Here is my is an initial stats and advance scheme write-up for my character. I'm still working on a full background write-up, but the basics are that she she works as a roving troubleshooter (often in the literal sense) for a number of Inquisitors and other powers that be in the sector. You've worked before and our newly minted Inquisitor (or one of her fellows) suggested she would be a useful addition to the team you have assembled for this latest mission.
The Grey Lady:
Home World: Schola Progenium
Career Path: Assassin
Path to Ascension: Art of Death
Ascended Career: Vindicare Assassin
As promised, here is the background for my submission, I have reposed the stats below for reference.
Background:
Wyln grew up in the slums of Oppara, the jewel in Taldor's tarnished and moldering crown, and in so doing developed an intense dislike of poverty. Unfortunately (or fortunately depending on one's worldview), the only opportunities available to him were of a less than legal nature, but Wyln embraced them wholeheartedly. He started off distracting marks for the older children before graduating to bigger and more complex crimes.
The life of crime treated Wyln well, keeping his belly, and his purse, full. Six months ago he was considered a rising star in the Oppara thieves guild, a safe-cracker with a string of successful jobs behind him and (presumably) many more ahead. That's when things went wrong.
He took a job, a big one, with a gang of thieves he knew only by reputation. Everything went smoothly at first, they infiltrated the target mansion and made it all the way to the strongbox in its owner's bedroom; then the maid walked in. His comrades wanted to kill her, Wyln didn't. There was a scuffle and the maid got away, but one of Wyln's companions ended up with a knife in the gut.
Given the circumstances, Wyln decided his best option was to run, and keep running. He has burned through most of his savings and crossed most of Taldor, bringing him to the village of Heldren.
Ellipsis wrote:
Wyln Fitch:
N Male Human
Bard - Archeologist (UC) 1
Stats
STR 10
DEX 16
CON 13
INT 12
WIS 10
CHA 16 + 2 = 18
Defense
HP 9 (8+1)
AC 16
Resist Cold 4
Saves (Base + Stat Bonus + Other Bonuses)
FORT 0 + 1 + 1 = +2
REFL 2 + 3 + 0 = +5
WILL 2 + 0 + 0 = +2
Class Features
Mystery (Life)
Curse (Tongues - Celestial)
Revelations:
Channel (1 + 3 = 4/day)
Feats
Combat Casting
Turn Undead
Traits
Inspired by Greatness (Cure Light Wounds)
Charming
Favored Class Bonuses
+1 Skill Rank
Spells Known
Orisons (4)
Create Water
Detect Magic
Light
Mending
1st Level (2)
Bless
Cure Light Wounds
Background and Introduction:
Born into a one of Varisia's many traveling clans, Gyorgy was prone to fits and visions from a young age. Recognizing the strange blessings of the spirits for what they were, the clan's elders apprenticed him to the caravan's soothsayer, an intimidating crone known as Mistress Esmerelda. Through her, Gyorgy learned to glimpse the strands of fate, and spin a convincing tale for the rubes. It was also though her that Gyorgy became acquainted with Professor Lorrimor, who came to visit with Mistress Esmerelda whenever their caravan traveled through Ustalav. Gyorgy looked up to the professor, who would tell the boy stories of his adventures in lands across the Inner Sea.
Like the others, Gyorgy received a summons to the Professor's funeral along with the news of his passing. Unfortunately, his clan's caravan was in Taldor at the time and by the time he made it Ravengro, he was several days too late for the funeral.
Edmer grew up in a small farming village determined to escape the boring life for which he was seemingly destined. A few months ago, he finally got his chance. At the annual harvest festival, he bet his life savings on a boxing match against the county's reigning champion, a giant of a man a full hand taller and easily outweighing him two to one. The fight lasted all of thirty seconds, a single well placed blow felling the giant and knocking him out cold. Edwin collected his winnings and his few worldly possessions, wished is friends and family goodbye, and set out to find his fortune.
Now he finds himself in the town of Reme, running low on money and having found no adventure (and even less fortune). He is becoming a bit desperate when he spots the notice outside the local inn, so he thinks to himself:
Why not? I wanted adventure. I'm sure advenchur should be close enough.
Introduction:
"Well met friend, sounds like you need someone to watch your back and I'm just the man for the job. I'm ready for anything and I can handle myself in a fight it it comes to that, but most importantly, I look out for my friends."
Carius Wyne
Male Human Wizard 1
NG Medium humanoid (Human)
Initiative +3
Speed 30 ft
Senses Perception +1 (+3 in dim light; +2 when familiar in arm's reach)
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DEFENSE
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HP 7 (1d6+1)
AC
Normal 12
Touch 12
Flat-footed 10
Combat Maneuver Defense 12
Saves
Fort +1
Ref +2
Will +3
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OFFENSE
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Base Attack Bonus +0
Combat Maneuver Bonus +0
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STATISTICS
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STR 10
DEX 14
CON 12
INT 18
WIS 13
CHA 10
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SPECIAL ABILITIES
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Class Features
Arcane Bond (Familiar - Owl)
Arcane School (Divination)
Opposition Schools (Enchantment, Illusion)
Cantrips
Forewarned
Diviner's Fortune
Tireless Logic (Ultimate Campaign)
Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Carius is a short, bespectacled human with ink-stained fingers and short brown hair just starting to thin. He mumbles constantly to himself, occasionally pulling out a piece of parchment to jot down a quick note or crude sketch.
Background:
Hailing originally from Absalom, Carius has spent the last half-decade traveling among the peoples of the Northlands to chronicle their history and culture. His hope is for this work to one day be published in the prestigious Pathfinder Chronicles, but to date his discoveries have remained stubbornly pedestrian. Hearing tales of the mysterious Vigil of Light and the mystical moonstone, he has traveled north to the town of Rybalka in the hopes he will find a tale worth writing about.
Per the Core book, characters receive equpiment from their specialty and from the regiment's standard kit. Hammer of the Emperor explicitly states that all sub-regiments use the core regiment's standard kit and may not contribute or modify the standard kit in any way, though regiments recently merged in the field may have some of there original equipment at GM discretion. The example the book uses is Death Riders of Krieg combined with another Rough Rider regiment, but I don't think the split regiment rules are meant to combine vehicle/mount focused units like riders or armor with footsloggers.
For Doc, my thought when I was putting these together was that he would be with the guards, being that he represents the more reasonable and civilized elements of Claustrum society.
Sorry for the delay on this, I got swamped a work and didn't really have the bandwidth.
I felt that the Frontier World was appropriate for the guardsmen who grew up in the wilds of Unduz and that Guerrilla Regiment better describes their composition (also, since we no longer have Deiros' operator it removes the vehicles as standard kit).
For the prisoners, I used Feral World as Mark suggested, but substituted in the same regiment type as the base regiment, since the talents and skills (Bombardier and Tech-Use) gained from Grenadiers were somewhat incongruous for a group of savage and uneducated criminals. Also, since they use the same kit as the base regiment Close Quarters Combat is pretty useless, so I replaced it with Hardened Fighters, which is similar thematically but provides a benefit.
For attachments, I pretty much went with my gut on how to put together a group which would mesh with what we have already.
Finally, I gave all the Oremorite guardsmen the Scarred by Loss drawback to describe their experiences. (Condemned is a super nasty drawback and I don't want to inflict that on anyone)
The base regiment will need to buy standard kit again (or at least expand it with the 15 extra points), the others share that kit per the rules of split regiments.
I am fine however you choose to deal with the Commissar. I have a few ideas on splitting the regiment that I will try to post tomorrow once I have them better organized.
Standard issue for a Techmarine includes 1 Bolter w/fire selector and 3 each frag and krak grenades.
I seriously doubt the usefulness of a Combi-tool or Lamp. Cluster mines might be useful but need to be deployed defensively, which may be problematic.
Also, if Rook allows, Rites of Battle has rules for using requisition to acquire assets from other Imperial institutions. Perhaps the Rogue Trader has a useful specialist or some household troops to requisition.
Lorm, The Horizon's Pride has a deathwatch armory which should have a heavy flamer for you to use. If you still want the heavy bolter, keep in mind that heavy bolter ammunition costs more requisition.
At this juncture, Eli does not have any questions for the Brigadier, though if he has anything interesting to say I wouldn't stop him.
As for requisition, given that it looks like we will be engaging in more subtle endeavors Eli will wear scout armor rather than the traditional power armor. Additionally, he will requisition an Ultra-Pattern Sharpshooter's Rifle (25 points), Cameleoline Cloak (20 points), and Auto-sense Goggles (10 points). He will retain his standard issue gear including his reductor and narthecium. If it is appropriate he will also retain the Omega Vault's chainsword.
If anyone has any suggestions or comments (hint, hint...)
Rook, are we using the original Dark Heresy combat rules or the new Only War style rules? I doesn't matter to me one way of the other, but I noticed it looked like you were using them for at least some of the actions and wanted to make sure I use the right modifiers when I post.
Vincent is hoping he can prevent any of the guardsmen from going crazy and doing something stupid. He has a feeling he is going to need them and their firepower if he is going to make it out of this mess.
On a more positive note, it looks like the dice gods have ceased their unjust persecution of my rolls.
The three on one melee definitely put the Harvester at a disadvantage and he would have fared much better if he had used fury earlier in the fight. That said, if a few of those rolls had gone his direction he would have wiped the floor with you Kaltos and company.
Eli does not have anything more to discuss and is waiting for the others to either broach a new topic or invite the trader back in. Eli has no desire to lead and would support any of the PC's who want to volunteer, not that he would tell them that.
My main ooc question would be that since the scale is 4m per square shouldn't the group be a bit closer together. Each character occupies 1m so we should all be able to fit into 2-3 squares. They could conceivably be that spread out but it seems unlikely.
Also, can you give me a rundown of the weapons the other characters are carrying. I assume the guardsmen have las rifles and the heavy stubber for from the core book (by the way there is no "light" stubber only heavy stubbers) but I forgot exactly what Lauce and Ryuk picked up in the armory.
Brother Syne's tone is meant to imply he is admonishing you for disparaging a fellow Astartes behind his back. He and Brother Vex (as well as you guys OOC) know that he is trying to get the other team members to butt out of Dark Angels' business.
Eradico, the fantasy flight forums indicate that true grit does indeed make orks tough bastards. Apparently the best way to kill them is with righteous fury, since this insta-kills mooks.
Also, make sure you are keeping track of which orks have fatigue, since they have a -10 to all tests. I don't think this has come up yet, but when it does.
Eradico, just to save you some time. Edwin's attack has a penetration of 2, bypassing the ork's flack armor, gets reduced to 1 damage by the ork's toughness and then reduced by the toughness again by True Grit. Since True Grit cannot reduce the damage below 1, the ork takes the 3 damage rending critical to the body. This will stun it for one round and it must pass a challenging (+0) Toughness Test or suffer from blood loss (it doesn't stack so you can ignore this).
Eradico, you forgot to add the orc's strength bonus to its attacks against Edwin. The attacks would have resulted in 9 wounds and 5 wounds, which are still blocked by armour and toughness, but just barely.
I just noticed, but technically the orc would not have hit Edwin because he is running, which imposes an additional -20 on the attack. Edwin is pretty tough though, so there is not need to ret-con unless you want to.
p. 120
Pen (Penetration): Reflects how good the weapon is at cutting through armour. When a shot or blow from this weapon hits a target, reduce the target’s Armour Points by the weapon’s Penetration, with results of less than 0 counting as 0 (i.e. the armour provides no protection at all). Then work out Damage as normal. So, for example, if a weapon with a Penetration of 3 hits a target with 5 Armour Points, the target will only count as having 2 Armour Points against any Damage the hit causes. Note that Penetration has no effect on fields, but it does affect cover.
Full Auto Burst
Type: Half Action
Subtype: Attack, Ranged
The character grips his gun tightly and unleashes a furious burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a pistol in each hand, both capable of fully automatic fire, he may fire both with this Action (see Two-Weapon Fighting, page 184). The attacker makes a Ballistic Skill Test with a –10 bonus to his attack. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 187). If he succeeds, he scores one hit with his weapon per Degree of Success. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic rate of fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the Test (see The Attack, page 181). If the character is armed with two weapons, and has the appropriate Talents, he may make a secondary attack with his other weapon as part of this Action. See Two-Weapon Fighting on page 184.
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: