Only War: The Stolen Regiment

Started by Premier, December 27, 2015, 11:15:21 AM

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Premier

The Imperium demands a tithe from every world under its domain for the Imperial Guard, but some worlds are rather different to others. Katello was a Rogue Trader who'd made her fortune a hundred times over and had decided since she would never be allowed to own the planets she'd discover she would just have to make her own. The mobile Space Station Colony of Bluebane was a massive affair, incorporating old but treasured ships of past days glories and the wealth of a thousand looted worlds. It was often home to more people than the planets of the systems it visited and had a private army of well armed troops ready to strike from the skies at a moments notice.

Born and raised on this floating world, you'd seen planets come and go and yet never gotten to visit one. Joining the station's army was the best chance of ever touching alien earth and sharing in its wealth or glory, but your regiment never got to wear the blue and black of Katello's Guard. Big names have big enemies and Katello had more than her fair share, a few whispered words to the powerful had starter a small flame of concern over Katello's growing strength in space and so it was decided Bluebane was large enough now to no longer be considered a Space Station, but a planet and with all that entailed. While Katello got to keep it, for now, they were forced to provide tribute to the Imperium including its tithe of soldiers for the Imperial Guard.

Due for a crash course into Imperial life, there was going to be far less wealth and glory on the table than you'd expected. Back home they were already calling you the Stolen Regiment but if you somehow make it home, you'll hope they won't have forgotten about what you gave up for them. After all, you are the Bluebane's 1st, that's got to mean something.


So yeah! Only War is a game for 5 players, playing a freshly minted Squad among the Bluebane's 1st off to fight the many different enemies of the Imperium across the Galaxy and occasionally kick back and relax on a world until something goes terribly wrong instead.

Before you get stuck in Chargen I just want concepts first. A balance of roles will be good, so pitch a character and the Specialties you think they'd be good in. Can be more than one Specialty for the character, or just a solid Psyker/Commisar if you've got a specific idea.

The Regiments already rolled up with the players I already had to get us started quicker and is below so you know what you're dealing with.

Regiment
(3) Drop Troops, (3) Void-Born, (2) Choleric, (3) Die Hards (3) Demolitions  (-2) Regimental Rivalry (Mercenary forces from Bluebane's Rival Traders)

Favored Weapons: Standard - Grenade Launcher, Heavy - Autocannon

Extra Equipment: Replace Lascarbine with M36 Lasgun (5), Grapnel (5), Micro-bead (8), Chrono (2) Magnoculars (8)

And of course since you're drop troops.
https://www.youtube.com/watch?v=CIGHCoVzqtk

TheFourthShade

So far I've got a handful of ideas, but the best one I can verbalize through this headache is a former chef on the station who volunteered for reserve station service when a rival backstabbed her and had her made a pariah among the nobility she used to serve and rub shoulders with.  If nothing else, she could say 'she was a brave and decorated security officer'.

The Imperial Guard, however, does not have reserves or reserve service.  So someone who had signed up to handle supply logistics and maybe guard a few doors was handed a lasgun and expected to become great with it and a handful of other weapons.

It's not like Inessa D'Armand really had much of a choice, though.

Suitable Specialties: Weapon Specialist, Operator

Tackyhillbilly

Marric Torn is a ball of nerves. He's been to hell and back, and believes the only reason he's survived as long as he has is that he has had the right gun for the circumstances. As a result, he hoards weapons, and has named them all. He's considered a bit crazy, but who isn't on the front?

Applicable Specialties: Ratling, Weapon Specialist, Heavy Gunner, Stormtrooper

Guancyto

Here's the one we discussed via chat:

Ellie Volkovna was all set to have a life of leisure and privilege; as the fourth child of Trader Katello, nobody was going to demand a whole lot out of her so long as she stayed out of her siblings' way and didn't get too involved in anybody's dynastic struggles.

Then the Black Ships came and took away those with psychic potential, and as she was named one of them she found out that even a Rogue Trader doesn't get to say 'no' to the Inquisition, and that the Imperium's psyker training (not to mention the demons) doesn't care how educated you are in art history.

Some favors did get her sent closer to home though, only to be shipped off again attached to an Imperial Guard Regiment. Truly, in the grim darkness of the far future, you're going to have a bad time.

Applicable Specialties: Sanctioned Psyker

ShadowFox89

Leonora d'Vulpe. With platinum blonde hair, blood red eyes, and pale skin, one would wonder how she'd end up serving in the army. Descended from a long line of Baalites, rumor has it that more than a few of her uncles and great-uncles were mustered into service as the Emperor's finest. But that's just rumor. A bit of an oddity, she has a fairly cheery demeanor, always happy and good natured about whatever comes her way. She joined the station's force shortly after Bluebane was forced into imperial service, her odd nation putting her at, well, odds with most drill sergeants, who just couldn't seem to break the girl. She took to marksmanship fairly easily, her keen eyes picking out targets that most found difficult to pinpoint.

Applicable specialties: Weapon specialist, heavy weapons specialist
Call me Shadow
My A/A

Premier

#5
Well might as well get some characters genned!

Use the standard char gen rules, Characteristics are point buy, all characteristics begin at 20 and you have 100 points to distribute, no more than 20 extra points per characteristic.

You'll have to look up what gear and Talents/Skills/Aptitudes you get from your Regiment because I don't want to get into trouble. Any problems yell at me! As for skills you gain twice like Operate(Aeronautica), that means you get +10 to that skill.

Tackyhillbilly

Specialist Snoghins, Ratling, reporting for duty SIR.

WS 20
BS 40
S 20
T 24
AG 43
Int 36
Per 53
WP 39
Fel 27

Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social, Toughness

Skills: Stealth, Decieve, Trade (Cook), Awareness, Dodge, Common Lore (Tech), Linguistics (Low Gothic), Navigate (Stellar), Operate (Aerinautica) +10, Tech-Use

Talents: Deadeye Shot, Heightened Sense (Sight, Smell, Taste), Weapon Training (Las, Solid Projectile), Rapid Reaction, Catfall

Traits: Size (Weedy)

XP:

-100 Awareness
-200 Dodge

Equipment: Good Craftsmanship Long Las, Chameleoline Cloak, M36 Lasgun, Grapnel, Micro-bead, Chrono, Magnoculars, One Uniform, One Poor Weather Gear, Two Charge Packs, One Knife, One Flak Vest, One Ruck Sack, Basic Tools, Water Canteen, Blanket, Sleep Bag, Lamp Pack, Grooming Kit, Cognomen Tags, Primer, Combat Substance Rations

---

He's a twitchy, stealthy, perceptive little bastard that is near impossible to hit. He is also a bit crazy, but hell, aren't all Ratlings? Just remember, even if you can't see him, he can see you.

Landshark

Curious if an Ogrin Bodyguard might be allowed. Totally understand if the answer is no.

Premier

You can, though being stuck in troop ships ready for a drop is probably not a career path many Ogryn would want to try out so it'd need an explanation!

TheFourthShade

#9
I'm probably forgetting stuff, but at least I've got most of it written down.

Name: Inessa D'Armand

Regiment: The Stolen Regiment

Specialty: Weapon Specialist (+5 WS)

Short Description: Pale and wiry, Inessa is more easily called awkward than cute despite her unmarred skin.  Though training has toughened her up, she still considers herself much better suited to the rear than the front she has been trained for.

Characteristics

WS   40 (Base 20 + Weapon Specialist 5)
BS    35 (Base 20)
Str    31 (Base 20)
Tou   35 (Base 20)
Agi   30  (Base 26)
Int    40 (Base 20)
Per   27 (Base 20)
WP  30 (Base 20)
Fel  20  (Base 17)

Wounds   11/11
Fate Points      2

Armor:          4 All, Flak



Aptitudes
Agility
Ballistic Skill
Fellowship
Fieldcraft
Finesse
Toughness
Weapon Skill


Trained Skills

Athletics                   
Common Lore
-Imperial Guard     
-Tech                       
-War                     
Dodge   
Linguistics
-High Gothic
-Low Gothic           
Navigate
-Stellar                   
-Surface                 
Operate Aeronautica +10
Tech Use           
Trade
-Cook   

Traits
Charmed

Talents
Catfall
Rapid Reaction
Rapid Reload     


Equipment
M36 Las Gun         (1d10+3 E, Pen 0, Range 100m, Mag 60/60, Reliable, Variable Setting)
-Four Charge Packs
Flamer (Common)  (1d10+4 E, Pen 2, Range 20m, and Mag 6/6)
Two Frag Grenades
Two Smoke Grenades
Four Krak Grenades
Grav Chute
Knife
Guard Armor



Experience:
600
Spent   
       600

Expenditures
Dodge            200 XP
Linguistics
-High Gothic  200 XP
Trade (Cook) 200 XP

At 2016-01-01 07:41:20, TheFourthShade (uid: 55451) rolls: 1d5a7 Result: 11
At 2016-01-01 07:40:48, TheFourthShade (uid: 55451) rolls: 1d10 Result: 9

Guancyto


ChaoticSky

If your still looking, i would love to toss my hat in as a commissar, or possibly other things, ill have some concepts up later on this evening once i re-read OW books.


Premier

We got room for one more sure! Five is a good size for it.

eternaldarkness

Darn, looks like this one's full. Give me a shout if a spot opens up. I'd play this in a second.

ChaoticSky

Ugh, commissar's aptitudes are terrible, no ballistic skill, really? how am i supposed to execute people if i cant hit them?

Out of curiosity, would you prefer a priest or a techpriest?



ShadowFox89

 Tech-Priest. We're jump troops, we need someone who can repair our Valkyrie if it happens to need such. As void-born though, we all get Operate (aeronautica) for free.
Call me Shadow
My A/A

ChaoticSky

Quote from: ShadowFox89 on December 31, 2015, 10:42:05 PM
Tech-Priest. We're jump troops, we need someone who can repair our Valkyrie if it happens to need such. As void-born though, we all get Operate (aeronautica) for free.
*snicker*  Im not sure if i should compliment you for your logic or point out that your asking to jump out of a ship into warzones full of people shooting at you without someone to put in a good word with the god emperor first.  ;D

Premier

#17
 
Quote from: ChaoticSky on December 31, 2015, 10:39:51 PM
Ugh, commissar's aptitudes are terrible, no ballistic skill, really? how am i supposed to execute people if i cant hit them?

For the Commissar you get Finesse as an aptitude so Ballistic Skill advances really aren't that expensive. They're just not the crack shots, that's for Ratlings, Weapon Specialists and Storm Troopers.

Commissar is more of a melee brawler with their Chain Sword and pistol, but a nice bunch of leadership skills thrown in for good measure. Fellowship and Leadership means you can pick up all the auras cheap too, Iron Discipline alone is pretty amazing.

ChaoticSky

Quote from: Premier on December 31, 2015, 11:26:48 PM
For the Commissar you get Finesse as an aptitude so Ballistic Skill advances really aren't that expensive. They're just not the crack shots of the squad (And they're not meant to be)
Maybe, but they arnt really good at anything either. Not even intimidation. Most classes are good at a couple things, okay at a few others, and bad with the ones that wouldnt fit them. Commissars are good at dual wielding swords, which doesnt fit them (dual pistols i could see, sword and gun too, but no), and leadership, which is nice, but they are only okay at shooting and intimidation. Its causing me some dissonance, so better to just move on to something else.

Besides, this way everyone will like me for fixing their shit, rather than hating me for shooting bob. Which is probably more conductive to party harmony in the long run. Ill probably pick up medicae too if i can.

TheFourthShade

Quote from: Guancyto on December 31, 2015, 06:20:15 PM
Other stuff up later. For the moment, dice rolls!

Wounds: 8+1d5-1 = 12 Wounds At 2015-12-29 19:24:30, Guancyto (uid: 56325) rolls: 1d5 Result: 5
Fate: 1d10 = 1 Fate At 2015-12-29 19:24:57, Guancyto (uid: 56325) rolls: 1d10 Result: 7

Thanks for reminding me that I forgot to roll wounds and fate.

eternaldarkness

Quote from: Premier on December 31, 2015, 11:26:48 PM

For the Commissar you get Finesse as an aptitude so Ballistic Skill advances really aren't that expensive. They're just not the crack shots, that's for Ratlings, Weapon Specialists and Storm Troopers.

Commissar is more of a melee brawler with their Chain Sword and pistol, but a nice bunch of leadership skills thrown in for good measure. Fellowship and Leadership means you can pick up all the auras cheap too, Iron Discipline alone is pretty amazing.

Soon as a spot opens lemme know and I'll happily make you a Commissar.

ChaoticSky

#21
Still a WIP

Sarah Levin
Regiment: Bluebane's 1st (The Stolen Regiment)
Homeworld: Void Born (+3WP, +3 Agi or Per, -1 W. Skills: CommLor(Tech), Ling(LowGoth), Navi(Stellar), Op(Aero), Tech-Use. Traits: Charmed, Ill-Omened, Void Acc.)
Officer: Choleric (Gain; Rapid Reaction)
Regiment Type: Drop Troops (+3Agi, -3Fell. Op(Aero). Catfall. Sandard Kit)
Training: Die Hards (Apt: T)
Spec Equipment: Demolitions (+10Logis to obtain Nades, Missiles, Explosives, spec tank ammo.
Drawback: Regimental Rivalry (Hatred/Enemy(Bluebane's Rivals))
Favoured Weapons: Grenade Launcher, Heavy Autocannon.
Additional Kit: Replace Lascarbine with M36 Lasgun (5), Grapnel (5), Micro-bead (8), Chrono (2) Magnoculars (8)

Name: Sarah Levin (Enginseer Levin; ΣΡΛ661-8)
Speciality: Tech-Priest Enginseer (+5 Int. Apt: BS, Int, Know,Str, Tech, TField, WS, WP. Skills: CommLor(AdMech,Tech), ForbLor(AdMech, Archeotech), Tech-Use. Talents: Technical Knock, MechUse(Weap, Util), WeapTrain(Las, Power).)

Bio

History
Sarah was born into the arms of the adeptus mechanicus, as most members of the Cult Mechanicus are, and like all such people, she spent her early life being educated, weighed and measured for her future profession. The daughter of a Electropreist, Sarah long idolized those zealous warriors and animators of machines, but her life took a different turn when she was classed as a Enginseer instead. Dispatched according to ancient pacts to Bluebane's fleet, Sarah was initially snapped up by the ship's cheif medic, a Magos Biologis, named Sarlun. Unusually energetic and doting for a Magos, he took the time to indoctrinate the young girl into the flesh-as-machine ideology of his clade and had her re-trained as a chirgeon, claiming to have seen her potential in such fields.

Alas, not long afterwards other elements of the Mechanicus within the ship discovered Sarlun's 'misappropriation' and Sarah was transferred back to the ship's Genetorium... though by that point she had been 'ruined' by Sarlun's fleshy ways, and so when Bluebane needed a list of spare enginseers for the regiment... her superiors were more than happy to put Sarah's name at the top of the list.

Personality


Characteristics
StatBaseAllocModsGearTotal
WS2015-35
BS2010-30
Str2010-30
T2013-33
Agi2010+333
Int2020+545(6)
Per207+330
WP207+330
Fell208-325
StatBaseRollModsTotalCurrent
W82-199/9
*Indicates total Advances, SCs.
Fate: 1/1
Insanity: 0
Corruption: 0

Movement:Half: 3, Full: 5, Charge: 9, Run: 18

Skills, Talents & Traits
Skills
Common Lore (AdMech, Tech+10)
Forbidden Lore(AdMech, Archeotech)
Linguistics (Low Gothic)
Medicae +10
Navigation (Stellar)
Operate (Aeronautics+10)
Tech-Use+10

Talents
Weapon Training (Las, Power)
Mechadendrite Use (Weapon, Utility)
Hatred (Bluebane's Rivals)
Enemy (Bluebane's Rivals)
Rapid Reaction
Catfall
Technical Knock 

Traits
-Mechanicus Implants: +20 to resist airborn toxins/gas weapons. Other sundry effects of mechanical nature.
-Charmed: On spending a FP roll 1d10. On 9 or 10, the point does not count as being spent.
-Ill-Omened: -10 on Interaction Tests made with those who are not also void born.
-Void Accustomed: Do not treat 0-G as Difficult Terrain. Agility Tests to stay on-target when Charging or Running in 0-G are only (-10)
-Unnatural Intelligence (2): Value of (X) is added to IntB, and as DoS on successful tests.

Gear

Weapon
M36 Lasgun (Basic. 100m. S/3/-. 1d10+3 E. Pen0. Clip: 60/60, HalfRld. Reliable. 4kg)
Clips: 4
Grenades:2/2 Frag(2d10 X. Pen 0. Blast(3)), 2/2 Smoke (Smoke(6))

Armour
Imperial Guard Flak Armour (4AP/All. 11kg)

Cybernetics
-Mind Impulse Unit (GC. +10 TechUse, Operate, Logic, Inquiery, and Ballistic tests with linked machine, and to communicate with mechspirits)
-Cerebral Implant (CG. UnInt(2), +20 Logic and Lores)
-Utility Mechadendrite (+10 TechUse. 6/6 Injectors of Unguent. Generate smoke every 15min, imposing -5WS within 2m as Halfaction)
Blade: Knife (Melee. Knife. 1d5 R Pen 2. Defensive, Mono)
-Medicae Mechadendrite (+10 Medicae/Interrogation. 0/6 Injector pistons. Staunch Bloodloss as HalfAction. Amputation is +0 difficulty. )
Blade: Improvised (Melee. 1d6 R.)

Gear/Misc
respirator
grav-chute
Grapel
Micobead
Magnoculars
Dataslate
Combi-Tool

Gm Stuff

Wanted List
Internal Resvoir
Luminen capacitors
power spear
synthskin
Any/all good craftsmanship cybernetics.

Chargen Rolls
Wounds:At 2016-01-01 13:37:40, Darkling (uid: 6578) rolls: 1d5a7 Result: 9
Fate:At 2016-01-01 14:12:45, Darkling (uid: 6578) rolls: 1d10 Result: 7 = 1

Acquisitions
-Standard Kit
-Additional Kit
-Enginseer Kit
-Mechanicus Kit(GoodCraft MIU, two GoodCraft cybernetics; Cerebral Implant, medicae mechadendrite.)

EXP Expenditures
Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Fieldcraft, Toughness, Weapons Skill, Will Power.
Experience
+300 [Starting]
-Known Skill: Medicae [2apt: 100]
Trained Skill: Medicae [2apt: 200]
>0

Premier

Going well! Just need to see if Landshark is still in and for Guan to make up a sheet. Will start on a Friday after everyone's ready. Dunno which!

Guancyto

Still game, gimme a bit to make a sheet.

Oh yeah, as a psyker I also need to roll Corruption. Warp power heeeey!
At 2016-01-02 16:17:22, Guancyto (uid: 56325) rolls: 1d5 Result: 1


Guancyto

#24
Stat buy in a bit, here's a sheet though

Name: Ellie Volkovna

Regiment: The Stolen Regiment

Specialty: Sanctioned Psyker

Short Description: Small and thin with long, snow white hair. Shy and quiet, more prone to avoiding confrontations than standing up to them. Good thing she's really good at the whole 'foresight' thing or she'd probably still be on Terra, getting to be a tasty Emperor-snack.

Characteristics

WS    25 (Base 20 + 5 Points)
BS     35 (Base 20 + 15 Points)
Str     20 (Base 20)
Tou    30 (Base 20 + 10 Points)
Agi    36 (Base 26 + 10 Points)
Int     35 (Base 20 + 15 Points)
Per   40 (Base 20 + 20 Points)
WP   45 (Base 20 + 5 Sanctioned Psyker + 20 Points)
Fel    22 (Base 17 + 5 Points)

Wounds   12/12
Fate Points      1
Corruption       1

Armor:          4 All, Flak

Aptitudes
Intelligence
Knowledge
Perception
Psyker
Strength
Willpower
Toughness


Trained Skills
                   
Common Lore
-Adeptus Astra Telepathica     
-Technology
Scholastic Lore
-Cryptology
Forbidden Lore
-Psykers
Navigate (Stellar)
Psyniscience +10
Linguistics +10
-Low Gothic   
-High Gothic
-Imperial Codes                       
Operate (Aeronautica) +10
Tech-Use

Traits
Charmed (After using a Fate Point, roll a d10. A result of 9 or 10 means the Fate Point is not expended)
Psyker
Psy Rating 2
Void-Acclimated

Talents
Catfall
Rapid Reaction
Heightened Senses (Hearing)
Weapon Training (Las, Low-Tech)

Psychic Powers
Divination:
Prescience
Perfect Timing

Equipment
M36 Las Gun         (1d10+3 E, Pen 0, Range 100m, Mag 60/60, Reliable, Variable Setting)
-Four Charge Packs
data-slate
psy focus
Best craftsmanship staff
Two Frag Grenades
Two Smoke Grenades
Grav Chute
Knife
Guard Armor
grapnel
magnoculars
micro-beads
chrono
Uniform
poor weather gear
rucksack or sling bag
basic tools
mess kit, water canteen
blanket and sleep back
rechargeable lamp pack
grooming kit
cognomen tags
guardsman's combat primer
rations, two weeks' supply


Experience:
400xp psychic, 300xp general
Spent   
       700

Expenditures
Prescience 200xp
Perfect Timing 300xp
Psyniscience +10 100xp
Linguistics +10 100xp