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Thread: First Founding

  1. - Top - End - #1
    Barbarian in the Playground
     
    Goblin

    Join Date
    Jul 2012
    Gender
    Male

    Default First Founding

    First Founding
    Regiment, Homeworld Fluff, Mount, and a brief assignment slip for the Ikarus System, where the Ledos 1st is being deployed.

    Spoiler: Ledos 1st, "Laden Lancers"
    Show
    For Ledos and the Emperor! Run 'em down!

    Homeworld: Agri-World (3)
    Commanding Officer: Phlegmatic (1)
    Regiment Type: Rough Rider (5)
    Training Doctrines: Heavy Lancers (5), Well-Provisioned (3)
    Drawback: The Few (+5)
    Total: 17/17

    Logistics Rating: 10

    Spoiler: Characteristic Modifiers
    Show
    • +3 to any two of the following Characteristics—Fellowship, Strength, Toughness
    • +3 Agility, -3 Ballistic Skill
    • +2 Wounds


    Spoiler: Skills, Talents, and Aptitudes
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    Skills:
    Common Lore (Imperial Guard, War)
    Linguistics (Low Gothic)
    Operate (Surface)
    Scholastic Lore (Beasts)
    Survival

    Talents:
    Catfall
    Unstoppable Charge

    Aptitudes:
    Weapon Skill(!)


    Spoiler: Regiment Specials
    Show
    Name Description
    Blind to the Horror Agri-world characters suffer a –10 penalty to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Agri-world character gains Insanity Points, he gains twice the normal amount instead.
    Heavy Lancers Heavy Lancers excel at the charge and train extensively for this purpose. Members of a Heavy Lancer 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.
    One With the Land Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops.
    The Few When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field. If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
    Well-Provisioned The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains mounts, this also grants a +10 bonus on all Logistics tests to obtain food, tack and equipment for taking care of those mounts.


    Spoiler: Regimental Kit
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    [30/30]
    One Hunting Lance (Main Weapon)
    Great Spear or Cavalry Spear (Both Best-Craftsmanship, Mono) [10 Points for Best-Craftsmanship]
    Laspistol as Forearm Attachment [10 points], Six charge packs
    Frag Grenade (2) [5 points, +1 Grenade from 'Well-Provisioned']
    Flak Jacket
    Flak Helmet
    Saddle, Saddlebags (2), Riding Tack
    Uniform
    Parade Uniform [5 points]
    Poor Weather Gear
    Knife
    Rucksack
    Basic Tools
    Mess Kit and Canteen
    Blanket and Sleeping Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Cognomen Tags
    Inspirational Primer ("Fighting the Good Fight: Your Duty to the Emperor!")
    Combat rations, four weeks worth
    Genweyr Mount
    Regimental Favoured Weapon: Triplex-Pattern Lasgun
    Regimental Favoured Heavy Weapon: M41 Multilaser


    Spoiler: Ledos Prime, "The Green"
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    ++PLANETARY DATA++
    Class: Agri-World, I
    Subsector: Josian
    Gravity: 1.18G
    Day (Standardized): 22 Terran Hours
    Year: 540 Days to Full Cycle
    Planetary Governor Council: Councilmen Alder and Yesh; Councilwomen Ternia, Serne, and Eliza
    Population: Less than 600,000,000

    A shining emerald in the rich velvet black of the Calixis, the single world of the Ledos system orbits a bright yellow star. It has often been likened to a paradise, an oasis of calm and plenty against the backdrop of a galaxy at war. The entire mass of the slightly bulky planet is covered by one "mega-continent", the mass of earth only broken by two great lakes at either pole of the bloated globe and the rivers running from these sources. The vast majority of the world is rolling plains thick with tough, dark green mats of vegetation, with the occasional copse of towering, woody growths with silvered bark. While the gravity is slightly higher than Terran standard, the air is pure and clean, with more than a few visiting off-worlders claiming that it stimulates a healthy body. Given the world's relatively uniform elevation, presence of liquid water, and incredibly forgiving seasonal cycle (nonexistent winters and mild summers), many legends of Ledos paint the system as tailor-made during the Dark Age of Technology, a forgotten terraforming project left to its own devices. Indeed, so perfect were planetary conditions that the Rogue Trader who discovered it attempted to conceal its location and earmark it for his personal pleasure world--after the man's suspicious disappearance following an Inquisitorial Review, 'Ledos Prime' and its empty system were formally allotted for use as a Class I Agri-World.

    Settlement was accomplished without issue; one wave of technicians and builders sent to break ground and prepare the planet for its new role, the second a great flood of peoples tithed from various systems of the Imperium at large, many from overburdened Hive Worlds. While a third and final group of settlers were raised and sent towards Ledos Prime in great Mass Conveyors, these were lost to pernicious warp activity and never rematerialized in real-space. No further attempt at bolstering the new population's numbers was undertaken in the centuries afterwards, accounting for the sparsely occupied townships and shallow person-per-kilometer population density. The vast majority of Ledians live in isolated combines ranging from one to five families working wide assignments, or else populate one of a handful of small cities scattered across the Green; connected by grav-rail, each of these settlements hosts a dedicated dock for shuttles, and all 'townies' are as familiar with void-barge loading as they are with the actual tending of crops. The average citizen might go their entire life without meeting more than a score of people in the country, while their uptown cousins may count themselves worldly for having seen a few hundred farmers and voidsmen gathered to load up the yearly tithe.

    With no dangerous xenoforms populating the Green (With the possible exception of the Genweyr), planetary defenses are considered a joke in bad taste at their very best. The Ledians field one of the smallest dedicated PDFs in known space, and perhaps only the officers can be trusted to fully understand the dangers that dog the Imperium at its fringes. For every other recruit, it's considered a cushy post with short hours, bare-bones training, and a free pass from farming for half the Ledian year. The general goodly nature and honesty of the Ledian people, as well as their illusion of distance from Imperial standards of life, has resulted in the post of Planetary Governor being split between five Councilors, whose task it is to maximize food yield while simultaneously encouraging population growth. Families with multiple children are rewarded with payments in Thrones, special legal dispensation for land rights, and occasionally imported luxuries from off-world.

    One of the only peculiarities of this idyllic planet is a genetic off-shoot of the world's first colonists, Ogryn sent as manual labor in order to spare the precious land from the depredations of unwieldy machinery. A healthy population of these gentle giants remain, true-breeding, and it isn't unlikely for a human household to count a small Ogryn family or clan as part of their kin-by-labor. Perhaps nowhere else in the Imperium of man are these massive abhumans treated with so much gentility and respect, their slow intellect and inherent clumsiness vastly overshadowed by their endurance, strength, and irrepressible delight in hard work.

    Two decades ago, Ledos Prime finally reached a projected minimum to tithe Guardsmen. With a strong work ethic and pious outlook, the Council assured recruiters that the Ledians would make ideal raw manpower for the Hammer of the Emperor to shape. Over the twenty years following the initial Decree of Regimental founding, children and young adults alike have been pre-selected for the honour of joining the Ledos 1st (some more willing to follow destiny than others, of course). From the Seven Rivers Combine to the 'massive' transit-hub of Gravtown One, potential recruits have been drawn from the world over to faithfully serve the Emperor. With top of the line equipment and the best off-world officers commissioned to command the fledgling regiment, the Ledians are all but assured of their entrance into military history. The Ledos 1st has a great many expectations riding hard on their success...


    Spoiler: The Genweyr
    Show
    "Nuke it! Nuke it from orbit!"
    --Cowardly Rogue Trader Xorni, first reaction to long-range pict-captures of Genweyr [Before cooler heads prevailed]


    The only xenoform of any great size on the Green, Genweyr puzzled initial colonists with their damnably peculiar behavior. Great lumbering beasts, somehow combining the more terrifying aspects of ursine creatures and plains lizards, first contact with the animals proved that they were uniquely suited to roles as guard animals and for herding purposes. Adeptus Mechanicus Magi have studied the creatures at length over the many centuries of the planet's occupation, and proved beyond reasonable doubt that their unique genetic arrangement is ultimately artificial. Some forgotten xenos culture or the proud scientists of Man had determinedly meddled with whatever the Genweyr descend from, selecting for a bevy of helpful survival traits--in the absence of any malevolent gene-coding or, indeed, any evidence that outside influence continues to shape the beasts, the first Planetary Council decreed that they be spared a planet-wide purging.

    Comparable in size to large landcars and small Sentinel walkers, Genweyr walk low to the ground on four powerful, stubby legs. Capable of an impressive kilometer-eating trot when required, they tend to move slowly unless prompted. With a wedge-shaped head, incredible jaw strength, and rows of thick teeth, it would likely be an apex predator or strong contender for such on a more warlike world; in the quiet of Ledos Prime, the beasts tend to treat unfamiliar stimuli with curiosity, large pitch-black eyes scanning the object of interest before it is subjected to a thorough mouthing. Covered in thick brown fur which protrudes in waves from underneath dense keratinous plating, stories of Genweyr simply walking off collisions with farming equipment or slow-moving gravtrains may be more fact than fiction. With a prodigious six stomachs and heavy predisposition to store nutrition in the form of fat, the hulking monsters can often go weeks without food; in any case, as omnivores amidst plenty, such a quality is redundant if not entirely unnecessary. Traditionally forming small packs of four or five adults, a Genweyr's bonding instinct can utilized to train them as sturdy mounts, beasts of burden, or even grossly oversized household pets. Loyal unto death when bonded to a single human or family, the creatures appear to mourn for weeks upon the death of the aforementioned men or women.

    One negative quality of the Genweyr, unfortunately, is a predilection to curiosity and stubbornness. More than a few off-worlders have been mesmerized, amused, or irritated at the creature's tendency to investigate new objects with its mouth and broad tongue. When the subject of the beast's attentions is too large to be explored in such a manner, they will often lie flat on their bellies and stare. This activity has been observed to last for hours (barring outside interruption), with most Genweyr particularly 'enjoying' staring contests with things such as glow-globes, groundcar headlights, and any reflective surface of sufficient size. Especially dimwitted specimens have been recorded as lying motionless for days, waiting for an empty vehicle or deactivated machine to make the first move.

    GENWEYR
    (60/60)

    Weapon Skill: 20
    Ballistic Skill: 1
    Strength: 40
    Toughness: 60
    Agility: 40
    Intelligence: 10
    Perception: 25
    Willpower: 30
    Fellowship: 10

    Skills:
    Awareness
    Survival

    Talents:
    Hard Target

    Traits:
    Bred for War
    Enduring
    Loyal
    Size (6)
    Quadruped
    Unnatural Toughness (2)
    Unnatural Strength (2)
    Natural Armour (3)

    Wounds: 18
    TB: 8 (11 w/Armour)


    Spoiler: Assignment Slip: VIKLANOS
    Show
    Ikarus Offensive, High Command
    Mandatory Weekly Reflection: "Blessed is the mind that is too small for doubt."
    Brave souls of the Imperial Guard! Your time is at hand!

    After much care and tactical provisioning, the LEDOS 1ST LANCERS have been specially assigned to VIKLANOS of the IKARUS SYSTEM, to combat SECESSIONIST ELEMENTS and RESTORE PUBLIC ORDER. This decision has been made on the basis of the regiment's fine achievements and storied exploits, including INSERT MINOR VICTORY and the great fortitude shown during INSERT SISTER REGIMENT DEFEAT, acquitting yourselves with honour against impossible odds. The horrors of the SECESSIONIST ELEMENTS cannot be allowed to continue blighting the Emperor's domain, and your iron faith and steady aim will are required to achieve glorious victory. Your unique skills involving ADVANCE SCOUTING, and your general martial prowess will serve as an inspiration to all other regiments the sector over!

    Your task is to crush the enemy wholly, and RETURN REFINERIES/MANUFACTORIES TO OPERATION in order to assist the war effort throughout the SPINWARD FRONT. The Commissariat would like to remind you that DAMAGE to the REFINERIES/MANUFACTORIES, willingly or unknowingly, is a CAPITAL offense to be punished by FIELD DECIMATION (REGIMENTAL), followed by HALF-RATIONS and LOYALTY TRIALS.

    No foe can stand before the glory of the Imperial Guard, and the SECESSIONIST ELEMENTS are underfed, ill-equipped, and lacking in quality leadership. As the Hammer of the Emperor, your success is assured. Your commanding officer will see to it that you receive your orders and that the robust resources of the divinely guided Departmento Munitorium attends to any specialist needs. Ave Imperator!


    It looks like we're still waiting on Abberatio Ictus, but regardless of whether or not he posts I'll put the IC up tomorrow afternoon. I would have had it this weekend, but it's been a bit of a strange few days.
    Last edited by Vexing; 2014-10-16 at 12:46 PM. Reason: Gazetteer and Finishing Touches.

  2. - Top - End - #2
    Titan in the Playground
     
    ClericGuy

    Join Date
    Jan 2013

    Default Re: First Founding

    And thus we have Aleksandr Sarvus, Psyker, Diviner, Codebreaker, and his friend Jorn.

    Spoiler: MECHANICS!
    Show
    Name: Aleksandr Sarvus
    Support Sanctioned Psyker
    Gender: Male
    Demeanor: Boisterous: Loud and energetic, the character is always talking and joking with other members of his squad, even when it might not be entirely appropriate.

    WS: [36] (20 Base, 16 Rolled)
    BS: [34] (20 Base, 17 Rolled, -3 Regiment)
    S: [32] (20 Base, 12 Rolled)
    T: [34] (20 Base, 11 Rolled, 3 Homeworld)
    Ag: [34] (20 Base, 11 Rolled, 3 Regiment)
    Int: [32] (20 Base, 12 Rolled)
    Per: [37] (20 Base, 17 Rolled)
    WP: [39] (20 Base, 9 Rolled, 5 Specialty, 5 Advance)
    Fel: [35] (20 Base, 12 Rolled, 3 Homeworld)

    Wounds: 15/15 (8 Base, Max 5, 2 Regiment)
    Fate: 3/3
    Insanity: 0
    Corruption: 5

    – – Aptitudes:
    – General
    – Intelligence
    – Knowledge
    – Perception
    – Psyker
    – Strength
    – Weapon Skill
    – Willpower

    – – Trained Skills:
    – Common Lore (Adeptus Astra Telepathica) (Int)
    – Common Lore (Imperial Guard) (Int)
    – Common Lore (War) (Int)
    – Forbidden Lore (Psykers) (Int)
    – Linguistics (Low Gothic) (Int)
    – Operate (Surface) (Ag)
    – Psyniscience (Per)
    – Scholastic Lore (Beasts) (Int)
    – Scholastic Lore (Cryptology) (Int)
    – Survival (Per)
    – Trade (Cryptographer) (Int)

    – – Talents:
    – Catfall: Automatically reduce the distance of all falls by a number of meters equal to my Agility Bonus. In addition, +20 to Acrobatics Skill Tests when using the Jump Special Skill Use as it pertains to reducing Damage from falling.
    – Heightened Senses (Hearing): I gain a +10 bonus to any Tests specifically involving this sense.
    – Psychic Powers (Up to 400 XP): I haz Powers!!!!: Prescience, Foreboding.
    – Psy Rating 2: I R a Psyker! WHOO!
    – Unstoppable Charge: When I make a melee attack as part of a Charge Action or a Crushing Charge Mounted Special Action, my attack gains the Felling (X) Quality, where X is equal to half my Weapon Skill Bonus (rounded up). In addition, whenever I make a melee attack as part of a Crushing Charge Mounted Special Action, I deal additional damage equal to my mount's Strength Bonus.
    – Unusual Companion: When gaining Comrades I may choose to get a Ratling, Ogryn, Servitor, or Normal Guardsman Comrade.
    – Weapon Training (Las, Low-Tech): Use these types of weapons without penalty.

    – – Traits:
    – Blind to the Horror (Homeworld): Agri-World characters suffer a -10 to Scrutiny when using it to Oppose the Deceive Skill. Additionally the first time I gain Insanity Pionts, I gain twice the normal amount instead.
    – The Few (Drawback): When I request reinforcements to replace a Comrade, I must make a Hard (-20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistic Tests if a significant portion of the regiment is not currently in the field. If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for Troop Support.
    – Heavy Lancers (Doctrine): Increase the distance my mount can move as part of a Crushing Charge Mounted Special Action by a number of meters equal to twice the Mount's Agility Bonus.
    – One with the Land (Homeworld): Gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with the potential to be domesticated. +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops.
    – Psyker: Allows me to purchase Psyniscience, Psy Rating, and Psychic Powers.
    – Well-Provisioned (Equipment Doctrine): The regiment increases the number of clips for their main ranged weapon and the number of week's rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains mounts, this also grants a +10 bonus on all Logistics tests to obtain food, tack, and equipment for taking care of those mounts.

    – – Gearing:
    – Best Craftsmanship Staff:
    Class: Melee – Low-Tech. Damage: 1d10+1+SB Impact. Pen: 0. Special: Balanced, Primitive (7), +10 WS. Wt: 3kg. Availability: Plentiful.
    – One Hunting Lance:
    Class: Melee – Low-Tech. Damage: 2d10+3 Explosive. Pen: 7. Special: Concussive (3). Wt: 4kg. Availability: Scarce.
    – Great Spear:
    Class: Melee – Low-Tech. Damage: 2d10+SB Rending. Pen: 0. Special: Ogryn-Proof, Unbalanced. Wt: 7kg. Availability: Scarce.
    – Laspistol (6/6 Charge Packs):
    Class: Pistol – Las. Range: 30m. RoF: S/2/–. Damage: 1d10+2 Energy. Pen: 0. Clip: 30/30. Reload: Half. Special: Reliable, Variable Setting. Wt: 1.5kg. Availability: Common.
    – Frag Grenade (2):
    Class: Thrown – Grenade. Range: SBx3. Damage: 2d10 Explosive. Pen: 0. Special: Blast (3), Ogryn-Proof. Wt: 0.5kg. Availability: Common.
    – Knife:
    Class: Melee/Thrown – Low-Tech. Range: 5m. Damage: 1d5+SB Rending. Pen: 0. Wt: 1kg. Availability: Plentiful.
    – Flak Jacket (I'm going to assume it meant Flak Vest):
    Locations Covered: Body. AP: 3. Wt: 5kg. Special: +1 AP vs indirect attacks with the Blast Quality. Availability: Average.
    – Flak Helmet:
    Locations Covered: Head. AP: 2. Wt: 2kg. Special: +1 AP vs indirect attacks with the Blast Quality. Availability: Average.
    – Riding Beast:
    We ride it, ride it hard!
    – Saddle, Saddlebags (2), Riding Tack:
    Actually lets us not fall off our rides, and carry our gear!
    – Uniform:
    It keeps me from being naked!
    – Parade Uniform:
    It's highly snazzy!
    – Poor Weather Gear:
    I hear that Voyostraya place gets a little nippy.
    – Rucksack:
    Guy's gotta be able to carry his stuff.
    – Basic Tools:
    And appease his Machine Spirits of the Stick and such.
    – Blanket and Sleeping Bag:
    When it's finally time for lights out? Yeah.
    – Rechargeable Lamp Pack:
    In case I need a night light against the Brass Hounds.
    – Grooming Kit:
    Gotta look your best, shaved, trimmed, combed.
    – Cognomen Tags:
    That way they'll know the corpse is a witch!
    – Inspirational Primer (“Fighting the Good Fight; YOUR Duty to the Emperor!”):
    It keeps my spirits up and tells me everything I needed to know. Did you know? Orks die to a single bayonet stabbing.
    – Unconstructed Mount:
    To be Filled In.
    – Data-Slate:
    For extra notes, working on ciphers, things like that.
    – Psy Focus:
    Gives me a +10 to Focus Power Tests.

    – – Psychic Powers:
    – Prescience:
    Action: Half Action.
    Focus Power: Challenging (+0) Psyniscience Test.
    Range: 3 x Psy Rating Meter Radius.
    Sustained: Half Action.
    Subtype: Concentration.
    Effect: For the duration of this power, a number of allies within range equal to my Psy Rating, plus myself, gain a bonus to their WS and BS equal to twice my Psy Rating. Allies effected by this power lose its benefit as soon as they move out of range.
    – Foreboding:
    Action: Reaction.
    Focus Power: Difficult (-10) Perception Test.
    Range: Self.
    Sustained: No.
    Subtype: Concentration.
    Effect: Instead of an Evasion Test, I may use this power. If successful, I avoid the attack exactly as if I had passed an Evasion Test.

    – – Experience: 500/500
    Unusual Companion (300 XP) (General, Fellowship)
    Willpower +5 (100 XP) (Willpower, Psyker)
    Trade (Cyptographer) (100 XP) (Intelligence, General)


    Spoiler: The Bodyguard
    Show
    – – Comrade:
    Name: Jorn
    Demeanor: Single-minded: The character has an impressive stubborn streak, even for an Ogryn. His dense skull does not seem to have room for more than one idea at a time, and changing his course away from whatever currently fixates him requires incredible patience. Even the threat of punishment might not deter him, as the character often fails to pick up on such outside details.
    Classification: Ogryn Abhuman Comrade
    Current Status:
    Healthy: The comrade takes no penalties.
    Lightly Wounded: The comrade takes no penalties.
    Heavily Wounded: The comrade takes standard penalties for being injured as a Comrade.
    Dead: He's dead Jim.

    Specials:
    – WAAAAGH DA OGRYN!: Grants an additional +10 bonus to WS Tests when using the Close Quarters Battle Generic Order.
    – Freakin' Huge: Must pass an Ordinary (+10) Command Test to use the Take Cover! Generic Order. While willing, they are too big to effectively hide.
    – But it Dark in Dere!: Will not enter caves, basements, ruins, infantry fighting vehicles, etc, of his own free will. May order them into such places, but requires a -10 penalty to any Command Skill Tests to do so, and suffers a -10 to all Skill Tests while in the small space. I gain a +20 to the Command Test to order them into a space if I am already in there.
    – Profile: If anything ever happens to an Ogryn Comrade that requires information form a profile, refer to the Ogryn Profile on 373 of Only War Core Rulebook.
    Common Numbers:
    Armor: Flak Vest (Chest 3).
    Toughness Bonus: 7.
    Size: Hulking.
    Movement: 4/8/12/24.
    Weapons: Ripper Gun (Basic; 30m; S/–/6; 1d10+8 I; Pen 0; Clip 48; Reload: 2 Full; Ogryn-Proof, Scatter). Ripper Gun (melee) (Melee; 1d10+9 I; Pen 1; Ogryn-Proof, Primitive [8]).


    Spoiler: Fluffery!
    Show
    – – – – Fluffery:
    – – Appearance:
    Aleksandr stands at 5'6”, and weighs in at 136 lbs. Relatively thin of build, in recent months his muscles have tightened up, leaving him looking leaner and meaner than he had been before his current assignment.
    He is a creature of habit, known to take at least one hour every day to groom himself, keeping his head shaved clean, his beard shortly trimmed and full. His features are hawk like, with blue beady eyes that seem to hyper-focus on whatever has his current attention and a straight hard nose and sharp ankles to his jawline and cheeks.
    His hands tend to be curled up most of the time, used to gripping either his staff, or a Data-slate. His body is tense almost all the time, with hunched up shoulders and a tendency to have closed posturing.

    – – Background:
    Aleksandr came from a distant hive world, one of the poorest of the poor, living deep in the Dross levels where mutation was rampant and living was hard. He lived as a scavenger and an urchin, scrambling from one salvage spot to the next, stealing what he could, hording anything that still worked.

    This was until the Ecclessiarchy lead a sweep through the dross, purging mutants, and capturing him as a Wytch to be tithed to the black ships. For decades he was locked with nothing but the strange warded cages that he found himself in, moved across the Galaxy like some Grox to the stockyards.

    He doesn't remember what happened during his Sanctioning, hen he stood before the God-Emperor and was judged strong enough to resist the lure of Chaos. His training is a blur in his mind, the indoctrination to kill himself in case of possession, his training in the Ciphers and Codes of the Imperial Guard, combat tactics, all of it seemingly one grey blur through the years. He knew he attended. He knew he had the training. But he hardly remembers it, suspecting that much of the training might not have actually BEEN instruction, but perhaps some sort of drug based hypno-indoctrination or psychic molding from a powerful Telepath. It bothers him, and makes him question what, if anything of his past is “real”.

    Thus he focuses on his present. When he met Jorn, perhaps the most stubborn Ogryn among all the Stubborn Ogryns he had ever seen. The man is large though, and takes his job as Bodyguard for him very seriously. More than one suspicious and rightfully hateful would be Redemptionist or intolerant guardsman has been scared off by the sudden interposing of the slab of muscle that is Jorn.

    Jorn was assigned to Aleksandr at the Imperial War Academy on Thoria. There Aleksandr was finishing his “advanced” training. Something he actually remembers a bit more clearly as he learned the techniques for peering into the future, and how to decipher and break the codes of the enemies. He had managed to crack an ancient Traitor Legion code, no longer in use, but a proof of his training as he managed to decode 85% of the runes they used, seeing missives about troop movements and battle plans for the Siege of Terra, and the atrocities they were planning to commit to keep their fell Daemonic Allies appeased.

    With his new rank, he went out to celebrate. Something he had never remembered being able to do. Going down to the club, ordering fine bottles of amsec, and generally being a loud, boisterous asshat, an embarrassment to himself and the Academy. Several officers who didn't approve of a “Witch” besmirching them decided to silent the annoying Aleksandr... And Jorn, on Bodyguard Duty for a Lieutenant who was watching the fight brew stepped in, cracking skulls and tossing tables in defense of the 'Silly funny officer'.

    With his insanely loyal streak and stubbornness, he was assigned and transferred to permanent duty with the psyker. It's been... a rough relationship. Jorn seems to be loyal to Aleksandr, but often overly protective and hard to deal with. Aleksandr often stifling under the fact that people are afraid to get close to the guy who has an 8 foot tall walking slab of dumb muscle following him everywhere. EVERYWHERE... it bothers Aleksandr as much as you could imagine.

    Recently he has been assigned to the Lancers as an intelligence asset when the Guard Unit was being raised. He was, when he joined, someone who had never even seen a beast that wasn't dead and on his plate... unless you counted the Dross Rats. His job was to assist command level officers in cryptography and counter-witch operations.

    However over the months of training, he gained an appreciation for beasts. His softness was turned into lean muscle, he got used to riding in the saddle, and honestly getting a simple joy from the act. The speed, the sense of power with the warbeast's charge... it is exhilarating. By the time the regiment was ready to leave, Aleksandr was sad to see Ledos go. He had found a measure of peace there with the Agri-Worlders and their simplistic lifestyle, fresh food, open spaces. It was the first time in his life that he honestly felt relaxed, and able to forget the horrors of the Black Ships or the Dross.

    He wore his new uniform with pride, rode in the procession celebrating the official founding of the Regiment, partook of the lovely ladies eager to give their Guardsmen a fond farewell, and hoped that he would have a chance to see the world again someday, when his duty is done.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Dekana's Avatar

    Join Date
    Jul 2009
    Location
    Nagoya, Japan

    Default Re: First Founding

    Argos bursts through the wall into the OOC thread! "OOOHH YEAHHH!"




    Name: Argos
    Specialty: Ogryn

    WS BS S T Ag Int Per WP Fel
    36 25 50 (7) 53 (7) 23 13 32 25 28

    AP: Arms & Body 3 (blast 4), Head 2 (blast 3). Note: Hulking Size: +10 to be hit
    Wounds: 32/32
    Fate: 3/3

    Spoiler: Argos, Ogryn
    Show

    Description
    2.9m, 230kg, 33 years old. Right-handed. Ruddy skin tone, bald, and green eyes.

    History
    "Umm, ya mean 'fore the Emprah wanted me ta fight? You mean da farm then, hah! Oh, it was a really purdy place. With lotsa birds fer eating, and horses to pet, and, uh... plants too! All mine too, cause of that paper Momma left me. Puck was dere too, 'course. He's really funny, and smart, and he kept tellin' me where ta move da dirt, and when to pick up dem plants. Then I'd pull da wagon to the big town, and Puck would get some coins and buy me presents! Hehe... no one else eva got me presents. No one but my best friend, Puck."

    "I miss da farm and da horses, but da Emprah says we gotta fight fer him now - me and Puck too! So we went in dis flying metal box. Puck says it's a really big wagon, but it's dark in 'ere and I dun like it. Sometimes I see da farm neighbors, and people from da big town, so I'm not lonely, but I wanna get out already and get ta fightin. "


    Attitude
    Demeanor: Lucky
    Argos is a gentle giant - cheerful, trusting, and protective of his friends. At the same time, he gets frustrated easily and is prone to temper tantrums (which can turn deadly for the unprepared). Argos was perhaps the richest Ogryn on Ledos Prime, as he actually owned property, which made him a curiosity to his neighbors. In the Regiment, he is recognized as having had a blessed life, and having good luck is as deadly as any weapon.

    Comrade
    Demeanor: Quiet
    A small, black-haired young man in his mid 20s. Like his parents, and their parents before them, Puck "served" Argos's family on their farm. The truth is, the farm belonged to Puck's family in all but deed. He recognizes Argos as being a good, if simple man, but he doesn't value their friendship nearly as much as Argos does. When he entered the Imperial Guard, Puck figured his best chance at survival was to stay very close to his ogryn companion, and so the pair are nearly always together.

    Spoiler: Full stats and aptitudes
    Show

    Stat Base Mods Total
    WS 31 +5 simple 36
    BS 28 -3 regiment 25
    S 32 +10 ogryn + 3 regiment + 5 simple 50 (7)
    T 35 +10 ogryn + 3 regiment + 5 simple 53 (7)
    Ag 30 -10 ogryn + 3 regiment 23
    Int 28 -15 ogryn 13
    Per 32 32
    WP 25 25
    Fel 28 28

    Stat Total Notes
    Movement 3 2 agi + 1 hulking size
    AP 3 arms & body, 2 head +1 AP vs blasts
    Wounds 32 1d5 [5] + 25 ogryn + 2 regiment
    Initiative 1d10+2 2 agi
    Fate 3 Max (3) for rolling characteristics

    Aptitudes: Ballistic Skill, Defense, Offence, Strength, Toughness, Weapon Skill, Agility (bonus from getting WS twice)


    Spoiler: Skills, Talents, Traits
    Show

    Skills
    • Athletics
    • Common Lore (Imperial Guard, War)
    • Intimidate
    • Linguistics (Low Gothic)
    • Operate (Surface)
    • Parry
    • Scholastic Lore (Beasts)
    • (Stealth is not trained, and it takes an additional -10 penalty due to hulking size)
    • Survival


    Talents
    • Catfall: Reduce fall distance by Agi bonus in meters. Add +20 to Acrobatics when using Jump to reduce falling damage.
    • Iron Jaw: If ever Stunned, a successful Toughness Test allows the character to ignore the effects.
    • Unstoppable Charge: When using Charge or Crushing Charge, the attack gains Felling(X), where X is half WS bonus rounded up. Also, Crushing Charge deals additional damage equal to the mount's Strength bonus.
    • Weapon Training (Heavy, Solid Projectile)


    Traits
    • Auto-Stabilized: Always count as Braced.
    • Blind to the Horror: –10 to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Agri-world character gains Insanity Points, he gains twice the normal amount instead.
    • But It Dark in Dere!: Ogryns will not enter caves, basements, ruins, infantry fighting vehicles like the Chimera, or even smaller than average buildings, of their own free will. Officers and Commissars can order them into such places, but suffer a –10 penalty to any Command Skill Tests to do so, and Ogryns suffer a –10 to all Skill Tests when so confined.
    • Clumsy: Can't use weapons that don't have the Ogryn-Proof trait.
    • Heavy Lancers: Members of a Heavy Lancer regiment increase the distance their Mounts can move as part of a Crushing Charge Mounted Special Action by (the Mount’s Agility Bonus x 2) meters.
    • One With the Land: Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops.
    • Size (Hulking): +10 to be struck in combat, +1 base movement, -10 stealth.
    • Sturdy: +20 bonus to resist grappling and uses of the Takedown Talent.
    • The Few: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field. If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
    • Unnatural Strength (+2): Strength bonus increased by 2. Also, gain 1 additional DoS on Strength Tests.
    • Unnatural Toughness (+2): Toughness bonus increased by 2. Also, gain 1 additional DoS on Toughness Tests.
    • Well-Provisioned: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains mounts, this also grants a +10 bonus on all Logistics tests to obtain food, tack and equipment for taking care of those mounts.



    Weapons
    Name Class Range RoF Dam Pen Clip Rld Special
    Frag grenade Thrown SBx3 S/-/- 2d10 X 0 1 Blast (3), Ogryn-Proof
    Great spear Melee 2d10+1 R 2 Best-Craftsmanship (+10 WS tests), Mono, Ogryn-Proof, Unbalanced (Can't Lightning Attack, -10 to parry)
    Ripper gun Heavy 30m S/-/6 1d10+8 I 0 48 2 Full Ogryn-Proof, Scatter (PB: +1 hit for every 2 DoS; Long/Extreme: AP is doubled), Is a warhammer in melee
    Ripper gun (melee) Melee 1d10+2 I 1 Ogryn-Proof, Primitive (8)

    Spoiler: Gear
    Show
    • Ripper gun
    • 5 frag grenades
    • One Hunting Lance (Shock, Main Weapon) - Not Ogryn-Proof
    • Great Spear (Best-Craftsmanship, Mono)
    • Laspistol, Six charge packs - Not Ogryn-Proof
    • Flak Jacket
    • Flak Helmet
    • Riding Beast
    • Saddle, Saddlebags (2), Riding Tack
    • Uniform
    • Parade Uniform
    • Poor Weather Gear
    • Knife - Not Ogryn-Proof
    • Rucksack
    • Basic Tools
    • Mess Kit and Canteen
    • Blanket and Sleeping Bag
    • Rechargeable Lamp Pack
    • Grooming Kit
    • Cognomen Tags
    • Inspirational Primer ("Fighting the Good Fight: Your Duty to the Emperor!"

    Spoiler: Experience
    Show
    0xp available, 500xp spent
    • Athletics - 100xp
    • Parry - 100xp
    • Strength (simple) - 100xp
    • Toughness (simple) - 100xp
    • Weapon Skill (simple) - 100xp



  4. - Top - End - #4
    Ogre in the Playground
     
    TechnoScrabble's Avatar

    Join Date
    Aug 2010
    Location
    Everywhere but there
    Gender
    Male

    Default Re: First Founding

    "Ahearne reporting, sir."


    Name: Aodh 'Dimes' Ahearne

    Demeanour: Loyal


    Mechanics
    Spoiler
    Show

    Weapon Skill 33
    Ballistic Skill 40
    Strength 31
    Toughness 39
    Agility 44
    Intelligence 30
    Perception 36
    Willpower 32
    Fellowship 26

    Wounds: 19
    Fate: 3
    Insanity: 0
    Corruption: 0

    Specialty: Storm Trooper
    Aptitudes: Agility, Ballistics Skill, Fieldcraft, Toughness, Offense, Finesse, General, Weapon Skill

    Skills: Awareness, Dodge, Security, Scholastic Lore (Tactica Imperialis, Beasts), Stealth, Common Lore (Imperial Guard, War), Linguistics (Low Gothic), Operate (Surface), Survival, trade (armourer)

    Talents: Weapon Training (Las, Low-Tech), Takedown, Rapid Reload, Catfall, Unstoppable Charge, sprint

    Other Modifiers: -10 to scrutiny vs deceive
    Double insanity points on first gain
    Heavy Lancers
    +10 to any knowledge, survival, or trade to identify or otherwise interact with domesticated beasts or those with the potential to be domesticated, or to identify, harvest, or cultivate food crops
    The Few
    Well provisioned

    Gear: Good Craftsmanship hotshot lasgun, 3 charge packs, storm trooper carapace armour, one hunting lance, best craftsmanship mono-greatspear, laspistol with forearm mount, six charge packs, frag grenade (2), flak jacket, flak helmet, riding beast, saddle, saddlebags (2), riding tack, uniform, parade uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleeping bag, rechargeable lamp pack, grooming kit, cognomen tags, Inspirational Primer,

    Exp Expenditure: 100 on simple ballistic skill advance, 100 on simple agility advance, 200 on trade (armourer) known , 100 on simple weapon skill advance


    Background
    Spoiler
    Show

    The rebellion on Istos IV claimed many lives, among them the Spire Nobles Desmond and Yvka Ahearne. Their son was found in the wreckage of the hive as the planet's Sister Ordos cleared the upper spires of recidivist taint, a small lad angrily clutching his father's old laspistol, the heathen corpse across the room missing a signifigant portion of his face to a still-steaming burn. A natural choice for the Schola Progenia. His protests as they pulled his bloody inheritance out of his hands went unheard.

    Lumped in with the others in the primary classes, the drill abbots admonished every child with the same burning hate. Gone were the benefits of noble birth, washed away with a second baptism. The children of 'lesser blood' still despised him, though. Berated him, teased him, called the small boy soft and pale and weak. Aodh told them they were disappointments to the Emperor, that their births had tainted humanity's gene pool.

    He quickly learned to sleep with one eye open.

    Combat training was the best time for Aodh. He could run here, he could hide. He could shoot. He could hit the other children. He could call them heathen scum without the abbots getting angry for him interrupting some writing lesson. He didn't like the writing lessons. They were pointless. Words wouldn't kill the enemy, lasguns would. Paper didn't cut like steel, candles didn't burn like lasfire, books didn't protect like carapace. In any other school, Aodh would have been a lost cause, but the Schola Progenium had its opportunities. When the time came, Aodh found himself inducted into Storm Trooper training. He excelled.

    He took to mud and blood like a fish to water. His hellgun became an extension of himself, its sights lined up perfectly with those shiny silver eyes of his to put shots on target every time. His trigger finger slid instead of jerking, his breath rolled instead of shaking, his firing stance was a factory cut-out, never changing. Where other students had mocked him and assured that he would never be useful, they now stood in awe of his shot grouping. Not that it was good enough to excuse his attitude. The other trainees saw just as clearly as the drill abbotts that Aodh would need to learn to work as a member of a team to become an effective fighter. His training platoon's cadet officers were cunning, working around the distinctive holes in Aodh's personality. His sergeant gave him a nickname, whether for his eyes or the size of his shot group was never determined, but Aodh loved being called 'Dimes' either way. Compatriots did their best to make him feel welcome, and when he started to open up, explained his failings, something he took in surprisingly good stride for a stubborn nobleborn orphan. By the time training was finished, their success rate had skyrocketed with the increased cohesion, and Aodh was a legitimately better person. Gone was the bitter young boy with a focus on personal glory in combat skill, the Schola was sending out a young man who could adapt to any battleground with no loss of efficiency.

    Now assigned to a squad in a First Founding Guard Regiment, it's time to see what Dimes can do.


    Concept/Plan
    Spoiler
    Show
    Quick thinking/acting combat specialist with a plethora of useful skills, adapts gear and self to meet any situation. Focus is on stealth/speed and skill with lasweapons, but secondary skills/talents that are useful to the whole party will be purchased to represent someone who tries to work around any possible weaknesses and fill in the holes while he can. Friendly as a matter of neccessity, still socially awkward as he didn't really bother to try speaking with peole much until halfway through training and then they were all like-minded storm troopers, so anyone who isn't all gung-ho like he is will probably have a bit of a disconnect there. Loves to work, especially manual labor or anything involving his hellgun or showing someone how to do something useful/cool.


    Description
    Spoiler
    Show
    Average height, but broad shouldered and tautly built, making him seem a bit smaller than he actually is. Blazing orange hair is kept buzzed down to stubble and patted out with soot to keep it from giving away his position. Shiny, inquisitive grey eyes that are constantly darting about. Keeps his head on a swivel, looking side to side and over his shoulder, has a hard time keeping still when not focused on something and visibly fidgets. His knuckles and elbows and knees are lightly scarred, and his hands and feet have thick callouses, but his skin is otherise pale as it was back when he lived in the spire. Moves with a loping gate and rolls with blows, keeping a steady foot and moving quickly and easily. Tends to stay shrunk up in combat zones, making himself a smaller target, but stands tall and proud elsewhere.
    GLORIOUS SOVIET SNAIL SUPERTECHNOLOGY

    Comrade L.E.S.S. by The Mad Hatter!

    Quote Originally Posted by Viper9090 View Post
    My weirdest nightmare has just been replaced.
    (Recaiden) He lives!
    (Firedaemon33) Ia! Ia! TechnoScrabble F'Taghn!
    Declared terminal 24 December, 2013. Come and get me.

  5. - Top - End - #5
    Halfling in the Playground
     
    Kobold

    Join Date
    Sep 2014
    Gender
    Male

    Default Re: First Founding

    'I'm here to help'

    Spoiler: Specialist Dayfyd Akakios
    Show

    Specialist Dayfyd Akakios

    CHARACTERISTICS
    WS [40]
    BS [27]
    STR [28]
    TOU [38]
    AGI [40]
    INT [28]
    PER [33]
    WP [30]
    FEL [40]

    Demeanor: Affable

    SKILLS
    Common Lore (Imperial Guard, War) +10
    Scholastic Lore (Tactica Imperialis)
    Linguistics (Low Gothic)
    Operate (Surface)
    Navigate (Surface)
    Scholastic Lore (Beasts)
    Survival +10
    Dodge

    TALENTS
    Catfall
    Unstoppable Charge
    Air of Authority
    Weapon Training (Las, Low-Tech, SP)
    Rapid Reload
    Skilled Rider

    APTITUDES
    Weapon Skill
    Agility
    Ballistic Skill
    Fieldcraft
    Finesse
    Intelligence (instead of Weapon Skill again)

    TRAITS
    Blind to the Horror
    Heavy Lancers
    One With the Land
    The Few
    Well-Provisioned

    Wounds: 15
    Fate Points: 3

    GEAR
    One Hunting Lance (Main Weapon)
    Great Spear (Best-Craftsmanship, Mono)
    Triplex-pattern Lasgun
    Laspistol, Six charge packs
    Frag Grenade (4)
    Krak Grenade (2)
    Flak Coat
    Flak Helmet
    Genwyer
    Saddle, Saddlebags (2), Riding Tack
    Uniform
    Parade Uniform
    Poor Weather Gear
    Knife
    Rucksack
    Basic Tools
    Mess Kit and Canteen
    Blanket and Sleeping Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Cognomen Tags
    Inspirational Primer ("Fighting the Good Fight: Your Duty to the Emperor!"

    Comrade
    Name: (39) Malakai
    Demeanor: (73) Reckless

    Spoiler: XP Status
    Show

    Dodge Skill -200XP
    Skilled Rider Talent -300XP

    Total Spent: 500XP
    Total Unspent: 300XP





    Spoiler: Akakios Fluff and Stuff
    Show

    "Mount up!" Sergeant Gales shouted over the grunts and grumbles of the squad’s Genweyr mounts. “The eyes of the Emperor and the Imperium are on us today, do not shame Ledos!”
    Specialist Dayfyd Akakios hesitated a moment in mounting his own beast to lend his knee to the off-world observer that would be riding with them.
    “You don’t ride much, do you sir?” he asked quietly, subtly tying the man to his saddle in the guise of ensuring it was fitted correctly.
    “I’m a major in the Imperial Guard,” the man replied gruffly as Akakios mounted his own beast. “I have fought battles on scores of worlds and slain hundreds in the name of the Emperor. Orks and heretics alike hold no terror for me anymore. But I did all of that in the infantry. Why do you people insist on riding these… what did you call them?”
    “Genweyr,” Akakios murmured, guiding the beast he had named Lazy so that they were beside the off-world major and his mount.
    “Are they native to Ledos?”
    “As native as anything is, I suppose,” Akakios replied, letting the beasts choose their own way in following the rest of the mounted troop into the rolling hills and grasslands. “The tech-magos tell us they were artificially created.”
    The major nodded absently and he tried to shift in the saddle, obviously looking for a more comfortable arrangement.

    “You’ll be sore now,” Akakios noted, discreetly helping the major down from his Genwyer. The rest of the troop were gathering supplies from saddlebags and beginning to set up camp. “I’ll get you some ointment for the saddle-sores and we’ll layer your saddle with your sleeping roll tomorrow.”
    “Why didn’t we do that today?” the major muttered grimly.
    “We have another three days of riding before the hunt begins,” Akakios replied cheerfully. “And then who knows how long we’ll be riding, searching for the bandits? You want to get the sores and blisters out of the way as quickly as possible, I promise.”

    Four days of riding passed uneventfully as the troop began their search for the bandits.
    “Specialist,” the off-world began one afternoon. “You said we’re hunting... bandits? I thought Ledos was more orderly than that.”
    “For the most part,” Akakios agreed. “The world is too massive to police properly, however, and there are always places for those who want a life outside the law to hide. These men we’re hunting have chosen to ignore the Imperial Truths that have allowed our world to prosper; hard work and communal spirit. They raid gravtrains and carriage trains so they can have a selfish, easy life.”
    “Maybe I ought to try and recruit some of them,” the major murmured quietly. “Why… why lances?”
    “We haven’t the manufacturing capability to make lasguns like your own,” Akakios replied with a heavy shrug. “We wish we did, to be honest. What little production capability we do have goes towards expanding and maintaining the gravlines and the farming equipment, our main value to the Imperium lies in foodstuffs, after all. So most of us Overlanders make our own lances and carry the six-shooters the marshalls issue us and we get by. The bandits are even worse off for weapons, so there’s no need for better.”
    “I hear the Founding regiments will receive much better.”
    “Will they?” Akakios asked, turning his head to hide the greedy gleam in his eye. “I hadn’t heard, sir.”

    After another day of riding, the cry went up from out of the scout riders.
    “At them!” Gales cried, raising his lance from it’s stirrup and leading the troop forward. The Genwyer went together into a rolling, awkward gallop and the off-world major gripped his saddle horn desperately with one hand while he clumsily drew his laspistol with the other.
    “This is insane!” he shouted across to Akakios as the troop crested a hill and the fleeing forms of running bandits was revealed.
    “We’ve caught them in the open!” Akakios replied triumphantly, caught up in the moment.
    A handful of the bandits turned, brandishing weapons, mostly swords or clubs or short spears, but a handful had six-shooters and one even had a lever-action stub gun. Shots ripped out from the bandits and Akakios saw Jarund slip nervelessly from his saddle. Answering pistol shots from the troop brought down a pair of bandits, their weapons flying aside uselessly.
    “The Emperor and Ledos!” Gales bellowed just as the thundering troop reached the bandits. Lowered lance-tips skewered bandits and the blast of six-shooters became almost deafening in seconds. Several of the bandits fell screaming beneath the thundering Genwyer and vanished into pulp as the troop rode on.
    Akakios skillfully twisted his lance free of the bandit rifleman and kicked the flanks of his beast after the fleeing survivors. Somehow the off-worlder had remained beside him, though he had not fired a shot.
    “Shoot them!” Akakios encouraged, gesturing at the still running bandits.
    The major hesitated, as if only just now remembering his laspistol. With a snarl he raised it and fired. The movement of his Genwyer fouled his aim and the shot flared uselessly over the bandits, but it caused them to hesitate. It was their final mistake.
    Last edited by RivlisDrake; 2014-10-15 at 02:51 PM.

  6. - Top - End - #6
    Barbarian in the Playground
     
    CrimsonKnight's Avatar

    Join Date
    Jun 2013
    Location
    Hawaii
    Gender
    Male

    Default Re: First Founding

    "Come on guys, we can do this!"

    Weapon Specialist Cally Halstead


    Spoiler: Crunch
    Show
    WS BS S T Ag Int Per WP Fel
    37 42 30 36 46 30 31 34 34

    Wounds: 15
    Fate: 3

    Aptitudes:
    Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Weapon Skill

    Skills:
    Athletics, Awareness, Common Lore (Imperial Guard +10, War +10), Dodge, Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Scholastic Lore (Beasts), Survival

    Talents:
    Armsman, Catfall, Lasgun Barrage, Unstoppable Charge, Weapon Training (Las, Low-Tech, Launcher)

    Orders:

    Spoiler: Equipment
    Show
    Triplex-Pattern Lasgun, Four Charge Packs
    One Hunting Lance
    Great Spear (Best-Craftsmanship, Mono)
    Laspistol, Six Charge Packs
    Frag Grenade (2)
    Krak Grenade (4)
    Flak Coat
    Flak Helmet
    Genweyr Mount "Jolly"
    Saddle, Saddlebags (2), Riding Tack
    Uniform
    Parade Uniform
    Poor Weather Gear
    Knife
    Rucksack
    Basic Tools
    Mess Kit and Canteen
    Blanket and Sleeping Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Cognomen Tags
    Inspirational Primer ("Fighting the Good Fight: Your Duty to the Emperor!")
    Combat rations, four weeks worth


    Spoiler: XP Purchases
    Show
    Agility Advance (Simple) - 100xp
    Ballistic Skill Advance (Simple) - 100xp
    Awareness Skill Training - 100xp
    Dodge Skill Training - 200xp
    Armsman - 250xp


    Spoiler: Fluff
    Show
    Spoiler: Appearance
    Show


    Compact and lean, Cally is one of the youngest members of the regiment. Her messy black hair falls to her shoulders, and she has deep blue eyes the color of the Ledosian sky. She wears the standard khaki uniform well, though she has added a few small touches here and there, most notably a preserved white tip (a flower commonly found growing on Ledos' Green) tucked into a band on her headgear and well-made riding boots that are a cut above normal Munistorium-issue footwear, a gift from her family on her enlistment.


    Spoiler: Background
    Show
    Born and raised on one of Ledos' many agri-combines, Cally had a simple but happy life growing up, the second of five children amidst a clan of a half-dozen families. The Halstead combine was notable for the quality of cattle they produced, and when the call was made planetwide for the founding of their first regiment, they supplied not only a good deal of genweyr and grox to the regiment, but Guardsmen as well. It was unofficially expected that each of the families would send at least one person to the Regiment if able. In Cally's family, with her older brother lamed from a riding accident, her other siblings too young to even consider it, and her parents in their forties and busy with managing their farm, she was the only possible choice.

    And yet, Cally didn't regret that it had to be her. Having ridden practically since she was old enough to walk, she was a more than skilled rider, and basic marksmanship training at the hands of her uncle, a sergeant with the PDF, made her comfortable with a lasgun as well. And there was the romanticism of it too. Go out into the universe, see new worlds, defend Ledos and the Imperium against all who would threaten it. So, when the recruiters came along, Cally merely packed her bag, kissed her family good-bye, and headed off to become a Guardsman.


    Spoiler: Demeanour
    Show
    Lighthearted and cheerful. Having never left the valley she grew up in, much less visited any major city or been off-planet, she can be wildly naive at times, though tempered with common sense and determination not to be overwhelmed by everything she experiences. She has occasional moments of sadness when homesickness kicks in, but having new friends as well as a few familiar family members within the Regiment are gradually reducing these. The other thing that helps is her genweyr, Jolly, which she helped her father rear from birth and train, and was included in their tithe to the regiment specifically so that Cally could ride it.


    Spoiler: Comrade
    Show
    Name: Gil

    Demeanour: Gambler

    Background: A low-level criminal in his late 20s from Gravtown One. A diehard gambler, one too many games lost and one too many scams run led to him owing so much money that he ended up enlisting one step ahead of being either arrested by the local arbites or murdered by the loan sharks. While he has stayed clean from criminal activities since joining the regiment, he still gambles heavily, ironically now making a killing fleecing the regiment's less wary members of their paychecks on a regular basis. While Cally doesn't approve of his extracurricular activities at all, she tolerates him as her squadmate so long as he does it out of sight and has her back in the field which, to his credit, he does, and the two seem to maintain an odd friendship of sorts. For his part, Gil is actually fond of the young farm-girl, seeing it as his duty to prevent her from being targeted by others as unscrupulous as he is.
    Last edited by CrimsonKnight; 2014-10-15 at 12:32 PM.
    Spoiler: Characters
    Show
    Petra, Fire Emblem: Sell-Swords
    Lyndis Falkien, Dragon's End

    The Rest Of My Signature

  7. - Top - End - #7
    Troll in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    London, UK
    Gender
    Male

    Default Re: First Founding

    Sargeant Joab Vance



    "Never damn well asked fer this, did I?"

    WS BS S T Ag Int Per WP Fel
    33 26 34 41 33 29 30 38 44

    Wounds: 17
    Fate: 3

    Skills:
    Dodge, Command+10, Common Lore (Imperial Guard, War), Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Scholastic Lore (Beasts), Survival

    Talents:
    Air of Authority, Catfall, Disarm, Unstoppable Charge, Weapon Training (Chain, Las, Low-Tech),

    Orders:
    Get Them!

    Equipment:
    Spoiler
    Show
    One Hunting Lance (Main Weapon)
    Cavalry Spear (Best-Craftsmanship, Mono)
    Laspistol as Forearm Attachment, Six charge packs
    Frag Grenade (2)
    Flak Jacket
    Flak Helmet
    Saddle, Saddlebags (2), Riding Tack
    Uniform
    Parade Uniform
    Poor Weather Gear
    Knife
    Rucksack
    Basic Tools
    Mess Kit and Canteen
    Blanket and Sleeping Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Cognomen Tags
    Inspirational Primer ("Fighting the Good Fight: Your Duty to the Emperor!")
    Combat rations, four weeks worth
    Genweyr Mount

    Common Craftsmanship laspistol, Common Craftsmanship chainsword.


    Background and Description
    Spoiler
    Show
    Lawkeeping on Ledos is a responsibility that most communities keep to themselves. Like any planet, however, it has it's petty criminals, and when tracking a target from one town to another, the local sheriffs are called. Less an official organisation than a group of vigilantes, the Sheriffs are noted for their determination and independence- on a world of families and townships, the sheriffs are expected to journey from one place to another, fundamentally alone in the pursuit of lawbreakers. Joab Vance is no exception- always happier alone and free, riding his Genweyr across the fields.

    When the recruitment rolled around, several experienced fighters, many of them sheriffs, were chosen as NCOs and officers in the regiment. Vance's work hunting down and hanging the notorious outlaw Okare brought him to the attention of the munitorum, and he was brought in and assigned a sargeant's role without ever being asked his own opinion on the matter.

    Joab is taciturn and slow to talk, belying his quickness of wit and air of authority. At heart, however, he despises command, and the lackwitted farm boy, Lewis, assigned to him as adjutant. He also has no strong like for the off-world officers giving him orders, and he has no real respect for the orders they give- an attitude that has seen him conflict with his superiors more than once. His skills speak for themselves, however, and the efficacy of his squad in performing their assigned task has often been all that stands between him and a flogging for the unorthodox way he has done it.


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

    +5 Toughness (100)
    Get Them! Order (200)
    Dodge (100)
    Command +10 (200)
    Disarm (200)

    Workings-Out
    Spoiler
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    WS: (2d10)[9]
    BS: (2d10)[13]
    S: (2d10)[11]
    T: (2d10)[7]
    Ag: (2d10)[10]
    Int: (2d10)[9]
    Per: (2d10)[16]
    Will: (2d10)[18]
    Fel: (2d10)[10]

    17 Wounds
    3 Fate

    Swap Perception and Fellowship, Re-Roll Toughness [roll0] swap BS and WS if Toughness improves.

    +3 to any two of the following Characteristics—Fellowship, Strength, Toughness
    +3 Agility, -3 Ballistic Skill
    +5 Fel

    Last edited by LeSwordfish; 2014-10-13 at 07:03 AM.
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  8. - Top - End - #8
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    aberratio ictus's Avatar

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    Default Re: First Founding

    ”Lady Sister” Adrasteia Vestis
    Ministorum Priestess
    Lateral Thinker

    WS BS S T Ag Int Per WP Fel
    36 24 28 35 36 35 32 30 43

    Wounds: 16
    Fate: 3

    Aptitudes:
    Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower, Intelligence

    Skills:
    Charm, Common Lore (Ecclesiarchy, Imperial Guard, War), Forbidden Lore (Heresy), Scholastic Lore (Imperial Creed), Linguistics (Low Gothic), Operate (Surface), Scholastic Lore (Beasts), Survival


    Talents:
    Hatred, Unshakeable Faith, Weapon Training (Chain, Las, Flame, Low-Tech), Catfall, Unstoppable Charge, Radiant Presence

    Orders:
    Righteous Oration

    Equipment:
    Spoiler
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    Ecclesiarchy Robes
    Common Craftsmanship flamer
    Common Craftsmanship chainsword
    book of scripture
    One Hunting Lance (Shock, Main Weapon)
    Great Spear (Best-Craftsmanship, Mono)
    Laspistol, Six charge packs
    Frag Grenade (2)
    Flak Coat
    Flak Helmet
    Riding Beast
    Saddle, Saddlebags (2), Riding Tack
    Uniform
    Parade Uniform
    Poor Weather Gear
    Knife
    Rucksack
    Basic Tools
    Mess Kit and Canteen
    Blanket and Sleeping Bag
    Rechargeable Lamp Pack
    Grooming Kit
    Cognomen Tags
    Inspirational Primer ("Fighting the Good Fight: Your Duty to the Emperor!"
    Mount (Deliberately unconstructed until selection)


    XP
    Spoiler
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    Taking + 3 Fellowship and + 3 Toughness from Regimental Modifiers
    Radiant Presence - 200 xp
    Righteous Oration - 300 xp


    Spoiler: Appearance
    Show
    Adrasteia is a slender woman in her late twenties with blonde hair cut at about shoulder-length and grey eyes. She is usually seen wearing fine, but simple robes; in combat, she wears them beneath the regimental armour, so that her status as a priestess of the Ecclesiarchy is still obvious to ally and enemy alike.
    Her mount’s equipment is blazoned with multiple purity seals, as is her chainsword.

    Spoiler: Background
    Show
    Adrasteia was born into a fairly influential noble house on her homeworld Sephos VII. Heavily ingrained in the planet’s ecclesiarchal leadership, there were even numerous cardinals of the sector among the houses long line of patriarchs. Even though Adrasteia herself wasn’t born in the main line of house Vestis, her further career culminating in an influential position in the ranks of the Ecclesiarchy seemed to be secure – until the family’s inclination to temporal pleasures and opulence finally led to accusations of having a “temple tendency”.
    By orders of the then current sector cardinal, most members of the main line and some of secondary lines of the family were executed for heresy, and many others lost their position, wealth and status.
    As Adrasteia, along with some other members of her house, was deemed too young to be involved with the more sinister inner workings of her family, she was spared from the vengeance of the Ecclesiarchy. She had only been ordained recently, and so, by the Cardinal’s order, she was to be inducted into the Order of the Merciless Diligence, a local penitent order which shunned comfort, pleasures and any kind of extravagance.
    The years the priestess spent in the Merciless Diligence were not exactly easy for the nobleborn, nor did they really change all that much about her outlook. Her training on Sephos VII had made her more of a politician than a fanatic, and this nature proved to die hard.
    The weird title of “Lady Sister” was actually a mocking nickname devised by her fellow brothers and sisters of the order, but it stuck, even with her superiors, and nowadays she uses it as a badge of honour.
    Still, she did prove surprising talent when training with a chainsword, and finally she was deemed fit enough for the order’s heads to indulge her request to be moved into the ranks of the imperial guard, where she had heard of an uncle of hers, who had become the most trusted advisor of a guard general, and therefore led a fairly comfortable life.
    Of course, she was assigned to a different regiment, a newly formed one – the Ledos 1st.

    The naivete of those agri-worlders was a bit off-putting at first, but lately it has begun rubbing off to Adrasteia herself. They are, in general, a likeable bunch, and pious enough.
    She had done a bit of riding in her youth, so it wasn’t that hard for Sister Adrasteia to get familiarized with her mount, as well. She calls it “Retribution” in the presence of the others, but has taken to call her “Seraphine” in private.
    She has formed a special friendship with a young man named Victrus. He’s a courageous, pious man, and was the first to spend a lot of time with the priestess, discussing the creed. She was impressed by his views and knowledge, so he soon started serving as an aid to her when performing services to the God-Emperor.
    Adrasteia takes her duties to the God-Emperor very seriously, and is still a convicted believer. Truth be told, she isn’t really sure whether the accusations against her house were fabricated or genuine, and she has all but given up on investigating by now, as it is unlikely she will be able to in her current situation. She’ll have to make her way in the world the old-fashioned way, and she is determined to do so.
    Noblesse oblige, after all.


    Spoiler: Demeanour:
    Show
    Being from an imperial world of politicking and subtlety, Adrasteia does have ideas on how to best handle diverse situations different from her fellow squadmates. This has gained her the reputation of a lateral thinker.
    Also, even after all efforts of the Order of the Merciless Diligence, her upbringing still has a noticeable bearing on her conduct. She is refined in movement and gestures, which is particularly visible at dinnertime, when directly compared to the habits of her military companions.
    Still, this does change nothing about the fervour and zeal with which she rides into battle, always at the front together with her comrade Victrus.


    Spoiler: Comrade:
    Show
    Name: Victrus

    Demeanour: Heroic

    Background:
    Victrus was training to be a part of local law enforcement on Ledos Prime when the news of Ledos finally tithing their first regiment to the service of the Emperor struck. He was one of the first to volunteer, being deeply pious and always having dreamt of serving the God-Emperor in the defence of mankind.
    His good performance in law enforcement training made him an excellent candidate for a guardsman, so he was soon accepted.
    During training, Victrus built up a reputation of being always among the first in the fray, being willing to risk everything for his comrades, and still, somehow coming out on top in the end.
    Of course, as the Ledos 1st has yet to see any real combat, that reputation has yet to bear any real proof, but as of now, Victrus and his many friends seem confident.
    Victrus has also befriended the off-worlder priestess sent to tend to the spiritual needs of him and his fellow soldiers. As a pious believer, they of course soon found common ground, and her being at the front of each attack just like him has led to them bonding even more. Victrus has offered to help her in services, an offer she has gladly accepted.
    You were a good man, Thanh. Requiescat in pace. 511 - 827

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

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    Default Re: First Founding

    Well, looking over our final team I see a lot of basic competence taken by people, which isn't a bad thing. Priest already has the Priest tricks going. Stormie picked up Trade (Armorer) or so I guess no one is going to be asking me to pick it up cheap.

    Looking like I might have be the Lore Monkey though. I do not mind this. Kind of expected it. I might have to be the Tech-Expert as well. Hmm. Unless the Stormie wants to pick up Common Lore (Tech), Tech-Use, etc.

  10. - Top - End - #10
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    CrimsonKnight's Avatar

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    Default Re: First Founding

    Don't forget we still need to decide on Regimental Favored Weapons. I would prefer a better gun of some sorts (Long Las, Triplex-Pattern Lasgun, Hot-Shot Lasgun, Boltgun, Storm Bolter), but if the group decides to go with something else, I can always fall back on the standard Lasgun.
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  11. - Top - End - #11
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    TechnoScrabble's Avatar

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    Default Re: First Founding

    Quote Originally Posted by ArcturusV View Post
    Well, looking over our final team I see a lot of basic competence taken by people, which isn't a bad thing. Priest already has the Priest tricks going. Stormie picked up Trade (Armorer) or so I guess no one is going to be asking me to pick it up cheap.

    Looking like I might have be the Lore Monkey though. I do not mind this. Kind of expected it. I might have to be the Tech-Expert as well. Hmm. Unless the Stormie wants to pick up Common Lore (Tech), Tech-Use, etc.
    I'ma pick up Tech-Use for the sake of modding weapons and making explosives. Not much lore, though. Dimes is a clever little bugger, but not a scholar. All his skills and talents will lend to the combat effectiveness of the team.
    GLORIOUS SOVIET SNAIL SUPERTECHNOLOGY

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    Quote Originally Posted by Viper9090 View Post
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    Declared terminal 24 December, 2013. Come and get me.

  12. - Top - End - #12
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    ClericGuy

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    Default Re: First Founding

    I was just thinking of Common Lore (Tech) because if we needed to make repairs to something (Like a Scout bike or something) I thought it required that as well.

    I don't ever play the Fake Priest Enginseer so I am not THAT familiar with repair rules... ^ ^;;

    Well, in terms of Regimental Favored? I don't like bolters in general. Bolters are best if you're facing Guardsmen Equivalents (4 AP armor, middling to low TB). Longlas is... okay but I'd always prefer a Triplex over the Longlas. The Long Las is really only good for like Single Shot kills and taking on critters that count on Unnatural Soak like Orkoids, Daemons and Tyranids.

    Honestly I really like Shotguns. And it would make sense with our regiment as we're a "Get close and mess 'em up" regiment in general. And frankly most engagements I've seen tend to be at Short/Point Blankish ranges anyway in 40k. Shotgun is just filthy, filthy, dirty rape against anything that isn't high armor/soak. Then again we have Hunting Lances and Great Weapon Lances with crushing charge, etc, for the single target "Mess up high AP/TB" things. Plus Shotguns have a wide range of Unusual Ammo available in 40k.

    Other good choice would honestly be the Autogun. It's a very flexible weapon. It's not going to go "OMG, OP!" but it fits in a lot of niches and Bullets are easier to get a hold of than Bolt Shells. It's a middling "Eh, good utility infielder" sort of choice, often overlooked.

    Flamer is always a solid choice as Basic as well. Training? I don't NEED training. Seriously there's absolutely no benefit to being trained it, and no penalty to being untrained in it by the OW rules... Though it wouldn't mesh well with the melee focus of the regiment making it hard to put those Flamer Footprints.

    I'd say out of the ones Crimson suggestion the Triplex is the best choice though. Not bad.

    Heavy Weapon choice still matters. No telling if one of you wants to take up the Heavy later on. Or hell, I might Requisition one (And get the bonus for it being Regimental Kit). Thinking we need something with a good rate of fire and ability to put a lot of shots downrange. I love Heavy Stubbers, M41 Multilaser would do well... hell a Mortar would do well to help keep one group in check while we melee and focus the other. Think the one thing we don't really need/want would be the typical Lascannon. High Pen, High Damage single target is kind of covered. So somethign to spread the hurt around is my thoughts.

    Granted, not a Weapon Specialist or a Heavy, can't take 'em unless I die horribly (Which might happen) so I may not have the greatest weight to the discussion. Just things as I see them.

  13. - Top - End - #13
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    TechnoScrabble's Avatar

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    Default Re: First Founding

    Triplex is a great multi purpose weapon, I recommend that heartily. Bolters require more training and can't be simply recharged, long las and hotshot are locked into a role.

    For heavy, I'd recommend an autogun, or, if Argos plans on going Bone 'Dad or Gun Lugger, a multilaser or lascannon. All portable, all pack a punch, all easy to get ammo for, all can be used by anyone with one of the two training options everybody gets.

    A ripper gun or combat shotgun are also good choices, or grenade launcher, but I'd view them as a secondary approach compared to the above ideas. The advantage of shotgun/ripper/non-rocket grenade weapons is that making a trap out of one is as simple as taking a shell and putting it in a tube with a nail at the bottom and putting it beneath some loose soil. And scatter, though point blank range from a mount is hard to reach and probably a bad idea.
    GLORIOUS SOVIET SNAIL SUPERTECHNOLOGY

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    Quote Originally Posted by Viper9090 View Post
    My weirdest nightmare has just been replaced.
    (Recaiden) He lives!
    (Firedaemon33) Ia! Ia! TechnoScrabble F'Taghn!
    Declared terminal 24 December, 2013. Come and get me.

  14. - Top - End - #14
    Barbarian in the Playground
     
    CrimsonKnight's Avatar

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    Default Re: First Founding

    Triplex-Pattern Lasgun is my preferred choice (it was what I suggested in the recruitment thread), but I could certainly get behind a Combat Shotgun too. As for heavy weapon, I agree with Arc that we're pretty good already for single target damage thanks to our Hunting Lances, so best bet would be a Heavy Stubber or Multilaser.
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    Petra, Fire Emblem: Sell-Swords
    Lyndis Falkien, Dragon's End

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  15. - Top - End - #15
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    ClericGuy

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    Default Re: First Founding

    I admit that I have my preference for SP weapons for reasons. Mostly A) Aesthetics... there's something about the rattle and noise of mechanisms that appeals to my senses as I imagine a scene more than the whine of Photons being fired off in a narrow beam.

    Also B) Tricking it out hardcore. Generally speaking Las Weapons (And somewhat for Bolters, definitely for Plasma, Flame, and Melta) kind of lack options. It has that ability to design your weapon kind of as you wish and show how you like to play. Do you take Barbed Rounds with your Shotgun? Solid Slug? Tracer Ammo on your Heavy Stubber, or Organgrinder Rounds? Inferno Shotguns shells or Tox Rounds? However you tend to like to play... there's something for it in SP.

    Yeah since they created "Variable Setting Rule" for Las weapons stock SP is just barely worse than Stock Las (Or relatively equivalent, depends, it's so close there isn't a clear advantage really except for Long Las over Sniper Rifle). But really the only upgrade Las has for it is the Hotshot Pack... in all of the lines. While SP has like 3 dozen different ammos, 10 or so unique upgrades only applicable to SP, etc.

  16. - Top - End - #16
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    TechnoScrabble's Avatar

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    Default Re: First Founding

    The problem there is getting and maintaining those upgrades. As someone who's been deployed, lemme tell you, bullets are heavy, variants that actually matter beyond giving you an echo barrel or a grit receiver to complain about rare, if ever see the field, customization is frowned upon (and probably even more so in the Imperium of Man), ammo variants are hard to keep track of assuming they even get approved and issued, a 30 round magazine becomes an empty box or broken in the time it takes to blink, and getting your refill requisitioned between patrols or even just to prepare for one (most of the time you're given the ammo as they see fit and don't carry much around with you unless in an active combat area, and then you carry less than when out and about) takes forever (again, probably even worse in the Imperium of man).

    A lasgun will be lighter, easier to maintain (just keep those contacts clean and remember to say your litanies!), easier to recharge, hold more ammo, give us a universal ammo we can share if one of us runs out, and allow for sharing of weapon modifications. Canon-wise, lasguns on lowest power can be used as targeting lasers and flashlights, and their charge packs can be easily made into explosives. In a setting and mechanics situation where logistics and efficiency matter, lasguns are a better choice. Hence why the Imperium uses them.

    Plus, the talents for lasguns make them real good, and buying another weapon proficiency will be expensive for most of us, and everyone would logically try to get the same auto gun build that works most effictively anyways, removing the individuality that really could've just been covered with nonmechanical stuff like 'hey I carved this cool thing onto my gun'.

    SP, though, like I said, is easier to make simple traps and other highly illegal and dubiously effective weapons from the ammunition of. I'd recommend our heavy weapon be autocannon or ripper gun, unless our ogryn intends to become a Bone 'Ead or Gun Lugger, but for basic, I'd recommend a triplex or one of the lasguns from other sources, likes Rogue Trader's shot-las, the accatran or bullpup las or the krieg troop lasgun, or a hot-shot laspistol.

    Actually, a triplex pattern using the variant rules in hammer of the Emperor could be really cool. Crippling ammunition is very nice, as is hard impact and venerable or proven design.
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    Quote Originally Posted by Viper9090 View Post
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    Declared terminal 24 December, 2013. Come and get me.

  17. - Top - End - #17
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    ClericGuy

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    Default Re: First Founding

    Though I'd lean to Heavy Stubber over Autocannon. Truth of the mechanical situation. Autocannons are better at Single Shots and Jackhammering a single target. Which... isn't that required because we have other options that fill the "Single target must die" roll. Pretty much everything between the Triplex to our standard kit is geared towards that.

    Ripper guns are... okay. As a shotgun though it's again another "Single target must die" sort of thing, which we have covered fairly well.

    While the Heavy Stubber (Or Multilaser) is the "I need to hit 4 guys at once" or "I need to make sure this entire half of the battlefield is making -20 Pinning Tests", etc, weapon.

    I mean facing something like Tau, Renegade Guard (Which we might from the sound of it), etc, the difference between -20 Pinning Tests and -10 Pinning Tests is 1 guy in ten not crawling for the nearest cover or 2 guys. Heavy Stubber (or Multilaser) will slice right through Guard Flak armor like it's nothing. Get Storm of Iron and they could be taking out 4-5 enemies per round (Or suppressing entire flanks and maybe getting a kill along the way) while we go Lance a Chimera to death or something.

  18. - Top - End - #18
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    TechnoScrabble's Avatar

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    Default Re: First Founding

    Sounds reasonable. I'd go for multilaser, then, if only for the extra damage it has.
    GLORIOUS SOVIET SNAIL SUPERTECHNOLOGY

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    Quote Originally Posted by Viper9090 View Post
    My weirdest nightmare has just been replaced.
    (Recaiden) He lives!
    (Firedaemon33) Ia! Ia! TechnoScrabble F'Taghn!
    Declared terminal 24 December, 2013. Come and get me.

  19. - Top - End - #19
    Halfling in the Playground
     
    Kobold

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    Default Re: First Founding

    I like the triplex/multilaser combo, personally, despite the lack of specialty rounds. I lean slightly towards doing something similar to the power sword (or cavalry saber) of the Scintillian Fusiliers simply because it seems to mesh with the play-style inherent in a heavy lancers regiment, but there aren't really rules for the fact that lances were either broken or discarded after the first charge so we don't 'need' another melee weapon.

  20. - Top - End - #20
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    ClericGuy

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    Default Re: First Founding

    Well, yeah, Mono Great Spears are always there for a fallback. And a good choice, more dice, more Righteous Fury chances. And nothing quite like going "I lanced a tank so hard that his guns fouled" and the like.

  21. - Top - End - #21
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    CrimsonKnight's Avatar

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    Default Re: First Founding

    So, we're agreed then on Triplex and Multi-laser? Excellent.
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  22. - Top - End - #22
    Barbarian in the Playground
     
    Goblin

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    Default Re: First Founding

    I'm extremely pleased to see that the Regimental Weapons have been chosen! Triplex and Multilaser meet with approval, and I'll include them in the Regimental Kit above. In addition, you can all find the IC here. It's my hope that everyone will post once a day, but as that's somewhat unrealistic (and I'd likely be the biggest offender! ) I figure a two-day (48 hour) posting call should be fine. To that end, I'm going to shamelessly appropriate posting rules from LeSwordfish, who has lifted them in a similar manner from LCP:

    Quote Originally Posted by LeSwordfish View Post
    Activity:
    • I'd like you to post at least once a day- more is good, though!
    • If you don't post in 48 hours, I will take control of your character for the sake of speed.
    • If you don’t post in a week, I will start looking for ways to remove your character from the game, which might mean killing them.


    It's fine to go on hiatus if you warn me beforehand-I'll play your character as an NPC until you're back. If you don't warn me, though, I have to wait for you or risk you losing your turn.

    Rolls:
    • Make all rolls using the forum dice roller, either in a spoiler-box in the relevant IC post, or in a separate post in this (OOC) thread.
    • Some rolls where you don't know if you've succeeded or failed, I will roll in secret. If you think you wouldn't know the results of a roll, feel free to request it from me.
    • At the start of combat, I'll roll all initiatives for you.


    Combat:
    When in combat, post as soon as you are free to post, rather than waiting for your turn in initiative. I will conduct all OOC rolls here, and post big GM updates for everyone to end the round.

    Spoilers
    If a spoiler is marked with a character's name, do not read it- it's information your character couldn't know, and you could spoil some big surprises. If I post to you in spoilers, respond in spoilers unless I say you don't need to- the most likely situation for this is if your characters are physically apart.

    And finally, if you don't know if you need to post or not, you probably do. Even one-line posts like "XXX follows everyone else." in the IC or "I don't have anything for YYY to do" in the OOC help me see that you've seen my post, and that I can move on without waiting for your input. And if you think you're waiting on somebody else, prompt them. Especially if it's me, since I'm a dopey bugger at times- as many of you will know well.
    These appeal to me on grounds of common sense, and they're a damned sight better than what I'd been doing (at least with regards to combat). Special attention to the last paragraph; when in doubt, post. It doesn't need to be terribly long, nor a work of art, but every little bit of direction and input helps!

    Finally, Personal Logistics. The Ledos 1st has spent four days with their boots on the ground (-10), in a battlefront that has been active for the better part of a year and some change (+20). Unfortunately, the secessionists are giving the Imperials a run for their money, and the war is at a grinding, bloody halt (-10). Fortunately, there are multiple regiments deployed to the same front, but the total still comes to a flat 10 before other modifiers. I'd also like to take this moment to inform you all that while Logistics can be awarded as the just fruits of the squad's success, these boosts are likely to be small, few, and far between. Talents like Munitorum Influence (Core) or Persuasive Charm (HotE) may well prove useful in establishing good lines of supply for your squad; use of the Commerce, Evaluate, and various Trade skills may come in handy for similar reasons, as well as simple trading around HQ or your fellow regiments. Also remember that unsanctioned gear alterations, weapon modifications, or additions to a Guardsman's private kit may well need to be subtle or actively concealed around overzealous officers or the Comissariat. Nothing that your in-character commanding officer might not have tactfully reminded the squad of more than once.

    That said? Enjoy! I'm quite looking forward to this!
    Last edited by Vexing; 2014-10-15 at 01:02 AM.

  23. - Top - End - #23
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    LeSwordfish's Avatar

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    Default Re: First Founding

    It's probably worth noting at this point my/Vance's command style. Apologies if all this is commonsense, but better stated than unstated.

    I am not a tactician, and Vance doesn't give much of a ****. Any orders IC can be fairly freely ignored/countermanded, with IC reprimands/consequences for only the most serious of mistakes. Vance is probably smarter than I am, so feel free to tell me OOC what orders I should be giving IC. (Odds are i'll post instructions IC at the first opportunity, but where needed I can retcon/edit/"on-second-thoughts-go-left!" any instructions i've given.

    Specifically regarding customised weapons: Go for it. If you get in trouble, Vance didn't notice that you'd done anything.

    When I get home, I'll do some gear rolls.
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  24. - Top - End - #24
    Titan in the Playground
     
    ClericGuy

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    Default Re: First Founding

    Well Vexing, one more thing you should do for the various Logistics and Gearing things.

    And that is let us know what other Regiments have. As I recall there's a minor bonus (like +10? I'll have to check) for Requisitioning gear that doesn't belong to your regiment but does belong to a regiment deployed alongside you. Also keep in mind when you calc out Logistics, that there is also a bonus for Requisitioning things already in your character's/regiment's standard kit (+30 I believe). So it's easier for us to get extra Hunting Lances than it would be for the Magpies we're deployed alongside who don't use Hunting Lances at all, who requisition Hunting Lances even easier than the Cadians who are alone on Lorn V with no regiment that uses Hunting Lances within 12 light years of them.

    At the very least knowing something like "Oh, we're deployed with the Karis 5th Rifles, they have Mono-Whips and good craftsmanship Recaf that we could trade for" is handy.

  25. - Top - End - #25
    Barbarian in the Playground
     
    Goblin

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    Default Re: First Founding

    Quote Originally Posted by ArcturusV View Post
    Well Vexing, one more thing you should do for the various Logistics and Gearing things.

    And that is let us know what other Regiments have. As I recall there's a minor bonus (like +10? I'll have to check) for Requisitioning gear that doesn't belong to your regiment but does belong to a regiment deployed alongside you. Also keep in mind when you calc out Logistics, that there is also a bonus for Requisitioning things already in your character's/regiment's standard kit (+30 I believe). So it's easier for us to get extra Hunting Lances than it would be for the Magpies we're deployed alongside who don't use Hunting Lances at all, who requisition Hunting Lances even easier than the Cadians who are alone on Lorn V with no regiment that uses Hunting Lances within 12 light years of them.

    At the very least knowing something like "Oh, we're deployed with the Karis 5th Rifles, they have Mono-Whips and good craftsmanship Recaf that we could trade for" is handy.
    No trouble at all. The Irsat 341st has the following Favoured weapons:

    Favoured Weapon: Chainsword
    Favoured Heavy Weapon: Heavy Stubber

    I can always create a full kit list for them if y'all would like, but I hesitate to do it initially unless the group is going to start making Requisition on top of Requisition. But it might simply be nice to have on hand so that you all know what's up for 'trade' around camp.

  26. - Top - End - #26
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    TechnoScrabble's Avatar

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    Default Re: First Founding

    What about acquiring sundries and nonregimental or extra regimental gear? Laspistols, overcharge capacitors, monoknives, lho-sticks, blankets, pillows, etc?
    GLORIOUS SOVIET SNAIL SUPERTECHNOLOGY

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    Quote Originally Posted by Viper9090 View Post
    My weirdest nightmare has just been replaced.
    (Recaiden) He lives!
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    Declared terminal 24 December, 2013. Come and get me.

  27. - Top - End - #27
    Barbarian in the Playground
     
    Goblin

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    Default Re: First Founding

    Quote Originally Posted by TechnoScrabble View Post
    What about acquiring sundries and nonregimental or extra regimental gear? Laspistols, overcharge capacitors, monoknives, lho-sticks, blankets, pillows, etc?
    All to be done through the local Quartermaster, one Coordinator Vedlena. She's apparently a cold fish, and has a dim view of regiments asking for 'handouts' above or beyond their base regimental kit. You could attempt Requisitions through her, pick up supplies through battlefield scrounging, or trade needed goods with other Guardsmen or (potentially) the local populace.

  28. - Top - End - #28
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    TechnoScrabble's Avatar

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    Default Re: First Founding

    Do we get a pay scrip we could use with the locals or to requisition gear on our own price? Anything Dimes gets will be used for the purposes of keeping the squad alive and combat efficient, or to be traded for things to be used for that purpose. Dimes is all business.
    GLORIOUS SOVIET SNAIL SUPERTECHNOLOGY

    Comrade L.E.S.S. by The Mad Hatter!

    Quote Originally Posted by Viper9090 View Post
    My weirdest nightmare has just been replaced.
    (Recaiden) He lives!
    (Firedaemon33) Ia! Ia! TechnoScrabble F'Taghn!
    Declared terminal 24 December, 2013. Come and get me.

  29. - Top - End - #29
    Barbarian in the Playground
     
    Goblin

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    Default Re: First Founding

    Quote Originally Posted by TechnoScrabble View Post
    Do we get a pay scrip we could use with the locals or to requisition gear on our own price? Anything Dimes gets will be used for the purposes of keeping the squad alive and combat efficient, or to be traded for things to be used for that purpose. Dimes is all business.
    The Imperial Guard hasn't formalized any method of payment or restitution to the locals, that you're currently aware of. From what Vorn has mentioned, however, antagonizing or raiding them for supplies is certainly held in a negative light. Might be something pertinent to ask your CO, or even pester Joab for his input off-record.

  30. - Top - End - #30
    Titan in the Playground
     
    ClericGuy

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    Default Re: First Founding

    Well there's always the "Yes, I will take that loaf of bread, here is your payment in the form of two "Don't Stab me in the Face" vouchers."

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