coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Mar 31, 2014 0:15:23 GMT
Player name: Coolyo294 Character name: Korbin Ingram Age: 20 Class: Standard scout Equipment: Sniper rifle, Scout armour (carapace armour), Night vision/magnocular goggles, frag and krak grenades, astartes combat knife, bolt pistol, vox-bead, survival rations and ammunition, astartes combat webbing, auspex Background: Korbin's origins are rather ordinary, as far as members of the Raven Guard go. He was born on Deliverance to a family of poor miners and toiled alongside his parents until his induction into the chapter at age 10. Few thought he would survive the trials, but through a mixture of cunning and deadeye accuracy with a scavenged rifle he bested his peers and earned his place as a Raven Guard neophyte. Korbin has served alongside Sergeant Valar for the entirety of his career as a scout and has received all implants but the black carapace. Other: Korbin's marksmanship is impressive, even for a Space Marine. With his bolt pistol or sniper rifle he is capable of making shots that most of his peers couldn't. He has even earned a marksman's honour badge, in reward for making a shot outside his rifle's maximum range that killed the forward commander of an advancing tau cadre.
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Post by Darko on Mar 31, 2014 2:07:42 GMT
That makes four once Dev does a sheet. One more and we can begin.
As for tactical flexibility, as I said you'll have the opportunity to switch gear between deployments but probably not during them. This game is called behind the lines after all.
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Castiel
Rising Legend
Lord of the West
Forth Eorlingas!
Posts: 644
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Post by Castiel on Mar 31, 2014 13:08:07 GMT
Sure thing Dev. Castiel - might be an idea to come up with a reason for him being reassigned to a new squad, possibly his last one were all KIA? Also, you will need to pick a special weapon because you'll often be expected to operate in the field without resupply or rearming for long periods of time. This also represents what is essentially your characters signature wargear - what they fight with best and have become accustomed to. Changing equipment throughout the game is unlikely to happen very often, keep that in mind. I was intending to pick flamer, melta or plasma depending on the nature of our initial mission brief and enemy before deplotment, and then stick with that until the end of the mission, if that makes sense? Eg, if the first mission is to kill an Ork Warboss then I select flamer, and stick with that. If we run into a squad of Chaos marines then my character just wishes he has a plasma gun before setting them on fire for the greater glory of the Emprah. I'll amend the backstory to include what happened to his old squad. Edit: Isn't that 5 Darko? Warork, Me, Scrazz, Dev and Coolyo.
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Post by Darko on Mar 31, 2014 14:03:31 GMT
Well, I haven't decided what the first enemy will be just yet but I will let you know at some point. And you are quite right, that does make five, if Dev and Scrazz write up their sheets soon.
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Dewin
Overlord
Posts: 776
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Post by Dewin on Mar 31, 2014 14:19:13 GMT
Just checking, as heavy i get one heavy weapon and one standard weapon right?
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Post by Darko on Mar 31, 2014 14:23:07 GMT
Just checking, as heavy i get one heavy weapon and one standard weapon right? You get the standard gear (which includes a combat knife and bolt pistol) and you get to pick 1 heavy weapon, from a missile launcher or a heavy bolter with additional hellfire shells. I have considered expanding the options for heavy weapons but scouts don't generally use anything heavier than those two as it requires full power armour usually, whereas a box or belt-feed heavy bolter or simple tube-loaded missile launchers are much more portable. Plus if the specialist and heavy weapons guy also got to use the standard weapons as well it'd leave the 'regular' scouts feeling a bit redundant.
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Dewin
Overlord
Posts: 776
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Post by Dewin on Mar 31, 2014 15:02:24 GMT
Well, no point on taking the missile launcher then.
Should get to writing that sheet at some point
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Post by Darko on Mar 31, 2014 15:52:47 GMT
Well, no point on taking the missile launcher then. Should get to writing that sheet at some point Well, all SM MLs are just as advanced but they do also all seem to be tube loaded oddly enough, unlike the legion-era ones that had a magazine of 5 or so missiles. The HB is more versatile though, able to lay down a good rate of fire or load the hellfire shells that are single-shot and detonate a bit like a grenade, covering the target area with deadly acid.
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Mar 31, 2014 15:57:25 GMT
IIRC, most marines eschew the magazine loaded missile launchers because they're impractically unwieldy
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Post by Darko on Mar 31, 2014 16:06:15 GMT
IIRC, most marines eschew the magazine loaded missile launchers because they're impractically unwieldy Makes sense, plus having to load the missile each time isn't really effort for a space marine. So, I'm also adding the option of a heavy flamer for the heavy, just so there's a bit more flavour. I also think HF's are undervalued in the Astartes seeing as you get Imperial Guard mooks walking around with them but only veteran Astartes are allowed to use them for some reason.
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