College Deathwatch Footslog Session Planning

This page contains a list of important names, places, and events in my planned Deathwatch campaign. If you think you're in this campaign, fuck off please <3

## Sessions

In most cases, I'll just have a few routes zoned out where the party may go. Some days will have a definite enemy, some days will have choices, some days are unknown. Mapping will be important

1. Arrival, Dark Eldar Ambush, Tau Fleet spotted (secret), The World Blockaded
2. Counter Attack on the Dark Eldar, Tau on the Planet found, Tau fleet revealed, smaller battle against Dark Eldar, Ork Roks destroy the blockade
3. Fight Orks to get back to base, resupply and help move Imperial Guardsmen, fight more Orks, get interrupted by Dark Eldar again
4. Choice: ~~Bring Relief to Sisters of Battle~~, or Attack the unprotected side of a Tau bombarded Ork Stronghold
5. Fight the Tau head-on in a pseudo stealth mission
6. Social encounter with Eldar, Tau show up to the meeting, Dark Eldar pinned as enemy, Gue'vesa revealed, fight whoever you like least
7. End up helping the few remaining survivors of those Sisters of Battle you didn't bother to help earlier

ALTERNATE PATH ONE

1. Prevent Orks from destroying the Blockade at the end of session 2
2. Fight Orks who got to the ground, leave the rest to the Imperial Guard
3. Be a boarding party against a Tau vessel
4. Return to the planet to fight Eldar forces
5. Have prevented Eldar from dealing with Dark Eldar, fight Eldar

ALTERNATE PATH TWO

1. Bring Relief to Sisters of Battle in session 4
2. Go heavy against the Dark Eldar while the Tau are distracted by Orks
3. Discover that the Tau are basically pinned down by Orks, have to choose if you let them destroy each other and the region while you go fight another front with the running Dark Eldar, or help save the planet

## Index of Figures

* Imperium
	+ Inquisitors
	+ Deathwatch Spacemarines
		- Killteam Epsilon
			* Sergeant Tultalius, Ultramarine Tactical Marine
			* 2 Blood Angels, an Assualt Marine and an apothocary
			* 1 Salamander Librarian
			* 1 Storm Warden Devistator
		- Mu Squad
			* Sergeant Jullious, Iron Hand Assault Marine
			* 1 Crimson Fist Assault Marine
			* 1 White Scar Biker
			* 1 Salamander Tactical Marine
			* 2 Space Wolves, A Long Fang and an Assault Marine
	+ Imperial Army
	+ Imperial Navy
		- High Admiral Ironblood
	+ Sisters of Battle
* Dark Eldar
	+ Captain Sting of the Eronious
	+ Captain Seuganant of the Thirster
* Eldar
* Ork
* Tau
* Chaos

## Index of Factions

* Imperium
	+ Inquisition
		- Deathwatch
			* Killteam Epsilon
			* Mu Squad
			* Killteam Play Characters
		- Inquisitors
			* 1 Inquisitor with 5 Acolytes
			* Inquisitor Monkey Squad with 3 Joker-roes and a Daemon Hunter
			* 2 Additional Ordos Xenos Inquisitors
	+ Imperial Army
		- Imperial Guard
			* Invaltunian Regiments
				+ Armored Regiments
					- 8 Armored Regiments
				+ Light Infantry Regiments
					- 30 Light Infantry Regiments
				+ Mechanized Infantry Regiments
					- 20 Mechanized Infantry Regiments
			* Acridilian Regiments
				+ Light Infantry
					- 7 Light Infantry Regiments
				+ Combined Arms
					- 5 Regiments
			* Acridilian PDF
				+ Idk like 20000 Undertrained disorganized guards
		- Imperial Navy
			* Invaltunian Air Corp
				+ Light Infantry Regimental Transport (100 Valkyries)
			* Battlefleet Acrivaltuna, Power 120
	+ Sisters of Battle
		- Order of Our Martyred Lady
		- Order of The Extended Hand
* Eldar
	+ Craftworld Eldar
		- Oulouna Fleet and Army
		- Fleet Power 50
		- 1 Chapter Worth of Eldar
	+ Dark Eldar
		- Crew of the Eronious
			* 47 Crewmembers
		- Crew of the Thirster
			* 36 Crewmembers
			* 7 Slaves
* Orks
	+ RRRWAAG Klan
		- 25000 boys
		- Rok Fleet of Power 300, One time use
	+ Gruth Klan
		- 10000 boys with plenty of vehicles
		- Grath, Minor Spacehulk, Power 30
		- Battlefleet Gruth, Power 30
* Tau
	+ Air Caste
		- Fuckton of Manta
		- Battlefleet of Power 90
	+ Fire Caste
		- 5 Taunar
		- 20 Storm Surges
		- 54 Riptides
		- 50 Ghost Keels
		- 150 Stealth Suits
		- 120 Crisis Battlesuits
		- 3000 Firewarriors
		- 500 Pathfinders
	+ Kroot
		- 4000 Kroot
		- 250 Krootox Riders
		- 30 Greater Krootox
		- Various Kroot Hounds and Knarlocs
	+ Gue'vesa
		- 3 Light Infantry Regiments
		- 1 Adapted Mechanized Infantry Regiments
		- 2 Platoons of Armed Diplomacy Squads
* Tyranids
	+ Hive Fleet Dagon
		- Battlefleet of Power 30
		- Plenty of hordes or whatver
* Chaos
	+ Khorne
		- Infernates
			* Battlefleet of Power 4
			* A Platoon of Space Marines
				+ 4 Squads, 5-10 each, much melee
		- Deathmarks
			* Battlefleet of Power 5
			* 18 Spacemarines
	+ Slanneshi
		- Agents of Erotica
			* 3 Sorceresses
			* 4 Noise Marines
			* 30 Daemonettes
			* 10 Standard Marines

## Regimental and Brigade Composition

Each Regiment has a unique composition, size, and purpose.

### Light Infantry Regiments

The following is true of Invaltunian and Acridilian Regiments. Additionally, men is a general term for a member of a regiment. There are many all-male, all-female, and general regiments.

The two basic groups in a Light Infantry Regiment, the standard fireteam, and the heavy fireteam

A standard fireteam consists of three men armed with lasguns. Each fireteam elects one member as the corporal. This corporal reports to their sergeant.

A heavy fireteam consists of two men as well, but are armed differently. Each has a las pistol, and the gear they need to service the team's heavy weapon. One man is the gunner; one man is the loader.

The next group in these regiments is a section. Each squad has a sergeant, three standard fireteams, and a heavy fireteam. This makes each squad have 1 sergeant, 9 standard guardsmen, and 2 heavy gunners, totaling at 12 men. Traditionally, the sergeant moves with one of the fireteams. A section without a heavy weapon fireteam is called a squad

The next group in these regiments is the platoon. Each platoon has a command team and three sections. The command team contains a voxman, a supportsman, and a lieutenant. The lieutenant commands the platoon, while the voxman handles communication over distance between platoons and higher command. The supportsman can be a variety of individuals, but is usually a second lieutenant. The supportsman can also be a techpriest, a ministorum priest, a weapon specialist (using a plasma gun, bolter, or other special weapon), or simply a runner. With three team members in the command team and three sections with twelve men each, the platoon contains 39 men.

Companies are the next organizational group above a platoon. Each company has a command column and three platoons. Each command column contains a captain, a voxman, and three supportsmen. The supportsmen of a command column can contain voxman, a heavy fireteam, or a sniper team in addition to the other options. Command columns are more likely to have techpriests than a platoon would. With five men in the command column and three platoons with 39 men each, the company totals at 122 men.

Above a company, there is the battalion. Each battalion contains a command squad and three companies. Each command squad contains a lieutenant colonel, two voxmen, three supportmen, and a veteran fireteam. A veteran fireteam has survived long enough to earn respect. A veteran corporal is a chief adviser of a lieutenant colonel. With a command squad of 9 men and three companies of 122 men each, the battalion totals at 375 men.

The battalion is the final building block in a regiment. Three battalions and an elite command section make up a regiment. An elite command section contains a colonel, a commissar, three voxmen, four supportmen, and two senior fireteams. With 15 men in the elite command section and three companies with 375 men each, a regiment contains a total of 1140 men.

### Mechanized Infantry Regiment

The following is true of Invaltunian Regiments. Mechanized infantry Regiments have significantly less voxmen due to the internal vox communications in the vehicles and the reduced amount of men to command.

There are many different basic groups of troops in a mechanized infantry regiment.

* Chimera Crew: 1 Driver, 1 Gunner, 1 Commander
* Standard Fireteam: 3 Guardsmen with Lasguns, 1 is elected as the corporal and leads them when separated from the sergeant
* Specialist Fireteam: 2 Guardsmen with laspistols, they are additionally allotted a special or heavy weapon. This gunner and loader combination can provide deadly firepower on the battlefield.
* Sentinel: This two legged walker supports the regiment with heavy firepower
* Ad Mech Workteam: A techpriest enginseer with four servitors

There are multiple types of squads in a mechanized infantry regiment

The first is a standard mechanized guardsmen transport squad. This squad contains a chimera, two standard fireteams, two specialist fireteams, and a sergeant. When the sergeant is in the chimera, chimera crew take orders directly from the sergeant and the commander is simply the hull gunner, but when the sergeant is not present, the commander issues orders to the driver. With three men in the chimera's crew, two fireteams with three men each, two fireteams with two men each, and a sergeant, the squad totals at 14 men and a chimera.

The second type of squad is a sentinel squad. The sentinel squad contains three sentinels, their pilots, and a sergeant in their own sentinel or on a bike. with three drivers and a sergeant, this squad totals at 4 men, but packs a large punch.

A platoon in a Mechanized Infantry Platoon contains two chimeras with full transports, a sentinel squad, a lieutenant, and a techpriest. The lieutenant rides in one chimera while the techpriest rides in the other. The lieutenant gives orders to the driver of the vehicle he is in, similar to how the sergeant orders the driver when he is the highest ranking individual in a vehicle. The techpriest and lieutenant will disembark when needed and can move with fireteams to get where they are needed. With the combination of squads, the platoon contains 34 men, 2 chimera, and at least 3 sentinels.

A company in a mechanized infantry regiment contains two platoons, a captain, and an Ad Mech Workteam. The captain sometimes uses bike or sentinel to keep up with the other vehicles. Counting the servitors, the company contains 74 men, four chimera, and at least 6 sentinels.

A battalion contains three companies, a lieutenant colonel, three voxmen, and an Ad Mech Workteam. The lieutenant colonel is usually too preoccupied with commanding to use a vehicle, but sometimes is issued a jeep, which a servitor can drive. A battalion has 231 men, 12 chimera, and at least 18 sentinels, but usually about 24 sentinels if commanders are using them.

A regiment contains two battalions, a colonel, two veteran transport squad for the colonel and commissar to travel with, and the commissar. The regiment has a total of 492 men, 24 chimera, and at least 36, but more likely 48 sentinels.

### Armored Regiment

The following is true of Invaltunian Regiments. These regiments are excessively effective at dealing serious damage.

A tank platoon is the smallest group of troops in a Armored Regiment. Each platoon has three Leman Russ Battle Tanks and sometimes an additional Leman Russ Demolisher. One tank commander serves as the lieutenant for the tank platoon. The second in command is a sergeant is also a tank commander. Each tank platoon is between 3 and 4 vehicles and 18 and 24 men.

A support platoon is another small group that contains three vehicles, either hydras, wvyerns, or manticores. They are commanded by a lieutenant in one of the vehicles. Each contains 3 vehicles and 12 men.

A company is made of three tank platoons, a support platoon, and a command tank. The command tank is a Leman Russ Battle Tank with a captain in it. Each contain between 13 and 16 vehicles and 72 and 90 men.

A battalion contains two companies, an Ad Mech Support platoon, and a super heavy tank. The lieutenant colonel of the battalion commands from the super heavy tank. The Ad Mech support platoon contains three techpriest enginseer who each command four servitors, and a Techpriest Dominus. Including the servitors, each battalion has between 173 and 209 men and between 27 and 33 vehicles

Additionally, there are support battalions, which contain 30 Basilisk Artillery Cannons and 3 Deathstrike Missile Carriers.

Each Regiment has has two tank battalions and one support battalion. On average, the colonel of an Armored Regiment commands 93 Vehicles from their own Leman Russ Battle Tank.

## Index of Locations

* Invaltuna, Hiveworld
* Acridilia, Agriworld
* Majuell, Shrine World
* Chaluni, Forge World
* Watch Fortress Soluntum

## Where to Find Statblocks for Enemies

* Dark Eldar
	+ Book of Excess, 94-96
		- Beastmaster Hunter (Troop), 17 R, Pen 6, max damage, Spacemarine with 30 T will take 7 damage to the body, 9 to the head. Each hit has a 30% chance of doing no damage to the body, This is only in melee, ranged Beastmaster Hunters do a max of 12 R, Pen 3, which has no chance to do damage
		- Wych (Troop), Extremely low chance of damaging Deathwatch Spacemarines without an Agoniser equipped
	+ Only War Core Rulebook, 356-362
		- Wych (Troop), Low chance of damaging, Best weapon: Melee, 1d10 + 5, Pen 3
		- Kabalite Warrior (Troop), Low chance of damaging, Best weapon: Dark Lance: 4d10 + 7 E, Pen 5, Works against Spacemarines, second weapon, Splinter Cannon, 2d10 + 2 R, Pen 4, 72% chance to damage 30 Toughness Spacemarine in Body, 28% chance to do > 5 wounds of damage, Many shots, dangerous against lower level characters due to a 1-4 hits possible with 46 BS. Final gun is 1d10+2, Pen 3, no chance of damaging DWSM unless hits head for max damage for 1 wound
		- Beastmaster (Handler), No chance of damaging
		- Clawed Fiend (Minion) 17 R, Pen 1, max dmg, Space Marine with 30 Toughness will take 2 Wounds to the body, 4 to the head. Large chance of no damage
		- Khymera (Minion), 14, Pen 1, max dmg, Space Marine with 30 Toughness will take no wounds to the body, 1 to the head, Extreme chance of no damage
		- Razorwing Flock (Minion), 13 R, Pen 2, max dmg, Space Marine with 30 Toughness will take no wounds to the body, 1 to the head, Extreme chance of no damage
		- Wrack (Elite), Weapon: Agoniser, 4-13 dmg, Pen 6, Space Marine with 30 Toughness will take 3 wounds at max damage to the body, 5 to the head, many attacks, good chance of damaging, toxic on weapons
		- Grotesque (Elite)
			* That cool shit
			* 1d10 + 2 Pen 2d5, 20m, Single shot. Damage cool weapon, 30% chance of no damage, possibility for plenty damage, Corrosive?
			* 1d10 + 8, Pen 3, Melee, 75% chance of damage, 36% chance of 4 or 5 wounds
			* Low wound number, buff that maybe?
		- Talos Pain Engine (Elite)
			* Part Creature, Part Machine, wholly neither
			* 4% not damaging, max wounds against a 30 toughness spacemarine is 10 on the head or 8 in the body
			* Creepy and hard to kill
		- Chronos Parasite Engine
			* 1d10 + 4, pen 7, 20m or 1d10 + 2 pen 7 blast 5 or 1d10 + 6 pen 2 melee is pretty okay, lower chance of damaging, but plenty of boom I'd say
		- Vehicles!
			* Hellion Skyboard, Bike skimmer? Cannot hurt Space Marines
			* Reaver Jetbike, Bike as well, Skimmer, 3d10+7 Pen 4 hurts, No carrying capacity, can be used for hit and run
			* Venom, skimmer, fast, Open-topped, 5 carrying capacity, guns can hurt spacemarines and are toxic. -20 to hit it
			* Raider, Lovely skimmer with heavy weapons, open-top, 10 carrying capacity, -20 to hit
* Eldar
* Harlequins
* Orks
	+ Only War, but use the Deathwatch ones...
	+ Mark of the Xenos, pages 55-59
		- Boys, Troops
		- Meganob, Elite
		- Warboss, Master
		- Big Mek Wurrzog, Master
* Tau
	+ Core Rulebook, Pages 365-368
		- Crisis Suit Commander (Master)
		- Stealth Suit (Elite)
		- Gun Drones (Troops)
		- Firewarriors (Troops)
		- Imperial Guardsman for Gue'vesa, page 376
		- Imperial Guard Field Officer, for Gue'vesa Lieutenant
	+ Mark of the Xenos, pages 5-21
		- Broadside Battlesuit (Elite)
		- Etherearl (Master)
		- Drone (Minion), Force field
		- Kroot Carnivore (Troop)
		- Kroot Shaper (Master)
		- Krootox (Elite)
		- Knarloc (Elite)
		- Great Knarloc (Elite)
		- Kroot Hound (Troops)
		- Pathfinders (Troops)
		- Vespid Stingwing (Troops)
* Tyranids
	+ Core Rulebook, Pages 369-373
		- Hive Tyrant (Master)
		- Warrior (Elite)
		- Hormagaunt (Troop)
		- Termagants (Troops)
	+ Mark of the Xenos, Pages 28-
		- Carnifex (Elite)
		- Dagon Overlord (Master)
		- Gargoyles (Troops)
		- Lictor (Elite)
		- Purestraint Genestealers, Elite
		- Ravener, Elite
		- Ripper Swarm, Troop
		- Trygon, Master
		- Trygon Prime, Master
		- Tyrant Guard, Elite
		- Venomthrope, Elite
		- Zoanthrope, Elite
* Necrons, not appearing in this campaign so I don't care
* Chaos
	+ Mark of the Xenos pages 76-124
		- Includes Greater Deamons, Heretics, Chaos Space Marines, and small daemon BS
* Misc
	+ Mark of the Xenos
		- Bruul Parasites, put them in other monsters to make them weird!
		- Crotalid, IT'S A FUCKING Crocodile
		- Diablodon, Dinosaur
		- Lacrymole, AKA, mimic
		- Loxatl Mercenaies, Croc people with guns...