You Are Imperial II: The Adeptus Arbites
Your life has been spent in worlds far from this one, till now you didn't even know about the Hive City
Fendark nor the planet it was constructed on,
Fendark Primus in the Segmentum Pacificus. You find yourself being transferred from you last assignment keeping order on some fringe world to this bustling world of trade, production, and corruption, even better you find it is to head the branch of the Adeptus Arbites located there. It would seem that the previous leadership died in a battle in the Under-Hive putting down a potential rebellion, even worse much of the forces there were lost in the battle and you are being sent to reconstruct a broken branch of the order you follow so piously.
The sight of the Hive shocks you, and you stare wonderingly at it as the ship you are in continues to carry you to the surface of the planet. The tall spire reaching up high into the sky breaking through cloud cover where you are sure the Nobles, and the like have taken to reside, but what truly awes you is the massive city sprawling seemingly hundreds of miles in every direction you can see. Its streets surrounded by buildings packed side by side, and stretching up into the sky as if wanting to match the beauty of the spires above.
Throngs of people so massive they can be seen even from this height scurry about on the streets below, and vehicles move back and forth within the confines of The Wall. That massive structure rings the sprawling Hive below, and defines the limits to how far the thing could grow outwards, once it met that you can see that it grew upwards as if it was a tree.
Fendar holds your attention for another minute or two, but you manage to look away as the shuttle begins to prep for landing. You get a feeling this is going to be a
long service ...
((Choose a setting to get started. Look below for Player Character Sign-ups))
Setting:
Chaos Rises: Fewer Troops, Crime Rate is higher from start, Unrest is Higher From start. The Forces of Chaos are corrupting the Hive, and news of Chaos Forces on the Fringe Worlds brings fear to the hearts of citizens. Hardest Setting.
Orc Waagh!!!: Reduced Troops, Crime Rate is higher from start, Unrest is higher from start, Bigger Imperial Navy presence from start. A new WAAGH!!! has been declared by the orks and several fringe worlds have been overrun already. Medium Difficulty.
Gang Wars: Moderate Troops, Crime Rate is much higher from start, Plots are going from the start. The gangs of the Hive have spread their influence a bit further then the Under-Hive, and without quick action you may find the Law near impossible to enforce. Easiest Difficulty
Combat will be handled by opposing D6s, each pair of units will attack each other and each of the two sides will roll D6s to oppose each other. Depending on the difference between the two numbers the unit will either be damaged, killed, or some other form of punishment will be dropped on them. Under differing circumstances more then one unit can take part in a single phase of combat, and bonuses may be given to either side.
Results:
0-2 Difference: No Damage to the loser.
3-4 Difference: One Damage Dealt.
5-6 Difference: Two Damage Dealt, Loss of Morale.
7-8 Difference: Three Damage, Loss of Morale.
9-10 Difference: Four Damage, Loss of Morale, Rout.
Morale: (Purposely Abstract)
Heroic Morale: As if blessed by the God-Emperor himself they who stand tall shall never break.
Unbreakable Morale: Like an Adeptus Astartes your will is unwavering, be it one or one million you would stand along to face your foe.
Legendary Morale: The likes of which has been seen in few since the Emperor walked.
Zealous Morale: Even death will not stop the truly determined.
Perfect Morale: Will not waver in combat.
Good Morale: It'll take a lot of chipping to make the break
Poor Morale: A bit more hammering at the morale and routing will be possible.
Basic Morale: On the very edge of broken morale, this is how most men are, and they usually stay this way.
Rattled Morale: A big push will cause the unit to shatter, but the push will be a massive one.
Shaken Morale: A hefty push such as losing to many allies will break this unit.
Cracked Morale: A minor push will cause this unit to rout or worse.
Shattered Morale: The unit has routed, they may be able to pull themselves back together but who knows.
Hopeless Morale: They've just given up to die.
Units are counted by squads and each squad can be sent into battle to face the troubles of the Hive, and the Under-Hive if need be. Units have varying specials that will make them more effective against specific units or give them more HP to take more damage from foes, some units will be cheap, some expensive. They are the forces that will carry out justice, and bring order within the Hive, and they will be the ones that will oppose this order. Whether that be open or a knife in your back you do not know.
Weapons:
Stub Weaponry: Slug guns, these weapons are far inferior to the normal weapons the Arbites wield, and seem to fit more with gang warfare and civilian armaments then anything else due to their dated production. Used more then a time of crisis when mass produced weapons are needed quick and cheap these will work in a pinch if you truly need it, the last instance of these being used by the Arbites was during a rebellion when most of the Hive was captured and the upper levels were under siege. Ignores Outdated Armor, No Upkeep, -1 to roll
Riot Gear: With suppression shields, and shock-mauls these units are armed for putting down riots and the like not for taking on full scale gang wars and the like. It is typical for several squads of these units to be held in all Arbitrator forces to provide the non-lethal force when needed. Non-lethal, -1 vs. Lethal Weaponry, +1 during Riots, +1 to gaining Prisoners
Pacifier Gear: Equipped with Shotguns, and suppressor Shields these squads are geared for fighting in the tight alleyways, and enclosed spaces of the residential districts, and manufacturing blocks that crowd the Hive. These may be found in abundance where gangs try to rule the streets where the Adeptus Arbites patrol. -1 to Fighting in Ecclesiarchy Districts, -1 to fighting in Market Districts, +1 to fighting in Residential Districts
Boltguns: The more expensive of the weapons available to the Adeptus Arbites, these weapons can mow through the hordes of foes when needed. These weapons are used to enforce the law when gangs run rampant, and order must be returned. Death is the fate of those who face the Adeptus Arbites. Ignores Inf. Armor, -1 to gaining Prisoners
Grenade Launchers: Brought in when the Adeptus Arbites need more of a bang then usual. Lobbing Frag, and Krak grenades into the middle of hordes of foes will break morale fast, and kill quite a few more while at it, just a weapon for taking on the surges of gangs and mutants when called for. Morale Shock, Lethal, and Non-Lethal, -1 to Roll after first Attack
Heavy Bolters: A weapon that is the embodiment of death, the Heavy Bolter is wielded by few among the Arbites, among the inner ranks those who do carry them are known as the Death Guard. A term fit for those who carry such a weapon that slaughters the heretic by the dozen. +1 to Rolls, Morale Shock, -1 to Fighting in Residential Districts.
Plasma Weaponry: +1 to Rolls, Morale Shock, Chance to Cause Rout after first round of Combat, After 2nd Combat Round has chance of exploding
Armor:
Out-dated Armor: Not usually used by the Adeptus Arbites, this armor is usually pieced together bit of older pre-flak armor or just pieces of Flak Armor just short of a full set. Your troops won't be pleased with wearing this gear, but sometimes it's necessary to do what most wouldn't. +1 HP, No Upkeep -1 Morale
Flak Armor: The usual gear of the Imperial Guard, this stuff does well in keeping your men alive, and is easy enough to come by if you look for it. Its better then nothing that is for sure, and who knows what it'll save a man from. Maybe a bullet, maybe a bomb ... +1 HP, +1 Morale
Mesh Armor: A rather rare addition to the Adeptus Arbites armory, this armor has saved many a man whose used it from laser, and lead alike in their war to bring order. Having such a unique piece of gear also spurs the unit to greater acts in the name of the Emperor. +2 HP, +1 Morale
Carapace Armor: Armor generally worn by officers, or particularly skilled soldiers the carapace armor is a step up from the Flak Armor of the IG, and even the rare Mesh Armor. Such units darned with gear this special generally fight with a greater zeal, and determination to prove their worth of it. +2 HP, +2 Morale
Power Armor: +3 HP, +3 Morale
Traits:
Bloodied: These men have seen battle, they've seen their friends die around them, and yet the preserved to restore order so that their friends sacrifice would not go to waste. Now they stand strong to honor that memory. +1 to Morale, Gained through Experiencing Battles.
Battle-Hardened: These men have seen the truth of the Hive, they've seen the horrors of the Under-Hive, they've fought against the ruthless gangs that try to rule it and lived. They are stone before a great sea, unbreaking even against mighty force. Ignores Morale Shock, Does not Rout, Gained through many Battles
Zealots: At times you will find those who are loyal to the God-Emperor, and loyal to the Law you enforce will rise to aid you. These people are to be feared by your enemies, they will not falter, they will not lose hope, till the last of them dies they shall scream righteous fury in the Emperor's name. No Upkeep Costs, Does not Rout, Gained under special circumstances
Veteran: Soldiers who have survived dozens of battles, or showed such outstanding skills that they surpass their brethren to reach a position far above those below them. They have shown themselves to be brave, and strong beyond belief such that they are widely recognized as true examples of what men could be. +1 to Morale, +1 to HP, Earned through numerous Battles, and acts of valor.
Legendary: Those who are known as legendary among the Imperium's warriors are few, but those who are counted among them are so powerful, so skilled, or simply so lucky that seem like something beyond that of what a normal man can become. They are looked up to, revered, hated, and feared for they are one of the Imperium's best. Those who meet them will come to fear them, those who see them in battle will be awed, and those who here of them will think them legend ... +2 to Morale, +1 to HP, +1 to Rolls, Earned through countless battles, acts of valor, and feats far beyond that of mortal man.
Green: Green are the new recruits of the Imperium of Man, though they may be weak Emperor willing even the newest can become Legends and so they carry onward despite their inexperience, and somewhat shaken by their predicament. -1 to HP, -1 to Morale
Loyal: It is not to say that all meant aren't loyal to the Imperium, but some are more loyal then others, and fewer even who are not diehard zealots for the Emperor. These men can still keep a cool head when battle calls for it, and sure enough it will. +2 to Morale
Militia: Worse then the Green recruits is the militia-men, those who with minimal training have been sent forth to die in the name of the Emperor, only the cruel would do this, or maybe only the Imperial Guard would do this. But dark times call for drastic measures, and for seas of blood ... -1 to HP, -2 to Morale
Bio-Technologically Engineering: +1 to HP, Morale Shock, +1 to Roll
Vehicles are just that vehicles, they are everything from the light and agile Tauros to the heavy Chimera Troop Transport. Rules will be revealed when vehicles become available to you.
Weapons:
Autocannon: A weapon to be feared in the hands of the Arbites, like a hammer upon glass this weapon is meant to do naught but kill and destroy its foe. Those who wield it hold death in there hands, and they wield it well, where this gun goes it leaves behind trails of the dead to be damned for eternity or go to the Emperor's side is anyone's guess. Can attack two units a combat round, +1 to rolls, 1d6 chance to jam each round after the first
Armor:
Light Plate: Used by the lighter vehicles of the Imperium such as the Tauros, this plate can take a bit of conventional damage by itself, but don't expect to make a tank out of the stuff though you can certainly try. +2 to HP, Ignores Morale Shock, -1 to morale
Traits:
None currently.
The Hive you have been sent to is
Fendrak, a relatively new hive compared to most other this one is only ten levels, of course only nine of those inhabited by man. It is here that you will carry out your duty, and the places within will be your home, your palace, your court, and your warzone. Here is where you will fight battles, here is where your men will die, or live and it is here where Law must be placed through sheer force.
The Hive is made up of a total of ten levels, the bottom most level is the swamp that every Hive is built upon, you have no information what so ever of that level. Level 1 and 2 above that are considered the Under-Hive, with large sections going untouched and only sparse areas being settled by those brave enough, or forced to live there. Level 3-5 are the main levels of the Hive and are the most complete if some blocks still remain on each with nothing built within. Level 6-7 are dominated by the merchant blocks, manufacturing areas, and Machine Cult areas. Level 8 is shared between the Nobles of the Hive and Imperial Navy structures. Level 9 is controlled entirely by the Ecclesiarchy. And the Wall contains the majority of the land allotted to the Adeptus Arbites.
Hive DetailsTotal Population Estimate: 2,532,500,000
Total Amount of Revenue from the Hive: 8,226,000 Θ
Tithes Owed to Ecclesiarchy: 108,000 Θ
Total Imports: 300 out of 750
Total Exports: 750 out of 750
Export Revenue: 750,000 Θ
Total Gear Produced: 2,200 Gear Per Year
Total Recruitment Capacity: 12,430
Imperial Guard Recruitment: 2,430 Units Per Year
Available Recruitment: 10,000 Units
Crime Level: Non-existent
Unrest: None
Noble House: House Sinclair, House Fresa, House Truthan, House Descavo
Hive LayoutThe Wall:Total Blocks: 1,500
Unused Blocks: 1,440
5 Adeptus Arbites Barracks5 Adeptus Arbites Basic Training GroundsArbites High Command6 CheckpointsArbites Basic Garage3 GatesLevel 3:Total Blocks: 2,500
Unused Blocks: 500
Used Blocks:500 Residential Blocks Lv. 21,000 Residential Blocks Lv. 3200 Residential Blocks Lv. 4100 Residential Blocks Lv. 5Level 4:Total Blocks: 2,400
Unused Blocks: 700
Used Blocks:100 Market Blocks Lv. 2500 Residential Blocks Lv. 2250 Residential Blocks Lv. 3150 Residential Blocks Lv. 4Level 5:Total Blocks: 2,300
Unused Blocks: 800
Used Blocks:900 Residential Blocks Lv. 1400 Residential Blocks Lv. 2200 Market Block Lv. 1Level 6:Total Blocks: 2,200 Blocks
Unused Blocks: 500
Used Blocks:500 Market Block Lv. 1700 Market Block Lv. 2300 Market Block Lv. 3200 Manufacturing Block Lv. 1Level 7:Total Blocks: 2,100 Blocks
Unused Blocks: 510
Cathedral of Machine Cult290 Residential Block Lv. 2800 Manufacturing Block Lv. 1400 Manufacturing Block Lv. 2100 Manufacturing Block Lv. 3Level 8:Total Blocks: 2,000
Unused Blocks: Used Blocks:600 Residential Block Lv. 14 Noble PalacesLevel 9:Total Blocks: 1,900
Unused Blocks: Used Blocks:5 Navy Training Yards15 Navy Transport Yards1 Ecclesiarchy Cathedral29 Ecclesiarchy Residential BlocksBlocks are the estimate of the vast sections that make up the gargantuan structure of the Hive. Each has its own individual purpose and various effects on you, the Hive, and the people of the Hive as well, some provide living space and increase the population of the Hive, some are made purely to manufacture goods, metals, produce food, etc., the vital things required for a hive. Some places are dedicated to a specific faction for example the Ecclesiarchy Cathedral which can only be built and owned by the Ecclesiarchy (for the most part).
Blocks
Residential Blocks
Residential Block Lv. 1:
Income: 250 Θ
Residents: 250,000
Recruitment: 1
Residential Block Lv. 2:
Income: 400 Θ
Residents: 500,000
Recruitment: 2
Residential Block Lv. 3
Income: 650 Θ
Residents: 750,000
Recruitment: 4
Residential Block Lv. 4
Income: 750 Θ
Residents: 1,000,000
Recruitment: 5
Residential Block Lv. 5
Income: 1000 Θ
Residents: 1,500,000
Recruitment: 8
Market Blocks
Market Block Lv.1
Income: 1000 Θ
Gift: 50 Θ
Import: 0
Market Block Lv.2
Income: 2000 Θ
Gift: 250 Θ
Import: 0
Market Block Lv.3
Income: 3000 Θ
Gift: 500 Θ
Import: 1
Market Block Lv.4
Income: 4000 Θ
Gift: 750 Θ
Import: 2
Ecclesiarchy Blocks
Ecclesiarchy Cathedral
Tithes: 50,000 Θ
Organization: Adepta Sororitas, Order of the Crimson Oath
Forces: 25 Sister's of the Crimson Oath (Boltguns, Power Armor, Battle-Hardened, Loyal, Veteran, Zealots | HP: 6/6)
Ecclesiarchy Residence Block
Tithes: 2,000 Θ
Population: 25,000
Recruitment: 0
Forces: 5 Sister's of the Crimson Oath (Boltguns, Power Armor, Battle-Hardened, Loyal, Veteran, Zealots | HP: 6/6)
Adeptus Mechancius Blocks
Cathedral of the Machine Cult
Tithes: 25,000 Θ
Overseer: Logis Macnamer
Production: 5 Artifacts
Forces: 25 Skitarii (Boltguns, Bio-Technologically Engineering, Battle-Hardened, Loyal, Veteran, Zealots)
Manufacturing Block Lv. 1
Income: 1000 Θ
Production: 1 Gear
Manufacturing Block Lv. 2
Income: 3000 Θ
Production: 2 Gear
Manufacturing Block Lv. 3
Income: 6000 Θ
Production: 4 Gear
Imperial Navy Blocks
Space Port Artemis
Export: 50
Overseer: Third Honor Battlefleet Commander Sivus Samer
Ship Capacity: 50, Current Ships Docked: None
Forces: 5 Navy Honor Guard (Pacifier Gear, Flak Armor, Battle-hardened, Loyal)
Navy Transport Yard
Transport: Can Transport 50 Gear Per Month
Transport: Can Transport 50 Units Per Month
Forces: 15 Navy Militia (Pacifier Gear, Flak Armor, Green)
Navy Training Yard:[/u]
Recruitment: 10 Units
Restrictions: Infantry Units Only
Forces: 5 Navy Militia (Pacifier Gear, Flak Armor, Green)
Adeptus Arbites Blocks
Adeptus Arbites Barracks:
Cost: 2000 Θ
Capacity: 20 Units
Troops Stationed: None
Space: 1 Block
Adeptus Arbites Basic Training Grounds
Cost: 1500 Θ
Training: 10 Units
Space: 1 Block
Command Center Lv. 1
Cost: 3000 Θ
Judges: 3
Enforcers: 1
Allows: Trials, Recruiting Judges, Recruiting Enforcers
Checkpoint
Cost: 1000 Θ
Fortification: Level 1
Garrison: Max of 5 Units
Effect: For every five of this building crime drops one point.
Arbites Basic Garage
Cost: 5000 Θ
Capacity: 8 Vehicles
Repairs: 2 Vehicles
Size: 4 Blocks
Tier 1 Vehicles Only
Arbites High Command
Fortification: Level 3
Garrison: Max of 50 Units
Judges: 4
Effect: Allows reports regarding crime, heresy, etc. to be received.
Size: 10 Blocks
Underhive Blocks
City Slum Block Lv. 1
Income: 10 Θ
Residents: 50,000
Recruitment: 0.5
City Slum Block Lv. 2
Income: 25 Θ
Residents: 75,000
Recruitment: 1
City Slum Block Lv. 3
Income: 30 Θ
Residents: 85,000
Recruitment: 1.5
City Ruins Lv. 1
Income: 0 Θ
Population: None
Scavenge: 1d100, 1-5 are success
City Ruins Lv. 2
Income: 0 Θ
Population: None
Scavenge: 1d100, 1-15 are success
Inhabited City Ruins Lv. 1
Income: 1 Gear & 1 Θ
Population: 200~300, Mutants & Abhumans
Salvage: 1d100, 1 is success
Inhabited City Ruins Lv. 2
Income: 1 Gear & 3 Θ
Population: 400~500, Mutants & Abhumans
Salvage: 1d100, 1-3 are success
Scrapyard Lv. 1
Income: .25 Gear or 3 Credits to controlling faction
Salvage: 1d100, 1 is success
Scrapyard Lv. 2
Income: .5 Gear or 5 Credits to controlling faction
Salvage: 1d100, 1-5 is success
Scrapyard Lv. 3
Income: 1 Gear or 8 Credits to controlling faction
Salvage: 1d100, 1-10 is success
Toxic Wasteland Lv. 1
Info: Uninhabitable, requires some form of rebreather or hazmat gear to cross unharmed.
Population: 0~100, Mutants & Abhumans
Income: .5 Θ
Toxic Wasteland Lv. 2
Info: Uninhabitable, advanced protection and gear required to cross unharmed.
Population: 0~100, Mutants & Abhumans
Income: .5 Θ
Toxic Wasteland Lv. 3
Info: Uninhabitable, Power Armor and its various components or something close to it is needed to enter and survive in this toxic waste.
Population: None
Possible Artifacts
Wasteland Lv. 1
Info: Desolate, can be settled
Population: None
Income: None
Wasteland Lv. 2
Info: Desolate, can be settled
Population: 0~150, Mutants & Abhumans
Income: .5 Θ
Wasteland Lv. 3
Info: Desolate, can be settled
Population: 100~200, Mutants & Abhumans
Income: 1 Θ
Village Lv. 1
Income: 1 Gear, 1 Θ
Population: 300~800
Garrison: 0 out of 5 Units
Fortification: 0
Village Lv. 2
Income: 2 Gear, 5 Θ
Population: 800~1000
Garrison: 0 out of 10
Fortification: 1
Village Lv. 3
Income: 3 Gear, 5 Θ
Population: 1000~1500
Garrison: 0 out of 20
Fortification: 1
Mutant Hive Lv. 1
Population: 100~200, Mutants
Garrison: 0 out of 5
Fortification: 0
Mutant Hive Lv. 2
Population: 250~300, Mutants
Garrison: 0 out of 5
Fortification: 0
Mutant Hive Lv. 3
Population: 350~400, Mutants
Garrison: 0 out of 15
Fortification: 1
Ancient Ruins Lv. 1
Possible Artifacts (very very Low)
Possible Dangers (Medium)
Ancient Ruins Lv. 2
Possible Artifacts(Low)
Possible Dangers (High)
Poisonous Marshes
Rolls made for every one travelled through, those rolls determine danger.
Crime is the level that determines how organized gangs are, how great their influence is among the rough streets of the Hive, and even deeper in the Under-Hive perhaps. The higher the Crime level is the more men the gangs will be able to get, the more turf they'll be able to take, and the more guns they'll be able to get on the street to try and take over the Hive to carry out whatever form of Law they think is right.
Crime Levels:
Full Control: (90-100) The gangs are the true powers of the Hive, nobles tremble and jump when they tell them to, the Ecclesiarchy and Cult of the Machine do what they can to keep their levels of the Hive clear of the scum, and your left to try and hold the lower levels together. Rebellion is a single fire-fight away, your troops die by the dozens in the streets, and chaos rules.
Recruitment Drain: 1/10th
Revenue Drain: 1/10th
Production Drain: 1/10th
Effect: The Nobles, and the Imperial Navy will not lift a finger to help you fearing the backlash. The Cult of the Machine and the Ecclesiarchy cannot come to your aid as they try to keep law in the streets of their levels. Adeptus Arbites income reduced to 1/5th of its normal total. Riots have a 50% chance to happen. Production of Hive hampered severely.
Lay of the Land: (70-89) The gangs may not control the entirety of the hive, but they control more then enough to force your Law from the streets. Riots erupt daily, and you fear that rebellion itself may not be far off if the gangs continue to rule.
Recruitment Drain: 1/10th
Revenue Drain: 1/20th
Production Drain: 1/20th
Effects: The Nobles will not help you, the Navy will come to aid you if prodded enough. Adeptus Arbites income reduced to 1/4th. Riots have a 25% chance to happen. Production of Hive hampered greatly.
Out of Control: (50-69)
Recruitment Drain: 1/20th
Revenue Drain: 1/50th
Production Drain: 1/50th
Effects:Adeptus Arbites income reduced to 1/3rd. Riots have a 10% chance to happen. Production of Hive hampered considerably.
Considerable: (30-49)
Recruitment Drain: 1/50th
Revenue Drain: 1/50th
Production Drain: 1/50th
Effects:Adeptus Arbites income reduced to 1/2th. Production of Hive hampered moderately.
Growing: (10-29)
Recruitment Drain: 1/100th
Revenue Drain: 1/100th
Production Drain: 1/100th
Effects: Production of Hive hampered slightly.
Non-existent: (1-9)
Recruitment Drain: 1/1000th
Revenue Drain: 1/1000th
Production Drain: 1/1000th
Effects: None really.
Rebellion is how close, to rebelling, or how strong the rebellion is within the Hive, the higher the number the stronger the forces that are rebelling will become, and the more widely supported will that faction become. Rebellion will be an abstracted mechanic, things will be set in place that will determine if unrest rises, but how much and to what effect will be under my control. In the Hive reports Rebellion shall be displayed as Unrest, if Unrest gets to high be prepared for riots, drops in income, and even full rebellion if it gets to bad.
Turns are done in increments of one month per turn for the most part, reports given during the base turns will be simply affirmations of blocks being completed, of new squads being trained, etc. After eleven of these one month turns the twelfth turn will be the end of the year turn upon which the expansion of the Hive shall be recorded, growth of Crime, expansion of Unrest in the cites, and even the special events shall be done. The end of the year reports will bring an updated version of the Hive spoiler here bearing full information on the changes that year, and smaller more to the point descriptions of the special events shall be held there.
There can be as many player characters as there are "hero units", those units are (for example) Judges, and Enforcers recruited at Command Centers and the like. These player characters will be given there own regiments to control from the current forces (Up to a max of ten units per PC for now) and shall be able to use them to carry out the Law among the Hive. These PCs will be able to gain traits throughout their career, but the PCs can be killed so be wary of forcing your unit into combat to often.
Player Character Sheet, and Current Player Character ListSheetName: The name of your hero obviously.Username: Pretty obvious as well, helps me keep track.Skill: Leadership,
Tactician, or
Lucky. Other skills are fine as long as you run them by me
Player Characters- Ghazkull,
Lord Commander Charles Tiberius Stonetree, Lord Commander of the Fendark Adeptus Arbites Branch
- Ardas,
Valentine Curio, Commander of the 1st Regiment
- Elfeater,
Varnias Victus "Gunner" Commander of the 2nd Regiment
- OREOSOME,
Lucian Fanorin Commander of the 3rd Regiment
- Luke_Prowler,
Lazarus Praetus Commander of the 4th Regiment
PC Waitlist- 5th Regiment
- 6th Regiment
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