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About DontEatRawHagis

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    , New Jersey, United States
  1. Sorry I am going off the character sheet, they aren't +10 they are +0.
  2. Just started a new campaign with a bunch of friends. I just wanted to check to makesure that I am making a good build for my Seargant. We all started off at square one with no extra XP. WS 40 BS 35 S 33 T 31 Ag 32 Int 31 Per 26 WP 33 Fel 41 Skills: Command +20 Common Lore(Imperial Guard, Imperium, War) Trained Linguistics(LowGothic) Trained Navigate(Surface) Trained Operate(Surface) Trained Parry(Trained) Weapon Training: Chain Las Lowtech Talents & Traits: Air of Authority Covering Fire Regiment: Cadian Shock Troops variant with Common Lore(Hive). ------------------- Any recommendations? I built my character to keep other men in line. The air of authority was originally because the GM said we would be a small squad in a larger army, so I wanted to be able to send orders to ask for support. I upped his Fellowship and Command to keep the men in line.
  3. This is a lot of hyperboly because I am forbidden from reading the Module. But my GM was telling me that the Module is impossible if done straight from the book. I wanted to know how spot on is this? We are a group of three and it seems every encounter we are giong up against Tanks and hordes of enemies. Sentinels with Autocannons nearly killed us all in one hit. The player had to spend a lot of fate points to dodge multiple shots. He said that for some reason the Module says that players should go up against a squad of 8 guys for each member of the group. Seems like the only way we could eat through the enemy is if we had super rare weapons. Grenades seem next to useless, but then again I'm not too sure of the blast range. Don't even get me started on the Chimeras. It seems like every encounter involves at least one of them and there is not a single weapon in our armaments that can penatrate that. Are we playing the game right or is there something I'm missing?
  4. Forgot to add that we did find a cybernetics bay to replace my arm, but it will give me -5 across a lot of my stats.
  5. My GM is running us through the module/adventure that came with the GM screen so spoilers and don't spoil for us. Our GM is going loose with the rules so it shouldn't matter, but I don't want to figure out something that I shouldn't know before hand. So our group recovered one of the members of the missing Regiment and they attached on to our squad(a ratling sniper). Our Stormtrooper killed off the rest. He was in a tent with 6 chests/footlockers that were moving. I told him to get out of there, he saw it as get out of there their might be enemies in there about to ambush us. He threw a Krakk grenade and blew up the tent. Killing all but one. We have been going up against mainly Chimeras and vehicles. Which sucks cause we don't really have anti-tank.(Comissar with Chainsword and bolt pistol/stormbolter), Heavy Weapon Specialist(Heavy Flamer, Autogun, Grenade Launcher), Stormtrooper(Hotshot lasgun, Hand Melta[GM liked it, now hates it]). And we have a Chimera with a Multilas, Heavy Bolter, and now we are replacing the multilas with an Autocannon. So we were tasked with storming an enemy base. The Storm Trooper and the Ratling snuck around back while me and the Heavy weapons specialist stayed in the Chimera to cause a distraction. So we get within range to attack with our Multilas and Heavy Bolter. The gate to the building opens and we pop smoke grenades. I use my Thermal Vision to see through the smoke, but all I see is a giant heat signature. Which the GM didn't describe as bigger than the base(he just said its a huge heat signature), I rolled decent if I recall correctly, but when I saw the huge signature, all I could think of was a baneblade. My weaponspecialist proceeded to run out of the chimera, my fellowship test to keep him in line failed. And we ran to the Stormtrooper in the woods. Then he told us we were idiots and that I was looking at the Sun rising behind the building so of course my thermal would be off. We return back to the Chimera leaving the storm trooper to try and storm the base and a small group of Renegade Guard are checking out the chimera. We suprise them and kill a few of them. I decide since I have a chainsword to charge the guy within range, I hit, but only do about 5 damage. He crit hits twice. So my GM looks behind the screen and rolls on the crit table. I lose my arm. I had a chainsword and this lowly imperial guard sarge had a small knife. In the end we take out 2 more Chimeras almost wrecking our own. And destroy the base, the Storm Trooper torched the enemy base with Fire Bombs, no evidence was left behind. So we are flying blind. Now I am a commissar without an arm. I'm not too upset about it, because now I can just not worry about heavy weapons, but I am only going to be able to use my right arm and I just got a stormbolter, which requires two. Don't know what I'm going to do for the next game.
  6. My old GM did this for a while. Its tough to do. Especially when the two groups might have some crossover.
  7. AlphaDeadOne said: Search for the headlight fluid. Headlight fluid? Yeah right. Now where can I find some Elbow Grease.
  8. venkelos said: When everything is done, they have a composite force, called the 1st Lokarin, after they are sent to that system, for a mission, that allows them to hold a position, and remove obstacles, while maintaining fast, agile scouts, in the form of the Elysians, who can do what they do, but then still withdraw to fortified Cadian killzones, and regroup, while the Cadians obliterate the depleted pursuers, and the day is won. The simplest thing, of course, would be to just say, "if you are 1st Lokarin, either build as Cadian, or build as Elysian, and SAY you are 1st Lokarin, which I would like fine, but I'm not sure if that would work, or if I would have to try to fangle up a build that is part-Cadian, part-Elysian, and use the rules in the chapter. They do have many things in common, but a few key differences, so I thought I'd ask. Much of the game seems like it could run like Deathwatch, with a DW kill-team comprised of a Blood Angel, an Ultrmarine, a Raven Guard, and a Storm Warden, each their own Chapter, but belonging to the same group, but I don't know if Only War expects you to more conform to "the unit you are in is all Catechans, now build your unique character from there", or if the many, beleagured fronts all comprise numerous regiments, and each Player team can consist of Janissaries, Cadians, and Vostroyans, who have been assembled due to casualties, plus complimentary skill sets. If you can say "the 1st Lokarin is on the field", and it comprises Cadians and Elysians, and that works, hazaah, but if they have to have "1st Lokarin regiment rules" not as good for me. As an aside, the planet in my story where this regiment is active, Titan's Rest, in the Lokarin System, is a normally uninhabited, heavily forested world, with a single valuable resource, and a large number of recent-arrival Orks. What sort of designation might such a planet receive? It could support life, but just doesn't, on a people-level (there are primitive animals, like any forest) and has one Human-built fortress, along with an undetermined infestation of Orks. Were I to build the 1st Lokarin as a regiment, what type of world would Titan's Rest be considered? Thanks. To answer the first question I see two possible options, All in all it comes down to player prefrence, not GM preference, would they rather multiple choice or forced to one battle doctrine? To answer the second question: Death World - It is a deadly planet with only one major human settlement, and is covered in forests with(I assume) Deadly Animals Feral World - If the humans on it are very primitave.
  9. The back of the book there is a good premade adventure with some cool set pieces. Especially the HQ with its commecary and the Pit. The place is a nice RP playground. Maybe instead of giving orders via courier or vox have a commanding officer give them in person?
  10. Thanks, Roth. That helps out a lot. Its my friends first time GMing. In other games where I had access to the book I would literally go through every action you could do in combat(such as auto fire, intimidate, grapple, ect…) and have them written on note cards to help remember. So with a d100 system what are the results for 100? I know there is 00-0 for 0 and 90-9 for 99, but is there a 100? When he bought Only War it was the last copy at the store. The other stores in the area that would have it don't. How does armor work? My friend said something about armor being piece meal. Last thing that comes to mind are Regiments, everyone has to agree on a race? Catachan, Kreig, ect… imo seems a bit limiting. Though it is based on the lore, and imperial guard regiments are pretty one note. Looking on the Lexicanum it said Commissars are from off world.
  11. Frankie said: If you're asking about mechanics, then I get a feeling you didn't bother reading the mechanics chapters of the book. That will be a very nasty surprise for the rest of the group when you slow down the game exponentially. I'd read the book and have the GMscreen either on hand (if IRL) or the PDF always open during sessions. I don't have access to the book. I am a player and my friend will be GMing. Just want to know if there is anything I need to know about the system before we start. Any quirks that make it different from DnD or Pathfinder? Note: I will have access to the book when it starts so I will be looking up the detailed rules then, I just want to know what to look for.
  12. My friend recently purchased Only War. This is the first time I am playing an RPG based on 40k. What should I know? I played the Tabletop so I assume I know the story enough to get by. But what mechanics and other stuff should I know?
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