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PaizoCon 2014!

Only War: The Forsaken

Game Master Eradico Pravus

Cast from a blighted homeworld, the Guardsmen of Company F fight for the Imperium of Man along the war-torn Spinward Front. Despised by enemies, disparaged by allies, they have no one to trust except themselves for they are... The Forsaken!


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Kaltos - Ogryn are very much more "Hulk Smash!" while Heavy Gunners are like Vasquez in Aliens - big guns.

Ogryn:
Characteristic Bonus: +10 Strength, +10
Toughness, and –15 Intelligence.
Starting Aptitudes: Ballistic Skill, Defence, Offense,
Strength, Toughness, Weapon Skill.
Starting Skills: Intimidate or Survival.
Starting Talents: Die Hard or Iron Jaw, Weapon
Training (Heavy, Ripper).
Starting Traits: Auto-Stabalised, But It Dark in
Dere!, Clumsy, Size (Hulking), Sturdy, Unnatural
Strength (+2), Unnatural Toughness (+2).
Specialist Equipment: Common Craftsmanship
Ripper Gun, 1d5 Frag Grenades.
Wounds: 15 + 1d5

Heavy Gunner:
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Ballistic Skill, Defence,
Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common Lore
(Imperial Guard, War), Intimidate
Starting Talents: Iron Jaw, Weapon Training (Las,
Launcher, Low-Tech, Heavy).
Specialist Equipment: Common Craftsmanship
Missile Launcher with 5 Frag Missiles or Common
Craftsmanship Heavy Bolter.
Wounds: 10+1d5

Catching up now after an epic day of work - thanks for the background update Rookseye. I'm thinking that my man will be an unreformed prisoner - fresh out of basic and with a chip on his shoulder and axe to grind... but obedient enough.

As I understand our updated and fully spent Regimental Loadout is:

This:
One uniform
Poor weather gear
One Lascarbine and two charge packs
One Laspistol and two charge packs
One Mono-edged Knife
One Flak Vest
Rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations
One Survival Suit
One Chrono
One set magnoculars


Kaltos Havelock wrote:
Not sure what an ogren do other then being shuriken cannon fodder. Either that or a heavy gunner.

I would strongly push selecting a heavy gunner over the ogryn:

The Oremor 4th is a recon/stealth unit. Having an ogryn (bigger than a Space Marine!) tromping through the brush won't help with their primary assignment type.

Not sure if Ogryn are indigenous to Oremor.

Ogryn are about as smart as a brick. Role-playing might be a little tough if your sentences can be 2-3 words AT MOST.

Transportation will be an issue at times. The Ogryn won't fit inside the Operator's Chimera.

That said, I will yield if you REALLY want to play an Ogryn (fun, I admit!) but I think the Heavy Gunner will be a better fit and be able to dish out plenty of punishment with a heavy bolter or missile launcher.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot
Eradico Pravus wrote:

** spoiler omitted **

Eradico

Spoiler:
It looks fine with me. I agree Fel should not be a sniper attribute. Picking between the two I would go with Will Power. It takes tremendous self discipline to stay prone, and motionless in one location for hours just waiting to take one shot.

Going to be interesting playing a man who by all accounts and records is shown to be dead, and not part of Imperial Records. All he has left is memories of who he once was, and his call sign.


Male Weapons Specialist

This will be the profile for Mark's Weapons Specialist

Wounds: 8 + 1d5 + 1 ⇒ 8 + (4) + 1 = 13

Fate: 1d10 ⇒ 2 = 1


Male Weapons Specialist

And Profile now updated with gear, XP fully spent and face-melting goodness ready to go.

Backgroundy Stuff:
Hathin will be a recently recruited and thoroughly unreformed prisoner. Given the option of recruitment or death after a spate of deaths in the prison that he was in, he accepted their most kind offer.

Most of the personality will come out through play, but planning to make him a stubborn and direct hard-ass; though chain of command through his Sergeant will be strictly followed... maybe interpreted somewhat, but never broken. He loves his melta like a brother, and there is nothing that makes him happier than getting up close and personal with something and either setting it alight or en-meltanating it.

His last name was sarcastically given, but has since been adopted. He was called the Lark as once of the prison thugs had decided to "Eat the pretty little boy all up" though Hathin proved a too energetic target and shiv'ed the thug. He's since re-interpreted it to mean the bringer of fire from the daybreak motif.

Probably will pick up heavy weapons down the track to grab a flamer as well... we all know xenos need to burn...


Mark, your character and character page look great. A couple more things to do:

1. Pick a demeanor. Either pick one from the Demeanor chart (pp. 68-9) or make your own. Yeah, I want a *single* word that describes Hathin. From what you've written I'm thinking "Obstinate" but feel free to change that!

2. Please generate a comrade. See the rules starting on p. 70. Basically I'd like a name, brief physical description, and most importantly what is the nature of your relationship.

EDIT: Do not pick an avatar for your Comrade. I'll post actions as the GM.

A general word about Comrades

All:
For those of you with Comrades (Mark, Rook, Deiros, Lorm, Bal, and Kaltos), here are a few things to remember:

A. They are "background characters" but they do need some sort of persona.

B. You will direct the comrade through "orders" (although I don't necessarily like the connotation of the word in all cases. The comrade is, well, a comrade and not your b*tch). From a meta-game perspective, "Orders" works fine but in the game role-play wise, I might like to see verbs like "signal" or "call" or "Reload!" and such to make the relationship seem a bit more egalitarian at the squad level (Rook's Sarge being the lone exception. He of course will bark orders to the entire squad).

C. Although you direct the actions of your Comrade, I (as GM) will give the Comrade voice. That's why I'd like a brief write-up. Is your relationship like Frodo and Sam? George and Lennie? Or like my wife says of me and my buddy, "You two are like Fred Flintstone and Barney Rubble" because we bicker so much. :)

D. Choose a demeanor for your Comrade.

E. For those of you with the Beta Rules, charts 3-19 and 3-20 (comrade names and demeanors) are missing.

F. Don't get too attached to your Comrade. This is the Imperial Guard.

EDIT: And Mark, on your character page it looks like you listed two clips for each weapon. Did you find that in the RAW? I'm thinking you should probably start with 3, maybe even 4 clips but let me look into that.


Rook,

A question about names... Did you have a certain ethnicity or region in mind when developing Oremor? To be more specific did you choose Scandinavian or Germanic names, for example, when naming characters? Are there some sort of broad guidelines to follow or is pretty much anything game?


Balfic-graa wrote:

Eradico

** spoiler omitted **

Bal:
I'm loving your character concept. I'll be interested to see what you come up with for your comrade/spotter!

.
One other thing, don't know if you caught this but I think in the first version of the Weapons Specialist/Marksman his wounds were listed as 6+d5. I upped this to 8+d5.


Ellipsis mentioned this earlier but here's a reminder. If you receive any Aptitude/talent/skill duplicates or "doubles" during creation, you receive the following (p. 17):

Double talents yield you 100xp
Double skills give you an extra rank in said skill
Double aptitudes give you a free attribute based aptitude of your choice


Ellipsis, minor point and one I'm sure you'd figure out but you receive Good Craftsmanship Storm Trooper Carapace (p. 140) not Good Craftsmanship Carapace Armor (p. 60)

And I thought regular FFG products were poorly edited. Sheesh!


Male Weapons Specialist

The two clips for the carbine and pistol come straight outa RAW - and I've just assumed two clips for the melta more along the lines of makes sense.

Hathin's Demeanor: bloody-minded - which serves as a duality of purpose.
He is both blood thirsty, eager to get up close and feel the gush of warmth as his mono-knife slides home or the back-blast of heat from a melta shot.
And secondly he is stubborn of outlook, considering himself strong enough to not be ignored and refusing to bend no matter how hard people try.
But, again as a reinforcement - he will obey chain of command religiously, so won't be disruptive in game.

Comrade Gethric Jones - or 'Book':
A fellow detainee of the prison where Lark was picked up from 'Book' has always been a bit touched. A somewhat twitchy and nervous character with an emptiness in his heart and mind that was only filled when he joined the Guard. The Imperial Infantryman's Uplifting Primer became as his bible, and he wholeheartedly believes the tripe that it trots out.

Book has taken to his basic training well and showed some aptitude for fieldcraft and scouting. Lark ignores most of the words that come out of his mouth, but trusts him enough to let him ride sidesaddle as he ranges forward to scout out or assault positions.

Demeanor: fervent

Appearance: lithely built and average height, Book keeps his hair relatively short, but seems to have a 5 o'clock shadow almost constantly. His eyes are wild and animated.

Is that good enough for the comrade?

Cheliax

Male Human Warhammer 40K GM
Eradico Pravus wrote:

Rook,

A question about names... Did you have a certain ethnicity or region in mind when developing Oremor? To be more specific did you choose Scandinavian or Germanic names, for example, when naming characters? Are there some sort of broad guidelines to follow or is pretty much anything game?

Good point Eradico, I was thinking of mentioning this somewhere along the way.

Nomenclature on Oremor, because it is a civilized world with continent-spanning cities and hives in the northern hemisphere runs the gamut as far as names go, as there is a steady influx of trade and imported off-world labor (both traditional and penal).

That being said, the native Oremites are mostly descendants from the waves of colonists following the conflict with the Eldar that once resided here before/during the Angevin Crusade, or the descendants of those military forces that remained to garrison the nascent agri-world. This makes the naming conventions relatively cosmopolitan (Albrek Vodak, Juan Rico, Quincus Dauln) but I wanted to follow some overarching trends, so I settled on a sci-fi accented mixture of quasi-Latinate names for prominent rulers and officials (this is the Administratum, general 40K influence, i.e. Taius Ceprus), and a weird amalgam of Germanic meets Italian/Venetian Renaissance city-states, for the largest bloc of descended colonists (Stroinigli, Aebena Glecia, Sigmunt Vendangio, Cinzia Vingere).

Incidentally, the prefix 'dol' before a last name originally indicated nobility, but now stands as 'wealthy or powerful personage', boss, or politico, as is evidenced by Erika dol Fulcus (governor of Fulcus hive) and Trizo dol Soulard (an established crimelord).

Former prisoners and members of the penal legion could conceivably use any of these trends or none. One thing I do like that Bal/Mark have incorporated is the use of nicknames based on prison patois, which I think would play very well into the plantation-slave meets incarcerated-penitent theme of the Unduz colonies. "Scope", "Book" and "Lark" are easy handles to use in field-work, and I'd extend this to include the idea that the prisoners would almost have their own cant to communicate ideas over the heads of their Guard overseers---though given their close working proximity, many of the boots on the ground guardsmen of the Oremite Penal Legions would have some day to day understanding of the lingo. I also would hazard that some prisoners, particularly those of lesser importance or consequence might just receive a handle based on the final digits of their penal-conscript identifier with a notable trait, like, "Lazy-Eye Thirteen" or "Lame-leg 23", as the mortality rate both within the claustrum and working the fields and agri-harvesting equipment is significant enough to warrant short-timers or the weak very little in the way of identity.

The Unduz archipelago and those plantation colonies/claustrums in the southern hemisphere would be where the majority of the Cajun-esque names would originate too. I see these names as direct descent from a large influx of prisoners from Dusk following the re-conquest of that world during the Angevin Crusade. The Imperium figured these dissidents and heretics knew how to clear swamps and initiate agriculture on a Death World, so they could logically serve the same purpose on their new home, a paradise in comparison, far from any chance to stir up further discord.

Well, I didn't expect to write that much, but I guess since I never got it down in any other capacity through my notes, I may as well here.


Hathin De'Lark wrote:
The two clips for the carbine and pistol come straight outa RAW...

House rule: side-arms standard load-out comes with 2 clips. For "primary weapons" like lasgun, shotgun, melta, etc., they come with 3 clips.

Hathin De'Lark wrote:
Is that good enough for the comrade?

Absolutely! The Comrade write-up for 'Book' sets a nice example for others to follow in terms of physical and relational description. Nice job and thanks!


And Rook thanks a bunch for the overview on naming. Very helpful.


Male Catfolk Shade (magically altered human) Monk-8, Mage-16

Have we decided on the leader and training,regiment chooses, because it does make a difference with final writeups.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Eradico

Spoiler:
Name: Scope (Real name is classified. Since all survivors of the plague were suppose to be executed in case they were carriers.)

Stats WS 25, BS 38, Str 25, T 30, A 35, Int 30, Per 35 WP 35, Fel 27

Characteristic Bonus: +5 Ballistic Skill.
Starting Aptitudes: Agility, Ballistic Skill, Will Power, Fieldcraft, Finesse, Perception.
Starting Skills:Survival, Awareness, Stealth, Navigation (Surface), Common Lore (Imperial Guard, War).
Starting Talents: Deadeye Shot, Heightened Senses (Sight), Weapon Training (Solid Projectile), Weapon Training (1 excluding Heavy and Exotic).
Specialist Equipment:Good craftsmanship Sniper Rifle, 2 smoke grenades, Telescopic Sight, Chameleoline Cloak.
Starting Wounds: 8+1d5

My comrade/spotter

Dot aka Chiara dol Vinara. Debutante who made the mistake of insulting a Fulcus Spire Born noble with military connections. She was dropped into the all male 4th Regiment to teach her a lesson she would never forget. Using her quick wit she chopped her hair, and dressed as a man to protect herself. Scope , and his Sgt quickly figured out something was up, and covered for her saying "he" was his spotter, and they quickly became friends. Wasn't to long before Chiara broke down and told them everything. The Sgt and Scope trained her to be a spotter. Getting her handle for putting the "Dot" on the mark. Be it a target for Scope or laser guiding in a missle strike. The name stuck. Figuring it was safer for her to be in a jungle than staying in a barracks of men. Many of which haven't seen a woman in years. All the while the Sgt given information on how to contact Chiara's family to get her transferred out of there. Sadly during the Oremor Incident most of the regiment succumbed to the plague including the Sgt.

Dot has given up any hope of ever going back to the life she once had. She is loyal to Scope to a fault, as he is to her. To pass the time they exchange barbs. But only in jest. Throne help anyone who tries to get between them. They both tend to be loners. Scope because of what the plague did to him. Dot because of loyalty to him, and fear of what would happen if others found out she was a woman. What happened in the jungles scared her, and also toughened her up. She is unrecognizable as the young Debutante from years earlier. Though if she ever see's the Noble from Fulcus Prime she will put a bullet in his head.


Bal:
Love it! And the stats look good.


In the interest of encouraging Oremor flair, here are some names to pick from. Feel free to mish-mash as in Rook's examples above.

Venetian First Names:

Note: I tried to create columns... epic fail! Three columns, sort of:

Agustin Filippo Paolo
Austin Francesco Paulo
Alvise Galeazzo PierAntonio
Ambroso Giovanni Petro
Andrea Giovanbattista Rocco
Angelo Giambattista Salvador
Annibale Giovanni Stefano
Antonio Giulio Teodor
Anzolo Iulio Tommaso
Aurelio Guglielmo Valentin
Baldissere Hieronimo Valerio
Bartholomio Iacomo Ventura
Bastiano Giacomo Venturo
Bastian Jacomo Vincenzo
Battista Jacopo Vittorio
Batista Ippolito Zacharia
Benedetto Iseppo Zago
Benetto Lodovico Zordan
Bernardin Lorenzo Zorzi
Biasio Luca Zuan
Bortolo Lundardo Zuane
Bortholo Magno Zuanne
Carlo Marcantonio Zanetto
Claudio Marco Zuan'Antonio
Cristofolo Marcello Zuandomenego
Dionisio Miro ZuanGiacomo
Domenico Nicolo Domenego

Venetian Surnames:

Note: optional substitution of "dol" for da, dalla, del, etc., as Rook notes above. Some justification will be needed for this substitution (why is someone with that prefix stuck in a Penal Legion?).

Adoldo
Alberti
Alberto
Aliprando
Angelo
Antelini
Badoer
Balbi
Barbarigo
Barbaro
Barberigo
Barbo
Barbo
Barozzi
Baseggio
Basilio
Bedheloto
Bembo
Berberio
Bertaldo
Boccassio
Boccono
Boldù
Bollani
Bon
Bondemiro
Bonifati
Bono
Bragadin
Bredani
Buscharino
Buticularo
Calderario
Cancharello
Çancarolo
Caotorta
Cappello
Caravello
Caresini
Caroldo
Carrara
Celsi
Chavalerio
Chodeschino
Cimator
Cocco
Collegario
Contarini
Correr
d'Armano
d'Artusio
D'Este
da Barleto
da Bologna
da Brabante
da Canal
da Carrada
da Cernia
da Chioggia
da Cimento
da Cola
da Ferrara
da Firenze
da Forli
da Frixaturo
da Lucca
da Milano
da Molin
da Monte
da Mosto
da Munego
da Mutina
da Negroponte
da Padova
da Parma
da Peraga
Da Polenta
da Quaterno
da Raguso
da Riva
da Sabardia
da Segna
da Treviso
da Valaseno
da Vale
da Venzone
Da Verardo
da Verona
da Vicenza
da Vigonovo
da Ziliolo
Dal Sol
Dalioto
dalla Stava
dalle Boccole
Damiani
Dandolo
Darmo
de Buora
de Mezzo
della Cava
Della Scalla
Dente
Desiderato
di Leonardo
Di Pigli
Dolfin
Donà
Doro
Duodo
Emo
Enzignerio
Faber
Falier
Famizi
Fanutio
Felone
Foscari
Francesco
Furlano
Galinarion
Gamba
Gardesano
Garzone
Giustinian
Gonzago
Gradenigo
Graffaro
Grassi
Greco
Grissoni
Gritti
Karelo
Loredan
Malipiero
Marano
Marcella
Marcello
Mare
Marino
Marmagna
Memo
Menegi
Michiel
Minorita
Mocenigo
Molin
Moro
Morosini
Mudazzo
Muxe
Nani
Natale
Paolo
Papacizza
Paradiso
Pasqualigo
Paxe
Petri
Pisani
Polani
Premarin
Priuli
Querini
Rambaldo
Rizo
Rosso
Sanuto
Sartor
Sartore
Scrovegni
Simoneti
Solario
Solsa
Soranzo
Sorto
Sourosin
Spira
Stornado
Stornello
Taiapetra
Tansuro
Tanto
Tartare
Thadei
Tiepolo
Tomado
Torta
Trentavasi
Trevisan
Turri
Utino
Vendelino
Venier
Viadro
Vidal
Viscia
Visconti
Vitturi
Volpe
Zafoni
Zancani
Zane
Zen
Zeno
Zentil
Zorzi
Zusto

Germanic First Names:
Abbo / Abo
Achim
Adolf
Albrecht
Alexander
Alois
Ambros
Andreas
Anselm
Anton
Armin
Arnd / Arndt
Arno
Arnold
Arnulf
Axel
Augustus
Axel

Benjamin
Bernd
Bernhard
Berthold / Berti
Bodo / Botho
Bruno

Carsten
Christian
Christof / Christoph
Clemens (Klemens)
Conrad (Konrad)
Curd / Curt (Kurt)

Dagobert
Detlef / Detlev
Dieter
Dietrich
Dierk / Dirk
Dolf
Dominik

Egon
Elias
Elmar
Emil
Emmerich
Engelbert
Erhard
Erich / Erik
Ernst
Erwin [ER-vin]
Eugen [OY-ghen]
Ewald

Fabian
Falco
Felix
Ferdinand
Florian
Franz
Friedhelm
Friedrich
Fritz

Gebhard
Georg [GAY-org]
Gerhard
Gernot
Golo
Gottfried
Gotthold
Gottlieb
Gregor
Günther
Gustaf / Gustav

Hans / Hannes
Harald
Hartmut
Hartwig
Heiner
Heinrich
Heinz
Helge
Helmut
Herbert
Hildebrand
Holger
Horst
Hugbert
Hugo

Ignatius / Ignaz
Ingemar

Jan
Jens
Joachim (Achim)
Johann
Johannes (Hannes)
Jonas
Jörg
Jürgen

Kai [KYE]
Karl
Karlheinz
Karsten
Kaspar
Klaus
Knut
Konrad
Kristian
Kristof
Kurt

Lars
Laurenz
Lenz
Leon
Leonhard
Leopold
Lothar
Ludwig
Lukas / Lucas
Luther [LOO-ter]
Lutz

Manfred
Marcel
Marco / Marko
Mario
Marius
Markus
Martin
Matthäus
Mathias/Matthias
Max
Maximilian
Meinhard
Michael
Nikolaus / Nikki
Nils
Norbert

Olof
Oskar
Oswald
Oswin
Otto

Philipp
Poldi

Raimund
Rainer / Reiner
Ralf
Randolf
Reinhard
Reinhold
René
Richard
Rüdiger
Rudolf / Rudi
Rupert

Sabine [suh-BEE-nuh]
Schorsch (Georg)
Sebastian
Sepp (Joseph)
Siegfried
Simon
Stefan / Stephan
Steffen
Sven

Theodor
Thomas
Till
Tim / Timm
Timo
Tobias
Torsten

Udo
Ulf
Ulrich / Uli
Urban
Urs
Uwe

Veit
Viktor
Vinzenz
Volkard
Volker [FOLK-er]

Waldemar
Walther
Wendel
Wenzel
Werner / Wernher
Wilfried
Wilhelm
Wolfgang
Wolfram


Mark:
Completely optional, but would you consider giving your Comrade a new surname in the interest of fluff?


Lorm Dragonheart wrote:
Have we decided on the leader and training,regiment chooses...

I think so. I've not heard any vetoes so here it is:

Oremor 4th Penal Regiment:

Penal Colony - 2
Commander Phlegmatic - 1
Reconnaissance Regiment - 3
Doctrine (Hardened Fighter) - 2 (+2 to WS; Street Fighting Talent--when attacking w/blade, add half WS bonus to critical damage; standard melee weapon may be replaced w/either a Primary Weapon of Common availability OR apply mono-edged upgrade to standard melee weapon)
Doctrine (Fieldcraft: Jungle) - 4 (grants Agility as a starting aptitude for all members; re-roll failed survival and navigation rolls in jungle terrain)

Rook, how about some unique "common" Oremor hand to hand weapons? Is the scerrido blade 'common' to Oremor? What else might be a signature blade?


FFG is posting errata already!

Rook, also there are character sheets posted. Are you willing to maintain those on the Wiki?

Cheliax

GM W.R. Monger

Well I'm trying to come up with the background, but for some reason I'm struggling a lil' bit.

Other than that, we need to discuss the vehicle we are getting unless we are set on the chimera so we can added as the group vehicle and I know what I'm driving.

Damn lol I get Fieldcraft and Agility twice, Going to pick something interesting or just another fieldcraft appropriate for our regiment, so at least the driver can manage in 2 terrains.

Will hopefuly at least ahve the crunch done later one.

Hit points 1d10 + 1 + 1d5 ⇒ (7) + 1 + (5) = 13
Fate 1d10 ⇒ 9

Cheliax

Male Human Warhammer 40K GM

I added a form-field fill-able character sheet to the wiki, you can find it here:

Only War Character Sheet

Cheliax

Male Human Warhammer 40K GM
Eradico Pravus wrote:

FFG is posting errata already!

Rook, also there are character sheets posted. Are you willing to maintain those on the Wiki?

Posted before I noticed your post, Eradico, how is that for efficient!

Consider it done, I will put them together as the characters come in and post them.

Cheliax

Male Human Warhammer 40K GM
Eradico Pravus wrote:


Rook, how about some unique "common" Oremor hand to hand weapons? Is the scerrido blade 'common' to Oremor? What else might be a signature blade?

Already considered, Eradico. The scerrido is more of a dueling weapon of the hives, both Upspire and Underhive.

The 'chit-sickle' is the chosen hand weapon for the Oremor Penal Legions, it is essentially a broad bladed, razor-sharp sickle used for cutting through the chitinous skin of Oremor's mycological foodstuffs. There are both agricultural and martial variants, with the latter tending to be one handed and crafted of adamantine for better use in punching through armor.

The 4th Legion actually has one in their regimental banner, visible on the bottom left of the wiki main page. I plan on using the larger art for this (where it will be more visible) once we put up the Characters page.

I'm thinking a normal hand-weapon with a above average penetration and the Razor Sharp weapon quality (not in OW, on p. 143 of DW Core Rulebook), if it works for you.


Male Weapons Specialist

Eradico - sure, let's call him Gethric Solsa. I'll update him into a spoiler on my profile.

Deiros - I think we're going with the Chimera when it's reasonable (as in jungle isn't too dense, etc) and the walker otherwise. I'm thinking that since it's essentially a class feature for the Operator that you should get the fun of customising it.


Deiros wrote:
...we need to discuss the vehicle we are getting unless we are set on the chimera so we can added as the group vehicle and I know what I'm driving.

Mark is right about the choices: Sentinel Walker or Chimera. Without giving away too much, sometimes you might get to choose your vehicle, sometimes you might be assigned which to take.

Deiros:
Despite your 'writer's block' with your character, I have another assignment for you! Can you also give a name to your Walker and Chimera and perhaps choose a demeanor for each? For example is the machine-spirit in your Walker aggressive? Is the Chimera called 'Old Reliable' because it is patched together with second-hand parts but keeps on ticking? I can help if you get in a rut but wrestle with it a bit and let me know what you come up with. :)

Deiros wrote:
Damn lol I get Fieldcraft and Agility twice, Going to pick something interesting or just another fieldcraft appropriate for our regiment, so at least the driver can manage in 2 terrains.

Deiros:

Remember you will likely be out of your vehicle at some point too. But here is the list of Operator Recommended Advances in case you don't have the rulebook. The big numbers (65, 78, etc., is the page number for the listed skill).

Agility – Intermediate Characteristic 65 Agility – Simple
Ballistic Skill – Simple Characteristic 65
Ballistic Skill – Intermediate Characteristic 65 Ballistic Skill – Simple
Intelligence – Simple Characteristic 65
Intelligence – Intermediate Characteristic 65 Intelligence – Simple
Common Lore (Tech)† Skill 78
Common Lore (Tech) +10 Skill 78 Common Lore (Tech)
Dodge Skill 79
Dodge +10 Skill 79 Dodge
Navigate (Surface)† Skill 85
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Operate (Surface) +10 Skill 85 Operate (Surface)
Security Skill 88
Security +10 Skill 88 Security
Tech-Use +10 Skill 90 Tech-Use
Armour-Monger Talent 95 Int 35, Tech-Use, Trade (Armourer)
Hard Target Talent 100 Ag 50
Hotshot Pilot Talent 100 Ag 40, Operate (any)
Lightning Reflexes Talent 102
Rapid Reaction Talent 105 Ag 40
Rapid Reload Talent 105
Sprint Talent 105
Target Selection Talent 106 BS 50
Weapon-Tech Talent 107 Tech Use +10, Int 40

Deiros wrote:
Will hopefuly at least ahve the crunch done later one.

No hurries. I'm learning that there is a lot of ramp up time to getting this off the ground.

Deiros wrote:
Hit points 1d10+1+1d5

Oops. I may have mislead you on how to create your Wounds total. My house-rule for the Operator is 8+d5 (rulebook lists 6+d5). So your total with your roll of "5" is: 8 + 5 + 1 = 14. That's one tough Operator!


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Okay think I am almost done with my character.

Wounds (1d8+5=8)

Couple of questions though. I noticed I get Awareness twice-under sniper, and recon. Also get Street Fighter twice-under Hardened Fighter, and Penal Colony. Can we take additional skills/Talents? Or do we get a bonus for those abilities?

Also how does if effect that I bought Awareness +10 already?

As for my second weapon training slot I pick pistol.


Male Weapons Specialist

Bal,

Wounds should be 8 + 1d5

Double Awareness means you have Awareness +10. As any XP purchases happen at the end of character creation then you can't have bought Awareness +10 with XP. So you'll need to choose that again.

The Penal Colony home world gives a choice of three talents, so you could always choose one of the other ones? - or you get an extra 100xp to spend at the start of the game on advances (as I did).

WEAPON TRAINING:

Tier: 1
Prerequisite: None
Specialisations: Bolt, Chain, Flame, Heavy, Las, Launcher, Melta, Plasma, Power, Low-Tech, Shock, and Solid Projectile
Aptitudes: General, Finesse
The character can use all weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this Talent. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test. The character can only use weapons with Class: Heavy without suffering the –20 penalty if he has both Weapon Training in the appropriate group and Weapon Training (Heavy).
This Talent may be taken more than once, each time with a different specialisation.

So you don't specifically choose pistol as an option, but rather Las - which gives you training to use all Las weapons.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Okay cool. So have +100pts left to spend because of Awareness.

What are the other two traits? If I don't like them I will go for the 100xp. Can tell you its tricky making a character without a book for reference.

Will take Las then since its the Imperial standby weapon.

Wounds (1d5+8=13)

Much better on the wounds now that I rolled it correctly Lol. So with the Hardened Fighter Talent it will make for 14 wounds.

Fate Points 1d10=2


Male Weapons Specialist

The other two options are Peer Underworld (which I think is probably the same as in DH or the other 40K books, gives you a contact) and Pity the Weak (which isn't actually in the Only War book, but someone stated the effect from DH earlier in thread).

So not fantastic options, hence why I went with the 100xp extra instead :)

And that Fate roll = 1 point.


Male Weapons Specialist

Oh - and you get a +1 to starting wounds from Penal Colony - so your wounds are actually 14


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Yeah figured with the FP. Have rolled that number before.

So have 200pts to burn.

Can someone post up a list of Talents in the 100xp range for my class please?

And thanks for the quick replies Mark.


Male Weapons Specialist

There isn't much that can be bought for 100xp - it's either a simple characteristic increase where you have two matching aptitudes, or getting a skill as a known skill where you also have two matching aptitudes.

Tier one talents are 200xp with two matching aptitudes.
Skill +10 (like Stealth +10) where you have two aptitudes are 200xp as well.

As for talents for 200xp - You could get Light Sleeper, Rapid Reload, Quick Draw, Lightning Reflexes, Leap Up, Heightened Senses.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Okay. So I miss priced Stealth +10, so that means I have 100xp left to spend.

Guess I will save it unless I can take operate, or Scrutiny for 100.


Male Weapons Specialist

Scrutiny you can take for 100xp (as you have the aptitudes Perception and General). Operate also (as you have Agility and Fieldcraft aptitudes).

I know it sounds needlessly complicated and arcane, but it's a fairly elegant system once you've a chance to look over it in the books.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Okay Cool. I am sure the rules are intuitive. Its just tricky when you don't have a book in front of you. I know Black Crusade would be a nightmare if I didn't have the rule set in front of me.

Will take Operate-Aeronautica then for my final skill. That way I don't step on our current Operators toes. Unless Eradico wants to put limits on that skill since we are a Penal Legion.

Thanks again for all the help Mark.


Mark, we have a quandary.

From the "Week One Errata":

>Weapon Specialist Starting Aptitudes, Talents, and
>Modifiers (page 48): Replace “or Common Craftsmanship
>Meltagun” in Specialist Equipment with “or Common
>Craftsmanship Regimental Favoured Basic Weapon.”

So the nerfed rules are taking away your melta.

One (partial) solution: There are no rules for choosing Regimental Favoured Weapons (look in the blue boxes of the sample regiments, pp. 18-25). Consensus from the forums is that regiments choose one basic and one support weapon. So I suppose the Oremor 4th could choose "Melta" as its support weapon. That would add +10% to a Logistics Test in obtaining a melta and ammo.

Don't want to be a kill-joy so I'm open to your input. Thoughts?


Regimental Favoured Weapons

From the errata:

“Favoured Weapons: Each regiment has weapons that its members
prefer to wield,or simply have a natural aptitude for. Each
regiment may choose one Basic weapon and one Heavy Weapon to be their Favoured Weapons, these weapons mat not have an Availability higher than Very Rare.

Members of this Regiment gain a +10 bonus on all Logictics Tests to
obtain those weapons and ammunition for them.”

Let me know what your choices are.


Male Weapons Specialist

Hmm - reading through it there is a quandry, but the following helps:

From Errata wrote:
Favoured Weapons (page 33): Add the following section after the Equipment from Doctrines section: “Favoured Weapons: Each regiment has weapons that its members prefer to wield, or simply have a natural aptitude for. Each regiment may choose one Basic weapon and one Heavy Weapon to be their Favoured Weapons, these weapons mat not have an Availability higher than Very Rare. Members of this Regiment gain a +10 bonus on all Logictics Tests to obtain those weapons and ammunition for them.”
From Errata wrote:
Meltagun (page 125): In Table 6–9: Ranged Weapons, replace the Meltagun Availability with “Very Rare.”

So the way I read that is that as a Regiment we get to choose one Basic and one Heavy Weapon as the regimental favoured weapons. Then Hathin gets to choose to start with that gun as part of his character options.

So unless I'm mistaken - that increases our options, just that they have to be made on a regimental level.

Basic Weapons that are Very Rare or less:
Long Las / Triplex Pattern Lasgun / Hot-shot Lasgun
Boltgun
Meltagun
Plasma Gun

So the choice now is between Melta, Boltgun or Plasma?


Ok for the sake of ease and what not Ill take the heavy gunner. I got more ideas for a background for it then the Ogren. :-)


Male Weapons Specialist

Kaltos - do you want to start with a missile launcher or heavy bolter?

As you'll be the only one with appropriate training, it's worth thinking on what you'd like as a regimental favored heavy weapon. Choices are:
Man Portable Lascannon
M41 Multi-Laser
Heavy Stubber
M34 Autocannon
Heavy Bolter
Heavy Flamer
Missile Launcher
Mortar


Mark:
OK, after thinking about it some, I think it's fine if Hathin still takes the meltagun. I don't think it's all that fair for you to choose a character based on weapons availability and then take that weapon away from you.

If you choose to still take the melta:

1. Provide a very brief backstory on how you attained it (awarded? stole? found?).

2. Give your melta a nickname.

Thanks for your patience and enthusiasm for the game.


Eradico:
The last errata does make things a little more convoluted - but as I understand it.

Step 1: Regiment chooses 1 favored weapon, which can be very rare or less.
This includes the meltagun (post errata on rarity), or bolter, or plasma, etc.
For most of the time, this just gives the +10 bonus to req checks to acquire.

Step 2: One of the options for the Weapons Specialist is to choose to take a Common version of the regimental weapon.

So as I read it, Hathin can take the melta if we write it into the regiment selection... but I'd also be partial to the plasmagun potentially.

Is that how you see it?

Giving the chosen weapon a nickname and backstory is no problem whatsoever :)


Mark:
Your reading is correct (I think) but a couple of problems, RAW:

1. Meltas are "extremely rare" and would not qualify as a regimental choice.

2. Note in the errata/week 1 update it says "replace" the meltagun with regimental favoured weapon (no longer a choice for weap. spec.).

3. As you noted to Kaltos, Hathin's choices would be missile launcher, heavy bolter, or the like, or whatever "basic" weapon is selected. If that ends up being plasma gun, no problem!

Are suggesting a house-rule with the melta and write it in as regimental heavy choice? I guess I'd rather just let Hathin get his melta OR if plasma gun is the "Basic" weapon, then take that. Totally your call.


Male Weapons Specialist
From 2nd Page of Errata wrote:
Meltagun (page 125): In Table 6–9: Ranged Weapons, replace the Meltagun Availability with “Very Rare.”

Eradico:
Yup - but the errata also dropped the meltagun down to very rare, and bumped the multi-melta up to extremely rare. So meltagun is still an option for Hathin, just the list got a bit longer.

I'm probably leaning towards Plasmagun myself for the extra range (plus firing on maximal :) but wanted to get the rest of the squad a chance to provide input.


Hathin De'Lark wrote:
From 2nd Page of Errata wrote:
Meltagun (page 125): In Table 6–9: Ranged Weapons, replace the Meltagun Availability with “Very Rare.”
** spoiler omitted **

Mark:
D'oh!! OK, you're reading it right after all... Good job! OK, I'll take the discussion public so everyone can have input. Thanks again!! :)

Team,

In the errata that was released this week, melta was eliminated as a "basic" choice for weapons specialist. Mark has been gracious in accepting this rule change (even though I would still let him take one if he really wanted to). His suggestion is that the Regimental Favoured (Basic) Weapon be the Plasma Gun (and then that choice *would* be available to him).

Kaltos would also still be free to choose: missile launcher, heavy bolter, or the regimental (Heavy/Support) Favoured Weapon.

So please add your opinion if you have one.

Thanks!


Deiros wrote:
Damn lol I get Fieldcraft and Agility twice, Going to pick something interesting or just another fieldcraft appropriate for our regiment, so at least the driver can manage in 2 terrains.

Deiros, there is no way to get Fieldcraft twice. You might want to double check that.

Eradico wrote:

“Favoured Weapons: Each regiment has weapons that its members prefer to wield,or simply have a natural aptitude for. Each

regiment may choose one Basic weapon and one Heavy Weapon to be their Favoured Weapons, these weapons mat not have an Availability higher than Very Rare.

Given the regiment's specialty, I would say that Flamers would be appropriate as a regimental favored weapon.


Eradico Pravus wrote:
In the errata that was released this week, melta was eliminated as a "basic" choice for weapons specialist. Mark has been gracious in accepting this rule change (even though I would still let him take one if he really wanted to). His suggestion is that the Regimental Favoured (Basic) Weapon be the Plasma Gun (and then that choice *would* be available to him).

Technically, if the meltagun was the regiment's favored weapon he could take one, but I would still recommend Flamer/Heavy Flamer for a regiment of jungle specialists.

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