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Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 4:41 pm
by Wyzack

Bottom post of the previous page:

What exactly about Snake motherfucking Plisskin are you looking to emulate? Also stormtrooper is another sort of iffy one, if someone wants to be one that is okay but i don't think you will get to keep the carapace armor and hellgun because >jail

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 4:50 pm
by D&B
I need the core rules reeeeeeeeeeeeeeeee

I just want something semi automatic and a cigar to smoke my PTSD

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 4:51 pm
by Wyzack
i sent you them

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 5:04 pm
by Anonmare
I've never played anything but Pathfinder and D&D tbh. I wouldn't know where to begin.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 5:05 pm
by Wyzack
If you want in anonmare then we are up to 8 players which is most of a squad. I'm gonna hard cap at ten. The system is pretty intuitive and I can walk you through character generation

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 5:08 pm
by THE MIGHTY GALVATRON
Wyzack wrote:What exactly about Snake motherfucking Plisskin are you looking to emulate?

Probably the whole disgraced war hero thing. Reluctantly working for the Imperium after shit went wrong. Not sure what 'shit' entails at the moment.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 5:09 pm
by Anonmare
That'd be grand, I know a bit about 40K's backstroy, mostly common knowledge stuff like the Emperor being killed because Horus decided to be a bad boy and the Eldar murder-fucking Slaanesh into existence.

I was thinking about playing a medic, the kind of medic that smiles too much while they're arm-deep in your entrails.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 5:13 pm
by ShadowDimentio
Spoiler:
Image

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 5:47 pm
by Wyzack
THE MIGHTY GALVATRON wrote:
Wyzack wrote:What exactly about Snake motherfucking Plisskin are you looking to emulate?

Probably the whole disgraced war hero thing. Reluctantly working for the Imperium after shit went wrong. Not sure what 'shit' entails at the moment.

That is very easy to do with any of the classes to be honest. Law in the Imperium is hardly ever fair, and it is entirely probably that your character managed to do something entirely heroic and then get jailed afterwards, whether that was due to not completing a specific objective in order to save your squad/being framed for something shitty a superior officer did/simply being accused by a superior officer who did not like you and did not want to see you succeed.

Anonmare we can certainly make that happen. I would like it if everyone else can post what class they are making in here before they actually start making it so we do not run in to conflicts

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:11 pm
by Wyzack
Gonna be updating the OP with our current roster, so far the only confirmation we have is anonmare as medic

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:24 pm
by imblyings
Weapons specialist here, could go for some explosives, chain/low-tech melee, las/solid, unless others want something more distinctive

Is everything looking mostly alright? When do we roll for fate/wounds?
Spoiler:
Torke Marn
Male
1.9m, 85kg
Right-handed

Ex-PDF and convicted smuggler.

Penal Colony
Siege Infantry
Weapon Specialist

WS |20+8 28 2
BS |20+11+5 36 3
STR |20+9 29 2
TGH |20+10+3+3 33 3
AGL |20+14+3 37 3
INT |20+10-3 27 2
PER |20+17 37 3
WIL |20+11 31 3
FEL |20+10 30 3
Wounds |8+2+1 11
Fate |2

Aptitudes
Agility, Ballistic Skill, Fellowship,
Fieldcraft, Finesse, Weapon Skill

Skills
Intimidate, Linguistics (Low Gothic),
Tech-Use, Survival, Navigate (Surface),
Common Lore (Imperial Guard, War),
Awareness, Stealth

Talents
Street Fighting, Diehard, Nerves of Steel,
Rapid Reload, Weapon Training (Las, Solid-Projectile, Low-Tech),
Lightning Reflexes

Larcenous, +10 to Logistics Tests for illegal/contraband items,
Scum and Villainy, 15 points for regimental kit,
Starting Wounds, +1 to starting Wound

Equipment
1x M36 lasgun, 6 power CLIPS, good craftsmanship
4x krak grenades
2x frag grenades
2 x photon flash grenades
5x stimm doses
1x injector
1x Imperial flak
1x respirator
4x empty sandbags + 1x entrenching tool

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:42 pm
by Wyzack
man way to take care of business Ausops. I am going to set up a roll20 room when i get off work where you guys can roll for fate and wounds

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:43 pm
by ShadowDimentio
I'm down for either being an Operator or a Weapon Specialist sniper type.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:45 pm
by Wyzack
Keep in mind that out of all the specialties weapon specialist is the most versatile and we can never have too many. Usually need at least one operator on the team as well so really you can go either way shadow

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:49 pm
by ShadowDimentio
If we can't have a tank I can at least operate some artillery nice and far away from the nitty-gritty of combat.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:50 pm
by Wyzack
There are seperate rules for artillery regiments. Basically as squad operator it will be your job to drive any vehicles the squad is issued/finds in the field, as well as have a working familiarity with technology and be able to service very basic repairs and modifications

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:52 pm
by D&B
I wanna be stabby man :-DDDD

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 6:56 pm
by Wyzack
While any of the specialies is capable of being good at melee combat, Weapons Specialist is probably your best bet. Sargent and Commissar can also focus on melee to a lesser degree, but they also come with the burden of command and some talents will cost more.

Keep in mind that melee, while quite deadly, also requires you to be able to close distance with people who are presumably going to be fucking shooting guns at you, and will not be 100% viable in all combats

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 7:04 pm
by Anonmare
Do we have any training doctrines or special equipment doctrines?

So far my doc is looking to be more a street fighter who wants your organs and won't take no for an answer

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 7:05 pm
by Wyzack
We have combat drugs as a special equipment doctrine and that is it. If anybody sees one that they think would thematically fit then by all means let me know

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 7:18 pm
by ShadowDimentio
My operator was just some dude who worked at the 40K equivalent of a mechanic's shop and when some gangster dirtbags tried to pressure him for protection money and turned violent he beat them to death with a wrench.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 7:19 pm
by Anonmare
I saw Die-Hards and Close Order Drill as training doctrines.
Die-Hards would fit thematically with our Sanguine commander who repeatedly flings us into danger, while Close-Order Drill might be more respective of Siege Troops. Depends on which you prefer.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 7:59 pm
by captain sawrge
Anonmare wrote:I saw Die-Hards and Close Order Drill as training doctrines.
Die-Hards would fit thematically with our Sanguine commander who repeatedly flings us into danger, while Close-Order Drill might be more respective of Siege Troops. Depends on which you prefer.
We get Die Hard by default for having a Sanguine commander already iirc

I will probably roll a heavy weapons specialist guy with a grenade launcher :D

edit: please make grenade launchers our regimental favoured weapon so i can start witrh one :D

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:12 pm
by Anonmare
Die-Hard training just gives you the Toughness aptitude. Which makes any talents that use Toughness cheaper to buy.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:32 pm
by captain sawrge
Oh!

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:40 pm
by Wyzack
Yeah why the fuck not, but that is the last addon to our regiment

Also sawrge that is a fine concept except that grenade launchers are basic size weapons and not heavy weapons so you would need to be a weapons specialist rather than a heavy weapons guy, and will need to grapple with Ausops over makin the nade launcher our favoured regimental basic weapon

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:41 pm
by Timbrewolf
Too late to join?

Game needs a grizzled old greybeard.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:41 pm
by captain sawrge
FUCK

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:42 pm
by captain sawrge
Maybe I will just use a big machine gun maybe

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 8:43 pm
by Anonmare
I'm mostly done I think. I just need to roll for Wounds and do my comrade guy/gal pal

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:02 pm
by danno
Spoiler:
Pax “Skullfucker” Grantham
Male
1.8m, 80kg
Right-handed

Attacked a commanding officer in a fit of rage.

Penal Colony
Siege Infantry
Weapon Specialist

Weapon Skill
20 + 5 + 10 | 35
Ballistic Skill
20 + 5 + 20 | 45
Strength
20 + 5 | 25
Toughness
20 + 3 + 20 |43
Agility
20 + 3 + 10 | 33
Intelligence
20 | 20
Perception
20 + 10 | 30
Willpower
20 + 15 | 35
Fellowship
20 + 10 | 30
Wounds
8+3+1 |12
Fate Points
???

Aptitudes
Agility,
Ballistic Skill,
Fellowship,
Fieldcraft,
Finesse,
Weapon Skill
Toughness?

Skills
Intimidate,
Linguistics (Low Gothic),
Athletics,
Navigate (Surface),
Common Lore (Imperial Guard, War)
Dodge


Talents
Diehard
Deadeye shot
Rapid Reload
Weapon Training
Blind fighting


Larcenous
+10 to Logistics Tests for illegal/contraband items
Scum and Villainy
15 points for regimental kit
Starting Wounds
+1 to starting Wound

Equipment
???

EXP: 0?
jacked ausop's format >:)
don't know if I missed something, never done this system before

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:11 pm
by Wyzack
Holy fugg doods. 9 players.

Alright we are at defcon 1 here. because the standard squad has ten troopers we are going to run without comrades i think. Normally every player gets an NPC buddy that they can buy some special synergy talents with for small bonuses. I am not entirely sure how this will effect the game, but fuck it lets give it a try. Do not buy any comrade specific abilities, and if you find something that really requires a comrade for your class or concept let me know and we will work something out

@shadowdementio that is a workable concept, but needs a few tweaks simply because of some weirdness with the 40k setting. Technology does not exist as we know it today. Complex maintenance and repair of machines, as well as their exact functions and how they are made, has devolved into a literal cult that worships the Omnissiah, the machine god. The Adeptus Mechanicus is a monolithic organization that handles production and maintenance of complex war materiel and machinery. These guys are fucking nuts, the type of people who literally believe that lighting incense and saying the correct prayers is just as important to fixing a car as repairing fuel lines and changing broken axles. Not only that, but they have near universal authority where technology is concerned and basically fucking with tech or creating new devices without following incredibly strict guidelines and years and years of training is tech heresy usually punishable by death or imprisonment. While they keep the wheels turning, their archeach practices are at least partially responsible for the stagnation of the Imperium, and only sanctioned Tech Priests are liable to perform field repairs and that sort of thing

HOWEVER

In practice obviously this is not really workable, especially when you are trying to run a war machine. There are not enough Tech Priests to handle every single bit of routine maintenance on every single world, not to mention fix all the imperium's combat vehicles. Much basic repair stuff is handed off to unofficially trained technicians and operators, and the lines of what is allowed are often blurred in the name of keeping the cogs of war turning

SO

While your character would likely not have the same depth of knowledge as a modern vehicle engineer or technician, he could have a very broad understanding of the basic maintenance of a very wide variety of vehicles and possibly even the proper rituals to repair them by the book. It is also possible that getting caught committing minor acts of tech heresy such as attempting to create brand new vehicle patterns or other blasphemies was partially what got him tossed into the penal colony in the first place. I would consider adding this just because unless they are related to someone important, on most worlds no one is going to give a shit if you kill a few worthless gangers enough to toss you in jail for that alone

/wall of text


Danno i have not yet looked into our regimental bonuses in depth yet but where did you get hip shooting and some of those other talents from?

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:21 pm
by danno
apparently weapons specialists start with 600 exp to spend on talents
so I did that

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:23 pm
by Wyzack
I guess i just didn't think 600xp could stretch that far, could you humor me and post your math?

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:26 pm
by Anonmare
Oh there's XP to spend as well? One sec

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:27 pm
by danno
Skills like hip shooting and quick draw and basically most of those skills have aptitudes that we get just for being weapon specialists, making them only cost 100 exp
deadeye = 100
hip shooting = 100
sharpshooter = 100
quick draw = 100
and then the other 200 buys dodge

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:27 pm
by Wyzack
Talents also come in tiers, with tier two and three talents costing more than 100xp even when you have both aptitudes. I know for a fact that Hip Shooting is a tier three one, not sure about the others

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:30 pm
by danno
oh shit
I didn't know that, I'll check and revise if you're right

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:33 pm
by ShadowDimentio
I could use some help making my char.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:51 pm
by Anonmare
And done. I'm not even going to try and keep track of my characteristics' origins. I decided that improving my dodge and awareness came first before my medical skills. I did grab Swift Suture to keep you from losing blood outside the surgical theatre where it's wasted.
Spoiler:
Sharah Brooks
Female
1.56m, 93kg
Right-handed

Sentenced to the Penal Legions for: Consistent, unnecessary and experimental surgeries on patients.

Penal Colony
Siege Infantry
Medic

Weapon Skill
30
Ballistic Skill
35
Strength
25
Toughness
33
Agility
38
Intelligence
42
Perception
35
Willpower
30
Fellowship
20
Wounds
8 + 1d5
Fate Points
Not rolled

Aptitudes
Ballistic Skill,
Fieldcraft,
Intelligence,
Knowledge,
Perception,
Toughness

Skills
Awareness - Known
Dodge - Known
Intimidate - Known
Linguistics (Low Gothic) - Known
Medicae - Known
Scholastic Lore (Chymistry) - Known
Scrutiny - Known
Tech Use - Known


Talents
Diehard
Weapon Training (Las)
Jaded
Street Fighting
Nerves of Steel

Larcenous
+10 to Logistics Tests for illegal/contraband items
Scum and Villainy
15 points for regimental kit
Starting Wounds
+1 to starting Wound

Equipment
To finish

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:53 pm
by danno
edited my post with proper talents

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 9:59 pm
by Anonmare
Also Penal Colonists can start with Street Fighting or Peer (Underworld), just FYI.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 10:32 pm
by Wyzack
Shadow i hit you up on discord, message me when you want to finish making your guy.

So as for kit, you guys have a standard kit containing all the basics from pg 68 except where it is upgraded by your siege regiment gear. So for example your primary weapon is upgraded to an M36 lasgun and your armor is upgraded to full IG Flak. In addition you get a few other bits from being a siege regiment, such as sandbags and some nades.

On top of that shit you get an inhaler and either three doses of Frenzon or five doses of stimm, decided personally. You do not need to necessarily use the drugs, but black market trade between troopers thrives on barter, especially with the likes of you people around.

And finally you all get a micro-bead (short range communications headset) and a laspistol with two charge packs as a sidearm, not interchangable with the ones for your lasgun

You will also each get a bit of equipment from your chosen specialty.

Any questions?

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 10:34 pm
by Anonmare
Is the armour we get full encompassing?

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 10:39 pm
by Wyzack
Yes, you get imperial guard flak armor. If you look at the entry in the armory it has full coverage at armor 4, and being flak gives an extra point of defence vs explosion shrapnel

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 10:44 pm
by Anonmare
Do we get additional standard kit items?

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 10:46 pm
by Wyzack
Yes, the ones I listed above. A microbead, a laspistol and your combat drugs

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 10:47 pm
by Anonmare
Alrighty, I think I'm set then.

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 11:15 pm
by Wyzack
Roll20 room is up

https://app.roll20.net/join/1909373/mb-J3Q

come on in and roll up your hit points and fate points and maybe your character demeanor if you want to randomly select a personality. Declare what you are rolling before you roll it or else it does not count

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 11:41 pm
by Timbrewolf
Wyzack mentioned that there is nobody who has chosen to be our squads sergeant yet

Unless there are any objections I suppose I must once again take up the reigns of authority.

Really though I would urge anyone who would actually PREFER to do take it over doing it out of necessity/aptitude, or we could decide amongst ourselves who we would like best in that role?

Re: Official Imperial Recruitment Thread

Posted: Fri Jan 06, 2017 11:43 pm
by Anonmare
The only thing really left to do is uniform styles. To be honest, I like the Cadian pattern styles. It's very utilitarian, the Catachan, Praetorians and Volstarik styles seem a bit too gimmick-y to me in all honesty. For comparison:

Cadian
Spoiler:
Image
Image
Praetorian
Spoiler:
Image
Image
Also I've already commited myself to being the sawbones An0n3. I'd do sergeant/commisar otherwise.