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  1. Excellent work. Sounds better than my crayola method.
  2. Well, it's on permanent hiatus at this point I think. So, after some downtime/side quest type stuff, it kinda... fell apart. On the side-quest, I threw a bone to my ultramarine, a set of pre-heresy power armor, with the helmet missing. It's been awhile, so I can't remember exactly how I had them figure it out, but they figure out that the helmet is on Castobel, which is conveniently where their next mission is. So, they get their marching orders from the captain: go planet side and seize control of the Hive's reactors, hold until relieved or initiate catastrophic meltdown, depending on how the battle goes. The UM player, a tactical marine, is the team leader for the op. He modifies their flight plan to set down a few miles away, near the cathedral that they believe houses the helmet. The party makes their way to the Cathedral and, in a kinda Indiana Jones moment, just after he takes the helmet, I drop a Flying Hive Tyrant through the roof. They fight the good fight, and lose. Fission Mailed, bro. So, they wake up in varying states of dismemberment. The UM character took about 8 points of critical to the head. I let him burn a fate point to avoid death, but he woke up missing both his eyes. The Dark Angel heavy lost an arm, a leg, well... if I had the rules for it handy, I would have put him in a sarcophagus. Party morale plummeted shortly thereafter. Too harsh?
  3. I agree that coherence is important, but I would argue that rationality is more so. Everything in the setting, plot, motivations, etc. needs to make sense. If the story or game session is incoherent because my PC's are incoherent, that could still be an acceptable session oozing with grim dark or whatever the mood theme was that night. The important part is that each character's unwritten algorithm that governs their behavior is, for the most part, observed. Granted, being a GM and knowing beforehand what kind of characters I've allowed into the party, I'm going to tailor the story to make it work. If the group could be loosely defined as a collection of irrational murderous psychopaths, the Deathwatch is never going to send them to guard a sensitive diplomatic mission. But they would send them on a blind, desperate quest to slay a brood lord in the middle of a gene-cult uprising. The city's burning anyway, the hive ship will be here in a few hours if we do nothing, why the hell not, amirite? That said, idea #2 and #3 are great. Something I need to be reminded of myself from time to time. I think I would have to urge caution for idea #1 however. I've found that my players excel at slaying hordes. Even elites, they've got a pretty good chance at. The one time I gave them what-for, they were in a food court in a multi-level commercial structure, hordes of troops arrayed on 5 floors of balcony railings and cover, focused on a platoon of PDF troopers who were pinned in the center of this plaza. The kill team walked into this scenario and the four marines split up to cover the various angles. The assault marine jumped to the top floor to work his way down, while the apothecary and the tactical took the stairs. One combat round goes by and they're feeling pretty good about things. The horde doesn't manage to damage anyone, they've put some terri-good damage to the horde magnitude, and they're feeling a bit bored. Suddenly, the assault marine dies. He got ganked by two gene stealers, who fled the scene immediately after. The remaining team members rush to the assault marine's last location and find his mangled body on top of what used to be a glass table. His leg was hit with the mortal blow in the last round. They find his boot standing upright, the weight and rigidity of the armor keeping it upright with his foot and calf still inside. Of his killers, there was no sign. My players, bless their little hearts, are the Emperor's finest. They will square off against a hive tyrant any day of the week and go down in a blaze of glory. Their shield is disgust, their armor is contempt, their sword is hatred. And they do not know fear. But of all the enemies they have faced, the only ones that gave them pause were the two gene stealers they could not see, who lurked in the shadows and hunted them through the dying city, waiting for an opportunity to catch them by surprise. The scariest enemy is the one you can't see but know about. The one you would fight but are unable to match. The shadow of an enemy is more terrifying than the caster of the shadow. Because you can't fight a shadow, you don't know what the capabilities of the shadow caster are. All you can do is anxiously wait with a sense of rising paranoia and dread for the next move.
  4. To riff off your joke, I'd say there's a 100% chance that any damage to the torso will hit his ammo supply. In this case, I would likely jam his heavy bolter the next time he tries to fire it.^^
  5. lol I was picturing the ammo backpack mounted on the front just like the back, giving that bulbous rounded look to our intrepid PC characters. "Help, I've fallen and I can't get up!"
  6. Not sure if this has been said already, but the Ork who thinks he's a space marine story is called "Deffwotch", Deathwatch in Ork cockney. Generally, the entire concept is known as Orkhammer 40k. My favorite is Orkquisitor.
  7. Well, my guys are pretty good about that. Fairly certain that once I roll a system out to deal with it, they'll react appropriately. Right now, there's nothing in the book that covers the topic, that's why they did it. Their calculus will change once a risk is implemented. It'll be fair, they'll share the same risk of equipment vulnerability as the enemies. They don't care that it's brutal, they'll care that the effects are applied to the enemies too.
  8. Ooh, now that is pretty awesome. I like the... containment. Much as I enjoy dealing with prophecy and apocalypse (I am an American after all), I'd prefer to reserve that level of scale as we near the end of the line. Busy now, need more time to ruminate. Will revisit this soon.
  9. I think what I'll do is impose something similar to Lynata's system if they exceed their tactical load out. If they're carrying roughly what they should be carrying, no issue. For ease of mathing and brutality's sake, for each individual item they carry, a damage die roll from 10 on down will also strike the munition. Depending on the kind of damage, it will affect the equipment appropriately. Example: X has an extra magazine above his standard issue. On a damage die roll of 10, that magazine was struck in addition to himself. The effect of the magazine being struck depends on the damage type he is struck by. If it is rending or impact, the magazine is basically unusable. Half the rounds are shredded or bent, the magazine itself is sheared and will not feed into the bolter's well. If it is explosive or energy based attack that strikes the magazine, the rounds detonate. Due to proximity, he takes 50% of the rounds in the magazine to that location. In other words, shoots himself 12 times in the chest due to bad luck and lack of foresight. For each additional item, the chance of equipment being struck increases similarly. Two items = a damage die roll of 9 or 10. Ten items = 100% chance of a piece of equipment being struck when successfully attacked. Of course, depends on location, etc. So if he strapped all of his grenades and ammo to his chest, it'd only be an issue if he's struck on the chest when checking for random hit location. I don't want to deal with facing, random tables, and the like. I need a quick, clean, and clearly understandable system that matches the potential gains of carrying quintuple munitions with an appropriate level of risk.
  10. Will do. I think we'll run the next session this weekend.
  11. I have a player who strapped himself down with 2x 60 round Heavy Bolter box magazines and about 30+ frag and krak grenades. This is in addition to his backpack fed heavy bolter (Godfeckindamn autocorrect) and other standard issue gear. How do ya'll deal with this type of scenario? I'm not sure how the grenades and bolt rounds actually work. But if they're very similar to modern day munitions, and they do seem rather primitive by comparison to force fields and lasguns, I imagine there's a danger of a cook-off if subjected to extreme force or heat. Certainly, taking critical damage might impede the function of a backpack ammo supply, the belt doesn't spool out anymore, that sort of thing. What else? What rules would be appropriate to create or apply in this scenario?
  12. Yep, thanks man. I think I'm good to go to actually start working on the real campaign now.
  13. I seriously don't know. Is the Unforgiven just a moniker the loyalist DA's call themselves? I like option B the most. Far more delicious than a stark black-and-white answer. I would only put Cypher as a central member of the cast if and only if I could work him in as a time-loop paradox. Which would be the point of the story, thus tightly quarantined. You know, you chase cypher, you learn all of cypher's secrets, you catch cypher... you are Cypher. The campaign ends as you pull down your hood and check your pistols. The Mad One, don't quote me on this, is Gaia, the only Old One to have killed and devoured a C'Tan during the War of the Heavens. While her power greatly increased, the process of metabolizing the entity corrupted her. She became as dangerous to her fellows as she was to the enemy. Ultimately, they used her, luring her into destroying most of the C'tan. When finally they had no further use of her abilities, and being unable to heal her broken mind or destroy her, she was imprisoned. In my overarching meta-meta-plotline, she exists to kill The Dragon. You know, if a large number of Fallen were tossed through the warp willy-nilly, it seems that there's a good chance most of them were tainted by the Warp. Perhaps some were able to travel safely, if the warp offers any possibility, perhaps the possibility of safe harbor also exists. Regardless, the more I learn about them, the less I think they're like the other CSM's. Like if there are any who are tainted, stereotypical CSM's, their mutations and devotion occurred post-schism. Like a side-effect of the warp storm. Otherwise, their grievances and objectives may be entirely understandable. But with so many corrupted ones running around, you can never really tell. Some are tainted, some are not. Some remember why they're doing what they're doing, most are too crazy to remember. Very fertile ground for a GM.
  14. Make a house rule to better reflect its awkwardness in combat. Your conversation got me curious, so I looked it up. It's basically as you say, a giant drill. Thing about drills is, they're only really powerful/dangerous on the point, provided you have leverage and backing. Under ideal conditions, say a tank hull or a guy pinned between the tip and a wall, it would deal full damage. But in actual melee combat, I think glancing blows are incredibly more likely. I'd make it punishing. Like, only deals full damage on a natural 1% or only on doubles. Otherwise, the tip doesn't plant and the speed of the augur catches the opponent and throws them X meters to the left or something. Say that if you fail the attack roll on a double, the tip catches and the speed goes to you, lifting you off your feet and throwing the hapless character X number of meters. Basically, make it so that sure, they can get that damage and penetration they're drooling over, but in order to do so, they need to wrestle the opponent down and hold them still so they can use it to full effect. Drills are hard enough to use on metal screws, can't imagine how much harder it would be to core a hole if the object was actively trying not to get ventilated.
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