NATION

PASSWORD

W40K In Service to the Imperium: Episode 6 (OOC/Closed)

For all of your non-NationStates related roleplaying needs!
User avatar
Carcharhinidae primari
Ambassador
 
Posts: 1964
Founded: Aug 08, 2010
Ex-Nation

W40K In Service to the Imperium: Episode 6 (OOC/Closed)

Postby Carcharhinidae primari » Thu Dec 18, 2014 10:14 am

In Service to the Imperium: A Warhammer 40,000 Imperial Guard Roleplay


Image


Episode Six: Lividivus Crusade to J897- I


[ic]
A good map clerk has finished the conflict maps:

(thanks Aelosia!)
A good soldier obeys without question. A good officer commands without doubt.-Tactica Imperium


Hello and welcome to the next installment to the In Service to the Imperium series, where players take on the roles of an Imperial Guard company in a single regiment. From the first episode, the best way to fully explain what this roleplay is about is this:

The basic idea here, is that each RPer will assume the role of an individual company within a single Imperial Guard regiment. To ensure a decent degree of customization, players can create companies from any world they wish (within reason), including fan created worlds (also within reason). As you may or may not know, regiments that suffer extreme casualties, being reduced to a companies strength, are folded into a 'mother' or 'fold' regiment, therefore creating a regiment at full strength of mixed cultures and soldiers of specialty.

I would also like to keep persistent stats for the various companies, to add more realism to the whole thing. So if you are interested, fill out a company application and post it, and we'll see how it does.


With that in mind, players are given freedom to create a company with the specialty and homeworld of their choice. Whether this is a world already established in W40K lore or your creation, as long as it is within reason, it is allowed. An example could be Cadian Shock Troopers or Catachan Jungle Fighters.

As this story follows on fairly closely to the previous episode, despite that effectively dying on us, we will assume the 557th (eventually) got the backup it needed and was
evacuated as the full-scale retaking of Pan Arcadia began. anyone who was accepted into the previous one (and wasn't listed as KIA along the way) may reuse their application from that episode as they feel fit (you will have had the opportunity to take in new recruits/replenish some damaged armour; any salvaged vehicles from Pan Arcadia are up to you what you do with them).
My own company from that rp; the urdeshi hellhounds, are now considered to have been obliterated at some point on pan arcadia, with their ATLAS vehicles defaulting to the regiment (including crew compliments).

-The Story So Far-

'Welcome to Z897-I; the sunniest world in the Imperium where you're guaranteed not to get a tan'
Billboard at the main starport

After surviving the chaos uprising on Pan Arcadia the remainder of the 557th was rescued by the timely intervention of an imperial task force. With the battle to retake the planet still barely starting the regiment was evacuated. After spending several weeks being transported to a nearby staging ground the Munitorum began the long work of figuring out what to do with the remnants of a regiment made up out of what was left of other regiments. Several companies were either determined to be below any semblance of effective operating strength and either folded into others; reassigned to special operations or folded into a regiment from their home world proper.

After several weeks the still-understrength regiment is quickly bundled onto another transport. With assurances that several new replacement companies will arrive at the destination within a few days of them.
Their destination is the unimaginatively named planet J897- I; the first planet in the system. A desolate world of rock and dust it's considered barely habitable, as it lies at the very inner edge of its star's habitable zone. Small in size for a planet, it's high density means surface gravity is still almost 95% that of blessed Terra. It rotates quite slowly, with a full day lasting a little over 45 hours to give roughly 22 hours of scorching daylight and 23 hours of cold night.
It was never given a proper name, and still bears the catalogue number of the explorator fleet that discovered it two millennia ago.
Despite the temperature reaching up to 110 degrees Celsius during the 23 hours of daylight, and the large, blue star in the sky bathing the surface in radiation, the rare heavy metals and ores found in abundance in it's dense surface means that it still carries a human population. The only industry on this world is mining and its surface is dotted with wide, low rock-crete domes. These mark the entrances to the mining complexes that span out under it's surface. These complexes, providing shelter from the heat and radiation by being almost completely below the surface, are the only areas humans can survive in for long during the day.

It has now been almost a year since a rebellion broke out all over this quiet world. Up until that point there had been no indication that anything was wrong. There were none of the normal signs of discontent amongst the population like protesting; rioting and burning of the governor in effigy (or in person)
In the first few hours of fighting the mining-meltas normally used to extract the valuable ores proved highly effective weapons in the tunnels under the planet's surface; and over half the planet fell.
When the first response came from nearby planets they found a world in turmoil; the plains around the remaining loyalist areas dotted with burnt-out mining vehicles which had been either destroyed by the fighting or crippled and had been unable to return to safety before the sun rose.

Over a year of fighting the regiments have been able to hold the line but have equally been unable to make any progress themselves. Support for the fighting amongst the command chain has diminished and only lobbying from the Adeptus Mechanicus has kept the campaign from being abandoned entirely in favour of other worlds that have recently been rocked by chaos uprisings.
In one last push to turn the war around, three experienced regiments have been diverted to this warzone, amongst them the Segmentian 557th.


At present I am the OP; however a few of the people from the previous episode will act as Co-OP, at present these are Bredtonia and Aelosia. this is my first time as OP; so I will rely on feedback and advice from others.. Also thanks to Legital for his glorious OP, most of which I stole for this one.



Rules:


1. No goddmodding. Take casualties. If you don't, I will make sure you suffer more than you need to.
2. This is Warhammer 40,000. more specifically, based largely on the fluff and canon of 40k. If you have no knowledge of it, perhaps applying is not a good idea. But if you are interested, take a look here for information.
3. This is a relatively serious RP. Of course there may be some humorous things, but your company will not be carnival clowns from the Inquisition either.
4. No Space Marines. We are all Imperial Guard here.
5. Your personal number cannot exceed more than 900. Armor companies can have no more than fifty vehicles of Leman Russ chassis and/or Chimera chassis. Artillery companies are limited to at most 35 pieces, with assorted trojans for towing and supply. keep it reasonable. Any super heavy tanks must be prior approved. They will more than likely not be accepted anyways, due to their nature. (Remember, you are in this new regiment because of severe losses to your previous regiment. Full stats may be denied.)
6. No commanding officers above the rank of Major. Your commanding officer may be a captain, or even a lieutenant depending on the severity of losses on the officer cadre.
7. Type of regiments (in this case, companies) can be seen here. Do keep in mind that Abhumans are accepted.
8. Returning players may use old companies. But remember, you took losses. If the homeworld of your choice happens to send new guardsmen to replenish you, that is fine, however it will not be much.
9. No two companies may be from the same planet, this is to prevent the contradictory body of lore that is 40k from becoming too troublesome. so look over the other applications for their home world before applying.

Application:


Code: Select all
   
     
      [b]Company name:[/b] Typically, there will be a number, name of origin, and type of company. Ex-(4th Cadain Armored).
        [b]Home world:[/b] Can be pre-existing or fan created (Within reason).
        [b]Type of Company:[/b]
        [b]Commanding Officer:[/b]
        [b]Number of Guardsmen:[/b]
        [b]Support (Weapons, vehicles, etc):[/b] Armor and vehicle heavy regiments will have most detail here. Be reasonable on support weapons.
        [b]Uniforms:[/b] Picture or detailed description.
        [b]Miscellaneous info:[/b] Anything about culture, something extra about weapons, recent history, etc

        [b]-Company Commander info-[/b]

        [b]Name:[/b]
        [b]Age:[/b]
        [b]Gender:[/b]
        [b]Rank:[/b] Information above explained highest rank possible. Remember, your previous regiment took losses. You may just be a Lieutenant.
        [b]Background:[/b]
        [b]Physical description:[/b]





+++ ADEPTUS MUNITORUM REGIMENTAL SURVEY+++
+++CONCERNING REGIMENT:+++
SEGMENTIAN 557TH
+++CURRENT REGIMENTAL ROSTER:+++


Aelosia wrote:Company name: 6th Thermidor Logistics and Tacticae Company.
Home world: Thermidor. Scholam World. Formerly a Pleasure/Garden World, during the last millenia the planet Thermidor suffered a transformation after the founding of a Schola Progenium upon its surface by the Ecclesiarchy and the Adeptum Munitorum for high level orphans. Thermidor has 4 continents, two of which remain in a level similar to an agri-world, a third remains in a Pleasure World state for members of the Ecclesiarchy, and the fourth hosts the Academia, the massive sprawling city home of the Schola Progenium. Thermidor has traditionally produced cadres of officers for the Navy, the Imperial Guard, and the Commissariat, and high ranking graduates to the Adeptus Munitorum, but also many graduates have joined the Adeptus Mechanicum, the Adeptus Sororitas, and even the Sacred Ordos of the Inquisition in a few rare cases, but during the last two centuries it has also contributed with two formal regiments to the Guard, formed by remnant students commandered by graduates. As such, Thermidor has many good relationships with the most powerful entities of the Empire, and it is also known as the University World of the Imperium.
Type of Company: Formerly a mechanized artillery support company, the 4th Thermidor was transformed into a support and logistics company after suffering staggering losses in high quality war material that was not possible to replenish properly. Then again, many of their support troops and almost all troopers from the security detachments were lost during the Pan Arcadian Campaign, with just a handful of troopers remaining. After asking for reinforcements through Munitorum contacts, Vanhayn managed to get assigned to her company a Thermidorian garrison force formerly stationed in a high profile Munitorum ammunition storage station in the same subsector. The reinforcements included a battery of Wyvern Supression tanks, one hundred Thermidorian Scions, with their own medical assistance team and some left over war material. Currently, the Thermidorian company includes a mesh of troops that are still getting used to work with each other, with the newcomers trying to find a place inside the company. Although the command company lost a lot of its support capabilities and most of its highly trained officer complement, it has gained in raw firepower and punch with the addition of the Thermidorian Elite Grenadiers. The rest of the Company is composed of the survivor vehicles of the original artillery batteries and support platoons. However, Vanhayn wants the company to retain the ability to support missions of the rest of the regiment, applying force to weak points and reinforcing morale when needed, and the flexibility and elite capabilities of the Grenadier platoons she acquired helps her with that appointed duty, as well as serving as the Honor Guard for a commanding officer.
Commanding Officer: Brevet Colonel Victoria Aleinne Isabeau Katherine Vanhayn Debois Castel.
Number of Guardsmen: 275
Support (Weapons, vehicles, etc): Detailed in the full order of battle below
Uniforms: Detailed in the full order of battle below


Morrdh wrote:Company name: 319th Battalion, Morridane Deepwatch ('The Bad Luck Boys')
Home world: Morrdh
Type of Company: Light Infantry (Tunnel Fighters speciality)
Commanding Officer: Captain Artemis Stormwell
Number of Guardsmen: 7 Officers, 243 men (originally 845 all ranks but substained heavy losses in previous engagement, received some reinforcements)
Support: 6 Flamers, 4 Meltas, 12 Heavy Stubbers, 1 Hades Drill
Uniforms:
Miscellaneous info: Info dump time, handily spoilered;

Morrdh

Morrdh is a storm wracked mining world in the Koronus Expanse and was discovered by Sebastian Winterscale very early in his career. A lost world of man, it was covered in extensive ruins of abandoned settlements after the near endless storms and heavily polluted atmosphere forced the natives underground. The native population were examined and found wholesome despite their long separation from the light of the Emperor, but for reasons unknown colonists were brought from the Greater Imperium to resettle Morrdh. Natives who were slow to abandon their old beliefs and practices were pushed to the fringes, and even today those with Native blood are viewed with some suspicion.

The tantalising prospect of Archeotech brought representatives of the Adeptus Mechanicus to Morrdh, while the prospect of conversion brought representatives of the Ecclesiarchy. Colonists sought to rule themselves alone, while Winterscale wished to exploit the mysterious bounties of the world for himself and his burgeoning dynasty. Fractious squabbling between these factions brought down the wrath of the Inquisition, who brokered a settlement – Morrdh and its people would be led by a council representing each faction, a council headed by a leader chosen from the ranks of the new settlers.

Her Serenity Queen Lothwyn XIV is the current monarch of Morrdh and planetary governor, ruling from the capital city of Morrdun. Beneath her, a Magos Explorator, an Ecclesiarchical official and a memeber of the Winterscale sit as advisers. Each has their own agenda, and each not-so secretly longs to rule alone. Were it not for the obsidian tower of the Inquisitorial manse casting long shadows over the capital it is very likely that one would have made their move by now. For now, they are content to plot and intrigue and to quietly indulge in smuggling ancient artefacts off-world.

Recently, Queen Lothwyn has pushed for her world to become a Garrison world. Her reasons for doing so are unclear, as it would entail far higher tithes and far more Imperial oversight. Some suspect that she hopes to force a confrontation between the other factions, a confrontation she clearly believes will end successfully for her. Others believe that she knows of some dark threat looming on the horizon. Those allied to Rogue Traders fear that it is the first step towards Imperial annexation of what they see as their rightful domain.

Despite the intrigue ridden politics, Morrdh is one of the major sources of mineral wealth in the Expanse and some of its rare ores is valued by Imperial nobles in the Calixis Sector and beyond as are the relics found in the storm blasted ruins that dot the planet’s surface...

Morridane Deepwatch

Man is far from being the first inhabitants of Morrdh, ancient records state that not long after the planet was first colonized that contact was reported with a subterranean race of creatures simply called 'Lurkers'. These creatures were reported as being a a crouched, diminutive creature swathed in rags, its face obscured by a hood, and possessing a rat-like tail (aka the 'Space Skaven' the H'rud were going to be in 3rd Ed 40K until GW retconned it). Over the centuries there have been many reports of Lurker raids, typically taking place during the night cycle, and of sightings in the tunnels around many of Morrdh's cities. A specialist military unit known as the Deepwatch was eventually formed to deal with the Lurkers, a unit that has been maintained and gained specialization in close-quarters and tunnel fighting.

Today the Deepwatch forms the core of the Morrdh PDF, its recruits are those those that cannot live on the miserable payments of the mining clans or who earn the wrath of one of the criminal gangs. The men and women of the Deepwatch have the thankless task of delving deep into the tunnels and caverns beneath the surface of Morrdh, often for weeks or months at a time, to clear out Lurker infestations and to deter gangs from using the very same tunnels for nefarious purposes. Deepwatchers must learn a certain degree of self-sufficiency, as tunnel collapses and other hazards can easily prevent the delivery of much-needed supplies. Those tithed to the Imperial Guard often ply these skills on the battlefield, making the best of available resources and finding creative uses for common equipment.

Special Equipment: The Deepwatch, due to the typical nature of its operations, process some not so typical equipment in its inventory.

*Adapted Vox-Casters:- Vox communications underground is restricted to short ranges, the Morridanes have gotten round this problem by using vox-cables that run like a web through the network of tunnels that make up their homeworld. An adapted vox-set can be plugged into a special socket to communicate over vast distances, though it requires another vox-set to be plugged into the same cable and a cable that hasn't been cut...

*Demo-Charges:- Every Deepwatch section carries a handful of demo-charges, these are typically used to clear cave-ins, blast new tunnels or as booby-troops.

*Morridane Pattern Autoguns:- Deepwatch soldiers use an autogun design native to their homeworld rather than standard Imperial lasguns, this is due in part to their typical operations.


Imperial City-States wrote:Company name: Echo Company - 82nd Valkarian Heavy Infantry Regiment

Home world: Valkar

Type of Company: Heavy Infantry

Commanding Officer: Captain Klaus Schweitzer ( Formerly Lieutenant )

Number of Guardsmen: 200 Supported by Seventeen Chimera's

Support:
Standard infantry kit : Hellgun w/ High Capacity Backpack , Auto-pistol w/ Three Magazines , Carapace armor , Stormtrooper Long Deployment Gear ( Night-vision gear , Advanced radio equipment , rations , medical kits ect. ) Three Fragmentation Grenades . A Single Infantry Squad of Twelve men is divided into two - Six man fire-teams each containing one Special weapons gunner armed with a Melta-gun ,This provides extreme tactical flexibility in the Urban operations the 82nd commonly finds themselves in .Each Twelve man Squad is attached to a Chimera IFV that is armed with a Turret Mounted Autocannon , and a Hull Heavy Bolter - , A quite common occurrence is for the Vehicles commander to man a top-pintle mounted Heavy Stubber that has a Gunners Apron to protect him from incoming fire . This Allows every Squad to make an accurate firebase and they are actively able to lock down highly contested areas and effectively assault even the most Heavily Defended Enemy positions .

Uniforms:
Standard Heavy Infantrymen :

(Image)



Miscellaneous info:
While commonly Valkarian troops are trained in Drop tactics there are rare occasions that select individuals are sent to Heavy Infantry Units where the receive the most advanced equipment the Guard has to offer , While The Particular Unit of the 82nd is Specially trained for Urban Combat . The Vehicles in their Unit contain many items that are useful in urban environments such as Track Guards , RPG cages and Dozer Blades to name a few but these are mainly bolted onto command vehicles only , however more may gain it as the unit is resupplied . Individuals of the 82nd often have personal weapons that they secured either from the enemy or " Liberated " from Quartermasters , the most common addition is pump action Shotguns as well as heavy Stub Pistols , other times they "procure" items such as melta bombs and Flamer fuel for their own uses and the Unit itself is actually fairly renown for their Moonshine that is made from a mix of Promethium and Lasgun power pack juice , it is commonly accepted that they trade this Liquid fire for many items such as Iho sticks all the way up to Melta gun ammunition. However the 82nd is notorious for having the Commissar's be killed due to "friendly fire " incidents and as of current there are none present . One of the most sacred things to the Valkarins is their Facial Tattoo's of Their tribes , which long gone in The literal sense , is still a major part of their honor system . If any outsiders are to receive this tattoo they are considered to be apart of the unit and worth of such a privilege


Great Houses of Xie wrote:Company name: 3rd Xie, 2nd Mixed Company
Home world: Xie
Type of Company: Hybrid mechanized
Commanding Officer: Captain Xie Guiren
Number of Guardsmen:
- Two command squads, one of whom is in charge overall, the other of whom is stuck in with the troops and mounted aboard a Chimera (11 infantry, 3 crewmen).
- One platoon, with two guard squads and two autocannon-bearing squads (37 infantry).
- Three "veteran" teams, two of whom are mounted aboard Chimeras (30 infantry, 6 crewmen).
- One Chimera converted into a hydra flak tank (5 crew).
- One Leman Russ (6 crew).
- Two Vendettas (4 crew)

- Grand total: 78 infantry, 24 crewmen

Support (Weapons, vehicles, etc): First command squad is equipped with artillery spotting equipment. The second command squad is equipped with 3 melta guns; all the Chimeras are equipped with a hull-mounted heavy flamer and turret-mounted multilaser (this is the standard Xie-patterned Chimera). The two guard squads each have a single flamer. The "veteran" teams are each equipped with 3 plasma guns. The autocannon-bearing squads are self-explanatory. The hydra flak tank is self-explanatory, with a hull-mounted heavy bolter. The Leman Russ is the standard variant with three heavy bolter sponsons. The Vendettas are similarly of the standard variety.

Uniforms: Flak armor is black. Fatigues are navy blue. All imperial eagles are gold; the same goes for braid and sword accessories. Rebreathers with optional low-light visors feature red-tinted, non-fogging lenses. Accouterments are all black.

Miscellaneous info: The regiment is specialized in hive combat, which is why it uses urban-ish combat colors. In particular, this company is an mobile company, of sorts, usually held in reserve to deal with holdouts, breakthroughs, or provide close-in anti-armor/heavy-infantry support. It is ill-equipped to deal with fortified positions. As per urban combat, the troops are equipped with Xie-copied Armageddon-patterned las-carbines and modified lasguns.


Persica Prime wrote:Company name: Persican 501st Black Lance (Mechanised Infantry)
Home world: Persica [Persican Cluster Subsector, Benelith Sector, Segmentum Obscurus]
Type of Company: Infantry
Commanding Officer: Captain Tavio Archer
Number of Guardsmen: Regimental strength about 3%, company strength at about 30%, 162 total personnel.
Platoons: 4, plus company command squad.
Squads: 22, including command squads.
Standard Infantry Squads: 9
Special Weapon Squads: 5 - flamers
Heavy Weapon Squads: 4 – lascannons (2), autocannons (2); each squad fields three weapons.
Stormtrooper Squad: 1 (stormtrooper sergeant and six stormtroopers)
Support (Weapons, vehicles, etc): 19 total vehicles.
Timberfox-pattern Chimeras: 11
Mars-pattern Chimeras: 1
Mars-pattern Hellhounds: 2
Atlas Recovery Tanks: 2
Devil Dogs: 1
Chimerax: 1
Command Chimera: 1
Uniforms: Standard Cadian-style of uniform, black armour over dark green disruptive pattern.
Miscellaneous info: There's quite a lot in the Sourcebook. I'm grateful to anyone who reads it!


The Nihilistic view wrote:Company name: Pan Arcadian Planitary Defence Force Cadet Force. (PAPDFCF)
Home world: Pan Arcadia
Type of Company:Infantry company.
Commanding Officer: Captain John Harper.
Number of Guardsmen: 9 officers, 37 NCOs, 92 veterans, 483 men. (180 are from other Pan Arcadian forces, mostly ex-13th Infantry)
Support (Weapons, vehicles, etc): Lasguns, flamers, grenade launchers and autocannons. Some NCOs and veterans are also armed with shotguns. Plenty of Frag grenades. Snipers with sniper rifles naturally.
Uniforms:





Miscellaneous info: Five years ago the cadet force was indeed a volunteer cadet force as it had been for most of it's history. It was usually around one platoon strong and trained by a lieutenant. But with the coming taint of chaos and it's influence in planting the seeds of secession in the PDF the commanders of the PDF decided they needed a larger supply of manpower to achieve their aims. This increase in required manpower also necessitated the PDF to move from a volunteer recruiting method to that of conscription. Thus over the last five years the strength of the company has increased from one to six platoons being trained at anyone time. The platoons are staggered so that as the training lasts six months each month one platoon passes out and one platoons worth of conscripts arrives.

At the point where the company enter the story the current months draft is over a week late, as is the officer who usually comes to collect the passed out platoon.

The company instructors are true imperial guard veterans, they were members of Pan Arcadia's Guard regiments and have fought all over the Imperium. Most of them have either been released from the Guard due to old battlefield wounds making them unable to operate at a sustained level in the field for any length of time. Or they have gotten too old for front line service as is the case with Harper's second in command. Whilst the rest are like Captain Harper, sent to join the Company because they are not wanted by the Guard regiments, either due to not being the "right kind of officer" or for being seen as trouble makers.

Platoons are numbered in order of precedence, the 1st platoon being the first platoon trained over 1000 years ago up to the current six platoons that are numbered platoons 3658 through 3663. The top cadet (now whiteshield) in each platoon is awarded the Cadet Honour Medal, the winner is chosen by the CO of the Company. Once a platoon passes out it's men are distributed as needed between the established PDF units and sometimes even the planets Guard regiments though they prefer to train their own. Once all men are distributed the platoon ceases to exist as an administrative unit and it's only record is that in the training annuals and on individual service records.

The force mostly untested conscripts suffered fairly heavily in the battle for it's homeworld though this was augmented with those loyalists (mainly the 13th Pan Arcadian Infantry) encountered during the campaign it stands at around 65% of of it's Pan Arcadian strength. With nowhere else to go and non of the planetary high command in a fit state shall we say to command the force joined the Segmentian 557th upon the conclusion of the campaign. The force-those that survived-are now much more experienced and competent soldiers than the green troops that they were. They are also much better equipped than before and among other things have been re-equipped with Lasguns and better support weapons such as flamers, auto-cannons and Grenade launchers. They even now have a sniper squad that was encountered on Pan Arcadia and is the only known remnants of the 17th Pan Arcadian infantry.


Bredtonia wrote:Name1st Viridian Heavy Recon
Homeworld Viridian IX-Prime
Type of Company Armor
Commanding Officer Captain Leng Arnesen
Number of Guardsmen 25 Recon Teams (6 women each, including 1 Captain and 4 Lieutenants), 1 Enginseer
Support 15 Salamander Scout Tanks (winter patterns), Grenade Launchers, Crates of Land Mines, Repair Servitors. All equipment is Mezoa pattern.
Uniforms Viridian soldiers are issued black body-suits that act both as a last line of protection (mostly against las weaponry) and thermal regulation. Black standard style fatigues containing basic flak weave are warn over the bodysuit, with much thicker flak coats used when the troops exit their vehicle. Including flak coats achieves Munitorum-recommended level of small arms resistance. The company emblem is stitched on the left arm of each layer.
Misc.
The permafrost and largely aquatic moon of Viridian IX-Prime is the first and largest planetoid in orbit around the unstable gas giant Viridian IX. It's high humidity and flash-freezing atmosphere creates an environment that flirts with the line between death world and simply unpleasant. Viridian's primary wealth comes not from it's planetary assets, but from the extensive high-grade promethium refinery constructed three centuries ago that orbits just within the gas giant's bleeding-off atmosphere. Viridian IX-Prime, therefore, is focused almost entirely on the agricultural and manufacturing infrastructure to keep the refinery running at operational capacity to feed the every-thirsty plasma drives of the Imperial Navy and Explorer fleets.

Within a decade of being settled, the colony was struck with a plague of mutation. The installation's value to the Mechanicum caused them to send genetors, who quickly traced the mutation the same unstable energies that made the site valuable for promethium was irradiating those who left the protection of Viridian IX-Prime's atmosphere. To stem the tide, the genetors ordered as many colonists as possible to remain on planet.

The demands of running a massive promethium refinery, void dock and orbital patrols, however, simply required to many bodies to sufficiently rotate personnel. Instead the planetary counsel decreed that to preserve future generations, the women would remain on planet. The decree worked to stem the mutations to a recoverable level. Over the generations, the refinery and other orbital positions grew to absorb all able bodied men, leaving all planetary jobs to be filled by women.

The Viridian Guard were founded shortly after the completion of the refinery taking over responsibility of defending the world from the original Skitarii cohort assigned to defend the mechanicus construction installation. The Viridian Guard are primarily a void-born military force, operating security on the refinery and other orbital stations, as well as operating the system defense monitors that patrol the close-in routes from refinery to moon.

The Viridian Guard planetary defense unit, while technically part of the same unified command structure, is largely independent of it's void-based association. This all female ground combat branch is responsible for the security and defense of Viridian IX-Prime its self. Unlike the rest of the troops, the planetary defense unit trains for fighting in the wide open expanses of the local tundra, utilizing armored vehicles and various heavy, long ranged weapons.

Although long considered nearly superfluous, this main ground forces proved critical just over a few century ago when a large badly damaged ork raider successfully penetrated the planetary defenses and made landfall less then a hundred miles from the capital (and only) city. The orks proved characteristically adept at at salvaging material from their craft and began would would later be called the first war Viridian war.

An imperial census and evaluation following the first Viridian War decreed that the system had reached some arcane population and military competency threshold, and must begin providing regiments for the Astra Millitarum on a regular basis, specifically ten regiments per decade. The Viridian First Heavy Recon was submitted as a regiment from the original tithe, and has been supported or reformed ever since.

Prior to the First Viridian War, the planetary defense force was based closely on the standards put forward by the Tactica Imperialis. When the First Viridian War began, the planet's lone armored regiment was deployed, according to standard practice. to spearhead an assault the approaching ork hordes. The orks horde, who hailed from the "SpeedFreak" clan, were not simply approaching as a green tide, however, but countered with a mass of warbuggies and wartrakks that simply outran and outmaneuvered the slow, heavy tanks. In a series of open field engagement, the faster vehicles took them apart one by one. Only the recon tanks attached to the armored regiment were able to escape destruction. With little other armored support available to the slowly advancing infantry, the recon tanks were organized into skirmishing units and sent back into the wide open fields of battle.

This new unit, called Light Armor or Armored Recon, proved surprisingly effective against the orks of the SpeedFreeks clan, and saw both extensive use and expansion as the battle war on. A squadron or two of the Armored Recon would often encounter and engage outriding ork biker or wartrakk units and engage them in a series of high speed running battles and "jousts" as they came to be called. As the units found themselves more and more often called upon to engage the enemy, the salamander crews were filled out with additional crewmen and equipped with grenade launchers to use as secondary, omnidirectional weaponry.

As the war moved along, many of the planet's reserved chimeras were reconstructed as Salamanders and deployed to counter the thinly armored but numerous wartrakks. On the occasion that recon groups encounter the rare heavy vehicle or massed formation, the Armored Recon units would instead have its position marked and transmitted for elimination by orbital or artillery support units instead of being engaged directly. After the War was successfully concluded, the Armored Recon units became a maintained part of the planetary defense force.


Bone Fort wrote:Company name: Z897-I Taskforce
Home world: Nichts Geheimnis Hier
Type of Company: Stormtrooper
Commanding Officer: Major Babadook, "The Silhouette"
Number of Guardsmen: 47
Support (Weapons, vehicles, etc): Mixed squad weapons scattered about (flamers, grenade launchers, plasma guns, sniper rifles etc.), 2 heavy bolters, 4 missile launchers, and whatever vehicles or other support weapons they stealacquire on the field. Rarer weapons like needlers are not unheard of, but still rare. Continuing a proud DSM tradition, they are currently in possession of a Hades Breaching Drill acquired through unknown means they refuse to elaborate on.
Uniforms: Uniform is generally not a word that applies, as it is a hodge podge of apparel that follows a general "theme", which is dark colored (black and grey) clothing. Faces always hidden behind masks, which are also varied. Face gear like gas masks or balaclavas typically have an intimidating design like a skull or a shark-face painted on. Bandoliers, backpacks, pouches, and even a few duffel bags are common throughout, as are coats and jackets. Synthskin suits are worn underneath armor and clothes. Vox beads, carapace armor, and respirators are standard issue.
Miscellaneous info: A mixed-gender company. The regiment is noted for its... "eccentric" tendencies, to put it lightly. Tend to look down on others... quite literally as the average height for the company is about 7 ft. (shortest being 6'6''), as they're all vat-grown and such tall height was the intention of the vat workers. As stomrtroopers, they are very well-equipped and well-trained, and as former Inquisitional Stormtroopers, they are well versed in many of the enemies of man, not as much as an Inquisitor, but still significantly more then your average, run of the mill guardsman. Masters of stealth, infiltration, and terror, they are hard to scare, with the strongest reaction elicited from them typically being mildly perturbed.


Segmentia wrote:Company name: 865th Line Regiment, C Company
Home world: Segmentia
Type of Company: Infantry
Commanding Officer: Captain Karenth K’Svah
Number of Guardsmen: 600
Support (Weapons, vehicles, etc): 1 Mars-Pattern Baneblade (Approved by Carch)
5 Leman Russ Battle Tanks
20 Autocannons
5 Heavy Bolters (20 in stock for replacements)
20 Mortars
20 Heavy Stubbers
8 Long-Las rifles issued to the company scout platoon

Uniforms: Here

And here

Miscellaneous info: Due to complications in supply lines, the company was issues with standard Las-guns, rather than their usual Segmentian Pattern las-rifles.


Drakulstan wrote:Company name: 42nd Calth Armored, 3rd Company
Home world: Calth
Type of Company: Armored
Commanding Officer: Captain Niles
Number of Guardsmen: 80
Support (Weapons, vehicles, etc): Current camouflage pattern is a solid olive-drab green.

Leman Russ crew complement: Driver, Loader, Turret Gunner, Commander, Bow Gunner (if applicable), Sponson Gunners (if applicable)

Command Squadron: Leman Russ Vanquisher Emperor's Fury, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank Bolt Magnet, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank Sanction, hull heavy bolter and co-axial storm bolter (Crew: 5)

Squadron A: Leman Russ Main Battle Tank Undertaker, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank Metal Menagerie, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank Back-Breaker, hull heavy bolter and co-axial storm bolter (Crew: 5)

Squadron B: Leman Russ Main Battle Tank Iron Duke, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank Painkiller, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank Steel Thunder, hull heavy bolter and co-axial storm bolter (Crew: 5)

Squadron C: Leman Russ Exterminator Metal Storm, heavy bolter sponsons, hull heavy bolter and co-axial storm bolter (Crew: 7)
Leman Russ Main Battle Tank Dear John, hull heavy bolter and co-axial storm bolter (Crew: 5)
Leman Russ Main Battle Tank The Gavel, hull heavy bolter and co-axial storm bolter (Crew: 5)

Anti-Air Squadron: Hydra Flak Tank Buzzsaw, twin Punisher cannons, hull heavy bolter, pintle-mounted heavy stubber (Crew: 5)
Hydra Flak Tank The Long Arm, twin Punisher cannons, hull heavy bolter, pintle-mounted heavy stubber (Crew: 5)
Hydra Flak Tank Nelly, twin Punisher cannons, hull heavy bolter, pintle-mounted heavy stubber (Crew: 5)

Destroyer Tank Hunter Longshot, pintle-mounted storm bolter, camouflage netting (Crew: 3)

Recovery Squadron: Atlas Recovery Vehicle Triple A, hull heavy bolter and pintle-mounted heavy stubber (Crew: 3)
Atlas Recovery Vehicle Battlefield Angel, hull heavy bolter and pintled-mounted heavy stubber (Crew: 3)

Support Squadron: Trojan Logistical Support Vehicle Ogryn, hull heavy bolter (Crew: 3)
Trojan Logistical Support Vehicle Brown, hull heavy bolter (Crew: 3)
Trojan Logistical Support Vehicle FedEx, hull heavy bolter (Crew: 3)

Uniforms: Tan Cadian-pattern Tanker fatigues, dark green flak armor. http://vignette2.wikia.nocookie.net/war ... 0408090242

Miscellaneous info: The Hydra Flak Tanks were not originally part of the Calth Armored, but were seconded to them for anti-air protection. Instead of armed with the Hydra Autocannons, they’re armed with a pair of Punisher Gatling Cannons. The Hydra crew compartments are completely enclosed, preventing a SEAD attack or surprise ambush from killing the guardsmen.

The Main Battle Tanks are also equipped with anti-armor shells as well as blast-frag ammunition. This enables them to engage enemy armor far more effectively.

The company is the veteran leftovers of the once great Calth 42nd. But as such, they are surely either very skilled or very lucky.

Tank Commanders are distinguished by their leather jackets.

Personal sidearms of the 42nd tend to vary, but consist of laspistols, stub pistols, autopistols and stub revolvers. It's one of the few bits of individuality the regiment allowed. A pair of Lascarbines are stored inside of every tank for personal defense as well.


The Tophat Empire wrote:Company name: 31st Mechanised Praetorian Guard Company
Home world: Praetoria
Type of Company: Mechanised Infantry
Commanding Officer: Captain Charles. J. Oswald(Called CC by his close friends)
Number of Guardsmen: 500 infantry, plus dedicated drivers and gunners of the vehicles
Support (Weapons, vehicles, etc): 35 Chimeras with auto-cannons in the turret and Heavy Bolters in the hull(30 in active service and 5 in reserve) 15 las-cannons(Divided into 3 support units), most common squad support weapon in the grenade launcher, however the Melta gun is common to.
Uniforms: Captain Oswald in his uniform
Miscellaneous info: After their founding 3 years ago and so far only deployment they have had was on a hive world in the Segemtum Armageddon. The planet had had been all but destroyed by the "Heretic Decease". Meaning that chaos had placed its filthy fingers on the world, the PDF quickly losing ground to the hordes of "undead". The 31st was on its way to Armageddon to reinforce against the Ork Hordes, but in the last moment when they where ordered to this world in a attempt to retake the world. After the initial landing, where they face little to no resistance they started to clear out one of the smaller living hubs on the planet together with 2 other regiments, 98th Cadia and 21st Armageddon Armor. Both that happed to be on the same transport as the 31st

After 1.5 years of little to no resistans the Heretics attacked back, mostly infected they walked towards the guardsmen, that made easy work of them with high explosives and auto cannon fire, however they where slowly pushed backed during the coming 3 months. then regimental command lost contact with larger parts of the 98th, Command, fearing a enemy breakthrough sent two platoons under the command of Captain Maximilian, with lieutenant Oswald as the Second in Command. Upon arriving at the Front Trenches they where met by silence, and a large un-natural fog; for a second, then the air was filled by the sound of bolters, Killing Maximilian and 9 other soldiers instantaneously. All the soldiers already knew what this where, Chaos Marines, had arrived by some kind of unholy magic. however it looked like only a small detachment, only 10 or 15 marines. 5 of those where now advancing towards the lieutenant one of them wielding a plasma rifle, Oswald was looking for a weapon, his lasgun lost during the shock of the ambush. He pics up Maximilians chain sword and rush towards the enemy, his mind not able to think clearly, however when he struck one of the enemy's the sword deflects down on the plasma gun, just when it was going to fire a round, spraying hot plasma and killing the marines and burning his right hand of. After this moment he remembers little but he came back with 68 out of the 100 men that left, all of the survivors singing his praise.

After this he was giving a role as the "Master Of Logistics" , the planet hospital lacking replacement limbs. He was ordered to oversee the evacuation of the equipment, during a inspection he was attacked by some heretic guardsmen, suffering a new wound to his right arm, this time however he was evacuated and had his right arm replaced, however they where also placed in quarantine by the inquisition, the now 302 men strong regiment was renamed into "31st Mechanised Praetorian Guard Company " as they had lost 70% of their men. when the inquisitor heard the stories of the soldiers he wrote of the accusations of hearsay as "baseless" and the Company was added to the Segmentian 557th

Slorch wrote:Company name: 117th Cyclopean Mechanized
Home world: Cyclopean Prime
Type of Company: Mechanized Infantry
Commanding Officer: Lieutenant Robert "Joe" Lee
Number of Guardsmen: 500 infantry + Chimera transports and support.
Support (Weapons, vehicles, etc): Standard infantry are armed with a Accatran Pattern Mark IV Lasgun. Half of the squads are armed with meltaguns and the other half are armed with flamers(One per 6 people). The 117th have managed to retain 2 groups of 3 Sentinals (2 with Heavy Flammers, and the rest with Autocannons). For every 5 Chimera one is armed with an Autocannon, while the rest are equipped with Multi-laser.
Uniforms:Uniform
Miscellaneous info: Due to the large weather variations on there home planet the Cyclopean's are adept at acclimating to a wide range of climates and worlds.


Legital wrote:Howdy, folks. Spoke with Carch and I got a spot to join in. I can't let everyone here have fun without me, can I?

Company name: Higaran 41st Storm Grenadiers
Home world: Higara (Hai-gar-uh)
Type of Company: Heavy Infantry
Commanding Officer: Captain Heinrich Weimar
Number of Guardsmen: 144

82 Infantrymen
31 Crewmen
8 Command Staff (Commander, Second Officer, Commissar, etc.)
23 Additional Personnel (Aides, Lay Adepts, Cooks, Medicae, etc.)

Support (Weapons, vehicles, etc):
18 Centaurs (For mobile combat, with additional armor and pintle-mouned heavy stubbers)
1 Salamander Command

2 Infantry Heavy Stubbers
3 Flamers
11 Missile Launchers
3 Light Infantry Mortars

Individual Infantrymen contain: Cadian-pattern Hellgun (10kg power backpack), Laspistol, x2 grenades (2 fragmentation, or 1 fragmentation and smoke/flash/etc.), carapace armor set, and basic infantrymen kit.



Uniforms: A standard Higaran infantry uniform is pictured on the right, including the iconic helmet. Grenadier armor is pictured here, however instead painted dark grey.
Miscellaneous info: The people of Higara are richly cultured, and this can best be seen by a few noticeable aspects of Higaran Guardsmen. Men who can grow facial hair are expected to, with the vast majority of men sporting waxed handle-bar like mustaches. The uniform and helmet of the guardsmen have not changed in over a millennium (with some minor alterations), and is somewhat archaic in nature compared to modern Imperial Guard uniforms, such as the Cadian pattern. Higarans, especially guardsmen, are very fond of music and almost every platoon has a voxograph to play music for the enjoyment of the unit. As instruments are more cumbersome and require dedicated care when moved around often, listening to music is much more common than playing music. As a display of prestige and class, many officers have their own voxographs of various make and design. The grander the device is, the higher the officer is in standing.

Attached to the remnants of the 41st is the young and newly promoted Commissar Johannes Claus, a prior member of the 557th and survivor of Pan Arcadia.
Last edited by Carcharhinidae primari on Tue Mar 10, 2015 3:18 am, edited 25 times in total.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

User avatar
Carcharhinidae primari
Ambassador
 
Posts: 1964
Founded: Aug 08, 2010
Ex-Nation

Postby Carcharhinidae primari » Thu Dec 18, 2014 10:14 am

Random info goes here:


Stock-take on the waiting list

Cadian 87th "Kasrkin" Grenadiers(dutch coolness)
(Neema)
634th Krieg Mixed Support (creataris)
(Naming a Nationstate is too hard)
3rd Calaverian QRF (North Calaveras)
4th Arnrake Light Infantry (Arnrakian)
(The Abel Imaginarium)
Palonitrian 55th(Palonitr and Howland)
Last edited by Carcharhinidae primari on Wed Mar 04, 2015 1:51 am, edited 12 times in total.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

User avatar
Neema
Senator
 
Posts: 3548
Founded: Feb 13, 2013
Ex-Nation

Postby Neema » Thu Dec 18, 2014 11:01 am

Heyo.
_[' ]_
(-_Q) If you support Anarchism, Socialism or Communism post this capitalist.

http://riserevolt.wordpress.com/

E#;B

User avatar
Carcharhinidae primari
Ambassador
 
Posts: 1964
Founded: Aug 08, 2010
Ex-Nation

Postby Carcharhinidae primari » Thu Dec 18, 2014 11:03 am

hey! did. I forget to list you?
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

User avatar
Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Thu Dec 18, 2014 11:05 am

Will post my company when I get home from work.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

User avatar
Neema
Senator
 
Posts: 3548
Founded: Feb 13, 2013
Ex-Nation

Postby Neema » Thu Dec 18, 2014 11:05 am

Carcharhinidae primari wrote:hey! did. I forget to list you?


Nope, was never in the previous ones.
_[' ]_
(-_Q) If you support Anarchism, Socialism or Communism post this capitalist.

http://riserevolt.wordpress.com/

E#;B

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Thu Dec 18, 2014 11:05 am

I'll join this time.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Slorch
Powerbroker
 
Posts: 7960
Founded: Dec 14, 2012
Ex-Nation

Postby Slorch » Thu Dec 18, 2014 11:07 am

I'm interested.
"... Ultramarines never have to deal with shit like that. Then again, they are the Ultramarines. Rebels don't surrender out of fear of them, they surrender because the last they want is another lecture about their prowess in battle."- AETEN II
Slorch wrote:click the 'wrote' button.
Nua Corda wrote:click the 'wrote' button.

Fluttershy is Best pony

User avatar
Carcharhinidae primari
Ambassador
 
Posts: 1964
Founded: Aug 08, 2010
Ex-Nation

Postby Carcharhinidae primari » Thu Dec 18, 2014 11:12 am

thanks for the interest, I'll need to see how many of the previous story decide to apply before I'll throw it open fully; but I think several spots will likely open up.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

User avatar
Slorch
Powerbroker
 
Posts: 7960
Founded: Dec 14, 2012
Ex-Nation

Postby Slorch » Thu Dec 18, 2014 11:13 am

Carcharhinidae primari wrote:thanks for the interest, I'll need to see how many of the previous story decide to apply before I'll throw it open fully; but I think several spots will likely open up.

Ok.
"... Ultramarines never have to deal with shit like that. Then again, they are the Ultramarines. Rebels don't surrender out of fear of them, they surrender because the last they want is another lecture about their prowess in battle."- AETEN II
Slorch wrote:click the 'wrote' button.
Nua Corda wrote:click the 'wrote' button.

Fluttershy is Best pony

User avatar
Bredtonia
Ambassador
 
Posts: 1529
Founded: Oct 08, 2012
Ex-Nation

Postby Bredtonia » Thu Dec 18, 2014 11:18 am

Hello! I will definitely be completing an application in the near future. I'm pretty sure I want to use a different (custom) company, however, so the Steel Legion may have had to have been destroyed in the previous mission. Surviving regiments are free to absorb some survivors. I may wait a moment to see what specializations people fall into before deciding which of my ideas to put forward though.
Last edited by Bredtonia on Thu Dec 18, 2014 12:40 pm, edited 1 time in total.
"[F]or those in the know there is a slick and highly efficient black market in Tourism."

Off Board RPG: USCM RPG

User avatar
Alderann
Ambassador
 
Posts: 1039
Founded: Sep 21, 2012
Ex-Nation

Postby Alderann » Thu Dec 18, 2014 11:24 am

Tag

User avatar
Bone Fort
Powerbroker
 
Posts: 8148
Founded: Jul 30, 2012
Ex-Nation

Postby Bone Fort » Thu Dec 18, 2014 12:28 pm

Yeah, some of my company survived, but was "sent back to refound the regiment". Totally not inquisition stuff. Totally.

Maybe a handful gets left behind to provide support for retaking the planet. Cloak and dagger stuff like intelligence gathering, no heavy lifting.

At any rate, I'll be applying with a new force.
Last edited by Bone Fort on Thu Dec 18, 2014 12:40 pm, edited 1 time in total.
Me summed up in one sentence.

I wear teal, blue & pink for Swith.

User avatar
Maurepas
Post Czar
 
Posts: 36403
Founded: Apr 17, 2009
Ex-Nation

Postby Maurepas » Thu Dec 18, 2014 12:48 pm

Company name: Daran Ogryn Auxilia
Home world: Dara (Deathworld/Agriworld).
Type of Company: Ogryn Regiment
Commanding Officer: Bone'ead Lt. Fatty Reinhardt
Number of Guardsmen: 49 Ogryn and Fatty
Support (Weapons, vehicles, etc): Flak armor, Ripper Gunz, and Frag Grenades. Organized into 10 squads of five, transported in Chimeras.
Uniforms:
Image

Miscellaneous info: Dara is a planet in the Trivium system, often called the "World of the Giants" due to its flora and fauna growing in an environment that produced oversized variants of life often described as reminiscent of prehistoric Terra, populated with giant plants and reptiles. A thriving colony of Ogryn are the native human inhabitants of the world, and most believe the only reason the planet is not categorized as a Death World is the sheer amount of foodstuffs sent offworld by this population, some even herding the planet's huge herbivores as a supply of meat. Due to its population being primarily abhumans, the population of Dara is not self-governing within the Imperium, instead being ruled by the wealthy Reinhardt family. The family ensures that proper maintenance of the land and appropriate amounts of food are sent offworld to aid in the Imperial war effort, as well as providing a steady supply of Ogryns to serve in the Imperial ranks.

-Company Commander info-

Name: Fatty Reinhardt
Age: roughly mid thirties
Gender: Male
Rank: Bone'ead Lieutenant
Background: Nicknamed "Fatty" by the Reinhardt children he was tasked with being the bodyguard, due to his immense size, he became a personal member of the family, even taking their last name as his own, as much as he could understand what it meant to do so. When he became famous as the first Ogryn on Dara able to learn to write rudimentary sentences, including the spelling of his own name, the Imperial Guard took notice. Fatty was taken into the Guard and underwent the augmentative chemical process called Biochemical Ogryn Neural Enhancement (BONE) becoming a "Bone'ead" in the parlance of the Ogryn, which increased his intelligence to near that of a below-average human, and a low cunning comparable to that of an above-average Ork. Fatty Reinhardt now swerves as the Lieutenant of recruits from his homeworld in service to the God-Emperor of Man, one of the first Ogryns to achieve this rank.
Physical description: Large even for an Ogryn, known for his oversize belly, he has a metal plate on his skull housing his BONE enhancements, and a red optically enhanced eye with several settings including night-vision and infrared, though he isn't always aware of how it works exactly.
Last edited by Maurepas on Thu Dec 18, 2014 1:31 pm, edited 7 times in total.

User avatar
Bredtonia
Ambassador
 
Posts: 1529
Founded: Oct 08, 2012
Ex-Nation

Postby Bredtonia » Thu Dec 18, 2014 12:59 pm

Oh! ogryn regiment! that was one of my ideas. :lol:
It'll be cool to have them around - though you might want to have more than 7 of you. We are more-or-less company sized after all. Can still have a bone'ead in charge though. Lt. Bone'ead! :rofl:
Last edited by Bredtonia on Thu Dec 18, 2014 1:00 pm, edited 1 time in total.
"[F]or those in the know there is a slick and highly efficient black market in Tourism."

Off Board RPG: USCM RPG

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Thu Dec 18, 2014 1:00 pm

I'll go Cadian Heavy Infantry. Kasrkin look fancy, after all.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Aelosia
Senator
 
Posts: 4531
Founded: Antiquity
Ex-Nation

Postby Aelosia » Thu Dec 18, 2014 1:04 pm

Aaaand, working on the updated app...
My ratings in the top 100:
Aelosia is ranked 12th in the world for Lowest Unemployment Rates
Aelosia is ranked 12th in the world for Lowest Unemployment Rates
Aelosia is ranked 12th in the world for Largest Defense Forces
Aelosia is ranked 13th in the world for Most Scientifically Advanced
Aelosia is ranked 20th in the world for Most Cultured
Aelosia is ranked 24th in the world for Most Subsidized Industry
Aelosia is ranked 25th in the world for Fastest-Growing Economies
Aelosia is ranked 38th in the world for Largest Public Transport Department
Aelosia is ranked 42th in the world for Largest Publishing Industry
Aelosia is ranked 51th in the world for Largest Information Technology Sector
Aelosia is ranked 61th in the world for Largest Arms Manufacturing Sector

Factbook so far.

User avatar
Maurepas
Post Czar
 
Posts: 36403
Founded: Apr 17, 2009
Ex-Nation

Postby Maurepas » Thu Dec 18, 2014 1:06 pm

Bredtonia wrote:Oh! ogryn regiment! that was one of my ideas. :lol:
It'll be cool to have them around - though you might want to have more than 7 of you. We are more-or-less company sized after all. Can still have a bone'ead in charge though. Lt. Bone'ead! :rofl:

Fair point, I can up the size, :)

User avatar
Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Thu Dec 18, 2014 1:08 pm

I'll be going infantry heavy, Great War style. I'll also be helping Carch with details for the Lividivus Crusade.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

User avatar
Carcharhinidae primari
Ambassador
 
Posts: 1964
Founded: Aug 08, 2010
Ex-Nation

Postby Carcharhinidae primari » Thu Dec 18, 2014 1:09 pm

Ogryn's.. oh. you lot are going to have fun explaining a few things to them. you'll probably know when I finish the first version of the planetary background.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

User avatar
Maurepas
Post Czar
 
Posts: 36403
Founded: Apr 17, 2009
Ex-Nation

Postby Maurepas » Thu Dec 18, 2014 1:15 pm

Carcharhinidae primari wrote:Ogryn's.. oh. you lot are going to have fun explaining a few things to them. you'll probably know when I finish the first version of the planetary background.

Heh heh heh, yeah. I upped the Squad size but it's just an estimate on my part, Ogryn Companies do exist in the fluff, but they're not quite a thing on the table top so I had to sort of wing that.

User avatar
Carcharhinidae primari
Ambassador
 
Posts: 1964
Founded: Aug 08, 2010
Ex-Nation

Postby Carcharhinidae primari » Thu Dec 18, 2014 1:17 pm

Maurepas wrote:
Carcharhinidae primari wrote:Ogryn's.. oh. you lot are going to have fun explaining a few things to them. you'll probably know when I finish the first version of the planetary background.

Heh heh heh, yeah. I upped the Squad size but it's just an estimate on my part, Ogryn Companies do exist in the fluff, but they're not quite a thing on the table top so I had to sort of wing that.

It's.. not a squad. well. this is. but maybe you should go for something a little larger? perhaps around 50-60 ogryns ( a few squads) and a more regular officer to lead them? consider that some of the others will have anything up to 900 men to field.
also that is a very good point. I should amend the OP. I do intend to go more by fluff then tabletop; since i do feel some of the tabletop sacrifices story for easier balance (kindof ironic, since tabletop came first. oh well).

also.. chimeras? aren't ogryn's notoriously claustrophobic? (genuinely curious, they're not my expertise. XD)
Last edited by Carcharhinidae primari on Thu Dec 18, 2014 1:21 pm, edited 2 times in total.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

User avatar
Slorch
Powerbroker
 
Posts: 7960
Founded: Dec 14, 2012
Ex-Nation

Postby Slorch » Thu Dec 18, 2014 1:25 pm

Slorch wrote:
Carcharhinidae primari wrote:thanks for the interest, I'll need to see how many of the previous story decide to apply before I'll throw it open fully; but I think several spots will likely open up.

Ok.


So, should I post an App or wait?
"... Ultramarines never have to deal with shit like that. Then again, they are the Ultramarines. Rebels don't surrender out of fear of them, they surrender because the last they want is another lecture about their prowess in battle."- AETEN II
Slorch wrote:click the 'wrote' button.
Nua Corda wrote:click the 'wrote' button.

Fluttershy is Best pony

User avatar
Maurepas
Post Czar
 
Posts: 36403
Founded: Apr 17, 2009
Ex-Nation

Postby Maurepas » Thu Dec 18, 2014 1:29 pm

Carcharhinidae primari wrote:
Maurepas wrote:Heh heh heh, yeah. I upped the Squad size but it's just an estimate on my part, Ogryn Companies do exist in the fluff, but they're not quite a thing on the table top so I had to sort of wing that.

It's.. not a squad. well. this is. but maybe you should go for something a little larger? perhaps around 50-60 ogryns ( a few squads) and a more regular officer to lead them? consider that some of the others will have anything up to 900 men to field.
also that is a very good point. I should amend the OP. I do intend to go more by fluff then tabletop; since i do feel some of the tabletop sacrifices story for easier balance (kindof ironic, since tabletop came first. oh well).

also.. chimeras? aren't ogryn's notoriously claustrophobic? (genuinely curious, they're not my expertise. XD)

I can go as high as needed. And actually that's why they're separated into Squads of Five, due to their claustrophobic nature. That actually is a tabletop rule, you can put Ogryns in a transport, but you're limited to five per Chimera because of that, IIRC.

And I intend Fatty to be of an exceptional intelligence for an Ogryn plus the Bone'ead enhancements. I can put a human in charge if you want me to, but I'd like to stick with him. I'm an Ork Player on the Table Top/RP and I intend him to be written with close to Ork intelligence if that is permissible, because that is admittedly stretching a bit.

User avatar
Legital
Senator
 
Posts: 4882
Founded: Mar 05, 2011
Ex-Nation

Postby Legital » Thu Dec 18, 2014 1:47 pm

Hey folks. I'm still busy and all and I don't think I'll be able to fully participate like I used to, but I'd have to be dead to miss being apart of this.
"Imagination will often carry us to worlds that never were. But without it we go nowhere."- Carl Sagan
"The Emperor Protects."
Male, Agnostic, Transhumanist, Independent (USA, politics)

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Lazarian, Rudaslavia, Tesserach, The Empire of Tau, Zarkenis Ultima

Advertisement

Remove ads