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Chem Dogs Sign In/Discussion Thread

Posted: Sun Oct 04, 2009 1:05 am
by Aaron
OK Mikey suggested a Chem Dogs mission in response to my Penal Legion bit.

Careers to choose from:

Commissar (there can be only one)
Arbites (Again, only one)
Guardsmen (Ogryn goes here)
Rough Rider
Tech Priest (again, only one)

I've found some resources on the net that we will be using for the Commissar and Ogryns:

http://www.darkreign40k.com/downloads/c ... nload.html (*PDF*)

http://www.darkreign40k.com/downloads/c ... oad-2.html (*PDF*)

Character Generator

If your playing as a Rough Rider then you should take Feral World as your origin, Guardsmen as your career, Drive Ground Vehicle, and Pistol Training (Las), Basic Weapons Training (SP). No starting package.

Each Rough Rider will receive a bike, Las Pistol, Shotgun and bayonet as well as you Chem Dog re-breather (w 6 doses Frenzon and 6 doses Onslaught) which doubles as a rucksack. Each weapon comes with a full mag and one reload. You each get a copy of the Primer, a uniform, one weeks rations and Guard Flak.

If your playing as a standard Chem Dog Guardsmen you should choose Feral World as home world, Swim and Pistol Training (Las). No starting package.

Guardsmen will receive a Las Pistol, Lasgun and Bayonet as well as your Chem Dog re breather (w 6 doses Frenzon and 6 doses Onslaught) which doubles as a rucksack. Each weapon comes with a full mag and one reload (shotgun comes with 12 shells). You each get a copy of the Primer, a uniform, one weeks rations and Guard Flak.

Arbites, Tech Priest and Commissar are not limited in gear, package or homeworld (Save Commissar which must be Schola).

Ogryn's fall under Guardsmen for their career but are limited in what they can use due to size and stupidity:

Ogryn Ripper Gun Basic 30m S/3/- 2d10 I 0 60 Full Scatter,
Inaccurate,
Reliable
30kg 500 Rare
The Ogryn Ripper Gun is a huge shotgun designed for Ogryns to wield. As a result, it‟s large, rugged and exceedingly brutal. Shells
for Ripper Guns cost three times as much as normal. Further, the Ripper Gun is so robust that it may be used as a Great Weapon in melee. In the
hands of anyone who is smaller than an Ogryn (anyone who lacks the Hulking, Enormous or Massive traits), it counts as a Heavy weapon instead
of a Basic weapon, and suffers an additional -20% penalty on their to-hit roll due to back-breaking recoil.

Ogryn Guard Flak (AP 4 All)
Uniform
1 weeks rations

So Deep, you'll have to lose the las stuff. Orgyn's can of course salvage and use human size weapons, at a -10 penalty.

Bike Stats:
Type: Ground Vehicle
Size: Average
Armour: Hull 9
Traits: Open, All-Terrain
Narrative Speed: 37.5 kmph/112 kmph (with sidecar) 50/150 (without side car)
Combat Speed: 15/50/100/150/200
Handling Modifier (Drive (Ground Vehicle)): 0
Armaments: None
Crew: 1 (Driver) Passengers: 1
Access Points: A military bike is open-topped and can be boarded
and disembarked from any point.

Bike Sidecar
A common upgrade is to add a sidecar to a ground
bike, both to carry an extra person and to also
allow a separate gun mounting. Heavy combat
versions carry larger weapons for the sidecar
passenger to fire, such as heavy bolters, plasma
cannons, and multi-meltas. Adding a sidecar to a
bike increases its passenger limit by 1 as well as
giving it a mounting for a heavy weapon (the extra
passenger then acts as the weapon's gunner).

The bike issued to our Rough Riders is unarmed but can be equipped with a sidecar if you so choose, which can be equipped with a heavy weapon (that you must scavenge) or can simply allow your passenger to fire from it with his personal weapon. Bikes without sidecars come with saddlebags, bikes with side cars have a storage compartment in the back. They all come with tools for basic maintenance, spare fuel can, and goggles for all passengers.

Think something along these lines, without the sissy windscreen though:
Image

Things to remember:

For the Chem Dogs you'll be doped up a lot. That'll have serious side effects.
No starting cash, you get to keep what you scavenge though. Unless your an Arbites, TP or Commissar.
Anyone not a proper member of the Dogs gets a free rucksack.
You may start at lvl 3 (1000xp)
You may have up to two characters each.
The Commissar and the Arbites are in command of the squad (that means Tyyr and Lighthawk).
Yes, I am GM'ing, I'm also playing.
The Chem Dogs re-breather can be triggered by the Commissar or the Arbites, as well as you.

More to come. I still have yet to decide on a combat drug for your re-breather for example.

Edit: Updated shotgun rules for Rough Riders.
Edit: Drugs for re-breather chosen, updated things to remember list with Commissar/Arbites ability to dope you.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 1:16 am
by Tyyr
COMMISSAR!

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 1:18 am
by Deepcrush
This is very sexy!

Ogryns!

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 1:21 am
by Lighthawk
I'll take the arbites

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 1:21 am
by Tyyr
Well commissar and a guardsman.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 1:42 am
by Deepcrush
When should we start making our characters for this? I was just going to model them off of Enrick. Dumber but stronger, minus 10 to all mental stats, plus 10 to all physical stats. Seemed about right.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 1:53 am
by Aaron
Deepcrush wrote:When should we start making our characters for this? I was just going to model them off of Enrick. Dumber but stronger, minus 10 to all mental stats, plus 10 to all physical stats. Seemed about right.
You can make them up now if you want. I'd like you to use the stuff I linked to though, it fleshes them out a bit and has stats for the ripper gun and whatnot. I didn't realize when I posted them that they aren't direct links. You'll have to head over to Page 2 and select the "Something other then human" link at the top of the list.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:00 am
by Deepcrush
OH, sorry, I didn't notice that there was more on there later.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:01 am
by Mikey
If it's OK w/ kendall, I'll take the BONE'ead to Deep's Ogryn like we discussed. If not, lemme know, and I'll think of something else.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:06 am
by Deepcrush
Well, you get two characters Mikey. So you got your BONE'ead and need one more.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:07 am
by Aaron
Mikey wrote:If it's OK w/ kendall, I'll take the BONE'ead to Deep's Ogryn like we discussed. If not, lemme know, and I'll think of something else.
I think that will be fine. You guys playing Ogryns will have to roll your stats manually though (the modifiers are in that pdf), no character generator for abhumans.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:08 am
by Deepcrush
Thats fine with me. Ogryns are simple creatures so it won't be hard to make them.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:29 am
by Tyyr
Is it 1,000 XP or the usual 400 starting XP plus 1,000 for 1,400 total?

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:32 am
by Aaron
1000 total.

Re: Chem Dogs Sign In/CS Thread

Posted: Sun Oct 04, 2009 2:38 am
by Tyyr
Gotcha, never know until you ask.