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==Ruleset== Like [[Black Crusade (RPG)|Black Crusade]], Only War uses a level-free system of improving your characters, making all options free from the beginning as long as certain prerequisite skills/talents have already been bought and that there is enough XP available to buy the option. That means you can quite quickly get [[C.S. Goto|back-flipping]] Ogryns, Ratling wrestlers, ninja enginseers (in power armour) and any other combination of bizarre skills that your players want to have for their characters, only hindered by their stats and the cost of the upgrade; which is dependent upon the "aptitudes" that the PC has which are determined by class and by their regiment. So players will find upgrading certain things about their characters more easily (such as Ratling Snipers) but that does not necessarily prevent them from taking other options. Players can also change their character's class (and therefore their aptitudes) at certain milestones in their career, keeping everything they earned up until that point and giving them an easier time of buying different options if they prefer. This would be like changing alignment in Black Crusade, just without any downsides, though it can only be performed at the set milestones, and it also changes your character's standard issue gear in order to perform his new chosen role more effectively. So your Heavy Gunner has to give up that Missile Launcher if he wants to become a Tank Ace. While talking about gear, Only War has one of the most convoluted systems of acquiring gear amongst all of the FFG settings: Like the [[Deathwatch (RPG)]] you receive your issued gear prior to the start of a mission, though in this case, your mission load-out is preset by your commanding officer, who expects you to go collect your gear from the army quartermaster... this is where it becomes a ball-ache courtesy of the bureaucratic clusterfuck that is the [[Departmento Munitorum]]. Your group has a collective logistics rating depending upon their rank and veteran status, which can modify how much the quartermaster likes you, so he can mess up your order and give you a stack of cigarettes instead of the smoke grenades you need, for example, or give you everything you were meant to get plus relic gear that he "found in the back". This is also the time to make any special requests too, so the group can attempt to get any gear from the book using their logistics rating. All modified by the state of the warzone and how well the army is doing, which itself depends on your GM's mood. So if you're always getting shitty jobs in losing warzones, don't expect to get any nice gear - or even all of your standard issue gear if you're especially unlucky. You could try to trade for gear with others in your regiment, but if the Commissar finds out you can expect to be on the business end of his bolt pistol. On the other hand, sometimes you might accidentally get given gear you technically aren't supposed to have - and due to Departmento Munitorum incompetence, they don't know it was ever given out to you, so you can keep it. ===Regiment Creation=== You start with 12 points, spend wisely. This can be raised up to a maximum of 19 (see below). ====Why you suck==== You can take Regimental Drawbacks, which grant extra points for regimental creation at the expense of a variety of penalties. Generally, the more points the drawback grants, the more crippling the penalties will be - having a ton of new points to spend on gear doesn't really help you when you can't burn Fate Points to survive fatal injuries. You can choose from: <ol> <li value="2"> *Regimental Rivalry (This regiment and another regiment really hate each other. As in, they're willing to murder your regiment if they think they can get away with it.) </li> <li> *Cloud of Suspicion (An organization such as the Inquisition or Arbites don't like them. Expect them to come down hard when they fuck up and paranoia is common among the regiment.) *Cult of Chivalry (People in the regiment are honest to a fault and have trouble telling or detecting lies.) *Dishonored (The regiment got BTFO in the past and everyone is real bothered about it. Being forced to retreat or give up an objective runs the risk of accumulating Insanity) *Mistrusted (Everyone related to the Guard knows that these guys are douchebags) *Conscripts (Members of your regiment really don't want to be here. Even less than normal that is.) *Iconoclasts (This regiment has an odd way of showing its love for the Emperor. The Ecclesiarchy is not amused.) *Tainted (Corruption is drawn to the regiment like tech-priests to archeotech.) </li> <li> *Honor Bound (The people of your regiment brook no insult and will get in fights if someone slights their honor.) *Scarred By Loss (Everyone has PTSD. Beware of flashbacks at inappropriate times.) *Poorly Provisioned (The regiment doesn't get as much ammo or food, and your equipment also tends to be crap.) *Warp-Delayed (The regiment was, you guessed it, delayed in the Warp. Logistical problems are the most obvious effect, but probably the least of your worries) </li> <li> *The Few (The regiment has manpower problems. Take care of comrades, they might not be replaceable.) *Incompetent Leadership (Self-explanatory. Makes it harder to play a face since everyone in a leadership role is assumed to be incompetent, and Comrade Orders are also affected) *Lost Homeworld (Their homeworld is gone. Mechanically functions as a mix of The Few and Scarred by Loss, with the added twist that some replacement comrades might not be from the same regiment as your own.) *Primitive (Has trouble using or maintaining weapons that aren't Low-Tech.) *Traitors (Exactly what it sounds like. For playing campaigns as Severan Dominate or Lost and the Damned.) </li> <li> *Condemned (Mistrusted turned up to 11. People in the Imperial Guard want you dead at least as much as the enemy. Expect only the nastiest missions with minimal support.) </li> <li> *Doomed (You can't burn fate to avoid death, your logistics tests are harder, and everything seems to go wrong on your missions. Don't take this) </li> </ol> ====Who you are==== Choose exactly one Homeworld and exactly one Commander. =====Homeworld===== # #*Imperial # #*Penal Colony # #*[[Agri-World|Agri]] #*[[Death World|Death]] #*Feudal #*[[Fortress World|Fortress]] #*Highborn (Nobles) #*[[Hive World|Hive]] #*Mining Colony #*Penitent #*Post-cataclysmic #*Ratling #*[[Schola Progenium]] #*Shrine #*Void-born # #*Feral #*Forge #*Frontier #*Lathe # #*Ogryn =====Commander===== # #*Fixed ("Just keep moving.") #*Phlegmatic ("Tell alpha they should face NW and expect overwhelming fire.") #*Supine ("These are our orders, have faith!") # #*Bilious ("You would have been dead if I had been an enemy. Commissar, execute this stuttering fool!") #*Choleric ("Drive me closer, for the EMPRAH!") #*Circumspect ("There, see how they wait to advance!") #*Maverick ("I can't very well tell you to do something I wouldn't do myself.") #*Melancholic ("Oh, um, well...") #*Sanguine ("It's up to us, men!") ====What you do==== Next you get to choose your Regiment Type and Doctrines. You must have exactly one Regiment Type, and can have 0-2 Doctrines. =====Regiment Types===== <ol> <li value="2"> *Line Infantry (the basic infantry-based regiment) *Siege Infantry (think the [[Death Korps of Krieg|Death Korps]]) *Light Infantry (lightly equipped skirmishers) </li> </li> <li> *Reconnaissance Regiment (scouts, obviously) *Drop Troops (like the [[Elysian Drop Troops]]) *Hunter-Killers (light vehicle specialists who can begin with a [[Hellhound Tank#Hellhound|Hellhound]] in the squad) *Mechanized Infantry (like the [[Armageddon Steel Legion]]) *Close Assault Regiment (close-quarters fighters and [[Choppy|melee experts]]) *Mechanized Reconnaissance Regiment (squad gets a free [[Salamander Reconnaissance Tank|Salamander recon tank]]) *Salvage and Recovery Regiment (good at fixing broken vehicles and squads start with an [[Atlas Recovery Tank|Atlas recovery tank]]) </li> <li> *Armored Regiment (every squad begins with a [[Leman Russ Battle Tank|Leman Russ]]) *Artillery Regiment (a free [[Basilisk Artillery Gun|Basilisk]] for every squad or a [[Imperial_Ordnance#Mortar|mortar]] for every two players) *Guerrilla (sneaky and good at ambushes) *Grenadiers (better armor, as well as plenty of [[Grenades & Explosives|grenades]] and [[Imperial_Ordnance#Grenade_Launcher|grenade launchers]]) </li> <li> *[[Rough Riders|Rough Rider]] Regiments (focuses on mounted combat like the [[Attilan Rough Riders]]) <li value="7"> *Super-Heavy Armored Regiment ([[Baneblade|BANEBLADES]]!) </li> <li> *Heavy Reconnaissance Regiment (everyone in the squad gets a [[Sentinel]]) *Rapid Reconnaissance Regiment (everyone in the squad gets a [[Tauros]], two characters can trade their Tauroses in to get a Tauros Venator instead) </li> </ol> =====Regiment Doctrines===== These come in two types - Training Doctrines and Special Equipment Doctrines. ======Training Doctrines====== <ol> <li value="2"> *Close Order Drill ("First rank! Fire! Reload! Second rank! Fire! Reload!") *Hardened Fighters ("FIX BAYONETS! CHAAAAARGE!") *Snipers ("By the emperor! A triple!") *Defenders of the Faith ("IMPERATOR VULT!") </li> <li> *Die Hard ("'tis but a flesh wound! Fight on!") *Iron Discipline ("Every man of us is prepared to march to the gates of hell for you, sir!") *Favored Foe ("If it bleeds, we can kill it.") *Sappers ("Break out the nine-70s, boys! We've got work to do.") *Crusaders ("IMPERIAL ARTILLERY IS GUIDED BY GOD!") *Defenders of the Omnissiah ("YEAH! Suck on my... SERVITOR PUNCH.") </li> <li> *Anti-Aircraft ("Kip up lads! Ork cabbage crates coming over the briney.") *Anti-Armor ("Tanks are no match!") *Demolitionists ("Got a present for you.") *Infiltrators ("War... has changed.") *Sharpshooters ("That ork! Range Fifteen hundred yards. Bring him down, would you?") *Skirmishers ("The cavalry! The cavalry is coming!") *Survivalists ("Fill your hat with cheese, fill your boots with soup.") </li> <li> *Close Quarter Battle ("Don't fire 'til you see the whites of their eyes!") *Heavy Lancers ("Ride for ruin, and the red dawn!") </li> </ol> ======Special Equipment Doctrines====== #*Ogryn Weapons (Acquire Idiot Proof Weapons) #*Reliquary (Carry a Saints bone into battle) # #*Automated Artillery ("Sentry Going up!") #*Augmetics (Replace those crit-lost limbs) #*Breachers (Dig holes through walls, or Daemons) #*Combat Drugs (One pill to disregard pain, another to disregard safety) #*Servitor Accompaniment(Because no one wants to talk to the sacrificial NPCs) # #*Bonded to The Machine Cult (AdMech.Bros = True) #*Chameleonine (Cloak of Invisibility, Probably worse than Forward Observation) #*Cyber-enhanced (The GM said everyone can't be AdMech) #*Demolitions (Because finding more missiles is a hassle) #*Sabre Batteries (Manned murder turret, some assembly required) #*Scavengers (Mechanically describing, what you do anyways. Be prepared to get the stink eye from the QM) #*Warrior Weapons (Disregard [[plasma]] guns, acquire sword+Pistol) #*Well Provisioned (More food, grenades, vehicle gear) # #*Electro-Vox Warfare (Jam enemy communications while you complain to HQ) #*Forward Observation (Target things for orbital strike, includes invisibility cloak) # #*Cavalry Mounts (The players would have preferred Warhammer Fantasy) #*Covert Strike (Aquire sneaky stuff. Comes with cool goggles.) # #*Vanguard ("We don't really NEED support to take the enemy base.") ====Universal Standard Kit==== Any remaining points can be spent giving your regiment extra stuff! Everybody knows that every guardsman gets the same regulation toiletries, utensils, and blankets; however, each regiment has thirty points worth of extra items (with two extra for each unused Regiment Creation point), from a piping hot cup of Recaf to a Refractor Field, to give to each of their guardsman as a part of their Universal Standard Kit. I'm sorry, did I just hear you say I can give a Refractor Field to EVERY guardsman in my regiment? Because that seems a little bananas. That's right kiddies, at the GM's discretion you can almost make your IG regiment almost noblebright by equipping every guardsman in that regiment with three Poor Craftsmanship Disposable Krak Missile Launchers, a salvo of which will fuck the day of just about anything if they don't just explode in your face. Of course, getting the GM to actually agree to it is another story.
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