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Sammail

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  1. @OP: Convince someone in your group to take up the Politico Speciality from EotE? They can then holler propaganda from behind while you wade through the enemy, soothing your strained mind. Worked well for me when I played an Assassin BH.
  2. Yeah, everything. But if I were you I'd actually start with the other two core books. It's a big game, and everything is compatible.
  3. Generally speaking, core books sell significantly better than supplements. Thus the many player handbooks/GM guides/monster manuals out there - where a single volume could just as easily cover the essentials, rehashed games in digestive formats, re-released boxes with a slightly revised content, .5 editions of existing lines, and so on. If you didn't buy Rogue Trader, you won't get The Frozen Reaches either. But you might buy Black Crusade. More background material for fans with big wallets, new recruits might enter the gaming universe. Everybody wins. I'd say it's a sound business decision.
  4. Lots of good tips here. I agree that handing out XP for roleplaying (cool phrases, actually talking IC with an NPC, dramatic scenes) is a practical way to underline what is important for you as a GM. Has worked fairly okay for me, with similar players. Try to advance the story by dialogue, rather than combat. Engage the characters (and thus players) personally - provoke them, make them laugh, touch upon their chapter identities - a lord governor could, for instance, claim to once having written an application letter to one player's chapter, seeing himself sort of like an honorary member, which ofc would be ludicrous - but only if you knew how things work in 40k. Weave in 40k facts when describing scenes and paint them in epic colors. Use fluff knowledge as a key ingredient to solving riddles and defusing conflicts (for instance, adressing a high ranking guardsman in the correct way will lead to better results). Delve into character background in prequel scenes, such as playing out the PCs aspirant trial - and let the player himself describe as much as possible of the circumstances. Invite him to take part in setting the scene - you could easily invite him to dress up the room, so to speak: "You enter the bridge of the ancient cruiser. What do you think it would look like?" Make time for scenes with a focus on the life of the Deathwatch - solemn ceremonies in the chapel, servicing and blessing their guns, that kind of stuff. Another trick is to make cool handouts, with vital information and clues. The point is not to make the players feel stupid if they don't know the right answer, but to inspire them to co-create the gaming world through action and IC dialogue, digging deeper into the fluff for "ammo". I've also used a "coolness bonus" (instead of XP) of +10% for any action the player has described with flair. For instance when a member of the Mechanicum (while playing RT) branched out into a monologue on anointing the runes on a control board with holy oil, while chittering in machine lingo, before taking a difficult Piloting roll. A pointless action, crunchwise, but a great contribution to mood.
  5. Something I've used with success in RT is spacewalking (or -jumping, really) from the airlock of a transport to the target airlock. A small detail which terrified my players. Lots of fate points were spent to avoid missing and drift away into the great beyond.
  6. There's a DW short story in Heroes of the Space Marines which isn't half-bad. Other than that: the intro to Dawn of War 1, the theme of Fallout 3 by Inon Zur, and the Litany of Hate. Heroic, bombastic and grimdark.
  7. I use Servais. I've played RG in 40k and find their tactics (and his personality) a nice contrast to Mordigael's and that other Watch Captain's, from the White Scars. And to the PCs' in my group, who are either gung ho or sternly imperialistic. Makes for interesting approaches.
  8. Sammail

    Mission Oaths

    Excellent work! I'll show these to my players. Will set the mood just right, I beleive.
  9. I'd allow my players do do what they like. Running around without a helmet is iconic as well as cinematic and in full accordance with the spirit of the game, as has been stated. But. I would take the odd sniper shot at them, now and then, to reinforce that removing your headgear is non-standard and comes with its own dangers. They would be able to use their perceptive senses unhindered and basically be cool, but probably not have vox and be forced to make toxicity rolls when applicable. As well as taking the odd dum-dum bullet in the face and replace their chins, ofc.
  10. Sammail

    Chaplains

    Darq said: Another thing to consider is the Chaplain is the soul and conscience of the chapter. Their main contribution is making sure everyone thinks the "right" way - which is different for each chapter. They would be far more usefull at home then trying to force their version of right on the huge cross-section of chapters in Deathwatch. I agree. That's my take too - until they release the Speciality in a coming book. I don't see any problems with including them, they'd be great to have. But I can see why they were left out of the core rulebook. Even if it's fluff retconning on my part.
  11. On a similar note: which takes precedence on the left shoulder, the Crux Terminatus or the Deathwatch pad? Not like it's even remotely relevant for anything, just curious. Also, don't you think the spirit of the ancient power armour would take offence at switching chapter insignia shoulders?
  12. A small wish list, in no particular order: An expanded bestiary (sure, I've got all the other books, but more xenos and DW specific foes would be handy) Fast and simple mass combat rules for the crusade A less clunky starship battle system than what RT has - preferrably inspired by, say, the current Star Wars RPG in which all characters contribute More pointers on how not to only run combat oriented missions (don't really need'em, but the game does and I like to steal the odd nifty idea) Also, I very much liked the write-up on Deathwatch itself, so more of that, please. Conspiracies, NPCs, what's cooking in the Jericho Reach currently - a list of hotzones and running investigations, and so forth. And ofc Chapter design rules, more equipment, rites, setting description and whatnot.
  13. Jude Order said: They have a short story in a collection called "Heroes of the Space Marines" that is about a deathwatch insertion into an ork hulk. In it the Marines are basically given very detailed intelligence about their mission and targets and then it is up to the marines to use their vast knowledge of fieldcraft to get the job done. Thats not to say that an inquisitor could come along in some scenarios and take command. But it seems like he would be a hindrance because of how hard the Marines are pushing themselves to either babysit him or just have him keep up. Hmm... it dawns on me that you could well use the Inquisitor with acolytes, and his Deathwatch kill-team, in paralel. More a cooperative effort than a "I point, you slay" kind of setup. Perhaps it's Ordo command who gives the orders? Would make room for two groups working on different aspects of the mission - intelligence gathering and spying on one hand, surgical strikes on the other.
  14. A pretty balanced, Pendragon-mythos inspired chapter, IMHO. Including a brand new one was a good choice. Would have preferred the dark horse to be Raven Guard, but on the other hand didn't really expect that to happen (only 1st founding without custom shoulder pads won't get any special treatment anywhere). Doubt any of my players will want to roll up a Storm Warden, but they'll be nice to include as NPCs.
  15. warpdancer said: Read the Dark Angels Background(who´ve killed a few Inquisitors), and the Space Wolves I think Members get an Invitation and chose to follow them or chosen and send from their chapters. I think Military command would be in the hand of the Teamleader. While being members of the Deathwatch? I don't think so. Which is the point of my post (and this game). I guess the inquisitor and senior marine could divide power in any way they like, depending on their personalities. Haven't decided on what I'd prefer yet - probably having the inquisitor act a HQ of sorts, with the teamleader in field command. Then again, wouldn't want to make this game a structural clone of Inquisitor. It seems as if Deathwatch members are drawn feudally, like a small arrière ban, on the call from the inquisitor and from chapters sworn to raise such forces. Lexicanum says that teams are usually led by the inquisitor (though not in what capacity), but in dire need a captain or a librarian may assume command. The leader's word is law. So very likely, the marines are too badass to swallow just any old crap from a master they cant tolerate, not unlike high medieval barons in relationship to the king. But are also bound to service by their vow. Cool! Lots of room for tension there. Will be interesting to see what FFG have to say about command structure and discipline.
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