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19625235 No.19625235 [Reply] [Original] [4plebs] [archived.moe]

So, I just now started looking into Only War. I'm quite interested- can you be a Commissar? And if so, how do?

>> No.19625357

>>19625235
Yes you can.
It's one of the character specialities.
I like being Operator in Trench Warfare in an Infantry Regiment.

>> No.19625639

>>19625235
And yes, you can be DKoK Commissar.

>> No.19625648

In dead men walking there arent comissars from Krieg in the deathcorps. Is this canon?

>> No.19625691

>>19625648
I think you just never see them because it only shows those other two Commissars.

also, can this be an Only War general? 'cause...I have some vents I want to vent.

>charger forwids

I just see a Commissar with a speech impediment now... "CHARGER FORWIDS, YOU VIWE DOGS! FORWIDS, YOU COWAWDS!

>> No.19625772
File: 1.49 MB, 2632x1600, my_kind_of_chaos_by_nicklausofkrieg-d52vbat.png [View same] [iqdb] [saucenao] [google] [report]
19625772

Only War General it is!

Has anyone used the Only War Regiment Creation rules to generate Traitor Guardsmen Regiments from the Screaming Vortex? Me and my GM are genning up some Traitors right now, switching out Imperial stuff for Chaos stuff.

In our Black Crusade game I want to use some of these dudes, Tzeentchian Long Range Specialists or Slaaneshi Armoured.

>> No.19625889

>>19625691
Towards the end someone says that the Kriegsmen think that they dont need Commissars. Maybe it is true and there arent. Anyways how someone became a Commissar? Werent they orphans raised by the Imperium to ve totally fanatic, or something like that?

>> No.19625910

>>19625772
MY GOD, I DIDN'T THINK TO DO THIS. MOTHER FUCK I LOVE YOU!


So, I know everyone in the party is supposed to be from one Regiment and shit, but that didn't work for me- my players like having a range of backgrounds. I do too. So I figured out how to do it- I'm gonna let them pick whatever regiment they're originally from, but they've gotten placed in a penal colony for various war crimes, etc. Penal colony says, "Shit, all these Guard we keep getting, fuck that, let's just make a scrapheap Regiment. They'd be adjusted for whatever the fuck gets thrown at 'em. No sense in wasting cogs in the Imperial war machine, yeah?" So, I'm just gonna strip the "Regimental Standard Kit" and build one of my own for them. Sorta like how I imagine the Last Chancers act.

Though, I know if any of my players value rigid fluff over fun, they'll shit their pants at something like a Vostroyan working alongside a Catachan.

Currently one of the players wants to be originally from said penal colony and have learned his warfare tactics there, so I get to test out the Regimental Creation rules. :D

>> No.19625932

>>19625889
That's the Schola Progenium, the whole orphans thing. Which a lot of Commissars are. And the Kriegers don't typically need Commissars because they're insanely loyal and stuck-in when it comes to war. I think they're all clones, but correct me if I'm wrong.

>> No.19626017

>>19625932
In that book they are just kids who fight themselves in a dead world until only the best gets recruited, no mention of clonning, but it is just a book. I don't know if some previous fluff mentioned it.

>> No.19626033

>>19625910
The thing you can do there is there could be a large Crusade going on for centuries with many Regiments of several types coming in and out. Eventually a Penal Colony is used to house the war criminals from said regiments. Whoever the Crusade is fighting, it goes badly. The Lord General in charge of the Crusade now has to raise a new regiment from the War Criminals, thrust them into battle, and hope for the best.

Ideas I'm using currently are if the party has a Commissar make that Commissar the Regimental Commissar(Head Commissar for the regiment), and have the players be attached to his command squad.

Or, you could have them made into a squad of the biggest fuckups the regiment has to offer. They are sent on the missions they expect no one else to succeed at. Constantly getting shit from their superiors and getting stuck with the bullshit missions. Such as "Escort this Dignitary to point A to point B" or "Protect the back of the advance?". But as the squad starts winning at their missions you could have them start to become famous.

>> No.19626043

>>19625932
Clones would be risking technoheresy, instead they're just non-borns, raised invitro, who are just remarkably similar...

Seriously, no reason to investigate.


And yeah, Commissars, TechPriests, and similar generally don't come from the same world as their regiment, but the Munitorium attempts to make sure that the specialists are attached to regiments sharing their tendancies.

>> No.19626052

Any one have the Only War pdf?

>> No.19626086

>>19626043
It's specifically said the Adeptus Mechanicus Biologis allows them the use of the Vitae Womb.

>> No.19626102

>>19626033
A lá BF:Bad Company

>> No.19626103
File: 56 KB, 486x404, Ogryn.jpg [View same] [iqdb] [saucenao] [google] [report]
19626103

>>19625357

I'm guessing that'd be some kind of artillery spotter or crewman?

Personally I find the idea of playing an Ogryn oddly appealing.

>> No.19626129

>>19626086
Yes, the vitae womb, which is just invitro.
No cloning here, that would be frowned upon.


(No one mention the Afriel strain)

>> No.19626134

>>19626102
Not really bad company as Bad Squad. And this squad is given the worst missions. The boring ones. But, somehow, the universe manages to make those dry, boring missions really "exciting" fast.

>> No.19626148

>>19626086

I don't think the Vitae Womb is ever detailed is it? Perhaps its just a grower where they toss in collected sperm and eggs and grow soldiers. Or maybe its a machine that can reliably impregnate females, or maybe both these things.

May not be "cloning" in the most cliche sense people immediately thing of.

>> No.19626181

>>19626148
I don't think it's cloning in the sense that you copy a person exactly. It's more of artificial birthing. Take an egg, take a sperm, combine, grow in a mechanical womb, and boom one Krieg baby ready to grow up and be a soldier one day.

>> No.19626186

>>19626129
but the afriel strain were awesome

weren't they ripped wholesale from 2000AD, too?

>> No.19626281

>>19626148

Because Dead Men Walking noted that the Krieg women were all pregnant, I have since then imagined a Vitae Womb to be some sort of cybernetic implant that improves or replaces a woman's uterus. It might make the baby grow faster and make the woman ovulate more and encourage twinning. After all, if it was some sort of out-of-body artificial womb the women would be redundant and sent to the front lines, so it can't be that, and cloning seems a waste of resources if you're going to have women birth the children anyway. Its speculation, of course, but it makes sense to me, what with the Imperium's fetish for cybernetics.

>> No.19626287

>>19626186
Sound a little like the GIs from Rogue Trooper.

>> No.19626293

>>19626033
The last idea, I'm going more for that. Originally, I was running all-Guard games of DH with them as "prospective Inquisitorial Storm Trooper retinues," and was excited for the splatbook for Guard. Then they blew it into a campaign, and I was like OH MY GOD MY PANTS.

So yeah...shit's getting run this weekend.

"In M41.72, thousands of members of the Imperial Guard were sent to a penal colony for war crimes that didn't warrant death. These men were promptly formed into a last chance regiment in the Emperor's name. Today, still fighting for the Imperium, they battle on as soldiers. If you have a problem, if your warfront needs backup, and the Munitorum can provide transport, maybe you'll be sent...THE ORYNTHYAAR 8TH."

>> No.19626307

>>19626281
I don't think the Imperium's Implants are that advanced. Also, it could be both. Why not have the women birth natural soldiers along with the cloning?

Krieg needs more soldiers! And it will have them anyway it can!

>> No.19626324

>>19626287
yeah, that was it.

There's a lot of 2000 AD in 40k. Guess that's because they're both british

>> No.19626329

>>19626281
The Imperium has cybernetics for people who are worth it or needed it. That sort of thing would be waaaaaaaay too involved for anybody, even in the wastefulness of the Imperium. That would mean installing a planet's worth of such mechano-wombs into Krieg's women, and that'd be absurd, yes, even for the Imperium.

>> No.19626332
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19626332

This is a long-shot question, but I don't suppose it has the original Rogue Trader era lasgun/laspistol pattern in it, does it?

Ryza pattern I think they were called.

Sure I could just use the normal stats, but I've always wondered if they've actually shown up.

>> No.19626360

>>19626332
I havn't seen an official detail about the Ryza pattern being the one from RT. But the Ryza-M Pattern gets stats in the Inquisitor's Guide for Dark Heresy (labled as the Drusus Pattern).

>> No.19626405

>>19626052
This

>> No.19626412

>>19626307
>I don't think the Imperium's Implants are that advanced.

What makes you think that? In the fluff, the Imperium has wickedly advanced implants, including full replacements for every kind of organ: digestive system, respiratory system, circulatory system, most of the brain, all the senses, skin, additional life support systems, you name it, they have it. I wouldn't put a womb aug beyond them.

>> No.19626469
File: 159 KB, 1150x640, Lasgun Patterns.jpg [View same] [iqdb] [saucenao] [google] [report]
19626469

>>19626052
>>19626405

http://www.sendspace.com/file/7r69wb

Haven't had a chance to read through it too much myself.

Also, found this picture of lasgun patterns, I was right about it being Ryza (assuming the image is correct, that is).

>> No.19626493

>>19626412
Yes, they have the ability. But as another Anon has brought up those Implants are hard to make, and incredibly expensive. Not to mention difficult to install properly. Doing that an a planet wide scale would be...ridiculous.

>> No.19626521
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19626521

>>19626329
>The Imperium has cybernetics for people who are worth it or needed it. That sort of thing would be waaaaaaaay too involved for anybody, even in the wastefulness of the Imperium.

It wouldn't be more involved than creating artificial wombs outside of the body. Anyway, you are vastly overestimating the scarcity of cybernetics in the Imperium. Heck, just about everybody seems to have an augmentation of some sort.

>> No.19626579

>>19626521
Places where people have augmentics like that usually are from technological advanced planets and have income to afford such pricey things.

In the article where the Vitae Womb is mentioned though, it talks about how the AdMech is pissed off about having to give such tech to Krieg.

>> No.19626582

>>19626469
Yeah, I havn't seen a source for that image, it looks kind of like a fan image.

>> No.19626630

>>19626579
>In the article where the Vitae Womb is mentioned though, it talks about how the AdMech is pissed off about having to give such tech to Krieg.

Which suggests that it is highly advanced and/or valuable, or at least taboo. But for the AdMech, the valuable or taboo are usually advanced also.

>> No.19626684
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19626684

Am I wrong for wanting to play a Regiment that still looks like the classic Rogue Trader Imperial Guard?

Those guys had STYLE.

>> No.19626729
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19626729

Alternatively a regiment that looks like 2nd Edition Cadians would be cool too. I think they look better than modern Cadian pattern gear.

>> No.19626813

OP here. Next question.

Can you mix Regiments? Can there be a Cadian, a Death Korps, a Elysian Drop Troop, and a Firstborn all in the same "Party"?

>> No.19626836
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19626836

>>19626813

Badly depleted regiments are sometimes folded into eachother in the fluff, so no reason you can't have a "Mongrel" regiment if the GM wants.

>> No.19626841
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19626841

>>19626813
Yes but you must be careful how you go about doing something like that.

You could explain it off as several regiments were reduced to below 20% or even 10% regiment strength and were forced to amalgamate in order to be used later on. These regiments from then on have served as one cohesive force.

Or, you could have the party be survivors of a major battle, and their squad is formed up since they can't find replacements for them and the regiments most of the others belong to are wiped out.

>> No.19626867

>>19626841
>>19626836
Well what do you know, same artist and suggestions...

>> No.19626892
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19626892

>>19626841

Another amusing start (albeit one that takes away the normal requsition mechanics and most of their starting toys) could be having the players be a group of Prisoners of War who escape from secessionists (or heretics before they get sacrificed) and must find their way back to the Imperium side of the warfront.

After they get back no one bothers to sort out where they're SUPPOSED to go and just formalize them as a squad and stick them on some random regiment.

>> No.19626912

>>19626813
OP, I said something about that right abooout....

>>19625910
there. Along with my idea on it.

It's the only thing I dislike so far.

Also, when did Captcha start putting phone numbers in the verification box?

>> No.19626954
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19626954

Confused player here, how does one go about Role-playing Death Korps? There doesn't seem like there is a lot to work with...

>> No.19626981

>>19626954

You could try reading the books about them, if you want a bit of help. They are, however, horribly depressing.

>> No.19626999

>>19625235
Hate to be the one to ask, but is there a download linkys?

>> No.19627019

>>19626999


>>19626469

>> No.19627041
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19627041

>>19625772
>>19625910

My Rogue Trader group was thinking of doing this for the Guard Regiment we had loaned/transfered to us (Scintillan 94th Heavy Infantry).

We were slightly foiled when Carapace wasn't available as standard issue kit. Though I can understand why they wouldn't want PCs to start wearing Carapace.

Then again, after their 50% losses in the war on Damaris we'll probably not be able to afford to rebuild the regiment uniformly equipped in Carapace anyways. If we can afford to rebuild the regiment at all.

>> No.19627048

>>19626954

Basically be a grim and fatalistic fanatic. Kriegers seem ready and willing to throw their lives away holding their ground.

>> No.19627055
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19627055

...I'm confused. Sorry, its summer time, and with my summer jobs I spend less and less time on the internet and playing 40k.

Is Only War 6th edition? The fuck am I looking at right now, /tg/?

>> No.19627061

>>19627019
Ahhh. I see. Must of been sidetracked by those lasguuu

>Lucious Pattern hoolly sheeet

>> No.19627081

>>19626684
Well, shouldn't be too hard.
They're Arcadians, from the Hive World Arcadia, and followers of the cult of the spider.


(You know, part of me would love a suplement for 40k featuring RT based stuff... The Arcadian IG. Rainbow Warrior space marines with Spartans and similar. An Ork empire. Eldar Corsairs. Slann. The invading Hive Fleets Colossus and Locust)

>> No.19627092
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19627092

>>19627048

Yup. Hell, they have to make a WP+10 test to retreat, or do anything else in the interests of self-preservation.

>>19627055

Only War is the latest branch of the Warhammer 40k Roleplaying game. It focuses on the Imperial Guard.

>> No.19627115
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19627115

>>19627081

Actually that page spread says they're Mordian Guard. All guard used to look like that (I've seen an art piece of a Necromundan regiment wearing the same uniformed, the one with the flag of Olianus Pious).

Obviously modern Mordians don't look like that, so you could really just use the aesthetic for any guard unit you want.

>> No.19627118
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19627118

>>19627092
Ah, thank you anon. That would make sense in hindsight, but hindsight is always 20/20, right?

Have some /tg/ related tits for your trouble.

>> No.19627119

>>19627041
Well, in Only War it's possible to have your regiment start with Carapace, like the Terrax Guard do.

>> No.19627135

>19627118
That is a really spectacular erection. I'm a little scared of it.

>> No.19627136

>>19627119
>Well, in Only War it's possible to have your regiment start with Carapace, like the Terrax Guard do.

It is? My GM said he couldn't find the option. He's not a dick (best GM ever actually) so I don't think he was lying. Granted he could've missed it.

>> No.19627212
File: 413 KB, 558x1000, 1293235584423.png [View same] [iqdb] [saucenao] [google] [report]
19627212

>>19627135
I actually didn't realize that picture had a penis in it until I posted it. Have this version instead.

>> No.19627249

>>19627212
Yo, dude, scroll up. The penis one is still there.

>> No.19627261
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19627261

>>19627249
I know. I never tried deleting it.

Different strokes for different folks, so they say.

>> No.19627303

rolled 23 = 23

>>19626469
For a faster download, try http://www.mediafire.com/view/?42almch0rmt8dt6

Mediafire is a tad faster than sendspace, not to mention it's the same file.

>> No.19627381

>>19627136
Yeah, you start off with 30 points for extra regiment gear, 20 points will get you something very rare, like Stormtrooper Carapace. 15 for something rare, like light carapce.

>> No.19627512
File: 1.95 MB, 933x1339, Arcadia.png [View same] [iqdb] [saucenao] [google] [report]
19627512

>>19627115
Ah yes, those are the Mordions.

Yeah, I was getting them confused with the Arcadians which were in the same WD article.

>> No.19627714
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19627714

>>19627381

Ah, thanks for the clarification.

>> No.19629191
File: 17 KB, 300x343, Drookian.jpg [View same] [iqdb] [saucenao] [google] [report]
19629191

Kinda bored so I'm gonna stay up a Regiment or two, starting work on the Drookian Fen Guard. Can anyone think of any semi-obscure Guard Regiments?

>> No.19629881
File: 861 KB, 2325x3225, 1296774997666.jpg [View same] [iqdb] [saucenao] [google] [report]
19629881

>>19629191
Well, there's quite a few possibilities here.

The 3rd edition codex gives a few nice ones in its doctrine guide, many not given stats in Only War. These are the Harakoni Warhawks, Kanak Skulltakers, Terrax Guard, Savlar Chem-Dogs, Tanith First and Only, Armageddon Steel Legion, Mordian Iron Guard, and the Valhallan Ice Warriors.

>> No.19629885
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19629885

>>19629191

The Drookian Fen Guard Imperial Guard regiments are predominantly light infantry, although there are a number of light cavalry squadrons, known for their scouting and infiltration abilities. The regiments' home world is covered almost entirely in bogs and mist-shrouded swamp. The only Imperial presence on the planet is a handful of cities, so that the population is governed almost completely by their own laws, except when, once per generation, they are called to recruit men for the Imperial Guard.

The people of Drook live for the honour of their clan names, and see any foreigner as an enemy that has hardly any right to continue breathing. The clans wage constant wars with each other, conducting raids on the ancestral territories of their neighbors, murdering, and looting everything that can be carried on the backs of the hairy riding beasts called rekhorns.

Regiments are often destined for worlds and areas where their natural abilities can be put to best use. The most violent and skilled soldiers are used as harassers, scouts and infiltrators.

Commissars assigned to Drookian regiments have discovered that the best way to motivate their men is to exploit their hatred toward foreigners, identifying the enemy with a clan enemy and, if necessary, tell them they have insulted the ancestors of the regiment.

>> No.19629897
File: 75 KB, 614x300, drookians1.jpg [View same] [iqdb] [saucenao] [google] [report]
19629897

>>19629885

Regiment: Drookian Fen Guard
Homeworld: Drook VI (Death World 3 points)
Commanding Officer: Recommended are Bilious and Choleric (2 points either)
Regiment Type: Light Infantry (2 points)
Training Doctrines: Fieldcraft: Bog and Swamp) (4 points)


Characteristic Modifiers: +3 Agility, +3 Perception
Starting Aptitudes: Agility
Starting Skills: Survival, Navigate (Surface)
Starting Talents: Lightning Reflexes OR Light Sleeper OR Resistance (Poisons), Paranoia (Bilious Officer)/Rapid Reaction (Choleric Officer), Sprint
Wary of Outsiders: Drookians tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. They suffer a -10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a -10 penalty on any Interaction Skill Tests made on them by any non-Drookians. These penalties can be waived at the GM's discretion if the Drookians are dealing with those who have earned their trust.
Talent 2:
Wounds: Drookians add +2 to their starting wounds
Standard Regimental Kit: One Lascarbine (Main Weapon), 4 lasgun charge packs, One suit of Guard Flak Armor, two frag grenades, two smoke grenades, all the contents of the Universal Standard Kit, Respirator, Survival Suit, 2 extra weeks Ration (4 weeks total with USK reations)
Favoured Weapons: Flamers, Plasmaguns

>> No.19629961
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19629961

>>19629897

Came out rather closer to Catachans than I would have prefered, but what can you do?

>>19629881

Do some of those first ones even have any fluff behind them, or just the pictures in that lineup? I've never heard of the first three. Not a huge 40k fluff expert though.

>> No.19630260
File: 566 KB, 1120x525, Terrax Guard.png [View same] [iqdb] [saucenao] [google] [report]
19630260

Okay, working on the Terrax Guard...

Homeworld or Origin: Scholar Progenium (3)
Commanding Officer: Fixed (1)
Training and Doctrines: Hunter Killer (3), Close order Drill (2), Iron Discipline (3)
Additional Equipment: Upgrade Laspistol to Lascarbine (5), Upgrade Lascarbine to Lasgun (5), Additional Parade Uniform (5), Light Carapace (15).

This gives the following:

Characteristic Modifiers: +3 Weapon Skill, +3 Ballistic Skill, +3 Willpower, -3 Strength
Starting Aptitudes: Willpower
Starting Skills: Command, Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Linguistics (High Gothic), Operate (Surface)
Starting Talents: Air of Authority or Unshakeable Faith, Combat Formation or Double Team, Resistance (Fear).
Wounds: +1
Standard Regimental Kit: Standard kit, M36-Lasgun, Parade Uniform, Light Carapace Armour.
Favoured Weapons: Meltagun, Lascannon.

>> No.19630323

>>19629961
Nah, most of them only have that picture.

The ones who're mentioned outside of it as far as I know are: Praetorian Guard, Tallarn Desert Raiders, Gryphonne IV (A skitarii legion), Catachan Jungle Fighters, Death Korps of Krieg, Valhallan Ice Warriors, Necromundan Van Saars, and the Mordian Iron Guard.

>> No.19630341

>>19626981
Which books? Different guy here, I'm planning for a Krieger tech-priest, but I don't know how their beliefs would compromise/combine or what's the general procedure for a Krieger to become a techpriest and go back to Krieg or would a tech-priest be inducted to Krieg's fatalistic culture.

>> No.19630448
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19630448

Decided to do a quick & dirty write-up of my Rogue Trader group's private army.

Regiment: Odocavar Dynasty Ground Forces / 94th Scintillan Heavy Infantry
Homeworld: Scintilla (Hive World)
Commanding Officer: Colonel Leon Stampone (Choleric)
Regiment Type: Heavy Infantry (Line Inf.)
Training Doctrines: Diehards, Hardened Fighters

Characteristic Modifiers: +2 Weapon Skill, +3 Strengh, +3 Agility, +3 Perception, -3 Intelligence
Starting Aptitudes: Toughness
Starting Skills: Athletics, Common Lore (Imperium), Deceive
Starting Talents: Heightened Senses (Hearing) OR Paranoia OR Unremarkable, Rapid Reaction, Rapid Reload, Street Fighting,
Accustomed to Crowds: [removed for space]
Hivebound: [removed for space]
Wounds: Reduce Starting Wounds by 1
Standard Regimental Kit: Merovech Pattern Assault Lasgun with Mono Melee Attachment, 4 lasgun charge packs, One suit of Stormtrooper Armor, 3 Frag Grenades, 2 Krak Grenades, 1 Smoke Grenade, All the contents of the Universal Standard Kit
Favoured Weapons: Plasmagun, Grenade Launcher


Fucking paid out the ass for that armor. These guys have been serious badasses and proved their worth in the fighting for Damaris, holding the hardest hit section of the City walls from Orks. Took 50% losses, but that was light compared to the casualties neighboring units took.

I swapped the M36 out for their Merovech Pattern for free, the Assault Lasgun is a sidegrade IMO (Full auto isn't that useful anymore and it has half the range).

>> No.19630601

>>19630341
Well, you've most likely got two options.

Either you're a tech-priest, who's not from Krieg, but shares their plegmatic attitude and maudlin nature.

Or, as a potential option, you could use the Tech-Priest rules to represent a Quartermaster.

The Krieg Quartermasters are responsible for the maintainance of the equipment of the Death Corps, especially that of the dead or injured. Since the Death Corps don't have medics, it's the Quartermasters' job to give the Emperor's mercy to injured soldiers, and recover their equipment for redistribution to other guardsmen.

You'd have Medicae-Servitors, repair the vehicles and equipment of your regiment, and kill the fallen.

>> No.19630627
File: 158 KB, 1024x590, quarter1.jpg [View same] [iqdb] [saucenao] [google] [report]
19630627

ah damn, was meaning to include a picture of a Krieg Quartermaster.

>> No.19631609

Oh good. I was wondering if we were devoting any time to this game or if it had sneaked under the radar, what with 6th Ed 40k rulebook getting released at the same time.

Lemme dump some regiments I've done on you. Do we have Armageddon Steel Legion, Harakoni Warhawks or Praetorian Guards yet?

>> No.19631653
File: 25 KB, 303x301, Classic Preatorian with a grenade launcher.jpg [View same] [iqdb] [saucenao] [google] [report]
19631653

>>19631609
Praetorian Guards

Hive World (3)
Choleric CO (2)
Line Infantry (2)
Close Order Drill (2)
Iron Discipline (3)

STATS: +3 Agility +3 Perception +3 Strength -3 Intelligence
Skills: Common Lore (Imperium), Deceive, Athletics
Talents: Rapid Reaction, Rapid Reload, Combat Formation and Heightened Senses (Hearing) or Paranoia or Unremarkable
Aptitudes: Willpower
Special: Accustomed to Crowds, Hivebound

Kit (30)
Uniform
Poor Weather Gear
M32 Best Quality (10) Lasgun with Bayonet (3) +4 Charge Packs
Laspistol + 2 Charge Packs (5)
2 Frags
2 Kraks
1 Knife
1 Flak Armour
Chrono (2)
Magnoculars (8)
Sling Bag
Set of Basic Tools
Mess Kit and Canteen
Blanket and Sleepbag
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
Two Weeks Rations

>> No.19631666
File: 48 KB, 355x450, pog_14.jpg [View same] [iqdb] [saucenao] [google] [report]
19631666

>>19631609

I believe not. I've most been poking through it reading various sections,

I don't see why some people were complaining about babysitting Comrades last thread. They don't seem to get in the way much and have several advantages. It only becomes an issue if they get out of cohesion with you, even then issuing orders to them is pretty much a free action. Plus any GM worth his salt is gonna be willing to have them act with at least some self-initiative.

I like the Comrade special abilities for Ogryns, they're quite nice. Though speaking of Ogryns and Praetorians...

>> No.19631669
File: 100 KB, 500x651, 5f339a97983990f174b1683e7b8179b3d0f076e5.jpg [View same] [iqdb] [saucenao] [google] [report]
19631669

>>19631653
Armageddon Steel Legion Regiment

Hive World (3)
Phlegmatic CO (1)
Mechanised Infantry (3)
Favoured Foe (Orks) (3)
Close Order Drill (2)

STATS: +6 Agility
Skills: Common Lore (Imperium) (Imperial Guard) (War), Deceive, Operate (surface) Forbidden Lord (orks)
Talents: Rapid Reload, Hatred (orks), Combat Formation and Heightened Senses (Hearing) or Paranoia or Unremarkable
Aptitudes:
Special: Accustomed to Crowds, Hivebound

Kit (30)
Uniform
Poor Weather Gear
M32 Lasgun +4 Charge Packs
Laspistol +2 Charge Packs (5)
3 Frags (5)
2 Kraks
1 Knife
1 Flak Armour
Gas Mask (8)
Survival Suit (3)
2 Mantraps (6)
Sling Bag
Set of Basic Tools
Mess Kit and Canteen
Blanket and Sleepbag
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
4 Weeks Rations (3)
1 Chimera IFV per squad

>> No.19631688
File: 17 KB, 146x314, Harakoni_Warhawks.jpg [View same] [iqdb] [saucenao] [google] [report]
19631688

>>19631669
Harakoni Warhawks

Hive World (3)
Sanguine CO (2)
Drop Troops (3)
Well Provisioned (3)

STATS: +6 Agility +3 Perception -3 Fellowship
Skills: Common Lore (Imperium) Deceive, Operate (Aeronautica)
Talents: Die Hard, Catfall and Heightened Senses (Hearing) or Paranoia or Unremarkable
Aptitudes:
Special: Accustomed to Crowds, Hivebound

Kit (30)
Uniform
Poor Weather Gear
Lascarbine +6 Charge Packs + 1 Hotshot Pack (10)
Laspistol +2 Charge Packs (5)
3 Frags
3 Smoke Grenades
1 Knife
1 Light Carapace Armour (15)
1 Grav Chute
Respirator
Backpack
Set of Basic Tools
Mess Kit and Canteen
Blanket and Sleepbag
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
4 Weeks Rations

>> No.19631825

I like those lists, although maybe Praetorians might be better off as highborn?

>> No.19631881

>>19631825
Nope, they're all hiver scum and criminals.

>> No.19632003

>>19631825
Only their officers would be blue-bloods. The rest are scum, just as Victoria intended.

>> No.19632087
File: 1.39 MB, 1206x1721, 1340592604402.jpg [View same] [iqdb] [saucenao] [google] [report]
19632087

I haven't got that far into the book. Does Only War have rules for mass battles? Or is it just a background thing mostly abstracted?

I mean, its an RPG about the Guard so...

>> No.19632120

>>19632087
> does it have rules for mass battles

Yeah, but they licensed that out to this company called Games-Workshop.

Gotta tell ya I think that was a mistake.

>> No.19632122

Question, they had rules for a "real" massive battle somewere, I think in one of the rouge trader books... anyone know what im talking about?

>> No.19632299

>>19632087
There's supposed to be real mass combat rules in a future supplement. The current rules are basically just "roll some skill checks and apply the GM's Ineffable Discretion to the results.

captcha related: "Good sucesses"

>> No.19632334
File: 103 KB, 401x601, ratling.jpg [View same] [iqdb] [saucenao] [google] [report]
19632334

Anyone else planning on making a Ratling?

>> No.19632393

>>19631653
>>19631669
>>19631688
Has anyone done the Valhallans yet?

>> No.19632611

How do you handle the purchase of non-wargear for regiment creation?

Like weapons, cybernetics, bionics and armor.

What if someone wants to upgrade Imperial Guard Flak Armor? Make it x4 expensive so its not unbalanced if you have Light Infantry?

>> No.19632668

>>19632393
Not that I've seen.

Okay... Fieldcraft (Tundra), and Favoured Foe (Orks) are given, for 7 points.
As favourers of artillery and infantry charges, Seige Infantry fits, taking them to 9.
This gives them 3 points to spend on homeworld and commander, which would probably be best done as an Imperial World (Although Valhalla has been described as many types), and a Circumspect commanding officer.

>> No.19632711

So what houserules do you guys use?

Everyone starts with a Backpack (2kg, stores 50kg of whatever) and Weapon/Gear Storage (1kg, stores 15kg of small items).

Called Shots are the Dark Heresy version. As in, -20BS/WS to attack a specific location. You CAN autofire/swift attack a specific location, but it still follows the Multiple Hits Charts (IE: five shots from full auto on Called Shot: Body won’t all go on the Body). Note that you cannot use Called Shot for All-Out Attack.

Point Blank Range is now within 2-3m instead of 2m.

Carry/Lift/Pull weight is SB+TB+2, not SB+TB

For Regiment Generation, when getting an additional item, roll 1d10 if it’s for grenades or 1d5 for Clips. You get that many per purchase.

Storm Troopers get finesse in BS, since they kinda suck.

Commissars get Fellowship aptitude because why the hell don’t they have that?

Everyone starts with a Sharpened Entrenchment Tool

(cont)

>> No.19632743

Scatter gives an additional hit for every two degrees of success in short range. At PBR, you deal an additional hit per DoS. An additional point of damage is dealt to the horde from Scatter's additional hits. Shotguns can take Man-Stoppers, but they remove Scatter. Slugs double the weapons range, removes Scatter and gives the weapon Tearing.

Bipods give +5 BS when braced. Tripods give +10 when braced. When using a Bipod or Tripod, Suppressive fire is only -15 and -10BS respectively instead of -20 from Suppressing Fire.

>> No.19632977

>>19632711

Because the Commissar is only good at social stuff to the extent that intimidation, disciplinary action, and outright murder allows. Less explicitly threat-based social stuff is the Priest's job. Think of it this way - how much experience does a Commissar have in convincing people to do things without threats, explicit or otherwise? Would you expect one to have any experience in asking nicely to draw upon when confronted with, say, an Inquisitor?

Aptitudes are pretty much garbage though. It's moronic that more than half the classes can't get a WS or BS advance without paying through the nose for it; that Commissars can only get BS, and only if your group pick the right kind of regiment, while Stormtroopers can get WS without trying, but can never get BS.

Also, vehicles have waaaaaaay too much armor.

>> No.19633701

>>19632977
What? Commissars aren't just batshit guys with a gun. They're also meant to be charismatic and inspiring.

>> No.19633958

>>19632611
This is a good question

>> No.19633965

>>19632977
>Also, vehicles have waaaaaaay too much armor.
Hah no they don't

>> No.19633979

>>19632711
>Storm Troopers get finesse in BS, since they kinda suck.

Not always necessary. Some regiments will give them Ballistic Skill twice, and you're allowed to swap duplicate Aptitudes for any you want.

>> No.19633984

>>19633965
This. The Vanquisher can aim for more damage, and some crit hit results can cause loss of armor on a facing or make it easier to move to a weaker facing.

>> No.19634042

I like how the creation rules are more about individual formations within a regiment rather than a global sweep of said regiment. Like you could create a unit more like the famed Cadian 8th by changing the type from Mechanized Infantry to Line Infantry and changing a few things in the kit while keeping the homeworld and officer type the same.

I also like how you can have a totally viable, balanced party from the Guardsman Specialties alone.

>> No.19634070

>>19626103
No, well, yes, Operators are drivers, they handle all the vehicles and I suppose the tech if no Tech Priests available.

>> No.19634087

>>19633979
Agility or Toughness twice can happen to them, too. But yeah, in all cases, if you're a Stormie with a duplicate Aptitude, GET FINESSE.

>> No.19634092

>>19626954
>Confused player here, how does one go about Role-playing Death Korps? There doesn't seem like there is a lot to work with.

A bit late, but I'm RPing them as the militant Buddhists from the Love and Krieg series, and it's working out great.

>> No.19634106

How the hell do you fix vehicle armor?

Some vehicles literally can't kill eachother. Or if they can, it'd take waaay too long.

Should I just give anti-armor weapons +20 pen and -10 armor all around?

>> No.19634138

>>19634106
Vehicle armor isn't that bad. Always try to get a shot on an enemy's weak facing(s), crit hits can cause armor to be reduced in numerous ways (at least one such result is possible on Righteous Fury, too), and if you're in a Vanquisher you can Aim to add up to 2d10 damage if you roll well.

>> No.19634139

>>19634106
Armour doesn't need fixing?

>> No.19634193

>>19634138
How do you reduce its' armor?

As far as I see, RF does crit effects.

Damage is still subtracted by armor.

Or does "roll damage, then subtract the number of AP" really mean it loses AP from damage?

>> No.19634230

>>19634193
Take a look at the vehicle crit charts. Some of the results on them cause the armor on the facing you damaged to be reduced in some way. Sometimes it's a flat reduction by like 1d10, other times it'll just say "This location now uses the Rear Facing armor value regardless of the direction it is struck from".

>> No.19634275

Hm. Out of all the pre-statted regiments...it seems to me like Vostroyans are the most idiot-proof and newb-friendly. *Awesome* armor, good craftsmanship main weapon, a sword for melee, and a very solid selection of skills, talents and aptitudes. Does anyone agree?

>> No.19634317

>>19634275
>sword
Damn kids and their fancy smancy groxcrap.
Back in my day we were lucky if we got a knife

>> No.19634341

>>19634317
The sword isn't the thing to be jelly about. The thing to be jelly about is the Good Craftsmanship carapace breastplate.

>> No.19634350

>>19634341
What do they think they are, Storm Troopers?

>> No.19634370

>>19634350
Ironically? They're a good regiment for Storm Troopers to be attached to, 'cause they grant a doubled Ballistic Skill Aptitude.

>> No.19634399
File: 184 KB, 300x429, maccabian-janissary.png [View same] [iqdb] [saucenao] [google] [report]
19634399

Maccabian Janissaries were here, doing Persian Immortals meet Samurai better than 300 ever did.

>> No.19634411

>>19634399
That's not a very bold claim. There were no samurai in 300; simply people with silvery masks.

>> No.19634422

>>19634411
The Immortals in 300 had this weird samurai/ninja thing going on with their swords and how they fought, though. In any case, it was pretty ridiculous.

Still love the bit of fluff the beta has on the Janissaries, though. Made a Maccabian Sergeant character for my first run.

>> No.19634464

>>19634422
Their first full fluff showing was accompanying a bunch of high ranked acolytes down onto a death world. That death world being Mara, home to the single most pant-shittingly terrifying thing from the DH core book. They're hardcore.

>> No.19634534
File: 718 KB, 2743x3536, Hussar 1.jpg [View same] [iqdb] [saucenao] [google] [report]
19634534

Since we're posting up regiments I'll go ahead and post the one my group made.

Regiment: 17th Torian Hussars
Homeworld: Grand Toria (Highborn) - 3 points
Commanding Officer: Maverick - 2 points
Regiment Type: Hunter-Killer - 3 points
Training Doctrine: Die-Hards - 3 points

Characteristic Modifiers: +3 Weapon Skill, +3 Fellowship
Starting Aptitude: Toughness
Starting Skills: Common Lore (Administratum), Inquiry, Linguistics (High Gothic), Operate (Surface).
Starting Talents: Air of Authority or Peer (Nobility), Resistance (Fear)x2.
Wounds: -1
Standard Kit: Sentinel Walker or Hellhound per squad, Lascarbine, Flak Coat, Photo-visor, frag grenade, gasmask, additional knife, recaf (tea).

>Comprised of the sons and daughters of the noble class of Grand Toria, the 17th Hussars are known for their ostentatious uniforms, including teal greatcoats with golden buttons and buckles, and black top hats decorated with colorful feathers taken from a bird native to their home planet. Like the ancient warriors whose name they bear, the Hussars specialize in fast assaults, though rather than using horses they rely on more modern equipment, including heavily-armed Sentinel walkers and Hellhound flame tanks. In olden days they would carry pipes to play in battle, but now they prefer to sound traditional war songs from the speakers of their vehicles.

>> No.19634558

We made a regiment for our game, except we don't sort of have any lore yet....

13th Guinevarian Standard Regiment

-Imperial World

-Choleric COmmander

-Line Infantry

-Fieldcraft (Wasteland)

-Scavengers

We get +3 WP, +3 Ability of choice, Common Lore (Imp. Creed), (Imperium) and Linguistics (High Gothic). We are -5 at forbidden lore tests. We all have Hatred (Mutant). We start with Rapid Reaction, thanks to our batshit commander. We are rank and file line infantry of best imperial kind, giving us +3 Strenght, -3 intelligence (for our wise ignorance), Athletics and Rapid Reload, with one M36 lasgun and four charge packs, one suit of flak armour and two frags and kraks for our standard issue. We are well-versed in trench warfare, and have Agility aptitude thanks to that. Our logistics doctrine consists of us "acquiring" items by means unknown. +10 to logistics checks if we want to. We also have following items in addition to our standard issue: microbead, photovisor, respirator, stub revolver with 12 bullets and packet of recaf.

>> No.19634598
File: 256 KB, 625x353, ElegantbutDeadly.png [View same] [iqdb] [saucenao] [google] [report]
19634598

>>19634534
Pic related, our regiment's commanding officer, by consensus.

>> No.19634633
File: 383 KB, 1920x1025, 1307048892565.jpg [View same] [iqdb] [saucenao] [google] [report]
19634633

What does everyone think of the Comrade rules? I rather like them myself, but there's talk over on the beta boards about them being too gamey.

>> No.19634659

>>19634633
My players are very roleplay-heavy so they look at the Comrade rules as being able to play two characters with the math of one. They like it, and so do I.

>> No.19634688

>tfw want roughrider regiment, have to homebrew

Dammit, FFG, I... would riding beasts be Rare or Very Rare availability? I want my Polish Hussars to ride into the 41st millenium, wings flapping and dicks swinging.

>> No.19634701

>>19634688
What's the availability of a bike from RT? Go with that.

Also, as someone just pointed out on the Beta forums, Frenzy gives you a -20 penalty to intelligence. This means that any Ogryn who frenzies will pass out immediately.

>> No.19634797

>>19634701
>Also, as someone just pointed out on the Beta forums, Frenzy gives you a -20 penalty to intelligence. This means that any Ogryn who frenzies will pass out immediately.

I would probably homebrew that that doesn't apply to anything with an Intelligence of 20 or less.

>> No.19634923

Regiment: 3rd Polithuan Hussars
Imperial World
Sanguine
Light Infantry
Hardened Fighters - Add Mono to Sabre (below)
Warrior Weapons - exchange lascarbine for sabre and laspistol

Added Equipment:
Parade Uniform
Best Craftsmanship (Sabre)
Scarce Item (Riding Beast (Simple Bio Components))
Good Craftsmanship (Flak Vest)


Stat Modifiers: +3 Willpower, +6 Agility, +2 Weapon Skill, -3 Toughness
Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (High Gothic), Navigate (Surface), Parry
Starting Talents: Hatred (Mutant), Die Hard, Sprint, Street Fighting

Starting Traits: Blessed Ignorance (-5 to Forbidden Lore tests)

Wounds: Polithuanians do not adjust their wounds.

Favoured Weapons: Hunting Lance, Grenade Launcher

Any suggestions on fixing that up? Or does it look workable?

>> No.19635786
File: 177 KB, 800x1147, Tallarn_rough_rider_by_jeenhoong.jpg [View same] [iqdb] [saucenao] [google] [report]
19635786

>>19634688

I'd probably do them asa Recon or Hunter-Killer regiment and just tweak the starting stuff.

I mean Regiment types are pretty simple.

Roughrider Regiment - 3 points
Characteristics: +3 Agility, -3 Fellowship
Starting Skills: Wrangling (borrowed from previous games)
Starting Talents: Weapon Training (Hunting Lance), Resistance (Fear)
Standard Kit: One Hunting Lance per Player Character, One Flak Cloak and Flak Helmet per Player Character, two frag grenades and two krak grenades per Player Character, One Riding Mount per Player Character


You'd have to create stats for the Hunting Lance and borrow a riding mount from one of the other games. As for the Lance, I'd maybe just go the simple route and let it be a one-shot "melee" weapon that MUST be used mounted (and perhaps only in a charge action) and does the same damage/pen/specials as a Krak Missile. That might be TOO much punch though, then again its a one-use item.

How does that look?

>> No.19635956

>>19634797
Technically, it's a penalty, not ability damage. You don't pass out from a penalty.

>> No.19635964

>>19634701
To -20 tests, not to score.

>> No.19636094

I really love the standard regimental kit rules. Basically, assuming you don't waste parts of it, you always get the loadiut in a safe area.

>> No.19636178
File: 77 KB, 439x350, Horse.png [View same] [iqdb] [saucenao] [google] [report]
19636178

>>19635786
The hunting lance already has only war stats.

Wrangling falls under Survival.

Here are the horse stats from the dark heresy vehicle supplement.

>> No.19636227 [DELETED] 
File: 259 KB, 1600x1200, IMG_2049.jpg [View same] [iqdb] [saucenao] [google] [report]
19636227

>>19636178

Oh well, I guess I didn't see them, whoops! Ah yeah, there it is. Kinda weapon though, its not even as powerful as a Krak grenade... Is theirs not using the shaped charge?

Swap Wrangling for Survival then. I do like how more recent versions of the 40k RPG rules have been condensing skills down a bit.

>> No.19636243
File: 259 KB, 1600x1200, IMG_2049.jpg [View same] [iqdb] [saucenao] [google] [report]
19636243

>>19636178

Oh well, I guess I didn't see them, whoops! Ah yeah, there it is. Kinda weak though, it is not even as powerful as a Krak grenade... Is theirs not using the shaped charge?

Swap Wrangling for Survival then. I do like how more recent versions of the 40k RPG rules have been condensing skills down a bit.

>> No.19636328
File: 886 KB, 1280x508, IGsqd1.jpg [View same] [iqdb] [saucenao] [google] [report]
19636328

I'm surprised there isn't a Additional Regimental Kit option to upgrade the weaker Flak vests and helmets certain units get to the Full Imperial Guard Flak suit for a small cost, similar to the options to upgrade the standard LasPistol to a Las Carbine or the Las Carbine to a full Lasgun.

Instead you have to pay 10 points for an additional Scarce Availability item and you technically still get the flak vest and flak helmet. I'd probably make the upgrade a 5 point purchase (like the aforementioned weapon upgrades).

>> No.19636360

A thing I noticed today was a lot of the Regimental Kit changes give regiments access to solid weapons like Slug Automatics or Shotguns, but don't actually give them the Weapon Training talent to actually use them without using their starting XP.

I think there needs to be some sort of option of taking the talent along with the regimental kit addition. I mean, as it stands Elyssians can't actually use the Shotguns they start with without incurring a -20 to hit penalty.

Also, on the subject of the ones I posted earlier, I'm thinking of changing the Harakoni Homeworld and Armageddon to Imperial World and Fortress World respectively, since it doesn't really make sense for either of those to have the Hivebound penalty, Harakoni especially.

Plus making Armageddon a Fortress world means I get Hatred: Orks that way and can spend the points I used for Favoured Enemy on something else. It just works better.

>> No.19636367

>>19636328
That's a great looking squad

Love the models and the paint job

>> No.19636374

>>19636360

Yeah Fortress World makes good sense for a planet that is nearly a constant warzone.

>> No.19636506

>>19636374

Before the second war you might have gotten away with it. But since were into War For Armageddon 3: Makari's Revenge, Fortress worlds fits better.

>> No.19636596
File: 228 KB, 800x520, imp_lg.jpg [View same] [iqdb] [saucenao] [google] [report]
19636596

Anyone got a better quality/larger version of this art piece?

>> No.19636979

Redone Harakoni Warhawks

Imperial World (1)
Sanguine CO (2)
Drop Troops (3)
Well Provisioned (3)
Augmetics (2)

STATS: +6 Agility +3 Willpower -3 Fellowship
Skills: Common Lore (Imperial Creed) (Imperium) Linguistics (High Gothic) , Operate (Aeronautica)
Talents: Die Hard, Catfall, Hatred (Mutant)
Aptitudes:
Special: Blessed Ignorance, +10 Logistics for obtain Bionics

Kit (30)
Uniform
Poor Weather Gear
Lascarbine +6 Charge Packs + 1 Hotshot Pack (10)
Laspistol +2 Charge Packs (5)
3 Frags
3 Smoke Grenades
1 Knife
1 Light Carapace Armour (15)
1 Grav Chute
Respirator
Backpack
Set of Basic Tools
Mess Kit and Canteen
Blanket and Sleepbag
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
4 Weeks Rations

>> No.19637028

So, I have three points left to spend on doctrines or special equipment doctrines for Armageddon Steel Legion now that I don't have to pick favoured enemy (orks) for them. What should I get?

>> No.19637690

>>19627212
>>19627118
You know you've been to /d/ too many times when your not sure which you prefer....

>> No.19637711

>>19637690

Tatewaki Kuno say: If you cannot choose. You must have them both.

>> No.19637830
File: 11 KB, 130x232, Semtexian_Bombardier.jpg [View same] [iqdb] [saucenao] [google] [report]
19637830

Semtexian Bombardiers

Imperial World (1)
Circumspect CO (2)
Siege Infantry (2)
Demolitions (3)
Well Provisioned (3)

STATS: +3 WP +3 BS +3 T -3 Int
Skills: Common Lore (Imperium) (Imperial Creed), Linguistics (High Gothic), Tech-Use,
Talents: Hatred (Mutants), Foresight, Nerves of Steel,
Aptitudes:
Special: Blessed Ignorance, +10 to Logistics to acquire Grenades, Missiles, Explosives and special tank ammo

Kit (30)
Uniform
Poor Weather Gear
M36 Lasgun + 6 Charge Packs
3x Frags
3x Photon Flash grenades
2x Smoke Grenades (10)
1 Knife
Flak Armour
Respirator
Magnoculars (8)
Comm Bead (8)
Munitorium Manual (3)
Sling Bag
Set of Basic Tools
Entrenching Tool
Mess Kit and Canteen
Blanket and Sleepbag
4 empty Sandbags
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
4 Weeks Rations

>> No.19637985
File: 19 KB, 183x309, Chem_Dog_02.jpg [View same] [iqdb] [saucenao] [google] [report]
19637985

Salvar Chem Dogs

Penal Colony (2)
Bilious CO (2)
Light Infantry (2)
Combat Drugs (2)
Scavengers (3)


STATS: +3 Str +3 Ag +1 Wound
Skills: Intimidate, Navigate (Surface)
Talents: Paranoia, Sprint, and Peer (Underworld) OR Pity the Weak OR Street Fighting
Aptitudes:
Special: +10 Logistics to acquire illeagal items, +10 to Logistics but a double will result in undue attention from the law.

Kit (15)
Uniform
Poor Weather Gear
Lascarbine + 4 Charge packs
Laspistol + 2 Charge Packs
1 Knife
Inhaler + 3 Doses of Frenzon
Respirator (8)
Flak Helmet
Flak Jacket
2x Frags
2x Smoke Grenades
Backpack
Set of Basic Tools
Mess Kit and Canteen
Blanket and Sleepbag
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
2 Weeks Rations

>> No.19638163

Does anybody know what Pity the Weak is?
It's listed on page 28 as available for Penal Colony regiments under Honour Amongst Thieves.

>> No.19638226

>>19638163
Looks like a talent that didn't make it into the book. Might be worth pointing out over on the Beta forum.

>> No.19638237

Hey, if we're posting regiments we've made

Glorian Duellists, 78th Mechanized

Highborn (3)
Phlegmatic (1)
Mechanized Infantry (3)
Hardened Fighters (2)
Well Supplied (3)

Attributes: +3 Intelligence, +3 Fellowship, +3 Agility, +2 Weapon Skill, -1 Starting Wounds, -3 Perception
Skills: Common Lore (Administratum, Imperial Guard, War), Operate (Surface)
Talents: Air of Authority, Peer (Nobility), rapid Reload, STreet Fighting

1 Uniform, Field
1 Uniform, Dress (5)
1 Poor WEather Gear, Standard
1 Survival Suit (3)
1 M36 Lasgun (Main Weapon) with 6 charge packs
1 Best Quality Sword (10)
1 Knife (2)
3 Frag Grenades
3 Krak grenades
1 Suit Guard Flak Armor
1 Sling Bag or Rucksack (Guardman's Choice)
1 Set Basic Tools
1 Mess Kit With Water Canteen
1 Sleep Bag with Blanket
1 Rechargeable Lamp Pack
1 Grooming Kit
1 Micro-Bead (8)
1 Chrono (2)
1 set cogomen tags
1 copy Imperial Infantrymen's Uplifting Primer
4 weeks combat rations

>> No.19638659

>>19638163
It's in Black Crusade. I'll copy-paste for everyone's benefit.

PITY THE WEAK

Tier: 1 Prerequisite: Strength 35, Willpower 35

Despised are the weak for they cannot stand alone against the power of the gods. The character has nothing but contempt for those less powerf ul than himself and gains a +10 on Command, Commerce, Dece ption, and Intimidation Skill Tests when opposed by someone with either a Strength or Willpower Characteristic lower than themselves. Unfortunatel y, the character also has trouble hiding his contempt from such people and suf f ers a –10 to Charm Skill Tests when dealing the same people.

>> No.19638665

>>19638226

Probably should keep it quiet as to where we got the PDF though.

Although a part of me suspects FFG want the Beta test to be pirated, to reduce the piracy they get with the print version.

>> No.19638688

>>19638659

You know, I kind of like how they converted Black Crusades skill system into this. Before it sort of felt restrictive in that if you wanted a certain type of character, you had to follow a certain god.
With the Aptitudes everything feels a lot more broad.

On that subject what Aptitudes would Pity the Weak probably have?

>> No.19638713

>>19638665
Maybe. Essentially saying "we want community input before we send this off to the printers" is a pretty ballsy move, since it implies that they can't do a proper job themselves. Given recent releases, though, I'd say that they'd be entirely correct in that thinking and doing what it takes to make everything as good as it can be before committing to print is admirable.

I also doubt that they're going to check to see if every person who posts on the forums has an email address that corresponds to a PDF purchase.

>> No.19638731

>>19638688
I really like the affinity system too. Hopefully it'll herald in DH 2.0.

As for Pity the Weak? Social and Strength OR Willpower.

>> No.19638874

>>19638713

I think it's smarter than that. It's not just free betatesting, it's beta testers who (in some cases) pay THEM to test their game for them.

>> No.19638994
File: 60 KB, 800x522, Bundesarchiv_Bild_183-W0506-316,_Russland,_Kampf_um_Stalingrad,_Siegesflagge.jpg [View same] [iqdb] [saucenao] [google] [report]
19638994

Kaspian Guard, 46th Light

Penal Colony (2)
Maverick (2)
Light Infantry (2)
Hardened Fighters (2)
Fieldcraft (Urban Ruins) (4)

Attributes: +6AG, +3Str, +2 Ws, -3T, +1 Wound
Skills: Navigate (Surface), Intimidate
Talents: Peer (Underworld) or Pity the Weak, Resistance (Fear), Sprint, Street Fighting
Aptitude: Agility
Special Rule: Larcerous, Fieldcraft (Urban Ruins)

1 Uniform
1 Poor Weather Gear
1 Survival Suit
1 Sword
1 M36 Lasgun and 4 Charge Packs
1 Flak Jacket
1 Flak Helmet
2 Frag Grenades
2 Smoke Grenades
1 Rucksack
1 Set of basic tools
1 Messkit and water canteen
1 Blanket and sleep bag
1 Lamp pack
1 Grooming kit
1 set of dag tags
1 Primer
2 weeks of rations
1 Chrono
1 Grapnel

I tried to model them a bit after Russian troops in Stalingrad. Fighting in the cold ruins with whatever little they can get.
And the first to call them Arctic Monkeys is shot for Heresy.

>> No.19639085

I'm doing Necromundan Infantry Regiment, and I have 10 points left to spend on the Regimental Kit.
Should I go Extra Knife and a Stimm Injector, or something like Filtration Plugs and a Grapnel?

>> No.19639126

>>19639085
I don't see the point of an extra knife.
Better give them something more useful.
So, probably plugs and grapnel.

>> No.19639168

Necromundan Infantry Regiment

Hive World (3)
Sanguine CO (2)
Line Infantry (2)
Hardened Fighters (2)
Scavengers (3)

STATS: +3 Agility +3 Perception +3 Str +2 WS -3 Int -1 to wounds
Skills: Common Lore (Imperium), Deceive, Athletics
Talents: Rapid Reload ,Die Hard, Street Fighting and Heightened Senses (Hearing) or Paranoia or Unremarkable
Aptitudes:
Special: Accustomed to Crowds, Hivebound, +10 bonus to Logistics, but doubles attract attention

Kit (30)
Uniform
Poor Weather Gear
M32 Lasgun +4 Charge Packs
Laspistol + 2 Charge Packs (5)
2 Frags
2 Kraks
1 Mono Knife
1 Flak Armour
Carapace Chestplate (15)
Filtration Plugs (5)
Grapnel (5)
Backpack
Set of Basic Tools
Mess Kit and Canteen
Blanket and Sleepbag
Grooming Kit
Dogtags
Infantrymans Uplifting Primer
Two Weeks Rations

>> No.19639238

>>19639168
Since Necromunda is a skirmish game about gangers, what are the carapace chest plates for?

>> No.19639239

>>19639126
>knife
>not useful
Pick one of those two lines.

>> No.19639249

>>19639239
But a second one?

>> No.19639367

Has anybody tried statting up different formations of existing regiments, like a line infantry Mordian unit?

>> No.19639397

>>19639249
If one knife is useful, two knives are EXTRA useful. AND A REAL APACHE WOULD CARRY TWENTY KNIVES, AND KILL TWENTY GLADIATORS.

*cough* Sorry, had a flashback to 2009 there.

>> No.19639411

>adurr hurr durr
Necromunda is a planet, you retard, that supplies Imperial Guard regiments. It's been in 40k since the garish color days.

>> No.19639414

>>19634558

GM here, with some additional details.
First, the 13th Guinevarian Standard Regiment has a heavy WWI british influence, their main proficiency is trench warfare in wastelands, those silly british helmets and recaf (for the lack of tea) included, and the regiment's management so far somewhat resembles that of the WWI Black Adder episodes, but with a lot more of sitting in the dirty hole labeled command bunker, yelling into the vox and smoking lots of lho-sticks on the officers' part.

>> No.19639499

>>19639238

It's in their fluff.

http://wh40k.lexicanum.com/wiki/Necromunda_8th_Infantry_Regiment#.T-ovzZGyeuY

>> No.19639518

>>19638874
I hope they're not doing that, because that's a pretty exploitative approach to your own fanbase.

That said, the official boards are full of people with sticks lodged way too far up their arses, so maybe it's warranted.

>> No.19639540

>>19639499
Ah, I see.
No complaints, then.

>> No.19639550

Several of my friends and I are about to start playing Black Crusade and Only War. I was wondering what the careers in each of them are and what are some of the skill and combat differences from Dark Heresy.

>> No.19639581

>>19639550
No careers, just starting points. You get archetypes/specialities that are essentially your starting kit and then you have free development from there on out. Characteristic advances and skill boosts cost more each time you get one (as usual/expected) and talents are graded on a tier system which dictates their cost, though they have prerequisites as well.

You've also got things that alter how much stuff costs. In Black Crusade aligning yourself with a deity (done by purchasing a majority of advances that are within their domain) gives you cheaper advances that please that god but more expensive ones that displease them/belong to an opposing god. In Only War you've got affinities (such as Ballistic Skill, Toughness, Social, Defence, etc) that are drawn from your regiment and your speciality. The more matches you get with the advance you want to buy the cheaper it is.

>> No.19639650

>>19639550
BC and OW swap up the effects of single/burst/autofire so that autofire isn't the one true way to shoot.

Previous games: Single +0, Semi +10, Full +20
BC/OW: Single +10, Semi +0, Full -10

>> No.19639704

Does someone have the random-issue gear chart again? I didn't save it.

>> No.19639730

>>19639550
I never played BC, but the starting classes in OW:

Guardsman Specialties:
Heavy Gunner
Medic
Operator (Driver/Pilot)
Sergeant
Weapon Specialist (Rifleman/Shotgunner/Melta guy/Flamer guy)

Support Specialties:
Commissar
Ministorum Priest
Ogryn
Ratling
Sanctioned Psyker
Storm Trooper
Tech-Priest Enginseer

>> No.19639748

>>19639650
Also, as of OW, all of those attack actions are Half Actions now. Bonus hits for additional DoS is the same regardless of game, though.

>> No.19639948

>>19626954
>>19626841
>>19626836
>>19625772

Anymore of those drawings or source maybe?

Bump for inspiration.

>> No.19639966

>>19639948
http://nicklausofkrieg.deviantart.com/

Check file names, man.

>> No.19640255
File: 173 KB, 609x811, IG_Krieg-army1.jpg [View same] [iqdb] [saucenao] [google] [report]
19640255

>>19625639
>you can be DKoK Commissar.
INSTANT BUY

>> No.19640498

So, campaign ideas? I've been thinking putting the regiment into an insurgency warfare situation would be rather fun, especially when Guard regiments have to engage in peace-keeping operations they totally aren't equipped to do.

>> No.19640521

Man, snipers are going to be lethal as shit in this game. +30 to an attack if they spend a half-action to aim and fire a single shot, an extra 1d10 for every two degrees of success (and with a decent BS, a red dot sight, and the Marksman talent they can easily find themselves having to roll under 80 to hit anything at any range) up to an extra 2d10 damage... Jesus. Even with the shitty penetration of the long-las or the slightly better penetration of the sniper rifle, I can see a sniper putting serious hurt on tougher enemies.

>> No.19640773

>>19640498
Actualy, from what I saw from the threads and a bit of the beta, you can get inspiration by any war movie ever made.

>Captcha: War. nfortsL

See, even Captcha agrees.

>> No.19640861

>>19640521
Particularly against single targets that haven't been alerted to the sniper's presence (if they HAVE been alerted, then you just have to hope they're not a dodgemonkey--or if they are, get a squadmate to cover fire and force them to waste their Reaction).

>> No.19640899

>>19640861
You can have the Set-Up Shot ability as an upgrade for your companion if you are a Ratling.
Which does exactly that.

>> No.19640914

>>19640899
Oho, nice. Suck on that, Dark Eldar and your fucking 67% chance to dodge.

>> No.19640945

>>19640914
The command eats up half a round, though.
So you better invest two turns, do a full-round aim and make it count.

>> No.19641050

>>19633979
>>19634087

By RAW, you can only swap duplicate aptitudes with "an aptitude that you does not already have AND SHARES A NAME WITH A CHARACTERISTIC." Storm Troopers cannot get Finesse.

end slowpoke reply.

>> No.19641136

>>19641050
Hm, I misinterpreted it, then. I figured that meant that if the Aptitude was aligned to a characteristic (Agility, Finesse) you could take it, which is PROOOOBABLY a good houserule and worth suggesting on the beta forums.

>> No.19641167

>>19641050
Not like Stormies are all that bad without it, they can still afford Lightning Reflexes at chargen and get a Good craftmanship weapon with Pen 7 as standard.

>> No.19641558

>>19641136
I'd just allow it to be any of 'em if the given Aptitudes don't change. It wouldn't break the game any.

>> No.19642184

>>19641558

Granting access to a cherry-picked non-characteristic aptitude is actually really good once the XP starts rolling in, because you basically get cheap access to half again as many talents as everybody else does.

I don't think regimental doctrines should hand out extra aptitudes at all, to be honest. Generally only one or two players are going to benefit from the extra aptitude, and since you only get two doctrines, taking one means screwing everyone else out of something generally useful like Chameleoline. Obviously, if you let people use separate regiments then it doesn't matter.

If you're going to houserule it, you might as well just make WS/BS use General aptitude instead of WS/BS, or associate them with a new aptitude and ensure that the classes you think should be able to learn WS/BS get that aptitude.

>> No.19642248

>Stormtroopers rely on SUPERIOR TRAINING MOTHERFUCKER.
>Don't get superior training

On another note, is there ANY reason to take a weapon specialist?
Everything he does could be done by someone else.

>> No.19642495
File: 1.09 MB, 936x1463, 936full-the-guns-of-navarone-.jpg [View same] [iqdb] [saucenao] [google] [report]
19642495

>>19640773

This is true, and boy are there some great old war movies to draw inspiration for.

Plus since most people these days haven't seen em, its likely to be quite fresh for your players.

>> No.19642501

>>19642248
They're just the jack of all trades class who can use nearly any kind of weapon from what I gather.

>> No.19642547
File: 176 KB, 1024x768, army003.jpg [View same] [iqdb] [saucenao] [google] [report]
19642547

>>19642248

He gets a bagful of grenades an easy access to a flamer or melta gun, plus the training skill to 3 different weapon types.

>> No.19642561

>>19642547
Oh my goodness those minis are gorgeous.

>> No.19642564

>>19642501
That's the intent, he gets training with 3 weapons he can choose himself. However most others get 2, and the heavy and Priest get 4.
The Heavy's even include heavy weapons (Which the weapon specialist can't take), and the priest can take a flamer.

>> No.19642582

>>19642248
They get Agility and Fieldcraft, which pretty much IS superior training. And you can save up XP to get BS/Offense stuff like Mighty Shot, which makes hellguns hurt even more, and Lasgun Barrage, which works with hellguns too.

>> No.19642594
File: 156 KB, 1024x768, army005.jpg [View same] [iqdb] [saucenao] [google] [report]
19642594

>>19642561

Then have some more of the Enfield Fusiliers 4th regiment and their glorious mustaches.

>> No.19642603
File: 182 KB, 1024x768, army006.jpg [View same] [iqdb] [saucenao] [google] [report]
19642603

>>19642594

>> No.19642617
File: 179 KB, 1024x768, army007.jpg [View same] [iqdb] [saucenao] [google] [report]
19642617

>>19642603
>>19642603

>> No.19642672
File: 183 KB, 1024x768, guns002-1.jpg [View same] [iqdb] [saucenao] [google] [report]
19642672

>>19642617

Final pic, you can see a whole thread devoted to these guys here:

http://www.warseer.com/forums/showthread.php?32185-British-Expeditionary-Force-Themed-IG-Regiment

Standard Regimental Kit: Manly Mustache

>> No.19642765

I'm in love. Weak at the knees...growing pale...

>> No.19642793

>>19642617
>The cooling can is nearly as long as the men are tall

>> No.19642811

>>19626836

There's also the fact that normal losses in a regiment are gradually replaced by a steady trickle of recruits, courtesy of the Munitorum. I like the idea that a few wildly different regiments were sorting out some cultists when the situation went full-blown daemonic possession. The local Inquisitor is like 'fuck this' and declares exterminatus. A week or so later the various recruits pop out of the warp and get flung into a 'come on lads, let's go find the fuckers that caused this (well, other than the Inquisition)' sort of deal.

>> No.19642958

Yes you can.

I just got done playing the beta adventure as a commissar, along with a heavy weapons specialist and an ogryn.

It was the most fun I've had in a while, we all got our characters randomly, mind you, and i just happened to get the commissar bitch.

I played a strict, no nonsense commissar, a little execution heavy maybe. It's real fun, so much fun I kind of jumped the gun a few times, a few questionable actions, and one definite treacherous action.

>> No.19642993
File: 39 KB, 458x364, zulu.66103112_std.jpg [View same] [iqdb] [saucenao] [google] [report]
19642993

Any game that would let me roll up these guys, with las matchlocks and attitude deserves my money.

>> No.19643027

>>19627303
>Download this
>All of the bookmarks lead to nowhere.

You clever son of a bitch.

>> No.19643054
File: 48 KB, 632x401, reaction orcs.jpg [View same] [iqdb] [saucenao] [google] [report]
19643054

>>19642993

>las matchlocks

>> No.19643092
File: 307 KB, 768x1024, Will_Praetorian05.jpg [View same] [iqdb] [saucenao] [google] [report]
19643092

>>19642993

I don't think you'd want Las Matchlocks. Well, it'd be flavorful, but they're crappy weapons. Plus the Praetorians are a high quality regiment, they wouldn't use sub-par weapons.

Consider Triplex Pattern Lasguns, they've got adjustable power settings that can boost damage and penetration at the cost of using up several shots of energy per trigger pull. Plus they're single-shot only lasguns.

>>19643054

They actually exist, its funny that way.

>On worlds where the standard power pack pattern has been lost, Iaslocks are commonly used in place of Iasguns. A Iaslock's jury-rigged cells are temperamental things at best, but still potent, firing a more powerful discharge than that of a standard Iasgun.

>> No.19643144

Oh fuck me sideways I was joking, I didn't realize that they actually existed...

>>19643092 they are my favorite regiment now.

>> No.19643174
File: 16 KB, 304x400, Classic Preatorian.jpg [View same] [iqdb] [saucenao] [google] [report]
19643174

>>19643144

Didn't know about the Praetorian Guard Regiments? You poor man. While the ones in that picture (mostly?) conversions, there were actual Praetorian minis a long time ago.

http://wh40k.lexicanum.com/wiki/Praetorian_Guard

Though I suppose you might mean LasLocks...

>> No.19643267

>>19642793
You'd probably need a huge water jacket to cool off a heavy bolter's barrel.

>> No.19644277
File: 113 KB, 1024x768, RSM001.jpg [View same] [iqdb] [saucenao] [google] [report]
19644277

Regiment: Royal Enfield Fusiliers
Homeworld: Endfield (Imperial World) (1)
Commanding Officer: Sanguine (2)
Regiment Type: Line Infantry (2)
Training Doctrines: Iron Discipline (3), Sharpshooters (4)
Equipment Doctrines: None

Characteristic Modifiers: +3 Ballistic Skill, +3 Strength, +3 Willpower, -3 Intelligence
Starting Aptitudes: Ballistic Skill, WIllpower
Starting Skills: Athletics, Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (High Gothic)
Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a -5 penalty on all Forbidden Lore (Int) Tests.
Starting Talents: Deadeye Shot, Die Hard, Hatred (Mutants), Rapid Reload
Wounds: As Normal
Standard Regimental Kit: One Good Quality M36 Lasgun and four charge packs, One Good Quality Stub Revolver and 12 bullets, one suit of Good Quality Imperial Guard Flak, One additional Field Uniform, One Chrono (Pocket Watch), two frag grenades, two krak grenades, one smoke grenade, Munitorium Manual, All the contents of the Universal Standard Kit
Favoured Weapons:
Plasmaguns, Grenade Launchers

>> No.19644363

>>19641167
No they can't. Specialist Classes only get 300xp at Chargen to spend. Only guardsmen get 600.

>> No.19644636
File: 22 KB, 400x400, Wrong.jpg [View same] [iqdb] [saucenao] [google] [report]
19644636

>>19644363
Lightning Reflexes is a Tier 1 Agility/Fieldcraft Talent, meaning it only costs 200 XP for a Storm Trooper, numbnuts.

>> No.19644854

>>19644636

My mistake. I got it into my head that the cheapest talents could get was 400xp.

>> No.19645095

>>19644854
Nah, 400xp is a Tier 3 Talent with two matching (which DOES suck for Stormies because it means you juuuust can't afford Mighty Shot at chargen even if you have a BS over 40) or a Tier 1 talent with one matching.

>> No.19645318
File: 20 KB, 179x342, Kanak_Skull_Takers.jpg [View same] [iqdb] [saucenao] [google] [report]
19645318

Okay, here's the Kanak Skulltakers.

Homeworld or Origin: Death World (3)
Commanding Officer: Supine (1)
Training and Doctrines: Line Infatry (2), Die-Hards (3), Warrior Weapons (3)
Additional Equipment: Deathworld Beast Hide Vest (20), Mono-Upgrade (10)

This gives the following:

Characteristic Modifiers: +6 Strength, +3 Toughness, -3 Intelligence
Starting Aptitudes: Toughness
Starting Skills: Athletics, Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Parry, Survival
Starting Talents: Light Sleeper or Lightning Reflexes or Resistance (Poisons), Rapid Reload
Wary of Outsiders: Kanak tend to be slow to
put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-Kanak. These penalties can be waived at the GM’s discretion if the Kanak are dealing with those who have earned their trust.
Wounds: +2
Standard Regimental Kit: Standard kit, Mono-Spear or Mono-Sword (Main), Laspistol and 2 charge packs, Death World Beast Hide Vest, 2 Frag Grenades, 2 Flak Grenades.
Favoured Weapons: Flamer

>> No.19645406

Is lasgun barrage +1 rof for all energy weapons.

Also, that might shot is crazy good makes me laugh at people bitching about feat taxes in d&d, granted not everyone wants to max out on damage, but everyone wants to hit as much as possible in any RPG.

>> No.19645409
File: 359 KB, 1600x900, leman_russ.jpg [View same] [iqdb] [saucenao] [google] [report]
19645409

Anyone else notice that the tank guns are a bit weak compared to the Leman Russ armor/health?

3d10+10 X Pen 8 for the battle cannon

45/35/25 Front/Sides/Rear armor and 70 structure on the Leman Russ.

Average damage roll of 27 from the battle cannon means you'll do nothing to the front armor, barely cause any damage on the side, and still not do much on a rear hit. 70 structure is a lot of points to deplete.

Anti-tank shells help a bit for the battle cannon with 12 penetration instead of 8, but are hard to get at Extremely Rare availability.


The Vanquisher cannon isn't much better, it loses 5 damage for 8 extra penetration. Ironically, anti-tank shells are useless with it since it already has better penetration.


Still the idea of playing a Tank crew is pretty cool. Might work good for a party of three: Driver (operator), Turret Gunner (weapon specialist? Operator?), Commander (sergeant) and comrades serving as radioman and sponson gunners.

>> No.19645461

>>19645409
Read up in the thread. Vanquisher cannons can aim to add 2d10 with a good roll (and since aiming gets them +30 to hit, they'll PROBABLY get the full bonus), and some vehicle crit results can cause armor to be lost, including a few that can be reached with a RF mini-crit.

>> No.19645501
File: 170 KB, 900x675, Lasguns_of_the_squad_by_ElysianTrooper.jpg [View same] [iqdb] [saucenao] [google] [report]
19645501

>>19645406

The description for Lasgun barrage specifically says "Lasguns of all types" and "any class of Las weapon on full- or semi-auto. The nastiest weapon you can theoretically use it with is the Multi-laser, the Lascannon is single shot only.


As for Mighty Shot, a version of that has existed since Dark Heresy I believe, though before Only War (and maybe Black Crusade?) it only added 2 damage to ranged weapons instead of half your BS bonus.


>>19645461

Unfortunately the Accurate trait specifically says BASIC weapons only for the bonus damage from DoS.

>> No.19645535

>>19645501
Probably a leftover rules bit, like how there's still references to Chem-Use, Concealment, and Silent Move as skills.

>> No.19645582
File: 31 KB, 500x400, command_squad_laspistol_large.jpg [View same] [iqdb] [saucenao] [google] [report]
19645582

>>19645535

What are you referring to? The Basic weapon part of Accurate? Its been that way since the bonus damage bit was added to Accurate in Rogue Trader, since Accurate Pistol weapons have existed since Dark Heresy (Mars IV Command Laspistol) and they probably didn't want to have absurd sniper pistols.

I'm pretty sure the intent is for the bonus damage to only work with Rifles.

>> No.19645589

>>19645535
That's what I assumed, too, since there aren't really that many Accurate weapons out there anyway.

>> No.19645616

>>19645582
Yes, but it's quite clearly outdated and out of place here--there are literally no non-Basic weapons with Accurate anymore except for the Vanquisher Cannon. It should probably be allowed.

>> No.19645645
File: 423 KB, 900x1417, commissar.jpg [View same] [iqdb] [saucenao] [google] [report]
19645645

Oh I'm a Commissar and I'm okay!
I shoot my men for running away!

>He's a Commissar and he's okay!
>He shoots his men for running away!

I rally troops,
I lead the charge,
I shoot the xeno scum!
I capture the deserters,
And smack them on the bum!

>He rallies troops,
>He leads the charge,
>He shoots the xeno scum!
>He captures the deserters,
>And smacks them on the bum!
>He's a Commissar and he's okay!
>He shoots his men for running away!

I rally troops,
I frolic lots,
I kiss my servo-skull!
I beat up younger recruits,
And sit them on my pole!

>He rallies troops,
>He frolics lots,
>He'll kiss his servo-skull!
>He beats younger recruits,
>And sits them... on his pole?!
>He's a Commissar and he's okay!
>He shoots his men for running away!

I rally troops,
I fuck dead Grots,
I wear pink knitted socks!
I like to praise the Emprah,
By rubbing off my cock!

>He rallies troops,
>He fucks dead Grots,
>He... wears pink knitted socks?
>Fuck this.

>> No.19645745
File: 78 KB, 600x774, sister.jpg [View same] [iqdb] [saucenao] [google] [report]
19645745

>>19645645
Ohhh Commissar, and I thought you were so pious!

>> No.19645805
File: 7 KB, 224x200, LolOwl.jpg [View same] [iqdb] [saucenao] [google] [report]
19645805

>>19645645
>>19645745

>> No.19645808
File: 437 KB, 1280x800, 67227-imperial-guard-tanks.jpg [View same] [iqdb] [saucenao] [google] [report]
19645808

>>19645616

Unless it was kept there to keep the Vanquisher cannon from getting the bonus. It could cut either way really.

Worth mentioning on the FFG forum, but I'd go with it as written since its been like that for 4 iterations now.

>> No.19645841

Exactly what rank are commissars at relative to an officer?

Usually, where do Tech-Priests exist? Is there one per company? Per regiment? How much does it vary?

>> No.19645855

>>19645808
Well, if it does stay, then armor does definitely need to go down a little, at least for forward facings.

>>19645841
Not sure about Enginseers, but Commissars are seperate from the chain of command, *usually*. Normally, the officer is in charge, but if the Commissar detects behavior that suggests weakness, treason, or a lack of faith, the Commissar can relieve the officer of duty and take over. If necessary, the relief comes in the form of a bolt round to the brainpan.

>> No.19645860

>>19645745
Pouty sister gets me every time.

D'awww.

>> No.19645861

>>19645616
Fun fact about the Vanquisher Cannon: It only deals 3 more points of damage than a Battle Cannon to armored targets, and LESS damage to anything without at least 11 armor.

3d10+5, Pen 16, Accurate
vs
3d10+10, Pen 8, Blast 10, Concussive 3

I'm almost positive that, from a RAI standpoint, Accurate is supposed to be able to give the bonus damage to the Vanquisher. Otherwise there is zero reason to field one over a standard Russ.

>> No.19645870

>>19645861
Does the Vanquisher not even have a longer range than the Battle Cannon?

>> No.19645875

>>19645841
Commissars aren't directly within the command structure of an Imperial Army (people like Gaunt notwithstanding). Theoretically, a Commissar has the authority to execute the Emperor's Judgement upon anyone in the army, be they a lowly guardsman or a general. Practically, a Commissar usually won't summarily execute anyone whose life actually matters, but can take steps to bring charges against important people.

Members of the Mechanicus are also in an odd place. Generally it's assumed that the Guard let the Tech-Priests do their business, the Tech-Priests let the Guard do their business, and hopefully the generals and Magos are working together well enough to make sure no shit goes wrong.

As for "how many tech-priests per guardsman," that's variable. The more machines, the more tech-priests needed. Regular rank-and-file Guardsmen probably never see a tech-priest, whereas a tank crew would likely have to deal with the Mechanicus regularly.

>> No.19645892
File: 117 KB, 800x680, tallc.jpg [View same] [iqdb] [saucenao] [google] [report]
19645892

>>19645861

I just realize the best strategy right now when facing enemy armor head-on is to fire your Battle Cannon at the ground *behind* them and hit the rear armor with the blast radius...

Seems silly. I think a Pen increase to the Vanquiser (an better anti-tank ammo for the Battle Cannon) would be a better way to go than dropping the Basic Weapon requirement from Accurate.

As is the most reliable anti-tank weapon is the Lascannon with 5d10+10 Pen 10.

>>19645870

Vanquisher Cannon is 900m range (meaning 3.6km max range) vs 750 for the Battle Cannon (3km max range)

>> No.19645894
File: 70 KB, 555x951, he's a commissar.jpg [View same] [iqdb] [saucenao] [google] [report]
19645894

>>19645860
Same here.

>> No.19645897

>>19645870
It does, actually--150m more range than the Battle Cannon.

>> No.19645901

>>19645892
>Seems silly. I think a Pen increase to the Vanquiser (an better anti-tank ammo for the Battle Cannon) would be a better way to go than dropping the Basic Weapon requirement from Accurate.

I could dig either, really.

>> No.19645916

>>19645897
Yep. It's the second longest-ranged weapon in the game, only beaten out by the 3,500m range of the Earthshaker Cannon.

>> No.19645929

>>19645916
> the 3,500m range of the Earthshaker Cannon

Which gives a max range of 14km, which actually feels a bit short for heavy artillery.

>> No.19645943

https://docs.google.com/document/d/1DqNxcDCFm-g66ekxQQb3uz2jrsVTULCAK2DYU0lExxE/edit

Does this look okay? Someone posted this on the forum, and I like how a Stormtrooper can trade in shit he doesn't need (re: flak armor, lasgun) for new equipment.

Plus it prevents silly shit like a Guardsman with two lasguns.

>> No.19645955

>>19645943
Guardsman with two lasguns is working as intended. The idea is that you always have a backup reserve of shit in case you lose your specialist gear, which can't be replaced as easily as the Standard Regimental Kit.

>> No.19645963

>>19645943
>having two lasguns a bad thing
Son, you're one roll of tape and some string away from twin-linked glory.

>> No.19645972

>>19645963

Just don't let the Tech-Priests see you.

Or the Commisar.

Or the Munitorium Clerks.

>> No.19645991

>>19645929
I guess it sort of depends on your artillery. Your Howitzers and Mortars are going to have relatively shorter ranges, and they are by no means inconsiderable. The Heavy Mortars that the Soviets (and by extension any Soviet themed IG regiment, which is actually a lot of them potentially.) were a big thing for them. Soviet officers loved the sheer mayhem they caused when you dropped a huge load of them on an enemy position.

It was simply unimaginable for a Soviet unit not to have a bunch of them, ranging in size from man portable units up to the aforementioned "heavy" mortars which were basically self propelled guns mounted on trucks or a caterpillar chassis.

>> No.19645997

>>19645972
Maybe you didn't hear me correctly. I said-

>TWIN
>LINKED
>LAS
>GUN

What could stand against such a furious tool of destruction?

>> No.19646036

>>19645943
It isn't radically different. It seems to give people generally more to work with, unless they were say, the Weapon Specialist and wanted a Melta Gun..

>> No.19646064

>>19645997
I have one thing to say: there exits under barrel lasgun attachments

>> No.19646111

>>19646064
>twin-linked lasguns w/ underslung grenade launchers
>and two bayonets
Where we're going we don't need Space Marines.

>> No.19646157

Trying to do a 'high-tech' (re: post-WWII in tactics and such) IG Regiment. Granted, most of that is really aesthetic and accessories and tactics. They still wouldn't be grenadier-tier.

Any ideas?

>> No.19646186

>>19646157
Speaking of Grenadiers, has anyone tried making them? Carapace is a must.

Have some HOMERBEW:

Light Support Weapon (LSW) -5BS when fired on semi-auto, -15 on full auto when not braced. When Suspensors are used, it counts as a Basic weapon.

Medium Stubber: Basic, 100m, S/-/10, 1d10+3I, Pen 2, 50/100, 1/2Full; LSW, 8kg; Average

Lucius Pattern/No. 98 Lasgun; Basic, 120m, S/-/-, 1d10+4E, Pen 1, Clip 25; Reliable, 4kg; Common

>> No.19646200
File: 74 KB, 799x597, IMG_0756.jpg [View same] [iqdb] [saucenao] [google] [report]
19646200

>>19646186

I did a heavy infantry regiment that might be close

See >>19630448

>> No.19646207

>>19645997
Stormlasgun with two bayonets. Double the dakka, twice the choppy.

>> No.19646213

>>19646186
Grenadiers = DKoK + Storm Trooper, because IIRC don't they use hellguns/hotshots?

>> No.19646230

>>19646213
Kriegers don't. Kreiger lasguns don't even have a full-auto setting. (In fluff, that is. In-game everything's simplified into just a few lasgun types.)

>> No.19646238
File: 34 KB, 500x270, mudkoma.jpg [View same] [iqdb] [saucenao] [google] [report]
19646238

>>19646207
>stormlasgun
>storm
>fucking
>lasgun

>> No.19646243

>>19646230
To be fair, neither do any of the lasguns in OW (and it's actually a little ambiguous as to whether the Semi-Auto number represents an M16-like burst setting or the shooter doing a double-tap/Mozambique drill).

I could've sworn that one of the Imperial Armour books on Kriegers shows a Grenadier with a hotshot lasgun, though...

>> No.19646247
File: 1.83 MB, 939x1278, Grenadier.png [View same] [iqdb] [saucenao] [google] [report]
19646247

>>19646230
According to FW their Grenadiers do.

>> No.19646437

>>19646247
...Yeah, this sort of thing would basically be done in OW as a Krieger Storm Trooper.

>> No.19646453

>>19630448
How did you price grenades and Clips? Or the armor? What's a Merovech Assault lasgun?

>>19646230
Lucius Pattern Lasguns are single shot only. They're basically meant to be like a Mauser bolt-action.

>> No.19646463

>>19646453
>What's a Merovech Assault lasgun?
Lasgun with a bayonet as a default feature that holds two charge packs for twice as many shots between reloads, at the cost of a longer reload time.

>> No.19646515

>>19646463
It's also from a Rogue Trader book. Into The Storm, I think.

>> No.19646516

>>19646515
Yeah, it was Into the Storm.

>> No.19646553
File: 342 KB, 1024x636, Imperial Guard Old small.jpg [View same] [iqdb] [saucenao] [google] [report]
19646553

>>19636596

As much better as I could find.

>> No.19646577

So what other Regiment options would you want?

Someone did Rough Riders here: >>19635786

But anyone have other suggestions? Heavy Infantry? An Artillery regiment? Other homeworld ideas, like Forge Worlds (for Skitarii), Feral Worlds, Agri Worlds?

>> No.19646581

>>19646577
>An Artillery regiment
This.

>> No.19646603

>>19646577
Siege Infantry are pretty much heavy infantry, though I suppose a more proactive version of heavy infantry might be interesting. Not sure how good an Arty regiment would be, since most of the time you stay in one place firing the cannons unless your base gets attacked.

Feral Worlds could be good, though I don't think you need to seperate Agri-worlds from Imperial Worlds. FEUDAL Worlds would be nice because then you might have a base kit that includes shit like flintlock weapons, or at best laslocks. Forge Worlds would be awesome. There also should be a PDF origin, that perhaps has Autoguns in its standard kit instead of lasguns.

>> No.19646612

>>19646603
>stay in one place firing the cannons unless your base gets attacked.
>Implying that's not awesome.
>Implying it's not an excuse to spend the entire campaign shooting the shit.
I'm guessing you don't play with an entire group of theatrefags.

>> No.19646621

>>19646612
Besides, when have things EVER gone according to plan in an RPG? Especially one where you're playing mooks being ordered around by the high, mighty and incompetent?

>> No.19646628

>>19646612
No, though that's a fair point--with nothing to actually do except perform fire missions and occasionally defend your position against an enemy assault, an arty regiment WOULD be a really ripe unit choice for groups who enjoy roleplay and military shenanigans.

>> No.19646637

>>19646628
>military shenanigans
the reason I wish Ratlings weren't ONLY snipers.
I'd totally play a Ratling mechanic with a gambling addiction.

>> No.19646640

>>19646637
Classless system, man. Those advances might be expensive but you can totally make something like that.

>> No.19646645
File: 33 KB, 410x396, Mao's Shit Eating Grin.jpg [View same] [iqdb] [saucenao] [google] [report]
19646645

>>19646640
Y'know you're right.
With a little work I CAN play a shameless Rizzo expie and wear a shit-eating grin when my group don't get it!

>> No.19646662

>>19646640
And it won't even be all THAT bad. Basic XP award for an average-length session, suggested by the book? 400xp.

>> No.19646674

Keep getting Updating Index whenever I try to post a regiment I just made.

Someone already did Forge World and Void Ship.

https://docs.google.com/document/d/1sXabK1fafn7F3zoj7IO9Lw5TEbIxxsDBSK5p38OK1kk/edit

People also did a quick conversion of DH to OW, and made a Sororitas hack.

"Say, what do you guys think of this Sororitas hack I saw somewhere?

1) Limit them to Imperial/Penitent/Schola homeworlds
2) Swap out Armoured Regiment for Sororitas Crusade
3) Replace the tank with Power Armour, lasguns with bolters and one bolter clip per 2 lasgun charge packs. Restrict their usage of Equipment Doctrines.
4) Forbid usage of Psykers and abhumans,
5) Characteristic Changes: +3 Willpower, -3 Intelligence, starting Skill Scholastic Lore: Ecclesiarchy and starting Talent Pure Faith as per that of Rogue Trader or Blood of Martyrs, your pick.

If we're going for BoM though, I'd houserule that the various Aptitudes for Faith Talents would be as follows:

Emperor's Sign: Willpower, Defence
Emperor's Mercy: Willpower, Social
Emperor's Wrath: Willpower, Offence"

>> No.19646710

Adept
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Intellignece, Knowledge, Fellowship, Tech, Defence, Social
Starting Skills: Trade (Copyist) or Trade (Valet), Common Lore (Imperium), Scholastic Lore (Legend) or Common Lore (Tech)
Starting Talents: Light Sleeper or Resistance (Cold), Sprint or Unremarkable, Weapon Training (Solid Projectile, low-tech)
Starting Equipment: Stub Revolver, Staff, Administratum Robes, Auto-quill, writing kit, chrono, data-slate
Starting Wounds: 6+1d5


Arbitrator
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Weapon Skill, Offense, Toughness, Defense, Social, Willpower
Starting Skills: Common Lore (Adeptus Arbites, Imperium), Inquiry
Starting Talents: Quick Draw, Rapid Reload, Weapon Training (Solid Projectile, low-tech)
Starting Equipment: Shotgun(pump action), Carapace Chestplate, Truncheon
Starting Wounds: 10+1d5


Assassin
Characteristic Bonus: +5 Ballistic Skill or Weapon Skill
Starting Aptitudes: Ballistic Skill, Weapon Skill, Finnese, Offence, Agility, Perception
Starting Skills: Awareness, Dodge, Acrobatics
Starting Talents: Ambidextrous or Unremarkable, Weapon Training (Las, Solid Projectile, Low-tech)
Starting Equipment: Shotgun or Long-las or Autogun, sword, knife, Black Bodyglove
Starting Wounds: 10+1d5


Scum
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Ballistic Skill, Finesse, Fellowship, Social, Agility, Fieldcraft
Starting Skills: Charm or Dodge, Decieive, Awareness, Common Lore (Imperium)
Starting Talents: Ambidextrous or Unremarkable, Light Sleeper, Weapon Training (Solid Projectile, low-tech)
Starting Equipment: Autogun or shotgun, autopistol, knife, street ware or rags or dirty coveralls
Starting Wounds: 8+1d5

>> No.19646716

Okay my basic attempt at an Artillery Regiment.

Cost: 3
Characteristics: +3 Perception, -3 Agility
Starting Skills: Operate (Surface)
Starting Talents: Nerves of Steel
Standard Kit: Four sandbags per PC, One entrenching tool per PC, One Basilisk per squad.

>> No.19646722
File: 33 KB, 257x319, super.jpg [View same] [iqdb] [saucenao] [google] [report]
19646722

>>19646710
Is that some DH 2.0 I see there?

>> No.19646725

Has anyone statted additional vehicles?

Say, a jeep/HMMVW type of vehicle, bike and a few others?

>> No.19646729
File: 60 KB, 345x313, Fuck Yeah.png [View same] [iqdb] [saucenao] [google] [report]
19646729

>>19646716
>One Basilisk per squad.
My group's face when we use it to pick up chicks from that cute female Valhallan regiment a klom over.

>> No.19646737
File: 132 KB, 425x450, 1308428837566.png [View same] [iqdb] [saucenao] [google] [report]
19646737

>>19646710
>Assassin
>No Sniper Rifle
>No Bow
>mfw

>> No.19646746
File: 55 KB, 640x480, this guy.jpg [View same] [iqdb] [saucenao] [google] [report]
19646746

>>19646737
>No Sniper Rifle
But a long-las IS a sniper rifle

>> No.19646749

>>19646737
>homestuck

>> No.19646756

>>19646746
Ask yourself how stealthy a weapon that shoots a bright laser beam is.

I'd personally have the main weapon be choice between a Hunting Rifle and a Good Quality Mono-Sword. Something for the shooter, something for the butcher.

>> No.19646757

>>19646746
I think she meant something like a sniper rifle, and not a flashlight.

>> No.19646766

>>19646729
Maximum Pimp.

>> No.19646772

>>19646756
>bright laser beam
Hey!
Hey dumbass!
You can't see the beam of a laser unless it's going through a liquid or a cloud of fine particulate matter like smoke!

>> No.19646776
File: 272 KB, 750x1116, 3c90a316cHOIz.png [View same] [iqdb] [saucenao] [google] [report]
19646776

>>19646729
>something silly like that
>not something awesome like this

>> No.19646781

>>19646603
Hmm, PDF would probably be a regiment type, and a cheap one.

Maybe something like:

Cost: 1
Characteristics: +3 Fel, -3 BS [Friendlier, less rough edges... not learned how to shoot straight yet]
Starting Skills: Trade (any 1) [You still remember what life was like before you signed up/got drafted]
Starting Talents: Peer (PDF) [Us PDF schlubs have to stick together]
Standard Kit: 1 Autogun and 4 Magazines per PC, 1 Suit of Imperial Guard Flak Armour per PC, 2 Stun Grenades and 2 Frag Grenades per PC, 1 Dress Uniform per PC.

>> No.19646782

>>19646776
>the Asuka hooker
Oh god I'd forgotten about her!

>> No.19646787

>>19646781
This would be fuckin' perfect for an X-COM type game. I will be remembering this.

BTW, if the infodrops on extra homebrew stuff are to continue, it'd probably be wise to start a new thread for 'em. We're near autosage.

>> No.19646791

>>19646772
Las Weapons
Las weapons work by emitting short, sharp pulses of laser energy from high-storage fast-discharge capacitors with a flash of light and a distinctive snap like the cracking of a whip as the trigger is pulled.

Long Las
Favoured by snipers, the long las is a specially modified version of the lasgun constructed for added range and accuracy.

>> No.19646793

>>19646772
Depends on fluff. I'd argue for a Hunting Rifle, since that was The Assassin Weapon for low ranked acolytes in DH. Maybe a choice between one at the Long Las, as well as giving the option to dispense with all subtlety and just pick up a gun that fills an entire room with bullets.

Also, /tg/ threads still autosage at 300 posts, right? We're nearing that limit.

>> No.19646810

How would you do Conscripts? Same as PDF, but -3WP instead of BS and lasgun?

Someone make a new thread.

>> No.19646813

Should I liberally apply the "normally, carry weight shouldn't be bothered with" when it comes to Storm Troopers and any other hellgun-using troops? Even the normal backpacks weigh 10kg, so unless they hold like two or three "batteries" worth of power...

>> No.19646824

>>19646710
Assassin
Characteristic Bonus: +5 Ballistic Skill or Weapon Skill
Starting Aptitudes: Ballistic Skill, Weapon Skill, Finnese, Offence, Agility, Perception
Starting Skills: Awareness, Dodge, Acrobatics
Starting Talents: Ambidextrous or Unremarkable, Weapon Training (Las, Solid Projectile, Low-tech)
Starting Equipment: Hunting rifle or Shotgun or Bow, sword, knife, Black Bodyglove
Starting Wounds: 10+1d5

>> No.19646832

>>19646810
I could see Conscript as an Archetype.
Their Comerade would be a Mentor, who would probably help with knowledge and avoiding fear.
You'd be the FNG amongst a unit of badasses.

>> No.19646851

There's another thread over here:

>>19644332

>> No.19646855

>>19646813
The tiered battery thing is what I like to assume. Three different sockets, and "reloading" is yanking the plug from one and putting it into the next.

This also means that the main advantage of the 25kg battery pack isn't that it holds way more shots than the small one, but rather that you can fire all those shots without needing to take a reloading action.

>> No.19646922

>>19626954
WWII Germans who instead were involved in a civil war and nuked themselves.

>> No.19647745

>>19646922
>WWII Germans
>Not WWI Germans
The fuck is wrong with you?

>> No.19648443

>>19646243

It depends, the m16 having a burst setting pisses of some military fags as soldiers should be trained to make the few buillet squeeze and how having the burst is yet another hardware feature to fuck up. That said, the imperium is a bunch of tech tools (see that lasgun settings aren't used in ow, bit are in bc) so it could work that way.

>> No.19649081

>>19642582
They get LESS XP
Aka less training.

>> No.19649283

>>19646453
Extra Ammo and grenades as part of the standard kit can be purchased as part of regiment creation.

The Merovech Pattern Assault Lasgun is from Rogue Trader's Into the Storm Book (since this is based on my Rogue Trader group's ground military). Its a close-range lasgun with 1/-/6 fire mode, 50m range, and has two charge packs inserted at once (so you can fire 120 shots without having to reload, though replacing both charge packs obviously takes twice the reload time of a standard lasgun). It also has a build in flip-up bayonet.

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