Inquisitor !.FvYxWfkmU 2009/03/12 (Thu) 09:36 No. 15353 ▼ File 123685060394.jpg - (74.57KB, 650x507 , patchiteacher.jpg)
A bit of an exercise in Inquisitor getting his groove back, trying to figure out how he wants the TH40k universe to run. I suppose it's a bit of a disappointment, but Mystia~ will have to wait a time for her hug.
Please, Anon, pick your Company. The marines aboard the Litanies of Defense are made of up a mix of reserve marines, so this will have a bearing on your tactics and actions when action comes into play. This game, bad-ends are far more possible, in more ways than one. You have a limited amount of allies, and your armor and equipment is precious. Your success or failure will affect the main storyline.
The Empress Protects.
[ ] Tenth Company: The Scouts, the Initiates, those who learn of the Chapter's Ways. Skilled in stealth, and in unconventional victories, scout marines favor the new, the innovative, the witty. Scout Marines also tend to be more 'human' than their fully marine siblings, and are less bound by Chapter teachings as far as maneuvers that most Marines would consider “Cowardly.” Scout Marines are able to hide from (most) units, have access to sniper rifles and demolition charges, and are more likely to succeed at write-ins, but have weaker armor and less support on the field due to the nature of their sneaking missions.
[ ] Ninth Company: Devastators, men and women who learn the arts of Danmaku: Bullet Hell, raining death on the enemy with superior firepower in the form of lasers, of waves of bullets, of missiles. Skilled in big guns. Require time to set up, and not as great in close-in fighting, but by the Empress, when you shoot you kill.
[ ] Eighth Company: Assault Squads, who bring the purifying blades and weapons to the fight against the enemies of Gensokyo. Excellent close-combat skill, and armed with bolt pistols and chainswords, those of the Eighth Company are beyond their allies in close combat. Unlike other squads, these close-combat techniques and skills make them able to sweep through squads that are even deeply entrenched, the benefits of superior positioning and heavy firepower made useless when a chainsword or powerfist rips through the enemy. Furthermore, superior speed allows you to move further and faster than most enemy units, allowing you to make hit and run attacks, whittle down chasing enemies, or slaughter any who try to escape your grasp.
[ ] Seventh Company: Tactical Marines, armed with the Bolter and with a bolt pistol. Generally more versatile, Tactical Marines are trained in all aspects of war equally, although they are tough, stubborn, and hard to kill. Practical in all things, Tactical Marines are adaptive. They have heavy firepower, able to access the weapons of the Devastators, and are skilled in close-ranged firefights. They may change equipment between battles, and are able to endure unbelievable punishment with no loss of morale, determination, or men. However, they have no truly masterful skill, and they would be wise to utilize their adaptability to the fullest. Jacks of all trades, masters of none.
[ ] First Company: The greatest heroes of the Chapter are of the First Company, and you are one of the five assigned to the Legacy of Defense. In the legendary suits of Tactical Dreadnought Armor (Popularly known as “Terminator” armor), forged with a shard of the Empress' own equipment, this armor makes the user virtually invincible to almost all forms of attack, even weapons able to normally destroy a vehicle at times. The armor is also phenomenally strong, able to utilize power weapons and tear apart bulkheads with power fists as well as fire heavy weaponry on the move. Terminator armor can even teleport, if need be. Furthermore, as elites of the Chapter, you are proven skilled beyond most others. However, there are only five of you: every death is painful, every lost marine a death to be mourned. When a squad member dies, your small squad size makes the loss more pronounced.
[ ] Other: Perhaps you are outside the most obvious Company organization: a Chaplain, a Librarian, or a dreadnought. These types of marines all fit into “Other.” What one can do will be dependent on your choice of unit.
-[ ] Chaplains are inspiring warriors, those well versed in the teachings and sayings of the great Empress, and all who hear his or her words are inspired into a frenzy. They are armed with badges of their office, a Rosarius which provides a protective force field, and a Power Mace with an Orb for a head, which can possibly bash through any armor, and their close-combat prowess is furious and violent. However, they automatically fail all write-ins, as their doctrines and learning prevents them from improvising.
-[ ] Librarians are magicians, those who weave magic learned and sanctioned to the Space Marines. A vast variety of powers are at their disposal, from being able to cast lightning bolts from their hands, to reading minds, to even protecting their allies or making himself a superior warrior in close quarters or at a range. They are armed with a Force Staff, a weapon that allows them a chance to instantly kill something they've wounded, and Mordenkainen's hood, a device which allows the dispelling of other magiks. However, every time a spell is cast, there is a chance that the magic will lash back, and what happens after is anyone's guess; a reverse effect, injury to you allies, self-injury or even death are all possible.
-[ ] Dreadnoughts are the ancient voices of the dead, Marines who are too injured to fight but yet still live are placed into life-support caskets, and are attached to these machines, large, powerful walking engines of death and destruction birthed of lost technology, able to be outfitted to any purpose. Heavy armor prevents small arms fire and weaker close-combat offenses to break their armor, and they are incredibly durable. However, they are highly vulnerable to dedicated anti-tank weapons. Such weapons can ruin a Dreadnought's day very, very quickly, and Dreadnoughts must be careful to avoid or destroy such attackers as soon as possible. Also involved are obvious problems: Dreadnoughts are not infantry, and have difficulty entering certain places or taking more minute actions.
Please bear patience for me: I swear I will write before the week is up once more. For now, vote and fight for the Empress, oh Anon, and do not let her down.