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Squad specialities; Or who wants to play what?

so if its okay i wanna be a storm trooper
Try posting to the regiment creation thread first. It might turn out that a Storm Trooper will be superfluous to a squad with a Leman Russ, Baneblade or Warhound Titan. But yeah I'm not restricting options. Play what you want.
Sorry I'm hijacking your thread Seb R. (take an extra 100 xp as a consolation prize) but with a little over a week left for planning this game we need to start thinking about who wants to play what, even though we can't technically finish making characters until the regiment is done. Sebastian R. wants to play a Storm Trooper, I've got no problem with that. Trevor what do you want to play? Feel free to make a priority list of specialist types. Redfox ditto Draco ditto Crunchy ditto THOUGHT FOR THE DAY: Ruthlessness is the kindness of the wise . List of Guardsman specialties lifted from 1d4 Chan. Shudder. "Heavy Gunner - Big, strong, and tough, these Guardsmen wield any heavy weapons that are given to the Squad. Medic - Dodging deadly weapons-fire and explosions, these Guardsmen risk everything to keep their squad-mates alive. Operator - A bit less leery of the strange technology that the Imperial Guard often employs than their compatriots, these Guardsmen are often entrusted with piloting the Squad’s transport or other vehicles. Sergeant - Every Squad needs a strong commander to lead the charge into combat. The Sergeant keeps his men motivated and coordinated through the toughest battles. Weapon Specialist - The “average” Guardsman, these men and women perfect the use of the lasgun or other weapons, bringing death to the enemies of the Imperium." List of Support Specialists (also from 1d4 Chan. Oh the no the Pedo Bear is wearing a Commissar hat) "Most specialists are tied to specific roles. Some do not have access to comrades. Commissar - These men and women enforce morale over the rank-and-file troops with an iron fist and the occasional summary execution. Ministorum Priest - Bringing the light of the God-Emperor to the battlefield, Ministorum Priests inspire the troops around them, not just with their preaching, but by fighting their foes with their massive Evicerator chainswords. Ogryn - These immense Abhumans are built like rocks (and are about as intelligent as rocks too) and act as some of the Imperial Guard’s most effective shock troops and will obey their superiors with doglike devotion. Just don't expect them to get into a Chimera- they get claustrophobic. Try to get your DM to let you buy "ogryn-proof" versions of other weapons at higher levels, or you'll be stuck using the same Mono two-handed weapon for the rest of the game. Ratling - Short and rotund, these small abhumans are used as infiltrators and snipers. Sanctioned Psyker - Feared by their enemies and allies alike, the Psykers of the Imperium are capable of bending the roiling power of the Warp to their will - until that power breaks them. Storm Trooper - The best part about being an OPERATOR isn't operating operationally. It's showing all those pesky grunts you did, and how bad they're at it in comparison. Tech-priest Enginseer - Enginseers wade into battle clad in thick armour, tending to the machine spirits of the Imperial Guard’s many war machines" NOTE I'm not a fan of Ogryn or Ratlings at all. However I think Ogryns should be stronger so I'll HOUSE RULE anyone that plays an Ogryn can reduce their Intelligence and/or Perception characteristics by up to 20 points to raise their Strength characteristic by the same amount. So f'ex you could reduce Int by 18, and Per by 12 to raise Strength by +30. Anyone upset by this? You do have to roll your stats on the VTT with the die roller though just to keep everything fair. My second question is anyone interested in playing a Commissar, Engineseer or Ministorum Priest? Especially if you guys decide to go for some kind of Tech-guard regiment. I can see a lot of potential conflicts which could be fun role-playing opportunities for both a Commissar and a Priest, especially since how those support specialist roles work is that they don't necessarily have to be from the same planet as the regiment. So you might get stuck with a PC Ministorum Priest that is free to think you're all heretics or practices a brand of worship that is otherwise at odds with your planet's traditional beliefs. If nobody wants to play a Commissar or a Priest then I'll probably gloss over it until they turn up as a mission complication later on. Won't that be fun? Depending on what you decide those beliefs are in the regiment creation thread, I might offer EXTRA STARTING XP for either the Ministorum Priest or the Commissar. Something to the tune of 1d5 x 100 xp , IF you guys take the time to come up with interesting conflict prone belief systems for the Priest to oppose OR if your squad is particularly rough around the edges that the Commissar will need to exert his or her own special brand of moral boosters.
I would like to be a Ministorum Priest, actually. Sort of why I wanted infantry, I need soldiers to inspire. I would also like to note I wanted to be a priest before you mentioned the extra EXP, because im speshul.
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ill play a engine seer if we go with "skattri" like regiment if not ill go Storm Trooper/commissar
Emphasis on might offer extra starting XP, Crunchy, but only IF their is some kind of conflict to overcome between the Priest and the regiment. If everything is hunky dory then no extra XP for you. I really like that each world in the Imperium has its own religious and cultural identity and sometimes they have quite different perspectives on the God-Emperor. Additionally, because I feel that they players always deserve to be "speshul" I'm working on a series of Elite Advances open only to the Ministorum Priest support specialist. Right now it looks like this: Cost Description Benefit Cult of the Emperor Revenant 300 XP Believe that the God-Emperors triumph over death, prophesying how he will arise and return from the Eternity Gate to walk amongst the people once more ushering the coming age of the Last Dawn. When he will lead his flock out of this age of night into the eternal light. The cult believes that the High Lords of Terra conspire to keep the God-Emperor trapped in a dreamless half-death twilight to prevent the end of the dark rule. The worst of such resurrectionist cults are outlawed Imperial fanatics who operate in secret to pursue dark science and sometimes warpcraft to break the shackles of death, often with terrifying results. The character gains their choice of any two of the following skills: Forbidden Lore (Archaeotech), Forbidden Lore (Heresy) or Medicae. They also gain the Orthoproxy talent. Due to prolonged Sarcosan Wave treatments the character no longer ages. In the event that the character is killed, he only needs to spend two Fate Points to avoid certain death, as opposed to burning one Fate Point. However instead of only just barely hanging on he is killed but rises again as a carrionite of cold flesh, gaining 1d10 Corruption and Insanity points, as well as the Undying and Unnatural Toughness (+1) traits. Members of the Emperor Revenant cult often have a servitor comrade, a Scoriada whip (Sb R; Flexible, Primitive), and an armored copy of the Liber Heresius (AP +2 protects one body location) (+10 to Forbidden Lore: Heresy tests). Drusian Cult 200 XP The largest and most powerful of the Calixian Cults is that of the Drusians; followers of the Saint Drusus. As old as the sector itself, the worship of Drusus has taken many forms and sprung up on many worlds over the centuries, in some places rising to rival the power of the Ministorum itself. The character gains Peer (Ecclesiarchy). They also gain the ability to drill the faithful into a righteous rage, a number of his allies up to his Fellowship Bonus which can both see him and hear his voice can gain the benefit of Righteous Fury on any melee damage roll of 9 or 10 rather than just a 10 until the beginning of the next round. Members of the Drusian cult are outfitted with a primitive Chain Coat (AP 4 to arms and body), a Baptismal Mace (1d10+1 i; unbalanced), and an abridged book of litanies (+10 to Common Lore: Imperial Creed tests). Red Redemption 150 XP Red redemption is only found in death. Many seek their own redemption on the battlefield for the sins they have committed against the God-Emperor. The Red redemptionists seek to bring 'redemption' to others. Redemptionists seek any opportunity to bring final salvation to Xenos, Heretics or those who traffic with Daemons. Gain either Hatred (Mutants, Hatred (Psykers), or any one specific type of Xenos. You also gain both the Flagellant and Frenzy talents as well as Linguistics (Redemptionist Code). Redemptionist are always given a poor quality Hand Flamer. Sisters of the Void 100 XP A benevolent all-female order, the Sisters of the Void travel the pilgrim paths and warp routes of the sector bringing comfort and aid to crewmen and pilgrims alike. Exemplifying a kind and gentle aspect of the God- Emperor, the Sisters believe in the healing power of His light and the protection he brings though the blazing icon of the Astronomican. They revere Saint Asceline, the Pilgrim. The character must be female. They gain one of the following skills: Operate (voidship), Medicae, or Survival. Members of the Sisterhood also gain a poor quality armored void suit (AP 2 all locations), a medkit, 2 doses of De-tox, 2 doses of Stimm, and 1d5 Questing Pilgrim Badges (count as charms). Temple Tendency 200 XP Convinced the Ecclesiarchy is a heresy of the highest order that has usurped the faithful and damned the souls of countless billions by perpetuating a faith that is a tainted lie. To the Tendency, the Ecclesiarchy is a heresy and all who are part of it should be put to the flame. Thus does the Tendency believe that only by the return of the Temple of the Saviour Emperor to its rightful place can the ignorantly damned billions gain repentance, and only the purging of the heretical Ecclesiarchy can save humanity. The character gains Peer (Ecclesiarchy) but if their affiliation becomes known they replace that Peer talent with Enemy (Ecclesiarchy). They also gain a +10 bonus to Charm and Logistics tests, and can start the game with any one piece of gear with an availability of rare or less. Vitrian Covenant 200 XP Named for the battle that saw the rise of Saint Vidicus, the covenant undertakes the dual purpose of spreading the faith beyond the edges of the Imperium and combating the foul xenos known as Orks. For this reason the Covenant are mostly found on the edges of the Calixis Sector, supporting armies or helping missionaries to settle new and wild frontier worlds. Their fanatical hatred of the greenskins has also seen them travel around the sector using their influence and skills to drum up support for the Margin Crusade. The character gains Peer (Military), Hatred (Orks), and can spend a Fate Point once per session for to reroll one damage roll against a Hated foe or for a +20 bonus on any Logistics test to acquire ammunition or weapons.
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Depending on what the regiment will be id want to be a operator. if ts a regiment has no vehicles medic or weapon specialist will do me fine.
If we are doing a Siege Regiment then I shall be our Commissar or if our squad needs a something else I'm more than willing to take up the job.
Emptymug said: If we are doing a Siege Regiment then I shall be our Commissar or if our squad needs a something else I'm more than willing to take up the job. If there was any question about it, when you make a Commissar use the Schola bonuses not the Forge World bonuses. +3 to WP and +3 to either BS or WS; All Schola Progenium characters start with Common Lore (Imperium, Imperial Guard, and War) and Linguistics (High Gothic, Low Gothic); Only in Death Does Duty End; and +1 starting Wound. Additionally, I'll offer up two Elite Advances: The first is Veteran of the Margin Crusade costs 0 XP The Margin Crusade into the Halos Stars was launched following ratifying of the Lex Corvinus by the Great Synod Segmentum thirty years ago. This writ granted the power to raise a war of faith under the auspices of High Confessor Corvinus of Thracian Primaris and called upon the Sectors Scarus, Calixis and Ixaniad to provide the means. In the subsequent decades, the Crusade made scant progress and slowly exhausted itself, boiling away beyond the borders of the Calixis Sector. Thanks to the Commissariat and its steady output of propaganda few know the truth behind the Margin Crusade— that it is a lie. While the majority of the church believes that High Confessor Corvinus’ crusade into the Halo Stars is an ongoing venture claiming new worlds and bringing in new wealth and followers, the truth is that it was lost decades ago. Of course, the resources, troops and other supplies which continue to pour into the church under the holy writ of the Segmentum Synod are still being used. Most find their way to another crusade, the existence of which is a well kept secret. The Achilus Crusade. Prerequisites : Any Commissar, Medic, Sergeant or Storm Trooper. Starting characters only. This advance cannot be taken after character creation. Further you cannot take this Veteran Elite Advance and the Praetorian Elite Advance. Effects Apply all of the following changes to your character Skills : You gain Awareness and Survival as trained skills. Talents : You also gain the Jaded talent. Special : Increase you age by +4d10 years (please roll on the VTT) and for each ten years added, roll 1d5+3 on the Critical Hits table targeting your characters legs followed by his arms. If the limb is lost it is considered replaced by an Best quality bionic. Keep track of any characteristic losses resulting for the injury they are not automatically negated by the bionic replacements. Each time the dice come up as a natural 9 you gain one temporary Fate point which will last until you use it (but it cannot be burnt). Each time the dice come up as a natural 8 you gain the Sound Constitution talent. Each time the dice come up as a natural 7 you gain a single favor from High Command which can be used for automatic successes on Logistics tests, gain Victory points in the field or to blackmail Commanders in the Crusade. Each time the dice come up as a natural 6 you gain a Peer (your choice) talent. Each time the dice come up as a 5 or less, you gain that many Insanity points. FINAL EDIT since age is a factor with this Elite Advance if you take it, you have to determine you minimum age that you were when you headed off to fight in the Margin Crusade, please do so by roll 1d5+16 (giving you a minimum age range of 17-21) if you want you could have been older when you started fighting in the Margin Crusade but you can't be younger and this bit of fluff has no bearing on the effects of the Elite Advance. Furthermore if you wish you can spend up to 500 xp on the Veteran of the Margin Crusade Elite Advance and roll +1d10 for each 100 xp spent in this way, increasing your age by a maximum of +9d10 years.
I'm feeling lucky. When we nail down the regiment we're going to be part of I'll without a doubt be rolling as a veteran.
The second Elite Advance open only to Storm Troopers, is called Praetorian and it costs 300 XP. OKAY ITS FINISHED NOW I WON"T MAKE ANYMORE EDITS. Although the Skitarii legions of the Calixis sector were devestated by the War of Brass in 741.M40. The Tech Guard have been rebuilt over the last millenia by a concerted effort of the Collegiate Extremis Panopticon, which is tasked with policing the Calixican Mechanicus and insuring the purity of the sectors Tech Priesthood. The Panopticon is thought to have made the build up the Calixian Titan Legions, Crimson Guard, and Skittarii Tech Guard as its second highest priority only behind upholding the Universal Laws of Technology. Toward those ends, they have instituted a veil of secrecy known as the Wall of Iron as well as instituting a recruitment protocol among many of the sector's Forge Worlds designed to task the Machine Spirits with the identification the best potential warrior-mystics within the borders of the Calixian Mechanicus, and flag them for pick up by the Explorator Fleet so that they may be trained and augmented at a hidden fortress on the dead moon of Lycosidae in the Lathe System. Highly trained and heavily armed, these loyal Praetorians of the Priesthood of Mars have been assembled (and some could even say “constructed”) to defend the Calixian Mechanicus’s interests and represent the most elite super human warriors that the Forge Worlds of the Calixis sector are able to produce. By the directive of the Lords Dragon, the whispered rulers of the Panopticon, a small cadre of Praetorians was assigned the task of accompanying each regiment of Secutorii or arch-militants tithed from the Forge Worlds for the continuing 'Margin' Crusade. While technically under the command of the regimental commander, their loyalty is divided by their sworn oath to the Collegiate Extremis Panopticon to report all that they see and hear in the Margin Crusade as the Panopticon knows of the lie that the Lucid Palace of Scintilla is fostering on the various Adeptus of the Calixis sector at the behest of the Lord Sector, Governor Marius Hax. The Panopticon is also under no illusions that the wealth of knowledge and archaeotech that could be recovered from the worlds of the Jericho Reach by a successful Achilus Crusade. There are even rumors of a lost Standard Template Constructor complex on the world of Amenophis IV in the Canis Salient. All the Praetorians assigned to the regiment have secret Alpha priority standing orders to secure any Human archaeotech or STC technology that they encounter regardless of any other orders they are given by Imperial High Command or the regimental chain of command. Prerequisites : Storm Trooper only Effects Apply all of the following changes to your character Characteristics : Use the characteristics bonuses from the Forge World NOT the Schola Progenium bonuses because even though the Storm Trooper write up says you graduated from the Schola if you take this Elite Advance you didn't because you are now a Calixis-Pattern Skittarii Praetorian and the equivalent of a Storm Trooper. Skills : You replace the Scholastic Lore (Tactica Imperialis) and the Dodge or Parry skills with Demolitions and Tech-Use as a trained skills. Talents : You replace the usual Storm Trooper starting talents with Ambidextrous, Cold Hearted, Orthoproxy, Sprint, and Weapon Training (Bolt or Las) talents. Traits : You gain the Machine (1) trait, the Mechanicus Implants trait, Unnatural Strength (+1) and the Unnatural Toughness (+1) trait Special : You also receive the following cybernetics: Autosanguine, two Good Craftsmanship Bionic Arms, two Good Craftsmanship Bionic Legs, Good Craftsmanship Bionic Respiratory System, Good Craftsmanship Cybernetic Eyes with Telescopic Vision, Preysense, and Photo-Visor, two Good Craftsmanship Cybernetic Ears with the Micro-Bead upgrade, a Common Craftsmanship Synthmuscle implant (granting the Unnatural Strength trait including the above stats), a Common Craftsmanship Bionic Spine (granting the Unnatural Toughness trait) and a Good Craftsmanship Volitor implant (granting the Orthoproxy talent). Instead of the normal Storm Trooper specialist equipment you get a suit of baroque Tech Guard Carapace armor (AP 6 all, grants a +10 to Intimidate from its fearsome Egyptian themed appearance (including a bird headed helmet) and includes a built in pict recorder, a decorative & extremely shiny Refractory coating granting +3 AP vs. Las Weapons as long as the armor is clean as well as a -20 to Stealth tests as long as its clean, and Magnetized boot soles). Effectively a Praetorian has AP 7 to all locations while wearing Tech Guard Carapace thanks to his or her one level of the Machine trait. Against Las Weapons that AP rises to 10 unless blood, dirt, mud, or paint covers up the ostentatious refractory coating. And instead of the hot-shot lasgun, the Praetorian starts with his choice of either a Hesh-Pattern M38 MkII Bolt Pistol and two clips or Triplex-Pattern Lasgun and four clips. The Lasgun could conceivably be connected to the Praetorian's potential coil with a Hard (-20) Tech-Use test which would effectively give the weapon unlimited ammo at a cost of the Praetorian's vitality (because it would fatigue them to reload). Praetorians also gain either a Common Craftsmanship shoulder mounted Cyclopea Pattern Plasma Pistol or a Common Craftsmanship shoulder mounted Ryboth-Pattern Rad-Cleanser either way the shoulder mounted weapon can be fired as a reaction and draws power from the Praetorian's potentia coil, which means that extended use can quickly fatigue the Praetorian but the weapons have an effectively unlimited ammo supply each time they run out of ammo the user takes 1 level of Fatigue as the drain on their potentia coil begins to wear them down and they completely refill the weapons 'clip'. Also since they are directly linked to the Praetorian in a similar fashion to a Mind Impulse Unit and have an integrated Red-Dot laser sight, the Praetorian gains a +20 bonus to Ballistic Skill tests to fire the shoulder mounted weapon. You also gain the requisite Weapon Training (Plasma) or Exotic Weapon Training (Cellular Annihilator) to use the shoulder mounted weapon. However any Critical Hit roll of 1, 2, or 3 to the Praetorian's head will also disable the shoulder mounted weapon, which will require an extended Tech-Use test to repair with a total of 7 successes + the critical hit damage suffered to the head, and take 1d5 days per test to restore the linkages and coax the machine spirit into functionality. Class Range Rate of Fire Damage Penetration Clip Reload Special Cyclopea Pattern Plasma Pistol Pistol 30 meters S/2/-- 1d10+6E 6 5 N/A Maximal Recharge Overheats Ryboth-Pattern Rad-Cleanser Exotic 30 meters S/--/-- 2d10+2E 7 2 N/A Blast (2) Lance Recharge Toxic (3) Note : the Rad-Cleanser is highly ineffective at damaging inorganic materials, against Machines it never deals more than 4 points of damage. Should the Praetorian roll a 96+ when firing the shoulder mounted Rad-Cleanser instead of jamming as a normal weapon would the Praetorian takes an additional level of Fatigue. Which is better than what happens when the shoulder mounted Plasma Pistol overheats (91+) in the Praetorians face for 1d10+6E damage with a Penetration of 0 to the Praetorian's head.
mrlost said: Although the Skitarii legions of the Calixis sector were devestated by the War of Brass in 741.M40. The Tech Guard have been rebuilt over the last millenia by a concerted effort of the Calixis Mechanicus and the Lords Dragon. Highly trained and heavily armed, these loyal troops of the Priesthood of Mars have been trained (and some could even say “constructed”) to defend the Mechanicus’s interests. A few Skittari have been ordered to accompany the regiment to protect Mechanicus property. Prerequisites : Storm Trooper only Effects Apply all of the following changes to your character Characteristics : Use the characteristics bonuses from the Forge World NOT the Schola Progenium bonuses. Skills : You gain Demolitions and Tech-Use as a trained skills. Talents : You also gain the Ambidextrous, Cold Hearted and the Flesh is Weak talents. Traits : You gain the Machine trait, the Mechanicus Implants trait, and the Unnatural Toughness (+1) trait Special : You also receive the following cybernetics: Autosanguine, two Good Craftsmanship Bionic Arms, two Good Craftsmanship Bionic Legs, Good Craftsmanship Bionic Respiratory System, Good Craftsmanship Cybernetic Eyes with Telescopic Vision, Preysense, and Photo-Visor, two Good Craftsmanship Cybernetic Ears with Micro-Bead. Ill take that
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mrlost said: LOTS of OP stuff about the Calixis Mechanicus Skittarii that is basically copied directly from the Dark Heresy write up of Skittarri NPCs. o.O dude you must fricking love the mechanicus cause this is pretty damn...well broken like this is absurdly powerful with no downside but some extremely situational weaknesses. also you have alot of house rules id while i love them can we get a comprehensive list?
Sebastian R. said: mrlost said: LOTS of OP stuff about the Calixis Mechanicus Skittarii that is basically copied directly from the Dark Heresy write up of Skittarri NPCs. o.O dude you must fricking love the mechanicus cause this is pretty damn...well broken like this is absurdly powerful with no downside but some extremely situational weaknesses. also you have alot of house rules id while i love them can we get a comprehensive list? Hey man, Sebastian R. I gave you guys the option to play the crew of a Baneblade or a Scout Titan too don't forget. You're the guy that said he wanted to play a Storm Trooper after all. I just made up this Mechanicus stuff because people were talking about playing Skittarrii and I wanted to support that. Which house rules are you referring to? I have house rules? Are you sure? I have a lot of homebrewed content but the only place it exists is on these forums. Um. Oh yeah I do like this house rule but I'll put it up to a vote whether or not people want to use it. Basically for each degree of failure on a roll that has story or mechanical consequences for your Player Character you gain 10 xp per degree. So if you roll a dodge and not only don't roll any successes but actually roll 5 degrees of failure and don't do anything to reroll the dodge test you'll gain 5 x 10xp = 50 xp as a consolation prize. If for whatever reason the consquences don't matter like you roll 8 degrees of failure to juggle a ball or seduce a prostitute but you can just pay for her services then you get 0 xp because the consquences of that failure don't matter much.
well storm troopers and commisars using scola prognium is a home rule i assume youd have mechanicus use forge world it wasnt meant to be criticism and im just saying this flat out i am a storm trooper and i like to make characters that are good i try to optimize them with that i dont need to id just be super strong right off the bat my advice give it some disadvantages like minuses to interaction tests or some kind of unwillingness to use crude weapons or i have to perform a ritual once a day
Oh that, I just assumed that was an oversight that will eventually be corrected by errata because everyone familiar with 40k knows and it even says in the Only War fluff right at the top of the page that Commissars and Storm Troopers are always from the Schola Progenium. I was merely offering clarification because the intent of the Elite Advance is to let you play the Skittarii equivalent of a Storm Trooper i.e. a Praetorian, and Praetorians are always from Forge Worlds, sometimes vat grown sometimes not. That said if you want to play a non-Praetor Storm Trooper feel free to take the the Schola Progenium origin instead of the Forge World origin. As for the Praetorian's drawbacks it has several that look rather both terrible and interesting to me. Obviously we have a difference of opinion.
its not acually an overlook in the book its says that the specalists have been with the regiment so long that they have picked up there mannerisms...wich always struck me as a cop out but i think it was so they didnt need to stat agryn and ratling worlds
I think I remember reading that and thinking the same thing. I'm okay with the Commissar and the Storm Trooper just being a little different and getting the Schola Progenium bonuses, sure its a little more complicated but I think it fits the fluff waaay better, and I really think that its something that could be corrected with errata. EDIT furthermore these 40k games haven't ever been about balance but they are pretty good at emulating the Grimdark far future of Only War.
...you are now my favorite goddamn warhammer 40k gm EVER!
Um thanks? But I haven't even run the game for you yet.
you are trying very hard to make it feel like warhammer 40k i dont even care how you run it
Okay correct me if I'm wrong but I think I've given everyone 500 extra/bonus XP except for Sebastian whom I've given 600 (400 for the drawback + 100 for hijacking his thread + 100 for voting) xp?
wait so that leaves me with 500xp or 600xp for voting and stuff?
It leaves everyone EDIT who voted except Sebastian R. with 500 xp. Sebastian R. gets 600 xp. EDIT Trevor and Crunchy didnt finish voting and get 400 xp. EDIT I just edited this to reflect that not everyone voted. You who are not Sebastian R. gets 500 xp. Confused? Also if you're playing a Medic, Operator, Heavy Weapons guy, or Weapon Specialist you start with 600 xp, if you are playing one of the other specialist classes such as the Commissar or a Storm Trooper you start with 300 xp. So Seb R. who I think is playing a Storm Trooper has 1200 xp (600 + 600) to spend, while Crunchy C. who is playing a Ministorum Priest has only 700 (300 +400) xp to spend. Draco and Redfox would have 800 xp but as both are planning on being Praetorians they're going to have to spend 300 of it on the Elite Advance.
sweet alright thanks. :D
Omnissian Apostate Elite Advance cost 100 XP Prerequisite : Heavy Gunner, Medic, Operator, Tech-Priest Enginseer, or Weapon Specialist; from the Forge world of Turanshush. Inspired by misguided zealotry, certain devout, renegade Ministorum clerics infiltrate the great Forge Worlds of the Calixian Mechanicus, seeking to reclaim lost souls in the name of the Emperor from what they regard as a nest of mechanical monsters. They set up secret shrines, priest holes and temples in corners of the vast factoria, quietly teaching the Imperial Creed and offering hope to those who have toiled their entire lives beneath belching smokestacks to obey the bland dictates of their part-machine overlords. The Lathe Worlds are a particular target for the Calixian Ministorum, which has historically resented their tremendous power, wealth and influence within the Sector. Turbulent priests seek to destabilise the trio of Forge Worlds from within by creating secret cells of long term sleeper agents, raised from birth to clandestinely kneel before the “true” Emperor. It is said that no man may truly serve two masters, and indeed those who deviate, even for a moment, from any outward displays of devotion to their great calling take their lives in their hands, for the Calixian Technomagi would be well within their rights to execute or servitorise any within their realms who cast aside the Omnissian oath. These devout servants of the Emperor become cunning and devious, wise in the ways of the machine in order to allow them to practise their faith in secret. Such conflicted individuals are very rare, and often seek release from the pressures and risks of their immensely stressful secret life by consenting to being assigned to lonely assignments in far flung worlds, or volunteer to join the Imperial Guard. Apply all of the following to your character: Skills : Deceive +10 and Common Lore (Imperial Creed). Rational Liar : You are adept at crafting logical half truths that seem plausible to all but the most careful and thoughtful observer. You can use Intelligence in place of Fellowship on all Deceive Tests. Blessed Ignorance : The omnissian apostate can make an Ordinary (+10) Willpower test as a reaction when faced with anything that would either force a Fear Test, inflict Insanity Points or Corruption Points. Such creatures and objects become effectively invisible to the apostate as his or her complicated mental gymnastics effectively erases it from his memory before he or she can recognize what it is that the apostate is seeing. However this in no way prevents such a creature from attacking or acting in any other way, and should the apostate attempt to fight such a being after succeeding on the Willpower test they must do so as if they were blind and as soon as the encounter ends they completely forget it ever took place. Any Corruption or Insanity or Shock that would have been gained from such exposure is removed. Condemned In the Eyes of the Omnissiah : Supplication to the Imperial Cult would mark you as an apostate in the eyes of the Calixian Mechanicus. You must live a secretive life of furtive worship, snatching moments to commune with the God-Emperor away from the gaze of your peers. Such behavior means that you may never gain the Peer (Adeptus Mechanicus) talent and if you have the talent you must immediately exchange it for one additional Fate point. Furthermore, if your true alliegence is ever discovered, you will be punished severely.
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mrlost said: Emptymug said: If we are doing a Siege Regiment then I shall be our Commissar or if our squad needs a something else I'm more than willing to take up the job. If there was any question about it, when you make a Commissar use the Schola bonuses not the Forge World bonuses. +3 to WP and +3 to either BS or WS; All Schola Progenium characters start with Common Lore (Imperium, Imperial Guard, and War) and Linguistics (High Gothic, Low Gothic); Only in Death Does Duty End; and +1 starting Wound. Additionally, I'll offer up two Elite Advances: The first is Veteran of the Margin Crusade costs 0 XP The Margin Crusade into the Halos Stars was launched following ratifying of the Lex Corvinus by the Great Synod Segmentum thirty years ago. This writ granted the power to raise a war of faith under the auspices of High Confessor Corvinus of Thracian Primaris and called upon the Sectors Scarus, Calixis and Ixaniad to provide the means. In the subsequent decades, the Crusade made scant progress and slowly exhausted itself, boiling away beyond the borders of the Calixis Sector. Thanks to the Commissariat and its steady output of propaganda few know the truth behind the Margin Crusade— that it is a lie. While the majority of the church believes that High Confessor Corvinus’ crusade into the Halo Stars is an ongoing venture claiming new worlds and bringing in new wealth and followers, the truth is that it was lost decades ago. Of course, the resources, troops and other supplies which continue to pour into the church under the holy writ of the Segmentum Synod are still being used. Most find their way to another crusade, the existence of which is a well kept secret. The Achilus Crusade. Prerequisites : Any Commissar, Medic, Sergeant or Storm Trooper. Starting characters only. This advance cannot be taken after character creation. Further you cannot take this Veteran Elite Advance and the Praetorian Elite Advance. Effects Apply all of the following changes to your character Skills : You gain Awareness and Survival as trained skills. Talents : You also gain the Jaded talent. Special : Increase you age by +4d10 years (please roll on the VTT) and for each ten years added, roll 1d5+3 on the Critical Hits table targeting your characters legs followed by his arms. If the limb is lost it is considered replaced by an Best quality bionic. Keep track of any characteristic losses resulting for the injury they are not automatically negated by the bionic replacements. Each time the dice come up as a natural 9 you gain one temporary Fate point which will last until you use it (but it cannot be burnt). Each time the dice come up as a natural 8 you gain the Sound Constitution talent. Each time the dice come up as a natural 7 you gain a single favor from High Command which can be used for automatic successes on Logistics tests, gain Victory points in the field or to blackmail Commanders in the Crusade. Each time the dice come up as a natural 6 you gain a Peer (your choice) talent. Each time the dice come up as a 5 or less, you gain that many Insanity points. FINAL EDIT since age is a factor with this Elite Advance if you take it, you have to determine you minimum age that you were when you headed off to fight in the Margin Crusade, please do so by roll 1d5+16 (giving you a minimum age range of 17-21) if you want you could have been older when you started fighting in the Margin Crusade but you can't be younger and this bit of fluff has no bearing on the effects of the Elite Advance. Furthermore if you wish you can spend up to 500 xp on the Veteran of the Margin Crusade Elite Advance and roll +1d10 for each 100 xp spent in this way, increasing your age by a maximum of +9d10 years. so do we make one roll for the legs and then the arms or one roll for each leg and then each arme also where do we go after that i rolled a 7 so i need to make 7 crit rolls and what type of damage?
I'll let you decide, if you pick the right leg type /roll 1d5+3 r leg OR if you pick the left arm, you can type /roll 1d5+3 L arm into the VTT diceroller. Also as for what kind of damage you can decide that too, like if you rolled a 7, lets say it was for your leg maybe you stepped on a landmine so use the Explosive critical - Leg chart which says you lose the leg, doesn't inflict any characteristic loss, and we'll assume the Fatigue has worn off and that you survived the injury to have the leg replaced with a Best Craftsmanship bionic which is functionally the same as a Good craftsmanship bionic leg ( if both legs are bionic you get +20 to Athletics to run and jump and gives you the Sprint talent) but the Best craftsmanship bionic also looks impressive as all get out and probably have imperial Guard iconography built in or looks like a flesh and blood leg unless examined closely by a medicae or a technician. Oh cool I just checked the chat log, so you rolled 8, 2, 4, 7 which adds up to 21 years campaigning, making your character 40 years old at the start of the game and gives you a single Favor with High Command and the Sound Constitution talent for +1 wound. You also suffer from 6 insanity points. Not too shabby. You also get to roll for two critical hits to two different limbs (of your choice).
2 crits i thought the rolling 1d5+3 made the number of crits for that also i remember a rule that you get +1 toughness for every bionic is that a real thing or was that a gm rule
No the 1d5+3 is what you're using to determine crit result because it'll give you a range between crippled (lose characteristic points permanently; Bad) and lose limbs (which get replaced; Good). Hmm. I think I fffed up a little because on some of the charts the 3 result reduces characteristic and on other charts the 4 result does it. Oh well. I've never heard of the +1 Toughness per bionic rule, and I've read and run every 40k rpg corebook. Give me a page quote and I'll believe it. There are a lot of rules though maybe I missed it. Maybe you are thinking of the armor that bionics have (+2 to your toughness bonus when calculating damage, its not per bionic its when the bionic gets damaged)?
Well when I rolled my commisar he just got a badly burned leg.
If you've rolled up a Commissar pleas post it to the thread. EDIT also if anyone is having trouble coming up with a name, I posted a custom name chart in the Comrade thread.
is anyone playing as a sergent or medic up in here?
i dont believe anyone is playing those
saweet! i know what im picking
we have Commissar,storm trooper,and a Praetorian
I believe that Crunchy is going to make a Ministorum Priest, Draco and Redfox are going to be Praetorians, Sebastian is going to make a Storm Trooper, and Emptymug is the Commissar.
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Commissar,Ministorum Priest,Two Praetorians,Storm Trooper so we need erick's and trevor's sheets
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Commisar indeed here. Going to draw him up tomorrow after I get back from my recruiter's office. EDIT: To be clear I am finishing drawing him up since I still need to add his gear in and such plus bonuses from the commander and such things.
I am on mine right now. Shouldn't be too long now. i'm going to be a sergeant also.
Note that I'm going to remove the Flesh is Weak talent from the Praetorian elite advance because Only War: Hammer of the Emperor updated how the talent works so it does something different than it did before. Essentially, nothing mechanical changes other than you don't get the increased benefits of a Tier 3 talent.
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<a href="https://www.dropbox.com/s/76n1rfi7qj6rano/Hunter.pdf" rel="nofollow">https://www.dropbox.com/s/76n1rfi7qj6rano/Hunter.pdf</a> Hunter WS 34, BS 35, Str 27, Tough 41, Ag 22, Int 22, Per 29, WP 41, Fel 32 Armor (6 all) + Tb 4 = 10 Aptitudes: Ag BS, Field, Fin, Off, Per, and Toughness Corruption: 0 Fate Points: 2 Insanity: 6 Max. Carrying Weight: 36 kg Movement: 2/4/6/12m Wounds: 16 XP spent: ??? XP total: ??? Elite Advance: Veteran of the Margin Crusade Skills: Awareness, Common Lore (Imperial Guard, Imperium, War), Dodge, Intimidate, Linguistics (High and Low Gothic), Scholastic Lore (Tactica Imperialis), Security, Stealth, and Survival Talents: Jaded, Rapid Reload, Resistance (Fear), Takedown, Unshakable Faith, and Weapon Training (Las and Low Tech) Special: Favor from High Command x1, Only in Death Does Duty End (Unshakable Faith, reroll failed Fear test once). Hunter actually isn't proficient with Meltas so take a -20 to BS when firing one. Cybernetics: Best Craftsmanship bionic arm. Weapons: Good Craftsmanship Hellgun (Basic; Range 60m; S/3/–; 1d10+4E; Pen 7; Clip 30; Reload 2 Full; 6 kg) with a backpack power supply (10 kg), combat knife (1 kg), two photon flash grenades (0.5 kg each), two frag grenades (0.5 kg each), three Melta ammo canisters (1.5 kg each), and one Good Craftsmanship Turanshush-pattern Meltagun (Basic; Range 30m; S/–/–; 2d10+10E; Pen 12; Clip 5; Reload 1 Full; Melta, Overheats, Reliable; 15 kg). +20 kg from standard regimental kit = 61 kg of gear. Hunter is probably only carrying around the Hellgun with its backpack, his carapace armor, the refractor field cog (Protection 30), the vid-relay, and four grenades which weighs 34kg, of the 36kg limit. Additional gear: one battered copy of the Imperial Infantryman's Uplifting Primer, negligible weight. Counts as a good luck charm from DH. Age: 40 Description: Distinguishing Marks: Hunter's left leg is an unsightly mass of scar tissue. He has a tattoo of an Imperial Aquila over his shoulder blades. Eye Color: Hair Color: Height: Weight: EDIT THIS IS MRLOST POSTING I can barely read the PDF because the text is really small, and I can't copy paste it to the wiki I use for my notes so while re-wrote it in my notes I thought I'd post it here. For future reference please just post the text for your character on the forums. It makes things easier on me.
Elite Advance : Cybernetic Resurrection The Magos of the Adeptus Mechanicus harbour a great many secrets and ancient and terrible arts. If their price is met, they can salvage the most ravaged body so long as the central nervous system is largely intact and the brain is serviceable. Taking a mangled, burned, but still alive carcass or even the merest threads of flesh and bio-matter, they can construct new body from the remains of the old, or even refit a servitor chassis to house the brain if needed. Of all the wonders capable by the machine-smiths, only a few Magos have the skill to perform the feat of full resurrection, and fewer still have the inclination to do it, especially on behalf of even a Crimson Guardsman. You have been reconstructed with an artificial body, organs harvested from servitor stock or vat-grown synthetics, a process that can have terrible repercussions for the mind. Survivors of this procedure are rarely stable, their personalities and motivations a mere shadow of their former selves. Prerequisites : You must first have suffered Critical Wounds sufficient to incapacitate you permanently or have death averted through burning Fate Points. You also cannot already have undergone a Cybernetic Resurrection. Cost : 250 xp, or 200 xp for Praetorians. Effects Apply all of the following changes to your character: Aptitudes: You gain the Tech aptitude but lose the Fellowship, Leadership, and Social aptitudes if you possessed them. Characteristics : Erase your current Strength and Toughness Characteristics and replace them with 3d10+20 for Strength, 3d10+30 for Toughness. You also lose 1d10 points from each of the following Characteristics Agility, Fellowship, and Intelligence. You also lose 1d10 points from either Ballistic Skill or Weapon Skill (your choice) and 1d5 points from the other Characteristic. Cybernetics : You gain a common craftsmanship autosanguine, a common craftsmanship bionic heart, common craftsmanship cranial armor, a common craftsmanship cerebral implant, a common craftsmanship interface port, a common craftsmanship respiratory filter implant, common craftsmanship subskin armor, and each of your missing limbs is restored with a common craftsmanship bionic replacement. Of course you keep any cybernetics you possessed that survived the accident i.e. your "death" Insanity: You gain 2d10+5 Insanity points. Size : Your size increases to Hulking. Talents : You gain the Autosanguine, Prosanguine, Cold Hearted, and Disturbing Voice talents. You lose the Air of Authority, Psychic Power, and Unremarkable talents if you possessed them along with any talent that requires those talents as a prerequisite. Traits : You gain the Mechanicus Implants trait and the Unnatural Strength (+1) trait if you didn't already possess them. If you already had Unnatural Strength increase it by one. Special : You can no longer swim. You may no longer be healed through the use of the Medicae skill. Finally, you take a -20 penalty to all interaction tests with non-Mechanicus.
i shall post my character tomorrow. i'll be in the chat tomorrow just in case i messed up somewhere.
i was plannign to make this guy like the protector but im kinda hoping he dies so i can reroll i got pretty sucky ones
Remember I promised to give you guys a ton of extra starting XP so there is plenty to spend on Characteristic Advances. Especially now that you guys took the Few since its worth 3 points more than Regimental Rivalry you each get another +600 extra XP to start. Its enough to personalize/optimize any character.
sweet god-emperor on his golden throne that is great!
mrlost said: Remember I promised to give you guys a ton of extra starting XP so there is plenty to spend on Characteristic Advances. Especially now that you guys took the Few since its worth 3 points more than Regimental Rivalry you each get another +600 extra XP to start. Its enough to personalize/optimize any character. eh ive usually try very hard to be reall good at a few things but i guess ill need to use some of my tricks to increase my chances of doing goodbut i probally will be building him very beefy to take hits for the team
So, how many XP we start with in total? Need to know so I can finish up me character sheet
You are building a support character? A priest? Then you get 1000 extra XP. Unless I specifically gave you extra like for voting before the deadline. I don't think I did though.
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gammacus WS:43 BS:32 S:35 T:31 Ag:26 Int:33 Per:36 WP:36 Fel:50 4 ap body 5 ap head max carry weight: 36 actual carry weight 28.5 CP:0 insanity:14 fate:2 movement 2/4/6/12 wounds 12 Elite advance: margin crusade veteran. skills: awareness, charm, command, common lore: (adeptus mechanicus, tech). Linguistics: (tech lingu, low gothic). logic , navigate (surface) parry, scholastic lore: (tactica imperialis). survival, tech-use. talents: technical knock, peer (adeptus mechanicus and imperial guard), nerves of steel, resistance fear, Air of Authority, weapon training (las,chain,low-tech), jaded. Best quality bionic arm (left), common vid relay, cranial armour, rebreather, refractor field, subdermal cognomen tag, combi-tool, data slate,imperial guard flak armour, knife, basic tools, entrenching tool, rations 2 weeks, 2 frags, 2 photon, 4 charge packs (carbine), 2 las pistol charge packs. weapons: chainsword: melee, damage: 1d10+2 pen 2 qualities tearing,balanced las pistol: class:pistol, damage 1d10+2 pen:0 range:30m rof: single, clip:30 reload:half, special rules: reliable las carbine class:basic damage 1d10+3 pen:0 range:75 Rof:s/2/- clip:60 reload: half, special rules: reliable Age: 30 Description: working on it. Distinguishing Marks: Eye Color: Grey Hair Color: brown Height: 6'4 feet Weight: 90 kg