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  1. - Top - End - #61
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Dec 2014
    Location
    Finland
    Gender
    Male

    Default Re: Only War - Newbie Friendly

    Been absorbing the rules and everything, been very busy. I'll roll stats and see what comes out

    WS: (2d10)[6]
    BS: (2d10)[12]
    Str: (2d10)[14]
    T: (2d10)[16]
    AG: (2d10)[7]
    INT: (2d10)[14]
    PER: (2d10)[16]
    WP: (2d10)[7]
    Fel: (2d10)[6]

    I'll save the re-roll for when I know what stats I'm going to want

  2. - Top - End - #62
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    May 2013
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    Default Re: Only War - Newbie Friendly

    Question: I’m looking at talents, and it seems I need to sink an incredible amount of xp into being able to dual wield effectively. Now, as a sergeant, I’d traditionally have chainsword and pistol. Question is, without the 5 talents I need to effectively use both at once, am I still able to have one in either hand, and use only one of the two per round effectively?

  3. - Top - End - #63
    Titan in the Playground
     
    AssassinGuy

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

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Etherion View Post
    Question: I’m looking at talents, and it seems I need to sink an incredible amount of xp into being able to dual wield effectively. Now, as a sergeant, I’d traditionally have chainsword and pistol. Question is, without the 5 talents I need to effectively use both at once, am I still able to have one in either hand, and use only one of the two per round effectively?
    Dualwield is for attacking with both weapons at the same time, without penalties. Like dual-wielding chainswords or going double-boltpistols, etc. you can carry a chainsword in your offhand (unless ambidextrous, cuz then there's no off-hand penalty for anything) and a laspistol in the other.
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  4. - Top - End - #64
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Etherion View Post
    I mean, if the weapons specialist dies, may as well do something with his weapon, right?
    I mean, I don't -plan- to die. Then again, this is Only War.

    Also, you can totally get better servitors out of the Shield of Humanity book as you gain more Logistics Rating.

  5. - Top - End - #65
    Titan in the Playground
     
    AssassinGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Janwin View Post
    I mean, I don't -plan- to die. Then again, this is Only War.

    Also, you can totally get better servitors out of the Shield of Humanity book as you gain more Logistics Rating.
    Correct on that.
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  6. - Top - End - #66
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Only War - Newbie Friendly

    Rolling up more statistics:

    Spoiler: Rolls
    Show
    Wounds: (1d5+10)[13]
    Fate points: (1d10)[9]
    Nature: (1d100)[36]


    Also! Part of our regimental kit is the bullpup lasgun and 6 charge packs, but as a sergeant I also get a las pistol. Am I correct in thinking that the 6 charge packs are usable for both? And if so, if I put the charge pack in a las pistol, it lasts half as long? (clip size 30 vs 60)

  7. - Top - End - #67
    Titan in the Playground
     
    AssassinGuy

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    Nov 2009
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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Etherion View Post
    Rolling up more statistics:

    Spoiler: Rolls
    Show
    Wounds: [roll0]
    Fate points: [roll1]
    Nature: [roll2]


    Also! Part of our regimental kit is the bullpup lasgun and 6 charge packs, but as a sergeant I also get a las pistol. Am I correct in thinking that the 6 charge packs are usable for both? And if so, if I put the charge pack in a las pistol, it lasts half as long? (clip size 30 vs 60)
    No, sadly not. that ammo is for Basic-size Las Weaponry. the clips for the laspistol are pistol-sized charge packs.
    However, any additional weapon you start with gets 2 additional clips of ammo.
    Since the bullpup lasgun is a Primary Weapon, your las pistol is also to be considered primary, so you can choose to have 4 charge packs for each (cuz of well-provisioned). It's befitting that you have the option for a chainsword and laspistol, but also the Lasgun itself for longer ranges.

    This also counts for any other sort of ammo. Grenades are designated if they are grenade launcher ammo or, well, handgrenades.
    Last edited by Hemnon; 2019-11-08 at 06:44 PM.
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  8. - Top - End - #68
    Dwarf in the Playground
     
    SolithKnightGuy

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    Oct 2019

    Default Re: Only War - Newbie Friendly

    Work in Progress

    Targe Umbo
    Spoiler
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    Bio
    Spoiler
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    Name: Targe Umbo
    Gender:Male
    Age:22
    Height:6’1”
    Weight:197lbs
    Demeanor:

    Regiment: Paradynian 3rd Drop Troopers
    Specialty: Storm Trooper


    Description
    Spoiler
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    Movement
    Half: 4
    Full: 8
    Charge: 12
    Run: 24

    Wounds: 13/13
    Fate Points: 1/1

    Corruption:0/100
    Insanity:0/100



    Characteristics
    Spoiler
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    WS: 30
    BS: 47
    S: 32
    T: 40
    Ag: 40
    Int: 31
    Per: 35
    WP: 29
    Fel: 23






    Skills

    Awareness (+10) 45
    Dodge 40
    Linguistics (Low Gothic) 31
    Medicae 31
    Navigate (Surface) 31
    Operate (Aero) 40
    Security 31
    Scholastic (Imperial Tactics) 31
    Stealth 40
    Survival 35

    Spoiler
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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

    Catfall
    Dead shot Eye
    Die Hard
    Quick Draw
    Rapid Reload
    Take Down


    Spoiler
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    Weapons training
    Las and Low tech







    Abilities/Traits/Implants/Mutations & Malignancies

    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.

    Spoiler
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    ---------------------------------------------------------




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




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








    Equipment
    Spoiler
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    Weapon: Bullpup Lasgun, Class: Basic, Range: 90m, Damage: 1d10+3, Type: E, Pen: 0, RoF: S/2/-, Clip: 60/60, Rld: Full, Weight: 3.5kg
    Special Qualities
    Spoiler
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    None


    Secondary Ranged
    Weapon: Hell-Gun, Class: Basic, Range:60m, Damage: 1d10+4, Type: E, Pen: 7, RoF: S/3/-, Clip: 30/30, Rld: 2 Full, Weight: 6kg
    Special Qualities
    Spoiler
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    None


    Tertiary Ranged
    Weapon: Frag Grenade, Class: Thrown, Range: 6m, Damage: 2d10, Type: X, Pen: 0, RoF: S/-/-, Clip: 1/1, Rld: -, Weight: 0.5kg
    Special Qualities
    Spoiler
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    Blast (3), Ogryn-Proof


    Cover Ranged
    Weapon: Smoke Grenade, Class: Thrown, Range: 6m, Damage: -, Type: -, Pen: 0, RoF: S/-/-, Clip: 1/1, Rld: -, Weight: 0.5kg
    Special Qualities
    Spoiler
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    Smoke (6)


    Primary Melee
    Weapon: Knife, Damage: 1d5+2, Type: R, Pen: 0, Weight: 1kg
    Special Qualities
    Spoiler
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    None


    Worn Armour
    Name: Imperial Guard Flak Armour
    Armour Points: 4
    Locations: All
    Weight: 11kg
    Special
    Spoiler
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    None


    Gear
    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 Survival Suit.
    1 Grav-chute.
    1 Photo-Visor.
    1 Respirator.
    1 Microbead.

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

    Ammo
    1 Hell-Gun Backpack
    6 Chargepacks
    2 Frag Grenades
    2 Smoke Grenades




    Experience
    Spoiler
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    Total Exp:300
    Spendable Exp: 0




    BS +5 100
    AGI +5 100
    -------------------

    Medicae 100

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








    Background
    Spoiler
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    Yes the backstory of your character can go here~


    Comrade Sheet
    Spoiler
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    Name: Gherhard Brentz
    Status: Unharmed

    Description
    Add here

    Special Abilities
    Add here
    Last edited by OnceUponAnAxe; 2019-11-12 at 05:40 PM.

  9. - Top - End - #69
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    May 2013
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    Canada
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    Default Re: Only War - Newbie Friendly

    Awesome, thanks!

    Also, WOW does it take a lot of XP to properly build a sergeant. Which, like, I guess makes sense, because sergeants should be experienced, but still. Since I don't have finesse, it takes 900 xp to ACTUALLY be able to dual wield, which is the worst bit, but then to get rid of the penalties it's another 200 for ambidextrous, then another 400 for sidearm.
    Also, it's quite sad: the only characteristic I have 2 aptitudes for is Toughness, which isn't even one of the recommended ones to boost for Sergeants.
    For now though, I settled on ambidextrous, bringing command from known to trained, bringing parry to known and boosting toughness once. Dunno how optimised that is, but we'll see.

    And, since I forgot to roll for comrade stuff, here we go:
    Spoiler: Comrade Rolls
    Show
    Gender: (1d2)[1]
    Name: (1d100)[55]
    Demeanor: (1d100)[11]


    OK everybody, I've got some really bad news. My character has the Joker demeanour, and my comrade has Boisterous. May the emperor have mercy on our squad.
    Last edited by Etherion; 2019-11-08 at 07:02 PM.

  10. - Top - End - #70
    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 Etherion View Post
    Awesome, thanks!

    Also, WOW does it take a lot of XP to properly build a sergeant. Which, like, I guess makes sense, because sergeants should be experienced, but still. Since I don't have finesse, it takes 900 xp to ACTUALLY be able to dual wield, which is the worst bit, but then to get rid of the penalties it's another 200 for ambidextrous, then another 400 for sidearm.
    Also, it's quite sad: the only characteristic I have 2 aptitudes for is Toughness, which isn't even one of the recommended ones to boost for Sergeants.
    For now though, I settled on ambidextrous, bringing command from known to trained, bringing parry to known and boosting toughness once. Dunno how optimised that is, but we'll see.

    And, since I forgot to roll for comrade stuff, here we go:
    Spoiler: Comrade Rolls
    Show
    Gender: [roll0]
    Name: [roll1]
    Demeanor: [roll2]


    OK everybody, I've got some really bad news. My character has the Joker demeanour, and my comrade has Boisterous. May the emperor have mercy on our squad.
    Hey it's not like you get a penalty for attacking with the sword. Think more about it being trained for deeper skilled complicated capabilities with shooting and striking with the sword in a fluid combat-functional motion. Otherwise there's penalties for trying to do so. You should still remember you're just above Greenhorn Fresh-founded folk, with only one prior campaign under the belt.
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  11. - Top - End - #71
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Hemnon View Post
    Hey it's not like you get a penalty for attacking with the sword. Think more about it being trained for deeper skilled complicated capabilities with shooting and striking with the sword in a fluid combat-functional motion. Otherwise there's penalties for trying to do so. You should still remember you're just above Greenhorn Fresh-founded folk, with only one prior campaign under the belt.
    That’s fair. How generous does this game tend to be with xp, assuming you actually survive missions?

  12. - Top - End - #72
    Titan in the Playground
     
    AssassinGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Etherion View Post
    That’s fair. How generous does this game tend to be with xp, assuming you actually survive missions?
    Depends on the amount of objectives that are completed, but think like 300-ish if missions are completed with only Primary Objective Completed. Additional secondary and tertiary objectives might give more. Same with special circumstances and RP above expectations.
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  13. - Top - End - #73
    Dwarf in the Playground
     
    SolithKnightGuy

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    Oct 2019

    Default Re: Only War - Newbie Friendly

    Would you accept two squad members of the same specialty? Like two weapons specialists?

    Would you allow a Stormtrooper to be a veteran/highly skilled trooper of the regiment?

    Can regular charge packs be used in a hot-shot las gun? How many shots would you get from an average pack?

  14. - Top - End - #74
    Barbarian in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2018

    Default Re: Only War - Newbie Friendly

    You know with the tech-priest not coming out the way I like it I think I am going to scrap him and just a guardsmen and sniper or shapshooter (see Hammer of the Emperor (note to self steal a long las.)

    Also, how would the GM feel about the possibility of a Blank in the unit ?

    unsing the errata.

    https://images-cdn.fantasyflightgame..._0%20WQFIN.pdf
    Last edited by Stormwolf69; 2019-11-08 at 11:28 PM.

  15. - Top - End - #75
    Titan in the Playground
     
    AssassinGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by OnceUponAnAxe View Post
    Would you accept two squad members of the same specialty? Like two weapons specialists?

    Would you allow a Stormtrooper to be a veteran/highly skilled trooper of the regiment?

    Can regular charge packs be used in a hot-shot las gun? How many shots would you get from an average pack?
    Yeah sure, no troubles there. just not multiple Sargeants and such.
    Stormtroopers are of course allowed. they are often the last survivor or one of the last survivors of a larger team, or spread out into the regiment. They are also allowed to be off another homeworld type if wished.
    No, they simply do not hold enough charge to power a hellgun's output. It uses a 'small' 10kg power backpack. I guess a Techpriest might be able to... well, 'jury rig' a collection of chargepacks to allow a minor-level shooting with chargepacks. You just need to find a techpriest willing to do something so close to tech heresy.

    Quote Originally Posted by Stormwolf69 View Post
    You know with the tech-priest not coming out the way I like it I think I am going to scrap him and just a guardsmen and sniper or shapshooter (see Hammer of the Emperor (note to self steal a long las.)

    Also, how would the GM feel about the possibility of a Blank in the unit ?

    unsing the errata.

    https://images-cdn.fantasyflightgame..._0%20WQFIN.pdf
    Well you're more than welcome to make another concept than a tech priest. Do remember that a Sniper is a more advanced Specialty that can be taken upon having improved to a certain level with the right, needed skills, talents, etc.

    Eh, Blanks.... I love them as a concept but... they'd not function well in a guard unit at all. Just take Jurgen as an example. Regimental Buttboy. Only cuz of Commissar Cain's hesitant acceptance of the situation, as well as the fact that Jurgen helps save him from an accidental front-smack into a horde of Tyranids. They tends to be killed before even reaching adulthood cuz of that aura of unnaturality and the fact that anyone with a minor level of psychic ability will have an instinctual HATE for that blank. I dun think the idea of one works well with an Imperial Guard game, compared to something like a Dark Heresy Game.

    Also where in that errata is blanks mentioned? Cannot find it at all.
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  16. - Top - End - #76
    Barbarian in the Playground
     
    WolfInSheepsClothing

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    Default Re: Only War - Newbie Friendly

    that is my mistake I was thinking the one for Dark Heresy radicals handbook. (just got thought double checking my self.) Ya and I am shocked that the imperial guard does not try breeding blanks as a weapon against psychic targets as search and destroy missions. but I also see the knife eared bastards (Eldar) trying to blow up what ever world such a program is placed on.

  17. - Top - End - #77
    Titan in the Playground
     
    AssassinGuy

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    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Stormwolf69 View Post
    that is my mistake I was thinking the one for Dark Heresy radicals handbook. (just got thought double checking my self.) Ya and I am shocked that the imperial guard does not try breeding blanks as a weapon against psychic targets as search and destroy missions. but I also see the knife eared bastards (Eldar) trying to blow up what ever world such a program is placed on.
    1. Anyone that knows about Blanks are inquisitors and close trusted acolytes... anyone else ends up mindwiped.
    2. They are about as rare among psykers, as psykers are amongst normal humans. It means a planet of a few billions, there might be 1-2 Blanks... if any at all to begin with. Also most of them tends to be dead before reaching adulthood.
    3. The Culexus Assassins are all Blanks and they tend to ensure any wider-known blanks ends up in their service.
    4. Blanks can't really be specifically bred. Kinda like you can't breed a psyker. It's a Gene yes, but it's one that comes as part of a micro mutation that allows the access to the warp (aka. a Psyker) where as a Blank does just the exact opposite.
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  18. - Top - End - #78
    Bugbear in the Playground
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    Default Re: Only War - Newbie Friendly

    Rolling those bones:
    (2d10)[2]
    (2d10)[17]
    (2d10)[9]
    (2d10)[14]
    (2d10)[3]
    (2d10)[10]
    (2d10)[12]
    (2d10)[10]
    (2d10)[14]
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  19. - Top - End - #79
    Bugbear in the Playground
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    Default Re: Only War - Newbie Friendly

    Reroll the 2
    (2d10)[19]
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  20. - Top - End - #80
    Ogre in the Playground
     
    PaladinGuy

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    Dec 2014
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    Default Re: Only War - Newbie Friendly

    My rolled stats seem to fit a heavy weapons guy, and as a newbie, I think I'll roll with that. My other potential concept was a newbie commissar, but we have a sergeant for a leader, and as inexperienced player, I don't really want to be in a leading position anyway.

    I'll make the final rolls for comrade, and my char's demeanour.
    Char demeanour (1d100)[9] Bilious - I might reconsider into something less toxic, since I do have a choice here
    Wounds: (1d5+10)[14]
    Comrade demeanour (1d100)[70] Psycho - promising...

    And re-rolling a 6 (2d10)[7]
    Last edited by Kallimakus; 2019-11-09 at 03:43 PM.

  21. - Top - End - #81
    Barbarian in the Playground
     
    WolfInSheepsClothing

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    Default Re: Only War - Newbie Friendly

    Work in progress could someone pleas double-check.

    Robertus, Edmund Blackadder

    Spoiler
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    Bio
    Spoiler
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    Name: Robertus, Edmund Blackadder
    Gender: Male
    Age: 26
    Height: 6 feet 4 inches
    Weight: 230 Lbs
    Demeanor: Loyal

    Regiment: Paradynian 3rd Drop Troopers
    Specialty: Weapon Specialist


    Description
    Spoiler
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    Movement
    Half: 3
    Full: 6
    Charge: 9
    Run: 18

    Wounds: 13/13
    Fate Points: 5/5
    Corruption: 0/100
    Insanity: 3/100

    Characteristics
    Spoiler
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    WS: 14+20=34
    BS: 17+20 +5+3 =45
    S: 11 +20= 31
    T: 11 +20 =31
    Ag: 12+20+3=35
    Int: 14+20 = 34
    Per: 8+ 20 = 28
    WP: 11+20= 31
    Fel: 9+20-3= 26






    Skills
    Spoiler
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    Athletics ,
    Common Lore (Imperial Guard, War).
    Awareness,
    Linguistics (Low Gothic),
    Navigate (Surface),
    Operate (Aeronautica),
    Survival.


    Skill- & Characteristics-oriented Effects



    Talents
    Spoiler
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    Catfall, = Reduce falling damage.
    Deadeye Shot, = Reduce penalties for ranged called shots.
    Die Hard. = Improves chances of surviving Blood Loss
    QUICK DRAW = Draw weapon as Free Action.
    rapid reload. = Reduce reload time



    Weapons training
    (basically write in here what weapons your character is trained with, like: Chain, Plasma, Las, Primary... etc. etc)
    Weapion Training Las, Launcher, Melta, Use Weapon Group without penalty.








    Abilities/Traits/Implants/Mutations & Malignancies
    Spoiler
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    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 has been marked as a supply priority by the
    Munitorum, keeping them well-supplied with ammunition,
    food, medical equipment, and other consumables. Well provisioned
    regiments tend to be those expected to face the
    worst of the fighting, with regular resupply to allow them to
    remain at fighting strength for far longer.

    Standard Regimental Kit: 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.



    Scarred by Loss
    This regiment has suffered extreme casualty rates in
    recent memory, and a large portion of its active troopers
    are survivors of terrible battles that caused its numbers to
    dwindle dangerously low. Even if it has been reinforced by
    a new founding or by being combined with another understrength
    regiment, the physical and mental scars of the
    losses remain in its troopers. Soldiers from such regiments
    often find themselves irritable, distracted from sleep and war
    alike by memories unbidden.

    Mental Trauma: Members of this regiment beging play with 1d10 Insanity Points. Any time that a member of this regiment fails a Willpower-based Test by three or more Degrees of Failure, he becomes lost in traumatic recollection and is Stunned until the end of his next Turn.
    ---------------------------------------------------------




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




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








    Equipment
    Spoiler
    Show



    Primary Ranged
    Weapon: Bullpup Lasgun, Class: Basic, Range: 90m, Damage: 1d10+3, Type: Las, Pen: 0, RoF: S/2/-, Clip: 60/60, Rld: Full, Weight: 3.5kg
    Special Qualities
    Spoiler
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    Lasgun Variable Setting: The M36 Lasgun has a variable setting option, allowing it to fire higher-powered bursts. It may be changed to overcharge mode, dealing +1 Damage, but using two shots worth of ammunition per shot fired. Further, the lasgun may be changed to overload mode, dealing +2 Damage and gaining +2 Penetration. In this case, the lasgun uses four shots of ammunition per shot fired, loses Reliable, and gains Unreliable.

    RELIABLE
    Based on tried and true technology, Reliable weapons seldom
    fail. Reliable weapons only jam on an unmodified hit roll of
    00. Reliable weapons with the Spray Quality, or which do
    not make hit rolls, never jam



    Secondary Ranged
    Weapon: Grenade Launcher ,Range 60 Damage: See ammo, Type: Luncher , Pen:0 , Weight:12 kg
    Special Qualities Reliable
    RANGED WEAPON CRAFTSMANSHIP = Good
    Spoiler
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    Add them here for convenience


    Primary Melee
    Weapon: Knife, Damage: 1d5+2, Type: R, Pen: 0, Weight: 1kg
    Special Qualities
    Spoiler
    Show

    Add them here for convenience




    Secondary Melee
    Weapon: , Damage: , Type: , Pen: , Weight: kg
    Special Qualities
    Spoiler
    Show

    Add them here for convenience





    Worn Armour
    Name: Scissix Pattern Imperial Guard Flak Armor
    Armour Points: 4
    Locations: All
    Weight: 10
    Special
    Spoiler
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    Light Construction: Decrease the item’s weight by 1 kg (to a minimum of 0.5 kg).
    Forgotten Construction: Characters suffer a –30 on Tech-Use or other Skill Tests to repair this item
    should it be broken or damaged.


    Gear
    Other gear goes here
    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 Scissix Pattern Imperial Guard Flak Armor
    1 Survival Suit.
    1 Icarus Pattern Gravchute. (see below)
    1 Photo-Visor.
    1 Respirator.
    1 Microbead..

    Icarus Pattern Gravchute
    Wide Distribution: Logistics Tests to acquire this item gain a +10 bonus in addition to any
    other modifiers.
    Durable: Whenever this item would be badly damaged or destroyed, roll 1d10. On a result of 6 or
    higher, it survives the event largely unscathed thanks to its rugged construction.
    Forgotten Construction: Characters suffer a –30 on Tech-Use or other Skill Tests to repair this item
    should it be broken or damaged.
    This pattern of Gravchute belongs to a very old and sturdy pattern of Gravchutes that is relatively easy to manufacture due to the mostly-intact STC pattern used, however the intricate parts within the Gravchute is extreme hard to deal with since the knowledge of the inner workings for it has been lost. Luckily the rugged and durable design means that it is primarily easily-replacable outer-parts than can be swapped out without issue that gets damaged, even when hit with the explosive force of a frag missile.

    Scissix Pattern Imperial Guard Flak Armor
    Light Construction: Decrease the item’s weight by 1 kg (to a minimum of 0.5 kg).
    Forgotten Construction: Characters suffer a –30 on Tech-Use or other Skill Tests to repair this item
    should it be broken or damaged.
    This pattern of Imperial Guard Flak Armor hails from a minor forgeworld called Scissix that was settled by the mechanicus after having found the fractured remains of an STC, and it's only recently (relatively speaking, think a few hundred years) that the STC has been re-assembled to a functional level. The surprising part is that the STC produces Flak Armor of the same model format as Imperial Guard Flak Armor, and due to the use of the production method that is wholey ill-understood even by the Forgeworld's Mechanicus leadership, it is very hard to deal with actual repairs of the Flak Armor itself outside the forges. The positive thing is however that the way the Flak Armor is created, ensures a more lightweight final product without any loss of protective capability.
    -------------------------

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

    2 Frag Grenades (Hand).
    4 Krak Grenades (Hand).
    2 Smoke Grenades (Hand).
    8 Chargepacks (Basic).
    2 clips of Frag Grenades (Grenade Launcher).


    Experience
    Spoiler
    Show


    Total Exp: 600 Exp
    Spendable Exp: 550


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

    -------------------
    ARMSMAN 250
    HAIL OF FIRE 300


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








    Background
    Spoiler
    Show

    Robertus, Edmund Blackadder was born to a very rich merchant family, they are very close to nobility. Where he was Born as the second son trained as the second son for war. Where as the firstborn was the pampered Prince. With his younger brothers being treated worse.

    In the PDF He was an officer. The main reason the is now a normal Grunt Guardsman was because of he name. and they are thinking that it was something that was something bought and paid for, by his merchant dynasty. He will have to earn his rank form the bottom like everyone else.
    When a day later he was shown the report of his older brother’s and fathers’ death, and that his younger brother will become Lord Blackadder. There was no response other then a saying “Cleaver Basterd.”

    When it came to one of the exercises, he did show some leadership under fire. When a heavily armoured servitor he quickly recognised it as hostile as the targeting light came on. He ordered everyone to find cover and take it down. little did he know that they could not with there weapons and the tough armour of the servitor.

    The Regiment (along with 2 others) were on a transport ship, approaching a planet when under attack by some other space-vessels that is officially stated as 'unknown', at least for the menial guardsman. The campaign on the planet itself for harsh cuz harsh losses from a lot of people not reaching relief-escape pods or the transport carriers before the transport ship was cored out and more or less turned into a drifting, dead, hulk. With the regiment going form 750K in solders down to 600K.



    Comrade Sheet
    Spoiler
    Show

    Name: Luna
    Status: Unharmed

    Description
    Spoiler: Description
    Show


    Special Abilities
    ARMSMAN
    Type: Passive
    Cost: 250 xp
    Effect: The Weapons Specialist is a master in the use of many weapons, and often needs different ones for different
    situations. His Comrade carries all of the necessary weapons with him, keeping them ready for the Weapons Specialist
    when the time comes. As long as his Comrade is in Cohesion, the Weapon Specialist may switch to any of his weapons
    as a Free Action.
    HAIL OF FIRE
    Type: Order (Half Action)
    Cost: 300 xp
    Effect: With just a look, the Weapon Specialist signals his Comrade to lay down a coordinated hail of fire. If the
    Weapon Specialist’s Comrade is in Cohesion, all of the targets of the Weapon Specialist’s attacks this Turn must take a
    Challenging (+0) Pinning Test or become Pinned (see Pinning on page 254).


    * post roll count doesn't match database
    Last edited by Stormwolf69; 2019-12-03 at 12:58 PM.

  22. - Top - End - #82
    Bugbear in the Playground
    Join Date
    Apr 2007
    Location
    Madison, WI
    Gender
    Male

    Default Re: Only War - Newbie Friendly

    How would people feel about a 4th weapon specialist? They are the most prevalent type of guardsmen
    Otherwise I'm not sure what kind of character I want to make
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  23. - Top - End - #83
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    May 2013
    Location
    Canada
    Gender
    Male

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by boj0 View Post
    How would people feel about a 4th weapon specialist? They are the most prevalent type of guardsmen
    Otherwise I'm not sure what kind of character I want to make
    I've got no problem with more weapon specialists. We have a medic, it's not like we need an operator (I don't think so at least), I'm a sergeant, and I think someone said they wanted to be a heavy? Basically, aside from the fancy specialities, we've got a decent spread.

    Side note, while we wait for characters to be made and campaigns to be prepped, I'd like to pose a question: Which of the many enemies of the imperium are each of you most excited to face off against? Personally, I'd like to see how we'd fare against some nids, always found them to be interesting.

  24. - Top - End - #84
    Barbarian in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2018

    Default Re: Only War - Newbie Friendly

    well if you guys want me could make convert him to a stormtrooper and say he is from a grenadier that got almost whiped out last mission. But also I wonder what heavy weapons your heavy will pick as I know the auto cannon is not the best all-rounder that being the missile launcher.

  25. - Top - End - #85
    Dwarf in the Playground
     
    SolithKnightGuy

    Join Date
    Oct 2019

    Default Re: Only War - Newbie Friendly

    im stuck waffling between a weapon specialist and storm boy.

  26. - Top - End - #86
    Titan in the Playground
     
    AssassinGuy

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

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Stormwolf69 View Post
    well if you guys want me could make convert him to a stormtrooper and say he is from a grenadier that got almost whiped out last mission. But also I wonder what heavy weapons your heavy will pick as I know the auto cannon is not the best all-rounder that being the missile launcher.
    There's also individual storm troopers sprinkled through imperial guard regiments. So he wouldn't need to be from another regiment in any way shape, or form.
    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.

  27. - Top - End - #87
    Barbarian in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2018

    Default Re: Only War - Newbie Friendly

    I think I will stay the way he is (Unless there is a mistake ) and consider getting spotter and keep en eye out for useful attachments or long las on the battlefield. and with a BS of 45, there are good odds of me hitting whatever I am at as is.

  28. - Top - End - #88
    Bugbear in the Playground
    Join Date
    Apr 2007
    Location
    Madison, WI
    Gender
    Male

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by Etherion View Post
    I've got no problem with more weapon specialists. We have a medic, it's not like we need an operator (I don't think so at least), I'm a sergeant, and I think someone said they wanted to be a heavy? Basically, aside from the fancy specialities, we've got a decent spread.

    Side note, while we wait for characters to be made and campaigns to be prepped, I'd like to pose a question: Which of the many enemies of the imperium are each of you most excited to face off against? Personally, I'd like to see how we'd fare against some nids, always found them to be interesting.
    Yeah, since drop troops don't fly themselves, operators aren't super necessary (unless you need their tools for breaching/hacking). It might be neat to play a game of guardsmen filled with regular guards, as opposed to 40k D&D that happens when you double down on specialists.

    For interesting things to fight, I have yet to ever fight traitors or non-Chaos rebels; (also I want to take the shotgun with my specialist kit, and all those xenos are so dang tanky)
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  29. - Top - End - #89
    Barbarian in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2018

    Default Re: Only War - Newbie Friendly

    Given that we are drop troops we could be used like AIR CAV and find our selves in a mission smilier to the Battle of Ia Drang in the Vietnam war. Just pulling inspiration from History.

  30. - Top - End - #90
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    May 2013
    Location
    Canada
    Gender
    Male

    Default Re: Only War - Newbie Friendly

    Quote Originally Posted by boj0 View Post
    Yeah, since drop troops don't fly themselves, operators aren't super necessary (unless you need their tools for breaching/hacking). It might be neat to play a game of guardsmen filled with regular guards, as opposed to 40k D&D that happens when you double down on specialists.

    For interesting things to fight, I have yet to ever fight traitors or non-Chaos rebels; (also I want to take the shotgun with my specialist kit, and all those xenos are so dang tanky)
    I also kinda want to do a more or less regular guardsman run of this, sounds fun. Of course, I’ve always been a fan of high risk games.
    And ya, I feel shotguns would be pretty good against traitor guard

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