Abandon Hope, Embrace Faith: An IG RP

Which Regiment do you want to play?

  • Bolwerc Shock

    Votes: 8 53.3%
  • Duke's Own Fusiliers

    Votes: 3 20.0%
  • Churchmen

    Votes: 4 26.7%

  • Total voters
    15
  • Poll closed .
First Post

greendoor

(Verified Door)
Location
Arizona
Pronouns
He/Him



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Sector Verantis. It is a sector only recently liberated from the Arch Enemy. Eternally wreathed in desperate conflict for survival as the enemies of mankind assault it from all sides even still. It barely holds, but threats like Chaos Space Marines aligned with the Heretic empires of the so called 'Damned Sector' bordering it, probing advances of the Tau Empire, and scattered elements of Tyranid Hive Fleets threaten to rip it from Imperial Grasp once more. It's defenders are as fanatical and ruthless as they are desperate, and even that is barely enough to stem the tide. The Sector survives only because of the dual fanaticism and ruthlessness of it's leaders-Billions die, tyrants rule, and madness is the norm.

You are Imperial Guardsmen raised from Verantis' remaining loyalist worlds. You are soldiers raised, trained, and equipped to thrown into the meatgrinder like countless generations before you-and countless to follow. You are but one in an army of millions, insignificant in a clash of arms over dozens of worlds. It is your duty to hold the line against an approaching doom that seems inevitable. You are but mortal soldiers, but it falls to you to fight and die in a battlefield of Xenos monsters and Fallen Angels. But you are Imperial Guard, and you do not give up without a fight. You will have to abandon hope in victory-and embrace faith in the Emperor's salvation.


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Abandon Hope, Embrace Faith is a 40k RPG campaign using a very heavily modified version of Fantasy Flight Games Imperial Guard based Only War system. It is heavily homebrewed because Only War is frankly an incredibly badly designed game with only a few useful ideas to use for this campaign.

Abandon Hope is set in a homebrew sector because I am highly dissatisfied with the 40k RPG's own settings. Verantis is a place of Fanaticism and Desperation both. It is a sector on the edge of collapse, and only held together by the fact that it's enemies fight eachother with as much ferocity as they destroy the sector, and the endless material and manpower being poured into it by neighboring sectors. It is the Imperium at it's most heroic and selfless, but also at it's most ruthless and senselessly fanatical. It is a realm where there is no peace, only War and the Laughter of Thirsting Gods.

This will not be a comedic or light hearted campaign, nor will it involve playing larger than life heroes. Characters will die, and they will die horrific and oftentimes meaningless deaths. Characters will be driven insane, will be maimed, and will watch as their comrades are killed. However, it is not all bad. No Guardsman faces the darkness alone, and while hope is in short supply, Faith shines ever brighter in the face of adversity.


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The Regiment


Homeworld: Bolwerc is a Fortress World, relatively recently (Less than three hundred years ago) liberated from an attempt at subversion and revolt by the Tau Empire. Though this uprising was quickly defeated by the Imperial Guard and Adeptus Mechanicus, it has left it scars on the populace. Ashamed by their attempt at revolution, the people of Bolwerc have rededicated (And been educated) themselves to acting as a fortress world-and especially to hating the treacherous Xenos who had nearly damned them all.

Bolwerc is divided into numerous Cantons-fortress cities and districts that each can operate autonomously with their own PDF regiments and command structures in case of invasion. Every Bolwerc is trained from birth to be able to handle a Lasgun, and to hate the Xenos and Traitor. The culture is one of shame-every Bolwerc is also educated as to their forefathers failure and their duty to ensure such a thing never ever happens again. Bolwercs are naturally suspicious and conservative, paranoid of any possible hint of corruption.


Despite this, due to Mechanicus presence and location guarding important trade lanes, Bolwerc is wealthy and advanced-it's Guard regiments are well equipped-some even have cybernetics granted as a token of honor. Bolwercs are often well educated-though mostly in matters martial and of faith.

Regimental Culture: The 157th is a newly raised regiment-it has the extensive training and discipline instilled into every Bolwerc soldier, but not experience. Though most are outwardly anticipating glory and redemption for their shamed world, there is an undercurrent of unease-for most in the regiment have never seen combat themselves.

The Bolwerc ascribe to a melee heavy doctrine-it is said that the thrusting bayonet is what drove the freakish Tau from their world, and so the Bolwerc will honor their saviors by reaping a new toll of enemy blood with their own blades. Reach is favored-many sergeants even forgo a pistol to carry a two handed Chain Halberd and some squads even have an extra Halberd to augment their capability on the assault.

Given as they are to feats of heroics, the Bolwerc uniform looks the part-heavily shined Carapace Armor, with multicolored flak cloth on the less armored parts of the body. Officers often wear ostentatious hats, or add other decoration. This gives Bolwerc soldiers the appearance of a rainbow from a distance-soldiers from other regiments may scoff at such foolishness, but any who have witnessed a mass charge of Bulwerc Shock quickly change their mind.



Regiment Description:

Bonus Talent:Hatred (Tau and Traitors) and Blade's Length or Double Team
Bonus Skill: Command
Bonus Gear: Replace Flak Armor with Light Carapace, Each character may take any one cybernetic implant or a Good Quality augmetic limb (GM veto). Sergeants may replace their Chainswords with Chain Halberd, and Weapon Specialists and Grenadiers may take it as a weapon option.
Wounds: 10+TB
Fate: 3


Character Creation:
Consult this doc here:
Character Creation
Some other Rules:
Write Abandon Hope, Embrace Faith at the bottom of your sheet if you have read these rules.

Name:
Gender:
Regiment:
Specialty:
Background:

Fate:
Wounds:

Ballistic Skill (Bs):
Weapon Skill (Ws):
Strength (S):
Toughness (T):
Agility (Ag):
Perception (Per):
Intelligence (Int):
WIllpower (Wp):
Fellowship (Fel):

Corruption:
Insanity:

Talents:
Skills:

Gear (Note if it is permanent or temporary):
Armor:
Wargear:
Weapons:
Cybernetics:
Misc Items:

Backstory:
Personality:
Appearance:
 
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Downtime
Downtime:

Downtime is rather informal, but here are some suggestions for actions:

1: Spend Pay: You can spend some of your pay to relax and destress in whatever manner of your choosing. This gives a scaling Willpower Bonus.
20 Thrones: +5 Wp for this coming mission
60 Thrones: +10 WP for this coming mission
150 Thrones: +20 WP for this mission, or +10 for the next two missions.

2: Interact with your fellow soldiers: play a friendly game of cards or dice, drink to the fallen, or just chat up an NPC you met before. Forging positive relationships with your fellow soldiers is always a good idea.

3: Shop: You can also spend your pay to obtain items from the regiment train, as well.

4: Pray: Pray to the Emperor

5: Modify equipment-this will require asking permission, but as your superiors are in a generous mood, they will say yes automatically for now.

6: Research: Knowledge may be dangerous, but it can also be victory. Research your enemy or other topics by making lore tests or consulting with NPCs, for potentially useful information on future missions.
 
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Patrol Briefing
First Mission Complete, so everyone gets 200 XP. You also have 11 Requisition each to spend on the next mission, which will start next update (There is still time for downtime posts, or posting in prep for the mission.) Your fate is also rrefreshed.

Next Mission Briefing:


Patrol:
From: Ser-Captain Tilo Schafer
Alpha Squad-With Scharberg secured, the Fallow have pulled back several kilometers, resulting in several villages falling back to our control. First Platoon has been tasked with securing them. You are to patrol three of these newly captured villages and look out for enemy sympathizers and stragglers, while also making clear to their denizens that they have been liberated. As Poutiers is in a state of rebellion, you can expect the villages to be less than cooperative. You are also to carry demands in writing to each of the villages-food and hostages-and see that they are carried out. Restraint regarding civilian fatalities is suggested, but NCOs are authorized to allow lethal force in order to enforce order at discretion. You will be provided with a truck to carry you between the villages. Any questions regarding mission parameters are to be delivered to Lt. Savatier's office before the next morning.


Note: The first village has been used as a site for enemy artillery attacks-the enemy artillery has withdrawn, but the population must still be punished. You are ordered to obtain any of the villagers who assisted the enemy and have them sent back to town for the Lady Commissar to deal with. It is understood that you may not be able to ferret out all collaborators, but you are to bring back at least two in addition to the hostages and food supplies. If the Villagers provide resistance to this, you are authorized to shoot any who resist.



Friendly Forces:
Loaned Military Truck
3 PDF squads for Garrisons, with vehicles for transport of hostages and food tithe

Requisition:
10 base
+1 from Munitorium connects talent each (+3 for Sergeant Malmstrom): 11

Mission Priority Gear:
Sting Pistol
Manacles
Shotgun and Stun Shells
Choke Gas Grenades
Stun Baton


Available Support:
Mortars
Reinforcements (Guard)

Expected enemy forces:

Militia and deserters only, nothing larger than small arms, nothing larger than a Squad.
 
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New Wargear and Lasgun Overcharge rules
I've been adding new items and weapons slowly to the gear docs-there should be new stuff in each doc-primarily Wargear, but also a sprinkling of new weapons and armor options, primarily upgrades.

Additionally, rules for overcharging Lasguns:

Overcharge
Weapons with the Las quality can overcharge themselves, gaining extra firepower in exchange for drastically lowering power cell capacity and rate of fire. As a free action, you may switch to Overcharge mode for your Lasgun. When using overcharge mode, each shot costs 10 normal shots from your magazine and you cannot use full auto. In exchange, overcharged lasweapons do +2 damage and Penetration. The exceptions to this rule include all Hellguns, Multi Lases, and Lascannons.

High Power Mode
Las Weapons can also be set to high power. This mode adds +1 damage, and consumes 5 shot's worth of energy per high power shot. Unlike Overcharge, you may use full auto with this mode.
 
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Some Rules changes, RE Grenades and Jaded:
A few minor rules changes:

Grenades can now be drawn as a free action-this is intended to incentivize throwing grenades as part of an assault. To make up for part of it's abilities being invalidated, Combat Vests now give +2 Grenade slots.

Jaded is being changed to giving a reroll on all mundane insanity checks (Including fear that'd give you insanity) and lowering the amount lost by 1 (To a min. of 0)
 
Fortification Rules:
Fortifications:


Defensive structures, though no substitute for bravery, are a vital part of the Imperial Guardsman's tactical Arsenal.

The following is a set of rules for building fortifications:​
DoS Requirement: The total DoS required from all character's participating
Test: The required skill and attribute to contribute.
Time Requirements: The total time required to make this Fortification
Required Equipment: Any required to build this fortification.
Effects: What it can do, primarily capacity, cover or concealment bonuses.
Addons: Any additional bonuses that can be added with additional DoS.

Foxhole:
DoS Requirement: 2
Test; Athletics with Strength
Time Requirements; 2 Hours. Test can be repeated
Required Equipment: Any digging tool or bare hands (-20)
Effects: Grants single occupant Cover 8
Addons:
Increase Capacity to 2: +1 DoS
Add Ablative Trait: +1 DoS
Add Concealment -10: +2 DoS
Decrease Time by Half: +2 DoS

Trench:
DoS Requirement: 10
Test: Athletics with Strength
Time Requirements: 8 Hours
Required Equipment: Shovels
Effects: Grants 5 Occupants Cover 12
Addons:
Add Sandbags: +1 DoS Per Sandbag (Requires 2 Sandbags per 5 people)
Concealment -10: +4 DoS
Reduce Time in Half: +4 DoS
Add Firing Step (Allows one to gain Concealment -20 and +4 cover by stepping into the bottom of the trench-in this state you cannot direct fire or spot enemies. Switching is a half action (Or free, with Leap Up))
+4 DoS
Double Capacity: +5 DoS
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS


Fortified House:
DoS Requirement: 8
Test: Lore (Tactica, Int)+10, Lore (War), Technomat (Int), or Athletics (Strength)-10
Time Requirements: 4 Hours
Required Equipment: A building to fortify
Effect:
Select any of the following:
Your building now has firing holes which grant shooters Concealment -20 in addition to the cover their building normally does and cannot be entered from all directions. These holes may face in all directions, including though floors and ceilings.
Windows and Doors now require Athletics+0 and a full action or Demolition to breach as you have placed heavy objects infront of them or otherwise removed their ability to be opened. You may leave open an escape route if you wish, though depending on positioning enemies may be able to cut it off.
Stairs between floors removed-you may move between floors using rope ladders that can be removed as a free action, preventing enemy egress.
You may cut an observation position in the attic if the building has one-this gives +20 to all Awareness tests to notice enemies approaching, but the observer only gets Concealment -10 and half the building's cover value.

Addons:
Sandbag Reinforcements; +1 DoS per Sandbag (Requires 2 Sandbags per 5 occupants)
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Traps (-10 Awareness to notice or suffer grenade at point placed): +1 DoS per two traps (Requires a grenade per trap)
Reduce Time in Half: +2 DoS
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS
 
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