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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OK, Deiros, thanks for going through those numbers again. I know it's a pain and even tougher with no easy access to the rulebook.

Also do you have a preferred Comrade Order to take (see previous page)?

Operator Orders:

GUNNER
Type: Passive
Cost: 250 xp
Effect: When the Operator is driving a multi-passenger vehicle, his Comrade can jump in and man one of the guns,
firing upon the Operator’s command. If the Operator spends his turn driving a vehicle, he may also make a Ranged
Attack Action using whatever gun his Comrade is manning, as if he were stationed at it himself. This uses the Comrade’s
Full Action for the Turn.

PUT THAT OUT!
Type: Order (Full Action)
Cost: 300 xp
Effect: If the Operator’s vehicle catches fire, the Operator’s Comrade jumps into action. If the Comrade is inside the
affected vehicle, he spends a Full Action to end any Fire effect currently afflicting the vehicle.


Rad, Ellipsis, and Bal let me know your Comrade Order preference too.

Commissar:
COMMISSAR ADVANCES
The Commissar does not work alongside a Comrade like the other Player Characters in the squad. To instil the proper
amount of fear and motivation into his men, he must act alone, in accordance with his Schola Progenium training. These
Advances are gained by the Commissar and improve his ability to lead his men, properly motivating them to bring the
Emperor’s will to the stars.

GALVANISING PRESENCE
Type: Passive
Cost: 250 xp
Effect: The members of the Squad feel the Commissar’s watchful eye upon them, keeping them in line with his strict
justice. When employing the Terrify special use of the Command Skill, its effects apply to all members of his Squad,
including Player Characters. Additionally, the Commissar counts as having Fear (2) for the purpose of all Terrify Tests.

SUMMARY EXECUTION
Type: Half Action
Cost: 300 xp
Effect: The Commissar begins to see his men falter before their enemy, and must use his Bolt Pistol to reinforce the
reason they fight. If a Guardsman Player Character within range of the Commissar falls below 0 Wounds, the Commissar
may perform a Summary Execution on that player’s Comrade. The Commissar makes a Challenging (+0) Ballistics
Skill Test to fire on the Comrade. If he succeeds, he kills the Comrade, and properly motivates the Player Character to
fight on. The Player Character ignores all Critical Effects until the end of combat, and regains 1d5 Wounds as he finds
a new resolve.

Stormtrooper:
STORM TROOPER ADVANCES
Like the Commissar, the Storm Trooper’s Schola Progenium training makes him somewhat of a loner while operating in
a Squad of normal Guardsmen. Because of this, the Storm Trooper does not get a Comrade, but instead may gain these
Advances to allow him to assist the rest of the Squad with his elite training.

MENTOR
Type: Full Action
Cost: 300 xp
Effect: The Storm Trooper has undergone extensive training in the Schola Progenium, and can often pass on small
tricks to help the rest of the Squad thrive in the battlefield. Once per game session, the Storm Trooper may impart his
training to his Squad. All Squad members in communications range (including Player Characters) may take all Skill
Tests, in a single Skill of the Storm Trooper’s choosing, as if they had the Storm Trooper’s Skill Training. Once activated,
this effect lasts until the end of the encounter, or ten minutes in narrative time.

PROTECTOR
Type: Passive
Cost: 300 xp
Effect: The Storm Trooper keeps a watchful eye on the lesser trained members of his Squad, keeping them safe with his
superior training. Whenever any Comrade within 10 metres of the Storm Trooper would take a hit that would kill him,
the Storm Trooper may take the hit instead, rolling Damage as normal.

Sniper:
COMRADE ADVANCES [House-rule: adopted from Ratling Orders]
These are Advances that may be purchased by the [sniper] to enhance the abilities of his Comrade.

SPOTTER
Type: Passive
Cost: 250 xp
Effect: The [sniper]’s Comrade carries magnoculars and other tools to help line up the perfect sniper shot. If the [sniper]
is using an Accurate weapon, and his Comrade is in Cohesion, the [sniper] may use his Comrade to make an Aim Action,
and gain the benefits himself.

SET-UP SHOT
Type: Order (Half Action)
Cost: 300 xp
Effect: The [sniper]’s Comrade fires off a shot that distracts the [sniper]’s target from the real threat. The [sniper]’s next
Ranged Attack cannot be Dodged. The [sniper]’s Comrade must be in Cohesion to enact this Order.


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

Eradico, can you give me the game mechanic effects of Medicae Axillia?


Lorm Dragonheart wrote:
Eradico, can you give me the game mechanic effects of Medicae Axillia?

Sure, Lorm, sorry I probably should have posted these some time ago.

Medic Orders:

COMRADE ADVANCES
These are Advances that may be purchased by the Medic to enhance the abilities of his Comrade.

MEDICAE AUXILIA
Type: Passive
Cost: 250 xp
Effect: The Comrade assists the Medic in treating his patients, quickly responding to any situation that arises. For
Extended Care Medicae Tests, the Medic’s Comrade counts as an assistant trained in Medicae. Additionally, the Medic’s
Medicae Test suffers no penalty for additional patients.

FIELD TREATMENT
Type: Order (Half Action)
Cost: 300 xp
Effect: The Comrade acts as a natural extension of the Medic on the battlefield. The Medic relays him complex medical
instructions, and the Comrade obeys with precision. As long as his Comrade is within range of communication, the
Medic may perform Medicae Tests on any character next to the Comrade at a –10 penalty.

If you prefer Field Treatment, that's fine. Just lemme know.


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

They are both useful, I will keep the Medicae Auxilia.


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

Considering the background that was set up I would say Spotter.


Lorm, Bal, OK-consider it done.

Rook, looking at Deiros' stats for Anselm up above, I think I need to make changes to the character sheet on the wiki. How do I do that? Will I need to download the pdf, make changes, delete the old file on the wiki, and then upload the new one?

And then Deiros be sure to check my work once I get it changed.

Thanks

Dark Archive

Male Human Warhammer 40K GM

Eradico, what I usually do is download the sheet, and then (unless you have the full version of Adobe), you should download a utility Bal turned me on to called CutePDF.
This program will allow you to make changes to the form data and re-save.

Open the document by right-clicking 'open with' CutePDF, make your changes, then select 'save-as' a new file name---I usually add an underscore to the name between the name and the file extension, as it seems like wiki spaces will unerringly default to the previous file unless you do so (even if it was previously deleted to make way for the new one).

Of course, this manner of changing it will sometimes give you the dreaded 'fat-letter' problem in the adjusted fields. If that is the case, just leave it, and let me know, I can always re-write the changes with the fill version of Adobe from work to make it pretty again.


Rookseye wrote:
Of course, this manner of changing it will sometimes give you the dreaded 'fat-letter' problem in the adjusted fields. If that is the case, just leave it, and let me know, I can always re-write the changes with the fill version of Adobe from work to make it pretty again.

Rook, I guess it would really help me out if you would add the Comrade Orders as players post them here on the OOC thread. Thanks.

Dark Archive

Male Human Warhammer 40K GM

I'm loving the character capsules so far, Eradico, great job!

I'll add the Orders as they are selected.

Eradico:
I made slight changes to the Unduz location names on Scope and Doc based on some notes I already had, corrected a small typo on Hathin de'lark's entry.

Dark Archive

Male Human Warhammer 40K GM

Scope's Orders updated.

Dark Archive

GM W.R. Monger

Put That Out

This sounds like the most reasonable order, since most players are going to be able to shoot through what ever guns the Chimera is packing, but not all can put the fire out with out sacrificing their turns.

I love the intro XD for Anselm.

Dark Archive

Male Human Warhammer 40K GM

Added some pics to the finished capsules, a little 'Unduz Shellwood' incorporated into the plaques.

I'm not sure if off-set to the right or center is a better look, what do you guys think?


Rookseye wrote:

Added some pics to the finished capsules, a little 'Unduz Shellwood' incorporated into the plaques.

I'm not sure if off-set to the right or center is a better look, what do you guys think?

I really like the shellwood look as well as setting the picture to the right as is.

Rook:
Thanks for your edits. Yeah, I realized after I re-read your planet description of Oremor on the DH wiki that there are three "Unduz" continents. I was thinking there were 17 different Unduz's but those are claustrums. Thanks for catching that.

Also I always appreciate it if you catch minor grammatical or spelling errors. And feel free to take a little dramatic license with the capsules, wiki, or anything else.

Can you tell I'm having fun? ;)

Dark Archive

Male Human Warhammer 40K GM

Eradico:
World building is always fun! Editing is in my nature, Eradico, so I'm glad you don't mind the Unduz nit-picking. Most of this stuff is still in my head so I can't really expect anyone else to be living the lore as much as me. I also added headers to each of the other major pages, with linkages from the main page, but it is way past my bed time, so I'm going to turn in for the night.


Deiros:
I made some minor changes for your character's capsule summary on the wiki. I thought it might be neat if the Oremor character in the "vidstream" is also your current Comrade. I named him Dolf Korelo. Let me know if you want to change that. At this point he just needs a demeanour. Suggest one or describe his nature and I'll pick it. Almost there. Thanks.


Kaltos and Ellipsis, sent you both a PM. Thanks.


Eradico:
Edwin will take Mentor for 300xp.

I have been trying to write the a background but it isn't turning out the way I would like. For the moment I can tell you that that his previous unit was disbanded once it was reduced to just a handful of soldiers, and the stormtroopers reassigned to alternative duties. Mostly this consists of serving as bodyguards for important personages, where the manners and polish of the Schola make stormtroopers preferable to normal soldiers. He has finally been able to snag an assignment shepherding a commissar (Rad's character) in a regiment euphemistically termed "potentially volatile" (the other players). As far as personality, he is a hardened veteran who has seen years of combat on the Spinward Front. The experience has left him somewhat jaded, but he generally maintains a paternal attitude towards other soldiers. He is trained as a sapper (pioneer in stormtrooper parlance) and has extensive experience with explosives and combat engineering.


Ellipsis:
I understand the struggles with ST background. To be honest, I wasn't sure how it would work myself but I'm really liking what you've written so far. Should prove interesting. I may have a go at creating a character capsule for Edwin on the wiki. If it ends up counter to your line of your thinking, let me know and I'll edit/adjust it no problem.

Mentor Order noted. Thanks again.


Anselm Tartare wrote:

WS 32 BS 35 S 30 T 33 Ag 40 Int 30 Per 33 Will 30 Fel 30

15 to BS, +2 Agi and +3 Will and 10 to the rest.

Deiros, for a minute you had me pulling my hair out because I couldn't get your numbers to jibe. I thought I was going to have to pester you again.

You meant +12 Agi and +13 Will, right? ;)

The numbers look fine. Yay! Rook or I will adjust the character sheet on the wiki soon. Whenever you get time (absolutely no hurry whatsoever) adjust Anselm's Paizo character page as well.

Dark Archive

GM W.R. Monger

Eradico

Spoiler:
Boisterous is a nice fit I think

Yeah sorry about the numbers, should have said +12 agi and +13 will.


That's OK, Deiros. I just figured you would punch me if I had you recalculate AGAIN. lol.

BTW, you kept these same advances, right?

Navigate (Surface) 30 (+10 w/100xp advance)= 40
Operate (Surface) 40 (+10 w/100xp advance)= 50
Common Lore (Tech) 30 (gained w/200xp advance)
Tech-Use 30 (+10 w/100xp advance)= 40
Dodge 40 (gained w/200xp advance)

And the demeanour was noted. Thanks for that.


Home stretch everyone. Been communicating w/Rad and his Commissar should be with us soon.

@Ellipsis-Please pick a demeanour from the list (pp.68-9) or come up with one yourself.

@Kaltos-Still need just a tad bit more background from you. See my PM. Also please create/name a comrade and assign him a demeanour.

Don't know if anyone saw this in the latest beta changes:

Lasguns:
M36 Lasgun (page 126): Add the following to the end of
the entry for the M36 Lasgun: “Lasgun Variable Setting: The
M36 Lasgun has a variable setting option, allowing it to fire higherpowered
bursts. It may be changed to overcharge mode, which increases
its Damage to 1d10+4 E, but uses two shots worth of ammunition
per shot fired. Further, the lasgun may be changed to overload mode,
increasing its Damage to 1d10+5 E and increasing its Penetration to
2. In this case, the lasgun uses four shots of ammunition per shot fired,
loses Reliable, and gains Unreliable.”

Gee, I wonder what everyone using a lasgun will do once combat starts. ;)

Rook:

Just a few changes to the pdf's on the wiki:

Sarge-Can you add your comrade's demeanour next to his name?

Ellipsis/Edwin-Under special abilities please add "Mentor"

Deiros/Anselm-Listed in a PM

Rad/Scope-Next to Comrade Dot, please list demeanour "Loyal"

Thanks.


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 - errata doesn't affect us boss. We're a poor penal regiment that could only afford lascarbines... so we'll have to look forward to scrounging ourselves some M36s to overload.

Or... you know... I'll just vaporise it with my plasma ;)


Note, the new changes for errata 6 increase the cost of a survival suit from 3 to 8 points, making standard kit:

Upgrade of primary weapon to lascarbine - 5 pts
Add laspistol as sidearm - 5 pts
Chrono - 2 pts
Survival Suit - 8 pts

Total cost = 20 > 15

Which means we have to reselect our loadout.

Eradico:
The demeanor that fits best would be Old

Also, the errata switches out the WS aptitude for Finesse, which resolves our earlier issue.

Dark Archive

Male Human Warhammer 40K GM

Eradico:
Eradico, I'm hoping to have the edits on the .pdf sheets up before the end of the evening, if you find anything else in the course of the day, just PM me and I will make sure they get changed as well.

I noticed the survival suit, too. Unless anyone wants a change, here's to hoping Eradico will let it stand as is and we'll just say our uniforms are really raggedy!


@Mark--I stand corrected. I mean *when* the gang gets M36s. ;)

Ellipsis:
Thanks for the demeanour update. And yeah, I saw the change on the ST. It's led to some very spirited debate of the FFG beta forums. I think your suggestion of Finesse for Offense may make more sense. Either way, problem solved, shoota-boy! :)

Rook:
Please assign the demeanour "Old" to Ellipsis' sheet. And look how quickly you go from stingy GM to pandering PC, begging for goodies. Hilarious, I love it! :)

OK, team, I'll consider letting you go to 18 pts right now if you dump the chronos. Maybe Sarge can bum or steal one later. How important is laspistol as a sidearm? Dropping the las sidearm puts you at 15 but If it's 'essential,' keep them.


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

I would probably keep the pistol as its a good backup weapon to my sniper rifle.

Dark Archive

Male Human Warhammer 40K GM

I'd prefer to keep the sidearm if at all possible, because, well, you never know when you are going to be short on ammo and need that hold-out weapon.

I'm sure that in the grim future of the 41st millennium scrounging the equivalent of a wristwatch should be relatively easy.

Eradico:
Working on the sheet updates now, should be done by morning.


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 might be drastically underestimating how many shots we expect to fire - but we have charges enough for 120 shots in our lascarbines (2 clips). Then half of us have a primary weapon (such as my plasma) that we'll be using instead of the sidearms.

Do we really need a las-pistol for everyone?


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

Oh and I was wrong:
"Las Carbine (page 126): Add the following to the end of
the Las Carbine entry: “Las carbines benefit from the the lasgun
variable setting rule.”

So we can supercharge the lascarbines (and pistols if they are retained).

Dark Archive

Male Human Warhammer 40K GM

OK, sheet updates have been done, along with surgical removal of chronos from the four sheets changed: Sarge, Scope, Edwin, and Anselm.

Before removing chronos from the others, I'll wait to see what we collectively decide on keeping as far as equipment so it will be less to change back/edit when the time comes.

By the way, Mark, it looks like our incoming Space Wolf for the Deathwatch campaign is likely going to be a no-show (although I do feel guilty for making poor Retias wait so long) so I was wondering if you had any interest playing. The character is a Space Wolf/Lone Wolf archetype named Brother Bjorn, but his background and personality could be adapted to better suit your needs/interests. The important thing is that the character in question remain a Space Wolf, as I have already incorporated his presence into the campaign both in the narrative and backstory.

Let me known what you think. A link to the character is here: Brother Bjorn..


Rookseye - Definitely interested and will have a double check over my book when I get home (Deathwatch is one of the few books I only have in hardcopy and not PDF).

Space Wolves is fine with me, and I'm guessing that a Scout type is still preferred? - are you ok with me re-working the character within the Space Wolf shell? (as in re-rolling characteristics and changing advances, etc)

Dark Archive

Male Human Warhammer 40K GM
Mark Sweetman wrote:

Rookseye - Definitely interested and will have a double check over my book when I get home (Deathwatch is one of the few books I only have in hardcopy and not PDF).

Space Wolves is fine with me, and I'm guessing that a Scout type is still preferred? - are you ok with me re-working the character within the Space Wolf shell? (as in re-rolling characteristics and changing advances, etc)

Absolutely, the entire character can be re-rolled and re-worked in the shell of the chapter and basic archetype.

I would normally allow you to create your own character, but the wheels of the story already turned in this regard.

I'm even fine with you abandoning the Wolf Scout career and being a straight specialty, as long as the character has the individualistic tendencies that make him suitable for working a solitary mission.

He is already a member of the Death Watch, he is just unaffiliated with any Kill-team at present and has been assigned to Aurum to covertly monitor the activities/interactions between the native population and the small mission established there.

I'd advise reading the Sons of Jericho IC to get better acquainted with the campaign as well, not absolutely necessary to start, but it will give you some context. The last couple of pages have Brother Bjorn's initial appearance as well, along with a request for action. This scene can remain suspended until such a time as you are ready, though.


Hathin De'Lark wrote:

Oh and I was wrong:

"Las Carbine (page 126): Add the following to the end of
the Las Carbine entry: “Las carbines benefit from the the lasgun
variable setting rule.”

So we can supercharge the lascarbines (and pistols if they are retained).

I don't think you were wrong... it just got changed in this week's beta update.

Hmm... looks like I'll have to do an ammo tracker after all.


Sorry for not posting sooner. I will try to send you a pm Eradico with the background and the companion.


Thanks, Cat. No problem.


Well ladies are you ready to party?!


Wounds: 1d5 + 11 ⇒ (3) + 11 = 14

Fate: 1d10 ⇒ 5 equal 1 fate point


OK, Rad, lookin' good! Thanks!! Either me or Rook will get your pdf posted on the wiki but that's not necessary for IC lift-off.

Campaign Update: Just need to get a little fluff and a Comrade from Kaltos and I think we'll be ready for launch.

Honestly hoping to start in the next coupla' days.

Woot!

Eradico


Watching Full Metal Jacket as preparation for this one.

Watch This


MORE MISCELLANY

Rad, maybe the Commissar can glean some motivational techniques from Sgt. Hartman! ;)

Everyone, I've added an ammo counter at the bottom of your character page on the wiki. You really don't need to track ammo on your Paizo page unless you want to make sure I do my math correctly. Hmm... maybe you should track it on your Paizo page :) It's up to you.

House-ruled that you get three starting clips for your primary weapon.

1. Edwin--three clips for the Hellgun, er, Hot-Shot Lasgun (lame name change!)

2. Doc--three clips for Las Carbine.

They are marked as such on the wiki ammo page. Rook, whenever you have time please make changes to the wiki pdf's.

Rook, I am still working on being able to manipulate the pdf's with my laptop so I can take that responsibility from you.

Kaltos note that your Comrade will carry one of your three stubber magazines due to encumbrance.


Eradico Pravus wrote:

MORE MISCELLANY

Rad, maybe the Commissar can glean some motivational techniques from Sgt. Hartman! ;)

Great minds :-)


I noticed that Edwin is currently marked down as having a chit-sickle in his kit. As a stormtrooper, he would not carry or use such a weapon, instead retaining his stormtrooper fighting knife.

Also, since Edwin possesses Trade(Armorer), I was planning to apply weapon customizations to some of his weapons. How do you want to work this out? Should we resolve it now or wait until play begins? The modifications I had in mind were:

Hellgun: Custom Grip, Fluid Action, Modified Stock, and Trigger Adjustment
Knife: Custom Grip


Big Question: Is the Commissar Uniform a form of armor or just a uniform?


WS 40, BS 20, S 35, T 35, Ag 35, Int 30, Per 30, WP 40, Fel 43, Wounds 14/14, FP 1/1
Commissar Hieronymus Vex wrote:
Big Question: Is the Commissar Uniform a form of armor or just a uniform?

Yep - just a uniform. Though you get the same common flak vest as the rest of us.


Thank you very much Hathin.


Ellipsis wrote:

I noticed that Edwin is currently marked down as having a chit-sickle in his kit. As a stormtrooper, he would not carry or use such a weapon, instead retaining his stormtrooper fighting knife.

Also, since Edwin possesses Trade(Armorer), I was planning to apply weapon customizations to some of his weapons. How do you want to work this out? Should we resolve it now or wait until play begins? The modifications I had in mind were:

Hellgun: Custom Grip, Fluid Action, Modified Stock, and Trigger Adjustment
Knife: Custom Grip

Oops, will change the chit-sickle to fighting-knife. Due to Hardened Fighters Doctrine, the knife will be mono-edged.

As for armourer upgrades, how about you choose one each to start the game with and then pick up the others through role-play? Start with knife, custom grip and let me know your preference for the hellgun (which is what we will call it... Hot-Shot Las Gun sounds cheesy to me).


Eradico I sent you that PM finally.


Cat, no worries and I LOVE what you sent me. Nice job!

All right everyone, just a few last-minute details to take care of. Almost there, promise!

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