Jump to content


  • Content Count

  • Joined

  • Last visited

About UberMutant

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    , Wiltshire, United Kingdom
  1. Rain's "official" backstory continues in the Deathwatch RPG where it is mentioned that a Deathwatch Kill Team investigated the world and was set upon by hordes of Dark Eldar. I like your background. I used it as part of my huge Yu'Vath Reborn campaign.
  2. Acrobatic cultists with Krak grenades? Quick distract him while someone runs round the back and plants a couple of grenades on his back In all seriousness, TA should be a big deal for the player, he has given up other options to take it. Make him feel awesome as he walks into a hail of lasgun fire, combat knives bounce off him and the extra strength lets him tip over tanks and rip through doors. It's awesome, it's epic and its why we play. Remember though, those 20 cultists might only have autoguns, but their buddy has a melta gun….or a couple of them have a missile launcher with a Krak rocket or two. If they see a pack of guys and a massive armoured giant in the middle, guess who is going to get the rocket to the face.
  3. I use the prewritten stuff as a good jumping off point. The ideas are usually sound and the background and baddies are good but the plots as written are usually railroady and assume too much of the players. Whispers on the Storm for example assumes your players will clear the Svarrd system planet by planet. My lot found the source of the disturbance, bypassed the 3 other planets and went right for the finale. I did't stop them, if one game is not to be railroaded, its Rogue Trader, I keep things as sandbox as possible. Fallen Suns is another good example, the storyline is dire, but the evil craftworld is fantastic and is the setting for the finale of my campaign where the players are desperatly racing against time, the Rak'Gol and the craftworld itself to deploy a secret weapon created by the Egarians before they were wiped out, to stop the Yu'Vath being reborn into the material universe. The Rak'Gol are planning to use the massive warp gate at the heart of the craftworld to do it. Much better than some "Chaos and Eldar" plot. Even Lure of the Expanse is pretty boring if run as written. Instead, use it as a base (Eldar nexus replaced with Egarian nexus in my game) and go from there. Lots of additional ideas in the "Creating an endeavor" chapters of the corebook/IttS/HA etc to help you get going. Remember no matter how well any adventure is written, it will only surivive about 30 seconds before a player does something totally unexpected.
  4. I did this quite easily during the fight to save Damaris in "The Frozen Reaches". I took the Titan encounter from The Black Sepulchre ( A dire adventure apart from the titan), turned the rubbish deamon infested cathedral into the main shrine of Damaris city and put it on the clifftops overlooking the harbour and the forge. During the siege the priest wouldn't allow anyone to enter the cathedral to activate its ancient weapons so the players engineered a diversion, got inside, found a hidden elevator behind the altar panels and Bang, next thing you know they end up literally crapping themselves as the Emperor Class Battle Titan rips out of the cliff and breaks every window in a couple mile radius with a blast of its siege siren and stomps off laying the smack down with its Plasma Annhilator. The players were both amazed (It was a genuine surprise), stupidly happy (the captain in his mag boots stomped out to put the house flag on its back) and Metagaming petrified (If he has given us this toy, what the hell are we going to be fighting?!) They gave it back to the mechanicus and the local titan legion. This got them a massive PR coup and the favour of the Legion. This works well as a nuclear deterrant option, no one is going to piss them off and risk having a Titan battlegroup show up, even Winterscale was impressed with the up and comming dynasty. The favour of a Titan Legion is worth more than mere PF.
  5. We run with upto 8 players so I feel your pain on the "people get bored" front. I try and keep things moveing as quickly as possible and involve everyone. We run alot of group challenges, streamlined spaceship combat and binned alot of the endeavour points rubbish. 8 players makes things easy when it comes to plot hooks. So, an example with pre-written adventures, the ship pulls up in Footfall and everyone goes on shore leave. Immediatly the RT gets a friendly call from Chorda, asking if he wants some work (Fall from Grace adventure) The Voidmaster is at the pub drinking and gambling and wins a stake in a cold trade venture (Vaults of the forgotten adventure) The Missionary is at the church and gets news about an ork threat to an important shrine on the world of Damaris (The Frozen Reaches) The Seneschal is digging and finds details of a lost treasure ship (Adventure in the core rulebook) The Arch Militant meets a rich nobleman who wants to go on safari to a death world (Example endeavour from Hostile Aquisitions) The Navigator gets a message about suspicious warp anomalies detected in the expanse (Reworked Light of Reason from The Lathe Worlds DH) The Astropath gets a vague prophacy at the pit of voices which leads to trouble and profit (Lure of the Expanse gamebook) And to cap it all off, an Imperial Navy cruiser has shown up and is looking for you (~Whispers on the Storm GMs Kit adventure) Make them look for work, they are not Deathwatch marines with someone to give them orders. This makes the game even more fun as they have to work out what to accept, what to decline and what they can put off (my crew got the safari seeking nobleman aboard ship, then entertained him with a drug and drink fuelled orgy for a few months as a perk while they went and recovered Lady Chorda's cargo). With an overarching main story that weaves in and out, they have built up a fleet, colonies, armed forces and a number of favours (currently the Ordo Xenos, Deathwatch, Titan Legion, Navy and Army) and chunky profit factor. These will help them when the main story comes to a conclusion in the fiery rebirth of the Yu'Vath into the material world via the main warp gate of an abandoned eldar craftworld (shameless stolen from Fallen Suns). See, its easy As for your player who has the RT character…..just politly tell him to stop being a numpty, its a game and people are there to have fun. If he is a numpty its not fun…..
  6. This game is excellent for Roleplaying oppertunities, the idea that space marines are just mindless automatons programmed from birth is very much the wrong one. An example: Our arguing kill team got involved in a firefight. The glory seeking Ultramarine fired into combat hitting his ally, the space wolf and wounding him lightly in the leg. After the mission he went to the Wolf and apologised in an off hand manner. The Wolf picked up a bolter, shot him in the leg and as he stepped over his fallen body grunted "Apology accepted". Each chapter has its own traditions and beliefs, some more radical than others and this works very well into the game. Everyone will have a different approach to a task, way of treating allies and enemies and personality. One Ultramarine will be strict and by the book while another might be jovial and fair. Like any game, Deathwatch is what you make of it but the RP oppertunities are always there.
  7. My group's techpriest is well on his way to becomming a heretek. One bionic arm has a shuriken catapult built into it, the other has a sunrifle. He has assimilated a number of heretic texts and thus has a large amount of forbidden lore. His next challenge is to get some Psybernetics installed. He's torn between the Arch Heretek and the Psychic cultist from the Navis Primer. He also has a legion of homemade kill servitors (the sign above the door to his servituor workshop says "Crew Hospital"….. ). To be honest, the way its going with the whole crew (apart from the captain), I'll be reaching for the black crusade handbook before too long….
  8. My group's techpriest is well on his way to becomming a heretek. One bionic arm has a shuriken catapult built into it, the other has a sunrifle. He has assimilated a number of heretic texts and thus has a large amount of forbidden lore. His next challenge is to get some Psybernetics installed. He's torn between the Arch Heretek and the Psychic cultist from the Navis Primer. He also has a legion of homemade kill servitors (the sign above the door to his servituor workshop says "Crew Hospital"….. ). To be honest, the way its going with the whole crew (apart from the captain), I'll be reaching for the black crusade handbook before too long….
  9. The scope makes the game and is very difficult to get your head round the first few times. My players are veteran Dark Heresy and Deathwatch players and GMs and know the basics of the system and background. This is good Of course, they were still thinking like Dark Heresy players and on missions would only take themselves and Ensign Rickie. After a good slapping by the orks and the burning of thier guncutter by Ork attack buggies, they suddenly realised that with the huge crew, army and spaceship they could do things they had never considered before, like, say, take 200 armsmen on a mission to handle the mundane combat. PF is easy to manage, I have simply binned the entire Endeavour beancounting and streamlined it into a simple and sensible system, the same with mass combat and to an extent space combat. Space combat is the trickiest for us, but only because we tried using models and our table space isn't that large. Inventory management is easy, although by level 5 everyone has pressure carapace, conversion fields, grapplehawks and a backup inferno pistol for close encounters….. My advice is give it a whirl and see what they do, keep it simple for the first few games, maybe use a PreGen adventure like the ones on the FFG website to break them in gently.
  10. My players have a PC kill marine on board ship, a space wolf who was seconded from the Deathwatch as a reward for the incredibly selfless act of returning the bodies and equipment of a lost Deathwatch kill team and the mysterious cargo they were trying to recover. 7 Space Marine corpses, power armour, deathwatch equipment, it would have been worth a fortune on the black market. More excitingly, there were two surviving marines who had lapsed into suspended animation and a very much awake deathwatch dreadnaught who had lost his mind but not his mission objective "Protect the Cargo, Death to the enemy!" BLAM BLAM BLAM plasma fire!. They were able to recover them all and teleport them back to thier ship after being pinned down by the Crystalwhisp infestation that had taken out the kill team in the first place (we had fun with the memory loss attack…..hard to RP but worth it for the players WTF!!!!!!! moment). The Marines were very greatful for the return, especially since none of the equipment had any markings or seriel numbers left on it due to the datavores presence and could have easily been sold or kept by the RTs. In return they offered a Marine to serve with their house as a bodyguard and advisor (and of course, with various plots and secret missions of his own…..).
  11. The RT in my game has power armour, he rarely wears it due to the fact it needs recharging every few hours. He has a recharge unit installed in his personal Rhino for combat situations but otherwise wears his best carapace. Most of the characters wear Pressure Carapace suits and have subskin armour and at least refractor fields, the power armour is not a big deal. The size penalty more than makes up for the extra AP since he becomes a big fat target (go Lumin heraldry) and while he takes 2-3 less damage a hit, he gets more hits and takes more damage. Considering he only packs a powerfist, plasma pistol and occasionally a long las, he deals very little damage. As for the unassuming techpriest who has a compact shuriken catapult built into his arm and a number of illegal and dangerous weapons about his person, he is far more dangerous but alot less obvious.
  12. My Egarians are insectoid, kind of like a preying mantis crossed with a dragonfly. They were destroyed by the Yu'Vath after being drawn into a battle against them. My players were guided by them using a combination of the Star Mirror from the core rulebooks scenario and the nexus points of the heathen trail from "Lure of the Expanse". Who needs the Eldar in everything after all The Egarians communicated psychically and guided the players to stop the Yu'Vath returning to the universe and destroying everything. Naturally there was a hilarious and incredibly ironic twist……. The important thing with these games is you don't have to be held exactly to whats in the books, the Yu'vath and Egarians are deliberatly vague so you can have fun with them and make them what you want and need for your games.
  13. My players have a star galleon decked out as a deep space exploration and salvage vessel, its nice and big, has lots of cool stuff but with laser and plasma batteries on its flanks, its not very powerful against proper warships. This has caused some problems in the first few space battles. Luckily the fleet has expanded since then with a Sword Frigate outfitted for battle and a Carrack Transporter outfitted for very basic cargo hauling. They have just got thier hands on a Hazeroth Raider which will be outfitted with some naughty smuggling bits and bobs……
  14. Seems to be alot of homebrew stuff in there, what made you want to do that rather than use the extensive range of options already available? Alot of this seems to be pretty **** good stuff, alot of best quality gear there and archeotech. As a GM I would hit you with some hefty repair and upkeep bills if you wanted all that. Yes the ship is fast and can manover, yes your detection rating is pretty good but any solid hit is going to hurt you and once you start taking damage your toast, a thrusters or engine critical will see you finished off. Lunch bays are very powerful its true but they only work when you have something else to back them up. Whats with the homebrew starfighters? Some kinf od super fighter bomber with extra lasers smacks a little of wanting to have your cake and eat it. Why not just have bombers or if you want a punch, torpedo bombers? Your reading Macrocannons wrong, first you determine if you wish to mass your individual macrobatteries in arc into one attack that combines damage or fire them individually. Then you roll to hit with the BS of whomever is firing the guns, modified for range as explained in the core rulebook. If you pass your BS test you get ONE hit, plus ONE for each Degree of Success UPTO the number of the weapons strength. So, say it is strength 3 and you get 2 degrees of success you get 3 hits, if you get 5 degrees of succes you still only get 3 hits. This means full broadsides kick ass. You then discount a number of hits equal to the targets void shields (BEFORE rolling any damage). If you chose to mass your macrobatteries into one super shot, you as the attacker can choose which hits are effected (ie the thunderstrike cannons are deflected while the rhyza plasma cannon are not). Then you can can roll the damage, subtract ship armour and then thats how much hull integrity it looses. Remember to check for critical hits
  15. The way to beat Orks is with speed and manovering around their slow lumbernig ships and predictable attack patterns. My characters met 3 Ork attack ships and a brute with thier stargalleon and sword frigate. It did not go well…… The Orks closed in to attack, the frigate ran rings round them using its macrocannons while the much slower stargalleon took some bad damage when the orks were able to close in and launch a torpedo attack. The Brute and two of the Orks ships were destroyed while the stargalleon took more hits on his large hull integrity but then the final ork ship, damaged and looking rather alone all of a sudden launched a brutal ram attack against the frigate which took 2/3 of its hull points just like that before launching a massive boarding action. Sadly for the orks that frigate was loaded with Murder Servitors…… Orks are very powerful, but they should be predictable and slow, in the Brute entry in BFK it does say you should be careful with Brutes as they cover a major Ork weakness in that they can actually turn and manover. Not sure about these new rules, our space battles seem to be doing just fine.
  • Create New...