| Wrath and Glory GM |
Araneus. Hard to believe the world you lived on once held such a beautiful moniker. Necromunda, dead world. Now that makes sense. The air of Hive Primus is so toxic non-natives have to cover themselves from head to toe or instantly break out in boils and bleeding sores. At least that is what Ol'Man Remus says, and around here that is basically gospel.
Your thoughts are interrupted by las and auto pistol fire. The Rathole Jokers of House Orlok are making a move against the Blackhearts of House Delaque. Retribution for raiding their foundry. Most people in your situation would consider themselves in certain peril. For you it is just a distraction on your way to the Underhive. Reports of entire gangs missing and giving up contracts has disturbed the great houses and hindered recruitment efforts for the Imperial Fists. You take stock of your armaments and make your way through the routine turmoil of the hive city to meet with the rest of your team...
Welcome to the recruitment for my Wrath and Glory campaign. Inspired by the Kal Jerico novels, The Warriors movie, and Ghost Warrior (Rise of Ynnari) novel. You will be investigating goings on in the Underhive of Hive Primus on the world of Necromunda. This will be Theater of the Mind, so no maps sorry. I will give it a couple of weeks to fill recruitment. July 16th will be the cut off.
Tier – 2
Rank - 1
Build Points – 210
Races – Adeptus Astartes (Imperial Fists -sub chapters with compelling backstory we can discuss), Eldar (Saim Hann Craftworld only), Human (Abhumans possible but will have to discuss), Ork (Blood Axe only)
Archetypes allowed - All Tier 2 except Rogue Psyker. Sanctioned Psyker is valid. Scavvy will have to choose a gang affiliation. Scions can opt to be an Arbites (can discuss details) . Some Tier 1 possible, will have to discuss. Space Marine Scout will have have to be Imperial Fist(Sub Chapter might be plausible)
Wargear – Armour, Cybernetics, and Tools as Archetype. Weapons: 2 weapons of no greater value than 3, or 1 weapon value 5. These starting weapons are Keyword: Necromunda and any player character can wield them. You may also choose one weapon upgrade of value no greater than 3 to place on one of your weapons. *Special Weapons Trooper talent my be selected by any player character so long as they meet the Ballistic Skill +3 requirement. Any weapons gained by this talent change keyword to Necromunda.
Additional information - At the start your characters will gain the Peer (Imperial Fists) talent unless they are an Imperial Fist in which case they gain the talent Touched by Fate.
Framework- In this campaign you will be fighting for your survival in Hive Primus on the world of Necromunda, also known as Araneus. You either are an Imperial Fist scout or have an affiliation with them that you will have to explain in your background. Perhaps a local contact to aid in their recruitment efforts, a recruit yourself, or a sanctioned psyker assigned to the citadel are some examples.
| Wrath and Glory GM |
Lead designer is Ross Watson who was also involved in the Fantasy Flight RPGs. Imagine if you crammed Dark Heresy, Deathwatch, Rogue Trader, Only War and Black Crusade into one book. Dark Heresy 2nd is still my favorite, but this is the newest and shiniest so taking it out for a spin. As far as where to get it I believe Amazon has it for under 30$ I got mine at the local game store. It was originally put out by Ulisses, but it now looks like Cubicle 7 will be the one putting it out.
| Decimus Observet |
Hello!
I've ran and played games with most of the older 40k rpg systems, and a bit of Wrath and Glory thanks to Kevin. So I know the universe a bit. :)
I'm strongly leaning towards human. What are your thoughts on an ascended Inquisition Adept, and what are you thinking for varying Scion to represent an Arbites?
| Wrath and Glory GM |
Hello!
I've ran and played games with most of the older 40k rpg systems, and a bit of Wrath and Glory thanks to Kevin. So I know the universe a bit. :)
I'm strongly leaning towards human. What are your thoughts on an ascended Inquisition Adept, and what are you thinking for varying Scion to represent an Arbites?
All right sounds good. We could probably do something with Inquisition Adept, I will get back to you for Scion to Arbites though its more of a flavor thing than a mechanics thing.
| Kevin O'Rourke 440 |
A rough draft on a Scout in case I don't get around to exploring other ideas. I had some notions towards a 'Guardsman' from the Necromundan 8th. Ascension Keyword would likely be scum... still at least one actual space marine in the party seems wise.
Race: Space Marine, Archetype: Scout
Build Point Cost: 50+20
Speed: 7
Attribute Modifications: +1 Strength, +1 Agility, +1 Toughness, +1 Resolve
Angel of Death: Space Marines add +1/2 Rank icons to any successful attack against a Mob.
Honour the Chapter: You are subject to the orders of your chapter master, and must honour both the beliefs and traditions of your chapter.
Space Marine Implants: Space Marines do not bleed. Space Marines gain +1 bonus dice as a situational modifier to any test if the Game Master deems it appropriate for one of the 19 implants.
Attribute: Strength 3, Agility 3, Toughness 3
Strength 4, Agility 4, Toughness 4, Intellect 3, Willpower 4, Fellowship 3, Initiative 5
107=177
Skill: Ballistic Skill (2), Weapon Skill (2)
Athletics 1, Awareness 2, Ballistic Skill 3, Insight 1, Intimidation 1, Investigation 1, Leadership 1, Medicae 1, Persuasion 1, Pilot 1, Scholar 1, Stealth 2, Survival 2, Tech 2, Weapon Skill 3
33=210
Benefits Keywords: Imperium, Adeptus Astartes, Imperial Fist
Influence Bonus: +1
Use the Terrain: Space Marine Scouts receive +Rank to all Stealth tests if they are in cover (see page 213).
Wargear: Scout armour, boltgun OR bolt pistol, Astartes combat knife, 3 frag grenades.
Imperial Fists-Legion: VII
Primarch: Rogal Dorn
Siege Masters: Imperial Fists immediately recognise the weaknesses in any fortification. An
Imperial Fists Space Marine may add his Rank bonus to damage when attacking any building or fortification. An Imperial Fists Space Marine may spend a Glory point to ignore any bonuses to an enemy’s Defence from cover on any attack.
No Retreat (Tradition): Imperial Fists are stubborn, tenacious and stoic. If an Imperial Fists Space Marine fails a Willpower test, the GM gains 1 Ruin
| Wrath and Glory GM |
Here is what I came up for Adeptas Arbites based on cost/abilities of other Tier 2 Archetypes
Prequisites Ballistic Skill (2) or Weapon Skill (2)
Influence Bonus+1 in Hive
Imperial Enforcer +Rank to skill tests made vs enemy with Keyword Scum.
Wargear Carapace Armour, Combat Shotgun, Autopistol, Shock Maul, Knife, Data Slate, Vox, Symbol of Authority(+1 vs citizens of Hive Keyword chosen)
Blood Axe Kommando would be welcome. When I ran an introductory module at my local game store I had a pregen that people loved to play.
@Kevin just remember my weapon restriction to start with. Things are a little more scarce in Necromunda, and Imperial Fists are generally looking for recruits on the planet rather than dealing with large scale threats if you want a justification for bringing weapons that are less lethal.
| Decimus Observet |
Cheers GM. I've ended up settling on an ambitious and driven servant of a flexibly-minded Inquisitor of no known ordo.
Race: Human, Archetype: Inquisition Acolyte
Race and Archetype Point Cost: 0
Speed: 6
Attribute Modifications:
Inquisitorial Decree: Once per scene, an Inquisitorial Acolyte may invoke the name of their Inquisitor to gain +Rank to an Influence or Interaction Skill test involving a being with the Imperium keyword.
No Ordo/Other Ordo: [INSIGHT] Choose one Skill from the following list: Cunning, Deception, Insight, Intimidation, Persuasion, Psychic Mastery, Scholar, Stealth, Survival, Tech. Gain +1/2 Rank bonus dice with that skill.
Attributes: Strength 2, Agility 3, Toughness 3, Intellect 3, Willpower 3, Fellowship 3, Initiative 2
58
Skills: Ballistic Skill (2), Weapon Skill (2)
Awareness 2, Insight 4, Investigation 3, Persuasion 3, Scholar 3
31
Keywords: Imperium, Inquisition, Adeptus Arbites, No Ordo/Other Ordo, Adeptus Astartes
Influence Bonus: +2
Wargear: Flak armour, ranged weapon of Value 5 or less of up to Uncommon rarity (must have the Imperium keyword), knife, symbol of authority.
89 BP spent
121 BP left
Ascension to Tier 2
BP Cost: 20
Keywords: Adeptus Astartes
Influence Bonus: +1
Story Element: The character gains their choice of either 3 Corruption points or a Memorable
Injury (see page 233) of their choice—and the +1D Bonus to Intimidation that comes with it—from the Table 4-4: Memorable Injury.
Memorable Injury: 1d6 ⇒ 2
Wargear: Select either two items of Rare Wargear or one item of Very Rare Wargear with a value equal or lesser than 3 + the new Tier. This may include cybernetics.
101 left
Attributes: Strength +1 (6), Agility +1 (8), Toughness 3, Intellect +2 (23), Willpower +1 (8), Fellowship +1 (8), Initiative +1 (6)
59
Skills: Athletics +1 (1), Awareness +1 (3), Ballistic Skill +3 (6), Cunning +3 (6), Insight +1 (10), Intimidate +3 (6), Investigation 3, Leadership +1 (1), Medicae +2 (3), Persuasion 3, Scholar 3, Stealth +2 (3), Tech +2 (3)
42
| Normal Human |
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I give you Zoggrun Sneakakilla, Ork Kommando. He is a cleva an cunnin killa an in it fer da teef an da proppa fight. He wears a collection of billowing robes and cloaks in a futile attempt to hide his orkyness from oomies, and when asked who he is he just says he is a normal oomie, yep, just a normal oomie. What? Did ya not ear me? I is a normal oomie. Get before I bash ya gob in.
| Wrath and Glory GM |
@velantinius- For your Rare Wargear or Very Rare I am going to limit that to Tools, Cybernetics or weapon upgrades.
@Zoggrun looks good
Everyone Please work on backgrounds a bit and why you would be associated with the Imperial Fists. Velantinius you even have the Astartes keyword so that will need some explaining, perhaps you are from a house of serfs for example. Blood Axes are mercs and House Goliath likes to challenge them in the Blood Arenas so there is some things there. If need any other help or questions post or PM me.