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  1. - Top - End - #1
    Titan in the Playground
     
    AssassinGuy

    Join Date
    Nov 2009
    Location
    Old boring Denmark.....

    Default Only War - Newbie Friendly

    Hello and welcome to the Recruitment everyone!

    This will be a game of Only War, using the rules by FFG. I will not accept material from other books than the Only War series due to balance issues. I might make an exception here or there if there's like a core, cool item that seems to be missing from the Only War books or whatnot, but as a standard-point, no using other books than Only War (and it's supplements).

    I have a ton of homemade Regiments already made that I've saved over the years, and I'd like for you all to have a chance to pick from a few of them.
    Instead of a big 16, here's some further info:
    Every character will start at base exp and such. I'll also allow Commissars, Storm Troopers, etc. etc. to pick an alt homeworld than the one that the regiment is from, although if the choice is a world that is worth more points, a Negative will be given. Anything from getting the Enemy Talent for some other regiment, a specific sub-faction in the regiment you are affiliated with (like a commissar with a bad rep amongst the second Division Guardsmen) or with some Adeptus of the Imperium... like being seen as a Tech-heretic by the Mechanicus for whatever reason... perhaps you just don't do those ritual-applicable prayers while fieldstripping your firearm, etc. Or you get some other negative that will be discussed so it is the most applicable for your character. I reserve full rights to deny a choice if I feel it goes against my personal feel of fairness.... Like picking something cuz it can make you OP-PLZ-NERF. Commissars and Stormtroopers will only get the Schola Progenium as an alt-choice of homeworld, representing a early-childhood (before turning 7) within a Schola, meaing you've literally grown up with such a style of life, rather than later on having only been educated there.

    If you want to play an Ogryn, Ratling, etc. it needs to have a VERY good reason. I mean there's no Ogryns in a Drop Trooper Regiment cuz you ain't getting one into a Valkyrie or Aquila Transporter.

    The Game will be happening in the Spinward Front as per standard setting, and you'll be total newcomers to the subsector itself... UNLESS your regiment is actually from within the Spinward Front itself that is.


    For now that's it. I'll post the Regiment choices later after some interest has been shown. I have a mix of regiments available of course, most likely one of each core type. be it tank regiment, shock trooper grenadiers, Drop Troopers, Line Infatry, Mechanised Infantry, etc.
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  2. - Top - End - #2
    Titan in the Playground
     
    AssassinGuy

    Join Date
    Nov 2009
    Location
    Old boring Denmark.....

    Default Re: Only War - Newbie Friendly

    Boop for interest.
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    Awesome dark heresy inquisitor avatar by Emperor Ing

    Gender bended avatar by Emperor Ing

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    Epic imperial Guardsman by The Architect


    Youtube Account:Here.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Apr 2007
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    Madison, WI
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    Male

    Default Re: Only War - Newbie Friendly

    I'm always down for Only War, what sort of home worlds did you have? Do you have a theme or tone you want players to stick to? And if it matters, I'm always a fan of grenediers
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  4. - Top - End - #4
    Titan in the Playground
     
    AssassinGuy

    Join Date
    Nov 2009
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    Old boring Denmark.....

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by boj0 View Post
    I'm always down for Only War, what sort of home worlds did you have? Do you have a theme or tone you want players to stick to? And if it matters, I'm always a fan of grenediers
    I always have a big collection of pre-made regiments to be picked from. fully made, fully done.
    Since I never find an Only War game myself where the regiment is a Drop Trooper one, I had of course made my own personal ideal Drop Trooper regiment, amongst other like-wise regiments, all regiments I'd personally wish I could be a guardsman character of. Sadly never got the chance and thus GMing the game is the only way to ensure at least a play with it.
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    Awesome dark heresy inquisitor avatar by Emperor Ing

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  5. - Top - End - #5
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Oct 2011

    Default Re: Only War - Newbie Friendly

    Will the game be run here or offsite?

  6. - Top - End - #6
    Titan in the Playground
     
    AssassinGuy

    Join Date
    Nov 2009
    Location
    Old boring Denmark.....

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by andhaira View Post
    Will the game be run here or offsite?
    Here, it's the easiest for me.
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  7. - Top - End - #7
    Ogre in the Playground
     
    PaladinGuy

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    Dec 2014
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    Finland
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    Default Re: Only War - Newbie Friendly

    I'm interested, contingent I can get the rules somehow. I'll scour the local libraries.

  8. - Top - End - #8
    Titan in the Playground
     
    DrK's Avatar

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    UK
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    Default Re: Only War - Newbie Friendly

    Only War is always welcome.
    Previous games on the forum I've played have always been "snipers" or in one very fun case a Leman Russ regiment so hopefully avoiding the recon snipers would be good.
    Thanks to Emperor Ing for the nice Avatar

  9. - Top - End - #9
    Titan in the Playground
     
    AssassinGuy

    Join Date
    Nov 2009
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    Old boring Denmark.....

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by DrK View Post
    Only War is always welcome.
    Previous games on the forum I've played have always been "snipers" or in one very fun case a Leman Russ regiment so hopefully avoiding the recon snipers would be good.
    There's a Guerrila sniper regiment on the list, yes. but they are more of a response-insertion regiment that is meant to support critical areas or be sent to infiltrate enemy lines and take out key enemy personnel.

    I think I'll post the current List of Regiments later today or sometime tomorrow.
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  10. - Top - End - #10
    Dwarf in the Playground
     
    PirateGirl

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    Mar 2017
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    Barcelona

    Default Re: Only War - Newbie Friendly

    I've DMed some Dark Heresy, never had a chance to get into Only War, but I'm deffinetly interested. I'm not super familiar with the specific set up but I'm assuming all PCs belong to the same regiment>company>platoon>unit ?

  11. - Top - End - #11
    Dwarf in the Playground
     
    SolithKnightGuy

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    Oct 2019

    Default Re: Only War - Newbie Friendly

    Color me interested

  12. - Top - End - #12
    Titan in the Playground
     
    AssassinGuy

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    Nov 2009
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    Old boring Denmark.....

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by BobMacBobson View Post
    I've DMed some Dark Heresy, never had a chance to get into Only War, but I'm deffinetly interested. I'm not super familiar with the specific set up but I'm assuming all PCs belong to the same regiment>company>platoon>unit ?
    Same Regiment, all part of the same Squad (a squad is around 10-12 Guardsmen), making it so if there's a splitup, the group goes into two fireteams.
    It's kinda like if all Dark heresy characters were from the same homeworld, had the same base class, but a deeper choice of rank and specialties are what makes each character different.
    One might be a Medicae, another the Squad Sargeant, another is a Sanctioned Battlepsyker, a 4th character is a Commissar, a 5th one is the Squad Enginseer and the 6th character is the Heavy Weapons Specialist.
    Each character (with a few exceptions) get a comrade NPC character that can aid them with different things, like giving a bonus to BS tests cuz of support fire, do special tasks like helping with faster heavy weapon reloads, and they can even take fire and get wounded if certain attack rolls come up with specific numbers, as long as the comrade is within functional distance.
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  13. - Top - End - #13
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Only War - Newbie Friendly

    Interested, pending the regiment selection/setup.

  14. - Top - End - #14
    Titan in the Playground
     
    AssassinGuy

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    Default Re: Only War - Newbie Friendly

    Spoiler: Caliphiyan 199th Strategic Strike Regiment
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    REGIMENT RULES

    Characters belonging to the 'Caliphiyan 199th Strategic Strike Regiment' gain the following advantages.
    Characteristic Modifiers: +3 Ballistic Skill, –3 Strength. +3 to any two of Fellowship, Intelligence, Weapon Skill.
    Starting Aptitudes: Willpower.
    Starting Skills: Common Lore (Administratum, Ecclesiarchy, Imperial Creed), Inquiry, Operate (Surface), Linguistics (High Gothic).
    Starting Talents: Resistance (Fear). Air of Authority or Peer (Nobility).

    Regimental Traits:
    Fluency: While Highborn characters have learned to speak Low Gothic, they have no reason to learn to read and write the language of the lowly masses. Because of this, Highborn characters do not start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

    Duty and Honour: The highborn hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the low-born troopers that make up the common bulk of the Imperial Guard. Highborn characters suffer a –10 penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not highborn. However, they gain a +10 bonus on all those same Skill Tests when dealing with the nobility and other high authority in formal situations.

    Abundant Resources: Highborn are almost universally wealthy and well-connected, able to draw upon considerable resources when seeking new equipment. A squad from a highborn regiment starts with 10 extra Logistics Rating.

    The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections to other military dynasties, have prepared each and every highborn for a life in the Imperial Guard. Highborn characters start with one of the following Talents: Air of Authority or Peer (Nobility) (Already added to Starting Talents).

    Well-Provisioned: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.

    Code of Honour: A member of this regiment must pass a Difficult (–10) Willpower Test before attempting to use the Deceive Skill (even on an enemy); if he fails, he must either tell the truth or remain silent. Members of such regiments can still lie by omission, though such tactics are almost invariably frowned upon. Further, due to their tendency to deal honestly with others, members of regiments with this Drawback suffer a –10 penalty to Scrutiny Tests Opposing the Deceive Skill.


    Wounds: Characters from this regiment generate starting Wounds normally -1.


    Standard Regimental Kit: 34/34
    1 Heat-Resistant and Flame-Retardant Uniform (+10 vs. Heat exposure, +20 to resist Catching Fire).
    1 Uniform For Parade/Dress Use.
    1 Set Of Poor Weather Gear.
    1 Best Craftsmanship Laspistol & 4 Charge Packs.
    1 Knife.
    1 Flak Vest.
    1 Good Craftsmanship Respirator, With Goggles.
    1 Rucksack.
    1 Set Of Basic Tools.
    1 Mess Kit & Water Canteen.
    1 Blanket & Sleep Bag.
    1 Rechargeable Lamp Pack.
    1 Grooming Kit.
    1 Set Of Cognomen Tags.
    1 Imperial Infantryman's Uplifting Primer.
    4 Weeks Of Combat Rations.

    One Hellhound Support Tank per Squad.


    Favoured Weapons: Heavy Stubber, Combat Shotgun



    CREATION SETUP

    Home World: Highborn - Caliphiya Prime (3pts)
    Commanding Officer: Supine - Colonel Amun Fal Rashid (1pts)
    Regiment Type: Hunter-Killer - Caliphiyan 119th 'Royal Fire Dragons' Strategic Strike Regiment (3pts)
    Doctrines: Iron Discipline (3pts), Well-Provisioned (3pts)
    Regimental Drawback: Cult Of Chivalry (-3pts)
    Total Cost: 10 Points - Equals +4 Additional Regimental Kit Points.


    -----------------------------------------------------------------------------------------

    Caliphiya Prime

    Located in the deep galactic-southern parts of Segmentum Obscurus, some distance south of Cadia, lies a star with 3 planets orbiting it (along with a gas giant). One of these planets are named Caliphiya Prime. It is a world ruled by nobility, for nobility, and nothing but nobility. Only the nobles of Caliphiya Secundus and Tertiary can get the chance to migrate family, household, etc. over to Caliphiya Prime. And why would they be wanting to do this? Because the honour of being mustered for an Imperial Guard Regiment Founding only happens on Caliphiya Prime, since it's little more than a pleasure world for the elite. Due to an ancient decree (no one remembers who made it, but it's still followed to this day), in order to avoid the ruin of decadency, every 2-generation, a Regiment of Highborn nobility is Founded and supplemented to the Imperium at large. It is seen as an honour, privilege and one's duty to serve. Only the youngest-born of every family is recruited, and on top of that, only the men are allowed to serve. The planet itself is a beautiful desert-savanah planet with interwoven rivers of fresh, clean water snaking all over the planet. Only the planet's beauty and attraction to be lived on is what keeps it as a viable location to live. Grand palaces are located up the riverways, manservants and serfs tends to farming patches on the opposite side of the riverways, supplying much of the food that the Nobles, or Caliphate as they are known as, would eat and survive on. By Imperial decree, the Firstborn of each family will of course inherit their family's wealth, estate, etc. Third-born will go to the Ecclesiarchy. Those two are exempt from mandatory-service in the guard, should they still be the only offspring living. This is purely done to keep the familylines alive and prosperous.

    Due to how strong a grip the Adeptus Ministorum has on the local region, the Regiments of Caliphiya Prime tends to have very.... Preachy leadership. This is no exception for the Caliphiyan 199th. Their leader, a Colonel Amun Fal Rashid, is seen as not much more than a puppet of the Ecclesiarchy. This fact also means that there's a rather inproportionately large amount of Ministorum Priests attached to the Regiment. The only reason why the Caliphiyan regiments tends to perform efficiently is due to their high amounts of Commissars as well. Even the Training for the founding of a regiment is done in cooporation with a war-proven commissar on top of the drill abbot of course.

    The Caliphiyan 199th itself is a very.... well, Chivalrous style of regiment. They do not lie and see it as an afront to one's honour to do so. Of course, jokes can be made and such, but when it counts and when a lie can get you out of trouble, the Guardsmen of Caliphiyan Prime would rather cut off a finger than lie. They are also, each and every single one, issued with an ornate service-sidearm, A laspistol specifically. It's produced from an ancient and nigh-impossibile-to produce STC on Caliphiya Tertiary, and is a jealously-guarded Pattern of Laspistol, held and owned by the Mechanicus-lords of that production-planet. Besides that, due to the heat of their homeworld, as well as the profession of their Regiment, the Caliphiyan 199th are all issued with combat-uniforms designed to both deal with heat, but also fire. Driving around in a Hellhound does tend to make one.... extra flammable. In order for the Guardsmen driving the hellhounds around to also avoid getting promethium-damaged lungs or
    smoke-inhalation-issues, every guardsman of the regiment is also issued with a high-quality respirator and goggles designed to keep the breathing clean and the eyes from getting irritated by smoke, promethium fumes, etc.
    Because the regiment is designed to support and do surgical-strike operations to aid fellow guardsmen of other regiments, the Caliphiyan 199th are usually not a front-line type of unit, instead being placed behind the front lines and called in when those inferno-cannons can be of particular good use, as well as being of use for patrol-duty and Planetary Peacekeeping.


    Spoiler: Necris Mortian 469th Grenadier Regiment
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    REGIMENT RULES

    Characters belonging to the 'Necris Mortian 469th 'Necris Raptors' Grenadier Regiment' gain the following advantages.
    Characteristic Modifiers: +3 Ballistic Skill, +3 Toughness, –3 Perception. +3 to any two of Perception, Strength, Toughness.
    Starting Aptitudes:
    Starting Skills: Common Lore (Imperial Guard, War), Forbidden Lore (Xenos), Survival, Tech-Use.
    Starting Talents: Bombardier, Hatred (Dark Eldar) & either Light Sleeper, Lightning Reflexes, OR Resistance (Poisons).

    Regimental Traits:
    Fluency: While death worlders have learned to speak Low Gothic, they do not have time in their violent lives to learn how to read or write the universal language of the Imperium. Because of this, death worlders do not start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

    Hardened: Death worlders are accustomed to violence, and many death worlds contain a variety of deadly, venomous creatures. They must be continually prepared and wary of danger from a young age if they are to survive, and those instincts do not easily fade. Death worlders start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).

    Wary of Outsiders: Death worlders 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-death worlders. These penalties can be waived at the GM’s discretion if the death worlders are dealing with those who have earned their trust.

    Demolitions: Due to their pervasive use of explosives of all types and variance, the regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.

    Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

    Wounds: Characters from this regiment generate starting Wounds normally +2.


    Standard Regimental Kit: 36/36
    1 Enviromentally Sealed Uniform (worn underneath the Carapace).
    1 Set Of Poor Weather Gear.
    1 Hotshot Lasgun With Auxiliary Grenade Launcher (Main Weapon) & 1 Twin-Charge Backpack (Weights 15 kg and allows a one-time reload).
    1 Knife.
    1 Suit Of Light Carapace Armour (enclosed helmet attaches to uniform).
    1 Necris-Filtering Respirator (Basically deals with microscopic spores and airborne toxins, as well as giving the normal bonuses from a Respirator).
    1 Good Craftsmanship Photo-Visor (Built into the helmet).
    1 Deadspace Earpiece.
    1 Frag Grenade.
    1 Krak Grenade.
    1 Rucksack.
    1 Set Of Basic Tools.
    1 Mess Kit & Water Canteen.
    1 Blanket & Sleep Bag.
    1 Rechargeable Lamp Pack.
    1 Grooming Kit.
    1 Set Of Cognomen Tags.
    1 Imperial Infantryman's Uplifting Primer.
    2 Weeks Of Combat Rations.

    2 grenade launchers per Squad.


    Favoured Weapons: Man-Portable Lascannon, Flamer



    CREATION SETUP

    Home World: Death World - Necris Morte (3pts)
    Commanding Officer: Phlegmatic - Colonel Tarnus Hasker (1pts)
    Regiment Type: Grenadiers - Necris Mortian 469th 'Necris Raptors' Grenadier Regiment (4pts)
    Doctrines: Favoured Foe (3pts), Demolitions (3pts)
    Regimental Drawback: The Few (-5pts)
    Total Cost: 9 Points - Equals +6 extra Regimental Kit points.


    -----------------------------------------------------------------------------------------

    Necris Morte

    Necris Morte is a Deathworld located in the Malfian Sub-Sector, somewhere in the middle between Malfi and Cyrus Vulpa. It's a world with an atmosphere so deadly that even mild skin exposure to it will cause an instant reaction of necrosis of any of the exposed tissue. The surface looks inviting though, with lush forests and sparkling clear ocean waters. It all shows the ideal type of world, were it not for the fact that the atmosphere is lethal to human life.
    So why, with how lethal this world is, just in terms of it's Atmosphere? That's an easy question: the deep curst layers are ripe with Adamantite-veins. So humanity here lives in enviromentally sealed underground cities, connected through vast tunnels that could have a Warhound titan walk through them.
    The issue is that the surface Indigenous Lifeforms tends to dig down and attack the travellers in these deep tunnels. Thus the Local PDF forces are made up of heavily armored Grenadier-style soldiers, making use of explosives to deal with the beasts. Now why Grenadiers? Because the creatures of this planet got a hardened carapace that has evolved to such a thickness in order to deal with the Necrosis-causing atmosphere, where their lungs and sensory organs having developed the ability to handle the exposure. But due to how the internal-makup of the creatures, they have a level of weakness to sudden explosive changes in pressure (such as a grenade exploding).
    This style of specialization and capability means that almost all regiments from Necris Morte are Grenadier Regiments, Founded from members of the PDF: It's seen as an Honour to be picked for Guardsman Duty, however it's not an enforced MUST to accept the offer.
    However, due to being much less populous than any other type of world, the Necris Morte Regiments are always mustered at barely half the size of a regular, Average Imperial Guard Regiment, numbering them at less than 1000 on average. This is caused both by the high lethality rate of living on Necris Morte, the pure lack of excessive manpower, as well as men and women trained well enough to be worthwhile for the Imperial Guard, as well as the Constant need to Resupply more recruits to other casualty-suffered Regiments.
    Besides that, The planet also gets regularly raided by Dark Eldar Corsairs, so the population got an innate hatred towards those spikey blackclad Xenos slaver-pirates.

    The Necris Mortian 469th 'Necris Raptors' Grenadier Regiment was founded only about 2 years ago, having both experience from their PDF-days on Necris Morte, as well as their first Campaign dealing with a Dark Eldar raid upon their route to the Spinward Front.
    Their Monikor 'Necris Raptors' comes from the local type of beast on Necris Morte that is a HORROR on legs. It's got natural camoflage, a minor cut from a clawed or scything appendage is a death sentence, since the Necris-infused Atmosphere seems to have either developed as a more extreme version of toxin in this creature, or the creature is the actual producer of the deadly atmosphere as well. No one knows what the creature actually looks like, only that in strikes with a flash, a booming roar... and then you're either dead, or missing at least 1 fellow PDF Soldier and 1 or more of your friends dying from a rot eating them from the inside of those cuts they have suffered.
    The Creature rarely just... kills, since it seems to know it's got a bigger chance of surviving if it leaves wounded behind to be screaming for help. The only way to deal with a Necris Infection is about 6 seconds after infection to cut off the limb that was affected.


    Spoiler: Nephunian 67th Guerrila Sniper Regiment
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    REGIMENT RULES

    Characters belonging to the Nephunian 67th 'Apocalypse Stalkers' Guerrilla Sniper Regiment gain the following advantages.
    Characteristic Modifiers: +2 Ballistic Skill, +3 Perception, –3 Fellowship. +3 to any two of Ballistic Skill, Weapon Skill and Perception.
    Starting Aptitudes:
    Starting Skills: Awareness, Linguistics (Low Gothic), Stealth, Survival.
    Starting Talents: Ambush, Marksman, Paranoia, Resistance (Fear).

    Regimental Traits:
    Resourceful: Characters from post-cataclysmic worlds are used to getting by with whatever is at hand—scavenging food, equipment, and whatever else they might need. Post-cataclysmic world Characters gain a +10 bonus to Survival Tests to obtain potable food and water, and to Tech-Use Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.

    Horrors of the Past: Whether it occurred in living memory or far in the distant past, all post-cataclysmic world characters are scarred mentally, and perhaps physically, by the event that scoured their planet; yet those who survive in such an environment gain strength from this adversity. Post-cataclysmic world Characters start with 1d5 Insanity Points and the Resistance (Fear) Talent (Included in Starting Talents).

    Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

    Wounds: Characters from this regiment generate starting Wounds normally.


    Standard Regimental Kit: 36/36 Points


    1 Uniform.
    1 Set Of Poor Weather Gear.
    1 Sniper Rifle & 4 Clips (Main Weapon).
    1 Stub Revolver & 12 Bullets (Sidearm).
    1 Knife.
    1 Flak Cloak & Flak Helmet.
    1 Chameleoline Cloak.
    1 Gasmask.
    1 Good-Craftsmanship Photo-Visor.
    1 Rucksack.
    1 Set Of Basic Tools.
    1 Mess Kit & Water Canteen.
    1 Blanket & Sleep Bag.
    1 Rechargeable Lamp Pack.
    1 Chrono.
    1 Grooming Kit.
    1 Set Of Cognomen Tags.
    1 Imperial Infantryman's Uplifting Primer.
    2 Weeks Of Combat Rations.
    2 Blind Grenades.
    2 Stun Grenades.
    2 Frag Grenades.

    Favoured Weapons: Storm Bolter, Mortar.



    CREATION SETUP

    Home World: Post-Cataclysmic World - XA-1482, Formerly known as 'Nephune' (3pts)
    Commanding Officer: Bilious - Colonel Tarvar Lorne (2pts)
    Regiment Type: Guerrilla Regiment (4pts)
    Doctrines: Snipers (2pts), Chameleoline (3pts)
    Regimental Drawback: The Few (-5pts)
    Total Cost: 9 Points - Equals +6 pts to Regimental Kit.


    -----------------------------------------------------------------------------------------

    XA-1482, Formerly 'Nephune'

    Nephune was up until the Cataclysm, a lush verdant Agri-World where life was nothing but a farmer's dream. The waters of the planet was clean, good for the soil and had a special property that enabled the plants that drank it to grow 10% bigger and more lush. However, Nephune's bliss was not to last, since an undetected erruption of a supervulcano deep in the ocean caused a chain event where a crack in the deep crust hit a pocket of highly radiactive material, causing the normally-mildly-bad erruption that would have occured, to increase in magnitude up to a level that killed the whole world almost entirely. The ashen clouds choked everything to death, the radioactive stuff fell like fallout from an atomic weapon on the scale of what happened to the world of Krieg, except this was a natural disaster, rather than an armament of atomics being launched. The survivors were but the few (relatively speaking) that managed to seal off the upper levels of the grand cities and hives that made up a majority of the
    living areas, now living in the underhive areas, eeking out a living by bare threads. In order to avoid being cut off by the Imperium at large, the surviving leadership of the plane now known only as XA-1482 accepted the choice of founding 3 post-cataclysm Regiments. The Nephunian 66th, 67th and 68th. A Line Infantry Regiment, a limited-size Sniper Specialist Regiment, and an Armoured Regiment.
    This Founding, which took a grand total of 10 years to finish and ready for mustering have meant that over half the surviving populace of the Dead World of XA-1482 have ended up joining the Imperial Guard Regiments.
    The Nephunian 67th, or the 'Apocalypse Stalkers' as they have gotten around to be called are a hardy folk, limited in numbers, but tough, stealthy and able to assassinate enemy leadership through strategic placement, stalking and squad-by-squad setup. Most having been nothing more than infants or very young children below 8 or 8 have experienced the fear and terror that the end of one's world would feel like, and this have enurred them to a degree to the terrors out there in the galaxy. A Supervulcano being supercharged by an accidental fault-line erruption into a mass of radioactive material does seem to cause more fear than some nasty Xenos-freakshow, that one can kill with an ice round straight to the cranium.
    The Colonel, Tarvar Lorne, is a career soldier and paranoid being reason. He is always suspicious of others, even of the soldiers in his own regiment. To be fair though, he has already uncovered one chaos-traitor from his former command, and had blown the vile traitor's head into splinters with a dumdum round from his signature stub revolver sidearm, which is a sidearm that has now become a standard issue item for the entire regiment.



    Spoiler: Paradynian 3rd Drop Troopers
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    REGIMENT RULES

    Characters belonging to the Paradynian 3rd 'Sky-Hunters' Drop Troopers gain the following advantages.
    Characteristic Modifiers: +3 Agility, –3 Fellowship. +3 to any two of Agility, Ballistic Skill, and Perception.
    Starting Aptitudes: Ballistic Skill.
    Starting Skills: Awareness, Linguistics (Low Gothic), Navigate (Surface), Operate (Aeronautica), Survival.
    Starting Talents: Catfall, Deadeye Shot, Die Hard. Combat Sense or Quick Draw.

    Regimental Traits:
    Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent (Included in Starting Talents).

    Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace.On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.

    Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment. Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.

    Well-Provisioned: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.

    Wounds: Characters from this regiment generate starting Wounds normally.

    Standard Regimental Kit: 29/30 Points Spent
    1 Uniform.
    1 Poor Weather Gear Set.
    1 Rucksack.
    1 Set Of Basic Tools.
    1 Mess Kit & Water Canteen.
    1 Blanket & Sleep Bag.
    1 Rechargeable Lamp Pack.
    1 Grooming Kit.
    1 Set Of Cognomen Tags.
    1 Imperial Infantryman's Uplifting Primer.
    2 Weeks of Combat Rations.
    1 Bullpup Lasgun & 6 Chargepacks.
    1 Knife.
    1 Set of Imperial Guard Flak Armour.
    1 Survival Suit.
    1 Grav-chute.
    1 Photo-Visor.
    1 Respirator.
    1 Microbead.
    2 Frag Grenades.
    2 Smoke Grenades.

    Favoured Weapons: M34 Autocannon, Grenade Launcher


    CREATION SETUP

    Home World: Frontier World - Paradyne (4pts)
    Commanding Officer: Sanguine - Colonel Janus Carmine (2pts)
    Regiment Type: Drop Troops - Paradynian 3rd Drop Troopers (3pts)
    Doctrines: Sharpshooters (4pts) Well-Provisioned (3pts)
    Regimental Drawback: Scarred By Loss (-4pts)
    Total Cost: 12 Points


    -----------------------------------------------------------------------------------------

    PARADYNE

    Paradyne is a frontier world located in the far-northern parts of Segmentum Percificus, east of the Laanath Rifts, right on the border to the Segmentum Obscurus. It's a relatively recently-colonized world, having only about a 500-ish years of history, thus only holding about 1000-2000 generations (with each generation being about 25 years). Compared to a lot of other worlds, Paradyne doesn't really hold a lot of flat lands and easy-made Hivecities. The high hills, towering mountains and fertile grooves where the waters of the mountains makes it relatively easy to farm crops and leave isolated grand-size cities.

    The Planet itself was named after the Rogue Trader Arcturia Von Paradyne, who rediscovered the world during the age of Redemption, post-Goge Vandire.
    Currently, Paradyne have had a hard time meeting needed Argicultural tithes to the Imperium, so in order to not get cut off, they have begun within only the last 100 years to muster regiments for the Imperial Guard - with all 3 of the currently-mustered Regiments being Drop Troopers. Why? Because of the skill in skydiving, paragliding and skyhunting.
    The Paradynian 3rd is currently the newest regiment mustered for Imperial Guard duty, and have so far only had two campaigns under their belts. The first one was part of a Rapid-Response peacekeeping Force on a Planet in the Calixis Sector, specifically a non-noteworthy Agri-world that suffered a mild uprising of Feral Orks. The Second one was... Well it was a horrid one. It was part of the initial Imperial Retaliation against the Severan Dominate's Secession. As part of the initial entry into The Periphery. The ship, carrying the Paradynian 3rd, a regiment of Cadian 166th Armoured and a regiment of Syscallian 66th Infantry was attacked by some unknown fleet. The ship was blown apart, with only two-thirds of the Paradynian 3rd managing to get to the escape shuttles and cargo-carriers, etc. This heavy loss have scarred the survivors, and as of yet, no one from High Command have been willing to give an explanation as to who or what had attacked the ship. As for the two other regiments?
    they both got off the ship more or less intact, but the Cadian 166th Armoured are all without any sort of Vehicle, since all their tanks were onboard the ship as it blew apart when it's plasma drives overloaded from damage to it's wards.


    Spoiler: Pilgrim Legionnaires 882nd Mechanised Infantry Regiment
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    REGIMENT RULES

    Characters belonging to the 'Pilgrim Legionnaires 882nd Mechanised Infantry Regiment' gain the following advantages.
    Characteristic Modifiers: +2 Weapon Skill, +3 Agility, –3 Perception, +3 to any two of Fellowship, Toughness, Willpower.
    Starting Aptitudes:
    Starting Skills: Common Lore (Ecclesiarchy, Imperial Creed), Intimidate, Linguistics (Low Gothic), Operate (Surface).
    Starting Talents: Enemy (Inquisition), Paranoia, Rapid Reload, Resistance (Fear), Any one of Nerves of Steel, Orthoproxy, or Unshakeable Faith. Frenzy and Hatred (Secessionist Forces), or Peer (Ecclesiarchy).

    Regimental Traits:
    The Blood of Martyrs: The penitent do not regard death in the Emperor’s service as anything to fear, and face the prospect of righteous sacrifice gladly. Penitent characters start with one of the following Talents: Nerves of Steel, Orthoproxy, or Unshakeable Faith (already added to Starting Talents).

    Only One Life to Give: So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once. Penitent characters must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.

    Untempered Zeal: The pious spirit of the penitent is almost unmatched in its ferocity, and while their faith is closer to the violent ardour of the fanatic than the divine clarity of the Adepta Sororitas, it is nonetheless inspiring to behold. Penitent characters may re-roll any failed Charm Test to inspire religious fervour or righteous hatred in others.

    Augmetics: Due to holding close ties with the Adeptus Mechanicus, the regiment gains an additional +10 on all Logistics Tests made to obtain bionic replacements and implants.

    Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.


    Wounds: Characters from this regiment generate starting Wounds normally +2.


    Standard Regimental Kit: 34/34
    1 Uniform.
    1 Set Of Poor Weather Gear.
    1 M36 Lasgun With Melee Attachment (Main Weapon) & 4 Charge Packs.
    1 Knife.
    1 Suit Of Best Craftsmanship Imperial Guard Flak Armour.
    1 Good Craftsmanship Photo-Visor.
    1 Micro-bead.
    2 Frag Grenades.
    2 Krak Grenades.
    1 Rucksack.
    1 Set Of Basic Tools.
    1 Mess Kit & Water Canteen.
    1 Blanket & Sleep Bag.
    1 Rechargeable Lamp Pack.
    1 Grooming Kit.
    1 Set Of Cognomen Tags.
    1 Imperial Infantryman's Uplifting Primer.
    2 Weeks Of Combat Rations.

    One Chimera Armoured Transport per Squad.

    Favoured Weapons: Man Portable Lascannon, Flamer With Backpack Tanks



    CREATION SETUP

    Home World: Penitent - Pilgrim's Refuge (3pts)
    Commanding Officer: Maverick - Colonel Natascha Macciav Kordrov (2pts)
    Regiment Type: Mechanised Infantry - Pilgrim Legionnaires 882nd Mechanised Infantry Regiment (3pts)
    Doctrines: Crusaders (3pts), Augmetics (2pts)
    Regimental Drawback: Cloud of Suspicion (-3pts)
    Total Cost: 10 Points - Equals +4 Regimental Kit Points.


    -----------------------------------------------------------------------------------------

    Pilgrim's Refuge

    In the Hazeroth Sub-sector within the Calixis Sector, located around the middle-area between Pilgrim's Pause and Mara, Pilgrim's Refuge can be found. It's a world that's an odd interwoven mix of Forge-world and Shrine-world. The reason as to why this is a functional planet at all, is because a Saint had died and got buried there, but since it was a world owned by the Mechanicus, it is now a forge world that attracts pilgrims from far and wide, many of whom specifically goes on pilgrim there to join the Pilgrim Legionnaires.
    No man, woman or child that is originally from the planet can join the Pilgrim Legionnaires, and the industrialized world is on it's own one that can almost-fully supply the gear for all of the Pilgrim Legionnaires Regiments that is Founded, with only specialized things like Vehicles and such being supplied from off-world.
    Any and all Pilgrims to this world are viewed with a slight suspicion, with the newly-formed Pilgrim Legionnaires 882nd Mechanised Infantry Regiment is under close scrutiny.... why? Ask the Inquisition that seem to be haunting the regiment whenever failure of mission objectives has happened. Some think it's because of the odd mesh of Mechanicus-faithfuls and Imperial Creed Pilgrims, others think it's something to do with a taint within the Regiment.... only the Inquisition knows, and they aren't telling.

    The Pilgrim Legionnaires 882nd is a very uncommon one, at least in terms of a Penitent-type regiment, since it's a Mechanised Infantry Regiment. The regiment is lead by Colonel Natascha Macciav Kordrov, and she is seen as quite the maverick, always leading from the front, less 'the officer' and more 'A fellow Guardsman' in the eyes of the Menial Guardsmen.
    They Specialize in surgical strikes of Chimera-transports delivering guardsmen into the midst of where they are most needed, bring lascannons, flamers and Melee-prepped Lasguns right into the fray.

    Due to the unique nature of the Regimental Homeworld, the Pilgrim's Refuge, all regiments from the world tends to have a larger contingent of Tech-Priests, as well as Ministorum Priests alike.


    Spoiler: Sicarian 21st Armoured Regiment
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    REGIMENT RULES

    Characters belonging to the Sicarian 21st Armoured Regiment gain the following advantages.
    Characteristic Modifiers: –3 Weapon Skill, +3 Intelligence, +3 to Willpower. +3 to Weapon Skill or Ballistic Skill.
    Starting Aptitudes:
    Starting Skills: Common Lore (Imperial Guard, Imperium, Tech, War), Linguistics (High Gothic, Low Gothic), Operate (Surface).
    Starting Talents: Rapid Reaction, Tank Hunter, Technical Knock. Air of Authority or Unshakeable Faith.

    Regimental Traits:
    Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each and every day by hardened drill abbots, and all are expected to defend the Emperor’s
    domain with their lives if necessary. All Progena characters start with one of the following Talents: Air of Authority or Unshakeable Faith (already added to starting Talents).

    Special: Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tank
    killers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.

    Well-Provisioned: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional
    grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for
    repairing and maintaining those vehicles.

    Pride Over Life: Members of this regiment must pass a Difficult (–10) Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a character
    from this regiment succeeds on the Test, he sees the bigger picture and ignores the challenge or attempt to goad him into action. If he fails on the Test, however, he must engage
    the individual in question (either in a duel to settle matters in a formal and stylised fashion or simply in a brawl to express himself with his fists) or suffer a –10 penalty to
    Willpower Tests for the remainder of the session. This penalty is cumulative should he refuse multiple challenges to his dignity over the course of a single session.
    The Game Master can modify the difficulty of the Test—and the scale of the effects of failing it—as he deems appropriate to the situation.

    Wounds: Characters from this regiment generate starting Wounds +1.

    Standard Regimental Kit: 29/30 Points Spent

    1 Uniform.
    1 Dress/Parade Uniform.
    1 Set Of Poor Weather Gear.
    1 Laspistol (Main Weapon) & 4 Charge Packs.
    1 Knife.
    1 Flak Coat & Flak Helmet.
    1 Rucksack.
    1 Set Of Basic Tools.
    1 Mess Kit & Water Canteen.
    1 Blanket & Sleep Bag.
    1 Rechargeable Lamp Pack.
    1 Grooming Kit.
    1 Set Of Cognomen Tags.
    1 Imperial Infantryman's Uplifting Primer.
    1 Munitorum Manual.
    4 Weeks Of Combat Rations.
    1 Anointed Maintenance Toolkit
    1 Pair Of Good-Craftsmanship Magnoculars.

    1 Leman Russ Battle Tank Per Squad.


    Favoured Weapons: Stormbolter, Missile Launcher.


    CREATION SETUP

    Home World: Schola Progenium - Procta Sicarius (3pts)
    Commanding Officer: Choleric - Colonel-Commissar Ollarik Hess (2pts)
    Regiment Type: Armoured Regiment - Sicarian 21st Armoured Regiment (4pts)
    Doctrines: Anti-Armour (4pts), Well-Provisioned (3pts)
    Regimental Drawback: Honour Bound (-4pts)
    Total Cost: 12 Points


    -----------------------------------------------------------------------------------------

    Procta Sicarius

    The grand Schola Progenium located on Sicarius in the Calixis Sector are experts at Tank-Warfare Regimental Training. Any Orphan at the Procta Sicarius who shows a lack of aptitude for Tempestus training, doesn't meet the standards post-training or shows skill at becoming a Commissar will be filtered down to the Regimental Training. Due to the rigors of training, the lack of massive manpower, etc. Have meant that there's less than 100 active regiments founded from the Procta Sicarius, with the Sicarian 21st Armoured Regiment having been one of the earlier Regiments.
    The current Sicarian 21st is the 4th founding of it's name, after the former Sicarian 21st were annialated during the 12th Black Crusade in the Gothic Sector. Now, a new founding has been made and the Sicarian 21st has a single campaign going for them. Their first and only combat-experience was actually on Sicarius itself while waiting for the Mustering fleet to pick them up for the Spinward Front, where a small uprising had caused the local PDFs to run in circles. The Schola's upper eschelon decided that it'd be an ideal introduction of the newly founded Sicarian 21st. With the rebellious elements using modified civilian vehicles and outdated PDF tanks, the top-of-the-line Leman Russ tanks of the Sicarian 21st decimated the infant-stage uprising within a mere 2 months.

    The Sicarians, especially the ones of the Schola Progenium are Honour Bound to a fault. They follow a strict code of conduct, and any offense to their pride is met almost instantly with a duelling-challenge, either with blade or with laspistol in style of the ancient duelling ways. The Sicarian 21st is one of those rare regiments who are lead by a Colonel-Commissar, a political officer with Regimental Command. Ollarik Hess as he is named is a brash, leading From The Front kind of Commander, head popped out of the top of his Command-Leman Russ, yelling and screaming for advance. Being from a grander Schola Progenium and due to the high-class level of service prior Procta Sicarius Regiments have given, the Munitorum has set all Procta Sicarius Regiments as being High-Priority for resupply and refit requirements.




    This is Pre-made Regiments I have. if none of them are fully appealing, we can talk about creating a regiment as a group.
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    SolithKnightGuy

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    Default Re: Only War - Newbie Friendly

    Those grenadiers sound nice...in a 40k kinda way...nothing like a Death world to just set the tone.

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    AssassinGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by OnceUponAnAxe View Post
    Those grenadiers sound nice...in a 40k kinda way...nothing like a Death world to just set the tone.
    IT was the same exact regiment I had another group play a while back. They are functional, but not everyone are trained to actually use the grenade launchers.
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    Quote Originally Posted by Hemnon View Post
    IT was the same exact regiment I had another group play a while back. They are functional, but not everyone are trained to actually use the grenade launchers.
    I thought they looked familiar. Was it flamers last time or plasma guns?
    Thanks to Emperor Ing for the nice Avatar

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    AssassinGuy

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    Quote Originally Posted by DrK View Post
    I thought they looked familiar. Was it flamers last time or plasma guns?
    A melta that crispy-fried a whole ork and flash-fried the two others nearby. also grenades that made them bounce around like crazy from the critical effects.
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    PaladinGuy

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    I’d be interested, though I’d need to find/read the rules first

    Out of the posted regiments, drop troops and armoured interest me most, though I’d be fine with any of them
    Last edited by Etherion; 2019-11-05 at 11:04 PM.

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    I think the snipers and grenadiers both sound really cool.
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

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    WolfInSheepsClothing

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    I like the Mechanised regiment to bad I can't play due to work.

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    Quote Originally Posted by Stormwolf69 View Post
    I like the Mechanised regiment to bad I can't play due to work.
    It's PbP tho, not enforced Roll20 or anything like that. Just forum PbP.


    ------------------


    Also, everyone, as I did last time I ran an Only War game, I want you all to vote for your favorite Regiments. 3 points for your fave, 2 points for second-place choice, 1 point for third-most-fave regiment.

    That way I can calculate which regiment is most preferred. Last time I went with 5-3-1 points but it was a bit overtly unruley to deal with, so 3-2-1 points will be it for this time.
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    Beholder

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    Quote Originally Posted by Hemnon View Post
    It's PbP tho, not enforced Roll20 or anything like that. Just forum PbP.


    ------------------


    Also, everyone, as I did last time I ran an Only War game, I want you all to vote for your favorite Regiments. 3 points for your fave, 2 points for second-place choice, 1 point for third-most-fave regiment.

    That way I can calculate which regiment is most preferred. Last time I went with 5-3-1 points but it was a bit overtly unruley to deal with, so 3-2-1 points will be it for this time.
    If you have room for another...

    3 point to the drop regiment,
    2 points to the sniper regiment
    1 point to the mechanized regiment.

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    RangerGuy

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    Default Re: Only War - Newbie Friendly

    My votes:

    3 Sniper
    2 Drop
    1 Grenadiers

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    PaladinGuy

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    3 for drop, 2 for armoured, 1 for grenadier

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    I think, despite my earlier comments, i shall vote...

    3 - Drop troopers
    2 - Post apocalyse Guerillas (with a Mortar!)
    1 - the Sicarian and their Leman Russ
    Thanks to Emperor Ing for the nice Avatar

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    If there's room for another:

    3 for grenadier, 2 for Drop Troopers, 1 for Snipers
    The Chaotic Evil Dungeon Master

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    SolithKnightGuy

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    3 Grenadier ( Essayons! First in! Last Out!)
    2 Mechanized (Cav leads the Way!)
    1 Drop Troops (Gory Gory what a helluva way to die!)

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    AssassinGuy

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    Six people having already voted... I think We'll cut it here for further votes.
    Jesus Christ, where did you all come from!?


    In any case here is the tally
    _____________________________

    Caliphiyan 199th Strategic Strike Regiment


    Necris Mortian 469th Grenadier Regiment
    1+1+3+3

    Nephunian 67th Guerrila Sniper Regiment
    2+3+2+1

    Paradynian 3rd Drop Troopers
    3+2+3+3+2+1

    Pilgrim Legionnaires 882nd Mechanised Infantry Regiment
    1+2

    Sicarian 21st Armoured Regiment
    2+1

    ..............................
    This all in all leaves the rankings as follows

    1st Place
    Paradynian 3rd Drop Troopers - 14 pts.

    2nd Place
    Shared between Nephunian 67th Guerrila Sniper & Necris Mortian 469th Grenadier Regiments - 8 pts. each.

    3rd Place (4th, technically?)
    Pilgrim Legionnaires 882nd Mechanised Infantry & Sicarian 21st Armoured Regiment - 3 pts. each.


    That makes it quite a clear victory for the Paradynian Drop Troopers. Cool. A regiment that is more of a supporting one that is called in via valkyries and skydives into their support positions... or ontop of buildings with enemies down on the streets. Heh... gonna be interesting.
    Since it's the Drop Troopers I'm gonna instantly say NO ogryns. They aren't made for that kind of entrance, much less actually capable of learning to make use of a gravchute to begin with. Same with Ratlings and their stunty growth making them less functional for such entrances.
    Anything else can more or less be accepted tho.


    I am still, as of yet, unsure where to start the game. Use the modified intro campaign from the rules, or go with another self-made first-campaign intro. I need some time for this at least.
    In the meanwhile, feel free to make a character, everyone. Please follow the standard rules for character creation and roll for stats. I'll allow the use of Pointbuy if your stat values are below such a value. Remember you have a re-roll for stat rolls and you can assign stat rolls where you wish, no enforcement on 'first roll is Weapon Skill', etc. etc.

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    Add image, or just write description.



    Movement
    Half:
    Full:
    Charge:
    Run:

    Wounds: /
    Fate Points: /

    Corruption: /100
    Insanity: /100

    Characteristics
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    WS:
    BS:
    S:
    T:
    Ag:
    Int:
    Per:
    WP:
    Fel:






    Skills
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    Skill- & Characteristics-oriented Effects
    (this space is meant for specific bonuses/penalties gotten from specific effects, just so it's easier to keep an overlook of it all)




    Talents
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    Weapons training
    (basically write in here what weapons your character is trained with, like: Chain, Plasma, Las, Primary... etc. etc)







    Abilities/Traits/Implants/Mutations & Malignancies
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    Equipment
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    Primary Ranged
    Weapon: , Class: , Range: m, Damage: , Type: , Pen: , RoF: //, Clip: /, Rld: , Weight: kg
    Special Qualities
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    Add them here for convenience




    Primary Melee
    Weapon: , Damage: , Type: , Pen: , Weight: kg
    Special Qualities
    Spoiler
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    Add them here for convenience




    Secondary Melee
    Weapon: , Damage: , Type: , Pen: , Weight: kg
    Special Qualities
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    Add them here for convenience





    Worn Armour
    Name:
    Armour Points:
    Locations:
    Weight:
    Special
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    None


    Gear
    Other gear goes here


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    Ammo
    Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.





    Experience
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    Total Exp:
    Spendable Exp:


    (add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

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    Background
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    Yes the backstory of your character can go here~


    Comrade Sheet
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    Name:
    Status:

    Description
    Add here

    Special Abilities
    Add here

    Awesome avatars:
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    Awesome dark heresy inquisitor avatar by Emperor Ing

    Gender bended avatar by Emperor Ing

    .... in her party dress, also by Emperor Ing

    Epic imperial Guardsman by The Architect


    Youtube Account:Here.

  30. - Top - End - #30
    Barbarian in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2018

    Default Re: Only War - Newbie Friendly

    Well I have more experience with Dark Heresy mostly as a tech priest lets hope I don't start talking like a member of the Machine Cult.
    Any objections from the DM for a tech Priest to join the squad?

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