
The Ghost of War |

@Cel: In fact I wanted two rolls, one for Techuse and one on Awareness and then combine the DoS/DoFs of both rolls to see if you pass or not, but we'll go with that result for sake of speed.
@Everyone: Make sure to apply the Mechanized Infantry Characteristic modifiers to your characters. (+3 Int, -3 Per)
I looked into Cel's profile just now, and saw it missing there. I updated the full Regimental modifiers in the campaign tab, if you want to look them up quickly.

The Ghost of War |

@Point-Blank: +2 Pen, Proven(5), +2 damage (At such close range there is no spread at all and the shot is hitting like a slug-round - a fist sized hole in your target that is)
@Short Range: Proven(3), +10 BS, +1 hit per 2 DoS, Blast(1) (At this range, the spread begins to show but it still has high force)
@Normal Range: +20 BS, +1 hit per 2 DoS, Blast(1) (At this range the spread is about 1m, so it's really easy to hit and has still enough force to reliably hurt)
@>Normal Range: +10 BS, -2 damage, +1 hit per 2 DoS, Blast(2) Most of the shot will still hit, but the force is lower)
@Long Range: Primitive(6) Trait, -2 damage, Blast(2) (Now the force will really start to drop)
@Extreme Range: -10 BS, Primitive(4) Trait, -4 damage, double enemy armor points (simply don't)
So this is my idea for a somewhat realistic scatter special quality. I have once personally seen a jeans, a colleague of my father shot at with a shotgun from 20m distance (2/3 of normal shotgun range of the core book) and it simply had one large hole and a few smaller ones close around in it – instead of the wished for 'peppered' look.
Shotguns are made for reliably scoring multiple fatal wounds on a flying bird at a distance of over 40 meters, so the rules (especially for firing at point-blank range) really are off in my eyes.
This new Shotgun should be devastating at point blank, easy to use with average damage at close/medium range and weak (next to useless) at anything far away.
Note the blast means that you will hit melee combatants if you shoot into melee or closely packed people which can be seen as a boon as well as a penalty depending on the situation...
What do you think of it? I think this will portrait a shotgun better than what we currently have, for the sake of adding a bit more complexity when using one.
Old rules for comparison:
- old ones: +1 hit per 2 DoS @ point-blank, doubled armor points at long/extreme range
- new ones: +10BS and +3 dmg @ point-blank, +10BS @ short range, -3 dmg @ long/extreme range

Choon the Expendable |

I think I like these rules but I'll have to look up what a couple of those terms mean. With that damage boost I'll be doing devastating damage at close range which is very fitting for my weapon.

Choon the Expendable |

It's true. I'm more about the melee with my strength. I'll take any BS bonus I can get. Or just chuck grenades. :)

Choon the Expendable |

Now that I know more about what those skills mean I'm inclined to think that I'm going to be super effective as a distraction and not much else. :P
That being said, I am super excited to get to the front.

The Ghost of War |

Yeah, the Ogryn is really kinda bad represented. Fluff wise they should be able to win a hand-to-hand fight with the bigger orks and be tougher than even marines - which they are really not by the rules. We'll see how you perform - I think you will rock in melee nevertheless but could struggle to keep alive over the first battle ...
And as mentioned before, if you really want to play an Ogryn as "main" character, I can homebrew a decent one given time.

The Ghost of War |

I would slightly increase the power of the slug, basically using the profile from point blank range, maybe with two additional pen and the felling(x) entry and doubles weapon range. Everything else from the scatter profile above will not apply, as a shotgun with slugs loses the scatter rule. Shooting with a slug really is about the same as shooting with a normal rifle - but with ammo six times the weight ...
So something like this:
+4 Pen, Proven(5), +2 damage, Felling(3), doubles weapons range, removes scatter quality
Will have to do some match crunching to balance it out. The slug of the ow book is crap compared to that one of previous editions (like DW), where it also increased range, pen, damage and felling.
All in all slugs should transform a shotgun into something like a small autocannon with the difference that the slugs do not explode of course, so no blast. You trade in the addition hit chance, spray, bonus BS for simple destruction power.

Ashora Kail |

Woof, we'll need to be careful with our vehicle ammo, 2-3 clips per won't last very long. On a related note, what's the power cell situation with the Chimera's gun-port lasguns? Could we scavenge them in a pinch?

The Ghost of War |

Nope. We will go with the following simplification: Charge packs occur in three distinct forms: pistol class, basic weapon class and heavy /vehicle class. So you cannot use the vehicles multilaser in your sniper nor can you put your sidearm ammo into the multilaser. Think of them as batteries. What would happen if you take the car battery and slam a connector to your phone?^^
On a side node: it may be possible to use the chimera engine to reload one charge pack at a time with a tech-use test. will take several hours to reload one and it will provide penalties to some of the cimeras internal systems as you draw on its power supply, but it should be possible. Or the fire thing, but there is the chance of blowing them up and always halving the capacity and getting unreliable...
On the note of vehicle ammo ... that's a houserule as the book totally forgets to write even one line about that matter ...
But think of a leman russ' battle cannon which is the same as a modern day main gun. It is written to have a 12 clip. Modern tanks typically have something like 20-60 shots INCLUDING special ammo like tracers, ammo piercing, flares, smoke ... so a total of 3*12=36 total ammo seemed reasonable as a standard fill.
EDIT: The vehicle section is all in all really ... meh. All in all they really went over board with the rules and I might put same changes back in to keep it more realistic. Any one thought about the turret rotation speed? RAW this heavily armored Leman Russ Tank will rotate its turret from front to back in about 2,5 seconds ... and the operator of an tank has no penalties to perception skills AT ALL which is the single most problematic thing for tank crews: the limited line of sight.

Ashora Kail |

The ammo-by-weapon-type makes perfect sense, but how will the Chimera's build-in lasguns work? Do we use cells like the infantry version or do they draw on a built-in source? Do they need to reload or cool-down? You're right that the book doesn't talk about any of this so I just thought I'd ask.
Also I was just noting that since our Chimera has three different full-auto weapons that's not a lot of ammo. 300 shots Multilaser, 150 rounds Stubber, 120 rounds Heavy Bolter. Just by way of comparison, the M1 Abrams packs (x25) 105mm shells, (x900) M2 .50cal rounds, and (x4,400) M240 7.62mm rounds.
This isn't intended as a criticism in any way, just noting that full-auto weapons eat up ammo really quickly so the squad will need to play it cautiously--or scramble furiously to scavenge from allied Chimeras that've been killed.

Choon the Expendable |
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Turret speed probably wasn't thought of because I get the feeling this was envisioned as a trench warfare situation lots of the time. More WW1 than WW2. It's even possible that the guns only traverse in a generally forward arc.
Imposing a perception penalty to the driver makes sense, but the gunners should have pretty clear lines of view.
I'm actually watching a YouTube series of videos from the channel The Great War that tracks the events of WW1 week by week. It's fascinating and sometimes heart breaking and I highly recommend it.

The Ghost of War |

Yeah, this is true. Apologies I missread you question Ashora. Thought that question was on the multilaser. Yup those small lasguns are the standard pattern with one pre-loaded chargepack per weapon, and you may use them.
On the matter of ammo ... the problem is more in the way of capacity. The leman is build to store a stack of ammo which is about the size of an arm each. The heavy power packs ... are really in the size of an car-battery. The lascannon powerpacks are noted to weight at least 20 kg each. The chimera is first of all an APC, so most of its space is used for troop compartment rather than stowing lots of ammo. Same goes for the heavy bolter ammo. Also don't forget that you can recharge that multilaser packs as well if need be - one of the major benefits of las-weapons.
Maybe one spare for the sp/bolter are in fact a bit low (mostly for the bolter as it is integral part of the vehicle, while the pintle mount is just an extra, the basic chimera pattern does not feature one).
Mhhh, I will think about the exact loadout a bit. Maybe raising laserpacks + bolter ammo by 1 or 2 but that will be the extend of it for space limitations.

The Ghost of War |

A quick math hammer:
- Single Shot Weapons have average 15 Shot clip. x3 gives us 45 rounds of shooting.
- The multilaser has a clip of 100, firing 5 at a time, so one clip will hold for 20 rounds. x3 gives 60 rounds of shooting
- The heavy bolter has a clip of 60 firing 6 at a time, so one clip will hold for 10 rounds. x2 gives 20 rounds of shooting
-The heavy stubber has a clip of 80 firing 8 at a time, so the clip will hold for 10 rounds. x2 gives 20 rounds of shooting
@Comparisson with the A1: We will compare bolter rounds with .50 cal (still not fair for the poor .50cal but those lie between the main gun and 7.62). The cadence of a .50 is between 500 and 1000 rounds per minute. So that ammo will hold for around 1-2 minutes of full auto. Which would be 12-24 rounds in the OW structured time.
In my mind that looks fair? Maybe packing a couple of stubber clips on top, so we reach the 50 rounds of shooting with that one and we are close to an A1?

Ashora Kail |

An A1 may not even be a fair comparison since it's an MBT & we're in an APC. For a more fair comparison maybe an M2 Bradly or British SPARTAN? The former has x4 TOW missiles and x900 autocannon rounds, while the latter only has an MMG with x3,000 rounds.
So I'd say yeah, the Chimera seems like it's fine, especially if the Munitorium brings its A-game with the logistics trucks.
FTR, I'm looking at my AirLand Battle notes for these numbers. Great game, highly recommend!

Faye Marbray |

Forgot to make the mental trauma roll which I'll make here:
Willpower 31+10: 1d100 ⇒ 56 I fail a roll. Again. with 1 DoF.
Mental Traumas: 1d100 + 10 ⇒ (83) + 10 = 93 Oh for f&+*s sake.
The character is constantly fearful, seeing
danger everywhere, and is extremely jumpy.
The character gains a +10 bonus to all
Perception-based Tests and is at a –10 penalty
to his Willpower for the next 1d5 days.
Negative Willpower: 1d5 ⇒ 5 5 Days. Great. Cool. Thanks dice.
Well, I'm temporarily Paranoid it seems.

The Ghost of War |

Oh my... Yeah the Lord of Change will undoubtly sit in his dark tower just now and laughs out loud about another thing going "Just as planned".
But your disorder is in fact not that bad for this kind of situation, you could have done worse.^^
@Ashora: Roll for Survival +0 to make your hideout and describe where you want to built it. As a heads up: The second row of trenches is slightly higher than the front row. Also the street is higher than the surrounding ground - think how many train railway are build. You can do a prolonged survival action to build your hideout. For every roll one hour will pass. A simple pass will be rudimentary. What you image will need you to accumulate 3 DoS. Others may help you, giving you +5 per helping person. Also so that we are clear: While this will undoubtly keep you from detected, as you fire with a LASER rifle that leaves a clearly visible trace, you will be quickly detected in a battle. You would want a solid projectile sniper rifle using silencers and the like to pull that kind of thing against an intelligent enemy (know one knows what orks will do^^)
@Vox-Use: Extended tech-use +10. Each roll will take an hour. No help. For every DoS you will reach another station, beside those you are given (HQ, Artillery Command) randomly decided by me.
@Choon: In fact the trench is about right for you as long as you do not step up on one of the firing positions. It's 2m deep + ~50cm of sandbags in front of it, so you can fire if you stand up, and get full cover if you crouch - while getting into cover is uncommon for you after all^^
@Battlefield: Those burned out vehicles (black boxes with red in them on the map) will be noticed by anyone even superficially takes in the battlefield between your trenches and the hills. Only if you want to make out the type of vehicle they once were you would have to succeed at a combined awareness+common lore (tech) test - or get closer to them and checks their type up close.

The Ghost of War |

Note: I added a Vehicle Rule Section in the campaign tab. Those rules do apply to you as they do for your enemies and will greatly help infantry to get dangerous to unprotected, heavy vehicles due to reduced resistance to mines/explosives from beneath/top planted devices and perception.
Just look it over if you have time - thoughts are (as always) welcome.
I know I induce more and more 'homebrew' rules but the WH40k systems do leave open many aspect I want to consider in my game to make it more realistic and fun to play. RAW infantry really is screwed against tanks - which is okay if you try to attack one head even with really heavy weapons. But if you are clever, encircle it and use weak-spots infantry REALLY can get dangerous to tanks - which is not depicted RAW at all...

Ashora Kail |

Homebrew's fine, the 40k RPGs are much more loose as a system than, say, Pathfinder or 3.5.
Our of curiosity, what's the consequence to failure on this check & could someone assist me? For the benefit I was thinking it would work like a Camo-Cloak, but only for that one spot. I would build the nest somewhere up on the second line of trenches just north of the road at that little angle so I'd have a nice big field of view.
Survival vs 22: 1d100 ⇒ 20

The Ghost of War |

Okay that write up was a mess. Will delete the old one and try again ^^
It will work like that:
The hideout makes you count as having passed a stealth test with a set amount of DoS' (which sets the difficulty to detect you for the enemy as well). The better the hideout, the higher your DoS, the higher the difficulty to detect you.
If you shoot and the enemy tries to locate the origin and thus detect you, he will get a bonus according to the weapon you are using.
That should sum it up nice and clear.

Brother Ren'Shaw |

The guide simply states im unsettled. Will try to post again tonight
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