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frajaq
Jan 30, 2009

#acolyte GM of 2014




“A Space Hulk is unlike any other structure in the void. Once, its constituent parts were distinct ships, but the influence of the Warp has transformed them into a fused, tangled, and distorted abomination. Expect not the reassuring constancy of power, atmosphere, and gravity, but rather expect these things to be variables, uncertainties as significant as an unknown foe. Expect not the conformity of STC patterns, for structures will be stretched and crushed and twisted beyond recognition, and it will not only be vessels of the Imperium that contributed to the Space Hulk’s existence. Be watchful of the forgotten artifice of the Dark Ages of Technology, of the vile works of xenos artisans, and of the defiled technologies of the traitor and heretek.”

– Attributed to Forgemaster Vodrik of Watch Fortress Erioch, 251.M38


With the endless wars on the Spinward Front escalating further and further with each passing month, new unknown threats threatening the Imperium rightful sovereignty on all sides, even the Lathe Worlds deep and safe inside Calixis Sector start to get involved in this bloody affair, sending the infamous elite force of the Crimson Guard to the many battlefields spread through this pocket of the galaxy. The 17th Venatorii Maniple “Thunderbolts” from Lathe Heth are mobilized to be originally sent to Kulth, to accompany a Mordian Super-Heavy Armoured Regiment into a deep push against Severean Dominate positions. That is, until the unexpected happened...



Last sighted circa M33 in Segmentum Tempestus, the space hulk Inevitable Damnation finally rears its ugly head right back into real space, this time in the middle of the Spinward Front. Surprising no one, the Adeptus Mechanicus took immediate and urgent interest in it, but who could blame them? The potential for finding powerful and ancient relics inside it attracted the attention of pretty much every fighting force in the region of space. The Severan Dominate, Waaagh Grimtoof's Orks, Chaos Warbands, Kroot Kindreds and even a few desperate Dark Eldar Kabals all eager to plunder the truly immense and ancient space hulk, regardless of the many dangers inside it. The Lathe Worlds immediately diverged the Thunderbolts to pursuit this prize, but the Calixian Inquisition Conclave wouldn't let the Adeptus Mechanicus take all for themselves, and after intense but swift negotiation, they got a few elements from the unorthodox Schola Progenium Casidius inside the expedition.

You are a member of this uneasy vanguard force heading towards perhaps the most dangerous mission of your entire life. But you're not a fresh conscript, you are a true elite and experienced soldier of the Imperium ready to face the many horrors of this galaxy.

For the Omnissiah/Emperor!

Character Creation

Experience: 6500 XP
Stats: 100 Point Buy. Base Stat is 25 instead of the usual 20. Maximum Point per stat is still +20.
Fate Points: 2
Wounds: Maximum Wounds for Crimson Guard. Maximum Wounds +1 for Schola Progenium
Insanity: Roll 3d5, you're all experienced but at the same have SEEN SOME poo poo/cybernetic enhancements made you a little loony

I'm allowing pretty much all talents/advanced specialties/orders/special comrades from Core Book and Hammer of the Emperor/Shield of Humanity splat books.

Except any kind of Ratling and their Advanced Specialties, gently caress Ratlings :colbert:

Please do mark on your sheet WHERE you're getting your poo poo from, abbreviate it like HotE or SoH.

Choose one of the following regiments to make your dude/dudette:
If you want to make a Core Guardsman/Tech Priest pick the Crimson Guard

For anything else (barred Ratlings) pick the Schola Progenium

Lathe Heth 17th Venatorii Maniple “Thunderbolts”

Coming from the Lathe Heth, the Lathe World with the highest production capabilities, the 17th Venatorii Maniple "Thunderbolts" are a flexible force on any kind of battlefield, their easier access to powerful weapons let them have the true edge in a plethora of engagements. That was one of the primary reasons they were chosen for this difficult mission, besides their elite training. It won't be the first time the Thunderbolts fought in space, having defended Adeptus Mechanicus ships from boarding actions and invading enemy orbital stations in many occasions.



Characteristics:
+3 Intelligence
+3 Perception or Ballistic Skill

Aptitudes: Tech

Skills:
Common Lore (Adeptus Mechanicus, Tech)
Linguistics (Low Gothic, Techna-Lingua)
Logic
Tech-Use

Talents:
Nerves of Steel
Paranoia
Exotic Weapons Training (Integrated Weapons)

Traits:
The True Flesh: Lathe Worlds characters possess the Mechanicus Implant Trait. In addition, their potentia coil is specifically enhanced to meet the high energy needs of integrated weapons.

Soldiers of the Omnissiah: The Crimson Guard is a truly unique type of “regiment” from a unique type of world. Characters from the Crimson Guard count as both Guardsmen and Tech-Priest Enginseer for the purposes of pre-requisites, regardless of current Specialty or Advanced Specialty. You cannot be a Commissar, Ogryn, Ministorum Priest, Psyker, Ratling or Stormtrooper from this regiment.

Isolated by Machines: Lathe Worlds characters are seleced for a life of war at a young age, dedicated to a life of protecting the Adeptus Mechanicus interests in the Calixis Sector. The warriors of the Crimson Guard are unforgiving, blunt and seem harsh to those unfamiliar with the cold, logical way the Adeptus Mechanicus operates. You suffer a -10 penalty to interact with characters who are not from the Lathe Worlds, forge worlds or Adeptus Mechanicus-related.

Disciples of the Machine God: Though both serve the Imperium, and the Adeptus Mechanicus are commonly believed to worship the Emperor in the aspect of the Omnissiah, the religious beliefs of the Tech-Priesthood and the Ecclesiarchy are fundamentally incompatible on closer inspection. Crimson Guard soldiers suffer -10 on interaction tests with representatives of the Ecclesiarchy (this includes Ministorum Priest Player Characters, and goes both ways). This stacks with Isolated by Machines above.

Bonded to the Machine Cult: +10 on Logistic Tests to obtain Plasma, Melta and Power weapons and other items of advanced technology.

Standard Equipment:
Crimson Guard Armor: AP 6 All, Unnatural Strength (1)
-Comes with Good quality Photo-visor and microbead
-Environmentally sealed

Integrated Lathe-Lasrifle 100m S/2/- 1d10+6 Pen 2 Tearing

Venator Blade Melee/Thrown 6m 1d5+2 Pen 2 Balanced, Felling (2), Razor Sharp, Cannot be destroyed by Power Field Quality

Two Common Craftsmanship Cybernetics or One Good Quality Cybernetic
Red Mechanicus Robes (uniform)
Anointed Toolkit
Universal Kit Stuff

Favoured Basic Weapons: Integrated Weapons (more info below)

Favoured Heavy Weapon: Plasma Cannon

24th Special Detachment of Schola Progenium Casidius

Bronaham is a Frontier World in the Calixis Sector, now slowly but surely becoming a Fortress World, what with the endless meat grinder of the Spinward Front conflicts nearby. Another peculiar fact is the installation of the unorthodox Casidius Schola Progenium, where the hardy and rough native population and some of the Ogryns from the labor force are instead trained to serve the Inquisition, for when times of subtlety are over and you need some heads smashed.

Characteristics:
+3 Willpower
+3 Ballistic Skill or +3 Weapon Skill
+5 Weapon Skill
-3 Intelligence

Skills:
Common Lore (Imperial Guard, Imperium, War)
Linguistics (High Gothic, Low Gothic)
Dodge or Parry

Talents:
Air of Authority or Unshakeable Faith
Die Hard
Lightning Reflexes
Frenzy
Hatred (choose one) or Peer (Ecclesiarchy)

Standard Equipment:
Combat Shotgun with 3 clips OR Great Weapon
Light Carapace Suit AP 5 All
-Environmentally Sealed
3 Frag Grenades
2 Krak Grenades

Favoured Basic Weapon - Bronaham Light Boltgun
100m S/3/– 1d10+5X Pen 4 Clip 19/19 Reload Full Tearing - Very Rare
-Light-Weight Materials. Penalty for firing with one hand reduced by 10
-Rare Model: Logistics tests to get weapon outside of place of Manufacture(Bronaham), suffer a -20 in addition to other modifiers.

When the Order of the Valorous Heart placed a small Monastery on Bronaham to raise recruits from the planet's large Schola population, the more industrious citizens of the planet attempted to curry favor with the order by commissioning a design for a custom boltgun to be used by the Monastery, with the hope that it would be adopted by the Order at large and make the commissioners rich.

Unfortunately, those involved were a bunch of chauvinistic idiots who thought the sisters would prefer a lighter weapon more suited for a woman to carry into battle. As such they simply designed a weapon that was lighter, though most of the weight savings were achieved by giving it a smaller clip. The Prioress of the Monastery saw through the small-mindedness of those involved, and while she welcomed the weapons to be used for training with younger Sororitas recruits, they were never carried beyond the planet by the Order.

That said, the fact that the weapon was “adopted” by the Order made it popular on the planet, and many of the other forces on the world did adopt it as an official weapon. Most of the time these weapons are abandoned by Bronahamerites once they get off world and use a regular bolter, some still use it either out of “planet-pride” or because it's lighter frame does make it easier to handle. As of this writing, no off planet forces have decided to adopt the Boltgun, making incredibly hard to find off-world.


Favoured Heavy Weapon - Daemonfeller Heavy Flamer
30m S/–/– 1d10+5E Pen:4 Clip 10/10 Reload 2 Full Flame,Spray - Rare
-Piercing: Gain felling (2) quality when fired at short range(15 meters for this weapon).
-Delicate: Whenever this weapon Jams, roll 1d10. On a result of 1, the weapon’s internal mechanisms seize up or snap, and it must be repaired with a Hard (–20) Tech-Use Testthat requires at least several minutes before it can be fired again.

The Daemonfeller Heavy flamer is the result of years of work by the Ordo Malleus to develop a Flamer for use against the foul spawn of Chaos. The Daemonfeller uses a special gas concentration system to enable it to get the promethium to burn at a higher temperature. The experiment succeeded; while the increased temperature does fall off relatively quickly after leaving the weapon, at ranges close to the weapon the temperature of the flame is hot enough to even pierce the hide of the most hardy daemon.

The only design problem is the gas concentration system is very fragile; while rare, the concentrator can rupture, requiring it to be either replaced or reattached. Despite this design flaw, the Ordo Malleus adopted the weapon. Those citizenry of Bronaham that have been conscripted by the Inquisition have fallen in love with the weapon, bringing it back to Bronaham. The weapon was quickly adopted by the planet's military forces.


Why yes these two weapons have more fluff and detail than the regiments themselves, thanks to Werix for making these for me!

DETAILS/HOUSE RULES/WHATEVER
-I'm looking for 6-9 players and will recruit until June 1!
-If you get a duplicate Talent during Character Creation, you get 100xp. Mark on your sheet when this happens though!
-Logistic Rating will be 50
-Psykers are only allowed to buy a maximum of Psy Rating 6 during Character Creation!
-Game is going to be combat focused (what a surprise!) with fuckloads of diverse enemies. Expect to fight Fear causing enemies/Daemons.
-There will be exploration and scavenging, consider picking Skills like Awareness/Security/Scrutiny/Relevant Lores.
-I could write a lot about how Integrated Weapons work but have an image instead



This is a high XP game so don't be afraid to ask questions about literally everything! I'm pretty much always in #acolyte in irc.sinyrc so come talk to me!

EDIT 1: Put a Favoured Heavy Weapon for the Crimson Guard
EDIT 2: Clarified some things about the classes in Character Creation

frajaq fucked around with this message at 04:31 on May 24, 2014

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frajaq
Jan 30, 2009

#acolyte GM of 2014


RESERVED

frajaq
Jan 30, 2009

#acolyte GM of 2014


Here's a table with experience costs for ease!



Credits to John Dyne for the wizards!

chin up everything sucks
Jan 29, 2012



The deep ruins of planet G3O4M38 were an amazing treasure trove, Marcus thought. Technology from the height of humanity, much of it intact, some of it even still functioning on the tiny trickle of power coming an undiscovered, and operating, backup power generator. It was a lifetimes work, to excavate, to examine, and to disassemble for shipment back to the Lathe Worlds. The kind of work that would take a lowly Enginseer and raise him up to be a Magos Logis.

Marcus stood in front of the ancient cogitator, fingers typing away at a more modern keyboard that had been put in place of the original broken keyboard, and green letters glowed on the screen in response to his query. Not the response he had hoped for, but useful.

Enginseer Marcus, have you heard the news?

The datastream slashed across his vision, priority message levels showing that it had been sent acros the noosphere network by Magos Hector, the Magos in charge of cataloging and restoring the nonfunctional equipment that was recovered. It took only a moments concentration to formulate a response and send it back through the noosphere. I have heard no news of import. Has new data been made available? Did they succeed in opening the sealed records datavault? His fingers barely paused in their mad path across the board in front of him, additional queries being sent as fast as he could physically interact with the ancient system. It was still so slow, but his own interface port was incompatible with the equipment he was dealing with.

The datavault remains unbreached. The news concerns Magos Levern. He has been... The message stutters for a moment as additional data is pushed through the limited noosphere equipment present in the ruins, and then an image loads. Magos Levern had posted a celebratory comment in his public noosphere domain. He had been promoted to Secondary Assistant Fabricator Locum for his services in recovering useful information from the ruins. He had been the Magos in charge of the ancient data-banks, with no direct control over Marcus, who was working under Magos Jobs in the recovery of physical equipment, but now... He is now the ranking person on this deployment. Is he taking total command of the dig?

He is. And you know he dislikes you. He has requested additional resources to be made available to this site, including... a new Enginseer for your position. You have not found enough intact to require an assistant or an additional team. Nor are you expected to. Logically, this means you are to be replaced.

The rapid movements of Marcus's hands finally comes to a stop, as the Enginseer looks away from the screen for a moment, thinking. If I am to be replaced, that means they will need another position for me, will it not? And Enginseer Prime Nolan was rendered unfit for further combat duty with the Crimson Guard six months ago. He was not replaced, as nobody of the correct rank was available. The best excuse Magos... Secondary Assistant Fabricator Locum Levern has to need me replaced, is to have promoted me to a rank where I am unsuitable for this position. Promoting me allows me to be transfered away from him, and I would be the first available Enginseer Prime, making me an attache to the Crimson Guard. Correct?

It is several long minutes before Magos Hector responds, the emotional undertone of his response placed into a subscript. The Magos was incredibly unhappy, so much that the length of the emotional undertone exceeded the text of the message itself. Correct...

quote:

Name: Marcus H6A4D9
Specialty: Enginseer Prime
Attributes: Ballistic Skill, Intelligence, Perception, Knowledge, Toughness, Tech, Willpower, Agility

Servitor #1: Lathe-Pattern Multitask Servitor
Quirk: Recent Manufacture
Advances: Field Repairs (core), Unwind the Machine-Cant Secrets (SoH)

Servitor #2: Lathe Pattern Breacher Servitor Comrade
Quirk: Misshapen Grafts
Advances: Barrier Removal Process (SoH), Unwind the Machine-Cant Secrets (SoH)

Servitor #3: Jovian-pattern Gun Servitor (Multi-Melta)
Quirk: Ornate Craftsmanship
Advances: Unwind the Machine-Cant Secrets (SoH)

Stats:
WS 35=25+10
BS 43=25+15+3
Str 35=25+10
Tou 40=25+10+5
Agi 35=25+10
Int 53=25+20+5+3
Per 35=25+10
Wil 35=25+10
Fel 30=25+5

Wounds: 13
Fate Point: 2
Insanity: 8

Skills:
Common Lore (Adeptus Mechanicus) + 20
Common Lore (Tech) + 10
Forbidden Lore (Adeptus Mechanicus) + 20
Forbidden Lore (Archaeotech) +10
Linguistics (Low Gothic, Techna-Lingua)
Logic
Security
Tech-Use + 30


Talents:
Battlefield Tech-Wright (SoH)
Coordination Algorithms (SoH page 54)
Exotic Weapons Training (Integrated Weapons) (SoH)
Infused Knowledge (Core)
Initiated Maintenance (SoH)
Machine Lord (SoH, page 54)
Master Enginseer (Core)
Mechadendrite Use (Weapon, Utility) (Core)
Perfected Maintenance (SoH)
Nerves of Steel (Core)
Paranoia (Core)
Redundant Systems (Lathe Pattern Breacher Servitor Comrade) (SoH)
Redundant Systems (Jovian-pattern Gun Servitor (Multi-Melta)) (SoH)
Technical Knock (Core)
The Flesh Is Weak (HotE)
Total Recall (Core)
Weapon Training (Las, Power)

Orders:
Field Repairs (Core, page 99)
Barrier Removal Process (SoH page 116)
Unwind the Machine-Cant Secrets (SoH)

Traits:

The Flesh Is Weak - Gain Machine X where X is half the number of cybernetics, rounded down, up
to a max of the persons TB. - Machine 4

Mechanicus Implants

The True Flesh: Lathe Worlds characters possess the Mechanicus Implant Trait. In addition, their potentia coil is specifically enhanced to meet the high energy needs of integrated weapons.

Soldiers of the Omnissiah: The Crimson Guard is a truly unique type of “regiment” from a unique type of world. Characters from the Crimson Guard count as both Guardsmen and Tech-Priest Enginseer for the purposes of pre-requisites, regardless of current Specialty or Advanced Specialty. You cannot be a Commissar, Ogryn, Ministorum Priest, Psyker, Ratling or Stormtrooper from this regiment.

Isolated by Machines: Lathe Worlds characters are seleced for a life of war at a young age, dedicated to a life of protecting the Adeptus Mechanicus interests in the Calixis Sector. The warriors of the Crimson Guard are unforgiving, blunt and seem harsh to those unfamiliar with the cold, logical way the Adeptus Mechanicus operates. You suffer a -10 penalty to interact with characters who are not from the Lathe Worlds, forge worlds or Adeptus Mechanicus-related.

Disciples of the Machine God: Though both serve the Imperium, and the Adeptus Mechanicus are commonly believed to worship the Emperor in the aspect of the Omnissiah, the religious beliefs of the Tech-Priesthood and the Ecclesiarchy are fundamentally incompatible on closer inspection. Crimson Guard soldiers suffer -10 on interaction tests with representatives of the Ecclesiarchy (this includes Ministorum Priest Player Characters, and goes both ways). This stacks with Isolated by Machines above.

Bonded to the Machine Cult: +10 on Logistic Tests to obtain Plasma, Melta and Power weapons and other items of advanced technology.

Standard Equipment:
Good-Craftsmanship MIU (core)
Good Cerebral Implants (core) - separate from techpriest gear
Good Bionic Arm (core) - separate from techpriest gear, has the integrated Lathe Lasrifle

Crimson Guard Armor: AP 6 All, Unnatural Strength (1)
-Comes with Good quality Photo-visor and microbead
-Environmentally sealed

Integrated Lathe-Lasrifle 100m S/2/- 1d10+6 Pen 2 Tearing

Venator Blade Melee/Thrown 6m 1d5+2 Pen 2 Balanced, Felling (2), Razor Sharp, Cannot be destroyed by Power Field Quality

Interface Port
Optical Mechadendrite
Red Mechanicus Robes (uniform)
Anointed Toolkit
Universal Kit Stuff

Specialist Equipment:
Sacred Unguents
Dataslate
Omnissian Axe
Calculus Logi Upgrade
Ballistic Mechadendrite
Manipulator Mechadendrite
Utility Mechadendrite


Mission Gear



Exp Expenditures
Enginseer 2500/2500


Tech-Use Experienced - 300
Tech-Use Veteran - 400
Comrade Advance: Servo-Arm - 250
Comrade Advance: Field Repairs - 300
Infused Knowledge - 400
Forbidden Lore (Archaeotech) Intermediate - 250
Master Enginseer - 400
Total Recall - 200

Enginseer Prime 2500/2500

Battlefield Tech-Wright - free
Forbidden Lore (Adeptus Mechanicus) Trained - 200
Forbidden Lore (Adeptus Mechanicus) Experienced - 300
Redundant Systems (Lathe Pattern Breacher Servitor Comrade) - 300
Common Lore (Adeptus Mechanicus) Experienced - 300
Initiated Maintenance - 200
Perfected Maintenance - 300
Machine Lord - 600
Order - Barrier Removal Process - 300

Enginseer Prime 1500/1500

+5 Toughness - free
Coordination Algorithms - 400
The Flesh Is Weak - 400
Redundant Systems (Jovian-pattern Gun Servitor (Multi-Melta)) - 300
Security - Known - 100
Order: Unwind the Machine-Cant Secrets - 300
Coordination Algorithms - 400
The Flesh Is Weak - 400
Redundant Systems (Jovian-pattern Gun Servitor (Multi-Melta)) - 300
Security - Known - 100
Order: Unwind the Machine-Cant Secrets - 300

chin up everything sucks fucked around with this message at 00:21 on May 26, 2014

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Considering my username, I'd be remiss if I didn't sign up as a Commissar from the 24th, eh?

Astus
Nov 11, 2008
Thinking of making a Heavy Gunner, but I thought I should ask this before I get started:

Do you mind if I raise my Heavy Gunner's Toughness to make him tougher than most Orkz? The maximum I could make it would be 25(base)+5(Heavy Gunner)+20(point-buy)+20 (T advances, 2500 xp)+10(dedicated to Heavy Gunner at 2500 and 5000 xp)=80. Don't know if I'd go that high, but there's still a good chance that a regular knife wielded by an average human will have little to no effect on my Heavy Gunner, even without armor. Maybe he's just an experiment of a bored Magos or something.

Oh, and I assume we add 600/300 xp to the 6500 you gave us depending on if we're guardsmen or support specialists?

Astus fucked around with this message at 09:04 on May 23, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


Nah that's fine. I'll probably cap the dedication bonus to a characteristic to maximum 3 times later though :v: I always DID wonder if FFG considered this situation when they made the Dedication rule...

And no on the experience thing. Its 6500 XP and thats it, for both Guardsmen and Support Specialist

Kai Tave
Jul 2, 2012
Fallen Rib
25 Wrathful Iron Brings Absolution To the Unworthy and the Heretek


Placeholder image until I can find something even more awesome.

"An amusing joke: a heretek hears a knocking at his door. He/she asks who is there. The heretek and his/her entire domicile are then vaporized by high-energy plasma. There are no survivors. Ha ha ha ha ha."

25 Wrathful Iron Brings Absolution To the Unworthy and the Heretek (the name loses something in the translation from Binary Cant) is a devout and enthusiastic member of the Lathe Heth 17th Venatorii Maniple where he serves as a heavy weapons platform. Inducted into the sacred mysteries of plasma and the divine perfection of the heavy bolt round, 25 Wrathful Iron (or often simply "Wrath" to those less devout) is the quintessential Crimson Guardsman...implaccable, fearless, and more machine than man. Though many people unusued to the Omnissiah's servants might find his palpable aura of menace and emotionless voice disturbing, those who get to know him often find that he possesses a (highly disturbing) sense of humor and an unmatched zeal that even a Commissar would find satisfactory.

"Oh dear, this corridor is far too dark. I should illuminate my surroundings lest I find myself ambushed by any number of unknown assailants attempting to use poor visibility conditions to conceal their futile, cowardly actions. My apologies cooling lumps of carbonized meat, that was not the activation rune for my illumination globe, that was the trigger to my plasma cannon. I would forget my own cranium if it were not securely anchored to my spinal column with a series of high-grade titanium interlocks. Ha ha ha ha ha."

quote:

25 Wrathful Iron Brings Absolution To the Unworthy and the Heretek
Demeanor: Joker
Specialty: Heavy Gunner
Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness, Tech
Wounds: 15
Fate Points: 2
Insanity: 7

Weapon Skill = 25
Ballistic Skill 25 +3 +20 +10 = 58
Strength 25 +20 +5 = 50
Toughness 25 +5 +20 +10 = 60
Agility 25 = 25
Intelligence 25 +3 +12 = 40
Perception 25 +13 = 38
Willpower 25 +15 = 40
Fellowship 25 = 25

Ballistic Skill Simple, Intermediate - 350xp*
Strength Simple - 250xp+++
Toughness Simple, Intermediate - 350xp+++

Comrade Advances:
Loader 250xp+++
Stabilize 300xp^^^

Skills:
Athletics
Awareness - Trained, 300xp+++
Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War)
Dodge +10 - Known, Trained, 600xp+++
Intimidate
Linguistics (Low Gothic, Techna-Lingua)
Logic
Security - 100xp*
Tech-Use +10 - Trained, 200xp*
Trade (Armourer) - 100xp*

Talents:
Armour-Monger - 300xp*
Bulging Biceps - 450xp+++
Fearless - 600xp^^^
Iron Jaw
Mighty Shot - 400xp*
Nerves of Steel
Paranoia
Target Selection - 400xp*
Weapon Tech - 200xp*
Weapon Training (Bolt, Integrated, Las, Low-Tech, Heavy, Plasma) - Bolt 200xp^^^
Plasma Weapon Expertise - 300xp, HoE+++
Plasma Weapon Mastery - 400xp, HoE*
The Flesh is Weak - 400xp, HoE^^^
Vigilant - From Sentry advanced specialty, HoE

Traits:
Machine (1)
All that other poo poo

Cybernetic implants: MIU Weapon Interface, Subskin Armor

2,500xp breakpoint: Switch to Sentry
5,000xp breakpoint: Switch to Heavy
+++ - Purchased from 0 - 2,500xp
* - Purchased from 2,500 - 5,000xp
^^^ - Purchased from 5,000 - 6,500xp
6,450/6,500xp spent

Starting equipment: All the stuff in the OP, Common Craftsmanship Plasma Cannon

Kai Tave fucked around with this message at 09:26 on May 25, 2014

Werix
Sep 13, 2012

#acolyte GM of 2013
Will be making some sort of priest character tonight after work. Due to the absurdity of the interaction negatives, likely will be more of the Holy warrior and less inspirational figure.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
All right, it's late here so I'll need some sleep before I make a character, sorry. Just one question- since we're at the 5000+ XP limit, do we get the +5 to a characteristic?

frajaq
Jan 30, 2009

#acolyte GM of 2014


Yes you choose +5 to a characteristic at the 2500 xp and 5000 xp breakpoints since you're a Commissar and they don't have advanced specialties yet.

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan
.

sephiRoth IRA fucked around with this message at 13:48 on Jun 2, 2014

Vicissitude
Jan 26, 2004

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


It's said that some surgeons, and not even the bad ones, find as much of a thrill in the cutting and the bleeding as they do in the healing. Jericho finds no thrill in the pulling-apart of bodies, but he does find it fascinating. The tenacity of a biological system to endure despite tremendous trauma, and even be able to nearly entirely replaced by almost seamlessly integrated machinery is a miracle of the Machine God to his eyes. Let others get caught up in their artificial musculature and their logic machines. Medicae Cantor prefers to study the real thing. Woven fibers of organic tissue that can work in tandem with each other, powered by bio-electricity? How can you even think you can improve upon that? Sure, you can make a stronger limb, but not one more elegant.

All that aside, Cantor knows his duty. Even a would-be Magos Biologis must bow to duty ahead of personal goals. Due to his predilections for biological study, he was quickly entered into service as a medic. All those years of study on the side paid off well as he managed to stay ahead of his training and instructors in many areas. Combined with his training in the Guard, this made him an excellent candidate for front-line support of both men and machine.

pre:
Name: Jericho Cantor
Career: Medic -> Medic -> Medic
Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Tech, Willpower


Characteristics:
WS:  30  (25 +  5)
BS:  45  (25 + 15) [+5 Dedication]
S:   35  (25 + 10)
T:   35  (25 + 10)
Ag:  40  (25 + 15)
Int: 63  (25 + 20) [+3 Homeworld] [+5 Class] [+10 Advance]
Per: 53  (25 + 15) [+3 Homeworld] [+5 Dedication] [+5 Advance]
WP:  35  (25 + 10)
Fel: 25  (25 +  0)


Wounds 14/14
Fate: 2/2
IP: 10
CP: 0


Skills:
Awareness +10
Common Lore (Adeptus Mechanicus) +20
Common Lore (Tech) +20
Forbidden Lore (Archeotech) +10
Linguistics (Low Gothic)
Linguistics (Techna-Lingua)
Logic
Medicae +20
Scholastic Lore (Chymistry) +10
Scholastic Lore (Cryptology) +10
Scrutiny
Security
Tech-Use +20


Talents:
Accelerated Repairs
Combat Sense
Exotic Weapons Training (Integrated Weapons)
Infused Knowledge
Integrated Maintenance
Jaded
Lasgun Volley
Las Weapon Expertise
Master Chirurgeon
Nerves of Steel
Paranoia
Perfected Maintenance
Total Recall
Veteran Comrade
Weapon Training (Las, Low-Tech, Plasma)


Traits:
Bonded to the Machine Cult
Disciples of the Machine God
Isolated by Machines
Mechanicus Implants
Medicae Auxilia
Soldiers of the Omnissiah
Unnatural Intelligence +2
Unnatural Strength +1


Gear:
Crimson Armor
 - Good Photo-Visor, Microbead
 - Environmentally sealed
Integrated Lathe-Lasrifle
Venator Blade
Good Cerebral Implant
Red Mechanicus Robes
Annointed Toolkit
Diagnostor
Injector
Medikit
Standard Guard Kit


6300/6500 XP Spent

Common Lore (Tech) +10                 200
Common Lore (Adeptus Mechanicus) +10   200
Scholastic Lore (Cryptology)           100
Forbidden Lore (The Warp)              100
Forbidden Lore (Archeotech)            100
Forbidden Lore (Archeotech +10)        200
Infused Knowledge                      400
Medicae +10                            200
Tech Use +10                           200
Security                               100
Awareness                              200
Awareness +10                          400
------------------------------------------
Master Chirurgeon                      400
Medicae +20                            300
Intelligence +5                        100
Intelligence +5                        250
Veteran Comrade [HotE]                 600
Weapon Training (Plasma)               300
Accelerated Repairs [SoH]              300
Initiated Maintenance [SoH]            200
------------------------------------------
Perfected Maintenance [SoH]            300
Perception +5                          100
Lasgun Volley  [HotE]                  200
Las Weapon Expertise  [HotE]           300
Medicae Auxilia                        250
Combat Sense                           200
Tech-Use +20                           300

Vicissitude fucked around with this message at 19:13 on May 31, 2014

Astus
Nov 11, 2008
Here's my Heavy Gunner, still need to find a picture for him though. Nevermind, found one:



Hal is more experiment than human at this point, which is probably true for most Crimson Guards. What makes him different is the heavy amount of biological and genetic, rather than cybernetic, experimentation he went through, giving him an incredible constitution and (almost literally) rock-hard abs. Combine with the metal plates embedded into his skin, and the augur array cybernetic that alerts him to incoming hostiles, Hal has become the perfect point-man.

Strangely, he seems to have taken the experimentation process remarkably well, all things considered, realizing that he probably would have died to a grot without the experimentation, and at least now he gets to kill some enemies of the Imperium before he dies to something even tougher than him.

pre:
Name: Hal
Specialty: Heavy Gunner>Sentry
Demeanour: Sensible
Experience: 6500 xp

Comrade: Nathin
Comrade Demeanour: Quiet

Aptitudes: Ballistic Skill, Finesse, Intelligence, Perception, Offence,
Toughness, Tech

Characteristics: 5/100
WS:  35 (25+10)
BS:  53 (25+15)+3(Regiment)+10[Advances]
S:   45 (25+15)+5[Advance]
T:   75 (25+20)+5(Heavy Gunner)+20[T Advances]+5[Dedication]
Ag:  30 (25+5)
Int: 33 (25+5)+3(Regiment)
Per: 40 (25+15)
WP:  40 (25+15)
Fel: 25 (25)

Wounds: 15
Fate: 2/2
Insanity: 7
Corruption:

Skills:
Awareness +10
Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War)
Dodge
Intimidate
Linguistics (Low-Gothic, Techna-Lingua)
Logic
Scrutiny +10
Survival
Tech-Use
Trade (Armorer)

Talents:
Bulging Biceps
Exotic Weapon Training (Integrated Weapons)
Hardy
Iron Jaw
Mighty Shot
Nerves of Steel
Paranoia
True Grit
Vigilant
Weapon Training (Las, Low-Tech, Heavy, Plasma)

Traits:
Mechanicus Implants
Bonded to the Machine Cult: +10 on Logistic Tests to obtain Plasma, Melta and
Power weapons and other items of advanced technology.

Special Abilities:
Stabilise (Comrade, Heavy Gunner)
Loader (Comrade, Heavy Gunner)
Hammering Storm (Comrade, Sentry, HotI)

Gear:
Crimson Guard Armor [AP6 All, Unnatural Strength (1)]
+Good Quality Photo-Visor
+Microbead
+Environmentally Sealed
M41 Multi-Laser [Heavy, 150m, -/-/5, 2d10+10 E, pen 2, Clip 100, Rld 2 Full, Reliable]
Integrated Lathe-Lasrifle [100m, S/2/-, 1d10+6 Pen 2, Tearing]
Venator Blade [Melee/Thrown, 6m, 1d5+2 Pen 2 Balanced, Felling (2), Razor Sharp]
Augur Array (Built-in Auspex)
Subskin Armor (+2 AP to body, legs, and arms, stacks with armor)
Red Mechanicus Robes
Anointed Toolkit
+Stuff

Advances: 6,450/6,500 xp spent
T Advance (Simple, Intermediate, Trained) [850]
Dodge [200]
Scrutiny [100]
Awareness [200]
Scrutiny +10 [200]
Awareness +10 [400]
Survival +10 [400]
Hardy [300]
Dedicated to Heavy Gunner (+5 T)
True Grit [400]
T Advance (Expert) [750]
S Advance (Simple) [300]
Bulging Biceps [450]
Stabilise [300]
Loader [250]
Mighty Shot [400]
Hammering Storm [500] (HotI)
BS Advance (Simple, Intermediate) [350]
Trade (Armorer) [100]

Astus fucked around with this message at 00:58 on May 26, 2014

Viva Miriya
Jan 9, 2007


Stormtrooper Corporal Todd 3465, Schola Progenium Luna Stormtrooper Class of 730.M41
Born and bred rather than merely adopted and raised like the war orphans that generally made up those in the Schola Progenum. The orphans who would become Commissars, Stormtroopers, Sisters of Battle, Lieutenants of the Imperial Guard, Arbiters, and servants of the ecclesiarchy and the various divisions that comprised the Adeptus Terra. Instead Todd 3465 was one of thousands of infants carried to term by surrogate mothers, supervised by a handful of Adeptus Mechanicum Magos Biologis responsible for furthering a breeding program using the DNA of heroes of the Imperium, the very same whose valor on the battlefield the Imperium has seen fit to honor by giving their kin an education and a guaranteed job to further serve the God-Emperor of mankind, to produce the perfect soldiers for the Emperor of Mankind. They've been at it for a couple of millennia and haven't seemed to found the recipe yet but what they've come up over the years with seems to work quite well. The Stormtrooper graduates that Luna produces are a cut above than the average which already performs at a high level and have consistently proven to produce some of the bravest and most aggressive soldiers in the Imperium whilst staying within the parameters of keeping them human. Their lifespans also seem to be somewhat enhanced, though whether that is due to the Genetor's work or simply the veteran's abilities to stay alive in the most hellish of warzones hasn't been determined, indeed its a moot point. The average lifespan of a Stormtrooper tends to be around 30 years standard tops (not accounting for warp travel transit time) with Luna bred troopers improving on this with 42-45 being the average age of the soldier when they finally fall on the battlefield, the oldest of them still on active duty reportedly being 70 years old, with the aid of medicae treatments to "optimize" the soldier and deal with old wounds (mental and physical) and the side effects of the aging process.

It is these stormtroopers that tend to be picked first by our various Ordos when they are need of stormtroopers for their retinues. Though assignment to the Inquisition tends to cause a very high attrition rate no matter the Ordos they are assigned to, those that survive are veterans and killers without peer and significantly outperform those who are assigned to regular Stormtrooper Companies, attached to Imperial Guard Regiments across the Imperium's warzone. Todd 3465 however is not one of those pulled into the Inquisition's web of secrets and lies fresh out of the Schola.

Originally assigned to the 4th Stormtrooper Company in time to see action during the Damocles Gulf Crusade, Todd's first action was during the Battle of Sy'l'kell where the 4th were deployed alongside the Scythes of the Emperor to stem the tide of the massive Tau Counterattack at LZ Alpha where the 17th Brimlock Dragoons, beginning to land their heavy equipment at the Space Marine held LZ, suffered heavily at the hands of Tau Hammerhead tanks, Battlesuits, and fire warriors. Running firefights in the night, his photo visor vision turned the world into greens and flashing white lights as pulse rifles fired down on guardsmen taking cover by the burnt out hulks of their own Leman Russ's and Chimeras. He got his first kills slagging firewarriors with his hellgun in a standup fight whilst his brothers melta gunned down the battlesuit that was supporting the enemy squad. Bolter and las fire crisscrossed over his head as he bounded forward firing from the hip to the next piece of cover, sometimes even catching another fire warrior with a hotshot las pulse.

After the bloody battle for the LZ, he next fought in the population centers, going from skirmishes at farms to eliminate Tau outposts to house to house fighting in the capital. Eventually the Tau were defeated and all Imperial objectives were accomplished. Stormtrooper Todd came out of that fight short a few of the brothers he grew up with the first 16 years of his life and with a bitter hatred in his heart for the Tau. His next action was on Dal'yth Prime, the 4th being attached to the second spearhead with the Rakarshan Rifles Regiment, veteran light infantry who were able to avoid most of the hell the Tau threw at the Space Marines and Titan spearheads until they got into Gel'bryn. There they were introduced to the Kroot who they fought on the rooftops and within the buildings of Gel'bryn before being ordered to pull back to the River where the front stabilized, 20 miles north of town. There the Imperial Guard dug in and the 4th were sent on patrols, being one of the few Imperial assets with comparable night fighting skills and equipment as the Tau who would simply engage at extreme range and retreat before first light. This kept them busy and too busy to think about their losses. During Operation Hydra, when Imperial forces were a mere 5 miles away from trappings tens of thousands of Tau against the sea to be slaughtered at their leisure, the 4th provided fireteams to help the guard companies fighting in the suburbs a remedy to Kroot ambushers.

After the evacuation of Imperial Forces from Dal'yth Prime and the ceasefire between the Tau Empire and the Imperium. Todd 3465 was next sent to the mining colony on Mara to investigate loss of astropathic communication with a squad of the 4th. There they found +++++REDACTED, RECORDS DELETED BY ORDER OF INQUISITOR THOMAS MARYK, ORDO CALIXIS+++++. After that deployment, Todd 3465 was formally reassigned from the 4th Stormtrooper Company to the retinue of Inquisitor Thomas Maryk of the Ordo Calixis where he would be utilized in a number of covert actions. Below is a summary, as requested, of the various actions Todd 3465 has taken part in if the above was not a sufficient vetting of his abilities. He's a Damocles Gulf Crusade veteran and he survived the hell of Mara intact and sane. I'm sure he can handle snooping around some Space Hulk without being compromised mentally or worse, failing in the mission.

• Tranch Insurrection (807.M41): Involved in Operation Bellerophon, assigned to Kill-Team Alpha Black 9. 75 confirmed kills, 24 unconfirmed, involved in the final attack that decapitated much of the mutant command structure.
• Luggnam (811.M41): Involved in investigations into the Red Vaults. Provided security for Throne Agent team sent to investigate and take over the findings of the Adeptus Arbites team and later the pursuit of the Arch-Heretic Myrchella Sinderfell.
• Achilus Crusade (777.M41 to Present): Deployed alongside various Ordo Xenos units to deal with flashpoints when not required by myself. Operations of note include the Greyhell Front, the Seriphos Sanction, and the Conquest of Vanir.
Current Status: Between Wars

Signed: Inquistor Lord Thomas Maryk dated June 7th, 817.M41

pre:
Name: Todd 3465
Current Assignment: 24th Special Detachment of Schola Progenium Casidius 
Career: Stormtrooper
Demeanour: Quiet

Characteristics:
WS  43 (25 + 13 + 5[Regiment]) 
BS  70 (25 + 17 + 3[Regiment] + 15 [Advances]+ 10[Dedication]) 	
S   30 (25 + 5)  
T   30 (25 + 5)
Ag  50 (25 + 15 + 10[Advances])
Int 35 (25 + 13 - 3[Regiment])
Per 40 (25 + 15)
WP  40 (25 + 12 + 3[Regiment])
Fel 30 (25 + 5)	

Fate Points: 2
Wounds: 20 [18 Starting + 2[Sound Constitution]]
Insanity Points: 3d5 7
Corruption: 0
Weight (Max Carry/Lift/Push): 36kg/72kg/144kg 
Current Combat Load: 45.75 (Encumbered)

Experience: 6,500/6,500

Aptitudes:
Agility, Ballistic Skill, Fieldcraft,
General, Finesse, Offence, Toughness

Advances:
Simple BS Advance (100)
Intermediate BS Advance (250)
Trained BS Advance (500)
Simple Agility Advance (100)
Intermediate Agility Advance (250)
Stealth +10 (200)
Acrobatics (100)
Acrobatics +10 (200)
Athletics (200)
Awareness +10 (400)
Rapid Reload (200)
----2,500 exp Marker, Dedicating to Current Specialty (+5 BS)
Sound Constitution x2 (400)
Lasgun Volley (200)
Eye of Vengeance (400)
Marksman (300)
Hip Shooting (300)
Rapid Reaction (300)
Mighty Shot (400)
Step Aside (600)
---5,400 exp marker (Overflowed 400 exp past the 5k marker), Dedicating to Current Specialty (+5 BS)
Arms Master (600)
Trade (Armourer) (100)
Operate (Aeronautica) (100)
Resistance (Fear) (300)


Skills:
Acrobatics +10
Athletics
Awareness +10
Common Lore (Imperial Guard, Imperium, War)
Dodge +10
Linguistics (High Gothic, Low Gothic)
Operate (Aeronautica)
Scholastic Lore (Tactica Imperialis)
Security
Stealth +10
Trade (Armourer)

Talents:
Arms Master
Die Hard
Eye of Vengeance
Frenzy
Hatred (Tau)
Hip Shooting
Jaded (GM Fiat)
Lasgun Volley
Lightning Reflexes
Marksman
Mighty Shot
Rapid Reaction
Rapid Reload
Resistance (Fear)
Step Aside
Takedown
Quick Draw
Weapon Training (Las, Low-Tech)
Unshakeable Faith


Starting Gear:
• Combat Shotgun with 3 clips (6.5kg/1.95) (Not Carried)
Light Carapace Suit AP 5 All
-Environmentally Sealed
-Traded for Preysense Goggles (0.5kg)
• 3 Frag Grenades (1.5kg)
• 2 Krak Grenades (1kg)

Standard Regiment Kit
• One uniform
• One set of poor weather gear
• One knife (1kg)
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack (0.5kg, helmet mounted)
• One grooming kit
• One set of cognomen tags or equivalent
identification
• One primer or instructional handbook
• Combat sustenance rations, two
weeks’ supply

Specialist Equipment: 
• Good Craftsmanship Hot-shot Lasgun with 3 power packs (6kg/1.8kg)
- Standard backpack power source (10kg)
• Storm Trooper Carapace Armour (15kg)
- Environmentally Sealed

Viva Miriya fucked around with this message at 16:38 on Jun 9, 2014

Werix
Sep 13, 2012

#acolyte GM of 2013


Effron "Effy" Hussar

and


Mikial "Lil Mikey" Drogan

The tiny, almost effeminate Mikial looks even smaller next to large Effron. The Ogryn is intimidating looking in his new fully sealed Light Carapace armor; Mikial didn't even know carapace armor, or helmets, came big enough for Ogryn, but the Inquisition seems to have everything. As the Inquisitor enters the room Mikial snaps to attention; the much larger Ogryn makes an intimidation of the salute, a large *KLONK* ringing through the small quarters as Effron's hand impacts his helmet too hard.

"So you are Effron are you?" The Inquisitor asks.

"Yes, but I call myself Effy! It's so much easier to remember than Effron, and so everyone else calls me Effy too! You can call me Effy!" the Ogryn says with a cheer in his voice. Though he can't see it, Mikial has been with Effron long enough to know the Ogryn had the widest grin on his face under that helmet.

"According to your Jacket you have quite the impressive record. You single-handedly held off an entire squad of Traitor Marines while one of my associates secured a relic?"

Effron looks down at his chest when the Inquisitor finishes speaking. He then looks at the inquisitor, and then Mikial, before he crouches down and whispers in the guardman's ear none too quietly, "But Mikey I ain't wearin' a jacket, I got this fancy armor on." Mikial smiles at the inquisitor before turning back to the big child, "He's asking about fighting all those big scary guys on that planet with the green birds."

"Well why didn't he say that! Talkin' about Jackets! Yeah Mr. Inquisitor! We was helping this other Inquisitor lady that had to get some book that belonged to Daddy Emperor! So while she was inside, Me, Mikial, and some other little 'uns wiff a 'eavy bolter were fighting those men what don't like Daddy Emperor. My ripper gun was doing them some damage, but the bolter was doing even better! So when the guy helping load the bolter got killed and his friend shootin' the thing was trying to make him stop leaking blood, I just grabbed the Bolter and started firing!"

The Ogryn begins to get animated, hefting his own bolter and sweeping it around the room, Mikial glad that it wasn't loaded, and also proud that he was exercising trigger discipline for a change. "My ripper was always fun to use, but the bolter! Oh boy did it fire faster, and the bullets make pretty explosions too! Like little grenades! So I just fired it at those bad men that hate daddy Emperor until the gun was all out of its little grenades!" Effron ends his story by clapping his hands.

The Inquisitor turns to Mikial, "Is he generally good with that thing?"

"Oh he most certainly. He needs a little guidance, but he generally will shoot at what I shoot at, and won't stop until it is in pieces or the heavy bolter is out of ammo." Mikial beams with pride while talking about "his" Ogryn.

"And how is he in confined spaces?"

"Better than most Ogryn, sir."

"Good enough for me," the Inquisitor says as he hands Mikial a dataslate. "There are your orders, be ready to ship in an hour."

Mikial reads the dataslate while Effron paws at his helmet in the background. Salvage work? On a space hulk? With the Crimson Guard? What did they get into? His reading is interrupted by Effron gently tapping on his shoulder, "Mikey, my nose itches, and I can't get this thing off!"

Mikial smiles, "bend down here Effy, I'll get that off for you, but where we are going, you're going to have to keep it on okay? So if your nose itches you'll have to wait until I say it's okay to take it off!"

"Yeah yeah Mikey, just hurry up, my NOSE ITCHES NOW!"

pre:
Name: Effy
Regiment: 24th Special Detachment of Schola Progenium Casidius
Career: Ogryn -> Gun Lugger
Comrade: Lil Mikey   

Aptitudes: Ballistic skill, Weapon skill, offence, defense, perception, strength


Characteristics:
WS:  45  (25 + 15)[+5 homeworld]
BS:  68  (25 +20) [+3 Homeworld] [+15 advances][+5 dedication at 5k exp]
S:   60  (25 +10) [+10 class][+15 advances]
T:   60  (25 +10) [+10 class] [+15 advances]
Ag:  25  (25 +10) [-10 class]
Int: 12  (25 +5) [-3 homeworld] [-15 class] 
Per: 35  (25 +10) 
WP:  43  (25 +15) [+3 Homeworld]
Fel: 30  (25 +5)


Wounds 31/31
Fate: 2/2
IP: 4
CP: 0


Skills:
Common Lore (Imperial Guard, Imperium, War)
Linguistics (High Gothic, Low Gothic)
Parry +20
survival

Talents:
Unshakeable Faith
Die Hard
Lightning Reflexes
Frenzy
Peer (Ecclesiarchy)
Iron Jaw
Weapon Training (Heavy, bolt, Solid Projectile)
It not so dark  pg 105 
Bulging biceps SoH
Ripper charge SoH pg 107
Storm of Iron
Jaded


Comrade advances:
Fierce Loyalty
Little 'un

Specialist advances: 
Ballistic Fury
Guiding fire (full round)

Traits:
Auto-Stabilised
But It Dark in Dere ! 
Clumsy
Size  (Hulking)
Sturdy
Unnatural  Strength (+2)
Unnatural Toughness (+2)


Gear:
Great Weapon
Good quality heavy bolter
Light Carapace Suit AP 5 All
-Environmentally Sealed
8 Frag Grenades
2 Krak Grenades
Standard Guard Kit


6450/6500 XP Spent
fierce Loyalty 300
Str Simple 100
T simple 100
Str Intermediate 250
T Intermediate 250
Str Trained 500
T trained 500
It not so dark 300
Parry trained 200
Parry experienced 300
Bulging biceps 300
Ripper charge 300
Ballistic Fury 300
guiding fire 500
Ballistic simple 250
Ballistic intermediate 500
Ballistic trained 750
storm of iron 300
jaded 200
Little 'un 250
<Werix> 3d5 insanity
<Hashutbot> Werix, insanity: 4 [3d5=2,1,1]

Werix fucked around with this message at 03:31 on May 24, 2014

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
Below character not applicable for this game. Disregard and look at DE-ARG34 further down.



"Aitch, ugly wound, that. Relax, soldier, I've got just the thing. Let's see, stimms or euthanasia, the eternal quandary. Eenie, meenie..."

Anita Etalia Edelwiss is a sister of the Order of Serenity (of the Orders Hospitaller) who has been recruited by the Inquisition to join the 24th Special Attachment. She's thoughtful, observant and all too free with her tongue, though usually in cheerful pleasant tones that dull the sting of her many, many jokes, puns and tongue-in-cheek comments. This makes her something of an outlier among the holier-than-thou militant sisters of the various Orders, which is why she has been so cheerfully snapped up by an organization who knows that such attitudes, while bordering on the insubordinate, can hide a certain genius. And she does do a decent job at treating the wounded and sick.

"If we're going to be working with the Mechanicus, should I take technomat lessons? I fall somewhat short of being a bionics expert, but as long as I'm rooting around searching for the organic parts I might as well touch up on the Omnissiah-blessed bits as well. Common courtesy, really."

Of course, she hasn't merely been employed by the Inquisition for her medical skills. Having shown a remarkable facility for language that, in all honesty should have placed her among the Orders Dialogus, and a gift for comprehending certain darker truths without breaking down praying for the Emperor's guidance, she has been entrusted with the kind of knowledge necessary to keep tabs on the Mechanicus findings during the current expedition, while remaining in the guise of a medic and translator. It seldom hurts to have another keen pair of eyes on the notoriously secretive priests of Mars.

"So, how has your day been? What? Oh no, the interrogation hasn't started yet. I'm sure they'll bring the excruciator any minute now. Hmm? Well, you should have thought about that before you renounced the Emperor. But don't worry, I'm sure He'll forgive you once you've received your penance. Could take a while to redeem someone like you, but I'm sure He's quite patient, and in the meantime I'll make sure you don't expire prematurely. Oh, don't whimper. It's unbecoming."

pre:
Anita Etalia Edelwiss, Sister Hospitaller
Demeanor: Joker / Talkative / Optimist
Specialty: Medic
Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Wounds: 14
Fate Points: 2
Insanity: 11

Weapon Skill    33 = (25 + 5 + 3)
Ballistic Skill 45 = (25 + 15 + 5)
Strength        25 = (25)
Toughness       50 = (25 + 15 + 5 + 5)
Agility         50 = (25 + 15 + 5 + 5)
Intelligence    57 = (25 - 3 + 20 + 15)
Perception      55 = (25 + 15 + 15)
Willpower       58 = (25 + 3 + 20 + 10)
Fellowship      25 = (25)

Skills:

Awareness +10, Common Lore (Imperial Guard, Imperium, War), Dodge, Forbidden Lore (Archaeotech, Xenos),
Linguistics (High Gothic, Low Gothic, Xenos Markings), Medicae +10, Navigate (Surface) +10,
Scholastic Lore (Chymistry, Legend), Scrutiny.

Talents:

Die Hard, Frenzy, Heightened Senses (Sight), Jaded, Lightning Reflexes, Master Chirurgeon, Peer (Ecclesiarchy),
Polyglot, Swift Suture, Unshakeable Faith, Weapon Training (Solid Projectile).

XPenditures: 6500/6500
Intelligence Basic, Intermediate, Trained (850)
Willpower Basic, Intermediate (750)
Perception Basic, Intermediate, Trained (850)
Ballistic Basic (250)
Agility Basic (250)
Toughness (250)
Medicae +10 (200)
Master Chirurgeon (400)
Awareness, +10 (300)
Linguistics (Xenos Markings), +10 (300)
Navigate (Surface), +10  (300)
Scholastic Lore (Legend), +10 (300)
Forbidden Lore (Archaeotech), +10 (300)
Forbidden Lore (Xenos) (100)
Polyglot (300)
Swift Suture (300) (Hammer of the Emperor)
Heightened Senses (Sight) (200)
Tireless (300) (Hammer of the Emperor)

Starting equipment:

Combat Shotgun with 3 clips
Light Carapace Suit AP 5 All
-Environmentally Sealed
3 Frag Grenades
2 Krak Grenades

Diagnostor, injector, medikit.



"Target located. Moving to expedite. No backup necessary."

"Taking heavy fire. Resistance significantly higher than anticipated. No backup necessary."

"Severe damage suffered. Left arm inoperable. Airways perforated, respiratory life-support systems engaged. Melee range reached. No backup ne-ne-necessary."

"Target status: eviscerated. Ex-ex-ex-expediting retinue survivors. Signal operator's repeat concerns, while commendably cautious, has been flagged for signs of emotional hysteria and a severe case of the doubts in the Omnissiah's most efficacious ki-ki-killing cogs. No. Backup. Necessary."

pre:
DE-ARG34, Mutilator Class
Demeanor: Reckless / Cocky / Sarcastic
Comrade: DE-ARG78
Specialty: Weapon Specialist
Weapon Specialist Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Tech.
Brawler aptitudes: Agility, Finesse, Offence, Strength, Toughness, Weapon Skill, Tech.
Wounds: 13
Fate Points: 2
Insanity: 9

Weapon Skill    60 = (25 + 20 + 5 + 10)
Ballistic Skill 38 = (25 + 10 + 3)
Strength        50 = (25 + 20 + 5)
Toughness       50 = (25 + 20 + 5)
Agility         50 = (25 + 15 + 10)
Intelligence    28 = (25 + 3)
Perception      25 = (25)
Willpower       40 = (25 + 15)
Fellowship      25 = (25)

Skills:

Acrobatics, Athletics, Common Lore (Adeptus Mechanicus, Dodge +10, Common lore (Adeptus Mechanicus, Imperial Guard, Tech, War),
Linguistics (Low Gothic, Techna-Lingua), Logic, Navigate (Surface), Parry, Tech-Use.

Talents:

Ambidextrous, Blademaster, Blade Dancer, Counter Attack, Crippling Strike, Crushing Blow,
Exotic Weapons Training (Integrated Weapons), Lightning Attack, Nerves of Steel, Paranoia, Quick Draw,
Rapid Reload, Step Aside, Street Fighting, Swift Attack, Two-Weapon Wielder (Melee), Weapon Training (Las, Chain, Low-Tech)

Traits:

Bonded to the Machine Cult, Disciples of the Machine God, Mechanicus Implant,
Isolated by Machines, Soldiers of the Omnissiah, The True Flesh.

Commands:

Two Against the Odds - Passive

XPenditures: 6500/6500
Agility, Intermediate, (350)
Dodge, +10 (600)
Blademaster (400)
Swift Attack (300)
Lightning Attack (400)
Step Aside (600)
Crippling Strike (300)
Killing Strike (450)
Counter Attack (450)
Parry (200)
Lightning Reflexes (200)
Two-Weapon Wielder (Melee) (300)
Blade Dancer (400)
Quick Draw (200)

5150/6500 xp - Spec switch to Brawler

Weapon Skill, Intermediate (350)
Crushing Blow (400)
Strength (100)
Two Against the Odds (400) (Hammer of the Emperor)
Acrobatics (100)

Starting equipment:

4 krak grenades, Common Craftsmanship Regimental Favoured Basic Weapon (?),
Integrated Lathe-Lasrifle, Venator Blade, Good Craftsmanship Chainsword, Best
Craftsmanship mono knife.

Crimson Guard Armor: AP 6 All, Unnatural Strength (1)
-Comes with Good quality Photo-visor and microbead
-Environmentally sealed

Good Quality Bionic Respiratory System, Red Mechanicus Robes (uniform),
Anointed Toolkit, Universal Kit Stuff.

Scribbleykins fucked around with this message at 15:47 on May 24, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


It wasn't explicitly told in the OP and thats my fault so I'm gonna say it here and edit the OP later.

If you want to be Core Guardsmen/Enginseer you go with Crimson Guard

If you want to be Ogryn/Psyker/Commissar/Ministorum Priest/Stormtrooper you pick the Schola Progenium Detachement.

Think the only unclear thing was about the Core Guardsman classes.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER


Commissar Moira Gunn, 24th Special Detachment of Schola Progenium Casidius, addressing the rest of the Squad

“Guardsmen of the 24th! Skitarii of the 17th Venatorii! Stand to!

I know some of you resent my being here talking to you. After all, aren't you all handpicked Guardsmen, the best of the best? Who's this silly bint out there in front of you? What the funt is this daft bitch doing, talking to you hardened veterans like you were fresh out of the mustering fields?

If any of you are thinking that way, then that is reason enough for me to be here! Such overconfidence, such arrogance, such misguided belief in one's own abilities- that is the way to heresy! None of us are here because we were tough, or lucky, or better than the rest- we are here solely by the grace of the God-Emperor, nothing more! Tools in His blessed hands, extensions of His will- and where His wrath is needed, so shall you, and so shall I!

Some of you may be uncomfortable with the Guardsmen, Ogryn or Skitarii you will be working alongside. Let me assure you that any significant sign of strife will be dealt with quickly and severely! Whatever you may think of your fellow soldiers, we are all servants of Him on Earth, regardless of whether you know Him as the God-Emperor or Omnnissiah! And of our service here, only our defeats will not belong to Him, for defeat is brought only by a lack of faith in Him- and if you lack faith in Him, so shall he lack faith in you!

Know that we do His work here, know that we are blessed in His sight, and take solace in that fact! Fear not death, for death is ever the master of the faithless and servant of the righteous, and righteous indeed are all those who subsume themselves wholly to Him!

Now take up your weapons- this hulk has kept His rightful knowledge and His wretched foes from His sight long enough.

For the Ogryns- everything I said? It basically means that as long as you believe in the God-Emperor, and do as you're ordered, there'll be medals for everyone. Wouldn't that be nice?”

pre:
Name: Commissar Moira Gunn
Regiment: 24th Special Detachment of Schola Progenium Casidius
Career: Commissar
Comrade: Shot
Spant XP: 6350   

Char. Aptitudes: Agility, Fellowship, Weapon Skill, Willpower
Misc. Aptitudes: Finesse, Leadership, Perception


Characteristics:
WS:  53 (+10 stat roll)(+8 Homeworld) (+2/4 advances)
BS:  40 (+5 stat roll)(+2/4 advances)
S:   30 (+5 stat roll)
T:   40 (+15 stat roll)
Ag:  40 (+5 stat roll) (+2/4 advances)
Int: 32 (-3 Homeworld) (+10 stat roll)
Per: 35 (+10 stat roll)
WP:  68 (+5, +5 breakpoint advances)(+3 Homeworld)(+20 stat roll)(+2/4 advances)
Fel: 55 (+5 Class) (+1/4 advances) (+20 stat roll)

Wounds: 16
Fate: 2
IP: 7 (http://invisiblecastle.com/roller/view/4512212/)
CP: 0


Skills:
(Specialist) Command +20 (Fellowship)
(Specialist) Common Lore: Imperial Guard +10 (Intelligence)
(Specialist) Scholastic Lore: Tactica Imperialis (Intelligernce)
(Homeworld) Linguistics: High Gothic, Low Gothic (Intelligence)
(Homeworld) Dodge +10
Scrutiny +10 (Perception)
Parry +10 (Weapon Skill)


Talents:

(Homeworld) Die Hard
(Homeworld) Lightning Reflexes
(Homeworld) Frenzy
(Homeworld) Hatred: Heretics
Heroic Inspiration
Stirring Rhetoric
Inspire Wrath
Lightning Attack
Quick Draw
Sure Strike
Duelist

Specialist advances:

(Specialist) Air of Authority
(Specialist) Unshakeable Faith
(Specialist) Weapon Training: Bolt
(Specialist) Weapon Training: Chain
(Specialist) Weapon Training: Solid Projectile
(Specialist) Galvanizing Presence
(Specialist) Summary Execution

Gear:
(Specialist Equipment) Good-quality chainsword
(Specialist Equipment) Good-quality bolt pistol: 8/8 shells, 3 magazines
(Specialist Equipment) Commissari uniform worn under carapace
(Standard Equipment) Combat Shotgun: 18/18 shells, 3 magazines



Spent XP: 6350/6500
Unshakeable Faith (+100)
Galvanizing Presence (250 XP)
Summary Execution (300 XP)
Common Lore: Imperial Guard +10 (0, already included in career package)
Command +20 (500 XP)
Parry +10( 700 XP)
Dodge +10 (400 XP)
Scrutiny +10 (300 XP)
Talent: Heroic Inspiration (HotE: pg 99, 300 XP)
Talent: Stirring Rhetoric (HotE: pg 104, 400 XP)
Talent: Inspire Wrath (Core: pg 146, 300 XP)
Talent: Lightning Attack (Core: pg 147, 400 XP)
Talent: Quick Draw (Core: pg 150, 200 XP)
Talent: Sure Strike (Core: pg 151, 200 XP)
Talent: Duelist (HotE, pg 98, 200 XP)

2/4 Willpower Advances: 500 XP
2/4 Agility Advances: 350 XP
2/4 Weapon Skill Advances: 500 XP
2/4 Ballistic Skill Advances: 500 XP
1/4 Fellowship Advances: 250 XP

John Dyne
Jul 3, 2005

Well, fuck. Really?

Beauregard 'Bo' Maximillion

It's harder than anything to fight against stereotypes. Everyone and their mother expected Bo to take to a long rifle and pick the wings off of flies at three hundred meters, because that's what his people DO. They get put up on a hill somewhere, lay down with a rifle, and create new and exciting means of ventilation and headache relief for the guys standing still half a kilometer away.

But not Bo. Bo was an odd duck amongst his peers. He found that even the ENEMY expected him to be miles away and only a threat in small bursts. And really, being able to aim a gun worked just as well from ten meters away as well as two hundred, and Bo found that nine times out of ten, his enemies would ignore him for the big, meaty guy with the crackling sword, and wonder where exactly all the buckshot came from.

And amazingly, it worked well enough to get Bo dragged off to a Schola specifically to work the sort of environment his weapon of choice excelled in, inside of a space ship, particularly one where he would be working with the Ad Mech to resecure ancient, lost machinery and equipment. Another thing that ratlings like him excelled in, amusingly enough.

Now if only he could work past the prejudices his C.O.s always had for his type...


ame: Beauregard 'Bo' Maximillion
Specialization: Ratling

Characteristics:
WS 25+5
BS 25+3+20+20+5+5
S 25
T 25-10+20
AG 25+20+20
INT 25-3
PER 25+10+20
WP 25+3
FEL 25+10+20


Wounds: 11/11
Fate: 2/2
Insanity: 10
Corruption:

Experience: 6300/6500

Set Up Shot 300
BS+20 1600
Ranged Weapon Expert (SP) 400 HotE
SP Weapon Expertise 300 XP HotE
SP Weapon Mastery 400 XP HotE
Unremarkable 200 XP
Overlooked 200 XP SoH
Crackshot 300 XP
Marksman 300 XP
Rapid Reaction 300 XP
Ag+20 1600
Sharpshooter 300
Mighty Shot 400

Aptitudes:
Agility
Ballistic Skill
Fellowship
Fieldcraft
Finesse
Perception
Social

Skill:
Common Lore (Imperial Guard, Imperium, War)
Linguistics (High Gothic, Low Gothic)
Dodge
Stealth
Awareness
Deceive
Trade (Cook)

Talents:
Unshakeable Faith
Die Hard
Lightning Reflexes
Frenzy
Hatred (Orks)
Deadeye Shot
Heightened Senses (Sight, Smell, Taste)
Weapon Training (Las, SP)


Traits:
Size (Weedy)


Gear:
Combat Shotgun with 3 clips
Good Craftsmanship Sniper Rifle w/ Telescopic Scope
Chamelone Cloak
Light Carapace Suit AP 5 All
-Environmentally Sealed
3 Frag Grenades
2 Krak Grenades

frajaq
Jan 30, 2009

#acolyte GM of 2014


you son of a bitch

Friar John
Aug 3, 2007

Saint Francis be my speed! how oft to-night
Have my old feet stumbled at graves!


On a level of the voidship lies a secluded cell, off-limits to all but the most important crew. Yekaterina had never entered this level, and the quietly running machinery was almost more disquieting than if she heard nothing at all. But the Comissar escorting her said nothing, only telling her beforehand that her new assignment would be of vital importance to the entire detachment.

Passing through an airlock of ident-locked doors, and coming face to face with the final one, pasted with a series of deovtional scripts and psychic wards, the Comissar unlocked the door, and stepped back outside the antechamber. Yekaterina knew she'd be the guard and possible executioner of the psyker, Kasmir. She'd been briefed on his abilities, including his uncanny ability to see into the future, and reach into the minds of friend and foe alike. And she'd just been tasked with making the call if he becomes too dangerous on the battlefield.

"Watch your step," she heard from the other side of the door, startling her. Shaking her head, she opened the door and almost stumbled as the floor on the inside of the cell was depressed from the doorway. Regaining her composure, she was about to ask when Kasmir, laying on his bunk and throwing a ball up in the air and catching it, spoke again. "No, not the precognition, Yekaterina, just no one knows that drop off's there."

Yekaterina smiled, "Well thank you Kasmir. Have you read up on our mission yet?" Only after she finished speaking she realized she hadn't given him her name.

The ball went up. "Yup. Space Hulk. Monsters and goodies inside. Lots of both."

Yekaterina balled up her fist. "That's right! I'm sure even you haven't seen anything like one of those before."

The ball went down. Kasmir grasped it tight and looked to Yekaterina, smiling a little unsettlingly. "Nope!" He swung up to a sitting position on the edge of his bunk, grabbed a lho stick, and lit it with his finger. "Seen worse though, so I think this'll be fun!"

pre:
Name: Kasmir Aloysius 
Regiment: 24th Special Detachment of Schola Progenium Casidius
Career: Sanctioned Psyker
Comrade: Yekaterina Petrov
Free XP: 50

WS  25+20+5+3    =53
BS  25+10	 =35
S   25+5	 =30
T   25+5	 =30
Ag  25+2	 =27
Int 25+(-3)+18	 =40
Per 25+20+20	 =65
WP  25+20+5+3	 =53
Fel 25+		 =25

Wounds: 8+5+1
FP: 2
IP: 8
CP: 0
Psy: 4

Starting Aptitudes: Intelligence, Knowledge,
Perception, Psyker, Strength, Willpower.

Skills: 
Common Lore (Adeptus Astra Telepathica) (Int)
Forbidden Lore (Psykers, Daemonology, Warp) (Int)
Psyniscience (Per) +10
Scholastic Lore (Cryptology) (Int)
Common Lore (Imperial Guard, Imperium, War) (Int)
Linguistics (High Gothic, Low Gothic) (Int)
Parry (WS)

Talents:
Heightened Senses (Hearing)
Weapon Training (Solid Projectile, Low-Tech)
Die Hard
Unshakeable Faith
Lightning Reflexes
Frenzy
Hatred (demons)
Favored by the Warp
Nerves of Steel
Fearless
Warp Sense
Infused Knowledge
Ultimate Sanction [Comrade]

Traits: 
Psyker

Equipment: 
Data-slate
psy focus
Best Craftsmanship staff
Combat Shotgun w/ 3 clips
Light Carapace Suit 5 AP All
	- Environmentally Sealed
3 Frag Grenades
3 Krak Grenades

Powers:
400 xp of Powers
	Prescience 200 xp
	Scrier's Gaze 200 xp
Foreboding
Perfect Timing
Precognition
Spontaneous Combustion
Mental Fortitude
Dominate

XP 6500
- 600 psy 3
- 800 psy 4
- 200 Spontaneous Combustion
- 200 psyniscience +10
- 200 Warp Sense talent
- 400 Favored By the Warp
- 200 Foreboding
- 400 Infused Knowledge
- 250 Ultimate Sanction
- 300 Perfect Timing
- 400 Precognition
- 450 nerves of steel
- 600 fearless
- 250 +5 Per 1/4
- 500 +5 Per 2/4
- 300 Mental Fortitude
- 200 Dominate
- 100 Forbidden Lore (warp)
- 100 Forbidden Lore (daemonology)

Xun
Apr 25, 2010

Adorable Techpriest Incoming!!!!!

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Here's your pic, Xun :3:

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!


SB 15 techpriest incoming.

Waci
May 30, 2011

A boy and his dog.

Natalia Sera

While most Imperial Guard regiments viewed the possibility of the troopers discovering something with something between terror and murderous rage, the military arm fot he Mechanicus was not exempt from the cult's quest for knowledge. Because of this, many Crimson Guard regiments had dedicated archivists, in addition to any explorators that might be attached to one deployed to a location where valuable discoveries were more likely. Lathe Hett 17th Venatori Maniple was one of these regiments. As the regimental archivist, it was Natalia's job to record any details of the regiment's activities that were not taken care of by the munitorum. This mostly left her focusing on recording the reclaiming or rediscovery or technology or the approval of modifications, rather than the more mundane matters of supply lines and recruitment.

When the 17th Venatori Maniple got the news that they were to be deployed to a space hulk, Natalia was almost giddy at the prospect of what might be found on one. She made sure to pack her books so that the ones on tyranids and archeotech were at the top of the stack. Sure, some of her fellows in the guard occasionally criticised her for putting her curiosity ahead of things like conventional tactics or personal safety, but she knew that even in the guard, knowing was half the battle and the other half could generally be left to servitors and meat.

pre:
Specialty: Enginseer - Enginseer - Crimson Exemplar
Demeanour: May be a nerd

BS:53=25+20+3+5
WS:25=25
S:30=25+5
T:45=25+20
Ag:30=25+5
Int:68=25+20+3+5+5+5+5
Per:35=25+10
Wp:50=25+20+5
Fel:25=25

Wounds: 13
Fate: 2
CP:
IP: 3d5

Aptitudes:
Ballistic Skill, Intelligence, Offence, Strength, Tech, Toughness, Weapon Skill, Willpower

Skills:
Common Lore (Adeptus Mechanicus +10, Tech +10)
Forbidden Lore (Adeptus Mechanicus, Archeotech +10, Xenos +10, Heresy, Horus Heresy and the Long War, Inquisition, Mutants)
Tech-Use +20
Linguistics (Low Gothic, Techna-Lingua, High Gothic)
Dodge
Trade (Armourer) +10
Logic
Security
Commerce

Talents:
Cold Hearted
Mechadendrite Use (Weapon, Utility)
Weapon Training (Las, Power, Melta,  Integrated)
Lasgun Volley
Infused Knowledge
Foresight
Total Recall
Meditation
Weapon Tech
Armour-monger
Potentia Coil Induction
Tireless
Jaded
Lasgun Volley
Lasgun Barrage
Las Weapon Expertise
Las Weapon Mastery
Integrated Weapon Expertise
Paranoia
Nerves of Steel

Traits:
Mechanicus Implants
Unnatural Intelligence +2

Comrade advances:
Servo-arm
Field Repairs

Gear:
Sacred unguents
Omnissian Axe
Servo arm
Ballistic Mechadendrite
Optical Mechadendrite
Good MIU
MIU Weapon Interface
Crimson Armour
Best Lathe-lasrifle
Venator Blade
Good Cerebral Implants
Good Luminen Capacitors
Ocular Sight
Calculus Logi Upgrade
Anointed Toolkit

XP spent: 6500/6500
Servo-arm -250
Field Repairs -300
Infused Knowledge -400
Foresight -300
Total Recall -200
Tech-use +20 -300
Simple Willpower -250
Simple Intelligence -100
Forbidden Lore (Xenos) -100
Forbidden Lore (Heresy) -100
Forbidden Lore (Horus Heresy) -100
Lasgun Volley -200
Forbidden Lore (Archeotech) +10 -200
Dodge -200
Forbidden Lore (Xenos) +10 -200
Forbidden Lore (Inquisition) -100
Forbidden Lore (Mutants) -100
Potentia Coil Induction -200
Integrated Weapon Expertise -300
Tireless -300
Trade (Armourer) -100
Trade (Armourer) +10 -200
Weapon Training (Melta) -300
Commerce -100
Security -100
Intermediate Intelligence -250
Simple BS -250
SWITCH TO CRIMSON EXEMPLAR
Jaded -300
Lasgun Barrage -400
Las Weapon Expertise -300
Las Weapon Mastery -400 
Linguistics (High Gothic) -100

Viva Miriya
Jan 9, 2007

Schizotek posted:



SB 15 techpriest incoming.

Hey I was gonna write you out of my game like this weekend but this is a good as place as any to give notice.

....................../´¯/)
...................,/¯../
................../..../
............/´¯/'...'/´¯¯`·¸
........./'/.../..../......./¨¯\
.......('(...´...´.... ¯~/'...')
........\.................'.../
.........''...\.......... _.·´
...........\..............(
.............\.............\

(USER WAS PUT ON PROBATION FOR THIS POST)

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

Bane (Yes, it's actually one of the suggested names)
Demeanour: Steely
The Schola Progenium trained his body. Battle alongside the fearsome Stormtroopers honed his natural savagery. But it was the neural enhancement allowed him to learn cruelty, and service with the Ecclesiarchy taught him the art of terror. Stalking and hunting heretics was where he excelled, a mad monster in the darkness striking the fear of the Emperor into his enemies.
Stalking the nightmarish halls of the Inevitable Damnation will be a joy, with close quarters battle and savage foes eagerly expected.

Comrade
Raz
Demeanour: Quiet
Ever see an Ogryn ninja? No? Exactly.
A bit of niche role, the value of an Ogryn bestial enough to be a hunter is indubitable, slipping into close combat with the enemies.

pre:
WS	53		25			+20	+3+5 (Reg)
BS	25		25
ST	50(+2)		25	+10 (Ogryn)	+15
TO	50(+2)		25	+10 (Ogryn)	+15
AG	35		25	-10 (Ogryn)	+20
IN	17(+2)		25	-15 (Ogryn)	+10	-3 (Reg)
PE	30		25			+5
WP	43		25			+15	+3 (Reg)
FE	30		25					+5 (Advance)

WP	39
FP	2
IP	7	<Hashutbot> Rockopolis, INSANITY!: 7 [3d5=2,4,1]
CP	0

Fieldcraft, Offence, Strength, Toughness, Weapon Skill, Willpower

Common Lore (Imperial Guard, Imperium, War)
Intimidate
Linguistics (High Gothic, Low Gothic)
Parry
Stealth+10
[+20 to Logic and Lore]

Ambidextrous
Battle Rage
Berserk Charge
Brutal Encouragement
Counter Attack
Crushing Blow
Die Hard
Disturbing Voice
Enhanced Intellect
Hatred (Dark Eldar) :argh:
Improved Dexterity
Iron Jaw
It Not So Dark
Lightning Reflexes
Loyal Demeanour
Resistance (Fear)
Shattering Blow
Sound Constitution
Tear 'em Ter Bits!
Two Weapon Wielder (Melee)
Unshakable Faith
Unusual Companion
Wild Charge
Weapon Training (Heavy, Low-Tech, Solid Projectile)

Auto-Stabilised
But It Dark In Dere!
Clumsy
Size (Hulking)
Sturdy
[Unnatural Intelligence +2]
Unnatural Strength +2
Unnatural Toughness +2

Great Weapon (Huge Sword)	Melee	2d10	R;Pen 0; Two handed, Ogryn-Proof, Unbalanced
Good Mace Fist			Melee	1d10+4	I;Pen 1; Concussive(2), Inaccurate, Ogryn-Proof, +5 WS
5 Frag Grenades
2 Krak Grenades
Light Carapace Suit AP 5
-Environmentally Sealed
Good Cerebral Implants

100 XP

FE Simple			(OW)	(500)	500
Unusual Companion (Ogryn)	(SoH)	(300)	800
Weapon Training (Low-Tech)	(OW)	(300)	1100
Counter Attack			(OW)	(300)	1400
Two Weapon Wielder (Melee)	(OW)	(200)	1600
Tear 'em Ter Bits!		(SoH)	(400)	2000
Wild Charge			(SoH)	(300)	2300
Battle Rage			(OW)	(300)	2600
Bone'ead			(SoH)		2600
Ambidextrous
Resistance (Fear)
Loyal Demeanour			(SoH)	(300)	2900
Improved Dexterity		(SoH)	(300)	3200
Enhanced Intellect		(SoH)	(300)	3500
Brutal Encouragement		(SoH)	(400)	3900
Crushing Blow			(OW)	(400)	4300
Disturbing Voice		(OW)	(600)	4900
Berserk Charge			(OW)	(200)	5100
Bulwark				(SoH)		5100
Frenzy Refund				(-100)	5000
Sound Constitution
Shattering Blow			(SoH)	(600)	5600
Stealth Known			(OW)	(200)	5800
Stealth Trained			(OW)	(400)	6200
It Not So Dark			(OW)	(200)	6400

Rockopolis fucked around with this message at 03:06 on Jun 2, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


Alright folks I have made them picks.

On Crimson Guard side:

FireSight, with Marcus the Enginseer Prime
Kai Tave, with Wrath the Heavy Gunner
Vicissitude, with Jericho Cantor the Medic
Scribbleykins, with DE-ARG34 the Brawler
Waci, with Natalia Sera the Massive Lore Nerd


On the Schola Progenium/Inquisition Detachment side:

Werix, with Effron "Effy" Hussar the Ogryn Gun Lugger
CommissarMega, with Moira Gunn the Commissar
Friar John, with Kasmir Aloysius the Sanctioned Psyker
Rockopolis, with Bane the Ogryn Bulwark/Bone 'ead
Mandozer, with Todd the Stormtrooper


Thanks to everyone who submitted for my game!

The game thread will be up someday in this week, since I have a few university shenanigans I need to study these following weeks!

frajaq fucked around with this message at 00:10 on Jun 6, 2014

Kai Tave
Jul 2, 2012
Fallen Rib
I look forward to gratuitous violence.

chin up everything sucks
Jan 29, 2012

I look forward to amusing noosphere banter that goes over the heads of the non-mechanicus.

Friar John
Aug 3, 2007

Saint Francis be my speed! how oft to-night
Have my old feet stumbled at graves!

FireSight posted:

I look forward to amusing noosphere banter that goes over the heads of the non-mechanicus.
Psh, non-psychic means of communication? What a scrub :smug:

chin up everything sucks
Jan 29, 2012

Pffft, stop trying to compare Techpriest Facebook with Psyker Google+.

Werix
Sep 13, 2012

#acolyte GM of 2013
I look forward to not being a serious character for a change.

frajaq
Jan 30, 2009

#acolyte GM of 2014


:frogsiren: IT'S UP!!!!! :frogsiren:

:justpost: :justpost: :justpost: :justpost: :justpost:

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
I've just been asked a very good question- will we be issued special weapons and such? I'd assume the Commissar would know about this sort of thing.

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frajaq
Jan 30, 2009

#acolyte GM of 2014


There will be time for requisition after the briefing

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