Mazer Rackham Posted August 10 Share Posted August 10 (edited) =][= A 'Deathwatch' Roleplaying Game =][= THE SPECTRE OF ULLANOR + Character/Data Thread + 'How could you possibly fathom the depth of outrage, the silent scream of the very granite beneath our feet? Men forget - mankind has struggled to eclipse all witness with time, denial, and distance. But this world is old...it remembers what it once was, and evermore is it stained with our bloody suppression.' - Astropath Gaius Terchian, Adept Quartus, Hades Hive, shortly before destruction by orbital Rok-strike. Setting: The Third War for Armageddon rages. Beset on all sides by the Ork fleet, their numberless troops, their brutish atrocities and callous war-make, the Imperial Defenders are hard pressed to rebuff the onslaught of an age. Not even during the previous Orkicide, are times so desperate. Imperial Guard march to war in Brigades of stoic millions, the Faithful Adepta Sororitas and mighty Legions of the Collegio Titanicus stalk the rubble-strewn, corpse-haunted wastelands the Xenos wretches have brought, giving battle in the name of humanity, of survival, even of spite. Victory is not assured, even though the legendary warriors of the Astartes plunge through the rank muck and foetid air of the embattled planet, Bolters barking, they too are almost detritus, spilled by the terrible conflict. In the depths of Hive Acheron, treachery brews - and although the Emperor has seen fir to deploy Colonel Schaeffer and his last chancers to cull the villainous turncoats, other poisons steal into the well. In the jungles, and the deserts, the war grows hot, bloody. Attrition of the secretive forces employed by the Inquisition steady abrades the careful scalpel-like strokes, but Ghazkhull and top chieftains are no so easily murdered. Blunt force is brought to bear against the threats - with hammer blow strikes from Space Marine Squads across the embroiled sectors... DRAMATIS PERSONAE: Brother Hierax (Raptors) (Necronaut) Brother Kurkov (Angels of Fire) (Lord Ikka) Brother Incario (Celebrants) (Lysimachus) Brother Uldyssian (Salamanders) (A.T.) Brother Enkush (Storm Lords) (Machine God) Brother Kur-Dawa (White Scars) (Trokair) Brother Nolites (Marines Malevolent) (Grailkeeper) Brother Sean Connery (Deathwatch) (Xin Ceithan) =][= DEPLOYED DEATHWATCH KILL TEAM =][= Spoiler Kill Team Ares (Roster): Daceon, Angels Sanguine (KT Leader) Chiaro, Ultramarines Ursel Gadduk, Executioners Sargaz, Tigers Argent Kathargan, Death Spectres Vanidal, Warmongers =][= REDACTED =][=, =][= REDACTED =][= ++ MIA ++ Sean Connery, Mentors PERSONAE CALAMITUS: THE ORKS Warboss Gorrblud Gruntkruncha, 'Da Krumpin'-King' Skwadron Leada Ruzgob Flashdakka OverMek Mad-Mekaniak, Geargutz Deffkrank, Master of Gubbins Lord Herman Von Strab, Deposed Tyrant of Armageddon (Reported KIA, 998.M41) (ADDENDUM, ORDO XENOS CONF: re Colonel Schaeffer/13th Penal Legion: Operative Report #3499) LOCATION: Hive Acheron (Underhive, Factory Complexes (East/West), Von Strab Memorial Gardens/Arch, Motorway etc) Plains of Acheron (Ash Wastes, Ork Rok Forts) Hemlock River (Hemlock River Tunnel, Hemlock River Dam) Spoiler Spoiler ++ CONDITIONS OF PLAY ++ CAMPAIGN RULES: Spoiler GENERAL RULES: The GM can, will, may, may not, change, alter, ignore or otherwise manipulate: rules, dice rolls, lore, settings, profiles etc all in the interests of expediency and good gameplay. If the GM calls for a Roll, 'Narrative Fiat' will not be accepted as substitute, nor will any stalling, and the roll will automatically count as failed. When an IC Reply Post is made, and the game moves on - if you forgot to make a roll, or take into account a Skill, Talent, or Bonus, that's too bad. The result stands, and no Fate Points, or creative editing will save it. The ONLY exception to this is when the GM deems it necessary to get the game back on track, or where the GM discovers genuine error. Big Boy's Trousers and Big Girls Bloomers are in full effect. Loaded Weapons. At the beginning of Play, or when undertaking a Purchase/Requisition/Acquisition, the weapon will come loaded with one, free, magazine of Standard Ammunition for the Weapon. Weapon Jams. The rules around ammunition loss and Jamming are...fuzzy. Therefore, for clarity, any magazine, canister or belt-fed weapon uses the following rules when a Jam happens: The only rounds 'in' the weapon are those currently loaded in the firing chamber and/or the rounds being used in the attack which caused the jam. This is determined by the ROF selected by the Player, and must take into account any and all Weapon Qualities such as Storm, Twin-Linked, etc (e.g. if you fired a Single shot, only one round is expended, if you fired Semi-3, three rounds are expended, single with Storm = 2 rounds used - you get the idea). GAME SPECIFIC RULES: Only Armageddon Chapters; No homebrew or Marines who simply have no lore being there. No Relictors. No Blackshields; However, 1 x Player (with GM work) may buy the 'Return to Duty' deed, which will make the Marine a DW Veteran. This then opens up the full gamut of DW stuff only for that Player. This Player cannot be a Libby. No Tyrannic War Vets. No Tom Cruise. No Mortal/Human, or Xenos Player Characters. 1 x Libby character max, highly GM/Player engineered (i.e: I will work with you); No other restrictions on Specialty. No Deathwatch training (all RF will require Tests); Any Weapon Qualities or Properties that automatically confirm RF (Like Volatile) function normally. Spec Ammo restrictions; Ammo comes from a limited pool of types I randomly roll, can be taken by whoever, no need to Req Ammo = Rule of 3. Start Play as Rank 1; Start with 1500xp. Start play with 20 Renown (Respected). All Marines get 3 Fate Points (you don't roll, it's 3). If gear or deeds alter this, or add to it, that's fine. All starting weapons are Standard Marine gear, no shot selector, extra flamer damage, etc; Deathwatch gear may be Req for Sig Wargear Deathwatch gear will be available to obtain/req at plotpoints. Chapter Trappings are unaffected. VEHICLE SPECIFIC RULES: Rule of three only applies to personal weapons; Bike Bolters use the following profile: Driver-operated bolter (Facing Front, 100m, S/2/4, 1D10+9 X, Pen 4, Clip 40, Reload Full (Each), Tearing, Twin-linked); Bike bolters can be salvaged, but they lose the Full Automatic setting. If Requisitioned, shot selectors hold up to three magazines, BUT they do not come with three magazines. You have to BYOB (bring your own boltshells). In regard to bikes, since they have been taken with SGW, their Bolters will come fully loaded at begin of play; Shot selectors may not be fitted to bike-mounted Bolters or any mounted weapon.. Submerged Combat Conditions: Spoiler Power armour with a helmet is considered a sealed environment, no question. Further, whilst powered, it weighs nothing for the wearer. What should be borne in mind is that doesn't mean it weighs nothing at all. Characters in Power Armour, who enter water cannot swim whilst in the water. You're wearing a brick made of half an Emperor battleship - it doesn't mean you can float. All attempts at Swimming whilst wearing Power Armour automatically fail. Bear in mind the problems should your armour be compromised. Repair Cement is designed to harden on contact with air, whether coming from inside or outside your suit, so it functions normally. The following rules apply whilst submerged, on top of the Difficult Terrain and movement Penalties: All weapon ranges are reduced by 25% unless the weapon is designed for sous-marine operations. Thrown Weapon Ranges are halved. All Weapons with the Explosive (X) Weapon Quality gain the Concussive (1) Quality upon Attack resolution (i.e once it goes off). Promethium burns underwater - but this is due to the air/water mix, wherein the flame is so hot that it splits the water into Hydrogen and Oxygen molecules (see chip-pan fires), but underwater the weapon is completely submerged, and this combustion cannot happen. Further, water pressure itself may adversely affect the nozzle pressure or fuel tank pressure preventing the fuel stream from being expelled. In short, Flamers (of any kind, other than psychic powers) do not function under water. Sealed-environment vehicles such as IG Chimeras, SM Rhinos and Land Raiders etc may of course operate underwater normally. Player Characters and Game Attendance (AUTOPILOTING): Spoiler Players have to deal with real life, I get that. People who are busy will not be penalised, but I can't autopilot for long periods of time, since I have a lot to do on my own account. Therefore, if a Player cannot attend for whatever reason, the character will be deemed to be either: Present, but otherwise unavailable, occupied, or what-have-you, or; Completely removed from play via GM trapdoor. They will take no part in the combats, either dealing or taking damage, and will to all intents and purposes be in the GM Bag Of Infinite Holding. Note that I will massage the numbers and quality of the enemy to compensate, but I will not run your Character. I simply have too much to do. Squad Modes: Normal. Codex, Chapter etc. Cohesion Mechanics work as normal. XP and Rewards: Limited. If the game goes to extra chapters, we do it; if not, we don't. Advanced Training: Spoiler All Players receive the following: Common Lore (Armageddon) Common Lore (Armageddon Wars) These Talents cover the Second and Third Wars - Space Marines generally are better read, trained and briefed than any other soldier. You would be aware of the deployments and forces on the surface. Not the small, hastily formed militias etc, but the Big Names and other Chapters would be known to you. Typical IFF knowledge. Players should of course retain Forbidden Lore (Xenos), since Orks are Orks, and everyone knows Orks. If they didn't before, they do now. Locations, Origin and Insertion: Usually, in a DW Game, the Players would be inserted as a team. When the Campaign goes live, Players will be invited to write a post to describe their current situation as directed, and make their way towards a Signal Locator which they will come into range. Hypnogogic training from the parent Chapters and Ordo Xenos ciphers will trigger the Marine to respond. You may of course narrate this as a strange urge, a foreign compulsion, or accept it, depending on your humours. Ammunition: Spoiler I've now rolled up your Spec Ammo, which you can distribute amongst yourselves here, and narratively in IC when you 'get' it: Rounds (Individual): 1 x Witch Bolt 2 x Vengeance Rounds 3 x Dragonfire Shells 3 x Implosion Rounds Magazines (all magazines are 28 rounds): 2 x Hellfire Shells 2 x Stalker Bolts 2 x Kraken Rounds 2 x Metal Storm Rounds Heavy Bolter Munitions (Note these are 1.00 Cal, so won't fit Bolters etc): 1 x 60 Kraken; or, 1 x 60 Metal Storm Edited October 9 by Mazer Rackham Moar gubbins Trokair and Necronaut 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/ Share on other sites More sharing options...
Necronaut Posted August 10 Share Posted August 10 (edited) Designation: Brother Hierax Chapter: Raptors Company: [REDACTED] Role: Forward operations & reconnaissance Service Record: [REDACTED] General Description: Black-eyed, and sullen, Hierax was raised to full battle-brother from the Raptors' scout company five years ago, and has served with distinction amongst the battle-line of the Raptors since then. He keeps his hair in a meticulously maintained mohican under is helm, but is generally loathe to remove his bonnet when on operations. In keeping with the martial traditions of his chapter, Hierax is a talented marksman, and favours the use of a particularly old, but well-maintained stalker-pattern boltgun known as "Whisper", which is said to have been in use in some incarnation since the founding of the chapter. His Mark VI armour, always painted in codex-approved camouflage depending upon the theatre of operations, is battle-worn but well maintained and kept largely clean of personal heraldry or identifying markings, barring the remnants of a ork's blade which became embedded in its left pauldron in ages past and was sanctified and adapted into the suit as a permanent fixture by the chapter's forge-wrights. Ordo Xenos Operator Profile: Individual is reserved and aloof, brooding and watchful; when he deigns to speak he is often terse to the point of rudeness. Individual has been observed to excel in the arenas of covert operations and infiltration. Individual has been flagged as a potential Inquisition asset... "Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." - Ancient Terran Proverb Edited October 11 by Necronaut Added personal description Lysimachus, Mazer Rackham, Trokair and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127317 Share on other sites More sharing options...
Lord_Ikka Posted August 11 Share Posted August 11 Designation: Brother Kurkov Chapter/Company/Squad: Angels of Fire - 2nd Company - 3rd Squad Role: Devastator - Flame Specialist Current Theatre: [REDACTED BY ORDER OF THE ORDOS XENOS] The Angels of Fire are a quiet chapter, in the history of the Imperium. Their deeds are numerous but never shouted, never boasted about. The Angels have spent many years fighting Xenos menaces such as the Hrud, the Aeldari, and the Ork- when the Warlord Gazghull began the Third War for Armageddon the chapter knew it had to respond with a large force to reinforce the beleaguered defenders. Headed by the Battle-barge Reaping Embers, seven companies of the chapter were deployed to the massive warzone. Brother Kurkov is one of those warriors. Kurkov is a cold, calculating veteran. He has risen to his position in the 2nd Company by his years of experience, many of them in urban campaigns against the likes of Orks and Aeldari, specializing in utilizing flame-based weaponry against his foes. Kurkov uses the flames like a scientist, tactically burning the minimum necessary to destroy the enemy while preserving the environment around his unit. This is his intense training and discipline on display, as he secretly longs to shower flames across his enemies and the world, much like many in his chapter. Necronaut, Lysimachus, Trokair and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127353 Share on other sites More sharing options...
Lysimachus Posted August 11 Share Posted August 11 (edited) Celebrants Catechism of War:"What is joy?""To know one's purpose and to fulfil it!""What is our purpose?""To serve the Emperor!""How do we serve?""By bringing death to his foes!""What is death?""It is JOY!" Brother Incario is a relative newcomer to the Celebrants Battle Companies, having been transferred from the 6th Reserve to the 5th during the Chapter's journey to join the Imperial forces at Armageddon. However, he is nonetheless a skilled, experienced soldier, well trained in the strategies of the Codex Astartes, and has proudly worn the Celebrants’ bold colours in more than a hundred battles. Though capable of serving in any role, it was decided by Incario's superiors that his humours were well suited for a place as one of the 5th Company's Devastators. Resilient, observant, and tactically adept - Incario is an ideal support trooper, a hulking bulwark around which a squad could form a formidable defence or prosecute a deadly advance with equal success. The Celebrants’ Chapter Cult teaches that true joy is found in fulfilling one's purpose. This means that even in the worst of combat situations their Battle-brethren remain calm and quietly assured, content in the knowledge that they are doing exactly what they were created to do. As such, in personality Incario is typically open and affable in manner, and is never happier than when mowing down the enemies of the Emperor with a storm of fire from his heavy bolter. Edited August 11 by Lysimachus Necronaut, Trokair and Mazer Rackham 3 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127370 Share on other sites More sharing options...
A.T. Posted August 11 Share Posted August 11 Brother Uldyssian Salamanders Techmarine (TBD) Mazer Rackham and Necronaut 2 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127387 Share on other sites More sharing options...
Mazer Rackham Posted August 11 Author Share Posted August 11 (edited) ++ PERSONAE INIMICUS ++ ORDO XENOS INDEX (CODEX-ENTRY #31-345): Orkoid Species + WARBOSS GORRBLUD GRUNTKRUNCHA + 'DA KRUMPIN' KING OF HIVE ACHERON' 'I'z been sent to this dump by the Big Ork, hisself, ya grotz! That dun means I'z the KING of this 'ere Cassel! If'n you dun like it, yous can have a word wiv da Royal Gavel!' - Gorrblud. Imperial Records: Profile Ident: Xenos Leader Beast Height: 12'3" Imperial (Mega Armour) Personal Weapons: Brutal, super-heavy hammer, called 'Da Royal Gavel', Deffguns/Snazzguns. Super-stikkbombs. Notes: Has retinue of grots which carry around the 'Royal Parchment', which appears to be a list he adds his preferred Ork Nobz to. All his bodygaurd appear on this list (several crossed out). First encountered: 970.M41 Outer worlds of Octarius infested zone, then Nob (Group Leader) of the Skullkraka Warband (30 x Ork Boyz of varied designation), subsequent Imperial contact as late as 985.M41, raid on Imperial Naval supply convoy under Kaptin' Bloodspitta, became Underboss of Terrorship Da Cutty Snark. Later usurped leader and took ship under own banner. Original Ork Clan: Goffs (allegedly). Current Location: Armageddon, Hive Acheron, vying for control with Imperial forces, Imperial Guard, Adeptus Astartes and Legio Titanicus elements. Command structure: Warboss, Meganobz Bodyguard, Special Human advisor and retinue, Wierdboy and handlers. Local force strength: Circa 5,000 Orkoids (Boyz, Ard Boys, Stormboyz, Lootas, Speed Freak Clades and others). Materiel and assets (estimates vary): 14 x Battlewaggons, ?? x Trukks, 10 x Ork Artillery Mobs, 1 x Terrorship (Orbital). ++ ORDO XENOS KILL ORDER ABSOLUTIO EXTREMEIS ++ Edited August 11 by Mazer Rackham Necronaut 1 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127504 Share on other sites More sharing options...
Mazer Rackham Posted August 14 Author Share Posted August 14 (edited) ++ PERSONAE INIMICUS ++ ORDO XENOS INDEX (CODEX-ENTRY #31-345-A): Orkoid Species (Subdivision: Flymek, Flyboyz, Stormboyz) + RUZGOB FLASHDAKKA + SKWADRON LEADA' OF BUZZKUTTA WING 'Hoomies at Free'o-Klok, Low! Follows me in!' - Attrib. Imperial Records: Profile Ident: Xenos Speedfreak/Flymek Subcult Height: 8'10 Imperial (Estimated) Personal Weapons: 2 x Kustom Pistolz, Rippa, Stikkbombs. First encountered: 998.M41 Armageddon. Speed Freakz cultists emerging out of the Krimzon Menace Clan, a loose brotherhood of Freebootas, Wreckas, Lootas and Shoota, who made off with all the Freakz best Warbilkes and Trukks to form his own cadre. Later destroyed by the 75th Steel legion Light Armour Corps, Ruzgob suffered a near-fatal head injury. Once he was up and about again, he claimed to have had a vision form Gork (or Mork) and that the future was Air Powaaagh! He has claimed a portion of the desert as his own, and this sky-jackal and his Flyboyz create havoc for anything around it. Original Ork Clan: Unknown. Materiel and assets (estimates vary): Ork aircraft of various types and...dubious...manufacture. ++ ORDO XENOS KILL ORDER ABSOLUTIO EXTREMEIS ++ Edited August 14 by Mazer Rackham Necronaut 1 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127831 Share on other sites More sharing options...
Mazer Rackham Posted August 14 Author Share Posted August 14 (edited) ++ PERSONAE INIMICUS ++ ORDO XENOS INDEX (CODEX-ENTRY #31-345-M): Orkoid Species (Subdivision: Meks, Tek-gitz, Lootas) + GUTZMEK WUZGUBBINS + MEKANIAK OVERBOSS, AND MASTA-BLASTA 'Dat 'Umie 'ad Guts! I admired 'em so much, I decorated me workshoppe wiv' 'im! BOOM! Blahahah!' - Attrib. Imperial Records: Profile Ident: Xenos Speedfreak/Flymek Subcult Height: 8'10 Imperial (Estimated) Personal Weapons: Chainchoppa (Big Choppa, Kombi-wrench, Beatin' Stick etc), Stikkbombz, Bombz, Big Bombz, Kustom Gubbins. First encountered: 999.M41 Armageddon. Utter lunatic once in the service of the Arch Arsonist of Charadon, and the Overfiend of Octavius, this Mek has been around. Suspected of being a member of Orkimedes' Workshop, he is responsible for the destruction of Pilgrim's Integrity, an Ecclesiarchy war vessel (Lunar Class) via his so called Boomchube, a monumental mass driver mounted on an Ork Kill Kroozer. He has also designed and fabricated numerous pieces of workhorse tech, from buggies, to rokkitpacks and everything in between. Much admired by the Lootas and Mek Klan he commands, his designs are frightening in construction, purpose and innovation. Explosives are his passion, and ordnance his joy. It is only a matter of time before he turns his hand to War Engines.... Original Ork Clan: Deffskulls. Materiel and assets: Uncounted. ++ ORDO XENOS KILL ORDER ABSOLUTIO EXTREMEIS ++ Edited September 27 by Mazer Rackham Necronaut 1 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6127874 Share on other sites More sharing options...
Mazer Rackham Posted October 6 Author Share Posted October 6 (edited) ++ THE HOLY INQUISITION ++ ++ ORDO XENOS ASSET ++ Inquisitorial Acolyte: Lukan Scarrow Mission profiles: Purgatus, Sequestoris, Executorio. Ordo: Xenos Age: 33 Birthplace: Cadia Eyes: Purple Hair: Warm black VDM: Small facial scars from fragmentation/shrapnel injuries. Languages: High/Low Gothic, Ordo Battlesign, Regional Underhive Dialects. Credo: Monodominant Completed Deployments: Four Function: Ordo Xenos Chamber Militant - Conspiratorio. (Astartes Kill-Team Handler and Human Integration, and Mortal Kill-Squad Command Clade Orbital). Weapons Training: Bolt, Las, SP, Power, Chain, Primitive. Preference: Direct Action MISSION: =][= CLASSIFIED =][= STATUS: ABSENTIA... CURRENT LOCATION: UNKNOWN... Last Contact Log: Cogitator transcription from OX Automated Salvation Beacon 45/b trigger ident 0530ZULU, 136 Kloms from Action Point Charon: [incipe] salve-be 45/b[autbat-x-co-logis/comm/01/ logstat.3448-7c=neg. repeat//int//24.00] norep. salve-be 45/b[autbat-in-co-logis/comm/01/ logstat.2088-14d=neg.repeat//int//48.00] norep. [end] Edited October 7 by Mazer Rackham Trokair and Necronaut 2 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6135242 Share on other sites More sharing options...
Mazer Rackham Posted October 10 Author Share Posted October 10 ++ SCOPUS OCCASIO ++ ++ SECONDARY OBJECTIVES ++ Report compiled by Scribe-Agent Etrius, under the direction of Throne Agent Primus, Lukan Scarrow. Comms Towers: Installed by the Mechanicum before the advent of sub-crust installation of optic and power lines, the relay stations are ancient. Mired in sand and ash, these old stations have become essential in the co-ordination of poorly equipped Regiments of the Imperial Guard now landing on Armageddon, and especially those in the Acheron Operations Zone (AOZ). However, these facilities, understaffed for the terrible invasion force at hand, hold merely a handful of defenders and operational personnel, and they have been suborned by the enemy - notably the Household Troops and Orks supporting the Traitor Herman Van Strab. These transponders/comms emplacements continually broadcast and relay the fraudulent claims and propaganda of this vile turncoat, and the network should be retaken or silenced as a matter of course, because the bastard is exceptionally fond of his own, grating voice. Water Tanks: Emergency supply bowsers and storage caps for underground wells bringing vital, potable water from Armageddon's depths. Pumping and pressure stations, these have also fallen into enemy hands, albeit augurs and spy surveillance has revealed the Orks are not pumping the water themselves. They have set up slave labour camps, where captive Humans are worked to death pumping vital waters their Orkoid overlords then squander in nonsensical games using powerful jet hoses, and watering their machines and beasts - who also dispose of...'slacking' workers. =][= CLADE COMMAND NOTE =][= << The population of these camps is considered expendable - the assets are not. >> Imperial Storage Facilities: Weapons, munitions, fuel, medicae, all sealed away in small pockets out in the desert by the Departmento Munitorium after the Last Armageddon War. Strategos predicted that armies having to besiege hive structures, and whom had been ordered to diffuse into the vast wastes, would need the supplies to begin the reclamation of Armageddon's surface. It is doubtful they considered anything approaching assistance for the wellbeing and safety of soldiers and pilots, but to win a war, troops need supplies, so here they are. Hopefully, not supplying the bloody Orks. << DATAFILE ENDS >> Machine God, Necronaut and Trokair 1 2 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6136183 Share on other sites More sharing options...
Mazer Rackham Posted October 11 Author Share Posted October 11 ++ HIVE ACHERON SITES OF INTEREST ++ ++ MSR A01 ++ Traffic Route M01-04: Officially designated an MSR (Main Supply Route - Acheron 01) this is the main road which goes into and through Acheron Hive, and upon exit becomes known as M01-06, with the internal portion of the road locally designated M01-05 (Charon's Crossing) in a similar manner to the roads within Hive Helreach (Hels' Highway). It consists of three transit lanes: The Overzoom; handling ground and low-hover capable traffic of military, commercial and industrial classes (up to 5000 tonnes), The Magrail line; supplies, commercial, industrial and military freight of plus 10,000 tonnes, but less than 50,000 tonnes, The Underzoom, supermassive transit causeway which goes under the Hemlock River, and can broach loads of 100,000 tonnes, but less than 250,000 tonnes. WARNING: The Underzoom has collapsed, and miles of the tunnel have been completely flooded. Bodies choke the overflow channels and tributaries where the Orks and Imperium collapsed the tunnels in the fighting. It is impossible to say how much materiel and personnel have been lost. The Overzoom road surface and maglev inloads have been heavily depleted, and the road is unsafe for anything other than foot traffic. Ork gunz have complete over-view, and Acheron flakk and defence guns also enjoy traverse. The Orks have given to using precariously hanging vehicles for target practice. The Magrail is in enemy hands, with the Redbelcher, an Orkoid megatrain supplying Ork fighting positions with equipment from the Eumenides hive in return for looted scrap from Acheron where the Greenskins dismantle it. Supertonnage of scrap and rare metals have been shunted into Eumenides hive, and each day, the doors crank open to release more Speed Freakz vehicles, and many Trukks have vanished into the desert carrying haphazard piles of junk, for purposes unknown... Machine God and Necronaut 2 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6136235 Share on other sites More sharing options...
Mazer Rackham Posted Sunday at 05:12 PM Author Share Posted Sunday at 05:12 PM (edited) ++ FAUNA OF ARMAGEDDON ++ + A SELECTED REVIEW + Herbivorous Mammals: Wild Mukaali: A placid burden-beast not native to Armageddon, but have adapted to it over the decades since the last War. Brought with the legions of infantrymen who share similar combat environments to the Tallarn Desert Raiders, these docile creatures stem from the small patrols which were listed as missing or killed in action, and the surviving mounts fled whilst not under human control. With thick hide strong enough to shrug off las-bolts and heavy blows, the Mukaali is a hardy beast, and even a good swipe with a chainsword will seldom be enough to incapacitate it before the huge muscles and broad feet trample over the offending fool, not in attack, but panic to escape. They form small herds which migrate across Armageddon's toxic wastes, one desert much like another to them, looking for the lush tropics of the equator, where they finally take repast, mate, and then return to the desert to pursue lives of grazing on the occasional withergrass and vapour-cactus. Some of them have been corralled by the Orks for meat, but also for sport. It has not been a one-sided battle however, as many Gretchin and Ork Runtherds unprepared for the sheer size and power of the 'striders' have been trampled to death in the pell-mell herd rush...earning them the name of 'Squig Squashers'. Carnivorous Creatures: Gilead's Venomous Mandible Scorpion (AKA Cadaver Snaptail) Thankfully a solitary beast, unless producing offspring, the Ash Waste 'Snaptail' is a venomous creature - not insectoid, it is more genetically Crustacean, although it's DNA strings have been metastasised by the radiation and toxic sludge lurking in it's barrows in the Ash. A more treacherous medium than sand, this ambush predator is replete with spikes and spines which protect the underbelly of the beast whilst it arranges into attack posture. The legs and body are moderately chitinous, providing natural armour, and the clearance of the legs allows springing attacks and rapid movement over hard surfaces. Since it burrows, the legs also provide ample propulsion through the nests it creates in the soil depths beneath the ash membrane. Easily dispatched when smaller, the Larval stage (Up to 1m) of this vicious creature may sport a significant 'bite' power, but which is incapable of piercing good quality armour (Flak, Mesh), but exposure to the venemous saliva can be quite dangerous, and is usually how a Snaptail actually catches prey, devouring it whilst immobilised, but very much aware and in crippling pain as the neurotoxin activates. An adult can range anything up to five metres, with exceptionally broad and powerful jaws, which are easily capable of lopping off the limbs and heads of a fully armoured guardsman in hardened carapace. The presence of a Snaptail can be detected by the ominous and noisome stink of rotting flesh, as the venom it exudes lubricates the skin of the predator, and is morbidly pungent (hence Cadaver moniker). Avoid. Edited Monday at 11:51 PM by Mazer Rackham Machine God and Trokair 2 Back to top Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6136358 Share on other sites More sharing options...
Trokair Posted Monday at 11:39 PM Share Posted Monday at 11:39 PM Kur-Dawa Placeholder Link to comment https://bolterandchainsword.com/topic/386475-dwsm-spectre-of-ullanor-characterdata/#findComment-6136530 Share on other sites More sharing options...
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