
The Ghost of War |

Hi guys, I have made up my mind - although it was really hard.
First time GMing here, didn't though it to be that hard^^
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.
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So who gets to play?
Cmd-keen
Choon
Selephix
Ashora
Far Marbray
Ren'Shaw
I will note all those people who have posted a character down. If we need a replacement, you will find a pm in your mailbox. If I had more time at my disposal I might have opened two parallel campaigns but ... Well time is short on my side already :-(
Discussion is opened for ready-posts and your final votes on the remaining matters.

The Ghost of War |

Hi Warpfiend,
the only thing ruled-out completely are ratlings, since they are not part of this regiment.
Also - while the regiment has some Ogryns attached - playing one on the current mission is not advisable - and would be hard to retcon to suddenly have a 2,5m Oger-in-Space in one of the vehicles, no one has noticed before ^^
Otherwise, I am quite open to let the Weapon Specialist start with a weapon of their choice (as long as it is nothing to extreme, rare, exotic, expensive) since, well you know, weapon SPECIALISTS.

Cmd-Keen Commissar |

Well, if the sneak mission goes according to plan then it'll go out with a bang. So ending 'apruptly' seems aprioriate. Having a slowly building end with shouting going up to running and weapon fire would be much less healthy for us ; )
Welcome to you as well BoggBear. Here's your helping of mud to feel right at home ; )
I agree that a medic would help us out tremendously but with the aptitude system of OW it should be quite possible to learn the skill with someone else with a high int score. Or just go with anything that sounds fun, I heard not every squad has(is worth having) a medic.
Also note that you'll frequently(ish by PbP standards) change character either by way of bodybag or RnR, so don't go all out with 300 page backstories just yet.

Warpfiend |
1 person marked this as a favorite. |

I've been dying to try out a tech based character in DW/DH/OW, I'll take a look at that possibility, was even wondering if he could be a bit more "weaponized" than normal.
With weapon specialists, what sort of weapons are you looking for or do they normally use? Plasma/Flamer/Melta like the tabletop or more like power sword and shotgun?
Btw I love your much better explosives rules

The Ghost of War |

Thanks :-)
Now for tech-guys. There are two flavors available: The Ad-Mech Enginseer going full-tech and metal, and the Operator class that focuses on using tech, rather than understanding, building or (Emperor protects) research tech.
Operators are usually the drivers/gunners of heavy vehicles but also vox-operators or demolition experts.
Your choice, both are fitting.
As for the weapon specialist: Shotgun, flamer, melta: Sure.
Plasma gun / power weapon: Unlikely but not totally impossible. I would need a rather good random-100-roll to give one of those out. Probably rather the plasma gun than a power sword. Those things are reserved for officers and commissars.

BoggBear |

Ah yes, rolls are needed before I can get going.
2d10 + 20 ⇒ (8, 4) + 20 = 32
2d10 + 20 ⇒ (8, 2) + 20 = 30
2d10 + 20 ⇒ (9, 10) + 20 = 39
2d10 + 20 ⇒ (7, 4) + 20 = 31
2d10 + 20 ⇒ (8, 1) + 20 = 29
2d10 + 20 ⇒ (1, 5) + 20 = 26
2d10 + 20 ⇒ (7, 7) + 20 = 34
2d10 + 20 ⇒ (1, 5) + 20 = 26
2d10 + 20 ⇒ (8, 9) + 20 = 37
Rerolling one of the 26's
2d10 + 20 ⇒ (7, 6) + 20 = 33

The Ghost of War |

Have look at the supply-spoiler at this post to check for potentially missing gear (or comrades).
Ah yeah and don't forget to prepare your comrade as well as a little background (what were you doing before enlisting, why did you enlist, how does this make you feel). No special snowflakes required, but a little bit character should be there. Everything else can be developed ad-hoc if you like the character (and he survives long enough).
Of course you can try to unnerve a Munitorum Scribe and try to get some additional gear with the usual rule for acquiring gear. Just go a few pages back in the discussion tab, there you will find the appropriate rolls of the others with the respective boni and all that you require to make the rolls.
Keep in mind that asking for too much (or rolling really bad) may raise questions (if it comes to worst that question is if you want a cigarette before your execution)
;-)

Liam McGregor |

Supply situation: 2d10 ⇒ (1, 4) = 5
"Aw hell, tha' damn quill suckers only gone an' missplaced some o' me ammo!
I'm missin' a charge pack o'er here!"
So, if I go for trying to score some drugs, Stimms in particular, how many would I get on a successful roll?
Comrade Demeanour 1d100 ⇒ 82 Slacker
"Aw who cares? That just means we have to do less shooting, as far as I see it, that's a win-win."

Weyland Yunson |

Supply situation: 2d10 ⇒ (7, 5) = 12
Half ammo, 2 nades missing
Regarding "standard issue", I was thinking of taking Weapon Training SP, over Las to use shotguns. I assume the Guard doesn't give a s&!# if I can't requisition an SP weapon and stick me with a las, right?
I'd like to ask for:
Combat Shotgun (sc) +0
Stub Automatic (avg) +10
From what I coudl tell the modifiers are:
Squad Rating: +13
Enlisted Soldier: +10
Front Active: +30
Violent Impasse: -10
Spent at front: -10
So my Logistics rating is 33?
and we use the table "Multiple Regiments" to see modifiers for items?
Combat Shotgun: 1d100 ⇒ 83 hellz no
Stub Automatic: 1d100 ⇒ 38 got it, right?
Could I ask for a different type of shotgun? Do I need to ask for ammo for the shotgun and stub as well?

The Ghost of War |

33 seems right.
Yes for another shotgun.
Typical Weapons get handed out with 1 deserve clip (plus the one inside the weapon) - this may change for very rare + weapons like ... a plasma cannon.
Everything else must be requisitioned.
A
In addition, most SP weapons are used by multiple regiments as standard gear, so requesting them gets a net +30 modifier as well.
And yes for the lasgun ;-)

Weyland Yunson |

33 seems right.
Yes for another shotgun.
...most SP weapons are used by multiple regiments as standard gear, so requesting them gets a net +30 modifier as well.
Ok great, even with a +30 though I still didn't get the Combat Shotgun grr!
So 33+30 to req. a shotgun
Pump-action Shotgun: 1d100 ⇒ 37 phew!
[dice=an extra "clip" of ammo] 1d100 [/dice] nice!
Last one, a multikey, if they haven't told me to F-off
Multikey: 1d100 ⇒ 30

The Ghost of War |

The Ghost of War wrote:33 seems right.
Yes for another shotgun.
...most SP weapons are used by multiple regiments as standard gear, so requesting them gets a net +30 modifier as well.Ok great, even with a +30 though I still didn't get the Combat Shotgun grr!
So 33+30 to req. a shotgun
[dice=Pump-action Shotgun] 1d100 phew!
[dice=an extra "clip" of ammo] 1d100 nice!
Last one, a multikey, if they haven't told me to F-off
[dice=Multikey] 1d100
They did ;-)

MisterLurch |

2d10 + 20 ⇒ (8, 8) + 20 = 36
2d10 + 20 ⇒ (7, 5) + 20 = 32
2d10 + 20 ⇒ (8, 9) + 20 = 37
2d10 + 20 ⇒ (2, 6) + 20 = 28
2d10 + 20 ⇒ (8, 8) + 20 = 36
2d10 + 20 ⇒ (6, 2) + 20 = 28
2d10 + 20 ⇒ (5, 9) + 20 = 34
2d10 + 20 ⇒ (2, 2) + 20 = 24
2d10 + 20 ⇒ (10, 2) + 20 = 32
Reroll the 24
2d10 + 20 ⇒ (9, 10) + 20 = 39
[/micdrop]

The Ghost of War |

+++ All Guardsman of the Serenus First Mechanized Line Infantry: Report for mustering and immediate deployment at your designated muster point. +++
Howdy folks, we are re-recruiting one to three new players to this venerable play-by-post Warhammer 40k game, to replenish recent cases of MIAs.
- Recruitment will be open for at least two weeks. We currently are in an interlude and you will jump in with the others on the next major deployment.
- we are using a (text only) discord for q/a and generally keeping in touch. This has kept us going despite various slow-downs and breaks (see next point)
- We are all busy people, so our posting rate varies quite a bit, mine included. Currently we are pretty slow (1-3 posts per week) but we also had times with double that number a day. We do hope that a injection of fresh blood will kick everyone else right back up to speed as well.
- Basics about the game can be found in the campaign info tab
- We are using a heavily modified Only War system. But really, if you have played any of the FFG 40k games, you should be able to adapt quickly.
- upcoming mission is set on a grim forge world in the middle of a century old civil war, cut off from the wider Imperium due to a strangely stable warp storm. Your regiment wound up here by (eldar induced) warp travel accident and is kinda stuck
- We are using regimental XP. That means every character is having the same xp. If he survives he is noted in the honor scroll and you can play him again next mission, or if it wouldn't make sense, you can play someone else and come back to him later. The idea is to build up a pool of characters you can draw from for each new mission. Current XP is 4750, counting the start XP your "class" gets.
- 40k Experience (with regards to the lore/setting ). (No KO if you're new, just for me to know)
- Have you played any of the FFG 40k games before? (Again no KO if you haven't - may even be a bonus because it is easy to get entangled, because pretty any of their games have slight variations and that's before my homebrews.)
- Any character concept you have in mind? (No need for a build yet)
- Are you fond of trying out new systems? I am (slowly) writing my very own system. There may be occasional, short interludes where we will do a brief playtest of a certain aspect of my own system. The loooooong goal is to eventually switch over - which probably is years in our collective future.
- What's your favorite scenes during play? Social/Intrigue, Investigation/ Mystery/Puzzles, Combat/Tactics, Stealth/Heist, party dynamics, PvP

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Interested!
I have "been around" with 40k for quite a while - playing the miniature game actively some 20 years ago, and lately trying to get back to current version.
I don't think I've played any of the FFG games, but I am playing Imperium Maledictum right now - which I suppose is quite close to the FFG system(?). Also I have the books for Deathwatch and Rogue Trader from some bundle.
No character concepts yet.. What is included in the system/campaign? Is it just grunts or also commissars, techpriests, sanctioned psykers etc?
On new systems: sure, why not. I have no particular mastery on the actual Only war -mechanics anyway.
Favorite scenes: Combat, Social, Heist sound good. And actually anything can be equally cool and interesting. I've just learned that over PBP some things don't work quite well, especially where we need to throw ideas back and forth or come to a collective agreement etc.

The Ghost of War |

Hi there!
Yeah, Imperium Maledictum is a good spiritual successor to the older FFG systems, d100 roll under, even the same attributes and Degrees of Success (or Success Level in IM). There are quite a few differences elsewhere, but I must say I am quite fond of some of the changes in IM, so we may even see me back porting them to the ruleset we currently use.
Character wise, you have the following "base" classes and then a bunch of Advanced Classes which you may unlock at each 2500xp Milestone (I won't list those):
- Weapon Specialist: the base guardsman and probably most flexible. Typically has some kind is special weapon that is not a heavy weapon, so stuff like a sniper rifle, flamer or Melta
- Heavy Weapon Trooper: as the name implies, carries something heavy around, from heavy stubbed to missile launchers or mortars
- Medic: wonder what he does
- Sergeant: commanding grunts and getting crap from superiors. Typically tough and brawly
- Operator: vox operators and drivers. The next best thing to having an actual Enginseer if something needs fixing
The above are the "common" classes and now here are the "Specialists". Difference? Specialists typically start with a bit more stuff but the common ones get a bit more start XP.
- Commissar: Blam!
- Ministorum Priest: preachy and either brawly or flamey
- Enginseer: your AdMech representative, here to lecture everyone about taking better care of your guns and to stick cybernetic tentacles into vehicle ports
- Psykers: here to ... I don't know, make walls bleed and accidentally summon daemons or something
- Ogryns: the regiment has a few squads of Ogryns attached. These are fun cuddly things and one in particular is actually something of the regimental mascot and ordained priest
- Ratlings: while not initial part of the regiment, they recently found and rescued a bunch of them from an enemy occupied forge hive.
I think that's it for the base classes.

Louxman |

Dotting for sure.
Played 40k heavily ~20 years ago, I don't play anymore but I have a lot of love for the fluff (oldschool, I haven't much kept up with the current state of things. Living primarchs and astra thingamies? no thank you.) I'm currently part way through my umpteenth reading of Gaunt's Ghosts, this might just scratch that itch!
I have most of the 40kRPG books, played Deathwatch (very!) briefly but never had a game really stick.
Always up for trying new stuff/homebrew.
Favourite scenes? Depends on the character really, I guess the stuff I like best is the visually cinematic stuff, be that combat or adventure.
I'll have a re-read of the book and your stuff here and see what I can come up with...

Chris Banks |

Interested. I'll have to dig out my Only War book and do some brainstorming.
Reasonably extensive fluff knowledge. I played the wargame from 2nd through 4th edition and continue to take an interest in the setting.
Played in a Dark Heresy pbp game some years back. Immensely fun, as I was able to lean into the dark humour aspects of the setting.
Leaning towards an enginseer with ambitions to advance through the Mechanicus ranks.
Definitely open to new systems.
I like to see a mix of different activities in a campaign, even if it's just the occasional interlude. That said, a heist does sound appealing.

The Ghost of War |

One major thing I ripped out of OW after the first ... I think two missions was the Companion system. I know what they wanted to achieve (make a full squad with only player characters and their sidekicks without having to have the GM actually track them) but it feels very meh to me and we kinda always had to remind ourselves that they are actually there and all that stuff.
So, when you encounter anything related to that system, you can be sure it got reworked by me in some way - typically by replacing "your companion" with "an ally".
Generally, I'd like interested players to have a brief tour of the ruleset we are using and decide upon one, maybe two concepts at this point in time. You can (if you like) make a starting character but for bringing him/her up to current XP, I'd like to do that after selection and once you're on our discord - it is just that much faster and more convenient than the board for heavy QA stuff.
@Chris: of you want to go AdMech, you may consider whether you want to be a local (the regiment IS on a forge world after all) or one attached to the regiment itself.