Deathwatch: The King in Green OOC

Discussion in 'ROLEPLAY GRAVEYARD' started by Cfavano, May 7, 2015.

  1. It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sacrificed every day so that he may never truly die.Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in His name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants -- and far, far worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim darkness of the far future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.


    It began with a distress signal, and then another, and another. World after world fells silent as its inhabitants were slaughtered and its resources looted. An Ork WAAAGH! had begun. By the time Imperial Guard Regiments were able to respond, the Green Tide had consumed over 40 systems. The guardsmen fared little better. They were unable to hold back the swarming tide of the green aliens, only able to slow them down. The Warboss in command seemed to be able to outsmart the Generals brought in, and many met the fate of the Commissar's bolt pistol for their perceived incompetence.

    Eventually several Astartes chapters were called in, but even they proved to be only somewhat more effective. Finally, the call was made by an investigating Inquisitor of the Ordo Xenos. The Deathwatch were to come.


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    The Deathwatch are the Order Militant (Military arm) of the Ordo Xenos (Alienhunters) of the Imperial Inquisition. They are some of the best warriors the Inquisition has to offer, and few know more about the multitude of Xenos races, and how best to handle them than the deathwatch. Their members are hand-picked from among the Best and brightest of the Astartes Chapters. They are sent to handle situations that traditional operations cannot handle. To put it in laymens terms, think of them as a kind of Special forces, devoted specifically to handle aliens.
    More information can be found here and here


    What are Space Marines?[​IMG]
    Put simply, a Space marine is a biologically-enhanced super soldier. Over a decade, an adolescent child is given various genetic augmentations, as well as intense training and psychological conditioning. While they are human basically in name only, giving up most of their 'humanity' to become the perfect killing machins, they still do typically have personalities, and some even care, although many don't.
    They are split into countless chapters, which are quite different from each other, and some do not even use the same organization. Personality and morality wise, some are generally caring (Salamanders), some are decent people (Space Wolves), and some are just straight up assholes (Marines Malevolent).
    More information can be found herehere, and here

    What are Orks?

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    Put simply, Orks are Orcs. In space. But there's more to them than that. They, for one, are actually a from of 'inteligent' fungus, who's only desire is to fight bigger and stronger enemies. To that end, they are always roaming around looking for a fight, and as any Ork will tell you, Orks are the best fighters.
    More information can be found here, here, and here


    Playable marine types:
    Spoiler

    Scouts
    There are 2 slots for scouts
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    Scouts are the new recruits of a Space Marine chapter who have advanced far enough in the early stages of their training and biological transformation to take part in battle with the rest of the Chapter.

    More lightly armed and armoured than full Battle brothers, their role is to range ahead of the Space Marine force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence - causing as much chaos and disruption as possible

    As set out in the Codex Astartes, neophyte Marines are to be organised into the chapter's 10th Company, composed entirely of Scouts. However some chapters ignore these teachings. The Wolf Scouts of the Space Wolves, for example, are not neophytes, but instead experienced battle brothers who are loners by temperament, unsuited for the camraderie typical to a Wolf Pack.

    Likewise, the Black Templars have no specific company for scouts. Instead, each neophyte is apprenticed to a full Battle-brother (known as an Initiate) and accompanies his squad into combat.

    Scouts are fitted with Scout Armour, a type of carapace armour which protects most of their body with rigid plates, but is lighter and less confining that a full suit of power armour. Scouts also frequently wear Camo Cloaks, which enable them to imitate almost any terrain.

    A Scout squad will be equipped according to its designated tactical role. Those who fight alongside Tactical squads will likely be armed with Bolters and Shotguns. Scout squads specialising in close combat would be equipped with Bolt Pistols and close combat weapons. Scouts serving as long range fire support would carry Sniper Rifles and either Missile Launchers or Heavy Bolters. Scouts are also frequently equipped with Frag or Krak Grenades and an Auspex for information gathering.

    On Scouts:
    Forget all your preconceptions of war, of battle-lines clashing in the churned ground. Your mission is to attack before the foe even realises that the war has begun, to strike hard at those vital weaknesses that all armies possess, but that no commander will admit to. Under my tutelage you will learn how to seek out such fragilities and smite them with every weapon at your disposal. Master these duties and I will have nothing more to teach, and you will truly be a Space Marine.

    -Toras Telion


    Tactical Marine

    Tactical Marines are the most common type of Space Marine, there is no limit to how many tacticals that can be played.
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    Prior to service in a Tactical Squad, Space Marines must prove themselves capable in all aspects of warfare by completing several campaigns in Assault and Devastator Squads, a process that can last years or decades. Not all Space Marines are able to make the transition, either possessing a particular talent or obsession within one area, or simply lacking the mental flexibility required to embrace the Tactical Squad's fluid nature.

    All Tactical Marines wear the standard Space Marine power armour and carry a bolt pistol, a boltgun, and frag and krak grenades. They may also be armed with a variety of Flamers, Meltaguns,Plasma Guns, Heavy Bolters, Lascannons, Missile Launchers, Multi-meltas, and Plasma Cannons.

    They may also exchange their boltgun and/or bolt pistol for a Chainsword, Combi-melta, Combi-flamer, Combi-plasma, Storm Bolter, Plasma pistol, Power weapon, or Power fist. They may also take Melta Bombs, replacing their frag and krak grenades.

    On tactical marines:
    Of the Tactical Space Marine, bedrock of his Chapter and paragon to his brothers, I shall tell thee.
    He shall be steeped in the lore of battle and schooled in all manner of weapon and strategy. With combat blade, boltgun and grenade he shall assail the foe. But these are mere tools: a Tactical Marine's true weapons are his courage, his wits, and his dedication to his brothers.
    He will bring his foe to battle in a manner and time of his choosing, never himself caught unready or ill-prepared for the task at hand. In defence he shall be stalwart as the mountain, a bulwark stood firm against the enemies of Man. In attack he shall strike with the wrath of the Immortal Emperor, felling the foe without mercy, remorse, or fear.

    -Roboute Guilliman


    Assault Marines
    Up to 3 may be played
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    Marines are commonly assigned to Assault Squads after exemplary service in a Devastator Squad, where they have garnered experience in holding their ground against any foe. As an Assault Marine, they must not only prove themselves in close combat, but learn other vital skills, such as the operation and maintenance of Space Marine Bikes and Land Speeders. Assault Squads are used for a variety of roles; reconnaissance-in-force, decapitation strikes, and counter-assault missions are common assignments for Assault Squads.

    Within the Space Wolves Chapter, Assault Squads are known as Skyclaws. Unlike their counterparts in Codex Chapters, most Skyclaws are Neophytes (called Blood Claws by the Chapter) whose first exposure to combat as a Space Marine is with close-combat weapons; Skyclaws are those Blood Claws who have demonstrated special aptitude for close quarters battle and the use of Jump Packs.

    Besides their power armour, Assault Marines are commonly armed with a bolt pistol, chainsword, frag and krak grenades, and equipped with jump packs. These jump packs not only allow them to quickly traverse dangerous terrain with ease, but also for controlled low-altitude descents from Thunderhawk Gunships.

    They may also carry melta bombs and a combat shield into battle. They can also replace their bolt pistol and/or chainsword with a storm shield, plasma pistol, power weapon, power fist, thunder hammer, and either one or a pair of Lightning Claws.

    On Assault marines:
    He shall descend upon the perfidious foe as an Angel of Judgment from on high. Let the jump pack be his wings, and the roar of its engines a hymn of retribution.
    Let the chainsword be his sceptre of decree, its harsh voice singing joyfully with each and every blow. With it shall the Assault Marine bring bloody retribution to the heretic, the traitor, and all alien aggressors who trespass on the Emperor's domain.
    So will the Assault Marine be the hunter of warlords and the slayer of kings. His armour shall run slick with the life-blood of the vanquished, and all shall honour his name.

    -Roboute Guilliman


    Devastator marine
    Up to 3 can be played
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    Most Devastator Squads are composed of Space Marines who have recently been promoted from Scout Squads. Though veterans of dozens, even hundreds, of campaigns, service in a Devastator Squad will be their first experience in power armour as part of the main Space Marine army. Those newly-appointed to a Squad, armed only with basic gear, are given the primary duty of providing close support and calling out targets for their more experienced battle-brothers. These Space Marines are armed with the squad's four heavy weapons, an honour earned only after the Marine has proven himself steady and dependable in the heat of battle.
    Within the Space Wolves Chapter, Devastator Squads are known as Long Fangs. Unlike their counterparts in the Codex Chapters, the Long Fangs are the most experienced of the Chapter's warriors, having completed lengthy tours of duty as Blood Claws and then Grey Hunters.

    Likewise, the Blood Angels chapter assigns only older and more experienced Marines to the Devastator Squads, since most Blood Angels have a marked preference for close quarters battle
    In addition to their power armour, Devastator Marines are armed with bolt pistols, frag and krak grenades, and either a Heavy Bolter, Missile Launcher, Multi-melta, Lascannon, or Plasma Cannon

    On Devastator Marines:

    A Devastator's reach shall be without limit and his touch without mercy. Fire shall roar from his fingertips, but it shall consume him not. Thunder will roar when he calls, yet it will swallow him not.
    Let the Devastator squad be thy blazing wrath, bringing the light of the Emperor's justice to the darkest corners of the battlefield. Wherever he stands, that shall be his fortress of righteousness. He shall hold in his gift the fate of all who pass before his unblinking gaze.
    All shall fear him, and he shall fear no one.

    -Roboute Guilliman

    Apothecary
    Only one can be played
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    The Apothecary's role is to serve as a field medic and bio-researcher. Along with being highly trained in medicine, they are among the elite warriors in the chapter.

    Apothecaries are greatly honoured within the Chapter, as they are responsible for maintaining the purity of its gene-seed. If its gene-seed were to become mutated, it could well bring the Chapter's extinction or its fall to Chaos. The Apothecaries are charged with maintaining the health and genetic purity of the Space Marines. Their skills and equipment, when combined with the added organs and resilience of a Space Marine, allow an Apothecary to perform battle surgery with a good chance of success.

    Not all wounded Marines can be saved; some are beyond even the Apothecary's skills. In this case, it is the Apothecary's responsibility to administer "the Emperor's Peace" (euthanasia) to those warriors who deserve it. The Apothecary's medi-pack (known as a Narthecium) includes a special humane killer for this task, called a Carnifex - a solid spring-loaded piston of metal. This is applied to the sufferer's temple, its powerful spring hurling the piston through the Marine's brain and killing him instantly.

    It is also the Apothecary's duty to harvest from the bodies' of fallen Marines the two implanted Progenoid glands, allowing for the gene-seed material to be cultivated and re-implanted in a Neophyte. Marines rarely go into battle without an Apothecary being available, as every Marine is a valuable resource and to lose any of their gene-seed would be a blow to the Chapter.

    The Blood Angels Apothecaries bear the honourary title Sanguinary Priest. In addition to their roles as medics and overseeing the induction of new recruits, the Sanguinary Priests share a role with the Angels' Chaplains in watching over their battle-brothers' spiritual well-being, guarding against the influence of the Red Thirst and the Black Rage.

    The Wolf Priests of the Space Wolves combine the roles of Apothecary and Chaplain within their Great Companies. They also prefer not to use Codex medical equipment but instead use healing potions and balms, the knowledge passed down through the generations.

    Apothecaries Typically have their Power Armor, a Chainsword, Bolter, a Bolt pistol, frag and krak grenades, and their Narthecium


    HIDE=Librarian
    Only one can be played
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    Librarians are Space Marine psykers. They fulfill several important specialist roles in a Chapter: off the battlefield they are responsible for interstellar psychic communications. In battle they utilise their abilities as powerful psykers. They are among the most knowledgeable of the Chapter's history and traditions.
    Several Chapters have different names for Librarians, who vary subtly in their methods and their role in the Chapter hierarchies.
    The Rune Priests of the Space Wolves, maintain that their psychic powers derives from the animistic spirits of Fenris, rather than from the Warp.
    The Stormseers of the White Scars.
    The Dark Angels' Librarians play a similar role to those of other chapters, but they also watch over the dungeons of the Rock and aid Interrogator-Chaplains in extracting confessions from the Fallen by reducing their mental barriers and gathering the truth from the web of lies they speak.
    Some chapters do not use Librarians at all, such as the Black Templars and the Marines Malevolent.
    Others revere Librarians greatly:
    The Silver Skulls view their Librarians, known as Prognosticators, as conduits of the Emperor's divine will, and will not go into battle without one taking the auguries and pronouncing them favourable.
    The Blood Ravens use a higher proportion of Librarians than many other chapters, and several of their past Chapter Masters, including Azariah Vidya and Azariah Kyras, have combined the ranks of Chapter Master and Chief Librarian.

    Librarians come equipped with power armor, a psychic hood, a force weapon, and a bolt pistol. They may change their bolt pistol for a plasma pistol or a storm bolter, or take a storm shield.

    Concerning psychic powers
    Librarians may take 2 psychic powers from any of these disciplines: Biomancy, pyromancy Daemonology (sanctic or malefic), telekinesis, and telepathy. They also get the power Force for for free
    If they take both powers from the same discipline, they receive the primaris (the card to the side) for a free bonus. Between missions, if they have time to meditate, a librarian may get different powers. They are also subject to the perils of the warp.


    Techmarine

    Only one can be played
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    Space Marine Chapters identify prospective Techmarines from within their own companies, favouring those who show the greatest affinity for machines. These aspirants are then sent to Mars for thirty years of training, where they are taught the lore of the Machine God, how to divine the Runes of Engineering and the Liturgy of Maintenance. This great body of lore must be fully understood and committed to memory by the novice Techmarine. A great deal of the thirty years of instruction involves learning each of the many and intricate maintenance rituals and hymns by heart. The rituals, furthermore, have variations to cover every conceivable circumstance in battle. A fully-fledged Techmarine is expected to be able to "feel" the pain of a damaged machine and heal it. After completing the training, the Techmarine is ordained, and returns to his Chapter.
    A Techmarine's Power Armour is modified to accommodate his cybernetic enhancements and his armour's backpack is also upgraded with several servo-arms and mechadendrites. Techmarines are able to wear full servo-harnesses, huge harnesses armed with servo-arms, plasma cutters, and flamers. Their usual weapon is a Power Axe with the Adeptus Mechanicus symbol on the head, as both a symbol of rank and as a weapon. They may also use bolter, bolt pistols, storm bolters, plasmaguns and pistols, meltaguns, and other exotic weaponry like the Conversion beam Emitter




    Armory
    Armor/Defenses
    Scout/Carapace Armor
    Power armor
    Artificer Armor
    Terminator armor
    Boarding Shield
    Combat Shield
    Storm Shield
    Iron Halo
    Camo-Cloak


    Astartes Power Claymore (if taken, can only also take a pistol)
    Astartes Power Falchion
    Breaching Augur (Techmarine Only)
    Bulkhead Shears (Techmarine only)
    Chainsword
    Chainfist (terminator only)
    Combat Knife
    Force Weapon (Librarian only)
    Lightning Claw
    Omnissian Axe (Techmarine Only)
    Power Axe
    Power Fist
    Power Sword
    Thunder Hammer

    One-Handed Weapons
    Bolt Pistol
    Hand Flamer (Blood angels and their descendants only)
    Plasma Pistol
    Graviton pistol

    Two-handed weapons
    Bolter
    Combi-Weapon
    Storm Bolter
    Graviton Gun
    Sniper Rifle
    Meltagun
    Shotgun
    Plasmagun

    Heavy Weapons
    Deathwatch Graviton Cannon
    Assault Cannon (only available when wearing terminator armor)
    Heavy Bolter
    Heavy Flamer
    Lascannon
    Missile Launcher
    Multi-melta
    Plasma Cannon
    Conversion beam projector


    Explosives
    Astartes Anti-plant grenades
    Leaper Mine
    Frag grenades
    Krak Grenades
    Melta Bombs
    Purification Vials (Apothecary only)

    Other Gear (most are dispensed depending on mission, or are for characterization)

    Astartes Grapnel (Scout Only)
    Blacksnow charm (Space Wolves only)
    Death Mask (Blood Angels and descendants only)
    Fenris-Pattern Wolf Helm (space Wolves only)
    Jump Pack (dispensed at start of mission, cannot be used with Terminator armor)
    Narthecium (Apothecary only)
    Psychic Hood (Librarian only)
    Scanner
    Scrimshaw Talismans (Carcharodons only)
    Servo Arms (Techmarine only)
    Signum



    HIDE=CS
    Spoiler

    Name: (if the chapter he is from has a culture, give him a name that reflects that, if there is no obvious cultural influences, give him a pseudo-latin name
    Age: (Space marines apparently do not die of old age, so most live for hundreds of years before dying in battle)
    Appearance:
    Role:
    Chapter:
    Available Chapters

    Armor-
    Weapons-
    Explosives- (in total, number the amount of grenades and bombs you have, you may have a combination of 10, and melta bombs count as 2)
    Other Wargear
    -Biography- (optional)

    1. Follow all site rules
    2. As gm, my word is law.
    3. Depending on the situation, you may autohit enemies as you may literally be fighting through waves of hundreds of things. But assume if something looks especially mean or nasty, you cannot auto-kill it, nor can you take on hundreds of things by yourself. You also cannot autohit other players.
    4. Death is possible for you
    5. be respectful of other players
    6. Your gear can be broken
    7. At the bottom of every IC post, put this
    Injuries: (I will say if and when you get an injury serious enough to be mentioned, it will remain with you until it is treated, or until you regenerate enough.)
    Weapons/gear: (list all weapons and gear, excluding your armor)
    Ammunition: (for explosives and combi-weapons)
     
    #1 Cfavano, May 7, 2015
    Last edited: May 7, 2015