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Darth SS 03-29-2004 11:42 PM

Warhammer 40k RP: (sign-up) (Take Two)
 
Yes, this is a revival. I’ve worked out a few kinks, and I hope this should make it more appealing. Now you get to play as three races instead of the one.


A bit of background is required. It's the forty first millenium. Mankind has spread across the star, and has grown so large that it's impossible to make any record of the number of people alive. So old, almost a legend, is the story of how it came to be.

One man, who is known only as The Emperor, basically built this all. It was built after the Dark Age of technology (Humans were on the ball-game, but suddenly they lost everything. Now only the techpriests of Mars can make machines) But one of his most trusted advisers started worshipping The Warp spawned (The Warp is basically the place between here and there. All psychic powers come from it.)Chaos gods, and turned on him. He took Space Marine legions (Space Marines are humans who were genetically modified to be super-humans. Live for centuries, three hearts, near impossible to poison, yadda yadda.) and started conquering the galaxy. During his final attack on Earth, when it seemed all was lost, Horus (the bad-dude) let down his shields on his flagship for a moment. The Emperor and his goons teleported on and kicked some Chaos ASS. Unfortunately, the Emperor was mortally wounded, and stuck on the golden throne. It's a machine that boosted his psychic potential exponentially, but put him into eternal slumber, started rotting his body, and requries human souls to function.

The remaining Space Marine legions were split into much smaller Chapters, and the remaining traitors fled to the Warp under the command of Abbaddon.


So....yay. Or something.

There’s three playable races. Space Marines (Esentially super humans) Sisters of Battle (Warriors nuns who are EXTREMELY deadly) and Imperial Guard (The basic human soldier.)

Space Marines can vary a bit through Chapters. For Chapters, go here http://home.swipnet.se/~w-57352/WH4...etails_main.htm pay special attention to the predecessor part. It determines any special or unique gifts your dude will have. For more chapters... http://www.visionpainters.2itb.com/...%20Chapters.htm


Note while reading this that Space Marines get 80 points to spend, as do SoB. Imp. Guard get 120 points to spend.

Darth SS 03-29-2004 11:43 PM

Space Marine options.

Okay, here’s the skinny. You’re automatically a super-human. Basically a really big guy. They tend to have spurts of their conscience interfering. Also, you’re near impossible to hide. You were bred to be near unstoppable, and not to be “human” They tend to find it difficult to express their feelings, have unexpected spurts of compassion, because they sacrificed their olds lives to become Humanity’s finest. These guys also live for hundreds of years by the way.

Armour types
Free~Power Armour- This is the stuff you always see Space Marines wearing. Extremely durable, it's made of ceramite plates that auto-react to the wearer and boost his strength. The helmet contains auto-senses to let the user smell, hear, etc as normal. It also insulates against all heat and chill, and encloses the wearer in basically a space suit. These things can go anywhere, and survie almost anything.

10 pts~Artificier Armour- Same as Power Armour, just as a much much MUCH highed quality. And as such, better. However, only the best heroes get this. So, if you choose it, you better be able to explain why.

20 pts~Terminator Armour- This stuff incorperates an exo-skeleton because it's so big. Same concept as Power Armour except it takes A NUCLEAR BOMB to kill these guys. More actually. There's actually a mention in one of the books, where someone shoots a Plasma Cannon (which is more powerful than a super nova!) at somebody in this, and they survive. Unfortunately, it makes the wearer so damn big that they're near impossible to miss, can't cope in confined spaces, and can't carry as many weapons as their brethren.



Also, for weapon details...

I'm only gonna' allow certain ones.

Bolters are basically massive machine guns that fire mass-reactive rounds. The round hits, senses the change in mass, and DETONATES. These'll rip you a new one. Available as a pistol, a normal, a heavier one, or a super heavy one. These are the traditional weapons of the Space Marines, and always the ones you see in the photos. Terminators can only have the Storm Bolter. (The Heavier one)
Bolter-Free
Bolt Pistol-Free
Storm Bolter- 5 pts (terminators get this free)
Heavy Bolter-15 pts.

Melta Weapons fire a stream of super heated gas so hot that it melts then evaporates almost anything. Only available as a Melta-Gun (about the same size as a bolter) or as a huge Multi-Melta. Terminators can only have the Multi-Melta.
Melta-gun- 10pts
Multi-Melta- 25 pts.

Plasma Weapons have a magentic containment field that holds a composite hydrogren-helium as it's super heated to the point it's as hot as a star. Then it gets shot out. These do tend to have a tendency to overheat and almost kill the user, but Space Marine power armour can usually cope with it. Pistol, Gun, or Cannon.
Plasma Pistol- 10 pts
Plasma gun- 10 pts
Plasma Cannon- 30 pts

Las weapons fire a bolt of superconcentrated light, effectively a laser from Star Wars. However, Space Marines tend to hate these things, so they'll only take one of the massive Anti-Tank cannons.
Lascannon- 20 pts.

Flamers are esentially a flamethrower. Except they use a super dangerous napalm gasoline cross. Oh, and it burns clean. When burning those demons, gotta' think of the environement. Comes as a normal tactical one, or a heavy flamer (that terminators can only take if they want flamers)
Flamer-5 pts
Heavy Flamer-20 pts.

Missile launchers are just that. Just extremely freaking destructive.
Missile Launcher-35 pts.


Ask about any of these, and I'll find you pictures.

Chainswords- Chainsaws as swords. Yah.
Chainswords~Free!

Power Weapons- These have an energy field that destroys all but the toughest armour. Always inside of a blade or something, so you can cut through armour. Terminators can have this.
Power Weapon- 10 pts.


Power Fists- Extremely slow and cubersome. These are basically a sleeve you put on that has a GIANT FIST on the other end. Extremely slow and cubersome, but if one of these hits you, you aren't going to stand up again. Terminators are automatically equipped with one of these (they get it free). You can't carry anything in that hand if you have one of these.
Power Fist~ 20 pts.



Force Weapons- Librarians (psychic guys, who'll I'll allow, but some others can take them too.) can only use these. It's basically a weapon that when inside of something, the user can send a psychic pulse and kill the victim instantaneously.
Force Weapon- 30 pts.


Lightning Claws- Just like a power weapon, except it incorporates the same technology as a power fist to make the ultimate stabbity joy. Only comes in pairs, and you can't carry anything else with those hands.
Lightning Claws- 15 pts.

Chainfist- A power fist with a chainsaw on it to carve through walls. Can't carry anything in this hand.
Chainfist-25 pts.

There are some specialty things you can take as well


Auspex- Somethign that automatically maps out an area, and lets you see the map.
~15 pts.

Hellfire rounds- A must have for the Deathwatch. These rounds are specially formulated and filled with a poison that's deadly to all aliens/
~5 pts.

Inferno Bolts- Just a more powerfully exploding bolter shot.
~10 pts.

Frag Grenades- Boom
~Free

Krak Grenades- Highly lethal gas.
~5 pts

Melta Bombs- What the-POP-*sir, the second level seems to be gone*
~15 pts.

Purity Seals- Guards agaist psychic attacks.
~10 pts

Annointed Weapon- Poisonous, but holy oils cover your weapons. Really good against Chaos.
~15 pts.

Assault Pack- A jump pack. This'd probably be REALLY stupid seeing as we'll use close-quarters lots, but hey. To each his own.
~20 pts.

These are prestige roles to make you more specialised. You may only take one.
Apocathery- The basic Medic ~15 pts
Techmarine- Technologically gifted ~10 pts
Devestator- Expert with heavy weapons. Better aim and stuffage ~15 pts
Terminator- Required for Terminator Armuor. Just means you're a vet. ~35 pts (that's how good those guys are)
Librarian- The psychic dudes. They really just can smite their foes psychically really. ~25 pts.

Darth SS 03-29-2004 11:44 PM

Sisters of Battle

Now for the break down…these are esentially warrior-nuns. They’re extremely devoted and ruthless. They feel no compassion for anyone that they fight, and are basically regular humans with Space Marine equipment. They’re an all girl fighting arm of the Inquisition. Also, they take vows to never be with any man except during times of war. And if they are found getting’ it on, their armour is taken, they’re shaved, have their eyes gouged out, their crimes written and stapled to their tongues, and are given giant two handed chainswords and told the only way to redeem themselves is to die in battl.e

Armour:
Power Armour-See Space Marines. This is the only armour the SoB can take.

Weapons:
Bolt Pistol, Bolter, Storm Bolter, and Heavy Bolter. See Space Marines.

Melta-gun. See Space Marines

Flamer and Heavy Flamer. See Space Marines.

Close Combat Weapon, Chainsword, Power Weapon, (See Space Marines)

Auspex, Frag Grenades, Krak Grenades, Melta-Bombs, Purity Seals, Annointed Weapon, Jump Pack. See Space Marines

Unrivalled Faith- The Sister prays to the Emperor, and commits some insane act of dasterdly do. Except with unusual success rates.
~15 pts.

Purified Torch- A torch that burns with incense. Somehow, anyone who doubts the Emperor is instantly and horribly gassed, burned, you name it.
~30 pts.

Purified Fuel- A holy napalm. More effective than most fuels. Requires a flamer.
~10 pts

Book of the martyrs- This contains the name of every martyr the sisters have ever known. Seeing that their sacrifice is doubted drives the sister into an uncontrollable rage, making them able to rival the Space Wolves in hand to hand combat. Unfortunately they forsake their ranged weapons for the time the rage lasts.
~20 pts

His Light will Shine On- Reciting this prayer drops the sister into a state of unnatural calm, seeming to even slow time around them. Their accuracy goes up, as does their speed temporarily, and they seem incapable of noticing such things as pain.
~20 pts.

Darth SS 03-29-2004 11:45 PM

Imperial Guard

The current common day soldiers? That’s these guys. Slightly better outfitted and all. Now, they seem to lose something in comparison to the other two races, except for one little thing…When you take control of these guys…You start with 10 of them at once. This is a lot how it works in the game too. Space Marines are a smaller hard-hitting force, the SoB are much the same albeit slightly bigger, but the Imperial Guard literally field 300 people AT A TIME. In a SMALL GAME.

So, your character is esentially the squad leader. Your squad can be customized to suit what you wish to do, but remember that these guys tend to be the weakest, so casualties are to be expected. But while the other two are hard and elite, these guys toss their numbers in.

Armour:
Flak Armour- Cheap, easy to produce. It covers your chest and back, and a helmet. That’s it. It’s one of the weakest armours, but has shown itself able to stop most projectile weapons. Excluding anything used by the Adeptus orders (The SM and SoB)

Carapace Armour- Power Armour scaled WAY WAY WAY down. Much better than Flak, but not near as good as Power.
~Commander: 5 pts
~Whole Squad (Excluding commander): 30 pts.

Weapons:
Lasgun- Nicknamed flashlight. A compressed and huper focused beam of light. Cheap, easy to produce. An effective weapon, and is painfully easy to recharge. Opening their power cells (Clips) to light or heat, or even tossing them into a fire recharges them.
Lasgun (Commander&Squad)-Free
Laspistol (Commander only)-Free

Hellgun- Esentially a lasgun, except more focused, and more powerful. They don't need to worry about ammo, because they usually carry a generator for it on their back. This is the favoured weapon of Stormtroopers.
~Squad, 15 pts.
Hellpistol (Commander Only) 15 pts.

Flamer; See space Marines (Counts as Cannon on wielder)
~5 for single man

Melta Gun; See Space Marines (Counts as Cannon on Wielder)
~5 for single man

Plasma Gun; See Space Marines (Counts as Cannon on Wielder)
~5 for single man.

Bolter, and Bolt Pistol; See Space Marines
~10 for single man.
~10 for Bolt Pistol. Leader only

Chainsword; See Space Marines
Commander Only, Free.

Power Fist: (See Space Marines)
Commander Only- 10 pts.

Power Weapon: (See Space Marines)
Commander Only- 15 pts.

Drills:

Close Order- The men stick together to focus their fire.
~10 pts

Sharpshootes- The men are trained extensively to fire better.
~15 pts.

Fearless- The men are trained to fight on no matter what, and will not flee.
~20 pts

Close Combat- The men are trained to fight better with their knives and bayonets, increasing their close combat usefullness.
~10 pts

Body Trained- The men have worked out more than normal, and are stronger than the normal guardsman.
~15 pts.
Trained for Speed- The men are trained to run longer and faster
~10 pts.

Infiltrators: The squad has better camouflage, and is adept at hiding
~10 pts


Stormtroopers: The squad has been trained as the elite stormtroopers. They automatically get Carapace Armour, Hellguns, Scopes, Body Trained, Sharpshooters Fearless, and Infiltrators. However, their number is restricted to 10, including the leader, and the leader may not take any special weapons, except for a flamer.
~90 pts.

Specialty Equipment:
Medic: The squad has a medic attached
~5 pts

Demolitions: The squad carries charges, and grenades. (Frag)
~15 pts

Scopes: Their lasguns are outfitted with scopes
~10 pts

Sniper: There’s a Sniper in the Squad
~10 pts.

Extra Men: The squad has five extra men.
~5 pts.



Now the sign up for SoB and SM

Name:
Chapter: (SoB are one basic universal, with slight variations like Out Martyred Lady. Anything that sounds religious should work)
Type of Marine: (SM only. This is the Devestator and stuff)
Armour&cost:
Gun&cost: (note that any cannon voids your ability to take a CCweapon. This includes Multi-Meltas)
CCweapon&cost:
Specialty weapon and cost:

Here is the sign-up for the Imp Guard.
Squad Name:
Commander Name:
Commander Equipment:
#Men in Squad:
Squad Equipment: (Guns, and armour)
Specialty Equipment:
Squad Drills:
Squad Uniform:



I really hope this flies….this time.

Forever Zero 03-29-2004 11:47 PM

What, no Tau?! (Hah, just kidding, I got into Warhammer 40K recently and took a liking to the Tau and their big Crisis Battlesuits...)

If we go Imperial Guard, can we be Commissars?

Darth SS 03-29-2004 11:53 PM

Yep. So, feel free to execute your own men.


And to anyone else, this is a way for me to vent excess creative juices while I make Splinter Cell: The RP.

So, please join and ease this poor GM's pain.

Forever Zero 03-29-2004 11:55 PM

Woohoo, sign me up for the evil, crazed commander who executes to improve loyalty! I'll have a sign-up tomarrow.

Dante 03-29-2004 11:56 PM

Uh... no.

I'll see what I can think of.

Darth SS 03-29-2004 11:58 PM

*Brain bursts*

Ever tried rewriting Splinter Cell so it can be used as an RP, Dante? Not a pleasent thing...especially if you wanna' do it right. Like myself.

So, getting people to run around in the 40first millenium fighting off a necron invasion seems perfect for me to vent excess creativity.

StormRider 03-30-2004 12:14 AM

This looks way cool, even though I've never played Warhammer (heard of it, a couple of my friends play). I just have three questions, though...

A: How many points do we get?

B: What kind of psychic abilities do Librarians get? (Provided that it's actually useful, I can't resist a class with psychic abilities)

C: Neither of your links work.


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