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Made in us
Ragin' Ork Dreadnought







Player Briefing
Having either claimed the Artifact or given up on it, the Deathwatch must now descend the spires that brought them here and make it into the Bladed Labyrinth. With the entire nest of Commorragh roused and on their heels, the Deathwatch must weigh speed against caution as they risk destruction with every minute of their escape.

KT5: The Descent: Linked Routine

Briefing Phase: This is it, Brothers. Our final leg before us. We must take what we have and escape this accursed place, lest we be trapped here forever.

In service to Whom: this Mission serves the interests of the Deathwatch.

Known Adversaries
They are on our heels. They attack at us with everything in their arsenal. Our only hope is to descend swiftly and force them to suffer the same treachery these towers inflict upon us. We know what to expect by now, Brothers. Kill them as they come.

Use everything in the Drukhari Codex. Models without the <Fly> keyword are restricted to Moving on or Jumping the gaps between the terrain designated "Towers". They run the same risk of falling as the Deathwatch do.

Primary and Tertiary Objectives
Primary:
Make Haste:
if this Mission lasts 5 Battlerounds or less, this Objective can be considered complete.

If the players have the Artifact with them, add this Objective: Keep Hold of the Artifact: if a model is carrying the Artifact when they exit from the board edge designated "Bottom", they gain +5 Renown and +D3 XP.

Tertiary:
Parting Shots:
for every Adversary <Vehicle>, <Monster>, and/or <Character> removed as a casualty this Mission, each surviving Deathwatch model gains +2D3 Renown and +D3 XP.

Survive: if even just 1 Deathwatch allied model exits the table from the board edge designated "Bottom", this Objective can be considered complete.

Battlefield
The board should be set up as a series of interlinked towers, stretching from one board edge to the opposite. The author suggests terrain set up on an angle to simulate height rather than just straight up towers. Any area not specifically designated "tower" is impassible terrain unless a model is equipped with a Jump Pack, Heavy Jump Pack, or Grav Pack and enough Jump distance to clear the gap, or have the <Fly> Keyword. Deathwatch models still risk Falling when they Jump across/down/up as per the Increased Risk of Falling Special Rules detailed below.

One board edge should be designated "Bottom"; the Deathwatch Deployment Zone is the board edge opposite this.

The players set up their forces first according to the Mission parameters. Only GM forces with the <Fly> keyword may be Deployed at the start of this Mission. They may only be placed in areas designated impassible, at least 12" away from any Deathwatch allied models. The remainder of the GM's forces are held in Adversarial Reserve. These Reserves become available starting Battleround 2.

The Deathwatch forces take the first Turn. The GM's Reserves may enter play from any board edge at least 9" from any Deathwatch allied models. Reserves are placed at the end of the Movement Phase just like in regualr 40k.

Extraction Time and Ending the Game
There is no Insertion and no Extraction time for this Mission as it is Linked with the previous and subsequent Missions. If the game lasts for 5 Battlerounds or less, this Mission takes 1 hour. If the game lasts 6-10 Battlerounds, the Mission takes 2 hours. If the game lasts for 11-15 Battlerounds, the Mission takes D3+1 hours. If the game lasts for 16 Battlerounds or more the Mission takes D3+2 hours. 1-5 hours

Special Rules
Leave None Behind
: any Deathwatch or allied model reduced to zero Wounds becomes an Objective to be dragged off the battlefield by a comrade. Any model left behind if all able bodied personnel have been removed from the table and any model that Falls, counts as permanently lost. Remove them from the Squad Roster.

Increased Risk of Falling: any time a Deathwatch model or an Adversary model that does not have the <Fly> keyword, suffers a Wound this Mission, their controlling player must roll a Toughness test. If they fail, roll a D6. On a 1-3, that model plummets into the abyss, never to be seen again. Remove them from the Squad Roster or, if they are an Adversary model, remove them as a casualty. On a 4+, that model is moved 2D6" down the Spires towards the "Bottom". If this Movement takes them off the table, their controlling player must roll a Strength test. If this Strength test is passed, the model is placed at the "Bottom", at least 3" from that board edge and is Shaken, and gains +1 Renown if they are a Deathwatch model. If this test is failed, the model is placed at the "Bottom", at least 3" from that board edge, and is Pinned, and gains +1XP if they are a Deathwatch model. Adversary models that must test their Strength are removed as a casualty if they fail and become Pinned if they pass. Any time any Deathwatch allied model must make the Toughness test to avoid this Fate, all Deathwatch models that can draw line of sight to the testing model gain +1XP. Models with Jump Packs or Heavy Jump Packs do not suffer the Shaken or Pinned effects of the subsequent Strength tests. Models equipped with Grav Packs reduce this distance Moved by -D3" (to a minimum of 0"). Lastly, models equipped with Jump Packs, Heavy Jump Packs, and Grav Packs may re-roll their Toughness tests to avoid Falling.

Technology on the Table
There is nothing even remotely recognizable as Imperial Tech on this battlefield. Even if players have models with Talents that normally allow them to place Technology on the table, in this Mission they cannot.

Player Prep
Choose Mission Leader
: player(s) elect/select the model to represent the Mission Leader.

- Deployment Options: Just Down the Hall. The Deathwatch must set up at the top of the Spires.

- Extraction Options: Special. When the last surviving Deathwatch allied model exits from the board edge designated "Bottom" the Mission ends.

Arming Phase: this Phase is skipped because this is a Linked Mission.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins the game with Allotment equal to 30 per Deathwatch model assigned to this Mission. Any models without the <Fly> keyword must be held in Adversarial Reserves unless they are in a Transport with the <Fly> keyword.

Allotment: Revised Method
The GM begins the game with Allotment equal to 2 times the Deathwatch CTV. Any models without the <Fly> keyword must be held in Adversarial Reserves unless they are in a Transport with the <Fly> keyword.

At the start of Battleround 6, the GM gains an additional D6x10 Allotment to spend on Adversarial Reserves. This is repeated at the start of Battleround 9, Battleround 12, and Battleround 15, if the game is still going at that time.

Terminal Data for this Mission:
None.




Automatically Appended Next Post:
Player Briefing
The Deathwatch have fled into the Bladed Labyrinth once more to escape their pursuers, but now they themselves have become lost. Each must find his own way back to the light. Each must forge their legacy of victory for themselves. Each must be tested alone. And each will survive or perish on his own wits alone.

KT6: The Final Test: Linked Special

Briefing Phase: "Each marine has found himself wandering the infinite paths of the Bladed Labyrinth alone. It will take an act of pure will to find his way out. And when he does, he can only pray it is his Brothers that find him and not the predators of the Hulk."

In Service to Whom: This Final Linked Mission serves the Deathwatch. However, completing each of the Objectives will draw the attention of all Factions currently present in the Narrative. Players earn +3 Esteem with all Factions whenever they complete this Mission successfully.

Known Adversaries
"Those pesky Drukhari."

This Mission is different from most in that it is really just Objectives added to an already ongoing Mission. So the Adversaries present will be dictated by the Fissures that brought them.

Primary and Tertiary Objectives
When the Deathwatch Brother arrives, add the following 2 Objectives to the current Mission's list.

Primary*:
Rescue Your Brother Astartes
: the Marine in question is likely to be severely injured and at great risk of further injury or even death. The Deathwatch player must Move at least one Astartes model into base to base with their returning Brother to make contact. Afterwards, both models must Move together and remain in base to base until all allied models have Extracted or the Mission's endgame criteria have otherwise been met.

Tertiary*:
Retrieve the Body if the Astartes Dies
: If the returning Astartes is reduced to zero Wounds and the Teleportarium is not working, rolling a 7+ on the Injury table means he is dead. Treat this model as a Dead Marine Marker if this happens.

*It's worth noting that if the returning Brother survives, players automatically count as completing both of these Objectives.

Special Rules
This is not a Mission in the traditional sense. Rather, if any Fissure generates 30 or more Allotment during another Mission, any time after the full duration of all the other Missions in this Linked sequence, the players may force the GM to spend 30 of that Allotment to bring 1 random Deathwatch survivor from these Linked Missions through it. This "Mission" will continue to be available until all the surviving models are rescued. If any Deathwatch model was carrying the body of another ally, both they and the body come through the Fissure for that 30 Allotment price. Deathwatch models that carry their Brother's corpses this way gain +D3x10 Renown when they finally come home.

"Surprise! Something unexpected just happened, now adapt so you can bring your Battlebrothers home!"



This message was edited 2 times. Last update was at 2023/02/05 03:48:03


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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







Nurgle Infested Hulk: Clawhammer
Hull: Cruiser
Original Crew Compliment:~75,000
Circumstance of Drift: Unknown, possible death of Navigator
Current Condition of Crew: Infected, corrupted, and vile
Probable Disposition: Nurgle Daemons, Plague Marines, various other daemons, pox walkers, plague zombies, infection

Spoiler:

Ship's Story
The Clawhammer had once been a loyalist vessel; a part of an ancient Naval flotilla. During a routine Warp Jump, the ship became separated from its parent fleet and spent the next few hundred years searching for it. Cut off from established Imperial Logistic routes, the crew very quickly fell into mutiny, starvation, and cannibalism. When it drifted into the path of marauding heretics, it didn't stand a chance. Now long since corrupted by pox and fever, this bloated serpent of star-faring contagion seeps from the warp-tear above the [++Redacted++], belly-flopping onto its exterior and erupting its malignance in every direction. There is no stopping this. There is not enough holy fire to burn this infection out. All that can be done is to redouble our efforts to complete our Mission before this pox destroys us all.

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

Manufacture (Tech, Forbidden Lore): at the core of this filth is the remains of a Slaughter-Class Cruiser. But its guns have long since fallen silent. And while at some point the interior of this vessel may habe been predictable, it is likely its corridors are now choked with phlegm and crusted with foulness unspeakable. Armed with this information, any Deathwatch model assigned to a Mission onboard the Clawhammer may equip a Hand Flamer, Flamer, Combi-flamer, or Heavy Flamer without having to meet the Threshold and only having to pay 1 Cost for each. Additionally, Sanctified Promethium Tanks and Chargers are reduced to Threshold 05.

Crew (Forbidden Lore): the compliment of a vessel of this size was likely, originally, enormous. But with the contamination and its history, the ship is likely only filled with the twisted creations of chaos and those who have thrown themselves eagerly to the mercy of the lord of contagion now. Armed with this knowledge, Deathwatch allied models may re-roll their Wounds when using Hand Flamers, Flamers, Heavy Flamers, and the Flamer parts of Combi-flamers when fighting Adversaries with the <Nurgle> keyword.

*GMs, prompt your players with these Skills so that they know they have the option to use them.

Complications
Missions that take place partially or wholly inside the chambers of this vessel are subject to a persistent, pervasive Radiation effect.

Missions near this vessel generate a Radiation effect at the start of every Battleround on the 2D6 roll of a 7+. It lasts for the duration of the Battleround and imposes a Strength D6+1, AP-, Damage: 1 hit on every model at the start of their Movement Phase.

Missions in this vessel generate a Radiation effect at the start of every Battleround on the D6 roll of a 2+. It lasts for the duration of the Battleround and imposes a Strength 7, AP-1, Damage: D2 hit on every model at the start of their Movement Phase.

Interior Architecture/Terrain Guidelines: The Clawhammer is a pus-filled labyrinth of twisting and clogged corridors and rooms. Inexplicably, "trees" of crusted bone and cancerous glue grow between cracks or climb like hideous vines anywhere they can. There is a constant "fog" of spores and sickness that sometimes lays so thick it impedes movement and visibility.

The author suggests using expanding foam, painted brown and green, to create the sickness gardens and ear-wax growths that boil out of this ship's interiors. Perhaps if these pieces were removable players could expend promethium to try to destroy them. One could use cotton balls pulled thin and soaked in ugly colors to represent the fog of sickness that hangs in the air.

Any Technology on the table in sections including chambers and corridors from this vessel will be universally Dead, unless otherwise noted. Although lighting exists within the wreck's halls, it does not come from a technological source, instead emanating from radioactive debris and warp-mangled material.

Available Missions
CH1: Burn it Back!: Optional Routine
CH2: A Target of Opportunity: Optional Routine
CH3: A Forced Confrontation: Routine
CH4: The Driving Sickness: Routine
CH5: Cleanse and Burn: Optional Exploration

"Treasures" of the Clawhammer
Any time a model could potentially rummage through a "treasure chest" or might have to roll on a Treasure Table during the course of a Mission on board this Vessel, use the following charts to determine what may be there to find. Treasure Chests should be clearly identifiable and can be searched if a model ends its Movement Phase within 2" of one. Treasure gained from Exploration Missions should be rolled by each Astartes deployed on the Mission during the Debriefing Phase.

Treasure Chest: roll a D6
1: just terrible goop. The model that opened this chest immediately gains +1 Corruption. Any other Player-controlled model that starts or ends its Movement Phase within 2" of this chest must pass a Strength test or gain +1 Corruption for the remainder of the Mission.

2-3: things that look even worse than the Corrupted Goop from the entry above, but at least aren't so seeped in chaos that it actively harms anyone.

4-5: warp-tainted objects. A model with the Psychic Sense Skill can attempt to purge these objects by spending a Rating and rolling their Skill Stat. If they succeed they gain +1 Renown and loot worth 1 Esteem with any Faction.

6: warp-touched gear. This gear may be traded as is to any Admech Faction for D6 Esteem or may be purged by any model with the Psychic Sense Skill in the same way as detailed for 4-5 above. Purged gear is worth D6 Esteem to any Faction.

Exploration Treasure: roll a D6 for each Astartes deployed on this Mission
1: Terrible Sickness-Bloated THINGS. The model that discovered this immediately gains +1 Corruption. All other Astartes that also deployed on this Mission must pass a Strength test or also gain +1 Corruption.

2: Some terrible goopy sloppiness that may have once been a human. A model with the Psychic Sense Skill can test to glean info from this mess, gaining +1XP if they succeed.

3: warp-tainted objects. A model with the Psychic Sense Skill can attempt to purge these objects by testing their Skill Stat. If they succeed they gain +1 Renown and loot worth 1 Esteem with any Faction.

4: warp-touched gear. This gear may be traded as is to any Admech Faction for D6 Esteem or may be purged by any model with the Psychic Sense Skill in the same way as detailed for 3 above. Purged gear is worth 3D6 Esteem to any Radical Faction or 2D3 Esteem to any Inquisitor Faction. If a Faction falls under both categories, the Deathwatch model gains both Esteem increases.

5: a Tainted Icon. This Icon may be destroyed on sight for +1 Renown or may be purged by any model with the Psychic Sense Skill in the same way as detailed for 3 above. Purged Icons grant the model carrying it +1 Renown on any Mission where at least 1 Adversary model has the <Chaos> keyword. A Purged Icon is added to the Arsenal of the Ordo Wargear list with a Threshold of 25 and a Cost of 1.

6: a Cogitator Fragment. Any model with the Tech Skill may either take on +1 Corruption or permanently reduce their Tech Skill by 1 Rating to give all current and future Deathwatch models a one-time +1XP bonus.

This message was edited 2 times. Last update was at 2023/02/12 07:18:47


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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
A contagion is spreading into the [++Redacted++] and the Deathwatch must burn it back while they still can. Players may send 1 squad to accomplish this Mission.

CH1: Burn it Back!: Optional Routine

Briefing Phase: Augur scans have detected a heat source seeping in from the new wreck. Knowing the nature of this vessel, we strongly suspect this to be warp-fueled rot. Take your team to the site and burn everything you see.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Inquisitorial and/or Ordo Malleus Faction present in the Narrative.

Known Adversaries
Sickness and contagion made manifest.
Poxwalkers, Nurgle cultists, Plague Bearers, and Plague Marines

Primary and Tertiary Objectives
Primary:
Burn Out the Contagion:
there will be a number of Contagion Nodes on the board this Mission. If all of them are destroyed by the end of the Mission, this Objective can be considered complete.

Tertiary:
Kill Count:
for every Adversary model that started the Mission with 3 or more Wounds that is removed as a casualty, each Deathwatch model gains +1 Renown and +1 XP.

Burn Them All: for every 10 Adversary models with the <Nurgle> keyword removed as casualties by a weapon with the word "flame" in its name, the Mission Leader gains +1 Renown. If any <Nurgle> models are removed as casualties by a weapon with the word "flame" in its name, the Mission Leader also gains +D3 XP.

Battlefield
The table should be set up as a series of medium to large rooms interconnected by twisting corridors or other, smaller rooms. Once terrain has been set up, the GM and the players alternate placing 7 Contagion Nodes, anywhere on the table, at least 6" from any board edge and at least 7" from any other Node. These can be represented by Feculent Gnarlmaws, Miasmic Malignifiers, Pox Furnaces, or any other suitable terrain from your collection. Each Contagion Node has the same profile and effects as a Miasmic Malignifier presented in the Deathguard Codex.

The Deathwatch forces set up first, as far from the Contagion Nodes as possible. The GM's forces begin the game in Adversarial Reserves. When these forces become available they may enter play from any table edge, but cannot Deploy any closer than 7" to any Deathwatch allied model. 7 Allotment worth of Adversarial Reseves become available when any of the following conditions occur:
-a Contagion Node is bracketed
-the GM rolls a D6 +the current Turn number and scores a 7+ at the start of a Battleround
-a model with the <Nurgle> keyword and 3+ Wounds is removed as a casualty

Extraction Time and Ending the Game
Insertion time for this Mission is 1 hour, but Extraction time is D3 hours. If the game lasts 5 Battlerounds or less, add 1 hour to this total. If it lasts 6-11 Battlerounds, add 2 hours. If it lasts 12-15 Battlerounds, add D3+1 hours. If it lasts 16 or more Battlerounds, add D3+2 hours. 3-9 hours

This game ends when either all Deathwatch allied models are reduced to 0 Wounds or the last Contagion Node is removed as a casualty.

Consequences for Not Taking on this Optional Mission
If players opt not to take on this Mission, then in all future games the GM gains +7 Allotment, regardless of the Adversaries encountered. In addition, in any game that features <Nurgle> Adversaries, the GM may swap the +7 Allotment for a free single Contagion Node instead.

Technology on the Table
Only Technology that can be placed by the players will be on this battlefield. Roll to randomly determine each one's Power Level.

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 qualififies.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment
The GM gains 7 times the total number of Deathwatch models assigned to this Mission. If this total is less than 49, the GM instead gets 49 Allotment.

Terminal Data for this Mission:
If players manage to extract any tidbits of information from any Terminals they may sell each tidbit to any Faction for 2D3 Esteem.

Relics for this Mission
Threshold / Cost / Capacity / Relic / Special Rules

35 / 15 / 02 / Sword of Purity / This Weapon is a Mastercrafted Powersword with the Sanctified Trait

70 / 20 / * / Icon of the Just / This Honorific grants its bearer a one-time use +1 to any dice roll every time the bearer removes as a casualty an Adversary that started the Mission with 3 or more Wounds. Unused bonuses are discarded at the end of the Mission.

*This honorific's weight is negligible.

This message was edited 1 time. Last update was at 2023/02/07 03:05:39


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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







Player Briefing
Scans have detected a swarm of Ship Dead surrounding a curious energy reading. It is strongly suspected to be an Agent of the Ruinous Powers. If the Deathwatch make haste, they may be able to intercept this Agent and kill it. Players may send 1 Squad to accomplish this Mission.

CH2: A Target of Opportunity: Optional Routine

Briefing Phase: Brothers, we suspect an enemy of some power is attempting to sway the wretched ghouls that live in the bowels of the [++Redacted++] to their cause. Take your team to the site and thwart this Agent. Then eradicate the remaining hordes.

In service to Whom: this Mission serves the interests of the Deathwatch, but may be considered a Side Quest for any Inquisitorial and/or Ordo Malleus Faction present in the Narrative.

Known Adversaries
A heavy concentration of the wretched and something else.
Ship Dead and any 1 <Nurgle> <Character>.

Primary and Tertiary Objectives
Primary:
Kill the Orchestrator:
there will be 1 <Nurgle> <Character> on the field. If this model is removed as a casualty, this Objective can be considered complete.

Tertiary:
Kill the Rest:
for every 10 Adversary models removed as casualties, one Deathwatch model chosen by the Mission Leader gains +1 Renown or +1 XP.

Battlefield
The table should be set up as a series of medium to large rooms interconnected by twisting corridors or other, smaller rooms.

The GM's forces set up first, placing the <Nurgle> <Character> 7" away from any board edge, as close to the center of the board as possible. All remaining Adversary models are then placed surrounding this model. Then the Deathwatch forces set up, according to their Deployment Option.

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

Extraction Time and Ending the Game
Insertion time for this Mission is 1 hour, and Extraction time is also 1 hour. If this game lasts 7 Battlerounds or less, add 1 hour to this time. If this game lasts 8 Battlerounds or more, add D3 hours to this time. 3-5 hours

This game ends when either all Deathwatch allied models are reduced to 0 Wounds, all Deathwatch models Extract, or after the end of the 7th Battleround, the player that controls the Mission Leader model decides to end it. The <Nurgle> <Character> model Teleports away at the end of the 7th Battleround, if it hasn't already been slain.

If the <Nurgle> <Character> is not removed as a casualty by the end of the 7th Battleround, this Mission ends in a failure.

Consequences for Not Taking on this Optional Mission
If players opt not to take on this Mission, then in all future games the GM gains +D6+7 Allotment that may only be spent on Ship Dead.

Technology on the Table
If players want, they may place up to D3 Terminals anywhere on the table, at least 7" from any board edge and 7" from any other Terminal. Roll to randomly determine each one's Power Level.

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 qualififies.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment
The GM gains 7 times the total number of Deathwatch models assigned to this Mission. If this total is less than 49, the GM instead gets 49 Allotment. This may only be spent on Ship Dead. In addition, the GM may field a single <Nurgle> <Character> for free.

Terminal Data for this Mission:
If players manage to extract any tidbits of information from any Terminals they may sell each tidbit to any Faction for D3 Esteem.

Relics for this Mission
Threshold / Cost / Capacity / Relic / Special Rules

35 / 15 / * / Psyker's Gauntlet / This item replaces the armor on a Librarian's arm and grants the bearer +1 to cast Smite. Only usable by models with the ability to Cast Psychic Powers.

35 / 10 / * / Crusader's Icon / This Honorific grants its bearer a +1 to its Skill Stat roll when using any Effect of the Command or Inspire Skill.

*These items' weight is negligible.

This message was edited 2 times. Last update was at 2023/02/08 00:39:51


Like my Facebook page!

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
An Agent of Nurgle has come seeking the Deathwatch; trying to lure it out and force it into a confrontation. This is an effort to judge its weaknesses and possibly whittle them down. The players start with 1 Squad, but may send more if they have them to spare, in an effort to mitigate their losses and escape with their lives. This Mission acts like a Linked Mission, in that the GM can force players that have committed to fighting a different Mission to play this Mission first.

CH3: A Forced Confrontation: Routine

Briefing Phase: We have been intercepted! Enemies pour unto us from all sides! Fight, Brothers! Fight! Let catechism be upon your lips and wrath upon your hearts! Let us burn these fiends! Let us destroy them where they stand!

In service to Whom: this Mission serves the interests the Deathwatch. However, this may be considered a Side Quest for all Ordo Malleus Factions present in the Narrative.

Known Adversaries
We suspect a Daemonic Cult is behind this, but otherwise know nothing of our Adversaries.
Spoiler:
It's Nurgle


Primary and Tertiary Objectives
Primary:
Survive:
for every Deathwatch model that survives until the end of this Mission with 1 or more Wounds the Mission Leader gains +1 XP.

Tertiary:
Kills of Opportunity:
for every Adversary model that begins the game with 3 or more Wounds that is removed as a casualty, one Deathwatch model chosen by the Mission Leader gains +1 Renown.

Gather Intel: any Deathwatch allied model that can draw line of sight to an Adversary model can sacrifice their Shooting Phase(s) to instead gain +D3 XP.

Battlefield
The table should be set up with a wide open space on one side, surrounded by corridors and rooms with doorways opening on to it.

The Deathwatch forces set up first, on the table side with the wide open space. The GM's forces set up next, anywhere on the table at least 14" from any Deathwatch allied models. Any models that do not fit are added to the GM's Adversarial Reserves. These Reserves become available starting on the second Battleround. When Reserves become available they may be deployed on any table edge, at least 14" away from any Deathwatch allied model.

The GM takes the first Turn.

Extraction Time and Ending the Game
Insertion time for this Mission is 1 hour, but there is no Extraction time. If this game lasts 7 Battlerounds or less, add 1 hour to this time. If this game lasts 8-14 Battlerounds, add D3 hours to this time. If it lasts 15 Battlerounds or more, it adds D3+1 hours. 2-5 hours

This game ends when either all Deathwatch allied models are reduced to 0 Wounds, all Deathwatch models Extract, or all Adversary models are removed as casualties.

This Mission has no Extraction time and negates the Insertion time for the next Mission.

Special Rules
Adding Reinforcements

Starting on the 7th Battleround, the Deathwatch Mission Leader has the option of calling in reinforcements. If the Teleportarium is working, up to 5 Deathwatch models from other Squads that are not currently Deployed on other Missions, may be called in to help via Deepstrike using the normal 40k rules. If the Teleportarium is not working, the player that controls the Mission Leader must roll a D6. The score is the number of Turns it takes those reinforcements to arrive. When they finally do become available, they must be Deployed along any single board edge, at least 7" from any Adversary models and as close to surviving Deathwatch models as possible, given these other restrictions.

This process may be repeated at the start of the 14th and the 21st Battlerounds, if the game is still going.

Technology on the Table
If players want, they may place up to D3 Terminals anywhere on the table, at least 7" from any board edge and 7" from any other Terminal. Roll to randomly determine each one's Power Level.

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 qualififies.

Arming Phase: players will have already spent their models' Renown and/or Esteem to gear up and outfit themselves for the Mission that follows this, so now they must balance surviving this Mission while still preserving enough munitions to accomplish next Mission, too.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment
The GM starts with 2D6+2 Allotment for every Deathwatch allied model that is Deployed on this Mission. If this total is less than 49, the GM gets 49 Allotment instead. In addition, the GM may field a single <Nurgle> <Character> for free.

If and when the players call in reinforcements, the GM gains +7 Allotment per Deathwatch reinforcement model Deployed. These Allotment are added to the GM's Adversarial Reserves.

Terminal Data for this Mission:
If players manage to extract any tidbits of information from any Terminals they may sell each tidbit to any Faction for D3 Esteem.

Relics for this Mission
Threshold / Cost / Capacity / Relic / Special Rules

15 / 04 / * / Dagger of Brilliance / This Weapon has the same profile as an Astartes Knife, but it also has the Masterwork and Sanctified Traits. Once per Mission, this Relic may be used at the start of any Phase to negate the Daemon Save every model within 6" of the bearer might have, until the start of the same Phase it was activated on in the next Battleround.

30 / 08 / * / Mark of the Faithful / This Honorific grants its bearer a once per Mission special ability to turn any one die roll into a 6 or a 1, for themselves, an ally in Cohesion Range, or an Adversary model within 6".

*These items' weight is negligible.

Masterwork: weapons with this Trait allow their bearer to re-roll one failed hit roll every Battleround.
Sanctified: These items have been blessed by the Ecclesiarchy. Weapons with this Trait add +1 Strength versus Adversaries with the <Daemonic> or <Daemon Engine> keyword.

This message was edited 3 times. Last update was at 2023/02/08 19:07:24


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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
Papa Nurgle has infected the Ship's Dead and driven them like cattle into the path of the Deathwatch. Now the Mission Leader must either counter this threat head on or split his party in the hopes he can tackle both Missions at the same time. The players start with 1 Squad, but must decide to either treat this Mission as Linked with the next Mission or to split their forces and treat this Mission as a Tandem Mission with their original. This Mission acts similar to a Linked Mission, in that the GM can force players that have committed to fighting a different Mission to play this Mission first.

CH4: The Driving Sickness: Routine

Briefing Phase: What is that noise? Is it flies? Is it groaning? No! It's hordes of zombies, spilling out of the walls and ducts! Quick, Brother, decide! Do we stand and fight? Or do we split our forces and try to hold off the tides while the rest of you complete the original Mission? Hurry, time is running out!

In service to Whom: this Mission serves the interests the Deathwatch. However, this may be considered a Side Quest for all Ordo Malleus Factions present in the Narrative.

Known Adversaries
Hordes and hordes of the living death. Zombies and Poxes and Daemons, oh my!.
All the zombies you can muster, everything from the Ship Dead list, <Cultists>, Poxwalkers, and <Nurgle> <Daemon> <Beast> or <Infantry>.

Primary and Tertiary Objectives
Primary:
Hold them Back:
the enemy is attempting to overrun your position. For every Battleround that passes where no Adversary models are within 7" of the Deathwatch table edge, all Deathwatch allied models Deployed on this Mission gain +1 Renown and +1 XP, & the Mission Leader, wherever he is, also gains +1 Renown.

Tertiary:
Kills of Opportunity:
for every Adversary model that begins the game with 6 or more Wounds that is removed as a casualty, all Deathwatch models Deployed on this Mission gain +D3 Renown.

Obliterate the Horde: for every 30 Adversary models removed as casualties this Mission, all Deathwatch allied models Deployed on this Mission gain +D3 XP.

Battlefield
The table should be set up with a wide open space in the middle, surrounded by elevated positions, corridors, and rooms opening on to it. The elevated positions must have stairs or ladders to access their upoer levels.

The GM's forces set up first, on one short side of the table up to 14" from the edge. The Deathwatch forces set up next, anywhere up to 7" from the opposite table edge. GM models that do not fit are added to the GM's Adversarial Reserves. These Reserves become available starting on the second Battleround. When Reserves become available they take their first Movement Phase from anywhere along the GM's table edge.

The GM takes the first Turn, unless the player that controls the Mission Leader model either rolls a 6 on a D6 roll or, if they have it, expends one of their Ratings from their Tactics Skill for this Mission and the next (this isn't 2 Ratings, this is 1 that carries over and doesn't automatically replenish at the start of the next Mission; but it does replenish during the Briefing Phase of the Mission after that).

Extraction Time and Ending the Game
Insertion time for this Mission is 1 hour, but there is no Extraction time. If this game lasts 7 Battlerounds or less, add 1 hour to this time. If this game lasts 8-14 Battlerounds, add D3 hours to this time. If it lasts 15 Battlerounds or more, it adds D3+1 hours. 2-5 hours

This game ends when either all Deathwatch allied models are reduced to 0 Wounds or all Adversary models are removed as casualties.

This Mission has no Extraction time and negates the Insertion time for the next Mission, if it is played as a Linked Mission.

If this Mission is played as a Tandem Mission, it does add an hour for Extraction, but players only count the longest time of both Missions. If this Mission lasts 5 hours and the original Mission lasts 3 hours, then both Missions together count as lasting 5 hours.

Special Rules
Splitting the Squad

As aluded to in the above descriptions, the player that controls the Mission Leader may opt to split their Squad into 2 parties. If they do, any number of models from the squad may be assigned to either Mission, with a minimum of 1 for each.

For example, if the Squad consisted of 2 Tactical Marines, 2 Devastator Marines, a Primaris Techmarine, an Apothecary, and an Agressor, the Mission Leader may assign the 2 Devastators and the Agressor to this Mission, leaving the 2 Tacticals, the Primaris Techmarine, and the Apothecary to complete the original Mission. Or any other combination of model assignments they prefer.

Any Renown or XP bonuses the Mission Leader might gain from Objectives in either Mission are applied, regardless of which Tandem Mission the Mission Leader model is assigned to.

Not splitting the Squad means this Mission counts as Linked with the original and must be played first, negating Extraction time for this Mission and Insertion time for the next Mission.

Technology on the Table
If players want, they may place up to D3 Terminals anywhere on the table, at least 7" from any board edge and 7" from any other Terminal. Roll to randomly determine each one's Power Level.

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 the parameters laid out in the Battlefield section above.

- Extraction Options: Defensible Position

Arming Phase: players will have already spent their models' Renown and/or Esteem to gear up and outfit themselves for the Mission that follows this, so now they must either balance surviving this Mission while still preserving enough munitions to accomplish next Mission, too or splitting their Squad up to try to accomplish both tasks with less models, but maybe more munitions.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment
The GM starts with 49 Allotment that may only be spent on <Infantry> models. At the start of Battlerounds 2, 3, 4, 5, 6, and 7, the GM generates D3x7 Allotment per Deathwatch model with at least 1 Wound remaining on the battlefield. This Allotment is added to the GM's Adversarial Reserves.

Only models with the <Infantry>, <Beast>, <Daemon>, <Nurgle>, <Ship Dead>, or <Cultist> keywords may be used by the GM for this Mission.

Adversarial Objectives
The GM's forces actually have their own Objectives this game.

Overwhelm the Enemy: for every full 7 Adversary models that end the Battleround within 7" of the Deathwatch board edge, the GM gains +1 CP this Mission that may be used on any Stratagem from the Book of Rot section of the Chaos Daemons Codex or the Deathguard Codex.

Spread the Sickness: for every 7 unsaved Wounds inflicted by any model's Contagion ability on any other model, the GM gains +1 to their Allotment bonus next Battleround.

Push Through: any time an Adversary model starts or ends their Movement Phase within 1" of the Deathwatch Deployment edge, they may be removed from the table by the GM. They are not counted as destroyed for the purposes of Deathwatch Objectives. Each model so removed adds +1 Allotment to the next Mission. Any bonus Allotment gained this way must be spent on models with the <Nurgle>, <Ship Dead>, or <Daemon> keywords.

Terminal Data for this Mission:
If players manage to extract any tidbits of information from any Terminals they may sell each tidbit to any Faction for D3 Esteem.

Relics for this Mission
Threshold / Cost / Capacity / Relic / Special Rules

10 / 01 / * / Icon of Toil / This Honorific grants its bearer a once per Mission special ability to negate any Capacity modifiers to its Movement for 1 Battleround.

10 / 01 / * / Baton of Leadership / This stick grants its bearer a once per Mission special ability to refund a Rating spent on the Intimidate, Command, or Tactics Skill on the D6 roll of a 4+.

*These items' weight is negligible.

This message was edited 1 time. Last update was at 2023/02/09 05:31:04


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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







CH5: Cleanse and Burn: Optional Exploration
Briefing

The Intolerance's long range sensorium has detected a concentration of warp-tainted heat, relatively unguarded in the depths of the Clawhammer. The Deathwatch can take advantage of this and try to incinerate pockets of contagion relatively free from retaliation. Players may send 1 squad or models from different squads totalling no more than 5.

In service to Whom
This Mission serves the interests of the Deathwatch, but is also considered a Side Quest for all Ordo Malleus Factions present in the narrative.

"We have detected a nest of sickness throbbing in the darkness. Go into the depths and burn it out."

Primary Objective
Primary Objective:
Burn Out the Infection: for every full 7 shots expended from weapons with the word "flame" in their name or for every 2 Promethium Blast Bombs used, all models deployed on this Mission gain +1 Renown and +1 XP.

Mission Length
1 hour Insertion, 1 hour Extraction, plus 1 hour for every 7 shots of flamer ammunition expended. 3 or more hours

Special Rules
Ready to Burn

Every model deployed on this Mission is required to spend their maximum Renown on Hand Flamers, Flamers, Combi-Flamers, or Heavy Flamers, Promethium Blast Bombs, and Promethium Tank or Sanctified Promethium reloads for those weapons. For every Blast Bomb or 7 total ammunition spent for these weapons, all future Missions featuring <Nurgle Adversaries> suffer -1 Allotment. Sanctified Promethium counts each shot as 2 for this purpose and the purpose of the Primary Objective.

Debriefing
-Record XP, Esteem, and Renown

Players will gain Renown and XP on this Exploration Mission. Keep track of what they get.
-Player(s) Spend or Bank XP

This message was edited 1 time. Last update was at 2023/02/11 13:58:19


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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







After watching a few play throughs of GW's Into the Gallowdark, I'm starting to strongly guess the vast majority of views I get on this campaign are GW employees just lifting my ideas. Eh, whatteryagonna do?

To whet your appetites (and to send GW my writing samples), here's what I'm currently in the process of writing now, in no particular order:

M36 Murder Class: Desolation's Wake
Hull: Cruiser
Original Crew Compliment:~65,000
Circumstance of Drift: Gellar Collapse
Current Condition of Crew: Frenzied and Kill-crazed
Probable Disposition: World Eater remnants, Jackals, cultists, daemons

M37 Corrupted Rogue Trader: Princess of Excess
Hull: Light Cruiser
Original Crew Compliment:~16,000
Circumstance of Drift: Unknown
Current Condition of Crew: enthralled
Probable Disposition: cultists, Slaaneshi daemons

M31 Martian Forge: Unyielding Theorem
Hull: Battleship
Original Crew Compliment: ~750,000
Circumstance of Drift: extensive battle damage suffered at the hands of an unknown assailant
Current Condition of Crew: mostly dead or in stassis
Probable Disposition: Genestealers, possibly ancient machines

M32 Martian Mandate: Quadratic Logii
Hull: ArkCruiser 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

Unknown Eldar Vessel: Ashen Wraith
Hull: Light Cruiser Equivalent
Original Crew Compliment:Unknown
Circumstance of Drift: Apparent Battle Damage
Current Condition of Crew: Unknown
Probable Disposition: Aeldari Corsairs, wraith constructs

Adversarial Faction: Gulgloptor Glulth

Adversarial Faction: Iajulga'Prek

Allied Faction: Brother Decimus Sulla

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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







Optional Rule: Critical Hits
When a model is reduced to 0 Wounds and must roll on the Injury Chart, they very often will begin accumulating quite a number of Wound Tokens. Accrue enough of these and eventually your model will succumb to their Injuries and perish. These rules are presented as an alternative for players to trade their Wound Tokens for a chance to roll on one or more charts that give a more flavorful description of their injuries.

Rolls on these charts do not inflict additional Wounds or Wound Tokens, no matter how grievous the effect inflicted. However, models that suffer loss of limb or other catastrophic effect, must still deal with the consequences those effects impose.

If a model has or would gain 1 or 2 Wound Tokens, they may exchange 1 of those Tokens for a roll on the D6 Critical Hit Chart. A player that controls a model so affected may exchange each of those Wound Tokens for rolls on this Chart, at a cost of 1 Wound Token per roll.

If a model has or would gain 3 or 4 Wound Tokens, they must exchange at least 3 of those Tokens for a roll on the 2D6 Critical Hit Chart, if they wish to use these Charts. A player that controls a model gaining 4 Tokens may then exchange their 1 remaining Wound Token for a roll on the D6 Chart or accept their 1 Token gain.

If a model has or would gain 5 or more Wound Tokens, they must exchange at least 5 of those Tokens for a roll on the 3D6 Critical Hit Chart, if they wish to use these Charts. A player that controls a model gaining 6 Tokens or more may then exchange any remaining Wound Tokens for a roll on the 2D6 Chart or accept their remaining Token gain.

If you roll the same Critical the model is currently suffering from - a Prone model is Knocked down again - increase the numerical penalties imposed by the roll by 1. Effects without numerical penalties may impose a +1 Turn duration or you can apply the next highest result instead.

D6 Critical Hit Chart
D6 Roll: Effect

1: Knockdown: this model is knocked to the ground and must spend 3" its Movement to stand back up. A model so effected may instead stay Prone, reducing its Movement by 3" until it stands back up. Prone models impose a -1 to enemy Shooting hit rolls and suffer -1 to hit and Wound enemy models in the Fight Phase.

2: Jarring Hit: this model begins its next Turn Shaken.

3: Personal Vox Short: until the end of this model's next Turn, reduce its Cohesion Range multiplier by 1". If this model has Cohesion2 their Range becomes 10" instead of 12".

4: Pinned Down: this model begins its next Turn Pinned.

5: Autosensorium Short: until the end of this model's next Turn, its Visual Range is reduced by 3". All ranged attacks suffer -3" range and they can only see up to 5" in total darkness (instead of 8" normally).

6+: Auxilliary System Failure: any Socketed item, such as a Relic, a Mechadendrite, or an item of Wargear from an Esteem list, stops working for the remainder of the Mission. An allied model with the Tech Skill that spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight, may repair this damage on the D6 roll of a 2+. Using Tech in this way does not expend a Rating.


2D6 Critical Hit Chart
2D6 Roll: Effect

2: Personal Vox Short: until the end of this model's next Turn, reduce its Cohesion Range multiplier by 1". If this model has Cohesion2 their Range becomes 10" instead of 12".

3: Pinned Down: this model begins its next Turn Pinned.

4: Autosensorium Short: until the end of this model's next Turn, its Visual Range is reduced by 3". All ranged attacks suffer -3" range and they can only see up to 5" in total darkness.

5: Auxilliary System Failure: any Socketed item, such as a Relic, a Mechadendrite, or an item of Wargear from an Esteem list, stops working for the remainder of the Mission. An allied model with the Tech Skill that spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight, may repair this damage on the D6 roll of a 2+. Using Tech in this way does not expend a Rating.

6: Armor Puncture: this model loses all bonuses to Toughness for resisting gas, toxins, radiation, and poisons, and is no longer immune to the effects of vaccuum. This Critical may be repaired with 1 application of Armor Patch

7: Targetting Relay Failure: multiple models that this model Shoots at must be 1" closer to the original target (1" or less away by default).

8: Power Surge: this model cannot Move, Advance, or Charge until the end of its next Battleround.

9: Ceramite Breach: reduce this model's Armor Save by 1 until the end of the Mission. This damage may be repaired with 1 application of Armor Patch.

10: Locator Beacon Damaged: if this model becomes a casualty and the Teleportarium would normally transport them back to the Intolerance automatically, instead place this model on its side and have the their controlling player roll a D6 the end of each Battleround. This model is only Teleported away on the roll of a 4+. Treat an unTeleported model as a Dead Marine Objective Marker until removed. If this model is still on the battlefield at the end of the Mission, it automatically Teleports away.

11: Power Pack Puncture: add +1 to all future rolls on Critical Hit Charts for the remainder of this Mission.

12+: Severed Hand*: randomly determine which hand is destroyed. Any Pistol or one handed Melee Weapon currently in that hand is also destroyed. This model suffers -1 Attack (to a minimum of 0), and -1 to hit with Long Arm and Heavy Weapons until the end of the Mission. This model must sit out the next Mission while his hand gets fitted and replaced with a cybernetic version.


3D6 Critical Hit Chart
3D6 Roll: Effect

3: Pinned Down: this model begins its next Turn Pinned.

4: Auxilliary System Failure: any Socketed item, such as a Relic, a Mechadendrite, or an item of Wargear from an Esteem list, stops working for the remainder of the Mission. An allied model with the Tech Skill that spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight, may repair this damage on the D6 roll of a 3+. Using Tech in this way does not expend a Rating.

5: Vox Damage: until the end of Mission, this model reduces its Cohesion Range multiplier by 3". If this model has Cohesion3 their Range becomes 9" instead of 18".

6: Smashed Nerve Cluster: this model loses the use of 1 randomly determined arm until the end of their next Battleround. Wargear and one handed Weapons equipped in that associated hand are dropped. This model suffers -1 Attack (to a minimum of 0), and -1 to hit with Long Arm and Heavy Weapons until this effect expires.

7: Armor Puncture: this model loses all bonuses to Toughness for resisting gas, toxins, radiation, and poisons, and is no longer immune to the effects of vaccuum. This Critical may be repaired with 2 applications of Armor Patch

8: Ceramite Breach: reduce this model's Armor Save by 1 until the end of the Mission. This damage may be repaired with 2 applications of Armor Patch.

9: Total Short Circuit: this model cannot Advance or Charge until the end of the Mission. An allied model with the Tech Skill that spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight, may repair this damage on the D6 roll of a 4+. Using Tech in this way does not expend a Rating.

10: Targetting Malfunction: this model cannot use Burst or Autofire Mode unless they did not Move, Advance, or Charge on their previous Turn. This damage lasts until the end of the Mission unless an allied model with the Tech Skill spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight. They may then repair this damage on the D6 roll of a 4+. Using Tech in this way does not expend a Rating.

11: Locator Beacon Damaged: if this model becomes a casualty and the Teleportarium would normally transport them back to the Intolerance automatically, instead place this model on its side and have the their controlling player roll a D6 the end of each Battleround. This model is only Teleported away on the roll of a 5+. Treat an unTeleported model as a Dead Marine Objective Marker until removed. If this model is still on the battlefield at the end of the Mission, it automatically Teleports away.

12: Short Range Vox Destroyed: reduce this model's Cohesion Range multiplier by 6" and their Leadership stat by -3. Regardless of this model's actual Cohesion, it is treated as Cohesion0 until the end of the Mission. An allied model with the Tech Skill that spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight, may repair this damage on the D6 roll of a 5+. Using Tech in this way does not expend a Rating. Success indicates a restoration of both Cohesion and Leadership.

13: Reactor Breach: until the end of the Mission, this model gains the Irradiated Trait and a 6" Radiation Aura with the following profile: Strength 2 AP- Damage 1. Models, friend or foe, that start or end their Movement within 6" of this model, including the model itself, suffer a single hit. An allied model with the Tech Skill that spends 1 complete Battleround in base to base contact with this model and does not Shoot or Fight, may repair this damage on the D6 roll of a 6+. Using Tech in this way does not expend a Rating.

14: Severed Hand*: randomly determine which hand is destroyed. Any Pistol or one handed Melee Weapon currently in that hand is also destroyed. This model suffers -1 Attack (to a minimum of 0), and -1 to hit with Long Arm and Heavy Weapons until the end of the Mission. This model must sit out the next Mission while his hand gets fitted and replaced with a cybernetic version.

15: Severed Arm*: randomly determine which arm is destroyed. Any Pistol or one handed Melee Weapon currently in that associated hand is also destroyed. This model suffers -1 Attack (to a minimum of 0), -1 to hit with Long Arm and Heavy Weapons, and -1 to their Armor Saves until the end of the Mission. This model must sit out the next Mission while his arm gets fitted and replaced with a cybernetic version.

16: Severed Foot*: randomly determine which foot is destroyed. This model suffers -2" to its Movement and cannot Advance or Charge for the remainder of the Mission. This model must sit out the next Mission while his foot gets fitted and replaced with a cybernetic version.

17: Severed Leg*: randomly determine which leg is destroyed. This model's Movement is reduced to 2". It cannot Advance or Charge, and it suffers a -1 to their Armor Saves until the end of the Mission. This model must sit out the next Mission while his leg gets fitted and replaced with a cybernetic version.

18+: Double Amputation*: roll a D3 to determine what is lost.
1= both arms: the loss of both arms reduces this model's Attacks to 1 (which must be "The Marine's own Fists"...his foot, actually). Any Weapons or Wargear held at the time is also destroyed. This model also suffers a -2 to their Armor Saves until the end of the Mission.
2= both legs: the loss of both legs reduces this model's Move to D3-1". They cannot Advance or Charge and suffer -1 to hit and Wound enemies in the Fight Phase. This model also suffers a -2 to their Armor Saves until the end of the Mission. An allied model may drag/carry this model up to 3" per Turn or up to their full Movement if the dragging/carrying model does nothing else this Turn.
3= one randomly determined arm and one randomly determined leg: the loss of both a leg and an arm incurs a reduction in Movement to 2" a Turn, -1 Attack, -2 to Armor Saves, -1 to hit with Long Arm and Heavy Weapons, and the inability to Advance or Charge until the end of the Mission. Anything carried in the associated hand is also destroyed. If a model suffers this Critical twice in the same Mission, its remaining limbs are destroyed and it cannot Move, Advance, Charge, Fight, or Shoot. It can only Move if it is carried by another model. It can only use Skills that do not require hands (such as the Command, Forbidden Knowledge, Inspire, Psychic Sense, or some Intimidate Skill Effects). It may still use Psychic Powers.

Models that survive a Mission after getting 2 limbs blown off must sit out the next Mission while they are fitted for cybernetic replacements. Models that survive a Mission after getting all of their limbs blown off must sit out the next 2 Missions while they are fitted for cybernetic replacements.

Models that suffer full leg, arm, or both amputations gain the Cyborg Talent for free.

*Models that suffer traumatic amputations of any kind during a Mission gain +1XP per amputated body part, if they survive the Mission.

This message was edited 7 times. Last update was at 2023/02/26 06:29:18


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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







M36 Murder Class: Desolation's Wake
Hull: Cruiser
Original Crew Compliment:~65,000
Circumstance of Drift: Recent Gellar Collapse
Current Condition of Crew: Frenzied and Kill-crazed
Probable Disposition: World Eater remnants, Jakhals, cultists, daemons

Spoiler:

Ship's Story: the Desolation's Wake once served as a loyalist vessel before coming under the sway and influence of the god of murder. It's name and its record are lost to time, as generations of blood-thirsty barbarians have degenerated in its holds for millennia. In fact it is likely this degeneration of the crew that caused the eventual collapse of the ship's Gellar Fields, plunging it into the chaotic state it currently finds itself in. Most of the ship's population are dead and their glistening remains decorate the ship like gruesome tapestries. Only the strongest have survived this catastrophe and they huddle in the depths, whipping themselves into a frenzy in preparation for the slaughter that is yet to come.

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

Manufacture (Tech): a classic Imperial cruiser, Desolation's Wake is a captured ship of the line that was retrofitted for high orbit planetary assault. As such, a significant number of its plasma batteries have been removed and exchanged for Dreadclaw launch tubes. It is likely that, even now, perhaps hundreds of years since the vessel's initial warp drift, its hold may be crawling with daemon-infected machine spirits and blood thirsty engines of war. Armed with this knowledge, models that participate in Missions on board this ship earn double Renown when they remove enemies with the <Daemonic Engine> keyword as casualties.

Crew (Command): the crew of this vessel were, at their origins, trained and dedicated fighting personnel. They knew their way around weapons, were possible veterans of boarding actions, and we were familiar with Imperial standards of discipline. It is likely that only the strongest have survived until now. Knowing this, Deathwatch models assigned to Missions onboard this vessel earn +1 XP at the end of any game that features Jackals as Adversaries.

Enemy Disposition (Forbidden Knowledge): knowing the ferocity of the enemy means their rage can be baited. While this doesn't necessarily make them easier to destroy, it may provide a few seconds of precious time to complete a Mission Objective despite being outnumbered or otherwise outmaneuvered. Using this, a player with the Forbidden Knowledge or Tactics Skill may expend 1 Rating of their Skill at the start of any Mission featuring Adversaries with the <World Eaters> keyword, to place an Objective Marker anywhere on the revealed terrain. If the Deathwatch Move at least one allied model to within 3" of this Marker that model gains +1 XP when they reach it and +1 Renown every Battleround they remain there. Once the Deathwatch model has claimed this Objective Marker, all Adversary models with the <World Eaters> keyword that can draw line of sight to that model must Move towards it, Charging if able. <World Eaters> continue to do so until they either cannot draw line of sight or there isn't a Deathwatch model within 3" of the Marker.

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

Complications
Missions that take place partially or wholly inside the chambers of this vessel are subject to the Wrath of Khorne Events Table. Roll a D6 at the start of each Battleround, adding +1 for every Blood Tithe* point earned by the Adversary forces (if the GM is using <World Eaters> or any models from their Codex, the rules for earning these are detailed in that book). Apply the results as rolled.

*Using Blood Tithe points for this does not diminish them.

D6 roll: Wrath of Khorne
1: Temporarily Sated: a deathly quiet falls over the battlefield. No special environmental rules apply.

2: Rain of Blood: torrents of gore begin spilling from vents and raining through holes in the upper decks, showering the battlefield in slippery red. Any Model wishing to Move, Advance, or Charge must subtract 2" from the distance they may travel to account for the difficulty of moving without slipping. Visual distances are reduced to 12", models cannot Shoot or Charge enemies beyond this distance.

3: Red Angel's Favor: all models with the Mark of Khorne gain +1 Attack until the end of the Battleround and +1 Strength if they Charged or were Charged this Battleround.

4: Trophy Takers: Adversary models that remove models as casualties this Battleround gain +1 Attack for the remainder of the Mission and count unmodified hit rolls of 6 in the Fight Phase as 1 additional hit. Deathwatch allied models that remove models as casualties this Battleround gain +1 Corruption unless they can pass a Strength test.

5: Warp Manifestation: Pillars of Blood: the GM and player(s) take turns placing 2D3+2 Pillars of Blood Markers anywhere on the tabletop at least 2" from any model. At the start of each Turn, these pillars move 8" in a random direction, stopping if they come in contact with a terrain feature or model. If they touch a model and that model has the Mark of Khorne, the Pillar of Blood Marker is removed from play and the model it touched gains the ability to regenerate or gain +1 Wound at the start of each of its Command Phases until the end of the Mission. This ability can even resurrect dead models, unless they've taken Damage equal to their total Wounds on their previous Turn.

If one of these Pillar of Blood Markers touches any other model, the Pillar of Blood Marker is removed from play and the model it touched suffers D6+2 Strength 4 AP- Damage 1 hits. If the model survives they gain +D3 Renown and +1 Corruption.

Otherwise, these Pillar of Blood Markers remain in play, randomly moving each Battleround until removed or the Mission ends, whichever comes first.

6: Warp Manifestation: Butcher's Frenzy: all models currently on the battlefield double the number of their Attacks on their profile until the end of the Mission. Deathwatch allied models may attempt to resist this effect by passing a Strength test. Those Deathwatch allied models that pass this test gain +1 Renown. Those that fail gain +1 XP and only +1 Attack. Those Deathwatch allied models that chose not to try to resist gain an additional +1 Corruption and lose D3 Renown.

7: Warp Manifestation: Visions of Death: models with the Mark of Khorne are not affected by this Manifestation. All other models suffer -3 to their Leadership until the end of the Mission and must pass a Strength at the start of each of their Movement Phases. If they pass this test they may act as normal. If they fail this test, they must Move away from any visible enemy models, Falling Back out of Engagement range if they are otherwise locked in combat. Models with any Talent that grants immunity to Fear or Terror are immune to this effect. Each time a Deathwatch model fails this test, they lose D3 Renown.

8+: Warp Manifestation: Blood Gate: the GM places a Marker within 8" of the place where the most Wounds were lost last Battleround. This Marker counts as a Warp Gate and generates 8 Allotment at the start of every Battleround that can only be spent on <Khorne><Daemon> or Daemonic Engine> models or banked for bigger Adversaries. When these Adversaries become available to deploy, they do so within 8" of this Gate and at least 8" away from enemy models.

Interior Architecture/Terrain Guidelines: The Desolation's Wake is essentially a decrepit, gore-washed, and poorly maintained military vessel. Its interiors are crumbling like that of a Spacehulk. Rivers of blood and rust-stained effluvient pour through its decks. Any terrain you've been using for the [++Redacted++] can be used for this ship, too. Perhaps just the addition of some scattered skulls and a red river will suffice. Alternatively you can use any Khorne-themed terrain you may have at your disposal.

Available Missions
DWa: Echoes in the Deep: Optional Exploration

Unlockable Missions
DW1: Scatter the Trophies: Routine
DW2: Blasphemous Convocation: Routine
DW3: The Gates of A'Dragoth: Routine
DW4: The Blood Cage: Routine
DW5: The Skin Vault: Routine
DW6: Blood Dam: Routine
DW7: Decapitator's Crown: Routine
DW8: Onslaught: Routine

Treasure Tables for Exploration
Treasure Chests onboard the Desolation's Wake are likely to be filled with ancient Imperial munitions, personal effects, tools, and spare parts. Any time a model might find themselves in proximity to one such box and the player wants to search it, have them roll a D6 and consult the following table.

Treasures Chests
D6 roll: Treasure

1: Moldering Clothes and Other Useless Garbage: the player's model gains +1XP.

2: Random Machine Parts: the player's model may take on 01 Weight of stuff worth +D3 Esteem to any Admech Faction.

3: Random Machine Parts: the player's model may take on up to 03 Weight of stuff worth +D3+1 Esteem to any Admech Faction for every 01 Weight worth of it.

4: Semi-Intact Machining Tool Set: the player's model may take on 01 Weight for a Relic Tool Set. This Relic may be used once per Mission to add +1 to the user's Tech Skill. If the model that found this Relic survives until the end of the Mission, they may add it to their Personal Load Out for free or hand it over to the Watch Captains for +2D3 Renown. Alternatively, this Relic may be traded to any Admech Faction for +D3x5 Esteem.

If traded to the Watch Captains it becomes an available Relic with a Threshold equal to half the player's model's current Renown (rounding down) and a Cost of 03. The Tools weigh 01 Capacity.

5: Stasis-sealed Armaments: D3 Boarding Shotguns with 16 Scatter Shells each, 2D6 Concussion Grenades, and D3 STC Flamers with 2 Prometheum Canisters each. The Shotguns weigh 01 each and the STC Flamers weigh 02 each. The grenades and reloads follow the normal Capacity rules.

Item / Threshold / Cost / Range / Strength / AP / Damage / RoF / Magazine / Weight / Rules
Boarding Shotgun / 00 / 01 / 15" / 3 / - / 1 / 1|2|- / 8 / 01 / this weapon takes 1 full Phase to reload; this weapon automatically hits if it is fired at targets wholly within 6" of the shooter.
STC Flamer / 00 / 04 / 8" / 3 / - / 1 / D6|2D3|- / 6 / 02 / this weapon automatically hits its targets if they are within range; this weapon ignores the bonus to armor saves normally afforded by cover. Ablaze.

Players can choose to permanently add 1 of each of these Weapons to their model's Personal Loadouts for free and/or trade any surplus Weapons to the Watch Captains for +D2 Renown each.

6: Data Archives and/or Imperial Artefacts: the player's model may take on 01 Weight for stuff worth +D6 Esteem with any Inquisitorial, Naval, or Imperial Faction.

Treasures from the Depths
Roll a D6 for every model assigned to an Exploration Mission onboard the Desolation's Wake and consult the following table to see what that model returns with.

D6 Roll: Treasure
1: Haunting Visions: this model gains +1 XP. In addition, this model must pass a Strength test at the end of every Mission onboard the Desolation's Wake it is assigned to. If it passes it gains an additional +1 XP. If it fails, it instead gains +1 Corruption.

2: Random Machine Parts: the player's model gains machine parts worth +D3+1 Esteem to any Admech Faction.

3: Random Machine Parts: the player's model gains machine parts worth +3D3 Esteem to any Admech Faction.

4: Data Archives and/or Imperial Artefacts: the player's model gains stuff worth +2D6 Esteem with any Inquisitorial, Naval, or Imperial Faction.

5: Cogitation Cores: the player's model gains stuff worth +2D6+2 Esteem with any Faction. In addition, if the model that rolled this result has the Tech Skill, it also gains +D3+1 XP.

6: An Enemy Stassis Pod: the player's model that finds this may either roll their Forbidden Knowledge Skill to gain +2D6 XP as they study the enemy's vitals and history or kill the imprisoned Advesary to gain +2D6 Renown and reduce all future GM Allotments by 1.


This message was edited 6 times. Last update was at 2023/02/26 23:35:32


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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







I added a bunch of new Talents to the Survival and Morale trees including Courageous, Dauntless, Deathless Will, Fearless, and Indomitable...and then immediately edited them to keep things consistent. I also added Indefatigable and modified Indomitable.

I wrote up an Allotment 2.0 and tacked into the Allotment section on page 1 of this blog. It's an optional revision in the same way CTV was, but I think it grants more flexibility to the GM.

Edited to add: I adjusted the new Allotment 2.0 rules to stop GMs from fielding hordes of capable infantry for cheap, by changing the Fodder criteria to Toughness 2 or less and the Minion minimum Toughness to 3.


Player Briefing
This wreck appears quiet on the surface, but deep Augur scans reveal multitudes in its depths. Take a team onto the vessel and try to discern the nature of this gathering. See if there is anything of use or that demands our attention. Be careful not to draw attention to yourself. If this vessel is to erupt, let us control the tempo of that, if we can. Players may send 1 Squad on this Mission or models from any number of Squads up to 10, but a minimum of 6.

DWa: Echoes in the Deep: Optional Exploration

Briefing: This wreck is too quiet for our tastes; not with so many energy and lifeform signatures detected deep within its holds. Go forth into the filthy, blood-soaked peripheries and uncover what you can. Let us be prepared if an onslaught is yet to come.

In service to Whom: this Mission serves the interests of the Deathwatch, but may be considered a Side Quest for any Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Primary and TertiaryObjectives
Primary
:
Uncover the mysteries of the Desoltion's Wake
: For each Deathwatch model assigned to this Mission, roll a D6. Each unique number rolled corresponds to one of the first six Unlockable Missions for this Vessel. The number rolled is the Mission number Unlocked. If more than 1 model rolls the same number, then each model who rolled it gains +1 Renown. Only Mission numbers rolled are Unlocked. If any Mission number has not been rolled, the player that controls the Mission Leader model may opt to spend an additional D3 hours and for each model beyond the first that rolled a duplicate number on the first try, they may roll an additional D6. If duplicates are rolled this time, either for Missions already Unlocked or for Missions newly Unlocked, then each model that rolled the same numbers gain +1 XP. Note that only Missions DW1: Scatter the Trophies, DW2: Blasphemous Convocation, DW3: The Gates of A'Dragoth, DW4: The Blood Cage, DW5: The Skin Vault, and DW6: Blood Dam may be Unlocked by these rolls. Any model that Unlocks a unique Mission counts as personally completing this Objective. Models should roll one at a time.

Tertiary:
Come Back with Anything Useful: any model that rolls 2+ on the Treasures From the Depths table counts as personally completing this Objective.

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. If multiple models from different squads are sent, players decide amongst themselves which one will be the Mission Leader.

Mission Length
D3 hours total plus up to D3 hours more. 1-6 hours

After-game debrief
Record the XP, Renown, and Esteem gains each model garners from the Mission. Then record any upgrades, Talents, and/or Skills players purchase for their models.

GM's Section:
Spoiler:

Consequences of Skipping this Mission
GMs, imply to your players that the drums, chanting, and other noises they can hear echoing up from the depths of this wreck are building towards something. Imply a growing sense of dread.

Regardless of whether player(s) take on this optional Mission or not, each of the first 6 Unlockable Missions are building towards something. Each of the first 6 Missions will unleash a consequence on the Campaign in time. Mission DW1: Scatter the Trophies's consequence goes off 8 hours after the Desolation's Wake arrives, unless player(s) have already completed that Mission successfully. 4 hours after that, Mission DW2: Blasphemous Convocation's consequence unleashes. 4 hours later, Mission DW3: The Gates of A'Dragoth and so on, at each 4 hour mark until all consequences from DW1: Scatter the Trophies through DW6: Blood Dam have unleashed or the Deathwatch have completed those Missions successfully. Successfully completed Missions do not unleash their consequences and buy the player(s) a short window of reprieve.

After all Mission consequences have been unleashed or completed successfully by the Deathwatch, Mission DW8: Onslaught kicks off, interrupting the flow of game play and Missions.

Mission DW7: Decapitator's Crown can only be Unlocked by first completing Missions DW3: The Gates of A'Dragoth and DW5: The Skin Vault successfully.


This message was edited 5 times. Last update was at 2023/03/02 16:04:50


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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 is perhaps the most straightforward of Missions. Enter the battle space, locate the Trophy piles, and desecrate them. Go in, get the job done, and get out before you are overwhelmed by the defenders. This should be easy. Players may send as many Squads as they like, but 1 is recommended.

DW1: Scatter the Trophies: Routine

Briefing Phase: Stacks of skulls, brown and black with caked blood, stand monument to the depredations of Khorne. Purge them with flame, smash them beneath thy boots, root out the evil that they respresent. Go with Faith, Brothers; go with holy zeal.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
If we are swift, there will be little to contend with. However, the longer we linger, the more fanatics we will attract.
Chaos Cultists, Ship Dead, and/or Genestealer Cult should be all that's encountered in this Mission.

Primary and Tertiary Objectives
Primary:
Destroy the Blasphemous Totems:
there will be a number of Objective Markers representing piles of Skulls. Any model that cleanses one of these piles - by burning it (expending 2 Prometheum ammo or 1 Sanctified Prometheum ammo on it in a Shooting Phase), scattering it (performing a Special "Scatter the Trophies" Action on it), or stomping on it (Charging it and spending one Fight Phase kicking it apart) - counts as personally completing this Objective. The model that cleanses the last of these Totems earns an additional +1 Renown

Tertiary:
Kill Count:
for every 10 Adversary models removed as casualties this Mission, the player that controls the Mission Leader model may give 1 Deathwatch model in their Squad +1 XP.

Battlefield
The board should be set up with a large central chamber flanked by numerous smaller chambers and corridors. It should look like an area where many congregants could gather to place their skulls in piles. Scatter terrain should be sparse, but could be piles of boneless bodies, treasure chests or empty barrels tucked along the walls, effigies made from spare metal scraps.

After terrain has been placed, players and GM should take turns placing 8 Objective Markers - the Piles of Skulls/Blasphemous Totems to be destroyed and scattered - anywhere on the battlefield at least 4" from any table edge and 4" from any other Marker.

The players set up their forces first according to the Mission parameters. The GM sets up their forces on the board edge opposite the players' Deployment Zone, at least 16" from any Deathwatch or Deathwatch-allied models.

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

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Like all Routine Missions, be sure to add 1 hour for Insertion and 1 hour for Extraction. 3-7 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract

Technology on the Table
Unless players have models with Talents that allow them to place Technology on the battlefield, there is nothing significant here.

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
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with 8 Allotment, not affected by the Doomclock. At the start of each Battleround, the GM generates 8 Allotment for each Skull pile/Blasphemous Totem remaining. This Allotment may be spent to bring in reinforcements along any board edge, at least 9" away from any Deathwatch allied model, or banked in Adversarial Reserves for a later Turn's deployment.

Allotment: Revised Method
As above.

Terminal Data for this Mission
If there are any Terminals present and players manage to interact with them successfully they will find a surprising amount of relatively unspoiled data. Prompt players for what they want to look at: Ship's Logs, Manifest, Navigational Data, Damage Reports, Anomalous Data, or Augury Scans. Then give them info from the appropriate list. If a player already has a tidbit, move on to the next one on the list.

Ship's Logs
1: 3.100.080.M37: Captain [++redacted++] instated following unexpected expiration of previous command. Command Crew has doubts, duly noted. First assignment is Ejodra, Mining Hub, in the Jodim system, Subsector Quotji. Reports of uprisings. We should make short work of it.

2: 3.404.081.M37: isolated mutinies following Ejodran pacifications. Moving to Betrac to tithe crew replenishments. Ordered to take up regular patrols of the Subsector; preparing routes. Seven inhabited systems and one quarantined, for reasons unknown. There's no blockade, so we will assume it to be safe to view from orbit. It's unscheduled, but the vagaries of the Immaterium will be enough to explain it if anyone asks.

3: 3.880.082.M37: expunged all records pertaining to the unmarked. Best if we just forget it.

4: 8.888.888.M38: we are in command. Shipwide Command Order issued: kill every 8th man. Begin the Cull.

Manifest
1: 4.880.088.M37: Tennebrea Sector, ship master file records influx of new Imperial Ratings following the Battle of Mytheria; casualty replacements tithed from the Fuedal World of Wickedness and the Hiveworld of Chadrian's Folly. Anomalous count readings put ship's total crew 8,000+ over-staffed.

2: 4.880.408.M37: Threron Subsector, ship master file records taking on supplies including fresh water and food at Cheriosh Station 8 in orbit of Koleept, an automated Agriworld. Food consumption rates verify earlier over-estimates of personnel. Cull initiated by Bridge Command.

3: 4.880.007.M38: Tennebrea Sector, re-arm, retrofit. Plasma Batteries along decks 115 through 200 removed. Magazines cut by half. Ship in drydock for 1,008 days while port and starboard batteries are converted to drop bays. Manifest reports only 88% of crew returns.

4: 8.888.888.M38: Location unknown, drop bays take on unknown classification of Drop Pod, not rated for Imperial personnel. Influx of unknown personnel. Ship's master file shows diversion of power to sustain 88 Stassis Pods. Use unknown, origin unknown. Crew manifest shows thousands of unregistered personnel.

Navigational Data
1: 3.238.087.M37: Quotji Subsector, routine patrols interrupted by Astropathic interception. Bridge Command orders immediate Jump to Subsector Hub System: Madraz, designated Civilized. After 47 days Warp journey, ship emerges in-system. Chronometric synchronization shows 88 days real time travel. Ship remains in high orbit while flotilla assembles, 4 days local time.

2: 4.330.087.M37: ship dispatched to Abrasha Subsector, system Mnem, to patrol as part of larger Task Force - designated Task Force Argentia - minor clashes with seditious intrasystem vessels inconclusive. Patrol lasts 648 days.

3: 4.978.087.M37: ship ordered to interdict Warp Conduit designated Mytheria. Heavy fighting with seditious forces backed by vessels of unknown origin. Augurs protest identification; records expunged by order of Bridge Command.

4: 4.800.088.M37: last recorded Warp Translation through Mytherian Gate. Navigational records corrupted. Destination presumed last ordered location, Tennebrea Sector, along Mytherian Conduit Route.

Damage Reports
1: 4.338.087.M37: records and retrofits prior to this date expunged. Order orgination unknown. Ship sustained minor hull breaches along port side, just below plasma batteries. Estimated crew losses less than 100. Servitors and repair crews dispatched. Repairs estimate 16 standard days. Magazine depleted by 3%.

2: 4.384.087.M37: shields overloaded, hull breach decks 44 through 48, starboard side - suspected impact by enemy vessel. Crew losses estimated at 800, possibly more. Bulkheads sealed off, repair crews dispatched. Power reroute successful. Complete repairs will require drydock. Ship efficiency reduced by 11%. Magazine depleted additional 14%.

3: 4.980.087.M37: port plasma batteries crippled; prow plasma batteries destroyed. Crew loss estimates 8,000+. Possibly more. Repair crews dispatched. Hull breaches on multiple decks. Internal sensorium detects enemy boarding crews. Security teams dispatched. Ship effeciency reduced by 32%. Dry dock repairs necessary to return to full fighting force. Primitive comms established with Prow batteries. Survivors estimated to be less than 10%. Bridge Command determines Prow repairs lowest priority. Magazine less than 30% remaining.

4: 4.088.088.M37: fires in all holds below deck 88. Crew losses estimated at 32,000+. Atmospheric venting along starboard side due to hull breaches. All non-essential decks sealed. Magazine depleted. Bridge Command orders all available power to Gellar Shields and Warp Drive. Effective repairs impossible without dry dock.

Anomalous Data
1: 3.808.082.M37: voices in the vox detected. Heat signatures registered on exterior sensorium. Minor hull breach, Deck 64. All other records expunged, origination Executive Command, clearance Red-Alpha.

2: 4.337.087.M37: Electromagnetic pulse detected at point of enemy vessel impact, briefly. Momentary power loss to non-essential systems has no immediate effect, but fragmentary scrap code detected, isolated, and expunged by ship's security systems.

3: 4.388.087.M37: brief spike in heat signatures near damaged decks. Security crews recalled after error logged by Bridge Command.

4: 4.888.088.M37: internal sensorium on Deck 80 shorts out. No repair crew dispatched due to low priority.

5: 8.888.888.M38: Gellar Field generators 4 and 8 spontaneously overloaded. Repair crews dispatched.

Augury Scans
1: 3.809.082.M37: unauthorized tightbeam scan of planetary body detects defused iron and organic material in everything. Cogitators hypothesize oceans of blood and mountains of bones. Sealed archive. Clearance Cerulean-Delta.

2: 4.344.087.M37: passive scans of Intrasystem ships indicate anomalous energy readings and retrofitted weapon arrays. New configuration noted and added to shipboard database. Transmission to Flotilla Command.

3: 4.981.087.M37: deep internal scans detect numerous enemy boarding teams still active, heavy concentrations near Gellar Field generators. Too many teams to dispatch effectively. Communication with Task Force Argentia Command hampered by traffic; too many voices to single out priorities.

4: 8.884.888.M38: last recorded Augury request. Location indeterminate; Navigator's input suggests Astronomican obscured. Ship is surrounded by vessels of indeterminate nature. Some register as Imperial, although with heavy retrofit. Significant number of new silhouettes recorded, archived. No clear signal to transmit.

Consequences for Failing or not Completing this Mission
8 hours after the arrival of the Desolation's Wake, if this Mission is not successfully completed by then, then in all future Missions featuring <World Eaters> adversaries, at the start of each Battleround, add +1 Blood Tithe point to the Adversary's total for free.


This message was edited 4 times. Last update was at 2023/03/02 15:28:24


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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
Crying bloody promises and whipping themselves into a frenzy, cultists and hardcore Jakhals have gathered around an altar of bone in the shallow decks of the Desolation's Wake. Distracted by their blasphemous chanting, the Deathwatch have the opportunity to cut them down enmasse, with luck slaughtering the lot of them before they have the opportunity to regroup. The Players may send 1 or 2 squads to deal with this Mission.

DW2: Blasphemous Convocation: Routine

Briefing Phase: We have an opportunity to slaughter cultists while their attention is elsewhere drawn. Move into position and unleash all the fury of righteousness. Cut them down where they stand; let them die as they have lived: craven and lost.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
Cultists, of any stripe, are cultists still.
Chaos Cultists and Jakhals should be all that's encountered in this Mission.

Primary and Tertiary Objectives
Primary:
Let None Survive:
if there are no <Cultists> models left on the battlefield when the Deathwatch Extract, this Objective can be considered complete.

Tertiary:
Kill Count:
for every 8 Adversary models removed as casualties this Mission, the player that controls the Mission Leader model may give 1 Deathwatch model in their Squad +1 Renown.

Battlefield
The board should be set up with a large central chamber flanked by numerous smaller chambers and corridors. A single table or pile of bones, no more than 2" wide, long, or tall should be placed in the center of this large chamber. Any scatter terrain placed should be no further than 6" from any board edge.

The GM sets up their forces first, surrounding the table or pile of bones in the middle of the large chamber. All GM models should be facing the center terrain piece and no closer than 12" to any board edge. Then the players set up their forces, anywhere along any board edge, at least 9" from any Adversary models.

The Deathwatch take the first turn, unless the GM can roll a 6 on a single D6, in which case the GM goes first.

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Like all Routine Missions, be sure to add 1 hour for Insertion and 1 hour for Extraction. 3-7 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract

Technology on the Table
Unless players have models with Talents that allow them to place Technology on the battlefield, there is nothing significant here.

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 the Mission parameters detailed in the Battlefield section above.

- Extraction Options: any for which the Mission Leader qualifies

Arming Phase
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with 88 Allotment, not affected by the Doomclock. At the start of each Battleround, the GM rolls a D6 for each Deathwatch model remaining on the table and adds up the scores. For each full 8 accumulated by these rolls, the GM gains 1 bonus Allotment that may only be spent on <Khorne> <Daemon> models. This Allotment may be spent to bring in reinforcements within 4" of the central altar, at least 9" away from any Deathwatch allied model, or banked in Adversarial Reserves for a later Turn's deployment.

Allotment: Revised Method
As above.

Terminal Data for this Mission
If there are any Terminals present and players manage to interact with them successfully they will find a surprising amount of relatively unspoiled data. Prompt players for what they want to look at: Ship's Logs, Manifest, Navigational Data, Damage Reports, Anomalous Data, or Augury Scans. Then give them info from the appropriate list. If a player already has a tidbit, move on to the next one on the list.

Ship's Logs
1: 3.100.080.M37: Captain [++redacted++] instated following unexpected expiration of previous command. Command Crew has doubts, duly noted. First assignment is Ejodra, Mining Hub, in the Jodim system, Subsector Quotji. Reports of uprisings. We should make short work of it.

2: 3.404.081.M37: isolated mutinies following Ejodran pacifications. Moving to Betrac to tithe crew replenishments. Ordered to take up regular patrols of the Subsector; preparing routes. Seven inhabited systems and one quaratined, for reasons unknown. There's no blockade, so will assume it to be safe to view from orbit. It's unscheduled, but the vagaries of the Immaterium will be enough to explain it if anyone asks.

3: 3.880.082.M37: expunged all records pertaining to the unmarked. Best if we just forget it.

4: 8.888.888.M38: we are in command. Shipwide Command Order issued: kill every 8th man. Begin the Cull.

Manifest
1: 4.880.088.M37: Tennebrea Sector, ship master file records influx of new Imperial Ratings following the Battle of Mytheria; casualty replacements tithed from the Fuedal World of Wickedness and the Hiveworld of Chadrian's Folly. Anomalous count readings put ship's total crew 8,000+ over-staffed.

2: 4.880.408.M37: Threron Subsector, ship master file records taking on supplies including fresh water and food at Cheriosh Station 8 in orbit of Koleept, an automated Agriworld. Food consumption rates verify earlier over-estimates of personnel. Cull initiated by Bridge Command.

3: 4.880.007.M38: Tennebrea Sector, re-arm, retrofit. Plasma Batteries along decks 115 through 200 removed. Magazines cut by half. Ship in drydock for 1,008 days while port and starboard batteries are converted to drop bays. Manifest reports only 88% of crew returns.

4: 8.888.888.M38: Location unknown, drop bays take on unknown classification of Drop Pod, not rated for Imperial personnel. Influx of unknown personnel. Ship's master file shows diversion of power to sustain 88 Stassis Pods. Use unknown, origin unknown. Crew manifest shows thousands of unregistered personnel.

Navigational Data
1: 3.238.087.M37: Quotji Subsector, routine patrols interrupted by Astropathic interception. Bridge Command orders immediate Jump to Subsector Hub System: Madraz, designated Civilized. After 47 days Warp journey, ship emerges in-system. Chronometric synchronization shows 88 days real time travel. Ship remains in high orbit while flotilla assembles, 4 days local time.

2: 4.330.087.M37: ship dispatched to Abrasha Subsector, system Mnem, to patrol as part of larger Task Force - designated Task Force Argentia - minor clashes with seditious intrasystem vessels inconclusive. Patrol lasts 648 days.

3: 4.978.087.M37: ship ordered to interdict Warp Conduit designated Mytheria. Heavy fighting with seditious forces backed by vessels of unknown origin. Augurs protest identification; records expunged by order of Bridge Command.

4: 4.800.088.M37: last recorded Warp Translation through Mytherian Gate. Navigational records corrupted. Destination presumed last ordered location, Tennebrea Sector, along Mytherian Conduit Route.

Damage Reports
1: 4.338.087.M37: records and retrofits prior to this date expunged. Order orgination unknown. Ship sustained minor hull breaches along port side, just below plasma batteries. Estimated crew losses less than 100. Servitors and repair crews dispatched. Repairs estimate 16 standard days. Magazine depleted by 3%.

2: 4.384.087.M37: shields overloaded, hull breach decks 44 through 48, starboard side - suspected impact by enemy vessel. Crew losses estimated at 800, possibly more. Bulkheads sealed off, repair crews dispatched. Power reroute successful. Complete repairs will require drydock. Ship efficiency reduced by 11%. Magazine depleted additional 14%.

3: 4.980.087.M37: port plasma batteries crippled; prow plasma batteries destroyed. Crew loss estimates 8,000+. Possibly more. Repair crews dispatched. Hull breaches on multiple decks. Internal sensorium detects enemy boarding crews. Security teams dispatched. Ship effeciency reduced by 32%. Dry dock repairs necessary to return to full fighting force. Primitive comms established with Prow batteries. Survivors estimated to be less than 10%. Bridge Command determines Prow repairs lowest priority. Magazine less than 30% remaining.

4: 4.088.088.M37: fires in all holds below deck 88. Crew losses estimated at 32,000+. Atmospheric venting along starboard side due to hull breaches. All non-essential decks sealed. Magazine depleted. Bridge Command orders all available power to Gellar Shields and Warp Drive. Effective repairs impossible without dry dock.

Anomalous Data
1: 3.808.082.M37: voices in the vox detected. Heat signatures registered on exterior sensorium. Minor hull breach, Deck 64. All other records expunged, origination Executive Command, clearance Red-Alpha.

2: 4.337.087.M37: Electromagnetic pulse detected at point of enemy vessel impact, briefly. Momentary power loss to non-essential systems has no immediate effect, but fragmentary scrap code detected, isolated, and expunged by ship's security systems.

3: 4.388.087.M37: brief spike in heat signatures near damaged decks. Security crews recalled after error logged by Bridge Command.

4: 4.888.088.M37: internal sensorium on Deck 80 shorts out. No repair crew dispatched due to low priority.

5: 8.888.888.M38: Gellar Field generators 4 and 8 spontaneously overloaded. Repair crews dispatched.

Augury Scans
1: 3.809.082.M37: unauthorized tightbeam scan of planetary body detects defused iron and organic material in everything. Cogitators hypothesize oceans of blood and mountains of bones. Sealed archive. Clearance Cerulean-Delta.

2: 4.344.087.M37: passive scans of Intrasystem ships indicate anomalous energy readings and retrofitted weapon arrays. New configuration noted and added to shipboard database. Transmission to Flotilla Command.

3: 4.981.087.M37: deep internal scans detect numerous enemy boarding teams still active, heavy concentrations near Gellar Field generators. Too many teams to dispatch effectively. Communication with Task Force Argentia Command hampered by traffic; too many voices to single out priorities.

4: 8.884.888.M38: last recorded Augury request. Location indeterminate; Navigator's input suggests Astronomican obscured. Ship is surrounded by vessels of indeterminate nature. Some register as Imperial, although with heavy retrofit. Significant number of new silhouettes recorded, archived. No clear signal to transmit.

Consequences for Failing or not Completing this Mission
12 hours after the arrival of the Desolation's Wake, if this Mission is not successfully completed by then, then in all future Missions featuring <World Eaters> adversaries, the GM may field 1 additional <Cultists> or <Jakhal> model for every Allotment spent on them.

This message was edited 2 times. Last update was at 2023/03/10 06:04:48


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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
A series of crackling, bleeding Gates stand wide open to the Warp in a series of chambers carpeted in bodies and bones. The Deathwatch must move to close or destroy these, while fending off the Daemons that step through them and the fanatics charged with their defense. Players may send any number of squads to accomplish this task. Bringing a Psyker and/or a Chaplain or two might make this task easier.

DW3: The Gates of A'Dragoth: Routine

Briefing Phase: We have entered a den of utter corruption and must steel ourselves against the bloodshed of the neverborn. Be swift in your actions, for the very fabric of reality is rent here and it shall gnaw upon your souls if you linger.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Inquisitorial, Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
Daemons and their kin. Cultists, warp spawn, and Heretics.
Primary Adversaries should be <Khorne> <Daemons>, <Jakhals>, and a handful of <Heretic Astartes> or <Workd Eaters> should be encountered on this Mission.

Primary and Tertiary Objectives
Primary:
Destroy the Gates:
each of the 7 Support Gates has a Toughness of 4 and 8 Wounds, with an Armor Save of 4+. The Main Gate has a Toughness of 8 and 16 Wounds, with an Armor Save of 3+. Any Deathwatch allied model that removes the last Wound from any Gate earns +1 XP, +D3 Renown, and +1 Corruption.

Tertiary:
Kill Count:
for every 8 Adversary models removed as casualties this Mission, the player that controls the Mission Leader model may give 1 Deathwatch model in their Squad +1 Renown.

Close the Gates: any Deathwatch allied model with the ability to manifest Psychic Powers can attempt the Psychic Action: Close the Gate if they are within 4" of a Gate at the start of their Command Phase. To do so, the player that controls this model must roll 2D6, adding +1 for each of their Ratings of their Psychic Sense Skill at the start of their Command Phase. If they score a 9+, one Gate within 4" no longer generates Allotment and cannot be used to bring in <Daemon> reinforcements for the remainder of the Mission. A model that successfully Closes a Gate in this way earns +D3 Renown and +1 XP. If any Gates are closed this Mission, the Mission Leader gains an additional +1 Renown and +D3 XP.

Battlefield
The board should be set up with a large central chamber flanked by numerous smaller chambers and corridors. 7 terrain features representing Support Gates should be placed in a rough circle, at least 8" from the center point of the battlefield. An 8th terrain feature, representing the Main Gate, should be placed either in the center of the battlefield or within 8" of the board edge opposite the player's Deployment edge, whichever the GM prefers.

The GM sets up their forces first, placing up to 8 <Jakhal>, <Cultists>, or <Heretic Astartes> models within 4" of any Gate, as dictated by their Allotment choices. Any Allotment not spent on these mortal Adversaries are banked and added to the GM's Adversarial Reserves. These Reserves, when they become available, take their first Movement Phase from any Gate that is not Closed or Destroyed. Adversarial Reserves Allotment may only be spent on models with both the <Khorne> and <Daemon> keywords.

Then the players set up their forces, according to their Insertion method.

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

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Like all Routine Missions, be sure to add 1 hour for Insertion and 1 hour for Extraction. 3-7 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract
-all Gates are Closed or Destroyed and A'Dragoth is not on the table

Technology on the Table
Unless players have models with Talents that allow them to place Technology on the battlefield, there is nothing significant here.

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
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with 64 Allotment, not affected by the Doomclock. At the start of each Battleround, the GM rolls a D6 for each Deathwatch model remaining on the table and adds up the scores. For each full 8 accumulated by these rolls, the GM gains 1 bonus Allotment that may only be spent on <Khorne> <Daemon> models. This Allotment is added to Adversarial Reserves and become available for deployment at the start of every even numbered Battleround.

Allotment: Revised Method
The GM begins play with double the players' total CTV, rounding to the closest multiple of 8. At the start of each Battleround, the GM rolls a D6 for each Deathwatch model remaining on the table and adds up the scores. For each full 8 accumulated by these rolls, the GM gains 1 bonus Allotment that may only be spent on <Khorne> <Daemon> models. This Allotment is added to Adversarial Reserves and becomes available for deployment at the start of every even numbered Battleround.

Battlefield Complications
Carpet of Gore
: the whole floor of this battlefield is covered in viscera, mangled bodies, and blood that creates a significant impediment to Movement. Reduce all Advance Moves and Charge Moves by 2" for the duration of the Mission (to a minimum of 1").

In the Presence of Chaos: at the start of every Deathwatch Turn, roll a D6 for each Deathwatch allied model within 8" of any Gate. On a 4+ that model gains +1 Corruption. Gates that have been Closed do not count for these purposes.

A'Dragoth is Coming: at the start of every Battleround roll a D6+2 for each Support Gate that has not been Closed, even if it has been destroyed. If any of these rolls equal an 8, place a die to indicate that on the Main Gate. If the Main Gate accumulates eight 8s, the GM gains just enough bonus Allotment to field a Bloodthirster. This is A'Dragoth and he must be dealt with also.

Terminal Data for this Mission
If there are any Terminals present and players manage to interact with them successfully they will find a surprising amount of relatively unspoiled data. Prompt players for what they want to look at: Ship's Logs, Manifest, Navigational Data, Damage Reports, Anomalous Data, or Augury Scans. Then give them info from the appropriate list. If a player already has a tidbit, move on to the next one on the list.

Ship's Logs
1: 3.100.080.M37: Captain [++redacted++] instated following unexpected expiration of previous command. Command Crew has doubts, duly noted. First assignment is Ejodra, Mining Hub, in the Jodim system, Subsector Quotji. Reports of uprisings. We should make short work of it.

2: 3.404.081.M37: isolated mutinies following Ejodran pacifications. Moving to Betrac to tithe crew replenishments. Ordered to take up regular patrols of the Subsector; preparing routes. Seven inhabited systems and one quaratined, for reasons unknown. There's no blockade, so will assume it to be safe to view from orbit. It's unscheduled, but the vagaries of the Immaterium will be enough to explain it if anyone asks.

3: 3.880.082.M37: expunged all records pertaining to the unmarked. Best if we just forget it.

4: 8.888.888.M38: we are in command. Shipwide Command Order issued: kill every 8th man. Begin the Cull.

Manifest
1: 4.880.088.M37: Tennebrea Sector, ship master file records influx of new Imperial Ratings following the Battle of Mytheria; casualty replacements tithed from the Fuedal World of Wickedness and the Hiveworld of Chadrian's Folly. Anomalous count readings put ship's total crew 8,000+ over-staffed.

2: 4.880.408.M37: Threron Subsector, ship master file records taking on supplies including fresh water and food at Cheriosh Station 8 in orbit of Koleept, an automated Agriworld. Food consumption rates verify earlier over-estimates of personnel. Cull initiated by Bridge Command.

3: 4.880.007.M38: Tennebrea Sector, re-arm, retrofit. Plasma Batteries along decks 115 through 200 removed. Magazines cut by half. Ship in drydock for 1,008 days while port and starboard batteries are converted to drop bays. Manifest reports only 88% of crew returns.

4: 8.888.888.M38: Location unknown, drop bays take on unknown classification of Drop Pod, not rated for Imperial personnel. Influx of unknown personnel. Ship's master file shows diversion of power to sustain 88 Stassis Pods. Use unknown, origin unknown. Crew manifest shows thousands of unregistered personnel.

Navigational Data
1: 3.238.087.M37: Quotji Subsector, routine patrols interrupted by Astropathic interception. Bridge Command orders immediate Jump to Subsector Hub System: Madraz, designated Civilized. After 47 days Warp journey, ship emerges in-system. Chronometric synchronization shows 88 days real time travel. Ship remains in high orbit while flotilla assembles, 4 days local time.

2: 4.330.087.M37: ship dispatched to Abrasha Subsector, system Mnem, to patrol as part of larger Task Force - designated Task Force Argentia - minor clashes with seditious intrasystem vessels inconclusive. Patrol lasts 648 days.

3: 4.978.087.M37: ship ordered to interdict Warp Conduit designated Mytheria. Heavy fighting with seditious forces backed by vessels of unknown origin. Augurs protest identification; records expunged by order of Bridge Command.

4: 4.800.088.M37: last recorded Warp Translation through Mytherian Gate. Navigational records corrupted. Destination presumed last ordered location, Tennebrea Sector, along Mytherian Conduit Route.

Damage Reports
1: 4.338.087.M37: records and retrofits prior to this date expunged. Order orgination unknown. Ship sustained minor hull breaches along port side, just below plasma batteries. Estimated crew losses less than 100. Servitors and repair crews dispatched. Repairs estimate 16 standard days. Magazine depleted by 3%.

2: 4.384.087.M37: shields overloaded, hull breach decks 44 through 48, starboard side - suspected impact by enemy vessel. Crew losses estimated at 800, possibly more. Bulkheads sealed off, repair crews dispatched. Power reroute successful. Complete repairs will require drydock. Ship efficiency reduced by 11%. Magazine depleted additional 14%.

3: 4.980.087.M37: port plasma batteries crippled; prow plasma batteries destroyed. Crew loss estimates 8,000+. Possibly more. Repair crews dispatched. Hull breaches on multiple decks. Internal sensorium detects enemy boarding crews. Security teams dispatched. Ship effeciency reduced by 32%. Dry dock repairs necessary to return to full fighting force. Primitive comms established with Prow batteries. Survivors estimated to be less than 10%. Bridge Command determines Prow repairs lowest priority. Magazine less than 30% remaining.

4: 4.088.088.M37: fires in all holds below deck 88. Crew losses estimated at 32,000+. Atmospheric venting along starboard side due to hull breaches. All non-essential decks sealed. Magazine depleted. Bridge Command orders all available power to Gellar Shields and Warp Drive. Effective repairs impossible without dry dock.

Anomalous Data
1: 3.808.082.M37: voices in the vox detected. Heat signatures registered on exterior sensorium. Minor hull breach, Deck 64. All other records expunged, origination Executive Command, clearance Red-Alpha.

2: 4.337.087.M37: Electromagnetic pulse detected at point of enemy vessel impact, briefly. Momentary power loss to non-essential systems has no immediate effect, but fragmentary scrap code detected, isolated, and expunged by ship's security systems.

3: 4.388.087.M37: brief spike in heat signatures near damaged decks. Security crews recalled after error logged by Bridge Command.

4: 4.888.088.M37: internal sensorium on Deck 80 shorts out. No repair crew dispatched due to low priority.

5: 8.888.888.M38: Gellar Field generators 4 and 8 spontaneously overloaded. Repair crews dispatched.

Augury Scans
1: 3.809.082.M37: unauthorized tightbeam scan of planetary body detects defused iron and organic material in everything. Cogitators hypothesize oceans of blood and mountains of bones. Sealed archive. Clearance Cerulean-Delta.

2: 4.344.087.M37: passive scans of Intrasystem ships indicate anomalous energy readings and retrofitted weapon arrays. New configuration noted and added to shipboard database. Transmission to Flotilla Command.

3: 4.981.087.M37: deep internal scans detect numerous enemy boarding teams still active, heavy concentrations near Gellar Field generators. Too many teams to dispatch effectively. Communication with Task Force Argentia Command hampered by traffic; too many voices to single out priorities.

4: 8.884.888.M38: last recorded Augury request. Location indeterminate; Navigator's input suggests Astronomican obscured. Ship is surrounded by vessels of indeterminate nature. Some register as Imperial, although with heavy retrofit. Significant number of new silhouettes recorded, archived. No clear signal to transmit.

Consequences for Failing or not Completing this Mission
16 hours after the arrival of the Desolation's Wake, if this Mission is not successfully completed by then, then in all future Missions featuring <Khorne> adversaries, the GM gains 8 additional Allotment at the start of each Battleround that may only be spent on models with the <Khorne> and <Daemon> Keywords. Additionally, if A'Dragoth was deployed, but not slain during the course of this Mission, he may be fielded in any future Mission featuring <Khorne>, <Heretic Astartes>, and/or <Cultists> Adversaries for 8 Allotment.

This message was edited 1 time. Last update was at 2023/03/10 05:55:27


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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
A monster roams the ruined launch bays of the Desolation's Wake, starving for battle and infused with the Blood God's rage. Killing it will not be easy. The Players may send as many squads as they see fit to deal with this Monster, but must do so knowing their journey in and out will be longer than normal.

DW4: The Blood Cage: Routine

Briefing Phase: Our Augurs have detected a moving, anomalous energy signature deep in this wreck's drop bays. We suspect it may be a possessed machine spirit or other daemonic entity. Go into the depths armed with weapons of annihilation. This thing must be destroyed before it discovers that it can escape its cage.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
We hope the monster is alone, but be warned. It may have allies.
Narratively, the author suggests a daemonically possessed Dreadclaw drop pod, but a Hellbrute, Decimator, or other <Daemonic Engine> will work just as well. The monster might be alone, there may be 2 of them, or there may be Possessed <Heretic Astartes> or <Eightbound> keeping it company.

Primary and Tertiary Objectives
Primary:
Slay the Monster(s):
the Deathwatch model that removes the last Wound from any Adversary model that started the Mission with 10 or more Wounds gains an additional +D3 Renown. If the Adversary began the Mission with 18 or more Wounds, the Deathwatch model instead gains an additional +2D3 Renown.

Tertiary:
Trophy Hunt:
for every Adversary model that began the Mission with 6 or more Wounds that is removed as a casualty this Mission, all Deathwatch allied models gain +1 Renown.

Survive: each Deathwatch model that ends the Mission with 1 or more Wounds remaining earns +1 XP. For each Deathwatch model that ends the Mission with 1 or more Wounds remaining, the Mission Leader model gains +1 Renown.

Battlefield
The board should be set up as a large open area, with elevated positions along one board edge, a light scatter terrain everywhere else. There should be very little cover. Players and GM may alternate placing D3+1 fuel barrels and D3+1 volatile fuel barrels.

The GM sets up their forces first, placing their Adversary models anywhere on the battlefield, at least 12" away from the table edge with elevated positions. Then the players set up their forces, anywhere along the board edge with the elevated positions.

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

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Additionally add D3 hours for Insertion and D3 hours for Extraction. 3-11 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract
-all Adversary models have been removed as casualties

Technology on the Table
Unless players have models with Talents that allow them to place Technology on the battlefield, there is nothing significant here.

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 the Mission parameters detailed in the Battlefield section above.

- Extraction Options: any for which the Mission Leader qualifies

Arming Phase
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with 100 Allotment, not affected by the Doomclock. At least 1 Boss Monster, or, if using Allotment 2.0, 1 True Monster must be fielded with this Allotment.

Allotment: Revised Method
The GM begins play with Allotment equal to triple the players combined CTV, not affected by the Doomclock. At least 1 Boss Monster, or, if using Allotment 2.0, 1 True Monster must be fielded with this Allotment.

Terminal Data for this Mission
If there are any Terminals present and players manage to interact with them successfully they will find a surprising amount of relatively unspoiled data. Prompt players for what they want to look at: Ship's Logs, Manifest, Navigational Data, Damage Reports, Anomalous Data, or Augury Scans. Then give them info from the appropriate list. If a player already has a tidbit, move on to the next one on the list.

Ship's Logs
1: 3.100.080.M37: Captain [++redacted++] instated following unexpected expiration of previous command. Command Crew has doubts, duly noted. First assignment is Ejodra, Mining Hub, in the Jodim system, Subsector Quotji. Reports of uprisings. We should make short work of it.

2: 3.404.081.M37: isolated mutinies following Ejodran pacifications. Moving to Betrac to tithe crew replenishments. Ordered to take up regular patrols of the Subsector; preparing routes. Seven inhabited systems and one quaratined, for reasons unknown. There's no blockade, so will assume it to be safe to view from orbit. It's unscheduled, but the vagaries of the Immaterium will be enough to explain it if anyone asks.

3: 3.880.082.M37: expunged all records pertaining to the unmarked. Best if we just forget it.

4: 8.888.888.M38: we are in command. Shipwide Command Order issued: kill every 8th man. Begin the Cull.

Manifest
1: 4.880.088.M37: Tennebrea Sector, ship master file records influx of new Imperial Ratings following the Battle of Mytheria; casualty replacements tithed from the Fuedal World of Wickedness and the Hiveworld of Chadrian's Folly. Anomalous count readings put ship's total crew 8,000+ over-staffed.

2: 4.880.408.M37: Threron Subsector, ship master file records taking on supplies including fresh water and food at Cheriosh Station 8 in orbit of Koleept, an automated Agriworld. Food consumption rates verify earlier over-estimates of personnel. Cull initiated by Bridge Command.

3: 4.880.007.M38: Tennebrea Sector, re-arm, retrofit. Plasma Batteries along decks 115 through 200 removed. Magazines cut by half. Ship in drydock for 1,008 days while port and starboard batteries are converted to drop bays. Manifest reports only 88% of crew returns.

4: 8.888.888.M38: Location unknown, drop bays take on unknown classification of Drop Pod, not rated for Imperial personnel. Influx of unknown personnel. Ship's master file shows diversion of power to sustain 88 Stassis Pods. Use unknown, origin unknown. Crew manifest shows thousands of unregistered personnel.

Navigational Data
1: 3.238.087.M37: Quotji Subsector, routine patrols interrupted by Astropathic interception. Bridge Command orders immediate Jump to Subsector Hub System: Madraz, designated Civilized. After 47 days Warp journey, ship emerges in-system. Chronometric synchronization shows 88 days real time travel. Ship remains in high orbit while flotilla assembles, 4 days local time.

2: 4.330.087.M37: ship dispatched to Abrasha Subsector, system Mnem, to patrol as part of larger Task Force - designated Task Force Argentia - minor clashes with seditious intrasystem vessels inconclusive. Patrol lasts 648 days.

3: 4.978.087.M37: ship ordered to interdict Warp Conduit designated Mytheria. Heavy fighting with seditious forces backed by vessels of unknown origin. Augurs protest identification; records expunged by order of Bridge Command.

4: 4.800.088.M37: last recorded Warp Translation through Mytherian Gate. Navigational records corrupted. Destination presumed last ordered location, Tennebrea Sector, along Mytherian Conduit Route.

Damage Reports
1: 4.338.087.M37: records and retrofits prior to this date expunged. Order orgination unknown. Ship sustained minor hull breaches along port side, just below plasma batteries. Estimated crew losses less than 100. Servitors and repair crews dispatched. Repairs estimate 16 standard days. Magazine depleted by 3%.

2: 4.384.087.M37: shields overloaded, hull breach decks 44 through 48, starboard side - suspected impact by enemy vessel. Crew losses estimated at 800, possibly more. Bulkheads sealed off, repair crews dispatched. Power reroute successful. Complete repairs will require drydock. Ship efficiency reduced by 11%. Magazine depleted additional 14%.

3: 4.980.087.M37: port plasma batteries crippled; prow plasma batteries destroyed. Crew loss estimates 8,000+. Possibly more. Repair crews dispatched. Hull breaches on multiple decks. Internal sensorium detects enemy boarding crews. Security teams dispatched. Ship effeciency reduced by 32%. Dry dock repairs necessary to return to full fighting force. Primitive comms established with Prow batteries. Survivors estimated to be less than 10%. Bridge Command determines Prow repairs lowest priority. Magazine less than 30% remaining.

4: 4.088.088.M37: fires in all holds below deck 88. Crew losses estimated at 32,000+. Atmospheric venting along starboard side due to hull breaches. All non-essential decks sealed. Magazine depleted. Bridge Command orders all available power to Gellar Shields and Warp Drive. Effective repairs impossible without dry dock.

Anomalous Data
1: 3.808.082.M37: voices in the vox detected. Heat signatures registered on exterior sensorium. Minor hull breach, Deck 64. All other records expunged, origination Executive Command, clearance Red-Alpha.

2: 4.337.087.M37: Electromagnetic pulse detected at point of enemy vessel impact, briefly. Momentary power loss to non-essential systems has no immediate effect, but fragmentary scrap code detected, isolated, and expunged by ship's security systems.

3: 4.388.087.M37: brief spike in heat signatures near damaged decks. Security crews recalled after error logged by Bridge Command.

4: 4.888.088.M37: internal sensorium on Deck 80 shorts out. No repair crew dispatched due to low priority.

5: 8.888.888.M38: Gellar Field generators 4 and 8 spontaneously overloaded. Repair crews dispatched.

Augury Scans
1: 3.809.082.M37: unauthorized tightbeam scan of planetary body detects defused iron and organic material in everything. Cogitators hypothesize oceans of blood and mountains of bones. Sealed archive. Clearance Cerulean-Delta.

2: 4.344.087.M37: passive scans of Intrasystem ships indicate anomalous energy readings and retrofitted weapon arrays. New configuration noted and added to shipboard database. Transmission to Flotilla Command.

3: 4.981.087.M37: deep internal scans detect numerous enemy boarding teams still active, heavy concentrations near Gellar Field generators. Too many teams to dispatch effectively. Communication with Task Force Argentia Command hampered by traffic; too many voices to single out priorities.

4: 8.884.888.M38: last recorded Augury request. Location indeterminate; Navigator's input suggests Astronomican obscured. Ship is surrounded by vessels of indeterminate nature. Some register as Imperial, although with heavy retrofit. Significant number of new silhouettes recorded, archived. No clear signal to transmit.

Consequences for Failing or not Completing this Mission
20 hours after the arrival of the Desolation's Wake, if this Mission is not successfully completed by then, then in any future Missions featuring <Khorne> or <Heretic Astartes> adversaries, the GM may field 1 of the surviving Boss Monsters/True Monsters from this Mission for free.




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Player Briefing
The Deathwatch has located a guarded armory in the path of any forces from within the Desolation's Wake that might choose to storm the [++Redacted++]. If it can be looted, and its defenders eliminated, any remaining Adversary forces within the wreck can be deprived of valuable munitions. In addition, there is a vault of some kind at this location whose nature is not immediately discernable. This may be one of the more dangerous Missions on the Desolation's Wake. Make sure players bring at least 1 model with Ratings in the Tech Skill and advise players that they may want to load up on Flame Weapons. Players may send as many squads as they like to accomplish this Mission.

DW5: The Skin Vault: Routine

Briefing Phase: We have located a secure Armory facility within the wreck. We suspect it is heavily guarded. We have also intercepted comms traffic regarding something called the 'Skin Vault' at this location. Go forth, breach this Skin Vault and the Armory, loot what you percieve is valuable, and destroy everything else.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Inquisitorial, Imperial, Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
We can expect the worst. Heretic Astartes, presumably World Eaters, and their cultist lackeys.
Only <Cultists> from the Chaos Space Marines Codex and <Infantry> from the World Eaters Codex may be fielded for this Mission.

Primary and Tertiary Objectives
Primary:
Breach the Secure Rooms
: there will be 6 Secure Rooms on the battlefield. For each one that is breached (the door broken through, unlocked, or destroyed, or the walls surrounding the room breached), the Mission Leader gains +1 XP. If any of the Secure Rooms are breached, all Deathwatch allied models deployed on this Mission gain +1 Renown.

Loot the Armory: each Secure Room will have between 2 and 5 chests worth of Loot. Breaching these Rooms is a priority to get at those chests. For each 20 Capacity worth of Weapons and Gear taken from each Secure Room, all Deathwatch allied models deployed on this Mission gain +1 Renown.

Breach the Skin Vault: there will be a warded Vault on the battlefield. If players are able to open it this Objective can be considered complete. If players do open or otherwise gain access to the inside of the Skin Vault, add the following Tertiary Objective to the Mission:

Burn the Blasphemous Vault: players must expend 6 Flamer Ammo, 3 Sanctified Flamer Ammo, or 2 Prometheum Blast Bombs inside the Skin Vault to complete this Objective. If they do so, the models that used and/or privided the Weapons to do so gain +D3 Renown.

Extract Before You Are Overwhelmed: Adversary models will be keen to activate an Alarm once they know they are under attack. Players will have 8 Battlerounds once the Alarm is triggered before reinforcements begin to arrive. If this Mission lasts 1 fewer Battlerounds than it takes for the first wave of reinforcements to arrive, the Mission Leader counts as Personally Completing this Objective. If the Alarm is however never triggered, the Mission Leader also gains +D3 Renown.

Tertiary:
Kill Count
: for every 8 Adversary models removed as casualties this Mission, the player that controls the Mission Leader model may assign +1 XP to any Deathwatch allied model, except for himself, that deployed on this Mission.

Access a Terminal in the Control Room: there will be a single Terminal in the Control Room. If any player uses one of their Ratings from their Tech Skill to access and extract a "tidbit" from it, this Objective can be considered complete.

Destroy What You Don't Take: if any of the chests contain remaining Capacity worth of Weapons and/or Gear, a single Bolter, Bolt Rifle, or Bolt Pistol shot will ruin up to 04 worth of stuff, 1 Frag Grenade will ruin 03 worth of stuff per shot generated, and D3 Flamer shots will ruin everything in a single Room.

Battlefield
The board should be set up with a small sized (roughly 6" square) room with only one way in and out, designated as the Control Room, along one short board edge. The entrance/exit should face the rest of the board. Connected to that room should be a medium sized (7-12" square) room with at least one extra way in or out facing the rest of the board, designated as the Staging Room. The Staging Room should connect to a T-junction corridor that elbows into parallel corridors, each with 3 small sized rooms, designated Secure Rooms, branching off to the sides away from the gap between the corridors. In the space between the corridors is another room. This is the Skin Vault. There should only be 1 door, facing the table edge opposite the Control Room. The parallel corridors should terminate just beyond the Skin Vault and be connected to a single corridor running the width of the table. What's beyond that corridor is up to the GM's preference, but the entire series of Rooms and corridors just described should only have 1 point of access. Players should be forced to enter the contested zone from one doorway on the table edge farthest from the Control Room.

Each Secure Room should have a Locked Reinforced Bulkhead Door as its entrance. The Skin Vault should also have a Locked Reinforced Bulkhead Door as its entrance. The Skin Vault's door also has a special warding that reflects any Ranged attacks back at the shooter on the D6 roll of a 4+. The Staging Room has no door and the Control Room has a Reinforced Bulkhead Door that is in the open position at the start of the Mission. The doorway from the long corridor into this complex is also a Reinforced Bulkhead Door in the open position.

Within each Secure Room, place D3+1 Chests. Within the Staging Room, place a number of tables or other scatter terrain.

The GM sets up their forces first, placing all of their Adversary models in the Staging Room. Any models not placed are added to Adversarial Reserves, but only become available as reinforcements if the Alarm is triggered. Then the players set up their forces, anywhere inside the long corridor expect the open doorway.

The players take the first Turn.

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Additionally add 1 hour for Insertion and 1 hour for Extraction. 3-7 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract

Technology on the Table
The Control Room has 1 Terminal and 1 Keypad at Full Power. If an Adversary model with the Tech Skill successfully interacts with the Terminal in this Room, the Alarm is triggered. Any player-controlled model that successfully interacts with the Keypad in this Room unlocks all of the Reinforced Bulkhead Doors for all of the Secure Rooms at the same time. If a player-controlled model successfully interacts with the Terminal in the Control Room, see the GM's section below for what tidbits they can extract from it.

Outside each Secure Room, next to their Doors, place a single Keypad at Full Power. Each of these Keypads, if successfully interacted with, will unlock the Locked Reinforced Bulkhead Door it is associated with.

If players have Talents or abilities that allow them to place other Technology, they may do so inside any of the Secure Rooms.

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 the Mission parameters detailed in the Battlefield section above.

- Extraction Options: Special: all surviving Deathwatch allied models must exit the table via either end of the corridor they came in through

Arming Phase
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission. In addition, up to 1 model per squad may take a Teleport Beacon and a Teleport Rig for free. These Teleport Beacons have been specially calibrated and may only be used to Teleport Chests away that have also been fitted with a Teleport Rig.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with 64 Allotment, not affected by the Doomclock. Only <Infantry>, <Cultists>, and <Heretic Astartes> may be fielded with this Allotment. Any <Cultists> model may be given 1 Rating in the Tech Skill with a Skill Stat of 6+, for +1 Allotment.

If the Alarm is triggered, the GM gains D6 Allotment per Deathwatch allied model remaining at the time the Alarm is triggered. This is considered the First Wave. When it becomes available - 8 Battlerounds after the Alarm has been triggered - they may be deployed at the end of the Movement Phase inside the corridor the Deathwatch must use to Extract, up to 9" away from the doorway used to enter the Armory complex. Any that don't fit get added to Ongoing Adversarial Reserves.

After the First Wave is Deployed, any time an Adversary model is removed as a casualty place that model into Ongoing Adversarial Reserves and roll a D3. This is the amount of Allotment that the GM has to work with for the Second Wave. Once Ongoing Adversarial Reserves hits 88 Allotment or more, it may be deployed in whole or in part at the end of any Movement phase, in the tunnel and at least 9" away from any Deathwatch allied model. Adversaries that can't be deployed because they don't fit can instead be deployed at the end of the Movement Phase on subsequent turns.

Allotment: Revised Method
The GM begins play with Allotment equal to the players' combined CTV, not affected by the Doomclock. Only <Infantry>, <Cultists>, and <Heretic Astartes> may be fielded with this Allotment. Any <Cultists> model may be given 1 Rating in the Tech Skill with a Skill Stat of 6+, for +1 Allotment.

If the Alarm is triggered, the GM gains D6 Allotment per Deathwatch allied model remaining at the time the Alarm is triggered. This is considered the First Wave. When it becomes available - 8 Battlerounds after the Alarm has been triggered - they may be deployed at the end of the Movement Phase inside the corridor the Deathwatch must use to Extract, up to 9" away from the doorway used to enter the Armory complex. Any that don't fit get added to Ongoing Adversarial Reserves.

After the First Wave is Deployed, any time an Adversary model is removed as a casualty place that model into Ongoing Adversarial Reserves and roll a D3. This is the amount of Allotment that the GM has to work with for the Second Wave. Once Ongoing Adversarial Reserves hits 88 Allotment or more, it may be deployed in whole or in part at the end of any Movement phase, in the tunnel and at least 9" away from any Deathwatch allied model. Adversaries that can't be deployed because they don't fit can instead be deployed at the end of the Movement Phase on subsequent turns.

Special Rules
Marked by Blood Spilled
: any Deathwatch model that removes 8 or more Wounds from Adversary models this Mission gains the following Tier 1 Elite Talent for free:

Marked by Blood Spilled: whenever this model survives a Mission against Adversaries with the <Khorne>, <Daemon>, or <Heretic Astartes> keyword they gain +1 Renown, +1 XP, and +1 Corruption.

Ire of Warlords: if using the Optional Enemy Faction Animosity Rules (to be detailed in upcoming posts), the Mission Leader model gains +1 Animosity with any 1 Chaos Faction of the controlling player's choice, if this Mission is successful. The player can make this decision once an appropriate Enemy Faction becomes available.

Terminal Data for this Mission
There may be many Terminals present on this battlefield. For Terminals inside Secure Rooms, prompt players for what they want to look at: Ship's Logs, Manifest, Navigational Data, Damage Reports, Anomalous Data, or Augury Scans. Then give them info from the appropriate list. If a player already has a tidbit, move on to the next one on the list. For the Terminal inside the Control Room, players gain a bonus for each complete set of information they've gained from other Terminals.

General Information Categories
Ship's Logs

1: 3.100.080.M37: Captain [++redacted++] instated following unexpected expiration of previous command. Command Crew has doubts, duly noted. First assignment is Ejodra, Mining Hub, in the Jodim system, Subsector Quotji. Reports of uprisings. We should make short work of it.

2: 3.404.081.M37: isolated mutinies following Ejodran pacifications. Moving to Betrac to tithe crew replenishments. Ordered to take up regular patrols of the Subsector; preparing routes. Seven inhabited systems and one quaratined, for reasons unknown. There's no blockade, so will assume it to be safe to view from orbit. It's unscheduled, but the vagaries of the Immaterium will be enough to explain it if anyone asks.

3: 3.880.082.M37: expunged all records pertaining to the unmarked. Best if we just forget it.

4: 8.888.888.M38: we are in command. Shipwide Command Order issued: kill every 8th man. Begin the Cull.

Manifest
1: 4.880.088.M37: Tennebrea Sector, ship master file records influx of new Imperial Ratings following the Battle of Mytheria; casualty replacements tithed from the Fuedal World of Wickedness and the Hiveworld of Chadrian's Folly. Anomalous count readings put ship's total crew 8,000+ over-staffed.

2: 4.880.408.M37: Threron Subsector, ship master file records taking on supplies including fresh water and food at Cheriosh Station 8 in orbit of Koleept, an automated Agriworld. Food consumption rates verify earlier over-estimates of personnel. Cull initiated by Bridge Command.

3: 4.880.007.M38: Tennebrea Sector, re-arm, retrofit. Plasma Batteries along decks 115 through 200 removed. Magazines cut by half. Ship in drydock for 1,008 days while port and starboard batteries are converted to drop bays. Manifest reports only 88% of crew returns.

4: 8.888.888.M38: Location unknown, drop bays take on unknown classification of Drop Pod, not rated for Imperial personnel. Influx of unknown personnel. Ship's master file shows diversion of power to sustain 88 Stassis Pods. Use unknown, origin unknown. Crew manifest shows thousands of unregistered personnel.

Navigational Data
1: 3.238.087.M37: Quotji Subsector, routine patrols interrupted by Astropathic interception. Bridge Command orders immediate Jump to Subsector Hub System: Madraz, designated Civilized. After 47 days Warp journey, ship emerges in-system. Chronometric synchronization shows 88 days real time travel. Ship remains in high orbit while flotilla assembles, 4 days local time.

2: 4.330.087.M37: ship dispatched to Abrasha Subsector, system Mnem, to patrol as part of larger Task Force - designated Task Force Argentia - minor clashes with seditious intrasystem vessels inconclusive. Patrol lasts 648 days.

3: 4.978.087.M37: ship ordered to interdict Warp Conduit designated Mytheria. Heavy fighting with seditious forces backed by vessels of unknown origin. Augurs protest identification; records expunged by order of Bridge Command.

4: 4.800.088.M37: last recorded Warp Translation through Mytherian Gate. Navigational records corrupted. Destination presumed last ordered location, Tennebrea Sector, along Mytherian Conduit Route.

Damage Reports
1: 4.338.087.M37: records and retrofits prior to this date expunged. Order orgination unknown. Ship sustained minor hull breaches along port side, just below plasma batteries. Estimated crew losses less than 100. Servitors and repair crews dispatched. Repairs estimate 16 standard days. Magazine depleted by 3%.

2: 4.384.087.M37: shields overloaded, hull breach decks 44 through 48, starboard side - suspected impact by enemy vessel. Crew losses estimated at 800, possibly more. Bulkheads sealed off, repair crews dispatched. Power reroute successful. Complete repairs will require drydock. Ship efficiency reduced by 11%. Magazine depleted additional 14%.

3: 4.980.087.M37: port plasma batteries crippled; prow plasma batteries destroyed. Crew loss estimates 8,000+. Possibly more. Repair crews dispatched. Hull breaches on multiple decks. Internal sensorium detects enemy boarding crews. Security teams dispatched. Ship effeciency reduced by 32%. Dry dock repairs necessary to return to full fighting force. Primitive comms established with Prow batteries. Survivors estimated to be less than 10%. Bridge Command determines Prow repairs lowest priority. Magazine less than 30% remaining.

4: 4.088.088.M37: fires in all holds below deck 88. Crew losses estimated at 32,000+. Atmospheric venting along starboard side due to hull breaches. All non-essential decks sealed. Magazine depleted. Bridge Command orders all available power to Gellar Shields and Warp Drive. Effective repairs impossible without dry dock.

Anomalous Data
1: 3.808.082.M37: voices in the vox detected. Heat signatures registered on exterior sensorium. Minor hull breach, Deck 64. All other records expunged, origination Executive Command, clearance Red-Alpha.

2: 4.337.087.M37: Electromagnetic pulse detected at point of enemy vessel impact, briefly. Momentary power loss to non-essential systems has no immediate effect, but fragmentary scrap code detected, isolated, and expunged by ship's security systems.

3: 4.388.087.M37: brief spike in heat signatures near damaged decks. Security crews recalled after error logged by Bridge Command.

4: 4.888.088.M37: internal sensorium on Deck 80 shorts out. No repair crew dispatched due to low priority.

5: 8.888.888.M38: Gellar Field generators 4 and 8 spontaneously overloaded. Repair crews dispatched.

Augury Scans
1: 3.809.082.M37: unauthorized tightbeam scan of planetary body detects defused iron and organic material in everything. Cogitators hypothesize oceans of blood and mountains of bones. Sealed archive. Clearance Cerulean-Delta.

2: 4.344.087.M37: passive scans of Intrasystem ships indicate anomalous energy readings and retrofitted weapon arrays. New configuration noted and added to shipboard database. Transmission to Flotilla Command.

3: 4.981.087.M37: deep internal scans detect numerous enemy boarding teams still active, heavy concentrations near Gellar Field generators. Too many teams to dispatch effectively. Communication with Task Force Argentia Command hampered by traffic; too many voices to single out priorities.

4: 8.884.888.M38: last recorded Augury request. Location indeterminate; Navigator's input suggests Astronomican obscured. Ship is surrounded by vessels of indeterminate nature. Some register as Imperial, although with heavy retrofit. Significant number of new silhouettes recorded, archived. No clear signal to transmit.

Control Room Revelations
Ask players to select a time frame: The Beginning, Seeds of Revolt, The Fracturing, The Odd Years, or The Final Year. Even if players don't yet have all the tidbits to put these Revelations together, GMs should tell players the parts they are missing. At any time that the players obtain all the tidbits to fulfill one of the Info Clusters they've revealed, they gain the bonus associated with it.

Info Clusters
The Beginning: 080 to 082.M37
: Ship's Log 1, 2, 3; Anomalous Data 1; Augury Scans 1: the fracturous nature of the original crew and the infiltration of daemonic entities into the ship's internal vox system sowed the seeds for mutiny, heresy, and damnation. With this information, whenever a Deathwatch allied model removes a <Cultists> Jakhal Pack Leader, Icon Bearer, Cult Demagogue, or Cultist Champion model as a casualty, all <Cultists> models on the battlefield suffer -1 to their Leadership for the remainder of the Mission.

Seeds of Revolt: 087.M37: Navigational Data 1, 2, 3; Damage Reports 1, 2, 3; Anomalous Data 2, 3; Augury Scans 2, 3: further corruption of ship's command systems and infiltration of traitorous forces generates an aura of corruption and noncompliance onboard. Discipline breaks down even as punishments increase. A culture of violence pervades the ship. Any Deathwatch model that removes 8 or more Wounds from Adversary models during the Fight Phase becomes a Favored Target for Adversary forces. These models cannot be selected as targets by enemy Shooting.

The Fracturing: 088.M38: Manifest 1; Navigational Data 4; Damage Reports 4; Anomalous Data 4: heavy damage throughout the ship is patched with primarily blasphemous methods, furthering the corruption of the ship's machine spirit. Influence by the Warp itself seeps into the ship by way of the Mytheria Warp Conduit. This is beyond saving now. Deathwatch models that destroy terrain features such as Generators, Doors, and Termibals gain +1 Renown when doing so. If any such features are destroyed during a Mission aboard the Desolation's Wake any Chaplains deployed on those Missions also gain +1 XP.

The Odd Years: 408.M37 and 007.M38: Manifest 2, 3: the bloodthirsty handling of overcrowding coupled with the lose of 12% crew besides should have revealed the corruption inherent in the ship, but went unnoticed and unchecked. Deathwatch models with ties to the Ecclessiarchy or the Adeptus Terra gain +D3 Esteem with those Factions whenever they complete a Mission onboard the Desolation's Wake.

The Final Year: 888.M38: Ship's Log 4; Manifest 4; Anomalous Data 5; Augury Scans 4: clear evidence that ship entered Forbidden Zones such as the Eye of Terror under its own power, retrofitting for Legionary accomodations, and taking on stasis pods likely containing World Eater Astartes proves beyond doubt that this ship and all that are on it are lost beyond salvation. Any Deathwatch allied model that removes any number of <Heretic Astartes> models as a casualties while aboard the Desolation's Wake earns +1 XP, +1 Renown, and +1 Esteem with all Ecclessiarchal, Inquisitorial, Imperial, Naval, Ordo Malleus, and Ordo Hereticus Factions. If there is overlap with these Factions, the model gains +1 Esteem for each eligible category.

Treasures of the Secure Room Chests
Each Chest contains 10 Capacity worth of stuff. Have players roll 2D6 to determine what they find in each Chest when they open it:

2D6 Roll: Chest Contents
2: Cult Melee Weapons: 1 Mauler Chainblade, 2 Jakhal Chainblades, 3 Brutal Assault Weapons.

3: Cult Ranged Weapons: 2 Autoguns, 2 Autopistols, 16 Automags.

4-5: Astartes Munitions: 6 Frag Grenades, 6 Krak Grenades, 16 Bolter Reloads.

6-7: Astartes Ranged Weapons: 1 Combi-Flamer, 1 Combi-Melta, 1 Promethium Tank, and 4 Melta Canisters.

8-9: Astartes Melee Weapons: 2 Berserker Chainblades, 1 Eviscerator.

10: Terminator Weapons: roll another D3. 1= 1 Reaper Autocannon and 1 Auto Box Mag; 2= 1 Heavy Flamer and 2 Promethium Chargers; 3= 1 Chainfist, 1 Combi-plasma, and 4 Plasma Cells.

11: Special Weapons: 1 Chainglaive, 1 Bolt Pistol, 2 Legion Plasma Pistols, 4 Bolt Pistol Reloads, and 4 Plasma Cells.

12: Relic Weapons: 1 Masterwork Plasma Pistol, 1 Masterwork Bolt Pistol, 1 Masterwork Chainglaive, 1 Masterwork Mauler Chainblade.

-Any model deployed on this Mission may permanently reduce their Renown by 8 to add a Jakhal Chainblade, Masterwork Bolt Pistol, or Brutal Assault Weapon from those found to their Standard Load Outs.

-Any model deployed on this Mission may permanently reduce their Renown by 16 to add a Mauler Chainblade, Legion Plasma Pistol, or Eviscerator from those found to their Standard Load Outs.

-Any model equipped with Terminator Armor deployed on this Mission may permanently reduce their Renown by 20 to add a Chainfist, Reaper Autocannon, or Heavy Flamer from those found to their Standard Load Outs.

-Any model deployed on this Mission may permanently reduce their Renown by 24 to add a Masterwork Mauler Chainblade, Combi-weapon of any type, or Chainglaive from those found to their Standard Load Outs.

Equipment Descriptions
Ranged Weapons

Weapon / Capacity / Range / Strength / AP / Damage / RoF/ Magazine / Type and Rules

Autogun / 02 / 24" / 2 / - / 1 / 2|3-5|6 / 6 / Rapidfire
Autopistol / 01 / 12" / 2 / - / 1 / 2|3|6 / 6 / Pistol
Bolt Pistol / 01 / 12" / 4 / - / 1 / 1|2|- / 4 / Pistol
Combi-Flamer / 04 / * / * / - / 1 / * / * / *
Combi-Melta / 04 / * / * / - / 1 / * / * / *
Combi-Plasma / 04 / * / * / - / 1 / * / * / *
Frag Grenade / * / 8" / 3 / - / 1 / D6|-|- / 1 / Blast
Krak Grenade / * / 8" / 6 / -1 / D3 / 1|-|- / 1 / -
Heavy Flamer / 05 / 12" / 5 / -1 / 1 / D6|2D6|- / 12 / Assault, automatically hits Targets in Range, ignores the effects of Cover
Legion Plasma Pistol / 01 / 12" / 7 / -3 / 1 / 1|2|- / 6 / Pistol
-Supercharged / 01 / 12" / 8 / -3 / 2 / 1|2|- / 6 / Pistol; a hit roll of a 1 with this weapon causes 1 Mortal Wound on the Shooter after any hits have been resolved; each Supercharged shot uses up 3 "bullets" from the Weapon's Magazine.
Reaper Autocannon / 07 / 36" / 7 / -2 / 1 / 4|5|10 / 40 / Heavy

*By weapon being used. For Combi-plasma guns, the plasmagun portion only has 1 Plasma Cell.
*These items weigh little individually. Up to 2 grenades of any type weigh 01, up to 4 weigh 02, up to 6 weigh 03, and every 1 beyond that adds +01 weight.

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Rules

Brutal Assault Weapon / 01 / as user / - / 1 / Extra Attack
Berserker Chainblade / 03 / as user / -2 / 1 / -
Chainfist / 05 / +3 / -4 / 2 / Battering, Mauling, Unwieldy
Chainglaive / 05 / +1 / -3 / 1 / Mangling, Reach, Two-Handed
Jakhal Chainblade / 02 / as user / -1 / 1 / -
Mauler Chainblade / 03 / +2 / -2 / 2 / Unwieldy

Special Rules
Battering
:
this weapon increases its Damage by +1 versus Terrain Features.
Extra Attack: when the bearer Attacks, it makes 1 extra Attack with this weapon.
Mangling: this weapon makes 2 Attacks for every 1 on the bearer's profile.
Mauling: this weapon increases its Damage by +1 when its bearer is outnumbered in the Fight Phase
Reach: this weapon can be used to Attack models within 2", even if they are not Engaged with this model.
Two-Handed: this weapon occupies both of the bearer's hands; they cannot hold another while this one is active unless the other weapon or item straps handsfree to the bearer's vambrace or similar location.
Unweildy: hit rolls made with this weapon suffer -1 to hit.

Consequences for Failing or not Completing this Mission
24 hours after the arrival of the Desolation's Wake, if this Mission is not successfully completed by then, then in any future Missions featuring <Khorne> or <Heretic Astartes> adversaries, the GM gains an additional D6+7 Allotment to spend on Skulls for the Skull Throne! or Boons of Chaos gear detailed on page 5 of this blog, under Using World Eaters and Khorne Daemons as Adversaries and/or Using Black Legion and Other Undivided Chaos Forces as Adversaries.




This message was edited 1 time. Last update was at 2023/03/14 05:39:13


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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
Deep in the lower hull of the Desolation's Wake the stench of death grows strong. Huge vaults once used to contain the vessel's water supply have been transformed into titanic open Vats of blood and gore. A mechanism is set to unleash this ocean of red in an unstoppable flood. So the Deathwatch must go and dam it shut or otherwise reroute its terrible flow. This Mission is a two-pronged assault. The players must split their forces, one team moving to disable the main mechanism on top of the Vats and the other moving to clog or divert the pathways of flow below them. Insertion and Extraction will be time consuming and arduous. Bring Grapnels, Jump Packs, and Teleport Homers; bring Courage, Determination, and Zeal; bring the Wrath of Emperor down upon your Foes and thwart this insane attack before it begins. Players may send 1 or 2 squads to accomplish this Mission. Make sure players bring models with at least 4 Ratings in the Tech Skill combined.

DW6: Blood Dam: Routine

Briefing Phase: The volume of blood in these vaults cannot be estimated. The number of lives sacrificed for it defies reason. We must stop the flood before it happens or we shall suffer catastrophe in its tidal deluge.
Split your forces into 2 teams. Send your Tech savvy Brothers to the top of the Vats to deal with the Mechanisms of its release and your bullheaded below them to brute force the flow.


In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Admech, Inquisitorial, Ordo Malleus and/or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
The only thing in our favor here is the lack of initial guardians. Tarry, however, and we imagine you will face increasing hordes of unholy abominations or worse.
The GM may only field <Chaos Spawn>, <Khorne> <Daemons>, <Cultists>, and <Daemonic Engines> for this Mission.

Primary and Tertiary Objectives
Primary:
Disable the Regulators
: Team 1 must pass a Tech Skill test at each of the 3 Regulators on the top of the Vats for this Objective to be considered complete.

Disable the Main Mechanism: after completing the above Objective, Team 1 must pass another Tech Skill test at the Main Mechanism in order for this Objective to be considered complete.

Clog the Flow: Team 2 must use Sealant on each of the 3 Flow Ports at the bottoms of the Vats for this Objective to be considered complete.

Tertiary:
Cut the Power
: if the Main Mechanism cannot be disabled, Team 1 will have to locate its power source and damage it beyond repair.

Divert the Flow: if Team 2 cannot gain access to the Flow Tunnels or if they want to be more thorough about their main Objective, they will have to seal another bulkhead and/or smash down the already sealed doors in the Flow Tunnel's path.

Battlefield
Ideally, there should be 2 boards for this Mission, representing the top of the Vats and the Flow Tunnels below. The Vats board should be set up as 3 long bridges from one short board edge to the other. The spaces between these bridges represents the open tops of the blood-filled Vats. Each of these bridges should be equal distance apart from each other with one running down the center line and the two others as close to the long board edges as your terrain allows. On each short board edge and in the middle of the board are a connecting gangways that link all 3 bridges. On the short edge opposite to where the Deathwatch deploy should be a series of small rooms with connecting corridors.

On the Flow Tunnel board should be a convoluted mess of corridors and Sealed Reinforced Bulkhead Doors with 3 distinct and separate paths that lead to small rooms on the far side of the board.

The GM sets up their forces first, placing all of their available Adversary models either in the small rooms on the Flow Tunnel board or in the rooms on the far side of the Vat board. The players then divide their forces into Team 1, which will attack the Vat mechanisms, and Team 2 which will attack the Flow Tunnels. Players may mix and match models from different units in order to maximize their chances of success at either task. For this Mission there is no overall Mission Leader. Teams with have to elect Squad Leaders and rely on them for battlefield direction. Any bonus that normally only applies to a Mission Leader instead applies to Squad Leaders for this Mission. If Squads are split up and/or intermixed, all models suffer -1 to their Cohesion Talents (to a minimum of Cohesion0) until the end of this Mission.

The players take the first Turn.

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Additionally add D2+1 hours for Insertion and 1 hour for Extraction. 4-9 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract

Technology on the Table
On the Vats board, where the middle gangway intersects with each of the 3 bridges, place a Keypad at Low Power. These Keypads are the Regulators. In the center-most room on the far side of the board place a single Keypad at Full Power. This Keypad is the Main Mechanism. In all remaining rooms on that board place a Generator at Full Power.

On the Flow Tunnels board, in each of the 3 rooms, place a Keypad and small Generator, each at Miniscule Power. If the Keypads in any of these rooms are interacted with successfully they can be used to raise the Power Level of their corresponding Generators by 1 Step per Turn until they reach Full Power. As the Generators increase in Power so, too, do their respective Keypads. When these Keypads reach full power they can be used to Lock or Unlock any Door on the Flow Tunnel board within 8" of the Keypad. Alternatively, a successful Tech Skill interaction with one of these Keypads allows the players to place 1 Sentry Turret armed with a twin-linked Shotgun and 36-shot ammo feed of Scatter Shells anywhere within 18" of the respective Keypad. The Sentry Turret treats all models on the table as hostile, but only fires at the closest models within Range.

If players have Talents or abilities that allow them to place other Technology, they may do so inside any of the Rooms on the Vat board.

Player Prep
Choose Squad Leaders
Player(s) elect/select models to represent each Team's Squad Leader for this Mission. These Squad Leaders act independently of each other, accessing their respective models' Stratagems and CP pools. There is no overal Mission Leader for this Mission.

- Deployment Options: Interceptor Shuttle or Boarding Pod, players' choice.

- Extraction Options: Teleportarium

Arming Phase
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission. In addition, up to 3 of the models deployed on this Mission may take a container of Sealant for free.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with 32 Allotment, not affected by the Doomclock. Only <Cultists> or <Chaos Spawn> may be fielded with this Allotment. These forces must be split between the two Mission boards.

After the 4th and further Battlerounds, the GM and the player that controls the Squad Leader model for each Team rolls off. If the players win, nothing happens. If the GM wins, they gain D3 Allotment per Deathwatch allied model currently on the respective board added to their Adversarial Reserves. When these Reserves become available, at the start of the next Battleround, they may be placed at the end of any Movement Phase, at least 9" from any Deathwatch allied model, on either Mission board, just like the normal 40k rules for Reserves. For these Reserves, the GM may use their Allotment to field <Khorne> <Daemons>, <Cultists>, <Chaos Spawn>, or <Daemonic Engines> only.

Allotment: Revised Method
The GM begins play with Allotment equal to the players' combined CTV, not affected by the Doomclock. Only <Cultists> or <Chaos Spawn> may be fielded with this Allotment. These forces must be split between the two Mission boards.

After the 4th and further Battlerounds, the GM and the player that controls the Squad Leader model for each Team rolls off. If the players win, nothing happens. If the GM wins, they gain D3 Allotment per Deathwatch allied model currently on the respective board added to their Adversarial Reserves. When these Reserves become available, at the start of the next Battleround, they may be placed at the end of any Movement Phase, at least 9" from any Deathwatch allied model, on either Mission board, just like the normal 40k rules for Reserves. For these Reserves, the GM may use their Allotment to field <Khorne> <Daemons>, <Cultists>, <Chaos Spawn>, or <Daemonic Engines> only.

Special Rules
A Drop in the Drink
: any model that falls into the Vats of gore will sink to the bottom. Models with Jump Packs or Heavy Jump Packs will be able to extract themselves in one Turn, but must expend so much fuel to escape, their Packs stop working for the remainder of the Mission. Models in Terminator Armor or equipped with a Teleport Homer can opt to be Teleported back to the Intolerance, but are then therefore removed from the Mission. A Space Marine without this Equipment can try to climb out of the Vat, but do so at a -1 to their Strength tests. If trying to climb out, the Vat is counted as 24" deep. All other models that fall in are considered dead, as they drown in the bloody soup.

Locating the Power Source: if the players fail their Tech Skill tests, either on the Regulators or on the Main Mechanism, they must try to locate the Power Source and destroy that instead. To locate the Power Source a model with the Tech Skill must Move into base to base contact with any of the Generators on either Mission board and roll a D6 (these models don't have to have any Ratings left in this Skill to do this). On the roll of a 6, that Generator is the Power Source. If a Generator is identified, it must be destroyed. If none of the Generators on either Mission table are the Power Source, the players may voluntarily add D6 hours to the Mission time to locate it elsewhere. If they choose to do this the Power Source is automatically found and destroyed after the allotted time.

Terminal Data for this Mission
If players have the ability to place Terminals on either board, and are able to successfully interact with them, refer to any previous Mission except DW5: The Skin Vault for the tidbits that can be extracted.

Consequences for Failing or not Completing this Mission
28 hours after the arrival of the Desolation's Wake, if this Mission is not successfully completed by then, starting with the first Battleround of Mission DW8: Onslaught the battlefield becomes subject to the Rain of Blood effect from the Wrath of Khorne table, regardless of where it takes place. This effect persists until the end of the last Battleround of that Mission.

This message was edited 1 time. Last update was at 2023/03/14 05:40:38


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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.
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Made in us
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Player Briefing
This is another straightforward Mission. Enter the battle space, prioritize killing the Warlord. Try to survive, kill his entourage, and then kill the Bloodthirster that tears out of his ruined body. Players may send as many Squads as they like, or individual models from any number of Squads up to 10 models. Pulling models from different squads will reduce all participating models' Cohesion by 1 for the duration of the Mission (to a minimum of Cohesion0).

Players only gain access to this Mission if they first successfully complete Missions DW3: The Gates of A'Dragoth and DW5: The Skin Vault.

DW7: Decapitator's Crown: Routine

Briefing Phase: We must send our bravest heroes to slay this towering monstrosity. Find the warlord and his bodyguards. Kill everything you find.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
We have located the Warlord and his entourage. We suspect he will be of devastating quality.
A Chaos Lord, such as a World Eaters Daemon Prince, a World Eaters Lord on Juggernaut, or a World Eaters Master of Executions, plus a retinue of World Eater Terminators, Eightbound or Exalted Eightbound, or a World Eaters Maulerfiend or Forgefiend. And a Bloodthirster. Maybe some Berserkers.

Primary and Tertiary Objectives
Primary:
Kill the Warlord
:
players must reduce the Warlord to 0 Wounds in order to consider this Objective complete. The Deathwatch allied model that removes the last Wound from this Adversary gains +D3 XP.

And the Bloodthirster He Becomes: after the Warlord is slain, a Bloodthirster at full health tears out of his flesh and stands in his place. Players must reduce this Greater Daemon to 0 Wounds in order to consider this Objective complete. The Deathwatch allied model that removes the last Wound from this Adversary gains +D2+2 XP and +2D3 Renown.

Tertiary:
Kill His Entourage, Too
: for every Adversary model besides the Warlord or the Bloodthirster, that began the Mission with 3 or more Wounds that's removed as a casualty this Mission, the player that controls the Mission Leader model may give one Deathwatch allied model that deployed on this Mission +1 XP or +1 Renown.

Kill Everything: for every 8 Adversaries removed as casualties this Mission, the Mission Leader gains +1 Renown. If the total number of Adversaries removed as casualties this Mission is a multiple of 8, the Mission Leader also gains +D3 XP and +D3 Corruption.

Battlefield
The board should be set up one large chamber. Scatter terrain in the form of piles of corpses, stacks of bones or skulls, metal effigies, statues of daemons, and/or cauldrons of blood may be set up along the chamber's periphery.

The GM sets up first, with their Warlord at the center of the board, flanked by his Entourage, all within 8" of him. Then the players set up, according to their chosen Insertion method.

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

Extraction Time and Ending the Game
If this Mission lasts 5 Battlerounds or less, it takes 1 hour. If it lasts 6-10 Battlerounds, it takes 2 hours. If it lasts 11-15 Battlerounds, it lasts D3+1 hours. If it lasts 16 or more Battlerounds, it lasts D3+2 hours. Like all Routine Missions, be sure to add 1 hour for Insertion and 1 hour for Extraction. 3-7 hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract
-all Adversary models have been removed as casualties

Technology on the Table
Unless players have models with Talents that allow them to place Technology on the battlefield, there is nothing significant here.

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
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins play with any <Heretic Astartes> HQ <Character> they want (hereafter referred to as the "Warlord"), plus 32 Allotment worth of <Heretic Astartes> <Infantry> or <Daemonic Engine> models.

At the end of any Battleround where the total number of Wounds for the GM's forces are a multiple of 8, they gain that number of Allotment added to their Adversarial Reserves which become available to deploy within 2" of any board edge and at least 8" away from any Deathwatch allied models at the start of their next Turn.

At the end of any Battleround where the Warlord has 0 Wounds, the GM may replace his model with a Bloodthirster at full health that may act as normal starting on the GM's next Turn.

Allotment: Revised Method
The GM begins play with any <Heretic Astartes> HQ <Character> they want (hereafter referred to as the "Warlord"), plus Allotment equal to the players' combined CTV worth of <Heretic Astartes> <Infantry> or <Daemonic Engine> models.

At the end of any Battleround where the total number of Wounds for the GM's forces are a multiple of 8, they gain that number of Allotment added to their Adversarial Reserves which become available to deploy within 2" of any board edge and at least 8" away from any Deathwatch allied models at the start of their next Turn.

At the end of any Battleround where the Warlord has 0 Wounds, the GM may replace his model with a Bloodthirster at full health that may act as normal starting on the GM's next Turn.

Terminal Data for this Mission
If players are able to place any Terminals this Mission, roll randomly to determine their Power Level. If any are successfully interacted with they provide a data tidbit that may be traded to any Ordo Malleus, Ordo Hereticus, or Inquisitorial Faction present in the Narrative for +3D6 Esteem or exchanged for +1 CP to the players' main CP Pool during Mission DW8: Onslaught.

Consequences for Failing or not Completing this Mission
If this Mission is not successfully completed then this Warlord is added to the GM's forces in Mission DW8: Onslaught for free.


This message was edited 1 time. Last update was at 2023/03/14 05:41:57


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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
At hour 32, this Mission interrupts whatever is currently happening. If players are in the middle of another Mission, this Onslaught doesn't wait, bursting onto the scene with all of its Allotment. Lucky, perhaps, for the players, this means the Khornate mob will treat all models currently on the table as foes and GMs should use their best judgement when deciding whether current Adversaries turn to fight, run away in the chaos, or use the cover of the onslaught to try to accomplish their own goals. Players, too, must decide what priority they give the Missions at hand - do they try to complete their current Mission while simultaneously fighting off this ever growing horde?

If players are on another Mission when this one smashes in, they have no control over how many squads are Deployed, but if the GM is using Staggered Deployment, other squads may reinforce the players' beleagured units. This also affects Mission duration as players will have already Inserted and don't have to add even more hours to the duration for that.

If players are between Missions, then this Mission takes precedence and players may send as many squads as they think they need to.

DW8: Onslaught: Routine

Briefing Phase: This is it, the attack we have been anticipating since the arrival of this Wreck. Brace yourselves, Brothers. We must hold them back or we may be lost forever.

In service to Whom: this Mission serves the interests the Deathwatch, but may be considered a Side Quest for any Ordo Malleus or Ordo Hereticus Faction present in the Narrative.

Known Adversaries
They are coming! There may be no end to them!
Use everything and anything, except <Vehicles> that don't also have the <Daemon Engine> keyword, from the World Eaters codex, <Khorne> <Daemons> from the Chaos Daemons codex, and <Infantry>, <Beast>, and <Daemon Engine> models from The Chaos Space Marine codex.

Primary Objective
Kill Everything
:
every single Adversary model must be removed as a casualty for this Objective to be considered complete.

Battlefield
The board should be set up as a series of rooms and corridors. This Mission takes place on board the [++Redacted++] and so terrain should reflect that asthetic.

The players set up first, according to their chosen Deployment method. Then the GM sets up their forces, on the short board edge opposite the Deathwatch's deployment zone, at least 8" from the center of the board.

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

If this Mission interrupts another Mission, the GM's forces take their first Movement Phase from any board edge and act on the Turns when the other Adversaries act. If it is unclear when these forces should arrive, have them come in before the end of the 5th Battleround.

Extraction Time and Ending the Game
If this Mission lasts 8 Battlerounds or less, it takes or adds 1 hour. If it lasts 9-16 Battlerounds, it takes or adds 2 hours. If it lasts for more than 16 Battlerounds, it lasts or adds D3 hours. If this Mission stands alone be sure to add 1 hour for Insertion and 1 hour for Extraction. 3+ hours

This Mission ends when one of the following occurs:
-all Deathwatch allied models are removed as casualties
-all Deathwatch allied models Extract (if Deathwatch models Extract before all Primary Objectives are completed, this Mission is considered a failure)
-all Adversary models have been removed as casualties

Technology on the Table
Even if players have models with Talents that allow them to place Technology on the battlefield, on this Mission they cannot, unless they were on another Mission already where they did.

Player Prep
Choose Mission Leader
If this Mission stands alone, 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. If this Mission plows into an already ongoing Mission, just use the Mission Leader already chosen for that Mission. If this is the case and both Missions are completed successfully, the Mission Leader gains an additional +2D3 XP and +2D6 Renown.

- Deployment Options: any for which the Mission Leader qualifies if this Mission stands alone. Otherwise players will have already deployed for the Mission they are on.

- Extraction Options: any for which the Mission Leader qualifies if this Mission stands alone. Otherwise players will have to adhere to their selection they've already made for the Mission they are on.

Arming Phase
Players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission, unless this Mission interrupts an already in progress Mission, in which case players will be forced to use what they've already equipped to complete the Mission they were on.

Play the Game
Have fun.

Debriefing Phase
Record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original or Revised Method
The GM begins play with 8 Allotment, plus any bonuses awarded from previous Missions failed or missed.

At the start of each Battleround after the first until Battleround 8, the GM generates more Allotment equal to the Battleround's number times 8. This Allotment must be spent this Turn and takes its first Movement Phase from the GM's deployment edge.

Terminal Data for this Mission
If players are able to place any Terminals this Mission, roll randomly to determine their Power Level. If any are successfully interacted with they provide a data tidbit that may be traded to any Ordo Malleus, Ordo Hereticus, or Inquisitorial Faction present in the Narrative for +3D6 Esteem or exchanged for +1 CP to the players' main CP Pool during subsequent tries to complete this Mission.

Consequences for Failing or not Completing this Mission
If this Mission is not successfully completed then it must be repeated until it is won, all player-controlled experienced Deathwatch models are dead, or time runs out on the Doomclock.

This message was edited 1 time. Last update was at 2023/03/14 06:37:07


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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







Okay, so that's the last Mission of the Desolation's Wake and now I have to move on to more content. But here is the impediment that I'm running up against. Or, I guess, impedimentS. Mostly, it's an issue of focus and I have none. This isn't to say that I cannot write a giant free document for the community to participate in, because clearly I've already done that. But it is to say that I've put a lot on my plate and I am having trouble picking a place to continue from.

For me, this whole campaign has run into an issue of having more material than it needs. And in some ways, less. For one, I am aware that it lacks organization. Tables and charts and revisions are scattered throughout the whole thread (along with more typos, spelling errors, gramnatical errors, and formatting inconsistencies than I want to think about). But I can accept these because, unlike big wargaming companies, I'm just one person and they have teams of 20 or more people working on their projects. But there's clearly more wrecks already detailed, with more Missions - and therefore time - than can be contained in the Main Narrative and still have players be successful at shutting down the Warp Core on the [++Redacted++]. So that begs the question, "What happens if players fail?"

And of course, I imagine people playing this Campaign may have adapted their games to ignore the Doomclock and simply play the content. For me, though, I feel like I need to write something to deal with that failure. And maybe address a longer narrative that introduces a different type of Clock mechanic. One that counts down towards a time when the [++Redacted++] pops back out of the Warp and players have a different opportunity to escape. That introduces new complications.

Safe Havens inside the massive Hulk where Gellar Fields still work and increased risk of Corruption when Missions take players out of those sections. What about random encounters with wacky Daemons, Psychuenin, Enslavers, and Warp Ghosts? How do players plan for escape? Is there even a possibility to do so from inside the Hulk or do they have to pray another Imperial ship encounters them so they can hitch a ride? Maybe the right thing to do is put everyone into SusAn (for the uninitiated, SusAn is a state of Suspended Animation that most Astartes can induce in themselves to help protect them from hard vaccuum and keep them in hybernation for hundreds and even thousands of years) and just wait to be discovered? And where does the [++Redacted++] drift to; where does it breach the warp and why would Imperial forces care about its arrival? These are all questions I'm asking myself and then getting stuck in as I also detail literally 20 other wrecks and rules for using stand alone Villain and Allied Factions.

I've been teasing one particular ship for what must be years now, the Quadratic Logii and every time I post some other ship I feel terrible about not working on it. But, it's not that I haven't been working on it. It's that I've set such a high bar for myself that the Ship has a lot of detail that saps my capacity to create new content. There's 2 new, interconnected, but ultimately independent Admech Factions on that Ship, plus Dark Mechanicum stuff for which I have to write all the rules for. So I put the project to the side and work on other things when it gets overwhelming. Which means even with all the stuff I've been talking about working on (which I am), the thing I have most finished is another Ork Ship.

I imagine this has been quite the rant. I want to post up generic rules for using Adversary Factions, what Animosity is, how players earn it, and what that means for GMs and Players alike. I want to post up guidelines for Mission Arcs, where everything leading up to Main Narrative Mission: Shut it Down! is just the first Arc. And I want to post up the Factions with all their bells and whistles, too.

It's tax season here in the states and in the midst of that, I am searching for a new place to live. And I'm starting Mental Health treatment in a few days - which in the States is expensive and stigmatized. I work a full time job with a 2 hour round trip commute and a 9 hour shift on my feet. And everything I've been trying to do as of late just seems overwhelming and insurmountable. So I hope the community is enjoying this campaign. I hope it brings some of you joy and fun. And I hope you will understand that content is coming, but perhaps not at the murderous pace I have already set for myself.

Thank you for reading this. I hope you all have an awesome day.

This message was edited 2 times. Last update was at 2023/03/15 19:20:05


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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







If anyone has any preferences for what I concentrate on next, please feel free to comment here or send me a DM.

Here is the Master List of all the Things I'm currently writing for this Campaign

Vessels and Factions of the Imperium


M32 Martian Mandate: Quadratic Logii
Hull: ArkCruiser 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

M33 Adeptus Terra Mandate: Denial
Hull: Gladius Frigate
Original Crew Compliment: ~12,000
Circumstance of Drift: extensive battle damage; apparent dereliction
Current Condition of Crew: unknown; presumed dead
Probable Disposition: Ship Dead, genestealers

M36 Ecclesiastical Mandate: Divine Seat
Hull: Light Cruiser
Original Crew Compliment: ~16,000
Circumstance of Drift: extensive battle damage; apparent dereliction
Current Condition of Crew: unknown; presumed dead
Probable Disposition: Sorotitas remnant, possible Inquisitorial presence, Tyranids

M37 Adetus Terra Mandate: Vehement
Hull: Strike Cruiser
Original Crew Compliment: ~25,000
Circumstance of Drift: Navigational error
Current Condition of Crew: slightly warp touched
Probable Disposition: loyalist Black Wasps, compromised Black Wasps Astartes

Brother Decimus Sulla: Ordo Malleus Grey Knight

Magos Chabdra-8256: Admech Faction

The Project: Admech Faction


Vessels and Factions of Chaos

Unknown Inception Chaos Frigate: Hell's Talon
Hull: Battle frigate
Original Crew Compliment: ~10,000
Circumstance of Drift: Apparent Battle Damage
Current Condition of Crew: alive and calculating
Probable Disposition: Heretic Astartes

M30 Dark Angels Warship: Wolf Hunter
Hull: Strike Cruiser
Original Crew Compliment: Unknown
Circumstance of Drift: Apparent Battle Damage
Current Condition of Crew: In Sus-ans
Probable Disposition: Fallen, Ship Dead, unknown others

M31 Martian Forge: Unyielding Theorem
Hull: Battleship
Original Crew Compliment: ~750,000
Circumstance of Drift: extensive battle damage suffered at the hands of an unknown assailant
Current Condition of Crew: mostly dead or in stassis
Probable Disposition: Genestealers, possibly ancient machines

M34 Rogue Trader Vessel: Grand Lazarus
Hull: Heavy Frigate
Original Crew Compliment: ~4,000
Circumstance of Drift: Decline
Current Condition of Crew: lost
Probable Disposition: Ship Dead, Genestealers

M37 Corrupted Rogue Trader: Princess of Excess
Hull: Light Cruiser
Original Crew Compliment:~36,000
Circumstance of Drift: Unknown
Current Condition of Crew: enthralled
Probable Disposition: cultists, Slaaneshi daemons

M38 Astartes Vessel: Pterradon
Hull: Strike Cruiser
Original Crew Compliment: ~25,000
Circumstance of Drift: Warp containment failure
Current Condition of Crew: unknown
Probable Disposition: Astartes, somthing else

Iajulga'Prek: Chaos Space Wizard

Gulgloptor Glulth: Prophet of Nurgle


Vessels and Factions of Xenos

Unknown Eldar Vessel: Ashen Wraith
Hull: Light Cruiser Equivalent
Original Crew Compliment:Unknown
Circumstance of Drift: Apparent Battle Damage
Current Condition of Crew: Unknown
Probable Disposition: Aeldari Corsairs, wraith constructs

Unknown Eldar Vessel: Spear of Dawnlight
Hull: Craftworld Fragment
Original Crew Compliment:Unknown; possibly millions
Circumstance of Drift: unknown
Current Condition of Crew: unknown, likely dead
Probable Disposition: Harlequins, Corsairs, Aspect Warriors

Ork Krooza: Da Biggest Fist
Hull: Kill Krooza
Original Crew Compliment: ~too many
Circumstance of Drift: Warp Drive Malfunction
Current Condition of Crew: Tired of fighting daemons and looking for new foes ta krump
Probable Disposition: Orkz, grots, squigs, and various daemons

Crippled Demiurge Factory Ship: Forge of Cities
Hull: Forge Titan
Original Crew Compliment: ~1,000,000
Circumstance of Drift: Crippled during unknown battle and dragged into another vessel's warp implosion
Current Condition of Crew: Largely intact, sane, and industrious
Probable Disposition: Demiurge, Kroot, Vespid, Tau, and other sundry alien coalition forces

Prince Ulianoth: Aeldari Corsair


Plus These Ideas That Aren't as Well Fleshed Out Yet

Galaxis: Factory Ship

Dominar Olympiad: Preheresy Generation Ship

Iron Bastion: Votann Ark

His Mailed Fist: Custodes Retrieval Frigate

Rogue Bishop: Haunted Rogue Trader

Midnight Mistress: Ghost Ship

Xeriska: Unknown Xenos Vessel

The Calictus: Diverted Militarum Transport

Bloo Toof: Ork Mekboss

Gargob Tank Smasha: Ork Warlord

Waaazag Da Kan't Stoppable: Ork Warlord

The Council: T'au Diplomatic Coalition


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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







Well, I'm certainly impatient if nothing else. I'm going with what I have.

Ork Krooza: Da Biggest Fist
Hull: Kill Krooza
Original Crew Compliment: ~too many
Circumstance of Drift: Warp Drive Malfunction
Current Condition of Crew: Tired of fighting daemons and looking for new foes ta krump
Probable Disposition: Orkz, grots, squigs, and various daemons

Screaming out of the warp, Da Biggest Fist sails true to its namesake. A gargantuan metal fist backed by a myriad of haphazard rockets, Da Biggest Fist punches down, cracking the back of the [++Redacted++] with its impact and spewing debris from every available hole. Its momentum carries it nearly through the whole of the hulk, only stopping after it has buried itself up to its engines. The fires of its thrusters continue to burn and it pushes the hulk into a slow, erratic spin. If things weren't crazy enough already, this development might be a minor setback. But given all that is happening, it may be one complication too many.

Spoiler:

Ship's Story
Da Biggest Fist must have been purpose built, for its prow too closely resembles an Ork's balled fist, even down to the clawed fingernails. This vessel has surprisingly thick armor, but not nearly as many weapons as the average Orkish spaceship. Brief glimpses of the ship's main hull as it smashed into the [++Redacted++], indicated it may once have been reliant on swarms of Fighta Bombaz, but perhaps its time in the Warp has shed this vessel of that capability. In any case, Da Biggest Fist is alive with activity and an extant threat to the overall Mission of the Deathwatch for certain.

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 sheer violence of its arrival adds an additional D3 hours to the Mission's Extraction time.

All Routine Missions that occur after this Vessel's arrival are subject to the Mundane Events chart. In addition, all Exploration Missions that occur on the [++Redacted++] from this point forward take an additional D3 hours due to decks smashed flat, cut with Orkish decks, filled with debris, or torn out completely.

Orks of many different warbands are present on this ship and at first they will be content to fight each other for the right to storm out into the Hulk first. Starting 3D6 hours after this ship's arrival, Orks will begin to appear in Missions. The first time they arrive, in whatever Mission they participate in, the GM receives a bonus 15 Allotment to spend specifically on models from the Ork codex. When they arrive, the GM must pick a clan for them. Whatever clan is chosen will become the Dominant Clan for all future Missions. In Missions where Orks are required to field an Elite or HQ Unit, they must be from this Dominant Clan, although other Orks - even other Elite and HQ units - may be from a different Clan.

Ship's Lore
If a player asks for more information about this Vessel and they have the Command, Forbidden Knowledge, Psychic Sense, Stealth, and/or Tech Skills*, 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 appropriate Skill Rating they collectively have.):

Manufacture (Tech or Forbidden Knowledge): Da Biggest Fist has all the hallmarks of the average Orkish warship in that it is ramshackle, cobbled together from whole chunks of other ships, and garishly painted. However, the fist at the prow and the extra armor festooning it appears fabricated and suggests a level of sophistication not commonly associated with Orkish craftsmanship.

Armed with this information, Deathwatch models gain +1 Renown whenever they remove the last Wound from any Ork model with the <Mek>, <Spanner>, or <Painboy> keyword.

Crew (Forbidden Knowledge): picts of Orkish glyphs scattered across the exterior of this vessel reveal to the trained eye that many Orkish factions are present. This means two things, primarily. One, the clans are fracturous and infighting will likely hamper their efforts at mayhem. And two, there is likely a Warlord of some power onboard whose presence keeps those factions from degenerating into total chaos.

With this information, in any Mission where there are two or more Ork clans represented, add the following Tertiary Objective:

Execute the Nobs First: any Deathwatch allied model that removes Wounds from an Ork model with the <Nob> or <Character> keyword earns an additional +1 Renown when they do so. If all Ork models with the <Nob> or <Character> keyword are removed as casualties this Mission, the Mission Leader model gains an additional +D3 XP.

Something Amiss (Command): while the arrival of Da Biggest Fist is loud and violent, there is no accompanying outpouring of battle-mad Orks. In fact the ship seems mostly quiet for far too long. This is an opportunity.

This knowledge unlocks the Routine Mission: DBFa: Dazed and Confused.

A Great Disturbance (Stealth or Psychic Sense): Da Biggest Fist crackles with energy; the sensorium detects huge concentrations of power within the ship's interiors. And while the Tech-heads might dismiss this as ineffecient Orkish engine wiring, savvier souls maintain deeper suspicions.

This knowledge reduces the Mission time for DBF2: Strange Noises by -D3 hours. Additionally, any discoveries made by that Mission grant all Deathwatch allied models with the Stealth and/or Psychic Sense Skills +1 Renown, whether they are sent on that Mission or not. This includes any future recruits that begin the Campaign with either of those Skills.

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

Interior Architecture/Terrain Guidelines
This ship's interiors should look like virtually any other wreck, but with excessive amounts of barricades and armored balconies. Perhaps a mix of spaceship and mektown decor. Scatter terrain should look like ramshackle technology - mek shops, tesla coils, chunky bundles of exposed wiring, etc.

Available Missions
DBF1: Investigate the Ship: Exploration
DBF2: Strange Noises: Optional Exploration


Unlockable Missions
DBFa: Dazed and Confused: Routine
DBFb: Cut the Engines: Routine
DBFc: Cut the Power: Routine
DBFd: Smash the Gate: Routine
DBFe: Fungal Burn: Routine
DBFf1: Draw Out the Boss: Repeatable Linked
DBFf2: And then Kill Him: Repeatable Linked
DBFg: You Got His Attention: Routine


Loot
Missions that take place partially or wholly within the interiors of Da Biggest Fist may add up to D3 scattered Loot boxes. Players and GM should alternate placing these on the board anywhere in Ork rooms or within 6" of Ork terrain areas. In addition, Exploration Missions on board Da Biggest Fist 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 weighing 01 and worth D3 Esteem to any Admech Faction, the model that rolled this result gains D3 Wound Tokens.

3: D6 Shootas: Each of these crude, heavy bore weapons weigh 03. If any number of them are taken back to the Intolerance for study, all Techmarines on all players' rosters gain +1XP. If the Deathwatch accumulate 10 or more of these weapons, they may add a single Sanctified Xenos Weapon to their Arsenal of the Ordo Wargear List with the following profile:

Threshold / Cost / Capacity / Item / RoF / Magazine / Range / Strength / AP / Damage / Special Rules
10 / 02 / 03 / Shooter (Sanctified Xeno Rifle) / 2|5|10 / 30 / 18" / 4 / - / 1 / Assault. 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.

4-5: 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 Adversary's Movement Phase, causing D6 Strength 3, AP-, Damage 1 hits divided randomly amongst all models within 3" of the marker.

6: D6 Sluggas: Each of these oversized, overweighted pistols weigh 02. If any number of them are taken back to the Intolerance for study, all Techmarines on all players' rosters gain +1XP. If the Deathwatch accumulate 10 or more of these weapons, they may add a single Sanctified Xenos Weapon to their Arsenal of the Ordo Wargear List with the following profile:

Threshold / Cost / Capacity / Item / RoF / Magazine / Range / Strength / AP / Damage / Special Rules
08 / 01 / 02 / Slug Thrower (Sanctified Xeno Pistol) / 1|-|2 / 8 / 12" / 4 / - / 1 / Pistol. 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. The Slug Thrower may also be used in the Fight Phase as an improvised weapon, at Strength +1, AP -, Damage 1

7: Random Scrap: machine parts worth +2D3 Esteem to any Admech Faction.

8: 1 Big Shoota: This crude, heavy bore weapon weighs 04. If it is taken back to the Intolerance for study, all Techmarines on all players' rosters gain +1XP. If the Deathwatch accumulate 10 or more of these weapons, they may add a single Sanctified Xenos Weapon to their Arsenal of the Ordo Wargear List with the following profile:

Threshold / Cost / Capacity / Item / RoF / Magazine / Range / Strength / AP / Damage / Special Rules
15 / 08 / 04 / Heavy Shooter (Sanctified Xeno Rifle) / 3|9|15 / 100 / 36" / 5 / - / 1 / Assault. 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.

9: 1 Rokkit Launcha: This weapon is essentially an unguided explosive warhead on the end of a crude, man-portable launching system. It weighs 01. It may be taken back to the Intolerance 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 of the Ordo Wargear List with the following profile:

Threshold / Cost / Capacity / Item / RoF / Magazine / Range / Strength / AP / Damage / Special Rules
25 / 15 / 02 / Launcher (Sanctified Xeno Rifle) / D3|-|- / 3 / 18" / 8 / -2 / 1 / Assault. Any roll of a 1 when Shooting means the warhead failed to launch and detonates in the model's hands. The model equipped with this weapon suffers 2D3 Strength 6, 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. An unloaded Launcher weighs 01.

10: D3 Rockets: These volatile warheads may be used as reloads for the Sanctified Xeno Rifle: Launcher. Each weighs 01.

11: D3 Reloads for Sluggas, D3 Reloads for Shootas, and 1 Reload for a Big Shoota: up to 2 Slugga/Slug Thrower Reloads weigh 01; up to 2 Shoota/Shooter Reload weigh 01; each Big Shoota/Heavy Shooter Reload weighs 01.

12: Sophisticated Scrap: this stuff weighs 04. If a model takes it back to the Intolerance it is worth 3D3 Esteem to any Admech Faction or D3+1 Esteem to any Ordo Xenos Faction. Alternatively, it may be exchanged for +D3 Renown.



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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







DBF1: Investigate the Ship: Exploration
Player Briefing

This Ork vessel is clearly still under power, but so far nothing has stirred. The players must take a team into the vessel and try to sus out what's going on in there. What, exactly, us the threat posed by this ship and how can the Deathwatch deal with that. Players may send 1 Squad or any number of models from any number of Squads to undertake this Mission.

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

"Get an initial layout of this vessel. See if there is anyway to mitigate the Orky fury that brought it here."

Primary and Tertiary Objectives
Primary Objective:
Find Out What You Can: Roll a D6 for each model that was assigned to this Mission and consult the Discoveries section below during the Debriefing Phase.

Tertiary Objective:
Bring Back Anything of Use: Roll 2D6 for each model assigned to this Mission during the Debriefing Phase. Any model that rolls a 3+ on the Loot table for this vessel can be considered to have personally completed this Objective.

Mission Length
D6 hours plus 1 hour Infiltration 1 hour extraction. 3-8 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

GM's Section
Spoiler:

Discoveries
Have each model that deployed on this Mission roll a D6 during the Debriefing Phase to determine what secrets are discoveredand/or what Missions are unlocked while onboard.

D6 Roll: Discovery
1: Power Relays Everywhere, but They are Easy to Trace: this unlocks the Mission DBFb: Cut the Engines. If more than 1 model rolls this result, each one of them gains +1 Renown. Any model with at least 1 Rating in the Tech or Stealth Skill that rolls this result also gains +1XP.

2: There is Certainly a Lot of Daemons Running Around in Here: this unlocks the Mission DBFd: Smash the Gate. If more than 1 model rolls this result, each one of them gains +1 Renown. Any model with at least 1 Rating in the Forbidden Knowledge or Psychic Sense Skill that rolls this result also gains +1XP.

3: There's at Least One Whole Compartment Just Filled With Fungus: this unlocks the Mission DBFe: Fungal Burn. If more than 1 model rolls this result, each one of them gains +1 Renown. Any model with at least 1 Rating in the Forbidden Knowledge or Inspire Skill that rolls this result also gains +1XP.

4: There's Glyphs of Every Orkish Clan and Clear Evidence of Conflict: this unlocks the Mission DBFf1: Draw Out the Boss. If more than 1 model rolls this result, each one of them gains +1 Renown. Any model with at least 1 Rating in the Command or Inspire Skill that rolls this result also gains +1XP.

5: Structural Integrity is Suprisingly Sturdy, but it Still has its Exploitable Flaws: this adds the following Tertiary Objective to any Mission that takes place onboard this Vessel. If more than 1 model rolls this result, each one of them gains +1 Renown. Any model with at least 1 Rating in the Demolition or Tech Skill that rolls this result also gains +1XP.

Sabotage the Structure: any model that plants a Bomb of any kind, a Booby Trap Marker, or deliberately damages a terrain feature can be considered to have personally completed this Objective.

6: The Orks Aren't Doing a Great Job of Hiding Their Intentions: if any Mission on this chart has not been uncovered by rolling, a model that rolls this result can select to have "discovered" it anyway. If more than 1 model rolls this result, each one of them gains +1 Renown. Any model with at least 1 Rating in any Skill that rolls this result also gains +1XP.





Automatically Appended Next Post:

DBF2: Strange Noises: Optional Exploration
Player Briefing

Something more than just squabbling Orks are in this vessel. Players have the option of going back in to investigate further. It's time consuming, but it may be worth the risk. It also might be just a big waste of time. Players may send 1 Squad, or models from any number of Squads up to 3, to undertake this Mission.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for any Admech Faction.

"There is a strange electrical hum coming off this whole vessel. Maybe we should go back in and investigate that. It's time consuming, but if we have the manpower to spare, it might serve us to commit to it."

Primary and Tertiary Objectives
Primary Objective:
Find Out What You Can: Roll a D6 for each model that was assigned to this Mission and consult the Discoveries section below during the Debriefing Phase.

Tertiary Objective:
Bring Back Anything of Use: Roll 2D6 for each model assigned to this Mission during the Debriefing Phase. Any model that rolls a 3+ on the Loot table for this vessel can be considered to have personally completed this Objective.

Mission Length
D6 hours plus 1 hour Infiltration 1 hour extraction. 3-8 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

GM's Section
Spoiler:

Consequences for not Completing this Mission
In all upcoming Missions that take place on board this Vessel, the GM may place up to D6 Fancy Gubbinz Terrain Features. These features are no more than 3" in any dimension, but may be placed anywhere on the board after all terrain has been placed. They must be clearly identified by the GM to the players. Each Fancy Gubbinz Terrain Feature generates D6 Allotment at the start of each Battleround. This Allotment may be spent on anything from the Ork Codex and may be placed on the battlefield at the end of any Ork Movement Phase in base to base contact with any Fancy Gubbinz terrain feature when doing so, even if this places them in Engagement Range of an enemy model. If they are placed in Engagement Range, these Ork models count as Charging this Turn.

If players do not undertake this Mission, these Fancy Gubbinz are treated as Terrain Features with Toughness 10, 8 Wounds, and an Armor Save 4+. If players do take on this Mission, these Fancy Gubbinz are treated as Terrain Features with Toughness 6, 3 Wounds, and an Armor Save 5+. The unknown is scary and tough.

Discoveries
Have each model that deployed on this Mission roll a D6 during the Debriefing Phase to determine what secrets are discovered and/or what Missions are unlocked while onboard. Models with the Tech Skill gain +1 to this roll for each of their Ratings in that Skill.

D6 Roll: Discovery
1-2: Nope, This was a Huge Waste of Time After All: nothing interesting is discovered by this model. If more than 1 model rolls this result, each one of them gains +1XP.

3-4: Some of These Power Relays are for Something Other Than Engines and Guns: this unlocks the Mission DBFc: Cut the Power. If more than 1 model rolls this result, each one of them gains +1 Renown.

5+: Oh, the Orks ARE Hiding a Secret Project After All: this adds the following Tertiary Objective to any Mission that takes place onboard this Vessel. If more than 1 model rolls this result, each one of them gains +1 Renown.

Target the Fancy Gubbinz: any model that removes the last Wound from an Ork Fancy Gubbinz terrain feature can be considered to have personally completed this Objective.

This message was edited 6 times. Last update was at 2023/03/20 05:26:08


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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 Da Biggest Fist settles in, the Deathwatch has an opportunity to strike the Orks before they can organize themselves, causing confusion and mayhem amongst their ranks. The longer the Deathwatch stay, the more they can kill. However, the longer they take to slake their predation, the more organized the greenskin retaliation and the stronger their defense will become. The Mission Leader must weigh kill count against tactics and time their withdrawal as precisely as possible. Players may send any number of Squads to deal with this Mission.

DBFa: Dazed and Confused: Routine

"Dumbfounded and reeling, the Orks will make easy prey to bolter and chainsword. However, they will at some point regain their footing. You must do as much damage as possible before they are able to organize an effective counterstrike."

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos Faction present in the Narrative.

Known Adversaries
"Expect Orkish infantry from runty to hulking."
Grots, Ork <Infantry>, Nobz, and Elites. Each Ork unit may be from a different clan. However, at some point, an Ork HQ unit might show up. After that occurs, all reinforcements must come from that same Clan.

Primary and Tertiary Objectives
Primary Objectives:
Thin Their Numbers
: for every 30 Adversary models removed as casualties this Mission, reduce all future Allotment on Missions that occur on Da Biggest Fist by 1. If at least 30 Adversary models are removed as casualties this game, all Deathwatch allied models deployed on this Mission gain +1 Renown.

Minimize Your Own Casualties: for each Deathwatch model removed as a casualty this Mission, the Mission Leader model gains +1XP, but loses D3 Renown.

Tertiary Objectives:
Kill Count
: for every 10 Ork models removed as casualties this Mission, the player that controls the Mission Leader model may give one Deathwatch allied model that deployed on this Mission +1XP or +1 Renown. In addition, for every 20 Ork models removed as casualties this Mission, the Mission Leader model gains an additional +1XP or +1 Renown, controlling player's choice.

Big Kills Matter: for every Ork model with the <Character> keyword removed as a casualty, the Mission Leader model gains +1 Renown.

Battlefield
The board should be set up as a series of debris-filled chambers. Use plenty of scatter terrain, fuel barrels, and obstacles. The rooms should be large, high vaulted, and haphazard.

The player(s) sets up their forces first, according to their Insertion method. Then the GM's forces set up, anywhere on the battlefield at least 9" from any Deathwatch allied model.

The players 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. 3-6 hours

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 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.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase
Players 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 begins the Mission with 30 Allotment (not affected by the Doomclock). If using the revised Allotment rules, the GM begins the Mission with Allotment equal to the players' combined CTV, not affected by the Doomclock.

At the start of every Battleround, the GM gains an additional D6 times the Battleround number in Allotment. These are 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 table edge.

Starting with Battleround 2, the GM should roll 2D6 at the start of the Battleround. If they roll a double 1 or a double 6, they also gain D3 times 15 Allotment that must be spent on an Ork HQ model (any left over Allotment may be spent on Nobz or other Elite models from the Ork Codex).

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 or D3 Esteem with any Ordo Xenos Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
45 / 25 / 01 / Archeotech Multitool / Inexplicably, this sophisticated Relic Tool has found its way into the possession of Orks. If the Deathwatch liberate it, the Machine Spirit is so grateful, it provides any Imperial bearer with 1 re-roll per Turn for their Tech or Medic Skill.

50 / 25 / 01 / Intimidation Rod / This artifact may be used in the Fight Phase. It provides Strength +1, AP-, Damage 1. Any time this weapon hits it causes a deafening "BONK" noise, imposing a cumulative +1 penalty to Adversary Morale tests within 6" of the bearer. Alternatively, as an Action in the Command Phase, the bearer may strike this Relic against any surface, immediately imposing a -1 penalty to Adversary models' Leadership within 6", until the end of the Battleround.



This message was edited 2 times. Last update was at 2023/04/04 16:05:09


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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







Player Briefing
The Deathwatch must move into the Engine compartments, following the fuel lines and main power couplings. Once near these vital systems, they must cause as much damage as possible, as fast as possible, in order to stop Da Biggest Fist's hijack of the [++Redacted++]'s stability. Players may send any number of Squads to deal with this Mission.

DBFb: Cut the Engines: Routine

"We must move into the heart of this Ork ship's drive compartments, kill the Meks that toil there, and sow enough destruction that not even the madcap Orks will be able to fix things. We must stop those engines dead."

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos Faction present in the Narrative.

Known Adversaries
"We expect you will be coming up against Orkish Meks, Spanners, and other tinkering castes, plus hordes of Gretchin and likely bizarre esoteric weapons, besides. You must prepare for the very worst."
In addition to hordes and hordes of Grots, there should also be Mek Gunz to contend with, Burna Boyz, Lootas, Flashgitz, Meks, and Big Meks. Nobz in Mega Armor are also acceptable Adversaries for this Mission.

Primary and Tertiary Objectives
Primary Objectives:
Cut the Fuel Lines
: there will be a number of Heavy Valve Markers positioned throughout this Battlefield. Any Deathwatch allied model that removes the last Wound from one of these terrain features or otherwise destroys the Marker, gains +1 XP. If all of these Heavy Valve Markers are removed, all Deathwatch allied models deployed on this Mission gain +1 Renown.

Ravage the Control Systems: there will be a number of Orky Control Terminals positioned throughout this Battlefield. Any Deathwatch allied model that removes the last Wound from one of these terrain features gains +1 XP. If all of these Orky Control Terminals are destroyed, all Deathwatch allied models deployed on this Mission gain +1 Renown and the Mission Leader gains an additional +D3 Renown.

Tertiary Objectives:
Thin Their Ability to Repair
: for every 30 Gretchin models or every 10 Ork models with the <Burna Boy>, <Mek>, or <Spanner> keyword, removed as casualties this Mission, the player that controls the Mission Leader model may give one Deathwatch allied model that deployed on this Mission +1XP or +1 Renown.

Big Kills Matter: for every Ork model with the <Character> keyword removed as a casualty, the Mission Leader model gains +1 Renown or +1 XP, player's choice.

Battlefield
The board should be set up as one very large chamber with multiple, smaller rooms inside it. The GM may place as much or as little scatter terrain as they like, in the form of junk piles, fuel barrels, and barricades.

Once terrain is set, players and the GM should take turns placing 3D3+3 Heavy Valve Markers anywhere on the board. Each of these Markers have Toughness 4 and 2 Wounds, with no Armor Save.

Players and the GM should also take turns placing D3+3 Orky Control Terminals anywhere on the board. Each of these Terminals have Toughness 5, 4 Wounds, and a 5+ Armor Save. These Terminals should be represented by large, imposing terrain features reminiscent of the way computers looked in the 1950s.

Models may Shoot at terrain features, Attack them in the Fight Phase if they are within 1" of them (although models cannot declare Charges against these Markers or Terminals), or, if a model with at least 1 Rating in the Tech Skill is within Cohesion Range of a Marker during the Command Phase, they may perform an Action by rolling their Skill Stat and, if they are successful, count as destroying that Marker regardless of how many Wounds it has remaining. Using the Tech Skill in this way does not expend a Rating.

The GM sets up their forces first, placing any Ork models within 9" of the Orky Control Terminals and any Gretchin or Mek Gun models anywhere else, at least 9" from any board edge. Then the players' forces set up, according to their Insertion method.

The player that controls the Mission Leader model and the GM should roll off go determine who will 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
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 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.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

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

GM's Section:
Spoiler:

Allotment: Original Method: The GM gets 100 Allotment to start (not affected by the Doomclock), of which at least half must be spent on Gretchin, Mek Guns, or Orks with the <Mek>, <Spanner>, or <Burna Boy> keyword.

Allotment: Revised Method: The GM gets Allotment equal to twice the players' combined CTV to start (not affected by the Doomclock), of which at least half must be spent on Gretchin, Mek Guns, or Orks with the <Mek>, <Spanner>, or <Burna Boy> keyword.

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 or D3 Esteem with any Ordo Xenos Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
100 / 35 / 00 / Auspex Bug / this is a Relic in 2 parts. First, it is a Plug Interface that sockets into a Space Marine's Power Armor, allowing that model to interact with and direct the second part. The second part is a tiny, nearly undetectable spying device with the shape and function of an insect automaton. It can fly to any height and move any distance up to 30" from the bearer of the Plug Interface. It ignores terrain features, walls, and even impassable terrain. Enemy models cannot see it, target it, or attack it in any way directly, although it may still be caught in a blast or destroyed by an EMP or Haywire weapon or effect. The Bug has all the functions of an Auspex, centered on its location and can be interacted with in the same way by the bearer, regardless of its distance from them. The Bug is automatically assumed to be retrieved at the end of any Mission where it was not destroyed.

50 / 45 / 00 / Thermal Shield / This sophisticated gorget conceals a Power Field generator specifically attuned against heat. It provides its bearer with a 4+ Invulnerable Save versus any Weapon or Effect with the word "Flame", "Melta", "Plasma", "Blasta", or "Heat" in its name. Additionally, any item with the Ablaze or Conflagerate Quality loses that ability when targeting the bearer of this Relic.

This message was edited 1 time. Last update was at 2023/03/23 04:05:29


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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
A madcap ball of Orkish know-whats sits at the heart of Da Biggest Fist. It's powering a variety of Mek projects throughout the ship. The Deathwatch must follow the trail of cables and ductwork into the depths to destroy this device once and for all. Players may send any number of Squads to deal with this Mission.

DBFc: Cut the Power: Routine

"Search the depths for the source of the Mekaniaks' power. Fight your way through and destroy it by any means."

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos or Admech Faction present in the Narrative.

Known Adversaries
"It is likely you will draw a lot of attention as you move into the depths. Expect increasingly powerful opposition."
Waves of increasingly powerful Orks. Use everything with legs.

Primary and Tertiary Objectives
Primary Objectives:
Fight Your Way In
: any Deathwatch allied model that ends their Turn within 3" of the Device before Turn 5 gains +1 Renown and can be considered to have personally completed this Objective.

Ensure the Destruction of the Device: the model that removes the last Wound from the Device can be considered to have personally completed this Objective. If the Device is destroyed, the Mission Leader also gains +D3 Renown.

Tertiary Objectives:
Fight Your Way Out
: the Deathwatch must move away from the residual fluctuations of the Device to avoid interference with their Teleportarium. Models that Teleport Extract from the Deathwatch table edge gain +1 Renown.

Kill Count: for every 20 Adversary models removed as casualties this Mission, the player that controls the Mission Leader model may grant one Deathwatch allied model other than themselves +1 XP.

Big Kills Matter: for every Ork model with the <Character> or <Vehicle> keyword removed as a casualty, the Mission Leader model gains +1 Renown or +1 XP, player's choice.

Battlefield
The board should be set up with one large chamber flush up against one table edge, preferably the edge furthest away from any other edge. The remainder of the terrain should be a series of smaller chambers and hallways, with multiple paths leading to the large room at the far side. There should be plenty of Scatter Terrain.

In the center of the large room, the GM should place a large, Orky-looking-Generator terrain feature. This will represent the Device and so should be appropriately large and imposing. Cables, pipelines, wires, and other electronic or fuel terrain stuff should all lead to this Device from the rest of the board, as much as can be managed with your terrain selection. The Device has a Toughness 7, 40 Wounds, and an Invulnerable Save of 5+.

Models may Shoot at the Device, Attack it in the Fight Phase if they are within 1" of it (although models cannot declare Charges against the Device), or, if a model with at least 1 Rating in the Tech Skill is within Cohesion Range of the Device during the Command Phase, they may perform an Action by rolling their Skill Stat. If they are successful, they cause D3+1 Mortal Wounds to the Device. Using the Tech Skill in this way does not expend a Rating.

The GM sets up their forces first, placing their models within 9" of the Device. When the GM's Reserves become available, they take thier first Movement Phase from any table edge. Then the players' forces set up, according to their Insertion method.

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

Extraction Time: D6 hours 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. 3-11 hours

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: Teleportarium or any for which the Mission Leader qualifies if the Teleportarium is not working for Narrative reasons.

- Extraction Options: Teleportarium or any for which the Mission Leader qualifies if the Teleportarium is not working for Narrative reasons.

Arming Phase
Player arm their models for the task at hand. In addition, any number of models may be equipped with 1 Melta Bomb for free.

Deploy
According to the parameters of the Mission.

Play Game

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

GM's Section:
Spoiler:

Allotment: Original Method: The GM gets 25 Allotment to start (not affected by the Doomclock). When players roll for Insertion time, the GM gets additional starting Allotment equal to 5 times the number rolled. Lastly, at the start of each Battleround, the GM rolls a D6 and multiplies the result by the Turn number. This is then added to the GM's Ongoing Adversarial Reserves. The GM's Reserves become available starting on Turn 2.

Allotment: Revised Method: The GM gets Allotment equal to the players' combined CTV to start (not affected by the Doomclock). When players roll for Insertion time, the GM gets additional starting Allotment equal to 5 times the number rolled. Lastly, at the start of each Battleround, the GM rolls a D6 and multiplies the result by the Turn number. This is then added to the GM's Ongoing Adversarial Reserves. The GM's Reserves become available starting on Turn 2.

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 or D3 Esteem with any Ordo Xenos Faction.

Strange Fluctuations
The Device is essentially drawing power from the Warp. The GM may spend their Ongoing Advesarial Reserves Allotment on models with the <Daemon> keyword, Deep Striking them onto the table at least 9" away from any model without the <Daemon> keyword. However, these models treat Orks as enemies also and so will wreak havoc on the battlefield. This is a good way for GMs to mitigate the growing enemy hordes the players face (and so players are not TPK'ed).

In addition, Teleportarium Extraction on this Mission can be done from any location. If a Deathwatch allied model is within 9" of the Device when they Teleport, have the controlling player roll a Toughness test. If they fail, they take D3 Mortal Wounds. If a Deathwatch allied model is not within 6" of the table edge they Deployed from when they Teleport, have the controlling player roll a Toughness test. If they fail, they take 1 Mortal Wound.

Rewards for Killing the Device
If the last Wound of the Device is removed, in all future games featuring Fancy Gubbinz, the GM must spend 1 Allotment for each Fancy Gubbinz placed. In addition, they must also roll a D6 for each Fancy Gubbinz before it can generate Allotment. The GM must roll a 6 on this dice for the Fancy Gubbinz to work.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 30* / 00 / Mind Shield / This Psychic Hood also incorporates a Power Field that protects the bearer from warp entities. Any form of Attack - Shooting, Psychic, or Melee - that comes from a model with the <Daemon>, <Chaos>, or <Daemon Engine> keyword, suffers a -1 to hit against the bearer of this Relic.

15 / 05* / 01 / Irradiated Hammer / This light, one-handed Hammer can be used in the Fight Phase or thrown like a grenade in the Shooting Phase. In the Fight Phase it provides Strength +1, AP -, and Damage 1 with the Irradiated Trait. As a thrown weapon in the Shooting Phase it has the following profile:

-Range 6", Strength as user -2, AP-, Damage 1, Assault 1. Mark where the Hammer lands. If it misses, the GM places it D3" from the target. From that location it projects a 3" radius of the Irradiated Trait that affects any model that starts, ends, or passes through during, their Movement Phase.

Lastly, this Relic Hammer causes 1 Mortal Wound in addition any other Damage when used against Terrain Features.

*Models with the ability to manifest Psychic Powers only.

*Models with Toughness 5 or more only.

This message was edited 4 times. Last update was at 2023/04/05 15:55:25


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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
The Orks have gathered around a tear in the fabric of reality to do battle with the things that pour forth from it. The Deathwatch must wade through the carnage and seal that Warp Gate. Then they must turn their attention to the surviving enemies and either seal them away behind secure bulkhead doors or kill them all. Players may send 1 or more squads to deal with this Mission. Make sure players bring at least 1 model that can either manifest Psychic Powers or Deny the Witch, and/or has Ratings in the Psychic Sense Skill.

DBFd: Smash the Gate: Routine

"Fight your way through and seal that unguarded hole into the Immaterium. Make sure nothing follows you out of that chamber."

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos and/or Ordo Malleus Faction present in the Narrative.

Known Adversaries
"Expect the corruption of the raw warp, daemons of every stripe and kind, and greenskins in their fighting prime."
Any kind of daemons and hordes of Ork boyz, Beast Snaggas, Nobs, and other fighty greenskins.

Primary and Tertiary Objectives
Primary Objectives:
Seal the Gate
: the Gate itself is little more that a hole in reality and so cannot be destroyed in the conventional sense. It cannot be shot to death; it can only be Psychically sealed. Any model with the ability to manifest Psychic Powers, Deny the Witch, or that has 1 or more Ratings in the Psychic Sense Skill may perform a Psychic Action in the Command Phase if they are within 3" of the Gate Terrain Feature. This Action succeeds if the model performing the Action passes a Strength test at the end of their Command Phase. The Gate requires 9 successful Psychic Actions to be considered Sealed. Any model that performs this Psychic Action gains +1 XP. If the Gate is successfully Sealed this Mission, all models that contributed to this result gain +D3 Renown each.

Ensure Containment of the Hordes: this can accomplished in one of two ways. The first is to eliminate all Adversary models remaining on the table before Extracting. The second os by completing the Tertiary Objective detailed below. If either method is used, this Objective can be considered complete.

Tertiary Objective:
Seal the Bulkhead Doors
: by closing all 3 Reinforced Bulkhead Doors and using Sealant on each of them, this Objective can be considered complete.

Battlefield
The board should be set up with one large room dominating one side of the tabletop and 3 smaller rooms connected by corrdiors on the other. These 3 rooms should be the only access way into the large room. Where each of these rooms touch the large room, place an open Fortified Bulkhead Door. There should be no other access to this board edge except through these Doors.

In the center of the large room, the GM should place a terrain feature to represent the Gate.

The GM sets up their forces first, placing at least half their Ork forces within Engagement range of at least half of their Daemonic forces, surrounding the terrain feature that represents the Gate. The remainder of their Daemonic forces are held in Reserve and, when they become available to Deploy, must enter play within 9" of the Gate. Unlike normal 40k rules, these models may be placed directly into Engagement range with any other non- <Daemon> keyword models, counting as having Charged this turn when they do. The GM's remaining Ork forces are also placed in Reserves and, when they become available to deploy, must be placed within 3" of any table edge except the one closest to the Reinforced Bulkhead Doors.

The players then set up their own forces according to their Deployment method.

The players 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. 3-6 hours

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: Interceptor Shuttle or Boarding Pod. The players' table edge is the edge closest to the 3 Fortified Bulkhead Doors

- Extraction Options: Teleportarium. The Location for this must be on the table edge closest to the Fortified Bulkhead Doors.

Arming Phase
Player arm their models for the task at hand. In addition, any number of models may be equipped with 1 Sealant for free.

Deploy
According to the parameters of the Mission.

Play Game

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

GM's Section:
Spoiler:

Allotment: Original Method: The GM gets 100 Allotment to start (not affected by the Doomclock). This must be divided more or less evenly between Ork Infantry and Daemon Infantry. As long as the Gate remains open, the GM may roll a D6 at the start of each Battleround, multiplying the result by the Turn number. This is then added to the GM's Ongoing Adversarial Reserves. The GM's Reserves become available starting on Turn 2.

Allotment: Revised Method: The GM gets Allotment equal to double the players' combined CTV to start (not affected by the Doomclock). This must be divided more or less evenly between Ork Infantry and Daemon Infantry. As long as the Gate remains open, the GM may roll a D6 at the start of each Battleround, multiplying the result by the Turn number. This is then added to the GM's Ongoing Adversarial Reserves. The GM's Reserves become available starting on Turn 2.

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 or D3 Esteem with any Ordo Xenos Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
20 / 25 / 01 / Pulse Mine / This reusable Relic Mine must be emplaced like any other Mine. Place a Marker to indicate its location when placed and armed. Then roll a D3; this is the number of Battlerounds before the Mine goes off. When it triggers, make a Toughness for every model within 4D6" of the Marker. Models in Powered Armor may reroll their first failure for this test. Any model that fails their Toughness test cannot Move or Advance on their next Turn and treat both their WS and their BS as 6+ until the end of their next Turn. At the start of each Command Phase after this Mine has triggered roll a D6. On the roll of a 4+, the Pulse Mine triggers again with the same effect as the first time it went off. Roll at the start of each Commnd Phase until the Mine fails to trigger. From this point on the Pulse Mine may be picked up by any model and re-used somewhere else. Failure to end a Mission with this Relic in the Deathwatch's possession results in a D3 Renown loss to all Deathwatch allied models that deployed on this Mission.

50 / 25 / 00 / Dirge Amp / This Armor Accessory can be fitted to any Astartes Powered, Artificer or Terminator Armor where its weight is carried by the Armor itself. This Relic increases the Range of the bearer's Inspire, Command, and Intimidate Skill Effects by +8".


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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
During the intial sweep of this vessel the Deathwatch came across a wide open chamber literally filled with incubating ork-mushrooms. Now a team has been sent in to try to cull the potential future hordes with fire and sword. But will the violence of their action prematurely awaken the infant orks they have been sent to destroy? Players may send 1 squad to deal with this Mission. Make sure they equip as many flame-producing weapons as they can.

DBFe: Fungal Burn: Routine

"The foolsih Orks have left their incubation chambers lightly guarded. Go in and burn out the fungal fields. The more that burns, the fewer we will have to fight in the long run."

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos Faction present in the Narrative.

Known Adversaries
"Expect specialist Orks like Runtherders, Painboyz, and Weirdboyz' plus grots, squigs, and associated lesser Ork-derivative things."
In addition to Grots, Runtherders, Squigs, Painboyz, and Weirdboyz, have a bunch of Ork boys handy, in case they start to hatch.

Primary and Tertiary Objectives
Primary Objectives:
Burn and Be Thorough
: the board will be dotted with Objective Markers. Any model armed with a Hand Flamer, Flamer, Heavy Flamer, Combi-flamer, or Prometheum Blast Bomb, or Relic equivalent, may expend 1 Ammo to remove that Marker from play. For each Marker so removed, the model that removed it earns +1XP. If all Objective Markers are removed in this way by the end of the Mission, the Mission Leader model earns an additional +1XP and +D6 Renown.

Tertiary Objectives:
Eradicate the Tenders
: for every 10 Gretchin or Squig models removed as casualties this Mission, the player that controls the Mission Leader model may give one Deathwatch allied model that deployed on this Mission +1XP or +1 Renown. In addition, for every Ork model with the <Painboy>, <Weirdboy>, or <Runtherder> keyword removed as a casualty this Mission, the Mission Leader model gains an additional +1XP or +1 Renown, controlling player's choice.

Kill Anything that Pops Out of the Fungus: if any Ork models are "born" during this Mission, the Mission Leader model gains +1 Renown if they are all removed as casualties before the last Deathwatch model extracts.

Battlefield
The board should be set up as a single enormous room. It should be filled with scatter terrain such as stacks of guns, mek scrap, spaceship debris, etc. If you have the terrain for it, also place a few gigantic mushrooms or wide patches of smaller mushrooms. Then the GM, measuring 4" from any board edge, places the first Objective Marker. Players and GM then alternate placing other Objective Markers anywhere on the table that is at least 4" away from any other Objective Markers until there is nowhere left to place one. This will likely result in dozens of Objective Markers.

The player(s) sets up their forces first, according to their Insertion method. Then the GM's forces set up, on the board edge opposite the players, at least 18" away from any Deathwatch model.

The player that controls the Mission Leader model and the GM should roll off to determine who will 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. 3-6 hours

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 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. At least 1 model should be armed with a flame producing Weapon or Item of Wargear.

Deploy: according to the parameters of the Mission.

Play Game

Debriefing Phase
Players 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 30 Allotment to start (not affected by the Doomclock). If using the Revised method of Allotment, the GM gets Allotment equal to the Deathwatch squad's combined CTV (not affected by the Doomclock). At the end of any Battleround where one or more Objective Markers have been removed from play, the GM rolls a D6, adding the number of Objective Markers removed that Turn. If this number equals 6 or more, the GM gains an additional D3 times the Battleround number in Allotment. These are added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 3 and may be placed anywhere on the battlefield at least 9" from Deathwatch allied models at the end of the Orks' next Movement Phase. These models must be Grots, Squigs, or Ork boys/Beastsnaggas. They are considered to have armed themselves from the arsenals set up all around the room and have access to all the options open to their Unit type from the Ork Codex.

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 or D3 Esteem with any Ordo Xenos Faction.

Mission Success
Successfully completing this Mission reduces the Reinforcement Allotment all future Missions that feature Orks gain by -D3x5 (-5 to -15). If this would reduce a Battleround's Ongoing Reserves bonus to zero or less, the Orks get no reinforcements that Turn.

Relics
Threshold / Cost / Capacity
/ Relic / Description
35 / 25 / 02 / Psychically Attuned Zapstik / This is a Relic Force Spear that may be used in the in the Fight Phase with the following profile:

Strength / AP / Damage / Special Rules
As user +1 / -2 / D3 / This weapon adds +1 Strength and +1 Damage if its bearer successfully manifested a Psychic Power on its previous Turn. This weapon improves its AP by 1 on the Turn its bearer Charges.

And in the Shooting Phase with the following profile:

Range / RoF / Strength / AP / Damage / Magazine / Type / Special Rules
3" / 1|-|- / 5 / -1 / 1 / Infinite / Assault / This weapon increases its Strength by +1 if its bearer successfully manifested a Psychic Power on its previous Turn.

25 / +08 / 00 / Highly Volatile Promethium / This Canister contains 30 ammunition worth of Promethium. It may be taken as an upgrade to any Flamer-type Ranged Weapon for the additional Cost shown. This upgrade increases the Weapon's AP by 1 and adds +1 to the number of shots fired in any Firing Mode it is used in. When any Deathwatch allied model takes this Relic upgrade, reduce the total remaining amount by the ammunition Tank it is used for. Once all 30 ammunition have been used, this Relic is destroyed.

25 / 05 / 02 / Radioactive Icon / This heavy staff gives its bearer the Irradiated Trait, grants it +1 to any Command, Intimidate, or Inspire Skill test when in total darkness (such as a power failure or a darkened chamber), and may be used in the Fight Phase with the following profile:

Strength / AP / Damage / Special Rules
As user +1 / -1 / D2 / This weapon has the Entropic Quality if used on a model with an Armor Save 4+ or worse.

50 / 25 / 01 / Tome of Psychic Splendor / This Psychically Attuned Relic allows any bearer with the ability to manifest Psychic Powers to use the following Psychic Power, in addition to any other Psychic Powers they can normally manifest in a single Turn.

Flame Without Fuel (7+): if successfully cast, the Psyker may make an immediate Shooting attack with the following profile:

Range / RoF / Strength / AP / Damage / Type / Special Rules
12" / 2D3|-|- / 5 / -1 / D2 / Assault / This Psychic Attack automatically hits its targets. Hits in excess of 1 may be assigned to any model within 12" of the original target, provided those models are in a line moving away from the Psyker. Hits from this Attack ignore Cover. This Psychic Power also has the Ablaze Quality.

This message was edited 2 times. Last update was at 2024/01/10 08:02:44


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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
The Deathwatch must make an attempt to draw out one of the Ork Warbosses lurking in this vessel. It is known that the best way to get an important Ork's attention is to kill all his underlings, so the team must do exactly that. Can your forces survive wave after wave of increasingly tough Orkish hordes or will you need to retreat and regroup in the face of overwhelming force? Players may send 1 squad to deal with this Mission.

DBFf1: Draw Out da Boss: Repeatable Linked

"Hold your ground and fight till the last Ork drops. Send a clear message to their Warboss: we are worthy foes and we demand to face their biggest and meanest."

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos present in the Narrative.

Known Adversaries
"You will be facing increasingly tough waves of Orkish brutes and champions. Go prepared for a long fight."
Start with Ork Boys, Grots, and Beast Snaggas. Move on to specialist mobs. Then Nobs, Flashgits, and Killa Kanz. Then Dreadnaughts and Meganobs. Sprinkle in some Painboys, Runtherders, Weirdboys, Meks, and Big Meks.

Primary and Tertiary Objectives
Primary Objectives:
Survive the Onslaught
: every 3 Battlerounds, count up the number of Deathwatch models with 1 or more Wounds remaining. Each of these models gains +1XP and the Mission Leader model gains Renown equal to the number of survivors.

Preserve Your Ammunition: each Deathwatch allied model that ends the Mission with half or more of their starting total Ammunition (add up all the starting bullets for all of their equipped weapons) earns +D3XP and +D3 Renown. Even if only 1 Deathwatch allied model can count as having achieved this Objective, it counts as complete.

Tertiary Objective:
Minimize Your Losses
: for each Deathwatch model removed as a casualty this Mission, the Mission Leader model earns +D3XP, but also loses -D6 Renown. If no Deathwatch allied models are removed as casualties this Mission, the Mission Leader instead gains +1 Renown.

Make Short Work of Their Leaders: any Ork <Character> that is reduced to 0 Wounds on the Deathwatch Turn after their arrival earns the Mission Leader model +D3 Renown.

Battlefield
The board should be set up with one large room dominating the center of the tabletop. Multiple smaller rooms and corridors should spawn off of this. The large room should have at least 3 defensible positions of scatter terrain, bulkhead walls, wreckage, and/or high ground in it. There should be at least 3 prominent entrances into the large room from the edges of the board.

The players set up their forces according to their Deployment method. All GM Allotment is held in Adversarial Reserves and become available starting on Turn 2. They take their first Turn from any of the Prominent Entrances.

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

Extraction Time: 1 hour Insertion plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more. 3-5 hours

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 for which the Mission Leader model qualifies for.

- Extraction Options: Defensible Position. The Location for this must be within 6" of the center of the table.

Arming Phase
Players arm their models for the task at hand. In addition, players are granted 1 Teleport Beacon and 1 Teleport Rig for free. Remind players that this is a Linked Mission and that they are arming not only for this Mission, but for the next one in the chain as well. Ammo. Bring lots of Ammo.

Deploy
According to the parameters of the Mission.

Play Game

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

GM's Section:
Spoiler:

Allotment: Original Metjod: The GM gets 300 Allotment (not affected by the Doomclock) that must be divided between 3 or more Waves. The first Wave can only include Ork Boys, Grots, Squigs, and/or Beast Snaggas. The second Wave arrives at the start of Battleround 6 and can include Ork Elites, including models with the <Character> keyword. The third Wave arrives at the start of Battleround 9 and can include Ork Heavy Support and Fast Attack, as well as anything previously allowed. If the GM likes, they may include a fourth Wave, which arrives at the start of Battleround 12 and may contain any Ork HQ except named characters or Warbosses.

Allotment: Revised Method: The GM gets Allotment equal to the players' combined CTV to start (not affected by the Doomclock), but must hold these forces in Adversarial Reserves. They become available at the start of Battleround 2. This is considered the first Wave and may only include Grots, Ork Boys, Squigs, and/or Beast Snaggas. At the start of Battleround 3, the GM gets Allotment equal to the players' combined CTV. This is considered the second Wave and may include any Ork Elites models as well as what was allowed in the previous Wave. At the start of Battleround 6, the GM gets Allotment equal to the players' combined CTV. This is considered the third Wave and may include any Ork Heavy Support or Fast Attack models as well as what was allowed in the previous Wave. If the players make short work of these first 3 Waves and manage to kill all Adversary models before the end of the 10th Battleround, the GM may include a fourth and final Wave at the start of Battleround 11. This Wave consists of 1 Ork HQ model that is not a named character or a Warboss, and a retinue of 3 Nobs.

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 or D3 Esteem with any Ordo Xenos Faction.

Why is this Mission Labeled "Repeatable Linked"?
If, after all 3 (or 4) Waves have been defeated, the Deathwatch remain and move on to Mission DBFf2: And Then Kill Him. And if they win that Mission, too, then they can come back and do this Mission again, moving on to DBFf2: And Then Kill Him again. This Mission and its Linked follow up can be repeated up to 3 times. And in fact, if players do repeat these Missions all 3 times successfully, they unlock another Mission: DBFg: You Got His Attention where players must face off against an Orkish Warlord and his powerful entourage.

Relics
Threshold / Cost / Capacity
/ Relic / Description
20 / 25 / 00 / Shield Imperator / This Powered Field grants its bearer a descending 3+ Invulnerable Save versus Shooting attacks. The first time the bearer of this Relic fails this Invulnerable Save, it decreases in power to 4+. The first time the bearer fails this reduced Save it further reduces to 5+. If this Save is then subsequently failed, it is reduced to 6+. When the 6+ Save is failed, the Shield Imperator stops working until the end of the Mission. It resets during the Debriefing Phase.

16 / 08 / 00 / Oscillascope / This weapon accessory may be added to any Ranged Weapon that does not automatically hit its target. This Relic increases the Range of the weapon it is connected to by +12". In addition, when Shooting at targets between 12" and the weapon's modified maximum distance, the bearer gains +1 to hit.

10 / 08 / 00 / Ammo Counter / This weapon accessory may be added to any Ranged Weapon. After Shooting with a Weapon equipped with the Ammo Counter, the controlling player may roll a D3-1. If this results in a number greater than 0, the weapon is refunded that much Ammo to its Magazine. This Relic cannot grant a weapon more Ammo that it started with.

16 / 10 / 01 / Ablative Ceramite Mantle / This item of wargear grants its bearer the ability to increase its Toughness by +D3 for one Battleround once per Mission.

12 / +08 / 00 / Enhanced Integrated Magazine / This Relic is an upgrade for either a Deathwatch Pattern Bolter, Guilliman Pattern Bolt Rifle, or a Deathwatch Pattern Stormbolter and increases the capacity for these Weapon's Integral Magazines by +3 bullets each. This upgrade does not change the Cost of Specialist Ammo Integral Mags.

15 / 12 / 00 / Contemptor Field / This Powered Field grants its bearer the ability to ignore the first hit in each Fight Phase on the D6 roll of a 4+.


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Player Briefing
Now that the squad has definitely gotten the Warboss' attention, they must fight the difficult battle in their depleted state. Will they survive the duel? Players are stuck with the squad they sent to deal with the last Mission, as this is the second in the Linked series.

DBFf2: And Then Kill Him: Repeatable Linked

"Now the beast is here. We have fought long and hard for this very moment! Stand firm, Brothers, and we shall be victorious!"

In service to Whom: This Mission serves the interests of the Deathwatch, however, players may also take this Mission on as a Side Quest for any Ordo Xenos present in the Narrative.

Known Adversaries
"It's a Warboss and his most powerful boys.."
The GM must field a Warboss, but may also field lesser Ork HQ models and/or Ork Nobs, Meganobs, and/or Flashgits.

Primary and Tertiary Objectives
Primary Objective:
Kill the Warboss
: any Deathwatch allied model that scores 1 or more unSaved Wounds on the Warboss gains +1XP or +1 Renown, controlling player's choice. The model that removes the Warboss as a casualty gains +3 Renown.

Tertiary Objective:
Eradicate His Lieutenants
: for each Ork model that began the Mission with 3 or more Wounds that is removed as a casualty, the Mission Leader gains +1XP and the rest of the Squad gets +1 Renown.

Battlefield
The board should be set up with one large room dominating the center of the tabletop. Multiple smaller rooms and corridors should spawn off of this. The large room should have at least 3 defensible positions of scatter terrain, bulkhead walls, wreckage, and/or high ground in it. There should be at least 3 prominent entrances into the large room from the edges of the board.

The players set up their forces according to their Deployment method. The GM then sets up their forces within 3" of any of the Prominent Entrances.

The GM takes the first Turn unless the player that controls the Mission Leader model is able to roll a 6 on a D6 to steal the initiative.

Extraction Time: 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. 2-5 hours

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: Surviving Deathwatch allied models from the previous Mission in this Linked chain must deploy within 6" of the center of the table.

- Extraction Options: Teleportarium or any for which the Mission Leader qualifies if the Teleportarium isn't working for reasons.

Arming Phase
As this is the second in a series of Linked Missions, players skip this Phase.

Deploy
According to the parameters of the Mission.

Play Game

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

GM's Section:
Spoiler:

Allotment: Original Method: The GM gets 100 Allotment (not affected by the Doomclock). They must purchase 1 Warboss and may spend the remainder of their Allotment on other Ork HQ models (but not named characters) and/or Nobs, Meks, Meganobs, and Flashgits.

Allotment: Revised Method: The GM gets Allotment equal to double the players' combined CTV (not affected by the Doomclock). They must purchase 1 Warboss and may spend the remainder of their Allotment on other Ork HQ models (but not named characters) and/or Nobs, Meks, Meganobs, and Flashgits.

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 or D3 Esteem with any Ordo Xenos Faction.

Why is this Mission Labeled "Repeatable Linked"?
After this Mission is successfully completed, the Deathwatch may return to the Intolernace to rearm and heal. They may then repeat Mission DBFf1: Draw Out da Boss with the same or another Squad. They may do this a total of 3 times. At the end of that 3rd DBFf2: And Then Kill Himm Mission, there will be a 3rd Mission Linked to it, called DBFg: You Got His Attention. When that is the case, there is no Extraction and no Insertion time added to the Mission time. And there is also no time to rearm as it's the 3rd Link in the Mission chain.

Relics
Threshold / Cost / Capacity
/ Relic / Description
15 / 04 / 01 / Kinetic Locus / This Powered Field grants its bearer a 6+ Invulnerable Save. In addition, for each hit allocated to this model from Enemy Shooting attacks or Enemy Fight Phase Attacks, this Invulnerable Save is improved by +1 (to a maximum of 2+) for the first hit of the model's following Turn.

20 / 15 / 00 / Powered Exoframe / This armor accessory may be added to any Powered or Artificer Armor. This Relic increases the bearer's Capacity by +4 and their Strength by +2.

10 / +06 / 00 / Autofire Trip Key / This weapon accessory may be added to any Ranged Weapon with a Burstfire and/or Autofire Mode. This Relic adds +1 to the Weapon's Burst Rate of Fire and +2 to its Autofire Rate of Fire, if it has either.

24 / 16 / 01 / Debilitation Array / This Powered Field projects a 2" Aura around its bearer that reduces both the WS and Strength of any model caught in it by -1.

15 / 12 / 01 / Duplicator Field / This Powered Field may be activated once per Mission for 1 Battleround. When activated place D3+1 copies of the model that activated it within 2" of each other. Each Copy has Toughness 1 and 1 Wound. The controlling player decides which model is to be removed as a casualty, when enough Wounds are suffered. If there are any Copies left at the end of the Battleround, they disappear at the start of the next Battleround. The last model standing is the Original. Additionally, when Shooting, the player may select any 1 model from the group to draw line of sight and range from. Only one Copy may Shoot to Kill, but all other Copies may select different targets and use Suppression Fire on those targets.

This message was edited 1 time. Last update was at 2023/04/29 23:02:12


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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. 
   
 
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