Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

Thursday, August 25, 2011

Gaming Aide #1a - Tabbing Deathwatch

As a promised, following up my post Gaming Aide #1this post, Gaming Aide #1a, is my first in a line telling everyone where I've put my tabs in some of my most used game books.

The Warhammer 40k universe has always teased us with a background so rich and full that it begged to be a role-playing game more then the table top game we know and loved/love. Deathwatch gives us Space Marine fans the chance to be one of the Emperors Children (not the Chaos Chapter!) and fight the never ending hordes that are closing in on humanity.

The Deathwatch book is a beast. Even if you have your handy Referee screen in front of you your going to find yourself referencing the book over and over during a game session. My tabs have been the result of my initial read, running it for KGS and the Wednesday night games that I've ran for the last few months. If your running this game without tabbed pages...well, hey...more power to you!

One thing to keep in mind about my list is that my books are tabbed for my use as a referee not a player. Here and there you'll find me marking a page for my players but not to often. So as a player in Deathwatch game you'll want most of these same tabs along with the tabs for your class and any other things that you end up using all the time.

What you'll find below is what page to put the tab on and what I wrote on my tab

Deathwatch referee tabbing:
-
pg 33 - Demeanours
pg 58 - Rank - XP levels
pg 60 - SM Advances
pg 64 - DW Advances
pg 109 - Talents
pg 131 - Traits
pg 145 - Ranged
pg 151 - Grenades
pg 155 - Melee
pg 159 - Ammo
pg 165 - Armor
pg 187 - Psychic
pg 211 - Cohesion
pg 227 - Mission Preparation
pg 237 - Combat Actions
pg 255 - X explosive
pg 257 - I impact
pg 259 - R rending
pg 262 - Healing
pg 277 - Shock
pg 361 - Hordes
pg 363 - Chaos
pg 367 - Tau
pg 371 - Tyranid
pg 375 - NPC's

There it is, my life line to running Deathwatch. I'm sure that if your running a game or planing on it someday this will be one of your biggest tools to making a smooth game.

Wednesday, May 25, 2011

KGS Podcast - Episode 00024 - Death Watch Review




KEYSTONE GAMING SOCIETY REVIEW
GAME:DEATH WATCH
PUBLISHER:FANTASY FLIGHT GAMES
WEBSITE:http://www.fantasyflightgames.com/
PRICE:$59.95
THE RATINGS:
SCOTT:3
OLD BRIAN:3
YOUNG BRYAN:4
DAVE:4
TISHA:2
SAM:4

Monday, May 23, 2011

Deathwatch: Rites of Battle




Deathwatch
Rites of Battle
$49.95







If your going to be playing Deathwatch this is a must have, even with the high price tag.

Going to Fantasy Flights website and checking out their write up about it (http://store.fantasyflightgames.com/productdetails.cfm?SKU=DW04 ) you'll find 3 tiny paragraphs, and I do mean tiny, your probably going to want to Ctrl+scroll wheel to get them up to a size that not killing your eyes! Yes they do give a accurate if not vanilla description but they certainly DO NOT give this book justice.

Here's a chapter by chapter breakdown of the book. Be warned if your not a 40K fan there's going to be several parts of this you won't totally get.

The book starts Chapter I: Deathwatch Origins with rules to creating any existing chapter (existing as in 'not in the core rules' but wrote about in some 40k book or such) or even a chapter of your own. This break's it the whole way down to such things as Chapters Hero's of legend, Home Worlds, Livery and Heraldry tables. Two of the most amusing are the Chapter Name Adjective and Nouns tables where you could come up with cool names like White Paladins, Millennial Champions, and Imperial Devourers...oh wait that doesn't sound to much like a loyalist chapter name! Regardless there's 37 Adjectives and 55 Nouns and if for nothing else their good for ideas.

The Imperial Fists are fleshed out across eight pages for us to put into our games along with lots of Successor Chapters; Novamarines, White Consuls, Black Consuls, Mortifactors, Genesis Chapter, Consecrators, Angels of Redemption, Angels of Absolution, Fleash Tearers, Lamenters, Blood Drinkers, Knights of Blood, Crimson Fists, Hammers of Doom and Subjugators. Each has about a page of info and history that's a nice Space Marine resource.

Chapter II: The Call of War is filled with Deeds and Distinctions, good and bad. These are give so that during character creation you can spend some of your starting experience on your Marines past and why he was chosen to be seconded to the Deathwatch. From my following list of the types you'll get a good idea of what the six or seven under each title could be. Deeds are; Chapter Deeds, Campaign Deeds, Valorous Deeds, Specialty Deeds, Deeds of Disdain. Distinctions are; Command Marks, Combat Marks, Determination Marks. If you don't find what you want there they tell you how to make your own and give you four examples.

Like there are for Dark Heresy, there are Advanced Specialties that your Marines may take. In the most basic way these are Skill/Talent/Trait lists that you train in that would replace your normal Rank progression table. These's are; Black Shield, Champion, Chaplin, Dreadnought, Epistolary, Forge Master, Keeper, Kill-Marine, Watch Captain and Veteran. Yes, I typed Dreadnought and they give you some good ideas about this too. One suggestion is that if a player ends up becoming a Dreadnought they should have a regular marine too so the Dreadnought doesn't show its armored hide in every game.

Chapter III: Expanded Wargear does not disappoint with everything from Graviton Cannons up to a breakdown of each Mark of armor and more Armor History tables. Space Marine Armor is as legendary as the Marines themselves. There's allot of 40k background out there that mentions how unique and individualized a Space Marines armor becomes after centuries of action, the single Armor History table in the Deathwatch Core Rules book was great and really brought this background to life. Here 3 more are to add to insure more variety in your players armor.

Chapter Relics and Deathwatch Relics finish out Chapter III. These are special gear that can be requisitioned by the players. All the rules are included encase the players are stupid enough to lose one too.

Chapter IV: Vehicles does the best job of the 3 rules sets (Dark Heresy, Rogue Trader and Deathwatch) to finally get vehicle into the game. This doesn't just have droppods to Thunderhawks in it, this includes Warhound Titans too (and yes there are a million Land Raider variants listed!). Chaos gets a few pages from fighters right own down to Defilers. The Tau lover will not be disappointed in the five and a half pages of Xeno's flying thing'ies.

Chapter V: Honour or Death (Not Honor, Honour. Is that how the British spell it? Remember 40K is a British game, not American) gives a breakdown on how to award your players Renown, and how to lose it too. The Honours section breaks down many of the classic Imperial Honours for us. From how to get a Crux Terminatus on up to the Machina Opus. Twelve Honours are listed along with rules for creating your own.

Requisition is revisited in this book followed by Imperial Assets. Imperial Assets are things/people/armies that the party can spend their Requisition points on. From High Altitude Bombing Run's to getting a Sequestered Temple Assassin(who can use one of them!). Unless your naturally inclined to be disappointed, you won't be.

The chapter ends with two pages of Advanced Solo and Squad Mode that seemed like they should have been in the Core Rules and fell on the floor sometime before printing.

Chapter VI: Watch Fortress Erioch gives you the history of the Watch Fortress along with important areas that could end up being adventure sights. The chapter then gives you twelve NPC and eight prisoners of the Watch fortress along and several adventure seeds with each of the NPC's so you can put them right into your game.

I think that one of the challenges of running a long term Deathwatch game will be trying to make the game something more then "go there and kill this, go here kill that". This chapter has four pages of adventure ideas, Erioch Operations, unfortunately two-thirds of the adventure ideas aren't more then the standard Kill-Team 'mode normale'.

The two pages of Artefacts of the Omega Vault you'll find spark off all types of ideas and wil leave you wishing it had been pages and pages longer. The chapter ends with Beyond Erioch: Regions of the Jericho Reach giving you seven more adventure areas to expand your game into.

A mention should be made about the Table of Contents and the Index. Deathwatch: Rites of Battle has both and they both work too!! Yeah that might not seem like a big deal to some of you but if you've been gaming for any amount of time then you've seen what I've seen. Having both and having the page numbers actually take you to where you want to go is a big deal in the gaming world, great work Alex Davy (Editor).

My biggest complaint that I can muster up, less the cost, is that there is no master weapons nor master vehicle tables at the end of the book! Come on guys/girls for the price couldn't you give me four more sheets of paper with all the Wargear and Vehicles stat's in one place? (had to put the girls part in there, Andrea Gausman is in the credits for Additional Writing. Look guys a woman that knows a little about 40k!)

In closing, if you own a copy of Deathwatch you'll want a copy of Deathwatch: Rites of Battle. Its really that simple, go buy your's today.

Sam Colechio

Sunday, March 13, 2011

Deathwatch @ Open RPG Day, Comic Store West


For Open RPG Day March 12th, 2011 at Comic Store West's morning session, I ran Deathwatch. This was my first time running or even playing Deathwatch and I was quite thrilled to do so, being a huge fan of the 40k universe.

Warhammer 40k has been out since 1987, since its release it has begged to be a RPG. 24 years has only made the universe richer and fuller with a constant stream of gaming products, video games, books and even videos. Last years release of Deathwatch really has been the pinnacle for us Role-players that have loved the richness of the 40k universe all these years.

In Deathwatch you play one of the Emperors finest, a Space Marine that has been seconded to an elite unit where your attached to a Kill Team of Space Marines from various chapters. Without spending to much time on it, remember theirs 24 years of history here, Space Marines are genetically altered superhumans.

The Adventure:
The Kill Team 's Watch-Captain told them that they were going to be teleported into a rebel city where they were to kill the traitor Lord General Kahn. As a secondary objective they were to kill his advisors and after that they were to destroy or disrupt as much of the cities infrastructure as they are able to before being brought back onto the cruiser.

As the team were taking their oath's of battle the Watch Captain told them that the ancient vault had opened and that they would have to go in and see why because it was most likely because of their mission. Within the Omega Vault they found a chamber that contained a large pineapple shaped device. Obviously some type of ancient tech they took it with them on the mission.

They chose to land on the road that was lined with Imperial Shrines only to find that all the shines had been leveled. After killing a traitor officer that had seen them they made their way to the Admin Area to the north. heading to the command center they first found a square with a priest lecture a hoard of armed workers. The close Assault Marine made quick time of the priest while the Devastator Marine quickly broke the hoard and then mowed the remaining ones away as they ran. Getting to the command center they found only a crater remaining.

They then broke into two teams, one heading to destroy the Munitions factory while the other took out the power plant. At the Munitions plant they fought 2 Chaos Oblivators before the Blood Angel got a bomb rigged to take out the factory. Escaping in a flyer they flew to retrieve their team members at the power plant. Mean while at the power plant the other half of the team had cleared any resistance and set Krak grenades on the generators deep in the power plant.

Reunited they then touched down in the crater of the command building to get some medical aid from their 2 medic's. Leaving there they drew some unwanted attention and started being shot at by some Lehman Russ battle tanks. The pilot did all he could and managed to crash only 200 meters from the cathedrals entrance in the middle of a company of tanks.

As they ran to the Cathedral they were destroying tanks and troopers when the tanks started to become more organized. Thats when the Dark Angel Assault Marine noticed the traitor Lord General Kahn walk out of the Cathedral. Calling out what he saw to his Kill Team he used his jump-pack to close and attack him. While he was still airborne the Blood Angel opened up on the general with his heavy bolter ripping him to pieces. With the general gone the troops of the tank company broke and abandoned their tanks.

Inside the Cathedral they pressed the button on the top of the artifact and called to be teleported up to their strike cruiser. From space they watched as atomics devastated the city below.

Mission completed!


Those familiar with 1st or 2nd edition Warhammer, Dark Heresy or RougeTrader (the rpg) will find the Deathwatch a familiar system while those new to it all will find it easy and fun to learn. The system works well and all you need is within the pages of the Deathwatch rulebook. The book is packs with history and teasers so that even those that have been closet-bound and know nothing of Warhammer 40k will be an expert and dying to play after a good read.

If you have a group of 40k fans that role-play or would even try role-playing this game is a must play! As a matter of fact you find the group and I'll gladly run an adventure for you all!