Kerberus Tri-fold (Inactive)

Game Master Deiros


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Dark Archive

Hi, as the topic says checking for people that desire to fight for their own agenda in the grim dark setting of Warhammer 40k.

If enough interest and discussion I might start a campaign and we can go over the details then.

Silver Crusade

space marines, Chaos? Guardsmen?

Dark Archive

More than likely Chaos Space Marines or Guardsmen as I have both Black Crusade and Only War, just depends what the majority would like to be. All guardsmen (loyal/traitor) or chaos space marines.

Then we could see about timeline or change history of a campaign somewhere around those lines.

Only War you can design you own regiments or take a pre-made ones from me I got at least 7.

Chaos Space Marines, depending on the timeline we choose and if you want to be Legion or Renegade marine, we will come up with extra goodies. You can pick existing Renegade Chapters like the Blood Gorgons and you can all be of the same, it's up to the players.


Well, I'll say what I always say when I see a 40K recruitment thread.
I'm keen to play.
But not Black Crusade.
Guess I'll keep an eye out on this.


If everything works out for me,then my plate is full. However, I am interested if something does not. My first choice would be Chaos humans with advanced templates. At any rate good luck.

Dark Archive

Those are valid points, but why not Black Crusade?

Sczarni

Interested.

I would have to reread black crusade, and am only passingly familiar with only war.


Only war would be interesting. Do you have any of the supplements that expand the regiment creation options? There are some really cool things you could do with a cavalry/ dragoon regiment.

Silver Crusade

I'm down with either. But if we go guard I like the idea of catachans or karsikin


If you go guard and I join you, I would play an abhuman.

Sczarni

I am definitely interested in this, and I'll throw my hat in with the Only War option. I am definitely down for the dragoon/cavalry option (me and my 40k lovin' pals used the regiment creation rules to make ogryns on dragonic mounts, but I don't think we'll do that in a serious game.)

I am considering trying the Psyker, and I solemnly promise I will mostly be fettered support, because I don't want to be stranded somewhere by the party.

I will be opened to other roles, however.

Dark Archive

I do have all supplements from Only War.

I have an enemy faction to beat, which will be no easy feat. This campaign was meant to be played from guard or space marine (loyal or chaos).

Most people like Only War, I have about 7 regiments already made if someone doesn't like the ones in both books.

In this campaign (Regardless of Factions), you will encounter

Space Marines - Playable
Inquisitorx2 - Not (this will be fun things for me)
Tyranids - Not
IG traitor - Playable
IG secessionist - Playable
Chaos Marines x? - Playable
Unamed factions x2 (Depends what world you end up fighting in.
IG Regiments x5 + Players Regiment.

That would be a sum of factions and playable ones, for which I have a book. There are other treats to be found if you are lucky or unlucky to find them.

Books I have:
Only War (all)
Black Crusade (access to all)
Deathwatch (access to all)
Dark Heresy 2


Seeing as it is warhammer, I would say "unlucky" as there are QUITE enough things wanting to kill and eat you already (and only in that order if you are lucky).

Dark Archive

I guess most people lean to Only War, that should make an interesting campaign.


So, is there enough desire for this?


I have a copy of Rogue Trader, but I think I'll need to do some digging to see if anyone has a copy of the others I can borrow.

Interested though :)

Dark Archive

I'm still open to do this, just need to see if those that showed interest before are still able, and we can decide between Black Crusade or Only War.

Sczarni

I'm still interested.


same

Dark Archive

Ok 4 players are more than enough.

I need to know if you want Black Crusade or Only Ware?

Dark Archive

hello Deiros.


Either works but I would prefer Only War. If we do end up doing black crusade my experience is that it is better if the entire party is either all humans or all chaos marines, a mix doesn't do well for anyone.

Dark Archive

Hi, how are you doing.


I'd definitely be up for Only War. Running a game of it on the boards right now in fact.

Dark Archive

1 vote for Only War


Deiros wrote:
1 vote for Only War

Both TarkXT and I have voted for only war.

Dark Archive

I was doing a recount, that makes 2.

Dark Archive

M interested in an Only War game too.

The cavalry regiment suggested above sounds great. It makes me think of that movie "Duellists."


Okay, it looks like we're going for Only War so I'll see if I can pick up a copy in the city soon.

Fine if I wait till the weekend, or are we looking at starting sooner?


And I am on for Only war too.


Should I put a potential regiment together?


Hi I´m also interested in an Only war game if there is still place

Dark Archive

Only War it is

I have to ask, you want to play:

Traitor Guard
Warp Hawks
Death Brigade
Zanatorian Deathstalkers

Astra Militarum
Cadian 10th – Mechanized Infantry
Desolum 765th – Line Infantry
Desolum 138th – Grenadiers
Perellian 101st – Drop Troop
Tahnelian 339th – Storm Troopers
Patria 62nd – Armored Regiment
Mordion 540th – Rough Riders
-Player Made

New Human Empire
Telmun


Deiros wrote:

Only War it is

I have to ask, you want to play:

Traitor Guard
Warp Hawks
Death Brigade
Zanatorian Deathstalkers

Astra Militarum
Cadian 10th – Mechanized Infantry
Desolum 765th – Line Infantry
Desolum 138th – Grenadiers
Perellian 101st – Drop Troop
Tahnelian 339th – Storm Troopers
Patria 62nd – Armored Regiment
Mordion 540th – Rough Riders
-Player Made

New Human Empire
Telmun

Can you expand on the New human empire at all?

What mounts do the Mordion 540th use?

Sczarni

I vote storm troopers or drop troops!


It would be kind of nice to be some kind of elite regiment, so that's either Storm troopers or Grenadiers.
Unless we make our own, but that can take a bit of time, I've seen at least three games fold on here because the regimental creation took too long and left too many players unsatisfied.

For me, the main thing is that the regiment have good armour, a full set.

Other things that are nice (but optional) is the chance to have a decent backup weapon, if a melee type regiment then some kind of gun, and if a shooting regiment, something a little more sturdy than a knife to fall back on.

Last thing (completely optional, just nice to have) is training that adds an aptitude, simply because it can lead to some tweaking to characters.


I think my main thing with a regiment is that it not be from one of the "famous" guard worlds. So no Cadians, Death Korps, etc.

Ideally I would like it to be some kind of mounted regiment using something other than horses for a mount.

I agree with BoggBear about a decent secondary weapon.

Dark Archive

Here are the premade (Homemade) regiments:

Cadian 10th – Mechanized Infantry – Motto “Never Outgunned, Never Surrender” - Name Siege Dogs

Spoiler:

Cadian 10th Mechanized Infantry
Characteristics: +3 BS, +3 Ag, + 3 Will, -3 Per
Aptitudes: Willpower.
Skills Command, Common Lore (Imperial Guard, Imperium, War), Linguistics (Low Gothic), Operate (Surface), Survival
Talent: Combat Formation or Double Team, Hatred (Servants of Chaos), Nerves of Steel or Sprint, Rapid Reload
Wounds: +0
Favored Weapons: Autocannon, Grenade Launcher
Special Rules
Bred For War: A Cadian must pass a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.
Hated Enemy This hatred is often so strong as to overwhelm reason and sound judgment, and Cadian characters may be required, at the GM’s discretion, to take an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when confronted with Chaos forces.
Seeking Redemption: While engaged in battle, a member of this regiment must pass a Difficult (–10) Willpower Test when ordered to give ground, withdraw, or otherwise relinquish something of importance to the mission. If the character fails this Test, he can still choose to follow the order to act against his desires, but he gains 1d5–2 (to a minimum of 1) Insanity Points from the mental stress of enduring this further disgrace.
Regimental Rivalry: The Cadian of the 10th “Siege Dogs" Mechanized Infantry harbor a deep hatred for the Perellians of the 101st Regiment. So encompassing is their hatred that it extends to all from their rivals world. Cadian Mechanized Infantry characters gain the Hatred (Perellian) and Enemy (Perellian) Talents.
Standard Regimental Kit: 1 good craftsmanship Lasgun with four charge packs, flak armor, 2 frag grenades, 2 krak grenades, Chimera Armored Transport, Universal Regimental Kit.

Desolum 765th – Line Infantry - Motto “One Cog in the Machine” – Name Involute Cadre

Spoiler:

Desolum 765th Grenadiers
Characteristics: +3 BS, +3 T, +3 Ag
Skills Common Lore (Imperial Guard, Imperium, War), Deceive, Linguistics (Low Gothic), Tech-Use
Talent: Bombardier, Double Team; Heightened Senses (Hearing), Paranoia or Unremarkable, Peer (Adeptus Mechanicus)
Wounds: -1
Favored Weapons: Missile Launcher, Grenade Launchers
Special Rules
Accustomed Crowds Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, they take no penalty to Agility Tests to keep their feet.
Hivebound Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Desolum Fighting: +10 BS at Point Blank Range.
Desolum Augmentics: +10 Logistics Test for bionic implants.
Standard Regimental Kit: 1 Las Carbine (compact) with four charge packs, 1 auxiliary grenade launcher, light carapace, 1 mono knife, 1 frag grenades, 1 krak grenades, 1 deadspace earpiece, 2 grenade launchers/squad, Universal Regimental Kit

Desolum 138th – Grenadiers “One Cog at a Time” – Name Involute Cadre

Spoiler:

Desolum 138th Demolitionists
Characteristics: +3 S, +3 Ag, +3 Per, -3 Int
Aptitudes: Willpower.
Skills Athletics, Common Lore (Imperial Guard, Imperium, War), Deceive, Linguistics (Low Gothic)
Talent: Rapid Reload; Heightened Senses (Hearing), Paranoia or Unremarkable, Peer (Adeptus Mechanicus)
Wounds: -1
Favored Weapons: Missile Launcher, Demolitions
Special Rules
Accustomed Crowds Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, they take no penalty to Agility Tests to keep their feet.
Hivebound Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Desolum Demolitionist: +10 Logistics Test for grenades, missiles, explosives and special tank ammunition.
Standard Regimental Kit: 1 Lasgun with four charge packs, flak armor, 2 frag grenades, 2 krak grenades, Universal Regimental Kit

Perellian 101st – Drop Troop – Motto “Hunt as One, Die as One” – Name Wolf Pack

Spoiler:

Perellian 101st Drop Troops
Characteristics: +3 BS, +3 Ag
Skills Awareness, Linguistics (Low Gothic), Navigate (Surface), Operate (Aeronautica), Survival
Talent: Resistance (Fear), Combat Sense or Quick Draw
Wounds: +0
Favored Weapons: Melta-Gun, Heavy Bolter
Special Rules
Independent Operations: The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 meters of their Player Character.
Distrustful of Authority: Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority
Seeking Redemption: While engaged in battle, a member of this regiment must pass a Difficult (–10) Willpower Test when ordered to give ground, withdraw, or otherwise relinquish something of importance to the mission. If the character fails this Test, he can still choose to follow the order to act against his desires, but he gains 1d5–2 (to a minimum of 1) Insanity Points from the mental stress of enduring this further disgrace.
Regimental Rivalry: The Perellians of the 101st "Wolf Pack" Drop Troops harbor a deep hatred for the Cadians of the 10th Regiment. So encompassing is their hatred that it extends to all from their rivals world. Perellian Drop Trooper characters gain the Hatred (Cadians) and Enemy (Cadians) Talents.
Standard Regimental Kit: 1 Lascarbine with eight charge packs, good-craftsmanship chameleolined, carapace armor, respirator, preysense goggles, auspex, grav chute, mono knife, 3 frag grenades, 3 smoke grenades, Universal Regimental Kit.

Tahnelian 339th – Storm Troopers – Motto “First in, Last Out” – Name Fire Serpents

Spoiler:

Tahnelian 347th Storm Troopers
Characteristics: +3 BS, +3 Ag, +3 Will, -3 Int
Aptitude: Ballistic Skill
Skills Athletics, Common Lore (Imperial Creed, Imperium), Linguistics (Low Gothic)
Talent: Deadeye Shot, Double Team or Combat Master, Hatred (Mutants), Rapid Reload, Resistance (Fear)
Wounds: +0
Favored Weapons: Heavy Bolter, Grenade Launcher
Special Rules
Blessed Ignorance: Their wise blindness imposes a –5 penalty on all Forbidden Lore Tests.
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 (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad.
Tahnel Fighting: +10 BS at Point Blank Range.
Standard Regimental Kit: 1 hot-shot lasgun with four charge packs, 1 mono knife, environmentally sealed carapace armor with helmet, backpack power generator, 2 frag grenades, 2 krak grenades, Universal Regimental Kit.

Patria 62nd – Armored Regiment – Motto “Ever Forwards, Never Back” - Name Fists of Lorent

Spoiler:

Patria 82nd Armored Regiment
Characteristics: +3 BS, +3 T, +3 Int, -3 WS
Aptitude: Willpower
Skills Athletics, Common Lore (Imperial Guard, Imperium, Tech, War), Linguistics (Low Gothic), Logic, Operate (Surface)
Talent: Hatred (Kroot), Technical Knock, Weapons Tech
Wounds: +0
Favored Weapons: Autocannon, plasma gun
Special Rules
Bred for War: A fortress worlder must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.
Hated Enemy This hatred is often so strong as to overwhelm reason and sound judgment, and Patria characters may be required, at the GM’s discretion, to take an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when confronted with Chaos forces.
Standard Regimental Kit: 1 Leman Russ battle tank/squad, 1 anointed maintenance toolkit, Universal Regimental Kit

Mordion 540th – Rough Riders – Motto “Swift and Silent” – Name Night Rippers

Spoiler:

Mordion 540th Rough Riders
Characteristics: +6 Ag, +3 Per, -3 BS
Aptitudes: Agility.
Skills Common Lore (Imperium, War), Deceive, Linguistics (Low Gothic), Survival
Talent: Catfall; Heightened Senses (Hearing), Paranoia or Unremarkable; Rapid Reaction, Skilled Rider or Ambush
Wounds: -1
Favored Weapons: Missile Launcher, Demolitions
Special Rules
Accustomed Crowds Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, they take no penalty to Agility Tests to keep their feet.
Hivebound Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Ripper Tactics: When member of a Skirmisher regiment hits a Surprised or Unaware target as part of a Strike and Fade Mounted Special Action, he increases the distance his Mount can move after the attack by a number of meters equal to his Mount’s Agility Bonus.
Standard Regimental Kit: 1 1 hunting lance, 1 las pistol with four charge packs, 1 flak jacket and flak helmet. 1 riding beast, 2 saddlebags, 1 set of riding tack, 1 saddle blanket, 2 week rations for mount, Universal Regimental Kit.

Mordion Stalkers
WS 40 BS 01 S 40 T 30 Ag 45 Int 10 Per 40 WP 20 Fel 10
Movement 8/16/24/48 Wounds 14
Armor: Tough scales(2)
Skills: Athletics, Awareness, Dodge, Stealth, Survival
Talents: Hard Target, Heightened Senses (Smell)
Traits: Bestial, Dark-Sight, Deadly Natural Weapons, Natural Armor (2), Natural Weapons, Quadruped, Size (5)
Weapons: Shredding Claws and Teeth (Melee 1d10+7 R; Tearing)


I vote Mordion 540th First, Perellian 101st Second, Desolum 765th Third.

Dark Archive

The Telum Empire
Telum is a hellish world, only recently made remotely habitable. Much of the planet is covered by rocky terrain and dominating canyons with some arctic-like areas; there are even oases of sorts, in the form of hostile jungles teeming with dangerous predators. Telum is rich in natural resources and minerals, mainly an exotic material known as petrusite.

Most of the planet's economy and resources are centered into building and maintaining Telum's large armies and a fleet to defend the Kerberus Sub-Sector, leaving little funds for the improvement of the general population's well-being, hence the slums like appearance or living compounds the populations inhabit in a very spartan civilian infrastructure, and a visible lack of luxuries on Telum populace.

Military
Military
The Telumen peoples lives of extreme hardship naturally make them hardened soldiers. Most of Telum's wear urban camo and snow camo variants of their uniforms. Fiscal and natural resources go towards the military, leaving little for domestic development. The Telum military's primary tactics primarily relate to the implementation of vicious, rapidly sweeping surgical strikes reliant on the element of surprise, focusing almost completely on offensive based strategies. However, the first probing strikes have shown that the Telumen military is adept in defensive tactics as well, springing numerous traps and ambushes.

However, small colonies have made several reforms on the military, because of the smaller population, the government relies on more highly trained soldiers with better equipment and weaponry.

It is also of note that most Telumen platoons have at least some kind of servitors assisting them in battle and automated walker units attached to them, depending on their role, ye to be fully identified of their capabilities.

Telum

Spoiler:

Characteristics +2 WS, +3 BS, +3 T, +3 Ag, -3 Int
Skills Common Lore (Telum Empire, Telum Army, War), Linguistics (Low Gothic), Navigate (Surface), Survival
Talent Hatred (Imperium of Man), Nerves of Steel, Paranoia, Sprint, Street Fighting, Unshakable Faith
Wounds +2
Favored Weapons: Flamer, Missile Launcher
Special Rules
Hated Enemy: All telumen regiments gain a single Hatred Talent, where the group chosen is the enemy that has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgment, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Standard Telum Regimental Kit: 1 Keyser five magazines, 1 stub automatic and two magazines, flak helmet, flak vest, telumen uniform (good craftsmanship survival suit, poor weather gear), 3 frag grenade, 2 petrusite grenades, good quality respirator, good quality preysense goggles. mono combat knife, standard kit.

Dark Archive

The Involute Cadre as you must imagine are affiliated with the Mechanicus that has HIGH interest in the archeotech the Telum Empire seems to use in their vehicles and servitors.


Browman wrote:
I vote Mordion 540th First, Perellian 101st Second, Desolum 765th Third.

Definitely more interested in fighting the Telum (and learning about them over time) than being part of their military.


Hmm, well the 765th looks the best for me so far, the 347 (or is it 339?) second and the 540th third.
The problem with the 540th is that they don't have a full set of armour.

Sczarni

101st Drop Trooper is my pick

Dark Archive

They are a hit and run type of cavalry, which they're mounts also reflect, until they fully commit to the fight.


Deiros wrote:
They are a hit and run type of cavalry, which they're mounts also reflect, until they fully commit to the fight.

Does hard target on a mount effect the rider as well?


Yeah, that sounds reasonable, I'm just not comfortable in 40K without a full suit.
Preferably a full suit of power armour, inside a baneblade, behind a bunker, while a Titan stomps the enemy, several miles ahead of me.
Heh.

Dark Archive

Everyone likes a different regiment, this is interesting.


BoggBear wrote:

Yeah, that sounds reasonable, I'm just not comfortable in 40K without a full suit.

Preferably a full suit of power armour, inside a baneblade, behind a bunker, while a Titan stomps the enemy, several miles ahead of me.
Heh.

Understandable, but with hard target as long as we keep moving our odds of getting hit are low. And we are guardsmen, full body armour is for people worth more than their guns, which we definitely aren't.

Dark Archive

Hard Target affects both, unless its a called shot or being the target of full burst, you can still get hit.

That is why they are lightly armored and will not engage in a frontal assault and their tactics are mostly hit and run, until they they find the right time to commit fully.

Each regiment has it's tactics.

Another normal tactics is attack in the dark, using the stalker to do most of the job.

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