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About Santiago

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  • Birthday 08/06/1977

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    Eindhoven, Noord-Brabant, Netherlands
  1. This talent is great for a duel but useless when fighting gangs, mobs or groups. Seems a bit strong but balanced. S.
  2. I would put the following Armour values to the crafts: Rigid Speedboat: 8/7/7 Marlin: 14/12/12 Saxony: 20/18/16 Garial: 28/24/24 These sound a bit more reasonable, there is reason why a Baneblade doesn't float...
  3. The armour values of some of the vessels seem a bit high...
  4. Melta bombs are basically magnetic shaped charges used to demolish vehicles and bunkers.
  5. Hi, Let's post some creative characters made with the basic system. I used the point buy system for experienced character (30 base, - 25, +35). Please be free to post your own! Templar of the Scholastica Psykana: Shrine World/Adeptus Astra Telepathica/Warrior +Fel, + WP, - Per Divination: To War is Human Skills: Awareness, Common Lore (Astra Telepathica), Deceive, Forbidden Lore (The Warp), Dodge, Low Gothic, Parry (100xp), Psyniscience Talents: Iron Jaw, Weapon Training (Las, Low-Tech) Fate: 3 (6+) Advantages: Faith in the Creed (Roll d10, on a 1 a Fate Point is not lost), Expert at Violence (Spend Fate Point to substitute WS or BS Bonus with DoS), Sanctioned, Psy Rating 2 Aptitudes: Weapon Skills, Ballistic Skills, Defence, Fieldcraft, Strength, Offence, Willpower, Psyker, general Wounds: 7+1d5 Elite Advance: Psyker (300xp) Psychic Power: Invigourate (100xp), Smite (200xp) WS 50 BS 30 S 40 T 40 Ag 40 Per 30 Int 35 WP 50 Fel 35 Inf 30 Further XP: WS +5 (100xp), WP +5 (100xp), S +5 (100xp) Gear: Las Pistol +3 Clips, Best Craftsmanship Pneumatic Staff (1d10+1 I, Pen 2, Balanced), Knife (1d5 R, Pen 0)Light Flak Cloak (2 AP Arms/Legs/Body), Psy Focus, Cranial Armour (1 AP Head)
  6. Here is one more. A fast and agile tank perfect for two pc's and their comrades. Fury Tank: The Fury, like many of the other vehicles of the Imperial Guard, is based on the Chimera platform. Its turret is larger, wider and slightly further to the back of the vehicle. Because it doesn't have transport troops it has space for a larger engine which makes it faster and more manoeuvrable allowing it to out flank heavier vehicles. It function in the theatre of war is to harass the enemy supply line and to take out heavy infantry, light vehicles and armour. It's usually deployed in packs of five. Type: Tracked Vehicle Tactical Speed: 18m Cruising Speed: 85kph Manoeuvrability: +10 Structural Integrity: 40 Size: Enormous Armour: Front 32, Side 24, Rear 18 Vehicle Traits: Carry Capacity: Amphibious, Enclosed, Rugged, Tracked Vehicle Crew: 1 Commander, 1 Driver, Gunner (Hull Weapon/Loading), Gunner (Turret) Carrying Capacity: None Weapons: Hull Mounted Heavy Bolter (Front facing; 100m; –/–/6; 1d10+8 X; Pen 5; Clip 60; Reload Full, Tearing) Pintle Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) Turret-mounted Long Barrelled Autocannon (450m; S/3/-; 3d10+8 I; Pen 6; Clip 40; 2 Full; Gyro Stabilised, Reliable) Special Rules: Due to the special construction of the turret and a combination of the Fury's unique Machine Spirit and sights its main gun gains the Gyro Stabilised special quality. The penalty for shooting the main weapon while moving is reduced to zero for shooting after moving its tactical speed and to -10 if it has moved twice its tactical speed. Gyro Stabilised: A Gyro-Stabilised weapon never counts its target as being farther than Long Range (normal maximum range still applies).
  7. One of the High Lord members is a senior inquisitor. Rogue Traders should also be seen as a seperate entity
  8. The TB is way to low, with alomst unlimited choice of weapons they will eat through that beast within one round. Especially the psyker and the snipers. TB 8 is fine, but than take away accurate weapons and psychic abilities...
  9. I think there will be one more book for OW. It will cover Psykers, Stormtroopers and Commissars. Hopefully it will have some aerial rules in them along with some close support flyers.
  10. Post your homemade vehicles here!!! Scylla Ground Vehicle Another old pattern from ages long gone. The Scylla is an armoured light artillery vehicle which for the better part resembles some kind of Chimera/flatbed truck hybrid. It carries no turret but on the back of the vehicle the infamous Avalanche is mounted. Type: Tracked Vehicle Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +0 Structural Integrity: 30 Size: Enormous Armour: Front 30, Side 22, Rear 16 Vehicle Traits: Carry Capacity: Enclosed, Rugged, Tracked Vehicle Crew: 1 Commander, 1 Driver, 2 Gunners (Hull Weapon, Avalanche) Carrying Capacity: None Weapons: Hull Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) Pintle Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) Turret Mounted Avalanche Launcher (1500m; -/-/8; 2d10+2 X; Pen 2; Clip 32; Reload Special; Blast (5), Indirect (5))* * Takes 2 Full Actions to reload 1 Tube Avalanche Bombardment Launcher Vehicle Launch This highly inaccurate and unpredictable weapon is used to launch a barrage of frag missiles at entrenched positions. These 32 missile tubes are arranged eight wide and stacked four high. Their inaccurate nature allows for a bigger spread. Alternate loads for the Avalanche include the Scatter Missile and the Incineration Missile (1d0+5 E, Pen 6, Blast (5), Flame). It takes two full action per missile to reload this mighty beast. Accatran "Panther" Combat Bike Type: Wheeled Vehicle Tactical Speed: 20m Cruising Speed: 120kph Manoeuvrability: +15 Structural Integrity: 15 Size: Hulking Armour: Front 14, Side 12, Rear 12 Vehicle Traits: Bike, Enhanced Motive System, Open-Topped, Reliable Carry Capacity: None Crew: 1 Rider Special Rules: The Accatran Combat Bike does not suffer the penalties wheeled vehicles get when traversing difficult but instead, like tracked vehicles gains a +10 Bonus Like its larger brother the Tauros the Accatran Combat Bike uses an silent-running, long-range, electric engine in combination with a special galvanic engine. The Panther is very manoeuvrable en can traverse urban environments as well as rural environments. The only downside is its lack of armour and that they are easily damaged when confronted with direct fire. Kestral III Chimera Armour Transport: This variant of the Chimera is unique to Kestral. Since Kestral has hardly no rural areas tracked vehicles are less useful so a wheeled variant based on an older STC was introduced. Type: Wheeled Tactical Speed: 18m Cruising Speed: 75kph Manoeuvrability: +5 Structural Integrity: 35 Size: Massive Armour: Front 30, Side 22, Rear 16 Vehicle Traits: Amphibious, Enclosed, Rugged, Wheeled Vehicle Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon) Carrying Capacity: 12 Imperial Guardsman plus gear Weapons: • Turret-mounted Autocannon (300m, S/3/-, 3d10+8 I, Pen 6, Clip 40, Rld 2 Full, Reliable) or • Turret-mounted Rotary Cannon (200m, -/-/10, 1d10+4 I, Pen 3 Clip 600, Rld 2 Full, Razor Sharp, Storm, Tearing) • Hull-mounted Heavy Bolter (150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing) • Pintle-mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full) Kestral X RRV: Rapid Response Vehicles play a special role in the Kestral armed forces. They are used as patrol vehicles and first response vehicles by special teams such as Storm Troopers and Field Medics. The RRV is an oversized four wheeled lightly armoured road car. Type: Wheeled Tactical Speed: 20m Cruising Speed: 85kph Manoeuvrability: +10 Structural Integrity: 25 Size: Enormous Armour: Front 20, Side 16, Rear 16 Vehicle Traits: Enclosed, Rugged, Wheeled Vehicle Crew: 1 Driver, 1 Gunner (Pintle-mounted Weapon) Carrying Capacity: 5 Imperial Guardsman plus gear Weapons: Pintle-mounted weapon (Choose one of the following). • Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full) • Missile Launcher (300m, S/-/-, *, Pen *, Clip 1, Rld Full) • Automatic Grenade Launcher (80m, S/2/4, *, Pen *, Clip 20, Rld 2 Full) Options: The Pintle-mounted weapons sometimes have a Gun Shield (See page 121 HotE). A Medi-back variant was introduced to transport injured soldiers quickly to a field hospital, these models sacrifice the Pintle-mounted weapon for the capability to hold two stretchers and an Advanced Medi-kit. These models have their carrying capacity lowered to 2. Civilian Road Car: The Road Car is a vehicle used by those who can afford one. They can comfortably get you from point A to point B. Type: Wheeled Tactical Speed: 18m Cruising Speed: 75kph Manoeuvrability: +10 Structural Integrity: 16 Size: Enormous Armour: Front 13, Side 10, Rear 10 Vehicle Traits: Open Topped, Wheeled Vehicle Crew: 1 Driver Carrying Capacity: 4 passengers Options: Some are modified as technicals, they sacrifice 2 passengers for a gunner and a mounted weapon. Small Industrial Flatbed Truck: These commercial vehicles are used to transport loads throughout the city. Insurgents have been known to add some extra armour and mount on or two machine guns on top of them. Type: Wheeled Tactical Speed: 15m Cruising Speed: 65kph Manoeuvrability: +0 Structural Integrity: 26 Size: Enormous Armour: Front 18, Side 12, Rear 12 Vehicle Traits: Open Topped, Rugged, Wheeled Vehicle Crew: 1 Driver Carrying Capacity: 2 passengers and 5 metric tons of cargo
  11. Santiago

    Craziest moments?

    Oh sure, isn't that why we are sharing war stories. We had a great laugh, he never forgot his climbing harness again, any character...
  12. Santiago

    Craziest moments?

    We had a character who played a marksman. He had positioned himself on a very small platform on top of a light mast. After three very succesful kills he was spotted and they started firing on him. The platform gave him enough cover against the small arms fire but when they pulled out a missile launcher the player started worrying. The missile was launched and would have hit him, (unfortunately) he managed to dodge the missile. The 50 meter drop however killed the character outright.
  13. A bar brawl in a combat zone is a serious breach of conduct so an execution won't be out of the question. Otherwise use a favorite of min. Do nothing, have de Commissar smilingly dismiss them, next day a general assembly is called. Have the pc's step forwards and enjoy their public flogging, 10 lashes would do and add a -10 reduction in Logistics rating. That should seriously make the players think, a permanent mark on their record and the promise of a certain execution next time. Obviously you should make use of the situation so when they are tied up and had their lashes the air siren should go off...
  14. Autoloaders work faster according to the fluff, add one strength or so
  15. Hi, - It could be a special mission from one of the Navigator Houses, call it favour owed by the Imperial Navy - After they retrieve the map there might be some betrayel, maybe their pick up is canceled and they have to find their own route back. Perhaps there is an enemy mole inside Guard Command - Make them feel how it is to run for their lives while continuing the mission. S.
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