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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