Warhammer 40k: Only War

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Warhammer 40k: Only War

Postby whydoyouevenbother » Tue Aug 15, 2017 7:42 pm

How to build a Guardsman-Unit in 5 easy steps as a group
-Home world and Origins. Group chooses one. Gain one ability-bonus and 2 skill-levels for free.
-Commanding Officer. Group chooses one Type. Gain one free Edge for a character IF the requirements are fulfilled by the end of character
creation.
-Type(s). Group chooses/combines 2 types of Unit. Some of those choices count as both choices at once.
-Equipment-Doctrine. Group chooses one set of gear which the Regiment has an easier time aqquiring.
-Name the Unit
CAVEAT: If any of these steps takes longer than 10 minutes, you are doing it wrong.

Home World And Origins:
Agri-World: d6 in Smarts, d4 in Swimming, d4 in Persuasion
Death World: d6 in Vigor; d6 in Survival
Feral World: d6 in Vigor, d4 in Survival, d4 in Fighting
Fortress World: d6 in Spirit, d4 in Knowledge (Tactics), d4 in Knowledge (Xenos)
Highborn: d6 in Smarts, d4 in Knowledge (Adeptus Administratum), d4 in Streetwise
Hive World: d6 in Agility, d4 in Stealth, d4 in Persuasion
Imperial World: d6 in Strength, d4 in Knowledge (Imperial Creed), d4 in Knowldge (Players Choice)
Penal Colony: d6 in Strength, d4 in Intimidation, d4 in Fighting
Penient: d6 in Spirit, d4 in Knowldge (Ecclisiarchy), d4 in Taunt
Schola Progrenium: d6 in Spirit, d4 in Shooting, d4 in Knowledge (Tactica Imperialis)

Commanding Officer:

Bilious: Alertness
Circumspect: Command
Choleric: Quick Draw
Maverick: Elan
Phlegmatic: Danger Sense
Sanguine: Luck
Supine: Brave

Types (2x)
-Armoured Regiment: Counts as 2 choices: Squad starts with a Heavy Battle Tank and one Maintenance Kit per Player
-Reconnaissance Regiment: Squad starts with Armoured Transport and one set of Manoculars per Player
-Drop Troops: Flak armor, Grav-chute, 2 frag grenades, 2 smoke grenades
-Hunter-Killer: Squad Starts with Support Tank
-Light Infantry: Lascarbine, Flak Vest+Helmet, 2 Frag grenades, 2 smoke grenades
-Line Infantry: M36 Lasgun, Flak Armour, 2 frag grenades, 2 krak grenades
-Guerilla Regiment: Lascarbine, 2 stun grenades, 2 frag grenades
-Grenadiers: Grenade Launcher (Weapon Upgrade), 1 krag grenade, 1 frag grenade, Light Carpace, 2 grenade launchers/squad
-Heavy Reconnassaince: Counts as 2 choices: 1 Sentinel Scout Walker per Player Character, 1 set of Magnoculars
-Rough Rider Regiment: Lance, Laspistol, Flak Jacket+Helmet, 1 riding beast

Equipment Doctrine: +2 to gain equipment of that sort
-Cavalry Mounts
-Covert Strike
-Forward Observation
-Vanguard
-Chameoline
-Combat Drugs
-Demolitions
-Scavengers (General bonus, but failure/repetition will mean the authority is coming after you)
-Warrior Weapons (A generic term for "implements of destruction wielded in melee")
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whydoyouevenbother
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Re: Warhammer 40k: Only War

Postby whydoyouevenbother » Tue Aug 15, 2017 7:43 pm

How to build a Guardsman:
-Note Basic Starting Gear
-Choose Role in cohesion with Rest of Party
-Gain Equipment according to Role
-Spend 5 Attribute points (standard savage worlds rules)
-Spend 15 skill points (extended warhammer 40 rules)
-Choose edges (Note that Humans gains a free edge) and flaws
-Name Character
-Serve the Emporer

Basic Starting Gear for every Guardsman:
-One uniform
-One set of poor weather gear
-One laspistol (Main Weapon)
-One knife
-One flak vest
-One rucksack or sling bag
-One set of basic tools
-One mess kit and one water canteen
-One blanket and one sleep bag
-One rechargeable lamp pack
-One grooming kit
-One set of cognomen tags or equivalent identification
-One primer or instructional handbook
-Combat sustenance rations, two weeks’ supply

Roles and Equipment:
-Heavy Ordenance: Heavy Stubber OR Missle Launcher w. 5 Frag Missles
-Medic: Medkit, 6 Stimpacks, Injectors, sterelisation kit
-Operator: Dataslate, Lascutter, Com-Unit, Scanner
-Sergeant: Laspistol, Chainsword, Authority
-Weapons Specialist: 4 frag grenades OR 4 krak grenades, Flamer OR Shotgun OR Longlas
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whydoyouevenbother
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Posts: 91
Joined: Sun Jul 20, 2014 7:37 pm


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