Forgotten Heroes
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Backstory/setting
- Salvos, a world ruled by the Imperium. Countless battles have swept the face of this agrarian world, leaving behind nothing but wreckage. Burnt cities dot the skyline, and the bodies and weapons of numberless combatants spread over the continents on large battlefields, like feeding grounds. A recent Waaagh! by the Orks has caused fresh damage to this almost forgotten place, to which the imperium had responded. But the Ork's claim to this world was stronger than the Imperium's will to hold it. Before sounding their withdrawal from orbit, the Lord-Commander of the system left a small outpost on Salvos, with a Warp Beacon, and orders to inform of any large scale Xenos movements through this system. That was 2 years ago. You are an Imperial soldier that has survived the harsh environment so far. And will face greater perils to come.
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Information- So this is my first/experimental RtD that I have done, and I will introduce some different scalings(mainly for ease of GMing for me). Summary of the above, if you don't want to read it, is you will be one of 3(4?) classes of Imperial soldiers left on the world of Salvos(below). You will undertake different tasks to try and ensure the survival of your meager outpost. Death is inevitable. The best you can expect is an honorable one. For the Emperor!
For now, I will have a main group of 10 specialist players, with the rest being PDF forces. I will be using the all too common 6d for most rolls, occasionally others if necessary. Wounding is taken into account with REALISM. No health points. Damage is taken into account by armor strength and weapon power. If you die, you may rejoin with a new character.
Also, no waitlist! Experience is awarded after events (battles, missions, the like) evenly, along with requisition points. Req points are used in Munitorium to acquire new armaments. After each combat/retrieval mission, you earn 5 stat points and 3 skill points as well as 4 Requisition points.
A few other things:
There are Holy Sigils as well as normal armaments in the Munitorium for purchase, which may increase some attributes.
I chose not to include Psykers (it would complicate things a little more than I would like) since magical powers, ethereal battles, and Warp control is harder for me to keep track of. But don't worry, the Warp may come into effect on you later...
The number in front of each class signifies how many are open. This may change depending on players that join or otherwise.
Please remember that this is my first RtD, though I have played in others, so keep in the spirit of the game.
If you have any questions, ask them, I would like to have any suggestions as well.
First come first served, and if there is competition for a class, I will pick the best bio.
Character sheet should be:Name:
Gender:
Age:
Description:
Bio:(don't write a book)
Class:
Stats (you get 20 points, 5 gives +1/3 to rolls and so on)
Strength:
Endurance:
Intuition:
Charisma:
Intelligence:
Agility:
Leadership:(this stat determines the number of men you can lead into combat
Skills ( you get 12, 3 gives you +1/3 and so on)
Unarmed:
Melee:
Ranged:
Mechanical:
Xeno weaponry:
Medical:
Handiwork:
When you choose your attributes, keep in mind that a 0 in any of them will give you a -1 in that area.
Classes(Infinite) PDF - the planetary defense force is the first to respond to any threat to the world. That means that they are the first to be wiped out. You survived, but for how much longer?
Equipment
Autogun - (20) rounds
Autogun mag (20)
Flakweave jacket
(0) Acadian Sergeant - you are grizzled veteran and one of the few survivors of the Guardsmen regiments from the countless battles on this planet, and have earned the respect of your fellow Troopers, and the rank to show for it. Leads a squad of 6 Imperial Guardsmen armed with las rifles.
Perks
Unsurprised - you've seen everything, and the rest is less of a surprise.+1 to Will
Veteran - +1 intuition, better chance of finding use for items (and ambushes)
Human - requires food/water and rest. (Subject to augmentation)
Leader - (+18 into starting leadership stat)
Equipment
8 requisition points
(0) Commissar - As a Guardsmen Commissar attached to this post, it is your job to steady the faith of the Guardsmen and fellow Marines in the face of the Xenos filth. You are here to provide inspiration, and to make the men fight for the glory of the Emperor! You have a Cadre of Commissar Cadets, but only a few remain. 2 Commissar recruits with las rifles.
Perks
Feared - dynamic 1 to Charisma, if your men fear you more, +1, the enemy, -1.
Executioner - Execute a nearby soldier to stop your troopers from retreating.
Commissioner - You can take command of nearby soldiers for a short duration, but they and/or their officer may not be very willing....
Human - (see Sergeant)
Leader - (+8 to starting leadership stat)
Equipment
2 req points
Commissar Greatcoat
Las Pistol - (30) pulses
Las Pistol battery (30) pulses
(1) Techpriest - The last of the Ordo Mechanicus on Salvos, their job is to provide the logistical and mechanical support to the troops in the field and at the Outpost. They have they ability to communicate with the machine spirits, and can repair almost anything salvage worthy.
Perks
Machine Whisperer - +1 to mechanic skills.
Unsuited - Your skill with machines has left your other attributes wanting. -1 to melee and unarmed.
Manager - you know what to do with things and how to work them. +1 to intuition and intelligence.
Plugged In - you have video feeds from other team members, and are able to provide insight into their tactical dilemmas.
Equipment
Techpriest Robe
4 req points
2 Listening Posts
1 Automated Multi las Turret
Repair kit
Munitorium*all bolt weapons are available in scaled down sizes for regular human use, but you must still meet the strength requirements.
**most ranges are subject to modifiers.
Weaponry: ALL CONVENTIONAL WEAPONS COME WITH (1) CLIP, STANDARD. Rocket Launcher comes with (2) rockets, Grenade launcher with (2) Frags.
Close Range = 0 to melee, +1 to close range, -1 medium, N/A to long
Las pistol - 1 RP (requisition point)
The standard side arm of Guardsmen officers and Sergeants, the Las Pistol fires concentrated laser pulses that do relatively small damage.
Hellpistol - 3 RP
The hell pistol is a variant of the las pistol, firing hot shot rounds with a greater armor piercing capability, but with a smaller battery size.
Bolter Pistol - 4 RP
The Bolter Pistol is a shortened version of the Boltgun, or Bolter Rifle. It fires .75 Slug shells that have self propulsion systems. As such, the recoil for this weapon is huge, and an yum augmented human will have trouble wielding any bolt weaponry. (8 strength required to wield without penalties)
Combat Shotgun - 4 RP
The Combat Shotgun is a solid slug firing weapon, very high power at close range. Capable of stopping a Charging Ork in his tracks.
Flamer - 5 RP
A deadly weapon that fires a high powered stream of Napalm, the Flamer engulfs it's enemies in righteous flames! Burn the Xenos! Oh, and it can explode if not used correctly...
Plasma Pistol - 5 RP
Plasma weaponry can fire superheated rounds of plasma with great armor penetrating capability. However, extended use of plasma weaponry can lead to overheating, and explosive results in some rare cases.
Ripper Gun - 6 RP
An upgraded version of the Combat Shotgun, the Ripper is made for Ogryns. It fires huge shot shells in bursts of three, and has a enlarged combat knife on the end for melee combat.(+1 to melee) (12 strength required)
Storm Bolter - 6 RP
A rapid fire variant of the bolt pistol, the Storm Pistol lays down a large amount of firepower at close range, but is very inaccurate. (10 strength to wield) (extra shot in close range)
Meltagun - 8 RP
Firing a superheated blast at close range, similar to a microwave oven, the Meltagun can penetrate heavy armor, with the drawback of being unwieldy and requiring a recharge after every shot. (8 strength required, -1 to agility)
Rifles = -1 melee, 0 short, +1 medium, 0 long
Las Rifle - 2 RP
The common weapon amongst Guardsmen, the Las Rifle is easy to field strip and cheap to manufacture, while being very reliable in the field. The drawback is in its lower stopping power and penetration.
Hellgun - 4 RP
A pricier version of the Las rifle, the hell gun fires hot-shot rounds with a higher penetrating capability. Due to the higher cost of construction, these weapons are usually used by Storm Troopers.
Bolter - 6 RP
The symbol of an Astartes Marine, the Boltgun, or Bolter, fires .75 explosive self propelled rounds capable of destroying light vehicles. With enough recoil to dislocate your shoulder, only scaled down versions are able to be used by normal humans. (10 strength required)
Plasma Rifle - 8 RP
Firing a stream or pulse of ionized gas, plasma weaponry can penetrate heavy armor and vaporize organic flesh. Although, this weapon has the drawback of needing to be vented regularly, or it may result dangerously for the operator.
Snipers = N/A to melee, -1 short, +0 medium, +1 long
Longlas - 4 RP
A sniper variant of the las rifle, it still has the same drawbacks of not having enough stopping power for many armored foes. Is still a versatile long ranged weapon, when in the right hands.
Stalker Bolter - 12 RP
The stalker Bolter is essentially a normal Bolter with a M40 targeting sensor and extended barrel to make it an effective sniping weapon. This is often paired with Stalker Silenced rounds, which are fired at subsonic speeds to dampen the sound. It still has a helluva kick. (8 strength)
Melee = +1 to melee, -1 to short, N/A to medium and long
Combat Knife - 1 RP
The standard backup weapon for any infantryman, a normal Astartes Knife can measure up to 3 feet long. These are for human use, and measure only a 10" blade.
Chain Swords - 4 RP
The chain sword, an iconic piece of weaponry for tearing into Chaos or Xenos flesh equally. A chain sword functions much like its saw variant, with biting adamantine teeth on one side, and a covering metal on the other. Although requiring fuel, it is versatile in close combat.
Eviscerator - 6 RP
A larger, two handed version of the chainsword, the Eviscerator is capable of shredding even the most armored of enemies.(10 strength)
Power Weapons - Varies on request(sword, axe, or fist)
Heavy Weapons = -2 melee, -1 Short, 0 medium, 0 long
Grenade Launcher - 6 RP
What do you think it does? Grenade types and amounts in items. (6 strength)
Missile Launcher - 8 RP
A relatively cheap weapon for a heavy vehicle stopper, the missile launcher fires high explosive, penetrative warheads that can destroy medium armor. Requires a reload after each shot. (6 strength, or 8 if you want to carry your own ammo)
Las Cannon - 10 RP
A scaled up version of the las rifle, this weapon uses it's entire battery per shot, and is capable of destroying many vehicles with a single hit. (Requires tripod, or 16 strength(8 to carry))
Heavy Bolter - 12 RP
A monstrous weapon to wield by hand, most Guardsmen weapon teams use a tripod mount to carry this beast. A scaled up version of the Bolter, it fires 1.00 caliber rounds capable of shredding heavy infantry. (Requires mount, or 18 strength(10 to carry))
Armor, ammo, and augmentation:Ammo:
(Variable)Las weapon battery - 1 RP
(Variable)Hot-shot battery for hell weapons - 2 RP
(20)Bolt Pistol mag, .75 standard - 2 RP
(30)Bolter mag, .75 standard - 3 RP (2 for 5 discount as well!)
(100)Heavy Bolter Case, 1.00 standard - 4 RP
(10) Silenced Stalker mag, .75 subsonic - 3 RP
(1.00min) Chainweapon fuel cell - 2 RP
(2) Rockets for launcher - 3 RP
Armor:
Flak weave undershirt - 1 RP
A shirt interwoven with flak threads, this is usually worn under armor for added protection and comfort.
Flak Chest Plate - 2 RP
Provides minimal protection for the rest of your body, and a good plaster plate for your chest. At least they'll find your torso.
Full Flak body armor - 5 RP
An upgrade from the chest plate, this way, you can keep most of your bits.
Carapace Armor - 8 RP
An even stronger upgrade of the flak armor, this has an outer layer of Ceramite, and comes with a flak weave undershirt included. Also contains a face plate for that helmet o' yours.
Power Armor MkVI - 12 RP
An earlier version of armor used by the Adeptus Astartes, this was also used by high ranking Imperial Officers and Inquisitors. Enhanced protection with less weak spots.
Power Armor MkVII - 16 RP
The current armor worn by the Adeptus Astartes, this provides enhanced strength along with the protection of the MkVI. (+1 strength, -1 agility)
Power Armor MkVIII - 20 RP
Not fully into service quite yet, the Mark eight has enhanced protection almost equivalent to a Terminator Suit, and has the same features as the other suits. (+2 to strength, -2 agility)
Storm Shield - 6 RP
A large shield measuring 4'x4'reinforced with flak weave and Ceramite, this shield can stop anything up to heavy Bolter rounds, and can even withstand some of those. (14 strength)
Items:
(2)Frag grenade(s) - 1 RP
(2)Krak grenade(s) - 3 RP
(1)Incendiary grenade(s) - 2 RP
Weapon Upgrade Kit - 3 RP
Emergency Medikit - 2 RP
Advanced Medikit - 3 RP
Emergency Repair Kit - 2 RP
Advanced Repair Kit - 3 RP
M40 Targeting System - 2 RP
Augmentations and other items are available just not listed, if you need something, once again, ask at the Munitorium.
BarracksPDF - 2 leadership stat points
The PDF, or, Planetary Defense Force, is the first response to any threat to a world. Usually under equipped to deal with anything better than a Gretchin, they are useful cannon fodder. Equipped with a Flakweave jacket, Autogun or Autopistol-combat knife combo.
Guardsmen - 3 LPs
A common trooper, the standard for response to Xeno threats to the Imperium. The Guardsmen is weak alone, but combined with others, can make a formidable force. Equipped with a Flak Breastplate, Las rifle and combat knife.
Commissariat Cadet - 4 LPs, (Commissar Only)
A Cadet is a Commissar in training. They are subject to the same treatment as Guardsmen, and equipped the same, but have an unwavering loyalty to the Emperor, and will unhesitatingly execute any order given by their Commander. Till it is accomplished, or to their death.
Ogryn - 8 LPs
A huge being, Ogyrns are from harsh, arctic worlds in the Imperium, with correspondingly high gravity. This results in huge, muscular residents with thicker than normal skin. The Imperium regularly draw them into their ranks as heavy assault troops, due to their larger than norm size. Although big, their intellect is lacking, and are only able to follow simple orders. Equipped with Ripper Shotguns. (Cannot follow advanced commands)
More later
Players:
Harry Baldman, Commissar
Fniff, Ready, Sergeant
4maskwolf, Ready, Sergeant
DarkPaladin109, Ready, Sergeant
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DarkArtemisFowl, no bio
Pancaek, Ready, Techpriest
Patrick Hunt, Ready, Sergeant
Tiruin - no bio, Reserved Commissar
Dorisdwarf - Ready, Sergeant
Plaergamer - Ready, Sergeant
Waitlist: