Space Marine Quest REDUX: The Great Rift

[X] Techie
-[X] The Trial of the Mind (+INT)
-[X] Vehicles
 
[X] Techie
-[X] The Trial of the Mind (+INT)
-[X] Vehicles

I'd rather be good with a Bolter but drifting Rhinos is also good
 
[X] Champion in Training Plan
WE ARE THE HAMMER, WE ARE THE FIRE, FLAME AND LIGHTNING OF THE FORGE. WE ARE THE SONS OF THE GORGON, AND WE NEVER LOOSE.
Bonus points if you know this little gem of a quote from a little gem of a game.
 
Adhoc vote count started by Uber_Fail_Dinesh on Apr 13, 2021 at 10:20 AM, finished with 27 posts and 22 votes.


VOTE IS CLOSED.
 
Char Gen 3 (END)
Throughout your training, you found yourself putting your prodigious mind to work. Tactical Scenarios, Theoretical equations, matters of history and mathematics, you found yourself excelling in all of them.

Many thought you to be a techmarine in waiting...

(Techmarine? DC 70: 29)

But the theological aspects of the cult Mechanicus offended you on a deep level. You had all the technical experience and skill required of a son of Ferrus Manus, but once the Omnissiah came into the equation you found your lip curling in disdain. It surprised your brothers, considering your prodigious skill in piloting vehicles, with your proudest war-game using an Armored Breakthrough that wouldn't have been unseen during the great crusade. However, you had persevered, and tried applying yourself to other specialist roles...

(Apothecary (DC 80): 26)
(Chaplain (DC 80): 64)
Librarian (DC 100): 16)

However, the only one that you felt even a slight connection to was the path of the chaplain, and that was only because of your veneration of the Emperor, Father of your Gene-Father.

So, you find yourself minted as a scout of the chapter, ready to partake in the retribution against the foes of the Imperium. You, Scout Brother...

[] What is your name? (Write-in)

...of the Sentinels of Steel. The Flesh may be Weak, yet through forging it shall become Iron. So is your creed, so it shall become.

Your company is constantly spaced out through the sub-sector, facing the numerous foes and finding vital intelligence for your more armored Brothers to face. While some chapters would consider this a cautious approach for the scouts, coddling them even, the fact remained that your chapter's scouts had a much higher turnover compared to more aggressive chapters. This did not mean you were only used for reconnaissance. Many of the HVT elimination missions were carried out by scout squads, using deadly sniper weapons.

Your specific squad was attached with two others to...

[] The 7th company, who is being sent to the Hive world of Suebi to purge a planetary insurrection that has grown out of hand.
[] The 9th company, who is culling Ork infestations on the Agri World of Shangri-La.
[] The 4th Company, who faces a Chaos incursion against a war band of World Eaters on the Feral world of Persepolis.

While you are a lowly scout, glory can be yours...but you will have to seize it.

(AN: 24 hours for this vote. Honestly, I'm kinda surprised at the low rolling of the chapter specialists.)
 
[X] The 4th Company, who faces a Chaos incursion against a war band of World Eaters on the Feral world of Persepolis
 
Yeah, compared to some of the rolls in the previous SM quest those are rather less impressive aren't they? Still, not being a specialist isn't that big an issue.

[X] Adrick Stern

[X] The 7th company, who is being sent to the Hive world of Suebi to purge a planetary insurrection that has grown out of hand.
 
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Character Sheet
Brother Sajak Gorat of the Sentinels of Steel Chapter
Age: 23
Rank: Scout

WS: 4
BS: 5
STR: 5
AGI: 5
END: 5
INT: 6
WP: 4
FEL: 3

Glory: 0
Banked EXP: 0

Skills:

Bolter (Skilled): You can wield a Bolter with the skill expected of a Brother of a Sentinel of Steel, who holds ranged combat to be more important than melee combat. (+2 to BS Rolls Using a Bolter)
Melee (Adept): You can wield Melee weapons of a Space Marine with the Competency expected of a Space Marine. (+1 to WS Rolls)
Vehicles (Skilled): You can pilot vehicles of the Chapter with the same competency a newly trained tech-marine pilots (+2 to All rolls while piloting a Vehicle)
(AN: I'll be using @Mazrick's Skill ratings for this quest, since it makes it much simpler.)

Traits:

Ranged Combat Doctrine: Your chapter prefers ranged combat over melee, finding that while slashing into an enemy with a chainsword has its time and place, it is much easier to make new bolt shells than new marines. (+1 to BS)

Mens et Manus: Your chapter emphasizes the strengthening and training of your body, finding that while the Flesh can be Weak, with forging and hardship it can become Steel. (+1 STR, AGI, END)


------------------------------------
Skill Ratings: Incapable (Cannot Be trained) --> Beginner (Required 100 XP and Trainer) --> Adept (200 XP) --> Skilled (400 XP) --> Veteran (800 XP) --> Master (Requires 1400 XP And trainer) --> Grandmaster (2000 XP) --> Legendary (3000 XP)
 
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[X] Adrick Stern

[X] The 9th company, who is culling Ork infestations on the Agri World of Shangri-La.

Agri Worlds are vital to the wider Imperuim, we can't let Orks ruin that
 
Mechanics
Rolls: Rolls will be of 2 types: Attribute Rolls and Event Rolls. Attribute Rolls are made with a D20, usually against another roll or a DC. Whatever attribute is used (EX: Pushing something out of the way requires a Strength Roll) will add it's rating onto the roll. Skills will also add onto relevant Rolls. (DCs: Easy [10], Normal [15], Hard [20], Impossible [30])

Event Rolls are Flat D100s, and generally are used for wider theaters.

Stats: Stats are your bread and butter for determining the relative viability of your marine. Stats have a Hard Cap of 10, at which you will gain a relevant Legendary Trait. These are very good, so get as many as you can.

Right now, your stats have a soft Cap of 6. Soft caps can be increased through using Glory. Speaking of which...

Glory: Glory is essentially your valorous actions in the chapter, and are used to secure many things. Raising Soft Caps, being granted permission for relics, promotions, special training, all of these require Glory. Generally, the more valorous and daring acts your commit during a campaign, the more Glory you will get. However, do note that taking too many of these will lose you glory, due to seeming like a reckless individual or a Glory Hound.

Skills: Skills represent technical expertise for a certain action or object. These can be increased through using XP. The Hard cap for skills is Legendary, while right now your Soft cap is Veteran. Soft caps are increased with promotions.

Traits: Traits are usually representations of your background or actions throughout the quest. They are unable to be gained through glory, and can only be gained throughout specific actions or repetitions during campaigns. There are both Positive and Negative Traits.

This will be expanded on as the quest continues...
 
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