Lefos
02-24-2007, 08:14 AM
((Let me start by mentioning that I am reposting this, as somebody showed interest in it before, and now somebody else has. So lets see if it does any better, shall we?))
M41 Y794, onboard the Imperial Frigate Harbinger, orbiting the small Hive Planet of Xelxas IV.
"Commander Dishton, sir, we have reached the target point." Said the Comm's officer. Most ships had replaced their officers on the bridge with Navigational Servitors long ago, but Dishton had always preferred humans on his bridge. They were better conversation, and required less maintenance.
"Excellent! How goes the status on the ground?" Inquired the Commander. He was a man pushing 240, a mere youth compared to some of the men on his ship now. He had a large scar across his forehead, and two bionic eyes. He had lost his real ones during his first assignment, a Tyranid Carnifex had shown up unexpectiedly, but he returned the favor by lodging a Frag grenade in the beasts eye. For this reason, Dishton was a firm believer in "An eye for an eye".
"The planets local militia is holding them back sir, but I don't know how long they can hold." The planet of Xelxas IV had recently been touched by Chaos. Many heretic cells had been discovered and purged in the past years. However, somebody had managed to gather the remaining cells, and form them into a large and single cult. The cult had been nothing but a minor nuisance until recently, when cells had begun to appear on nearby worlds, with the members preforming brutal sacrifices for their twisted gods. It was then that the Inquisition had decided to move. They sent an Inquisitor to Xelxas IV to deal with the cult, but the man had since gone missing. It was after this that it was decided to order a mobilization of the "Gray Knights" chapter of the Space Marines. The Space Marines are no ordinary warriors, they are genetically altered to be the most deadly and fearsome warriors the Empire of man has to offer. They stand at over 7 feet tall, their strength is superhuman, and their blessed armor protects them from all but the most fearsome enemies. The Gray Knights chapter is under direct order of the Inquisition, and are often deployed to deal with large-scale outbreaks of Chaos. Their power armor is, as the name may imply, a pure gray. The Harbinger had over 1000 of these warriors on board, ready to deploy them into the battle, and strike-down the enemies of the great God-Emperor.
"I see," replied Dishton, as he let-out a long sigh, "We're going to deploy a single squad into enemy territory, while the rest of the men fight on the front, causing a distraction. Those we deploy in enemy territory will move for the enemy stronghold, but may not make it back alive." He turned to a terminal, and began to sift through a database, looking for soldiers that met his criteria. "We will need our bravest and toughest soldiers in there. They'll be going straight for the enemies heart. These heretics are under a hive-mind type of affect, and if we cut the head of the snake, the body will be helpless. I'll notify the men once I have found the soldiers.."
----------------------------------------------------
All right people, I will be taking the role of the Commander on board the ship; sending you vital data when it is needed, and providing you your next objectives. I will also be controlling enemy soldiers, and giving you an insight into their minds(to an extent).
Characters will NOT be submitted via a character sheet, but an in character post. I will notify you if you are accepted. If you are not, I will make a post talking about how your character did not meet the criteria. Please do not post any longer if you are not accepted. Here are points that you MUST make in your first post to be accepted:
Name: Your characters name, please nothing stupid.
Appearance: Your general armor appearance, if it is battle damaged, and whether you have a helmet or not. Should you have a helmet, please mention so, as well as the helmet style, basic(looks like a face) or hawk(has a large, pointed tipped(beak)). Please describe your face as well, regardless of whether or not you have a helmet.
Weapons: The weapons you will use. There is a default three weapon limit, aside from heavy-weapons. I will explain the weapon types soon.
Battle History: Your characters battle history. How many battles you have been in, wounds you have suffered, etc. If it helps, Space Marines generally live to be around 1300 years, if they are not slain in battle.
Special Skills: Special skills or traits your character has. You may only have a single Skill or Trait. I shall explain these later as well.
Now then, to explain those things I mentioned.
WEAPONS
Rifles
Rifles include one of three types. Bolt Rifles fire large slug rounds, VERY effective at many ranges. Plasma Rifles fire super-heated matter, and are best used at a long range, as the shots splash upon impact. Gauss Rifles fire rounds at such a high speed that the ammo melts before impact, penetrating the target. Shotguns fire spreading shots, but the range of these weapons is fairly short.
Pistols
Pistols have a VERY short range, and are meant for close range combat, there are few types in all. Bolt Pistols are similar to Bolt Rifles, using the same slug ammo, but they are meant to be used only at a close range. Plasma Pistols are similar to their rifle counter-parts, only they do not splash upon impact. The Gauss Pistol fires a single, high velocity round, and is extremely loud. There is also a small, single-shot pistol given too every marine. The clip is six rounds, but has little penetration or recoil.
Heavy Weapons
These weapons are large, and if you should use one, you may not have another weapon of any type. Heavy Bolter's can be thought of as larger Bolt Rifles, only they fire the slugs at an exceptional speed, allowing a single marine to hold off even more enemies than normal. Heavy Plasma Rifles fire an even larger amount of plasma than the rifle, and can immobilize a small vehicle if need be. Rocket Launchers fire one of two types of rockets: frag (used to kill infantry) and krak (used to destroy tanks and such). The Rocket Launcher has a good power, but needs to be reloaded after each shot. Heavy weapons can jam, and you should take this into consideration, and if you do not, I will jam it for you. The affects of this differ depending on the weapon, and you could well end-up dead.
ONLY ONE PERSON MAY USE EACH TYPE OF HEAVY WEAPON.
Melee Weapons
These weapons are used for hand-to-hand encounters, and are often a last resort, they come in many types. The Power Sword has the appearance of a sword, but is charged with pure energy, and can cut through many substances. The Chain Blade can be thought of as a chainsaw, but like a sword, it is worthless on vehicles and machines. The Power Halberd is similar to the sword, but it has a greater range, being a type of spear. The Power Axe is shorter than the sword, but its design allows it to cut through metals easier. Combat Knives are supplied to every marine, and are better than nothing should you opt not to take a melee weapon, or should your weapon be lost somehow.
Specialist Weapons
The Thunder Hammer is a powered warhammer, and can be used too crush even the hardest substance, and the accompanying shield prevents attacks; the downside is that the Hammer is only accessible too a Melee Specialist. Lightening Claws are sets of powered claws, and can easily cleave through flesh and armor alike. They are exceptionaly fast weapons, but only accessible too a Melee Specialist. Needle Rifles fire long needles at an astonishing speed, allowing the needle to slam through flesh and armor alike, this weapon is only available too the squad sniper(s).
Other Weapons
These weapons will be available at certain times, and are often stationary turrets, or burned-out tanks, and may sometimes require fixing.
SPECIAL SKILLS/TRAITS
Psychic "Dead"
This means that your character is "dead" to enemy Psychic effects, which can be thought of as magic, meaning they are immune. However, you are also immune too friendly affects as well, and friendly Psykers aren't able too operate at 100% with you nearby.
Psyker
Your character has trained his mind too master various mental abilities, such as telepathy, minor pyrokenisis, etc. The problem with this, is that you have trained your mind more than your body, and may only carry a pistol. Being a Psyker means being lonely, though. Being attuned in the mind means that enemy Psykers are able to sense you more directly, but you are also able to detect them easier. (Please define your ability.)
Mechanically Inclined
Your character is skilled with machines, this is required to fix broken turrets or vehicles. Due too the require equipment, however, you many only carry two weapons, and may NOT have a heavy weapon.
Veteran
Your character is a veteran of many wars and battles, you have suffered pain beyond thought, and can survive even fatal blows. The downside is mental scarring, for even a Space Marine has a mind, and the scarring can affect your performance at any moment.
Com's Officer
Your character is the communications officer. You can call down an orbital bombardment, given the correct situation. The problem with this, is that the comm's equipment is so heavy, that it will limit you too a single, non-heavy weapon. Please keep in mind that orbital bombardments are not exact, and may well end up hitting your own squad.
Melee Specialst
Your character is an expert in hand-to-hand combat. You will easily overpower groups of enemies in small groups. However, being a master of Melee, you can NOT carry any form of rifle.
Sniper
Your character may use the dreaded Needle Rifle too remove your enemies from afar. You may ONLY carry the Needle Rifle and a single pistol or melee weapon with this trait. Your armor will also be changed too a light power armor, or "Scout Suit", allowing you too move fast, but providing less protection.
Heavy Support
Your character carries a heavy weapon, raining death upon any unfortunate enough too stand if your way. You know your role on the field, and take meticulous care of your weapon. The upside of this is that your heavy weapon will NEVER jam, though you suffer the standard single-weapon penatly.
Explosives Expert
Your character is well versed in explovsives. This means you may disarm and deploy mines, though you risk your life each time. Carrying mines, you sacrifice your other weapon choices, restricting you too a single rifle.
Feel free to create your own, but I will still need to OK each one, in an attempt to keep things even.
----------------------------------------------------
((That should cover about everything. The Sergeant for the squad will be Deaths_Legion, as I feel I can trust him with this. He will be granted a second skill/trait due too his rank, so do NOT bitch please. Oh, and a "Hive Planet" is a factory world, usually one giant city, so this WILL be an urban enviroment. Oh, and you CAN die in this RP, so keep that in mind and act as a team, as your enemies will take advantage of any weakness they see in your squad.))
M41 Y794, onboard the Imperial Frigate Harbinger, orbiting the small Hive Planet of Xelxas IV.
"Commander Dishton, sir, we have reached the target point." Said the Comm's officer. Most ships had replaced their officers on the bridge with Navigational Servitors long ago, but Dishton had always preferred humans on his bridge. They were better conversation, and required less maintenance.
"Excellent! How goes the status on the ground?" Inquired the Commander. He was a man pushing 240, a mere youth compared to some of the men on his ship now. He had a large scar across his forehead, and two bionic eyes. He had lost his real ones during his first assignment, a Tyranid Carnifex had shown up unexpectiedly, but he returned the favor by lodging a Frag grenade in the beasts eye. For this reason, Dishton was a firm believer in "An eye for an eye".
"The planets local militia is holding them back sir, but I don't know how long they can hold." The planet of Xelxas IV had recently been touched by Chaos. Many heretic cells had been discovered and purged in the past years. However, somebody had managed to gather the remaining cells, and form them into a large and single cult. The cult had been nothing but a minor nuisance until recently, when cells had begun to appear on nearby worlds, with the members preforming brutal sacrifices for their twisted gods. It was then that the Inquisition had decided to move. They sent an Inquisitor to Xelxas IV to deal with the cult, but the man had since gone missing. It was after this that it was decided to order a mobilization of the "Gray Knights" chapter of the Space Marines. The Space Marines are no ordinary warriors, they are genetically altered to be the most deadly and fearsome warriors the Empire of man has to offer. They stand at over 7 feet tall, their strength is superhuman, and their blessed armor protects them from all but the most fearsome enemies. The Gray Knights chapter is under direct order of the Inquisition, and are often deployed to deal with large-scale outbreaks of Chaos. Their power armor is, as the name may imply, a pure gray. The Harbinger had over 1000 of these warriors on board, ready to deploy them into the battle, and strike-down the enemies of the great God-Emperor.
"I see," replied Dishton, as he let-out a long sigh, "We're going to deploy a single squad into enemy territory, while the rest of the men fight on the front, causing a distraction. Those we deploy in enemy territory will move for the enemy stronghold, but may not make it back alive." He turned to a terminal, and began to sift through a database, looking for soldiers that met his criteria. "We will need our bravest and toughest soldiers in there. They'll be going straight for the enemies heart. These heretics are under a hive-mind type of affect, and if we cut the head of the snake, the body will be helpless. I'll notify the men once I have found the soldiers.."
----------------------------------------------------
All right people, I will be taking the role of the Commander on board the ship; sending you vital data when it is needed, and providing you your next objectives. I will also be controlling enemy soldiers, and giving you an insight into their minds(to an extent).
Characters will NOT be submitted via a character sheet, but an in character post. I will notify you if you are accepted. If you are not, I will make a post talking about how your character did not meet the criteria. Please do not post any longer if you are not accepted. Here are points that you MUST make in your first post to be accepted:
Name: Your characters name, please nothing stupid.
Appearance: Your general armor appearance, if it is battle damaged, and whether you have a helmet or not. Should you have a helmet, please mention so, as well as the helmet style, basic(looks like a face) or hawk(has a large, pointed tipped(beak)). Please describe your face as well, regardless of whether or not you have a helmet.
Weapons: The weapons you will use. There is a default three weapon limit, aside from heavy-weapons. I will explain the weapon types soon.
Battle History: Your characters battle history. How many battles you have been in, wounds you have suffered, etc. If it helps, Space Marines generally live to be around 1300 years, if they are not slain in battle.
Special Skills: Special skills or traits your character has. You may only have a single Skill or Trait. I shall explain these later as well.
Now then, to explain those things I mentioned.
WEAPONS
Rifles
Rifles include one of three types. Bolt Rifles fire large slug rounds, VERY effective at many ranges. Plasma Rifles fire super-heated matter, and are best used at a long range, as the shots splash upon impact. Gauss Rifles fire rounds at such a high speed that the ammo melts before impact, penetrating the target. Shotguns fire spreading shots, but the range of these weapons is fairly short.
Pistols
Pistols have a VERY short range, and are meant for close range combat, there are few types in all. Bolt Pistols are similar to Bolt Rifles, using the same slug ammo, but they are meant to be used only at a close range. Plasma Pistols are similar to their rifle counter-parts, only they do not splash upon impact. The Gauss Pistol fires a single, high velocity round, and is extremely loud. There is also a small, single-shot pistol given too every marine. The clip is six rounds, but has little penetration or recoil.
Heavy Weapons
These weapons are large, and if you should use one, you may not have another weapon of any type. Heavy Bolter's can be thought of as larger Bolt Rifles, only they fire the slugs at an exceptional speed, allowing a single marine to hold off even more enemies than normal. Heavy Plasma Rifles fire an even larger amount of plasma than the rifle, and can immobilize a small vehicle if need be. Rocket Launchers fire one of two types of rockets: frag (used to kill infantry) and krak (used to destroy tanks and such). The Rocket Launcher has a good power, but needs to be reloaded after each shot. Heavy weapons can jam, and you should take this into consideration, and if you do not, I will jam it for you. The affects of this differ depending on the weapon, and you could well end-up dead.
ONLY ONE PERSON MAY USE EACH TYPE OF HEAVY WEAPON.
Melee Weapons
These weapons are used for hand-to-hand encounters, and are often a last resort, they come in many types. The Power Sword has the appearance of a sword, but is charged with pure energy, and can cut through many substances. The Chain Blade can be thought of as a chainsaw, but like a sword, it is worthless on vehicles and machines. The Power Halberd is similar to the sword, but it has a greater range, being a type of spear. The Power Axe is shorter than the sword, but its design allows it to cut through metals easier. Combat Knives are supplied to every marine, and are better than nothing should you opt not to take a melee weapon, or should your weapon be lost somehow.
Specialist Weapons
The Thunder Hammer is a powered warhammer, and can be used too crush even the hardest substance, and the accompanying shield prevents attacks; the downside is that the Hammer is only accessible too a Melee Specialist. Lightening Claws are sets of powered claws, and can easily cleave through flesh and armor alike. They are exceptionaly fast weapons, but only accessible too a Melee Specialist. Needle Rifles fire long needles at an astonishing speed, allowing the needle to slam through flesh and armor alike, this weapon is only available too the squad sniper(s).
Other Weapons
These weapons will be available at certain times, and are often stationary turrets, or burned-out tanks, and may sometimes require fixing.
SPECIAL SKILLS/TRAITS
Psychic "Dead"
This means that your character is "dead" to enemy Psychic effects, which can be thought of as magic, meaning they are immune. However, you are also immune too friendly affects as well, and friendly Psykers aren't able too operate at 100% with you nearby.
Psyker
Your character has trained his mind too master various mental abilities, such as telepathy, minor pyrokenisis, etc. The problem with this, is that you have trained your mind more than your body, and may only carry a pistol. Being a Psyker means being lonely, though. Being attuned in the mind means that enemy Psykers are able to sense you more directly, but you are also able to detect them easier. (Please define your ability.)
Mechanically Inclined
Your character is skilled with machines, this is required to fix broken turrets or vehicles. Due too the require equipment, however, you many only carry two weapons, and may NOT have a heavy weapon.
Veteran
Your character is a veteran of many wars and battles, you have suffered pain beyond thought, and can survive even fatal blows. The downside is mental scarring, for even a Space Marine has a mind, and the scarring can affect your performance at any moment.
Com's Officer
Your character is the communications officer. You can call down an orbital bombardment, given the correct situation. The problem with this, is that the comm's equipment is so heavy, that it will limit you too a single, non-heavy weapon. Please keep in mind that orbital bombardments are not exact, and may well end up hitting your own squad.
Melee Specialst
Your character is an expert in hand-to-hand combat. You will easily overpower groups of enemies in small groups. However, being a master of Melee, you can NOT carry any form of rifle.
Sniper
Your character may use the dreaded Needle Rifle too remove your enemies from afar. You may ONLY carry the Needle Rifle and a single pistol or melee weapon with this trait. Your armor will also be changed too a light power armor, or "Scout Suit", allowing you too move fast, but providing less protection.
Heavy Support
Your character carries a heavy weapon, raining death upon any unfortunate enough too stand if your way. You know your role on the field, and take meticulous care of your weapon. The upside of this is that your heavy weapon will NEVER jam, though you suffer the standard single-weapon penatly.
Explosives Expert
Your character is well versed in explovsives. This means you may disarm and deploy mines, though you risk your life each time. Carrying mines, you sacrifice your other weapon choices, restricting you too a single rifle.
Feel free to create your own, but I will still need to OK each one, in an attempt to keep things even.
----------------------------------------------------
((That should cover about everything. The Sergeant for the squad will be Deaths_Legion, as I feel I can trust him with this. He will be granted a second skill/trait due too his rank, so do NOT bitch please. Oh, and a "Hive Planet" is a factory world, usually one giant city, so this WILL be an urban enviroment. Oh, and you CAN die in this RP, so keep that in mind and act as a team, as your enemies will take advantage of any weakness they see in your squad.))