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TheOGBluejay

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  1. Gazelle Tank Destroyer To call the Gazelle a tank destroyer is seriously stretching the term, but a tank destroyer it is. Several centuries ago, an Imperial Crusade found itself fighting on several worlds that had large areas of open terrain and facing large amounts of well armored Orkoid vehicles. The Imperial tanks and sentinels did not have the endurance nor the long-distance speed required to react to the large numbers of targets that needed destruction, and so the Mechanicus broke out an old design. The Gazelle had seen service around the time of the Great Crusade, but had been phased out because its armor was deemed insufficient, and its onboard ammuntion stowage too vulnerable to explosions. The design had since been updated, rectifying the exploding ammo problem, but it had not yet been put into production. The Crusade's issues proved to be the catalyst for the vehicle's reintroduction, and it made waves almost immediately. The Gazelle proved to be fast and extremely lethal, mounting a Vanquisher cannon on a lightly armored chassis with a massive engine and good optics. As an added bonus, the vehicle has limited amphibious capability. The crews of the Gazelles quickly gained a reputation for bravado and machismo, dashing back and forth like knights of old to arrive at the exact right moment. In fact, the Gazelle first rose to prominence in the hands of the 3rd King's Guard, a unit raised from the nobility of a fuedal world and trained in the use of the Gazelle. Over the course of a 14 hour battle against a Dark Eldar Cabal, they managed to react rapidly and precisely to every enemy thrust, destroying 32 barges and over a hundred smaller craft in exchange for only 16 of their own vehicles. Ever since, the Gazelle has been seen across the Imperium, dashing to the rescue in countless battles. Type: Wheeled Vehicle Tactical Speed: 30m Speed: 90 km/hr Maneuverability: +15 Structural Integrity: 25 Size: Massive Armor: 26 Front, 20 Side, 16 Rear Vehicle Traits: Rugged, Enclosed, Amphibious Crew: 1 Driver, 1 Gunner (Main Weapon/Coaxial Weapon), 1 Loader, 1 Commander (Pintle Weapon) Carrying Capacity: None Weapons: Vanquisher Battle Cannon (900m, S/-/-, 3d10+10 X, Pen 16, Clip 6, Rld 2 Full, Accurate) The vehicle carries 36 rounds for the main gun -Coaxial Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 75, Rld 2 Full) -Pintle Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 75, Rld 2 Full) Coaxial Weapons: Coaxial weapons are attached in a mount next to the main weapon and are controlled by the gunner. When the gunner makes an attack action he can use either weapon freely, but not both at the same time. The Coaxial gun gains an automatic +10 to all full auto attacks due to the nature of its mounting.
  2. Assegai Halftrack Another vehicle that started its life as a field modification, the Assegai, or "Meat Chopper" as it is more commonly known by the men, is a cheap alternative to the Hydra that often finds itself pressed into a ground fire role. The Assegai got its start when some enterprising PDF troopers bolted a Sabre turret into the rear of a Greyhound halftrack to give themselves a chance against swarms of Tyranid Gargoyles. From that moment on, the modification spread like wildfire. Whether they were fitted with quad heavy stubbers and throwing clouds of lead at aerial targets or bravely trading blows with tanks with twin Las-Cannons, they quickly became a favorite of the troops, especially PDF troops. The Mechanicus, though they are sticklers for tradition, are not completely opposed to change, especially if it is good. The Assegai was quickly standardized and the plans distributed, flooding Imperial warzones (and heretic armies) with cheap support vehicles within 20 years. Functionally it is almost the exact same as the Greyhound it originated from, but there are a few minor differences. The Assegai has slightly more armor around the crew compartment, and sacrifices all of its passenger carrying ability to make room for spare ammunition for the turret. The vehicle also comes standard with an improved radio. All told, the vehicle is a lean mean murder machine that is capable of dealing out a massive amount of punishment, even if it can't take much back. Many Guardsmen and PDF troopers would trade a week's Amasec ration to have an Assegai at their back. Type: Wheeled/Tracked Vehicle Tactical Speed: 20m Speed: 75 km/hr Maneuverability: +10 Structural Integrity: 20 Size: Massive Armor: 20 Front, 18 Side, 16 Rear Vehicle Traits: Rugged, Open-topped*, Halftrack Crew: 1 Driver, 1 Commander/Navigator, 1 Gunner Carrying Capacity: None Weapons: Any one of the following Twin Linked Heavy Bolter (150m, -/-/6, 1d10+8 X, Pen 5, Clip 240, Rld Full, Tearing, Twin Linked) 2 Twin Linked Heavy Stubbers (100m, -/-/8, 1d10+4 I, Pen 3, Clip 400, Rld 2 Full, Twin-Linked) Note: These weapons must be fired at the same target as part of the same action (consider them Quad-Linked) Twin Linked Las-Cannon (300m, S/-/-, 5d10+10 E, Pen 10, Clip 80, Rld 2 Full, Proven [3], Twin-Linked) Twin Linked Autocannon (300m, S/3/-, 3d10+8 I, Pen 6, Clip 60, Rld 2 Full, Ogryn-Proof, Reliable, Twin-Linked) When carrying any weapons other than the Las-Cannons, the vehicle carries enough ammunition for 4 full reloads. When carrying the Las-Cannons, the vehicle only has as much ammunition as listed. The vehicle only counts as open-topped for the Gunner, as the Driver and Commander are inside of an enclosed armored cabin. Halftrack Trait: A vehicle with this trait counts as tracked for the purpose of moving across difficult terrain, and as a wheeled vehicle in regards to maneuverability. With regards to damage, the vehicle counts critical hits as against a wheeled system. Repairs to a Halftrack's motive system take 1.5 times as long as listed in the appropriate repairs table.
  3. Equitus Gun Truck Originally a field modification of the Equitus truck, the Gun Truck, or Guardian Angel as it is called amongst rear line troops, is a derivative of the Equitus truck recently accepted by the Mechanicus. By no means a truly unique vehicle, the Gun Truck is actually a modification kit for the numberless Equitus truck. The modification kit is usually applied to the Equitus when convoys are at risk of being ambushed or attacked while in transit. It is a simple kit, consisting of steel plates that are welded to the sides, front, and rear of the vehicle, giving it decent protection against small arms fire. It also contains 2 swivel mounts for heavy stubbers. With the kit applied, the vehicle is capable of absorbing rifle caliber bullets and las-bolts and returning fire with a pair of machine guns, giving protection to rear line convoys against ambushes and raids. The kit doesn't come without downsides, however. The weight of the armor, machine guns, and ammunition mean that the suspension is overloaded by a fair margin, and the vehicle struggles to maintain a high speed. If the crew of the vehicle attempts to take it off-road or push the engine too hard, they will very likely find that the vehicle soon beats itself to death under its own weight. Despite this, it has become a very common sight in warzones around the Imperium, providing security to convoys and bases behind the lines, as well as serving in a number of security roles around the Imperium. Type: Wheeled Vehicle Tactical Speed: 15m Speed: 65 km/hr Maneuverability: -5 Structural Integrity: 20 Size: Massive Armor: 20 Front, 18 Side, 14 Rear Vehicle Traits: Open-topped, Rugged, Wheeled Vehicle, Overloaded* Crew: 1 Driver, 1 Commander/Navigator, 2 Gunners Carrying Capacity: 4 Passengers in rear Weapons: 1 Frontally Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Mag 75, Rld 2 Full, Ogryn-Proof, Can fire to the front and sides of the vehicle) 1 Rear Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Mag 75, Rld 2 Full, Ogryn-Proof, can fire to the rear and sides of the vehicle) Most vehicles carry approximately 5,000 rounds of ammunition for these weapons. Overloaded: Due to the extra stress that this vehicle's suspension is under, any attempt to navigate it across rough or broken terrain at more than half of its tactical speed requires a Difficult (-10) Operate Surface Test. If the driver fails this test, he must flip a coin. On a result of tails, the vehicle gains the Motive Systems Crippled condition.
  4. Honestly, Commissar Williams has already covered pretty much every reason as to why the chameleoline cloaks aren't as OP as they look at first glance. Yes, you might get a few good sniper shots off, and the enemy might not know exactly where you are, but things like grenades, grenade launchers, mortars, flamers, etc. were made for these exact situations. One thing I would like to cover is that the fact that you are not having the enemy suppress your players is definitely contributing to the fact that the NPCs feel weak. At the most basic level infantry combat relies on the simple pattern of fix and flank. Usually, a squad will be broken up into to fireteams of 4-6 men each; one of these will suppress the enemy while the other moves forwards, and they will continue to do this, switching who is suppressing and who is moving until they have managed to fix the enemy in position and eliminate them, either through rifle and machine gun fire, explosives, or any number of other things. In a tunnel like your example, with minimal to no cover, a few guys are going to go prone and just start shooting down the tunnel without really aiming. As they are doing that, a couple more friends of theirs will probably kneel in place and lend their weapons to the suppressing fire as well. At this point your players will be pinned down or they are going to get absolutely cheesed by the sheer amount of rounds coming downrange at them (at this point I would also test everyone in the tunnel against toughness for temporary hearing loss as well, but that's just me). With the players pinned, the enemy will either fall back to a better position, lob a couple of grenades down the tunnel if possible, or simple fix bayonets and charge. What exactly the enemy does depends on their equipment, morale, training, and a bunch of other stuff, but it has to be one of those three things. Lastly, Commissar Williams anecdote about 250,000 rounds per kill in Irag and Afghanistan was also true for Vietnam, but doesn't tell the whole story. Almost all of the rounds fired in combat are not fired at a person, or at least a specific target. They are fired into a target area to keep the enemy's head down while you move around, i.e. as suppressing fire. It's true that this system doesn't quite represent that amount of ammo expenditure, but my players have taken to carrying quite a bit of spare ammo in their games now that they have learned the value of suppressing fire. In our last session they went through almost 40 las packs and 15 150-round belts for their machine gun, and that was only a 4 player squad. TL;DR: The Cloak isn't OP, as long as the enemy reacts the right way to it.
  5. To be honest I feel like this rule is kind of pointless, except in the most extreme of circumstances. Any decently trained soldier will keep his weapon in working condition as a matter of habit, and unless the weapon is severely damaged in some way (i.e. dropped ~50 feet or run over by a tank) it should work the same as always. If this sort of thing ever comes up in my games it's only because the weapons or players have been dunked in mud or something similar, which is an automatic no test action to clear, it just takes time. The only way a weapon's condition or physical state would affect the ability of the weapon to fire would be if the gun was literally rusted out or had the receiver gummed up with tens of thousands of rounds fired and no cleaning. I understand that the idea is to make the game more challenging, but at some point it just becomes way too cumbersome.
  6. Kerribanian Stalker Sentinel: Developed originally for use by prospecting companies combing the surface of Kerriban for deposits of Radioactives buried deep beneath the snow, the Stalker Sentinel was given new life after the Tyranid invasion of Kerriban. Left with the unfortunate prospect of a massive number of feral Tyranids hiding out in the caves and ruins scattered across the planet, the Mechanicus of Kerriban armed and armored the Stalker Sentinels into fearsome extreme range reconnaissance vehicles. Heavily armored and well insulated, these vehicles have basic internal toiletry facilities and storage for on-board food supplies, allowing them to stay out for up to 7 days at a time in the lethally cold Kerribanian weather. The Stalker is much larger than average Sentinels, coming at a whopping 15 tons compared to the Sentinel's 7.5. Most of this is due to the cabin being expanded to accommodate a second crew member and being up armored. As it is expected to stay out for up to a week at a time, the Stalker's weapons are usually mounted with expanded magazines (included in weapon profiles below), and the crew has access to a set of emergency repair supplies to keep the vehicle running. With their advanced auspex, heavy weaponry, and incredible endurance, it was only a matter of time before the Departmento Munitorium acquired a few regiments of the vehicles to fight off world. Now the elite Kerribanian Stalker regiments can be seen on a variety of inhospitable worlds, using wolf pack tactics to find and destroy the enemy before disappearing into the hostile wilderness like ghosts. Note: As this is basically a larger, 2 seater sentinel, it can fulfill the same role. Keep in mind that it does weigh twice as much as a normal, so your players will need to make very liberal use of the Ground Penetrating Auspex to be sure they don't fall into a frozen lake or something. Type: Walker Tactical Speed: 10m Speed: 45 km/hr Maneuverability: +10 Structural Integrity: 25 Size: Massive Armor: 28 Front, 20 Side, 18 Rear Vehicle Traits: Enclosed, Rugged, Walker, Enhanced Motive Systems, Long Range Vox, Environmentally Sealed, Ground Penetrating Auspex Crew: 1 Driver (Hull Weapon), 1 Navigator (Chin Heavy Bolter) Carrying Capacity: None (300kg of cargo below the cabin) Weapons: Chin Mounted Heavy Bolter (Chin Mount; 150m; -/-/6; 1d10+8 X; Pen 8; Clip 240; Rld 4 Full; Tearing) The Heavy Bolter can be reloaded from inside the cabin by the Navigator. The vehicle carries 480 total rounds for the weapon. The Vehicle may mount one of the following alongside the cabin. Multi-Laser (150m; -/-/5; 2d10+10 E; Pen 2; Clip 200; Reload 3 Full; Reliable) Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 60; Reload 3 Full; Reliable) Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven[3]) Heavy Grenade Launcher (150m; S/3/-; *; *; Clip 30; Reload 3 Full; *; ) None of the above weapons may be reloaded from inside the vehicle. The vehicle does not have dedicated storage for extra ammunition for the main weapon, but many enterprising crews may strap some to the side. Chin Mounted Weapon: This weapon is mounted under the chin of the Sentinel and slaved to the Navigator's helmet or joystick. It can fire in a 180 degree arc to the front of the vehicle, and if it is fired with the benefit of the Helmet Display grants a +10 to the Ballistic Skill test to fire it. Heavy Grenade Launcher Ammo Types: Frag (2d10+5 X; Pen 0; Blast[5]) Krak (2d10+8 X; Pen 8; Concussive[1]) Smoke (Smoke[10]) Incendiary (1d10+5 E; Pen 6; Blast[6], Flame) Ground Penetrating Auspex: This trait means that the vehicle is equipped with an advanced auspex capable of detecting buried threats to the vehicle, as well as environmental hazards. As a Routine(+20) Tech Use test, the Navigator may scan the area for things such as snow covered bodies of water or areas of soft soil. As an Ordinary(+10) Tech Use test, the Navigator may check a circle 15m in diameter around the vehicle for landmines or other explosive devices.
  7. Session Three: Player Characters for this Session: Quintus Spurius Aurelius: Medic, Companion Lydia Nero Kriossis: Psyker, Companion Podrick Roland Modelus: Sergeant, Companion Alexander Tyrin: Weapons Specialist, Companion Larissa Torque Stubbs III: Heavy Gunner, Companion Gar The Session: Session three opened with the 137th arriving at their assigned positions in the so-called "Thin Red Line." The conflict had been raging for almost 3 weeks at this point, and the Imperials had been pushed back almost 150km by the Tyranid swarms. Due to a lack of biomass (compared to their usual reserves), the Tyranids had been forced to adapt their tactics to counter the Imperial's advantage in firepower. The war had quickly become one of the well armed Imperials fighting an army of xenos that depended on infiltration, assassination, terror tactics, ambush, and other hallmarks of asymmetrical warfare. The "Thin Red Line" was a defensive line set up behind the river Plock where the Imperials hoped to blunt the Tyranid advance into their territory. To facilitate the construction of the defenses, nearly 200,000 soldiers had been thrown into the teeth of the Tyranid forces in a desperate bid for time. Although this plan had succeeded, it had cost the Imperials 24,000 dead and nearly 60,000 wounded in four days of vicious battle. The area in front of the Line had become known as "The Void", a blasted hellscape of impact craters, burnt out vehicles, and destroyed villages and forests covering approximately 200km2 of ground. The squad believed that they were to be assigned to defensive positions on the line, but they were mistaken. During the last hours of the fighting in The Void, a brigade of Coshecan People's Army tanks had been cut off and surrounded in a castle town about 5km north of Imperial Lines. As the players settled into camp, the news came down the line that their regiment was being mounted up in half tracks and sent out to rescue the tanks. Needless to say, they were none to pleased at the idea of having to push out into The Void. The squad was told that they had 12 hours to prepare and familiarize themselves with their new vehicle, after which they would head out. Luckily for them, Tyrin and Roland were both technically minded and capable of driving. They quickly set about doing everything they could to improve their chances. They quickly decided that the single machine gun mounted on the half track was not nearly enough firepower for their needs. While Tyrin and Roland started welding some sheets of scrap metal onto the sides of the vehicle and around the machine gunner's seat with the help of their companions, Nero, Quintus, and Torgue attempted to secure more weapons. Some light fingers behind the officer's mess got Nero a few bottles of amasec, which he quickly traded for ammunition in the Valhallan's camp. Quintus did some dental work for a few men in one of the PDF infantry units, which netted him a trio of Pump Action Shotguns and half a dozen directional mines (claymores). Torgue managed to kiss the quartermaster's ass enough to get himself a few extra rounds of HE for his Recoilless Rifle, as well as a pile of spare parts for his unit's nonexistent flamers. He proceeded to assemble a flamer out of all the parts. By the time they returned to their camp, their halftrack had been up armored and a steel box had been built to protect the machine gunner. At the insistence of Quintus, Tyrin welded a 1/2" steel plate underneath the vehicle, to which Quintus attached two of the directional mines. He had heard rumors of burrowing Tyranids coming up underneath vehicles, and he did not want to get eaten alive from underneath. While the squad was distributing weapons and ammunition throughout the vehicle, Roland pulled rank at the Quartermaster's depot and got the squad some more medical supplies and a case of Frag Grenades. With 6 hours to spare, their halftrack was completed. Up-armored and repainted a low key grey, the vehicle boasted a Heavy Stubber, 3 Pump Shotguns and a flamer stashed throughout the crew compartment, 20 Frags in ready positions in the rear, and almost 3000 rounds of ammunition in assorted calibers. They christened it The Jefferson. Roland called it "a gypsy wagon of glorious stature", while Torgue simply remarked that "it needs more explosive ****." As the sun clawed its way towards the horizon, they mounted up and met up with the rest of their unit. It became apparent to them that the rest of the troops in their regiment were also not taking any chances, with all of the other halftracks carrying a significant amount of additional firepower. They rolled out in column, snaking their way across a small bridge into The Void. They soon found themselves making their way through thick forests laden with fog and choked with the detritus of war. The corpses of unfortunate refugees lay scattered around, death quickly becoming a constant companion to the convoy. After reaching the burnt ruins of a village, the convoy broke up into two distinct units, one heading East, and the other continuing North. The Northern component was to capture a ridge above the castle town and provide cover for the Eastern component, who would break through the Tyranid's lines and escort the tanks out. As they approached their objective, the convoy stopped. Their commanding officer approached their vehicle and told the squad that a special assignment had been passed down by command. Approximately 30km west of their current position was a town that had been overrun 3 days ago. In that town there was a cathedral that apparently contained half a dozen relics of great religious significance that the Ecclisiarchy wanted back. Their squad was to retrieve these items and return them to friendly lines post-haste. They were uneasy about the prospect of crossing 30km of enemy territory alone, but orders were orders. As the convoy started up again, The Jefferson turned around and headed back to the crossroads village from earlier. A tense 4 hour trip that required 4 detours around blocked roads found the squad looking down into the small valley where the town sat at the edge of a river, still smoldering from the fighting. The town's wall had been blasted open on one side, and it was clear that about half of the structures inside the walls had burnt down, but the Cathedral was still intact. Driving the Jefferson through the hole in the wall, they soon found themselves in the plaza before the Cathedral. Entering cautiously, Torgue, Nero, and Roland were greeted with a scene out of their nightmares. Shredded bodies lay everywhere throughout the Cathedral. Blood splattered the walls like a macabre art study. The stench was so powerful it was a physical thing, making it hard for them to push into the structure. As they attempted to work their way over the bodies, Podrick tripped over a corpse; this saved his life as the Lictor that was about to leap upon him from the shadows instead ended up flying through open air. Landing in the middle of the Cathedral, the creature lashed out at the squad, who quickly fled outside. The Lictor pursued, catching young Gar before he could make it all the way out the door. It quickly tore off one of his legs before tossing him to the side, more focused on Tyrin bearing down on it with a chainsword. Though he was no match for the creature in prolonged battle, he managed to hold it's attention long enough for Alexander to drag Gar clear while Torgue retrieved his Recoilless Rifle from the vehicle. Tyrin threw himself clear of the Lictor after trading a nasty gash on his arm for one of the beast's legs, giving Torgue a clear shot. From 30 meters away, Torgue fired an anti-tank HEAT shell directly into the Lictor's chest. As the smoke cleared and the now torso-less creature fell to the ground, Torgue scratched a single tally mark onto the weapon. Meanwhile, Quintus and Lydia were furiously attempting to stop Gar's bleeding. On Roland's orders, the others quickly retrieved the artifacts from the Cathedral (a goblet, 2 paintings, and the femur of a local saint). With Gar barely clinging to life, they loaded him into the vehicle and roared out of the town, chased by gargoyles the whole way. Now driving as quickly as possible through the wreckage cluttered woods with a swarm of flying Tyranids hot on their tail, the squad failed to notice the ambush they were driving into. A pair of warrior forms burst onto the road in front of them, attempting to force the vehicle to a halt. Meanwhile, an unknown number of Termegaunts opened fire from the bushes. Roland was shot through the neck by a fleshborer beetle, but not before he finished off one of the warrior forms with a burst of gunfire from the machine gun. Tyrin, instead of stopping, opted to push the pedal to the floor and rammed the remaining warrior. The beast was hit hard, but managed to cling to the hood of the halftrack. Roland, with one hand pinching off the artery in his neck, fired a shotgun into its face with his free hand, killing it instantaneously. Now screaming through the forest at breakneck speeds with blood sloshing about the troop compartment, Quintus somehow managed to stop the bleeding in Roland's neck. A Ravener attempted to burst from the ground underneath the vehicle, but Tyrin's seemingly supernatural awareness gave him time to steer around it. As they broke from the edge of the forest, gargoyles still hot on their tail, they made visual contact with the Thin Red Line. Soon, a storm of flak and gunfire chased off the gargoyles, but not before more members of the squad were clawed and shot. A quick bridge crossing and a frantic drive through camp to the field hospital later, the squad were prepared to deliver their precious cargo. Torgue, Nero, and Podrick were the only members of the squad healthy enough to drop off the relics. The success of the mission earned the squad a lot of favor with the Ecclisiarchy, but with 3/4 of them confined to the field hospital for at least a couple of weeks, it was small comfort. A few hours later, their regiment returned, escorting the remains of the armored force. Their casualties had been light, and the camp took on a slightly festival air as they celebrated the safe return of their comrades. Nonetheless, the war was still on, and it would not be long before they were out fighting again. End of Session Three KIA: None WIA: Trooper Gar (sent to a rear hospital, relieved of duty due to severity of injury) Trooper Larissa Trooper Alexander Trooper Lydia Storm Cpl. Tyrin Cpl. Torgue Stubbs Cpl. Quintus Spurius Aurelius Sgt. Roland Modelus
  8. First of all, TF2 is an arcade shooter, so it has nothing at all to do with the reality of actually shooting at people. Neither does Only War, but it tries for a little more realistic representation of combat than TF2. If a platoon (I'll use this as the example because you mentioned it in the OP) comes into contact with a sniper/marksman who is dug in where they cannot find him, there are a few ways they can react. The first is simply to pop smoke, grab the wounded or dead (if possible), lay down some fire where they think he might be, and fall back. Usually they'll just fall back long enough to bring up a tank or something similar so that they can flush the sniper out. Sometimes, if they have the option and they just can't be bothered, they'll just shell the offending sector and then come back afterwards. If they can't leave the area for whatever reason, or they know approximately where he is, they'll usually do the following. They will first lay down an absolute boatload of fire to suppress the sniper while they retrieve the wounded or dead (again, not a concern for all the IG's enemies), and then respond in a few different ways. If they can, they'll bring up a tank or something similar to blast him out of his hole. If that's not available, they will continue to have some soldiers lay down suppressing fire with MG's and the like while about 2/3rds of the men move out in an attempt to flank the sniper or get a clear shot on his position. If there is no cover to advance on the sniper, they may opt to charge across open ground towards his position if they believe their covering fire is good enough, but that wouldn't be very likely. I'm sure by now you can see the theme. From ambush a sniper/marksman can do a lot of damage by picking off a radio operator, medic, or officer before anyone knows they're there, but after that a lone sniper will have a hard time doing anything to 30+ angry guys with rifles, machine guns, and grenades. I would bet the reason snipers are so dangerous in your games is that the enemy isn't reacting properly to their presence. Here's the simple checklist for an enemy unit of squad to platoon size I use when my players are laying down sniper fire. 1. Do we know where the sniper is, or where he might be? If Yes, proceed to Step #2 If No, pop smoke, recover wounded, and retreat if possible. If No and retreat is impossible, pop smoke and seek better cover. 2. We know where he is or where he might be, and we have started laying down suppressing fire on his position. Is there good cover between us and him? If Yes, Proceed to Step #3 If No, increase volume of fire and attempt to secure additional fire support If No and no additional Fire Support, increase volume of fire and attempt to charge his position. 3. We have suppressed the sniper and flanked his position with infantry. How should we dislodge him? If close enough/clear enough sightline, shoot him. If close but no sightline, use grenades, flamers, or attempt to engage in hand to hand. If distant and no clear sightline, use grenade launcher or attempt to get closer.
  9. A long while ago my group and I broke the Heavy Stubber up into three different versions to account for the lack of SAW, GPMG, and HMG in the game rules. LMG/SAW: This weapon is what many people think of when they think of a "machine gun." In the Imperium it takes many forms, from a blocky short barreled weapon fed by belt and chambered in 5.56mm to long barreled drum fed devices in 7.62mm. All of these weapons are similar in a few key ways: they have large magazines, high rates of fire, and are used in a support capacity. -Statline: (Basic; 100m; -/-/10; 1d10+3 I; Pen 0; clip 100; rld 2 Full; Inaccurate; 8kg; Scarce) MMG/GPMG: Mid-sized weapons with longer barrels and larger magazines, these Medium Machine Guns are a mainstay in Imperial Service. They are often found mounted on top of Leman Russ Tanks or other combat vehicles. They are generally heavier weapons, incapable of being fired without being first braced in some way, but this is in exchange for greater effectiveness at range. Most of these weapons are chambered in 7.62mm or larger and are belt fed. -Statline (Heavy; 150m; -/-/6; 1d10+6 I; Pen 2; clip 100; rld 3 Full; 11kg; Rare) HMG: These hard hitting battlefield beasts are the undisputed kings of fully automatic fire. Large, heavy belt-fed weapons always chambered in .50BMG or larger, these devices are fully capable of destroying light vehicles and pulping Traitor Marines in a single well aimed burst. This effectiveness comes at the price of extreme weight and a limited rate of fire compared to other weapons of its class. NOTE: The HMG can be broken into two seperate pieces for transit, with the gun itself weighing 25kg and the tripod weighing 13kg. The PC's companion can carry the tripod if this is an Only War game. It takes 1 turn to mate the weapon with its tripod. NOTE 2: Firing this weapon without bracing it is nearly impossible due to the recoil involved. Only someone with a combined Strength and Toughness bonus of 11 or greater may fire this weapon without mounting it on a tripod. It cannot aimed like this, and it cannot be used with a bipod; the energies involved are simply too great. -Statline (Heavy; 200m; -/-/5; 1d10+8 I; Pen 4; Clip 75; Rld 3 Full; Ogryn-Proof, Proven(2), Felling(4); 38kg (with Tripod); Rare)
  10. Session Two: The Player's Regiment: 137th Lamian Light Infantry "The Jaegers" The Jaegers are a unit of elite soldiers hailing from the world of Lamia. Lamia is a bleak world, tucked amongst the rich worlds of a prosperous, secure sector. It is to this cold, wet rock that large numbers of orphans are shipped from all over the sector, where they can be molded into ideal warriors to fight and die for The God-Emperor of Mankind. The orphans spend the first few years learning tactical drill and survival skills, before they are put into live fire engagements against servitors and prisoners from throughout the sector at the age of 16. Though these exercises lead to a rather high (64%) casualty rate amongst the trainees, those that come through alive and mostly unscathed are some of the best soldiers tithed into the guard. The majority of regiments raised on Lamia are Grenadiers and Mechanized Infantry, but occasionally recruits displaying a great talent for fieldcraft and high levels of personal initiative are organized into Jaeger regiments. These regiments are trained and organized to act as skirmishers and harassing forces, moving quickly to strike the enemy from unexpected angles and from difficult terrain, laying waste and drawing the enemy into engagements they cannot hope to win. The Jeagers, like all Lamian regiments, wear dress uniforms with insown flak plating into battle, but their uniforms take a more practical approach than the ostentatious red, black, and gold affairs of their brothers in arms. They wear simple double buttoned dark grey jackets with field caps, and carry themselves professionally in battle. They prefer to engage their foes from range, but are known to be more than sufficiently skilled with their entrenching tools and knives when drawn into a hand to hand conflict. Player Characters for this session: Quintus Spurius Aurelius: Medic, Companion Lydia Nero Kriossis: Psyker, Companion Podrick Roland Modelus: Sergeant, Companion Pedro Tyrin: Weapons Specialist, Companion Gendry The Session: The session opened with the Player's Regiment arriving in orbit around Cosecha while the early stages of the space battle shaped up. After being delivered to the planet via shuttle while the rest of their equipment made its way down on the space elevator, they were quickly shifted to Camp X432. This camp was located in an area of foothills near a low mountain range, and was currently being used as a staging ground for the defense of an area known as The Tangle; this little settled area had played host to the initial fighting against the Tyranids on Cosecha. Taking up position along with the rest of their division, the PC's found themselves with quite a bit of time on their hands. Soon Tyrin and Roland wandered off in the direction of what they believed to be a reconnaissance regiment in an attempt to gather some information on their yet-to-be encountered foe; they found the information contained in their propaganda leaflets lacking. Nero and Quintus attempted to secure some extra medical supplies and ammunition, but had some difficulty, as the camp's quartermaster was a very, very busy woman. Roland and Tyrin's efforts payed off, as they managed to get a bit of information about the true nature of their enemies; although it didn't make them feel any better. A couple of days later Tyrin managed to make a contact with a grey/black market trader in a Ratling unit attached to a Valhallan armored regiment, and the squad benefited in the form of some quality rations and a few extra Frag Grenades. That evening, they watched a massive vessel burn through the atmosphere and crash into the ground like the hammer of a vengeful god approximately 20km south of their position. The Hive Ship had made planetfall. The next morning at 0400, their unit moved out towards the crashed ship. Accompanying them were soldiers of the 559th Kerribanian Heavy Cavalry Regiment mounted in their 2 seater armored sentinels, the 34th Marchandian Reconnaissance Regiment, and 3 Brigades from the 13th Cosechan People's Mechanised Infantry. After traveling about 10km in trucks and vehicles the soldiers found themselves at the end of the road. 5km beyond their position lay the edge of the forest, which gave way to swamps and marshes; it was in these wetlands that the Hive Ship had crashed and begun forming itself into the Hive. Advancing forwards while the 13th set up fallback positions and gun pits for the artillery, the 137th, 559th, and 34th continued to the edge of the forest. It was here that they began to dig in and prepare to receive the Tyranids. They dug through the night, the flare of Tyranid Bio-Plasma from the Hive's anti-orbital cannons providing the occasional eerie glance of the marshes. On the second day after the Hive Ship's crash, many Imperial Soldiers watched the last sunrise they would ever see Illuminate storm clouds approaching from the east. The Player's company had dug in along a steep ridgeline, with only 2 small gullies giving easy access up from the swamps below. The Player's squad was assigned the task of holding the eastern gully. Knowing what was coming, the squad set about the task of fortifying their position with gusto. Using 2 spools of accordion wire they managed to shrink the passable width of the gully to only 2 meters, meaning the Tyranids would only be able to come up one or two at a time. At the same time, they dug a small trench directly in front of the gully and protected it with sandbags. In this trench would be Tyrin and his Plasma Rifle. On either side of the exit they dug another foxhole protected with sandbags. In the right foxhole would be Nero and Trooper Podrick and in the left would be Roland. Lastly, with the help of their companions they shifted a large boulder into the gully, further decreasing the amount of space the Tyranids could advance through. Opposite the fallen boulder Quintus and Lydia dug a scrape behind another large boulder, allowing them a clear view into the gully but protecting them from most return fire. Distributing ammuntion and grenades, the squad said their prayers to the emperor and dug in. As word came down the line that the Tyranids had been sighted, the enemy revealed their first surprise. Several large, Carnifex-like creatures with huge tubes on their backs moved up to within 2km of the Imperial positions and began raining down blobs of Bio-Plasma upon the heads of the Guardsmen. Hunkering down under the fire, Tyrin took the opportunity to dig his foxhole a little deeper. Eventually though, some of the enemy found their way up the gully. A single warrior form supported by 20 Termegaunts cautiously made their way up the gully, apparently believing that the positions were unmanned. Much to their chagrin, the Warrior form had most of its face vaporised by a maximal shot from Tyrin's plasma gun, and a trio of grenades from the rest of the squad claimed 16 of the Termaguants. The Tyranids quickly fled the scene. A few minutes later, they returned in force. 5 Warrior forms and 60 Termegaunts advanced upon their position, intent upon forcing them out. A battle ensued, in which literally 16 grenades were thrown and a couple hundred las rifle shots were discharged. The Tyranids pulled back again, leaving behind the corpses of 3 Warriors and nearly 50 Termegaunts, but not before shooting Gendry through the guts with a spike of bone fired out of one of the Warrior's weapons. Despite the best efforts of Quintus, Gendry bled to death in the field. Not long after, Imperial positions began to be overrun. Calling a general retreat, the Imperials began falling back towards the road, a steady stream of stretcher bearers making their way past the squad's position. As the Imperial troops worked their way backwards, artillery began to fall upon the Tyranids, walking steadily back towards the squad's position. The squad now found themselves under fire from Tyranid artillery, with Imperial artillery threatening to be on top of their position in a matter of minutes. Even so, they had no choice but to hold. If they fell back before the rest of their company passed their position, they would doom 200 or more men. So hold they did. A third time, the Tyranids came. 3 Warriors and 60 Hormagaunts threw themselves into the squad's defenses, dying in piles to force their way up the gully. Breaking through, the last Warrior was decapitated by a shot from a plasma rifle, but not before he shot the helmet off of Podrick, nearly killing him. Unfortunately, the breaching of the final line of barbed wire by the Warrior allowed the last 12 Hormagaunts to get through, allowing them to swarm Pedro, tearing him limb from limb before he even had a chance to scream. A grenade directly on top of the ruins of Pedro's corpse finished off the Hormagaunts, ending the immediate threat to the squad. Shortly thereafter, the squad evacuated with the rest of their unit, leaving their dead comrades behind, as every trooper was needed to carry a stretcher. After a grueling and terrifying 5km back to the positions at the road, the Player's unit was loaded into trucks and evacuated even as the tanks and halftracks of their companion regiments opened fire on the Tyranids. Chased from the field by the sounds of artillery fire and lashed with rain, lightning, and thunder, things did not look great for the defenders of the world. So there we have it, the end of session two. KIA: Trooper Pedro Gonzales Trooper Gendry Wulfen WIA: Trooper Podrick Corporal Tyrin Sergeant Roland Modelus
  11. So for a while I have been running a game for my group of friends. In this game they are playing as the 137th Lamian Light Infantry, a unit of elite Schola Progenium Infantry raised and equipped on a world from a rich core sector. These light infantry were dispatched to the World of Cosecha to fend off a tendril of an unknown and unnamed Tyranid hive fleet. Session One: The first session saw the players playing a Risk-esque game wherein they played as the commanders of PDF and Imperial Guard units on the world, working to repel the initial Tyranid landings. They did better than I expected them to, setting the stage for an interesting rest of the campaign as the Tyranids would have to force another beachhead once they arrived in orbit. As the Imperius Crusade burned its way across Sector Antium, a drama began to unfold upon the world of Cosecha. The Crusade was in full swing elsewhere, slowly beating back the remnants of Hive Fleet Titan, but on this peaceful agri-world all was calm. 2 Regiments of Elysian Drop Troopers and a company of Praetorian Space Marines rested on the world, resupplying and awaiting reinforcements before they would once again descend into the meat grinder that was the front. Unfortunately, they would not have to go very far at all to find the fighting they were preparing for. In desperation, the hive fleet had sent out a multitude of spores to scout for biomass to replenish their failing fleets, as the Imperials had been fighting for many months to keep the fleet away from any worlds with healthy amounts of biomass. One cluster of spores had found their way into the Cosecha system, and were now heading towards the vulnerable world. The world’s deep space radars detected their approach, but with only 11 days prior warning. An astropathic distress call was sent out from the world, and support quickly promised, but it would not arrive in time to contain the spores. That would be up to the PDF and the small force of guardsmen and marines already upon the world. Moving quickly, the PDF mobilized their best divisions to surround three potential landing sites identified by the Marines and Elysians, with the 2 regiments of Elysians divided into three fast attack units in Valkyries. When the attack finally materialized, the Imperials were not as prepared as they would like to be. Landing in what the Imperials called zone Alpha – an area of hills and marshy lowlands – the three spores soon found themselves set upon by Imperial forces hoping to deliver a deathblow before the fight even started. The plan the Imperials had concocted involved a lightning attack by the Elysians and Praetorians while the PDF units nearest the landing zone encircled the Tyranid spores. At 0445 the Imperial units first engaged the Tyranid forces, kicking off a 13 hour engagement. In the predawn haze, Elysian units blasted out a landing zone less than 2 kilometers from the furthest eastward spore, fighting a brutal battle to do so. In many places the Imperials and Tyranids were no more than 20 meters apart, the fighting often devolving to the level of grenades and bayonets. As this was going on, Astartes drop pods rained from the sky, delivering their deadly cargo into the heart of the fray. Soon, 2 full brigades of Elysians and a full company of Astartes were fighting their way towards the nearest spore. At 0945, 5 full hours after their landing, the Imperial forces made contact with the first spore, drilling and blasting their way through the surface. Sensing an impending threat, the Tyranids launched a vicious counter-attack. Soon, the Imperials found themselves pushed back from their breakthrough; all but a few. B Company, 2nd Brigade of the Elysian 27th and 4 Squad of the Praetorian 4th Company found themselves cut off and pressed against the edge of the spore. 138 Guardsmen and 9 Astartes faced assault from both directions. A quick consultation between the commanding officers of both units led them to the conclusion that the only way they had left to go was forwards. With a battle cry on their lips the warriors of the Emperor charged into the breach they had made, fighting their way tooth and nail to the birthing vats near the center; here they planted their demolition and infernus charges, destroying fully 1/3rd of the Tyranid’s capability to reproduce in one fell swoop. After a brutal fight out of the spore and back to the initial landing zone there were only 23 survivors; 3 Astartes and 20 Guardsmen, 11 of whom would later die of their injuries. Over the next 7 hours the Imperials tried again and again to reach the second and third spores, but they were forced to withdraw at 1700 hours as the Tyranids threatened to overrun their initial landing zone. 207 Elysians died, 559 more were wounded; 15 Astartes died, with 2 more unable to continue fighting due to their wounds. Though the planetary governor wanted the heads of the commanding officers for what he saw as a dismal failure, he was soon forced to admit that the operation was at least partially a success despite the cost. During those 13 hours of furious battle the Tyranids had no opportunity for reconnaissance or expansion as their whole attention was focused on the threat to their spores. This had allowed 3 divisions of PDF infantry to take up positions surrounding their landing zone, as well as giving the rest of the Elysians time to relocate to the area. The destruction of even one spore’s birthing vats was an irreplaceable loss for the small, queenless force; they now had to focus all of their energy on replacing lost organisms to mount a desperate defense. Luckily for the Imperials, the Tyranids soon discovered that no matter what they did they could not win this fight. Instead, they devoted their energies to contacting the Hive Fleet, informing them of the feast of biomass available on the vulnerable Agri-World. Barely a full day after the initial airborne assault, on L-Day +1 at 0900 hours, the Imperials launched their assault against the Tyranid’s position. The next 36 hours played host to a brutal knock-down drag out fight as the Tyranids fought the Imperials right up to the edge of their birthing vats to allow the Fleet time to home in on their position. As the last shots were fired, the last gouts of promethium cooled, and the last knives were removed from xeno corpses, the Imperials cheered their victory. Though 3 of the PDF’s best infantry divisions had been badly mauled in the fighthing –taking nearly 14,000 casualties- they had beaten the Xenos back, giving their world a chance. It soon became appallingly apparent to high command that the victory was not as worthy as originally hoped. Even as the people of Cosecha celebrated their victory the Crusade’s commanders watched the Tyranid Fleet consolidate and begin moving towards the world. Racing against time, they shifted their own forces towards the planet. As the pieces fell into place it became apparent that Cosecha would be the deciding battle of the Crusade; whoever won here would win control of the sector. As more and more troops arrived on Cosecha, so too did the Imperial Navy. Soon, 1.9 million Imperial Guardsmen, 18.3 million PDF troopers, and 300 Astartes were digging in all across the world, preparing to give their lives to defend this small part of the Emperor’s domain. Even as this was happening, nearly 100 vessels of the Imperial Navy took up station in orbit, prepared to counter the Tyranids as soon as they arrived in system. When they finally arrived in system, the battle began in earnest. For three weeks, the Tyranid fleet skirmished with the Imperials, attempting to bring them into a set piece battle; the Imperials did not take the bait. Finally, running low on stored biomass and time, the Tyranids assaulted the world directly. For 3 days the sky burned with ships falling from space; people on the ground described it as the most beautiful sight they had ever seen. As the battle began to draw to a close, the Hive Ship was critically wounded; in desperation it drove itself into the planet’s atmosphere, crashing down not far from the site of the initial battle against the scout spores. Soon it was rebuilding itself into a heavily armored and fortified surface hive, surrounded by bio-plasma cannons that could fire into space to protect it from orbital bombardment. Great waves of creatures spewed forth from within, starting the ground war in earnest. It was here that the 445th Imperial Guard Infantry Division was rushed into position to give the rest of the defences in the area time to consolidate; with them the 137th Lamian light infantry marched into their first ever battle with the Tyranids.
  12. It is true that any weapon can be used by players in an abusive way, but that is also partially on the GM for not doing something about it the first time it happens. Either adjust the tactics of the enemy soldiers accordingly or clarify the rules around such an item. Again, I've been doing some playtesting and I have yet to find a situation in which this weapon has been grossly overpowered. I am aware that retreating isn't always an option, but withdrawal usually is at least somewhat of an option. An enemy force that backs off isn't retreating completely, they are usually just withdrawing to a more advantageous position from which to launch another attack or to better defend themselves. Also keep in mind that they are the Guard, they aren't fighting the Guard. We have so far playtested this against rebels (who use some IG equipment), the Blood Pact (who use Chaos equipment but some salvaged Imperial vehicles), and Tyranids. Discounting the 'Nids, the forces they have been fighting are much more prone to outright retreating or withdrawing if the need arises. I understand that it is not for everyone, and it may not find a place at some tables; nonetheless I still wanted to post these weapons here as a solution to what my table has quickly found to be an incredibly odd and at times majorly unbalanced rule system in regards to vehicles.
  13. I like this a lot. How exactly are you handling movement inside of the vehicle? I would assume based on the size of the Baneblade that there is plenty of room for the crew to move around, especially the Enginseer.
  14. So I've been play testing this weapon some over the summer while everyone is back from school, and I have to say that it is not as overpowered as so many of you seem to think it is. First, I would like to clear up that it was never intended to destroy a tank through the front armor (which it cannot do reliably BTW), but to simply give a weapon that was both lighter and more effective against armored vehicles in the hands of light infantry and drop troops. These types of units often find themselves operating behind enemy lines or in an area that leaves them without access to the support of friendly vehicles. The extra pen makes it more of a threat in an ambush, where they can fire into the sides of the vehicle. I have found, however, that it is basically Carnifex repellent in the hands of a skilled squad. I feel like I should address the fact that you keep talking about boarding tanks, Sergeant Lazarus, although I have already said that the opportunity for that is essentially non existent in the games my group runs. An intelligent force of enemy soldiers will have infantry escorting the tank or tanks at all times, making it nearly impossible to get within about 100m of the vehicle without getting shot. If the infantry cover gets too shot up to properly protect the vehicle, it will usually retreat from the area. Again, as I stated in my initial post, this weapon was designed to be used in a more realistic game, where engagements more commonly occur at 150-250m ranges or further, and the players are moving around a whole lot. This means that the weight of the weapon is a much greater concern than in the base game.
  15. PDF Vehicles #4 of 4 Wasp Armored Car The Wasp fulfills the role of a reconnaissance and raiding vehicle for many PDF units, and even sees limited use in some Imperial Guard artillery regiments. Fitted with long range vox equipment and usually operated by crews experienced in gathering information, the Wasp is integral to many world's first response forces. With the vehicle's autocannon and heavy stubber, it can even be a threat to enemy infantry or light vehicles; many a convoy has been picked apart by a Wasp ambush. Type: Wheeled Vehicle Tactical Speed: 25m Speed: 90 km/hr Maneuverability: +10 Structural Integrity: 20 Size: Massive Armor: 22 Front, 18 Side, 14 Rear Vehicle Traits: Open-topped, Rugged, Wheeled Vehicle, Enhanced Motive Systems, Amphibious, Long Range Vox Crew: 1 Driver, 1 Gunner (Turret Autocannon), 1 Loader, 1 Commander (Pintle Weapon) Carrying Capacity: None Weapons: Turret Mounted Autocannon (300m, S/3/-, 3d10+8 I, Pen 6, Mag 21, Rld 2 Full, Reliable) The Vehicle carries 105 rounds of ammunition for the main weapon -Pintle Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Mag 75, Rld 2 Full, Ogryn-Proof)
  16. PDF Vehicles #3 of 4 Equitus Transport Truck The Equitus is a 2.5 ton transport truck, widely used to move munitions near the front lines. Equitus Trucks are rugged, cheap, relatively fast, and easy to use. They are used on nearly every civilized world in the Imperium, in both civilian and military roles. The back of the truck is covered by a simple heavy canvas tarp to keep off the rain and other weather. Type: Wheeled Vehicle Tactical Speed: 20m Speed: 85 km/hr Maneuverability: +5 Structural Integrity: 15 Size: Massive Armor: 14 Front, 12 Side, 10 Rear Vehicle Traits: Open-topped, Rugged, Wheeled Vehicle Crew: 1 Driver Carrying Capacity: 1 passenger in cabin, 14 Guardsmen in rear or 2.5 tons of cargo. Weapons: None
  17. PDF Vehicles #2 of 4 Myrmidon Assault Gun The Myrmidon is a popular alternative to the Leman Russ in many PDF units, and is also often seen in service to the forces of the Archenemy. The vehicle is a squat, boxy thing with a Battle Cannon mounted in the front of its well armored hull. Due to the fact that it does not have a turret, the vehicle is only 1/3 of the cost of a Leman Russ, and easier to maintain. Unfortunately, this comes at a cost. The cannon, obviously, can only fire towards the front of the vehicle. The vehicle's only other weapon is a pintle mounted stubber; it is extremely vulnerable to ambush or while being used in urban terrain. Type: Tracked Vehicle Tactical Speed: 15m Speed: 40 km/hr Maneuverability: +0 Structural Integrity: 40 Size: Massive Armor: 36 Front, 28 Side, 16 Rear Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle Crew: 1 Driver, 1 Commander (Pintle Weapon), 1 Gunner (Battle Cannon), 1 Loader Carrying Capacity: 0 Weapons: Forward Facing Battle Cannon (750m, S/-/-, 3d10+10 X, Pen 8, Mag 8, Rld 3 Full, Blast [10], Concussive [3], Reliable) The Vehicle carries a total of 36 rounds for the main gun. -Pintle Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Mag 75, Rld 2 Full, Ogryn-Proof) Cestus Variant: In all ways, the Cestus is the same as the Myrmidon, but the main weapon is replaced by a Demoliser Cannon (50m, S/-/-, 4d10+20 X, Pen 10, Mag 2, Rld Full, Blast [10], Concussive [3]) The Vehicle carries a total of 18 rounds for the main weapon in this configuration.
  18. PDF Vehicles #1 of 4 Across the Imperium, the various planetary defense forces serve as the first and often only line of defense for many worlds. For every world that is snuffed out under the endless march of Chaos, perishes at the hands of ravenous Xenos, or suffers some other horrible fate, several more are saved by the brave men and women that serve in these forces. While some richer worlds can equip their PDF units with Leman Russ tanks and Chimera APCs, many must stretch a more limited budget. To help fulfill these needs, the Adeptus Mechanicus has standardized the following vehicles for use across the Imperium. Unfortunately due to this standardization, many of these vehicles can be found in service of the Ruinous Powers, who find that they are easily produced by slave labor. Greyhound Halftrack A simple vehicle, the Greyhound is well loved by the many soldiers who use it for its ruggedness and decent level of protection (against small arms fire; anything else tears through them like paper). The vehicle is a boxy, open topped truck with long treads replacing the back wheels of the vehicle. This allows it good turning ability on roads and other built up terrain, but still gives it excellent off road characteristics for a vehicle of its type and weight. Type: Wheeled/Tracked Vehicle Tactical Speed: 20m Speed: 75 km/hr Maneuverability: +10 Structural Integrity: 20 Size: Massive Armor: 18 Front, 16 Side, 14 Rear Vehicle Traits: Rugged, Open-topped, Halftrack Crew: 1 Driver, 1 Commander (Pintle Weapon) Carrying Capacity: 10 Guardsmen and Gear Weapons: Pintle Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Mag 75, Rld 2 Full, Ogryn-Proof) Halftrack Trait: A vehicle with this trait counts as tracked for the purpose of moving across difficult terrain, and as a wheeled vehicle in regards to maneuverability. With regards to damage, the vehicle counts critical hits as against a wheeled system. Repairs to a Halftrack's motive system take 1.5 times as long as listed in the appropriate repairs table.
  19. I think the biggest reason I designed this, and the reason you guys all seem to be missing is that tanks have two massive advantages and one lesser advantage over infantry. I get the impression you guys have never properly utilized these advantages in game or you wouldn't be saying that an autocannon or a melta gun were a good choice. We decided to create this weapon for these two reasons: 1) Tanks have a massive range advantage over infantry. They can effectively engage troops out to 2100m with their main gun, and they will often have their front armor pointed in that direction. This weapon was built with the intention of allowing them to engage such threats from the front. 2) They are still pretty much indestructible to small weapons fire apart from heavier equipment. 3) The lesser advantage is not inherent to the vehicle, but instead to the operators. A tank properly utilized by its operators is going to have infantry protection, meaning that you are going to have to kill quite a few troops to get even something as portable as a meltagun into position. That will be difficult, even without the crew of the tank actively trying to kill you. Tanks aren't meant to be invincible killing machines like so many people seem to believe. The armor protects them from enemy infantry and allows them to deliver larger weapons to where they are needed. I understand that if you don't want these in your game, but I did state that they were designed for a more realistic game at the beginning of my post.
  20. Yeah I haven't had a chance yet to use a couple of these vehicles in games, so they may need some reworking. I do like your idea, I'll playtest for both in my games and post the results here. Of course, you can rework them however you want for your games.
  21. Samaritan (Chimera Variant) Type: Tracked Vehicle Tactical Speed: 17m Cruising Speed: 80kph Manoeuvrability: +5 Structural Integrity: 35 Size: Massive Armour: Front 26, Side 18, Rear 12 Vehicle Traits: Amphibious, Enclosed, Rugged, Tracked Vehicle, Medical Suite* Crew: 1 Driver, 1 Commander, 2 Medics Carrying Capacity: 6 Guardsmen on stretchers Weapons: The Samaritan carries no weapons The Samaritan is an oft overlooked vehicle in Imperial propaganda, but seeing one on the field can put more stiffness in a Guardsman's spine than any number of motivational films or speeches. Painted white with a Red Aquila on the sides of the vehicle, these vehicles dash back and forth from the frontlines to field hospitals, ferrying the most critically wounded soldiers to the Medicae personnel who can get them back into fighting shape as soon as possible. To increase the speed of the vehicle, some armour has been shaved off of the hull; to give the enemy less of an incentive to fire upon it and to free up space for medical supplies, it carries no weapons. They are often paired with a squad of mechanized infantry in a Chimera for protection, though commanders prefer to keep them away from the heaviest fighting. The commander of these vehicles is often an experienced field surgeon or Sister Hospitaller, assisting and directing the two medics in keeping their charges alive. Medical Suite: The Samaritan carries a full load of medical equipment in place of ammunition, giving the onboard medical personnel a significant edge over their field medic counterparts. Medicae tests made to stop bleeding, cure toxins, and administer first aid all receive a +20 bonus; this bonus stacks with specialist equipment such as sutures, detox, and advanced medkits.
  22. Centaur Mortar Carrier Type: Tracked Vehicle Tactical Speed: 20m Cruising Speed: 110kph Manoeuvrability: +10 Structural Integrity: 25 Size: Enormous Armour: Front 25, Side 16, Rear 12 Vehicle Traits: Enhanced Motive Systems, Open-Topped, Rugged, Tracked Vehicle Crew: 1 Driver, 1 Commander (pintle weapon), 2 Gunners/Loaders (mortar) Carrying Capacity: none Weapons: Mortar (Front Facing, 50-300m, S/-/-, *, *, Clip 1, Rld Full, Indirect(2)*) OR Accatran Automatic Mortar (25-200m, S/-/5, *, *, Clip 5, Rld 4 Full, Inaccurate, Indirect*) Pintle Heavy Stubber (Pintle Mount, 100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full) A simple and common variant of the ubiquitous Centaur Artillery Tractor, the Centaur Mortar Carrier is simply a centaur with either a standard mortar or the Accatran variant mounted into a bracket allowing it to fire towards the front of the vehicle. This removes some of the innacuracy of the standard mortar, but it cannot help with the inaccuracy of the Accatran. To carry the mortar, as well as 80 rounds of ammunition, the vehicle sacrifices all troop carrying capacity as well as the ability to tow artillery. It is also impossible to mount a weapon in the frontal firing port, as this area is occupied by ammo stowage. Often seen on jungle worlds or in built up areas, the Centaur Mortar Carrier is much loved by infantry for its ability to provide effective covering and suppressing fire for advances, especially in urban terrain. With its limited frontal armour, it is also capable of providing some fire support with its Heavy Stubber, but this is not usually a good decision; the armour, even on the front, is easily penetrated by any antitank weapon used by the Imperium's enemies.
  23. Chimerro (Chimera Variant) Type: Tracked Vehicle Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +0 Structural Integrity: 35 Size: Massive Armour: Front 30, Side 22, Rear 16 Vehicle Traits: Amphibious, Enclosed, Rugged, Tracked Vehicle, Explosive Payload*, Enhanced Optics* Crew: 1 Commander (turret), 1 Driver, 1 Gunner (hull weapon) Carrying Capacity: 2 Soldiers plus wargear Weapons: Turret mounted Hunter-Killer Missile Launcher (350m, S/2/-, 3d10+6 X, Pen 6, Clip 12, Rld 12 Full, Reliable) Hull Mounted Weapon, choose one of the following: -Heavy Bolter (Front Facing, 150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing) -Heavy Flamer (Front Facing, 30m, S/-/-, 1d10+5 E, Pen 4, Clip 20, Rld 2 Full, Flame, Spray) *The Chimerro cannot take a pintle mounted weapon due to the design of the turret A rare variant of the Chimera Armoured Transport, the Chimerro was developed as a missile based tank destroyer, capable of loosing a volley of devastating anti-armour missiles and then quickly relocating. This vehicle can give certain softer units, such as Reconnaissance regiments and Line Infantry regiments much needed firepower. Most of the space inside the vehicle is taken up by stowage for a load of 12 extra missiles, leaving room for only 2 guardsman; these seats are often given to a sniper/recon team who can pick off exposed enemy tank officers during an ambush. The turret's cannon is removed and replaced with an advanced suite of optics, ideal for sighting in on enemy armoured vehicles and directing the missiles to their target; the top and sides of the turret are taken up by 12 rectangular boxes, each containing a hunter killer missile. These boxes can be reloaded from within the vehicle by opening the top hatch on the stowage compartment and inserting a fresh missile from behind, at the cost of 1 full action per missile. The rear stowage area contains 12 extra hunter killer missiles in stowage racks, rendering it quite vulnerable to ammo explosions if it is struck before it can expend its extra missiles. Explosive Payload: Whenever the Chimerro takes a critical hit to its hull location, the GM must roll a 1d10 and add half the remaining number of missiles in the stowage racks to the result. If this number is greater than 8, all of the remaining missiles detonate using the profile of a demolition charge, adding an additional "charge" to the effects for each missile beyond the first (this ignores the armour of course, as it is inside the vehicle after all! Poor crewmen ). Better not get hit! Enhanced Optics: The advanced optics mounted in place of the gun in the Chimerro's turret give the crew a significant leg up when laying ambushes on the enemy. The commander may opt to use the Enhanced Optics to assist an awareness test, giving him a +30 on the test. The Enhanced Optics also have the same effects as Presysense Goggles at night, giving the commander a +20 to nighttime perception tests, as well as ignoring the effects of darkness.
  24. Leman Russ Annihilator Type: Tracked Vehicle Tactical Speed: 12m Cruising Speed: 35kph Manoeuvrability: -10 Structural Integrity: 55 Size: Massive Armour: Front 40, Side 32, Rear 20 Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon), 2 additional gunners (Sponsons, if taken) Carrying Capacity: None Weapons: Turret Mounted Twin-Linked Long Barreled Las-Cannons (450m, S/-/-, 5d10+10 E, Pen 10, Clip 120, Reload NA*, Proven(3), Twin-Linked) Hull Mounted Weapon, choose one of the following: -Heavy Bolter (Front Facing, 150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing) -Las-Cannon (Front Facing, 300m, S/-/-, 5d10+10 E, Pen 10, Clip 30, Rld 2 Full, Proven(3)) -Heavy Flamer (Front Facing, 30m, S/-/-, 1d10+5 E, Pen 4, Clip 20, Rld 2 Full, Flame, Spray) Options: The Annihilator can take two sponson mounted weapons and 1 pintle mounted weapon, and like all Leman Russ variants it may take vehicle modifications and a single Hunter-Killer Missile mounted on the turret Sponson Mounted Weapons, choose one of the following -2 Heavy Bolters (Left/Right Facing, 150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing) -2 Heavy Flamers (Left/Right Facing, 30m, S/-/-, 1d10+5 E, Pen 4, Clip 20, Rld 2 Full, Flame, Spray) -2 Plasma Cannons (Left/Right Facing, 120m, S/-/-, 2d10+10 E, Pen 8, Clip 32, Rld 5 Full, Blast(1), Maximal, Overheat) Pintle Mounted Weapon, take one of the following: -Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full) -Storm Bolter (90m, S/2/4, 1d10+5 X, Pen 4, Clip 60, Rld Full, Storm, Tearing) *The Annihilator's primary weapon, the Twin Linked Long Barreled Las-Cannons, draw power from a battery bank located inside of the vehicle. This battery provides for 60 total discharges of both weapons, or 120 individual Las-Cannon shots. The battery bank can be fully recharged if the vehicle's engine is shifted into a special charging gear for 4 hours and left to run, or it can be charged by any high-voltage source of electricity, such as a connection to a power grid or a Mechanicus battery-chimera. The cannons can take individual heavy weapon charge cells if the main battery is drained, and many Annihilator crews keep a couple of extra cells in the turret's exterior stowage rack. Note: A battery Chimera is the same as a standard Chimera in every way, except it cannot carry soldiers as it instead holds a massive battery capable of fully recharging 4 Annihilator Leman Russ or powering other stuff; like about 10,000 las rifle chargepacks. Note that the Ad-Mech only trusts these specialist Chimeras to tech priests and their apprentices, Imperial Guardsmen don't get to drive them.
  25. First, the problem with using suspensors as a solution is that is nearly impossible for a beginner squad, or even one with a few missions under their belt to get a set of them out of the Quartermaster due to the rarity of such an item. And even so, 22.5kg for a las cannon or 14kg for a missile launcher (which is really not a threat to anything bigger than a Chimera) is nothing to turn your nose at when planning out a multi day trip on foot. With weight issues like that it's likely that the HW guy is going to have to leave their rifle at base or take a carbine, limiting their effectiveness in an ambush or other firefight. Secondly, you yourself stated in your post that your character is still encumbered even in combat, and I'm willing to bet that you ditch your ruck when you get in a gunfight. With the MAAWS a trooper can still remain light on his feet and maintain his most critical edge in a fight against armor, his superior mobility. Thirdly, the vehicles they are using this against will usually have weapons with a range equal to that of the MAAWS, if not significantly greater (looking at you Leman Russ with your 2100m range), meaning that it still requires the troopers to be at significant personal risk to employ the device. Fourth, and most importantly, Vultures and other support simply cannot always be there to provide support. A Vulture, even though it is fairly advanced, will still reach bingo fuel at some point and have to turn around and refuel, which could easily take 15 minutes at the least, leaving them diminished or completely lacking air cover for a quarter of an hour. They could also have been inserted into an area with significant low level AAA assets, making assistance from Vultures or other vehicles impossible. It gets even worse if they are mountain troops, light infantry, or guerrilla troopers very deep in enemy territory out of the range of friendly air support. Fifth, I would just like to state that if you are regularly counteracting enemy armor by climbing on the vehicle, your GM is doing something very wrong. All but the most unprofessional military forces send infantry cover along with armored vehicles to prevent exactly that, and even when tanks race ahead of the main infantry force they will often take along riders or "scratch eachother's backs" with MG fire in the event of an attempted boarding. Also, hatches have locks from the inside. I'm not saying it's impossible, but outside of an urban environment it would be an absolute miracle to successfully disable an enemy tank this way. I understand your complaints, but believe me, after several sessions of playtesting these weapons are still incapable of giving the PC's a leg up in every situation.
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