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About GreeneKnight

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  1. GreeneKnight


    Looking over the rules for Anti-anti, I'm not sure this is a useful card. The rulebook specifies that you can only use counter spells on your opponents turns, but Anti-anti clearly has a counter spell symbol in the top left of the card. If you can only use couter spells on your opponents turn, and the anti-anti card only allows you to target counter spells that are currently targeting one of your spells, then I don't know under what circumstance its able to be used. It seems like very few to me. Anyone have any insights on this?
  2. Tamrix said: A question you should be asking is who was in command, and who disobeyed a direct order? Space Marines just dont do things because they feel like it. The Deathwatch is a military organisation with a chain of command, and the Kill Team is a military unit with a leader. Tam Heh, well our squad leader at the time was under the effects of Delirium. I wrote a custom story for him, and he believed at the time that he was Robute Guilleman fighting the Emperor's Children on Thessala (the planet where Guilleman was mortally wounded). He was roleplaying well at the time, and couldn't understand why his command squad (his deathwatch kill-team) was fighting amongst themselves when the Emperor's Children were just about to engage. It was all fairly humorous.
  3. I'm not looking for true punishment as such, I'm looking for an accurate representation of how portray the effects of betrayal in 40k on the Space Marine psyche. If we were role playing orks, shooting someone else with a missile launcher would be perfectly acceptable. Between pyscho-indoctrination, hypno-therapy and neuro-chemical treatments space marines may be turned from amoral hive gangers to model marines. The person they were before is essentially over-written and gone. I think that if a marine is able to override the structures built within his mind that these structures would take some irrevocable damage and insanity has to be the result at least in some way. He also has his Apocryphon Oath to consider. I’m not sure what this even says specifically (does anyone know where to find the exact text for this?) but I’d be willing to bet it includes some sort of loyalty to the Deathwatch and probably some clause about loyalty to brothers. He probably broke that too. Anyway, I’m very thankful for all the suggestions put forth in this thread, even if I don’t agree with every one of them. I’ll probably ask another question here when (not if) I get stumped again.
  4. This Ultramarine player has read a few of the Uriel Ventris novels, so he is perfectly aware of their personalities (although given that Uriel is notably somewhat different). I think the true punishment for this would probably be getting discharged from the Deathwatch. I’m not going to take that path though, even though this player may quit given his personality and the punishment I’m going to lay down based on the excellent suggestions you guys have had. I’ll go ahead and write an “out” for the character if he does ragequit. Our Space Wolf character may quit here too, as he has been upset with the fact that the Black Templar has been roleplaying his character so accurately that it is causing some troubles for their missions. I still have another Ultramarine, a Dark Angel and a Storm Warden too though, so it wouldn’t be the end of the campaign if they quit (not that I’d mind that terribly – this stuff is a lot of work!) There was a minor confrontation before the missile was fired. The Ultramarine told the Templar to leave the xenos be, or something like that. The space wolf tried a grapple and failed. The ultramarine came next for initiative and fired the rocket without further adieu. Basically our Space Wolf character doesn’t have an extremely solid grasp of the universe, and probably would rather be playing DnD instead of Deathwatch, so I think his frustration is more than just something generated by this scenario and the others we’ve run into (our Templar also killed the water caste when his interrogation on him failed).
  5. Daisuke said: Perhaps you could give some background on the scenario, because I'm confused as to why the Ultramarine and the Space Wolf would bother trying to save Vespids instead of joining the Black Templar in the purification. That's a very good question. I wasn't impressed with their role playing in this situation, but I'm guessing that they thought there would be some sort of experience reward attached to capturing one (knowing the players involved). I can see the Space Wolf being a wild card myself, but the Ultramarine makes no sense at all really.
  6. I wasn't suggesting punishing the templar in any way other than the 1d5. My reference to the "perpetrator" was pointing to the Ultramarine. Sorry if that was confusing.
  7. I'm new to the GM side of role play, and I just ran "Shadow of Madness" (not quite complete yet). We got to the Towering Glades and when the kill-team found the infant Vespids a fight broke out. Our Black Templar immediately tried to flame them (only natural) and our Space Wolf and Ultramarine tried to stop him. The Space Wolf attempted a grapple and failed. The Ultramarine had threatened to shoot the Templar if he tried to kill the Vespids. When it became clear the Space Wolf couldn't hold him, our Ultramarine fired a krak missile at the Templar. This caused a fate point to be burned for our Templar. I am trying to decide how to deal with this situation, and I was curious how others have dealt with it (if at all). I've read a lot of 40k literature. I have read over 100 40k novels and most every source book the Black Library has produced. Page 278 of the deathwatch rulebook suggests that "acts of betrayal by fellow Battle-Brothers or trusted allies" could be a reason for insanity and I agree completely. I know that the hypno-indoctrination a battle-brother undergoes makes it difficult for him to even consider attacking a brother in a lethal way. Space marines may come to blows, but these are not intended to kill (however seriously they may fight). I believe that this is crossing a very big line for a character, and that the ramifications should be serious. I also know that every battle brother has taken an oath to the deathwatch, and I believe such an attack is probably at least a partial breach of this oath. I have been trawling through my many source books for a good quote on this (as I know I've read something that would directly affect what I'm discussing). I know the heresy books have addressed these difficulties, but I am still looking and hoping to find something more quickly than I can by simply re-reading the original trilogy. My current assessment is that every battle brother that witnessed this should be given 1d5 insanity (5 marines). I think the perpetrator himself should gain 3d10 insanity. I'd like opinions on that, especially from GMs with a long history in 40k lore. I should also mention that one of my main goals as a GM in Deathwatch is to provide an authentic 40k experience, and I wouldn't mind in the least to have this character removed from the kill-team and sent back to Ultramar, although I'm still considering specific punishments.
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