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About CabsianMaster

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  • Birthday 12/26/1990

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  1. ... AND THEN, WE HAVE THEM... IMPERIAL AIRCRAFT Now, please read carefully: this is not mean to be the "Final Form", consider it as a Beta. every rule may be changed if needed. As always, critics is more than welcomed. WHAT YOU WILL FIND: -stats of the Imperial Navy Aircraft and Spacecraft -stats of new Imperial Navy weapons and weapons quality -new "Flyer Only" traits WHAT YOU WILL NOT FIND: -stats of the Xenos/Heretic/Renegade aircraft and Spacecraft... but I'm now working on them! Next release -"fluff" description of the new Imperial Navy weapons (It will be added soon anyway, just to let you know what kind of weapon you're using -imperial aircraft/spacecraft upgrades (is still planned, but it will add later). I just hope you will enjoy the overall work!
  2. Gentlemen, the wait is almost finished. The first aircrafts will be rolling out in the next 12 hours, maybe less. Take a look here to major details.
  3. Actually the Link is no more active since I start to work on the Imperial Navy Supplement, but Fear not, because as soon as I finish the Aircraft stats I will return on steel Tracks. Anyway, here you can find a preview about the last types of Leman Russ Tanks.
  4. Thank you mate, very appreciated! Anyway, I'm now finishing the first batch of Imperial Aircraft, once finished I will start for enemy one... Speaking of which, I have some idea for the Severan Dominate one. I wish them to have the name of Republic Era Rome characters, like Catiline, Cato, Sulla, Scipio and so on (Roman Emperors will later used for Severan Tank)
  5. Here we start with the first of our 3 project. As the Title suggests, this Supplement aims to give rules to play in the Imperial Navy, adding advanced rules for Aerial Combat. "Project Eagle" shall have the following features: -New Regimental Options, form Imperial Navy boarding Detail to Wing Squadron Interceptors.(WIP) -New Advanced Specialities, like Ace Fighter or Void Shock Troops (WIP) -Imperial Navy related talents (WIP) -Advanced Rules for Aerial Combat (Done, you can take a look here) -Imperial Aircraft (WIP), planned aircraft includes +Valkyrie and Variants +Thunderbolt +Lightining and variants +Marauder and variants +Avenger +Space Craft (Aqula Lander, Arvus, Fury Interceptor and so on...) -Enemy Aircraft (WIP) planned aricraft includes +Chaos Flyer (Hell-blade/Talon, Harbinger) +Dark Eldar Flyers (Void Raven, Razorwing, Raven, Void Dragon) +Ork Flyer (Bommer Variants, Dakkajet, Deftkopta, Fighta Variants, Warkopta, Minelayer +Severan Dominate Flyer (open to suggestions) Fluff are not included yet, but we hope to insert some one day.
  6. Good Morning gentlemen. Straight to the point, I'm proud to announce you that after a long time, me and Sgt.Lazarus finally wrote down rules for advanced specialties to use in the Only War set. Starting for now on, we will post on the House Rules section what have we done in specific Topics. Our Goal is to provide working and balanced rules without twisting, but we cannot do that on our own, so we politely ask for your help. We simply ask you to take a look to our work and give us a little feedback. any critics, good or bad will be accepted, after all, it's still a work in progress. Stay tuned for more!
  7. Ah, Omnissiah bless Skype! I like the idea, when shall we start?
  8. Last weeks before Xmas are truly full of commitments. Anyway, I was capable to write down some new concept traits for vehicle. Here you have. HEAVY Filling the gap between standard vehicles like the Leman Russ and true behemoth like the Baneblade variants, heavy vehicle are quite common in the battlefield of 41st millenium. They are a good compromise chooses for those commanders that can't afford the durability or firepower of Super-Heavy vehicles but still want to earn more than the standard tanks. A vehicle with the Heavy trait is able to ignore penalties for moving through difficult terrain, but obstacles such as rockslides, tank traps, fallen trees and building can still provide some trouble: as such, a Challenging (+0) Operate test is always required in this situation. If the test is failed, then the vehicles pass trough the obstacle, but on the next turn it cannot move more than half its Tactical speed. Further, if the test is failed by 4 or more degrees the vehicle suffer a single hit to the facing which strike the obstacle, dealing damage equal to the Armour Points provided by the obstacles (this damage are still reduced by armour), in addition to becoming stuck on the spot. Useless to say that in case of high walls, any unlucky guardsman riding outside the vehicle will be hurt. INADEQUATE SYSTEM [X] Wheter because of poor engineering chooses or manifactural problems, the vehicle is not as reliable as it should be on paper. Fortunately, these flaws cover only one part of the vehicle, so it's not a complete Death-trap for who operates it. A vehicle with this trait who suffers a critical damage on the hit location placed between brackets add 1d5 to the results (This do not applies with Critical damage dealt by Righteous Fury). Additionally, when this happens apply the following penalties. Motive Systems: the vehicle gain the Motive Systems Destroyed Damage Condition, as seen at pg. 282 Only War Core Rulebook. Hull: the vehicle hull was deformed by the attack: anyone inside the vehicle must pass a Hard (-20) Toughness test or suffers 1d10+5 I damage. There's also a chance that the vehicle hatches deformed as well. Roll a d10: 1-6 nothing happens, 7-8 the hatches are locked in their position, trapping the crew inside, 9-0 they spurt away, leaving an easy way to get out the vehicle and letting dangerous gas enter inside Weapon: The Weapon it's struck on its position: it can still be fired, but its fire cannot be aimed. The GM has final decision whether a vehicle weapon can be fired or not, and it can imposes an Operate Test with various degree of difficulties to see if the driver can align the weapon with its current target. Additionally, the weapon cont as jammed Turret: the vehicle gain the Turret Locked Damage Condition as seen at pg. 286 Only War Core Rulebook. Additionally, internal bolts and similar spurt off, dealing 1d10+1 I damages to everyone inside the turret. ORKIFIED Rising from the worst Techpriest's nightmare, Orkified vehicles were once proud machine of the Omnissiah, which after being incapacitated by the feral Xenos were then recovered, repaired and “re-arranged” for Ork use. Imperial Technology seems to be the most appreciated and valued by the Orkz, but stories of looted vehicles from other races are not unheard off. A vehicle with the Orkified Trait undergoes extremely changes: first of all, any Operate test made by non-ork character suffers a basic penalty of -30, due to the heavy changes made by the Xenos. The vehicles also loose the Rugged trait if it has before and gain the Ramshackle trait, but again due to the extreme change made by the orkz only Mekboyz gain the +20 Bonus to any Repair Test. Any weapon previously mounted automatically loose both Accurate and Reliable and they are replaced by the Inaccurate and Unreliable ones accordly. Finally, a GM can decides to add more specific “upgrades” to the vehicle. See Orkz Vehicle Upgrades for details. OVERDRIVE The vehicle posses an uncommon powerful engine, which makes it more fast than it should. When Performing a Floor it! action the driver moves the vehicles 7 more metres for every degree of success instead of 5 metres. EDIT: "Heavy" trait was supposed to cover tanks between medium (Leman Russ) and SuperHeavy (Baneblade). Basically, applied to Macharius and Malcador variants
  9. Nobody knows for sure why Only War was so suddenly abandoned... I read once that there was a 30K RPG in a proto-developmente stage, but there are no true evidences. Anyway, the lack of updates is felt from everybody. I like the idea of a community-made expansion pack (and that's why I'm using my spare time to put down concepts for Steel Tracks) and for this reason I want to help/support anyone brave enough who want to accomplish this feature. I ask the senior members: what's the best route to follow?
  10. I'm interested too, both for fun and both for language improvement. Just need to check my timetable
  11. That's what I'm trying to do with Steel Tracks here. I just need some time and feedback
  12. Ok gentlemen here I am again. About Download site, you were right @Glorian Hunderhill. I swapped now for a Dropbox link HERE. [i hope it will work] Second, about this idea I want to be very clear from the beginning @SgtLazarus Now, the idea to put down some rules about tanks, I admit, was a personal one. I had a passion about amoured combat in XX century and vehicles were always my best assets in the 40KRPG games. Thus, I can't give a proper answer to your question but still it needs to be known that one of the best assets Imperial Guard can use (both Fluff and Crunch) are vehicles. TONS of vehicles and variants of the same ones. I can understand that maybe it's better to actually asks the community if they have any preferences before starting such a work and in another post I also speculated that other supplements could be released, maybe more important than an "Imperial Armour" book. Still, I prefer to work on a project I already have clear in mind (or at least, clearer than others). My idea about this project, [steel Tracks] it's motivated by pure passion and love for this game, nothing more. That means, I don't want to sound like the first idiot who just say "Me are good to make tha fings, U NOT": I had this project. I want to expand it. I might need help. Then, if I (or we) will ever accomplished in some way, why dont' stress on other projects, like a Tempestus Scions book or a Navis/ aircraft support? But for now, I want to focus here Third: I could not finish the Malcador Line, I started writing down rules for the Gunmetalican Slingers. But about crunch @Chaplain I have this idea: - Mines can be worked out with an Awareness Test with penalty equal to the number of degree used to first lay down the mine. Tech Use (Demolition) to lay them down, -10 for each 1 or 2 DoS. Ieds could work in the same way. - About Upgrades, I had some preliminary ideas: "Machine Spirit Controlled" remote Turret, HITROLE style (Googled it if you don't know what is it) Advanced target matrix, a cogitator used by advanced Artillery system. My homebrew PRAETOR has this system here. Floating device, to give all vehicles the Amphibious traits... Now I had this image of a water riding Baneblade in my mind, and it sounds pretty awesome. I also thinks that we need some new vehicle traits, like a Heavy Vehicle one (should work like the Super-Heavy, but in a lesser scale) and Inadequate system, to stress how some vehicles just don't work right (Like Malcador Engine's Problem). - Well... Still working on that. And about those vehicles, I was wondering about some specific Calixis Pattern vehicles, for example: Macharius Rex: Opus Macharius variant who mounted a fearsome Twin-Linked Baneblade cannon. Near Unique tank, and borderline Tech-heresy (Still, I'm open for other weapon: I know the fluff about Baneblade cannons considered sacred). Alactra Pattern Chimera: A standard APC with a built in MIU Weapon interface, who let the driver or the Gunner to remote control the turret. (Basically, the Hitrole-turret I described before. - Yes, vehicles weapons need some revision, especially Battlecannons. We will worki on that too. - This is a big question, but I can tell you How I work with my players: Awareness test works like usual, but Hearing has a -5 penalty (Engine noise), while Sighting has -10 (Hyposcope are not the best) and can be performed only if the vehicle has one gun pointing in that direction (so basically rear it's a big Blind spot). A Guardsman on the turret can use hyposcope to have LoS on the rear or can open the turret to have a better view, and with a free action can tell the Driver or the gunner where to point. Reload and Clip: After each shot, you need to load another shell, and the Reload value explain how much time you need to do that action. You can use Rapid Reload to decrease the time, but unlike portable weapon, you just need 1 action less (so if you need 4Full action and you have Rapid Reload you can load in 3Full action). You can also get help from another crew member, who leave his station to help and substract another action from the total: still, you cannot reload the weapon in less than 1 action, EVER. In second Instance, I think Clip value on the tanks is really, REALLY low: Leman Russ in fluff shall bring at least 40 rounds, not 12. Finally, availability is another issue, and must be worked out for each vehicle. A Baneblade can be Unique or Near Unique, a standard Leman Russ Rare and so on. Still you need to consider each one of them, paying attention on size, weapon, armour and "level of technology". - Artillery indeed need a revamp, but actually I don't know how it can be improved. I noted down the issue however. - Same as before, but some "basic" rules are stated in Shield of Humanity. - Again, important both Fluff and Crunch wise, can be worked out with a "Comrade-like" system for tanks only. Ok, I think I wrote down anything I need to say... As always, help/critique is always welcomed. Oh, and if you think I wrote in a bad english, you're right, It's not my first language and I admit I can commit mistakes.
  13. Yeah, I have the same question. I think it's "star wars fault": I mean, next Year "The Force Awakens" will be released, and in the last months I see a lot of advertising about Star Wats game made by FFG, so it's possible that they're more concerned with this brand than WH40K.
  14. Hello everybody! So, last summer i post a nice topic about possible new supplements book for the Only War franchise. Back then, they were just mere speculations, nothing more than "pub-chat". As the months go on, we did not have any information about new books, and it seems that ONLY WAR is, how could I said it... suspended? For this reason, I decided to take a more active part. As a big fan of the entire franchise, I would really like to give my personal contribute to this wonderful RPG, with the only hope that someone up in FFG may noticed it. So here we go with this first supplement of mine, codename: Steel Tracks. Steel Tracks shall offers to Only War player new ways to wage war against the enemy of humanity, unleashing the most iconic equipments in service to the Imperium: its mighty tanks. Features: 1) New Regiments: almost all major regiments of the original GW franchise were already introduced in the first Only War books: still, here we go with some new regiment direclty from the WH40KRPG set: - Gunmetallican Regiment (mentioned in the Deathwatch Core Rulebook): this can be a tank specialised regiment, focused on city-fights. - Opus Macharius Tank corps (personal idea): a Heavy tank regiment with close ties to the Lathe, fielding a high numbers of heavy tanks, first of all Macharius variants. - Alactran Mechanised Infantry (personal idea): an armoured infantry regiment focused on hunter-killer mission using highly mobile vehicles. 2) New Classes: here I admit I don't have lots of idea... I'm wondering about a non-AdMech grease monkey, but apart for that nothing more. Other suggestions are welcomed. 3) New rules for tank-only battles and events: here again, I'm not sure how to expand this idea. Some suggestions by my game group focus on a Formation-like rules for big engagement, but I was also wondering about some sort of "tank comrades". Still, not very sure about it. 4) New Vehicles: oh boy, here I have PLENTY of ideas. First of all, I would like to fill the last gap on the Imperial Guard (pardon, Astra Militarum) armoury: so far, Only War 28 official GW based vehicles, but nothing compared to the almost 80 official vehicles variants. For this reason. I want to be clear, my idea is to introduce only official vehicles, with some emphasis on FW vehicles. You can found a list of this vehicles here . 5) Variant Pattern Vehicles: in a way similar to the Variant Equipment Pattern, it could be a nice idea to give more tool to customize your own vehicles. Each Variant could afflict several parts of the vehicles itself, both positevely or negatively, using similar tables results found in Hammer of The Emperor (pg. 129 and so on). 6) Expanded Armoury: a list which comprehend: new weapons (both vehicle and not), traits, vehicle upgrades, tools etc. ... So, this is my preliminary idea. Who wants to contribute?
  15. Well, since there were no news about the future of Only War Franchise, I decided to do some work: I'm actually writing down some possible vehicles from GW franchise, adapted for Only War use. Any suggestions and/or critique is welcome. MACHARIUS OMEGA The Macharius Omega is a relatively new addition to the Imperial arsenal, armed with a mighty Omega-pattern Plasma Blastgun. This weapon, unlike the Ryza-pattern found on Imperial Titans, is a more compact design that is easier to manufacture. While this allows it to be mounted on smaller vehicles, it is also highly unstable and more prone to overheating than its larger cousin. The comparable ease with which the Macharius 'Omega' can be manufactured and maintained has more then overcome its shortcomings in the eyes of the Departmento Munitorum, and large quantities of resources have been devoted to the forge worlds which produce them such as Lucius, Hellgrace and Dynax Primus. Subsequently, the Omega has proven its worth on the battlefield and in counter assaults against the Tyranids in particular. Another difference with other Macharius variants is the removal of the hull-mounted Heavy Stubbers, while the sponsons can still mount Heavy Bolters, Heavy Flamers or even Autocannons. It is similarly able to carry a pintle-mounted Heavy Stubber or Storm Bolter and/or a single Hunter-Killer Missile. Type: Tracked Vehicle Tactical Speed: 12 m Cruising Speed: 26 kph Manoeuvrability: -25 Structural Integrity: 68 Size: Immense Armour: Front 42, Side 32, Rear 20 Vehicle Traits: Extremely Volatile; Open Topped; Ponderous, Super Heavy, Tracked Vehicle Crew: 1 Commander (main gun), 1 technical servitor Gunner (main gun), 1 driver, 1 comms operator, 2 additional Gunners (Sponsons; if taken) Carrying Capacities: none Weapons Fixed weapon-mounted Omega-pattern Plasma Blastgun: this weapon has two firing modes. It may only be fired in one mode in any given turn Pulsed Bolts (Front Facing; 600m; Heavy; S/3/-; 2d10+20 E; Pen 8; Clip – ; Reload – ; Blast [10], Overheat, Maximal) Over Max (Front Facing; 800m; Heavy; S/-/-; 3d10+28 E; Pen 14; Clip -; Reload -; Blast [12]; Overheat, Recharge, Proven [3]; Backfire†) Options The Macharius Omega may take two sponson-mounted weapons (choose one of the following): 2 Autocannons (Left facing/Right facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable) 2 Heavy Bolters (Left facing/Right facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing) 2 Heavy Flamers (Left facing/Right facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray) The Macharius Omega may take one Pintle-mounted weapon mounted atop the turret (choose one of the following): Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Special Rules Backfire† : Despite being a lot more easy to build, the Omega-pattern Blast-gun is all but a safe weapon. The weapon lacks the stability of the superlative Ryza Pattern weapon and it generates more waste heat, raising the risk of catastrophic failure. After each time the Blastgun is fired, independently if it hit or no, roll a d100: if the results is lower than 90, nothing happens. If it's higher, then the weapon backfires: the vehicle suffers a single hit by the Blastgun, resolved on the rear armour. From now on, there's a 30% chance every time the gun is fired that it can collapse, destroying the vehicle utterly. Treat this like a 10+ Critical damage solved on the Weapon Critical Hit Chart. A a Very Hard (-30) Test is required to repair the weapon, which rises to Arduos (-40) if attempted in a combat situation. GORGON A really specialised vehicle, the Gorgon is assigned only to carefully-selected missions where only short distances need be crossed, such as delivering troopers to a breach during a siege, and only after the enemy has been well suppressed by artillery. An entire platoon of fifty guardsmen can be crammed into the Gorgon's armoured hull and be delivered right onto the enemy's doorstep in relative safety, thanks to the heavily-armoured ramp mounted in its prow, bypassing either trenches thanks to its sheer length or rivers and other body of water thanks to its amphibious nature. However, Gorgons are also really slow, and so provide an easy target for every enemy unit: this combined with the absence of any armour on the vehicle's top and the absence of any firing port from which respond to enemy treats limits the Gorgons' use. They are never issued for routinely assigned frontline duty except for major assaults and because of their large, cumbersome size they are almost never fielded on an open battlefield. Despite its immense size, it requires a crew of only three, a driver and two gunners, each of them manning a twin-linked Heavy Stubber turret in the rear of the vehicle. They can also remotely control the fore- and rear-facing sponson weapons, either Heavy Stubbers, Heavy Bolters, Heavy Flamers or Mortars. Type: Tracked Vehicle Tactical Speed: 8 m Cruising Speed: 18 kph Manoeuvrability: -35 Structural Integrity: 84 Size: Immense Armour: Front 52, Side 34, Rear 22 Vehicle Traits: Amphibious, Open-topped, Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle Crew: 1 Driver (Main Weapon), 2 Gunners (Turret and optional Sponsons) Carrying Capacities: 50 imperial guardsmen plus wargear (Ogryns counts as two men, for a total of 25). Weapons 2 Turret-mounted Twin-linked Heavy Stubber (Front Right facing/Left facing; 100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked) 2 Fixed-mounted Gorgon Mortars (Front Facing; 25-200m, S/2/-; † ; † ;clip 2; Reload 2full; Inaccurate, Indirect [2]†) Options A Gorgon may replace each of its Mortars with a pair of Sponson-mounted guns: (choose one of the following): 4 remote controlled Heavy Bolters (Left facing/Right facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing) 4 remote controlled Heavy Flamers (Left facing/Right facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray) 4 remote controlled Heavy stubbers (Left facing/Right facing; 100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) The Gorgon may take one Pintle-mounted weapon atop the driver compartment (choose one of the following): Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Special Rules Due to its role and its frame, the Gorgon possesses unique special rules. While Open-topped, passengers can't fire their weapons, nor they can be targeted by those outside, unless the attacker is firing from a very higher spot. Similarly, passengers can neither be struck by any Blast or Spray attack, unless this attack comes from the sky. Either way, it's up to the GM determining if an attacker can or not target the crew or the passengers inside the Gogon. The Heavily-armoured prow provides a strong defence against any type of attack, be either a direct hit or hidden mines, and thus provides the same benefits from a 'Dozerblade and a Minesweeper (see pg. 132-133 of the SHIELD OF HUMANITY rulebook). The Gorgon-mortars can be fired by the driver as a half action. These weapons can be loaded with any type of ammunition normally used for mortars but once they're fired they need to be reloaded manually. If fired in semi-auto burst, each shell scatter independently from one other. While they counts as turret, the two twin-linked Heavy stubber have a really limited fire-arc: each turret can rotate up to a 90° degree arc, covering the Gorgon's front and sides and they cannot be used to engage enemy firing at the rear: the armour that covers the gunner is also a lot less durable, providing only 10 AP against enemy attacks, regardless of the direction: if an attack struck one of the turret and deal more than 18 point of damage after armour penetration, the gunner suffers one half of the damage inflicted, rounding up to body location: the turret counts as been destroyed, and every other attack that strike at this location counts as if he had hit the hull. Still, the gunner can use the Sponson-mounted guns, if he or she's still alive after the blow. Optionally, the Gorgon can swap its mortars for a pair of Sponson-mounted guns. Unlike other Imperial Guard vehicles who mounts only one single gun for each sponson, the Gorgon has two weapon for each side, one facing the front and the other facing the rear. These weapons are under the gunners' control, but they must be separately activated before use. When seems appropriate, a Gunner may spend a full action to switch from the turret-mounted stubbers to the sponson guns. Once swapped, he can control just one of the two guns, the front or the rear facing one. It required another Half-action to swap from a gun to another. If an attack is coming rightly from one side of the vehicle, then the gunner can attempt a Routine (+20) Tech use test. If he succeeds, then he can fires both sponson-weapons on that target: make a single ordinary Ballistic Skill test for both weapons and roll damage for every single hits. Obviously, the targets of this attack need to be of appropriate size, and the GM has the final word on whether this action can or can't be performed depending on the situation. Finally, the Gorgon has the highest carrying capacity of all Imperial Guard vehicles. It can carries 50 men with all their wargear, while Ogryn counts double (so up to 25 Ogryn can cramped inside), but it is also capable to carry one or more Cyclops demolition vehicle as seen on pg. 142 of the SHIELD OF HUMANITY rulebook. PRAETOR The Praetor Armoured Assault Launcher is a variant of the Crassus. Where the latter was conceived to carry guardsmen on the battlefield, the first was specifically created to provide a medium-range heavy artillery support, swapping their carrying abilities to mount a Praetor missile launcher. This weapon system is a truly fearsome piece of artillery: the loaded missiles are fitted with a number of different warheads, each one specifically design to counter specific enemy formation, from big infantry groups to enemy tanks. Using sophisticated surface-to-air missiles in place of its standard Artillery payload, the Praetor is also a more than capable anti-air platform, granting the Imperium forces cover against any enemy aircraft. Type: Tracked Vehicle Tactical Speed: 15 m Cruising Speed: 25 kph Manoeuvrability: -15 Structural Integrity: 76 Size: Immense Armour: Front 42, Side 32, Rear 25 Vehicle Traits: Anti Air (Advanced), Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Targeting Matrix†, Tracked Vehicle Crew: 1 Commander, 1 Main Gunner (Main gun), 1 Driver, 2 Forward Gunners/Loaders (Hull-mounted weapons/Main gun), 1 Comms Operator/Taget-spotter (Main gun) Carrying capacities: none Weapons Praetor Missile Launcher on a Fixed weapon mounting (choose one of the following): “Surface” (1600m; S/3/5; clip 13; Indirect [4], may fire either Foehammer or Firestorm ordnances)†† “Air” (960m; S/3/6; clip 22; fires Pilum anti-aircraft ordnances).†† 2 Hull-mounted weapons (choose one of the following): 2 Autocannons: (Front facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable) 2 Heavy Bolters: (Front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing) 2 Heavy Flamers: (Front facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray) 2 Lascannons: (Front facing; 300m; S/-/-; 5d10+10 E; Pen 10; clip 30; Reload 2full; Proven [3]) Options The Praetor can take one Pintle-mounted weapon between: Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Special rules The Praetor Missile launcher is a powerful weapon system, and as such it incorporate some advanced characteristics. Targeting Matrix†: an ancient piece of technology commonly found inside Imperial artillery pieces, the Targeting Matrix is an advanced gear that permits to reveal enemy targets easier than ever, permitting to deliver the Emperor's justice upon his enemies: manned by the Target-spotter, this gear provides bonuses to attack enemy vehicles, either ground vehicle or aircraft. As a full action, a Guardsman can make a Difficult (-10) Tech use test: if successful, it reveals every active vehicles with size [7] or bigger inside a radius equal to 350 metres time the number of degree of success for 1d5 rounds plus degree of success gained with the Tech use test. Once the Target Matrix has spotted possible targets, the user can choose between two possible options: He can grant to the gunner a +30 to his next Ballistic Skill tests when firing the main vehicle weapon. It can choose up to a number of targets equal to his Ballistic Skill bonus. The Gunner make a Ballistic Skill Test with a Penalty of -10 for each target choose by the target-spotter after the first. If successful, then each one of those target are hit by the main weapon attack. This function works only if the weapon is capable of semi-auto or full-auto fire and thus it applied any other bonus or malus granted by this action. Note that these bonuses and maluses stack together with other combat circumstances, like darkness, raining and range limits. e.g. Marvin, a 7th Alactrian medic with an Intelligence of 49 and Ballistic Skill 45 is using a Targeting Matrix installed in a Praetor, while Aoki, a fellow weapon specialist is controlling the launcher on the same vehicle. Marvin makes a Difficult (-10) Tech use test and rolls a 13, scoring 4 degrees of success (1 for standard success + 3), revealing all vehicles inside a 1400 metres radius (350m x 4). Marvin becomes aware about a moving enemy armoured fist made by 5 Orkz wagons, and he can now decide to either give Aoki a +30 bonus to hit one of the wagon or instead choose up to 4 of the enemy wagons and marks them for Aoki: since she has a Ballistic skill of 53, Aoki may attack one single wagon rolling under 83 , or she can roll under 43 to hit 2 wagons at the same time, 33 for 3 wagons or 23 for 4 wagons. †† Praetor Missile LauncherAmmunition When on the move, the Missile Launcher is retracted inside the Praetor chassis. Once it gets in the right spots, the vehicle can deploys his weapon, which requires a half action. The Praetor must be stationary to use the Missile Launcher. Refold the weapon requires another Half Action, Ammunition Praetor must choose one of the following ammunition type before engagement Foehammer: the most common used missile, the Foehammer is a powerful warhead capable of blasting away from existence infantry and vehicles alike. 4d10+10 X; Pen 10; Blast 10+1d10; Concussive (6), Wt 3500kg, Very Rare Firestorm: sharing the same vector as the Foehammer, the Firestorm was designed to wreak havoc between enemy infantry lines, denying any enemy movement in a specific area. Once the final hit location for a Foehammer missile is determined, it creates a flaming barrage with radius equal to the Blast area: any units insides this area must pass a Hard (-20) agility test or suffers 2d10+2 E damage: furthermore, the enemies that fail the test are also set on fire. This effect last for 1d10 minutes. (1 minute= 12 full action). 3d10+8 E; Pen 5; Blast 15; Concussive (2), Felling (1), Flame, Wt 3500kg, Very Rare Pilum: Nimbler and lighter than the other vectors used by the Praetor, the Pilum is a dedicated Anti-aircraft weapon. While its damage is not equally powerful as the standard Foehammer, its adamantinum tip its capable to penetrate with ease any type of aircraft hull. The Pilum warheads cannot be fired to a ground vehicle. 3d10+11 X; Pen 15; Proven (3), Wt 3000kg, Extremely Rare. Due to the Praetor framework, is simply impossible to completely reload the missile launcher once all missiles are fired when not using a proper reloading bay. However, each Praetor can bring up to other 8 missiles of every type in the loadbay which can be loaded manually if needed. The process of reloading takes 4 full actions for each missile loaded, which cannot benefit from the “Rapid Reload” talent. However, if both Loaders are working together they can load 1 missile in 2 full actions. Anyway, if a Praetor carrying additional missiles suffers a critical hit on Weapon locations, it adds +1 to the result I'm now working on the Malcador type tanks, hope to finish the line for the weeknd
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