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Dark Heresy (A Warhammer 40k RP)

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Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

I'd like to get a Warhammer 40k Dark Heresy RP going. Though not vitally important, a general knowledge of the Warhammer 40k universe is suggested.

Basically, for this RP, I would like a group of 4-6 players to be Acolytes of the Inquisition, the Imperium's Secret Police sent to purge enemies of the God-Emperor. This particular adventure would have our new agents sent to a as-of-yet unnamed agri-planet that supplies food to several Imperial planets and military units to suppress the beginnings of an insurrection by the farmer populace.

I'd like character sheets from those interested featuring the basic information, your character's backstory, and other such things. For those who know less about the Warhammer universe but are interested anyway: Know that agents of the inquisition are absolutely 100% devoted to their religion, which places the Emperor as the one and only God. Your characters cannot in any deviate from this belief; doing so is about the quickest way for them to have been killed and used as a warning to others :P However, this belief is the ONLY requirement for characters, and agents of the Inquisition run the entire gambit of typical RP classes or skillsets or whatever abilities you might be able to dream up. All I need is a valid RP reason for why your character might have such an ability and it's yours.

So let's get those character sheets going shall we? I'm looking to start Thursday night, give or take.

Ultrajoe
Gone Gonzo
Posts: 3235
Joined: 24 Apr 2008

Are we allowed to be officiano assasinorium acolytes?

All i can think of is a vindicare... or an eversor...

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Yes, the Assassins are part of the Inquisition, so it's allowed. Sisters of Battle, Cult Mechanicus, Adeptus, even Psykers... They're all a go.

Ultrajoe
Gone Gonzo
Posts: 3235
Joined: 24 Apr 2008

then my friend you have your first volunteer.

Saskwach
Gone Gonzo
Posts: 1832
Joined: 4 Nov 2007

Hell, I'm signed up and all I read was Dark Heresy RP. Do it justice or I'll find your address and skin you.

Fondant
Infamous Scribbler
Posts: 572
Joined: 23 Dec 2007

I second this. I have not played DH, but I have roughly ten years of playing 40K behind me and a pre-created charecter or two that I like to use.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Ok, still need a few more. PM me your character information, guys. Need 1 to 3 more players.

Teafo
Beat Writer
Posts: 152
Joined: 26 Jun 2008

I'll join you as well, i have minimal knowledge of 40k, but have always been interested, i'll look up a bit more about the acolytes of the inquisition and post a character sheet tonight or tomorrow morning

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Awesome. Room for two more for those interested.

Things on the Character Sheet:
Name:
Class: (Make one up, just make it give a general idea to your role in the group and the specific powers your character may have)
Skills: (Pick 3 to 5)
Faults: (Fears, Distinguishing features, and other disadvantages; must have at least one)
Equipment: (Weapon of choice, armor of choice, and anything else such as relics or anything that may be important in the game)
Physical Description:
Background:

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Also, characters who knew each other before this begins need to be brought to my attention, or I'm going to assume they all are just meeting as their dropships land.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Actually I'm going to kick the start back to Friday or Saturday... something has come up for tonight.

Saskwach
Gone Gonzo
Posts: 1832
Joined: 4 Nov 2007

I just realised I'll be totally away from Series of Tubes Land from Monday to Sunday. If that's a problem I'll back out (maybe I can come back later?), if not, I'm still on.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

During the week, I tend to be very busy, so I was planning on making it a one post a day thing 6 days out of the week at least. So you shouldn't miss much. Or once I have a character sheet you could let me NPC your character. Your call.

John Galt
Gone Gonzo
Posts: 1490
Joined: 29 Dec 2007

Ooh, if there's room I'll certainly want in. I don't foresee reasons why I'd be inactive for an extended period so I don't think I'll have to drop out of this one. I should have a character sheet up soon.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Ok so the final player list is:

Ultrajoe
Saskwach
Fondant (Role Claimed: Mercenary)
Teafo
John Galt (Role Claimed: Investigator, Swordsman)

Need the rest of your character sheets when you get the chance.

EDIT: Scratch that, one spot still open for anyone who wants in.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Ultrajoe
Saskwach
Fondant (Role Claimed: Mercenary)
Teafo (Role Claimed: Tech Priest)
John Galt (Role Claimed: Investigator, Swordsman)

Need the rest of your character sheets when you get the chance.

Ultrajoe
Gone Gonzo
Posts: 3235
Joined: 24 Apr 2008

Name: Vladimir, last name witheld.
Class: Assasin, Vindicare
Skills: Stealth, Marksman, Negate saves, Extra Rounds. (all Vindicare Basic)
Faults: Terrified of close range combat, and as such extremely poor at it.
Equipment: Standard Vindicare Kit; Exitus Rifle, Exitus Pistol and a range of special munitions, limited but powerful. Spy mask and stealth suit. (seriously, all right here in the codex in front of me)
Physical Description: Tall, very slender build, but muscled enough to scale some buildings and environments necessary in his craft. All physical feature is obscured by his Spy Mask and suit.
Background: Volunteered young by an unnamed noble Terran house to gain favor with the inquisition, Vladimir is proud of the name he does not know.
His parents thought him perhaps some dignitary or diplomat.

They were wrong.

Vladimir was given to a Vindicare temple in failing numbers and raised in a class of one, his natural fears of close combat drove him to forgo that section of his training, instead learning to never be seen, and never let people get close.
He has served with 3 inquisitors over the years and even been tasked by the Ordo Malleus with the destruction of a budding deamonhost, a pride he bears a scar to show for.
He is involvd with this undertaking by orders, and goes out with the single minded purpose an Officio Assassinorum operative must always posses.
While groups he has worked with in the past have groaned, seeking the subtleties of a Callidus or the unrivaled brutality of an Eversor... Vladimir sees it as his mission to prove the worth of the Vindicare to his teammates... and... briefly to his enemies.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Cool, thanks Ultrajoe.

Fondant
Infamous Scribbler
Posts: 572
Joined: 23 Dec 2007

Since we're talking battelfield profiles: I use Drang as an eversor assasin (He's not actually an eversor, but he's physically enhanced and on similar combat drugs to at least that level.

Name: Kamenev Drang
Class: Mercanery (Gland Warrior,Mutant)
Skills: Regenerate, Small arms, Melee. (also ncredibly tough, and extremely strong)
Faults:
Irrational (Drang is normally, out of combat, a regualar human being. However, when in combat, the stimmulant glands, failed psycho-conditioning and general emotional pain combine to make him both very danerous and utterly unpredicatble.)

Cruel: As mentioned above, under normal conditions, Drang is a fairly average human-intelligent, pleasant and easily understood. However, under drug frenzy and combat stress several highly unpleasant traits come out, one of which is a sadistic streak a mile wide.

Drug hangover: After combat, Drang will experience a drug hangover. Think of the worst hangover you've ever had. Then multiply. By fifty. cold turkey, hangover- headaches, melacholy, sickness, massive physical weakness.

Equipment:
Concealable/Covert: Naval revolver, Posioned knives (2) (forearm holsters), Grenades (Will decide as apporpriate).

Overt: Heavy Stubber, shock maul, demolitons charges

Armour: Large greatcoat, carapace on groin, abdomen and chest, greaves +bracers.
Errata: Psychon (strength+pain tolerance enhancer) Reflex (self-explanatory) Spur (general purpose stimulant.

Physical Description: 7' 1", heavily built, scary.

Background:Drang is a mutant, psychotic and gland warrior- a failed experiment of the Ordos Hereticus, rendered fearless by pain, loss and stimm glands. He acts alone- taking contracts from inquisitors, cultists and aliens without thought for the consequence, irrational and often terrifying.
His original home planet, Vien, was purged by the Ordos Hereticus for being overly sympathetic to psykers and mutants. Drang, a personal guard to the governor's daughter, (An Alpha-level psyker named Emir), was subsequently taken by another inquisitor as a potential test subject for the creation of an Imperial supersoldier (see: the gland warrior project, Afriel Strain Project, Metahumans Project). He was then taken by the same inquisitor(Inqusitor Hermannian Volke) as a personal guard- with Emir acting as a surety to his own good behaviour.

After several mission, Volke was wounded and the majority of his retinue killed in an ambush by a chaos cult. Drang, being considerably more resileient to damage than the average human, saved Volke, carrying him over a hundred miles through hostile steppes to the nearest spaceport.

After saving Volke, Drang announced his intention to leave, taking with him the remainder of Volke's personal guard, and beginning his career as a mercenary.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Well since you two posted yours already:

Player: John Galt

Name: Brother Johnathan Galt, Ordo Hereticus

Class: Inquisitorial Investigator

Skills: Ritualistic Fencing, Mild Cybernetic
Enhancement, Understands Heretical Psychology

Faults: Unorthadox Methodology, Still Suffers From Chemical Conditioning

Physical Description: Not particularly tall, roughly 5'9", bears various scars and tattoos from Inquisitorial training. Most cybernetic augmentation is external. Lower jaw and nose removed in favor of cybernetic connections. Clothing consists of dark red overcoat and a cuirass bearing the Inquisition's seal.

Background: Born into the poorer strata of the Imperium, Galt was inducted into the Inquisition after being picked up during an Arbites raid during his youth. It was reported that Galt freed himself from the holding vehicle and nearly escaped in transit using only a sharpened metal pole. The Inquisition recognized his ability and pardoned him prior to his execution. After an attempt to kill his tutor using a practice sword, Galt's face was disfigured by cybernetic enhancements and subjected to chemical therapy to quell his rebellious impulses. The training radically changed him but his current mental state is deemed stable enough to operate in the field and his track record shows a penchant for taking out his targets personally rather than using a member of the Officio Assassinorium.

Player: Teafo

Name: Teafo Deepsea

Class: Tech-Priest

Skills: Small-Mid Caliber Firearms, Engineering, Armor/Weapon Manufacture/Repair

Faults: Constantly plagued by the fact that his parents rebelled against the Imperium on mars, but he saw the truth that the Empire would only lead to fully civilized life.

Equipment: Toolbox with all necessary tools short of anything that needs a large energy source, powered suit of armor, revolver-style carbine rifle (mid caliber), ammunition made from different materials for different effects

Physical Description: Teafo grew up on mars, is slightly pale due to the lower UV lights making it to his colony, he stands an even six feet tall, and is of slight build. He has light brown hair cut short and messy, and hazel eyes. While not very strong or tough, he makes up for it with agility and intelligence. His power suit is designed to be more agile than most others, and he is mind linked to it as a space marine is to help with the agility. He had to sacrifice some armor plating in order to help with this and his suit is not rated to be used in a vacuum, however, will still work in most hostile environments (short of acidic air).

Background: Growing up on mars, his parents joined the rebellion against the Imperium while Teafo was very young. Even at such a young age, he could see that the rebellion was only going to hurt the planet, and decided instead to join the Imperium and fled his parents' home. He was not immediately greeted with welcoming arms, but instead had to undergo various methods of torture to decide that he would in fact be faithful to the emporer. After showing absolute faith, he attended his schooling on mars to become a tech-priest where he made his power-suit (artificer). Since the end of his training, he has been assigned as an inquisitor and has continued to show full devotion to the emporer's cause.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

All we need now is Saskwach's. *glares* In the meantime we'll be starting without him. I have a mini-adventure that you all can go on before the main one where he'll join you.

Also, still have one open spot for anyone interested.

Qayin
Infamous Scribbler
Posts: 635
Joined: 2 Jul 2008

Thought I'd ask my question on here instead of derailing Ultrajoe's review;

Do I recall correctly that the psykers in the Inquisition are the Inquisitors themselves? Or are there more specific psykers within their order? Only reason I ask is that I recall that the Inquisition had some fairly nice psychic powers the last time I read that codex, and was wondering what place I'd take if I took up that role?

Also, other than 1-post per day, are there any other non-standard or specific rules you want followed?

Finally, for skills, do I choose individual psychic powers, i.e. 2 powers = 2 skills, or do I allocate one skill to psyker and use powers shown or similar to the ones in the O.H. codex?

Dinnj
Muckraker
Posts: 241
Joined: 17 Jul 2008

Well, after Qayin is in, if you can squeeze another spot I'd join up. Ordo Malleus ftw =)

Qayin
Infamous Scribbler
Posts: 635
Joined: 2 Jul 2008

I'm assuming your go-ahead still applies, so I'll post my sheet now. I should probably point out I am a UK poster, and therefore will be on at very different times to the US posters here, and I understand that this is kind of annoying, but I can also guarantee that I should always have time for the 1 post a day.

Name: Devlyn Cain

Class: Navigator - Support Class (under the employ of the Ordo Hereticus)

Skills: Psyker, Pilot, Cybernetics

Powers: Temporal Distortion - The Navigator can manipulate the tides of the Immaterium to affect time in the temporal universe. The Navigator may only use this power on himself, and he does not get to use additional psychic powers following this power (Included this as a general fault. For balance, attacking will take me out of this state, or say 10 seconds from my character's perspective. Oh, and yes, it is cannon; http://es.games-workshop.com/especialista/inquisitor/bestiario/fleet.html scroll down to powers.)

Vortex of Doom - tears a hole between the material realm and the warp; a travelling, very risky attack that pulls enemies into oblivion. (For the sake of balance, I will probably only use in a while when needed)

Faults: -The Psychic powers he uses are very draining; upon use he can perform one action that is linked through MIU but is too weak to engage in combat physically and cannot use any other psychic powers for a few turns/posts (depends on how long the posts are - think half a minute before he could actively engage in combat without MIU, and 3-5 minutes before he could use another power.)
-Heavily relies on the few cybernetic implants he has to perform well in combat; EMP based weapons or attacks could render his MIU and other implants temporarily disabled.
-Lightly armoured - relies on mobility and defense provided by Mechadendrites to avoid being injured.

Equipment: Weaponry; Two bolter pistols, Mechadendrites and Shoulder-Mounted Plasma Gun

Armour; Carapace Armour - light, mobile armour, offers minimal protection

Other; MIU; Mind Impulse Unit - rare implant bought with the incredible influence and wealth that comes with a heritage in a Navigator House; allows the user to start a link with external machinery. Devlyn uses this to operate his shoulder-mounted weapon, and the ships/vehicles he pilots - he possesses the knowledge of how to utilise this technology, and how to implement it in most vehicles, but has no knowledge of security or hacking and therefore cannot use it effectively for purposes in subterfuge like a Techpriest could.

Mechadendrites; long mechanical tentacles attached to Devlyn's spine, giving him greater mobility, lifting and manipulation capabilities, easy interface with machinery (again, limited to Devlyn's knowledge) and, in many cases, can act as a defensive blunt weapon.

Bionic Eye; Night Vision, targeting, magnification etc. - this device is the sole reason Devlyn can accurately use firearms.

Physical Description: A preened, young socialite - has been brought up in an environment of luxury in one of the less powerful Navigator Houses of Terra; slightly curly dark hair, dark brown eye, and high cheekbones all add to the image of a pampered young man who appears to be in his late 20s...which is just slightly negated by the implanted, bright red bionic eye, and the metallic tentacles that sprout through specially designed holes in the back of his carapace armour.

His armour bears the sigils and dusty red colours of the Adeptus Mechanicus, but the robes he wears over this are a far more regal set of golds scarlets, as a homage to his Navigator heritage.

Devlyn commonly wears a hat or helmet, as a form of courtesy - all Navigators are an invaluable commodity and provide an essential service, but he is aware that the Inquisition still view his kind as mutants, and thus he hides his third eye to prevent potential tension.

Background: Devlyn Cain was born and raised in a Navigator House that was wealthy but admittedly less-powerful and famed than most. This of course only meant that the luxurious castle he was raised in was flanked by considerably taller ones, as his heritage still entitled him to the finest things in life, until his inevitable service to the Imperium. Navigator Cain was initially assigned to serve the Adeptus Mechanicus, and, after learning more of their mysterious Machinist Cult, gained a gradual belief in the Deus Machinus that accompanied his firm belief in the God-Emporer.

His belief grew to such an extent that he requested, and was gifted with, a few cyborg implants, but was removed from their service due to this - a mutant in service to the Imperium was always an affront to the Emporer, but allowing one to become a cyborg was disgusting, thus Navigator Cain was transferred to the Ordo Hereticus in order to learn humility regarding his cursed biology, and to avoid any further implantation. The knowledge he gained from the Adeptus Mechanicus was an enormous benefit to his skills as a pilot outside of warp speed, and the Mind Impulse Unit he coerced and bought from the Adeptus Mechanicus took this talent to the levels of exceptional; making Devlyn an excellent navigator of both large frigates capable of traversing the warp, and of smaller ships designed for infiltration or squad-transportation. He has very limited knowledge of technology outside of vehicles and weaponry, and is therefore unable to repair any non-military technology, and is completely lost when it comes to security, hacking, or translation.

Navigator Cain acts as a supporting unit in battle - aiding his comrades with whatever vehicle is at hand - perhaps air striking a critical location to help breach a base, or using transport vehicles to quickly maneuver his squad across the field. His slow, powerful attacks from his shoulder-mounted weapon and psychic powers can be devastating, but used infrequently - to make up for this he moves quickly and with enhanced mobility due to the Mechadendrites, and uses two bolt-pistols for more rapid attacks. Devlyn can perform well at a distance in order to help his comrades advance, but alone and out in the open he is very much at danger, due to his low armour and slow-recharging attacks.

There; a Psyker support class, that is more balanced and useful in more situations. I would like to stress that he is only a support class - his attacks are powerful and suppresive but slow and I will not regularly use the most powerful of them in order to preserve my character's strength - if I am left out in the open with no cover I will get myself injured just to be annoying :D

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

One more could never hurt I suppose. And yes, Qayin, that is how I wanted your powers to work as a psyker, good guess ;)

Dinnj, I like what you have to start with... but give me a little more description and background to work with and you're in :)

Dinnj
Muckraker
Posts: 241
Joined: 17 Jul 2008

Name: Brother Solus.

Class: Grey Knight, general close combattant.

Skills: The shrouding, (Limits range people can target you at,) Fearless, True grit (Use bolters as CC weapon,) Rites of exorcism (-1 stability to lesser daemons.)

Faults: Present at closing of a warp gate, caused to be vulnerable to psykers.

Equipment: Nemesis force weapon (Added strength,) Storm bolter. The Aegis, chance to resist psychic effect.

Physical Description: Tall, gaunt in comparison to other grey knights or index astartes. None of him can usually be seen under his grey Aegis armour.

Background: Trained for an incalcuable amount of time on a floating fortess monestary. Recently gained the honours of becoming a grey knight. Was sent as part of a small force to close a disfunctional warp gate. As it was closed it let of a huge blast of energy, injuring him and his team, and leaving Lairus with a permenant vulnerability to psychic attacks that breach his Aegis armour. Solus was inducted into the Grey Knights after fighting through an abandoned orbital relay station with Brother Cain against numerous tyranids, prior to combatting a raiding Dark Eldar kabal. Solus has a longstanding comaradeship with Brother Cain. He generally tries to react as calm as possible, and usually does. He attempts to appear unafraid and fearless infront of any given situation, and this facade is almost unbreakable when presented with even the direst of threats. He hates any entity that is not immaculately pure, and coming to knowledge of such a thing generates a deeply set rage within Solus. He believes to recieve the true glory of the emperor, your will must be forged in the crucible of battle.

Korhal
Copy Clerk
Posts: 65
Joined: 9 Jun 2008

Great, thanks, that's a bit better. I'll post a rules summary tomorrow when I get off of work, and I'll post the first sequence. As our players are spread across the whole world *waves to the UK, and Australia* we will be sticking to one post a day (except Ultrajoe, I'll explain in my rules post what I want from you).

Fondant
Infamous Scribbler
Posts: 572
Joined: 23 Dec 2007

Excuse me?

1. Chainfists cannot be mounted on anything other than terminator armour. Since regular humans cannot wear terminator armour (They lack the black carapace), you, ergo, cannot wield a chainfist.

2. How is a grey knight to avoid drawing attention. Unless you are really prepared to hide in a room for most of the RP, a power-armoured marine is highly likely to draw attention and render any subtle aspects of this RP dead.

3. You cannot have a marine enhanced- inquisitor. If you want space marine, you have to cope with people staring, a lack of subtelty and no real influence beyond the gawking masses. if you want inquisitor, you have to be human. Also, Librarians (psychic marines) are so rare that the chances of one just wandering about the mperium are... minimal.

4. Yes, inquisitors with psychic powers are prevalent in all orders of the inquisition, and are fully-fledged inquisitors (see: Gregor Eisenhorn)

5. While I'd admit my charecter is highly..... powerful, I would point out he is at least human (well, mutant) even if just a very tough, exceptional human. And thats what the whole RP thing is about: tough, exceptional, resourceful humans. Not genome-modified supermen. And certainly not an elite daemonhunter and a inqusitor/marine hybrid (which can not exist).

I'm sorry, I don't want to upset anyone but quite frankly the setup here is ludocris. We have no demolitions experts, no translators, no communications, no other forms of specialists- instead, we have two power-armoured behemoths, a psyhotic and some regular humans. Please create human charecters, or reasonable ones- like a scout, or.... a lost marine. Not what is in essence death in heavy armour.

Qayin
Infamous Scribbler
Posts: 635
Joined: 2 Jul 2008

Fondant:
1. Chainfists cannot be mounted on anything other than terminator armour. Since regular humans cannot wear terminator armour (They lack the black carapace), you, ergo, cannot wield a chainfist.

A chainfist is simply a powerfist with a miniature powered rotating chainsaw - the powerfist is an oversized armoured gauntlet that generates an energy field - the requirement is the ability to lift and wield it, and last time I checked Termies were still Space Marines, with the same mutations, implanted glands and organs etc, so there is no reason why any Space Marine could not wield one.

Fondant:
2. How is a grey knight to avoid drawing attention. Unless you are really prepared to hide in a room for most of the RP, a power-armoured marine is highly likely to draw attention and render any subtle aspects of this RP dead.

We already have an assassin and a mercenary, and there was no requirement in the briefing to not draw attention - we are quelling an uprising caused by farmers, not infiltrating a heavily guarded base under cover of night. In the same way that I would not expect UltraJoe to engage 10 men in close combat, I would not expect I or the heavier characters to be involved in an aspect that requires subterfuge.

Fondant:
3. You cannot have a marine enhanced- inquisitor. If you want space marine, you have to cope with people staring, a lack of subtelty and no real influence beyond the gawking masses. if you want inquisitor, you have to be human. Also, Librarians (psychic marines) are so rare that the chances of one just wandering about the mperium are... minimal.

Don't know if you've noticed, but the Inquisitor Lords may take anything they choose from the armoury, so where you got the idea that no Inquisitor has ever been, or ever will be genetically enhanced is a little confusing. As for a marine-enhanced psyker being rare - look at the Ordo Malleus, every Gray Knight is a psyker and a space marine.

If we're being so obsessed with this though, then the only requirement for these characters is blind devotion to the Emporer - a mercenary who hires himself out to aliens regardless of consequences is not considered to be faithful, and a self-proclaimed mutant would not be too popular once the members of the Inquisition around him realise he's a psychotic failed-experiment who calls himself a mutant and has very little true allegiance to the Imperium, let alone the Emporer.

Fondant:
5. While I'd admit my charecter is highly..... powerful, I would point out he is at least human (well, mutant) even if just a very tough, exceptional human. And thats what the whole RP thing is about: tough, exceptional, resourceful humans. Not genome-modified supermen. And certainly not an elite daemonhunter and a inqusitor/marine hybrid (which can not exist).

Your character is a genetically modified homo sapien capable of superhuman feats - sounding like Space Marines yet? Space Marines are biologically enhanced, and have multiple glands implanted, but are still entirely human. If it is such a major affront to 40K cannon, I'll change my character, but I wouldn't be the only one who would have to - You're technically a traitor, more than two of the team seem to be so emotionally warped that they would be barely fit for service, let alone for dealing with the admittedly sensitive situation of a civilian uprising, and did I mention your character is a traitor mutant?

I will gladly change my character, I did it late last night and feel I did not use a lot of imagination, but I'm certainly not the only one here who has taken the cannon of 40k and the