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I deliberately omitted ratlings from the -not allowed- list. If you want to be a ratling then go ahead. They are basically just regular guardsman anyway.


Most people who are bothering to look at this thread already know the Warhammer story to date. So, I won’t bother going over it too much here. Suffice to say, Gulliman Rose from the dead, Cadia exploded, Fenris burned, Baal nearly cracked under the weight of an entire hive fleet, Nurgle tried to claim the title of 'most active chaos god', and most importantly the Eye of terror morphed into the great rift that ripped the galaxy itself open and cut the Imperium in two and set hundreds of worlds both literally and figuratively ablaze in warpfire. All in all it was a busy time for the Imperium. But that is by no means a comprehensive list of all the fuckery and shenanigans that befell the Imperium and the galaxy at large in the last 200 years of the Warhammer timeline.

What is important now is this. It’s the 42nd Millennium, And the Galaxy itself burns. Which honestly isn’t your immediate concern, as mere mortals of the Astra militarum (ones who are stuck on the wrong side of the Great rift to boot) you only know a fraction of what has been going on in the Imperium at large lately, and you probably give even fewer shits. Your most immediate concern is surviving the campaign you’re in right now. You don’t have the time or energy to worry about the next one just yet.

And just for reference of the current timeframe, The glory and majesty of the Avenging Son and his Indomitus Crusade has come and gone from the Dark Imperium. Supposedly he left a great many weapons behind to help the Lord Commander (Now Regent of the Imperium Nhilis) Dante to hold his half of the Imperium together but none of you have noticed a difference. Everything is still going to shit, and you’re all expected to wade into the middle of the pile.

As players you will be taking the roll of Guardsman. Specifically, one of the now numerous regiments made ad hoc due to massive casualties sustained by the nightmarish conflicts against chaos incursions, backed by poor and sporadic resupply of arms and recruits. This means that the regiment we are a part of will allow players to be from a variety of backgrounds. Either something established or made up. Whether conscripts or veterans from a (formerly) reputable regiment.

Our job, in general is to do our small part in helping keep the shattered Imperium Nhilis together against all odds. A daunting task to be sure. The Rp will be heavily centered around fighting the forces of chaos, as that is now more than ever the greatest threat to the Imperium. With most of our efforts dedicated to combating the endless horrors that try to spill through the rift. Though that isn't to say our enemies will be exclusively chaos.

Our equipment however will be mostly standard imperial infantry kit. Mostly, because again with poor rates of resupply the regiment generally makes do with what it can scrounge together. And supplements the rest with the tried and true ‘beg, borrow and steal’ approach to the idea of service support and quartermastery. So, some of your equipment will be from your home regiment but all uniforms where possible have been replaced with standard imperial green fatigues. The only backgrounds I would ask to avoid for now are penal legions, and cadians. Mostly because I'm not sure how to handle the idea of Cadians right now. Oh, and no Felinids. I really don't think I can say that enough, but I know I will get asked it anyway. NO FELINIDS! Don't ask, you’re not getting an exception.

Resources all over the Dark imperium are stretched thin so keep that in mind when trying to select your character’s equipment. A flamer or a Heavy stubber are reasonable, even a melta, but I’ need you to sell me on a plasma gun. Players in the platoon can be sergeants and corporals (I would like at least a few of these), heavy weapons teams (you can make and play two characters for that one), weapon specialists (Again keep it reasonable, both in terms of the weapon itself and how many other people are taking this role. If we inexplicably have every character trying to wield ultra scarce specialty guns than I’ll have it so that no one gets them.)

And finally, to the inevitable questions regarding auxiliaries. This is a tough one, if the RP doesn’t have a lot of players I do not want a lot or even any auxiliary roles. It’s a guard rp and without guardsman It’s rather pointless. And while on this note, Characters are going to be overwhelmingly infantry. They may have had other roles before they were amalgamated into this new regiment but now they are like any other battleline Infantry soldier. And while I encourage your character to have retained some momentos from their old regiment, i.e their rifle as replacements are in short supply, maybe iconic parts of their uniform, etc. Characters are not going to be bringing over things like steeds, or power swords or other crazy shit. Be reasonable, and don’t try to be to much of a snowflake.

If we have a lot of Imperial guard players than I am more open to allowing people playing auxiliaries. As for what constitutes an auxiliary. I have the following list. So if you really wanted to play that priest, just be ready to make a guard character instead. It honestly will depend on how popular this idea ends up being.
-Ogryn
-Ministorum Priest
-Enginseer/ tech adept
-Primaris psyker/ telepathica adept/ unfortunate Astropath
-Stormtrooper
-Drivers/ vehicle operators (I might change my mind on this one but only with regards to light vehicles like sentinels. But only sentinels)

As usually with my rps I like to get a co-gm or two if I can just to help keep things running smoothly and to bounce ideas off. So if your interested hit me up.
Ya, ive been more open to the idea of a swooping hawk since I came up with the idea.

I've just been trying to avoid those aspects which are really super specialized, powerful and overly aggressive. Mostly because without combat they will be struggling to find something to do.

As well, im going to give it a few more days but it unfortunately doesn't seem like this idea has enough traction to get off the ground.

I thank you for your enthusiasm however.
As far as rangers and pathfinders are concerned I have the following statement I gave to another who inquired about that.

For the most part I am treating outcasts like Corsairs, You really have to sell me on why someone who is deliberately walking a path to avoid craftworld interaction is suddenly jumping on board a craftworld launched mission they probably know nothing about.

Plus while rangers are cool my main issue with them is that they do tend to play the more removed, anti-social angle. Which is frustrating for the reasons I already stated, and there really isn't a huge demand for snipers in this mission either.


As far as warp spiders go... they are one of the aspects I am iffy on. I will say, don't get your hopes up. Because this isn't exactly the type of mission where these guys would be useful or needed. On second thought. Leave this one with me and i'll mull it over a bit more. I may warm up to it more than I thought.

As far as the leader goes, I already stated in the opening post that I don't want other characters playing seers. Frankly more than one elder psyker power spikes this group pretty hard.

And the leader in question I was actually going to make them a wayseer. Someone specialized at reading and navigating the webway (and thus guiding their ship in finding the worlds in question)

I hope that answers your questions.
Yes you can make a dire avenger
Please read the first post before you ask any further questions.
This isn't an rp about taking the fight to the Imperium. something that slow has no place in a mission like this, where quick reactions and agility to quickly escape are the main tools of defence.

my answer is no
Did you not read any of the opening post? Not to be rude, but if I'm not allowing Dark reapers for balance and thematic reasons, what possibly makes you think I would bend to allow wraithguard?
In a word. No


Welcome 40k enthusiast one and all! I am looking for a few brave Aeldari souls to answer a call to action from our Craftworld's honoured seer council.

To the Mon'keigh the calendar year is M39 .376 and a new founding their destructive super warriors has been announced by the petty lords of their home world. And the Impulsive Imperium is expanding its sphere of influence with a wave of revitalization Both expanding and securing their holdings in the stars.

One such expansion is the Onara Crusade. Launched to conquer a new, unclaimed sector of space in the great galaxy. Hundreds of ships are gathered, millions of imperial guardsman, mechanicus hosts and even several space marine companies have gathered together to launch a spearhead into what will become the future 'Sector Onara' within the Imperial boundaries.

Normally this isn't something the Aeldari would concern themselves over, much less do anything to prevent. Even if the entire craftworld mobilized they would be overwhelmed by the size of the Imperial crusade. And thousands of Eldar lives would be wasted.

The reason the Eldar even care at all is because the Onara sector just happens to home to a number of Eldar maiden worlds. Seeded eons ago by Aeldari Terra-formers to be a garden of choice for future colonies, but more importantly ripe with potential spoils of war to be looted by the Imperium. Ancient artifacts to valuable to be lost to the primitive humans. Who themselves are likely too stupid to ever truly understand what treasures they may have stolen.

As such several concerned members of the seer council have declared an undertaking. A warship shall be loaded with as many volunteers can be found and sent ahead of the Mon'keigh invasion fleet to find these maiden worlds and rescue anything of value that may have been left behind by the ancient kin.

No seer can say with certainty what may be on these worlds. For their history and the intention of their ancient architects is greatly obscured by the ravages of time. For the most part, the volunteers are operating on little more than the instincts of the seer leading them on this journey, sworn in equal parts to obey his instruction in retrieving the ancient relics as they are to protecting his person.

OOC stuffs:

The basic premise of the RP and the most important detail. Character creation. To answer a few of the most immediate questions I will no doubt be asked (regardless me me clearly posting it here).

This RP is about the efforts of a Craftworld in recovering their heritage before it can be razed to the ground by the advancing Imperium. Because this is mostly a game of speed and reconnaissance than outright warfare, certain warrior aspects and other character archetypes are restricted, because they aren't considered helpful or necessary by the seer council. Which brings me to the hider below, please give it a good read. It will answer a lot of questions you will probably try to ask me.



-I am also looking for a Co-GM, Someone to help keep things going in case I get to busy and to bounce ideas off. So if anyone is interested in taking on that role please let me know.

-I'm not putting minimum requirements for post lengths or things like that. I honestly find those infuriating and more exclusionary than helpful to an RP (along with being generally a pointless exercise). Just promise you will give each post your best effort, write as much as is sensible, and as detailed as you can manage. Leave room for others to work off your post and please, try to avoid being the strong silent type, or the brooding loner. It's been done before and your just excluding yourself from party interaction. Making it more difficult to pull you in when needed.

-Also, as someone pointed out to me as I was working this idea originally. This idea is probably going to get depressing. Because even if the PC's win, its more of a 'limited the collateral damage' sort of victory. Victory is assuming you managed to recover more than what was lost and not too many died during the effort. The Eldar are a dying race and the Imperium isn't going to be stopped in this expansion and we are not going to be taking the fight to them. If the Imperium does catch up to you all than you fight a as a distraction long enough for others to secure what they can and then leave again. There will still be fighting, don't mistake that. But no glorious headlong charges into the enemy ranks to turn the tide of battles or facing off against Legions of Imperial soldiers. Imperial guardsman might not be dangerous but their tanks very much will be, as are their Space marine allies. Try to go toe to toe with a SM captain and you will probably get your ass handed to you.

Wrap up:

So with all that out of the way, Questions, comments or queries? Please feel free to ask either in this thread or in a PM. I'm open to helping clear up whatever I can. Even if you just want to tell me how shitty this idea is and how much you hate it and my face, give me a PM, honest criticism is welcome.

Also please excuse the rough nature of this thread. I really suck at making interest checks.
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