need tip for my campaign

By slaamgebel, in Deathwatch Gamemasters

Ive started a campaign at the end of november and running it weekly.

The player have well written backstory and had experienced. So that why they have 55 renown( I think it distinguish rank)

My problem with my group. (maybe it only me) my enemy are to weak compared to the marines.

My group is

Assault marine with a custom chapter

Devastator with an altered blood angel chapter(custom)

Techmarine stormwarden

Apothecary custom chapter

Tactical custom chapter.

In last week game one marine received damage. The techmarine only because he had all out atk and the meganob was able to inflict dmg to is leg. The kill team have kill 4 meganob and a warboss with only one marine receiving dmg.

They mostly counter or dodge all the time or tank the dmg with toughness and armour.

Is it my foes that are too weak (cuz it from the book) or my player are op

What im trying to have is my marine to have risk of life and death mostly all the time near end of a mission.

Also off topic and small question when a marine roll 50 for strength. Will is stats be 100(unnatural strength and 70. Or 140/70 it propably a dumb question just to be sure

Thank

They mostly counter or dodge all the time or tank the dmg with toughness and armour.

Remember that attacks from hordes cannot be dodged or parried("the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry."). That might help with that problem. Also, remember to increase their damage d10s by magnitude(see page 360 in core), so getting through toughness and armor should not be that much of a problem.

Also off topic and small question when a marine roll 50 for strength. Will is stats be 100(unnatural strength and 70. Or 140/70 it propably a dumb question just to be sure

Unnatural Something doesn't increase the attribute, only the bonus. So a marine with 50 Strenght still has 50 strength, but a bonus of 10. Adding the +20 for the armor, the bonus goes up to 12. It also affects tests, see page 136 in core for more information( affecting DoS in opposed tests and lowering the difficulty of skill tests ).

Tnx for reply

Use errata weapon stats if you're not.

Use Hordes to soften them up.

Assume needing 2 elite enemies for every PC if you want to hurt them, or pull out gimmicks that ignore AP or TB.

Use errata weapon stats if you're not.

Use Hordes to soften them up.

Assume needing 2 elite enemies for every PC if you want to hurt them, or pull out gimmicks that ignore AP or TB.

This.

And would it be possible to hear about the custom chapters used in your campaign? Love to hear about new chapters being made to fight for the Emperor. :)

Assault=a basil knight

Apothecary = a aegis angel

Techmarine = a emerald knight

Devastator= a seraph sanguine

http://wh40kredstar.freeforums.org/space-marine-f6.html

This is the forum of my fanon that we are creating so far. Some info are one each chapter

So you can check is out.

Just to clarify: are you saying you had chargen (13,000 XP) characters at Renown 55?

Yes I have given them higher renown at low level(rank) they are at rank 2 right now

That weapon access is probably part of the problem. You should definitely amp up threat level. And don't be afraid to kill them. They can always burn Fate if they need to.

Especially if they are fighting Orks, your example above, there should be numerous Hordes of the little punks around, swarms of Boyz wanting to prove their awesome-level on you. While every Ork thinks that they're the best, the bigger ones will still let the runts try first, and Hordes can be a fun pain, especially if the team is a bit more specced for single, big, durable dudes. You might have the gear to drop a Carnifex, but it's not the same gear you'd want to attack a sea of Gaunts with. With Orks, half of their power is derived from "we've gots more dan you!", so there should always be a billion around, unless you snuck into a camp, to assassinate a Warboss, and then his roar will give you up.

Can also give them (the NPCs) better gear. Some Cyborks, or Meganobs with kustom force fields can go a long way. Maybe some Killa Kans or a Deff'Dread. Scatter the Hordes in among some of that, and you could do some harm. Also, the Warboss can Command a Horde, so their bonuses could get even better.

Thank you

Also when one of your character in this case the assault marine is specialize in killing horde with melee weapon

His armement is a nemesis power lance, storm shield

The nemesis power lance is a weaker version of the nemesis halberd of the greyknight. (his chapter the basil knight are successor of grey knight.)

The weapon is a 2d10+6 E with the trait sanctified, felling 1 on it is custom for the chapter

It may be op but is there a good way to make my foe stronger.

Like the next part of the mission will be vs dark eldar and mind control Ig and marine (parasite mind control)

( if marine cant be mind control or whatever I kinda make my own fluff so no need to bash on it not cannon and stuff)

Anyway maybe it is I who didnt understand how horde work correctlt and that why it die easily.

Also is there stata for the dark eldar telos

if marine cant be mind control or whatever

...just think about a heresy that might have happend sometime ;-)

Btw., I think the weapon really sounds badass and op, but I don't know the equip of the rest of the kill team... as long as it's balanced. But that explains why they slaughter away everything you throw at them. Power up the enemys!

Besides, having a successor of the GK in the DW sounds a bit strange to me, as the GK are the demon hunters, and the DW the xeno hunters. Just sounds like the wrong place for him to me.

Edit: If you're looking for enemys, the fastes aproach (in my opinion) is having a look here

Edited by Avdnm

Yeah I am comfortable saying you completely created your own problems by giving one of your marines a Nemesis Force Weapon.

Maybe if you stuck to the rules in the book instead of allowing your players to make up stupidly overpowered wargear to have right out of the gate this wouldn't be a problem.

If you give the starting squad relic level equipment why are you surprised at them mowing through the basic enemies?

It only one player that have an op weapon

The other have the stormwarden claymore

Heavy bolter, chainsword bolt pistol, boltgun n hand flamer only the assault have a custom weapon

Should I give my foe more wound?

Give stats boost?

Make there weapon more powerful?

As Kshatriya said, you created your own problems. You gave a weapon to one of the players which he shouldn't have. If you now power up the enemys, your other players with claymore, chainsword, bolt pistol etc. will be almost useless. You should, under any mysterious circumstances, get rid of the Nemesis weapon.

I did plan to have the killteam on there way back to the fortress been assault by dark eldar. While the assault start the marine will be armourless and have no gear (the reason of armourless etc. Weapon n armour maintenance, some may rest stuff like that) could that be a good way to get rid of the weapon.

Eventually they will grab some weapon etc. But not the nemesis lance

Edited by slaamgebel

BTW do you guys use Righteous Fury for NPCs as standard? We houserule that 10s automatically explode (i.e you roll the D10 again with no need to confirm the cirtical hit) no matter who rolls them. We have found that it speeds up combat and makes every encounter potentially lethal without detracting from the awesomeness of the marines.

Edited by Visitor Q

And then put the Basil Knight PC on a penitent quest to recover his chapter relic or die trying. Mind, he won't be allowed to use it again, for a long time, because of his screwup. But he can't just let it stay in the hands of the enemy, and he should take a Renown hit and not be able to lead the Kill-Team so long as the Relic is gone.

Seems like a good bit of punishing the character for something the GM let them do. Not saying leave it alone, nor do i just want to play Blame the GM, but if I asked my GM to let me do something, and then we realized it was OP, if his answer was "screw you over because I said you could, and I shouldn't have", that blows, and I might walk. Maybe come up with something cheesy, like a Haemonculus with a Crucible of Malediction, or similar maguffin, and then say that the attack broke the spear. Shattered, and tainted by the dark warp power, it's useless, but not "lost", and shooting the player's Renown in the foot. Repairing a NFW isn't easy; I think only the Grey Knights and Ecclesiarchy of Earth can, so there won't be a spare, or the original back, for some time.

You cannot beef up the enemies to compensate if you've only allowed one marine to take overpowered equipment. The only enemies capable of standing up to hits from that are things like Hive Tyrants and Deamon Princes, and if you deploy those against the squad the other marines will simply cease to deal damage.

Your choices are basically to let the other marines take equally overpowered items and simply give all the enemies extra wounds and increased unnatural toughness (essentially compensating for the squad's weapons) or take the overpowered weapon off the assault marine.

I would suggest the second option.

but if I asked my GM to let me do something, and then we realized it was OP, if his answer was "screw you over because I said you could, and I shouldn't have", that blows, and I might walk.

How is it screwing anyone over to simply remove an obviously, gamebreakingly overpowered item? Screwing you over would be fielding lascannons every fight and always having them target the marine with the item. Admitting you made a mistake as a GM (albeit an obvious one in this case in my opinion) and rectifying it is hardly screwing anybody over.

Seems like a good bit of punishing the character for something the GM let them do. Not saying leave it alone, nor do i just want to play Blame the GM, but if I asked my GM to let me do something, and then we realized it was OP, if his answer was "screw you over because I said you could, and I shouldn't have", that blows, and I might walk.

This highlights the importance of a group dynamic where a GM can be comfortable saying "this seemed like a cool thing but it has been unbalancing the game. I have a plan to tone it back that will allow for your character to have a side quest but with some complications. Are you game?" If the player trusts the GM he really should agree.

I would hope that players understand that GMs can make mistakes and might need to alter rules to correct imbalances. If your players can't do that, that is its own separate, systemic problem in your group.

Lost and needing to be found is a penitent quest, a great trope in fantasy and an in-setting thing for Astartes. Broken is more shooting in the foot, to me: you have permanently lost a Relic and can never wash that shame away. This is aside from the fact that Renown 55 is a level not intended for Rank 2 marines and in some ways that breaks immersion for me as well.

I don't understand why this Grey Knight successor chapter has no librarians, does it means they have no psi rating? If thats the case why give them nemesis force weapons. I thought the Exorcists as possible successors were a bit OTT with their very dubious recruitment methods but they don't seem to unbalance anything. Allowing nemesis weapons to non Grey Knights seems a very bad idea

The player that did the grey knight successors is not a fan of libbyand psychic powerhe more of a knighthood lover. So he decidedto based of gk like they are knighty looking and all and made there no libby in is chapter