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[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/06/20 17:19:50


Post by: Warboss_Waaazag


"Brothers, we all understood the risks when we made our pacts with the Deathwatch. Routine or not, our missions are sacred undertakings and the promises we made must be kept at all costs. No matter that we have found ourselves lost in this forgotten system, torn from the Immaterium by the abomination our new Admech allies call the [++Redacted++]. No matter that we have no choice but to plunge into the nightmare depths of this derelict hulk to thwart our otherwise inevitable descent into hell with it. And no matter that some of us may die fighting the innumerable horrors we will find within it. We have sworn oaths to destroy the enemies of Mankind wherever they may be found. Let us fulfill our promises of destruction and return the Emperor's light to this forsaken place that we may carry our hatred anew, to dark places yet undiscovered. For we are the Angels of Death and the Deliverers of the Emperor's Grace. Let none stand in our path and live. Let nothing stay our wrath."

-Watch Captain Erophon formerly of the Flesh Tearers, to the Deathwatch contingent aboard the Frigate Intolerance, Hour 14


Overview

This is a campaign for two or more players using a slightly modified version of the 40k rules. It plays best when one player takes on the role of "GM" and the remaining players take on the role of the space marines of the Deathwatch. I've taken inspiration from the many MiniWarGaming campaigns, the FFG Deathwatch roleplaying game, the various incarnations of the Space Hulk game by Games Workshop, and my own ideas. The campaign follows a group of Deathwatch marines on board the Gladius Frigate Intolerance after it has been blown way off course and dragged from the Immaterium into an uncharted system by the formation of a "brand new" Space Hulk. Here they find Admech forces that have been trapped here since the middle of the Great Crusade, waiting for a rescue that would never come. From these Mechanicus the Deathwatch learns that at the heart of this growing hulk is a device of ancient design that's drawing ships and debris from both realspace and the warp and adding it to its mass. According to them it's only a matter of time before the hulk reaches critical mass and drags everything into the warp with it. Unless, of course, the Deathwatch can reach the device in time before then and stop it. It's a race against time and the multitude of horrors within. But is everything exactly as it seems? And will your forces be able to unravel the mystery before it unravels you?


I'll be posting rules, scenarios, and background to this thread as I finish writing them. It should be noted that this campaign has not been playtested, so if you decide to run it, feedback is appreciated.

If you have any questions or requests, please PM me.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/06/24 08:06:08


Post by: Warboss_Waaazag


Adversaries and "Allotment"

There are three levels of Adversaries. These are Minion, Miniboss, and Boss Monster. Minions have 1 or 2 Wounds each, Minibosses can have 3 to 5 Wounds each, and Boss Monsters have a minimum of 6 Wounds each. In each Mission decription there is an "Allotment" number. This is a guideline for GMs to control the difficulty of the opposition in each mission. Each Adversarial level corresponds to a different cost in Allotment. Minions are cheap and cost 1 Allotment each. Minibosses are meant to be a slight challenge and so cost 5 Allotment to deploy. Boss Monsters are game changers with a level of lethality not possessed by lesser adversaries and so cost 30 Allotment. GMs are allowed to tweak the adversaries a player or players will encounter in a given scenario based on their collections of models.

Minions often deploy in groups, flocking together for safety much like schools of fish do. On the tabletop, Minions will always move in the direction of the nearest enemy model in their line of sight. If there are no enemies in line of sight, Minions move towards the closest allied model on the table. If equipped for hand to hand combat, Minions will attempt to charge enemy models in range. If they are equipped with ranged weapons such as lasguns or fleshborers, Minions will move towards cover and attempt to shoot at player models. Unless otherwise noted, Minions of the same Faction and type (such as Ork Infantry, Eldar Cavalry, and Tyranid Jump Infantry) will tend to stick together, forming groups of at least 5 individuals when deployed. Adversary Minions that remain within 2" of another model of their same Faction gain +1 to their Morale rolls when forced to roll. Remember that models can only be Shaken or Pinned when failing their Morale tests, unlike normal 40k (see posts below for rules).

Minibosses often have more daring than Minions and only have to move towards allied models if there is also a Boss Monster in line of sight. Otherwise, they may move as the GM wants. However, Minibosses will always charge enemy models that come within range, even if they are not armed for hand to hand combat.

Boss Monsters always move however the GM wishes, with total freedom of will, attacking or hiding as the GM thinks is appropriate.

For example, if a Mission has an Allotment of 30, a GM may opt for 30 Minions or 25 Minions and a single Miniboss or 6 Minibosses or 1 Boss Monster or 3 Minibosses and 15 Minions or any combination that adds up to 30.


The "Doom Clock"

This is a simple mechanic for advancing the story and generating a sense of urgency in the campaign. GMs ought to keep the details of this clock secret, but it's okay if players figure out that something is going on with it. Principally this is a tool for the GM.

When the [++Redacted++]'s warp drive imploded and the resulting cascade activated the ancient vessel's Arcane Gellar Field, the DoomClock started its countdown (countup?). This was hour 0. Within the first few moments two whole vessels within the system were dragged into the growing hulk's mass. These ships were the Admech surveyor frigate Delta Epsilon and an inert organic vessel the Admech call the Zayex Organism. Along with these two vessels there was also untold billions of tons of rock, wreckage, and ice debris dragged into the hulk's mass as well. At every interval of 9 hours on the DoomClock, another vessel will be dragged out of the warp and added to the hulk's mass.

In fact, it is at hour 9 that the players' ship - the Intolerance - is dragged from the warp by this very phenomenon. At this stage the [++Redacted] had not yet reached an inescapable mass and the crew of the Space Marine frigate were able to steer clear of the growing hulk to the relative safety of the surrounding space. Subsequent vessels and/or wreckage dragged from the warp or from within the system itself will either be unmanned or the mass of the [++Redacted++] will be too great to escape by the time they get close enough to be absorbed. In other words, no future vessels will be as lucky as the players.

The DoomClock assumes that it will take the Deathwatch vessel & its crew roughly 5 hours to make contact and rendezvous with the Adeptus Mechanicus forces in the system & to establish that both factions are trapped here with the [++Redacted++] because of a warpstorm that may or may not have been created by the space hulk itself. The game's first mission briefing, therefore, begins at hour 14.

Every Mission undertaken by the Deathwatch will advance the DoomClock a minimum of 1 hour, pass or fail. The first hour of every Mission assumes briefing, arming, and deployment. The second hour is most of the Mission itself and the last hour is extraction and debriefing. Sometimes this means that a new vessel will impact with the hulk mid-mission, causing hulk-quakes, hull breaches, explosions, and other deadly hazards. Some may block off a line of retreat and add hours of fruitless exploration to a Mission. Each individual event and its effects will be described in full so that GMs can keep track of what's going on. Some Missions might also have options that are safer for the marines, but add significant time to the length of the Mission. Always make players aware of the extra time, but don't actually reveal to them why it's significant. Let them figure it out for themselves as the hordes they face grow larger and more desperate to stop their exploration and advance.

When the DoomClock reaches hour 18, hour 27, hour 36, hour 45, hour 54, hour 63, hour 72, and hour 81, there will be one or more Events Of Significant Magnitude. Additionally, after every 3 hours, the Allotment of every future mission increases by 1. This is a cummulative gain, which means that when the game begins all missions are already at a +4 Allotment and that after Mission 1: Hulk Breach, at hour 17, Allotment will have increased to +5 and will be on the verge of advancing to +6.

Allotment increases take effect at the hour they become available. Sometimes this will increase in the middle of a Mission and sometimes it will take effect during briefing or debriefing.


"Mundane" Events

Not all missions suffer from Events. In missions that do call for Events roll D6 at the start of every Turn. On a 1, roll another D6 and consult this table. If a vessel impacts the [++Redacted++] during a Briefing or a Mission, an Event is automatically triggered every Turn. Roll at the start of every Turn to determine what it is. If a Mission already uses Events when a vessel impacts during a Briefing or Mission, roll on this table at the start of each Player's Movement Phase instead of the start of the Turn.

0 or less) No catastrophic event: you lucked out, the damage has already been done. Treat all open terrain on the table as Dangerous this Turn: if a model moves through it, roll a D6. On a 1, they suffer a single wound with no AP.

1) Hulk Quake: the whole structure begins to shake and shudder, the creak and whine of failing bulkheads echo across the battlefield, threatening to collapse the entire compartment. All models on the table must make a Strength test at the start of their Movement Phase on the Turn the Quake begins, and every turn until the Quake ends, or become Pinned. The GM should also roll a D6 for every room and length of corridor revealed on the table. On a 1, that section suffers catastrophic damage. Models inside it suffer D6 wounds with a -2 AP. Survivors must use their next Movement Phase to exit the area. If they cannot move clear in one turn, remove them as casualties. After which, treat that section as Impassable terrain. If the section in question contained the Objective, the Mission counts as a failure. Quakes end if another Event is rolled.

2) Explosive Decompression: an outer hull plate fails and all the atmosphere in this section violently races into space, dragging whatever isn't nailed down out with it. Roll to randomly decide which table edge the decompression originates from, where a 5 indicates a hole in the floor and 6 indicates a hole in the ceiling. Roll a D6 for each closed door on the table. On the roll of a 1, the door fails and is destroyed. Doors that hold and close off a section away from the direction of the Decompression, create a Safe Zone, retaining the atmosphere behind it until it is opened. Do not apply any of the following effects to Safe Zones until it is breached. All scatter terrain is removed from decompressed areas. Make a Strength test for each model on the table. Each model that fails suffers D3 Mortal wounds. If the model survives, move it 3D6" towards the decompression table edge by the most direct path possible. If this takes the model off the table, remove them as a casualty. Holes in the floor and holes in the ceiling count as being in the center of the table or terrain layout.

3) Implosion: with barely a shudder precipitating, the entire compartment collapses. Roll a D6 for every model on the table. It suffers this many wounds with no AP. Any models that survive must pass a Toughness test or become Pinned. Subtract -1 from all subsequent rolls on this table.

4) Partial Collapse: there's a sudden, shocking crack as whole sections of the Hulk begin to disintegrate. With luck the compartment or tunnel you are in survives. Roll a D6 for every room and length of corridor on the table. In scenarios where the whole map is not immediately revealed, only roll for the rooms and corridors already discovered. On a 1, 2, or 3 that area collapses causing D3 Mortal Wounds to every model in it. Models in collapsed areas must spend their Movement Phases to get out of that area. Once all surviving models have escaped the collapsed area, treat that room or corridor as impassable terrain for the remainder of the Mission. If the section in question contained the Objective (and it isn't possible for a marine to physically remove it because it isn't an object), the Mission counts as a failure.

5) Warp Rift: with an inhuman hissing, a tear forms in the very fabric of reality, pouring forth ectoplasm and malevolence. Roll a scatter die or spin an arrow and roll 3D6. For each 6 rolled, roll an additional D6 and add it to this pool. For each 1 rolled reduce the pool by that much. Measuring from the center of the table (or the central-most region of a partially revealed layout) and in the direction indicated by the scatter die or arrow spin, place a Warp Rift marker (a die will do) a number of inches away equal to the die pool. A Warp Rift opens here. Models within or models that move to within 9" of this Rift suffer +1 Corruption (more on this later) at the start of their Movement Phase. Psychic powers manifested within 9" of the Rift automatically inflict 1 Mortal Wound on the Psyker who used it. Additionally, if the GM has the models for it, the Warp Rift generates 9 Allotment every turn that can only be spent on Daemons. At the end of every Psychic Phase starting on the turn after the Rift opens roll 2D6. On the roll of a 9+, the Rift closes. Models that enter the Rift are removed from play and count as having the maximum number of Wound Tokens for the purposes of Recovery (more on this later).

6) Conduit Overload: there's a massive power surge and what little light there may be flickers out while ghostly arcs of electricity crackle from exposed wiring and terminals. Roll a D6 for every model within 1" of a wall, terminal, or generator. On a 1 or a 6, that model is struck by a single Strength 6 AP -1 hit. Unless the model is equipped to see farther, sight distance for the remainder of the mission is reduced to 8".


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/06/30 23:11:15


Post by: Warboss_Waaazag


Unit/Character Creation
As the GM, you have two options when having your players create their units. First, if you only have 1 or 2 players, you might want them each to create one whole unit of 3-10 marines. Alternatively, if you have 3 or more players, you have the option to encourage them each to create their own individual marine character. In this way you don't need every player to show up for every game, as unit compositions literally become just whoever showed up for game this time. But it's your game, use whichever of these two options better suit your needs.

Method 1: Whole Units
Each unit consists of between 3 and 10 models. There are minimum requirements and some restrictions to how many of each specialty a player may take for their unit. A player is given 15 "points" to work with and each Specialty costs a number of these points. No starting unit can exceed their allotted "points". Alternatively, your group could opt for "Hard Mode", with only 10 points or "Easy Mode" with 20 points.

The following is a list of Specialties, their minimum and/or maximum limit per unit, and their "point cost". Note that every unit must contain at least 1 Tactical marine.

Limit : Specialty : Cost
0-2 : Apothecary : 3
0+ : Assault Marine : 2
0-1 : Champion : 5
0-1 : Chaplain : 6
0+ : Devastator Marine : 2
0-1 : Librarian : 6
0-1 : Primaris Intercessor : 4
1+ : Tactical Marine : 1
0-2 : Techmarine : 3
0-1 : Terminator : 5

Method 2: Individual Marines
With this method, each player makes a single, individual Marine "character". There are no "points" per se, but the overall Unit has restrictions on how many of each Specialty there may be in total.

With this method of Unit creation there may be no more than 1 of each of the following Specialties: Chaplain, Librarian, Primaris Intercessor, and Terminator. There may be any number of the following Specialties as long as each player only uses 1 model each: Apothecary, Assault Marine, Devastator, Tactical Marine, Techmarine. Note that with this method, the Champion specialty is not an option.

In campaigns where there are 3 or fewer players, each model begins the campaign with 5 wounds each. If you have 4-5 players, each model begins play with 4 Wounds, and if you are using this method with 6 or more players, each model begins play with 3 Wounds each. Terminators and Primaris Intercessors get +1 starting Wound in all cases.

Marines
Each model in the Deathwatch squad is a Character, and operates on the tabletop by all the rules associated with that <keyword>. An individual marine is defined by his Specialty and his Chapter of origin. Players select one from each category for each marine when making their squads. Take note of any restrictions imposed by a Chapter.

I highly recommend every squad has at least 1 model with the Tech Skill and 1 with the Medic Skill. Your players will get the most out the Campaign if both of these criteria are fulfilled.

Optional Rule:
Command Points
In this Campaign, the rules for generating Command Points work differently than in standard 40k, as the players' "army" consists solely of individuals and not units. These rules are optional; discuss amongst yourselves (GM and players, both) if you want to use them, come to a consensus, and stick to it. There will be a list of unique Stratagems available in each Mission for both the players and the GM, but these can also be purchased with Renown or Allotment if you decide not to use Command Points.

For players: some of the Specialties generate Command Points at the start of each Mission. Where noted as "per", this means that for each model of that Specialty in the squad, increase the overall starting Command Points by the number indicated. If there is a flat bonus, then as long as there is 1 or more of that Specialty in the squad, the starting Command Points increase by that amount. Note that many of the Specialties provide no Command Point bonus at all.

To start, player squads gain 1 Command Point just for showing up to play. In games where there are multiple players and 1 player's model has been designated the Squad Leader, only that player may use Command Points.

For GMs: for every 10 Minions or single Miniboss, the GM generates 1 Command Point. For every Boss Monster, the GM generates 2 Command Points. The GM begins with a pool of 0 Command Points.


Marine Specialties
There are 10 Specialties to choose from, each with their own load out, Skills, and abilities. Aside from the number of wounds and weapon options available, each of these specialties has the same profile for this campaign as they do in their corresponding Codex or Index. Every Specialty, except the Terminator, is armed with an Astartes Knife (negligible weight), 2 Frag and 2 Krak Grenades (collectively 01 Capacity), a Bolt Pistol (01 Capacity), and 4 Pistol Reloads (collectively 01 Capacity). Total weight: 03. Each of the Specialties are also armed with additional weapons and gear. As models gain in XP and Renown, their options for armament and load out increase. Note also, that every Specialty begins with the Cohesion 0 talent and some may begin the campaign with a skill or another upgrade. Except for Primaris Intercessors and Terminators, all Specialties begin play with 3 wounds, unless you are using the Individual Marines system for Unit creation.

The following is a list of Specialties and a description of their starting armaments, skills & their ratings, and starting Renown. All of these Specialties have a starting Skill Stat of 5+.

Apothecary: Capacity: 08; Specialist Gear: Reductor (negligible weight; may be used in close combat instead of knife or bolt pistol; counts as a close combat weapon with Strength as User, AP -2, and Damage 1), Narthecium (01 Capacity; may be used once per Turn to re-roll a failed Medic skill check, or add +2" to the range of a Medic Skill application, or to apply the effects of a dose of combat Stim; holds up to 3 doses of Stim), Deathwatch Pattern Bolter (03 Capacity), 4 Bolter Reloads (collectively 01 Capacity); Total Load Out Weight: 08; Specialist Skill: Medic1; Renown: 1 (Command Points: +1)

Assault Marine: Capacity: 08; Specialist Gear: Chainsword (02 Capacity; may be used in close combat instead of knife or bolt pistol), 4 Additional Pistol Reloads (collectively 01 Capacity), Jump Pack (01 Capacity); Total Load Out Weight: 07; Specialist Skill: Intimidate1; Renown: 1 (Command Points: +1 per); Assault Marines must pay Quadruple Cost to equip any weapon on the Heavy list

Champion: Capacity: 08; Specialist Gear: Astartes Sword (01 Capacity; may be used in close combat instead of knife or bolt pistol), 4 Additional Pistol Reloads (collectively 01 Capacity); Total Load Out Weight: 05; Specialist Skill: Intimidate1; Renown: 15 (Command Points: 0)

Chaplain: Capacity: 08; Specialist Gear: Rosarius, Crozius Arcanum (01 Capacity); Total Load Out Weight: 04; Specialist Skill: Inspire1; Specialist Bonus: *Reduce Corruption; Renown: 1 (Command Points: 0)

Devastator Marine: Capacity: 08; Specialist Gear: Heavy Bolter (04 Capacity), Backpack Ammo Supply (01 Capacity); Total Load Out Weight: 08; Specialist Skill: Demolition1; Renown: 1 (Command Points: +1 per); Devastators pay only half Cost for many Heavy weapons, see the appropriate wargear lists for eligible items

Librarian: Capacity: 08; Specialist Gear: Force Sword (01 Capacity), Psychic Hood (01 Capacity); Total Load Out Weight: 05; Specialist Skills: Psychic Sense1, Psychic Power: Smite; Renown: 1; A Librarian may attempt to manifest a single Psychic Power per Turn and Deny a single enemy Power per Turn (Command Points: 0)

Primaris Intercessor: Capacity: 08; Specialist Gear: Bolt Rifle (02 Capacity), 4 Bolt Rifle reloads (collectively 01 Capacity); Total Load Out Weight: 06; Specialist Skill: none; Specialist Bonus: Starting Wounds 4; Renown: 1 (Command Points: +1)

Tactical Marine: Capacity: 08; Specialist Gear: Deathwatch Pattern Bolter (03 Capacity), 4 Bolter Reloads (collectively 01 Capacity); Total Load Out Weight: 07;Specialist Skill: Command1; Renown: 1 (Command Points: +2 per); Tactical Marines pay half Cost for many Longarm weapons, see the appropriate wargear lists for eligible items

Techmarine: Capacity: 08; Specialist Gear: Deathwatch Bolter (03 Capacity), 4 Bolter Reloads (collectively 01 Capacity), Servo Arm, Mechanicus Frame; Total Load Out Weight: 07; Specialist Skill: Tech1; Renown: 1 (Command Points: +1)

Terminator: Capacity: 10; Specialist Gear: Deathwatch Pattern Stormbolter (04 Capacity), 2 Stormbolter Reloads (collectively 01 Capacity), Terminator Armor, Powerfist (04 Capacity); Total Load Out Weight: 09; Specialist Skill: none; Specialist Bonus: Starting Wounds 4; Renown: 15* (Command Points: 0); Terminators may only equip weapons from the Terminator Only wargear lists

*may only take Wargear designated for Terminators

*Roll a D6 at the end of every Mission for every marine that deployed (as long as the Chaplain deployed with them). On a 6, that marine reduces their overall Corruption by 1.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/01 21:18:56


Post by: Warboss_Waaazag


Chapter Bonuses and Restrictions

In addition to their Specialties, each Marine model is also defined by their Chapter of origin. There are no restrictions on the number of marines in a unit that can be from the same Chapter, except as their Chapter might restrict certain Specialties. Select one Chapter for each Marine model in the Unit. For every 5 models from the same Chapter in a single Unit, decrease the cost of Cohesion upgrades for those models by 1XP, but increase the cost of Cohesion upgrades for all Marines from a different Chapter in that same Unit by 2XP. If more than 1 Marine in any given Unit is from the same Chapter, none of those Marines gain Renown for personal deeds.



Space Wolves: Bonus (player's choice): Acute Senses (in Missions where visibilty is limited, Space Wolves add 6" to their visibility range) or, Legendary Ferocity (at the start of the Players' turn of Close Combat roll a Toughness test for this model; if they pass they gain +1 Renown, if they fail they gain +1 Strength until the end of the players' Turn), Devastators also gain Wisdom (once per Mission, this model may use the Command or Tactics Skill whether they have Ratings in it or not, without expending a Rating and succeeding on a 4+ regardless of their actual Skill Stat), Assault Marines also gain Reckless (if an enemy model moves to within 8", this model must attempt to charge it. If they subsequently win that Close Combat they gain +1 Renown); Restriction Cannot be Apothecary; Gear Space Wolf Terminators may take an Assault Cannon without having to meet the Renown Threshold (although they must still pay the Cost); every Space Wolf model gains Wolf Talismans (re-roll the first failed armor save of every Mission)



Blood Angels: Bonus Blood Frenzy (after making their first kill in Close Combat in a Mission, this model must take a Toughness test. If they fail, the model gains +1 to their Attacks on their profile until the end of the Mission. If they pass they count as Shaken for the remainder of the Turn; in either case, they also gain +1 Renown just for having to take the test), The Thirst (roll a Toughness test at the start of every Movement phase. If the model fails they must move towards the nearest visible enemy model. If there are no visible enemy models, the model counts as having passed the test) Restriction none; Gear every Blood Angels model gains Sanguinary Pendants (as long as the model has caused an unsaved wound on an enemy model this Mission, the Pendant may be used to re-roll a single die once per Mission)



Dark Angels: Bonus Hatred [Traitor Marines] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Chaos Space Marines), Chaplains also gain Intimidate1 that can only be used against Chaos Space Marines, Tactical Marines and Devastators also get Legendary Stubbornness (in any situation where this model stands either at the vanguard [frontmost position] or rearguard [backmost position] between all enemy forces and all allied forces, they become immune to being Shaken or Pinned and when standing still in this position, may fire 1 additional shot from whatever weapon they are carrying in any firing Mode without expending any extra bullets); Restriction none; Gear Tactical Marines may take Plasma guns and Primaris Intercessors may take Plasma Incinerators without having to meet the Renown Threshold (although they must still pay the Cost), every Dark Angels model gains Fragment of Caliban (this may be used to re-roll the first failed Characteristic test, Leadership test - if this model is the Mission Leader - or Skill test of every Mission, player's choice)



Ultramarines: Bonus Authority of Guilliman (once per mission may add +6" to the range of any Skill or Talent); Restriction none; Gear Tactical Marines may replace their Deathwatch Pattern Bolters with Guilliman Pattern Bolt Rifles without having to meet the Renown Threshold (although they must still pay the Cost). Additionally, all Ultramarines gain a Copy of the Codex (re-roll the first failed Skill check of every Mission)

*in case it isn't clear, the Ultramarine above and the Ultramarines Tyrannic War Veteran below are 2 different options. Pick one or the other. However, both options count as Ultramarines and therefore count towards the "marines of the same Chapter" rules detailed in the first paragraph of this post. It's also the reason there's only one illustration for both options.

---Ultramarines Tyrannic War Veterans: Bonus Veterans of Macragge (versus Tyranids and Genestealer Cult Infantry, improve the AP of any shooting or Close Combat attacks by 1); Restriction Cannot be Primaris Intercessors; Gear Any Specialty may take Hellfire Ammo without having to meet the Renown Threshold, all Ultramarines gain a Copy of the Codex (re-roll the first failed Skill check of every Mission)



Black Templars: Bonus Hatred [Agents of the Ruinous Powers] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Chaos forces), Reckless Zealotry (if this model's Unit fails a Morale test caused by enemy Shooting or Psychic powers, this model must immediately move D6" in the direction of the closest enemy model, stopping just out of Close Combat range) Restriction Cannot be Librarians; Gear all Black Templars models gain Penitent Chains (as long as this model has already failed a Characteristic test this Mission, the Chains may be used to re-roll a single die for any reason once per Mission)



Iron Hands: Bonus Mechanicus Frame (a prerequisite for a variety of unique upgrades), Metal Over Flesh (whenever this model must roll on the Injury Recovery table, they may reduce the die roll by 1 for every cybernetic or Mechanicus upgrade they have acquired - the Mechanicus Frame bonus detailed above and the Cybernetic Hand detailed below do not count towards this bonus), Techmarines may select any 1 Tier 1 Technological Talent for free instead of an additional Mechanicus Frame; Restriction none; Gear all Iron Hands models gain a Cybernetic Hand (this model gains ignore a Wound on a 4+] for the first Wound suffered in every Mission); Special: once an Iron Hands Marine has gained 3 or more cybernetic upgrade Talents it gains the following - More Machine than Man (grants Ignore a Wound on a (6+)), this improves to Ignore a Wound on a (5+) if the Iron Hands Marine takes 8 or more Cybernetic Talents)



Imperial Fists: Bonus Sons of Dorn (if this model is the Mission Leader, they gain +1 Leadership while in cover. If they are not the Mission Leader they become immune to being Shaken while in cover), Bolter Drill (when using a bolt pistol, bolter, bolt rifle, assault bolter, heavy bolter, stormbolter, or the bolter component of a combi-weapon, this model may re-roll shooting to-hit rolls of 1); Restriction none; Gear all Imperial Fists models gain a Scrimshaw Momento (the first unsaved wound this model suffers in every Mission generates a Wound Token, but does not reduce the model's Wound total)



Salamanders: Bonus Forged in Flames (all flame weapons treat their strength as being 1 lower when used against this model and all flame weapons used by this model treat their strength as 1 higher when rolling to wound); Restriction none; Gear at character creation, all Salamanders marines may upgrade one of their weapons to Exceptional Quality permanently for free; all Salamanders models gain an Anvil Pendant (once per Mission, this model may use this Pendant to re-roll a failed hit roll with any weapon).



Lamenters: Bonus Lamentation (after inflicting their first unsaved Wound in Close Combat per Mission, this marine must pass a Toughness test at the beginning of their next turn. If they fail, they add +1 to their Attack stat for the remainder of the Mission. If they pass, they immediately gain +1 Renown), Penitent (Lamenters marines gain +1 Renown any time they inflict the last wound on a Miniboss or Boss Monster in Close Combat. If there is a Miniboss or Boss Monster on the table, in line of sight, and within Charge distance, the Lamenters marine must charge that model); Restriction none; Gear all Lamenters gain the Tears of Lamentation (if this model is the Mission Leader, they may re-roll their first failed morale check of the Mission. If this model is not the Mission Leader, they may ignore the effects of the first failed morale check of the Mission)



Nova Marines: Bonus Righteous Indignation [Aliens] (re-roll failed to-wound rolls in the first round of Close Combat when fighting against any Xenos forces); Restriction none; Gear all Nova Marines gain Trophies (xenos enemies must pass a Toughness test when charging or when they are charged by this marine. If they fail, treat their Weapon Skill as 1 worse than what it actually is until the start of the Nova Marine's next Turn)



White Scars: Bonus Huntsman (at the start of a Mission, before the first turn begins, this marine can designate one type of enemy model [ork infantry, tyranid monster, and eldar vehicle are examples]. Against his designated target type, he may re-roll to-hit rolls of 1. GMs, it is on you to include at least 5 Allotment worth of enemies of the type designated by this player's marine. Don't be a jerk. Make sure their choices mean something; Players, if you are this marine and you know that all you've been fighting in this section of the Hulk has been Tyranids and Admech, don't be a jerk by declaring your target type as Eldar Vehicle. Come on, man, pay attention to the narrative); Restriction cannot be Devastator Marine; Gear any White Scars model may take a Jump Pack without having to meet the Renown Threshold, any White Scars model may replace their Astartes Knife with an Astartes Spear for free.



Crimson Fists: Bonus Hatred [Orks] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Orks), Bolter Drill (when using a bolter, bolt rifle, heavy bolter, stormbolter, or the bolter component of a combi-weapon, this model may re-roll shooting to-hit rolls of 1); Restriction none; Gear any Crimson Fists marine can equip a powerfist without needing to meet the Renown Threshold, all Crimson Fists models gain Memories of Rynn's World (when outside Cohesion range, this model adds a D6 to the Mission Leader's Morale tests and takes the best roll. If they are the Mission Leader, the entire squad benefits from this effect. If they are not the Mission Leader only this model counts the better score - meaning they may avoid being Pinned if their die roll would've meant a passed test)



Raven Guard: Bonus all Ravenguard begin with the Skill: Stealth1; Restriction cannot be Devastator Marine; Gear any Raven Guard model may take Lightning Claws without having to meet the Renown Threshold, although they must still pay the Cost, all Raven Guard models gain Crow Skull Talisman (re-roll the first failed armor save or invulnerable save per Mission)



Flesh Tearers: Bonus Frenzied (after the first model in line of sight suffers an unsaved wound per Mission, this model adds +1 to the number of Attacks on its profile for the remainder of the Mission. If an enemy model is within 8" of this marine at the start of his movement phase, the Flesh Tearer must charge it), Render of Flesh and Bone (in any Close Combat where there are living and non-living opponents, the Flesh Tearer will ignore non-living models [such as necrons, automata, and cyborks] in favor of living opponents, using all of their attacks against the living first. In addition, against living opponents, Flesh Tearers melee attacks improve their AP by 1); Restriction none; Gear all Flesh Tearers replace their Astartes Knife with a Chainsword, all Flesh Tearers models gain Enemy Scalps (as long as the model has caused an unsaved wound on an enemy model during any Assault Phase this Mission, the Scalps may be used to re-roll a single die for any reason once per Mission)



Howling Griffons: Bonus Personal Oath (as long as the player who controls this model makes a statement about what he swears to do in the upcoming Mission [kill more enemy models than any other allies, achieve more Objectives than any other allies, or accomplish the whole Mission without firing a shot] and the model achieves this goal, this Howling Griffons marine gains +1 Renown on top of any other bonuses at the end of the Mission. A Howling Griffons marine cannot make the same Oath 2 Missions in a row. If the Howling Griffons marine fails to achieve their Oath, but another marine does, that other marine earns the +1 Renown bonus); Restriction none; Gear any Howling Griffon model except Devastator Marines may take a Jump Pack without having to meet the Renown Threshold, all Howling Griffons models gain Heraldry of Valor (the moment this model first earns Renown during the course of a Mission, they also earn a single die re-roll that can be used for any reason until the end of the Mission)



Red Scorpions: Bonus Hatred[Mutants] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Genestealer Cults, Chaos Cultists, Astra Militarum Ratlings or Ogryns, or Chaos Spawn), all Red Scorpions models gain the Skill: Medic1, Red Scorpions Apothecaries instead replace their Medic1 with Medic2; Restrictions none; Gear all Red Scorpions gain a Genome Relic (as long as the model has suffered at least one unsaved Wound this Mission, they may re-roll failed Medic tests for the remainder of the Mission)



Carcharodon Astra: Bonus Bloodshed Upon Bloodshed (after inflicting an unsaved Wound in Close Combat, this model may immediately make another attack against the same or another opponent. If this extra attack also causes an unsaved Wound, the Carcharodon may make another extra attack); Restriction none; Gear a Carcharodon Astra model may equip Preheresy Armor instead of whatever other type of armor his Specialty normally comes with (reduce the number of Wounds suffered from Events by 1 to a minimum of 0, but their Save is reduced to 4+ when the attack comes from behind this model); all Carcharodons Astra gain a Fang of the Maw (once per Mission, this model may force an enemy model it is engaged in close combat with to re-roll a successful Armor Save)



Minotaurs: Bonus Hatred [Human Infantry] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Astra Militarum, Chaos Cultists, or Human Auxilliaries of the Tau), Hatred[Xenos Infantry] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Orks, Eldar, Tyranid, or Tau Infantry); Restriction none; Gear all Minotaurs gain access to a Storm Shield which they may take as wargear without having to meet the Renown Threshold and without having to pay the Renown Cost; all Minotaurs gain an Icon of the Bull (once per Mission, this model may voluntarily become Pinned in order to remove 1 Wound Token from their total. This ability has no effect if the model has no Wound Tokens)



Raptors: Bonus Very Determined (when within Cohesion range of an Objective, this model is immune to being Shaken); Restriction none; Gear any Raptors marine may equip a Holopictor Device for 5 Renown (if this model survives a Mission, it and all marines who deployed with it gain an additional 1XP), all Raptors gain a Raptor's Talon (once per Mission, they may re-roll their Advance distance)



Sons of Medusa: Bonus all Sons of Medusa marines gain the Skill: Tech1, Techmarines instead replace their Tech1 skill with Tech2; Restriction none; Gear all Sons of Medusa gain a Cog Icon (once per Mission the Sons of Medusa model may forfeit their turn to Regenerate D3 Wounds)



Black Wasps: Bonus Born of Black Ships (any Black Wasps Specialty may attempt to Deny a single enemy psychic Power per Turn, not just Librarians), Librarians replace their Psychic Sense1 with Psychic Sense2, Chaplains gain Hatred [Psykers] (re-roll failed to hit rolls in the first round of Close Combat when fighting against any model that can use Psychic Powers); Restriction none; Gear any Black Wasps marine may replace their Astartes Knife with a Wasp's Sting (counts as generic close combat weapon that always wounds on a 4+, regardless of the target's Toughness), all Black Wasps gain a Shard of the Silver Collar (once per Mission they may re-roll a single failed characteristics test [such as a Toughness or Strength test])



Heralds Bonus Presumed Authority (once per Mission may add +6" to the range of any Skill or Talent), additionally, Techmarines gain Friends of Mars (allows one weapon of choice to be upgraded to Exceptional quality each Mission. This need not be the same weapon every Mission. Weapons do not retain their quality Mission to Mission, a new choice must be made every time); Restriction none; Gear all Heralds gain the Heraldry of Rulership (once per Mission, when called upon to make a Characteristics test or Morale test, this model may roll 2 dice instead of 1 and take the more favorable result)



Adjudicators: Bonus Awash in the Blood of Heroes (whenever an Adjudicator would normally gain 1 or more Corruption, they may ignore the gain on a 6+. Adjudicators do not benefit from a Chaplain's Reduce Corruption ability unless the Adjudicator marine also has Cohesion3 or more, in which case this ability gives them a +1 bonus to that roll); Restrictions Cannot be Chaplain; Gear an Adjudicators Assault Marine or Champion may replace their chainsword or sword respectively, with an Adjudicator's Gavel (counts as a Close Combat weapon with Strength as User +2, no AP, enemy models hit with the Gavel one or more times must pass a Toughness test or treat their WS as 6+ in their following turn), all Adjudicators gain a Rememberance of Betrayal (once per Mission, may re-roll a single die for any reason; in Missions where there are any Chaos Space Marine adversaries they may use this ability twice)



Knights Amethyst: Bonus Mechanicus Frame (a prerequisite for a variety of unique upgrades)/Knights Amethyst Techmarines instead gain any 1 Tier 1 Tech Talent for which they meet the prerequisites for free, More Machine than Man (grants Ignore a Wound on a (6+)), Inheritor of Mars (once per Mission any marine in Cohesion range of the Knights Amethyst model may re-roll a failed Tech Skill roll. The model who re-rolls may be the Knights Amethyst model himself); Restriction Cannot be Apothecaries; Cannot be Librarians; Gear Devastator Marines upgrade their heavy weapons to Exceptional quality for free, all Knights Amethyst gain a Memento of Flesh (ignore the first unsaved Wound in every Mission)



Brotherhood of the Bolter: Bonus Icon of the Chapter (Brotherhood of the Bolter space marines never have to meet the Renown Threshold for any bolter, bolt pistol, bolt rifle, storm bolter, or heavy bolter or any relic version of same in order to equip it. They still need to pay the Renown Cost, however); Restrictions Cannot be Terminators; Gear all Brotherhood of the Bolter marines gain Expanded Magazines (doubles the Primary Magazine if using "Bullets" method or allows a model to ignore its first Ammo Check if using the "Dice Rolls" method for Ammo) for their bolt pistols, bolters, storm bolters, and bolt rifles



Blood Ravens: Bonus One Foot in the Veil (Blood Ravens never need to meet the Threshold for Tainted Relics. They still must pay the Cost for these items, however), Champions also gain Tenacious Resolve (at the end of any Mission where this model has equipped a Tainted Relic roll a D6. On a 4+, reduce this marine's overall Corruption by D3 to a minimum of 0. On a 1-3, instead increase this marine's overall Corruption by an additional 1 point); Restriction none; Gear all Blood Ravens gain an Icon of Devotion (once per Mission, if the model would normally gain a point of Corruption, they may roll a D6. On the roll of a 6, they ignore the gain. If the opportunity for gain is at the end of the Mission and there is a Chaplain deployed with this marine, he may resist the gain on a 5+ instead)



Black Dragons: Bonus Adamantium Scythes (Black Dragons often encase their bone spurs in adamantium sheaths and sharpen them to use in Close Combat. All Black Dragons gain an additional Attack in Close Combat with the following profile - Strength as User, AP-); Restriction none; Gear all Black Dragons gain a Ritual Tattoo (once per Mission, this marine may choose to automatically pass a morale test caused by losing a Close Combat)



Red Hunters: Bonus Hatred[Traitor Legions] (re-roll failed to hit rolls in the first round of Close Combat when fighting against Thousand Sons, Emperor's Children, World Eaters, Deathguard, Iron Warriors, Alpha Legion, or Black Legion Chaos space marines), Legendary Enemies (in Missions where Thousand Sons, Emperor's Children, World Eaters, Deathguard, Iron Warriors, Alpha Legion, or Black Legion Chaos space marines are the adversaries, this model gains an additional D3 Renown if they survive the Mission. GMs, if you don't plan on using any of the mentioned chaos marines in your campaign, tell your players before they select this Chapter. Don't let someone play a character whose abilities won't have any effect on the outcome of the game unless they understand exactly what that means. Alternatively, if a player is determined to play this Chapter, make sure one or more of these Traitor Legions takes a place of prominence in your list of Adversaries.); Restriction none; Gear all Red Hunters gain a Seal of the Inquisition (once per Mission, this model may nominate 1 Miniboss or Boss Monster on the tabletop at any point in the Mission. If a Red Hunters space marine scores the killing blow on this enemy, they gain an additional +1 Renown on top of any other gains for doing such)



Star Phantoms: Bonus Only the Dead (Star Phantoms may ignore the restriction against shooting into Close Combat, randomizing their hits between all participants when they do); Restriction none; Gear all Star Phantoms gain a Funerary Token (if this Model is the Mission Leader they may chose to automatically pass 1 Morale test per Mission. If they are not the Mission Leader, they instead ignore the effects of the first failed Morale test of the Mission)


Black Shield: Bonus Unknown Providence (Black Shields of any Specialty may purchase Ratings in any Skill not normally available to them for 20XP per Rating), Secret Mission (Black Shields begin the campaign with an additional 10 Renown), Feared and Mistrusted (Black Shields must always pay double XP to purchase Cohesion Talents); Restriction there may only ever be 1 Black Shield; Gear all Black Shields may select a single item of Wargear worth 15 Renown or less and add it to their Standard gear for free. The Black Shield does not have to meet the Threshold of this item.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/04 05:11:49


Post by: Warboss_Waaazag


Renown

Renown is a measure of a marine's fame and reliability; his ability to get the things he has promised to do done and a consistency to go above and beyond. Marines earn or lose Renown through direct action. Renown is a commodity, but not a currency. In order to equip the best weaponry and gear, or to command the respect of more capable peers, a marine must earn Renown. Each marine earns Renown individually, but some rewards grant Renown to everyone in a unit, whether the marine participated directly or not. In cases where Renown is awarded to a Unit, each marine originally deployed in that mission earns the same amount.

For example, if a mission says "+1 Renown if the Unit completes every Objective", then every marine deployed on that Mission earns 1 Renown each. Similarly, if a mission says "+2 Renown if the Unit stops the Ritual before it is complete", then every marine deployed on that Mission earns 2 Renown each.

Earning Renown
There are many ways to earn Renown, but only one way to lose it. Failing any mission results in a Unit-wide loss of D3 Renown. Roll once and apply the same result to each marine deployed. The lowest that Renown can be reduced to is 0, so if a loss would otherwise reduce a marine's Renown to less than zero, it remains instead at 0.

Any Renown gains listed with an asterisk count as "personal deeds".

The following actions each earn the marine performing that action +1 Renown. These are universal ways to earn.

Action
Scoring a hit on a Boss Monster that inflicts 1 or more unsaved Wounds*
Removing the last wound on a MiniBoss*
Removing the last wound on a Boss Monster*
Surviving a round of close combat*
Charging a MiniBoss or Boss Monster*
Surviving a Mission
Personally completing a Primary Objective

Additionally, each space marine specialty can earn Renown in its own unique way. These are unique to each specialty. Each of the following actions earns the marine of that specilaty +1 Renown.

Specialty: Action
Apothecary: Successfully use Medic skill to heal 1 or more Wounds to an allied marine*
Apothecary: Extract Progenoids from a fallen marine
Assault Marine: Inflict wounds on the Adversaries' Turn in Close Combat*
Champion: Kill an enemy model in Close Combat*
Chaplain: Whenever an ally turns a failed roll into a successful one because of your abilities*
Devastator Marine: Every 10 enemy models removed as a casualty because of your direct action (shooting, melee, explosives, etc)*
Librarian: Kill an enemy with a psychic power*
Librarian: Deny an enemy psychic power
Primaris Marine: When outnumbered in melee, kill every enemy combatant (awarded at the end of any Turn where the Primaris is no longer engaged in Close Combat and all Adversary models who had been engaged in mêlée combat with him that Turn have been removed as casualties)
Primaris Marine: Is the last marine to exit a mission where extraction is an Objective*
Tactical Marine: Rally a Pinned or Shaken ally*
Tactical Marine: All allied models survive the Mission
Techmarine: Repair a machine with Tech skill*
Techmarine: Gain information using the Tech skill*
Terminator: Make a successful save versus a Strength 7+ hit*
Terminator: Survive after taking one or more Mortal Wounds
Terminator: Survive a round of Close Combat while outnumbered at least 3 to 1*

Lastly, if every Mission Objective is completed, each marine deployed on the Mission earns an additional +1 Renown.

GMs be aware that your players will earn Renown like crazy. They will use their Renown to equip themselves to earn even more. This is a good thing. Honestly, this is the point. Space Marines are like gods of war; paladin knights of impossible heroism. The fluff talks about Space Marines surviving suicide missions against the kinds of odds that would easily slaughter whole armies of lesser men that had had time to dig in and prepare. Your objective in this game is not to kill your players' marines. Your objective is to convince your players that their marines are invincible and that the enemies arrayed against them are as chaff; wheat to be scythed with righteous fury. Facilitate this and you are running this campaign correctly.


Spending Renown

Renown is a commodity, but not a currency. This means that while Renown is "spent" on gear and cohort upgrades at the start of a Mission, it is not therefore permanently depleted. Spent Renown replenishes at the start of the next Mission.

For example, Belphegor is as blood thirsty as Flesh Tearers come, and has attained a Renown of 34 in his bid to chainsword every xenos he comes across to death. At the beginning of his next Mission, he opts to spend 15 Renown on an eviscerator, 15 to upgrade that Eviscerator to Exceptional quality, and 3 of his remaining 4 Renown on 3 extra frag grenades. While this looks like he only has 1 Renown left, at the start of his very next Mission, provided he does not fail this one, he will still have 34 Renown. In fact, it's likely he'll have even more as he chainsaws enemies of the Emperor to pieces with his mighty Eviscerator.

Threshold

Some wargear has what is called a Threshold. This is the minimum Renown a model must have in order to equip the item. Often the Threshold is a different number than the actual Cost of an item. Models are required to meet the Threshold for any item they wish to equip for a Mission (unless otherwise specified by their Chapter bonus or a specific Talent), but always pay the Cost to equip it.

For example, Hellfire Ammo normally costs 4 Renown per 4 extra reloads, but has a Threshold of 5. This means a marine needs to have at least 5 Renown if they want to equip any hellfire. A marine with only 4 Renown could not equip any Hellfire Ammo reloads at all.

Similarly, the relic bolter Carnage has a Threshold of 15, but costs 30 Renown to equip. This means that a marine with only 15 Renown cannot equip Carnage, as he doesn't have enough Renown to cover the Cost requirement.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/06 17:21:18


Post by: Warboss_Waaazag


Earning XP

Earning XP is easy. Keeping track of it is the responsibility of both the players and the GM. The GM should use the table below to have a basic idea of how many potential XP will be available to earn per Mission (after all, it's the GM who determines who the adversaries are). If you have a basic idea of potential, you will have a good handle on how quickly your players' marines will improve.

For instance if a Mission has 30 Allotment, 2 tech terminals, and 3 Objectives, then a GM knows there's the potential for at least 35XP to be gained. Bear in mind this number will be spread across all the marines in the Unit, so with an average of 5 marines, this is 7XP per marine, not including the survivor bonus.

For the GM, it's useful to know how your players' models are improving and at what rate, but there's no need to watch your players every move (unless they have a history of being jerks about stuff like this).

For each of the following actions, a model will earn 1XP
Every enemy model slain*
Scoring a hit on a Boss Monster that inflicts 1 or more unsaved Wounds*
Scoring a hit on a Miniboss that inflicts 1 or more unsaved Wounds*
Slaying an enemy with Overwatch fire*
Surviving a Mission
Personally completing any Objective
Surviving a Close Combat (awarded at the end of any Turn where the model was engaged in Close Combat and ends the Turn unengaged)
Successfully using a Skill
Manifesting a Psychic Power
Denying an enemy Psychic Power

*an observant person might notice that many of these actions overlap - such as "every enemy model slain" and "slaying an enemy with overwatch fire". In all instances of overlap, a model will always earn XP that they qualify for. Therefore, killing an enemy with overwatch is worth 2XP - 1 for slaying and 1 for doing it with overwatch

Corruption

Corruption is a measure of the Ruinous Powers' influence over a marine. Onboard the [++Redacted++] the Deathwatch will be exposed to constant dissonant whispers, secret promises of power, and the raw, unbridled essence of the Immaterium as it spills forth from the tear in real space made by its malfunctioning Gellar Field. There are many ways to "earn" Corruption, but few ways to shed it. If any marine accumulates just 10 Corruption, they immediately fall prey to their own hubris and forsake their oaths, making Chaos their new Master forever. Remove them from the Unit roster and add them to the pool of "Reoccurring Adversaries". If they succumb in the middle of a Mission, the controlling player must move them towards the closest table edge in every Movement Phase, but they otherwise act as normal. If the model reaches a table edge, remove them from play. If the model attains 10 Corruption at the end of the Mission, they simply fail to teleport home; treat them as killed for the purposes of determining whether or not the whole unit survived a Mission.

Each of the following circumstances imposes 1 Corruption on the marine in question
Surviving a Mission on board the [++Redacted++]
Equipping a Tainted Relic
Every Turn on the Tabletop where a Chaos Ritual is being performed in line of sight
Every Turn on the Tabletop in the presence of the [++Redacted++]'s malfunctioning Gellar Field reactor

Shedding Corruption
Gaining Corruption is easy. Getting rid of it requires dedication and effort. If a marine spends 5XP, they may reduce their total Corruption by 1. If a Unit contains a Chaplain, roll a D6 at the end of every Mission for every marine that deployed (as long as the Chaplain deployed with them). On a 6, that marine reduces their overall Corruption by 1. Some Talents can also reduce Corruption.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/08 04:43:03


Post by: Warboss_Waaazag


Replacing Casualties and Expanding the Squad

Replacing Casualties

Inevitably, during the course of the campaign, space marines are going to get taken out of action or even killed. When you're playing a game with an entire squad, casualties hurt, but when you're playing a game with just one space marine per player, losses can be potentially devastating, both emotionally and tactically. Luckily, death need not be the end for a player's participation. There are many options.

First, there is the Talent Marine Cohort. This Talent allows a player to spend Renown on another standard marine to fight alongside him. In the event of the primary marine's death, the player may elevate the Cohort to character status and continue the mission. Afterwards, the Cohort is added to the squad roster and can continue on as that player's character.

Second, when a marine dies (as in takes so many wounds that recovery is simply not possible), the controlling player may, if you have used the Individual Marines method of squad generation, simply create a new marine character following the same rules and restrictions as any other starting player. However, while there may still be restrictions on what Specialties are available to the player, all the restrictions and caveats of Chapter are lifted. In addition, the new marine character begins with the same number of Renown as the dead marine he is replacing. If you are using the Whole Units method of squad generation, then the Chapter restrictions remain and the new marine starts with half the Renown of the fallen marine he is replacing. Additionally, if the fallen marine was the only Tactical marine in the unit, the replacement must also be a Tactical marine.

Third, if you have used the Whole Units method and have already expanded your unit size, then fallen marines are not replaced, but rather their Renown is first divided by 10 (rounding up) and then split as evenly as possible between all the remaining space marines in the squad. If there is not enough to go around, the controlling player decides how much gets assigned to whom.

For example, Thulgir the Long Fang has fallen in battle. At the time of his death, he had accumulated 35 Renown. Because he belonged to a squad generated using the Whole Units method of squad creation, and that unit had already added Xert - a Devastator of the Knights Amethyst - to its roster, Thulgir's Renown is divided by 10. Rounding up we get 4 (3.5). There are 6 other marines in Thulgir's squad - Xert, Skipio of the Ultramarines, Nathaniel of the Dark Angels, Stagadegg of the Black Wasps, Belerophon of the Blood Angels, and Zamot of the Sons of Medusa. The controlling player divides 4 Renown as evenly as possible, granting 1 each to Zamot, Nathaniel, Skipio, and Belerophon.

Expanding the Squad

While there is no upward limit to just how many marines can be in a single unit, it is most practical to keep that number to 10 or fewer. This is mostly due to the fact that many Missions have a limited deployment of 10 marines. Having more models means having more options, but generally also means all members of the squad advance in both XP and Renown slower. Some Skills, Talents, or Missions do allow you to field more models than 10 in certain situations, but generally speaking this is not the norm. Think carefully on this.

There are three ways to add models to an existing squad. The first is with Cohorts (which is a Talent that will be described in more detail in a subsequent post, but for now you need only know that it allows the marine who has it to bring along another marine). This option is universal, regardless of which method you used to create units. The second is by having every member in the existing squad spend an amount of XP equal to 5 times the "point cost" of the Specialty type they wish to recruit. The model is added to the roster with no XP and no Renown. This option is unique to the Whole Units method. The third and final way is unique to the Individual Marines method as it simply requires a new player to show up and express interest in participating. Just have the player make a character, following all the restrictions outlined in the Individual Marines method and then take the average of all the Renown accumulated by the rest of the squad and assign that number as the starting Renown of the new player's character.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/08 22:57:43


Post by: Warboss_Waaazag


Ways in Which This Campaign Differs From Standard 40k

And They Shall Know No Fear...But They'll At Least Act Sensibly Under Fire
(It struck me that I was using 7th edition rules for leadership and morale, so I have adjusted the Morale and Pinning rules to reflect the new edition)

The entire squad of Deathwatch marines deployed during any given Mission will typically number between 3 and 10 models. If any member of the squad takes any Wounds during the course of the Turn, test Morale. When rolling the D6, add the total number of Wounds suffered by the whole squad rather than just the number of casualties. When testing, use the Leadership of whichever model has been designated the Mission Leader. If that model has been removed as a casualty, instead use the Leadership of the model with the highest Command Skill Rating currently deployed on the table (models that have been disabled for any reason do not count as eligible; if there is a tie, the model with the highest Renown breaks the tie; if there is still a tie, instead use the lowest Leadership of all remaining marines, as the squad clearly hasn't found their coherency yet). If the test is a failure (i.e. there is a negative difference between the two numbers), then models that are in Cohesion range are Shaken and models outside Cohesion range are Pinned. Note that failing does not remove any models from the table. This is different than regular 40k.

Shaken models suffer -1 Weapon and Ballistic Skill until the start of their next Morale Phase, where they automatically recover from this effect. Pinned models suffer -1 Weapon Skill and cannot Move, Advance, Shoot, or Charge until an allied model Rallies them using the Command Skill. Pinned models will still defend themselves and so can participate in Close Combat if they are Charged.

*Note that this changes how Morale works from normal 40k. Marines don't lose extra Wounds from failed Morale tests. They simply suffer the Shaken or Pinned results described here.


To Suppress Our Foes

Space marines can also attempt to Suppress enemy models by declaring that they are Suppressing during the Shooting phase. There is no need to roll to hit. Simply pick an enemy model in line of sight and in range of the weapon being used to Suppress. The rate of fire of the weapon being used determines how many enemy models can be Suppressed. A model must have a weapon capable of Burst or Autofire Modes, and can only Suppress using one of these two Modes of firing. The model selected as the target and a number of additional enemy models, up to the total number of shots being fired, within 4" of the original target become Suppressed.


If using the "Dice Rolls" method for Ammo the model must make an Ammo Check after Suppressing.


A marine cannot shoot to kill and Suppress in the same Shooting Phase.


Suppressed models suffer BS -1 and cannot Move, Advance, or Charge until the Suppression is lifted.


Let The Enemies of Mankind Quake Before Us in Terror

Enemies of the Imperium do not act sensibly in the face of firepower. If Adversary models are in cohesive groups of 5 or more, each within 2" of another friendly Faction model when forced to take Morale tests (they test for the same reasons Marines do), they gain +1 to their Leadership for the purposes of that roll only. Just like Marines, and with the same criteria, they may become Pinned or Shaken. If Minions are not deployed in cohesive units, treat all Minions deployed on the tabletop as 1 massive unit for the purposes of Morale and instead use the normal 40k Morale rules. If Minibosses or Boss Monsters have the ability to share their Leadership, Minions can test against it instead of their own. All Minibosses and Boss Monsters deployed on the tabletop, unless otherwise specified, count as individual models and so never have to test Morale.


Wounds, Recovery, and Death

Wounds

When a Deathwatch model is reduced to 0 Wounds, after any mitigating effects like Feel no Pain rolls have been made, place the model on its side and roll on the following table to determine the effects. Add a modifier to the die roll equal to the number of accumulated Wound Tokens. Eventually, a battered marine will fall.

Injury Table
D6 Roll / Effect
1-2 / Shake it off, marine (stand the model back up with 1 Wound)
3-4 / The bleeding will stop itself (stand the model back up with 1 Wound and 1 Wound Token)
5 / That's going to leave a lasting mark (the model is Pinned with 1 Wound and gains 2 Wound Tokens)
6 / The physiology of the Astartes cannot be understated (the model is Pinned with 1 Wound and gains 3 Wound Tokens)
7-8 / Even for a space marine that's catastrophic damage (if the Teleportarium is functioning for this Mission, remove the model as a casualty. Otherwise, the model stays where it is and becomes an Objective for both his allies and his adversaries. Whichever side reaches the marine first determines if he escapes or dies. If his allies reach him first they must carry him to the extraction point or win the Mission in base to base contact with his model. If his enemies reach him first or if the criteria for his rescue outlined previously are not met, treat it as if you rolled a 9+, as detailed below)
9+ / All that remains is the Chapter's Due (if the Teleportarium is functioning for this Mission, remove the model as a casualty and it gains an additional Wound Token. Even if the marine somehow miraculously survives, he must purchase the Cyborg upgrade and if he cannot*, he is entombed in a stasis sarcophagus until such time as a dreadnaught body can be made available for him. If the Teleportarium is not functioning for this Mission, the marine dies where he lays and becomes a Dead Marine Objective. If there is an Apothecary on the table that reaches the corpse before the end of the Mission and successfully uses the Medic effect "The Chapter's Due", he counts as extracting the Progenoids. See the Skill description for more on what this means. If any other marine reaches the corpse they must drag the body to the Exfiltration point or otherwise end the Mission in base to base contact with the body in order to count the Objective as completed)

*If the model already has the Cyborg Talent, they must instead sacrifice 5XP.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/10 19:01:40


Post by: Warboss_Waaazag


Recovery and Death

After each Mission, roll a D6 for every model that has accumulated Wound Tokens during the course of the game to determine how well, if at all, it recovers from its injuries. Models removed as casualties via the Teleportarium or models that end the game without any Wound Tokens left (because of recovery or applications of the Medic Skill) may reroll the results of this test. Add to this roll a number equal to the Wound Tokens a model currently has. Models that survive a game without being removed from the table as a casualty reduce their accumulated Wound Tokens by 1 before making this roll.

Models that suffered Wounds, but never accumulated any Wound Tokens automatically recover their full Wounds at the end of the Mission and do not have to roll on this chart.

Recovery Table
D6 Roll / Effect
1-6 / Full recovery (remove all Wound Tokens and restore the model to its full Wounds)
7-10 / Light wounds (remove all but 1 Wound Token (unless the model's total is already 0 or less for other reasons) and restore the model to its full Wounds. For the next Mission, this model reduces its Move by half and is -1 Weapon Skill)
11-14 / Heavily wounded (reduce the model's Wound Tokens by 2 and restore the model to 1 less than maximum Wounds. If you chose to deploy this model next Mission, reduce its Move by half and all of its other characteristics [except armor save] by -1. If you choose not to deploy him next Mission, he automatically reduces his condition to Light wounds at the end of that Mission)*
15+ / Record his name (unless the model has a Talent to mitigate this, he is dead. All that is left is to remember his name)

*if a reduction in Wound Tokens brings a model's total to 0 or less, treat this recovery result as Light wounds instead

Dead marines can be replaced in the ways already outlined.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/15 11:30:37


Post by: Warboss_Waaazag


Ammo and Grenades

You'll notice that every Specialty comes with a number of extra magazines and a limited number of grenades. This is because, unlike regular 40k, guns and equipment aren't bottomless vats of infinite destruction. Oh no.

When it comes to these commodities (ammo and explosives) there are two options. Your choice between these options is largely dependent on your desire for paperwork, as one involves keeping track of how many shots you've taken and of what type and from what source while the other is principally concerned with how often you can roll a 6 while shooting at someone.

Method 1: Bullets

With this method two things happen. First, all of your weapons have a magazine capacity that defines how many shots it can fire before needing a reload. Second, all of your weapons gain 3 modes of fire: Standard (the bog standard version of your weapon), Burst (which adds an extra shot to its rate of fire, but halves the weapon's range), and Auto (which doubles its Burst rate of fire, but changes its type to Heavy unless it was already). Some weapons - like lascannons - won't have a Burst or Auto setting, while others - like the Heavy Bolter - lack a Burst setting, but this will be noted in its entry in the Wargear list. Backpack Ammo supplies work differently with this method as they're essentially just gigantic magazines brimming with bullets.

When a model has fired its last round (or energy blast, rokkit, etc.), it must reload. Unless the weapon is Heavy, this takes no action. Just tick off that you've used one of the model's reloads. If the weapon in question is Heavy, the marine carrying the weapon must spend its next Close Combat, Movement, or Shooting Phase (player's choice) to reload.

If it seems like this method is a surefire way of never running out of ammo, because what game lasts that long, then you are partially right. Mostly, this is a fun method for keeping track of specialized ammo types (of which each model is likely to have only a very limited supply) and for those rare Missions that last for more than 6 turns. Additionally some Talents allow a model to take multiple shooting phases in a Turn and so they are likely to burn through ammo at a much faster rate.

Magazine capacity and rates of fire/modes of shooting for each weapon available will be listed in the Wargear section presented later.

Method 2: Dice Rolls

With this method, every time you roll a 6 when shooting you must make what is called an "Ammo check". This works exactly like it does in GW's Shadow War: Armageddon except that a reload allows you to autopass a failed check rather than just re-roll it. If you have a copy of that game, you'll have a list of the target numbers for virtually all weapons in the 40k universe. If you don't have the book, I'm not going to reproduce the list here because that's copyright infringement. Drop some cash or ignore this rule (and also all the reloads for each Specialty).

Grenades

Grenades are simply limited. Once thrown or otherwise used (for instance to boobytrap a doorway with the Demolition Skill), a grenade is gone. You can use Renown to equip more. They're generally pretty cheap.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/16 01:07:42


Post by: Warboss_Waaazag


Skills and What They Do

The Extra Phase

If you opt to use the Skills presented here, they add an additional phase to the very beginning of a player's turn, just before Movement. Skills which have a lingering effect will have one of 2 durations, as stated in the Skill's description. They'll either last until triggered or they'll last until the next Skill phase.

As an alternative method, you can opt to tack the "Skill Phase" onto the Psychic Phase and allow models with Skills to use them during this Phase, before or after Psychic Powers happen.

For example, the Inspire Skill has an effect that grants +1 to a marine's next to-hit roll. This triggers as soon as the marine rolls to hit with a shooting or close combat attack (whichever comes first) and then ends.

Likewise, the Medic Skill has an effect that grants +1 Toughness to target marines until the start of the next Skill Phase. This effect endures throughout the entire turn, including the enemy's turn and only ends at the start of the next Skill Phase.

Each model can attempt to use 1 of their Skills during this Phase.


The Skill Stat and Using Skills
(It struck me that I was using 7th edition rules for leadership and morale, so I have adjusted the Skill rules to reflect the new edition)

Each model has a Skill Stat that they roll against when attempting to use their Skills. This Skill Stat works in the same way as Ballistic Skill & Weapon Skill and for every Marine Specialty it begins at 5+. Scouts and Neophytes start with a Skill Stat of 6+. To use a Skill, select one of the effects from that Skill's list and then make a Skill test using the model's own stat. If the test is passed, the effect happens. If the test is failed, the effect does not happen. In either case, pass or fail, rolling the dice counts as a use of the Skill.

A model can improve their Skill Stat by spending XP. Models can never have a base Skill Stat better than 2+, although there is a Talent that can bend even this rule.

Skill Ratings

You'll likely have noticed that all Skills have been written with a corresponding number, such as Tech1. This number is what's referred to as the Skill's Rating. Ratings dictate the exact number of times a Skill can be used per Mission. If a model has Tech1, they may use it once per Mission. If they have Tech2, they can use it twice per Mission, and so on. No matter what, a Skill can only be used once per Skill Phase, unless the model has a Talent that says otherwise.

If a Skill has an application before a Mission begins, only 1 use of 1 Skill per model may be used.

Skill Range

The range of a Skill's effect is dependent on the Target's Cohesion* rating. Some Skills do not require range. There are also some Talents, such as the Ultramarines' Authority of Guilliman and the Heralds' Presumed Authority that can extend the range of their Skills and other Talents. These increases are added to the base range dictated by the Target.

The default Cohesion for enemy models is 2.

The default Cohesion for inanimate objects is 0.

*this info will be repeated in the section on Talents, but it's worth mentioning here, for clarity's sake, that Cohesion range is simply 6" times a model's Cohesion rating. So, a model with Cohesion0 has a range of 0". Or put another way, base to base contact only.


For example, Brother Daedilus is attempting to use Command to rally a Pinned ally - in this case it's another space marine named Brother Dmetrius. Dmetrius has Cohesion1. Therefore, as long as he is 6" or closer to Daedilus, his Battlebrother can attempt to rally him. If Dmetrius was 7" away, Daedilus would not be able to affect him.

Now, let's take a similar scenario with two other marines. Chaplain Claudius of the Ultramarines and Brother Asteroth of the Blood Angels. Let's say that Asteroth has Cohesion2, but is 13" away from Claudius. If Claudius wanted to affect Asteroth with his Inspire Skill, he would either have to move closer or activate his once per Mission Authority of Guilliman ability. This would add +6" to the range dictated by Asteroth's Cohesion. If there were another marine 13" away, but with only Cohesion1, even the Authority of Guilliman would not help to reach him, as the base range is always determined by the target.

Brother Tigerion wants to Intimidate an enemy cultist. As default enemy Cohesion is 2, that cultist needs to be within 12" of Tigerion in order for him to make the attempt. If Tigerion was either an Ultramarine or a Heralds and his target was 13" or more away, he would have the option of activating his once per Mission ability to extend his range.

The Authority of Guilliman and the Presumed Authority abilities both add +6" to the base range of any Skill or Talent that relies on Cohesion. In effect, it turns Cohesion0 from base to base range to 6" range; Cohesion1 from 6" to 12"; Cohesion2 from 12" to 18" and so on.

Lastly, Brother Ediv is a Techmarine and he wants to interact with a nearby terminal. Because the default Cohesion of inanimate objects is 0, unless Ediv has a Talent that mitigates this, he must be in base to base contact with that terminal in order to use his Tech Skill.



Skill List

There are 10 Skills in this Campaign. These are Command, Demolition, Forbidden Knowledge, Inspire, Intimidate, Medic, Psychic Sense, Stealth, Tactics, and Tech. Some are granted for free to specific Specialties and some are earned with XP. Not every Specialty has access to every Skill and not every Specialty pays the same XP cost to purchase each Skill. The upgrade trees presented later will detail these exceptions and costs.

Each Skill has 5 different possible effects. When attempting to use a Skill, a player simply chooses 1 of their Skill's effects and rolls a die versus their Skill Stat. If they are successful, that effect happens. If they fail, the effect does not happen, but they must still mark off that they have used 1 of their Skill Ratings. There are some Talents that allow players to select more than 1 effect with each successful Skill use. In these cases, additional effects do not need to be chosen before dice are rolled. A player need only select the effect they are rolling against and, if they are successful, may select additional effects from those available to them after the die is cast. If a model gains a bonus to using a particular effect, they may choose that as their primary effect to roll against and it is perfectly legal when they also tack on additional effects using their Talents that allow such. A model may never ignore the effect they are rolling for. Skill effects must be situationally relevant. One cannot use the "Get on your feet!" effect if there are no allies in Cohesion range that are either Pinned or Shaken just to expend a Rating. That's what we call cheating.

The following is a list of Skills and their effects:

Command: Whether you are inspiring, intimidating, or effecient is irrelevant in the face of battle. All that matters is that others look to you for guidance when the shooting and the bloodshed begins.
"Fire on my target" (after this marine shoots at an enemy model in the Shooting Phase, all friendly models in Cohesion range who subsequently fire at the same enemy model may reroll to-wound rolls against it until the start of the next Skill Phase)
"Get on your feet!" (Pinned or Shaken friendly models in Cohesion range automatically recover and may act as normal this Turn)
"Avenge the Fallen!" (After an allied model is reduced to 0 Wounds, all remaining friendly marines gain +1 Attack until the next Skill Phase)
"For the Emperor!" (if there are more enemy models than friendly Space Marines in line of sight to this model, all other friendly marines in Cohesion range become immune to being Shaken until the start of the next Skill Phase)
"Sworn Brothers, With Me!" (all friendly marines in Cohesion range may reroll their Charge distance until the start of the next Skill Phase)


Demolition: Structures have weaknesses. So, too with flesh. You know the correct ratio of explosives to effect. As powerful as needed to collapse a deck or as focused to assassinate a single enemy. You are the grenade whisperer.
"Its All in the Arm, Brother" (until the next Skill Phase, all friendly marines in Cohesion range double the range of their thrown grenades)
"And When They Step Through, BOOM" (instead of throwing a grenade in the Shooting Phase, this model may place it as a boobytrap anywhere on the tabletop within 3". Place a Marker to note this. Any enemy model that moves within 3" of this Marker activates the grenade, taking the full brunt of the blast. Any grenade type currently equipped by this model can be used for this boobytrap, so long as the model still has at least 1 left. GMs, Minion adversaries will always move towards these boobytraps. Even if the boobytrap is placed way off in a remote area, away from the main fighting, it's on you to have at least 1 Minion wander over there to "try to figure out what that marine was up to". Minibosses and Boss Monsters are not dumb enough to fall for this trick, but will still trigger any boobytraps they wander into. Once triggered, remove the Marker.)
"I Rigged These Special" (until the start of the next Skill Phase, all grenades used by friendly marines in Cohesion range have their effects maximized. If they would cause a variable number of Wounds, they automatically cause the maximum amount. If they have a variable Strength or AP, they automatically have the highest possible Strength and the best AP.)
"Strike There, Where it is Weakest!" (until the start of the next Skill Phase, friendly models in Cohesion range improve their AP by 1 versus targets with the Vehicle or Monster tag)
"First the Green Wire, Then the Red" (If this model is in Cohesion range of an emplaced explosive or booby trap Marker, that Marker is removed without taking effect)


Forbidden Knowledge: Perhaps through the secret work of your Chapter or your experiences fighting strange and myriad enemies, you have gleaned tidbits of otherwise proscribed information. Careful you don't raise suspicions, brother. One of the effects of this Skill may be used before a Mission begins. Players should declare that they are using the Skill during the Mission Briefing. GMs, during the Mission briefing, ask your players if any of them have the Forbidden Knowledge Skill and if so, ask them if they want to use it before they arm for the Mission.
"I Know These Cyphers" (before the Mission begins, have the GM identify the Faction or Factions [orks, tyranids, tau, necron, chaos, humans, eldar] that the adversaries in the upcoming Mission will have. Additionally, the GM will tell you how many of those adversaries will be Minions, Minibosses, and/or Boss Monsters, but does not have to reveal exactly what models those categories will be. For example, a GM might tell you that you'll be up against orks and chaos & that there will be 30 minions and a Boss Monster. They don't have to be any more specific than that.)
"Strike for the Heart of the Beast" (choose an adversary faction and type [such as "ork infantry" or "tyranid monster" or "eldar vehicle"] that is currently in line of sight. Until the start if the next Skill Phase, all friendly marines in Cohesion range may reroll their first failed to wound roll against the designated enemy)
"There, Brother, Take It!" (place an additional Tertiary Objective Marker at least 12" away from any friendly model. Any marine other than the one who placed the Marker who secures it gains an additional +1 Renown for doing so)
"This is All Too Familiar" (during Exploration Missions, gain a descriptive narration of the hulk's interiors. According to the Mission this description may add additional time to its duration, but will also allow the squad to roll on an appropriate "treasure table" to glean extra intel, Relics, or munitions. In any case, when you use this effect, all marines deployed on this Mission gain an additional +1 XP)
"My Chapter has had Extensive Experience With This Subject" (according to the Mission, gain narrative insight as to the Faction of origin for the vessel or wreck the squad is currently deployed in. This insight allows the player to do 1 of the following on the next Mission. 1.) place an additional Objective Marker anywhere on the table that is at least 12" from any table edge or deployment zone [in Missions where the layout is obscured until explored, the Marker can only be placed after 3 sections have been revealed]. This Objective is a Relic chosen by the GM from those listed for the vessel in question; 2.) force the GM to spend Allocation on a Boss Monster. If the Faction or Factions are known to the players, they may dictate the type of Boss Monster to be deployed. In any case, this Boss Monster is worth double XP and double Renown to the marine who forced it to be there)


Inspire: Keeper of Catechism and Battle Crier, your faith sustains your brothers and carries them upward to new heights of impossible heroism. Your's is the wisdom of the ancients and the temerity of the Astartes incarnate.
"Brothers in Arms" (all friendly marines in Cohesion range gain +1 to hit on their next Shooting or Close Combat attack [whichever comes first])
"Kill Them All" (all friendly marines in Cohesion range gain +1 to wound on their next Shooting or Close Combat attack [whichever comes first])
"Fidelis Ultra Mortem" (in the next Morale Phase, the squad may reroll its Morale test)
"Arise my Invincible Knights" (until the start of the next Skill Phase, all friendly marines in Cohesion range may reroll failed Characteristic tests [such as Strength or Toughness tests])
"Pour Your Fury Unto the Enemy" (until the start of the next Skill Phase, all friendly marines in Cohesion range may reroll failed to wound rolls)


Intimidate: Let the enemies of Mankind tremble before you. Whether by deed or dirge, your very presence on the battlefield is enough to make weak-minded foes question their courage. But even the strong-willed can be undermined with the correct application of threat or promise.
"Let the Enemies of Man Fall" (choose an enemy model in Cohesion range. That model immediately becomes Shaken)
"I Challenge You!" (choose an enemy model this marine is in Close Combat with. That model must immediately take a Toughness test. If they pass, they must concentrate all of their attacks on this model. If they fail, they treat their Weapon Skill as 6+ until the start of the next Skill Phase)
"The Age of the Emperor is Upon You!" (choose an enemy model in Cohesion range. That model must immediately take a Toughness test. If they pass, they must concentrate all of their Shooting attacks on this model. If they fail, they treat their Ballistic Skill as 6+ until the start of the next Skill Phase)
"Show Me What Passes for Fury Amongst Your Misbegotten Kind!" (choose an enemy model in Cohesion range. That model must immediately take a Toughness test. If they pass, they must concentrate all of their attacks on this model for the duration of their Turn, Shooting and Charging if able. If they fail, they must immediately move 2D6" away from this model and towards the nearest table edge. If they reach the table edge before the start of their next Turn, remove them as a casualty - they count as being slain for the purposes of XP and Renown)
"Tremble Before He Who has Sworn to End You!" (choose an enemy Miniboss or Boss Monster in Cohesion range. That model must immediately take a Toughness test. If they pass, there is no effect. If they fail, they lose any special rules or abilities affecting them until the start of the next Skill Phase)


Medic: The anatomies of humans and space marines are not dissimilar, although the former are by far the more durable. You have the ability to coax wounds to heal and, when your administrations can do nothing even for an Astartes, the ability to end a brother's suffering & extract what's due his Chapter.
"I am the Miracle Worker" (all friendly marines in Cohesion range immediately remove 1 Wound Token. This has no effect on marines without Wound Tokens)
"The Chapter's Due" (if this model is in base to base contact with a Dead Marine Objective, it may remove the Progenoids and gain +1 Renown. In situations where there is this sort of Objective, players have 2 choices. 1.) they may leave the body behind and so long as they have the Progenoids, it still counts as completed or 2.) they may carry the body out as well and in which case count as completing 2 Objectives instead of 1)
"These Wounds Speak their Secrets Unto Me" (gain narrative insight from battle damage on terrain or injuries sustained during a Mission that help identify the Factions and preferred tactics/weapons of adversaries in upcoming Missions. This model gains +1 Renown and may redeploy itself next Mission after enemy models have been placed, but before the first Turn of the game begins)
"As a Bulwark we Stand" (all friendly marines in Cohesion range gain +1 Toughness until the start of the next Skill Phase)
"Let Chem and Ceramite Gird Us" (all friendly marines in Cohesion range gain the effects of any Stim this model has equipped in its Narthecium until the start of the next Skill Phase)


Psychic Sense: Your mind is open to the Maelstrom of the Immaterium. This is both a blessing and a curse.
"And I Shall Know My Enemy" (determine the type and Faction of psychic adversaries deployed on the Mission, if any [such as ork weirdboy or tyranid zoanthrope] and their location on the tabletop, even if not in line of sight)
"To Pierce the Veil" (nominate a friendly model in line of sight. All friendly marines on the table count as being in Cohesion range of this model until the start of the next Skill Phase)
"None Shall Break My Resolve" (until the start of the next Skill Phase, this model gains +D3 to any attempts to Deny enemy psychic powers)
"All Things Weak and Corrupt" (against a known* Psychic enemy and until the start of the next Skill Phase, this model may reroll all to-wound rolls)
"For My Eyes See" (chose any 1 known* Psychic enemy and "mark" them. If any marine kills this "marked" model, the Psyker who placed the "mark" earns an additional +1 Renown. If the "marked" model escapes or is otherwise unkilled at the end of the Mission, it is on the GM to spend Allotment on that same "marked" adversary every Mission, until a marine kills it)

*knowing whether or not an enemy is psychic requires 1 of 2 things to have happened. 1.) having previously successfully used the "And I Shall Know My Enemy" application of this Skill or 2.) having that psychic enemy manifest a psychic power in line of sight of any friendly marine model


Stealth: An artform largely forgotten by the hulking Astartes, Stealth can be a useful asset against foes who expect their targets to be visible. And in front of them.
"I am as Shadow" (until the start of the next Skill Phase, this model cannot be the target of enemy Shooting attacks or Charges)
"I am at One With the Terrain" (until the start of the next Skill Phase, this model gains an additional +1 to its saves from being in cover. If this model is in the open, it still gains the +1 save modifier as if it were in cover)
"Death is my Trade" (choose an enemy model within Cohesion range. Until the start of the next Skill Phase, it must reroll its successful Armor Saves against Wounds inflicted by this marine)
"Silence is Virtue" (if this model does not Shoot this Turn, it is not affected by failed Morale tests until the start of the next Skill Phase)
"And lo, Death Comes for Thee" (if this marine is in Close Combat, it may forfeit 1 of its Attacks to strike first)


Tactics: Through careful study of the Codex Astartes and/or the lessons gleaned across countless battlefields on countless worlds, you have honed the art of war to a razor's edge. You may find advantage in the most hopeless situation and pull victory from the jaws of defeat. Several of the effects of this Skill may be used before a Mission begins. Players should declare that they are using the Skill during the Mission Briefing. GMs, during the Mission briefing, ask your players if any of them have the Tactics Skill and if so, ask them if they want to use it before they arm for the Mission.
"A Better Defense in the Assault" (place up to 4 Markers anywhere on the tabletop [or anywhere on the revealed sections of terrain in a Mission where that happens]. Friendly models in cover within 3" of any Marker gain an additional +1 to their armor saves)
"We Shall Envelope Them" (before the Mission begins, nominate another friendly marine. That marine is held in Reserve and may deploy via Deep Strike along any table edge on any Turn after the 1st)
"Like They Don't Even Know it's There" (before the Mission begins, but after terrain has been placed, this player may place 1 additional Tertiary Objective (Seize Territory) anywhere at least 12" from a table edge)
"To Face Our Foes" (before the Mission begins, this player may select 1 item from the Wargear list and either reduce its Threshold by 5 or its Cost by 10 [both to a minimum of 1]. After this Mission, Thresholds and Costs return to normal. If multiple models have this same skill, they may each use this ability once and can use them on different items or in tandem [i.e. 2 marines reduce both the Threshold and Cost of the same item or both marines reduce the Threshold of a single item])
"There is Another Way" (before the Mission begins, this player may change the Deployment zone parameters to any Option available)


Tech: You have an intimate working knowledge of the Machine God's will. It aids you in coaxing recalcitrant machine spirits to obedience and resurrecting long dormant engines to new life. The default Cohesion of inanimate objects, like terminals and keypads, is 0.
"Let It Speak Its Name to Me" (extract information from a tech terminal in Cohesion range. The GM will tell you a tidbit of insight based on a list of subjects relevant to the terminal's type, location, and origin of manufacture [such as Xenos, Imperial, or Infernal]. Any information gained will be useful and may be narrative pieces to larger mysteries or clues to the types of adversaries and Objectives the squad has yet to face. This use of Tech is also used to interface with Generators, Keypads, and Security Systems. The Missions will describe how these objects function once successfully interacted with)
"Arise From Your Aeonic Slumber" (increase the Power Level of a machine in Cohesion range by 1 step. The GM will tell you how the machine in question has relevance to the Mission at hand. This counts as an external Power source)
"All Supplication to the Omnissiah" (repair a damaged machine in Cohesion range. Sometimes this application of Tech will be required to succeed at a Mission Objective)
"And at the Threshold, I Command Thee" (open or lock any undamaged door in Cohesion range)
"We Whisper and It Hears" (while in Cohesion range of a tech terminal, remotely activate, deactivate, open, or lock any piece of revealed tech on the table, regardless of actual distance from this model)


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/18 16:01:07


Post by: Warboss_Waaazag


Upgrade Trees by Specialty

Any Specialty may purchase Talents from any category, provided they meet the prerequisites, if there are any. Tier 1 Talents cost 10XP each; Tier 2 Talents cost 20XP each; Tier 3 Talents cost 30XP each. Elite Talents can also be Tier 4 (40XP each), and Tier 5 (50XP each).

Any Specialty may also improve their Skill Stat. Skill 6+ to 5+ costs 10XP. Skill 5+ to 4+ costs 12XP. Skill 4+ to 3+ costs 13XP. Skill 3+ to 2+ costs 15XP.


Apothecary: Apothecaries gain a discount on Survival and Skill Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Apothecaries may purchase additional Ratings for their Medic Skill at 3XP per additional Rating. Apothecaries may also purchase the Command, Forbidden Knowledge, Inspire, Intimidate, Tactics, and/or Tech Skills at 6XP per Rating.

Assault Marines: Assault Marines gain a discount on Melee Talents equal to their Tier times 2. Tier1 Talents in this category therefore cost 8XP, Tier2 cost 16XP, and Tier3 cost 24XP. Assault Marines may purchase additional Ratings for their Intimidate Skill at 3XP per additional Rating. Assault Marines may also purchase the Forbidden Knowledge, Inspire, Stealth, and/or Tactics Skills at 6XP per Rating.

Champion: Champions gain a discount on Survival and Melee Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Champions may purchase additional Ratings for their Intimidate Skill at 3XP per additional Rating. Champions may also purchase the Command, Forbidden Knowledge, Inspire, Stealth, and/or Tactics Skills at 6XP per Rating.

Chaplains: Chaplains gain a discount on Miscellaneous and Melee Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Chaplains may purchase additional Ratings for their Inspire Skill at 3XP per additional Rating. Chaplains may also purchase the Command, Forbidden Knowledge, Intimidate, and/or Tactics Skills at 6XP per Rating. Space Wolf Chaplains may also purchase the Medic Skill at 12XP per Rating.

Devastator Marines: Devastators gain a discount on Survival and Shooting Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Devastators may purchase additional Ratings for their Demolition Skill at 3XP per additional Rating. Devastators may also purchase the Forbidden Knowledge, Intimidate, and/or Tactics Skills at 6XP per Rating.

Librarian: Librarians gain a discount on Miscellaneous and Skill Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Librarians may purchase additional Ratings for their Psychic Sense Skill at 3XP per additional Rating. Librarians may also purchase the Forbidden Knowledge, Intimidate, Stealth, Tactics, and/or Tech Skills at 6XP per Rating.

Primaris Intercessors: Intercessors gain a discount on Shooting Talents equal to their Tier times 2. Tier1 Talents in this category therefore cost 8XP, Tier2 cost 16XP, and Tier3 cost 24XP. Intercessors may purchase any Skill except Forbidden Knowledge at 6XP per Rating. Intercessors may also purchase the Forbidden Knowledge Skill for 12XP per Rating.

Tactical Marines: Tacticals gain a discount on Morale and Shooting Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Tacticals may purchase additional Ratings for their Command Skill at 3XP per additional Rating. Tacticals may also purchase the Demolition, Forbidden Knowledge, Inspire, Intimidate, Stealth, and/or Tactics Skills at 6XP per Rating.

Techmarines: Techmarines gain a discount on Skill and Technological Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Techmarines may purchase additional Ratings for their Tech Skill at 3XP per additional Rating. Techmarines may also purchase the Demolition, Forbidden Knowledge, Intimidate, and/or Tactics Skills at 6XP per Rating. Knights Amethyst Techmarines may also purchase the Medic Skill at 12XP per Rating.

Terminators: Terminators gain a discount on Miscellaneous and Morale Talents equal to their Tier. Tier1 Talents in these categories therefore cost 9XP, Tier2 cost 18XP, and Tier3 cost 27XP. Terminators may purchase the Command, Forbidden Knowledge, Inspire, Intimidate,, and/or Tactics Skills at 6XP per Rating. Terminators may also purchase the Demolition Skill at 12XP per Rating.

Black Wasps: any Specialty except Librarians and Chaplains from this Chapter may purchase the Psychic Sense Skill at 12XP per Rating.

Adjudicators, Blood Ravens, Dark Angels, Minotaurs, Red Hunters, and Red Scorpions
: any Specialty with access to the Forbidden Knowledge Skill that is also from one of these Chapters receives a 1XP discount per Rating for that Skill.


Scouts: Scouts may purchase the Stealth Skill at 4XP per Rating, and the Demolition, Intimidate, and/or Tactics Skills at 8XP per Rating. Scouts may also purchase the Command and/or Medic Skills at 16XP per Rating.

Neophytes: Neophytes may purchase the Intimidation Skill at 4XP per Rating, and the Command, Demolition, and/or Tactics Skills at 8XP per Rating. Neophytes may also purchase the Forbidden Knowledge and/or Inspire Skills at 16XP per Rating.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/18 20:33:42


Post by: Warboss_Waaazag


Talents by Category and Tier

Unless otherwise stated, no Talent may be taken more than once. The annotation Faction refers to an adversary's army <Faction> keyword. The annotation Type refers to an adversary's model type keyword, such as <Infantry>, <Monster>, or <Vehicle>.

In all cases, the effects of Talents stack

Melee Talents

Tier 1 Talents

Show Off: if this model is outnumbered 3:1 in Close Combat at any point in a Mission and survives until the end, they gain an additional +1 Renown

Hatred [Faction Type] (such as Tau Vehicles, Ork Infantry, or Tyranid Monsters): re-roll failed to hit rolls in the first round of Close Combat when fighting against faction type

Contempt [Faction Type] (such as Tau Vehicles, Ork Infantry, or Tyranid Monsters): re-roll failed to hit rolls in the second round of Close Combat when fighting against faction type

Righteous Indignation [Faction Type] (such as Tau Vehicles, Ork Infantry, or Tyranid Monsters): re-roll failed to wound rolls in the first round of Close Combat when fighting against faction type

Detestation of the [Faction Type] (such as Tau Vehicles, Ork Infantry, or Tyranid Monsters): re-roll failed to wound rolls in the second round of Close Combat when fighting against Faction type

Fury: +1 Strength in the first round of close combat per Mission

Mayhem: +1 Attack in the first round of close combat per Mission

Frenzy: after inflicting a Wound in Close Combat this marine doubles the number of Attacks on his profile for the remainder of the Combat. If he falls back or wins the combat, this bonus is lost

God Amongst Giants: increase this model's Strength by +1

Swift and Sure: increase this model's Attacks by +1

Deadly Opponent: increase this model's Attacks by +1

Sure Strike: treat this model's first Attack in every round of Close Combat as +1 Strength and -1 AP

Crippling Attack: instead of causing a Wound, this model may opt to worsen one of his opponents' Weapon Skill by 1. You must still roll to Wound; swap Wound for worsening on a 1:1 basis

Deadly Strike: this model may swap 3 Attacks for 1 that causes a Mortal Wound if it hits

Assassin: this model may swap 2 Attacks for 1 that strikes before this round of Close Combat begins

Mauler: when attacking with any Chain weapon, this model rolls twice the number of dice to Wound and takes the best score. If they score 2 hits, they roll 4 dice and take the 2 best rolls.

Nimble Fighter: this model gains a 6+ invulnerable save against the first Wound in every round of Close Combat

Parry: as long as this model is armed with a Close Combat weapon and as long as its enemy doesn't roll any 6s when attacking, this model may attempt to negate 1 of their enemy's hits by rolling a D6. If they score higher than the highest to-hit roll of the enemy, negate 1 of the enemy's hits

On Guard: this model gains +1 Armor Save during the first round of Close Combat per Mission

Shield Strike: if the model is armed with a Storm Shield or Combat Shield, they may make 1 additional Attack in Close Combat with the following profile: Strength as user, AP -, Damage 1.

Tunnel Fighter (prerequisite: only usable with Astartes Sword, Champion's Sword, Relic Blade, Power Sword, Astartes Spear, or Power Spear, or any Relic version of same): if this model is in a corridor, they may engage enemy models in Close Combat from up to 3" away. Additionally, if this model is also equipped with a shield, they grant a 5+ Invulverable save versus enemy Shooting attacks to any allied models behind them.



Tier 2 Talents

Burning Hatred [Faction] (such as Agents of the Ruinous Powers, Orks, or Tyranids; prerequisite: any Hatred): +1 to hit rolls in the first round of Close Combat when fighting against Faction

Absolute Contempt [Faction] (such as Agents of the Ruinous Powers, Orks, or Tyranids; prerequisite: any Contempt): +1 to hit rolls in the second round of Close Combat when fighting against faction

Sworn Indignation [Faction] (such as Agents if the Ruinous Powers, Orks, or Tyranids; prerequisite: any other Indignation): +1 to wound rolls in the first round of Close Combat when fighting against faction

Abhoration of the [Faction] (such as Agents of the Ruinous Powers, Orks, or Tyranids; prerequisite: any Detestation): +1 to wound rolls in the second round of Close Combat when fighting against Faction

Furious Attacker: +1 Attack in the first round of any new Close Combat

Berserker: +1 Attack and +1 Strength if outnumbered in Close Combat

Reactive Strike: if this model suffers 1 or more hits in Close Combat, but before Wounds are rolled for, it may immediately make a single Attack against the enemy model that hit it. If this Reactive Strike hits, roll to Wound. If the Reactive Strike kills the enemy model, do not roll to Wound for the enemy's hits.

Killing Blow: unmodified to hit rolls of 6 in Close Combat automatically cause a Wound with AP -3, unless the Attack would normally have a better AP.

Blade Dancer: if the model is armed with a Sword, Power Sword, Chainsword, or Astartes Spear, they may make 1 additional Attack in Close Combat with that weapon

Mace Master if the model is armed with a Maul, Hammer (or Gavel), Thunderhammer, Crozius Arcanum, or other Mace-like weapon, they may make 1 additional Attack in Close Combat with that weapon

Hammer Blow: the last Attack this model makes in every round of Close Combat is resolved at +1 Strength and 1 better AP

Sword and Board (prerequisite: only usable if the model is armed with a shield in one hand and a mêlée weapon in another hand): in Close Combat this model has +1 armor save and a 6+ Invulnerable save.

Light-footed (prerequisite: Nimble Fighter): increase this model's Nimble Fighter save to 4+



Tier 3 Talents

Alien Hunter [Faction] (such as Orks, Tau, or Tyranids): all Wounds inflicted on Faction in Close Combat count as Mortal Wounds.

Daemon Slayer: all Wounds inflicted on Daemons in Close Combat count as Mortal Wounds.

Fury of the Righteous: +1 Attack for every Battlebrother in Cohesion range of this model and +1 Strength in Close Combat

Melee Master: (prerequisite: Parry Talent) this model may attempt to Parry even if their opponent rolls a 6 to hit, +1 to all Parry attempts, any successful Parry adds +1 Attack to this model's next round of Close Combat as long as any enemy model involved in this Close Combat remains alive.

Honor or Death: if this model is reduced to 0 Wounds in a Close Combat, they may immediately make a single Attack with their best weapon against the enemy model that took their last Wound, before rolling on the ]Injury Table to determine what happens to the marine

Deft Combatant (prerequisite: Sword and Board): any time this model rolls a successful Armor or Invulnerable save in Close Combat, they may make a single bonus Attack at the end of this round of Close Combat, if they still have at least 1 ]Wound left.

Agile Fighter (prerequisite: Light-footed): this model may use their Nimble Fighter save versus every Wound in every round of Close Combat.

Haymaker: cummulative +1 Attack in every round of Close Combat after the first.

Blood Frenzy (prerequisite: Blood Angels successor Chapter): after killing an enemy model in Close Combat, this model doubles the number of Attacks on their profile until the end of the Mission

Ferocity Incarnate (prerequisite: Carcharodons Astra only): whenever this model Charges, enemy models within 6" of their Target must take a Toughness test. If they pass, they must immediately Move D6" away from this model by the most direct path possible. If they fail, they count as Pinned until a Miniboss or Boss Monster Moves to within 6" of them or the Carcharodons Astra model is removed as casualty, whichever happens first.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/18 20:36:45


Post by: Gamgee


Why not use the RPG from FFG? Still plenty of copies kicking around. Easily one of my fav rpg's of all time. Can still use mini's if you want too represent distances ect.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/18 20:39:01


Post by: Warboss_Waaazag


 Gamgee wrote:
Why not use the RPG from FFG? Still plenty of copies kicking around. Easily one of my fav rpg's of all time. Can still use mini's if you want too represent distances ect.


You're welcome to use that if you want. I'm writing this because I want to. No one is forcing you to use it.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/20 22:33:20


Post by: Warboss_Waaazag


Technological Talents

Tier 1 Talents

Soul of the Machine: this model may extract 2 tidbits of information from a successful "Let It Speak Its Name to Me" effect.

Black Blood*: at the start of any Turn where this model currently has less than its maximum Wounds, roll a D6. On a 6, this model regenerates 1 Wound. [counts as a cybernetic implant]

Cyborg: grants this model Ignore an unsaved Wound on a (6+) or improve an ability with the same effect the model already has by 1. [counts as a cybernetic implant]

Cortex Implant* (prerequisite: at least 1 Rating with the Tech Skill): once per Mission, this model may choose to automatically pass its test when using its Tech Skill.

Interface Plug*: as long as this model is in base to base contact with a Tech Terminal, it may add +1 to its Tech Skill roll.

Cyber Locomotion (Level 1)*: add +1" to this model's base Move. [counts as a cybernetic implant]

Cyber Strength (Level 1)*: this model gains an additional 1 Capacity. [counts as a cybernetic implant]

Servo Rig (1)*: this is a prerequisite implant for any Mechadendrite other than a Servo Arm. A Servo Rig can manipulate a number of different Mechadendrites simultaneously equal to its Rating.

Respirator Implant: this model may reroll Toughness tests versus vaccuum and gas attacks. [counts as a cybernetic implant]

Enhanced Optics: in Missions where visibilty is limited, this marine adds +2D6" to its visibility range (roll whenever the lights go out).

Internal Power Supply*: this model may reroll when attempting the "Arise From Your Aeonic Slumber" effect. [counts as a cybernetic implant]

Magnetic Levitation Implants*: this model may fall from a height of up to twice its Toughness in inches without the need to test Toughness to avoid damage.

Blessing of the Machine*: increase this model's Wounds by +1

Martian Blood* (prerequisite: Cyborg or Black Blood): increase this model's Ignore an unsaved Wound by 1. If it was (6+) before, now it's (5+). If the model did not have an ability like this before, it has it now at (6+)]

Craftsman's Blessing (1) (prerequisite: at least 1 Rating with the Tech Skill): this model may reroll a number of failed Armor Saves per Mission equal to this Talent's Rating.

Craftsman's Blessing (+1) (prerequisite: Craftsman's Blessing (1)): this model may reroll a number of failed Armor Saves per Mission equal to this Talent's Rating.

Artificer's Eye (1) (prerequisite: at least 1 Rating with the Tech Skill): this model may reroll a number of failed Shooting hit rolls per Mission equal to this Talent's Rating.

Forgemaster's Hand* (prerequisite: at least 1 Rating with the Tech Skill): reduce the cost of the Exceptional Quality upgrade by -1 Renown for 1 of your items every Mission.

Forgemaster's Will* (prerequisite: Forgemaster's Hand): reduce the cost of all Exceptional Quality upgrades for all of this model's wargear by -1.

Forgemaster's Privilege* (prerequisite: Forgemaster's Will): reduce the cost of all Exceptional Quality upgrades for all squad member models' wargear by -1.

Binary Technonoise (prerequisite: Sons of Medusa, Knights Amethyst, and Iron Hands Chapter or Techmarine only): add +1" to this model's Cohesion Range for every model in the squad with this Talent (including this model).

*When these 3 Talents are combined, they stack. Meaning Forgemaster's Hand and Forgemaster's Will make all of this model's Exceptional Quality upgrades cost 9 Renown and 1 of those upgrades cost 8 Renown. Having all 3 of these Talents means that your squad mates' Exceptional Quality upgrades all cost 9 Renown, all of this model's cost 8 Renown and a single item assigned to this model can be upgraded for 7 Renown.


Tier 2 Talents

Data Spike* (prerequisite: Interface Plug): if this model is within 3" of a Tech Terminal, it may add +1 to its roll when using the Tech Skill.

Craftsman's Blessing (+1) (prerequisite: Craftsman's Blessing (+1)): this model may reroll a number of failed Armor Saves per Mission equal to this Talent's Rating.

Servo Rig (+1)* (prerequisite: Servo Rig (1)): this is a prerequisite implant for any Mechadendrite other than a Servo Arm. A Servo Rig can manipulate a number of different Mechadendrites simultaneously equal to its Rating.

Servo Rig (+1)* (prerequisite: Servo Rig (2)): this is a prerequisite implant for any Mechadendrite other than a Servo Arm. A Servo Rig can manipulate a number of different Mechadendrites simultaneously equal to its Rating.

Cyber Locomotion (Level 2)*: add +2" to this model's base Move.

Cyber Strength (Level 2)*: this model gains an additional 2 Capacity.

Techno Whispers*: this model adds +3" to the Cohesion range of inanimate machines.

Mnemonic Interface* (prerequisite: Cortex Implant): at the start of every Mission, during the Briefing Phase, this model may chose any Skill it does not currently have and grant itself 1 Rating in it. [counts as a cybernetic implant]

Artificer's Eye (+1) (prerequisite: Artificer's Eye (1)): this model may reroll a number of failed Shooting to-hit rolls per Mission equal to this Talent's Rating.

Robotic Enhancement*: increase this model's Strength by +1 and it no longer suffers the effects of Vaccuum or Drowning.

Reactive Ceramite Integration: this model gains +1 Armor Save versus Close Combat Attacks.

Machine God's Lure (prerequisite: Magnetic Levitation Implants): during the Shooting Phase, this model may disarm 1 enemy model in Cohesion range as long as that model is not a Tyranid or Daemon. The target model loses any weapons it was carrying (ranged and melee) and counts as unarmed in its following Shooting and Close Combat Phases if it survives.

Servitor (restriction: Techmarines and Apothecaries only): this model gains a Servitor companion, who follows the marine and their commands on every Mission. If the model who purchased this Talent is removed as a casualty or moves so that their Servitor is no longer in line of sight, the Servitor becomes inert, no longer acting or reacting to stimuli except to defend itself if attacked in hand to hand combat. So long as the controlling model survives to return to line of sight, their Servitor will resume normal function. Servitors come equipped with Cybernetic Implants (Armor Save 5+), a human hand that can be used to pick up small items, carry small items such as an Auspex, a severed head, or a sample container, and/or manipulate levers and buttons on electronic or machine devices, plus one of the following cyberlimb options: Medical Mechadendrite, Macro Mechadendrite, Heavy Bolter & Box Mag, or Plasma Cannon with 2 Power Cells. Servitors have the Cohesion1 Talent and the Tech1 Skill.*

Enhanced Internal Comms (prerequisite: Binary Technonoise): add +2" to this model's Cohesion Range for every model in the squad with this Talent (including this model).


Tier 3 Talents

Cyber Locomotion (Level 3)*: add +3" to this model's base Move.

Cyber Strength (Level 3)*: this model gains an additional 3 Capacity.

Craftsman's Blessing (+2) (prerequisite: Craftsman's Blessing (+1)): this model may reroll a number of failed Armor Saves per Mission equal to this Talent's Rating.

Prophet of Mars*: adds +3" to the Cohesion range of inanimate machines.

Artificer's Eye (+2) (prerequisite: Artificer's Eye (+1)): this model may reroll a number of failed Shooting to-hit rolls per Mission equal to this Talent's Rating.

Target Acquisition System (prerequisite: Enhanced Optics): if this model is armed with a weapon that has more than 1 shot, it may use each shot on any enemy in line of sight, not just models 4" away from the first target.

Servo Rig (+2)* (prerequisite: Servo Rig (3)): this is a prerequisite implant for any Mechadendrite other than a Servo Arm. A Servo Rig can manipulate a number of different Mechadendrites simultaneously equal to its Rating.

Additional Servitor (restriction: Techmarines and Apothecaries only, prerequisite: the Servitor Talent): this model gains another Servitor companion, who follows the marine and their commands on every Mission. If the model who purchased this Talent is removed as a casualty or moves so that their Servitor is no longer in line of sight, the Servitor becomes inert, no longer acting or reacting to stimuli except to defend itself if attacked in hand to hand combat. So long as the controlling model survives to return to line of sight, their Servitor will resume normal function. Additional Servitors come equipped with Cybernetic Implants (Armor Save 5+), a human hand that can be used to pick up small items, carry small items such as an Auspex, a severed head, or a sample container, and/or manipulate levers and buttons on electronic or machine devices, plus one of the following cyberlimb options: Medical Mechadendrite, Macro Mechadendrite, Heavy Bolter & Box Mag, or Multimelta & Melta Canister. Additional Servitors have the Cohesion1 Talent and the Tech1 Skill.*

Subsonic Disruptor Frequency (prerequisite: Respirator Implant or Cyborg and Iron Hands, Knights Amethyst, Sons of Medusa, or Techmarine only): in addition to Shooting, once per Turn, this model may target all enemy models within 3". Each model targeted suffers a single hit with a Strength equal to their strongest Shooting weapon's strength minus 1 with no AP and Damage 1, as their magazines spontaneously self-detonate.


*these Talents all require the Mechanicus Frame as a prerequisite
*Servitors use their controlling model's Skill Stat to determine the success or failure of their Skill use.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/21 06:33:46


Post by: Warboss_Waaazag


Shooting Talents *many of the Talents assume you are using the "Bullets" method for Ammo. If you aren't, ignore these Talents.

Tier 1 Talents

Crack Shot: Shooting attacks that roll a 6 to hit, cause +1 Damage.

Fire From the Hip*: shooting a weapon in Burst mode does not half its range, but imposes a -1 penalty to hit rolls.

Sharpshooter: if this model does not Move or Advance this Turn, they add +6" to their shooting weapon's range.

Steady: change this model's Ballistic Skill to 2+.

Gunslinger: if equipped with 2 pistols this model may fire both in the Shooting Phase.

Bolt Adept*: all bolt weapons (bolt pistol, bolter, storm bolter, bolt rifle, heavy bolter, the bolter portion of combi-weapons, and all Relic versions of same) used by this model roll 1 extra die when rolling to Wound, taking the best scores, up to the maximum number of hits scored. If this model hits a target 2 times, they roll 3 dice and take the best 2 results. If this model hits 4 times, it rolls 5 dice and takes the best 4, etc.

Flame Craft: when using Flamers and Heavy Flamers, this model adds +1 to the number of hits inflicted.

Arsonist (prerequisite: Flame Craft): when using Hand Flamers, Flamers, and Heavy Flamers, this models adds an additional +1 to the number of hits inflicted.

Heat Miser: when using Melta weapons, this model may reroll failed to-wound rolls.

Bomberman: this model may throw 2 grenades instead of just 1 every Shooting Phase, provided it has enough grenades to throw. The two grenades thrown do not need to be the same type and can be thrown at different targets.

Shootist: if this model has 2 or more Shooting Phases, all shots in their Shooting Phases after their first gain +1 AP if this model fires on the same Type and Faction models as it did with its first Phase. This effect lasts until the end of the model's Turn. If a model shot at Ork Infantry in its 1st Shooting Phase, it would gain this benefit if it also shot at Ork Infantry with its 2nd and 3rd Shooting Phases. Shooting at different target types and Factions in the 2nd Shooting Phase doesn't negate this bonus for the 3rd Shooting Phase.

Sniper: if this model does not Move or Advance this Turn, they may reroll their failed to wound rolls during their 1st Shooting Phase.

Swift Reload*: when reloading a Heavy weapon, this model simply ticks off one of its reloads rather than having to take the extra Phase to do it.

Marksman (prerequisite: Weight of Fire): reroll all failed to wound rolls in this model's 2nd Shooting Phase.

Defender: when this model uses a Pintle-mounted weapon, increase that weapon's rate of fire by +1

Walking Fire: this model may sacrifice 1 shot from its weapon's rate of fire to target another enemy model up to 8" away from its original target. Weapons with fewer than 3 shots gain no benefit from this Talent.

Conservationist*: this model adds +1 to the Primary Magazine of all of its weapons.

The Right Tool for the Job: this model recieves a -1 Renown Cost reduction on all ranged weapons.

Deadly Aim: this model may make a single shot with any ranged weapon into Close Combat. Name their target, then roll the dice. If they hit, roll to wound as normal. If they miss, roll a D6. On a 5+ , randomize a hit against one of the other combatants instead.

Precise Targeting: the first hit of every Shooting Phase for this model treats its Strength as +1 or its AP as 1 better, player's choice. The player must make the decision before the dice are rolled for Wounds.

Accurate: if this model moved half its Move or less and didn't Advance, enemy models must reroll successful Armor Saves versus its Shooting attacks during its 1st Shooting Phase.

Purifier Doctrine: when using Hand Flamers, Flamers, Heavy Flamers, and their Relic equivalents, this model may reroll Wound rolls of 1.


Tier 2 Talents

Plasma Drill: reroll to-hit rolls of 1 when shooting with Plasma Pistols, Plasmaguns, Plasma Incinerators, Plasma Cannons, or any Relic version of same.

Weight of Fire: this model may take 2 Shooting Phases.

Ace (prerequisite: Bullet Storm): reroll all failed to wound rolls in this model's 3rd Shooting Phase.

Strong of Arm: this model may fire Rapid Fire weapons like Pistols if they are engaged in mêlée combat..

Gunfighter*: when firing Pistols with a Burst mode, this model adds +1 to that weapon's Rate of Fire.

Bolt Master (prerequisite: Bolt Adept): this model treats all bolt weapons (bolt pistol, bolter, storm bolter, bolt rifle, heavy bolter, the bolter portion of combi-weapons, and all Relic versions of same) as having +1 rate of fire in all modes.

Blast Master (prerequisite: Bomberman): when using grenades that cause a variable number of Wounds, this model adds +1 to the roll.

Destroyer*: when shooting with Heavy weapons, this model rolls twice the number of dice to Wound and takes the best score. If they score 2 hits, they roll 4 dice and take the 2 best rolls.

Devastator*: if this model does not Move or Advance this Turn, double the rate of fire for any ranged weapon it uses this Turn.

Quick Draw: this model may opt to take 1 of its Shooting Phases during the enemy Turn, just before they take their own Shooting Phase. If the model only has 1 Shooting Phase and uses it in the enemy Turn with this Talent, it may do nothing during its next Shooting Phase on its own Turn.


Tier 3 Talents

Bullet Storm (prerequisite: Weight of Fire): this model gains an additional Shooting Phase.

Titan Killer: Heavy weapons used by this model against enemy models with 5 or more Wounds cause a single automatic Mortal Wound in addition to any other effects so long as at least 1 shot hits the target.

Strength Without Measure (prerequisite: Strong of Arm): this model may use any Heavy weapon as an Assault weapon, treating the weapon's range as half the base range.

Man Saw*: for every Turn in a row this model does not Move or Advance, increase the rate of fire for its ranged weapons by +1. All bonus shots are lost if the model Moves or Advances.

Firepower*: whenever this model Shoots using Burst or Auto mode, every enemy model within 4" of any of the targets hit must test Toughness or suffer the Suppression effect.

Dominus Doctrine: versus Adversaries with a 2+ or better save, this model may reroll hit rolls of 1.

Venator Doctrine: versus Adversaries with a Move of 10" or more, this model may reroll hit rolls of 1.

Fire Frenzy* (prerequisite: Imperial Fists, Ultramarines, or one of their Successor Chapters, or Tactical marines only): after an allied space marine is reduced to 0 Wounds, roll a Toughness test for this model. If they pass, they may immediately make a single Shooting attack (literally 1 shot) at every enemy model in range or until their weapon runs out of Ammo, whichever comes first. These Shooting attacks interrupt the sequence of play and do not count towards the number of Shooting Phases a model can take.


*If these 2 Talents are combined - while using a Heavy Bolter - a model scoring 2 hits rolls 5 dice in total (double the hits +1) and takes the best 2 scores. Likewise, 4 hits would indicate rolling 9 dice (double the hits +1) and taking the best 4 and so on.
*Combining Devastator and Man Saw creates a terrifying fusillade of destruction. If the model does not move, Devastator doubles its rate of fire, turning weapons like Heavy Bolters into bullet tornados. When coupled with Man Saw, the extra shot is added after the rate of fire is doubled. So the Heavy 3 weapon becomes a Heavy 7 on the second Turn of not moving, Heavy 8 on the third, Heavy 9 on the fourth and so on. If you're using the "Bullets" method of keeping track of Ammo, you may also fire the Heavy Bolter on Full Auto, churning out 12 shots Turn one, 13 Turn two, and so on. You will tear through enemies as quickly as you drain your magazines.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/23 06:52:26


Post by: Warboss_Waaazag


Skill Talents

Tier 1 Talents

Sapper (prerequisite: 1 or more Rating in Demolition): all grenades used by this model are resolved at +1 Strength.

And Hell Follows With Me (prerequisite: 1 or more Rating in Intimidate): whenever this model uses any Intimidate effect except "Tremble Before He Who has Sworn to End You!", they may target D3 enemy models instead of just 1.

Triage (prerequisite: 1 or more Rating in Medic): when using the "I am the Miracle Worker" effect, this model may roll a D6 for each affected ally. On the roll of a 6, that model also regains 1 Wound previously lost this Mission.

Warp Token (prerequisite: 1 or more Rating in Psychic Sense): when using the "None Shall Break My Resolve" effect, this model gains an additional +1 to Deny attempts.

Ranger (prerequisite: 1 or more Rating in Stealth): when using the "Death is my Trade" effect, this model also adds +6" to the range of its first Shooting attack this Turn.

Whispered in Darkness (prerequisite: 1 or more Rating in Forbidden Knowledge): when using the "Strike for the Heart of the Beast" effect, affected allies can reroll up to 2 failed to wound rolls against the specified enemy instead of only the first.

Follow the Leader (prerequisite: 1 or more Rating in Command): whenever this model uses a Command effect, it may extend the effect to itself in addition to its allies in Cohesion range.

Litanies (prerequisite: 1 or more Rating in Inspire): once per Mission, this model may use 1 of the Inspire Skill effects on itself without expending a Rating.

Archivist (prerequisite: 1 or more Rating in Tech): this model may save unused Ratings of the Tech Skill from one Mission and add it to its Rating for the following Mission. If these extra Ratings are not used in the very next Mission, they cannot be carried over to the following Mission. For example, if a model has Tech2 but only uses 1 Rating in a Mission, the extra Rating is carried over into the next Mission, giving this model a temporary Tech Rating of 3 for the next Mission. If the model doesn't use any of those 3 Ratings in the next Mission, it can only carry over the 2 from its base Rating, not the bonus.

Stalker (prerequisite: 1 or more Rating in Stealth and Intimidate): when using the "Death is my Trade" effect, enemy models automatically fail any morale tests they may have to take as a result of being hit by this marine.

Origins of Obedience (prerequisite: 1 or more Rating in Forbidden Knowledge and Inspire): this model may use a Rating from either Inspire or Forbidden Knowledge to use an effect from either of those Skills.

Recon (prerequisite: 1 or more Rating in Tactics and Stealth): if this model successfully uses both their Tactics and Stealth Skills at least once each at any point in the same Mission, in the following Mission they gain 1 better AP for all of their attacks against enemy models of the same Faction and Type they previously faced. For instance if they faced Ork Infantry and Ork Vehicles in the Mission where they successfully used both Skills, they gain the AP bonus against Ork Infantry and Vehicles they encounter in the next Mission. Players, be aware that sometimes you will go on Missions in one section and then the following Mission will take place in another section and you might not see the same Adversaries 2 Missions in a row. GMs, don't constantly switch out enemies just to avoid giving players this advantage. They spent hard earned XP on this Talent. Make sure they get to use it sometimes.

Ingenuity (prerequisite: 1 or more Rating in Tech and Forbidden Knowledge): this model may use a Rating from either Tech or Forbidden Knowledge to use an effect from either of those Skills.

Expert (1): this model may reroll a number of failed Skill checks per Mission equal to this Talent's rating.

Expert (+1) (prerequisite: Expert (1): this model may reroll a number of failed Skill checks per Mission equal to this Talent's rating.

Expert (+1) (prerequisite: Expert (+1): this model may reroll a number of failed Skill checks per Mission equal to this Talent's rating.

Master Tactician (prerequisite: 1 or more Rating in Tactics and Command): this model may use a Rating from either Command or Tactics to use an effect from either of those Skills.

Bomb Layer (prerequisite: 1 or more Rating in Demolition): whenever this model uses the "And When They Step Through, BOOM" effect with a grenade that has a variable effect, those effects are maximized, without the need to roll. Make sure the boobytrap Marker reflects this if there are more than 1 on the battlefield

Advanced Tactics: Teleportarium (prerequisite: 1 or more Rating in Tactics): when using the "We Shall Envelope Them" effect, the model held in Reserve may Deep Strike anywhere on the revealed map instead of only at the edge.

Advanced Tactics: Pincer (prerequisite: 1 or more Rating in Tactics): when using the "We Shall Envelope Them" effect, the model held in Reserve causes Pinning during its Shooting Phase on the Turn it arrives. Enemy models hit but not Wounded by this model when it arrives cannot Move, Advance, Shoot, or Charge until a Mini Boss or Boss Monster moves to within 6" of the model.

Deathwing Inductee (prerequisite: Dark Angels, Adjudicators, and their Successor Chapters only; 1 or more Rating in Forbidden Knowledge): when this model uses the "My Chapter has had Extensive Experience With This Subject" effect and the vessel in question is chaos or traitor in origin, the Boss Monster must be a Fallen Angel adversary, and this model earns quadruple Renown for killing it. If another marine scores the killing blow on this adversary, this model instead loses D3 Renown.


Tier 2 Talents

Scholarly (prerequisite: 4 or more Rating in 2 or more Skills): this model may use 2 Skills per Turn instead of only 1.

Clever**: this model may choose 1 additional effect from the corresponding Skill's list when they successfully use a Skill.

Abhorence: this model may attempt to Deny enemy psychic powers that target them directly. If the model is already able to Deny, they gain +D3 to the attempt.

Unbreakable Resolve (prerequisite: 1 or more Rating in the Command or Inspire Skill): this model gains a 4+ invulnerable save when reduced to 1 Wound. If this model then survives the enemy Shooting or Close Combat Phase where this Invulnerable Save was earned, all allied models in Cohesion range gain +1 Leadership until the start of the next Skill Phase. The 4+ Invulnerable Save lasts until the model has 2 or more Wounds or the Mission ends, whichever comes first.

Field Surgeon (prerequisite: Triage): when using the "I am the Miracle Worker" effect, this model may roll a D6 for each affected ally. On the roll of a 4+, that model removes an additional Wound Token. If they have no Wound Tokens left to remove for this effect, they instead regain 1 Wound previously lost this Mission. This ability has no effect on models that have lost no Wounds this Mission or who are otherwise already healed to their maximum starting Wounds.

Warp Touched (prerequisite: 2 or more Rating in the Psychic Sense Skill): whenever an ally kills an enemy psyker "Marked" by the "For my Eyes See" effect of Psychic Sense, this model also gains +1XP.

Warp Embraced (prerequisite: 3 or more Rating in the Psychic Sense Skill): whenever an ally kills an enemy psyker "Marked" by the "For my Eyes See" effect of Psychic Sense, this model gains an additional +1XP, +1 Renown, and 1 point of Corruption.

Catechist (prerequisite: 1 or more Rating in Inspire): this model adds an additional effect to their Inspire Skill called "Righteous Fury of the Astartes", with the following use: All allied space marines in Cohesion Range deal Mortal Wounds instead of normal wounds when they roll 6s to hit until the start of the next Skill Phase. Models benefiting from this effect must still roll to wound their targets.

Forethought: if this model has 2 or more Skills they may sacrifice 1 use of any Skill to instead use a different Skill, provided they have the other Skill. For instance, a model with Command1 and Stealth1, could use their Command Rating to use their Stealth Skill twice or vice versa.

Applied Learning: this model earns double XP from "Successfully using a Skill".

Applied Strategy: this model earns double XP from "Every enemy model slain".

Light it Up!: when using the "Fire on my Target" effect of the Command Skill, all marines in Cohesion range, excluding this model, may fire 1 additional shot at the target without expending any ammunition.

Pinion Doctrine (prerequisite: either 2 or more Ratings in Stealth, the Cohort Talent, or Ravenguard Chapter and their successors): this model may set-up anywhere on the tabletop at least 9" away from a revealed enemy model, regardless of the Deployment option chosen.

Malleus Doctrine (prerequisite: either 2 or more Ratings in Psychic Sense, the ability to Deny psychic powers, or Black Wasps, Black Templars, or Red Hunters Chapter and their successors): against Daemons, this model may reroll hit rolls of 1.


Tier 3 Talents

Apothecariat Supreme (prerequisite: Field Surgeon): when using the "I am the Miracle Worker" effect, this model removes D3 Wound Tokens instead of just 1 for each model affected. Roll once and apply the result to all affected models. Alternatively, instead of removing these Wound Tokens, this model may heal 1 Wound previously lost this Mission to each affected model. The controlling player choses which effect, marine by marine, they prefer to use. This ability has no effect on models that have lost no Wounds this Mission or who are otherwise already healed to their maximum starting Wounds; or who otherwise have garnered no Wound Tokens.

Quick Study (prerequisite: at least 2 Rating in any Skill): this model can sacrifice 2 Rating from any 1 Skill to use any standard effect from any other Skill, even if they don't have that Skill and even if it is normally not available to them because of their Specialty.

Renowned Intellect (prerequisite: Applied Learning and Applied Strategy): this model earns +1 Renown every time it successfully uses a Skill.

Sharp Mind** (prerequisite: 1 or more Ratings in 2 or more Skills): whenever this model successfully uses a Skill they may also select an effect from any other Skill they have Ratings in. For instance, a model with Stealth1, Command1 and Forbidden Knowledge1 that successfully uses Command could then select any 1 effect from either Stealth or Forbidden Knowledge. Doing so does not remove Ratings from the other Skill.

Icon of Virtue (prerequisite: Catechist): at the start of every Mission, this model chooses 1 of the effects of the Inspire Skill and applies that effect to itself for the duration of that Mission. This does not cost a Rating. For every squad mate who can draw line of sight to this model when the chosen effect turns a failed roll into a successful one, this model earns +1 Renown.

Pour it on Them! (prerequisite: Light Them Up!): when using the "Fire on my Target" effect of the Command Skill, all marines in Cohesion range, including this model, may roll 1 additional die when rolling to hit and drop the lowest roll.


**Models with both of these Talents select 2 effects from the used Skill and 1 from amongst all the effects of all of their Skills.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/25 20:20:55


Post by: Warboss_Waaazag


Miscellaneous Talents

Tier 1 Talents

Enhanced Senses: in Missions where visibilty is limited, this marine adds +6" to its visibility range.

Swift: this model rolls 2 dice when Advancing and takes the preferred score.

Cohesion (+1) (prerequisite: Cohesion0): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case, that equals 6".

Cohesion (+1) (prerequisite: Cohesion1): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case, that equals 12".

Dodge: this model gains a 6+ invulnerable save versus Shooting attacks.

Grunt: this model gains 1 Capacity.

Mule (prerequisite: Grunt): this model gains 1 Capacity.

Sprinter: once per Mission, this model may double their base Move.

Retcon: if this model has enough Renown left, after arming for a Mission, but its player wishes it had purchased a particular piece of wargear, it may "retcon" the purchase. Simply deduct the appropriate amount of Renown and arm the wargear. This is a useful Talent when a marine finds itself confronted by an enemy or an obstacle for which a particular piece of wargear would make its life easier, but whose player simply couldn't predict they'd need it during the Arming Phase of the Mission. Like a Chainfist for a sealed bulkhead. Or a flamer versus a carpet of grots.

Enemy of the Mechanicum (restrictions: cannot be taken by Knights Amethyst, Iron Hands, or Heralds): this model does not suffer Renown loss for failed Missions in service to any Faction of the Adeptus Mechanicus.

Rival [Chapter]: pick any Chapter except the one to which this model belongs (most usefully one of the Chapters of the other marines in the squad). On any Mission where a marine from the Rival [Chapter] and this model both deployed, if this model out-performs its Rival (by killing more enemy models, achieving more Objectives, and/or winning more Close Combats), this model earns +1 bonus Renown.*

Ally of the [Chapter]: choose any Chapter except your own. Whenever this model achieves an Objective, any marine from that Chapter also gains +1 Renown and vice versa. This Chapter cannot be the same Chapter as that selected for the Rival [Chapter] Talent.

Servant of the Ordos (prerequisite: Cohesion3, any combination of 4 Hatred, Contempt, Righteous Indignation, and/or Detestation of the [Faction] Talents, or Red Hunters Chapter): this model gains +1 Renown on Missions where all of the adversaries are either Xenos or Daemons. GMs, if one of your players takes this Talent make sure there are Missions where it becomes relevent.

Atonement: if this model does not equip any Relics during the Arming Phase, but finishes the Mission with a Relic in their possession, they gain an additional +1 Renown.

Oath of the Redeemer: during the Arming Phase of a Mission, roll a D6 for every marine in the squad that already has 1 or more points of Corruption. On a 5+ give 1 of that marine's Corruption points to this model. If the model with this Talent survives the Mission with 1 or more Wounds remaining, remove all Corruption points gained during the Arming Phase. If this model dies or is removed as a casualty, all surviving members of the squad gain an additional +1 Corruption from this Mission.

Talented [Skill]* (prerequisite: 1 or more Ratings in the Skill chosen for this Talent): this model gains +1 to their Skill test the first time they use the Skill for this Talent per Mission.

Direction Sense: in Exploration Missions with a variable duration, this Talent allows an extra die to be rolled and the squad decides which number to use.

Observant (prerequisite: 1 or more Rating in Tactics or Forbidden Knowledge): once per Mission, during the Skill Phase, select D3 enemy models in Cohesion range of this model. During their next Movement Phase this player may Move or Advance them in any direction, instead of the GM.

Tactical Doctrine** (prerequisite: any 2 other Doctrine Talents): this model may shoot with Rapid Fire weapons even if they Advanced, treating their BS as 1 worse than normal.

Scout Doctrine**: this model may deploy anywhere on the revealed map that is not in line of sight of any enemy models.

Devastator Doctrine** (prerequisite: any 3 other Doctrine Talents): while equipped with Heavy Weapons, this model may Move without suffering the penalty to Ballistic Skill.

Deceitful (prerequisite: Heralds and Blood Ravens space marines only): this model can treat its Renown as 10 points higher than it actually is for the purposes of meeting the Threshold of items during the Arming Phase of a Mission. Doing so earns this model +1 Corruption.

*This Talent can be taken multiple times. Each time, choose a different Rival [Chapter].
**There are other Doctrine Talents in the Survival Talent Tree.



Tier 2 Talents

Veil of Time (prerequisite: Codicier): this model gains a new psychic power called Viel of Time. It has a Warp Charge of 9+. If successfully cast, the Psyker may take an extra Movement, Shooting, or Assault Phase in their next Turn.

Emperor's Wrath (prerequisite: Codicier): this model gains a new psychic power called Emperor's Wrath. It has a Warp Charge of 5+. If successfully cast, the Psyker may immediately make a Shooting attack with the following profile: range 18", Strength 5, AP -4, Assault D6.

Fury of the Ancients (prerequisite: Lexicanum): this model gains a new psychic power called Fury of the Ancients. It has a Warp Charge of 7+. If successfully cast, the Psyker may immediately make a Shooting attack with the following profile: measure a straight line from the psyker out to 20". This attack targets every model touched by that lind. Strength 6, AP -3, Assault. Enemy models hit by this attack, but who survive are automatically Pinned.

Agile (prerequisite: Dodge): this model's Dodge save improves by 1, becoming a 5+ invulverable versus Shooting attacks.

Cohesion (+1) (prerequisite: Cohesion2): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case that equals 18".

Cohesion (+1) (prerequisite: Cohesion3): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case, that equals 24".

Zealot (1): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Hatred Talents.

Zealot (+1) (prerequisite: Zealot (1)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Hatred Talents.

Zealot (+1) (prerequisite: Zealot (+1)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Hatred Talents.

Fanatic (1): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Contempt Talents.

Fanatic (+1) (prerequisite: Fanatic (1)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Contempt Talents.

Fanatic (+1) (prerequisite: Fanatic (+1)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Contempt Talents.

Resourceful: this model counts their Renown as 5 higher than it actually is when arming for a Mission. This bonus Renown is not counted when calculating whether or not a marine qualifies for Threshold. This bonus is temporary and only lasts until the end of the Mission.

Honed Senses (prerequisite: Acute Senses): in Missions where visibilty is limited, this marine adds +4" to its visibility range.

Eidetic Memory: In Exploration Missions where the option to roll on a "Treasure Table" presents itself, and this model is the Mission Leader, they may re-roll 1 of the dice. If they are not the Mission Leader, and the player whose character is the Mission Leader accepts a -1 Renown penalty, they may instead modify 1 of the die rolls by +/-1.

Talented [Skill]* (prerequisite: 1 or more Ratings in the Skill chosen for this Talent): this model gains +1 to their Skill test the first time they use the Skill for this Talent per Mission.


Tier3 Talents

Psychic Fortress (prerequisite: Lexicanum): this model gains a new psychic power called Psychic Fortress. It has a Warp Charge of 7+. If successfully cast, all allies in Cohesion Range of the Psyker immediately recover from being Shaken or Pinned, become immune to the effects of failed Morale checks, and gain a 4+ Invulrable Save versus enemy Psychic Powers used against them until the start of this model's next Psychic Phase.

Might of Heroes (prerequisite: Epistolary): this model gains a new psychic power called Might of Heroes. It has a Warp Charge of 6+. If successfully cast, the Psyker immediately gains +2 Strength, Toughness, and Attacks. These effects last until the start if this model's next Psychic Phase.

Zealot (+2) (prerequisite: Zealot (+1)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Hatred Talents.

Zealot (+2) (prerequisite: Zealot (+2)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Hatred Talents.

Fanatic (+2) (prerequisite: Fanatic (+1)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Contempt Talents.

Fanatic (+2) (prerequisite: Fanatic (+2)): nominate 1 battle brother per Rating of this Talent within Cohesion range. That marine gains all the benefits of all of your Contempt Talents.

Cohesion (+1) (prerequisite: Cohesion4): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case that equals 30".

Iron Mind (prerequisite: Eidetic Memory): during Exploration Missions, if this player is the Mission Leader, they may re-roll up to all the dice when rolling on "Treasure Tables". If they are not the Mission Leader, they may take a -1 Renown penalty and modify up to 2 dice by +/-1.

Talented [Skill]* (prerequisite: 1 or more Ratings in the Skill chosen for this Talent): this model gains +1 to their Skill test the first time they use the Skill for this Talent per Mission.

Fury Doctrine: versus Minion Adversaries with 2 Wounds, this model may reroll hit rolls of 1.

*A different Skill must be chosen for each of these Talents.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/27 08:18:42


Post by: Warboss_Waaazag


Survival Talents

Tier 1 Talents

Hardened: Increase this marine's Toughness by +1.

Ossific Overstim: at the end of any Mission where this model was removed as a casualty, roll a D6. On the roll of a 6, this model removes 1 Wound Token from their total before rolling on the Recovery Table. For every 4 such successful rolls, this models adds 1 to this die roll. Black Dragons who take this Talent succeed on a 5+ to begin with.

Mutable Physiology (prerequisite: Toughness 5 or more): against weapons with the Toxic Quality this model may reroll Toughness tests.

Brutish Physique: when rolling Toughness tests to resist Falling damage, this model counts its Toughness as 1 higher than it actually is.

Overshielded: if this model is equipped with a Storm Shield, they gain a 6+ invulnerable save versus enemy Shooting attacks or a +1 to any pre-existing invulverable save they might have, whichever is better.

Resist Cataclysm: If an Event effect would cause 1 or more Wounds on this model, it suffers 1 fewer than rolled [to a minimum of 0].

The Binding (prerequisite: ability to Deny psychic powers): whenever this model attempts to Deny psychic powers, they may roll an extra D6 and take the 2 best scores.

Soul Bastion: this model treats the first Mortal Wound inflicted by a Psychic Power in every Psychic Phase as a normal Wound.

Like no Mortal*: this model can make an armor or invulnerable save against the first Mortal Wound suffered in every Mission.

Fated*: reduce the first Mortal Wound suffered by this model in every Mission to a normal Wound.

Tough: increase this model's maximum Wounds by +1.

Resist Corruption: whenever this model would normally gain 1 or more points of Corruption, roll a D6. On a 6, reduce the total gained by 1 [to a minimum of 0]. If the model has another means of resisting Corruption, such as a Chaplain's Reduce Corruption ability, this Talent instead improves that roll by 1.

Hard to Kill: against the first Wound of every Shooting Phase, treat this model's Toughness as 1 higher than it actually is.

Refusal to Die: at the end of any Turn where this model was reduced to 0 Wounds, but it was not removed as a casualty nor did it become an Objective, roll a D6. On the roll of a 6, it regenerates 1 Wound.

Resist Pain (prerequisite: Toughness 5 or more, or Imperial Fists): any time this model would gain 1 or more Wound Tokens, roll a D6. On the roll of a 6, reduce the number of Wound Tokens gained by 1 [to a minimum of 0].

Assault Doctrine (prerequisite: 1 or more Rating in Tactics): until the end of this model's 2nd Turn it receives a bonus +1 armor save if they Advance in their Movement Phase.

Seige Doctrine (prerequisite: 1 or more Rating in Tactics): on any Turn after the 1st that this model does not Move or Advance, it receives a bonus +1 armor from being in Cover.

Drop Doctrine (prerequisite: 1 or more Rating in Tactics): on any Turn where this model deploys using Deep Strike, it receives a 6+ Invulnerable Save or a +1 improvement to any Invulnerable Save it already has.

Iron Jaw: whenever this model rolls on the Injury Table, it treats its total Wound Tokens as 1 less than they actually are.

Implant Recovery: this model gains a 1XP discount on all Cybernetic Implants it qualifies for.

*When these 2 Talents are used in conjunction, Fated turns the 1st Mortal Wound into a Normal Wound and Like no Mortal therefore negates the 2nd Mortal Wound of the Mission.


Tier 2 Talents

Tougher (prerequisite: Tough): increase this model's maximum Wounds by +1.

Bulwark: if this model does not Move or Advance, they may add +1 to their armor saves until the start of their next Turn.

Chem-boosted Survivalist (prerequisite: 1 or more Rating in Medic): at the start of any Turn where this marine has any Wound Tokens, roll a D6. On the roll of a 6, reduce this model's Wound Token total by 1.

Power Through (prerequisite: Resist Pain): when rolling on the Recovery Table, Heavily Wounded removes an extra Wound Token (3 instead of 2).

Inured to Pain (prerequisite: Resist Pain): when rolling on the Injury Table, this model ignores its first Wound Token gain in every Mission.

Wisdom Doctrine (prerequisite: 50+ Renown): if this model suffers the 9+ result on the Injury Table and cannot afford or chooses not to take the Cyborg Talent, a Dreadnaught body is provided for them. Refer to the Wargear Section for new arming options.

Armor Doctrine (prerequisite: 1 or more Rating in the Tactics Skill): if this model is deployed in a vehicle of any kind, it adds +1 to that vehicle's armor save. If this model shoots at an enemy vehicle of any kind, it adds +1 Damage to any weapon it uses against that vehicle.

Command Doctrine (prerequisite: 1 or more Rating in the Command Skill): any time this model uses a Rating with their Command Skill roll a D6. On the roll of a 5+, they keep their Rating instead of expending it.

Aerospace Doctrine (prerequisite: 60+ Renown): on Missions where the Teleportarium is not functioning, this model may pay 50 Renown for a Thunderhawk on standby. When models would normally be Teleported away, but instead become Objectives, if no enemy model reaches them after 1 Turn, they are removed from play to safety by Chapter Serfs operating out of the Thunderhawk as rescue crews. This Talent also reduces the Threshold for the Iudicium Relic Thunderhawk from 150 to 100.

Self-Repairing Armor (prerequisite: 1 or more Rating in Tech): starting on the 2nd Turn of every Mission, against hits that would normally negate this model's Armor Save because of good AP, this model may still take a 6+ Armor Save.

No Surrender: when outnumbered 3:1 or worse in Close Combat, this model may take 1 extra pistol shot without expending any Ammo in the Shooting Phase.

Parting Shot: when this model declares a Fall Back from Close Combat, it may immediately make 1 pistol shot at the enemy models it was just engaged with, without expending any Ammo.

No Retreat: if this model is engaged with enemy models in Close Combat during the opponent's Turn and the enemy declares that they are Falling Back, this model may immediately move towards them up to its Move distance. If this Move brings it to within 1" of the enemy models, it counts as still in Close Combat with them.


Tier 3 Talents

Toughest (prerequisite: Tougher): increase this model's maximum Wounds by +1.

Resist Death (prerequisite: Power Through plus any 2 other Tier 2 Survival Talents): this Talent mitigates the death caused by the roll of a 15+ on the Recovery Table. Instead, treat the model as Incapacitated. It must sit out the next Mission. At the end of that Mission roll a D6. On a 4+ the model becomes Heavily Wounded. On a 1, 2, or 3, the model remains Incapacitated and must sit out the next Mission as well. This model must keep sitting out Missions until it rolls a 4+ and progresses to Heavily Wounded.

Unkillable: against weapons with a Strength of 7 or higher, this model treats its Toughness as 4 higher than it actually is.

Regeneration: if this model does not Move, Advance, use Psychic Powers, Shoot, or Charge it may roll a D3 and recover that many Wounds previously lost during this Mission.

Legend of the Imperium (prerequisite: Toughest Talent): increase this model's maximum Wounds by +1


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/27 22:58:43


Post by: Warboss_Waaazag


Morale Talents

Tier 1 Talents

Stalwart: if this model does not Move or Advance this Turn and is in Cohesion range, they become immune to the Shaken effect of failed Morale tests until the start of their next Turn. If the model is outside Cohesion range, but have also met the criteria of this Talent, they become Shaken instead of Pinned on failed Morale tests.

Sworn (prerequisite: Cohesion2 or better): when in Cohesion range of an allied space marine, this model gains +1 Leadership.

Remorseless: during the Morale Phase, if this model is the Mission Leader and it is currently engaged in Close Combat, it rolls an extra D6 and takes the better score when testing Leadership.

There's Too Many of Them!: if this model is charged and is in Cohesion range of a squad mate, its Overwatch shots hit on a 5+.

I Will Lend my Fire!: if a squad mate in Cohesion range is charged and this model is not already engaged in Close Combat, this model may also fire Overwatch at the squad mate's attackers.

Unstoppable: during the Morale Phase, if this model is the Mission Leader and it is currently not engaged in Close Combat, it rolls an extra D6 and takes the better score when testing Leadership.

Dirge: enemy models in Cohesion range of this model treat their Leadership as -1

Commander (prerequisite: at least 1 Rating in Command): increase this model's Leadership by +1.

Death Dealer: enemy Minibosses and Boss Monsters that have suffered 1 or more Wounds from this model's Shooting attacks must pass a Toughness test in order to Charge this model. If they fail, they may redirect their Charge at another eligible target within range.

Fearsome: enemy units in Cohesion range of this model add +1 to their D6 rolls for Morale (therefore ending up with a range of 2-7 instead of 1-6).

Terrifying (prerequisite: Fearsome): enemy units in Cohesion range of this model add +1 to their D6 rolls for Morale (therefore coupled with Fearsome the range becomes 3-8 instead of 1-6).

Determined: when within 3" of an Objective, this model becomes immune to being Shaken.

Unflappable (prerequisite: Determined): adds +2" to the range of the Determined Talent.

Unshakable Faith: when in Cohesion range of another model with the Inspire Skill, this model becomes immune to being Shaken.

Draw Attention: if this model does not Shoot in the Shooting Phase they may designate themselves as the "Guy Who Needs Killing". In the enemy's next Shooting Phase, any model that can draw line of sight to this model must fire at him. If the enemy's weapon lacks the range to hit him, they simply cannot Shoot. If the model survives this barrage of fire, they gain +1 Renown.

Seige Wall (prerequisite: Draw Attention): while using the Draw Attention ability this model gains +1 Armor Save or +2 if they are equipped with a Storm Shield

Turn the Tide: if a Miniboss or Boss Monster is killed within line of sight of this model, all enemy models in Cohesion range of him immediately suffer the Shaken condition.

Rallying Point (1 or more Rating in Command): this adds an effect to the Command Skill called "Set Rally Point" with the following description: this model may nominate any point on the tabletop in line of sight. Mark this location with a flag or other appropriate Marker. Any allied model that comes within 3" of this Marker automatically recovers from the effects of being Shaken and/or Pinned.

Pairs Well With [Squad Mate]**: select 1 other marine from your squad. Skill and Talent effects used by either model that benefit the other have +2" range.

Protégé* (restriction: cannot be taken by Space Wolves and Black Templars): this model gains a Space Marine Scout companion, who fights alongside the marine on every Mission. The controlling marine must purchase upgrades and wargear for their Protégé from their own pool of Renown. If the model who purchased this Talent is removed as a casualty, the Protégé will move into Cohesion with the closest allied model. Protégés come equipped with Scout Armor, bolt pistol, Astartes Knife, 2 frag grenades, 2 krak grenades, and 4 pistol reloads. Protégés are default Cohesion1 and retain this Talent if they are upgraded to primary character.

Neophyte* (prerequisite: Black Templars and Brotherhood of the Bolter only): this model gains a Space Marine Scout companion, who fights alongside the marine on every Mission. The controlling marine must purchase upgrades and wargear for their Neophyte from their own pool of Renown. If the model who purchased this Talent is removed as a casualty, the Neophyte will continue to operate on its own. Neophytes come equipped with Scout Armor, bolt pistol, Astartes Knife, 2 frag grenades, 2 krak grenades, and 4 pistol reloads, plus the same starting Bonus as a regular marine of their parent Chapter. Neophytes are default Cohesion1 and retain this Talent if they are upgraded to primary character.

**This Talent may be taken more than once. Each time it is taken, nominate a different squad mate.


Tier 2 Talents

Vengence: when in Cohesion range of an allied space marine who is reduced to 0 Wounds, this model gains Hatred [The model who caused that Wound to his squad mate] and +1 Attack until the end of the Mission. The extra Attack remains until the end of the Mission, even if the marine who triggered it subsequently recovers. The Hatred remains until the model that triggered it is removed as a casualty or until the end of the Mission, whichever comes first. If more than 1 allied space marine is reduced to 0 Wounds on a Turn, this model must choose which 1 triggers this effect. It does not trigger for all of them. If an allied marine is reduced to 0 Wounds on a Turn and on the next or subsequent Turns, it or another allied space marine is also reduced to 0 Wounds, this effect is triggered again. I recommend using a marker of some sort to designate the enemy model that is the subject of this model's Hatred(s).

Precision Shooter: during the enemy's Morale Phase, if any enemy model was hit by this model's Shooting attacks, the enemy must roll an extra D6 and take the worst score when testing against their Leadership this Turn.

Ferocious Fighter: during the enemy's Morale Phase, if any enemy model is engaged in Close Combat with this model, the enemy must roll an extra D6 and take the worst score when testing against their Leadership this Turn.

Unshakable (prerequisite: Remoresless and Unstoppable): for every friendly space marine in Cohesion range of this model, it gains +1 Leadership. If this brings the model's Leadership to 13 or more, it becomes immune to the Shaken and Pinned effects of failed Morale tests. This immunity goes away if this model's Leadership score drops back down to 12 or less for any reason.

Born Leader: increase this model's Leadership by +1.

Words of Weight (prerequisite: 1 or more Rating in Command): once per Mission this model may extend the range of any of its own Skill effects by +6".

Battlebrothers (prerequisite:Pairs Well With [Squad Mate]): for that same pairing of squad mates, Skill and Talent effects used by either model that benefit the other have an additional +2" range.

Cohort*: this model gains a Tactical Space Marine companion, either from their own Chapter or one of their Successors, who fights alongside the marine on every Mission. The controlling marine must purchase upgrades and wargear for their Cohort from their own pool of Renown. If the model who purchased this Talent is removed as a casualty, the Cohort will move into Cohesion with the closest allied model, but thereafter act as the controlling player wishes. Cohorts come equipped as Tactical marines in all regards and begin with all the Bonuses of a marine of their chosen Chapter. Cohorts are default Cohesion1 and retain this Talent if they are upgraded to primary character. Cohorts do not count towards the normal limitations for duplicate Chapters.

Exploit Weakness (prerequisite: Turn the Tide): if a Miniboss or Boss Monster is killed within line of sight of this model, all enemy models in Cohesion range of this model immediately suffer -1 to their BS.

Exploit Hesitation (prerequisite: Turn the Tide): if a Miniboss or Boss Monster is killed within line of sight of this model, enemy models in Cohesion range of this model must immediately test their Leadership at -3. If they fail, the penalties imposed by Turn the Tide and/or Exploit Weakness last until the end of the Mission or until the models are slain, whichever comes first.

Purgatus Doctrine: versus Boss Monster Adversaries, this model rerolls hit rolls of 1.

Fenrisian Cohort* (prerequisite: Space Wolves only): this model gains a Fenrisian Wolf companion, who fights alongside the marine on every Mission. The controlling player may pay 10 of its own Renown to equip the Wolf with Ceramite Barding that grants it a 4+ Armor Save, immunity to the effects of vaccuum, and a saddle which allows the controlling marine to ride the Wolf. Fenrisian Cohorts are default Cohesion2.


Tier 3 Talents

Space Marine Hero (prerequisite: Born Leader): increase this model's Leadership by +1.

Avenger (prerequisite: Sworn and Vengeance): if this model lands the killing blow on an enemy model that triggered its Vengeance Talent it gains an additional +1 Renown. Additionally, all squad mates in Cohesion range when this criteria is met also gain +1 Renown.

Exemplar of the Astartes* (prerequisite: Leadership 11 or higher, 2 or more Ratings in Command, Inspire, or Tactics, and 2 each of any Teir 1, Tier 2, and Tier 3 Talents, not including this one; this Talent is Tier 2 for Ultramarines): this model gains +1 Strength, +1 Toughness, +1 Wound, and +1 Attack. Additionally, the model gains Feel no Pain (5+) or, if they already have some form of this ability, it is improved by 2. Lastly, this model may ignore the first regular Wound suffered on every Turn. Any allied model deployed on the same Mission as this marine gains an additional +1 Renown if they survive just for being in the shadow of this marine's greatness.

Watch Captain* (prerequisite: 3 or more Rating in Command, 2 or more Rating in any 3 other Skills, and 2 each of any Tier 1, Tier 2, and Tier 3 Talents, not including this one): this model gains a pool of 50 Renown that can be drawn from by any member of the squad during the Arming Phase of each Mission. This pool of Renown isn't factored when determining if a model qualifies for an item's Threshold. However, this Talent also allows the Watch Captain to designate any other squad mate as meeting the Threshold for a single item of Wargear, regardless of whether or not that model actually does meet the Threshold.

Elite Cohort*: this model gains a Champion Space Marine companion, either from their own Chapter or one of their Successors, who fights alongside the marine on every Mission. The controlling marine may purchase upgrades and wargear for their Elite Cohort using a pool of 10 Renown, but may supplement those purchases with Renown from their own pool as well. If the model who purchased this Talent is removed as a casualty, the Elite Cohort will move into Cohesion with the closest allied model, but thereafter act as the controlling player wishes. Elite Cohorts come equipped as Champions in all regards and begin with all the Bonuses of a marine of their chosen Chapter. Elite Cohorts are default Cohesion2 and retain this Talent if they are upgraded to primary character. Elite Cohorts do not count towards the normal limitations for duplicate Chapters.

*Only one model per squad may take this Talent.
*The models provided by these Talents do not gain Renown and only earn XP for surviving a Mission or completing Objectives, unless or until the original controlling marine is killed and the player decides to take on the companion as their primary character. Companion models can only spend their XP on Talents that improve their Stats until they become primary characters. Scouts and Neophytes can be upgraded to Assault Marines or Tactical Marines when their controlling marine dies or they can remain Scouts or Neophytes. Fenrisian Wolves cannot be taken on as primary characters, but will join the player's replacement character as a free Cohort, regardless of that character's Chapter. If players opt not to take their companions on as primary characters, they are lost, along with all of its XP and Renown.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/28 19:43:28


Post by: Warboss_Waaazag


Assets of the Deathwatch

First and foremost, the most valuable asset the Deathwatch can deploy is its Marines. But this is not said to diminish the value of its Aresenal. The frigate Intolerance is trapped in this forsaken system, at least until the marines deployed to it can thwart the catastrophic birth of a new hulk. However, this growing malignancy is also trapped in this system with them. Perhaps it was fate or the divine hand of the Emperor that lead the Intolerance here. Regardless, this was not the intended destination of this vessel.

Erophon, Watch Captain and leader of this mission, was originally tasked with bringing recruits and munitions to the fortress world of Krioss - a bulwark against the Tyranid onslaught and a secret outpost world of the Ordo Xenos. The Intolerance, therefore, was packed to the gills with weapons and ammunition to both equip the recruits and to rearm the planet's myriad defenses. While this unforeseen sidetrack spells drought for Krioss, it is no small blessing to the task now laid before you.


Teleportarium Array

On such a small ship, a Teleportarium is an indulgence; a masterwork of technologies long extinct. Not large enough to Teleport boarding teams sufficient to take down capital ships, it nevertheless provides a tempermental means of transporting small teams of fighters or significant stores of munitions to and from orbit without detection. The maximum safe capacity of the array is 10 marines or a single ton of supplies. After transport, the Teleportarium requires at least an hour of cool-down before it can safely be reactivated for retrieval. Exceeding this limitation runs considerable risk.

Teleporting

Unless there has been a Narrative Setback, the Teleportarium will always be a Deployment option. Additionally, every marine's suit of powered armor is equipped with a homing beacon that automatically activates in the event the marine becomes a casualty. So long as the Teleportarium is functioning, casualties are automatically Teleported back to the safety of the Intolerance.

When some Missions end, the entire squad is Teleported back to the Intolerance. In other Missions, as noted in their descriptions, the team stays onboard the [++Redacted++] and munitions are Teleported to them. Always refer to the Mission's description when determining the parameters of Deployment and Extraction.

When Teleporting, there is no roll. It either happens or it doesn't. The only time a roll is made for the Teleportarium is if the player(s) decide they want to try to transport 11 or more marines. Then roll 2D6 for each model in the oversized squad. Any roll of double 1s or double 6s indicate that that model is gone - lost to the Immaterium forever - along with all of his Wargear, XP, and Renown. Losing any marines in this way temporarily shuts down the array, rendering it nonfunctioning for the next Mission. This counts as a Narrative Setback.

Many Missions will include an Objective where the marines must place a Beacon. Beacons are homing devices for the Teleportarium to lock on to. Careful consideration should be used when placing these Beacons as future Missions' Deployment Zones are often determined by the location of these devices. Placing a Beacon in an unsecured location may tempt enemies to move it once the squad has Teleported away.

Deployments made with Teleportarium Array use the Teleportarium parameters for both deployment zone and extraction, as detailed in each Mission's Briefing Phase.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/30 03:07:01


Post by: Warboss_Waaazag


Iudicium

The Intolerance is also blessed with the Relic Thunderhawk Iudicium, a heavily modified gunship outfitted with a micro-teleportation array and Dreadnaught cradle. Able to transport up to 16 marines or half as many terminators, plus a single Dreadnaught, Iudicium's true marvel is its single-marine, short-range Teleportarium. Not effective for insertions, this array is most useful for extracting dead or gravely injured Astartes from battlefields less than 5 kilometers distant.

Unlike the array onboard the Intolerance, Iudicium's Teleportarium requires a Turn to spool up. This means that casualties reduced to 0 Wounds do not automatically get removed from the table and so must endure 1 whole Turn as an Objective before extraction. Use of Iudicium is restricted by its high Threshold, however models with the Aerospace Doctrine Talent may mitigate this.

Deployments made with Iudicium use the Thunderhawk Insertion deployment zone parameters, but the Teleportarium extraction parameters, as detailed in each Mission's Briefing Phase.

Deliverant

The other Thunderhawk on board the Intolerance is known as the Deliverant. It has a transport capacity of up to 30 marines, or half as many terminators or jump troopers. The Deliverant has a far more limited range for extraction than the Iudicium and so many only be used in Missions that skirt the edges of the [++Redacted++].

Deployments made with the Deliverant use the Thunderhawk Insertion for both deployment zone and extraction parameters, as detailed in each Mission's Briefing Phase.

The Deadfall

While the Intolerance is not equipped with torpedo bays, it does have in its magazine a single boarding torpedo known as the Insidiatori Mortuum. More commonly referred to as "The Deadfall", this one use boarding craft requires 5 hours of prep time to deploy, but allows up to 30 marines, or half as many terminators, to bore deep into the heart of the ancient wreckage laid before them. As stated, the Insidiatori Mortuum is a one-time Deployment Option that can significantly alter the course of the campaign when used judiciously.

Deployments made with Insidiatori Mortuum use the Boarding Torpedo deployment zone parameters, and the Teleportarium extraction parameters, as detailed in each Mission's Briefing Phase.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/30 06:19:40


Post by: Brutallica


Oh man this looks really good! Might give it a shot next saturday if i can talk some of the guys into it.

But i gotta rant abit. I might tweak the Space Wolves ability. You portrey SW as great shooters who wants to charge the nearst thing mindlessly. I think you missed more stuff from the canis helix geneseed, such as the extreme ferocity and the enhanced physical, including the chance for becoming a wulfen if pushed to the very limit....And not just the classical "fluffy ears, good eyesight and bad temper".


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/30 08:20:13


Post by: Warboss_Waaazag


 Brutallica wrote:
Oh man this looks really good! Might give it a shot next saturday if i can talk some of the guys into it.

But i gotta rant abit. I might tweak the Space Wolves ability. You portrey SW as great shooters who wants to charge the nearst thing mindlessly. I think you missed more stuff from the canis helix geneseed, such as the extreme ferocity and the enhanced physical, including the chance for becoming a wulfen if pushed to the very limit....And not just the classical "fluffy ears, good eyesight and bad temper".


The wulfen are the recruits who fail. They cannot tame the savage that grows inside them and they become mindless. Not ferocious. Animals. That is not anything to be proud of.

Besides, ALL space marine chapters' geneseeds make them stronger. Space Wolves don't corner the market on strong just because they look like vikings. Remember that the Blood Claws (assault) are heedless attackers and therefore only they get the Reckless trait.

Visibility is not just about shooting. Sometimes you have to sneak past your enemy. If you can't see them, you can't know where to move to do that.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/30 13:34:32


Post by: Brutallica


 Warboss_Waaazag wrote:
 Brutallica wrote:
Oh man this looks really good! Might give it a shot next saturday if i can talk some of the guys into it.

But i gotta rant abit. I might tweak the Space Wolves ability. You portrey SW as great shooters who wants to charge the nearst thing mindlessly. I think you missed more stuff from the canis helix geneseed, such as the extreme ferocity and the enhanced physical, including the chance for becoming a wulfen if pushed to the very limit....And not just the classical "fluffy ears, good eyesight and bad temper".


The wulfen are the recruits who fail. They cannot tame the savage that grows inside them and they become mindless. Not ferocious. Animals. That is not anything to be proud of.
Oh, they do become insanely dangerous none the less! Not just dirty animals that will pee on your carpet. Yes im totally proud about the inner beast that can potentially awaken.

Besides, ALL space marine chapters' geneseeds make them stronger. Space Wolves don't corner the market on strong just because they look like vikings. Remember that the Blood Claws (assault) are heedless attackers and therefore only they get the Reckless trait.
No geneseed is the same obviously. Thats what im getting at if any geneseed is makes a Astartes suited for melee fighting its defenetly the wolves. Our primarch was the executioner none the less. Anyways what im getting at is Space Wolves, could be better than you represent them whereas your Blood Angel assault marines are basicly Death Company with double attacks after first kill. Personally id probably include some bonus and extra rules for the the Space Wolf Champion and give some extra attack bonus for the assault marine, blood claws are more than just heedless, comeon. Anyways you seem to really love what you have done, and whatever makes you happy man, you are the designer, im just a lazy fanboy who wants a peice of the pie after all .

Visibility is not just about shooting. Sometimes you have to sneak past your enemy. If you can't see them, you can't know where to move to do that.
My bad, i misunderstood their representation.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/30 16:25:03


Post by: Warboss_Waaazag


I've slept on your comment and recognize that I did the Space Wolves first. It is clear you are a Space Wolf player and I find everyone argues the strongest for the Chapter that they play. However, I'll revisit the fluff and their Chapter Bonuses in comparison to the other Chapters and see what I can come up with.

In the meanwhile stay tuned for the Wargear Section, the Missions, Adversaries and how/when to run them, the Narrative and NPCs, & a selection of Spaceships to chose from when adding mass to the hulk at every 9th hour.

Thanks for your interest and feedback, Brutallica.

Edit: I've changed the Devastator's Bonus to better reflect the Long Fang's experience and instead of totally revamping the Space Wolves' other Bonuses, I'm creating another Talent Tree called Elite Talents that are all Tier 2, Tier 3, and Tier 4 abilities tailored to specific Chapters, including the Space Wolves.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/07/30 22:06:01


Post by: Warboss_Waaazag


Elite Talents

Tier 2

Indomitable Defence Doctrine (prerequisite: Imperial Fists and their successors only): on any Turn after the 1st, this model may place a Marker anywhere within 3" of himself or an ally in Cohesion range (no Marker may be placed within 6" of another Marker). Treat this Marker as a Tertiary Objective that can only be achieved if no enemy model gets within 3" of it for 3 consecutive turns. Any marine model that also stays within 3" of this Marker during that 3 Turn duration can say they personally completed this Objective.

ElectroSurge (prerequisite: any 2 Technological Talents and Librarian only): this model gains a new Psychic Power called ElectroSurge. It has a Warp Charge of 7+. If successfully cast, the Librarian may immediately make a Shooting attack with the following profile: Range 12", Strength 5, AP -2, Damage 1, Assault 6.

ElectroShield (prerequisite: any 3 Technological Talents or ElectroSurge Talent and Librarian only): this model gains a new Psychic Power called ElectroShield. It has a Warp Charge of 5+. If successfully cast, it grants the Librarian a 3+ Invulnerable Save until the start of its next Psychic Phase.

Unbridled Ferocity (prerequisite: Space Wolves and their Successors only): in any Close Combat where this model has Charged, it gains +1 Attack and +1 Strength until the enemy models it Charged are removed as casualties.

Chosen of Guilliman (prerequisite: standard Ultramarines only): gain one additional use of the Authority of Guilliman Trait per Mission.

Anvil of Strength (prerequisite: Salamanders and their successors only): this model gains +1 Strength.

Let No Beast Survive (prerequisite: Ultramarine Tyrannic War veterans only): all integral magazines on any weapon with such that this model equips are automatically loaded with Hellfire Ammo at no cost. Additionally, when using Hellfire Ammo, this model may reroll 1s when Shooting.

One Step Away From Madness (prerequisite: Blood Angels and their Successors only): any time 1 of this model's traits (from Chapter Bonuses) or other Talents triggers an effect that adds Attacks on the fly, roll a D6. On the roll of a 1, this model totally snaps. It immediately gains +1 Corruption and for the remainder of the Mission, must always Charge the nearest model, friend or foe, if not already engaged in Close Combat. If already engaged, they cannot Fall Back for any reason and any effect that would normally cause them to automatically Fall Back instead inflicts a Mortal Wound. On the roll of a 6, this model permanently gains +1 Attack.

Suffer Not the Alien to Live (this Talent counts as Tier 1 for Nova Marines): if this model kills any xenos adversaries during a Mission, they gain an additional +1 Renown during the Debriefing Phase.

Suffer Not the Witch to Live (this Talent counts as Tier 1 for Black Templars): if this model kills any daemonic, psyker, or Fallen Astartes adversaries during a Mission, they gain an additional +1 Renown during the Debriefing Phase.

Whispers of the Omnissiah (prerequisite: Techmarines of the Iron Hands and their Successors only): the GM will always point out to this model's player exactly where all the interactive Tech on the table is (even if it is hidden by a partially unrevealed map), what levels of power each of those nodes have [dead, minuscule, low, full, or overcharged], & the path of power to each plus where it might be severed, how and if it can be repaired, and from whence that power comes (such as a nearby generator, an off-table reactor, an arcane device, or other means as dictated by the GM notes for the Mission).

Hubris (prerequisite: Dark Angels and their Successors only): in exchange for +1 Corruption this model may use any Skill, whether it has Ratings in it or not, without expending a Rating. This Skill use succeeds on a 4+ regardless of the model's actual Skill Stat.

Legendary Stubbornness (prerequisite: Imperial Fists and their Successors only): this model cannot Advance. If reduced to 0 Wounds, this model may voluntarily become Pinned in order to stand back up with 1 Wound and +2 Wound Tokens instead of rolling on the Injury Table.

Skulker (prerequisite: Raven Guard and their Successors only): this model may always purchase the Stealth Skill regardless of their Specialty, paying 9XP per Rating, unless it would normally be lower.

Blood Hunger (prerequisite: Blood Angels and their Successors only): if this model is engaged in Close Combat with an enemy that has already suffered 1 or more [color]Wounds[/color], they must concentrate their Attacks on that model until it is removed as a casualty. When that model is removed as a casualty this model must make a Toughness test. If passed, it gains +1 Renown. If failed, this model gains +1 Corruption. However, it also gains +1 Attack and +1 Strength until the end of the Mission.

Outsider (prerequisite: Chapters of unknown Succession and Cursed Founding only): this model must pay +3XP for any Cohesion Talent they purchase after taking this Talent. If this model has already purchased Tier 2 and/or Tier 3 Cohesion Talents, then this Talent counts as Tier 3 for them. Whenever a Mission is failed, this model loses 1 less Renown than normal (to a minimum of 0). Additionally, roll a D6 every time this model gains a point of Corruption (after mitigating measures such as Reduce Corruption have been settled). On the roll of a 6, this model may further reduce their overall Corruption by D3.

Trophy Hunter (prerequisite: White Scars and their Successors only): if this model can draw line of sight at the start of their Turn to an enemy model that started the Mission with 5 or more Wounds they must Move towards it in their Movement Phase. Whenever a Miniboss or Boss Monster is slain, leave the model on the table on its side. If this model moves into base to base contact with the corpse and spends 1 Phase (Movement, Close Combat, or Shooting) doing nothing, it gains a Trophy. Trophies may be exchanged for +1 Renown and/or kept to be used to reroll any 1 die during a Mission. Each Trophy has a Capacity Weight of 1. If a model is carrying 2 Trophies, they may reroll any 2 dice during the course of a Mission; if they have 3, they can reroll 3 dice, and so on. Remember that rerolls cannot be rerolled. Once used to reroll a die, the Trophy cannot be used again until the next Mission. Trophies can be used to reroll a die in a Mission and also exchanged at the end of that same Mission for +1 Renown. Once traded for Renown, Trophies are lost.

Champions of the New Era (prerequisite: Ultramarines Champions or Primaris Intercessors only): if this model is equipped with a Relic and either is the Mission Leader or the Mission Leader can draw line of sight to this model, the Mission Leader may reroll any Leadership test.

Artisan Without Equal (prerequisite: Salamanders and their Successors only): this model may upgrade the quality of 1 item of its personal wargear to Mastercrafted permanently. Choose which item when you purchase this Talent. Once chosen, there's no taking it back.

Signature Gear (prerequisite: 40+ Renown): when this model takes this Talent, select any item of Wargear, worth 25 Renown or less, for which the model meets the Threshold, and add it to this model's permanent gear load out. They no longer have to pay Renown to equip the item. If the item is a weapon, it replaces the standard weapon normally equipped in that slot. For example, a power sword would replace a model's Astartes knife, a grav pistol would replace a model's bolt pistol, and a plasmagun or lascannon would replace a model's bolter or heavy bolter.

Librarium Guard (prerequisite: Black Wasps Terminators only): this model counts as a Psyker and gains the Smite psychic power.

Codicier (prerequisite: Librarian only): choose any 1 psychic power from your Chapter's list. This model may now choose between casting Smite or this new power.

Paragon: whenever this marine or his squad would lose Esteem with a particular Faction, reduce that loss by 1 (to a minimum of 0).

Paladin of the Omnissiah's Will (prerequisite: Knights Amethyst, Iron Hands, Sons of Medusa, or Heralds and their Successors only or Techmarine): whenever this marine or his squad would gain Esteem with a particular Admech Faction, increase that total amount by 1.

Martyrdom (Blood Angels and their successors, and Black Templars count this Talent as Tier 1): if this model ends the Mission with 0 Wounds they gain +1 Renown.


Tier 3

ElectroPulse (prerequisite: ElectroShield Talent): this model gains a new Psychic Power called ElectroPulse. It has a Warp Charge of 8+. If successfully cast, all models, friend and foe, within 9" of the Librarian suffer a single Strength 3, AP-, Damage 1 hit. Versus models with the <Vehicle, Necron, Dark Mechanicus, Daemon Engind, or Adeptus Mechanicus> keyword this hit is resolved at Strength 6.

Counter Attack (this Talent counts as Tier 1 for Space Wolves): if a squad mate in Cohesion Range is Charged by an enemy, this model may immediately make a Charge move towards that mêlée. If this move brings them to within an inch of either an ally or an enemy model, it counts as having joined the Close Combat. Additionally, during the round of Combat when this model joins, it has +1 Attack.

Curse of the Wulfen (prerequisite: Space Wolves and their Successors only): at the end of every round of Close Combat that this model is in, roll a D6. On the roll of a 6, an Aspect of the Canis Helix manifests itself in this marine for the duration of the Mission. Choose 1 of the following Aspects: Brute Strength (+1 Strength), Animal Instincts (+12" to visibility range), Insatiable Hunger (+1 Attack on the Charge), Stalker (+1 Armor Save if in cover and have not Advanced), or Terrifying Visage (enemy models in Close Combat with this model must test Toughness and if they fail, reduce their Weapon Skill by 1). Choosing the same Aspect does not stack the effect, but choosing the same Aspect 4 times in a row does make that Aspect permanent. If a model already has a permanent Aspect, that Aspect is removed from the list of options. A model need not have the Canis Helix manifest 4 times in the same Mission in order to make their choices become permanent. Having a permanent Aspect reduces this model's Renown gains every Mission by -1.

Guilliman's Pride (Ultramarines and their Successors only): if there are no marines with Tactics in this model's squad, this model counts as having Tactics1. If any model does have Tactics, so long as this model deploys with them in the same squad, they may double any numerical aspect of that Skill's effects. Additionally, if they don't have it already this models gains the Ultramarine Trait Authority of Guilliman (once per mission add +6" to the range of any Skill or Talent). If they already have it (because they are standard Ultramarines), they gain an additional use of it per Mission.

Lord of Fire (Salamanders and their successors only): against Wounds caused by flamers and flamer-type weapons, this model may ignore those Wounds on a 3+.

Legendary Gear (prerequisite: 100+ Renown): when this model takes this Talent, select any item of Wargear, worth 50 Renown or less, for which the model meets the Threshold, and add it to this model's permanent gear load out. They no longer have to pay Renown to equip the item. If the item is a weapon, it replaces the standard weapon normally equipped in that slot. For example, a power sword would replace a model's Astartes knife, a grav pistol would replace a model's bolt pistol, and a plasmagun or lascannon would replace a model's bolter or heavy bolter.

Huscarl Transcendent (Imperial Fists Terminators only): this model is immune to being Shaken. Any effect that would normally automatically Shake them (such as failing a Morale test in Cohesion) instead does nothing. Additionally, this model qualifies for any Terminator weapon's Threshold up to 100, regardless of their actual Renown. Huscarl Transcendents improve their Invulnerable Save to 4+.

Demolisher Doctrine (Imperial Fists only): this model may equip Centurion armor for 50 Renown, which grants the model +8 Capacity, but only for Weapons.

Shrike Doctrine (Ravenguard only): this model sets up only after all Adversaries have been Deployed and may be placed anywhere on the table out of line of sight of an enemy model, as long as it is also at least 3" away from same.

Ally of the Mechanicum (prerequisite: 30 or more Esteem with any Adeptus Mechanicus Faction or be a marine of the Sons of Medusa, Iron Hands, Heralds, or Knights Amethyst or one of their Successor Chapters): this Talent grants access to the Extensions of the Omnissiah's Will wargear list.

Brotherhood of Psykers (prerequisite: Cohesion2 or better; Librarians only): choose 1 of the Psychic powers normally only usable by Librarians of one of the other Chapters of Marines in this model's squad and add it to this model's list of usable Powers. This Talent may be taken multiple times. Each time you may choose a new psychic power to add to your repertoire.

Lexicanum (prerequisite: Codicier; Librarian only): choose any 1 psychic power from your Chapter's list. This model may now choose between casting Smite or any of their other powers. A Lexicanum may attempt to use up to 2 Psychic Powers per Turn.

Servo Rig (+1) (prerequisite: Servo Rig (5) and Mechanicus Frame): this is a prerequisite implant for any Mechadendrite other than a Servo Arm. A Servo Rig can manipulate a number of different Mechadendrites simultaneously equal to its Rating.

Infinite Hatred (prerequisite: any Hatred Talent): this Talent removes the restriction on only ever taking 1 Hatred Talent. Instead, this model may purchase any number of Hatred Talents, but must choose a different [Faction Type] for each one. Additionally, choose any of this model's Hatred Talents. Whenever that Talent is responsible for turning a miss into a hit, this model gains +1 Renown.

Infinite Contempt (prerequisite: any Contempt Talent): this Talent removes the restriction on only ever taking 1 Contempt Talent. Instead, this model may purchase any number of Contempt Talents, but must choose a different [Faction Type] for each one. Additionally, choose any of this model's Contempt Talents. Whenever that Talent is responsible for turning a miss into a hit, this model gains +1 Renown.

Infinite Indignation (prerequisite: any Righteous Indignation Talent): this Talent removes the restriction on only ever taking 1 Righteous Indignation Talent. Instead, this model may purchase any number of Righteous Indignation Talents, but must choose a different [Faction Type] for each one. Additionally, choose any of this model's Indignation Talents. Whenever that Talent is responsible for turning a miss into a hit, this model gains +1 Renown.

Infinite Detestation (prerequisite: any Detestation of the [Faction Type] Talent): this Talent removes the restriction on only ever taking 1 Detestation of the [Faction Type] Talent. Instead, this model may purchase any number of Detestation of the [Faction Type] Talents, but must choose a different [Faction Type] for each one. Additionally, choose any of this model's Detestation Talents. Whenever that Talent is responsible for turning a miss into a hit, this model gains +1 Renown.

Interlocking Fields of Fire* (prerequisite: 1 each of Tier1, Tier2, and Tier3 Shooting Talents): for each allied squadmate (incluiding this one) in Cohesion range, this model may make 1 additional Shooting attack that does not expend any ammo.

Not to be Trifled With (prerequisite: Paragon): whenever this marine or his squad would lose Esteem with a particular Faction, reduce that loss by an additional 2 (to a minimum of 0).

Secret Society (prerequisite: Paladin of the Omnissiah's Will): whenever this marine or his squad would gain Esteem with a particular Admech Faction, increase that total amount by an additional +1.

Knight Imperator (prerequisite: Paragon): whenever this marine or his squad would gain Esteem with any Faction, increase that total amount by +1.

Denier (prerequisite: ability to Deny psychic powers): this model may attempt to Deny up to 2 enemy psychic powers per Turn.


Tier 4

Lightning Arc (prerequisite: ElectroPulse Talent, any 5 Technological Talents, or Codicier, Lexicanum, or Epistolary Talent and Librarian): this model gains a new Psychic Power called Lightning Arc. It has a Warp Charge of 8+. If successfully cast, the Librarian may immediately make a Shooting attack with the following profile: range 18", Strength 6, AP -2, Damage 1, Assault D6. After resolving any hits against the target(s), this power causes an additional hit with the same Strength, AP, and Damage as the original hit to every model within 6" of any original target on the D6 roll of a 4+. These additional hits do not themselves spawn more hits.

Incorruptible: any time this model would gain a point of Corruption, they may negate that gain on the D6 roll of a 2+. This ability cannot be improved in any way.

Gifted Intellect: this model gains +1 to their Skill Stat. If this would bring a model's Skill Stat to 1+, it instead grants a re-roll if the model rolls a 1 on their test. The re-roll succeeds on a 3+ instead of a 2+.

Servo Rig (+2) (prerequisite: Servo Rig (6) and Mechanicus Frame): this is a prerequisite implant for any Mechadendrite other than a Servo Arm. A Servo Rig can manipulate a number of different Mechadendrites simultaneously equal to its Rating.

Honor Guard (restrictions: cannot be taken by Imperial Fists or their Successors): this model is immune to being Pinned. Any effect that would normally automatically Pin them (such as a roll on the Injury Table) instead does nothing. Additionally, this model qualifies for any melee weapon's Threshold up to 100, regardless of their actual Renown. Honor Guards replace their Power Armor with Artificer Armor for free. Terminators that take this Talent instead improve their Invulnerable Save to 4+.

Icon of the Just (prerequisite: 200+ Renown): when this model takes this Talent, select any item of Wargear, worth 100 Renown or less, for which the model meets the Threshold, and add it to this model's permanent gear load out. They no longer have to pay Renown to equip the item. If the item is a weapon, it replaces the standard weapon normally equipped in that slot. For example, a power sword would replace a model's Astartes knife, a grav pistol would replace a model's bolt pistol, and a plasmagun or lascannon would replace a model's bolter or heavy bolter.

Epistolary (prerequisite: Lexicanum; Librarian only): choose any 1 psychic power from your Chapter's list. This model may now choose between casting Smite or any of their other powers. An Epistolary may attempt to use up to 3 Psychic Powers per Turn.

Idolator of Mars (prerequisite: Secret Society and Leadership 10 or more): whenever this marine or his squad would lose Esteem with a particular Admech Faction reduce that loss by an additional 3 (to a minimum of 0) and any time this marine or his squad would gain a variable amount of Esteem with a particular Admech Faction, they may roll an additional die and take the more favorable score.

Pariah (cannot be taken by Black Wasps; cannot be taken by any model able to manifest psychic powers; Knights Amethyst count this as a Tier3 Talent): this model is totally immune to psychic powers and neither gains benefits from allied powers nor suffers the effects of enemy powers. Pariahs also increase their Cohesion ranges by 3". Allies that end their Movement closer than 3" from this model automatically become Shaken.

Cohesion (+1) (prerequisite: Cohesion5): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case that equals 36".

Cohesion (+1) (prerequisite: Cohesion6): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case that equals 42"


Tier 5

Rulebreaker: this Talent allows this model to take any single additional Talent regardless of whether or not they meet the prerequisites. The player must still pay the XP cost of the other Talent, but doesn't have to declare what it will be until they decide to pay for it. Once chosen, make a note on their character sheet that the Talent is the Rulebreaker.

Cohesion (+1) (prerequisite: Cohesion7): the range of any Skill and many Talent effects depend on the target's Cohesion. Range is equal to 6" times Rating. In this case, that equals 48".


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/02 21:28:55


Post by: Warboss_Waaazag


Before I forget and move on to other things, here are the rules for target priority in Shooting and Falling damage.

Targeting

During the shooting phase, every space marine in the squad operates as an individual model in that they can shoot at whatever they like. However, some of their weapons will have multiple shots, and unlike in standard 40k, very few of their adversaries will be grouped into squads. Therefore, when they declare their targets, these models pick one enemy model in range as their primary and may then allocate additional shots to other enemy models within 4" of the primary. GMs, be aware that this breaks with the current rules of 40k that state that the controlling player decides which models get removed as casualties. It may take some getting used to that your "opponents" will be making these choices for you.

There are Talents that alter the way this targeting priority works, such as by granting a model more than 1 Shooting Phase. Treat each Shooting phase individually. This means that a marine with multiple Shooting Phases may choose a new primary target with each new Phase.


*Edit (4/14/2020) to include the following clarification:

Alternate Shooting Modifiers Rules
Virtually all ranged weapons in this Campaign have more than one mode of firing. For most, these modes are Standard, Burst, and Autofire. Some weapons have a variable sized Burst, which means the Shooting player can choose how many bullets they want to expend in the shot (often this means a choice from 2 to 5 bullets). Firing in Standard mode does not change any aspect of the weapon as it is presented in the 40k rulebook, but changing to either Burst or Autofire changes not only the weapon's Rate of Fire, but also its type and functionality. This may be confusing, so to clarify this rule, I've made the following guidelines by Type.

Because Rapid Fire weapons, in these rules, can fire a variable number of shots in Burst Mode, the controlling player chooses the number of bullets they are willing to expend from the range presented on the weapon's Rate of Fire, unless they are shooting in Burst Mode after an Advance. If the model carrying the Rapid Fire weapon Advances and Shoots in Burst Mode, they must expend the maximum number of bullets as indicated in the weapon's Rate of Fire. If the weapon does not have enough bullets left to do this, it simply fires all of its remaining bullets.

Some Talents may alter how these rules apply to a model.

Pistols: Standard Mode
Model does not move: max range, no adjustment
Model moves: max range, no adjustment
Model Advance: cannot shoot

Burst Mode
Model does not move: half range, +1 to hit
Model moves: half range, +1 to hit
Model Advances: half range, -1 to hit

Autofire Mode
Model does not move: max range, no adjustment
Model Moves: max range, no adjustment
Model Advance: cannot shoot


Rapid Fire: Standard Mode
Model does not move: max range, +1 to hit
Model Moves: max range, no adjustment
Model Advances: cannot shoot

Burst Mode
Model does not move: choice of Burst size, half range, no adjustment
Model Moves: choice of Burst size, half range, no adjustment
Model Advances: maximum Burst size, half range, -1 to hit

Autofire Mode
Model does not move: max range, no adjustment
Model Moves: max range, -1 to hit
Model Advances: cannot shoot


Heavy: Standard Mode
Model does not move: max range, no adjustment
Model Moves: max range, -1 to hit
Model Advances: cannot shoot

Burst Mode
Model does not move: half range, no adjustment
Model Moves: half range, -1 to hit
Model Advances: cannot shoot

Autofire Mode
Model does not move: max range, +1 to hit
Model Moves: max range, -1 to hit
Model Advances: cannot shoot


Assault: Standard Mode
Model does not move: max range, no adjustment
Model Moves: max range, no adjustment
Model Advances: max range, -1 to hit

Burst Mode
Model does not move: half range, +1 to hit
Model Moves: half range, no adjustment
Model Advances: half range, -1 to hit

Autofire Mode
Model does not move: max range, no adjustment
Model Moves: max range, -1 to hit
Model Advances: max range, -2 to hit



Leaping and Falling

Space marines are super human and can survive all manner of otherwise catastrophic damage. Any Movement, up, down or across a gap, up to 3", counts as Movement and doesn't require a roll.

Movement up without a ladder or staircase beyond 3" requires a Strength test. Passing this test means the model can Move up to its maximum Move or Advance vertically. If this brings it to a flat surface, hooray! If they are still clinging to the wall even after their full distance, they must test Strength again next Turn. Being Wounded while hanging on to that surface requires a Toughness to avoid Falling. Failing the Strength test reduces the model's Move by the amount the test was failed by.

For example, Yusuf has a Strength of 4 and wants to scale an 8" pile of debris. His player rolls an Advance of 3", but botches the Strength test with a 6. This means that Yusuf's total Move (9") is reduced by 2" to 7" and won't carry him to the top of the pile (because 6 is 2 greater than 4). So Yusuf scrambles up the pile, but ends his Movement just 1" shy of the top. On his next Turn, provided he isn't shot off the pile, Yusuf will be able to scale the remaining 1", whether his player passes the Strength test or not.

Leaping

Movement across a gap greater than 3" wide requires a Strength test also, except here for every 1 full inch beyond 4" a -1 penalty is imposed on the test. If the test is passed, the model makes it across. If the test is failed, the model Falls (see Falling below for details). In the case of leaping, rolling a 1 does not automatically mean the model passes if the modifiers would normally indicate that the roll would have to be 0 or less.

Unless a model has a Strength greater than 4, leaps of more than 8" are impossible. With Strength 5, models can attempt leaps of up to 9", Strength 6 means up to 10" leaps can be attempted, and so on. Movement by leaping greater than a model's Move count as Advancing.

Falling

Falling down, whether intentionally or accidentally, requires a Toughness test. A model may drop a distance in inches equal to or less than their Toughness Stat without having to roll. Any distnace greater than that requires a Toughness test. For every full inch of distance fallen beyond the model's Toughness range, the test suffers -1 modifier. If this distance penalty reduces a model's target number to 0 or less, the test counts as an automatic failure. Failing the test incurs a single hit with a Strength equal to the total distance fallen with an AP modifier equal to a quarter that distance rounded down. If the model survives, hooray! If they are reduced to 0 Wounds, roll on the Injury Table.

For example, Yusuf gets himself shot off the pile of debris before he crests the top. He's 7" up when he falls and has a Toughness of 4. That height imposes a -3 modifier to his Toughness, so he must roll a 1 to avoid damage. His player's dice hate him and he rolls a 6. Yusuf takes a single Strength 7 hit with an AP of -1.

As another example, Claudius is exploring the crumbling ruins of a skeletal vessel and comes to a gap in the decking. The hole below extends into darkness beyond his sensory range (if only he were a Space Wolf!). Instead of trying to find a way around, he tries to leap across the gap and fails. The hole is 18" deep. Claudius has a Toughness of 5, but it is a long way down. The depth modifies Claudius' Toughness by -13, making it impossible to pass this test. He automatically fails. Claudius then suffers a single Strength 18(!) hit with an AP of -4. Unless Claudius has an Invulnerable save, he is going to suffer a Wound on anything other than a 1. Additionally, he'll be in a deep dark hole, far from his squad mates.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/07 20:28:44


Post by: Warboss_Waaazag


Arsenal of the Ordo

There are many weapons locked away in the holds of the Intolerance, both exotic and mundane, righteous and profane. It is the sacred duty of the Watch Captain Erophon to determine who is not just worthy, but also able to carry these items onto the field of battle. Brothers who have proven themselves, by deed of blade and bolter, or by both resilience and will, gain access to ever increasingly potent wargear. After all why would anyone entrust a Relic of the Emperor's Might to a soldier who has yet to prove he can even survive his first Mission?

Capacity
There is a limit to how much stuff an individual marine can carry. Despite the Imperial propaganda to the contrary, your average marine is not the powerhouse of infinite strength they say he is. And while it is true that a marine can carry far more than even the fittest Guardsman, there's a reason you don't see them toting 2 lascannons each and why some of them drive tanks.

In this campaign we use an abstraction of weight called Capacity. Each item - and sometimes groups of small items - has a numerical value assigned to it. The values of all the wargear a marine is equipped with get added together and subtracted from that model's current Capacity. The maximum unencumbered Capacity for a model is equal to its Strength plus its Toughness. For most models this means they have a starting Capacity of 8. Models may equip more than this, but for every 1 they exceed their Capacity by they must reduce their Move by 1". If the amount of stuff they are carrying reduces their Move to 0, they must Advance in order to move. Models cannot reduce their Move to less than 0 in this way.

If a model's stats increase - such as with the God Amongst Giants and/or Hardened Talents - its corresponding Capacity is also increased by an equal number.

Brother Leono, a Devastator of the Star Phantoms, has earned 9XP over the course of 2 Missions and decides to spend these on the Survival Talent Hardened - remember that Devastators get a discount on this category of Talents because of their Specialty. This brings Leono's Toughness to 5 and also increases their Capacity from 8 to 9. Now Leono has the option to carry even more grenades or heavier weapons without worrying as much about being slowed down by them.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/09 23:06:13


Post by: Warboss_Waaazag


Wargear

Ranged Weapons
Weapons that fire a variable number of shots, only expend a single "bullet" from their magazines when they fire in Standard mode, 2 "bullets" when they fire in Burst mode, and 4 "bullets" in Auto Fire mode, regardless of the number or size of the dice they roll when shooting.
Rapid Fire Weapons have a range of shots when firing in Burst Mode. The controlling Player chooses how many shots to expend, but may never fire more shots than they have bullets remaining in their Magazine.
Any Specialty that comes equipped with a weapon as part of their standard load out does not need to pay the Cost or meet the Threshold for that weapon. These weapons still take up their normal Capacity, however.


Pistols
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine / Special Rules

01 / 01 / 01 / Bolt Pistol / 1|2|- / 4 / -

05 /10 / 01 / Grav Pistol / 1|-|- / 10 / -

15 / 10 / 01 / Plasma Pistol / 1|2|- / 6 / Supercharging a Plasma pistol uses 3 shots from its magazine. Plasma pistols cannot use Burst and Supercharge in the same Shooting Phase.

15 / 05 / 01 / Hand Flamer / D3|-|- / 3 / Range 6". Strength 3. AP -. Hits in excess of 1 may only be assigned to enemy models within 1" of the primary target, up to the weapon's maximum range; this weapon automatically hits its targets.

20 / 15 / 01 / Inferno Pistol / 1|-|- / 4 / Range 6". Strength 8, AP -4. Damage D3. Hits scored from 3" or less roll 2D3 for Damage and take the better score.

01 / 01 / 01 / Autopistol / 2|3|6 / 6 / Strength 2, AP -. Range 12". Damage 1.

25 / 10 / 01 / Hell's Teeth (Relic Bolt Pistol) / 2|4|- / 4 / -

45 / 20 / 01 / Faustus (Relic Inferno Pistol) / 2|-|- / 4 / Range 9". Strength 8, AP -4. Damage D3. Hits scored from 5" or less roll 2D3 for Damage and take the better score.

25 / 10 / 01 / Icefire (Relic Hand Flamer) / D3|2|- / 3 / Space Wolves and their Successors only, Models hit by Icefire must pass a Toughness test or become Pinned.

75 / 45 / 01 / Needler (Sanctified Xeno Pistol) / 1|2|3 / 9 / Strength 1, AP -. Range 12". Damage 1. Always Wounds <Infantry> on a 4+, regardless of the target's Toughness.

75 / 45 / 01 / Pulse Pistol (Sanctified Xeno Pistol) / 1|-|2 / 6 / Strength 5, AP -, Range 18". Damage 1. 12" range in Autofire mode.

100 / 50 / 01 / Neural Rake (Sanctified Xeno Pistol) / D3|D6|2D3 / 4 / Strength 1, AP -3. Range 12". Damage 1. Always Wounds <Infantry> on a 5+, regardless of the target's Toughness. Every unsaved Wound reduces the target's Leadership by -1. Once all rounds are expended from this weapon's magazine, it becomes inert for the remainder of the Mission.


Long Arms
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

01 / 01 / 02 / Bolter / 1|2-4|- / 8 / -

01 / 02 / 03 / Deathwatch Pattern Bolter / 1|2-4|5 / 8 / This weapon has two integral secondary magazines each with 3 bullets. These secondary magazines may be loaded with the same or different ammo types as the Primary Magazine. Switching between these magazines is free, but no more than 1 type of ammo can be used per Shooting Phase. Integral magazines cannot be reloaded during a Mission and come standard loaded with normal bolter bullets for free.

01 / 02 / 02 / Stalker Pattern Bolter / 1|2-3|- / 8 / When fired in Standard Mode, this weapon gains +6" range and +1 to hit.

10 / 05 / 02 / Bolt Rifle / 1|2-4|- / 10 / -

05 / 06 / 03 / Stormbolter / 2|4-8|- / 18 / Terminators may equip this weapon without having to meet the Threshold and without having to pay the Cost.

10 / 12 / 04 / Deathwatch Pattern Stormbolter / 2|4-8|- / 18 / This weapon has two integral secondary magazines each with 3 bullets. These secondary magazines may be loaded with the same or different ammo types as the Primary Magazine. Switching between these magazines is free, but no more than 1 type of ammo can be used per Shooting Phase. Terminators may equip this weapon without having to meet the Threshold and without having to pay the Cost. Integral magazines cannot be reloaded during a Mission and come standard loaded with normal bolter bullets for free.

25 / 16 / 02 / Assault Bolter / 3|6|- / 24 / Primaris Marines pay half Cost to equip this weapon. Assault Bolters use Heavy Bolter reloads. A model engaged in Close Combat who is equipped with this weapon may shoot with it in Standard Firing Mode as if it were a Pistol.

01 / 02 / 02 / Astartes Shotgun / 2|-|- / 6 / Tactical Marines pay half Cost to equip this weapon.

01 / 01 / 02 Autogun / 2|3-5|6 / 6 / Strength 2, AP -. Range 24". Assault. Damage 1.

10 / 10 / 02 / Gravgun / 1|2|- / 10 / Tactical Marines pay half Cost to equip this weapon.

10 / 16 / 02 / Plasmagun / 1|2-3|- / 6 / Tactical Marines pay half Cost to equip this weapon. Unlike other weapons, Plasmaguns come equipped standard with 2 Primary Magazines. Switching between these magazines is a non-action, merely a flick of the thumb. However, if the current magazine only has 1 or 2 shots left, the Plasmagun may not fire on Supercharge setting. Supercharging a Plasmagun uses 3 shots from its magazine. Plasmaguns cannot use Burst and Supercharge in the same Shooting Phase.

20 / 16 / 03 / Plasma Incinerator / 1|2-3|- / 8 / Intercessors pay half Cost to equip this weapon. Supercharging a Plasma incinerator uses 3 shots from its magazine. Plasma incinerators cannot use Burst and Supercharge in the same Shooting Phase.

05 / 08 / 02 / Flamer / D6|-|- / 6 / Hits in excess of 1 may only be assigned to enemy models within 2" of a previously assigned hit, up to the weapon's maximum range; this weapon automatically hits its targets. Tactical Marines pay half Cost to equip this weapon. Flamers have the Ablaze Quality.

10 / 16 / 02 / Melta / 1|-|- / 4 / Tactical Marines pay half Cost to equip this weapon.

15 / 05 / 04 / Astartes Grenade Launcher / 1|-|- / 6 / Assault. Range 24". Strength, AP, and Damage according to ammunition loaded. Scouts treat this weapon's Threshold as 01. Neophytes treat this weapon's Threshold as 05. This weapon can be loaded with any combination of Frag and Krak Grenade Rounds up to a maximum of the Magazine's Capacity. The Astartes Grenade Launcher counts as a Heavy Weapon when it comes to reloading it.

15 / 25 / 04 / Combi-Melta / as weapon being used / 8|4 / This weapon may be used as either a Bolter or a Melta and retains the Rate of Fire and Magazine of both weapons. Alternatively, a marine may fire both weapons together, using only the Stanard mode of firing for both when they do so.

15 / 16 / 04 / Combi-Flamer / as weapon being used / 8|6 / This weapon may be used as either a Bolter or a Flamer and retains the Rate of Fire and Magazine of both weapons. Alternatively, a marine may fire both weapons together, using only the Stanard mode of firing for both when they do so.

15 / 30 / 04 / Combi-Plasma / as weapon being used / 8|6 / This weapon may be used as either a Bolter or a Plasmagun and retains the Rate of Fire and Magazine of both weapons. Alternatively, a marine may fire both weapons together, using only the Stanard mode of firing for both when they do so. The Plasma gun portion of this weapon only has 1 Plasma Cell, instead of the standard 2.

15 / 15 / 04 / Combi-Grenade Launcher / as weapon being used / 8|1 / This weapon may be used as either a Bolter or a Grenade Launcher and retains the Rate of Fire of both weapons. Alternatively, a marine may fire both weapons together, using only the Stanard mode of firing for both when they do so. However, the underslung Grenade Launcher's Magazine is reduced to 1. The Grenade Launcher portion of this weapon is loaded with a single Frag or Krak Grenade Round, player's choice.

30 / 15 / 03 / Guilliman Pattern Bolt Rifle / 1|2-5|- / 10 / This weapon has two integral secondary magazines each with 3 bullets. These secondary magazines may be loaded with the same or different ammo types as the Primary Magazine. Switching between these magazines is free, but no more than 1 type of ammo can be used per Shooting Phase. Integral magazines cannot be reloaded during a Mission and come standard loaded with normal bolt rifle bullets for free. Ultramarines treat this weapon's Threshold as 10.

50 / 10 / 02 / Angelus Pattern Bolter / 1|2-4|- / 8 / Blood Angels and their Successors do not need to meet the Threshold for this weapon. This weapon is wrist-mounted and may be equipped in addition to other ranged weapons or a pair of melee weapons. The Angelus may also be fired like a Pistol even if the model is engaged in Close Combat.

60 / 25 / 02 / Spear of Titan (Relic Bolt Rifle) / 1|2-4|- / 10 / +12" range

15 / 30 / 03 / Carnage (Relic Bolter) / 2|3-6|12 / 12 / -

35 / 46 / 03 / Pride of Omari (Relic Storm Bolter) / 2|3-6|9 / 18 / If this model does not Move or Advance, Pride of Omari's Rate of Fire becomes 3|6-10|12 for this model's first Shooting Phase this Turn. Heralds space marines only pay half Cost for this weapon.

75 / 50 / 02 / Terimek's Lance (Relic Plasmagun) / 1|2|3 / 6 / Terimek's Lance rerolls to hit rolls of 1 and gains +12" Range if the model carrying it does not Move or Advance. Salamanders space marines reduce this weapon's Threshold by half. Just like standard Plasmaguns, Terimek's Lance comes equipped standard with 2 Primary Magazines. Switching between these magazines is a non-action, merely a flick of the thumb. However, if the current magazine only has 1 or 2 shots left, Terimek's Lance may not fire on Supercharge setting. Supercharging Terimek's Lance uses 3 shots from its magazine. Terimek's Lance cannot use Burst and Supercharge in the same Shooting Phase.

75 / 50 / 02 / Balefire (Tainted Relic Flamer) / D6+1|4|- / 8 / Against enemy models with the <Psyker> keyword, Balefire becomes AP -3. Balefire has the Ablaze Quality.

75 / 100 / 02 / Warp Tongue (Tainted Relic Bolter) / 1|2-4|- / 8 / Each hit caused by Warp Tongue inflicts a single Mortal Wound. Do not roll to Wound. Librarians equipped with this weapon ignore the Corruption gain for equipping a Tainted Relic on the D6 roll of a 6+. Codiciers ignore the gain on a 5+; Lexicanums ignore the gain on a 4+; Epistolaries ignore the gain on a 3+.

100 / 75 / 01 / Splinter Gun (Sanctified Xeno Rifle) / 2|3-5|6 / 20 / Strength 1, AP -. Range 24". Damage 1. Always Wounds <Infantry> on a 4+, regardless of the target's Toughness.

100 / 75 / 02 / Pulse Rifle (Sanctified Xeno Rifle) / 1|2-4|- / 12 / Strength 5, AP -1. Range 30". Damage 1. If the wielder doesn't Move or Advance, increase range by +10".

200 / 150 / 02 / Neural Shredder (Sanctified Xeno Rifle) / D6|2D3|2D6 / 3 / Strength 1. AP -3. Range 8". Damage 1. Assault. Always Wounds <Infantry> and <Monster> on a 5+, regardless of the target's Toughness. This weapon automatically hits, there is no need to roll. Once all rounds are expended from this weapon's magazine, it becomes inert for the remainder of the Mission.


Heavy Weapons**
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

15 / 05 / 04 / Heavy Bolter / 3|-|6 / 24 / Devastator Marines may equip this weapon without having to meet the Threshold and without having to pay the Cost.

30 / 14 / 07 / Gravcannon / 1|-|- / 10 / Devastator Marines pay half Cost to equip this weapon and treat its Threshold as 08.

35 / 40 / 07 / Plasma Cannon / D3|2D3|- / 6 / Devastator Marines pay half Cost to equip this weapon and treat its Threshold as 10. May be equipped by Dark Angels Terminators. Unlike other weapons, Plasma Cannons come equipped standard with 2 Primary Magazines. Switching between these magazines is a non-action, merely a flick of the thumb. However, if the current magazine only has 1 or 2 shots left, the Plasma Cannon may not fire on supercharge setting. Supercharging a Plasma Cannon uses 3 shots from its magazine. Plasma Cannons cannot use Burst and Supercharge in the same Shooting Phase.

15 / 15 / 05 / Heavy Flamer / D6|2D6|- / 12 / Hits in excess of 1 may only be assigned to enemy models within 3" of a previously assigned hit, up to the weapon's maximum range; this weapon automatically hits its targets. Champion or Terminator only. Heavy Flamers have the Ablaze Quality.

25 / 20 / 05 / Multimelta / 1|2|- / 4 / Devastator Marines pay half Cost to equip this weapon and treat its Threshold as 05.

35 / 26 / 06 / Lascannon / 1|-|- / 6 / Devastator Marines pay half Cost to equip this weapon and treat its Threshold as 10.

15 / 10 / 03 / Missile Launcher / 1|-|- / 1 / Devastator Marines pay half Cost to equip this weapon and treat its Threshold as 01.

35 / 14 / 06 / Corvus Pattern Missile Launcher / 1|2|- / 4 / Different individual missiles may be loaded into this weapon, but fire in the order they were loaded. It takes 2 full Phases to reload this weapon, unless the wielder has the Swift Reload Talent which reduces this to 1 full Phase. Devastator Marines pay half Cost to equip this weapon.

70 / 80 / 04 / Annihilator (Relic Missile Launcher) / 2|-|- / 2 / The wielder may reroll misses in their first Shooting Phase. Devastator Marines pay half Cost to equip this weapon.

70 / 100 / 06 / Lion's Breath (Relic Plasma Cannon) / D3|2D3|- / 6 / Dark Angels and their Successors only. +1 Strength. Rolling a 1 to hit while using the Supercharge firing mode does not cause a Mortal Wound, instead inflicting only a single Strength 4 AP- hit on the wielder. Roll to Wound and save as normal. May be equipped by Dark Angels Terminators.

100 / 50 / 04 / Foe Scythe (Relic Heavy Bolter) / 3|4|8 / 24 / Blood Angels and their Successors only. +18" range when fired Burst or Full Auto.

100 / 50 / 04 / Nemesis (Relic Heavy Bolter) / 3|-|6 / 24 / Ultramarines and their Successors only. Versus Xenos (Tyranids, Orks, Necrons, Eldar, Dark Eldar, and Tau) change Rate of Fire to 4|-|8 and add +1 Strength.

125 / 75 / 06 / Light Breaker (Tainted Relic Lascannon) / 1|-|- / 6 / Light Breaker does not need line of sight to fire.

200 / 150 / 03 / Dark Weapon (Sanctified Xeno Cannon) / 1|-|- / 3 / Strength 5. AP -4. Range 36". Damage D3. Heavy. Always Wounds <Vehicle> on a 2+, regardless of the target's Toughness.

200 / 200 / 05 / Null Weapon (Sanctified Xeno Cannon) / 3D6|-|- / 3 / Strength 10. AP -4. Range 24". Heavy. Damage D3. Versus targets with the <Psyker> tag, this weapon is +1 to hit. Ignores Invulnerable Saves. If any 1 is rolled to hit, this model counts as having rolled a 9+ on the Injury Table, resolving that result only after all hits and Wounds from this weapon have been resolved. Once all rounds are expended from this weapon's magazine, it becomes inert for the remainder of the Mission.

**Assault Marines must pay quadruple Cost to equip any of these weapons for which they qualify.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/11 07:32:58


Post by: Warboss_Waaazag


Terminator Gear

Terminator Armor provides a model with +2 Capacity.

Ranged Weapons

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine / Special Rules

01* / 00** / 03 / Stormbolter / 2|3-6|- / 18 / -

01* / 00** / 04 / Deathwatch Pattern Stormbolter / 2|3-6|- / 18 / This weapon has two integral secondary magazines each with 3 bullets. These secondary magazines may be loaded with the same or different ammo types as the Primary Magazine. Switching between these magazines is free, but no more than 1 type of ammo can be used per Shooting Phase.

50 / 15 / 06 / Assault Cannon / 6|7|15/ 30 / -

15 / 15 / 05 / Heavy Flamer / D6|2D6|- / 12 / Wounds in excess of 1 may be assigned to enemy models within 1" of the primary target; tis weapon automatically hits its targets.

50 / 15 / 07 / Reaper Autocannon / 4|5|10 / 40 / -

60 / 32 / 06 / Cyclone Missile Launcher / 2|3|6 / 12 / Each pod has a Primary Magazine of 6. Each of the 2 pods can be fitted with a different type of Missile. Once all 12 missiles have been fired, this weapon cannot be reloaded until the following Debriefing Phase. This weapon may be equipped in addition to another ranged weapon or a pair of mêlée weapons.

125 / 15 / 02 / Wrist-mounted Grenade Launcher / 1|2|- / 4 / This weapon can be loaded with up to 4 different types of grenade, but comes standard with 2 Frag and 2 Krak Grenade Rounds; choose which 1 you are Shooting before you roll the dice to hit. Once this weapon expends its last shot, it cannot be reloaded until the following Debriefing Phase. This weapon may be equipped in addition to another ranged weapon or a pair of mêlée weapons.

75* / 25 / 04 / Combi-Melta / as weapon being used / 8|4 / This weapon may be used as either a Bolter or a Melta and retains the Rate of Fire and Magazine of both weapons.

75* / 16 / 04 / Combi-Flamer / as weapon being used / 8|6 / This weapon may be used as either a Bolter or a Flamer and retains the Rate of Fire and Magazine of both weapons.

75* / 30 / 04 / Combi-Plasma / as weapon being used / 8|6 / This weapon may be used as either a Bolter or a Plasmagun and retains the Rate of Fire and Magazine of both weapons.

35 / 40 / 07 / Plasma Cannon / 1|2|- / 6 / Dark Angels and their successors only.

100 / 70 / 06 / Dragon Slayer (Relic Assault Cannon) / 6|7|15 / 30 / Space Wolves and their Successors only. +1 Strength versus enemy models with 5 or more Wounds.

150 / 40 / 07 / Deathreaper (Tainted Relic Reaper Autocannon) / 8|10|20 / 40 / Rolls to hit of a 1 cause a hit against the wielder at Strength 5 with no AP, Damage 1.


Mêlée Weapons

Threshold / Cost / Capacity / Item / Special Rules

01 / 00 / 00 / The Battle Brother's Own Fist / Strength as user, AP -. Damage 1. Even unarmed a Terminator is a formidable foe.

25 / 10 / 02 / Power Sword / -

01* / 00** / 04 / Powerfist / Unweildy

25 / 15 / 03 / Power Maul / -

25 / 15 / 03 / Power Axe / -

35 / 25 / 03 / Lightning Claw / -

35 / 25 / 04 / Thunder Hammer / Shocking, Unweildy

15 / 05 / 02 / Storm Shield / Unweildy if used as a mêlée weapon

15 / 25 / 05 / Chainfist / Unweildy, Mauling versus terrain features

65 / 15 / 02 / Frost Sword / Space Wolves and their successors only.

100 / 35 / 01 / Warp Weapon / Black Wasps and Blood Ravens only. Strength as user. AP -3. +2 Strength versus enemy models with the Psyker Keyword. Damage 1. Librarians equipped with a Warp Weapon treat it as Strength +1, in addition to the above bonus versus Psykers. Blood Ravens may equip this weapon, but treat it as a Tainted Relic if they do. This weapon gains the Exceptional Quality if it is wielded by a model that also has the ability to Deny the Witch. If used against a model with a mundane close combat weapon, roll a D6 at the end of every round of Close Combat. On the roll of a 6, one of the enemy's mundane weapons are destroyed.

100 / 70 / 04 / Judgement (Relic Thunder Hammer) / Adjudicator models can equip this weapon without having to meet its Threshold. At any time during the Mission, the wielder of Judgement may nominate 1 enemy model in line of sight that began the game with 5 or more Wounds to be Judged. Place a Marker on or near that Judged model's base. Friendly models may always prioritize that model over other targets. Additionally, the Judged model treats its Toughness as 1 lower than it actually is versus mêlée attacks made against it by squadmates of the wielder of this Relic. Only one target may be Judged at a time. Adjudicators may also use Judgement to Judge Fallen Astartes regardless of the number of Wounds they started the game with. Shocking, Unwieldy, Masterwork.

*This Threshold applies only to Terminators.
**This Cost applies only to Terminators.



Gear

Threshold / Cost / Capacity / Item / Special Rules

100 / 45 / 02 / Aegis Weave / If an enemy Psyker attempts to manifest a power within 6" of this model, the warp charge of any of their powers increase by +1.

15 / 25 / 01 / Litanies of Faith / If this model suffers the Shaken effect, they may ignore it on the D6 roll of 5+. If this model suffers the Pinned effect, they may ignore it on the D6 roll of 6.

15 / 05 / 01 / Optical Enhancement / Increase this model's visual range by +6".

150 / 25 / 01 / EPT / The Emergency Personal Teleporter removes this model from play if they roll a 7+ on the Injury Table and the Teleportarium is not functioning this Mission. Models removed this way are ineligible to reroll their results on the Recovery Table.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/12 08:35:44


Post by: Warboss_Waaazag


Mêlée Items

Useable by any Specialty other than Terminators

Except for the Combat Shield, a model may never be actively equipped with more than 2 of these following items. A marine only has 2 arms, after all.
Rules presented here that differ from those presented in a Codex or other GW rules supercede those rules.


Threshold / Cost / Capacity / Item / Special Rules

01 / 00 / 00 / The Battle Brother's Own Fists / Strength as user, AP +1. Damage 1. If a Space Marine is forced to fight without even a knife, his attacks grant his opponents a +1 bonus to their Armor Saves.

01 / 01* / ** / Astartes Knife / Strength as user. AP -. Damage 1.

05 / 03 / 01 / Combat Shield / Combat Shields are used exclusively in Close Combat. A model may sacrifice 1 of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) can still use this effect. A combat shield can be actively equipped on the same arm as another weapon.

15 / 05 / 01 / Astartes Sword / Strength as user. AP -. Damage 1. Astartes Swords may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use their Astartes Sword defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect.

15 / 15 / 01 / Champion's Blade / Strength as user. AP -2. Damage 1. The Champion's Blade may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use this weapon defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with a Champion's Blade attacks in Close Combat, they may make 1 additional attack using this weapon.

15 / 10 / 01 / Astartes Spear / Strength +1. AP -1. Damage 1. +1 Strength on the Turn this model Charges. White Scars[/b and their successors ignore this weapon's [b]Threshold.

01 / 05 / 02 / Chain Sword / Strength as user, AP -1. Damage 1. Chain Swords may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use their Chain Sword defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with a Chainsword attacks in Close Combat, they may make 1 additional attack using this weapon.

15 / 10 / 03 / Chain Axe / Strength +2, AP -1. Damage D3. Unwieldy. A model may sacrifice 1 of its Attacks to ignore the Unwieldy Quality of this weapon.

15 / 15 / 04 / Eviscerator / Strength +4, AP -2. Damage 2. Unwieldy. A model may sacrifice 1 of its Attacks to ignore the Unwieldy Quality of this weapon.

01 / 08* / 02 / Adjudicator's Gavel / Strength +2. AP -. Damage 1. Enemy models hit with the Gavel one or more times must pass a Toughness test or treat their WS as 6+ in their following Turn. Adjudicators only.

01 / 04** / 01 / Wasp's Sting / Strength as User. AP -. Damage 1. Always Wounds <Infantry> on a 4+, regardless of the target's Toughness. Black Wasps only.

01 / 05 / 03 / Shock Maul / Strength +2, AP -. Damage 1. Shocking.

25 / 10 / 02 / Power Sword / Strength as user, AP -3. Damage 1. Power Swords may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use their Power Sword defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect.

35 / 15 / 02 / Relic Blade* / Strength +2, AP -3, Damage D3. Relic Blades may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use their Relic Blade defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Black Templars do not have to meet the Threshold of this weapon to equip it (but must still pay its Cost.

45 / 25 / 04 / Powerfist / Strength +4, AP -3. Damage D3. Unwieldy.

25 / 15 / 03 / Power Maul / Strength +2, AP -1. Damage 1. Dark Angels and their successors ignore the Threshold for this weapon. Stunning.

25 / 15 / 03 / Power Axe / Strength +2, AP -2. Damage 2. Mauling versus enemy models with 5 or more Wounds.

25 / 18 / 02 / Power Spear / Strength +2, AP -1. Damage 1. +1 Strength on the Turn this model Charges. White Scars and their successors ignore this weapon's Threshold.

35 / 25 / 03 / Lightning Claw / This weapon gains the Mauling Quality whenever the wielder is outnumbered in Close Combat. Models equipped with 2 of these gain an additional Attack.

35 / 25 / 04 / Thunder Hammer / Shocking, Unwieldy.

15 / 05 / 02 / Storm Shield / Minotaurs ignore this item's Threshold and Cost. Unwieldy if used as a close combat weapon.

65 / 15 / 02 / Frost Sword / Space Wolves and their successors only. Strength +1, AP -2. Damage 1. Frost Swords may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use their Frost Sword defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with a Frost Sword attacks in Close Combat, they may make 1 additional attack using this weapon.

100 / 35 / 01 / Warp Weapon / Black Wasps and Blood Ravens only. Strength as user. AP -3. +2 Strength versus enemy models with the Psyker tag. Damage 1. Librarians equipped with a Warp Weapon treat it as Strength +1, in addition to the above bonus versus Psykers. Blood Ravens may equip this weapon, but treat it as a Tainted Relic if they do. This weapon gains the Exceptional Quality if it is wielded by a model that also has the ability to Deny the Witch. If used against a model with a mundane close combat weapon, roll a D6 at the end of every round of Close Combat. On the roll of a 6, one of the enemy's mundane weapons are destroyed.

50 / 25 / 02 / Mangler (Relic Chainsword) / Strength as user, AP -1. Damage 1. Mangler may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use Mangler defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with Mangler attacks in Close Combat, they may make 1 additional attack using this weapon. Masterwork, Mauling, and Felling.

125 / 75 / 01 / Artificer's Triumph (Relic Power Spear) / Strength +2. AP -2. Damage 2. +1 Strength on the Turn this model Charges. Sanctified. Versus models with the Daemon keyword, this weapon gains the Entropic and Ablaze Qualities.

100 / 70 / 04 / Judgement (Relic Thunder Hammer) / Adjudicators can equip this weapon without having to meet its Threshold. At any time during the Mission, the wielder of Judgement may nominate 1 enemy model in line of sight that began the game with 5 or more Wounds, to be Judged. Place a Marker on or near that model's base. Friendly models may always prioritize that model over other targets. Additionally, the Judged model treats its Toughness as 1 lower than it actually is versus mêlée attacks made against it by squadmates of the wielder of Judgement. Only one target may be Judged at a time. Adjudicators may also use Judgement to Judge Fallen Astartes regardless of the number of Wounds they started the game with. Shocking, Unwieldy, Masterwork.

*This Cost is for purchasing additional Knives beyond the initial 1 every Specialty comes equipped with for free.
*This weapon does not count as a Relic for the purposes of Talents, abilities, or rules that interact with Relics
*This Cost only applies to non-Assault or non-Champion Adjudicators models who wish to equip this weapon.
**These items weigh very little. If a model is equipped with 1, their Capacity is 0. If they equip 2, their total Capacity is 1. If they equip more than 2, each additional item of the same type increases the total Capacity by +1.
**This Cost only applies to purchasing additional Wasp's Stings beyond the initial 1 every Black Wasps model may equip for free.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/12 11:26:58


Post by: Ratius


Some serious work there warboss!!


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/12 15:42:04


Post by: Warboss_Waaazag


 Ratius wrote:
Some serious work there warboss!!


Thanks, Ratius. Your feedback is appreciated.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/27 04:43:34


Post by: Warboss_Waaazag


Grenades, Mines, and Emplaced Explosives

Threshold / Cost / Capacity / Item / Special Rules

01 / 01 / ** / Frag Grenade / -

01 / 01 / ** / White Smoke Grenade / Roll BS. On a hit, place a Marker anywhere up to 6" from the model who throws this grenade. On a miss, the GM places the Marker anywhere up to 8" from the throwing model. All models, friend or foe, within 3" of this Marker count as in Cover. Additionally, models who draw line of sight through the 3" area around the Marker, suffer -1 BS until the smoke dissipates. White Smoke dissipates after 1 Turn.

01 / 02 / ** / Red Smoke Grenade / Roll BS. On a hit, place a Marker anywhere up to 6" from the model who throws this grenade. On a miss, the GM places the Marker anywhere up to 8" from the throwing model. All models, friend or foe, within 3" of this Marker count as in Cover. Additionally, models who draw line of sight through the 3" area around the Marker, suffer -1 BS until the smoke dissipates. Red Smoke dissipates after D3 Turns.

01 / 05 / ** / Chaf Smoke Grenade / Roll BS. On a hit, place an Marker anywhere up to 6" from the model who throws this grenade. On a miss, the GM places the Marker anywhere up to 8" from the throwing model. All models, friend or foe, within 3" of this Marker count as in Cover. Additionally, models who draw line of sight through the 3" area around the Marker, suffer -2 BS until the smoke dissipates. Chaf Smoke dissipates after 3 Turns.

01 / 02 / ** / Krak Grenade / -

01 / 02 / ** / Blind Grenade / Models hit by Blind Grenades take no damage, but may not Move or Advance unless they pass a Toughness test. Additionally, they count their BS and WS as 6+ until the end of their Turn. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

05 / 04 / ** / Concussion Grenade / Models hit by Concussion Grenades take no damage, but count as Pinned for D3 Turns. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

15 / 10 / ** / Shredder Grenade / Strength D6, AP -2, D3 Wounds. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

25 / 15 / ** / Acid Grenade / Strength 1, AP -D6. If a model hit by an Acid grenade survives, permanently reduce its Armor Save by 1. Additionally, the acid lingers causing an automatic Strength 1 hit with an AP -D6 at the end of each of the model's Turns until the end of the Mission. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

25 / 05 / ** / Toxin Grenade / Strength 5, AP -. If a model is Wounded by a Toxin Grenade, roll a D3 and apply the affects of the Toxin Grenade to this many enemy models within 2" of the initial target. A Toxin Grenade has a cascade effect, meaning that subsequent models Wounded can also spread the effects of this grenade. Each time the effect spreads, reduce the grenade's Strength by 1. If this reduces the grenade's Strength to 0, it no longer has any effect. If there not enough enemy models to affect, excess cascade Wounds are lost. If this weapon is used when there are adversaries on the table who are dedicated to Nurgle in any way (cultists, daemons, deathguard, etc.), the marine carrying this item gains an additional +1 Corruption at the end of the Mission. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

15 / 08 / ** / Hellfire Grenade / Strength 5, AP -2, this weapon reduces its targets'cover save bonuses by -1 (ignoring normal cover and reducing heavy cover to just +1). Versus Tyranids treat this weapon as AP -4. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

75 / 50 / ** / Stasis Grenade / Models hit by Stasis Grenades take no damage, but count as Pinned for the remainder of the Mission.

100 / 50 / ** / Vortex Grenade / Make a single attack roll for this weapon. If it hits it causes D6 Mortal Wounds.

10 / 05 / 01 / Proximity Mine / Strength 4, AP -. When emplacing a mine, use a Marker to indicate its location. Proximity mines work exactly like booby traps.

10 / 08 / 01 / Shredder Mine / Strength 3, AP -1, D3 Wounds against models with the <Infantry> keyword. When emplacing a mine, use a Marker to indicate its location. Shredder mines work exactly like booby traps.

10 / 10 / 01 / Remote Mine / Strength D3+1, AP -. When emplacing a mine, use a Marker to indicate its location. Unlike other mines, the model who places a Remote Mine Marker decides when it goes off, detonating it during the enemy Turn. This mine must target an enemy model within 3" of it and the model who detonates it must be able to draw line of sight to both the Marker and the target at the time of detonation.

10 / 14 / 01 / Timed Mine / Strength D3+1, AP -D3, Damage 1. When emplacing a mine, use a Marker to indicate its location. After placing this mine, chose 1, 2, or 3 Turns. This is the amount of time the detonation is delayed. If a model with the Demolition Skill reaches the Timed Mine Marker before it goes off they may remove it and add a Timed Mine to their inventory if they have the Capacity to carry it. Otherwise the mine goes off, affecting all models within 3" of the Marker.

10 / 14 / 01 / AT Mine / Strength 8, AP -3, causes D3 Wounds against models with the <Vehicle> keyword. When emplacing a mine, use a Marker to indicate its location. AT mines work exactly like booby traps, except they are only triggered by models with the <Vehicle> or <Monster> keyword.

10 / 16 / 01 / EMP Mine / Strength 5, AP -3. If the target suffers a Wound from this mine, reduce its BS by -2 until the end if its Turn. Only effective against models with the <Vehicle>, <Necron>, or <Cult Mechanicus> keywords. When emplacing a mine, use a Marker to indicate its location. EMP mines work exactly like booby traps, except they are only triggered by models with the <Vehicle>, <Necron>, or <Cult Mechanicus> keywords.

05 / 05 / 01 / Melta Bomb* / When emplacing a bomb, use a Marker to indicate its location. After placing this bomb, chose 1, 2, or 3 Turns. This is the amount of time the detonation is delayed. If a model with the Demolition Skill reaches the Melta Bomb Marker before it goes off they may remove it and add a Melta Bomb to their inventory if they have the Capacity to carry it.

10 / 15 / 02 / Promethium Blastbomb* / Strength 5, AP -, ignores the bonus to Armor Saves provided by cover, this weapon automatically hits all models within 8" of the Marker. When emplacing a bomb, use a Marker to indicate its location. After placing this bomb, chose 1, 2, or 3 Turns. This is the amount of time the detonation is delayed. If a model with the Demolition Skill reaches the Promethium Blastbomb Marker before it goes off they may remove it and add it to their inventory if they have the Capacity to carry it.

50 / 25 / 04 / Vortex Bomb* / Strength 10, AP -D6, ignores the bonus to Armor Saves provided by cover, affects all models and terrain within 3" of the Marker. When emplacing a bomb, use a Marker to indicate its location. After placing this bomb, chose 1, 2, or 3 Turns. This is the amount of time the detonation is delayed. If a model with the Demolition Skill reaches the Vortex Bomb Marker before it goes off they may remove it and add it to their inventory if they have the Capacity to carry it. Terrain struck by a Vortex Bomb's effect are either removed from play or, if they cannot be removed for whatever reason, are ignored for the purposes of Cover and Line of Sight for the remainder of the Mission. Leave an appropriate Marker in place as a reminder.


*Bombs typically trigger volatile terrain features such as generators, fuel tanks, vehicles, weapon caches, and the like when they go off. Refer to the GM notes of any given Mission if a bomb is detonated to determine if any additional effects occur.
**Grenades weigh little individually, but collectively their weight adds up. Any combination of types may be carried by a model. Equipping 1 or 2 grenades of any type costs 1 Capacity, 3 or 4 costs 2 Capacity, 5 or 6 cost 3 Capacity, and every additional grenade beyond 6 adds +1 Capacity.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/28 19:14:40


Post by: Warboss_Waaazag


Mundane Reloads for Bolt Weapons
Unless otherwise noted, Relic bolt weapons use standard magazines.

Threshold / Cost / Capacity / Item / Magazine / Special Rules

01 / 01* / 01* / Bolt Pistol Reload / 4 / -

01 / 02* / 01* / Bolt Pistol Longmag / 6 / -

10 / 02* / 01* / Bolt Pistol Expanded Magazine / 8 / Brotherhood of the Bolter space marines upgrade their standard bolt pistol magazines and reloads to these for free. Additionally, marines of this Chapter do not have to meet the Threshold to purchase additional reloads of this type.

01 / 01* / 01* / Bolter Reload / 8 / -

01 / 02* / 01* / Bolter Longmag** / 12 / -

15 / 03* / 02* / Bolter Expanded Magazine / 16 / Brotherhood of the Bolter space marines upgrade their standard bolter magazines and reloads to these for free. Additionally, marines of this Chapter do not have to meet the Threshold to purchase additional reloads of this type.

01 / 02* / 01* / Bolt Rifle Reload / 10 / -

25 / 05* / 02* / Bolt Rifle Expanded Magazine / 20 / Brotherhood of the Bolter Intercessors upgrade their standard bolt rifle magazines and reloads to these for free. Additionally, marines of this Chapter do not have to meet the Threshold to purchase additional reloads of this type.

02 / 02* / 02* / Storm Bolter Reload / 18 / -

50 / 02 / 01 / Storm Bolter Expanded Magazine / 36 / Brotherhood of the Bolter space marines upgrade their standard storm bolter magazine to this for free. Additionally, marines of this Chapter do not have to meet the Threshold to purchase additional reloads of this type.

01 / 02 / 01 / Heavy Bolter Box Mag / 24 / -

05** / 05** / 01* / Heavy Bolter Backpack Ammo Supply / 150 / No matter what a model's Capacity is, a maximum of only 1 Backpack Ammo Supply of any type may ever be equipped by the same marine. Unlike other weapons, a Backpack Ammo Supply may only be equipped to supply ammo for a weapon carried by this model.

05** / 15 / 01* / Bolter Backpack Ammo Supply / 250 / No matter what a model's Capacity is, a maximum of only 1 Backpack Ammo Supply of any type may ever be equipped by the same marine. Unlike other weapons, a Backpack Ammo Supply may only be equipped to supply ammo for a weapon carried by this model.

25** / 15 / 01* / Storm Bolter Backpack Ammo Supply / 250 / No matter what a model's Capacity is, a maximum of only 1 Backpack Ammo Supply of any type may ever be equipped by the same marine. Unlike other weapons, a Backpack Ammo Supply may only be equipped to supply ammo for a weapon carried by this model.

25** / 35 / 01* / Bolt Rifle Backpack Ammo Supply / 200 / No matter what a model's Capacity is, a maximum of only 1 Backpack Ammo Supply of any type may ever be equipped by the same marine. Unlike other weapons, a Backpack Ammo Supply may only be equipped to supply ammo for a weapon carried by this model.


*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Cost is for 4 reloads of the same type.
*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Capacity is for 4 reloads of the same type.
**The Relic Bolter Carnage comes preloaded with these magazines. If a model equips Carnage, any standard Bolter magazines normally assigned by their Specialty are automatically upgraded to this type for free.
*Much of the weight of this item is carried by the marine's power armor and dispersed across the entirety of its exo-frame. However, if the item is somehow separated from the marine carrying it or if one is found during the course of a Mission, an empty Backpack Ammo Supply weighs 01 Capacity and a full one, regardless of the ammo type it holds, weighs 05 Capacity.
**This Cost and Threshold only applies to Specialties other than Devastators, who come equipped with this item as part of their standard gear for free.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/08/30 05:42:49


Post by: Warboss_Waaazag


Special Ammo Reloads for Bolt Weapons

Bolt Pistol

Threshold / Cost / Capacity / Item / Magazine / Special Rules

02 / 02* / 01* / Dragonfire Bolt Pistol Reload / 4 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

03 / 02* / 01* / Organ Grinder Bolt Pistol Reload / 4 / Increase AP by -1. If the target's save is reduced to 6+ or worse and it has the Infantry, Monster, or both Keywords, each hit does D3 Damage.

05 / 03* / 01* / Seeker Bolt Pistol Reload / 4 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

05 / 04* / 01* / Hellfire Bolt Pistol Reload / 4 / Versus Tyranids, Hellfire bolt pistol ammo is AP -4. Versus any other target, Hellfire improves a weapon's AP by -1.

10 / 04* / 01* / Manstopper Bolt Pistol Reload / 4 / +1 weapon Strength, -2" range.

25 / 05* / 01* / Turbo Penetrator Bolt Pistol Reload / 4 / Improves AP by -2.

25 / 06* / 01* / Kraken Bolt Pistol Reload / 4 / Each hit does 2 damage.

25 / 08* / 01* / Vengeance Bolt Pistol Reload / 4 / Improves AP by -1. Strength +1. Increase range by +6".

25 / 10* / 01* / Flechete Storm Bolt Pistol Reload / 12 / Increase Standard Rate of Fire by +1 and adds a Full Auto setting. Strength -1. new Rate of Fire: 2|3|6


Bolter**

Threshold / Cost / Capacity / Item / Magazine / Special Rules

01 / 01* / 01* / Tracer Bolter Reload / 8 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

03 / 04 / 01* / Tracer Bolter Backpack Ammo Supply / 250 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

02 / 03* / 01* / Dragonfire Bolter Reload / 8 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

02 / 01 / ** / Dragonfire Integral Mag / 3 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".**

06 / 12 / 01* / Dragonfire Bolter Backpack Ammo Supply / 250 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

03 / 02* / 01* / Organ Grinder Bolter Reload / 8 / Increase AP by -1. If the target's save is reduced to 6+ or worse and it has the Infantry, Monster, or both Keywords, each hit does D3 Damage.

03 / 01 / ** / Organ Grinder Integral Mag / 3 / Increase AP by -1. If the target's save is reduced to 6+ or worse and it has the Infantry, Monster, or both Keywords, each hit does D3 Damage.

03 / 07 / 01* / Organ Grinder Bolter Backpack Ammo Supply / 250 / Increase AP by -1. If the target's save is reduced to 6+ or worse and it has the Infantry, Monster, or both Keywords, each hit does D3 Damage.

05 / 12* / 01* / Seeker Bolter Reload / 8 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

05 / 04 / ** / Seeker Integral Mag / 3 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.**

15 / 40 / 01* / Seeker Bolter Backpack Ammo Supply / 250 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

05 / 04* / 01* / Hellfire Bolter Reload / 8 / Versus Tyranids, Hellfire bolt pistol ammo is AP -4. Versus any other target, Hellfire is AP -1.

05 / 01 / ** / Hellfire Integral Mag / 3 / Versus Tyranids, Hellfire bolt pistol ammo is AP -4. Versus any other target, Hellfire is AP -1.**

15 / 16 / 01* / Hellfire Bolter Backpack Ammo Supply / 250 / Versus Tyranids, Hellfire bolt pistol ammo is AP -4. Versus any other target, Hellfire is AP -1.

15 / 12* / 01* / Stalker Bolter Reload / 8 / +12" range. Cannot be fired in Burst or Full Auto mode.

10 / 04 / ** / Stalker Integral Mag / 3 / +12" range. Cannot be fired in Burst or Full Auto mode.**

25 / 20 / 01* / Stalker Bolter Backpack Ammo Supply / 250 / +12" range. Cannot be fired in Burst or Full Auto mode.

10 / 16* / 01* / Manstopper Bolter Reload / 8 / +1 weapon Strength, -6" range.

05 / 04 / ** / Manstopper Integral Mag / 3 / +1 weapon Strength, -6" range.**

50 / 60 / 01* / Manstopper Bolter Backpack Ammo Supply / 250 / +1 weapon Strength, -6" range.

25 / 20* / 01* / Turbo Penetrator Bolter Reload / 8 / Improves AP by -2.

15 / 07 / ** / Turbo Penetrator Integral Mag / 3 / Improves AP by -2.**

90 / 80 / 01* / Turbo Penetrator Bolter Backpack Ammo Supply / 250 / Improves AP by -2.

25 / 24* / 01* / Kraken Bolter Reload / 8 / Each hit does 2 damage.

18 / 08 / ** / Kraken Integral Mag / 3 / Each hit does 2 damage.**

100 / 80 / 01* / Kraken Bolter Backpack Ammo Supply / 250 / Each hit does 2 damage.

25 / 32* / 01* / Vengeance Bolter Reload / 8 / Improves AP by -1. Strength +1. Increase range by +6".

18 / 11 / ** / Vengeance Integral Mag / 3 / Improves AP by -1. Strength +1. Increase range by +6".**

150 / 120 / 01* / Vengeance Bolter Backpack Ammo Supply / 250 / Improves AP by -1. Strength +1. Increase range by +6".

50 / 40* / 01* / Flechetestorm Bolter Reload / 24 / Increase Standard Rate of Fire by +1 and adds a Full Auto setting. Strength -1. new Rate of Fire: 2|3-5|6

25 / 16 / ** / Flechettestorm Integral Mag / 12 / Increase Rate of Fire by +1 and adds a Full Auto setting. Strength -1. **

200 / 160 / 01* / Flechetestorm Bolter Backpack Ammo Supply / 750 / Increase Rate of Fire by +1 and adds a Full Auto setting. Strength -1.

60 / 20* / 01* / Tempest Bolter Reload / 8 / Changes Rate of Fire to D3|2D3|-; on a hit roll of an unmodified 6, that shot ignores cover

45 / 08 / ** / Tempest Integral Mag / 3 / Changes Rate of Fire to D3|2D3|-; on a hit roll of an unmodified 6, that shot ignores cover

120 / 75 / 01* / Tempest Bolter Backpack Ammo Supply / 250 / Changes Rate of Fire to D3|2D3|-; on a hit roll of an unmodified 6, that shot ignores cover


Bolt Rifle

Threshold / Cost / Capacity / Item / Magazine / Special Rules

01 / 01* / 01* / Tracer Bolt Rifle Reload / 10 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

03 / 05 / 01* / Tracer Bolt Rifle Backpack Ammo Supply / 250 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

03 / 05* / 01* / Dragonfire Bolt Rifle Reload / 10 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

03 / 03 / ** / Dragonfire Integral Mag / 3 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

07 / 16 / 01* / Dragonfire Bolt Rifle Backpack Ammo Supply / 250 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

06 / 13* / 01* / Seeker Bolt Rifle Reload / 10 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

06 / 05 / ** / Seeker Integral Mag / 3 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

16 / 45 / 01* / Seeker Bolter Backpack Ammo Supply / 250 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

06 / 05* / 01* / Hellfire Bolt Rifle Reload / 10 / Versus Tyranids, Hellfire ammo is AP -4. Versus any other target, Hellfire improves a weapon's AP by -1.

06 / 02 / ** / Hellfire Integral Mag / 3 / Versus Tyranids, Hellfire ammo is AP -4. Versus any other target, Hellfire improves a weapon's AP by -1.

16 / 20 / 01* / Hellfire Bolt Rifle Backpack Ammo Supply / 250 / Versus Tyranids, Hellfire ammo is AP -4. Versus any other target, Hellfire improves a weapon's AP by -1.

16 / 15* / 01* / Stalker Bolt Rifle Reload / 10 / +12" range. Cannot be fired in Burst or Full Auto mode.

12 / 06 / ** / Stalker Integral Mag / 3 / +12" range. Cannot be fired in Burst or Full Auto mode.

35 / 25 / 01* / Stalker Bolt Rifle Backpack Ammo Supply / 250 / +12" range. Cannot be fired in Burst or Full Auto mode.

12 / 20* / 01* / Manstopper Bolt Rifle Reload / 10 / +1 weapon Strength, -6" range.

06 / 05 / ** / Manstopper Integral Mag / 3 / +1 weapon Strength, -6" range.

75 / 65 / 01* / Manstopper Bolt Rifle Backpack Ammo Supply / 250 / +1 weapon Strength, -6" range.

50 / 25* / 01* / Turbo Penetrator Bolt Rifle Reload / 10 / Improves AP by -2.

16 / 08 / ** / Turbo Penetrator Integral Mag / 3 / Improves AP by -2.

150 / 100 / 01* / Turbo Penetrator Bolt Rifle Backpack Ammo Supply / 250 / Improves AP by -2.

35 / 30* / 01* / Kraken Bolt Rifle Reload / 10 / Each hit does 2 damage.

20 / 10 / ** / Kraken Integral Mag / 3 / Each hit does 2 damage.

100 / 80 / 01* / Kraken Bolter Backpack Ammo Supply / 250 / Each hit does 2 damage.

50 / 45* / 01* / Vengeance Bolt Rifle Reload / 10 / Improves AP by -1. Strength +1. Increase range by +6".

20 / 15 / ** / Vengeance Integral Mag / 3 / Improves AP by -1. Strength +1. Increase range by +6".

180 / 150 / 01* / Vengeance Bolt Rifle Backpack Ammo Supply / 250 / Improves AP by -1. Strength +1. Increase range by +6".

50 / 45* / 01* / Flechetestorm Bolt Rifle Reload / 30 / Increase Standard Rate of Fire by +1 and adds a Full Auto setting. Strength -1. new Rate of Fire: 2|3-5|6

200 / 150 / 01* / Flechetestorm Bolter Backpack Ammo Supply / 600 / Increase Rate of Fire by +1 and adds a Full Auto setting. Strength -1.


Heavy Bolter

Threshold / Cost / Capacity / Item / Magazine / Special Rules

01 / 01 / 01 / Tracer Heavy Bolter Boxmag / 24 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

01 / 04 / 01* / Tracer Heavy Bolter Backpack Ammo Supply / 150 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

01 / 06 / 01 / Dragonfire Heavy Bolter Boxmag / 24 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

01 / 08 / 01* / Dragonfire Heavy Bolter Backpack Ammo Supply / 150 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

15 / 09 / 01 / Seeker Heavy Bolter Boxmag / 24 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

15 / 12 / 01* / Seeker Heavy Bolter Backpack Ammo Supply / 150 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

15 / 12 / 01 / Hellfire Heavy Bolter Boxmag / 24 / Versus Tyranids AP -4 and D3 Wounds. Versus any other target, Hellfire Heavy Bolter rounds do D3 Wounds. Cannot be fired in Full Auto mode.

25 / 15 / 01* / Hellfire Heavy Bolter Backpack Ammo Supply / 150 / Versus Tyranids AP -4 and D3 Wounds. Versus any other target , Hellfire Heavy Bolter rounds do D3 Wounds. Cannot be fired in Full Auto mode.

15 / 12 / 01 / Manstopper Heavy Bolter Boxmag / 24 / +1 weapon Strength, -8" range.

25 / 20 / 01* / Manstopper Heavy Bolter Backpack Ammo Supply / 150 / +1 weapon Strength, -8" range.

25 / 20 / 01 / Turbo Heavy Bolter Boxmag / 24 / Improves AP by -2.

50 / 35 / 01* / Turbo Heavy Bolter Backpack Ammo Supply / 150 / Improves AP by -2.

100 / 50 / 01 / Kraken Heavy Bolter Boxmag / 24 / Each hit does 2 damage.

150 / 75 / 01* / Kraken Heavy Bolter Backpack Ammo Supply / 150 / Each hit does 2 damage.

150 / 50 / 01 / Vengeance Heavy Bolter Boxmag / 24 / Improves AP by -1. Strength +1. Increase range by +6".

200 / 75 / 01* / Vengeance Heavy Bolter Backpack Ammo Supply / 150 / Improves AP by -1. Strength +1. Increase range by +6".

100 / 35 / 01 / Flechetestorm Heavy Bolter Boxmag / 72 / Increase Standard Rate of Fire by +1 and adds a Burst mode. Strength -1. new Rate of Fire: 4|5|10

150 / 75 / 01* / Flechetestorm Heavy Bolter Backpack Ammo Supply / 450 / Increase Rate of Fire by +1 and adds a Burst mode. Strength -1.


Storm Bolter**

Threshold / Cost / Capacity / Item / Magazine / Special Rules

03 / 01 / 02* / Tracer Storm Bolter Reload / 18 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

06 / 04 / 01* / Tracer Storm Bolter Backpack Ammo Supply / 250 / Allied models that fire at the same targets as this weapon may re-roll failed to hit rolls, if they fire in the same Phase as this weapon.

10 / 04 / 02* / Dragonfire Stormbolter Reload / 18 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

15 / 15 / 01* / Dragonfire Stormbolter Backpack Ammo Supply / 250 / Reduces Cover Saves by -1 (+1 becomes nothing, +2 becomes +1), but reduces the range of the weapon it is loaded into by -4".

15 / 15 / 02* / Seeker Stormbolter Reload / 18 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

25 / 40 / 01* / Seeker Stormbolter Backpack Ammo Supply / 250 / Shooter may fire at targets not in line of sight, as long as at least one ally in Cohesion Range can see the target.

15 / 15 / 02* / Hellfire Stormbolter Reload / 18 / Versus Tyranids AP -4. Versus any other target, Hellfire improves a weapon's AP by -1.

25 / 16 / 01* / Hellfire Stormbolter Backpack Ammo Supply / 250 / Versus Tyranids AP -4. Versus any other target, Hellfire improves a weapon's AP by -1.

15 / 25 / 02* / Manstopper Stormbolter Reload / 18 / +1 weapon Strength, -4" range.

25 / 65 / 01* / Manstopper Stormbolter Backpack Ammo Supply / 250 / +1 weapon Strength, -4" range.

25 / 25 / 02* / Turbo Stormbolter Reload / 18 / Improves AP by -2.

50 / 80 / 01* / Turbo Stormbolter Backpack Ammo Supply / 250 / Improves AP by -2.

100 / 30 / 02* / Kraken Stormbolter Reload / 18 / Each hit does 2 damage.

150 / 80 / 01* / Kraken Stormbolter Backpack Ammo Supply / 250 / Each hit does 2 damage.

150 / 40 / 02* / Vengeance Stormbolter Reload / 18 / Improves AP by -1. Strength +1. Increase range by +6".

200 / 120 / 01* / Vengeance Stormbolter Backpack Ammo Supply / 250 / Improves AP by -1. Strength +1. Increase range by +6".

100 / 50 / 02* / Flechetestorm Stormbolter Reload / 54 / Increase Standard Rate of Fire by +1 and adds a Full Auto mode. Strength -1. new Rate of Fire: 3|4-7|8

200 / 160 / 01* / Flechetestorm Stormbolter Backpack Ammo Supply / 750 / Increase Rate of Fire by +1 and adds a Full Auto mode. Strength -1.


*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Cost is for 4 reloads of the same type.
*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Capacity is for 4 reloads of the same type.
*Much of the weight of this item is carried by the marine's power armor and dispersed across the entirety of its exo-frame. However, if the item is somehow separated from the marine carrying it or if one is found during the course of a Mission, an empty Backpack Ammo Supply weighs 01 Capacity and a full one, regardless of the ammo type it holds, weighs 05 Capacity.
**For purchasing Special Ammo Integral Magazines for the Deathwatch Pattern Stormbolter, refer to the listings of same for Bolters.
**The weight of this item is carried by the Bolter or Bolt Rifle it is built into. These items add no individual Capacity to the weapon they are loaded into.
**These Integral Special Ammo Mags can also be purchased for Guilliman Pattern Bolt Rifles for +1 Cost.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/01 16:22:17


Post by: Warboss_Waaazag


Technologies of Mars*
*Gear from these lists may only be taken by Techmarines.

Cybernetics
Threshold / Cost / Capacity / Item / Special Rules

** / 05* / ** / Macro Mechadendrite / This cyberlimb is equipped with an unsophisticated grabber or claw. It may be used to crush small items like sample containers, hands, and detonators; to peel away corroded surfaces to get to the conduits inside or crumple control boxes to expose the internal wiring; or to warp door frames to crudely wedge a door shut. Alternatively they may be used to pick up large items like dead bodies, ammo crates, and armored wall panels. For this purpose the Macro Mechadendrite has a carrying Capacity of 4. This item's Capacity cannot be used to carry additional gear.

** / 15* / ** / Medical Mechadendrite / This cyberlimb is equipped with a sophisticated medical suite of micro-manipulators, injectors, and various anesthesia. It may be used on the Techmarine to reduce their D6 roll on the Injury Table by -1 or to assist a model with the Medic Skill within 2" of the Techmarine, granting a +1 to their Skill roll.

** / 25* / ** / Interface Mechadendrite / This cyberlimb is equipped with a sophisticated data extraction array. It may be used to interact with a Tech Terminal up to 2" away from the Techmarine using its own Tech2 Skill rated at 4+. This may be done even if the Techmarine is currently engaged in hand to hand combat, is incapacitated due to injury, or is currently interacting with a different terminal. Alternatively, the Interface Mechadendrite may be used to assist the Techmarine at a Tech Terminal, granting a +1 to their Skill roll.

** / 15* / ** / Plasma Mechadendrite / This cyberlimb is armed with a plasma pistol. It may fire at a separate target than what the Techmarine it is attached to is Shooting at. The plasma pistol comes equipped with a standard magazine, but may only be reloaded if the Techmarine is also equipped with a Manipulator Mechadendrite.

** / 08* / ** / Flamer Mechadendrite / This cyberlimb is armed with a flamer. It may fire at a separate target than what the Techmarine it is attached to is Shooting at. The flamer comes equipped with a half-size magazine, but may only be reloaded if the Techmarine is also equipped with a Manipulator Mechadendrite.

** / 01* / ** / Las Mechadendrite / This cyberlimb is armed with a laspistol. It may fire at a separate target than what the Techmarine it is attached to is Shooting at. The laspistol comes equipped with a standard magazine, but may only be reloaded if the Techmarine is also equipped with a Manipulator Mechadendrite.

** / 05* / ** / Bolt Mechadendrite / This cyberlimb is armed with a bolt pistol. It may fire at a separate target than what the Techmarine it is attached to is Shooting at. The bolt pistol comes equipped with a standard magazine, but may only be reloaded if the Techmarine is also equipped with a Manipulator Mechadendrite.

** / 03* / ** / Manipulator Mechadendrite / This cyberlimb is equipped with precision tools and finger-like appendages. It can be used to pick small items up, carry small items such as an Auspex, a severed head, or a sample container. The Manipulator Mechadendrite can also be used to reload the various weapon Mechadendrites equippable by Techmarines, provided it isn't already carrying an item.

01 / 01 / 00 / Hidden Compartment+ / This implant shuffles internal organs and muscles around to create a small void that adds +1 Capacity that can only be used to carry items that specifically weigh 1 Capacity such as grenades, extra reloads, sample containers, and the like.

25 / 25 / 00 / Logis Implant+ / After this model expends a Rating to use any Skill they may roll a D6. If they roll a 6, that Rating is not spent, although the Skill use still happens.

**While there is no Threshold for these items per se, a model must have the Servo Rig Talent (1 or more) to equip any of these items.
+As Implants, a model only needs to meet the Threshold for this item when they first acquire it. It is then permanently added to a model's equipment and its Cost is permanently subtracted from the model's total Renown.
*While a Techmarine with a high enough Servo Rig Talent can equip multiple Mechadendrites of the same type, each one of the same type beyond the first Costs double the previous. As example, a Techmarine with Servo Rig3 wants to equip 2 Flamer Mechandendrites. They would pay 8 Renown to equip the first and 16 Renown to equip the second. If they wanted to equip a third Flamer Mechadendrite, it would Cost 32 Renown.
**More of an implant than a piece of gear, these items' Capacity are mostly taken up by the model's overall cybernetic frame rather than its raw physical might. If a model is equipped with up to 2 of these items, their total Capacity is 0. If they equip 3 or more, each additional Mechadendrite increases the total Capacity by +1.


Equipment

Threshold / Cost / Capacity / Item / Special Rules

15 / 05 / 01 / Servitor Remote Monitor / This arm-mounted display allows a Techmarine to extend the range of a single Servitor by up to 24". Additionally, that Servitor need not remain in line of sight in order to continue functioning.

50 / 25 / 01 / Optimizer HUD / This helm-mounted item allows a Techmarine to keep careful tabs on all of their own systems and their functioning. It allows the Techmarine to re-roll a single die for any reason once per Turn.

25 / 15 / 01 / Pulse Scanner / Once per Turn, instead of using a Skill, the Techmarine may activate this item. It sends out a subsonic pulse in a wide dispersal that can detect tunnel blockages, crowds, or other mass-based anomalies within 9" of the Techmarine. GMs, pay attention to your deck maps in scenarios with partially obscured set ups. Remember that while this item doesn't detect rooms or passageways, it will vaguely reveal objects like generators, collapsed tunnels, and armored bulkheads. In scenarios where enemy movement is hidden, this item will cause a Blip to appear in any place where 2 or more Adversaries gather or any 1 Adversary with the Vehicle or Monster tag does. In Missions where "Blips" are already in use, this item instead reveals the Adversaries that any Blips in range represent. If, on subsequent Turns, those Adversaries then move within 1" of another revealed Adversary or an unrevealed Blip, they revert back into unidentified Blips.

60 / 15 / 01 / Signal Booster / This item doubles the effective range of any technological item carried by the Techmarine, including the other items above & items like Auspexes and Augurs, but excluding weapon ranges and Mechadendrites.

75 / 50 / 01 / Archeotech Electro-Converter / At the start of this model's Turn, this item may be used in an attempt to convert bio electricity into useable energy. The Archeotech may be attached to any energy weapon (melta, plasma, las, or conversion beamer) or to a Tech Emplacement with Dead, Minuscule, or Low Power. This model must then make a Toughness test. If they pass, they may regenerate up 4 expended "bullets" from an attached weapon's magazine or increase the Power Level of a single Tech Emplacement by 1 step for the upcoming Turn. If this model fails their Toughness test, they suffer a single Mortal Wound, but the effects still work.


Melee Weapons

Threshold / Cost / Capacity / Item / Special Rules

01 / 25 / 02 / Omnissian Axe / Strength +3, AP -2, Two-handed. Versus enemy models with the Vehicle tag this weapon gains the ElectroPulse and Shocking Qualities.

25 / 45 / 02 / Electro Whip / Strength 4, AP -. Each to hit roll of a 6 increases this weapon's AP by -1.


Ranged Weapons

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine / Special Rules

100 / 50 / 06 / Conversion Beamer / 1|-|- / 30 / The longer the range, the more power this weapon requires to shoot. Shooting at a target up to 12" away uses 1 "bullet" from this weapon's magazine. Targets beyond 12" and up to 24" away require 3 "bullets" from the magazine. Targets beyond 24" and up to this weapon's maximum range require 10 "bullets". A conversion beamer cannot be reloaded in the conventional sense, but its magazine regenerates 1 expended "bullet" every Turn.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/02 18:40:09


Post by: Warboss_Waaazag


I added two new Talents to the Technological Talents tree so that Techmarines and Apothecaries can take Servitor Cohorts.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/05 00:06:04


Post by: Warboss_Waaazag


Reloads for Specialist Weapons
Unless otherwise noted, Relic weapons use the standard reloads for a weapon of the same type.
Weapons that fire a variable number of shots only expend a single "bullet" from their magazines when they fire in Standard mode, 2 "bullets" in Burst mode, and 4 "bullets" in Auto Fire mode, regardless of the number or size of the dice they roll when shooting.

Threshold / Cost / Capacity / Item / Magazine / Special Rules

01 / 01* / 01* / Half Promethium Tank / 3 / Reload for Hand Flamers, Flamers, and Flamer Mechadendrites.

01 / 01 / 01 / Promethium Tank / 6 / Reload for Flamers and Heavy Flamers.

01 / 02 / 02 / Promethium Charger / 12 / Reload for Heavy Flamers.

25 / 03 / 01 / Sanctified Promethium Tank / 6 / +1 Strength versus enemy models with the Daemon or Psyker tag. Reload for Flamers and Heavy Flamers.

25 / 08 / 02 / Sanctified Promethium Charger / 12 / +1 Strength versus enemy models with the Daemon or Psyker tag. Reload for Heavy Flamers.

01 / 04** / 01** / Grav Catalyst / 10 / Reload for Grav Pistols, Gravguns, and Grav Cannons.

15 / 08** / 01** / Plasma Cell / 6 / Reload for Plasma Pistols, Plasmaguns, and Plasma Cannons.

15 / 09** / 01** / Plasma Magazine / 7 / Reload for Plasma Incinerators.

08 / 03** / 01** / Melta Canister / 4 / Reload for Inferno Pistols, Meltas, and Multimeltas.

01 / 01** / 01** / Power Cell / 30 / Reload for Laspistols, Lasguns, and Las Mechadendrites.

10 / 03 / 01 / Heavy Power Cell / 6 / Reload for Lascannon.

01 / 01** / 01** / Automag / 6 / Reload for Auto Pistols and Autoguns.

01 / 02** / 01** / Long Automag / 10 / Reload for Auto Pistols and Autoguns.

15 / 02 / 02 / Autodrum / 30 / Reload for Assault Cannons.

50 / 13** / 01** / Needle Clip / 9 / Reload for Needlers.

50 / 18** / 01** / Splinter Clip / 20 / Reload for Splinter gun.

25 / 10** / 01** / Pulse Charger / 6 / Reload for Pulse Pistols.

25 / 15** / 01** / Pulse Mag / 12 / Reload for Pulse Rifles.

50 / 100** / 01** / Dark Cell / 3 / Reload for Dark Weapons.

*This Cost is for 2 reloads of the same type.
*These items weigh little individually. This Capacity is for 2 reloads of the same type.
**This Cost is for 4 reloads of the same type.
**These items weigh little individually. This Capacity is for 4 reloads of the same type.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/07 01:02:31


Post by: Warboss_Waaazag


Shotgun Shells and Grenade Rounds

Individual Shotgun Shells
Manually reloading Shotguns takes 1 Phase for every 3 shells loaded. Unlike other weapons, a Shotgun can be reloaded even if it hasn't expended its last bullet. Whatever type of shell is loaded last is the first available to fire. Models with the Swift Reload Talent manually reload up to 8 shells per Phase.

Threshold / Cost / Capacity / Item / Special Rules

01 / 01* / 01* / Standard Shell / -

01 / 02* / 01* / Dragonfire Shell / Reduces the target's Cover Save bonus by -1.

01 / 04* / 01* / Seeker Shell / Doubles maximum range. Ignores Cover.

01 / 03* / 01* / Shredder Shell / Strength 2D3 and AP -2 at half range. Strength D3+1 and AP -1 at ranges higher than half.

01 / 08* / 01* / Destroyer Shell / Strength 6, AP -2.

01 / 06* / 01* / Storm Shell / Damage 2.


Shotgun Magazines
Shotguns equipped with a magazine cannot reload individual shells manually until the last bullet is expended from the current magazine.

Threshold / Cost / Capacity / Item / Magazine / Special Rules

01 / 02 / 01** / Standard Mag / 8 / -

01 / 03 / 01 / Standard Drum / 15 / -

01 / 05 / 01** / Dragonfire Mag / 8 / Reduces the target's Cover Save bonus by -1.

01 / 08 / 01 / Dragonfire Drum / 15 / Reduces the target's Cover Save bonus by -1.

01 / 15 / 01** / Seeker Mag / 8 / Doubles maximum range. Ignores Cover.

01 / 25 / 01 / Seeker Drum / 15 / Doubles maximum range. Ignores Cover.

01 / 10 / 01** / Shredder Mag / 8 / Strength 2D3 and AP -2 at half range. Strength D3+1 and AP -1 at ranges higher than half.

01 / 18 / 01 / Shredder Drum / 15 / Strength 2D3 and AP -2 at half range. Strength D3+1 and AP -1 at ranges higher than half.

01 / 45 / 01** / Destroyer Mag / 8 / Strength 6, AP -2.

01 / 70 / 01 / Destroyer Drum / 15 / Strength 6, AP -2.

01 / 25 / 01** / Storm Mag / 8 / Damage 2.

01 / 35 / 01 / Storm Drum / 15 / Damage 2.


Miscellaneous Shotgun Accessories

Threshold / Cost / Capacity / Item / Special Rules

01 / 10 / 00 / Extended Magazine / Adds +2 to manual reload magazine.

05 / 15 / 00 / Street Sweeper* / Increases Rate of Fire by +1, making Shotguns 2|3|-.

10 / 15 / 00 / Auto Conversion* / Adds a Full Auto firing mode to Shotguns, making them 1|2|4.

*Combining these upgrades gives Shotguns a 2|3|6 Rate of Fire.


Grenade Launcher Rounds
Grenade Rounds may be purchased individually or in "Sleeves" of 4.

Threshold / Cost / Capacity / Item / Rate of Fire / Special Rules

01 / 01 / 01** / Frag Round / D3 / -

01 / 03 / 01 / Frag Sleeve / As Frag Rounds.

01 / 01 / 01** / Krak Round / 1 / -

01 / 03 / 01 / Krak Sleeve / As Krak Rounds.

01 / 01 / 01** / Concussion Round / D3 / Concussion Rounds do no damage, but models hit count as Pinned for D3 Turns.

01 / 03 / 01 / Concussion Sleeve / As Concussion Rounds.

01 / 02 / 01** / Chaf Round / 1 / Place a Marker at any point in line of sight, up to the maximum range of the weapon this grenade round is fired from. On a hit, the Marker lands on target. On a miss, the GM may place the Marker anywhere in range of the weapon. All models, friend or foe, within 3" of this Marker count as in Cover. Additionally, models who draw line of sight through the 3" area around the Marker, suffer -2 BS until the smoke dissipates. Chaf Smoke dissipates after 3 Turns.

01 / 05 / 01 / Chaf Sleeve / As Chaf Rounds.

01 / 02 / 01** / Blind Round / 5 / Models hit by Blind Rounds take no damage, but may not Move or Advance unless they pass a Toughness test. Additionally, they count their BS and WS as 6+ until the end of their Turn.

01 / 05 / 01 / Blind Sleeve / As Blind Rounds.

05 / 03 / 01** / Sticky Round / 1 / Place a Marker at any point in line of sight, up to the maximum range of the weapon this grenade round is fired from. On a hit, the Marker lands on target. On a miss, the GM may place the Marker anywhere in range of the weapon. Strength 3, AP-. Sticky Rounds, once placed, work exactly like booby traps.

05 / 10 / 01 / Sticky Sleeve / As Sticky Rounds.

15 / 03 / 01** / Shredder Round / D3 / Strength D6, AP -2, D3 Damage.

15 / 10 / 01 / Shredder Sleeve / As Shredder Rounds.

25 / 20 / 01** / Strangler Round / D3 / Strength 1, AP -. Strangler Rounds Pin enemy models in place for D6 Turns. Each Turn after the first a model is Pinned by a Strangler Round, it suffers a hit at Strength +1 more than last Round's hit. A model Pinned by this weapon may attempt a Strength test to try to break the bonds holding them at the start of their Movement Phase. If they pass, they are no longer Pinned and suffer no more automatic hits. If they fail, increase this weapon's automatic hit's Strength by an additional +1 this Turn.

25 / 75 / 01 / Strangler Sleeve / As Strangler Rounds.

25 / 15 / 01** / Acid Round / D3 / Strength 1, AP -D6. If a model hit by an Acid Round survives, permanently reduce its Armor Save by 1. Additionally, the acid lingers causing an automatic Strength 1 hit with an AP -D6 at the end of each of the model's Turns until the end of the Mission.

25 / 55 / 01 / Acid Sleeve / As Acid Rounds.

25 / 13 / 01** / Incendiary Round / D3 / Strength 3, AP -. Models hit by Incendiary Rounds must pass a Toughness test or be set Ablaze. Each Turn after the first a model is Ablaze it suffers a single Strength 3, AP - hit. A model that is Ablaze may spend its Movement Phase putting out the flames. If it does so, it cannot Move or Advance. The Ablaze effect lasts for D3 Turns or until a model puts itself out.

25 / 50 / 01 / Incendiary Sleeve / As Incendiary Rounds.

25 / 05 / ** / Toxin Round / D3 / Strength 5, AP -. If a model is Wounded by a Toxin Round, roll a D3 and apply the affects of the Toxin Round to this many enemy models within 2" of the initial target. A Toxin Round has a cascade effect, meaning that subsequent models Wounded can also spread the effects of this grenade round. Each time the effect spreads, reduce the grenade's Strength by 1. If this reduces the grenade's Strength to 0, it no longer has any effect. If there not enough enemy models to affect, excess cascade Wounds are lost. If this grenade round is used when there are adversaries on the table who are dedicated to Nurgle in any way (cultists, daemons, deathguard, etc.), the marine carrying this item gains an additional +1 Corruption at the end of the Mission. Toxin Rounds count as gas attacks.

25 / 18 / 01 / Toxin Sleeve / As Toxin Rounds.

15 / 08 / 01** / Hellfire Round / D3 / Strength 5, AP -2, ignores cover. Versus Tyranids treat this round as AP -4.

15 / 30 / 01 / Hellfire Sleeve / As Hellfire Rounds.

75 / 40 / 01** / Stasis Round / 1 / Models hit by Stasis Rounds take no damage, but count as Pinned for the remainder of the Mission.

75 / 100 / 01 / Stasis Sleeve / As Stasis Rounds.

100 / 50 / 01** / Vortex Round / 1 / D6 Mortal Wounds.

100 / 200 / 01 / Vortex Sleeve / As Vortex Rounds.


*Shotgun Shells weigh little individually. This Capacity is for every 24 Shotgun Shells carried by the model in excess of what's loaded into their weapon.
*This Cost is per individual bullet.
**Grenade rounds weigh little individually. This Capacity is for every 4 grenade rounds carried by the model in excess of what's loaded into their weapon.
**Shotgun reloads weigh little individually. This Capacity is for every 4 magazines of the same type.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/12 14:31:53


Post by: Warboss_Waaazag


I changed the way grenades with Markers work and I am currently working on the Extensions of the Omnissiah's Will wargear list. At some point in time I will probably update the climbing and falling rules as they strike me as way too complex at the moment.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/14 21:18:53


Post by: Warboss_Waaazag


I updated the mêlée weapon rules today.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/17 05:59:59


Post by: Warboss_Waaazag


I've been editing and tweaking this giant project. Check back often as this is a living document. Some of these posts have 50+ edits on them (although most of them are for grammatical and spelling mistakes). I updated the Blood Angels, Dark Angels, Flesh Tearers, and Carcharodons Astra Chapter entries to make them each more unique.

I've also been working my regular job quite a bit, so have had little time to put in for the new gear lists, but to whet your whistle I'll tell you I have these in the works:

Vault of the Librarium*
*Gear from these lists may only be taken by Librarians.

Tinctures and Tools*
*Gear from these lists may only be taken by Apothecaries.

Litanies of Faith*
*Gear from these lists may only be taken by Chaplains.

Tools of the Ordo


And of course...


Extensions of the Omnissiah's Will*
*Only models who have taken the Ally of the Mechanicum Talent may select from this category of gear.

Thans for looking. Feedback is always appreciated. Soon I will get into the backstory and the Missions. I know I have alluded to a lot.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/20 17:28:00


Post by: Warboss_Waaazag


I clarified the Skill rules regarding effects and order of process.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/20 17:48:18


Post by: Warboss_Waaazag


Extensions of the Omnissiah's Will*
*Only models who have taken the Ally of the Mechanicum Talent may select from this category of gear.


Cybernetics
Threshold / Cost / Capacity / Item / Special Rules

01** / 15* / ** / Optical Mechadendrite* / This cyberlimb is equipped with an optical sensor that allows the bearer to draw line of sight to targets even when they are completely obscured from view. Equipping more than 1 of these Mechadendrites increases this model's weapon ranges by +1" per additional Optical Mechadendrite.

01 / 10 / 01 / Subdermal Syphons+ / These implants impart the Sapping quality to the bearer's mêlée attacks.

01 / 25 / 01 / Subdermal Conductors+ / These implants allow the model to partially convert their own internal bioelectrical current into usable energy. In close combat, Subdermal Conductors impart the Shocking quality to the bearer's mêlée attacks. Additionally, if this model uses the "Arise from your Aeonic Slumber effect of the Tech Skill, they may re-roll a failure, but suffer a -1 to the second attempt. If the model has a Skill Stat of 4+ and they fail their roll, their re-roll only succeeds on a 5+.

01 / 25 / 01 / Extra Limb*+ / In addition to allowing this model to carry an extra weapon - including the option for an additional mêlée weapon - this cybernetic add-on also increases the model's Capacity by +2.

01 / 10 / 01 / Monotask Device*+ / This implant grants 1 of the bearer's Servitors a re-roll when using its Tech Skill. Choose which Servitor before Deployment.

01 / 50 / 01 / Redundant Systems*+] / Actually a series of implants and temporary backup generators, this cyber item allows the bearer to re-roll their results on the Injury Table when called upon to do so.

01 / 15 / 01 / Radgraph*+ / This implant automatically detects radiation levels and chemical trace in the surrounding vicinity. On the tabletop the range of this item is 6" and will automatically identify toxins from poisonous weapons granting a situational +1 modifier to all Toughness tests made to resist those effects. Additionally, power cables, generators, and anomalous effects such as warp radiation or decaying munitions within 6" of this model will automatically be identified as well as the potential benefits or dangers they may impose. GMs take note, if a player's model is equipped with this item, it's on you to tell them when they detect interesting things. This item is likely going to be selected when players begin encountering a lot of Dark Eldar and Tyranids. My recommendation is to use this device to reveal map secrets to the players. Is there a shielded vault on the other side of that bulkhead? Tell the player with this device that it detects a strong energy source right behind that wall. Is there a crack in the Immaterium just waiting to be opened in the room? Tell the player that his device detects warp fluctuations and that they spike every time one of his companions kills an enemy model. And so forth. This device is an awesome tool for foreshadowing and generating side quests.

01 / 20 / 01 / Multi-tool Implant+ / The Multi-tool grants the bearer a situational +1 modifier to their Tech Skill tests when dealing with Tech Emplacements of any Power Level other than Full.

*A model must have the Mechanicus Frame in order to select this item.
**A model must have the Servo Rig Talent (1 or more) to equip any of these items.
+As Implants, a model only needs to meet the Threshold for this item when they first acquire it. It is then permanently added to a model's equipment and its Cost is permanently subtracted from the model's total Renown.
*While a Model with a high enough Servo Rig Talent can equip multiple Mechadendrites of the same type, each one of the same type beyond the first Costs double the previous. As example, a Techmarine with Servo Rig3 wants to equip 2 Flamer Mechandendrites. They would pay 8 Renown to equip the first and 16 Renown to equip the second. If they wanted to equip a third Flamer Mechadendrite, it would Cost 32 Renown.
**More of an implant than a piece of gear, these items' Capacity are mostly taken up by the model's overall cybernetic frame rather than its raw physical might. If a model is equipped with up to 2 of these items, their total Capacity is 0. If they equip 3 or more, each additional Mechadendrite increases the total Capacity by +1.


Miscellaneous Gear
Threshold / Cost / Capacity / Item / Special Rules

45 / 15 / 01 / Refractor / This item grants the bearer a 5+ invulverable save, unless the bearer already has a better invulverable save, in which case the Refractor improves that save by +1.

75 / 35 / 02 / Conversion Field Generator / This item projects a 4+ Invulverable save that covers both the bearer and every other model within 3" of it. This item may also be emplaced and/or Overcharged. Remove the item's Capacity from the carrying model and place a Marker anywhere within 2" of the bearer. The model is no longer equipped with the Generator, but the Marker now projects the field. Enemy models whose line of sight passes through the field grant the target beyond a 4+ Invulnerable save, regardless of their actual promixity to the Marker. If the bearer wishes, they may Overcharge the field when they Emplace it. Doing so increases the Invulverable save to 2+ for D3 Turns, afterwhich the item becomes inert.

120 / 65 / 01 / Displacement Field / This item grants the bearer a 4+ Invulnerable save. In addition, every time the Field works, the model equipped with it may Move up to D3" in any direction, as long as they remain further than 1" away from any enemy models and outside of impassable terrain.

75 / 15 / - / Awakener Chip / This item must be paired with a specific weapon. When using the Awakened weapon, Overwatch shots hit on a 5+. A Techmarine may instead grant another Deathwatch marine the use of this item, but only if that marine also meets the Threshold of this item.

01 / 25 / 02 / Catalog Tome / Any time a model with 1 or more remaing Ratings in the Tech Skill, that is also equipped with this giant book, moves into base to base contact with any Tech Emplacement they may opt to roll a D6. On the roll of a 4+, they cannibalize the Emplacement, and if the model then survives the Mission with 1 or more Wounds remaining, they may hand over all the widgets, cogs, and datachips they've collected to any Faction they have Esteem with for +D3 Esteem. Cannibalizing renders the Tech Emplacement in question broken and useless for the remainder of the Mission.

35 / 35 / - / Phase Crystal Converter / This item replaces one of the Plasma Cells on a Plasmagun or Plasma Cannon. Using the Supercharge ability with these weapons only costs 2 bullets instead of 3 while the Converter is equipped. Additionally, any Plasma Cell loaded into a weapon with this upgrade counts its Magazine as having 8 bullets instead of only 6.

05 / 15 / 01 / Historic Overlay / When this model gains the "Layout of the Surrounding Hulk" local information tidbit, this device overlays those plans in three dimensions over the visuals in the Marine's heads-up display, revealing hidden passages, power conduits, and other structural tidbits otherwise obscured by decay and ruin. GMs, this gadget is always active once equipped, so be sure to pay attention to your notes and when a model with this device moves into range of an anomaly or otherwise hidden Tech Emplacement, let your player know.


Grenades and Grenade Rounds
Threshold / Cost / Capacity / Item / Special Rules

10 / 25 / 01** / Radchaf Grenade Rounds / Place a Marker at any point in line of sight, up to the maximum range of the weapon this grenade round is fired from. On a hit, the Marker lands on target. On a miss, the GM may place the Marker anywhere in range of the weapon. All models, friend or foe, within 3" of this Marker count as in Cover. Additionally, models who draw line of sight through the 3" area around the Marker, suffer -2 BS until the smoke dissipates. Lastly, any model within 6" of the Marker suffers a -1 to its Toughness stat. Radchaf dissipates after 3 Turns.

50 / 07 / ** / Rad Grenades / Roll BS. On a hit, place a Marker anywhere up to 6" from the model who throws this grenade. On a miss, the GM places the Marker anywhere up to 8" from the throwing model. All models, friend or foe, within 6" of this Marker suffer a -1 to their Toughness stat. Rad dissipates after 12 Turns.

**Grenade rounds weigh little individually. This Capacity is for every 4 grenade rounds carried by the model in excess of what's loaded into their weapon.
**Grenades weigh little individually, but collectively their weight adds up. Any combination of types may be carried by a model. Equipping 1 or 2 grenades of any type costs 1 Capacity, 3 or 4 costs 2 Capacity, 5 or 6 cost 3 Capacity, and every additional grenade beyond 6 adds +1 Capacity.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/21 19:01:20


Post by: Warboss_Waaazag


*I modified the Leaping and Falling rules so that they are more simplified, less math-y, and more concise.

Added 4 new Talents to the Elite Tree.

Added clarification to the Tech Skill effect descriptions as they seemed kind of like throw away effects. I wanted to make sure Tech got the same love as the other skills.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/23 10:27:27


Post by: Warboss_Waaazag


Before I get too far along, I feel I should create a repository for all the Traits and Qualities I've alluded to throughout this document. This post is essentially a place holder and will be edited a lot as I come up with new options for both. This isn't so much a place to buy these options, as it is a place to put all their definitions in one location.

Qualities*
*These refer to special rules as they are applied to Items.


Ablaze (A weapon with this Quality need only hit once to inflict its effect. Each Turn after the first a model is Ablaze it suffers a single Strength 3, AP - hit. A model that is Ablaze may spend its Movement Phase putting out the flames. If it does so, it cannot Move or Advance. The Ablaze effect lasts for D3 Turns or until a model puts itself out)

Catastrophic (weapons with this Quality that cause 1 or more Wounds impose an additional -D3 penalty to enemy Morale checks)

Charged ElectroPulse (This Quality inflicts a -2 penalty to a target's Ballistic Skill on a hit, if the target also has the Vehicle or Necron tag.)

Conflagration (any model that suffers an unsaved Wound from this weapon causes an automatic additional hit at the same Strength and AP on all models within 2" of it at the end of the Turn)

Deadly to Use (any roll of a 1 to hit with this item destroys it and immediately applies the effects of a successful hit on the model wielding it)

Deadly** (This Quality usually gets tacked on to another effect, Trait, or Quality and means that any stat tests associated with what it's attached to automatically fail. For example, a model automatically fails their Toughness test when attempting to shrug off the Wound Token influcted by a Deadly Toxic weapon. Also, models automatically fail their Toughness tests when attempting to regenerate Wounds lost to Deadly Contagions. Deadly can also be applied to weapons on its own. In these cases, any 6 rolled to hit with these weapons cause Mortal Wounds)

ElectroPulse (This Quality inflicts a -1 penalty to a target's Ballistic Skill on a hit, if the target also has the Vehicle or Necron tag.)

Entropic (Weapons with this Quality force their targets to roll an additional die when taking Armor Saves against it and taking the worst score)

Enfeebling (Against targets with 5 or more Wounds, Enfeebling weapons cause the target to lose 1 point of Strength and 1 point of Toughness until the end of their next Turn on any hit)

Exceptional (Exceptional Quality weapons allow their bearer to re-roll the first failed to hit roll of every Mission. Exceptional armor re-rolls its first failed Armor Save of every Mission. Any other item of Exceptional Quality re-rolls its first failed roll of every Mission)

Felling (Against targets with 5 or more Wounds, Felling weapons cause a single Mortal Wound in addition to any other effects. The Felling Quality can only be applied to weapons that are also Masterwork)

Irradiated** (A model or item with this Trait suffers -1 to its Toughness. These items also impose the -1 Toughness penalty to all models in base to base contact with the model holding this item)

Masterwork (Masterwork Quality weapons allow their bearer to re-roll one failed to hit roll of every Turn. Masterwork armor re-rolls one failed Armor Save of every Turn. Any other item of Masterwork Quality gains one re-roll every time it is used)

Mauling (Mauling weapons cause +1 Damage per hit)

Pheromone Tracker (usually applied to Tyranid body parts separated from its host, this Quality draws other Tyranid creatures towards itself. In addition to making any model carrying this item their number one target, the Pheromone Tracker also adds D3 allotment to a Mission every Turn that can only be spent on Tyranid Adversaries. The GM may save up this Allotment to afford larger creatures, but need not spend any of it at all. Any excess Allotment generated in this way, but not used gets saved and added to the next Mission's Allotment.)

Sanctified (Sanctified items have been blessed by both Chaplains and Tech-savants and serve the Deathwatch now, regardless of their previous use or origin of manufacture. Standard Imperial weapons with the Sanctified Quality count their Strength as 1 higher versus Daemonic adversaries and standard armor counts its Save as 1 better versus Daemonic attacks)

Sapping (A weapon with this Quality need only hit once to inflict its effect. Targets affected by Sapping suffer -1 to their Strength stat until the end of their next Turn)

Shocking (A weapon with this Quality need only hit once to inflict its effect. Targets affected by Shocking suffer -1 to their Toughness stat until the end of their next Turn)

Stunning (A weapon with this Quality need only hit once to inflict its effect. Targets affected by Stunning suffer -1 to their Attack stat until the end of their next Turn)

Toxic (Toxic weapons automatically generate a single Wound Token on any target that they hit, even if they don't Wound. A model may attempt to remove this Wound Token by passing a Toughness test the moment they would otherwise gain it)

Traits*
*These refer to special rules as they are applied to Models.


Chained[#]* (This Trait indicates that the more of a particular model type that is gathered in the same area - a proximity to another model with the same Trait indicated by the number in parentheses - the stronger the linked effect becomes. Each additional model within range of another model with the same Traits increases the effects of all Chained* Traits by 1. For instance, Plague Zombies have the Miasmic1*, Contagion1*, and Chained[0]* Traits. For every Plague Zombie in base to base contact with another Plague Zombie, each model increases its Contagion by +1 and its Miasmic by +1. A typical infantry model can fit 6 models in base to base with itself. The Plague Zombie at the center of that crowd becomes Contagion7 and Miasmic7. In crowds, Plague Zombies are terrifying foes.

Contagion (This Trait acts like a passive weapon, causing a single automatic hit at the Strength indicated by the number attached to this Trait whenever a model without this Trait Moves or Advances into range of the Contagion, or at the start of the victim's Movement Phase if they remain in range subsequently. The default range for Contagion is 0" - base to base - unless a model also has the Miasmic Trait in which case the range is equal to its Miasmic aura. In cases where a victim is in range of more than one model with this Trait, only apply a single hit at the highest Strength. This hit has no AP. Models who suffer 1 or more Wounds from this effect may attempt to regenerate those Wounds by passing a Toughness test at the start of any Turn where they are not in range of the Contagion. If they pass, they regenerate 1 Wound lost to this effect. If a model loses its last Wound to this effect, it automatically suffers 1 Wound Token in addition to any other effects as indicated by the Injury Table. Contagion counts as a gas attack. Using the crowd of Plague Zombies again, if a model without Contagion moves to within 7" of that crowd, they suffer a single Strength 7, AP - hit. If they lose a Wound, but subsequently move out of range, they may test Toughness to regain that Wound at the start of every Turn until either the Mission ends or they succeed, whichever comes first.

Cowardly (Models with this Trait cannot declare a Charge against an enemy model unless that model is already engaged with 3 or more friendly models. Cowardly cannot Advance unless they use their movement to get further away from an enemy model)

Fearless (Models with this Trait ignore the effects of Shaken and automatically recover from Pinned effects at the start of their next Turn.)

Fearsome (Models with this Trait impose a -1 modifier to Leadership tests for all enemy models that can draw line of sight to them. In the case of Fearsome adversaries versus Space Marine Squads, this penalty only applies if the Mission Leader can draw line of sight to this model.)

Ferocious (These models gain +1 Strength and +1 Attack starting on the second Turn of Close Combat)

Irradiated** (A model or item with this Trait suffers -1 to its Toughness)

Miasmic (often applied to plague carriers or certain Tyranid monstrosities, this Trait indicates the model in question has both an aura and a cloud that follows with them as they go. Miasmic models act similarly to Markers in that their accompanying effects radiate from them to a predetermined distance, as determined by the number attached to this Trait. In addition to all other effects, Miasmic creatures are also -1 to be hit at any range. For example, a Plague Zombie has the Miasmic1 Trait. Its aura extends 1" around itself. In addition to carrying its Contagion Trait into this range, it is also -1 to be hit with Shooting and Close Combat attacks. Wherever this model moves it carries its Miasmic Trait with it.)

Sniper (Models with this Trait can target any model they wish, including some Tiny models taken as part of a model's wargear such as Cyber Cherubs, Ammo Runts, and Shield Drones)

Terrifying (Models with this Trait impose a -3 modifier to Leadership tests for all enemy models that can draw line of sight to them. In the case of Terrifying adversaries versus Space Marine Squads, this penalty only applies if the Mission Leader can draw line of sight to this model.)

Tiny (Models with this Trait are so small that they impose a -1 penalty to enemy Ballistic Skill rolls to hit them)

Warlock (This Trait allows a Psyker to attempt to manifest up to 2 Psychic Powers every Turn. All Aeldari psykers have this Trait)

Wicked (Models with this Trait gain a +1 bonus to their Leadership if any model in their line of sight suffered 1 or more unsaved Wounds this Turn.)


Chapter Traits
These are Traits specific to individual Space Marine Chapters.

Acute Senses (in Missions where visibilty is limited, Space Wolves add 6" to their visibility range)

Blood Frenzy (after killing an enemy model in Close Combat, this model doubles the number of Attacks on their profile until the end of the Mission)

Feared and Mistrusted (Black Shields must always pay double XP to purchase Cohesion Talents)

Hatred [Traitor Legions]* (re-roll failed to hit rolls in the first round of Close Combat when fighting against Thousand Sons, Emperor's Children, World Eaters, Deathguard, Iron Warriors, Alpha Legion, or Black Legion Chaos space marines)

Legendary Enemies (in Missions where Thousand Sons, Emperor's Children, World Eaters, Deathguard, Iron Warriors, Alpha Legion, or Black Legion Chaos space marines are the adversaries, this model gains an additional D3 Renown if they survive the Mission)

Only the Dead (Star Phantoms may ignore the restriction against shooting into Close Combat, randomizing their hits between all participants when they do)

Reckless (if an enemy model moves to within 8", this model must attempt to charge it. If they subsequently win that Close Combat they gain +1 Renown)

Secret Mission (Black Shields begin the campaign with an additional 10 Renown)

The Thirst (roll a Toughness test at the start of every Movement phase. If the model fails they must move towards the nearest visible enemy model. If there are no visible enemy models, the model counts as having passed the test)

Unknown Providence (Black Shields of any Specialty may purchase Ratings in any Skill not normally available to them for 20XP per Rating)

Wisdom (once per Mission, this model may use the Command or Tactics Skill whether they have Ratings in it or not, without expending a Rating and succeeding on a 4+ regardless of their actual Skill Stat)



**Qualities or Traits marked in this way can be both a Quality and a Trait.
*These Traits have a similar effect to the Talents of the same name, but do not count towards the limit of those Talents a single model can take.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/28 06:30:03


Post by: Warboss_Waaazag


Litanies of Faith*
*Gear from these lists may only be taken by Chaplains.


Books
Threshold / Cost / Capacity / Item / Special Rules

35 / 25 / 01 / Codex Imperialis / This tome contains the gathered wisdom of countless Watch Captains and Brothers Vigilant. Lessons learned across a thousand forgotten battlefields, many fought far from the Light of the Astranomicon. In the field and in the hands of the Chaplain, the Codex Imperialis can be distilled down to chants and canticles distributed via sacred vox comms. At the start of any Turn, the Chaplain may use the Codex Imperialis to assign 1 squad mate in Cohesion range a single re-roll. If the re-roll isn't used by the end of the Turn, it is lost. A new squad mate may be chosen for this re-roll every Turn.

25 / 15 / 01 / Book of Catechisms / A collection of litanies and Imperial prayers, the Book of Catechisms grants all models within Cohesion range of the Chaplain the Ferocious Trait.

01 / 01 / 01 / Words of Law / If the Chaplain is the Mission Leader or if the Mission Leader is in Cohesion range of this Chaplain, they may re-roll the first failed Moral check of the Mission.

01 / 03 / 01 / A Treatise on Tactics / This book is a collection of after-action reports from a myriad of decisively won engagements. The Chaplain who carries this book counts as having the Tactics1 Skill if they don't already possess the Skill or, if they already do have the Skill, this book grants them a single re-roll per Mission that may only be used for Tactics.


Purity Seals*
*These items may either be assigned to the Chaplain model or saved to be equipped to another model by the Chaplain during the course of the Mission. In order to equip another model with a Purity Seal on the fly a Chaplain must be in base to base contact with the model who is to receive the honor and have the Purity Rites Wargear equipped. A model must achieve the Purity Seal's criteria before it can be bestowed. A Chaplain cannot bestow more Purity Seals than he is equipped with. Chaplains may equip themselves with 1 each of these Seals without having to meet the Criteria.

*If a model earns the same Purity Seal 3 times and they survive, they may have their Seal permanently bound to their power armor in electrum. Doing so costs no Renown and the model permanently gains the benefit of the Seal. A model may earn up to 3 of the same type of electrum Purity Seal.
*Purity Seals weigh virtually nothing individually. If a model is equipped with 10 or more Seals or more than 3 electrum Seals, these collectively weigh 01 Capacity.

Threshold / Cost / Item / Criteria / Special Rules

01 / 01 / Rite of the Projectile / Inflict maximum Damage (all shots hit, all hits Wound, all Wounds fail to save) with a Missile, Autocannon, or Autogun in a single Shooting Phase / Whenever this model scores a hit with a Missile, Autocannon, or Autogun, that weapon inflicts +1 Damage. For each Seal of this type beyond the first, the Damage is increased by 1.

01 / 01 / Rite of the Destroyer / Inflict maximum Damage (all shots hit, all hits Wound, all Wounds fail to save) with a Lascannon, Gravcannon, or Plasma Cannon in a single Shooting Phase / Whenever this model scores a hit with a Lascannon, Gravcannon, or Plasma Cannon, that weapon inflicts +1 Damage. For each Seal of this type beyond the first, the Damage is increased by 1.

01 / 01 / Rite of the Survivor / Survive 5 or more Shooting Phases while equipped with a Plasma Weapon / Whenever this model rolls a 1 when shooting with a Plasma Weapon in Supercharge mode, it may make 6+ save in order to avoid the Mortal Wound. For each Seal of this type beyond the first, this save is improved by 1.

01 / 01 / Litanies of Detestation / Personally slay 15 or more models of the same Faction and Type / Whenever this model Charges enemy models of the same Faction and Type that earned them this Seal, they gain +1 Attack during the 1st round of Close Combat. For each Seal of this type beyond the first, the number of bonus first round Attacks is increased by +1.

01 / 01 / Wrath of Angels / Personally score the killing Wound on 3 or more enemy models that began the Mission with 3 or more Wounds each / Whenever this model attacks an enemy model with 3 or more Wounds they improve their weapon's AP by 1. For each Seal of this type beyond the first, the AP is improved by 1.

01 / 01 / Litany of Swiftness / Rolling maximum Charge distance on 3 or more Charges and/or rolling the maximum Advance distance 3 or more times in 1 Mission / Whenever this model Advances or Charges, increase their Move distance by 1". For each Seal of this type beyond the first, the distance Moved is improved by +1".

01 / 01 / Litany of Brotherhood / Using 3 or more Skill effects that benefit another allied model in 1 Mission / Increase this model's Cohesion range by 1". For each Seal of this type beyond the first, the Cohesion range is improved by +1".

01 / 01 / Oath of Vengeance / Killing an enemy model after being reduced to 0 Wounds at least once during a Mission / Whenever this model acquires 1 or more Wound Tokens, they may attempt to ignore 1 of those Tokens by rolling a D6. On the roll of a 6, 1 Token is ignored. For each Seal of this type beyond the first, the score needed to ignore the Wound Token is improved by 1. 2 Seals ignores the Token on a 5+, and so on.

01 / 01 / Word of the Emperor / Successfully use the Command, Intimidate, and/or Inspire Skill 3 or more times in the same Mission / This model gains a single re-roll that can be used on any 1 die for any reason during the course of the Mission. For each Seal of this type beyond the first, the number of re-rolls are increased by 1.

01 / 01 / Thy Strength be Legend / Pass 3 consecutive Characteristic tests in the same Mission / This model may re-roll 1 failed Characteristics test during the course of the Mission, treating their Characteristic as 2 worse for the purposes of this re-roll. For each Seal of this type beyond the first, the penalty on the re-roll decreases by 1.

01 / 01 / Rite of Leadership / Pass 3 or more Characteristic tests in full view of the entire surviving squad or, if this model is the Mission Leader, pass 2 or more consecutive Leadership tests in full view of the entire surviving squad during the same Mission / This model may modify 1 friendly or enemy die roll by +/-1 per Mission. For each Seal of this type beyond the first, the number of dice they may modify increases by 1.


Wargear

Threshold / Cost / Capacity / Item / Special Rules

01 / 05 / 01 / Purity Rites / Allows the Chaplain to apply Purity Seals on the fly during the course of the Mission.

15 / 08 / 00 / External Vox / This device allows the Chaplain to increase the range of their Inspire Skill by +6".

25 / 15 / 00 / Incense of the Aegis / This tiny, ever-burning incense holder shrouds the Chaplain in blessed smoke that wards him from the touch of the Psyker and the Daemon. The Chaplain gains the Miasmic2 Quality that bestows the Sanctified Trait to all allied models' Armor within range.

01 / 00 / 00 / Rosarius / This holy amulet contains a powerful force field that protects the Chaplain from the Emperor's foes. It imparts a 4+ Invulnerable Save to the Chaplain.

25 / 15 / 00 / Due Diligence Array / Similar in function to the Rosarius, the Due Diligence Array allows the Chaplain to expand his 4+ Invulnerable Save to all allies within 2" of him for 1 Turn. After using this effect, roll a D6. On the roll of a 1, the Array ceases functioning for 1 Turn as it regenerates its power.


Melee Weapons

Threshold / Cost / Capacity / Item / Special Rules

01 / 00 / 01 / Crozius Arcanum / Strength +2, AP -3. Damage 2. Shocking.

25 / 15 / 02 / Blade of Ebony / Strength +1, AP -2. Damage D3. Two-handed. Rolls to hit of 6 improve this weapon's AP by 1 and increase its Damage by +1.

100 / 35 / 02 / Censure of the Lord's Will (Relic Crozius Arcanum) / Strength +3, AP -3. Damage 3. Shocking and Masterwork. Two-handed. Against enemies with the Daemon tag, this weapon gains the Sanctified and Felling Qualities. This weapon is a massive two-handed Crozius Arcanum equipped with an incense brazier inside the weapon's head.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/29 19:58:13


Post by: Warboss_Waaazag


Missiles*

Threshold / Cost / Capacity / Item / Number of Missiles / Special Rules


01 / 01 / 01 / Frag Missile / 1 / -

01 / 02 / 07 / Frag Missile Pod* / 6 / This reload may only be used for Cyclone Missile Launchers.

01 / 01 / 01 / Krak Missile / 1 / -

01 / 02 / 07 / Frag Missile Pod* / 6 / This reload may only be used for Cyclone Missile Launchers.

03 / 02 / 02 / Long Burn Frag Missile / 1 / This missile has the same Strength, AP, and Damage as the Frag Missile, but adds +12" to its maximum range.

03 / 02 / 02 / Turbo Krak Missile / 1 / This missile has the same Strength, AP, and Damage as the Krak Missile, but adds +12" to its maximum range.

05 / 03 / 01 / Airburst Missile / 1 / Shots D6. Strength 4, AP -. Damage 1. Ignores Cover.

05 / 05 / 07 / Airburst Missile Pod* / 6 / This reload may only be used for Cyclone Missile Launchers.

15 / 08 / 01 / Seeker Missile / 1 / Strength 4, AP -1. Damage 2. If any squad mate in Cohesion range can draw line of sight to the target, this Missile may be fired at it, even if the model weilding the launcher cannot see the target.

15 / 10 / 01 / Plasma Missile / 1 / Shots D6. Strength 5, AP -2. Damage 2.

20 / 15 / 07 / Plasma Missile Pod* / 6 / This reload may only be used for Cyclone Missile Launchers.

20 / 15 / 01 / Destroyer Missile / 1 / Strength 6, AP -3. Damage D3. Versus terrain features such as bulkhead doors, armored bunkers, and/or massive generators, this weapon gains +2 Strength and +D3 Damage.

25 / 25 / 07 / Destroyer Missile Pod* / 6 / This reload may only be used for Cyclone Missile Launchers.

30 / 25 / 01 / Tangler Missile / 1 / Shots 2D6. Strength 3, AP -. Damage 1. All hits must be assigned to models within 6" of the primary target. Any model hit by this weapon must also pass a Strength test or become Pinned. This effect lasts for D6 Turns. At the start of an enemy's Movement Phase, models Pinned by this weapon may attempt another Strength test to free themselves, acting as normal if they pass.

40 / 30 / 07 / Tangler Missile Pod* / 6 / This reload may only be used for Cyclone Missile Launchers.

50 / 50 / 01 / Stassis Missile / 1 / Shots D3. Strength 10, AP -. Damage 1. Any model Wounded by a Stassis Missile becomes Pinned for 2D6 Turns.

150 / 100 / 01 / Vortex Missile / Shots D6. Strength 9, AP -4. Damage D6. If this weapon rolls a 4+ for Damage on any of its hits place a Wandering Vortex Marker within 2" of the original Primary Target. During every Movement Phase, friend and foe, roll 2D6 to determine how far this Marker Moves. On the Players' Turn, they may choose the direction; on the enemies' Turn, the GM decides the direction. During the subsequent Shooting Phase - friend or foe's - roll a D6. On a 4+ resolve another attack as if the Missile hit at the new location of the Marker. If any of these hits generate 6 Damage, the Marker stays in play and continues to wander. On a 3 or less, the Marker implodes. Every model within 2" of the Marker takes D3 Mortal Wounds and the Marker is removed. If the Wandering Vortex Marker fails to score any 6s on subsequent Damage rolls, it otherwise winks out harmlessly. Remove the Marker with no further effects.

*Individual Missiles may be loaded into any Missile Launcher, Relic Missile Launcher, or Cyclone Missile Launcher.
*These Pods can only be used to reload Cyclone Missile Launchers on extended Missions where the squad is not transported back to the Intolerance at the end of the Mission, but there still is a Debriefing Phase.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/30 00:01:28


Post by: Warboss_Waaazag


Tinctures and Tools*
*Gear from these lists may only be taken by Apothecaries.

Stims**

Threshold / Cost / Number of Doses / Item / Special Rules

01 / 01 / 3 / Pain Suppressant / If a model administered this Stim has 1 or more Wound Tokens and must roll on either the Injury or the Injury Recovery table, while under the effects of this Stim, they may treat their total Wound Tokens as 1 less than what they actually are. The effects of this Stim last for D3 Turns.

01 / 03 / 3 / Onslaught / Any model administered this Stim must Advance in their Movement Phase and rolls 2D3 when they do, instead of D6. The effects of this Stim last for D3 Turns.

05 / 03 / 3 / Frenzy / Any model administered this Stim must Charge if they have eligible targets. Additionally, while the effects of this Stim last, the affected model gains +1 Attack and +1 Toughness versus mêlée attacks. The effects of this Stim last for D3 Turns.

10 / 05 / 3 / Focus / Any model administered this Stim cannot Advance for any reason. Additionally, while the effects of this Stim last, the affected model gains +6" visual range, +6" ranged weapon range, and may re-roll failed to hit rolls if they are using Standard Firing Mode. The effects of this Stim last for D3 Turns.

10 / 08 / 3 / Brute / While the effects of this Stim last, the affected model gains +1 Toughness and +1 Strength, but treat their Ballistic Skill as 5+ for the same duration. The effects of this Stim last for D3 Turns.

15 / 10 / 3 / Nullifying Agent / While the effects of this Stim last, the affected model becomes immune to the Toxic Quality and the Contagion Trait. The effects of this Stim last for D3 Turns.

25 / 18 / 3 / Larraman's Booster / While the effects of this Stim last, the affected model may subtract D3 from any rolls they must make on the Injury Table. If this results in a roll of 0 or less, the model may also remove up to 1 Wound Token previously accrued during the course of the Mission. The effects of this Stim last for D3 Turns.

*These items weigh virtually nothing individually. Carrying 12 or more doses weigh 01 Capacity collectively.
*A model may never be affected by more than 1 Stim at a time.


Wargear

Threshold / Cost / Capacity / Item / Special Rules

01 / 01 / 01 / Medipak / A Medipak grants a +1 bonus to the first 3 Medic tests of a Mission. A Medipak may also be sacrificed in order to re-roll a single failed Medic test per Mission. Once sacrificed, it no longer grants the bonus to rolls, even if it still had uses left.

35 / 35 / 02 / Resusitrex / The Resusitrex may be used on any Space Marine, Scout, or Neophyte model that has become a Dead Marine Objective. On the roll of a 5+, stand the "dead" marine (or Scout/Neophyte) back up with 1 Wound and 5 Wound Tokens. Models restored in this way gain +5XP, if they survive the Mission. There is no limit to the number of times a model can be saved with a Resusitrex. Scouts and Neophytes saved in this way 5 or more times during the Campaign may be promoted to Tactical Marines or Assault Marines respectively.

01 / 03 / 01 / Medscanner / This device grants a +1 bonus on any Medic re-rolls for this model and all allied models within 6" of him.

50 / 25 / 01 / Diagnosticator Helm / This helmet grants a +1 bonus to any Medic Skill rolls for the "I am the Miracle Worker" effect.


01 / 08 / 05 / Sample Case / This case carries up to 3 Sample Containers and negates any ill effects those samples might otherwise incur. Such as the Pheromone Tracker Trait imposed by Tyranid samples or the Irradiated Trait imposed by some machine components.

01 / 01 / 01 / Sample Container / This holds a single sample, such as a Tyranid's brain or an Isotopic Rod, for easy transport.

150 / 80 / 02 / Stassis Field Generator / This device cocoons a single model in an impenetrable field. While in this field they cannot be affected in any way. The model loses all Traits. If used on a willing subject, they become an object wieghing 10 Capacity. If used on an unwilling subject, treat this wargear as a Mêlée weapon with the following profile: Strength 1, AP -4. Unweildy. No Damage, but if the target is "wounded" and fails their Save they become trapped in the Stassis Field.


Ranged Weapons

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

15 / 05 / 01** / Tracker Dart / 1|-|- / 1 / 6" Range. Strength 2, AP -. Damage 1. Models hit by a Tracker Dart count as always in line of sight to the Apothecary and any allied model in Cohesion range of him. However, unless that model actually is in line of sight to the shooting model, it also counts as in Cover.

50 / 25 / 01 / Needle Pistol / 1|-|- / 10 / 12" Range. Strength 1, AP -. Damage D3. Against living targets such as Daemon Engines, Ork Infantry, and Tyranid Monsters, this weapon Wounds on a 4+ regardless of the target's Toughness. Additionally, models previously Wounded by this weapon must take a Toughness test at the start of their Turn or suffer an additional D3 Wounds with no AP. For an additional 25 Renown an Apothecary may upgrade this weapon to Deadly.

**This Capacity is for 3 Darts.


Weapon Reloads

Threshold / Cost / Capacity / Item / Primary Magazine/ Special Rules

15 / 15 / 01** / Needle Mag / 10 / Reload for the Needle Pistol above.

**Ammunition weighs little individually. This Capacity is for 4 reloads of the same type.



Vault of the Librarium*
*Gear from these lists may only be taken by Librarians.

Fetishes
Threshold / Cost / Capacity / Item / Special Rules

01 / 01 / 01 / Runes of Denial / This one-use item grants the Librarian +1 to their Deny the Witch rolls.

01 / 01 / 01 / Runes of Power / This one-use item grants the Librarian the ability to re-roll 1 of their dice when attempting to manifest a Psychic Power.

10 / 05 / 02 / Grimoire of Names / When fighting against Daemons, this book allows the controlling player to select 1 of the Ruinous Powers - Nurgle, Tzeentch, Khorne, or Slaanesh. Daemons either aligned to that Power or unaligned must pass a Toughness test before they can Charge this model. If they fail their test they cannot chose another target. Additionally, against those same Daemonic enemies, this model may re-roll 1 of their to hit rolls and 1 of their to wound rolls in both their Shooting and Assault Phases per Turn.

25 / 15 / 01 / Searing Token / This eye-shaped amulet allows the Librarian to re-roll one of their Power dice when attempting to manifest a Psychic Power.

50 / 25 / 01 / Investiture of the Warp / This psychically-attuned fetish allows the Librarian to roll an additional D3 when attempting manifest a Psychic Power.


Wargear
Threshold / Cost / Capacity / Item / Special Rules

00 / 00 / 01 / Psychic Hood / This armored cowl grants the Librarian a +1 to their Deny the Witch attempts when the enemy Psyker is within 12".

25 / 25 / 01 / Hexagrammic Wards / This powerful shielding protects the bearer from enemy Psychic attacks. Against any Mortal Wounds inflicted by enemy Psychic Powers, this model may make a special 4+ Invulnerable Save.

50 / 35 / 01 / Aegis Protectorate / Against enemy models with the Daemon or Psyker tags, treat this model's base Save as 2+, unless it normally would be a 2+. In that case, equipping this item means a model's Armor Save can never be penalized to worse than 5+.

50 / 45 / 01 / Psychic Shield / Against enemy models with the Daemon or Psyker tags, this model gains a 5+ Invulnerable Save. If the bearer has successfully manifested a Psychic Power on its last Turn, this Save is improved to 4+.


Melee Weapons

Threshold / Cost / Capacity / Item / Special Rules


01 / 01 / 01 / Force Sword / Strength as user, AP-3, Damage D3; plus Strength and Damage +1 as long as the Librarian manifested a Psychic Power last Turn.

05 / 03 / 02 / Force Axe / Strength +1, AP -2, Damage D3; plus Strength and Damage +1 as long as the Librarian manifested a Psychic Power last Turn.

10 / 08 / 02 / Force Staff / Strength +2, AP -1, Damage D3; plus Strength and Damage +1 as long as the Librarian manifested a Psychic Power last Turn. Additionally, if a model is armed with a Force Staff and is not engaged in mêlée combat, they may add +1 to their attempts to manifest Psychic Powers.

25 / 15 / 01 / Attuned Blade / Strength as user, AP -3, Damage 1; plus Strength and Damage +1 as long as the Librarian manifested a Psychic Power last Turn. Additionally, if this weapon is used to Parry an enemy attack, it gains +1 to the attempt.

50 / 35 / 01 / Blade of Saint Cerebus (Relic Force Sword) / Strength as user, AP -3, Damage D3; plus Strength and Damage +1 as long as the Librarian manifested a Psychic Power last Turn. Additionally, this Relic grants +1 Attack and has both the Masterwork and Felling Qualities.


Specialist Reloads for Bolters and Stormbolters

Threshold / Cost / Capacity / Item / Primary Magazine / Special Rules


25 / 15 / 01* / Witchfire Bolts / 8 / As Bolter, +1 Strength versus Daemons. When wielded by a model with the ability to manifest Psychic Powers, this weapon's Burst Fire Mode Range is 18" and its Standard Fire Mode range is 30". Ignores Invulnerable Saves.

35 / 20 / 01* / Witchfire Bolts / 18 / As Stormbolter, +1 Strength versus Daemons. When wielded by a model with the ability to manifest Psychic Powers, this weapon's Burst Fire Mode Range is 18" and its Standard Fire Mode range is 30". Ignores Invulnerable Saves.

*Ammo weighs little individually. This Capacity is for 4 reloads of the same type.
*Ammo weighs little individually. This Capacity is for 2 reloads of the same type.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/09/30 22:34:28


Post by: Warboss_Waaazag


Tools of the Ordo (available to all Deathwatch marines)

Wargear
Threshold / Cost / Capacity / Item / Special Rules

01 / 10 / 00 / Exceptional Quality / This Quality must be assigned to a weapon, suit of armor, or item of wargear that requires a roll. Exceptional Quality gear allows a player to re-roll the first failed roll associated with the item per Mission.

50 / 25 / 00 / Masterwork Quality / This Quality must be assigned to a weapon, suit of armor, or item of wargear that requires a roll. Masterwork Quality gear allows a player to re-roll 1 failed roll associated with the item per Turn.

50 / 25 / 01 / Jump Pack / This bulky backpack variant allows its wearer to make great leaps across open gaps and gentle, albeit roaring, descents into the depths of the decayed hulk. Jump Packs increase a model's base Move to 12". Additionally, these packs ignore the first 12" of Falling distance when calculating the Strength and AP of the impact. Jump Packs also allow a model to Move up, down or across gaps of up to 12" without penalty. Lastly, Jump Packs add 12" to the base distance a model may jump across a gap. Assault Marines may equip a Jump Pack without having to meet the Threshold and without having to pay its Cost. Chaplains and Champions treat this item's Threshold as 15. Devastators and Intercessors must pay Quadruple the Cost to equip this item. Terminators cannot equip this item at all.

01 / 15 / 01 / Auspex / This item grants the bearer a single re-roll each Turn that be used for either Shooting to hit rolls or Mêlée to wound rolls, player's choice.

10 / 05 / 02 / Grav Amplifier / When coupled with a GravCannon, this item allows the bearer to re-roll failed Wound rolls. On its own, the Amplifier instead forces enemy models to subtract 1" from their Charge distances when Charging the model that carries it.

100 / 05 / ** / Icon Imperator / Any marine equipped with this item adds +1 Damage to their Ranged weapons when attacking enemy models with 8 or more Wounds.

01 / 01 / 01 / Augur Array / When placed against a wall, this item provides a thermal image of up to 6" beyond.

01 / 03 / 01 / Scope / Increase the range of the weapon this item is assigned to by 6" when that weapon is fired in Standard Firing Mode.

25 / 20 / 01 / Targeting Array / This device may be used with any ranged weapon equipped by the model. It allows the marine to assign subsequent shots fired in any Mode to enemy models +1" more distant from the Primary Target.

01 / 01 / 01 / Sealant / This fast-drying substance allows a marine in base to base contact with a door or barricade to permanently seal it shut. Treat the target of the Sealant as a Locked Bulkhead for the purposes of destroying or moving through it. Each Sealant container has enough material for 3 uses before becoming useless.

01 / 01 / 01 / Magboots / Magboots allow the model equipped with them to Move up and down sheer metal surfaces as if they were level ground. A model can even end their Turn magnetized to a wall, but if shot at must roll to avoid Falling as normal.

25 / 25 / 01 / Grav Pack / This item reduces the Strength of the hit caused by a Fall by half, rounding down. If this results in a 0, this model ignores the hit.

01 / 01 / 01 / Manacles / For binding a prisoner. The bound model can Move as normal, but cannot Advance, can't Shoot, and can only make 1 Attack in close combat, treating their Weapon Skill as 6+.

25 / 15 / 01 / Ocular Spy / This item may be placed on any terrain feature and acts as a security camera long after the marines leave the area. When placing the Spy, choose the direction it is looking toward. The Spy cannot see anything behind itself, but otherwise has a 180° field of vision in the direction it faces. During the Mission it is placed the Ocular Spy acts like a stationary model guarding the area it is in. Enemy models attempting to sneak up on the squad by staying out of their line of sight automatically fail if they pass within 24" of the Spy in its arc of vision. Place the sneaking models where they were spotted. For D3 Missions after the 1 it is placed in, the Ocular Spy forces the GM to reveal what he has spent 3D6 of the upcoming Mission's Allotment on. A GM must reveal whole models. For instance, if a 4 is rolled, the GM may state that he has spent those 4 on a Miniboss, which actually reveals that they've spent 5 Allotment. They could also say they spent those 4 on 4 Minions or that those 4 went towards purchasing a Boss Monster - which reveals that they've spent 30 Allotment. But the reveal is not just what types of adversaries they have purchased, but literally what models they're bringing to the Mission. Taking the above example, the GM could say they spent 4 Allotment on a Tyrant Guard, 4 Allotment on 4 Genestealers, or at least 4 on a Carnifex. This reveal happens before the Arming Phase. Like grenades, once placed, Ocular Spies are expended, but only a model's Capacity limits the number of them they can carry.

100 / 50 / ** / Cyber Cherub / This creepy flying cyborg baby follows the marine around, acting as a warning system, a target assist, and a mule. The Cyber Cherub must remain within 2" of its controlling marine and extends his visual range by +3", allows him to assign subsequent shots to enemy models +1" more distant from the Primary Target, and has a carrying Capacity of 4. A Cyber Cherub is a tiny creature that may be targeted by enemy models with the Sniper Trait. If individually targeted, the Cyber Cherub has a Toughness of 3, 1 Wound, a 4+ Invulnerable Save, and the Tiny Trait.

35 / 15 / ** / Servo Skull / This item increases a model's visual range by 2D6". Roll whenever the lights go out. A Servo Skull is a tiny device that may be targeted by enemy models with the Sniper Trait. If individually targeted, the Servo Skull has a Toughness of 2, 1 Wound, a 6+ Invulnerable Save, and the Tiny Trait.

35 / 15 / ** / Servo Vox / This item may be placed up to 2" from the controlling player. If the Servo Vox is in Cohesion range of another model - using the controlling model's Cohesion - then this model counts as being in Cohesion range, too. A Servo Vox is a tiny device that may be targeted by enemy models with the Sniper Trait. If individually targeted, the Servo Vox has a Toughness of 2, 1 Wound, a 6+ Invulnerable Save, and the Tiny Trait.

50 / 01 / ** / Ordo Honorifica / A model equipped with this item may also equip a Heavy Flamer, even if they are not a Terminator or a Champion.

01 / 02 / 01 / Clip Harness / When climbing, this item adds a +2 bonus to a model's Strength for the purposes of avoiding Falling.

00 / 01 / 00 / Tactical Rigging / This item adds +2 to a model's Capacity.

25 / 05 / 01 / Teleport Homer / If a model becomes isolated from the rest of his squad mates, this device allows him to attempt to Teleport to within 6" of any other model who is also equipped with one of these devices. All of the caveats for using the Teleportarium apply.

50 / 25 / 02 / Teleport Beacon / Emplacing this device creates a 6" diameter field centered on it which acts like a Teleportarium Extraction point or a Teleportarium deployment option for any Mission that begins in the same or nearby section of the Hulk.

50 / 50+ / ** / Deliverant / This grants the Mission Leader the Insertion option for a Thunderhawk.

150 / 25 / ** / Crux Terminatus / This icon of honor allows a model to equip Terminator Armor. Additionally, just wearing this badge sets the marine apart from his peers. At the end of the Mission, note how many space marine models can draw line of sight to this model. The marine wearing the Crux earns Renown equal to that number of marines and all of those marines also each gain +1 Renown just for having witnessed his greatness.

150 / 150+ / ** / Iudicium / This grants the Mission Leader the Insertion option for the Iudicium Thunderhawk.

**These items are badges or honorifics such as medals and ribbons. They have a negligible weight by comparison to the myriad other gear a marine carries. Therefore, they take up no Capacity.
**These items are actually separate models that act on their own and do not have to be carried by the marine who equips them. Therefore, they take up no Capacity.
**This item does not have an individual weight.
+This cost may be spread amongst the entire squad, but the Mission Leader must still meet the Threshold himself.


Armor and Fields

Threshold / Cost / Armor Save|Invulnerable Save / Item / Special Rules

25 / 01 / 4+|- / Scout Armor / Whenever this model Advances roll 2 dice and take the preffered score. Space Wolves and their Successors must pay 25 Renown to equip this armor. However doing so grants the wearer the Stealth1 Skill, unless they already had that Skill in which case this suit improves its Rating by +1.

25 / 15 / 2+|6+/ Seige Shield / Only works against Shooting attacks that come from this model's front arc. The Seige Shield weighs Capacity 03.

15 / 12 / -|5+/ Impudence Field / This field only works against Mêlée attacks. It reduces the Strength of enemy hits by -1 (to a minimum of 1).

50 / 15 / 4+|- / Crusade Plate / Reduce any Wounds inflicted by Events by 1 (to a minimum of 0).

* / 15 / 2+|5+ / Terminator Armor / *A model must either also be equipped with a Crux Terminatus or be the Terminator Specialty. Terminators neither have to meet this item's Threshold nor pay its Cost to equip it. Terminator armor adds +2 to a model's base Capacity.

150 / 100 / 2+|- / Artificer Armor / Artificer Armor adds +1 to a model's base Capacity.

150 / 100 / 2+|- / Runic Armor / Space Wolves and their Successors only. This Armor also confers a 5+ Invulnerable Save versus Damage caused by enemy Psychic Powers.


Emplaced Guns*
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

15 / 15 / 10 / Twin Heavy Bolter Tarantula / 6|-|12 / 60 / -

35 / 25 / 14 / Twin Lascannon Tarantula / 2|-|- / 12 / -

50 / 45 / 14 / Twin Assault Cannon Tarantula / 12|14|30 / 60 / -

25 / 08 / 04 / Deathwind Pod / D6|-|- / 10 / Deathwind Pods are equipped with a single Deathwind Launcher.

25 / 10 / 03 / Auto Sentry / -|-|6 / 60 / The Auto Sentry is a small turret equipped with a modified Stormbolter and large box Magazine.

150 / 35+ / 01+ / Imperator's Will (Relic Tarantula) / Rate of Fire as twin heavy weapon mounted / Primary Magazine as twin heavy weapon mounted / The Imperator's Will is an empty Tarantula chassis that may be fitted with a twin version any non-Relic heavy weapon. Imperator's Will has a BS of 3+ and adds 12" to the range of the weapon mounted to it. The Primary Magazine of any twin weapon is double normal. The Capacity of the Imperator's Will is equal to 1 plus the weight of 2 versions of the same weapon. Models who equip the Imperator's Will must also pay the Renown Cost of the weapons attached to it.

*All emplaced weapons require 1 full Turn to set up. Once placed they can never Move or Advance, use their own BS of 4+ (unless otherwise listed as better), and always Shoot at the nearest enemy models in range. Once they run out of Ammo, they may be reloaded like a Heavy Weapon if a model with an appropriate magazine is in base to base contact with it. Once deployed, remove their Capacity from the model carrying it.


Emplaced Reloads and Specialty Ammo

Threshold / Cost / Capacity / Item / Special Rules

15 / 02 / 03 / Replacement Pod / This is a reload for the Deathwind Pod.

15 / 03 / 01 / Sentry Box / This is a reload for the Auto Sentry.


Long Arms
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

50 / 15 / 02 / Sniper Rifle / 1|-|- / 4 / If a model armed with a Sniper Rifle does not Move or Advance, increase the Range of this weapon by +24". A model armed with a Sniper Rifle suffers a -2 penalty to hit if it Moves. A model equipped with Scout Armor does not have to meet the Threshold to equip this weapon.

Reloads and Specialty Ammo for Sniper Rifles

Threshold / Cost / Capacity / Item / Special Rules

05 / 01* / 01* / Sniper Mag / This is the standard reload for the Sniper Rifle.

05 / 03* / 02* / Anti-Materiel Mag / Versus targets with the Vehicle or Building <keyword>, this weapon may reroll Wounds.

35 / 05* / 01* / Shieldbreaker Mag / Ignores Invulnerable saves.

15 / 02* / 01* / Airburster Mag / Ignores Cover.

50 / 16* / 01* / Genophage Mag / Increase Damage to D3.

*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Cost is for 4 reloads of the same type.
*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Capacity is for 4 reloads of the same type.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/10/07 07:16:08


Post by: Warboss_Waaazag


Currently I'm working on the meat of the narrative. I'll have another update soon. Ship names and narratives, adversaries, missions, and factions are upcoming. Stay tuned!


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/10/19 21:37:07


Post by: Warboss_Waaazag


Phases of the Missions
*Opportunities for unstructured roleplay if the GM and Players are agreeable to it.

*

Briefing*
* Explain the Mission parameters, including Deployment and Extraction options
* Known Adversaries and what to expect
* Primary and Tertiary Objectives
* Players use applicable Skills
* Maps if available
* In service to whom
*
Choose Mission Leader
* Decide which model is best to lead this operation
* Swear Oaths, if applicable
*
Arming
* Spend Renown to equip your models
*
Deployment
* As per the Mission's options
* Play the Mission*
*

Debriefing*
* Record XP and Renown
* Spend or bank XP
* Reload Cyclone Missile Launchers, if applicable
*


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/10/19 21:40:47


Post by: Warboss_Waaazag


Deployment and Extraction

As stated earlier in this document, players have a number of options for both Deployment and Extraction in their Missions. In the beginning of the Campaign, these "options" are dictated wholly by the Missions themselves. However, as the Campaign progresses, players will get a feel for the environment of the [++Redacted++] and the landscape of the narrative, to the point where they might like options. This is totally natural.

If any player takes the Watch Captain Talent they may alter the Deployment/Extraction parameters of any Mission their Squad takes on. This may be useful when playing a series of linked Missions where remaining onboard the [++Redacted++] is vital for the sake of time, when on secret Subplot Missions, or when Narrative Setbacks would otherwise render certain options moot.

Each of the options presents the players with a different set of parameters to consider when formulating their Mission plans. The following is a detailed description of each option.


Deployment

Thunderhawk Insertion: The Deployment Zone for this option is any corridor or room along the Players' edge of the table. All Imperial models deployed in this way must begin the game in Cohesion range of the Mission Leader.


Teleportarium: The Deployment Zone for this option is 2 lines, each 3" wide by 8" long, placed anywhere within 12" of the players' board edge. All Imperial models deployed on this Mission must fit wholly within 1 or both of these lines (they can be placed side by side to allow larger models to deploy). The exact placement of these lines is dictated either by the GM or, if any of the players with a model in the squad has the Tactics Skill, by the player whose model is the Mission Leader.

*In some Missions, where players have managed to ally themselves with 1 Faction or another of the Admech (more on this later), the exact placement of these lines, and/or the size of these lines, may be altered or manipulated.


Deadfall Boarding Torpedo: The Deployment Zone for this option is anywhere on the table up to 18" from the players' table edge. All models deployed in this way must begin the game in Cohesion range of the Mission Leader.

The Insidiatori Mortuum is a high speed, high impact deployment vehicle. It cannot be used in situations where non-space marine characters have joined the squad for any reason. As tough as Inquisitors and Magos are, their bodies would be pulped instantly upon impact with the outer hull.


*When a Narrative Setback renders the Teleportarium inoperable and players do not want to expend the Deadfall or lack the Renown to purchase the use of a Thunderhawk, the following 2 options are open to them. The Mission Leader decides which 1 to use.

Interceptor Shuttle: The Deployment Zone for this option is anywhere on the table up to 6" from the players' table edge.

Interceptor Shuttles are relatively slow insertion vehicles. When using this Deployment method, roll a D6 before the start of the 1st Turn. On the roll of a 1, add +1 hour to the overall length of the Mission. On any other roll, add that amount to the Adversary Allotment for the Mission.


Boarding Pod: The Deployment Zone for this option is anywhere on the table up to 6" from the players' table edge. All models deployed in this way must begin the game in Cohesion range of the Mission Leader.


Just Down the Hall: This Deployment Zone is for use with Linked Missions. Marines may be set up anywhere along their own table edge up to 3" in.


Extraction

If 1 of the Objectives in a Mission is Extraction, then it is only achieved when all surviving models meet the corresponding Extraction parameters for the option selected.

Thunderhawk Extraction: The Mission Leader's player chooses a room or corridor on any table edge at the start of the game, before the 1st Turn. This is the Extraction point. If the chosen board edge is the same as the Deployment board edge, the Mission Leader gains +1 Renown. If the chosen board edge is perpendicular to the Deployment board edge, the Mission Leader instead gains +1 XP. If the far board edge is chosen, the Mission Leader gains no bonus, but every other model in his squad who survives the Mission gains +1 Renown and +1 XP.


Teleportarium: At the start of the game, before Deployment, the GM places or designates a single 6" by 6" square anywhere on the tabletop and designates this as the Extraction point. GMs, this 6" by 6" square must be placed in an area where it will fit.


Interceptor Shuttle: The Mission Leader's player chooses a room or corridor on any table edge at the start of the game, before the 1st Turn. This is the Extraction point. If the chosen board edge is the same as the Deployment board edge, the Mission Leader gains +1 Renown. If the chosen board edge is perpendicular to the Deployment board edge, the Mission Leader instead gains +1 XP. If the far board edge is chosen, the Mission Leader gains no bonus, but every other model in his squad who survives the Mission gains +1 XP.

When all models have reached the Extraction point, roll a D6. On the roll of a 5+, the game continues for another Turn. If the Extraction point is on a perpendicular edge, add +1 to this die roll. If the Extraction point is on the far board edge, add +3 to this roll. Roll at the end of every Turn until the Shuttle arrives. If 3 or more Turns pass without the Shuttle arriving, add +1 hour to the total Mission length. If 1 or more Turns pass without the Shuttle arriving, all models deployed on this Mission gain +1 Renown.


Defensible Position: At the start of the game, before Deployment, the GM places an Objective Marker at any point on the table, at least 6" from any board edge. Surviving models must reach this Marker and eliminate all enemies or activate all bulkhead doors to secure the position in order to achieve this Objective and end the Mission.

As the option suggests this "Extraction" method does not actually extract the players' models. There is no Arming Phase for the next Mission, unless a player has a Talent to mitigate this. Additionally, reduce the time of the next Mission by -1 hour. Lastly, unless a Chaplain has deployed with the squad, roll a D6 for each surviving squad member. On the roll of a 1, that model gains an additional +1 Corruption.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/10/25 16:56:21


Post by: Warboss_Waaazag


I added some new ammunition types to the long list of bolter reloads and added the Stalker Pattern Bolter to the list of weapons.

Made some minor adjustments to the Chpaters list, including toning down the overpowered Blood Angels Frenzy Trait.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/10/30 18:31:21


Post by: Warboss_Waaazag


I added a new Chainsword Relic.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/11/15 22:48:38


Post by: Warboss_Waaazag


I changed the "earning XP" criteria from any Wound inflicted on a Boss Monster or Miniboss to the following:

Scoring a hit on a Boss Monster that inflicts 1 or more unsaved Wounds*
Scoring a hit on a Miniboss that inflicts 1 or more unsaved Wounds*

I also updated the original post with that info.

I feel like this version has better clarity and also reflects the current rules system where weapons can inflict variable damage per hit. It is also still compatable with older rules if your group is using those instead.


Automatically Appended Next Post:
Mission Types
There are 3 categories of Missions in this campaign. Each plays out with a slight variation on the standard theme of 40k games. These 3 Mission types are Exploration, Linked, and Routine. The following is a detailed breakdown of each.

Note that one of the main themes of this campaign is time and the race against it. Each of these Mission types addresses the delicate balance between safety and time. Insertion - or the time it takes characters to be briefed, to arm, and to deploy - is an immutable 1 hour endeavor. Extraction - or the time it takes characters to get to their escape vehicle, make the transit back to the Intolerance, and then be debriefed - is another immutable hour. So the Mission Types that occupy the time between these 2 immutable hours will determine the overall length and therefore expenditure of this precious Time.


Exploration Missions
Exploration Missions are not played out like regular 40k games. Instead they are largely dictated by dice rolls. No board is set up unless something goes awry and models are not deployed to the table. Instead, the Mission Leader simply rolls the appropriate number of dice as dictated by the Mission's Parameters and adds that many hours to the Mission's length.

Exploration Missions sometimes have a Risk/Reward option where the Mission Leader can opt to roll on a "Treasure Table" that can provide new information and/or found special items, but also runs the risk of random encounters (and a table set-up and mini 40k game as players attempt to fight their way out of a bad situation) and/or fruitless searching (and therefore wasted time).

Exploration Missions always have very simple Objectives such as "Find a Safe Passage Through to the Control Room" or "Activate the Generators in Sequence". Note that during these Missions, unless the Mission Leader generates a random encounter, there is no way for an individual marine to singlehandedly achieve any Objective. If an Exploration Mission ends successfully (meaning at least 1 marine survives until the end) the Objective is automatically achieved.

Note also that Exploration Missions may also be "Linked" (see Linked Missions below) to the next Mission. In the case of Linked Exploration Missions, ignore the Extraction and Insertion times for this Mission and the next Mission, respectively. In the beginning of the campaign, the option to Link Exploration Missions to the following Mission will be clearly stated. As the campaign progresses, players may gain the option to make this decision themselves on the fly.


Linked Missions
These are standard games of 40k. Terrain is set up according to the Mission guidelines, and models deploy. Objective Markers are placed, & players and GM participate as normal.

However, unlike standard 40k games, Linked Missions do not end after a set number of Turns. These games last until all Objectives are completed or all Space Marines have been removed as casualties. Additionally, Linked Missions remove the otherwise immutable 1 hour Extraction time at their end and the otherwise immutable 1 hour Insertion time at the beginning of the very next Mission this Squad participates in. If there are more than 2 Missions so Linked, each Mission in the chain gains this benefit.

Linked Missions also impose a penalty on the Squad for their remaining Missions in the Linked sequence. Subsequent Missions that follow a Linked Mission do not get an Arming Phase. Players must anticipate their arming options not only for this Mission, but for all Missions linked in sequence to this one. Expended rounds do not replenish. Bullets, grenades, and other one-use items that are used in the first Linked Mission are not available for use in the next Mission in the chain. Supplies will diminish and if players are not careful they will be left attempting to complete their Missions with their knives and bare fists alone. Items that are "once per Mission use" do replenish at the start of the next Mission in the Linked sequence, however.

Games of this type that last 5 Turns add 1 hour to the Mission's time. Games that go on for 6 or more Turns instead add 2 hours to the Mission's time.


Routine Missions
These are standard games of 40k. Terrain is set up according to the Mission guidelines, and models deploy. Objective Markers are placed, & players and GM participate as normal.

However, unlike standard 40k games, Routine Missions do not end after a set number of Turns. These games last until all Objectives are completed or until all the Space Marines Extract. Note that in some games Extraction is an Objective, but one that must be completed last or the players forfeit their remaining unfinished Objectives.

Games of this type that last 5 Turns add 1 hour to the Mission's time. Games that go on for 6 or more Turns instead add 2 hours to the Mission's time.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/11/23 04:00:41


Post by: Warboss_Waaazag


Added some new clarifications to the Recovery rules and the new Tier3 Elite Talent, Interlocking Fields of Fire. I'm currently writing up the narrative background of the campaign. With luck I'll have something to post up very soon.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/11/24 04:08:40


Post by: Warboss_Waaazag


Earning Esteem with the Various Factions and Spending it

First of all, Esteem is an in-game commodity that works much like Renown, except that it is unique to each Faction and may only be spent on equipment provided by the Faction in question. Additionally, Esteem is earned or lost collectively. If a squad goes on a Mission for a Faction and earns Esteem with that Faction, all models gain an equal amount. Conversely, if the squad refuses or if the Mission they take on is in opposition to another Faction, all models in the squad lose the same amount of Esteem with those Factions. This is mostly important when your group is inconsistent; meaning that a different number of players show up for games sometimes and squads are composed of whomever does show up. If you have consistent players and the squad composition never changes, then that squad earns and loses Esteem as a whole, with no need to track it individually.

At the beginning of the Campaign there are 9 unique Admech Factions, although the players will only have active contact with 7 of them. Additionally, as the Campaign drags on, more Factions will reveal themselves. Depending on how the Players decide to conduct themselves, they will both increase and decrease their Esteem with the different Factions. Striking a balance will be difficult, but favoring a Faction at the cost of another's loyalty will allow players to equip very powerful artifacts of the Mechanicum.


Earning Esteem as a Unit Whose Roster Never Changes

In order to increase Esteem with a Faction the squad of Space Marines must undertake "side quests" for it. However, taking a side quest with 1 Faction may also decrease the squad's overall Esteem with some or all of the other Factions. Some Factions may be loosely aligned with one another and so sometimes doing a "side quest" for 1 Faction will also increase the squad's Esteem with another Faction, too.

Agreeing to take on a "side quest" for any Faction increases the squad's Esteem with that Faction by 1 for every space marine in the squad.

Successfully completing that "side quest" Mission will further increase the squad's overall Esteem with that Faction by D6.

Completing a "side quest" Mission for a Faction listed as "loosely aligned" with another Faction also increases the squad's Esteem with that Faction by 1.

Completing a "side quest" Mission for a Faction listed as "marginally against" another Faction decreases the squad's Esteem with that Faction by 1.

Taking on a "side quest" Mission for a Faction listed as "diametrically opposed to" another Faction decreases the squad's Esteem with that Faction by 1.

Completing a "side quest" Mission for a Faction listed as "diametrically opposed to" another Faction decreases the squad's Esteem with that Faction by D6.

Mission failure neither increases nor decreases the squad's Esteem.

For example, a squad of 6 marines agrees to take on a Mission for the Transcendencers. The Cycle of Night and the Grand are both listed as "diametrically opposed to" this Faction, with the Magnites and Lord's Own Code listed as "marginally aligned" to. Just for taking the Mission the squad earns 6 Esteem with the Transcendencers and lose 1 Esteem each with both the Grand and the Lord's Own Code. If they successfully complete the Mission, the squad also earns an additional D6 Esteem with the Transcendencers and 1 Esteem each with the Magnites and the Lord's Own Code. They also lose an additional D6 Esteem each with the Cycle of Night and the Grand.

Total gains in the above example are:
Transcendencers: +6+D6
Magnites: +1
Lord's Own Code: +1

Total losses in the above example are:
Cycle of Night: -D6+1
The
Grand: -D6+1



Earning Esteem per Individual Marine

Earning Esteem individually works much the same as it does for whole squads.

Players' characters who participate in "side quest" Missions earn 1 Esteem each with that Faction and any Faction "loosely aligned" with it.

Characters that survive a successfully completed "side quest" Mission earn 1 Esteem each with that Faction and any Faction "loosely aligned" with it.

Characters that survive a successfully completed "side quest" Mission lose 1 Esteem each with any Faction labeled as "marginally against" the Mission's sponsor Faction.

Players' characters who participate in "side quest" Missions lose 1 Esteem each with any Faction "diametrically opposed to" the Mission's sponsor Faction.

Characters that survive a successfully completed "side quest" Mission lose D3 Esteem each with any Faction labeled as "diametrically opposed to" the Mission's sponsor Faction.

Failing a "side quest" Mission neither increases nor decreases the individual character's Esteem.

For example, 5 Marines (each controlled by a different player) all decide to take on a Mission for the Transcendencers. The Cycle of Night and the Grand are both listed as "diametrically opposed to" this Faction, with the Magnites and Lord's Own Code listed as "marginally aligned" to. Just for taking the Mission each individual Marine earns 1 Esteem with the Transcendencers and lose 1 Esteem each with both the Grand and the Lord's Own Code. Any of these Marines that survive this Mission, if it is successful, also earns an additional 1 Esteem with the Transcendencers and 1 Esteem each with the Magnites and the Lord's Own Code. They also each lose an additional D3 Esteem with the Cycle of Night and the Grand.

Total gains in the above example are:
Transcendencers: +2
Magnites: +2
Lord's Own Code: +2

Total losses in the above example are:
Cycle of Night: -D3+1
The
Grand: -D3+1



Spending Esteem

Whether the squad collectively, or the marines individually, earn Esteem, the commodity is always spent collectively. If the whole squad earned it, then Esteem is a trackable and relatively static number. If each marine earns it, then the squad's Esteem equals each marine's total added together. It should be noted that, unlike Renown, Esteem can become a negative number (if Brother Trombonious actively works against Faction X, it's likely he's going to end up with a negative Esteem with them and this will negatively affect how his squad interacts with them. There's only so much that Chaplain Buchekrieg's goodwill can do to mitigate Trombonious' offense). However, unless otherwise stated, any upgrade, munition, or gear applies to the entire unit.

For example, if you were to purchase a grenade upgrade from a Faction's gear list for 3 Esteem, that would equip every marine in the squad with grenades of that type. Likewise, purchasing a particular type of ammo equips every marine in the squad with a number of magazines of that type. Even purchasing a specific type of gear - like a weapon upgrade, machine doodad, or skeleton key - would give 1 to each marine in the squad.

Items that bypass this "everybody gets a copy" rule will clearly state that they do.


Factions, their Esteem gear lists, and a few new Elite Talents that play with this new rule set to follow.


*I modified the prerequisites for Ally of the Mechanicum and added the Paragon, Paladin of the Omnissiah's Will, Not to be Trifled With, Knight Imperator, Secret Society, and Idolator of Mars Talents to the Elite list.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/11/26 20:34:13


Post by: Warboss_Waaazag


Added the Sword and Board and Deft Combatant Talents to the Mêlée List.

Added the Eidetic Memory and Iron Mind Talents to the Miscellaneous List.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/11/27 21:57:18


Post by: Warboss_Waaazag


Modified the Assault Doctrine Talent, changed the Armor Doctrine to the Wisdom Doctrine, and added a new Armor Doctrine Talent to the Survival list.

I changed the Threshold on Tactical Rigging on the "Tools of the Ordo" wargear list from 15 to 0. Marines should not have to pay through the nose for more pockets.

I added the Tunnel Fighter Talent to the Mêlée list.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/11/30 00:31:35


Post by: Warboss_Waaazag


I lowered the Threshold of the Combat Shield and added a reload for the Assault cannon on the Specialist Weapons Reloads gear list.

Added the Command Doctrine Talent to the Survival list.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2017/12/27 18:15:34


Post by: Warboss_Waaazag


Before I get directly to the Missions I want to take the time to lay out the narrative and backstory of this campaign. However, this information is meant specifically for GMs so I am going to post all those words inside spoiler tabs. If you're a player-participant in this campaign and like surprises then I strongly urge you to look no further.

In any case, the information presented is a guideline. Have fun.

Spoiler:
A long time ago...okay players, you've seen enough. Here's your chance to unclick the spoiler tab.

No?

Okay.

A long time ago the Mechanicum supplied the Legio Astartes with Battle Automata to aid them in their crusade to reconquer the domains of Mankind. These Automata necessitated support ships accompanying those Legions. However, in the case of the Thousand Sons, this accompanying Mechanicum flotilla was, by Magnus' design and demand, as minimal as possible. It is therefore that we find adrift in this forgotten pocket of space a scant handful of Adepts, themselves sifting through the ancient detritus of a massive battle and care-taking the decaying remnants of the once-glorious Astartes battleship Arcanite Destructor.

Why are they here, you may ask. The system is the site of a forgotten engagement pitting the then still loyal Thousand Sons Space Marines Legion against a bastion of Xenos-inspired Heretek humans. During the conflict, the Arcanite Destructor was irreparably damaged, its Warp Engines breached and its Gellar Fields compromised. Although the forces of the Imperium were ultimately triumphant, the battleship was written off as destroyed and evacuated of personnel. Fleet command then sent out a broadwave communiqué instructing the remaing damaged ships to consolidate, repair, and rendezvous in the next system. However, not all who recieved the message interpreted it the same, and some survivors were left behind. Or more accurately, some survivors thought that they had been ordered to stay behind to wait for rescue. Fast forward ten thousand years and the arrival of the Intolerance is interpreted by the descendants of those confused survivors as the salvation they have been awaiting for so long.

But this is an oversimplification of what's really going on. For one, it's been ten thousand years. Most of the original Mechanicum survivors are long dead and those that still live are entombed in stassis. The living remainder are replacements & progeny, and their society has suffered much and degenerated wildly in the long expanse of time since the end of that battle. Now nine distinct Factions, each a unique misinterpretation of that Last Order, vie for ultimate control of the system and its scant resources. Some see the Players' characters as saviors. Some see them as interlopers in a grander design. And some see them as false gods, near to the glory of the half-remembered, half-revered, half-despised Thousand Sons, but falling damningly short.

If it sounds to you like these Mechanicus Adepts have succumbed to the machinations of the Changer of Ways, then you have some inkling as to what's going on here. Note that all the Factions are savvy to the implications of Imperial agents in their midst. They call the Space Hulk the [++Redacted++] because they fear the Players' Astartes might recognize the name Arcanite Destructor as belonging to the Thousand Sons and they maintain an inherent, implacable fear of that. And yes, that battleship is at the heart of the Hulk. In fact, it is that very ship's damaged Warp Drive and Gellar Fields that caused the Intolerance to be ripped from the Immaterium. Or more to the point, the internecine warfare of these nine Factions caused the Transcendencers to finally make good on their threat to activate the Arcanite Destructor's decaying Warp Engine and that caused the now escalating chain reaction that threatens to drag everything in the system into the Warp with it.

When the players arrive, the [++Redacted++] has already dragged ice, rock, debris, and a survey ship called the Delta Epsilon into its mass. It has also dragged an organic vessel into itself. What this vessel really is, is totally up to the GM's discretion - It could be a lost Tyranid vanguard vessel, a remnant of the system's Heretek Faction, a Xenos artifact of unknown providence, an Aeldari webway fragment, or any other object that best suits your collection of miniatures or your desire to convert. However, the Warp Engine is still growing in power, and at every integer of nine hours it will drag another vessel out of the Warp and mash that thing's structure haphazardly with its own. If the [++Redacted++] reaches hour 81 and the Players haven't shut the Warp Engine down yet, then instead of dragging a ship from the Warp, the Warp drags the [++Redacted++], and everything else, players' characters included, into it. Game Over.

In the next post I will present backgrounds about the various Factions.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/01/20 20:10:46


Post by: Warboss_Waaazag


This took way longer to write than I thought it would. Sorry for the delay, more details forthcoming.




Spoiler:

The Factions

So, who or what are these Factions? Each is an entity unique in its degeneration. In no particular order, they are the Arcanite Guard, Catalogistis, Cycle of Night, the Grand, Lord's Own Code, Magnites, Reparists, Replicanticle, and the Transcendencers.

Outside the players' control, the Intolerance makes initial contact with the Catalogists at the very beginning of the campaign. Whether or not players decide to remain close with this Faction will become apparent as play progresses.


The Convoluted Basic Descriptions of the Factions and Their Agendas

Catalogists and Reparists

The Catalogists self-appointed task is the cataloging of every errant machine fragment in the system. They literally know what every mote adrift in the debris fields is, was, or was a part of. They are most closely aligned in purpose with the Reparists whose own self-appointed task is the consolidation of those myriad drifting parts into workable machines. While the Catalogists collect simply for the sake of recording, the Reparists care little for the name of a thing and instead collect to use. They seek to reconstruct the whole fleet, without comprehension that there is no fleet left to rebuild. To this end, there are chunks of reconstructed ships, whose main body already left the system ages ago, adrift in the dead space between the planets. Either Faction might task the players' characters with collecting odds and ends from the Hulk, but let's be clear, their agendas are not aligned.

Lord's Own Code

The Catalogists and Reparists are not the only Factions to have a passing semblance of sanity - at least by Admech standards. The Lord's Own Code is largely concerned with reconstructing the Last Order by locating and obtaining all the audio files scattered throughout the wreckage of the system. They are also deeply concerned about the past and present transmission of data and augur arrays. This Faction is most likely going to solicit the players' characters to retreive "black boxes" and data cores from the Hulk or other system-bound wrecks.

The Grand and the Transcendencers

On the outside the Grand Faction seems harmless, cleaning, buffing, and tidying the interiors of their drifting shipwrecks and planetoid installations, but they are just as crazy as any of the other Factions. The Grand believes the Thousand Sons will imminently return and have been anticipating this for ten thousand years. They wear the most grandiose attire and at first treat the Deathwatch in their midst as the advance party of their saviors, gravitating to any marine whose Chapter Pauldron is red, gold, or bears an icon similar to that of the 30k Thousand Sons'. As time goes on, their disposition will sour as they realize the Deathwatch are not the Thousand Sons and they are just as trapped in this system as the Admech are.

The Grand is most similar in disposition to the Transcendencers, albeit ironically. Unlike the Grand, the Transcendencers are not content to wait. Instead they do everything they can to leave the system and join their masters in the "Next System". Over time, this phrase has taken on a pseudo-religious meaning for the Transcendencers and they will most likely initially view the Deathwatch as angels; evidence that their activation of the Warp Engine brought emassaries from the "Next System" to show them the way back across. As soon as it becomes clear that the players' intentions are to destroy or disable the [++Redacted++]'s Warp Engine, the Transcendencers will shift their view and see the players' characters as - ironically - daemons. From there on, they will stop at nothing to thwart the Deathwatch's endeavor. Before they turn, the Transcendencers may send allies with the marines to expedite their exploration of the Hulk or ask the Deathwatch to rescue some of their lost or injured cohorts from within the Hulk (if pressed, they answer honestly - "My lords, they were seeking the Engine rooms to right this travesty that has befallen us." Be vague, players won't press until you give them reason to. And if one of your players pushes too hard, then that means they didn't close the spoiler tabs like they were supposed to all those paragraphs ago! I'm looking at YOU, random player reading all this juicy background info!. Alternatively they may just be really suspicious or because they are just super cautious players. In any case, just play up the Transcendencers tendency to be elusive. If players get suspicious, they have REASON to be. They are in a nest of their enemies and they don't even know it yet, but they WILL. That's the point. These Admech being agents of the Ruinous Powers is MEANT to be revealed. If you can drag it out, awesome. If you can't and the players discover it prematurely, also awesome. Now they have more adversaries and their options begin to narrow. The campaign gains a new sense of urgency AND the Admech, whom your players initially thought were allies, are now actively moving to stop them. Play to see what happens. Remember no plot survives contact with the players and you will do just fine. A suggestion of dialogue to assuage the players' fears anyway: "My Lords, the [++Redacted++]'s heart is an unpredictable place and there are those within our collective who do not understand its significance. Some of our collective are ignorant. There is unfortunate conflict between us, but the Will of the Omnissiah is our driving force. Do not concern yourselves with the inherent conflicts in our society. Just know that, ultimately, we all serve the same master. Just as you." Remember that NPCs can lie and that humans who have intentionally replaced roughly 50% or more of their own flesh with machinery can be particularly inscrutable.) The Transcendencers are the Faction most likely to use Daemonic allies in the late game. In 40k terms, any games played during hours 72 and 81 with Admech Adversaries can treat Daemons as having the same <Faction> keyword.

The Cycle of Night and Replicanticle

Diametrically opposed to Factions like the Grand, Transcendencers, and Reparists are the Cycle of Night and Replicanticle. Both of these Factions have given up on the idea of either rescue or exit. It is because of these Factions that all the others have managed to survive. Cycle of Night has essentially colonized the system, first using the technologies the Admech brought with them and eventually, out of necessity, the heretical technologies of the people the Thousand Sons were originally sent to destroy. The arcane nature of the forbidden technology shines through in the shadowy malignancy of individual Magos and their impossibly-long-lived servitors. However, without Cycle of Night's tireless efforts there would have been no food and no procreation. And without the Replicanticle - who could be a single medical apparatus or an entire Faction of surgeons as you, the GM, wants - none of those progeny would be cyborgs. Perhaps the interface panel connected to the Replicanticle apparatus/medical suite is an altar of sorts that all the other Admech Factions bring "sacrifices" of cybernetic implants to. Where do these implants come from? Some may be homemade, some may come from their enemies, some might be their own limbs and redundant systems, some might be "treasures" found adrift in the debris. It should be a suitably gruesome sight; perhaps to be used to play up the insanity of the Cult Mechanicum or as a hint to the degradation these survivors have both endured and propagated throughout their 10 millennia-long incarceration in this desolate system.

The Replicanticle might demonstrate deference to any space marine with a bionic limb or other obvious cyber implant. This means that taking on Missions with this Faction or with any other Faction aligned to it, with any Marine who also has a cyber implant, earns bonus Esteem as described on the Matrix of Alliances presented later. Any "sacrifices" - donated cybernetics - presented to this Faction will also increase the Deathwatch's Esteem with it.

Magnites and Arcanite Guard

Lastly, the Magnites and Arcanite Guard hold very similar viewpoints in that they both revere the Thousand Sons. However, while the Magnites revere the Thousand Sons Primarch (and take their Faction name from him), the Arcanite Guard revere instead that legion's wargear, placing a higher reverence on the ancient battleship itself and its leftover wargear entombed in its vaults than upon the warriors who once wielded them in battle. In fact, the Arcanite Guard are the most functionally loyalist Faction in the entire mix simply by virtue of not even realizing the Heresy even occurred. To them, the Thousand Sons were a loyalist Legion, using sanctioned technologies against the enemies of both the Emperor and the Omnissiah. The Magnites, on the other hand, through their deification of the Primarch Magnus, have come to the full insight of the Thousand Sons' fall and thus accept Tzeentch as their new master, turning whole cloth against their ancient oaths.

Neither of these Factions are likely to play a prominent role in the opening moves of the campaign, instead remaining elusive until the players' marines penetrate into the body of the Arcanite Destructor / [++Redacted++] proper. Even then, both Factions are only likely to be enemies of the players unless or until something drastic occurs to sway them around - like one of the player's marines succumbing to Corruption, thus inspiring the Magnites to tentatively reach out. If players actively defend one of the Vaults from another Faction or go out of their way to preserve the integrity of the battleship by not deliberately destroying sections of it when they can, the Arcanite Guard may tentatively reach out. How and what this looks like will be detailed in the Section on Faction Missions.

The next post will be a basic Timeline of the Main Missions.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/01/23 06:32:32


Post by: Warboss_Waaazag


This is the intro for the Missions. More info will follow. EDIT: I don't know why I spoilered this. There's no need.

Main Narrative Missions

In a scenario with no outside interference, the principle objective of the entire Campaign is to gain access to the ship at the heart of the [++Redacted++], locate its malfunctioning Warp Drive, and shut it down. That's it, pretty straight forward. However, as the story progresses there will be a lot more wrenches thrown in to derail this objective & add enemies and complications to its ultimate completion. This is a good thing, though. You want complications. Complications add drama and substance to your stories. They make them seem more real and they'll come alive for your players.

Presented here are the main Missions, in order, for the Primary Narrative thread of this Campaign. There's two ways to run this Campaign. Either as a single, progressive sequence or a series of concurrent, tandem missions each having a bearing on the subsequent segment. Principally, your choice boils down to how many players you have and the method you used for squad creation.

If you have either a single player with 1 squad or 2-5 players each playing a single marine, you should run the Single Squad Progression campaign. If you have either multiple players each with their own squad or 6 or more players each playing their own marine, you should run the Multiple Squad Progression version of the campaign.

Some of these Missions will be presented with optional formats. To begin with however, and exclusively with the Main Narrative Missions, how each Mission is presented (and which version is ultimately used) is exclusively up to the GM. Other narrative threads may have different options. These will be clearly stated.

Main Narrative Mission Sequence Synopsis

Single Squad Progression

Hulk Breach, The Long March, The Defiled Workshop, Double Back, Descent to the Central Magazine, Cleanse the Basilica / Braving the Depths, Battle for the Arcanite Vaults, The Ritual at the Door, Shut it Down!

Multiple Squad Progression
Hulk Breach, The Long March & Clear the Breach*, The Defiled Workshop & Hold the Line*, Double Back, Descent into the Central Magazine & Against All Odds*, Cleanse the Basilica / Braving the Depths & Running the Gauntlet*, Battle for the Arcanite Vaults, The Ritual at the Door & Assault the Control Room*, Shut it Down!

&*These Missions occur concurrently. When running the campaign only count the hours of the longest Mission in the pair, not both.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/01/24 07:37:56


Post by: Warboss_Waaazag


I edited how combi-weapons work in the wargear lists.

Also edited the Blood Angels, Lamenters, and Flesh Tearers various Frenzy abilities to tone them down significantly, so they don't automatically break the game in favor of those three models.

Added some rules clarification in the Skill section and tweaked the Fire from the hip Shooting Talent.

Added the Light Them Up! and Pour it on Them Talents to the Skill Talents list.

Clarified the Recovery and Death rules.

Edited Tier 2 Melee Talents to avoid confusion and to add dynamism to the "Hatred"-type category of abilities.

Edited the Hand Flamer, flamer, and heavy flamer weapon entries.

Edited the Deadly Aim Shooting Talent.

Added the Tier 3 Subsonic Disruptor Frequency Talent to the Technological Talents tree.

Removed the prerequisite for the Tier 2 Shooting Talent Gunfighter.

Added the Assault Bolter to the Long Arms wargear list.

Clarified some Armor rules and added the Sniper Rifle to the Tools of the Ordo wargear list.

Made minor adjustments and clarifications to the "Mundane Events" chart.

Rearranged and added some info to the Unit Creation rules so that they make more sense.

Edited the Mundane Events rules minorly to include vessel impacts mid-Mission.

Changed how Seeker ammo works and modified Hellfire slightly for clarity.

Made minor adjustments to the Imperial Fists, Iron Hands, and Black Shields Chapter entries.

Modified the Tech Skill to reflect the upcoming Technology on the Tabletops rules.

Edited a handful of weapons such as the Sanctified Xeno weapons and some of the Relic weapons.

Made a minor adjustment to the Command Skill use "For the Emperor!" for clarity.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/02/17 11:31:35


Post by: Warboss_Waaazag


Place holder for:
Interacting With the Environment


Command Points
These were added as an optional rule in the Unit Creation section/second post of this thread.


Hulk Breach


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/05/25 20:56:34


Post by: Warboss_Waaazag


Tech Emplacements on the board
Terminals: Terminals have two principle functions. One is to display local data - such as the condition of nearby doors, radiation levels, the location of other Tech devices on the tabletop, etc. - the other is to display shipwide data - a map to a particular location, the condition of the engines, nearby lifeforms, the ship's name and public manifest, etc. Internally powered Terminals - those that draw their power from the ship they are on - can give 1 piece of information of either type per Skill usage (unless the character has an ability that allows them to access more than one tidbit at a time). Externally powered Terminals - those that draw power from something the players' characters have brought to it - can only grant local data tidbits.

Generators: Generators, when connected and functioning, provide power to other devices. Dead Generators cannot be repaired on the fly and function primarily as cover or potential parts to the players' marines. Generators with even the lowest amount of power (Minuscule) can be used to power any number of other emplacements on the table and negate the power-draining effects of using Low power devices in its vicinity (i.e. the tabletop battlefield).

Full powered Generators add +1 to all rolls to randomly determine the Power Level of other devices on the table.

Overpowered Generators add +2 to all rolls to randomly determine the Power Level of other devices on the table. In addition, any model that claims the Generator as Cover gains an additional Wound Token if one or more of their save rolls is a 1.

Keypads: Keypads are essentially security locks. They may guard a door, a secret compartment, a particular program, or a chest. Using a Keypad successfully immediately reveals what its function is - unlocks the door, reveals the secret compartment, unlocks the chest, grants access to the program's functionality. A Keypad's function will be covered in its description in the Terrain Brief.

Externally powered Keypads that would normally grant access to a program instead do nothing other than unlock their encryptions. The Keypad must then be connected to a Generator in order to access its program.

Doors: Doors can be opened, closed, or sealed. An opened door can be closed or vice versa, for free as a part of a model's Movement (but not if they Advance). Sealed Doors must be unlocked with a Keypad (where applicable) or broken down by force. Sealed Doors have a Toughness of 6 and 1 Wound with no save.

Bulkhead Doors are designed to withstand incredible pressures and to air-seal compartments compromised by battle damage. Therefore, Bulkhead Doors have a Toughness of 8 and 2 Wounds, with a 4+ invulnerable save.

All attacks against Doors automatically hit.

Automated Sentries: These devices typically take the form of ceiling- or wall-mounted solid-slug weapons or scanners. They operate on a Friend or Foe target acquisition system and may or may not be fully loaded for duty. Most Automated Sentries default to identifying all models on the tabletop as Foe. Roll a D6 to determine if a weapon emplacement is loaded. On a 4+ it is. Scanners with Low or higher Power Levels are always considered "loaded". If players can find the Sentry's Keypad and unlock it, they can change their own and/or their allies' designations to Friend.

Weapon Sentries shoot at the nearest Foe in line of sight on the Adversaries' Turn. Scanner Sentries trip loud alarms when any Foe enters its line of sight within 8". These loud alarms add +5 Allocation to the Adversaries' forces every Turn that they go off. A GM may save these up to bring a Boss Monster onto the table when they have enough.These reinforcements arrive via whatever entry point is available to Adversaries in the scenario.


Power levels and what they mean
Dead: this device requires outside power to function. If it's a Keypad or Terminal, it can only give data at its source if externally powered.

Minuscule: this device increases the difficulty of any Skill used on it by +2. Additionally, after 1 attempt, success or failure, the device power is reduced to Dead.

Low: this device increases the difficulty of any Skill used on it by +1. Additionally, after D3 attempts, success or failure, the device power is reduced to Miniscule, unless there is also a Generator on the table.

Full: this device is functioning at optimal power levels.

Overcharged: this device is dangerous to use. Any interaction with it causes the Conduit Overload Mundane Event to occur on the D6 roll of a 4+. Roll whenever the Tech skill is used on it, after applying the results of the Effect.


Determining the power level of a particular Technological emplacement
If a Technological emplacement is vital to a Mission and/or is included in the Terrain Brief for a particular scenario, its Power Level will be stated in its description. If there is no mention of its power level, the default for these is Full.

If there are additional Technological emplacements (either by GM or Player fiat, or because the Terrain Brief suggests it), then roll a D6 to determine the emplacement's Power Level when a player moves to interact with it. On the roll of a 1, its Power Level is Dead. On a 2, its Power Level is Miniscule. On a 3-4, its Power Level is Low. On a 5, its Overcharged and on a 6 its Full.

If there are any Generators on the table, the GM should roll in secret to determine the Power Level of this device before the start of the scenario as its Power Level may affect the rolls of other devices on the table.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/05/27 11:24:14


Post by: Warboss_Waaazag


Myriad Allegiances and Antagonies of the Admech Factions

Catalogists
Marginally Aligned With: Reparists

Aligned With: the Grand and Arcanite Guard

Marginally Opposed to: Lord's Own Code

Diametrically Opposed to: none


Reparists
Marginally Aligned With: Replicanticles

Aligned With: Transcendencers

Marginally Opposed to: Catalogists

Diametrically Opposed to: the Grand and Lord's Own Code


Grand
Marginally Aligned With: Reparists, Lord's Own Code, and Catalogists

Aligned With: Magnites

Marginally Opposed to: Arcanite Guard

Diametrically Opposed to: Transcendencers


Lord's Own Code
Marginally Aligned With: none

Aligned With: Catalogists

Marginally Opposed to: Transcendencers and the Grand

Diametrically Opposed to: Reparists


Arcanite Guard
Marginally Aligned With: Transcendencers and Lord's Own Code

Aligned With: Magnites

Marginally Opposed to: Catalogists and Cycle of Night

Diametrically Opposed to: Reparists and Replicanticles


Magnites
Marginally Aligned With: Arcanite Guard

Aligned With: Transcendencers

Marginally Opposed to: Cycle of Night

Diametrically Opposed to: Replicantiles


Cycle of Night
Marginally Aligned With: Lord's Own Code and Arcanite Guard

Aligned With: Replicanticles

Marginally Opposed to: Reparists

Diametrically Opposed to: the Grand and Transcendencers


Transcendencers
Marginally Aligned With: Magnites and Lord's Own Code

Aligned With: none

Marginally Opposed to: Reparists and Catalogists

Diametrically Opposed to: Cycle of Night and the Grand


Replicanticles
Marginally Aligned With: Catalogists

Aligned With: Reparists

Marginally Opposed to: Cycle of Night

Diametrically Opposed to: Transcendencers and Arcanite Guard




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/05/30 21:31:01


Post by: Warboss_Waaazag


Added Teleport Beacon to the Assets of the Ordo wargear list.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/05/31 18:57:43


Post by: Warboss_Waaazag


Do not expect these to come with any sort of regularity. Real life gets in my way a lot lately. However, I WILL eventually post them all and complete this campaign.

Main Missions: Hulk Breach
This is the very first true Mission of the game. As the GM, you have 2 options for how to present this to your players. Largely this choice boils down to your collection of adversarial minis, terrain, and personal style of play.

Hulk Breach (version 1): Routine
Briefing

In service to Whom

While ostensibly it is in everyone's interests that the [++Redacted++] be breached and boarded, it can also be said that this Mission is in service to the Catalogists and counts as a "side Mission" for this Faction.


Deployment and Extraction
The Mission Leader may choose between Thunderhawk Insertion and Boarding Pod for deployment.

The Mission ends when any marine character achieves the Primary Objective. In this case, the Extraction occurs via Teleportarium, with all the benefits inherent.


Known Adversaries
In this Mission, your Admech allies suggest that there might be rogue servitors, hull ghasts, and/or genestealers waiting for the Marines at the Mission site, but ultimately it is up to the GM and the group's pooled miniatures collection that will determine whom the Adversaries are on this very first Mission.


Battlefield
The terrain should be set up on either a 4'x4' or 6'x4' table length-wise. After terrain has been placed (by the GM), place 2 Objective Markers on one short board edge of the table. The Marines deploy on the opposite board edge from this. The GM then designates up to 4 Entry Points on the tabletop from where Adversaries deploy from. Adversaries may then be placed up to 3" from any one of these Entry Points or within 3" of either Objective Marker at the start of the game or be held in Reserve, deploying when able to from one of these locations.

The designer suggests the terrain have multiple levels and that the Objective Markers occupy space on a level higher than the level where the player(s)' marines deploy.


Technology on the Table
On or within 3" of each of the Objective Markers place a Tech Terminal. In the center of the table or as close to it as the terrain set up allows, place a Keypad. Both Terminals and Keypad are at Full power.

Successful Skill interaction with the Keypad will lock one of the two Objective Marker locations. This effectively eliminates the Marker as a viable Objective (holding it at the end of the game grants no bonus and does not count as a completed Objective), but it also eliminates both Markers as viable deployment locations for Adversary forces.

Successful Skill interaction with either Terminal will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Secure 1 of 2 Exits: any Space Marine within 3" of one of the two Objective Markers at the far side of the table at the end of their Turn can claim to have completed this Objective. If the Keypad is used to lock one of these Markers, only the unlocked Marker counts for this Objective. Achieving this Objective ends the Mission. If the Keypad option to "Lock the Objective Not Secured" is Not achieved, then Both Objective Markers must be secured before the Mission ends. Remember that having enemy models within 3" of an Objective means that it is not Secured. Be wary that you don't accidentally end your Mission before achieving all of your Tertiary goals.


Tertiary Objective(s):
Identify the <Faction> of threats encountered: the first Space Marine model who draws line of sight to an enemy model can be considered to have achieved this Objective. If there's a contest - meaning that 2 or more marine models can lay claim to having "first" spotted the adversary type, then no one can claim to have achieved the Objective on their own, but the Objective is still completed.

Destroy all opposition: the model that scores the last unsaved Wound on the last Adversary can claim to have personally achieved this Objective. If the last adversary is not slain before one or more of the exits are secured, the game ends without this Objective being completed.

Access a terminal: any model may access one of the two Tech Terminals located on the far side of the table. Simply by moving into base to base contact with the terminal counts as achieving this Objective. However, a model with the Tech Skill will actually be able to interact with the Terminal in a meaningful way.

Note that only one terminal needs to be accessed in order to achieve this Objective. Accessing more than one provides no further benefit beyond data extraction.

Lock the Exit not Secured: Whichever Objective is not secured may be locked via the Keypad in the center of the board. Only a model with the Tech Skill may achieve this Objective. The player who controls the model that achieves this Objective decides which Objective Marker to "Lock".


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
Depending on Deployment method; if the Deathwatch squad set up according to the Thunderhawk Insertion, they take the first Turn. If the Deathwatch squad set up according to the Boarding Pod, they still take the first Turn, but their Adversaries (the GM's forces) can attempt to seize the initiative.


Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear. The squad is also supplied with a Teleport Beacon for free. Assign this device to a marine, who may place it anywhere during this or any subsequent Mission. Once deployed, remove it from the squad's inventory. Placing the Teleport Beacon during this Mission changes its type from Routine to Linked, so be aware of that fact before making that decision.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
Reeeeeeeaaaaaallly unlikely to happen on the very first Mission.


GM Section:
Spoiler:

Allotment: 24 (this does not include the bonus for time passed on the Doom Clock)

Generic Forbidden Knowledge tidbits
For narrative use, the inside of this vessel is ancient and crumbling. More of the machinery is corroded dust than moving parts and the walls buckle and splinter with their own weight under the tireless pressure of decay and neglect. Walls once lacquered in murals of the conquest of Terra now glisten with the cockroach sheen of millennial ruin. Echos catch and sound dies. This is less a ship and more an ancient tomb.

Terminal Data for this Mission
Both Terminals in this Mission will potentially give identical information. Primarily, having 2 on the table means that more than one player/marine character can access information at the same time, potentially saving game Turns.

When a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage). If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment (Minions, Minibosses, and Boss Monsters) and at least one of the <Faction> keywords for their next Mission and what kind of Adversaries they will be facing. If you intended there to be 30 Chaos Cultists and a single Chaos Terminator in the next Mission, you must tell your players they will be facing 30 mutant Minions and an Astartes Miniboss. If you intended to bring a Haruspex and some genestealer cult, you must tell your players they will be facing 5 Tyranid Minions and a Tyranid Boss Monster. If you're going to bring 20 kabalites and 2 raiders, you must tell your players they will be facing 20 eldar minions (because vehicles aren't lifeforms).

2. The layout of the surrounding hulk. This information cuts 1 hour off the overall Mission time of the next Mission.

3. Local access points and the maintenance sub-layer of the immediate area. This shows the players' characters the Entry Points for their Adversaries (because remember that while the players witnessed the GM during set up, the marine characters actually have no idea where the badguys are coming from). This information negates the cover save bonus to all Adversary models within 6" of any Entry Point

4. Additional nearby technology. This reveals a dormant Generator (Minuscule Power Level) with an Access Point just astride the Keypad. Place an additional Tertiary Objective Marker (Activate Generator) at this location. Any marine that spends at least 1 Turn in base contact with this Marker doing nothing at all (not even defending himself in close combat), counts as achieving this Objective. Activating this Generator increases the Power Level of all technological emplacements by 1 Step for the next 3 Missions.

Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship; a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below.

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects.

Relics
100 / 50 / 03 / Khopesh Padraig (Relic Powersword) / Strength as user +1, AP -3. Damage 1. Crackling with overcharged energy, this ancient power weapon sings with every stroke and sunders with every blow, booming like a thunderclap as it rends armor and flesh. Khopesh Padraig may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use Khopesh Padraig defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with Khopesh Padraig attacks in Close Combat, they may make 1 additional attack using this weapon. Each Turn the Khopesh Padraig is used, add +1 to the Adversary Allotment total for this Mission as the noise of it draws the attention of additional nearby foes. Masterwork, Catastrophic, and Shocking. Space Wolves characters treat this as a Tainted Relic.

50 / 25 / 02 / Book of Augury* (Tainted Relic) / This book allows the controlling player to double the range of their Psychic Sense Skill. Space Wolves characters cannot make use of this Relic and instead, if they get their hands on this Relic, earn +1 Renown if they destroy it.

*Only usable by Librarians and models with the appropriate Skill.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/02 17:35:31


Post by: Warboss_Waaazag


Clarified some of the Skil uses for Tactics.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/02 18:58:07


Post by: Warboss_Waaazag


Hulk Breach (version 2): Exploration
Briefing

In service to Whom

While ostensibly it is in everyone's interests that the [++Redacted++] be breached and boarded, it can also be said that this Mission is in service to the Catalogists and counts as a "side Mission" for this Faction.

Primary and Tertiary Objectives
Primary Objective(s):
Find a Way in: The principle goal of this Mission is to wander around the relatively safe exteriors of the Hulk searching not only for a hole to climb through, but also a hole that leads to something that could be considered productive to the Mission. Just by participating in the Mission this Objective is achieved.


Tertiary Objective(s):
Glean Insight Into the Nature of the Hulk: characters with the Forbidden Knowledge Skill may use the "This is All Too Familiar" option to achieve this Objective. Narrative descriptions and treasure tables to be found in the GM section below.

Extraction/Time
Wandering around on a Hulk's exterior is super time consuming. The squad will find a viable way in, but only after searching for 3D3 hours.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
Reeeeeeeaaaaaallly unlikely to happen on the very first Mission.


GM Section:
Spoiler:

Forbidden Knowledge
The exterior architecture of this vessel is blocky and cyclopean, with narrow angles and sweeping planes. Largely untouched by time, yet scintillating with irradiated space dust, the scarabic and avian gargoyles that overlook the mighty cannons that bristle like quills across the ship's mighty flanks stand like grotesque sentinels towering over the searching marines. Ice and ship debris has gathered into the hidden corners, casting blue and black shadows that dance in the pale light of the distant stars. Jets of leaking atmosphere lead your marines to buckled plating and areas of internally corroded hull. Looming caverns in the distance expand to reveal titanic macrocannon impacts and the serrated tangle of ducts and decks broken by the massive shells.

Here the marines finally find entrance and, picking their way blindly through the ruin, eventually a structurally sound compartment that can be sealed against vaccuum. Many are the temptations to explore along the way and the fruits of those explorations are as varied as the stars.

Treasures
Have the players roll a D6 at the End of the Mission. If a player successfully used their Forbidden Knowledge Skill to gain the above description, have them roll 2D6 and apply both results. If duplicates occur, the players find two different caches of the same items.

D6 Roll: Treasure
1: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction the squad has Esteem with for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life onboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

2: an ancient, but intact Vacsuit. Fitted for a mundane human, this suit may be traded to any Admech Faction the squad has Esteem with for +D6 Esteem. Alternatively and/or additionally, players may hold on to the Vacsuit to use later. If a marine decides to carry this item, it weighs 01 Capacity.

3: a portable powercell. Although currently empty of energy, this item may be recharged and used to temporarily power minor Tech Emplacements like Keypads and Terminals. This item may be traded to any Admech Faction the squad has Esteem with for +2D3 Esteem. Alternatively, players may hold on to this item and use it to increase the Power Level of a single Technological Emplacement by 1 step for the duration of a Mission. If a marine decides to carry this item, it weighs 01 Capacity.

4: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction the squad has Esteem with for +D6+1 Esteem.

5: ablative heat plating. This bulky mantle may be layered over existing armor and provides a 4+ Invulnerable Save against the first las, melta, flamer, lance, or plasma -type weapon Wound sustained by the model equipped with it. This item may be traded to any Admech Faction the squad has Esteem with for +D6+1 Esteem. Alternatively, players may hold on to this item and use it. If a marine decides to carry this item, it weighs 02 Capacity, but it is destroyed after one use.

6: a xenotech weapon. The origin of this weapon must be from the pre-Imperium civilization this vessel was dispatched to destroy. This item may be traded to any Admech Faction the squad has Esteem with for +D3 Esteem. Alternatively, players may hold on to this item and use it. If a marine decides to carry this item, it has the following profile:
50 / 25 / 02 / Disruptor (Xenotech Rifle) / 1|2-3|4 / 5 / Strength 3*, AP -*. Range 36". Damage 1*.

*Each time this weapon is fired after the first, increase its Strength by +1, its AP by -1, and its Damage by +1.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/06 17:29:25


Post by: Warboss_Waaazag


Main Missions: The Long March
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, this Mission takes place at the same time narratively as Clear the Breach.

After establishing a beachhead, the Deathwatch discover a power source deep inside the hulk. They must thread their way towards it, identify it once they make visual contact, and then defend it until that data can be analyzed by the Intolerance.

GMs, if your group has the models for it, I recommend burdening your players' squad with a trio of unarmed Admech techs (or use Astra Militarum models and stats) who each have the Tech2 Skill at 4+. Then require that the Power Source be interacted with a total of 3 successful times in order to complete that Objective.

Mission 2a: The Long March: Linked (with the Defiled Workshop)
Briefing

In service to Whom

This Mission principally serves the interests of the Deathwatch, but may also be considered a "side quest" for either the Transcendencers or the Lord's Own Code (players' choice).


Deployment and Extraction
The Mission Leader may choose between Thunderhawk Insertion and Boarding Pod for deployment.

However, if the Teleport Beacon was deployed last Mission, then the only Deployment option is Teleportarium.

As this Mission is Linked with the following Mission, the only Extraction method available is Defensible Position.


Known Adversaries
In this Mission, I recommend using more of the same Adversaries encountered in Mission 1, but ultimately it's up to your collection to determine what is waiting for the marines on the table.


Battlefield
This Mission uses a hidden layout with a limited sight distance. The maximum sight range (and therefore the maximum revealed terrain) is equal to 6" plus any mitigating Traits or Talents an individual marine may possess (such as Acute Senses, Enhanced Optics, Enhanced Senses, or some piece of gear). Only add the highest total bonus (such as a Space Wolf with both the Acute Senses Trait and the Enhanced Senses Talent, but not the bonuses from two different models each with one of these). If possible, I recommend using separate pieces of terrain such as corridors and rooms to add to the layout as the marine squad advances through the hulk. Sections may doubleback, corridors may lead to dead ends, and doors may be Locked or Sealed.

The GM sets up the revealed terrain to accommodate the deployment option chosen by the Mission Leader. After the player(s)' squad deploys, the GM either uncovers preexisting terrain or places additional modular terrain out to the limit of the squad's visual range. Then the GM places a single Objective Marker on the far side of the table. Eventually, the terrain should lead to that Marker.

The Marker represents two things:
1) The Defensible Position "extraction point"
2) A power source that must be identified (and interacted with)

Adversary models may be deployed as "blips" (you could use coins or tokens from any game to represent these) anywhere on the unrevealed battlefield or as models in newly revealed rooms and corridors, but not in any of the revealed map locations at the start of the game. Blips can move up to 4" per Turn and if they move into the marines' visual range, if marines move so that those blips would get revealed, or if players have some other means of revealing them, each "blip" marker may be revealed to be 1-3 Minions, 1 Miniboss, or 1 Boss Monster, depending on what the GM wishes/what they have spent their Allotment on.

Along the path of revealing terrain, the GM must place 3 Level Exits, although these may be placed anywhere accessible by player(s)' marines.


Technology on the Table
All of the exits for the room with the Objective Marker in it have Bulkhead Doors. The GM also rolls a D3+1 and, alternating with the players, places this many Terminals on the board. The Players and/or GM may opt to wait on placing their terminal(s) until a newly revealed room or corridor provides a place to put it in.

Randomly determine the Power Level of each of these terminals.

Successful Skill interaction with any Terminal will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Secure the Power Source: any Space Marine within 3" of the only Objective Marker at the far side of the table at the end of their Turn can claim to have completed this Objective.

Defensible Position: all surviving marines must enter the room with the Objective Marker in it (GMs, make sure you use a room large enough to fit them all) and either keep all Adversaries out of the room for 3 consecutive Turns or Lock all the bulkhead doors that lead out of the room. Completing this Objective ends the Mission. Note that any models Dispatched on an Expedition (see the Tertiary Objective below) do not count against this Objective. If 6 marines begin the Mission and 3 of them are sent on Expeditions, then only the remaining 3 need to be in the room to condider this Objective complete.

Determine the Use of that Power: If you are using the Admech Techs suggestion above, this Objective can only be completed if one or more models successfully use their Tech Skill on the Objective Marker a total of 3 times. Otherwise, ignore this Objective.


Tertiary Objective(s):
Destroy all opposition: the model that scores the last unsaved Wound on the last Adversary can claim to have personally achieved this Objective. If the last adversary is not slain before the Defensible Position Objective is achieved, the game ends without this Objective being completed.

Dispatch an Expedition: Up to half of the deployed squad can be sent out on exploratory Missions via the Level Exits. These are risky endeavors, but they can also be extremely rewarding. Choose with care whom you send. Marines may be dispatched individually or in teams. Individuals run more of a risk of getting lost or ambushed, but sending teams of 2 or more limits the number of Expeditions a squad can undertake.

*Protect the Admech Techs: each Tech that survives adds +D3 Esteem to every Admech Faction.


*GMs, escort Missions are annoying enough as it is. Don't make it worse by singling out the unarmed and vulnerable Techs for slaughter. Adversary models can only target these Techs if they are the closest enemy model to them. Otherwise, treat them as Characters. Also, the PLAYERS control these models, dictating where, when, and how they move on the battlefield. Let the positioning of these models be up to the players and force your Adversaries to maneuver to try to kill them.

Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
Depends on Deployment method. If the Deathwatch squad set up according to the Thunderhawk Insertion or Boarding Pod, they take the first Turn, but their Adversaries (the GM's forces) can attempt to seize the initiative. If they set up using the Teleportarium, the Deathwatch squad takes the first turn.


Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear, unless they used the Teleport Beacon last Mission. In this case they are equipped only with what they have left from that Mission.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although, players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
Reeeeeeeaaaaaallly unlikely to happen, even on the second Mission.


GM Section:
Spoiler:

Allotment: 26 (this does not include the bonus for time passed on the Doom Clock)

Generic Forbidden Knowledge tidbits
For narrative purpose: decks seem to slump sideways, drawn to a gravity defined by the hulk's central mass. The deck plates crackle beneath the heavy trod of the marines' boots and acidic corrosion flowers at every exposed wire. Tunnels and compartments double back on themselves as if the interior of this warship was made by design to confuse. Dark stains splayed on the floors or heaped in the corners are all that remain of the devastated crew, now millenia-dead. That anything remains, intact or functioning on board this wreck, is either a testament to its maker or a conjuration of the warp.

Terminal Data for this Mission
All Terminals in this Mission will potentially give identical information. Just like in Hulk Breach (version 1), whenever a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage). If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment (Minions, Minibosses, and Boss Monsters) and at least one of the <Faction> keywords for this Mission. This means that instead of "blips", the GM must reveal what those markers represent, even in parts of the terrain layout not yet revealed. Once identified, these models can move according to their profiles and are not subject to movement restrictions based on terrain placement until that terrain is revealed.

2. The layout of the surrounding hulk. On this Mission, this information reveals the terrain out to 18" from the terminal, but doesn't reveal the nature of any of the "blips" in those areas.

3. Local access points and the maintenance sub-layer of the immediate area. This forces the GM to commit to the location of the 3 Level Exits if they haven't already and it also improves the chances of any Dispatched Expeditions this Mission by +1.

4. Additional nearby technology. This reveals a snaking power conduit that leads from the Power Source Objective Marker into the depths of the hulk. Any Dispatched Expedition can be assigned to following this conduit to its source (use the Conduit Expedition treasure table to determine the outcome of that Exploration).

Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage). In this case, the priority is subject to any information the players may have already gleaned in the previous Mission. For instance, if they already found out the name and class of the ship, ignore that tidbit of info and priorize the next item on the list. Never hand out information players already have unless the Mission description expressly states otherwise.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below.

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects.

4. The original damage assessment from that ages ago battle. The Arcanite Destructor suffered numerous catastrophic impacts along the length of its midsection and a sundering of its comms lines. The entire prow of the vessel was cut off from the rest of the hull by atmospheric breaches. This information unlocks a new Side Quest Mission called Bridge the Gap that becomes available right after the Main Mission The Defiled Workshop. Details to follow.

Relics (do not use an item if the players already possess it; Relics are meant to be unique)
100 / 50 / 03 / Khopesh Padraig (Relic Powersword) / Strength as user +1, AP -3. Damage 1. Crackling with overcharged energy, this ancient power weapon sings with every stroke and sunders with every blow, booming like a thunderclap as it rends armor and flesh. Khopesh Padraig may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use Khopesh Padraig defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with Khopesh Padraig attacks in Close Combat, they may make 1 additional attack using this weapon. Masterwork, Catastrophic, and Shocking. Space Wolves characters treat this as a Tainted Relic.

50 / 25 / 02 / Book of Augury* (Tainted Relic) / This book allows the controlling player to double the range of their Psychic Sense Skill. Space Wolves characters cannot make use of this Relic and instead, if they get their hands on this Relic, earn +1 Renown if they destroy it.

00 / 01 / 01 / STC Fragment (Generic Relic) / This item has no use whatsoever to the Deathwatch except as a bargaining tool with the Admech. This Fragment may be traded to any Admech Faction for +5D6 Esteem. However, doing so will permanently turn all Factions Marginally or Diametrically Opposed to that Faction against the Deathwatch. Deathwatch marines will not be able to gain Esteem with those Factions for the remainder of this campaign and those Factions are immediately added to the list of potential Adversaries the Deathwatch may face inside the hulk. Alternatively, the Fragment may be kept on board the Intolerance. In this case increase the Esteem of all Admech Factions by +1 after every Mission until The Battle for the Arcanite Vaults.

65 / 25 / 01 / Alsafari Talisman (Relic Refractor)/ This item grants the bearer a 6+ invulverable save, unless the bearer already has a better invulverable save, in which case the Alsafari Talisman improves that save by +1. Additionally, once per Mission, a model equipped with this Relic may, instead of Moving or Advancing, be placed anywhere on the table within line of sight of where they started the Turn. Using the Alsafari Talisman for this purpose earns the model equipped with it +1 Corruption.

*Only usable by Librarians and models with the appropriate Skill.


Dispatched Expeditions
These are dangerous side excursions. Roll a D6 for each Expedition. Add +1 to the roll for each marine beyond the first sent on a particular Expedition. Refer to the following table for generic Expeditions.

D6 Roll: Outcome
1: Disaster! The marine becomes lost and is ambushed by armed horrors. The marine stumbles out of the depths with 1 Wound remaining and D6 Wound Tokens. This marine also earns +1 Corruption, +1 Renown, and +3 XP.

2-3: Waste of time. This expedition is fruitless, yielding neither loot nor useful information. The marine(s) sent on this excursion each earn +1 Corruption, +1 Renown, and +1 XP.

4-5: Dead End. While at first this expedition promised a potential shortcut, it eventually became clear that the decks below were sheered or otherwise compromised. They lead nowhere. However, this marine(s) returns with a better understanding of the hulk's maze-like interior structure. On any future Exploration Mission this marine(s) is assigned to, they may reduce the total Mission time by -1 hour (to a minimum of 1 hour). The marine(s) sent on this excursion each earn +1 Corruption, +2 Renown, and +1 XP.

6: Success! The tunnels below, while complex, reveal an interesting pattern. Embracing the pattern leads to swifter egress. The marine(s) sent on this Expedition have found an easier path forward. Reduce the total time for the next Mission by -1 hour. The marine(s) sent on this excursion each earn +2 Corruption, +3 Renown, and +1 XP.

7+: Resounding Success! Not only did these marines find a faster way through, they also stumbled across an ancient armory. Inside they found 1 each of the following items:

Threshold / Cost / Capacity / Item / Rate of Fire / Magazine / Description
55 / 35 / 02 / Hecaté Pattern Bolter* / 1|2-8|- / 8 / -
100 / 50 / 02 / Hecaté Pattern Heavy Bolter* / 3|-|12 / 24 / Devastator Marines pay half Cost to equip this weapon and treat its Threshold as 55.

*The Hecaté Pattern is a bullet-devouring firearm, capable of a torrent of firepower. Both of these weapons come equipped with standard magazines. Reloads may be purchased for them as if they were a normal bolter and heavy bolter respectively.

Threshold / Cost / Capacity / Item / Description
25 / 08 / 02 / Astartes Khopesh / Strength +2. AP -. Damage 1. An Astartes Khopesh may be used two-handed. A model may sacrifice 1 of its Attacks to improve this weapon's AP to -1. A model equipped with an Astartes Khopesh cannot fire their pistol if they are engaged in Close Combat.

Threshold / Cost / Capacity / Item / Magazine / Description
25 / 02 / 01 / Bolter Drum Mag / 36 / -

Additionally, reduce the total time for the next Mission by -1 hour and the marine(s) sent on this excursion each earn +1 Corruption, +3 Renown, and +1 XP.


Conduit Expedition
Roll a D6 for this Expedition. Add +1 to the roll for each marine beyond the first sent.

D6 Roll: Outcome
1: Waste of time. This expedition is fruitless, the conduit leads to an impenetrable bulkhead wall. The marine(s) sent on this excursion each earn +1 Corruption, +1 Renown, and +1 XP.

2-3: It's just a backup generator. While its useful to know that there are redundant systems still functioning onboard the hulk, this information serves very little use. Increase the Power Level of the next Technological Emplacement encountered by this marine(s) by one step. The marine(s) sent on this excursion each earn +1 Corruption, +2 Renown, and +1 XP.

4-5: It's a centralized power source. After all this time and the machine is still functioning. Knowledge of the color-coded lines that lead into this device will help the Deathwatch reroute power later as they need to. Increase the Power Level of all Technological Emplacements encountered by this marine(s) by one step until the end of the Main Mission Descent to the Central Magazine. The marine(s) sent on this excursion each earn +1 Corruption, +3 Renown, and +1 XP. A model with the Tech Skill instead earns +2 XP.

6: This proves we're on the right track! Reduce the total time for the next Mission by -1 hour. Additionally, increase the Power Level of all Technological Emplacements encountered by this marine(s) by one step until the end of the Main Mission Descent to the Central Magazine. The marine(s) sent on this excursion each earn +1 Corruption, +3 Renown, and +2 XP. A model with the Tech Skill instead earns +3 XP.

7+: Resounding Success! Reduce the total time for the next Mission by -1 hour. Additionally, all Technological Emplacements encountered by this marine(s) treat their Power Level as Full until the end of the Main Mission Descent to the Central Magazine. The marine(s) sent on this excursion each earn +1 Corruption, +3 Renown, and +3 XP. A model with the Tech Skill instead earns +5 XP.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/08 14:56:04


Post by: Warboss_Waaazag


Changed the Cost of the Icon Imperator from 35 to 05, changed the Threshold and Cost of the Ordo Honorifica and Crux Terminatus to 50 / 01 and 200 / 25, respectively. (Ordo Honorifica used to be 100 / 50 and Crux Terminatus was 150 / 100).

I modified how Implants work. Essentially, models meet the Threshold once, but pay the Cost permanently, adding the Implant to their inventory for the remainder of the Campaign.

I also tweaked a few gear descriptions to add clarity and to reflect the Tech Emplacements rules.

Changed the benefit of Heraldry of Rulership for the Heralds chapter.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/14 16:12:05


Post by: Warboss_Waaazag


Main Missions: Clear the Breach


Mission 2b: Clear the Breach: Linked (with Hold the Line)
Briefing

In service to Whom

This Mission is clearly in service to the Deathwatch as it is a rearguard for the other squad delving deeper into the wreck of the Hulk (The Long March). It can also easily be justified as a "side quest" for the Catalogists simply by virtue of their initial contact with your marines. However, the Replicanticles also approach the Deathwatch and ask that, if they happen to come across any perished servitors inside the [++Redacted++], would they be so kind as to retrieve their inorganic parts for them. The player(s) that control this squad must decide for themselves which Faction they are in service to. If they decide on the Replicanticles the GM will add bodies to the terrain layout and this Mission gains an extra Tertiary Objective.


Deployment and Extraction
The Mission Leader may choose between Thunderhawk Insertion and Boarding Pod for deployment.

However, if the Teleport Beacon was deployed last Mission, then the only Deployment option is Teleportarium.

As this Mission is Linked with the following Mission, the only Extraction method available is Defensible Position.


Known Adversaries
In this Mission, I recommend using more of the same Adversaries encountered in Mission 1, but ultimately it's up to your collection to determine what the Deathwatch marines will face on the tabletop.


Battlefield
The terrain should be set up more or less identically to the first version of the 1st Mission (Hulk Breach), except this time the players will be deploying on the opposite table edge as last time. The GM then places two Objective Markers anywhere on the table at least 12" from a table edge and 12" from any other Objective Marker. Deathwatch forces then deploy on the side of the table that has the two Tech Terminals on it (see Technology on the Table below).

Adversary forces come in 3 waves starting on Turn 1. Models purchased from Allotment for the first wave may deploy to the table anywhere out of line of sight of any marine or be held in Reserve. Adversary Reserves arrive at the start of the 1st Turn and enter from any table edge, but must begin their Turn at least 18" away from enemy models. The second wave arrives on Turn 3, taking their moves from any table edge at least 12" away from any enemy model. The third and final wave arrives on Turn 5, taking their moves from any table edge at least 9" away from any enemy model.

Lastly, if the players decide to undertake this Mission as a "side quest" for the Replicanticles, the players and the GM each roll a D3 and add their scores together. Then, starting with the GM, participants take it in turns to place these "Servitor Corpse Markers" on the table. Markers must be placed no closer than 8" from any deployed model and at least 3" from any table edge.


Technology on the Table
In more or less the same locations as the terminals from Mission 1: Version 1, place 2 terminals (see that Mission for details). In the center of the table, where it was before, place a keypad. The two terminals are at Low Power, and the Keypad has Minuscule Power.

Successful Skill interaction with the Keypad reduces the Allotment for the second and third Waves by -5 each.

Successful Skill interaction with either of the Terminals will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Destroy All Opposition: the model that scores the last unsaved Wound on the last Adversary can claim to have personally achieved this Objective. Achieving this Objective ends the game.

Tertiary Objective(s):
Emplace 1 or More Sentry Guns: the marines are equipped with 2 free Auto Sentry turrets. The Markers placed by the GM at the start of the Mission represent the locations for these turrets. Any marine equipped with an Auto Sentry that emplaces it on one of the Objective Markers counts as having completed this Objective. Note that only 1 Auto Sentry turret needs to be placed in order to count this Objective complete. However, placing both Auto Sentry turrets earns all Marines deployed on this Mission an additional +1 Renown.

Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from either Terminal, this Objective can be considered completed.

Recover One or More Servitor Corpses: if doing this Mission in service to the Replicanticles, any marine that ends the game in base to base contact with any Servitor Corpse Marker can consider this Objective completed. Each Servitor so "recovered" earns the squad +1 Esteem with the Replicanticles. Retrieving 2 or more of these corpses additionally increases the Renown of all marines deployed on this Mission by +1.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission time is 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
Depending on Deployment method, if the Deathwatch squad set up according to the Thunderhawk Insertion or Boarding Pod, their Adversaries take the first Turn, but the Deathwatch can try to seize the initiative.

If they set up using the Teleportarium, the Mission Leader player and the GM should roll off to determine which side goes first.

Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear. The squad is also supplied with two Auto Sentry turrets for free. Assign these to marines, who must place them on one of the Objective Markers. Once deployed, remove them from the squad's inventory.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers
If applicable...


GM Section:
Spoiler:

Allotment: three waves of 10 each that arrive Turn 1, Turn 3, and Turn 5 (this does not include the bonus for time passed on the Doom Clock, which is added to each wave)

Generic Forbidden Knowledge tidbits
Except for the corpses of the fallen and the ichor on the walls and floor, very little is different in this chamber from a few hours ago. The growls and distorted echoes of ravening enemies grows louder and hungrier as hordes of foes, awakened to the knowledge of new invaders, surge towards your positions; eager to shed their blood in misguided fury. Let them come and meet death by bolter and chain.

Terminal Data for this Mission
Both Terminals in this Mission will potentially give identical information. Primarily, having 2 on the table means that more than one player/marine character can access information at the same time, potentially saving game Turns.

When a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage). If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment (Minions, Minibosses, and Boss Monsters) and at least one of the <Faction> keywords for any remaining Waves of Adversaries this Mission. If you have prepared to use 20 Chaos Cultists and a single Chaos Terminator in the next Wave and 5 Chaos Possessed in the final wave, you must tell your players they will be facing 20 mutant Minions, an Astartes Miniboss, and 5 Daemonic Minibosses. If the next wave will be 34 genestealers and the final wave will be 34 termagants, then you must tell them they have 68 Tyranid Minions yet to face. If they haven't gained this info until after the 3rd wave, the GM only has to give them the breakdown for the 5th Wave. If they are facing waves of Necrons, all you have to tell them is the sensors have detected energy fluctuations in the surrounding areas (necrons aren't alive). If this info hasn't been obtained until on or after the 5th Turn (and all Adversaries from all 3 Waves are already on the table), then the GM must give the information regarding the next Mission (in this case Hold the Line).

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch a +1 to their Cover Saves on Turns 1, 3, and 5.

3. Local access points and the maintenance sub-layer of the immediate area. This information forces subsequent Waves of Adversaries to enter the table an additional +6" away from Deathwatch models.

4. Additional nearby technology. This reveals a dormant Generator (Minuscule Power Level) with an Access Point just astride the Keypad. Place an additional Tertiary Objective Marker (Activate Generator) at this location. Any marine that spends at least 1 Turn in base contact with this Marker doing nothing at all (not even defending himself in close combat), counts as achieving this Objective. Activating this Generator increases the Power Level of all technological emplacements by 1 Step for the next 3 Missions. If this Generator has already been activated (during the Hulk Breach Mission), then achieving this Tertiary Objective has no further effect, but still counts as an Objective for the purposes of Renown and/or XP gains.


Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage).

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):
-A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

-B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sekmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

-C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

-D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects.


Relics
55 / 55* / 01 / Master Key (Relic Tool) / this item can be used to Lock or Unlock any Door (Bulkhead or otherwise) or Unlock any Keypad without having to make a roll. As long as the model is in Cohesion range of a door or Keypad, the GM must tell that model's controlling player if the object in question is Locked or Unlocked and then the controlling player may opt to Unlock or Lock it. Note that this Relic cannot unseal doors that have welded, fused, or damaged shut.

100 / 35 / 00 / Survivalist Core+ (Relic Implant) / This Implant adds a backup energy cell and cellular regenerator to a model's internal systems. Whenever this model is reduced to 0 Wounds roll a D3. This is the number of Turns the model becomes Dormant. While Dormant the model cannot Move or Advance, cannot Shoot, cannot Charge or defend itself in Close Combat, and cannot use any Skills except Psychic Sense. Every Turn the model is Dormant, it regenerates 1 Wound and removes 1 Wound Token. Requires the Mechanicus Frame Trait.

*Techmarine characters treat this item's Cost as 15.
+As an Implant, a model only needs to meet the Threshold for this item when they first acquire it. It is then permanently added to a model's equipment and its Cost is permanently subtracted from the model's total Renown.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/15 22:43:59


Post by: Warboss_Waaazag


Yes, I'm self-interrupting.

*Expect these lists to expand over time. Also, there's more of them to come.

Factional Esteem Gear Lists
Spending Esteem works in much the same way as spending Renown except that Esteem is list-specific and therefore can only be used on the wargear available from the Faction with which the Marine has that Esteem. Every item has an Esteem Threshold (or Ethreshold) and an Esteem Cost (or Ecost). All items are also labeled U (Unique) or P (Plentiful). Only 1 of any Unique item may ever be purchased per squad. Plentiful items require that the squad's Esteem meets or exceeds the Ethreshold, but that items are purchased at Ecost per marine model who wishes to equip the item in question. Note also that Implants gained in this way permanently reduce the Squad's total Esteem when purchased until you are using the individual-marine-method of earning Esteem.


Arcanite Guard

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 03 / 01 / Radsuit / P / this armor underlayer protects the model from the damaging effects of Radiation, as well as the microwaving power of plasma, dark matter, and volkite weapons, reducing the strength of hits from any of these effects or weapons by -1.

08 / 05 / ** / Electro Upgrade / P / this weave may be added to any Exceptional or better quality melee weapon and adds the Shocking quality to it. If the weapon already has the Shocking quality, this item increases its effects to -2.

10 / 03 / ** / Tactical HUD / P / this armor upgrade allows the bearer to take a -1 penalty to either their WS or BS and add it as a bonus to whichever of the two stats they did not reduce for 1 Turn, once per Mission

20 / 15 / ** / Expanded Teleport Zone / U / given the Arcanite Guard's extensive understanding of the [++Redacted++]'s interiors, this upgrade adds +1" to the dimensions of the Teleportation strips (making them 4" x 9" each).

25 / 08 / 01* / Phased Plasma Cell / P / this is a single reload for any plasma weapon. It weighs virtually nothing. Treat its magazine capacity as 14. Additionally, when firing in Supercharged mode with ammo from this magazine, the controlling player may re-roll hit rolls of 1. Only a model's Capacity limits the number of these they can carry. Carrying 1-4 of these collectively weigh 01 Capacity.

100 / 100 / ** / Amankheph, the Last Loyalist / U / Kept in stassis for more than 10,000 years, the Deredeo Pattern dreadnaught known as Amankheph is an optional sarcophagus for any marine entombed in that state of half-death. Amankheph is armed with a pair of Anvilus Autocannon Batteries, twin heavy bolters, and the Aiolos Missile Launcher.

200 / 55 / ** / Castellax-Achea Battle Automata / P / any marine with the Cohort Talent may opt to purchase one of these Battle Robots at an Esteem discount of -5. These robots are controlled by the purchasing player and have a default Cohesion3.

Ethreshold / Ecost / Capacity / Item / Rate of Fire / Primary Magazine / U|P / Special Rules

35 / 12 / 01 / Flechette Pistol / 5|10|- / 10 / P / Strength 3, AP -, Damage 1, range 18", Pistol

65 / 50 / 01 / Volkite Serpenta / 1|2|- / 6 / P / Ablaze, Deflagrate, Strength 5, AP -, Damage 1, range 10", Pistol

Ethreshold / Ecost / Capacity / Item / Magazine / U|P

25 / 06* / 01* / Flechette Pistol Reload / 10 / P

50 / 16* / 01* / Volkite Reload / 6 / P

*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Cost is for 4 reloads of the same type.
*Ammunition is cheap and lightweight by comparison to the weapons they feed. This Capacity is for 4 reloads of the same type.


Catalogists

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 01 / 01 / Ferrus Attenuator / P / this simple device detects the integrity and material of walls and doors. It grants the wielder a bonus -1 AP to their weapons when attempting to breach or destroy doors and other terrain features.

03 / 03 / 02 / The Book of Named Parts / U / This hand-scribed tome is bound in human leather and comprises many compiled lists of parts and part categories, such as "Cogs", "Rods", "Plates", "Screws", and "Crystals". Each item is accompanied by a handrawn illustration and arcane dimensional measurements. Equipping this cumbersome book adds the following Tertiary Objective to the Mission at hand: Retrieve Named Parts. At the start of the Mission, after Deployment but before the 1st Turn begins, both players and the GM each roll a D6 and add their scores together. Taking it in turns starting with the GM, participants alternate placing this number of "Scrap Counters" anywhere on the revealed terrain. No Scrap Counter can be closer than 3" from any table edge and no closer than 3" from any deployed model. Any marine that Moves (but not Advances) to or through one of these Counters automatically picks it up and adds it to the squad's inventory. Collectively, up to 12 of these Counters weigh 00 Capacity. Each collected Counter is worth +1 Esteem if traded to the Catalogists, Reparists, or Lord's Own Code.

05 / 03 / 02 / Book of Books / U / This ancient book's pages are actually sheets of illuminated aluminum and detail the names and shapes of all the manuals, sacred texts, and data journals left behind on the [++Redacted++] during the ancient evacuation. Equipping this cumbersome book adds the following Tertiary Objective to the Mission at hand: Recover Misplaced Knowledge. At the start of the Mission, after Deployment but before the 1st Turn begins, if the terrain has any areas that could considered a room, roll a D6 for each. On the roll of a 6 that room contains one of the Lost Texts from the Book of Books; place a "Book Marker" in the center of the room. If the terrain has no rooms, then simply roll a D6 for each table quarter and on a 6 place a Book Marker in the center of that quarter. Any marine that Moves (but not Advances) to or through one of these Markers automatically picks it up and adds it to the squad's inventory. Collectively, up to 12 of these Markers weigh 00 Capacity. Each Book Marker collected is worth +1 Esteem if traded to the Catalogists, Grand, or Arcanite Guard.

10 / 05 / 02 / The Book of Unnamed Parts / U / This hand-scribed tome is bound in plastic fragments fused together and comprises many compiled lists of damaged parts and unknown fragmentary debris categories, such as "Chips", "Fused", "Shattered", "Irradiated", and "Dust". Each item is accompanied by a handrawn illustration and arcane suppositions as to its former use. Equipping this cumbersome book adds the following Tertiary Objective to the Mission at hand: Collect Interesting Debris. At the start of the Mission, after Deployment but before the 1st Turn begins, both players and the GM each roll a D6 and add their scores together. Taking it in turns starting with the GM, participants alternate placing this number of "Debris Counters" anywhere on the revealed terrain. No Debris Counter can be closer than 3" from any table edge and no closer than 3" from any deployed model. Any marine that Moves (but not Advances) to or through one of these Counters automatically picks it up and adds it to the squad's inventory. Collectively, up to 12 of these Counters weigh 00 Capacity. Each collected Counter is worth +1 Esteem if traded to the Catalogists, Replicanticles, or the Grand.

10 / 05 / 01 / Data Transcribner / P / a small cylindrical device oozing with adaptor cords, this item grants the squad (or marine if using Individual Esteem gains) +1 Esteem with the Catalogists every time they successfully use their Tech Skill to "Let it Speak its Name to me".

25 / 10 / 01 / Portable Power Cell / P / this lightweight, rechargeable power cell may be used to increase the Power Level of any Tech Emplacement by 1 step once per Mission. Afterwards it is dead weight, but failing to return it to the Catalogists permanently reduces the squad's Esteem with them by 6.

50 / 25 / 00 / Archivist's Codekey / P / this tiny chip slots perfectly into any Keypad and grants the bearer an advantage over security systems designed to block him out. For models with the Tech Skill, this item grants a re-roll when attempting to access Keypads or Security Systems using the "Let it Speak its Name to Me" effect. For models without the Tech Skill, this item grants them a one-time use of that Skill on any Keypad in Cohesion range, that succeeds on a 6.

100 / 25 / 01 / Vault Key / U / this item is especially useful during Exploration Missions or on any Mission with a Treasure table. Vault Keys unlock hidden and fortified compartments throughout the Arcanite Destructor and other Adeptus Mechanicus vessels in the system. When rolling on a Treasure table for one of these vessels, a model equipped with a Vault Key may adjust any dice rolls up or down by 1. In instances where items are found without rolling, the player controlling the model equipped with the Vault Key may select any 1 item from those found and increase the number of them by 1. If the expedition returns with 1 bolter, 2 drum magazines, and 1 plasma gun, this player may opt for the expedition to come back with 2 plasma guns instead of 1, or 3 drum magazines, or 2 bolters. Note that the model in question need not have gone on the Expedition as long as he was deployed with the models who did.


Cycle of Night

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 02 / 00 / The Flesh is Dead Weight / P / this elixir of nanotech and other unsavory additives is imbibed before deployment and imbues the recipient with the ability to ignore the first Wound suffered in that Mission, instead recieving a single Wound Token. They may also ignore subsequent Wounds on the D6 roll of a 6 (unless they already have this ability or one like it, in which case this elixir improves that ability by +1). Each time a model ignores a Wound because of this item they gain an additional 1 Wound Token.

05 / 05 / 00 / Even in Darkness / P / this elixir is imbibed before deployment and imbues the recipient with the ability to add +6" to the range of all their weapons when firing in Standard mode. Additionally, in Missions where visibility is limited, this item increases the model's visual range by +1". Each time this elixir is consumed after the first, its effects change slightly in that the range bonus decreases by 1" and the sight distance increases by 1", until there is no bonus to range, but sight bonus has increased to +7". Thereafter, any subsequent uses of this elixir render only the sight distance bonus.

35 / 15 / 02 / Automated Medkit / P / this small, but heavy, brick of medical supplies is equipped with micro-mechadendrites that can try to heal a marine while he is busy doing other things. At the beginning of any Turn where a model equipped with this item has fewer Wounds than it started the game with, roll a D6. On the roll of a 1, the model gains a Wound Token as the machine inside this box does more damage than healing. On a 3+, this model regenerates 1 previously lost Wound. This device may be used twice per Mission, each time reducing its Capacity by 1.

50* / 25* / 00 / Physiology Plug-in / P / this tiny chip sockets easily into one of the many disused ports inside the marine's armor and adds a medical monitor subsystem to the heads-up display inside his helmet. If a model with any number of Wound Tokens who is also equipped with this item does not Move, Advance, Shoot, or Charge on his own Turn, he may roll a D6. On the result of a 3+, this model removes 1 Wound Token from their total.

75 / 25* / * / Swift Black Blood / P / this item is a Stim and therefore requires a Narthecium to administer. Once administered, the model must take a Toughness test. If they pass, they immediately remove D3+1 Wound Tokens and recover a single Wound lost previously. If they fail, their body is wracked with pain and remain Pinned until rallied.


Transcendencers

Ethreshold / Ecost / Capacity / Item / U|P / Description


09 / 03 / ** / Hallucinogen Grenade / P / these grenades shower their victims with soporific mists and strange toxins, causing them to lose their sense of reality. Strength 3, AP -. Hits from this grenade use a model's Leadership instead of their Toughness when determining if it "Wounds". Models who fail their save versus this grenade immediately come under the control of the player whose model threw the grenade and are treated as enemy models by the other Adversaries on the table. These models cannot be used to open or close doors, or activate any Technologies on the table (except to become victims of Autosentry turrets). If one of these models is Wounded and survives, they immediately come back under the control of the GM. This grenade has no effect against models with the <Vehicle>, <Necron>, or <Admech> keywords. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

18 / 09 / ** / Mutagen Grenade (Tainted Grenade) / P / these deadly explosives shower their victims with radiation and genetic corruption, causing spontaneous mutation and uncontrollable cancerous corruption. Strength 9, AP -. Hits from this grenade versus models with the <Psyker> keyword cause D3 Wounds. This grenade has no effect against models with the <Vehicle>, <Necron>, or <Admech> keywords. Whenever a model uses this grenade it makes D3 hit rolls following the normal rules for targeting presented for this Campaign.

27 / 09 / 01 / Golden Lance (Tainted Astartes Spear) / P / Strength +1, AP -1, Damage 1. +1 Damage on the Turn a model equipped with this weapon Charges. Additionally, against the first enemy model the bearer of this weapon fights, the marine may re-roll failed hit rolls.

36 / 18 / 03 / Phasefield Generator (Tainted Powerfield) / U / this heavy, but largely unadorned cube must be placed and activated, requiring the model carrying it to spend 1 Shooting Phase to do so. Place a 3" long Line Marker with any facing (a peice of paper or a short pencil will do). Enemy models that draw line of sight across this Marker reduce the Strength of their Shooting attacks by -1. Additionally, friendly models that cross this Marker increase their Move by +9" for the Turn. This item may be left behind at the cost of a permanent reduction in Esteem with the Transcendencers of -9. Leaving this item behind has 2 effects. One is that the model that carried it ignores the Corruption gain normally associated with equipping Tainted items on a 2+. The other effect is that all subsequent Allotment values for Missions following this one are increased by +D6.

45 / 27 / ** / Additional Teleport Zone / U / given the Transcendencers' extensive understanding of the [++Redacted++]'s warp flux, this upgrade adds an additional Teleportation strip for deployment.


63 / 45 / ** / Clypeum Implants+ (Tainted Implant)/ P / These arcane nodules are actually embedded directly into the recipient's armor, studding it with tiny cigarette flares in strategic locations. When the implants detect incoming munitions they create a counter wave, flaring to life. The origins of these implants may be questionable or they may simply be so ancient as to be misunderstood. In any case, the nature of the Transcendencers at least makes an item such as this fall under the scrutiny of the Chaplains regardless of its inherent or absent connection to the warp. In addition to permanently increasing this model's Corruption by 1 (this model can never have less than 1 Corruption regardless of mitigating effects, abilities, or circumstances), this Implant reduces the Strength of all Shooting attacks against this model by -1. If the weapon in question rolls to randomly determine its number of shots, this implant instead reduces the Strength of that Shooting attack by -2.


The Grand

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 03 / 01 / Rad Syphon / P / this item can be used in any area that is afflicted with radiation, reducing the Strength of the radiation by -1. Additionally, each Turn a model spends in an irradiated area fills this Syphon 1 "Pip". A single Syphon can hold up to 8 Pips. If the model carrying this item survives a Mission with at least 1 Wound remaining, each Pip in their Syphon is worth 1 Esteem with any Faction they want to trade it to. However, if the model carrying this item is reduced to 0 Wounds during the course of the Mission, they must pass a Toughness test or immediately gain an additional Wound Token.

05 / 05 / ** / Rite of Passages and Tunnels / P / this chip sockets into a marine's interior armor and projects a hand-drawn map onto their heads up display. There is no sophistication to this document. At the end of any Turn where a model with this item has Moved or Advanced, roll a D6. On a 6, the Rite of Passages and Tunnels reveals an "Item of Interest" within 12" of the bearer. GMs, this "Item of Interest" can be virtually anything, but the guidelines require it to be something at least marginally useful. Some suggestions include: a fuel tank, a box filled with D6 machine components that can be traded for Esteem, a Locked Door that leads to a potential Exploration Mission, a security-locked Keypad that unlocks something in the next Mission, an automated sentry just around the corner, a servitor's corpse, an ancient suit of Mark IV power armor, a dataslate-diary of virtually any member of the ship's crew, etc. Get creative.

15 / 25 / ** / Tabard of Thresholds / P / this simple clothe is embedded with Friend/Foe circuitry and may be represented on a model as a loincloth, a full tabard, or fabric penant. When confronted by automated sentries equipped with Alarms, this item automatically identifies the bearer as Friend.

25 / 25 / ** / Canticles of Catacomb / P / another socketed chip, these Canticles reveal the basic, twisting maintenance layer of the [++Redacted++] as the bearer moves. Keeping track of what is seen and what is overlayed can prove challenging as the Grand is not sophisticated in its approach to accommodating non-Admech bearers of its technologies. A model equipped with this item cannot Advance and rolls only a single D6 when Charging. However, the Canticles of Catacomb also reduce enemy cover saves by -1 when those models are within 12" of an Entry Point or board edge.

65 / 35 / ** / Visions of the Architect / P / this socketed chip overlays images of the original architecture of the [++Redacted++]'s interior. It also interacts with the sensor feed of the marine's helmet, gathering information about the wreck's current state of disrepair. Whenever a model equipped with this item enters a new chamber roll a D6. On a 5+, the marine's Unit gains +1 Esteem with the Grand. Additionally, if 3 or more marines equip this item on the same Mission, the chamber reveals structural secrets on a 6 that earns the entire Squad +1 Renown each at the end of the Mission.



Lord's Own Code

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 08 / 01 / Personal Locator Beacon / P / a model equipped with this tiny machine orb always counts as In Line of Sight to all the other members of his squad for the purposes of Skill effects and Psychic powers.

05 / 15 / 01 / Aegis of Cyphers / U / This hand-held device has trailing plugs that interface with the various ports found on Keypads throughout the [++Redacted++]'s holds and hallways. It grants a +1 to any Tech roll when the bearer interacts with a Keypad or its functions.

25 / 15 / ** / Pictographer / P / this device attaches to the exterior of a marine's helmet, shoulder pad, or backpack, and allows the marine to record moving and still images during the Mission. Models with the Forbidden Knowledge Skill who equip this item automatically earn +1 Renown and +1 Esteem with a Faction of their choice at the end of the Mission. Models without that Skill must roll a 4+ on a D6 to earn that bonus. Any model equipped with this item also earns +1 XP at the end of the Mission. Lastly, roll a D6 at the start of the next Mission after this item was used. On a 6+, that Mission takes 1 hour less time than normal. Every model beyond the first that is also equipped with this item adds +1 to that roll.

25 / 25 / 01 / Signal Interceptor / P / a model equipped with this device that begins or ends their Movement Phase within D6+6" of an enemy Minion may test their Leadership (this counts as a Characteristic test). If they roll equal to or lower than their Leadership on a single D6 (where a 6 is always considered a failure), the player who controls the model equipped with this device, may either Move that Minion up to its maximum Move distance or have it Hunker Down in place. A model that Hunkers Down gains an additional +1 to its cover save but cannot Shoot in the Shooting Phase.

50 / 25 / ** / The Long List / U / this is an itemized list of missing cogitators, signal boosters, code books, cyphers, scrambler machines, black boxes, and vox arrays scattered throughout the [++Redacted++]. Any model in the squad with the marine equipped with this tem may attempt to search the area around them instead of Moving or Advancing in the Movement Phase. Have that model's player roll a D6, adding +1 in there is a Technological Emplacement within 6" of the model. On the roll of a 6+, the model has found something from the list. The item is virtually weightless, but has value to the Lord's Own Code Faction far exceeding anything so mundane as heft. If the squad returns with 1-3 of these items, they earn +D6 Esteem with the Lord's Own Code. If they return with 4 or more such items, they earn an additional +1 Esteem for each such item beyond 3.

50 / 35 / ** / Litany of the Last Order / U / this unique, encoded placard identifies the bearer as a member of the [++Redacted++]'s skeleton crew, left behind to maintain the ship. It may be worn as a battle honor, in similar fashion to a purity seal. Servitors and unlocked doors on board the [++Redacted++] treat this model as a friendly model, never shooting at or engaging in close combat (in the case of Servitors), and always opening or closing as the player wishes without prompting (in the case of unlocked doors) for this model. Servitors that are Charged will not even defend themselves if engaged.

75 / 45 / 01 / Homing Device / P / this item must be emplaced in the same way as a booby trap. Once placed, any model equipped with a Missile Launcher, a Bolt weapon of any type, or a grenade launcher may opt to fire at any target up to 6" distant from this Beacon, whether or not they can draw an actual line of sight to the target. Additionally, Missile Launchers used in this way gain +1 to hit.



Magnites

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 03 / 02 / Ablative Heat Shielding / P / a model equipped with this item gains +1 to their first armor save versus flamer, plasma, volkite, radiation, or las-weapon per Turn. Each successful save reduces this item's Capacity by 1. If this item's Capacity reaches 0, it no longer functions.

18 / 09 / ** / Ensorcelled Gauntlets / P / this item counts as Tainted. Ensorcelled Gauntlets alter the profile for The Marine's Own Fists mêlée weapon to Strength as user, AP -, Damage D3. Additionally, any model with the ability to Deny the Witch adds +1 to their attempts to do so.

27 / 09 / ** / Mark of Unbidden Wisdom / U / only the Mission Leader may equip this item and it counts as Tainted. The Mark grants the Mission Leader the ability to Deny the Witch if they do not already possess this ability. If the Mission Leader can already Deny the Witch, this item instead grants them a 6+ Invulnerable save or +1 to any preexisting Invulnerable save.

27 / 27 / ** / Hexagony Wards / P / these strangely shaped charms hurt the brain to look upon, but allow the bearer to roll a D6 for every Wound Token they currently have at the end of each of their Turns. For every 5+ they roll, they gain a single re-roll that may be used for armor saves until the end of the Mission. If they gain any such rerolls, the model equipped with this item also gains an additional +1 Corruption at the end of the Mission.

54 / 54 / ** / Channelling Matrix / U / only useable by models with the ability to manifest one or more Psychic Powers. Counts as a Tainted item. This crystaline latticework conforms to the exterior of a marine's helmet and gauntlets. It increases the Range of all of their powers by +4". Additionally, any Power with a Strength increases that Strength by +1 and any power that targets one or more models may target up to 2 additional targets by increasing the Warp Charge of the Power in question by +2 per extra target.

81 / 54 / ** / Warp Medallion / U / only useable by models with the ability to manifest one or more Psychic Powers. Counts as a Tainted item. This roughly fist-sized amulet hangs by a chain of unknown material and pulses with an inner light of shifting colors. The Warp Medallion adds +D3 to any attempt to manifest a Psychic Power and +D3 to any attempt to Deny the Witch. It also increases the range of this model's Deny the Witch ability by +4". However, if the bearer rolls a Perils of the Warp while equipped with this item they immediately gain an additional +D6 Corruption. If this roll brings their Corruption total to more than 10, they are immediately replaced by a Changer of Ways Greater Daemon with all the implications of having a foe such as that in your squad's midst.

Ethreshold / Ecost / Capacity / Item / Rate of Fire / Primary Magazine / U|P / Special Rules

18 / 06 / 03 / Rotor Cannon / 4|-|8 / 40 / U / Strength 3, AP -, Damage 1, Range 24". Devastators pay only half Ecost to equip this item.

27 / 12 / 03 / Flame Caster / D6|-|- / 8 / P / Strength 4, AP -1, Damage 1, Range 10". This is a slightly more efficient and more powerful version of the standard Astartes Flamer. Tactical marines pay only half Ecost to equip this item. Flame Casters have the Ablaze and Catastrophic Qualities.

Ethreshold / Ecost / Capacity / Item / Magazine / U|P

18 / 04 / 01 / Flame Caster Canister / 8 / P (this item may also be used as a reload for Flamers. However, when used with Flamers, this reload does not provide the added range nor the improved AP)

27 / 06 / 01 / Rotor Drum / 40 / P


Replicanticle

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 05 / +02 / Autoloader / P / This multi-limbed micro-machine connects to any weapon except Combi-weapons in the underslung position. It holds up to 4 magazines of the type used for the weapon it's attached to (purchased separately) and automatically reloads the weapon as soon as its previous magazine is empty. This effectively allows the shooting model to add +1 to their weapon's Rate of Fire in any mode if they would normally expend their last round in this Phase. The Autoloader adds +01 Capacity of weight to whatever weapon it is attached to and the 4 magazines loaded into the Autoloader add an additional +01 Capacity of weight as well. An empty Autoloader only weighs 01 Capacity.

01 / 25+ / ** / Mechadendrite Socket+ / U* / this unique implant allows up to 3 Mechadendrites to be slaved to the same control unit. It provides a discount when purchasing multiple identical Mechadendrites equal to 10% of their total cost (round up). Additionally, a model with this implant may take up to Servo-Rig3 Talents regardless of whether or not they have a Mechanicus Frame.

35 / 20 / ** / Modified Exoframe / P / this obvious framework bolts to the exterior of a marine's armor and grants them a bonus to their Jump Distances equal to their Strength in inches. Additionally, the Exoframe increaes the model's Carrying Capacity by +2.

50 / 45 / ** / Internal Reinforcement+ / P / this implant permanently increases the model's Toughness by +1. Additionally, any time a model with this implant suffers a Wound they may ignore it on the D6 roll of a 6. If the model already has an ability like this, the Internal Reinforcement adds +1 to that effect.

50 / 45 / ** / Hydraulic Strength Enhancers+ / P / this implant permanently increases the model's Strength by +1 and also adds an additional +2 Capacity above and beyond their base Capacity.

65 / 50 / ** / Data Interface (Mechadendrite) / U* / this item grants a reroll to Tech skill checks when a model is interacting with Keypads and Tech Terminals. Multiples of this Mechadendrite add additional rerolls that break the rules for rerolling a reroll. A model must have either the Mechanicus Frame or the Mechadendrite Socket to equip this item.

75 / 50 / ** / Optical Suite+ / P / this implant increases the range of all Shooting attacks this model makes in Standard Firing Mode by a distance in inches equal to their Leadership stat. Additionally, if the model enhanced by this implant has more than 1 Shooting Phase per Turn and they use Standard Firing Mode in their first Shooting Phase, they may add this range bonus to Burst and Autofire Modes in their subsequent Shooting Phases this Turn.

100 / 65 / ** / Cortex Enhancement+ / U* / models equipped with this implant may use an additional Skill every Turn, provided they have the Ratings for those Skill uses. Additionally, every time a model with ths implant uses a Skill Rating roll a D6. On a 6, their Rating is not reduced.



Reparists

Ethreshold / Ecost / Capacity / Item / U|P / Description


01 / 01 / 01 / Simple Toolbox / P / any model with the Tech Skill that is also equipped with this item treats the Power Level of any Tech Emplacement as one step higher than it actually is, up to Full. A model that does not have the Tech Skill, but is carrying this item may attempt to use the "All Supplication to the Omnissiah" effect once per Turn on any Tech Emplacement it is already in base to base contact with. Using the Simple Toolbox in this way succeeds on the D6 roll of a 6.

01 / 05 / 01 / The Master Wrench / U / in addition to granting a once-per-game reroll on any Tech Skill effect, this massive tool also makes for a very effective bludgeon. The Master Wrench counts as a mêlée weapon with Strength +1, AP -, Damage 1, and the Mastercrafted Quality. Lastly, any Adversary with an Adeptus Mechanicus keyword will only target a model carrying this item if they are the closest enemy model.

05 / 03 / ** / Universal Glue / P / this powerful adhesive can permanently seal doors (adding +1 Wound to that door when applied). Applying the Glue takes one Phase of the player's choice. GMs, if you're feeling generous, this Glue can also be used to create makeshift barriers, sturdy ladders, jury-rigged gurneys or boxes, and similar objects. If you decide to use this optional rule, at least two models must spend D3 Turns doing nothing else except fabricating the object. The GM has final say over what is plausible to make, but understand that this glue can be used to afix an armored plate to the exterior of the [++Redacted++]'s hull. [i]Universal Glue has enough applications for 3 uses or to build 1 makeshift object.

10 / 05 / 03 / Portable Void Screen / U / this bulky object must be emplaced and activated; doing so takes D3 Turns, but only requires one model to do it. Once activated, the Portable Void Screen creates an invisible, impenetrable barrier that stretches along a line that bisects this device (use a Marker) from one surface to another. For all intents and purposes, treat this line as a wall that does not block line of sight. If the explosive decompression Event happens, this Screen counts as a proof against that.

25 / 25 / 03 / Temporary Generator / U / this item must be emplaced like a Boobytrap, but only models with the Tech Skill can do so. Once set up, the Temporary Generator provides an outside power source to any currently revealed Tech Emplacements on the table, increasing their Power Levels by 1 step every Turn until they reach Full Power. The Temporary Generator can be targeted by Boss Monsters as if it were a separate model. In this case, treat it as having 2 Wounds with a Toughness of 4 and a 5+ Invulnerable Save. At the end of every Player Turn, roll a D6. On the roll of a 1 the Temporary Generator ceases to function and every Emplacement powered by this item lose 1 Step of Power Level per Turn afterwards until they are Dead. A model with the Tech Skill can attempt the "All Supplication to the Omnissiah" effect on a failed Temporary Generator to return it to functional.

50 / 15 / 01 / Machine Diagnosticator / P / this hand held device grants the user +1 to any "All Supplication to the Omnissiah" effect rolls.

Ethreshold / Ecost / Capacity / Item / Rate of Fire / Primary Magazine / U|P / Special Rules

100 / 15 / 03 / Automated Defender / -|-|4 / 20 / P / Ablaze, Deflagrate, Strength 5, AP -, Damage 1, range 18". Must be emplaced like an Auto Sentry turret. Follows all the rules associated with Emplaced Weapons. Cannot be reloaded.


**The weight of this item is either negligible or it is not an item carried, but rather one that carries itself.
+As an Implant, a model only needs to meet the Ethreshold for this item when they first acquire it. It is then permanently added to a model's equipment and its Ecost is then permanently subtracted from the model's total Esteem.
**Grenades weigh little individually, but collectively their weight adds up. Any combination of types may be carried by a model. Equipping 1 or 2 grenades of any type costs 1 Capacity, 3 or 4 costs 2 Capacity, 5 or 6 cost 3 Capacity, and every additional grenade beyond 6 adds +1 Capacity.
*This Ecost is per dose.
*These items weigh little individually. Equipping up to 12 doses of Stim collectly weigh just 01 Capacity.
*Apothecaries treat this item's Ethreshold and Ecost as 10 and 10 respectively.
*Techmarines treat these items' Ethreshold as half, rounding down. Additionally, if an item would otherwise be U, it can also be taken by any number of additional midels as long as they have the Mechanicus Frame Trait.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/22 20:04:55


Post by: Warboss_Waaazag


Interacting with the Environment (i.e. Blowing up the Terrain)
Much like doors, the walls and objects on board the [++Redacted++] can be intentionally messed with, to the point where they explode, collapse, and/or disintegrate. This can be useful in some situations - such as when marines find themselves at a dead end with their Objective just the other side of the wall or when Adversaries hunker down behind armored cover and begin hammering the marines' positions with nigh immunity.


Shooting and Punching Inanimate Objects

Unless a marine is Shaken or engaged in mêlée combat, a hit roll is not required when Shooting at or Stabbing/Punching/Hacking at a nonmoving object like a wall, terminal, window, or generator. It's assumed a trained marksman can hit a stationary target.

When targeting an object - a terrain feature such as a generator, a tank trap, a pile of gas tanks, an armored flak shield, a bank of cogitators, etc. - treat the target as having a Toughness of 4, with 2 Wounds, and a 5+ Armor Save.

When targeting a Wall, place a Marker to designate what part of it the model is attempting to destroy. Treat this location as having a Toughness of 6, with 3 Wounds, and a 4+ Armor Save.

Removing any Wounds from the target negate 1 point of Cover Save bonus it might otherwise provide. Meaning damaged terrain does not provide the +1 armor save bonus and fortified terrain only provides a +1 bonus instead of a +2. Player character or Adversary abilities that alter how Cover works are not affected by this reduction.

Removing the target's last Wound indicates that it is destroyed - objects might explode, but are otherwise removed from play; sections of wall have been breached and count as open terrain within 2" of the Marker.


Extenuating Circumstances

Some objects come pre-damaged and others are more robustly made. A GM may, in exchange for +5 Allotment in any Scenario, make the declaration at the beginning of a Mission, before any models are Deployed, that all terrain features on the table are Compromised. Alternatively, a GM may, on the fly, declare any object or terrain feature (such as a wall) as being Reinforced for the cost of 2 Allotment or Fortified for the cost of 5 Allotment. Obviously, a GM must have the Allotment to spare in order to make this declaration, although they may pay upfront to secretly Reinforce or Fortify any terrain feature they think the players might want to target.

Compromised terrain is -1 Toughness and -1 Armor Save.

Compromised walls are -2 Toughness, -1 Armor Save, and trigger a roll on the Mundane Events table at -1 when their last Wound is removed.

Reinforced terrain is +1 Toughness and +1 Wound.

Reinforced walls are +1 Toughness, +1 Wound, and treat their Armor Save as Invulnerable.

Fortified terrain is +1 Toughness, +1 Wound, and +1 Armor Save. They additionally provide an extra +1 (for a total of +2) to Armor Saves.

Fortified walls are +2 Toughness, +2 Wounds, +1 Armor Save and treat their Armor Save as Invulnerable. They additionally provide an extra +1 (for a total of +2) to Armor Saves.

Some objects may have additional rules about what happens to them, or to the tabletop environment, when they lose their last Wound. These rules will be covered in the next post.

For "Clarity"
Compromised Terrain Features: T3 / W2 / 6+ save / +1 Cover Bonus
Normal Terrain Features: T4 / W2 / 5+ save / +1 Cover Bonus
Reinforced Terrain Features: T5 / W3 / 5+ save / +1 Cover Bonus
Fortified Terrain Features: T5 / W3 / 4+ save / +2 Cover Bonus

Compromised Walls: T4 / W3 / 5+ save / +1 Cover Bonus, Mundane Events -1 when destroyed
Normal Walls: T6 / W3 / 4+ save / +1 Cover Bonus
Reinforced Walls: T7 / W4 / 4+ Invulnerable save / +1 Cover Bonus
Fortified Walls: T8 / W5 / 3+ Invulnerable save / +2 Cover Bonus

Compromised Sealed Doors: T5 / W1 / no save
Normal Sealed Doors: T6 / W1 / no save
Reinforced Sealed Doors: T7 / W2 / no save
Fortified Sealed Doors: T7 / W2 / 6+ save

Compromised Bulkhead Doors: T7 / W2 / 5+ Invulnerable save
Normal Bulkhead Doors: T8 / W2 / 4+ invulnerable save
Reinforced Bulkhead Doors: T9 / W3 / 6+ save, 4+ Invulnerable save
Fortified Bulkhead Doors: T9 / W3 / 5+ save, 4+ Invulnerable save



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/06/23 23:00:36


Post by: Warboss_Waaazag


Most things don't explode

Unless the terrain feature was obviously filled with gas or fuel or was a reactor of some sort, the vast majority of objects a player's character will attempt to destroy will simply fall apart with it loses its last Wound.

Fuel Tanks (and where to find them)

Spaceships are airtight bastions against the depredations of hard vaccuum. The last thing anybody wants to do is leave tons of barrels filled with oxygen-consuming or -contaminating substances in them laying around. So fuel tanks only make an appearance on tabletop battlefields on aircraft decks, storage areas, and workshops. Depending on what its filled with, destroying one might cause a brief flash in a controlled radius or a massive, flowing conflagration that threatens to consume the whole battlefield and maybe even the entire compartment.

Concentrated Gas has warning labels all over it. Destroying a container with this in it causes an immediate explosion.

Tiny containers about as large as a melta bomb or a bottle cause a single Strength 2 hit with no AP and D1 on any model within 1" of it.

Barrels up to the size of a Primaris Marine cause a single Strength 4 hit with no AP and D1 to all models within 4" of it when it loses its last Wound.

Anything larger than a barrel causes D3 Strength 6 hits with AP -1 and D1 to all models within 8" of it when it loses its last Wound. Additionally, roll a D3-1 on the Mundane Events chart after all hits from the explosion are resolved.

Volatile Fuel is usually stored near pumps and hoses and may or may not be covered in warning labels. Removing the last Wound from containers of this stuff spreads burning liquid everywhere and is a general hazard on the tabletop.

Tiny containers about as large as a melta bomb or a bottle cause D3 Strength 2 hits with no AP and D1 on any model within 2" of it. These hits all have the Ablaze Quality.

Barrels up to the size of a Primaris Marine cause a D6+1 Strength 4 hits with no AP and D1 to all models within 8" of it when it loses its last Wound. These hits all have the Ablaze Quality. Any model that begins its Turn within 8" of the destroyed Barrel for the next D6 Turns takes another D3 hits as previously described.

Anything larger than a barrel causes 2D6 Strength 5 hits with AP -1 and D1 to all models within 10" of it when it loses its last Wound and D3 Strength 4 hits with no AP and D1 to all other models on the tabletop. All of these hits have the Ablaze Quality. Additionally, place a Spreading Inferno Marker to represent the center of the blast. Anything with a Wounds characteristic that starts or ends its Movement Phase within 10" of a Spreading Inferno Marker takes an automatic Strength 4 hit with no AP and D1. This effect remains in play for the remainder of the game or until removed (see below). At the top of every game Turn thereafter, both the player who's marine is the Mission Leader and the GM roll a D6. If either rolls 5+, they must place another Spreading Inferno Marker anywhere within 10" of the first Spreading Inferno Marker. If either rolls a 1 they may instead remove a single Spreading Inferno Marker. If no Spreading Inferno Markers are on the table, there is no need to roll. Lastly, if any Spreading Inferno Markers are placed the Mission becomes subject to the rules regarding Mundane Events. Burning jet fuel is bad. It literally sinks ships and melts metal super-structures until they collapse and fold under their own weight.

Reactors are even worse. If one is destroyed, roll a D6-2 on the Mundane Events table. Additionally, the entire table is now subject to radiation effects, causing a single automatic Strength 6 hit with no AP and D1 to every model at the start of their Turn. Deathwatch marines may opt to take an automatic Wound Token instead of this hit on their Turn. Lastly, apply the results of a 6 from the Mundane Events table at the end of the Turn in which the reactor lost its last Wound.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/07/14 14:50:13


Post by: Warboss_Waaazag


I've added lists to the Faction Esteem gear lists. Just the Reparists and Replicanticles to go.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/07/19 15:35:25


Post by: Warboss_Waaazag


All the faction esteem gear lists are done. I may add to them as I go, but for the foreseeable future I will be concentrating on the Main Narrative Missions and the "hours of 9" special events.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/07/20 19:05:04


Post by: Warboss_Waaazag


Main Missions: The Defiled Workshop
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, this Mission takes place at the same time narratively as Hold the Line.

Pushing ever forward into the wreck of the [++Redacted++] it becomes increasingly clear this may actually be the wrong direction. Upon breaching a section of disintegrating debris, the Deathwatch find themselves in a munitions workshop befouled with sigils of the Ruinous Powers. A yawning gate pulsates with warp hunger on the far side of the chamber. The message is clear - to continue forward is to court damnation. The Deathwatch must destroy this gate and retrace their steps to the beginning.


Mission 3a: The Defiled Workshop: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch.


Deployment and Extraction
Because of the nature this Mission - as the follow-up from the previous Mission - deployment uses the rules for Interceptor Shuttle.

The presence of the Warp Gate makes using the Teleportarium very dangerous. This counts as a Narrative Set-back. The Mission Leader may therefore choose between Thunderhawk Extraction and Intercepter Shuttle for Extraction.


Known Adversaries
In this Mission, the Gate will be an Entry point for Daemons, and I recommend using cultists and corrupted Admech for its defenders.


Battlefield
Set up terrain so that a large area at least 20" square is open near one short board edge (within 8" of that edge) and the remaining terrain is bunched up in a twisted, maze-like formation. Place a Marker or terrain feature to represent a Warp Gate (GW makes terrain features like this one that would be ideal for this) within 12" of the same short board edge as the open area. The open area can be scattered with crates, conveyor belts, barrels of fuel, golf carts, tables, and similar small terrain features.

The players must split off at least 1 marine and up to half the squad, from the rest of the deployed models. These models must be placed no further than 8" from the Warp Gate and are hereafter referred to as the Isolated. Deploy the Isolated first, before any other models.

After the Isolated are deployed GM then places up to 3 Entry Point Markers anywhere on the table at least 12" from the Isolated models. Then the GM deploys the Adversaries anywhere within 3" of an Entry Point or the Warp Gate, or holds them in Reserve. The players then Deploy along the opposite short board edge from the Warp Gate according to their Insertion method. When Adversary Reserves become available they may take their 1st Turn from any of the Entry Points.

Technology on the Table
Both players and GM should roll a D3 and add their scores together. Starting with the GM, participants alternate placing this many Tech Terminals, Keypads, Scanner Sentries, or Automated Sentries (armed with Heavy Bolters) anywhere on the table.

Randomly determine the Power Level of each of these Emplacements. Keypads should connect to nearby crates or be connected to any of the Sentries present on the table.

Successful Skill interaction with any Terminal will yield one or more data tidbits as detailed in the GM section to follow.

Successful Skill interaction with any Keypad should either open the crate associated with it or deactivate the Sentry associated with it. It should be clear at the start of the game, when the Tech Emplacements are placed, what each Keypad is associated with. The participant placing the Keypad decides what it is associated with, choosing from what is already on the table (GMs, make sure there are crates on the table so your players have options for their Keypads).


Primary and Tertiary Objectives
Primary Objective(s):
Move all Allied Models into Cohesion: the last Marine model to move into Cohesion with the rest of his squad counts as achieving this Objective. Note that the Isolated may move back to meet the rest of the squad or the squad may move to link up with the Isolated to achieve this Objective. If the Isolated are killed before this Objective is complete, players may still count this Objective as successful if they manage to retrieve the bodies of their fallen before the enemy does.

Extract: via whichever method was chosen by the Mission Leader. The last model to achieve this Objective ends the game.


Tertiary Objective(s):
Destroy all opposition: the model that scores the last unsaved Wound on the last Adversary can claim to have personally achieved this Objective. If the last adversary is not slain before the Extract Objective is achieved, the game ends without this Objective being completed.

Destroy the Warp Gate: the structure counts as a Building with Toughness 9, Wounds 9, Weapon Skill 6+, Attacks D3, and a 5+ Invulnerable Save. The model that removes the last Wound from the Gate earns an additional +1 Renown and the Enemy of Chaos Trait (detailed in the GM section).


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
The Deathwatch take the First Turn unless the GM can Seize the Initiative.


Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
As this Mission is Linked with the previous Mission, models are only armed with what they have left over from that previous Mission.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: 20 (this does not include the bonus for time passed on the Doom Clock). Additionally, the Warp Gate generates D6+ the Turn number in Allotment at the start of every Adversary Turn. This Allotment can only be used to summon Daemons or Heretic Astartes. If the total rolled is exactly 9, the GM may roll an additional D6 for Allotment from the Warp Gate. Any Adversaries generated by the Warp Gate enter play from the Gate itself. If the Gate is destroyed, it no longer generates Allotment.

Generic Forbidden Knowledge tidbits
For narrative purpose: the very atmosphere of this chamber seems corrupted, oozing with distortions. It is difficult to determine if the layout of the ship here is intentionally convoluted or if it is simply a manifestation of the Immaterium's power.

Enemy of Chaos Trait
In any Mission where there are Chaos Cultist, Heretic Astartes, Corrupted Admech, and/or Daemonic Adversaries, a model with this Trait becomes a Priority target for those enemy types. Enemies of those types listed will always attempt to Shoot at this model if it is in line of sight and in range and will always attempt to Charge this model if in range to do so in the Assault Phase. Additionally, if this Marine survives a Mission with at least 1 Wound remaining where any Adversaries of the types listed tried to kill him, he earns an additional +1 Renown. Finally, in Missions where both this Marine and a Warp Gate is present for any reason, that Gate generates an extra 9 Allotment every Turn, regardless of any other effects.

Terminal Data for this Mission
All Terminals in this Mission will potentially give identical information. Just like in Hulk Breach (version 1), whenever a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment for their next Mission and what kind of Adversaries they will be facing. If you intended there to be 30 Chaos Cultists and a single Chaos Terminator in the next Mission, you must tell your players they will be facing 30 mutant Minions and an Astartes Miniboss. If you intended to bring a Haruspex and some genestealer cult, you must tell your players they will be facing 5 Tyranid Minions and a Tyranid Boss Monster. If you're going to bring 20 kabalites and 2 raiders, you must tell your players they will be facing 20 eldar minions (because vehicles aren't lifeforms).

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch the ability to reroll their Advances until the end of thr Mission.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Entry Point.

4. Additional nearby technology. This reveals a Full Power Keypad just behind the Warp Gate. Successful Skill interaction with this Emplacement unlocks an Exploration Side Quest called Into the Belly of Beasts available to 1 Marine from this Mission immediately following this Mission. If player(s) opt to take this Side Quest Mission, time is added to the duration of this Mission and increases the total number of Turns the Hold the Line tandem Mission lasts by an amount equal to 5 times the hours rolled. Details of this Mission to follow. GMs, be sure to impart to your players the ominous nature of this Keypad and the Side Quest it leads to. The Marine who takes on this Side Quest will not get a chance to heal their Wounds or spend their XP until after the end of the Side Quest. Additionally, Into the Belly of Beasts can potentially kill the Marine that attempts the Mission, stranding his body in the depths of the Hulk. Lastly, this Side Mission offers an opportunity to use one or more Skills, so drop the hint that Marines with the Forbidden Knowledge, Psychic Sense, Stealth and/or Tech Skills would be most suited to undertaking it.

Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless a player has an ability that states otherwise. In this case, the priority is subject to any information the players may have already gleaned in the previous Mission. For instance, if they already found out the name and class of the ship, ignore that tidbit of info and priorize the next item on the list. Never hand out information players already have unless the Mission description expressly states otherwise.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):

A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sehkmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects. Some Missions might have alternate rules for using this information that supercede these.

4. The original damage assessment from that ages ago battle. The Arcanite Destructor suffered numerous catastrophic impacts along the length of its midsection and a sundering of its comms lines. The entire prow of the vessel was cut off from the rest of the hull by atmospheric breaches. This information unlocks a new Side Quest Mission called Bridge the Gap that becomes available right after the Main Mission The Defiled Workshop. Details to follow.

Relics (do not use an item if the players already possess it; Relics are meant to be unique)
50 / 35 / 01 / Chainblade of Heshmek Ascendant (Relic Chainsword) / Strength as user +1, AP -. Damage 1. Whirring with highpitched ringing, this ancient chainsword sings through the air, whipping through flesh with an inhuman hunger. The Chainblade of Heshmek Ascendant may be used defensively. A model may sacrifice half of its Attacks to impose a -1 to one of its opponent's WS. Nominate the target at the beginning of the Assault Phase before dice are rolled. A model who is subject to an effect that modifies the number Attacks it has on the fly (such as the Blood Frenzy Trait) cannot use the Chainblade of Heshmek Ascendant defensively. If a model only has 1 Attack, they must sacrifice it completely in order to use this effect. Whenever a model armed with the Chainblade of Heshmek Ascendan attacks in Close Combat, they may make 1 additional attack using this weapon. Masterwork; grants its wielder +1 Armor Save in Close Combat. Space Wolves characters treat this as a Tainted Relic.

50 / 25 / 01* / Shatter Shells (Relic Missiles) / These Missiles are reloads for any Astartes Missile Launcher. When recovered, roll a D6 to determine how many Missiles are found. Each Missile has the following profile: Strength 4, AP -2, Damage 2, 2D3 shots per Missile.

00 / 01 / 01 / STC Fragment (Generic Relic) / This item has no use whatsoever to the Deathwatch except as a bargaining tool with the Admech. This Fragment may be traded to any Admech Faction for +5D6 Esteem. However, doing so will permanently turn all Factions Marginally or Diametrically Opposed to the Faction the marines have traded it to against the Deathwatch. Deathwatch marines will not be able to gain Esteem with those Factions for the remainder of this campaign and those Factions are immediately added to the list of potential Adversaries the Deathwatch may face inside the hulk. Alternatively, the Fragment may be kept on board the Intolerance. In this case increase the Esteem of all Admech Factions by +1 after every Mission until The Battle for the Arcanite Vaults.


*This Capacity is per Missile.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/07/25 12:20:33


Post by: Warboss_Waaazag


Added the Chosen of Guilliman and Let no beast Survive Talents to the Elite Talents list.

Added Denier and Pariah to that same list.

I edited the squad creation rules slightly, in that I added a Hard Mode, Normal Mode, and Easy Mode which grant 10 "points", 15 "points", and 20 "points" respectively for Unit creation.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/04 23:29:22


Post by: Warboss_Waaazag


Main Missions: Hold the Line
(Tandem Mission for 2+ squad progression alongside The Defiled Workshop)
Marines from the previous Tandem Mission Clear the Breach have established that they are not to be trifled with and have gained a foothold position at the mouth of their impact point. However, now the denizens of the hulk are mobilized and have amassed in unstoppable numbers, ready to throw themselves at the guns of the Deathwatch to see them off. This Mission will seem endless, taxing the resources and the courage of the Marines arrayed to the breaking point. Hold at all costs, Brothers. You are the Bulwark of Humanity. Let the enemies of Man crash upon you like waves against cliffs and let the blood of their spent bodies recede before you until an ocean of it laps at your feet.

Mission 3b: Hold the Line: Routine
In service to Whom

This Mission is in service to the Deathwatch. The Astartes have stirred the proverbial hornets' nest and summoned the swarm. Players must hold this line at all costs or it jeopardizes the success of the entire Mission. It will establish, once and for all, the beachhead from which all subsequent Missions into the [++Redacted++] will springboard.


Deployment and Extraction
Because of the nature this Mission, as the follow-up from the previous Mission and as the last in a chain of Missions, the Mission Leader may choose any option available for deployment and any option for Extraction.


Known Adversaries
In this Mission, I recommend using more of the same Adversaries encountered in Mission 1, but ultimately it's up to your collection to determine what the Deathwatch marines will face on the tabletop.


Battlefield
The terrain should be set up more or less identically to the first version of the 1st Mission (Hulk Breach). The Deathwatch forces then set up according to their Deployment choice on one short board edge. The GM then places up to 5 Entry Points, 2 of which must be on the Board Edge furthest from the Deathwatch Deployment edge. The remaining 3 may be placed anywhere on the table that is at least 18" away from any Deployed Desthwatch model.

Adversary forces come in waves at the start if every Turn, starting on Turn 1. Models purchased from Allotment for the first wave may deploy to the table anywhere out of line of sight of any marine or be held in Reserve. Adversary Reserves arrive at the start of the 1st or 2nd Turn and enter from any Entry Point. Subsequent waves arrive at the start of every new Turn (or can be held in Reserve and arrive enmass on subsequent Turns) and take their Movement Phase from any Entry Point as long as they also begin at least 9" away from any enemy models.


Technology on the Table
In more or less the same locations as the terminals from Mission 1: Version 1, place 2 terminals (see that Mission for details). In the center of the table, where it was before, place a keypad. The two terminals are at Low Power, and the Keypad has Minuscule Power.

Successful Skill interaction with the Keypad reduces the Allotment for any remaining Waves by -1 per Wave.

Successful Skill interaction with either of the Terminals will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Destroy All Opposition: the model that scores the last unsaved Wound on the last Adversary can claim to have personally achieved this Objective.

Survive the Onslaught: this game lasts an unusually long number of Turns. Any marine with 1 or more Wounds left at the end of this Mission can claim to have "personally completed" this Objective.

Extract: by whatever method the Mission Leader chose at the beginning. The last allied model to achieve this Objective ends the game. Extracting before the last Turn of the game counts as Failing this Mission.

Tertiary Objective(s):
Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from either Terminal, this Objective can be considered completed




Extraction/Time
Chances are high that this Mission will last more than 5 Turns and therefore take 2 hours. If the game takes 13 Turns or more, its total Extraction time will be 3 hours instead.

This game lasts a number of Turns equal to the total number of Turns the tandem Mission The Defiled Workshop lasts +1. If the marines from that Mission opt to take on any additional "Side Quests" that spawn from that Mission (Bridging the Gap, Into the Belly of Beasts), then this Mission takes an additional number of Turns equal to that Mission's length (Bridging the Gap) and/or equal to 5 Turns per hour of Exploration (Into the Belly of Beasts).


First Turn
The Deathwatch take the first Turn unless the GM can Seize the Initiative.


Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
As this Mission is Linked with the previous, models deployed only have access to what they had left over from that Mission. However, if models have enough Renown to potentially rearm, they may request a Resupply on any Turn after the 5th. A Resupply works the same way as Arming in that models can purchase reloads and wargear with their Renown as normal, but all the equipment gets teleported to the battlefield in one big Box. Treat this Box as having a Carrying Capacity of 24 - and therefore players are collectively limited to buying items that only add up to 24 Capacity or less in total - and use an appropriate Marker to show its location (the Author recommends using a 30mm base with an Ammo crate from GW's terrain line or a crash coffin from the Infinity line of terrain).

When the Resupply is called for, have the Mission Leader designate a point on the table in their line of sight at the start of the Turn. The Mission Leader then forfeits their Skill Phase and tests their Ballistic Skill. If they pass, the marker lands on target. If they fail, the GM may place the Marker anywhere up to 8" away from its designated location.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although, players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers
If applicable...


GM Section:
Spoiler:

Allotment: As many Waves as equal to the number of Turns, where each Turn the GM gains additional Allotment equal to the Turn number plus whatever bonus the Doom Clock provides (note that this number might increase during the course of the game). A GM may bank some or all of this Allotment until they have accumulated enough to purchase a Mini Boss or Boss Monster.

Generic Forbidden Knowledge tidbits
Except for the corpses of the fallen and the ichor on the walls and floor, very little is different in this chamber from a few hours ago. The growls and distorted echoes of ravening enemies grows louder and hungrier as hordes of foes, awakened to the knowledge of new invaders, surge towards your positions; eager to shed their blood in misguided fury. Let them come and meet death by bolter and chain.

Terminal Data for this Mission
Both Terminals in this Mission will potentially give identical information. Primarily, having 2 on the table means that more than one player/marine character can access information at the same time, potentially saving game Turns.

When a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage). If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment (Minions, Minibosses, and Boss Monsters) and at least one of the <Faction> keywords for the next Wave of Adversaries this Mission. If it's Turn 3 and you have 4 Chaos Cultists and a single Chaos Terminator in the next Wave, you must tell your players they will be facing 4 mutant Minions and an Astartes Miniboss next. If it's Turn 2 and you're saving Allotment for a bigger thing, then you must tell them they have a single Turn's reprieve as their enemies muster their forces. If it's Turn 8 and you've finally amassed enough points to bring in a Triatch Stalker, then you must tell your players they hear the stamping of a large walking machine, but detect no living enemies. If there's a dreadnaught on its way, you must tell them there's a single Minion of the Faction type (Ork for Deffdread, mutant astartes for Hellbrute, etc). A daemon engine or daemons in general confound this detection and, as the GM, you need only tell the players that something is coming, but whatever it is, it confounds local sensors.

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch a +1 to their Cover Saves.

3. Local access points and the maintenance sub-layer of the immediate area. This information grants Deathwatch forces the ability to reroll Shooting attacks that miss, if they are Shooting at Adversaries within 3" of an Entry Point.

4. Additional nearby technology. This reveals a dormant Generator (Minuscule Power Level) with an Access Point just astride the Keypad. Place an additional Tertiary Objective Marker (Activate Generator) at this location. Any marine that spends at least 1 Turn in base contact with this Marker doing nothing at all (not even defending himself in close combat), counts as achieving this Objective. Activating this Generator increases the Power Level of all technological emplacements by 1 Step for the next 3 Missions. If this Generator has already been activated (during any previous Mission), then achieving this Tertiary Objective has no further effect, but still counts as an Objective for the purposes of Renown and/or XP gains.

Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission (unless the character in question has the ability to gain more than one per Skill usage).

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):

A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sehkmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects. In some Missions, the parameters for using this option may be altered.


Relics
55 / 55* / 01 / Master Key (Relic Tool) / this item can be used to Lock or Unlock any Door (Bulkhead or otherwise) or Unlock any Keypad without having to make a roll. As long as the model is in Cohesion range of a door or Keypad, the GM must tell that model's controlling player if the object in question is Locked or Unlocked and then the controlling player may opt to Unlock or Lock it. Note that this Relic cannot unseal doors that have been welded, fused, damaged, or glued shut.

25 / 15 / 01 / Cogitation Interface (Relic Armor Upgrade) / this external scope sockets onto a Marine's armor - typically the helmet, shoulder pad, or on top of the backpack - and provides predictive data for both outgoing and incoming fire. Instead of using a Skill, a marine equipped with this Relic can make a Leadership test. If they pass, they gain a single die which can be used to either reroll 1 failed armor save or 1 failed Shooting attack, per Turn.

*Techmarine characters treat this item's Cost as 15.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/08 21:29:12


Post by: Warboss_Waaazag


Made some small, but significant tweaks to the GM section of the Defiled Workshop and am adding some description to the Hold the Line Tand m Mission.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/09 18:36:58


Post by: Warboss_Waaazag


Added Purgatus Doctrine to Morale Talents.

Added Light-Footed and Agile Fighter to the Melee Talents.

Added the following Talents to various trees:

Fury Doctrine, Pinion Doctrine, Dominus Doctrine, Venator Doctrine

Added Cohesion +1 times two (effectively Cohesion4 and Cohesion5) to the Elite Talents tree.

Added Purifier Doctrine to Shooting Talents and Malleus Doctrine to Skill Talents.

Added Demolisher Doctrine and Shrike Doctrine to the Elite Talents tree.

Added Anvil of Strength and Lord of Fire to the Elite Talents tree.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/11 00:38:30


Post by: Warboss_Waaazag


Side Missions: Into the Belly of Beasts

Side Mission A: Into the Belly of Beasts: Exploration

In service to Whom

While this Mission is definitely in service to the Deathwatch, it can also be considered a Side Quest for the Grand, if players wish to play the Esteem game.

Primary and Tertiary Objectives
Primary Objective(s):
Find Your Way Back: The lone marine who goes on this Mission suffers D3 Wounds* in his quest to return. If this would bring his total Wounds to 0 or less, the Mission is considered a failure and lasts the maximum number of hours. If the marine still has at least 1 Wound after his time in the depths, it can be considered that he personally completed this Objective.

The player whose Marine is reduced to 0 Wounds on this Mission has three options:

The first and easiest is that they are lost and dead, remove him from the Squad's roster and follow the rules for dead marines in the campaign.

The second is that they are dead as above, but spawn a new Exploration Side Mission called "Locating the Fallen" which can be played at any time in the course of the campaign (details to follow).

The third is that they miraculously survive and return with 1 Wound remaing, but also +D6 Corruption (and +1 Renown if they don't immediately succumb to total Corruption). Note that this D6 Corruption is in addition to any gains from this or previous Missions.

*If players have uncovered the Data regarding shipwide radiation levels, the player controlling this marine may opt to add +D3 hours to this Mission (accepting that it will also increase the length of the Mission Hold the Line if that Mission is being played) in order to roll 2D3 when rolling for Wounds and take the more favorable result.

Tertiary Objective(s):
Return with Secrets Revealed: if the marine survives, and they have any one of the Skills Tech, Forbidden Knowledge, Stealth, or Psychic Sense, they may test it to glean some Secret Truth about the [++Redacted++]. If they successfully use their Skill, they count as having completed this Objective. A marine with more than 1 of these Skills may use 1 per Hour this Mission lasts and may opt to have the Mission last the maximum number of hours in order to use any 3. Using multiple Skills doesn't earn the marine any extra rewards save the actionable intel they bring back.


Extraction/Time
In the depths of the [++Redacted++] are horrors uncounted. Radiation, mutants, corruption, and monsters all conspire to consume the unlucky fool who fell to this fate. If the marine survives these horrors, the Mission lasts D3 hours.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers
If applicable.


GM Section:
Spoiler:

Successful use of one of these Skills reveals a secret truth about the [++Redacted++].
Forbidden Knowledge: this is clearly a Thousand Sons vessel as it bears the iconography of that ill-fated legion everywhere. Although no known rumors exist that suggest Magnus was working with renegade Admech, the murals deep in the ancient catacombs of this ship suggestion otherwise. They reveal sorcerous machines abe to channel the power of Immaterium itself and a clear sense of where to find them in the ship's deep holds. This unlocks the Side Mission "Crowns of Sehkmet" that may be played at any time after the "Battle for the Arcanite Vaults" Mission. Details to follow.

Psychic Sense: there is a terrible presence onboard this vessel - a daemon of immeasurable power - that seeks not only to consume the Admech, but to corrupt and devour the Deathwatch as well. And now, that presence is aware; it knows you know it. In all future Routine or Linked Missions, roll a D6 at the beginning of the game. On a 1 that Mission is subject to the Mundane Events special rules as the presence struggles to make itself manifest.

Stealth: your marine silently sneaks past an enormous ritual as mutated Admech suplicate themselves before the bloodied armor of a former Thousand Sons. At the effigy's feet lay bones and freshly severed limbs. The gathered howl in corrupted binary and beg Magnus' forgiveness for their ineptitude. From this point forward, any time a squad gains 1 or more Esteem with the Magnites Faction, every marine in that squad also gains +1 Corruption. Additionally, all Admech Adversaries from this point forward will be Magnites.

Tech: even after all of this time, this vessel is still powered. However, there is also an ancient virus working its way through the systems of this ship, drawing power away from the periphery and into the heart of the [++Redacted++]'s warp drive. Following the path of that power is easy, once you know how to look for it. All future Missiins reduce their Insertion times by half, meaning that only an hour is added for every 2 Missions played.


Treasures
If the marine survives, have his player roll a D6 at the End of the Mission. If the player's marine successfully used one of their Skills to achieve this Mission's Tertiary Objective, have them roll 2D6 and apply both results. If duplicates occur, they find two different caches of the same items.

D6 Roll: Treasure
1 or 2: nothing of note
3: a fragment of cogitative crystal which can be traded to any Admech Faction for +D3 Esteem
4: a portable ablative mantlet that weighs 02 Capacity and may be emplaced anywhere the carrying marine wishes, thereafter providing a +2 cover save to models taking cover behind it. Once placed, it cannot be retrieved without destroying it.
5: a cache of 2D3 Rad Grenades
6: a single Phobos Pattern Bolter from the dawn of the Imperium. It is a Relic with the following profile:

10 / 03 / 02 / Phobos Pattern Bolter (Relic Bolter) / 1|2-4/- / 16 / When fired in Burst Mode, add +6" to this weapon's range. This weapon's standard magazine is Expanded.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/18 13:20:24


Post by: Warboss_Waaazag


Added 4 new Talents to the Elite tree for Librarians only.

Added the only Tier 5 Talent Rulebreaker to the Elite talents tree.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/21 00:04:19


Post by: Warboss_Waaazag


Main Missions: Double Back
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, the other squad may participate in this Mission from the opposite side of the board.

It's clear we were in error and now must fight through to reach the relative safety of our beachhead. All the hulk is alerted to us and the last defenders lurking in these compartments are throwing themselves into our guns to divert us. Do not be distracted, brothers. Our true Objective lays aft; push towards it at all costs.


Mission 4: Double Back: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch.


Deployment and Extraction
Because of the nature this Mission, deployment and extraction both use the rules for the Teleportarium, with deployment on one side of the table and extraction on the opposite end.

Known Adversaries
Your collection determines Adversaries used, but the author suggests hullghasts, gilliams, pox walkers, genestealers, admech, genestealer cult, chaos cultists, and/or dark mechanicum.


Battlefield
Set up terrain so that a corridor (more or less) runs from one short board edge to the opposite short board edge. The Deathwatch Marines deploy in the length of corridor at one end and must exit via the extraction point on the far side of the tabletop.

GMs, do not feel limited by this description. The corridor may have turns, rooms along its length, sections that double back on themselves, bulkhead doors, etc. The author recommends one of two configurations. Either a literal straight corridor, with doors to rooms on either side and maybe bulkheads jutting into it along the sides to provide minimal cover or a convoluted series of chambers in the center of the board offering multiple options for Marines and Adversaries to snake their way through to the other side. I personally find games to be tactically challenging when there's either a LOT of line of sight blockers or virtually none, but these two options present completely different challenges to your player(s).

If you are using the 2 squad progression version of this campaign, you can play this Mission with all squads participating together. The squad that played the Defiled Workshop Mission begins play in the Deployment zone and all other available squads may deploy to the opposite board edge. Objectives remain the same.

After all terrain and Tech Emplacements have been placed, both GM and Mission Leader roll a D6 and add their scores together. This is the number of Entry Points the GM gets for Adversaries. Starting with the Player(s), participants take it in turns placing these Entry Points anywhere along the board edges perpendicular to the Deployment/Extraction edges. No Entry Point may be closer than 6" from any other Entry Point and no closer than 9" from the Deployment or Extraction Zone.


Technology on the Table
After terrain is set up and the Teleportarium Deployment and Extraction zones are set, players may place up to D3 Tech Terminals anywhere on the table. The GM may then place up to D3 Automated Sentries anywhere on the table that is also at least 9" from either the Deployment or Extraction zones. If any Sentries are placed, the GM must also place a single Keypad within 9" of at least one of those Sentries. Successful Skill interaction with this Keypad will change the Marine's designation to Friend for all Weapon Sentries and/or turn off all Alarm Sentries on the table. All technology placed begin play with Low Power.

Successful Skill interaction with any Terminal will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Extract: via the Teleportarium Extraction Zone. The last model to achieve this Objective ends the game. Note that if you are playing this Mission with more than one squad, all Marine models that participate must Extract before the game ends, not just the models from the Deployment Zone on the far side of the table.

Tertiary Objective(s):
Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from a Terminal, this Objective can be considered completed.

Shut Down the Sentries: if any marine with the Tech Skill successfully accesses the Keypad, this Objective can be considered completed.

Conserve Ammo*: the Missions before this represent a significant loss of resources for the Deathwatch. This Objective will be considered complete if all Marines deployed end the game with half or more of the Ammo they started the Mission with.

If any Marine ends the Mission without having expended a single bullet, that Marine gains an additional +1 Renown.

*If you are not using the Bullets rules for weapon Ammo, ignore this Objective.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
The Deathwatch take the First Turn unless the GM can Seize the Initiative.

Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.

Arming
If players have enough Renown they may purchase additional wargear.

Deploy and Play the Mission
Have fun!

Post-game Section
Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.

Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.

Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: 1 Allotment for every Marine deployed on this Mission. After this total, add the extra from the DoomClock advancement. This is the total Allotment the GM has to work with every Turn. Adversaries begin their Turn from any Entry Point.

Generic Forbidden Knowledge tidbits
For narrative purpose: this is the final run and your marines have become all too familiar with these disintegrating hallways and chambers. Caution is thrown to the wind as dust, debris, and corrosion filter through the twisted ceilings with every hammerfall of your boots. Walls crack, compartments shatter, and floors collapse. Let nothing stop you, brothers, in your hasty, tactical withdrawal.


Terminal Data for this Mission
All Terminals in this Mission will potentially give identical information. Just like in Hulk Breach (version 1), whenever a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment for the very next Turn and what kind of Adversaries they will be facing. If there's to be 10 Chaos Cultists next Turn, tell them they will be facing 10 mutant Minions, etc.).

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch the ability to reroll their Advances until the end of the Mission.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Entry Point.

4. Additional nearby technology. This reveals an additional Low Power Keypad hidden in a secret compartment near the Extraction Zone. The GM places a Marker near a wall within 6" of the Extraction Zone. Successful Skill interaction with this Emplacement unlocks a Narrative Side Quest string called Secrets of the Arcanite. Completing all of the Unlocked Missions earns all Marines, present and future, +1 Renown and the Knowledge of Suppressed Histories Trait. Details of these Missions and Trait to follow.


Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless a player has an ability that states otherwise. In this case, the priority is subject to any information the players may have already gleaned in the previous Mission. For instance, if they already found out the name and class of the ship, ignore that tidbit of info and priorize the next item on the list. Never hand out information players already have unless the Mission description expressly states otherwise.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):

A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sehkmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects. Some Missions might have alternate uses for this knowledge.

4. The original damage assessment from that ages ago battle. The Arcanite Destructor suffered numerous catastrophic impacts along the length of its midsection and a sundering of its comms lines. A significant portion of the vessel's midsection has been obliterated by internal detonations. This information unlocks a new Side Quest Mission called The Hidden Vault that becomes available right after the Main Mission Descent to the Central Magazine. Details to follow.


Relics (do not use an item if the players already possess it; Relics are meant to be unique)

50 / 25 / ** / The Eye of Heshmek (Relic Servo Skull) / This item increases a model's visual range by 3D6". Roll whenever the lights go out. It also provides its user with a 6+ Invulnerable Save as long as it remains in base to base contact. The Eye of Heshmek is a tiny device that may be targeted by enemy models with the Sniper Trait. If individually targeted, it has a Toughness of 2, 2 Wounds, a 4+ Invulnerable Save, and the Tiny Trait.

00 / 01 / 01 / STC Fragment(Generic Relic) / This item has no use whatsoever to the Deathwatch except as a bargaining tool with the Admech. This Fragment may be traded to any Admech Faction for +5D6 Esteem. However, doing so will permanently turn all Factions Marginally or Diametrically Opposed to the Faction the marines have traded it to against the Deathwatch. Deathwatch marines will not be able to gain Esteem with those Factions for the remainder of this campaign and those Factions are immediately added to the list of potential Adversaries the Deathwatch may face inside the hulk. Alternatively, the Fragment may be kept on board the Intolerance. In this case increase the Esteem of all Admech Factions by +1 after every Mission until The Battle for the Arcanite Vaults.


**This item acts as a separate model with a Movement of 6" so has no Capacity.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/08/21 23:31:50


Post by: Warboss_Waaazag


Added 5 new Psychic Powers to the Miscellaneous Talents Tree.


Automatically Appended Next Post:
Changed the Crux Terminatus/Terminator armor Threshold and Cost requirements.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/05 01:35:08


Post by: Warboss_Waaazag


I added some new items to the Factional Esteem lists, edited the Space Wolves' Chapter Bonus, added Thunderhawks to the Tools of the Ordo, and made a few other minor changes for clarification and editing purposes.

Currently working on Missions 5a and 5b.

Is anyone playing this? And if so, does anybody have any questions or need clarification on anything (or want me to write faster)?


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/17 13:23:29


Post by: Warboss_Waaazag


I added a new Elite Talent. Later I'll post up missions 5a and 5b.

I added some clarifications to the rules about destroying terrain features to include doors.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/17 21:43:42


Post by: Warboss_Waaazag


Forgive me, I completed Mission 5b before 5a.

Main Missions: Against all Odds
Now is the time we show our true valor, for it is not in service to our pride or our Chapters, but to our Battle Brothers beside us and the persecution of the God Emperor's Will. This wreck has roused and it swarms against us even as we plunge into its heretical depths. We must buy our comrades time by sealing the bulkheads at their rear. Retreat is no longer an option; from here on we Advance or Die.


Mission 5b: Against all Odds: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch, but can also be considered a Side Quest for either the Grand or the Catalogists.


Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Your collection determines Adversaries used, but the author suggests hullghasts, gilliams, pox walkers, genestealers, admech, genestealer cult, chaos cultists, and/or dark mechanicum.


Battlefield
The GM sets up terrain in a pattern of rooms, twisting corridors, balconies, staircases, ladders, platforms, etc. that covers the entire board. Then, taking it in turns starting with the GM, the Mission Leader and the GM set up 10 doors up to 6" from any board edge of the table so that, if all of these doors became closed (they begin play opened), they would create an unbroken and contiguous space at the interior (both the GW boxed sets Killteam: Rogue Trader and the Necromunda Bulkheads come with excellent doors for this). Once all doors are placed, the GM sets up a single Entry point behind each, on the side away from the contiguous space.

Next, both the GM and the Mission Leader each roll a D3. This is the number of additional Entry Points they each must set up. Again, Entry Points can only be placed behind doors that, once closed, will cut that Entry Point's access to the contiguous space. There is no limit to the number of Entry Points that can placed behind a door.

GMs, remember to leave space on at least one board edge for players' Deployment and/or Extraction Zones.

Players Deploy first, then the GM sets up his "blip" Markers (detailed in the GM's section) anywhere out of line of sight of those models. If a GM cannot place any or all of their "blips" out of line of sight, they may instead place them on the board edges within 4" of any Entry Point. These Blips can move freely along the board edges until they enter play via an Entry Point.


Technology on the Table
After terrain is set up & Deployment and Extraction zones are set, players may place up to D3-1 Key Pads at least 9" from either the Deployment or Extraction zones. A single Terminal should be placed as close to the center of the board as possible. All technology placed on the table begins play at Full Power.

Successful Skill interaction with any Keypad will close the nearest open door (which means a Key Pad can potentially be used to close every door if you have enough Ratings in the Tech Skill).

Successful Skill interaction with the Terminal will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Close the Doors: either by using the Key Pads (if there are any on the table), or by physically moving into base to base contact with them during the Movement Phase. All doors must be closed. Closing a door means the Entry Points behind it can no longer be used and those Entry Points can't contribute to the GM's Allotment next Turn (there's more on this in the GM's section, but essentially, for player clarity, each Entry Point adds 2 Allotment for the GM every Turn until the door that blocks it is closed. In other words, the faster you close those doors, the fewer enemies you will face each Turn). Any model that closes a door gains +1 Renown. The model that closes the last door counts as personally completing this Objective. Closed Doors cannot be reopened.

Tertiary Objective(s):
Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from a Terminal, this Objective can be considered completed.

Destroy all Opposition: if the last door is closed on the same turn that the last Wound is removed from the last enemy on the table, this Objective can be considered completed.

For Glory!: for every 20 unsaved Wounds a marine inflicts this Mission, he gains an additional +1 XP or +1 Renown, player's choice. If at least 1 model earns this reward, this Objective can considered completed.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
The Deathwatch take the First Turn.

Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: the GM begins play with 10 "blip" Markers and an Allotment equal to the bonus provided by the Doomclock (if it is hour 24, the GM starts with 8 Allotment). The GM secretly writes how much Allotment they are assigning to each "blip". This may be a number between 0 and 5. "Blips" move up to 4" per Turn until they enter line of sight of a Space Marine, at which time they are revealed and the Allotment they represent is spent on models that must be placed within 3" of the "blip's" original location.

Additionally, at the start of each of the GM's turns, each unobstructed Entry Point on the table generates 2 Allotment that may be immediately spent or banked for a later turn. These Turn by Turn reinforcements may enter the board via any open Entry Point, beginning their movement from there.

Generic Forbidden Knowledge tidbits
For narrative purpose: Already the twisting labyrinth of this hulk has begun its unraveling on the minds of our Brothers. Every corner hides an enemy and every chamber a mystery. Where are we in the grand scheme of this vessel? Only the Emperor knows for certain.


Terminal Data for this Mission
All Terminals in this Mission will potentially give identical information. Whenever a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players what kind of Adversaries they will be facing next Turn. As the Allotment may change, Turn to Turn, a GM need only reveal the number of accrued unspent Allotment they have and the type of Adversaries from which they will be drawing their models. Tyranids, mutants, orks, etc. is all the GM needs to reveal.

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch the ability to reroll their Advances until the end of the Mission.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Door.

4. Additional nearby technology. This reveals an additional Low Power Keypad hidden in a secret compartment along any board edge. The GM places a Marker anywhere within 6" of any wall. Successful Skill interaction with this Keypad unlocks a secret compartment in the nearest wall with an Armored Vaccsuit (5+ armor save; immune to gas attacks and vaccuum), a Freeze-Ray (01 / 04 / 01 / Freeze-Ray / D3|-|- / 6 / 10" range, automatically hits its target, Strength 3, AP -, Damage 1, Pistol), & an Illuminator (a model with an Illuminator adds +4" to their sight distance whenever the lights go out, but count as the closest model for the purposes of enemy targeting. Alternatively an Illuminator may be left as a Marker in a location to shed light 3" in all directions from it for D6+4 Turns).

Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless a player has an ability that states otherwise. In this case, the priority is subject to any information the players may have already gleaned in the previous Mission. For instance, if they already found out the name and class of the ship, ignore that tidbit of info and priorize the next item on the list. Never hand out information players already have unless the Mission description expressly states otherwise.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):

A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sehkmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects. Some Missions might have alternate uses for this knowledge.

4. The original damage assessment from that ages ago battle. The Arcanite Destructor suffered numerous catastrophic impacts along the length of its midsection and a sundering of its comms lines. A significant portion of the vessel's midsection has been obliterated by internal detonations. This information unlocks a new Side Quest Mission called The Hidden Vault that becomes available right after the Main Mission Descent to the Central Magazine. Details to follow.

Relics (do not use an item if the players already possess it; Relics are meant to be unique)

01 / 01 / ** / Illuminator (Tool) / a model with an Illuminator adds +4" to their sight distance whenever the lights go out, but count as the closest model for the purposes of enemy targeting. Alternatively an Illuminator may be left as a Marker in a location to shed light 3" in all directions from it for D6+4 Turns.

50 / 25 / ** / The Wisdom of Violence (Relic Powerfield / This amulet projects an invisible field of disruptive energy. In addition to forcing this model to remain 1" away from any terrain feature or other model, the Wisdom of Violence provides a special 5+ invulnerable save versus all shooting attacks. Any hit negated by this item is reflected back at its originator at the same Strength, AP, and Damage. Shots deflected in this way hit their targets on a 5+.

**The weight of this item is negligible.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/20 18:11:50


Post by: Warboss_Waaazag


Main Missions: Descent to the Central Magazine
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, this Mission takes place at the same time narratively as Against All Odds.

Now we are amidships, Brothers, and the path before is fraught. We must descend into the depths and use the munitions of this hulk against those that would assail us. Not to fire upon them, but to discourage them from firing upon us; lest a stray shot should err its mark and destroy us all.

Mission 5a: Descent to the Central Magazine: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Grand.


Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Ultimately it's up to your collection to determine what the Deathwatch marines will face on the tabletop. Narratively, the author recommends Admech Skitarii, Forgeworld Battle Automata, Chaos Cultists, Servitors, Freebooters, Gretchin, and/or Genestealer Cults.


Battlefield
The terrain should be set up so that it descends from one short edge to the other. A large wall bisects the table at the halfway mark. All terrain on the far side of this wall is hidden from the players until the wall is breached. The GM should place 2 Fortified Bulkhead Doors on this wall and the Players should place 1. No door should be closer than 6" from any other door or any board edge.

The GM then places 2 Entry Points at the highest point of the terrain, at least 6" apart. Then GM and Mission Leader alternate placing 4 additional Entry Points anywhere on the revealed part of the table. Any Entry Point must be at least 6" from any other Entry Point. When players breach the Bisecting Wall and Move through it, the GM should set up terrain as the players' models encounter it. Additionally, the GM may then place up to 4 more Entry Points anywhere on the newly revealed side of the table.

Lastly, the GM and Players should alternate placing 10 Barrel-sized, Concentrated Gas Terrain Features anywhere on the revealed side of the Bisecting Wall. Any model may intentionally target one of these terrain features to detonate it. Additionally, when any model within 3" of 1 or more of these terrain features is shot at and the shooting model misses, roll a D6 for each shot that missed. On any 4+, the terrain feature is hit instead; resolve the Wounds against it.

When any room is revealed on the far side of the Bisecting Wall, roll a D6. This is the number of Concentrated Gas Barrels that are in that room. If a 5+ is rolled, the GM may instead place a single Barrel of Volatile Fuel anywhere in that room.

After any Barrel explodes for the first time, this Mission becomes subject to the rules for Mundane Events.


Technology on the Table
The GM should place a Keypad at Low Power along the center line of the table, halfway between the deployment zone and the Bisecting Wall.

Successful interaction with this Keypad locks or unlocks one of the Doors along the Bisecting Wall (Mission Leader's choice).

The Mission Leader may also place up to 3 Terminals anywhere on the table. If they set up 1, it is at Full Power. If they set up 2, both are at Low Power. If they set up 3, all are at Minuscule Power. Terminals set up in the players' Deployment Zone contain general Local data. Terminals set up anywhere outside the Deployment Zone, but also on the known side of the Bisecting Wall, contain more specialized data. Terminals may also be "set up" beyond the Bisecting Wall, but these are placed by the GM after that terrain layout has been revealed. These contain highly specific data and any successful interaction with them also earns that model an additional +1 Renown and +1 XP.

Lastly, the GM places a Dead Generator anywhere in the player(s)' Deployment Zone.


Primary and Tertiary Objectives
Primary Objective(s):

Breach the Wall: either by blasting a hole in the Bisecting Wall or by traversing one or more of the Fortified Bulkhead Doors, all surviving Marines must move from the revealed side to the obscured side of this Wall in order for this Objective to be considered completed.

The Bisecting Wall counts as a Fortified Wall.

Exit the Table Via the Opposite Board Edge: all surviving Marines must exit the tabletop via any exit on the Board Edge opposite their Deployment Zone. Any corridor, door, or doorway that terminates at the opposite board edge counts as an exit. GMs, you must provide at least 4+ viable exits for your players. The last survivor to so exit ends the Mission and counts as personally completing this Objective.


Tertiary Objective(s):

Map the Hidden Chambers: in order to achieve this Objective, marines must explore all possible rooms and corridors on the opposite side of the Bisecting Wall. It is enough to look into a revealed room or corridor. Models do not have to physically enter every terrain chamber. The model that reveals the last room or corridor counts as having personally completed this Objective.

Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from any Terminal, this Objective can be considered completed.

Survive Any Stray Blasts: only if any of the Concentrated Gas or Volatile Fuel barrels explode and 1 or more marines are caught in the resulting explosion and survive till the end of the Mission, can this Objective be considered completed.

Power Up the Generator: if any marine is able to bring the power of the Generator up to at least Minuscule, this Objective can be considered completed.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission time is 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
The Deathwatch player(s) take the First Turn.


Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: the GM begins play with 12 Allotment plus the bonus provided by the Doomclock. These Adversaries may be set up anywhere on the revealed side of the Bisecting Wall, at least 6" from the player(s)' Deployment Zone.

Additionally, at the start of each of the GM's turns, each Entry Point on the table generates 2 Allotment that may be immediately spent or banked for a later turn. These Turn by Turn reinforcements may enter the board via any revealed Entry Point, beginning their movement from there.

Generic Forbidden Knowledge tidbits
For narrative purpose: This chamber is vast, its ceiling awash in darkness. The air of this compartment, however, is alive with the activity of occupation. Steam and more noxious fumes arise from the decks below and the noise of tinkering creatures, their voices a murmur of heresy, reveal that this hulk is not nearly as derelict as we all had hoped.


Terminal Data for this Mission
Depending on their location, Terminals in this Mission will potentially give widely varied information. Whenever a player accesses a terminal in their Deployment Zone, they are accessing Local Data. Whenever a player accesses a terminal outside their Deployment Zone, but not beyond the Bisecting Wall, they are accessing Specialized Data. Whenever a player accesses a terminal beyond the Bisecting Wall, they are accessing Secret Data. This will give players information that is relative to those parameters.


Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players what kind of Adversaries they will be facing next Turn. As the Allotment may change, Turn to Turn, a GM need only reveal the number of accrued unspent Allotment they have and the type of Adversaries from which they will be drawing their models. Tyranids, mutants, orks, etc. is all the GM needs to reveal.

2. The layout of the surrounding hulk. In this Mission, this information forces the GM to reveal the layout of the terrain on the other side of the Bisecting Wall, whether players have breached it yet or not.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Entry Point.

4. Additional nearby technology. This reveals a Low Power Generator Conduit running under the main deck. A player with the Tech Skill may use this Conduit to increase the Power level of any 1 Technology Emplacement on the table by 1 step. No Skill use is required; simply knowing this information and having the Tech Skill is enough.


Special Data
Here is a list of potential information available about specific locations onboard the [++Redacted++]. Give out ONE of these per successful Skill interaction with this terminal in this Mission, unless a player has an ability that states otherwise. This list has no priority. Tell players all the categories of potential info (Prow, Command Deck, Engineering, etc.) and let them pick one (or more if they have the ability to extract more than one tidbit at a time). Never hand out information players already have unless the Mission description expressly states otherwise. Details for all Side Quests to follow.

1. The Prow. During the ancient battle, a massive energy blast penetrated the ship just aft of the prow, severing numerous decks and sheering vital comms lines. The battleship's shields had been temporarily down when this happened. However, this impact was not enough to completely decapitate the vessel, leaving the Torpedo banks and macrobatteries on their own for firing solutions and target priorities. At the very head of the prow, along the dorsal spine, is a cogitator bank with the accumulated data from that battle, including all of the guesswork and improvisation of both the crew & their machine spirits. Numerous Factions of the Mechanicum, including Lord's Own Code, Catalogists, Transcendancers, and the Replicanticle would pay handsomely for the retrieval of this data. This knowledge unlocks an optional Side Quest called Black Box Retrieval Alpha that can be played at any time after this Mission.

2. Command Deck. The main body of this vessel's Command Deck was almost completely destroyed during the ancient battle that stranded it here. However, a few decks did survive and, more importantly, fragments of the enemy vessel that rammed the bridge are still wedged into its superstructure. Boarding these fragments to study them and/or retrieve surviving xenotech may prove useful for helping to shut down the wayward Warp Core or at least to be catalogued and studied by the Tech Adepts of the Deathwatch or Mechanicum. This knowledge unlocks an optional Side Quest called Plundering the Dead that can only be played if the players opt for the Cleasning the Basillica Mission, and can therefore be played any time after that Mission.

3. Engineering. Somewhere at the heart of this vessel is an Engineering room that seems to be functioning as if nothing untoward has even happened. This information suggests that those compartments have been sealed off and that somehow those inside have managed to survive and thrive. Breaching this compartment may help the Deathwatch understand how the Warp Core malfunctioned and will at least reveal how the Admech in there have survived without the aid of the Factions outside. This knowledge unlocks an optional Side Quest called Unlocking the Engine Room that can be played anytime after this Mission. If players have uncovered the Shipwide Data "D", reduce this Mission's time by 1 hour.

4. Aft. Power flows freely to the Aft sections of this vessel, suggesting things like lights and air filtration systems are still functioning. Although an explosion seems to have crippled the vessel's main thruster array, it still retains enough fuel and functionality to make use of its maneuvering jets. Perhaps, if a control chamber can be reached, these can be used to nudge the [++Redacted++] away from the swirling Warp Vortex and buy the Mission a little more time. This knowledge unlocks an optional Side Quest called Buying Time that can only be played if the players opt for the Braving the Depths Mission, and can therefore be played any time after that Mission.

5. Amidships. The interior of this battleship seems to have been intentionally constructed like a maze, including the ability for rooms, hallways, and even whole decks to shift position to confound the casual traveler. At the center of this maze is an unchanging cogitator bank that, if accessed, could provide an algorithm to help predict the patterns of change. The only problem foreseeable is that the Marines would have to plunge directly into the confusing labyrinth to reach it. This knowledge unlocks an optional Exploration Mission called Heart of the Maze that can be played any time after this Mission.

6. Hangar Bay. All the way on the keel of this massive battleship is a Hangar Bay, tiny when compared to the vast bulk of this fighting vessel. Here was housed shuttles, dropships, and massive cargo landers. Although the atmospheric shields and gravity plates have long since ceased functioning, if a salvage team can be sent to this compartment, perhaps some vital clues to the extent of the ship's evacuation and plundering can be ascertained, as well as any stores of munitions left behind in haste. This knowledge unlocks an optional Exploration Mission called Dancing the Wreckage that can only be played if the players opt for the Braving the Depths Mission, and can therefore be played any time after that Mission.

7. Cargo Hold. Insude the armored belly of this vast ship lay snug cargo holds packed not with munitions like the Magazines, but rather with long forgotten instruments of war. Ancient sarcophagi labeled Automata, Sensorium, and Techno-Librariat sit quietly behind shielded blast doors, unperturbed by the millenia they have waited. Plundering these could provide a treasure unfathomable in value or unlock a terror of catastrophic power. This knowledge unlocks an optional Side Quest called Uncertain Cargo that can be played anytime after this Mission. If players have uncovered the Shipwide Data "B", they gain a bonus when attempting to unlock and harness the Sarcophagi as detailed in this Side Quest Mission's GM section.

8. Librarium. A long vault of cogitators and physical tomes of knowledge stretches the dorsal length amidships. Tucked away under armored basillcas and only accessible from the Command Level, this storehouse of esoteric and forbidden data could prove invaluable to the Deathwatch's Librarium and its quest for knowledge. If nothing else, seizing this to lock it away from the enemies of Man seems prudent, as it will be far safer locked away aboard the Intolerance than the [++Redacted++] should the overall Mission fail and the Warp Vortex drags us all into the Immaterium. This knowledge unlocks an optional Side Quest called Knowledge is Power that can only be played if the players opt for the Cleasning the Basillica Mission, and can therefore be played any time after that Mission.If players have uncovered the Shipwide Data "A", they gain an additional Tertiary Objective during this Side Quest Mission as detailed in the GM section.

9. Vault. Separate completely from either the Librarium or the Cargo Hold of this vessel lies an armored Vault. The remnants of the most loyal ship's servants have guarded this domain for millenia, but neither this manifest nor any other accessible data point so far encountered will even suggest what might lay beyond its doors. Opening it may well turn everyone's world upside down. This knowledge unlocks a Side Quest called The Most Secret that can only be played if the Mission Battle for the Arcanite Vaults is successful. It must be played immediately after that Mission, if it is to be played at all. If players have uncovered the Shipwide Data "C", the GM must reveal their entire Allotment breakdown for the Mission before Deployment - number and type of models, Faction keywords, Minions, Minibosses and Boss Monsters, special rules, wargear, etc.


Secret Data
Here is a list of potential information available about Secret stuff onboard the Arcanite Destructor. Give out ONE of these per successful Skill interaction with this terminal in this Mission, unless a player has an ability that states otherwise. This list has no priority. Tell players all the categories of potential info (The Crew, Manifest, Mission, etc.) and let them pick one (or more if they have the ability to extract more than one tidbit at a time). Never hand out information players already have unless the Mission description expressly states otherwise.

1. The Crew. The vast majority of the [++Redacted++]'s actual crew were menials, servitors, and mortal Imperial navy. Whole families lived and died aboard this ship and their descendants have devolved into the hullghasts, pox walkers, Gilliams, cultists, and Genestealer hybrids the Deathwatch faces in nearly every Mission. Using this, the Mission Leader may assign the Trait: Knowledge: Crew, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.

2. Ship's Manifest. For a battleship, the [++Redacted++] carried a lot of miscellaneous cargo, from Battle Automata to Relics to live exotic animals. While much of this was evacuated off the ship before it was stranded here, a not-significant number of items were left behind. Using this, the Mission Leader may assign the Trait: Knowledge: Manifest, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.

3. Mission Directives. While this may seem straight forward to anyone with knowledge of the Crusade, it might be a surprise to learn that the Arcanite Destructor's original mission was the liberation of subjugated human worlds. It specialized in the eradication of xenos races that had somehow harnessed the power of the Warp. To this end, the fighting compliment of soldiers onboard the battleship were mostly either the inscrutable machines if the Mechanicum or the profoundly psychic sorcerers of the Thousand Sons. Using this, the Mission Leader may assign the Trait: Knowledge: Directives, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.

4. Armsman's Private Logs. This is a record - and the opinion of that record - of the expenditure of rounds for all Starboard macrobatteries and shipboard repulsor teams during the long history of this battleship's engagements. Apparently this ship fired less aggressively than this crewman deemed prudent and they surmised this to be the reason his section of hull was so routinely targeted by enemy fire. Using this, the Mission Leader may assign the Trait: Knowledge: Armsman, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.


Traits
Any Marine may be assigned a number of these Knowledge Traits equal to 1 plus their Ratings in Forbidden Knowledge.

Meaning a Marine that does not have the Forbidden Knowledge Skill can only be assigned a maximum of 1 of these Traits, but a Marine with 2 Ratings in Forbidden Knowledge can be assigned up to 3. The Rating don't effect how often the Trait can used, only the number that can be assigned.

Knowledge: Crew - this Trait allows the Marine who has it to reroll 1 Hit or Wound roll every Turn when attacking Chaos Cultists, Pox Walkers, Hullghasts, Gilliams, Skitarii, Genestealer Neophytes, Genestealer Hybrids, Genestealer Abominations, Servitors, or Traitor Guardsmen.

Knowledge: Manifest - this Trait allows the Marine who has it to designate an additional Tertiary Objective at the start of any Mission. That player may place a single Objective Marker anywhere at least 9" from either the Deployment Zone, the Extraction Zone, or any other Objective Marker already on the table. This Objective is worth +1 Renown to the first Marine that moves into contact with it. If there is no room to place the Objective Marker, this Trait cannot be used.

Knowledge: Directives - this Trait allows the Marine who has it to reroll 1 Hit or Wound roll every Turn when attacking Battle Automata, Chaos Sorcerers, any model with the Faction Keyword Thousand Sons or Tzeentch, Katephron and Kastelan robots, or Boss Monsters with the Admech or Mechanicum Keyword.

Knowledge: Armsman - this Trait allows the Marine who has it to reroll 1 Hit roll on each of their own Turns and to force 1 enemy model to reroll 1 Hit roll on each of their Turns.





[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/21 16:02:03


Post by: Warboss_Waaazag


The next Missions going up present a tactical choice for players, whether they are playing the single squad or multiple squad progression of this campaign. One squad's Mission Leader must choose to go up into the desecrated Basillica beneath the Command Decks or down into the depths of the convoluted lower hull. Each path presents its own risks and rewards - damnation/important Relic in the Basillica or lost time/reduced risk in later Missions from the Depths. Some optional Side Quests might also predicate one path or another, depending on what data players have recovered from the Terminals in previous Missions.

It is important to note that these Missions are presented as "Mission 6.1a" and "Mission 6.2a". That is the choice, because entering the Basillica alerts the enemy to the Deathwatch's intent and braving the depths does not. It cannot be both even if you are using 2 squads or more.

There is also another tandem Mission (Mission 6b), whose outcome does not affect either choice abive. Stay tuned.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/22 22:42:27


Post by: SHUPPET


wow that's a lot to read, but looks good


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/23 03:09:58


Post by: Warboss_Waaazag


 SHUPPET wrote:
wow that's a lot to read, but looks good


I'm only about halfway through. There's a lot of Missions to finish writing and post up, & there's some stuff to write (and post) about adversaries. So, stay tuned.

Also, a lot of what I've already written and posted is essentially upgrades and gear lists. Thanks for the feedback, SHUPPET.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/23 06:10:47


Post by: SHUPPET


 Warboss_Waaazag wrote:
 SHUPPET wrote:
wow that's a lot to read, but looks good


I'm only about halfway through. There's a lot of Missions to finish writing and post up, & there's some stuff to write (and post) about adversaries. So, stay tuned.

Also, a lot of what I've already written and posted is essentially upgrades and gear lists. Thanks for the feedback, SHUPPET.

I'm going to read it start to finish once I get home from work tonight and can chill out with a drink. Love the effort you've gone to and a big part of my first post was so that I could put it in my subscribed threads and wouldn't lose track of it. What I've looked at so far looks great so I'm here to see it through. Good work man.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2018/11/25 19:54:16


Post by: Warboss_Waaazag


Main Missions: A Crossroads: Cleanse the Basillica or Braving the Depths
If you are playing with 1 squad progression, this Tactical Choice stands alone. If you are playing with 2 squad progression, it takes place at the same time narratively as Running the Gauntlet.

We stand at a crossroads, Brothers, and must make a choice. We have actionable intel from our erstwhile allies, the Admech. A Relic of some power lays nestled in the cradle of our enemies - a long-desecrated Basillica overlooking the grandeur of the dorsal spine, just below-decks of the Command Spire. However, plunging headlong into this sanctuary and, more directly, capturing the Relic from it, will directly signal to our enemies our ultimate intent. We can instead go the long way 'round, through the skulking depths of this ruin. It will add dangerous delay to our primary goal, but will also conceal our intent. It may be enough to win us the day and finally seal that gaping Vortex that threatens us all. So I must ask of you - because it is you who risks and not I - which path do we take and what damnation do we risk?

Mission 6.1a: Cleansing the Basillica: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Grand, the Catalogists, or the Replicanticle.


Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Ultimately it's up to your collection to determine what the Deathwatch marines will face on the tabletop. Narratively, the author recommends Admech, Forgeworld Battle Automata, Chaos Cultists, Servitors, Daemons (specifically Tzeentch), and/or Heretic Astartes (like Rubric Marines and/or Chaos Sorcerers).


Battlefield
The terrain should be set up so that a large open space dominates the center of the table. This space should be roughly 24" on any side, but can have scatter terrain like debris, empty boxes or barrels, canisters of stacked Concentrated Gas, and/or mounds of bodies filtered throughout. At the center of this open space should be an altar, reliquary, statue, or raised dias. This reprsents the Mission's principle Objective and the resting placing of the Relic in question. Surrounding that room should be corridors and smaller rooms representing automated "confessionals", meditation chambers, and clerical offices.

The GM and players then alternate placing up to 10 Entry Points anywhere along the edges of the table.

Once all models have been deployed, the GM places a small Marker on or next to the central Objective. This represents the Relic.


Technology on the Table
There are 4 Automated Sentries, each armed with a Stormbolter, located 18" away from the central Objective, on independent swivel mounts. They can face in any direction and treat all models except Chaplains as Foe. Each is fully loaded with 100 standard rounds and fires in Full Auto mode as default. A single Keypad is located in one of the "clerical offices" as designated by the GM.

Successful Skill interaction with this Keypad can either shut down all of the Automated Sentries or change the Friend/Foe designation for 1 of them, marking all Deathwatch and their allies/cohorts as Friend.

Additionally, the Mission Leader and GM should each roll a D6. Whoever rolls higher can decide if they want to place up to D3 additional Terminals in any of the side rooms off of the main open area. If so, randomly determine the Power Levels of each.


Primary and Tertiary Objectives
Primary Objective(s):

Capture the Relic: moving into contact with or within 2" of the Marker allows a model to pick it up. It weighs Capacity 02, and must be in the possession of a Deathwatch Marine or Cohort at the end of the game for this Objective to be considered completed.

Survive: every Marine that extracts from this Mission with 1 or more Wounds remaining counts as having personally achieved this Objective.

Destroy all Opposition: when the last Wound is removed from the last Adversary, this Mission ends. The Marine that does that counts as having personally achieved this Objective.

Tertiary Objective(s):

There are no Tertiary Objectives for this mission, unless there are Terminals in any of the side rooms.

Retrieve Data from a Terminal: if any Marine with the Tech Skill successfully interacts with any Terminal, this Objective can be considered completed.



Extraction/Time
If the game lasts 5 or fewer Turns, this Mission time is 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
The Mission Leader and GM should roll off to determine which side takes the first Turn. The loser may try to Seize the Initiative.


Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


Mission Consequence
After this Mission, pass or fail, in all future Missions, Adversaries take the first Turn unless the Deathwatch can seize the initiative. Additionally, increase any GM Turn by Turn Allotment reinforcement by an amount equal to the current Turn (i.e. +1 on Turn 1, +2 on Turn 2, +3 on Turn 3, and so on).


GM Section:
Spoiler:

Allotment: the GM begins play with 20 Allotment plus the bonus provided by the Doomclock. These Adversaries may be set up anywhere within 12" of the central Objective.

Additionally, at the start of each of the Adversary turns, the GM gains a number of additional Allotment equal to the total number of models - friend and foe - remaining on the table. These Turn by Turn reinforcements may enter the board via any Entry Point, beginning their movement from that point. If the only remaining models on the table are Deathwatch or their Allies/Cohorts, then the GM may deploy 1 final Boss Monster who enters play from anywhere on the table at least 9" away from any enemy model (by tearing a hole in the decks or walls). From the Turn of its arrival until this Boss Monster is dead, the game is subject to the rules for Mundane Events. Note that once this Boss Monster arrives, the GM no longer generates extra Allotment every Turn. This is the last thing the player(s) has to deal with this game.

Generic Forbidden Knowledge tidbits
For narrative purpose: Tall, armored windows of plate and plasma look out over vast drifts of wreckage and splendor, the dorsal spine of this once mighty battleship now twisted and broken under the weight of decay and corruption. Defaced or warped statuary of unnamed Crusade heroes leer down as the Deathwatch breach the chamber, a glow of unidentifiable colors washing the scene with confusing refracted light. The sensation of impending doom is inescapable; the very maw of the Warp visible as it devours the ship, aft to prow.

Terminal Data for this Mission
The Terminals that may be present in this Mission are all repositories of crew confessions. Rather than providing tactical Data, these Terminals instead reveal insight as to the nature of their foes, past and present. When accessed, ask players if they wish to assess Ancient, Old, or Current files. Each successful Skill interaction generates one (or more, if the player's Marine has an ability that allows them to extract more than one tidbit) instance of the bonus associated with the timeframe in question.

Ancient: +1XP. This only applies to the model who extracted this Data.

Old: 1 re-roll that can be used to force any Adversary to reroll a successful Armor or Invulnerable Save. This reroll can be used this Mission or saved for a future Mission. This reroll only applies to the model who extracted this Data.

Current: 1 re-roll that can be used for any hit or Wound roll versus Adversaries. This reroll can be used this Mission or saved for a future Mission. This reroll only applies to the model who extracted this Data.

The Relic
75 / 50 / 02 / The Trifold Key (Tainted Relic Power Maul) / This weapon/Tool begins play Tainted, but each time it is used, at the end of the Mission, roll a D6. Add +1 to this roll if it was used to Wound or kill a Miniboss or Boss Monster. Add +1 if any Chaplain deployed on the same Mission. On the roll of a 5+, this item loses its Tainted Quality. This item has 3 abilities that each can be used once per Mission. First, the bearer can nominate one ally in Cohesion Range. That model ignores any unsaved Wound on a 6+ until the end of their next Turn. If they already have an ability like this, then this ability improves that by 1. Second, the bearer can nominate one ally in Cohesion Range. That model gains the Fearsome Trait until the end of its next Turn. Lastly, the bearer can nominate one ally in Cohesion Range. That model automatically passes any Skill test they may have to take without expending any Ratings until the end of their next Turn. Entropic, Felling, Masterwork.





Mission 6.2a: Braving the Depths: Exploration
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Grand.


Primary and Tertiary Objectives
Primary Objective(s):
Find a Way Through: The principle goal of this Mission is to wander around the relatively safe depths of the Hulk searching for a back entrance to the Warp Core that doesn't alert its defenders. Just by participating in the Mission this Objective is achieved.


Tertiary Objective(s):
Glean Insight Into the Nature of Future Advesaries: characters with the Forbidden Knowledge Skill may use the "This is All Too Familiar" option to achieve this Objective. Narrative descriptions and treasure tables to be found in the GM section below.

Extraction/Time
Searching the twisted labyrinth of this vessel's lower hull is dangerous and disorienting. This Mission lasts 2D6 hours and is subject to Radiation effects. Any Marines deployed on this Mission must take a Toughness test. If they pass, they gain +1XP. If they fail, they suffer -1 Wound.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable


Mission Consequence
After this Mission, pass or fail, in all future Missions, the Deathwatch takes the first Turn unless the GM's Adversaries can seize the initiative. Additionally, decrease the GM's pregame Allotment by an amount equal to the number of deployed Marines.


GM Section:
Spoiler:

Forbidden Knowledge
Chambers shift as Marines pass through them. A door opens to a staircase once, but a gangway on second pass, or deadends, or a heretofore unrevealed room. The skeletal remains of lost servitors turn to dust as they are exposed to atmosphere for the first time in millenia. No path is straight and no way sure, but still the Deathwatch plunges further, determined to find a secure breach point by which to further their assault.

Treasures
Have the players roll a D6 for every Marine deployed on this Mission. If a player successfully used their Forbidden Knowledge Skill to gain the above description, have them roll an additional D6 and apply all results. If duplicates occur, the players find multiple different caches of the same items.

D6 Roll: Treasure
1: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction for +2D3 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life onboard the ancient vessel. This grants the entire Deathwatch complement +2XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin with this +2XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

2: a cache of Scorpius Bolter/Stormbolter ammo. Roll D3 to determine how many boxes of this special ammo is located. Each box contains 20 rounds, once all such rounds have been expended there are no more to be had. Any marine may purchase these rounds for any pattern of Bolter, Stormbolter, Angelus Bolter, or Relic version thereof for Threshold 3 per bullet and Renown Cost 2 per bullet.

Therefore, a Standard Bolter Reload would be Threshold 24 and cost 16 Renown, whereas a Bolter Longmag would be Threshold 36 and cost 24 Renown. An Integral Mag would be Threshold 09 and cost 06 Renown. Likewise, a Standard Stormbolter Reload would be Threshold 54 and cost 36 Renown, whereas a Stormbolter Boxmag would be Threshold 108 and cost 72 Renown.

Scorpius Rounds/bullets have the following profile:
Strength +2, AP-2, Damage D3. Versus targets with the <Vehicle> keyword increase Damage to D6.

3: D3 Blackfire Grenades. These delicate nanotech impliments unleash a cloud of all-devouring nanoscopic machines that disintegrate all in their path. With luck the grenades will eat for only a short duration, elsewise the entire ship may be at risk of destruction.

100 / 14 / ** / Blackfire Grenade / Strength 10, AP -4. Whenever a model uses this grenade it makes D6 hit rolls following the normal rules for targeting presented for this Campaign. For every 6 that is rolled, either to hit or to Wound, when using this weapon, roll an additional D3 attacks that target the closest models, friend or foe, from the original target of this grenade. These additional attacks also potentially generate more attacks if they, too, roll more 6s. If these greandes generate any 6s, every Mission played after this one are subject to the rules for Mundane Events. If a model carrying 1 or more Blackfire Grenades rolls a 1 for an Armor Save, all such grenades detonate immediately, centered on the model carrying them.

**Grenades weigh little individually, but collectively their weight adds up. Any combination of types may be carried by a model. Equipping 1 or 2 grenades of any type costs 1 Capacity, 3 or 4 costs 2 Capacity, 5 or 6 cost 3 Capacity, and every additional grenade beyond 6 adds +1 Capacity.

4: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction for +D6+1 Esteem.

5: D3 ablative heat plating. This bulky mantle may be layered over existing armor and provides a 4+ Invulnerable Save against the first las, melta, flamer, lance, or plasma -type weapon Wound sustained by the model equipped with it. These may be traded to any Admech Faction for +D3+1 Esteem. Alternatively, players may hold on to them for use. If a marine decides to carry one of these Mantles, it weighs 02 Capacity, but it is destroyed after one use. Equipping this Mantle costs 1 Renown and has a Threshold of 5.

6: a xenotech weapon. The origin of this weapon must be from the pre-Imperium civilization this vessel was dispatched to destroy. This item may be traded to any Admech Faction for +D3 Esteem. Alternatively, players may hold on to this item and use it. If a marine decides to carry this item, it has the following profile:

50 / 25 / 02 / Disruptor (Xenotech Rifle) / 1|2-3|4 / 5* / Strength 3*, AP -*. Range 36". Damage 1*.

*Each time this weapon is fired after the first, increase its Strength by +1, its AP by -1, and its Damage by +1.
*Treat this item like a Tech Emplacement. When it reaches 0 magazine, its Power Level is Dead, but it can be refilled in the same way as a machine - Minuscule = 1 shot replenished, Low = 3 shots replenished, Full = 5 shots replenished, Overcharged = increase the weapon's first shot to Strength +2, AP-2, Damage D3, but if a 1 is rolled to hit, the bearer suffers a Mortal Wound.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/02/18 01:14:36


Post by: Warboss_Waaazag


I realize I have not posted in more than 2 months. Rest assured folks, I'm still working on this. It's just that work and sleep occupies so much of my time, I'm only able to spend about 10 minutes a day on this. Soon, I'll have an update. I have not forgotten you.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/03/13 23:23:50


Post by: Warboss_Waaazag


Main Missions: Running the Gauntlet

We descend into the nightmare now. Our boots tread hallways not accessed by the enlightened for millennia. There are no allies here, in the depths. Anything that moves is your enemy. Kill it with righteous indignation, for its very existence is an affront to the Divinity of the Emperor.


Mission 6b: Running the Gauntlet: Routine
Briefing

In service to Whom

This Mission is in service to the Deathwatch. Additionally, players may choose any one Faction with whom they have 1 or more Esteem and count this Mission as a Side Quest for them.



Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Your collection determines Adversaries used, but the author suggests hullghasts, gilliams, genestealers, genestealer cults, and/or dark mechanicum.


Battlefield
There are no succinct guidelines for terrain set up this Mission, except that there needs to be one or more exits from one of the two short board edges (doorways, open corridors, open rooms, etc.), The players set up their Deployment Zone on the opposite short board edge.

This Mission is subject to the rules for Mundane Events.


Technology on the Table
Starting with the GM, players alternate placing 6 Terminals at randomly determined Power Levels anywhere on the table at least 9" away from any other Terminal or Deployment zone.


Primary and Tertiary Objectives
Primary Objective(s):

Extract: the principle Objective in this Mission is to move all surviving models to the Extraction zone. The last model to reach the Extraction zone counts as having personally achieved this Objective.


Tertiary Objective(s):

Access a Terminal: the Terminals in this section have very limited information stored in them. Refer to the GM's section for details. Any player that accesses one or more of these Terminals counts as personally achieving this Objective.

Destroy all Opposition: on any Turn before Extraction that the players manage to eliminate all Adversarial models in visual range of any friendly models, they count as having achieved this Objective. This is an important distinction because GMs who hide models out of line of sight cannot claim that players haven't achieved this Objective. If no friendly (Deathwatch or ally) model can draw line of sight to the Adversary model, they do not count against achieving this Objective.


Extraction/Time
This Mission's extraction time works differently than other Missions. Like an Exploration Mission, roll 2D6 to determine the length of the Mission. Bear in mind that any abilities that affect dice rolls for Exploration Missions can also affect this Mission's timing. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
The Deathwatch player(s) take the First Turn.


Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.

Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: the GM begins play with 25 Allotment plus the bonus provided by the Doomclock. The GM should separate their total model count into 2 waves. The first wave Deploys to the table anywhere move than 18" from player Deployment zones. The second Wave enters play via any table edge at the beginning of the 3rd Turn.


Generic Forbidden Knowledge tidbits
For narrative purpose: The winding, confusing chambers of the lower hull aft are a warren of decaying chambers, fluctuating gravity, and lightless corridors home to the degenerated and forgotten. Every step invites collapse, every noise attracts the ravenous. Tread lightly, for this benighted place is the den of ruin.


Terminal Data for this Mission
The Terminals in this location contain only generic manifest information. Accessing one successfully allows players, in any subsequent Mission, to either add or remove 1 Volatile Fuel or Concentrated Gas Barrel any place on the table when they would normally be revealed or placed - typically at the beginning of the Mission, after terrain is set up, but before Deployment. For each successfully accessed Terminal, players may add or remove 1 more barrel.






[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/07/23 16:46:48


Post by: Warboss_Waaazag


Main Missions: Battle for the Arcanite Vaults
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 or more squads progression, the other squad(s) may participate in this Mission from their own Deployment zones.

We are in the Heart of it now, Brothers. The Machines of Old stand sentinel over us and he who controls these automatons gains advantage over their enemies in this fight. Move with haste to the control consoles, override or destroy the couplings, and bring these battle automata into our divine fold. Do it swiftly or our enemies will steal them from us. We are at the very brink; we cannot afford to fail now.


Mission 7: Battle for the Arcanite Vaults: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. Additionally, this Mission counts as a Side Quest for any one of the following Factions (players' choice; note that each participating Squad may pick a different Faction): Catalogists, Grand, Replicanticle, Magnites, or Arcanite Guard.


Deployment and Extraction
- see Player Prep section below -

Known Adversaries
Your collection determines Adversaries used, but the author suggests genestealer cults and/or dark mechanicum. For the Automata (see below), the GM recommends servitors, arcoflagellants, necroflagellants or battle robots from Blackstone Fortress, or any of the various Battle Automata available through Forgeworld.


Battlefield
Terrain should be set up as a series of 4 large chambers interconnected with hallways. Each chamber should have 4 points of egress represented as Doors that start the game Fortified and Sealed. Each chamber also contains 4 alcoves - 1 in each corner. Before Deployment, roll a D6 for each alcove. On a 1, the alcove is empty. On a 2-5, the alcove contains an automata of some kind, locked in place. On a 6, the alcove is unlocked and the automata is activated, beginning the game under the control of the GM (these Automata do not count against the GM's starting Allotment). Unless modified to acknowledge one Faction or another as allies, all activated automata treat the closest non-automata model as an enemy model, prioritizing ranged or melee combat against that target depending on how the automata is armed.


Technology on the Table
Next to or in front of each alcove, whether it contains an automata model or not, is a Keypad. At the center of each chamber is a Generator. Before the game begins, randomly determine the Power Level of each Generator. Once that is determined, use that information to randomly determine the Power Levels of each Keypad in each chamber. Any model (Deathwatch or Adversary) can access a Keypad to Activate or Unlock an Automata, but it requires a Tech Skill test to Designate Friend/Foe for an automata in its given alcove.

If you are playing this Mission with 2 or more Squads, the GM may place a single Terminal anywhere up to 12" from the center of the table. This Terminal begins the game at Miniscule Power, but can be used to Activate, Deactivate, Unlock, or Designate Friend/Foe up to 2D3 Automata at a time.


Primary and Tertiary Objectives
Primary Objective(s):
Slaughter the Enemy: in addition to fighting potentially Adversary-controlled Automata, the Deathwatch will also have to contend with the Adversaries themselves. More important than activating the battle servitors, the Astartes must slaughter their enemies. Let none survive. When the last Adversary model is removed from the table top as a casualty, this Objective is complete. Enemy-activated Automata count towards this. It isn't enough to simply redesignate them; they must be destroyed because they cannot be trusted.


Activate One or More Automata: any Automata activated, whether accurately programmed to designate friend and foe or not, earns the Activating model +1XP, in addition to any other bonuses for completing this Objective. Each Automata activated to serve the Deathwatch counts as a separate instance of completing this Objective.


Tertiary Objective(s):
Survive the Encounter: perhaps most important of all, at least 1 Marine model must survive this Mission. At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Preserve the Automata: as long as 1 Automata survives the game with at least 1 Wound remaining, this Objective can be considered complete.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

- Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies. If he chooses Defensible Position, then this Mission is changed from Routine to Linked with Mission 8a.

Characters Gear Up: characters spend Renown and Esteem to purchase extra equipment and gear they think will be helpful this (and potentially next) Mission.
Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


GM's Section:
Spoiler:

Allotment: the GM begins play with 30 Allotment plus the bonus provided by the Doomclock. These Adversaries may be set up anywhere on the battlefield at least 9" from any Automata and 9" away from the Deathwatch deployment zone(s). Any models may be held in Reserve. Reserves may enter play from any table edge, at least 9" from any Deathwatch model, on any Turn after the first.


Generic Forbidden Knowledge tidbits
For narrative purpose: Though the ceilings of these vaults tower overhead, the tiny rooms they cap are the very definition of claustrophobia. Armored behemoths, entombed for an Age in stassis, leer over foe and ally alike, their robotic eyes hungry for bloodshed and carnage. We must hurry to gather these Relics to our arsenal lest they be used against us in this crucial hour.


The Automata
Any Automata activated and controlled by the Player(s) at the end of this Mission may either be Turned over to any Admech Faction or kept as a Deathwatch Relic. Each Automata turned over to a Faction earns +36 Esteem with that Faction. Any Automata kept by the Deathwatch becomes a Relic Cohort with a Threshold of 150 and a Cost of 80.








[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/08/01 22:30:41


Post by: Warboss_Waaazag


Main Missions: The Ritual at the Door
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, this Mission takes place at the same time narratively as Assault the Control Room.


This is it, Brothers, our very last push. All that stands between us and final victory is that Door. Focus all your Fury upon it. Vistory is within our grasp!


Mission 8a: The Ritual at the Door: Linked (with Shut It Down!)
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch.


Deployment and Extraction
- see Player Prep section below -


Known Adversaries
Your collection determines Adversaries used, but the author suggests Admech Infantry, Tzeentch Daemons, a Chaos Marine or 2, Mechanicum Taghmata from Forgeworld, Tzaangors, Chaos Cultists, and/or Rogue Psykers & Negavolt cultists from Blackstone Fortress.


Battlefield
On the short board edge opposite the Deathwatch's deployment edge should be a wall with a vast, closed door. Within 3" of this should be a summoning gate of some sort (Realmgates and Noctilith Crowns work best for this). Within 12" of this gate should only be scatter terrain. The remainder of the table (leading from the Deathwatch deployment area) should be a series of twisting corridors and rooms. In other words, roughly 1/3 of the table should be virtually open space and the rest should be a jumble of terrain. *Alternatively, the board may be set up as only the twisting corridors and rooms with the open area only being revealed once a marine is able to draw line of sight to it.

The GM then places up to 4 Entry Points along either of the long board edges. The player(s) must then place an additional 2 Entry Points anywhere on the table. If Player(s) opt to place these within 18" of their own Deployment zone(s) and at least 16" from any board edge, the entire Killteam earns +1 Renown and +1XP for this Mission.

So long as an enemy psyker remains within 1" of the Gate and is not currently engaged in hand to hand combat, they may attempt to summon 3D6 Allotment worth of Tzaangors, Tzeentch daemons, Chaos Marines or Cultists, by passing a Power 5 psychic test. These reinforcements deploy directly from the Gate.


Technology on the Table
Next to the big door is a single Keypad. Its Power Level is Low. Its only function is to unlock the door to the Warp Core.


Primary and Tertiary Objectives
Primary Objective(s):
Open that Door: treat the Door on the far side of the board as a Fortified Bulkhead Door with 5 Wounds. Alternatively, a model that successfully interacts with the Keypad, can first unlock and subsequently open this door. Opening or destroying this door ends the Mission.


Destroy the Gate: the Gate is an immobile object with 18 Wounds, and a Toughness of 9. It cannot attack and attacks against it in close combat automatically hit. It has an armor save of 3+ and a daemonic invulnerable save of 5+. The Gate remains functional until its last Wound is removed.


Tertiary Objective(s):
Survive the Encounter: perhaps most important of all, at least 1 Marine model must survive this Mission. At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Slaughter the Heretics: if every Adversary model is removed as a casualty before the Door is opened, this Objective can be considered complete


Extraction/Time*
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.

*Also see the Mission Consequences section below.

First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

- Extraction Options: the only option available for this Mission's Leader is Defensible Position, as it is Linked with Mission 9.

Characters Gear Up: characters spend Renown and Esteem to purchase extra equipment and gear they think will be helpful this and next Mission. *GMs, be sure to remind your players that they'll need to arm themselves with enough ammo to to last them 2 Missions.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

Mission Consequences
The longer this Mission takes, the less time Player(s) have to complete the next Mission. This Mission "officially" ends when the door to the Warp Core is opened. If the gate hasn't been destroyed by this time, it provides daemonic reinforcements to the Adversaries in Mission 9.

For every Turn beyond the 4th that this Mission goes on, Mission 9's Countdown is reduced by 1.

If the Gate hasn't been closed by the end of this Mission, it provides an increasing multiple of 9 Allotment every turn during Mission 9 that can only be spent on Tzaangors, Chaos Cultists, Chaos Marines, or Tzeentch Daemons.

On Turn 1, the Gate provides 9 Allotment. On Turn 2, this number becomes 18. On Turn 3 it's 27. And so forth.



GM's Section:
Spoiler:

Allotment: the GM begins play with 1 Boss Monster and 3 Minibosses, and an Allotment of 36 plus the bonus provided by the Doomclock. At least one of the Bosses must be a Psyker. The Boss Monster and Minibosses must be set up within 6" of the Gate. Remaining Allotment models can either be deployed within 1" of an Entry Point or be held in Reserve, entering play from any Entry Point on any Turn after the 1st.


Generic Forbidden Knowledge tidbits
For narrative purpose: The very air of these chambers is tainted by the warp energies spilling from beyond that door. The deck plating undulates, the walls breath, and the recycled air burns with unholy fire.











[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/08/02 20:16:30


Post by: Warboss_Waaazag


Main Missions: Assault the Control Room

This is our final assault, Brothers. We assail the very doors to damnation. Let us pry these bulkheads apart with our bare hands if we must. Break through, seize control, and eradicate all those who would stand in our path to thwart us. Let us gain entry to the Control Chamber and wrench the doors to the Warp Core wide for our Brothers below. Let us end this mockery; let us be Victorious!


Mission 8b: Assault the Control Room: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. Additionally, this Mission counts as a Side Quest for any Admech Faction except Magnites and Transcendancers.


Deployment and Extraction
- see Player Prep section below -


Known Adversaries
Your collection determines Adversaries used, but the author recommends dark Mechanicum/admech and/or Tzeentch daemons and/or chaos space marines.


Battlefield
Measure 16" from two short board edges. The GM places a single room, at least 6" by 4", or larger if there is terrain big enough, wholly within one of these 16" areas. The Deathwatch deploy in the opposite area. All other terrain ought to be a series of rooms and passages roughly symetrical along a central axis that runs the length of the board.

The Control Room should have 2 or 3 entrances, 1 of which should face towards the Deathwatch Deployment Zone. Each is a Fortified Bulkhead door.

The GM may place up to 2D3 Closed Bulkhead doors anywhere on the table.

Finally, the Player(s) and the GM then take turns placing 2D6 Entry points anywhere on the table. Each of these must be placed at least 6" away from any other Entry Point. If there isn't enough room to place all of them, each extra, unplaced Entry Point adds +3 to the GM's starting Allotment.


Technology on the Table
The GM may place up 4 twin-linked Heavy Bolter turrets anywhere outside the Deathwatch deployment area. These turrets treat all GM/Adversary models as friends and all Dearhwatch models as foes.

Inside the Control Room there should be a Terminal, placed anywhere in that terrain feature the GM wishes. Randomly determine the Power Level of this Terminal based on a full Power Generator.

The GM then places 2 Full Power Generators anywhere within his Deployment zone. Destroying either of these Generators shuts down 2 Turrets emplaced by the GM at the start of the Mission. The player picks 1 and the GM picks the other of these turrets.

Primary and Tertiary Objectives
Primary Objective(s):
Gain Access to the Control Room: by hook or by crook, at least 1 model must breach a door that accesses the Control Room.


Destroy or Hack the Primary Terminal: successful interaction with the Terminal in the Control Room counts as Hacking. Otherwise, the Terminal has T3, no armor save, and 2 Wounds. Or, alternatively, a model equipped with the Catalogue Tome can disassemble the Terminal for parts.


Kill the Commander: there is a multi-wound model stationed in the Control Room as dictated by the GM's Allotment. This is the target of this Objective.

This Mission ends when all 3 of these Objectives are completed.


Tertiary Objective(s):
Destroy the Generators: each Generator counts as a Reinforced Terrain Feature. Bothe Generators must be destroyed in order to achieve this Objective.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

- Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies. If he chooses Defensible Position, then this Mission is changed from Routine to Linked with Mission 9.

Characters Gear Up: characters spend Renown and Esteem to purchase extra equipment and gear they think will be helpful this (and potentially next) Mission.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


GM's Section:
Spoiler:

Allotment: the GM begins play with 45 Allotment plus any bonus accrued by the Doomclock. The GM must use a portion of this Allotment to purchase either a Miniboss or Boss Monster that can fit in the Control Room. As long as this Boss model stays within 1" of the Terminal that is also in that room, the GM may nominate any Entry Point on the table at the start of each of their Turns and roll 3D6. Whatever the total becomes additional Allotment models that must deploy from that nominated Entry Point.

The remainder of the GM's starting Allotment may be Deployed anywhere in the 16" zone the Control Room is also in. Models that do not fit, or that the GM wishes to hold on to, may be placed into Reserve, deploying from any Entry Point at least 9" away from any Deathwatch models, at the start of any Turn after the 1st.


Generic Forbidden Knowledge tidbits
For narrative purpose: This ancient chamber is well-maintained; its brass fittings polished to a shine that denies its ancient manufacture. But the stink of chaos is here, too, and the whimsy of the machines, bright colors on the walls, and the high chitter of insects crawling through the wires denies the function of its purpose. When we are done slaughtering our enemies, we will put this very chamber to the torch as well.


Mission Consequence
If the player(s) manage to gain control of the Terminal, they may deploy 2 twin linked heavy bolters that recognize the Deathwatch as Friend and the Adversaries as foe at the start of Mission 9. If they destroy or salvage it, instead all Doors in Mission 9 count as Compromised.









[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/11/17 16:05:20


Post by: Warboss_Waaazag


I edited how Dragonfire and Hellfire bolter bullets work, mostly for clarity and to keep up with the current ruleset.


Modified Esteem gains and loses to be a little less harsh. Also finally wrote the "Individual marine earning Esteem" example.


Just realized and amended that there's no specific Deployment Option for Linked Missions. Added Just Down the Hall Deployment Option.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/11/17 18:29:31


Post by: Warboss_Waaazag


Main Missions: Shut it Down!
If you are playing with 1 squad progression, this Mission stands alone, linked from Mission 8a. If you are playing with 2 or more squads progression, and the Mission Leader chose the Defensible Position Extraction option for Mission 8b, then the other squad(s) may participate in this Mission from their own Deployment zones.

This moment determines our fates now, Brothers. We will either triumph over chaos or be consumed by it. There is no compromise, no half-measures. Let us sing the litanies of victory and crush our enemies beneath our boots once and for all. Advance with me and let us see this endeavor to its end.


Mission 9: Shut it Down!: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Cycle of Night Faction or, if it fails*, as a Side Quest for the Transcendencers Faction.

Deployment and Extraction
- see Player Prep section below -

Known Adversaries
Your collection determines Adversaries used, but the author suggests chaos cultists, tzaangors, chaos marines, dark mechanicum, admech infantry, forgeworld automata, and tzeentch daemons.


Battlefield
Set up terrain so that a large central chamber dominates the table. At its center is an object roughly 2-6" in diameter (literally anything you think looks like a good representation of a Warp Drive's Core). The GM designates one short board edge as the player(s)' deployment edge. Along the remaining three board edges should be placed 3-5 small chambers. Roll a D6 for the entrance to each room. On a 1, the entrance is blocked by a Locked, Normal Bulkhead Door, on a 6 the entrance is not blocked but has an Open Normal Door in it. On any other roll, the entrance is blocked by a Closed Compromised Door. All the doors are considered to be at Miniscule Power.

The rest of the board can be any number of rooms and corridors, but should have at least one corridor on every board edge that leads off the table. Players and GM then take it in turns to place up to 3 Entry Points each, anywhere on the table. Any Entry Point not placed adds +D6 to the GM's starting Allotment.


Technology on the Table
Each of the rooms on the 3 edges of the table contains a Terminal with fluctuating Power Levels: roll to randomly determine the Terminal's Power when it is interacted with. There is also a Full Power Keypad on the far side of the terrain peice representing the Warp Core.


Primary and Tertiary Objectives
Primary Objective(s):
Shut Down the Warp Core: There is a specific sequence that must be employed to shut this thing down. Just 3 of the Terminals from the 9-15 on the table must be interacted with before a model in base contact with the Keypad can punch in the Power Down Command. However, it is unknown which 3 Terminals these are. Any time a friendly model moves into base to base contact with a Terminal, roll a D6. On a 5+, they've discovered one of the correct Terminals. Successful interaction with this Terminal yields 1/3 of the Command Code. Once 3 Terminals have yielded this information (mark each Terminal with and without the right info), any allied model in Cohesion Range of one of the Space Marines on the table can key the code. Shut down occurs at the end of the Turn on which it was keyed.

Important caveat: The Mission only ends when one of two things happen. Either the Warp Core finishes its Countdown before the Marines can shut it down or the Marines shut the Warpcore down before it finishes its Countdown and Extract. In either case, when one of the above criteria is triggered, the game ends.


Tertiary Objective(s):
Survive the Mission: At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Extract: this can only be achieved if the Warp Core has already been shut down. Extracting without shutting down the Warp Core indicates a Mission failure.

Extraction/Time
This game is Special in that it lasts only a limited number of Turns. The player(s) must keep track of the Turn Countdown. This begins at 9 Turns. This is all the time player(s) have to complete the Warp Core Shutdown. If they run out of time, the Mission ends in failure. Note also, that if player(s) went overtime on Mission 8a, that will affect how much time is already deducted from the Countdown. If the previous game took 6 Turns to complete, this Mission's Countdown begins at 7.


First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: since this is a Linked Mission, players are limited to the Just Down the Hall Deployment.

If you are using multiple squads and you have models Linking in from Mission 8b, roll a D6 to determine which board edge those marines will Deploy from. On a 1 or 2, it is the edge to the left of the other squad's edge. On a 3 or 4, it is the edge to the right of the other squad's edge. On a 5 or 6, it is the edge opposite the other squad's edge. These models Deploy at the end of Turn 2, using the Just Down the Hall deployment option.

- Extraction Options: if the players manage to Shut the Warp Core down before the Countdown expires/and players want to play this to the bitter end, the GM may designate a 6"x6" area in front of the Keypad. Once all surviving models move into this area the game ends.

Characters Gear Up: players forego this step as it is a linked Mission with the previous. There is no opportunity to rearm between the two.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


*Yes, this implies that there's potentially more game and wackier Missions to be played if this Mission fails and the whole system, including the Deathwatch, gets sucked into the warp.

GM's Section:
Spoiler:

Allotment: the GM begins play with 40 Allotment plus the bonus provided by the Doomclock, plus any other bonuses accrued. These Adversaries may be set up anywhere on the battlefield at least 9" from any board edge and at least 9" from any Marine Deployment zone. Any Allotment not spent and placed on Turn 1, may be held in Reserve, deploying 3" away from any Entry Point at the start of any Turn after tge 1st


Generic Forbidden Knowledge tidbits
For narrative purpose: Pulsing color and nightmare visions dominate this room, raw chaos spilling forth from the damaged warp core. Horrors spill forth to engage the Marines. It is likely that this chamber was once the most ornately and arcanely decorated on the Battleship, but has long since fallen into decay, corruption, and ruin.


GM's final notes: hah, "final", that's funny. This is the official last Mission of the campaign, but there will be more to come, including all the Side Missions, all the arrivals of other vessels and the complications they cause, additional options for Adversaries and Allotment, and probably a few more complete campaigns. Stay tuned.



*If you have been playing this campaign or some version of it, I would love to hear your feedback. Please do not hesitate to comment.




[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/11/23 07:06:27


Post by: Warboss_Waaazag


Side Quest Strings

As these are all Side Quests, they have no direct bearing on whether or not your Marines will "win" this campaign. The entire campaign can be completed without ever playing a single one of these Missions. But, they are also fun and can add benefits to your group in the short and long term. For one they are a great way for Player(s) to accumulate XP and Renown. They add time onto the DoomClock, making later Missions more challenging and help to create a sense of urgency when the time player(s) take to complete these Missions eats away at the hard limit set by the final Main Narrative Mission.

Some of these Mission Strings don't have to be completed in order, but some may have a narrative placement requirement (like, play this any time before Main Mission 6a or it becomes unavailable to complete). Other Strings might have a similar chronology or tandem chronology to the Main Missions. The Strings mean that all the Missions listed under that Title are related in some way and completing all, or a portion of them all, will grant Deathwatch forces certain bonuses. Sometimes this means access to new wargear options, sometimes this means new abilities or free Talents, sometimes this "unlocks" special enemy types, and sometimes this means Treasures and other upgrades.


Hidden Side Quests : HQ
These are all the Missions that are unlockable by interacting with Terminals throughout the Main Narrative Missions. Players may or may not encounter all of these, depending on how thorough or lucky they are. Completing any 2 of these Missions grants those Marines the Student of Dark Architecture Talent. Completing 5 or more of these Missions grants the Marines from those Missions the Dark Architectural Knowledge Talent. Completing 11 of these Missions grants the Marines from those Missions the Lorekeeper of Dark Architecture Talent.

Mission HQa: Into the Belly of Beasts (E)*
MIssion HQb: Bridge the Gap (R)
Mission HQc: Black Box Retrieval Alpha (E)
Mission HQd: Stabilize the Reactor (E)
Mission HQe: The Hidden Vault (E)
Mission HQf: Unlocking the Engine Room (E)
Mission HQg: Heart of the Maze (E)
Mission HQh: Uncertain Cargo (E)
Mission HQi: That Most Secret (R)
Mission HQj1: Plundering the Dead (E)
Mission HQj2: Knowledge is Power (E)
Mission HQk1: Dancing the Wreckage (E)
Mission HQk2: Buying Time (E)


Student of Dark Architecture*: this Talent counts as a Tier 2 Shooting Talent. It grants a single re-roll for an Advance move every Mission. In addition, if this model neither Advances nor Moves in the Same Turn it takes its first shot in its first Shooting Phase, it may reduce its target's cover save by -1. At the end of every Mission roll a D6; on the roll of a 1 models with this Talent gain an additional +1 Corruption.

Dark Architectural Knowledge*: this Talent counts as a Tier 3 Shooting Talent. It grants an additional re-roll for an Advance move every Mission. In addition, if this model neither Advances nor Moves in the Same Turn it takes two or more Shooting Phases, it may reduce its target's cover save by -1 in its Second and Third Shooting Phases. At the end of every Mission roll a D6; on the roll of a 1 models with this Talent gain an additional +1 Corruption.


Lorekeeper of Dark Architecture*: this Talent counts as a Tier 4 Elite Talent. It grants an additional re-roll for an Advance move every Mission. In addition, this model reduces its target's Armor Saves by -1 in its first Turn of Shooting.

*These Talents' effects stack.
*This Mission has already been detailed.


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/11/24 19:17:17


Post by: Warboss_Waaazag


HQc Mission: Black Box Retrieval Alpha: Exploration
Briefing

In service to Whom

This Mission primarily serves the interests of the Admech Factions Lord's Own Code, Replicanticle, Transcendencers, and Catalogists. It can also obviously be considered a Side Quest for the Deathwatch. Player(s) should pick one Faction to turn the Primary Objective over to.

Primary and Tertiary Objectives
Primary Objective(s):
Retrieve the Cogitator Black Box: The principle goal of this Mission is to locate and extricate the primary logic node of the Prow cogitator bank. To do so, a Marine with the Tech Skill must be assigned to this Side Quest. No Skill roll is needed, per se, but a successful Tech Skill roll reduces the overall time this Mission takes by -D3 hours.


Tertiary Objective(s):
Retrieve Anything Else Useful You Might Find: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 4+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Extraction/Time
Finding the Cogitator Bank is relatively easy, given that if you've unlocked this Mission, it came with a clear location of the place on a comprehensive map. The real time consumption of the Mission is extracting the Black Box intact and useful. If no Marine with the Tech Skill was assigned to this Mission, add +2D6 hours to its duration. Otherwise, this Mission takes 2D3+1 Hours to complete (this includes both insertion and extraction time). If a character with the Tech Skill makes a Successful roll, reduce the total Mission time by D3 hours (to a minimum of 1).

For clarity:
Tech Skill capable model not present on Mission? Time = 2D6+2D3+1 (5 to 19 hours)
Tech Skill capable model is present on Mission? Time = 2D3+1 (3 to 7 hours)
Tech Skill capable model is present on Mission and makes a successful Skill roll? Time = (2D3+1)-D3 (minimum 1) (1 to 6 hours)


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


GM Section:
Spoiler:

Forbidden Knowledge
The interior of the Prow is a twisted ruin of battered corridors, old void-scarred breaches, and spent shell casings from a hundred half-melted turret guns. Swimming through the zero-g carnage takes perseverance and determination - of which the Deathwatch has plenty. The Bank room itself is a tiny armored cage crammed into the heart of a convoluted system of ammo-feeds, mechanical turret rings, and crisscrossing gangways for crew and discharge. The ancient and corroded corpse of an Admech servant remains hardwired into the primary core, its bones bent and spurred like thorn bushes. It is this dead sentinel that pinpoints the Objective.

Treasures
Have the players roll a D6 for each Marine assigned to this Mission at the End. On the roll of a 4+, apply the result from the table below.

4: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

5: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

6: a cache of irradiated shotgun shells (from the corpses of boarding-repulser teams). These shells can be combined with an Astartes Shotgun and have the following profile. Enough Shells are found that they can be added to the available wargear list.

Threshold / Cost / Capacity / Item / Special Rules

05 / 01* / 01* / Irradiated Shell / Models equipped with these shells gain the Irradiated Trait. Sapping, Shocking

*Shotgun Shells weigh little individually. This Capacity is for every 24 Shotgun Shells carried by the model in excess of what's loaded into their weapon.
*This Cost is per individual bullet.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/11/30 23:16:08


Post by: Warboss_Waaazag


I added the Tier 3 Melee Talent Haymaker and modified the Agile Fighter Talent to reflect that it's also Tier 3.

Modified and added to the Craftsman's Blessing series of Talents on the Tech Tree.

Added Arsonist to the Shooting Tree.

Tweaked and edited a lot of the weapons to try to make everything fit both in tune with my own rules (so that means I changed the colors of certain words to make them stand out from the rest of the text) and the current version of the 40k rules. (meaning I clarified how flamey weapons work and added some clarifications for flame weapons).



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/12/01 08:37:28


Post by: Warboss_Waaazag


Side Missions: Bridge the Gap
This Mission can either be taken on by the main squad (single squad progression), the "B team" squad (two squad progression), or an alternate other team (in case you have a lot of players and/or lots of squads)

We have discovered a location of interest - an energy signature and a distinct life sign suggesting an Astartes in Stassis. Dispatch a team, the area is forward of the prow's hull breach and may take some effort to locate. Be wary, time is short, so keep your investigation brief.


HQb: Bridge the Gap: Routine
Briefing

In service to Whom

As per typical, this Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Arcanite Guard or the Catalogists Faction.

Deployment and Extraction
- see Player Prep section below -

Known Adversaries
Your collection determines Adversaries used, but the author suggests hull ghasts, gilliams, genestealer cultists, and/or genestealers.


Battlefield
Set up terrain so that a trench, 8" wide, cuts the board in half. If you have a scatter die you can use it to determine where on the edge of the board this trench begins and in what direction it follows. This way the trench need not be straight across the middle line of the table.. If you lack the terrain to make an actual, physical trench you can instead lay a ruler or similar length of material along the "trench" line and not set up any terrain within 4" either side of that line. This trench counts as impassable terrain. Character models may attempt to Leap the gap, but if they fail, they are subject to the Falling rules to a depth of 3D6" (GMs, if any Marine deployed has any gear, trait, or Talent that augments their visual range, secretly roll to determine the depth and, if the depth is equal to or less than the Marine model's augmented visual range, tell that model's controlling player the depth when the model moves to within 3" of the edge of the trench).

All other terrain may be arranged in a mutually pleasing manner, bearing in mind that it represents the cramped confines of a dilapidated battleship.

On the far side of the trench, at least 12" from the board edge opposite the player(s) deployment zone, the GM should place a table, coffin, escape pod or similarly shaped object (more on this detail in the GM's section).

The player(s) roll a D6 to determine the number of Entry Points and take it in turns with the GM to place these, anywhere on the board, at least 6" from any table edge or other Entry Point, except inside the Trench.

The GM then places up to two 9" lengths of debris (like ladders, metal planking, pipework, etc.) within 2" of the player(s)'s side of the Trench. These count as Capacity 04 objects that can dragged to the Trench and laid across it if a Model does not Advance, Shoot, or engage in Close Combat in a Turn. Any model moving across this "bridge" must roll a Toughness test or become subject to the Falling rules as described earlier.

Finally, the players may set up 2D3 Volatile Fuel Barrels anywhere on the table at least 6" away from any Entry Point.



Technology on the Table
Next to the table/coffin/escape pod marker there is a single keypad. Randomly determine its Power Level. Successful interaction with this Keypad unlocks the Stassis Coffin.


Primary and Tertiary Objectives
Primary Objective(s):
Bridge the Gap: any Marine that successfully crosses the Trench counts as achieving this Objective.

Discover the Nature of the Coffin: successful interaction with the Keypad reveals this Objective. See GM's section below for more information on this.

Extract: when the last Marine enters the Extraction Zone, this Mission ends. The last Marine out counts as having personally achieved this Objective.

Tertiary Objective(s):
Survive the Mission: At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Keep it Brief: if the Mission lasts 5 or fewer Turns, this Objective can be considered complete.

Retrieve the Pod: because bringing it with you will take less time than to try to figure out what to do right then and there. The pod must be dragged or carried to the Extraction point. One or two marines may shoulder this burden. The pod has a Capacity weight of 08. If two marines carry it, they each must carry 04 Capacity and remain in base to base contact with each other. If the Player wants, they may have one or more of their Marines drop the pod in place, where it will stay until another Marine retrieves it or the Mission ends, whichever comes first. While carrying the pod, a marine must pass a Strength test or suffer a -2 to their Ballistic Skill (turning their 3+ into a 5+). Any marine model that carries the pod for any distance earns +1 Renown at the end of the Mission. The models that carry the pod into the Extraction zone earn an additional +1 Renown during the Debriefing phase of the Mission's end.

The Keypad must be interacted with successfully in order to retrieve the Pod safely. Alternatively, a model may spend D3 Turns crudely tearing the pod from its housing before being able to move it.


Extraction/Time
If the Mission lasts 5 or fewer Turns it lasts 1 hour. If it lasts 6 or more Turns it takes 2 hours.


First Turn
The Mission Leader and the GM roll off to determine who takes the first Turn.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose any Insertion method except Teleportarium or Interceptor Shuttle.

- Extraction Options: the Mission Leader may choose any Extraction method except Teleportarium.

Characters Gear Up: players spend Renown on gear and weapons they believe will aid them in their upcoming Mission.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

[/i]After-game debrief[/i]
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


GM's Section:
Spoiler:

Allotment: the GM begins play with 20 Allotment plus the bonus provided by the Doomclock, plus any other bonuses accrued. The GM deploys their models first, deploying as much or as little of their forces as they like anywhere on the far side of the Trench or within 3" of any Entry Point. Any models not deployed are held in Reserve and can deploy from any Entry Point on any turn after the first.


Generic Forbidden Knowledge tidbits
For narrative purpose: Everything here is damaged - burned by the passage of an ancient plasma shell from one side of the ship through to the other. Bulkheads, inches thick, are twisted and melted like wilted sheets of cheese. No surface, no machine is untouched, save a single chamber on the far side of the devastating rent in the hull. Incongruously, impossibly untouched, the chamber's walls have been incinerated away, leaving the interior - and the stassis pod therein - utterly untouched.

This Mission becomes subject to the rules for Mundane Events as soon as the first Marine model crosses the Trench.

The Stassis Pod
"So what's inside the pod?" you ask. It's an ancient Thousand Sons "lieutenant" of sorts. A sorcerer who evaded the Flesh Change or defeated its spread by replacing his mutations with arcane cybernetics. Trapped in the time-isolating stassis capsule, this Marine avoided both the Council of Nikea and the Rubric of Ahriman, remaining a mid-level psyker for 11 thousand years that to him, have not passed.

Players have two options if they retrieve the pod. The first is to simply trade it to the Magnites or Catalogists for 2D3x10 Esteem. The second is to open the pod and add a strange new "black shield" to the squad. If player(s) opt for the Black Shield, the player whose model has the least Renown controls this model. Use the following profile and rules for this model.

"Y'azidrind Thrallseer"
M 6" WS 3+ BS 3+ S 4 T 4 W * A 1 Ld 8 Sv 4+
Specialist Gear: Phobos Pattern Bolter, 2 Drum bolter reloads, Astartes Khopesh, Bolt Pistol, 4 bolt pistol reloads, 2 Frag Grenades, 2 Krak Grenades, Crusade Plate, Rune of Mastery
Specialist Skills: Psychic Sense 1, Command 1, Psychic Power: Smite, Psychic Power: Veil of Time, Psychic Power: Gaze of Fate (see Codex: Thousand Sons)
Renown: 10
Command Points (if using): +1
Bonus: Psyker Supreme (any Specialty may take Psychic Powers, not just Librarians and, if the model also has the Cohesion3 Talent or better, may cast 2 Psychic Powers per Turn instead of one); begins play with 5 Corruption
Talents: Cohesion0, Cyborg, Warp Token
Skill and Talent Trees: Y'azidrind gains a discount on Morale and Miscellaneous Talents equal to their Tier. He may purchase additional Ratings for his Command and Psychic Sense Skills for 10XP per Rating, and may purchase Ratings in any other Skill for 20XP per Rating

*If your group is using whole squads per player, Y'azidrind begins play with 3 Wounds. If your group uses 1 Marine per participant, Y'azidrind is a great way to introduce a casual to the campaign or to give a player who seems to always get the short end of the stick a real morale boost. In this case Y'azidrind begins play with 5 Wounds.
Rune of Mastery (may ignore the first Perils of the Warp per Mission)

Threshold / Cost / Armor Save|Invulnerable Save / Item / Special Rules
50 / 15 / 4+|- / Crusade Plate / Reduce any Wounds inflicted by Events by 1 (to a minimum of 0).

Threshold / Cost / Capacity / Item / Description
25 / 08 / 02 / Astartes Khopesh / Strength +2. AP -. Damage 1. An Astartes Khopesh may be used two-handed. A model may sacrifice 1 of its Attacks to improve this weapon's AP to -1. A model equipped with an Astartes Khopesh cannot fire their pistol if they are engaged in Close Combat.

Threshold / Cost / Capacity / Item / Magazine / Description
25 / 02 / 01 / Bolter Drum Mag / 36 / -

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules
10 / 03 / 02 / Phobos Pattern Bolter (Relic Bolter) / 1|2-4/- / 36* / When fired in Burst Mode, add +6" to this weapon's range.

*This only applies to Y'azidrind's own Phobos Bolter.








[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/12/02 21:29:06


Post by: Warboss_Waaazag


HQd Mission: Stabilize the Reactor: Exploration/Special
Briefing


For the purposes of this Mission, references to Reactors and Generators mean the same thing. These words are interchangeable in this Mission.

In service to Whom
This Mission primarily serves the interests of the Admech Factions Lord's Own Code, Reparists, Cycle of Night, and the Grand. It can also obviously be considered a Side Quest for the Deathwatch. Player(s) gain and lose Esteem for all of the Admech Factions listed, but should chose the order by which they calculate those gains and loses. The Faction they give first priority earns them +3 Esteem per Marine who went on this Mission, The Faction they give second priority earns them +2 Esteem per Marine who went on this Mission, And the Faction they give third priority earns them +1 Esteem per Marine who went on this Mission,

Primary and Tertiary Objectives
Primary Objective(s):
Repair a Series of Intermediate Reactors: The principle goal of this Mission is to locate and repair a series of ancient, dormant generators that will send power to the main reactor and help stabilize the Warp Core. Player(s) must determine how much time they are willing to risk to accomplish this Mission. See Extraction below for details on how to end this Mission. Marines assigned to this Mission gain a cumulative +1XP and +1 Renown for each Reactor they repair (+1 for the first, +2 for the second, +3 for the third, etc.)

Tertiary Objective(s):
Retrieve Anything Else Useful You Might Find: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 4+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Extraction/Time
This Mission works a little differently than a normal Exploration Mission. There's a total of 9 Reactors and the player(s) who go on this Mission must repair them 1 at a time. For each, in turn, roll a D6. This is the number of hours finding and repairing the Reactor takes. For each Marine with the Tech Skill assigned to this Mission reduce the D6 time by -1 (to a minimum of 1) for each repair job. However, if the D6 roll results in a 1, set up a 4'x4' table of terrain with a Generator at the center (this represents the Reactor). Deploy the Deathwatch within 6" of this Generator. The GM gets 3D6 Allotment (plus bonuses from the DoomClock) and must deploy all Adversaries within 6" of any board edge. The game lasts until all enemies are defeated (run off the board or reduced to 0 Wounds). If this skirmish lasts 5 or fewer turns that's 1 hour. If it goes on for 6 or more Turns that's 2 hours. This time cannot be modified by Marines with the Tech Skill. However, models with the Stealth Skill assigned to this Mission may expend 1 of their Ratings in that Skill to bypass this encounter completely (don't play out the skirmish and repairing this Generator takes just 1 hour).

Player(s) must decide how much time they are willing to risk. After each repair job they may attempt another or retire their Mission and Extract. Once player(s) give up on this Mission it cannot be returned to (time and resource commitment loses priority). If playing this Mission with either Squad 1 or 2, add this time to the total for this round of Missions (7: Battle for the Arcanite Vaults). Otherwise, calculate the total time and compare it with the timing of Mission 9: Shut it Down!. The number of Generators this squad manages to repair before the start of that Mission adds +1 Turn to the Countdown for that Mission.


Debriefing
Record XP and Renown

Players are likely to rack up quite a bit of Renown & XP on this Exploration Mission. Keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.

Successful Mission Consequence: for each Stabilized Generator, add +1 to the Countdown as detailed in Mission 9.


GM Section:
Spoiler:

Forbidden Knowledge
The bowels of this wreck are a twisting, confusing network of cramped maintenance tunnels, warrens of hullghasts and other monstrosities, and compacted chambers buckled by failing gravity plates and an Epoch of disrepair. Too easy to get lost in.

Treasures
Have the players roll a D6 for each Marine assigned to this Mission at the end. Add +1 to this roll for every Reactor repaired. On the roll of a 4+, apply the result from the table below.

4-5: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

6: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

7: a cache of D6x10 heavily-irradiated shotgun shells (from the corpses of boarding-repulser teams). These shells can be combined with an Astartes Shotgun and have the following profile.

Threshold / Cost / Capacity / Item / Special Rules
15 / 02* / 01* / Heavily-Irradiated Shell / Models equipped with these shells gain the Irradiated and Miasmic2 Traits. Sapping, Shocking, Enfeebling.

*Shotgun Shells weigh little individually. This Capacity is for every 24 Shotgun Shells carried by the model in excess of what's loaded into their weapon.
*This Cost is per individual bullet.

8: an emplaced Autolaser Tarantula. Its ammunition is depleted, but it can be reloaded with the same magazines used for lascannons. The Machine spirit still functions, albeit with odd idiosyncracies.

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules
35 / 20 / 08 / Relic Autolaser Tarantula / 2D6|D6+6|12 / 60 / At the start of every Turn after this weapon has been emplaced roll a D6. On a 2+ treat the number rolled as this weapon's Ballistic Skill for this Turn. On a 1 the weapon cannot fire this Turn. Note that, because this weapon has a variable die roll for Single and Burst, it only expends 1 "bullet" and 2 "bullets respectively for those fire modes. However, it expends a full 12 "bullets" when firing in Full Auto. Strength 6, AP-, Damage 1, 48" range.

9: a single Phobos Pattern Bolter equipped with an Arcane Sight.

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules
20 / 10 / 02 / Relic Phobos Pattern Bolter (with Arcane Sight) / 1|2-4/- / 16 / When fired in Burst Mode, add +6" to this weapon's range. The Arcane Site grants the following ability: if the shooting model does not Move or Advance and fires only a Single shot in its first Shooting Phase after not Moving or Advancing, that shot gains an additional -2 AP AND +2 Damage. Each time this ability is used the marine must take a Toughness test. If they fail they gain +1 Corruption.

10: D3 Xenotech Chainpistols
50 / 15 / 01 / Chainpistol (Xenotech Pistol) / 1|2|- / 5 / Strength 3, AP -1, Range 18", Damage 1. Stunning, Conflagration, Catastrophic

11-12: a single Disruptor (Xenotech Rifle)
50 / 25 / 02 / Disruptor (Xenotech Rifle) / 1|2-3|4 / 5 / Strength 3*, AP -*. Range 36". Damage 1*.
*Each time this weapon is fired after the first, increase its Strength by +1, its AP by -1, and its Damage by +1.

13+: roll 2D6 and apply the result on this table, treating a roll of 2 and 3 as a 4. The Marine finds +D3 duplicates of the given entry.



[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/12/02 23:02:12


Post by: Warboss_Waaazag


HQe Mission: BThe Hidden Vault: Exploration
Briefing

In service to Whom

This Mission primarily serves the interests of the Deathwatch, but can be considered a Side Quest for any of the following Admech Factions: Arcanite Guard, Magnites, Catalogists, or the Grand.

Primary and Tertiary Objectives
Primary Objective(s):
Gain access to the Hidden Vault Chamber: The principle goal of this Mission is to unlock and enter the Hidden-most vault compartment in the holds of the ship. Any model with the Tech Skill can attempt this by rolling their Skill. No Rating is expended, however, the Vaults will only be accessed on a successful Skill test. Player(s) may opt to add an additional +D3 hours to the Mission time to re-roll their Skill test. There is no limit to the number of times player(s) can re-roll, except that every re-roll costs an additional +D3 hours. If no model deployed on this Mission has the Tech Skill, the Mission automatically lasts an additional +2D6 hours and the Vault is only revealed if the Player(s) roll a 6.

Tertiary Objective(s):
Plunder What's Inside the Hidden Vault: this is completely contingent on whether or not the Marines open the Hidden Vault. If the Vault is opened, player(s) automatically achieve this Objective.

Retrieve Anything Else Useful You Might Find: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 2+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Extraction/Time
Finding the "Hidden Vault" is easy, getting it open is the tricky part. The base time this Mission takes is D3+1 hours, plus however many re-rolls player(s) require to get it open.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


GM Section:
Spoiler:

Forbidden Knowledge
The Hidden Vault isn't much different from the unhidden vaults, except that it's a little smaller and a lot cleaner. Sealed for an Age, little has disturbed these chambers or the contents within.

Treasures
In addition to discovering a few truly arcane items, have each of the player(s) who deployed a Marine on this Mission roll a D6. On the roll of a 2+, apply the result from the table below.

2: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

3: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

4: a cache of Scorpius Bolter Rounds. These Rounds can be combined with any Astartes Bolter, Stormbolter, Angelus, Combi-, or Relic version thereof for Threshold 3 per bullet and Renown Cost 2 per bullet, and have the following profile. D3 boxes are found and each box contains 20 Rounds.

Strength +2, AP-2, Damage D3. Versus targets with the <Vehicle> keyword increase Damage to D6.

Standard Bolter Reload would be Threshold 24 and cost 16 Renown, whereas a Bolter Longmag would be Threshold 36 and cost 24 Renown. An Integral Mag would be Threshold 09 and cost 06 Renown. Likewise, a Standard Stormbolter Reload would be Threshold 54 and cost 36 Renown, whereas a Stormbolter Boxmag would be Threshold 108 and cost 72 Renown.

5: a box of 6 Phobos Pattern Bolters
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

10 / 03 / 02 / Phobos Pattern Bolter (Relic Bolter) / 1|2-4/- / 16 / When fired in Burst Mode, add +6" to this weapon's range.

6: an Auto-repair Kit
100 / 15 / 01 / Auto-repair Kit (Relic Tool) / the bearer of this Relic may use it to automatically pass a Tech Skill test up to 3 times per Mission. A Rating must still be expended.

The True Treasures of the Hidden Vault
The Crown of Sehkmet and Its Attendant Automata

Just a single Crown has been left behind. This Relic resembles a Psychic Hood in its design, albeit more crown than hood. It is designed to socket over the helmet of a Space Marine or Terminator and allows the bearer to control up to 3 Battle Automata simultaneously.

In alcoves surrounding the hallowed emplacement of the Crown stand 3 dormant Automata, their consciousnesses slaved to the device they stare at. Any model equipped with the Crown may automatically also be deployed with 1-3 of the attending Automata found in this Vault. As long as the bearer neither Moves nor Advances, they may Move and Advance up to 3 of their Automata. As long as the bearer does not Shoot, they may instead Shoot with up to 3 of their Automata, applying any Shooting Talents they may have to 1 of those Automata. As long as the bearer does not Charge, they may instead Charge with up to 3 of their Automata, applying any Melee Talents they may have to 1 of those Automata. If the Automata are themselves Charged, they fight to defend themselves as normal. A model equipped with the Crown cannot use Psychic Powers, but may still attempt to Deny the Witch. At the end of any Turn where the model equipped with the Crown used any of its abilities to control Automata, roll a D6. On the roll of a 1, that model gains +1 Corruption.

150 / 150 / 01 / Crown of Sehkmet (Relic) / see above for description of abilities
150 / 80 / ** / Battle Automata (Relic Cohort) / weapons as armed; stats to be found in appropriate Codex or Forgeworld Book.

**Battle Automata carry themselves into battle.

GMs, the nature of these Automata is up to you. The author suggests Castellax or Vorax Battle Automata, but understands not everyone has $200 to drop on 3 models from forgeworld. Alternatives could be Space Marine Dreadnaughts, Admech Dragoons, Mauler- or Forgefiends, Kastelan Robots, or similar large robo-beasts from your collection.







[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2019/12/03 13:37:33


Post by: Warboss_Waaazag


HQf Mission: Unlocking the Engine Room: Exploration
Briefing

In service to Whom

This Mission primarily serves the interests of the Deathwatch, but can be considered a Side Quest for any of the following Admech Factions: Catalogists, Reparists, Arcanite Guard, or the Transcendencers.

Primary and Tertiary Objectives
Primary Objective(s):
Search the Ship's Database for an Algirorithm that Unlocks the Great Door to the Warp Core: yep. that's a long title, but it's also the Mission Objective. To accomplish this, a model with the Tech Skill must be assigned to this Mission. In fact, the entire Mission can be accomplished by just one Techmarine. Roll a D6 and add +1 per Rating in Tech present on the Mission. Multiple Marines with the Tech Skill will make the job easier. on the roll of a 6+ the Algorithm is located and activated. Any models participating in this endeavor count as personally completing it. If a 5 or less is rolled, player(s) may opt to add time to the Mission in exchange for a re-roll. There is no limit to the number of re-rolls players may take, adding time every time they do.

Tertiary Objective(s):
Decrypt the Virus: ironically this Objective, although Tertiary to Mission completion, is the more difficult. The Virus is Xenotech in nature and an evolving pest. Having a model with the Forbidden Knowledge Skill along on the Mission will aid with this Objective. Player(s) simply roll a D6 and add +1 if any model has the aforementioned Skill. On the roll of a 6, the Virus is isolated. While it does nothing to save the [++Redacted++], the Virus may be traded to any Admech Faction for +2D6 Esteem. Alternatively, it may be used on any subsequent Mission to open or close every unsealed door and designate all Deathwatch Marines as Friend to Sentries, Emplacements, and Alarms. Using the Virus in this way destroys it. Player(s) who take extra time to re-roll the Primary Objective may also use that re-roll to attempt this Objective again, too.

Extraction/Time
Base time for this Mission is D6 hours. Every re-roll costs an additional D6 hours.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


GM Section:
Spoiler:

Forbidden Knowledge
What's to describe? The cogitator bank is plated in ivory with gold inlay and has keys that look like jewel-encrusted rings. Your Marines will spend an inordinate amount of time in front of it, trying to decipher the arcane patterns that appear on screen.

Treasures
There is no treasure on this Mission. Just that Algorithm. Having the Algorithm grants +1 to all future Tech Skill rolls dealing with Doors and Keypads for the remainder of the Campaign and while on the [++Redacted++].


[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign) @ 2020/01/06 23:05:19


Post by: Warboss_Waaazag


HQg Mission: Heart of the Maze: Exploration
Briefing

In service to Whom

This Mission serves the interests of both the Grand and the Deathwatch, and can be considered a Side Quest for any of the following Admech Factions: Arcanite Guard, Transcendancers, or the Catalogists.

Primary and Tertiary Objectives
Primary Objective(s):
Nagivate Your Way to the Center of the Maze: this Mission is time consuming. Any Marine assigned to this Mission is going to get lost for awhile. The only way to achieve this Objective is to wander around. If more than 1 Marine is assigned to this Mission, player(s) should elect 1 of them to roll 2D6. If a double is rolled, this Objective is completed. If any other roll comes up, add the scores together and roll again. Player(s) must roll a double on 2 dice to complete the Mission and every time they roll, the accumulative score is added to the previous score. This is the total number of hours the Mission takes, not including Insertation and Extraction. Good Luck.

Secure and Retrieve the Cogitator Core: whenever the Marines finally find the center of the Maze, they stumble upon a Cogitator bank. Extracting the Core of this machine is vital to understanding and categorizing this Battleship, the fate of its crew and custodians, & the nature of the incident that brought the Deathwatch here. Roll a D6, adding +1 for every Tech Skill Rating present on the Mission. On a 6+, the Core is extracted intact. On a 4-5, the Core is also extracted but Damaged. On a 1-3, the Core is destroyed in the extraction process. All Marines deployed on this Mission lose D6 Renown if they destroy the Core. If the Core is retrieved Damaged, then the Marine who rolled for Mission length loses 1 Renown. If the Core is extracted intact, all Marines deployed on this Mission gain their choice of +2D3XP or +2D6 Renown. Choose separately for each Marine.

Tertiary Objective(s):
Decipher the Maze's Pattern: the longer this Mission takes, the more likely the Marines deployed will go a little