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Squad specialities; Or who wants to play what?

Looks good. I'll give the option if you want to switching out Forge World for Schola Progenium since Commissars are recruited from the Schola and that way you won't have any social penalties.
sweet. plus im a sergeant forgot to put that. and i can take it i got the peer imperial guuard to pick uo the slack
Oh never mind, I thought you were making a Commissar for some reason. Perfect. EDIT Oh its EmptyMug who is playing the Big Hat.
I'm assuming that you advanced Fellowship, Erik U. Did you spend all your bonus XP?
yea plus the sergeant advance gave me a plus +5 which was sweet. i used 1150 xp for all of it.
Alright, but still need like a total for how much EXP I have available to spend. I know I have a bunch of extras but I just need a final number
If you are making a priest then you have 1000 + the normal 300 xp. I would offer more if the group had come up with some conflict prone belief systems for the regiment but as there was no interest in that. You get 1300 total.
im a forge world guy who is really sociable so we could have this dynamic where me and you are kind of trying to bring the two faiths together and unified.
Just take the 1300
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im fine on mine. i got my characther just the way i like it :D
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asking so i can catch up real quick what is the current squad line up? also can we use stuff from the hammer of the emperor book?
We've got basically three stormtroopers (two of them took a very discounted Elite Advance that makes them into Tech-Guard Praetorians), a sergeant, a commissar, and a priest. By all means use stuff from Hammer of the Emperor. There several Elite Advances that I've created for the game. All of them are very cheap for what they give you. Probably cheaper than they need to be. On top of all that, everyone gets 1000 extra starting XP. So if you make an Operator or Weapon Specialist or something of that nature you'll have 1600 xp to play with, if you make an Engineseer or god forbid another Storm Trooper you'll start with 1300. Lastly, if you had any interest in playing an Operator, the squad has a Chimera, and if you any interest in playing an Engineseer or Heavy Gunner you should know that the squad's first mission will see them given Tarantula turrets. Nobody has shown any interest in playing a Psyker.
Name: ??? WS 34, BS 50, Str 39, T 26, Ag 35, Int 34, Per 37, WP 31, Fel 23 Armor 3 to body, and 3 to the head + Tb 2 = Head and body 5 Aptitudes: Ag, BS, Fellowship, Field, Fin, Toughness, and WS Corruption: 0 Fate Points: 1 Insanity: 0 Max. Carrying Weight: 27 kg, is currently carrying 26.5 kg of wargear. Movement: 3/6/9/18 Wounds: 12 XP spent: 1600 XP total: 1600 Skills: Athletics, Awareness, Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War), Dodge, Linguistics (Low Gothic and Techna Lingua), Logic, Navigate (Surface), Operate (Surface), and Tech-Use, Talents: Crack Shot, Deadeye Shot, Nerves of Steel, Rapid Reload, Weapons Tech, Weapons Training (Las, Melta, and Solid Projectile). Cybernetics: Common Craftsmanship bionic arm with integral laspistol and a potentia coil to power it (Pistol; Range 30m; S/–/–; 1d10+2E; Pen 0, Clip 15; No Reload, 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'. While attached the laspistol counts as Accurate and Reliable. Common Craftsmanship Cranial armor implant (+1 AP to the head). Weapons: Good Craftsmanship Turanshush-pattern Meltagun (Basic; Range 30m; S/–/–; 2d10+10E; Pen 12; Clip 5; Reload 1 Full; Melta (Penetration doubled at short range), Overheats, Reliable (only Overheats on a BS roll of 100; 15 kg), Other equipment on your person: Crimson Guard uniform, flak vest and helmet (AP 3, body and AP 2, head weighs 7kg), one sling bag, one grooming kit, two Melta ammunition canisters (1.5 kg each), one Refractor force field generator (Protection 30) constructed to look like a Mechanicus Cog medal (while active, the force field surrounds you with a crackling field of soft light that inflicts a -10 penalty to Stealth tests), one subdermal cognomen tag, one respirator/gasmask and one Common craftsmanship vid-relay (1kg). Age: Description: Distinguishing Marks: Hair Color: Height: Weight:
hey boss mind if i roll up a secondary incase my storm trooper dies
As long as its not another Storm Trooper.
i gotta adnit i wasbt expecting there to be three of us when i asked so yah it definatly wont be a stormy
are we allowed to place our rolls for stats or are we rolling in order?
and i just relized i never used my reroll with either of my characters
You are NOT rolling in order. EDIT thats AD&D bullshite, and I will not stand for it. Arrange your rolls to suit.
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should be every thing need just havent added a Description as im still working on it <a href="https://www.dropbox.com/s/eqoyw73augo8arg/lavish.pdf" rel="nofollow">https://www.dropbox.com/s/eqoyw73augo8arg/lavish.pdf</a> also if anyone wants a blank pdf for there pc,s i can link that as well
lavish said: should be every thing need just havent added a Description as im still working on it <a href="https://www.dropbox.com/s/eqoyw73augo8arg/lavish.pdf" rel="nofollow">https://www.dropbox.com/s/eqoyw73augo8arg/lavish.pdf</a> also if anyone wants a blank pdf for there pc,s i can link that as well Please type up the character using something like the following template. I basically have a wiki that I'm using to prep this game and having all the characters in the same format helps immensely. Just from a cursory read through you forgot that the Flesh is Weak talent includes "Note that this only applies to Cybernetics such as bionic replacement limbs and organ replacements, sub-systems, and mechadendrites, and not to Traits and Talents that grant similar effects." Essentially your Mechanicus implants don't count so you should have the Machine trait at (3) not at (5). Additionally it appears to be limited to no more than your toughness bonus which is also 3. I really like the name you choose. I think its very in keeping with the setting. I also like that you chose a Demeanor. Tell you what if you type up your character in the following format I'll give Sobek 115 a temporary Fate point for use in the first adventure. When its spent is gone but its better than nothing. Name: ??? WS ?, BS ?, Str ?, T ?, Ag ?, Int ?, Per ?, WP ?, Fel ? Armor + Tb = Aptitudes: Corruption: 0 Fate Points: Insanity: 0 Max. Carrying Weight: Movement: Wounds: XP spent: XP total: 1300 Skills: Talents: Traits: Cybernetics: Weapons: Other equipment on your person: Age: Description: Distinguishing Marks: Hair Color: Height: Weight:
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name Sobek115 WS 26 BS 36 Str 30 T38 AG 24 Int 44 Pec30 WP 29 Fel24 Armor+TB 8 Aptitudes:Toughness Ballistic Skill, Intelligence, Knowledge,Strength, Tech, Weapon Skill, Willpower.General Corruption: 0 Fate Points: 1(1Temp) Insanity: 0 Max. Carrying Weight:36kg Movement:2-4-6-12 Wounds: 10 XP spent:1300 XP total: 1300 Skills: Common Lore (Tech,Adeptus Mechanicus) Forbidden Lore(Adeptus Mechanicus) Linguistics (Low gothic,Techna Lingua) Logic Operate (Surface) Tech-use(+20) Talents: Peer (Adeptus Mechanicus) Resistance (Fear) Technical Knock Mechadendrite Use (Weapon, Utility) the flesh Is Weak weaponstech Nerves of Steel Weapon Training (Las, Power Melta) Traits: MACHINE(3) Mechanicus Implants Trait Cybernetics: Good Craftsmanship mind impulse unit, Good Craftsmanship cybernetic eyes Servo-arm UTILITY MECHADENDRITE Mechanicus Implants Trait,(Electro-graft Electoo Inductors Respirator Unit Cyber-mantle Potentia Coil Cranial circuitry) Weapons: Turanshush-pattern Meltagun (Basic; Range 30m; S/–/–; 2d10+10E; Pen 12; Clip 5; Reload 1 Full; Melta (Penetration doubled at short range), Overheats, Reliable (only Overheats on a BS roll of 100; 15 kg), M36 lasgun (Basic; Range 100m S/3/-; 1D10+3E Pen0 Clip 60 Reload 1full Las Reliable (only Overheats on a BS roll of 100; 4kg) Other equipment Three Melta Canisters 4.5kg One combi-too 1kg 9-70 entrenching tool (shovel, weighs 2kg) Common craftsmanship vid-relay (1kg) Refractor force field generator (Protection 30) 2kg Emperor's Mercy ration bricks; one week 3.5kg six charge packs subdermal cognomen tag Age: 21 Description: Distinguishing Marks: left eye golden yellow right eye midnight blue Scar starting top right of his head going diagonal ending at his chin(hence why his right eye is a differnt color) both are cybernetic short croped hair Hair Color: Black Height: 1.8 meters Weight: unknown
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Voltar WS 28, BS 42, Str 29 (3), T 32 (4), Ag 31, Int 31, Per 32, WP 30, Fel 25 (+20 Perception tests to sight or hearing) Armor: Carapace Armor + Machine + Toughness = 10 AP to all locations (13 vs. Las) Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offense, Perception, Toughness Corruption: 0 Fate Points: 1 Insanity: 0 Max. Carrying Weight: 45 kg Movement: 3/6 (+Agi Bonus)/9 (+Agi Bonus)/18 (Plus x2 Agi for one round)
 (If you use the Sprint talent twice in a row, gain Fatigue) Wounds: 16 XP spent: 300 Elite Advance: Praetorian, 100 Operate (Surface), 200 Medicae, 100 BS, 100 Awareness, 600 Tech-Use +10 XP total: 1400 Skills: Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), Logic, Tech Use +10. Talents: Ambidextrous, Cold Hearted, Resistance (Fear, +10 to resist fear tests), Heightened Senses (Sight, Hearing), Nerves of Steel (May reroll failed WP tests to recover or avoid pinning, +10 vs. Intimidate), Orthoproxy, Sprint, and Weapon Training (Bolt) talents. Weapons Tech, Peer: Adeptus Mechanicus. Traits: Machine (1), Mechanicus Implants, Unnatural Strength (+1), Unnatural Toughness (+1) Cybernetics: Autosanguine, 2x Bionic Arms (Good), 2x Bionic Legs (Good), Bionic Respiratory System (Good), Cybernetic Eyes with Telescopic Vision, Preysense, and Photo-visor (Good), Cybernetic Ears with Micro-bead Upgrade (Good), Synthmuscle Implant (Common), Bionic Spine (Common), Volitor Implant (Good). Weapons: Turanshush-pattern Meltagun (good)
 Basic; Range 30m; S/-/-; 2d10+10E; Pen 12; Clip 5; Reload 1 Full; Melta (doubles Pen at short range), Overheats (roll over 90; deals 2d10+10, 0 Pen to the hand holding it), Reliable; 15 kg Hesh-Pattern M38 MkII Bolt Pistol (common)
 Pistol; 25m; S/3/-; 1d10+5 X; Pen 4; Clip 12; Reload 2 Full; Tearing (reroll 1d10 on damage if unsatisfied) Shoulder-mounted Cyclopea-Pattern Plasma Pistol
 Pistol; 30m; S/2/-; 1d10+6 E; Pen 6; Clip 5; Reload NA; Maximal (charging adds 10m range, 1d10 damage, 2 Pen, uses 3x ammo), Recharge (have to wait 1 round after firing), Overheats (roll over 90: deals 1d10+6, 0 Pen damage to Head), +20 to BS with integrated red-dot laser sight. Ammunition: 
Meltagun: 3 drums (1.5kg /ea)
Bolt Pistol: 2 clips Other equipment on your person: uniform, flak vest and helmet (AP 3 body, AP2 head), poor weather gear, knife (1kg), sling bag, 9-70 entrenching tool (2kg), basic tools (5kg), annointed toolkit (+10 to repair tests; 10kg), mess kit, canteen. grooming kit, instructional handbook, Emperor's Mercy ration bricks (2 weeks, 0.5 kg/day), subdermal cognomen tag, vid-relay (common, 1kg), refractor force field generator in the shape of a mechanicus cog (protection 30) inflicts -10 penalty to stealth tests while active. Baroque Tech Guard Carapace Armor: AP 6 all, grants +10 to Intimidate, built-in pict recorder, decorative refactory coating provides +3 AP vs. Las Weapons as long as armor is clean and -20 to Stealth, magnetized boot soles. Shoulder-mounted Cyclopea-Pattern Plasma Pistol. 1 Fatigue to recharge the gun. Critical hit results of 1, 2, or 3 to the Praetorian's head will disable the gun, which will require an extended Tech-use Test to repair with a total of 7 successes, plus 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. Age: 37
Due to real life events I will not be able to play because I'm nearly done enlisting and thus getting to play only war in real life after a fashion. Goodluck everyone and the emperor protects.
Thanks for the heads up. Be safe.
Lol we have two tech priests?
Well we have one already and I was hoping someone would play something other than a Tech Priest since we don't have a Weapon Specialist, Medic, Heavy Gunner, Operator etc.
I just imed you the same thing lol I have a few idea: weapon specialist sniper: I would only ask that you give me acess to the rattling special abilities to buy. operator: I would only do this if I could get a sentenial heavy or medic are my last choice i would also enjoy a psyker
If you really want to play a sniper I'll let you pick up the Sharpshooter Advanced Specialty for 300 XP Your character replaces your aptitudes, talents, and equipment with the following: Aptitudes: Agility, Ballistic Skill, Fellowship, Finesse, Offence, Perception Talents: Either Heightened Senses (Sight) and Deadeye Shot OR Lasgun Volley. Specialist Equipment: Good Craftsmanship Triplex-Pattern lasgun or Good Craftsmanship long-las or Good Craftsmanship missile launcher with 4 krak missiles. You also can purchase the following comrade advances: Spotter Type: Passive Cost: 300 xp Effect: The Sharpshooter’s Comrade carries magnoculars and other tools to help line up the perfect sniper shot. If the Sharpshooter is using an Accurate weapon, and his Comrade is in Cohesion, the Sharpshooter may use his Comrade to make an Aim Action, and gain the benefits for himself. Pinpoint Guidance Type: Order (Half Action) Cost: 500 xp Effect: The Sharpshooter’s Comrade uses his equipment and experience to help the Sharpshooter set up a deadly shot with any weapon a Sharpshooter might be assigned. For the Sharpshooter’s next single shot Ranged Attack, his weapon counts as having the Accurate Quality. The Sharpshooter’s Comrade must be in Cohesion to enact this Order. This Order cannot be used for weapons with the Blast, Haywire, Inaccurate, Indirect, Scatter, Spray, Storm, or Twin-Linked Qualities, and does not add Damage for weapons that do not normally deal Damage.
Ooo shiny. Sorry our convo is all over let's take it to pm
Elite Advance : Logician Tech-Heresy By nature, the Logicians are a so-called “progressive” cult. They favor the advancement of mankind through progress and the acquisition of technology, believing that they should cast off the oppression of the Ministorum, overthrow the High Lords of Terra, and put an end to the Adeptus Mechanicus’ stranglehold on scientific and technical lore. Ultimately, the Logicians aim to bring about a return to the mythic power of the Dark Age of Technology and the enthronement of humanity as the omnipotent and indeed single surviving sentient race in the galaxy. The proscribed work around which the cult has its foundation, a document entitled “In Defense of the Future: A Logical Discourse,” first appeared more than four millennia ago in the Segmentum Solar, at the very heart of the Imperium, and some say parts of the text itself were copied from ancient and utterly proscribed works buried deep in the vaults of Holy Terra itself, although its author or collator remains unknown. The book itself promulgates the dangerous philosophy of invention, that the advancement of technology and science should be immediately pursued at all cost and regardless of its source for the ultimate “benefit” of humanity and the restoration of the lost “Golden Age” of mankind. In such a new age, humanity would again bestride the stars like a colossus, the ancient domains of man would be re-conquered, held, and expanded, and all the threats to human existence posed by the xenos or the warp could be confronted and crushed utterly. Prerequisites : Tech Use +10, and Trade: Armorer trained. Cost : 400 xp Effects Apply all of the following changes to your character: Corruption : You gain Corruption Points equal to your Intelligence bonus plus 1d5. Skills : You gain training with the Logic skill, or if you already possess the Logic skill, increase it to Logic +10, additionally you gain training in Forbidden Lore (Heresy) and either Forbidden Lore (Archaeotech or Warp or Xenos) depending on the focus of your research. Talents : You gain the Paranoia talent. Special : You gain the ability to research, develop, and construct innovative or completely new (and by its very nature) Heretical technology such as new melee weapons, ranged weapons, armor, or tools. Such inventions require 8 degrees of success on an extended Hard (-20) Forbidden Lore (Archaeotech) or Difficult (-10) Forbidden Lore (Warp, or Xenos) test to formulate a template over the course of 1d10 days per roll, other actions can be taken during this time (this is just to determine how long it takes to think up the concept for the device, with attempts to design Dark Age technology being more difficult than to utilize Daemonic resources or Xenos science). Once the template has been designed, a poor craftsmanship prototype may be created with an extended Trade: Armorer test, ranged weapons require 6 degrees of success, armor requires 6, melee weapons 5, and tools 3. Each roll to build the prototype requires an expenditure of raw materials acquired through barter or a single Logistics test against Scarce availability, (or by cannibalizing similar technology) and 1d5 days per roll on the extended test, with additional degrees of success beyond those needed to complete the prototype used to reduce the time needed to build it by 1 day per extra success. Archaeotech creations receive a random trait from the Miracles of the Dark Age chart, designs based on Xenotech receive a random trait from the Xenos Construction chart, and Warp-tech items gain a GM assigned trait from the Mark of the Curse or Daemon Weapon charts depending on the nature of the item. It is much easier for a Tech-Priest to duplicate than to create, so once you have a working prototype you reduce the difficulty to replicate the design by one degree, plus one extra for each extra net degree of success used to create the prototype (to a minimum of three degrees of success). Further work can be dedicated to improving the design and craftsmanship of the end product. An prototype is required to craft higher quality versions of the device, using the prototype a common quality design may be produced with another extended roll that scores +2 extra successes and expends at least Rare materials, a good quality design with +4 extra successes and the expenditure of Very Rare materials, and a best quality design with +6 extra successes and the expenditure of Extremely Rare materials.
Elite Advance : Nascent Psyker A nascent psyker is a person who gives birth to a talent they never knew they had: the power to bend the warp to their will and with it, forge changes in the physical world. Such a metamorphosis is brutal and dangerous, and not only for the psyker. Untempered by training or experience, the undiluted power manifested by a nascent psyker can eclipse anything they may later wield. Slaved not to conscious will but to the capricious fears and desires of the subconscious, the nacent’s power is the raw power of a new born child given the keys to godhood. No matter what their age or position, the Imperium hunts constantly and remorselessly for nascent psykers. This is not only because the survival of the Emperor Himself depends on the sacrifice of psykers, but also because a nascent psyker is a threat of terrifying potential. Daemons and warp predators are drawn to the flailing soul-light of a nascent psyker like carrion to a fresh carcass. To such creatures, the untrained, frightened and barely in control power of a nascent psyker makes them a delightfully helpless prey whom they may toy with or consume with equal ease. Though such possibilities are a reason for the Imperium’s constant vigilance for emerging psykers, it is not the only reason: the emergent powers of a nascent psyker are cause enough. Prerequisites : WP 30+, cannot be taken by Psyker support specialists, Commissars, Tech-Priests, or Storm Troopers Cost : 100 xp Effects Apply all of the following changes to your character: Aptitude : Your character gains the Psyker aptitude. Insanity : Your character gains 1d10+10 Insanity Points. Skills : Your character gains training in the Deceive skill. Traits : Your character gains the Nascent Psyker trait. Each session you roll 1d100 and gain that much XP that can only be used to purchase Psychic Powers or Minor Manifestations except that you never need to roll a Focus Power test to use the powers, instead the power is automatically successful as if you had scored a number of degrees of success equal to your Willpower bonus and always triggers Psychic Phenomena adding his Willpower characteristic to the Psychic Phenomena roll. You are considered to have a Psy Rating of 0, are unbound and cannot consciously control your powers, instead one is triggered whenever your character witnesses a Comrade get injured or die, whenever he suffers Shock, or whenever he suffers at least one point of critical damage or when he is under extreme stress (GM's discretion). Furthermore, each time you manifest a psychic power or minor manifestation from the Biomancy, Divination, or Telepathy disciplines you gain 1 Insanity point and any time your powers result in the death of another intelligent being whether (Human or Xenos), you gain 1d5-3 Corruption Points (minimum of 0). If you ever gain a Psy Rating, you lose the Nascent Psyker trait but keep all the powers and minor manifestations that you've learned. Special: You gain one of the following Minor Manifestations: Glimpse, Mental Force, Mind Shadow, or Suggestion. Note : The presence of a Nascent Psyker will eventually attract the attention of the Commissariat and the Imperial Inquisition. Taking this elite advance is akin to signing a death warrant for your character, although the ride may be quite fun. Endure Flames Action : Reaction Range : Self Sustained : Yes Subtype : Pyromancy Description : You can endure the most severe flames, allowing you to walk unscathed through fire. You are become immune to Energy damage from fire and Flame attacks and reduce the damage inflicted on you by Plasma or Melta type weapons by your Willpower bonus before reduction for armour and Toughness Bonus. The effects of this manifestation does not extend to your clothing and equipment. Glimpse Action : Half-Action Range : Self Sustained : No. Subtype : Divination Description : You receive a message from your future self, revealing the what could happen to you a brief moment in the future. Until the end of your next Turn, you a bonus to any single Skill Test equal to five times his Willpower bonus (maximum of +30). The message may take the form a written letter or vox-communication, you could see a vision of yourself appear in a reflective surface or in some other manner that others may witness. Mind Shadow Action : Half-Action Range : Self Sustained : Yes. Subtype : Telepathy Description : This manifestation conceals the Nascent Psykers from observation by living creatures. As long as the manifestation is sustained, the Nascent Psyker gains a bonus to Stealth tests equal to five times his Willpower bonus (maximum of +30) and may make a Stealth test at the end of any round in which he did not attack, charge, interact or run, as a Free Action. This manifestation does not affect machines including anyone with the Machine trait. Missing Time Action : Full Action Range : Touch Sustained : No. Subtype : Telekinesis Description : The nascent psyker pushes a living creature or object, sending them forward in time and number of Rounds equal to his Willpower bonus. To all observers, the target simply vanishes for a few seconds before reappearing. This manifestation is a profoundly disturbing to the target, who if a living non-daemonic creature must make a Challenging (+0) Willpower Test in order to be able to act in the Round that he returns. If this Test is failed, the target must roll on the Shock Table as if this had been a failed Fear Test adding the degrees of failure to the Shock Table result. Suggestion Action : Half-Action Range : 2 x Willpower bonus in meters Sustained : No. Subtype : Telepathy Description : You introduce a single telepathic suggestion into a target’s psyche, making him more open to a line of thought, experience a brief sensation that lends credence to what you are saying, or momentarily experience an emotional state of your choosing. You gain a bonus to the next Interaction skill test you make against the target equal to five times his Willpower bonus (maximum of +30).
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Name: Gilliam Rook (Optional) Demeanor Old WS 40, BS 70, Str 44, T 50, Ag 65, Int 35, Per 43, WP 32, Fel 40 Armor + Tb = 10 Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Toughness, Weapon Skill Corruption: 0 Fate Points: 3 Insanity: 0 Max. Carrying Weight: 72 kg Movement: 4/8/12/24 Jump 3/60 Wounds: 12 XP spent: 500 XP total: 1600 XP remaining 100 Skills: Athletics, Common Lore (Adeptus Mechanicus, Tech), Dodge+10, Linguistics (Low Gothic, Techna Lingua), Logic, Scholastic Lore (Imperial Guard, War), Survival, and Tech-Use,Operate(All)+10), Charm +10 Talents: Deadeye Shot, Lasgun Barrage, Marksman, Nerves of Steel, Peer (Adeptus Mechanicus), Resistance (Fear), Sharpshooter, Technical Knock, and Weapon Training (Las, Melta, Plasma),Mighty Shot,Lighting Reflexes,Storm of Iron,Rapid Reload,Target Selection Traits: Cybernetics: Believes he doesn't need Cyber parts to be a better solider. Edit What I mean by this is he doesn't hate Cyber parts or those who use them just feels he doesn't need them to do his job better Weapons: Common Craftsmen Las Carbine Other equipment on your person: Standard Flak armor, respirator, four standard type II charge packs, survival suit, and 2 days of rations Age: 29 Description:A vigorous young man Distinguishing Marks: Eye Color:Green Hair Color:Black Height:7"8 (Gotta Love Rolling ) Weight: 175
Since your character has an issue with cybernetics and is in a Crimson Guard forge world regiment, with lots of Ad Mech support you might want to check out the Omnissian Apostate elite advance , it costs 100 xp I might add. It would give you Deceive +10 and Common Lore (Imperial Creed) Lets you trade Peer (Adeptus Mechanicus) for another Fate Point Gives you a way to avoid picking up Insanity points by embracing selective amnesia.
Operator please
Do you mean you want a pregen Paul W. ?
Yes I want to be Prengle
Here you go Paul, Name: Amun El Abydos (Optional) Demeanor: Pious WS 27, BS 31, S 26, T 43, Ag 42, Int 28, Per 31, WP 42, Fel 34 Armor + Tb = 8, 9 in the head Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Psyker, Toughness, Tech Corruption: 0 Fate Points: 2 Insanity: 12 Current Load: 29 kg Max. Carrying Weight: 36 kg Movement: 4/8/12/24 Wounds: 8 XP spent: 200 on Hotshot Pilot, 500 advancing Operate (Surface) first to +10 then to +20, 100 on Nascent Psyker, 100 to advance Willpower, 100 on Stealth, 200 for Push the Limit, and 250 to advance Willpower again, and 100 to pick up Omnissian Apostate, and 50 spend to get Endure Flames. XP total: 1600 XP remaining: 0 Skills: Common Lore (Adeptus Mechanicus, Imperial Creed, Tech), Deceive +10, Linguistics (Low Gothic, Techna Lingua), Logic, Navigate (Surface), Operate (Surface) +20, Stealth, and Tech-Use Talents: Hotshot Pilot, Nerves of Steel, Push the Limit (Operate: Surface), Resistance (Fear, Heat), Technical Knock, Weapon Tech, and Weapon Training (Las, Low-Tech). Traits: Blessed Ignorance, Nascent Psyker Cybernetics: a Common Craftsmanship bionic arm with integral laspistol and a potentia coil to power it (Pistol; Range 30m; S/–/–; 1d10+2E; Pen 0, Clip 15; No Reload, 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'. While attached the laspistol counts as Accurate and Reliable. Common craftsmanship MIU, and a Common craftsmanship Cranial armor implant. Weapon: One Common craftsmanship Mars-pattern Mk III Short Lasgun (Basic; 100m; S/3/–; 1d10+3E; Pen 0; Clip 60; Rld Full; Reliable; Wt 4kg) Other equipment on your person: Common craftsmanship auspex/scanner (0.5 kg), combi-tool (1 kg), data-slate (0.5 kg), refractor field (2 kg), poor craftsmanship respirator mask (0.5 kg), Two Mk III Charge Packs (0.4kg each), one Common craftsmanship Survival suit (-- kg), Common craftsmanship Imperial Guard flak armor (11 kg), ten Emperor's Mercy ration bricks (0.5 kg each), and a Common craftsmanship Vid-Relay (1kg) Glimpse Action: Half-Action Range: Self Sustained: No. Subtype: Divination Description: You receive a message from your future self, revealing the what could happen to you a brief moment in the future. Until the end of your next Turn, you a bonus to any single Skill Test equal to five times his Willpower bonus (maximum of +30). The message may take the form a written letter or vox-communication, you could see a vision of yourself appear in a reflective surface or in some other manner that others may witness. Endure Flames Action: Reaction Range: Self Sustained: Yes Subtype: Pyromancy Description: You can endure the most severe flames, allowing you to walk unscathed through fire. You are become immune to Energy damage from fire and Flame attacks and reduce the damage inflicted on you by Plasma or Melta type weapons by your Willpower bonus before reduction for armor and Toughness Bonus. The effects of this manifestation does not extend to your clothing and equipment. Age: 19 Description: Young and faithful to the God Emperor, Amun actually volunteered for the Crimson Guard to get away from his homeworlds oppressive attitude toward those that have embraced the Imperial Cult and instead of the Cult Mechanicus, after receiving a letter from his "future self," although Amun tries to ignore the messages that his "future self" sometimes leaves, he finds it difficult to resist peeking at the letters when they appear. Amun deeply misses his right arm which was lopped off when he joined up to make room for his bionic arm, although sometimes he thinks he can still feel his missing arm despite the cybernetic replacement. Distinguishing Marks: He has a tattoo of Saint Drusus on his chest, and two kill markers stenciled onto his gun metal grey right arm. Eye Color: Brown Hair Color: Blonde Height: 1.6 meters Weight: 112 kg
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mrlost said: Name: Amun El Abydos, rank Novicius (Optional) Demeanor: Pious WS 27, BS 31, S 26, T 43, Ag 42, Int 28, Per 31, WP 42, Fel 34 Armor + Tb = 8, 9 in the head Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Psyker, Toughness, Tech Corruption: 0 Fate Points: 2 Insanity: 12 Current Load: 29 kg Max. Carrying Weight: 36 kg Movement: 4/8/12/24 Wounds: 8 XP spent: 200 on Hotshot Pilot, 500 advancing Operate (Surface) first to +10 then to +20, 100 on Nascent Psyker, 100 to advance Willpower, 100 on Stealth, 200 for Push the Limit, and 250 to advance Willpower again, and 100 to pick up Omnissian Apostate, and 50 spend to get Endure Flames. XP total: 1600 XP remaining: 0 Skills: Common Lore (Adeptus Mechanicus, Imperial Creed, Tech), Deceive +10, Linguistics (Low Gothic, Techna Lingua), Logic, Navigate (Surface), Operate (Surface) +20, Stealth, and Tech-Use Talents: Hotshot Pilot, Nerves of Steel, Push the Limit (Operate: Surface), Resistance (Fear, Heat), Technical Knock, Weapon Tech, and Weapon Training (Las, Low-Tech). Traits: Blessed Ignorance, Nascent Psyker Cybernetics: a Common Craftsmanship bionic arm with integral laspistol and a potentia coil to power it (Pistol; Range 30m; S/–/–; 1d10+2E; Pen 0, Clip 15; No Reload, 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'. While attached the laspistol counts as Accurate and Reliable. Common craftsmanship MIU, and a Common craftsmanship Cranial armor implant. Weapon: One Common craftsmanship Mars-pattern Mk III Short Lasgun (Basic; 100m; S/3/–; 1d10+3E; Pen 0; Clip 60; Rld Full; Reliable; Wt 4kg) Other equipment on your person: Common craftsmanship auspex/scanner (0.5 kg), combi-tool (1 kg), data-slate (0.5 kg), refractor field (2 kg), poor craftsmanship respirator mask (0.5 kg), Two Mk III Charge Packs (0.4kg each), one Common craftsmanship Survival suit (-- kg), Common craftsmanship Imperial Guard flak armor (11 kg), ten Emperor's Mercy ration bricks (0.5 kg each), and a Common craftsmanship Vid-Relay (1kg) Glimpse Action: Half-Action Range: Self Sustained: No. Subtype: Divination Description: You receive a message from your future self, revealing the what could happen to you a brief moment in the future. Until the end of your next Turn, you a bonus to any single Skill Test equal to five times his Willpower bonus (maximum of +30). The message may take the form a written letter or vox-communication, you could see a vision of yourself appear in a reflective surface or in some other manner that others may witness. Endure Flames Action: Reaction Range: Self Sustained: Yes Subtype: Pyromancy Description: You can endure the most severe flames, allowing you to walk unscathed through fire. You are become immune to Energy damage from fire and Flame attacks and reduce the damage inflicted on you by Plasma or Melta type weapons by your Willpower bonus before reduction for armor and Toughness Bonus. The effects of this manifestation does not extend to your clothing and equipment. Age: 19 Description: Young and faithful to the God Emperor, Amun actually volunteered for the Crimson Guard to get away from his homeworlds oppressive attitude toward those that have embraced the Imperial Cult and instead of the Cult Mechanicus, after receiving a letter from his "future self," although Amun tries to ignore the messages that his "future self" sometimes leaves, he finds it difficult to resist peeking at the letters when they appear. Amun deeply misses his right arm which was lopped off when he joined up to make room for his bionic arm, although sometimes he thinks he can still feel his missing arm despite the cybernetic replacement. Distinguishing Marks: He has a tattoo of Saint Drusus on his chest, and two kill markers stenciled onto his gun metal grey right arm. Eye Color: Brown Hair Color: Blonde Height: 1.6 meters Weight: 112 kg Thank you :)
These are my other pregens: a Medic and a Weapon Specialist if anyone wants them. Hathor El Galaa, rank Veteranus Demeanor: Old WS 36, BS 30, Str 33, T 33, Ag 32, Int 41, Per 40, WP 43, Fel 29 Armor 3 to body, and 3 to the head + Tb 3 = Head and body 6, cybernetic arms and legs 4 Aptitudes: BS, Field, Intelligence, Knowledge, Perception, Toughness, and WP Corruption: 0 Fate Points: 1, and 2 temporary fate points Insanity: 0 Max. Carrying Weight: 27 kg, is currently carrying 18.5 kg of equipment Movement: 3/6/9/18 Wounds: 13 XP spent: 100 on Omnissian Apostate, 0 on Veteran of the Margin Crusade, 100 to advance Int, 250 to advance Int again, 200 to advance Medicae, 300 to get Charm, 100 to get Forbidden Lore: Jericho Reach, 100 to get Common Lore: Imperial Guard, 100 to get Forbidden Lore: Xenos, and 100 to get Forbidden Lore: the Horus Heresy and the Long War, and 250 to advance WP = 1600 xp spent XP total: 1600 Skills: Awareness, Charm, Common Lore (Adeptus Mechanicus, Imperial Creed, Imperial Guard, and Tech), Deceive +10, Forbidden Lore (Jericho Reach, the Horus Heresy/the Long War, and Xenos), Linguistics (Low Gothic, Techna Lingua), Logic, Medicae +10, Scholastic Lore (Chymist), Scrutiny, Survival, and Tech-Use. Talents: Blessed Ignorance, Cold Hearted, Condemned In the Eyes of the Omnissiah, Jaded, Nerves of Steel, Peer (Adeptus Mechanicus), Rational Liar (can substitute Int for Fel, when trying to Deceive), Resistance (Fear), Sound Constitution, Sprint, Weapons Tech, Weapons Training (Las and Low-Tech). Cybernetics: Common craftsmanship bionic right arm with integral laspistol and a potentia coil to power it (Pistol; Range 30m; S/–/–; 1d10+2E; Pen 0, Clip 15; No Reload, 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'. While attached the laspistol counts as Accurate and Reliable. Common craftsmanship Cranial armor implant (+1 AP to the head) Best craftsmanship bionic legs, and best craftsmanship left arm (decorated with images of Saints holding hands with Tech Priest mechandendrites). Other equipment on your person: Crimson Guard uniform, blood stained poor weather trench coat, one Common craftsmanship Cressin-pattern Limpet Mine (4d10X; Pen 8; Blast [1]; 3kg), one Common craftsmanship Diagnosticator (4 kg), flak vest and helmet (AP 3, body and AP 2, head weighs 7kg), one sling bag, one grooming kit, one subdermal cognomen tag, one respirator/gasmask, one Common craftsmanship Medi-kit (+20 to Medicae tests, 2 kg), one Injector (0.5 kg), one Refractor force field generator (Protection 30) constructed to look like a Mechanicus Cog medal (1kg), one Common craftsmanship Survival-Suit, one Poor craftsmanship Multicompass (+10 to Navigate Surface and Survival tests), nine packs of Lho-sticks, and one Common craftsmanship vid-relay (+10 to Awareness tests when coordinating with a vid-relay equipped comrade or fellow PC, range 10km, 1kg). NOTE: While active, the refractor field generator surrounds Hathor with a crackling field of soft light that inflicts a -10 penalty to Stealth tests. She is assisted by a comrade named Ti, who is psychologically addicted to Lho sticks. Age: 55 Description: Hathor is a skinny older woman with sunken eyes, her grey hair pulled into a tight bun, who is perpetually hunched over by the weight of her bionic arms. Distinguishing Marks: All of her limbs have been replaced with cybernetics. She has a faded tattoo of an Adeptus Astartes on her back. Hair Color: Grey Height: 1.5 meters Weight: 49 kg 001011010010011010010101101001010001011010010011010010101101001010001000101101001001101001010110100101000101101001001101001010110100101000101101001001101001010110100101011010010011010010101101001010 Mahu Antioch, rank Novicius Demeanor: Lucky WS 34, BS 50, Str 39, T 35, Ag 26, Int 34, Per 37, WP 31, Fel 23 Armor 3 to body, and 3 to the head + Tb 2 = Head and body 5 Aptitudes: Ag, BS, Fellowship, Field, Fin, Toughness, and WS Corruption: 0 Fate Points: 1 Insanity: 0 Max. Carrying Weight: 27 kg, is currently carrying 26.5 kg of wargear. Movement: 3/6/9/18 Wounds: 12 XP spent: 1600 XP total: 1600 Skills: Athletics, Awareness, Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War), Dodge, Linguistics (Low Gothic and Techna Lingua), Logic, Navigate (Surface), Operate (Surface), and Tech-Use, Talents: Crack Shot, Deadeye Shot, Nerves of Steel, Peer (Adeptus Mechanicus), Rapid Reload, Resistance (Fear), Weapons Tech, Weapons Training (Las, Melta, and Solid Projectile). Cybernetics: Common Craftsmanship bionic arm with integral laspistol and a potentia coil to power it (Pistol; Range 30m; S/–/–; 1d10+2E; Pen 0, Clip 15; No Reload, 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'. While attached the laspistol counts as Accurate and Reliable. Common Craftsmanship Cranial armor implant (+1 AP to the head). Weapons: Good Craftsmanship Turanshush-pattern Meltagun (Basic; Range 30m; S/–/–; 2d10+10E; Pen 12; Clip 5; Reload 1 Full; Melta (Penetration doubled at short range), Overheats, Reliable (only Overheats on a BS roll of 100; 15 kg), Other equipment on Novicius Antioch's person: Crimson Guard uniform, flak vest and helmet (AP 3, body and AP 2, head weighs 7kg), one sling bag, one grooming kit, two Melta ammunition canisters (1.5 kg each), one subdermal cognomen tag, one respirator/gasmask and one Common craftsmanship vid-relay (1kg). NOTE: Mahu is assisted by a comrade named Fatima who never bathes. Age: 19 Description: Distinguishing Marks: Mahu has a tattoo of a Cog over his heart, his skull bulges in places from the subdermal plating giving him a neanderthal-like countance and his right arm has been replaced by a bulky cybernetic arm with a forearm mounted las pistol. Hair Color: N/A i.e. Bald Height: 1.6 meters Weight: 122 kg
now i have a question should my new character be from the same planet as the current regiment or should he be from one of the regiments weve found cause im not sure if weve gotten more troops from the main regiment and i dont want you to have to shoehorn me in like that if i should start as someone from a different please pick one and ill make the guardsman from it
Its really up to you. The guys that you encountered last session were from two other regiments. I posted a bit about both in a new thread on here. I'll stat them out fully and post them up.