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TheOGBluejay

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  1. Like
    TheOGBluejay got a reaction from Angel of Death in New Vehicles (please post your own)   
    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.
  2. Like
    TheOGBluejay got a reaction from SCKoNi in New Vehicles (please post your own)   
    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.
  3. Like
    TheOGBluejay got a reaction from CommissarWilliams in Chameleoline cloaks op?   
    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.
  4. Like
    TheOGBluejay got a reaction from Lotr_Nerd in The Defense of Cosecha   
    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.
  5. Like
    TheOGBluejay got a reaction from pearldrum1 in The Defense of Cosecha   
    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.
  6. Like
    TheOGBluejay got a reaction from pearldrum1 in Revised Heavy Weapon Weights   
    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)
  7. Like
    TheOGBluejay got a reaction from Alpha Chaos 13 in The Defense of Cosecha   
    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.
  8. Like
    TheOGBluejay got a reaction from Myrion in Infantry Anti-Vehicle Weapons   
    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.
  9. Like
    TheOGBluejay got a reaction from pearldrum1 in Infantry Anti-Vehicle Weapons   
    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.
  10. Like
    TheOGBluejay got a reaction from pearldrum1 in Infantry Anti-Vehicle Weapons   
    Before I properly dig into this post, I want to add a disclaimer. My players and I prefer to play more realistic campaigns in Only War, and thus some of the Grim-Derptm is toned down in my games. As such, the content of this house ruling will reflect that. So, without further ado, I present two new additions to the Imperial Guard's armory.
     
    Since the morning of September 15, 1916, when the first armored combat vehicles rolled across the massive open grave that was The Somme, tanks have dominated warfare. Even 38,000 years later, in the 41st Millenium, this is still the case. Armored fighting vehicles, from Sentinels to Baneblades, represent a significant threat to the foot soldiers of the Imperium. And what do they have to counter them? Meltaguns, while effective, have an extremely limited range; their shoulder mounted missile launchers are prohibitively heavy and struggle to damage MBTs unless shot directly at their rear armor; Las-Cannons, while very effective, weigh in at an extremely ridiculous 55kg, or approximately 110 pounds. The only one of these proven to be reliably effective against the Main Battle Tanks (or equivalent) of the enemy is the Las-Cannon, which cannot be carried around by any but the most exceptional of guardsmen. While Line Infantry, Mechanised Infantry, and other units with regular access to vehicles can mostly circumvent this downside, it means that units of Light Infantry, Drop Troopers, Reconnaissance Troopers, and other specialist infantry must rely on either the extremely short ranged meltagun or the heavy and ineffective missile launcher. My players love playing Drop Troops and Light Infantry, so we decided to remedy this.
     
    Shortly after the introduction of the tank to the battlefield, it became apparent that killing them was of the utmost priority. While cannons and other heavier weapons (such as the Las-cannon in the 40k universe) could be employed while on the defensive, killing them while on the offensive was a little more difficult. A squad of infantry cannot carry a 57mm AT gun on their backs after all! At first, the weapons developed to take the attack to armored vehicles were simply oversized rifles, firing .50 caliber or larger rounds. Between the world wars, tanks became more armored, so the world's militaries began to look towards other options. At first, they depend on near suicidal weapons such as the Sticky Grenade or Satchel Charges, but they soon came to the conclusion that rockets where the only feasible option. Cheap and easy to produce, they could propel a charge powerful enough to ensure a kill to extreme ranges, ensuring some safety for the infantrymen using them. The Panzerfaust, the Panzerschreck, the Bazooka, the PIAT; these were all rocket based weapons that succeeded in their intended goal of killing enemy tanks. After the end of WW2, most nation's militaries continued to look to the rocket and missile for the answer to the problem of enemy armor, but one arms manufacturer in particular did not. The Carl Gustav was born.
     
    The Carl Gustav is an 84mm recoilless rifle. Unlike a rocket launcher, a recoilles rifle fires a much larger round significantly faster with the assistance of physics. Recoilless rifles are simple tubes, into which a modified artillery shell is inserted. When fired, the round exits the front of the weapon and a massive flare of fire and exhaust gasses exits the rear of the weapon, rendering it effectively "recoil-less," hence the name. As the weapon itself is simply a steel tube with a firing mechanism, it is much lighter than a dedicated missile launcher. It can fire a variety of rounds, from HEAT to HE to Flare rounds. So, my group and I decided to bring the Carl Gustav into the future as the Man portable Anti Armor Weapon System, or MAAWS. This weapon is intended not to replace the missile launcher, but to serve as an alternative for fast moving, foot mounted forces. The launcher is significantly lighter, but the individual shells are much heavier than those of the missile launcher. So, finally, the weapon profile.
     
    MAAWS: ( Heavy, 300m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 14kg, Rare)
     
    Ammunition for the MAAWS: 
    Krak: (3d10+8 X, Pen 16, Proven(3) Concussive(2), 3.5kg, Scarce)
    Frag: (2d10+5 X, Pen 3, Blast(4), 3.5kg, Average)
    Airburst: (1d10+8 X, Pen 2, Blast(10), 3.5kg, Rare)
    Flare: (1d5+3 I, Pen 0, Flame, 3.0kg, Rare, Illuminates 500m diameter circle centered within weapon's range for 60 seconds when fired into the air)
     
    Now, a weapon with these advantages must have a disadvantage, right? Well it does. This weapon cannot be fired indoors, or the backblast will kill anyone in the room (and probably light the building on fire as well), and even when used outside, anyone standing in a 30 degree cone up to 50m behind the weapon will take 1d10+5 E damage with the flame quality, as well as pass a (-10)agility test or be knocked down.
     
    This weapon allows a squad of light infantry to carry an effective, dangerous, anti-tank weapon and several rounds with out weighing down any one member too greatly. It also means that when drop troopers are inserted into enemy territory, for a measly 3.5kg of extra weight, each man can carry a round capable of killing a tank once united with the squad's heavy weapons.
     
     
    I promised two weapons, and I will deliver. Similarly to when the tank was introduced, the advent of aircraft on the battlefield soon required that soldiers be able to defend themselves from the predations of attack craft and helicopters. In the universe of warhammer 40k, valkyries, ork choppas, and dark eldar pleasure(torture?) barges make the skies just as dangerous as the ground, and even more so for Imperial Guard soldiers. With things as they are, players cannot engage enemy aircraft until they are essentially right on top of them, while those selfsame aircraft can float overhead, dropping bombs, missiles, and burning promethium at their leisure. Again, my group and I looked to the solutions developed in the real world to solve our problems in the game. The 9K338 Igla/SA-24 is a man portable air defense system developed in Russia for use against airborne threats to their soldiers in the field. It, like most MANPADS, is guided by infared to its target, up to 6km away from the launcher. Here is the adapted weapon profile.
     
    MANPADS: (Heavy, 2,000m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 19kg, Very Rare) Note that the weapon must be held on target for 1 full turn so that the missile may acquire lock and fire. This gives it a passive +20 to hit airborne targets.
     
    Ammuntion for the MANPADS:
    Missile: (3d10+8 X; Pen 8; 12 kg, Very Rare)
     
    As you can see, the launcher and missile are both heavy objects; the launcher due to the targeting computer, and the missile due to the large amount of fuel required to get the warhead to the target.
     
    So, there you have it. Our solution to the fact that my group was party wiped twice by a Chimera and a third time by a Leman Russ simply because the weapons they had at the time couldn't so much as scratch the paint, even from the sides. I hope that you and your players can find a place for these new weapons in your games; the MANPADS especially has many uses for wreaking havoc on Drop Infantry Regiments.
  11. Like
    TheOGBluejay got a reaction from Myrion in Infantry Anti-Vehicle Weapons   
    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.
  12. Like
    TheOGBluejay got a reaction from GrimmSqueeker in New Vehicles (please post your own)   
    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.
  13. Like
    TheOGBluejay got a reaction from bigted in Infantry Anti-Vehicle Weapons   
    Before I properly dig into this post, I want to add a disclaimer. My players and I prefer to play more realistic campaigns in Only War, and thus some of the Grim-Derptm is toned down in my games. As such, the content of this house ruling will reflect that. So, without further ado, I present two new additions to the Imperial Guard's armory.
     
    Since the morning of September 15, 1916, when the first armored combat vehicles rolled across the massive open grave that was The Somme, tanks have dominated warfare. Even 38,000 years later, in the 41st Millenium, this is still the case. Armored fighting vehicles, from Sentinels to Baneblades, represent a significant threat to the foot soldiers of the Imperium. And what do they have to counter them? Meltaguns, while effective, have an extremely limited range; their shoulder mounted missile launchers are prohibitively heavy and struggle to damage MBTs unless shot directly at their rear armor; Las-Cannons, while very effective, weigh in at an extremely ridiculous 55kg, or approximately 110 pounds. The only one of these proven to be reliably effective against the Main Battle Tanks (or equivalent) of the enemy is the Las-Cannon, which cannot be carried around by any but the most exceptional of guardsmen. While Line Infantry, Mechanised Infantry, and other units with regular access to vehicles can mostly circumvent this downside, it means that units of Light Infantry, Drop Troopers, Reconnaissance Troopers, and other specialist infantry must rely on either the extremely short ranged meltagun or the heavy and ineffective missile launcher. My players love playing Drop Troops and Light Infantry, so we decided to remedy this.
     
    Shortly after the introduction of the tank to the battlefield, it became apparent that killing them was of the utmost priority. While cannons and other heavier weapons (such as the Las-cannon in the 40k universe) could be employed while on the defensive, killing them while on the offensive was a little more difficult. A squad of infantry cannot carry a 57mm AT gun on their backs after all! At first, the weapons developed to take the attack to armored vehicles were simply oversized rifles, firing .50 caliber or larger rounds. Between the world wars, tanks became more armored, so the world's militaries began to look towards other options. At first, they depend on near suicidal weapons such as the Sticky Grenade or Satchel Charges, but they soon came to the conclusion that rockets where the only feasible option. Cheap and easy to produce, they could propel a charge powerful enough to ensure a kill to extreme ranges, ensuring some safety for the infantrymen using them. The Panzerfaust, the Panzerschreck, the Bazooka, the PIAT; these were all rocket based weapons that succeeded in their intended goal of killing enemy tanks. After the end of WW2, most nation's militaries continued to look to the rocket and missile for the answer to the problem of enemy armor, but one arms manufacturer in particular did not. The Carl Gustav was born.
     
    The Carl Gustav is an 84mm recoilless rifle. Unlike a rocket launcher, a recoilles rifle fires a much larger round significantly faster with the assistance of physics. Recoilless rifles are simple tubes, into which a modified artillery shell is inserted. When fired, the round exits the front of the weapon and a massive flare of fire and exhaust gasses exits the rear of the weapon, rendering it effectively "recoil-less," hence the name. As the weapon itself is simply a steel tube with a firing mechanism, it is much lighter than a dedicated missile launcher. It can fire a variety of rounds, from HEAT to HE to Flare rounds. So, my group and I decided to bring the Carl Gustav into the future as the Man portable Anti Armor Weapon System, or MAAWS. This weapon is intended not to replace the missile launcher, but to serve as an alternative for fast moving, foot mounted forces. The launcher is significantly lighter, but the individual shells are much heavier than those of the missile launcher. So, finally, the weapon profile.
     
    MAAWS: ( Heavy, 300m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 14kg, Rare)
     
    Ammunition for the MAAWS: 
    Krak: (3d10+8 X, Pen 16, Proven(3) Concussive(2), 3.5kg, Scarce)
    Frag: (2d10+5 X, Pen 3, Blast(4), 3.5kg, Average)
    Airburst: (1d10+8 X, Pen 2, Blast(10), 3.5kg, Rare)
    Flare: (1d5+3 I, Pen 0, Flame, 3.0kg, Rare, Illuminates 500m diameter circle centered within weapon's range for 60 seconds when fired into the air)
     
    Now, a weapon with these advantages must have a disadvantage, right? Well it does. This weapon cannot be fired indoors, or the backblast will kill anyone in the room (and probably light the building on fire as well), and even when used outside, anyone standing in a 30 degree cone up to 50m behind the weapon will take 1d10+5 E damage with the flame quality, as well as pass a (-10)agility test or be knocked down.
     
    This weapon allows a squad of light infantry to carry an effective, dangerous, anti-tank weapon and several rounds with out weighing down any one member too greatly. It also means that when drop troopers are inserted into enemy territory, for a measly 3.5kg of extra weight, each man can carry a round capable of killing a tank once united with the squad's heavy weapons.
     
     
    I promised two weapons, and I will deliver. Similarly to when the tank was introduced, the advent of aircraft on the battlefield soon required that soldiers be able to defend themselves from the predations of attack craft and helicopters. In the universe of warhammer 40k, valkyries, ork choppas, and dark eldar pleasure(torture?) barges make the skies just as dangerous as the ground, and even more so for Imperial Guard soldiers. With things as they are, players cannot engage enemy aircraft until they are essentially right on top of them, while those selfsame aircraft can float overhead, dropping bombs, missiles, and burning promethium at their leisure. Again, my group and I looked to the solutions developed in the real world to solve our problems in the game. The 9K338 Igla/SA-24 is a man portable air defense system developed in Russia for use against airborne threats to their soldiers in the field. It, like most MANPADS, is guided by infared to its target, up to 6km away from the launcher. Here is the adapted weapon profile.
     
    MANPADS: (Heavy, 2,000m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 19kg, Very Rare) Note that the weapon must be held on target for 1 full turn so that the missile may acquire lock and fire. This gives it a passive +20 to hit airborne targets.
     
    Ammuntion for the MANPADS:
    Missile: (3d10+8 X; Pen 8; 12 kg, Very Rare)
     
    As you can see, the launcher and missile are both heavy objects; the launcher due to the targeting computer, and the missile due to the large amount of fuel required to get the warhead to the target.
     
    So, there you have it. Our solution to the fact that my group was party wiped twice by a Chimera and a third time by a Leman Russ simply because the weapons they had at the time couldn't so much as scratch the paint, even from the sides. I hope that you and your players can find a place for these new weapons in your games; the MANPADS especially has many uses for wreaking havoc on Drop Infantry Regiments.
  14. Like
    TheOGBluejay reacted to Santiago in New Vehicles (please post your own)   
    Post your homemade vehicles here!!!
     
    Scylla
    Ground Vehicle
    Another old pattern from ages long gone. The Scylla is an armoured light artillery vehicle which for the better part resembles some kind of Chimera/flatbed truck  hybrid. It carries no turret but on the back of the vehicle the infamous Avalanche is mounted.
     
    Type: Tracked Vehicle                                  Tactical Speed: 15m
    Cruising Speed: 70kph                                 Manoeuvrability: +0
    Structural Integrity: 30                                 Size: Enormous
    Armour: Front 30, Side 22, Rear 16
    Vehicle Traits:
    Carry Capacity: Enclosed, Rugged, Tracked Vehicle
    Crew: 1 Commander, 1 Driver, 2 Gunners (Hull Weapon, Avalanche)
    Carrying Capacity: None
     
    Weapons:
    Hull Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
    Pintle Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
    Turret Mounted Avalanche Launcher (1500m; -/-/8; 2d10+2 X; Pen 2; Clip 32; Reload Special; Blast (5), Indirect (5))*
    * Takes 2 Full Actions to reload 1 Tube


    Avalanche Bombardment Launcher
    Vehicle Launch
    This highly inaccurate and unpredictable weapon is used to launch a barrage of frag missiles at entrenched positions. These 32 missile tubes are arranged eight wide and stacked four high. Their inaccurate nature allows for a bigger spread. Alternate loads for the Avalanche include the Scatter Missile and the Incineration Missile (1d0+5 E, Pen 6, Blast (5), Flame). It takes two full action per missile to reload this mighty beast.

    Accatran "Panther" Combat Bike

    Type: Wheeled Vehicle                                               Tactical Speed: 20m
    Cruising Speed: 120kph                                              Manoeuvrability: +15
    Structural Integrity: 15                                 Size: Hulking
    Armour: Front 14, Side 12, Rear 12
    Vehicle Traits: Bike, Enhanced Motive System, Open-Topped, Reliable
    Carry Capacity: None
    Crew: 1 Rider

    Special Rules:
    The Accatran Combat Bike does not suffer the penalties wheeled vehicles get when traversing difficult but instead, like tracked vehicles gains a +10 Bonus

    Like its larger brother the Tauros the Accatran Combat Bike uses an silent-running, long-range, electric engine in combination with a special galvanic engine. The Panther is very manoeuvrable en can traverse urban environments as well as rural environments. The only downside is its lack of armour and that they are easily damaged when confronted with direct fire.

    Kestral III Chimera Armour Transport:
    This variant of the Chimera is unique to Kestral. Since Kestral has hardly no rural areas tracked vehicles are less useful so a wheeled variant based on an older STC was introduced.
    Type: Wheeled                                                                                              Tactical Speed: 18m
    Cruising Speed: 75kph                                                                Manoeuvrability: +5
    Structural Integrity: 35                                                                Size: Massive
    Armour: Front 30, Side 22, Rear 16
    Vehicle Traits: Amphibious, Enclosed, Rugged, Wheeled Vehicle
    Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
    Carrying Capacity: 12 Imperial Guardsman plus gear

    Weapons:
    • Turret-mounted Autocannon (300m, S/3/-, 3d10+8 I, Pen 6, Clip 40, Rld 2 Full, Reliable)
    or
    • Turret-mounted Rotary Cannon (200m, -/-/10, 1d10+4 I, Pen 3 Clip 600, Rld 2 Full, Razor Sharp, Storm, Tearing)
    • Hull-mounted Heavy Bolter (150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing)
    • Pintle-mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full)         

    Kestral X RRV:
    Rapid Response Vehicles play a special role in the Kestral armed forces. They are used as patrol vehicles and first response vehicles by special teams such as Storm Troopers and Field Medics. The RRV is an oversized four wheeled lightly armoured road car.
    Type: Wheeled                                                                                              Tactical Speed: 20m
    Cruising Speed: 85kph                                                                Manoeuvrability: +10
    Structural Integrity: 25                                                                Size: Enormous
    Armour: Front 20, Side 16, Rear 16
    Vehicle Traits: Enclosed, Rugged, Wheeled Vehicle
    Crew: 1 Driver, 1 Gunner (Pintle-mounted Weapon)
    Carrying Capacity: 5 Imperial Guardsman plus gear

    Weapons:
    Pintle-mounted weapon (Choose one of the following).
    • Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full)
    • Missile Launcher (300m, S/-/-, *, Pen *, Clip 1, Rld Full)
    • Automatic Grenade Launcher (80m, S/2/4, *, Pen *, Clip 20, Rld 2 Full)

    Options:
    The Pintle-mounted weapons sometimes have a Gun Shield  (See page 121 HotE).
    A Medi-back variant was introduced to transport injured soldiers quickly to a field hospital, these models sacrifice the Pintle-mounted weapon for the capability to hold two stretchers and an Advanced Medi-kit. These models have their carrying capacity lowered to 2.

    Civilian Road Car:
    The Road Car is a vehicle used by those who can afford one. They can comfortably get you from point A to point B.
    Type: Wheeled                                                                                              Tactical Speed: 18m
    Cruising Speed: 75kph                                                                Manoeuvrability: +10
    Structural Integrity: 16                                                                Size: Enormous
    Armour: Front 13, Side 10, Rear 10
    Vehicle Traits: Open Topped, Wheeled Vehicle
    Crew: 1 Driver
    Carrying Capacity: 4 passengers
     
    Options:
    Some are modified as technicals, they sacrifice 2 passengers for a gunner and a mounted weapon.

    Small Industrial Flatbed Truck:
    These commercial vehicles are used to transport loads throughout the city. Insurgents have been known to add some extra armour and mount on or two machine guns on top of them.
    Type: Wheeled                                                                                              Tactical Speed: 15m
    Cruising Speed: 65kph                                                                Manoeuvrability: +0
    Structural Integrity: 26                                                                Size: Enormous
    Armour: Front 18, Side 12, Rear 12
    Vehicle Traits: Open Topped, Rugged, Wheeled Vehicle
    Crew: 1 Driver
    Carrying Capacity: 2 passengers and 5 metric tons of cargo

     
  15. Like
    TheOGBluejay got a reaction from Myrion in Infantry Anti-Vehicle Weapons   
    Before I properly dig into this post, I want to add a disclaimer. My players and I prefer to play more realistic campaigns in Only War, and thus some of the Grim-Derptm is toned down in my games. As such, the content of this house ruling will reflect that. So, without further ado, I present two new additions to the Imperial Guard's armory.
     
    Since the morning of September 15, 1916, when the first armored combat vehicles rolled across the massive open grave that was The Somme, tanks have dominated warfare. Even 38,000 years later, in the 41st Millenium, this is still the case. Armored fighting vehicles, from Sentinels to Baneblades, represent a significant threat to the foot soldiers of the Imperium. And what do they have to counter them? Meltaguns, while effective, have an extremely limited range; their shoulder mounted missile launchers are prohibitively heavy and struggle to damage MBTs unless shot directly at their rear armor; Las-Cannons, while very effective, weigh in at an extremely ridiculous 55kg, or approximately 110 pounds. The only one of these proven to be reliably effective against the Main Battle Tanks (or equivalent) of the enemy is the Las-Cannon, which cannot be carried around by any but the most exceptional of guardsmen. While Line Infantry, Mechanised Infantry, and other units with regular access to vehicles can mostly circumvent this downside, it means that units of Light Infantry, Drop Troopers, Reconnaissance Troopers, and other specialist infantry must rely on either the extremely short ranged meltagun or the heavy and ineffective missile launcher. My players love playing Drop Troops and Light Infantry, so we decided to remedy this.
     
    Shortly after the introduction of the tank to the battlefield, it became apparent that killing them was of the utmost priority. While cannons and other heavier weapons (such as the Las-cannon in the 40k universe) could be employed while on the defensive, killing them while on the offensive was a little more difficult. A squad of infantry cannot carry a 57mm AT gun on their backs after all! At first, the weapons developed to take the attack to armored vehicles were simply oversized rifles, firing .50 caliber or larger rounds. Between the world wars, tanks became more armored, so the world's militaries began to look towards other options. At first, they depend on near suicidal weapons such as the Sticky Grenade or Satchel Charges, but they soon came to the conclusion that rockets where the only feasible option. Cheap and easy to produce, they could propel a charge powerful enough to ensure a kill to extreme ranges, ensuring some safety for the infantrymen using them. The Panzerfaust, the Panzerschreck, the Bazooka, the PIAT; these were all rocket based weapons that succeeded in their intended goal of killing enemy tanks. After the end of WW2, most nation's militaries continued to look to the rocket and missile for the answer to the problem of enemy armor, but one arms manufacturer in particular did not. The Carl Gustav was born.
     
    The Carl Gustav is an 84mm recoilless rifle. Unlike a rocket launcher, a recoilles rifle fires a much larger round significantly faster with the assistance of physics. Recoilless rifles are simple tubes, into which a modified artillery shell is inserted. When fired, the round exits the front of the weapon and a massive flare of fire and exhaust gasses exits the rear of the weapon, rendering it effectively "recoil-less," hence the name. As the weapon itself is simply a steel tube with a firing mechanism, it is much lighter than a dedicated missile launcher. It can fire a variety of rounds, from HEAT to HE to Flare rounds. So, my group and I decided to bring the Carl Gustav into the future as the Man portable Anti Armor Weapon System, or MAAWS. This weapon is intended not to replace the missile launcher, but to serve as an alternative for fast moving, foot mounted forces. The launcher is significantly lighter, but the individual shells are much heavier than those of the missile launcher. So, finally, the weapon profile.
     
    MAAWS: ( Heavy, 300m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 14kg, Rare)
     
    Ammunition for the MAAWS: 
    Krak: (3d10+8 X, Pen 16, Proven(3) Concussive(2), 3.5kg, Scarce)
    Frag: (2d10+5 X, Pen 3, Blast(4), 3.5kg, Average)
    Airburst: (1d10+8 X, Pen 2, Blast(10), 3.5kg, Rare)
    Flare: (1d5+3 I, Pen 0, Flame, 3.0kg, Rare, Illuminates 500m diameter circle centered within weapon's range for 60 seconds when fired into the air)
     
    Now, a weapon with these advantages must have a disadvantage, right? Well it does. This weapon cannot be fired indoors, or the backblast will kill anyone in the room (and probably light the building on fire as well), and even when used outside, anyone standing in a 30 degree cone up to 50m behind the weapon will take 1d10+5 E damage with the flame quality, as well as pass a (-10)agility test or be knocked down.
     
    This weapon allows a squad of light infantry to carry an effective, dangerous, anti-tank weapon and several rounds with out weighing down any one member too greatly. It also means that when drop troopers are inserted into enemy territory, for a measly 3.5kg of extra weight, each man can carry a round capable of killing a tank once united with the squad's heavy weapons.
     
     
    I promised two weapons, and I will deliver. Similarly to when the tank was introduced, the advent of aircraft on the battlefield soon required that soldiers be able to defend themselves from the predations of attack craft and helicopters. In the universe of warhammer 40k, valkyries, ork choppas, and dark eldar pleasure(torture?) barges make the skies just as dangerous as the ground, and even more so for Imperial Guard soldiers. With things as they are, players cannot engage enemy aircraft until they are essentially right on top of them, while those selfsame aircraft can float overhead, dropping bombs, missiles, and burning promethium at their leisure. Again, my group and I looked to the solutions developed in the real world to solve our problems in the game. The 9K338 Igla/SA-24 is a man portable air defense system developed in Russia for use against airborne threats to their soldiers in the field. It, like most MANPADS, is guided by infared to its target, up to 6km away from the launcher. Here is the adapted weapon profile.
     
    MANPADS: (Heavy, 2,000m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 19kg, Very Rare) Note that the weapon must be held on target for 1 full turn so that the missile may acquire lock and fire. This gives it a passive +20 to hit airborne targets.
     
    Ammuntion for the MANPADS:
    Missile: (3d10+8 X; Pen 8; 12 kg, Very Rare)
     
    As you can see, the launcher and missile are both heavy objects; the launcher due to the targeting computer, and the missile due to the large amount of fuel required to get the warhead to the target.
     
    So, there you have it. Our solution to the fact that my group was party wiped twice by a Chimera and a third time by a Leman Russ simply because the weapons they had at the time couldn't so much as scratch the paint, even from the sides. I hope that you and your players can find a place for these new weapons in your games; the MANPADS especially has many uses for wreaking havoc on Drop Infantry Regiments.
  16. Like
    TheOGBluejay got a reaction from Cogniczar in Backpack/sling bag, where are the rules?   
    Well I've been gone for a while and I come back and someone has already improved on my idea lol. I like what you've done with it Cog.
  17. Like
    TheOGBluejay got a reaction from Cogniczar in Backpack/sling bag, where are the rules?   
    Actually, my players and I fleshed out a very interesting solution to this problem. It looks like this:
     
    http://postimg.org/image/f124ixov3/
     
    (First things first, I made this on a website called innawoods.net in case you were wondering.)
     
    But anyways, this system gives your players a quick visual reference of all their available resources, so things don't get forgotten and underused. First of all, this unit was a customized guerrilla warfare regiment, so we sure that all of their standard issue equipment was listed here. You can see that in the belt slots they have an entrenching tool and combi tool, as well as a flint for starting fires and a canteen. In the chest rig, they carry a pair of preysense goggles, a pair of magnoculars, and a microbead. In the backpack they have all the miscellaneous gear, including a tent, hygienic supplies, and a gas mask.
     
    Now for the big white slots. On the vest (the top row of small squares and the big rectangle), these slots represent their pouches for ammo and such. Each pouch can carry 3 magazines for a basic weapon, 1 reload for a heavy weapon, or 2 hand grenades. They can also fit other similarly sized items. The Rectangle pouch can carry other random gear, or twice the normal amount of stuff.
     
    The second row of big white slots represents a spot for a satchel type bag. The first in the row is just where you write in that you are carrying a satchel, while the other 3 slots follow the same rules as the vest pouches.
     
    The big spot immediately below the character represents their primary two handed weapon, or two one handed weapons that they carry around all of the time. The row of spots underneath that allows them to detail any modifications the weapon may have. The two big squares in the bottom right represent their "hip" slots. Each one of these can carry a single 1 handed weapon, such as a pistol or a melee weapon.
     
    (Note that the standard knife does not take up a slot anywhere, as it is not big enough. It is always assumed that if they have their other weapons they have their knife)
     
    Lastly, we get to the rows of text on the bottom of the page. The first, labeled Sling Slot, is a spot where they can sling a second basic weapon over their back. Removing this basic weapon from their back takes one full action, as does placing one in this slot. This means that players can carry two basic weapons, such as a flamer and a las-rifle as long as they can take the weight. Next, the Ankle Slot represents a small holster in your boot in which you can place one handgun with the Compact Modification, or other similarly sized item. After all of this is done, you calculate the total weight of the equipment not in the backpack or already shown on the page, and write this on the Total Weight of Non-Backpack Equipment line. The website, Innawoods, will calculate the weight in Kg of any equipment you place in the slots and display it near the top of the page, and this is the same for everyone. You tally these to find the total weight carried.
     
    Note that the weight of weapons and standard kit will over-encumber 90% of PC's, but that is OK. In the military while on the march, many soldiers carry 80+ pounds of gear. In some regiments, they can hang stuff on a vehicle, or leave it in a trench, but in most they will be carrying their gear. The weight of the backpack is calculated because you can take it off, meaning that most PC's will no longer be encumbered. I tend to rule that removing a backpack under normal conditions takes one full action.
     
    Sorry for the wall of text, but that was my group's solution to the limited inventory management in this game.
     
     
     
  18. Like
    TheOGBluejay got a reaction from felismachina in Backpack/sling bag, where are the rules?   
    Actually, my players and I fleshed out a very interesting solution to this problem. It looks like this:
     
    http://postimg.org/image/f124ixov3/
     
    (First things first, I made this on a website called innawoods.net in case you were wondering.)
     
    But anyways, this system gives your players a quick visual reference of all their available resources, so things don't get forgotten and underused. First of all, this unit was a customized guerrilla warfare regiment, so we sure that all of their standard issue equipment was listed here. You can see that in the belt slots they have an entrenching tool and combi tool, as well as a flint for starting fires and a canteen. In the chest rig, they carry a pair of preysense goggles, a pair of magnoculars, and a microbead. In the backpack they have all the miscellaneous gear, including a tent, hygienic supplies, and a gas mask.
     
    Now for the big white slots. On the vest (the top row of small squares and the big rectangle), these slots represent their pouches for ammo and such. Each pouch can carry 3 magazines for a basic weapon, 1 reload for a heavy weapon, or 2 hand grenades. They can also fit other similarly sized items. The Rectangle pouch can carry other random gear, or twice the normal amount of stuff.
     
    The second row of big white slots represents a spot for a satchel type bag. The first in the row is just where you write in that you are carrying a satchel, while the other 3 slots follow the same rules as the vest pouches.
     
    The big spot immediately below the character represents their primary two handed weapon, or two one handed weapons that they carry around all of the time. The row of spots underneath that allows them to detail any modifications the weapon may have. The two big squares in the bottom right represent their "hip" slots. Each one of these can carry a single 1 handed weapon, such as a pistol or a melee weapon.
     
    (Note that the standard knife does not take up a slot anywhere, as it is not big enough. It is always assumed that if they have their other weapons they have their knife)
     
    Lastly, we get to the rows of text on the bottom of the page. The first, labeled Sling Slot, is a spot where they can sling a second basic weapon over their back. Removing this basic weapon from their back takes one full action, as does placing one in this slot. This means that players can carry two basic weapons, such as a flamer and a las-rifle as long as they can take the weight. Next, the Ankle Slot represents a small holster in your boot in which you can place one handgun with the Compact Modification, or other similarly sized item. After all of this is done, you calculate the total weight of the equipment not in the backpack or already shown on the page, and write this on the Total Weight of Non-Backpack Equipment line. The website, Innawoods, will calculate the weight in Kg of any equipment you place in the slots and display it near the top of the page, and this is the same for everyone. You tally these to find the total weight carried.
     
    Note that the weight of weapons and standard kit will over-encumber 90% of PC's, but that is OK. In the military while on the march, many soldiers carry 80+ pounds of gear. In some regiments, they can hang stuff on a vehicle, or leave it in a trench, but in most they will be carrying their gear. The weight of the backpack is calculated because you can take it off, meaning that most PC's will no longer be encumbered. I tend to rule that removing a backpack under normal conditions takes one full action.
     
    Sorry for the wall of text, but that was my group's solution to the limited inventory management in this game.
     
     
     
  19. Like
    TheOGBluejay got a reaction from pearldrum1 in Backpack/sling bag, where are the rules?   
    Actually, my players and I fleshed out a very interesting solution to this problem. It looks like this:
     
    http://postimg.org/image/f124ixov3/
     
    (First things first, I made this on a website called innawoods.net in case you were wondering.)
     
    But anyways, this system gives your players a quick visual reference of all their available resources, so things don't get forgotten and underused. First of all, this unit was a customized guerrilla warfare regiment, so we sure that all of their standard issue equipment was listed here. You can see that in the belt slots they have an entrenching tool and combi tool, as well as a flint for starting fires and a canteen. In the chest rig, they carry a pair of preysense goggles, a pair of magnoculars, and a microbead. In the backpack they have all the miscellaneous gear, including a tent, hygienic supplies, and a gas mask.
     
    Now for the big white slots. On the vest (the top row of small squares and the big rectangle), these slots represent their pouches for ammo and such. Each pouch can carry 3 magazines for a basic weapon, 1 reload for a heavy weapon, or 2 hand grenades. They can also fit other similarly sized items. The Rectangle pouch can carry other random gear, or twice the normal amount of stuff.
     
    The second row of big white slots represents a spot for a satchel type bag. The first in the row is just where you write in that you are carrying a satchel, while the other 3 slots follow the same rules as the vest pouches.
     
    The big spot immediately below the character represents their primary two handed weapon, or two one handed weapons that they carry around all of the time. The row of spots underneath that allows them to detail any modifications the weapon may have. The two big squares in the bottom right represent their "hip" slots. Each one of these can carry a single 1 handed weapon, such as a pistol or a melee weapon.
     
    (Note that the standard knife does not take up a slot anywhere, as it is not big enough. It is always assumed that if they have their other weapons they have their knife)
     
    Lastly, we get to the rows of text on the bottom of the page. The first, labeled Sling Slot, is a spot where they can sling a second basic weapon over their back. Removing this basic weapon from their back takes one full action, as does placing one in this slot. This means that players can carry two basic weapons, such as a flamer and a las-rifle as long as they can take the weight. Next, the Ankle Slot represents a small holster in your boot in which you can place one handgun with the Compact Modification, or other similarly sized item. After all of this is done, you calculate the total weight of the equipment not in the backpack or already shown on the page, and write this on the Total Weight of Non-Backpack Equipment line. The website, Innawoods, will calculate the weight in Kg of any equipment you place in the slots and display it near the top of the page, and this is the same for everyone. You tally these to find the total weight carried.
     
    Note that the weight of weapons and standard kit will over-encumber 90% of PC's, but that is OK. In the military while on the march, many soldiers carry 80+ pounds of gear. In some regiments, they can hang stuff on a vehicle, or leave it in a trench, but in most they will be carrying their gear. The weight of the backpack is calculated because you can take it off, meaning that most PC's will no longer be encumbered. I tend to rule that removing a backpack under normal conditions takes one full action.
     
    Sorry for the wall of text, but that was my group's solution to the limited inventory management in this game.
     
     
     
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