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Skies of Fire: Fall of Ataraxis Roleplay

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Post by ArcturusV Wed Aug 17, 2011 12:55 am

RP Info Dump for Skies of Fire

This is related to the Skies of Fire roleplay. Part of the grander project: The Fate of Ataraxis, that is being run by Mr. Christoph.

Here is a collection of random information, and bits of trivia and knowledge that MIGHT be available to well learned characters, and give you insight into the world you are fighting on.

Note: Information in this topic is subject to change UNTIL the moment of first contact in the RP. I'm still refining, though you will find basic core concepts remain largely unchanged unless Mr. Christoph makes a demand.


The Golden Exarchs:

The Golden Exarchs are a renegade chapter of Space Marines. Their founding was within M36, with a new, custom made Gene Seed, attempting to create another "Pure" strain of Space Marines after the wake of recent chapters turning to Chaos and Mutation from the Cursed Founding.

Early after their founding, the Golden Exarchs were sent on a Crusade into the Ghoul Stars. Early success showed the Exarchs to excel in quick strikes and close combat, leading them to stray from being a strict Codex Chapter, and instead field more Assault Marines and Light Vehicles instead of heavy armor and siege weaponry.

Upon the third world of the Crusade, the Golden Exarchs ran into their stiffest resistance yet. The world was fully given over to heresy, and had apparently been a bastion for the forces of Chaos within the local area. While they did not run into their fallen brother marines, the sheer amount of cultists, armor, and firepower added up. Corruption spread through the Imperial Guard Regiments which were attached to the Crusade, and the Exarchs found themselves fighting against cowardly and corrupt Comrades almost as often as they fought against the planet's inhabitants as the war dragged on.

The tides of war shifted. And the Exarchs soon found themselves hemmed in by the forces of Chaos on the planet, desperately holding their last fortress, surviving the tides sent against them only by virtue of Imperial Navy bombardments and the strength of the Astartes will.

Eventually the Imperial Navy left orbit, unable to continue the hopeless fight against the seemingly inexhaustible forces below. The Exarchs, about to be overwhelmed turned to Chaos, using the damned weapons of their enemies, and exposing themselves to their influence.

From this point, the Golden Exarchs disappear from Imperial Records. A return expedition to that throne damned planet found no trace of the Chapter on the surface. The crusade attempted to take the planet once more, but had no luck dislodging the grip of Chaos upon it, spending untold lives over 28 years of constant battle before giving up.

The next appearance of the Golden Exarchs in Imperial Records was 66 years later. They appeared within the Segmentum Obscurus, raiding shipping lanes in quick boarding actions, not from an Astartes Battle Barge, but from what appeared to be Imperial Frigates and a Cruiser. Over the next century they became notorious raiders, and something of a puzzle to the local forces. The Exarchs never were found to have raided a lone ship. And unless fought off, always captured a vessel, and it's crew and cargo, taking it into the Warp. These vessels were often identified accompanying later raids.

The rampage of the Golden Exarchs eventually resulted in the Black Templars being called in to hunt them down. Their Battle-Barge chased the Exarchs for 12 years before they finally vanished into the Warp, and did not return. The few vessels which were recovered by the Black Templars showed the crews to be fully given over to the excesses of Slaanesh, their ships turned into such heretical shrines that they were obliterated without second thought to salvage or purification to Imperial Cause.

600 years after they were chased away by the Black Templars, the Golden Exarchs (Along with the first appearance of the 6th Paladius Lances) reappeared over the skies of the Imperial world of Icadia. The Icadian PDF was caught wholly unprepared for the onslaught of the Golden Exarchs as they quickly established a foothold in the heart of the world's main continent, driving towards the capital city before Imperial Governor Yalin even fully realized the extent of his problem. His response to the lightning attacks of the Exarchs left his forces spread thin, and being steadily picked off by the corrupted marines with little effect. Within 4 months the grand army of Icadia had suffered nearly 90% losses, and most startling was the estimated 55% of the PDF who had converted to the service of the Exarchs. Governor Yalin, and his elite honor guard, committed suicide during their final stand of the Governor's Palace, rather than be taken by the Exarchs.

With Yalin's death, organized resistance, such as it was, broke down into nothing more than scattered pockets of desperate fools. The Exarchs took control over Icadia and seemed intent upon keeping the planet for themselves, and took great pains to shape Icadia in the image of their God. Much of the population was lured into Slaanesh's embrace. Many took their own life in the Emperor's name, rather than succumb. But actual executions and murder was almost unheard of upon Icadia. At least not of the typical rampage Imperials usually notice as a sign of Chaos domination.

Icadia has turned into a a great cog of the Exarch war machine, churning out both recruits for the Exarchs and the 6th Paladius Lances, but weapons and armament as well, as well as the launching point for the Exarchs raids. The pattern of Exarch attacks have lead them to the Ataraxis Sector along a chain of 3 fallen worlds, given over to service of the Exarchs and Slaanesh, and having received a similar treatment to Icadia.

Paestum and Umosia are where most of the Golden Exarchs are based now, locked in savage fighting against the locals, meeting their stiffest resistance yet, while the First and Third Company move on to Algidus Prime.



Golden Exarch Facts:
Chapter Master: Aurellius Moran
Chaos Dedication: Slaanesh
Colors: Metallic Gold with Metallic Silver trim, shoulder pieces are royal purple.
Chapter Emblem at Founding: Golden Spearhead in front of a single silver wing.
Chapter Emblem Currently: Golden Spearhead in front of and crossing Slaanesh's mark.
Homeworld: Icadia (Outside the Artraxis Sector)
Estimated Strength: 1200

Units and Figures of Note:

Star of the Garden: Name given by the Golden Exarchs to an Imperial Cruiser that forms the flagship of their warfleet. It was involved in almost every raid within the Segmentum Obscurus. The cruiser is ancient, and believed to be the means the Exarchs used to escape from their ill fated crusade in the Ghoul Stars. It has been heavily retrofitted with salvage from hundreds of Imperial ships, and is hardly recognizable as the original warship design.
Volitillis Fatum: Infamous ace of the Golden Exarchs. He first appeared during a raid after the capture of Icadia, and has wracked up truly legendary number of kills, both of Imperial air/space craft and land targets. Until recently he was fighting over Umosia, but seems to have disappeared from the theater.
Chapter Master Aurellius Moran: A smaller, thinner figure, by space marine standards. He is known to be unnaturally beautiful, unmarked by battle. He is usually found fighting on the front lines, riding into battle on a heavily modified Bike.
The Sculptors of Tears: A cabal of Chaos Sorcerers, Witches, and fallen psykers numbering between 60 and 90 attached to the Golden Exarchs. They take the role of Chaplains, maintaining the faith of the Exarchs and leading their rituals. They are not known to use their sorcery overtly and directly in combat (No Chaos Doom Bolts or anything), but are almost always seen at the sights of major conflicts.

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Post by ArcturusV Wed Aug 17, 2011 1:03 am

The Sixth Paladius Lances:

The sixth, and most ill fated, Imperial Guard regiment to be raised on the Imperial World of Paladius. Raised and shipped out to help shore up the defenses of an Eldar incursion in the Segmentum Obscurus, they never saw battle against their intended foe.

Shipped aboard two Imperial Frigates sent to lend their might to the Crusade, they ran afoul of the Golden Exarchs during their raiding period. The fighting was fierce in the depths of space as the Star of the Garden forced a docking and boarding action with the Frigate Swift Retribution, and her sister vessel Dauntless Defense did as much as she could to damage the larger cruiser. In the end the Dauntless Defense died with all hands, succumbing to viscous batteries from the Star of the Garden.

The action within the corridors of the Swift Retribution saw brutal and sadistic close combat between Naval Security and the Golden Exarchs, with the Exarchs making steady, but very slow, progress deeper into the ship. The battle's tide shifted when the Sculptors of Tears came upon the holds of the Imperial Guard. Weaving sorcery and preying upon the fears that the unseen battle was having upon the Regiment, madness and betrayal fostered in the hearts of the Lances. Fighting broke out between the loyalists under the Commissariat, and those who were joining madness, lead by the dark sorcerers and aspiring champions of the Exarchs. Within a quick, and decisive, firefight, the ranks of the Exarchs were swelled with those traitor Lances who survived the battle. Turning the boarding action into a complete rout. They managed to seize control of the Swift Retribution and those of its crew that succumbed to the spreading Madness, and it left with the Star of the Garden into the Immaterium.

The Swift Retribution (Renamed the Whispering Wind) would remain by the side of the Star of the Garden throughout the rest of the raiding period, never was one vessel spotted without the others. And members of the Lances were seen intermingled with the Exarchs in boarding actions, having seemingly fully given into Slaanesh's worship, or rather the form practiced by the Exarchs. The Regiment's numbers grew with the continuing raids, those who were not to the muster of becoming Exarchs, but still strong enough for battle being indoctrinated into the corrupted practices of the Lances.

When the Black Templars finally caught up to the raiders, it was three ships commanded and crewed by the Sixth Lances who were left behind to give the rest of the fleet a chance to escape. Their defeat was never in doubt, as the ships were much too small and weak to properly defeat the Templar battle-barge. The Black Templar sustained minor damage to their ship, but worse was the boarding action against the Lances upon the Sixth Chance. The entire ship had been so thoroughly corrupted that even the Black Templars found themselves faltering and wavering within its holds. Entire sections of the ship were corrupted by warp sorcery in a crude mimicry of Slaanesh's fabled palace. Temptations of Power, Glory, and the Heart chipped away at the marines, resulting in them abandoning the boarding action, and left with no course other than to completely obliterate the enemy ships.

The Sixth Lances returned in force during the Icadian invasion. Though it was nearly impossible, other than their twisted standards, to recognize them as the same regiment who had been raised centuries before. Time in the warp had left most of the Lances with mutation, and incidence of psychics within their ranks was high, most of their once holy vehicles and ships had been twisted by the influences of Chaos. The one thing that did remain unchanged, was their skill. These were not the slavering hordes of nearly mindless mutants and deluded cultists that the PDFs of Icadia thought they were, but dangerous, cunning enemies in and of their own right.

While the Exarchs cut towards the Icadian capital, the Sixth Lances spread out across the continent, seeking out population centers and military bases. Most of the atrocities of the invasion were at the hands of the Lances, moving much slower than the Exarchs, but taking the time to revel, and spread Slaanesh's influence in their wake. Numerous shrines, icons, runes, and gardens were raised to Slaanesh wherever they went, those who did not die before their armor and rifles were left chained in these zones of corruption, not tortured, but exposed to the boundless joys of Slaanesh until their souls were fully consumed. This treatment became their primary doctrine of conquest. Killing, Torture, petty thrill seeking, was never part of the way the Lances operated on a grand scale. As they were reborn amidst corruption summoned by sorcery, so was their preferred method of dealing with slaves, captives, and populations caught in the crossfire.

Individually however, they were every bit the monsters that one would expect, given to the most wild of excesses and pleasures they could find, both within, and outside of battle. There was a shift in standard Imperium tactics that lead them to seek out close combat, whether with vehicles or infantry, wanting to savor every sensation from their enemies by being as close as possible. Kills were done in the most lavish way possible, drawing out the anguish of their foes, and cannibalism became a ritual among the Lances during the Icadian Invasion.

The Sixth Lances have become a truly mammoth organization in the wake of the Icadian occupation, and the following waves of invasion. They are settled in as the second wave of any invasion behind the Golden Exarchs, wrecking general mayhem and taking control of secondary theaters while the Marines tackle the toughest, and most thrilling combat.


Sixth Lances Facts:
Champion of the Sixth Lances: Helios von Basch
Chaos Dedication: Slaanesh
Unit Emblem: Prior to the fall, it was the roman VI encased in an laurel, in front of crossed lances. After the fall, it turned into a circle of six 6s, in front of the Eight Pointed Star of Chaos.
Homeworld: Icadia (Outside Atraxis Sector)
Estimated Strength: 35 Million

Units and Figures of Note:

The Kiss of Steel: The main armor company of the Sixth Lances, and often on loan to the Exarchs. The Kiss of Steel consists of most of the Leeman Russ, Hellhounds, Siegfrieds, Ragnaroks and Hydras within the Regiment, and their presence on the battlefield signals a major offensive against a hardened target.
Champion Helios von Basch: A chosen champion of Chaos, and favored by Slaanesh. Given another century or two of success, he might very well ascend to a Daemon Prince. He is currently heavily mutated, appearing less as a man, and more as a twisted, 9 foot tall hulking brute. Despite his size and power he is known as a quick moving and quick thinking opponent, not tactically brilliant, but brutal, relentless, and unpredictable.
Tal Darman: A powerful psyker from Icadia. He serves as the adviser, and sometimes rival to, Helios von Basch. Unlike many of the Lances Tal Darman remains relatively free of mutation, and unlike many of the aspiring champions, has not given himself over to possession.


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Post by ArcturusV Wed Aug 17, 2011 1:09 am

The Situation: As follows is the state of affairs as Skies of Fire starts, and do keep this in mind when you think of your characters. Especially if they happened to be planet side survivors.

Hive World Algidus Prime, was not exactly a shining beacon of Imperial Might and Morality to start with. This inner rot and corruption was quickly exposed when the First and Third companies of the Golden Exarchs came. Cultist uprisings sprang up in nearly every Hive. Most loyalist forces who remained faithful to the Holy God-Emperor fled their hives and stations before the sheer waves of cultists, and the armored fist of the Exarchs.

Charges of Cowardice were leveled by many Commissars and foolish officers who were determined to stay and fight with what they had, wherever they were. The Exarchs used the Cultists of the native population as cannon fodder, and a nearly unstoppable wave to swarm these positions before mopping up.

Most of the PDF and local Redemptionists, militia, and gangers that could be gathered were evacuated to Hive Cluster Persepolis under the command of Lord General Jalis "Ironhammer" Ursal. Studying the battles of the Golden Exarchs on Umosia, he knew that they were best at fighting varied, scattered battles, and the best, if not only, chance for his men was to muster as much power as he could in one location and become an unassailable bastion for the Exarchs, Lances, and Cultists to throw their lives away against. Their only true hope was to hold out until the Wings of Vengeance, or other reinforcements could be brought to bear against them.

With the sheer might of the gathered planetary forces, they managed to secure several hives of the Persepolis cluster and barricade themselves in, turning the hive into a makeshift, but quite formidable, fortress. Under The Ironhammer's orders, sorties are launched only by air from the hive, and have left the Exarchs and Lances thoroughly frustrated. The enemy seems to be wavering between plans to either wait out the Imperials, waiting for them to break and launch some desperate gambit they can respond to, or to crack the fortress open. There seems to be little pattern in their logic or pattern of attacks.

When the forces of the Wings of Vengeance finally arrive, they will find before them a world that is on its last legs. Heresy is the law of the land, Cultists and the Sixth Lances are in the process of changing Algidus Prime into a state that can only be considered Daemonic, and the Hive Cluster Persepolis is being pushed back, having lost one of the five hives they secured, with the forces of the Exarchs near to breaking into the fourth hive. Munitions, weapons, and repair materials are not an issue yet, as The Ironhammer is literally cannibalizing the hives to keep as much of his military power running as possible. Food and water is becoming an issue however, starvation has been avoided so far only by the mounting losses inflicted by the forces of chaos.




The Roleplay will start on Day One of the Reclamation Crusade, with the arrival of the Wings of Vengeance. For those who have been on planet, it has already been months of brutal fighting, and exposure not only to the excesses of the enemy's violence, but horrible scenes spawned by witchcraft, and warp critters and daemons. Paranoia is high in the hive, as creatures loyal to Slaanesh have managed to turn more than just one sentinel of Persepolis to madness and corruption.

For those who are with the Relief forces of the Wings of Vengeance, they have little idea of what they are about to face. Forces of Chaos, but unlike the mindless brutality of Khornite Berserkers, or the intricate machinations of Tzentch. They face a much more seductive, subtle threat than they can imagine.

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Post by ArcturusV Wed Aug 17, 2011 1:12 am

Plot Notes:

The Skies of Fire RP will effectively have three plots which are running concurrently. Based on what characters I get, players may be spread out between these plots, or be focused entirely on one plot. However, there will be times where the plots intersect, and players may effectively jump from one plot to another.

Plot One: The Skies of Algidus Prime. This plot will deal with the war in the air between the Exarchs and Lances against the Wings of Vengeance Space Marines, and what remains of the local Lightning Fighters, and as you may guess, will involve the hunt for Volitillis Fatum. By nature the pacing of this will involve moments of Action in the skies, and quiet times between missions, possibly dealing with more of the political struggles of the Chapter and the Lord General.

Plot Two: The Bastion. This plot revolves around the attempt to keep the forces of Chaos outside of the Fourth Hive. The forces of Slaanesh are chipping away at the defenders, and the question is not IF they can break into the hive, but When. Madness is a condition that has started to effect the troops holding the walls against Chaos. Every day more men fall prey to corruption as they are exposed to sights no man is meant to experience, and there is little telling who will crack next. This is a plot where almost always, SOMETHING is happening. And most of it bad. There is constant pressure, if not from bolters and lascannons, than from corruption, madness, and betrayal.

Plot Three: The Counteroffensive. With the arrival of the Wings of Vengeance, Lord General Jalis "Ironhammer" Ursal is finally ready to start retaking the planet. The campaign starts not with a roar, but with a whisper. Small groups of special operations teams, commandos, infiltration experts, espionage units, are inserted in Chaos held territories of Algidus Prime, tasked with doing as much damage as they can to the heretical war machine. This plot will have its quiet moments, and obviously it's action moments. There won't be huge Rambo style firefights, because getting into one of them will likely be tantamount to suicide. Remember your Infantryman's Primer. Sell your life, but sell it dearly! Hide, hit and move, hit and move, hide, hit and move. In all likelihood, this is a suicidal mission. But without these vital targets taken out, there is little chance that the small army of The Ironhammer can push back against the enemy.

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Post by ArcturusV Wed Aug 17, 2011 1:18 am

The Defenders of Hive Cluster Persepolis:

A rat tag rabble, with its forces consisting of 30% Local Planetary Defense Forces, 50% Gangers and non-associated Imperium Citizens who have taken up arms, and 20% Redemptionist Militia raised by the local clerics of the Imperial Cult and their Soritas. And the number of defenders left themselves is miniscule compared to the hordes slavering outside their hives, estimated at roughly 35,000 fighting men and women at the time of the Wings of Vengeance's arrival.

Due to the desperate, and cobbled together nature of their forces, there is little uniformity in their weapons, equipment, or tactics beyond the overall strategies laid out by Jalis "Ironhammer" Ursal, individual units, which may consist of mixed forces, are generally left by high command to execute their orders however they desire, just as long as they execute them. For some PDF based units this might mean calling in heavy weapon and fortifying the walls. For some Gangers, it is leaving "easy access" points which end up being heavily trapped ambushes, and almost every idea that can be thought of in between.

Most rare weapons have been destroyed or expended in battle by this point. You find the majority of fighters use the most common weapons they can keep running in the hives, Las weapons and slug throwers for the most part. There is almost not a single bolter round left in the city, for example, or Hunter-killer missile. Stockpiles of more difficultly replaced munitions, such as Melta bombs have nearly been fully expended given only to the most skilled and successful of units left. The Hive Cluster, or rather the part of it which the defenders still control was chosen not for its vast munitions factories, but rather from its defensible nature and the relative lack of cultist activity at the outbreak of the invasion. Most ground vehicles have been lost in quick skirmishes, sacrificed in order to disrupt otherwise unstoppable attacks or remove vulnerable siege/enemy armor.


Notable Figures and Units of the Defenders of Hive Cluster Persepolis:
Jalis "Ironhammer" Ursal: The most senior officer left alive on the planet. He has taken the title for himself of Lord General (Though he never fully earned such a rank prior to the invasion). He is known as a grim, bleak commander, seldom given to any expression other than determination and displeasure. His direct superior, Lord General Thelonius Braxis, and the Imperial Governor are now presumed dead, fighting off the Exarchs from the orbital platform that was the Governor's home. The platform disappeared entirely from the scopes on the second day of the invasion. Jalis himself has taken on almost heroic scope in the eyes of those left on the defense since then, and "The Ironhammer" is often seen manning the walls himself, throwing himself into battle whenever a major breech is about to be made. As you may guess, he does in fact use a large warhammer in battle from which his name has been derived.
VAF-302 "The Vampires": This is a contingent of the Imperial Navy which was attached to the PDF, and the one full wing that managed to escape the slaughters of the early days. Manning Lightning Fighters and Marauder Bombers (Most other craft has been lost due to combat action). They have been nearly the sole offensive arm of the Defenders for the past month, fighting to keep the skies from being fully dominated by the Enemy. Combat fatigue is wearing in upon them, after nearly constantly missions since the first week of the invasion, and losses due to pilot error and fatigue are mounting. Still they represent a key asset in the defense of Hive Cluster Persepolis.
Commissar Alexander Romanov: One of the few Commissars who survived the first week of the invasion. He is the right hand man of Lord General Ironhammer, or rather has become so. Unlike Jalis, his thoughts and efforts are almost never upon the war itself. But rather the moral and purity of the men left in defense. He is feared by those within the Hives, and has known to execute men and women under the most tiny of falterings. Despite his efforts, madness has become a problem, and without the efforts of the Commissar, most level headed people realize that the hives would have collapsed upon themselves months ago. The Lord General has come to implicitly trust his judgment, though the men were not familiar with one another before the war, and gives him free reign to maintain moral by any means necessary.
The Dross Rats: A hiver gang recruited from Hive Persepolis themselves. They have proven to be steadfastly loyal to defending their home turf, and their intimate knowledge of the lower levels of the hives have been responsible for the vast number of successes in the dark, polluted areas where Chaos has tried to break into the hive. Their ability to scavenge the mostly forgotten Dross levels for weapons and supplies has kept them as one of the most effective units in the siege, even fighting with their crude solid projectile weapons, or whatever improvised rusty pipe they could get a hold of.
Rurae Pentha: An imperially sanctioned psyker who has so far managed to resist the corruption that has consumed most of his fellows. His talents have been related to divination and telepathic arts, keeping him off the front lines where most of his bothers fell to temptation, backlash, or a bolt to the head. He is barely tolerated by the defenders, and constantly under armed guard for corruption. The invasion has made him very skittish and twitchy. The whispers of madness that make others just merely uneasy within the hive, is after all like a deafening roar to his mind. Nonetheless, his powers of divination have proven useful to staving off defeat so far, so he is kept alive by Jalis Ursal's direct orders, and sometimes enforced at the end of a lasgun by his bodyguards, as more than a few defenders have tried to assassinate the nervous and seemingly unbalanced psyker.

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Post by ArcturusV Wed Aug 17, 2011 1:20 am

The Forge: As follows is a list (Which will be expanded as certain things are discovered) or unique or unusual weapons which are found on the battlefields of Algidus Prime.



Greyhawk Light Artillery: Archeotech found deep within the Hive Cluster Persepolis. These powerful artillery pieces deliver 5" shells at high speeds, with great accuracy up to 35 miles, making them one of the better smaller artillery pieces on record, and one of the greatest weapons in keeping the forces of Chaos outside the defender's hives. Numbering only 16 in total, they are almost always manned by proper tech priests to ensure the welfare of these ancient weapons. Comparable to the Basilisk, lacking somewhat in sheer power of the Earthshaker Cannon, but making up for it with a higher rate of fire and better accuracy throughout. Retroengineering this fine, and battle proven technology is high on the Adeptus Mechanius's list once the siege is broken.
Dross Mines: A crude invention by the Dross Rats within Hive Cluster Persepolis. The Dross Mines are chemical and biological weapons, crudely fashioned from piping/conduit, a secret and vile blend of some of the nastiest growths and wastes within the Dross, and a small explosive to scatter the mixture. While ineffective against the Exarchs, the concoction has proven superior at removing the humans and mutants from the hordes. Those exposed to it are generally in severe pain within a minute of exposure. Crippled within 5 minutes, and dead within 15 minutes. It is not a pretty way to go. Handle with care.
Flechette Rounds: A crudely crafted and improved munition used not only with their Greyhawks, but also autocannons on aircraft assigned to ground attacks or siege based installations. Flechette Rounds are not high explosive ordinance as usually found, armor piercing, or incendiary, but crude shrapnel spreading ordinance which spreads whatever improvised pokey metal bits the locals can scrounge up to take out wide swaths of lightly armored or unprotected troops.


On the sides of Chaos:
Slaanesh's Touch: A class of weapons carried by close assault marines of the Golden Exarchs, and some of the senior champions within the Sixth Lances. They come in various forms, whips, chains, swords, axes, hammers, and even shields have been spotted. All bear marks of Slaanesh, and radiate with a neon purple power field when in battle. Those who have witnessed them in battle, and survived to report it, mention that those hit by the weapons usually collapse instantly from even the slightest blow, with a wordless guttural scream, tearing at their own bodies, literally ripping themselves to shreds in a frenzy. They are rumored to be possessed by warp entities. Though it may be merely sorcery, no one outside the Exarchs and Sixth Lances knows for certain.


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Post by ArcturusV Wed Aug 17, 2011 1:31 am

Guidelines for Skies of Fire characters:

Please post the characters in here, so everyone can see what is being made, as well as for easy reference.

Keep the following in mind when you create your characters:

One) Any local denizen of Aligidus Prime is already a battle hardened veteran. So they won't be pissing themselves in terror the moment a lasrifle cracks. The fact is that they've survived months of horror in conditions that even Space Marines would find hard.

Two) Because of Point One, remember that you are also on your last ropes. Things like Las Power Packs, or Slug Rounds, even Frag Grenades, are fine. If you are uncertain if a weapon or munition is too exotic and should have been 'wasted' already, ask.

Three) Include a point where you tell me which of the plot tracks you are interested in joining first. The Skies, Bastion, or Counterattack. This is important to me.

Four) Space Marine characters need to be cleared by Mr. Christoph, and must be local Wings of Vengeance.

Five) There are no Chaos Aligned/Xeno/Xeno Aligned characters to start with. Things may happen in the RP to open up such allegiance to your character though. You don't need to be hard core Emprah Lover, but you need to at least not be throwing in with the enemy.

Six) General Requirements: Your character posted needs to have some form of History to them. A general equipment listing. A basic description. Face it, I need to know what your character is. I do not accept blank fields. I do not accept "Hidden" information in characters no matter what. I don't care if your Psyker is Mind Cleansed, the history still happened, and I need to know what happened.

Seven) Psykers are allowed. However, Psychic Power will have drawbacks in game. It cannot be used consequence free. However, you cannot choose to spontaneously get Psychic powers during the roleplay. No "I didn't know I was one until...", you need to tell me before hand.

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Post by Christoph Thu Aug 25, 2011 4:21 pm

Commander Keurin Lanh

“The Emperor’s justice will fall from the heavens to scour the wicked without mercy, and the skies shall become as fire.”

Gender: Space Marine

Age: 341

Skills/Training: Commander Lanh is a veteran of the renowned 4th Company of the Wings of Vengeance. One of two companies made up almost entirely of pilot-marines, the 4th Company fields everything from traditional Thunderhawk Gunships and Land Speeders to the Chapter’s recovered and modified pre-Heresy designs.

Lanh is a deadly fighter pilot, specializing in the Firebird Assault Fighter for atmospheric flight and the traditional Thunderhawks in space, though trained to pilot all of the Chapter’s craft. An ace with few peers, he has accumulated countless confirmed kills in the skies and between the stars.

Centuries of war and training have not left his skills lacking in other areas, either. He is a deadly shot, even with weapons not attached to a fighter craft, and is a very effective combatant with his Alarian Spear.

Equipment:

Mark VI Corvus Power Armor: Its lighter construction makes this older model of power armor ideal for piloting fighter craft. His suit has been modified extensively for improved interfacing with his crafts’ machine spirits.

Bolt Pistol: The standard sidearm for a Space Marine, this ‘basic weapon’ can still cause major damage.

Combat knife

Alarian Spear: The signature weapon of the Wings of Vengeance, his is as old as the Chapter itself, and even has a devastating power field generator, allowing it to cleave through armor with ease.

Assorted grenades, ammunition, and other standard gear.


History: Keurin Lanh was born in one of the many shogunate city-states on Alaria’s central continent, son not of a great leader or mighty warrior, but of a mad inventor. His father built a variety of wondrous and often ill-fated flying machines from canvas, light-weight wood, and gears. As a spry, fearless youth, Keurin Lanh often tested these creations. In time, the machines that actually worked found military use in his city’s feud with a powerful neighbor. He flew dozens of missions, operating everything from dirigibles to massive crew-cranked propeller gliders, delivering warriors or even explosives in daring midnight raids and brazen daylight assaults.

The Alarian people long knew of the great Sky Warriors who would descend to the earth in tumultuous times, selecting the greatest warriors to join them and fight beside the gods in the heavens. Therefore it came as a great surprise when, during a bloody aerial assault on the enemy fortress, the Sky Warriors chose not the great champions and mighty soldiers, but him.

From there, the Wings of Vengeance put him through their rigorous initiation and training, transforming him from a feudal inventor’s son into one of the Emperor’s finest warriors. His natural quick wits and fearlessness made him excel in his training. It came as no surprise that, after his time as a Scout, they placed him in the 4th Company to pilot their deadly air and spacecraft. Over three centuries of bloody service followed, leading up to his promotion to Commander, ranking directly below his Company’s Captain.

Appearance: Commander Lanh has surprisingly few scars for a Space Marine of his age and experience. This is mostly attributed to fighting most of his battles in the cockpit of a Thunderhawk or Firebird, with his battles on solid ground much less frequent (though he is still a formidable fighter, and has accompanied Assault squads into battle on several occasions). He has the moderately tan skin, short black hair, and narrow dark eyes of the Alarian people. He possessed the potent musculature of any Space Marine, but has a more compact body type, ideal for his pilot role.

Personality and Opinions: As a person, Keurin Lanh varies between the expected grim determination of a Space Marine and pleasant, personable mannerisms in social situations. His birth family may have been slightly mad, but they knew class and etiquette. He can charm as readily as he can intimidate. His optimism can get him in trouble at times, as he often fails to fully recognize the filth and corruption that lurks so prevalently in Imperial society. His fearless confidence also causes him to take unnecessary risks at times, and has led to a brashness that he has yet to grow out of -- and which has prevented him from reaching the rank of Captain.

Lanh is a stalwart supporter of Chapter Master Arata Shaan’s vision, where the Wings of Vengeance spread their influence and become the stewards and shepherds of the Ataraxis Sector. While some of the Space Marines feel uncertain about their Chapter’s growing autonomy and political sway and the tension it has caused between them and many Naval and Administratum officials, Commander Lanh believes doubtlessly in their manifest destiny. To him, they are the shining beacon of light, the wardens in the darkness, and the only hope for the sector’s salvation.
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Post by Awesomeocalypse Sun Sep 04, 2011 2:36 pm

NAME: Veteran Kuan Sen

GENDER: Space Marine

AGE: 263

SKILLS/TRAINING: Kuan Sen is presently assigned to the highly experienced and combat proficient 1st Company’s Vanguard Squad of the Wings of Vengeance Space Marine Chapter. Unlike the other veteran squads of 1st Company, the Vanguard Squad focuses primarily on close quarters combat using jump packs for fast assaults and deep strike capabilities.

Sen is one of the elite few who has displayed a prowess in combat alongside an unwavering dedication to his Chapter and the Emperor. Having served in the Wings of Vengeance for over two centuries and being involved in countless campaigns and conflicts, Sen’s experience goes unmatched against many others within the Chapter.

Although his training and placement throughout his advancement within the Chapter made Sen into a full spectrum combatant, his assignment to the Vanguard Squad has focused his techniques in combat into a more close quarters and hand-to-hand style, one that is accustomed to the Vanguard’s fast attack style. This is not to say that Sen is not proficient in the use of ballistic weapons or ranged combat as he has been awarded the Marksman’s Honor on multiple occasions. Sen, along with the others within the Vanguard, welcome a chance to change things up and display that they are not inept when it comes to ranged combat.

EQUIPMENT:

Mark VI Corvus Power Armor:
Veteran Sen utilizes this older model of Power Armor due to it’s lighter design and more fluid joint movements compared to other suits of Power Armor, ideal for close-quarters combat and better suited for operations with a jump pack.

Bolt Pistol:
The standard issue side-arm for most Space Marines. This small .75 caliber one-handed pistol is ideal for close-ranged combat and can also be used as a hand-to-hand weapon if the situation arises. Sen keeps the high-propellant Kraken Penetrator rounds for increased armor penetration and range, and also has a targeter mounted for more accurate fire.

Power Fist:
An oversized gauntlet with it’s own power source that generates an energy field that has the ability to disrupt any solid matter it comes into contact with. The wearer’s strength is also greatly increased by this weapon, making it an invaluable weapon in close-quarters combat. However, it is heavy and slow to use and the wearer often must endure damage before being able to utilize it’s power.

Flamer:
A flamethrower that is loaded with a canister of combustible liquid that is ignited upon leaving the weapon. The weapon is designed to be able to continually burn through any armored surface and is primarily used in close-combat because of it’s short range.

Jump Pack:
This vector-thrust rocket engine is designed to be mounted on the back of a Space Marine’s backpack and is used to cross battlefields at an increased rate or to drop behind enemy lines from a low-flying craft to ambush enemies or gain advantageous positions for approaching forces.

Standard Gear:
Sen is equipped with an assortment of other standard issue gear most Space Marines carry during any engagement, including a variety of grenades and extra ammunition.

HISTORY: Kuan Sen was born on the mountainous planet of Alaria in one of the many feudal city-states that populated world. His parents were both as much bred for combat as he, himself was. Kuan’s father was a barbarian of a man and didn’t know peace unless he was in the midst of a grand battle. Kuan’s mother was a highly talented speaker who would motivate the populous to take up arms and join her and her husband in battle against rival neighboring cities. It was inevitable that Kuan would be raised in such a way that he would also enjoy battle and engage in it as much as possible.

As a child, Kuan was always seen by his father’s side, eager as ever during raids against other city-states or when retaliation attacks on their own homes occurred. Kuan’s talent in combat became clear when he took a glider and soared over the valley dividing the two warring city-states and dropped like a bird of prey upon the approaching enemies below, dropping small home-made explosive devices in the midst of their formations. Kuan’s mother and father were overjoyed.

Every night, before Kuan slept, his father would tell him stories about Sky Warriors. Giants of men who floated down from the sky in gleaming crafts much larger than any glider. These men, wearing giant suits of armor, would select young boys from amongst the cities whenever they arrived. Kuan would drift to sleep with his father reassuring him he would be one of the chosen. And finally, that day arrived. The skies split apart and down came the massive crafts that housed the Sky Warriors. Enormous men, towering over ever the biggest of the Alarian people, walked through the streets selecting children to join them in their crafts and eventually become one of them. Amongst these selected children was Kuan.

From that day on, Kuan was constantly trained and taught, put through rigorous training and tested in various rites of passage and initiation. During this time, he performed admirably well in assault tactics and close-quarters engagements. Upon his final rite, he was assigned to a scout squad where he underwent hands-on combat training underneath his veteran sergeant. After his completion as a scout, Kuan began gradually advancing through the assorted ranks of the Wings of Vengeance Chapter. Over two centuries of loyal service and dedication and Kuan finally was selected to join the 1st Company Vanguard Squad where he has been serving his Chapter and the Emperor ever since.

APPEARANCE: War transforms people, both physically and mentally and Veteran Sen is no exception to this fact. Possessing an assortment of scars and burns from innumerable battles, Sen will forever be reminded of past encounters. As for the mental changes, through them come more physical changes. Sen’s facial expression is always one of anger and discontent, forever petrified in a scowl. His narrow and once colored eyes are now glazed over by a dark and empty void, seeming to look through a person rather than at them. Through the various enhancements offered by the Space Marines, Veteran Sen has become a large man, boasting a towering stature and powerful physical frame. He stands well above most other humans and is considered a large man, even by some other Space Marines.

PERSONALITY: Although the constant mental strains of war weigh heavy on his mind, Veteran Sen still manages to maintain a sliver of the personality he once had before going through rigorous training and being exposed to constant war. Offering slight chuckles to situations that others may collapse in laughter at or being somewhat polite whereas others would be on their best behavior. However, Sen remains and dark and grim individual, haunted by war. At first, Sen proves to be a difficult individual to get along with, but through time he will open up and his personality becomes much easier to bare.

However difficult it is to get along with Veteran Sen, he still remains a loyal Space Marine, serving his superiors and his Chapter without question. Driven by an unfaltering dedication to the Emperor and a desire to rid the universe of all impurities that plague it, Veteran Sen remains a valuable asset to the Wings of Vengeance.
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Post by Guilty Carrion Mon Sep 05, 2011 4:38 am

Platoon Commander Lieutenant Diona “Blade” Jezail, of the Algidian Seventh Regiment

Gender: Female

Age: 29

Skills/Training: Charged with guiding her Platoon to victory, and ensuring the orders of the Company Commander are completed, Diona is a driven woman who pushes her men forward into the gates of hell without hesitation. She knows the field of battle well, and prides herself on completing her objectives with minimal causalities, allowing her men to continue to fight beyond what is expected of them.

She is an excellent shot with both the laspistol and lasgun, although she prefers the lasgun for its superior range. She is no slouch in close quarters, wielding her single edged blade with lethal proficiency, favouring lethal fast strikes and speed over brutal prolonged battles.

She has undergone all the training expected of the Imperial Guardsmen, and is in peak physical condition, capable of enduring many hardships with little more than her own resolve to carry her forward. She is notable skilled in stealth raids, moving quickly and silently to assassinate, sabotage, capture and all around hinder enemy forces.

Equipment:

Flak Armour: Custom fit to her smaller frame, this armour has served Diona well, and bears innumerable scars from the unending near death experience that is the life of an Imperial Guardsmen.

Regimental Blade: Symbol of her command and decorated with the Regimental Number along its blade, this remains one of her most prized possessions, proof of all she can accomplish.

Regimental Standard: The battered and burned standard of the Algidian Seventh, which she guards zealously, desperate to ensure her regiments sacrifices be remembered, even if only through the worn piece of cloth.

Combat Knife

Laspistol

Lasgun

Ammunition, rations and other basic gear.

History: Diona has been destined for the Imperial Guard since the day she was born, following in both her mother and her father’s footsteps to be part of the ‘Sledgehammer’. Her youth was spent learning drills from her parents, and learning to shoot was a hobby that she practiced with dedication. When the time came for the Algidian Seventh to be formed, she leapt at the chance and was drafted into the Imperial Guard.

Women were uncommon amongst the Guard, so it came as no surprise that her superiors and fellows had little hope for her to last beyond her first encounter. Undeterred by their pessimism, Diona pushed herself to achieve and surpass all the expectations placed for her, completing her training at the top of her unit and showing strong potential for a higher position in the future.

Mere months after the completion of their basic training, the Seventh was called in to deal with the uprising on Kinius Majoris, where the Arch-Heretic Thanius Von Knight had successfully performed a coup of the current planetary governor. The mainland itself was a simple open battlefield, where the superior training and firepower of the Seventh allowed them to easily route the heretic forces back towards the capital. Once they entered the mountain’s surrounding High Haven, the war itself turned from a route into a bloody march up some of the most easily defendable terrain in the Sector. Ambushes and traps plagued the Seventh as they pushed forward, only for heavily fortified positions to slaughter them en masse before attrition claimed victory. Diona served on the outer flanks, thankfully saving her from the thick of the fighting, but they were often plagued by heretic raids, but numbers allowed them to pierce the first ring of the infamous mountains. From their newly fortified vantage point, the regimental commanders met, and planned for the next advance. It was unanimously agreed upon that to continue as they had would bring them only defeat and dishonour, so the command changed it’s tactics for the entire theatre of combat. Smaller soldiers, like Diona were selected to be Raiders, whilst the majority of the regiment would remain in place to fortify and form a bulkhead for which the enemy to waste themselves upon.

In the two years of bloody conflict that made up the reclamation of the mountains, Diona saw countless raids, boasting an impressive kill count and never returning to base until her assignment was carried out. One such raid saw her officer killed when they were compromised, but Diona took command and forced their pursuers to play a bloody game of Cat and Mouse for two days before boxing them in and slaughtering them. Upon her return, she was granted command of her squad, and honoured with her own regimental blade.

The battle for High Haven was a quick but bloody affair, the regiment throwing all it had in a bid to reclaim the planet within the year for the Imperium. The battles were close, and men were forced to use their own rifles as clubs to fight off the relentless hordes of cultists defending the city. It was in the bitter melee of High Haven that the Seventh developed their nasty tendency of selling their lives with an extra bang, with fatally wounded, or just wounded men throwing themselves into the enemy and detonating their frag grenades to take as many of the heretics with them. Atop mounds of the dead, the Seventh retook High Haven, and with it, Kinius Majoris. Despite the Arch Heretics escape, it was still a considerable victory, and the Seventh were quickly re-supplied for redeployment.

With their intimate experiences in the trenches, and knowledge of raids, Command sent the Seventh to Ornus Prime, to serve in the unending fight against the chaos presence on the planet. For four years, the Seventh stood in the trenches, countless numbers dying against the fortified positions of the enemy, only for their foes to exactly the same as them. Diona’s status as a raider saved her from the front lines, instead being chosen for numerous raids across enemy lines, most of which, tragically, amounted to very little, the infamous battle lines barely moving during her entire stay on the planet. In the trenches though, she earned her name sake, Blade, for her unsettling preference towards the ornate weapon even when her lasgun would serve just as well. The constant combat took its toll on the Seventh, seeing most of its men wasted on the enemy guns. Pulled from Ornus Prime, they returned to their home world, Algidus Prime, to reform the Seventh once again.

As a survivor from the campaign on Kinius, and in recognition of her skills in command, she was placed in command of the First Platoon of the First Company, which stands as her proudest achievement to date. The Seventh was set to redeploy back out into the trenches of Ornus once again when the chaos invasion hit, annihilating almost all of the regiment, although Diona has managed to save some of the First Platoon and has been utilizing her skills in raiding to keep herself, and her men alive behind enemies lines on the massive battleground that her home world has become.

Appearance: Although a shorter woman, Diona is by no means a lesser soldier than her fellow guardsmen. She is well muscled from relentless drills and years of training, and her skin boasts an enviable natural tan from long hours in the field. “Bones” has rich maroon red hair, which hangs loosely around her neck, although it’s often swept up under her helmet in combat. Her body boasts many scars, some blending into each other so well that it’s difficult to see where one injury ended and the other began. Her eyes are a blazing ember red, and her naturally sharp features only heighten the intense look that often lingers in her gaze.

Personality and Opinions: Guardsmen are usually men, and Diona has been reminded of this fact ever since her enlistment, a fact that she has striven to defy from day one. Driven by a desire to impress, she is relentless in her pursuit of any perceived objective, and she rarely turns down a challenge to prove herself. Diona has little patience for pussyfooting around, and will be direct and blunt to almost anyone, although in the presence of an officer she is noticeably more polite. In a social situation, she is more quiet and withdrawn, although if one manages to earn her trust, she is far more pleasant than her stoic demeanour might suggest.

Alright, there's my character. Looking to be in the Counter Offensive plot line. Let me know if you need anything edited!
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