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Dornian Heresy Deathwatch - Work in Progress


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#1 Mkall

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Posted 01 March 2012 - 06:59 AM

Hello!  I've grown tired of simply making new Chapters to suppliment the Deathwatch, so I've decided to expand my creative horizon to tackle something bigger.  Thus I'm announcing my newest project: The Deathwatch in the Dornian Heresy.

For those unfamiliar, it's an alternate universe created by someone at Bolter and Chainsword where instead of Horus, it's Dorn who betrays the Imperium and presents all the chaos legions as heroes and instead, all the loyalist legions turned traitor.  If you haven't heard of it, google it and read the pdf.  It's a very good read.

Anyways with the author's permission I've started statting up the legions in the hopes of one day creating alternate rules for players who are interested in trying something different to create a Deathwatch Kill-Team and explore this universe.  So far I've gotten the 4 loyalist legions featured in part one converted - the Thousand Sons, World Eaters, Word Bearers and the Emperor's Children.  I'll be starting work on the last 5 soon.

Please have a read through what I've done - I'm trying some slightly different things than what is currently presented in Deathwatch: maybe they'll work, maybe they wont.  Please let me know what you think.

Document here: docs.google.com/open

I'm looking for help if you are interested - While I'm confident I have the Space Marine stats more or less in hand, I've discovered I'm not all that good at creating custom adversaries, and I was hoping to recruit someone to help me make stats for the heretical legions, such as Vampiric Blood Angels, Iron Hand/Necron hybrids, Speed-Obsessed White Scars, Secessionist Ultramarines armed with Tau tech and more!

Thanks for your time and feedback!



#2 Gaire

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Posted 01 March 2012 - 08:42 AM

 You definitely have my attention. I've always loved the idea of the Dornian Heresy. Not sure if I'll be able to help, but I'll offer any ideas I come up with.



#3 Gaius

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Posted 02 March 2012 - 01:34 AM

I'm quite a fan of the Dornian Heresy era and even ran a Great Crusade (Rogue Trader/Deathwatch) game that turned into a Dornian Heresy game which really caught the players off guard. I had some stats made up for some of the Utramarine Successors gear like the Mk 16 Damocles armour I can share with you, I tried to avoid making the gear rules heavy and cumbersome as it is tempting to do so but might just bog down the game.



#4 Decessor

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Posted 02 March 2012 - 02:52 AM

I played a member of the Alpha Legion in Gaius' aforementioned campaign. Off the top of my head, +5 Int and +5 Fel with easier access to various stealth and social skills.

I'm curious to see what you do with this. Best of luck!



#5 Gaius

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Posted 02 March 2012 - 05:14 AM

Although at an initial first glance all of the loyalist legions seem quite well made I would express concern with regard to the listed damage and peneteration of  an astrates chain axe, it appears quite high in my opinion. They have the Legion Chainaxe in Black Crusade doing 1d10+5R Pen 3 damage with tearing and although it's only two points more damage thats often more than enough to make it an attractive offer. I'd be concerned that the ones you have included might be a little too good but that is just my opinion.

I think I found my MK 16 Damocles Power Armour rules, I just treated them as errant armour in all respects except they were 11 AP all over. I was just stating them like this to keep it simple however to show their more advanced technology you could potential improve the auto senses to +15 or even +20.



#6 Mkall

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Posted 02 March 2012 - 06:05 AM

Gaius said:

Although at an initial first glance all of the loyalist legions seem quite well made I would express concern with regard to the listed damage and peneteration of  an astrates chain axe, it appears quite high in my opinion. They have the Legion Chainaxe in Black Crusade doing 1d10+5R Pen 3 damage with tearing and although it's only two points more damage thats often more than enough to make it an attractive offer. I'd be concerned that the ones you have included might be a little too good but that is just my opinion.

I think I found my MK 16 Damocles Power Armour rules, I just treated them as errant armour in all respects except they were 11 AP all over. I was just stating them like this to keep it simple however to show their more advanced technology you could potential improve the auto senses to +15 or even +20.

Thanks for that.  I think I whipped up the chainaxe stats from a pre-errata book - I'll have to go in and fix that.  I'm currently debating the best way to do the Ultramarines armour.  Your idea is simple and effective, but I had an idea of actually lessening the AP value of the Armour compared to the standard Mk VII and adding a moderately-effective forcefield (rating of 50ish, overload on 10 or something).  It adds a few extra dice rolls, but plays up on their technological advances.

Either way I'm not worrying about that too much - I still have loyalist legions to take care of.



#7 Psion

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Posted 09 April 2012 - 10:57 AM

Heh, awesome.  Always loved the Dornian Heresy fluff... did the author ever finish the second part?  I really want to see what happened to the Salamanders and the Iron Hands.  Not to mention what he does with the other four "loyalist" chapters.



#8 Gaire

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Posted 09 April 2012 - 05:09 PM

Gaius said:

 

Although at an initial first glance all of the loyalist legions seem quite well made I would express concern with regard to the listed damage and peneteration of  an astrates chain axe, it appears quite high in my opinion. They have the Legion Chainaxe in Black Crusade doing 1d10+5R Pen 3 damage with tearing and although it's only two points more damage thats often more than enough to make it an attractive offer. I'd be concerned that the ones you have included might be a little too good but that is just my opinion.

I think I found my MK 16 Damocles Power Armour rules, I just treated them as errant armour in all respects except they were 11 AP all over. I was just stating them like this to keep it simple however to show their more advanced technology you could potential improve the auto senses to +15 or even +20.

 

 

On the issue of the chainaxe, there is a precedent for a Chainaxe dealing about the same amount of damage in Deathwatch. The Berzerker Axe in Mark of the Xenos, used by Khornate Berzerkers, deals 4 more damage than the chainsword. That'd come out to 1d10+7, basing off of the standard chainsword. Penetration would be 4, or if you're using errata'd stats for standard weapons, 3.



#9 Gurkhal

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Posted 12 April 2012 - 02:22 AM

I like it alot. I hope you'll get the oppertunity to write up for the other legions as well. :)



#10 Mkall

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Posted 21 April 2012 - 03:34 AM

Gurkhal said:

 

I like it alot. I hope you'll get the oppertunity to write up for the other legions as well. :)

 

 

Thanks.  I'm working on the Iron Warriors right now.  It's a bit of a slog since they're not my favourite of the Legions.  After them, it's on to the Alpha Legion (real excited about that) and then on to the Night Lords hopefully before the final Legions are released in print.

I have a couple neat ideas for the Night Lords which hopefully will play out.

 

On a similar note, I'm looking for someone to assist me in creating adversary stats for some of the traitor legions, such as the White Scars Speed Marines and the Blood Angels Vampires and others.  If interested, please let me know.



#11 CoMuTra

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Posted 09 May 2012 - 07:09 AM

Gaius said:

I'm quite a fan of the Dornian Heresy era and even ran a Great Crusade (Rogue Trader/Deathwatch) game that turned into a Dornian Heresy game

 

Love this idea. I'm going to try and do something similar. How did you do the characters? Did each player have both a RT and DW character? How did you handle the intermixing of game styles?



#12 The Glen

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Posted 21 May 2012 - 09:49 AM

Where did you get the marine painter that does MkIV armor?



#13 Mkall

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Posted 21 May 2012 - 04:25 PM

The Glen said:

Where did you get the marine painter that does MkIV armor?

I didn't.  I used artwork from the part 1 pdf.

Small update, I've mostly finished the Iron Warriors and have just started working on the Alpha Legion.  If anyone wishes to help me out, I'd like someone to work with and create some adversary stats for the Chaos Legions.  Think about it: teched-out Ultramarines, speed-obsessed White Scars and their daemon possessed bikes, vampiric Blood Angels, Necrontyr-Iron Hands… sounds like fun to me.



#14 Mkall

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Posted 23 June 2012 - 04:46 AM

After a brief absence, I'm returning to this project and happy to say that I've finished both the Iron Warriors and the Alpha Legion.  I've updated the link in the first post and I'll post it again here.  The Night Lords are next, then I'll be up to date with all the Legions that have been posted thus far.

After the Night Lords, I'm going to try my hand at writing up the Chaos Legions, then it's on to writing up Advanced Careers for the Legions.  I'm hoping for at least one original career per legion and one that's re-appropriated from existing Deathwatch Material.

Please have a read and let me know what your feedback is.  The best way for me to finish this properly is to get feedback from those who will (hopefully) be playing it.

Enjoy! docs.google.com/open



#15 Gaire

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Posted 25 June 2012 - 02:49 PM

 I like it, but a few minor proofing quibbles. Several times you misspell Alpharius as Alpharious. Also, you refer to the Adeptus Mechanicus as an Ordo in the Iron Warriors write-up. I don't believe the AdMech is referred to as such. If you mean the Inquisition, you might wish to make that clear.

If you're interested, I'm more than willing to offer my services as a proof reader for this project.



#16 Vergaul

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Posted 25 June 2012 - 03:04 PM

 I registered just to say awesome.  My only regret is that it is too difficult to fit these chapters in to a canon/standard Deathwatch game without resorting to the old "frozen in stasis before the Horus Heresy" trope.  Keep up the good work!



#17 DJSunhammer

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Posted 07 July 2012 - 06:55 PM

Vergaul said:

 I registered just to say awesome.  My only regret is that it is too difficult to fit these chapters in to a canon/standard Deathwatch game without resorting to the old "frozen in stasis before the Horus Heresy" trope.  Keep up the good work!

Gotta love the Mary Sues and Super Special Snowflakes. And everyone that makes a character that is "really tall for an Astartes."



#18 Gaius

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Posted 12 July 2012 - 11:27 PM

Just noticed something when some players in my gaming group wanted to roll up characters. The Iron Hands can get two starting cybernetics but there is no limit on what these can be. Sure bionic arms and legs can give you bonus toughness in locations but I have I did think that the as written option to walk into character creation with a combination of two of the following is a bit much MIU, Auspex Array or  Servo Arm. I know in regular 40k they use servo arms outside the tech marines but as I pointed out to a player I have only heard of these being used by War Smith level Iron Warriors. It might do to specify if these options weren't your intent and if they were I'd advise considering it more carefully because many players will take these options nine times out of ten, a free auspex, deadly close combat weapon of destruction or +10 to a bunch of things including BS tests is a bit much. Still great work over all as I've said before, just didn't know if you had realised this rule as written.



#19 Decessor

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Posted 13 July 2012 - 02:12 AM

As one of Gaius' prospective players, I will suggest that if MIU is intended to be allowed, that MIU interfaces be restricted to the character's own personal and signature wargear and perhaps certain relic weapons. A flat +10 to BS checks with any ranged weapon is very good, probably too much so.

I don't think an augur array or even an MIU is automatically better than a flat increase to toughness bonus which is what comes with a bionic replacement. After refreshing my knowledge of normal 40k Iron Warriors, I'm fine with restricting servo-arms to Warsmiths and techmarines.

 



#20 Fenrisnorth

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Posted 13 July 2012 - 03:52 AM

 A thing to remember. The MIU bonus to shooting still comes from jacking into the weapon. That's not something I'd assume all weapons are made with; so I'd agree with it being an option only for Sig Wargear and vehicle weapons.






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