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Comrade Tortoise
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#26

Post by Comrade Tortoise »

insanity
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky

There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

The Holocaust was an Amazing Logistical Achievement~Havoc
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Comrade Tortoise
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#27

Post by Comrade Tortoise »

Karasan Iovalinar
Chapter:Imperial Fists
Speciality: Librarian
Demeanor: Calculating
Past: Last Stand (Needs Detailing)
Deed: Pain Glove Mastery

Weapon Skill:45(55)
Ballistic Skill:40
Agility:40
Strength:40(60)
Toughness:40
Intelligence:40
Perception:45
Willpower:60
Fellowship:30(35)

Wounds: 18
Fate Points: 3
Insanity 1
Corruption 0
Xp 1800
Spent: 1700
100 on deed
Renown: 6

Power Armor: Corvus pattern (9 body/8 everywhere else but gauntlets which are 7, Gauntlets of Xirion, +5 fellowship with imperium loyals, +10 weapon skill, Death From Afar, no penalties for moving and using semi and full auto)

Skills
Awareness (+20 due to heightened senses and armor)
Ciphers (chapter runes)
Common Lore (Adeptus Astartes, Imperium, Deathwatch, War)
Concealment
Drive (ground vehicles)
Intimidate
Literacy
Navigation (Surface)
Scholastic Lore (Codex Astartes)
Silent Move
Speak Language (High and Low Gothic)
Tactics (Defense Doctrine)
Tracking
Forbidden Lore (Xenos, Psykers, Warp)
Psyniscience
Invocation

Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (psychic Powers)
True Grit
Unarmed Master
Deathwatch Training
Rite of Sanctioning (Warp Echo)

Via Pain Gloves
Hardy, Iron Jaw

Traits
Unnatural Strength x2
Unnatural Toughness x2

Misc/Bonuses
Reroll Drowning and Asphyxiation tests
+30 against toxic gases, +20 against ingested toxins
Eat enemies for power
No perception penalties for sleep dep
May reroll against all toxins and toxic weapons
Can detect poisons by taste or smell (-20)
May reroll against temp extremes
No bonus to hit from Hulking
-10 manual dexterity in armor

Equipment
Power Armor
3 Astartes Frag Grenades, Krak Grenades, Combat Knife, Repair Cement, Chapter Trapping (+3 melee against Krute)
Bolt Pistol
Bolter with Fire Selector
Force Sword

Psychic Powers of Doom
Short range telepathy
Iron Arm
Smite

Snagging: telescopic sight
Cameleoline CLoak
Data Slate
Metal Storm Rounds
2 stummers

Siege Auspex
Last edited by Comrade Tortoise on Mon Aug 01, 2011 7:42 pm, edited 5 times in total.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky

There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

The Holocaust was an Amazing Logistical Achievement~Havoc
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General Havoc
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#28

Post by General Havoc »

Rolling Wounds:


Rolling Fate:
Gaze upon my works, ye mighty, and despair...

Havoc: "So basically if you side against him, he summons Cthulu."
Hotfoot: "Yes, which is reasonable."
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General Havoc
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#29

Post by General Havoc »

Name: Yngvar Ironscream

Chapter: Space Wolves
Speciality: Assault Marine
Demeanor: Proud
Past: Wolf Tamer
Deed: Toe to Toe (+10 WS and Will vs Master enemies. Will test to avoid charging in squad mode)
Solo Mode: Wolf Senses (Re-roll all perception tests)

Squad Offense Mode:
Squad Defense Mode: Pack Tactics


Weapon Skill 60 (50)
Ballistic Skill 40
Strength 60 (40). Bonus 10
Toughness 40. Bonus 8
Agility 65 (50)
Intelligence 40
Perception 50
Willpower 30
Fellowship 45 (40)

Wounds: 22
Fate Points: 4
Insanity: 0
Corruption: 0
Renown: 6

Total XP: 1800
Spent XP: 1800


Gear:
Mark VI Power Armor (+20 Str, +10 Agi, AP 9 Body, 8 Else)
Gaultlets of Xirion (AP7 Arms, +10 WS, +5 Fel with Imperials)
Fury Like Lightning (+5 Agi, +1 Initiative)
Wolf Pelt (+2 Intimidation)

Bolt Pistol (2d10+5, Pen 5, S/2/-, 30m range, Clip 14)
Chainsword (1d10+3, Pen 4, Tearing, Balanced)
3x Frag Grenade (2d10, Pen 0, Blast 5)
3x Krak Grenade (3d10+4, Pen 6)
Combat Knife
Repair Cement
Jump Pack


Skills:
Carouse
Awareness
Ciphers: Chapter Runes
Climb
Dodge
C Lore Astartes
C Lore Imperium
C Lore War
Concealment
Drive Ground Vehicles
Intimidate
Literacy
Navigation Surface
Pilot: Personal
S Lore Codex Astartes
Silent Move
Speak High Gothic
Speak Low Gothic
Tactics Recon/Stealth
Tracking


Talents:
Catfall
Doubleteam
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses Hearing
Heightened Senses Sight
Killing Strike
Nerves of Steel
Quickdraw
Resistance Psychic Powers
Takedown
Toe to Toe
Two Weapon Melee
Unarmed Warrior
Unarmed Master
Unnatural Strength
Unnatural Toughness
Swift Attack
Last edited by General Havoc on Mon Aug 01, 2011 7:47 pm, edited 9 times in total.
Gaze upon my works, ye mighty, and despair...

Havoc: "So basically if you side against him, he summons Cthulu."
Hotfoot: "Yes, which is reasonable."
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Hotfoot
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#30

Post by Hotfoot »

Image
The current plan, as it stands:

Blue: Organized Demonstration with loyal Humans to gather Tau Ethereal presence.

Yellow: Military Center to be infiltrated with resistance aid, possible Tau Commander, leads to next step

Red: Confirmed Defense Tower infiltration by resistance

Orange: Additional infiltration sites, depending on position of Tau Military Deployments.

Black: Presumed path of Ethereal extraction from the demonstration

Green: Interception of Ethereal motorcade and redirection to local airbase for mission extraction.
Last edited by Hotfoot on Mon Aug 01, 2011 10:40 pm, edited 1 time in total.
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Karrick
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#31

Post by Karrick »

Known Tau assets:
Void-capable spacecraft (likely Orcas or Mantas) in the Aerodrome (along with pilots).
A commander in the HQ (potentially in a battlesuit)
Stealth suits in unknown strength
Skimmer tanks (Hammerhead gunships and devilfish APCs) in unknown strength
Unknown but presumably plentiful firewarriors


The resistance commander's contribution to your plan is as follows:

Resistance members can most likely pull some computerized shenanigans and slyly reprogram the defense towers. This would result in lower casualties amongst the resistance members involved, but is also easily reversible.

The alternative is having the resistance take the towers by force and hold them until overrun. This will buy you substantially more time, but will result in the deaths of most of those involved (either in the assault or subsequent investigations).

Of course, this is your show so if you've got modifications to the above feel free and I'll chip in with what the resistance is and isn't willing to do.

It'll take a few days to get the required personnel transferred around in a manner that would avoid suspicion and the demonstrations will need that time to build to sufficient intensity. However, everything seems to be coming together in the planning phase.


And no, Marcao, the resistance did not try to loot your booby trapped stealth suit. :grin:
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