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  1. - Top - End - #1
    Titan in the Playground
     
    ClericGuy

    Join Date
    Jan 2013

    Default Exterminatus - Shotgun Scramble OOC

    Heya all, welcome to the OOC. This is kind of a silly game, as I should be up front for. Over the top, action, combat, etc. There's probably not going to be a lot of GRIMDARK outside of the consequences of the battles, it's not a serious game, and if you end up wiped out, go ahead and feel free to whip up another character, and join back in.

    The Situation:

    2 Months ago, the Governor-General's wife, Cecilia Delos discovered heresy within Hive Xanadu, on the Argen Cluster Sub-Sector capital of Sinares. Since that time the hive has 'Gone Dark', not responding to any communication, sealed up and ready for a siege. It is believed the spire nobles are fully corrupt, having fallen to the sway of Chaos, and have tainted the entire hive.

    While the Governor-General has been off planet prosecuting the Holy Crusade against the foul Eldar on Regulus, his wife has rallied the forces of the Imperium, using her connections to call in every favor she could, from the Ecclesiarchy, to drafting up Gangers and Scum who are being given complete amnesty for past crimes in return for service in this mission.

    Anyone within range of the world, Rogue Traders, Guardsmen, Sororitas, Gangers, Death-Cultists, Officio Assassinorium Agents, and more are being dragged in for what promises to be some of the most viscous urban combat that the sub-sector has seen since Saint Ivan purged the sector of a Black Crusade over 1,700 years ago.

    For the last month the forces of the Imperium have besieged the hive, artillery brigades, enginseer teams, demolitionists, and Navy Fighters and Bombers wearing down the defenses of the hive. The initial assault is imminent, and no one knows what waits inside. The enemy has had 2 months (Or more) to arm up, dig in, and make sure that every inch of the hive is won with Faithful blood.

    News:

    IC topic will be soon, please let me know any preferred entrance/locations to start with.

    NPCs of Note:

    None yet.

    Epic Events:

    None yet.

    Major Characters KIA/MIA (Enemy or Faithful):

    None yet.


    Please go ahead and reserve a post, put up your current character sheets on it for the ease of reference.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Doc Kraken's Avatar

    Join Date
    Nov 2010
    Location
    Bits of New York
    Gender
    Male

    Default Re: Exterminatus - Shotgun Scramble OOC

    Harver Threx, Madness Unchained

    "Hey, look, I'm sorry about that. Really, I am. Kinda messy, I know, but the Emperor's got worse in store for some of us. If it makes you feel any better, I coulda just winged you. Not like any proper medicae's got time for us. Infection's a bad way to go.

    You should have just given me some of those beans."


    Specialization: Heavy Gunner
    Demeanor: Psycho

    Comrade Name: "Torque" Orloc
    Comrade Demeanor: Loose Cannon
    Comrade State: Healthy (sorta)

    Spoiler
    Show

    Spoiler: 183rd Sharran Trench Rats
    Show
    Home World: Sharra (Penal Colony) – 2 Points
    Commanding Officer: Sanguine – 2 Points
    Regiment Type: Siege Infantry – 2 Points
    Training Doctrine: Hardened Fighters – 2 Points
    Special Equipment Doctrine: Combat Drugs – 2 Points
    Drawback: Condemned - -6 Points

    +2 Weapon Skill, +3 to Strength, +6 to Toughness, -3 Intelligence

    Skills: Intimidate, Linguistics (Low Gothic), Tech-Use

    Talents: Die Hard, Nerves of Steel, Street Fighting

    Honor Among Thieves: Peer (Underworld) or Street Fighting

    Larcenous: +10 on Logistics to acquire contraband

    Scum and Villainy: Only 15 points for regimental kit

    Beyond Redemption: -20 to Fellowship tests with other Guard regiments, commanding officers, the Munitorum, and anyone familiar with them. -20 to Logistics. Always assigned to the most dangerous missions on the battlefront. Choose Berserk Charge or Cold Hearted or Frenzy or Paranoia.

    Starting Wounds: +1

    Standard Kit: One combat shotgun with four clips (Main Weapon), one clip of solid slugs, one suit of Imperial Guard flak armor, one respirator with inbuilt inhaler and three doses of frenzon, four empty sandbags, one entrenching tool, two frag grenades, two photon flash grenades, one mono-knife, one explosive collar, one MkII Calixian Infantryman’s Emergency Signalling Device, one ratpaw charm, one uniform, one set of poor weather gear, one rucksack, one set of basic tools, one mess kit and canteen, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one penal code tag, one Penal Legionnaire’s Atonement Primer, two weeks sustenance rations.

    Favored Weapons: Flamer, ripper gun


    Spoiler: Regimental Background
    Show
    It is said that life always finds a way…and that is certainly true in the Imperium of Mankind. Sharra stands as testament to that attitude; a hive-world of over thirty million souls crammed together on a barren rock less than a third of the size of Holy Terra. Originally envisioned as a port and outpost on the edge of wilderness space, Sharra quickly exploded into an overpopulated mess one step from anarchy. There is no atmosphere, save what is found within the cities. There is no water, save what is brought from offworld and recycled until it barely qualifies for the name. There is, however, an overabundance of law.

    The rulers of Sharra long ago decided that the only way to preserve what order they had would be to keep the population limited – and the easiest and most politically sound way to do so would be to include them as tithe. The world is known for its draconian legal system, under which it is laughably simple to be accused and tried of capital crimes (including fomenting sedition against the nobility, inciting riot, suspected participation in a riot, and the theft of certain foodstuffs). Those unfortunate enough to be convicted are typically condemned to the Sharran Trench Rats, penal Guardsmen sent off to fight and die for the God-Emperor as wholly expendable siege infantry. The Warden-Commanders who order them into battle do not see the unit’s survival as a concern; there are always more convicts where they came from.


    Spoiler: Stats
    Show
    WS: 31
    BS: 40
    S: 49
    T: 45
    Ag: 31
    Int: 30
    Per: 37
    WP: 37
    Fel: 26


    Spoiler: Aptitudes
    Show
    Ballistic Skill, Defense, Fellowship, Offense, Perception, Toughness


    Spoiler: Skills
    Show
    Common Lore (Imperial Guard), Common Lore (War), Dodge, Intimidate+10, Linguistics (Low Gothic), Survival, Tech-Use


    Spoiler: Traits
    Show
    Larcenous: +10 on Logistics to acquire contraband

    Scum and Villainy: Only 15 points for regimental kit

    Beyond Redemption: -20 to Fellowship tests with other Guard regiments, commanding officers, the Munitorum, and anyone familiar with them. -20 to Logistics. Always assigned to the most dangerous missions on the battlefront.


    Spoiler: Talents
    Show

    Bulging Biceps - Can fire heavy weapons on auto/semi-auto without bracing, no -30 penalty, adds +20 to Hefting

    Die Hard - Roll twice to avoid death from blood loss

    Iron Jaw - Toughness Test to avoid Stunning

    Nerves of Steel - Reroll failed rolls to avoid and recover from Pinning, +10 to resist Intimidate

    Paranoia - +2 to Initiative, GM may test secretly to notice hidden threats, slightly jumpy

    Peer (Underworld) - +10 to Fellowship tests with criminal types

    Stabilize (Order) - Comrade helps keep a heavy weapon steady, negating the penalty for Auto/Semi-auto fire and giving a +10 bonus to hit. Comrade must be in cohesion.

    Solid Projectile Weapon Expertise - May reload as a Free Action after clearing a jam; only one round is lost instead of the entire clip.

    Street Fighting - Add half WS bonus to Critical Damage when wielding a knife, similar weapon, or fists.

    Weapon Training (Solid Projectile, Low-Tech, Heavy, Las)


    Spoiler: Experience and Advances
    Show
    2500/2500 spent. 250 for Ballistic Skill Simple Advance, 750 total for Strength Simple and Intermediate advances, 100 for Toughness Simple advance, 450 for Solid Projectile Weapon Expertise, 300 for Stabilize, 450 for Bulging Biceps, 200 for Dodge, +5 to Ballistic Skill for Experience Milestone.


    Spoiler: Equipment
    Show
    One combat shotgun with four clips (Main Weapon), one clip of solid slugs (loaded), one ripper gun with three clips, one suit of Imperial Guard flak armor, one respirator with inbuilt inhaler and three doses of frenzon, four empty sandbags, one entrenching tool, two frag grenades, two photon flash grenades, one mono-knife, one explosive collar, one MkII Calixian Infantryman’s Emergency Signalling Device, one ratpaw charm, one uniform, one set of poor weather gear, one rucksack, one set of basic tools, one mess kit and canteen, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one penal code tag, one Penal Legionnaire’s Atonement Primer, two weeks sustenance rations.


    Spoiler: Wounds, Fate, and Miscellaneous Medical Notes
    Show
    Wounds:16/16
    Fate: 3/3


    Spoiler: Corruption and Insanity
    Show
    A homicidal psychopath, but still sane. Technically.


    Spoiler: Background
    Show
    Insanity is far from uncommon in the forty-first millennium, and in the hellish conditions of worlds like Sharra, it is unsurprising when people just...snap. No one is really certain who Harver Threx was, or what his intentions were. No one still breathing, anyway. Whether he was an underhive scavenger, an anonymous mid-level habworker, or even the scion of some minor aristocrat who has chosen to remain silent is unclear, but legal records place him as the source of nearly two dozen brutal murders. Each attack was unprovoked, with the victims seemingly selected at random. He was finally cornered below an abandoned chem-processer, killing five enforcers and three members of the Adeptus Arbites before being knocked unconscious by a collapsed catwalk.

    Over the protests of the Arbitrators, Threx was immediately inducted into the latest regiment of Trench Rats, the planetary governor arguing that his obvious skills should not go to waste. He seems able to keep his homicidal tendencies mostly under control...so long as he can vent them on the Emperor's enemies. The sight of him in battle, laughing as he indiscriminately sprays the area with ripper gun fire, is enough to warn most squadmates to keep a safe distance. Only one man to date has not had the good sense to listen to those little subconscious warning bells; "Torque" Orloc, a reckless, wiry individual condemned for attempting to hijack a noble's groundcar. There's just enough loose inside Orloc's head for him to consider backing Threx to be less dangerous than the alternative.

    As yet, he has not discovered just how wrong he might be...



    Deployment-wise, I'd like to be placed somewhere suitably nasty and/or dangerous. Penal troopers don't get the cushy jobs!

  3. - Top - End - #3
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Exterminatus - Shotgun Scramble OOC

    Regiment
    Spoiler: Armageddon 244th
    Show
    One of Armageddon's numerous armored units, the 244th uses its intimate familiarity with the hives of is homeworld to specialize in urban operations, normally the bane of armored formations. The 244th fields a high concentration of specialist "assault" vehicles like the Leman Russ Demolisher and Hellhound. The 244th also has an above-average allotment of Hydras, as it is one of the few vehicles in the Imperial arsenal with the elevation to challenge targets in city high-rises and hive spires.

    Homeworld: Hive (3 points)
    Commander: Fixed (1 point)
    Type: Armored (4 Points)
    Doctrines: Survivalists [Urban] (4 points)

    Stats: -3 WS, +3 Int, +3 to two of Ag, Fel, T
    Skills: Command, Common Lore [Imperium] Deceive, Linguistics [Low Gothic], Operate [Surface]
    Talents: Technical Knock, one of Heightened Senses [Hearing], Paranoia, Unremarkable.
    Aptitude: Agility
    Accustomed to Crowds: Does not treat crowds as difficult terrain.
    Hivebound: -10 to survival tests outside of a city.
    Other: -1 Wounds

    Regimental Kit:
    1 Laspistol+2 Charge packs, 1 Knife, Flak Vest+ Helmet, Filtration Plugs, Photo-Contacts, 1 Anointed Maintenance kit per PC, 1 Leman Russ Demolisher per squad.


    Spoiler: Dieter Roedel
    Show
    Sex: M
    Specialty: Weapon Specialist

    WS: 26
    BS: 54
    S: 30
    T: 34
    Ag: 44
    Int: 34
    Per: 35
    WP: 32
    Fel: 31

    Movement: 4/8/12/24
    Armor: 2 (Body), 3 (Head)
    TB: 3
    Initiative: +5

    Wounds: 0/12
    Fatigue: 0/3
    Fate: 3/3

    Corruption: 0
    Insanity: 0

    Spoiler: Aptitudes
    Show
    Agility
    BS
    Fellowship
    Fieldcraft
    Finesse
    Perception
    Weapon Skill


    Spoiler: Traits
    Show
    Accustomed to Crowds: Crowds do not count as difficult terrain.

    Hivebound: -10 Survival outside of artificial environs.

    Urban Survivalists: Re-roll failed Navigate (Surface) or Survival tests in cities.


    Spoiler: Skills
    Show
    Awareness [Per]
    Command [Fel]
    Common Lore (Imperial Guard, Imperium, War) [Int]
    Deceive [Fel]
    Linguistics (Low Gothic) [Int]
    Navigate (Surface) [Int]
    Operate (Surface) +20 [Ag]


    Spoiler: Talents
    Show
    Mighty Shot: +1/2 BSB to ranged damage.

    Paranoia: +2 Init. "Twitchy".

    Rapid Reload: Halves reload time.

    Technical Knock: Unjam as half action.

    Weapon Training (Las, SP, Melta): "This end away from face."


    Spoiler: Equipment
    Show
    Shotgun (Basic; 30m; S/-/-; 1d10+7 I; Pen 0; Clip 8; Rld Full; Scatter) + 24 shells
    Laspistol (Pistol; 30m; S/2/-; 1d10+5 E; Pen 0; Clip 30; Rld Free; Reliable, Variable Setting) + 2 charge packs
    Flak Vest + Helmet
    Photocontacts
    Filtration Plugs
    -Bunch of stuff nobody cares about


    Spoiler: XP
    Show
    +5 BS: 100 XP
    +10 BS: 250 XP
    +5 Ag: 100 XP
    Operate (Surface) +10: 200 XP
    Operate (Surface) +20: 300 XP
    Mighty Shot: 600 XP
    Awareness (Known): 100 XP

    Total: 1,650 XP, or +1,050 over chargen.


    Spoiler: Leman Russ Demolisher "Blockhouse Buster"
    Show


    Type: Tracked
    Tactical Speed: 10m
    Cruising Speed: 28 kph
    Maneuverability: -15
    Size: Massive (+30 to hit)
    Structural Integrity: 60
    Armor: 40/35/22
    Traits: Enclosed, Reinforced Armor, Ponderous, Tracked
    Carrying Capacity: None

    Weapons:
    Turret-mounted Demolisher Cannon (50m; S/-/-; 4d10+13 X; Pen 10; Clip 2; Rld Hlf; Blast (10), Concussive (3))
    Hull-mounted Heavy Flamer (30m; S/-/-; 1d10+8 E; Pen 4; Clip 20; Rld Full; Flame, Spray)
    2x Sponson Multi-Meltas (60m; S/-/-; 2d10+19 E; Pen 12; Clip 24; Rld Hlf; Blast (1), Melta)
    Pintle Heavy Stubber (100m; -/-/8; 1d10+7 I; Pen 3; Clip 75; Rld Full)


    For deployment, the 244th is probably entering at ground level, cracking the outer layer of defenses the hard way.
    I am not crazy! I prefer "reality impaired".

  4. - Top - End - #4
    Ogre in the Playground
     
    WolfInSheepsClothing

    Join Date
    Jun 2013
    Location
    Manchester, England
    Gender
    Male

    Default Re: Exterminatus - Shotgun Scramble OOC

    Vex Althive, holding no sides, only wanting to survive he makes his way to the walls hoping to get out before everyone is killed by one side or the other.

    Having recently escaped from a now abandoned Arbites prison he had made his way back to a safe house, now armed and armoured he is going to have to rely on his wits and skills to keep alive long enough to reach the outer walls.


    (Arc, please be slightly forgiving seeing as I am only a Rank 2 Character I have such a feeling that I am going to regret this.)
    Last edited by Col.Straken; 2014-03-07 at 01:14 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2014
    Location
    New Zealand
    Gender
    Male

    Thumbs up Re: Exterminatus - Shotgun Scramble OOC

    Regiment and Character (30,000 Exp Only War)
    Spoiler: Regiment - Noskian 15th Heavy Drop Regiment
    Show
    Home World - Frontier World
    Commanding Officer - Maverick
    Regiment Type - Drop Troops
    Training Doctrines - Close-Quarters Battle
    Equipment Doctrines - Augmetics
    Regimental Drawback - Honour Bound

    Stats -
    Ballistic Skill +3
    Perception +3
    Agility +3
    Fellowship -3

    Skills -
    Linguistics (Low Gothic)
    Navigate (Surface)
    Survival
    Operate (Aeronautica)

    Talents -
    Quick Draw or Combat Sense
    Resistance (Fear)
    Catfall
    Double Team or Combat Master

    Regimental Preferred Basic Weapon - Plasma Gun
    Regimental Preferred Heavy Weapon - M34 Autocannon

    Spoiler: Standard Regimental Kit
    Show
    1 Field Uniform
    1 Set Poor Weather Gear
    1 Ruck Sack
    1 Set basic Tools
    1 Mess kit, Canteen
    1 Blanket, Sleeping bag
    1 Lamp Pack
    1 Grooming Kit
    1 Set Dog Tags
    1 Imperial Infantryman's Uplifting Primer
    2 Weeks Rations
    1 Grapnel and Line
    1 Drop Harness
    1 Chrono
    1 Respirator
    1 Grav Chute
    2 Frag Grenades - (Thrown, SBx3, S/–/–, 2d10 X, Pen 0, Blast (3), Ogryn-Proof, Weight 0.5kg, Common)
    2 Smoke Grenades - (Thrown, SBx3, S/–/–, Smoke (6) (Only interferes with visual sight.), Weight 0.5kg, Common)
    1 Mono Knife - (Melee/Thrown, 5m, 1d5 R,Pen 2, Weight 1kg, Plentiful)
    1 Triplex Pattern Lasgun - (Basic, 100m, S/3 /–, 1d10+3 E, Pen 0, Clip 30, Reload Full, Weight 4.5kg, Rare.)
    4 Charge Packs
    1 Stub Revolver - (Pistol, 30m, S/–/–, 1d10+3 I, Pen 0, Clip 6, Reload 2 Full, Reliable, Weight 1.5kg, Plentiful)
    12 Bullets
    1 Suit Light Carapace Armour - (Locations: All, AP: 5, Weight: 15, Rare)


    Noskia is a typical Alpine World, The whole world appearing to be A Mobius Strip of Mountains...
    Understandably this breeds a vertical approach to Problems, and Noskia has started training some of the finest Heavy Drop Troopers in the past 25 years, While being a relative Rarity In that the Heavy Drop Troop Regiments it trains are all mixed gender, the only requirements being that the person can pass their grueling Drop Training Familiarization Course (75% Casulty Rate, 95% Drop Out Rate).


    Spoiler: Sgt Major Holt
    Show


    Sgt Maj. Holt Started out as a forced tithe for the Noskian Regiments, he quickly found himself a place and discovering he not only liked his new job, but he was good at it.
    Over time he advanced, then got busted back to private, through several specialties and eventually ended up at his current rank, but without a squad, having been the only survivor of his last planet fall when Intel gave them bad intel...

    Total Exp Spent - 30000

    Specialisation Path - Weapon Specialist - Heavy Gunner - Sharpshooter - Sharpshooter - Sergeant - Sergeant - Sergeant - Weapon Specialist -Weapon Specialist - Sergeant - Sergeant

    Demeanor - (44) Loyal - Dedicated to his friends, sometimes to a fault, this character places the utmost trust in one or more of his squad-mates, and gladly risks his life for their cause or well-being.

    Description - 2.1 m Tall, 120 Kg, Fair Skin, Blond Hair, Blue Eyes, Large Scar across Cheek, Always Chewing on Large Custom Lho Sticks.

    Spoiler: Stats
    Show
    WS - 44 (9) - Trained
    BS - 62 (19) - Intermediate (+5 From Weapon Specialist Dedication, +5 From Sharpshooter Dedication)
    Strength - 52 (12) - Trained (+5 From Sergeant Dedication)
    Toughness - 48 (13) - Intermediate (+5 From Sergeant Dedication)
    Agility - 46 (18) - Simple
    Intelligence - 32 (12) - None
    Perception - 53 (15) - Simple (+10 From Sergeant Dedication)
    Willpower - 34 (14) - None
    Fellowship - 55 (8) - Expert (+5 From Sergeant Dedication)

    Wounds - 23
    Fate Points - 3

    Movement -
    Half - 4
    Full - 8
    Charge - 12
    Run - 24

    Spoiler: Skills
    Show
    Acrobatics (Ag) - Known (46)
    Athletics (S) - Known (52)
    Awareness (Per) - Known (53)
    Command (Fel) - Experienced (75)
    Common Lore (War) (Int) - Known (32)
    Common Lore (Imperial Guard) (Int) - Known (32)
    Intimidate (S) - Trained (52)
    Linguistics (Low Gothic) (Int) - Known (32)
    Navigate Surface (Int) - Trained (42)
    Operate (Aeronautica) (Ag) - Trained (56)
    Scrutiny (Per)- Known (53)
    Stealth (Ag) - Known (46)
    Survival (Per) - Known (53)

    Spoiler: Aptitudes
    Show
    Defence
    Fellowship
    Leadership
    Perception
    Strength
    Toughness
    Weapon Skill


    Spoiler: Talents
    Show

    Quick Draw - Draw weapon as Free Action.

    Ambidextrous

    Resistance (Fear, Cold, Heat, Poisons, Psychic Powers) - Gain +10 bonus to particular resistance Test.

    Catfall - Gymnastic ability and natural balance enables the character to fall great distances without harm. The character automatically reduces the distance of all falls by a number of metres equal to his Agility Bonus, ignoring this distance as if it did not exist. In addition, the character adds +20 to their Acrobatics Skill Tests when using the Jump Special Skill Use as it pertains to reducing Damage from falling.

    Combat Master - No Bonuses when Being Ganged up On.

    Rapid Reload - Halves Reload Times.

    Weapon Training - Plasma, Las, Solid Projectile, Power, Launcher, Melta, Heavy, Bolt.

    Hip Shooting - May Move and Fire a single Shot as A Full Action.

    Crack Shot - Critical Damage +2

    Bulging Biceps - The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace. In addition, whenever the character uses the Athletics Heft Special Skill Use (see page 117) he may add +20 to his Athletics Skill Test to reflect his massive muscles.

    Heightened Senses (Sight) - +10 bonus to any Tests specifically involving this sense.

    Deadeye Shot - Called Shot Penalty Reduced by 10.

    Marksman - No Penalty for Ballistic Skill Tests at Long or Extreme Range

    Sharpshooter - Called Shot Penalty Reduced by 10. Combines with Deadeye shot to make a reduction of 20.

    Eye of Vengeance - Before making a ranged Standard Attack Action, the character may spend a Fate Point. If he does so, his attack deals +X Damage and gains +X Pen, where X equals the number of Degrees of Success scored on the attack roll.

    Hotshot Pilot - The character counts as having all Operate Skills at Rank 1 (Known) (basically they can drive or fly anything). Such is their skill they also add one Degree of Success to any successful Operate Tests.

    Storm of Iron - When the character deals Damage to a target with a semi-auto burst or a full-auto burst, the character may allocate his extra hits to any other target within five meters, instead of the usual two meters.

    Mighty Shot - The character adds half his Ballistic Skill Bonus to Damage inflicted with a ranged weapon.

    Leap Up - Can stand up as a Free Action.

    Versatile Shooter - When firing a single shot from a single Pistol, Heavy, or Vehicle weapon with the Accurate Quality and while benefitting from an Aim Action, this character treats that weapon as if it was a Basic weapon for the purposes inflicting additional Damage for additional Degrees of Success on his Ballistic Skill Test.

    Target Selection - The character may shoot into melee with no penalty. If he aims beforehand, he can avoid any chance of hitting friendly targets.

    Air of Authority - When making Command Skill Tests, the character may affect a number of targets equal to 100 times their Fellowship Bonus rather than just 10. If the character is giving an Order to his Squad, the order’s range is increased by 100 meters. This Talent has no effect on hostile targets and only affects NPCs.

    Iron Discipline - If the Player Character fails a Fear or Pinning Test, his Comrade only fails if the roll was a double.

    Ambush - This character’s attacks against Unaware Targets inflict 1 additional Damage for every 2 Degrees of Success on the Weapon Skill or Ballistic Skill Test beyond the first.

    Drop Trooper - This character treats the default Operate (Aeronautica) Test to use a grav chute as Simple (+40) instead of Routine (+20). Additionally, on a Failed Test, the character counts as having fallen only 1 metre per Degree of Failure on the Test.

    Ranged Weapon Expert (Heavy, Las, Plasma, SP) - Once per combat encounter, this character may take an Aim Action as a Free Action before making an attack with a weapon of the chosen group.

    Las Weapon Expertise - Whenever this character attacks with a las weapon (such as a lasgun, lascarbine, laspistol, or lascannon), he imposes a –5 penalty on Dodge Tests to avoid the attack for every Degree of Success he scores beyond the first (to a maximum of –30).

    Las Weapon Mastery - Whenever this character makes an attack with a las weapon (such as a lasgun, lascarbine, laspistol, or lascannon), he deals +1 additional Damage for every two Degrees of Success he scores on the Ballistic Skill Test beyond the first.

    Plasma Weapon Expertise - Whenever this character wields a plasma weapon (such as a plasma pistol, plasma gun, or plasma cannon) with the Overheats Quality, that weapon only Overheats on a roll of 96 or higher or on a Jam.

    Plasma Weapon Mastery - When this character fires a plasma weapon (such as a plasma pistol, plasma gun, or plasma cannon) with the Maximal Quality on the Maximal setting, the weapon adds an additional +2 bonus to Damage, its Penetration, and its Blast Quality (to a total of an additional 1d10+2 Damage, +4 Penetration, and +4 to its Blast Quality).

    Solid Projectile Weapon Expertise - When this character clears a jam from any Solid Projectile weapon (such as an autopistol, a shotgun, an autogun, or a vanquisher battle cannon), he may also reload the weapon as a Free Action as part of the Action to unjam it. Additionally, only one Round from the weapon’s current clip is lost instead of the entire clip.

    Solid Proojectile Weapon Mastery - When this character fires a Solid Projectile weapon (such as an autopistol, a shotgun, an autogun, or a vanquisher battle cannon), it gains the Proven (X) Quality, where X is equal to half of his Ballistic Skill Bonus (rounded up).

    Stealth Sniper - Whenever this character makes a Standard Ranged Attack Action or Ranged Called Shot Action against an enemy while he is in Cover or otherwise Concealed, he may make a Challenging (+0) Opposed Stealth Test, opposed by the Awareness Skill of any foes who might hear or see the shot. If he succeeds, he remains hidden from his enemies. The GM should adjust the Difficulty of the character’s Stealth Test or the enemy’s Awareness Test depending on the noise made by the weapon the character uses and any other environmental factors.

    Tank Hunter - Making a ranged attack against a vehicle, the character adds his Ballistic Skill Bonus to the Penetration value of his weapon.

    Ace Operator (Aeronautica) - Whenever the character fails an operate Test, he may spend a Fate Point to reduce his Degrees of Failure on the Test by his Agility Bonus.

    Iron Jaw - If ever Stunned, a successful Toughness Test allows the character to ignore the effects.

    Die Hard - When he suffers from blood loss, he may roll twice to avoid death.

    Sound Constitution (10) - Extra Wounds.

    Sure Strike - When making a Called Shot (see page 244) melee attack, the character reduces the penalty by 10 (so a –20 becomes a –10 instead). Disarm - If in close combat, the character may use a Full Action to disarm his foe by making an Opposed Weapon Skill Test. If the Character wins the Test, the enemy drops his weapon at his feet. Should the Character obtain three or more Degrees of Success, he may take the Enemy’s weapon from him.

    Death Serves the Righteous - Once per Combat Encounter, this character may spend a Fate Point in order to change a result of 1 on a single Damage die from a ranged attack to a result of 10. This can inflict Righteous Fury as normal.

    Spoiler: Comrade Advances
    Show
    Armsman - Type: Passive
    As long as his Comrade is in Cohesion, the Weapon Specialist may switch to any of his weapons as a Free Action.

    Loader - Type: Passive
    Effect: As long as his Comrade is in Cohesion, the Heavy Gunner may use his Comrade’s Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner’s Actions. For example, to reload a gun that requires a Full Action to reload, the Heavy Gunner spends a Half Action Reload, and his Comrade performs a Half Action Reload, reloading the gun and leaving them both with a Half Action remaining.

    Spotter - Type: Passive
    Effect: The Sharpshooter’s Comrade carries magnoculars and other tools to help line up the perfect sniper shot. If the Sharpshooter is using an Accurate weapon, and his Comrade is in Cohesion, the Sharpshooter may use his Comrade to make an Aim Action, and gain the benefits for himself.

    Vox-Tech - Type: Passive
    Effect:As long as his Comrade is in Cohesion with him, all of the Sergeant’s orders affect all Comrades within vox range.

    Hail of Fire - Type: Order (Half Action)
    Effect: If the Weapon Specialist’s Comrade is in Cohesion, all of the targets of the Weapon Specialist’s attacks this Turn must take a Challenging (+0) Pinning Test or become Pinned.

    Stabilise - Type: Order (Full Action)
    Effect: Any Semi-Auto Burst or Full-Auto Burst Actions used by the Heavy Gunner this Turn are made with a +10 modifier to the Ballistic Skill Test instead of the modifier normally bestowed by the Action. This Order can only be issued to the Comrade if he is in Cohesion with the Player Character.

    Pin-Point Guidance - Type: Order (Half Action)
    Effect: For the Sharpshooter’s next single shot Ranged Attack, his weapon counts as having the Accurate Quality. The Sharpshooter’s Comrade must be in Cohesion to enact this Order. This Order cannot be used for weapons with the Blast, Haywire, Inaccurate, Indirect, Scatter, Spray, Storm, or Twin-Linked Qualities, and does not add Damage for weapons that do not normally deal Damage.

    Covering Fire - Type: Sweeping Order (Free Action)
    Effect: For the next Round, all Player Characters with their Comrade in Cohesion gain a +10 to all Dodge Tests.

    Get Them - Type: Sweeping Order (Free Action)
    Effect:As part of this order, the Sergeant must make a Challenging (+0) Command Test. If he succeeds, all Comrades in communications range become inspired by the Sergeant’s fervour, charging into battle with a renewed zeal. For the next Round, when performing the Ranged Volley or Close Quarters Orders, the Comrades grant their controlling Player Character an additional +4 Damage to the affected Melee or Ranged Attack.

    Snap Out Of It - Type: Sweeping Order (Free Action)
    Effect: As part of this order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in communication range end any ongoing Fear or Pinning effects. They may act normally in Subsequent Turns.

    Spoiler: Traits
    Show
    Independant Operation - The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.

    Distrustful of Authority - Frontier world characters tend to distrust outsiders,
    especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.

    Close-Quarters Battle - Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.

    Augmetics Doctrine - The regiment gains an additional +10 on all Logistics Tests made to obtain bionic replacements and implants.

    Pride Over Life - Members of this regiment must pass a Difficult (–10) Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a character from this regiment succeeds on the Test, he sees the bigger picture and ignores the challenge or attempt to goad him into action. If he fails on the Test, however, he must engage the individual in question (either in a duel to settle matters in a formal and stylised fashion or simply in a brawl to express himself with his fists) or suffer a –10 penalty to
    Willpower Tests for the remainder of the session. This penalty is cumulative should he refuse multiple challenges to his dignity over the course of a single session. The Game Master can modify the difficulty of the Test—and the scale of the effects of failing it—as he deems appropriate to the situation.

    Spoiler: Equipment
    Show

    Spoiler: Standard Regimental Kit
    Show
    1 Field Uniform
    1 Set Poor Weather Gear
    1 Ruck Sack
    1 Set basic Tools
    1 Mess kit, Canteen
    1 Blanket, Sleeping bag
    1 Lamp Pack
    1 Grooming Kit
    1 Set Dog Tags
    1 Imperial Infantryman's Uplifting Primer
    2 Weeks Rations
    1 Grapnel and Line
    1 Drop Harness
    1 Chrono
    1 Respirator
    1 Grav Chute
    2 Frag Grenades - (Thrown, SBx3, S/–/–, 2d10 X, Pen 0, Blast (3), Ogryn-Proof, Weight 0.5kg, Common)
    2 Smoke Grenades - (Thrown, SBx3, S/–/–, Smoke (6) (Only interferes with visual sight.), Weight 0.5kg, Common)
    1 Mono Knife - (Melee/Thrown, 5m, 1d5 R,Pen 2, Weight 1kg, Plentiful)
    1 Triplex Pattern Lasgun - (Basic, 100m, S/3 /–, 1d10+3 E, Pen 0, Clip 30, Reload Full, Weight 4.5kg, Rare.)
    4 Charge Packs
    1 Stub Revolver - (Pistol, 30m, S/–/–, 1d10+3 I, Pen 0, Clip 6, Reload 2 Full, Reliable, Weight 1.5kg, Plentiful)
    12 Bullets
    1 Suit Light Carapace Armour - (Locations: All, AP: 5, Weight: 15, Rare)
    1 Las Pistol
    1 Chainsword

    Spoiler: Personal Gear
    Show

    Spoiler: Best Craftsmanship Plasma Gun -
    Show

    Class: Basic, Range: 90m, RoF: S/2/-, Damage: 1d10+7 Energy, Pen: 6, Clip: 40, Reload: 5 Full, Special: Maximal, Weight: 18 Kg, Extremely Rare
    Customisations -
    Custom Grip - The character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.

    Fluid Action - When the character uses the weapon as part of a Semi-Auto Burst Action, he counts as scoring one additional Degree of Success than actually rolled for purposes of determining the number of rounds that hit the target. Note that this modifier does not affect whether the initial attack hits the target, only whether additional rounds strike home. Weapons with this customisation are trickier to load as the ammunition feed must be more carefully engaged. Reload time is increased by an additional Half Action.

    Quick-Release - the weapon’s Reload time is reduced by a Half Action, down to a minimum of a Half Action.

    Trigger Adjustment - During the first Round of combat, a character wielding a weapon with this modification receives a +1 bonus to Initiative.
    Weapon Upgrades
    Grapnel Mounting

    Spoiler: Best Craftsmanship Bolt Pistol -
    Show
    Class: Pistol, Range: 30m, RoF: S/2/-, Damage: 1d10+5 Explosive, Pen: 4, Clip: 8, Reload: Fulll, Special: Tearing, Weight: 3.5 Kg, Extremely Rare.

    Spoiler: Good Craftsmanship Power Sword
    Show
    Class: Melee, Damage: 1d10+5 Energy, Pen: 5, Special: Power Field, Balanced, Weight 3 Kg, Extremely Rare
    Customisations -
    Custom Grip - The character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.

    Spoiler: Best Craftsmanship M34 Autocannon
    Show
    Class: Heavy, Range: 450m, RoF: S/3/-, Damage: 3d10+8 Impact, Pen: 6, Clip: 20, Reload: 2 Fulll, Special: Ogryn-Proof, Reliable, Weight: 60 Kg, Extremely Rare.
    Customisations -
    Custom Grip - The character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.

    Fluid Action - When the character uses the weapon as part of a Semi-Auto Burst Action, he counts as scoring one additional Degree of Success than actually rolled for purposes of determining the number of rounds that hit the target. Note that this modifier does not affect whether the initial attack hits the target, only whether additional rounds strike home. Weapons with this customisation are trickier to load as the ammunition feed must be more carefully engaged. Reload time is increased by an additional Half Action.

    Extended Barrel - A weapon with an extended barrel increases its Range and weight by half.

    Trigger Adjustment - During the first Round of combat, a character wielding a weapon with this modification receives a +1 bonus to Initiative.
    Weapon Upgrades -
    Suspensors - Suspensors reduce the weight of a weapon by one-half. When firing a weapon with suspensors, the operator counts as having the Auto-stabilised Trait—he always counts as Braced.

    Spoiler: Good Craftsmanship Plasma Cannon
    Show
    Class: Heavy, Range: 120m, RoF: S/-/-, Damage: 2d10+10 Energy, Pen: 8, Clip: 16, Reload: 5 Fulll, Special: Blast (1), Maximal, Overheats, Weight: 40 Kg, Near Unique.
    Customisations -
    Custom Grip - The character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.

    Trigger Adjustment - During the first Round of combat, a character wielding a weapon with this modification receives a +1 bonus to Initiative.
    Weapon Upgrades -
    Suspensors - Suspensors reduce the weight of a weapon by one-half. When firing a weapon with suspensors, the operator counts as having the Auto-stabilised Trait—he always counts as Braced.

    Spoiler: Ammo
    Show
    4 Plasma Gun Flasks
    2 Bolt Pistol Clips
    3 Autocannon Magazines
    3 Plasma Cannon Flasks


    1 Suit Best Craftsmanship Stormtrooper Carapace Armour (Ap 7 All)
    Built In - Photo Visors and Deadspace Earpiece

    1 Chamelioline Cloak
    3 Drop Canisters
    1 Pair Recoil Gloves
    6 Frag Grenades - (Thrown, SBx3, S/–/–, 2d10 X, Pen 0, Blast (3), Ogryn-Proof, Weight 0.5kg, Common)
    6 Krak Grenades - (Thrown, SBx3, S/–/–, 2d10+4 X, Pen 0, Concussive (0), Weight 0.5kg, Rare)
    2 Large Lho Cigars

    Spoiler: Cybernetics
    Show
    Best Craftsmanship Occular Sight - An ocular sight is an implant that grants the same benefits as a cybernetic eye (see cybernetic senses on page 206 of the Only War Core Rulebook). Until it is activated, this is the only mechanical benefit it provides. A character with an ocular sight can activate (or deactivate) its combat mode as a Half Action. When he does, he gains the Unnatural Ballistic Skill (1) Trait (or the Unnatural Ballistic Skill (2) Trait if the cybernetic sight is of Best Craftsmanship) but suffers a –20 penalty to Awareness Tests while it is active as his vision tunnels in to focus on his targets. Further, while it is active, he cannot benefit from any sight attached to his gun.

    Best Craftsmanship Bionic Arm (Right) - add a +10 bonus to Strength Tests using the arm and can be used to store small items such as pistol ammo clips inside concealed interior compartments.
    Includes - Best Craftsmanship Inbuilt Pistol (Plasma)
    Class: Pistol, Range: 30m, RoF: S/2/-, Damage: 1d10+6 Energy, Pen: 6, Clip: 5, Reload: 3 Fulll, Special: Maximal, Weight: 4 Kg, Near Unique.

    Good Craftsmanship Bionic Respiratory System - Good bionic lungs Count as a full life support system - thus if for any reason the user’s own respiratory system fails, his bionic lungs keep his blood oxygenated - and their presence can be unnoticeable if designed to be so.

    Subskin Armour - This implant adds +2 Armour Points to the Arms, Body, and Legs locations. The bonus is added to any other Armour Points for these locations.


    Comrade - Jessee Inessa
    Demeanor - Dreamer


    Being part of a Drop Regiment, I assume I'm awaiting deployment either at a ground base or in an Imperial Navy ship currently...
    Last edited by KasmKat; 2014-03-02 at 08:17 AM.

  6. - Top - End - #6
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    Oct 2011
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    Ho Chi Minh City
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    Default Re: Exterminatus - Shotgun Scramble OOC

    The 9th Malfian Cavalry's Origins
    Spoiler
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    Malfi is a hotbed of intrigue. That’s well known. It’s also the second-most important planet in the Calixis Sector. That’s also well-known. Its nobles are back-stabbing, corrupt bastards for the most part. That’s well-known too, but smart folks don’t say too much.

    Now, due to some of those factors, the 9th Malfian Cavalry almost wasn’t founded. The 1st through 8th Malfian Cavalry Regiments were, and still are, well-respected highborn-crewed armoured regiments, and very successful thanks to the exceptional tanks and munitions provided to them by the Adeptus Mechanicus.

    The foundation of the 9th almost didn’t come to pass, due to Malfian politics, and the noble dealings surrounding the contract of their tithe.

    The tithe states,

    “…Malfi shall tithe enough noble-blooded men and women (see Appendix XVIII) for an upstanding Cavalry Regiment, so long as the Adeptus Mechanicus of Synford also successfully, and timely, tithe the most appropriate, and highest quality mounts and armour for such a Regiment…”

    Because of this, a dastardly plan was put into motion be a cowardly, draft-dodging young noble by the name of Baron Laurence von Malkov.

    He, through a web of agents, and lot of deceit and trickery, organised for the tanks being tithed by the Adeptus Mechanicus to be redirected to an enterprising, if somewhat ethically dubious Rogue Trader.

    The tanks, not being delivered, would allow the tithed nobles to dodge the draft and escape service in war.

    However, Sir Angus de Montfort, Scrivener of the Administratum and Inquisitorial agent, saw what was going on, thanks to the complaints of one Captain Emilia Florin, a young Malfian lady, fencing champion and PDF officer, who really wanted to prove herself in service to the Imperial Guard.

    De Montfort moved quickly, and arranged for the planet of Synford to receive ownership of several thousand horses which were being sent elsewhere, to serve as ‘appropriate mounts for a cavalry regiment’. They also pulled a few strings, and arranged for a supply of high-quality carapace armour, too, to cover the ‘armour’ requirement of their tithe.

    Von Malkov was furious at having been so easily outsmarted by those that would see him, and his siblings, tithed unto the Imperial Guard. He, personally, was assigned to a Penal Legion, whilst his family were all forced into the service of the 9th Malfian Cavalry.

    Captain Emilia Florin was promoted to Colonel, and now leads the regiment, often from the front. She’s something of a mad bastard that way, but it does inspire her boys and girls, and gives them something to worry about that isn’t their squad-mates.

    Being from Malfi, they’d have her poisoned in the night, if it wasn’t for the Inquisitorial agents crawling all over them. The regiment remains under suspicion, as the Baron von Malkov didn’t act alone; he had a network of tithe-dodging supporters, after all. The fact that she's disturbingly happy and positive doesn't hurt either: she's obsessed with glory and heroics, and is now seen as something of a lucky charm for the 9th.

    That being said, following the announcement that, yes, the nobles of Malfi had to get on their horses and set to fighting Orks and Eldar, a large amount of people actually volunteered, as opposed to being conscripted. This was unexpected, but on being told that this was the only regiment in which they could, in fact, wear their own, personal, heraldry instead of a uniform, a lot of second and third sons realised that they could earn a lot of glory this way. The horses and the flashy swords and armour didn’t hurt either.

    On top of that, against all odds, they were actually effective. On paper, being a tank regiment, they were due more time for training than usual. Of course, they spent that time riding horses on parade grounds, fencing and lancing dummies, whilst being shouted at by their officers.

    The regiment is gaining a surprising amount of respect, even though they are still thought of as parade ground mamma’s boys most of the time.

    They are accompanied by a higher proportion of Commissars than usual, due to their origin. They have very few discipline issues now, however, even if several of the officers plot behind the Colonel's back. The Colonel's inspiring example seems to push the youngbloods forward, who have joined for their own chance at glory.

    The Malfian Ecclesiarchy have also assigned a large number of Priests to them, too, the Malfian Synod hoping to consolidate more power from Scintilla by inspiring their own to glory in the service of the Throne.

    Interestingly, in spite of having no vehicles of note, a fair number of Tech Priests have been sent to the regiment, due to the requirements on Synford from the tithe. In turn, this has led to a large number of officers having bionically-enhanced steeds.


    More info
    Spoiler
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    Oh, and the motto and warcry for the 9th Malfian Cavalry is, of course, the same as the warcry for the 1st through 8th Malfian Cavalry Regiments.

    "Drive me closer!"

    Furthermore, the way in which they ended up a lancer regiment often causes them to be hit by bureaucratic screw-ups. Occasionally, they find themselves with enough fuel for several squadrons of main battle tanks. At others, they are delivered shells for Vanquisher cannons. This, they can sort out, by palming it off to needy allies, making friends as needed.

    However, when they're assigned to a front which really needs Leman Russes to punch through enemy lines, they often find themselves unsuited for the role they've had thrust upon them. However, their confident commander won't let something as inconsequential as a lack of armour plating stop her horse-riding tank regiment doing what's required of them!

    Funnily enough, even though they were given really nice watches on joining, the vast majority of the regiment don't palm them off or gamble them as you'd expect, unless they're in really dire straits. These regimental pocket watches, worn on the breast, serve to act as the regiment's only real uniform. Sure, the armour is of the same class, but the colours and decorations differ from individual to individual. On top of that, the clothing they wear tends towards whatever is fashionable at the time. One lancer may wear a billowing shirt, another a brocade coat. True, there is no uniform, but they are uniformly stylish! Right now, the most popular fashion is a scarf of one's own house colours, in an exceedingly bright tone, with a matching ribbon on the end of one's lance. Who knows what it will be next week?

    Individuals and squads within the regiment compete against each other to gain more glory than each other, but also to look more fashionable and stylish than each other too. If one squad can cause a hellishly big explosion, snatching victory from the jaws of defeat, and do so whilst wearing the most fabulous of hats, they would be the envy of their rivals for months, for example.

    Other, allied, regiments find this ridiculous, of course. Ridiculous up until the point where the surprisingly well-trained lancers rout Orks in melee, or blow up grav-tanks with couched lances. Then, they admittedly have to give the dandies with the silk scarves some credit.


    Stats
    Spoiler
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    Characteristic Modifiers: -3 Ballistic Skill, +3 Weapon Skill, +3 Agility, +3 Fellowship
    Starting Aptitudes: Weapon Skill
    Skills: Common Lore (Administratum), Inquiry, Linguistics (High Gothic), Survival
    Talents: Air of Authority or Peer (Nobility), Catfall, Die Hard, Unstoppable Charge
    Wounds: -1 starting Wounds

    Fluency: The 9th Malfian Cavalry, all being nobles, don’t often consort with the peasants and such. They don’t speak much Low Gothic, and certainly don’t read it or write it, seeing as peasants don’t read, do they? They can communicate in Low Gothic, so long as it doesn’t require a skill check.

    Duty and Honour: The 9th Malfian Cavalry have never really had to deal with the lowborn scum that make up other regiments, they have servants to do that sort of thing. They take a -10 to Charm, Inquiry and Deceive checks against those that aren’t highborn. However, they get +10 to those same skill checks when dealing with the nobility and other high authority in formal situations.

    Heavy Lancers: The 9th Malfian Cavalry exceed at the charge, and train extensively for such attacks. Members of the regiment increase the distance their Mounts can move as part of a Crushing Charge Mounted Special Action by a number of metres equal to twice the Mount’s Agility Bonus.

    Seeking Redemption: While engaged in battle, a member of this regiment must pass a Difficult (–10) Willpower Test when ordered to give ground, withdraw, or otherwise relinquish something of importance to the mission. If the character fails this Test, he can still choose to follow the order to act against
    his desires, but he gains 1d5–2 (to a minimum of 1) Insanity Points from the mental stress of enduring this further disgrace.

    Favoured Weapons: Hunting Lance and Cavalry Sabre

    Equipment:
    Good-Quality Hunting Lance (main weapon) , Best-Quality Monosword, Best-Quality ornamented Light Carapace Armour (with personal heraldry) , Good-Quality Laspistol and 4 charge packs, horse, riding saddle, saddlebags and tack
    One parade uniform set of fancy clothes(with jewellery and personal heraldry), one set of poor weather gear, one knife, one set of basic tools, one mess kit and wine flask, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one Leman Russ instruction manual, 4 weeks supply of Good-Quality Rations, one best-quality golden pocket chrono.




    Knight-Captain Sir Jean-Claude d'Artagnan of the 9th Malfian Cavalry

    Background
    Spoiler
    Show

    Sir Jean-Claude would never have noticed what was going on with regards to the founding of the 9th. He had signed up as a tank commander, originally, or so he had thought, a long time before such applications were due.

    When it turned out that the Regiment almost fell apart before its very founding, the headstrong young man saw about donating a considerable sum of his own personal wealth to those that would save it. He wanted a damned tank, after all, and the right to ride it roughshod over heretics and all sorts!

    It turned out, later, after some clever clogs up top hounded out those responsible, that they'd be riding horses instead. Well, it wasn't as loud as a tank, but people would definitely see him riding hellishly fast, lance couched, pennons flying in the wind! Maybe if someone blew a trumpet, it would work out just fine.

    Since his signing up, Jean-Claude has proven to be a fantastic swordsman, and not too bad at horse-riding either. Above and beyond this, he's a true inspiration to his men. His courage is both endless and contagious. He himself knows no fear, and this spurs his men on to similar. Of course, it has made him less than popular with those who would rather they were back in Malfi's Hive Spires.

    He is perpetually accompanied by his personal herald, Marie la Marche, who rides around carrying some sort of trumpet, and his standard bearer, Pierre du Champs.


    Character Sheet
    Spoiler
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    Stats:
    Spoiler
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    WS: 55 +
    BS: 17
    S: 30
    T: 40 ++
    Ag: 50 ++
    Int: 32
    Per: 22
    WP: 40
    Fel: 60 ++++

    Wounds: 14/14 +
    Fate: 1/1

    Armour Points: 6

    Original Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Agility

    Current Aptitudes: Fellowship, Intelligence, Leadership, Social, Toughness, Weapon Skill, Agility


    Skills
    Spoiler
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    Athletics +10
    Charm
    Command +20
    Common Lore (Administratum)
    Dodge +10
    Inquiry
    Linguistics (High Gothic)
    Parry +30
    Scholastic Lore (Tactica Imperialis)
    Survival +20



    Talents
    Spoiler
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    Air of Authority (Affect more people with Command. Longer range on Orders.)

    Born Leader (+1 Comrade)

    Catfall (Less damage falling from heights)

    Counter Attack (Retaliate after Parry)

    Die Hard (Roll twice for blood loss.)

    Fearless (Immune to Fear and Pinning. Willpower to not fight.)

    Heroic Inspiration (Inspire as Half Action instead of Full Action)

    Into the Jaws of Hell (Comrades within 10m immune to Fear and Pinning)

    Iron Discipline


    Nerves of Steel

    Peer (Imperial Guard) (2) (+20 to Interact with Imperial Guard)

    Step Aside (Dodge or Parry twice a round)

    Unstoppable Charge (Gain Felling (3) when making Charge or Crushing Charge. Add bonus damage to Crushing Charges)
    Weapon Training (Chain, Las, Power, Low-Tech)


    Special:
    Spoiler
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    Fluency: The 9th Malfian Cavalry, all being nobles, don’t often consort with the peasants and such. They don’t speak much Low Gothic, and certainly don’t read it or write it, seeing as peasants don’t read, do they? They can communicate in Low Gothic, so long as it doesn’t require a skill check.

    Duty and Honour: The 9th Malfian Cavalry have never really had to deal with the lowborn scum that make up other regiments, they have servants to do that sort of thing. They take a -10 to Charm, Inquiry and Deceive checks against those that aren’t highborn. However, they get +10 to those same skill checks when dealing with the nobility and other high authority in formal situations.

    Heavy Lancers: The 9th Malfian Cavalry exceed at the charge, and train extensively for such attacks. Members of the regiment increase the distance their Mounts can move as part of a Crushing Charge Mounted Special Action by a number of metres equal to twice the Mount’s Agility Bonus.

    Seeking Redemption: While engaged in battle, a member of this regiment must pass a Difficult (–10) Willpower Test when ordered to give ground, withdraw, or otherwise relinquish something of importance to the mission. If the character fails this Test, he can still choose to follow the order to act against
    his desires, but he gains 1d5–2 (to a minimum of 1) Insanity Points from the mental stress of enduring this further disgrace.


    D'Artagnan's Standard Issue Equipment:
    Spoiler
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    Good-Quality Hunting Lance (main weapon)
    Best-Quality Monosword
    Common-Quality Power Sword
    Best-Quality ornamented Light Carapace Armour (with personal heraldry)
    Best-Quality Laspistol and 4 charge packs

    Horse, riding saddle, saddlebags and tack

    One parade uniform set of fancy clothes (with jewellery and personal heraldry)

    One set of poor weather gear, one knife, one set of basic tools, one mess kit and wine flask, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one Leman Russ instruction manual, 4 weeks supply of Good-Quality Rations, one best-quality golden pocket chrono.



    Experience Expenditure (10,000/10,000):
    Spoiler
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    1st 2,500/2,500

    Sound Con: 200

    Counter Attack: 300
    Hard Target: 300
    Step Aside: 400

    Command +10: 200

    Athletics: 100
    Athletics +10: 200

    Dodge: 100

    Parry: 100

    Toughness +5: 100
    Toughness +10: 250

    Weapon Skill +5: 250

    [Focus on Sergeant: +5 Weapon Skill]

    2nd 2,500/2,500

    Parry +10: 300
    Parry +20: 300
    Parry +30: 400

    Dodge +10: 200

    Nerves of Steel: 450
    Fearless: 600

    Agility +5: 250

    [Switch to Commander; receive Heroic Inspiration free]
    1st 2,500/2,500
    Weapon Training (Power): 300

    Fellowship +5: 100
    Fellowship +10: 250
    Fellowship +15: 500
    Fellowship +20: 750

    Into the Jaws of Hell: 400
    Peer (Imperial Guard): 200

    [Focus on Commander: +5 Weapon Skill]
    2nd 2,500/2,500

    Survival +10: 400
    Survival +20: 600

    Command +20: 300

    Agility +10: 500

    Born Leader: 400

    Peer (Imperial Guard) (2): 200

    Charm: 100

    [Focus on Commander: +5 Weapon Skill]

    Total XP: 10,000


    "Oh, we're assisting the 8th Malfian Cavalry in creating a breach, ladies and gentlemen? Fan-ta-stic! We'll show them how it's done!

    What? Yes, I do know that they have tanks, Sergeant.

    And, yes, I do know that we have horses.

    Eat your caviar, drink your amasec, saddle up and affix plasma and melta charges. We're blasting our way in!"
    Last edited by bluntpencil; 2014-03-02 at 10:31 AM.

  7. - Top - End - #7
    Bugbear in the Playground
     
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    Default Re: Exterminatus - Shotgun Scramble OOC

    Quote Originally Posted by Urist View Post
    The walking gun platform is ready for business!


    Lathe-Hesh Magos Errant Eratthis Vol
    Spoiler: Character Sheet
    Show


    Spoiler: Picture
    Show



    {TABLE=head]Stat|Base|Point Buy|Training|Mods|Total|Bonus
    WS|15|15|20|0|50|5
    BS|20|10|+25|0|55|5
    S|20|10|+10|10|50(70)|7(8)
    T|20|20|+30|10|80|8
    Ag|20|13|+10|7|40|4
    Int|25|15|+15|+10|60|6
    Per|20|0|-|20|2
    WP|20|17|+15|13|65|5
    Fe|20|0|30|-15|35|3[/TABLE]


    HOME WORLD: Forge World(Lathe-Hesh)

    CAREER: Tech-priest(Factor of the Lathes)/Mechanicus Secutor/Acuitor Mech-Assassin

    ASCENDED CAREER: Magos

    Movement: 4/8/16/32(Alatus Patter Jump Pack= 8/16/32/64

    Corruption: 0

    Insanity: 0

    Wounds: 18

    Fate: 2

    Spoiler: Skills
    Show

    {TABLE=head]Skill|Stat|Trained|Value|Mods|Total
    Acrobatics|Ag|-|40|-|20
    Awareness|Per|-|20|-|20
    Barter|Fel|-|35|-|15
    Blather|Fel|-|35|-|15
    Carouse|T|-|80-|60
    Charm|Fel|*|35|10|45
    Chem-Use|Int|*|60|+20|80
    Ciphers|Int|*|60|10|70
    Climb|S|-|80|-|60
    Command|Fel|*|35|+10|45
    Common Lore|Int|*|60|20|80
    Concealment|Ag|*|40|+10|50
    Contortionist|Ag|-|40|-|20
    Deceive|Fel|-|35|-|15
    Demolition|Int|*|60|+20|80
    Diplomacy|Fel|*|35|30|65
    Disguise|Fel|-|35|-|15
    Dodge|Ag|*|40|-|40
    Drive|Ag|*|40|+20|60
    Evaluate|Int|-|60|-|40
    Forbidden Lore|Int|*|60|20|80
    Gamble|Int|-|60|-|40
    Inquiry|Fel|-|35|-|15
    Interrogation|WP|-|65|-|40
    Intimidate|S|*|80|-|60
    Invocation|WP|-|65|-|65
    Lip Reading|Per|-|20|-|0
    Literacy|Int|*|60|-|60
    Logic|Int|*|60|20|80
    Logis Prophesying|Int|*|60|10|70
    Medicae|Int|*|60|+20|80
    Navigation (Surface)|Int|*|60|-|60
    Performer|Fel|-|35|-|15
    Pilot (Flyers)|Ag|*|40|20|60
    Psyniscience|Per|-|20|-|20
    Scholastic Lore|Int|-|60|-|60
    Scrutiny|Per|*|20|0|20
    Search|Per|*|20|0|20
    Secret Tongue|Int|*|60|-|60
    Security|Ag|*|40|10|50
    Shadowing|Ag|-|40|0|20
    Silent Move|Ag|*|40|10|50
    Sleight of Hand|Ag|-|40|-|20
    Speak Language|Int|*|60|-|60
    Survival|Int|-|60|0|40
    Swim|S|*|*|0|N/A
    Tech-Use|Int|*|60|+20|80
    Tracking|Int|*|60|-|40
    Trade|Int|-|60|-|40
    Wrangling|Int|*|60|-|40[/TABLE]


    Spoiler: Traits
    Show

    Armour Monger:Armour-Monger: +2 armour to all locations if given 1 hour to bless each day
    Soul of Iron:Chosen Lore: Archeotech: +10 to tests involving Archeotech, Tech Use opposed tests. Bonus degree of success on both.
    Fit For Purpos:+3 WP
    Stranger to the Aquilla: Forge world characters suffer
    a –10 penalty on Tests involving knowledge of the Imperial
    Creed, and a –5 penalty on Fellowship Tests to interact with
    members of the Ecclesiarchy in formal settings.
    Fabricated Flesh: Less than relevant, but +5 to fellowship tests if he is not evidently carrying cybernetics.



    Spoiler: Paragon Talents
    Show


    [B]Basic Weapons Expertise/B]

    Replaces Basic Weapon Training(all)

    The Magos can use all basic weapons - except for exotic ones - without penalty.

    ---

    Melee Weapons Expertise

    Replaces Melee Weapons Training (Chain, Power, Primitive, Shock).

    The Magos can use all melee weapons - except for exotic ones - without penalty.

    ---

    Exemplar of Metal:

    The Magos has +10 Strength, Toughness, -5 Agility, Fellowship, Ballistic Mechadendrites mount any pistol, 3x Weight, can no longer swim. Machine(7).

    ---

    Soul of Stone

    Immune to fear, pinning, intimidation, etc. Does not gain insanity from mundane horrors. Reduces all Corruption gained by 5.

    ---

    Tech Lore Mastery

    Tech-Use, Demolition, Chem-Use +20

    ---

    Driving Mastery:

    All Drive skills +20

    ---

    Forbidden Lore Mastery:

    All Forbidden Lores +20

    ---

    Machine Spirit Empathy:

    The character gains a +10 bonus to any attempt to instruct,
    program or question servitors, semi-sentient devices, data
    stores and similar systems, and gains a further +10 bonus to
    Common Lore, Inquiry or Tech-Use Tests while connected
    directly to a machine via a data point. The character may
    also un-jam a weapon by touching it as a Half Action. He
    may restore an uncooperative but intact machine to function
    by touching it and passing a Challenging (+0) Fellowship
    Test. As a Full Action, the character may un-jam weapons
    within a 10 meter radius by passing a Challenging (+0)
    Intelligence Test. If the test is passed, the character may un-
    jam a number of weapons equal to their Intelligence Bonus
    plus the number of degrees of success.

    ---

    Favored by Fate:

    1 Extra Fate Point.

    ---





    Spoiler: Talents
    Show


    Cogs Within Cogs
    See page 30(Lathe Worlds). Allows Tech-Use Tests to commandeer machines.
    Bulging Biceps(200)-Can fire without bracing heavy weapons without -30 penalty
    Resistance(Cold, Heat, Poisons)-300-+10 to tests involving these
    Crippling Strike-100-+2 critical damage in melee
    Favored by Fate:700-1 Extra Fate Point
    Swift Attack-100-Semi auto for melee
    Lighning Attack(100)-difficult Weapon Skill Test, attacks equal to degrees of success
    Two Weapon Wielder(Ballistic)-200Can wield two weapons
    Two Weapon Wielder(Melee)-200-Can two weapon weild
    Ambidextrous(100)-Penalty for off-hand gone
    Heavy Weapons Training(SP)-100-Duh
    Sharpshooter-100- only -10 to called, combined with deadeye reduced to +0
    Deadeye Shot-100-10 instead of -20 to called, combined with sharpshooter for +0
    Luminen Shield(200)-Field at half willpower for half willpower rounds, shorts on 1-4
    Luminen Barrier(400)-Full will field for WP bonus rounds. Usable as reaction(Improved Potentia Coil)-once per day per WP Bonus, fatigue for each use after the first.
    Peer(Administratum, Nobility, Government, Military)-400-+10 to fellowship tests involving these organizations
    Veteran(Diplomacy) 400 -+30 to Diplomacy(Lathe-Worlds
    Independent Targeting-200 Fire pistols at different targets
    Maglev Grace(200)-Floating is awesome
    Foresight(100)
    Maglev Transcendence(200)-Flying more so
    Lightning Reflexes(100)-Reroll initiative
    Step Aside(100)-Extra reaction.
    Master Chirurgeon(100)-I medicine awesome.
    Pistol Training(Plasma, Bolt, Melta, Flame)-400
    Crack Shot(100)-+2 Critical Damage with Ranged
    Iron Jaw(100)-Successful Toughness test to throw off stun.
    Heightened Senses(Sight)-100-+10 to tests involving sight
    Electrical Succor(100)-1 minute, challenging toughness, remove fatigue equal to 1+ degrees of success
    Luminen Blast-200-Only War 147Attack action, 1d10+12 E within 10 Metres, tearing, shocking(Normal). Enhanced Potentia Coil brings up to 2d10+12 E, Pen 6.
    Luminen Flare: 20 Metres, 1d10+6 E, Blast 6. Potentia Coil increases to 2d10+6, Pen 6, Blast 6, Shocking.-300
    Marksman(100)-No penalties for long or Extreme Range
    Autosanguine-100-Always lightly wounded, heal 2 points each day
    Prosanguine-100-toughness test to regain 1d5 wounds, once/12 hours


    Spoiler: Experience
    Show

    Total: 35000

    Spoiler: Purchases
    Show

    CHARACTERISTICS [18400]
    Int+15: 850
    Toughness+30: 4100
    Strength +10: 1250
    Agility +10: 1250
    WP +15=85
    Fellowship +20=4100
    BS+25:3500
    WS+20:2500


    TALENTS+SKILLS

    Talents:
    Sound Constitution x8-800
    Exemplar of Metal-1000 +10 Strength, Toughness, -5 Agility, Fellowship, Ballistic Mechadendrites mount any pistol, 3x Weight, can no longer swim. Machine(7).
    Cogs Within Cogs: See page 30(Lathe Worlds). Allows Tech-Use Tests to commandeer machines.
    Tech Lore Mastery(500)-Tech-Use, Demolition, Chem-Use +20-500
    Driving Mastery(500): All Drive +20
    Basic Weapons Expertise-500-Proficiency with all Non-exotic Basic Weapons
    Machine Spirit Empathy-500
    Melee Weapon Expertise-500-Proficiency with all Non-exotic Melee weapons
    Soul of Stone-500-Immune to fear, pinning, intimidation, etc. Does not gain insanity from mundane horrors. Reduces all Corruption gained by 5.
    Forbidden Lore Mastery(500)-All Forbidden Lores at +20
    Bulging Biceps(200)-Can fire without bracing heavy weapons without -30 penalty
    Resistance(Cold, Heat, Poisons)-300-+10 to tests involving these
    Crippling Strike-100-+2 critical damage in melee
    Favored by Fate:700-1 Extra Fate Point
    Swift Attack-100-Semi auto for melee
    Lighning Attack(100)-difficult Weapon Skill Test, attacks equal to degrees of success
    Two Weapon Wielder(Ballistic)-200Can wield two weapons
    Two Weapon Wielder(Melee)-200-Can two weapon weild
    Ambidextrous(100)-Penalty for off-hand gone
    Heavy Weapons Training(SP)-100-Duh
    Sharpshooter-100- only -10 to called, combined with deadeye reduced to +0
    Deadeye Shot-100-10 instead of -20 to called, combined with sharpshooter for +0
    Luminen Shield(200)-Field at half willpower for half willpower rounds, shorts on 1-4
    Luminen Barrier(400)-Full will field for WP bonus rounds. Usable as reaction(Improved Potentia Coil)-once per day per WP Bonus, fatigue for each use after the first.
    Peer(Administratum, Nobility, Government, Military)-400-+10 to fellowship tests involving these organizations
    Veteran(Diplomacy) 400 -+30 to Diplomacy(Lathe-Worlds
    Independent Targeting-200 Fire pistols at different targets
    Maglev Grace(200)-Floating is awesome
    Foresight(100)
    Maglev Transcendence(200)-Flying more so
    Lightning Reflexes(100)-Reroll initiative
    Step Aside(100)-Extra reaction.
    Master Chirurgeon(100)-I medicine awesome.
    Pistol Training(Plasma, Bolt, Melta, Flame)-400
    Crack Shot(100)-+2 Critical Damage with Ranged
    Iron Jaw(100)-Successful Toughness test to throw off stun.
    Heightened Senses(Sight)-100-+10 to tests involving sight
    Electrical Succor(100)-1 minute, challenging toughness, remove fatigue equal to 1+ degrees of success
    Luminen Blast-200-Only War 147Attack action, 1d10+12 E within 10 Metres, tearing, shocking(Normal). Enhanced Potentia Coil brings up to 2d10+12 E, Pen 6.
    Luminen Flare: 20 Metres, 1d10+6 E, Blast 6. Potentia Coil increases to 2d10+6, Pen 6, Blast 6, Shocking.-300
    Marksman(100)-No penalties for long or Extreme Range
    Autosanguine-100-Always lightly wounded, heal 2 points each day
    Prosanguine-100-toughness test to regain 1d5 wounds, once/12 hours

    Skills:
    Logic +20(200)
    Logis Prophesying +10(600)
    Charm +10(200)
    Command +10(400)
    Diplomacy +10(400)
    Deceive +10(400)
    Common Lore(War)+ 20(300)
    Common Lore(Machine Cult)+20-300
    Common Lore(Tech)+20(300)
    Move Silently +10(200)
    Intimidate(100)
    Dodge(300)
    Cyphers(Myrmidon)+10-200
    Pilot(Alatus Pattern Jump Pack)-500(Elite Advance)
    Inquiry +10(200)
    Scholastic Lore(Imperial Creed)-100
    Security +20(300)
    Medicae +10(400)



    Spoiler: Equipment
    Show

    Spoiler: Weapons
    Show

    {TABLE=head]Weapon|Class|Range|Fire rate|Damage|Pen|Clip|Reload|Ammo|Special
    2 Kronos MK IV Plasma Pistols|Pistol|30 m|S/-/-|1d10+6 E|6|10|4full|20 Clips|Maximal, Recharge, Custom Grips, Red Dot Sights
    Best Power Sword(2)|Melee|-|-|1d10+14 E|6|-|-|-|Balanced, Power Field, Custom Grips
    Inferno Pistol|Pistol|10 m|S/-/-|2d10+10 E|12|3| (Full)|+6 clips|Melta
    Lascannon|Heavy(Las)|300 m|S/-/-|5d10+10 E|10|5|2full|+5 clips|Proven(3)
    M-34 Autcannon|Heavy(SP)|300 m|S/3/-|3d10+8 I|6|20|2full|Backpack Ammo(200 Rounds)|Ogryn Proof, Reliable
    Angelus |Basic(Bolt)|100 m|S/-/-|2d10 X|5|3|2full|+10 clips|Tearing, Accurate, Custom Grip, Omniscope
    Lathe-Hesh Needle Rifle |Exotic(Needle)|180 m|S/-/-|1d10 I|0|6|2full|+10 clips|Toxic(5), Accurate, Silenced, Custom Grip, Red Dot Sight
    Melta-bombBomb|-|-|-|6d10 E|12|-|-|10|Blast (2), Fire, Melta
    [/TABLE]


    Spoiler: Armor
    Show

    {TABLE=head]Name|Locations|AP|Notes
    Ignatus Power Armor|All|8(10)|Integrated infra-red goggles, micro-bead, rebreather and respirator system, +20 Strength, survival systems.
    Amulet of Warding|All|Field(*)|Reduces all incoming damage by 3d10, shorts out on double tens, 1 hour of use, Half Action to put up.

    [/TABLE]


    Spoiler: Other
    Show

    Good Quality Cranial Armor(+2 armor to Head) Only War 206
    Subskin Armor(+2 Armor to all locations)-Only War 209
    Enhanced Potentia Coil-Stuff
    Synthmuscle Fibers(2000)-Unnatural Strength 1(Only War 209)
    Alatus Pattern Jump Pack(Doubles base Speed, can gain Flyer(12), make toughness test for 1 minute, +10 to Parry, fear 1.
    Optical Mechadendrite-+10 to all Perception tests, +20 to Vision based Tests at night.
    Ballistic Mechadendrite-Allows ranged weapon on it to be used as Reaction(in this case Inferno Pistol)
    Medicae Mechadendrite(3 dose Stimm, 1 dose Frenzon, 2 dose Slaught)-Allows administration of all these, +10 to medicae
    Utility Mechadendrite-functions as combi-tool(+10 to tech use)-
    Recoil gloves-allows firing of basic weapons one handed
    Chameoline Cloak-+20 to stealth, BS tests at -30 if still
    Stummer(8)- 20 minutes continuous use, +30 to Stealth tests. Recharge 1 hour.
    Multikey-+30 to Security tests




    [/SPOILER]

    Spoiler: Background
    Show


    Background:
    Magos-Militant Erathis Vol has had a long and storied past in the service of the Mechanicus, serving as an academic, a diplomat, a spy, an assassin, and a living war machine throughout his career. In their*l beginning career as a Factor, they were able to hone a sharp sense of wit, friendliness, and affability which, while blunted by time and mechanical augmentation, can still be discerned. However, during a mission to negotiate with a rogue Magos, Erathis proved their talents in combat after an attempted double-cross. Having established their credentials in violence, training in the disciplines of both the Secutor and the Acuitor were granted, transforming Erathis into a god of war, capable of both striding into oncoming fire and disappearing like mist into the fog of war.

    Erathis is present at the Hive at the request of the High Fabricator of the Lathe Worlds, who has gotten wind of the rebellion and wishes to see it crushed, so as to prevent any tech-heresy or other filth leaking to other neighboring worlds. Erathis has thus been given a wide degree of latitude in interpreting their orders; although nominally under the command of whatever Guard element is the local authority, the backing of the Lathes makes defying Erathis a politically daunting prospect for all but the most powerful Commanders and Inquisitors.

    *Erathis has long since gotten to the point where gender isn't a thing anymore; although masked in skin, the only thing left on them that's originally biological are a few internal organs and their brain. With the fleeing of biological frailties, so too have gender distinctions been lost to Erathis, seen as insignificant and petty next to the unity of all under the Machine God.

    "Magos Vol, reporting: infiltration successful. The Hereteks shall be cleansed. Vol out."


    I'm thinking Erathis would be best deployed somewhere as either heavy fire support OR somewhere in which he could get access to vents, etc. to infiltrate the Spire.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Urist's Avatar

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Are folks still here?

  9. - Top - End - #9
    Titan in the Playground
     
    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Yeah. I know I"m dragging my feet on this, and I"m sorry. It's kind of my bottom priority as it's a "just for fun side project" thing compared to the other games I'm DMing. Also dealing with just crappy life issues at this point.

    It's not dead. It's just in Stasis while I try to get my ducks in a row.

    That said, it looks like we have for Entry locations/starting scenes:

    Doc: The Dross.

    Random and Blunt: Probably one of the Rail Depots.

    Kasm: On a drop insertion vector.

    Urist: Scaling the outer hive shell.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  10. - Top - End - #10
    Bugbear in the Playground
     
    Doc Kraken's Avatar

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Is fair, Boss. Hope things get better for you soon.


    Eeeeewww, the Dross...

  11. - Top - End - #11
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Yeah, hope things start looking up soon.
    I am not crazy! I prefer "reality impaired".

  12. - Top - End - #12
    Titan in the Playground
     
    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Where else did you expect a Penal Trooper to go?
    Currently sick as a dog and unable to focus properly. Will heal soon.

  13. - Top - End - #13
    Bugbear in the Playground
     
    Doc Kraken's Avatar

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    Default Re: Exterminatus - Shotgun Scramble OOC

    An unmarked grave?




    waitnonotyetnotbeforethegamestarts

  14. - Top - End - #14
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    Urist's Avatar

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Alrighty, seems like a good place to be.

  15. - Top - End - #15
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    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Kitting up the first encounters.

    Also Straken... I might have had mercy, but then you broke my heart.

    That's not a Rank 2 Scum, 1,800 XP puts you at rank 3, almost knocking on the edge of rank 4.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  16. - Top - End - #16
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: Exterminatus - Shotgun Scramble OOC

    With all the games we are both part of, it was going to happen eventually. It was inevitable!

    Also, the lack of mercy just means I can roll up one of the other two characters I wanted to go for all the sooner. In addition to making me all the more determined to reach the walls, I still have in my head the image of a guy climbing the lady few feet of the city walls, dragging himself onto the walkway, looking up from the ground, exhausted. Then he sees there is no hope, outside the walls in a wasteland turned to swampish toxic mud by millions of boots and thousands of tracks. Arrayed out in the distance was battalion upon battalion of Siege units, the sky above was filled with gunships while the in Low orbit he could make out the hazy shapes of starships. He sank to his knees and wept, his life was meaningless, everything he had just endured pointless, he would die anyway, alone, and unremembered.

    Also also, so it is rank 3, hmm, I had tried to stop at the top of Rank 2, but I think I got carried away.

  17. - Top - End - #17
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    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Rank 2 is a hard target to hit, the upper cap only being 999 XP. It's one of those fun and frustrating things I always had to deal with in Dark Heresy. There's like... on average, about twice as many "Advances I would like" compared to "XP I actually get before advancing to a new rank with a ton of other stuff I would like".

    Doesn't help that in the Dark Heresy rules with things being as splintered as all get out that even "Simple" concepts usually take up almost all my XP with no room to splurge for extras.

    Like if I wanted a Sneaky Sniper type I needed to get Hide, Silent Move, Shadowing, Tracking, Agility Advances, Perception Advances, Awareness, Ballistics Skill Advances, Called Shot, Deadeye, Weapon Training Talents as appropriate, Marksman, etc, etc, etc.

    I had no room to splurge for extras that would be "nice" but not actually part of my concept like Security, Trades, Social Skills, etc, until I hit like Rank 6.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  18. - Top - End - #18
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    WolfInSheepsClothing

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    Default Re: Exterminatus - Shotgun Scramble OOC

    I was aiming for someone that was pretty average, but obviously had a talent for getting out of trouble. All his concealment and such skills (along with boosted Agility mostly represent his knowledge of the area, he has lived there all his life, rather than an actual skill.

  19. - Top - End - #19
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    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    All jacked up today, getting stuff done. Will have your Opening Scenes up shortly.

    Remember unlike my usual 40k RPGs? This is a game where I kind of expect over the top zany action. ALso a very bloody game. If you act like a wuss (Exception, Scum survivor) and basically wimp out of doing things... expect that I'll take a dim view of it.

    It's always open to recruitment, it's always open to new characters. This is something I kind of want to be old school in that fashion that if **** happens you just go "Okay, next character".

    That said BECAUSE this is sort of an over the top action thing... Fate Burning ONLY can be used for the "Keep my conscious" level and not the Invincibility and KO. Badass your way through. Like the normal **** that people expect SPESS MEHREENS to pull off where you're some Angel of Death, God of War? Go for it.

    Doc? Remember how I was complaining about people ruining the "Feel" of the game in War in the Cluster? Not a concern here. Go on a rampage. Do over hte top crap. This is kind of a cut loose, have fun, beer and pretzels sort of game.

    That's what I want out of it. Don't expect me to take things too seriously.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  20. - Top - End - #20
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    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    http://www.giantitp.com/forums/showthread.php?t=337865

    Going live, need a "Still around" count so I don't waste too much time bothering with people who are no longer interested.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Doc Kraken's Avatar

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Every combat round works like the final battle in Commando. Got it.

  22. - Top - End - #22
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    ClericGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Go big or go home.

    This is my "Fun" game. Nothing serious about it at all.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  23. - Top - End - #23
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    DwarfBarbarianGuy

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Checking in.

    It is late, so I will get around to the IC tomorrow.
    I am not crazy! I prefer "reality impaired".

  24. - Top - End - #24
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    WolfInSheepsClothing

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    Default Re: Exterminatus - Shotgun Scramble OOC

    I'm still here and ready to get the Frak out of this hell hole!

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    bluntpencil's Avatar

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Lances lowered, milord.

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    Default Re: Exterminatus - Shotgun Scramble OOC

    Inbound and ready, captain.

  27. - Top - End - #27
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2014
    Location
    New Zealand
    Gender
    Male

    Default Re: Exterminatus - Shotgun Scramble OOC

    All gear checked and Ready for Drop Sir.

  28. - Top - End - #28
    Bugbear in the Playground
     
    Urist's Avatar

    Join Date
    Nov 2010

    Default Re: Exterminatus - Shotgun Scramble OOC

    Hey y'all, how are things going in this thread?

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

    Join Date
    Jan 2008

    Default Re: Exterminatus - Shotgun Scramble OOC

    Rarin' to go.
    I am not crazy! I prefer "reality impaired".

  30. - Top - End - #30
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Exterminatus - Shotgun Scramble OOC

    Is this still on or what?
    I am not crazy! I prefer "reality impaired".

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