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The Granite Guard; the Planetary Defense Forces of Rheelas (Player Character thread)

Please make either a Heavy Weapons Specialist, Medic, Ministorum Priest, an Operator, Ogryn, Weapon Specialist or if you want you can make a Rememberancer (a sort of embedded journalist/propagandist/spin doctor). Characteristic Modifiers : +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Willpower. Main Weapons : the primitive Rheelas-pattern single shot Plaslock and the primitive Rheelas-pattern Double Plasma Cutter heavy weapon. All Rheelas-pattern weapons have been crudely tuned to function underwater almost as well as they do on land. In the case of the plasma weapons it is because of a special magnetic confinement "bottle" that traps the superheated plasma bolt in a protective magnetic field as it leaves the accelerator coil which rapidly dissolves releasing the deadly energized plasma bolt when it either strikes something or the field destabilizes enough. Neither water nor air will breach the magnetic "bottle" on their own however the field will collapse a round or so after it leaves the weapon regardless of it hitting anything solid or not. Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight Availability Plaslock Musket Basic 40 m S/---/--- 1d10+6 Energy 7 1 1 Full Flame, Hydrodynamic*, Melee Attachment (Bayonet), Overheats, Primitive (7), Unstable** 9k Scarce Double Plasma Cutter Heavy 10 m ---/2/4 1d10+6 Energy 7 8 4 Full Blast (3), Felling (2), Flame, Hydrodynamic*, Inaccurate, Maximal, Ogryn-Proof, Overheats, Primitive (7), Twin-Linked 27 kg Scarce *Hydrodynamic: Weapons with this quality take no penalty when fired underwater. **Unstable: Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when fired. When an Unstable weapon scores a hit, if the Ballistic Skill test result has a zero in the tens place i.e. 01, 02, 03, 04, 05, 06, 07, 08, or 09, then the attack deals double damage, if the attack roll has a zero in the one's place it such as a 10, 20, 30, 40, 50, 60, 70, 80, or 90 then it instead deals half damage (rounded down). This change to Unstable removes a second roll to determine when the weapon deals half damage and when it deals double damage. Skills : All Granite Guard characters start with Acrobatics, Athletics, Common Lore (Tech), Navigate (Surface), and Trade (Cook or Miner) Talents : All Granite Guard start with Hatred (Imperium), Weapon Training (Plasma), and they can choose one of the following talents Combat Sense, or Resistance (Heat) or Paranoia. Special Accustomed to Crowds: Since their world is a tectonically unstable volcanic ocean world, most Rheelanders inhabit vast floating hive cities that drift on the boiling seas of their world. These cities are severely over crowded such that the native inhabitants are used to weaving through even the denses mobs in the steam shrouded confines of the floating hives. In game terms, Crowds never count as Difficult Terrain for Rheelanders, and when Running or Charging through crowds Granite Guard take no penalty to Agility tests to keep their feet. They are also not prone to motion sickness as their great floating hives lurch and carreen through the boiling seas on which they float. Unlike most hiveworlders however, Rheelanders do not suffer from agoraphobia or any particular penalty for not being indoors at all times since the floating hives of their world are largely open air and exposed to the harsh storms that buffet the ponderous metal rafts that keep the hive city from sinking beneath the waves. Many a native can name a handful of family members who were swept away by a scalding tide of sea water during the annual monsoons, or was crushed beneath the bulk of a might float during a Tsunami. Distrustful of Authority : Since the kidnapping of the Granite Lord by the Imperium, all Granite Guard characters suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other Hive Cities. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the Granite Guard characters are dealing with individuals who have earned their trust. Fluency : Rheelanders speak a debased form of Low Gothic that few learn to read or write. Because of this, Rheelanders don't start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communicaiton in Low Gothic that does not require a Skill Test. In the Shadows of the Ecclesiarchy’s Light : Rightfully or no, the Ecclesiarchy views these PDF soldiers with suspicion, seeing their religious practices (or lack thereof ) as dangerously iconoclastic. Characters from the Granite Guard suffer a –10 penalty to all interaction tests with the representatives of the Ecclesiarchy. Player Characters with the Ministorum Priest Speciality suffer a –10 penalty when interacting with NPC members of this regiment, including Comrades, but excluding the Ministorum Priest’s own Comrade (it is assumed that his Comrade is either one of the few in the regiment loyal to the Ecclesiarchy’s teachings, or is also an outsider). At his discretion, the GM might additionally apply this penalty to other PCs with ties to the Ecclesiarchy. The GM is encouraged to introduce additional narrative complications based on the specific nature of the PDF’s relationship with the Adeptus Ministorum. Overworked and Underfed : Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. Rheelas has been cut off from its sister worlds so long that the Granite Guard suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. In addition, whenever a member of the Poorly Provisioned Guard successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been Standard PDF Kit : One amphibious Hades Breaching Drill per Squad. Each member of the Granite Guard also receives One suit of Deep Dive Armor (AP 2 arms, chest, legs, weighs 30 kg, increases the wearers size to Hulking, also protects against extreme temperatures and is environmentally sealed as long as the helmet is attached and the character has not suffered any wounds, each suit has 4 levels of ablative armor plating in form of plates of stone and scrap chained to its exterior, protecting the wearers body, and reflected by the weight) includes a spherical brass helmet (AP 2 head, with built in respirator and head lamp pack), Four breathing cannisters (each contains enough air for 1 hour of calm activity or 1 minute of strenuous activity such as combat, the canisters require 1 Half Action to detach and a 1 Full Action to attach a new tank), One dress uniform , One uniform bodyglove, One knife, One rucksack, One set of basic tools, One mess kit, One water canteen, One blanket, One sleep bag, One grooming kit, One cognomen tag implanted in the back of the soldiers right hand, One weeks supply of Soylens Viridian ration packets, and One Plaslock musket with eight single shot plasma containment flasks. Starting Wounds : Granite Guard characters start with -1 Wounds.
Name Chart roll or pick a given/first name and/or last name from the chart and get 50 xp to spend on your character. Last Name Unisex First Name Female First Name Male First Name 1-5 Aatelinen Aerien Ambar Airion 6-10 Alentä Azurite Amethyst Arreon 11-15 Berinen Cein Beryl Berstein 16-21 Devonen Chalcedony Coralia Clay 22-27 Elukka Diamond Crystal Coal 28-33 Entisestän Emerald Esmeralda Elektron 34-39 Fobia Garnett Fizza Flint 40-45 Hevonen Golden Goldie Golding 56-50 Kultainen Ioun Ivory Eiron 51-56 Llaulaja Jayda Jade Jasper 57-62 Mainari Jet Jewel Jett 63-67 Nimeltän Kris Kristaline Krystos 68-73 Seppä Malachite Marigold Marg 74-79 Tolainen Mica Maegan Metal 80-85 Vulkan Ruby Pearl Perley 86-90 Udisasukas Silver Sapphire Rock 91-99 Zaldi Silica Steel 100 Zarkon Topaz
Name - Ruby Pearl Speciality - Medic Picture - Only thing i could think of with bulky armour <a href="https://www.dropbox.com/s/mrlfvs5vfpz8cmc/Ruby%20P" rel="nofollow">https://www.dropbox.com/s/mrlfvs5vfpz8cmc/Ruby%20P</a>... Character Sheet <a href="https://www.dropbox.com/s/jm4qarmv7jzrpk9/OW%20-%2" rel="nofollow">https://www.dropbox.com/s/jm4qarmv7jzrpk9/OW%20-%2</a>...
Son of Pargon said: Name - Ruby Pearl Speciality - Medic Nice. The name chart was supposed to just be first names. But yeah, go ahead and take 50 xp bonus. Also if you don't mind I'm going to refer to your character as Ruby Perlman or Ruby Pearlson
Yeah I was envisioning armor that looked more like this, only with more brass and maybe bolted on stone ablative plates. <a href="https://www.pinterest.com/heavycivil/dive-hats/" rel="nofollow">https://www.pinterest.com/heavycivil/dive-hats/</a>
Ha, looks like a Big Daddy from Bioshock, which is another idea i could of thought of <a href="http://vignette3.wikia.nocookie.net/bioshock/image" rel="nofollow">http://vignette3.wikia.nocookie.net/bioshock/image</a>... <a href="http://vignette3.wikia.nocookie.net/bioshock/image" rel="nofollow">http://vignette3.wikia.nocookie.net/bioshock/image</a>... <a href="http://static1.squarespace.com/static/52b4a2cfe4b0" rel="nofollow">http://static1.squarespace.com/static/52b4a2cfe4b0</a>... But this stuff is more on the creepy/horror side of dive suits
Son of Pargon said: Ha, looks like a Big Daddy from Bioshock, which is another idea i could of thought of <a href="http://vignette3.wikia.nocookie.net/bioshock/image" rel="nofollow">http://vignette3.wikia.nocookie.net/bioshock/image</a>... <a href="http://vignette3.wikia.nocookie.net/bioshock/image" rel="nofollow">http://vignette3.wikia.nocookie.net/bioshock/image</a>... <a href="http://static1.squarespace.com/static/52b4a2cfe4b0" rel="nofollow">http://static1.squarespace.com/static/52b4a2cfe4b0</a>... But this stuff is more on the creepy/horror side of dive suits Yeah I was going to save the bioshock stuff for when the Chaos guys invade
Granite Guard Organization Granite Guard Primary (5 companies of 1,000 troopers) First Company: Veteran PDF troopers nomially led by the Granite Lord (who has been missing the past 30 years). Second Company: T.I.A.Mat.(Dragon Guard) responsible for manning the T.I.A.Mat umbilical installations in each of the eight floating hives. Third Company: Mine Defense (Tunnel Rats) responsible for defending active and inactive deep water mining facilities Fourth Company: Sea Defense (Mariners) responsible for driving Hades Breaching Drills into battle. Fifth Company: Space Defense (Void Guard) responsible for operating the three venerable archaeotech anti-air Defense Laser turrets in the Crown as well as the ones in Hive Delta, Hive Epsilon, and Hive Rhe, Granite Guard Secondary (5 companies of ~1,000 reservists, but usually less in the 9th and 10th companies) Sixth Company "Ghost Guard," consists of troopers who bought or received a commission in the PDF and tend to be the noble variety of weekend warriors with cushy posts. They are known as the Ghost Guard to the rank and file because they are never seen on the frontline. Seventh Company "Medicae Corps" consists of troopers trained as dedicated Medics as well as their patients. Being reassigned to the Medicae Corps usually occurs because a trooper is recovering from some injury that makes it difficult for him or her to complete their normal duties, and the reassignment is colloquially referred to as being Seven-ed. Eighth Company : "Penance Company (PC)" or the "Blunder Brigade (BB)," consists of troopers who are currently serving non-judicial punishments i.e. Retraining, Indoctrination, and Punishment (RIP) for various minor crimes, rather than be shot for major offenses. The Penance Company tends to cook, clean, and take turns getting remedial training with the other various companies. The PCs as they are known are usually one offense away from execution. Ninth Company: "Tech Guard" consisting of the last 99 Adeptus Mechanicus left on Rheelas, led by Magos Euemos the Elder. This company has the highest ratio of noncoms to combat troops of any of the companies. Most of its actual soldiers are Electro-Priests. Rheelas has no skittarii and few combat servitors of any stripe. The first session saw fifty members of Ninth Company killed during an orbital bombardment. There are roughly 48 left not including Silver Zarkon the Engineseer that has attached himself to the PC squad. Tenth Company "Meat Shields," consists of fresh recruits and those still completing their 90 day mandatory training. Unlike all the other companies, the Meat Shields annual membership varies wildy this quarter they had only 100 graduates. The Granite Guard are also commonly referred to as "bubble heads" due to their armor.
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Name: "Rock" Specialty- Ogryn Comrade: Coal the Psycho Character Sheet: <a href="https://www.dropbox.com/s/zuabmtzv89qgou1/Only%20War%20Character%20Sheet-%20Ogryn%20Update2.pdf?dl=0" rel="nofollow">https://www.dropbox.com/s/zuabmtzv89qgou1/Only%20War%20Character%20Sheet-%20Ogryn%20Update2.pdf?dl=0</a> "Rock" both In suit and Out of Suit: EDIT: fixed character sheet stats EDIT 2: Fixed XP spent and Int changed to 10, Strength changed to 64
Zach said: Name: "Rock" Specialty- Ogryn Comrade: Coal the Psycho Character Sheet: <a href="https://www.dropbox.com/s/usa6icb6fuub943/Only%20War%20Character%20Sheet-%20Ogryn.pdf?dl=0" rel="nofollow">https://www.dropbox.com/s/usa6icb6fuub943/Only%20War%20Character%20Sheet-%20Ogryn.pdf?dl=0</a> Nice! Hey, I was just going over people sheets and I noticed that you spent 600 xp instead of the 300 xp that Support Specialists get. Mind you, you took an appropriete name so you also have 50 extra xp to spend but still Rock is 250 xp over the limit. Additionally, I will let you move 10 or 20 points from Intelligence to increase your Strength by the same, you could have an Int 10 and a Strength of 64 if you want. Lastly, I don't know if you read the Elite Advance thread but Nascent Psyker can be acquired by Ogryn at a discount and the Mutant elite advance gives a little extra oomph to Ogryn who take it.
<a href="https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W" rel="nofollow">https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W</a>... Hopefully that works and I didn't make any mistakes, happy that I could join!
Thanks for pointing that out, completly forgot support only get 300xp so ill be sure to change that right away. Only glanced over the psycher or mutant advances but ill check them out too.
Sam G. said: <a href="https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W" rel="nofollow">https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W</a>... Hopefully that works and I didn't make any mistakes, happy that I could join! Looks good. I'll add Jayda Berinen to the character list. Do you have a picture for Jayda? One thing I did notice is that you may have actually rolled for Fate points but I was already house ruling it that everyone starts with 3 Fate points, mainly so that you'll have three chances to burn Fate. I also plan to hand out temporary Fate points that can't be burned but can be used to modify rolls and tests
Alright, updated my character sheet.
Der Kommissar said: Sam G. said: <a href="https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W" rel="nofollow">https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W</a>... Hopefully that works and I didn't make any mistakes, happy that I could join! Looks good. I'll add Jayda Berinen to the character list. Do you have a picture for Jayda? One thing I did notice is that you may have actually rolled for Fate points but I was already house ruling it that everyone starts with 3 Fate points, mainly so that you'll have three chances to burn Fate. I also plan to hand out temporary Fate points that can't be burned but can be used to modify rolls and tests Damn I knew I forgot something about the fate points, very sorry I'll change it tomorrow, quite late at the moment. As for the picture, something like this. I could not for the life of me find a picture of a guardsmen with a missile launcher in any artwork so I'm afraid a mini will have to do.
Sam G. said: Der Kommissar said: Sam G. said: <a href="https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W" rel="nofollow">https://www.dropbox.com/s/zm2eiytruzbw1f9/Only%20W</a>... Hopefully that works and I didn't make any mistakes, happy that I could join! Looks good. I'll add Jayda Berinen to the character list. Do you have a picture for Jayda? One thing I did notice is that you may have actually rolled for Fate points but I was already house ruling it that everyone starts with 3 Fate points, mainly so that you'll have three chances to burn Fate. I also plan to hand out temporary Fate points that can't be burned but can be used to modify rolls and tests Damn I knew I forgot something about the fate points, very sorry I'll change it tomorrow, quite late at the moment. As for the picture, something like this. I could not for the life of me find a picture of a guardsmen with a missile launcher in any artwork so I'm afraid a mini will have to do. Actually you were correct and I am the doofus. You have 2 Fate points. Got this campaign and my Mechanicus campaign mixed up. Take an additional 50 xp for the trouble. I'm terrible sorry to confuse you.
Name: Hevonen Darklight Speciality: Weapon Specialist <a href="https://www.dropbox.com/s/1pesa6a3qnqs7kc/GraniteG" rel="nofollow">https://www.dropbox.com/s/1pesa6a3qnqs7kc/GraniteG</a>... Hope everything looks okay. Looking forward to the first session.
Jaxium said: Name: Hevonen Darklight Speciality: Weapon Specialist <a href="https://www.dropbox.com/s/1pesa6a3qnqs7kc/GraniteG" rel="nofollow">https://www.dropbox.com/s/1pesa6a3qnqs7kc/GraniteG</a>... Hope everything looks okay. Looking forward to the first session. Looks good except that the random name you picked was meant to be a surname. Unless you are super attached to it (and why would you be, you haven't even played the guy or gal yet...going to call you Golden Darklight, also really like your Comrade's name. I also dig the character sheet you made, clean lines and ink-friendly.
Yeah that name works for me. Kinda like it more than the one I made.
Silver Zarkon Techpriest *still finishing the gear so keep in mind <a href="https://www.dropbox.com/s/3r6om7z3vwctrbc/Silver.pdf?dl=0" rel="nofollow">https://www.dropbox.com/s/3r6om7z3vwctrbc/Silver.pdf?dl=0</a>
Rank Chart for the assorted Rheelander Adeptus and PDF Administratum Imperial Cult Machine Cult Granite Guard Equivalent IG Rank Logistics Rating Archivist Novice Technographer Nauta Trooper 5 Scrivener Initiate Mech-Wright Nauta Profunda Corporal 10 Scribe Ministorum Priest Electro-Priest Subsergeant Sergeant 15 Scholar Preacher Engineseer Sergeant Sergeant 20 Remembrancer Cleric &lt;Tech-Priest&gt; Oversergeant Sergeant 25 Logister Confessor Technomancer Legate Lieutenant 30 Arch-Logister Bishop Omniprophet Hive Captain Captain 40 &lt;no existent rank&gt; Cardinal Magos (Geomancer/Metalurgicus) &lt;no existent rank&gt; Major 50 &lt;no existent rank&gt; Hierophant &lt;no existent rank&gt; Granite Lord Colonel 70 &lt;no existent rank&gt; &lt;no existent rank&gt; Fabricator &lt;no existent rank&gt; General 90 House Rule : For logistics tests up to 3 characters may assist the character making the Logistics test and adding together their Logistics Ratings before the roll, however should the roll fail they have exhausted their "pull" for the session and none of the individual characters may make any further Logistic tests nor lend their assistance to such tests. Furthermore, each character may make no more of Logistics tests per session, than their Logistics bonus (i.e. the tens place). Comrades are always considered to have a Logistics Rating of 5, Servitor Comrades have no Logistics Rating however. So if you are a lowly Nauta you need your Comrade or another PC to co-sign the correct forms to even attempt to requisition a piece of kit. This also means that rather than the normal base 10 Logistics rating the game normally expects you to have, you can easily get a rating of 20 however this is by design because of the impoverished nature of the planet makes acquring simple items like rations more difficult than normal. Gaw...I do love to house rule FFG games. Oh well. The reason for this rule is that the last campaign of Only War became overly focused on rolling Logistics tests to get better gear Meltas and stuff. Now the corebook leaves details of the Logistics tests up to the discretion of the GM and Rogue Trader had various limits to requisitions vis a vis Profit Factor = Logistics. Anyway, I do think this makes the game better. Supply Conditions (Faltering) The blockade/embargo/quarantine of the planet for the past 34 years imposes a -20 penalty to all Logistics tests. However standard kit for the Granite Guard get a +20 bonus that negates the penalty due in part to massive stockpiles accumulated through the past four centuries. Front Active The invasion of Rheelas has just begun, and so acquiring wargear and other supplies is going to be difficult until the people of the planet are able to mobilize, it will take 4+ months of game time to even begin to reverse this trend. Less than 3 Months Difficult (-10) 3-6 Months Challenging (+0) 6-12 Months Ordinary (+10) 1-5 Years Routine (+20) 5+ Years Easy (+30 So taking all of this into account when you roll Logistics with the assistance of one Comrade or less you will have a 0% chance of success. If you have a Comrade, another PC and that PC's Comrade assisting you, you will have a measly 10% chance of success when attempting to acquire pieces of kit favored by the Granite Guard. No chance of success on Logistics tests to acquire exotic equipment, and your chances drop when sent on Routine missions such as patrols unless you manage to rope someone of higher rank or influence into your attempt such as a Sergeant, Engineseer, or a Remembrancer.
Credence-pattern Halo Barge Halo Barges are mass-haulers, designed to move bulk cargo from a planet’s surface into orbit. Large, slow, and unwieldy, their only benefit is that they are both practical and efficient. The Crown of the World boasts numerous landing platforms and almost every single one still has two Halo Barges parked under a sturdy garage ostensibly for the transport of heavy ores into orbit. Few have seen any use since the quarantine blocked interplanetary trade, although skilled pilots of the Ecclessiarchy have been known to borrow them with the written permission of the Hierophant as there is little anyone can do to deny the request. Type : Spacecraft Cruising Speed : 1,400 kph/ 4 VUs per Strategic Turn in space Tactical Speed : 20 m/ 9 AUs Structural Integrity : 40 Armor : Front: 28, Side 24, Rear 24 Size : Massive Maneuverability : –20 Crew : Pilot, Co-Pilot Carrying Capacity : 40 personnel or 20,000 kg of weight. Weapons : None Special Rules Enclosed : Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they open a hatch. Environmentally Sealed : As long as this vehicle hasn't suffered Critical Damage, its life sustainers prevent its crew and passengers from being affected by the external environment. Spacecraft : This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot’s choice. It gains all benefits and drawbacks of skimmers and flyers. If operating as a flyer, it must be moving at least half its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
Pregen based on Jayda's comrade... Malachite Name : Malachite von Vulkan Rank : Nauta (seaman or trooper)/Logistics Rating: 5 Demeanor : Incompetent: Inept and bumbling, the character seems to screw up any task he is given. This is mostly a roleplay tool it has no mechanical effect. Although if the player roleplays it well or amusingly, the GM may see fit to reward him with Fate points or bonuses to certain rolls. Comrade : Marigold von Vulkan (sister)/Demeanor: Shell Shocked Elite Advance : Mutant cost 300 xp Other Advances : Increased Toughness x2 at a cost of 350 xp, and Strength x1 for 200 xp Specialty : Heavy Gunner Characteristics : WS BS S T Ag Int Per Wp Fellowship 29 33 44* 51** 39 36 28 34 36 Corruption : 12 Fate Points: (formerly 1 Permanent point) 0; 3 Temporary Fate points EDIT Jun 11, just realized I forgot to give the pregen any Fate points. Oh well. Malignancies : Night Eyes: Unless you shield your eyes you suffer a -10 penalty to all tests in bright light. Maximum Carry Weight : 67 kg (weapon and armor weight 57 total, so you can carry an additional 10 kg of gear without suffering fatigue) Skills : Acrobatics (Ag), Athletics (S), Common Lore (Rheelas, Tech, War) (Int), Intimidate (S or Wp), Navigate (Surface) (Int), Survival (Per), Trade (Miner) (Int) Talents : Hatred (Imperium), Iron Jaw, Resistance (Heat), Weapon Training (Las, Low-Tech, Heavy, and Plasma) Traits : Accustomed to Crowds, Amphibious, Dark-Sight, Distrustful of Authority, Fluency, In the Shadows of the Ecclesiarchy's Light, Mutant (1), Overworked and Underfed TB 5 + Armor 2 = 7 Armor Protection to the arms, head, legs, and 11 to the body. Specialist Equipment: Class Range Increment Rate of Fire Damage Pen Clip Reload Special Weight Availability Double Plasma Cutter Heavy 10 meters --/2/4 1d10+6 Energy 7 8 4 Full Actions Blast (3), Felling (2), Flame, Hydrodynamic*, Inaccurate, Maximal, Ogryn-Proof, Overheats, Primitive (7), Twin-Linked 27 kg Scarce Other equipment: Each member of the Granite Guard also receives One suit of Deep Dive Armor (AP 2 arms, chest, legs, weighs 30 kg, increases the wearer's size to Hulking, also protects against extreme temperatures and is environmentally sealed as long as the helmet is attached and the character has not suffered any wounds, each suit has 4 levels of ablative armor plating in form of addition plates bolted to its exterior, protecting the wearer's body, and reflected by the weight) includes a spherical brass helmet (AP 2 head, with built in respirator and head lamp pack), Four breathing canisters (each contains enough air for 1 hour of calm activity or 1 minute of strenuous activity such as combat, the canisters require 1 Half Action to detach and a 1 Full Action to attach a new tank), One dress uniform, One uniform bodyglove, One knife, One rucksack, One set of basic tools, One mess kit, One water canteen, One blanket, One sleep bag, One grooming kit, One cognomen tag implanted in the back of the soldiers right hand, One weeks supply of Soylens Viridian ration packets, One Plaslock musket (Main Weapon), and eight single shot plasma containment flasks. Wounds: 14 XP left: 0
OPTIONAL SUBSYSTEM So I was thinking of adopting something similar to the Morale mechanic from the Rogue Trader core book only using it for squads, platoons, companies etc. Let me know what you think about it by replying if would. One point of Morale is lost every time 1% of your total fighting force (company, platoon, or squad) is killed, injured, or captured. Seeing the most despised commander get killed might reduce Morale by 1d5 points, and even hearing rumors about a beloved commander being injured can reduce Morale by 1d10 points. So if you have one hundred men stationed in a trench and one guy gets shot or killed, the group loses 1 Morale. PCs can voluntarily abide by or ignore these Morale rules, they are only for NPCs. If a PC decides to be subject to the penalty and the GM agrees they can refresh 1 spent Fate point per session. For example if you are fighting a squad of ten Renegade Imperial Guard and you manage to injure one guy (or kill him) under these rules the enemy squad suffers 10 points of Morale loss. This means that when fighting small groups of enemies it is often better to spread out your fire, because the more you wound the more likely that they will break and run away. Morale can be restored through a liberal application of force: such as executing one or more guardsmen and succeeding on a Challenging (+0) Intimidate test or simply with an impressive show of force Hard (-20) Intimidate test, by cajoling the troops with a Difficult (-10) Charm test, or by bribing the troops with a Routine (+20) Logistics test. You can also let them rape, pillage, and burn off some steam with an Ordinary (+10) Command test. Success on any of these tests restores two Morale per degree of success while failure inflicts one Morale loss per degree. However whichever method you chose can only be used once per session. Morale % Effect 100 Normal behavior 80 -5 penalty to test to Command these guardsmen and a -5 penalty to Battlefield maneuver tests. 60 All guardsmen suffer a -5 penalty to Ballistic Skill tests and Battlefield awareness tests. At the end of every round, their commanding officer must make a Command test as a Reaction at a -5 penalty or lose at least 1 of his subordinates to desertion. 50 The penalty to Command test and Ballistic Skill tests increases to -10. At the end of every round, their commanding officer must make a Command test as a Reaction at a -10 penalty or lose at least 1 of his subordinates to desertion. 40 All guardsmen take a -10 penalty to Weapon Skill tests but gain a +10 bonus to Dodge tests. At the end of every round, their commanding officer must make a Command test as a Reaction at a -15 penalty or lose at least 1d5+1 of his subordinates to desertion. 20 The guardsmen refuse to take the Charge! action and must make a Hard (-20) Willpower test to leave cover for any reason. At the end of every round, their commanding officer must make a Command test as a Reaction at a -20 penalty or lose at least 1d5+2 of his subordinates to desertion. 10 All guardsmen gain a level of Fatigue that cannot be removed unless Morale improves. All tests to Command these troops suffers a -30 penalty. At the end of every round, their commanding officer must make a Command test as a Reaction at a -30 penalty or lose at least 1d10+3 of his subordinates to desertion. 0 The guardsmen rise up against their superiors, seeing them as worse than the enemy, and try to murder every officer that they can get there hands on for at least the next 2d10+4 hours before they can make an Ordinary (+10) Fellowship test to come to there senses regaining 1 Morale for each degree of success. Unless of course all officers were killed, in which case Morale is restored to 100% as the survivors elect new leaders from amongst their number. If they are being attacked when this occurs they will first retreat to a safe distance before picking off their own officers.