Hidden 7 yrs ago 7 yrs ago Post by AdvancedJ3lly
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“To be a man in such times is to be one amongst untold billions. It is to live in the cruellest 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.” -Warhammer 40,000 Intro

Cecilia’s Rest - Seranius Subsector - Vanatius Sector - Segmentum Obscurus
Cecilia’s Rest is an imperial hive world in the Seranius subsector. It is one of the most prominent worlds in the Seranius sub due largely to its location on one of the few stable warp-routes between Echion, the subsector’s capital, and the Vanatius sector at large, as well as its heavy industry. It is the largest industrial center in the subsector, producing munitions and armor components for Astra Militarum and PDF regiments across the entire sector. It’s three main hive cities, Hives Primus, Secundus, and Tertius, house many billions of workers that produce massive amounts of material to supply the Imperial war machine. With the invasion of the nearby Stiri system and the mustering of Army-Group Seranius under Lord-General Theoderic Lengen to retake the besieged imperial worlds, tithes have been almost doubled across the entire Seranius sub. Cecilia’s Rest was hit particularly badly by the Lord Subsector’s decree, as manufactorum outputs were dramatically increased, shifts were double across the hives, and several regimental foundings to supply fresh bodies to the bloody campaign forced hundreds of thousands into military service with little warning. Widespread rioting broke out in Hive Primus and its sister cities which was barely held back by the Arbites and planetary enforcers. The situation finally boiled over when three entire companies from the 310th Cecilia’s Chosen Rifles, a guard regiment founded for the Stiri Campaign, deserted. Two regiments of planetary defense troops were mustered to eliminate the deserters, resulting in a bloody battle that left thousands dead and served to only fuel the fires of revolution. Within days of the Primus Massacre, Imperial rule collapsed and the entirety of Hive Primus fell into anarchy.

In this roleplay, the players will take the role of Imperial Guardsmen from the 37th Elysian Drop Troops dispatched to an Imperial hive world to put down a revolution against Imperial rule. It will be using the Warhammer 40,000 Only War roleplaying game for conflict resolution. If you are not familiar with the system or 40K lore, give it a google. For dice rolls, we will be using orokos.com (Unless someone has a better system. It’s just the one I’ve used most for forum RPs). Please post character applications in the OOC for approval before posting in the character section.





Hidden 7 yrs ago Post by Nohbdy
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Any restrictions on Char Specs (classes)? I'm looking at running a Tech-Priest, any restrictions on the choice of Mechadendrite or on the two other free Good Quality cybernetics?

Do you want us to roll our Characteristics, or can we use the point system?
Hidden 7 yrs ago Post by AdvancedJ3lly
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Point-buy or rolling is fine. I can't think of any reason to bar certain cybernetics, so unless you give me a reason to bar them, pick away.
Just remember that although this is a game with mechanics, the narrative takes precedence to the mechanics. So, while you could make an "optimal" character, having some shortcomings and flaws can be quite fun and interesting.

Because you are Elysians, there is some restrictions for character specs. Ogryns, for example, would be a no go, as they wouldn't exactly be loaded into dropships and pushed out.
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Hidden 7 yrs ago Post by Nohbdy
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Coolio. Just wanted to check about the (few) bits of Cyber not in the Core book. Servo Arm, here I come.
Hidden 7 yrs ago 7 yrs ago Post by Carlyle
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WIP Sheet.


Hidden 7 yrs ago Post by Carlyle
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@AdvancedJ3lly Curious--the regiment says that each soldier has a common craftsmanship shotgun, but the weapon specialist also allows me to take a common craftsmanship shotgun. Does this technically mean I have two shotguns, or should I keep the regiment one and switch out the specialist one for something else?
Hidden 7 yrs ago 7 yrs ago Post by Ollumhammersong
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Question.

What books are we looking to use? Just the core rulebook for simplicities sake? Or are any others allowed?

All I got in the core rulebook anyway so it doesn't really matter to me. Just curious
Hidden 7 yrs ago Post by AdvancedJ3lly
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Curious--the regiment says that each soldier has a common craftsmanship shotgun, but the weapon specialist also allows me to take a common craftsmanship shotgun. Does this technically mean I have two shotguns, or should I keep the regiment one and switch out the specialist one for something else?


The Regimental Standard Kit actually supplies a combat shotgun, while the weapon specialist equipment supplies a normal shotgun. The specialist equipment is in addition to the standard kit, so it may be wise to select another weapon. (Unless of course you really love shotguns).

What books are we looking to use? Just the core rulebook for simplicities sake? Or are any others allowed?


I only have the core rulebook available to me at the moment. If you wish to use content from one of the other books, just run it by me first.
Hidden 7 yrs ago 7 yrs ago Post by Ollumhammersong
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My work in progress Heavy weapons specialist. Still need a name and other cosmetic stuff like that. And I have yet to pick a heavy weapon.

Hidden 7 yrs ago Post by Ollumhammersong
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@Poi

Duct tape the second shotgun upside down to the other shotgun. then you have an underbarrel shotgun for your shotgun. Hell, call it twin-linked if it floats your boat.
Hidden 7 yrs ago Post by AdvancedJ3lly
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I just tacked a small section for your character's comrade onto the end of the CS, seeing as that's a thing I forgot about...
Hidden 7 yrs ago Post by Ollumhammersong
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what stats do comrades operate off again? your character's or the generic NPC guardsman stats?
Hidden 7 yrs ago 7 yrs ago Post by Warborn123
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Hidden 7 yrs ago 7 yrs ago Post by AdvancedJ3lly
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@Ollumhammersong

Comrades do not make tests or roll to determine the outcomes of their actions. Instead, they provide passive benefits to their player character when in cohesion with them. For example, when in melee combat along with their comrade, a player character gains the benefits of "Ganging Up" against a single target. When firing at an enemy along with their comrade, their comrade provides a +5 Ballistic skill bonus to the player rather than rolling their own attack. There is a section in the core rulebook entitled Comrades in Combat detailing how they work.

@Poi

I'm really liking the character and character sheet. So, Brigan is one of the 37th's veterans? What does he think of the 103rd troopers filling out their ranks?
Hidden 7 yrs ago Post by Carlyle
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@AdvancedJ3lly Thanks! I still need to code a few more things and flesh out his comrade, as well add important details like armor rating and weapon statistics (damage, RoF, etc).

Concerning your question, Brigan is indeed one of the 37th's veterans. Brigan would rather prefer more experienced soldiers with him (since he's always ready to jump into battle and newbies don't survive long on the front lines), but he knows you have to make due with what you have. He hopes his new comrade, one previously of the 103rd, is capable enough to follow him into battle, but one never knows with a green, inexperienced guardsman.
Hidden 7 yrs ago Post by Carlyle
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Does anyone know what the specialist equipment weapons start off with? I can't find any information on how many clips they have. I imagine they would have at least one clip, otherwise the guardsmen would be just getting an empty rifle with no way to fire it.
Hidden 7 yrs ago 7 yrs ago Post by Ollumhammersong
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I would say GM's discretion. but it is probably limited to start as to encourage use of the requisition system this particular system loves to tout on about in this rulebook.

and to limit overusage perhaps/ make things more challenging
Hidden 7 yrs ago 7 yrs ago Post by AdvancedJ3lly
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Does anyone know what the specialist equipment weapons start off with? I can't find any information on how many clips they have. I imagine they would have at least one clip, otherwise the guardsmen would be just getting an empty rifle with no way to fire it.


The rulebook doesn't seem to state one way or the other, so I'll say roll 1d4+1 for how many magazines/charge packs you get with it.

Edit: Ignore the 1d4+1 suggestion. The Errata says "Weapons included as part of the Specialist Equipment of a Specialization come with 3 clips of ammunition unless another specific value is listed," so we'll use that instead.
Hidden 7 yrs ago Post by Ollumhammersong
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@AdvancedJ3lly

So what about a heavy weapon? would it depend on the weapon, it only lists what I get if I were to take a missile launcher
Hidden 7 yrs ago Post by Carlyle
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@AdvancedJ3lly Will roll in a second. All that is left is fleshing out his comrade.
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