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Only War: Imperial Legionnaires (OOC)

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Only War: Imperial Legionnaires (OOC)

Tips: 0.00 INK Postby The 275th on Tue Jul 07, 2015 12:56 am

In the 41st Millenium, Mankind is beset by War.


The Imperium of Man stretches across the stars, bloated by thousands of years of conquest, and crippled from within and without.

Deadly bands of innumerable Orks plague worlds across space, looting, pillaging, and destroying all in their wake.

Enigmatic and cunning Eldar make precision strikes against Imperial worlds for their own unknowable designs.

The horrifying Tyranid Hive-Fleets, from beyond the known Galaxy, descend upon and consume entire worlds with no purpose but to feed.

Chief among the enemies of Man are the legions of Chaos; Seeding worlds with foul purpose and turning man against itself.


Forming the front line against the myriad threats that threaten to ruin Imperial life within the galaxy are the Imperial Guard; numbering in the trillions of regiments, each with thousands of soldiers, armed with potent weaponry and with the full support of the Imperium, these soldiers face every threat against the Imperium with stoic faith.



In Only War you will not be one mere soldier facing the innumerable enemies of Man alone; instead, you will be among many, forming a squad that is only one of hundreds that form up the Regiment as a whole. Your squad will fight alongside the mighty war machines of the Adeptus Mechanicus, charge into the fray with Imperial Clerics, and be supported by the arcane ministrations of Sanctioned Psykers.

Your enemies will be strong, fast, cunning, and endless. You will die. But in your death you will find solace in the light of the God Emperor, and know that your Regiment will carry on.




So welcome to Only War: Imperial Legionnaires. In this RP you will be taking control of several characters that help make up a squad within a regiment of the Imperial Guard. As mentioned above, Death is not easily deterred in this life; it's likely that any character, no matter how lovingly crafted, will meet a gruesome and untimely end at some point during this campaign.

Be it from a glorious charge into the enemy ranks, a well guided sniper finding you without protection, or the initial landing simply not going in your favor, you will die. But that is why multiple characters are not only encouraged, but almost mandatory; very few characters will want to operate on their own, and fewer still will be allowed to.

How to Play


This will be a play-by-play RP done on the forums. As such it is a courtesy to allow the other players to get posts in as well.

There will be times where you have no characters left, either due to death or injury. There will be assignments that only certain types of squads will be able to undertake; if everyone is built around the same purpose then down-time for such players will be few and far between, but it is not to say there will not be moments where your characters do not have any action ahead for some time. I (as the GM) will try to make such times short, but the ways of War are often difficult to predict.

The first step will be constructing the Regiment that the players are a part of. For you, this is mostly cosmetic and background; being from a Hive world with a Mechanized regiment means you will have familiarity with massive crowds and vehicle basic maintenance rites. As opposed to an Agri-worlder in a Light Infantry Regiment, who will have little knowledge and resources to help them survive the coming horrors.

For me, it will also determine the basic state of mind from your myriad companion soldiers, as well as your starting equipment and a variety of other factors.


Regiment Creation


The process of Regiment creation is multi-tiered and is something that the players will need to agree on. As such we'll be putting it to a vote.

If the vote ties, then things will be a bit different, having a Mixed Regiment. If that happens then there will be some additional backstory as to how the units became mixed, but that's a bridge we'll cross when/if necessary.

There is also the possibility that a character may be from an Auxiliary; a specialist attached on a Squad level to assist with specific details. This will only happen if the Primary Regiment and the potential Auxiliary mesh well enough. Drop Infantry Auxiliaries wouldn't work very well with Siege infantry, that is by nature deployed in static formations for months or years at a time. On the other hand, it could function with a Close Assault Regiment, providing assistance behind enemy lines during the fury of battle.


Vote on the following; One vote per category.




NOTICE: It occurs to me after writing all this out that it may be a bit much. I'm going to leave it for now until I get some feedback on it.




Home World/Origins - This determines what kind of world your Regiment was raised from, naturally; this is in most cases their home world.

Death World - A Death World is by its very nature hostile to Human life. Be it immense carnivorous flora or fauna, toxic atmosphere, or intense geological phenomena, life on a Death World is as its name implies- Deadly. Regiments raised from Death Worlds tend to be extremely xenophobic, and slow to trust even other Humans. They also have a tendency to lack discipline, but are well known to be able to survive the worst the galaxy has to throw at them.

Fortress World - Fortress Worlds are purpose-built from the ground up to withstand assault by hostile forces. Trained to shoot before they can walk, Fortress Worlders are well disciplined and hold honor and loyalty high. As expected they are well-versed in the ways of war.

Highborn - Highborn are those whose families have amassed great wealth and privilege. Most frequently a Highborn regiment will be raised for such families to show their worth to the God Emperor; and as such their children will be trained early for the sole purpose of sending them to fight in their honor. Highborn Regiments often find themselves leading the final charge to victory, and hold themselves above 'lesser' regiments.

Hive World - Hive Worlds are planets seeded with immense populations, numbering in the trillions at times. Hive worlds do not raise a single Regiment when the time comes; they can potentially pump out thousands at a time, with not too much care spent on the character of those sent to serve the Emperor's cause. Hive Worlds are dangerous in their own rite however, with gangs and mutants being common troubles.

Imperial World - An Imperial World is a classification given to those with no real discernible purpose outside general habitation and survival, and they form the bulk of the Imperium of Man's holdings. Despite this lack of specialization, Imperial World citizens are no less capable than any other. Less learned and more indoctrinated to fear and kill Mutants, Xenos, and Heretics, they are blank slates suited to perform any task.

Penal Colony - It is a fact that not every crime can be met with a summary execution; and there is labor to be done. Criminals are sent to Penal colonies, and those that survive in such places tend to be opportunistic and ruthless. At times, when a Colony has too many residents or if a crucial war has need of more forces, a Penal Legion will be raised. Full of hardened criminals, murderers, and the insane, these forces are given some of the most dangerous assignments almost out of principle. Clerics, Commissars, and other auxiliaries are commonplace to keep them in check.

Penitent - Those who see themselves as destined for martyrdom in the Emperor's Name often come together within certain factions, and at times they are recruited into the Imperial Guard. With unrelenting zeal and nearly no regard for their own safety, such regiments can form inspiring and deadly shock troops.

Schola Progenium - The Schola Progenium is an academy for the best of the best; Be they wealthy or poor, if a man or woman is found to be of great skill and sharp intellect they will be sent to the Schola. They are there shaped and directed for years, drilled into with mental and physical discipline, and mustered out as a very dangerous force, from which the deadliest of Imperial Guard can claim to be.

Agri-World - Home to industrial-scale agriculture, these planets will often-times produce food for dozens of worlds around it. Despite its use, the Imperial Tithe demands manpower from all worlds, and the Agri-world is no exception. Agri-worlders tend to be naive to the horrors of the galaxy around them, and oftentimes the first engagement will be their last; but those that survive show a hearty resilience to War, and grow to become valuable Regiments like any other.

Feral World - Not quite as terrible as a Death World, Feral Worlds are nevertheless dangerous and unruly when compared to others within Imperial society. The defining feature of the Feral World Imperial is that they are closer to their planet's temperament than might be initially apparent. Brutal and seldom well-versed to dealing with technology, a Feral World Regiment will usually be on the front lines.

Feudal World - Feudal Worlds are those that have yet to be fully introduced to the technologies abundant to the rest of the galaxy. Often considered to be any tech-level lower than the use of Las-weaponry, the most common Feudal worlds may be pre-gunpowder. A Regiment raised from such a world will usually carry their combat style forward with them, be it by mounted cavalry charges, or assaults on foot with blade and shield.

Forge World - The homeworlds of the Adeptus Mechanicus, the people of these planets tend to be highly intelligent technomats or stoic forgeworkers. Engineers and craftsmen, they bring their knowledge of the arcane machinery to the Imperial Guard.

Frontier World - Frontier worlds, like Imperial Worlds, form a great bulk of Imperial holdings; the difference being that these may have only been colonized within the last few centuries. Those who live on frontier worlds tend to be hardier than other Imperial citizens, and are used to operating on their own, practically outside of normal Imperial society.

Mining Colony - Mining colonies can be on any kind of world, be they a frozen husk or an asteroid belt. Regardless, they tend to be the same for those that work them; dark, cramped, and full of tunnels. Regiments raised from such conditions make excellent sappers and close quarters combatants.

Lathe Worlds - The Lathe Worlds are found in the Calixan Sub-Sector, but the Regiments raised from them are found in many of the nearby sectors as well. Forge Worlds in purpose and function, the Lathe Worlds are unique in the potential use of integrated weaponry in their soldiers. Beholden more to the Omnissiah, the Machine God, than to the Emperor, they are at times looked upon poorly by Emperor-fearing citizens; but their capabilities are undeniable.

Ogryn World - Ogryns are abhumans who long ago found their colony ships landing on worlds so inhospitable to normal Human life that through generations of bare survival, they have evolved to exist in extremely hostile conditions. They are immense when compared to a true Human, and tend to be dim-witted; but they are immensely powerful, and many Imperial Guard Regiments use them as shock troops due to their sheer resilience and devotion to the Emperor.

Post-Cataclysmic World - Be it the residual effects of an Ork Waaagh! or a Tyranid Hive Fleet invasion, some kind of geographic catastrophy, or an Inquisition initiated Exterminatus, these kinds of worlds have been- by normal Imperial standards- rendered inhospitable, and in many cases, Dead. But those that survived tend to have a devotion to their world, and so life will sometimes go on. In cases where enough people are found to still be surviving on such a world, they will at times be formed into a Regiment; after all, if they or their ancestors survived whatever terrible fate befell their home, then surely they will find use pitting that survival against the Enemies of Man.

Ratling World - Ratlings are another brand of Abhuman; unlike Ogryns, being large and stupid, Ratlings tend to be short and cunning. Their worlds usually are similarly difficult for normal humans to survive on, but they exist within a massive network of tunnels that helped shape them into the creatures they are now. Many humans do not appreciate Ratlings as they do Ogryns, on account of their propensity for thievery and tricks; but they are incredible snipers, and tend to be good cooks as well, capable of making a healthy and appetizing meal out of almost anything.

Shrine World - A Shrine World is a world that has been given over completely to the God-Emperor, often used to construct immense monuments to His glory, or to prominent Prophets, Martyrs, Saints, and other such figures. Those that come from such worlds rival the Penitent in terms of devotion and zeal, but with the added benefit that they are fighting for more than just the God-Emperor, but for the honor and glory of a local Saint as well.

Void Born - Within the Imperium of Man there are countless worlds; but forming connections between them are massive Chartist vessels, space stations, and other satellites that exist within the Void. Those born in such conditions are 'weird' by Imperial standards. Born in the Warp, so close to Chaos, they live charmed lives.


Regiment Type
- This will determine what kind of Regiment the players come from; ideally it will match with their world type to SOME degree, but it's not unheard of for a Feudal World to have a Drop Troop regiment.

Armoured Regiment - Armoured regiments are often used to punch through enemy lines with powerful and swift tanks and support machines. Each squad is redisignated as a Tank crew in such regiments.

Reconnaissance Regiment - Recon forces operate ahead of any advance, and in the Imperial Guard that puts the Reconnaissance Regiment at a very important position. In addition they are used for ambushes and running material, troops, and other such things to other positions. Members of such forces are often equipped with scout walkers or armored transports.

Drop Troops - The rare Drop Troop is a regiment that many men consider to be full of the mad. Usually equipped with the bare essentials to survive behind enemy territory, such regiments will be sent in from above to assault enemy positions with Grav-chutes, usually dropped from high above the battlefield.

Hunter-Killer - Considered to be glory hounds and reckless renegades, Hunter-Killers are equipped with walkers or light tanks and expected to charge enemy vehicles, bringing them down with swift hit-and-run attacks.

Light Infantry - Light Infantry see many uses ranging from stealth recon to combat flanking maneuvers. Less well equipped than most other types of regiments, Light infantry tend to rely more on subterfuge than force.

Line Infantry - The basic infantry of choice for any engagement; Line Infantry see combat all over the Imperium, and are the units that see the most of it. They are in essence the backbone of any force.

Mechanised Infantry - Less common than Line Infantry, they are nevertheless a commonly used force within the Imperial Guard; functionally very similar to Line Infantry with the addition of Chimera APCs and sufficient training to use them.

Siege Infantry - Similar in formation to Line Infantry, Siege Infantry are of a different mindset altogether; where Line Infantry do everything, Siege Infantry are expected to do two things: Hold the line, and dismantle the Enemy line.

Artillery Regiment - Artillery fights with immense indirect firepower, ranging from the comparatively close-range mortars, to the widely used Manticore missile platform, up to the thundering Basilisk long-range cannon. Hated and loved by other Regiments, Artillery is usually at the end of the day well received.

Guerrilla Regiment - Similar in practice to Light Infantry, these regiments are more directed towards the specific goal of ambush and destruction.

Grenadiers - Highly trained in shock tactics, these regiments will operate either on their own as a heavy-hitting assault force, or back up less well equipped regiments on a large push. Well armoured and equipped with the titular grenade launchers, they are a force to be reckoned with.

Heavy Reconnaissance Regiment - An innocuous name for a surprisingly deadly arrangement; Where Reconnaissance regiments will get one vehicle per squad, a Heavy Recon Regiment will see every soldier piloting a scout combat walker towards the enemy. Effectively heavily armed and armoured cavalry, efficient tank hunters and usually slightly touched in the head, these Regiments burn bright and fast.

Rough Riders Regiment - Literal cavalry, usually mounted on horseback or some other manner of domesticated war beast. Despite the seeming fault of lacking the armoured force of a Sentinel, or the firepower of a rocket launcher, a Cavalry charge with proper support is surprisingly effective. These regiments also make very efficient scouts, and show great survival aptitude in many conditions.

Close Assault Regiment - A rare, but highly effective Regiment when deployed correctly; Close Assault deals with just as their names imply, getting in close to the enemy and wreaking havoc on them. Either with short-range projectiles such as shotguns or Meltas, or armed with simple but efficient melee weapons, they are ruthless and effective.

Mechanised Reconnaissance Regiment - A step above the Reconnaissance Regiment, these units use a Salamander Reconnaissance tank as opposed to the generally used Sentinel.

Rapid Reconnaissance Regiment - Similar to the Heavy Reconnaissance Regiment, Rapid Recon swaps out the Sentinel Walker for a four-wheeled Tauros Assault Vehicle.

Salvage and Recovery Regiment - The closest the Imperial Guard gets to non-combatant positions, the Salvage and Recovery Regiment is dedicated to the retrieval and repair of broken, disabled, or remotely recoverable machines of the Mechanicus. As such they usually operate in close cohesion with the Techpriests.

Super-Heavy Armoured Regiment - When all else fails, the Super-Heavy Armoured Regiment is called in; armed with the immense Baneblade tank, each unit has the power of an army at its command. Very slow but armed and armoured in spades, the Baneblade is a force sent in to herald the beginning of the end for the enemies of Man.







I'll put up the Character template and 'class' options later. For now anyone who wishes to join, vote on the World type and Regiment type and we'll go from there.

Any flavour or background for the world, feel free to talk about. Your Regiment will be newly raised, putting you all at 'green' status effectively.

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The 275th
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Re: Only War: Imperial Legionnaires (OOC)

Tips: 0.00 INK Postby The 275th on Tue Jul 07, 2015 11:29 am

Special Modifiers


In addition to the Regiment and Homeworld, there are some special modifiers that can determine what kinds of equipment everyone has access to as standard kit.

One of the major elements of the Imperial Guard is that you are supposed to have everything you will need from the start- but particularly expensive gear or otherwise specialized equipment is less often provided. As such certain special permissions can be granted, usually to those Regiments that already have some drawbacks that means they might require such things, or perform especially perilous tasks.

Some of these are also special training regimens that the unit as a whole is expected to observe.

If any of these are wanted I'll put more details on what kind of specific benefits or detriments they incur. Again these are things that will more or less need to be agreed on by the party as a whole.




Training Doctrines

Close Order Drill
Die-Hards
Favoured Foe
Hardened Fighters
Iron Discipline
Sharpshooters
Survivalists
Anti-Aircraft
Anti-Armour
Close Quarters Battle
Heavy Lancers (Rough Riders Only)
Infiltrators
Skirmishers
Crusaders
Defenders of the Faith
Defenders of the Omnissiah
Demolitionists
Sappers
Snipers


Special Equipment

Augmetics (Cybernetics)
Chameleoline (Stealthy stuff)
Combat Drugs
Demolitions
Scavengers
Warrior Weapons
Well-Provisioned
Cavalry Mounts
Covert Strike
Electro-Vox Warfare (Vox = Communications)
Forward Observation
Vanguard
Automated Artillery
Bonded to the Machine Cult
Cyber-Enhanced
Breachers
Ogryn Weapons (Only necessary for Ogryn players)
Reliquary
Sabre Battery
Servitor Accompaniment


Regimental Drawbacks

Cloud of Suspicion (From higher powers)
Condemned
Cult of Chivalry
Dishonoured
Doomed
Honour Bound
Incompetent Leadership
Lost Home World
Mistrusted
Poorly Provisioned
Regimental Rivalry (With another local Regiment)
Scarred by Loss
The Few
Conscripts
Iconoclasts
Primitive
Tainted
Traitors
Warp-Delayed (Refers to Logistics)





Voting Template


Code: Select all
[b][center]World/Origin Vote:

Regiment Type Vote:

Training Doctrine Vote(s):

Special Equipment Vote(s):

Regiment Drawback Vote(s): [/center][/b]




Character Creation


The process of character creation is somewhat less involved than making the Regiment as a whole, and allows a little more leeway.


Classes

There are two primary class trees within the Imperial Guard; Guardsmen and Support Specialists. Each class gets additional starting equipment, on top of their usual kit.


Guardsmen form the rank and file of every regiment, from the greenest grunt to the combat specialists, medics, or Sergeants.

- Heavy Gunner: As the name implies a Heavy Gunner deals with large weapons most of the time; this can be anything as simple as a Heavy Stubber (solid-projectile weapon), to a Las-cannon or a Heavy Bolter. Additional Starting Gear: Missile Launcher or Heavy Stubber or other Heavy Weapon (Ask for details.)

- Medic: Also self-explanatory; the Medic operates at the front trying desperately to save allied lives more than take those of the enemy. Additional Starting Gear: Diagnostor, Injector, Medikit

- Operator: Unlike most, the Operator is less leery of the strange technology of the Machine Cult. Operators are those who will usually be driving any vehicles that the squad may need to use. Additional Starting Gear: Auspex/Scanner, Mind Impulse Unit (For linking with certain vehicles), Combi-tool, data-slate, Lascutter

- Sergeant: The leader of a given Squad in most cases, Sergeants are bold and strong, and will usually be leading the charge into combat. Sergeants, whether they are combat veterans or just a touch more experienced than the rest of the Founding, are usually trained to handle a variety of weapons, including melee. Additional Starting Gear: Las-pistol and Chainsword

- Weapons Specialist: Considered to be the "average" Guardsman, Weapons specialists perfect the use of their primary weapon- often the ubiquitous Lasgun- and will often be well versed in other weapons as well. Additional Starting Gear: 4 Frag or Krak (Anti-vehicle) Grenades, Lasgun, Flamer, Shotgun, OR another basic weapon.


Support Specialists are the all-encompassing group of support personnel for the Guard, and perform a variety of tasks.

- Commissar: Commissars are auxiliary attachments that are, officially speaking, Morale officers. In truth the appearance of a Commissar in the ranks is something few Guardsmen are happy to see. In the face of the terrors of the enemy, the Commissar is the terror in the ranks, dispensing brutal death upon the enemy- and executing friendlies if their resolve is shattered. They are ever vigilant and ensure that every Guardsman takes care of himself and his kit, and serves the Emperor to the end. Additional Starting Gear: Chainsword, Bolt Pistol, Commissariat Uniform

- Ministorum Priest: A Priest is incredibly devout to the Imperial Cult, and within the Imperial Guard, finely trained combatants. They perform the role of priest and confessor as well; and on some occasions, they perform ceremonies for the lost. Most of the time they are at the front lines, preaching loudly and strongly and inspiring the mean to feats of bravery, ready and willing to burn or cut away the foul treachery of the Ruinious Powers, Xenos, and Heretics. Additional Starting Gear: Ecclesiarchy robes, Flamer, Chainsword, Book of Scripture

- Ogryn: Ogryns are huge, powerful abhumans that generally serve as shock troops. Usually at least twice as tall as the average Guardsman, they are incredibly resilient, if fairly simple minded. Often used in dedicated Ogryn squads as shock troops, they are occasionally attached to other squads as truly immense muscle. Additional Starting Gear: Ripper Gun (Big shotgun), 2 Ogryn Frag Grenades

- Ratling: Similar to Ogryns in their origins outside of normal Imperial society and in no other way, these abhumans are short and stocky, and remarkably clever. They are deceptive and tricky by nature, often surviving by stealing and gambling. Despite being looked on by most Imperials as a blight on society, they make excellent scouts, snipers, and cooks. Additional Starting Gear: Long-las or Sniper Rifle, Telescopic sight, chameleoline cloak.

- Sanctioned Psyker: Feared in any circle of society as much as by their enemies, the Psykers of the Imperium have incredibly hard lives. Capable of channeling the powers of the Warp, they can use their abilities on the enemy to wreak great havoc, or their allies to heal and inspire bloodthirsty rage. But these powers come at great cost; decades of their early lives spent enduring the harshest punishments for the crime of being psychically attuned, they seldom have anything regarding a normal 'social' life. In addition, at any moment the Warp could break their barriers and manifest itself of its own accord; chilling the air or causing a mysterious breeze, or at its worst, devouring the Psyker whole and leaving a Daemon in his place. Additional Starting Gear: Data-slate, Psy Focus item, Staff

- Storm Trooper: Trained from youth and sent to the Schola Progenium, Storm Troopers are warriors from the start, ever ready to serve the Imperial Guard. They are the Elite, and as such they receive the highest support of the Munitorum. Their standing places them at odds with the regular Guard at times, but in the middle of combat few can claim to be disappointed to see a unit of Storm Troopers eliminating everything in their path. Additional Starting Gear: Hot-shot Lasgun, Storm Trooper Carapace Armour.

- Tech-Priest Enginseer: Wearing their crimson-red Mechanicus robes and often heavily augmented, Tech-priests stand out quite conspicuously among the rest of the Guard. Blunt and unfeeling to most 'human' needs, they spend their time caring for the Machine Spirits of the Imperial Guard's vast store of weapons and vehicles. As combatants their primary function is to care for the vehicles in the midst of battle, rushing out to initiate emergency repairs or bring a rampant machine back under control; but they can also perform offensive roles, providing their vast knowledge to bring down hostile machines and fortifications. Additional Starting Gear: Sacred Unguents, Dataslate, Combi-tool, Utility or Ballistic Mechadendrite (Mechanical back-mounted arm)





Character Sheet


Code: Select all
Name:

Code Name:

Sex:

Height/Weight:

Distinguishing Marks:

Origin/Homeworld:

Soldier Class:




Standard Kit list will be determined after Regiment and any special doctrines/equipment are selected.

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Re: Only War: Imperial Legionnaires (OOC)

Tips: 0.00 INK Postby MayContainPlagiarism on Tue Jul 07, 2015 11:54 am

World/Origin Vote: I don't really care

Regiment Type Vote: Drop soldiers

Training Doctrine Vote(s): Drop soldiers?

Special Equipment Vote(s): I don't really care

Regiment Drawback Vote(s): Cult of Chivalry?

--
Name: Cassandra Rascal

Code Name: Swampfox? Duster? Dirtpie?

Sex: Female

Height/Weight: I don't know what the averages are. Probably ~6 feet unless that's too short

Origin/Homeworld: Deathworld

Soldier Class: Commissar

--

Name: Simon (lastname)

Code Name: *shrug*

Sex: Male

Height/Weight: Same as above

Origin/Homeworld: Scholar world

Soldier Class: Cleric
Do you feel like you're a bad writer? PM me, and let's talk about it. :)

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Re: Only War: Imperial Legionnaires (OOC)

Tips: 0.00 INK Postby Megaflash on Tue Jul 07, 2015 9:52 pm

Name: (Hidden)

Code Name: Grim

Sex: Male

Height/Weight: ~Average of 6’2”

Distinguishing Marks: Black line painted on right side of face, curving along the jaw

Origin/Homeworld: Forge World

Soldier Class: Tech Priest Engineer



Name: Derek Pen

Code Name: Bottles

Sex: Male

Height/Weight: 5’10”

Distinguishing Marks: Short hair, sharp jaw, annoyed look.

Origin/Homeworld: Frontier World

Soldier Class: Operator




World/Origin Vote: Any

Regiment Type Vote: Drop Troops

Training Doctrine Vote(s): Favoured Foes (Orks, or really, anything)

Special Equipment Vote(s): Servitor Accompaniment

Regiment Drawback Vote(s): Regimental Rivalry
I came onto the internet looking for some intelligent conversation, this is what I found.

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Re: Only War: Imperial Legionnaires (OOC)

Tips: 0.00 INK Postby Cienpher on Tue Jul 07, 2015 10:15 pm

I abstain from vote and defer to the others. I will vote if there needs to be a tiebreaker.



Name: Chayan Bail
Code Name: Remedy
Sex: Male
Height/Weight: 5'10"/152lb

Distinguishing Marks: Dark skin marred by pink scars along the throat, side, and left leg. Generally wears a scarf to cover the memory.

Origin/Homeworld: Post-cataclysmic World
Soldier Class: Medic



Name: Kyrie O'Connor
Code Name: Firefly
Sex: Female
Height/Weight: 5'8"/152lb

Distinguishing Marks: Bright red hair and a notched ear.

Origin/Homeworld: Penitent
Soldier Class: Heavy Gunner

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