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==Girls und Panzer in [[Only War]]== *'''Homeworld''': Academy Ships. The world of Terra Aquas consists of a large chains of islands separated by huge oceans. In on theses oceans float the Academy ships, Matriarchal training vessels designed to produce the finest soldiers in the Imperial Guard. **Cost: 3 Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Strength, Toughness. '''Skills''': All Academy Ship characters start with Linguistics (Low Gothic), Operate (Surface), and Scholastic Lore (Beasts). *'''An Army that Marches, Eats''': The regiment was raised from a world steeped in martial tradition, raising crops and food animals on the march and in artificial environments. Women who grow up trained like this gain a deep understanding of both flora and fauna, and can use those skills on the field of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planet-bound campaigns. Academy Ship characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops. *'''Young and Sheltered:''' Those men and women raised on the structured society of the academies have little to no experience with Imperial society at large. Most have never left their ship let alone their home world, and those that have possess even less awareness of the wider realm of the Imperium than most of their counterparts. These innocents make easy marks for grifters, con-men, and others who take advantage of the confused and ignorant. Academy Ship characters suffer a –10 penalty to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Academy Ships character gains Insanity Points, she gains twice the normal amount instead. *Starting Wounds: Academy Ship characters begin play with +2 starting Wounds. *'''Choleric''' Boldness is rewarded on the Academy ships, and their many war games. ** Cost: 2 points **Starting Talents: Rapid Reaction. **The regiments commanders are decisive and lead from the front, taking charge of situations personally, and never afraid to do what she orders her tankers to do. However, she is quick to anger, and can often be drawn into foolish actions. her tankers are ever ready for action, and familiar with the rigours of battle. *'''Armoured Regiment''' The Academy ships' original goal and founding purpose was to train the finest tankers in the Imperium, and they remain the world's most common tieth. **Alongside the serried ranks of infantry and the humble lasgun, little is as emblematic of the wars of the Imperial Guard as the armoured might of its tanks. Rugged, resilient, and capable of unleashing staggering amounts of firepower, there is little that can stand before the fury of companies of Leman Russ battle tanks, let alone the terrible and wondrous power of the Baneblade. The crews of these mighty behemoths are justifiably proud of their status, and the accomplishments of their steel charges. **'''Cost''': 4 points **'''Characteristics:''' –3 Weapon Skill, +3 Intelligence **'''Starting Skills''': Operate (Surface) **'''Starting Talents''': Technical Knock **'''Standard Kit''': One Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character. *'''Anti-Armour''' This regiment specialises in disabling and destroying enemy armoured vehicles. The competitive nature of the academies as well as frequent non lethal tournaments has ensured every tank crew is an expert in fighting other armored vehicles. Cost: 4 points **'''Starting Skill''': Common Lore (Tech) **'''Starting Talent''': Tank Hunter **'''Special''': Due to their special training and their encyclopedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tank killers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles. *'''Well-Provisioned''' The Mutiorium knows to expect Armored regiments when recruiting from Terra Aquas and makes extra effort to provide them with the required supplies. The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Well Provisioned regiments tend to be those expected to face the worst of the fighting, with regular resupply to allow them to remain at fighting strength for far longer. **'''Cost:''' 3 points **'''Standard Regimental Kit:''' The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles. *'''Honour Bound''' **A woman’s honour is every bit as important to the members of this regiment as food, water, and oxygen—perhaps even more so. Duelling among the officers and enlisted women is common, and their members often earn a deserved reputation as hot-headed and quick to anger. **'''Regiment Points''': 4 **'''Pride Over Life''': Members of this regiment must pass a Difficult (–10) Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a character from this regiment succeeds on the Test, she sees the bigger picture and ignores the challenge or attempt to goad her into action. If she fails on the Test, however, she must engage the individual in question (either in a duel to settle matters in a formal and stylised fashion or simply in a brawl to express herself with his fists) or suffer a –10 penalty to Willpower Tests for the remainder of the session. This penalty is cumulative should she refuse multiple challenges to her dignity over the course of a single session. The Game Master can modify the difficulty of the Test—and the scale of the effects of failing it—as they deems appropriate to the situation *'''+ Kit Items''': Chrono, Magnoculars, Dress Uniform, Advanced Med-kit. Favored Weapons: Grenade Launcher, Heavy Stubber. *'''Total Kit''': 1 set of field gear (poor weather gear, rucksack, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) Chrono, Magnoculars, Dress Uniform, anointed maintenance toolkit, [[Lasgun|Las Pistol]], [[Flak_Armor|Flak]] vest per Player Character; One [[Leman_Russ_Battle_Tank|Leman Russ battle tank]] (or variant, at GM’s discretion), One Advanced Med-Kit per Squad.
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