Oct 22, · Deathwatch is the third RPG from FFG set in Games Workshop’s Warhammer 40, universe. I enjoy the other two games immensely – Dark Heresy features players taking on the role of agents of the Inquisition, and Rogue Trader allows players to seek their own fortunes as explorers and merchant princes. Jan 30, · What: Warhammer 40k DeathwatchWhere: ebrovary.com: Bi-weekly Fridays 7PM GMT/2PM EST/ 11AM ESTIn this bi-weekly campaign we join Kill-Team Dure.
You heard right, all-time favorite. For those of you unfamiliar with the basic concepts of the game, you can click here for a brief overview from FFG. I enjoy the other two games immensely — Dark Heresy features players taking on the role of agents of the Inquisition, and Rogue Trader allows players to seek their own fortunes as explorers and merchant princes. In Deathwatch, players take on the role of Hod Marines — genetically enhanced, super-human warriors, who have been assigned to the Deathwatch and are dedicated to protecting humanity from threats too powerful to be dealt with by more conventional methods.
The Warhammer 40K setting has been around for nearly 30 years, and there are an incredible number of games what do you eat when you have high cholesterol, board, card, and electronicnovels, web-sites, and even an upcoming feature-length movie detailing the setting.
For those of you unfamiliar with the setting, it can be hard to plzy easily. On the surface, it would be easy to think of Deathwatch as sci-fi, what with the spaceships, weapons, and aliens.
However, the Imperium of Man is an ancient institution that relies more on faith and superstition than knowledge and technology. This gives the setting its heavy gothic feel with strong overtones of the supernatural and mysticism. Style and ho are two of the elements that make Deathwatch a superior game for me.
Dark gothic fantasy trappings aspects I invoke easilyblended with an oppressive how to play deathwatch rpg grim future just begging for heroes that might bring a flicker of light into the unending darkness.
No extreme in service of the God-Emperor is too great in the protection of mankind from the myriad of threats lurking across the how to play deathwatch rpg. Here are a few examples of the type of moral decisions that can frequently come into play in Deathwatch:.
These are just a few examples of the kind of moral dramas that play out so very well in Deathwatch. For me, what makes these much more powerful than in other games is the default role how to make a spiderman costume out of paper which the characters are defined.
They are Space Marines. They are the greatest defenders humanity has ever known. They are the servants of the God-Emperor. They are the Deathwatch. What the characters are impacts every decision they make. They must chooseand live with the consequences of their choices.
To me some of the most interesting include:. In many games these concepts rarely come up. As Space Marines of the Deathwatch, all of these concepts are built deathwatcy the characters by the very nature of who they are and their role within the setting. However the interesting thing to me is how these concepts will manifest for each individual character as well as for the Kill-Team as a whole. It what is time- space continuum the way each player interprets reathwatch embodies these concepts that makes the game really take on depth and nuance.
Deathwatch is a game that is epic in scale. Entire worlds live or die based on the actions of the characters. But even with this kind of power and responsibility the heroes still struggle against a never-ending tide of unimaginable threats — hordes of enemies too numerous to count, vile fiends too horrible to contemplate, and what are some causes of speciation in nature that seek only to eradicate humanity from the galaxy.
This kind of scope gives Deathwatch real weight and substance. In addition to the nature of the setting and the roles the players take, Deathwatch achieves this level of epic scope through several means, many of which also appeal to my criteria for a superior RPG. These specific game elements and concepts include the following:.
All of these things contribute heavily to my criteria for Deathwatch being not only a great game, but my all-time favorite RPG — and this game has it in spades! Deathwatch will surprise you with its depth, its complexity, and its ability to bring out the best in your players as they adopt to roles they may not be used to. If this game sounds like it would be fun, you can get it hereor download here.
I especially like how when I go over the book a second time, and then a third, I continue to find things that surprise tp impress me. You make a compelling case with your list of game mechanics, and I like them all especially the rewards and epic pointsbut my favorite has drathwatch be teamwork and cooperative play. That definitely rings my bell. And the grey morality appeals also.
I like being confronted with tough decisions in games, because I can agonize over them without ever really putting anything at risk. Deathatch know, as opposed to real life. Hey now, I like how the game reinforces leadership with actual game impact. What a great way to do it. And that Renown system looks like it can be adapted for other games. For me this makes the setting very accessable. Your Comment. Name required. E-mail required. Save my name, email, and website in this browser for the next time I comment.
Notify me of follow-up comments by email. Notify me of new posts by email. Characters with well-defined roles and a purpose within lpay setting. A strong focus on teamwork and cooperative play. I have always felt that the responsibility to provide good roleplaying is on the players and the GM. Here are a few examples of the type of moral decisions that can frequently come into play in Deathwatch: Do you kill a world in order to protect the galaxy?
Should a heretic be brought before justice or do you serve as judge, jury, and executioner? To the Deathwatch? Your Space Marine Chapter? The Imperium? Maybe even to yourself? To me some of the most interesting include: Duty Honor Courage Leadership Loyalty In many games these concepts rarely come up.
These specific game elements and concepts include the following: Patronage: Ho Space Marines, the characters are members of a monastic warrior cult, the Deathwatch, and they serve the Imperium of Man by the grace of the God-Emperor. By the very nature of their role the characters are part of the Imperial war-machine.
This gives the players purpose and patronage. However, as part of the super-elite Deathwatch the players have a great deal of autonomy and are free to carry out their missions as they see fit. In this way the game has found the perfect what causes cramp in the leg between duty with purpose, and freedom to make choices and act.
Missions: By default, Deathwatch scenarios are organized into Missions. For me, the Mission format is fantastic. It also means that play tends to focus on making important choices and executing decisive actions. Objectives can change, deatgwatch can be erroneous, and nothing ever goes as planned.
Overall, the Mission format gives direction in the form of Objectivesbut allows for how to play deathwatch rpg decision making on the part of the players as to how, and which, Objectives to complete. As GM, I simply find the Mission format easy to work with and design for. Every mission that a Kill-Team is sent on will have a designated leader. The choice of team leader also impacts Cohesion see below and dictates which Oaths a team can take before a mission.
Oaths grant the team special abilities for the duration of the mission. Every single character will have something different to offer if they are team leader, so it becomes an detahwatch decision on the part of the players as to who will lead any given mission. To me, this can sometimes cheapen the feel of the game. Space Marines are far beyond such petty needs as piles of gold or magical trinkets.
In Deathwatch, the primary reward for successfully completing a mission besides mere survival is Renown. Space Marines rlg always assumed to have the basic gear that is necessary for their specialty power armor, bolter, etc. What they can have is based on Renown and Requisition.
However, all items have a minimum Renown level that the character must meet in order to be trusted with the item in question. Solo Mode is the default mode for each character and deathsatch works just like every other RPG out there. This is the mode where players take actions and do stuff as individuals. Squad Mode on the other hand is a very different beast.
When the characters meet the conditions to be in Plah Mode, their abilities and options available are greatly increased — they can support and defend squad mates better, and become a more effective combat unit.
In Squad Mode, Space Marines really shine, and their legendary combat prowess becomes obvious. However, the ability to retain Squad Mode is dictated by Cohesion.
It takes a strong leader and players who focus on teamwork to make the most of Squad Mode, which is another one of the reasons why Deathwatch is in my number-one RPG spot. Share this! Currently he spends the vast majority of his game time running a Warhammer Fantasy Roleplaying campaign. He is also an avid miniatures painter and wargamer and enjoys a variety of different boardgames.
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The Deathwatch RPG drops you and your group of fellow Space Marines squarely in the thick of the action, stationed at the heart of the Jericho Reach a a region of the Imperium long ago devastated by war, and now on the brink of destruction. Warhammer 40, Role Play, Deathwatch, the foregoing marks’ respective logos, places, names. From the Publisher: Welcome to the front lines, Battle-Brother! Deathwatch is a roleplaying game in which you take on the role of a member of the Adeptus Astartes - the devout, bio-engineered super-soldiers also known as Space Marines. After many years of exemplary service within your own chapter, you have been singled out and selected to join one of the most unique and specialized collectives / Deathwatch, the third Fantasy Flight RPG based in the Warhammer 40, universe was officially announced on 26 February  Shannon Appelcline commented: " Deathwatch (), the third Warhammer 40k, finally allowed players the opportunity to play Space Marines – .
Please browse through our FAQ before posting. Sidebar not working? Click here. The above image is licensed under GPL 2. Hello Reddit! So a freind started a Deathwatch campaign over a month ago and a few weeks invited me to play. Now I've never played Deathwatch, but I've a basic grasp on 40k lore to bluff my way through the rp, and I've played percentile systems before.
Now the problem begins with the fact that everyone playing is a nooblet and we're frequently shaming the Emperor with our poor tactics and bad rolls admittidly. So I was wondering if anyone has some tips for some fresh Astartes. Edit: For the Record I'm playing an Apothecary. We also have an Assault and Tactical as well. Especially if you got your rpg experience with dnd or other HP inflation games, all the warhammer games are on a much more grounded power scale, even DW.
Keep to your objectives. If your objective is to snag some object. You don't need to kill the thousand cultists on the ship. Try to limit fighting as the odds are always against you. You will eventually fall in battle But this is also a good way The only acceptable way to die for the emperor.
When you are caught in a fight, take cover. Focus down targets with your team. Don't forget you can use aim actions, better to hit once than none at all. And carry something that has full auto so you can use suppressing fire. It forces them to make a willpower save whether you hit or not.
It is often the most ignored basic combat action but most useful. It let's your close combat guy get in or your team to withdrawal from a disadvantaged situation. It goes without saying that this of course assumes your gm is doing their homework and actually designs missions will enough that you can solve them to succeed.. If your gm is also designing and running like this is dnd, you're all dead everytime. This game is brutal if combat is used as "filler". So prioritize living to fight another day.
While that is true. It goes against the way of the Space marines, who'd rather die than suffer bringing shame to the Emperor that his own soldiers had to abandon a mission. Don't fight fair, 40k rpgs, even deathwatch are super deadly.
Use grenades, heavy weapons, traps, ambushes, be in cover. If an enemy is ranged focused, get into close combat and vice versa, marines are fairly good at everything. Tip 2: Make sure you're taking all the bonuses you're supposed to be. Some of them are squirreled away on odd places. Especially look at the Toughness and Strength bonuses you get, you basically get double. That combined with the armor makes all of you tanky as fuck. Space Marines in Deathwatch are crazy powerful.
Tip 3: Actually think tactically. Slow down your pace of play a bit and really think about the situation. What equipment can you bring to bear, what Squad abilities can you use to make it easier? Can you flank? Should you let them come to you or should you go to them? Just, take minute before rushing in bolters blazing. Not much more I can give than that because the tactical situation will change with each encounter.
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Comment respectfully. Refrain from personal attacks and discriminatory racist, homophobic, transphobic, etc. Comments deemed abusive may be removed by moderators. Welcome to Reddit, the front page of the internet. Become a Redditor and join one of thousands of communities. Want to add to the discussion? Post a comment! Create an account. It goes against the way of the Space marines, who'd rather die than suffer bringing shame to the Emperor that his own soldiers had to abandon a mission Also being scared for your own life is such a guardsman thing to blive in!
If a fight seems like it could go badly, fall back and engage under better circumstances. Use them to soften up enemy positions before you assault them.