Post by Jack of Names on Apr 2, 2016 7:27:35 GMT
The Deathwatch have long been not only stalwart defenders of the Imperium, but fated foes of Mankind's greatest enemies. It is the Deathwatch that time and time again do what others thought impossible, their victories illustrating a holy union of battle-brothers from all chapters. United they stand against grotesque xenos, and unimaginable and heretical horrors of Chaos. Due to their secrecy, the stories of many a unit or kill-team often go untold. And while that is all well and good, for marines of the Deathwatch truly need no words of congratulations, one unit is about to shake the very foundations of heroism in the Imperium. They do not know it yet, but they all have a purpose even higher than that which they already posses; a grand destiny no mortal, human or Xeno, could possibly predict.
A diabolical plan by Mankind's enemies is about to be hatched, and these Marines may be our last hope.
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Despite the title, this game does not use the Deathwatch RPG rules by FFG. Instead, it uses these and is similar to Darko's Cloak and Fang. However the rules of 40k Tabletop are all more present here, but obviously edited to work with a play by post format.
Each player will control a number of Deathwatch marines that will operate in a squad. However for the purposes of game mechanics, each character in question counts as their own 'squad'. This means they move independently and are all 'characters' and may accept/deny/issue challenges as normal. I suggest giving the rules up there a good read (it's thirteen pages but, most of those are tables!).
Now you've probably noticed that this is going to involve codices, and lots of them. But as a player, you don't have to worry about that at all because all rolling is likely going to be done by me. This isn't for sure, but it would streamline the experience for everyone quite well. A player makes a most detailing the actions their characters take, and the GM rolls accordingly and the result is seen in the GM's response post. See how that works?
Now obviously this might be a bit finicky but I am confident in my ability to adapt these rules to pbp, maybe not perfectly, but certainly as fairly as possible.
Now to some gamey details:
- The number of characters each player will control will depend on the number of players. If we have three players, each player will control a squad of five marines. If we have four, that number will drop to four and if we have five, each player will only control two marines. If we end up with more than five players, we will cross that bridge then.
- Point costs mean nothing when building your teams. As long as you follow the rules for creating your team detailed in the link above, your squad is legal.
- Obviously don't begin making your squad yet. This thread is for interest, discussion, questions and player acquisition.
And now for just a bit of fluff to tease you into the idea:
Kill-Team Trovoyas has served in the Deathwatch for centuries. As members return to their chapters or give their lives in the service of the Emperor and the Ordo Xenos, their standing roster inevitably changes. But there is never a question that they remain a potent resource, and a relentlessly effective unit of the Emperor's finest. They are often trusted with the most secretive, dire missions and granted clearance and license commonly that other teams would receive only under the most dire circumstance. Their size and organization is quite strange in comparison to others, but not only are they fully sanctioned but their effectiveness has led some to believe that they may very well change what the Deathwatch expects out of it's Kill-Teams. But on this day, they are about to receive the most crucial assignment in their team's entire history...
It's not much but I don't want to spoil anything. Please voice interest, discuss and ask questions below.