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Darth Caelum

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Jan 21, 2010
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Name: Unit 23

Gender: None

Age: Millennia.

Race: Necrons

Special-talent: We'll be Back

Items: Gauss Pistol, several energy packs to siphon Necron energy onboard his ship and direct it to Unit 23 (Built-In), Close Range Short Sword made out of Necrodermis.

Bio: Unit 23 was part of the Necron Force present on Medusa V. After the Failure of The Necron Lord Herald of the Storm to construct the Great Plyons and a Null Shield on the Planet, The Deceiver punished the Necron Lord, damning him to reside within Medusa for as long as the Warp Storm endured around the Planet. The Deceiver then teleported the Surviving Necron Forces off the Planet.

However, not all of the Necron Forces were completely withdrawn. Several ships were left behind, each performing their own seperate mission related to the Medusa Campaign. One was to track down and eliminate the Escaped Death Leper, the Deceiver having judged them too powerful to fall to the Tyranid Hive Fleets. Another was to locate the Ork Warchief Nazdreg and his remaining Boyz, having taken an Imperial Freighter. The Deceiver judged that their Presence was too dangerous, thus their Destruction was required.

Unit 23's own Ship was tasked to follow a retreating Chaos Warship. The Ship, though having relatively nothing of use to the Necrons on board, was deemed to be destroyed. Unit 23 and It's fellow 24 Warriors would do it, though a very, very faint part of Unit 23's floundering Necrontyr soul cringed at The Deceiver's smirk as he commanded It.

After doggedly following the ship's trail for several weeks, Unit 23's ship located the Chaos Warship, still badly damaged from the battle. Upon receiving confirmation from the Deceiver, the Necron Warship snuck up and burned a hole through the Chaos Warship's engines. Immediately after, the Necron Warship shredded the captured ship to tiny slivers of Metal. As soon as that was done however, a Wormhole opened right in front of the Warship, dragging it in before they could even react.

Unit 23 is currently on standby mode, his ship having been ravaged by the Wormhole. Due to the nature of the Warp, the majority of the Necrons with Unit 23 are Inoperable, their Souls having been Overloaded during the Transition to Warp space. Unit 23, having seen it coming, managed to survive while the others did not. Currently, their is still a viable source of Energy onboard. Unfortunately, the majority of the Gauss Weaponry had been thrown of during the Crash. Fortunately, the majority of the Weaponry is Inoperable to Non-Necrons, and would only activate if enough Necron Energy was supplied to it.
 

Eldar_playa1

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Aug 18, 2010
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Shanaar said:
Name: Corporal, Laurence 'Hawk' Tennant.
Gender: Male
Age: 23
Race: Imperial Guard
Special-talent: Camo Cloak- It is harder to see and to hit him.
Items: Lasgun, frag grenade, Medkit, Bayonet, Binoculaurs, Rations, Extra ammo.
Bio: Part of the Orlanc 3rd Light Infantry Regiment, Laurence has already served there for 5 years. He got his name Hawk for always being the first to spot the enemy. He got assigned by his Captain to look over a small squad of White Shields on there way to join the regiment. With there shuttle suddenly crashing Laurence got hit in the head by a not secured ammo case and blacked out. When he woke up, the White Shields where gone and so where the pilots. There were also no since of struggle or blood. Getting his equipment and necessary supplies, Laurence made his way out of the shuttle.

Changed it.
You have seven items. Please remove one of them.
 

Eldar_playa1

New member
Aug 18, 2010
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Darth Caelum said:
Name: Unit 23

Gender: None

Age: Millennia.

Race: Necrons

Special-talent: We'll be Back

Items: Gauss Pistol, several energy packs to siphon Necron energy onboard his ship and direct it to Unit 23 (Built-In), Close Range Short Sword made out of Necrodermis.

Bio: Unit 23 was part of the Necron Force present on Medusa V. After the Failure of The Necron Lord Herald of the Storm to construct the Great Plyons and a Null Shield on the Planet, The Deceiver punished the Necron Lord, damning him to reside within Medusa for as long as the Warp Storm endured around the Planet. The Deceiver then teleported the Surviving Necron Forces off the Planet.

However, not all of the Necron Forces were completely withdrawn. Several ships were left behind, each performing their own seperate mission related to the Medusa Campaign. One was to track down and eliminate the Escaped Death Leper, the Deceiver having judged them too powerful to fall to the Tyranid Hive Fleets. Another was to locate the Ork Warchief Nazdreg and his remaining Boyz, having taken an Imperial Freighter. The Deceiver judged that their Presence was too dangerous, thus their Destruction was required.

Unit 23's own Ship was tasked to follow a retreating Chaos Warship. The Ship, though having relatively nothing of use to the Necrons on board, was deemed to be destroyed. Unit 23 and It's fellow 24 Warriors would do it, though a very, very faint part of Unit 23's floundering Necrontyr soul cringed at The Deceiver's smirk as he commanded It.

After doggedly following the ship's trail for several weeks, Unit 23's ship located the Chaos Warship, still badly damaged from the battle. Upon receiving confirmation from the Deceiver, the Necron Warship snuck up and burned a hole through the Chaos Warship's engines. Immediately after, the Necron Warship shredded the captured ship to tiny slivers of Metal. As soon as that was done however, a Wormhole opened right in front of the Warship, dragging it in before they could even react.

Unit 23 is currently on standby mode, his ship having been ravaged by the Wormhole. Due to the nature of the Warp, the majority of the Necrons with Unit 23 are Inoperable, their Souls having been Overloaded during the Transition to Warp space. Unit 23, having seen it coming, managed to survive while the others did not. Currently, their is still a viable source of Energy onboard. Unfortunately, the majority of the Gauss Weaponry had been thrown of during the Crash. Fortunately, the majority of the Weaponry is Inoperable to Non-Necrons, and would only activate if enough Necron Energy was supplied to it.
Very nice. You are most definitely in the RP. Would it be possible to provide a description of your special ability?
 

Outcast107

New member
Mar 20, 2009
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Name: Goresmas'a

Gender: Neither (or male if you consider Orks to have a gender.)

Age: mek

Race: Ork

Items: Pistol, Ax for choppin, frag grenade(If allowed), extra ammo clip, Wrench, nail he chews on.

Bio: Goresmas'a is part of a newly made clan of ork called the Bone 'Eads(My ork clan I made up). He roughly a ork mek. He and his boyz mission was to see if this new planet can be a fun place to fight when his ship got suck into the wormhole. Once he woke up from the crash he found his boyz all dead, guess they weren't orky enough to live. He pick up what he could from their dead bodies, ammo and extra spiky bits for his armor.

Special: As with all mek boyz, he very good at making weapons and or vehicles of destruction. Though he need a lot of material to make something.

Just wanted to add my speical to the list.
 

Shanaar

When in doubt, read the manuel
Apr 16, 2009
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Eldar_playa1 said:
Shanaar said:
Name: Corporal, Laurence 'Hawk' Tennant.
Gender: Male
Age: 23
Race: Imperial Guard
Special-talent: Camo Cloak- It is harder to see and to hit him.
Items: Lasgun, Medkit, Bayonet, Binoculaurs, Rations, Extra ammo.
Bio: Part of the Orlanc 3rd Light Infantry Regiment, Laurence has already served there for 5 years. He got his name Hawk for always being the first to spot the enemy. He got assigned by his Captain to look over a small squad of White Shields on there way to join the regiment. With there shuttle suddenly crashing Laurence got hit in the head by a not secured ammo case and blacked out. When he woke up, the White Shields where gone and so where the pilots. There were also no since of struggle or blood. Getting his equipment and necessary supplies, Laurence made his way out of the shuttle.

Changed it.
You have seven items. Please remove one of them.
K removed the grenade.
 

Eldar_playa1

New member
Aug 18, 2010
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Xandus117 said:
Name: Karkesh the Impetuous
Gender: None
Age: Unknown (doesn't know)
Race: Daemons (Khorne)
Items: Hellblade, skull with Khorne's symbol, metal breastplate, cup with Khorne's symbol, mask carved from a skull, bone belt
Bio: Karkesh lived almost all of his life in the warp, fighting with the other bloodletters. One day he, along with fifty other bloodletters, was summoned by a World Eater's warband to help them raid an Imperial settlement. After the battle, Karkesh and several berzerkers were put on a ship headed towards the Eye of Terror. However, a wormhole appeared and sucked the ship into the webway. When Karkesh woke up he found that almost everyone was dead, and those who were not dead he decided to kill himself.

Also, does anyone know if daemons are capable of speaking?
Daemons can speak, and although you are in the RP, I would definitely prefer a more full bio. I know thee isn't a whole lot to work with, but see if you can lengthen it a bit.
 

Darth Caelum

New member
Jan 21, 2010
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Eldar_playa1 said:
Darth Caelum said:
Name: Unit 23

Gender: None

Age: Millennia.

Race: Necrons

Special-talent: We'll be Back

Items: Gauss Pistol, several energy packs to siphon Necron energy onboard his ship and direct it to Unit 23 (Built-In), Close Range Short Sword made out of Necrodermis.

Bio: Unit 23 was part of the Necron Force present on Medusa V. After the Failure of The Necron Lord Herald of the Storm to construct the Great Plyons and a Null Shield on the Planet, The Deceiver punished the Necron Lord, damning him to reside within Medusa for as long as the Warp Storm endured around the Planet. The Deceiver then teleported the Surviving Necron Forces off the Planet.

However, not all of the Necron Forces were completely withdrawn. Several ships were left behind, each performing their own seperate mission related to the Medusa Campaign. One was to track down and eliminate the Escaped Death Leper, the Deceiver having judged them too powerful to fall to the Tyranid Hive Fleets. Another was to locate the Ork Warchief Nazdreg and his remaining Boyz, having taken an Imperial Freighter. The Deceiver judged that their Presence was too dangerous, thus their Destruction was required.

Unit 23's own Ship was tasked to follow a retreating Chaos Warship. The Ship, though having relatively nothing of use to the Necrons on board, was deemed to be destroyed. Unit 23 and It's fellow 24 Warriors would do it, though a very, very faint part of Unit 23's floundering Necrontyr soul cringed at The Deceiver's smirk as he commanded It.

After doggedly following the ship's trail for several weeks, Unit 23's ship located the Chaos Warship, still badly damaged from the battle. Upon receiving confirmation from the Deceiver, the Necron Warship snuck up and burned a hole through the Chaos Warship's engines. Immediately after, the Necron Warship shredded the captured ship to tiny slivers of Metal. As soon as that was done however, a Wormhole opened right in front of the Warship, dragging it in before they could even react.

Unit 23 is currently on standby mode, his ship having been ravaged by the Wormhole. Due to the nature of the Warp, the majority of the Necrons with Unit 23 are Inoperable, their Souls having been Overloaded during the Transition to Warp space. Unit 23, having seen it coming, managed to survive while the others did not. Currently, their is still a viable source of Energy onboard. Unfortunately, the majority of the Gauss Weaponry had been thrown of during the Crash. Fortunately, the majority of the Weaponry is Inoperable to Non-Necrons, and would only activate if enough Necron Energy was supplied to it.
Very nice. You are most definitely in the RP. Would it be possible to provide a description of your special ability?
Well, basically 'We'll be Back!' is a Regeneration Ability. Necron Units with this Ability can Repair themselves from most Injuries. Overwhelming Damage typically gets the Necron teleported towards the Necron Tomb World their own to get Fully Repaired. Seeing as Unit 23 is nowhere near a Tomb World, he'll just keep regenerating if the fire stops. If not, he'll die, simple as that. This basically to allow him to go Toe-to-Toe with a Space Marine with a Decent chance of Survival. Just in case you choose Space Marines to stay of course.

However, if you don't like that, there's another Special Ability Disruption Field. Contrary to what you might be thinking, it allows you to cut through Armor, TANK Armor, and Flesh easily. The Ability is normally used when you have a Battalion of Tanks with a Group of Necron Warriors. Activate the Ability, wait one minute, then VOILA! A pile of Scrap Metal where a Tank Battalion used to be.

Of the two, I'd prefer 'We'll be Back!' seeing as that has more Long Term Benefits for me. Disruption Field only allows me to use it during a Fight, the other one allows me to apply it in any situation. Though, if you think about it, their basically the same thing. Battle Abilities. But I just Prefer Health Regeneration better. Still, their preety nifty abilities, cool and all.

This also evens the Playing field, since he can't ally with anyone anyway, and bringing in more than one Necron would be.....well, a BAD Idea for everyone Concerned. Like, really bad. A Necron Warrior can, if Caught Unaware, Rip a Tank apart with his Gauss Flayer. Several of them? Yeah, even Space Marines would be Utterly Screwed. Still, concerning Balance anyway, he's still fine. Once you let me find A Gauss Flayer, it should get Interesting. But by that time, Tau Players would conceivably get their Nifty Long Range rifles, and the Space Marines their Bolters. Tyranids have their Numbers, though they would obviously NOT like me, No chewy flesh to eat. IG players would...well...damnit. I Can't think of a weapon that would allow them to face any of Us on One on One combat. So, Sneaky tactics? Orks....you know, I haven't researched on Ork Weaponry enough to know what they'd do.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
 

Outcast107

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Mar 20, 2009
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Darth Caelum said:
Orks....you know, I haven't researched on Ork Weaponry enough to know what they'd do.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
Heh I can fill you in. Mostly ork weapons is mostly a bunch of scraps put together and somehow can fire. If anyone else tries to fire a ork weapon, it wouldn't work. hell, if a ork finds a broken gun from someone else, they could probably fire it. Its all due to the WAAAAAGGHH!
 

Eldar_playa1

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Aug 18, 2010
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Well, basically 'We'll be Back!' is a Regeneration Ability. Necron Units with this Ability can Repair themselves from most Injuries. Overwhelming Damage typically gets the Necron teleported towards the Necron Tomb World their own to get Fully Repaired. Seeing as Unit 23 is nowhere near a Tomb World, he'll just keep regenerating if the fire stops. If not, he'll die, simple as that. This basically to allow him to go Toe-to-Toe with a Space Marine with a Decent chance of Survival. Just in case you choose Space Marines to stay of course.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
I'm fine with that ability. also, it doesn't necessarily have to be an ability named in the 40K books. you can make an ability up, in order to allow for more diversity. But i'm ok with "We'll be back, so long as it doesn't start to overpower your necron, which it don't think it will."
 

Darth Caelum

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Jan 21, 2010
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Outcast107 said:
Darth Caelum said:
Orks....you know, I haven't researched on Ork Weaponry enough to know what they'd do.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
Heh I can fill you in. Mostly ork weapons is mostly a bunch of scraps put together and somehow can fire. If anyone else tries to fire a ork weapon, it wouldn't work. hell, if a ork finds a broken gun from someone else, they could probably fire it. Its all due to the WAAAAAGGHH!
Ahh....good point. So basically, they use weapons the other races CAN'T, and as long as they BELIEVE it, they can theoretically make anything right? Strong.
 

Outcast107

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Mar 20, 2009
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Darth Caelum said:
Outcast107 said:
Darth Caelum said:
Orks....you know, I haven't researched on Ork Weaponry enough to know what they'd do.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
Heh I can fill you in. Mostly ork weapons is mostly a bunch of scraps put together and somehow can fire. If anyone else tries to fire a ork weapon, it wouldn't work. hell, if a ork finds a broken gun from someone else, they could probably fire it. Its all due to the WAAAAAGGHH!
Ahh....good point. So basically, they use weapons the other races CAN'T, and as long as they BELIEVE it, they can theoretically make anything right? Strong.
Yeah, orks are just weird that way. They also believe if you paint a vehicle red it will go faster. For more info, here a link. http://wh40k.lexicanum.com/wiki/Ork
 

Darth Caelum

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Jan 21, 2010
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Eldar_playa1 said:
Well, basically 'We'll be Back!' is a Regeneration Ability. Necron Units with this Ability can Repair themselves from most Injuries. Overwhelming Damage typically gets the Necron teleported towards the Necron Tomb World their own to get Fully Repaired. Seeing as Unit 23 is nowhere near a Tomb World, he'll just keep regenerating if the fire stops. If not, he'll die, simple as that. This basically to allow him to go Toe-to-Toe with a Space Marine with a Decent chance of Survival. Just in case you choose Space Marines to stay of course.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
I'm fine with that ability. also, it doesn't necessarily have to be an ability named in the 40K books. you can make an ability up, in order to allow for more diversity. But i'm ok with "We'll be back, so long as it doesn't start to overpower your necron, which it don't think it will."
Nah, Regen's fine with me.
 

Darth Caelum

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Jan 21, 2010
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Outcast107 said:
Darth Caelum said:
Outcast107 said:
Darth Caelum said:
Orks....you know, I haven't researched on Ork Weaponry enough to know what they'd do.

Also, I'v scoured HARD for other abilities that a Normal Necron can use. This is it. Every other abilitiy is almost exclusively for the Necron Lord, so these abilities are all I get to choose from.
Heh I can fill you in. Mostly ork weapons is mostly a bunch of scraps put together and somehow can fire. If anyone else tries to fire a ork weapon, it wouldn't work. hell, if a ork finds a broken gun from someone else, they could probably fire it. Its all due to the WAAAAAGGHH!
Ahh....good point. So basically, they use weapons the other races CAN'T, and as long as they BELIEVE it, they can theoretically make anything right? Strong.
Yeah, orks are just weird that way. They also believe if you paint a vehicle red it will go faster. For more info, here a link. http://wh40k.lexicanum.com/wiki/Ork
God of Cunning Brutality and Brutal Cunning? Oh yeah, I say that pretty much wraps up Orkness from there.
Well, at least their Goals are simple. Fight anything and Everything there is, ore ever will be. I can accept that.