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Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission is in service to the Rogue Trader. Players may send any number of squads to undertake it.

HA5: Eliminate the Daemonhost: Factional Routine

"The corrupted Inquisitor's most foul minion and catalyst for this entire debacle is loose in the Tyrannis. Augurs have given us its location, but be wary that this thing may well be luring us in on purpose. Prepare thyselves, Brothers, for this creature is dangerous beyond reasoning; it is a threat to our very souls."

In service to Whom: This Mission serves the interests of both House Acherossi and the Deathwatch. It can also be considered a Side Quest for any Ordo Malleus Faction present in the Campaign.

Known Adversaries
"This wreck is teeming with ship dead and gene-cultists pouring from the walls like rats. However, our greatest threat will be this Daemonhost. We must come prepared to face it."
The author suggests ship dead and genestealer cult in keeping with this vessel's theme, plus a model to represent the Daemonhost and whatever might escape its fleshy prison.

Primary and Tertiary Objectives
Primary Objectives:

Destroy the Daemonhost: the model that removes the last Wound from the Daemonhost earns +1 Renown and +D3 XP.

And Whatever Doing So Unleashes: after the Daemonhost is removed as a casualty, whatever was trapped inside it will be set free. The model or models that contribute directly to destroying whatever that is each gain +1XP and +D3 Renown as long as whatever it is, is removed as a casualty before the end of the Mission.

Tertiary Objectives:
Eliminate all Threats: if all Adversary models are removed as casualties before the end of the Mission, the Mission Leader gains an additional +1XP and +1 Renown.

Battlefield
The battlefield should be dominated by a large central chamber, with balconies overlooking it and surrounded by other, smaller rooms and twisting corridors.

GM and player(s) may then alternate placing up to D3+1 Entry Points anywhere in the terrain layout. Adversarial Reserves may take their first Movement Phase from one of these Entry Points as long as there are no player-controlled Astartes within 4" of it.

The player(s) sets up their forces first, according to the Mission parameters. The GM then deploys the Daemonhost anywhere out of line of sight of any Deathwatch model. All other Adversaries are held in Adversarial Reserves.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any 1 for which the Mission Leader qualifies

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets a Daemonhost and 30 Allotment (not affected by the Doomclock) for Adversarial Reserves. Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model. In addition, the GM gets 30 Allotment to spend for whatever comes out of the Daemonhost once its last Wound is lost. Any models that result from this use the last location of the Daemonhost as a special sort of Entry Point that only they can use. If the GM opts for 30 Minion models, the first wave deploys as if disembarking from a transport. Any models that do not fit are held in "Daemonhost Reserve" and continue to deploy in the same manner on subsequent turns untill all models have been deployed.

If using the CTV method of Allotment, the GM gets a Daemonhost and Allotment equal to the player(s)' CTV (not affected by the Doomclock) for Adversarial Reserves. Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model. In addition, the GM gets 30 Allotment to spend for whatever comes out of the Daemonhost once its last Wound is lost. Any models that result from this use the last location of the Daemonhost as a special sort of Entry Point that only they can use. If the GM opts for 30 Minion models, the first wave deploys as if disembarking from a transport. Any models that do not fit are held in "Daemonhost Reserve" and continue to deploy in the same manner on subsequent turns untill all models have been deployed.

Generic Forbidden Knowledge: The air is cold and stale and the edges of perception buckle under the strain of the Immaterium. Tread lightly here, lest this crack becomes an irreversible tear.

Terminal Data for this mission
Any Terminal on the table provides snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D3 Esteem with House Acherossi.

Special Rules: after the Daemonhost is killed, whatever comes out of it will only stick around to fight for one Battleround, thereafter making an attempt to flee the battlefield by the most direct route possible. If player(s) manage to inflict damage equal to at least half its total Wounds in one Turn after it begins to flee, it will turn around and defend itself for one battleround before attempting to flee again.


The Daemonhost
Move7" WS2+ BS3+ S5 T6 W8 A4 Ld10 Sv6+|4+ Skill2+ Cap10
Skills: Intimidate4, Stealth4, Psychic Sense4
Talents: Assassin, Cohesion0, High Endurance, Observant, Sprinter
Special Abilities: Psychic Abilities: Smite plus any 3 psychic powers from any discipline from any Codex; ability to Deny the Witch within 24" (x3).
Incorporeal: this model ignores the rules for difficult terrain, can climb any height without having to roll, can float across gaps and holes as if it were solid ground, and doesn't set off booby traps or proximity explosives.
(Optional)Corruption Incarnate: this creature has a 6" Aura of Corruption. Any Deathwatch model that ends its Turn within this Aura gains +1 Corruption on the D6 roll of a 4+.
Load Out: Armor: Chains and Wards 6+|4+; Weapons: clawed feet and horns Wargear: none (Total Weight: 01)

clawed feet and horns: Strength as user, AP -2, Damage D3

Relics
Threshold / Cost / Capacity
/ Relic / Description
40 / 15 / 01 / Warding Lock / A heavy, arcane padlock, this item grants the bearer a once-per-Mission 4+ Invulnerable Save versus any Psychic Power that causes Wounds or Mortal Wounds.

This message was edited 1 time. Last update was at 2021/10/02 07:46:07


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission is in service to the Rogue Trader. Players may send any number of squads to undertake it.

HA6: Protect Duke Varis: Factional Routine

"The House of Acherossi implores for our aid in protecting their Duke Varis from the depredations of the corrupted Inquisitor. Although it has not been specifically asked of us, it is entirely likely that we will be forced to slay the Inquisitor before the day is done. For though he wears the Holy Rosette of office, Inquisitor Zuchazuch is thrall to ruin and an agent incarnate of the Dark Gods of Chaos. Traitoris Extremis: Destroy him with utmost urgency and extreme prejudice."

In service to Whom: This Mission serves the interests of House Acherossi. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

Known Adversaries
"We will likely be facing the full might of the Inquisitor's Cohort. Prepare to face fanatics and fighters loyal to, or brainwashed by, Zuchazuch. These soldiers and the Inquisitor they serve, are heretics; their allegiance stains their very souls. We must deliver unto them the mercy of death."
The author suggests Servitors, Nefromunda Mercenaries, and Chaos Cultists to represent the forces of Inquisitor Zuchazuch.

Primary and Tertiary Objectives
Primary Objectives:

Protect Duke Varis: Duke Varis must end the Mission with 1 or more Wounds in order for this Objective to be considered complete.

Kill the Inquisitor: the Deatwatch model that removes the last Wound from the Inquisitor gains +1XP and +D6 Renown.

Tertiary Objectives:
Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) gains +1 Esteem with House Acherossi in addition to any other effects provided. 

Battlefield
The Battlefield should be a series of large rooms interconnected by grand staircases and/or short corridors. The author suggests a multi-level layout, but any configuration of terrain that suggests the ostentatious living quarters of a mighty Imperial Battle Cruiser will suffice.

Any Doors on the table count as Bulkhead Doors.

The player(s) sets up their forces first, within 9" of the center of the terrain layout. The model representing Duke Varis should be as close to the center of the terrain layout as possible. The GM may then deploy their Adversaries up to 6" from any table edge.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: See Battlefield description above

- Extraction OptionsInterceptor Shuttle

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters determined by the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 55 Allotment (not affected by the Doomclock). At least some of this must be spent on a Miniboss representing the Inquisitor.

If using the CTV method of Allotment, the GM starts with Allotment equal to 2x the player(s)' CTV. The GM must purchase a Miniboss to represent the Inquisitor.

Generic Forbidden Knowledge: The grandiosity of an Imperial vessel coupled with the ostentatious sense of pride any noble house should have makes the habitat quarters of this a vessel a marvel of incomprehensible decadence.

Terminal Data for this mission
If there are any Terminals on the table, they provide encrypted Data Snippets when interacted with. Record how many Data Snippets player(s) retrieve and for each, they gain  D3 Esteem with House Acherossi

Special Rules
Adversarial Target Priority
: the minions of Inquisitor Zuchazuch are most concerned with attacking the Duke and destroying him. As such the Duke does not benefit from the Look Out, Sir! Special Rules.

Duke Varis Acherossi
Move5" WS2+ BS3+ S3 T3 W5 A4 Ld9 Sv3+|5+ Skill4+ Cap06
Skills: Intimidate2
Talents: Cohesion3, Dangerous Fighter, Disarming Strike, Killing Blow, Mayhem, Melee Master, Parry, Sucker Punch
Load Out: Armor: Void Suit 3+ Weapons: Monofilament Rapier, Masterwork Laspistol Wargear: 5 laspistol reloads, Refractor Field (Total Weight: 03)

Inquisitor Zuchazuch
Move5" WS3+ BS3+ S3 T3 W5 A4 Ld9 Sv3+|5+ Skill3+ Cap07
Skills: Intimidate2, Command2, Forbidden Knowledge2, Psychic Sense2
Talents: Cohesion2, Cyborg, Integrated Refractor, Long Shot, Observant
Special Abilities:
Psychic Abilities: Smite; ability to Deny the Witch within 18" (x1)
Call Reinforcements: at the start of every battleround roll a D6. On the roll of a 5+, the GM adds +3D6 to their Allotment pool which can only be spent on Inquisitor Zuchazuch's agents or wargear.
Load Out: Armor: Powered Armor 3+ Weapons: Inferno Pistol with 5 Melta Canisters, Force Sword Wargear: Inquisitorial Rosette, Armor Patch (Total Weight: 04)

Wargear Descriptions
Inquisitorial Rosette
: this item allows the Inquisitor to automatically pass a single Skill test once per Mission. Doing so negates an Cover Save bonus the Inquisitor may other be benefitting from until the start of the next Battleround.
Monofilament Rapier: this sword has the following profile: Strength as user, AP -2, Damage 1, and the Masterwork, Defensive, Balanced, and Sapping Qualities.
Refractor Field: this item provides the Duke with a 5+ Invulnerable Save.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 24 / 02 / Rod of Command / This is a Mastercrafted Power Maul that also grants the model equipped with it a once-per-Mission automatic success when using the Command, Inspire, or Intimidate Skill.

50 / 36 / 01 / Disruptor Crown / This glittering, bejeweled circlet can be clamped onto a warrior's head or even over their helmet. When using Command or inspire, this model adds +2" to the range of any ability they use for these Skills. Additionally, the model equipped with this item gains a 4+ Invulnerable Save that continues to work until the model fails its first Invulnerable Save. Lastly, this item may be used once per Mission as a Ranged Weapon with the following profile: Range 9", Pistol D6, Strength 3, AP -1, D1, does not need to roll to hit.

This message was edited 2 times. Last update was at 2021/10/08 09:54:39


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Freebooter Ork Warship: Undred Gunz
Hull: Battle Krooza
Original Crew Compliment: ~too many
Circumstance of Drift: None; Intentional Arrival
Current Condition of Crew: Bloodthirsty and itchin' fer a fight.
Probable Disposition: Orkz, grots, squigs + any 1 other faction (see Forbidden Lore below)

When Undred Gunz arrives, it does so kicking and screaming, translating from the warp all guns blazing. It tumults through the expanse between its gate and the [++Redacted++], crashing violently and explosively into the wreckage. Its impact is so fierce that it momentarily cracks the hulk, sheering decks, throwing ice and rocks in all directions, before fusing with the main body like a titanic, bleeding tumor.

Spoiler:

Ship's Story
Undred Gunz began its existence as an Imperial mining facility in orbit around Ygroth in the Szcelyk iA System. Long since conquered by the orks, Mining Facility 856iH still sits at the very core of this madcap vessel. Over the centuries since its conquest, Undred Gunz transformed from moon base to shipyard to warship, accruing fragments and components from thousands of vessels dragged to the orbital graveyards Ygroth had become. 

The first sighting of this monstrous vessel by Imperial agents occurred mere months before its current arrival and virtually nothing is known about its armament, crew disposition, or even the warlord under whose command it fights. Wherever they came from, the fighting must have been savage. Chances are likely that they brought many of their adversaries with them.

Complications
If there is a Mission ongoing when this vessel arrives, the board is immediately subject to a Hulk Quake (see the Mundane Events chart for details) and, unless the Mission at hand is using the Teleportarium or the Defensible Position Extraction options, the presence of its over-enthusiastic gunners adds an additional hour to the Mission's Extraction time.

In Missions that occur after this Vessel's arrival, roll a D6 at the top of each Battle Round, regardless of who the Adversaries are, adding +1 every turn after the first. On a 5+, 3D6 Ork boys or 2D6 Grots and 1 Killa Kan arrive from a random board edge and immediately begin shooting at the closest non-Ork models (if no targets are in range, they Advance instead). Orks do not care about the balance of power and will engage enemies indiscriminately. 

For every 10 Ork or Gretchin models or each 1 <Ork Vehicle> that survives their arrival to the next Round, add +1 to the rolls at the start of each Battle Round. Additionally, if any vehicle Explodes add +1 to the roll and include a single Mek along with any reinforcements that arrive. The GM may substitute a single Deffdread instead of rolling 3D6 boys or may replace the killa kan with any kind of Fast Attack <Vehicle> or a Mek Gun. 

Lastly, whenever a Mission's Insertion or Extraction method is by Deliverant or Iudicium Thunderhawk, Interceptor Shuttle, or Boarding Pod roll a D6. On the roll of a 4+, add either 1 hour to the Mission length or D3 Wound Tokens to each model in the squad, Mission Leader's choice. For each Orky Generator destroyed (see details below), reduce this chance by 1. If 1 is destroyed, this effect happens on a 5+. If 2 are destroyed, this effect happens on a 6+. If the Unlockable Mission Power Down the Gunz is completed successfully, this effect is also reduced by 1. If all 3 Orky Generators are destroyed, this effect is removed.

Forbidden Lore
If a player asks for more information about this Vessel and they have the Forbidden Lore Skill*, they may use it to glean any of the following tidbits of information (GMs, prompt players with the following topics and have them pick one for each Skill  Rating they collectively have.):

Manufacture: Undred Gunz is cobbled together from dozens of ships, many of which used to be Imperial Navy. It is likely that the Orks on board are armed to the teeth. However, there are fragmentary pieces of other vessels and what look like boarding craft stuck to its outer hull. These vessels should reveal to your players the exact nature (the literal Faction Keywords) of the other adversaries the Orks brought with them.

Crew: not only is this vessel likely filled with Orks in their tens of thousands, but also the roar of engines, the clank of shoddy hydraulics, and the buzzing whir of oscillating power saws can be heard echoing from within. Players should be prepared in their upcoming Missions to face wandering Ork bands and the full ramshackle menagerie of the Orkish war machine. Armed with this information, reduce the Cost and Threshold of all Heavy Weapons by 5 Renown (to a minimum of 0) for the remainder of the campaign.

Something Amiss: it's subtle, but the Orks brought another Faction with them in the form of boarding teams scattered throughout their massive vessel. It's completely up to the GM who this other Faction is, but players should gleam an approximation of the strength of that other Faction. This tidbit tells them there is roughly 120 Allotment worth of that other Faction wondering around inside the Ork wreck.

*GMs, prompt your players with this skill so that they know they have the option to use it. Using the Skill in this way does not expend a Rating.

Interior Architecture/Terrain Guidelines
Actual Missions delving into this wreck should be like exploring a cave formed in a junkyard. Pathways are labyrinthine, some tunnels are made of actual carved stone, warrens of gretchin, and scattered workshops abound. The interior of this vessel calls to mind dreamscape architecture, haphazadry incarnate, and treehouses cobbled from found objects.

The key to depicting this environment is Scatter Terrain. Except, instead of using it as Scatter, use it to build hills and rooms and corridors. It is not beyond reason to have an entire wall made exclusively of volatile fuel containers or to find old tanks simply parked inside a corridor too small to drive it out of. Dungeon tiles or cave tiles if you have them could work for this set up or mixing and matching virtually anything in your collection will do.

Available Missions
UG1: Cleanse and Burn: Routine
UG2: Wall of Gunz: Special Linked
UG3: A Prize in the Wreck: Routine
UG4: The Enemy of my Enemy: Routine
UG5: A Chance Ambush: Routine
UG6: Braving the Depths: Exploration


Unlockable Missions
UGa: Assassinate the Boss: Routine
UGb1: Power Down the Gunz: Routine
UGb2: Plug the Gaps: Routine


Each Mission after this vessel arrives roll a D6. On a 5+, add a Tertiary Objective to locate and destroy an Orky Generator. Only 2 Generators can be destroyed this way, so if the GM rolls a 5+ on two separate Missions, there's no more need to roll. Table set-ups in those Missions featuring the Orky Generators must have Orky-themed terrain and scatter along one board edge other than the Deathwatch Deployment edge. The Orky Generator is huge and must be placed as far away from the main action as the board permits. Each Orky Generator has a Toughness 8 with 10 Wounds and a 4+ Armor Save. If the Orky Generator is damaged but not destroyed at the end of the Mission, all Deathwatch Marines deployed gain +D3 extra Renown. If the Orky Generator is destroyed at the end of the Mission, all Deathwatch Marines instead gain +D3+2 extra Renown. Destroying both of these Orky Generators unlocks the UGb1: Power Down the Gunz Mission.

Loot
Missions that take place partially or wholly within the wreckage of Undred Gunz should add D6 scattered Loot boxes. Players and GM should alternate placing these on the board anywhere in Ork rooms or within 6" of Ork terrain areas. Players have the option to either roll 2D6 on the following chart for their contents or to simply count them as Scrap worth +D3 Esteem to any Admech Faction.

In addition, if an Exploration Mission takes place aboard Undred Gunz use this chart to determine treasure gained.

2D6 roll : Ork Loot
2 : Booby Trap! The random junk in this box includes a crude detonator. In addition to scrap worth D3 Esteem to any Admech Faction, the model that rolled this result gains D3 Wound Tokens.

3 : D6 Shootas. These crude, heavy bore weapons may be taken back to the Intolerant for study, earning all Techmarines on all players' rosters +1XP per Shoota. If the Deathwatch accumulate 10 or more of these weapons, they may add a single Sanctified Xenos Weapon to their arsenal with the following profile:

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine / Special Rules
30/ 15 / 03 / Shooter (Sanctified Xeno Rifle) / 2|5|10 / 30 / Strength 4, AP -. Range 18". Damage 1. Any roll of a 1 when Shooting fouls the weapon, requiring a successful Tech Skill test to clear. Until this weapon is cleared, it cannot fire.

4 : 2D3 Frag Stikkbomms. These weapons work similarly to Frag grenades except that they have a 1 Turn delay. When thrown, pick a point in range and roll to hit. If the weapon hits, place a Marker to indicate its location. The weapon detonates at the end of the enemy's Movement Phase, causing D6 Strength 3, AP-, Damage 1 hits divided amongst all models within 3" of the marker.

5-6 : D3 grenades. Roll a D6 to determine the type. 1 is Frag grenades, 2 is Krak grenades, 3 is Blind grenades, 4 is Concussion grenades, 5 is Shredder grenades, and 6 is Acid grenades.

7-8 : Random scrap and machine parts worth +2D3 Esteem if traded in to any Admech Faction.

9 : a Big Shoota. These crude, heavy bore weapons may be taken back to the Intolerant for study, earning all Techmarines on all players' rosters +1XP. If the Deathwatch accumulate 10 or more of these weapons, they may add a single Sanctified Xenos Weapon to their arsenal with the following profile:

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine / Special Rules
30/ 20 / 04 / Heavy Shooter (Sanctified Xeno Rifle) / 3|9|15 / 100 / Strength 5, AP -. Range 36". Damage 1. Any roll of a 1 when Shooting fouls the weapon, requiring a successful Tech Skill test to clear. Until this weapon is cleared, it cannot fire.

10 : a Rokkit Launcha. This weapon is essentially an unguided explosive warhead on the end of a crude, man-portable launching system. It may be taken back to the Intolerant for study, earning all Techmarines on all players' rosters +1XP. If the Deathwatch accumulate 10 or more of these weapons, they may add a single Sanctified Xenos Weapon to their arsenal with the following profile:

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine / Special Rules
30/ 25 / 01 / Launcher (Sanctified Xeno Rifle) / 1|-|- / 1 / Strength 8, AP-2. Range 24". Damage 3. Any roll of a 1 when Shooting means the warhead failed to launch and detonates in the Marine's hands. The Marine carrying this weapon suffers 2D3 Strength6, AP -, Damage 1 hits and, if they survive, must spend a Phase cleaning and reloading the weapon if they have any extra Rockets with them.

11 : D3 Rockets. These volatile warheads may be used as reloads for the Sanctified Xeno Rifle: Launcher and each have a Capacity of 01.

12 : 1 Palatine Pattern Bolter and D3 Drum Magazines. These Bolters are typically found in the hands of Planetary Arbites and Imperial Shock Teams tasked with the grim close quarter fighting of ship to ship boarding actions. If a Deathwatch marine has sufficient Renown they may equip this weapon in place of their Bolt pistol or gain +1 Renown and add this prized weapon to the Deathwatch Arsenal with the following profile.

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Range / Type / Special Rules
03 / 03* / 01 / Palantine Pattern Bolter / 3|-|6 / 12 / 18" / Pistol / Palantine Pattern Bolters cannot be loaded with specialty bolter ammunition. 

*The Cost of this weapon includes all of the Drum Magazines found with the weapon. Once all magazines have been emptied, this weapon may no longer be equipped by marines until more ammunition of its type is located. 

This message was edited 8 times. Last update was at 2022/12/16 03:37:19


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission serves the interest of the Deathwatch, but may be considered a side quest for any other Faction as well. Player(s) may send any number of sqads to undertake this Mission.

UG1: Cleanse and Burn: Routine

"Auspex readings have identified fungal warrens and breeding pits not far into this wreck. If we burn them now, the Greenskins will have less reinforcements later. Do not tarry, Brothers, the Orks will respond swiftly. Stay too long and you will be overwhelmed."

In service to Whom: This Mission serves the interests of the Deathwatch. It also serves the interest of any Ordo Xenos or Biologis Faction directly. Deathwatch models earn +1 Esteem with these Factions if they are available to work for on this Mission.

Known Adversaries
"The endless tide awaits us. There shall be Orks without number."
The author suggests anything from Codex Orks in keeping with this vessel's theme.

Primary and Tertiary Objectives
Primary Objectives:

Burn the Warrens: there will be target areas to incinerate. Expend 6 ammo worth of shots from any flame-producing weapon in these areas to achieve this Objective. The model that expends the 6th ammo near the last of these Objective Markers counts as personally completing this Objective.

Tertiary Objectives:
Attacks of Opportunity: for each Ork Miniboss or Boss Monster removed as a casualty this Mission, each Deathwatch model deployed gains an additional +1XP.

Retrieve Anything of Use: GMs, make sure there are Loot Counters on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) gains +1 Renown in addition to any other effects provided.

Extract: it is up to the player who controls the Mission Leader model when to leave, but doing so with half or more of the Wounds that all the Deathwatch models began the Mission with, earns the Mission Leader +1 XP and +1 Renown. If 8 Deathwatch models begin the Mission with 3 Wounds each - a total of 24 - and then extract with 12 or more Wounds in any combination between them, this Objective can be considered complete.

Battlefield
The table should be a series of irregular sized rooms, scattered haphazardly. The GM and the player who controls the Mission Leader model should take it in Turns to place D3+2 Objective Markers anywhere at least 12" from a board edge and at least 6" from any other Objective Marker. Firing a weapon that does not need to roll to hit within 3" of any one of these Markers counts towards this Mission's Primary Objective, regardless of whether there are enemy there to be fired upon or not.

GM and player(s) then alternate placing up to D3+3 Entry Points anywhere in the terrain layout that is at least 3" away from any table edge and at least 6" away from any other Entry Point. Adversarial Reserves may take their first Movement Phase from one of these Entry Points as long as there are no player-controlled Astartes within 4" of it when they do so.

The player(s) sets up their forces first, according to the Mission parameters. The GM may then deploy their Adversaries within 3" of any Entry Point and at least 9" away from any Player-controlled model.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies.

Arming Phase: player(s) arm their models for the task at hand. At least 1 model must equip a weapon with the word "flame" in it.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

Completing the Primary Objective: if the Primary Objective is successfully completed, each Mission that features Orks showing up in addition to its regular Allotment, incurs a -D3 to the random number of Orks/Squigs/Gretchin/Vehicles that show up.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 10 Allotment to start (not affected by the Doomclock). At the start of every Battleround, starting with Turn 2, the GM gains an additional cummulative 10 Allotment. These may be spent immediately or added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model.

If using the CTV method of Allotment, the GM starts with Allotment equal to 1/3 the player(s)' CTV. At the start of every Battleround, starting with Turn 2, the GM gains an additional cummulative 10 Allotment. These may be spent immediately or added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model.

This means the GM gets +10 Allotment Battleround 2, +20 Allotment Battleround 3, +30 Allotment Battleround 4, and so on.

Generic Forbidden Knowledge: We have entered the cavernous halls of our enemy. There is no reason here, only madcap construction and tottering piles of scrap. Surely only an Ork of either supreme genius or total insanity would consider any of this space-worthy.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 Esteem (to a minimum of 1) with the Grand Admech Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
20 / 16* / 02 / Uncorrupted Cogitator / This is a case-sized datavault that may be plugged directly into any Terminal, Keypad, or Door on any Imperial Vessel. It provides the model using it the ability to extract +1 tidbit of Information when using the "Let it Speak its Name to me" effect of the Tech Skill.

20 / 20* / 01 / Plasma Core / This grenade-sized item can be used to increase the Power Level of any Tech Emplacement by up to 4 steps. After each use, roll a D6. On the roll of a 1, this item is depleted and cannot be used for the remainder of the Mission.

*This item Costs half as much if taken by a Techmarine or a Primaris Techmarine.

This message was edited 2 times. Last update was at 2022/12/16 03:49:57


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission serves the interest of the Deathwatch. It is a Special kind of Linked Mission that pairs with any other Mission player(s) may undertake that take place either on the upper/dorsal decks of the [++Redacted++] or onboard Undred Gunz itself. Player(s) must send all the squads it intends to use on its next Mission to undertake this Mission.

UG2: Wall of Gunz: Special Linked

"Even as we skirt the edge of this new wreck, the Orks within it cannot contain their enthusiasm for mayhem and bloodshed. They fire upon us at every chance, even attacking us when their crude technologies allow it. Run the gauntlet, my Brothers, and kill what you can as you go."

In service to Whom: This Mission serves the interests of the Deathwatch. It also serves the interest of any Ordo Xenos or Biologis Faction directly. Deathwatch models earn +1 Esteem with these Factions if they are available to work for on this Mission.

Known Adversaries
"The endless tide awaits us. There shall be Orks without number."
The author suggests anything from Codex Orks in keeping with this vessel's theme.

Primary and Tertiary Objectives
Primary Objectives:

Run the Gauntlet: every Deathwatch model that exits via the Extraction Zone on the far side of the board earns a bonus +1XP and +1 Renown.

Extract: it is up to the player who controls the Mission Leader model when to leave, but doing so with half or more of the Wounds that all the Deathwatch models began the Mission with, earns the Mission Leader +1 XP and +1 Renown. If 8 Deathwatch models begin the Mission with 3 Wounds each - a total of 24 - and then extract with 12 or more Wounds in any combination between them, this Objective can be considered complete.

Tertiary Objectives:
Attacks of Opportunity: for each Ork Miniboss, Boss Monster, and/or 10 <Ork> Minions removed as a casualty this Mission, each Deathwatch model gains an additional +1XP.

Battlefield
Divide the board into roughly three sections, along its length. In one edge section should be a wall of ramshackle Ork construction with catwalks and balconies. In the center section should be a crevasse, a pit full of mostly impassable terrain, or a dense tumble of near-impassable wreckage. In the opposite edge section should be exposed terrain in keeping with the theme of the [++Redacted++]. The Ork section's balconies and catwalks must be able to draw line of sight over the center section to the opposite side.

The player(s)' Insertion and Extraction points must be wholly within the [++Redacted++]'s Section. The GM's Adversaries are restricted to deploying in and reinforcing to only the Ork Section of the table.

GM and player(s) then alternate placing up to D3+3 Entry Points anywhere in the Ork Section of the terrain layout. Adversarial Reserves may take their first Movement Phase from one of these Entry Points as long as there are no player-controlled Astartes within 4" of it when they do so.

The GM sets up their forces first, anywhere in their table Section. Then the player(s)' set up their own forces according to the Mission's parameters in their own table Section.

Players take the first Turn.

Extraction Time: if this Mission lasts 5 Battlerounds or less, Insertion time is 1 hour. If this Mission lasts 6-11 Battlerounds, Insertion time is 2 hours. If this Mission lasts 12+ Battlerounds, Insertion time is D3+1 hours. There is no Extraction time for this Mission.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) select/elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: Defensible Position that must be on the opposite edge from where the player(s) deploy.

- This game is meant to be played with deployment and extraction points on opposing short board edges.

Arming Phase: player(s) arm their models for the task at hand. Be aware that this is a Linked Mission and models will be equipping themselves both for this Mission and the next. The author recommends plentty of Ammo.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

Future Missions Linked with this: any Mission Linked with this appends its Insertion Method to Just Down the Hall and removes its Insertion Time.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 30 Allotment to start (not affected by the Doomclock). At the start of every Battleround, starting with Turn 2, the GM gains an additional cummulative 10 Allotment. These may be spent immediately or added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model.

If using the CTV method of Allotment, the GM starts with Allotment equal to the player(s)' CTV. At the start of every Battleround, starting with Turn 2, the GM gains an additional cummulative 10 Allotment. These may be spent immediately or added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model.

This means the GM gets +10 Allotment Battleround 2, +20 Allotment Battleround 3, +30 Allotment Battleround 4, and so on.

It is recommended to both player(s) and GM that they might want to take jump packs, stormboys, or long range weaponry if they want to harass the enemy on the far side of the Center Section more effectively.

Generic Forbidden Knowledge: The Orkish ship looms large here, Brothers. Be wary of stray bullets and the occassional Ork dropping from above. The gap between us will not hold them back forever.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 Esteem (to a minimum of 1) with the Grand Admech Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 36* / 00 / Ensorcelled Helm / This is the helmet of a mid-ranked Thousand Sons Librarian from Ages past. A model that equips this helmet gains a special 5+ Invulnerable Save versus Psychic Powers and Attacks that come from any model with the <Psyker> keyword. This item is a Tainted Relic.

50 / 50* / * / Witchfire Grenade / These are one-use grenades with the following profile: Assault D6, Strength 6, AP-3, Damage D3, Blast. Versus targets with the <Daemon>, <Daemonic Engine>, or <Psyker> keyword this item also gains the Ablaze and Conflagration Qualities. When found, add 3 of these grenades to the appropriate Wargear List. Once all have been used they are no longer available to equip.

*This item Costs half as much if taken by a Librarian or a Primaris Librarian.

*Grenades weigh little individually. Refer to the Grenade List for rules associated with the weight of grenades.

This message was edited 5 times. Last update was at 2021/10/14 23:29:41


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission serves the interest of the Deathwatch. It may also be considered a Side Quest for the Replicanticle Admech Faction. Player(s) may send any number of squads to undertake this Mission.

UG3: A Prize in the Wreck: Routine

"Our Ordo-sanctioned Tech Savants have been scanning this monstrosity since its arrival and they believe they have identified an archeotech structure near the vessel's central core. We have been tasked with fighting our way towards this structure in order to gain access to it, retrieve anything of value from it, and return it to the Intolerance for study and re-sanctification."

In service to Whom: This Mission serves the interests of the Deathwatch. It may also serve the interest of the Replicanticle. Deathwatch models earn +1 Esteem with this Faction if they decide to take it on as a Side Quest for them. However, doing so has deeper repercussions than mere Esteem gain or loss. See the Factional Demands section at the end of the Player Prep section below.

Known Adversaries
"The endless tide awaits us. There shall be Orks without number. We delve into the depths of this vessel's workshops. Expect to encounter odd Orks with very strange weapons."
The author suggests starting with Meks, Big Meks, Meganobz, Killa Kanz, Mek Guns, Lootas, Burnas, and Gretchin to reflect that the Orks have built their workshops into the heart of their spaceship and then escalating with literally anything else from Codex Orks.

Primary and Tertiary Objectives
Primary Objectives:

Gain Access to the Archeotech Structure: the board will be split by a wall representing the Archeotech Structure. There may or may not be doors in this wall. The Deathwatch must breach this wall by any means necessary to achieve this Objective. The first Deathwatch model through that breach counts as Personally Completing this Objective.

Retrieve Anything of Value: there will be Objective Markers inside the Archeotech Structure. Each of these represents either a D3 Capacity Object to be carried out or an ancient Archeotech Terminal to be accessed. Any model that Extracts with one of these Objects or any number of Tidbits of Data from an Archeotech Terminal counts as Personally Completing this Objective.

Tertiary Objectives:
Attacks of Opportunity: for each Ork Miniboss or Boss Monster removed as a casualty this Mission, each Deathwatch model gains an additional +1XP.

Cull the Horde: for every 30 Adversary models removed as casualties this Mission, each Deathwatch model gains an additional +1 Renown.

Extract: for each allied model that survives this Mission by reaching the Extraction Zone with 1 or more Wounds remaining, the Mission Leader gains an additional +1XP. For each model that does so with an Archeotech Object or Tidbit, the Mission Leader also gains an additional +1 Renown.

Battlefield
Split the board into thirds horizontally. One of the end thirds should be cut off from the rest of the board by a wall that runs the entire length of the table. At the edge facing the middle of the board of one of the end thirds should be a wall that runs the entire length of the table. This is the outter wall of the Archeotech Structure. If the model representing the Mission Leader has the Forbidden Knowledge Skill the player that controls that model may expend a Rating to test their Skill. If they pass, that player and the GM alternate placing D3+1 Sealed Bulkhead Doors anywhere along this wall's length. If they fail, the GM places 1 Sealed Bulkhead Door anywhere they want along the wall's length and gains an additional 5 Allotment.

The remaining two thirds of the table should be a series of irregular sized rooms, scattered haphazardly. The theme should reflect workshops and armories. Here more than any other location on this vessel, it would be appropriate to use caves and walls of carved stone.

The GM and the player who controls the Mission Leader model then take it in Turns to place D3+2 Objective Markers anywhere on the far side of the Archeotech Wall that is at least 6" from any other Marker. When a model moves to within 3" of one of these Markers roll a D3. On a 1 or 2, the Marker represents a D3 Capacity Archeotech Object (roll for each Object separately when it is discovered). On a 3, the Marker represents an Archeotech Terminal at Low Power.

The Archeotech Structure walls are Toughness 8 with 16 Wounds, a 3+ Armor Save, and a 5+ Invulnerable Save per 6" section.

The GM sets up their Adversaries anywhere in the middle third of the table. The player(s) then set up their own forces according to the Mission's parameters.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Extraction if the Mission lasts 5 Battlerounds or less, or 2 hours if the Mission lasts 6-11 Battlerounds, or D3+1 hours if the Mission lasts 12 Battlerounds or more. There is no Insertion time for this Mission because it's Linked with Wall of Gunz.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these. Any Technology so placed may only be put on the player(s)' side of the Archeotech Structure.

Player Prep
Choose Mission Leader
: player(s) select/elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader. It is also highly recommended that one or more models with the Tech Skill be Deployed on this Mission. The priority to get as much as possible from this prize means that Techmarines and Primaris Techmarines from other Squads may be temporarily attached to any Squads deployed on this Mission to assist. Attached models count their Cohesion Talents as Cohesion0 when operating with the Squad they are attached to.

- Deployment Options: Just Down the Hall.

- Extraction Options: any 1 for which the Mission Leader qualifies.

Arming Phase: player(s) arm their models for the task at hand. It is strongly recommended that player(s) equip their models with breaching weapons and gear, and/or items that can inflict multiple Wounds per hit in order to get through the Archeotech wall.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

Factional Demands: the Admech Factions are all extremely covetous of any Objects or information reclaimed from this Mission. Unless player(s) agree to hand over at least one Object or one Tidbit of Information to each of the following Factions at the end of the Mission, all Deathwatch models will lose 2D6 Esteem with each of those Factions: Arcanite Guard, Catalogists, Cycle of Night, the Grand, Lord's Own Code, Reparists, and Replicanticle. If player(s) turn over something to one or more of these Factions, but not the others, they instead lose D3x10 Esteem with all the Factions they snubbed.

If player(s) took this Mission on as a Side Quest for the Replicanticle, they may bypass the above consequences by simply handing over any 2 Objects to the Replicanticle. Otherwise, the above still applies.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 40 Allotment (not affected by the Doomclock). If using the CTV method of Allotment, the GM starts with Allotment equal to the player(s)' CTV +10.

At the start of every Battleround, starting with Turn 2, the GM rolls one D6 for each of the following that occurred during the previous Battleround: a Deathwatch model caused any number of Wounds to a section of the Archeotech Wall, a Deathwatch model breached the Archeotech Wall, a Deathwatch model emerged from the Archeotech Wall carrying an Object, at least 10 Ork models were removed as casualties, something exploded, and/or an Ork Character model survived the Fight Phase. The total of these D6 rolls is the number of Adversarial Reserves the GM can draw from this Battleround. Unused Allotment gets saved for future Battlerounds. These Reserves can enter from any table edle edge as long as they end their Movement Phase at least 9" from any Deathwatch models.

Generic Forbidden Knowledge: It is folly to think of this vessel as a spaceship, for it is a hive of disassociated parts strung together with wishes and glue. No scholar of the void in their right mind would determine this heap space worthy and how its inhabitants keep the atmosphere of the thing from explosively venting into oblivion is beyond the comprehension of even our most learned minds. Better to see it for what it truly is, Brothers. A scrapyard so immense it has generated its own gravity well.

Terminal Data for this mission
It may be that are two types of Terminals on this table. If player(s) are able to place any technology, any of these Terminals will provide snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 Esteem (to a minimum of 1) with the Lord's Own Code Admech Faction.

Archeotech Terminals however, provide a whole different sort of information wealth and downloading this Data will provide initially incomprehensibly cryptic info packets. Sorting trough this might become the life's work of some Imperial Savant or Admech Magos. The data is quite literally, priceless. And the scope of what it will ultimately mean to the larger Imperium is too great to cover with this Campaign alone. Merely having this Data puts the Intolerance in the crosshairs of every Explorator and Acquistion fleet the Adeptus Mechanicus has. Every Tidbit taken will be worth a thousand lives.

Suffice to say, if a model Extracts from this Mission in possession of a Data Tidbit from an Archeotech Terminal, all of the Admech Factions in the system with whom the Deathwatch have less than 25 Esteem should become Adversaries. Any model that participates in this Mission gains a free Talent called Legendary Accomplishment, if any Deathwatch model leaves the table with 1 or more Archeotech Tidbits. This grants them a -1XP discount on all future Elite Talent purchases.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 16* / 03 / Precision Mining Laser / This is a weapon with the following profile:

Item / Rate of Fire / Primary Magazine / Special Rules
Precision Mining Laser / 1|2-3|- / 100 / Strength 8, AP -3. Range 18". Damage D3+1. This weapon is considered Rapid Fire. When shooting at targets at half Range or less, increase this weapon's Damage to D3+3. This weapon cannot be reloaded, but can be recharged between Missions.

75 / 20 / 00 / Archeotech Optics Package / Perhaps a precursor to the Servo Skull design, this gothic Optical pod connects directly to a Space Marine's Powered Armor, enhancing their already powerful visual capabilities. This item duplicates the function of an Auspex, adds an additional 12" to the model's visual Range when the lights go out, and allows the model to re-roll one hit or one Wound roll every Battleround, player's choice.

*This item Costs half as much if taken by a Techmarine or a Primaris Techmarine.

This message was edited 3 times. Last update was at 2021/12/30 17:48:53


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission serves the interest of the Deathwatch. It may also be considered a Side Quest for the Arcanite Guard or, if the other Adversarial Faction on board Undred Gunz is Heretic Astartes, for the Magnites Admech Faction. Player(s) may send any number of squads to undertake this Mission.

UG4: The Enemy of my Enemy: Routine

"A routine pacification squad has encountered an interesting find on board the Ork wreck. It seems a boarding party from another faction has found itself pinned down by Ork fighters. This may be an opportunity to learn the strengths and weaknesses of both parties. Move in, reinforce the Pacifiers, and decide for yourselves if either side is worth saving. Otherwise, destroy them both."

In service to Whom: This Mission serves the interests of the Deathwatch. It may also serve the interest of the Arcanite Guard or the Magnites, potentially. Deathwatch models earn +1 Esteem with either of these Factions if they decide to take it on as a Side Quest. 

Known Adversaries
"Orks, obviously. Prepare thyselves for endless Infantry and ramshackle vehicles. Their enemies, however, are as yet unknown. Be ready for anything."
The author suggests Orks and whatever the GM has decided is the "other" Faction. If the other Faction is Imperial - <Sororitas>, <Astra Militarum>, <Sisters of Silence>, <Admech>, other <Astartes>, etc. - these models are potentially new allies and rescuing them will add Renown to the Deathwatch deployed on this Mission. If the other Faction is Xenos or Heretics, however, there will be double the enemies to contend with.

Primary and Tertiary Objectives
Primary Objectives:

Observe the Orks' Tactics: any Deathwatch model with the Forbidden Knowledge Skill can spend a Rating to accomplish this Objective in lieu of taking any one Phase, or during the Command Phase if using 9th edition rules, as long as they can draw line of sight to at least 5 Ork models. Otherwise, at least one Deathwatch model must sacrifice both its Shooting Phase and Fight Phase every Battleround for at least 5 Battlerounds to accomplish this Objective. It doesn't have to be the same model all 5 Battlerounds and the Battlerounds don't have to be consecutive. 

Determine the Loyalties of the Other Enemy Faction: this should be obvious. The first Deathwatch model that can draw line of sight to the other Faction in play counts as personally completing this Objective. If the other Faction is <Imperium>, add the next Objective to the list of Primary Objectives:

Ensure the Survival of the Friendly Faction's Command Personnel: if any <Character> model (a Miniboss or Boss Monster level model) survives the Mission with at least 1 Wound remaining, this Objective can be considered complete.

If the other Faction has any other keywords (such as <Tau>, <Chaos>, or <Heretic> ), instead add this Objective to the list of Primary Objectives:

Ensure the Destruction of the Enemy Faction's Command Personnel: all enemy <Character> models (Miniboss and Boss Monster level models) must be removed as casualties for this Objective to be considered complete.

Tertiary Objectives:
Determine the Principle Clan the Orks Identify As: any Deathwatch model with the Forbidden Knowledge Skill may expend a Rating in lieu of taking a Shooting Phase and a Fight Phase (or during the Command Phase if using 9th edition rules) to accomplish this Objective. Otherwise, Deathwatch models must remove at least 30 Ork models as casualties during the Fight Phase to complete this Objective. Doing so earns the Mission Leader +1 Renown and all deployed Deathwatch models +1 XP. Completing this Objective unlocks the UGa: Assassinate the Boss Mission.

Cull the Horde: for every 30 Ork models removed as casualties this Mission, each Deathwatch model gains an additional +1 Renown.

Ensure the Safety of the Pacifier Squad: the player(s)' squad(s) will be linking up with an NPC squad already in place on the table. If all of the models from this other squad finish the Mission with at least 1 Wound remaining, each Deathwatch model deployed earns +1 Renown. The Mission Leader sill also gain +1 XP.

If the other Faction is Imperial, add the following Tertiary Objective to this list:

Rescue Subordinate Personnel:: for every 5 (or part thereof) Minion level models of the other Faction that survive the Mission without being removed as a casualty, all deployed Deathwatch models gain +1 Renown. If they all survive, the Mission Leader also gains +1 XP and an additional +1 Renown.

If the other Faction is not Imperial, add the following Tertiary Objective to this list:

Let None Survive:: for every 5 (or part thereof) Minion level models of the other Faction that are removed as casualties, all deployed Deathwatch models gain +1 Renown. If all of them are removed as casualties, the Mission Leader also gains +1 XP and an additional +1 Renown.

Battlefield
The board should be set up with a relatively large room at the center. There should be a significant amount of scatter terrain within 12" of the center of the board. Within this area is the other Faction's forces. The rest of the board should look something like a corn maze made out of junk. Along one board edge there should be some terrain with elevated cover. 

The GM sets up the "other" Factions forces first, within 12" of the center of the board. Then the player(s) set up the Pacifier Squad within 12" of the board edge with the elevated cover. Then the GM sets up the Ork forces anywhere that's at least 12" away from any non-<Ork> models. Then the players set up their own forces according to the Mission parameters and at least 9" away from the Pacifier Squad.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Extraction if the Mission lasts 5 Battlerounds or less, or 2 hours if the Mission lasts 6-11 Battlerounds, or  D3+1 hours if the Mission lasts 12 Battlerounds or more. There is no Insertion time for this Mission because it's Linked with Wall of Gunz.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these. 

Player Prep
Choose Mission Leader
: player(s) select/elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader. 

- Deployment OptionsJust Down the Hall.

- Extraction Options: any 1 for which the Mission Leader qualifies.

Arming Phase: player(s) arm their models for the task at hand. 

Deploy: according to the parameters of the Mission.

Play Game: (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

The Pacifier Squad: the Pacifier Squad is made up of 4 models - any combination of Tactical, Intercessor, Reiver, and/or Scout. These models remain passive, taking no actions until a player-controlled model Moves into Cohesion Range of them. After that, these models join the player(s) squad and act like Cohorts (see Miscellaneous Talents Tree for more on what that means) until the end of the Mission.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 30 Allotment for the "Other" Faction and 30 Allotment for the Orks (not affected by the Doomclock). If using the CTV method of Allotment, the GM starts with Allotment equal to twice the player(s)' CTV, split evenly between the "Other" Faction and the Orks. GMs must spend at least 15 Allotment on Minibosses for the "Other" Faction to represent Command Personnel.

At the start of every Battleround, starting with Turn 2, the GM rolls one D6 for each of the remaining Deathwatch models and adds this total to their ongoing Adversarial Reserves pool. Ork Reserves enter play from any board edge at least 9" from any non- <Ork> model.

Generic Forbidden Knowledge: It may be that the seftion we are in was once an Imperial vessel, but has been so modified beyond its original function that determining its origin is impossible. Yet more evidence of the debasement inherent in the Orkish race.

Terminal Data for this mission
If player(s) are able to place any technology, any of these Terminals will provide snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 Esteem (to a minimum of 1) with the Lord's Own Code Admech Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
75 / 15 / 01 / Archeotech Fragment / this tech fragment has the ability to inspire even the weakest will to the lasting might of the human race. It grants the bearer 1 re-roll per Mission to any Command, Inspire, or Forbidden Knowledge Skill test.


This message was edited 2 times. Last update was at 2021/12/21 04:55:36


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Never Forget Isstvan!





Green Bay, Wisconson

Reading the Missions is almost like reading a novel.. You should consider that. A novel not played out yet.

 
   
Made in us
Ragin' Ork Dreadnought







 Solar_lion wrote:
Reading the Missions is almost like reading a novel.. You should consider that. A novel not played out yet.


This is just one of the projects I'm working on, Solar_Lion. It keeps me writing every day. I'm also writing a novel, designing my our wargame, and writing other campaigns for this game and others. Plus I build terrain, convert my orks, and paint stuff. But my job keeps me tired all the time and I only have the energy to do one thing at a time. This project is the easiest to make progress on, so that's why it gets updated as often as it does.

I guess my short answer is Thank you. And my long answer is that my experience and other hobbies inform my Missions, so I'm grateful for the feedback that they are coming out good.


Automatically Appended Next Post:
I updated the Earning Renown rules to reflect the Ultima Founding options and to bring them in line with current 40k and this campaign's terminology.

I added the Pacificier Doctrine and the Tech-Savant to the Shooting and the Miscellaneous Talent Trees respectively.

I added an optional variation for the Teleportarium Insertion and Extraction methods.

This message was edited 1 time. Last update was at 2021/10/18 19:35:23


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
While on an otherwise routine Exploration Mission, the team happens upon an Ork of some tactical value and seizes on the opportunity to deprive the greenskins of this asset. The player(s) may send one squad on this Mission.

UG5: A Chance Ambush: Routine

"While there is a chance, let us do our utmost to explore this heap of a ship to see if anything of value can be gleaned from it."
-Original Mission Brief, Watch Captain Apollyon


In service to Whom: This Mission serves the interests of the Deathwatch. It may also serve the interest of any Ordo Xenos or Adeptus Biologis Faction. Deathwatch models earn +1 Esteem with these Factions if they decide to take it on as a Side Quest.

Known Adversaries
"Orks, and a big one at that. If we do this quickly enough, it may be all we are forced to fight."
In keeping with the theme of this Mission, the Author suggests an Ork character and its Nob retinue.

Primary and Tertiary Objectives
Primary Objectives:

Don't let any Orks Escape: the Orks might try and make a break for it. If no Orks or gretchin of any kind from those originally deployed leave the table alive, this Objective can be considered complete.

Kill the Biggest One: the Deathwatch model that removes the last Wound from the Ork with the most starting Wounds can be considered to have personally completed this Objective. If this Objective is completed, all deployed Deathwatch models gain an additional +D3+1 Renown. Roll once for the whole squad.

Extract: the last model to do so counts as having personally completed this Objective.

Tertiary Objectives:
Keep this Brief: if the Mission lasts 5 or fewer Battlerounds this Objective can be considered complete.

Kill Markers: each time a Deathwatch model removes an Ork model with 3 Wounds or more as a casualty this Mission, that Deathwatch model gains an additional +1 Renown. If 10 or more models are removed in this way, all Deathwatch models that deployed on this Mission gain an additional +1 XP each.

Battlefield
The board should be set up as a relatively large room with plenty of scatter terrain and/or elevated walkways and platforms arranged haphazardly. There should be a space at the center of the board where all the Orks can be deployed easily, with room to move.

The GM sets up the Orks first, placing the model with the most Wounds as close to the center of the table as possible. All other Orks are then set up around this model with at least 2" space between each of them. Then the player(s) set their forces up, anywhere on the table no further than 3" away from any one board edge.

The Deathwatch take the first Turn. On the Orks' turn, they may not Move more than 1" and cannot Advance or Charge, and cannot Shoot or use Psychic Powers until the Alarm has been raised.

Special Rules
Razin' da Alarm
: on the Adversaries' Turn, at the start of their Movement Phase (or during the Command Phase if using 9th edition), any model with the <Ork> keyword that can draw line of sight to one or more Deathwatch models, can attempt to "Raze da Alarm". To do so, roll a D6 with the following modifiers. Any roll of a 5+ raises the Alarm.

Subtract 1 from the D6 roll for each of these reasons that applies:
-if the Deathwatch model is 8" or more away from the Ork attempting to spot them
-if the Deathwatch model is 16" or more away from the Ork attempting to spot them
-if the Deathwatch model is in cover relative to the Ork attempting to spot them (literally any part of the model is obscured)

After the "Alarm iz Razed" the GM may have their Adversary models act as normal, Moving, Shooting, etc.

Extraction Time: D6 hours Insertion, plus 0 hours Extraction if the Mission lasts 5 Battlerounds or less, 1 hour Extraction if the Mission lasts 6-11 Battlerounds, or D3+1 hours Extraction if the Mission lasts 12 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) select/elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: as per the Mission parameters.

- Extraction Options: any 1 for which the Mission Leader qualifies.

Arming Phase: player(s) will have already armed their models for the Wall of Gunz Mission. Therefore, they cannot arm themselves in preparation for this.

Deploy: according to the parameters of the Mission.

Play Game: (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 40 Allotment for the Ork Boss and his Retinue (not affected by the Doomclock). If using the CTV method of Allotment, the GM starts with Allotment equal to the player(s)' CTV+10. GMs must purchase a Boss Monster or Mini Boss to represent the Big Boss.

If any Ork model exits the edge of the table from any board edge, the GM rolls a D3. This is the number Battlerounds it takes for Ork reinforcements to show up. When they begin to arrive, the GM rolls 2D6 for each of the remaining Deathwatch models each Battleround, and adds this total to their ongoing Adversarial Reserves pool. Ork Reserves enter play from any board edge at least 9" from any non- <Ork> model.

Generic Forbidden Knowledge: This entire vessel is one massive labyrinth, with warrens and shanties sprawled throughout. It resembles more a hive city than a spaceship.

Terminal Data for this mission
If player(s) are able to place any technology, any of these Terminals will provide snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 Esteem (to a minimum of 1) with the Lord's Own Code Admech Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 25 / 02 / Archeotech Penant Staff / this Staff bears a frayed plasticized penant, scrawled with code and embedded with circuitry of unknown purpose. It occupies one hand when wielded (although a model with any kind of claw or manipulator mechadendrite may use that instead) and increases the Cohesion Range of the model carrying it by +6". In addition, the penant provides a 6" field around the wielder that reduces the Strength of Shooting attacks made against anyone within the field by -1.

15 / 03 / 00 / Archeotech Pendant / this fragment is strung through with cord to hang from a model's neck. It provides the model carrying it a single re-roll per Mission that can be used for an Armor Save, an Invulnerable Save, or a Tech Skill roll.





Automatically Appended Next Post:
UG6: Braving the Depths: Exploration
Player Briefing

Experience has taught the Deathwatch that delving into Undred Gunz is no simple undertaking. If player(s) send less than 10 models on this Mission, roll a D6 for each model at the end of the Mission. On the roll of a 1, that model suffers D3 Mortal Wounds and gains D3 Wound Tokens. On the roll of a 2-5, that model gains D3 Wound Tokens, suffers 1 Mortal Wound and gains +1XP. On the roll of a 6, that model gains +1XP.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for any Ordo Xenos, Adeptus Biologis, or Adeptus Archeologist Faction.

"Clearly this is anything but routine, Brothers. Scour the decks and the deep holds and return with anything of value."

Primary and Tertiary Objectives
Primary Objective:
Retrieve Anything Useful: Roll 2D6 for each model that was assigned to this Mission and consult the "Loot" section of Undred Gunz's introduction during the Debriefing Phase.

Mission Length
3D3 hours plus Infiltration from Wall of Gunz and 1 hour extraction. 4-10+ 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.
-Player(s) Spend or Bank XP

This message was edited 2 times. Last update was at 2021/11/05 18:37:51


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







UGa: Assassinate the Boss: Routine
Player Briefing
To maximize infiltration and extraction chances, Watch Command deems one squad sufficient to undertake this Mission. Player(s) must locate and destroy the strongest Ork on the vessel plus his likely bodyguard. Extraction will be difficult, as more and more Orks move to defend their favorite Fighter. The player(s) may send one squad on this Mission.

UGa: Assassinate the Boss: Routine

"Given what we know about the Orks in this vessel, our Augurs and Savants believe they have located and identified the core leader of the ship-bound Waaagh. Search Undred Gunz for this individual and assassinate him with extreme prejudice. The resulting chaos should buy us a reprieve."

In service to Whom: This Mission serves the interests of the Deathwatch. It may also serve the interest of any Ordo Xenos or Adeptus Biologis Faction. Deathwatch models earn +1 Esteem with these Factions if they decide to take it on as a Side Quest.

Known Adversaries
"Orks. Probably all of them."
In keeping with the theme of this Mission, the Author suggests the biggest Ork character the GM wants, plus as many elite other Ork things as can be crammed onto the board. More details in the GM's section below.

Primary and Tertiary Objectives
Primary Objectives:

Kill the Boss: the model that removes the last Wound from whatever giant beast is the Big Boss earns +D3+1XP and +D3+3 Renown. In addition, if this Objective is completed, it unlocks the UGb2: Plug the Gaps Mission and rewards all Deathwatch models deployed on this Mission an extra +1XP and +D3 Renown. Lastly, if this Objective is completed, the Mission Leader also gains an additional +3 Renown.

Tertiary Objectives:
Kill Markers: for every Ork model that started the Mission with 5 or more Wounds removed as a casualty, all Deathwatch models deployed on this Mission gain +1XP. For every 30 Ork models removed as casualties this Mission, the Mission Leader also gains +1 Renown.

Extract: if all deployed models Extract via the Extraction Zone, the Mission Leader gains an additional +1 Renown.

Battlefield
The board should be set up with one large room near the middle, surrounded by numerous smaller rooms and twisting corridors. The author also recommends multiple levels of gantries and plenty of scatter terrain.

The GM sets up the Orks first, placing them anywhere up to 12" from one board edge. The player(s) set up their squad next, placing them anywhere on the table at least 16" from any Ork models.

The player that controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: D6 hours Insertion, plus 0 hours Extraction if the Mission lasts 5 Battlerounds or less, 1 hour Extraction if the Mission lasts 6-11 Battlerounds, or D3+1 hours Extraction if the Mission lasts 12 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) select/elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: as per the Mission parameters.

- Extraction Options: any 1 for which the Mission Leader qualifies.

Arming Phase: player(s) will have already armed their models for the Wall of Gunz Mission. They should have taken this Mission into account when they did so.

Deploy: according to the parameters of the Mission.

Play Game: (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: regardless of the Allotment method you are using, the GM gets an Ork character of any kind they want, plus up to 15 Mini Bosses to accompany this model. The character represents the "Big Boss" and therefore starts the Mission with an additional 5 Wounds. This model cannot be deployed at the start of the Mission and must be placed into Adversarial Reserves due to the Wrinkle special rule detailed below.

In addition to this, if using the original Allotment rules, the GM gets 30 at the start of every Battleround. If using the CTV rules, the GM instead gets an amount of Allotment equal to the squad's CTV at the start of every Battleround.

Ork reinforcements enter the table from their own deployment edge.

The Wrinkle: the intel the player(s) squad was given is bad. The Big Boss isn't here. GMs, inform your player(s) of this fact at the very start of their first Battleround. Then give them two options: cut their losses and move to Extract or stick around and hope their fight draws the attention of the Big Boss in the hopes they can Kill it anyway.

If player(s) cut their losses and Extract, they still have to fight their way to the Extraction Zone as per normal Mission rules. However, if players reach it and leave before the Boss Monster model that the GM gets for free at the start shows up, the Mission counts as a failure.

If player(s) choose to stay, they will face ever increasing hordes of Greenskins, hellbent on killing any Deathwatch they can get at. At the end of every Battleround, the players should roll a D6, adding +1 for every 20 Ork models removed as casualties that past Round, +1 for every vehicle that exploded that past Round, and +1 for every Deathwatch model removed as a casualty so far this Mission. On the score of a 7 or better, the Big Boss shows up and Moves as fast and direct towards the nearest Deathwatch model it can draw line of sight to in its next Movement Phase.

If the Big Boss removes a Deathwatch model as a casualty, it immediately regenerates D3 Wounds and the Ork reinforcements next Battleround increase by D6.

Generic Forbidden Knowledge: We cannot tell if this is the nerve center or the bowels of this ship. Is this a bridge or just another workshop?

Terminal Data for this mission
If player(s) are able to place any technology, any of these Terminals will provide snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 Esteem (to a minimum of 1) with the Lord's Own Code Admech Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50* / 30 / * / Archeotech Mechadendrite / this configurable Mechadendrite combines the affects of any 2 different other Mechadendrites of the player's choice. In addition, this item is considered Masterwork Quality.

*This item follows the normal rules for Mechadendrites detailed in the Techmarine Gear lists.
*Models with the Servo-rig (1) Talent only.

This message was edited 1 time. Last update was at 2021/11/05 18:35:23


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
In the aftermath of the Warlord's death, the Orkish fury has been roused. Directionless, but violent, the hordes swarm towards the breaches in their hull in search of any enemy. If the Deathwatch can plug up these holes with bodies and debris, the onslaught can be stalled long enough to keep the Orks fighting each other. The ultimate goal is not to stop the Orks, but rather to redirect them towards themselves. The player(s) may send any number of squads on this Mission and it is recommended that they send all the squads that they have.

UGb2: Plug the Gaps: Routine

"Roused, the Orkish hordes are amassing near their breach points. Use this opportunity to choke those gaps with their dead; let them march to their own slaughter."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may select any one other Faction they like to do this as a Side Quest for.

Known Adversaries
"All the fury of Ork kind."
The author suggests Orks, buggies, killa kanz, deffdreads, and gretchin.

Primary and Tertiary Objectives
Primary Objectives:

Choke the Gaps with the Dead: the wall representing Undred Gunz' outer hull will have 3 holes in it - one big and 2 small. The Deathwatch player(s) must remove a number of Wounds worth of Orks, Gretchin, and/or Vehicles as casualties within 3" of each of these holes to achieve this Objective. The 2 smaller holes require 60 Wounds worth of casualties each and the 1 large hole requires 200 Wounds worth of casualties. After any hole meets its quota to be plugged, no more <Ork> models can use it to breach the wall.

Tertiary Objectives:
Kill Count: for every 30 Ork models removed as casualties this Mission, each Deathwatch Astartes deployed gains +1 Renown. If at least 150 Ork models are removed as casualties, the Mission Leader also gains an additional +1XP and +D3 Renown.

Extract: if all deployed models Extract via the Extraction Zone, the Mission Leader gains an additional +1XP.

Battlefield
Anywhere at least 9" from one long board edge, preferably at an odd angle along the entire length of the table, show be a line of ramshackle terrain representing the outer hull of Undred Gunz. In this wall, at approximately the middle of it, should be a gap roughly 6"-8" wide. This represents the "Large Hole". To its left and right, 3D3" away, should be two smaller gaps, each 3"-5" wide to represent the "Small Holes". Any terrain on the Ork side of this wall (the roughly 9" between the board edge and it) should be filled with Ork themed scatter. All the terrain on the Deathwatch side of the wall should be filled with [++Redacted++] themed scatter and/or high-vaulted rooms.

The player(s) sets up their forces first, anywhere within 6" of the board edge opposite the Ork wall. The GM's forces begin the Mission in Adversarial Reserves and enter play via the board edge on the Orky side of the Wall.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: according to Mission parameters.

- Extraction Options: Teleportarium (or any other for which the Mission Leader qualifies if the Teleportarium is disabled for reasons) with the Extraction point anywhere along the Deathwatch player(s)' deployment edge.

Arming Phase: player(s) arm their models for the task at hand. Note that this Mission is not Linked with Wall of Gunz. In addition to any other discounts models have earned, all weapons count their Threshold as 01 for the duration of this Mission.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 100 Allotment to start (not affected by the Doomclock). If using the CTV method of Allotment, the GM starts with Allotment equal to two times the player(s)' CTV (not affected by the Doomclock). At the start of every Battleround, the GM gains an additional 2D6 Allotment per Hole that has not yet been plugged. These are added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 1 and take their first Movement Phase from their own table edge.

Generic Forbidden Knowledge: The decks rumble with the approaching onslaught and the noise of the Greenskins Waaagh blots out all other sound.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 (to a minimum of 1) Esteem with the Lord's Own Code Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
05 / 05 / 00 / The Talisman of Saint Othic / This pendant hangs from an Adamantium chain and bears the likeness of some obscure Imperial saint. It grants the model carrying it a single re-roll that can used for any reason once per Mission.

This message was edited 4 times. Last update was at 2021/11/05 18:34:14


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
After destroying what seemed like two random, albeit powerful, generators along Undred Gunz's flank, the Intolerance's sensorium has picked up the energy signature of an even greater generator along the vessel's dorsal ridge. Nestled into a nest of turrets, this generator is believed to be the power nexus for all of the Battle Kroozer's defensive weaponry. If it can be destroyed also, the threat of stray shots hitting boarding craft during insertion can be eliminated entirely. Player(s) may send as many squads as they like to undertake this Mission.

UGb1: Power Down the Gunz: Routine

"With their attention focused outward, we may be able to sneak past the Ork gunners and destroy their power source right from under them. Literally."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may undertake this Mission as a Side Quest for the Replicanticle if they wish.

Known Adversaries
"At first we expect Meks, Spanners, and their grot attendants. However, once we silence the guns, we should expect to see the gunners themselves come out to investigate."
The author suggests Meks, Big Meks, Runtherders, Spanners, and gretchin, followed by Ork Boys.

Primary and Tertiary Objectives
Primary Objectives:

Destroy the Big Generator: any Deathwatch model that contributes to destroying the Main Orky Generator earns +1XP and +1 Renown provided the Mission ends with the Orky Generator dead.

Tertiary Objectives:
Destroy the Smaller Generators, too: any Deathwatch model that removes the last Wound from any other Generator on the battlefield earns +1XP.

Kill Count: for every 10 Ork models removed as casualties this Mission, each Deathwatch Astartes deployed gains +1 Renown. If at least 30 Ork models are removed as casualties, the Mission Leader also gains an additional +1XP and +1 Renown.

Kill Markers: for every Ork Mini Boss removed as a casualty this Mission, the Mission Leader gains +1 Renown.

Extract: if all squad members Extract via the Extraction Zone, the Mission Leader gains an additional +1 Renown.

Battlefield
Set the table up as one massive room with balconies, gantries, or other elevated terrain hemming the central area from the sides. At the far end of the board, sandwiched between the elevated terrain, should be a terrain feature to represent the massive Main Orky Generator. Within 6" of this terrain feature should be two other Generators. Within 6" of the opposite table edge should be a wall or walls or rooms that, with or without doors, block line of sight to that Main Generator.

The GM sets up their forces first, within 9" of either the Main Orky Generator or any other Generator on the table.

The player(s) then set up their forces, anywhere within 6" of the board edge opposite that Main Orky Generator. Any of the GM's forces that begin in Adversarial Reserves, enter play via any board edge at least 16" from any Deathwatch model.

The player(s) take the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more.

Technology on the Table
In addition to the Main Orky Generator there will be two smaller Generators. These two smalker Generators empower the Main Orky Generator's Invulnerable Save. Both must be destroyed to eliminate that completely. Destroying one only reduces the Invulnerable Save by 1. All Technology, even that placed by player(s)' Traits or Talents[/b, are at [b]Full Power.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: according to Mission parameters.

- Extraction Options: Teleportarium (or any other for which the Mission Leader qualifies if the Teleportarium is disabled for reasons) with the Extraction point anywhere along the Deathwatch player(s)' deployment edge.

Arming Phase: player(s) arm their models for the task at hand. Note that this Mission is Linked with Wall of Gunz, therefore player(s) will need to arm themselves for both Missions.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets Allotment equal to 10 times the number of Deathwatch models deployed on this Mission to start (not affected by the Doomclock). If using the CTV method of Allotment, the GM starts with Allotment equal to 100 minus the player(s)' CTV (not affected by the Doomclock). These may only be spent on grots, runtherds, spanners, meks, or big meks.

After each smaller Generator is destroyed and for every 4 Wounds the Main Orky Generator loses, the GM gets an addition 3D6 Allotment added to their ongoing Adversarial Reserves. These models can only be deployed on the elevated terrain on either edge of the board at least 9" from any Deathwatch models and represent the gunners coming out to investigate why their guns have stopped firing. These Reserves become available on the Turn immediately following the one they were generated on.

Generic Forbidden Knowledge: Like being inside a titanic engine, the roar and crackle of Orkish turbines coupled with the bark and chatter of their guns, means that likely, every Ork and Gretchin inside this chamber is utterly and completely deaf.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6-1 (to a minimum of 1) Esteem with the Lord's Own Code Faction.

The Main Orky Generator and the Smaller Ones, too
The Main Orky Generator is Toughness 8, Wounds 16, and a 4+ Armor Save. It also has a 5+ Invulnerable Save as long as the two Smaller Generators remain functioning. Each of these Smaller Generators are Toughness 8, Wounds 10, and a 4+ Armor Save. Destroying one of the Smaller Generators reduces the Main Orky Generator's Invulnerable Save to a 6+. Destroying both eliminates it entirely. The Main Orky Generator should be represented by a suitably large terrain feature.

Relics
Threshold / Cost / Capacity
/ Relic / Description
25 / 03 / 01 / Rare Cybernetica / This contraption of indeterminate function may be used as a mitigator against loss of favor with any Admech Faction. When a model equipped with this Relic deploys on a Mission, they may select any single Admech Faction. This model immediately gains +D6 Esteem with that Faction. Additionally, if the Mission is failed while this item is equipped, the squad cannot lose more than 1 Esteem with any Admech Faction associated with that Mission.


This message was edited 4 times. Last update was at 2021/11/05 18:33:09


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Currently, I am working on 3 different "ships" and attendant Missions. I was wondering if the community has any preference for what I post next. Your choices are:

1.) Dark Mechanicum/Adeptus Biologis
M32 Martian Mandate: Quadratic Logii
Hull: Cruiser fragment
Original Crew Compliment: unknown
Circumstance of Drift: Warp Implosion
Current Condition of Crew: Isolated or Warped
Probable Disposition: Adeptus Mechanicus, Dark Mechanicum, Mutants, Daemons, Servitors, Ship Dead

2.) A Necron Artifact
Unknown Origin: The Obelisk
Hull: Dodecahedral Object
Original Crew Compliment: unknown
Circumstance of Drift: Intent
Current Condition of Crew: Awakening
Probable Disposition: Dynastic Legions

3.) A Crack in the Webway
Warp Anomaly: The Dark Path
Hull: Webway Incursion
Original Crew Compliment: untold billions
Circumstance of Drift: Fractures in Reality
Current Condition of Crew: Wandering
Probable Disposition: Daemons, Monsters, and Aeldari

If you have any preference and would like to vote, please comment below. If no one responds after about a week, I'll just proceed as normal at my own pace.

This message was edited 1 time. Last update was at 2021/11/05 17:22:57


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Unknown Origin: The Obelisk
Hull: Dodecahedral Object
Original Crew Compliment: unknown
Circumstance of Drift: Intent
Current Condition of Crew: Awakening
Probable Disposition: Dynastic Legions

Spoiler:

Ship's Story
This object barely registered on the Intolerance's scanners, except as an anomalous spike of energy in the debris. It burned a hole into the side of the growing hulk and settled within its core, before slowly, inexorably tearing it apart molecule by molecule. It's building something in there; converting the [++Redacted++] into some sort of device. It is likely it will devour the entire hulk if left unchecked.

Forbidden Lore
If a player asks for more information about this Vessel and they have the Forbidden Knowledge Skill*, they may use it to glean any of the following tidbits of information:

Manufacture (Forbidden Knowledge): nothing is known for certain regarding the origins of The Obelisk, except that it is more dense than it should be and that its manufacture is most likely Necron. It appears to be a matter-conversion device of some sort and, if left unchecked, will likely completely destroy the hulk and everything around it.

Crew (Forbidden Knowledge): the object itself is too small and dense to actually be transporting any crew, but it is likely that it is in the process of either manufacturing or gating in more and more sophisticated Necron constructs to protect its task.

Its Purpose (Forbidden Knowledge): it is speculated that this Obelisk is a world-builder and that its objective is to manufacture a planet from all the debris in this system. However, there are those amongst Watch Command who believe the object is merely a gate and that the true horror and purpose of the device will be to usher in the undying legions to conquer and slaughter all who stand to stop it.

*GMs, prompt your players with this skill so that they know they have the option to use it.

Complications
If player(s) ignore The Obelisk for too long it will unlock its Inevitable Missions. 10 hours after its arrival, The Obelisk halts the Doomclock and player(s) must play out the Inevitable Missions in sequence. If they fail the Destroy the Gate Mission, the Campaign ends in defeat.

Interior Architecture/Terrain Guidelines: The Obelisk has no "interior architecture" per se, but instead converts the chambers and corridors of the hulk itself around it into Necron-esque cubist architecture. Terrain representing this should be smooth, geometric, and perhaps reminiscent of the interiors of Blackstone Fortresses.

Optional Mission
O1: Investigation: Optional Exploration

Unlockable Missions
O2: Conversion: Routine
O3: Close the Gate: Linked
O4: Aftermath: Linked

Inevitable Missions
Oa: The Heralds: Routine
Ob: Tide of Legions: Routine
Oc: The Final Stand: Linked
Od: Destroy the Gate: Linked

Treasure Tables for Exploration
For the Exploration Mission that takes place near The Obelisk Roll a D3-1 (minimum 0) for each Deathwatch model assigned to the Mission. This is the number of Blackstone Shards the Mission recovers. Single Blackstone Shards may be traded to any Faction for +4D6+6 Esteem or kept for future use/study.

This message was edited 1 time. Last update was at 2023/02/01 20:54:05


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Optional Mission: The Obelisk
The Obelisk's initial Mission is completely optional. GM's, impress upon your players that they have option of sending one or more marines on an investigative Exploration Mission to determine the nature of this new arrival, but don't give it any urgency. If you've been springing things on them, they'll be as paranoid as they need to be on their own. If players ignore the Optional Exploration Mission - which they may do if they are nearing the end of the Campaign and have figured out what's going on with the DoomClock - then just narrate a steady collapse at the center of the Hulk every few hours until 10 hours have passed. And move on to the Inevitable Missions.


O1: Investigation: Exploration
Briefing

If player(s) decide to undertake this Mission, they may send 1 or more individual models from any Squad up to 6.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for any other Faction the player(s) choose.

"What is the object at the center of this energy spike? Is it a vessel? Is it something else? And should we worry about what it could be harboring?"

Primary and Tertiary Objectives
Primary Objective(s):
Return with any Clues: each model deployed on this Mission should roll a D3-1 (0-2) to determine if they retrieve any Blackstone fragments. If at least 1 model generates at least 1 fragment this Objective can be considered complete.

Tertiary Objective(s):
None.

Mission Length
D3 hours plus 1 hour Infiltration and 1 hour extraction. 3-5 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.
-Player(s) Spend or Bank XP

Special Rules: for each Blackstone fragment kept for study roll a D6. Any roll that generates a 6 grants access to the Unlockable Missions, which must be completed in order. Unlocking these Missions means the Inevitable Missions don't happen.






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Player Briefing
Necron tech confirmed. In all likelihood, if left to complete their foul task, the abominable machines will seek to consume us all. The Deathwatch must dispatch a squad or squads to interrupt whatever is happening around the Obelisk and erradicate the foul xenos constructs with abject prejudice. But be wary, the thing at its heart grows by the minute and wastes neither time nor energy gating in guardians to shield itself from the wrath of the Astartes sent to destroy it.

O2: Conversion: Routine

"Now that we have identified the threat, let us actively confront it and undermine its progress towards inevitable doom. Spare no fury; send these foul machines to the scrap grinder forever."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may undertake this Mission as a Side Quest for the Arcanite Guard if they wish. If they do, players gain an additional +1 Esteem with this Faction for every 10 Wounds of Necrons they remove as casualties.

Known Adversaries
"Necrons. Type? Capability? Unfortunately, Brothers, that falls to you to determine for us."
The author suggests starting with Necron Infantry, perhaps a Deathmark or two, before escalating to more terrifying, multi-wound things like bikes, command barges, and stalkers. Also, if you have an Obelisk model....

Primary and Tertiary Objectives
Primary Objectives:

Destroy the Source: if you happen to have an Obelisk model, use that. Otherwise, place a large terrain feature at the center of the table with Toughness 8, 24 Wounds, the Living Metal special rule, and a 3+ Armor Save; consider it armed with 4 Tesla Spheres (see Codex: Necrons for details). Any Deathwatch model that damages the Obelisk earns +1XP. If its last Wound is removed before the end of the game, all Deathwatch models deployed on this Mission gain an additional +1XP and +D3 Renown each.

Tertiary Objectives:
Identify the Dynasty: the first Deathwatch model that can draw line of sight to a Necron Elite or HQ model counts as completing this Objective. GMs, tell that model's controlling player what Dynasty you are using and be sure to stick to it for the remainder of the Obelisk's Missions.

Kill Count: for every 10 Necron models removed as casualties this Mission, each Deathwatch Astartes deployed gains +1 Renown. If all Necron models are removed as casualties before the end of the Mission, the Mission Leader also gains an additional +1XP and +1 Renown.

Survive: each Deathwatch model that ends the Mission with 1 or more Wounds gains an additional +1 Renown. If all Deathwatch models that deployed on this Mission end it with 1 or more Wounds, the Mission Leader also gains an additional +1XP.

Battlefield
Set the table up with one large room in the center and as many smaller rooms sprouting off of that as can fit, using connecting corridors as you have them. The central room should be large enough to accommodate an Obelisk model.

The player(s) then set up their forces according to their Deployment parameters, along any table edge. All of the GM's forces begin in Adversarial Reserves except the Obelisk which is placed in the middle of the table's central room.

GM and player(s) then roll to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more.

Technology on the Table
Players may place any number of Generators or Terminals on the table as they like. However, all of these devices will be at Miniscule Power Level. The GM may also use a special Leech ability to grant nearby Necron Units a free re-roll that may used for any reason, by draining the power out of technology on the table. More on this in the GM's section below.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: player(s) arm their models for the task at hand. If this is the second or subsequent time players are attempting this Mission (because they failed it the other times), remove the Threshold of all Wargear for the duration of this Mission.

Deploy: according to the Option selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase, if any.

GM's Section:
Spoiler:

Allotment: the GM begins the Mission with an immovable Obelisk at the table's center. Each Room the GM Converts during the course of the Mission earns them an additional D3 Allotment times the number of Deathwatch models remaining to add to their Adversarial Reserves. On Turns 1 and 2, this may only be spent on Infantry models. On Turn 3, at least 5 Allotment must be spent on ELITE or HQ models.

The GM's Reserves may enter the table within 6" of the Obelisk or within any Converted Room or Corridor at least 9" from any Deathwatch model.

Generic Forbidden Knowledge: A strange noise fills the chamber as the substance of the [++Redacted++] is devoured by green light and replaced with tetrahedral, obsidian slabs of living metal. Shimmering gates, their yawning portals opening into the infinity of the abyss, usher in the unflinching legions of the dynasty as they attempt to secure their foothold here.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain 2D3 Esteem with the Lord's Own Code Faction.

Special Rules
Conversion

At the start of each Battleround, the GM rolls 2D6 for each room and corridor on the table adjacent to either the Obelisk's room or another room already Converted by this effect. On the roll of a 7+, that corridor or room is obsorbed and replaced by extensions of the Obelisk itself. Use a Marker to identify rooms and corridors so Converted. For each Corridor or Room Converted, the GM gains +1 to all future Necron Allotment Pools for the remainder of the Campaign.

Leeching
During the Command Phase, the GM may drain the Power from a Generator or Terminal nearest to the Obelisk, an ELITE, or an HQ model that still has any Power Level except Dead. To do so, the GM needs only to announce that they are doing so. Up to 1 Object per 30 Allotment worth of models on the table may be so drained per Battleround. As long as the Obelisk still has 1 Wound remaining, it counts as 30 Allotment for this purpose.

For each Object so Leeched, the GM gains 1 free re-roll that may be used for any reason on their own Turn. Unused re-rolls expire at the end of the Battleround.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 26 / 03 / Gauss Weapon / This counts as a Sanctified Xeno Weapon with the following profile:

Item / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
Gauss Weapon / 24" / 1|2|- / 10 / 5 / -1 / D3 / Assault / This weapon cannot be reloaded. Any unmodified roll of a 6 to hit causes a Mortal Wound in addition to any other effects.

45* / 12 / 02 / Master Component / This bulky device is a universal STC component for all Imperial machines Terminal-sized or larger. When using a Skill involving a Terminal, Generator, or a larger machine of Imperial or Admech manufacture, this Relic provides a +1 to that roll.

*Techmarines, Heralds, Iron Hands, Sons of Medusa, and Knights Amethyst treat this item's Threshold as 15 instead.

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Player Briefing
It was not enough to destroy the Obelisk. The heart of this machine exists in two dimensions. And now it is stronger than ever and growing still. We must seal this Gate for good. Stop at nothing. Spare no Fury. Let Hatred be our Shield, Faith our Rainments, and Wrath our Hammer. Smash these foul machines from existence.

O3: Close the Gate: Linked (with O4: Aftermath)

"If ever our Missions could be described as Suicidal, now is that time; this is that Mission. Your sacrifice today will ensure the safety of all our future endeavors. Live or die, you shall be remembered as heroes, for you have stepped between the might of the Ancients and the sum of the Emperor's domain. You are our Shield. You are our Sword. And I task you with destroying the unkillable and thwarting the inevitable. Go, my Brothers, and on this Day become Legends, for you are the Emperor's Wrath made manifest. You are the Mailed Fist that shall strike down a god. The finest Knights our galaxy has ever known; will ever know. You are the sons of the Emperor; you are Triumph Incarnate."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may undertake this Mission as a Side Quest for the Arcanite Guard if they wish. If they do, players gain an additional +1 Esteem with this Faction for every 10 Wounds of Necrons they remove as casualties.

It is recommended that players send as many Squads as they can spare to complete this Mission. Expect casualties. Bring the biggest guns you can.

Known Adversaries
"All the horrors of the Necrons."
The author suggests starting with Lychguard, a Lord, and/or Destroyers of any type. Maybe a Monolith shows up, a Triarch Stalker, or one of those Forgeworld Necron Titans? Pull out the big guns and spare nothing.

Primary and Tertiary Objectives
Primary Objectives:

Close the Gate: if you happen to have an Obelisk model, use that. Otherwise, place a large terrain feature at the center of the table with Toughness 8, 24 Wounds, the Living Metal special rule, and a 3+ Armor Save; consider it armed with 4 Tesla Spheres (see Codex: Necrons for details). Any Deathwatch model that damages this Obelisk earns +D3XP. The model that removes the Obelisk's last Wound additionally gains +1XP and +D3+3 Renown. Once the Obelisk is dead, any surviving Deathwatch model must place one or more Vortex Bombs within 6" of the center of the board. Roll a D6 for each Vortex Bomb at the end of the Mission. Any roll of a 6 closes the Gate. If successful, all Deathwatch models deployed on this Mission gain +3XP and +2D3+4 Renown.

Tertiary Objectives:
Kill Count: for every 15 Wounds inflicted on Necron models this Mission, each Deathwatch Astartes deployed gains +1 Renown. If all Necron models are removed as casualties before the end of the Mission, the Mission Leader also gains an additional +1XP and +2 Renown.

Survive: each Deathwatch model that ends the Mission with 1 or more Wounds gains an additional +1XP and +3 Renown. For each Deathwatch model that deployed on this Mission that ends it with 1 or more Wounds, the Mission Leader also gains an additional +1 Renown.

Battlefield
Set the table up with one large room in the center. This central room should be large enough to accommodate an Obelisk model. The rest of the board should be fairly open with long corridors or large rooms for relatively clear lines of fire.

The GM sets up their forces first, placing the Obelisk in the dead center of the table and all their remaining forces within 12" of that model's edge. Any models not deployed go into Adversarial Reserves.

The player(s) then set up their forces according to their Deployment parameters, along any table edge.

GM and player(s) then roll to determine who takes the first Turn.

Extraction Time: 1 hour Insertion plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more. Note that there is no Extraction time as this Mission is Linked with the next.

Technology on the Table
Players may place any number of Generators or Terminals on the table as they like. However, all of these devices will be at Miniscule Power Level. The GM may also use a special Leech ability to grant nearby Necron Units a free re-roll that may used for any reason, by draining the power out of technology on the table. More on this in the GM's section below.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: player(s) arm their models for this Mission and the next. Due to the nature of this Mission, treat the Threshold of all Wargear as 1 for the duration of this Mission. Additionally, 1 in every 3 Deathwatch models is equipped with a single Vortex Bomb for free. Remember to equip as much ammo as you can.

Deploy: according to the Option selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase, if any.

Consequences of Failure: if all Deathwatch models are removed as casualties or if the Vortex Bombs fail to close the Gate, Necron forces increase all future Allotment Pools by x2 for the remainder of the Campaign. This Mission is not repeatable if it is failed.

GM's Section:
Spoiler:

Allotment: the GM begins the Mission with an immovable Obelisk at the table's center plus D6 times the number of Deathwatch models assigned to this Mission. Additionally, at the start of each Battleround, the GM rolls a D6 for each remaining Deathwatch model on the table and adds that much Allotment to their ongoing Adversarial Reserves. If the Obelisk is removed as a casualty, the GM only rolls a D3 for each remaining Deathwatch model.

The GM's Reserves may enter the table within 12" of the Obelisk or within 9" of the center of the table once the Obelisk is destroyed.

Generic Forbidden Knowledge: The Legions have awoken and march upon us. They are like a hive of insects, swarming to defend their Gate. If we let them they shall send an unending horde to stop us. The very face of the universe buckles around us. Let us seal these things in the tombs of their own making; let us close their Gateway into our world.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain 2D3 Esteem with the Lord's Own Code Faction.

Special Rules
Leeching

During the Command Phase, the GM may drain the Power from a Generator or Terminal nearest to the Obelisk, an ELITE, or an HQ model that still has any Power Level except Dead. To do so, the GM needs only to announce that they are doing so. Up to 1 Object per 30 Allotment worth of models on the table may be so drained per Battleround. As long as the Obelisk still has 1 Wound remaining, it counts as 30 Allotment for this purpose.

Failure
If the Gate is not closed, players must still move on to Mission O4 before returning to the [++Redacted++]. If they survive both Missions, but fail this one, they must proceed to the Inevitable Missions and continue from there. This Mission is not repeatable.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 24 / 02 / Phase Scythe / This counts as a Sanctified Xeno Weapon with the following profile:

Item / Type / Strength / AP / Damage / Special Rules
Phase Scythe / Melee / +2 / -3 / 2 / Unweildy, Phasing, Catastrophic.

60* / 30 / 00 / Power Infinite / This tiny, shimmering stone may be used to replace the Primary magazine of any energy weapon, improving its Ammo to 100, its Damage by +1, and its AP by 1. Or it may be used as an outside Power Source for any Technology, providing Full Power for 6 Battlerounds.

*Techmarines, Heralds, Iron Hands, Sons of Medusa, and Knights Amethyst treat this item's Threshold as 36 instead.

Weapon Traits
Catastrophic
: if this weapon inflicts 1 or more Wounds, but the enemy Unit is not wiped out, they suffer an additional -D3 to their Leadership tests in the Morale Phase.
Phasing: this weapon ignores Invulnerable Saves
Unweildy: this weapon must subtract 1 from its hit rolls.


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I added some new Talents to the Melee Tree: Ecstatic Fighter, Guarded Fighter, Potent Fighter, Violent, Wrath, and Rampager.
The Skill tree: Applied Violence and Savage Tactician
And the Morale tree: Vehement

Part two (O4: Aftermath) of the previously posted Mission coming soon.

I also added clarification to the Injury and Recovery section for when a model takes Damage in excess of its remaining Wounds.

I edited and modified slightly the Battlefield section of the UG3: A Prize in the Wreck Mission for clarity and to add a bonus if the Mission Leader uses their Forbidden Knowledge Skill.


Hey folks, I've posted twice to this thread in recent days and for some reason I can't see my own new posts. Can someone respond or let me know if they can see the things I've written?

This message was edited 3 times. Last update was at 2021/12/30 17:52:30


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Nevermind, it seems to have resolved itself. I was exhausted when I wrote this, so bear with me if this has a lot of typos. I'll correct them as I find them.


Player Briefing
Depending on the outcome of the previous Mission: Close the Gate, this is either a mop up (if it was a Victory) or an escape (if it was a Defeat). In either case, the surviving Deathwatch must fight their way through waves of Necron constructs and exit opposite from where they came.

O4: Aftermath: Linked (with O3: Close the Gate)

"We must smash through the last Phalanxes and battle our way to extraction, Brothers. Kill as many as you can before we leave here."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may undertake this Mission as a Side Quest for the Arcanite Guard if they wish. If they do, players gain an additional +1 Esteem with this Faction for every 10 Necron models they remove as casualties.

All of the surviving Deathwatch models from the previous Mission must participate in this Mission as well. No new models may be added to the roster.

Known Adversaries
"We suspect you will be facing waves of Necron phalanxes."
The author suggests using only infantry models if Mission O3 was a success and only multi-Wound models if Mission O3 ended without completing the Primary Objective.

Primary and Tertiary Objectives
Primary Objectives:

Escape: all surviving Deathwatch models must reach the designated Extraction Point at the far side of the board for this to be considered complete. If at least 1 Deathwatch model reaches this area and Extracts, the Mission Leader gains an additional +1 Renown. If all Deathwatch models that started the previous Mission with one or more Wounds Extract from this location, the Mission Leader also gains +D3 XP and each survivor gains an additional +1 Renown.

Tertiary Objectives:
Kill Count: for every 10 <Necron> <Infantry> models removed as casualties this Mission, each Deathwatch Astartes deployed gains +1XP. For the purposes of this Mission, Necron models that are removed as casualties, but subsequently reanimated, can be potentially counted twice towards this Objective if they are killed again.

Trophy Kills: for each Necron model that began the Mission with 3 or more Wounds, that is removed as a casualty this Mission, choose a Deathwatch model. That model gains +D3 Renown

Battlefield
Set the table up with one medium sized room on one short board edge. The rest of the board should be covered in rooms and corridors that offer at least 3 possible routes to this room. The GM then sets up a Teleportarium Extraction Zone in that room.

Players and GM then alternate placing 3 Entry Points each, anywhere on the board at least 6" away from any other Entry Point, 6" away from any board edge, and at least 6" away from the Extraction Zone.

The GM sets up their models first, splitting their forces into 3 distinct waves of roughly equal model counts. Their First Wave may be set up anywhere on the table at least 18" away from the short board edge opposite where the Extraction Zone is. Their other two Waves are held in Adversarial Reserves.

The player(s) then set up their forces according to their Deployment parameters, along the short table edge on the opposite side from the Extraction Zone.

GM and player(s) then roll to determine who takes the first Turn.

Extraction Time: 1 hour if the Mission lasts 5 Battlerounds or less, 2 hours if the Mission lasts 6-11 Battlerounds, or D3+1 hours if the Mission lasts 12 Battlerounds or more, plus 1 hour Extraction. Note that there is no Insertion time as this Mission is Linked with the previous.

Technology on the Table
Players may place up to D3 Generators with a randomly determined Power Level and/or up to D3 Terminals at Low Power, anywhere at least 12" away from the Extraction Zone. The GM may also use a special Leech ability to grant nearby Necron Units a free re-roll that may used for any reason, by draining the power out of technology on the table. More on this in the GM's section below.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies, with the caveat that it must be on a predetermined board edge.

- Extraction Options: Teleportarium

Arming Phase: player(s) will have already armed their models at the start of the previous Mission. They cannot change their load outs now unless they have a Talent that says otherwise and are limited to the equipment, grenades, ammunition, and weapons that are left over from the previous Mission.

Deploy: according to the Option selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase, if any.

Consequences of Failure: This Mission is not repeatable if it is failed. If it is failed, players must complete the Inevitable Missions in order or accept defeat for the entire Campaign.

Extraction: Deathwatch models that end their Turn in the Extraction Zone automatically Teleport off the board.

GM's Section:
Spoiler:

Allotment: if using the original Allotment rules, the GM begins the game with 90 Allotment split into 3 Waves of roughly equal model counts. If using the revised Allotment rules, the GM begins the game with Allotment equal to the players combined squads' CTV, split into 3 Waves of roughly equal model counts.

The GM's Reserves may enter the table within 6" of any Entry Point and at least 9" away from any Deathwatch model. On the GM's Turn 3, they roll a D6 to determine which wave or waves become available this Turn. Each Wave becomes available on a 5+. If neither Wave becomes available this Turn, roll again each subsequent Turn until one or both become available. Waves that never become available do not count as destroyed for the purposes of Objectives.

Generic Forbidden Knowledge: The decks clang with the stomp of advancing Necrons. Whether their legions are hounding or withdrawing doesn't seem to matter. Their numbers are endless; they rise again with every step we take.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain 2D3 Esteem with the Lord's Own Code Faction.

Special Rules
Leeching

During the Command Phase, the GM may drain the Power by one Level from a Generator or Terminal nearest to any <Necron> model with 3 or more Wounds remaining. To do so, the GM needs only to announce that they are doing so. Up to 1 Object per 30 Allotment worth of models on the table may be so drained per Battleround. Draining a Power Level in this way provides the GM with a single re-roll that may be used for any reason until the end of the Mission. Unused re-rolls are lost at the end of the Mission.

Failure
If this Mission is failed, players must proceed to the Inevitable Missions and continue from there. This Mission is not repeatable.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 36 / 00 / Phase Shield / This counts as a Sanctified Xeno Item that provides the model equipped with it the ability to ignore intervening models and terrain features when Moving, Advancing, and Charging. They cannot end their movement inside any terrain feature or model, however. This item also grants the bearer a 5+ Invulnerable Save.

60* / 30 / 01 / Chronometric Prison / This handheld cube allows the bearer to select one enemy model within 6" during the Shooting Phase instead of Firing their weapon. If the target has an Invulnerable Save, they may roll that to avoid the effects of this device. Otherwise roll a D6 and inflict that many Mortal Wounds on the target. If this kills the target, the bearer of this item gains +1 Corruption, +D3+1 Renown, and +D6 XP. One use per Mission.

*Librarians, Primaris Librarians, Heralds, Blood Ravens, and Black Wasps treat this item's Threshold as 36 instead.




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Player Briefing
Something has awoken inside the growing hulk and the Deathwatch can no longer afford to ignore it. The vanguard of the Necrons sally forth from the gates they have been busy creating. The Deathwatch must move into position and prepare to defend themselves against the onslaught.

Oa: The Heralds: Routine

"This is only the beginning, my Brothers. Let us throw back this onslaught and show these foul Xenos that we are not intimidated by their threat. Destroy them as they come and grind their metal bodies beneath your boots."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may undertake this Mission as a Side Quest for the Arcanite Guard if they wish. If they do, players gain an additional +1 Esteem with this Faction for every 10 Necron models they remove as casualties.

It is recommended that players send as many Squads as they can spare to complete this Mission. Expect casualties. Bring the biggest guns you can.

Known Adversaries
"We expect the true vanguard of the Dynasty."
The author suggests using only Necron Elites, HQs, Fast Attack, and Heavy Support (but leaving the C'tan and Lords of War out for now).

Primary and Tertiary Objectives
Primary Objectives:

Hold Back the Tide: this Objective can be considered complete only if no Necron model ever ends a Battleround within 9" of the Deathwatch Deployment edge this Mission.

Kill Count: for each 10 Necron models removed as casualties this Mission, each Deathwatch model deployed on this Mission gains +1XP.

Tertiary Objectives:
Total Eradication: if no Necron models are on the table at the end of the Mission, all Deathwatch models deployed on this Mission gain +D3 XP and the Mission Leader also gains an additional +D3 Renown.

Trophy Kills: for each Necron model that began this Mission with 3 or more Wounds that is removed as a casualty this Mission choose a Deathwatch model. That model gains +D3 Renown.

Battlefield
Split the board into thirds vertically (parallel to the short board edges). One third should be dominated by a multi-level balcony facing a large open cargo hold that dominates the remaining two thirds. In the middle third place cargo containers and debris representing collapsed sections of the ceiling and/or floors. In the far third place scatter terrain that represents Necron architecture.

The players and the GM alternate placing their forces, each on opposite short board edges. The players get the third with the balcony and the GM gets the third with the Necron scatter. The players set up according to their Deployment Option choice and the GM sets up at no more than 12" from their own board edge.

GM and player(s) then roll to determine who takes the first Turn, with the side that finished Deploying first recieving a +1 to this roll. Highest score goes first.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more. This Mission ends if all Deathwatch models Extract or are removed as casualties.

Technology on the Table
The players may place one Generator in their board third and roll randomly to determine its Power Level. The players and GM may then alternate placing D3-1 (to a minimum of 0) Terminals anywhere on the table as they like, starting with the GM's placement. These Terminals are at Miniscule Power, adjusted by the Generator as per normal Technology rules. The GM may use a special Leech ability to grant nearby Necron Units a free re-roll that may used for any reason, by draining the power out of technology on the table. More on this in the GM's section below.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: player(s) arm their models for this Mission.

Deploy: according to the Option selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase, if any.

Consequences of Failure: This Mission is not repeatable if it is failed. If this Mission is failed and any Necron models remain on the table, they are added as Adversarial Reserves in Mission Ob: Tide of Legions.

GM's Section:
Spoiler:

Allotment: if using the original Allotment rules, the GM begins the game with 12 Allotment per Deathwatch model deployed on this Mission. If using the new Allotment rules, the GM gains Allotment equal to the players' combined CTV plus 30.

If the GM has any Adversarial Reserves they enter the table from their own table edge.

Generic Forbidden Knowledge: They advance implacably, their legions unflinching. They will not rest until either we or they have been eradicated. The noise of their machine bodies echos across the vast hold in which we do battle with them. Let this be the farthest they tread.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain 2D3 Esteem with the Lord's Own Code Faction.

Special Rules Leeching
During the Command Phase, the GM may drain the Power from a Generator or Terminal nearest an ELITE or HQ model that still has any Power Level except Dead. To do so, the GM needs only to announce that they are doing so. The target Technology's Power Level is reduced by one step and the GM gains +1 CP. CPs that remain unused at the end of this Mission carry over to the next Mission.

Relics
Threshold / Cost / Capacity
/ Relic / Description
65 / 40 / 02 / Darkest / This weapon is a Tainted Relic Hecate Pattern Bolter with the following profile:

Item / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
Darkest / 24" / 1|2-8|- / 8 / 5 / -1 / 1 / Rapid Fire / This Ensorcelled Hecate Pattern Bolter has an increased Strength and improved AP, even when loaded with normal bolter magazines. In addition to its increased firepower, Darkest ignores 1 point of cover (light cover provides no benefit, heavy cover provides only +1, and dense cover only provides +2 to Armor Saves). Lastly, a model armed with Darkest when the lights go out ignores the limitations to visual range as long as this Relic remains on their person.


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I added a bunch of new Talents to the

Miscellaneous Tree: Monster Hunter, Tank Hunter, Trophy Hunter, Monster Slayer, Tank Destroyer, Trophy Taker

Shooting Tree: Anti Tanker, Point Blank, Immobilizer

Melee Tree: Head Taker

Skill Tree: Sneaky


and I'll add more tomorrow. Thanks for looking, you are all great and I appreciate you.


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I added Talents to the

Miscellanous Tree: Hussle Up

Survival Tree: Divine Protection, Heavy, Survivor, Shed Corruption, Shunt Corruption

Skill Tree: Orienteering, Advanced Tactics: Suppressing Fire

Shooting Tree: Hammer that Position, Search and Traverse
.

I also modified the Survival Talent: Stoic Resolve to better reflect that it is a Tier 2 Talent.

This message was edited 1 time. Last update was at 2022/01/10 05:59:06


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I clarified the Suppression rules and how Adversaries become and escape being Shaken and Pinned.

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Player Briefing
The whole of the [++Redacted++] trembles with the stomp of metal feet. Gates form where the Phaerons will them to be and from these crackling, shimmering, green portals march the endless tides of the Necron Phalanxes. The Deathwatch must not just hold back the inevitable, but push back against it, too. They must drive the Necrons back or else face annihilation itself.

Ob: Tide of Legions: Routine

"Here they come, in their endless columns. Be not distracted by their deathless numbers. Push back against them; prioritize targets; destroy their gates; decapitate their leadership. Drive them back to the hell which spawned them."

In service to Whom: This Mission serves the interests of the Deathwatch, but player(s) may undertake this Mission as a Side Quest for the Arcanite Guard if they wish. If they do, players gain an additional +1 Esteem with this Faction for every 10 Necron models they remove as casualties.

It is recommended that players send as many Squads as they can spare to complete this Mission. Expect casualties.

Known Adversaries
"They come in Waves, Brothers. Let them crash against you and be broken. For we are as eternal as the mountains. We are the unbreakable bulwark of humanity."
The author suggests using mostly Necron Troops, Flayed Ones, Monoliths, and fortifications for this Mission.

Primary and Tertiary Objectives
Primary Objectives:

Destroy Their Gates: the GM will be placing numerous terrain pieces to represent the Necron Gates. For each one of these terrain features destroyed, all Deathwatch models on this Mission gain +2XP and +2 Renown. If all of these features have been destroyed by the end of the Mission, all Deathwatch models deployed on this Mission gain an additional +2XP and the Mission Leader gains an additional +2 Renown.

Command Kills: for each Necron model that began this Mission with 3 or more Wounds and is either an ELITE or an HQ model, that is removed as a casualty this Mission, choose a Deathwatch model. That model gains +2 Renown and +2XP.

Tertiary Objectives:
Kill Count: for each 20 Necron Infantry models removed as casualties this Mission, each Deathwatch model deployed on this Mission gains +1XP.

Destroy the Monolith: if the GM has a Monolith model, the Deathwatch model that removes its last Wound gains +2D3 XP and +D3 Renown.


Battlefield
Draw a line down the center of the board (parallel to the short board edges). On one half, place terrain that looks like it came from Necron architects. On the other place decrepit spaceship interiors that look like they belong in a decaying space hulk.

If the GM has a Monolith model they may place this vehicle anywhere on the Necron half of the terrain board. Then, the GM and players alternate placing up to D3 free standing doorways each to represent the Necron Gates. These Gates have 8 Wounds each, a Toughness of 8, and an Invulnerable Save of 4+. They also have the Living Metal special rule. Each Gate must be at least 6" from any other Gate and no more than 12" from any Necron table edge.

The GM then sets up their forces anywhere within 3" of their own board edges or within 6" of any Gate (including the one on the front of the Monolith, if applicable). Then the players set up according to their Deployment Parameters.

GM and player(s) then roll to determine who takes the first Turn. Highest score goes first.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more. This Mission ends if all Deathwatch models Extract or are removed as casualties -or- when all the Necron Gates/Monolith have been destroyed and there are no Necron HQ or ELITE models left on the table.

Technology on the Table
If players have an ability to place any Tachnology on the table, roll randomly to determine its Power Levels as normal. The GM may use a special Leech ability to give themselves extra CP, by draining the power out of technology on the table. More on this in the GM's section below.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: player(s) arm their models for this Mission.

Deploy: according to the Option selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase, if any.

Consequences of Failure: This Mission is not repeatable if it is failed. If this Mission is failed and any Necron models remain on the table, they are added as Adversarial Reserves in Mission Oc: The Final Stand.

GM's Section:
Spoiler:

Allotment: if using the original Allotment rules, the GM begins the game with 30 Allotment (which must be spent on a Monolith if the GM has one, plus 7 additional Allotment per Deathwatch model deployed on this Mission. If using the new Allotment rules, the GM gains Allotment equal to the players' combined CTV plus 30. The GM may also have additional reinforcements from the previous Mission. These models must be held in Adversarial Reserves and enter play from any of the GM's Gates.

Additionally, the GM gains D6 Allotment at the start of each of their Turns per Gate remaining on the table. This Allotment may only be spent on Warriors, Immortals, Flayed Ones, or Praetorians that enter the board by disembarking from any of the GM's Gates using the normal rules for disembarkation.

Generic Forbidden Knowledge: They advance implacably, their legions unflinching. They will not rest until either we or they have been eradicated. The noise of their machine bodies echos across the vast hold in which we do battle with them. Let this be the farthest they tread.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain 2D3 Esteem with the Lord's Own Code Faction.

Special Rules Leeching
During the Command Phase, the GM may drain the Power from a Generator or Terminal nearest an ELITE or HQ model that still has any Power Level except Dead. To do so, the GM needs only to announce that they are doing so. The target Technology's Power Level is reduced by one step and the GM gains +1 CP. CPs that remain unused at the end of this Mission carry over to the next Mission.

Relics
Threshold / Cost / Capacity
/ Relic / Description
100 / 60 / 02 / Darkfire Eradicator / This weapon is a Tainted Relic Flamer with the following profile:

Item / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
Darkfire Eradicator / 18" / D6|2D6|- / 9 / 5 / -2 / 2 / Assault / This Ensorcelled Flamethrower shoots gouts of black fire that automatically hit its targets. Any model, friend or foe, that can draw line of sight to a model Wounded by this Weapon must pass a Toughness test or immediately Move D3" directly away from the model carrying it. The model equipped with this weapon is immune to this effect. This weapon ignores Cover.

100 / 55 / 02 / Aetherfire Lance / This weapon is a Tainted Relic Meltagun with the following profile:

Item / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
Aetherfire Lance / 18" / 1|2|3 / 9 / 9 / -4 / D3+3 / Assault / When this Ensorcelled Melta is fired at targets that are 9" or closer to the shooter, it has a Damage characteristic of D6+3. If this weapon causes maximum Damage in this way, the bearer gains +1 Corruption.

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Unbelievably, I didn't have a Melee Talent that improved a model's WS until now. It's a Tier 1 Talent called Skilled Fighter.

EDITED TO ADD: before I go any further, I am tempted to make a fundamental change to the cost of Talents by Tier. The proposed change would half the cost by Tier to 5xp instead of 10xp, but nothing else would change. Tier 1 would therefore be 5xp each, Tier 2 would be 10xp, Tier 3 would be 15xp, Elite Tier 4 would be 20xp, and Elite Tier 5 would be 25xp. All Specialty discounts would remain the same. But before I make a change so bold, I am asking for feedback from anyone who is currently playing this campaign.

My questions are:

Do you, as players or GMs, find the rate of XP gain adequate for the character builds you want?

Is the amount of XP gained per Mission per model enough to upgrade that model at least once between Missions?

Is the amount of XP gains too much or too little to do the things you want?

Do you feel like the price of Talents are prohibitively expensive?


Any and all feedback you can provide would be extremely helpful, not just to me, but I imagine to the whole rest of the community that is using this content. Thank you in advance. Feel free to post your responses here.

This message was edited 4 times. Last update was at 2022/01/14 21:36:31


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Generic Traits for Minibosses and Boss Monsters

Any Miniboss or Boss Monster may be given the Scary Trait for +1 Allotment.
Any Miniboss or Boss Monster may be given the Cruel Trait for +1 Allotment.
Any Miniboss or Boss Monster may be given the Savage Trait for +1 Allotment.

Any Miniboss or Boss Monster may be given the Fearsome Trait for +3 Allotment.

Any Boss Monster may be given the Terrifying Trait for +5 Allotment.

Scary: models with this Trait project a 6" Aura. Deathwatch models within this Aura must pass a Strength test or suffer -1 WS and -1 BS until the start of their next Turn.

Cruel: models with this Trait project a 6" Aura. Adversary models that share a <keyword> within this Aura automatically pass their Morale tests if the model with this Trait is in Engagement Range of enemy models.

Savage: models with this Trait gain +1 Attack on every Turn they survive the Fight Phase while in Engagement Range.

Fearsome: any Deathwatch model that can draw line of sight to this model at the start of its Turn must pass a Strength test or suffer -1 WS and -1 BS until the start of their next Turn. Additionally, if the Mission Leader is within 6" of a model with this Trait they suffer a -1 to their Ld.

Terrifying: any Deathwatch model that can draw line of sight to this model at the start of its Turn must pass a Strength test or suffer -1 WS, -1 BS, and cannot Advance towards or Charge this model until the start of their next Turn. Additionally, if the Mission Leader is within 6" of a model with this Trait they suffer a -2 to their Ld.

This message was edited 1 time. Last update was at 2022/02/06 15:39:05


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I modified some of the Skill descriptions because they were a little too powerful.

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Wow. I have barely posted here for a month and haven't even added any significant new content since the beginning of the year. And yet this blog has still garnered almost 4,000 new views since then. I imagine at least some of it might be from people playing through the Missions, but that's still super impressive. Thank you everyone.

And rest assured there's still more to come. I still have to finish the last two Necron Missions. After that will be revamped Skills and Skill Talents, then more derelict ships and their stories and Missions, and then more in depth narrative ways to play. And at some point in time, I will start another campaign blog similar to this one, except for Chaos (which, knowing me, will probably arrive in tandem with what I'm working on with this campaign).

Thanks for being here, thanks for reading, and if you're running or playing in some version of this, thanks for sharing in this awesome hobby with me.

Have an awesome day!

This message was edited 3 times. Last update was at 2022/04/07 19:38:39


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Player Briefing
Each Mission against the Necrons before this have been channeling them towards this bottleneck. The Deathwatch must secure a defensible position and draw the bulk of these Xenos to them, timing their counterattack for maximum effect.

Oc: The Final Stand: Linked (with Od: Destroy the Gate)

"We must secure a position to hold the line, Brothers. You have been tasked with this. Fight with all the fury the Emperor has bound you with. Hold back the tides and we will join you at the appointed hour with all the firepower our Ordo can muster."

In service to Whom: This Mission serves the interests of the Deathwatch. Players may additionally undertake this Mission as a Side Quest for the Arcanite Guard and/or any Inquisitorial Faction if they wish. If they do, players gain an additional +1 Esteem with these Factions for every 10 Necron models they remove as casualties.

It is recommended that players send as many Squads as they can spare to complete this Mission. And that they or the GM provides them with models to represent their "Special Reinforcements".

Known Adversaries
"They come in Waves, Brothers. Let them crash against you and be broken. For we are as eternal as the mountains. We are the unbreakable bulwark of humanity."
The author suggests using everything in the Necron Codex. Go for broke.

Primary and Tertiary Objectives
Primary Objectives:

Hold the Line: if the Mission ends with no Necron models within 12" of the Deathwatch table edge, this Objective can be considered complete.

Endure the Assault: this game lasts a set number of Turns. If at least 25% of all Deathwatch models Deployed on this Mission still have 1 or more Wounds remaining at the end of this Mission, all Deathwatch models that Deployed on this Mission gain +1XP and the Mission Leader gains +5 Renown.

Plant Beacons: any model with a Teleport Beacon that emplaces it in the No Man's Land between the Deatwatch and Necron Deployment Zones gains +1XP and +D3 Renown. Any model that places a Teleport Beacon in the Necron Deployment Zone gains +2XP and +D3+1 Renown. If a model places a Teleport Beacon in the Deathwatch Deployment Zone, both that model and the Mission Leader gain +1XP every time the Players use it to bring in Reinforcements throughout this Mission.

Spring the Trap: the players will have a number of "Special Reinforcements" that they can call in to help. If the players wait until all Teleport Beacons have been placed before calling in any of these Reinforcements, all Deathwatch models Deployed this Mission gain +3XP and +3 Renown and the Mission Leader gains an additional +D3 XP and +D3 Renown.

Tertiary Objectives:
Kill Count: for each 20 Necron Infantry models removed as casualties this Mission, each Deathwatch model deployed on this Mission gains +1XP and +1 Renown.

Command Kills: for each Necron model that began this Mission with 3 or more Wounds and is also an ELITE, HQ, or Lord of War model, that is removed as a casualty this Mission, choose a Deathwatch model. That model gains +2 Renown and +2XP.

Preserve Our Assets: for every "Special Reinforcement" Deployed this Mission, that ends the Mission with 1 or more Wounds remaining, the Mission Leader gains +1 Renown.


Battlefield
Set the board up in such a way that creates one or two bottleneck routes from one short board edge to the other. Each short board edge should have a medium sized room dominating it. The rest of the board should be filled with relatively clear lanes of fire.

The player that controls the model that is the Mission Leader chooses which short board edge the Deathwatch forces will deploy on. That same player may then place up to six barricades each up to 4" in length anywhere within 12" of their board edge.

The GM sets up their forces first, anywhere within 12" of their own short board edge. Then the players set up according to their Deployment Parameters.

GM and player(s) then roll to determine who takes the first Turn. Highest score goes first.

Extraction Time: 1 hour Insertion plus 2 hours Mission time. This Mission ends after 7 Turns. Note that there is no Extraction because this Mission is Linked with the next one.

Technology on the Table
If players have an ability to place any Technology on the table, roll randomly to determine its Power Levels as normal. The GM may use a special Leech ability to give themselves extra CP, by draining the power out of technology on the table. More on this in the GM's section below.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: Defensible Position (which in this Mission must be within the Deathwatch Deployment Zone).

Arming Phase: player(s) arm their models for this Mission and the next. In addition, each model may be given one of the following options without having to meet the Threshold and without having to pay the Cost: [1] Mantlet Shield; [1] Vortex Bomb; [3] Melta Bombs; [1] Teleport Beacon; [1] Auto Sentry; [2] Promethium Blast Bombs

Deploy: according to the Option selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase, if any.

Consequences of Failure: This Mission is not repeatable if it is failed. If this Mission is failed and any Necron models remain on the table, they are added as Adversarial Reserves in Mission Od: Destroy the Gate.

Player "Special Reinforcements": players have access to a number of Special Characters and Free Ordinance that can be summoned as Reinforcements to any emplaced Teleport Beacon on the table. Each of these "Special Reinforcements" are unique and may only be summoned to the tabletop once each.

There are 3 categories of "Special Reinforcements": Named Characters, Unnamed Characters, and Big Guns.

The Named
Watch Captain Erophon, Flesh Tearer
Move 6" (12") WS2+ BS3+ S5 T5 W4 A5 Ld7 Sv3+ Skill4+ Cap11 (including bonus from Powered Armor)
Chapter Traits: Frenzied, Renders of Flesh and Bone
Skills: Command3, Forbidden Knowledge2, Intimidate2
Talents: Cohesion3, Deadly Foe, Deadly Opponent, Frenzy, Fury of the Righteous, God Among Giants, Hardened, Haymaker, Rampager, Skilled Fighter, Swift & Sure, Swift & True, Tough, Violent, Watch Captain
Stratagems:
(2CP) Berserk, (2CP) Wrathful Descent.
Load Out: Armor: Impudence Field, Artificer Armor 2+ Weapons: Chattering Teeth (Relic Mastercrafted Bolt Pistol) with 5 Hellfire Magazines, Mastercrafted Lightning Claw, Astartes Chainsword, and 4 Krak Grenades Wargear: Armor Patch, Jump Pack
Command Point Contribution (added to a General Pool that any Deathwatch model may draw from): +1CP

Chief Apothecary Claudius, Ultramarine
Move 6" WS3+ BS3+ S4 T5 W6 A1 Ld8 Sv3+ Skill3+ Cap10 (including bonus from Powered Armor)
Chapter Traits: Authority of Guilliman
Skills: Medic3, Tactics1, Tech1
Talents: Apothecariat Supreme, Born Leader, Chem-Boosted Survivalist, Clever, Cohesion1, Concentration, Drop Doctrine, Expert (2), Field Surgeon, Fury Doctrine, Hardened, Hard to Kill, Refusal to Die, Seige Doctrine, Survivor, Tactical Doctrine, Tactician, Tough, Tougher, Toughest, Triage
Stratagems:
(2CP) Doctrinal Speech, (1CP) Healing Touch
Load Out: Armor: Powered Armor 3+ Weapons: Warsong (Relic Plasmagun), 5 plasma cells, Exceptional Astartes Chainsword, Reductor, 1 Hellfire Grenade, 1 Stassis Grenade, and 2 Krak Grenades Wargear: Armor Patch, Narthecium, any 3 Stims
Command Point Contribution (added to a General Pool that any Deathwatch model may draw from): +2CP

Brother-Chaplain Matthias, Black Templars
Move 5" WS2+ BS3+ S5 T5 W5 A4 Ld7 Sv2+|5+ Skill2+ Cap13 (including bonus from Terminator Armor)
Chapter Traits: Reckless Zealotry
Skills: Inspire2, Intimidate2
Talents: And Hell Follows With Me, Aroused by Bloodshed, Berserker, Burning Hatred [Agents of the Ruinous Powers], Cohesion2, Concentration, Daemon Slayer, Dangerous Fighter, Deadly Foe, Deadly Opponent, Ecstatic Fighter, Furious Attacker, Fury, God Among Giants, Hammer Blow, Hussle Up, Improved Concentration, Killing Blow, Litanies, Mace Master, Melee Master, Right Place, Skilled Fighter, Sprinter, Swift & Sure, Swift & True, Tough, Wrath
Stratagems:
(2CP)Abhor the Witch, (1CP/3CP)Make it Count, (2CP)Wrathful Descent
Load Out: Armor: Terminator Armor 2+|5+ Weapons: Crozius Mattock (Relic Crozius Arcanum), Deathwatch Pattern Stormbolter and 4 Turbo Penetrator Magazines, Integral Mags both have Seeker Ammo, 2 Remote Mines, 2 Hellfire Grenades, and 2 Krak Grenades Wargear: Armor Patch
Command Point Contribution (added to a General Pool that any Deathwatch model may draw from): +1CP

Librariat-Sanctioned Brother Aggamon, Black Wasps
Move 6" WS3+ BS2+ S4 T4 W5 A4 Ld10 Sv2+|5+ Skill3+ Cap09 (including bonus from Powered Armor)
Chapter Traits: Born of Black Ships
Skills: Command3, Fobidden Knowledge1, Inspire2
Talents: Agile, Bolt Adept, Bolt Master, Born Leader, Cohesion2, Commander, Concentration, Conservationist, Crackshot, Determined, Dodge, I Will Lend my Fire!, Librarium Guard, Long Shot, Sharp Shooter, Signature Wargear (Exceptional Stalker Bolt Rifle), Steady, Tactician, Volume of Fire, Words of Weight
Stratagems:
(1CP) Range Finder, (2CP) Telepathic Oracle
Psychic Powers: Smite (1D6)
-Cast 1 Psychic Power per Turn
-Deny 1 enemy Psychic Power within 18" once per Turn
Load Out: Armor: Powered Armor 3+ Weapons: Scipio (Relic Stalker Bolt Rifle with Scope) and 9 Turbo Penetrator Magazines, Wasp's Sting, 2 EMP Mines, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch
Command Point Contribution (added to a General Pool that any Deathwatch model may draw from): +2CP

Long Fang Logan Cruss, Space Wolf
Move 6" WS3+ BS2+ S5 T5 W6 A1 Ld7 Sv3+ Skill4+ Cap11 (including bonus from Powered Armor)
Chapter Traits: Acute Senses, Legendary Ferocity, Wisdom
Skills: Demolition1, Tactics2
Talents: Accurate, Bolt Adept, Bolt Master, Bullet Storm, Calculated Trajectories, Crackshot, Destroyer, Firepower, God Among Giants, Hardened, Juggernaut, Long Shot, Master of Ordinance, Pacifier Doctrine, Precise Targeting, Rival [Dark Angels], Sharp Shooter, Shootist, Sniper, Steady, Swift Reload, Tough, Tougher, Toughest, Volume Fire, Walking Fire
Stratagems:
(2CP) Battle Howl, (1CP) Killing Field
Load Out: Armor: Impudence Field, Powered Armor 3+ Weapons: Masterwork Heavy Bolter with Targetting Array, Kraken Backpack Ammo Supply, Frost Axe, and 2 EMP Mines Wargear: Armor Patch
Command Point Contribution (added to a General Pool that any Deathwatch model may draw from): +2CP


The Unnamed
Techmarine or Primaris Techmarine

-Stats as choice
-any 3 Talents for which this model qualifies
-Tech1
-from any qualifying Chapter
-up to 45 Renown worth of Wargear, assume this model qualifies for Thresholds up to 50

Primaris Lieutenant, Intercessor, or Tactical Marine
-Stats as choice
-any 3 Talents for which this model qualifies
-Command1
-from any qualifying Chapter
-up to 65 Renown worth of Wargear, assume this model qualifies for Thresholds up to 100
-a Tactical Marine may be given Terminator Armor 2+

Primaris Suppressor, Reiver, or Scout
-Stats as choice
-any 3 Talents for which this model qualifies
-Stealth1
-from any qualifying Chapter
-up to 45 Renown worth of Wargear, assume this model qualifies for Thresholds up to 50

Inceptor or Assault Marine
-Stats as choice
-any 3 Talents for which this model qualifies
-Intimidate1
-from any qualifying Chapter
-up to 45 Renown worth of Wargear, assume this model qualifies for Thresholds up to 50
-an Assault Marine may be given Terminator Armor 2+

Aggressor or Devastator
-Stats as choice
-any 3 Talents for which this model qualifies
-Demolition1
-from any qualifying Chapter
-up to 45 Renown worth of Wargear, assume this model qualifies for Thresholds up to 50
-a Devastator Marine may be given Terminator Armor 2+

Librarian, Primaris Librarian, or Phobos Librarian
-Stats as choice
-any 3 Talents for which this model qualifies
-Psychic Sense1
-from any qualifying Chapter
-up to 45 Renown worth of Wargear, assume this model qualifies for Thresholds up to 50
-a Librarian may be given Terminator Armor 2+

Apothecary or Primaris Apothecary
-Stats as choice
-any 3 Talents for which this model qualifies
-Medic1
-from any qualifying Chapter
-up to 45 Renown worth of Wargear, assume this model qualifies for Thresholds up to 50

Big Guns
See the Wargear Section of these rules on page.2 of this blog for descriptions of these weapons. Tarantulas must be placed within 3" of the Teleport Beacon used to summon them.

-Twin Heavy Bolter Tarantula
-Twin Lascannon Tarantula
-Twin Assault Cannon Tarantula
-3 Auto Sentries
Each of these may be placed by the players anywhere within 6" of the Teleport Beacon used to summon them.

Wargear Descriptions
Firearms
Capacity / Item / Range / RoF: S|B|A / Primary Magazine / Strength / AP / Damage / Special Rules

01 / Chattering Teeth / 12" / 2|4|- / 4 / 5 / -2 / 1 / Exceptional, Hellfire Mags, Pistol
04 / Matthias' Deathwatch Pattern Stormbolter / 24" / 2|4-8|- / 18 / 4 / - / 1 / Seeker Integral Mags, Turbo Penetrator Mags, Rapid Fire
02 / Scipio / 42" / 1|2|- / 8 / 4 / -1 / 1 / Turbo Penetrator Mags, Scope, Exceptional
02 / Warsong / 24" / 1|2-3|- / 6 / 7 / -3 / 1 / Supercharging this weapon increases both its Strength and Damage by +1, but does not cause it to overheat. Doing so costs 3 "bullets" from this weapon's magazine. Masterwork.
04 / Logan's Masterwork Heavy Bolter / 36" / 3|-|6 / 150 / 4 / - / 3 / Heavy, Kraken Backpack Ammo Supply, Masterwork

Melee Weapons*
*These describe only the unique weapons carried by these Named characters. See the wargear or Chapter entries for any other weapons' descriptions.
Capacity / Item / Strength / AP / Damage / Special Rules
06 / Crozius Mattock / +4 / -3 / D3+2 / Enfeebling, Felling, Masterwork, Shocking

Special Rules: see the main wargear section on page.2 of this blog.

GM's Section:
Spoiler:

Allotment: if using the original Allotment rules, the GM begins the game with 50 plus 2 for every Deathwatch Model Deployed on this Mission in Allotment. At the start of each Battleround after the first, the GM gains an additional 40 plus D6 per Deathwatch model originally Deployed on this Mission in Allotment to add to their Adversarial Reserves.

If using the new Allotment rules, the GM begins the Mission with Allotment equal to the players' combined CTV plus 10. At the start of each Battleround after the first, the GM gains additional Allotment equal to the players' combined CTV to add to their Adversarial Reserves.

The GM's Reinforcements enter the table from their own table edge or via Deep Strike if their Datasheet gives them that option.

This Mission is not affected by the DoomClock.

Terminal Data for this mission
Any Terminal on the table provides snippets of data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain 2D3 Esteem with the Lord's Own Code Faction.

Special Rules Leeching
During the Command Phase, the GM may drain the Power from a Generator or Terminal nearest an ELITE or HQ model that still has any Power Level except Dead. To do so, the GM needs only to announce that they are doing so. The target Technology's Power Level is reduced by one step and the GM gains +1 CP. CPs that remain unused at the end of this Mission carry over to the next Mission.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 15 / 02 / Sanctioned Gauss Weapon / This weapon is a Sanctioned Xenos Long Arm with the following profile:

Item / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
Gauss Weapon / 24" / 1|2-4|- / 10 / 4 / -2 / 1 / Rapid Fire / This weapon causes +1 Damage on a Wound roll of a 6.

This message was edited 4 times. Last update was at 2022/04/11 01:05:27


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