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  1. - Top - End - #1
    Titan in the Playground
     
    DrK's Avatar

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    Default Deathwatch - Acheros Salient OOC


    As a request from another gamer I'm setting up a Deathwtach game to start in the New Year! We are looking for brave and loyal Marines to join Kill Squad - Epsilon in their critical missions to save the Jericho Reach from the dangerous advances of the Xeno and Heretic as they work with the Holy Ordos to prevent the Achillus Crusade grinding to a halt....



    The destroyer Noctus Purgatory has been cruising through the depths of the Jericho Reach heading out from the secretive watch station Iobel on the strange lighting wracked planet Iobel II. A newly assembled Kill Team assembled aboard her being served by the silent and dedicated chapter serfs and the metallic servitors in the vessel. En route to one of the silent Watch Stations secreted in hidden locations in the Reach you are diverted as over the secret communication channels known to the Deathwatch the ship's astropath has picked up a signal from Inquisitor Helena D'Bonham....

    Table of roles to be added


    IC thread


    Mission Briefing
    • Proceed to the Cellebos Warzone world of Khazant. Locate the crashed Imperial Frigate "Spear of Drusus"
      Primary:
    • Retrieve the datacore from the Navis chambers aboard the crashed ship
    • If alive rescue the Navis Nobilite from the local Stigmartus warlord


    Secondary
    • Rescue Cannoness Angelica (if she lives) or recover her body and relics
    • Eliminate the Witch Council of Khazon


    Tertiary
    • Kill the Heretic
    • Rescue other Imperial survivors




    * 40 Renown to spend each
    * CHoose a leader and an oath
    Last edited by DrK; 2020-11-21 at 06:36 AM.
    Thanks to Emperor Ing for the nice Avatar

  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Ragnir will speak in manly Dark Red.


    Spoiler
    Show
    Rune Priest Ragnir



    Name: Ragnir
    Speciality: Rune Priest (Librarian)
    Chapter: Space Wolves
    Demeanour: Sons of Russ (Personal: Stoic)
    Sheet: Is here. (stolen from someone else)
    Last edited by BananaPhone; 2020-11-22 at 08:35 AM.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    “The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards.” ― William Francis Butler

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Taking Dark Slate Grey

    Spoiler: Baldr Krakentooth
    Show

    Name: Baldr
    Chapter: Space Wolves
    Specialty: Tactical Marine (Grey Hunter)
    History: Defense of Hethguard
    Personal Demeanor: Calculating
    Chapter Demeanor: The Sons of Russ
    Power Armour History: Mk 7, Cower Not Before the Enemy (extra -20 to Stealth and Concealment tests, +10 to Command tests)

    Spoiler: Appearance
    Show
    Shaggy black hair that's partially braided, bushy beard. Tied into his hair, Baldr retains pieces of Kraken bone from a hunt he was involved in with his pack back on Fenris. His armour has various runes inscribed into it to commemorate notable deeds committed by all those who have warn the armour since it was forged. Past owners of the armour have added runic icons and fetishes to help protect the bearer. Baldr has tried to honour his armour by maintaining the tradition. Draped over Baldr's armour is the pelt of a Fenrisian Wolf. The pelt is burnt and ragged around the edges.


    WS: 45 (+5 advance) - 50
    BS: 48
    Str: 40
    T: 41
    Ag: 35
    Per: 43 (+5 Chapter) -48
    Int: 46
    Wp: 41 (+5 advance) - 46
    Fel: 35 (+5 Chapter) - 40

    Wounds: 20
    Fate: 3
    Insanity:
    Corruption:

    XP: (To Spend: 100 / Total: 20,000)
    Rank 2

    Movement
    (+1 to AgB in armour)
    Half Move, Full Move, Charge, Run
    3 6 9 18
    4 8 12 24

    Spoiler: Skills
    Show

    Awareness +10
    Carouse +10
    Ciphers (Chapter Runes)
    Climb
    Dodge
    Command
    Common Lore (Adeptus Astartes, Deathwatch, Imperium, Jericho Reach, Navy, War)
    Concealment
    Drive (Ground Vehicles)
    Forbidden Lore (Xenos)
    Gamble
    Intimidate
    Literacy
    Navigation (Surface)
    Scholastic Lore (Codex Astartes)
    Search
    Silent Move
    Speak Language (High Gothic, Low Gothic)
    Survival
    Tactics (Void Combat)
    Tracking +10
    Trade (Shipwright)
    Wrangling

    Basic Skills
    Charm
    Contortionist
    Deceive
    Evaluate
    Inquiry
    Logic
    Scrutiny
    Swim



    Spoiler: Talents
    Show

    Ambidextrous
    Astartes Weapons Training
    Bulging Biceps
    Combat Sense
    Counter-Attack (see errata)
    Deathwatch Training
    Double Team
    Hardy
    Hatred (Chaos Marines, Tyranids)
    Heightened Senses (Hearing, Sight, Smell)
    Killing Strike
    Nerves of Steel
    Quick Draw
    Rapid Reload
    Resistance (Cold, Psychic Powers)
    Signature Wargear
    Signature Wargear (Master) (Item of up to Req 40, additional effects depend on what type of item)
    True Grit
    Unarmed Master
    Unarmed Warrior (see errata)


    Spoiler: Traits
    Show


    Bolter Mastery (In solo mode +10 to BS and +2 to Dam with Bolt Weapons)
    Unnatural Strength (x2)
    Unnatural Toughness (x2)


    Spoiler: Implants
    Show

    Larraman's Organ: Marines don't suffer from Blood Loss (p.260) unless affected by a weapon with the Warp quality.
    Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.
    Preomnor: The Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
    Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In
    addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills
    he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the
    Space Marine (until he devours another portion of an enemy, of course).
    Multi-lung: The Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (see page 261). In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung.
    Sus-an Membrane: The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
    Melanchromic Organ: At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
    Oolitic Kidney: This implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the
    Toxic Quality.
    Neuroglottis: The Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a+10 bonus to any Tracking Tests against an opponent he has tasted.
    Mucranoid: The Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space.
    Betcher’s Gland: The Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
    Progenoids: See page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a
    Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
    Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.


    Spoiler: Solo / Squad Mode
    Show

    Burst of Speed
    Feat of Strength
    Wolf Senses: (Passive ability)

    Tooth and Nail (Free Action, 2, Sustained - reroll all opposed tests in grapples, extra +10 to outnumbering, +10 to Dodge and Parry rolls)
    Pack Tactics (Free Action, 2 - likely dependent on having another SW to get any bonus)



    Spoiler: Wargear
    Show

    Astartes power armour, Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement, Wolf Pelt (+2 Intimidate)

    Astartes bolter with fire selector, one clip of Special Issue ammunition (not exceeding 25 Requisition per clip) per mission. Note that you must still meet the Renown requirement for this ammunition.

    So Kraken rounds for the free clip of special ammo you get as a Tactical Marine, and a Chainsword for signature wargear.

    Otherwise, Stummer (5), Astartes Sniper Rifle (20), Photon Flash Grenade (5), 2 clips of Stalker rounds (10)

    Spoiler: Power Armour
    Show

    -30 to Concealment and Silent Move tests (Core 160)
    AP 10 Body, AP 8 elsewhere
    Enhanced Strength: Increase the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
    Auto-Senses: Dark-Sight, extra +10 to sight and sound based tests that stacks with Heightened Senses (+20 total), immunity to photon flash and stun grenades, Called Shot can be made as a Half Action
    Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
    Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits: +10 to Tests resisting the Toxic Quality and similar poison effects. The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered. If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
    Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also
    transmits through this link, permitting a squad to view each others’ vitals.
    Magnetized Boot Soles: Can be activated to provide the equivalent of Magboots.
    Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
    Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
    Giant Among Men: A Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
    Poor Manual Dexterity: While protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all. Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.





    Spoiler: Advances
    Show

    8000 to spend

    Rank 1 (13000-16999)
    General
    Search (400)
    Survival (300)
    Trade (Shipwright) (600)
    Signature Wargear (500)
    (1800)

    Space Wolves
    Carouse +10 (400)
    Tracking +10 (200)
    Wrangling (100)
    Hardy (400)
    Hatred (Chaos Space Marines) (500)
    (1600)

    Deathwatch
    Common Lore (Jericho Reach) (400)
    Resistance (Cold) (300)
    (700)

    Tactical
    +5 WS (500)
    +5 Wp (200)
    Double Team (200)
    Rapid Reload (200)
    (1100)

    Rank 2 (17,000-20,999)
    General 2
    Awareness +10 (300)
    Gamble (200)
    Common Lore (Navy) (200)
    Signature Wargear (Master) (1000)
    (1700)

    Deathwatch 2
    Hatred (Tyranids) (500)

    Tactical 2
    Combat Sense (500)

    (7900 spent)











  4. - Top - End - #4
    Orc in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Spoiler: Elyas
    Show
    Name: Elyas
    Chapter: Dark Angels
    Chapter Demeanor: Sons of the Lion
    Personal Demeanor: Stoic
    Past Event: Encountered the Fallen
    Armor History: Death is Joy
    Specialty: Tactical Marine
    Specialization Ability: Bolter Mastery (Solo)
    WS: 41
    BS: 53*
    S: 44*
    T: 40
    Ag: 44
    Int: 53
    Per: 53*
    WP: 51*
    Fel: 43*
    *Advanced
    Wounds: 20
    Move: 4/8/12/24
    Fate: 4

    Talents
    Resistance (Heat)
    Rapid Reload
    Paranoia
    Mighty Shot
    Combat Sense
    Hip Shooting
    A. Weapon Specialization (Bolter)
    Resistance (Poison)
    Daemon Slayer

    Skills
    Forbidden Lore (Traitor Legions)
    Interrogation
    Search
    Tactics (Recon & Stealth)
    Awareness +10

    Equipment
    Standard issue gear
    Ceremonial Sword (Chapter Trapping)
    Dipole mag-lock (Sword)
    1 Metal Storm ammo clip (Tactical Marine standard issue)
    3 Kraken ammo clips
    Red dot sight (Bolter)
    2 Photon Flash grenades


    I'll use purple. As for the leader, it should probably be someone who has played before.
    Last edited by UselessBlob; 2020-11-21 at 10:20 AM.

  5. - Top - End - #5
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Deathwatch - Acheros Salient OOC

    Zeruel the Lamenter will speak in Dark Orange I believe.

  6. - Top - End - #6
    Dwarf in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Korbin Raven Guard Apothecary

    Korbin is Blue

    My character is probably the worst at leadership ability wise and I agree with UsefulBob that someone that has played before might be best for the first lead.

  7. - Top - End - #7
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    Normally I'd suggest one of the tactical marines or a librarian as they tend to do well. The leader role really just determines the Oath for the mission
    Thanks to Emperor Ing for the nice Avatar

  8. - Top - End - #8
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Deathwatch - Acheros Salient OOC

    Assuming that we stick with the Oaths from the core book for the time being, I feel like the Oath to the Emperor might be one of the more useful ones. It gives +10 to all WP tests (useful given we may be up against rogue psykers/witches), and the squad mode abilities it grants are fairly good. Alternatively Oath of the Astartes gives more Cohesion to start with, letting us use it's abilities even more frequently if necessary.

    The Emperor Oath can be chosen by Tacticals, Librarians, and Apothecaries, while the Astartes one is for Tactical, Assault, and Devastator leaders.

  9. - Top - End - #9
    Firbolg in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    I wasn't thinking of Ragnir as the "leader", but if one is needed, he is trained in Command and has Fel 48.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    “The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards.” ― William Francis Butler

  10. - Top - End - #10
    Firbolg in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    I think Rags is done. I bought:

    Red-dot Laser Sight (10 req) attached to Bolt Pistol.
    Preysense Sight (10 req) (+20 to visual perception rolls)

    Out of his Requisition.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    “The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards.” ― William Francis Butler

  11. - Top - End - #11
    Ogre in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Agree with the benefit of Oath of the Emperor. Extra cohesion is nice but it might be easier to go with a passive buff unless everyone really wants to use squad mode stances.

    Baldr has Fel 40, but +10 to Command tests from his armour. This wouldn't make him mechanically a better leader though.

    Other then Oaths I think it just means you act as the tiebreaker on making decisions if the squad is split. There's no reason why you can't appoint someone whose good at it to talk to Guard officers or whatever.

  12. - Top - End - #12
    Orc in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    If it's not that complicated I guess I could try my hand at it. I think the Oath to the Emperor would be a good idea.

  13. - Top - End - #13
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Deathwatch - Acheros Salient OOC

    Finished with my requisitions. Picked up a stummer, an auspex, a red dot sight for my pistol, and a stun grenade, which leaves me with 3 requisition left over if anyone needs a little extra to get something they want.

  14. - Top - End - #14
    Ogre in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    So Kraken rounds for the free clip of special ammo you get as a Tactical Marine, and a Chainsword for signature wargear.

    Otherwise, Stummer (5), Astartes Sniper Rifle (20), Photon Flash Grenade (5), 2 clips of Stalker rounds (10)

  15. - Top - End - #15
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    The IC thread is in the OP so feel free to start planning IC and getting oathed up and away

    Other choice will be.....
    + Drop pod and find your own way home
    + Stormtalon deployment
    + Teleportarium but psychic interference will result in a proximity issue to target (~30km away at best)
    Thanks to Emperor Ing for the nice Avatar

  16. - Top - End - #16
    Ogre in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    What CSM factions are known to be active on Khazant at the moment
    Common Lore (Jericho Reach) vs. Int 46
    (1d100)[87]

    Also, I suppose we can drop pod directly onto wherever the Navigator is being held and ignore stealth entirely.

  17. - Top - End - #17
    Ogre in the Playground
     
    Deadguy's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    Sorry been away from computer and books this weekend. I’ll post my sheet and color tomorrow.

    As a side, I spent my req on tools for security and use tech, along with a demo charge. I have signature wargear but not sure what to take... suggestions?

  18. - Top - End - #18
    Firbolg in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Can anyone pilot a vehicle?
    If jot, Drop Pod and "find our own way home" is out of the question as we couldn't commandeer any of the CSM vehicles to get us home.

    Teleportatium will throw us 30km off course at best, and we're faced with the similar problem of how to get off planet.

    Our best bet, as counter-intuitive as it is, might be the flying potatoe Stormtalon. It can get us in quickly, maybe avoiding detection, and it can get us off planet.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    “The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards.” ― William Francis Butler

  19. - Top - End - #19
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Deathwatch - Acheros Salient OOC

    I've got Drive (Ground Vehicle) up to 62 so I figure being the getaway driver is something I'm capable of doing.

    Honestly though I think the stormtalon is our best bet. They're some of the fastest human vessels around and are basically the chosen aerial escorts of most astartes, so I have to imagine that any pilot we have is going to be capable of avoiding anti-aircraft weapons if necessary. And it gives us a way to get out once we've accomplished our goals

  20. - Top - End - #20
    Ogre in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Everyone should have Drive Ground Vehicles if its needed.

  21. - Top - End - #21
    Orc in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    I just looked up Stormtalons. Are they even big enough to carry everyone? Did you mean to say Stormraven, DrK, or would we be taking multiple ships?

  22. - Top - End - #22
    Ogre in the Playground
     
    Deadguy's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    Kheres will speak like "01010100 01101000 01101001 01110011 00001101 00001010 - This"
    Last edited by Deadguy; 2020-11-23 at 06:58 PM.

  23. - Top - End - #23
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    Quote Originally Posted by UselessBlob View Post
    I just looked up Stormtalons. Are they even big enough to carry everyone? Did you mean to say Stormraven, DrK, or would we be taking multiple ships?
    I meant the stormraven. The one that can carry 12 marines
    Thanks to Emperor Ing for the nice Avatar

  24. - Top - End - #24
    Firbolg in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    What about the Deathwatch Blackstar that was intended for missions exactly like this one?
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    “The nation that will insist on drawing a broad line of demarcation between the fighting man and the thinking man is liable to find its fighting done by fools and its thinking done by cowards.” ― William Francis Butler

  25. - Top - End - #25
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    Quote Originally Posted by BananaPhone View Post
    What about the Deathwatch Blackstar that was intended for missions exactly like this one?
    I'll have a squizz through the books to see if the RT stats for one are present
    In the meantime you can always request IC if they have one
    Thanks to Emperor Ing for the nice Avatar

  26. - Top - End - #26
    Orc in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    The wiki only has two sources for the Blackstar and they're both for the main game. I don't think the Deathwatch RPG has stats for it yet, if ever.

    Also, what does the thumbs down icon on the latest IC post mean? Should we slow down a little?

  27. - Top - End - #27
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    Quote Originally Posted by UselessBlob View Post
    Also, what does the thumbs down icon on the latest IC post mean? Should we slow down a little?
    I think it was fat fingers on a tiny phone screen
    Thanks to Emperor Ing for the nice Avatar

  28. - Top - End - #28
    Ogre in the Playground
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    Default Re: Deathwatch - Acheros Salient OOC

    Quote Originally Posted by DrK View Post
    I think it was fat fingers on a tiny phone screen
    I do this constantly.

    If we need to vote I'll go with drop pod. Everything has good and bad points and Baldr is mostly here to kill things.

  29. - Top - End - #29
    Ogre in the Playground
     
    Deadguy's Avatar

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    Default Re: Deathwatch - Acheros Salient OOC

    So, ship to crash site, then hunt for important people / disable defenses / murderhobo all the things?

  30. - Top - End - #30
    Orc in the Playground
    Join Date
    Jun 2019

    Default Re: Deathwatch - Acheros Salient OOC

    You know it dude. As I said in my IC post, I vote for drop pod entry with a possible teleportarium evac.

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