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Everything posted by Praetor

  1. I like it, especially the new talents you came up with. They fit the exiting role of the Apothecary while expanding upon them to give the role interesting and potent new abilities.
  2. I think this is an excellent background that explains why he is in the Deathwatch while giving him a nice backstory that fleshes out his personality and drives. I don't think that the extermination of an entire Hive world that had fallen to Chaos is too extreme. The Imperium of Man is know for that kind of thing. I read it that it wasn't a cult that seized power, but that the bulk of the population started following the Chaos gods. Open worship, blood sacrifices in the street, demonic manifestations, etc. The Imperium would easily virus-bomb 40 billion people to prevent that mess from spreading. I like how you've taken elements of the Raven Guard, their rivalry with the white Scars, and wove that into why he was basically given the boot by his chapter. That is possibly the best use of the Black Shield background that I have heard in Deathwatch. I particularly appreciate that even though he's a Black Shield, everyone knows he came from the Raven Guard, but out of courtesy the do not mention it. One question, how would he react when he meets another Raven Guard, and how would they react to him?
  3. I don't see view this as a problem. When I ran, the players were chomping at the bit to get to the higher levels of renown so they could get the cool toys. And if they have cool gear that means more dangerous missions. Instead of "kill the Hive Tyrant", it becomes "Kill the Hive Tyrant, guarded by Hive Guard, and there are a few Zoenthropes hanging around as well..." Also, there are ways of losing renown. This is a good way to inflict consequences for poor behavior. Mock an inquisitor? Lose renown. Execute a noble of the Imperium for "being lippy"? There's some more renown gone. Some missions may require the kill team to work with xenos to achieve a greater goal, and that's a -5 to renown no matter what the circumstances.
  4. I have always wanted to play a gregarious, charismatic Ultramarine Tactical marine that is basically a Cohesion battery. I want to make him so friendly that it's hard for people to reasonably dislike him. Also it would subvert the traditional stereotype that Ultramarines are stuck-up assholes. My second choice is a Raven Guard Assault marine, because I like the idea of a giant in power armor sneaking up on people and gutting them with a chainsword...
  5. Those are excellent ideas. I think I will steal them...
  6. A desire to be alive again doesn't equate to being able to do it. AFAIK the biotransference process was one-way in background. Yes, in the GW fluff they mention that a longing to return to the flesh is shared by a number of Necrons. The problem is the process of Biotransferrence was developed by the C'tan and the Necrons have not been able to figure out how it exactly worked, much less how to reverse it. It may indeed be impossible, since it is stated that the process transferred their minds but destroyed their organic bodies and souls (which the C'tan fed upon). In a very real way, the Necrons are just artificial copies of an extinct race. No wonder they are crazy.
  7. The average Necron warrior has all the initiative and personality of a toaster. The Necron Lords, Overlords, and Crypteks on the other hand retained their full personality and ambitions. While they are undoubtedly brilliant, and have immense amounts of personal experience that would overwhelm a lesser mortal mind, I can't help but wonder if the Cryptek you mentioned chose space marines because they were also physically imposing. They are used to being pretty much immortal. I can't imagine they would be willing to transfer into anything fragile.
  8. Individually, Necrons are very hard to permanently destroy. Normally when they are too damaged for their own self-repair they are teleported away. However, you do have a good point, they have a negative population growth. To my knowledge there is no way to create new Necrons. How do they expect to conquer the Galaxy? Well, for starters, remember they once controlled most of the galaxy, and if even a fraction of them survived the long sleep, we are still talking about tens or hundreds of millions of sleeping metal men. However, the most important thing is the fact they are arrogant and crazy. They know they are superior to everyone else therefore it is only logical they would conquer all their old dominions. They probably haven't given what happens after the conquest much thought, but it probably goes back to the dynasties scheming against each other. The Necrons hate each other, its just they hate everyone else more. There may be a few unconventional thinkers among the Necrons who realize that a dwindling population is a Bad Thing and have turned their super science towards finding a solution, but that involves reversing the Biotransferrence to put them back in biological bodies, and that is a hard thing.
  9. I agree. Psychic abilities are powerful enough as it is. There has to be some limitations on them.
  10. This is a great way to keep the players engaged during the chase scene, even better than what I had in mind. I do agree with Avdnm, the amount of time distortion may be a little much, unless you expect them to be hot on the enemy's heels.
  11. There are rules for targeting in the core rule book, but that is if you want to hit a specific area like the head. I would say modify those rules but make it very hard to do. I would be careful about actually destroying weapons outright. Damage them so they do less damage, are less accurate, fire every other round, that could be interesting. If it's too easy, then it could become a race of which side destroys the other's weapons first, which is hardly fitting to the setting. However, to go back to your original example of shooting a Ressurection Orb out of a Necron Lord's hand? I think that's a brilliant idea. Give them a big penalty on the hit roll, at least -30, and then have the Lord make a strength check to hold on, with a minus based on how much damage was rolled.
  12. I haven't had to do it in Deathwatch, but I have run other games where the PC's got stuck in ship-to-ship combat where they can't really impact the course of the outcome. It's a problem because as the GM you have this big dramatic scene that is important, but for if the PC's have no impact on the outcome, it is hard for them to be engaged. What I have done is "Who wants to make the ship's Piloting rolls? Who wants make the captain's tactics rolls? Who wants to roll for the gun batteries? Who wants to do damage control?" This way, even though the Kill-team isn't helping, the players stay invested in the outcome. You just give them the skill ranks of the nameless NPC's and let them roll dice. They could also make decisions on whether to target the enemy ship's weapons, or their engines. How do they prioritize damage control, do they repair the void shields, or get the forward lance battery back online? You could also use this as a chance to impress them with the scale of the combat. "You hit with the Macro-cannon? Roll ten dice for damage." Of course, each ship should have around a thousand hit points and take a critical effect every 100 wounds. You could also have the chaos ship start teleporting back boarding parties of cultists/demons/chaos spawn/murder servitors, etc.
  13. One of the fun elements in the grimdark of 40k is to take things that everyone knows can't happen, and then make them happen in horrible ways. Perhaps this Tyranid swarm found a way to assimilate, if only partially, living metal. Think about the ramifications. The Tyranids may evolve new life forms that utilize this ability. Think Lictors that can shape-shift, or hordes that regenerate. Terrifying stuff. Imagine how freaked out the Necrons would be: the source of their immortality is now in danger. They simply cannot allow this Hive Fleet to communicate this ability to the other Hive Fleets, it could lead to the extermination of their race. Perhaps only a few Necron tomb worlds had working null psi fields, the others having failed over the ages. The Dynasty awakens to find the majority of their forces...consumed. Not only must they stop this menace, but they have to make sure no other Dynasties learn of their failure. The Imperium may not understand at first how the Tyranids got these new abilities, but you can bet the Inquisition turn all their resources to finding out. (A good source of adventures for a Kill-Team, I would think.) They also must stop this horrible information from spreading to the other Hive Fleets. For fun, add a mischevious C'tan that survived the War in Heaven and has been biding his time to take revenge on the Necrons while simultaneously spreading its influence through the biosphere of the Tyranids so he can dominate them and turn them into his living army to sweep the galaxy clean of life. This would be one of those horrible battles fought only in the shadows, where an entire Crusade is ignorant of the scope of the danger they face. A kill team might wind up being extremely reluctant allies with the surviving Necrons, unified against a far more terrifying foe, but waiting for the inevitable betrayal...
  14. You succeeded in the primary role of GMing: everyone had a great time. Congrats on a job well done! Adding the Daemon Knight was inspired. Kicking the crap out of your the characters without butchering them is a hard thing in Deathwatch, but you manged it. Kudos! Dare I hope that your players have developed a dislike of the Chaos marines that will lead to a grand rivalry? Let us know if you ever need more suggestions or need a sounding board for adventure ideas.
  15. I think the best way for a loyal, dedicated marine to turn to Chaos is to start doing the wrong things for all the right reasons. The Inquisitor giving you bad information? He must be incompetent, corrupt, or a heretic! As a loyal servant of the emperor you cannot simply step aside and do nothing. You find allies among other inquisitors, but they ask you to help them by doing things you wouldn't normally do, but some small sacrifices are required to protect the Imperium. Perhaps you discover the rot is wide-spread in the Inquisition, so more drastic measures are required. Secret ones, because only you recognize the depth of the problem and you would not want your battle-brothers possibly dragged down in disgrace. Secrecy is required. This means making distasteful, but expendable, allies. After all, once the work is done you can kill them all. It's just that the work never seems to get done. Perhaps you will kill them tomorrow... Then when people start to get wind of how far you have gone, the fools don't appreciate the sacrifices you have made, the extent of your vision to save the Imperium. Regretfully, you have to silence these self-righteous, short-sighted fools. The next thing you know, you're performing blood sacrifices to Chaos for hidden knowledge and have been branded as a traitor by all those you were trying to protect, and you realize the Imperium kind of sucks...
  16. You are in a rough spot here. The player is actively undercutting the fun in the campaign and not role-playing a space marine. I am sorry, anyone who openly calls Guillman a traitor and decries all techmarines as unclean is spouting heresy and should arrested and executed. I don't think this even calls for honor duels. At this point, the can just cut him down. If he is representative of his chapter where they 'just don't give a crap' about what other organizations think, then none of his chapter belongs in the Deathwatch because they cannot be trusted to maintain the secrets they learn there. Honestly, the Imperium of Man is not forgiving about this kind of thing. His home-brew chapter as he has described it will not last for long with the enemies they are going to make. When you piss off the Ultramarines and all their related chapters, the Inquisition, and the Cult of Mars, that doesn't leave much in the way of friends to support you. However, I get that you are in a rough spot here with your strong history with the player. However, if he is your friend, than he can show you enough respect to stop acting like an idiot. I get that he wants to feel powerful by playing an edgy character, but honestly the reasonable response to his actions is simple execution. Good luck with this.
  17. I guess the best way to choose to fail a test is to not take the action, but I get what your going at. I would say it depends on the circumstances. In your example, if the BT is new to the Deathwatch, I would say he could not opt to fail the WP roll because no Black Templar would willing allow themselves to be affected by a witch. To the Black Templars, there is no such thing as a 'friendly' witch. However, if the BT is a Deathwatch veteran with a slightly more worldly view...perhaps. Say an artillery shell lands nearby and the marine has to make an agility roll to remain standing, I would think it's perfectly reasonable for the marine to choose to not roll and simply get knocked prone. If this is the first shell of a barrage, it's probably better to be prone. I would judge each instance as they came up. I don't think there is a hard and fast rule about it in the books.
  18. Or you could wait and buy both signature wargear and signature wargear(master) at the same time and just grab your axe in one swoop.
  19. This is an interesting follow-up on the original adventure from the core book. I do like the idea of the Chaos kill team. It makes perfect sense that the Tech Priests would be doing unthinkable experiments using live Tyranids, it totally fits their machine like arrogance. There are a few points of concern that you should consider. 1) Meeting the CKT individually. One thing I have learned is that space marines can pump out a LOT of damage in a short period of time. Even if you make the people they are fighting rank 6, that still doesn't change how much damage they can soak. One KT member with a multi-melta and a good roll could slag your seasoned bad guys. There are ways around this, but it is something to think about. 2) The CKT mocking the players and leaping through the warp hole to their ship. I like this, but you are creating a false objective of rescuing the Device. Speaking from experience, players HATE being told "go do this" only to discover "this" was never possible. You know your player group better than I do, so they might be cool with it. It is a good set-up for a long running rivalry - you are really giving the PCs a reason to detest these Chaos Marines. You'll have to manage their frustration levels carefully. 3) The choice between chasing the Chaos ship and saving the Facility. You will not allow the players to catch the Chaos ship - the story will not permit it. This, again, is a false objective. Don't get me wrong, I like this one because it hammers home that bad decisions have consequences, even for space marines. However, it raises the same frustration potential as above. If the players chase the ship and make good rolls and/or have good ideas, you should give them something. Perhaps the chaos ship leaves damaged, trailing smoke as it jumps int the warp. Or perhaps the players manage to destroy it, but the CKT survives due to a Sorcerous ritual that whisks them through the Warp to safety. Of course, their superiors are not happy with them for loosing their ship, so now the CKT is pissed at these upstart Astartes... Those are my two cents. Hope they help!
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