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Viva Miriya
Jan 9, 2007

You were the 24,680th Dolat Infantry. Your homeworld is a planet with precisely one product- Imperial Guardsmen. Endless thousands of soldiers leave the planet daily, sent off to warzones across the sector. They rarely come home.



Every person on the planet has their role assigned to them at age seven by The System, the unknowable mechanism at the heart of the world. You and the rest of the 5,000 soldiers in the regiment were inducted only four months prior to your arrival planetside. Your regiment had no traditions, not even a proper name. All you were called is Mattin’s Regiment, after your Colonel.
After a month in the warp, you are above Alagar. You were briefed that the planet was newly discovered and took up arms against the Emperor’s Light. As a result, it is your mission to bring them into compliance. The resistance was supposedly only poorly armed planetary troops, limited to the most simple of weapons. They were wrong, dead wrong.

On the first day of your campaign, local forces from the nation-state of Maza met the Mattin’s Regiment during an attempt by imperial forces to decapitate the regions military command. Mortars from hidden positions rained down, killing scores of guardsmen whilst riflemen and machine gunners in fortified positions and trench line laid down accurate and unforgiving fire. Commandos flanked and got behind the line, striking at your beloved colonel and turning him and his squad into so much ash with las-slicers, weapons that rivaled melta guns in potency. There were 4 major nation states that fought amongst each other for resources and territory. Faced with a common enemy they united against the Imperium of Man. 20 regiments would not be enough to take this place, not even the 30 more that were deployed after the first few months to try to rush the world to compliance. Incompetence and power hungry officers saw to that.



Your regiment, whittled down below half strength and per the System ordained regulations, was merged into the oldest of all the Dolat Regiments on planet. The 69th Dolat Infantry “The Axeheads”. There would be more regiments that would face a similar fate over the next 3 years.

The Ridges of Regret, Hill 127, Sophranis, Fort Bane, the Guiscard Lowlands, and the Visceria Line. These and more are your victories. Yet your enemy, by consorting with both Xenos and heretical forces, managed to turn the tide of the stalemate and go on the offensive. First it was the Tau who reached out to the Gazians and supplied them with arms and training. Then an apprentice of Fabius Bile and his warband of Emperor’s Children came to the war zone. Invited in by the Burgites, they unleashed the monstrous soldiers you fought in the Visceria Line. Twisted abominations of men with weapons and blades fused in, proto-Obliterators. Not that you knew what those were at the time. In time Burgia and Maza allied and corrupted the other nations of Alagar into the worship of the Dark Gods, the bargain seen as worth the cost to free Alagar from the tyranny of man and alien alike, how ironic.

The situation has passed the flashpoint and is now critical, indeed you believe it to be the end times now. Pushed back to your fortifications at LZ Zenzunne where you made planet fall 3 years ago, you fight a desperate struggle to survive. Scouts report that 60 Emperor’s Children are spearheading the final assault to take the LZ, enhanced human warriors at their side. Your enemy is legion and you and your allies are but 12 regiments combined. There is no hope for you and there is no rescue. The only reason they haven't unleashed their atomics on the last of you is so they can torture you and then sacrifice you to their twisted gods. All you have is your weapon, the man and woman on your left and right, faith in the Emperor. And that grenade you are saving for yourself.

Chargen
120 point buy
22,000 exp (19,400 for Guardsman, 19,100 for Support Specs)
Players from the original mudgame may import their characters and have a guaranteed slot.
Max Wounds -1 per hive world home world.
Max Fate Points.
No Comrades. All Comrade abilities or order effects are simply your own badassness coming forth.

Regiment Derived Stuff
Regiment: 89th Dolat Infantry “Axeheads”
Unit: 1st Battalion, 3rd platoon, 3rd Squad
Aptitude: Willpower
Stats: +3 Agi +3 Per, +3 Strength, -3 Int

Skills:
Athletics
Common Lore (Imperium)
Decieve
Talents:
Accustomed to crowds: Crowds are easier to run through
Hivebound: -10 to survival tests out of an urban/artificial location.
Rapid Reaction
Rapid Reload
Heightened senses (Hearing) OR Paranoia OR Unremarkable (chosen by the player)

Regimental Gear and standard kit
Regimental Basic Weapon: Boltgun
Regimental Heavy Weapon: Multi-Melta

code:
One uniform
Poor weather gear
One M36 Lasgun (Main Weapon), with bayonet lug and six charge packs
Four frag grenades
Two krak grenades
One smoke grenade (White, green, red or yellow)
One Knife (can be used as a bayonet)
One suit of flak armor, Dolat-variant Cadian Pattern
Respirator
Rucksack 
One set of basic tools 
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags 
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply
Acquisitions
TBD but since I'm picking up where mudgame left off and jumping ahead to tie it into my own poo poo at some point I will ensure you guys have accumulated some poo poo.

Squad-wide additional kit
One suit of Cadian Pattern "Kasrkin" Stormtrooper Carapace, Dolat variant

quote:

“Kasrkin” carapace is designed to be worn as a complete
suit. It has an integral auspex unit with wrist display and
attachments for a grav-chute. The carapace helmet is equipped
with a rebreather, photo-visor, encrypted micro-bead, and a
clip attachment on the side of the helmet for either a lamp
pack or a vid-recorder. These systems are powered by a small
charge pack (equivalent in size and cost to a lasgun charge
pack) that must be replaced after a week of continuous use.

Viva Miriya fucked around with this message at 14:51 on Oct 10, 2014

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frajaq
Jan 30, 2009

#acolyte GM of 2014




Jakovich

code:
Name: Jakovich
Specialty: Sanctioned Psyker

Stats: 

WS:  65    20 +20 +10 Breakpoint +15 Advance
BS:  25    20 +5
Str: 50    20 +12 +3 Regiment +10 Breakpoint +5 Advance
T:   35    20 +10 +5 Advance
Ag:  33    20 +10 +3 Regiment
Int: 47    20 +20 -3 Regiment +5 Breakpoint +5 Advance
Per: 58    20 +20 +3 Regiment +10 Advance +5 Breakpoint
WP:  70    20 +20 +5 Specialty +20 Advance +5 Breakpoint
Fel: 23    20 +3

Wounds: 13/13
Fate Points: 3/3

Insanity: 0
Corruption: 5

Aptitudes:
Intelligence
Knowledge
Perception
Psyker 
Strength
Willpower
Weapon Skill (double aptitude from Willpower)

Skills:
Awareness
Athletics
Common Lore (Imperium, (Adeptus Astra Telepathica) 
Decieve
Forbidden Lore (Psykers, Warp)
Psyniscience+30
Scholastic Lore (Cryptology)

Talents:
Sound Constituion(x1)
Nerves of Steel
Swift Attack
Lightning Attack
Fearless
Favoured by the Warp
Ultimate Sanction
Rapid Reaction
Rapid Reload
Paranoia
Heightened Senses (Hearing)
Weapon Training (Las, Low-Tech)

Traits:
Psy Rating 8
Psyker
Accustomed to crowds: Crowds are easier to run through
Hivebound: -10 to survival tests out of an urban/artificial location.

Powers:
Prescience
Foreboding 
Endurance
Iron Arm
Assail
Warp Speed
Shockwave
Objuration Mechanicum

Equipment:
Data-slate
psy focus
BQ Staff
One uniform
Poor weather gear
One M36 Lasgun (Main Weapon), with bayonet lug and six charge packs
Four frag grenades
Two krak grenades
One smoke grenade (White, green, red or yellow)
One Knife (can be used as a bayonet)
One suit of flak armor, Dolat-variant Cadian Pattern
Respirator
Rucksack 
One set of basic tools 
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags 
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply

Experience: 19050/19100 
Toughness (Simple)     500
Willpower (Simple)     100
Willpower (Inter)      250
Willpower (Trained)    500
Willpower (Expert)     750
Psy Rating 3           600  -> Breakpoint, +5 WS
Psy Rating 4           800
Psy Rating 5           1000
Psy Rating 6           1200 -> Breakpoint, +5 Str
Psy Rating 7           1400
Perception (Simple)    250
Perception (Inter)     500  -> Breakpoint, +5 WS
Psyniscience+10        200
Psyniscience+20        300
Psyniscience+30        400
Awareness              200
FL (Warp)              100
Warp Sense             200
Ultimate Sanction      250
Endurance              300
Iron Arm               400  -> Breakpoint, +5 WP
Psy Rating 8           1600
Assail                 200
Warp Speed             500
Shockwave              300  -> Breakpoint, +5 Str
Objuration Mechanicum  300
Crush                  300
Vortex of Doom         400
Strength (Simple)      250
Weapon Skill (Simple)  250  -> Breakpoint, +5 Per
Weapon Skill (Inter)   500
Weapon Skill (Trained) 750
Swift Attack           450
Nerves of Steel        450
Fearless               600
Favoured by the Warp   400
Lightning Attack       600  -> Breakpoint, +5 Int
Crushing Blow          600
Sound Constitution     300
Intelligence(Simple)   100

frajaq fucked around with this message at 16:21 on Oct 5, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?
May actually build an ogryn.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
I think we all know what I'm doing for this game.

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.


Stubbs

Stubbs was your typical hiver on Dolat, the system was drilled into him at a young age, and even before the age of seven, he had a horrible temper. He had no choice but to join Mattin's Regiment but he could at least make a name for himself. Stubbs channeled his temper into beating things, at first, other kids, then as he grew older, mutants and gangers that crossed his path. By the time he was to be inducted, he was well known among locals to be as stubborn as a grox and twice as willing to fight. His fighting spirit was admirable, but incompetent officers made certain that his talents at close combat were wasted, forcing him to command a group of riflemen instead of leading them into a headlong charge into certain death and claiming victory.

It was not until the regiment was merged with the Axeheads that the commanders saw his talents. At the Ridges of Regret, he kicked at least 20 men to their deaths, howling for more as he beat the Emperor-forsaken life out of them with their hands. At Hill 127, he broke ranks and ran at the enemy as soon as he could see them, being critically wounded but striking fear into rebels as he leaped into their heavy emplacements with nothing but his fists. The list goes on and on, Stubbs was a man that turned himself into a Munitorum-certified weapon, each successful campaign adding to his glory, his injuries and his bionics.

Now with the end drawing near, and the only way forward, he is a man, corded with natural and slab upon slab of artificial muscle, armored and upgraded inside and out with everything he needs to bring justice to the Emperor's foes. His Locator Matrix tells him that there's fighting all around him and he is completely surrounded. That is exactly how he likes it. Stubbs was far from home and the only way back is through victory.


pre:
Name: Stubbs
Specialty: Brawler

XP 22000

Stats:
Weapon Skill: 90	20 +20 +20 Advance +30 Breakpoint
Ballistic Skill: 20
Strength: 63	20 +20 +20 Advance +3 Regiment
Toughness: 60	 20 +20 +20
Agility: 63	20 +20 +20 +3 Regiment
Intelligence: 17 
Perception: 33	20 +10 +3 Regiment
Willpower: 40	20 +20
Fellowship: 35	20 +10 +5 Breakpoint

Wounds 14/14
Fate points 3/3

Aptitudes: Agility, Finesse, Offense, Strength, Toughness, Weapon Skill, Willpower

Skills:
Command
Navigate (Surface)
Dodge +30
Parry +30
Intimidate
Trade (Cook)
Acrobatics
Athletics +20
Common Lore (Imperium)
Decieve

Talents:
Iron Discipline
Weapon Training (Chain, Solid Projectile, Low-Tech, Power, Shock)
Unarmed Warrior
Unarmed Master
Frenzy
Quick Draw
Furious Assault
Sure Strike
Ambidextrous
Two Weapon Wielder
Blade Dancer
Duelist
Whirlwind of Death
Combat Master
Crushing Blow
Swift Attack
Lightning Attack
Leap Up
Decieve
Accustomed to crowds
Hivebound
Rapid Reaction
Rapid Reload
Hightened Senses (Hearing)
Sprint (Bionic Heart)

Traits:
Unnatural Strength (4)
Armor (1 Head, 3 Body, 2 Arms and Legs)

Specialist Equipment:
Power Maul
Best Craftsmanship mono knife

Implants:
Best Quality Synthmuscle
Bionic Heart
Subskin Armor
Respiratory Filter Implant
Locator Matrix
Cranial Armor

Advances: 19400 to spend

Sergeant +5 Fellowship
600/600 ->Starting to 2500xp
Simple Weapon Skill -200 (One known)
Simple Strength -200 (One known)
Trade (Cook) -200

2500->5000 Brawler New aptitudes, Ambidextrous, Pugilist, new equipment

2500/2500
Intermediate Weapon Skill -250
Intermediate Strength -250
Trained Weapon Skill -500
Trained Strength -500
Simple Toughness -250
Simple Agility -100
Intermediate Agility -250
Intimidate -200
Dodge -200

5000->7500 Brawler +5 WS

2500/2500
Expert Weapon Skill -750
Expert Strength -750
Intermediate Toughness -500
Athletics -100
Parry -200
Athletics +10 -200

7500->10000 Brawler +5 WS

2500/2500
Trained Agility -500
Trained Toughness -750
Veteran Agility -750
Unarmed Warrior -200
Unarmed Master -300

10000->12500 Brawler +5 WS

2500/2500
Veteran Toughness -1000
Parry +10 -400
Dodge +10 -400
Frenzy -200
Quick Draw -200
Furious Assault -300

12500->15000 Brawler +5 WS

2500/2500
Parry +20 -600
Dodge +20 -600
Athletics +20 -300
Sure Strike -200
Two Weapon Wielder -300
Weapon Training (Power) -200
Duelist -200


15000->17500 Brawler +5 WS

2500/2500
Parry +30 -600
Dodge +30 -600
Swift Attack -300
Whirlwind of Death -300
Precise Blow -300

17500->20000 Brawler +5 WS

2500/2500
Lightning Attack -400
Crushing Blow -400
Watch My Back! -300
Bulging Biceps -300
Two Against the Odds -400
Feat of Strength -400
Killing Strike -300
Acquisitions:

Best Quality Synthmuscle Near Unique
Subskin Armor Very Rare
Bionic Heart Very Rare
Respiratory Filter Implant Rare
Locator Matrix Rare
Good Quality Photovisors Rare
Cranial Armor Scarce

HukHukHuk fucked around with this message at 07:43 on Nov 6, 2014

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Here's the man himself, the Scythe of the Emperor.





pre:
Name: Serp
Career: Weapon Specialist -> Sharpshooter (2,500) -> Scout (20,000)
Aptitudes: Agility, Fieldcraft, Strength, Perception, Offense, Weapon Skill, Willpower


Characteristics:
WS:  20 (20 +  0)
BS:  80 (20 + 20) [+5 Career] [+20 Advance] [+15 Dedication]
S:   33 (20 + 10) [+3 Homeworld]
T:   40 (20 + 20)
Ag:  68 (20 + 20) [+3 Homeworld] [+5 Dedication] [+20 Advance]
Int: 37 (20 + 20) [-3 Homeworld]
Per: 68 (20 + 20) [+3 Homeworld] [+5 Dedication] [+20 Advance]
WP:  45 (20 + 10) [+5 Dedication] [+10 Advance]
Fel: 20 (20 +  0)

Wounds 11/11
Fate 3/3
IP: 0
CP: 0


Skills:

Acrobatics +10
Athletics
Awareness +10
Common Lore (Imperial Guard)
Common Lore (Imperium)
Common Lore (War)
Deceive
Dodge +20
Navigate (Surface) +10
Operate (Aeronautica)
Scrutiny +20
Security
Stealth +20
Survival
Trade (Armorer) +10


Talents:

Ambush
Blind Fighting
Catfall
Crack Shot
Deadeye Shot
Giantkiller
Hard Target
Heightened Senses (Sight, Sound)
Hip Shooting
Lasgun Barrage
Lock On
Marksman
Mighty Shot
Paranoia
Ranged Weapon Expert (Solid Projectile)
Rapid Reaction
Rapid Reload
Sharpshooter
Solid Projectile Weapon Expertise
Solid Projectile Weapon Mastery
Stealth Sniper 
Target Selection
The Bigger They Are
Versatile Shooter
Veteran Comrade
Vigilant
Weapon Training (Heavy, Launcher, Melta, Solid Projectile)


Traits:

Accustomed to Crowds
Hivebound


Gear:
Good Sniper Rifle (Primary)
 - Upgrades: Preysense Sight, Targeter
 - Customizations: Custom Grip, Extended Barrel, Home Materials, Modified Stock, Reduced Weight,
                   Sacred Insription, Trigger Adjustment
 - 3 clips regular ammor
 - 6 clips Manstopper
Good Autopistol (Sidearm)
 - Upgrades: Extended Mags, Targeter
 - Customization: Custom Grip, Trigger Adjustment
 - 3 clips regular
 - 6 clips Manstopper
Meltagun
 - 3 flasks
Good Missile Launcher
 - 4 Krak missiles
Storm Trooper Carapace armor
Synskin
Chameleoline cloak
Combi-Tool
Signal Jammer
Microbead
Multi-key
Handheld Targeter
Auspex
6 Frag grenades
4 Krak grenades
One uniform
Poor weather gear
One smoke grenade (Green)
One Knife (can be used as a bayonet)
Respirator
Rucksack 
One set of basic tools 
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags 
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply

XP Spent        20,000/20,000

Armsman                   250
Hail of Fire              300
Stealth                   100
Stealth +10               200
Stealth +20               300
Awareness                 200
Awareness +10             400
Acrobatics                100
Dodge                     200
Dodge +10                 400
Catfall                   200
-----------------------------
BS +5                     100
BS +5                     250
Crack Shot                300
Hip Shooting              300
Marksman                  300
Sharpshooter              300
Mighty Shot               400
Target Selection          400
-----------------------------
Ambush                    300
SP Weapon Expertise       300
Stealth Sniper            450
Ranged Weapon Expert (SP) 400
SP Weapon Mastery         400
Versatile Shooter         400
Veteran Comrade           600
-----------------------------
Agility +5                100
Agility +5                250
The Bigger They Are       300
Giantkiller               400
BS +5                     500
BS +5                     750
-----------------------------
Agility +5                500
Agility +5                750
Vigilant                  200
Lock On                   300
Trade (Armorer)           200
Trade (Armorer) +10       400
-----------------------------
Perception +5             250
Perception +5             500
Perception +5             750
Perception +5            1000
-----------------------------
Spotter                   300
Pinpoint Guidance         500
Weapon Training (Heavy)   200
Willpower +5              250
Willpower +5              200
Dodge +20                 600
Navigate (Surface) +10    600
-----------------------------
Scrutiny                  100
Scrutiny +10              200
Scrutiny +20              300
Acrobatics +10            200
Hard Target               450
Operate (Aeronautica)     200
Security                  300
Heightened Sense (Sound)  300
-----------------------------

Vicissitude fucked around with this message at 21:17 on Nov 9, 2014

Waci
May 30, 2011

A boy and his dog.

Diane Niota
Her parents having died too early for her to remember either of them from much more than picts and accounts from their colleagues, Diane had been raised almost exclusively by the Schola Progenium. This, the Emperor's blessing, and whatever inheritance she had gained from her Imperial Guard officer parents, had resulted in what the tutors at the schola had described as a naturally talented commissar candidate. Even for someone from the world of Krieg, from whom nothing short of absolute self-sacrificial dedication to the Imperial cause was expected, Diane had always been considered a zealot. Having grown up on tales of the exploits of heroic commissars like Gaunt, Cain, and Yorrick, Diane focused herself on striving towards a place in the commissariat.

She got what she wanted. After just under a year as a commissar candidate in the 29085th Krieg Siege Infantry, Diane received a battlefield promotion to full commissarial rank, after her mentor, Commissar Schwerter died leading a heroic charge against a fortified tau position. Eyewitness accounts indicated Commissar Schwerter had fought on for minutes after his torso had been ripped to shreds by tau railgun fire, functioning by nothing but his faith and the Emperor's grace. Diane was honoured to follow in such esteemed footsteps, and hoped that her inevitably death in the service of Him on Terra would be as glorious and honourable.

Schwerter's Charge, as it became known to imperial historians, bought the Imperial forces victory in that battle, at the cost of 98% casualties. While most of the survivors were transferred to various Adepta Sororitas hospitals, the fortunate few to have survived with only minor injuries were transferred to other regiments, the number of survivors being too low to warrant a traditional regimental merger. Diane was transferred to the 69th Dolat Infantry, explicitly because a much younger regiment had recently been merged into the esteemed older one and more commissars were needed to aid in a smooth transition.

pre:
Name: Diane Niota
Career: Commissar
Aptitudes: Willpower, Agility, Perception, Fellowship, Weapon Skill, Ballistic Skill, Finesse, Leadership

Characteristics:
WS:  50=20+15+5+5+5
BS:  50=20+15+5+5+5
S:   36=20+13+3
T:   40=20+10+5+5
Ag:  50=20+7+3+5+5+5
Int: 30=20+8-3+5
Per: 30=20+7+3
WP:  50=20+20+5+5
Fel: 65=20+20+5+5+5+5+5

Wounds 15/15
Fate 3/3
IP: 0
CP: 0

Skills:
Athletics
Common Lore (Imperium, Imperial Guard)
Decieve
Command +30
Scholastic Lore (Tactica Imperialis)
Dodge +10
Parry +10
Charm
Stealth
Awareness
Acrobatics
Interrogation 

Talents:
Rapid Reaction
Rapid Reload
Paranoia
Air of Authority
Cold Hearted
Weapon Training (Bolt, Chain, Las, Power, Melta, Plasma, SP)
Imperial Commander 
Sure Strike 
Duelist 
Deadeye Shot 
Heroic Inspiration 
Ambidextrous 
Nerves of Steel
Fearless
Precise Blow
Sharpshooter
Killing Strike
Radiant Presence 
Final Judgement 
Quick Draw
Two Weapon Wielder (Melee, Ballistic)
Sidearm
Step Aside
Blademaster
Inspire Wrath 
Master Orator 
Swift Attack 
Whirlwind of Death 
Crack Shot 
Crippling Strike
Blade Dancer
Gunslinger
Combat Master 
Counter Attack 
Marksman
Lightning Reflexes
Heightened Senses (Hearing)
Tank Hunter
Peer (Imperial Guard)
Lightning Attack
Leap Up

Traits:
Accustomed to Crowds
Hivebound
Unnatural Strength +1

Gear:
Good Chainsword
-Custom Grip
-Deactivated Safety Features
-Modified Stock
-Sacred Inscription
Good Bolt Pistol
-Fluid Action
-Custom Grip
-Trigger Adjustment
-Reduced Weight
Commissar's uniform
Poor weather gear
Four frag grenades
Two krak grenades
One smoke grenade (Green)
One Knife (can be used as a bayonet)
Stormtrooper Carapace, Dolat-variant Cadian Pattern
Respirator
Rucksack 
One set of basic tools 
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags 
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply
Good Power Sword
-Duellist Hilt
-Custom Grip
-Deactivated Safety Features
-Modified Stock
-Sacred Inscription
Good Plasma Pistol
-Motion Predictor
-Targeter
-Fluid Action
-Custom Grip
-Trigger Adjustment
-Reduced Weight
Refractor Field
Subskin Armour
Chameleoline Cloak
Synthmuscle
Good Long-las
-Red-dot Laser Sight
-Targeter
-Modified Stock
-Custom Grip
-Trigger Adjustment
-Reduced Weight
Photo-contacts
Micro-bead
Stummer
Cranial Armour
Vocal Implant

XP Spent        

Galvanising Presence -250
Simple Fellowship -250
Simple Willpower -250
Simple Weapon Skill -250

Simple Agility -100
Simple Ballistic Skill -100
Dodge -200
Parry -200
Charm -200
Command +10 -200

Intermediate Agility -250
Intermediate Ballistic Skill -250

------------------------------------------------ 2500

Intermediate Weapon Skill -500
Intermediate Fellowship -500
Intermediate Willpower -500
Trained Agility -500

Stealth -200
Awareness -200
Acrobatics -100

------------------------------------------------ 5000

Imperial Commander -400
Sure Strike -200
Duelist -200
Deadeye Shot -200

Heroic Inspiration -300
Ambidextrous -200
Precise Blow -300
Radiant Presence -200

Final Judgement -400
Scrutiny -100

------------------------------------------------ 7500

Quick Draw -200
Sidearm -400
Dodge +10 -400

Two-weapon Wielder (Melee) -300
Two-Weapon Wielder (Ballistic) -300
Parry +10 -400

Sharpshooter -300
Interrogation -200

------------------------------------------------ 10000

Nerves of Steel -450
Killing Strike -450
Step Aside -600
Fearless -600
Blademaster -400

------------------------------------------------ 12500

Inspire Wrath -300
Master Orator -400
Command +20 -300

Swift Attack -300
Command +30 -400
Whirlwind of Death -300

Crack Shot -300
Weapon Training (Power) -200

------------------------------------------------ 15000

Crippling Strike -300
Blade Dancer -400
Gunslinger -400
Combat Master -450
Counter Attack -450
Marksman -300
Lightning Reflexes -300

------------------------------------------------ 17600

Heightened Senses (Hearing) -300
Tank Hunter -300
Weapon Training (Plasma) -200
Weapon Training (Melta) -200
Weapon Training (Solid Projectile) -200
Peer (Imperial Guard) -300
Lightning Attack -400
Leap Up -200
------------------------------------------------ 19700

Waci fucked around with this message at 20:01 on Nov 5, 2014

Sormus
Jul 24, 2007

PREVENT SPACE-AIDS
sanitize your lovebot
between users :roboluv:
pre:

Name: Sham Ferrus
Gender: Male 
Career: Heavy Gunner
Demeanor: Sarcastic

Characteristics 
WS	30	(20 +10)
BS  	65	(20 +20 +20 +5)
S   	53	(20 +20 +3 +10)
T   	65	(20 +20 +5 +20)
Ag  	43	(20 +20 +3)
Int 	37	(20 +5 -3 +15)
Per	43	(20 +10 +3 +10)
WP  	25	(20 +5)
Fel 	50 	(20 +10 +20)

Wounds: 17
Fate: 3

Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness, Willpower

Skills: 
Survival, 
Common Lore (Imperial Guard, War, Imperium), 
Intimidate
Athletics
Deceive
Dodge +10
Charm
Tech-use +10
Medicae 
Scrutiny +10


Talents: 
Iron Jaw, 
Weapon Training (MSolid Projectile, Low-Tech, Heavy, Melta)
Rapid Reaction
Rapid Reload
Unremarkable
Loader
Bulging Biceps
Mighty Shot
Hardy
Target Selection 
Melta Weapon Expertise
Melta Weapon Mastery
Overkill
Tank Hunter
Iron Jaw
Paranoia 
Jaded
Hip Shooting
Eye of Vengeance
Dead-eye Shot
Marskman
Sharpshooter
Versatile Shooter
Radiant Presence
Technical Knock
Quick Draw
The Bigger They Are 
Giantkiller

Traits:
Accustomed to crowds: Crowds are easier to run through
Hivebound: -10 to survival tests out of an urban/artificial location.

Equipment: 
Common Craftsmanship Multi-Melta.

XP Spent: 			19,900/19,900
BS +5 				250
BS +5 				500
BS +5 				750
BS +5 				1000
--DEDICATION +5 BS-- 		2500
S +5 				250
S +5 				500
T +5 				100
T +5 				250
Loader 				250
Bulging Biceps 			450
Mighty Shot 			400
Hardy 				300
--DEDICATION +5 T-- 		5000
Target Selection 		600
Dodge 				200
Sound Constitution (3) 		600
Crack Shot 			450
Dodge +10 			400
Per +5 				250
--DEDICATION +5 Per-- 		7500
Melta Weapon Expertise 		300
Melta Weapon Mastery 		400
Overkill 			400
Tank Hunter 			450
Iron Jaw 			200
Paranoia 			450
Jaded 				200
Hip Shooting 			450
--DEDICATION +5 T-- 		10350
Eye Of Vengeance 		400
Dead-eye Shot 			300
Marksman 			450
Sharpshooter 			450
Versatile Shooter 		600
--DEDICATION +5 Fel-- 		12550
Fel +5 				250
Radiant Presence 		300
Int +5 				500
Int +5 				750
Int +5 				1000
--DEDICATION +5 Fel 		15350
Charm 				200
Tech-Use 			300
Tech-Use +10 			600
Technical Knock 		600
Quick Draw 			600
--DEDICATION +5 Fel 		17650
The Bigger They Are 		450
Giantkiller 			600
Medicae 			300
Scrutiny 			100
Scrutiny +10 			200
Technical Knock			600

Sormus fucked around with this message at 23:57 on Nov 4, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?

Eduardo "Double-D" Herras

It's said that heavy weapons specialists tend to be on the large side, and Eddie is no different; he, however, went away from the route of most muscular gunners and is instead a fairly fat, nerdy piece of poo poo. During the attack on the governor's manse, however, he proved himself an asset with precise and accurate application of focused melta blasts at ranges exceeding most weapons.

Formerly an engineer, practice with melta weaponry had given Eddie (nicknamed Double-D) insight into how the weapons functioned, and how the superheated lance of energy at the core of every melta blast could actually be tightened and extended to go beyond the standard range of the weapons, and this, sided with his ability to land accurate shots with most weaponry, allowed him to support his allies from a distance greater than one would expect.

During the anarchy after the attack, Eddie found himself raiding the armory with his comrades, and he found an unfamiliar pattern of multi-melta. With a good work bench and the parts from other meltas, Eddie was able to customize the weapon to function as a bizarre shoulder-mounted anti-armor sniping tool which uses a feed of specialized gas canisters for each shot. The weapon is not without fault, as it is prone to breakage and overheating, and loses much of its punch at longer ranges, but it still does a dandy number against vehicles.


Name: Eduardo “Double D” Herras
Regiment: 89th Dolat Infantry “Axeheads”
Specialty: Heavy Weapons
Demeanour: Fat


WS: 20
BS: 90 (20+20+20+5+5+5+5+5+5)
S: 48 (20+3+20+5)
T: 65 (20+5+20+20)
Ag: 43 (20+20+3)
Int: 57 (20-3+20+20)
Per: 30 (20+10)
Wp: 30 (20 +10)
Fel: 20

Wounds: 15/15
Fate: 3
Insanity: 0
Corruption: 0

Aptitude: Ballistic Skill, Finesse, Fellowship, Offence, Perception, Toughness, Willpower

Skills:
Athletics
Survival
Common Lore (Imperium, War, Imperial Guard)
Decieve
Intimidate
Tech-Use +10

Talents:
Rapid Reaction - May act normally when surprised/ambushed.
Rapid Reload - Reload time is reduced by half.
Heightened senses (Hearing) - +10 on hearing tests.
Weapon Training (SP, Low-Tech, Heavy, Melta, Plasma, Flame)
Modify Payload - Tech use test to modify grenade or missile's blast quality; +1, and another +1 per 3 DoS
Melta Weapon Expertise - Add BS Bonus x2 meters to melta range.
SP Weapon Expertise - clearing a jam is a free action
Plasma Weapon Expertise - Only overheats on 96+, or a Jam
Tank Hunter - Add BS bonus to pen against vehicles.
Melta Weapon Mastery - +1 pen per DoS on melta attack.
Plasma Weapon Mastery - +2 damage, pen, and blast on Maximal
SP Weapon Mastery - Gain Proven (BS/2) on SP weapons.
Versatile Shooter - All weapons benefit from Accurate.
Bombadier - Indirect weapons may be fired as a half action; roll twice and pick for scatter.
Cleanse and Purify - -20 ag test to be set on fire; RF = target is on fire.
Sacred Flame - RF on 9 or 10 with Flame Weapons.
Weapon-Tech - Modify damage and pen of melta, plasma, and flame by Int bonus.
Bulging Biceps - No need to brace! +20 athletics when using Heft.
Crack Shot - +2 to critical damage
Hip Shooting - May move and shoot at no penalty.
Marksman - No penalties for distance.
Deadeye Shot\Sharpshooter - No penalty on called shots.
Eye of Vengeance - Spend fate on ranged standard attack, gain +X damage pen, X = DoS on attack roll
Mighty Shot - Add half BS, rounded up, to all ranged damage.
Sound Constitution - +1 Wound
Target Selection - Fire into melee with no penalty.

Traits:
Accustomed to crowds: Crowds are easier to run through
Hivebound: -10 to survival tests out of an urban/artificial location.


Equipment:
Common Craftsmanship missile launcher with 5 Frag Missiles
Multi-Melta

Regimental Kit:
-Aramexan Ventilator-Pattern Assault Shotgun* + four clips
-Set of flak armor/ Construction site PPE
-One respirator
-Four empty sandbags
-Two frag grenades
-Two photon flash grenades
-One combi-tool
-One data-slate
-One 9-70 entrenching tool (mono'd)*
-One anointed toolkit,
-One signaling pistol+ 3 flares,
-One good-quality set of photo-visors,
-plus all that universal stuff in the corebook (p. 68)

Aptitude: Ballistic Skill, Finesse, Fellowship, Offence, Perception, Toughness
Advances: 18,900/19,100
T+20 2500
2500 DEDICATION - +5 BS
BS+20 1600
Tech-Use 300
Modify Payload 600
5000 DEDICATION - +5 BS
Melta Weapon Expertise 300
SP Weapon Expertise 300
Plasma Weapon Expertise 300
Tank Hunter 300
Melta Weapon Mastery 400
Plasma Weapon Mastery 400
SP Weapon Mastery 400
Versatile Shooter 400
7500 DEDICATION - +5 BS
Weapon Training (Plasma) 200
Weapon Training (Launcher) 200
Weapon Training (Flame) 200
Bombadier 600
Deadeye Shot 200
Cleanse and Purify 300
Sacred Flame 400
Sound Constitution 200
10,000 - DEDICATION - +5 BS
Tech-Use +10 600
Int+20 4750
12,500 - DEDICATION - BS +5
15,000 - DEDICATION - BS +5
Weapon-Tech 600
Bulging Biceps 450
Crack Shot 300
Hip Shooting 300
Marksman 300
Sharpshooter 300
17,500 - DEDICATION - BS+5
Eye of Vengeance 400
Mighty Shot 400
Target Selection 400
S+5 250

John Dyne fucked around with this message at 16:32 on Oct 6, 2014

Esser-Z
Jun 3, 2012

I think I'm going to make something, but I'm not sure what, yet.

Esser-Z fucked around with this message at 20:18 on Oct 6, 2014

Rockopolis
Dec 21, 2012

I MAKE FUN OF QUEER STORYGAMES BECAUSE I HAVE NOTHING BETTER TO DO WITH MY LIFE THAN MAKE OTHER PEOPLE CRY

I can't understand these kinds of games, and not getting it bugs me almost as much as me being weird
Sounds like a job for Ogryn Bane.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.

Rockopolis posted:

Sounds like a job for Ogryn Bane.

Slap a jockstrap on your face and sound like you're talking from inside a heating duct? :v:

Esser-Z
Jun 3, 2012

Update: I am making a sergeant --> Commander. I will have lots of comrade talents that are fluffed as things going JUST AS PLANNED.

John Dyne
Jul 3, 2005

Well, fuck. Really?

Alfonso Hoxton

Every regiment has a man that has done it all and seen it all, and can poo poo done when you need it. That man is not Alfonso, but by all rights it should be. The man has had enough experience in the guard to pull off just about any job necessary. Good with a needle, good with a gun, good with bombs, and enough weight to throw around to actually make people do poo poo.

But at the same time, Al Hoxton is the laziest, most shiftless, rude, crass son of a bitch in the entire infantry. Sure, he can reattach your arm, but right now he's still got about a quarter of his beer left. Enemy bunker needs some artillery dropped on it? Not his problem; he's got half a year's worth of ALMOST HERETICS on his dataslate to get through. 'Oh God, Al, there's a guy out there with an axe and he's breathing fire and we can't get close enough to do anything can you shoot him with your rifle Al' and he'll remind you of the twenty bucks you owe him. But in the end? He'll put a lasbolt through Firebeath Axeslaughter's eyebrows, so long as you can get him a fresh beer.

It may seem that Al just hates his job, but to him, life as a guardsman is cushier than life as a civilian. He doesn't speak about it much, but when the question comes up, he turns to a thousand yard stare, shaking his head slowly as he mutters about fat, rude women.


Name: Alfonso Hoxton
Regiment: 89th Dolat Infantry “Axeheads”
Specialty: Master of Ordinance
Demeanour:


WS: 20
BS: 20+20+20+5+5
S: 20+3
T: 20+10
Ag: 20+10+20
Int: 20-3+20+20
Per: 20+3+20+20
Wp: 20+20+20+5
Fel: 20 +20+20+5

Wounds: 12/12
Fate: 3
Insanity: 0
Corruption: 0

Aptitude:

Skills:
Athletics
Common Lore (Imperium)
Decieve
Medicae
Scholastic Lore (Chymistry)
Trade (Chymist)

Talents:
Rapid Reaction - May act normally when surprised/ambushed.
Rapid Reload - Reload time is reduced by half.
Heightened senses (Sight, Hearing) - +10 on tests.
Jaded
Weapon Training (Las, Low-Tech)
Swift Suture
Resistance (Fear)
Technical Knock
Deadeye Shot
Air of Authority
Combat Sense

Traits:
Accustomed to crowds: Crowds are easier to run through
Hivebound: -10 to survival tests out of an urban/artificial location.


Equipment:
Diagnostor
Injector
Medkit
4 field sutures
Demolition charge, 2 frag
grenades, 2 snare mines, combi-tool, respirator.
Good Triplex Pattern Lasgun
Good craftsmanship mortar
deadspace earpiece
hand-held targeter


Regimental Kit:

Aptitude:Agility, Fellowship, Intelligence, Leadership, Offence, Perception, Willpower

Advances: 18,100/19,100
Int+20 1600
Field Treatment 300
Medicae Auxila 200
Medicae+20 900
CLASS CHANGE -> Field Chirugeon
Master Chirugeon 400
Rapid Intervention 300
It's Not as Bad As All That.. 600
Methodical Care 300
Infused Knowledge 400
Foresight 300
Total Recall 200
CLASS CHANGE -> Breacher
Volatile Surprise 400
Steady Hand 300
Tech-Use +20 1000
Agility+20 1600
CLASS CHANGE -> Sharpshooter
Spotter 300
Pinpoint Guidance 500
BS+20 1600
Per+20 1600
WP+20 1600
DEDICATION -> +10 BS
Dodge+20 1000
CLASS CHANGE -> Master of Ordinance
Command +20 1000
Fel+20 1600
DEDICATION -> +5 Fel
Mortar Strike 300
Artillery Signal 600
Calculated Barrage 200
Don't You Die On Me! 600
Charm+10 300

Esser-Z
Jun 3, 2012

Here we go! I'll get a pic after work. Will do her bio/items either during or after work!

EDIT: See later post for updated sheet.
Sergeant Alaina Payton

Weapon Skill 20 = 20
Ballistic Skill 20 + 20 +20 (advance) +10 (break point)= 70
Strength 20 +3= 23
Toughness 20 +20 = 40
Agility 20 +13 +3= 36
Intelligence 20 +20 -3 +5 (break point)= 42
Perception 20 +7 +3 = 30
Willpower 20 +20 =40
Fellowship 20 + 20 +5(Sergeant) +20 (advance) +10 (break point)= 80


18 wounds
3 Fate Points

Skills
Athletics
Charm +20
Command +30
Common Lore: Imperial Guard
Common Lore: Imperium
Common Lore: War
Deceive +10
Inquiry +30
Interrogation +30
Navigate: Surface
Scholastic Lore (Tactica Imperialis)
Stealth +10
Survival

Talents and Orders
Accustomed to Crowds
Air of Authority
Armsman
Back them up!
Born Leader
Combat Formation
Covering Fire
Dig in !
Draw Away
Eye of Vengeance
Fight Through the Pain!
Flank Them!
Get Them
Hail of Fire
Heroic Inspiration
Hivebound
Inspire Wrath
Jaded
Lasgun Barrage
Lasgun Volley
Las Weapon Expertise
Las Weapon Mastery
Master Orator
Marksman
Mighty Shot
Munitorum Influence
Paranoia
Persuasive Charm
Plasma Weapon Expertise
Plasma Weapon Mastery
Radiant Presence
Rapid Reaction
Rapid Reload
Snap out of it!
Stirring Rhetoric
Storm of Iron
Tactical Repositioning
Target Selection
Trademark Item
True Grit
Veteran Comrade
Weapon Training (Bolt, Chain, Las, Launchers, Flame, Low-tech, Plasma, Solid)


2500/2500
Covering Fire 200
Get Them 200
Snap Out of It! 200
Trained Command 200
Experienced Command 300
Veteran Command 400
True Grit 400
Veteran Comrade 400
Jaded 200

Break Point 1 > Commander
2500/2500
Draw Away( 300
Born Leader 400
Back them up! 400
Dig In! 500
Flank Them! 500
Simple Fellowship 100
Known Charm 100
Trained Charm 200

Break Pont 2 +5 Intelligence
2500/2500
Known Inquiry 100
Traied Inquiry 200
Known Interrogation 100
Trained Interrogation 200
Intermediate Fellowship 250
Trained Fellowship 500
Expert Fellowship 750
Radiant Presence 200


Break Point 3 +5 Fellowship
2500/2500
Inspire Wrath 300
Experienced Interrogation 300
Veteran Interrogation 400
Experienced Inquiry 300
Veteran Inquiry 400
Master Orator 400
Fight through the pain! 400

Break Point Four > +5 Fellowship
2500/2500
Combat Formation 300
Tactical Repositioning 300
Trademark Item 400
Stirring Rhetoric 400
Persuasive Charm 300
Experienced Charm 300
Munitorum Influence 300
Trained Deceive 200

Break Point Five > Weapon Specialist
2600/2500
Simple Ballistic Skill 100
Intermediate Ballistic Skill 250
Trained Ballistic Skill 500
Veteran Ballistic Skill 750
Known Stealth 100
Trained Stealth 200
Marksman 300
Might Shot 400

Break Point Six +5 BS
2550/2400
Target Selection 400
Eye of Vengeance 400
Storm of Iron 300
Armsman 250
Hail of Fire 300
Lasgun Volley 200
Las Weapon Expertise 300
Las Weapon Mastery 400


Break Point Seven +5 BS
1750/1750
Plasma Weapon Expertise 450
Plasma Weapon Mastery 900
Weapon Training: Launchers 200
Weapon Training: Flame 200

Esser-Z fucked around with this message at 16:14 on Oct 21, 2014

Viva Miriya
Jan 9, 2007

I forgot to mention this, mainly cause I assumed all you nerds would spread points around with 120 loving point buy and use dedication to boost primary stats up. So let me tell you some things.
1. Weight of gear will matter. Strength and Toughness bonus combined decides what you can carry before being encumbered and slowed down. I'm choosing to carry this over from the original cause I will have your chars fighting with no sleep for days on end.
2. Ammunition will matter. Keep track, I'll tell you what you used up.
3. I will strive to abuse your weaknesses when feasible. Bad in close quarters? I'm gonna try to put you in situations where you don't have a choice. Bad at range, enjoy your 300 meter gun battle, hope you have a scope. Physically weak, the gear you are carrying will have you passing out when you are forced marching/running to and from enemy contact without a break for 12-16 hours with little chance to take a break. Mentally weak, well chaos space marines are a starting enemy, enjoy fear 1 and 2. Blind as a bat, miss hearing the whistle of the artillery barrage. You know poo poo like that.
4. Pretty sure all that exp you spent on stupid high max stats could make your duders more versatile. Just a thought.

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Low Fellowship: The chaos space marines may only be defeated in a dance fight.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Can I substitute an Acrobatics check for Fellowship in a dance-off? Or do I need the Adidas Windmill talent for that?

Viva Miriya
Jan 9, 2007

Vicissitude posted:

Can I substitute an Acrobatics check for Fellowship in a dance-off? Or do I need the Adidas Windmill talent for that?

http://www.youtube.com/watch?v=J7AiAVuad5s&sns=em

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Was... was that a yes? :s

Viva Miriya
Jan 9, 2007

Hey sup how does this look for a gear array.

Gear Array
1 Near Unique Primary Weapon or two Extremely Rare items
2 Very Rare Items
3 Rare items
Anything of higher availability is a given.
You may double down the number of acquisitions by dropping down a tier of availability.

Weapon Mods
Primary weapon gets 1 Very Rare and 1 Rare mod.
Heavy Weapons characters count the suspensors mod as Very Rare
Sidearms get 1 Rare and 1 Scarce mod.
Primary and sidearm can be considered customized to be individual. Choose the max allowable customizations for you weapons.
Any additional mods need to be acquired via Gear Array acquisitions

Additional Starting Gear
If no primary weapon is chosen, you will be issued a boltgun.
If no sidearm is chosen, you will be issued a las pistol. Sergeants will get a bolt pistol.

Ammunition
Rule of Six for standard ammo and normal consumables unless otherwise specified.
Rule of Three for unusual or special ammo.
Rule of Three for combat drugs.

Viva Miriya fucked around with this message at 09:35 on Oct 11, 2014

Azhais
Feb 5, 2007
Switchblade Switcharoo
When are you closing recruitment?

Viva Miriya
Jan 9, 2007

When I feel I have at least 6 good posters.

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
working on something, finally got some time.

Esser-Z
Jun 3, 2012

Gonna mod my sheet then, as well as write my bio. I've not really done much with this system before, so thanks for the advice! Lower main stats, more versatiltiy, on the way.

Unless I roll really badly on my scatter die!

B.B. Rodriguez
Aug 8, 2005

Bender: "I was God once." God: "Yes, I saw. You were doing well until everyone died."

Glad to see this game being resurrected. Loved reading the first one.

Esser-Z
Jun 3, 2012

Sergeant Alaina Payton

A veteran of numerous battlefields, Sergeant Alaina Payton has a reputation as a hardass. Indeed, she can be quite demanding of her squad members, shouting orders and accepting no failure. This harsh demeanor, however, is manifestation of Alaina's desire to keep her guardsmen alive; any squad she's lead will tell you, if not in her hearing, that she genuinely cares about her fellow soldiers.

Part of Sergeant Payton's attitude likely stems from her own near-death. Though hard to see at a glance, thanks to the quality level, a large part of her body is in fact composed of cybernetic parts. Some years ago, she led a guard team against impossible odds in order to cripple a major heretic position. The mission was succesful, but Alaina suffered extreme injuries. Somehow still alive, she was rebuilt and more, upgraded beyond what she had been before.

Alaina took extremely well to her cybernetics, thanking the Emperor for the chance to continue her duty. Over her career she has more than once turned down an offer of commission, preferring to stay as a senior sergeat amongst the rank and file. In her mind, she can do much more good guiding and teaching both regular guardsmen and the officers she serves under than she ever good at officer rank herself.


Weapon Skill 20 +15+5 (advance)= 40
Ballistic Skill 20 + 10 +20 (advance) +10 (break point)= 60
Strength 20 +3 +17= 40
Toughness 20 +20 +10 (adance)= 50
Agility 20 +8 +3 +10 (advance)= 41
Intelligence 20 +13 -3 +5 (break point)= 35
Perception 20 +12 +3 = 35
Willpower 20 +20=40
Fellowship 20 +10 +5(Sergeant) +15 (advance) +10 (break point)= 60


18 wounds
3 Fate Points
Demeanor: Mentor

Skills
Acrobatics
Athletics
Awareness
Charm +20
Command +30
Common Lore (Imperial Guard) +10
Common Lore (Imperium)
Common Lore (War) +10
Deceive +20
Dodge
Inquiry +20
Interrogation +20
Intimidate
Navigate (Surface)
Operate (Ground)
Parry
Scholastic Lore (Tactica Imperialis)
Scrutiny
Stealth +10
Survival +10
Tech Use +10
Trade (Armourer) +20
Trade (Cook)


Talents and Orders
Accustomed to Crowds
Air of Authority
Ambidextrous
Armsman
Back them up!
Born Leader x4
Covering Fire
Cybernetic Calibration
Dig in!
Enemy: Commisariat
Enemy: Ecchlesiarchy
Exotic Weapon Training Legion Plasma Rifle
Five Rounds Rapid
Flank Them!
Get Them
Heightned Senses: Hearing
Heightned Senses: Sight
Heroic Inspiration
Hip Shooting
Hivebound
Inspire Wrath
Iron Jaw
Jaded
Lasgun Volley
Lightning Reflexes
Machine (5)
Marksman
Master Orator
Mighty Shot
Plasma Weapon Expertise
Plasma Weapon Mastery
Radiant Presence
Rapid Reaction
Rapid Reload
Sprint
Stirring Rhetoric
Swift Attack
The Flesh is Weak
Trademark Item (what item is currently undecided)
True Grit
Two Weapon Wielder (Ballistic, Melee)
Unnatural Strength (4)
Veteran Comrade
Weapon Training (Bolt, Chain, Heavy, Flame, Las, Launcher, Low-tech, Melta, Plasma, Power, Shock, Solid)


Gear

Primary Weapon: Legion Plasma Rifle (Best quality)
-Mod: Motion Predictor
-Mod: Astartes Chainsword Attachment
-Fluid Action
-Custom Grip
-Trigger Adjustment
-Spikes and poo poo: Fear 1
-Pattern: Piercing
-Pattern: Crippling Munitions
-Pattern: Heating Trouble (removes Reliable)


Sidearm: Bolt Pistol
-Mod (Rare): Targeter
-Mod (Scarce): Red-Dot Sight
-Custom Grip
-Extended Barrel
-Fluid Action
-Modified Stock
Very Rare: (Best) Synmuscle
Very Rare: (Good) Subskin Armor
Rare: Cybenetic: (Common) Bionic Heart
Rare: Cybernetic: (Good) Augur Array
Rare: Cybenetic: (Good) Bionic Eyes

Additional Cybernetics:
Cybernetic: (Good) Cranial Armour
Cybernetic: (Good) Vocal Implant
Cybernetic: (Good) Bionic Arm, left
-inbuilt (Good) mono blade
--Custom Grip (fluff: enhanced interface)
-inbuilt (Best) Accatran MKII laspistol
--Mod: red-dot sight
--Mod: overcharge pack
--Custom Grip (fluff: enhanced interface)
--Modified Stock (fluff: enhanced stability servos)
--Extended Barrel
--Quick Release
Cybernetic: (Good) Bionic Arm, right
-inbuilt (Good) mono blade
--Custom Grip (fluff: enhanced interface)
-inbuilt (Best) Accatran MKII laspistol
--Mod: red-dot sight
--Mod: overcharge pack
--Custom Grip (fluff: enhanced interface)
--Modified Stock (fluff: enhanced stability servos)
--Extended Barrel
--Quick Release
Cybernetic: (good) bionic legs

Specialist Gear:
4 Krak grenades
Boltgun
-Mod: red dot sight
-Custom Grip
-Modified Stock
-Extended Barrrel
-Quick Release

Scarce or Better:
Two (Good) Chainswords
-Custom Grip
-Home Materials
Long Las
-Mod: red dot sight
-Mod: Overcharge Pack
-Custom Grip
-Modified Stock
-Extended Barrrel
-Quick Release
Combat Shotgun
-Mod: red dot sight
-Mod: extended magazine
-Custom Grip
-Modified Stock
-Sawn Off
-Fluid Action
Flamer
-Quick Release
(Good) Grenade Launcher
-Custom Grip
-Quick Release
-Modified Stock

Smoke Grenades
Frag Grenades
Fire Bomb Grenades
Stun Grenades
Blind Grenades

Recoil Gloves
Stummer
Vox-Caster
Micro-Bead
(Best) Grapnel & Line
Hot Shot Charge Packs
Solid Slugs (shotgun)
Maglocks: Carry 2 weapons on upper back and two at small of back

Standard kit:
One suit of Cadian Pattern "Kasrkin" Stormtrooper Carapace, Dolat variant
One uniform
Poor weather gear
One M36 Lasgun (Main Weapon), with bayonet lug, six charge packs
-Mod: Red-Dot Sight
-Mod: Overcharge Pack
-Custom Grip
-Modified Stock
-Extended Barrrel
-Quick Release
Four frag grenades
Two krak grenades
One smoke grenade (White, green, red or yellow)
One Knife (can be used as a bayonet) w/ mono upgrade.
One suit of flak armor, Dolat-variant Cadian Pattern
Respirator
Rucksack
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags
One Infantyman’s Uplifting Primer (Margin Crusade edition)
Combat sustenance rations, four weeks' supply



2500/2500
Covering Fire 200
Get Them 200
Trained Command 200
Known Dodge 200
Veteran Comrade 400
Known Parry 100
Fearless 400
Experienced Command 300
Jaded 200
Simple Toughess 100
Trained Tougness 200

Break Point 1 > Commander
2500/2500
Two Weapon Fighter (Melee) 300
Born Leader 400
Back them up! 400
Dig In! 500
Flank Them! 500
Simple Fellowship 100
Known Charm 100
Trained Charm 200


Break Pont 2 > +5 Intelligence
2500/2500
Known Inquiry 100
Traied Inquiry 200
Known Interrogation 100
Trained Interrogation 200
Intermediate Fellowship 250
Trained Fellowship 500
Radiant Presence 200
Veteran Command 400
Inspire Wrath 300
Five Rounds Rapid 450


Break Point 3 > +5 Fellowship
2500/2500
Experienced Interrogation 300
Born Leader 400
Traied Inquiry 200
Experienced Inquiry 300
Born Leader 400
Master Orator 400
Born Leader 400
Known Trade (Armourer) 100


Break Point Four > +5 Fellowship
2500/2500
Trademark Item 400
Stirring Rhetoric 400
Trained Trade (armourer) 200
Experienced Trade (armourer) 300
Trained Deceive 200
Experienced Deceive 300
Known Tech Use 200
Trained Tech Use 400
Known Trade (Cook) 100


Break Point Five > Weapon Specialist
2500/2500
Simple Ballistic Skill 100
Intermediate Ballistic Skill 250
Trained Ballistic Skill 500
Simple Weapon Skill 250
Known Stealth 100
Simple Agility 100
Swift Attack 300
Mighty Shot 400
Tank Hunter 300
Lasgun Volley 200

Break Point Six > +5 BS
2500/2500
Cybernetic Calibrations 600
Armsman 250
Weapon Training (Power) 200
Weapon Training (Shock) 200
Plasma Weapon Expertise 450
Plasma Weapon Mastery 600


Break Point Seven > +5 BS
2500/2500
The Flesh is Weak 1200
Ambidextrous 200
Exotic Weapon Training: Legion Plasma Rifle 450
Intermediate Agiltiy 250
Marksman 300
Two Weapon Fighter (Ballistic) 200
Operate (Ground) 100

Break Point 8 > Heavy Gunner



Rebate EXP: 300/300
Weapon Training (Melta) 200
Scrutiny 100

Esser-Z fucked around with this message at 16:08 on Nov 14, 2014

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Consider my interest piqued. Perhaps you gentlemen need an Enginseer, or perhaps a Bone'Ead?

(Hint: If I make a Bone'Ead, he is totally going to speak in an incredibly erudite and educated voice in his head, except it's all going to be Ogryn-fied when it comes out)

Waci
May 30, 2011

A boy and his dog.
An Enginseer would be very very useful.

Esser-Z
Jun 3, 2012

As a cyborg, I would gladly welcome another!

Viva Miriya
Jan 9, 2007

LuiCypher posted:

Consider my interest piqued. Perhaps you gentlemen need an Enginseer, or perhaps a Bone'Ead?

(Hint: If I make a Bone'Ead, he is totally going to speak in an incredibly erudite and educated voice in his head, except it's all going to be Ogryn-fied when it comes out)

That would be awesome.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Could anyone here tell me what the Bone 'Ead specialty does, or what the Enginseer specialty is?

Azhais
Feb 5, 2007
Switchblade Switcharoo

Ed Cartier

While it's true that Dolat only has one export, manpower, not all of them are destined for the guard. The Lathe-Worlds demand their tithes too. A few emptied prisons, a press gang or two in the lower hives, and off go Dolat's undesirables, destined for a long, rewarding life as a servo-skull.

And thus went Ed. Rounded up and unceremoniously thrust into an Adeptus Mechanicus transport (freshly emptied of equipment that ended up in the hands of the luckier Dolat exports, no doubt.)

All hope was not lost however. It seemed that the Omnissiah had other plans for Ed. As the cargo shuttle touched down at one of the Forges, Ed was greeted with alarms and what passed for a general state of panic amongst the
Tech-Priests: A radiation leak had just killed vast swaths of the menials. Suddenly they had a steady pool of volunteers for servitor duty, and and equally sudden lack of manpower.

Being barely more than a child at the time, Ed was pressed into special duty, crawling into tiny spaces to perform work more complex than a servo-skull could accomplish. He went from being a skilled set of hands, to an apprentice, and when he grew too large to fit in the crawlspaces, he was sent off to become part of the Adeptus Mechanicus Calixi leadership's latest project, something called the Crimson Guard.

That was the nearly 80 years ago. Decades of training followed by decades of campaigns and Ed finds himself here on Alagar. The last member of a squad sent to recover an ancient conversion field. Successful in their mission, the squad's transport was shot down. Ed and his jump pack the only survivors.

Picked up by a long range recon detachment from the 69th Dolat infantry, Ed now stands alongside the rest of the doomed defenders of LZ Zenzunne. Defenders hailing from his nearly forgotten homeworld. Perhaps the Omnissiah has a sense of humor.

code:
Name: Ed Cartier
Career: Crimson Exemplar
Demeanor: Sensible

  WS: 65 = 20 + 15 [+10 Dedication] [+20 Advance]
  BS: 50 = 20 + 20 [+10 Advance]
   S: 40 = 20 + 02 [+3 Regiment] [+15 Advance]
   T: 60 = 20 + 20 [+10 Dedication] [+10 Advance]
  Ag: 56 = 20 + 18 [+3 Regiment] [+5 Dedication] [+10 Advance]
 Int: 60 = 20 + 18 [-3 Regiment] [+5 Speciality] [+5 Dedication] [+15 Advance]
 Per: 40 = 20 + 17 [+3 Regiment]
  WP: 40 = 20 + 10 [+10 Advance]
 Fel: 20 = 20 + 00

Wounds: 16 = 13 [-1 Hive] [+4 Sound Constitution]
Fate: 3

Armor: 14 (ALL), 15 Head. +2 TB Arms/Legs

Insanity:
Corruption:

Skills:
Athletics (Agi)
CL (Imperium) (Int)
CL (Tech) (Int)
CL (Adeptus Mechanicus) (Int)
Deceive (Fel)
FL (Adeptus Mechanicus) (Int)
FL (Archaeotech) (Int)
Tech-Use (Int) +20
Acrobatics (Agi)
Awareness (Per)
Dodge (Agi) +20
Logic (Int)
Medicae (Int) +10
Operate (Aeronautica) (Agi)
Parry (WS) +20
Security (Int)
Stealth (Agi)
Trade (Armourer) (Int) +10

Talents & Traits:
Accustomed to Crowds
Rapid Reaction
Rapid Reload
Machine(6)
Fear(1)
Unnatural Strength(1)
Unnatural Intelligence(2)
Potentia Coil Induction
Battlefield Tech-Wright
Tireless
Weapon Training (Las, Power, Bolt)
Mechanicus Implants
Mechandrite Use (Utility, Weapon)
Technical Knock
Step Aside
Sound Constitution (4)
The Flesh Is Weak
Meditation
Weapon-Tech
Infused Knowledge
Total Recall
Cybernetic Boost
Cybernetic Calibrations
Hard Target
Combat Master
Counter Attack
Whirlwind of Death
Swift Attack
Blademaster
Servo-Arm (Comrad)
Sprint
Dark-Sight
Heightened Senses (Sight)
Enemy (Ecclesiarchy)
Enemy (Commisariat)
Marksman

Gear: (Carrying 70/90 kg)
Uniform
M36 Lasgun, 4kg
6 Charge Packs (.4 kg each)
4 Frag Grenades (.5kg each)
2 Krak Grenades (.5kg each)
1 Green Smoke Grenade (.5kg each)
Knife/Bayonet, 1kg
Flak Armor, Dolat-variant Cadian Pattern, 11kg
Respirator, .5kg
Rucksack
Basic Tools
Mess Kit w/Water Canteen
Blanket + Sleeping Bag
Rechargable Lamp Pack
Grooming Kit
Cognomen Tags
Infantryman's Uplifting Primer
4 Weeks Rations
Conversion Field, 1kg
Sacred Unguents
CC Power Sword
--- 1d10+5E, 5 Pen
--- Special: Power Field, Balanced, Weight: 3kg
+ C: Custom Grip (+5 WS)
+ C: Sacred Inscription (+10 vs Pinning)
CC Omnissian Axe
--- 1d10+4E, 6 Pen
--- Special: Power Field, Unbalanced, Weight: 9kg
+ Exterminator
+ C: Custom Grip (+5 WS)
+ C: Home Materials (+5 vs Fear)
+ C: Sacred Inscription (+10 vs Pinning)
CC Crimson Armor (6 ALL), 6kg
BC Lathe-Lasrifle
--- R100m, S/2/-, 1d10+6E, 2 Pen, Unlimited Clip
--- Special: Integrated, Tearing, Weight: 7.0kg
+ Motion Predictor (+10 BS Bursting)
+ Targeter (-10 BS Penalties)
+ Red-Dot Laser (+10 BS Single-Shot)
+ Symbol of Sanctity
+ C: Sacred Inscription (+10 vs Pinning)
+ C: Custom Grip (+5 BS)
+ C: Fluid Action
Medi-Kit, 2kg
Micro-Bead
Multikey
GC Vid-Relay, 1kg
Lascutter, 4kg
4 Field Sutures (.5kg each)
Stummer, 2kg
3 Injectors w/STIMM (.5kg each)
Boltgun
--- R100m, S/3/-, 1d10+5X, 4 pen, 24 Clip, Full Rld
--- Special: Tearing, Weight: 3.5kg
+ Red Dot Laser (+10 BS Single-Shot)
+ Symbol of Sanctity
+ C: Custom Grip (+5 BS)
+ 3 Clips Man-Stopper (.35kg each)
+ 6 Clips Standard Ammo (.35kg each)

Cybernetics: (Quality includes calibration)
BC Cerebral Implants
BC Alatus-Pattern Jump Pack
GC Cranial Armor
GC Bionic Arm (Left)
GC Bionic Arm (Right)
+ BC Inbuilt Laspistol
  --- R15m, S/2/-, 1d10+1E, 0 Pen, 15 Clip
  --- Special: Reliable, Weight: .75kg
  + Compact
  + 6 Chargepacks (.075kg each)
GC Bionic Leg (Left)
GC Bionic Leg (Right)
GC Autosanguine
GC Subskin Armor
GC Calculus-Logi Upgrade
GC Augur Array
GC Cybereyes
GC Synthmuscle
GC MIU Weapon Interface
GC Servo-Arm
--- 2d10+14I, Pen 10
--- Special: Unwieldly, Str 75, Unnatural Str(7)

Misc Bonuses:
+10 Parry (Jump Pack)
+10 Agi vs "Delicate Manipulation" (Bionic Arms)
+20 Athletics vs Run & Jump (Bionic Legs)
+20 Awareness Tests (Augur Array)
Re-roll any Perception test (Augur Array)
+10 Literacy, Logic, Scholastic Lore (Calculus-Logi)
+20 Logic, Lore (Cerebral Implants)
+10 vs Sight Based Perception (Heightened Senses)
+10 Tech-Use (Master Enginseer)
+10 Tech-Use (Servo-Arm/Comrad)
+2 Initiative (Paranoia)
Paperwork:
Enginseer Acquisitions:
GC Cerebral Implants
GC Alatus-Pattern Jump Pack

Mudgame Acquisitions:
ER: Conversion Field
ER: Converted to 2xVR
VR: Autosanguine
VR: Subskin Armor
VR: Calculus-Logi Upgrade
VR: Power Sword
R: Augur Array
R: Cybernetic Senses (Sight)
R: Synthmuscle

Mods:
Primary VR: Motion Predictor
Primary R: Targeter

XP Log:
--- Tech-Priest Aptitudes: BS, Int, Know, Str, Tech, Tough, WS, Willpower, Agi
200 Operate (Aeronautica)
250 Simple Agility
250 Simple Toughness
100 Forbidden Lore (Archaeotech)
200 Tech-Use +10
500 Intermediate Agility
500 Intermediate Toughness
100 Logic
300 Awareness
200 Medicae
--- 2600 --- Dedication +5 Agility
100 Acrobatics
200 Dodge
400 Dodge +10
600 Dodge +20
400 Medicae +10
200 Parry
200 Stealth
400 Infused Knowledge
--- 5100 --- Dedication +5 Int
600 Step Aside
200 Total Recall
200 Sound Constitution (1)
450 Hard Target
100 Simple Int
250 Intermediate Int
500 Trained Int
200 Potentia Coil Induction
--- 7600 --- Switch To: Crimson Exemplar
--- Exemplar Aptitudes: BS, Int, Offence, Str, Tech, Tough, WS, Willpower
100 Simple WS
250 Intermediate WS
500 Trained WS
750 Expert WS
100 Simple Str
250 Intermediate Str
500 Trained Str
--- 10050 --- Dedication +5 Toughness
100 Trade (Armourer)
250 Simple BS
500 Intermediate BS
200 Trade (Armourer) +10
250 Simple wp
500 Intermediate WP
400 Parry +10
600 Parry +20
--- 12850 --- Dedication +5 Toughness
100 Security
300 Tech-Use +20
300 Weapon Training (Bolt)
200 Technical Knock
300 Tireless
200 Sound Constitution (2)
300 Battlefield Tech-Wright
600 Blademaster
--- 15150 --- Dedication +5 WS
400 The Flesh is Weak
300 Cybernetic Boost
400 Cybernetic Calibrations
450 Combat Master
450 Whirlwind of Death
200 Sound Constitution (3)
200 Sound Constitution (4)
--- 17550 --- Dedication +5 WS
450 Swift Attack
450 Counter Attack
400 Master Enginseer
250 Servo-Arm (Comrad)
--- 19100
FREE Enemy (Ecclesiarchy)
FREE Enemy (Commisariat)
450 Marksman

edits:
10/28: Added two new free talents :smugdog:
11/04: +500 bonus xp! +Marksman

Azhais fucked around with this message at 23:19 on Nov 4, 2014

Azhais
Feb 5, 2007
Switchblade Switcharoo

LuiCypher posted:

Could anyone here tell me what the Bone 'Ead specialty does, or what the Enginseer specialty is?

Bone'Eads are basically Ogryn Sergeants. They get leadership and some intelligence boosts and can get comrade skills that eliminate their clumsy penalties for grenades.

pre:
Prerequisite Speciality: Ogryn
New Aptitudes: Ballistic Skill, Leadership, Offence,
Strength, Toughness, Weapon Skill
New Talents: Either Ambidextrous and Resistance
(Fear) or Loyal Demeanour
Specialist Equipment: Good Craftsmanship
cerebral implants, Good Craftsmanship ripper gun
or Good Craftsmanship shock maul and Common
Craftsmanship bolter, 2 frag grenades, 1 krak grenade
There are actually 3 Ogryn specialties and 3 Enginseer Specs.

Ogryn also get Bulwark (Basically berserkers that can get str/tou bonuses as their allies are attacked), and Gun-Lugger (Heavy weapons platforms).

Enginseers get Crimson Exemplar (The one I wrote above, the heavily militant Tech-Priests with fancy integrated weaponry), Architectus Magna (hotshot pilots/tankers), and Enginseer Prime (Pet class, loves him some servitors. Can get IB extra comrades. I'm not sure that bonus is of much use in a no-comrade game).

Viva Miriya
Jan 9, 2007

I mean I can do comrades for classes like the enginseer and sergeant. But as for keeping track of someone who is basically a bullet sponge otherwise, no thanks.

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Or that ratling specialty that can get extra ratling comrades that add to his social skills can basically make chaos space marines cry like babies because the ratling has over 100 intimidate.

Still making my app. work's been kicking my rear end, but weekend starts today.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Just for the record and to refresh the memories of the old KSAF thread crew, the unit had Peer (Rosefites) and Enemy (Ipthae).

At the battle of that Saving Private Ryan town, the highborn Ipthae cavalry showed up and basically ordered us to spend our time and resources burying the dead horses rather than tend to the wounded. Instead, we used the dead horses in our barricades for cover and mined them to kill the enemies (and totally not as a gently caress you to the Ipthae who came to retrieve their noble steeds). After the battle we started a little rumor campaign and made up all manner of bawdy stories about the highborns and how well they got to know their mounts. It earned us their enmity, but we got some good friends in the Rosefites regiment because they thought it was hilarious.

John Dyne
Jul 3, 2005

Well, fuck. Really?
Making a ratling too here is his picture

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Oh god, this Ogryn. Generating items now.

Edit: simsense, would you mind if, for my Near-Unique Primary Weapon, that we make the Dolat-Pattern Power Fist?

Here's sort of what I was going with. How many qualities it has is based on whatever roll you want to make for it in terms of benefits and drawbacks.

The idea is to more or less make a Power Fist exclusively for the use of Ogryn Bone 'eads, but can be used by other servants of the Emperor as well (this particular one would be of Best Quality, given that it is going to be my Ogryn's main weapon. Its construction takes the base Imperial Power Fist and tries to adapt the features found in Ork Power Klaws in order to make them usable by Ogryn leaders. As such, the benefits are aimed at making it more general-use and the drawbacks mainly centered around making it extremely inconvenient for normal people to wield. Also, to be funny.

Positive Qualities:
Fine-tuned (1st priority - this is a must)
Shearing (2nd priority - ITS CLAWS COULD RIP A TANK APART, JESUS CHRIST)
Durable/Intimidating (3rd priority, and if I'm this lucky also your choice)

Negative Qualities:
Leaden (A must if you ask me. I like the idea of the Power Fist having become so robust in order to wielded by Ogryn that it's just plain heavy and can find itself buried in the turf by accident.)
Unnecessary Features (Also good flavor-wise - again, in their efforts to make it robust enough, it has a ton of redundant features. With both negative qualities, this makes the base Power Fist weigh 17kg as opposed to 13kg.)

If you think Unnecessary Features is too easy, then perhaps Crude is in order? Still keeps the flavor while giving the weapon a discernible disadvantage that would be felt by the Ogryn wielding it in addition to anyone else.

We could also do this Give-And-Take style too, if you like.

Also, would you allow me to fire the Ripper Gun one-handed with the penalties for firing a Basic weapon one-handed because I'm an Ogryn? So many of the pictures in the rulebooks show Ogryn doing just that, but rules-wise because it is a Heavy weapon it must be used two-handed.

It's cool if you keep it needing two hands - I picked a weapon that will help me to work around it, in any case. Also, I don't think weight limits will be bothering me.

LuiCypher fucked around with this message at 05:51 on Oct 27, 2014

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LuiCypher
Apr 24, 2010

Today I'm... amped up!

Vin Aubray, Ogryn Bone 'Ead



Look over there! The enemy is attempting to breach our lines - fellow Ogryn, please make your way, umm... hasti- urr... Quickly to the gap and engage them!

"Look 'dere! Dems the bad guys - you lot go, umm... quic- urr... FASTLY 'dere and beat 'em"

Rousing display of wisdom again, Vin - any more displays of your vast intellect to your men?

I'm thinking, I'm thinking... Oh poo poo! There's a proto-Obliterator ahead. Let's take care of him so the others don't have to worry, yes?

"'Dere's a shooty-guy! Imma rip 'im apart!"

If only you could find a better way to express yourself...

Just another rousing day in the service of the Emperor for Vin. He'd spent most of his life a dullard, unthinking in his displays of wanton violence. Back then, he enjoyed the simpler things in life. The sound of the Ripper Gun firing, the sound of the Ripper being embedded into the head of the enemy, the sound of bones separating from the body as he tore their former owner asunder... OK, he had to admit it: nowadays, the first two sounds seemed rather trite, but the sound of limbs popping never got old. It was even better when he got to do it to a Chaos Marine. Now that he had the faculties for imagination, he always imagined the look of sheer surprise on their faces when they heard the gut-renching crunch of their power armor breaking, followed by the popping off of their arm. The sound was always the same as it was for the regular heretics, except it was always a little more satisfying to do it to Chaos Marines. Tau were similarly entertaining, mostly because they flailed around uselessly before he tore them in half. Chaos could always be expected to put up a fight in close quarters, but Tau were almost always terribly weak. Crisis Suits (which is what the local Priest had told him such things were called) were even more fun than Chaos Marines, mostly because if you did it just right you could tear open the suit to reveal a very squishy, very surprised Tau.

You're digressing. I might even say you're regressing a bit again.

Oh - right! He had been just a regular old Ogryn attached to a group of shock troops for most of his career, but Vin had an exceptional service record and demonstrated a mild glimmer of intelligence. His stellar performance, combined with his keen intellect (for an Ogryn) made him a perfect candidate for the BONE program, and it certainly expanded his horizons. For example, before he never so much as questioned why his superiors kept throwing him across the no-man's lands that populated the battlefield to rummage in the trenches for enemies. It was enough to know that it was because he was an Ogryn. Now, however, he knew why. It was because he was bigger, stronger, and tougher than everyone else around him. Lasguns never hurt him, and even Bolters struggled to inflict any sort of pain upon him. He was fearless, too - Chaos Daemons, on the rare occasions he saw them, never caused him much distress. He had seen death, visited his house, brought some guests over, ate all of his food, and left without so much as a word. So what if they were covered in plasticky-looking skin? They tore apart just as easily, except they disappeared when he was done with them. Vin's service record of being a part of the spearheads of every major Imperial campaign, coupled with his defensive actions fighting foes in man-to-man warfare to ensure a successful retreat won him experience and renown. He knew that his superiors sent him across the no-man's land because there was no one better suited for the job. Ever since he joined the BONE program, his superiors started trusting his judgment too. While he may not be their intellectual equals and the fact that he can never express himself adequately is always annoying, Vic now knows that he can begin to think on their level.

In this desperate time however, he's being posted to a new unit. This one doesn't seem to have any other Ogryn in it, but he doesn't mind. Vin knows he's the best of the best, and these Little 'Uns should know that they have the biggest, baddest, meanest, and smartest Ogryn running point for them.

pre:
Name: Vin Aubray (after Commissar Aubray, who was his regimental commander for a long time. Comm. Aubray personally recommended him for BONE, but alas died during a major defensive operation. 
Vin has taken their name as a sign of respect for his fallen commander, and keeps their skull and hat on his backpack at all times to remind him of his debt)
Career: Ogryn Bone 'Ead (formerly Ogryn)
Demeanor: Dreamer

Statistics:
WS: 60 (20 + 10 + 10 + 20)      (Bonus: 6)
BS: 40 (20 + 10 +  5 +  5)      (Bonus: 4)
S : 73 (20 + 15 + 13 +  5 + 20) (Bonus: 10)
T : 70 (20 + 15 + 10 +  5 + 20) (Bonus: 9)
Ag: 33 (20 + 15 -  7 +  5)      (Bonus: 3)
In: 27 (20 + 20 - 18 +  5)      (Bonus: 4)
Pe: 33 (20 + 10 +  3)           (Bonus: 3)
WP: 45 (20 + 10 +  5 + 10)      (Bonus: 4)
Fe: 30 (20 + 10)                (Bonus: 3)

Fate: 3/3
Wounds: 29/29
Armor: 8 Arms, 9 Body, 8 Legs, 7 Head

Skills:
Intimidate
Athletics +30
Common Lore (Imperium)
Deceive
Parry +30
Dodge +30

Talents:
Rapid Reaction
Rapid Reload
Paranoia
Weapon Training (Heavy, SP, Power, Las)
Die Hard
Ambidextrous
Resistance (Fear)
Iron Jaw
Hatred (Chaos Marines)
Hatred (Tau)
Frenzy
Nerves of Steel
Fearless
True Grit
Wrestler
Crushing Blow
Brute of Burden
Tear 'em Ter Bits!
Hardy
Combat Master
Jaded
Bulging Biceps
Hammer Blow
Loyal Demeanor
Furious Assault
Swift Attack
Berserk Charge
Battle Rage
Ripper Charge
Street Fighting
Sprint

Traits:
Hivebound
Accustomed to Crowds
Auto-Stabilized
Sturdy
Unnatural Strength (+3)
Unnatural Toughness (+2)
Unnatural Intelligence (+2)

Gear - (84/+2250kg)
GQ Ripper Gun (Motion Predictor, Targeter, Custom Grip, Reinforced) (44kg)
NQ Hot-shot Lasgun (Aux Grenade Launcher, RD Laser Sight, Custom Grip, Extended Barrel)(22kg)
GQ Dolat-Pattern Power Fist (PENDING)
3x Frag Grenades (1.5kg)
3x Krak Grenades (1.5kg)
Dolat-Pattern Kasrkin Carapace (6 all)(15kg)

Implants:
GQ Bionic Heart (+1 Body Armor, Sprint)
GQ Subskin Armor (+2 to all Armor except Head)
GQ Synthmuscle (+1 Unnatural Strength)
GQ Cybernetic Senses (Eyes)
NQ Cranial Armor (+1 Head Armor)
GQ Cranial Implants (+2 Unnatural Intelligence)

Advances:
Strength +5 (100)
Strength +10 (250)
Strength +15 (500)
Strength +20 (750)
Toughness +5 (100)
Toughness +10 (250)
Toughness +15 (500)
Toughness +20 (750)
FIRST THRESHOLD PASSED - Weapon Skill +5

Weapon Skill +5 (100)
Weapon Skill +10 (250)
Weapon Skill +15 (500)
Weapon Skill +20 (750)
Athletics +10 (200)
SECOND THRESHOLD PASSED - Weapons Skill +5

Iron Jaw (200)
Hatred (Tau) (450)
Hatred (Chaos Marines) (450)
Parry (100)
Frenzy (200)
Nerves of Steel (300)
Fearless (400)
True Grit (400)
THIRD THRESHOLD PASSED - Ballistic Skill +5

Wrestler (200)
Athletics +20 (300)
Athletics +30 (400)
Dodge (200)
Dodge +10 (400)
Dodge +20 (600)
Crushing Blow (400)
FOURTH THRESHOLD PASSED - Strength +5

It Not So Dark (200)
Tear 'Em Ter Bits! (400)
Hardy (300)
Combat Master (300)
Dodge +30 (800)
Agility +5 (500)
FIFTH THRESHOLD PASSED - Toughness +5

Parry +10 (200)
Parry +20 (300)
Parry +30 (400)
Willpower +5 (250)
Willpower +10 (500)
Intelligence +5 (500)
Ballistic Skill +5 (250)
Jaded (200)
SIXTH THRESHOLD PASSED - Specialty Switch to Bone 'Ead

Improved Dexterity (300)
Bulging Biceps (300)
Weapon Training (Power) (300)
Hammer Blow (400)
Weapon Training (Las) (300)
Brute of Burden (200)
Loyal Demeanor (300)
Furious Assault (300)
SEVENTH THRESHOLD PASSED - Willpower +5

Swift Attack (450)
Berserk Charge (200)
Battle Rage (450)
Ripper Charge (300)
Street Fighting (200)

LuiCypher fucked around with this message at 13:39 on Oct 27, 2014

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