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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:
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 Viva Miriya fucked around with this message at 14:51 on Oct 10, 2014 |
# ? Oct 5, 2014 07:39 |
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# ? Apr 25, 2024 02:15 |
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Jakovich code:
frajaq fucked around with this message at 16:21 on Oct 5, 2014 |
# ? Oct 5, 2014 08:12 |
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May actually build an ogryn.
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# ? Oct 5, 2014 08:59 |
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I think we all know what I'm doing for this game.
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# ? Oct 5, 2014 15:41 |
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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 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 |
# ? Oct 5, 2014 17:03 |
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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 |
# ? Oct 5, 2014 18:03 |
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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 |
# ? Oct 6, 2014 08:50 |
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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 |
# ? Oct 6, 2014 14:33 |
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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 |
# ? Oct 6, 2014 16:05 |
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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 |
# ? Oct 6, 2014 18:50 |
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Sounds like a job for Ogryn Bane.
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# ? Oct 7, 2014 00:32 |
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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?
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# ? Oct 9, 2014 03:10 |
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Update: I am making a sergeant --> Commander. I will have lots of comrade talents that are fluffed as things going JUST AS PLANNED.
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# ? Oct 9, 2014 15:14 |
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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
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# ? Oct 9, 2014 16:36 |
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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. 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 |
# ? Oct 9, 2014 17:05 |
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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.
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# ? Oct 10, 2014 09:10 |
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Low Fellowship: The chaos space marines may only be defeated in a dance fight.
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# ? Oct 10, 2014 16:48 |
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Can I substitute an Acrobatics check for Fellowship in a dance-off? Or do I need the Adidas Windmill talent for that?
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# ? Oct 10, 2014 18:18 |
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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
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# ? Oct 11, 2014 00:07 |
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Was... was that a yes? :s
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# ? Oct 11, 2014 00:17 |
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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 |
# ? Oct 11, 2014 00:25 |
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When are you closing recruitment?
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# ? Oct 11, 2014 00:40 |
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When I feel I have at least 6 good posters.
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# ? Oct 11, 2014 00:56 |
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working on something, finally got some time.
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# ? Oct 18, 2014 23:59 |
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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!
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# ? Oct 20, 2014 18:57 |
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Glad to see this game being resurrected. Loved reading the first one.
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# ? Oct 20, 2014 19:29 |
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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 |
# ? Oct 21, 2014 16:16 |
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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)
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# ? Oct 23, 2014 16:56 |
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An Enginseer would be very very useful.
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# ? Oct 23, 2014 17:20 |
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As a cyborg, I would gladly welcome another!
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# ? Oct 23, 2014 18:10 |
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LuiCypher posted:Consider my interest piqued. Perhaps you gentlemen need an Enginseer, or perhaps a Bone'Ead? That would be awesome.
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# ? Oct 24, 2014 00:41 |
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Could anyone here tell me what the Bone 'Ead specialty does, or what the Enginseer specialty is?
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# ? Oct 24, 2014 05:34 |
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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:
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 11/04: +500 bonus xp! +Marksman Azhais fucked around with this message at 23:19 on Nov 4, 2014 |
# ? Oct 24, 2014 06:17 |
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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 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).
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# ? Oct 24, 2014 06:28 |
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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.
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# ? Oct 24, 2014 07:39 |
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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.
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# ? Oct 24, 2014 12:41 |
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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.
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# ? Oct 25, 2014 02:35 |
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Making a ratling too here is his picture
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# ? Oct 25, 2014 13:12 |
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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 |
# ? Oct 27, 2014 01:30 |
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# ? Apr 25, 2024 02:15 |
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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 |
# ? Oct 27, 2014 07:02 |