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Face Eater

Maritime Operations

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Foreward

So, a long time I came up with a couple of ideas for marine typeregiments, as in boats guys, and realised that there isn't a lot of rules or back grounds. Well one thing thing led to another and it took on a life of it's own. Even so. I could go on for a ever, but I've stuck to smaller craft that characters are likely to be in charge of. I imagine that larger vessels exist. if not just on Ocean worlds, but that start to require even more rules and probably operate more like rogue trader vessels.

 

Introduction

The Imperial Guard, and Imperial Army before them, are associated with land warfare. It’s hardly surprising considering the billions of foot soldiers and millions of vehicles that have are delivered to the various battlefronts in every Terran year.

But there are also numerous worlds in the Galaxy whose surfaces are dominated by archipelagos, sprawling river networks or a single, vast featureless ocean. It is still within the remit of the Imperial Guard to wage battle in defence or conquest on planet’s surface whether it be as hard as granite or as pliant as water.

As with most specialist environments the Imperial Guard looks to regiments raised in similar conditions for the bulk of the work but almost all regiments include some water vehicles. Even regiments that have a large pool of amphibious vehicles (such as the ubiquitous Chimera) can benefit from more specialist vehicles even just patrolling rivers, canals and lakes.

However, there are a vast number of worlds with some form of ocean. These often need to be crossed for full conquest of a world, and a sea borne planet fall can sometimes bypass heavy planetary defences. 

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Water Vehicles

Water vehicle statistic changes

 

Crew

Water vehicles are often the largest vehicles on the battlefront. They can be teaming with crew, not only to many every station but a reserve for each and enough crew to sleep in shifts and still operate the vehicle 24 hours a day. The crew is normally just a total number of crew applied and is the minimum for normal operations. Assume there is at least one and usually 2 or more officers, a Helmsman each shift, a gunner for each weapon, a loader / engineer for any vehicle sized weapons (such as battle-cannon) and chief engineer with additional engineering crew proportional to the size of the vessel (minimum 2 additional to cover shifts). Some ships are large enough to have to their own dedicated cooks and doctors. The full crew numbers is often a quarter more than the minimum published but it is also not common that a Guard regiment enjoys that abundance of personal beyond its initial creation. Due to their large numbers a PC crew is likely to be bulked out with NPC’s beyond the companions. These can be potential replacement companions should it be required.

 

Carrying Capacity

On vessels this size it is there is space for additional personnel to jam on board. These additional troops are very much temporary and if the full transport is used it will be limited in endurance to about a day.

 

New traits

 

Boat

The vehicle has boat hull that floats on water or similar fluids. Screw propelers, paddle wheels or water jets propel the water through the water at a rate of knots.

  • Fairly calm sea or waterways is considered open ground. Examples of difficult ground for boats would be choppy seas, narrow water ways and areas with sand banks making the water more shallow than the boats draft (which is might be made more difficult but not being easily seen).
  • Water provides little traction and manoeuvrability tests suffer a -10 penalty. In additional boats are difficult to stop and turn. If a Boat makes a turn manoeuvre or tries to stop it takes as many turns as its size modifier divided by 10. This is reduced by 1 if it traveling at tactical speed or less.  
  • If a boat ends up on dry ground or water shallower than its draft for any reason it has run aground. Resolve damage to the vehicle as if it had rammed whatever it hit. Boats that have run aground must be pushed or towed back into the water.
  • If a boat takes critical hull damage (including righteous fury) it can breach the hull and ship will start to sink. Any time critical hull damage is received roll 1d10, if this is less than or equal to the critical damage inflicted on that attack (or 1 for Righteous fury) the ship has been holed below the water line and will start to sink.
  • It will sink in a number of turns equal to the Structure points of the vehicle and this is reduced by d10 for hit that caused it to start to sink (and any further hits that would have started it sinking). If the vehicle has taken critical damage it will be reduced by the amount of critical damage each turn instead of one.E.g.  A boat with 25 structure points takes a hit that caused 4 critical damage and a 3 is rolled so it starts to sink. A further d10 is rolled and come up as an 8. This boat will sink in 17 ‘turns’, although the current critical damage means it will sink in 5 turns unless it is repaired or takes more damage.

 

Air-cushion

Downward directed air jets inflate a skirt which in turns allows the vehicle to ride on a cushion of air.

  • Air-cushioned motive systems are notoriously complicated. Any motive system repairs take twice as long to perform for these vehicles.
  • Because of the lack of inertial on air cushioned vehicles they are difficult to manoeuvre at speeds. At over the tactical speed manoeuvrability tests suffer a -10 penalty. At over twice the tactical speed the penalty is -20.
  • An Air-cushioned vehicle can travel over any flat terrain as if it was open ground. They ignore any manoeuvrability penalties for these such as; swamps, water, soft sand or soil. They can even travel over pressure sensitive mines without setting them off.
  • If an Air-cushioned vehicle suffers a crippled motive system. It hits the ground or water and becomes immobilised but does not take further damage (unless it was over a mine). They can float if they are crippled over water.
  • An Air-cushioned vehicle with a crippled engine can sink due to hull damage just like a boat can.

 

Quarters

The vehicle is large enough to allocate a room for the crew to sleep within the safety of the hull. These can lavish state rooms for offices or stacks of hammocks. Normally it is a combination and somewhere between the two and often only enough space for a shift, about a third to half of the crew to sleep or rest at once. There will also need to be a head, where the crew can perform their ablutions without leaving the vehicle. This allows, with work shifts, the vehicle to operate for 24 hours without fatigue and maintaining environmental seals for any length of time.

 

Mess

The vehicle has its own Kitchen, food storage and even perhaps a dining area. This could be as simple a stove in the corner of one room and a chest of food to entire galley and walk in fridge with a mess hall in the largest vehicles. This allows the crew to eat without the vehicle stopping to cook food or the crew cold rations in an unused part of the vehicle. This is essential to maintaining crew moral and keeping the vehicle sealed from the elements. Without this environmental sealing is inherently limited in operational time and somewhat depressing.

 

Vehicular Auspex

The vehicle includes a large emplaced auspex system that has a dedicated operator station and the ability to fire the ships main weapons with the benefit of these systems. It acts as a +10 Auspex and for all vehicle weapons (not pintle-mounted weapons) can use this as a telescopic scope and gain the dark sight trait. The auspex’s range is 200 km in air but a quarter of that underwater, terrain or atmospheric affects can reduce this range. In addition the Auspex operator can make a Tech use test to lock onto one target per turn and attacks against this target have other penalties reduced by 10 per degree of success. In this way the vehicles weapons can be fired against targets that are at great distances and out of line sight.

 

Smoke-maker

The vehicles engine has been modified to produce vast billowing clouds of black smoke to hide troop and vehicle movements behind it. This does not affect the smoke making vehicle itself though, so this is often done by smaller, quicker outlying vessels that risk themselves for the fleet. When activated the smoke forms a cloud 20m wide and high, forming a line where the ship moves. It can be produced for 12 turns, and dissipates after d10X2 minutes in calm weather half this time in a strong wind.

 

Landing craft

The vehicle is capable of beaching itself and dragging itself back into the water. It takes no damage from running aground and, though it is still stopped it can reverse its engines to get back into the water again from the next turn onwards as long as it wasn’t going flat out when beached.

 

Double-hull

The ship has a reinforced double hull design that helps prevent hits causing a hull breach. This is normally only possible on the larger vessels.

The roll to determine if a critical hit causes the boat to start to sink may be re-rolled. The second result must be kept.

 

New Repairs

 

Plug breach

Skill Requirement: Essential Repair Skill

Repair Difficulty: Challenging (+0), Ordinary (+10) if the character Tech-Use or Trade Technomat

Repair Time: 2 turns per point of critical damage received.

When a ship’s hull is breached and it starts to take on water it down to the plucky crew below decks to jam that breach with whatever tools they have to hand. Each breach needs to be plugged separately and the difficulty is increased by -10 if a quarter of vessel is underwater (a quarter of structure points sunk) and -10 if half the vessel is underwater.

Once the leaks are plugged the engines can start pumping out water (and equivalent turns sinking) at a rate of the size modifier divided by 10 per turn.

Edited by Face Eater

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New Vehicles

Inflatable Raider

A simple inflatable speedboat used to insert Special Forces landing parties ashore or upriver. They are often piloted by the troops that are being transported and ditched under a camo-net after being dragged on land.

Type: Boat                             Tactical Speed: 12m

Cruising speed: 35kph        Manoeuvrability: +10

Structural Integrity: 8        Size: Hulking

Armour: 6, 6, 6

Vehicle Traits: Boat, Open-top

Crew: 1 Helmsman

Carrying Capacity: 5

Weapons: None

 

Rigid Speedboat

These small craft are the single most numerous in the imperial guard. From Catachan to Cadia, any world with any waterways is likely to have a supply of simple speedboats to quickly cross rivers. There are also a large number of small civilian craft, either small private transports, merchant vessels, fishermen or recreational craft that are very similar.

Type: Boat                             Tactical Speed: 15m

Cruising speed: 60kph        Manoeuvrability: +10

Structural Integrity: 15      Size: Enormous

Armour: 12, 12, 12

Vehicle Traits: Boat, Open-top

Crew: 1 Helmsman

Carrying Capacity: 10

Weapons: None

 

Marlin Assault craft

These small raiders are used by Guard recon and infiltration forces for both clandestine and opposed raids on coastal targets. They are simple, small boats with light armoured panels forming a wall around the crew and transport. The frontal armour consists of the gun shield on the twin linked heavy stubber.

Type: Boat                             Tactical Speed: 15m

Cruising speed: 60kph        Manoeuvrability: +10

Structural Integrity: 15      Size: Enormous

Armour: 20, 16, 15

Vehicle Traits: Boat, Open-top

Crew: 1 Helmsman, 3 gunners

Carrying Capacity: 8

Weapons: Twin linked pintle mounted Heavy Stubber at front (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

Two heavy weapon pintle mounts on the aft at either side which can mount any basic or the following heavy weapons:

  • Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
  • Heavy Flamer (30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

 

Saxony Assault hovercraft

Although the standard Chimera is amphibious and is usually used as landing craft its water speed is best described as limping. Thus dedicated fast moving landing craft are still very much in use. In many theatres this is performed by hovercraft. The Saxony is one of the smallest in the Imperium’s arsenal and finds use as a landing craft for scouts, storm troopers, engineers and also as a medevac vehicle.

Crew pilot from a small cabin at the front which gives a good view for manoeuvring and transport space behind has 4 doors, 2 on each side of the vehicle.

Type: Air Cushion                Tactical Speed: 15m

Cruising speed: 65kph        Manoeuvrability: +0

Structural Integrity: 15      Size: Enormous

Armour: 25, 22, 15

Vehicle Traits: Air-cushion, Enclosed

Crew: 1 Helmsman, 2 gunners

Carrying Capacity: 20

Weapons:  1 turret above the cabin with one of the following weapons:

  • Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
  • Heavy Flamer (30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
  • Multi-Laser (150m;-/-/5; 2d10+10 E; Pen2; Clip 100; Reload 2 Full; Reliable)

Garial

Garial Armoured River Patrol Boat (ARPB)

The Gharial armoured boat chassis is commonly used for aquatic operations along the whole Obscurus Segmentum due to a number of local forge worlds producing it in large numbers. Its adoption is mainly due to its survivability and flexibility. While it is far from the fastest or largest boat available it has heavy armour for such a small boat and it most commonly used to mount a single Leman Russ turret on the foredeck with a smaller heavy weapon turret in front of it, another on top of the armoured bridge and a final one on the aft deck (allowing all turrets to fire as a broadside and 3 of the 4 to fire directly ahead). This gives it the ability to engage small or merchant vessels or provide supporting fire against land targets. It is mostly used in lakes, inland seas or rivers and is not really intended for oceanic combat. In such situations speed is often limited by the waterway so it sacrifices speed for substantial armour. For this reason they are often referred to as tank boats or floating tanks.

The Leman Russ turret is sometimes replaced with a more specialist artillery piece. When this is done so the entire Gharial is usually referred to by the weapon name, e.g. Vanquisher Gharial.

Type: Boat                             Tactical Speed: 15m

Cruising speed: 65kph        Manoeuvrability: -10

Structural Integrity: 75      Size: Immense

Armour: 35, 35, 30

Vehicle Traits: Enclosed, Reinforced, Rugged, Boat, Quarters, Mess, Environmental sealed

Crew (minimum): 12

Note: The turret gunners are usually not dedicated gunner but instead perform other duties such as engineering, navigation or communications on the boat when not actively in combat.

Carrying Capacity: 12*

*Unlike most imperial guard vehicles the Gharial has room on board for all of the standard crew to cook, sleep and perform all other necessary functions in shifts indefinitely, if not comfortably. By forsaking the option of long term operation they can cram a sizable number of additional troops.

Weapons

Fore-turret mounted Battle Cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable).

Three heavy weapon turrets (one in front of the main turret, one on top of the wheelhouse and one on the aft behind the wheelhouse) each with one of the following heavy weapons.

  • Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
  • Heavy Flamer (30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
  • Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)
  • Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])

Options

The Battle-Cannon is sometimes replaced with one of the following weapons:

  • Vanquisher Cannon (900m; S/-/-; 3d10+5 X; Pen 16; Clip 6; Reload 2 Full; Accurate)
  • Demolisher Cannon (50m; S/-/-; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3])
  • Annihilator Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3], Twin-Linked)
  • Exterminator Autocannons (500m; S/6/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, Twin Linked)*

Some versions had the top single heavy weapons turret replaced with simple anti air turret containing a double heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)*

*When firing these weapons the vehicle has the Anti-Air (rudimentary).

 

Cetus Torpedo Hydrofoil

The Cetus is one of the smallest vessels in the Imperium’s armoury, certainly the smallest ocean going vessel but also the fastest. When going at high speeds it rises from the water on hydrofoils which greatly reduces drag and increases its top speed.

Its fast speed is used to redeploy quickly, hunting specific targets with a dedicated armoury.

The Cetus Torpedo Hyrdofoil carries a 4 Atlantic torpedo tubes capable of destroying or crippling even the largest vessel at long range while hopefully avoiding the long range heavy guns of its prey with great speed.

These 4 huge torpedo tubes take up a good portion of the hull and have no ability to be reloaded from in the vehicle. This leaves little room for additional space or other heavy weapons and living quarters are cramped. But as this is generally deployed in squadrons whose task is to engage major vessels and floating structures then head back for re-armament this not as high a priority.

Type: Boat                             Tactical Speed: 20m

Cruising speed: 80kph        Manoeuvrability: +0

Structural Integrity: 80      Size: Enormous

Armour: 24, 20, 16

Vehicle Traits: Rugged, Boat, Enhanced Motive System, Command and Control, Quarters, Mess, Vehicular Auspex, Enclosed and Environmental sealed (below decks), Smoke-maker

Crew: 20

Carrying Capacity: 10 (Although there is no allocated troop space it is internal room that can used for transport temporarily)

Weapons

Four Atlantic torpedo tubes (4000m; S/-/-; 15d10+20 X; Pen 12; Clip 1; Reload 2 Full; Blast [20], Concussive [4], Lock-on)

One fore mounted heavy weapon turret with one of the following weapons:

  • Twin linked Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin linked)
  • Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)
  • Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])

Two pintle mounted heavy bolters on port and starboard side of the wheel house (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

One rear anti air mounted heavy weapon turret with one of the following weapons:

  • Twin linked Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin linked)*
  • Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)*
  • Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])*

*When firing these weapons the vehicle has the Anti-Air (rudimentary).

Special

Like most small boats weapons are mounted on the deck and operated from there, even turrets are open and more of a heavy gun-shield than an enclosed turret. As such the deck and crew on it are considered open topped except against targets that the weapons are trained upon. The Torpedo tubes are operated entirely from within the vehicle.

 

Cetus Missile Hydrofoil

The Cetus is one of the smallest vessels in the Imperium’s armoury, certainly the smallest ocean going vessel but also the fastest. When going at high speeds it rises from the water on hydrofoils which greatly reduces drag and increases its top speed.

Its fast speed is used to redeploy quickly, hunting specific targets with a dedicated armoury.

The Cetus Missile Hyrdofoil carries a heavy anti-ship missile launchers which can engage targets at hundreds of miles away and pack a punch that can penetrate heavy battleship armour or even coastal fortresses.

Type: Boat                             Tactical Speed: 20m

Cruising speed: 80kph        Manoeuvrability: +0

Structural Integrity: 80      Size: Enormous

Armour: 24, 20, 16

Vehicle Traits: Rugged, Boat, Enhanced Motive System, Command and Control, Quarters, Mess, Vehicular Auspex, Enclosed and Environmental sealed (below decks)

Crew: 20

Carrying Capacity: 10 (Although there is no allocated troop space it is internal room that can used for transport temporarily)

Weapons

One fixed forward Manticore VI Missile Launcher (8km; S/2/4; ; ; Clip 4; Reload 3 minutes per missile; Indirect [4])

One fore mounted anti-air heavy weapon turret with one of the following weapons:

  • Twin linked Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin linked)*
  • Twin linked Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, Twin linked)*
  • Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])*

Two pintle mounted heavy bolters on port and starboard side of the wheel house (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

*When firing these weapons the vehicle has the Anti-Air (rudimentary).

Special

The Manticore VI missile launcher is a heavy weight version of the land based version that allows for complicated surface to surface guided missiles to be fired. The missiles are stored in enclosed tubes that are fixed to the hull which provides protection against small arms fire, shell fragments and the elements. Although this does mean the whole vehicle must pointed towards the target for firing. It can be loaded with any of the standard rockets (SoH P129) it can be loaded with the Sea Eagle Missiles.

Like most small boats weapons are mounted on the deck and operated from there, even turrets are open and more of a heavy gun-shield than an enclosed turret. As such the deck and crew on it are considered open topped except against targets that the weapons are trained upon. The Manticore VI is opperater entirely from inside the vehicle.

 

 

Cetus Hydrofoil gunboat

The Cetus is one of the smallest vessels in the Imperium’s armoury, certainly the smallest ocean going vessel but also the fastest. When going at high speeds it rises from the water on hydrofoils which greatly reduces drag and increases its top speed.

Its fast speed is used to redeploy quickly, hunting specific targets with a dedicated armoury. The Cetus gunboat replaces it’s large anti capitol ship weapons with numerous heavy weapons so that it can engage other small fast ships that are attacking capital or go raiding light armed logistics vessels.

Type: Boat                             Tactical Speed: 20m

Cruising speed: 80kph        Manoeuvrability: +0

Structural Integrity: 80      Size: Enormous

Armour: 24, 20, 16

Vehicle Traits: Rugged, Boat, Enhanced Motive System, Command and Control, Quarters, Mess, Vehicular Auspex, Enclosed and Environmental sealed (below decks), Smoke-maker

Crew: 16

Carrying Capacity: 15 (Although there is no allocated troop space it is internal room that can used for transport temporarily)

Weapons

Fore-turret mounted Battle Cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable).

Two pintle mounted heavy bolters on port and starboard side of the wheel house (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

Two Autocannon in anti-aircraft mountings on the deck on either side of the bridge (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)*

One rear anti air mounted heavy weapon turret with one of the following weapons, Twin-linked Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)*

One rearmost Lascannon turret (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])*

Options

Many of these Cetus versions are produced without the Hydrofoils (and without the enhanced motive system trait). Those these are not a quick at intercepting seaborne vessels or evading large ships but can operate in shallow coastal waters where they can attack coastal transport barges or amphibious vessels.

The fore turret. Battle-Cannon is sometimes replaced with one of the following weapons:

  • Vanquisher Cannon (900m; S/-/-; 3d10+5 X; Pen 16; Clip 6; Reload 2 Full; Accurate)
  • Demolisher Cannon (50m; S/-/-; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3])
  • Annihilator Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3], Twin-Linked)
  • Exterminator Autocannons (500m; S/6/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, Twin Linked)*

*When firing these weapons the vehicle has the Anti-Air (rudimentary).

Special

Like most small boats weapons are mounted on the deck and operated from there, even turrets are open and more of a heavy gun-shield than an enclosed turret. As such the deck and crew on it are considered open topped except against targets that the weapons are trained upon.

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New weapons

 

New weapon qualities

 

Lock-on

The weapon has sophisticated cogitators, sensors and control surfaces. These are programmed by the sensors on-board the firing vehicle using their own sensors. Once done they can control themselves in flight. Directing themselves towards the target, adjusting for the targets movement.

When firing a weapon with this trait at a target that has been successfully locked onto using the Vehicular Auspex trait it adds +20 to Bs to hit test.

 

 

New weapons

 

Torpedo Tubes

Mezoa torpedos are the Munitorium standard heavy torpedo in the Segmentum Obscurus. It is a simple, flexible reliable and utterly devastating to the even the largest nautical battleships. It can be dropped from low flying aircraft, fired from giant warships, submerged hunters and simple cradles that drop them into the water from the deck of fast attack craft.

If fired at a target that is locked on, as described in the Lock on weapon trait, it is capable of being fired at surface vessels and submerged targets. If not it describes a fairly flat trajectory a few meters under the water and can only engage surface targets (or those on just submerged).

 

Small boat torpedo tubes

This is a simple launcher for the standard sized medium torpedoes, fired either in a turret on the deck of a large ship or a built into the deck or hull (or both) of a small fast vessel. Simple pressurised air or small pyrotechnics push the torpedo into the water before its own power takes over. They are designed for small vessels that do not have room have room for torpedoes to reload the launcher and need to reloaded from the front using a crane which takes several minutes per tube. This does make the design very simple and light.

 

Submarine torpedo tubes

In the confines of a submarine a torpedo needs a lot more to get it fired. The Mezoa submarine torpedo tubes use reverse water pressure to fire the torpedoes.

 

Weapon Profiles

Name                      Class      Range     RoF         Dam    Pen    Clip  Rld    Special                          Wt          Availability

Small boat              Vehicle      4000m     S/-/-              *         *       1    2 Min        *                            1000kg        Very Rare

torpedo tubes

Submarine             Vehicle      4000m     S/-/-             *          *       1    4 full         *                            4000kg        Very Rare

Torpedo Tube

 

Specialist Issue Ammunition

 

Strike Eagle surface to surface missiles

A dedicated anti-ship missile for the Manticore missile launcher. Rather than being packed with high explosives it is single massive melta-bomb and with an advanced cogitator guidance system. Its armoured nose is designed to punch into the ship’s hull and then detonate, evaporating a sphere of the ships internal systems and detonating fuel and ammo within. When using the lock-on trait the weapon ignores the indirect quality.

 

Sea Eagle Missiles

These are two stage rocket launched submarine hunting torpedoes designed to be fired from the Manticore launcher system. The rocket fires the weapon several kilometres over and disengages the rocket motor and flight fins before the torpedo plunges into the water. It describes a spiral pattern on its way down until it lock’s onto a target and then powers towards it, it’s several hundred kilo warhead exploding when it is within range of the proximity fuse.

The Sea Eagle Missiles can only engage submerged targets such as submarines.

 

Medium Proximity torpedo

This type of torpedo has no real guidance system other a simple gyroscope to keep it running straight and ballast to keep it running a few meters under water for speed and stealths sake. It has a simple proximity detonator that vastly increases it's accuracy over an impact trigger. There are similar types made all over the Imperium and used by enemy forces and PDF. Even primitive xeno's are capable of making such weapons. For their simplicty they are capabable of delivering a truely devasting quantity of explosives to the target.

 

Mezoa Pattern Medium Torpedo

These are the Munitorium standard medium torpedo in the Segmentum Obscurus. It is flexible reliable and utterly devastating to the even the largest nautical battleships. It can be dropped from low flying aircraft, fired from giant warships, submerged hunters and simple cradles that drop them into the water from the deck of fast attack craft.

Its advanced cogitator self-targeter systems allow it to engage both submerged targets and surface vessels

 

Specialist Issue Ammunition

Name                        Dam           Pen  Special                                                                    Wt     Availability

Strike Eagle Missile  6d10+20E   14     Proven [4], Melta, Flame, Lock-on, Blast [6]     4500kg   Extremely Rare

Sea Eagle Missiles   5d10+12X   10     Blast [10], Lock-on, Concussive [5]                   4500kg   Extremely Rare

Proximity torpedo     8d10+12X   12     Blast [12], Concussive [6]                                  2000kg   Rare

Mezoa torpedo         8d10+12X   12     Blast [10], Lock-on, Concussive [5]                   2000kg   Very Rare

Edited by Face Eater

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Armoury

 

New Equipment

All of the following equipment is very useful for people that live around large bodies of water but somewhat less useful on parched desert worlds. Therefore on ocean worlds, archipelago worlds, and other mostly liquid surface planets the following equipment is one step more available including at regiment generation where these are the regimental home worlds. Whereas on worlds with almost no surface liquids they are two steps more difficult to obtain.

 

Diving Cylinders

Weight: 80kg

Availability: Rare

This is a respirator that, unlike the respirators issued to most Imperial Guard regiments an Diving Cylinders can operate deep underwater. In addition, because the weight of the tanks are supported by the water it has a much greater capacity.

The standard dual cylinder, re-breather design gives an Imperial diver approximately 3 hours duration. It can be used to depths of about 40 meters in liquids of any oxygen content.

Good quality versions include intelligent mixing of gasses that allows depths of a 100 meters.

 

Mechano-gill

Weight: 50kg

Availability: Extremely Rare

A back pack design that extracts oxygen from the water itself and removes carbon dioxide in the same way. Standard Imperial designs use waterproof internal batteries to perform this and surprisingly efficient. A full charge can last several days. Their only downside is that they can only be used in oxygenated water like fluids and they would be in far greater usage if they weren’t so much more costly to create than a diving cylinder.

 

Life Jacket

Weight: 2kg

Availability: Common

The standard foam floatation device worn by conciencous sailors across the imperium. A Simple Vest, secured by simple clasps, with puffy foam inserts that greatly help with floatation. It is preferred on-board ships because the solid foam is not deflated by cuts or piecing which is a risk when existing a damaged ship. It gives a +30 bonus to swim tests and even without taking an action the wearer naturally floats upright so cannot dive.

 

Self-inflating Life vest

Weight: 0.5kg

Availability: Common

This simple vest is secured by strap around the waist and is worn almost completely flat until it is submerged in water when it automatically inflates. It provides as much buoyancy as standard life jacket with little room taken up. The downside is that it can be easily deflated by a puncture. As such they tend to be issued on mass to air crew and passengers that are traveling across a sea or employed on water worlds at all. It gives a +30 bonus to swim tests and even without taking an action the wearer naturally floats upright so cannot dive.

 

Dry-suit

Weight: 4kg

Availability: Rare

The dry suit an all-encompassing suit that allows a diver to operate completely dry (assuming they have a mask and diving cylinder) from the medium they are diving in. While this is uncomfortable over long periods it is required in very cold water, toxic or other harmful fluids.

 

Diving Mask

Weight: 0.5kg

Availability: Common

The Diving mask is the standard equipment for recreational divers. It allows a diver to see easily underwater and protects the eyes and face against irritating or potentially dangerous compounds in the water. They include a snorkel which allows them to breathe at the surface without lying on their back or breaking the water with their head. It negates the -10 penalty to awareness tests when diving, but does nothing to negate the darkness that happens as the water deepens. In addition, the snorkel adds +10 to swimming tests and stealth tests when hiding from above water pursuers in large enough bodies of water.

Good quality versions provide protection from blinding or low light vision like a photovisor.

 

Diving Fins

Weight: 1kg

Availability: Common

Simple plastic or rubber fins, worn on the feet to vastly increase their swimming speed. When swimming they double the swimming speed (changing it to the SB per turn) and add +30 to swimming tests. On land however, it reduces movement speeds by half and applies a -20 to difficult ground tests. It takes a half action to remove both fins.

 

 

New Armour

 

Flak floatation vest

Armour rating: Body 3

Weight: 6kg

Availability: Rare

This flak vest differs from the standard version by having large aerated foam sections covering it, especially the neck. This acts as a floatation device in the event of going overboard and standard doctrine includes it being worn at all times while on board ship. It gives a +20 bonus to swim tests and even without taking an action the wearer naturally floats upright so cannot dive.

 

New weapons

Being submerged in water, or firing into provides a unique conundrum for weapons that are not designed to be fired through the water. This is down to the GM but general effects are listed below depending on the damage type.

 

Impact (I): The water absorbs the kinetic energy if Impact weapons very quickly. Even the fastest rounds break up almost immediately in water. Every half meter of water fired through provides 4 points of cover. Solid slug types weapons are unreliable underwater, at deeper than 5 meters they jam automatically.

 

Explosive (X): Most explosives will detonate almost as soon as entering the water, even if the weapon is submerged which obviously causes catastrophic damage to the weapon.

 

Rending ®: Rending weapons travel through the water better than Impact weapons. Half a meter of water provides 2 points of cover

 

Energy (E): Energy weapons dissipate in a cloud of steam upon entering the water. A lasgun can fire underwater bit the muzzle is likely to be damaged by suddenly superheating the water at the muzzle. A lascannon and its firer are likely to be enveloped in a bubble of newly formed steam. Flamers, do not penetrate the surface of the water but spreads the burning fuel on top of it and it feebly pumps fuel to the surface if fired underwater.

 

 

Triton Pattern Autogun

This weapon was designed to be capable of firing both underwater and as a normal autogun. One of the major differences made to enable this is to make the barrel smooth bore and to use special ammunition with smaller longer rounds.

The weapon has two profiles the first is firing normal slugs in air. If this weapon fires normal slugs underwater at and lower than a couple of meters it will jam. The second profile is for the weapon firing the aqua slugs underwater, however, for every full 5 meters underwater the range is reduced by 1m.

If these rounds are firing in the air the range is 40m and gains the inaccurate trait, but the statistics are otherwise the same.

 

Gunmetal Water stubber

A simple underwater firearm pistol. There are a number of patterns. Most of them very simple as the action as the water pressure resists all movements which increases wear. The Gunmetal water stubber is a simple 4 barreled pistol that is reloaded with a single square cartridge at the end of the barrels. They are fairly common on ocean and archipelago worlds where they are used by enforcers and pdf alike.

The weapon uses the same ammunition in air as it does in water, there is a separate profile for each. Tthe smoothbore barrel is somewhat inaccurate when used in the air as bullet relies on water stability. When fired underwater, for every full 5 meters underwater the range is reduced by 1m.

 

Speargun

More of a fishing tool than weapon, the spear gun is a simple tubular launcher for a small spear that is propelled by elastic, springs or pressurised gas. It must be reloaded after every shot.

If some takes hit point damage from a speargun attack they will be impaled with a long spear. While impaled any agility rolls made by that player that roll doubles inflicts 1d5 damage on the character. This damage ignores armour and is reduced by HALF of the characters toughness. Removing the spear safely requires 2 turns and a successful challenging +0 Medicae test by a character. Failure, or if the spear is yanked out (taking a half action), inflicts 1d10 damage which ignores armour.

 

 

Name                          Class      Range     RoF        Dam   Pen   Clip  Rld    Special                    Wt  Availability

Triton Autogun (air)     Basic         60m     S/3/8      1d10+3I   -        30   Full   Inaccurate                4kg   Very Rare

             (aqua slugs)   Basic         25m     S/3/8      1d10+2R  -        30   Full

Water stubber (air)      Pistol         20m     S/2/-       1d10+2R  -         4   2 Full Inaccurate, Reliable  1kg   Rare

             (Water)           Pistol         15m     S/2/-       1d10+2R  -         4   2 Full Reliable

Speargun                     Basic         10m     S/-/-        1d10+2R  -         1    Full                                     2kg   Common

 

New grenades and missiles

Personnel torpedoes

These are small torpedoes that are designed to be fired from the standard missile launchers. They have next to no fragmentation, relying on water to propagate the high explosive charges blast. Underwater this provides an immense and deadly effect. They can only be fired underwater and they reduce the range of the launcher by a third. They are only available for missile launchers.

 

Name                          Class Range  RoF    Dam   Pen   Clip  Rld  Special                           Wt  Availability

Personnel torpedoes       -        -          -      3d10+6   -         -      -     Blast [3], Concussive [3]  1kg Extremely  Rare

 

 

New ammunition

 

Aqua slugs

Availability: Rare

Simple slugs that are made to operate safety underwater.

Used with: Water Stubbers, Triton Autogun

 

 

Unusual Ammunition

 

Tsunami Shells

Availability: Extremely Rare

These bolt shells are essentially mini rocket powered torpedoes rather than a rockets. As firing underwater is not conducive to mass reactive shells it uses a timed charge which can mean the shell does not stay in the target before exploding but if it does it, the water pressure causes hideous damage.

Effects: The bolt weapon loses 2 damage, 2 penetration, the tearing quality. The weapon can fire in the water with no ill effects, if done so the weapon range is reduced by a third. They cannot be fired above water.

In addition, if two degrees of success are made on a to-hit roll using the weapon the weapon has the tearing quality again and gains and additional +3 damage.    

Used with: All Bolt weapons

 

 

New Regiment creation options

 

New Regimental Homeworlds

 

New Regiment Types

 

River Patrol Regiment

On any world that has rivers and significant rivers, canals or lakes a river patrol regiment can be useful. With the waterways secured a great logistic advantage can be obtained. The imperial often does this with heavily armoured vessels patrol boats capable of destroying enemy vessels or bringing their heavy guns to bear on the enemy directly. As tough as these vessels are, once there operation is known of they are quite predicable and the river patrollers must be very vigilant if they are to be useful, or if they are to survive. Unlike other troops they have relatively comfortable quarters with them at all times and being on a river usually means they are very close to resupply.

Points: 4 points

Characteristic Modifiers: +3 Perception, -3 Toughness

Skills: Operate (Surface)

Talents: Technical Knock

Kit: One Garial Armoured River Patrol Boat per squad, one anointed maintenance kit per Player Character, One flak floatation vest and flak helmet per Player Character.

 

Coastal Patrol Regiment

Both defensive perimeter patroller and aggressive blockades are undergone by the regiments that operate these gunboats. They can patrol for coastal raiders, landing craft, or just as easily be patrolling enemy coastlines attacking their transports. This vital for a commander that needs to attack across a body of water or even down a coast line. As with many sea borne Imperial Guard troops long range gunnery is the utmost importance in their training, this does come at cost of close combat training.

Points: 5 points                                                                                                                                                  

Characteristic Modifiers: +3 Ballistic Skill, -3 Weapon Skill

Skills: Operate (Surface)

Talents: Technical Knock

Kit: One Cetus Hydrofoil gunboat per squad, one anointed maintenance kit per Player Character, one flak floatation vest and flak helmet per Player Character

 

Coastal Raiding Regiment

Where there is a coast line there is a potential to land troops. However, not every beach can have a full regimental beach landing. But anywhere, at any time, a small specialised force can discreetly speed ashore. This opens up miriads of potential targets that thought they were safe. Ports, agriculture, manufactories, local government and light military targets. After a quick campaign the enemy will often need to bolster their defences along the entire coast, often diverting many regiments from the front line to defend against a single Coastal Raiding regiment. Another, but vastly less glorious is the scouting role. No wise commander would plan an amphibious assault without first having the location meticulously mapped by a coastal raiding party and even the type of sand on the beach being sampled.

Points: 3

Characteristic Modifiers: +3 Agility, -3 Fellowship

Skills: Stealth or Operate (surface)

Talents: Lightning Reflexes

Kit: One M36 lasgun with 4 charge packs per Player Character (main weapon), three frag, three krak grenades per Player Character, one suit of Imperial Guard flak armour per Player Character, one Marlin Assault craft per squad.

 

Combat Diver Regiment

These regiments are some of fittest and most dedicated soldiers in the Imperial Guard. The physical demands of diving are tremendous. On top of that these regiments rely almost entirely on stressful stealthy operations and complicated demolitions operations that are require clear headed thinking. They are often selected from the top candidates out of every assault regiment on the planet. Once formed these regiments account some of the most devastating damage done per man outside of the Adeptus Astartes with daring stealthy attacks on docks or ships at anchor. While their bodies are toned from daily swimming practise there are often affected by their deep diving practise.

Points: 3

Characteristic Modifiers: +3 Strength, -3 Perception

Skills: Athletics or Stealth

Talents: Hardy or Resistance (suffocation)

Kit: Triton Pattern Autogun with 4 clips (in any combination of aqua or normal slugs) per Player Character (main weapon), one dry suit per Player Character, one diving Mask per Player Character, one diving cylinder per Player Character, one pair of diving fins per Player Character, one lamp pack per Player Character, one Rigid Speedboat per squad

 

Maritime Assault Infantry Regiment

When it comes to assault a defended beach, if a commander has the option, he will turn to the Martitime Assault Regiments to lead the assault. These forge ahead of the main force charging up the beach in the teeth of enemy defences while some of the most destructive weapons trade fire over their heads (Emperor willing). They are selected dogged determination under fire and the ability to keep moving regardless of injury and fear.

Points: 3 points

Characteristic Modifiers: +3 Toughness, -3 Intelligence

Skills: Operate (Surface) or dodge

Talents: Nerves of Steel

Kit: One M36 lasgun with 4 charge packs per Player Character (main weapon), 3 frag, 3 smoke grenades per Player Character, one suit of Imperial Guard flak armour per Player Character, one Saxony Assault hovercraft per squad.

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New Regimental Homeworlds

 

Ocean world

Water is a common element in the galaxy but it is far from evenly distributed. It is fairly common for a world to be entirely covered with water. If that world is in a solar systems goldilocks zone it will be liquid and form one uninterrupted ocean. While this prevents significant logistic difficulties to colonisation it is by no means an impossible task. And in many cases it the resources are easily worth it. The ocean can provide a huge amount of exploitable flora and fauna and even the water or dissolved elements can be valuable. Vast floating cities, fleets of harvesting ships or cities made polar ice caps, with abundant food, can produce massive populations. Populations that need to defend their water world and can be tithed to the Imperial Guard. These troops are more at home in sea than on dry land and provide specialist forces to the guard.

Points: 1 point

Characteristic Modifiers: +3 Strength, +3 to either Agility or Intelligence.

Skills: Ocean World characters begin with Athletics and Operate (Surface)

Fluency: While Ocean Worlders can speak Low Gothic they rarely have chance to learn to read or write the language. As such they do not start with the Linguistics (Low Gothic)

Abilities:

Endless Ocean

Characters from an Ocean world are great swimmers, as you would expect. The characters benefit from a +10 to Swimming tests and Toughness for the purpose of Suffocation only.

Sea Legs

As a stranger to Terra Firma, loose soil, entangling roots and other obstacles unique to dry land Ocean world characters suffer an additional -10 modifier to difficult terrain tests and survival on natural land. But not manufactured environments, the listing cramped environments of ships and floating cities prepares them more than adequately for that.

Starting Wounds: Ocean World characters begin the game with +1 wounds.

 

 

Archipelago World

Not all worlds are dominated by a number of large continents. With higher water levels or worlds that are highly volcanically active they can easily be dominated be a great number of small islands. These worlds often have different culture on each Island with larger or more productive islands dominating. While there is an impression that these are idilic lazy islanders that are effectively paradise worlds this could not be farther from the truth. These islands often mean the resources are very limited, especially fresh water. Communities must learn to hunt and fish, the cross seas in primitive canoes to trade simple materials. To add to the issues, the island like terrain is often a result of a tectonically unstable world and / or the unbroken sea currents can bring devastating tides and storms. Often entire colonies move on regular basis to avoid the wrath of the sea.

Points: 1 points

Characteristic Modifiers: +3 to any two of the following characteristics –Strength, Agility, Fellowship

Skills: Archipelagos World characters begin with Athletics and Survival

Fluency: While Archipelagos Worlders can speak Low Gothic they rarely have chance to learn to read or write the language. As such they do not start with the Linguistics (Low Gothic)

Abilities:

Island Hoppers

Archipelago worlders are used to living off the land and sea, hunting and fishing and navigating by the starts. Add +5 to swim tests, surface navigation tests, stealth tests and survival tests (except on very dry environments like deserts or entirely man made environments like ship hulls and hives)

Children of the Sea

Archipelagos worlders are used to be dominated by the will of the sea, this leads them to be superstitious. They can get very edgy if they don’t know where the sea, or an equivalent large body of water is. It is bad enough cooped up on a start ship and even worse if they end up far inland. Archipelagos worlders suffer a -5 navigation and survival modifier if they are so far from a sea, ocean, or great lake that they cannot see it even if they get to highest point available.

Starting Wounds: Determine Starting wounds normally

 

Undersea-colony World

This type of world is one that for some reason the surface of the planet is almost entirely uninhabitable and the population is forced under the ocean into large colonies. These can be cramped but numerous spherical modules each connected to its neighbours by a transit tube, all the way up a massive cities in a single giant dome. The reason for this arrangement can be numerous, some have terrible storms that tear the surface buildings and vehicles up, others are archipelagos or ocean worlds with massive, many kilometre high, tidal waves that sweep across the surface destroyed all in their way, other have so much radiation bombarding the surface that under the water is the only refuge, others still are the opposite with super cold temperatures and thick crusts of ice that the population clusters underneath.

These colonies are powered by tidal forces and / or the geothermal energy of the earth itself. This same geothermal power can run an entire alien, mysterious ecosystem in the dark which intern feeds the population. Colonies such as these can have economies based on mining or drilling of fossil fuels on the sea bed, fishing or letting the currents do the hard work by filtering dissolved minerals from the vast ocean.

Over time, with these resources, sizable populations can build up, the size of small hive worlds in some cases. Space is always at a premium so raising guard units is a good way to ease the overcrowding and while those raised in the cramped undersea gives are not accustomed to fighting on open battlefields they are adept at working in the cramped confines of Imperial vehicles.

Points: 1 point

Characteristic Modifiers: +3 to any two of the following characteristics – Agility, Intelligence, Fellowship

Skills: Undersea-colony world characters begin with Linguistics (Low Gothic) and Trade (Technomat)

Abilities:

Leagues under the sea

In the cramped conditions of the hive the weight of the water above is a heavy burden both physically and mentally. Maintenance and emergency procedures are drilled into the population from an early age, weapons are carefully regulated and even the incredibly tight living spaces serious gang violence is rarer than you would expect.

The character gains Battlefield Tech wright or Paranoia or nerves of steel.

Agoraphobia

There are few living environments more claustrophobic than undersea colonies. Even with the Imperiums grandiose architectural designs expanding an undersea colony is a difficult prospect. Even travels outside of the colony must be done in tight pressure resistant vessels. It’s not surprising then that undersea-colony world characters are distrustful of your ‘open air’.  In situations that are described as ‘outside’ the character suffers a -5 willpower. This can be mitigated if they have free access back inside, such as on the deck of a ship or in the streets of a city, although they’ll certainly panic if they find those doors are locked.

Starting Wounds: Reduce Starting wounds by 1

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This stuff is fantastic. Don't suppose you'd like to pick up where Cabsian and I left off with the Imperial Navy supplemental rules? We both found work and have been having difficulty finding the time to polish off the product.

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This stuff is fantastic. Don't suppose you'd like to pick up where Cabsian and I left off with the Imperial Navy supplemental rules? We both found work and have been having difficulty finding the time to polish off the product.

 

That's high praise. Thank you. Careful, I might take you up on that. Although I've got this to complete first and few IRL things to get out of the way...booo to RL.

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I would put the following Armour values to the crafts:

Rigid Speedboat: 8/7/7
Marlin: 14/12/12
Saxony: 20/18/16
Garial: 28/24/24

These sound a bit more reasonable, there is reason why a Baneblade doesn't float...

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Submarine warfare

 

New vehicle traits

 

Submergible [X]

A submergible vessel is able fully submerge itself under the water hiding from enemies on the surface.

Submergible vehicles are treated as boats in all ways except those listed below.

·         The vessel can dive beneath the ocean. At a brisk pace it takes 12 turns for a surfaced vessel dive to secure the hull change engines and dive to periscope depth. At this depth the vessel is entirely obscured from standard vision, as are other vessels to it unless they choose to raise periscope which (with its wake) is a small, -10 object.

·         Underwater the submarine can dive or surface at a rate of 1 level (about 100 m) in 6 turns. Dive or rise speed is doubled for a submarine moving at tactical speed and tripled during the floor it action.

·         For every full level beneath the surface the attempts to detect the vessel with vehicular auspex from a surface vessel suffers a -5 penalty. This penalty also applies between two submerged vessels regard less of which is deeper.

·         Submerged vessels suffer a penalty of -5 for every 2 levels underwater when detecting surface vessels, although they might have a significant bonuses if the surface vessels are in convoys. Submarines tend to surface or run fairly shallow to attack surface vessels.

·         The number in Parentheses following the Submergible trait is the Design Depth of vessel in levels. When submerged up to this depth the hull breach tests are made with a +3 modifier to the d10 roll. This is the safe operating depth outside of battle and often the assumed depth of a submarine that has not surfaced to attack or diving to avoiding pursuers.

·         Double this depth is known as the never exceed depth, up to this depth all critical hits automatic cause breaches.

·         Beyond this depth the vessel suffers 1d10 structural damage per turn per level below their never exceed depth which is not reduced by armour. Vessels with more significant armour will have a deeper never exceed depth.

 

Underwater Auspex

A specialised auspex that is often attached to the ship below the waterline and uses the special properties of water to detect other vessels. Vessels are fitted with these types of auspex to hunt submergible vessels.

It acts as a vehicle auspex except that it cannot detect flying vessels or targets on land. When trying to detect entirely submerged vessels it gains a +20 bonus.

In addition it can map underwater topography. In shallow water, or for submerged vessels that are running close to the seafloor, it reduces penalties to Operate (Surface) tests caused by such conditions by 10 and can be used to locate hidden features like underwater caves, cliffs or hidden channels that might give situational bonuses to some tests.

 

Towed Auspex

This is only usable on vessels that have and underwater Auspex. It is a second auspex receiver that is lowered in the water from the back of a the ship. This allows the ship to mitigate the advantage of submersible vessels by sending the towed auspex down into the depths. The towed auspex takes up a lot of room on the deck of the ship so it only used on dedicated anti-submarine ships.

A standard towed auspex can be set to any depth level up to 4. It takes 4 turns to raise or lower by one level. Penalties for detecting submerged vessels are calculated from the lower of either the towed auspex or the ship.

 

Signature Masking

The vehicle uses advanced insulation to block various emissions, such as thermal and acoustic, from the vehicle. This has no effect on the visual identification of the vehicle. Attempts to locate the vehicle with an auspex of any type suffers a penalty of 10.

New Vehicles

 

Pisces Submarine

A standard small Imperial submarine used to hunt other sea vessels far from the front lines, without support, when they are least expected. Using stealth they are able to attack high value targets with heavy torpedo’s or unarmed transport ships with lascannon. These vessels are an efficient way to blockade ports waterways or harass shipping routes forcing the Imperium’s enemies to dedicate many vessels to hunting down just one Pisces.

Type: Boat                             Tactical Speed: 15m

Cruising speed: 50kph      Manoeuvrability: -10

Structural Integrity: 70      Size: Immense

Armour: 22, 20, 20

Vehicle Traits: Submergible [3], Rugged, Environmental sealed, Enclosed, Quarters, Mess, Low quality Vehicular Auspex*, Underwater Auspex, and Signature Masking

Crew: 16

Carrying Capacity: 8

Weapons:

Lascannon turret on foredeck (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])*

2 fore torpedo tubes (Submarine Torpedo Tube; 4000m, S/-/-, *, *, 1, 4 full, *)

*This only functions when surfaced and doesn’t give the normal +10 to tests to use it.

 

 

New actions:

 

Crash Dive

Type: Full action

Subtype: Concentration, Movement

This action can only be made in surfaced submergible vessel.

The submersible’s captain must make a Challenging (+0) Command test. For every success 1 turn is removed from the time taken to submerge the vessel. Failure by 30 or more means that crew have been badly injured, left on deck or in flooded compartments or some part of the vessel is damaged in the operation (typically diving or surfacing mechanisms) as the GM sees fit. 1 crew is injured (up to losing a limb) for lost for every two degrees of success for an Immense or smaller vessel, 1 per degree for larger vessels, OR the submarine takes a critical hit to the motive systems as per righteous fury. In this case a locked motive system refers to the diving mechanism.

 

Emergency Blow

Type: Full action

Subtype: Concentration, Movement

This action can only be made in an underwater submergible vessel.

By forcibly blowing the ballast tanks the vessel rockets to the surface breaking the water at high speed like some athletic sea creature.

The submersibles captain needs to make a Challenging (+0) Command test. The surface rate increases by 1 turn per 2 degrees of success (at 2 degrees of success a vessel at tactical speed would rise at triple rate). Regardless of success or not the surface rate cannot be stopped or slowed down once this action is activated and will not stop until it is surfaced.

The vessel cannot attempt to dive again for a minute after an emergency blow. This can be reduced by crew making a Challenging (+10) tech use test in the engineering section of the vessel and reducing it by 5 seconds per degree of success.

 

Run Silent

Type: Full action

Subtype: Concentration, Movement

Many of the ways of detecting underwater vessels rely on the sound, which travels much farther and faster in water than in air. So when this action is taken crew shut down all unessential systems and take great pains to reduce their signature in every way possible, even going so far as to remain quiet themselves

The submersibles captain needs to make a Challenging (+0) Command test. For every 2 degrees of success attempts to detect the vessel suffer a penalty of 5. This lasts until another command action, Floor it, Ram! or the vessel attacks.

 

 

New Regiment Types

 

Submarine Hunter Killers

Patrolling the seas all but undetected from the surface and air the crews of Pisces Submarines hunt down enemy vessels. Whether it be starving ground troops by destroying supply ships, depriving enemy of scouting vessels, transporting elite Special Forces discretely or picking off high value targets. This last one is especially dangerous as they are rarely unescorted and will probably be a suicide run for submarine, unless the surface vessels are engaged by allies. The hunter killers are one of the few vessels can operate alone fairly safely and can make large areas of sea dangerous to travel through.

Points: 6

Characteristic Modifiers: +3 Intelligence, -3 Strength

Skills: Operate (Surface)

Talents: Technical Knock

Kit: One Pisces Submarine per squad, one anointed maintenance kit per Player Character, one flak floatation vest and flak helmet per Player Character

 

 

Unusual Ammunition

 

Depth Charge shells

These Shells are fired from any large calibre gun, most commonly the ubiquitous Battle Cannon. It allows any appropriately armed vessel to attack submersed vessels. The shell has a distinct teardrop shape with fins filling out the calibre round the narrow end and protect by a jettisoned sabot. This shape means it should drop strait when fired. Then the simple aquatic proximity trigger detonates if it passed within range of the target.

Effect: The depth charge shell will not detonate until it has breached the water. It lets the firer attack submerged targets in the usual way, which is normally as an indirect attack. Although it has slightly smaller charge than shells of the same type the effect of water means it does full damage but the Blast is reduced to 4. However, if a target is within blast 8 it reduces the shell damage by 1d10 (roll one fewer).

Used with: Any Artillery Cannon.

Availability: Very Rare

 

Sound Maker Decoys

These decoys are torpedoes that burn fiercely and make a lot of noise but travel at approximately the same speed as a submarine. They are fired as a decoy for the main submarine which normally then runs silent and changes direction.

Effect: The sound maker torpedo is a hulking target but when fired it gives a +30 to it being detected. The attacker needs a separate detection test for the submarine and this suffers a -20 to the test for distraction. Obviously if the attacker is the player the GM might want to make this other test to not reveal the now two targets. In addition if the sound maker is being tracked then attacks against it will not gain as much bonus to hit and this will also need to be hidden from players to be effective.

Used with: Any torpedo tubes

Availability: Extremely Rare

Edited by Face Eater

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Adversary Vehicles

 

Traitors

Most renegades use the same kinds of vehicles as the Imperial guard. In many cases formerly Imperial Guard or PDF vehicles. They do of course sometimes not have the benefit of the Department Munitorium support and rely on existing local vessels.

 

Merchant hovercraft

Some worlds require the use of the hovercrafts to perform trade and across marshy lands or numerous tiny islands. These are usually open topped.

Type: Air Cushion                               Tactical Speed: 15m

Cruising speed: 65kph     Manoeuvrability: +0

Structural Integrity: 15     Size: Enormous

Armour: 15, 15, 15

Vehicle Traits: Air-cushion

Crew: 1 Helmsman, optionally 1-3 gunners

Carrying Capacity: 24

Weapons:  May have 1 - 3 pintle mounted weapons behind and to either side of the cabin with one of the following weapons (each reduces the crew capacity by 2:

·         Heavy bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)

 

Small Merchant Boat

Type: Boat                            Tactical Speed: 15m

Cruising speed: 60kph      Manoeuvrability: +0

Structural Integrity: 70     Size: Enormous

Armour: 14, 12, 12

Vehicle Traits: Rugged, Boat, Quarters, Mess, Poor quality Vehicular Auspex, Enclosed

Crew: 3

Carrying Capacity: 36 (mixture of space for additional crew (up to double minimum crew) and temporary troop carrying capacity

Weapons: None originally

Options

Optional fore turret, usually salvaged from some other vehicles with one of the following weapons but this reduces carrying capacity by 6:

·         Battle Cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable).

·         Twin linked Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3], Twin-Linked)

·         Twin linked Autocannons (500m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, Twin Linked)

 

Two to 6 optional pintle mounted heavy bolters on port and starboard sides (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

Up to 4 twinlinked Autocannon in anti-aircraft mountings on the deck, amy only have two if it has a fore turret and each reduces the capacity by 3 (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)**

Up to 4 Lascannon turrets, each reduces the crew capacity by 2 (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])*

Special

Like most small boats weapons are mounted on the deck and operated from there, even turrets are open and more of a heavy gun-shield than an enclosed turret. As such the deck and crew on it are considered open topped except against targets that the weapons are trained upon.

*does not get the usual +10 vehicular auspex bonus

 

 

Dark Eldar

Most of the dark Eldar vessels are skimmers and as such are not hindered by water. In locations where large bodies of water are a factor the ability for Eldars raiders to attack and retreat across water with impunity must be taken into account strategically and Maritime regiments allocated to counter. They do however use some dedicated sea vessels such as submarines and large catamaran aircraft and skimmer carriers.

 

Krait Mini-Submarine

The Krait is a mini submarine that is more akin to a flyer than a submarine in operation it moves through the water at a speed and manoeuvrability that is inexplicable by Imperial technology. It hunts enemy vessels almost invisibly and when it is detected wide spread sensory jamming spreads through the water making it incredibly difficult to target.

Type: Boat                             Tactical Speed: 25m

Cruising speed: 100kph      Manoeuvrability: +10

Structural Integrity: 30      Size: Enormous

Armour: 22, 22, 18

Vehicle Traits: Submergible [3], Environmental sealed, Enclosed, Vehicular Auspex, Underwater Auspex, and Signature Masking

Crew: 3

Carrying Capacity: 0

Weapons:

2 fore Darklight torpedo tubes (Submarine Torpedo Tube; 400m, S/-/-, 8d10+20X, 10, 8, 4 full, Blast [8], Lock-on)

Speacial:

Echo field. The pilot may activate the echo field as a free action. When it is activated enemies trying to detect the presence of the Krait gains a +10 bonus to the test but attempts to target to Krait suffer a -20 penalty to the test.

 

 

Orks

The debased Ork ‘meks’ are nothing if not adaptable. If a particular world requires sea vessels any given Mek boy will be able knock up some of vessel or salvage the inhabitants existing ships. And where there are vessels that have large loud weapons or can race across the sea there will be Orks happy to join in the fun.

 

Beech Crusha Landing-craft

These square sided transport barges have flat prow that drops down forming a ramp for the troops or vehicles to disembark directly onto the beach.

Type: Boat                            Tactical Speed: 12m

Cruising speed: 35kph     Manoeuvrability: -20

Structural Integrity: 100   Size: Monumental

Armour: 30, 22, 20

Vehicle Traits: Boat, Open-top, Landing craft, Rugged

Crew: 7

Carrying Capacity: 120 troops or equivalent (e.g. 1 Leman Russ or 4 Clydesdale Trucks)

Weapons: May have two pintle mounted weapons on wheelhouse at the back of the vehicle (choose one of the following):

•               Twin Linked Big Shooter (120m; -/-/10; 2d10+5 I; Pen 2; Clip 120; Reload full; Inaccurate, Unreliable, Twin-Linked)

•               Rokkit Launcha (150m; S/-/-; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable, Twin-Linked)

Options: As with most ork vehicles the designs and functions vary tremendously. Some replace all troop carrying capability for large calibre guns.

 

Grot Subs

These mini subs would be capable of nothing but exploration or single shot torpedoes if manned with Humans or Orks but with grotz a vessel of this size can a have a decent sized crew. The ammo and fuel is still seriously limited by the size of the vessel so they operate from a large mothership or land based docks as screening or outriding attack force.

Type: Boat                            Tactical Speed: 15m

Cruising speed: 40kph     Manoeuvrability: +0

Structural Integrity: 25     Size: Hulking

Armour: 18, 16, 16

Vehicle Traits: Boat, Rugged, Submergible [1], Ramshackle

Crew: 8

Carrying Capacity: A few more grots.

Weapons: 2 forward firing Grotpedo launchers (Grotpedo Tube; 500m, S/-/-, 5d10+8X, 8, 1, 2 full, Blast [6], Concussive [3]). Each has only 2 reloads.

 

OO-bowt (Small)

The small submarines are used in numbers to full fill the same battlefield role as imperial submarines. Blockading, scouting and hunting in enemy or controlled or neutral waters. As the tactics, stealth and accuracy of these vessels is not as impressive they tend to attack in packs firing enough torpedoes to hopefully damage an important vessel before leaving and relying on scattering like a shoal of fish to get away. In larger fleets there is almost always a number of oo-bowts scouting of the enemy but for smaller newer warbands they are usually bypassed except by the richest and sneakiest of warbosses.

Type: Boat                            Tactical Speed: 15m

Cruising speed: 55kph     Manoeuvrability: -10

Structural Integrity: 90     Size: Immense

Armour: 22, 18, 18

Vehicle Traits: Boat, Rugged, Submergible [2], Ramshackle, Poor quality underwater auspex*

Crew: 20

Carrying Capacity: 12 Orks wedged anywhere they will fit

Weapons: 2 Fore-firing torpedo tubes. (Torpedo Tube; 500m, S/-/-, 7d10+10X, 8, 1, 2 full, Blast [8], Concussive [4]) each has 4 spare torpedoes.

One fore deck mounted Kannon (200m; S/-/-; 3d10+6 X; Pen 6; Clip 1; Reload Full; Blast [4], Concussive [2], Inaccurate, Unreliable)

Super shoota on conning tower (150m; -/-/10; 2d10+10 I; Pen 5; Clip 200; Reload full; Inaccurate, Unreliable), when firing this weapon the vehicle has the rudimentary anti-air trait.

Options:

May have up to two pintle mounted weapons on conning tower or rear deck (choose one of the following):

•               Twin Linked Big Shooter (120m; -/-/10; 2d10+5 I; Pen 2; Clip 120; Reload full; Inaccurate, Unreliable, Twin-Linked)

•               Rokkit Launcha (150m; S/-/-; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable, Twin-Linked)

*does not get the usual +10 vehicular auspex bonus

 

Kult of Speed Bowt

These small fast boats race towards the enemy at high speek with guns blazing. They are popularised by the Kult of Speed who love these small fast vessels, while most clans prefer more sizable longer endurance vehicles in a similar way to the Imperium. But this is are by no means set in stone and there are many places where the simplicity of these tiny boats makes them a common site.

Type: Boat                            Tactical Speed: 25m

Cruising speed: 150kph   Manoeuvrability: +0

Structural Integrity: 30     Size: Immense

Armour: 22, 20, 18

Vehicle Traits: Boat, Open-top, Rugged, Ramshackle

Crew: 2

Carrying Capacity: 5 Orks

Weapons: May have one pintle mounted weapons (choose one of the following):

•               Twin Linked Big Shooter (120m; -/-/10; 2d10+5 I; Pen 2; Clip 120; Reload full; Inaccurate, Unreliable, Twin-Linked)

•               Rokkit Launcha (150m; S/-/-; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable, Twin-Linked)

 

Splasha Smasha Gun-bowt

These gun bowts are some of the most ubiquitous and varied sea vessels to be observed to be used by the Orks. They are large enough to have a range to cross seas but small enough to be built in any dock. They are the eyes and ears of the Ork fleets or coastal defences and tend to have surveillance and communications tech that orks don’t usually bother with on smaller vehicles.

Type: Boat                            Tactical Speed: 15m

Cruising speed: 75kph     Manoeuvrability: -10

Structural Integrity: 100   Size: Immense

Armour: 30, 28, 24

Vehicle Traits: Boat, Rugged, Open Topped, Ramshackle, Poor quality vehicular auspex*

Crew: 10+

Carrying Capacity: 30 Orks

Weapons: 1 Fore turret with Kill-Kannon (300m; S/-/-; 3d10+8 X; Pen 8; Clip 1; Reload Full; Blast [8], Concussive [3], Inaccurate, Unreliable)

Twin linked Super shoota on rear deck in open turret(150m; -/-/10; 2d10+10 I; Pen 5; Clip 200; Reload full; Inaccurate, Unreliable, twin-linked), when firing this weapon the vehicle has the rudimentary anti-air trait.

2 deff charg droppers on rear deck (10m, S/3/-, 3d10+10X, 9, 8, Full, Inaccurate, Unreliable, Blast [4]*

2 pintle-mounted weapons, 2 on either side of the bridge (choose one of the following):

•               Twin Linked Big Shooter (120m; -/-/10; 2d10+5 I; Pen 2; Clip 120; Reload full; Inaccurate, Unreliable, Twin-Linked)

•               Rokkit Launcha (150m; S/-/-; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable, Twin-Linked)

Options: Along the deck it might have 4 Fore firing torpedo racks on the deck (Torpedo Tube; 500m, S/-/-, 7d10+10X, 8, 1, 2 full, Blast [8], Concussive [4]) or 6 pintle-mounted weapons, 3 on either side of the boat (each is one of the following):

•               Twin Linked Big Shooter (120m; -/-/10; 2d10+5 I; Pen 2; Clip 120; Reload full; Inaccurate, Unreliable, Twin-Linked*)

•               Rokkit Launcha (150m; S/-/-; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable, Twin-Linked*)

*does not get the usual +10 vehicular auspex bonus

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