A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Page 1 of 31 123456789101126 ... LastLast
Results 1 to 30 of 908
  1. - Top - End - #1
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Only War: Armoured Fist OOC


    So here we go. IC thread

    Post character sheets in here, and i'll link them in the OP. Choose a speech colour.

    If you don't post in 48hrs, I stop waiting for you. I reserve the right to kill you or your comrade off if you don't post in a week.

    Regiment: Mordian 414th
    Spoiler
    Show
    Characteristic Modifiers:
    +6 Agility

    Starting Skills:
    Common Lore (Imperial Guard),
    Common Lore (Imperium),
    Common Lore (War),
    Deceive,
    Operate(Surface)

    Starting Talents:
    Combat Formation or Double Team,
    Heightened Senses (Hearing) or Paranoia or Unremarkable,
    Rapid Reload

    Traits
    Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging
    through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
    Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

    Wounds: Characters from this regiment have 1 fewer starting Wounds than normal.

    Standard Regimental Kit:
    1 M36 Lasgun and 4 charge packs,
    1 Knife,
    Sidearm Pack: 1 Sword OR 1 Laspistol and 2 clips OR 1 Melee attachment (Bayonet)
    Hiver's Pack: One item of "plentiful" availability or better.
    1 Suit flak armour,
    1 Set Photocontacts
    Microbead

    1 smoke grenade

    1 injector,
    5 doses of stimm,

    Uniform,
    Poor weather gear,
    Rucksack,
    Basic Toolkit,
    Mess kit and water canteen,
    Blanket and sleep bag,
    Rechargeable lamp-pack,
    Grooming kit,
    Dog tags,
    Imperial Infantryman’s Uplifting Primer,
    2 Weeks’ rations,

    Chimera- Nox Noctis Equa
    The squad has one chimera, with a Autocannon and Heavy Flamer.
    ---Turret-mounted Autocannon (360deg, 300m, s/3/-, 3d10+8, Pen 6, Clip 40, 2Full, Reliable)
    ---Front Hull-mounted Heavy Flamer (45deg, 30m, s/-/-, 1d10+5, Pen 4, Clip 20, 2Full, Flame, Spray)
    --- Tactical speed 15m, Cruising speed 70kph
    --- Maneuverability +0, Size Massive (+30 to hit)
    --- S.I. 35 Armour 30/22/16
    --- Traits Amphibious, Enclosed, Rugged, (+20 repair) Tracked (-10 Maneuverability, +10 terrain, all speed losses halved, repair times doubled)


    Logistics
    Base logistics roll is 26 (16 Base, 1-5 years front, 3-6 months at front, Violent Impasse). Multiple regiments are at the front.

    +10 to get ammo for Sniper Rifle or Lascannon.

    Favoured Weapons
    Special Weapon: Sniper Rifle
    Heavy Weapon: Lascannon


    Second Squad, Third Platoon
    Medicae-Sargeant Wolfe and corpsman Mord

    Sniper Cronyn and spotter Trenn
    Flame-trooper Montru and trooper Dunham
    Las-trooper Cheldruck and trooper Delveccio
    Operator Doyle and trooper "Gunz"


    Attached: Enginseer Varuck and servitor Iota-24601
    Stormtrooper Noalis
    Secondary driver Harkon

    Previous squad members
    Spoiler
    Show

    Sargeant Jarren (Injured in action) and adjudant Rory (Mustered out)
    Corporal Bringer and loader [Data not found] (Unspecified disciplinary action)




    Now is the time to make requisition rolls, weapon customisation rolls, or similar, or start exploring the mustering place. Digging up battlefield information might be possible with a successful interaction test.

    As the Lt said, you've got an hour, so no more than four requisition/customisation rolls per person.
    Last edited by LeSwordfish; 2013-07-10 at 07:23 AM.
    - Avatar by LCP -

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Sniper Cronyn

    "I'm pretty sure that guy's the commanding officer. I almost feel sorry for him. Almost."
    -Sniper Cronyn, while lining up a headshot from 400m.

    Character sheet

    Spoiler
    Show

    Current conditions and effects
    Spoiler
    Show

    • N/A


    Sniper Cronyn
    Full name: Vario Cronyn

    Speciality: Weapon Specialist
    Regiment: Mordian 414th
    Demeanour: Loose Cannon

    Comrade
    Spoiler
    Show

    Name: Trenn
    Status: Unharmed
    Demeanour: Backwater
    Gender: Male
    Age: 25
    Description: Somewhat slow in the head "newbie slummer", whom Cronyn mostly uses as a spotter or have carry things for him.

    Comrade death list
    Spoiler
    Show

    • N/A



    Characteristics
    {table=head] Stat | Base | Roll | Mods | Total
    WS | 20 | 11 | - | 31
    BS | 20 | 18 | +5+5 | 48
    S | 20 | 11 | - | 31
    T | 20 | 13 | - | 33
    Ag | 20 | 16 | +6+5 | 47
    Int | 20 | 12 | - | 32
    Per | 20 | 13 | - | 33
    WP | 20 | 14 | - | 34
    Fel | 20 | 12 | - | 32[/table]

    List of various test modifiers and other handy things
    Spoiler
    Show

    • +5 Initiative to squad from Squad's Combat Formation. May use 5 Int Bonus instead of 4 Ag Bonus as base.
    • +1 DoS on successful BS Test with Las weapon on full or semi-auto if no move action.


    Wounds: 8
    Current Wounds: 8
    Fate: 1/1

    Insanity: 0
    Corruption: 0

    Armor: All (4)
    Movement: Half 4m Full 8m Charge 12m Run 24m

    Aptitudes
    Spoiler
    Show

    Agility
    Ballistic Skill
    Defence
    Fellowship
    Fieldcraft
    Finesse
    Weapon Skill

    Skills, Talents and Traits
    Spoiler
    Show

    Skills
    Awareness
    Common Lore (Imperium) (Intelligence)
    Common Lore +10 (Imperial Guard, War) (Intelligence)
    Deceive (Fellowship)
    Dodge (Agility)
    Linguistics (Low Gothic) (Intelligence)
    Navigate (Surface) (Intelligence)
    Operate (Surface)
    Stealth (Agility)
    Survival (Perception)

    Talents
    Combat Formation
    Lasgun Barrage
    Rapid Reload
    Spotter
    Unremarkable
    Weapon Training (Las, Melta, Solid Projectile)

    Traits, Mutations and Special Abilities
    Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
    Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

    Equipment
    Spoiler
    Show

    Common Craftsmanship Sniper Rifle with 4 clips of standard ammunition
    Spoiler
    Show

    {table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight
    Sniper Rifle | Basic | 200m | S/–/– | 1d10+4 I | 3 | 20 | Half | Accurate, Reliable | 5 kg[/table]

    Upgrades
    • Targeter (reduces all penalties on Ballistic Skill Tests by one step)
    • Silencer (Awareness Tests to hear shots suffer an additional -20 penalty and can only be attempted at half the normal distance)
    • Telescopic Sight (ignores penalties for long and extreme range as long as the shooter takes a Full Action to Aim)

    2/4 Customizations
    • Custom Grip (+5 BS, -5 BS for anyone else)
    • Modified Stock (receives an additional +2 bonus on a Half Action Aim or an additional +4 bonus for a Full Action Aim)
    • Home Materials (+5 vs Fear)


    4 Krak Grenades

    Standard Regimental Kit
    M36 Lasgun with melee attachment (bayonet) - 4 charge packs
    Spoiler
    Show

    {table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight
    M36 Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Half | Reliable, Lasgun Variable Settings | 4 kg[/table]

    Upgrades

    0/4 Customizations

    2 Frag Grenades
    2 Krak Grenades
    1 Smoke Grenade
    1 Fire Bomb Grenade
    Photo-contacts
    Micro-bead
    Knife
    Imperial Guard Flak Armour [+1 AP vs Blasts]
    Injector
    Stimm with 5 doses
    Uniform
    Poor Weather Gear
    Rucksack
    Basic Toolkit
    Mess Kit
    Water Canteen
    Blanket
    Sleep Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Dog Tags
    Imperial Infantryman’s Uplifting Primer
    Combat Sustenance Rations, Two Weeks

    Requisitioned for current mission:
    • Rebreather


    High-priority requisitions
    Spoiler
    Show

    Chameleoline Cloak, Rare -10
    Unusual ammunition for Sniper Rifle
    Spoiler
    Show
    Amputator Shell, Extremely Rare -30 (+2 Damage, rarely obtained and used due to its rarity)
    Expander Round, Scarce +0 (+1 Damage/Penetration, Cronyn's preferred ammunition choice)
    Man-Stopper Bullet, Scarce +0 (+3 Penetration, for highly armoured targets)

    Red-Dot Laser Sight, Very Rare -20 (alternative to Telescopic Sight)
    Omni-scope, Near Unique -50 (highly unlikely to find one at some point)
    Grapnel & Line, Common +20 (reaching hard-to-get places & observation/sniper positions)
    Stummer, Average +10 (for stealth purposes)
    Magnoculars, Average +10
    Synskin, Very Rare -20 (worn under the flak armour [see RT version for details])
    Motion Predictor, Very Rare -20 (for M36)

    More rare potential requisition options
    Spoiler
    Show

    Long Las, Scarce +0 (for Unnatural Toughness targets like Orks, Rakghoul, Ogryn)
    Meltagun, Very Rare -20 (for high armour targets like vehicles)
    Melta Canister (basic), Very Rare -20 (for use with Meltagun)
    Refractor Field, Very Rare -20
    Demolition Charge, Scarce +0 (creating breaches or clearing obstacles, tech-use needed)
    Melta Bomb, Very Rare -20 (creating breaches or taking out high-armoured targets, no tech-use needed)
    Signal Jammer, Rare -10 (jam signals to avoid alert from scouts, handy in ambushes)
    Static Generator, Very Rare -20 (see above)
    Hand-Held Targeter, Scarce +0 (for spotter)
    Vox-caster, Scarce +0 (for long-range communication)

    Favoured customizations for Cronyn's weaponry
    Spoiler
    Show

    Sniper Rifle
    Trigger Adjustment (+1 Initiative during first round of combat)

    M36 Lasgun
    Custom Grip (+5 BS)
    Fluid Action (+1 DoS on semi-auto, +half action to reload)
    Modified Stock (+2/+4 to Half/Full Action Aim)
    Home Materials (+5 vs Fear Tests)
    Modified Stock (+2/+4 to Half/Full Action Aim)


    Cybernetics
    Spoiler
    Show

    N/A

    Background, personality and description and such
    Spoiler
    Show
    Initially a generalist, like so many other run-of-the-mill guardsmen, Cronyn had been present during many of the riot supressions of his cramped homeworld. There he had mostly used the standard lasgun, and he was quite proficient with it. But it was not a weapon he particularly enjoyed. When he was among the tithe of guardsmen provided to the Imperial Guard, things changed. Now conflict was frequently fought in an open battleground, something he was unused to.

    One kind of weapon the 34 year old Mordian had little experience in previously was the real long range ones, the sniper weapons, as that had been rarely needed back home. What he found was that his talent for shooting was even more so when using a high-precision rifle — and he enjoyed it. That's when he requested a position as a sniper and to a lesser extent recon. Recon out in the wilderness, like so many others from a hive world, just felt off to him. But that was something he could overcome with experience, he figured. However, recon took a backseat to the elimination of high-value targets, letting actual scouts and recon regiments handle such things, something he excelled at to such a degree that he often went for those on his own initiative even when standing orders were on other targets. This practice caused him to more than once be reprimanded when realized. But the end-results speak for themselves and despite the iron discipline within the regiment, the punishments he recieves are usually lenient if not a slap on the wrist.

    Cronyn stands out in the generic Mordian Iron Guard squad in that he disdains wearing their brightly coloured uniforms, as that would make his role harder. He prefers darker colours over his flak armour as well as a camo cloak if he's able to acquire one, as he has found that they help immensely. While he usually goes with the standard ammunition for his Sniper Rifle, he do not hestitate to use more unusual ammunition if available. In particular he likes to use higher penetration rounds and the somewhat frowned upon expander rounds to ensure headshot kills.

    Advances
    Spoiler
    Show

    Advances
    100 xp +5 BS Simple
    100 xp Dodge +0
    250 xp Spotter
    100 xp Stealth +0
    200 xp Awareness +0

    XP spent: 750
    XP remaining: 175

    To come
    Spoiler
    Show

    200 xp Deadeye Shot
    300 xp Marksman
    300 xp Sharpshooter
    400 xp Step Aside
    400 xp Target Selection
    250 xp +5 BS Intermediate
    300 xp Set-Up Shot


    Last edited by watupwithdat; 2013-04-03 at 01:05 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Medicae Nathin "Doc" Wolfe
    "Unless your mother had advanced first aid training she ain't gonna do you much good. Now shut up and stop squirming unless you WANT to bleed out!"
    -Doc, while administering first aid to a wounded guardsman during a mortar attack.


    Spoiler
    Show

    Character Name: Medicae "Doc" Nathin Wolfe
    Speciality: Medic
    Demeanour: Sarcastic

    Comrade:
    Name: Mord
    Demeanour: Affable
    Health: Uninjured

    Characteristics:
    {table=head] Stat | Base | Roll | Mods | Total
    WS | 20 | 4 | - | 24
    BS | 20 | 16 | - | 36
    S | 20 | 10 | - | 30
    T | 20 | 13 | - | 33
    Ag | 20 | 14 | +6 | 40
    Int | 20 | 20 | +5+5 | 50
    Per | 20 | 15 | +5 | 40
    WP | 20 | 14 | - | 34
    Fel | 20 | 16 | - | 36[/table]


    Aptitudes:
    Spoiler
    Show
    • Leadership
    • Fieldcraft
    • Perception
    • Intelligence
    • Knowledge
    • Willpower
    • Social


    Skills:
    Spoiler
    Show
    • Awareness (Per): 40
    • Lingusitics (Low Gothic) (Int): 50
    • Medicae (Int): 50
    • Scholastic Lore (Chymistry) (Int): 50
    • Scrutiny (Per): 40
    • Operate (Surface) (Ag): 40
    • Common Lore (Imperial Guard, Imperium, War) (Int): 50
    • Dodge (Ag): 40
    • Commerce (Int): 50



    Traits:
    Spoiler
    Show
    • Accustomed to Crowds: Crowds do not count as Difficult Terrain, and when Running or Charging through a dense crowd, no penalty to Agility Test to keep his feet
    • Hivebound: Whilst outside of an enclosed or artificial environment, -10 penalty to all Survival Tests.


    Talents:
    Spoiler
    Show
    • Weapon Training (Las, Low-Tech)
    • Combat Formation: All members of the Squad add +1 to their Initiative rolls. Any member of the squad may use the Int bonus of this character for their Initiative roll rather than their own Agility Bonus
    • Paranoia: +2 Initiative, GM may secretely Test using the character's Perception to notice hidden threats.
    • Rapid Reload: Halve all reload times, rounding down.
    • Jaded: Mundane events, from death's horrific visage to xenos abominations, do not force the character to gain Insanity Points or make Fear Tests. Terrors of the Warp still affect the character normally.




    Experience:950/950
    Spoiler
    Show

    • Intelligence (Simple) - 100xp
    • Perception (Simple) - 100xp
    • Awareness - 100xp
    • Dodge - 300xp
    • Commerce - 100xp
    • Sergeant Advance - 250xp

    TODO:
    Spoiler
    Show

    • Interrogation - 100xp
    • Trade (Armourer) - 100xp
    • Medicae (Trained) - 200xp
    • Trade (Armourer) (Trained) - 200xp
    • Charm - 200xp
    • Fellowship (Simple) - 250xp
    • Int (Intermediate) - 250xp
    • Master Chirurgeon - 400xp
    • Command (Trained) - 400xp
    • Medic Comrade Advances - Field Treatment 300xp & Medicae Auxilia -250xp
    • Sergeant Advances - Covering Fire! 200xp & Get Them! 200xp




    Equipment:
    Spoiler
    Show

    Standard Issue:

    {table=head] Weapon | Class | Range | Fire Rate | Damage | Pen | Clip Size | Reload Speed | Special
    M36 Lasgun | Basic | 100m | s/3 | 1d10+3 E | - | 60 | Full | Reliable, Lasgun Variable Setting
    Hot-Shot Laspistol | Pistol | 20m | s/2 | 1d10+4 E | 7 | 40 | 2 Full | -
    Laspistol | Pistol | 30m | s/2 | 1d10+2 E | - | 30 | Half | Reliable, Lasgun Variable Setting
    Fire Bomb x1 | Thrown | SBx3 | s | 1d10+3 E | 6 | 1 | - | Blast (3), Flame
    Frag Grenade x2 | Thrown | SBx3 | s | 2d10 X | - | 1 | - | Blast (3), Ogryn Proof
    Krak Grenade x2 | Thrown | SBx3 | s | 2d10+4 X | 6 | 1 | - | Concussive(0)
    Smoke Grenade x1 | Thrown | SBx3 | s | - | - | 1 | - | Smoke (6)
    Knife | Melee/Thrown | 5m | s | 1d5 R | - | 1 | - | -
    [/table]

    • Imperial Guard Flak Armour [AP 4 All +1 AP vs Blasts]
    • Lasgun Charge Packs x4
    • Laspistol Charge Packs x2
    • Uniform
    • Poor Weather Gear
    • Rucksack
    • Basic Tools
    • Mess Kit
    • Water Canteen
    • Blanket
    • Sleep Bag
    • Rechargeable Lamp Pack
    • Grooming Kit
    • Dog Tags
    • Imperial Infantryman's Uplifting Primer
    • Combat Sustenance Rations, Two Weeks
    • Diagnostor +20 Medicae or Perception to determine ailment
    • Injector: x2
    • Stimm Doses: x5
    • Medikit +20 Medicae


    Additional Equipment:
    • Field Sutures: +30 to Medicae tests to staunch blood loss
    • Camo Cloak: +20 stealth. If remains stationary, any BS tests to target him, suffer a -30 penalty


    Logistics Wish list:
    Spoiler
    Show
    High Priority:
    Field Sutures: Average +10 (+30 to Medicae tests to staunch blood loss)

    Medium Priority:
    Motion Predictor x2: Very Rare -20


    Weapon Customisations wish list:

    M36 Lasgun:
    • Custom Grip (+5 BS)
    • Fluid Action (Counts as having an additional degree of success for semi-auto, Increase load time by half action)
    • Sacred Inscription (+ 10 to any Pinning test)
    • Trigger Adjustment (+1 Init)


    Las Pistol:
    • Home Materials (+5 to any fear test)
    • Custom Grip (+5 BS)
    • Modified Stock (+2 bonus to half action aim, +4 to full action aim)
    • Trigger Adjustment (+ 1 Init)






    Corruption & Insanity:
    Corruption Points: 0
    Insanity Points: 0

    Wounds:
    Current: 10/10
    Critical Damage: 0
    Fatigue: 0/3

    Fate: 1/1


    Backstory:
    Spoiler
    Show
    Nathin Wolfe's first eighteen years were not particularly noteworthy in one of the hab-pyramids common on Mordian, a world known for its strict rules, endless night, and pale citizens. Like all Mordians, the vast majority of the first eighteen years of his life were spent in classrooms of one description or another. Any free time was spent with the other youths of the 237 lev, as part of the Mordian gang culture. Most of the illicit activity the gang was involved in entailed running errands for the various illegal establishments and hassling anyone from 219 who happened to wander onto their lev. It was only following the tests that every Mordian takes during his or her eighteenth year that Nathin's aptitude for medicine was noticed, leading to further education so his talent could be used to benefit other Mordians. As a nurse, he would aid in maintaining the well being of his fellow Mordians, for so long as they were in good health, they could continue to complete their jobs. Or at least this was supposed to be the plan... Instead, Nathin found that by running a back alley practice, using medicines and tools taken from the Medicae he worked in, he could make money fixing up wounds that might cause the authorities to ask uncomfortable questions. The arbitrators had their suspicions, but were unable to prove anything. Unable to justify arresting him, they instead settled for ensuring his name appeared on a list. "Doc" was made aware of this by a uniformed soldier who appeared at his door one evening, skin a reddish tinge only found among Mordians who had spent time off-world... Nathin Wolfe had been recruited into the Imperial Guard. Unable to change his fate, Nathin has instead decided to make the best of the situation, along with his fellow 237er, Mord.

  4. - Top - End - #4
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Questions:
    Do we test for customizations using the enginseer's trade skill or does the enginseer test for us?

    How many clips of standard ammo do I start with for the sniper rifle and are those a part of the standard kit so I don't have to test logistics to get more?

    Does any of the (recon is my best bet) regiments active on the world have the Chameleoline Cloak in their Standard Regiment Kit?

    Any regiments with either Targeter, Grapnel & Line, Stummer or Meltagun as part of their Standard Regiment Kits?
    The enginseer does, four clips, and yes they're standard.

    A recon regiment, the Tallahan ninth, have chameloline cloaks. Other regiments have other gear, but they're deployed to the other front: their gear will be available later.
    - Avatar by LCP -

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by LeSwordfish View Post
    The enginseer does, four clips, and yes they're standard.

    A recon regiment, the Tallahan ninth, have chameloline cloaks. Other regiments have other gear, but they're deployed to the other front: their gear will be available later.
    Alright. Got +20 on the logistics test for the cloaks then atleast.

    Chameleoline Cloak (Rare -10, +20 regiment has it as standard kit)
    Logistics test: (1d100)[70] vs 35


    Grapnel & Line (Common +20)
    Logistics test: (1d100)[47] vs 45


    Custom Grip Customization (+5 BS)
    Enginseer needs to test for me.

    Will do the last logistics test later.

    Can we retry for failed logistics tests the next time we are at a restocking station/whatever place you restock the standard kit? Can't find it in the book.
    Last edited by watupwithdat; 2013-01-10 at 11:51 AM.

  6. - Top - End - #6
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    I'm splitting the campaign up into "missions". The end of each mission, you recover fate, get xp, and there's a timeskip for healing and logistics tests. And yes, you can retry previously failed tests.
    Last edited by LeSwordfish; 2013-01-10 at 12:18 PM.
    - Avatar by LCP -

  7. - Top - End - #7
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by watupwithdat View Post
    Can we retry for failed logistics tests the next time we are at a restocking station/whatever place you restock the standard kit? Can't find it in the book.
    First 100 xp we get I'm putting into Commerce to help obtain some of the more esoteric/rare requests, just so everyone knows.

    Requisition: Field Sutures: (1d100)[34] TN 35? (25 Base + 10 Average (+20 if Standard issue for another regiment))

    NICE!

    Weapon Customization Requests:
    Las Pistol: Home Materials

    Lasgun: Custom Grip, Fluid Action

  8. - Top - End - #8
    Troll in the Playground
    Join Date
    Oct 2009
    Location
    Canada
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Enginseer Marcus Varuck, seconded to the Mordian 414th for the duration of the Darien campaign.

    "This planet is holy ground. If you do not give it the proper respect you will anger the Machine Spirits."
    Spoiler
    Show

    Regiment: Mordian 414th Mechanized
    Specialty: Techpriest Enginseer
    Demeanor: Strict

    WS: 27
    BS: 37
    S: 31
    T: 40
    Ag: 31
    Int: 45
    Per: 29
    WP: 33
    Fel: 23

    Fatigue: 0/4
    Wounds: 10/10
    Fate: 3/3
    Insanity: 0
    Corruption: 0

    Aptitudes: Ballistic Skill, Defence, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower

    Skills:
    Spoiler
    Show

    Common Lore (Imperial Guard, Imperium, War, Adeptus Mechanicus, Tech) (Int)
    Deceive (Fel)
    Forbidden Lore (Adeptus Mechanicus) (Int)
    Linguistics (Low Gothic, Techna Lingua) (Int)
    Logic (Int)
    Operate(Surface) (Ag)
    Security (Int)
    Tech-use +10 (Int)
    Trade (Armourer) (Int)


    Talents:
    Spoiler
    Show
    Combat Formation
    Heightened Senses (Hearing)
    Rapid Reload
    Technical Knock
    Mechadendrite Use (Weapon, Utility)
    Weapon Training (Las, Power)


    Traits:
    Spoiler
    Show

    Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging
    through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
    Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.
    Mechanicus Implants: Provides a number of implants, as described on page 110.


    Equipment:
    Spoiler
    Show


    1 M36 Lasgun with Custom Grip, Modified Stock, Sacred Inscription and 4 charge packs,
    1 Knife,
    Laspistol and 2 clips
    Guard Flak Armour,
    Set of Good-quality Photocontacts
    Microbead

    1 injector,
    5 doses of stimm,

    Uniform (Red Mechanicus Robes)
    Poor weather gear Adaptive atmospheric disruption countermeasures
    Rucksack,
    Combi-Tool (+10 Tech-use)
    Mess kit and water canteen,
    Blanket and sleep bag,
    Rechargeable lamp-pack
    Grooming kit Augmentation cleaning supplies
    Dog tags
    Imperial Infantryman’s Uplifting Primer Pointless drivel
    2 Weeks’ rations (Nutri-sludge)
    Sacred Unguents
    Dataslate
    Multi-key (+30 on Security tests to unlock doors)
    Power Axe
    Recoil Glove (Fire Basic weapons one-handed at no penalty)
    Carapace Greaves
    Carapace Chestplate

    Implants:
    Ballistic Mechadendrite (Compact Laspistol)
    Good-quality Mind Impulse Unit (+10 on Tech-use, BS, Operate, Logic, Inquiry with MIU-enabled items)
    Good-quality Autosangine (Always considered Lightly Wounded, heal 2 points per day)
    Good-quality Subskin Armour (+2 AP to Arms, Legs, Body)


    Weapons and Armour:
    Spoiler
    Show

    Ranged:
    {table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight | Number
    M36 Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full(Half) | Reliable, Lasgun Variable Settings | 4 kg | 4 Charge Packs
    Laspistol | Pistol | 30m | S/2/– | 1d10+2 X | 0 | 30 | Half (Free) | Reliable, Lasgun Variable Settings | 1.5 kg | 2 Clips
    Ballistic Mechadendrite | Pistol | 15m | S/2/- | 1d10+1 E | 0 | 15 | Half (Free) | Reliable, Lasgun Variable Settings | - | 2 Clips[/table]

    {table] Name | Class | Range | Dam | Pen | Special | Wt
    Knife | Melee/Thrown | 5m | 1d5+3 R | - | - | 1 kg
    Power Axe | Melee | - | 1d10+10 E | 7 | Power Field, Unbalanced | 6 kg
    [/table]

    Armour:
    {table] Location | Applicable Armour | AP | Special?
    Head | Flak Armour | 4 | AP5 against Blasts that are not direct hits
    Body | Carapace Chestplate, Subskin | 8 | -
    Arms | Flak Armour, Subskin | 6 | AP7 against Blasts that are not direct hits
    Legs | Carapace Greaves, Subskin | 7 |
    [/table]


    Advances:
    Spoiler
    Show

    Simple Int Advance (100)
    Trade (Armourer) (100)
    Security (100)
    Linguistics (Techna Lingua) (100)
    Tech-use +10 (200)

    50 Unspent XP


    Comrade:
    Spoiler
    Show

    Name: Iota-24601
    Demeanor: Mechanical
    Special Abilities:
    Ranged Volley: Iota lets loose a barrage of inaccurate fire from its inbuilt Lasgun. Gain +5 on BS Tests.
    Close Quarters: Iota closes to protect its master in Close Combat, striking with its powerful technical bionics. Gain the benefit of Ganging Up, even if outnumbered.
    Take Cover: Iota hunkers behind the nearest available cover, and cannot be injured unless the incoming attack deals at least 3 Damage plus the AP of the cover.
    Status:
    Note: Where necessary, use Servitor profile in Enemies and Allies section.


    Background:
    Spoiler
    Show

    Unlike the soldiers of the Mordian 414th, Enginseer Varuck has never been to the planet Mordian, and is really not a true part of the Regiment at all. Assigned as one of many additional adjutant Enginseers assigned to the 414th, among the hundreds of initiates of the Machine Cult sent along with the Imperial Guard to retake the holy Forge World of Darien. Taciturn and dour, as most followers of the Omnissiah tend to be with those not initiated in the Machine Cult, the Enginseer is a stickler for rules and regulations with little patience for those who act in opposition to such things. He sees the rebel forces occupying Darien as heretics of the worst order, ignorant fools who would despoil the holy forges of the Omnissiah for their own gain and is vehemently in favour of any action which sees them utterly destroyed, and just as strongly opposed to any talk of negotiation or peace.

    Better at interacting with Machine Spirits than people, he remains seperate from the Mordian soldiers he has been assigned to fight alongside except where duty requires him to intervene. Indeed, he seems to be much fonder of the squad's Chimera APC than any of its human members.



    I've only got four Customization rolls to make total, guys, which means that one is going to my gun and three other people get one customization attempt. So, don't go requesting three or four different things, just pick one and hope that the Omnissiah grants it to you.

    Custom Grip for the Enginseer's gun: (1d100)[53] vs 45+10+20 = 75 -Success
    Custom Grip for the Sniper: (1d100)[35] vs 75 -Success
    Customization for the next person I decide needs it: [roll]1d100[/roll vs 75 -bah, screwed it up.
    And the last Customization roll: (1d100)[85] vs 75 -Fail

    Please no 96+...

    Also, if you really want to guarantee your name on the last two spots, I'd appreciate it if someone Requisitioned me a Multikey so I can make proper use of the Security skill and we don't need to worry so much about locked doors.

    I'll reroll that last Customization later.

    Edit: I'll also put something up IC in a couple of hours. Got schoolwork to worry about right now.
    Last edited by DaedalusMkV; 2013-03-27 at 01:55 AM.
    Avatar by the wonderful SubLimePie. Former avatar by Andraste.

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    I assumed you only need to test for us as we use up our own 4 requisition/customization slots. You still have your own 4, and wouldn't need to use them for our stuff.

    If that wasn't the case only 4 of us would be able to get 1 customization each, we could use all our 4 things on requisitions and you'd not get a single thing yourself (which isn't too fair).
    Last edited by watupwithdat; 2013-01-10 at 02:35 PM.

  10. - Top - End - #10
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by DaedalusMkV View Post
    I've only got four Customization rolls to make total, guys, which means that one is going to my gun and three other people get one customization attempt. So, don't go requesting three or four different things, just pick one and hope that the Omnissiah grants it to you.
    If necessary, I'll attempt to get the multikey for you since I only have customizations really at this point. I'm not sure if LeSwordfish meant we could each try to have our gun upgraded or requisition something up to four times, not that you would be unable to attempt to upgrade more than four items. Also, since you're going to be rolling for customizations, after the first round of xp, just make a list as I'll be using using Commerce to try and influence the Logistics tests.

    Quote Originally Posted by watupwithdat View Post
    I assumed you only need to test for us as we use up our own 4 requisition/customization slots. You still have your own 4, and wouldn't need to use them for our stuff.

    If that wasn't the case only 4 of us would be able to get 1 customization each, we could use all our 4 things on requisitions and you'd not get a single thing yourself.
    Just because someone requisitions something doesn't mean they can't hand it off to someone else... In fact the rule book illustrates how a member of a squad might become the "go to" guy or girl for Logistics tests... (Which is kind of my plan with Nathin)

  11. - Top - End - #11
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by Caimheul View Post
    Just because someone requisitions something doesn't mean they can't hand it off to someone else... In fact the rule book illustrates how a member of a squad might become the "go to" guy or girl for Logistics tests... (Which is kind of my plan with Nathin)
    Yes, I'm aware of that. But a customization test isn't a requisition. That the two things were bundled together to 4 total for each character kinda implies we could go with 4 customizations each and the enginseer just need to roll for us.

    Swordfish gotta clarify if that's not possible and only 4 custumizations max split between all of us are possible because the enginseer doesn't have more than 4 slots himself.

    Edit: I suppose from a logical standpoint only 4 possible customizations split between all of us would make sense considering the time constraint. Then I got 2 requisions left then, hm. I'd test for a multikey, but my requisition list is sadly rather long with all the unusual ammunition and rare trinkets. Seeing as Caimheul seems to have it covered it shouldn't be an issue either way. Though I can attempt if he fails and no one is willing to.

    Edit2: But as was pointed out by Caim, it's possible some customizations were done beforehand and we just use the tests now to 'get them' which means it's not the enginseer that does them, technically.
    Last edited by watupwithdat; 2013-01-10 at 04:02 PM.

  12. - Top - End - #12
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by watupwithdat View Post
    Edit: I suppose from a logical standpoint only 4 possible customizations split between all of us would make sense considering the time constraint. Then I got 2 requisions left then, hm.
    On the other hand, he IS in enginseer with a servitor, an hour should be plenty of time ! It isn't outside the realm of possibility that these are modifications made prior to our arrival on the planet by someone equally skilled, either on board ship or in a previous warzone.
    Sorry for the confusion regarding my comment on requisition, I was only pointing it out due to your comment at the end of your post that the Enginseer wouldn't get anything for himself. Should he have to roll for all of our customizations, it would only be fair for those of us whose weapons he is customizing to use an equal number of their requisitions for equipment he may want, and our own should he be sufficiently outfitted.

  13. - Top - End - #13
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Only War: Armoured Fist OOC

    -"I don't suppose you've got any recipes for PFC, do ya?"
    -"Private First Class who?"
    -"No, not Private First Class, Promethium-Fried Cultist. Ahahaha!"
    Guardsmen Torin Montru and Natalie Dunham, after the former cleared out a heretic bunker with a flamer

    Presenting Guardsman Torin Montru
    Spoiler
    Show
    WS: 32
    BS: 36+5+5=46
    S: 31
    T: 36+5=41
    AG: 34+6=40
    INT: 27
    PER: 32
    WP: 34
    FEL: 25

    Wounds: 11/11
    Critical: 0
    Fate Points: 2

    Insanity: 0
    Corruption: 0

    Initiative: +6 (+13 with full Combat Formation)
    Armor: 4 (All)(+1 versus Blast)
    TB: 4

    Aptitudes
    Spoiler
    Show
    Agility
    Ballistic Skill
    Defense
    Fellowship
    Fieldcraft
    Finesse
    Weapon Skill


    Traits
    Spoiler
    Show
    Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.

    Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.


    Skills
    Spoiler
    Show
    Athletics (Strength)
    Common Lore (Imperium) (Intelligence)
    Common Lore (Imperial Guard, War) +10 (Intelligence)
    Deceive (Fellowship)
    Dodge (Agility)
    Navigate (Surface) (Intelligence)
    Operate (Surface)


    Talents
    Spoiler
    Show
    Double Team
    Lasgun Barrage
    Paranoia
    Quick Draw
    Rapid Reload
    Weapon Training (Flame, Las, Low-Tech)


    Equipment
    Spoiler
    Show
    1 Common Craftsmanship Flamer + 4 fuel tanks ("The Help")
    1 Common Craftsmanship M36 Lasgun w/ Custom Grip, Fluid Action, and Sacred Inscription + 4 charge packs + Melee Attachment + Auxiliary Grenade Launcher w/ Quick-Release
    11 Fire Bombs
    4 Krak Grenades
    4 Frag Grenades
    1 Smoke Grenade
    1 Mantrap
    1 Knife
    1 Suit Flak Armor
    1 Set Photocontacts
    1 Vox Microbead
    1 injector
    5 doses of stimm
    Uniform
    Poor weather gear
    Rucksack
    Basic Toolkit
    Mess kit and water canteen
    Blanket and sleep bag
    Rechargeable lamp-pack
    Grooming kit
    Dog tags
    Imperial Infantryman’s Uplifting Primer
    2 Weeks’ rations
    2x Autopistol
    2x spare Autopistol clip


    XP [850/925 spent]
    Spoiler
    Show
    Skill Training (Dodge, Known)
    Characteristic Advance (BS, Simple)
    Quick Draw
    Hail Of Fire (Comrade)
    Characteristic Advance (Toughness, Simple)


    Backstory
    Spoiler
    Show
    The unwanted bastard son of a Mordian noble and a maid, Torin enlisted in the Mordian PDF to escape a household that never wanted him. Comrades in the PDF reported that he was always quick, and perhaps a little too eager, to resort to Lethal Force during his duties, but his readiness to carry out even the most distasteful orders marked him for Imperial Guard recruiters. Refers to his flamer as "The Help".


    Comrade
    Spoiler
    Show
    Natalia Dunham
    Personality: Cook
    Status: Uninjured
    Special: Hail of Fire (Half [Order])
    Last edited by RandomLunatic; 2013-06-25 at 12:28 PM.
    I am not crazy! I prefer "reality impaired".

  14. - Top - End - #14
    Ettin in the Playground
     
    OrcBarbarianGuy

    Join Date
    Apr 2012
    Location
    Various Places
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Cpl Jym "Pain" Bringer and PFC "Dipstick"

    Spoiler
    Show

    Current conditions and effects
    Spoiler
    Show

    • N/A


    Corporal Bringer
    Full name: Jym "Pain" Bringer

    Speciality: Heavy Weapons
    Regiment: Mordian 414th
    Demeanour: Boisterous

    Comrade
    Name: N/A "Dipstick"
    Demeanour: Quiet

    Characteristics
    {table=head] Stat | Base | Roll | Mods | Total
    WS | 20 | 11 | - | 31
    BS | 20 | 17 | +5+5 | 47
    S | 20 | 15 | - | 35
    T | 20 | 15 | +5 | 40
    Ag | 20 | 14 | +6 | 40
    Int | 20 | 11 | - | 31
    Per | 20 | 13 | - | 33
    WP | 20 | 13 | - | 33
    Fel | 20 | 14 | +5 | 39[/table]

    List of various test modifiers and other handy things
    Spoiler
    Show



    Wounds: 11
    Current Wounds: 11
    Fate: 1/1

    Insanity: 0
    Corruption: 0

    Armor: All (4)
    Movement: Half 4m Full 8m Charge 12m Run 24m

    Aptitudes
    Spoiler
    Show

    Ballistic Skill
    Defence
    Fellowship
    Offence
    Perception
    Toughness
    Social

    Skills, Talents and Traits
    Spoiler
    Show

    Skills
    Common Lore (Imperial Guard, Imperium, War) (Intelligence)
    Common Lore +10 (Imperial Guard, War) (Intelligence)
    Deceive (Fellowship)
    Dodge (Agility)
    Navigate (Surface) (Intelligence)
    Operate (Surface)
    Survival (Perception)
    Intimidate

    Talents
    Combat Formation
    Heightened Senses (Hearing)
    Rapid Reload
    Iron Jaw
    Weapon Training (Las, Launcher, Low Tech, Heavy)

    Traits, Mutations and Special Abilities
    Accustomed to Crowds: Mordians grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for Mordians, and when Running or Charging through a dense crowd, these Hive Worlders take no penalty to the Agility Test to keep their feet.
    Hivebound: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests due to their continued unfamiliarity with such places.

    Equipment
    Spoiler
    Show

    Common Craftsmanship Missile Launcher
    5 Frag Missiles

    Standard Regimental Kit
    M36 Lasgun w/ melee attachment - 4 charge packs
    2 Frag Grenades
    2 Krak Grenades
    1 Smoke Grenade
    1 Fire Bomb Grenade
    Photo-contacts
    Micro-bead
    Knife
    Imperial Guard Flak Armour [+1 AP vs Blasts]
    Injector
    Stimm with 5 doses
    Uniform
    Poor Weather Gear
    Rucksack
    Basic Toolkit
    Mess Kit
    Water Canteen
    Blanket
    Sleep Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Dog Tags
    Imperial Infantryman’s Uplifting Primer
    Combat Sustenance Rations, Two Weeks

    Cybernetics
    Spoiler
    Show

    N/A

    Background
    Spoiler
    Show
    Jym Bringer is lowborn hivescum in its purest form. His history on Mordian was essentially a history of the gang warfare that took place within the hive over the last twenty years. His nickname "Pain" came not from the obvious pun, but from how much irritation he caused the various gang leaders he worked for. His loud, brash speech and aggressive attitude got him and whatever gang he was with at the time in more trouble than was frequently worth it. however, he always seemed to escape unscathed. At least until he was caught and pressganged into the Mordian 414th.

    When the drill sergeant handed him a rocket launcher, Bringer knew he'd found his calling. He could cause as much destruction and devastation as he liked, and nobody would care. Jym threw himself headlong into the training for the heavy weapons, but treated most of the other regimental regulations with his typical lazzies faire attitude. Armed with a rocket launcher and a medical dispensation to not have to shave, the enemies of the Emperor have much to fear from Corporal Jym "Pain" Bringer.

    Advances
    Spoiler
    Show

    Advances
    100 xp +5 BS Simple
    100 xp +5 F Simple
    300xp Bracing (comrade Purchase
    XP spent: 500
    XP remaining: 100



    To do:
    spend 100 xp

    "Missile!" *nothing happens* "I said Missile, Private Dipstick! And if I don't get one, I'll shoot you at the enemy!" "Yes Sir. grumble"

  15. - Top - End - #15
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by Elricaltovilla View Post
    -SNIP-
    I just noticed your XP expenditures are wrong, Dodge should have cost you 200 xp without the Agility aptitude.

  16. - Top - End - #16
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by Caimheul View Post
    I just noticed your XP expenditures are wrong, Dodge should have cost you 200 xp without the Agility aptitude.
    Yeah, pointed out that in the finding players thread. He's also got Awareness in the skills list without having it listed in advances. Also missing Intimidate among the skills.
    Last edited by watupwithdat; 2013-01-10 at 04:04 PM.

  17. - Top - End - #17
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    What I was thinking was that fifteen mins was fair enough for either attempting to scout out a piece of gear or do a customisation. If any of you had trade (Armourer) you could do the customisation yourself.

    As for previous customisations... How about you each get one roll vs the Int 35 of some enginseer in the past? That's a bit low, but takes into account the chance of losing/breaking customised gear.
    - Avatar by LCP -

  18. - Top - End - #18
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Only War: Armoured Fist OOC

    Looking through these backstories, I gotta ask: Is Torin the only one of the bunch that is not an ex-Hive Ganger?

    For requisitions, I want to get an underbarrel grenade launcher for the Lasgun, as well as ammo for it-Flame and Krak. Do any of the other regiments in the warzone favor the GL?

    GL Requisition - (1d100)[3] versus 10 + whatever (not sure what modifiers apply)
    Flame Grenade - (1d100)[49] versus same (ignore if GL was not obtained)
    Krak Grenades - (1d100)[23] versus same (ignore if GL was not obtained)

    Also, if our tag-a-long cogboy respected Enginseer is reading this, I would like to have the Quick-Release on same GL, so I can punt two grenades downrange per turn.
    I am not crazy! I prefer "reality impaired".

  19. - Top - End - #19
    Titan in the Playground
     
    DrK's Avatar

    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Character Sheet: Cpl Nathan Doyle

    "Red ones go faster right sarge?"
    -Cpl Doyle

    Spoiler
    Show

    Character Name: Cpl Nathan Doyle
    Speciality: Operator
    Demeanour: Flippant

    Comrade:
    Name: "Gunz"
    Demeanour: Morose

    Spoiler
    Show
    (2d10+20)[30] (2d10+20)[28] (2d10+20)[38]
    (2d10+20)[33] (2d10+20)[28] (2d10+20)[34]
    (2d10+20)[27] (2d10+20)[29] (2d10+20)[36]
    Re-roll (2d10+20)[30]
    Fate (1d10)[5]
    Wounds (1d5)[2]


    Characteristics:
    Characteristics:
    {table=head] Stat | Base | Roll | Mods | Total
    WS | 20 | 8 | - | 28
    BS | 20 | 16 | - | 36
    S | 20 | 10 | - | 30
    T | 20 | 10 | - | 30
    Ag | 20 | 18 | +6 | 44
    Int | 20 | 14 | +5 | 39
    Per | 20 | 13 | | 33
    WP | 20 | 9 | - | 29
    Fel | 20 | 8 | - | 28[/table]


    Aptitudes:
    Spoiler
    Show
    • Knowledge
    • Agility
    • Ballistic skill
    • Fellowship
    • Fieldcraft
    • Intelligence
    • Tech


    Skills:
    Lingusitics (Low Gothic) (Int): 39
    Operate (Surface) +10 (Ag): 54 64 w/MIU
    Common Lore (Imperial Guard, Imperium, War) (Int): 39
    Deceive (Fel) 28
    Navigate (Surface) (Int) 39
    Tech Use (Int) 39
    Security (Int) 39

    Traits:
    Accustomed to Crowds: Crowds do not count as Difficult Terrain, and when Running or Charging through a dense crowd, no penalty to Agility Test to keep his feet
    Hivebound: Whilst outside of an eclosed or artificial environment, -10 penalty to all Survival Tests.
    Gunner Comrade: He can fire with my BS when in a vehicle

    Talents:
    Weapon Training (Las, Low-Tech)
    Combat Formation: All members of the Squad add +1 to their Initiative rolls. Any member of the squad may use the Int bonus of this character for their Initiative roll rather than their own Agility Bonus
    Paranoia: +2 Initiative, GM may secretely Test using the character's Perception to notice hidden threats.
    Rapid Reload: Halve all reload times, rounding down.
    Technical Knock

    Experience:550/600
    Spoiler
    Show

    Int +5 (100xp)
    Comrade Gunner (250xp)
    Security (200xp)



    Equipment:
    Spoiler
    Show

    M36 Lasgun [100m|s/3|1d10+3 E|Clip: 60|Full|Reliable, Lasgun Variable Setting] w/Red dot sight (+10 on single shot)
    Charge Packs x4
    Imperial Guard Flak Armour [AP 4 All +1 AP vs Blasts]
    Uniform
    Poor Weather Gear
    Knife [5 m|Melee|1d5 R]
    Rucksack
    Basic Tools
    Mess Kit
    Water Canteen
    Blanket
    Sleep Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Dog Tags
    Imperial Infantryman's Uplifting Primer
    Combat Sustenance Rations, Two Weeks
    Auspex/Scanner
    Mind Impulse Unit
    Combi Tool
    Data Slate
    Lascutter
    1 Set Photocontacts
    Microbead
    Laspistol with 2 clips
    Munitorum manual


    Corruption & Insanity:
    Corruption Points: 0
    Insanity Points: 0

    Wounds:
    Current: 7/7
    Critical Damage: 0
    Fatigue: 0/3

    Fate: 1/1
    Last edited by DrK; 2013-01-20 at 04:10 AM.
    Thanks to Emperor Ing for the nice Avatar

  20. - Top - End - #20
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Local regiments
    Note: Only gear different to own gear listed here.
    Tallahan Ninth- Highborn Recon soldiers. Camo-cloaks, Best-quality lascarbines, swords, Long-Las as special weapon, Missile launcher as heavy.
    Gudrunite Fifty-first rifles- Imperial Worlder dog troops. Melee attachments, smoke grenades, red-dot sights. Special weapon grenade launcher, heavy weapon lascannon.
    Cadian seven-two-second artillery: Artillery regiment. Stub automatics or revolvers, magnoculars, screamers.
    - Avatar by LCP -

  21. - Top - End - #21
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    (1d100)[61] tn 35 previous customization
    (1d100)[95] tn (will put modifiers here later once I have access to my book) multikey

  22. - Top - End - #22
    Troll in the Playground
    Join Date
    Oct 2009
    Location
    Canada
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by LeSwordfish View Post
    What I was thinking was that fifteen mins was fair enough for either attempting to scout out a piece of gear or do a customisation. If any of you had trade (Armourer) you could do the customisation yourself.

    As for previous customisations... How about you each get one roll vs the Int 35 of some enginseer in the past? That's a bit low, but takes into account the chance of losing/breaking customised gear.
    Yeah, that's what I figured too. Oh well, while we'll be a little bit constrained for the first mission I think we'll probably have plenty of time to carry out any modifications people might need before the next one.

    Third modification roll: (1d100)[37] vs 75.

    The only thing I really want right now is that Multi-key. At some point I'll probably want to replace my Lasgun for a Hotshot Lasgun and get a hold of some Stormtrooper Carapace and an Omnissian Axe (if only because it's iconic gear for Enginseers and there are no rules for Dragonscale in Only War), but those are more long-term goals than anything.

    Edit: looking like a dismal failure on the medic's attempt at grabbing the Multikey, anyways... It's Scarce, so it's at a net +0 to our Requisition rolls. If anyone else has one of their four rolls left over, I'd be glad if you used it to keep trying...

    Also, in addition to the mods to my own Lasgun and the sniper's Long-las, I've got one more successful modification to hand out. Once everyone's decided on what they want, I'll try and figure out the best way to use it.
    Last edited by DaedalusMkV; 2013-01-10 at 05:47 PM.
    Avatar by the wonderful SubLimePie. Former avatar by Andraste.

  23. - Top - End - #23
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Only War: Armoured Fist OOC

    Holy crud, all three succeeded. I did not expect that. Adding to the sheet.

    How much would I get for the GL? I hope I do not have to requisition each shot separately.

    Going to go for Custom Grip on the Lasgun.
    (1d100)[87] versus 35 +20
    I am not crazy! I prefer "reality impaired".

  24. - Top - End - #24
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    I have two more attempts and already requisitioned the equipment i had a reasonable chance of getting

    (1d100)[73] multikey
    (1d100)[14] multikey or motion predictor

    Lets hear it for perseverance!

  25. - Top - End - #25
    Troll in the Playground
    Join Date
    Oct 2009
    Location
    Canada
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by Caimheul View Post
    Lets hear it for perseverance!
    Three cheers for perseverance! Hurrah!

    Even if it did take pretty much all of your Requisition rolls to get through it... Sorry about that. I've still got one successful Customization to hand out; do you want anything? It's only fair, after you went to so much trouble on my behalf.

    Edit: Alright, so I've got some Sacred Unguents, too, that I can use before every mission. Which is more important to avoid Jamming with; our Heavy Weapons Guy's Missile Launcher, the Chimera Heavy Flamer or the Multilaser? Keep in mind that it only works for the first clip of ammunition, and it's probably not worth bothering with it on Reliable weapons like most of our personal weapons.
    Last edited by DaedalusMkV; 2013-01-10 at 06:08 PM.
    Avatar by the wonderful SubLimePie. Former avatar by Andraste.

  26. - Top - End - #26
    Ettin in the Playground
     
    OrcBarbarianGuy

    Join Date
    Apr 2012
    Location
    Various Places
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by Caimheul View Post
    I just noticed your XP expenditures are wrong, Dodge should have cost you 200 xp without the Agility aptitude.
    I thought I got rid of dodge... anyway it's gone now. Still got 100 XP to spend then.

  27. - Top - End - #27
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by DaedalusMkV View Post
    Edit: Alright, so I've got some Sacred Unguents, too, that I can use before every mission. Which is more important to avoid Jamming with; our Heavy Weapons Guy's Missile Launcher, the Chimera Heavy Flamer or the Multilaser? Keep in mind that it only works for the first clip of ammunition, and it's probably not worth bothering with it on Reliable weapons like most of our personal weapons.
    Well, the missile launcher has a clip size of 1, making it good for one shot only, and thus something of a waste. The Chimera uses an Autocannon, not a Multilaser, and it is reliable, making it fairly useless there too. I would say apply to either the Chimera's hull flamer or Torin's hand model, since non-Reliable Spray weapons are effectively Unreliable (they jam 10% of the time, same as Unreliable's 91-100).
    I am not crazy! I prefer "reality impaired".

  28. - Top - End - #28
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Previous customization (Modified Stock for sniper rifle): (1d100)[15] vs 35

    3rd requisition attempt:
    Targeter (Rare -10) (1d100)[10] vs 15

    Quote Originally Posted by RandomLunatic View Post
    Also, if our tag-a-long cogboy respected Enginseer is reading this, I would like to have the Quick-Release on same GL, so I can punt two grenades downrange per turn.
    You cannot do two attack actions during a single turn, so that'd not be possible even with a quick-release.

    Quote Originally Posted by RandomLunatic View Post
    Holy crud, all three succeeded. I did not expect that. Adding to the sheet.

    How much would I get for the GL? I hope I do not have to requisition each shot separately.
    Only the Auxiliary Grenade Launcher and Fire Bomb Grenades (those are the "Flame Grenade" right?) succeeded (logistics target: 25-10 for launcher and 25+30 I assume for fire bombs), not the krak. They're not standard kit for any regiment so no +20.

    As for grenades coming with it, any weapon not part of your standard kit or speciality equipment you need to loot or requisition ammunition for (though you have a few grenades already by default from the standard kit).

    No idea what a modifier is for higher requisition amounts. I couldn't find anything. As I remember "6 missiles" beind mentioned earlier by swordfish for the Missile Launcher, so it's probably 6 grenades per requisition as well. Though that means it's easy to get many grenades? Hum. Beats me.

  29. - Top - End - #29
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by watupwithdat View Post
    You cannot do two attack actions during a single turn, so that'd not be possible even with a quick-release.
    Drats. Even so, free reloads is still very handy.


    Only the Auxiliary Grenade Launcher and Fire Bomb Grenades (those are the "Flame Grenade" right?) succeeded (logistics target: 25-10 for launcher and 25+30 I assume for fire bombs), not the krak. They're not standard kit for any regiment so no +20.
    Yeah, flame grenade=fire bomb.

    Also, not only does our regiment issue Kraks as standard kit (although as hand grenades-not that Only War seems to make the distinction), but the Gurunites use Grenade Launchers as their special weapon. Even if the bonus does not count for acquiring the GL itself (understandable), they would presumably use the same ammo, like how the M203 and M32 both use the same ammo.
    I am not crazy! I prefer "reality impaired".

  30. - Top - End - #30
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Only War: Armoured Fist OOC

    Quote Originally Posted by watupwithdat View Post
    No idea what a modifier is for higher requisition amounts. I couldn't find anything. As I remember "6 missiles" beind mentioned earlier by swordfish for the Missile Launcher, so it's probably 6 grenades per requisition as well. Though that means it's easy to get many grenades? Hum. Beats me.
    I know 40k technology does not exactly equate to current world technology, but the grenades that go in grenade launchers are probably not the same type as those that one would throw. A grenade designed specifically for throwing would likely be rounder, have a spoon (the lever thing that flies off) to prevent it accidentally going off, and a fuse for timing, while a grenade launcher's ammunition would likely be designed for shooting with a propellent charge, shaped for flying through the air, detonate on impact, and a timing mechanism to ensure it doesn't explode too close to the user (which likely doesn't exist in 40k...).

    Quote Originally Posted by DaedalusMkV View Post
    Three cheers for perseverance! Hurrah!

    Even if it did take pretty much all of your Requisition rolls to get through it... Sorry about that. I've still got one successful Customization to hand out; do you want anything? It's only fair, after you went to so much trouble on my behalf.
    Don't worry about it, all I wanted/could reasonably get was the sutures to keep people from bleeding out. I'd appreciate the Home Materials upgrade for my pistol, partially from a flavour standpoint, and partially for the +5 to Fear tests.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •