Only War(WH40K Game: Alive, Going strong and accepting characters! )

Started by Urbanzorro, March 02, 2011, 03:16:55 PM

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Urbanzorro


IT IS THE 41st millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet EVEN In his deathless state, the Emperor continues his eternal vigilance. Mighty battelfleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst His soldiers are the Adeptus Astartes the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defense forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

TO BE A man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Sub-Sector Lumaria

Lumaria, a small sub-sector of Segmentum Tempestus is home to the Belka and Brunen systems. Lumaria prides itself on being 100% self-sufficient, producing all its necessary food, weapons, and other goods without the need to import from other sub-sectors. 

The Brunen System

Brunen : A Gamma class world, Brunen is sub-categorized as an Ecclesiarchy world, it is ruled directly by the Ministorum, the planetary governor  is also the system's Cardinal. Brunen is named after Saint Brunen, a minor Imperial saint, and one of the patron saints of the Imperial Navy. Temples and religious sanctuaries cover vast areas of the planet.
The Unrelenting Vigilance A Ramilies class starfort. Each such station is an ancient construction, made from STC data. The Ramilies class has been in use since the Great Crusade and still form vital lynch pins in Imperial strategy. Ramilies are so large that they do not have conventional drives, and have to be towed through the warp by other vessels to relocate it. Each quadrant of the fort has masses of powerful weapons batteries and lances, and the central basilica houses many torpedo silos providing powerful salvos to provide extra support to each quadrant. There are four pairs of launch bays, one for each quadrant. They facilitate docking points to anything up to cruiser size to resupply and repair, even amidst the heat of battle. The last accredited destruction of one was in the Tauran Annulus in M.39. Normally, only well known and successful admirals, or Inquisitors, are entrusted with a Ramilies, as they can take centuries to build. But given the high morale value that Brunen has to the Navy as a whole Brunen is considered a highly important holding and The Unrelenting Vigilance is considered by Navy High Command to be on permanent guard duty.

Tango Urilla  An Alpha class world, otherwise known as an agri-world. Tango Urilla is devoted to producing food for the other worlds of the sub-sector, and to a lesser extent the entire Imperium. Tango Urilla's tithe grade is currently Solutio Tertius, a fact that Tango Urilla's people are thankful for given that it allows their home to keep most of it's natural beauty and will not eventually cause it's resources to 'dry out'.

The Belka System

Ulla Originally a Dead World, Ulla is a completely sterile world, totally devoid of an ecosystem, native life, and unsuitable for supporting any. The only exception to this is the existence of a massive Imperial prison facility on the planet. This facility's population consists of criminals, heretics, and other undesirables from all the world's of the sub-sector.

Belka Vast, continent-spanning cities built high into the sky and deep beneath the earth dot Belka's surface. The planet's population is enormous, and almost all food needs to be imported. Belka's greatest export is human life. Men and women who leave their home to join the Imperial military, work in space stations, and colonize new worlds. Belka is a Hive World.
Belkan Shipyards: The docks and workshops of Belka circle the planet like a ring of moons. They are home to the millions of laborers, servitors, and Tech-priests who's task is to help build the Imperium's warships. Each ship is a vast undertaking, taking generations. Many of those working on it will live and die during its construction, never seeing the magnificent warship they proudly struggled so hard to create.

Nyx Little is known of the planet Nyx, other than the fact that during the Belka system's original colonization the Inquisition placed it under full quarantine. Said quarantine is currently ensured by a single Emperor class battleship The Divine Sight and its small attendant fleet.


The Intrepid Crusade:

Life in the Imperium  is hard, it is cheap, it is fleeting. All that one can hope for is a good life, and a less than painful death. For the members of The Emperor's fighting forces even these hopes are normally in vain. Taking part in war after war these men and women encounter horrors and suffering that would drive lesser people to madness. Deep within the Imperium, Intrepid Crusade has finished taking shape. It's mission is to aid in the defense of the Brunen system which lies directly in the path of a massive Ork Waaagh!  The crusade is under the overall command of Grand General Marcus Bracker and is comprised primarily of the Imperial Guard supported by elements of "The Imperial Swords" Space Marine chapter, Adeptus Sororitas, and The Inquisition.... The stage is set for an undertaking which will change the fate of entire worlds!

Important Figures


Grand General Marcus Bracker:
Born on a peaceful world, Backer was an officer in his planet's PDF and was eventually called to serve in the Imperial Guard at the age of 21, he has continued to serve for the past 93 years.  Rising up to the rank of Grand General, all his life he has wanted nothing but to retire and he has finally gotten his chance! He has been promised the Right of Settlement over a newly discovered system should the Intrepid Crusade prove successful.  He is determined to see to it that it does.


Brother Captain Batiatus
Captain of the 5th Company of The Imperial Swords. Batiatus has sworn himself and his Space Marines to the successful completion of The Dauntless Crusade. He is a strong willed man and an inspiration to his Marines. Both a master strategist, and phenomenal warrior Batiatus believes that The Intrepid Crusade will be his company's crowning achievement to date.



Confessor Vanded Cromwell & Palatine Olivia Corley
It goes without saying that the Ecclesiarchy has a sizable presence, on Brunen and that it serves as home to quite a few holy relics. Untrusting of the Space Marines or the Imperial Guard to properly handle these relics, or place the Ecclesiarchy's holdings as a high enough priority Confessor Cromwell petitioned for and was given permission to lead a mission of the Adepta Sororitas, commanded by Palatine Corley, in joining The Intrepid Crusade with the objective of securing any Ecclesiarchy relics and holdings that the crusade comes across.


Warboss Ead-stomppa
Ead-stomppa is the chief of the Krazy Boyz warband and warboss of 'Waaagh! Ead-stomppa'.  An Ork rampage that has been responsible for the destruction of an entire Imperial system, several Imperial Guard regiments, and Naval warships.


OOC

As you may have guessed this story line will be following members of the Imperium as they take part in the Intrepid Crusade and make war on the enemies of the Imperium of Man. The game will be what I call "semi-systemed" in the sense that a system will be employed. But that after character creation (Which is as simple as 2 digit addition, subtraction and maybe a tiny bit of multiplication and division) the system is 100 percent invisible to the players and from the players' perspective the game is actually played 100% free form. If you're curious to see how it works take a look at "The Fate of Kilo Platoon" (link is in my signature) and you'll be able to see how it works(or rather how you can't see the system at all). I'll provide a more in depth description should one be desired. But in a nutshell so long as players agree to restrict themselves to statements along the lines of "My character shoots at the ork aiming for it's head" as opposed to "my character shoots the ork in the head" the system will work perfectly and require no rolls or dice play from the players.

I am looking for players interested in playing as characters who can fit into one of the three forces that were listed above as well as a single Inquisitor. Each player will first choose the organization they want their character to be a part of (Inquisitor, Imperial Guard, Space Marines, or Sisters of Battle). Each force has it's own strengths and weaknesses.  From there the forces are broken down into the different positions within each force. (i.e. Assault Marine, Guardsman, ect.) Each of these also having it's own Strengths and Weaknesses.  Finally each player will assign stats and select their character's equipment from the applicable equipment list. Once you've done that your character is created and you're ready to play!. Trust me it sounds a lot more complicated that it actually is. (Hell it's actually kinda fun in my opinion).

Hopefully I've still got your interest, if so then lets move on to character creation!

First off here is the character sheet.

Image:

Name:

Age:

Character's Allegiance(Force your character is a part of):

Position(What position in their force they have i.e. Tactical Marine, Storm Trooper, Battle Sister):

Personal history:

Stats Before War Gear:

War Gear:

Stats After War Gear:



Stats/Equipment Explained:

Each player gets a set number of points to use as he or she sees fit(Varies by the force they are a part of).  The stats start at 0 each and the minmum score for each stat is 3(before equipment), the max also varies by force ( Both the Maxes and number of points will be listed in a bit). The only exception is Ranged Attack, which does not use stat points, it is determined by your equipment only. If a stat is brought lower than 3 after counting for equipment (I.E. a piece of heavy armor brings your agility to 2) that's ok, though having any stat that low is inadvisable as the game will be quite unbalanced against your character. Here are the stats:

Health: How many points of damage your character can take to their body before dying, being incapacitated, or being forced to retreat

Attack:  How much damage your character will do in melee combat

Ranged Attack: How much ranged firepower you have (does not use stat points, is determined by adding the ranged firepower bonus of your weapons/kit)

Accuracy: How likely you are to hit with your attacks.

Agility: How likely you are to avoid an attack/outrun what’s chasing you

Intelligence: How likely you are to make certain machines work, also effects certain special encounters/situations.

Defense: If hit, how much of the damage is not taken to your actual health

Perception: How likely you are to notice what’s creeping in the shadows, how likely you are to see a trap before it is sprung.

Stealth: How likely you are to avoid being detected

Luck: If good or bad things just seem to happen to you, slightly effects all other stats, effects special encounters/situations.

So with that out of the way the breakdown of character openings and forces will be following shortly in a few more posts by me.
I'm a leaf on the wind, watch how I soar.

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My Apologies.

Urbanzorro

-OOC-

The first force listed is the Space Marines, Currently I am allowing between 3 and 4 Space Marine characters. Should alot of interest be shown in the game that number may go up. Space Marines are given For clarification Space Marines are given 54 points to assign to their stats. With no maximum to what their stats can be.

They are also given 20 points to use towards their Wargear/Abilities. Each entry on the Wargear/Abilities list has a description of what that item is, a description of what effect it will have on your character in game, a cost in points (to be deducted from your allotted 20), and a Supply listing which represents how many of those items there are for a specific character class. For instance if there is 1 weapon A for the Tactical marine, and 1 weapon A for the Scout this does not mean that only one of them can have weapon A. It means that both a tactical marine and a scout can have weapon A. 

If there are any questions feel free to ask.

-IC-



The Imperial Swords Space Marine Chapter

The Adeptus Astartes (commonly known as Space Marines) are the most elite and feared fighting forces of the Imperium. The primary unit of organization is the Chapter, a self-contained army. There are around a thousand Chapters, each comprising a thousand Space Marines. They are entrusted with the most dangerous missions. The Imperial Swords are one such chapter. Their Chapter's mission statement is "To directly aid the mortal forces of the Imperium, where every they may be." the Chapter's 5th company has been deployed in support of the Intrepid Crusade. They are to form the 'spear tip' of the crusade's military actions.


"Morior Invictus"
          (Death Before Defeat)

-Imperial Sword motto-

Advantages: By far humanity's greatest warriors, the Space Marines stand head and shoulders (figuratively and literally) above the other warriors of the Imperium. None can claim their strength, nor prowess in battle. They are armed with mankind's most deadly weapons of war. Even the most basic marine is more than equal to elite warriors of other armies.


Disadvantages: Every Marine is the equal of dozens if not hundreds of 'lesser' warriors....sadly there are not hundreds, or thousands, or even hundreds of thousands of other warriors for them to fight....there are untold billions. Fighting as a Space Marine means going to war against superior numbers, with few options for support, and even fewer for retreat.


Marine Scout(Infinite Open Slots) Scouts are the new recruits of a Space Marine  chapter who have advanced far enough in their training and biological transformation that have begun to take part in battle with the rest of the Chapter. Partially transformed into Space Marines, they have yet to receive the final implant, the Black Carapace that will mark them as full battle-brothers and allow them to use power armor. More lightly armed and armoured than full brothers, their role is to range ahead of the main Space Marine force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence - causing as much chaos and disruption as possible. The role of scout in a space marine chapter is wide and all encompassing. On the field of battle they fulfil many roles.. The life of a marine scout, is one of gruelling tasks and painful training. The Genetic alterations will be implanted into them at certain stages of their training. A Scout receives his final implant, the Black Carapace when he is deemed ready to join the Chapter as a full battle brother - the implant marks him as a full brother and allows him to interface with his suit of power armour.
Wargear Options:

Bionic Eyes Cybernetic replacements for one or both of a space marine's eyes. These replacements are capable of scanning several spectrums, as well as seeing a greater distance with greater accuracy than natural eyes ever could.
Effect: +2 Accuracy
Cost: 1
Supply: Infinite




Sniper Rifle:Sniper rifles are long-ranged and highly accurate rifles, mainly used for assassination. Small groups of snipers, and even lone snipers, can hold back the advance of an enemy force many times their number, pinning them in cover. Their large size and relatively slow rate of fire tends to make them less useful in close quarters combat.
Effect: +4 Ranged Attack vs Infantry, +2 Ranged Attack vs Vehicles, -1 Attack(Melee Combat), 1 in 7 chance of instantly killing target.
Cost: 2
Supply: Infinite

Shotgun: A projectile weapon  firing a large, solid slug or a dispersed fragment shot. Some shotguns are drum-fed, others are pump-action, while the most primitive are single shot weapons. Their versatility and ease of construction compared to weapons such as lasguns, makes them widely used weapons. They are popular with hive-world scum and local police. It is not highly accurate but it is easier to fire from the hip than the Lasgun and as such are much more useful when charging the enemy. Making them a prized item in any units that can expect to be sent on the attack.
Effect: +3 Ranged Attack, +3 Attack, -1 Accuracy
Cost: 2
Supply: Infinite

Melta Bomb A melta bomb is a type of explosive charge belonging to the melta design tree. When activated, they explode with intense thermal energy, 'melting' the target away. Like all melta-weapons, melta bombs are especially useful for attacking vehicles, buildings and other armored targets.
Effect: +4 Attack vs Vehicles
Cost: 2
Supply: Infinite

Krak Grenade:  Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.
Effect: +2 Attack vs Vehicles 
Cost: 1
Supply: Infinite


Frag Grenade: Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area
Effect: +1 Attack vs Infantry
Cost: 2
Supply: Infinite


Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Close Combat Sword: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:
Effect: +1 Attack, A one handed weapon allowing user to wield another weapon simultaneously
Cost: 1
Supply: Infinite

Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect: Defense +3, Standard Space Marine equipment includes Vox sets allowing marines to communicate with one another, as well as call for the following support options
1. Orbital Bombardment: A orbital strike is called down on a designated enemy location from orbiting Imperial spacecraft. Can occasionally be inaccurate.
2.Heavy Support: Armored support is dispatched to assist the marines in their current mission. What forces are sent varies depending on availability.
3.Deep Strike: Terminator support is called in, teleporting down to the battle field. Teleportation process can sometimes be very inaccurate.
Cost: 1
Supply Infinite

Teleport homer: Antique pieces of equipment used by Space Marines,They produce a signal which can be locked onto by Terminator Armour suits and which enable them to teleport onto the battlefield. This is a useful piece of equipment, however to be effective it needs to be on the battlefield and in the correct position, which could put the bearer in substantial danger.
Effect: Allows Terminator Marines to teleport directly to user's location regardless of whether they would normally be able to, allows for totally accurate orbital bombardment.
Cost: 3
Supply Infinite


Tactical Marine(Infinite Open Slots)
The most versatile and tactically flexable force in the Space Marine army, This makes them the most common unit in the Space Marines.

Power Armor:  A completely enclosed suit of armor, made of thick ceramite plates.Power armor is fully sealed, isolating the wearer from the outside environment and protecting him from gas weapons and harsh atmospheres. It also commonly includes numerous auxiliary systems such as communicators, auto-senses, etc. Space Marines go through an arduous process where they receive various implants culminating with the implantation of the Black Carapace  which allows the Marine a direct and instinctual interface with the armor, making it in effect a second skin. The advanced systems of Space Marine power armor also monitor the Marine's biological functions, feeding the medical information to the Marine. Whilst power armor is most commonly associated with the Adeptus Astartes, the Sisters of Battle and many Inquisitors  also use powered armour of one sort or another. Typically however these amours may not contain the same strength enhancing properties or life-support functions of Space Marine power armour nor do they provide the same amount of armor.
Effect: +5 Defense, +2 Attack, +2 Perception, +1 Accuracy, -1 Stealth, -1 Agility, Vox set allowing marines to communicate with one another, as well as call for the following support options
1.Orbital Bombardment: A orbital strike is called down on a designated enemy location from orbiting Imperial spacecraft. Can occasionally be inaccurate.
2.Heavy Support: Armored support is dispatched to assist the marines in their current mission. What forces are sent varies depending on availability.
3.Deep Strike: Terminator support is called in, teleporting down to the battle field. Teleportation process can sometimes be very inaccurate.
Cost: 2
Supply Infinite

Krak Grenade:  Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.
Effect: +2 Attack vs Vehicles 
Cost: 1
Supply: Infinite




Frag Grenade: Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area
Effect: +1 Attack vs Infantry
Cost: 2
Supply: Infinite

Bolt Pistol: Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.
Effect: +2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite

Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Chainsword A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
Effect: +3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite

Heavy Bolter:  The Heavy Bolter is a Bolt Weapon generally used for fire support missions, It fires a round considerably larger than that of the bolter, with a much higher rate of fire and longer range. These factors allow this anti-personnel weapon to be used against better armoured foes, including Lightly armoured vehicles, than the standard pattern Bolter.While generally operated by a two man crew, the Heavy Bolter is capable of being held and fired by a lone individual in Power Armour
Effect: +6 Ranged Attack vs Infantry, +2 vs Vehicles, -2 Agility
Cost: 4
Supply: 1

Flamer: Flamers are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Flamers fire a mix of highly volatile liquid chemicals which ignite with the use of a pilot light. The flaming chemical sticks to its target and continues burning on its own accord - those who are not killed instantly die horribly as the super-hot chemical continues to burn.
Effect: +3 Ranged Attack, +2 Attack, Makes enemies much more likely to retreat.
Cost: 3
Supply: 2


Bolter: A smoothbore, semi- and fully-automatic gun that fires two-stage projectiles known as bolts. The standard ammunition employedis a mass reactive warhead, which has earned the bolter its reputation as a terror weapon. A millisecond fuse detonates the warhead after it has penetrated the targetAgainst soft tissue the effect is particularly gruesome, and many enemies of the Emperor quickly capitulate after seeing the results of bolter fire on their comrades.This standard bolt is also effective against light armoured vehicles.
Effect: +4 Ranged Attack vs Infantry, +1 Ranged Attack vs Vehicles
Cost: 2
Supply: Infinite

Plasma gun:: The weapon fires a highly energized ball of hydrogen based plasma which upon impact with the target detonates with the power of a small sun. Generally Imperial Guard commanders view the plasma gun as being far more valuable that the soldier using it. As such they tend to only be issued to Guardsmen who have proven themselves in combat.
Effect: +5 Ranged Attack vs. Infantry and Vehicles
Cost: 5
Supply: 1



Assault Marine(Infinite Open Slots): The best Space Marine unit for close combat, they attack with speed instilling shock and awe in their targets.

Flamer: Flamers are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Flamers fire a mix of highly volatile liquid chemicals which ignite with the use of a pilot light. The flaming chemical sticks to its target and continues burning on its own accord - those who are not killed instantly die horribly as the super-hot chemical continues to burn.
Effect: +3 Ranged Attack, +2 Attack, Makes enemies much more likely to retreat.
Cost: 3
Supply: 2

Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Krak Grenade:  Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.
Effect: +2 Attack vs Vehicles 
Cost: 1
Supply: Infinite



Frag Grenade: Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area
Effect: +1 Attack vs Infantry
Cost: 2
Supply: Infinite

Power Armor:  A completely enclosed suit of armor, made of thick ceramite plates.Power armor is fully sealed, isolating the wearer from the outside environment and protecting him from gas weapons and harsh atmospheres. It also commonly includes numerous auxiliary systems such as communicators, auto-senses, etc. Space Marines go through an arduous process where they receive various implants culminating with the implantation of the Black Carapace  which allows the Marine a direct and instinctual interface with the armor, making it in effect a second skin. The advanced systems of Space Marine power armor also monitor the Marine's biological functions, feeding the medical information to the Marine. Whilst power armor is most commonly associated with the Adeptus Astartes, the Sisters of Battle and many Inquisitors  also use powered armour of one sort or another. Typically however these amours may not contain the same strength enhancing properties or life-support functions of Space Marine power armour nor do they provide the same amount of armor.
Effect: +5 Defense, +2 Attack, +2 Perception, +1 Accuracy, -1 Stealth, -1 Agility, Vox set allowing marines to communicate with one another, as well as call for the following support options
1.Orbital Bombardment: A orbital strike is called down on a designated enemy location from orbiting Imperial spacecraft. Can occasionally be inaccurate.
2.Heavy Support: Armored support is dispatched to assist the marines in their current mission. What forces are sent varies depending on availability.
3.Deep Strike: Terminator support is called in, teleporting down to the battle field. Teleportation process can sometimes be very inaccurate.
Cost: 2
Supply Infinite

Combat Shield: A form of shield utilizing similar technology to that used by power weapons to produce a field of energy around the face of the shield. It is used by the Space Marines and is a smaller and less-protective version of the storm shield used by Terminator-armored Marines and is small enough to be strapped to the arm, leaving both hands free for another weapon to be used.
Effect: +1 Defense, Does not take up a free hand.
Cost: 1
Supply: Infinite

Bolt Pistol: Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.
Effect: +2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite


Plasma pistol: The Plasma Pistol is a smaller version of the Plasma Gun and is just as dangerous. It offers a penetrating capacity unique among broadly distributed pistol-sized weapons, and can easily take out heavily armored enemies.
Effect: +3 Ranged Attack vs All enemies, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite

Close Combat Sword: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:
Effect: +1 Attack
Cost: 1
Supply: Infinite

Chainsword A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
Effect: +3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite


Power weapon A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour
Effect: +4 Attack vs all enemies
Cost: 4
Supply: 2



Jump Pack: A Jump Pack is a back mounted device containing turbines or jets powerful enough to lift even a user in Power Armour. They greatly enhance a warrior's mobility by allowing him to travel quickly across the battlefield, making great bounding leaps over obstructions and launching himself into the melee of close combat. It's roaring engines allow a user to slow his descent when leaping from low-flying aircraft, allowing him to Deep Strike with relative safety directly into the fray.
Effect: +4 Agility,  Allows marine to 'jump' over obstacles, has a 1 in 3 chance of allowing marine to 'jump out' and escape any combat.
Cost: 3
Supply: Infinite

Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Lightning Claw A specialized type of Power Weapon. It consists of a power gauntlet and four blades that crackle with matter-disruptive energy. These blades are the equivalent of small power weapons which carve through armour and flesh with ease. The Lighting Claw is much lighter than other fist style power weapons and as such does not encumber it's user.
Effect: +6 Attack vs All enemies, +1 Agility
Cost: 5
Supply: 1

Terminator(1 Open Slot)

Terminator Armor: Terminator Armour or Tactical Dreadnought Armour is the toughest and most powerful form of personal armor humanity has ever developed. The scarcity and expense to maintain Terminator suits means they are available only to the elite troops from the veteran companies of the Space Marine Chapters. Like power armor, Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fiber bundles. Plates of heavy plasteel further armor the ceramite sections, especially on the front of the suit. External adamantium ribs support the immense weight of the armor. Terminator Armour incorporates many more auxiliary systems than normal Marine power armor. The armor's sensorium, based upon tendril sensors, links directly into the wearer's own awareness (adaptive surgery is necessary to make this possible). The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every squad member to see exactly the same view of the battle as his comrades.
Effect: +7 Defense, +2 Attack, +2 Perception, +1 Accuracy, -3 Stealth, -3 Agility, allows for teleportation to any beacon during,  Vox set allowing marines to communicate with one another, as well as call for the following support options
1.Orbital Bombardment: A orbital strike is called down on a designated enemy location from orbiting Imperial spacecraft. Can occasionally be inaccurate.
2.Heavy Support: Armored support is dispatched to assist the marines in their current mission. What forces are sent varies depending on availability.
Cost: 2
Supply Infinite


Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Heavy Flamer: The heavy flamer is a much larger and bulkier flamer. It produces a larger flame capable of enveloping more targets. Few armies
carry it by hand, but it is sometimes fitted to vehicles.It is a standard special weapon of Space Marine Terminators who can wield the weapon one handed.
Effect: +5 Ranged Attack, +4 Attack, Makes enemies much more likely to retreat, One handed weapon allowing it's user to wield a second weapon simultaneously
Cost: 2
Supply: 1




Storm Shield The storm shield is a power shield used by Space Marines It is a more advanced and bulky version of the combat shield, providing better defense. However it is also much larger and requires use of one hand, preventing the use of two weapons. When the generator is activated the shield shimmers with blue energy and when struck it emits crackling lightning, which gives it its name. The shield is effective against both melee and against ranged attacks and able to withstand the might of a lascannon or even super heavy weaponry.
Effect: +4 Defense, One handed weapon allowing it's user to wield a second weapon simultaneously
Cost: 3
Supply: 1

Thunder Hammer: Thunder hammers are weapons of ancient design, utilizing a power field similar to a power sword or fist, and used primarily by Terminator Assault Squads. Where as other power weapons emit a constant energy field, the thunder hammer is designed to energize the power field only upon impact, enabling it to conserve energy until it is actually needed, and allowing the weapon to deliver a particularly devastating blow2. Upon impact, the thunder hammer's blue energy field explodes with a thunderous crack, more often than not smashing through armor, and leaving a smoking hole that crackles with blue sparks2. The power unleashed on impact is such that a warrior not in Terminator armor will likely be knocked over. The weapon's main drawback in combat is its slowness in delivering a strike compared to most other close combat weapons.
Effect: +7 Attack, -4 Agility One handed weapon allowing it's user to wield a second weapon simultaneously
Cost:
Supply: 1

Cyclone Missile LauncherThe Cyclone Missile Launcher is a variant specially designed to be fit on a Terminator Armour. Loaded with Krak Missiles and Frag Missiles, the Cyclone consits in two "cube shaped" missile boxes twin-linked by a targeter and sensors array, the missile and sensors unit is fixed on the back of a standard terminator armour, this fitting allow the Space Marine to use a Storm Bolter and Power Fist with the Missile Launcher, he can fire both firearms simultaneously.
Effect: +3 Attack vs Infantry +5 Ranged Attack vs Vehicles, Does not take up a free hand. 
Cost: 5
Supply: 1


Assault Cannon: The assault cannon is a heavy, automatic anti-personnel weapon commonly used by Terminator armored Space Marines. Its most notable feature is its incredibly high rate of fire. It is a medium caliber rotary autocannon, with 6 barrels cycled by an electric motor past a single chamber. Although it lacks the range of the autocannon and many other heavy weapons, the assault cannon is a fearsome weapon when used in the close range role it was designed for. t has long been reported by the Astartes that the assault cannon's massive rate of fire can allow it to chew through armor that would normally be impenetrable to a weapon of its caliber. Extensive testing by the Adeptus Mechanicus supported this observation, and Astartes targeting doctrines have been officially amended to recognize this attribute.
Effect: +7 Ranged Attack vs Infantry, +5 vs Vehicles, -2 Stealth, -1 Agility, -1 Accuracy, One handed weapon allowing it's user to wield a second weapon simultaneously
Cost: 5
Supply: 1

Chainfist The Chainfist is a variant of the Power Fist, a weapon often used by the Adeptus Astartes. The chainfist is created when a power fist has a small chain sword attached to it, the size of a large bayonet. This is also covered by the energy field, and is used to carve through armored bulkheads and such. It can also be used quite effectively in close combat, punching through even Terminator Armour. like its relative, the chainfist is slow and cumbersome, meaning the user will usually get hit first simply bringing it to bear, and again if he misses.
Effect: +9 Attack, User always attacks last, One handed weapon allowing it's user to wield a second weapon simultaneously
Cost: 4
Supply: 1

Storm bolter: A dual-chamber, linked boltgun with a higher rate of fire, making it a devastating weapon at close quarters
Effect: +6 Ranged Attack vs Infantry, +2 Attack +2 vs Vehicles, -2 Stealth, One handed weapon allowing it's user to wield a second weapon simultaneously
Cost: 3
Supply: 1
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro

-OOC-


The second force listed is the Imperial Guard, I am not placing restrictions on the total number of Imperial Guard characters. For clarification Guardsmen/women are given 45  points to assign to their stats. With no maximum to what their stats can be.

They are also given 20 points to use towards their Wargear/Abilities. Each entry on the Wargear/Abilities list has a description of what that item is, a description of what effect it will have on your character in game, a cost in points (to be deducted from your allotted 20), and a Supply listing which represents how many of those items there are for a specific character class. For instance if there is 1 weapon A for the Tactical marine, and 1 weapon A for the Scout this does not mean that only one of them can have weapon A. It means that both a tactical marine and a scout can have weapon A.

If there are any questions feel free to ask.

-IC-


The Yuktobonian "Lucky" 7th Combined Regiment of the Imperial Guard
The Imperial Guard is the primary fighting force of the Imperium, so numerous in size that even the Departmento Munitorum cannot place a figure on the number of Guardsmen under arms at any one time; the daily lists of new recruits and toll of casualties can run into the millions in a single day.This absolute numeracy provides the Guard with its main power; their ability to deploy in numbers that, eventually, result in victory. Attacking in seemingly endless influxes across battle-zones, charging forth under the cover of massive barrages and delivering massed lasgun volleys, in the Guard the individual Human soldier may appear a lost thing, almost forgotten. Yet the actions of these anonymous soldiers daily decide the fate of worlds.The Guard forms the very backbone of the Imperium; without it, Mankind would surely perish. Whilst Guardsmen are hardly the equals of Space Marines, fighting neither with the advantages of genetic enhancement or the most powerful personal weaponry, the Guard possesses the courage and the manpower to face and annihilate the enemies of the Emperor across the galaxy.

What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!

— Lord Commander Solar Macharius +++


Advantages: The Imperial Guard's primary strength is in it's numbers. Every Guardsman goes into battle knowing that they have unending amounts of troops and armor at their backs, and standing beside them. While the lives of individual Guardsmen are seemingly unimportant to their commanders, they are also unimportant to their enemies. Very rarely will any enemy make a concerted effort to kill a specific Guardsman. The Imperial Guard also boast the largest amount of combat support of any force in the Imperium.

Disadvantages: Guardsmen are gifted with neither with the advantages of genetic enhancement or the most powerful personal weaponry. To be a Guardsman is to know fear, and to fight along side others who do, to be the weakest individual warriors of the Imperium.

(It should be noted that some Imperial Guard regiments include both male and female troopers. The “Lucky” 7th is one such regiment)

Guardsman(Infinite Open Slots): Guardsman (sometimes Private, Trooper or other regimental equivalent) is the generic term for the lowest enlisted rank in the Imperial Guard, no matter their military occupational specialty. It is also in use as a generic term for any member of the Imperial Guard, regardless of rank. The most common type of Imperial military force, there are estimated to be billions of Imperial Guardsmen in service at any one time. As a member of the standing army of the Imperium, the average Guardsman can be expected to fight against genetically-engineered super-beings, alien killing machines, warrior-mystics, or technology that appears akin to sorcery. Against the horrors of a galaxy permanently at war, the average Guardsmen is equipped with a type of flak jacket and a Lasgun fixed with a bayonet; victory and survival are won with the aid of fellow Guardsmen, courage and, of course, faith in the Emperor.
Wargear/Attributes

Lasgun: The most common and widely used type of laser weapon in the Imperium. It is standard issue for all Imperial Guard infantry and most lower officers. Lasguns are reliable, easy to maintain and to produce, and are readily available on most Imperial worlds. It is a semi-automatic weapon which works by emitting a beam of focused light. The high amount of energy of the beam causes the immediate surface area of a target to be vaporized in a small explosion. It is a relatively unimpressive weapon when compared to many other weapons of The Imperium, but it's true strength lies in the awesome number of lasguns(and corresponding Guardsman) that the Imperial Guard can field in a single engagement.
Effect: +2 Ranged Attack
Cost: 1
Supply Infinite

Laspistol: The laspistol is a smaller, more compact, pistol-version of the lasgun. There is little standardization in the design of laspistols, with most worlds producing their own versions. While they do not possess the range of the lasgun. They can be wielded one handed and also serve as a good back up weapon.
Effect: +1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaniously
Cost: 1
Supply: Infinite

Flack Armor: The most basic forms of armor in common use by the Imperium. It is a relatively primitive form of armor, it is used most commonly by the Imperial Guard. Although it is a relatively ineffective armor, it is incredibly cheap and easy to make, requiring only a very low technology base making it the standard issue for Imperial Guardsmen.
Effect +2 Defense
Cost 2
Supply Infinite

Close Combat Sword: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:
Effect: +1 Attack
Cost: 2
Supply: Infinite



Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect: +3 Defense
Cost: 3
Supply Infinite

Vox-Caster: The Vox-caster is a piece of Imperial technology used by the Imperial Guard to communicate orders over long distances. It is useful for allowing Guardsmen to successfully receive new orders, as well as call in support and re-reinforcements.
Effect Allows it's user to each of the following forms of combat support once per mission.
1. Where's that artillery?!? An Basalisk artillery strike is called in on an enemy position from far behind the lines, Baslisk crews take pride in always being accurate.
2. Tanks! We need bloody tanks! Armor support is called in to assist the Guardsmen in their current objective, what is sent and how soon it arrives depends on availability and the urgency of the situation. 
3. For every one of us who falls 10 more will take his place! When Guardsmen numbers reach critically low levels full reinforcements can be called in, bringing the number of Guardsmen back up to the original deployment size.
4. Requesting Transport: Field transport is sent to ferry the Guardsmen from their current location to their next objective, what form of transport is sent depends on availability and the urgency of the situation
5. I need a fire team! Heavy weapons teams are called in to support the Guardsmen
6. Ordrogg, the Emperor's very pleased with all of you, OK? He says he wants you to help us now, Ok? Ogryn are sent to support the Guardsmen
6. 'The reinforcements were greatly appreciated... erm, have you got any more?' Further reinforcements can be called in should the number of Guardsmen reach critically low levels a second time.
Cost 4
Supply 2

Flamer: Flamers are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Flamers fire a mix of highly volatile liquid chemicals which ignite with the use of a pilot light. The flaming chemical sticks to its target and continues burning on its own accord - those who are not killed instantly die horribly as the super-hot chemical continues to burn.
Effect: +3 Ranged Attack vs Infantry, +2 Attack vs Infantry, Makes enemies much more likely to retreat.
Cost: 4
Supply: 2

Grenade Launcher Grenade launchers have much greater range than hand-thrown grenades and are a relatively simple tubular weapon which can launch several different types of grenades. The most commonly used types of grenade launched shells are frag and krak.
Effect: +4 Ranged Attack vs Infantry, +4 Ranged Attack vs Vehicles, -2 Accuracy
Cost: 4
Supply: 1



Afriel Strain: The Afriel Strain was a shadowy experimental process which used genetic material from a number of the Imperium's greatest heroes to in effect make clones of them. The legendary Macharius was among the individuals replicated in this manner. The Afriel Strain was an attempt to create the perfect soldier, though it resulted in unforeseen misfortunes. For no reason that their creators can ascertain, the Afriels appear to suffer from the most appalling bad luck. Nonetheless, whoever the creators of the Afriel Strain may be, they continue to experiment, fielding their "perfect soldiers" across the war zones of the Imperium.
Effect +5 Health, +2 Agility, +2 Perception, +2 Intelligence, -5 Luck
Cost 3
Supply 1

Penal Legionnaire Penal Legions are Imperial Guard forces consisting entirely of convicted criminals, debtors, liberals and other social transgressors. Crimes resulting in sentence to a Penal Legion can range from failure to return library books to murder, minor heresy, cowardice in battle, desertion, etc. By serving in the Penal Legions these individuals are given the chance of redeeming themselves in the eyes of the Emperor. They are considered expendable, as death is the point of serving in a Penal Legion. They are often used to test enemy defenses. New troops have their heads tattooed with unit insignia. Most die in their very first battle, herded into the enemy gunfire and dying by the hundreds but always a few born killers, somehow beat these merciless odds and survive through numerous battles.
Effect: +3 Attack, +3 Luck, +1 Health, Allows access to the following options
Cost: 5, Can not be combined with Veteran or Deathworlder
Supply: 2
   


  • Shotgun: A projectile weapon  firing a large, solid slug or a dispersed fragment shot. Some shotguns are drum-fed, others are pump-action, while the most primitive are single shot weapons. Their versatility and ease of construction compared to weapons such as lasguns, makes them widely used weapons. They are popular with hive-world scum and local police. It is not highly accurate but it is easier to fire from the hip than the Lasgun and as such are much more useful when charging the enemy. Making them a prized item in any units that can expect to be sent on the attack.
    Effect: +3 Ranged Attack vs. Infantry, +3 Attack vs Infantry, -1 Accuracy
    Cost: 3
    Supply: 1


  • Demolition Charge: The demolition charge is a short range explosive. It is effective simply because of its strength but has a dangerously short range (as far as a person can throw it). This short range makes it just as dangerous for the attacker as it is for the defender. The power of the typical explosive charge can damage or destroy tanks and fortifications Guardsmen who volunteer to carry a demolition charge are authorized to request better food and ration allowances.
    Effect: Allows for a single Attack with a power of 30 against any target/ group of targets, has a 1 in 4 chance of being a 'dud,'   has a 1 in 7 chance of your character getting caught in the blast and receiving an Attack with a power of 5.
    Cost: 3
    Supply: 2


  • Chem Inhaler : A combat-drug  dispensing rebreather, the drugs' effect minimize any instincts of self-preservation. Their use is a cheap and expedient method of making dependable soldiers out of ill-disciplined but otherwise suitably violent troops.
    Effect: +2 Attack, -1 Intelligence, +3 Health,
    Cost:
    Supply: 2







Veteran: As a regiment is progressively eroded through combat until only the toughest and luckiest remain, these remainders end up becoming hardened veterans, men and women who have survived long enough to become especially proficient at war. They have often picked up a number of unique battle skills over their long tours of service and these tools are what help to keep them alive when all those around them die.
Effect: +2 Accuracy, +2 Perception, +2 Intelligence, +1 Health, Allows access to the following options
Cost: 5, Can not be combined with Penal Legionnaire or Deathworlder
Supply: 1


  • Plasma gun:: The weapon fires a highly energized ball of hydrogen based plasma which upon impact with the target detonates with the power of a small sun. Generally Imperial Guard commanders view the plasma gun as being far more valuable that the soldier using it. As such they tend to only be issued to Guardsmen who have proven themselves in combat.

    Effect: +5 Ranged Attack vs Infantry and Vehicles
    Cost: 5
    Supply: 1




  • Medi Pack A medi-pack is a device used by the Imperial Guard to help patch up wounded soldiers on the battlefield. The design of the medi-pack can range from a small medical kit to a complex scanning devices depending on the original source of the regiment and the planet's technological base
    Effect: Allows character to recover back to full health once per mission, and to heal another character by half their full health once per mission.
    Cost 4
    Supply: 1


  • Bayonet: A simple blade attached to the end of a Guardsman's weapon. While it is no more effective than a knife, Guardsmen who have lived long enough know that stabbing an enemy with their bayonet means they can fire their weapon into them as well!
    Effect: + One Fourth of your Ranged Attack to Attack(I.E. RA of 8= +2 Attack)
    Cost: 3
    Supply: 1


Deathworlder:  A death world is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. Humans can, and do, live on these worlds, but it is a never-ending struggle in which natural selection ensures that only the toughest survive.

Effect: +3 Health, +2 Stealth, +2 Perception Allows access to the following options
Cost: 5, Cannot be combined with Veteran or Penal Legionnaire
Supply: 2



  • Long-Las: The long-las, is the preferred weapon of Imperial Guard sharpshooters. With a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters.

    Effect:+2 Accuracy, + 4 Ranged Attack vs Infantry, +3 Ranged Attack vs Vehicles, -1 Attack, has a 1 in 8 chance of instantly killing the target.

    Cost: 3

    Supply: 1

  • Camo-cloak:
    The Camo Cloak is coated with an absorbent material called Cameoline which takes on the colouration of the surroundings giving the wearer a great deal of individual concealment and when used by elite stealth experts and when used correctly can give the wearer near perfect concealment

    Effect: +6 Stealth

    Cost: 3

    Supply:2


  • Ripper pistol: Fires a highly accurate hail of poisoned metal shards at the target. The initial wounds caused by the shards allow the venom to enter the victim's bloodstream and cause death. 

    Effect:+3 Ranged Attack vs Infantry, +3 Attack vs Infantry, One handed weapon allowing its user to wield a second weapon simultaneously

    Cost: 3

    Supply:2


Macharian Cross: The Macharian Cross is awarded to reward successful and intelligent application of the Tactica Imperialis in battle.
Effect: +4 Intelligence
Cost: 4
Supply 1


Triple Skull: The Triple Skull medal is a medal bestowed upon those who were in a unit that suffered at least 66% Casualties and survived.
Effect: + 2 Luck
Cost: 2
Supply: 3

Order of Ollanius Pius Ollanius Pius was the lone Man who stood in front of Warmaster Horus, sacrificing his life for the Emperor. His saint-like image is usually on Imperial Guard banners, and this medal is the highest honor a mortal man can earn in the service of the Imperium.
Effect: Character is a living inspiration to fellow Imperial NPC's as such NPC's will do almost anything to protect them. (As long as Imperial Guard NPC's are present there is a 1 in 3 chance that they will dive in the path of incoming attacks to protect the character, taking the damage from the attack in the character's place)
Cost: 4
Supply: 1


Commissar(One Open Slot) Commissars are invariably stern and uncompromising individuals, able to keep even the most anarchic regiments in line through fear, strength and power. Every regiment has one or more attached Commissars who remain with the regiment throughout its duties.They have authority over both the soldiers and regimental officers. Commissars have both the right and duty to immediately execute any Imperial guardsman or officer who shows cowardice or incompetence in battle. They must also ensure the regiment does not harbor the likes of Genestealer Cultists, Chaos heretics, spies, or mutants. While a Commissar is present Imperial Guard NPC's will not retreat.

Laspistol: The laspistol is a smaller, more compact, pistol-version of the lasgun. There is little standardization in the design of laspistols, with most worlds producing their own versions. While they do not possess the range of the lasgun. They can be wielded one handed and also serve as a good back up weapon.
Effect: +1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaneously
Cost: 1
Supply: 1


Bolt Pistol: Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.
Effect: +2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: 1






Plasma pistol: The Plasma Pistol is a smaller version of the Plasma Gun and is just as dangerous. It offers a penetrating capacity unique among broadly distributed pistol-sized weapons, and can easily take out heavily armored enemies.
Effect: +3 Ranged Attack vs All enemies, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: 1


Close Combat Sword: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:
Effect: +1 Attack
Cost: 2
Supply:1



Chainsword A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
Effect: +3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: 1

Power weapon A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour
Effect: +4 Attack vs all enemies
Cost: 4
Supply: 1



Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect: +3 Defense
Cost: 2
Supply 1



Refractor field: A small device which projects a protective energy field around the user. Its effect is to disperse the energy of an incoming shot or blow over the total area of the field. The field, although less reliable than that of a rosarius, can stop even the powerful projectiles such as lascannon and plasma hits.
Effect: +2 Defense, 1 in 4 chance of stopping incoming attacks
Cost: 5
Supply: 1


Bionic Arm: Injuries are not enough to stop those truly committed to their duty. A bionic arm is stronger, and tougher than it's organic counterpart and therefore of great use in combat, whether it is used to punch an enemy or grab hold of a fleeing guardsman.
Effect: +2 Attack
Cost: 3
Supply: 1


Sanctioned Psyker(One Open slot): Sanctioned Psykers are psykers trained by the Adeptus Astra Telepathica and assigned to serve within the Imperial Guard. They are able to use their psychic abilities to aid the commander in his decisions by predicting or sensing enemy movements, or more directly in combat, psychically attacking the enemy or protecting allies. Commissars are always ready to execute a psyker in danger of possession. Throughout the Imperium, psykers are justifiably feared for the danger they present, and held in a regard comparable to that of aliens and mutants. Certain slang has grown up between psykers and non-psykers. Freak, Brain and Bolt Magnet are all terms for a sanctioned psyker, whereas Blunt is what a non-psyker is to a psyker.


Laspistol: The laspistol is a smaller, more compact, pistol-version of the lasgun. There is little standardization in the design of laspistols, with most worlds producing their own versions. While they do not possess the range of the lasgun. They can be wielded one handed and also serve as a good back up weapon.
Effect: +1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaniously
Cost: 1
Supply: 1


Psycho-reactive staff: A staff made of rare woods and precious metals, through which a psyker channel their psychic powers and transform it into a searing weapon capable of cutting through reinforced ceramite and ripping the life force from those it strikes.
Effect: +6 Attack vs Psychic Enemies +4 Attack vs All Other Enemies, 
Cost: 3
Supply: 1

Flack Armor: The most basic forms of armor in common use by the Imperium. It is a relatively primitive form of armor, it is used most commonly by the Imperial Guard. Although it is a relatively ineffective armor, it is incredibly cheap and easy to make, requiring only a very low technology base making it the standard issue for Imperial Guardsmen.
Effect +2 Defense
Cost 2
Supply Infinite

Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect: +3 Defense
Cost: 2
Supply 1




Runes of Power: Wards and sigils of power that have been daubed onto a psyker's armor to increase their psychic abilities and protect them from harm.
Effect: +3 Defense, allows Psychic abilities to be used one extra time per mission.
Cost: 2
Supply: 1

Psychic Abilites



  • Machine curse: Harms enemy vehicles with psychic power.
    Effect: Counts as a  7 Point Attack vs Enemy Vehicles
    Cost: 3, Can be used twice per mission
    Supply: 1
  • Psychic ward: Allows the Psyker to block enemy psychic attacks.
    Effect: Enemy Psychic attacks cannot be used for a random amount of time.
    Cost:3, Can be used once per mission
    Supply: 1
  • Psychic lash: Uses Warp energy to attack and wound nearby enemies that goes through armor.
    Effect: A single enemy receives a 5 point attack directly against their Health rather than their Defense, can be used once per mission
    Cost: 3
    Supply: 1
  • Lightning arc: Launches lightning at nearby enemies
    Effect: Between 1 and 12 enemies receive a 3 point attack, can be used 4 times per mission.
    Cost: 3
    Supply: 1

Storm Trooper(2 Open slots) Storm Troopers are highly-trained shock troops forming the elite force trained to carry out special operations such as deep strike assaults, reconnaissance, and infiltration beyond enemy lines. Storm Troopers are the very best soldiers the Imperial Guard  has to offer, being trained to the peak of human perfection, their combat skills are unmatched within the ranks of the Imperial Guard


Grav-chute: A pack-sized suspensor allowing troops to float safely to the ground from any height. It operates via suspensor fields that counter gravity and two small jets on either side of the shoulders that offer further braking of descent. It is used to drop troops onto a battlefield from any height, either from low-flying aircraft or from the upper atmosphere.
Effect:+2 Agility,  Allows Storm Trooper to Deep Strike to their objective at the beginning of a mission, Allows Storm Trooper to fall/jump from any height and avoid any form of harm.
Cost: 1
Supply: 2


Targeters: Devices used by Imperial forces, possessing various optical sights, range-finding or prediction systems, etc.Targeters are standard equipment of the Imperial Guard's elite Storm Troopers
Effect: +3 Accuracy, +3 Perception
Cost: 2
Supply: 2

Storm Trooper Training: As the Elite of the Imperial Guard, every storm trooper is given training above and beyond that of other Guardsmen.
Effect:+3 Intelligence, +3 Stealth,  +2 Agility
Cost: 1
Supply:2

Auxiliary grenade launcher: Auxiliary grenade launchers are small tubular devices which attach to other hand held weapons such as bolters, lasguns and autoguns.The grenade launcher is primed with a smoke grenade. Allowing Storm Troopers to mask their advance even when the enemy knows it is coming.
Effect: -2 Enemy Perception
Cost:2
Supply:2

Body Hardening: Slang terminology for a practice commonly experienced within Storm Trooper units of the Imperial Guard. 'Body Hardening' consists of Storm Troopers constantly 'helping' one another to learn how to deal with pain.
Effect: +5 Health
Cost:1
Supply:2

Reconnaissance Training: Even further training focused on helping Storm Troopers master the art of stealth insertion, movement, and escape on the battlefield.
Effect:+5 Stealth
Cost:1
Supply:2

Tank Hunter Training: Some Storm Troopers are taught to be experts at destroying all forms of enemy vehicles, as well as evading the attacks of said vehicles.
Effect:-3 Accuracy to Enemy Vehicles, 1 in 4 chance of instantly killing an enemy Vehicle if the Storm Trooper is armed with either Krak Grenades or a Melta-Gun
Cost: 3
Supply: 2

Hotshot lasgun: The hotshot lasgun is commonly issued to Imperial Guard Storm Troopers, Their lasbeams are designed to pierce the armour of heavy infantry, such as enemies in power armor. The magazines used to feed ammunition to the weapon is a supercharged external power pack, providing a higher degree of armour-piercing, which none but the hardiest enemies can withstand. For its armour-piercing purpose, the hotshot lasgun is much more powerful than the bolter.
Effect: +4 Ranged Attack vs Infantry(Double damage vs Defense stat), +2 Ranged Attack vs Vehicles(Double Damage vs Defense Stat)
Cost: 2
Supply: 2

Hotshot Laspistol: A Pistol version of the Hotshot Lasgun used by Imperial Guard Storm Troopers. In combat it is effectively the same as a Laspistol, although it can penetrate light armour. It is also often used in tandem with a Close Combat Weapon. Storm Troopers wear large backpacks with power generators which provide the gun with its greater firepower. While the standard Laspistol is a semi-automatic weapon,  the Hotshot Laspistol is fully automatic
Effect: +4 Ranged Attack vs Infantry(Double Damage vs Defense stat), +2 Ranged Attack vs Vehicles(Double Damage vs Defense stat)
Cost: 2
Supply: 4

Meltagun: Heat-based weapons which work by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporised. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Unfortunately, due to the high power consumption and range dissipation, the weapon is only effective over very short distances, but anything caught in the blast is likely to be destroyed. Although short-ranged and slow to fire, they are prized for their power against armoured vehicles. They are also considered a good alternative to plasma weapons, which are unreliable.
Effect: +6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor
Cost: 6
Supply: 1


Krak Grenade:  Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.
Effect: +2 Attack vs Vehicles 
Cost: 1
Supply: Infinite

Frag Grenade: Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area
Effect: +1 Attack vs Infantry
Cost: 2
Supply: Infinite

Chainsword A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
Effect: +3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite


Power weapon A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour
Effect: +4 Attack vs all enemies
Cost: 4
Supply: 1



Storm Trooper Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect: +5 Defense, Vox system allows for the following support options once per mission.
1. Requesting Covering Fire!: Ratling snipers are given orders to provide covering fire, eliminating targets from long range with their high powered sniper rifles for a period of time.
2. We Need Transpo!: A Valkyrie gunship is dispatched to provide dedicated transportation for the remainder of the mission, allows Storm Troopers to continually Deep Strike to their objectives.
3. Target Painted... FIRE! Any Storm Trooper with a Targeter is able to use it to 'paint' a single vehicle, building, or massive creature for a precision strike by an Imperial Cruse Missile.
Cost: 2
Supply 2
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro

OOC


The third force listed is the Sisters of Battle, I am currently going to allow a total number of 4 Battle Sister characters. For clarification Battle Sisters are given 50 points to assign to their stats. With no maximum to what their stats can be.

They are also given 20 points to use towards their Wargear/Abilities. Each entry on the Wargear/Abilities list has a description of what that item is, a description of what effect it will have on your character in game, a cost in points (to be deducted from your allotted 20), and a Supply listing which represents how many of those items there are for a specific character class. For instance if there is 1 weapon A for the Tactical marine, and 1 weapon A for the Scout this does not mean that only one of them can have weapon A. It means that both a tactical marine and a scout can have weapon A.

If there are any questions feel free to ask.


-IC-

Elements of The Order of Our Martyred Lady of The Adeptas Sororitas (Sisters of Battle)

The Adepta Sororitas (also "the Sisterhood" or "Daughters of the Emperor") are an all-woman subdivision of the religious organization known as the Ecclesiarchy  or Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and heresy within humanity and every organization of the Adeptus Terra. The Sisterhood serves as Ministorum's only official military forces because the Decree Passive rules that the Ecclesiarchy cannot maintain any "men under arms." This was supposed to limit the power of the Ecclesiarchy. However the Ministorum were able to circumvent this decree by using the all-female force of the Sisterhood.


The absence of faith is the mark of the weak.

The absence of faith is the mark of the heretic.

The absence of faith is the mark of damnation.


Advantages: Clad in power armor, and armed with the best weapons that the Ecclesiarchy can provide, the Adeptus Soroitas is a force of elite warriors. Each woman is trained to fulfill a task in battle so that when working together the Sisterhood is able to overcome many foes. They are religious zelots who view failure and cowardice as a sin. Sisters entering battle know that their fellows would rather die to a woman than surrender.


Disadvantages: While equipped with power armor the Sisters of Battle are not gifted with the genetic and cybernetic modifications of the Space Marines. Nor do they have the numbers and support of the Imperial Guard.



Battle Sisters (Infinite Open Slots): Battle Sisters are recruited solely from the female progena of the Schola Progenium  facilities spread across the galaxy. They are orphans of the Imperial servants who have given their lives in the service of the Imperium. While being raised within the Schola they receive a strong Ecclesiarchy upbringing and education, coming to regard the Emperor  as their spiritual father. Progena recruited into the Sisterhood are indoctrinated even further into the Imperial Cult, becoming even more fiercely devoted to the Emperor  and the Imperial cause. Their duty as part of the Sisterhood is to ensure and enforce the physical and spiritual purity of humanity and the departments of the Adeptus Terra. As they share the same role as the Ordo Hereticus, Battle Sisters often form a major part of Ordo Hereticus forces.

Power Armour:Sisters of Battle  use a lighter, less bulky version of power armor. This armor does not increase the strength of the wearer to match that of the Space Marines, but does provide the same protection.
Effect: +5 Defense, Vox set allowing sisters of battle to communicate with one another, as well as call for the following Acts of Faith to be recited and broadcast to them by their support elements once per mission
1.Divine Guidance: Songs of the Botler's status as a holy weapon are sung over the Battle Sisters vox-net, spurring every sister to increase her rate of fire
2.Light of The Emperor: Prayers to The Emperor are recited, and all who hear them find themselves more resistant to harm. 
Cost: 2
Supply Infinite

Bolter: A smoothbore, semi- and fully-automatic gun that fires two-stage projectiles known as bolts. The standard ammunition employedis a mass reactive warhead, which has earned the bolter its reputation as a terror weapon. A millisecond fuse detonates the warhead after it has penetrated the targetAgainst soft tissue the effect is particularly gruesome, and many enemies of the Emperor quickly capitulate after seeing the results of bolter fire on their comrades.This standard bolt is also effective against light armoured vehicles.
Effect: +4 Ranged Attack vs Infantry, +1 Ranged Attack vs Vehicles
Cost: 2
Supply: Infinite

Storm bolter: A dual-chamber, linked boltgun with a higher rate of fire, making it a devastating weapon at close quarters
Effect: +6 Ranged Attack vs Infantry, +2 Attack vs Vehicles, -2 Stealth
Cost: 4
Supply: 1

Flamer: Flamers are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Flamers fire a mix of highly volatile liquid chemicals which ignite with the use of a pilot light. The flaming chemical sticks to its target and continues burning on its own accord - those who are not killed instantly die horribly as the super-hot chemical continues to burn.
Effect: +3 Ranged Attack vs Infantry, +2 Attack vs Infantry, Makes enemies much more likely to retreat.
Cost: 4
Supply: 2

Krak Grenade:  Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.
Effect: +2 Attack vs Vehicles 
Cost: 1
Supply: Infinite

Frag Grenade: Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area
Effect: +1 Attack vs Infantry
Cost: 2
Supply: Infinite

Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Auspex: A device used to detect invisible gases and energy emissions throughout a wide spectrum, such as heat, radiation and most forms of energy given off by vehicles and living troops. Their main tactical use is to reveal otherwise hidden troops and allow them to be fired on.
Effect: +4 Perception
Cost: 2
Supply: 2

Book of St. Lucius: The inspirational writings and sermons of St. Lucius of Agatha. The words themselves inspire in others courage they did not know they possessed.
Effect: Imperial NPC's will not retreat without orders to do so, as long as the carrier of the book is present.
Cost:2
Supply:2

Sarrissa: Sarrissa are an attachment to boltguns which the Adepta Sororitas use. They are spiked and viscous but turn the boltgun into a deadly combat weapon while retaining the ranged capabilities.
Effect +2 Attack vs Infantry
Cost: 1
Supply: Infinite



Close Combat Sword: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:
Effect: +1 Attack
Cost: 2
Supply: Infinite




Retributor(2 Open slots) Retributors are the heavy support warriors of the Battle Sisters, armed with the heaviest woman-portable weapons at the Adepta Sororita's disposal they purge the weak and evil with bolter and flame.


Power Armour:Sisters of Battle  use a lighter, less bulky version of power armor. This armor does not increase the strength of the wearer to match that of the Space Marines, but does provide the same protection.
Effect: +5 Defense, Vox set allowing sisters of battle to communicate with one another, as well as call for the following Acts of Faith to be recited and broadcast to them by their support elements once per mission
1.Divine Guidance: Songs of the Botler's status as a holy weapon are sung over the Battle Sisters vox-net, spurring every sister to increase her rate of fire
2.Light of The Emperor: Prayers to The Emperor are recited, and all who hear them find themselves more resistant to harm. 
Cost: 2
Supply Infinite

Krak Grenade:  Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.
Effect: +2 Attack vs Vehicles 
Cost: 1
Supply: Infinite

Frag Grenade: Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area
Effect: +1 Attack vs Infantry
Cost: 2
Supply: Infinite

Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Heavy Bolter:  The Heavy Bolter is a Bolt Weapon generally used for fire support missions, It fires a round considerably larger than that of the bolter, with a much higher rate of fire and longer range. These factors allow this anti-personnel weapon to be used against better armoured foes, including Lightly armoured vehicles, than the standard pattern Bolter.While generally operated by a two man crew, the Heavy Bolter is capable of being held and fired by a lone individual in Power Armour
Effect: +6 Ranged Attack vs Infantry, +2 vs Vehicles, -2 Agility
Cost: 4
Supply: 1


Multi-Melta The Multi-melta is a heavy version of the Meltagun  that has multiple melta barrels. It is an ideal anti-tank weapon, especially at close range. It is a vicious and effective weapon, but lacks the range of other heavy weapons. . Targets are just melted away - turning creatures into pools of steaming protoplasm and vehicles into twisted goo. No personal armor offers even scant protection from a multi-melta.
Effect: +6 Attack vs Infantry, +7 Attack vs Vehicles, Ignores Infantry Armor
Cost: 7
Supply: 1


Melta Bomb A melta bomb is a type of explosive charge belonging to the melta design tree. When activated, they explode with intense thermal energy, 'melting' the target away. Like all melta-weapons, melta bombs are especially useful for attacking vehicles, buildings and other armored targets.
Effect: +4 Attack vs Vehicles
Cost: 2
Supply: Infinite

Psycannon Bolts: Psycannon Bolts arespecially psychically impregnated bolts which are especially effective in combating daemonic armor.
Effect: Double Ranged Attack Damage vs Psychic Enemies
Cost: 4, Requires a bolter weapon.
Supply: 1

Chainsword A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
Effect: +3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite


Seraphim(2 Open slots) Sisters of Battle who are trained in using jump packs. They normally carry two Bolt Pistols and are experts at close combat.
Occasionally Seraphim carry Hand Flamers or Inferno Pistols.

Jump Pack: A Jump Pack is a back mounted device containing turbines or jets powerful enough to lift even a user in Power Armour. They greatly enhance a warrior's mobility by allowing him to travel quickly across the battlefield, making great bounding leaps over obstructions and launching himself into the melee of close combat. It's roaring engines allow a user to slow his descent when leaping from low-flying aircraft, allowing him to Deep Strike with relative safety directly into the fray.
Effect: +4 Agility,  Allows marine to 'jump' over obstacles, has a 1 in 3 chance of allowing marine to 'jump out' and escape any combat.
Cost: 4
Supply: Infinite

Bolt Pistol: Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.
Effect: +2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite

Inferno pistol: A pistol sized melta weapon they are as powerful as a Multi-melta, but have about one quarter of a multi-melta's range.
Effect: +6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor, One handed weapon allowing user to wield a second weapon simultaneously.
Cost: 5
Supply: 1

Hand Flamer: A hand held, pistol sized version of the flamer. It is just as effective as it's larger counterpart but houses much less fuel.
Effect: +2 Ranged Attack vs Infantry, +2 Attack vs Infantry, Makes enemies much more likely to retreat, One handed weapon allowing user to wield a second weapon simultaneously.
Cost: 5
Supply: 1

Chainsword A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
Effect: +3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite


Purity seal Purity seals are borne by various Imperial  troops, applied to weapons, armor and vehicles. They take the form of wax seals and parchment inscribed with declarations and prayers. They are prominently displayed on armor, and symbolize that the wearer is uncontaminated by the slightest taint of Chaos.
Effect: Makes Imperial NPC's much more likely to obey, Makes it impossible for the wearer to be approached, tempted by, or receive gifts from the forces of Chaos.
Cost: 1
Supply: Infinite

Power weapon A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour
Effect: +4 Attack vs all enemies
Cost: 4
Supply: 1

Power Armour:Sisters of Battle  use a lighter, less bulky version of power armor. This armor does not increase the strength of the wearer to match that of the Space Marines, but does provide the same protection.
Effect: +5 Defense, Vox set allowing sisters of battle to communicate with one another, as well as call for the following Acts of Faith to be recited and broadcast to them by their support elements once per mission
1.Divine Guidance: Songs of the Botler's status as a holy weapon are sung over the Battle Sisters vox-net, spurring every sister to increase her rate of fire
2.Light of The Emperor: Prayers to The Emperor are recited, and all who hear them find themselves more resistant to harm. 
Cost: 2
Supply Infinite




Repentia(1 Open slots) Outcast for some past sin, the Sisters Repentia seek death and thus absolution in the heat of battle Confession and penance are part of a Sister's everyday existence, and those who fall short of the Sisterhood's rigorous codes may, in the most extreme cases, find themselves exiled from their order or banded into groups armed withe the mighty ceremonial eviscerators and led into battle by the harsh mistresses, the Sisters Repentia seek death and thus absolution in the heat of battle. Indeed, through a deepseated desire to seek the Emperor's grace, some may willingly exile themselves, finding fault in the smallest imagined transgression.

Eviscerator: A form of obscenely oversized chainsword, and is so abnormally large that it can only ever be wielded in combat effectively with both hands. Because of its relative simplicity in comparison to scores of other weapons found in the 41st millennium, the Eviscerator has become popular amongst certain low-tech forces as a weapon for the primary use of inducing terror in the enemy. Occasionally Eviscerators are fitted with a small flame-thrower called an Exterminator to aid in combat and add yet more to their mortifying reputation, as there is little one can do to avoid such a thing.
Effect:+6 Attack vs all enemies
Cost: 5
Supply: 1


Exterminator: A small flamer  that is seldom taken as a stand-alone weapon. It contains only enough fuel for a single shot without having to be reloaded, therefore it is commonly fitted to other weapons to augment the firepower of the user without encumbering them with another weapon to carry, or providing a degree of ranged firepower to those who only carry melee weaponry.
Effect: Allows a single Ranged Attack with a power of 5 vs Infantry and 2 vs Vehicles
Cost:3
Supply: 1


Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect: +3 Defense
Cost: 3
Supply: 1

Righteous Fury: The Sister Repentia's anger both at herself for her own failures and at her enemies for their heresy fuels her to fight harder than she ever would have been able to before. 
Effect: +2 Attack, +2 Agility, +5 Health
Cost: 4
Supply: 1
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro


The final force listed is the Inquisition, I am currently going to allow 1 Inquisitor character. The Inquisitor will be given 60 points to assign to his stats. With no maximum to what the stats can be.

He is also given 20 points to use towards their Wargear/Abilities. Each entry on the Wargear/Abilities list has a description of what that item is, a description of what effect it will have on your character in game, a cost in points (to be deducted from your allotted 20).
If there are any questions feel free to ask.


Operatives of The Imperial Inquisition


A secretive and powerful organization of the Imperium  responsible for guarding the souls of humanity. The purpose of the Inquisition is to identify and destroy the myriad of potential threats to the Imperium and humanity. The organization's members are agents known as Inquisitors. As a completely autonomous Imperial organization beyond the power of the Adeptus Terra, the Inquisition is immensely powerful. As the Inquisition's duties involve the scrutiny and policing of the other organizations of the Imperium, the Inquisition itself is answerable to no higher power except the Emperor. No one, except the Emperor himself, is beyond the scrutiny of the Inquisition. This power is officially known as the Inquisitorial Remit or Inquisitorial Mandate. With the exception of the Ministorum (which, in any case is still under outside Imperial restrictions), the Inquisition is the only organization of Imperial government that is completely autonomous. Unlike other Imperial organizations, it is not a branch of the massive Adeptus Terra, but a self-contained organization answerable only to itself. The role of the ordinary Inquisitor is to investigate and deal with all potential threats to mankind and the Imperium.

We are at War with forces too terrible to comprehend. We cannot afford mercy for any of its victims too weak to take the correct course. Mercy destroys us; it weakens us and saps our resolve. Put aside all such thoughts. They are not worthy of Inquisitors in the service of Our Emperor. Praise His name for in our resolve we only reflect his purpose of will.

Advantages: With access to the best technology in the Imperium, the authority to do anything that is needed, and the training to know when it is needed Inquisitors are clandestine tools of The Emperor's justice. And the all seeing protectors of humanity. 


Disadvantages: As the only Inquisitor within the crusade numbers are always a problem. Even with the ability and authority to requisition forces from the other Imperial organizations present there is only so much that can be done without detracting from the effectiveness of the crusade, and possibly facing investigation for misuse of power.


Inquisitor(One Open Slot):Potential Inquisitors are usually drawn from the Progena of the Schola Progenium showing the most promise. As is the case with all the aspects of the Inquisition, the matter of recruitment is not a centralized process but the power to invest it within others is left in the hands of the individual Inquisitors. All Inquisitors begin as Acolytes, apprentice-Inquisitors given over to the tutelage of a more experienced member of the Inquisition. Acolytes accompany a fully experienced Inquisitor in his Inquisitorial duties. He may perform a number of tasks such as warrior, scribe, and interrogator. After a set amount of time, his master will give him a recommendation to the Ordos of the Inquisition to advance his pupil to full Inquisitorial rank. After this, the Acolyte is a full Inquisitor and begins his own agenda and operations. Although the Acolyte/Inquisitor is no longer bound to his old master, they will have formed a bond and may work together and help one another in the future.

Rosarius: The Rosarius takes the form of an amulet, often displaying the Imperial Eagle or an ornate cross. It is actually an advanced device, containing a tiny conversion field  generator, which emits a protective energy field around the wearer. The field's effect is to convert the energy of an impact into light. When the field stops a shot, a blinding flash of light is produced. The field is capable rendering even plasma gun shots harmless.

Effect: +4 Defense, 1 in 2 chance of stopping enemy attacks

Cost: 5

Supply: 1


Digital weapon Miniaturized weapons often in the form of rings or other jewelry that are created by the Jokaero, Though miniaturized, they are capable of replicating the punch of full-sized weapons They can only be fired once and reloading is extremely difficult.Accordingly, they are very rare and almost impossible to buy. Their possession is normally restricted to the extremely wealthy or influential; they are more commonly used by Inquisitors.
Effect  +6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor, Does not take up a free hand. 
Cost2
Supply1

Tears of The Emperor: There are many stories that speak of statues of the Emperor weeping blood-like tears from His eyes. These tears are collected by the faithful and placed in ornate crystal bottles after which they can be used by an Inquisitor. The Tears can be used as a grenade weapon and has psychic properties that can damaging to the denziens of the Warp.
Effect: +5 Ranged Attack vs Daemonic enemies.
Cost 2
Supply 1

Null Rod: A type of Power weapon These obsidian rods constantly crackle with anti-psychic power which nullifies the powers of the Warp. However, this device also prevents the wielders themselves from making use of any psyker power.
Effect: +2 Attack, One handed weapon allowing the user to wield a second weapon simultaneously, Prevents stricken foes from using Psychic abilities, prevents user from using Psychic abilities
Cost: 2
Supply: 1


The Daemonhammer The Daemonhammer is a huge war-hammer used by the Inquisition. It is gifted to an Inquisitor only after they have excelled in battle. They are legendary and the sign of the Inquisition is set as a burning sigil on the head of the hammer itself. There is a distinctive crackle as the hammer strikes, and this force easily blows aside most foes like a bolt of lightning.
Effect: +8 Attack, Double damage vs Daemonic enemies, -4 Agility, Two handed weapon
Cost: 6
Supply: 1

Anointed Weapons The Inquisitor's weapons have been carefully blessed by a member of the Ecclesiarchy with holy water and runes making them highly effective against daemons and possessed vehicles. 
Effect: +1 to positive effects of all weapons
Cost: 6
Supply: 1

Inferno pistol: A pistol sized melta weapon they are as powerful as a Multi-melta, but have about one quarter of a multi-melta's range.
Effect: +6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor, One handed weapon allowing user to wield a second weapon simultaneously.
Cost: 5
Supply: 1

Psychic Abilites: The Inquisitor possesses latent psychic talents and the training to use them.
Effect:  Allows Inquisitor to select from the following abilites
Cost: 4
Supply: 1


  • Banishment: Banishes nearby daemons
    Effect:  All Daemonic enemies receive a 10 point attack, May be used twice per mission
    Cost: 3
    Supply: 1
  • Hammerhand: Increases strength and ability to attack
    Effect: Next melee attack does double damage, can be used once per mission
    Cost:3
    Supply:1
  • Holocaust: Surrounds user with fire that hurts any nearby
    Effect: All those in melee combat with the Inquisitor receive a 3 point attack, Can be used twice per mission
    Cost:
    Supply:

Carapace Armor:Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.
Effect:+3 Defense, allows for vox communication
Cost: 2
Supply: 1

Power Armor:  A completely enclosed suit of armor, made of thick ceramite plates. However this armor does not contain the same strength enhancing properties or life-support functions of Space Marine power Armour though it does provide the same amount of armor.
Effect:+5 Defense, Allows for vox communication
Cost: 4
Supply: 1

Power weapon A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour
Effect: +4 Attack vs All Enemies
Cost: 3
Supply: 1

Bolt Pistol: Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.
Effect: +2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously
Cost: 2
Supply: Infinite

Inquisitorial Mandate The Inquisition has jurisdiction over all Imperial space, no subject of the Emperor is beyond their reach.
Effect Gives Inquisitor the ability to commandeer Imperial NPC's, their level of willingness varies depending on the situation.
Cost: 4
Supply: 1

Retinue Inquisitors have the right to call on the services of any citizen  or servant of the Emperor. Often an experienced Inquisitor, or one in need of specific services (depending on the current situation at hand), will have a retinue of henchmen that he has deemed most useful.
Effect: Allows up to 3 of the following selections to be added to the Inquisitor's Retinue as characters controlled by the Inquisitor's player, Allows for the selection of a single retinue member from the "special operatives" list to be added to the Inquisitor's Retinue as a NPC controlled by the GM.
Cost 5
Supply 1


  • Chirurgeon: Members of the Orders Hospitalier or just those trained in the medical field to assist in interrogation and torture; useful in combat for healing wounds suffered by the Inquisitor.
    Effect: Allows Inquisitor to be healed to full health once per mission if his/her health reaches 0
  • Familiar: Familiars are artificial constructs, boosting the psychic prowess of inquisitors
    Effect: Inquisitor is able to use his/her psychic powers one extra time per mission
  • Hierophant Fanatical members of the Ecclesiarchy, theychant exorcisms and prayers that can cause agony to nearby daemons.
    Effect: Daemon Enemies will fear the Inquisitor, Sisters of Battle NPC's will be more co-operative with the Inquisitor
  • MysticPsykers used by Inquisitors to detect the presence of creatures.
    Effect+3 Perception
  • Penitent When a heretic psyker repents his/her sins (a notably rare event), he/she can become what could be called a "psychic lightning rod", used to absorb the psychic attacks of other heretic psykers and protecting the Inquisitor and his retinue in battle.
    Effect 2 Psychic attacks, per mission, can be absorbed leaving the Inquisitor unharmed
  • Warrior: Bodyguards and gunmen.
    Effect: +2 Defense, +2 Attack(or Ranged Attack)


Special Operatives List



Arco-flagellant: Arco-flagellation is a method of penitence administered by the Adeptus Mechanicus  but appointed by the Ecclesiarchy. It is used to punish any heresy not terrible enough to warrant immediate execution. The point of such extravagant punishments is to physically expunge the sin from a heretic's soul so that they may strengthen the Emperor when they die. In arco-flagellation, the heretic undergoes extensive physical surgery and mental reconditioning, turning them into frenzied berserkers. The guilty person can be implanted with a variety of weapons, such as cutting claws, pneu-mattocks and electro-flails The Arco-flagellant is fitted with a sealed pacifier helm containing implants that connect into the cerebrum and spinal cord, which keeps them in a calm, barely conscious state. When in this mode the Arco-flagellant's mind is filled with sacred images and verses, such as symbols of the Ecclesiarchy, pictures of Saints and looped hymnals and prayers, which enter directly into the heretic's subconscious. The helm can be deactivated by means of a trigger word, releasing inhibitors and unleashing the full fury of the Arco-flagellant. Another trigger word activates the pacifier helm again, rendering the Arco-flagellant passive once more.




Vindicare Assassin
The Vindicare Assassinsmake use of a specially designed, long range Sniper Rifle called the Exitus Rifle. The Vindicare Assassin brings inglorious death to the Emperor's enemies with a Sniper's bullet. Vindicare Assassins have been known to wait in a position for as long as two weeks before taking a shot. Many rebellions and cults have been ended with one, perfect shot from a Vindicare's rifle. The extra high training of a Vindicare Assassin enables them to pick out a single target even amongst roving hordes of enemies on the battlefield.



Callidus Assassin
The Callidus Assassins are the most cunning of all the assassins - they specialise in trickery, deception, deceit, infiltration and impersonation. Their greatest asset is their ability to use the shape-changing drug Polymorphine. This drug, coupled with special training, allows Callidus agents to change their very shape and appearance allowing them to impersonate other persons, members of the opposite sex, and even humanoid aliens like Orks and Eldar.This makes them experts at getting close to their target, be it rebellious Imperial Governors, corrupt Imperial high officials, heretic prophets, alien leaders, etc. This allows them to manipulate the enemy's plans and eventually assassinate the main target at the best possible moment. Once the target is eliminated, the Assassin may even replace the victim by assuming his appearance. Polymorphine works better with women, and therefore the vast majority of the temple operatives are female.


Grey Knight Terminator
The Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in fact part of the Inquisition's Ordo Malleus, serving as the ordo's elite military forces. They were founded during the Second Founding, and are rumoured to have the most pure of all gene-stock. Each member of the chapter undergoes a gruelling and torturous selection process, and even once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts, surrounded by awe, and equipped to the teeth to deal with the worst foes that Chaos can raise to meet them. The Grey Knights hold a unique honor among the chapters of the Adeptus Astartes - in over ten thousand years of service, not a single one of their number has ever defected to Chaos. Their armor is left unpainted, leaving the silver-grey of the ceramite exposed. This tradition is thought to have originated from their desire to lead lives of absolute purity.
I'm a leaf on the wind, watch how I soar.

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Urbanzorro

OK, so that's alot of reading. If you're still interested feel free to say so ;D

Also it should be noted that I plan on this being the most ambitious game I have created. I fully intend to place it as #1 on my list of current games and provide it will all the attention and effort it deserves. So expect twist, turns, and surprises.

Also the game will not be a single continuous battle, nor will it portray every battle that takes place during the crusade. Rather roughly 50% will represent key points of key battles in the crusade where each of the player characters will be involved in turning points in the battle and therefore the crusade. The other roughly 50% of the game will portray the characters lives in areas of safety in between said battles and during transit between planets. (such as bunkers, star ships, ect.)

I'm a leaf on the wind, watch how I soar.

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Primarch

Well I do believe Brother Captain Batiatus will be needing his Crixus! Although I believe this time I'll go with an Assault Marine over the Terminator (My Deathwatch character is an Assault Marine :P)) I assume they get the Jump Pack? (For free?)

Urbanzorro

I'm a leaf on the wind, watch how I soar.

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Odin

Oh wow!

I Tip my hat to you, Urbanzorro! This is the most detail I've seen in a WH40K game I've seen on here.

I Am working on a character. First, though, may I ask the character limit to one person? As in, can I play more than one character?

Urbanzorro

At this point I'll consider allowing up to 2 characters with the following restrictions.

1. Said characters cannot be members of the same force I.E. you can't have two members of the guard (like a commissar and a guardsman ect)
2. Post made for each character must be separate so as to avoid confusion.
I'm a leaf on the wind, watch how I soar.

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rancorius

Image: http://www.freewebs.com/imperialguardfansite/ig4-640.jpg
Name: Arrton Wasrton
Age: 20
Character's Allegiance: IG
Position:Storm Trooper
Personal history:


Stats Before War Gear:War Gear

(will edit later)

Urbanzorro

@rancorius: Looks good so far, though obviously needs to be fleshed out. ;D
I'm a leaf on the wind, watch how I soar.

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DeviantMunster

#12
Name: Winter d'Chevalier

Age: 24

Character's Allegiance: Ordo Malleus

Position: Inquisitor

Personal history: Winter was born deep within the turbulent Calixis Sector, on a pleasure planet known as Cyprian's Gate. Her parents were of the noble House d'Chevalier, one of the few that resides within the Spire of Scintilla's oldest city, Sibellus. Her mother, one Evangeline d'Chevalier, was pregnant with Winter when she departed for Cyprian's Gate, having desired to bear her child away from the fumes and loud crowds of Sibellus. They owned an estate on the planet, a place of refuge that her mother left for weeks before her pronounced birth, where her father Siegmund promised to arrive shortly after finishing securing several deals on Scintilla.

Their union was not to be however, a catastrophic event marking Winter's early birth interrupting everything. Things quickly seemed "off" on Cyprian's Gate, the lush fields seeming to be decaying, the very people seeming on edge and bloodthirsty. Several riots occurred within the city the d'Chevalier estates resided within, something that troubled Evangeline and made her reconsider staying there. It wasn't long before bad turned to worse, a fever seeming to strike the very people, turning them pale and sickly. Evangeline informed her father of the troubles on Cyprian's Gate, promising to instead depart immediately back to Scintilla when next she could; she never got the chance.

A abyssal sphere seemed to engulf the sun the next day, giving off a dark light that spread across the world, none other than the whispered Tyrant Star that appeared and vanished at a whim across the Calixis sector. Her mother went into labor prematurely, yet no help was to be had outside their estates; the entire city exploded into chaos and rioting, heretical cults flooding the street as violence and murder spread. The estate's guards barely managed to fend off whoever dared to assault the gates of their home while Evangeline's servants did the best they could to help the woman in the throes of pain. Miraculously Winter was healthy and seemingly devoid of mutation, though her mother didn't make it through the birth, dying on the table as the odd sickness that had infected most of the city prevented her from surviving. What was left of d'Chevalier's men dug in and waited the turmoil out, though it was a long time before any help arrived.

They rarely speak of that day, Winter's birthday baring both an ill omen and being the reminder of the loss of their wife and mother, though there was some join in the fact that Siegmund's daughter survived through the Tyrant Star. It was little wonder that she developed psychic abilities however, nor was there any surprise that she, in fact, was born with several slight mutations. Deep, crimson eyes and bleached hair were unusual given her parents' appearances, causing her to stand out even more than normal.

Sent off to eventually become an Imperial Psyker, she survived the process (something that was probably "ensured" given her father's political ties) and went on to serve in the Imperial Navy. It was only until much later than she was able to re-unite with her father, and ever since they'd kept a close bond. The young Psyker eventually caught the interest of an Inquisitor, a Gabriel Maxwell of the Ordo Hereticus, soon serving as an Acolyte under him. Winter was certainly odd in many ways, bearing little to none of the typical Psyker mentality, being quite an open and caring individual, vibrant. Her quick wit and combat skills soon had her surging up the ranks of the other Acolytes under Gabriel and no one doubted she'd eventually become an Inquisitor herself.

Luck. Luck was something that followed Winter throughout most of the life, even earning her jokingly stated titles when she eventually entered one of the Inquisitor schools on Saturn at Gabriel's direction. She wasn't just "lucky," things happening that would miraculously get her through almost any situation. An instructor falling sick when she'd forgotten to study for an exam, an opponent tripping over their own heels so she could score a hit, a high Inquisitor just happening to pass by as she beat down her peer in sword training. Many called her blessed by the Emperor Himself; her rivals claimed she was "blessed" by something much darker. Regardless, newly risen as an Inquisitor, she was given the honor of representing the Inquisition in the upcoming crusade, something Gabriel felt was more than needed to jump-start the woman's career.

Stats Before War Gear:
Health - 4
Attack - 7
Ranged Attack - None
Accuracy - 8
Agility - 5
Intelligence - 12
Defense - 3
Percetion - 3
Stealth - 3
Luck - 15

War Gear:
Retinue
Rosarius
Holocaust
Power Armor

Stats After War Gear:
Health - 4
Attack - 13
Ranged Attack - None
Accuracy - 8
Agility - 5
Intelligence - 12
Defense - 14
Percetion - 6
Stealth - 3
Luck - 15

Retinue:


Name: Stiehr Alt
Age: 22
Class: Warrior/Guardsman


Name: Unknown
Age: Unknown
Class: Vindicare Assassin


Name: Alessaunder von Hertz
Age: 63
Class: Hierophant


Name: Victrix "Crimson" Valentine
Age: 32
Class: Mystic Psyker/Imperial Psyker


Urbanzorro

@DeviantMunster: She/they look great! Character approved.
I'm a leaf on the wind, watch how I soar.

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Primarch

#14
Image:
Name: Brother Crixus

Age: 433

Character's Allegiance: Space Marines

Position: Assault Marine

Personal history: The Space Marine "Crixus" started life on a hive world that was, like many others, cripplingly oppresive in its bottom tiers. His life was very literally a case of "kill to live to die trying," it was quite possible he wasn't involved in an honest transaction for his entire human life. Ammo was as valuble a currency as anything else, and certainly more common then a more orthadox currency. For all the filth these under cities produced, many of them were turned into hardened killers. An ideal recruiting ground for the Adeptus Astartes. Crixus was one such man, recruited at fourteen years old he had fire in his belly, spit in his eye and a knife that had been bloodied many times. He was a natural born killer. He had a few attitude problems, but so did the other hundred kids taken away to be turned in Space Marines. In a surprising event, a dozen of those hellraisers ended up surviving the tests and making it to the ranks of the Space Marines, the Imperial Swords to be precise.

And what an Imperial Sword Crixus turned out to be. Even though his days as a scout were rather standard, when he earned his stripes (so to speak) and was put into the Assault Marines due to a proficiency in the martial disciplines and his eagerness for battle he rocketed to notice. After serving in the fifth company for a period, he ended up becoming the youngest Imperial Sword ever to make it to the rank of Vanguard Veteran, Crixus has spent centuries soaring across the skies on his jump pack, shattering enemy lines and thinning the preparing the way for his slower progressing brothers.

Quite an honoured individual, Crixus's as a standard brings two power swords into combat with him, the first was a give upon his promotion to sergeant a very long time ago. The second power weapon is something of a trophy he took from the toughest Eldar he ever killed. So proficient was his opponent that it actually managed to penetrate his armour with the weapon he know wields. While a pair of power swords are his typical weapons of use, its not uncommon to see his pull a pair of plasma pistols when the need calls for it. 

Stats Before War Gear:
Health: 6
Attack:  6
Ranged Attack:
Accuracy: 6
Agility: 6
Intelligence: 6
Defense: 6
Perception: 6
Stealth: 6
Luck: 6


War Gear:
Power Armour (2)
Jump Pack (3)
Power Weaponx2 (8)
Plasma Pistolx2 (4)
Combat Shield (1)
Purity Seal (1)
Krak Grenades (1)

Stats After War Gear:
Two Powers Weapons & Krak Grenades set-up
Health: 6
Attack:  16 (18 vs vehicles)
Ranged Attack: 0
Accuracy: 7
Agility: 9
Intelligence: 6
Defense: 12
Perception: 8
Stealth: 5
Luck: 6

One Power Weapon, One Plasma Pistol & Krak Grenades set-up
Health: 6
Attack:  14 (16 vs vehicles)
Ranged Attack: 3
Accuracy: 7
Agility: 10
Intelligence: 6
Defense: 12
Perception: 8
Stealth: 5
Luck: 6

Two Plasma Pistols & Krak Grenades Set-up
Health: 6
Attack:  12 (14 vs vehicles)
Ranged Attack: 6
Accuracy: 7
Agility: 11
Intelligence: 6
Defense: 12
Perception: 8
Stealth: 5
Luck: 6

Kevben Battleheart

Looks like Mr. Zorro has another of his 40K games up and running. Working on a character sheet as we speak, although personal history will take some time.
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

Urbanzorro

@Kevben Battleheart: Sounds good! And yes...yes I do ;D

@Primarch: Looks good so far, obviously needs bio and an Image but there is no issue with dual wielding and power weapons.
I'm a leaf on the wind, watch how I soar.

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Kevben Battleheart

Also, I noticed that the chem-inhaler has no cost in it, so I'll be assuming its costs about 3.
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

Urbanzorro

Hmm that was a bit of typo...yes it does cost 3.
I'm a leaf on the wind, watch how I soar.

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Kevben Battleheart

#19
Image:

Name: Pontius “Iron Gut” Condis

Age: 43

Allegiance: Imperial Guard (Penal Legion)

Position: Vox Officer

Personal history: Pontius was born to a pair of middles class workers in Gunmetal city on the planet Scintilla, the capital world to the Calixis sector. He was the third born of three children, having a sister who was the eldest of them all and who was as fanatical as one of the Adeptas Sororitas, and a older brother he rarely got to see since he kept to one of the many gangs that fought in the lowest reaches of Gunmetal. While he loved his family, fate had different plans for them all. His sister was taken in and set off planet to the nearest Schola Progenium for training to become a Battle sister while his brother was killed by a lava overflow in the lowest area in Gunmetal during a shootout with a rival gang. Not many got away from that fight thanks the the volcano Gunmetal was built in, occasionally coming to life and lava surging through the lower levels. His parents were killed by a Chaos cult who followed the ways of Tzeentch, but thankfully the ritual was interrupted by Inquisitor Astride Skane, and Pontius was only 13 when he was finally left alone.

At the time growing up proved difficult for him so he too attached himself to a gang as his brother did, the Iron Hands who their name from the Space Marine chapter, and once he had proven himself in a small scuffle against a rival gang did he begin to take part in things he normally wouldn't have had his parents still been around. Drugs, weapon smuggling, bribing PDF and killing those that were soon as too good. They were petty compared to being charged with being a traitor and following one of the four Ruinous powers, but enough that when local PDF's finally raided some of the gang houses, all those belonging to the Iron Hands were rounded up, given their charges, and then sent to either work as an indentured workers for the Imperial Navy and the various ships, or to fight and die in the Penal Legion. Pontius was given over to the Penal Legion.

Ever since then he had been shipped from warfront to warfront to fight the different enemies of the Emperor and to die in those battles to redeem himself in the eyes of the Emperor, but despite fighting the Orks, Tyranid and even the Tau on several occasions, he has yet to fall in battle. Those who know that he has been in the Penal Legion for some time know whisper that he is either blessed and guarded by the Emperor or secretly worships one of the Chaos gods. None have brought this up to him though for they fear that, if he does worship a Chaos god, that something terrible will befall them. Pontius hears these rumors though but says nothing about them as he knows he can't convince those who want to believe he is a cultist.

For Pontius though, however, the truth is that he just refuses to die. He has been shot and severely wounded on several occasions, but each time he never gave in to the wounds mainly for two reasons. The first is that after all this time, years from when his sister left his family, he still thinks on her on occasion and wonders what happened to her and wishes to find out. The second reason is that as a Penal Legionnaire he is expected to die but refuses to do what is expected and continues to live. Now he is being sent to serve in the upcoming crusade, and while he doubts it, he feels that there is a chance that now he may finally die as is expected from him, although he will fight tooth and nail before his death arrives in whatever form.

Stats before wargear:
Health: 5
Attack: 4
Ranged Attack:
Accuracy: 5
Agility: 4
Intelligence: 5
Defense: 5
Perception: 9
Stealth: 3
Luck: 5

Wargear:
Penal Legionnaire (5)
Shotgun (3)
Vox Caster (4)
Carapace Armor (3)
Chem Inhaler (3)
Triple Skull (2)

Stats after Wargear:
Health: 9
Attack: 9 (12 vs infantry)
Ranged Attack: 3 vs infantry
Accuracy: 4
Agility: 4
Intelligence: 4
Defense: 8
Perception: 9
Stealth: 3
Luck: 10

~~~~~~~~~~~~~~~

Here's what I have so far then Urban. I'll be looking for an image and thinking up an appropriate history for him later on. I'm also ify on giving him both a shotgun and a vox caster and might remove one of the two for something more appropriate.
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

Maximillian Crowloft

Hello everyone,

I've been contacted to pique my interest in this RP and it has worked, though the most interesting faction in the Imperium for me has always been the Inquisition. So, DeviantMunster, any chance I could play one of your accolytes, one of those you've already created wouldn't be a problem, though I'd preferably make one myself of course. I'm more used to the role of Inquisitor (have GM'ed a bunch of Dark Heresy campaigns off fora) though being an accolyte might be a refreshing experience for me.

If this isn't possible or desires, I'll look around for something else, though Inquisition related is by far the most exciting for me.
O&O

DeviantMunster

I've had little experience with Dark Heresy and Rogue Trader, given most of the games die off before they really begin... or so my experience has been in the past. So naturally you'd probably make an exceptional Inquisitor, since I probably wouldn't stay as true as I should to the more typical grim and troubled Inquisitors of 40k.

If two Inquisitors were possible, that could work! Maybe even a more experienced Inquisitor/younger thing or some such. Acolyte could also work well! But if two aren't possible and you really want the spot, I suppose I could choose another class. Wouldn't be too difficult to edit my background a bit... if I went Imperial Psyker I suppose.

Maximillian Crowloft

I'm not trying to oust you out of the spot of Inquisitor, you were first after all. Just trying to find a way we could work together. A patron Inquisitor might work well, if you want to keep yourself the Inquisitor I could play your Interrogator, trying to learn the tricks of the trade.

Or the other way around, with a slight edit you could be an Interrogator on the edge of becoming an Inquisitor, where I would be the older Inquisitor who's staying on the sidelines a bit. Using you as his more direct tool, with quite a bit of leeway as you need to learn how to act on your own after all.

If its possible, to do it this way, up to our GM, then its your pick, whichever you prefer. As long as I'm part of the Inquisition I'm satisfied, such a jolly bunch they are after all.
O&O

Urbanzorro

@Maximillian Crowloft: I actually rather like the idea of you being one of her retinue members as it gives her the ability to interact with another player character at all times ;D

@DeviantMunster and Maximillian Crowloft I'm not going to force either of you to switch characters or anything like that. IF Deviant Ok's it then yes Maximillian can take up one of the regular retinue slots(this means not the vinidcare assassin or any of those guys) and take the place of on of the character holding that slot. If you do so, here's a run down of what lists each retinue member would select from.
Chirurgeon: Able to select from the Battle Sister slot of the Adepta Sororitas army.
Hierophant:Able to select from the Commissar slot of the Imperial Guard army
Mystic: Able to select from the Sanctioned Psyker of the Imperial Guard army
Penitent Able to select from the Repentia of the Adepta Sororitas army army
Warrior: Able to select from the Stormtrooper slot of the Imperial Guard or the Scout slot of the Space Marines(But only one not both)
Also no matter which selection you may they won't have access to the support options. Due to the fact that part of how I'm trying to shape the Inquisition is fighting without support. So yeah...If you have any questions feel free to ask ;D

I'm a leaf on the wind, watch how I soar.

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Urbanzorro

Also, by my count here is what each player's character sheet that's posted up needs to be ready to start.
DeviantMunster: Nothing at all your character is ready and approved
Kevben Battleheart: He needs a picture and bio but other than that his stats are good
Primarch: Stats are good, pic is good, just needs a bio.
rancorius: Needs stats, and bio.

At this point I'm ready to start the game as soon as the characters are done ;D *is quite excited*
I'm a leaf on the wind, watch how I soar.

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TheDon

This looks like it could be really good. I have experience with Dark Heresy, Rogue Trader, Inquisitor and 40k tabletop, so it's really nice to see a familiar setting!

I have two characters in mind - Commissiar Aldous Glanville, attached to the Yuktobonian "Lucky" 7th Combined Regiment, and Battle Brother Telemachus of the Imperial Swords 1st Company (i.e. a Terminator), attached to the 5th Company. Wanted to register my interest ASAP - I'll get character bios up ASAP.
Enjoy writing, here to learn more!

Urbanzorro

I'm a leaf on the wind, watch how I soar.

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TheDon

#27
A query - how much wargear can a character carry? For example, designing my Terminator, there's no way I can come close to spending his points unless he carries more weapons than he has hands - only this feels wrong, like I'm cheating the system. On a slightly similar note, the Cyclone Missile Launcher - can that be taken in conjunction with a Heavy Flamer and Assualt Cannon?

EDIT: Also, can Commissars get medals?
Enjoy writing, here to learn more!

DeviantMunster

So Maximilian, have you given it any thought? What do you want to do? I'm up for negotiating things, though it seems two inquisitors is out >.<

CmdrRenegade

With Munster's permission, I'll be playing as Stieher Alt, the Guardsman in her retinue.  Profile to follow shortly. 
"Every creative act is open war against The Way It Is."-Tycho Brahe of Penny Arcade

I'm CmdrRenegade and these are my Ons and Offs and Apologies and Abcenses on Elliquiy.


DeviantMunster

You can rename him/her and use a different image, of course!

Maximillian Crowloft

Yeah I have given it some thought Deviant, though I'm not sure what you would like best. I could make a convincing Officer to work for you, equipped with the storm-trooper gear, or perhaps a sister of battle though I don't have a great deal of experience playing women.

Or, I could take over your role as the Inquisitor, having you as my interrogator and second in command. I would try to let you take the lead really, making this a bit of a live fire 'training exercise' then.

But its up to you, you had dibs so you get to pick whether I'll be one of your accolytes or your Inquisitor.
O&O

DeviantMunster

I'm trying to consider that, since I'm not entirely sure. I mean, originally I didn't particularly care about having the Inquisitor, but after making the character... hmm.

The only other class I can think of is Imperial Psyker. And the limited powers and use of them sorta makes me not all too fond of the class.

I'd probably have to remake my character entirely, and would probably go ahead with Commissar, but The Don already expressed interest in that.

Maximillian Crowloft

It would be a waste to turn your character around, I'm going to have a look at how that hierophant would look, that'd be a lot simpler. Though its good that you already have someone else who's also interested in joining your group, that way if it doesn't work out you won't be alone ;)
O&O

Odin

Image:


Name: Brother Arcacious

Age: 376

Character's Allegiance: Space Marines

Position: Tactical Marine

Personal history:

Arcacious was a trouble youth, who spent most of his time fighting. He lived with his father, who had throttled his mother once he was born, and killed her. The name of his father, his planet, and even his mother were forgotten to him after so many years of service. When the Space Marine Chapter, The Imperial Sword, finally stumbled upon him, he was draped in a lesser form of 'Armor'. A shield, chest and back plate made of simple metals, as well as a piece of pipe for the assault. After proving himself worthy, Arcacious was one of the only two Apirants to make it in to the Imperial Swords, after a brutal arena of fight to the death, one after another. Kill after kill, signifying the battles that came with being a servant of the Imperium.

Charging through the ranks, Arcacious proved himself worthy of wearing the armor, and wearing the marks of the Imperial Swords time and time again, the battles becoming nothing more than experience for the Power Armor-clad young warrior. Rising to each challenge, to each battle, he was eventually established as an achievement and a somewhat small role model within the Imperial Swords, and soon found himself in the steps of those who had approached him, searching for more power within the Chapter by recruiting. It wasn't long before he was moved to the Sub-Sector Lumaria.

Defending the system against whatever came forth became his life. It was cemented in the ever-obedient marine that any enemy of the Imperium, was an enemy of his. Human, Ork, Eldar, it was all the same. Another target in his cross hairs. Another problem to be solved, and simply put, another obstacle for the Imperium of Man to overcome. Of course, Arcacious was the typical Space Marine. Confident, strong, and full of faith in both his own abilities, and those of the Imperium of Man. The Sector would not fall, of course, because in order for that to happen, the entire chapter would need to be defeated... And that was not a task worth undertaking.

To say it was an easy campaign would be a lie. Orks were rough, tough, and numerous. For a single Chapter to take on a Warband of this size was a task the Marine embraced, for the Imperium!

Stats Before War Gear:

Health: 7

Attack:  4

Ranged Attack: 0

Accuracy: 7

Agility: 6

Intelligence: 5

Defense: 6

Perception: 7

Stealth: 7

Luck: 5


War Gear:
Power Armor(2)
Bolter(2)
Bolt Pistol(2)
Chainsword(2)
Purity Seal(1)
Krak Grenadex3(3)
Frag Grenadex3(6)


Stats After War Gear:
Bolter:
Health: 7

Attack:  6 (12 Vs Vehicles) (9 Vs Infantry)

Ranged Attack: 4 Vs Infantry, 1 vs Vehicles

Accuracy: 8

Agility: 5

Intelligence: 5

Defense: 11

Perception: 9

Stealth: 6

Luck: 5

Bolt pistol and Chainsword:
Health: 7

Attack:  11 (12 Vs Vehicles) (9 Vs Infantry)

Ranged Attack: 2 Vs Infantry,

Accuracy: 8

Agility: 6

Intelligence: 5

Defense: 11

Perception: 9

Stealth: 6

Luck: 5

CmdrRenegade

#35
Image: (see above)

Name: Stiehr Alt

Age: 22

Character's Allegiance: Imperial Guard seconded to the Inquisition

Position: Storm Trooper

Personal history: Born and raised on Cadia, Alt was of course trained his whole life for war against Chaos.
Through a combination of ingenuity, marksmenship, and raw grit, he served with great distinction in Cadia's Planetary Guard during the 13th Crusade.
Having fought and survived against Chaos Space Marines, Cultists, and Daemons and surviving where others failed, he was quickly earmarked for Kasrkin training.
He continued to excel in driving the Chaos forces from his home world, bring him to the attention of the Ordo Malleus.

He has served with Inquistior de'Chevalier for only a short time thus far. He sees his new profession as an Acolyte as an extension of his duty at the Cadian Gate. Though he won't admit it, he
also finds it a nice change to serve under a beautiful woman instead of hard-faced Generals and Comissars.

Stats Before War Gear:

Attack: 5
Ranged Attack: N/A
Accuracy: 5
Agility: 5
Intelligence: 5
Defense: 5
Perception: 5
Stealth: 5
Luck: 5

War Gear:

Targeter 2
Hotshot Lasgun 2
Frag Grenade 2
Krak Grenade 1
Storm Trooper Carapce Armor 2
Auxiliary Grenade Launcher 2
Body Hardening 1
Power Weapon 4
Storm Trooper Training 1
Recon Training 1
Hot Shot Las Pistol 2

Stats After War Gear:

Health: 10
Attack: 9 (10 vs Inf.) (11 vs Vehicles)
Ranged Attack: 8 vs Inf. 4 vs Vehicles
Accuracy: 8
Agility: 7
Intelligence: 8
Defense: 10
Perception: 8
Stealth: 13
Luck: 5
"Every creative act is open war against The Way It Is."-Tycho Brahe of Penny Arcade

I'm CmdrRenegade and these are my Ons and Offs and Apologies and Abcenses on Elliquiy.


ArtemisHighmore

Image:

Name: Victor Orestes

Age: 28

Character's Allegiance: Imperial Guard

Position: Storm Trooper

Personal history: Victor was born an Imperial officer that had finally earned his right to colonize, selecting the small ice planet of Hadrian. His mother is rumored to have been one of the many mistresses that his father enjoyed and when his father passed away suddenly under mysterious circumstances, Victor was sent off to the Schola Progenium. Trained from a young age to be undyingly loyal to the Emperor and his cause, Victor was inducted into the Imperial Guard and more directly the Storm Trooper regiments.

He has been part of numerous successful missions on a wide variety of battlefields and had developed quite the desire for the heat of battle. Victor willingly offers to go behind enemy lines, liking the rush of being in the thick of the enemy with only a close team to rely upon. Such actions have seen the loss of countless men and friends, but Victor does not dwell upon the past. His training has shown him that death is the greatest way to earn the Emperor’s gratitude and repay the debt that it is owed. Though he is willing to give his life for the Emperor, as all good soldiers should, Victor is no known for reckless action, rather he is plots and schemes, even when it comes to diving into the thick of the enemy with nothing but a grav-chute and his trusty Hotshot Lasgun.

Stats Before War Gear:
Health: 5
Attack: 5
Ranged Attack: n/a
Accuracy: 5
Agility: 5
Intelligence: 5
Defense: 5
Perception: 5
Stealth: 5
Luck: 5

War Gear:
Grav-chute(1)
Targeters(2)
Storm Trooper Training(1)
Hotshot Lasgun(2)
Krak Grenadesx4(4)
Frag Grenadesx3(6)
Storm Trooper Carapace Armor(2)

Stats After War Gear:
Health: 5
Attack: 5
Ranged Attack: +5 vs Infantry, +4 vs Vehicles
Accuracy: 8
Agility: 9
Intelligence: 8
Defense: 10
Perception: 8
Stealth: 8
Luck: 5


Kevben Battleheart

Character image has been found and history posted up. Just awaiting your approval now Zorro. lol, can't wait for this to start as well.
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

Urbanzorro

@TheDon: A query - how much wargear can a character carry? I haven't set any concrete limits on what a character can carry though I do ask that people be realistic. For instance Odin has two sets of stats for two different load outs his character may go into battle with. So as long as you are realistic and don't try to duel wield a weapon your character can't everything should be fine :D. Also the cyclone missile launcher can be taken with anything as it doesn't use the warriors hands to be operated (it's shoulder mounted). As far as Commissars getting medals, and this goes for pretty much all characters. If it's not on their list they can't have it. Sure you can add in his bio that he's received a bunch of medals but they won't have any effect on his stats nor can they be the ones listed in another slot's selection list.
@CmdrRenegade: Character Approved
@Odin: Character Approved:
@ArtemisHighmore: Character Approved
@Kevben Battleheart: Character Approved
@Everyone: Things seem to be shaping up quite well ;D I'm going to start writing the opening post now. I'd ask that anyone who intends to post/finish their character please do so asap so we can get rolling. One of the problems I've noticed some WH40K games have is that they never get past the character creation stage, and I don't want to see that happen here. Thanks everyone! ;D
I'm a leaf on the wind, watch how I soar.

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TheDon

#39
Cool, understood. In which case...

Name: Aldous Glanville
Age: 32
Faction: Imperial Guard
Position: Commissiar

Stats before Wargear

Health: 5
Attack: 5
Ranged Attack: 0
Accuracy: 4
Agility: 4
Intelligence: 6
Defense: 5
Perception: 5
Stealth: 5
Luck: 6

Wargear

Bionic Arm (3) – bionic unit down his right side.
Refractor Field (5) – worn around the neck, covered by gorget.
Carapace Armour (2) – breastplate and greaves.
Chainsword (2) – Notched, carried in a scabbard on his back.
Power Weapon (4) – Gilt hilt with inscription on blade; worn at hip.
Plasma Pistol (2) – Carried in a hip holster.
Bolt Pistol (2) – Carried in an armpit holster.

Stats after Wargear

Twin pistols

Health: 5
Attack: 11
Ranged Attack: 3 (5 vs Infantry)
Accuracy: 5
Agility: 6
Intelligence: 6
Defense: 10
Perception: 5
Stealth: 5
Luck: 7

Twin swords

Health: 5
Attack: 12
Ranged Attack: 0
Accuracy: 5
Agility: 4
Intelligence: 6
Defense: 10
Perception: 5
Stealth: 5
Luck: 7

Power Weapon and Plasma Pistol

Health: 5
Attack: 11
Ranged Attack: 3
Accuracy: 5
Agility: 5
Intelligence: 6
Defense: 10
Perception: 5
Stealth: 5
Luck: 7

Image

http://www.google.co.uk/imgres?imgurl=http://i600.photobucket.com/albums/tt82/GWRaynor/40kImperialGuardCommissar-1.jpg&imgrefurl=http://forum.nationstates.net/viewtopic.php%3Ff%3D23%26t%3D46368%26start%3D400&usg=__dKKbacRq7I2PN8NlcSzp9iXBfAk=&h=600&w=800&sz=65&hl=en&start=39&zoom=1&tbnid=T6AXOzCHW84y0M:&tbnh=128&tbnw=178&ei=sVV1TfOZKsrn4gaY1eDNDQ&prev=/images%3Fq%3Dimperial%2Bguard%2Bcommissiar%26hl%3Den%26biw%3D1090%26bih%3D442%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=rc&dur=390&oei=RVV1TbC9FMiyhAfcxZXdBg&page=4&ndsp=11&ved=1t:429,r:7,s:39&tx=58&ty=89

Personality

Aldous Glanville cuts a stern figure, his cold grey eyes betraying a calculating mind that has no concept of mercy or compassion. Brought up in a Schola Progenium, he is fully aware that every one of his actions must be designed to ensure the continued courage and loyalty of the soldiers he serves with. Gifted with a passion for oratory and a cool head, as well as a staggering capacity for ruthlessness, he is a born Commissiar.

History
Newly assigned in the 7th Yuktobonian after his original regiment, the 31st Dedronian “Wildcat” Sepoys won settlement rights in the Gerolian Subjugation, Glanville has yet to become integrated with the command structure of the Crusade. He does not speak about his past, although the medals on his chest and bionic attachments down his right side speak of a distinguished military career.

+++

Name: Telemachus
Age: 423
Faction: Imperial Swords Space Marines
Position: Terminator

Stats before wargear

Health: 6
Attack: 8
Ranged Attack: 0
Accuracy: 6
Agility: 7
Intelligence: 3
Defence: 7
Perception: 4
Stealth: 7
Luck: 6

Wargear

Terminator Armour
Purity Seals
Cyclone Missile Launcher
Assault Cannon
Heavy Flamer
Storm Shield

NB -whilst this arsenal is more than any Terminator could carry into battle, it supposedly reflects the array of weapons Telemachus chooses from before any operation. In actaul fact, his Terminator Cyclone Suit with Purity Seals is the only common factor; only two out of the three other pieces of kit (Storm Shield, Assault Cannon and Heavy Flamer) will be carried in addition)

Stats after wargear

Cyclone Missile Launcher, Assault Cannon and Heavy Flamer

Health: 6
Attack: 14
Ranged Attack: 15 (vs Vehicles and Infantry)
Accuracy: 6
Agility: 3
Intelligence: 3
Defence: 14
Perception: 6
Stealth: 2
Luck: 6

Cyclone Missile Launcher, Assault Cannon and Storm Shield

Health: 6
Attack: 10
Ranged Attack: 10 (vs Infantry and Vehicles)
Accuracy: 6
Agility: 3
Intelligence: 3
Defence: 18
Perception: 6
Stealth: 2
Luck: 6

Cyclone Missile Launcher, Heavy Flamer and Storm Shield

Health: 6
Attack: 14
Ranged Attack: 8 vs Infantry, 10 vs Vehicles
Accuracy: 7
Agility: 4
Intelligence: 3
Defence: 18
Perception: 6
Stealth: 4
Luck: 6

Image

Proving difficult. I want to find one of a Space Marine at prayer, since this seems closest to his personality (and to the side of Space Marines I want to get across with his character). The closest I can find, however, is this:

http://www.google.co.uk/imgres?imgurl=http://features.cgsociety.org/stories/2009_08/warhammer/im02.jpg&imgrefurl=http://features.cgsociety.org/story.php%3Fstory_id%3D5200&usg=__dea34ar-s5F0rL-uMpJwZO6rTm4=&h=509&w=482&sz=173&hl=en&start=0&zoom=1&tbnid=YDDAkMTcaEgNNM:&tbnh=145&tbnw=126&ei=T7p2TYXqEIyJhQfQnKGbBg&prev=/images%3Fq%3Dpraying%2BSpace%2BMarine%26hl%3Den%26biw%3D1090%26bih%3D442%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=rc&dur=156&oei=T7p2TYXqEIyJhQfQnKGbBg&page=1&ndsp=10&ved=1t:429,r:0,s:0&tx=67&ty=65

I'll keep looking, but I hope it'll do for now.

Personality

Over 410 years in the service of the Emperor have taught Telemachus to scorn the trivial use of words and chatter, the Marine instead preferring to remain in solemn silence unless absolutely necessary. When away from the front, he spends every moment in prayer or at training, honouring his fallen comrades through ceaseless rehearsal and practice for the battles to come.  In deployment he acts thoroughly and methodically, his chosen armaments systematically sweeping away all in his path as he communicates in short bursts of speech with his Battle Brothers. Rarely distracted by the movements of the enemy, Telemachus fights solely with the objective in mind; whilst his stoic and withdrawn manner make him wholly unsuited to leading others, few can doubt his efficiency as a Terminator.

History

A child soldier on Furalia IV at just twelve, his life expectancy on the feral world was not beyond thirty. The Furalian Devastation changed all that; as Waaagh!Hubbgatta swept the system, the Imperial Swords were deployed in conjunction with other Imperial forces to stem the Orkish tide before it reached the vital reliquaries on Continent Tertius. Telemachus, like his fellow boy-troops, fought alongside the marines in the craggy pass of Crater Gates; as the Ork Warboss smashed through the thin Imperial lines, the youth took up a discarded plasma-weapon, miraculously decapitating the Orkish chief with a lucky shot.
Subsequent testing by the Swords found him worthy to join the ranks of the Chapter. By 60, the infant warrior had lived to twice his birth life expectancy, had fought in thirteen separate conflicts and attained a kill count stretching into triple figures. At only 94, Telemachus rose from the Devastators to the Assualt Marines; at 168, he made the final leap, and became a fully-fledged Tactical Marine. His performance in the Marian Suppression a century later saw him promoted to the First Company; awarded his Terminator Honours not long after, he has continued to offer vital service to his Chapter.
His affinity with special weapons led him to be awarded the Cyclone Suit sixty years ago; he has since grown used to the extra firepower it provides, and acts as fire support for his more melee-minded brothers during most missions. Already old for a Space Marine – his age almost rivalling that of Logan Grimnar himself – he has little doubt that his luck will soon run out. However, until it does, he will keep fighting, standing between the people of the Imperium and those who would destroy them.
Enjoy writing, here to learn more!

Primarch


TheDon

#41
Updated Aldous, Telemachus inbound.

EDIT: Aldous and Telemachus up, Telemachus' background to follow. Aldous' image doesn't seem to be working; imagine a tall man, typical Commissiar dress, cold grey eyes, blond hair, a roman nose, high cheekbones, pointy-jawed, subtle bionics down one side, very fancy sword at hip, tall riding boots.
Enjoy writing, here to learn more!

Urbanzorro

@ Primarch: Character Approved
@ The Don: They both look good though I'm going to have to ask that you provide images. If the image won't show up you can simply provide a link. Thanks
I'm a leaf on the wind, watch how I soar.

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ArtemisHighmore

Thanks for the approval. I look forward to what this game has to offer. Now I was thinking that given regular histories in 40K, the regiment that is being deployed in the crusade is not from the system and therefore would be moving into the system to assist with the crusade. With that in mind I thought it would be a good idea for all Imperial Guard players/characters to get into contact and try to come up with a little side history, character ties so that it seems like this regiment has been together a while and we can perhaps determine why they have been dubbed the 'Lucky" 7th. This is all with the GM's permission of course, just a thought I was rolling around. What say you Urbanzorro?

TheDon

@Urbanzorro - As is commanded, it is done. I'm afraid the images aren't very good, I couldn't really find what I was looking for. Aldous is better than Telemachus; the only trouble is that it's black and white.
Enjoy writing, here to learn more!

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro

@Everyone I've posted up the OOC thread, feel free to talk amongst yourselves there and figure out how you want your characters to have (or not have) history with one another ;D Here is the link.

https://elliquiy.com/forums/index.php?topic=100129.0

@TheDon: Both characters approved

@ArtemisHighmore: A little more detail, info, and organizing is forthcoming....right now as a matter of fact! ;D

Inquisition Characters:
Winter d'Chevalier-(DeviantMunster)Inquisitor
Stiehr Alt(CmdrRenegade)-Retinue Member

Space Marine Characters:
Brother Crixus(Primarch)-Assault Marine
Brother Arcacious(Odin)-Tactical Marine
Brother Telemachus(The Don)-Terminator Marine

Imperial Guard Characters:
Victor Orestes(ArtemisHighmore)-Stormtrooper
Aldous Glanville(The Don)-Commissar
Pontius “Iron Gut” Condis(Kevben Battleheart)-Guardsman

As far as I can tell that is all the characters that have been submitted and approved so far. If I missed one of your character's and you think he/she is ready to be approved please let me know. Now that we have that out of the way here is the breakdown of who is in who's squad, ect.

Commissar Glanville is the Commissar attached 5th Squad, 3rd Platoon, this is also the squad that Pontius is a part of. There are two Stormtrooper Squads(8th & 10th)  attached to 3rd Platoon, Victor is in one of these squads(8th). So while Victor's squad may not always deploy alongside Glanville and Pontius's squad they will normally be working towards the same objectives.

Obviously, Winter & Stiehr will always(with perhaps very few exceptions) deploy alongside one another due to his being part of her retinue


Crixus is currently the sergeant in command of 5th Company's 8th Squad, one of the company's two assault squads. His squad consists of 4 other Assault Marines, and himself.

Arcacious is a member of 4th Squad led by Sergeant Sutiva. The squad consists of 8 Tactical Marines, including Aracious.

Telemachus is a member of one of two squads of terminators that have been attached to 5th company for the crusade. His squad's task is to deploy alongside the company's main forces while the other squad is the one held in reserve to be called in to support crisis areas.

From here players can extrapolate any relationships/previous dealings that their characters have(or haven't) had with one another.

Also here is a bit of backstory on the Yuktobonian 7th, the Imperial Swords, and 5th company to help everyone figure out how they do/don't know one another.




The Yuktobonian 'Lucky' 7th

The Yuktobonian 7th, along with the 6th, 5th, and 9th, infantry regiments were all raised in response to a rebellion on the planet Tyra in a neighboring system. They, along with other regiments from Tyra's neighboring systems, took part in the planet's pacification. Due to a combination of poor command decisions, obsolete intelligence regarding the enemy, and even worse luck what should have been a quick campaign for the newly founded regiments turned into a baptismal by fire.

Even though all the regiments taking part in Tyra's pacification were bloodied and met with ill fortune, the 7th seemed to suffer from poor luck more than any other. In fact there were several instances where large numbers of casualties could be attributed to nothing but bad luck. The most noteworthy of which was a mistake made somewhere at central HQ that saw the city of Suddort Heights, an area where there was little more than light resistance, targeted for a full scale bombardment on the day after the 7th had finished taking it. Needless to say the regiment had not yet pulled out from the city and suffered horrendous casualties as a result.

By the end of the pacification the 6th, 5th, and 9th Yuktobonian regiments were well under half strength. While the 7th had been all but wiped out and was barely able to boast 100 men. The decision was made by High Command to disband the current 7th Regiment, combine the 6th, 5th, and 9th, and re-found them as the Yuktobonian 7th Combined Regiment in order to take advantage of the high concentration of veterans that such a combination would place in a single unit. Given the history of the last unit to hold the regiment's name there was no surprise amongst the 7th's officers when they learned of the moniker that the rank and file had seen fit to give the 7th.

Since that time the 7th has survived several campaigns, always losing guardsmen, only to have survivors from other regiments combined into.

Imperial Swords

Created as part of the Thirteenth Founding, The Imperial Swords have always proven themselves to be a loyal, brave, and powerful Chapter. As is fitting for any group of Space Marines. 

Taking a lesson from the destruction of several chapters such as the Marines Errant, the Knights of Eternity, and their own sister chapter the Emperor's Swords. All of whom were destroyed by events that befell their recruiting worlds. The Chapter's master severed ties with its former recruiting worlds and as of 137.M41 the chapter holds no officially listed recruiting worlds. Preferring to simply gather recruits from systems they are currently in when the need arises.

The chapter's teachings and doctrines revolve around fulfilling their self-stated role as the spear tip of military actions taken by the 'lesser' forces of the Imperium. And while the Chapter teaches that each marine should respect and value his comrades in the Imperial Guard, PDF's, and the many other warriors of the Imperium. Such constant close contact with the Imperium's mortals have been known to cause contempt for said mortals' weaknesses and frailties.

Before the Intrepid Crusade 5th Company was involved in a long fought war for the Fowler system against the forces of the Tau Empire.

I'm a leaf on the wind, watch how I soar.

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Krayz

Hello everyone,

I was kind of hesitant to join this; I usually prefer a little more freedom character-wise in 40K roleplays. I like inventing my own chapters of Marines and such. I figured, however, that a 40K roleplay on Elliquiy needs some solidarity behind it.

So, the question I must put to UrbanZorro is: Renegade was allowed to play as a member of Munster's retinue. Would I be able to do the same as a) a Grey Knight Terminator, or b) a Vindicare Assassin? Realizing that neither have stats as of yet, I wouldn't be surprised or offended if the answer was no (though I would bet I could come up with a Vindicare Assassin by taking the IG Deathworlder and changing some names of equipment and such to be functionally the same but aesthetically different).

And, of course, if such was allowed by the Powers That Be, I would have to ask DeviantMunster herself ^_^

If those choices aren't allowed, I'm going to have to do some serious thinking on what I'm going to do =/

Primarch

Quote from: Krayz on March 09, 2011, 08:41:24 AM
So, the question I must put to UrbanZorro is: Renegade was allowed to play as a member of Munster's retinue. Would I be able to do the same as a) a Grey Knight Terminator, or b) a Vindicare Assassin? Realizing that neither have stats as of yet, I wouldn't be surprised or offended if the answer was no (though I would bet I could come up with a Vindicare Assassin by taking the IG Deathworlder and changing some names of equipment and such to be functionally the same but aesthetically different).

I believe its already been brought up that the "special" retinue members like the GK Terminator, Vindicare and the like can't be taken up, while the one spot for a terminator is taken, a sniper could be made from a Space Marine or Imperial Guardsman.

Krayz

#49
Ah, I missed that on my zoom through, woops.

FFFFFFUUUUUUUUUUUUUUUUUU

Lol.

EDIT: I feel like such a prick saying this, but there's just nothing here that really interests me. Which sucks, because it's a top-of-the-line set up. I just like playing on a little more heroic levels in 40K v_v; Sorry for troubling everyone, and I really do wish you the absolute best of luck getting this going :)

Urbanzorro

@Krayz, those special retinue members are in fact NPCs. Though I hope this doesn't change your desire to join the game ;D

@Everyone: Speaking of which I should be done with the opening sometime today so expect the game to open either today or tomorrow. 
I'm a leaf on the wind, watch how I soar.

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Things I Enjoy 
My Apologies.

Krayz


Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro

The IC thread is up and open for posting!
Here's a link to the IC thread.
https://elliquiy.com/forums/index.php?topic=100191.0

I'm currently still accepting characters but only for a limited time longer so if you've been lurking, or want to get a 2nd character up please do so soon or risk losing the chance to.
I'm a leaf on the wind, watch how I soar.

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uoheinrich

#54
Well, darnit.. You know I can never pass up an opportunity to do a 40k roleplay. Count me in!
Image:

Name: Trooper Auger Trimaine
Age:38
Character's Allegiance: The Imperial Guard
Position: Guardsman
Personal history: Trooper Auger Trimaine was not originally from the "Lucky" 7th. Originally from his home world of Cadia he had fought in several campaigns earning a few battle trophies and the like. It wasn't until his unit was told to assault an Eldar held position that he lost most of his unit. They were ripped apart by Rangers and Dark Reapers before many of them had the chance to so much as bring there weapons up when the foul xenos appeared. He and a few members of his own squad were all that was left out of a 55 man platoon. He and his comrades held their position for 3 days before reinforcements could reach them and by that time they had accounted for 43 dead Howling banshees, 5 Fire Dragons, and several other aspect warriors. He found out later that the rest of his regiment had been almost all but wiped out save him and a few dozen others. Being as they were the only Cadian Regiment in the Army group the Commissariat decided that they should be integrated into the "Lucky 7th". Being from Cadia he had never really seen female guardsman, in fact, it was a hard concept for him to get his mind around. Though still reserved about women guardsmen he tries to keep himself in check and not start anything in his adopted regiment. He enjoys his position of plasma gunner and holds his weapon close to him hoping to cleanse everything with the unforgiving discharge of plasma.

Stats Before War Gear:
Health:7
Attack:4
Ranged Attack: 0
Accuracy:9
Agility:4
Intelligence:5
Defense:5
Perception:5
Stealth:3
Luck:3
War Gear:
laspistol 1, Veteran 5, Plasma Gun 5, Bayonet 3, Carapace Armor 3, Triple Skull 2. Total points used: 19 points
Stats After War Gear:
Health:7 + 1 = 8
Attack: Bayonet = 1, laspistol= 1
Ranged Attack: Plasma gun +5, Laspistol +1
Accuracy: 9 + 2 = 11
Agility: 4
Intelligence: 5 + 2 = 7
Defense: 5 + 3 = 8
Perception: 5 + 2 = 7
Stealth: 3
Luck: 3 + 2= 5
Enemies of the Imperium hear me. You have come here to die, the Immortal Emperor is with us and we are invincible. His soldiers will strike you down, his war machines will crush you under their treads, his mighty guns will bring the very sky crashing down upon you... You cannot win.

Urbanzorro

@uoheinrich: Looks good, Character Approved.
I'm a leaf on the wind, watch how I soar.

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Silk

#56
Image:

Name: Ysena Curran (Alias: Blood Vixen)

Age: 24

Character's Allegiance: Imperial Guard

Position: Deathworlder

Personal history: After spending her entire childhood on a deathworld,
it is claimed that the Blood Vixen made her first target unintentionally
and at a young age. There was a prison break out within the confines of her
city, however as many children do, they explored the wilds, getting used to
the survival ethic needed to survive in this harsh world. She however, had
a gift for hunting and laying traps for her prey, going after the local fauna
she set several traps then awaited for her prey to arrive. But she found some one she didn't expect, one of the convicts stumbled into her trap, the venoms she coated the trap with causing him to become paralysed.

That was her first kill, finding she had a talent for stalking people as
well as Fauna, Blood Vixen then spent her days practicing with Rifles,
their range slowly increasing overtime. Until she came of age, and chose to
leave for one of the hive worlds to begin her life as a pathfinder, stalker
and as a killer.

It didn't take long for her to gain a impressive track record and reputation,
However nobody really knew who she was, so it was difficult to pinpoint her, which helped lead to her downfall, as someone of mute reputation, she was not spared from conscription for this new crusade of the imperium, not that she was against the imperium, but she had better things to do... At least they let her keep her equipment that had been designed for somebody of her figure.

Stats Before War Gear:

Health:        4 (7)
Attack:      5
Ranged Attack:
Accuracy:      6
Agility:       5
Intelligence:     5
Defense:          3
Perception:       7 (9)
Stealth:          7 (9)
Luck:             5

45/45
War Gear: Flak armour : 2
Deathworlder: 5
Long-Las: 3
Camo-cloak: 3
Ripper pistol: 3
Contract killer (count as Macharian Cross): 4
Stats After War Gear:

Health:        7
Attack:      2 (5 with ripper pistol)
Ranged Attack:
Accuracy:      8
Agility:       5
Intelligence:     9
Defense:          5
Perception:       9
Stealth:          15
Luck:             5


Urbanzorro

@Silk:
Looks good. Character approved
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Lunareyes

With seemingly little love for the Ordo Hereticus and the Ecclesiarchy thus far I was wondering about the viability of a Sister Repentia; assuming the slot still is open as it appears and you are still accepting new characters. I'd be supremely interested in rolling up one the those brutal maidens.

Urbanzorro

Yes the slot is still open, and yes new characters are welcome. Also the Inquisitor spot has opened back up. We just had out inquisitor drop out.
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Lunareyes

I would thoroughly enjoy an Inquisitor role but as this would be my first group RP (on this Elliquiy anyway) I don't know if I'd feel comfortable taking such a high profile role. That said Inquisitors are one of my favorite aspects of 40k fluff and lore.

ArtemisHighmore

If I might be so bold as to comment, I don't feel that in this game the Inquisitor is going to be all that of a high profile role. It seems like the game is fairly divided in terms of interaction with characters and so it doesn't seem that you will be in charge of everyone or needing to lead. Given 40k fluff, I would doubt that an Inquisitor would even want such a high profile role as to lead the army, rather keeping to the shadows to observe and judge those that might be heretics. That is just my opinion on the role though. I am unsure of how our GM is going to run it.

Urbanzorro

ArtemisHighmore is correct, your role would focus more on small surgical things that the normal forces wouldn't be able to do on their own due to their size. Such as investigating strange readings on a ship during a major battle. Ect.
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uoheinrich

And of course the inspection of members of the crusade who would prove to be useful in the future... As well as sniffing out the odd heretic or mutant here or there...
Enemies of the Imperium hear me. You have come here to die, the Immortal Emperor is with us and we are invincible. His soldiers will strike you down, his war machines will crush you under their treads, his mighty guns will bring the very sky crashing down upon you... You cannot win.

Lunareyes

Well to further my reluctance I will be on a 3 week vacation as of Saturday. I was hoping to play a minor role if anything. A character that can take a lengthy hiatus without being missed if possible. This trip is sneaking up on me faster than expected, maybe best I just sit this one out for the time being.

Urbanzorro

Well that's perfectly up to you. This game should still be around by then. (Hopefully ;D)
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Lunareyes

I sincerely hope so! I'll wait and get back in contact when I know I have time to commit.

SomeGuy

Still taking characters? Got two write-ups in the works. Inquisitor and a guardsman, Inquisitor is pretty much done and just needs a good picture but I'm unsure how Lunareyes would feel about that. Posting what I have for the Inquisitor, since only the picture is missing. Do let me know if there are any mistakes/inconsistencies/unclear points (I'm pretty sure there will be some I missed, I'm dead tired, been having trouble sleeping lately) Will finish up the guardsman and post that later. I do have a question, there appear to be 2 Stormtroopers, though one was previously in the Inquisitors retinue. Does that mean both spots are taken, one is open, or it depends on the Inquisitor?

Image: In progress

Name: Gaius Metalus

Age: 53

Character's Allegiance: Ordo Hereticus

Position: Inquisitor

Personal history: Born as one of countless billions of a Hive World Gaius fell into the Hive Gangs and lived a life of brutal fighting over even the slightest fault, perceived or real. Gaius was able to carve out a place for himself through treachery and ruthlessness. It wasn't until a full daemonic incursion that his life changed from at best ending up face down in an alley and his name cursed by some small few. What was originally thought to be a push by the Adeptus Arbites to wipe out at least some of the gangs for reasons unknown turned out to be a ruse by heretics, securing a lock-down area where no one would care to venture and using it for foul rituals. It wasn't until a captured rogue psyker was 'misplaced' into their hands that things got truly dangerous. Their lack of knowledge had previously limited them to only causing a rise of mutations in the area, but with a psyker, an unsanctioned one at that, they were able to successfully call forth the foul servants of the Ruinous Powers. Had the Arbitrators themselves not been corrupted it could potentially have been somewhat contained by swift action, as it was though they quarantined the underhive and carefully kept any signs of the daemons from spreading. It started with only a few minor daemons, but once they were able to do as they pleased and weaken the holds of real space the daemon successfully opened a warp rift. Daemons poured forth into real space and quickly overran the entirety of the underhive before spreading upwards. If you were lucky, they simply butchered you, if not... well there are many fates worse then death, especially when daemons are involved. The planets Inquisitions representative took charge and lead the purging, which took just over a full month after they had fully brought their resources to bear    and that took almost a month by itself. There were almost no survivors, and of those few most had been tainted by the experience. Gaius though... while his body would be littered with scars, he remained pure in his hatred of the heretics and daemons. A minor Inquisitor saw that he might have some use for such a person and 'recruited' him.

So, at twenty-eight Gaius began his time as an acolyte in the service of the Ordo Hereticus, which would last just over two decades. As he learned more of psykers and how they played a role in the incursion on his home world he developed a deep loathing of them, at best they were a live grenade you could throw at your enemies. His Inquisitor was a bombastic preacher, and has his influence and experience grew he would travel from world to world setting up courts and holding witch trials, carrying little if a dozen or so innocents were put to the torch for every heretic found. After the first decade of service Gaius found himself working directly with the Inquisitor, and after the second he was elevated to the prestigious rank himself. Though he has kept in contact with his previous lord, he works with a very different style, preferring subtle manipulation of events and only acting when there was no other choice. When Gaius did act directly, he preferred terror tactics including more obvious assassinations, extensive use of flamers and chain weapons, and brutal short range fighting. He constantly seeks to expand his retinue with more assassins and keeps a careful watch for other exemplary individuals.

Stats Before War Gear
Health: 6
Attack: 7
Ranged Attack: 0
Accuracy: 7
Agility: 5
Intelligence: 7
Defense: 8
Perception: 5
Stealth: 7
Luck: 8

War Gear:
Digital Weapon- 2
Retinue- 5 (Warrior, Hierophant, Chirurgeon, Callidus Assassin)
Inquisitorial Mandate- 4
Carapace Armor- 2
Null Rod- 2
Inferno Pistol- 5
Total- 20

Stats After War Gear
Health: 6
Attack: 11 (23 vs infantry, 21 vs vehicles)
Ranged Attack: 0
Accuracy: 7
Agility: 5
Intelligence: 7
Defense: 13
Perception: 5
Stealth: 7
Luck: 8

Urbanzorro

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TheDon

All these youthful inquisitors... gah, what is the world coming to? Back in my day, you'd be a hundred before you got that high up... harrumph! :P
Enjoy writing, here to learn more!

Urbanzorro

@Some Guy, Looks good so far. Sorry about the delay in giving feedback. Was on a road trip for spring break...anyways I like the look of him once you add a pic he should be tip top
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SomeGuy

Quote from: Urbanzorro on March 22, 2011, 10:36:55 AM
@Some Guy, Looks good so far. Sorry about the delay in giving feedback. Was on a road trip for spring break...anyways I like the look of him once you add a pic he should be tip top

I've actually ended up being a lot busier then I thought I'd be, calming down now though. I would like to hear from Lunareyes though.

Hmmm... crap. I had an image picked out, I can't figure out where the hell I put it though. I'll edit once I can find it back, or if I find another one that I'm okay with. Probably my own fault for having a misc. 40k image folder over 330mb

Urbanzorro

QuoteI've actually ended up being a lot busier then I thought I'd be, calming down now though.

That's perfectly fine ;D

QuoteI would like to hear from Lunareyes though.
I believe, according to her, its still going to be some time before she gets on E again.

QuoteHmmm... crap. I had an image picked out, I can't figure out where the hell I put it though. I'll edit once I can find it back, or if I find another one that I'm okay with. Probably my own fault for having a misc. 40k image folder over 330mb
I'm sure you'll find it.
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MissMeep

I've tried one of these in the past and would very much like to do so again.

Is the spot for a Callidus assassin still open?

Urbanzorro

Saddly the Callidus assassin is in fact an NPC. Though there are slots in the sisters of battle, and the imperial guard that are open.
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MissMeep

Quote from: Urbanzorro on March 23, 2011, 11:19:31 AM
Saddly the Callidus assassin is in fact an NPC. Though there are slots in the sisters of battle, and the imperial guard that are open.

No problem.  I've played both of those before, so will pass this time around.

Good luck though! Lot of effort gone into this.

Krayz

*fervently wishes his little brother had swayed him back to the Inquisition before someone had filled the slot*

._.


SomeGuy

Quote from: Krayz on March 23, 2011, 03:44:24 PM
*fervently wishes his little brother had swayed him back to the Inquisition before someone had filled the slot*

._.

Like I said, I'd be fine playing a stormtrooper if someone really wants to play an Inquisitor.

Krayz

Quote from: SomeGuy on March 23, 2011, 10:00:01 PM
Like I said, I'd be fine playing a stormtrooper if someone really wants to play an Inquisitor.

Are you sure? Sure sure? I kind of left the fine ladies and gentlemen here hanging, so I don't feel it's right for me to just walk in, mope a bit, and get what I want. If you really don't give a damn either way, then ok, but otherwise have fun :)

Silk

Image:

Name: Sister Eclypsia

Age: 32

Character's Allegiance: Sisters of Battle

Position: Sister Superior

Personal history: After spending her childhood in the cloistered halls of the Ecclesiarchy her entire life has been spent in the service of the Emperor, it was a certainty that she would spend her adult life as part of the Sisters of Battle.

When she finnaly came of age Eclypsia was a force of holy fire on the battlefield, she had a great talent with close combat weaponry, it was no supprise that she was soon have her pattern bolter replaced with a bolt pistol and close combat weapon.

During Eclypsias first campaign she had shown her true faith and prowess in battle, as she fought against the fallen space marines of chaos with fevor that only a sister of battle could acomplish. Cut off from reinforcements, her units superior died in single combat against the enemy commander, taking up her Power sword, Eclypsia continued the battle against him, after many hours of combat she finnaly struck the final blow, leading straight to a feirce battle, but because of the loss of their leader, the chaos forces were never able to recover and were ultimately routed.

As a rewards for her valor that day Eclypsia was named the new Sister Superior of her unit, as her faith was so absolute she would not only stand against, but overcome one of the imperiums greatest foes. Since the dawn of the Intrepid Crusade, Eclypsia was one of the first to volunteer her services to the cause.

Stats Before War Gear:

Health: 7
Attack:  6
Ranged Attack:
Accuracy:7
Agility: 6
Intelligence: 5
Defense: 6
Perception: 5
Stealth:3
Luck:5

War Gear:
Power armour       2
Power weapon      4
Cloak of st Aspira   4
Purity seals      1
Inferno Pistol      5
Annointed weapon   6
Auspex         2
Krak Grenade      1

Stats After War Gear:
Health: 8
Attack:  11 (all targets)
Ranged Attack:
Infantry: 7
Vehicle: 6 (8 with krak grenade)
Accuracy:7
Agility: 6
Intelligence: 5
Defense: 15
Perception: 8
Stealth:3
Luck:5

SomeGuy

Thinking of this for picture then.

Spoiler: Click to Show/Hide

ArtemisHighmore


Urbanzorro

For in the grim dark future of the 41st millennium there are only boats and hoes


The picture looks fine to me :)

If you're happy with it then character approved ;D
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NotoriusBEN

Im feeling like flexing my writing muscles again.

I havent looked through all pages yet but:

Has the Imperial Psyker been taken?
I very much like to burn things... with my mind... :P

Plus, only awesomeness can come from fighting an Ork Weirdboy!

Urbanzorro

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NotoriusBEN

And here's my Psyker. More flavor than anything, can the Lightning Arc be Fire?

Image: http://fc03.deviantart.net/fs31/f/2008/229/1/0/RedMage_by_FantasyAce.jpg
Name: Pyrist Cain Mallear
Age: 36 (12 of which were on Black Ships and Holy Terra for Psykic Judgement and Training)
Character's Allegiance: IG
Position: Imperial Sanctioned Psyker
Personal history:

Pain through Nerve Induction - Right hand is horribly scarred, uncomfortable around bald, robed women. 

Cain Mallear was a newly inducted Battle Psyker when he was stationed with a contingent of the Imperial Guard to fight on the Chaos invaded world of Seldon's Folly. The initial landings proved successfull, but the battle quickly turned into a meat-grinder as Chaos daemons and heretics spawned from what remained of the local population on the Hive World. Fighting was brutal, constant, and very personal. Soldiers not only fought for ground, they warred within their own souls over the subtle influence of Chaos. Cain and many other psykers were as much a source of inspiration as a liability due to their nature of shielding their battle brethren or succumbing to the Taint.

Towards the ending months of the engagement, Battleship commanders decided it was more prudent to just raze the planet with all on it. It would be easier and less time consuming to just kill everything rather than sort out the Chaos-tainted survivors. Engaging daemons in a Moholithic mining factory, it wasn't until Cain and division survivors resurfaced that they found the planet charred and sheeted in glass.

Resigning himself to his fate, Cain meditated in the wind swept peace of the devastated landscape content that his end would come peacefully where so many others mutated, burned, and corrupted along with their souls. Days passed and Cain was nearing the end when the tiny prick of psyniscience told of another psyker in the blackness of space. Cain reached out and touched the mind of the other. Within hours, the Hull of the Void Bound could be seen as a tiny speck against the black.

Transfered to The Yuktobian "Lucky" 7th, Cain begins anew fighting the greenskins. Far less terrifying if no less ferocious.

Stats - 45points
  Health: 5
  Attack:  9  (15, 13) (+6 vs. Psykers, +4 vs. All Other Enemies)
  Accuracy: 7
  Agility: 5
  Intelligence: 6
  Defense: 4  (10) (+6 Carapace Armor, Runes of Power)
  Perception: 4
  Stealth: 2
  Luck: 3
  Ranged Attack: 0 (+1 Laspistol)

Wargear/Abilities - 8points
  LasPistol - 1point
    Effect: +1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaniously
  Psycho-reactive staff - 3points
    Effect: +6 Attack vs Psychic Enemies +4 Attack vs All Other Enemies, 
  Carapace Armor - 2points
    Effect: +3 Defense
  Runes of Power - 2points
    Effect: +3 Defense, allows Psychic abilities to be used one extra time per mission.

Psychic Abilites - 12points
•Machine curse: Harms enemy vehicles with psychic power.
    Effect: Counts as a 7 Point Attack vs Enemy Vehicles
    Can be used twice per mission
•Psychic ward: Allows the Psyker to block enemy psychic attacks.
    Effect: Enemy Psychic attacks cannot be used for a random amount of time.
    Can be used once per mission
•Psychic lash: Uses Warp energy to attack and wound nearby enemies that goes through armor.
    Effect: A single enemy receives a 5 point attack directly against their Health rather than their Defense
    Can be used once per mission
•Lightning arc: Launches lightning at nearby enemies
    Effect: Between 1 and 12 enemies receive a 3 point attack
    Can be used 4 times per mission


************


Also, zorro, If My psyker is good to go, I am assuming Im with the commissar and the other IG in the landing bay? More than likely arriving with a subsequent transport?

Kevben Battleheart

#87
I am not Urban, so what I say doesn't really matter, but a veteran can't have a Long-las, which is already taken by another member. They need to be a Deathworlder to access it, and I think she also has the Ripper Pistol as well.

Edit: Was wrong about the ripper pistol, there's 2 in supply, but there's only 1 Long-Las.
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

uoheinrich

Enemies of the Imperium hear me. You have come here to die, the Immortal Emperor is with us and we are invincible. His soldiers will strike you down, his war machines will crush you under their treads, his mighty guns will bring the very sky crashing down upon you... You cannot win.

AusGre


Urbanzorro

There is in fact only one vet slot which is already filled, also for your war gear list to work you'd have to take death worlder in order to have acces to the ripper pistol and you would need to lose the long las. The is only one, and it is already taken by another character.


Just as a side note, the limit on the supply of some items was put in place by me in order to create a group of diverse characters rather than a group of pure shotgunners, snipers, heavy bolter marinesm ect.
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Ironwolf85

Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.

Silk


Ironwolf85

cool, not sure what I wanted to do with my old character anyway, but this got really far away from me.
meh... could always try a xeno and get killed lol
nah I'll come up with somthing
Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.

AusGre

QuoteThere is in fact only one vet slot which is already filled, also for your war gear list to work you'd have to take death worlder in order to have acces to the ripper pistol and you would need to lose the long las. The is only one, and it is already taken by another character.


Just as a side note, the limit on the supply of some items was put in place by me in order to create a group of diverse characters rather than a group of pure shotgunners, snipers, heavy bolter marinesm ect.

Ah, maybe I misunderstood the supply system and who could have it. I just remember the original post saying: if this person has weapon A, that doesn't mean that the other person can't have weapon A, as well.

Then, I have a question about the Afriel Strain, can it be combined with the Stormtrooper? I saw that you had one slot open for it and I would like to know, before I start ripping my character apart.

Urbanzorro

Saddly no it cannot be combined with Stormtrooper as it is not part of the Stormtrooper list.
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AusGre

Mmm, alright. Well, let me get to fixing this character, sorry about all the trouble.

Urbanzorro

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AusGre

Unfortunately, it will have to be later tonight. I've deleted the character, the idea I had in mind did not suit well with the other options of the Imperial Guardsman that I saw, it's alright though I have some other ideas brewing in the noggin'. I was thinking about adding to the ranks of the Adeptus Sororitas or perhaps something that's needed, any suggestions for me? I shall return later tonight, I have work unfortunately!

Urbanzorro

Work can be unfortunate. As far as suggestions go, We can use just about anything ;D Though there are very few female characters (2 only at this point) but that isn't much of a big deal. As far as what I'd think could make for interesting wargear combos here's a few things. Though obviously these are little more than food for thoughts and in no way what you or anyone else has to make ;D

1: A Scout Marine could easily take a Sniper Rifle and a Shotgun and be quite interesting.

2: A Penal Legionnaire with a Flamer and Demo Charge could be quite effective against both Infantry and 'Hard' targets

3: Storm Troopers can easily be tailored to be extremely effective at one specific type of combat

4: A Sister Repentia would make for some intense melee combat scenes as well as quite a bit of internal conflict

I'm a leaf on the wind, watch how I soar.

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AusGre

Spoiler: Click to Show/Hide
Alrighty, I took the latter option and decided to try my hand at the Adeptus Sororitas. Hopefully, this character is cool enough for you all. :)



Sister Repentia Theresa Liranas


"Once, I dawned the armor of the Adeptus Sororitas with great pride. Now, I shame all who would call themselves Sisters of Battle." - Sister Repentia Theresa Liranas


Physical Details
"Part vampire, part warrior, carnivore and voyeur."-Tool, Vicarious
Height: 5'7''
Weight: 169 lbs.
Eye Color: Hazel (Right)/Faded Hazel (Left)
Hair Color: Black/Grey

Physical Description: Theresa is a tall women with a slender frame around her very well toned body. Showing muscle girth in almost all reaches of her body, she stands as well as any other Adeptus Sororitas, perhaps even moreso than her sisters. Her skin has the pigment of a lightly tanned body, showing sometime in the reaches of many a worlds. Her body is marked with the literature of the Ecclesiarchy, not tattooed on her flesh but scorched into the very skin of her body. The scriptures run from the base of her neck down to the base of her naval, wrapping around to her back and all around her torso and arms. A small bit more is branded into the sides of her thighs, the stench of burned flesh still graces her to this day. Along those writings of the Ecclesiarchy is the ever present reminder of lacerations to her flesh and the brutish appearance of iron-stamped Adeptus Sororitas Symbols inside her flesh, down her shoulder blades and through her shoulders to rest at the top of her breasts. Her face, is rather scarred aside from the massive claw mark that stretches from the base of her forehead, across her left eye and ending at the tip of her jawline. She wears little makeup, save for the unrefined look of black mascara around her eyes and black lipstick. Her hair, reaches down to the base of her brain stem, one side is completely shaven off while the other side dangles from the right side of her face. Small bits of gray hair poke through the remainder of her night sky skull.

    Theresa graces her nosferatu-like body with simple clothing, no longer does she wear the appointed armor of the Adeptus Sororitas. She instead dawns what looks to be a scarlet red dyed-grox skin robe, horrendously stitched and rather vile looking. Her head is protected by a patch-job hood, that is sewn into the shoulders of her robe. The sleeves extend to her elbow and cut off with several small chains gripping the symbol of the Imperium of Man, the other sleeve is the same except for it holds the symbol of the Imperial Guard. Extending down to her ankle, the grox skin robe is tattered with plates of rusted metal held onto the sides of her robe and the front of her robe by small strands of chains that flow from her leather belt. Her belt dawns the symbol of a broken Eight Pronged Star of Chaos, with scrolls of imperial history dangling from her belt, pressed in by metal studs that are bloodstained. One thing still holds true to her previous Adeptus Sororitas armor, the metal greavers and boots that are set for the appointed power armor.

Allegiance: Although in self appointed exile, she would still consider herself a part of the Adeptus Sororitas, the Sisters of Battle.

From the Personal Logs of Drill Abbot Detric Hallos
"It kills me not to know this but I've all but just forgotten what the color of her eyes were and her scars or how she got them."-Savior, Rise Against

Recently, a young woman has come into our possessions in the Schola Progenium. She is a fine young woman, barely coming of age to participate in a battle. What interests me about this young woman, is the details in which she came to the Schola Progenium. Theresa Liranas, had come from a prestigious noble family located within the grand realm of Holy Terra and with in the small time she had been inside of her family, she had shown an intellect above that of a youngster and was almost something of a prodigy in her family. From the records, she had been on the eye of the Ordos of the Imperium, an astounding accomplishment for one so young. The Emperor did not intend for her path to be of the Inquisitors, just yet for she had been placed on a ship to the planet of Cadia to be placed in a Cadian Officer School, but due to a Warp Shield failure and the contamination of the ship she had been exposed to the horrendous energies of the Warp. Her mind was plagued by visions of the realm of Chaos and voices stirred inside of her, like that of the Machine Spirit's Techno-priests and the insanity had drove her nearly over the edge.

When the ship was pulled from the Warp Travel, she was rescued by an Apostate that had been traveling on the ship as well. Her mind pulled from the brink, the apostate was found and sentenced to the Black Ships of the Inquisition. While she was returned to her family on Holy Terra and once at her residence in Holy Terra her parents had become furious with what had happened to her, they believed she was now the host of daemons. Banishing her from their family, she was placed inside the Schola Progenium, firstly to see if the corruption had taken a firm place inside her mind, blessings by the Emperor it had not. She was then placed inside the program for the Adeptus Sororitas, the Sisters of Battle. As I said, this has all recently happened, I am anticipating her progress within the Schola Progenium. My faith in her abilities is only outweighed by my devotion to the Emperor himself. Theresa has made vast progress since I last made note about her, all those years ago. Surpassing most of her peers with her dedication to the teachings of the Ecclesiarchy and her determination to master the art of war with her own two hands. I have trained her myself and I anxious to see her role within the Adeptus Sororitas, I know she will make a fine sister and may even gain the promise of an inquisitorial position that she has been seeking since her youth. May the Emperor bless every step of hers.

A Synopsis of Theresa Liranas' Self Appointed Exile and The Repentia
"Only the insane may prosper. Only those who prosper, may judge what is sane."

The Drill Abbot was correct about Theresa Liranas and her prowess inside the Adeptus Sororitas, she quickly followed her sister peers and made herself a place in the order. Praised for her tactical mind and her prowess in combat, she was on the verge of being granted the title of Sister Superior. While participating in a battle on the planet of Khronus against the legions of the Chaos Space Marines, she encountered a daemonic artifact and took hold of it, wishing to use it's power against the forces of Chaos like those radicals within the Imperium. Instead, her body had been possessed by the very artifact and had slaughtered a number of sisters and Imperial Guardsmen. Fighting against the artifact had taken the gaze of the daemon spirit, long enough for members of the Adeptus Sororitas to bind her body and bring her mind back to the edge of insanity. She was sentenced to death as soon as she was free of the spirit, but through careful negotiations she managed to convince her judges to allow an exile and the position of Sister Repentia on her name. Her judges excepted and she vowed to redeem herself in the eyes of Emperor, to be graced by his blessing once again. Firstly by burning the corruption from her body by the holy flames and teachings of the Ecclesiarchy into her very flesh.

Although, unlike her Sisters Repentia. She does not wish to gain forgiveness through a glorious death in battle, she wishes to move from the position of Sister Repentia and passed the Adeptus Sororitas to the very steps of the Inquisition itself. She wishes to become an Inquisitor and prove that those with the will of the Emperor can overcome corruption and insanity.

Stats Before War Gear

Health: 6
Attack: 6
Accuracy: 7
Agility: 6
Intelligence: 10
Defense: 6
Perception: 6
Stealth: 3
Luck: 0

War Gear

Eviscerator (3pts) (+6 Attack vs All Enemies)
Exterminator (3pts) (Single Ranged Attack; 5 vs Infantry/2 vs Vehicles)
Carapace Armor (3pts) (+3 Defense)
Righteous Fury (4pts) (+2 Attack, +2 Agility, +5 Health)

4 Points Remaining

Stats After War Gear

Health: 11 (Righteous Fury +5)
Attack: 8 (Righteous Fury +2/Eviscerator 14 vs All Enemies)
Ranged Attack: (Exterminator;5 vs Infantry/2 vs Vehicles)
Accuracy: 7
Agility: 8 (Righteous Fury +2)
Intelligence: 10
Defense: 9 (Carapace Armor +3)
Perception: 6
Stealth: 3
Luck: 0

Urbanzorro

She looks good, character approved. I'll send you a pm with how we will work her in ;D
I'm a leaf on the wind, watch how I soar.

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AusGre


TheDon

'fraid that's going to be my last post for the next week, guys. Next time I'll be by a computer will be next wednesday (GMT), hopefully you won't need to move on without me before then.

Don
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