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![]() Slight correction, Goonter - your comrade is in cover. Everyone else would have to do the same for their comrades, if they opt to do that. Arkady's grenade, though unseen by him, flies though the air before impacting against the front plating of the chimera. The armoured transport presses on unhindered, with barely a scorch mark marring the plating. Goonter gets out of the doorway, running over to one of the pillars. Geoffrey, breathing heavily, follows and flattens against the side away from the door.
Looking for posts from Raska, Petyr, and Dominic. ![]()
![]() The squad lunges over their barricades and planters, charging after Sergeant Balten. As he barrels past Dominic’s position, the swarthy Stormtrooper slips in behind him, legs pumping like a rail engine. Raska makes it out onto the street and brings up the rear while the rest of the squad charges the enemy’s foyer, weapons blazing. The crack of lascarbines rings out through the room, supported by roaring bolts and the chatter of Goonter’s stubber.
The rumble of an engine mixed with the clacking of tracks against pavement suddenly grows over the background din of distant battle. Bursting out of an alley ahead, a Guard chimera horribly desecrated with Chaos imagery makes a swerving turn and rushes towards you. A Chaos guardsman in the pintle-mounted heavy stubber swings the gun around your way, while the turret's autocannon lines up a shot. The chimera is 50m away. You are all (With the exception of Raska) in the open foyer of a hab building. Raska (and Ivan) are just outside. A trio of dead Chaos troopers lie sprawled on the ground by the doorframe. Inside, there are a few tables you could hide behind, along with a quartet of stone pillars supporting the vaulted ceiling. A large stone staircase rises to the rear of the foyer, and a bank of elevators sits to the side. ![]()
![]() Goonter shifts his aim to the two troopers in the doorway, forcing them back behind cover. Raska is trying to get a bead on the enemy stubber gunner when the entire
Also, don't forget your pinning test, Dominic. ![]()
![]() Dominic continues his forward charge, closing another 16 meters before slipping back behind a planter. 118m away. One of the Chaos troopers sees the advancing stormtrooper and, taking careful aim, sends a burst of las rounds his way. The first two spend their energy against the planter Dominic is hiding behind, but the last one manages to catch Dominic’s left arm. The energy burns through Dominic’s armour, roasting the flesh underneath. Through the pain, Dominic feels his arm go limp. 13 damage before soak, 0 pen. In addition, you are stunned for one round, and your left arm is useless until you receive medical attention.
The other Chaos trooper, emboldened by his hit on Goonter, fires again on the squad’s heavy gunner. His shot misses Goonter, instead striking Geoffrey. Geoffrey grunts in pain as he takes the shot in the right shoulder. He reaches his left hand up to the wound, and it comes away bloody. Geoffrey is now wounded.
Thomas runs for the door of the apartment where Balten is, ready to help. Petyr fires a spray of suppressing fire at the doorway, trying to cover his allies’ movements. The two troopers still standing in the doorway both flinch away from the incoming fire. I chose to interpret your action as Suppressing Fire. Expend 2 rounds from your lascarbine’s clip. Both enemies are pinned.
Petyr BS (36): 1d100 ⇒ 79 (56 BS - 20 difficulty)
Balten hops inside the door he just broke, then turns and shoots ineffectively at the heavy stubber. "Watch out for that stubber! Take cover!” Arkady’s bolts stitch their way up from underneath the window where the stubber is. The first two blow away chunks of the wall, possibly injuring the trooper behind them. His third round flies through the window, exploding against the trooper’s arm. Raska and Ivan climb to the third floor, and are presented with a series of apartment doors. You figure that the ones marked 306, 308, or 310 will provide good vantage points of the battle. They are all locked, and seem to be made out of wood. Easy (+30) Perception:
At the end of the hall, one door (321) seems ajar. Judging from the layout, this room faces differently, and you might not be able to see all the enemies from there. Punctuating Balten’s order, the heavy stubber on the sixth floor opens up, sending a spray of bullets whistling downwards toward the squad. Everyone on the street (not Raska), roll Hard (-20) pinning tests, please. (Willpower test, add any bonuses to pinning tests you may have.) Details on pinning are on page 255 of the Core Rulebook. There are still two enemy troopers in the apartment’s entrance, and the heavy stubber has begun firing. From both sides, you can hear the crump of bolt rounds detonating as other squads of your platoon engage their own enemies. A loud crash sounds in the distance to your left, but it is out of your line of sight. Dominic is 32 meters from your starting location, at the 8th of the planters spaced every 4 meters. Goonter is at the third, 12 meters up, and Petyr is at the first, 4 meters from Arkady’s position in the intersection. ![]()
![]() Arkady's shout alerts the rest of the squad to the whereabouts of the enemy. You may all look at the success spoiler above. Roll to try and get 3 degrees if you'd like. You are on the corner of an intersection of two city streets that are roughly 10 meters wide. The building with the chaos troops is to your right, on the opposite side of the street, 150 meters distant. There are planters along the edge of the street that could provide half cover for one man each - the nearest is 4 meters ahead of your position. The next is 8 meters away, and there are some in identical locations on the other side of the street. The buildings are primarily apartments, multiple stories tall. Initiatives and first round actions, please. ![]()
![]() The next five days blur together as training continues. On the morning of the sixth day, you have just arrived at the former warehouse that has been repurposed to 4th Company’s mess. Dominic has just made it to the front of the line for food when Commissar Zalenka, Captain Vasiliyev, and the five lieutenants of 4th Company burst through the doors. Commissar Zalenka, the Commissariat member attached to 4th Company, is dressed in his greatcoat and cap. His bolt pistol is displayed prominently on his hip. Captain Vasilyev, the commander of 4th Company, commands your attention. ”We have just received word that the forces of the Severan Dominate have launched an assault on the forward positions we were going to reinforce in a week’s time. Reports from the front are grim. For all intents and purposes, the Bakersfield 4th no longer exists. Chaos forces are crossing the countryside at a furious rate. We expect them to reach the city in a matter of hours.” ”We are being deployed immediately. Return to your barracks and prepare to move out. We are going to repel the Chaos scum before they get anywhere near the cathedral. Orders will be distributed shortly.” As the captain strides out of the mess, Commissar Zelenka glares over the assembled troopers. ”Move it! Now! The foes of the Emperor aren’t going to wait for you to finish eating!” He rests his hand ominously on his bolt pistol, watching as the troopers of 4th Company scramble up from their tables and out the doors. ”Right, it’s a good thing we were about to do marksmanship drills, eh boys?” Sergeant Balten grins widely as he pats Corporal Destriyov on the shoulder. The Corporal shifts uncomfortably away from the Sergeant, who once again doesn’t appear to notice. You return to your shipping container and pack up your kit bags. From there, Sergeant Balten proceeds to lead you through the Warehouse of the Adeptus Munitorium, where you are hurriedly equipped to full war gear. You have your full kit now. Remember that the squad has two grenade launchers that you need to assign amongst yourselves. You then are transported to the eastern perimeter of Koennigsburg, where troops are hurriedly preparing to face the approaching Chaos forces. The Vantanian 16th has been tasked with protecting the eastern flank, beside the Arnhold Fusiliers. Your platoon is assigned to protect a residential area consisting mostly of large apartment buildings. After an hour of waiting in an intersection that gives clear lines of sight down three different streets, the sound of gunfire to the west snaps you to attention. Looking to each side, you can see the adjacent squads of troops waiting to repel any assault, should the Chaos forces progress this far. Sergeant Balten crouches beside Corporal Destriyov, who is listening on the squad’s vox-caster. The corporal lifts one side of his headset and whispers something to Sergeant Balten, who straightens and addresses the rest of the squad. ”We’ve got hostile contact along the center of the city. Some armour, no artillery yet. Mostly light assault troops. I’ll wager they were trying to catch us off guard with a quick assault, but we’re having none of that! Reports from recon suggests the Chaos troops are widening their assault and swinging some troops our way. Get set for action, folks. Things are going to heat up.” As if to punctuate the Sergeant's statement, a burst of lasfire splatters against the street in front of you.
Success:
There are three people firing at you from the front doors of a hab-complex down the road. The building is one of the taller buildings on the street at ten stories tall and is 150 meters from the intersection. You can see that the building is named (As are many of the buildings in this area of town), but you cannot read the High Gothic script. Success, 3+ Degrees: In addition to the three people on the bottom floor of this building, your sharp eyes can detect a pair of enemy troopers setting up a heavy stubber in one of the sixth floor windows.
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![]() IT IS THE 41st millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die. YET EVEN IN his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomicon, the psychic manifestation of the Emperor’s will. Vast armies give battle in his name on uncounted worlds. Greatest amongst His soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defense forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name but a few. But for all their multitudes, they are barely enough to hold back the ever-present threat from aliens, heretics, mutants – and worse.
Your descent to the planet Arnhold is silent and efficient under the stern gaze of the Commissariat. The whole operation reads just like the standard entry listed in the Tactica Imperialis, despite being the regiment’s first deployment - or perhaps because of that fact. The closest thing to danger that you could feel was some minor turbulence as your Pegasus Heavy Lander entered the atmosphere. As the Pegasus’s doors open, you and the rest of Battalion Alpha Company 4 debark. Looking around you, you can see two dozen other companies doing the same. Forming up, all six thousand troopers of the Vantanian 16th Saboteur Corps are arrayed in parade-ground formation on the landing pad. The spaceport you landed in is a large sprawling affair, dotted with many hangers and outbuildings. To the north you can see the spires of the towers of Koennigsburg’s city center, poking into the sky. To the north-east, you can just make out an ornate cathedral, glimmering in the midday sun. To the south and west you can see a series of hab-towers and houses, tapering off to jagged hills in the distance. As you march through the city to your assigned barracks, you can see young children following you through the streets. Citizens stop to stare, some waving to you and cheering. However, there are far too many people here for a city this size. It feels… bloated. There are more people here than you would expect, thousands more. They flock to you, packing the street from shoulder to shoulder. Some reach out and touch your shoulders reverently, making the sign of the aquila. As you march along a bridge, you can look along either side and see bustling crowds of people stretching out for hundreds of meters in either direction. Everything here looks worn down, burdened by the sheer weight of the populace inhabiting the city. Makeshift shelters fill the alleyways between buildings, cover side streets, and intrude upon open squares. They are mostly empty, their ragged inhabitants watching your regiment march through the streets. Your barracks are in the warehouse district, where the Vantanian 16th has taken over an entire hab block worth of warehouses. The floors are simple ferrocrete, and there is a distinct lack of privacy among the enlisted. “Rooms” have been constructed out of shipping containers, with one squad to a container. A set of large boards have been set up at the entrance, with names listed on them. These boards tell you what squad you have been assigned to, and where it is. When you find your name, you see that you have been assigned to Alpha Battalion, 4th Company, Epsilon Platoon, 2nd Squad. On the sheet it is simply abbreviated as A4E2, and it seems your bunks are in the middle of the second warehouse. You have to push through a sea of bustling guardsmen hurrying this way and that. It seems that someone didn’t take the time to think the whole deployment through - the barracks are a mess. You can hear one man yelling something about there being no bunks in his squad’s room. Another problem for the Adeptus Munitorium, no doubt. When you arrive at you container-room, you note that it has five bunk beds in it, some of them already occupied. It is dimly lit, and there are small spots of rust along the bottom edges of the containers-as if from water damage. Everything in it feels tired and worn, from the battered two-men bunks to the fragile-looking camp stools that serve as chairs. There is a faint scent of mildew here, from many years tired soldiers billeting here. Two men sit in the back corner, playing some sort of card game. You can see their packs laying on the beds they have claimed. Your characters will arrive in the order you post. The two men in the back can be comrades, and two more comrades need to show up at some point. Go ahead and describe your characters and introduce yourselves to each other. Your squadmates are your new family, and your life will be in their hands in days to come. ![]()
![]() Quote: I forget how many characteristics there are so I'm going to roll 9. Just cut the rest off at the end. Whoops. Sorry. You were exactly right. There are 9 characteristics, and you even rolled them in the correct order.
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![]() Greetings, all! Go ahead and roll stats here. 2d10 + 20 for each characteristic. You may choose one characteristic to reroll, but you must take the second result. After that, roll 1d10 for fate points.
1-7: 1 fate point
Regiment details are here.
About Andrei AvotrusLink to timeline, anyone can edit this
Background:
I was born in 4695 AR and secretly named Andrei Surtova seventh of that name in a shrine of Calistria as had my father and had my father’s father. The first Andrei Surtova had been first born of Mikhail and Anna Surtova in 4563. He grew in relative peace until a rival to Mikhail’s love or power produced faked love letters showing Anna had been untrue to her husband and Andrei probably wasn’t his son. Mikhail took quick action removing Anna’s head from her shoulders banishing young Andrei. Anna’s parents fled Bravoy with the Andrei renaming him Andrei Avotrus and raising him to hate his father and witch who had taken his mother’s place. Over the period of the generations since only two things have been important to my family, loyalty and the vendetta against the false Surtova family. My family has always lived around the boarders of Bravoy mostly as landless knights or mercenaries, most recently in the Aldori sell swords. My father joined the group and taking the name Aldori but never forgetting who he really was. I had a nice childhood, every day I play with other children in the neighbourhood and in the evening dad would teach me of the world. How the Surtova’s had betrayed us and more recently the Rovarvia’s. He told stories, of family and of loyalty, I always loved stories especially the ones about Baron Sirian Aldori. During the day I would do what mum called silly dangerous things and would retell the stories, not the ones about my family they were secret. The other children started to look up to me even the slightly older ones and we had a great time. As we grew much of our time was spent pretending to be in the Aldori sell swords and fighting each other with sticks. We swore stay friends and all join the Aldori together, to this end games became practise. I never told dad but I was always more interested in joining the Aldori and becoming famous than family vendetta. I worshiped Shelyn more than Calistria. That was until last year, when I saw Elanna, beauty like I had never seen. I longed for her, I loved her but she was Elanna Lebeda daughter of Dame Sarrona Lebeda. It was then that first became aware of what had been taken from my family, Elanna would never look at a son of a sell sword like me but Lord Surtova’s son would be a fair match.
My father’s told me of his plans, he was only in the Aldori to rise in the ranks and then use the sell swords against the false kin. He had a good idea but yet is to have any power. I have a better idea, Aldori himself forged Restov out the wilderness, a city of power. The stolen lands are ready to forged, forged into a kingdom capable of destroying the Surtova family. Additionally my name will be added to Sirian Aldori’s in the legends of a new generation remembered for a thousand years. I know my first duty to me family should be to marry and produce a legitimate heir but how can I do that without my Elanna and the charter is my best opportunity to forge my kingdom.
Family motto:
What was stolen will be restored Notes on alignment:
Until recently Andrei was Neutral Good and in most situations will act as if he does, the exception is anything to with loyalty to his family and revenge when his normal moral code is totally ignored. Appearance:
Andrei stance gives the impression of nobility even if his clothes and equipment does not. When he moves he maintain his balance and it clear to any experienced fighter that has been trained to duel. His dirty blond hair is messy but seems to naturally fall to frame his face and draw attention to his piecing blue eyes. His chin is covered in stubble which softens the square jaw below. His body is muscular and well-toned either the result of hard work or too much leisure time practice with the sword.
If his stance indicates nobility then his equipment indicates that he is down on his luck and finances. His clothes are worn and even new would not be expensive. His sword has rust on the pommel and his armour and shield and similarly worn and dented in places. He has none of the jewellery nobility normally wear with the possible exception of occasional glint of something shiny worn under his clothes on a leather necklace. Rather than a noble charger he leads a hungry looking mule carrying supplies. Male Human Bard (arcane duellist) 4
Init +1 Defence
Offence
Statistics
Feats
Arcane Strike:
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Eschew Materials:
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Combat casting:
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Lingering Performance:
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. Skills (9 ranks/Lv)
Concentration = +11 (+4 Cha, +3 Caster lv, +4 Combat casting) Languages Common (Taldan), Hallit, Shoanti, Skald, Varisian Traits
Natural-Born Leader:
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.. Sword Scion:
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. Special abilities
Bardic Performance 14 rds/day:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Performance: Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Performance: Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mindaffecting ability. Fascinate relies on audible and visual components in order to function. Performance: Inspire Courage (Su):
A 1st-level bard can use his performance to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Performance: Rallying Cry (Su):
At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
This performance replaces countersong. Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Bard spell casting
6 known:
Detect magic, Light, Mending, Message, Prestidigitation, Read Magic First level spells 4/day (DC 15) 4 known spell:
Charm Person, Chords of shards, Cure light wounds, Saving Finale Second level spells 2/day (DC 15) 2 known spell:
Equipment:
Carried on me Traver’s outfit 1gp Dagger 2gp Longsword free with trait Leather Armour 10gp Shield, Heavy Steel 20gp Pouch, Belt 1gp Containing 6gp, 2sp and 8cp On chain around neck Signet ring 5gp Holy symbol of Shelyn 1gp Crossbow light taken from Bugbear Mule 8gp
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