The Jericho Reach. For millenia, all but forgotten by the Imperium of Man. There were always more crucial planets to defend. Larger threats to the Imperium to combat. Bigger crises to handle first. And the Jericho Reach descended into war, and then into shadow. Lost to the Imperium, and all but forgotten in the eternal wars that plague humanity.
But a few remained, for in ancient times an oath was sworn. And those oaths were kept, through the long night, through endless war. The Deathwatch remained. From Watch Fortress Erioch their vigil over the Jericho Reach never faltered. The Adeptes Astartes saw, and they fought. The Space Marines remained, for millenia. They won, they lost, but never wavered.
And then a Warp Gate was found, spanning half a galaxy, and the Achilus Crusade started. Humanity seeks to regain what it lost, but has already found out that the price is high and paid in blood. The Enemies of Man are everywhere here. Xenos, Mutant, Heretek, all have taken root in the Jericho Reach. Ork madness, Tyranid fleets, Tau expansion and the minions of false Chaos gods, all oppose the Imperium.
Without Mankinds greatest weapon the Crusade would have already been doomed. At nearly every crucial stage a few of these deadly weapons, creatures of war, have stepped in to make the difference. You are one such weapon, a Space Marine. Immensely strong, immensely tough. Nearly two dozen extra organs have transformed you beyond humanity into holy killing machine. Your armour is blessed and anointed, your weapons the best the Imperium can supply. You know no fear, and always long for the thrill of battle.
You are Deathwatch. The finest warriors of the Imperium, cooperating with the Holy Inquisition to neutralize the gravest threats to humanity. You are designed to fight, destined to fight, and fight you shall. All Enemies of the Imperium shall fall before the might of the Deathwatch.
PlayersBrother Darrus Sherrkann, Ouroborus Razors Assault Marine - Gabriel Pitt
Brother Corin, Consecrators Tactical Marine - Witch_Hunter_84
Brother Hasdrubel Mendy, Imperial Fists Apothecary - Dread_Cthulu
Brother Mycaelis Arion, Dark Angels Techmarine - Salvation122
Brother Icarus, Blood Angel Librarian - Payot
Brother Jovan Brutus Comitatus, Mortificators Devastator Marine - Thanatos
The Story So Far
Rules:
Setting: Jericho Reach, with Fortress Erioch as a home base. More or less as decribed in the official books. I intend to run it on a very "action movie" feel. (More specificly, '80s action movie feel.)
Source books: Deathwatch Core Rulebook and Rites of Battle (optional) for the players.
Players: For starters, I would like up to one of each Specialty each. This way, everyone has a clear role in the team. This means up to six players at the start. If things go well and there is interest, I will consider adding more then that. The nature of DW makes it very easy to add in new players. ("Reinforcements have arrived!")
Character Creation:
- Create a Space Marine at the start of Rank 2 (17k xp total, 12k in creation, 5000xp to spend).
- You start at 20 Renown (Respected).
- Stats: Either a 100 point buy, where every point above 14 costs double (So a 20 would cost 26 points), or roll 9x 2d10, reroll one, then swap two stats. (So you can always be decent at what you want). You may do a total reroll if stat total is below 95.
- Power Armour: I like using the RoB expanded tables. For those without RoB, it gives chances to get anywhere between Mk IV and VIII, as well as adding more possible PA histories. I can give people without RoB the results of their rolls.
- You can take any RoB Deed that you qualify for (1 Deed per PC rule still exists).
- Be aware of the errata in general. (Link is below in the Weapons section)
- Ask before you create a new Chapter, and where you want to go with it. (I'm not terribly well versed in SM lore, or in what those rules end up with, so I want to be a bit cautious).
- Background: Please supply a background with your character, as well as your power armour and any signature wargear. Even a few lines give a lot of flavour to a character.
- Assume your character has spent some time in service of the Deathwatch already, but has recently been assigned to a new Kill-Team. Feel free to develop a background between PC's.
- Image:You can supply a headshot of your Space Marine, so I can tokenize it for the maps. (I have several stock tokens if you can't find something decent).
You can use this template for your character, with all the skills, talents, traits and stats that every Deathwatch character has already entered:
Name:
Chapter:
Specialty:
Past Event:
Chapter Deameanour:
Personal Deameanour:
Rank: 2
Power Armour History:
WS:
BS:
S:
T:
Ag:
Int:
Per:
WP:
Fel:
Skills:
Awareness (Per) -Trained
Barter (Fel)
Carouse (T)
Charm (Fel)
Ciphers (Int)
-Chapter Runes -Trained
Climb (S) -Trained
Command (Fel)
Common Lore (Int)
-Adeptus Astartes -Trained
-DeathWatch -Trained
-Imperium -Trained
-War -Trained
Concealment (Ag) -Trained
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag) - Trained
Drive (Ag)
-Ground Vehicles -Trained
Evaluate (Int)
Forbidden Lore (Int)
-Xenos -Trained
Gamble (Int)
Inquiry (Fel)
Intimidate (Fel)
Literacy (Int) -Trained
Logic (Int)
Navigation (Int)
-Surface -Trained
Scholastic Lore (Int)
-Codex Astartes -Trained
Scrutiny (Per)
Search (Per)
Silent Move (Ag) -Trained
Speak Language (Int)
-High Gothic -Trained
-Low Gothic -Trained
Swim (S)
Tactics (Int)
Tracking (Int) -Trained
Wounds: 0/0
Insanity: 0/0
Battle Fatigue: 0/8
Primarch's curse: None
Movement: Half: , Full: , Charge: , Run:
Fate Points: 0/0
Corruption: 0/100
Talents and Traits:
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master
Unnatural Strength (x2)
Unnatural Toughness (x2)
Gear:
Renown: 20
Exp:
Background:
Weapons:
I'll be using the
errata'd optional weapon stats! Note that these can significantly alter your weapon of choice. I much prefer more weapons having a possible role though, instead of a bolters being so dominant.
Also note the change to Righteous Fury (Which becomes reroll hit under same modifier for an extra 1d10).
Carry capacity for weaponry is limited by the "5 hand rule." Excluding Combat Knife and Bolt Pistol, you can only carry "5 hands" worth of weaponry. Most melee weapons are 1h (but some are 2h), basic weapons count as 1h, heavy weapons as 2h.
How to Play:
I would like it if once play is started, OOC messages are colored in
GRAY.
House Rules
The bonus Agility on the Mk VI Power Armour is reduced to +5
Any ability/trait/talent that has a "once per session" qualifier instead becomes "once per three objectives completed.
Using "Two Weapon Fighting(Ballistic)" to fire Semi-Auto or Full-Auto is penalised at -20 for 2 pistols, -30 for basic SA, and -40 basic FA (Net: pistols -10, basic SA -20, basic FA -20).
I want to focus mostly on the Missions, but I won't neglect the Preparation, which includes Briefing, Selecting a Leader and Squad Abilities, Oath-Taking and Arming. For the first mission at least, I'll let all of those play out for a bit, give everyone a chance to have their say, pick complementary gear, and give a chance to RP as your marine out of combat.
Because DW is combat focused and tactics are a part of it, I'll be drawing out maps in Maptools, and I'll use Line of Sight and Cover. In order to speed up Combat I'll use "initiative blocks," with all players taking their turn as they post, then all the badguys etcet.
I'll also give basic stats about the badguys, so that players can assign their own damage. All enemies use the best reaction they have available, and the players roll for them too. This way, a player immediately knows the effect of his actions, and can describe them in his post.
I hope to do 1 round every 24 - 48 hours with this, once combat is underway. That means that's also the expected postrate. Note that I haven't GM'd a PbP before, so I'm a bit unsure how much of my time it will eat. But I'll do my best to at least see my first planned mission through to the end, and then evaluate.
Combat Example:
Situation:
Crappy map drawn in 20mins:
Statblock:
Players:
Space Marine A
Space Marine B
Space Marine C
Space Marine D
Enemies:
Ork Boy 1: Wounds: 15/15; Armour: 2(all);TB: 8; Cover 6 (Body, legs);Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 2: Wounds: 15.15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 3: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Shoota, Choppa
Ork Mekboy: Wounds: 30/30; Armour: 4(all);Cover 6 (Body, legs);TB: 10;Dodge 20;Parry 35;Weapons: Twin-Linked Shoota, Power claw
Ork Kommando 1: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 35;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Ork Kommando 2: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 30;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Anyone who takes their turn, then posts his action then copies down the stat block with the altered effects, and moves himself to the bottom:
First, Space Marine A posts and takes a turn:
:
Space Marine A: Bolter Semi-Auto Versus Ork Boy 1 (Versus 75(BS 55, +10 Range, +10Semi-Auto) (1d100=97)A miss, and it's a bad one! A roll above 96 means his weapon has jammed.
Space Marine A aims his trusted bolter at the nearest Ork, but instead of bullets all he generates is a clicking sound. The Omnissiah did not bless him today!
Players:
Space Marine B
Space Marine C
Space Marine D
Enemies:
Ork Boy 1: Wounds: 15/15; Armour: 2(all);TB: 8; Cover 6 (Body, legs);Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 2: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 3: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Shoota, Choppa
Ork Mekboy: Wounds: 30/30; Armour: 4(all);Cover 6 (Body, legs);TB: 10;Dodge 20;Parry 35;Weapons: Twin-Linked Shoota, Power claw
Ork Kommando 1: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 35;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Ork Kommando 2: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 30;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Players:
Space Marine A: Weapon Jammed!
Then Space Marine B takes his turn:
Space Marine B Semi-Auto Bolter versus Ork Mekboy (v 77(BS 57, +10 Range, +10Semi-Auto)) (1d100=36).
More then 3 hits, so the Ork attempts to dodge:
Ork Mekboy Dodge versus 20 (1d100=8). It dodges 2 hits, so 1 attack lands:
Location: 63 = Body, Body, Arm. Armour 4, Cover 6 TB 10.
1d10+9 Tearing 4 Pen (1d10+9=18) 18 damage with 4 penetration. Only 2 damage done, but the Cover does get hit twice, so it goes down by 2 for the Mekboy. Space Marine B edits and reposts the statblock:
Space Marine B aims at the big Ork behind the bags, and his bolts fly towards the target, only to have the Ork duck away and barely get grazed. Grain pours out on the ground.
Players:
Space Marine C
Space Marine D
Enemies:
Ork Boy 1: Wounds: 15/15; Armour: 2(all);TB: 8; Cover 6 (Body, legs);Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 2: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 3: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Shoota, Choppa
Ork Mekboy: Wounds: 28/30; Armour: 4(all);Cover 4 (Body, legs);TB: 10;Dodge 20;Parry 35;Weapons: Twin-Linked Shoota, Power claw;Reaction used
Ork Kommando 1: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 35;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Ork Kommando 2: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 30;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Players:
Space Marine A: Weapon Jammed!
Space Marine B: Ammo 24/28
Etcetera.
In this way, all players can take their turn in any order, and the GM can do 1 turn with all the enemies at once. It also shifts some of the burden of administration onto the player.
Posts
There's a lot of stuff to go over here, so I may be slow in getting something up.
If you never played any of the FFG RPGs, you'll need to read a bit how it all works, though most of your time in combat is shooting, hitting things, or moving + shooting, or moving + hitting things (As befits a space marine). Ask away though.
If you played DH or RT, the main new mechanic (apart from character creation) is the Solo Mode/Squad Mode/Cohesion system, which allows for limited amounts of extra abilities. Also note that gear is on a "per mission" basis, apart from your starter gear + signature wargear (which costs experience to buy).
I'm looking at a Techmarine now. I figure I'll post some numbers today, and people can tell me the myriad ways I screwed up.
Nutbunnies, I wanted to do a techmarine That's whT I get for keeping my mouth shut. I still haven't started the actual number crunching so I still have time for revision.
Does the bonus from the Mind-Impulse Unit stack with the Electro-Graft Use trait?
Further, does the Enhanced Senses bonus from cybernetic eyes stack with (or improve upon) the Heightened Sense trait inherent to Space Marines?
1) MIU interfacce only applies to specifically made machinery. I am not aware of any rules on what exactly has a MIU interface and what hasn't, so by GM decree, the general rule is now: Any item that is of at least Exceptional Quality can be requisitioned with a MIU interface. Any item of Exceptional Quality or better for own use by a Magos, senior-tech Priest can also be expected to have one.
2) Electro-graft speaks of data-ports. This seems limited to machines with some "logic" capabilities. In the rare case that they have both, I'd say they stack.
Regaining the same talent does not add anything, so Exceptional Quality bionic eyes only help against blinding attacks over normal Heightened Sense(Sight).
Since you seem to be looking at implants, something often overlooked is that arms/legs add 2 TB bonus to their location, and a bionic heart adds 1 to body (Body gets hit the most, 40% of the time). TB is a lot better then armour in most scenarios, because it's not negated by penetration. The Sprint talent that exceptional legs/hearts is also really nifty for moving fast. (You can Run 2x the normal distance every other round).
I used the point-buy for the character stats, and I'm not sure if I added in an advancement or two and forget to write them down. I'm going to have to go back and redo the math.
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-BRAW8P0DZLNThlYmIyY2ItMjc0ZC00ZmY5LWJhYzktZmI2MjI0OWRkMjRh&hl=en_US&authkey=CInFipgP
If I don't get around to spending the last three reknown points, can they be pooled for someone else on the team to use?
The sheet looks good overall. Dodge is a trained skill for all SM. (It's an error on the original sheet)
Renown isn't used to get gear, Requisition is, and that's based on each mission. (You get the mission details, then you make a trip to the armoury, at the end of the mission it gets handed back.) The exception is "Signature Wargear" which once bought for xp is yours. Renown determines the kind of gear you can requisition.
You have a Mk VI armour, which means you get 2 rolls on the history table. (RoB table 3.9 and 3.11). I'm going to nerf the MK VI bonus agility to +5, I hadn't read the +10 Agi bonus, and it seems a lot (Mostly because Agi is Dodge)
Total base stats should be 30x9 (Base) + 100 (Point) - (Point penalties for going over 14) +/- background / deeds + Stat buys =270+100+?+?=370. If I add up all your stats I get 370 now. However you seem to have taken 18Str, 15T, 16Agi, which would cost 7 points more. (I don't think any of your deeds or backgrounds modifies). Remember that with the Power Armour on, you add +20Str, +5Agi (for Mk VI) after unnatural stats.
Just in case you missed it, you can also buy stat increases with xp (p73 for the Assault Marine).
EDIT: Game for the Apothecary
WS - 8 (+40) - 48 - 4
BS - 11 (+35) - 46 - 4
S - 14 (+30) - 44 - 4
T - 10 (+35) - 45 - 4
A - 13 (+35) - 48 - 4
I - 18 (+35) - 53 - 5
P - 12 (+30) - 42 - 4
W - 12 (+30) - 42 - 4
F - 5 (+30) - 35 - 3
Dark Angels Chapter - +5BS, +5I, Stoic Defense, Sons of the Lion
Wounds: 21
Fate: 5
Power Armor - Mk VI Corvus Pattern (+5 Ag)
History - Blood of the Enemy (Fear 1)
History - Gauntlets of Xirion (+10 WS, +5 Fel w/ Imperium)
XP Expenditures:
Characteristic Expenditures:
Simple Toughness (200), Intermediate Toughness (500)
Skills:
Demolition (400), Logic (400), Ciphers (Inquisition) (200), Lore (Forbidden:Ad-Mech) (400), Trade: Armorer (600), Tech-Use (free), Speak (Techna-Lingua) (Free)
Talents: Technical Knock (500), Signature Wargear (Common Plasma Gun) (500), The Flesh is Weak (800), Logis Implant (500), Electro-Graft Use (free), Mechandendrite Use (Servo-Arm) (free)
Demeanor: Calculating
Deeds:
Cybernetics:
Servo-Arm (Common, Free)
Mind Impulse Unit (Common, Free)
Augur Array (Exceptional, Free)
Background:
Query>>Techmarine Mycaelis Arion
+++++Service Record Begins+++++
Induction
Training and Scout Service
+As a Scout, infiltrated Traitor stronghold of Numve and recovered logic stacks of particular interest to Chapter's 2nd Company ("Ravenwing"). +[Further data is redacted.]+
+As a Scout, infiltrated Ork world of Thunkbuz and placed guidance system directing orbital strike against Big Mek Hurrka's manufacturing infrastructure. As a result of an attack by Orkish weaponry, guidance system's power cell was disabled and squad's Sargeant was disabled. Scout Mycaelis fashioned replacement power source from recovered Orkish weaponry, placed transmitter, and withdrew with Sargeant's remains to extraction point in good order.
Techmarine Argus censured Scout Mycaelis for desecrating Astartes machinery with Orkish xenotech. Techmarine Argus issued commendation for creatively completing mission objectives under duress. Scout Mycaelis assigned to penance duty in chapter's forges, performing menial work for two hours a day for a duration of one year.
+Upon completion of penance duty, was recommended for secondment to Mars for training as Techmarine.
Mechanicum Training
+Commendations from Magos Rumer and Xanath for exacting attention to detail, general skill as armourer, and notable nuance when working with machine spirits. As final ordeal, repaired Ragefire-pattern Plasma Gun damaged in service with his Chapter. Gifted the gun by Chapter's Master of the Forge upon Ordination into Cult Mechanicus.
+Seconded to 9th Company as Armourer, typical practice for newly-inducted Techmarines.
Service in 9th Company
+Commendation for successfully freeing the machine spirits of stationary missile batteries on Lichid; said batteries then turned on rebel forces, inflicting grace damage upon a mechanized infantry column.
+Commendation for excellent strategic utilization of Thunderfire Battery. Subterranean detonation of Tremor shells disrupted stablization systems of Tau Crisis Suits, allowing units to pick off the stunned xenos before they could retreat.
+Promoted to service in 3rd Company.
Service in 3rd Company
+Successfully infiltrated Hrud trade ship and retrieved navigational data regarding Tau expansion.
+[Redacted.]
+Aided in attack plan against Ork WAAAGH Krell, locating weak points in a Gargant's construction and designating targets for 9th Company support elements to exploit as mechanized 3rd Company units engaged main infantry force.
+Temporarily assumed battlefield command during Prosecution of the Ulask upon the disabling of Captain Marcus and attendant Honor Guard by low-orbit ion cannon strike. Proved a competent if uninspired leader. Successfully regrouped disparate elements of 3rd and 2nd Companies. Held the line against Ulaski attacks for a day and a night, utilizing entrenched defense by four 3rd Company squads as 2nd Company fast attack units harried flanks. Captain Marcus relieved Mycaelis of command the following morning after battlefield surgery, and the campaign was concluded successfully.
+Upon completion of campaign, was recommended for secondment to Deathwatch by Captain Marcus to gain further command experience.
+Accepted by Deathwatch; assigned to Watch Fortress Erioch.
Chapter: Imperial Fists
Specialty: Apothecary
Past Event: Last Stand
Chapter Deameanour: Sons of Dorn
Personal Deameanour: Pious
Power Armour History: Lead From The Front; Battle-scar – Battered by War
WS: 52
BS: 42
S: 39
T: 41
Ag: 44
Int: 49
Per: 43
WP: 60
Fel: 36
Skills:
Awareness (Per) -Trained
Barter (Fel)
Carouse (T)
Charm (Fel)
Chem Use +10 (Int)
Ciphers (Int)
-Chapter Runes -Trained
Climb (S) -Trained
Command (Fel)
Common Lore (Int)
-Adeptus Astartes -Trained
-DeathWatch -Trained
-Imperium -Trained
-War -Trained
Concealment (Ag) -Trained
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag) - Trained
Drive (Ag)
-Ground Vehicles -Trained
Evaluate (Int)
Forbidden Lore (Int)
-Xenos –Trained
-Traitor Legions +20
Gamble (Int)
Inquiry (Fel)
Intimidate (Fel)
Literacy (Int) -Trained
Logic (Int)
Medicae (Int) +10
Navigation (Int)
-Surface -Trained
Scholastic Lore (Int)
-Codex Astartes -Trained
Scrutiny (Per)
Search (Per)
Silent Move (Ag) -Trained
Speak Language (Int)
-High Gothic -Trained
-Low Gothic -Trained
Swim (S)
Tactics (Int) (Defensive) +20
Tracking (Int) -Trained
Wounds: 22/22
Insanity: 0/0
Battle Fatigue: 0/8
Primarch's curse: Death Before Dishonor
Movement: Half: , Full: , Charge: , Run:
4/8/12/24
Fate Points: 3/3
Corruption: 0/100
Talents and Traits:
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master
Unnatural Strength (x2)
Unnatural Toughness (x2)
Polyglot
Autosanguine
Gear:
Mk VI Corvus Armor
Astartes Chainsword
Astartes Combi-Weapon (Botlgun w/ one-shot Flamer)
Astartes Plasma Pistol
Astartes Bolt Pistol
Astartes knife
Narthiceium
Reductor
Renown: 20
Exp: 16700/17000
Chem Use (400)
Chem Use +10 (400)
F/L (Traitor Legions) (100)
F/L (Traitor Legions) +10 (100)
F/L (Traitor Legions) +20 (100)
Medicae +10 (400)
Siegecraft (500)
Tactics (defense) +10 (100)
Tactics (defense) +20 (100)
Autosanguine (500)
Polyglot (500)
Sounds Constitution (x2) (1000)
Weapons Skill Advance (200)
Feast of Blades Participant (300)
Background: Hasdrubel Mehdi was brought into the Imperial Fists from a Down-Under gang during one of their regular “purges” / recruitment drives on Scintilla. Proving himself a resourceful and intelligent student, Hasdrubel was assigned the studies of the duties of Apothecary. He has proven himself an apt pupil in both the history of the legions and the art of defensive war. He reveres the Imperial Fists primarch as both a visionary and as an example to all.
Stats: http://invisiblecastle.com/roller/view/3079048/
Re-roll: http://invisiblecastle.com/roller/view/3079049/
Armor: http://invisiblecastle.com/roller/view/3079062/
Armor History Table #1: http://invisiblecastle.com/roller/view/3079064/
Armor History #1 Detail: http://invisiblecastle.com/roller/view/3079067/
Armor History Table #2: http://invisiblecastle.com/roller/view/3079069/
Armor History #2 Detail: http://invisiblecastle.com/roller/view/3079070/
Fate Points: http://invisiblecastle.com/roller/view/3079074/
Wounds: http://invisiblecastle.com/roller/view/3079075/
Same as Gabriel & the MK VI: I nerfed the agi bonus to +5, and you get an additional roll on the history tables (as per table 3.9/3.11 because the armour is so old).
Remember that at the end, your strength bonus and toughness bonus double, and after that you add the PA bonus.
Yeah, hadn't gotten quite that far yet, figured base stats were more important for an "Am I messing up?" check.
Just rolled the additional Armor History and got Gauntlets of Xirion, which: woo. Editing the sheet above now.
My only real question, purely from a char-op perspective, is whether I put too much emphasis on nifty but situational talents, rather than skills and characteristics.
Chapter: Consecrators (Dark Angel Successor)
Specialty: Tactical
Past Event: Preserved the Secrets of the Chapter
Chapter Deameanour: Sons of the Lion
Rank: 2
Power Armour History: Forget Nothing, Undefeated
WS: 39 (9+30)
BS: 53 (13+30+5) (One Advancement)
S: 58 (8+50)
T: 40 (10+30)
Ag: 38 (8+30)
Int: 46 (6+35+5)
Per: 38 (8+30)
WP: 40 (7+33)
Fel: 36 (6+30)
Skills:
Awareness (Per) -Trained
Barter (Fel)
Carouse (T)
Charm (Fel)
Ciphers (Int)
-Chapter Runes -Trained
-Inquisition -Trained
Climb (S) -Trained
Command (Fel)
Common Lore (Int)
-Adeptus Astartes -Trained
-DeathWatch -Trained
-Imperium -Trained
-War -Trained
Concealment (Ag) -Trained
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag) - Trained
Drive (Ag)
-Ground Vehicles -Trained
Evaluate (Int)
Forbidden Lore (Int)
-Xenos -Trained
-Inquisition -Trained
-Traitor Legions -Trained
Gamble (Int)
Inquiry (Fel)
Interrogation (WP)
Intimidate (Fel)
Literacy (Int) -Trained
Logic (Int)
Navigation (Int)
-Surface -Trained
Pilot
-Personal -Trained
Scholastic Lore (Int)
-Codex Astartes -Trained
Scrutiny (Per)
Search (Per)
Silent Move (Ag) -Trained
Speak Language (Int)
-Explorator Binary -Trained
-High Gothic -Trained
-Low Gothic -Trained
-Techna Lingua -Trained
Survival (Int) -Trained
Swim (S)
Tactics (Int)
-Tech Use -Trained
Tracking (Int) -Trained
Wounds: 23/23
Insanity: 3/3
Battle Fatigue: 0/8
Primarch's curse: None
Movement: Half: 4, Full: 8, Charge: 12, Run: 24
Fate Points: 3/3
Corruption: 0/100
Talents and Traits:
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Forget Nothing
Hatred (Chaos worshippers)
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Rapid Reload
Resistance (Psychic Powers)
Rival (Inquisition)
Sound Constitution (x2)
Space Marine Implants
Tactical Expertise
True Grit
Unarmed Master
Undefeated
Unnatural Strength (x2)
Unnatural Toughness (x2)
Gear:
Mark V "Heresy" Armor (Common)
Boltgun (Stalker) (Master Quality, chapter relic) w/telescopic sight
Renown: 20
Exp:17000 spent
Background:
After becoming assigned to the Third Company, Brother Corin became something entirely unique within the Chapter. Acting on orders from his Captain and various Interrogator Chaplains, Corin became the hidden hand that struck out against enemies of the Consecrators, be they Xenos, Traitor, or functionary of the Imperium. One such enemy was Interrogator Cilaphus, acolyte of a powerful Inquisitor of the Ordo Xenos. The identity of the Interrogator and who he served was a mystery to Corin, but he executed his orders and the Interrogator died with a hole in his chest, the body being found in an Inquisition "safe house" two hab-blocks from the Inquisitor's Manse. Unfortunately one of the Inquisitor's acolytes had managed to get a pict-recording of the killing and the Inquisitor used the information to blackmail the Chapter. The conditions were simple, Brother Corin would serve in the Ordo's Deathwatch for a period of no less than one century in return for the recordings. After giving his oath Corin was assigned within the shadowy organization and is currenty sixty-two years into his time. He serves faithfully and competently, but his superiors within the Ordo Xenos still believe he is in some way recieving orders from his superiors back in the Consecrators.
Back to the drawing board.
Mine actually had Command and high Fellowship though.
I had already noticed that the Tactical Marine was just pretty bad at Leaderin'. And his Armour makes it worse.
Daruss Shurrkahn
On top of the 100 points spent in character creation, his other stat boosts came via:
+5 Strength – storm wardens
+10 strength – Pauldrons of Fury
+20 str power armor
+5 agility – corvus armor
+5 toughness advance
+10 weapon skill intermediate
Brief chapter and personal history below:
Thus from their founding, the Ouroboros Razors have possessed a pride in being shaped by the emperor's hand, faith in the wisdom of his guidance, and a concern that it is all to easy to forget about the importance of the flesh - the flesh that makes an astartes an astartes, or the flesh that makes up the Imperium. With stewardship over the Murgnto system and the trade routes that pass through it, chapter serfs, initiates, and even battle brothers are not an unknown sight, the relative openness of the chapter granting its members a clearer view of the day to day operations and events of the Imperium than some might others receive. Their role has had other consequences as well, with more of chapter's members sporting facial hair or decoration than any other chapter, outside of the Space Wolves, or the White Scars.
The Razor's fortress monastery is located on Murgnto IV, a chill, arid planet. The chapter is on good terms with the Admech, both due to its lineage from the Iron Hands, as well as its proximity to the forge world of Tetsukai II. For that same reason, the relationship with the Ecclesiarchy and the Adeptus Soritas order based on the shrine world of Tetsukai IV is reasonably cordial as well. Close bonds has existed between the Razors and the Blood Angels chapter, ever since the Razors responded in force to aid the Blood Angels following the events aboard the Sin of Damnation. Due to their active relations with rogue traders, merchants, and others who move through and beyond the Imperium, they have a tertiary familiarity with xenos races and tech that has also made them a useful resource for the Deathwatch from time to time.
Relations between the Razors and both the Imperial Fists and Ravenguard chapters have been historically strained, although the reasons for this have been lost to time. The chapter seems to harbor an especial hatred for the Death Guard, with any appearance by the children of Nurgle quick to draw their attention, and whenever possible, their wrath.
--
Daruss Shurrkahn earned a reputation for himself with unfortunate speed after his initiation into the chapter, as one of the worst shots to ever pass through the 10th company's ranks. Although his acuity with a bolter became the stuff of jokes, he showed a strength, tenacity, and skill for close combat that more than made up for his failing with the boltgun, and saw him advanced to the 8th Company soon after being made a full battle brother.
Slightly, albeit noticeably, thinner than the average astarte, over the next one hundred and fifty years he built a reputation for being able to move like a shadow, and strike with the ferocity of a krareter, earning a promotion to 8th Company sigilite and then brought into ranks of the 4th Company's assault squads.
Although his battle record was long and distinguished, telling of many engagements and myriad victories, the most noteable event of his career was the disasterous excursion to the rogue moonlet of Karybidis. With the presence of the drifting planetoid and rumors of a xenos presence therein, wrecking havoc on the trade routes, a 4th Company battleforce, lead by Brother-Captain Yosune was dispatched to investigate and destroy it.
What truly happened on the lightless surface of Karybidis, and the even darker tunnels that riddled it, will never be known. All contact with the force was lost shortly after their thunderhawks touched down, although debris later found where the planetoid had been pointed towards the presence of eldar raiders.
By the time a response force reached the surface of Karybidis,all they found were the scattered bodies of a dozen tactical and assault marines, and Daruss standing over Captain Yosune's shattered corpse, surrounded by heaps of twisted, unidentifiable bodies that hurt the eye to look at, the last of the assault marine's life leaking out of his sundered armor. Daruss was immediately loaded onto a Thunderhawk and sent to the waiting battlebarge Ryvius' Bite, but the craft had barely cleared orbit when without warning, Karybidis vanished from the materium, another combat squad, and the dozen unaccounted for marines disappearing with it.
It was nearly half a year before Daruss was able to leave the medicae. The lower half of his body had been mangled almost beyond repair, and much of it had to be replaced with bionics, along one of his hearts, and a substantial portion of his thoracic skeleton. The auto-senses of his armor retained only a fragmented, insensate stream of broken images of what had occurred on the moonlet's surface, and his memory was even worse, retaining nothing more than the sense that something ageless, something hateful, dwelling in the dark.
Something of that darkness seemed to have followed Daruss off of the moonlet, because when he returned to duty, he was no longer the spirited, risk-taker that he had been before. In battle, he no longer flitted like a shadow, instead moving and killing with an ethereal implacability like a whisper of death. When he sealed the helmet of his armor, a brooding darkness seemed to reside with the deep green of the lenses, something so intense that it could even stir disquiet amongst the other astartes. It did not help that to honor Daruss' valiant effort on Karybidis, one of the 1st Company's Sternguard veteran's presented him with the pauldrons off of his MK III armor, the ancient, heavy pieces only deepening the sense of hateful antiquity that hung from him.
That made Daruss' seconding to the Deathwatch come as something of a relief, taking him far away from where he could look out into the depths of space and feel Karybidis looking back, a little bit of the old him resurfacing, although once the seals on his helmet closed, the eyes would take on a raptor-like mien, old, cold, inhuman and cruel.
Backstory
Sheet
Reroll T : 7
Switch Toughness and Fel
Armor roll : 9 = Mk 7
History table roll : 5
Armor history : 3
Final choice : Scourge of the Impure
Wounds = 1
Fate : 8 = 4
Stats
WS 60
BS 34
S 66
T 48
Ag 48
Int 38
Per 44
WP 60
Fel 37
Movement : 5/10/15/30
Wounds : 19
Corruption : 0
Insanity : 0
Fate points : 4
Skills
Skills:Awareness +10,
Ciphers (Chapter Runes),
Climb,
Common Lore (Adeptus Astartes, Deathwatch, War),
Concealment -10,
Dodge,
Drive (Ground Vehicle),
Forbidden Lore (Xenos),
Intimidate,
Literacy,
Navigation (Surface),
Psyniscience,
Scholastic Lore (Codex Astartes),
Silent Move -20,
Speak Language (High Gothic, Low Gothic),
Tactics (Assault Doctrine),
Tracking
Talents
Talents: Basic Weapon Training (Primitive, Flame, Las, Launcher, Melta, Plasma, SP, Bolt),
Pistol Weapon Training (Primitive, Flame, Las, Launcher, Melta, Plasma, SP, Bolt),
Heavy Weapon Training (Primitive, Flame, Las, Launcher, Melta, Plasma, SP, Bolt),
Thrown Weapon Training (Primitive, Flame, Chain, Shock, Power),
Melee Weapon Training (Primitive, Flame, Chain, Shock, Power),
Counter Attack,
Ambidextrous,
Bulging Biceps,
Killing Strike,
Unarmed Warrior,
Nerves of Steel,
Quick Draw,
True Grit,
Unarmed Master,
Hulking,
Psychic Powers (0, 2),
Heightened Sense (Sound, Sight),
Resistance (Psychic),
Battle Rage,
Frenzy,
Mental Rage
Psychic powers
Psychic Powers: Iron Arm,
Avenger,
Smite,
Compel,
Possibility Shield
Gear :
Armour: Astartes Power Armour (Arms 8, Body 10, Head 8, Legs 8)
Weapons: Astartes Force Staff* (1d10+14 I; Pen 3; Force, Balanced, Counts as Exceptional Psy-Foci, +15 to Invocation),
Bolter (Godwyn) (100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload Full; Tearing)
Astartes Combat Knife (1d10+12 R; Pen 2; Req only for additional beyond Standard Issue),
Astartes Bolt Pistol (30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload Full; Tearing
Astartes Krak Grenade (30m; S/-/-; 3d10+4 X; Pen 6; Clip ; Reload ;
Frag Grenade (30m; S/-/-; 2d10+2 X; Pen 0; Clip ; Reload ; Blast (4),
Purity focus
Demeanors : Hot-blooded, Red Thirst
Deeds : No quarter given
Reroll Ballistic Skill (2d10=15)
Switch Strength & Toughness
Wounds (1d5=5)
Fate Points (1d10=7)
Power Armor (1d10=9)
Power Armor History (1d5=4)
Skill of the Artificer (1d10=1)
Destroyed & Rebuilt: Head, Left Arm, Body, Right Arm, Left Leg, Right Leg (1d10=9, 1d10=3, 1d10=2, 1d10=8, 1d10=8, 1d10=4)
+5 BS/Fel from Chapter
Name: Jovan Brutus Comitatus
Chapter: Mortifactors (Ultramarines Successor)
Specialty: Devastator Marine
Past Event: Krootslayer
Chapter Deameanour: Honour the Codex
Personal Deameanour: Gregarious
Rank: 2
Power Armour History: Mk VII, Destroyed & Rebuilt
BS: 60
S: 40
T: 52
Ag: 39
Int: 34
Per: 44
WP: 48
Fel: 53
Skills:
Awareness (Per) -Trained
Barter (Fel)
Carouse (T) - Trained
Charm (Fel) - Trained
Ciphers (Int)
-Chapter Runes -Trained
Climb (S) -Trained
Command (Fel) - Trained
Common Lore (Int)
-Adeptus Astartes -Trained
-DeathWatch -Trained
-Imperium -Trained
-War -Trained
Concealment (Ag) -Trained
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag) - Trained
Drive (Ag)
-Ground Vehicles -Trained
Evaluate (Int)
Forbidden Lore (Int)
-Xenos -Trained
Gamble (Int)
Inquiry (Fel)
Intimidate (Fel)
Literacy (Int) -Trained
Logic (Int)
Navigation (Int)
-Surface -Trained
Scholastic Lore (Int)
-Codex Astartes - +10
Scrutiny (Per)
Search (Per)
Silent Move (Ag) -Trained
Speak Language (Int)
-High Gothic -Trained
-Low Gothic -Trained
Swim (S)
Tactics (Int)
-Assault Doctrine - Trained
Tracking (Int) -Trained
Wounds: 0/23
Insanity: 0/0
Battle Fatigue: 0/8
Primarch's curse: None
Movement: Half: 4, Full: 8, Charge: 12, Run: 24
Fate Points: 0/3
Corruption: 0/100
Talents and Traits:
Ambidextrous
Astartes Weapon Training
Blind Fighting
Bulging Biceps
Duty Unto Death
Exemplar of Honour
Heightened Senses (Hearing, Sight)
Held in Suspicion (-10 Fellowship with other Ultramarines)
Killing Strike
Meditation
Mighty Shot
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master
Unnatural Strength (x2)
Unnatural Toughness (x2)
Abilities:
Favoured Son (Solo Mode)
Unrelenting Devastation (Squad Mode)
Gear:
Astartes Bolt Pistol
3 Astartes Frag Grenades
3 Astartes Krak Grenades
Astartes Combat Knife
Repair Cement
Heraldry Scroll
Astartes Heavy Bolter w/backpack ammo supply
Renown: 20
Exp: 17,000
12,000 base
Experience Expenditures:
2 Ballistic Skill Advances (700)
Toughness Advance (500)
Willpower Advance (500)
Mighty Shot (500, Devastator)
Exemplar of Honour (800, Chapter)
Duty Unto Death (800, Chapter)
Charm - Trained (400, Chapter)
Command - Trained (400, Chapter)
Carouse - Trained (200, General)
Background:
Upon his recruitment, the Mortifactors immediately picked up on Jovan Brutus Comitatus' abilities in the field. A leader of a very successful warband on the planet Posul's surface, his skills proved to be a boon in the numerous strikes on Tau-controlled planets that have occurred near the planet. A veteran of many battles on the Tau front, Jovan was recruited to join the Deathwatch a few decades ago.
Growing up on a dark planet, being allowed to leave has seemingly lightened Jovan's soul; even in battle, he usually has a smile on his face, relishing the opportunity to serve the Emperor, and honor his tribe as he fights alongside his fellow Ultramarines. Even after decades of fighting, Jovan still wakes up each morning hoping for another enemy to kill, another battle to be fought, and, most of all, more brothers-in-arms to celebrate with.
Payots sheet looks good too, as far as I can see.
Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.
If you mean "as a basic skill instead of an advanced skill", then yes. For some things this can be quite nifty though(I know that in RT a talent for all common lores exists for instance).
*Creates depantsing Daemons to haunt the Watch Fortress*
I probably misread--and I'm at work so I don't have the books--but I would swear that there was a Deed that said "add Command as an advanced skill," and it was confusing to me.
My int sucks some serious ass, and I was planning on mostly being a face/XO-type, but if no one else has the skills to step up, I'm happy to do it.
Also, SanderJK, all of your links in the OP lead to one person's character sheet. You probably need to right-click->copy link on each one.
Even with me training up some tactics, I don't think I would be "especially suited," probably just "better than anyone else." If I'd thought things through to this point a little better, I probably would have used my reroll on Int instead, and just switched my Strength and Ballistic Skill. :?
I don't have access to Tactics until Rank 3, unless there's a Talent or Deed I can take that grants it. I can take Command, but my fellowship is shit, so...
Also, this book seems to be really poorly-organized. It took me forever to figure out why there were so few advances for Devastators. I was thinking "I guess I'm just supposed to take a lot of ability advances...?"
No, as it turns out, there are a shit-ton of general and chapter advances. :P