Deathwatch; Kill Team
“Suffer not the aliens to live”: The motto of the chamber militant of the Ordo Xenos, one of the Holy Inquisitorial Orders. They are tasked with the identification and extermination of any alien threat to the Imperium of Mankind through any means necessary.
A collection of elite Adeptus Astartes hailing from different Chapters make up the Deathwatch, lending their skills and knowledge to combat the constant threat.
You will take the role as a member of a Deathwatch kill-team with a variety of missions ranging from purging a section of a hive-city of a Genestealer cult to obtaining mysterious artifacts that may enrich the Inquisition’s knowledge.Chapter Selection
The unique aspect of the Deathwatch is that it is made up of different space marine from different chapters, meaning that some marines will have skills only accessible to their chapter. Example: Space Wolves have heightened senses, able to smell and hear far better than brothers from another chapter.
The only chapters with unique skills are currently:
Salamanders (Affinity with Flamers & Meltas)
Space Wolves(Heightened senses)
Blood angels & descendents (Red thirst, Black rage)
Iron Hands (extensive use of Bionics)
Please note that the Dark Angels and their descendents do not contribute to the deathwatch due their secret shame.Progression
With every successful mission and sub-mission the player’s marine will be able to access more and more of the armoury allowing for bolter enhancements (scopes and modifications), exotic ammunition, grenades, power weapons, meltas and other little things.Game Mechanics
Apart from the usual RP writing/describing, you will also be using dice to represent certain actions such as firing your bolter, making close combat attacks and occasionally determining if you make a desperate action (More on that later).
E.g. The Bolter in this RP has a set 3 shot, burst limiter; you fire a single burst, meaning you are required to roll 3 dice. Say you fire at an alien Homogaunt that threatens to breach the walls. On a 5 or 6 on any of the dice you’ll kill him; if all the dice are kills it means you killed his allies behind or beside him (depending on the situation).
Another mechanic in the RP is watching your ammunition. Wth every burst or single shot, you’ll have to note your ammo counter. For example, from the same encounter, your ammo is now noted as 27/30, CR 3.
27/30 notes how much ammo you have in that clip and CR represents the clips remaining.
There are other weapons with different ammo counters, which will be addressed when you have access to them. ((Alternatively you can use the website: http://invisiblecastle.com/
special thanks go to Jay for the link))Roll Modifiers:
Sometimes you’ll find that your enemy has decided to hide in the bushes or behind walls, those cowards
. This means that you’ll receive a negative ‘x’ to your roll. If in light cover, it’s -1 and so on (e.g. the same homogaunt can now only be killed on a 6).
Conversely, you will be able to add to your roll when you modify your bolter or receive special ammunition, allowing you to negate or improve your usual roll.
The fundamental fact about these mechanics is that you have to be honest about your rolls, since we can’t see you roll them, we put trust in the fact you’re honest about your roll.Close Combat:
Eventually it will come to this. You know, when ammo runs out or you’re ambushed and can’t kill enough of them as they charged, you’ll have to resort to it.Excellent
. While tactical marines (covered in tactical selection) have less of a chance of succeeding in this, their assault brethren know how to purge these xenos with swords and power-fists.
When you announce that you’re in close combat, you have limited choices: a)Attempt to engage hand-to-hand, b)Fire into the enemy at that range or c) attempt to pull back to regain the advantage.Option a):
When taken you rely on your Attack Status; this determines how many attacks you can make before your turn is over.
For Tactical Marines, it’s unfortunately 1 but for assault orientated marines or chapters you’ll gain bonus attacks (e.g. a Blood Angel assault marine would normally have 3 attacks but as his chapter is a close combat preference chapter, he gains a bonus attack allowing him to make 4 attacks).Option b):
You’ve got to be pretty desperate if you want to risk firing in close combat... considering your friends are in the thick of it too.
But if needed, declare the amount of fire you pour into the fight and roll. When rolling to see if you kill the enemy, on a 1 you hit an ally. Simply note who it is and pray that he makes his armor save (explained shortly).Option c):
You try to regain some ground: on a 5 or 6 you escape in the confusion and are able to fire again in your next post.Armor Save:
Eventually it will come; you take a round fired by the Xeno scum. Simply put, when announced that you’ve been hit (normally made by myself or the Co-GM), you will need to roll to see if your armor saves your ass.
For the average marine that means you have to roll a 3+ on your dice. For scouts it’s a 4+ due to their lighter armor.
Once more this relies utterly on your honesty.Wounds:
Should the round pierce your armor you take a wound. All character will have 3 wounds to start off with, should you be brought down to 0 you become incapacitated and you’ll have to be carried by your brothers until the apothecary (the medic) can see to you.
Only 1 marine can be revived per every x amount of posts by said apothecary.
At the end of your post try to always note how many wounds you have left. The format being W:3.Tactical choices (or Classes)
There are several different types of marines that make up a Deathwatch Kill-team; each is unique and each plays a role in the success of the mission. Classes marked as unique mean that there can only be one in squad.
There will be no librarian at this time; psychic powers are a bit difficult to explain and would require a lot of planning, so at this time I’m leaving them out.
Tactical Marines: These are the standard Marine;, they should make up a fair amount of the squad. They are flexible, normally equipped with bolters. They can be given heavy weapons if enough missions are completed
Assault Marines: Close combat brethren equipped with a bolt-pistol and close combat weapon of their choice (a chainsword or chainaxe at first). Weapon upgrades include power-swords and power-fists.
Devastator Marine: Heavy weapons, beginning with a Heavy Bolter. They are able to modify their chosen heavy weapon or exchange it for weapons dedicated to anti-armor or anti-personal.
Scout initiate: A young marine yet to prove worthy of the final requirement to wear power armor, equipped with bolter or
sniper rifle. They are also trained to infiltrate enemy lines to prove their worth.
(Unique role) Chaplain: Charged with duties of morale and faith, they are advisor to the sergeant and must keep watch on the mentality of his brothers. They are close combat specialists and are equipped with a Crozius Arcanum (I will explain if class the is chosen) and a Rosarius (again, explaining only if chosen).
(Unique role) Sergeant: A veteran of war and leader of the squad, he determines where to go and will advise his brothers on their actions, teaching them how to survive for many years. As long as the Sergeant is alive the squad will gain certain bonuses (to be explained further in full version).
(Unique role) Apothecary: The squad’s medic, charged with the sacred duty of harvesting the gene seed should a marine fall in battle. They are played out like a tactical marine but with less ammo due to his additional devices. As long as he is alive the squad will gain certain bonuses such as being able to revive a wounded brother and restoring wounds.Character sheet
Please note that all marines are MALE
, just for those who didn’t know.
Name: Pretty standard
Class: A choice from above.
Chapter: List at the bottom of link
, feel free to choose a chapter that isn’t noted there but please PM me first.
Age: 40+ (Note once more, Marines age differently to ‘normal’ humans)
Physical appearance: How do you look like, any interesting scars? Long hair? There are fangs in the case of Blood angels and Space wolves. (Note: your armor is already determined, as it follows the Deathwatch colour scheme)
Personality: Marines aren’t emotionless, that’s just propaganda.
Character Traits: Are you gung-ho or disciplined? Perhaps you are noble or maybe a joker.
Wargear: list what weapons you currently have acquired. This will likely be changed constantly...