Retake Salvos: A Forgotten Heroes RtD
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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.
Recently, though, the nearby Battlefleet of the Manos system has heard your calls. They have sent a few Outcast Marines, Astartes who have left their chapter for reasons known only to them, and who have joined the Deathwatch, a group dedicated to the eradication of Xenos. A few kill teams have been sent to this world, the threat worth the extra force supplied by multiple Kill Teams. Together, your new mission will be to overcome and destroy the Ork and... Others... Wh dare to attack the Imperium!
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Information
- So this may sound familiar, and it is just a version 2 of my recent RtD, and i changed it so that I may update things easier and faster, since I won't have to keep track of cheat sheets and the like.
Summary of the above, if you don't want to read it, is you will be one of the few Imperial soldiers left on the world of Salvos(classes 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!
I'll start when I get four players, and then whoever wants to join after that will be put in after the current mission.
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 by creating a new character (don't just copy and paste your old one please.)
Battle Honors and Perks are awarded after a successful battle. You get two Honor Points to spend on both perks and Battle Honors, so choose wisely!A few other things:
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.
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.
Also, if you want a Heavy Weapon for yourself, you must take the Superior Strength Perk.
Fill this out:
Name: (Self-explanatory.)
Gender: (As above.)
Position: (Check the Classes spoiler.)
Squad Name: (Chapter if you're a Space Marine.)
Background (optional):
Choose one of these:
(Infinite) Guardsmen Sergeant
As a Sergeant in the Imperial Guard, your job is to defeat the enemy at any cost, and obey any order given by those superior to you. If you survive the battle, your only consolation to any man you lost is that they died for the Emperor. As a squad leader, you bring seven guardsmen to the battle, one of whom is equipped with a Heavy Weapon. As an experienced soldier, you naturally instill discipline into your men. (Comes with Disciplined I perk)
Equipment:
Chainsword
Las pistol (20/20)
Flak Breastplate
Extra las battery
(12 total) Space Marine
One of the Adeptus Astartes, the best mankind has to offer. Even a mere forty of these warriors has seen worlds to their knees. Your genetically augmented speed and strength is no match for a mere human, and only you are capable of wielding heavy weapons with ease. Although, this comes with drawbacks, as your size makes a wonderful target for the enemy. (+1 to strength and endurance rolls, but enemy will most likely target you.)
Equipment:
(6) Tactical Marine
Equipment: Bolter (30/30), (2) Bolter mags, Combat Knife, Mk VII Power Armor
(0) Devastator Marine
Equipment: Heavy Bolter (100/100), (1) Heavy Bolter mag, Combat Knife, Mk VIII Power Armor, Stabilizers (when engaged, you're immobile, but +1 to accuracy)
(1) Assault Marine
Equipment: Bolt Pistol (15/15) (1) Bolt Pistol mag, Chainsword, Mk VII Power Armor, Jump Pack
(4) Scout Marine
Equipment: Stalker Bolter (10/10), Combat Shotgun (8/8), Camo Cloak ( -1 to enemy targeting you, also makes sneaking easier) Mk V Power Armor
(5) Commissar
As an Imperial Commissar, it is your duty to make sure of the morale and faith of your men, to make sure nothing similar to the Horus Heresy happens again. As such, you will be given the ability to determine whether a guardsman shall be allowed to live, or die. Also, you lead a squad of four Commissar Cadets, who will never turn their backs in the face of fear.
Equipment:
Commissar Greatcoat
Las pistol (20/20)
Chainsword
Sergeant
+1 Infantry Squad (6 men, no special weapon)
+1 Heavy Weapons Squad (3 men, random heavy weapon)
+1 Ogryn Squad (4 Ogryns)
+1 Stormtrooper Tactical Squad (2 stormtroopers)
+1 Commissariat Cadet Squad (Only for Commissar) {4 Cadets, No Fear Perk}
Space Marine
+1 Tactical Marine
+1 Heavy Weapons Marine
+1 Assault Marine
+2 Scout Marines (can be equipped with Stalker or regular pattern Bolters, please specify)
The rest of this comes later.
Disciplined I (+1 to Combat Rolls)
Disciplined II
Disciplined III
Melee Specialist I (2 Melee Attacks)
Melee Specialist II
Melee Specialist III
Melee Specialist IV
Gunner Specialist I (2 Ranged Attacks)
Gunner Specialist II
Gunner Specialist III
Marksman Specialist I (-1 to Enemy Dodge in ranged)
Markman Specialist II
Marksman Specialist III
Leader I (+1 to Leadership)
Leader II
Leader III
Equipment(can be given to you or a trooper under your command)
Carapace Armor ( Guardsmen Specific)
Longlas (no range penalty)
Autocannon (Suppresses – Heavy Weapon)
Bolter
Bolt Pistol
Stalker Pattern Bolter (No range Penalty, Silenced)
Flamer (can hit multiple people)
Grenade Launcher (Both Frag and Krak grenades)
Heavy Bolter (Suppresses – Heavy Weapon)
Heavy Flamer (can hit multiple people)
Hellgun (Enhanced Las Rifle)
Hellpistol (Enhanced Laspistol)
Lascannon (no range penalty – Heavy Weapon)
Meltagun (Close Range only– Heavy Weapon)
Multi-melta (both ranges – Heavy Weapon)
Plasma Cannon (can hit multiple people, explodes on a Combat Roll 1 – Heavy Weapon)
Plasma Gun (explodes on a Combat Roll 1 – Heavy Weapon)
Plasma Pistol (explodes on a Combat Roll 1 – Heavy Weapon)
Ripper Gun (ranged AND melee)
Combat Shotgun (Close Range only)
Chainsword
Eviscerator Chainsword (Heavy Weapon)
Power Weapon (Heavy Weapon)
Explosives
3 Frag Grenades (can hit multiple people)
3 Krak Grenades (Heavy Weapon)
1 Meltabomb (Heavy Weapon)
Superior Strenght I (Can carry and use heavier weapons alone with a +1 Enemy Dodge penalty, increased melee damage)
Superior Strenght II
Superior Strenght III
Fast And Agile I (+1 to Dodge)
Fast And Agile II
Feel No Pain I (you resist enemy attacks better)
Feel No Pain II
Feel No Pain III
Terrifying Appearance (-1 to Enemy Combat Roll)
Xenos Tech Familiarity (Allows you to use looted alien gear)
Friends in the Munitorium (+1 to emergency repairs, reinforcements and resupply)
No Fear (Your troops have less of a chance of retreating)
If you have any questions, please ask.