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 Post subject: Re: There Is Only War
PostPosted: Thu Mar 05, 2015 6:35 pm 
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Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
In a game where survival often depends on shooting the other guy before he shoots you, brawlers are often under-appreciated. If you don't have the books, check out the link in my original post to download it; the specialties you're most likely to be interested in are Ogryn, who are good at Offense, Strength, Toughness, and (melee) Weaponry Skill. Their guns are specifically designed to double as a hammer, so they can hit people with it. http://wh40k.lexicanum.com/wiki/Ogryn Image

If you want to be big and strong, but also have a flamethrower, rocket launcher, or machine gun, consider the Heavy Gunner. Heavy Gunners are good at Defense, Offense, and Toughness. http://warhammer40k.wikia.com/wiki/Heavy_GunnerImage

Both are likely to be strong, tough characters able to deal damage in melee - but keep in mind that many of your opponents will be aliens who can kick your butt regardless: super-tough Orks are hard to kill, and super-fast Eldar are hard to hit.

Another option for a melee character is the Sergeant, good at Strength and Weapon Skill. Sergeants often favor a dual-wielding pistol-and-sword combat style. On the other hand, the Sergeant has a lot of responsibilities: He commands the squad and coordinates the activities of his squadmates. If you're interested in mixing roles, also consider the Ministorium Priest, also good at Strength and Weapon SKill, who's a morale officer of sorts (chaplain) - not a healing priest. Many of them tend to hit things very hard with sharp or blunt objects in between exhorting the squad to greater fervor in the service of the God-Emperor.

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 Post subject: Re: There Is Only War
PostPosted: Thu Mar 05, 2015 6:43 pm 
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Heavy weapons is what I'd like to be doing, in Finny's Cadbury unit.
Or some kind of chaplain.


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 Post subject: Re: There Is Only War
PostPosted: Thu Mar 05, 2015 7:03 pm 
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Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
Quote:
Creating the Kasrkin
Characteristic Modifiers: +6 Ballistic Skill, +3 Willpower, –3 Perception, +3 Toughness.
Starting Aptitudes: Willpower.
Starting Skills: Command, Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Linguistics (Low Gothic), Tech-Use.
Starting Talents: Bombardier, Nerves of Steel or Sprint, Hatred (Servants of Chaos).
Bred for War: After generation upon generation of conflict against the terrors of the Warp and the mortal champions of the Ruinous Ones, the Kasrkin have become extremely regimented in their thinking, and regard the strictly regimented culture of Cadia as a critical mental defence against such horrors. Characters from this regiment must pass a Challenging (+0) Willpower Test to go against the rules and regulations of the Imperial Guard.
Hated Enemy: As the elite defenders of Cadia, the Kasrkin are amongst those charged with holding the Cadian Gate against the forces of Chaos that spill forth from the Eye of Terror. Through countless brutal conflicts, the Kasrkins have staved off their horrific foes alongside the rest of their Cadian brethren, forcing their enemies back from whence they came.
Characters from this regiment gain the Hatred (Servants of Chaos) Talent. Further, they must pass an Ordinary (+10) Willpower Test to restrain themselves from attacking without mercy when confronted by the forces of Chaos.
The Few: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad.
Starting Wounds: Characters from this Regiment generate their starting Wounds normally.
Standard Regimental Kit: 1 Good craftsmanship hot-shot lasgun, environmentally-sealed carapace armour with helmet, backpack power generator, combat knife, grenades, 3 frag grenades, 3 krak grenades, 1 field kit (uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, ident-tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player Character, 1 environmentally-sealed helmet with vox-bead per Player Character, one anointed toolkit per Player Character, one lascutter per Squad, six demolitions charges per Squad, one siege auspex per Squad, and a single Chimera Armoured Transport per Squad armed with a turret–mounted autocannon, a hull–mounted heavy flamer, and a pintle–mounted heavy stubber, as well as a dozer blade and camouflage netting.
Favoured Weapons: Grenade launcher, plasma gun


So far, the squad consists of:
Azoran (Finny?) as Weapon Specialist, Sharpshooter-to-be
Dre, Heavy Gunner, lugging a missile launcher, heavy stubber, or plasma gun (! good luck finding ammo for the plasma gun; I would start with the heavy stubber. Also, you can fire the pintle gun, which is a heavy stubber... so you get two heavy stubbers, and plenty of ammo.)
Alice, Medic, who will of course have her hands full trying to keep you all alive
SprySam, probably an Ogryn; have fun convincing him to get in the Chimera!

Needed: a Chimera driver (Operators are best, Techpriests are able to fix it when it breaks as a bonus) and a squad leader (Sergeants are best, but in a pinch Ministorium Priests and Commissars can do this.)

Edit: The regiment's build
Quote:
Home World: Fortress World (Each character has been long trained to destroy the enemies of the Imperium, particularly the forces of Chaos. Fortress worlders are disciplined, honourable, loyal, and with the highest regard for integrity, and each is already a proficient combatant long before they are taken to serve in the Imperial Guard.)
Commanding Officer: Fixed (General Sturnn is decisive and unyielding, and once set on a course of action he seldom changes his mind.)
Regiment Type: Grenadiers (These heavy-hitting soldiers work either in their own units as powerful heavy shock troopers or in mixed infantry units as heavy support troopers, using their heavy weapons to deny areas, defend their comrades, destroy lightly armoured fighting vehicles, and shatter close-packed groups of enemy infantry.)
Doctrines: Iron Discipline (The regiment is well-known for its unyielding devotion to duty and absolute loyalty to superiors. No man will hesitate to act when ordered, nor will they falter when carrying out those orders,)
Vanguard (These Guardsmen travel deep behind enemy lines mounted in well-equipped Chimeras, to destroy infrastructure, sabotage logistical and communication lines, and cause as many problems for the enemy as they can. Many of their missions are highly classified, and are often carried out in cooperation with Storm Trooper units.)
Drawback: The Few (This regiment is surprisingly small, because of grievous battlefield losses. It continues to operate despite having far fewer soldiers than many other regiments, and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.)



(Edit: Added grenade launchers and aux grenade launchers.)
(Re-edit: Removed above.)

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Last edited by MLopez on Sat Mar 07, 2015 1:58 pm, edited 1 time in total.

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 Post subject: Re: There Is Only War
PostPosted: Sat Mar 07, 2015 1:40 pm 
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Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
If anyone wants an editable char sheet for the Kasrkin: http://www.filedropper.com/onlywarcharactersheet-kasrkin_2

If anyone wants to read the TOE for the regiment:
http://www.filedropper.com/toe

The Only War Errata (rule edits:)
https://images-cdn.fantasyflightgames.com/ffg_content/only-war/IGP03_Only%20War%20Living%20Errata%20v1_0%20WQFIN.pdf

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 Post subject: Re: There Is Only War
PostPosted: Sat Mar 07, 2015 2:11 pm 
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Joined: Sun Mar 01, 2009 7:34 pm
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*salute*


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 Post subject: Re: There Is Only War
PostPosted: Sun Mar 08, 2015 2:13 pm 
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Joined: Sun Feb 22, 2015 3:39 pm
Posts: 17
Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
The squad roster so far:

Quote:
Azoran (Finny?) as Weapon Specialist, Sharpshooter-to-be
Dre, Ministorium Priest, keeping the squad on the straight and narrow
Alice, Medic, who will of course have her hands full trying to keep you all alive
SprySam, Sergeant of this unruly bunch
SteelMorrighan, Operator, your chauffeur for this adventure


Note on missing specialties: Don't worry too much about not having anyone playing roles such as Techpriest Enginseer. While you won't be able to take advantage of it on squad-level deployments, you can always request the help of other squads while deployed in platoon- or company- strength (and, of course, when not deployed at all.) In return, other squads will come to yours for help as well - especially for the services of the Medic.

THE STORY...
In the aftermath of General Sturnn's betrayal and the defeat of the 412 on Lorn V (http://warhammer40k.wikia.com/wiki/Kasrkin), reinforcements were raised to help rebuild the regiment. Recruited from among the most promising Whiteshields, the characters are among those reinforcements. Even with the additional troops, the 412th is still reduced to only six companies. The characters begin the game en route to an embattled world, where they will unite with their regiment to relieve a regiment in desperate need of assistance.

How many of the players have experience with the Only War system? If most of you do, we can begin the game with the first encounter. If most of you don't, instead we'll RP out some of your unit training (which occurs in a voidship en route to your first deployment) to familiarize you with the combat systems and other crunchy bits.

So far, my schedule is: This weekend, get a place to live; next, a phone, 3rd weekend, a bicycle; 4th (first weekend of April), get a computer. At that point we can begin. So take your time with prep, because we're not in a hurry.

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 Post subject: Re: There Is Only War
PostPosted: Mon Mar 09, 2015 6:30 pm 
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Joined: Sun Feb 22, 2015 3:39 pm
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Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
The squad's vehicle stats:

Type: Tracked Vehicle
Tactical Speed: 15 m
Cruising Speed: 70 kph
Manoeuvrability: +0
Structural Integrity: 35
Size: Massive
Armour: Front 34, Side 22, Rear 16
Vehicle Traits: Amphibious (treat bodies of water as open ground,) Enclosed (crew and passengers cannot be specifically targeted by those outside the vehicle,) Rugged (All Repair Tests made to repair gain a +20 bonus,) Tracked Vehicle (-10 Maneuver; +10 Difficult Terrain; lose 1/2 Tac Speed on Motive Systems Crit; 2x Motive Systems Repair time)
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: 12 Imperial Guardsmen plus wargear
Weapons:
Turret-mounted Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable (jams only on 00))
Hull-Mounted Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame (Ag or Operate test or set on fire), Spray (all in 30deg cone +0 Ag or dmg; always hits body; jams on dmg roll of 9; no called shot)
Pintle-Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
Special: 3 firing ports on each side; 'dozer blade allows vehicle to ignore rubble when moving at no more than tactical speed; camo netting imposes -30 penalty to see stationary vehicle when deployed.

Anyone who trains the Operate skill is able to fire the vehicle's weapons without having any additional Weapons Training talents. (On the other hand, if you can fire heavy stubbers, the pintle gun can be dismounted with a +0 Tech-Use test. It takes about 8 hours to re-install.)

Weight of the squad's standard kit (NOT including specialist gear:)
6 (lasgun) +3 (grenades) +1 (knife) + 15 (light carapace armor) + 10 (backpack power supply) +5 (random assigned value for field kit) = 40 kilograms. In order to carry this without being Encumbered, your Strength and Toughness Bonuses must equal 7. So don't expect to be running any footraces while kitted out. On the other hand, you have a Chimera...

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 Post subject: Re: There Is Only War
PostPosted: Thu Mar 12, 2015 4:27 pm 
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Joined: Sun Feb 22, 2015 3:39 pm
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Here's another editable PDF for ya. This one is an equipment tracker.

http://www.darkreign.org/system/tdf/OW_Editable_Equipment_Tracker_1.pdf?file=1&type=node&id=1723

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 Post subject: Re: There Is Only War
PostPosted: Sat Mar 21, 2015 10:07 am 
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Joined: Sun Feb 22, 2015 3:39 pm
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Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
Here's a little something to entertain you while we wait: The Imperial Infantryman's Uplifting Primer.

http://www.mediafire.com/view/?u9s7l3gtxac3f6u

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 Post subject: Re: There Is Only War
PostPosted: Sun Apr 05, 2015 8:13 am 
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Joined: Sun Feb 22, 2015 3:39 pm
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Location: http://www.nasa.gov/images/content/284362main_kepler-target-region-galaxy_1024-768.jpg
Image

I finally have interwebs at home, so we can start discussing play times.

Weekday evenings, I can start about 5 pm (6 if I work overtime,) but I'll be wanting to go to bed about 9ish. Weekends, I do things during the day but I'm free all evening.

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