Saturday 19 June 2010

Competition Time!

Hello all,

It's been a while since I last posted, but I'm trying to keep my posts regular enough. Having recognised that this is my 12th post I thought a competition was in order. It had been an idea rummaging around in my head for a while and I like giving you the opportunity to effect the background of the roleplay you'll be participating in.

So the idea is this... create a boss, a villain you will confront. Choose a name, race and gender. Give him/her some background text, maybe even an illustration. Enclose it all in an email, in form of email, document or pdf and send it to me using my email address.

Remember that this is a military roleplay in a set background and any evidence that you've created a character that will fit in with this background is more likely to be chosen as the winner. Also, making sure your spelling is at an understandable level is a natural plus. 50-300 words is the kind of length I'm looking for. Be descriptive and imaginative, just because this boss is an enemy of yours doesn't mean he has to be evil. On the other hand maybe that's exactly what you want. Maybe you want a heartless murderer who'll happily put entire colonies of innocents to death or maybe you want an honourable and virtuous foe who you'd back just as readily as your own characters. A last note, don't make them too overdone or underdone. Lazrax ender of worlds is a bit O.T.T. but Corporal Jaq of the Flavian Light Infantry 2nd heavy weapons team is too average to be noticed.

The winner will have there character feature in a few sessions (or maybe more) of the Deathwatch Roleplay. So post in your interesting villains and may the best entrant win.

Saturday 12 June 2010

And They Shall Know No Fear...

"They shall be my finest warriors, these men who give of themselves to me.
Like clay I shall mould them, and in the furnace of war forge them.
They will be of iron will and steely muscle.
In great armour shall I clad them and with the mightiest guns will they be armed.
They will be untouched by plague or disease, no sickness will blight them.
They will have tactics, strategies and machines so that no foe can best them in battle.
They are my bulwark against the Terror.
They are the Defenders of Humanity.
They are my Space Marines and they shall know n
o fear."
+++
The Emperor of Mankind+++

Creations of the God-Emperor. Denizens of battle. Incarnations of doom. His iron fist. Space Marines are bound in unity through brotherhood. They are the most elite force in the galaxy. Dangerous weapons capable of besting a dozen normal men in combat. Fearsome warriors who know not of the haunts of the mind. To be such a man warrants a level of genetic engineering that gives you a sharp edge over any normal soldier. It grants an ability to exact retribution against the Emperor's enemies like that of demi-gods. Immunity to poisons and diseases becomes a commonplace. Given the chance, would you strive above your brethren and honour your Chapter with admission to the Deathwatch? Would you take upon the chance to join a covert ops kill-team who is sent on the highest priority missions? Would you rid the Imperial worlds from the menace of xeno influence, invasion? If so, you're at the right place, welcome into the prestigious ranks of the Ordo Xenos.

"Brothers! War calls you. Will you answer?"
+++Captain Cato Sicarius+++

Saturday 5 June 2010

Tau Empire Battlefield Strategies

IMPORTANT NOTICE: Those of you who wish to try for squad leader please read this through. It will help with the test undeniably. - Ed.

Tau have a whole range of strategies they employ on the battlefield, much like the Imperium. Trying to list all of these would be a long-winded process indeed. Better yet to instead tell of the two most common strategies in their pure forms, Mont'ka and Kauyon.

Mont'ka (Trans: Killing Blow)
Mont'ka is the art of identifying a target of opportunity and attacking it swiftly with a Hunter Cadre, often deployed from a Manta missile destroyer. A Cadre pursuing the Mont'ka may stand in readiness for several days awaiting the command to strike. During this time they will plan the exact movements they will perform when the call comes. Often the decision to strike will come from a Shas'el or Shas'o with a good view of the enemy or the input of a well-sited Pathfinder team.

It is firmly believed that the bond of trust between the Cadre that conducts the Mont'ka and the Commander who orders it brings honour to both. The attack will be immediately called off if the prey remains resilient or evasive.

Kauyon (Trans: Patient Hunter)
In the Tau language the words for hunter and patience are derived from the same root. This technique is the oldest of the Tau techniques and has the most variations. Essentially the technique relies on the interaction of the hunter and the lure. In recent times, auxiliary troops such as Kroot are used are used as the lure, although some septs still regard the role as one that honours both hunter and prey and allow only bonded Fire Warrior teams to undertake it.

The lure's role is to expose itself to the prey and draw it into a position where it can be killed by the hunter. The more subtle Commanders have been known to use the absence of troops as a lure. Once the prey is in position, the lure is free to escape or help the hunter as the situation dictates. Hunters are frequently equipped with Crisis, Stealth or Broadside armour with weapons carefully selected for the particular prey.

Tau Phrases
Hunter Cadre - The Tau Empire's rough equivalent of an Imperial Guard Company.
Shas'el - A Tau Commander of twelve years active service.
Shas'o - A Tau Commander of sixteen years active service.
Sept - A world colonised by the Tau Empire.

Tuesday 1 June 2010

The Raven Guard

Amongst the many Space Marine Chapters, the Raven Guard and their successors are unique for their covert tactics. They are legendary for not engaging enemies in frontal battle unless no other means is available.

Typically the Raven Guard will rely on Scout squads acting without support for extensive durations of time. Assault Troops equipped with jump packs are then used to capitalise upon the foes weakness. It is also common for Thunderhawk strikes and Drop Pod assaults to be used for much the same reason.

The Raven Guard's homeworld, Deliverance, is in fact capable of acting as a small forge world. This enables their Chapter to make full use of such aforementioned tactics.

Commanders of the Raven guard are fiercely independent, dispensing their services when and where they believe they are required. It is more than likely that a Captain of the Raven Guard will have found a world warranting their attention and gone to it with his company along for the ride without having informed the Chapter Master. Such behavior, however, goes to show the Chapter's eagerness to serve and not their tendency to disobey orders.

The Mighty Corax
Primarch of the Raven Guard
During the Great Crusade Corax's talents for planning and sabotage were of great effect and the Raven Guard, fighting frequently under the orders of Horus, became renowned for an unmatched ability with covert ops, sabotage, infiltration and lightning strikes. But the pair never saw eye-to-eye, and after an argument, the two Primarchs nearly fought each other. Corax left Horus's command.

The Raven Guard Primarch only met Horus again on Isstvan V.

After the near decimation of his legion at the hands of the grand traitor, Corax began rebuilding his army. Searching for a way to rapidly reproduce a legion his Emperor needed so badly, Corax delved into the works of the Librarium of Ravenspire. There he found ancient books telling the techniques used in creating the Emperor's first genetically enhanced warriors. Duplicating these techniques Corax quickly reconstructed his legion. Yet this method had dire consequences.

The Saga of Weregeld tells of ferocious monsters lead to combat by their Raven Guard Battle Brothers.

Corax was never able to forget the growling monsters that he had personally created. Wracked with guilt he locked himself in his chambers begging for the enthroned Emperor's mercy. Nobody knows if he received the absolution he required but a year to the day after he locked himself in, he left his chambers on course for the Eye of Terror, never to be seen again. His last recorded words were "never more".

Conclusion
Okay there's some background on the Chapter chosen by yourselves to join you in the Deathwatch RPG. Until next time - Ed.

Saturday 29 May 2010

Weaponry of the Adeptus Astartes

When it comes to the battlegear of the Space Marines a whole plethora of weapons are there for the warrior's choosing. Weapons available to the warrior depend on their battlefield role and experience. A fresh initiate will only be given responsibility of standard issue weapons whereas a battle-hardened veteran of many centuries will have exceedingly little he can't take on missions. Here, for your consideration, is an almost full list of weapons used by the Adeptus Astartes:

Bolt Pistol
The standard issue sidearm of the Space Marines. Bolt pistols are compact ranged weapons that spew explosive-tipped shots at the enemies of Mankind. Magazines of these weapons are typically only big enough for closing the distance on enemy soldiers. In protracted firefights they lack long range and run low on ammunition quickly.

Plasma Pistol
An uncommon sidearm, it is never-the-less a hard task to find a Space Marine squad without one. Plasma weapons as a rule are inaccurate and prone to overheating but the superheated charges they produce can knock a hole clean through most materials. Because of this Plasma weapons are valuable yet untrustworthy weapons that can wreak havoc upon heavy armoured units and demolish cover.

"Do not forsake your sidearm. It is the deliverer of wrath and a constant companion in a life of unending battle."

Boltgun
Much like the Bolt pistol, the Boltgun is the standard issue firearm of the Space Marines. A deadly assault rifle that spews explosive-tipped rounds into enemy ranks. This, however, is where the similarities end. Boltguns have a much larger magazine. If that wasn't enough Tactical Marines carry round extra magazines. Those bearing Boltguns are now capable of fulfilling what they couldn't with Bolt Pistols. Boltguns are also one of the Bolt Weapons to make use of different types of ammunition, something that other weapon types are incapable of. This makes the Boltgun by far the most adaptable battlefield weapon.

"A warrior is as skilled as the quality of his armament permits."

Storm Bolter
Like a carbine unto the Boltgun, the Storm Bolter is the standard firearm of the Terminator Squads, though it is sometimes used by those outside their ranks. Storm Bolters have big drum-magazines and a higher rate of fire. This does have it's own drawback, Storm Bolters are known to jam when letting off uncontrolled automatic fire. They are still a great weapon for mobilization and carry all the benefits of any other Bolt weapon.

"One can never have too much firepower."

Heavy Bolter
The Heavy Bolter is a rapid-fire heavy weapon with an almost unending feed of large-caliber bolt-rounds. It is capable of cutting through harder enemies than the standard Boltgun and is best used from a fortified position in stationary stance. Not too manoeuvrable, the Heavy Bolter is usually first to set up and last to pack away.

"The heavy bolter sings praises to the Emperor with a voice that will never tire."

Plasma Gun

Almost a hand cannon in terms of how it handles, the Plasma Gun is an intimidating weapon. It is quite capable of taking down light vehicles and heavily armoured troops. Like all Plasma weapons the Plasma Gun recharges after each shot. This means a slow rate of fire but it can optionally use its rapid fire setting at loss of shot power.

Plasma Cannon
The Plasma Cannon is a heavy weapon of titanic destruction. It's pure weight requires much the same handling as a Heavy Bolter but it remains true of all Plasma Weapons. It overheats, it's powerful and it's inaccurate. An added bonus, though, is such is the radius of a Plasma Cannon's shot that it can eliminate enemies standing next to the target when hit.

"The noblest works incur the heaviest risks."

Flamer
Great for flushing enemies out of their hiding places, Flamers are the bane of cover heavy combat. This is the only real role of the Flamer, burning enemies to a cinder at close proximity. It isn't very effective against heavily armoured targets but can cover areas of troops is a wall of flame. It may not be as damaging as a Boltgun but watch the swathes of enemies drop as they seek shelter behind a low wall.

Heavy Flamer
A much more powerful adaption of Flamer weaponry, there is little than can survive the fiery onslaught of the Heavy Flamer. Such is the rarity of the weapon, only Squads of a Chapter's 1st company can make use of them.

"It is more than just a weapon. It is the redeemer of the corrupt and the purifier of the tainted."

Missile Launcher
A Missile Launcher launches missiles at opponents. Most commonly these vary between Frag missiles and Krak missiles. Frag missiles are used for eliminating groups of lesser opponents and Krak missiles fulfil an anti-tank role, destroying vehicles and breaching buildings. Though reloading such a weapon is a slow task, firing it always has a devastating outcome.

"Never permit thine enemy to find you unprepared for the battle."

Assault Cannon

Akin to the Gatling guns of old is the Assault Cannon. Multiple chambers provide a barrage of shots that mow down swarms of light infantry in split seconds. Even the Heavy Bolter does not have a rate of fire *this* fast. Such a weapon can only be wielded by Terminator Squads.

Chainsword
This weapon is standard issue of the Assault Marines and commonly seen with Sergeants of almost any Space Marine Squad. When set into whirring motion it chews into foes with grinding teeth, brilliant for close combat. Combined with a pistol it makes a great offensive or even with a shield for additional protection when engaging in melee.

"Taste the fear of your enemy as he dies."

Power Sword
The Power Sword cuts through armour like a knife through butter. Only tanks are safe from the slashing, hacking and piercing attacks of such weapons. In the hands of a skilled sword fighter, this weapon can have even the most deadly enemies routed on a charge.

"Armour is no protection against the blessed tools of the righteous."

Power Fist
Power Fists are weapons of colossal impact damage. Granted they are cumbersome but a blow landed of one can leave an enemy in several places or rip the hull off a tank. If an Astartes Warrior can be prepared to weather the blows of his enemy, the power fist can exact vengeance upon even the largest, most deadly of foes. Suddenly the large monsters that Chaos and the Tyranids can throw at you seem far less invulnerable.

"The powerfist smites the foe with all the fury of a thousand men."

Thunder Hammer
The exacter of godly smiting as such that only Terminators and Veteran Sergeants may use these most powerful of all melee weapons. Despite being much like a lengthier version of the Power Fist, the Thunder Hammer also has enough force to put any lucky survivor unluckily on their feet, leaving them vulnerable to more melee attacks.

"Conviction lends it strength. Justice gives it purpose."

That's my extensive look at Space Marine weapons for you. Sorry I hadn't posted much on this blog in prior days. Hope you enjoy planning which weapons you wish to destroy your enemies with - Ed.

Saturday 22 May 2010

A New Poll.

After a while that space in which the Imperial Guard regiment was concluded by your good selves started to look unused. Luckily I've had a couple of Ideas on what's next. I've decided upon letting you decide on a Space Marines Chapter to be assigned to the Jericho Reach (your area of operations) from my shortened list. Some of you may ask why select an army of Space Marines to do watch over an area of space that you as Space Marines have already been given watch over? The answer is simple: the deathwatch is not meant for front line conflict, theirs is covert operations. On the front line Deathwatch kill-teams would quickly become outnumbered and overwhelmed, whereas on their missions surprise and tact weigh in their odds. Here are the choices:


Brazen Claws
Origin: Iron Hands second founding
Homeworld: Talus IV
After the destruction of their Chapter planet by daemonic forces, the Brazen Claws embarked on a crusade into the Eye of Terror. There have been few sightings since their departure, but Lord Castellan Creed of Cadia insists that the Brazen Claws are still active in the Imperium's defence.




Hawk Lo
rds
Origin: Unknown
Homeworld: Preyspire
The Hawk Lords eschew Drop Pods in favour of Thunderhawk gunships for low-altitude insertion. They are undisputed masters of such tactics, and it is not unknown for Thunderhawk pilots of other Chapters to hone their skills on temporary service as part of a Hawk Lords' Talon Wing.




Novamarines
Origin: Ultramarines second founding
Homeworld: Honourum
The Novamarines are scattered throughout the galaxy, and have not fought together as a Chapter since the early years of M37.







Raven Guard
Origin: 19th Legion
Homeworld: Deliverance
The Raven Guard are masters of the unseen war, engaging in frontal battle only when no other option presents itself. In pursuit of their covert goals, the Raven Guard depend heavily upon Scout forces able to act alone for extended periods of time, and rapid-reaction forces such as jump-pack equipped assault troops who can easily capitalise on the foe's weaknesses.



White Scars
Origin: 5th Legion
Homeworld: Chogoris
White Scars are the masters of reconnaissance and adherents of the hit-and-run attack. They are hunters and raiders without peer, using ultra-rapid deployment to ensure that the foe's first sight of them is also his last.





When this is concluded it may be a while until I purchase any Space Marines to paint up for this army, however, they will be included. Plus the Space Marine bike in my ruins will have a nice colour scheme ready and waiting. Have fun voting!

Friday 14 May 2010

Imperial Guard confirmed.

And the results are in...

I'm not going to go through a rundown of the votes, you can see those to the right hand side. I am going to announce our winner though. So here we are, winner of the Imperial Guard who'll feature in the deathwatch roleplay goes to...

The Armageddon Steel Legion

Native to the Hive World* of Armageddon, the Armageddon Steel Legion are the victors of three planetwide wars of their home. As a result of these wars they have become adept at fighting Orks.

Donning a uniform unique to only their legions, their guardsmen make use of mechanization to deliver an armoured fist to enemy formations. On occasion Steel Legion regiments are supported by conscripts or the abhuman ratling snipers. Also, rarely, it has been known for them to make use of Stormsword superheavy tanks. Tanks of such proportion that they can be the key to changing the tide of entire campaigns.

There's a short snippet of the background of this most famed of Imperial armies. I have been down the local Games Workshop computer-hub and ordered some. Hopefully soon I'll have some photos of these and other minis to show.

Until next time,
Ed.

*Hive World - A planet that is covered in vast metropolises.

Thursday 13 May 2010

On the fringes of Canis.

'Incoming vessels, captain Olgren.'

'Understood.'

Oh how well he understood, it was more like a revelation really. On that horizon of deep space the amount of growing specs he presumed to be Tau spacecraft were increasing. As he sat on his throne on the bridge of his Sword-class frigate, sweat began to roll down his neck. They could flee, the Imperial fleet was alerted to this threat and would be here in a matter of days. Yet, in a matter of days, the planet would be taken and for the most part, their job incomplete. Though he didn't like it, responsibility fell to him to negotiate with the Tau. A lone messenger waiting in the unforgiving silence of the void.

The Tau fleet closed the distance between them with aging slowness. It was terrifying watching such a colossal fleet circle about them to their front and flanks. He thought to himself how like the great kraken-beast of Fenris, the main body of the oncomer remained at a distance while it flexed tentacles about its prey to prevent it from escaping. He and his crew patiently waited, wide-eyed and silently.

Closing the circle, captain Olgren knew now there'd be no chance of escaping these xenos. Seconds flew by but it felt like an age had come to pass. The Tau just circled them, no sign of a messenger ship, no video contact, nothing. Then, like a swarm, Manta transports poured from the mouthes of Explorer-class starships. Panicked, the crew turned to him.

'Captain Olgren?'

Standing now, captain Olgren crossed his hands behind his back. A naval pistol rested in his grip. He no longer feared death for today it was certain.

'Lock onto incoming vessels with full firepower,' determination was in his voice, 'tell all available crew to ready weapons, construct barricades and give the Tau a welcome to remember. I want this alien scum to remember why they dont tangle with the Imperium of Mankind!'

Monday 10 May 2010

Construction of an Astartes Warrior


The Adeptus Astartes are the elite super-soldier force of the far future. From a young age, neophytes are loaded with implants to enhance them to the super-soldier physique that they'll have upon initiation to a full-fledged space marine. In full, a space marine has a total of nineteen implants (it's work noting that you'll start off the roleplay with all of these implants). All of which are listed below for your referencing:

  1. Secondary Heart - The first implant a space marine neophyte receives is the Secondary Heart. This allows the space marines to survive if either heart is destroyed. Furthermore, it allows space marines to survive in low-oxygen environs and increase blood flow around his body.
  2. Ossmodula - A small, complex tubular organ that affects the ossification of the skeleton and encourages it to form bone growths, allowing the space marine to absorb ceramic-based chemicals that are laced into his diet. This organ is the cause of the the space marines unusually large size and bulletproof chest-plated ribcage.
  3. Biscopea - This small, circular organ is what has brought the space marine's muscles to such large bulk.
  4. Haemastamen - This tiny implant causes the space marines blood stream to become more efficient at carrying oxygen which in turn causes their blood to become bright red.
  5. Larraman's Organ - The organ releases "Larraman cells" into the space marines blood stream if he is wounded. They attach themselves to leukocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.
  6. Catalepsean Node - Implanted into the back of the brain, the Catalepsean Node allows the space marine to cope with sleep deprivation. In effect the marine only requires four hous sleep per night and can potentially go up to two weeks without sleep.
  7. Preomnor - Essentially a pre-stomach that acts as a decontamination chamber for piosonous or indigestible foods.
  8. Omophagea - This implant can recall memories of the person in question by eating their flesh or drinking their blood. This has lead some chapters to crave flesh and blood.
  9. Multi-Lung - The Multi-Lung enables the space marine to breath in low-oxygen or poisonous atmospheres and even in water. This is done by blocking off the other lung while the Multi-Lung is in use.
  10. Occulobe - This implant sits at the base of the brain. It makes the space marine susceptible to optic therapy. Most importantly, however, it gives the space marine eagle eyesight, allowing him to see in low-light conditions as well as daylight.
  11. Lyman's Ear - Completely replacing the marines normal ear, Lyman's Ear makes it possible for the space marine to filter out sound or enhance it. It even makes him immune to motion sickness and dizziness.
  12. Sus-an Membrane - With sufficient training and and chemical-therapy the marine can use this implant to enter suspended animation. This can keep the marine alive for years, decades or even centuries, even if they're mortally wounded. Only the appropriate chemical therapy or auto-suggestion can awaken a marine from this state.
  13. Melanochrome - This implant controls the amount of melanin in a space marines skin. When exposed to radiation or high levels of sunlight the marines skin automatically darkens, protecting him from the effects.
  14. Oolitic Kidney - In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.
  15. Neuroglottis - This implant heightens the space marines level of taste so that he can identify chemicals and track targets by taste alone.
  16. Mucranoid - This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.
  17. Betcher's Gland - This consists of two identical glands that are implanted into either the lower lip, alongside the salivary glands or into the hard palette. It allows the space marine to spit a poisonous phlegm that they themselves are immune to thanks to the Betcher's Gland. The poison is strong and can chew through solid metal given time.
  18. Progenoids - There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implants only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine. These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.
  19. Black Carapace - The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marines torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marines body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour.
That's it, these are the organs that make up a Space Marine. This should allow you to see exactly what your warrior is capable of on and off the field of battle. - Ed

Monday 3 May 2010

Enemies: The Tau Empire

When it comes to the enemies of the Imperium, the Tau are relatively young race. They are humanoid in appearance with skin of colouration which has earned them the nickname of "Grayskins". Embracing the ideal of the greater good the Tau continue their quest to unite the stars. This quest offers all races they encounter the chance to join them or be destroyed. In total, the tau are born into one of five castes that help in furthering this quest. Shas (the Fire caste), Fio (the Earth caste), Por (the Water caste), Kor (the Air caste) and Aun (the Ethereal caste). The Fire caste is the Tau Empire's military. The Earth caste, The Tau Empire's builders and architects. The Water caste are diplomats and bureaucrats. The Air caste, pilots and messengers and the Ethereal caste the Empire's most holy leaders.

The Fire Caste
The Fire caste being the Tau military are most likely to be encountered by the Deathwatch. This ranges from their foot soldiers (Fire Warriors who aren't very skilled at extreme close quarters fighting, but pack high-powered pulse weapons and tough carapace armour) to Battlesuit equipped veterans (this could be anything from veteran soldiers to commanders of the Tau armies, they carry even deadlier weapons and even tougher armour). The Tau military also makes use of many hover-tanks and variable drones for different situations.

The Ethereal Caste
Being the Tau Empire's most esteemed and holy leaders makes the Ethereals top priority targets. It may be quite often that an entire mission revolves around assassinating one of these individuals. After all, not only are these the leaders of the Tau empire but Tau quickly lose heart after one is slain.

Tau have very high-tech, probably some of the most advanced in the universe. This allows them to create weapons and vehicles that make a mockery of lesser races. Aided by alien allies who've joined them, such as the Kroot and Vespid, the Tau are already well into their third wave of expansions. The Tau continue to bring worlds away from the Imperial light. This very reason is why they must be eliminated.

Okay that's about it on the information of the Tau Empire so about now would be a good time to announce the first poll for Deathwatch. To decide which Imperial Guard army will be involved in battle against the treacherous Xenos scum in this upcoming roleplay just simply vote. The most popular one will be included.

Saturday 1 May 2010

Of the Ordo Xenos

You have been told of the Inquisition; that shadowy organisation which defends Mankind and the Emperor from the perils of heresy, possession, alien dominance and rebellion.
You have been told the Inquisition are the ultimate defence against the phantoms of fear and terror which lurk in the darkness between the stars.
You have been told the Inquisition are the bright saviours in an eclipse of evil; purest and most devoted warriors of the Emperor.
You have been told the Inquisition is united in its cause to rid the galaxy of any threat, from without or within.
Everything you have been told is a lie!

So I suppose I wanted to start off by welcoming you all to my Deathwatch RPG page and providing some background information on the Ordo Xenos - the Order that the Deathwatch was formed by. So here it is! - Ed

The Inquisition are a secretive organisation that exist within the Imperium of Mankind. The defenders of an empire a million planets strong. Agents of the God-Emperor - faithful, pure and zealous. Their word is second only to their Master on the Golden Throne of Terra. Their role is to investigate and eliminate threats to his glorious empire. This organisation has three orders, each prided with a particular area of speciality. The Ordo Hereticus (witch hunters), the Ordo Malleus (daemon hunters) and the Ordo Xenos (alien hunters). Under command of the Inquisition are any forces they requisition, from Imperial Guard to Adeptus Astartes. Whatever is appropriate to the task.

The Ordo Xenos

The Ordo Xenos are responsible for putting down alien threats before they become a true threat to the Imperium. So great are the dangers they face the Ordo Xenos has a branch of special operatives ready and at their disposal. The Deathwatch. Only Space Marines of the best quality are seconded to the Deathwatch. Their missions - infiltrate, assassinate, sabotage, cause havoc, demolish and on rare occasions negotiate. They are best suited for such missions and are often against considerable odds. They are armed with the best weapons and armour the Imperium can provide. Furthermore they are united in their purpose to rid the galaxy of aliens. These heroic warriors will be your characters and you will be called to on the aforementioned missions. War calls, will you answer?

There we have it. Over the weeks to come I'll be talking more of the enemies you'll face, the allies you'll encounter and the characters you'll play. Until next time, farewell.