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  1. Thanks for the answer. Good points. I love the quote. Reminds me of my favorite demotivational poster: Persistence. Let her go man, it's over. I think I'll let this play out and work it in as another subplot down the line. I like the suicide mission thing, but it might be a bit heavy-handed. Perhaps a complication later on. A false flag op or something to make their lives miserable for a bit and add an element of intrigue. Maybe they go off on some kind of diplomatic escort mission on some primitive planet and their VIP gets a lead injection courtesy of their newest fan. Can't come home empty handed, need to try to catch the culprit, which would only lead to more difficult and nasty scenarios.
  2. Hi all. Did a quick search for "inquisition relationship" and nothing popped up. Figured it's kinda specific, so I doubt there'd be many hits anyway. So, what's the word on how the Inquisition and Deathwatch get along? My understanding is that outsiders view the DW as the arm militant of the Ordo Xenos, though the Ordo Xenos and the DW view themselves more as partners. The Inquisition does all the skulking, the DW gets called in for things that the Ordo Xenos thinks are more appropriate for an Astartes to do. Do they have any kind of a commander-subordinate relationship? Can an inquisitor pull rank on a DW kill team leader/Captain? I heard that a DW captain is the equivalent of a Chapter Master. Even the latter fear to invoke the ire of the Inquisition without due cause. In game, I've got a bit of a Mexican standoff between the kill team and an inquisitorial agent from Ordo Hereticus. The Captain told the interrogator to pound sand, we're busy. Can he get away with it? What repercussions could he and the team face from the Inquisition afterwards? Would DW side with the captain and his team or would they let the Inquisition have them?
  3. Great post. The last five sentences were my favorite. I'll need to kick this around a bit more.
  4. The intent is to make the massed combat part of the scenery. The only portions that would be focused on are when complications are thrown, environmental or high tier enemies. Otherwise, they're merrily trodding upon the bodies of tyranids on their way to the next objective. I decided to scale back the horde magnitude to their combined melee output. So long as certain conditions are met, ammo shouldn't be a problem anymore. I rationalized that the hive fleet has been engaged in a protracted siege for some time and is relatively exhausted of troops. Additionally, secondary boarding forces will divert what resources are on hand. So long as the team remains quiet, the ship will not be throwing everything it has at them. Praise the Emperor and pass the stalker rounds.
  5. Here's the deal, the team is going into a hive ship. I've got a large party, so in order to give it a semblance of challenge, I plan to make endless hordes of Xenos a part of the scenery for a good chunk of the mission. Shortly after they make entry, the hormaugants start flooding in. On the one hand, I don't want to be roll-playing the entire night. On the other, I want to be fair and hold them accountable for their requisition usage and tactical decision making. So I basically took their equipment and ammunition choices and averaged their horde damage as a fixed value. Provided the team is completely exposed, they must put out at least 120 damage to horde magnitude per round in order to keep the enemy at bay. They need additional damage (1:1 damage/meter) to make any forward progress. So 30 damage per 90 degrees of exposure. They'll want at least 125 damage/round to be able to move fast enough to keep up with the mission time line. They'll need to keep this up for roughly 1 hour, 29 minutes of in-game time. The way I see it, the ammunition they bring with them is the limiting factor. The guy running the heavy bolter is going to burn a magazine (6.8kg) every 6 combat rounds. But he's using a backpack supply (40kg), which will run for 25 combat rounds. Looking at 1068 combat rounds, he'll need roughly 43 backpacks or 178 detachable box magazines to keep it rocking for the whole show. I do not see that as being a feasible quantity of ammunition to carry around on a boarding mission. Likewise, let's say they pool their requisition and purchase ammo to feed it. With the points they have left, they could afford 305 box mags for the heavy bolter, provided NA requisition cost = 0, so +5 for a heavy bolter mag = 5 requisition per magazine. They've got the points, but I just cannot rationalize how it could be hauled around. We've got some house rules for carrying capacities on extra munitions, but nothing to really cover something quite like this. With the average SB+TB total of 16, these guys are able to physically heft this much material with ease. But no matter their strength, the size and bulk of the items in question make it an impossibility in my estimation. Typically, I limit them to 3 standard mags and as much special requisition ammo as they can afford. But how would a single character strap 10 heavy bolter box magazines to himself? Just these kinds of glaring logistical issues with regard to long duration, high-intensity combat missions. Any solutions?
  6. Discussion thread here, no problems need solving near as I can tell. So, how do you folks get ready to run your campaign? I just put in a mountain of work and had a great session last night with the group. I'm getting things ready for the campaign and was doing some housekeeping on my notes, creating templates, etc. I got me to thinking. It is a -lot- of work to prepare for sessions. Especially because I don't have a lot of experience running WH40K games, so there's not a lot of stuff that I can fall back on. I enjoy it, it's a labor of love else it would never get done. But perhaps there are some tricks or different methods that ya'll use. Maybe I can pilfer a few of your ideas and try them out for future planning.
  7. I asked this a year or two ago but haven't GM'd this system much since then and forgot. How do I read time/date stamps in this game? For instance 817.M41 I think that means the year 41,817. Typically a more exact time/date format, such as 7252.777.M41, is also seen. I interpret that as the year 41,777. The first four numbers are thousandths of a year. So 0001.777.M41 would be the above year and roughly 8 hours, or January 1st, 0800 HRS, 41,777. A present day example would be 0001.017.M2, this would be 0846 HRS 01JAN2017. Is that accurate? A thousandth of a year (365.25 days) turns into 8.4596 hours. I rounded up the seconds.
  8. Thanks for that. A little light, but probably for the best.
  9. Hi folks, I did a quick forum search and didn't see anything definitive enough for my tastes. Anybody know if there's any hard rules on how teleporting works? I'm setting my guys up for a desperate hail-Mary boarding action of a Hive Ship and the only reasonable method of extraction I can think of is a teleportarium. Thing is, this will be the first time they've ever used one and it will set a precedent. If there are any rules, fluff, or errata that touch the subject, I'd like to review it so I can keep things consistent in subsequent games. Here's what I think I know about them: 1) Teleportariums are archeotech and in many ways functionally identical to magic. Therefore I can fiat quite a bit with them. 2) While they do not require a teleport beacon to operate, beacons make them more accurate, hence why teleporting blindly into an unknown vessel is ill-advised. 3) Teleportation basically sends you through the warp to your destination. There is a chance of mishap. Even a successful trip is distinctly unpleasant. 4) For some reason, I've only ever seen terminator armor go through it. Not sure if it's because of shielding or the fragment of the Emperor's armor (Crux Terminatus) that makes the trip possible. I'd prefer to send them through in basic battle armor (Mk VI?) so I can leave them a bit more underhanded on arrival. Thanks in advance
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