The Heghland 1st - Only War (Inactive)

Game Master PhilOfCalth

A group of feudal warriors brought together from every corner of a world almost completely untouched by the Imperium, hastily trained and recruited by the Imperial Guard.
Can they survive when faced with the horrors of the universe?


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Male Irish

Regiment Rules
Characters belonging to the Heghland 1st Guerrilla regiment have the following advantages:

Characteristics Modifiers: +3 to any 2 of the following (Weapon Skill, Strength, Toughness), +3 perception, -3 fellowship
Starting Aptitudes: Agility
Starting Skills: Athletics, Common Lore (War), Stealth + 10, Linguistics(Heghland), Weapon Training(Bolt, Low tech)
Starting Talents: Ambush, Blind fighting, Champion or Double Team, Resistance(Fear), Berserk Charge or Cold Hearted or Frenzy or Paranoia, Hatred(14th Mordian Iron Guard), Enemy (14th Mordian Iron Guard)
Starting Wounds: +1
Fluency: Can speak low gothic but cannot read or write it. Does not start with Linguistics (Low Gothic). Starts with Linguistics(Heghland). Heghland as a written language is poorly developed which makes communication of some complex concepts difficult. See the House rules for more information.
Suspicious of Machiine Spirits: -10 to Lore (Tech), Medicate and Tech Use Tests, unless trained in that skill.
Infiltrators:When 2 or more Character from this Regiment are called upon to make a stealth test, 1 character may attempt it at -10. If he succeeds all other characters may use his agility score instead of their own. The Characters must be within 10 meters of eachother.
Survivalist: May re-roll failed Survival and Navigate surface tests when in a jungle environment
Condemed: -20 Fellowship wien dealing with members of Imperial Guard Regiments other than those rased from Heghland or the 12th Catachan Jungle Fighters.
The Regement Rivalry: 14th Mordian Iron Guard Artillery Regiment
The Fiew: When the squad 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 otherwise. Failure by 1 degree will mean they receive reinforcements from the 12th Catachan regiment (who do not speak Heghland). Failure by 2 degrees will mean they will receive reinforcements from a Mordian Iron guard Regiment (who don't speak Heghland and give the player a -5 to stealth tests when in cohesion). Failure by 3 or more degrees will mean they receive no reinforcements this time.
Standard Regimental Kit:
Weapons - Poor Quality Boltgun with 4 clips and a melee atachment, 2 blind grenades, 2 Stun Grenades, 2 frag grenades, 1 Krak Grenades, Choose one (blowgun, bow, crossbow, best craftsmanship sling, axe, shield, spear, staff, sword, trungeon), knife
Armour - Fudal World Plate with Imperial Guard Branding
Equipment - Microbead, 9-70 Entrenching Tool, Poor weather gear, rugsack, set of basic tools, mess kit, water canteen, blanket, sleeping bag,rechargable lamp pack, grooming kit, subdermal id-microchip, 2 weeks combat rations, Imperial Infantryman's Uplifting Primer, mantrap
Favored Weapons: Poor Quality Storm Bolter, Autocannon

Note:
The regiment is made up using rules from the Only War Rulebook and the Hammer of the Emperor supplement using the following; Feudal Homeworld, Maverick Officer, Gurilla Regiment type, Survivalist and Infiltrators training, Condemed, Regenent Rivalry and The Few Drawbacks.

Background: http://1d4chan.org/index.php?title=Campaign:The_Heghland_First/Regiment_Bac kground
House rules: http://1d4chan.org/index.php?title=Campaign:The_Heghland_First/House_Rules

Squad Limitations:
0-1 Heavy gunner
0-1 Medic
0-1 Operator
0-1 Sergeant - Starting equipment poor craftsmanship bolt pistol or poor craftsmanship autopistol or common craftsmanship stub automatic, Common craftmanship great weapon with the mono upgrade or best craftsmanship sword or best craftsmanship warhammer or best craftsmanship axe
0-2 Weapon Specialist - Starting Equipment 4 frag or 4 krak grenades, good craftsmanship autogun or common craftsmanship boltgun or common craftsmanship flamer or common craftsmaanship shotgun or poor craftsmanship storm bolter.
1 Commissar - Counts as being from the Catachan Jungle Fighters Regiment. Can speak (Heghland) but cannot read or write it, does not start with Linguistics(Heghland)
0-1 Ministorum Priest - Counts as being from the Catachan Jungle Fighters Regiment. Can speak (Heghland) but cannot read or write it, does not start with Linguistics(Heghland)

Roling Stats
Roll 2d10 ten times and keep the best 9 results. if the total adds up to less than 100 you may add points to any figure to bring the total up to that figure. No result may exceed 20. Apply the 9 modified results to any stats

Experience
All Characters start with 1000xp to spend


Male Human Bard

Awesome. I'm on Straight Silver in the Gaunt's Ghost series and I've fallen in love with the guard. I am totally psyched to play this.

Question: I don't have Hammer of the Emporer. What's the stats on Plate Armor?

I'm going for the Weapon Specialist. I'm really looking forward to just being your regular-joe trooper, like Caffran, Larkin, Bragg or Milo, though I'm not really into character archetype stealing. I'll come up with a background at a later date. For now, I'll just roll the stats.

2d10 ⇒ (7, 8) = 15
2d10 ⇒ (10, 7) = 17
2d10 ⇒ (8, 8) = 16
2d10 ⇒ (9, 1) = 10
2d10 ⇒ (4, 7) = 11
2d10 ⇒ (3, 2) = 5
2d10 ⇒ (2, 2) = 4
2d10 ⇒ (6, 3) = 9
2d10 ⇒ (5, 6) = 11
2d10 ⇒ (6, 3) = 9


Male Irish

Plate armour is in the core rulebook. It's ap 5 all round.


Will have commissar up by tomorrow.


2d10 ⇒ (1, 3) = 4
2d10 ⇒ (3, 2) = 5
2d10 ⇒ (2, 2) = 4
2d10 ⇒ (10, 1) = 11
2d10 ⇒ (7, 5) = 12
2d10 ⇒ (9, 9) = 18
2d10 ⇒ (5, 5) = 10
2d10 ⇒ (6, 1) = 7
2d10 ⇒ (10, 8) = 18
2d10 ⇒ (3, 2) = 5

So...
5
4
11
12
18
10
7
18
5=90...Not bad. Ill have a character up tomorrow. Anyone know of editable pdf sheets online that I can actually type on? Otherwise Im goiong to print one and do it on paper, and then make a character sheet under an alias as best I can.


Male Weapon Specialist; Wounds: 1/12
Shadoven wrote:
Anyone know of editable pdf sheets online that I can actually type on? Otherwise Im goiong to print one and do it on paper, and then make a character sheet under an alias as best I can.

Here's one I found, low and high res.

Editable Character Sheets

Here's the character. As I've said, everything except the base stats is forthcoming.

Dark Archive

2d10 ⇒ (8, 6) = 14
2d10 ⇒ (10, 5) = 15
2d10 ⇒ (5, 1) = 6
2d10 ⇒ (10, 6) = 16
2d10 ⇒ (9, 5) = 14
2d10 ⇒ (10, 8) = 18
2d10 ⇒ (6, 6) = 12
2d10 ⇒ (10, 3) = 13
2d10 ⇒ (4, 5) = 9

Not sure what role I want. Still eating the whole rule book.

Also since you seem so keen on us being at odds why not add a mutation. Just something fluffy no real benefit needed. Its not like we are chaos tainted just a bit of diversity :)


Male Irish

I'm not sure a mutation really fits with the background I had in mind. Also I feel it might sway the direction of the overall campaign, which I don't want to do.

Was there something in particular that you wanted for your character?

Dark Archive

Nah I was just thinking we could be like blue skinned or something. Something with no real effect other than to push us futher in our rivalry..... you know fluff.

If our commisar doesn't mind I think I will be our supply guy and focus on that hopefully I don't get shot for heresy lol.


Male Irish
divineshadow wrote:
If our commisar doesn't mind I think I will be our supply guy and focus on that hopefully I don't get shot for heresy lol.

Shavoven seems to be making a solid "Political Officer". I don't think he'll be shooting too may allies. He knows that his job here will be as much about education as disapline.

Your choices in terms of speciality are listed above. I'm not sure where I'd fit a "supply guy". Perhaps a Sergeant or an Operator who has gained an understanding of the Imperium?

Dark Archive

I was thinking operator. That way I can keep what we got working. Say I learned about other stuff when I was getting my tech training. And now barter like heck. Tempted to spend my points on beefing up our logistics score but idk what it is yet heh.


Indeed, I do not plan on shooting anyone...yet. Unlike many Commisars, I care for the lives of those under my watch, and do not waste them. I would be trying to build loyalty to the Imperium through understanding and brotherhood, not just fear.

Dark Archive

Sweet just keep in mind that the st wants to show us the horrors of the imperium so I might just push for us to join the tau omce we find out about them. Even if they have been changed sk they use creepy mind control hsts on the vespids now.

But really what that means is our crew can "break" our gear when we go out get fresh stuff and I can sell the old to get us better s+~~ and stuff we need.


Male Irish
divineshadow wrote:
I was thinking operator. That way I can keep what we got working. Say I learned about other stuff when I was getting my tech training. And now barter like heck. Tempted to spend my points on beefing up our logistics score but idk what it is yet heh.

There's no reason that you can't have picked up barter on your home planet.

Someone with the tecnical knock tallent will be invaluable alright!


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

No there is talent that permanently increases a units logistics rating but its cost is based on the current rating. Nest thing is if I buy that and my guy buys it everyine still gets the boost which is kool.

Also no rerolls like in the book right? Its not thing either way its just late for me and wanna make sure I do the right.


WOUNDS: 10 + 1d5 ⇒ 10 + (3) = 13
FATE: 1d10 ⇒ 6

I will have my character up late, minus any advances I have bought. Looking for guidance on some abilities, I eventually want to be a sword and pistol guy, engaging in both melee and limited range-starting BS isnt going to be that good lol.-


And what happens if your regiment and specialty give you the samr starting skill?


Also...do I start with Linguistics Low Gothic? It isnt in my Specialty or Regiment, so figured I would ask.


Male Irish
Darius Darkblade aka Legionare wrote:
Also no rerolls like in the book right? Its not thing either way its just late for me and wanna make sure I do the right.

You role 10 times and keep the best 9. It's better than a re-role!

Shadoven wrote:
And what happens if your regiment and specialty give you the samr starting skill?

You get +10 to that skill

Shadoven wrote:
Also...do I start with Linguistics Low Gothic? It isnt in my Specialty or Regiment, so figured I would ask.

To answer that see my origional post:

PhilOfCalth wrote:
Fluency: Can speak low gothic but cannot read or write it. Does not start with Linguistics (Low Gothic). Starts with Linguistics(Heghland). Heghland as a written language is poorly developed which makes communication of some complex concepts difficult. See the House rules for more information.


Now will that be the same for me as well, as im not from that Regiment Originally?


Male Irish

Catachans have the same rule. Cadians have Linguistics (Low Gothic).


Male Human Bard

From what I'm seeing on other forums, there's a typo with the thing for feudal worlds which give the "champion talent." The consensus is it's supposed to be the "duelist" talent which gives an extra two degrees of success on Weapon Skill Tests (both attacks and Parry Skill Tests) when you're the only person engaging an enemy.


Male Human Bard

Wounds: 1d5 + 9 ⇒ (3) + 9 = 12

Fate Points: 1d10 ⇒ 6


Male Irish
Rasputin17 wrote:
From what I'm seeing on other forums, there's a typo with the thing for feudal worlds which give the "champion talent." The consensus is it's supposed to be the "duelist" talent which gives an extra two degrees of success on Weapon Skill Tests (both attacks and Parry Skill Tests) when you're the only person engaging an enemy.

Yup I'll accept that. You count as having an extra 2 degrees of success on successful ws test when fighting only 1 opponent who is only fighting you.

The background is up here:
http://1d4chan.org/wiki/Campaign:The_Heghland_First/Regiment_Background

And the rules are here:
http://1d4chan.org/wiki/Campaign:The_Heghland_First/House_Rules

Other campaign information will be going up on the same wiki.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Character Sheet:

Garion Valkof, Imperial Commissar
Regiment-Formerly Cadian 66th Shock Troopers, Reassigned to The Heghland 1st.
Specialty-Commissar
Demeanour-
------------------------------------------------------------------------
CHARACTERISTICS
------------------------------------------------------------------------
WS-38
BS-29
S-30
T-30
Ag-28
INT-31
Per-27
WP-35
FEL-43
------------------------------------------------------------------------
SKILLS
------------------------------------------------------------------------
Common Lore
• Imperial Guard-+10
• Imperium-Trained
• War-Trained
Linguistics
• Low Gothic-Trained
Operate
• Surface-Trained
Scholastic Lore
• Tactica Imperialas-Trained
------------------------------------------------------------------------
TALENTS & TRAITS
------------------------------------------------------------------------
Weapon Training(Bolt, Las, Chain)
Air of Authority
Hatred(Chaos)
Rapid Reload
Nerves of Steel
Double Team
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
WOUNDS
• Total-13
• Current-13
• Fatigue-0
• Critical Damage-
INSANITY
• Points-0
• Mental Disorders-
CORRUPTION
• Points-0
• Malignancies-
• Mutations-
MOVEMENT
• Half-2
• Full-4
• Charge-6
• Run-12
FATE POINTS
• Total-1
• Current-1
------------------------------------------------------------------------
APTITUDES
------------------------------------------------------------------------
Agility
Fellowship
Finesse
Leadership
Perception
Weapon Skill
Willpower
Offense(Bonus from already having Willpower from Cadian Regiment)
------------------------------------------------------------------------
WEAPONS
------------------------------------------------------------------------
• Good Quality Chainsword-Melee-1d10+5(Tearing, Roll damage dice twice take best result)-Rending-Pen 2-Good(+5WS Tests), Tearing, Balanced
• Good Quality Bolt Pistol-Pistol-1d10+5(Tearing, Roll damage dice twice take best result)-Explosive-Pen 4-30M Range-ROF S/2/--Clip 8, RLD Full(Half because of Rapid Reload)-Tearing, Reliable
• Good Quality M36 Lasgun-Basic-1D10+3-Energy-Pen 0-Range 100M-ROF S/3/--Clip 60-RLD Full(Half because of Rapid Reload)-Reliable
------------------------------------------------------------------------
ARMOUR
------------------------------------------------------------------------
• Flak Armour
o Flak Vest-AP3 Body
o Flak Guantlets-AP2 Arms
o Flak Helmet-AP2 Head
o Flak Cloak-AP3 Body, Arms, Legs
------------------------------------------------------------------------
MUNITIONS
------------------------------------------------------------------------
Bolt Pistol- 2 Clips, 1 Loaded(24 Bullets)
M36 Lagun-4 Charge Packs, 1 Loaded(300 Shots)
2 Frag Grenades
2 Krak Grenades
------------------------------------------------------------------------
STANDARD REGIMENTAL KIT+SPECIALTY KIT
------------------------------------------------------------------------
Commissars Uniform, Good Quality Bolt-Pistol and 2 clips, Good Quality Chainsword,
Good Quality M36 Lasgun, 4 Charge Packs, Autopistol and 2 clips, knife, canteen, blanket, sleeping bag, rechargeable lamp-pack, grooming kit, dog tags, Imperial Infrantyman’s Uplifting Primer, 2 weeks rations, gas mask, micro-bead.
------------------------------------------------------------------------
EXPERIENCE
------------------------------------------------------------------------
Current Experience-1000
Experience Spent-0

This is Shadoven's Commissar, please look it over and let me know what I need to change. I havent spent any Experience yet. I used the Commissar and Cadian 66th for standard kit. It didnt specify, so I estimated how many bolt pistol bullets I should have, feel free to let e know different.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Again, Im only familiar with Dark Heresy and Deathwatch, so feel free to give me some advice to make this guy pretty useful. I want him to be primarily melee, using sword and pistol, but able to snap off ranged shots if he has to, and of course a leader.

I didnt include the Cadian 66 specifics in my sheet, such as Bred for War and Hated Enemy. I assumed if those come up you would let me know.


Male Irish

Your armour is imperial guard flak, which is 4 on all locations. You get 3 bolt pistol clips, house rule. The same goes for any other starting specialist weaponry.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Character Sheet:

Garion Valkof, Imperial Commissar
Regiment-Formerly Cadian 66th Shock Troopers, Reassigned to The Heghland 1st.
Specialty-Commissar
Demeanour-
------------------------------------------------------------------------
CHARACTERISTICS
------------------------------------------------------------------------
WS-38
BS-29
S-30
T-30
Ag-28
INT-31
Per-27
WP-35
FEL-43
------------------------------------------------------------------------
SKILLS
------------------------------------------------------------------------
Common Lore
• Imperial Guard-+10
• Imperium-Trained
• War-Trained
Linguistics
• Low Gothic-Trained
Operate
• Surface-Trained
Parry
• Parry-Trained
Scholastic Lore
• Tactica Imperialas-Trained
------------------------------------------------------------------------
TALENTS & TRAITS
------------------------------------------------------------------------
Weapon Training(Bolt, Las, Chain)
Swift Attack
Air of Authority
Hatred(Chaos)
Rapid Reload
Nerves of Steel
Double Team
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
WOUNDS
• Total-13
• Current-13
• Fatigue-0
• Critical Damage-
INSANITY
• Points-0
• Mental Disorders-
CORRUPTION
• Points-0
• Malignancies-
• Mutations-
MOVEMENT
• Half-2
• Full-4
• Charge-6
• Run-12
FATE POINTS
• Total-1
• Current-1
------------------------------------------------------------------------
APTITUDES
------------------------------------------------------------------------
Agility
Fellowship
Finesse
Leadership
Perception
Weapon Skill
Willpower
Offense(Bonus from already having Willpower from Cadian Regiment)
------------------------------------------------------------------------
WEAPONS
------------------------------------------------------------------------
• Good Quality Chainsword-Melee-1d10+5(Tearing, Roll damage dice twice take best result)-Rending-Pen 2-Good(+5WS Tests), Tearing, Balanced
• Good Quality Bolt Pistol-Pistol-1d10+5(Tearing, Roll damage dice twice take best result)-Explosive-Pen 4-30M Range-ROF S/2/--Clip 8, RLD Full(Half because of Rapid Reload)-Tearing, Reliable
• Good Quality M36 Lasgun-Basic-1D10+3-Energy-Pen 0-Range 100M-ROF S/3/--Clip 60-RLD Full(Half because of Rapid Reload)-Reliable
------------------------------------------------------------------------
ARMOUR
------------------------------------------------------------------------
• Flak Armour
o Flak Vest-AP3 Body
o Flak Guantlets-AP2 Arms
o Flak Helmet-AP2 Head
o Flak Cloak-AP3 Body, Arms, Legs
------------------------------------------------------------------------
MUNITIONS
------------------------------------------------------------------------
Bolt Pistol- 2 Clips, 1 Loaded(24 Bullets)
M36 Lagun-4 Charge Packs, 1 Loaded(300 Shots)
2 Frag Grenades
2 Krak Grenades
------------------------------------------------------------------------
STANDARD REGIMENTAL KIT+SPECIALTY KIT
------------------------------------------------------------------------
Commissars Uniform, Good Quality Bolt-Pistol and 2 clips, Good Quality Chainsword,
Good Quality M36 Lasgun, 4 Charge Packs, Autopistol and 2 clips, knife, canteen, blanket, sleeping bag, rechargeable lamp-pack, grooming kit, dog tags, Imperial Infrantyman’s Uplifting Primer, 2 weeks rations, gas mask, micro-bead.
------------------------------------------------------------------------
EXPERIENCE
------------------------------------------------------------------------
Current Experience-300
Experience Spent-700
• Parry-Trained(300)
• Weapon Skill-Simple(100)
• Swift Attack(300)

Updated after spending 700 exp, not sure what to do with the other 300...I need Two Weapon Wielder twice, Ambidextrous, Sidearm, and some other stuff...should I just save it?


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Ok , Reupdated with Armor, and I have 1 clip loaded and 2 extra clips. Alias is up and updated as well.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

So, who else we got playing?


Male Irish

When you say formerly Cadian 66th Shock Troopers, where did you get the regiment rules? I assumed you were using those in the book/beta, but they are the 99th and your skills/talents/equipment doesn't match up.

99th regiment get an autopistol as part of their kit. If you are actually using them perhaps you should take Weapon Training(SP) so you can safely use it.

We have Rasputin17 and divineshadow already in. John Stout showed a certain amount of interest, I'll PM him to see if he still wants to play but I'm OK with starting with 3 players.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Im using the beta rules. It may have been 99, I thought it was 66. !What doesnt match up? And I dont plan on using the autopistol, I just wrote it down because its in the kit.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Spoiler:

+3 Agility, +3 Ballistics, -3 Perception, +3 Willpower

Starting Aptitude-Willpower-I already get that from Commissar, so the beta rules say I can pick another one, which I picked offense.

Starting skills-Command(already get from Commissar, so I start with a +10, Common Lore Imperial Guard(Already get from Commissar, so I start with a +10, Common Lore Imperium, Common Lore War, Operator Surface.

Starting Talents-Combat Formation or Double Team(I picked Double Team), Hatred(Servants of Chaos), Nerves of Steel or Sprint(I picked Sprint), Rpaid Reload.

Bred for War

Hated Enemy

Wounds-Normal Wounds

Standard Kit- 1 Good Quality M36 Lasgun and 4 charge packs, autopistol and 2 clips, knife, flak armour, 2 frag grenades, 2 krak grenades, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, dog tags, imperial primer, 2 weeks rations, gas mask, micro bead.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Then commissar gives me Command, Common Lore Imperial Guard, Scholastic Lore Tactia Imperialis.

Talents, I get Air of Authority, Weapon Training(Bolt, Las, Chain)

Gear I get Good Chainsword, Good Bolt Pistol, Commissar Uniform.

I bought Parry for 300, +5 WS for 100, and Swift Strike for 300.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Just realized I didnt have Command or Unshakeable Faith on my sheet, updated those.


Male Irish

Sorry I was checking against the profile you posted in this thread, not your alias. Your alias seems spot on. Let me know if you want to trade out that auto-pistol for something else. Within reason you can take anything of common or less availability.


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Las pistol?


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Also im gonna put up a recruitment for Dark Heresy tomorrow if anyone playing here is interestes.

Dark Archive

Lol I only rolled nine.

2d10 ⇒ (7, 3) = 10


Male Irish
Garion Valkof wrote:
Las pistol?

Yup. Laspistol and 2 clips. Granted

I'm not bothered adding up your characteristics scores to check them. Your initial roles came to 90. So you had another 10 points to distribute before applying them to your stats and applying the regiment bonuses. Did you you those 10 points?

Garion Valkof wrote:
Also im gonna put up a recruitment for Dark Heresy tomorrow if anyone playing here is interestes.

I prob will be, depending on the game/background


Male Human Bard
Garion Valkof wrote:
Also im gonna put up a recruitment for Dark Heresy tomorrow if anyone playing here is interestes.

I'm already playing in one of those, but I'll check it out.

Also, what does the Ambush talent do?


Male Irish

Ambush: Characters attacks against Unaware Targets inflict +1 damage for every 2 degrees of success


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

Yea I added the 10.


Male Irish

Cool


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

When are you wanting to start?


Male Human Commissar-Wounds 13/13-Fatigue//Healing Leg

I think my character is ready to go.


Male Irish

I'll need a few days to get the background and my notes together. SO early next week.


Male Irish

The campaign background, such as it will be when we kick off, is up on the wiki:
http://1d4chan.org/wiki/Campaign:The_Heghland_First/Campaign_Background

Information on the Severan Dominate is on page 346 of the rulebook, but basically they are a political entity that has rebelled against the Imperium. They are arrogant secessionists that hold several worlds against the Imperium.

Dark Archive

Okay so will try to get everything pulled together sunday for review. Since this is my first time with this system I would like you to go over it carefully. Thank you.

I know you said if you get skills from two places they stack up. Is this also true of wpn talents?

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