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[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Ragin' Ork Dreadnought







Main Missions: Double Back
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, the other squad may participate in this Mission from the opposite side of the board.

It's clear we were in error and now must fight through to reach the relative safety of our beachhead. All the hulk is alerted to us and the last defenders lurking in these compartments are throwing themselves into our guns to divert us. Do not be distracted, brothers. Our true Objective lays aft; push towards it at all costs.


Mission 4: Double Back: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch.


Deployment and Extraction
Because of the nature this Mission, deployment and extraction both use the rules for the Teleportarium, with deployment on one side of the table and extraction on the opposite end.

Known Adversaries
Your collection determines Adversaries used, but the author suggests hullghasts, gilliams, pox walkers, genestealers, admech, genestealer cult, chaos cultists, and/or dark mechanicum.


Battlefield
Set up terrain so that a corridor (more or less) runs from one short board edge to the opposite short board edge. The Deathwatch Marines deploy in the length of corridor at one end and must exit via the extraction point on the far side of the tabletop.

GMs, do not feel limited by this description. The corridor may have turns, rooms along its length, sections that double back on themselves, bulkhead doors, etc. The author recommends one of two configurations. Either a literal straight corridor, with doors to rooms on either side and maybe bulkheads jutting into it along the sides to provide minimal cover or a convoluted series of chambers in the center of the board offering multiple options for Marines and Adversaries to snake their way through to the other side. I personally find games to be tactically challenging when there's either a LOT of line of sight blockers or virtually none, but these two options present completely different challenges to your player(s).

If you are using the 2 squad progression version of this campaign, you can play this Mission with all squads participating together. The squad that played the Defiled Workshop Mission begins play in the Deployment zone and all other available squads may deploy to the opposite board edge. Objectives remain the same.

After all terrain and Tech Emplacements have been placed, both GM and Mission Leader roll a D6 and add their scores together. This is the number of Entry Points the GM gets for Adversaries. Starting with the Player(s), participants take it in turns placing these Entry Points anywhere along the board edges perpendicular to the Deployment/Extraction edges. No Entry Point may be closer than 6" from any other Entry Point and no closer than 9" from the Deployment or Extraction Zone.


Technology on the Table
After terrain is set up and the Teleportarium Deployment and Extraction zones are set, players may place up to D3 Tech Terminals anywhere on the table. The GM may then place up to D3 Automated Sentries anywhere on the table that is also at least 9" from either the Deployment or Extraction zones. If any Sentries are placed, the GM must also place a single Keypad within 9" of at least one of those Sentries. Successful Skill interaction with this Keypad will change the Marine's designation to Friend for all Weapon Sentries and/or turn off all Alarm Sentries on the table. All technology placed begin play with Low Power.

Successful Skill interaction with any Terminal will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Extract: via the Teleportarium Extraction Zone. The last model to achieve this Objective ends the game. Note that if you are playing this Mission with more than one squad, all Marine models that participate must Extract before the game ends, not just the models from the Deployment Zone on the far side of the table.

Tertiary Objective(s):
Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from a Terminal, this Objective can be considered completed.

Shut Down the Sentries: if any marine with the Tech Skill successfully accesses the Keypad, this Objective can be considered completed.

Conserve Ammo*: the Missions before this represent a significant loss of resources for the Deathwatch. This Objective will be considered complete if all Marines deployed end the game with half or more of the Ammo they started the Mission with.

If any Marine ends the Mission without having expended a single bullet, that Marine gains an additional +1 Renown.

*If you are not using the Bullets rules for weapon Ammo, ignore this Objective.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
The Deathwatch take the First Turn unless the GM can Seize the Initiative.

Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.

Arming
If players have enough Renown they may purchase additional wargear.

Deploy and Play the Mission
Have fun!

Post-game Section
Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.

Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.

Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: 1 Allotment for every Marine deployed on this Mission. After this total, add the extra from the DoomClock advancement. This is the total Allotment the GM has to work with every Turn. Adversaries begin their Turn from any Entry Point.

Generic Forbidden Knowledge tidbits
For narrative purpose: this is the final run and your marines have become all too familiar with these disintegrating hallways and chambers. Caution is thrown to the wind as dust, debris, and corrosion filter through the twisted ceilings with every hammerfall of your boots. Walls crack, compartments shatter, and floors collapse. Let nothing stop you, brothers, in your hasty, tactical withdrawal.


Terminal Data for this Mission
All Terminals in this Mission will potentially give identical information. Just like in Hulk Breach (version 1), whenever a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of non-human lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players the breakdown of Allotment for the very next Turn and what kind of Adversaries they will be facing. If there's to be 10 Chaos Cultists next Turn, tell them they will be facing 10 mutant Minions, etc.).

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch the ability to reroll their Advances until the end of the Mission.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Entry Point.

4. Additional nearby technology. This reveals an additional Low Power Keypad hidden in a secret compartment near the Extraction Zone. The GM places a Marker near a wall within 6" of the Extraction Zone. Successful Skill interaction with this Emplacement unlocks a Narrative Side Quest string called Secrets of the Arcanite. Completing all of the Unlocked Missions earns all Marines, present and future, +1 Renown and the Knowledge of Suppressed Histories Trait. Details of these Missions and Trait to follow.


Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless a player has an ability that states otherwise. In this case, the priority is subject to any information the players may have already gleaned in the previous Mission. For instance, if they already found out the name and class of the ship, ignore that tidbit of info and priorize the next item on the list. Never hand out information players already have unless the Mission description expressly states otherwise.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):

A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sehkmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects. Some Missions might have alternate uses for this knowledge.

4. The original damage assessment from that ages ago battle. The Arcanite Destructor suffered numerous catastrophic impacts along the length of its midsection and a sundering of its comms lines. A significant portion of the vessel's midsection has been obliterated by internal detonations. This information unlocks a new Side Quest Mission called The Hidden Vault that becomes available right after the Main Mission Descent to the Central Magazine. Details to follow.


Relics (do not use an item if the players already possess it; Relics are meant to be unique)

50 / 25 / ** / The Eye of Heshmek (Relic Servo Skull) / This item increases a model's visual range by 3D6". Roll whenever the lights go out. It also provides its user with a 6+ Invulnerable Save as long as it remains in base to base contact. The Eye of Heshmek is a tiny device that may be targeted by enemy models with the Sniper Trait. If individually targeted, it has a Toughness of 2, 2 Wounds, a 4+ Invulnerable Save, and the Tiny Trait.

00 / 01 / 01 / STC Fragment(Generic Relic) / This item has no use whatsoever to the Deathwatch except as a bargaining tool with the Admech. This Fragment may be traded to any Admech Faction for +5D6 Esteem. However, doing so will permanently turn all Factions Marginally or Diametrically Opposed to the Faction the marines have traded it to against the Deathwatch. Deathwatch marines will not be able to gain Esteem with those Factions for the remainder of this campaign and those Factions are immediately added to the list of potential Adversaries the Deathwatch may face inside the hulk. Alternatively, the Fragment may be kept on board the Intolerance. In this case increase the Esteem of all Admech Factions by +1 after every Mission until The Battle for the Arcanite Vaults.


**This item acts as a separate model with a Movement of 6" so has no Capacity.


This message was edited 2 times. Last update was at 2018/11/18 21:03:33


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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







Added 5 new Psychic Powers to the Miscellaneous Talents Tree.


Automatically Appended Next Post:
Changed the Crux Terminatus/Terminator armor Threshold and Cost requirements.

This message was edited 1 time. Last update was at 2018/08/22 00:43:50


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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







I added some new items to the Factional Esteem lists, edited the Space Wolves' Chapter Bonus, added Thunderhawks to the Tools of the Ordo, and made a few other minor changes for clarification and editing purposes.

Currently working on Missions 5a and 5b.

Is anyone playing this? And if so, does anybody have any questions or need clarification on anything (or want me to write faster)?

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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 new Elite Talent. Later I'll post up missions 5a and 5b.

I added some clarifications to the rules about destroying terrain features to include doors.

This message was edited 1 time. Last update was at 2018/11/17 21:39:36


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







Forgive me, I completed Mission 5b before 5a.

Main Missions: Against all Odds
Now is the time we show our true valor, for it is not in service to our pride or our Chapters, but to our Battle Brothers beside us and the persecution of the God Emperor's Will. This wreck has roused and it swarms against us even as we plunge into its heretical depths. We must buy our comrades time by sealing the bulkheads at their rear. Retreat is no longer an option; from here on we Advance or Die.


Mission 5b: Against all Odds: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch, but can also be considered a Side Quest for either the Grand or the Catalogists.


Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Your collection determines Adversaries used, but the author suggests hullghasts, gilliams, pox walkers, genestealers, admech, genestealer cult, chaos cultists, and/or dark mechanicum.


Battlefield
The GM sets up terrain in a pattern of rooms, twisting corridors, balconies, staircases, ladders, platforms, etc. that covers the entire board. Then, taking it in turns starting with the GM, the Mission Leader and the GM set up 10 doors up to 6" from any board edge of the table so that, if all of these doors became closed (they begin play opened), they would create an unbroken and contiguous space at the interior (both the GW boxed sets Killteam: Rogue Trader and the Necromunda Bulkheads come with excellent doors for this). Once all doors are placed, the GM sets up a single Entry point behind each, on the side away from the contiguous space.

Next, both the GM and the Mission Leader each roll a D3. This is the number of additional Entry Points they each must set up. Again, Entry Points can only be placed behind doors that, once closed, will cut that Entry Point's access to the contiguous space. There is no limit to the number of Entry Points that can placed behind a door.

GMs, remember to leave space on at least one board edge for players' Deployment and/or Extraction Zones.

Players Deploy first, then the GM sets up his "blip" Markers (detailed in the GM's section) anywhere out of line of sight of those models. If a GM cannot place any or all of their "blips" out of line of sight, they may instead place them on the board edges within 4" of any Entry Point. These Blips can move freely along the board edges until they enter play via an Entry Point.


Technology on the Table
After terrain is set up & Deployment and Extraction zones are set, players may place up to D3-1 Key Pads at least 9" from either the Deployment or Extraction zones. A single Terminal should be placed as close to the center of the board as possible. All technology placed on the table begins play at Full Power.

Successful Skill interaction with any Keypad will close the nearest open door (which means a Key Pad can potentially be used to close every door if you have enough Ratings in the Tech Skill).

Successful Skill interaction with the Terminal will yield one or more data tidbits as detailed in the GM section to follow.


Primary and Tertiary Objectives
Primary Objective(s):
Close the Doors: either by using the Key Pads (if there are any on the table), or by physically moving into base to base contact with them during the Movement Phase. All doors must be closed. Closing a door means the Entry Points behind it can no longer be used and those Entry Points can't contribute to the GM's Allotment next Turn (there's more on this in the GM's section, but essentially, for player clarity, each Entry Point adds 2 Allotment for the GM every Turn until the door that blocks it is closed. In other words, the faster you close those doors, the fewer enemies you will face each Turn). Any model that closes a door gains +1 Renown. The model that closes the last door counts as personally completing this Objective. Closed Doors cannot be reopened.

Tertiary Objective(s):
Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from a Terminal, this Objective can be considered completed.

Destroy all Opposition: if the last door is closed on the same turn that the last Wound is removed from the last enemy on the table, this Objective can be considered completed.

For Glory!: for every 20 unsaved Wounds a marine inflicts this Mission, he gains an additional +1 XP or +1 Renown, player's choice. If at least 1 model earns this reward, this Objective can considered completed.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
The Deathwatch take the First Turn.

Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: the GM begins play with 10 "blip" Markers and an Allotment equal to the bonus provided by the Doomclock (if it is hour 24, the GM starts with 8 Allotment). The GM secretly writes how much Allotment they are assigning to each "blip". This may be a number between 0 and 5. "Blips" move up to 4" per Turn until they enter line of sight of a Space Marine, at which time they are revealed and the Allotment they represent is spent on models that must be placed within 3" of the "blip's" original location.

Additionally, at the start of each of the GM's turns, each unobstructed Entry Point on the table generates 2 Allotment that may be immediately spent or banked for a later turn. These Turn by Turn reinforcements may enter the board via any open Entry Point, beginning their movement from there.

Generic Forbidden Knowledge tidbits
For narrative purpose: Already the twisting labyrinth of this hulk has begun its unraveling on the minds of our Brothers. Every corner hides an enemy and every chamber a mystery. Where are we in the grand scheme of this vessel? Only the Emperor knows for certain.


Terminal Data for this Mission
All Terminals in this Mission will potentially give identical information. Whenever a player accesses a terminal have them tell you if they want access to "Local" or "Shipwide" data. This will give them information that is relative to those parameters.

If players ask for information not covered by either of the following lists, do one of two things. One is to tell them the terminal doesn't have that info and have them ask you for something else (don't make their Skill worth nothing). Two is to make something interesting up on the fly and write it down so you can recall what it was and use it later. Make sure anything you give your players has a use - it must have an ingame effect and it must be beneficial to the players' characters.

Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players what kind of Adversaries they will be facing next Turn. As the Allotment may change, Turn to Turn, a GM need only reveal the number of accrued unspent Allotment they have and the type of Adversaries from which they will be drawing their models. Tyranids, mutants, orks, etc. is all the GM needs to reveal.

2. The layout of the surrounding hulk. In this Mission, this information grants the Deathwatch the ability to reroll their Advances until the end of the Mission.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Door.

4. Additional nearby technology. This reveals an additional Low Power Keypad hidden in a secret compartment along any board edge. The GM places a Marker anywhere within 6" of any wall. Successful Skill interaction with this Keypad unlocks a secret compartment in the nearest wall with an Armored Vaccsuit (5+ armor save; immune to gas attacks and vaccuum), a Freeze-Ray (01 / 04 / 01 / Freeze-Ray / D3|-|- / 6 / 10" range, automatically hits its target, Strength 3, AP -, Damage 1, Pistol), & an Illuminator (a model with an Illuminator adds +4" to their sight distance whenever the lights go out, but count as the closest model for the purposes of enemy targeting. Alternatively an Illuminator may be left as a Marker in a location to shed light 3" in all directions from it for D6+4 Turns).

Shipwide Data
Here is a list of potential information available about the whole of the Arcanite Destructor. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless a player has an ability that states otherwise. In this case, the priority is subject to any information the players may have already gleaned in the previous Mission. For instance, if they already found out the name and class of the ship, ignore that tidbit of info and priorize the next item on the list. Never hand out information players already have unless the Mission description expressly states otherwise.

1. The ship's name and class. The Arcanite Destructor is classified as an Astartes Battleship, a heavily retrofitted Desolator class. Any player with the Forbidden Knowledge Skill can use the "My Chapter has had Extensive Experience With This Subject" Skill use to determine that this ship was presumed lost more than 11,000 years ago during the Great Crusade and that it was in service to the then-still-loyal Thousand Sons Legion. They may force the GM to bring either a Thousand Sons or Arcanite Guard Boss Monster next Mission or, if they choose to place the Relic Marker, the GM may choose one from the list below. If the ship's name and class has already been discovered in a previous Mission, then the players gain instead ONE of the following pieces of information (GMs remember not to double up on information; if players keep selecting this option they should eventually learn all of these things):

A. The ship Captain's name: Brother-Captain Heshmek the Seer. Heshmek's command bridge was smashed by suicide attack from one of the enemy vessels. For most of the remaining battle Heshmek was presumed dead until reports spotted him fighting boarding parties with his retinue in the lower decks of the Arcanite. His ultimate fate, however, is unknown as the ship's records do not contain information indicating whether he survived or fell.

B. The Arcanite's cargo: besides munitions (most of which were carried off during the wreck's evacuation), this battleship had in its holds a maniple of Battle Automata and some sort of experimental Sensorium rigs that this terminal labels the "Crowns of Sehkmet". The exact locations of these objects is not revealed, but the data seems to indicate that they are still onboard the vessel.

C. The full compliment of Admech forces on board the ship and the percentage of which were combat-capable. The original population of the Arcanite Destructor was staggering, numbering in the tens of thousands. After damage reports and the evacuation of the ship those numbers dwindled to a scant thousand. However, of those thousand roughly 20% could be considered combat-ready. And, according to this terminal, of those 20%, a surprising number seem to be here still; scattered throughout the expanding wreckage of this Hulk.

D. The location and power level of a centralized reactor node. Active even for the millennia though it has been, this central chamber still feeds a steady supply of energy to the crumbling remains of the Arcanite's systems. Knowing this location will be useful for subsequent Missions and Side Quests later in the campaign (such as the Stabilize the Reactor Side Quest Mission and many others).

2. The condition of the Arcanite Destructor's Warp Core. Highly unstable. This unlocks a new Side Quest Mission called Stabilize the Reactor that becomes available right after the Main Mission Battle for the Arcanite Vaults. Details to follow.

3. Radiation levels throughout the ship and what to avoid. This has two effects. During any future Mission where radiation presents a hazard, having secured this information negates the effects of that radiation on the deployed squad (they've taken precautions against it). During any Exploration Mission where radiation might cause harm to the squad, the Mission Leader may opt to add +D3 hours to the Mission time in order to negate those effects. Some Missions might have alternate uses for this knowledge.

4. The original damage assessment from that ages ago battle. The Arcanite Destructor suffered numerous catastrophic impacts along the length of its midsection and a sundering of its comms lines. A significant portion of the vessel's midsection has been obliterated by internal detonations. This information unlocks a new Side Quest Mission called The Hidden Vault that becomes available right after the Main Mission Descent to the Central Magazine. Details to follow.

Relics (do not use an item if the players already possess it; Relics are meant to be unique)

01 / 01 / ** / Illuminator (Tool) / a model with an Illuminator adds +4" to their sight distance whenever the lights go out, but count as the closest model for the purposes of enemy targeting. Alternatively an Illuminator may be left as a Marker in a location to shed light 3" in all directions from it for D6+4 Turns.

50 / 25 / ** / The Wisdom of Violence (Relic Powerfield / This amulet projects an invisible field of disruptive energy. In addition to forcing this model to remain 1" away from any terrain feature or other model, the Wisdom of Violence provides a special 5+ invulnerable save versus all shooting attacks. Any hit negated by this item is reflected back at its originator at the same Strength, AP, and Damage. Shots deflected in this way hit their targets on a 5+.

**The weight of this item is negligible.

This message was edited 2 times. Last update was at 2018/11/20 16:37:53


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







Main Missions: Descent to the Central Magazine
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, this Mission takes place at the same time narratively as Against All Odds.

Now we are amidships, Brothers, and the path before is fraught. We must descend into the depths and use the munitions of this hulk against those that would assail us. Not to fire upon them, but to discourage them from firing upon us; lest a stray shot should err its mark and destroy us all.

Mission 5a: Descent to the Central Magazine: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Grand.


Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Ultimately it's up to your collection to determine what the Deathwatch marines will face on the tabletop. Narratively, the author recommends Admech Skitarii, Forgeworld Battle Automata, Chaos Cultists, Servitors, Freebooters, Gretchin, and/or Genestealer Cults.


Battlefield
The terrain should be set up so that it descends from one short edge to the other. A large wall bisects the table at the halfway mark. All terrain on the far side of this wall is hidden from the players until the wall is breached. The GM should place 2 Fortified Bulkhead Doors on this wall and the Players should place 1. No door should be closer than 6" from any other door or any board edge.

The GM then places 2 Entry Points at the highest point of the terrain, at least 6" apart. Then GM and Mission Leader alternate placing 4 additional Entry Points anywhere on the revealed part of the table. Any Entry Point must be at least 6" from any other Entry Point. When players breach the Bisecting Wall and Move through it, the GM should set up terrain as the players' models encounter it. Additionally, the GM may then place up to 4 more Entry Points anywhere on the newly revealed side of the table.

Lastly, the GM and Players should alternate placing 10 Barrel-sized, Concentrated Gas Terrain Features anywhere on the revealed side of the Bisecting Wall. Any model may intentionally target one of these terrain features to detonate it. Additionally, when any model within 3" of 1 or more of these terrain features is shot at and the shooting model misses, roll a D6 for each shot that missed. On any 4+, the terrain feature is hit instead; resolve the Wounds against it.

When any room is revealed on the far side of the Bisecting Wall, roll a D6. This is the number of Concentrated Gas Barrels that are in that room. If a 5+ is rolled, the GM may instead place a single Barrel of Volatile Fuel anywhere in that room.

After any Barrel explodes for the first time, this Mission becomes subject to the rules for Mundane Events.


Technology on the Table
The GM should place a Keypad at Low Power along the center line of the table, halfway between the deployment zone and the Bisecting Wall.

Successful interaction with this Keypad locks or unlocks one of the Doors along the Bisecting Wall (Mission Leader's choice).

The Mission Leader may also place up to 3 Terminals anywhere on the table. If they set up 1, it is at Full Power. If they set up 2, both are at Low Power. If they set up 3, all are at Minuscule Power. Terminals set up in the players' Deployment Zone contain general Local data. Terminals set up anywhere outside the Deployment Zone, but also on the known side of the Bisecting Wall, contain more specialized data. Terminals may also be "set up" beyond the Bisecting Wall, but these are placed by the GM after that terrain layout has been revealed. These contain highly specific data and any successful interaction with them also earns that model an additional +1 Renown and +1 XP.

Lastly, the GM places a Dead Generator anywhere in the player(s)' Deployment Zone.


Primary and Tertiary Objectives
Primary Objective(s):

Breach the Wall: either by blasting a hole in the Bisecting Wall or by traversing one or more of the Fortified Bulkhead Doors, all surviving Marines must move from the revealed side to the obscured side of this Wall in order for this Objective to be considered completed.

The Bisecting Wall counts as a Fortified Wall.

Exit the Table Via the Opposite Board Edge: all surviving Marines must exit the tabletop via any exit on the Board Edge opposite their Deployment Zone. Any corridor, door, or doorway that terminates at the opposite board edge counts as an exit. GMs, you must provide at least 4+ viable exits for your players. The last survivor to so exit ends the Mission and counts as personally completing this Objective.


Tertiary Objective(s):

Map the Hidden Chambers: in order to achieve this Objective, marines must explore all possible rooms and corridors on the opposite side of the Bisecting Wall. It is enough to look into a revealed room or corridor. Models do not have to physically enter every terrain chamber. The model that reveals the last room or corridor counts as having personally completed this Objective.

Retrieve Data from a Terminal: if any marine with the Tech Skill successfully gains 1 or more tidbits of information from any Terminal, this Objective can be considered completed.

Survive Any Stray Blasts: only if any of the Concentrated Gas or Volatile Fuel barrels explode and 1 or more marines are caught in the resulting explosion and survive till the end of the Mission, can this Objective be considered completed.

Power Up the Generator: if any marine is able to bring the power of the Generator up to at least Minuscule, this Objective can be considered completed.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission time is 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
The Deathwatch player(s) take the First Turn.


Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: the GM begins play with 12 Allotment plus the bonus provided by the Doomclock. These Adversaries may be set up anywhere on the revealed side of the Bisecting Wall, at least 6" from the player(s)' Deployment Zone.

Additionally, at the start of each of the GM's turns, each Entry Point on the table generates 2 Allotment that may be immediately spent or banked for a later turn. These Turn by Turn reinforcements may enter the board via any revealed Entry Point, beginning their movement from there.

Generic Forbidden Knowledge tidbits
For narrative purpose: This chamber is vast, its ceiling awash in darkness. The air of this compartment, however, is alive with the activity of occupation. Steam and more noxious fumes arise from the decks below and the noise of tinkering creatures, their voices a murmur of heresy, reveal that this hulk is not nearly as derelict as we all had hoped.


Terminal Data for this Mission
Depending on their location, Terminals in this Mission will potentially give widely varied information. Whenever a player accesses a terminal in their Deployment Zone, they are accessing Local Data. Whenever a player accesses a terminal outside their Deployment Zone, but not beyond the Bisecting Wall, they are accessing Specialized Data. Whenever a player accesses a terminal beyond the Bisecting Wall, they are accessing Secret Data. This will give players information that is relative to those parameters.


Local Data
Depending on what players want to know - they may be very specific in their questions about data or they might be super vague - here is a list of potential information available about the Local area. If players aren't specific in their requests, I made a list of priority information. Give out ONE of these per successful Skill interaction with the terminals in this Mission, unless they have abilities that state otherwise. If they ask for specific info ignore the priority of this list; it's only there for players who just ask for generic Information.

1. The type and number of lifeforms in the surrounding compartments. This information is literal. It means you, the GM, must tell your players what kind of Adversaries they will be facing next Turn. As the Allotment may change, Turn to Turn, a GM need only reveal the number of accrued unspent Allotment they have and the type of Adversaries from which they will be drawing their models. Tyranids, mutants, orks, etc. is all the GM needs to reveal.

2. The layout of the surrounding hulk. In this Mission, this information forces the GM to reveal the layout of the terrain on the other side of the Bisecting Wall, whether players have breached it yet or not.

3. Local access points and the maintenance sub-layer of the immediate area. In this Mission, this information negates any Cover Save bonuses for Adversaries within 3" of any Entry Point.

4. Additional nearby technology. This reveals a Low Power Generator Conduit running under the main deck. A player with the Tech Skill may use this Conduit to increase the Power level of any 1 Technology Emplacement on the table by 1 step. No Skill use is required; simply knowing this information and having the Tech Skill is enough.


Special Data
Here is a list of potential information available about specific locations onboard the [++Redacted++]. Give out ONE of these per successful Skill interaction with this terminal in this Mission, unless a player has an ability that states otherwise. This list has no priority. Tell players all the categories of potential info (Prow, Command Deck, Engineering, etc.) and let them pick one (or more if they have the ability to extract more than one tidbit at a time). Never hand out information players already have unless the Mission description expressly states otherwise. Details for all Side Quests to follow.

1. The Prow. During the ancient battle, a massive energy blast penetrated the ship just aft of the prow, severing numerous decks and sheering vital comms lines. The battleship's shields had been temporarily down when this happened. However, this impact was not enough to completely decapitate the vessel, leaving the Torpedo banks and macrobatteries on their own for firing solutions and target priorities. At the very head of the prow, along the dorsal spine, is a cogitator bank with the accumulated data from that battle, including all of the guesswork and improvisation of both the crew & their machine spirits. Numerous Factions of the Mechanicum, including Lord's Own Code, Catalogists, Transcendancers, and the Replicanticle would pay handsomely for the retrieval of this data. This knowledge unlocks an optional Side Quest called Black Box Retrieval Alpha that can be played at any time after this Mission.

2. Command Deck. The main body of this vessel's Command Deck was almost completely destroyed during the ancient battle that stranded it here. However, a few decks did survive and, more importantly, fragments of the enemy vessel that rammed the bridge are still wedged into its superstructure. Boarding these fragments to study them and/or retrieve surviving xenotech may prove useful for helping to shut down the wayward Warp Core or at least to be catalogued and studied by the Tech Adepts of the Deathwatch or Mechanicum. This knowledge unlocks an optional Side Quest called Plundering the Dead that can only be played if the players opt for the Cleasning the Basillica Mission, and can therefore be played any time after that Mission.

3. Engineering. Somewhere at the heart of this vessel is an Engineering room that seems to be functioning as if nothing untoward has even happened. This information suggests that those compartments have been sealed off and that somehow those inside have managed to survive and thrive. Breaching this compartment may help the Deathwatch understand how the Warp Core malfunctioned and will at least reveal how the Admech in there have survived without the aid of the Factions outside. This knowledge unlocks an optional Side Quest called Unlocking the Engine Room that can be played anytime after this Mission. If players have uncovered the Shipwide Data "D", reduce this Mission's time by 1 hour.

4. Aft. Power flows freely to the Aft sections of this vessel, suggesting things like lights and air filtration systems are still functioning. Although an explosion seems to have crippled the vessel's main thruster array, it still retains enough fuel and functionality to make use of its maneuvering jets. Perhaps, if a control chamber can be reached, these can be used to nudge the [++Redacted++] away from the swirling Warp Vortex and buy the Mission a little more time. This knowledge unlocks an optional Side Quest called Buying Time that can only be played if the players opt for the Braving the Depths Mission, and can therefore be played any time after that Mission.

5. Amidships. The interior of this battleship seems to have been intentionally constructed like a maze, including the ability for rooms, hallways, and even whole decks to shift position to confound the casual traveler. At the center of this maze is an unchanging cogitator bank that, if accessed, could provide an algorithm to help predict the patterns of change. The only problem foreseeable is that the Marines would have to plunge directly into the confusing labyrinth to reach it. This knowledge unlocks an optional Exploration Mission called Heart of the Maze that can be played any time after this Mission.

6. Hangar Bay. All the way on the keel of this massive battleship is a Hangar Bay, tiny when compared to the vast bulk of this fighting vessel. Here was housed shuttles, dropships, and massive cargo landers. Although the atmospheric shields and gravity plates have long since ceased functioning, if a salvage team can be sent to this compartment, perhaps some vital clues to the extent of the ship's evacuation and plundering can be ascertained, as well as any stores of munitions left behind in haste. This knowledge unlocks an optional Exploration Mission called Dancing the Wreckage that can only be played if the players opt for the Braving the Depths Mission, and can therefore be played any time after that Mission.

7. Cargo Hold. Insude the armored belly of this vast ship lay snug cargo holds packed not with munitions like the Magazines, but rather with long forgotten instruments of war. Ancient sarcophagi labeled Automata, Sensorium, and Techno-Librariat sit quietly behind shielded blast doors, unperturbed by the millenia they have waited. Plundering these could provide a treasure unfathomable in value or unlock a terror of catastrophic power. This knowledge unlocks an optional Side Quest called Uncertain Cargo that can be played anytime after this Mission. If players have uncovered the Shipwide Data "B", they gain a bonus when attempting to unlock and harness the Sarcophagi as detailed in this Side Quest Mission's GM section.

8. Librarium. A long vault of cogitators and physical tomes of knowledge stretches the dorsal length amidships. Tucked away under armored basillcas and only accessible from the Command Level, this storehouse of esoteric and forbidden data could prove invaluable to the Deathwatch's Librarium and its quest for knowledge. If nothing else, seizing this to lock it away from the enemies of Man seems prudent, as it will be far safer locked away aboard the Intolerance than the [++Redacted++] should the overall Mission fail and the Warp Vortex drags us all into the Immaterium. This knowledge unlocks an optional Side Quest called Knowledge is Power that can only be played if the players opt for the Cleasning the Basillica Mission, and can therefore be played any time after that Mission.If players have uncovered the Shipwide Data "A", they gain an additional Tertiary Objective during this Side Quest Mission as detailed in the GM section.

9. Vault. Separate completely from either the Librarium or the Cargo Hold of this vessel lies an armored Vault. The remnants of the most loyal ship's servants have guarded this domain for millenia, but neither this manifest nor any other accessible data point so far encountered will even suggest what might lay beyond its doors. Opening it may well turn everyone's world upside down. This knowledge unlocks a Side Quest called The Most Secret that can only be played if the Mission Battle for the Arcanite Vaults is successful. It must be played immediately after that Mission, if it is to be played at all. If players have uncovered the Shipwide Data "C", the GM must reveal their entire Allotment breakdown for the Mission before Deployment - number and type of models, Faction keywords, Minions, Minibosses and Boss Monsters, special rules, wargear, etc.


Secret Data
Here is a list of potential information available about Secret stuff onboard the Arcanite Destructor. Give out ONE of these per successful Skill interaction with this terminal in this Mission, unless a player has an ability that states otherwise. This list has no priority. Tell players all the categories of potential info (The Crew, Manifest, Mission, etc.) and let them pick one (or more if they have the ability to extract more than one tidbit at a time). Never hand out information players already have unless the Mission description expressly states otherwise.

1. The Crew. The vast majority of the [++Redacted++]'s actual crew were menials, servitors, and mortal Imperial navy. Whole families lived and died aboard this ship and their descendants have devolved into the hullghasts, pox walkers, Gilliams, cultists, and Genestealer hybrids the Deathwatch faces in nearly every Mission. Using this, the Mission Leader may assign the Trait: Knowledge: Crew, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.

2. Ship's Manifest. For a battleship, the [++Redacted++] carried a lot of miscellaneous cargo, from Battle Automata to Relics to live exotic animals. While much of this was evacuated off the ship before it was stranded here, a not-significant number of items were left behind. Using this, the Mission Leader may assign the Trait: Knowledge: Manifest, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.

3. Mission Directives. While this may seem straight forward to anyone with knowledge of the Crusade, it might be a surprise to learn that the Arcanite Destructor's original mission was the liberation of subjugated human worlds. It specialized in the eradication of xenos races that had somehow harnessed the power of the Warp. To this end, the fighting compliment of soldiers onboard the battleship were mostly either the inscrutable machines if the Mechanicum or the profoundly psychic sorcerers of the Thousand Sons. Using this, the Mission Leader may assign the Trait: Knowledge: Directives, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.

4. Armsman's Private Logs. This is a record - and the opinion of that record - of the expenditure of rounds for all Starboard macrobatteries and shipboard repulsor teams during the long history of this battleship's engagements. Apparently this ship fired less aggressively than this crewman deemed prudent and they surmised this to be the reason his section of hull was so routinely targeted by enemy fire. Using this, the Mission Leader may assign the Trait: Knowledge: Armsman, to 1 other Marine, plus an additional number of Marines equal to his Ratings in Forbidden Knowledge in any Mission until the end of the Campaign. Doing so earns the Mission Leader +1 Renown if he survives. Trait details below.


Traits
Any Marine may be assigned a number of these Knowledge Traits equal to 1 plus their Ratings in Forbidden Knowledge.

Meaning a Marine that does not have the Forbidden Knowledge Skill can only be assigned a maximum of 1 of these Traits, but a Marine with 2 Ratings in Forbidden Knowledge can be assigned up to 3. The Rating don't effect how often the Trait can used, only the number that can be assigned.

Knowledge: Crew - this Trait allows the Marine who has it to reroll 1 Hit or Wound roll every Turn when attacking Chaos Cultists, Pox Walkers, Hullghasts, Gilliams, Skitarii, Genestealer Neophytes, Genestealer Hybrids, Genestealer Abominations, Servitors, or Traitor Guardsmen.

Knowledge: Manifest - this Trait allows the Marine who has it to designate an additional Tertiary Objective at the start of any Mission. That player may place a single Objective Marker anywhere at least 9" from either the Deployment Zone, the Extraction Zone, or any other Objective Marker already on the table. This Objective is worth +1 Renown to the first Marine that moves into contact with it. If there is no room to place the Objective Marker, this Trait cannot be used.

Knowledge: Directives - this Trait allows the Marine who has it to reroll 1 Hit or Wound roll every Turn when attacking Battle Automata, Chaos Sorcerers, any model with the Faction Keyword Thousand Sons or Tzeentch, Katephron and Kastelan robots, or Boss Monsters with the Admech or Mechanicum Keyword.

Knowledge: Armsman - this Trait allows the Marine who has it to reroll 1 Hit roll on each of their own Turns and to force 1 enemy model to reroll 1 Hit roll on each of their Turns.




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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







The next Missions going up present a tactical choice for players, whether they are playing the single squad or multiple squad progression of this campaign. One squad's Mission Leader must choose to go up into the desecrated Basillica beneath the Command Decks or down into the depths of the convoluted lower hull. Each path presents its own risks and rewards - damnation/important Relic in the Basillica or lost time/reduced risk in later Missions from the Depths. Some optional Side Quests might also predicate one path or another, depending on what data players have recovered from the Terminals in previous Missions.

It is important to note that these Missions are presented as "Mission 6.1a" and "Mission 6.2a". That is the choice, because entering the Basillica alerts the enemy to the Deathwatch's intent and braving the depths does not. It cannot be both even if you are using 2 squads or more.

There is also another tandem Mission (Mission 6b), whose outcome does not affect either choice above. Stay tuned.

This message was edited 1 time. Last update was at 2023/02/08 00:42:16


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 au
Towering Hierophant Bio-Titan





wow that's a lot to read, but looks good

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Ragin' Ork Dreadnought







 SHUPPET wrote:
wow that's a lot to read, but looks good


I'm only about halfway through. There's a lot of Missions to finish writing and post up, & there's some stuff to write (and post) about adversaries. So, stay tuned.

Also, a lot of what I've already written and posted is essentially upgrades and gear lists. Thanks for the feedback, SHUPPET.

This message was edited 1 time. Last update was at 2018/11/23 03:10:22


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 au
Towering Hierophant Bio-Titan





 Warboss_Waaazag wrote:
 SHUPPET wrote:
wow that's a lot to read, but looks good


I'm only about halfway through. There's a lot of Missions to finish writing and post up, & there's some stuff to write (and post) about adversaries. So, stay tuned.

Also, a lot of what I've already written and posted is essentially upgrades and gear lists. Thanks for the feedback, SHUPPET.

I'm going to read it start to finish once I get home from work tonight and can chill out with a drink. Love the effort you've gone to and a big part of my first post was so that I could put it in my subscribed threads and wouldn't lose track of it. What I've looked at so far looks great so I'm here to see it through. Good work man.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Ragin' Ork Dreadnought







Main Missions: A Crossroads: Cleanse the Basillica or Braving the Depths
If you are playing with 1 squad progression, this Tactical Choice stands alone. If you are playing with 2 squad progression, it takes place at the same time narratively as Running the Gauntlet.

We stand at a crossroads, Brothers, and must make a choice. We have actionable intel from our erstwhile allies, the Admech. A Relic of some power lays nestled in the cradle of our enemies - a long-desecrated Basillica overlooking the grandeur of the dorsal spine, just below-decks of the Command Spire. However, plunging headlong into this sanctuary and, more directly, capturing the Relic from it, will directly signal to our enemies our ultimate intent. We can instead go the long way 'round, through the skulking depths of this ruin. It will add dangerous delay to our primary goal, but will also conceal our intent. It may be enough to win us the day and finally seal that gaping Vortex that threatens us all. So I must ask of you - because it is you who risks and not I - which path do we take and what damnation do we risk?

Mission 6.1a: Cleansing the Basillica: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Grand, the Catalogists, or the Replicanticle.


Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Ultimately it's up to your collection to determine what the Deathwatch marines will face on the tabletop. Narratively, the author recommends Admech, Forgeworld Battle Automata, Chaos Cultists, Servitors, Daemons (specifically Tzeentch), and/or Heretic Astartes (like Rubric Marines and/or Chaos Sorcerers).


Battlefield
The terrain should be set up so that a large open space dominates the center of the table. This space should be roughly 24" on any side, but can have scatter terrain like debris, empty boxes or barrels, canisters of stacked Concentrated Gas, and/or mounds of bodies filtered throughout. At the center of this open space should be an altar, reliquary, statue, or raised dias. This reprsents the Mission's principle Objective and the resting placing of the Relic in question. Surrounding that room should be corridors and smaller rooms representing automated "confessionals", meditation chambers, and clerical offices.

The GM and players then alternate placing up to 10 Entry Points anywhere along the edges of the table.

Once all models have been deployed, the GM places a small Marker on or next to the central Objective. This represents the Relic.


Technology on the Table
There are 4 Automated Sentries, each armed with a Stormbolter, located 18" away from the central Objective, on independent swivel mounts. They can face in any direction and treat all models except Chaplains as Foe. Each is fully loaded with 100 standard rounds and fires in Full Auto mode as default. A single Keypad is located in one of the "clerical offices" as designated by the GM.

Successful Skill interaction with this Keypad can either shut down all of the Automated Sentries or change the Friend/Foe designation for 1 of them, marking all Deathwatch and their allies/cohorts as Friend.

Additionally, the Mission Leader and GM should each roll a D6. Whoever rolls higher can decide if they want to place up to D3 additional Terminals in any of the side rooms off of the main open area. If so, randomly determine the Power Levels of each.


Primary and Tertiary Objectives
Primary Objective(s):

Capture the Relic: moving into contact with or within 2" of the Marker allows a model to pick it up. It weighs Capacity 02, and must be in the possession of a Deathwatch Marine or Cohort at the end of the game for this Objective to be considered completed.

Survive: every Marine that extracts from this Mission with 1 or more Wounds remaining counts as having personally achieved this Objective.

Destroy all Opposition: when the last Wound is removed from the last Adversary, this Mission ends. The Marine that does that counts as having personally achieved this Objective.

Tertiary Objective(s):

There are no Tertiary Objectives for this mission, unless there are Terminals in any of the side rooms.

Retrieve Data from a Terminal: if any Marine with the Tech Skill successfully interacts with any Terminal, this Objective can be considered completed.



Extraction/Time
If the game lasts 5 or fewer Turns, this Mission time is 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
The Mission Leader and GM should roll off to determine which side takes the first Turn. The loser may try to Seize the Initiative.


Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.


Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


Mission Consequence
After this Mission, pass or fail, in all future Missions, Adversaries take the first Turn unless the Deathwatch can seize the initiative. Additionally, increase any GM Turn by Turn Allotment reinforcement by an amount equal to the current Turn (i.e. +1 on Turn 1, +2 on Turn 2, +3 on Turn 3, and so on).


GM Section:
Spoiler:

Allotment: the GM begins play with 20 Allotment plus the bonus provided by the Doomclock. These Adversaries may be set up anywhere within 12" of the central Objective.

Additionally, at the start of each of the Adversary turns, the GM gains a number of additional Allotment equal to the total number of models - friend and foe - remaining on the table. These Turn by Turn reinforcements may enter the board via any Entry Point, beginning their movement from that point. If the only remaining models on the table are Deathwatch or their Allies/Cohorts, then the GM may deploy 1 final Boss Monster who enters play from anywhere on the table at least 9" away from any enemy model (by tearing a hole in the decks or walls). From the Turn of its arrival until this Boss Monster is dead, the game is subject to the rules for Mundane Events. Note that once this Boss Monster arrives, the GM no longer generates extra Allotment every Turn. This is the last thing the player(s) has to deal with this game.

Generic Forbidden Knowledge tidbits
For narrative purpose: Tall, armored windows of plate and plasma look out over vast drifts of wreckage and splendor, the dorsal spine of this once mighty battleship now twisted and broken under the weight of decay and corruption. Defaced or warped statuary of unnamed Crusade heroes leer down as the Deathwatch breach the chamber, a glow of unidentifiable colors washing the scene with confusing refracted light. The sensation of impending doom is inescapable; the very maw of the Warp visible as it devours the ship, aft to prow.

Terminal Data for this Mission
The Terminals that may be present in this Mission are all repositories of crew confessions. Rather than providing tactical Data, these Terminals instead reveal insight as to the nature of their foes, past and present. When accessed, ask players if they wish to assess Ancient, Old, or Current files. Each successful Skill interaction generates one (or more, if the player's Marine has an ability that allows them to extract more than one tidbit) instance of the bonus associated with the timeframe in question.

Ancient: +1XP. This only applies to the model who extracted this Data.

Old: 1 re-roll that can be used to force any Adversary to reroll a successful Armor or Invulnerable Save. This reroll can be used this Mission or saved for a future Mission. This reroll only applies to the model who extracted this Data.

Current: 1 re-roll that can be used for any hit or Wound roll versus Adversaries. This reroll can be used this Mission or saved for a future Mission. This reroll only applies to the model who extracted this Data.

The Relic
75 / 50 / 02 / The Trifold Key (Tainted Relic Power Maul) / This weapon/Tool begins play Tainted, but each time it is used, at the end of the Mission, roll a D6. Add +1 to this roll if it was used to Wound or kill a Miniboss or Boss Monster. Add +1 if any Chaplain deployed on the same Mission. On the roll of a 5+, this item loses its Tainted Quality. This item has 3 abilities that each can be used once per Mission. First, the bearer can nominate one ally in Cohesion Range. That model ignores any unsaved Wound on a 6+ until the end of their next Turn. If they already have an ability like this, then this ability improves that by 1. Second, the bearer can nominate one ally in Cohesion Range. That model gains the Fearsome Trait until the end of its next Turn. Lastly, the bearer can nominate one ally in Cohesion Range. That model automatically passes any Skill test they may have to take without expending any Ratings until the end of their next Turn. Entropic, Felling, Masterwork.





Mission 6.2a: Braving the Depths: Exploration
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Grand.


Primary and Tertiary Objectives
Primary Objective(s):
Find a Way Through: The principle goal of this Mission is to wander around the relatively safe depths of the Hulk searching for a back entrance to the Warp Core that doesn't alert its defenders. Just by participating in the Mission this Objective is achieved.


Tertiary Objective(s):
Glean Insight Into the Nature of Future Advesaries: characters with the Forbidden Knowledge Skill may use the "This is All Too Familiar" option to achieve this Objective. Narrative descriptions and treasure tables to be found in the GM section below.

Extraction/Time
Searching the twisted labyrinth of this vessel's lower hull is dangerous and disorienting. This Mission lasts 2D6 hours and is subject to Radiation effects. Any Marines deployed on this Mission must take a Toughness test. If they pass, they gain +1XP. If they fail, they suffer -1 Wound.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable


Mission Consequence
After this Mission, pass or fail, in all future Missions, the Deathwatch takes the first Turn unless the GM's Adversaries can seize the initiative. Additionally, decrease the GM's pregame Allotment by an amount equal to the number of deployed Marines.


GM Section:
Spoiler:

Forbidden Knowledge
Chambers shift as Marines pass through them. A door opens to a staircase once, but a gangway on second pass, or deadends, or a heretofore unrevealed room. The skeletal remains of lost servitors turn to dust as they are exposed to atmosphere for the first time in millenia. No path is straight and no way sure, but still the Deathwatch plunges further, determined to find a secure breach point by which to further their assault.

Treasures
Have the players roll a D6 for every Marine deployed on this Mission. If a player successfully used their Forbidden Knowledge Skill to gain the above description, have them roll an additional D6 and apply all results. If duplicates occur, the players find multiple different caches of the same items.

D6 Roll: Treasure
1: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction for +2D3 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life onboard the ancient vessel. This grants the entire Deathwatch complement +2XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin with this +2XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

2: a cache of Scorpius Bolter/Stormbolter ammo. Roll D3 to determine how many boxes of this special ammo is located. Each box contains 20 rounds, once all such rounds have been expended there are no more to be had. Any marine may purchase these rounds for any pattern of Bolter, Stormbolter, Angelus Bolter, or Relic version thereof for Threshold 3 per bullet and Renown Cost 2 per bullet.

Therefore, a Standard Bolter Reload would be Threshold 24 and cost 16 Renown, whereas a Bolter Longmag would be Threshold 36 and cost 24 Renown. An Integral Mag would be Threshold 09 and cost 06 Renown. Likewise, a Standard Stormbolter Reload would be Threshold 54 and cost 36 Renown, whereas a Stormbolter Boxmag would be Threshold 108 and cost 72 Renown.

Scorpius Rounds/bullets have the following profile:
Strength +2, AP-2, Damage D3. Versus targets with the <Vehicle> keyword increase Damage to D6.

3: D3 Blackfire Grenades. These delicate nanotech impliments unleash a cloud of all-devouring nanoscopic machines that disintegrate all in their path. With luck the grenades will eat for only a short duration, elsewise the entire ship may be at risk of destruction.

100 / 14 / ** / Blackfire Grenade / Strength 10, AP -4. Whenever a model uses this grenade it makes D6 hit rolls following the normal rules for targeting presented for this Campaign. For every 6 that is rolled, either to hit or to Wound, when using this weapon, roll an additional D3 attacks that target the closest models, friend or foe, from the original target of this grenade. These additional attacks also potentially generate more attacks if they, too, roll more 6s. If these greandes generate any 6s, every Mission played after this one are subject to the rules for Mundane Events. If a model carrying 1 or more Blackfire Grenades rolls a 1 for an Armor Save, all such grenades detonate immediately, centered on the model carrying them.

**Grenades weigh little individually, but collectively their weight adds up. Any combination of types may be carried by a model. Equipping 1 or 2 grenades of any type costs 1 Capacity, 3 or 4 costs 2 Capacity, 5 or 6 cost 3 Capacity, and every additional grenade beyond 6 adds +1 Capacity.

4: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction for +D6+1 Esteem.

5: D3 ablative heat plating. This bulky mantle may be layered over existing armor and provides a 4+ Invulnerable Save against the first las, melta, flamer, lance, or plasma -type weapon Wound sustained by the model equipped with it. These may be traded to any Admech Faction for +D3+1 Esteem. Alternatively, players may hold on to them for use. If a marine decides to carry one of these Mantles, it weighs 02 Capacity, but it is destroyed after one use. Equipping this Mantle costs 1 Renown and has a Threshold of 5.

6: a xenotech weapon. The origin of this weapon must be from the pre-Imperium civilization this vessel was dispatched to destroy. This item may be traded to any Admech Faction for +D3 Esteem. Alternatively, players may hold on to this item and use it. If a marine decides to carry this item, it has the following profile:

50 / 25 / 02 / Disruptor (Xenotech Rifle) / 1|2-3|4 / 5* / Strength 3*, AP -*. Range 36". Damage 1*.

*Each time this weapon is fired after the first, increase its Strength by +1, its AP by -1, and its Damage by +1.
*Treat this item like a Tech Emplacement. When it reaches 0 magazine, its Power Level is Dead, but it can be refilled in the same way as a machine - Minuscule = 1 shot replenished, Low = 3 shots replenished, Full = 5 shots replenished, Overcharged = increase the weapon's first shot to Strength +2, AP-2, Damage D3, but if a 1 is rolled to hit, the bearer suffers a Mortal Wound.

This message was edited 2 times. Last update was at 2019/12/02 21:49:47


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I realize I have not posted in more than 2 months. Rest assured folks, I'm still working on this. It's just that work and sleep occupies so much of my time, I'm only able to spend about 10 minutes a day on this. Soon, I'll have an update. I have not forgotten you.

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Main Missions: Running the Gauntlet

We descend into the nightmare now. Our boots tread hallways not accessed by the enlightened for millennia. There are no allies here, in the depths. Anything that moves is your enemy. Kill it with righteous indignation, for its very existence is an affront to the Divinity of the Emperor.


Mission 6b: Running the Gauntlet: Routine
Briefing

In service to Whom

This Mission is in service to the Deathwatch. Additionally, players may choose any one Faction with whom they have 1 or more Esteem and count this Mission as a Side Quest for them.



Deployment and Extraction

Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies, except Defensible Position.


Known Adversaries
Your collection determines Adversaries used, but the author suggests hullghasts, gilliams, genestealers, genestealer cults, and/or dark mechanicum.


Battlefield
There are no succinct guidelines for terrain set up this Mission, except that there needs to be one or more exits from one of the two short board edges (doorways, open corridors, open rooms, etc.), The players set up their Deployment Zone on the opposite short board edge.

This Mission is subject to the rules for Mundane Events.


Technology on the Table
Starting with the GM, players alternate placing 6 Terminals at randomly determined Power Levels anywhere on the table at least 9" away from any other Terminal or Deployment zone.


Primary and Tertiary Objectives
Primary Objective(s):

Extract: the principle Objective in this Mission is to move all surviving models to the Extraction zone. The last model to reach the Extraction zone counts as having personally achieved this Objective.


Tertiary Objective(s):

Access a Terminal: the Terminals in this section have very limited information stored in them. Refer to the GM's section for details. Any player that accesses one or more of these Terminals counts as personally achieving this Objective.

Destroy all Opposition: on any Turn before Extraction that the players manage to eliminate all Adversarial models in visual range of any friendly models, they count as having achieved this Objective. This is an important distinction because GMs who hide models out of line of sight cannot claim that players haven't achieved this Objective. If no friendly (Deathwatch or ally) model can draw line of sight to the Adversary model, they do not count against achieving this Objective.


Extraction/Time
This Mission's extraction time works differently than other Missions. Like an Exploration Mission, roll 2D6 to determine the length of the Mission. Bear in mind that any abilities that affect dice rolls for Exploration Missions can also affect this Mission's timing. Don't forget to add Insertion time when determining how much time has passed on the Doomclock.


First Turn
The Deathwatch player(s) take the First Turn.


Pre-game Section
Choose Mission Leader
Player(s) decide which Marine character will lead them this Mission.

Arming
If players have enough Renown they may purchase additional wargear.


Deploy and Play the Mission
Have fun!


Debriefing
Record XP and Renown

Although players will likely keep track of this during the course of the game, as it happens, it's still important to tally it all up at the end of the game as it gives the GM a good sense of how quickly everyone is progressing. This is useful for pacing.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


Reload Cyclone Missile Launchers, if applicable
If applicable.


GM Section:
Spoiler:

Allotment: the GM begins play with 25 Allotment plus the bonus provided by the Doomclock. The GM should separate their total model count into 2 waves. The first wave Deploys to the table anywhere move than 18" from player Deployment zones. The second Wave enters play via any table edge at the beginning of the 3rd Turn.


Generic Forbidden Knowledge tidbits
For narrative purpose: The winding, confusing chambers of the lower hull aft are a warren of decaying chambers, fluctuating gravity, and lightless corridors home to the degenerated and forgotten. Every step invites collapse, every noise attracts the ravenous. Tread lightly, for this benighted place is the den of ruin.


Terminal Data for this Mission
The Terminals in this location contain only generic manifest information. Accessing one successfully allows players, in any subsequent Mission, to either add or remove 1 Volatile Fuel or Concentrated Gas Barrel any place on the table when they would normally be revealed or placed - typically at the beginning of the Mission, after terrain is set up, but before Deployment. For each successfully accessed Terminal, players may add or remove 1 more barrel.




This message was edited 3 times. Last update was at 2019/05/07 14:34:03


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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The Darion Sector War Campaign.
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Made in us
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Main Missions: Battle for the Arcanite Vaults
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 or more squads progression, the other squad(s) may participate in this Mission from their own Deployment zones.

We are in the Heart of it now, Brothers. The Machines of Old stand sentinel over us and he who controls these automatons gains advantage over their enemies in this fight. Move with haste to the control consoles, override or destroy the couplings, and bring these battle automata into our divine fold. Do it swiftly or our enemies will steal them from us. We are at the very brink; we cannot afford to fail now.


Mission 7: Battle for the Arcanite Vaults: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. Additionally, this Mission counts as a Side Quest for any one of the following Factions (players' choice; note that each participating Squad may pick a different Faction): Catalogists, Grand, Replicanticle, Magnites, or Arcanite Guard.


Deployment and Extraction
- see Player Prep section below -

Known Adversaries
Your collection determines Adversaries used, but the author suggests genestealer cults and/or dark mechanicum. For the Automata (see below), the GM recommends servitors, arcoflagellants, necroflagellants or battle robots from Blackstone Fortress, or any of the various Battle Automata available through Forgeworld.


Battlefield
Terrain should be set up as a series of 4 large chambers interconnected with hallways. Each chamber should have 4 points of egress represented as Doors that start the game Fortified and Sealed. Each chamber also contains 4 alcoves - 1 in each corner. Before Deployment, roll a D6 for each alcove. On a 1, the alcove is empty. On a 2-5, the alcove contains an automata of some kind, locked in place. On a 6, the alcove is unlocked and the automata is activated, beginning the game under the control of the GM (these Automata do not count against the GM's starting Allotment). Unless modified to acknowledge one Faction or another as allies, all activated automata treat the closest non-automata model as an enemy model, prioritizing ranged or melee combat against that target depending on how the automata is armed.


Technology on the Table
Next to or in front of each alcove, whether it contains an automata model or not, is a Keypad. At the center of each chamber is a Generator. Before the game begins, randomly determine the Power Level of each Generator. Once that is determined, use that information to randomly determine the Power Levels of each Keypad in each chamber. Any model (Deathwatch or Adversary) can access a Keypad to Activate or Unlock an Automata, but it requires a Tech Skill test to Designate Friend/Foe for an automata in its given alcove.

If you are playing this Mission with 2 or more Squads, the GM may place a single Terminal anywhere up to 12" from the center of the table. This Terminal begins the game at Miniscule Power, but can be used to Activate, Deactivate, Unlock, or Designate Friend/Foe up to 2D3 Automata at a time.


Primary and Tertiary Objectives
Primary Objective(s):
Slaughter the Enemy: in addition to fighting potentially Adversary-controlled Automata, the Deathwatch will also have to contend with the Adversaries themselves. More important than activating the battle servitors, the Astartes must slaughter their enemies. Let none survive. When the last Adversary model is removed from the table top as a casualty, this Objective is complete. Enemy-activated Automata count towards this. It isn't enough to simply redesignate them; they must be destroyed because they cannot be trusted.


Activate One or More Automata: any Automata activated, whether accurately programmed to designate friend and foe or not, earns the Activating model +1XP, in addition to any other bonuses for completing this Objective. Each Automata activated to serve the Deathwatch counts as a separate instance of completing this Objective.


Tertiary Objective(s):
Survive the Encounter: perhaps most important of all, at least 1 Marine model must survive this Mission. At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Preserve the Automata: as long as 1 Automata survives the game with at least 1 Wound remaining, this Objective can be considered complete.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

- Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies. If he chooses Defensible Position, then this Mission is changed from Routine to Linked with Mission 8a.

Characters Gear Up: characters spend Renown and Esteem to purchase extra equipment and gear they think will be helpful this (and potentially next) Mission.
Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


GM's Section:
Spoiler:

Allotment: the GM begins play with 30 Allotment plus the bonus provided by the Doomclock. These Adversaries may be set up anywhere on the battlefield at least 9" from any Automata and 9" away from the Deathwatch deployment zone(s). Any models may be held in Reserve. Reserves may enter play from any table edge, at least 9" from any Deathwatch model, on any Turn after the first.


Generic Forbidden Knowledge tidbits
For narrative purpose: Though the ceilings of these vaults tower overhead, the tiny rooms they cap are the very definition of claustrophobia. Armored behemoths, entombed for an Age in stassis, leer over foe and ally alike, their robotic eyes hungry for bloodshed and carnage. We must hurry to gather these Relics to our arsenal lest they be used against us in this crucial hour.


The Automata
Any Automata activated and controlled by the Player(s) at the end of this Mission may either be Turned over to any Admech Faction or kept as a Deathwatch Relic. Each Automata turned over to a Faction earns +36 Esteem with that Faction. Any Automata kept by the Deathwatch becomes a Relic Cohort with a Threshold of 150 and a Cost of 80.






This message was edited 2 times. Last update was at 2019/07/24 14:47:15


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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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
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Main Missions: The Ritual at the Door
If you are playing with 1 squad progression, this Mission stands alone. If you are playing with 2 squad progression, this Mission takes place at the same time narratively as Assault the Control Room.


This is it, Brothers, our very last push. All that stands between us and final victory is that Door. Focus all your Fury upon it. Vistory is within our grasp!


Mission 8a: The Ritual at the Door: Linked (with Shut It Down!)
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch.


Deployment and Extraction
- see Player Prep section below -


Known Adversaries
Your collection determines Adversaries used, but the author suggests Admech Infantry, Tzeentch Daemons, a Chaos Marine or 2, Mechanicum Taghmata from Forgeworld, Tzaangors, Chaos Cultists, and/or Rogue Psykers & Negavolt cultists from Blackstone Fortress.


Battlefield
On the short board edge opposite the Deathwatch's deployment edge should be a wall with a vast, closed door. Within 3" of this should be a summoning gate of some sort (Realmgates and Noctilith Crowns work best for this). Within 12" of this gate should only be scatter terrain. The remainder of the table (leading from the Deathwatch deployment area) should be a series of twisting corridors and rooms. In other words, roughly 1/3 of the table should be virtually open space and the rest should be a jumble of terrain. *Alternatively, the board may be set up as only the twisting corridors and rooms with the open area only being revealed once a marine is able to draw line of sight to it.

The GM then places up to 4 Entry Points along either of the long board edges. The player(s) must then place an additional 2 Entry Points anywhere on the table. If Player(s) opt to place these within 18" of their own Deployment zone(s) and at least 16" from any board edge, the entire Killteam earns +1 Renown and +1XP for this Mission.

So long as an enemy psyker remains within 1" of the Gate and is not currently engaged in hand to hand combat, they may attempt to summon 3D6 Allotment worth of Tzaangors, Tzeentch daemons, Chaos Marines or Cultists, by passing a Power 5 psychic test. These reinforcements deploy directly from the Gate.


Technology on the Table
Next to the big door is a single Keypad. Its Power Level is Low. Its only function is to unlock the door to the Warp Core.


Primary and Tertiary Objectives
Primary Objective(s):
Open that Door: treat the Door on the far side of the board as a Fortified Bulkhead Door with 5 Wounds. Alternatively, a model that successfully interacts with the Keypad, can first unlock and subsequently open this door. Opening or destroying this door ends the Mission.


Destroy the Gate: the Gate is an immobile object with 18 Wounds, and a Toughness of 9. It cannot attack and attacks against it in close combat automatically hit. It has an armor save of 3+ and a daemonic invulnerable save of 5+. The Gate remains functional until its last Wound is removed.


Tertiary Objective(s):
Survive the Encounter: perhaps most important of all, at least 1 Marine model must survive this Mission. At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Slaughter the Heretics: if every Adversary model is removed as a casualty before the Door is opened, this Objective can be considered complete


Extraction/Time*
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.

*Also see the Mission Consequences section below.

First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

- Extraction Options: the only option available for this Mission's Leader is Defensible Position, as it is Linked with Mission 9.

Characters Gear Up: characters spend Renown and Esteem to purchase extra equipment and gear they think will be helpful this and next Mission. *GMs, be sure to remind your players that they'll need to arm themselves with enough ammo to to last them 2 Missions.

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

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

Mission Consequences
The longer this Mission takes, the less time Player(s) have to complete the next Mission. This Mission "officially" ends when the door to the Warp Core is opened. If the gate hasn't been destroyed by this time, it provides daemonic reinforcements to the Adversaries in Mission 9.

For every Turn beyond the 4th that this Mission goes on, Mission 9's Countdown is reduced by 1.

If the Gate hasn't been closed by the end of this Mission, it provides an increasing multiple of 9 Allotment every turn during Mission 9 that can only be spent on Tzaangors, Chaos Cultists, Chaos Marines, or Tzeentch Daemons.

On Turn 1, the Gate provides 9 Allotment. On Turn 2, this number becomes 18. On Turn 3 it's 27. And so forth.



GM's Section:
Spoiler:

Allotment: the GM begins play with 1 Boss Monster and 3 Minibosses, and an Allotment of 36 plus the bonus provided by the Doomclock. At least one of the Bosses must be a Psyker. The Boss Monster and Minibosses must be set up within 6" of the Gate. Remaining Allotment models can either be deployed within 1" of an Entry Point or be held in Reserve, entering play from any Entry Point on any Turn after the 1st.


Generic Forbidden Knowledge tidbits
For narrative purpose: The very air of these chambers is tainted by the warp energies spilling from beyond that door. The deck plating undulates, the walls breath, and the recycled air burns with unholy fire.









This message was edited 3 times. Last update was at 2019/08/02 09:16:22


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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







Main Missions: Assault the Control Room

This is our final assault, Brothers. We assail the very doors to damnation. Let us pry these bulkheads apart with our bare hands if we must. Break through, seize control, and eradicate all those who would stand in our path to thwart us. Let us gain entry to the Control Chamber and wrench the doors to the Warp Core wide for our Brothers below. Let us end this mockery; let us be Victorious!


Mission 8b: Assault the Control Room: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. Additionally, this Mission counts as a Side Quest for any Admech Faction except Magnites and Transcendancers.


Deployment and Extraction
- see Player Prep section below -


Known Adversaries
Your collection determines Adversaries used, but the author recommends dark Mechanicum/admech and/or Tzeentch daemons and/or chaos space marines.


Battlefield
Measure 16" from two short board edges. The GM places a single room, at least 6" by 4", or larger if there is terrain big enough, wholly within one of these 16" areas. The Deathwatch deploy in the opposite area. All other terrain ought to be a series of rooms and passages roughly symetrical along a central axis that runs the length of the board.

The Control Room should have 2 or 3 entrances, 1 of which should face towards the Deathwatch Deployment Zone. Each is a Fortified Bulkhead door.

The GM may place up to 2D3 Closed Bulkhead doors anywhere on the table.

Finally, the Player(s) and the GM then take turns placing 2D6 Entry points anywhere on the table. Each of these must be placed at least 6" away from any other Entry Point. If there isn't enough room to place all of them, each extra, unplaced Entry Point adds +3 to the GM's starting Allotment.


Technology on the Table
The GM may place up 4 twin-linked Heavy Bolter turrets anywhere outside the Deathwatch deployment area. These turrets treat all GM/Adversary models as friends and all Dearhwatch models as foes.

Inside the Control Room there should be a Terminal, placed anywhere in that terrain feature the GM wishes. Randomly determine the Power Level of this Terminal based on a full Power Generator.

The GM then places 2 Full Power Generators anywhere within his Deployment zone. Destroying either of these Generators shuts down 2 Turrets emplaced by the GM at the start of the Mission. The player picks 1 and the GM picks the other of these turrets.

Primary and Tertiary Objectives
Primary Objective(s):
Gain Access to the Control Room: by hook or by crook, at least 1 model must breach a door that accesses the Control Room.


Destroy or Hack the Primary Terminal: successful interaction with the Terminal in the Control Room counts as Hacking. Otherwise, the Terminal has T3, no armor save, and 2 Wounds. Or, alternatively, a model equipped with the Catalogue Tome can disassemble the Terminal for parts.


Kill the Commander: there is a multi-wound model stationed in the Control Room as dictated by the GM's Allotment. This is the target of this Objective.

This Mission ends when all 3 of these Objectives are completed.


Tertiary Objective(s):
Destroy the Generators: each Generator counts as a Reinforced Terrain Feature. Bothe Generators must be destroyed in order to achieve this Objective.


Extraction/Time
If the game lasts 5 or fewer Turns, this Mission lasts 1 hour. If it lasts for 6 or more Turns, Mission time is 2 hours.


First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose between any Deployment method for which he qualifies.

- Extraction Options: the Mission Leader may choose between any Extraction method for which he qualifies. If he chooses Defensible Position, then this Mission is changed from Routine to Linked with Mission 9.

Characters Gear Up: characters spend Renown and Esteem to purchase extra equipment and gear they think will be helpful this (and potentially next) Mission.

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

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


GM's Section:
Spoiler:

Allotment: the GM begins play with 45 Allotment plus any bonus accrued by the Doomclock. The GM must use a portion of this Allotment to purchase either a Miniboss or Boss Monster that can fit in the Control Room. As long as this Boss model stays within 1" of the Terminal that is also in that room, the GM may nominate any Entry Point on the table at the start of each of their Turns and roll 3D6. Whatever the total becomes additional Allotment models that must deploy from that nominated Entry Point.

The remainder of the GM's starting Allotment may be Deployed anywhere in the 16" zone the Control Room is also in. Models that do not fit, or that the GM wishes to hold on to, may be placed into Reserve, deploying from any Entry Point at least 9" away from any Deathwatch models, at the start of any Turn after the 1st.


Generic Forbidden Knowledge tidbits
For narrative purpose: This ancient chamber is well-maintained; its brass fittings polished to a shine that denies its ancient manufacture. But the stink of chaos is here, too, and the whimsy of the machines, bright colors on the walls, and the high chitter of insects crawling through the wires denies the function of its purpose. When we are done slaughtering our enemies, we will put this very chamber to the torch as well.


Mission Consequence
If the player(s) manage to gain control of the Terminal, they may deploy 2 twin linked heavy bolters that recognize the Deathwatch as Friend and the Adversaries as foe at the start of Mission 9. If they destroy or salvage it, instead all Doors in Mission 9 count as Compromised.








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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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I edited how Dragonfire and Hellfire bolter bullets work, mostly for clarity and to keep up with the current ruleset.


Modified Esteem gains and loses to be a little less harsh. Also finally wrote the "Individual marine earning Esteem" example.


Just realized and amended that there's no specific Deployment Option for Linked Missions. Added Just Down the Hall Deployment Option.

This message was edited 3 times. Last update was at 2019/11/17 17:34:56


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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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
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Main Missions: Shut it Down!
If you are playing with 1 squad progression, this Mission stands alone, linked from Mission 8a. If you are playing with 2 or more squads progression, and the Mission Leader chose the Defensible Position Extraction option for Mission 8b, then the other squad(s) may participate in this Mission from their own Deployment zones.

This moment determines our fates now, Brothers. We will either triumph over chaos or be consumed by it. There is no compromise, no half-measures. Let us sing the litanies of victory and crush our enemies beneath our boots once and for all. Advance with me and let us see this endeavor to its end.


Mission 9: Shut it Down!: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Cycle of Night Faction or, if it fails*, as a Side Quest for the Transcendencers Faction.

Deployment and Extraction
- see Player Prep section below -

Known Adversaries
Your collection determines Adversaries used, but the author suggests chaos cultists, tzaangors, chaos marines, dark mechanicum, admech infantry, forgeworld automata, and tzeentch daemons.


Battlefield
Set up terrain so that a large central chamber dominates the table. At its center is an object roughly 2-6" in diameter (literally anything you think looks like a good representation of a Warp Drive's Core). The GM designates one short board edge as the player(s)' deployment edge. Along the remaining three board edges should be placed 3-5 small chambers. Roll a D6 for the entrance to each room. On a 1, the entrance is blocked by a Locked, Normal Bulkhead Door, on a 6 the entrance is not blocked but has an Open Normal Door in it. On any other roll, the entrance is blocked by a Closed Compromised Door. All the doors are considered to be at Miniscule Power.

The rest of the board can be any number of rooms and corridors, but should have at least one corridor on every board edge that leads off the table. Players and GM then take it in turns to place up to 3 Entry Points each, anywhere on the table. Any Entry Point not placed adds +D6 to the GM's starting Allotment.


Technology on the Table
Each of the rooms on the 3 edges of the table contains a Terminal with fluctuating Power Levels: roll to randomly determine the Terminal's Power when it is interacted with. There is also a Full Power Keypad on the far side of the terrain peice representing the Warp Core.


Primary and Tertiary Objectives
Primary Objective(s):
Shut Down the Warp Core: There is a specific sequence that must be employed to shut this thing down. Just 3 of the Terminals from the 9-15 on the table must be interacted with before a model in base contact with the Keypad can punch in the Power Down Command. However, it is unknown which 3 Terminals these are. Any time a friendly model moves into base to base contact with a Terminal, roll a D6. On a 5+, they've discovered one of the correct Terminals. Successful interaction with this Terminal yields 1/3 of the Command Code. Once 3 Terminals have yielded this information (mark each Terminal with and without the right info), any allied model in Cohesion Range of one of the Space Marines on the table can key the code. Shut down occurs at the end of the Turn on which it was keyed.

Important caveat: The Mission only ends when one of two things happen. Either the Warp Core finishes its Countdown before the Marines can shut it down or the Marines shut the Warpcore down before it finishes its Countdown and Extract. In either case, when one of the above criteria is triggered, the game ends.


Tertiary Objective(s):
Survive the Mission: At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Extract: this can only be achieved if the Warp Core has already been shut down. Extracting without shutting down the Warp Core indicates a Mission failure.

Extraction/Time
This game is Special in that it lasts only a limited number of Turns. The player(s) must keep track of the Turn Countdown. This begins at 9 Turns. This is all the time player(s) have to complete the Warp Core Shutdown. If they run out of time, the Mission ends in failure. Note also, that if player(s) went overtime on Mission 8a, that will affect how much time is already deducted from the Countdown. If the previous game took 6 Turns to complete, this Mission's Countdown begins at 7.


First Turn
Who takes the First Turn is determined by the outcome of the player(s)'s previous Tactical Choice.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: since this is a Linked Mission, players are limited to the Just Down the Hall Deployment.

If you are using multiple squads and you have models Linking in from Mission 8b, roll a D6 to determine which board edge those marines will Deploy from. On a 1 or 2, it is the edge to the left of the other squad's edge. On a 3 or 4, it is the edge to the right of the other squad's edge. On a 5 or 6, it is the edge opposite the other squad's edge. These models Deploy at the end of Turn 2, using the Just Down the Hall deployment option.

- Extraction Options: if the players manage to Shut the Warp Core down before the Countdown expires/and players want to play this to the bitter end, the GM may designate a 6"x6" area in front of the Keypad. Once all surviving models move into this area the game ends.

Characters Gear Up: players forego this step as it is a linked Mission with the previous. There is no opportunity to rearm between the two.

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

Play Game (and have fun)

After-game debrief
record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


*Yes, this implies that there's potentially more game and wackier Missions to be played if this Mission fails and the whole system, including the Deathwatch, gets sucked into the warp.

GM's Section:
Spoiler:

Allotment: the GM begins play with 40 Allotment plus the bonus provided by the Doomclock, plus any other bonuses accrued. These Adversaries may be set up anywhere on the battlefield at least 9" from any board edge and at least 9" from any Marine Deployment zone. Any Allotment not spent and placed on Turn 1, may be held in Reserve, deploying 3" away from any Entry Point at the start of any Turn after tge 1st


Generic Forbidden Knowledge tidbits
For narrative purpose: Pulsing color and nightmare visions dominate this room, raw chaos spilling forth from the damaged warp core. Horrors spill forth to engage the Marines. It is likely that this chamber was once the most ornately and arcanely decorated on the Battleship, but has long since fallen into decay, corruption, and ruin.


GM's final notes: hah, "final", that's funny. This is the official last Mission of the campaign, but there will be more to come, including all the Side Missions, all the arrivals of other vessels and the complications they cause, additional options for Adversaries and Allotment, and probably a few more complete campaigns. Stay tuned.



*If you have been playing this campaign or some version of it, I would love to hear your feedback. Please do not hesitate to comment.



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Side Quest Strings

As these are all Side Quests, they have no direct bearing on whether or not your Marines will "win" this campaign. The entire campaign can be completed without ever playing a single one of these Missions. But, they are also fun and can add benefits to your group in the short and long term. For one they are a great way for Player(s) to accumulate XP and Renown. They add time onto the DoomClock, making later Missions more challenging and help to create a sense of urgency when the time player(s) take to complete these Missions eats away at the hard limit set by the final Main Narrative Mission.

Some of these Mission Strings don't have to be completed in order, but some may have a narrative placement requirement (like, play this any time before Main Mission 6a or it becomes unavailable to complete). Other Strings might have a similar chronology or tandem chronology to the Main Missions. The Strings mean that all the Missions listed under that Title are related in some way and completing all, or a portion of them all, will grant Deathwatch forces certain bonuses. Sometimes this means access to new wargear options, sometimes this means new abilities or free Talents, sometimes this "unlocks" special enemy types, and sometimes this means Treasures and other upgrades.


Hidden Side Quests : HQ
These are all the Missions that are unlockable by interacting with Terminals throughout the Main Narrative Missions. Players may or may not encounter all of these, depending on how thorough or lucky they are. Completing any 2 of these Missions grants those Marines the Student of Dark Architecture Talent. Completing 5 or more of these Missions grants the Marines from those Missions the Dark Architectural Knowledge Talent. Completing 11 of these Missions grants the Marines from those Missions the Lorekeeper of Dark Architecture Talent.

Mission HQa: Into the Belly of Beasts (E)*
MIssion HQb: Bridge the Gap (R)
Mission HQc: Black Box Retrieval Alpha (E)
Mission HQd: Stabilize the Reactor (E)
Mission HQe: The Hidden Vault (E)
Mission HQf: Unlocking the Engine Room (E)
Mission HQg: Heart of the Maze (E)
Mission HQh: Uncertain Cargo (E)
Mission HQi: That Most Secret (R)
Mission HQj1: Plundering the Dead (E)
Mission HQj2: Knowledge is Power (E)
Mission HQk1: Dancing the Wreckage (E)
Mission HQk2: Buying Time (E)


Student of Dark Architecture*: this Talent counts as a Tier 2 Shooting Talent. It grants a single re-roll for an Advance move every Mission. In addition, if this model neither Advances nor Moves in the Same Turn it takes its first shot in its first Shooting Phase, it may reduce its target's cover save by -1. At the end of every Mission roll a D6; on the roll of a 1 models with this Talent gain an additional +1 Corruption.

Dark Architectural Knowledge*: this Talent counts as a Tier 3 Shooting Talent. It grants an additional re-roll for an Advance move every Mission. In addition, if this model neither Advances nor Moves in the Same Turn it takes two or more Shooting Phases, it may reduce its target's cover save by -1 in its Second and Third Shooting Phases. At the end of every Mission roll a D6; on the roll of a 1 models with this Talent gain an additional +1 Corruption.


Lorekeeper of Dark Architecture*: this Talent counts as a Tier 4 Elite Talent. It grants an additional re-roll for an Advance move every Mission. In addition, this model reduces its target's Armor Saves by -1 in its first Turn of Shooting.

*These Talents' effects stack.
*This Mission has already been detailed.

This message was edited 1 time. Last update was at 2019/11/23 07:17:56


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HQc Mission: Black Box Retrieval Alpha: Exploration
Briefing

In service to Whom

This Mission primarily serves the interests of the Admech Factions Lord's Own Code, Replicanticle, Transcendencers, and Catalogists. It can also obviously be considered a Side Quest for the Deathwatch. Player(s) should pick one Faction to turn the Primary Objective over to.

Primary and Tertiary Objectives
Primary Objective(s):
Retrieve the Cogitator Black Box: The principle goal of this Mission is to locate and extricate the primary logic node of the Prow cogitator bank. To do so, a Marine with the Tech Skill must be assigned to this Side Quest. No Skill roll is needed, per se, but a successful Tech Skill roll reduces the overall time this Mission takes by -D3 hours.


Tertiary Objective(s):
Retrieve Anything Else Useful You Might Find: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 4+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Extraction/Time
Finding the Cogitator Bank is relatively easy, given that if you've unlocked this Mission, it came with a clear location of the place on a comprehensive map. The real time consumption of the Mission is extracting the Black Box intact and useful. If no Marine with the Tech Skill was assigned to this Mission, add +2D6 hours to its duration. Otherwise, this Mission takes 2D3+1 Hours to complete (this includes both insertion and extraction time). If a character with the Tech Skill makes a Successful roll, reduce the total Mission time by D3 hours (to a minimum of 1).

For clarity:
Tech Skill capable model not present on Mission? Time = 2D6+2D3+1 (5 to 19 hours)
Tech Skill capable model is present on Mission? Time = 2D3+1 (3 to 7 hours)
Tech Skill capable model is present on Mission and makes a successful Skill roll? Time = (2D3+1)-D3 (minimum 1) (1 to 6 hours)


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


GM Section:
Spoiler:

Forbidden Knowledge
The interior of the Prow is a twisted ruin of battered corridors, old void-scarred breaches, and spent shell casings from a hundred half-melted turret guns. Swimming through the zero-g carnage takes perseverance and determination - of which the Deathwatch has plenty. The Bank room itself is a tiny armored cage crammed into the heart of a convoluted system of ammo-feeds, mechanical turret rings, and crisscrossing gangways for crew and discharge. The ancient and corroded corpse of an Admech servant remains hardwired into the primary core, its bones bent and spurred like thorn bushes. It is this dead sentinel that pinpoints the Objective.

Treasures
Have the players roll a D6 for each Marine assigned to this Mission at the End. On the roll of a 4+, apply the result from the table below.

4: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

5: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

6: a cache of irradiated shotgun shells (from the corpses of boarding-repulser teams). These shells can be combined with an Astartes Shotgun and have the following profile. Enough Shells are found that they can be added to the available wargear list.

Threshold / Cost / Capacity / Item / Special Rules

05 / 01* / 01* / Irradiated Shell / Models equipped with these shells gain the Irradiated Trait. Sapping, Shocking

*Shotgun Shells weigh little individually. This Capacity is for every 24 Shotgun Shells carried by the model in excess of what's loaded into their weapon.
*This Cost is per individual bullet.

This message was edited 6 times. Last update was at 2020/04/02 00:42:02


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
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I added the Tier 3 Melee Talent Haymaker and modified the Agile Fighter Talent to reflect that it's also Tier 3.

Modified and added to the Craftsman's Blessing series of Talents on the Tech Tree.

Added Arsonist to the Shooting Tree.

Tweaked and edited a lot of the weapons to try to make everything fit both in tune with my own rules (so that means I changed the colors of certain words to make them stand out from the rest of the text) and the current version of the 40k rules. (meaning I clarified how flamey weapons work and added some clarifications for flame weapons).

This message was edited 3 times. Last update was at 2019/12/01 08:34:26


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Side Missions: Bridge the Gap
This Mission can either be taken on by the main squad (single squad progression), the "B team" squad (two squad progression), or an alternate other team (in case you have a lot of players and/or lots of squads)

We have discovered a location of interest - an energy signature and a distinct life sign suggesting an Astartes in Stassis. Dispatch a team, the area is forward of the prow's hull breach and may take some effort to locate. Be wary, time is short, so keep your investigation brief.


HQb: Bridge the Gap: Routine
Briefing

In service to Whom

As per typical, this Mission serves the interests of the Deathwatch. It can also be considered a Side Quest for the Arcanite Guard or the Catalogists Faction.

Deployment and Extraction
- see Player Prep section below -

Known Adversaries
Your collection determines Adversaries used, but the author suggests hull ghasts, gilliams, genestealer cultists, and/or genestealers.

Battlefield
Set up terrain so that a trench, 8" wide, cuts the board in half. If you have a scatter die you can use it to determine where on the edge of the board this trench begins and in what direction it follows. This way the trench need not be straight across the middle line of the table.. If you lack the terrain to make an actual, physical trench you can instead lay a ruler or similar length of material along the "trench" line and not set up any terrain within 4" either side of that line. This trench counts as impassable terrain. Character models may attempt to Leap the gap, but if they fail, they are subject to the Falling rules to a depth of 3D6" (GMs, if any Marine deployed has any gear, trait, or Talent that augments their visual range, secretly roll to determine the depth and, if the depth is equal to or less than the Marine model's augmented visual range, tell that model's controlling player the depth when the model moves to within 3" of the edge of the trench).

All other terrain may be arranged in a mutually pleasing manner, bearing in mind that it represents the cramped confines of a dilapidated battleship.

On the far side of the trench, at least 12" from the board edge opposite the player(s) deployment zone, the GM should place a table, coffin, escape pod or similarly shaped object (more on this detail in the GM's section).

The player(s) roll a D6 to determine the number of Entry Points and take it in turns with the GM to place these, anywhere on the board, at least 6" from any table edge or other Entry Point, except inside the Trench.

The GM then places up to two 9" lengths of debris (like ladders, metal planking, pipework, etc.) within 2" of the player(s)'s side of the Trench. These count as Capacity 04 objects that can dragged to the Trench and laid across it if a Model does not Advance, Shoot, or engage in Close Combat in a Turn. Any model moving across this "bridge" must roll a Toughness test or become subject to the Falling rules as described earlier.

Finally, the players may set up 2D3 Volatile Fuel Barrels anywhere on the table at least 6" away from any Entry Point.

Technology on the Table
Next to the table/coffin/escape pod marker there is a single keypad. Randomly determine its Power Level. Successful interaction with this Keypad unlocks the Stassis Coffin.

Primary and Tertiary Objectives
Primary Objective(s):
Bridge the Gap: any Marine that successfully crosses the Trench counts as achieving this Objective.

Discover the Nature of the Coffin: successful interaction with the Keypad reveals this Objective. See GM's section below for more information on this.

Extract: when the last Marine enters the Extraction Zone, this Mission ends. The last Marine out counts as having personally achieved this Objective.

Tertiary Objective(s):
Survive the Mission: At the end of this Mission, any Marine that remains with at least 1 Wound left counts as personally completing this Objective.

Keep it Brief: if the Mission lasts 5 or fewer Turns, this Objective can be considered complete.

Retrieve the Pod: because bringing it with you will take less time than to try to figure out what to do right then and there. The pod must be dragged or carried to the Extraction point. One or two marines may shoulder this burden. The pod has a Capacity weight of 08. If two marines carry it, they each must carry 04 Capacity and remain in base to base contact with each other. If the Player wants, they may have one or more of their Marines drop the pod in place, where it will stay until another Marine retrieves it or the Mission ends, whichever comes first. While carrying the pod, a marine must pass a Strength test or suffer a -2 to their Ballistic Skill (turning their 3+ into a 5+). Any marine model that carries the pod for any distance earns +1 Renown at the end of the Mission. The models that carry the pod into the Extraction zone earn an additional +1 Renown during the Debriefing phase of the Mission's end.

The Keypad must be interacted with successfully in order to retrieve the Pod safely. Alternatively, a model may spend D3 Turns crudely tearing the pod from its housing before being able to move it.

Extraction/Time
If the Mission lasts 5 or fewer Turns it lasts 1 hour. If it lasts 6 or more Turns it takes 2 hours.

First Turn
The Mission Leader and the GM roll off to determine who takes the first Turn.


Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: the Mission Leader may choose any Insertion method except Teleportarium or Interceptor Shuttle.

- Extraction Options: the Mission Leader may choose any Extraction method except Teleportarium.

Characters Gear Up: players spend Renown on gear and weapons they believe will aid them in their upcoming Mission.

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

Play Game (and have fun)

After-game debrief record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.


GM's Section:
Spoiler:

Allotment: the GM begins play with 20 Allotment plus the bonus provided by the Doomclock, plus any other bonuses accrued. The GM deploys their models first, deploying as much or as little of their forces as they like anywhere on the far side of the Trench or within 3" of any Entry Point. Any models not deployed are held in Reserve and can deploy from any Entry Point on any turn after the first.


Generic Forbidden Knowledge tidbits
For narrative purpose: Everything here is damaged - burned by the passage of an ancient plasma shell from one side of the ship through to the other. Bulkheads, inches thick, are twisted and melted like wilted sheets of cheese. No surface, no machine is untouched, save a single chamber on the far side of the devastating rent in the hull. Incongruously, impossibly untouched, the chamber's walls have been incinerated away, leaving the interior - and the stassis pod therein - utterly untouched.

This Mission becomes subject to the rules for Mundane Events as soon as the first Marine model crosses the Trench.

The Stassis Pod
"So what's inside the pod?" you ask. It's an ancient Thousand Sons "lieutenant" of sorts. A sorcerer who evaded the Flesh Change or defeated its spread by replacing his mutations with arcane cybernetics. Trapped in the time-isolating stassis capsule, this Marine avoided both the Council of Nikea and the Rubric of Ahriman, remaining a mid-level psyker for 11 thousand years that to him, have not passed.

Players have two options if they retrieve the pod. The first is to simply trade it to the Magnites or Catalogists for 2D3x10 Esteem. The second is to open the pod and add a strange new "black shield" to the squad. If player(s) opt for the Black Shield, the player whose model has the least Renown controls this model. Use the following profile and rules for this model.

"Y'azidrind Thrallseer"
M 6" WS 3+ BS 3+ S 4 T 4 W * A 1 Ld 8 Sv 3+ Skill 4+
Standard Load Out: by Specialty; First Founding Specialties only.
Bonus Skills: Psychic Sense (1), Command (1)
Bonus Renown: +10
Command Points (if using): +1
Chapter Trait: Psyker Supreme: this model counts as a Librarian for the purposes of Psychic Power Talent restrictions. If this model also has Cohesion3 or better, it may cast 2 Psychic Powers per Turn instead of one. This model begins play with 5 Corruption.
Bonus Talents: Cohesion0, Cyborg, Psychic Power: Smite, Psychic Power: Veil of Time, Psychic Power: Gaze of Fate (see Codex: Thousand Sons), Warp Token.
Skill and Talent Trees: Y'azidrind gains a discount on Morale and Miscellaneous Talents equal to their Tier. He may purchase additional Ratings for his Command and Psychic Sense Skills for 3XP per Rating, and may purchase Ratings in any other Skill for 9XP per Rating

Signature Wargear:Y'azidrind Thrallseer may take any of the following Wargear for free
Rune of Mastery may ignore the first Perils of the Warp per Mission
Crusade Plate Reduce any Wounds inflicted by Events by 1 (to a minimum of 0).
Astartes Khopesh Strength +2, AP -, Damage 1. An Astartes Khopesh may be used two-handed. A model may sacrifice 1 of its Attacks to improve this weapon's AP to -1. A model equipped with an Astartes Khopesh cannot fire their pistol if they are in Engagement Range.
Bolter Drum Mag magazine 36
Phobos Pattern Bolter RoF 1|2-4/- When fired in Burst Mode, add +6" to this weapon's range.

*If your group is using whole squads per player, Y'azidrind begins play with 3 Wounds. If your group uses 1 Marine per participant, Y'azidrind is a great way to introduce a casual to the campaign or to give a player who seems to always get the short end of the stick a real morale boost. In this case Y'azidrind begins play with 5 Wounds.






This message was edited 3 times. Last update was at 2021/02/09 22:32:52


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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







HQd Mission: Stabilize the Reactor: Exploration/Special
Briefing


For the purposes of this Mission, references to Reactors and Generators mean the same thing. These words are interchangeable in this Mission.

In service to Whom
This Mission primarily serves the interests of the Admech Factions Lord's Own Code, Reparists, Cycle of Night, and the Grand. It can also obviously be considered a Side Quest for the Deathwatch. Player(s) gain and lose Esteem for all of the Admech Factions listed, but should chose the order by which they calculate those gains and loses. The Faction they give first priority earns them +3 Esteem per Marine who went on this Mission, The Faction they give second priority earns them +2 Esteem per Marine who went on this Mission, And the Faction they give third priority earns them +1 Esteem per Marine who went on this Mission,

Primary and Tertiary Objectives
Primary Objective(s):
Repair a Series of Intermediate Reactors: The principle goal of this Mission is to locate and repair a series of ancient, dormant generators that will send power to the main reactor and help stabilize the Warp Core. Player(s) must determine how much time they are willing to risk to accomplish this Mission. See Extraction below for details on how to end this Mission. Marines assigned to this Mission gain a cumulative +1XP and +1 Renown for each Reactor they repair (+1 for the first, +2 for the second, +3 for the third, etc.)

Tertiary Objective(s):
Retrieve Anything Else Useful You Might Find: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 4+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Extraction/Time
This Mission works a little differently than a normal Exploration Mission. There's a total of 9 Reactors and the player(s) who go on this Mission must repair them 1 at a time. For each, in turn, roll a D6. This is the number of hours finding and repairing the Reactor takes. For each Marine with the Tech Skill assigned to this Mission reduce the D6 time by -1 (to a minimum of 1) for each repair job. However, if the D6 roll results in a 1, set up a 4'x4' table of terrain with a Generator at the center (this represents the Reactor). Deploy the Deathwatch within 6" of this Generator. The GM gets 3D6 Allotment (plus bonuses from the DoomClock) and must deploy all Adversaries within 6" of any board edge. The game lasts until all enemies are defeated (run off the board or reduced to 0 Wounds). If this skirmish lasts 5 or fewer turns that's 1 hour. If it goes on for 6 or more Turns that's 2 hours. This time cannot be modified by Marines with the Tech Skill. However, models with the Stealth Skill assigned to this Mission may expend 1 of their Ratings in that Skill to bypass this encounter completely (don't play out the skirmish and repairing this Generator takes just 1 hour).

Player(s) must decide how much time they are willing to risk. After each repair job they may attempt another or retire their Mission and Extract. Once player(s) give up on this Mission it cannot be returned to (time and resource commitment loses priority). If playing this Mission with either Squad 1 or 2, add this time to the total for this round of Missions (7: Battle for the Arcanite Vaults). Otherwise, calculate the total time and compare it with the timing of Mission 9: Shut it Down!. The number of Generators this squad manages to repair before the start of that Mission adds +1 Turn to the Countdown for that Mission.


Debriefing
Record XP and Renown

Players are likely to rack up quite a bit of Renown & XP on this Exploration Mission. Keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.

Successful Mission Consequence: for each Stabilized Generator, add +1 to the Countdown as detailed in Mission 9.


GM Section:
Spoiler:

Forbidden Knowledge
The bowels of this wreck are a twisting, confusing network of cramped maintenance tunnels, warrens of hullghasts and other monstrosities, and compacted chambers buckled by failing gravity plates and an Epoch of disrepair. Too easy to get lost in.

Treasures
Have the players roll a D6 for each Marine assigned to this Mission at the end. Add +1 to this roll for every Reactor repaired. On the roll of a 4+, apply the result from the table below.

4-5: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

6: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

7: a cache of D6x10 heavily-irradiated shotgun shells (from the corpses of boarding-repulser teams). These shells can be combined with an Astartes Shotgun and have the following profile.

Threshold / Cost / Capacity / Item / Special Rules
15 / 02* / 01* / Heavily-Irradiated Shell / Models equipped with these shells gain the Irradiated and Miasmic2 Traits. Sapping, Shocking, Enfeebling.

*Shotgun Shells weigh little individually. This Capacity is for every 24 Shotgun Shells carried by the model in excess of what's loaded into their weapon.
*This Cost is per individual bullet.

8: an emplaced Autolaser Tarantula. Its ammunition is depleted, but it can be reloaded with the same magazines used for lascannons. The Machine spirit still functions, albeit with odd idiosyncracies.

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules
35 / 20 / 08 / Relic Autolaser Tarantula / 2D6|D6+6|12 / 60 / At the start of every Turn after this weapon has been emplaced roll a D6. On a 2+ treat the number rolled as this weapon's Ballistic Skill for this Turn. On a 1 the weapon cannot fire this Turn. Note that, because this weapon has a variable die roll for Single and Burst, it only expends 1 "bullet" and 2 "bullets respectively for those fire modes. However, it expends a full 12 "bullets" when firing in Full Auto. Strength 6, AP-, Damage 1, 48" range.

9: a single Phobos Pattern Bolter equipped with an Arcane Sight.

Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules
20 / 10 / 02 / Relic Phobos Pattern Bolter (with Arcane Sight) / 1|2-4/- / 16 / When fired in Burst Mode, add +6" to this weapon's range. The Arcane Site grants the following ability: if the shooting model does not Move or Advance and fires only a Single shot in its first Shooting Phase after not Moving or Advancing, that shot gains an additional -2 AP AND +2 Damage. Each time this ability is used the marine must take a Toughness test. If they fail they gain +1 Corruption.

10: D3 Xenotech Chainpistols
50 / 15 / 01 / Chainpistol (Xenotech Pistol) / 1|2|- / 5 / Strength 3, AP -1, Range 18", Damage 1. Stunning, Conflagration, Catastrophic

11-12: a single Disruptor (Xenotech Rifle)
50 / 25 / 02 / Disruptor (Xenotech Rifle) / 1|2-3|4 / 5 / Strength 3*, AP -*. Range 36". Damage 1*.
*Each time this weapon is fired after the first, increase its Strength by +1, its AP by -1, and its Damage by +1.

13+: roll 2D6 and apply the result on this table, treating a roll of 2 and 3 as a 4. The Marine finds +D3 duplicates of the given entry.

This message was edited 4 times. Last update was at 2019/12/02 22:58:55


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HQe Mission: The Hidden Vault: Exploration
Briefing

In service to Whom

This Mission primarily serves the interests of the Deathwatch, but can be considered a Side Quest for any of the following Admech Factions: Arcanite Guard, Magnites, Catalogists, or the Grand.

Primary and Tertiary Objectives
Primary Objective(s):
Gain access to the Hidden Vault Chamber: The principle goal of this Mission is to unlock and enter the Hidden-most vault compartment in the holds of the ship. Any model with the Tech Skill can attempt this by rolling their Skill. No Rating is expended, however, the Vaults will only be accessed on a successful Skill test. Player(s) may opt to add an additional +D3 hours to the Mission time to re-roll their Skill test. There is no limit to the number of times player(s) can re-roll, except that every re-roll costs an additional +D3 hours. If no model deployed on this Mission has the Tech Skill, the Mission automatically lasts an additional +2D6 hours and the Vault is only revealed if the Player(s) roll a 6.

Tertiary Objective(s):
Plunder What's Inside the Hidden Vault: this is completely contingent on whether or not the Marines open the Hidden Vault. If the Vault is opened, player(s) automatically achieve this Objective.

Retrieve Anything Else Useful You Might Find: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 2+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Extraction/Time
Finding the "Hidden Vault" is easy, getting it open is the tricky part. The base time this Mission takes is D3+1 hours, plus however many re-rolls player(s) require to get it open.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


GM Section:
Spoiler:

Forbidden Knowledge
The Hidden Vault isn't much different from the unhidden vaults, except that it's a little smaller and a lot cleaner. Sealed for an Age, little has disturbed these chambers or the contents within.

Treasures
In addition to discovering a few truly arcane items, have each of the player(s) who deployed a Marine on this Mission roll a D6. On the roll of a 2+, apply the result from the table below.

2: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

3: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

4: a cache of Scorpius Bolter Rounds. These Rounds can be combined with any Astartes Bolter, Stormbolter, Angelus, Combi-, or Relic version thereof for Threshold 3 per bullet and Renown Cost 2 per bullet, and have the following profile. D3 boxes are found and each box contains 20 Rounds.

Strength +2, AP-2, Damage D3. Versus targets with the <Vehicle> keyword increase Damage to D6.

Standard Bolter Reload would be Threshold 24 and cost 16 Renown, whereas a Bolter Longmag would be Threshold 36 and cost 24 Renown. An Integral Mag would be Threshold 09 and cost 06 Renown. Likewise, a Standard Stormbolter Reload would be Threshold 54 and cost 36 Renown, whereas a Stormbolter Boxmag would be Threshold 108 and cost 72 Renown.

5: a box of 6 Phobos Pattern Bolters
Threshold / Cost / Capacity / Item / Rate of Fire / Primary Magazine/ Special Rules

10 / 03 / 02 / Phobos Pattern Bolter (Relic Bolter) / 1|2-4/- / 16 / When fired in Burst Mode, add +6" to this weapon's range.

6: an Auto-repair Kit
100 / 15 / 01 / Auto-repair Kit (Relic Tool) / the bearer of this Relic may use it to automatically pass a Tech Skill test up to 3 times per Mission. A Rating must still be expended.

The True Treasures of the Hidden Vault
The Crown of Sehkmet and Its Attendant Automata

Just a single Crown has been left behind. This Relic resembles a Psychic Hood in its design, albeit more crown than hood. It is designed to socket over the helmet of a Space Marine or Terminator and allows the bearer to control up to 3 Battle Automata simultaneously.

In alcoves surrounding the hallowed emplacement of the Crown stand 3 dormant Automata, their consciousnesses slaved to the device they stare at. Any model equipped with the Crown may automatically also be deployed with 1-3 of the attending Automata found in this Vault. As long as the bearer neither Moves nor Advances, they may Move and Advance up to 3 of their Automata. As long as the bearer does not Shoot, they may instead Shoot with up to 3 of their Automata, applying any Shooting Talents they may have to 1 of those Automata. As long as the bearer does not Charge, they may instead Charge with up to 3 of their Automata, applying any Melee Talents they may have to 1 of those Automata. If the Automata are themselves Charged, they fight to defend themselves as normal. A model equipped with the Crown cannot use Psychic Powers, but may still attempt to Deny the Witch. At the end of any Turn where the model equipped with the Crown used any of its abilities to control Automata, roll a D6. On the roll of a 1, that model gains +1 Corruption.

150 / 150 / 01 / Crown of Sehkmet (Relic) / see above for description of abilities
150 / 80 / ** / Battle Automata (Relic Cohort) / weapons as armed; stats to be found in appropriate Codex or Forgeworld Book.

**Battle Automata carry themselves into battle.

GMs, the nature of these Automata is up to you. The author suggests Castellax or Vorax Battle Automata, but understands not everyone has $200 to drop on 3 models from forgeworld. Alternatives could be Space Marine Dreadnaughts, Admech Dragoons, Mauler- or Forgefiends, Kastelan Robots, or similar large robo-beasts from your collection.





This message was edited 2 times. Last update was at 2023/01/31 20:24:44


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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
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HQf Mission: Unlocking the Engine Room: Exploration
Briefing

In service to Whom

This Mission primarily serves the interests of the Deathwatch, but can be considered a Side Quest for any of the following Admech Factions: Catalogists, Reparists, Arcanite Guard, or the Transcendencers.

Primary and Tertiary Objectives
Primary Objective(s):
Search the Ship's Database for an Algirorithm that Unlocks the Great Door to the Warp Core: yep. that's a long title, but it's also the Mission Objective. To accomplish this, a model with the Tech Skill must be assigned to this Mission. In fact, the entire Mission can be accomplished by just one Techmarine. Roll a D6 and add +1 per Rating in Tech present on the Mission. Multiple Marines with the Tech Skill will make the job easier. on the roll of a 6+ the Algorithm is located and activated. Any models participating in this endeavor count as personally completing it. If a 5 or less is rolled, player(s) may opt to add time to the Mission in exchange for a re-roll. There is no limit to the number of re-rolls players may take, adding time every time they do.

Tertiary Objective(s):
Decrypt the Virus: ironically this Objective, although Tertiary to Mission completion, is the more difficult. The Virus is Xenotech in nature and an evolving pest. Having a model with the Forbidden Knowledge Skill along on the Mission will aid with this Objective. Player(s) simply roll a D6 and add +1 if any model has the aforementioned Skill. On the roll of a 6, the Virus is isolated. While it does nothing to save the [++Redacted++], the Virus may be traded to any Admech Faction for +2D6 Esteem. Alternatively, it may be used on any subsequent Mission to open or close every unsealed door and designate all Deathwatch Marines as Friend to Sentries, Emplacements, and Alarms. Using the Virus in this way destroys it. Player(s) who take extra time to re-roll the Primary Objective may also use that re-roll to attempt this Objective again, too.

Extraction/Time
Base time for this Mission is D6 hours. Every re-roll costs an additional D6 hours.


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.


GM Section:
Spoiler:

Forbidden Knowledge
What's to describe? The cogitator bank is plated in ivory with gold inlay and has keys that look like jewel-encrusted rings. Your Marines will spend an inordinate amount of time in front of it, trying to decipher the arcane patterns that appear on screen.

Treasures
There is no treasure on this Mission. Just that Algorithm. Having the Algorithm grants +1 to all future Tech Skill rolls dealing with Doors and Keypads for the remainder of the Campaign and while on the [++Redacted++].

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
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HQg Mission: Heart of the Maze: Exploration
Briefing

In service to Whom

This Mission serves the interests of both the Grand and the Deathwatch, and can be considered a Side Quest for any of the following Admech Factions: Arcanite Guard, Transcendancers, or the Catalogists.

Primary and Tertiary Objectives
Primary Objective(s):
Nagivate Your Way to the Center of the Maze: this Mission is time consuming. Any Marine assigned to this Mission is going to get lost for awhile. The only way to achieve this Objective is to wander around. If more than 1 Marine is assigned to this Mission, player(s) should elect 1 of them to roll 2D6. If a double is rolled, this Objective is completed. If any other roll comes up, add the scores together and roll again. Player(s) must roll a double on 2 dice to complete the Mission and every time they roll, the accumulative score is added to the previous score. This is the total number of hours the Mission takes, not including Insertation and Extraction. Good Luck.

Secure and Retrieve the Cogitator Core: whenever the Marines finally find the center of the Maze, they stumble upon a Cogitator bank. Extracting the Core of this machine is vital to understanding and categorizing this Battleship, the fate of its crew and custodians, & the nature of the incident that brought the Deathwatch here. Roll a D6, adding +1 for every Tech Skill Rating present on the Mission. On a 6+, the Core is extracted intact. On a 4-5, the Core is also extracted but Damaged. On a 1-3, the Core is destroyed in the extraction process. All Marines deployed on this Mission lose D6 Renown if they destroy the Core. If the Core is retrieved Damaged, then the Marine who rolled for Mission length loses 1 Renown. If the Core is extracted intact, all Marines deployed on this Mission gain their choice of +2D3XP or +2D6 Renown. Choose separately for each Marine.

Tertiary Objective(s):
Decipher the Maze's Pattern: the longer this Mission takes, the more likely the Marines deployed will go a little crazy, but also be more likely to discover the intricate pattern of the moving chambers. If this Mission lasts 9 hours or more, every Marine deployed on it gains the following Trait: Addled. Addled models must pass a Toughness test at the start of each of their Turns. Failure indicates that the GM controls their Movement, the model will always Shoot at the closest visible enemy model, and will always try to Charge the closest enemy. Additionally, for every 9 hours or part thereof this Mission takes, each Marine present should roll a D6. For every 6 rolled, that Marine gains +1XP. Any Marine that rolls any 6 also counts as having Personally achieved this Objective.

Retrieve Anything Else Useful: Roll 1D6 for each Marine that was assigned to this Mission. Any Marine that rolls a 2+ counts as achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.


Mission Length
2D6+ hours


Debriefing
Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.


Spend or Bank XP
Learn what superpowers Talents and Skills your players are taking for their marines. This helps the GM learn what those players want to encounter in the game. If they take a lot of Shooting Talents, that's a GM's cue to include more hordes of targets. If they take a lot of Skills, that's a GM's cue to include more opportunities to use those Skills. And so on.

*Special Rules
For every full 9 hours this Mission takes, each Marine deployed on it gains +1 Corruption.


GM Section:
Spoiler:

Forbidden Knowledge
The very corridors and rooms shift and turn, the path in any direction never the same twice. I fear our Marines may be lost in this labyrinth forever, or else go mad deciphering its puzzle.

Treasures
In addition to the Cogitator Core, Marines may stumble upon other items of note in their Wanderings. Have each Marines deployed on this Mission roll a D6. On the roll of a 2+, apply the result from the table below.

2: a heavily damaged datapad. Its Power Level is Dead. This object may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6 Esteem. Alternatively and/or additionally, players may hold on to the datapad and attempt to glean information from it. Between Missions, any marine with the Tech Skill may roll as if the datapad's Power Level was Minuscule. If successful, the pad reveals minor data regarding some aspect of life aboard the ancient vessel. This grants the entire Deathwatch complement +1XP (this is an important distinction if your group is composed of multiple squads, because it grants XP to all the Marines in every squad, even those not on the roster yet - meaning Cohorts gained later will begin play with this +1XP). Using Tech like this does not count towards that Skill's Rating for the previous or upcoming Mission.

3: a machine fragment. The obscure nature of this somehow-still-powered object makes it inscrutable to the Deathwatch, but the Admech will practically lose their minds to have it. This item may be traded to any Admech Faction from the list above (under "In service to Whom") for +D6+1 Esteem.

4: a cache of Scorpius Bolter Rounds. These Rounds can be combined with any Astartes Bolter, Stormbolter, Angelus, Combi-, or Relic version thereof for Threshold 3 per bullet and Renown Cost 2 per bullet, and have the following profile. D3 boxes are found and each box contains 20 Rounds.

Strength +2, AP-2, Damage D3. Versus targets with the <Vehicle> keyword increase Damage to D6.

Standard Bolter Reload would be Threshold 24 and cost 16 Renown, whereas a Bolter Longmag would be Threshold 36 and cost 24 Renown. An Integral Mag would be Threshold 09 and cost 06 Renown. Likewise, a Standard Stormbolter Reload would be Threshold 54 and cost 36 Renown, whereas a Stormbolter Boxmag would be Threshold 108 and cost 72 Renown.

5: a charnel house of dead Servitors. Whether this was once a repair station or just a room that became inscrutably clogged with dying Servitors is totally unknown, but the room is a trove of cybernetic augmentations. Roll 2D3; this is the number of still-functioning cybernetics the Marine retrieves. They can be traded to the Replicanticle for +2D3 Esteem each or saved to reduce the cost of any purchase of the Cyborg Talent by 1XP per piece used. Using any piece in this way destroys it.

6: a Reliquary of ancient doodads. Roll a D6 for each Marine deployed on this Mission. On a 4+, apply the result below. Additionally, the Reliquary will always contain a single Auto-Repair Kit and an Auto-Med Kit.

-4: D6x10 Breacher Shotgun Shells

Threshold / Cost / Capacity / Item / Special Rules
04 / 02* / 01* / Breacher Shell / +1 Strength and AP versus targets within 3". Additionally, if these shells are used to attack a Wall or Door, it may reroll Wounds.

-5: Emergency Homing Beacon. This item can be used to Teleport the model carrying it off the table, even if the Teleportarium is not functioning due to a Narrative Setback. Alternatively, a model equipped with this item allows another model to be Held in Reserve on any Mission and Teleport onto the table anywhere within 3" of the model equipped with the Emergency Homing Beacon, as long as it is also at least 9" away from any enemy models. Every time this Beacon is used roll a D6. On the roll of a 1 it stops working and can then be traded to any Admech Faction for +1 Esteem.

50 / 25 / 01 / Emergency Homing Beacon (Relic Tool) / see above for description

-6: Emergency Auto-Seal. This small device activates as soon as decompression occurs, springing from the carrier's belt to form a flexible seal in the closest corridor, trapping oxygen and averting expulsion into the void. This device automatically works when the Mundane Event Explosive Decompression triggers. Any corridor within 6" of the model, in the direction of the Decompression, becomes Sealed, counting henceforth as a Wall until the end of the Mission. If the model carrying the Emergency Auto-Seal is lucky, this will create a Safe Zone, which they are behind. If they are unlucky, it just creates a new path by which the model gets sucked out into space anyway. In either case, the Emergency Auto-Seal is destroyed after one use. The controlling player decides where the Auto-Seal is actually placed, within that 6" range.

25 / 10 / 01 / Emergency Auto-Seal (Relic Tool) / see above for description

100 / 15 / 01 / Auto-repair Kit (Relic Tool) / the bearer of this Relic may use it to automatically pass a Tech Skill test up to 3 times per Mission. A Rating must still be expended.

100 / 15 / 01 / Auto-Med Kit (Relic Tool) / the bearer of this Relic may use it to automatically pass a Medic Skill test up to 3 times per Mission. A Rating must still be expended.

*Shotgun Shells weigh little individually. This Capacity is for every 24 Shotgun Shells carried by the model in excess of what's loaded into their weapon.
*This Cost is per individual bullet.

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Orks-in-Progress, Finished Orks.
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I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
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Lesser Denizens of Ship Hulls (aka Ship's Dead)

I've been talking about and referencing monsters and menaces from the depths of Derelict Spacecraft in 40k for almost this entire Campaign and I have had it in the back of my head this whole time that I ought to address these things at some point. Consider this that point.

Namely, I'm talking about Ship Zombies, Hullghasts, and Gilliams. I believe I came across the lore for these in the rulebook for Battlefleet Gothic. They touched on the idea that these vessels were so vast that sometimes crew just got lost, ran away from punishment, or got cut off from the rest of the ship during refits and boarding actions. The luckiest of these souls simply starve to death. The unlucky go stark mad and turn into ravening cannibals. Of those, some become afflicted with debilitating desease, get exposed to mind-wiping radiation, or become twisted by their exposure to low-oxygen/low-G environs and/or fluctuations in the consistency of a ship's Gellar Fields. Some of these things "flourish" in the depths and the most twisted of their kind evolve into beasts known - for whatever reason - as Gilliams.

Sometimes these things evolve over centuries or millennia. The following here is meant to be guidelines for fielding these beasts in your games of 40k, Necromunda, INQ28, Kill Team, or this Campaign aboard the Hulk.

Special Rules

Inured to Pain
: Zombies, Hullghasts, and Gilliams alike live base lives of pain, rage, hunger, and misery. Once they catch sight of warm prey, there is nothing that deters them from persuing it. Not even death. Any type of creature presented in this document gains the ability to ignore a Wound on the D6 roll of an unmodified 6.

Zombies and Hullghasts with 1 Wound left that fail this roll within 9" of an enemy model are not removed as casualties right away. Instead, these models must attempt a Charge in the Assault Phase, and if successful, will fight the first round of combat before being removed as a casualty. Note that these models are removed before enemy models strike back and so are not eligible to have any additional Wounds assigned to them. They still count as casualties when determining who won the Close Combat.

Ravenous: models with this Special Rule may Charge even if they Advanced.

Tooth and Nail: regardless of what a model with this Rule is actually armed with they will only ever attack by grabbing and tearing with their bare hands and biting with their rotting teeth.

Diseased Maw: while some Zombies are afflicted with Nurgle's various gifts, even the "mundane" versions have mouths filled with infection, rust, and blood. This has no effect on Astartes' physiology, but lesser humans - Chapter Serfs, Tech Adepts, Inquisitors and their acolytes, and ship survivors - all must pass a Toughness Test at the end of every Battle Round where they were engaged in Close Combat with a Zombie or suffer a Mortal Wound.

Terrible Cunning: any Gilliam may be held in Reserve and arrive on the battlefield anywhere at least 9" from any enemy model, starting on the Second Turn. The Gilliam arrives at the start of the Adversary's Movement Phase and may act as normal from that point on.

Irradiated: any model with this Rule gains the Irradiated Trait with Miasma1.

Blind: models with this Rule cannot Move or Advance until an enemy model moves within 8" of it. Afterwards, this model must Advance directly towards the model that triggered this. Blind models are utterly clueless regarding their environment. If there's a gap between them and the model that triggered their movement, they run right into the hole, suffering Falling Damage as normal.

Children of Rot: models with this Rule gain the Toxic, Contagion, and Miasma1 Traits.


Adversarial List
The Allotment Costs here supersede the standardized Rules for Allotment presented on page.1 of this Blog.


Name / Allotment Cost / Special Rules
-Minions

Blind Zombie / 1 Allotment for every 5 of these models / Inured to Pain, Tooth and Nail, Ravenous, Blind, and Diseased Maw; Use the Profile for Gretchin found in Codex:Orks to represent a Blind Zombie.

Zombie / 1 Allotment for every 2 of these models / Inured to Pain, Tooth and Nail, Ravenous, and Diseased Maw; Use the Profile for Gretchin found in Codex:Orks to represent a Zombie, except increase their Leadership to 10.

Irradiated Zombie / 1 / Inured to Pain, Tooth and Nail, Ravenous, Irradiated, and Diseased Maw; Use the Profile for Gretchin found in Codex:Orks to represent an Irradiated Zombie, except increase their Toughness to 3.

You can use Deadwalker Zombie models for any of the above Zombie types.

Children of Rot / 2 / Inured to Pain, Tooth and Nail, Ravenous, Children of Rot, and Diseased Maw; Use the Profile for Gretchin found in Codex:Orks to represent the Children of Rot, except increase their Toughness to 3 and their Wounds to 2. You can use Nurgle Pox Walkers to represent these models.

Hullghast / 3 / Inured to Pain, Tooth and Nail, and Ravenous; Use the Profile for Ork Boys found in Codex:Orks to represent a Hullghast, except increase its Wounds to 3. You can use AoS ghouls to represent these models.

-Minibosses
Gilliam / 15 / Inured to Pain, Tooth and Nail, Ravenous, Terrible Cunning, and Diseased Maw; Use the Profile for Nobz found in Codex:Orks to represent a Gilliam, except increase its Wounds to 5. You can use AoS Crypt Horrors to represent these models.

This message was edited 11 times. Last update was at 2020/04/02 00:15:57


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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.
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Made in us
Ragin' Ork Dreadnought







This has been the largest document. I've essentially tasked myself with writing an entire 40k supplement/specialist game all on my own while still juggling work and the rest of my life with all its complications. And I'm not getting paid for this. Just me and my hobby enthusiasm. I understand why GW takes as long as it does (or at least used to) to put out new material. I also have a profound respect for new GW's pace of releases. It's likely they did a LOT of work up front and are just staggering the release of stuff that's already done. It's a good business model and I'm happy with what they have transformed themselves into.

Having said all of that I intend to post up many more additions to this campaign - Advanced Adversary rules, details of dozens of derelict ships dragged out of the warp by the [++Redacted++] for GMs to choose from depending on collection and/or ambition and/or narrative focus, optional Skill rules, more Side Quest Missions, potential Narrative Allies and Adversary Factions plus attendant Missions, and follow up Missions in the event player(s) don't stop the Warp Drive Implosion in time. Stay with me, there is so much more to come.


9 Hour Interval Event (placeholder rules)

Every 9 hours, on the hour, another derelict spaceship gets dragged out of the warp and smashes into the growing wreck that is the [++Redacted++]. There's more comprehensive rules upcoming that I hope will give this campaign some replayability, but for now, at every interval of 9 - so, because this campaign makes its official start at hour 14, that means hour 18, 27, 36, 45, 54, 63, and 72 - the battlefield becomes subject to Mundane Events if the Interval occurs mid-Mission. If the Interval occurs between Missions - during Inserion or Extraction - it adds D3-1 hours to the next Mission's time. Exploration Missions that are happening in Tandem - like one of the many Hq Missions - are also, independently affected by this delay. Roll separately for those Missions. Tandem Main Missions - those marked A and B - suffer the same increase in Mission time; roll only once for both Missions and apply the same result to both.

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





Green Bay, Wisconson

Wow. Your attention to detail is astounding. Though I don't play it, your grasp of the game continuity is a story in itself.

SL

 
   
Made in us
Ragin' Ork Dreadnought







 Solar_lion wrote:
Wow. Your attention to detail is astounding. Though I don't play it, your grasp of the game continuity is a story in itself.

SL


Thanks very much, Solar_Lion. This has been a labor of love. I've been trying to capture the essence of the fluff and apply it to the game in ways that play the way I believe the fluff promises, but the rules generally do not deliver. However, to GW's credit, I think this "fluff-heavy" idea is only possible on a small scale. It would be way too much to keep track of during a game as large as your average 40k match. It's one thing to have 5 Space Marine heroes running around and another thing entirely to have 150 individual "Ork heroes" trying to keep track of their bullits and rokkitz while shooting at 150 "Tyranid heroes" worrying about keeping their ammo incubation sacs out of harm's way (although clearly I've thought about this).

Thanks for the feedback!

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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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