Warhammer 40,000: Kill Team

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Re: Warhammer 40,000: Kill Team

Postby exalted » Tue Aug 05, 2014 9:51 am

Valtiel Wrote:I swear, if people start getting infected by Genestealers, everything must burn! Death by fire! :shock:


Reminded me about these little gems:

These Boots are Made for Walking by Confessor Coupland
Sisters of battle's combat chant is based on "These Boots are Made
for Walking" by Nancy Sinatra:


This flamer is made for purging.

You keep sinning when you should've be praying
you say you're loyal to him but confess
you've not been worshipping the emperor as a god
now some other deity is getting all your best

This flamer's made for burning, and thats just what it'll do,
one of these days this meltagun's gonna burn a hole in you

you keep flailin' when you should have been frying
and you keep moving when you have no head
you keep running when you should've been burning
death is the reward for heresy and you've just earned the right

This flamer is made for purging and that's just what it'll do,
one of these days this flamer's gonna spew flame all over you

you keep praying to what you shouldn't be praying
and you keep thinkin' you'll never get burnt hah!
i've just checked out one of the emperor's flamers
and when you show youself you are sure to burn

This Flamer is made for cleansing and that's just what it'll do,
one of these days this flamer is gonna torch the flesh off you

Are you ready girls? start purging!! (sound of flamers and meltas,
screams of the roasted)

Image
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Re: Warhammer 40,000: Kill Team

Postby Valtiel » Tue Aug 05, 2014 4:29 pm

That poem followed by that image... beautiful! :D
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Re: Warhammer 40,000: Kill Team

Postby Phoenixcz » Wed Aug 06, 2014 8:18 pm

Name: Codename: "Ash"
Race: Human
Gender: Female
Age: -Classified by the Emperor's Holy Inquisition and Officio Assasinorum-
Appearance/description:
Spoiler (click to show/hide):

Image

Bio:
Callidus Temple Assassin in the service of Ordo Xenos
-Other informations are classified by the order the Emperor's Holy Inquisition and Officio Assassinorum-

Attributes:
Agility: d8
Smarts: d6
Spirit: d6
Strength: d4
Vigor: d6

Skills:
Fighting: d8
Investigation: d6
Lockpicking: d4
Notice: d6
Persuasion: d6
Shooting: d6
Stealth: d8

Edges:
Mistress of deception: Callidus assassins prefer to use trickery and deceit to fair combat. They are skilled at impersonating others with the help of the drug Polymorphine and staying unseen in the shadows.
Martial arts: As they often aren't allowed to bring weapons or armor into the vicinity of their targets, Callidus assassins are highly skilled in unarmed combat.

Hindrances:
Living weapon: Her rigorous training left its effects on Ash's psychology. She doesn't even remember her own name, she's got problem interacting with people outside the mission requirements and she's trained to obey any orders from her superiors without questions or doubts.

Parry: 6 (2+ 4)
Toughness: 7 (2+ 3 + 2)

Equipment:
Synskin: All Assassins use Synskin, a protective ”spray-on” second skin which also feeds the Assassin counter-toxins to counter balance any foreign substance which gets into his body, making him immune to all non-alien toxins and substances. In particular the Assassin is still vulnerable to Tyranid toxins. The Synskin allows an Assassin to survive in vacuum for a short time. It is airtight, watertight and proof against most gases and all gas-borne toxins. (Mesh Armor with Enviromental Seal)

C'tan Phase Sword: C'tan phase weapons are all based around a metal blade of unknown composition that, through the use of highly advanced Necron physics, is capable of slicing through any object irrespective of its physical properties. Energy shields, armour and even daemonic bodies are no defence against a Phase Weapon. However, as the C'tan Necrodermis is made of the same metal and has the same properties, attacking a C'tan with a Phase Weapon disarms the attacker, as the metal becomes a part of the C'tan's Necrodermis shell. (One handed melee weapon, ignores protection, doesn't work against Necron and C'tan (based on modified power sword))

Neural Shredder: As a weapon it does not damage its target in the conventional sense. Nor can it be "targeted" at a specific enemy. Rather, it projects a wave of electromagnetic energy in the direction of fire. This wave is of the same frequency of the central nervous system, overloading brain and nerve receptors resulting in rather catastrophic effects on the creatures within the area of effect. Symptoms undoubtedly range from seizures and convulsions, leading to unconsciousness or even death. As a consequence of its rather specific design, the Neural Shredder is obviously useless against unliving material such as equipment and vehicles, though it passes directly through such objects as if they were not there. Therefore armour is of no protection against a neural shredder, neither are the operators of heavily plated vehicles, or the inhabitants of buildings. (One handed ranged weapon, ignores and can't damage non-living objects, can stun instead of killing (based on modified hand flamer))

Suffer not the Alien to live

=II=


edit: Yay! Finaly got to submit it without LoK forum sending me to login screen instead of posting or my computer crashing
If it takes me two weeks or more to respond to a RP without prior notice, send me a PM. It's more likely I've missed the last post, forgot or got distracted and need a little reminder rather than deciding to drop the game without warning.
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Wed Aug 06, 2014 11:05 pm

Phoenixcz Wrote:Name: Codename: "Ash"
Race: Human
Gender: Female
Age: -Classified by the Emperor's Holy Inquisition and Officio Assasinorum-
Appearance/description:
Spoiler (click to show/hide):

Image

Bio:
Callidus Temple Assassin in the service of Ordo Xenos
-Other informations are classified by the order the Emperor's Holy Inquisition and Officio Assassinorum-

Attributes:
Agility: d8
Smarts: d6
Spirit: d6
Strength: d4
Vigor: d6

Skills:
Fighting: d8
Investigation: d6
Lockpicking: d4
Notice: d6
Persuasion: d6
Shooting: d6
Stealth: d8

Edges:
Mistress of deception: Callidus assassins prefer to use trickery and deceit to fair combat. They are skilled at impersonating others with the help of the drug Polymorphine and staying unseen in the shadows.
Martial arts: As they often aren't allowed to bring weapons or armor into the vicinity of their targets, Callidus assassins are highly skilled in unarmed combat.

Hindrances:
Living weapon: Her rigorous training left its effects on Ash's psychology. She doesn't even remember her own name, she's got problem interacting with people outside the mission requirements and she's trained to obey any orders from her superiors without questions or doubts.

Parry: 6 (2+ 4)
Toughness: 7 (2+ 3 + 2)

Equipment:
Synskin: All Assassins use Synskin, a protective ”spray-on” second skin which also feeds the Assassin counter-toxins to counter balance any foreign substance which gets into his body, making him immune to all non-alien toxins and substances. In particular the Assassin is still vulnerable to Tyranid toxins. The Synskin allows an Assassin to survive in vacuum for a short time. It is airtight, watertight and proof against most gases and all gas-borne toxins. (Mesh Armor with Enviromental Seal)

C'tan Phase Sword: C'tan phase weapons are all based around a metal blade of unknown composition that, through the use of highly advanced Necron physics, is capable of slicing through any object irrespective of its physical properties. Energy shields, armour and even daemonic bodies are no defence against a Phase Weapon. However, as the C'tan Necrodermis is made of the same metal and has the same properties, attacking a C'tan with a Phase Weapon disarms the attacker, as the metal becomes a part of the C'tan's Necrodermis shell. (One handed melee weapon, ignores protection, doesn't work against Necron and C'tan (based on modified power sword))

Neural Shredder: As a weapon it does not damage its target in the conventional sense. Nor can it be "targeted" at a specific enemy. Rather, it projects a wave of electromagnetic energy in the direction of fire. This wave is of the same frequency of the central nervous system, overloading brain and nerve receptors resulting in rather catastrophic effects on the creatures within the area of effect. Symptoms undoubtedly range from seizures and convulsions, leading to unconsciousness or even death. As a consequence of its rather specific design, the Neural Shredder is obviously useless against unliving material such as equipment and vehicles, though it passes directly through such objects as if they were not there. Therefore armour is of no protection against a neural shredder, neither are the operators of heavily plated vehicles, or the inhabitants of buildings. (One handed ranged weapon, ignores and can't damage non-living objects, can stun instead of killing (based on modified hand flamer))

Suffer not the Alien to live

=II=


edit: Yay! Finaly got to submit it without LoK forum sending me to login screen instead of posting or my computer crashing


Approved
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Fri Aug 08, 2014 4:38 pm

Since we have enough characters for a single team I'll be posting the first IC thread sometime Monday, if your still creating a character and wish to be considered for the first group please submit a character by Sunday. If your not put into the first group just wait a little while, you'll either be added to that one later or put in the second group when there is enough interest. I'm also interested in hearing whether or not the second team would rather wait for a full 4 players or jump right in with 3 players and an NPC in case there's no more applicants.
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Re: Warhammer 40,000: Kill Team

Postby DomJoe » Tue Aug 12, 2014 5:36 am

Hey Hazard, any news on the IC thread?
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Re: Warhammer 40,000: Kill Team

Postby Gorbaz » Mon Aug 18, 2014 6:57 pm

Considering trying to assign time back to these boards, and this looks like it could be interesting. I have 3 ideas, but one of them would be... extreme :P

First off, a Vindicare assassin. Quiet, task-focused, and stays at a long range
Second, a grizzled pit-fighter indentured servant. All about hacking things up in melee with cybernetic arms!
Third (and the one least likely to go with given what I have read) Ork Mekaniak. I like Orks XD

So yeah. I'll try and get something written and, if this takes off, may well be able to keep up

***

It's early, so I'll put this here and finish it later should extra characters be required

Spoiler (click to show/hide):

Image


Name: Faye
Race: Human
Gender: Female
Age: 24
Description (pictures acceptable): Young, well toned body half-covered in gang tattoos. Right forarm has been amputated and replaced with a cybernetic arm tipped with an industrial saw. A single Lobo-chip stud sits above her left eye
Bio(Optional but recommended): Growing up in a hive city, Faye lived her entire life never seeing the outside world. She had always proved to have quick fingers as she had a habit of obtaining other people's things and, before long, she got involved with one of the local gangs. She spent two years with them, getting more and more tattoos on her body as she performed more gang activities - including sleeping with the gang leader. Then, on one job they ran afoul of the local Arbites, and Faye was taken into custody. She was quickly tried, found guilty of thievery and gang activities, and sentenced to repay her debt in the fighting pits. To this end she was cybernetically enhanced to make her more deadly, and cranial implants to maximise her aggression to make for better sport. Three years after, and with only her name left to her, she was finally released from servitude when another gang raided the pits, and she left in the ensuing chaos.
Agility: d8
Smarts: d4
Spirit: d4
Strength: d8
Vigor: d6
Skills:
Fighting - Agility: d12
Intimidation - Spirit: d6
Shooting - Agility: d4
Throwing - Agility: d8
Repair - Smarts: d4
Edges:
Impant weaponry - Her right forarm has been replaced by an industrial saw. It is impossible to disarm her without physically removing her arm
Pit Fighter - Bonus to combat when one-on-one in a confined area
Hindrances:
One-hand - She only has one fully-dexterous hand, making any tasks that require two very difficult

Parry: (2+ 6 + Weapon bonus or shields.)
Toughness: (2+ 3 + Armor)
Equipment:
Primary: Industrial saw - single hand (chain) weapon
Secondary: Stub gun
Armour: Mesh
Accessories: Explosive Stub rounds, Mechanical repair kit, Reinforced industrial saw
Last edited by Gorbaz on Wed Aug 20, 2014 7:18 pm, edited 1 time in total.
One way, or another, I'm going to find you, I'll get you, I'll get you!
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Wed Aug 20, 2014 5:22 pm

Gorbaz Wrote:Considering trying to assign time back to these boards, and this looks like it could be interesting. I have 3 ideas, but one of them would be... extreme :P

First off, a Vindicare assassin. Quiet, task-focused, and stays at a long range
Second, a grizzled pit-fighter indentured servant. All about hacking things up in melee with cybernetic arms!
Third (and the one least likely to go with given what I have read) Ork Mekaniak. I like Orks XD

So yeah. I'll try and get something written and, if this takes off, may well be able to keep up



I'll review your character when its done but I'm open to all three possibilities. If you do decide to submit an ork I'll need it sent through PM's first.

Also to anyone who has messaged me about a character or claimed a reserve spot if your still making a character please PM me so I have a guess at how many people are still interested.
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Re: Warhammer 40,000: Kill Team

Postby Gorbaz » Sat Aug 23, 2014 9:41 pm

So... am I good to go for getting written in at some point?
One way, or another, I'm going to find you, I'll get you, I'll get you!
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Sat Aug 23, 2014 9:47 pm

Gorbaz Wrote:So... am I good to go for getting written in at some point?
Yes your approved I'll probably add you to the first kill team at some point since I'm not sure where Knightvanilla has gone.
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Sun Aug 31, 2014 9:04 pm

A few quick notes, I'll be posting a status sheet either in the thread or here in the OOC showing all the party members current ammo, wounds and any long term injuries after the party finishes the daemon encounter. It will also have a list of Upgrade points awarded to Kill team one for finishing the Archives, I'll put the list of upgrade options here for quick reference so start thinking about what upgrades you might want for your characters.

Advancement
As Kill team members complete objectives they will earn upgrade points which may be spend on the following.
1. Gain a new Edge
2. Increase a skill that is equal to or greater than its linked attribute by one die.
3. Increase two skills that are lower than their linked attributes by one die each.
4. Buy a new skill starting at d4.
5. Increase one attribute, this may only be done once every 4 upgrade points.

So far the only permanent status effect will be Odessa's new phobia of daemons which you can RP in any way you wish Valtiel, just keep in mind any actions against daemons will now suffer a penalty as a result. Its basically like having a new hindrance on your character sheet without the benefits of an edge.

I have not been able to contact Knightvanilla so for now his character is an NPC with Faye. If he shows up again he'll take over again.
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Re: Warhammer 40,000: Kill Team

Postby DomJoe » Sun Aug 31, 2014 9:11 pm

I'm beginning to wonder if Dispel would actually close that portal if it worked... then again Odessa needs to get free first before we try that.
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Re: Warhammer 40,000: Kill Team

Postby DomJoe » Mon Sep 08, 2014 10:44 pm

Hate to double post, but I don't think we're waiting on anyone for this next post, are we?
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Mon Sep 08, 2014 11:24 pm

No I was busy yesterday, I'll get a post up within a few hours.
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Tue Sep 16, 2014 9:20 pm

I'll get another post up sometime tonight.
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Wed Sep 17, 2014 4:35 am

Character Status

Odessa
Plasma Pistol Ammo 8/10, 2 extra Magazines
Wounds 3/3
Phobia of Daemons acquired, Mark of Fear(Cosmetic deformity of your choice)
+5 Advancement points

Rosette
Boltgun Ammo 16/20, 2 extra Magazines
Bolt Pistol X2 Ammo 8/8, 4 extra Magazines
Flamer 2/3
Wounds 3/3
+4 Advancement Points

Alanis
Stub Automatic 5/9, 2 extra Magazines
Wounds 3/3
+4 Advancement Points

Ash
Neural Shredder 9/10
Wounds 2/3 -1 to all tests until healed
+4 Advancement Points


Gorbaz and Knights characters haven't had anything to really keep track of so far so I wont list them. Anyone with advancement points may spend them now. While you can take anything available on the list of advancements I recommend it be something relevant to the last few events.
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Re: Warhammer 40,000: Kill Team

Postby DomJoe » Wed Sep 17, 2014 4:45 am

Alanis was forced to let go lest she be pulled into the abyss along with her companion... Ash and Odessa now stood in the sublevel of the archives which seemed to be rapidly crumbling from some great impact above.


I think you mean Ash and Alanis, in this sentence?

Advancement suggestions for Alanis:
increase Agility to d8
increase Shooting and Fighting to d8
Edge- Psyker Adept: Increase maximum Psyker Points by 5. Can be taken multiple times
New Psyker Power: Shadow Bolt (Bolt-Dark)- Alanis fires up to 3 bolts of darkness at enemies.
Last edited by DomJoe on Wed Sep 24, 2014 12:27 am, edited 1 time in total.
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Wed Sep 17, 2014 5:02 am

Yes I did put the wrong name there, I'll go edit that shortly.
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Re: Warhammer 40,000: Kill Team

Postby exalted » Wed Sep 17, 2014 7:07 am

Rosette Upgrades:

Smarts: D6

Shooting: D8
Fighting: D8

New Skill: Stealth - D4

My original character sheet is amended.
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Re: Warhammer 40,000: Kill Team

Postby DomJoe » Tue Sep 23, 2014 2:20 am

We still need posts from Phoenixcz and Valtiel, as well as upgrades from them. As for upgrades, I would like to know if my upgrades are acceptable.
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