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#41 ak-73

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Posted 21 January 2011 - 12:30 PM

I might set them up a bit differently. But I might elaborate on that later.

 

In the meantime however I did think about how to stage them properly. The first thing that comes to mind is a squad manifesting and getting the PCs out of some sticky situation deus-ex machina style. But that's not very original.

Proper staging should (as a minimum, more elaborate stuff is thinkable) include this:

a) Not just a standard squad of LotD. That comes across to players as "Ah, now it's the LotD's turn to make their appearance in DW." It's too simple. My suggestion would be a more unusual sight - like a LotD Landspeeder (yeah!). Something like that.
b) No, boxing player's out of s**t. Or rather it should look like that initially: the players are trying to help some guards but find their position to be unmaintainable nonetheless due to enemy reenforcements. The LotD do appear at a critical moment and save the day. The players think "Ah, standard appearance." But in truth the LotD hasn't just appeared to keep them alive. Instead they leave behind a clue for the KT to follow which leads to a much greater danger (unknown so far to the KT) and that is why they in truth appeared to begin with.

 

 

Alex

 

PS Minor note: strictly speaking the LotD are anything but 'Undying.' Quite the contrary. I can see why you have given them that trait though. :-)

 



#42 N0-1_H3r3

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Posted 21 January 2011 - 09:29 PM

ak-73 said:

PS Minor note: strictly speaking the LotD are anything but 'Undying.' Quite the contrary. I can see why you have given them that trait though. :-)

Depends on the interpretation, though I actually decided to give them The Stuff of Nightmares instead, and just forgot to remove the now-superfluous Undying.

Personally, I've never been sold on the idea that the Legion of the Damned are just the Fire Hawks with a warp-based makeover (which I don't think has ever been more than implied anyway). It just seemed too clean and too simple, and robbed the entire idea of its mystery (it also technically limits Legion of the Damned appearances to the last 40 or so years of the 41st Millennium, and thus prevents their use in the default Deathwatch setting). I'd sooner see them retain the mystery and uncertainty of their nature...


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#43 ak-73

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Posted 21 January 2011 - 09:58 PM

N0-1_H3r3 said:

 

Depends on the interpretation, though I actually decided to give them The Stuff of Nightmares instead, and just forgot to remove the now-superfluous Undying.

 

I noticed. Anyway, I have a slightly different interpretation in mind (and actually, given the nature of the 40K universe both might be true at the same time). As I imagine them, they can phase out of the warp. Which takes one transitionary turn in which they are incorporeal. In their manifest form they are in the material world (not corporeal) but not really stable either. They flicker between a ghost-like state and having substance, having some control over it though.

It's the only way I can envision them surviving a volcano cannon attack. I guess your version has more of a (physical) undead flavour while I see them more as ghosts.

 

Alex

 

PS Normally I dislike time travel but in the case of the illustrous Fire Hawks, I'd be willing to settle for that explanation. Not that the players ever need to know. Nor would they need to know that they can't do it reliably (or without great risks). Just my personal rationale - for the players they are just some helpful spectres.

 

PPS Another scenario: in some mission the LotD show up and start to fight the players (DW vs LotD - woohoo!). You need to give the players an edge or it might be a very difficult fight. If they survive, the impicit goal for the players is to realize that what they are about to do is something that will bring great ruin. Smart players will ask themselves "Why are they attacking us? They must have a good reason." That assumes the players or PCs know the LotD are "good guys."

 



#44 N0-1_H3r3

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Posted 22 January 2011 - 01:55 AM

ak-73 said:

I noticed. Anyway, I have a slightly different interpretation in mind (and actually, given the nature of the 40K universe both might be true at the same time). As I imagine them, they can phase out of the warp. Which takes one transitionary turn in which they are incorporeal. In their manifest form they are in the material world (not corporeal) but not really stable either. They flicker between a ghost-like state and having substance, having some control over it though.

So, the Phase trait, then. I considered that, but went for full-blown Incorporeal and a special rule that let them attack in spite of it. The "Ghosts of long-dead Astartes" depiction from one of the Ultramarines novels springs to mind. They're sort of like the Balrog, IMO - more akin to creatures of fire and darkness than anything tangible, in the shape of the Astartes and with all their might.


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#45 ak-73

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Posted 22 January 2011 - 08:03 AM

 

Okay, here is my version. It is not fully thought through yet but just finished. Allow me to make some remarks:

1. I did decrease some of the stats in order to avoid any chance of giving a Mary Sue impression and because I think the edge of the LOTD comes from its supernatural abilties. Otherwise they are not too different from normal Marines. Low Ag because if want them to be more of the slow kind, low Fel because their appearance isn't too likable.
2. No running, as per 40K
3. Shortened the profile and all-in-all minor changes to skills only, all of them debatable, nothing really important in my mind. Talents: again, I prefer them to not really be much better than regular Marines. Swift attack because of 40K A2. Combat Formation because of 40K I4. TWW they should have for bolt pistol/chainsword combo. Crack Shot/Crippling Strike for a nasty surprise should they ever critically hit someone.
4. Traits: I have tried to emulate the 40K Invul save by making them have a quasi-Force Field per their unique trait. Int+10/(100-WP) are the de facto Force Field ratings (unless it's a delayed attack striking in the right moment that the Legionnaire is not aware of or a psy attack). This is the part least thought through. It makes the LotD vulnerable to clever tactics though. Not entirely made up about this.
5. New ammo: it's based on the LOTD description in the Codex. Might be overpowered, alternatively ditch the entire Vengeance rounds part and just make them cause their victims to be on fire.
6. I ditched all the hatred talents. I see the LOTD more as collected, solemn fighters. If you want similar bonuses though, I'd rather recommend the Slayer of Daemons, etc line of talents.
7. Number of wounds is debatable, I have not thought it through fully.

 

In short - if a DW KT was to fight a LOTD (half-)squad, the DW's edge should be the high-tech gear, etc. The LOTD's edge should be it's supernatural abilties.

 

So without even further ado:

 

Damned Legionnaire (Elite)
 

WS 55
BS 55
S 55 (12)
T 50 (10)
Ag 30
Int 45
Per 50
WP 60
Fel 20
(this layout makes for better reading here)

Movement: 4/8/-/-; Wounds: 30

 

Skills: Astartes Skills, modified in the following manner: add/replace with Forbidden Lore (Warp) (Int) +20, Intimidate (S) +20, Silent Move (Ag) +10, Tactics (Assault Doctrine) (Int) +20 

Talents: Astartes Talents, modified in the following manner: add Combat Formation, Crack Shot, Crippling Strike, Swift Attack, Two-Weapon Wielder(Ballistic), Two-Weapon Wielder(Melee)

Traits: Astartes Implants, Auto-stabilised, Fear (2), From Beyond, Indomitable(new), Spectre from the Warp(new), The Stuff of Nightmares (special: holy attacks do no damage, daemonic attacks do wound), Unnatural Strength (x2), Unnatural Toughness (x2)

 

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10+7 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), Frag Grenades (36m; S/-/-; 2d10+2 X; Blast (5)), Krak Grenades (36m; S/-/-; 3d10+6 X; Pen 6), Combat Knife (1d10+14 R; Pen 2) and one of the following:
• Astartes Bolter (100m; S/2/4; 2d10+7 X; Pen 5; Clip 28; Rld Full; Tearing, Reliable)
• Flamer (30m; S/-/-; 2d10+4 E; Pen 3; Clip 6; Rld 2Full; Flame)
• Plasma Gun (90m; S/2/-; 1d10+11 E; Pen 6; Clip 20; Rld 8Full; Overheats, or 100m; S/2/-; 2d10+11 E; Pen 8; Clip 20 (3x ammo use); Rld 8Full; Overheats, Recharge)
• Meltagun (30m; S/-/-; 2d10+10 E; Pen 13; Clip 5; Rld 2Full; +1d10 damage at Short Range)
• Heavy Bolter (120m; -/-/10; 2d10+12 X; Pen 6; Clip 60; Rld 2Full; Tearing)
• Heavy Flamer (30m; S/-/-; 2d10+8 E; Pen 6; Clip 10; Rld 2 Full; Flame)
• Lascannon (300m; S/-/-; 6d10+12 E; Pen 10; Clip 5; Rld 2Full)
• Missile Launcher with Frag (250m; S/-/-; 2d10+6 X; Blast (6); Clip 1; Rld Full) and Krak (250m; S/-/-; 4d10+10 X; Pen 12; Clip 1; Rld Full) Missiles.
• Multi-Melta (60m; S/-/-; 4d10+12 E; Pen 16; Clip 10; Rld 2Full; Blast (1); +1d10 at Short Range)
• Plasma Cannon (180m; S/-/-; 3d10+12 E; Pen 8; Clip 24; Rld 2Full; Overheats, Unreliable, Blast (1)) or (190m; S/-/-; 4d10+12 E; Pen 10; Clip 8; Rld 2Full; Overheats, Recharge, Unreliable, Blast (3)) on full power.

Armour: Astartes Power Armour (Body 10, Heady 8, Arms 8, Legs 8)

 

Special Rules

Indomitable(new): The Legionnaire cannot be possessed, mind-controlled or otherwise mind-influenced through warp-based powers, including the reading of thoughts. 

Spectre from the Warp(new): The Legion of the Damned marines are travellers between the Warp the real world.
• Normally they exist only in the Warp Form where they can be detected with Psyniscience. Transitioning into the real world or back costs a Free Action and takes 1 full turn during which the Legionnaire has the Incorporeal Trait.

• In the Manifest Form the Legionnaire is a semi-corporeal being. He flickers between physical and incorporeal state and only due to an act of will he can persist as a real world entity. When it is the Legionnaire's turn and he is in Manifest Form he can act as if a normal Marine in the flesh. He can also evade attacks against him that he is aware of by phasing out at a blink of an eye by spending his Reaction and succeeding an Intelligence+10 test. If he succeeds, he counts against that attack as Incorporeal. When it is not the Legionnaire's turn, he can be assumed to be flickering. For every attack that hits, the Legionnaire must make a Willpower+0 test. If he fails(!) it, the Legionnaire has shifted out of the physical realm and counts as Incorporeal against the attack.

Warp Bolts(new): The Legionnaire's bolt weapons shoot ammunition that is not from this world. In game terms they count as Vengeance rounds without a chance for malfunction. For each attack that hits, the victim must pass an Agility test or be put on fire.

 

 

So, please let me know what you think of it.

 

Alex



#46 ak-73

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Posted 08 February 2011 - 02:09 AM

Another idea: false primarch. These two words alone should be able to fire up your imagination, GMs.

 

Alex



#47 ak-73

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Posted 08 June 2011 - 02:57 AM

A KT has to deal with his high ranking imperial official. It doesn't need to be an inquisitor (but it could be), it could as well someone high in the Ecclesiarchy or whoever. That person is expecting the KT to do his bidding, bordering on giving them orders outright. He is accompanied by a huge retinue of devout followers, among whom there is someone the KT know and respect a lot (a Sororita heroine?).

When it comes to a clash between the KT and that person, outbreak violence looms. Will the KT resort to violence and possibly kill that official and his entire retinue of pure-hearted, devout and faithful servants or will they shy away from killing in order to save their acquiantances life (who will naturally side with his/her master).

 

Alex



#48 Zamnil Blackaxe

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Posted 19 June 2011 - 02:27 AM

ak-73 said:

 

 

Oh and let's not forget the now classic "Do we kill the baby Vespid or not?"

 

Alex

 

 

Yes. You do.

Suffer not the Alien to live and all that.

 

Next question, please? and a little harder this time.



#49 ak-73

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Posted 19 June 2011 - 05:24 PM

Zamnil Blackaxe said:

ak-73 said:

 

 

Oh and let's not forget the now classic "Do we kill the baby Vespid or not?"

 

Alex

 

 

Yes. You do.

Suffer not the Alien to live and all that.

 

Next question, please? and a little harder this time.

 

My thoughts precisely. It was a reference to this though:

www.fantasyflightgames.com/edge_foros_discusion.asp

 

Alex



#50 Face Eater

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Posted 19 July 2011 - 12:08 AM

The Kill team are sent a Vox transmission from an Ordo Xeno's inquisitor that was flagged for Inquisitorial attention. The transmission originates from a Space Marine combat squad during a regular mission that mentions evidence of a unidentified Xeno species/hither too unseen Tyranid organism at an ancient ruin. They are tasked with investigating the source on the front lines.

When they arrive they find that their Astartes squad in question is missing a Battle Brother but the remaining Brethren have no memory of the mission at all. All official records of the mission, including the recorded vox transmissions for that period do not exist. Space Marine command say they know nothing of the mission.

There are Inquisitorial pressence in area but they seem to be attempting to thwart the teams progress, long range scans show increased traffic in the area but all of it bears the most mundane of Adeptus codes, yet witnesses on the ground see nothing. This bears the mark of Inquisitorial interferance but can the players cut through the red tape to answer their own mystery.



#51 ak-73

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Posted 05 August 2011 - 01:44 AM

Especially good if a PC regularly consults the Codex Astartes:

Have the Codex Astartes strongly prescribe a certain course of actions which might be sound under different circumstances but which is obviously foolish under the conditions that the KT operates in.

Alternatively have the Codex Astartes recommend that the entire KT sacrifices itself for a higher cause (not the greater good).

 

Alex



#52 Maverick91

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Posted 07 August 2011 - 12:42 PM

 Here's one I'm currently working on for my round as GM of our group.

 

A distress signal is picked up by the Deathwatch watch station from a Deathwatch distress beacon.  The beacon is traced back to belonging to an Inquisitor whom it had been given in good faith and has friendly relations with the DW.  The KT is assigned the mission to retrieve the Inquisitor from the planet he has gone MIA or at least a data bank he keeps on him at all times.

What the KT dont know is that the planet the Inquisitor was kidnapped on is embroiled in a civil war, each side apparently loyal to the Imperium however secretly being manipulated by a Chaos Cult, maybe one side are secretly heretics, it could be both, or neither.  The KT not only have to find the Inquisitor but work out which side has him as both deny knowing that their was an Inquisitor on the planet and which are effectivly the heretics

Once they find the Inquisitor they may believe they have found the Cult however, the side that kidnapped the Inquisitor may be loyalists mistaking the Inquisitor for another one of his collegues (sp?) accompanied with other Astartes who were looking for something on the planet.  

 

Basically I am trying to incorperate RP into my campaign, get the KT interacting with Planetary Officials, other characters, maybe working for the wrong side and having to get themselves out of it.  However this is only the backbone of the campaign as I haven't started going into much detail yet with the different NPC, events and encounters.

 

 



#53 ak-73

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Posted 08 August 2011 - 01:06 AM

Exactly my thinking about stimulating roleplay. Also, what's most important the Astartes are kinda like American troops in the middle east: everyone tries to get get to use them towards their own ends. 'He's the heretic!' 'No, she's the heretic! Kill her!'

 

 

Alex



#54 Maverick91

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Posted 08 August 2011 - 04:57 AM

 My only concern is that the team will be a little trigger happy and immediately start shooting the second they meet anyone. In our last campaign we started attempting to investigate but as more players joined it became easier to choose somewhere, attack it and what not without any prior intel, recognisance or real prep, which was only encouraged by the gm as he didn’t really like the system and was quite obvious when compared to his DH sessions.

I hope they don’t decided to continue down this route because I don’t really want to get to tough with them but if I have to make an objective harder to obtain due to the lack of prep then so be it :



#55 ak-73

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Posted 08 August 2011 - 06:27 AM

Another idea: attach a powerful, well-protected and unabashedly Xanthite Inquisitor to the KT.

 

Alex



#56 Blood Pact

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Posted 09 August 2011 - 05:29 PM

ak-73 said:

 

Especially good if a PC regularly consults the Codex Astartes:

Have the Codex Astartes strongly prescribe a certain course of actions which might be sound under different circumstances but which is obviously foolish under the conditions that the KT operates in.

Alternatively have the Codex Astartes recommend that the entire KT sacrifices itself for a higher cause (not the greater good).

 

Alex

 

 

Alternative Twist!

A strange copy of the Codex Astartes comes in to the hands of the Kill-Team/Inquisitorial allies/whoever works for you, one that seems to exalt ideals in line with those of the Greater Good, and other Tau philisophical corner-stones. It is very old and appears to have been written by Guilleman himself, on cursory examination.

In actuality this copy of the Codex is an attempt by the Tau to clandestinely sway some of the Imperium's Space Marines around to their way of thinking, having captured copies of the text during previous conflicts with Astartes forces.

Obviously it's an attempt doomed to failure (silly ignorant and niave Tau), the real adventure is in the Kill-Team investigating and.. 'reacting' to this discovery.



#57 ak-73

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Posted 09 August 2011 - 07:11 PM

Blood Pact said:

ak-73 said:

 

Especially good if a PC regularly consults the Codex Astartes:

Have the Codex Astartes strongly prescribe a certain course of actions which might be sound under different circumstances but which is obviously foolish under the conditions that the KT operates in.

Alternatively have the Codex Astartes recommend that the entire KT sacrifices itself for a higher cause (not the greater good).

 

Alex

 

 

Alternative Twist!

A strange copy of the Codex Astartes comes in to the hands of the Kill-Team/Inquisitorial allies/whoever works for you, one that seems to exalt ideals in line with those of the Greater Good, and other Tau philisophical corner-stones. It is very old and appears to have been written by Guilleman himself, on cursory examination.

In actuality this copy of the Codex is an attempt by the Tau to clandestinely sway some of the Imperium's Space Marines around to their way of thinking, having captured copies of the text during previous conflicts with Astartes forces.

Obviously it's an attempt doomed to failure (silly ignorant and niave Tau), the real adventure is in the Kill-Team investigating and.. 'reacting' to this discovery.

 

Good idea but you need a set-up to give the Tau authors some wiggle room to use their interpretative skill. Either you do not use the Codex itself but a famous interpretative text and have the Tau mess with that or you have  a Codex that has been "translated" into a local natives language.

Use a language your players are not familiar with and encourage them to use an online translator to translate what you have prepared back into your native language. Half way into the text let the clues become obvious.

Induce epic rage into your Ultra players (and laughter for everyone else I guess).

 

Alex



#58 ak-73

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Posted 19 October 2011 - 06:16 PM

The kill-team needs to escort imperial personnel to safety which is surrounded by a largw swath of hordes that even they cannot defeat. Therefore the kill-team needs to tank, to deliberately draw fire away from their proteges. The more inventive and skillful the players go about this, the more of them will survive.

 

Alex



#59 Adeptus-B

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Posted 23 October 2011 - 10:22 AM

Years ago, a small team of Scout Marines was sent on a mission on an unexplored jungle world with a feral human population, a world that was being overrun by Orks. The Marines completed their mission, but then the extraction vehicle was destroyed before the Marines could return, leaving them stranded on a world of minimal strategic value, a world rumored to be tainted by Chaos. Now, in anticipation of trying to take the feral world, the Crusade has conducted a few reconnisance missions, and come upon rumors of a "giant from the stars" leading a tribe of feral humans against the Orks. The excitement that one of the lost Marines may still be alive is tempered by the fact that the activities of this tribe show tell-tale signs of Corruption: mutiliated bodies, cannibalism, etc. So, the Kill Team is being sent into the dark heart of the Ork-infested jungle to track down the possible Marine survivor, and assess if he has been Tainted by Chaos: if not, they are to rescue him; otherwise, they are to "Terminate his command- with extreme prejudice..."



#60 Zappiel

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Posted 23 October 2011 - 03:43 PM

hehehe....good one, Adeptus-B!  The Horror! takes on a whole new meaning, now......






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