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Only War
They are the thin line that protects mankind. They are the Imperial Guard.
Moderator: FFG Andy FischerFFGMark Topics: 392 | Posts: 4629
100 Regiments for Only War
Published on 08 June 2012 - 09:28:24
Page 5 of 6 (86 messages) « First page... 3 4 5 6 ...Last page »
Reply #61 | Published on 18 December 2012 - 01:09:09
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WittyDroog said:

(57)

Enjoy a nice PDF here, because I'm a special snowflake. It's different than this format here so take a look.

New Corbos State Police Division

Homeworld: New Corbos, heavily populated Hiveworld in the Mordant Zone. Disconnected from many systems, it's the home of many human and xenos civilians living together in cramped conditions.

Military Specialty: Police Special Task Force

Order of Battle: The department is stretched thin, only 5,000 active officers at a time who work in small task groups no more than ten men (though multiple groups operating in the same mission is normal). They primarily operate in close-quarters assault in the tight confines of the Hive, kicking down doors and searching rooms. They fight with a combat shotgun, stub automatic and riot sheild combination, and occasionally their night stick when combat gets close.

Commanding Officer: Lord Chief Arnold Hoch, Master of Operations.

History/Summary: Refer to attached PDF.

Miscellaneous: Due to their cramped and high specialized force, the NCSPD does not employ all the positions normally found in the Imperial Guard. As such the only avaliable careers include Medic, Operator, Sergeant, and Weapons Specialist. Furthermore the only vehicles offered by the Division are much smaller armored transports than the traditional Chimera due to the tight corridors of the Hive, other vehicles such as Leman Russes simply don't exist on the planet (at least legally)

Adventure Hooks: Basically take any mission you would use in the Judge Dredd RPG and apply here. You can think about intense SWAT team missions and up the ante. Even movies like The Raid: Redemption could be good mission fodder.

RPG Notes: This was basically my way of trying something different. I'm a huge fans of games like Judge Dredd and so this was my way of making a regiment as close to the functions of how I personally veiw the Adeptus Arbites while adding in some unique flavor of my own.

 

 

Want to hear something fun? If the rules haven't changed from the Beta, then you can make your standard kit have Carapace Armour and Combat Shotguns.

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #62 | Published on 18 December 2012 - 01:26:14
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Plushy said:

Want to hear something fun? If the rules haven't changed from the Beta, then you can make your standard kit have Carapace Armour and Combat Shotguns.

 

Well there's no doctrine in the release book that allows carapace armor, you'd have to get it with the generic "Add a Rare Item to the Kit" option which was A) too expensive for what I wanted to do and B) didn't fit into the mindset I wanted to see this play out in missions. Basically they use outdates Arbites equipment which doesn't provide the same level of protection, facilitating the need to use their shield and tight formations carefully.

 

Just different strokes, wouldn't want carapace anyway.

Without Signature

Reply #63 | Published on 18 December 2012 - 02:43:16
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WittyDroog said:

Plushy said:

 

Want to hear something fun? If the rules haven't changed from the Beta, then you can make your standard kit have Carapace Armour and Combat Shotguns.

 

 

 

Well there's no doctrine in the release book that allows carapace armor, you'd have to get it with the generic "Add a Rare Item to the Kit" option which was A) too expensive for what I wanted to do and B) didn't fit into the mindset I wanted to see this play out in missions. Basically they use outdates Arbites equipment which doesn't provide the same level of protection, facilitating the need to use their shield and tight formations carefully.

 

Just different strokes, wouldn't want carapace anyway.

 

Yeah, that's what I meant.

I get what you mean. The game is little fun when everyone starts off great. It can still be a fun exercise, though.

For example: Penitent + Line Infantry with a few other choices and you can make a Sisters of Battle regiment. Only allow Weapon Specialists, Heavy Gunners, Medics, Commissars, and Priests and you're set.

Do Schola Progenium + Drop Troops with Carapace and  you can make Storm Troopers.

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #64 | Published on 18 December 2012 - 03:07:16
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I'm actually playing around with the idea of Penitent Drop Troops to represent a band of self-proclaimed Martyrs that will drop into areas the Imperium otherwise decides to ignore, not because of any particular other group, just because I think a bunch of purity seals flapping in the wind would be neat.

 

Also, a drop troop priest sounds TOO much fun.

Without Signature

Reply #65 | Published on 31 December 2012 - 09:51:10

(58)

Franky's Freebootaz (Formerly 43rd Orcus Indentured)

Home-world: Orcus (Penal Colony)

Military Speciality: Xeno specialist Infiltrators

Order of Battle: Approximately 3500 infantry remaining guardsmen in 27 companies, with numerous, often unsanctioned, vehicles in support. (Line Infantry).

Commanding Officer: Major Francisco Amaritt (Maverick)

History/Summary: After the Margin Crusade was disbanded the Imperiums General Staff were left with some harsh decisions with what to do with the engaged forces. Forces en route were redirected to the newly formed Spinward front, and others were funnelled into a crusade in the Jericho reach. Many regiments however were far too involved to pull back, they had seen too much to be sent to another front and were too far forward to pull back. Most of these regiments were left to their fate to act as a rear guard to pull back other units.

The 43rd Orcus Indentured, which was raised from a penal colony in the Halo star region just beyond Calxis, was given a life line by the Inquisition. In a desperate last minute bid by the Ordo Xeno's they were ordered to scrub imperial identifiers and were given to a Blood Axe Warlord by the name of Gubrag 'Face Smasher'. The 43rd was selected for this role because it would not be missed and they would not would not have qualms about having them fired on by Imperial forces.

Gubrag made a deal with an Ordo Xeno's inquisitor posing as a local planetary consortium diplomat. In return for the regiment the consortium would not be attacked by Gubrag's forces. The Inquisition fully expected to the Gubrag to renege on this deal, but the Inquisition new that the consortium was doomed at some point and that Gubrag would likely not attack while the gifted troops represented a large portion of his forces as they would likely turn on him. This would give the consortium time to prepare defences and Imperium time to pull back its forces while at the same time bolstering Gubrag's forces and allowing them to take on other Ork warlords.

The plan worked, to a degree, they defeated numerous other Ork warbands but eventually they were confronted by a massive gathering waaarrgghh. Major Francisco spotted his chance and his Freebootaz took the last opportunity to steal a Killkroozer and escape. Rather than have them killed for desertion the Inquisition took the opportunity to debrief major commanders about the disposition of Ork forces and used their experience fight the green tide coming it's way.

Miscellaneous: The 43rd is a disorganised, ill-disciplined and downright kleptomaniac regiment. Fellow guard regiments hate them but Frankies Freebootaz exist only to survive now, that was a hard lesson learned from their time with the Orks and their habits of intimidation and looting are dying hard.

Their support gear and vehicles have been obtained from numerous sources across thousands of light years. Weapons and vehicles that were easy to maintain and resupply were the order of the day. They often use and staggering variety of solid projectile weapons although the simple logistics of the ubiquitous lasgun meant it was used throughout their mission.

Adventure hooks: The Inquisition has arranged for some the 43rd's troops to be farmed out to another Blood Axe warlord as spies. It has been arranged through a rogue trader.

RPG system notes:

Yay i've finally got the MRB:

Characteristic Modifiers: Strength +6, Toughness +3, Intelligence -3.

Skills: Intimidate, Linguistics (low gothic), Forbidden Lore (Xenos, Orks), Hatred (Orks).

Starting Talents: Resistance (Fear),

Abilities:

One of da Boyz (unique, replacing Honour Amongst Thieves): May take Peer (Orks) or Peer (Inquisition) or Street Fighter.

Larcenous: +10 to logistics to acquire illegal or contraband gear.

Scum and Villainy, only 15 pts for standard kit.

Starting Wounds: +1

Kit: M36, 4 Charge packs (MW), Imperial Guard flak armour, 2 frag and 2 krak grenades, Guard Uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, cognomen tags, two weeks rations, choppa (sword or axe), autopistol or stub-auto and two clips, one defaced gaudily coloured free-boota uniform.

Doctrines: Favoured Foe, Scavengers

Favoured weapons: Grenade Launcher, Autocannon.

Without Signature

Reply #66 | Published on 31 December 2012 - 12:30:28
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444th Vespan Homeguard

Homeworld:

Vespa, Centarian Sector, Segmentum Solar

Military Speciality:

Line Infantry

Order of Battle:

20,000 infantry, moderate armor and artillery support.

Commanding Officer:

Lord Colonel Prag Devros

Favored Weapons:

Boltgun, Man Portable Lascannon

History:

Vespa is a blessed planet, located close to Holy Terra and well known for its rolling hills and beautiful scenery. A pleasure planet in every sense of the world, it benefits greatly from the dignitaries that vacation there. The planetary governor has wealth beyond measure, taken from the taxes on the exorbitant fees he charges visitors. The governor’s one dislike is the tithe in bodies he must make to the Imperial Guard every twenty years. Using his immense influence he does make sure Vespan soldiers are the most well armed and well provisioned units on any front. The Vespan Homeguard is one of the few armies that does return to its home world after a set number of years, where upon a new regiment is tithed.

As a fighting unit Vespans do not stand out apart from other units. They have no special units they call their own, no unique piece of war gear that only they possess. What they do have in abundance is gear. The flak armor they wear is custom fit for each soldier. Instead of the cheaply made lasgun they are supplied with boltguns purchased for them from Forge Worlds nearest to their front. They have ammunition and food plenty, even when not on the front line. Even their basic kits include rarer items like microbeads for entire units, photo visors and respirator masks. Requisitioning extra equipment is rarely a problem for them because of their connections.

Most other regiments tend to view Vespan infantry as elitist fops because of the favors they are provided. This view is skewed mainly out of jealousy, the 444th has proven to be adequate on the front line. Vespan soldiers have learned quickly the best way to instill camaraderie amongst the other regiments is to share in their bounty. While this is actively discouraged by the Commisariat, the Vespans do have a lot of influence with other regiments because of their wealth.

Misc: Vespans are a High Born, well provisioned regiment. Their officers are politically connected and their soldiers are given gear other Imperial Guard can only dream of. The regiment has gotten a reputation as wheelers and dealers because of their habit of trading away extra gear for favors and needed supply. While no slouch in combat, they haven’t exactly stood out in the stories of bravery.

Adventure Hook:

Thinking the Vespan Homeguard a soft target, a major Dominant offensive tries to overwhelm them with the spearhead of the attack. The Homeguard will need to prove they aren’t paper tigers to repulse the assault.

Without Signature

Reply #67 | Published on 03 January 2013 - 01:56:34

(60)

9th Kaldaninan Hunters  

Type: Reconnaissance Regiment

Current Deployment: Jericho Reach, Acheros Salient, Cellebos Warzone.

Background:

Hailing form the Imperial world of Kaldania, the Hunters are amongst the finest reconnaissance troops in service of the God-Emperor.

Kaldania is a small Feral World in the Sancilla sector of Segmentum Tempestus. A world of vast green plains, huge forests and deep blue oceans. The planet is ruled by a Collective Council of the seven most powerful families, and every man, woman and child is schooled in the Imperial Creed and fully understands the sacrifice needed to uphold the dominion of mankind.

I the year M40.984, the planet fell under attack from the Blight-Lord Zyril, and a plague caused more than 86% of the population to turn into Mutants to serve the Dark Gods. This is known on Kaldania as “The Purge of the Weak”. The remaining populace took up arms, but lacking the strength to battle the enemy head-on, they adopted a hit-and-run tactic striking at enemy weak points, and taking out the leaders of the enemy. This tactic was deployed to such efficiency, that the enemy forces never could establish a foothold on Kaldania. When the Imperial Navy arrived with reinforcement, enemy was so weakened by the continuous hit-and-run tactics employed by the remaining Kaldanians, that very little resistance was met. The plague was purged, and thanks to the hard resistance of the Kaldanians, the plant was once again in Imperial hands. 

To this day every Kaldanian is taught to be extremely wary of any signs of mutations, and to deal with any such signs without mercy or remorse. Due to the fact that the surviving populace during the “The Purge of the Weak” was in fact exceedingly resistant to mutation, and all Kaldanians are descendant form these survivors, Kaldanians have a high resistance towards mutation.

Commanding Officer: Colonel Vayman Lantier

Beloved and admired amongst his men for his bravery and for his ability to lead form the front, Colonel Vayman Lantier is a middle-aged man and oldest son of Hector Lantier, one of the seven representatives in the Kaldanian Council. Vayman is a strong believer in the Imperial Creed, and considers is an outstanding honour to die in the name of The God-Emperor…..but in vain. Always seeking to lead his man by example, he is prone to make sudden changes in battle plans, and expects his men to be ready for this at all time. Colonel Lantier has a reputation for being rather quick to anger, and subsequent making hasty changes to plans.

Battle Tactics: Reconnaissance, sabotage, disruption of enemy morale, operations behind enemy lines.

Special: Each squad is given its own Chimera transport.  

 

Playning a Kaldarian Hunter:

Characteristics modifiers: +3 Agility, +3 Perception

Starting Aptitudes: Toughness

Blessed Ignorance: -5 to all Forbidden Lore (Int) tests

Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Awareness

Starting talents: Hatred (Mutants), Rapid Reaction, Combat Sense, Resistance (Mutation)

Wounds: Normal

Standard Regimental Kit: 1 Las Carbine (Main Weapon) with 2 clips, 1 set of poor weather gear, 1 knife, 1 flak vest, 1 rucksack, 1 set of basic tools, 1 messkit, 1 water canteen, 1 blanket, 1 sleeping bag, 1 rechargeable lamp, 1 grooming kit, 1 Primer, 1 pair of Magnoculars, 1 Chameleoline Cloak, , 4 weeks of rations,1 micro-bead, 1 Munitorum Manual, 1 Crono, 1 Auto Pistol and 2 clips (Sidearm)

Favoured Weapons: Long Las, Heavy Stubber

www.ordoxenos.org

Reply #68 | Published on 15 January 2013 - 17:15:47

 

Here's the first of my regiments, Balogun's Irregulars, along with rules for their standard weapon of choice, the Mk III Agranus lasrifle.
 
 
 
Imperial world (1 point)
CO: maverick (2 points)
Regiment type: Light Infantry (2 points)
Training doctrines: iron discipline (3 points)
Special Equipment: scavengers (3 points)
 
 
standard kit upgrades: (32 points)
replace las carbine with Mk III Agranus lasrifle-5
Add stub revolver and 12 bullets-3
Additional uniform-2
Additional dress uniform-5
Advanced medikit to squad-15
Chrono-2
 
 
 
REGIMENT RULES
 
Characters belonging to the regiment gain the following advantages:
Characteristic modifiers: +3 willpower, +3 Ballistic Skill +3Agility, -3 Toughness
Starting Aptitudes: Willpower
Starting Skills:Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Navigate (Surface)
Starting Talents: Blessed Ignorance, Kill the Mutant, Resistance (Fear) , Sprint
Wounds: Characters from this Regiment generate starting Wounds normally
Standard Regimental kit: Steel Helmet (counts as flak helmet) 2 Uniforms, 1 dress uniform, 1 fur lined waterproof poncho, Mk III Agranus lasrifle, 4 charge packs, bayonet, stub revolver, 12 bullets, 2 frag grenades, 2 smoke grenades, chrono, cuirasse (counts as flak vest) , rucksack, tools, mess kit, water canteen, blanket, lamp pack, grooming kit (with straight razor), ID ring with Balogun Dynasty crest, 
Primer, rations.
 
Favoured Weapons: Meltagun, heavy stubber
 

Mk III Agranus lasrifles

These elderly weapons are the signature armament of the Balogun irregulars. Produced in ancient times by the lost forge world of Agranus, their internal mechanisms are similar to the ubiquitous M36 pattern Lasgun, though with different power settings. The weapon is mounted within a long, elegant Taalwood frame, bound with strong brass hoops. It is a robust and accurate weapon, with slightly improved accuracy at long range than the M36, though it tends to burn through standard power packs at a faster rate than normal lasguns, effectively giving the operator fewer shots. Furthermore, it is notoriously difficult to reload under stress: the power pack must be locked into place and extracted with a small integral screw. Many users have died while frantically attempting to lock a fresh Powerpack into the weapon during the course of a battle.
 
Name: Mk III Agranus lasrifle
Class: Basic
Range: 120m
RoF: S/-/-
Dam: 1d10+3E
Pen: 0
Clip: 45
Rld: 2Full
Special: Reliable
Wt: 4.5kg
Availability: Scarce

The mind is its own place, and in itself, can make a Heaven of Hell, a Hell of Heaven.

www.smallstepsforsophie.org.uk

Reply #69 | Published on 19 January 2013 - 09:50:38
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Tarvorian 239th

Homeworld:Tarvor VI (death world),Lanor system, Attila subsector, Ultima Segmentum.

Military Specialty:Heavy Orbital Shock Infantry

Order of Battle: 70000 guardsman in 5 companies of 14000 guardsman each with a support element of 1,400 Valkryies and 200 leman russ tanks of various types.

Commanding Officer: Colenol Antiron Elor Drask

History:Raised in 992.m41 on Tarvor VI whith a nominal strength of 2000000 men immediatly deployed to the Damocles Gulf crusade. Quickly developed a reputation for bravery by securing a landing sight although the Tau inflicted 30% casuilties they were driven back and all the remaining guardsman got a reward for bravery.Continues to fight in the crusade despite taking 80% casuilties. Marked as veteran in 998.m41.Notably saved the Mordian 61st, 2nd army and the Legio Tryanus in an ambush by orks

Miscelanious:Note that few if any Tarvoran guardsmen keep their uniform standard and modify it with bits taken,stolen or otherwise aquired from other regiments. They also take dead comrades dog tags to remember them by and ensure their soul doesnt wither away and die and therefore not get to the golden throne

Without Signature
Reply #70 | Published on 25 January 2013 - 15:52:24

The company my playtest group built:

(63)

 

Irvine Regiment (Imperial World, Choleric Commander, Mechanized Infantry, Sharpshooters, and Augmetics)
Characteristic Modifiers: +3 to Willpower, +3 Agility, -3 Perception, and +3 to any one other (not Willpower) Characteristic.
Aptitude: Ballistic Skill
Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Operate (Surface)
Talents: Deadeye Shot, Rapid Reaction, Rapid Reload
Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe all too likely find malefic beings looking back at them. Their wise blindness imposes a -5 penalty on all Forbidden Lore (Int) Tests.
Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutant).
Standard Kit: One M36 lasgun and four charge packs per PC (Main Weapon), one suit of Imperial Guard flak armour per PC, two frag grenades and two krak grenades per PC, Photo-Visor, Microbead, and Targeter. 1 Crono and 1 ration Recaf , per PC. One Chimera IFV per Squad. The regiment gains an additional +10 on all Logistics Tests made to obtain bionic replacements and implants.
 
Chimera
Hull Mounted Heavy Bolter
Turret Mounted Autocannon
Pintle Mounted Storm Bolter
Reply #71 | Published on 08 February 2013 - 18:39:31

(20) So, this is my put together for one of the regiments I posted earlier in this thread, prior to getting the book.

 

21st Patrie 'Kings Own Musketeers'

Home-world: Imperial World 1 (with Kill the Mutant replaced with Kill the Ork)

Regiment Type: Aeronautic Infantry 4

Commander: Fanatic 2

Doctrines: Hardened Fighters 2, Warrior Weapons 3

 

Characteristic Modifiers: +3 Willpower, +5 Weapon skill, +3 Agility, -3 Fellowship

Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics Low Gothic, Operate (Aeronautica), Parry

Starting Talents: Hatred (Orks), Hip Shooting, Street fighting, Unshakeable Faith

Abilities:

Blessed ignorance

Kill the Ork: After decades of bloody war against the Ork horde they have since become like boogie men, every child is taught to despise the Orks and destroy them where ever they are found.

Starting Wounds: Normal

Kit: Las-Pistol with 2 charge packs per person, guard flak armour per person, 3 frag grenades and 3 smoke grenades per person, clip harness per person, respirator per person, 1 Valkyrie per squad, guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, cognomen tags, two weeks rations, uplifting primer, 1 Valkyrie per squad.

Additional Kit: Best quality mono sword per person, Dress uniform (with incredibly fancy hat and cloak) per person, 1 Micro-bead per squad (assuming 2 points), 1 demolition charge per person, 1 bottle or flask of Châteaux Armurerie (and cheap fruit based alcoholic beverage, often made locally to the battlefront, in the style of the favoured beverage on Patrie).

Favoured Weapons: Grenade Launcher, Heavy Flamer

So Aeronautic infantry is custom regiment type, not sure it will be replaced by an official one later, the regimental commander is one of Lightbringers from this other thread:

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=292&efcid=46&efidt=770064&efpag=0#770193

 

New Regiment Type: Aeronautic infantry

While Valkyries are a fairly common sight among the Imperial guard regiments which have dedicated Aeronautic transport are very rare. Rarer still are those squads that can rely on a Valkyrie rather than a larger bulk transport, only in very rare circumstances will a regiment be loaned a fleet of dedicated Valkyries to operate from. When it does happen it often the result of some legendary feat that linked a regimental home-world with the Navy. They have to be drilled ruthlessly as hot insertion into a war-zone behind the enemy lines relies on swift and decisive action.

Those fortunate Aeronautic regiments are highly prised and extremely driven to provide great results. This aloofness and their adoption close links with strange void-born of the navy means that they do not mix with the rest of the Imperial guard as effectively as other regiments.

Points: 4

Characteristic Modifiers: +3 Agility, -3 Fellowship

Skills: Operate (Aeronautica)

Talents: Hip Shooting

Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, 3 frag grenades and 3 smoke grenades per person, clip harness per person, respirator per person, 1 Valkyrie per squad

Without Signature

Reply #72 | Published on 08 February 2013 - 19:17:41

(38)

More rules for a regiment that was descibed earier in the thread prior to me having the book. Where I have put a per squad item I assumed it was the cost for one devided by 4 as that would be an average sized player group from my experience.

276th Goguryeo Guerrilla's

Home-world: Imperial World 1

Regiment Type: Light Infantry 2

Commander: Circumspect 2

Doctrines: Survivalists (Jungle) 4, Cameleoline 3

 

Characteristic Modifiers: Characteristic Modifiers: +3 Willpower, +6 Agility, -3 Toughness.

Aptitudes: Agility

Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics Low Gothic, Navigate (Surface)

Starting Talents: Hatred (Mutants), Foresight, Sprint

Abilities:

Blessed ignorance

Kill the Mutant

Starting Wounds: Normal

Kit: M36 Lasgun (MW) and 4 charge packs, one flack vest, flak helmet, two frag and two smoke grenades, guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, uplifting primer, cognomen tags, two weeks rations

Additional Kit: 3 Stummers per squad, sword (machete) per person, photo-visor per person, 1 vox-caster per squad (assumed 3 points), mantrap per person.

Favoured weapons: Long Las, Mortar

Without Signature

Reply #73 | Published on 08 February 2013 - 19:47:42

(34)

11427th Metropolitan Inductees

Home-world: Hive world 3

Regiment Type: Light Infantry 2

Commander: Fixed 1

Doctrines: Survivalists 4 (Urban Ruins), Human Wave 2

 

Characteristic Modifiers: +6 Agility, +3 Fellowship, -3 Toughness

Aptitudes: Agility

Skills: Common Lore (Imperium), Deceive, Linguistics (Low Gothic), Navigate (Surface), Command

Starting Talents: Heightened Senses (Hearing) or Paranoia or unremarkable, Sprint

Abilities:

Accustomed to Crowds

Hive bound

Urban Violence

Starting Wounds: -1

Kit: M36 Lasgun (MW) and 4 charge packs, one flak vest, flak helmet, two frag and two smoke grenades, guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, primer, cognomen tags, two weeks rations

Additional Kit: 1 melee attachment per person. Filter plugs per person, 1 fire-bomb per person, pack of lho sticks per person, 1 vox-caster per squad (assumed 3 points), 1 medi-kit per squad, 1 photo-visor per squad

Favoured Weapons: Grenade Launcher, Heavy Bolter

 

New Doctrine : Human Wave

Statistics : Fellowship + 2

The regiment deploys troops in large platoon formations, occasionally this employed by well disciplined troops it is more often a mixture of veterans and conscripts. While this is inflexible it ensures that a opposition can be swarmed with bodies, this is often a way to minimise the effects of poor training, a lack of equipment or just a callous disregard for human life on behalf of the the senior officers.

This means that the players are part of a much larger unit at least 25 strong and often over 50 strong. While this does make the squad unable to use smaller squad sized transports (they need, often multiple, large trucks, or super-heavy armoured transport if they are very lucky) but it means that they have a large supply of personnel to call on. Whenever a an attack would hit a comrade the player can allocate the damage to another NPC within support range. The platoon will not always act as one though, there are number of non commissioned officers for each platoon and a squad can be broke off temporarily for tactical advantage but in these platoons this is avoided if possible. The PC's are likely to be a more veteran squad within the platoon. If they are forced to break off from the main platoon and loose their comrades while split off they may create replacement comrades from any of the remaining platoon as soon as they rejoin it and combat has ceased.

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Reply #74 | Published on 09 February 2013 - 12:01:33

 

(34)

11427th Metropolitan Inductees

Oops Looks like I miscalculated the fellowship bonus, the characteristic modfiers should be:

Characteristic Modifiers: +6 Agility, +5 Fellowship, -3 Toughness

Once you add the bonus from the Human Wave docterine (so because I say so apparently).

 

 

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Reply #75 | Published on 09 February 2013 - 12:40:48

(33)

Another remade regiment. Pretty happy with this one all the elements were pretty much their as I'd described. Chainwords in standard kit makes for a classic anti zombie weapon. The only thing I'm not 100% happy with is that I couldn't decide between heavy bolter and mortar, both very solid for the WW2 esque feel and had a second heavy weapon choice been cheaper i would probably have tried to fit that in. As it is I decided the heavy bolter would be better against zombies. 

63rd Samedi Rifles 'Grave Diggers'

Home-world: Fortress 3

Regiment Type: Siege Infantry 2

Commander: Paranoid 2

Doctrines: Hardened Fighters 2, Iron Discipline 2

 

Characteristic Modifiers: +3 Willpower, +6 Toughness, -3 Intelligence, +2 Weapon Skill

Aptitudes: Willpower

Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Linguistics (Low Gothic), Tech use

Starting Talents: Hatred (Forces of Chaos), Nerves of Steel, Sprint, Paranoia, Street Fighting

Abilities:

Hated Enemy (Forces of Chaos)

Combat Doctrine

Bred for War

Starting Wounds: Normal

Kit: M36 Lasgun and 6 charge packs, guard flak armour, One respirator, four empty sandbags, one entrenching tool, two frag grenades and two photon flash grenades, Guard uniform, poor weather gear, mono knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, primer, cognomen tags, two weeks rations.

Additional Kit: Chain sword per person, Micro-bead per person, photo-visor per person, accordion wire per person,

Favoured Weapons: Plasma Gun, Heavy Bolter

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