Ezren

cmd-keen's page

53 posts (1,658 including aliases). No reviews. No lists. No wishlists. 13 aliases.


RSS

1 to 50 of 53 << first < prev | 1 | 2 | next > last >>

Requistion: Telescopic Sight(average): 1d100 ⇒ 100

ffs...


Trade(Armorer) Quick Release vs 46: 1d100 ⇒ 69


Requisition - Smoke Grenades: 1d100 ⇒ 10
Requisition - Camo Cloak: 1d100 ⇒ 9


Requisition Laspistol(Common): 1d100 ⇒ 50
Armorer vs 46 - Grip: 1d100 ⇒ 32
Armorer vs 46 - Stock: 1d100 ⇒ 7
Armorer vs 46 - Trigger: 1d100 ⇒ 72
Armorer vs 46 - Home Materials: 1d100 ⇒ 78
Requisition Red Dot sight: 1d100 ⇒ 93

No idea what requisition back on board of the ship counts as but I don't think the new character is getting anything. Guess all the other characters already cleaned out the stores. Is it possible to swap the regimental issue lasgun for the laspistol?


Requisition: Power Fist: 1d100 ⇒ 31


Augemtics: 2d4 ⇒ (3, 3) = 6


Attribute Roll: 2d10 + 20 ⇒ (10, 9) + 20 = 39 Will
Attribute Roll: 2d10 + 20 ⇒ (4, 2) + 20 = 26 Rerolled
Attribute Roll: 2d10 + 20 ⇒ (8, 1) + 20 = 29 Int
Attribute Roll: 2d10 + 20 ⇒ (10, 5) + 20 = 35 Str
Attribute Roll: 2d10 + 20 ⇒ (4, 3) + 20 = 27 Fel
Attribute Roll: 2d10 + 20 ⇒ (4, 4) + 20 = 28 BS
Attribute Roll: 2d10 + 20 ⇒ (10, 5) + 20 = 35 Tougness
Attribute Roll: 2d10 + 20 ⇒ (4, 10) + 20 = 34 WS
Attribute Roll: 2d10 + 20 ⇒ (7, 5) + 20 = 32 Perception

Reroll
Attribute Roll: 2d10 + 20 ⇒ (2, 9) + 20 = 31 Ag

Fate
Attribute Roll: 1d10 ⇒ 7 -> 1

Wounds:
1d5 + 10 ⇒ (3) + 10 = 13


I'm taking my time but with space marines being autonomous I pretty much have to think about everything and there is a lot of 40k i have not yet delved in(for example ship weaponry, shield strength / types, maybe warp engine tuning, world history, output, government...)
So - still need time to get up to speed here.


1 person marked this as a favorite.
Quote:
- CmdKeen & Lurch >> Chapter Masters >> Lightning Claws & Blood Angels

NOW they've done it. The Blood Ravens finally stole the identity of a first founding chapter...

I did a quick search for 'admiral' in recruitment and discussion and I don't think we ever had a volunteer for that position


I'm certainly not up to speed with you guys but I do try to build the background one step at a time =3


Death worlds usualy produce very hardy troops.
Think Catachan or Fenris.
It is explicitly stated that Russ had the tech to turn Fenris into a paradise through teraforming but chose not to do it to keep his peoples hardy and war hardened.
Also leaving a world is not as trivial as it sounds when listening to 40k lore. A run of the mill citizen can't even dream about evetraveling to a different world within the system, let alone going out system

Night/Day Deathworld:
The one world I have started to write a bit of detail into actually fits that bill pretty well. I didn't think about eternal night/day but a sun/ice zone is included. I just added some jungle in the middle:

## Dastea
Type: Death World (Ice,Jungle,Desert)
Holdings: recruitment keep
An overgrown spire deep in the jungle

Dastea is a world defined by its sharp angle towards its sun. This causes
extreme climatic zones.
The northern continent is forever angled away from the sun, creating a vast
continent of ice and snow.
The south is forever angeld towards the sun, creating a burning pan of sand and
dust.
Only the equatorial area is a broad belt of lush jungle with a plethora of plants,
animals and natural geography all intending to kill you.

Of course I wouldn't mind 'sharing' it as the chapter is actually fleet based and just draws recruits from the world.


Check the link you posted earlier:

Quote:
Breaking from stealth in a cacophony of Bolter fire, grenade detonations and guttural, Vox-amplified roars.

It does make sense - not just murdering your enemies but breaking their morale at the same time.

It just doesn't seem like the default way of doing things for the raven guard. More like another tool in the toolbox.

Hmm I understand the need to keep it simple but unlike army tank or infantery divisions, or titan units it is hard in my mind to justify 50 space marines of the same type to go anywhere together.
I'll see what I can come up with(or just get used to the fact of sending 50 terminators to completly ruin someones day)
If the crunch itself is the problem thought I'd totaly be fine with "I'm sending over 3 company 2nd demi-company to orkclusterfrakkplanet. The demi-company has a high number of scouts and assault marines. Planned tactics are ambushes enticing orks to advance towards the main force for a brawl while the scouts and assault marines wait in ambush, falling into their backs just before they reach the main lines, allowing for a counter charge."

Then you just handle that engagement however you see fit. Even if it means my marines get curb stomped because reports did not mention that Garganth stomping around in the back and my scouts are overcome with a fit of blindness =P


I'm reading up on all the new stuff. The concept of Reivers is pretty cool.
They don't seem all that well thought out tho...
They are stealth infiltrators, giving up their mobility once down on the ground for arriving silently.
Yet they use monstrous bolters and even activly shriek like a parody of noise marines once they attack.

"Yeah, guys we're here. We already put away all our mobility so please come kill us now."

Just put that grav harness on normal assault marines so they can get down silently, then have a choice between swooping over the battlefield and sinking back into the shadow.
Probably going to be my main Primaris component thought.

I'm still not really comfortable with that idea. Having a demi company of 5 squads of scouts still sounds ridiulous to me.

I'd suggest having a demi-company as basic unit.
A vanilla demi-company consisting of(just a quick example)
- leutenant
- some tactical squads
- a devastor squad
- an assault squad

This unit gets a combat strength or w/e stats you want to assign to those units.
Adding specialist units gives the demi-company traits.
For example the demi-company which is commanded by the actual capatain gets the
"captain" trait for +2 leadership and +1 healthpoint

If I want to add a scout squad it gets the "scout squad" trait for +2 infiltration
+1 supply requirement

So on a macro level you can think of a list of demi companies with a final score of stats without bothering with the internals
-> I can decide which demi-company has the best stats for the job

On a micro level I can decide I REALLY need to get this mission done and add 2 terminator squads adding +10 reslience +10 firepower +4 supply requirement +1 maintenance difficulty

So basically you can just work with the final stats of the demi company while I can do micro management of troops within it.

Edit: No idea while I didn't post this earlier, I'll check the combat page and see how my idea works with it.


Hmmm
I'm reading up on the rules in the notebook(kinda ignoring them for now and just building a vanilla space marine chapter but good to know for later) and I don't think the idea of throwing 10 squads of the same kind together to form a unit works.
I can't for the life of me imagine a scenario where I'd want 10 squads of scouts to be fielded in the same campaign unless the whole chapter goes to war in a single zone. Which is a big nono to begin with. If the planet happens to explode the whole chapter is gone and no one will remember your honorable deeds.

I think since we decided a demi-company is the smallest unit which should be deployed we could either have differnt kinds of demi-company or we could have a demi-company as the unit type and different unit attributes, like veterans, stealthy, fast, terminators


Nah, thats entirely on me.

I started writing it as pure txt so right now there are no markdown style linebreaks or paragraphs yet.

Converting it to md was an afterthought when I realized putting it on my git server will render it for me. Gonna fix that in time.

EDIT: Most line breaks and paragraphs should work now


I added a link to my work-in-progress chapter notes in the notebook.

I'll either copy the gist of it into onenote once I'm finished or if it is not
too much of a hasle for everyone I'll keep it there.
Being able to make edits(and commits) offline, then push them online once I'm
back out of radio blackhole X seems great to me.
Not to mention being able to write the stuff in markdown in good ol' vim


Ah just throwing in that I'm still here too.
I just forgot to switch over the newsfeed spying on all you guys' posts to the discussion thread so I thought things got quite and I have some time to write up my stuff.
Gonna catch up and throw my stuff in


I thought that would be a little too cheesy. Like that 12 year old kid in an fps
called murder death terminator or that wow rogue called "Sh4dow Ass4ssin".
Because the proper spellings were taken of course.
The thing is lightning claws are a kind of signature weapon of the raven guard
anyway, even going so far that the "Ravon's Talon" pattern of lighning claw is a
jelously guarded secret of the chapter(and its successors I'd assume)

And while the chapter prefers to be stealthy that is not always possible.
From my writeup so far:

## Combat Doctrine
The unexpected blow wins.
The unexpected blow can be delived by stealth, by speed or by subterfuge

Explanation(not yet in the writeup):
So the enemy not even knowing they are there is their prefered modus operandi.
But if that is not possible being seen fighting some minor incursion at the
back end of nowhere - then appearing 2 hours later at the major battle field
many kilometers away tearing up that flank that was left wide open because the
imperial commander just "happened to not have troops that could contest on that
side of the battle field".
Still assembling your tanks, suddenly: space marines. Also a good way to handle
things.

Sooo I think lightning claws are pretty apropriate. They can be used to murder
from stealth but they can also slice you up good and proper in a more
conventional "open" combat.


No subway for me the last 2 days(which is the free time I have for pbp) so I'm lacking behind a bit with the chapter write up. Still working on it thought and.
Current iteration of the chapter name: Lightning Claws. I always loved the weapon and it sounds chaptery AND martial. At least in my head.

Being fleet based I won't create systems the chapter "owns" but I think Planets(and thus rough outlines of their systems) on which the chapter has holdings and probably even more importantly planets the chapter has won glories on in the past.
The chapter would probably expect them to be willing allies, but how much of that past thankfulness remains would probably vary. Some would carry legends of the shadow warriors from the sky for millenia, some would forget in a few decades.

Of course if anyone takes a liking to those systems and/or planets and wants to "own" them feel free. Having fought together or clashed interests in the past would define our standings towards eachother at the beginning of the game better.


Alright, demi-company sounds reasonable enough. Still got to read up on
girlymans updates to his highschool yearbook that's been floating around
EVERYwhere.

I don't expect to be exactly codex compliant thought, but that change seems to make it easier on the overall gameplay so I'll just keep that in.

Just means the guard doesn't get their propaganda marines hanging out after the
hard work is done to drink recaff and murder enemy officers and leftover
supplylines.


Hmmm,
pretty sure the basic organizational unit is a company as there is technically
no officer bellow the rank of captain who has the authority to command an
expedition. You could argue that Chaplains can technically lead but that's like
a Commissar taking over - it happens when necessary but its not intended to be
that way.
On the other hand the grand oratory of `1 million space marines for 1 million
worlds mean 1 space marine per world - and somehow that is enough` and all those
stories about '1 space marine is enough to change the course of a war' suggest
that much smaller units are deployed at times.

I'm currently imagening it like this:
The basic unit is a company, simply because that's the level that ships are
attached to the forces.
So a company travels to a warzone and makes war - hopefully breaking the enemies
back in short order. The captain then designates the amount of forces he deems
necessary to make sure the mop up of the rest of the enemies will happen without
accident. The rest of the company then moves on.
When done the battle brothers are either retrieved or request a ride on one
vessel or another going their way - in return for fighting of pirates if
necessary or monetary compensation

So while companies are the basic organizational unit I expect my forces to
'spread' over the available conflict zones, being the tip of the spear for other
forces to finish their wars in time, rather than waging war on their own.

I also expect 2 companies to be 'recruitment' companies which pretty much ferry around new initiates from the recruitment worlds to the other companies as I'll attach scouts to each company instead of a special scout company. I'll have more detail on that in my write up about the chapter thought.


Round time.. is hard to plan with what we know so far.

I think it'll depend mostly on how broad or detailed our influence on a conflict
should be.

If it's going to be: X amounts of troops go to conflict Y then sure a year is
fine.
If we're going to have an influence on the actual tactics then I'd go with 3
months or a quarter for broad tactics.

Year Round:
I send 2 companies to assist RandomHiveworld with their Tyranid problem
3 Months;
I send 2 companies to assist RandomHiveWorld. They are to contact local
authority, scan them for gene stealer infestation then seal the hive into
district and have the apotecari support the scanning of the populace for stealer
taint. Meanwhile the main fighting force deals with the overt tyranid thread.
1 Month:
I send 2 companies towards RandomHiveWorld. They probably won't make it there
this month unless the eldar sacrifice a bunch of virgins to calm the warp but
if they do they are to make sure the authorities are not yet tyranided


Fleet size is a bit of a problem for me.

My basic idea of a space marine chapter is that each company has at least 1
strike cruiser plus escorts, probably more because even companies tend to split
up at times and they can't really take a vacation just because their ship got
damaged.
And also each chapter seems to have at least one battle barge. I think the soul
drinkers, also a fleet based chapter, had at least 2 barges among their fleet.

Those numbers seem very much in excess of what you're envisioning for fleet
size. Any ideas how to make that work?


MisterLurch wrote:
The Ghost of War wrote:
@Castotodes: I never had much interest in them to tell the truth and not sure about their reason to stay in the region long-term. If your super interested in them I will do some read up on them and see if I can be convinced.
as they have been working furiously to restore their numbers and secure more recruiting worlds after the losses of Calderis, Typhon, Aurelia, Cyrene, and Rahe's Paradise.

And acquire more relics to make all those lost on the fighting. Knowledge is Power. Specifically the knowledge that you should bolt down any and all relics while not currently in use. Or better bolt them down even while in use. You should ask the Black Templars about that. Nifty weapon chains that.


I've started writing an overall chapter charta including with recruitment among (a lot) of other things. Probably gonna be a few days until I have it presentable thought. Probably going to change the name again thought. It seems space marin-ish at first glance but on the other hand it sounds way too peaceful.

I'm not a huge fan of onenote because it does not work with my favorite browser but I'm down with it until I find a better suggestion(or write one. Let's see if it anoys me enough to do that)


Works for me!

The Ghost of War wrote:


Maybe you could press-gang-like TAKE candidates from worlds you war on and implant'n'brainwash them but ... I don't think that you want to do that.
That seems more something for the excomunicae traitoris chapters out there - some of which still hold true to the Emperor if not the Imperium per se.

Interesting bit of trivia:

http://wh40k.lexicanum.com/wiki/Imperial_Fists#Recruitment
Or read "Sons of Dorn". Not the chapter, the novel. They just drop into an ongoing war on some more-or-less backwater world. With 3 factions: Samurai, French-ish cloak and dagger guys and some.. not sure, primitive caveman lookalikes?


Nice.

as stated in the other thread I'm interested in space marine chapter master, a fleet based successor to the Raven Guard called the Migrating Ravens.
I'm a bit concerned about the space marine recruitment rates thought.
Space Marines encountere in the books have service records somewhere between 60 to 300 years, yet in every single battle at least one marine dies(of course, curb stomping enemies is bad for dramatic effect) usually a lot more because the brilliant enemy commander decided to use an ambush and some bombs, because 120 year veterans never heard about that tactic before.
Of course that could be explained by saying the more veteran a space marine becomes the less likely he is to die. On the other hand while I don't think it is stated clearly for planet based chapters fleet based ones like the imperial fists, soul drinkers and eagle... somethings hold recruitment events every few years.
And from what I remember 99.9% of those inducted die on the way.
Sons of Dorn has the trainees train 4 years _before_ they become scout, then they get sent against a force and loose everyone except 3. I think including their sergeant? Been a while.
Helion Rain has a Raven Guard scout squad blow up some Tyranid infested factory. Survivors: Sergeant + 1 scout, who will now become marine.

Soooo with a recruitment rate of like 1 marine every 7-10 years and a death toll of several per battle I don't think warp travel between wars is enough of an explanation between the rate of attrition and rate of replenishment.

Personally I favor the explanation: Space Marines don't die as easily as Black Library Authors want them to. If the battle doesn't go horribly wrong they don't die in battle.
Not going horribly wrong probably being their commander doesn't mistake tictacs for tactics and lets them do their space marine stuff instead of rushing them head long into enemy fire.
Other way of course would be to have faster recruitment than whats described in the books.
Slow recruitment / almost no deathes would feel pretty OP but on the other hand getting cought in a cluster frakk would hurt so much more(which is, I think, why canocically chapters operate in small groups rather than full chapters)


First question:
Are we truly in-universe large scale commanders or are we strategy game style commanders?

Or to clarify: Are we allowed to micro manage every asset we have in one round or are we role playing as our commander - having to micro manage via astropathic messages which, while the fastest communication available, are still painfully slow and sometimes get messed up because of warp currents, time, distance or even just interpretation of the receiving astropath.


Well - Sergeants are not necessarily meant to understand orders, they just have to shout the troops into carrying them out. If a Sarge shows skill for tactical thinking there's the the Commander advanced speciality in Hammer of the Emperor - but we're not quite a 2500 ep yet =3

Tech Priest it is then, it sounds fun to sit around and complain how you you plebians treat MY machines =D


Well lets get some stats out of the way:
Stat: 2d10 + 20 ⇒ (10, 5) + 20 = 35
Stat: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Stat: 2d10 + 20 ⇒ (5, 10) + 20 = 35
Stat: 2d10 + 20 ⇒ (5, 9) + 20 = 34
Stat: 2d10 + 20 ⇒ (4, 8) + 20 = 32
Stat: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Stat: 2d10 + 20 ⇒ (5, 1) + 20 = 26
Stat: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Stat: 2d10 + 20 ⇒ (6, 2) + 20 = 28

Stat Reroll 26: 2d10 + 20 ⇒ (6, 8) + 20 = 34

Best stats I've got so far, only 1 bellow 30.
Leaning towards tech priest right now but I'll wait with the final decision and
thus stats allocation until I know what I'll play =3


@Ashora
We're guardsmen. We're mostly excellent at dying just slow enough that enough reinforcement will _eventually_ be mustered to overwhelm whatever killed us =3
(Which is why we need to have at least 1 character ready for replacement)


And "drive me closer I want to hit them with my Anything" will totally NOT get use copy-catcalls ; D
I wouldn't mind having a weakness either but the current heavies will have to play with the weapon so I'll vote neutral on this so they can decide what suits them =3


At least weld it to a metal pole first - that's a tried and proven method of a _certain_ group of guardsmen xD


Yeah I remember throwing one of those at a summoning altar in a DW game - pretty much evaporated the altar, the cultists and the ritual as a whole(they have 5m range in DW, probably an astartes-size thing). Shame about that enemy psyker rolling perils into summoning a greater deamon instead ~

But I digress - Yeah sounds like a pretty good shopping list - hard to get but worth going after as often as possible.


Just grab one of those for personal use then. It's not like we can only get regimental standard gear.
Squad logistic rating starts at 10 and squad level nco(so - our sergeant) adds 20 to it for a total of 30
Meltas and Plasmaguns are very rare, so assuming there are multiple regiments where we're going and the war has been active for a while(they had the chance to train us for the war after all) we're somewhere around -20 for very rare -10 for freshly deployed and between +10 - +30 for the time the war is going on already.
Oh, and +20 if _any_ (not just our) regiment has those as their favoured weapon.

All in all a bit hard to get up front but not totally impossible.


There's a comrade advance called "Gunner" which let's 'you' fire a weapon manned by your comrade while you're driving.

Still a melta only gets its double pen at short range - meaning at less than half its range(< 10m) which means you'd have to suicide rush a tank to actually take it down.

Heavy taking lascannon for tank hunting and getting heavy bolters on the chimera for decimating hordes seems like a pretty decent setup. Can you get the int bonus on heavy bolters as well?

- and if you're tech-savy enough then you might just take one of the heavy bolters off the chimera for the heavy to use while the tech priests aren't looking? ^^


Well a chimera is ment to carry 12 troopers + gear in addition to the crew. Depending on how many we will actually be (including comrades) there might actually be enough room.
Given the child like mentality of orgryns I'd think that riding outside on it might actually be fun for them tho.

An autocannon is not a dedicated tank hunter weapon but they do 3d10+8 pen6 damage with 3 shots per round - making that a range of 17 - 44 Damage per shot(using pen as damage here because all vehicles have more than 6 armor) before fury.
So while that's not exactly 'vehicles goes boom' levels of damage it actually has a chance to damage a leman russ from the front or severely wreck it from the back - thats as close as we'll probably get to a tank hunter since even krak missiles 'only' do 2d10+4 pen8 and those are a single missile per round.

I still think our best bet is to bundle krak grenades for a massive damage - if we bundle 3 of them we already have 9d10+24 damage Pen(6-18 probably 6 I don't think the pen stacks) in a single blasts since they go off at the same time.


CrusaderWolfs suggestion sounds pretty good - photo visors give almost the same benefit as preysense googles and are a lot cheaper point-wise.
We could afford the setup if we go for the additional 6 points for not using the leftover regiment creation points.
It would even leave us with 5 points to add filtration plugs for a bit of survivability against chem-warfare.

Micro-bead (8)
Photo-visor (8)
Laspistol sidearm + 2 charge packs (5)
Red-Dot Sight (10)
Filtration Plugs (5)
= 36

If we don't go for the extra equip points then I'll vote for the chimera:

The defense platform would be awesome to hold the line at a static point but I fear we'd have to leave it behind rather sooner than later and even if we don't we'll be exhausted and unfit for battle when we arrive because of the extra weight.

The chimera on the other hand is a bit of extra fire support and gets us into the fight a little safer than on foot and totally fresh.
Plus we can use it to bring back the wounded if the thing makes it through the mission without being blown up.
(also gives our operators something to operate)


@Ashora
Doesn't that totally fit into the agri-world background anyway?

@GM
What does our regimental uniform look like? That'll dictate a major part of how all characters look so it'll be easier to imagine characters' looks with that info =3


@thelizardwizard
I'll watch you brawl with orks and nids from a safe distance, preferably through the sights of a loaded gun ^^

@Seth86
What are you using to post? If it's your cellphone then just set it to hotspot mode so your laptop can use its internet.

If you want to keep the sheet - print to pdf and upload it somewhere then keep a link to the current file in your character profile


Well the list in the book does not mention any upgrades from lasgun to XXX. Triplex Pattern was mentioned but those are rare so having them as standard issue for every trooper from a backwater agriworld seems... unfluffy.

Laspistol + 2 Chargepacks is indeed 5 points. I'll put in my vote for that simply on the account of having more shots that way and a guardsman without ammo is a dead guardsman.


Yeah that was my initial idea as well until the gm pointed out we get lasguns for everyone instead of laspistols for being line infantry so we get that for free


Slipstreams wrote:

I'll get on creating a Character BG ASAP but, for now, the 30 Regimental Bonus req. we could spend on:

-10 Add Favored Basic Wep to the Regiment (Melta gun?)
-10 Improve a piece of Common Craft. standard kit to Best Craft.
-10 A box of 6 Screamers for the squad (Because you can never be too paranoid in 40k).
OR
-10 add an additional item of scarce availability to standard kit.

Fluffstification:
-Being a newly raised regiment, most of our gear, apart from the literal most standard issue gear humanly imaginable, is unlikely to be a hand-me-down from another regiment's surplus or whatever and may or may not come freshly from a Forge World who were commissioned by the Munitorum to create some gear to fill in some gaps for a newly raised Regiment meaning we may or may not get some pretty swanky and shiny stuff amongst the rest of our =]EMPEROR APPROVED - ASTRA MILITARUM REGIMENT STANDARD ISSUE EQUIPMENT[= when we get our gear shipments from the Munitorum.

I'll throw in my list from before again:

-8 Microbeads because information is life on the battlefield
-15 Preysense Googles pretty much the same as screamers but a sentry with googles has a good chance to notice enemies _before_ they are close and once alerted we can actually see what we are shooting at. Might even make night attacks an advantage to us.

Last 7 up for ideas but I actualy think 2 points for adding recaf would be a cool fluffy move to get some hot coffee in the morning - or for those long sentry hours - sadly there are only things for 5 or 8 points so those 2 don't realy matter anyway.

It would be nice to have meltas but we have plenty of krak grenades which can be bundles together to crack some big nuts and the melta only becomes fully effective at 10m thats not all that much more than throwing distance

Fluffiness: Both of those are things you want your soldiers to have. Only reason not all guardsmen get them is that because the soldiers in the field who have them die faster than they can be produced - but we're the first bunch to go out to die gloriously so our world still has a supply for the new regiment.


And here's my starting lineup =D
The sniper became the weapon specialist since it's an advanced specialisation only available at 2500ep. Thus the weapon specialist became a storm trooper(for tracking the rolls I used)
I'd prefer starting out with the weapon specialist since a psycho sounds fun to play but I'll use whatever fits the group =3

Sergeant:
Name: Arvy Shleifer(m)
Class: Sergeant
Height 1.90m
Weight: 80kg
Demeanor: Lateral Thinker
Ambition: Keeping the squad alive while at the frontline. Surviving to have a
wife and kid to carry on his name while on leave or if he ever retires.
Hatred: Being lied to his face will send him into rage. He volunteered for the
guard by smashing the face of a senators son who lied about abusing his fathers
status.

Attributes:
BS: 31 = 31
WS: 29 = 29
S: 27 +3(Regiment) = 30
A: 29 = 29
T: 34 +3(Regiment choose) +5(start ep) = 42
Int: 33 -3(Regiment) = 30
Will: 28 = 28
Fel: 36 +3(Regiment choose) +5(Class) = 44
Per: 24 = 24
Wounds: 10 +3 +2 = 15
Fate: 1

Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness,
Weapon Skill, Willpower(Regiment)
Skills: Command, Scholastic Lore (Tactica imperialis), Athletics(Line infantry),
Awareness(ep)
Starting Talents: Air of Authority, Weapon Training(Chain, Las), Rapid
Reload(Regiment)

Equipment: Common Craftmanship las Pistol, Common Craftmanship Chainsword
Imperial Guard Flak Armor(+4 all)
M36 Lasgun, 4 Chargepacks
Wounds 10 + 3 +2(Regiment) = 15

600 Ep:
Command Trained (+10) - 200ep
Dodge Known - 200 ep
Toughness Simple - 100 ep
Awareness - 100 ep

Commisar:

Name: Clayborn Ansley(m)
Class: Commisar
Height: 1.80
Weight: 60kg
Demeanor: Coward - He is a coward but one that sees the bigger picture. He will
chose the immidiatly more dangerous route if it will increase his chances of
success in the long run. This also means he will inspire his troops by example
rather than by fear and will never summarily execute anyone as there would be
one less body between him and the enemy.
Ambition: Enjoying his life as much as possible by not being on the frontline
more than necessary to appear to be a good leader and discreetly running off for
some fun while not under cover
- If you recognize the concept yes it is shamelessly stolen and I don't mind
addmiting it ;)

Attributes:
BS: 32 = 32
WS: 32 = 32
S: 27 +3(Regiment) = 30
A: 30 = 30
T: 28 +3(Regiment choose) = 31
Int: 31 -3(Regiment) = 28
Will: 24 =
Fel: 34 +5(Class) +3(Regiment choose) = 42
Per: 33 = 33
Wounds: 10 +4 +2 = 17
Fate: 1 (1-7: 1, 8-9: 2, 10: 3)

Aptitudes: Willpower(Regiment), Agility, Fellowship, Finesse, Leadership,
Perception, Weapon Skill, Ballistic Skill(Double Willpower from class and
regiment)
Skills: Athletics(Line infantry), Intimidate, Command(start ep),
Common Lore(Imperial Guard),
Scholastic Lore(Tactica Imperailis)
Starting Talents: Rapid Reload(Regiment), Air of Authority, Cold Hearted
Weapon Training(Bolt, Chain, Las)

Equipment:
Flak armor(+4 all)
Good Chainsword, Good bolt pistol (3 clips), commisars uniform
M36 Lasgun, 4 Chargepacks(Line infantry)

300 Ep:
Dodge Known(200)
Command Known(100)

Medic:

Name: Leni Tivnan
Class: Medic
Height: 1.70m
Weight: 50kg
Demeanor: Loose Canon - No one dies on her watch, not unless he at least tried
saving them. If she sees any chance to survive getting to a fallen person she will
do so.
Ambition: Seeing the galaxy before returning home so she can return her parents
continued talks of "if you knew about how the galaxy realy works" with interest
Hatred: Not letting him do her work for whatever reason

20 + 2d10 ⇒ 20 + (1, 2) = 23
20 + 2d10 ⇒ 20 + (2, 5) = 27
20 + 2d10 ⇒ 20 + (10, 2) = 32
20 + 2d10 ⇒ 20 + (3, 3) = 26
20 + 2d10 ⇒ 20 + (10, 10) = 40
20 + 2d10 ⇒ 20 + (2, 7) = 29
20 + 2d10 ⇒ 20 + (5, 3) = 28
20 + 2d10 ⇒ 20 + (3, 2) = 25
20 + 2d10 ⇒ 20 + (10, 2) = 32
Reroll lowest: 20 + 2d10 ⇒ 20 + (1, 10) = 31
Random Wounds: 1d5 ⇒ 5
Fate dice: 1d10 ⇒ 8

Attributes:
BS: 32 = 32
WS: 25 = 25
S: 26 +3(Regiment) = 29
A: 28 = 28
T: 25 = 25
Int: 40 +5(Class) -3(Regiment) +3(Regiment choose) = 45
Will: 32 = 32
Fel: 27 +3(Regiment choose) = 30
Per: 29 = 29
Wounds: 8 +5 +2 = 15
Fate: 2 (1-7: 1, 8-9: 2, 10: 3)

Aptitudes: Willpower(Regiment), Ballistic Skill, Fieldcraft, Intelligence,
Knowledge, Perception, Agility(Double willpower aptitude regiment + class)
Skills: Athletics(Line infantry), Medicae, Scholastic Lore(Chymestry),
Trade(Chymist)
Starting Talents: Rapid Reload(Regiment), Jaded, Weapon Training(Las)
Equipment:
Flak Armor(+4 all)
Diagnostor, Injector, Medikit
M36 Lasgun, 4 Chargepacks(Line infantry)

600 Ep:
Medicae Auxilia(250)
Int simple(100)
Int intermediate(200)
Leftover: 50ep

Comrade: Aubray Bialas, Obsessive

Weapon Specialist:

Name: Lynn Edward(f)
Class: Weapon Specialist
Height: 1.67
Weight: 46kg
Demeanor: Psycho - she has a deranged smile and whispers to her weapons before
taking shots.
Ambition: Continue to kill enemies until the day she dies

Attributes:
BS: 36 +5(Class) +3(Regiment choose ) +5(simple) = 49
WS: 26 = 26
S: 28 +3(Regiment) = 31
A: 35 = 35
T: 32 +3(Regiment choose) = 35
Int: 29 -3(Regiment) = 26
Will: 31 = 31
Fel: 29 = 29
Per: 31 = 31
Wounds: 8 + 1 +2 = 11
Fate: 1 (1-7: 1, 8-9: 2, 10: 3)

Aptitudes: Willpower(Regiment), Ag, BS, Fel, Fieldcraft, Finesse, WS
Skills: Athletics(Line infantry), Survival(Surface) Navigate(Surface), Common
Lore (Imperial Guard, War)
Starting Talents: Rapid Reload(Regiment), Lasgun Barrage, Weapon Training(Las,
Solid, Primitive), Deadeye Shot(reduce called shot penalty by 10), Marksman(No
penalties at long and extreme range)

Equipment:
Flak Armor(+4 all)
Good M36 Lasgun, 4 Chargepacks(Line infantry)
4 Frak Grenades

600 Ep:
Deadeye Shot(200)
BS simple (100)
Marksmen (300)

Comrade: Ziel Marinko, Pessimist

Stormtrooper:

Name: Griz Findley(m)
Class: Storm Trooper
Height: 1.82m
Weight: 73m
Demeanor: Nihilist
Ambition: It used to be to serve the emperor, now he just fights because it
makes him feel something

Attributes:
BS: 38 +3(Regiment choose) +5(simple) = 46
WS: 30 = 30
S: 31 +3(Regiment) = 34
A: 34 +5(simple) = 39
T: 36 +3(Regiment choose) +5(Class) = 44
Int: 29 -3(Regiment) = 26
Will: 32 =
Fel: 26 = 26
Per: 32 +5(simple) = 37
Wounds: 12 +2 +2 = 14
Fate: 1 (1-7: 1, 8-9: 2, 10: 3)

Aptitudes: Willpower(Regiment), Ag, BS, Fieldcraft, Finesse, Offence, Toughness
Skills: Athletics(Line infantry), Awareness, Dodge, Security, Scholasti
Lore(Tactica Imperialis), Stealthj
Starting Talents: Rapid Reload(Regiment), Quick Draw, Takedown, Weapon
Training(Las, Low-Tech)

Equipment:
Good Hot-shot lasgun (3 Packs), Storm trooper carapace armour(+6 all)
M36 Lasgun, 4 Chargepacks(Line infantry)

300 Ep:
BS simple(100)
Per simple(100)
Ag simple(100)


@Choon you'll want to come up with a story how you came to be among the regiment if you play an ogryn:

The Ghost of War wrote:
The regiment you'll play does not have ratlings and or Ogryn but if you REALLY want to try one out, you can probably come up with an idea to explain that and I might get along.

Liking explosives a little too much sounds like an interpretation of the demenours 79-80 "Shell shocked" - he has seen too much and only feels safe with all those explosives set up.

Regiment wise I'm up with you guys that those regiments are damn badass but since the whole campaign spoiler focuses on the premade regiment I'd honestly want to go with that since it'll fit the gm's story best.


I'm pretty sure Twitch doesn't get his explosives from regimental standard gear since otherwise every single trooper would carry the same amount. Probably some Talent enhancing the breacher from "Hammer of the Emperor" combined with Nubbies thieving little hands.
Probably not possible to get that much awesome with the starting ep tho, might want to keep that in mind for later(probably later chars too ~)


Lascannon / M41 Multilaser would be the favored heavy weapon slot of the regiment. Currently we have a heavy stubber in that slot.
We can either pay 15 points to make one of them an additional favored weapon or we wish for it -

The Ghost of War wrote:
I have chosen the regimental favored weapons but if you want to have something else, your free to make a wish - we're close to Christmas so who knows what will happen ;-)

So I'd say wish for one of them - multilaser would be awesome to mow down large groups while the lascannon would realy help with tanks or entrenched enemies.

Chances aren't so bad to get them since a heavy can already take a heavy stubber without it being the regimental favored weapon.


A bit steep since they are rare - maybe if we start with "Add additional item - rare" for 15 points and haggle it down some points because we trade in our main gun?
That or "Add one Favoured Basic Weapon to the list of the regiments favoured weapons" for 10 points. Weapon specialists would get them right off the bat and it would be easier to make logistics requests for the other players later.
I'm a bit worried about the halved clip size tho. Unless we can get some good mileage out of the accurate quality it will hurt us when holding for prolonged periods of time.


Ah, shame that. DW has them give the bonus but I guess thats just Astartes Good quality. Well I'm out of ideas then - unless we go for good quality preysense googles - make them detect heat well enough to work during the day and/or detect through thin walls. That would be prety cool if we run into a city fight - detect that sniper up in the 3rd floor window because of his heat signature.


Neat I missed that.
Could we use the 5 points to upgrade them from common quality to good quality then? (Improve single item of standard kit wargear from common to good - 5 points)
+5 to all shots for all troopers should be pretty awesome for that surviving firefights thing xD

1 to 50 of 53 << first < prev | 1 | 2 | next > last >>