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Akkad is a Jack O'War, reasonable at a lot, specifically good at few.

 

Best use is most likely a force multiplier:

Common Lore Astra Militarum - Training troops, civilian militia.

Tactics Assault - At 51 now for Int tests, can teach house-to-house, search and destroy, aggressive patrolling.

Tactics Defence - 51 for Int tests, can teach roadblocks, stop and search, restrict the movements of the enemy, establish green-zones and bastion defence, IED and ambush resist.

BS tests depends on if any bonuses applied for actual in-theatre combat, 52 base isn't too bad, artillery control, strongpointing.

Perception is pretty high base, so manned observation post or HQ monitoring.

 

MR.

Edited by Mazer Rackham

BLACKTHORN PLAYERS:

(Currently Editing, Stand by...)

 

PLEASE ENSURE I AM AWARE OF YOUR XP SPENDS FROM YOUR INITIAL 1000 THROUGH TO THE END OF RANK 1 (5000XP TOTAL)

 

This is my understanding at the moment:

 

AKKAD (Mazer Rackham):

(Revised character sheet here: Character Sheet)

Initial 1000XP:

 

4000XP (Rank 1):

 

ATRATUS (A.T.):

(Revised character sheet here:)

Initial 1000XP:

 

4000XP (Rank 1):

???

???

???

Two Weapon Wielder (Melee) - 500

AG Simple - 200

Signature Wargear (Ultra Rifle) - 500

Silent Move +20 - 600

Concealment +10 - 300

 

GREYSIGHT (Nineswords):

(Revised Character Sheet here: Character Sheet)

Initial 1000XP:

Lone Survivor Deed (100)

Search (400)

Survival (200)

Navigation (Surface) (300)

 

4000 (Rank 1):

Marksman (600)

BS Upgrade (Simple) (500)

Signature Wargear (Astartes Bolter) (500)

BS Upgrade (Intermediate) (1000)

Astartes Weapon Specialisation (Bolt) (Basic) (1000)

 

4600 Total, 400 Remaining

 

SABAAN (Xin Ceithan):

(Revised Character Sheet here: Character Sheet)

Initial 1000XP:

Tech-Use +10 (400)

Flesh is Weak 1 (500)

 

4000XP (Rank 1):

Auto-Sanguine (500)

Toughness Simple (200)

WS Simple (500)

INT Simple (200)

Security (400)

 

Flesh is Weak 2 (500)

Awareness +10 (400)

Trade (Armourer) (600)

Forbidden Lore (Adeptus Mechanicus) (300)

Int Intermediate +5 (500)

 

5000 spent, 0 remaining

 

SOLASTION (Slips):

(Revised character sheet here: Character Sheet)

 

 

??????????

 

 

 

4000XP (Rank 1):

Berserk Charge - 600 (Blood Angels)

Signature Wargear (Jump Pack) - 500 (Core, General)

Furious Assault - 600 (Blood Angels)

Pilot (personal) - 100 (errata)

Acrobatics - 200 (Blood Angels)

 

 

 

TYBER (Steel Company):

(Revised character sheet here:)

Initial 1000XP:

 

4000XP (Rank 1):

 

VARVOST (NPC):

(Revised character sheet here: Character Sheet)

Initial 1000XP:

No Quarter Given Deed (500)

Fearless (500)

 

4000 (Rank 1):

WS Simple (200)

WS Intermediate (500)

WS Trained (1000)

AG Simple (200)

Whirlwind of Death (1000)

Hunter of Aliens (1000)

 

4900 Total, 100 Remaining

 

 

 

EDIT:

 

In an effort to help you prioritise for your skill checks, here are the stats for the characters:

 

 

Varvost:

WS72 /

S61 / PER67 /

AG54

BS41 / T43

WP36

Fel19

 

Greysight:

S61

BS55 / Per52

T42 / Ag43 / Wp45 / Fel43

WS39

 

Solastion:

S80 /

INT50 / Per50 / WP53

WS46 / BS49 / T49 / Fel47

AG33

 

Sabaan:

STR64

WS51 / BS51 / T53

Per 40 / Wp40 / Fel42 / Ag43

 

Akkad:

S70 / Per80

BS52 / T50 /

AG45 / Int41 / WP45 / Fel48

WS37

 

Tyber:

S73 /

WS54

BS45 / T41 / Ag48 / Per 40 / WP45 / Fel48

 

Atratus:

S74 / Ag70

WS63

Per 50 /

BS42/ T41 / Int 45 / Wp45 / Fel 46

Edited by Commissar Molotov

BLACKTHORN PLAYERS:

PLEASE ENSURE I AM AWARE OF YOUR XP SPENDS FROM YOUR INITIAL 1000 THROUGH TO THE END OF RANK 1 (5000XP TOTAL)

 

ATRATUS (A.T.):

(Revised character sheet here:)

Initial 1000XP:

 

4000XP (Rank 1):

???

???

???

Two Weapon Wielder (Melee) - 500

AG Simple - 200

Signature Wargear (Ultra Rifle) - 500

Silent Move +20 - 600

Concealment +10 - 300

 

Full 5000xp :

First 1,000 XP:

500xp - BACKGROUND - No Quarter Given (+3 WS, Counter-attack)

300xp - BACKGROUND - Battle damage = Roll 5 = Mk6 elements

200xp - STAT - Weapon Skill Simple

 

Next 1,900 XP

100xp - SKILL - Acrobatics (trained)

400xp - TALENT - Assassin Strike

1000xp - TALENT - Hunter of Aliens

400xp - TALENT - Death From Above

Final 2,100 XP

500xp - TALENT - Two Weapon Wielder (Melee)

200xp - STAT - AG Simple

500xp - TALENT - SIGNATURE WARGEAR (Ultra Rifle)

600xp - SKILL - Silent Move +20 and Talented(Silent Move)

300xp - SKILL - Concealment +10 and Talented(Concealment)

 (taking the previously mentioned duplicate skills from the raptors table as talented traits)

 

Atratus suggested actions (placeholder)

 -Assault - weapon skill  63 (or assassination 42-72 depending on whether aim modifiers are applicable to BS tests)

 -Infiltration - move silent 70 (or concealment 60)

 -Recon - awareness 75 (or jump pack 70)

Thanks both, it just helps me to keep on top of it all. Slips, if you could just divide it into the initial 1k and then the 4k that'd be great.

 

I am hoping to transition the scene back to Syndalla and Blackthorn tomorrow - though I would like you guys to tell me how you'd like me to handle your skill checks. The idea is that your relative success or failure will determine what state Syndalla is in when we rejoin Blackthorn.

Though I would like you guys to tell me how you'd like me to handle your skill checks. The idea is that your relative success or failure will determine what state Syndalla is in when we rejoin Blackthorn.

Re-reading the original post, are fails important? It looks like the best bet is to run worst skills through to best skills unless there is some cut-off (or justification required) on attempts per character.

CM:

 

Tyber's XP progression:

 

Initial 1K:

Toe to Toe is 200XP (RoB page 83)
Dodge +10 is 200 (from your Chapter Table) (RoB, page 42 No Respite for the Enemy)
Two Weapon Wielder (Melee) is 400 (RoB, page 42 No Respite for the Enemy)
Common Lore (Astartes) is 400, but I would offer it to you for 200 due to the cautionary tales told to you by your Chapter. (As per our discussion on first 1k xp reassignment for Tyber in post #1131 in the OOC thread)

 

 

Rank 1:

Simple WS advance (page 73 Core book)
Simple STR advance (page 73 core book)

WS Intermediate (500)
STR Intermediate (500)
AGI Simple (200)
Dodge +20 (200, RoB page 42 chapter advance of No Respite for the Enemy)
Double Team (200, Core Book page 73)

Signature Wargear Arming Sword (500 Core book General Space Marine Advances)
Sound constitution (500 Core book General Space Marine advances)
Two Weapon wielder Ballistics (400 RoB chapter table page 42, No respite for the Enemy)
Gunslinger (600 RoB chapter table page 42, No respite for the Enemy)

 

Tyber's revised Character sheet is up to date with all XP expenditures:

 

https://docs.google.com/spreadsheets/d/1KD18YJ93cJ5jzGo10x4-jMf6Iiq7WBbiOQMOPhKef5k/edit#gid=283576259

 

 

Blackthorn:

 

Tyber's tactics skill is in Armoured Assault, so it could be used for leading PDF armour assets in assaulting Cult positions. Other than that, Tyber is currently set up (and is being set up) to be a duelist... this will expand out to other things later, but at the moment he's really foucsed in one area.

In the First Week:

Akkad leads assaults on known heretic/mutant/filthy lying scum (FLS) positions, house-to-house fighting in the Fabrica District, mop up operations and decimation.  He leads squads into buildings and comes out covered in the gore of friends and foe alike.  Cadence goes hungry, but Sonnet speaks at length.  Some surprise attacks set back the cleansing, but his squadmates in Blackthorn make it up elsewhere.

Skill: Tactics (Assault)

Stat: Intelligence - 41 + Tactics +10 = 51

D100: 34 Pass, 1 DoS

 

Week 2:

Akkad trains troops.  The militia are drilled and tested and rammed into battle with Akkad at the front.  Akkad rallies defenders via vox, takes part in parades and propaganda broadcasts, improving morale and putting Badabian Steel into spines.  The quality of his troops impresses him and he bonds well with them, his orders obeyed before an officer from another regiment.  Akkad forms a "special division" he calls the 303rd and declares them the finest human soldiery in the Imperium.  They tell each other they are ready to die for him.  They do.

Skill: Command

Stat: Fellowship - 48 +10 (Armour) -10 (Difficulty) = 48

D100: 15 Pass, 3 DoS

 

Week 3:

Akkad maintains watch over the HQ of the 303rd Beregar Regiment, which he has formed in honour of his old Tyrant's Legion Command.  In a night of vicious onslaught as the city erupts, his eyes and ears are everywhere, becoming the main command centre and taking over from Colonel Haas, a man promoted from Captain for his courage elsewhere in the campaign.  Amongst the nobles of the Grand Estates and the watchful eyes of the new Governor, Akkad despatches Quick Reaction Forces composed sometimes of his own units, at other times calling on his Blackthorn brothers.  Nothing gets past this wily old Veteran, who knows feints from fronts.

Skill: Awareness

Stat: Perception 50 +10 (Awareness) +10 (Implants) +10 (Senses) - 20 (Difficulty) = 60

D100: 005 Pass, 5 DoS.

 

The FLS need sorting out.  Anyone want to help?

 

MR.

Mmh... how is this :

 

Week 1: Establish contact with the Mechanicus Enclave for coordinat actions against the Cult and gain access to more specialized tech and repair facilities ..... (Int .... instead of Charm...or via Forbidden Lore)

 

Week 2: Security (assessing and bolstering defenses, planing of weapon emplacements, locating cult hide out and planning / guiding strikes ....with access to the Mechanicus asserts and GM approval, Sabaan could reasonably get a bonus from Electrofraft Use here, as it is considered to bolster information gathering and data access when linkage is available

 

Week 3 Tech Use ..... to implement the assets and planning from Week 2: placement of minefields, Tarantula Sentrries or even leading the odd clave of combat servitors against the cult. In the latter, the Omnispex from the deployment requisition could add some bonus and elecraft use might also be considered fitting

 

Thoughts?

Week one:

 

Tyber will help organize the PDF assets in to effective combined armour fighting forces (Tanks working in close support of IFV's), running them through drills and active assaults to clear out cult strong holds:

Skill: Tactics (armoured assault)

Stat: Int (49)

Target Number: 49 (Int 49)

Roll: Int Check: 1d100 24 Pass with 2 DoS

 

Week two:

 

Tyber will scout out target locations for both Cult activity along travel path of the shuttle and attempt to retrieve Thorvald's body

Stat: Perception

Target Number: 50 (Perception 40 -10 difficult +10 Heightened Senses +10 Auto Senses)

Roll: Perception test: 1d100 5 Pass with 4 DoS

 

Week Three:

 

Tyber will try to socialize with the PDF and locals to inspire them to put their world back together.

Stat: Fellowship

Target Number: 25 (Fell 45 - 20 for difficulty)

Roll: Fellowship check: 1d100 18 Pass

Edited by Steel Company

The dice have abandoned poor Atratus, failing all kinds of things by a couple of points. Infiltrating the cults hideouts proves to be difficult.

 

Week one :

The cults strength was their ability to move unseen amongst the imperial forces, both amongst their ranks and through the shadows of the war torn city. Attempts to teach the guard such things was ultimately fruitless, thwarted at every turn by the brood telepathy and mutant senses of the enemy, until Atratus walked alone once again leaving the guard to their artillery and checkpoints to hunt alone, plotting out the strongholds of the enemy.

85 - fail - Tactics, Recon and Stealth

56 - pass - Concealment

 

Week two :

A new leader amongst the cult. For a full week Atratus hunted, but those killed invariably were mere decoys or distractions. With the enemy gone to ground there was only one answer, to dive in amongst the cult forces and slaughter them all.

86 - fail - Ballistic Skill

81 - fail - Awareness

19  - pass - Weapon Skill

 

Week three :

Cult forces were striking and fading before reinforcements could arrive. Hunting them from the sky proved fruitless, but they would soon learn to fear the shadows.

59 - fail - Pilot (jump pack)

48 - pass - Silent Move

Mmh... how is this :

 

Week 1: Establish contact with the Mechanicus Enclave for coordinat actions against the Cult and gain access to more specialized tech and repair facilities ..... (Int .... instead of Charm...or via Forbidden Lore)

 

Week 2: Security (assessing and bolstering defenses, planing of weapon emplacements, locating cult hide out and planning / guiding strikes ....with access to the Mechanicus asserts and GM approval, Sabaan could reasonably get a bonus from Electrofraft Use here, as it is considered to bolster information gathering and data access when linkage is available

 

Week 3 Tech Use ..... to implement the assets and planning from Week 2: placement of minefields, Tarantula Sentrries or even leading the odd clave of combat servitors against the cult. In the latter, the Omnispex from the deployment requisition could add some bonus and elecraft use might also be considered fitting

 

Thoughts?

 

Auto-turrets, intel and logistics support sound great to me....maybe they could add an assist to other chaps, like make a pool of DoS or assists that could be pulled from if we have trouble...

 

The dice have abandoned poor Atratus, failing all kinds of things by a couple of points. Infiltrating the cults hideouts proves to be difficult.

 

Like this.  Maybe there is a technical lock too complex or is of a type particular to the world that prevented entry.  With an assist from Sabaan perhaps Atratus could crack it and get you in - seeing it's only a partial failure of a slight margin etc...

 

Alternatively, maybe a buddy could help AT?  Like Greysight perhaps, another silent hunter on the stalk?

 

Just ideas.

 

@ Steel/Xin, looks good enough to me.:thumbsup:

 

MR.

Just to check A.T., but do Silent Move and Concealment both use AG?

 

Yes. If you need a different stat test then it can be switched out for a raw strength test - assisting in building fortifications and digging in the defenders after the failures of the hunt.

Ill insert dice rolls once Im home but the gist of it is:

 

Week One: Tend to the Wounded.

Week Two: Attempt to coordinate the forces on Syndalla with Command since Solastion is basically the acting Watch-Sergeant now, apparently.

Week Three: Use his prodigious Strength (hes 1 SB away from a Techmarines Servo-Arm which can lift Rhinos) to aid shore up defenses, clear collapsed tunnels, etc.

Hi all, I haven't finished my previous post as I'm using what work time I can to get it done and I'm still trying to weave your rolls into a coherent narrative. I'm also going to have limited time to update over the next week as it is half term and I'm spending it with the wife whilst also trying to sort the house out. I will do what I can to set up Blackthorn and Swordhand with stuff to do whilst I'm away.

Edited and re-worked my posts to fit around Apologist's. As a result, please find below the WIP next post for Blackthorn:

 

Skill Check Explanation:

When the game returns to Syndalla, 15 days will have passed since the destruction of the slaughterhouse sanctum. In an effort to represent the interval of time between Episode 1 and Episode 2 and to help craft the narrative, the survivors of Kill-Team Blackthorn can use their skills or characteristics to bolster the situation in Beregar City. When the Battle-Brother makes the Skill Test, successes or failures will determine the situation Beregar is in when we return.

 

The following are some suggestions for Skill Tests the Battle-Brothers might make, but I will allow creative ideas on your part:

 

Ballistic Skill / Weapon Skill: The Battle-Brother takes the fight to the alien, flushing out remaining Cult forces using skill at arms.

Intelligence: The Battle-Brother is able to anticipate likely ambush locations, stymying the efforts of the cult to sabotage PDF operations.

Command: Through leadership and personal inspiration, the Battle-Brother takes charge of a location, issuing orders, directing troops, and giving instructions to subordinates.

Charm: The Battle-Brother boosts morale with his charisma, wit and personal bravery, inspiring those around him to ever-greater feats of bravery.

Common Lore (War): The Battle-Brother’s personal experiences with combat and warfare allow him to impart a veteran’s insight on the conflicts, helping the scattered PDF forces to fight like veteran warriors.

Forbidden Lore (Xenos): Knowing the habits of the vile alien, the Battle-Brother instructs forces to set traps and ambushes that anticipate their schemes.

Tech-Use: The Battle-Brother sets up defences using war-systems such as automated Tarantula sentry turrets, minefields, jamming beacons and localised void-shields.

 

Each Battle-Brother may only use each skill or characteristic once across the 15 days.

 

Each week requires 5 successful skill tests (in other words, you keep testing and failing until you accumulate enough passes.) The tests get successively harder as you progress. Through the three weeks.

 

Week 1 (Days 1-5)

5 successful Skill Checks needed - Tests at +0

Week 2 (Days 6-10)

5 successful Skill Checks needed - Tests at -10

Week 3 (Days 11-15)

5 successful Skill Checks needed - Tests at -20

 

You will have to work together to determine when to use which skills - so there is some strategy in it!

 

Week One (Day 1-5)

The cult's strength was their ability to move unseen amongst the imperial forces, both amongst their ranks and through the shadows of the war torn city. Attempts to teach the guard such things was ultimately fruitless, thwarted at every turn by the brood telepathy and mutant senses of the enemy, until Atratus and Greysight were able to operate alone, scouting ahead to plot out the strongholds of the enemy.

Atratus: Tactics (Recon and Stealth): 85 (FAIL)

Greysight: Tracking: 42 (FAIL)

Greysight: Search: 39 (PASS)

Atratus: Concealment: 56 (PASS)

 

The Kill-Team goes on the offensive, leading assaults on known Cult positions. Akkad leads house-to-house fighting in the Fabrica District, mop up operations and decimation. He leads squads into buildings and comes out covered in the gore of friends and foe alike. Cadence goes hungry, but Sonnet speaks at length. Some surprise attacks set back the cleansing, but his squadmates in Blackthorn make it up elsewhere. Brother Varvost is able to lend his experience of eradication campaigns, leaving the Cultists no hole in which to hide. Brother Tyber is able to impart his knowledge to the PDF of combined-arms tactics.

Akkad: Tactics (Assault): 34 (PASS)

Varvost: Tactics (Assault): 28 (PASS)

Tyber: Tactics (Armoured Assault): 24 (PASS)

 

Brother Solastion tends to the wounded of the PDF, testing for genetic purity to ensure there is no Cult infiltration of PDF units stationed within Beregar City.

Solastion: Medicae: 28 (PASS)

 

Sabaan attempts to commune with Mechanicus forces within the city, but the enclave of Metallica is distant and aloof, tending to its own affairs.

Forbidden Lore (Adeptus Mechanicus): 78 (FAIL)

 

Week Two (Day 6-10)

A new leader rises from the ashes of the previous, a psychically-attuned Magus. For a week Blackthorn hunts, killing many that invariably reveal themselves as decoys or distractions. With the enemy gone to ground there is only one answer - to dive in amongs the cult forces and slaughter them all.

Varvost: Intimidate (61) (-10) : 16 - PASS

Tyber: Perception: 5 (PASS)

Greysight: BS55: 22 (PASS)

Atratus: BS: 86 (FAIL)

Atratus: Awareness: 81 (FAIL)

Atratus: Weapon Skill: 19 (PASS)

 

Akkad trains troops. The militia are drilled and tested and rammed into battle with Akkad at the front. Akkad rallies defenders via vox, takes part in parades and propaganda broadcasts, improving morale and putting Badabian Steel into spines. The quality of his troops impresses him and he bonds well with them, his orders obeyed before an officer from another regiment. Akkad forms a "special division" he calls the 303rd and declares them the finest human soldiery in the Imperium. They tell each other they are ready to die for him. They do.

Akkad: Command: 15 (PASS)

 

Sabaan attempts to use his knowledge to help the PDF in assessing and bolstering their defenses.

Sabaan: Security: 22 (PASS)

 

Solastion: Command: 7 (PASS)

 

 

Week Three (Day 11-15)

Akkad maintains watch over the HQ of the 303rd Beregar Regiment, which he has formed in honour of his old Tyrant's Legion Command. In a night of vicious onslaught as the city erupts, his eyes and ears are everywhere, becoming the main command centre and taking over from Colonel Haas, a man promoted from Captain for his courage elsewhere in the campaign. Amongst the nobles of the Grand Estates and the watchful eyes of the new Governor, Akkad despatches Quick Reaction Forces composed sometimes of his own units, at other times calling on his Blackthorn brothers. Nothing gets past this wily old Veteran, who knows feints from fronts.

Akkad: Awareness: 5 (PASS)

 

Tyber will try to socialize with the PDF and locals to inspire them to put their world back together.

Tyber: Fellowship: 18 (PASS)

 

Cult forces were striking and fading before reinforcements could arrive. Hunting them from the sky proved fruitless, but they would soon learn to fear the shadows.

Atratus: Pilot (Personal) - Fail (59)

Atratus: Silent Move: PASS (48)

Varvost: WS72: 7 (PASS)

 

Solastion: Use Strength to shore up defences

Strength: 59 (PASS)

 

Governor’s Manse

Beregar City, Syndalla

Taurelian Expanse

Outer Swordpoint Stars

c.918.M41

 

It has been fifteen days since your confrontation with the Broodlord and the final bloody night of the Syndallan uprising. With the death of the Patriarch-beast and the destruction of the cult’s profane sanctum, the city was saved - for the time being - and you regrouped within the walls of the Grand Estates and the Governor’s manse to regroup.

Edited by Commissar Molotov

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