Jump to content

Recommended Posts

Well I didn't think I was going to build this guy out as a sniper, but the assault marine felt forced (and I think I've done... many... of those lately), so I have retooled Hierax as a sneaky git and long-ranged combatant. As such, I have rebuilt my dude as a tacman and adjusted his spend to pick up sig wargear (stalker boltgun).

 

@Mazer Rackham in keeping with some sort of theme and to cut down on the amount of gear Hierax might be toting around (for maximum tacticool), might I sub his chainsword out for a chainblade melee attachment for his standard tacmarine boltgun/bolt carbine? 

 

Otherwise he's ready to go. If we end up having spare req, I would like to snag a camo-cloak once play starts.

 

Additionally, what was your ruling on special issue ammo for tacmen? I remember you stating that the boltguns don't have a shot selector, but I can't remember or find your ruling on the starting ammunition (sorry!).

Edited by Necronaut
2 hours ago, Necronaut said:

Well I didn't think I was going to build this guy out as a sniper, but the assault marine felt forced (and I think I've done... many... of those lately), so I have retooled Hierax as a sneaky git and long-ranged combatant. As such, I have retooled my dude as a tacman and adjusted his spend to pick up sig wargear (stalker boltgun).

 

Nice. 

 

2 hours ago, Necronaut said:

@Mazer Rackham in keeping with some sort of theme and to cut down on the amount of gear Hierax might be toting around (for maximum tacticool), might I sub his chainsword out for a chainblade melee attachment for his standard tacmarine boltgun/bolt carbine? 

 

Don't see an issue.

 

2 hours ago, Necronaut said:

Otherwise he's ready to go. If we end up having spare req, I would like to snag a camo-cloak once play starts.

 

Should be one at the ERV.

 

2 hours ago, Necronaut said:

Additionally, what was your ruling on special issue ammo for tacmen? I remember you stating that the boltguns don't have a shot selector, but I can't remember or find your ruling on the starting ammunition (sorry!).

 

Tacmen don't get the SpecAmmo, it's just a pool I randomly rolled up. Obviously, you can swap a Mag for one of your Standards, and you can Req a Shot Selector (it's all done narratively from the ERV. It'll become clear as we move on.

 

For clarity, loose SpecAmmo Rounds won't count against your ammo total - there's always a small bandolier, pouch, behind your ear, on a keychain, in your teeth, in your sock, etc etc.

 

I'll put the Ammo allowances/ordnance in the Char/Data thread for everyone's easy access.

 

 

 

Edited by Mazer Rackham

One other thing: if it pleases the GM, for a bit of fun (and/or psychological trauma), I replaced Concealment +20 from the Raptors Table with Rapid Reload and the deed (of disdain) Lone Survivor. This should mesh nicely with a secondary theme of this character that I had somehow overlooked given his past event plus one of his armour histories, and give you some extra carrots and/or sticks. And for the first time ever I have rolled up an astartes character with a sub-30 Fellowship.

Edited by Necronaut
35 minutes ago, Necronaut said:

One other thing: if it pleases the GM, for a bit of fun (and/or psychological trauma), I replaced Concealment +20 from the Raptors Table with Rapid Reload and the deed (of disdain) Lone Survivor. This should mesh nicely with a secondary theme of this character that I had somehow overlooked given his past event plus one of his armour histories,...

 

Sounds good, we ball.

 

35 minutes ago, Necronaut said:

...and give you some extra carrots and/or sticks...

 

Are those things mutually exclusive? :tongue:

I have not had any specific req in mind, but based on other games have seen that Apothecaries often go and get a Diagnostor Helm. So I could do that, but as I am seeing Kur-Dawa as being near the beginning of his Apothecary path I am not so sure.

 

Perhaps just a Medkit (or such supplies) and donate the remaining Req to whoever needs it.

 

Edit: Does the starting narthecium medicae bonus stack with a medkit?

Edited by Trokair
1 hour ago, Trokair said:

I have not had any specific req in mind, but based on other games have seen that Apothecaries often go and get a Diagnostor Helm. So I could do that, but as I am seeing Kur-Dawa as being near the beginning of his Apothecary path I am not so sure.

 

You can Req it if you want, no problem. There'll be one at the ERV.

 

1 hour ago, Trokair said:

Perhaps just a Medkit (or such supplies) and donate the remaining Req to whoever needs it.

 

Edit: Does the starting narthecium medicae bonus stack with a medkit?

 

IIRC, It does stack. The blurb about Medicae Kits/Pouches:

 

Medicae Pouch: Contains cataplasm patches, contraseptics, synthetic skin applicators, single-use injectors containing de tox, pain suppressant, morpha, resuscitex, a few bandages and a tourniquet. Grants +20 to any Medicae Tests.

I've sent some PM's out, but with Murderers entering the final stages, if you need to tidy anything up, or ask me about don't hesitate, as I'll be opening thread soon for introductory posts. When I call for them, you are welcome to post even if your chargen sheet isn't compiled, but obviously you'll need to have a rough draft of your character concept sorted out.

 

Please note that once actual play begins, no further changes to characters can be made, so make sure you want to be the change you see.

 

Some ideas for your characters being split off from the main force of your Chapter:

  • Enemy action has killed your squad,
  • Thunderhawk shot down, lone survivor,
  • Separated by some mishap or miscomm,
  • Went to get help, comrades forced to move, don't know where they've gone.

You get the idea. Remember, the Imperium is losing. Reliable comms and intelligence is not there, friendly air or space craft won't be available, or even embroiled in a dogfight right above your head.

Posted (edited)

Alright lads, just to let you know one of our Players has dropped out due to commitments elsewhere. We thank that Player for his interest, and a place at table shall be kept for him if he has time.

 

This means the team is now without a Librarian and extra live body. What I will do is allow his ammunition and grenades to be distributed amongst the squad as they will, and his Requisition will be honoured too, so +15 Req for the Team overall.

 

I will not be recruiting further Players without the tax of a good character concept. Note that as our Libby is in Limbo, this Specialist slot is still considered taken, and cannot be swapped. 

 

Therefore, our team currently stands at:

  • 2 x Techmarines
  • 2 x Devastators
  • 3 x Tacticals
  • 1 x Apothecary.

 

EDIT: Team is finalised.

 

Guys, when you get a second, if you don't have a Character Profile in the Data thread, work one up as soon as you can please. We've got four-ish weeks, but I'm busy, so it's going to go fast.

 

Thanks.

 

Edited by Mazer Rackham
Posted (edited)

Can't see your pics - as I think they're Imgur...

 

Hmm. Activating Noospheric interface....

 

EDIT: And there he is! A fine looking fellow, who looks like he's a barbecue enthusiast. :cool:

Edited by Mazer Rackham

Can't see it either, unfortunately...

 

Just throwing it out for future reference, but part of the advantages that Bro T mentioned of having a Club is that we have our own free Gallery where we can add all our PBP related images?

 

It's up to each individual, of course, but it could be a solution?

 

Would that I had the time or skill to throw models together like you gents can! I love seeing everyone's kitbashes for their dudes in these different RPG games. It has the nice effect of making the game somehow more grounded and physical. 

 

The little kitbashing project are alway fun for these, and unlike commiting to paint an army I can try things I would not otherwise. I’ll try and get mine painted this month.

 

Alas I also can’t see Ikka’ latest offering, but knowing him it will be a good one.

 

On 9/26/2025 at 10:02 PM, Mazer Rackham said:

IIRC, It does stack. The blurb about Medicae Kits/Pouches:

 

Medicae Pouch: Contains cataplasm patches, contraseptics, synthetic skin applicators, single-use injectors containing de tox, pain suppressant, morpha, resuscitex, a few bandages and a tourniquet. Grants +20 to any Medicae Tests.

 

I am going to take the Medkit for now, and make the reaming 12 Requisition available to the squad if people need it.

If no one else ends up needing the it then, GM permitting, a White Scare Power Lance (P99 First Founding) may be a good idea.

 

 

Alright gents, we're moving into the soft start, and I'll be opening the IC shortly for some introductory posts, as previously discussed. I'd get your heads together and work out if you're running solo or with people you've picked up, although I would strongly recommend the two bikers keep together, as it's simpler.

 

You can post narrative encounters with Ork Hunter-Killer-Eater Mobs, mounted on buggies or lingering or very light skirmishes with Speed Freak scouts, but remember you need to keep moving.

 

All Players will commence their posts at roughly 1400hrs Zulu, with the suns of Armageddon high, visibility conditions variable (so you can avoid combat altogether by hugging a sandstorm, if you wish. You should finish your intro posts with arriving at the perimeter of the ERV (Emergency Rendez-vous) in the evening/night.

 

Depending on your travel time and how much you load your posts, this will affect your order of arrival - mechanically this is for narrative purposes only.

I'm planning to have Hierax start off solo, running silent and doing his best impression of John Rambo <REDACTED BY ORDER OF HIS MOST HOLY ORDOS> and looking to right himself after the destruction of his squad while en route to the ERV. If anyone thinks it might be fun to link up with a brooding, borderline autistic sociopath, then let's have at it. Perhaps some chemistry will be found between two unlikely partners in the heart-warming buddy-cop tale of revenge of the autumn programming schedule?

Edited by Necronaut

I did think at some point in the story (not necessarily now, but at some point) it might be amusing to have the ultra subtle and pragmatic Raptor Hierax in his camo gear standing next to the boisterous Incario in all his tequila sunrise glory... :laugh:

Edited by Lysimachus
Posted (edited)

Having ruminated upon this matter, and since we have no assault marines (thus no Stabmen to blend) and whose purchases might otherwise be penalised, and no-one has selected any Elite Advances which would cover it, and seeing no reason not to do so, and because it simplifies matters - and finally because this an Abnettesian run-on and on and on sentence:

 

All Players receive the following Talent:

 

Our Hands Bring Death (GM Award, 0 XP):

Prerequisites: Ambidextrous, WS 40, BaSk 40, Appropriate Weapon Training Subcategories.

Having trained extensively with both blade and gun, the Character gains both the Two-Weapon Wielder (Melee), and Two-Weapon Wielder (Ballistic) Talents. Additionally, the Character suffers no penalty for using a weapon in their off-hand. This means the Character may take the Multiple Attacks Action as described in the DW: Core Rulebook.

 

Caveat Emptor: You've got no Stabmen, and I intend to drown you in Orks; this is meant to help you survive when it gets hairy. Be judicious. If you want to Requisition 2 x Storm Bolters and just bullet-hose, I'll let you, because ammo doesn't grow on trees and you'll soon realise it was 'Just As Planned' when you're lugging around two glorified hot-pocket toasters and no-one has any pop-tarts.

 

This gratuity does not count towards your XP for Rank Increase purposes (For non-assaulters it would cost min 1,500xp).

 

Edited by Mazer Rackham

Marvellous! I had to go check what Incario had rolled for his WS (cos I know I didn't put anything extra into it!) and he's got... bang on 40! Just enough that he gains the Talent! :sweat: :laugh:

 

 

50 minutes ago, Mazer Rackham said:

Just remember Heavy Weapons require two hands to use! :laugh:

 

Serious question as I'm not sure I've had to think about it before...

 

I could stow/holster a heavy weapon and then have both hands free to fight with pistol and ccw, and thereby benefit from OHBD, right?

 

Though of course it would require Actions to Ready, etc, and if your Dev is in CC, something somewhere has gone properly, properly wrong...  :tongue:

 

 

Edit: side point, but I love how Rambo has his pinky finger out while firing the big machine gun - very civilised! :laugh:

 

 

Edited by Lysimachus
Posted (edited)
26 minutes ago, Lysimachus said:

I could stow/holster a heavy weapon and then have both hands free to fight with pistol and ccw, and thereby benefit from OHBD, right?

 

Yes.

 

Operation would be - Half-Action: Ready, then a Free Action: Quickdraw.

 

I always had Akkad maglock it to his ammo backpack, for both hands, or in a pinch, he had the strength to one-hand it, clasping it by the off-hand grip, cradling it against his left-hand side, to free his pistol draw. Alternatively, you can just drop the gun for free - it's essentially tethered to you by the belt and hoses, so it won't get lost, but alternatively, if a big Ork makes off with it - you come for the ride..! :blink: 

 

Either way, to pick it up or get it back into firing action, it's another Half-Action: Ready afterwards.

 

26 minutes ago, Lysimachus said:

Though of course it would require Actions to Ready, etc, and if your Dev is in CC, something somewhere has gone properly, properly wrong...  :tongue:

 

Close quarters is inevitable with Orks. It's just how many turns of shooting you can get in before a Choppa gives your fringe a trim! :sweat:

Edited by Mazer Rackham
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.