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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WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Flamers are definitely in line with regimental role, and I'd be looking at getting flamer training for Hathin reasonably soon and hopefully scoring one... but there is a degree of mechanics consideration that goes into the choice.

For clarity - the weapons are:

Flamer: Range 20m, RoF S/-/-, 1d10+4 E, Pen 2, Clip 6, Rld 2 Full, Flame, Spray, Availability Scarce

The flamer is great against groups of mooks... but it's also a more common weapon and easier to acquire without the bonus to logistics.

Plasma Gun: Range 90m, RoF S/2/-, 1d10+7 E, Pen 6, Clip 5, Rld Full, Maximal, Overheat, Availability Very Rare

The plasma would have far better range, more single target punch and able to be fired on maximal for 2d10+7 E with a penetration of 8. So it has potential to bring down vehicles or heavily armored targets.

In the squad at the moment, Kaltos would be the only other squaddie that can choose a big beefy weapon with some punch to it. Everyone else is limited to lascarbines, bolt pistols, or the like. So part of the desire to go melta / plasma instead of a more mundane boltgun or flamer is to get a second shooter that can take down hard targets.


Ellipsis wrote:
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.

I think maybe the confusion (and it is confusing) is that the Regimental Training Doctrine of Fieldcraft grants the following: Starting aptitude of Agility; Failed Survival and Navigate (Surface) Skill Tests may be re-rolled once in jungle terrain.

This is different from the Fieldcraft Aptitude that the Operator is granted at Character Creation. Aptitudes allow you to buy certain skills and talents cheaply because they reflect what your character has a natural affinity for.

Hope I'm not misreading any of this...


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

I don't think you're misreading Eradico - it's just sloppy naming. Really the Training Doctrine should have been called something different to avoid the confusion.

Dark Archive

GM W.R. Monger

Well here is what you asked for. I also added my background which I ended up being inspired for a moment and did pretty well (hopefully).

Background

Spoiler:
Having been born on the hive world of Orcut VII, Anselm grew up around the inherent violence of street gangs and faction wars. He was practically born with a gun in hand as he struggled to escape the confines of a world who’s only purpose was to produce soldiers for the meat grinder of endless war.

Figuring he’d die on the streets of the Hab Domes or die for certain in the Imperial Guard, he chose the lesser of two evils and enlisted. His assumption was to die with dignity rather than namelessly. He did fairly well for himself, surviving by piloting many different vehicles, 14 to 16 year old recruits fresh to battle. He rose quickly in the ranks for his innate survivability and after a long roster of successful campaigns against the Emperor’s foes, he was given the rank of Vehicle Specialist.

During a particularly dangerous campaign against the Tyranid's, Anselm's squad was assigned a local Commissar by the name of Parish von Trask. The Commissar was actually a member of a local Gene Stealer cult that had infiltrated much of the planet and was routing the Imperial forces. He led Anselm's squad to a trap, a feeding pit for ripper swarms. He watched in horror as all of his squad was devoured before his eyes. In a matter of moments, the men, along with all of their gear were reduced to an edible bio sludge. Anselm held on for dear life on the edge of the pit as the Commissar made his escape. Luckily the Adeptus Sororitas has landed to deal out the Emperor’s judgment on the local populace, which had been deemed unclean and tainted. There he met Captain Sif “The Iron B@&&+” of the Oremor 4th Penal Regiment, who saved his life and brought him aboard with her crew.

It is here Anselm is nursing his personal Vendetta against the Commissar and probably presumed dead (KIA). Anselm has lost all connection to the Imperium he once served and he is hellbent on carving out his vengeance for his lost men out of the Commissar’s Xeno hide. He is, however, torn between his personal revenge and serving the captain who saved his life and gave him a second chance.

His personality is serious but he is not above sarcastic wise cracks to lighten the mood around the squad. He has a dark stare that can reduce lesser men to muttering fools. He seems to have an aura of earned respect and handles responsibility well. Anselm is not without his vices, however. He’s rarely seen without a cup of recaff or tabac to help him get past the long shifts.

Anselm also has a fear of warp travel and he doesn’t work well alone in open spaces. He feels there’s too much room for a foe to get the drop on him. He’s most at home in the confines of a vehicle or twisting alleys of a Hive world. Sleep is also a dangerous place for Duke, as he suffers from constant nightmares. Often found waking in a cold sweat, he will avoid sleep at all costs during warp travel.

"Drustos" (Sentinel)"

Spoiler:
The Sentinel Machine-Spirit has an obsessive compulsion to attempt and scan for targets and moving to different locations. It is specially problematic when guarding a place as it is a constant struggle for Anselm to keep it on check, reminding him of a lost comrade from which he named the machine.

"Unyielding Pain" (Chimera)

Spoiler:
Little do the other squad mates know that the name comes from the pain the machine spirit gives to Anselm, always asking for a bit more fuel even when it doesn't need it, or some attention of something else and it becomes relentless and stubborn to get what it want's or it will begin to show signs of "Malfunction", but even so, the machine spirit knows in difficult times not to get to picky, but that doesn't mean it won't be complaining about that extra oil it needs or new cables for something. At least the squad thinks the names is just interesting and good... glad they don't know the truth.

I rather have a Taurus then a Sentinel but that might be something to get later on (IF I ever live that far lol)

Dark Archive

GM W.R. Monger

One more thing since I can't find it in the book anywhere.

What do I do when I have the same aptitude twice (Agility) and Same Talent twice also (Street Fighter)

By the way, I don't understand why Operator has Fellowship instead of Perception but that's just me.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

If you have the same aptitude, you get to choose an additional characteristic to be another Aptitude. In this case, since you've got Agility twice, you could add Perception as your extra aptitude.

For same talent twice - you get 100xp extra to spend at character selection (so 700xp for you).


Deiros--Love your background, especially the description of your Chimera.

Yeah, a Taurus would be pretty cool. We'll see what happens. :)

Oh, and Deiros, you get to do some shopping now. Please pick options for your vehicle(s).

Chimera:

Turret-mounted weapon (choose one of the following):
*Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip
100; Reload 2 Full; Reliable)
*Heavy Bolter (150m; –/–/6; 1D10+8 X; Pen 5; Clip
60; Reload Full; Tearing)
*Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20;
Reload 2 Full; Flame, Spray)
*Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40;
Reload 2 Full; Reliable)

Hull-mounted weapon (choose one of the following):
*Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X;
Pen 5; Clip 60; Reload Full; Tearing)
*Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E;
Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options
The Chimera *may* take one Pintle-mounted weapon mounted
atop the turret (choose one of the following):
*Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip
75; Reload 2 Full)
*Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60;
Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Please note the pintle-mounted weapon is optional. If you don't take one then a heavy gunner could use his weapon and fire from the turret hatch.

Sentinel:

One weapon chosen from the following:
*Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip
100; Reload 2 Full; Reliable)
*Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20;
Reload 2 Full; Flame, Spray)
*Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40;
Reload 2 Full; Reliable)
*Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30;
Reload 2 Full; Proven [3])

Since you are a jungle regiment, I'm allowing the following option should you desire it:

Sentinel may be given a large chainblade (Melee; 2d10+4;
Pen 4; Tearing, Unwieldy) that may be used like any other
Melee weapon. The chainblade gains no Strength Bonus
from the pilot and it does not replace the standard
shooting weapon.

Ostensibly the chainblade would be used to help clear jungle forest.

Taurus:

Just kidding. You don't drive a Taurus (yet).


Deiros wrote:
By the way, I don't understand why Operator has Fellowship instead of Perception but that's just me.

C'mon Deiros, you'll be the life of the party:

"Who's the idiot in the corner with the lampshade on his head?"

"Ignore him... It's just the Operator."

:)


Rook,

OK, I'm finally getting around to the Sergeant class. Wow, it's looking like you drew the short straw. Some tweaking at character creation is in order so let me know your thoughts.

Just for starters, you gain Common Lore (Imperial Guard, War).


Guys,

I was just looking over the standard issue equipment and noticed that we don't have microbeads. Since those are pretty important if we want to communicate at longer ranges we might want to swap something out in the requisition (microbeads are 8 points, and can be coupled with a chrono for an even 10).

Dark Archive

GM W.R. Monger

Done with my selection just need to spend XP which I have not much idea what besides Dodge and Operate so I have good rolls when using the vehicles.


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

I am correcting my xp purchases to Int +5 for 100 xp, Int +5 for 250 xp, Per +5 for 100 xp, and Medicae +10 for 200 xp. This leaves 50 xp not spent. The extra 100 xp is from streetfighting x2.


Male Human Medic

Here's my character. I haven't gotten to writing a background yet. Eradico, can you check to make sure I didn't leave anything out, or make any mistakes. It is hard to be sure without a book.


@Lorm--I'll double-check everything tonight. Love the avatar and thanks for going with the German/Italian name mish-mash! :)

@Deiros--I will also shoot some suggestions to you by tonight.

Thanks for your patience, everyone. And Mark and Ellipsis, thanks for your continued efforts to communicate the rules!


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

Here is Doc's initial background. (I am not as good at this as Balfic. You should see some of his backgrounds over the years.)

Doc was the medic at one of the plantation colonies. (Rook, if you pick one for me, I would appreciate it.) He was assigned there four years ago. He always treated the prisoners fairly and they showed him respect because of it. That is when they started calling him Doc. He was there until the plague got too close, and they evac'd them out. He found out after that, his whole family was killed by daemons. (Not that is in any official reports.) So when they were sent off planet, he had no reason to stay.

His assistant's name is Zago Zorzi, but everyone calls him Zees. Zees also lost his family, but his was lost to the plague. So like Doc, he had no reason to stay on planet. They worked together all four years that Doc was on the plantation, and became friends and comrades. They now are only family they both have, even though they are not related. Zees is a good friend and a hard worker.


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

Eradico, I didn't know what skill set is being used. Is it like DH and made up of basic and advanced, or is like the others, with some sort of criteria (besides aptitudes deciding the cost.) that decides what you can take?


Lorm Dragonheart wrote:
Eradico, I didn't know what skill set is being used. Is it like DH and made up of basic and advanced, or is like the others, with some sort of criteria (besides aptitudes deciding the cost.) that decides what you can take?

There is no longer a basic/advanced division in skills, instead characters can use an skill except specialist skills untrained. (specialist skills are skills with different subcategories determining area of expertise) When using a skill untrained characters take a -20 penalty.


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

Thanks, Ellipsis.


No problem Lorm. Also, you can buy any skill or talent within as long as you meet the prerequisites and have enough XP. Your aptitudes determine how much it costs.


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

I have another question. We get Pity the Weak from penal colony, but I do not meet the prerequisites for it. Do I still get it, or do I have to wait until I reach the Prerequisites?


From the errata:

Penal Colony (page 28): Replace the last sentence of Honour Amongst Thieves with: “Penal colonist characters may start with one of the following: Peer (Underworld) or Street Fighter.”

You may no longer take Pity the Weak so it is something of a moot question, but my understanding is that you do not need to meet the prerequisites of talents gained at character creation.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1
Ellipsis wrote:
I was just looking over the standard issue equipment and noticed that we don't have microbeads. Since those are pretty important if we want to communicate at longer ranges we might want to swap something out in the requisition (microbeads are 8 points, and can be coupled with a chrono for an even 10).

We have 15 requisition to spend on loadout, which has been spent on:

Upgrade of primary weapon to lascarbine - 5 pts
Add laspistol as sidearm - 5 pts
Chrono - 2 pts
Survival Suit - 3 pts

So if microbeads were needed - we would have to drop the survival suit and one of the weapons to accommodate it.

As far as getting items through requisition - microbeads are average availability, survival suits are very rare and both the pistol and carbine are common. There's a much better chance of us picking up the guns / microbead through req rolls than the survival suits.

Anyone else have any strong feelings on the regimental favored basic weapon?


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

From the errata:

Penal Colony (page 28): Replace the last sentence of Honour Amongst Thieves with: “Penal colonist characters may start with one of the following: Peer (Underworld) or Street Fighter.”

You may no longer take Pity the Weak so it is something of a moot question, but my understanding is that you do not need to meet the prerequisites of talents gained at character creation.

I fixed my character accordingly. Again, Thanks Ellipsis.

From that list of standard gear everyone gets, what do we actually get?
I thought we get everyony thing on that list. I am talking about the list with Flak Vest, Grooming Kits, etc..


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

At this point in time, the Standard Regimental Loadout is:

Kit List:
Common Lascarbine
Two charge packs for Lascarbine
Common Laspistol
Two charge packs for Laspistol
Common Mono-edged Knife
Common Flak Vest
Common Survival Suit
Regimental uniform
Poor weather gear
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 Chrono
One set Magnoculars

Of this equipment - you get it all. Ellipsis is debating the merits of dropping one of the weapons and the survival suit to all micro-beads instead.


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

Thanks Mark, I thought that was how it was, I just didn't know that I also get a lascarbine. What are the rules on Logistics rolls to acquire gear?


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

The req checks are similar to Deathwatch, though with a few more modifiers.

We get a squad wide logistics rating (starts at 10), which is then modified by a number of variables.

Availability is key obviously, and is compared against the number of troops at the front to get the first modifier. (eg. for a Lascarbine of Common availability, at a combat where a Regiment is deployed - it gives an Ordinary (+10) base modifier.)

You then apply modifiers for:
Time spent in front
Time the front has been active
War Conditions

Generally the longer that the front has been active, and the better our side is doing, the easier to get items.

There is also an opportunity to get Mission Assignment Gear that is set by the GM - but there is a risk that logistics screws up and gives us something other than what's expected.


Male Human Sniper

This is my guy.

Dark Archive

Male Human Warhammer 40K GM
Eradico Pravus wrote:

Rook,

OK, I'm finally getting around to the Sergeant class. Wow, it's looking like you drew the short straw. Some tweaking at character creation is in order so let me know your thoughts.

Just for starters, you gain Common Lore (Imperial Guard, War).

Looking it over now, Eradico, should have a character up by the end of the evening.

Dark Archive

Male Human Warhammer 40K GM

Rolling for Fate: 1d10 ⇒ 1, 1 Fate Point.

And Wounds: 10 + 1d1d5 ⇒ 10 + (3) = 13


Rookseye wrote:

Rolling for Fate: 1d10, 1 Fate Point.

And Wounds: 10+1d5

Add one more for Penal Colony Regiment


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

What is the ranges for the roll for fate points?
My roll = 1d10 ⇒ 2.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Heh - same as me; a roll of 2 = 1 fate point.

Dark Archive

Male Human Warhammer 40K GM

Just curious, do we all receive Fieldcraft as an Aptitude, or is this just an issue with the poor naming conventions on the Recon Regiment bonus of re-rolling Navigation and Survival tests?


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Just a naming snafu I think. The actual Fieldcraft Aptitude comes from the speciality choice. The Fieldcraft Doctrine gives the Agility Aptitude.

Dark Archive

Male Human Warhammer 40K GM

OK, thanks Mark, thought so, just wanted to make sure.


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

Post Monster struck again. My answer to you was eaten, Rook. Yes Fieldcraft is a aptitude that goes with Per, but the one we all get is Fieldcraft(Jungle)

My 1d5 for W, and my 1d10 roll for FP were both 2's.


Rook:
After you dig into the Sergeant's creation let me know what you think. I think the Sergeant should have better BS and should maybe have a couple more skills.

Interesting thread you might want to look at too.


Deiros:
Here's some info on vehicle repair that might affect future xp purchases:

Any character attempting a Repair Tests must have at least
one of the following Skills:
*Common Lore (Adeptus Mechanicus)
*Common Lore (Tech)
*Forbidden Lore (Adeptus Mechanicus)

Collectively these three Skills are referred to as Essential
Repair Skills, and they are the bare minimum required for
even the most simple Repair Test. A character need not
possess all three Skills in order to attempt a Repair Test, but
they must have at least one. Due to their complexity a number
of Repair Tests will require additional Skills before they can
be attempted and any additional Skill prerequisites will be
listed in each individual Damage Condition.

A successful Repair Test reverses the Damage Condition
or repairs the Structural Integrity or Critical Damage the
character attempted to negate.

Some Repair Tests will have Skills prerequisites, but
the character need not take the Repair Test using that
particular Skill. For example, repairing a Critically Damaged
vehicle requires the character to possess Tech-Use or Trade
(Armourer) as a Trained Skill, but if the character had
Forbidden Lore (Adeptus Mechanicus) +20 and that Skill
would provide a better chance of succeeding the Repair Test,
then the character can make the Repair Test using that Skill.
This represents the character putting their best foot forward
and using their accumulated knowledge in making the most
efficient choices during the repairs.


Lorm:
Didn't have time to go over your character tonight, Lorm. I'll have to get to it later.


Male Sergeant

The Sarge:

"The Sarge": Imperial Guard Sergeant
4th Oremor Penal Legion, Recon Regiment

Current Status:

Wounds: 14/14; Fate: 1

Las-Carbine Chargepacks: 60/60 and 60/60
Las-Pistol Chargepacks: 30/30 and 30/30

Demeanor: Mentor

Characteristics:

Weapon Skill: 35 +2 (Doctrine) +5 (Simple Upgrade) = 42
Ballistic Skill: 30
Strength: 30
Toughness: 30 +3 (Penal Colony) +5 (Simple Upgrade) = 38
Agility: 25 +3 (Penal Colony) = 28
Intelligence: 30
Perception: 35 +3 (Recon Regiment) = 38
Willpower: 30 -3 (Recon Regiment) = 27
Fellowship: 35 +5 (Sergeant) = 40

Wounds: 14

Fate: 1

Skills:

Awareness: Per = 38
Command +10: Fel = 50
Common Lore (Imperial Guard): Int = 30
Common Lore (War): Int = 30
Dodge: Agi = 28
Intimidate: Str = 30
Navigate (Surface) Int = 30
Parry WS = 42

Talents:
Air of Authority: Affect targets = 100 x Fel Bonus, Order range is increased 100 meters.
Combat Sense: may use Perception bonus in place of Agility when rolling Initiative.
Street Fighting: when armed with a knife or similar small weapon or bare hands, add half WS bonus on any critical damage.
Weapon Training (Chain, Las, Low-Tech): can use all weapons with Class: pistol, basic, melee, throwing and vehicle within stated groups.

Other Abilities:
Larcenous: +10 to all Logistics Tests made to acquire illegal or contraband items.
Fieldcraft: Jungle – when operating in Jungle, reroll failed Survival and Navigate (Surface) skill tests.

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

Gear:

Common Lascarbine: 75m Range, RoF S/2/-, Dam 1d10+3 E, Pen 0, Clip 60, Rld Half, Reliable (only jam on 00)
Two charge packs for Lascarbine

Common Laspistol: 30m Range, RoF S/2/-, Dam 1d10+2 E, Pen 0, Clip 30, Rld Half, Reliable
Two charge packs for Laspistol

Common Chain Chit-Sickle: Dam 1d10+2 R, Pen 2, Razor-Sharp, Tearing.

Common Mono-edged Chit-Sickle: 5m Range, Dam 1d5 R, Pen 2+2=4, Mono (+2 to Pen), Razor Sharp.

Common Flak Vest: Body, AP 3

Common Survival Suit: +20 on tests vs effects of extreme conditions

Common Lascarbine
Two charge packs for Lascarbine
Common Laspistol
Two charge packs for Laspistol
Common Chain Chit-Sickle
Common Mono-edged Chit-Sickle
Common Flak Vest
Common Survival Suit
Regimental uniform
Poor weather gear
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 Chrono
One set Magnoculars

700xp to spend: (extra 100xp from Street Fighting x2)

WS Simple Upgrade: 300xp
Toughness Simple Upgrade: 100xp
Command +10 (Known): 100xp
Dodge (Known): 100xp
Parry (Known): 100xp

0 xp remaining

Comrade:

Enzo Murjoff: An undocumented 'survivor' of the lost Oremor 7th Legion, it is abundantly clear that Enzo Murjoff is a man who has seen far more than his fair share of horror. Despite being relatively young, his face is lined and weathered, his skin sallow and lho-stained, while his hair is a premature shock of white.

His overall manner is brittle and distant with everyone but the "Sarge" whom he seems to share some enigmatic history with, and, to a lesser extent, with the squad medicae, Viktor Zane. As Murjoff is something of a hypochondriac, he is always bothering the "Doc" about phantom coughs, innocuous rashes, or pestering him for spare antibiotics.

As squad vox-officer and adjutant to the sergeant, Murjoff takes his duties with dedicated seriousness, albeit with a rote and mechanical nature that is somewhat off-putting to his squad-mates. Despite his obsessive cleanliness and hygiene, and a near-phobia of illness, he is an unapologetic lho-fiend, chain-smoking to such an extent he often has another lit before the one in his mouth is finished.

Demeanor: Shell-shocked

Yeah Eradico, I'm not sure exactly what it is about the Sergeant that is 'off' to me, but I will check out the post you referenced. I will be posting my character's background and personality soon.

Dark Archive

Male Human Warhammer 40K GM

Oh, and Mark, thanks. I shameless ripped off your profile formatting, and have to say it is pretty much perfect. I recommend everyone use it if possible.


Hey all, just a heads up that I'm going on about a two-week road trip with the family. I'll have the laptop and I should have internet access but my posting will probably be somewhat limited.

I've got some work to do as we ramp up towards the campaign launch. My target is to be up, running and gaming by the end of the month.

Oh, and I'm lucky enough to have a local public library with sizable Warhammer 40K selection. My vacation reading will include some Gaunt's Ghosts, Fifteen Hours, Death World, Rebel Winter, and the new William King book on Lord Commander Macharius.

Should give plenty of ideas for our game! :)

Dark Archive

Male Human Warhammer 40K GM

I'm saving the most recent Gaunt's Ghosts for the month leading up to this campaign beginning. Have fun on the trip Eradico!


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Heh - glad to be of assisstance Rook :)

Enjoy the journey Eradico, holidays are but a distant memory for me at the moment unfortunately... maybe in a few months time I can get away from work a bit.


Male Human Operator

I do have Common Lore (Tech) and Tech Use as my basic things.

I did spend 300XP in Dodge just to have some sort of defense for when out of a vehicle, but I will most probably spend in Security and Maybe another skill I do not have or a talent, not sure yet.

Just want to know if the group want me to focus in repair or piloting the vehicles more?

PS: It's me Deiros just in case lol.


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1

Deiros - I'd say repairing would probably be pretty important, but focus the way you want to.

And I did the same with Dodge, I'm guessing it will be xp well spent.


I want to start fleshing out the campaign.

Fluff question: What is the size/strength/command structure of the Oremor 4th?

More specifically is the 4th led by a Colonel? How many companies make up the Oremor 4th? Would a company be made up of 5 squads (each 10-12 men each)?

Does the PC's particular squad have a designation like "F (for Forlorn) Company"?

All opinions welcome. Give suggestions for some or all questions raised.

Thanks!


Rookseye wrote:


The 'chit-sickle' is the chosen hand weapon for the Oremor Penal Legions...

...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.

Funny, Rook, the razor-sharp quality showed up in the week-one update.

Rook, let me know your thoughts:

Name: Oremor Chit-Sickle (based on knife stats)
Class: Melee
Range: --
Damage: 1d5 R (rending)
Pen: 1 (little hesitant about adding to this since a sword/spear have Pen 0)
Special: Razor-Sharp ("Certain weapons or ammunition have the ability to slice right through armour if they hit just right. If the wielder scores three or more Degrees of Success when rolling to hit with this weapon, double this weapon’s Pen when resolving the hit.")

I suppose an alternate damage stat could be: 1d4 R, Pen 2. That doesn't seem too overpowered.

Remember also the Street Fighting talent allows 1/2 WS bonus to be added into crit. damage. The Oremor might like to fight up close and personal.


WS 2d10 ⇒ (9, 6) = 15
BS 2d10 ⇒ (1, 3) = 4 reroll 2d10 ⇒ (6, 8) = 14
S 2d10 ⇒ (5, 8) = 13
T 2d10 ⇒ (2, 9) = 11
Agl 2d10 ⇒ (10, 1) = 11
Int 2d10 ⇒ (6, 7) = 13
Per 2d10 ⇒ (6, 10) = 16
WP 2d10 ⇒ (10, 5) = 15
Fel 2d10 ⇒ (3, 7) = 10

Dark Archive

Male Human Warhammer 40K GM
Eradico Pravus wrote:
Funny, Rook, the razor-sharp quality showed up in the week-one update.

Yeah, weird, I noticed that myself just after I made the last post about the weapon.

Eradico Pravus wrote:

Rook, let me know your thoughts:

Name: Oremor Chit-Sickle (based on knife stats)
Class: Melee
Range: --
Damage: 1d5 R (rending)
Pen: 1 (little hesitant about adding to this since a sword/spear have Pen 0)
Special: Razor-Sharp ("Certain weapons or ammunition have the ability to slice right through armour if they hit just right. If the wielder scores three or more Degrees of Success when rolling to hit with this weapon, double this weapon’s Pen when resolving the hit.")

This is perfect, Eradico, the Pen should only be high enough to be doubled for Razor Sharp, I am in agreement on the spear/sword comparison also. These sickles are used less in a slashing motion and more of an overhand, piercing attack in my view.

Eradico Pravus wrote:
Remember also the Street Fighting talent allows 1/2 WS bonus to be added into crit. damage. The Oremor might like to fight up close and personal.

I would say this makes sense for stealthy jungle-fighters, it works mechanically, and with the fluff.

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