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Author Topic: Klauze III (Warhammer 40k suggestion game)  (Read 3871 times)

3man75

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #15 on: August 31, 2015, 09:15:02 am »

Funk, what's a multi-laser? No, don't answer that. It's probably basically a laser minigun.
... In case you couldn't tell, I have no experience with Warhammer 40k.
*Searching up 'multi laser'...*
Also, from your background/history thingy, wouldn't you rather have Lasguns in replacement to the Bolters?

First...

Our first chapter consists of 40 Multi-lasers vehicled and whatever, with 20 Heavy Bolters, and 30 Chainswords with normal Bolt-Pistols.

2-5 have 60 Chainswords Power Swords (go to #17 on the Chapter Building) with Bolt-Pistols, 10 Multi-lasers, 20 Bolters, and 10 Lasguns.

6-9 have 50 Chainswords Power Swords with Laspistols, 30 Lasguns, and 20 Bolters.

10 has 60 Multi-Lasers with 40 Lasguns.


Name: Aqua-Marines XD
Colors: Aquamarine blue, and steel blue.
Heraldry: ?

History: Not yet decided!

I'm taking that your borrowing my Chapters name?

You don't need heraldry. For history i'll just say that our chapter beat up some Eldars and were given a talking too by someone.

Please fill in that organization they don't work with and i'll probably pick the Aqua-Marines. Just cause because the others are lacking in organization and completeness.

Sorry guys but it's only 10:13 here in the eastern time zone. Still time to trow in more shot to having your chapter being picked to fight the Orks in a grueling ground war with battle crazed orks.

ninja'd. Rolepgeek you still have time to find it!
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Twinwolf

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #16 on: August 31, 2015, 09:59:17 am »

Lasguns might not be the best idea, in my opinion. They're the standard weapon of the Imperial Guard. Who are called the "Flashlight and T-Shirt brigade".
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3man75

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #17 on: August 31, 2015, 10:06:58 am »

I call them the glorified laser pointer patrols. But let me not judge since lasers are still awesome :)

I am? Ok! Sure!

You weren't trying to post a chapter?
« Last Edit: August 31, 2015, 10:09:28 am by 3man75 »
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Rolepgeek

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #18 on: August 31, 2015, 10:08:53 am »

Vox Dei Imperator

The Imperial Voices
Origins
Founded to assuage Ecclesiarchy and retake shrine worlds, originally, end up serving Ecclesiarchy for the first bit, somewhat, reduces over time (but still essentially at Ecclesiarchy's beck and call)
Dark Founding? Or Non-Founding chapter?

Home World
Death World->Shrine World->DeathWorld->Shrine World

Combat Doctrine
-Focused on coordinated tactics
-Teamwork between Choirs especially, when on large scale
-Mostly codex adherent besides this and the organisation stuff
-Morale boosting and ally-inspiring stuff
-work alongside SoB often

Organisation
-16 Choirs(60 marines each) specialized in specific styles of warfare, plus High Chorus(40 marines), Instrumentarium(vehicles&etc.), and the Voiceless
-Each Choir conducts it's own individual recruitment


Beliefs
-Orators rather than Librarians and Chaplains; fulfill functions of both
-Voiceless, those who have lost ability to stay functionally sane long-term due to damage to voice or hearing or both
-Believe they are the chosen of the Emperor
-Special hatred for Slaaneshi

Gene-seed
<<Information on the Chapter’s gene-seed/geneseed purity/mutations/lost organs>>
-Mutated Lyman’s Ear; highly sensitive hearing, cannot tune out white noise without music
-Perfect pitch, Excellent hearing, but gear is designed to dull sounds external to the vox-caster system(which has the singing of the Choir)

Battlecry
Though a singular battlecry would be difficult to pick out, as song in battle is nigh-universal within the chapter, before each battle commences and the chorus of combat joined, there is a phrase, almost an oath, shouted in non-lyric.
“Sing His Name!”


Colors
Light grey, and dark gray, with silver and gold trim, mostly, if I remember right
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3man75

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #19 on: August 31, 2015, 10:12:31 am »

Ninja'd by Rolepgeek.

Cool Chapter but one question: Are the 16 choirs like mini-chapters within the actual chapter? Or do they handle their own recruitment simply?

Either way a nice done Space Marine Chapter.

EDIT: 11:16 now. Few more hours until time is up and the first update. Also Playergamer don't be so mean, my chapter is extra special  ;D
« Last Edit: August 31, 2015, 10:17:27 am by 3man75 »
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Playergamer

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #20 on: August 31, 2015, 10:14:18 am »

+1 to the Voices.

No offense, but it's miles and miles more interesting then the other proposals.

((Was waiting this whole time for rolep to post that.))
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Twinwolf

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #21 on: August 31, 2015, 10:14:48 am »

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Rolepgeek

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #22 on: August 31, 2015, 10:16:41 am »

Ninja'd by Rolepgeek.

Cool Chapter but one question: Are the 16 choirs like mini-chapters within the actual chapter? Or do they handle their own recruitment simply?

Either way a nice done Space Marine Chapter.
They mostly just handle their own recruitment, since the last time they had a single company for recruitment it got tainted by CHAOS and they aren't willing to let a quarter of their chapter get corrupted like that again.
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3man75

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #23 on: August 31, 2015, 11:56:31 am »

Ninja'd by Rolepgeek.

Cool Chapter but one question: Are the 16 choirs like mini-chapters within the actual chapter? Or do they handle their own recruitment simply?

Either way a nice done Space Marine Chapter.
They mostly just handle their own recruitment, since the last time they had a single company for recruitment it got tainted by CHAOS and they aren't willing to let a quarter of their chapter get corrupted like that again.

Ok sounds legit.

Personally IRL I would just order some pre-screening and re-screening every year or so. But hey competition between the choirs is always good right?
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Rolepgeek

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #24 on: August 31, 2015, 12:09:17 pm »

There's plenty of people to recruit from, you know. :P
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3man75

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #25 on: August 31, 2015, 01:45:59 pm »

There's plenty of people to recruit from, you know. :P

The quality man. If you want quantity then ask the Imeprial Guard how they fare in Klauze III. Answer not very good.



Governor Nichea wakes up and has a quick breakfast before returning to his command room. Data disk show the current positions of his troops and radars find Ork mobs roaming the lines looking for a weakpoint to amass in. As he sits down his prayers are answered in song..

"Klauze III, this is the Imperial Voices chapter master. Please respond in the name of acceptance! "

We are here to aid you against the Xeno scum and bring the Emperors grace to you!!" The intercom sings out. Generals and Tech Priest look around confused as to who this chapter is and how they smooth out there voices so elegantly. Nonetheless, Governor Milatant Nichea answers the call.

"Imperial Voices, This is Governor Nichea of Klauze III. My PDF is currently teethering on the edge of destruction and is in need of immediate support. 4 hours ago they were sent to help escort out military equipment and factory resources from an IG armory on the BC Quadrant. The Orks are possibly encirceling them and thirsty for possible war materials. If you can help get the men and caravan back to our lines on the Hive world Maize i'd be very grateful as would our defensive efforts.

May the Emeperors blessed miracles come from your actions before Blak Toth can rally his forces on a another blitz. Our lines are full of holes and it'll be months before reinforcements come to fill the gaps. We are currently spending quite a bit on outside mercenary work and relying on peoples militias to skirmish with the Orks. Niether of which has provided much time for the lines to reform. While If either of these objectives could be fulfilled I know that you may have your own plans of actions. We can clear an LZ for your drop ships if it pleases you Chapter Master. Governor out."

The Imperial Voices ready for their chapter masters to formalize the objectives.

1. Protect Caravan of war material.
2. Assault probing Ork mobs around the front lines.
3. Other.

Imperial Voices: 1000
16 Choirs (Companies)=60 each. Total 960.
Grand Choir (1st Company)= 40 Space Marines.
Choir Specs unknown.
Instramaterium (Vehicle armory)

Current PDF forces: 10% Regualrs , 5% Mercenaries and ,10 % Militias.
Imperial Guard: ? Lost in the battlefields and presumed dead or besiged at a unknown location. Reinforcements coming in 4 weeks (turns).

Ork Presence: Large??
Leaders: Ork Warboss Blak Toth (Ex-Kaptain of Freebotahs. Currently leading a WAAARGH! Unknown history besides pirate raiding activities.)

((Right so we have our Space Marine Chapter. Rolepgeek will tell us the specz for the 16 or i'll just assume a Codex Astartes set up. While that is going on i'll allow players to pick out their first objectives/objectives. You can send multiple Choirs in certain missions or to stay in the Barge as you please. For option 3 I will accept general scouting, headhunting, and/or something simlar to a first mission. The more information you players have the more objectives/missions you can authorize.

For example: Ignoring all Guard requested missions and simply head hunting LT's of Blak Toth. Currently you know nothing about the Ork Warlords location or his structure. Nor will you unless you complete missions, interogate Orks,  or scout out Ork activity. Alternatively the Guard or PDF may have info and be willing to give it up if you can promise to get rid of them quickly.))
« Last Edit: August 31, 2015, 01:49:46 pm by 3man75 »
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Hiddenleafguy

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #26 on: August 31, 2015, 02:05:53 pm »

We should probably do the first option, and while we are doing this, send a scouting force deep into orc territory to gain info on the warboss, then help hold the line. In addition, can't we just demand the information? We are a chapter of space marines after all.
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3man75

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #27 on: August 31, 2015, 02:08:53 pm »

We should probably do the first option, and while we are doing this, send a scouting force deep into orc territory to gain info on the warboss, then help hold the line. In addition, can't we just demand the information? We are a chapter of space marines after all.

Planetary defences are stretched thin with defense. They have no scouting information besides the fact that Orks are amushing, probing, and doing Orky things.

I forgot to note (Sorry) that you have to assign Choirs to each mission.

Example: 3 Choirs objective 1.
3 choirs for objective 2.
1 choir for objective 3. It'd also be nice if you bolded such things as shown.
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Hiddenleafguy

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #28 on: August 31, 2015, 02:15:09 pm »

10 choirs assigned to objective one, 5 choirs to defense, and one choir to scouting.
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Rolepgeek

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Re: Klauze III (Warhammer 40k suggestion game)
« Reply #29 on: August 31, 2015, 09:12:19 pm »

((They recruit when they're near their homeworld, rather than all the time like normal chapters do; as a whole it results in nearly continuous recruitment, but still individual; screening doesn't always work, especially when the tricks of chaos are involved :P

Also '1st choir' is the High Chorus, if I remember right

As for specs, I need to get my notebook, then...Crap, I erased it, that's right, ah well, I can make new more generalized stuff.Gist of it is as follows
Spoiler: Specs (click to show/hide)

On another note, if they've gone to a different sector to secure war materials(though that's not really how the PDF operate as far as I'm aware), then it should probably say four weeks, not four hours))

I advise the following, with that in mind.

The First, Second, Eleventh, and Twelfth Choirs will begin conducting rapid, blitzkrieg style counter-assaults on Ork positions and mobs, aiming for leaders in an attempt to regain momentum, put the greenskins on the defensive, and force them back to their natural state of disorder and infighting as much as possible.
Fourth and Fifth Choirs will conduct hit-and-run attacks, sabotage, and intelligence missions, penetrating Ork lines to give us a view of the situation. As always, scouting and survival is the priority. This should also assist in pushing the green tide back long enough for the lines to reform.
Third Choir is on standby to assist other choirs at need in emergency situations, particularly those involved in assaulting greenskin mobs. Fifteenth Choir will also function in this regard, providing aerial support in particular to other Choirs as necessary.
Choirs Six, Seven, and Thirteen are to work together to retake Ork-controlled Hive cities, and eliminate hardened positions they may have set up, depriving the wretched Xenos of secure basing and supplies as much as possible.
The High Chorus, as well as Choirs Thirteen, Fourteen, Fifteen, and Sixteen should work on assisting the caravan through, and breaking a way through the Ork blockade.
Finally, Sixth, Seventh, Eighth, Ninth, and Tenth Choir are to reinforce the militia forces and regulars, fortifying and directing the fortification of the lines, securing supply lines, and otherwise helping the line hold, as well as connect PDF and, if possible, Guard positions, to re-establish a defensive line against the greenskin menace.
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