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Werix
Sep 13, 2012

#acolyte GM of 2013

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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Werix
Sep 13, 2012

#acolyte GM of 2013

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 Apr 21, 2014 around 02:03

Werix
Sep 13, 2012

#acolyte GM of 2013

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

Viva Miriya
Jan 9, 2007



Judge Dredd placeholder here I AM THE LAW!

frajaq
Jan 30, 2009

#acolyte GM of 2014


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:
NAME: Anders Canaban
Specialty: Team Leader
 
WS: 38   20 +13 +5 Adv
BS: 41   20 +13 +5 Adv +3 Regiment
S:  31   20 +11
T:  30   20 +10
Ag: 34   20 +14
Int:40   20 +10 +5 Adv +5 Adv
Per:32   20 +12
Wp: 34   20 +11 +3 Regiment
Fel:49   20 +14 +5 Specialty +5 Adv +5 Adv

Wounds:12/12
Fate Points:1/1
Insanity:0
Corruption:0

Aptitudes:
Weapon Skill
Ballistic Skill
Fellowship
Intelligence
Leadership
Social
Toughness
Knowledge

Skills:
Command+10
Dodge
Scholastic Lore(Tactics)
Common Lore(Adeptus Arbites, Imperium)
Interrogation
Scholastic lore (Judgement)
Linguistics (High Gothic, Low gothic) 

Talents:
Air of Authority
Combat Formation
Disarm
Double Team
Weapons training (SP, Shock, Low Tech) 

Orders/Others:
Breaching Drill
Flank Them!
 - As part of this order, the Commander must make a Challenging (+0) Command Test. If he succeeds,
Comrades swing wide to support their allies, firing from unexpected angles to pin down their targets in a crossfire. 
Until the end of the Round, each Player Character imposes a –10 penalty to Dodge and Parry Tests to avoid his attacks for
each Comrade he has in Cohesion (to a maximum of –30)

Equipment:

Primary Weapon
Vox Legi-pattern Arbites Combat Shotgun Basic 30m S/2/- 1d10+9 I Pen 0 Clip 14/14 Reload 2Full Reliable,Scatter

Secondary Weapon
Orthlack “Grudge” Extendable Shock Baton 1d10+2 Pen 0 Shocking

Armor
Light Carapace AP 5 All

Miscellaneous
Recoil Glove
1 clip of Beanbag Round 
Fire Selector for Combat Shotgun

1 Stun Grenade
1 Photon Flash Grenade
Lamp pack
Microbead
Manacles
Vid Relay

XP: 2500/2500
Flank Them!          - 500
Breaching Drill      - 300
Int Simple           - 100
Int Intermediate     - 250
Fel Simple           - 100
Fel Intermediate     - 250
Command Trained      - 200
BS Simple            - 250
WS Simple            - 250
Dodge Known          - 300 
03:13 Hashutbot frajaq, 10#2d10: 14 [2d10=9,5], 11 [2d10=8,3], 13 [2d10=7,6], 14 [2d10=6,8], 13 [2d10=4,9], 10 [2d10=5,5], 11 [2d10=1,10], 12 [2d10=2,10], 9 [2d10=7,2], 10 [2d10=9,1]

03:15 Hashutbot frajaq, fate: 2 [1d10=2]

frajaq fucked around with this message at Apr 26, 2014 around 23:25

Vicissitude
Jan 26, 2004

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

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 Apr 20, 2014 around 04:15

Waci
May 30, 2011

Let me axe you just one question.

I'll make a recon officer.

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


I will be making a Breacher, then.
Probably going to go with a grenade launcher.

ArbitraryTA
May 2, 2011


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.

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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 Apr 21, 2014 around 14:31

Schizotek
Nov 8, 2011

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



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?
Characteristics: 10#2d10 4 20 3 13 10 7 6 9 8 7

Schizotek fucked around with this message at Apr 27, 2014 around 17:02

Olanphonia
Jul 27, 2006

I'm open to suggestions~

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 Apr 20, 2014 around 18:56

Werix
Sep 13, 2012

#acolyte GM of 2013

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.

Vicissitude
Jan 26, 2004

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

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.

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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 Apr 20, 2014 around 15:26

Lord Hypnostache
Nov 6, 2009

OATHBREAKER


I am definitely interested in this one, probably gonna write a Riot Officer.

Werix
Sep 13, 2012

#acolyte GM of 2013

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!

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

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.

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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 Apr 20, 2014 around 17:57

Olanphonia
Jul 27, 2006

I'm open to suggestions~

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...

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.

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 Apr 20, 2014 around 18:58

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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."

edit: besides you don't gain anything from a double aptitude

Ack, my bad. I somehow thought having two times WS counted as having two aptitudes for WS I'll fix it soon.

Schizotek
Nov 8, 2011

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


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?

Kaizer88
Feb 16, 2011


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:
NAME: Sargas Koenig
Specialty: Arbites Support Specialist
Demeanor: Zealous 
WS:    36 +8 +5 Adv +3 Regiment
BS:    30 +10 
S:     40 +15 +5 adv
T:     50 +20 +5 adv +5 Specialty
Ag:    30 +10
Int:   30 +10 
Per:   30 +10
Wp:    30 +12 +3 Regiment +5 Adv
Fel:   25 +5 

Wounds:15/15
Fate Points:2/2
Insanity:0
Corruption:0

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

Skills:

Common Lore(Adeptus Arbites,Imperium)
Interrogation
Scholastic lore (judgement)
Linguistics (high, low gothic
Athletics 
Intimidate 
Dodge +10

Talents:

Disarm
Double Team
Weapons training (SP, Shock, Low Tech) 
Iron Jaw 
Weapon Training Heavy 
Exotic Weapon training (Webber, riot sprayer)
Bonus Weapon training (flame)
Sacred Flame
Cleanse and purify 
Nerves of steel
Fearless

Equipment:

Primary Weapon
Heavy Flamer Heavy 30m S/–/– 1d10+5 E pen 4 clip 10 rld 2 Full Flame, Spray 45kg

Secondary Weapon
Orthlack “Grudge” Extendable Shock Baton 1d10+2 Pen 0 Shocking

Armor
Light Carapace AP 5 All

Miscellaneous


2 Fire bomb Grenade (BURN HERETICS)
Manacles


XP: 2500/2500

Toughness -simple         100
Will power -simple        250
Cleanse and purify (HoTE) 300
Dodge -trained            400
Sacred Flame (HoTE)       400 
Nerves of steel           300
Fearless                  400
Strength -simple          250
Weaponskill -simple       100 

Kaizer88 fucked around with this message at May 2, 2014 around 18:47

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


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 25
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 Apr 21, 2014 around 00:08

Waci
May 30, 2011

Let me axe you just one question.


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

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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 Apr 21, 2014 around 16:38

Forums Terrorist
Dec 8, 2011


Phoneposting from a plane. gently caress you for not telling me you were actually doing this, I'll have a character up ASAP.

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!




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:
NAME: Jet Casmirre
Specialty: Arbitrator
Demeanour: Psycho
 
WS: 41   20 +13 +5 Adv +3 Regiment
BS: 40   20 +10 +5 Adv +5 Speciality
S:  37   20 +17
T:  30   20 +10
Ag: 33   20 +8 +5 Adv
Int:37   20 +17
Per:29   20 +4 +5 Adv
Wp: 37   20 +14 +3 Regiment
Fel:35   20 +15

Wounds:15/15
Fate Points:1/1
Insanity:0
Corruption:0

Aptitudes:
Weapon Skill
Ballistic Skill
Agility
Fellowship
Fieldcraft
Finesse
Willpower
Strength

Skills:
Dodge (Trained)
Scrutiny
Common Lore(Adeptus Arbites, Imperium)
Interrogation
Scholastic lore (Judgement)
Linguistics (High Gothic, Low gothic) 

Talents:
Takedown
Double Team
Weapons training (SP, Shock, Low Tech, Bolt, Power, Las)
Tactically Diverse
Rapid Reload
Ambidextrous
Berserk Charge
Nerves of Steel
Quick Draw

Weapons:
Primary Weapon
Vox Legi-pattern Arbites Combat Shotgun Basic 30m S/2/- 1d10+9 I Pen 0 Clip 14/14 Reload 2Full Reliable, Scatter, 
Club in Melee, Red Dot Sight

Second Primary Weapon
Lathe Pattern Power Maul (Low/High Power) Melee 1d10-1/1d10+5 I Pen 0/5 Shocking/Power Field

Secondary Weapon
Bolt Pistol Pistol 30M S/2/- 1d10+5 X Pen 4 Clip 8/8 Reload Full Tearing

Armor
Light Carapace AP 5 All

Gear:
Recoil Gloves
1 clip of Solid Slug Rounds 
Preysense Goggles
1 Smoke Grenade
1 Photon Flash Grenade
Glowglobe
Microbead
Manacles

XP: 2500/2500
BS Simple	- 100
WS Simple	- 250
AG Simple	- 100
Per Simple	- 250
Dodge Trained	- 400
Tactically Diverse - 250
Quick Draw	- 200
Ambidextrous	- 200
Berserk Charge	- 300
Nerves of Steel	- 450
Various Rolls: Characteristics, AG reroll, Fate Points, Demeanour

Werix
Sep 13, 2012

#acolyte GM of 2013

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.

Kaizer88
Feb 16, 2011


Werix posted:



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.


My idea to focus on flame weaponry seems kinda stupid now...

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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.

Werix
Sep 13, 2012

#acolyte GM of 2013

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.

Kaizer88
Feb 16, 2011


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.

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.

My bad. Should have added a smiley to show I wasn't trying to seem bitchy!

Lord Hypnostache
Nov 6, 2009

OATHBREAKER


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 Apr 27, 2014 around 23:00

frajaq
Jan 30, 2009

#acolyte GM of 2014


Updated my Team Leader with bio

Werix
Sep 13, 2012

#acolyte GM of 2013

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.

Werix
Sep 13, 2012

#acolyte GM of 2013

Game Thread is live!

Werix
Sep 13, 2012

#acolyte GM of 2013

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.

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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.

Tias
May 25, 2008

Destroying property is not violence, no matter how much corporate media tries to create the equation.

Put this loser on ignore immediately!




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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Werix
Sep 13, 2012

#acolyte GM of 2013

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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