill to use them, and I can´t see a way for anyone to have that at Rank 1.
  19. This is just me speculating, but it would seem reasonable that you only consider the actual damage dice used when seeing if the weapon jams. But still, yeah, that´s a pretty high rate for jamming. Probably safest to get a higher-quality craftsmanship version.
  20. Sadly, the errata removed the Full Auto fire from the bolter and storm bolter.
  21. A regular Bolter can be used to make a Full-Auto Attack, and by extension Suppressive Fire.
  22. I don't think anyone has an full-auto weapon yet. From what I gather, only the Heavy Bolter (20 Req), and the Assault Shotgun (RoB, 7 Req) are available at our renown (oh, and the autogun, but that would incur a penalty due to not being made for astartes.) I'll take both the auspex for the +20 awareness, and the Magnoculars since I have a fairly good Perception. I don't have a good tech-use though, so I won't be able to use the auspex to detect the undetectable. Unless we deem it unnecessary, I'm also willing to take a vox-caster to keep in contact with the ship and call for evac. Additionally, do you guys think Orbital Surveillance (15 Req)RoB.216, 15 Req Ships in orbit can use their auger arrays to gain detailed information about ground targets spying from on high. The Kill-team has gained the services of a vessel in orbit to gather intelligence for them and can call upon it during their mission to see what lies ahead. At any point during the mission the players may choose to use their orbital surveillance to try and gain real time information about an area of the planets surface that would be visible from space. The GM can then have the vessel make a Challenging (+0) Perception Test with a Perception of 50. It is up to the GM to decide just what information the ship can gather. Generally, each degree of success should offer the Kill-team additional intelligence. It is recommended that the GM should make this test in secret, as it is also possible the vessel might misinterpret visual data and feed the Kill-team false information... is worth it for this mission? Finally, I think it would be a good idea for someone to requisition Demo Charges and/or a Multikey. (Preliminary) Degei's Requisitions Jump Pack (15) Totem Of Subetai (15) Orbital Surveillance (15 Req) Vox-Caster (10) Auspex (12) Magnoculars (3) Charm (6) 4 additional Frag Grenades
  23. The Vasgotox Spray-Cannon looks really unreliable with its negative synergy. It rolls 3 dice (because of tearing) using 2 highest for damage, and if any of those come up with a 9, that's a jam. That's something close to 25% chance on jamming with each shot. On the other hand, if it does jam, at least it dealt good damage first.
  24. Good one. Eh... , can we requisition items at higher renown? I thought we started with no renown. On a similar note, is there no renown requirement for the ? Should we try to avoid redundancy in weapon types? So if Vulkar and Degei both bring the flames (the latter in the form of the psychic power Avenger), it sounds like I should try to find some other niche. Who among us can put down suppressive fire? I.e. who has full auto weapons? A lore question if someone can help me out? Would the ninth legion be particularly opposed to or attracted to Destroyer weapons? I can also just go launchers, an old classic. 'Cause who doesn't love an explosion or ten.
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