Wednesday, 14 September 2011

Want To Play Deathwatch?

OK cool. Go for it.
Well that one was easy....
.... Fine.


Deathwatch much like the other D10 systems from Fantasy Flight, BUT, you get to be a Space Marine. Pretty cool huh.

The players create and play as a Space Marine who has been seconded to the Deathwatch, to form a Kill Team. The Kill Team gets thrown into a lot of 'shit has hit the fan' situations and have to get in there and sort it out. Their missions come down from the Watch Captains and the Ordo Xenos who oversee the Kill Teams, giving the GM a bounty of opportunities to screw over* the kill team.

Deathwatch is a fairly solid system and is supported by Fantasy Flight in the forms of supplements and a living errata. It's system works well and despite all your players being Space Marines there is enough scope for personalisation of a character. Chapter, Specialisation and personality all help to 'flavour' the character to your liking.

*By screw over i mean create an enjoyable player experience.

To Play

To play Deathwatch you will obviously need the basic equipment; core rulebook, additional supplements, character sheets, pencils, rubbers, additional note paper, D10's.
You will of course also need players. For the Deathwatch experience i would say you need at least 4 geeks to pretend to be Space Marines :) .

Time. Vital to any RPG. You want to have probably at least 3-4 hours game time each time you sit down to play, otherwise you will feel you are getting nowhere. The GM should take this into consideration and attempt to tailor the missions to fit into the time constraints.

Food and drink. 7 guys around a table for 8 hours... they eat and they drink.

The hardest part of any RPG; Finding a decent GM. He will write your adventures, control the bad guys, veto certain player choices or advances and ultimately control the game (if you are not careful though the GM will also control your soul as you suck up to him so you can get your way in the fictionally world in your head... it's awesome). This guy has to put in the effort.

A Note On Players

Getting a group together consistently to play can be hard work, but you must still make sure that those people get along for the most part. People can play RPG's for different reasons. Some see it as a competitive game and must be the best, having the best abilities and weapons available. Some see it as a chance to role play a carefully thought out character, flaws and all. And most people just think it'd be pretty cool to be a Space Marine and kick Termagaunts heads off.

My point is players may view how the game should be played differently to you. Sure try and fit everybody in, but don't pander to their every want. Say yes to in game things they want to try and do because they are cool. But don't always say yes to abilities and equipment the player wants, but doesn't have access to, just because they want their character to be 'better' than everyone else's.

At the end of the day Deathwatch is an RPG. Have fun with it, use your imagination and don't be a dick.

So Whats Next?

You've got your stuff, you're players, sorted out when and where.

It falls to the GM to write the missions, the briefings, do all he can to set the scene for the world the players will be in. He should supervise and go through character creation with the players and make sure he is happy with his players characters. In understanding their background, missions can be created that will touch a nerve with the character.

Learn the rules. Everyone should try and learn the rules. Players should learn the basic rules and then learn everything they can about their character, their abilities, what they can and can't do, because nobody will know what every single skill or talent does. Help out the GM by understanding your character exactly.

Have Fun

Play games, have a laugh, develop as a kill team and let me know how it's going ;)

Other Stuff I'm Doing

Interested or not, I'll tell you :D

So I am now going to the 40K Throne OF Skulls on the 15-16th of October as a friend has dropped out. I pretty much have 2 armies i could take with little work required, my Raven Guard or my Iron Hands. I think I'll be going with my Raven Guard as I want to take my time on polishing of my Iron Hands.

So last night. When i should of been doing a number of things; working on this post, writing some Deathwatch missions, or finishing off a couple of Land Speeders for GT. I decided to paint some tester models for some Tau that have been sitting un built and unpainted for some time now and for Pre-Heresy Death Guard. Don't you just love distractions :)

Thursday, 8 September 2011

Watch Fortress Erioch

The Watch Fortress

Watch Fortress Erioch. Located in the Jericho Reach sector.

This Watch Fortress is the main base of operations for the Ordo Xenos within the Jericho Reach. Holding relics, equipment, medicae facilities, armouries, training grounds, live Xenos specimens and a variety of ancient evils. So everything a Space Marine could need really.

Within Deathwatch having a Watch Fortress gives your Kill Team a 'home'. A place to train and reflect within relative safety*. It can act as a staging ground between major missions and campaigns, allowing characters to upgrade and spend XP in major ways, be awarded medals or marks of distinction and seek advise from the oldest and wisest members of the order.

* Relative because as with most areas of the 41st millennium, the Jericho Reach sectors fringes are under assault on all sides by Tau, Tyranids, Orks, Chaos and all manner of other beasties.

Kill Team Epsilon

Kill Team Epsilon currently consists of 6 Battle Brothers. Covering all 6 base specialities across a variety of Chapters.

In game terms most of the Battle Brothers are rank 3 (the ranks run from 1 to 8, with advanced specialities being able to take at rank 4, 5 for an Epistolary) and are at the 'Distinguished' level of Renown, meaning they are able to take some advanced war gear but weapons some weapons, especially those of great artifice are still out of their grasp.

Brother Ricimer

Black Shield. Apothecary.
Practical with his trained Medicae skills Brother Ricimer will as likely deliver the 'Emperors Mercy' as treat their injuries if it is what he perceives to be the best course of action. With his Bolter, array of toxins, poisons and his unknown past Ricimer is one to watch.

Brother Claton

Death Paladin, Blood Angel successor. Librarian.
A hot blooded warrior and powerful psyker who still suffers from the curse of his progenitor Chapter. His main weapons being his Force Sword and cleansing psychic flame. 'Burn first ask questions later' may well be his motto.

Brother Magron

Raven Guard. Tactical Marine.
A surprisingly charismatic leader given the demeanor of most Brothers from the Raven Guard. Magron reads situations with tactical expertise, most of the time through his rifle scope as he is a crack shot and as such recently acquired a 'Marksman's Lanyard' along with a gene coded Needle Rifle.

Brother Mortis

Night Reaper, Ultramarine successor. Techmarine.
Highly analytical and little concerned with the needs of mortals, Brother Mortis is most pleased when he is left to unravel technology new to him. He harbours a somewhat fanatical obsession to replace his 'weaker' flesh with augmetics. With his Servo Arm and Storm Bolter he is also a force to be reckoned with.

Brother Korvan

Raven Guard. Assault Marine.
With lightning fast reflexes and his aptitude for battle Brother Korvan is a whirlwind of death. Jump Pack flaring and Power Sword glowing he can cut a great path through the enemy. His downfall may be his lack of analysis.

Brother Marcus

Steel Wings, Ultramarine successor. Devastator.
A stoic presence within the Kill Team. What little he does say is usually worth listening to. A firm believer in protecting the innocent and can be found at odds with some of the more 'reckless' members of the Kill Team. His newly acquired Plasma Cannon coupled with his innate accuracy will be sure to slay many.


Epsilon contains a mix of personalities, abilities and play styles. Making the team diverse and capable of handling most mission objectives, whilst having the flavour of contrasting personalities.

And the most important thing about Deathwatch..... (Aside form the GM of course, because that guy is awesome) The players. Bringing the characters to life, role playing their personalities. The bonds and the differences. Observing as a GM I see time where Epsilon and their respective players gel as a team and play flawlessly, and the other occasions where a simple decision may be over analysed and cause a rift as to the best cause of action (causing bickering and even the odd warning shot in game).

As we like to joke 'Kill Team Epsilon may not be the most subtle team in the Ordo Xenos, but they get shit done'.

Wednesday, 7 September 2011

Epsilons Mission Update

The Team Was On Parut

On the blog Kill Team Epsilons last report was from the city of Parut on Pilgrim's Loss. The team were defending the city from a Tyranid invasion, forces raining down around them and the other defenders.

Shield Tower

Having just saved the Inquisitor their next task was to secure a shield tower. The tower itself generated a weak energy field designed only to keep out the worst of the snow protecting the humans within. That being said, the spores that were settling across the planet and working on transforming it's surface were being held from drifting into the city by this 'shield'. The team ascended the tower swiftly battling Gargoyles and Shrikes. Brother Claton, Kill Team Epsilons Librarian disgraced himself and his chapter during this assault. Killing a Brother Novamarine, burning him with psychic flame whilst trying to target Xenos. The tower was secured and Brother Claton was reprimanded for his carelessness.

North Gate

Holding the Northern Gate became Kill Team Epsilons duty which they did so easily from the walls above it. Hordes of small Xenos succumbing to the withering hails of Bolter fire. That was until faced with a charging Carnifex. The Carnifex made it through the rain of shells to ram the gate, smashing through it. Most of the team went to ground level to fight it with a couple staying on the walls to deter the Zoanthropes in the distance approaching. The Carnifex bit Uval (one of the Inquisitors retinue) in two, before being charged by Brother Ansum. Brother Magron in the meantime found the wall he was standing on decimated by a Zoanthropes Warp Lance and (taking advantage of his turn being next, his acrobatics skill and cinematic value) flipped from the wall landing upon the back of the Carnifex and ending it with a Bolter shell to the back of the head and rode it to the ground. The Kill Team held off the attack and secured the gate.

Gene Seed Facility

The Kill Team and Inquisitor (and co) flew across planet on their Thunderhawk 'Reign Of Fire' to an underground Gene Seed Facility held by Novamarines and besieged by Xenos. Entering the facility by a concealed secondary entrance the Kill Team meet with the so far elusive Kill Team Theta. The plan was to use the facilities here to create a Genophage and have Kill Team Theta deliver it into the bowels of a major Hive ship. Kill Team Epsilons role here was to capture a live specimen to test the Genophage upon, Preferably a synapse creature (I have to say at this point i thought, it'll be easy for them. Leap out of a Thunderhawk onto a warrior, beat it up and drag it back while keeping the hordes at bay. Turns out thats not how it went). Epsilon split into 2 teams one group distracting the Xenos, the other trying to disable one with precise fire. This method ended up with a few dead warriors and a divided Kill Team trying to withdraw. Plan B was to fly over in the Thunderhawk and using Grapples and Webbers to snare one of the xenos. Eventually the Kill Team caught one of the Tyranids, but only at the cost of Brothers Ansum and Zaharial who were lost to a Carnifex and a Horde of Nids respectively. Magos Biologis Dravaar of the Inquisitor's retinue created the Genophage.


Brother Ansum, Assault Marine of the Black Templars and Brother Zahariel, Apothecary of the Dark Angels were both lost in the endless war against the Xenos. Kill Team Theta had recently acquired new Deathwatch members to their own Kill Team and so used them to reinforce Epsilon. Thus Kill Team Epsilon acquired Brother Ricimer, Apothecary and Black Shield and Brother Korvan, Assault Marine of the Raven Guard.


Both Kill Teams and the Inquisitor (& co) travelled to a launch site with 3 small rapid strike vessels capable of delivering a Kill Team onto a Hive Ship. Kill Team Theta (now a 5 man squad) took 2 of the ships to strike at a large Hive Ship. Epsilon just had to wait for Theta to check in... or not to. In the mean time the team were attacked by Genestealers. They were divided and almost overwhelmed. The Archivist Core was killed and Inquisitor Venus was eviscerated by a Genestealer. At which point it transpired that Venus was only the Interrogator and The Inquisitor was in fact Lily and was using Venus as a cover. It was further revealed that a member of Epsilons following (a priest)was an agent of the Ordo Hereticus and his master had a feud with Inquisitor Lily. Epsilon stayed true to the Ordo Xenos and protected her at the cost of angering the Ordo Hereticus.

Assault On The Hive Ship

Kill Team Theta failed to check in, so Kill Team Epsilon took the last of the Genophage and the last ship to assault the Hive Ship. Epsilon fought their way through various challenges and enemies upon the Hive Ship (hordes of endless enemies, acid pools, depressurisation) in order to plant a Genophage Dispenser within the ships Biomass Conversion Chamber and upon the Hive ships central cortex. 2 members of Kill Team Theta were found dead by Epsilon and a 3rd sacrificed himself to destroy a mighty Hive Tyrant. The Kill Team made it through and escaped from the Hive Ship in time to assist with the evacuation of Parut and the subsequent withdrawal of all forces from the ongoing Naval conflict.

Parut Aftermath

The Genophage was successfully delivered and deployed, but served only to cripple the Xenos splinter fleet and slow their advance. Parut was abandoned and the advance of Hive Fleet Dagon is being slowed and fought wherever possible with all available forces. Kill Team Epsilon returned to Watch Fortress Erioch for time to recover, train and meditate upon their experiences.


The next post will be upon the new structure of Kill Team Epsilon, the Inquisitor and her Retinue, any hangers on and characters important to the Kill Teams command sructure.

Sometime after to follow on from that I plan to do an article upon starting your own Deathwatch Campaign.

Apologies And Future Plans

Lack Of Posts

You may have noticed after a fairly regular update on Kill Team Epsilons missions I stopped posting them. My reason behind this is simple. It became tedious for me and i was loosing a bit of passion for the game, as I was writing the mission in the first place, taking the kill team through playing the mission and then writing up a mission report afterwards meant i was going through it 3 times. Anyway I apologise for the lack of posts.

Posts For The Future

Our Deathwatch group and Kill Team Epsilon have still been going strong, so i will post up squad updates, brief summaries of the Kill Teams status, fame and skills. Alongside the odd article about playing Deathwatch, GMing Deathwatch, the system and it's rules.