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[DW] Blackthorn/Swordhand Episode III: Recruitment Thread


Commissar Molotov

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Okay TBTL, first off, cool! You want to go the tactical expertise route.

 

Seeing as your chapter follow UM rules for character creation (UM's get to put two +5's into any stats they want) and seeing that your background has you serving as a squad sergeant as well as the stated goal of moving towards being a captain, your two top stats should be BS and Fel. BS for well, shotting stuff, and Fel because so many things for tactical revolve around it.

 

Air of Authority would be good since it lets you make a command test on 1d10+Fel bonus (the number in the tens column) number of targets.

 

Next, I would suggest as many charm/command/Good Rep/Peer you can get as they all lean into being a more social and command-oriented person.

 

 

Now that all being said, in Death Watch, there is an advanced class at rank #5 called 'Death Watch Captain' that has the following requirements:

 

Rank: 5+

Renown: 60+

Command +20

Honors: Crux Terminatus

Done a really good job as a team leader

 

Now having the Crux is up to CM, but it can be something to work towards, hell Tyber is, I'd like to pick up that sweet, sweet First Company Vet advance class at some point if Tyber is around long enough.

 

I hope my suggestions have helped out a bit for figuring out where to spend your XP.

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You're welcome TBTL, I do what I can to help out in both fluffy and mechanical ways.:yes:

 

I always try to find a way for the mechanics of the system to support the flavor that a player wants but trust me, the books can be a lot like this: :wallbash: if you don't know how or where to find the little things that are highly important.

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...your two top stats should be BS and Fel. BS for well, shotting stuff, and Fel because so many things for tactical revolve around it.

The ultramarines attack pattern relies quite strongly on fellowship as the bonus it grants is based directly off of it. As far as command abilities go it is a great 'out of combat' aura that ensures whatever group the character leads is just that little bit more successful (mechanically speaking).

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Where is everyone getting those awesome space marine portraits they're using for their bios? I've tried searching for some but have been unable to find anything good.

I stole mine from the pages of the amazing graphic novel, _Damnatiom_Crusade_.

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I have sent emails regarding the First Post to:

 

New to the Watch: Jeremy, Adesro, Ashlander, Argent

 

The injured brethren of Swordhand: Petragor and AHorriblePerson

 

I'm currently working on the Gallowbane brethren (Lysimachus, Komrk and Komrade_atomic) and Apostle (our Star Phantom)

I've sent an email this morning to the Gallowbane brethren. Working on Apostle and Necronaut next (alongside the IC thread and my job, so please bear with!)

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This is directed at Lysimachus and Komrk, would you guys be opposed to roughing out a small operation for Gallowbane's backstory? I personally like the idea for the exposition it could give each of our battle brothers.

Edited by Komrade_Atomic
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I have sent emails regarding the First Post to:

 

New to the Watch: Jeremy, Adesro, Ashlander, Argent

 

The injured brethren of Swordhand: Petragor and AHorriblePerson

 

I'm currently working on the Gallowbane brethren (Lysimachus, Komrk and Komrade_atomic) and Apostle (our Star Phantom)

I've sent an email this morning to the Gallowbane brethren. Working on Apostle and Necronaut next (alongside the IC thread and my job, so please bear with!)

 

 

Coursework or Mol's email, real tough decision haha

 

 

This is directed at Lysimachus and Komrk, would you guys be opposed to roughing out a small operation for Gallowbane's backstory? I personally like the idea for the exposition it could give each of our battle brothers.

 

That sounds like a good idea to me

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Purchase
 
Awarness +10
Peer
Rapid Reload
Command
Logic
Air of Authority
Lore: common (war) +10
Evaluate
Rapid Reaction
Charm
Command +10
Tactics +10
Exemplar of Honour
Combat Sense
Iron Discipline
Will Power Simple
Ballistic Skill smiple
Toughness Simple
Astartes Weapon Specialisation - Bolt Gun
Charm +10

Speak Language (any)
 
Tactical Marine specialization – Tactical Expertise
 
Last Man Standing -  immune to Pinning by pistols and
Basic Weapons, +1 AP value  to cover from ranged attacks
Solo Mode
 
Favoured Son - Core rules - may reroll and fellowship test when dealing with other Marines or Imperial forces. +1 to Kill Team Cohesion if the leader. Cohesion bonus remains active even when not in solo mode.
Student of the Codex - First founding - treat all Tactics Skills as Basic Skills. When rolling for initiative, the Battle-Brother may attempt a Tactics Test. Gaining rerolls on tests in combat equal to 1+ the number of Degrees of Success he scores if he passes.
 
Squad mode –
Synchronised assault - chapter attack - First Founding - For the duration of combat, the Battle-Brother and those in Support Range may exchange initiative rolls freely before the first round begins, choosing amongst themselves the sequence in which they wish to act.
 
Tactical withdrawal - chapter defence - First Founding - After being attacked in melee combat, the Battle Brother may call for a Tactical Withdrawal. The Battle Brother and those in Support Range may immediately move up to their Agility Bonus in metres directly away from their enemy as if they had performed a Disengage Action.
Oath of Duty
First Founding - grants the members of the Kill Team the freedom to approach the mission’s objectives in any way they choose, unfettered by any other considerations. This Oath grants no special ability, but rather grants access to four Squad Mode abilities instead of three. Squad Mode Abilities: Fire for Effect, Squad Advance, Regroup, Tactical Spacing
 
 
Trappings
Cingullum:
Honour Bells - gain +3 WS on first attack roll in combat.

 

Edited by That Beyond the Light
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Trappings

Cingullum:

Adamantum Inlays - +3 to parry tests.

Honour Bells - gain +3 WS on first attack roll in combat.

Marks of Leadership - +3 to any tests made to regain cohesion or prevent cohesion damage.

Pick one of the three (unless Mol is allowing extra trappings for xp)

Ahhh OK, I thought they were all linked to the tabard belt that is worn. My mistake, once again not very clear in the content I read about it. Thank you I'll pick one

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TBTL - just a few notes: 

 

White text doesn't appear on certain B&C skins - I tend to use the mobile skin (even on PC) and text that's white doesn't show up for me. 

 

Regarding your skills - other people are far better at optimisation for me, but I would encourage you to raise your Fellowship. I also think Combat Formation's not particularly useful for you at this stage, as your Intelligence bonus and Agility bonus are the same. 

 

Regarding your post - you have latitude - if you look in the thread you'll see that people have a range of writing styles. Some are more verbose than others. You've got time to write and then edit down, if you wish! 

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The Deathwatch background seems to make a distinction between Watch-Fortresses and Watch-Stations, which are smaller. I've conceptualised that Azurea is somewhat of a "frontier" station - so it's relatively remote, and relatively small. 

Edited by Commissar Molotov
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Hey Komrade_Atomic, just as a side point in case you've missed it (new to the B+C I if i remember right?), we've got a PM going about Gallowbane if you wanted to bounce ideas around? I've invited you to it, but you may not have seen it?
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Little side point i was thinking about re: Titus' armour:

 

I rolled a 7* giving him Fear (1), which I love for his character, but I wasn't as happy with the description of it letting out growls and howls, etc which didn't quite feel right for someone who is often trying to be sneaky?

 

* well an 8 and moved down 1.

 

But then last night I read this thing about 17hz, it's apparently called the 'fear frequency'? It's infrasound (below what we can actually hear) but supposedly if its pumped into a room it can make people feel uncomfortable, anxious, afraid and in some even cause hallucinations... Its all conjecture rather than fact, but it made me think, what if the hum of the power source of Titus armour just happens to be at around that level? I know it wouldn't bother Astartes, or big gribbly monsters, but it might explain the rules effect when he's dealing with regular dudes? (In addition to the fact he's this huge, gaunt, grim, cadaver-pale monster, obviously!)

 

None of this is particularly important, but as a bit of extra background I thought it might be cool?

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Little side point i was thinking about re: Titus' armour:

 

I rolled a 7* giving him Fear (1), which I love for his character, but I wasn't as happy with the description of it letting out growls and howls, etc which didn't quite feel right for someone who is often trying to be sneaky?

 

* well an 8 and moved down 1.

 

But then last night I read this thing about 17hz, it's apparently called the 'fear frequency'? It's infrasound (below what we can actually hear) but supposedly if its pumped into a room it can make people feel uncomfortable, anxious, afraid and in some even cause hallucinations... Its all conjecture rather than fact, but it made me think, what if the hum of the power source of Titus armour just happens to be at around that level? I know it wouldn't bother Astartes, or big gribbly monsters, but it might explain the rules effect when he's dealing with regular dudes? (In addition to the fact he's this huge, gaunt, grim, cadaver-pale monster, obviously!)

 

None of this is particularly important, but as a bit of extra background I thought it might be cool?

I got the fear thing too actually. It's definitely a very cool ability, but the description is just fluff which you can modify however you please, it's a game meant for fun after all. 

 

The sound frequency thing sounds really cool, like a near-supernatural archeotech component or something.

Edited by Petragor
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