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In the Grim Darkness of the 41st Millenium, there is only war. This war is more than just titanic battles waged between armies, even the civilian centers, far from the warzones, is filled with strife. Roving gangs terrorizing the hard working citizens, mutant psykers causing untold destruction with their uncontrolled powers, and traitors to the God-Emperor and Imperium fomenting Rebellion. The first line of defense against these and more is the Adeptus Arbites. The Arbites are tasked with enforcing Imperial law and keeping order. Not concerned with the everyday crimes that infest the Imperium, the Arbites are focused on crimes against the Imperium. The manufacture of banned substances, killings of Administratum personnel, and elimination of Chaos cults is the specialty of the Arbites. The heart of the Arbites in the Calixis Sector is the Fortress of the Just on the Sector Capital of Scintilla. Baking in the sun outside of hive Tarsus, the Fortress of the Just stands as a testament to the power of Arbites. Housed within is the Command of Lord Goreman. Also housed inside is a new initiative, the Rapid Reaction Assault Teams, or RRATs. A new initiative started by Senior Judge-Arbitrator Matheson, the RRATs are drawn from the best that Scintilla has to offer. These teams of Arbites are solely dedicated to being used in special missions and situations. On top of their normal duties as Arbites, be they riot officers, Judges, or investigators, these teams of arbites also spend additional time training as elite tactical teams, ready at a moment's notice to be called up to some hotspot in either Hive Tarsus, Sibellus, or Gunmetal City. As this is a pilot program, there are currently only three RRATs teams. You are members of the third team. Dispense the Emperor's Justice. –---------------------------------------------- What Is This? Hello! This is my Homebrew/reskin of Only War, where you play a future-space SWAT team! I plan on taking 6-8 players. This game is going to be very combat oriented, and very much episodic. There will be over-arching sub-plots, but don't expect to be doing any detective work, you guys and gals are the SWAT team, other folks do the detective work. I imagne the game to be very much like the PC game SWAT 4, hence it's name. How does this differ from normal Only War? In several respects, here is how: 1. There are no comrades. Just that simple. Any rules that use comrades, like their comrade actions, don't exist. As I haven't scrubbed through all the rules, if you have a question as to how something now works without a comrade ask me, but assume the answer is likely going to be “it doesn't work.” 2. Specializations: I have gone through and made my own specializations, contained in a post below. Some of them are re-skins of core specializations or ones from Hammer of the Emperor, while others are brand new. There is no switching specializations or the +5 bonus for dedicating like out of Hammer of the Emperor. 3. Equipment: Okay, so you guys aren't some half-assed Imperial Guardsmen on some forgotten battlefield lucky if the military gives you a toothbrush. You guys are an elite Arbites squad. As such, you don't have regimental kit(with a few exceptions below) nor do you have to try and beg, cheat, and steal your equipment. At the start of each mission, you'll get to pick your gear, very much Deathwatch style. Actually, it's more freeform than Deathwatch in some respects. You don't have to worry about renown or points. There is a relatively small list of gear to choose from, which is below. Unless something from a specialty applies you will be allowed to pick one weapon from the Primary weapon list, one weapon from the secondary weapon list, one armor, Two grenade types, and three miscellaneous gear. Miscellaneous gear is wargear and tools, as well as weapon mods and special ammo. Unless a specific weapon entry states it comes with a weapon mod or special ammo, it costs one slot. So if you want to put a fire selector on a weapon and grab two ammo types, that would use up all three of your miscellaneous slots. If a specialty has a weapon or item listed in their specialist equipment, the player gets that in addition to what is listed above! For example, the Riot Arbites will have a shield listed as specialist equipment. In that case, the Riot arbites gets the shield, and can still pick a primary and secondary weapon, whereas if another specialty wants a shield, it will use the corresponding weapon slot. All weapons and gear are good quality unless indicated otherwise. 4. So what do we need to know for character creation? You get 2500 exp to spend on stuff, normal rules apply. Here is the “regimental” information: Characteristic bonuses: +3 to willpower, +3 to either WS or BS Aptitudes: weapon skill, Ballistics skill Skills: Common Lore(Adeptus Arbites,Imperium) Interrogation Scholastic lore (judgment) Linguistics (high, low gothic) Talents: Disarm or takedown Double team Weapons training (SP, shock, low tech) Gear: manacles, Microbeads, glowglobe or lamp pack. Recruit will be open until at the very earliest April 27th, though I might keep it open to May 4th. If you have questions, post them here or try to find me in #acolyte.
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# ? Apr 20, 2014 02:37 |
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# ? Apr 24, 2024 23:14 |
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Specializations: Arbites Arbitrator: Considered the “basic” arbite, the arbitrator is tasked with being the “hammer” of the arbites, trained not so much to be the beat cop, but to be rolled out when things have gone south. Often deployed in situations where lethal force is needed, the arbitrator goes to war with the enemies of the arbites with a wide array of weapons. The most tactically flexible of the RRAT, they bring a wealth of weapons skills to the fore. Characteristic Bonus: +5 to WS or BS Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill Starting Skills: Dodge or Parry, Scrutiny, Starting Talents: Quick draw or Rapid reload, Weapon training (three excluding heavy, plasma, and melta) Special Equipment: Red dot laser sight on one primary or secondary weapon per deployment. Starting wounds: 12 Special Talents: Tactically Diverse: 250 exp (passive) The Arbitrator is often required to have tactical flexibility out in the field, which is reflected in their weapons. With this talent, the Arbitrator may carry two Primary weapons, as well as one secondary weapon. Signature Weapon 300 exp The Arbitrator gains an innate connection with their weapons, often choosing a favored weapon that they specialize with. When taking this talent, the Arbitrator picks a basic weapon from the armory they have the weapon training to use. That weapon gains the following attributes: 1. It's quality increases by one step. 2. It gains one weapon customization of the player's choice 3. It gains two weapon upgrades of the player's choice. 4. Each deployment the player may choose one special ammunition (if applicable) and may deploy with three clips of that ammunition for that weapon. Arbites Support Specialist: Rarely deployed, the support specialist has the job of carrying the heaviest weapons available to the arbites. Usually only deployed in large numbers during the greatest of civil disturbances, they are deployed in lesser numbers during special circumstances. The RRAT uses support specialists as a force multiplier. Characteristic Bonus: +5 Toughness Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness. Starting Skills: Athletics, Intimidate, Dodge Starting Talents: Iron Jaw, Weapon Training Heavy, Exotic Weapon training (Webber, riot sprayer). One bonus Weapon training besides plasma or melta. Starting wounds: 15 Specialist equipment: One backpack ammo supply on applicable weapon. This can be used on a non-heavy weapon if they choose one and it applies. Special talents: Stablize: the same as in core book, but does not require a comrade in cohesion. Unblinking Watcher: Same as from the sentry from HotE, but does not require a comrade. Team Leader: The tactical Team Leader are drawn from the best tactical minds that the Arbites have. The team leaders usually are higher ranking arbites, including judges, who are activated and sent out to the field when their tactical team is called up. The rate of substance abuse and suicide is high among the team leaders, since if their decisions are wrong, it usually leads to the death of a team member or civilians. That said, a competent Team Leader can engineer a plan that, when executed, will lead to minimal friendly casualties and civilian deaths. Characteristic Modifier: +5 Fellowship Starting Aptitudes: Fellowship, Intelligence, Leadership, Social, Toughness, Knowledge Starting Skills: Command, Scholastic Lore (Tactics) Starting Talents: Air of Authority, Combat Formation Specialist Equipment: Vid Relay for herself and the rest of the players Starting wounds: 12 Special talents: Breaching drill: 300 exp Works the same as breaching drill order from HotE, but it apples to the Team Leader and any other player characters in cohesion with the team leader. (for example, if the players split into two teams, only the team that the team leader is part of gets this bonus). Flank them: acts the same as the Commander ability from HotE Recon Officer: The recon officer is a special officer, even among a group such as the arbites. Seen as an outsider, the Recon officer is an arbite that specializes in doing recon on a location and gathering intelligence for larger arbites forces. Normally the recon officer gathers intelligence, reports to the commanding officer on scene, and then calls it a night. However, in the types of actions that the RRAT engages in, the recon officer is an important member of the team, gathering intel, sharing it with the team, and then showing the team what they have found in the field. Characteristic Modifier: +5 agility starting aptitudes: Agility, Finesse, perception, Fieldcraft, Intelligence, Tech. Starting skills: Common lore (tech), Tech use or security, awareness or stealth Starting talents: Catfall, Combat sense or quick draw Specialist equipment: Augur or Preysense goggles per mission Starting wounds: 10 Special Talents: Did you see that?: 300 exp (passive) As long as the Recon Officer is in armor that weighs less than 10kg, they gain all the benefits of the Size (weedy) talent (-10 to hit modifier, +10 stealth, can fit in smaller spaces) but none of the negative effects (lower movement modifier) Silent Ambush: works the same as from the Scout talent in HotE without needing a comrade. Riot officer: The riot officer is what many in the imperium picture as the standard arbite; a carapace wearing hardass with a riot shield. In the RRAT role, the riot officers are usually the first into a building, shield up and taking the brunt of the attack. They are also often the troopers in the RRAT tasked with capturing subjects alive. Characteristic Bonus: +5 strength Aptitudes: Agility, Finesse, Offence, Strength, Toughness, Defense Starting Skills: Parry, athletics, Intimidate or security Starting Talents: Ambidextrous, Two weapon Fighting Melee or Ranged Specialist equipment: suppression shield Starting wounds: 15 Special talents: Shield Specialist: 300 exp The Riot trooper does not suffer from the negatives to hit from either the defensive quality or the shield class weapon itself Taking point: 300 exp (reaction) As a reaction, the Riot trooper may choose to use the shield to defend an adjacent ally. The Riot trooper may use their reaction to parry for an ally who is adjacent to them. The ally also gains the AP bonus of the shield until the start of the next turn, but the riot trooper loses it. Breacher: perhaps the most important member of the team, the breacher is there to ensure that the RRAT can make their way into the most barricaded situations. When the recon officer can't crack open a door (or a wall) with their skills, the breacher can. Often risk seekers, the breacher lives for the moment when the officer on duty yells “breach and clear!” and the breacher presses the switch on their remote detonator. Bonus Characteristic: +5 agility Aptitudes: Agility, Finesse, Intelligence, Tech, Toughness, Willpower Starting skills: Tech use, acrobatics Starting Talents: Resistance (fear) or technical knock, modify payload Specialist equipment: 2 demo charges, 3 smoke grenades or flash grenades Starting Wounds: 12 Special talents: Steady hand: same as the breacher from HotE, but does not need a comrade Volatile Surprise: same as breacher from HotE, but instead of comrade, can be used on another player, essentially letting the breacher make a -10 tech use for another player to use the demolitions special use. Werix fucked around with this message at 03:03 on Apr 21, 2014 |
# ? Apr 20, 2014 02:41 |
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Weapon and Gear List: Armory: Source Key: BoJ= Book of judgment (dark heresy) OWC= Only war Core HotE= Hammer of the emperor IHB=inquisitor's handbook (dark heresy) ITS= Into the Storm (Rogue Trader) Primary Weapons SP weapons: -Vox Legi-pattern Arbites Combat shotgun (boJ) -Gunmetal Arbites special auto shotgun: Basic range: 40m RoF:S/3/6 dam:1d10+4I Pen:0 Clp:12 Rld:Full Spcl:Scatter -Arbites DMR Autogun(with telescopic sight or red dot sight) Basic range: 100m RoF:S/2/- dam:1d10+4I Pen:0 Clp:20 Rld:Full Spcl:reliable, accurate -Arbites Tactical autogun: (Same as autogun out of core but can have either an exterminator with Subjugation Spray or melee attachment) Bolt Weapons: Arbites Anti-material rifle(with omni-scope). (use stats of angelus bolter from IHB) Flame weapons: Flamer Las weapons: Lascarbine M36 lasgun Longlas Triplex lasgun Bullpup lasgun Launchers: Voss automatic grenade launcher (HotE) Melee weapons: Suppression shield (HotE) w/o a weapon lock. Lathe Pattern power maul (BoJ) Heavy Weapons: -bulldog heavy stubber (boJ) -Heavy Webber (ITS) -Heavy Flamer Exotic Weapons: Webber(DH) -Heavy Riot Subjugation sprayer: Heavy-30m; S/-/-; 1d10+5 E; Pen 0; Clip 10; Reload 2 Full; Spcl:Two handed; Spray, Shock, Toxic(1) Secondary Weapons SP weapons: -Ius automatic (BoJ) w/fire selector and selection of two additional ammo types -Raffir ringleader pistol (BoJ) -tactical shorty shotgun: Basic range: 15m RoF:S/-/- dam:1d10+2I Pen:0 Clp:4 Rld:2Full Spcl:Scatter, compact -Creed 9 autogun (IHB) with Silencer Las: Laspistol Bolt: Bolt Pistol Melee: Orthlack “Grudge” extendable shock baton (BoJ) Side Handle Baton (BoJ) Launcher: Gorge GL(IHB) Exotic: -Handheld Arbites Subjugation Spray Pistol-10m; S/-/-; 1d10+4 E; Pen 0; Clip 2; Reload 1 Full; Spcl:Spray, shock Armor: All armor from OW core with AP of 5 or less. Essential all flak armors and Light carapace. Grenade options all grenades from OW core. Miscellaneous equipment Gear: -bakka pattern Power ram (BoJ: under weapon section but I'm counting it as an item) -wargear and tools from OW core book and wargear HotE(but not tools from HotE). -weapon mods from OW core -Weapon Mods from HotE except gun carriage, symbol of sanctity, or Spoor targeter Special Ammo: -Beanbag rounds: These rounds can be used in any shotgun type weapon. They set the pennetration of the weapon to 0, reduce the damage by 2, but add shocking to the weapon. -OW core special ammo -”Unusual ammunition” from HotE
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# ? Apr 20, 2014 02:42 |
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Judge Dredd placeholder here I AM THE LAW!
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# ? Apr 20, 2014 02:48 |
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Gonna do a TEAM LEADER Anders Canaban Through his career in the Adeptus Arbites of Scintilla, Anders Canaban has been shaped and influenced by a particular philosophy of Lord Marshal Goreman. That every living soul of the Imperium should have the opportunity to give his body in service of the Emperor, if even the tiniest chance of rehabilitation is possible. That is the idea behind the Chasteners. Of course some crimes are too heinous or heretical that the only possible answer is immediate death, but other types of criminals against the Imperium should face the consequences alive. Amongst way too trigger-happy Arbites that work in the Fortress of the Just, Anders always opted for bringing suspects alive for judgement, and tried to influence others that worked with him to do the same. Even if most of the "rehabilitated" criminals he brought alive were simply sent to penal legions or turned into servitors for the Adeptus Mechanicus. When the new RRAT initiative began, Anders immediately presented himself to his superiors, offering his leadership skills for the protection of Scintilla. And hopefully inspire other Arbites to follow his Chastener justice philosophy. code:
03:15 Hashutbot frajaq, fate: 2 [1d10=2] frajaq fucked around with this message at 00:25 on Apr 27, 2014 |
# ? Apr 20, 2014 02:51 |
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The gently caress you are, frajaq! >( [21:44] <Vicissitude> Werix, I'm gonna make my riot shield dude [21:44] <Vicissitude> Beat people to death with a big plastic shield :3 pre:Name: Francis Grimes Career: Riot Officer Aptitudes: WS, BS, Agility, Finesse, Offence, Strength, Toughness, Defense Characteristics: WS: 47 (20 + 19) [+3 Homeworld] [+5 Advance] BS: 29 (20 + 9) S: 40 (20 + 15) [+5 Career] T: 42 (20 + 17) [+5 Advance] Ag: 34 (20 + 14) Int: 32 (20 + 12) Per: 36 (20 + 16) WP: 35 (20 + 12) [+3 Homeworld] Fel: 31 (20 + 11) Wounds 15/15 Fate: 1/1 IP: 0 CP: 0 Skills: Athletics Common Lore (Arbites) Common Lore (Imperium) Interrogation Intimidate Linguistics (High Gothic) Linguistics (Low Gothic) Parry Scholastic Lore (Judgment) Talents: Ambidextrous Double Team Takedown Two-Weapon Fighting (Melee) Weapon Training (Low-Tech, Shock, Solid Projectile) Traits: Gear: Manacles Microbead Glowglobe Suppression Shield 2500/2500 XP Spent Shield Specialist 300 Pugilist 200 Weapon Skill +5 100 Athletics +10 200 Wrestler 200 Toughness +5 100 Toughness +5 250 Tireless 450 Intimidate 400 Combat Master 300 Vicissitude fucked around with this message at 05:15 on Apr 20, 2014 |
# ? Apr 20, 2014 03:20 |
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I'll make a recon officer.
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# ? Apr 20, 2014 03:27 |
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I will be making a Breacher, then. Probably going to go with a grenade launcher.
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# ? Apr 20, 2014 06:42 |
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I'm so down with this you have no earthly idea. Will be making in order of selection preference a Team Leader, a Breacher and an Arbitrator.
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# ? Apr 20, 2014 09:33 |
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I'm in for a Tactitrator(tm) Sheet up today. In order of completion. Kendrick Strang, Adeptus Arbites Career: Arbitrator Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Offence, Weapon Skill Indoctrinated at a fairly young age, here is an officer who believes in his job. Not doing so is heresy, but Kendrick is enthusiastic! To him, the Imperium exists by way of imperial law, and the arbites keep a layer of accountability between citizens and administration. Strang grew up in hive Tarsus, kept out of the worse excesses of the massive off-world tradehouses by his domineering Arbites father and Adept mother. He has family all over the place, from the gun-swearing stubjacks of GM City to free-riders of Ambulon, but places THE LAW before blood ties. A strong, devout and ultimately loyal man, Kendrick is not good with people, and shields himself behind the job. As elsewhere in the Imperium, duty comes first, and he strives to do his best by his allies and superiours. He hangs a dataslate playing Lord Marshal Goreman making motivational speeches over his desk, and while he dares not hope for the miracle that will make him a Lord Marshal one day, he prays for advancement to a standing worthy of his skill and spirit. Arbitrator Strang excels at weapons use and marksmanship, and commands a wide range of disarmament, manacling and takedown techniques. He has applied for marksmanship status and tactical clearing training, that he may best use his defoliant, stun and breaching grenades in SWAT situations. WS: 39 (+5, 100xp) BS: 45 (+3, +5 from starting, +5, 250xp) S: 35 T: 34 Ag: 38 (+5, 250xp) Int: 30 Per: 34 (+5, 250xp) WP: 41 (+3) Fel: 28 Skills: Athletics (200xp), Common Lores (Adeptus Arbites, Imperium), Dodge+10 (200xp), Interrogation, Linguistics (High, Low gothic), Scholastic Lore (Judgment), Scrutiny. Talents: Deadeye Shot (200xp), Tactically Diverse (250xp), Takedown, Quick Draw, Rapid Reload (100xp), Sharpshooter, Signature Weapoon (300xp), Sure Strike (200xp), Weapon Training (Bolt, Chain, Flame, Shock, Solid Projectile, Primitive). Gear: Manacles, Microbeads, Glowglobe, Laud Hailer, Field Suture. Most common weapon loadout: Primary (Both Good Quality): - "Lucia", Best Quality Vox Legi-pattern Arbites Combat shotgun: Custom Grip, Chain Attachment, Red Dot Sight. - Good Quality Arbites Anti-material rifle (with omni-scope) Secondary: - Good Quality Orthlack “Grudge” extendable shock baton Armour: Good Quality Light Carapace (AP 5, All, Weighs 15 kg, +1 AP against first attack in the round.) Grenades: Anti-Plant, Krak and Photon Flash. Specialist Ammo and Wargear: As per mission parameters. Nearly always carries Solid lead Slugs (lose Scatter, +2 Damage, +1 Pen) and Man-Stopper (+3) rounds. Several citations for over-judicious use of Inferno ammunition has led him to put them on the shelf for a while.. ((Should I go launcher instead? Don't we have a heavy for that sort of thing? Also, I could drop the pimped-out bolt pistol and get a shock baton for easier bum-getting )) Tias fucked around with this message at 15:31 on Apr 21, 2014 |
# ? Apr 20, 2014 11:14 |
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DID SOMEBODY SAY HERESY!? Intelligencer J. Keter (Recon Officer) There was something off about Jadon Keter. It wasn't just the way he looked, after all the pale skin and distended limbs of the voidborn weren't THAT uncommon. But he seemed to know just a tad too much, even for an Arbites Intelligencer, about certain things. And he seemed to enjoy inflicting pain just a little too much, while not really enjoying anything else at all. His past career was a mystery, classified even to his superiors. He never answered questions put to him about his previous stations, nor any part of his life before his current post, leading some to suspect that he had worked along side the Inquisition. Whatever the case may be, while he wasn't much use in a fight, he was one of the best intelligence officers his unit ever had. pre:Characteristics: Wep 26 Bal 30 Str 24 Tgh 28 Agi 34 Int 40 Per 50 Wil 30 Fel 33 Fate:1 Aptitudes: Agility Ballistics skill Fellowship Fieldcraft Intelligence Perception Tech Weapon Skill Skills: Awareness Common Lore(Adeptus Arbites,Imperium, Tech) Interrogation Linguistics (high, low gothic) Scholastic lore (judgment) Scrutiny Security Stealth Tech Use Talents: Catfall Combat Sense Did You See That? Disarm Double team Infused Knowledge Paranoia Weapons training (SP, shock, low tech) Starting wounds: 10 Unspent Experience: 0 xp [/b]Advances:[/b] +10 Percepution +10 Intelligence Stealth Paranoia Scrutiny Security Infused knowledge Did You See That? Schizotek fucked around with this message at 18:02 on Apr 27, 2014 |
# ? Apr 20, 2014 13:46 |
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Arbite Patrick "Serious" Lenth ++ACCESSING RECORDED CONVERSATION++ Lastly, there's Arbite Lenth. Lenth loves his shotgun. Everyone at the precinct says so. In fact, I'm pretty sure that every Arbite on the planet says so. Named the damned thing and everything. If he could, I'm sure he'd take it home and sleep with it in his bed. No you idiot don't touch it! For the Emperor's sake if you like that hand you'll keep it away from that gun. As I was saying, rookie, Lenth loves his shotgun, but don't let that fool you. He can pop a heretic over 300 meters away with a rifle if he tries. Some of the other call him "Serious" and he is, but only about the Arbites and the Emperor. Like this one time we went down to the Crooked Cog and Lenth++AUTHORIZATION LEVEL G REQUIRED TO CONTINUE++ pre:Patrick "Serious" Lenth Specialty: Arbitrator WS: 29 BS: 56 38 + 3 + 5 Spec +10 S: 36 T: 33 Ag: 36 26 + 10 Int: 29 Per: 28 23 + 5 Wp: 31 28 + 3 Fel: 23 http://invisiblecastle.com/roller/view/4475556/ Wounds: 12 Fate Points: 2 Insanity:0 Corruption:0 http://invisiblecastle.com/roller/view/4475617/ Aptitudes: Agility Ballistic Skill Fellowship Fieldcraft Finesse Strength Willpower Weapon Skill Skills: Athletics Common Lore (Adeptus Arbites, Imperium) Dodge Interrogation Scholastic Lore (Judgment) Security Scrutiny Stealth Linguistics (High Gothic, Low Gothic) Talents: Double Team Marksman Quick Draw Rapid Reload Signature Weapon (Vox Legi Shotgun) Tactically Diverse Takedown Weapon Training (SP, Shock, Low Tech, Power, Las, Bolt) Equipment: Best Quality Vox Legi-pattern Arbites Combat shotgun +Red Dot Laser Sight, Custom Grip(SW), Motion Predictor (SW), Auxiliary Grenade Launcher (SW) Special Ammo each deployment w/ 3 clips (SW) Good Quality Longlas (Tactically Diverse) Good Quality Orthlack “Grudge” extendable shock baton Light Carapace Armor Photon Flash Grenade Hallucinogen Grenade Manacle Microbead Multi-Key (Misc) Lamp Pack Photo-Visor (Misc) Signal Jammer (Misc) XP: 2500/2500 Signature Weapon 300 Athletics 100 Security 300 Rapid Reload 200 Marksman 300 Ballistic Skill +10 350 Agility +10 350 Perception +5 250 Stealth 100 Tactically Diverse 250 Olanphonia fucked around with this message at 19:56 on Apr 20, 2014 |
# ? Apr 20, 2014 13:57 |
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Okay so tias couple things i noticed. First you didn't mark exp values next to tactically diverse or signature weapon, they both cost exp. Second, and this goes for everyone who apps an arbitrator, When you take signature weapon(so at character creation unless you don't take it here) you have to make the weapon and that is your signature weapon for the game. Tias i assume yours is going to be the anti material rifle or the DMR auto gun , so pick out your upgrades and the like.
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# ? Apr 20, 2014 15:34 |
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Also, Tias, I think if you double up on Aptitudes during character creation, you can choose another Attribute to have as an Aptitude instead. Doublecheck, but I think that's right. That way you don't get screwed out of an aptitude for whatever reason.
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# ? Apr 20, 2014 15:43 |
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I have to play in the sun for a couple hours, then I'll clean it up, thanks a bunch for the input! Werix, does the signature weapon have to be the primary weapon? I wanted him to have a big gently caress-off bolt pistol to lay down the law with Tias fucked around with this message at 16:26 on Apr 20, 2014 |
# ? Apr 20, 2014 15:51 |
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I am definitely interested in this one, probably gonna write a Riot Officer.
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# ? Apr 20, 2014 16:25 |
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Tias posted:I have to play in the sun for a couple hours, then I'll clean it up, thanks a bunch for the input! It does not have to be a primary weapon, but it does have to be a basic weapon. that means no heavies or pistols, but it can be one of the basic secondary weapons, like the tactical shorty shotgun, or silenced Creed-9.
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# ? Apr 20, 2014 16:51 |
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I gots to have that tacticlol space shotty :iamafag: Now, how best to rice it out with space-tapco parts that cost twice as much as the gun... E: And, though I'm a OW noob, I think I shall maintain a double WS aptitude. I like the idea of gradually getting skills that let him slice off unnessecary limbs or beat perps over the wrist with a blunt instrument. Tias fucked around with this message at 18:57 on Apr 20, 2014 |
# ? Apr 20, 2014 18:36 |
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Tias posted:I gots to have that tacticlol space shotty :iamafag: Now, how best to rice it out with space-tapco parts that cost twice as much as the gun... It's not really a choice Page 100: "If, during creation a character gains the same Aptitude twice from different sources, he does not gain it twice. He instead chooses an Aptitude that he does not already have and that shares a name with a Characteristic. He gains that chosen Aptitude instead." edit: besides you don't gain anything from a double aptitude Olanphonia fucked around with this message at 19:58 on Apr 20, 2014 |
# ? Apr 20, 2014 19:44 |
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Olanphonia posted:It's not really a choice Page 100: "If, during creation a character gains the same Aptitude twice from different sources, he does not gain it twice. He instead chooses an Aptitude that he does not already have and that shares a name with a Characteristic. He gains that chosen Aptitude instead." Ack, my bad. I somehow thought having two times WS counted as having two aptitudes for WS I'll fix it soon.
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# ? Apr 20, 2014 21:17 |
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Tias posted:Ack, my bad. I somehow thought having two times WS counted as having two aptitudes for WS I'll fix it soon. Im not even sure what you think that would do. I guess take the place of the non characteristic aptitude for xp prices?
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# ? Apr 20, 2014 21:48 |
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Looks like you're full up, but I figured I'd make a support Arbites as a backup in case of no-shows. A large brute of a man, Sargas Koenig was just another peace officer enforcing the Imperium's laws in the hives. Known as a bully and thug, not many cared when he was captured and tortured by some lowly cultists. The branding and beatings he endured before an arbites squad came to the rescue, changed him. A new found zeal and faith in the God Emperor made him reform his thuggish ways and redouble his efforts to becoming the best lawman he could be. With zeal and fire he punishes the alien, the mutant ... the heretic. code:
Kaizer88 fucked around with this message at 19:47 on May 2, 2014 |
# ? Apr 20, 2014 23:17 |
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Hashutbot> Rockopolis, Werix-SWAT Stats: 28 [2d10=1,7], 33 [2d10=5,8], 33 [2d10=4,9], 35 [2d10=7,8], 29 [2d10=6,3], 26 [2d10=3,3], 30 [2d10=5,5], 38 [2d10=8,10], 25 [2d10=4,1], 27 [2d10=5,2] 38 35 33 33 30 29 28 27 26 Apparently Hashutbot wants me to play. <Hashutbot> Rockopolis, Fate Points: 4 [1d10=4] "What?" Tristan "Echo" Holt Many men have tried to master the Rites of Demolitions. They tried and died. Though beginning to struggle with hearing loss, Tristan is an extremely level-headed, reliable Arbitrator; the kind of person ideal for handling high explosives. pre:Breacher Demeanour: Sensible BS 38 35+3 WS 28 ST 27 TO 30 AG 38 33+5 IN 42 38+5 PE 26 WP 36 33+3 FE 29 WP 12/12 FP 1/1 IP CP Agility, Ballistics skill, Finesse, Intelligence, Tech, Toughness, Weapon Skill, Willpower Acrobatics Common Lore(Adeptus Arbites, Imperium) Interrogation Scholastic lore (Judgment) Linguistics (High, Low Gothic) Tech Use +30 Trade Armorer +10 Disarm or takedown Double team Modify Payload Resistance (fear) Total Recall Unshakeable Faith Weapon Tech Weapons training (SP, shock, low tech) Steady Hand Volatile Surprise Lamp Pack Manacles Microbead 2 demo charges 3 flash grenades 2500/2500 Intelligence Simple (250) Weapon Tech (200) Total Recall (200) Trade Armorer Known (100) Trade Armorer Trained (200) Armor Monger (200) Unshakeable Faith (450) Tech Use Trained (200) Tech Use Experienced (300) Tech Use Veteran (400) Typical Loadout Primary: Voss Automatic Grenade Launcher Secondary: Ius Automatic with Fire-Selector and 2 Special Ammo Special Ammo: Amputator Shell Special Ammo: Manstopper Bullet Armor: Enforcer Light Carapace Grenade: Hallucinogen Grenade: Stun Misc: Vox-Operated (Ius Automatic) Misc: Auspex Misc: Motion Predictor (Voss Automatic Grenade Launcher) Rockopolis fucked around with this message at 01:08 on Apr 21, 2014 |
# ? Apr 21, 2014 01:05 |
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Susan 'Spooky' Olgasdottir pre:Specialisation: Recon officer WS:35=20+15 BS:34=20+11+3 S:28=20+8 T:31=20+11 Ag:43=20+18+5 Int:43=20+18+5 Per:43=20+18+5 Fel:27=20+7 Wp:33=20+10+3 Aptitudes: Weapon Skill, Ballistic Skill, Agility, Fellowship, Perception, Fieldcraft, Intelligence, Tech Wounds: 10 Fate: 1 IP: CP: Skills: Common Lore (Adeptus Arbites, Imperium, Tech) Interrogation Scholastic lore (Judgment) Linguistics (High Gothic, Low Gothic) Tech-use +10 Stealth +10 Awareness Scrutiny Security Acrobatics Talents: Disarm Double team Weapons training (SP, shock, low tech) Catfall Quick Draw Did you see that? Silent Ambush Heightened Senses (Sight) Rapid Reaction Traits: Gear: Manacles Microbead Lamp pack XP expenditure: (2500/2500) Did you see that?-300 Silent Ambush -400 Awareness -100 Scrutiny -100 Acrobatics -100 Simple Perception -250 Simple Intelligence -250 Tech-use +10 -200 Stealth +10 -200 Security -100 Heightened Senses (Sight) -200 Rapid Reaction -300
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# ? Apr 21, 2014 02:23 |
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Think I found my final loadout. Ended up dropping the very tempting tacticlol shotgun because, well, a shock baton seems to have more utility. E: Just to be clear, the Arbites Anti-material Rifle is the "Angelus Bolt Carbine" from Disciplies of the Dark Gods, right? (or IH, I can't remember.) Tias fucked around with this message at 17:38 on Apr 21, 2014 |
# ? Apr 21, 2014 15:32 |
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Phoneposting from a plane. gently caress you for not telling me you were actually doing this, I'll have a character up ASAP.
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# ? Apr 23, 2014 05:46 |
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Jet Casmirre They say there are 3 types of people who join the Arbites. The first are the Believers, those who feel strongly and passionately the call of serving the Emperor's justice and keeping his peace. The second are the Cynics, who feel that a posting to the Arbites from the Progenum is a bullet dodged, a welcome relief from the difficult life of the Storm Trooper or the Commisar. The third, the category Jet belonged to, were politely known as the Pragmatics. The other students at the Schola, however, just called them psychos... Some men, despite all the training, and despite all the discipline, just want to introduce a shock maul to a skull. The cause is noble, sure, but that's a bonus, not a driving force. Men like Jet have their uses in the Imperium, a brutal enforcer of a brutal and simple law. Speak rarely and carry a big stick, for if this perp keeps mouthing off you may get a chance to use it! code:
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# ? Apr 24, 2014 04:18 |
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Okay got some apps here. i'm going to keep recruit open through the weekend yet though. Chances are if I don't get many more apps I'll probably take everyone that has applied who has a bio! I'm not looking for a giant novel since this game is going to be even more shoot-mans than Deathwatch usually is. I just want a few sentences on if your arbite is more on the "Commissioner Gordon" protect the innocent side of things, or as ForeverBWFC put it, "the psycho" side of law enforcement. I didn't see anything wrong with the apps here on my cursory glance here, but I'll look more in depth before I make picks. But just to clarify a few things I'm seeing: 1. You guys will get to pick your gear every mission, and you'll have full access to the list in the post above, unless a specific mission has limitations. For example, a mission where rescuing hostages is a priority, you might be forbidden from taking flamers and frag grenades. So you guys can go ahead and devise your "standard" loadout, but just remember you're not locked in to any gear choices here. Hell you shouldn't even be worrying about equipment at this stage unless you're an arbitrator that took signature weapon. 2. The categories of gear are weapons(primary and secondary) armor, grenade item, and everything else. This means special ammo, to extra weapon upgrades, to multi-keys and the like. Most of you guys have that concept down, which is good. Three might be too limiting, if it appears that way, I am more than willing to change as the game goes on and we test my rules. 3. I'll be using the rule of three. So each weapon will have three basic clips of ammo, your grenade choices will have three grenades each, and if you take a special ammo it will be three clips not just one. Requests for "excessive ammo" will be treated on an individual basis, and may take up miscellaneous item slots.
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# ? Apr 25, 2014 05:03 |
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Werix posted:
My idea to focus on flame weaponry seems kinda stupid now...
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# ? Apr 25, 2014 13:43 |
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It's not that bad, you're just without your thunder in a mission or two. The same way having to use riot suppression or breaching doesn't come up every mission.
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# ? Apr 25, 2014 13:47 |
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Kaizer88 posted:My idea to focus on flame weaponry seems kinda stupid now... That's exactly why the support specialist starts with Webber and riot suppression sprayer training. The riot suppression sprayer operating the same as a flamer. Plus that's not the only time that there will be restrictions. Some missIons will call for no damage to the structure so breacher can't just blow the wall down. Others you guys will have to be like ghosts and will only be allowed silent weapons. So just chill on that regard you'll have plenty opportunity to burn folks.
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# ? Apr 25, 2014 14:38 |
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Werix posted:That's exactly why the support specialist starts with Webber and riot suppression sprayer training. The riot suppression sprayer operating the same as a flamer. My bad. Should have added a smiley to show I wasn't trying to seem bitchy!
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# ? Apr 25, 2014 16:05 |
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Agent Krieger (Picture will be added later, imgur is giving me trouble right now) +++ Debriefing of the St. Benefice's Day Massacre +++ "Agent Krieger, if you would explain the events of today." "Well, sir, this bunch of lower hive ratskins or some other bunch of useless oil stains had kidnapped his high and mightiness senior preacher Julius of the local Ecclesiarchy. The dumb SOBs refused to negotiate and…" "Your partner reported that the dissidents issued a list of demands." "Well, yes, but that's not negotiating. That's demanding, and a bunch of rat fuckers don't get to make demands. They shouted some mumbo jumbo about their rights and I kicked down the door. " "Is this when they executed the hostage?" "Nah, that was a bit later. The preacher was killed when the leader tried to use him as a human shield. Frail old bastard like that? Didn't even slow my maul. Oh sir, but he was totally corrupted by these cultists. Yeah, mean low hive scum, worshipping the dark gods and democracy." "So you purged a cult then? You have any proof of their heresy?" "Give me a couple of days and I will." "Good job, agent. Keep up the good work." pre:Name: Krieger Specialty: Riot Officer Demeanor: Boisterous (Stats roll) WS 41 (20+18+3) BS 33 (20+13) S 43 (20+18+5) T 42 (20+17+5) Ag 41 (20+16+5) Int 35 (20+15) Per 32 (20+12) WP 40 (20+17+3) Fel 30 (20+10) Wounds: 15 Fate: 1 Aptitudes: Agility, Ballistic Skill, Defense, Finesse, Offence, Strength, Toughness, Weapon Skill Skills: Athletics, CoLo (Adeptus Arbites, Imperium), Dodge, Interrogation, Intimidate, Linguistics (High Gothic, Low Gothic), Parry, SchoLo(Judgment), Talents: Ambidextrous, Double Team, Shield Specialist, Takedown, Two Weapon Fighting (Melee), Weapon Training (SP, Shock, Low-Tech) Advances (2500/2500xp): Shield Specialist 300xp Crushing Blow 400xp Hammer Blow 400xp Furious Assault 300xp Berserk Charge 200xp Frenzy 200xp Battle Rage 300xp Simple Toughness 100xp Simple Agility 100xp Simple Weapon Skill 100xp Simple Strength 100xp Lord Hypnostache fucked around with this message at 00:00 on Apr 28, 2014 |
# ? Apr 27, 2014 17:35 |
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Updated my Team Leader with bio
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# ? Apr 27, 2014 17:37 |
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Okay, here is who has gotten in: Team leaders: Frajaq Riot Officer: None! Arbitrator: Tias Olanphonia foreverBWTC Recon officer Schizotek Support Specialist Kaizer88 Breacher Rockopolis(bio) As you can see we have no riot officer. If one of the three Arbitrators want to respec into a riot officer you can, but you don't have to, I'm fine running with no riot officer. OP will be up soonish.
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# ? Apr 28, 2014 19:24 |
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Game Thread is live!
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# ? Apr 30, 2014 01:34 |
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Okay, want to remind folks that this is the OOC thread as well, so you can discuss strategy here too. For those that haven't yet, please include a combat block in your posts, if you don't know what that is, it is an abbreviated version of your character sheet that I can use as a reference when rolling stuff, check frajaq's and Olanphonia's more recent posts for an example. Also, since this is a tactical game lets clarify some stuff. Q: how long does it take to breech? A: so long as you are either physically opening a door, or using the power ram, it takes a half action to open a door. It also takes a half action to throw a flash grenade, so one person can open a door and immediately throw a flash; I would usually save that duty for the weakest/most injured person you got. Q: How do we like do a cool stack up and breach thing? A: Here is how stacking up and clearing will work. Whatever players are acting in unison on the breach stack up around the door. Then they indicate what actions they will do during the breach, I.E. Open the door and throw a photon flash grenade; make a half action move to the right and fire at anyone on the right side of the room, etc. Then the next turn those players will enact the plan at the time of player who is lowest in the initiative order. If you say, "you're going to move a half action then fire" and your target was waiting on the other side, wasn't flashed, and was on overwatch, then it comes down to higher agility for who acts first. As such, it is advantageous to catch your opponents off guard. Using silenced weapons and clearing a room before they go will make sure allies don't expect you. On the current map, since you guys started the mission off by having a long-las and bolter fire at the truck, it gave the enemies warning and let them get into overwatch positions. Don't worry, not every map is going to have rooms with only one entry point, so you can also coordinate and enter a room from different angles at the same time. Hell, if you guys had a breacher, and they were imaginative enough to ask, I would have let them plant a bomb on the right side of the building and blow open a new entry way. But you don't blame Rocokopolis. Examples: Using the current map: Example 1 Casmirre and Koenig take the next turn running to the door in the far right corner. The players indicate they are going to breach. Koenig says he will open the door and throw a flash in, then Casmirre indicates he will take a half action move straight in and the other half action to fire at anyone there. The next turn the breach happens on Koenig's initiative. Example 2 Strang, Anders, and Keter all get to the edge of the closing garage door. Keter indicates he is going to throw a flash grenade around the corner and then use his other half action to go straight for cover if there is any; Strang indicates he will move around Keter a half action move and tire at anyone in the lower quadrant, and Anders indicates that he will make a full round move up towards the top and try to get into cover. The Three would act on Keter's turn, since he is the lowest on the initiative line.
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# ? May 17, 2014 01:40 |
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Thanks for the heads up. I'm not that big of a tactic00l mind. I still have at least a round of running to do, I think.
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# ? May 19, 2014 13:11 |
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Considering I go first, I suppose I should throw a photon flash and then seek cover, leave the way open for you to storm the room.
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# ? May 21, 2014 10:05 |
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# ? Apr 24, 2024 23:14 |
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Tias posted:Considering I go first, I suppose I should throw a photon flash and then seek cover, leave the way open for you to storm the room. Actually, the reason a breach is delayed until the turn of the last person in the initiative order is so you guys can act in the manner you want. You can still throw the flash if you want, but you're not forced to because you go first. If malikial continues to be a no poster I'm just going to NPC him and I'll have him flash so you and frajaq can have fun. But then I'll really need to re open recruit before we continue; either that or drastically change some of what I planned (air ducts for scouting, good walls to blow up to flank in inventive ways) to take into account the lack of diversity.
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# ? May 21, 2014 13:24 |