
The Ghost of War |
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Whether you are present at the central place, watching one of the public screen transmitters or simple receiving the vox transmission while working over thousands of kilometers away, on the other side if the planet, you all can see (or at least hear) a well-fed man in ubiquitous decorated uniform of some kind you do not recognize, step unto a podium - surrounded by black armored Arbites and priests - preparing a speech.
His voice is powerful, vibrating with power and authority. It sounds like a roaring fire, untouchable, dangerous, mighty, a force of nature.
"Inhabitants of Serenus Secundus. Loyal Servants of HIM on Terra.
I am General Inspector Helminga, Proclamator of the Departmentum Munitorum. The Imperium is glad to see that this loyal planet is flourishing as HE wills it and the agricultural output is within the norm.
But do you know the price of your peace?!
Only two light years from here, rages on one of the mightiest battlefields in existence!
Foul Xenos try to conquer the planet of Junathan III. Four times the populace of your own planet fight against the foul Xeno at this very moment already!
But that's not all!
The never satisfied Xeno hunger for destruction will swallow you all if they were allowed to defeat the armies of the Emperor! And not only you but the entire subsector if they are not stopped!
Thus, the Departmentum has decided that a new regiment will be recruited from this world!
The Serenus First Guard Regiment, Line Infantry of his Majesty the Emperor of mankind will be founded … TODAY!
10.000 men and women of this world will be mustered for active duty in the next month. They will receive basic training and their battle gear within another month. Then those lucky warriors of the Imperium will shipped to Junathan to defend all of you from the Xenos horror!
Some of the men and women will be recruited from the arbites and the PDF forces, but we will also need a few civilians to fill the regiment.
The war will certainly be over within a year, so you will be back here in not more than one and a half year, having been to another planet, defended your planet and have been paid more than four times the wage of an manufactorum worker!
So step on, brave ones! Answer the call of duty. Lay your hands on the tools of war so that your loved ones will remain save!
JOIN THE IMPERIAL GUARD, NOW! "
This is a Warhammer 40k - Only War game, that may eventually evolve into a Dark Heresy game.
It's a tribute game to the famous 'All Guardsmen Party' - if you know them - with the blessing of the creator using parts of that awesome-borderline-mad story.
No idea what I am talking about? Well that in fact doesn't matter at all, as you will play some guy from a backwater planet that gets recruited into the army of the mighty imperium (all you know about is that you are part of it, you have to pay them taxes and pray to some god-Emperor who is on top of the Imperium of men). It’s a militaristic game set in the far future, so space travel faster than light is there (although quite different than in most sci-fi settings), laser guns are there (although weaker than in most sci-fi settings) and lots of alien factions out there that want to eat your face plus the complete planet you are standing on, wage war for fun, spill your blood for the amusements of their dark gods and to spawn demons, kill you because you are alive rather than suffering from a close-in syndrome into a machine, or for other arbitrary reasons.
As you read in the teaser: You will play a totally green regiment of freshly recruited guardsmen and like the original, the start of the campaign will be highly lethal.
If you tend to get really attached to your characters, unnerved by losing from time to time and are unwilling to quickly come up with a new character after your old died horribly, then this might not be a game for you.
You will be often play your own relief forces: So a new squad takes on the place of the previous one, while any survivors of the first squad are rotated back to rest & recover and to be played at a later time again. Or you may play the 'cavalry' that arrives just in time (or maybe not) to safe your old buddies from certain defeat.
It simply matches being a guardsman in 40k ... and war in general. Expect that nearly everything you will encounter have ether high quality troops, hideous tactics, warp powers, advanced technology or the advantage of number. Or all of it.
So you will have to be creative, be ready to sacrifice yourself for your brothers in arms and the Regiment as a whole.
The far future is a grim dark one! But it is also filled with dark humor, absurd and grotesque situations that will certainly be good for some laughter's and fun – at least that’s my aim!
And of course you will also win battles and those will be hard earned and thus even more satisfying if you know how hard you fought for it!
XP will be given to the regiment as a whole, so any 'new' character will have the same amount of XP as your recently fallen one. This will give you the possibility to freely try out many different character concepts and squad compositions, without falling behind the older characters.
This represents the fact that the regiment as a whole becomes more experienced and slowly transforms from a green regiment to a battle hardened unit . The progress will be rather slow though, as I aim for a long term campaign and that transformation takes some time.
Character creation in Only War is pretty simple and fast - especially after the first one. Most things are set by the regiment (thus you may make wishes/proposals for regiment creation, especially additional equipment, that may or may not make it into the final regiment).
Really all that is left to do for character creation is to roll characteristics, choose a specialty and spend a few hundred XP and you are good to go.
I will use the three rulebooks: Only War Core, Hammer of the Imperium, Shield of the Imperium, but you probably can do with only the core book. If you do not own the books but REALLY want to play with us, pm me and we'll so what we can do about it. The regiment you'll play does not have ratlings and or Ogryn but if you REALLY want to try one out, you can probably come up with an idea to explain that and I might get along.
For characteristics:
Roll for them in the recruitment thread and allocate the rolls to the characteristics as you see fit. You may reroll one stat, keeping the better result.
Alias:
I require you to create an alias, were all your stats, skills, characteristics, xp advancements and other stuff is kept and up-to-date so I can quickly check what you can or cannot do and bot you if required (see below). As you may play a lot of characters in this campaign, it is fine if you create a kind of meta-alias with a pseudonym and just swap out the information's stored in the alias when you play a new character rather than create a complete new alias for each new character.
I will probably put up most of the OW combat rules in the campaign info tab, so you must not recheck the rules in the books each round – possibly further increasing post frequency as you do not have to have your books with you to post. I tend to put them in my Alias' as reference, so I can easily put them in the campaign tab as well so you can check them as well.
Surviving characters that you currently do not play will be stored by me. If you want to play them later again, just ask me and I will send you the alias via pm.
I will use the following additional / modified rules. I put up the arguments why I added / modified them. Mostly for fluff / realism reasons. Note that those rules apply globally so as much for you as for your enemies and that these changes are also in effect in the original all guardsmen game.
Getting wounded:
Each hit which inflicts at least one wound, impose a cumulative -2 per suffered wound for all actions in the round the damage is inflicted. In addition to this, see 'Getting hit but not wounded, as that effects apply as well!
Example: Getting shot for one wound (-2) and later again for four wound (-8) will result in a -10 for all actions that round. A successful willpower test at the start of your turn let you ignore the effects. If the target has a unnatural toughness score higher than the inflicted wounds, it can also ignore this effect. This rule does not apply to machines and mindless creatures - but it certainly counts for the crew of vehicles!
This represent the momentary pain of getting injured. With enough willpower or unnatural toughness one may ignore the pain but otherwise that new hole in your arm will certainly throw off your concentration a bit...
Getting hit but not wounded:
Each hit that inflict damage for more than half the soak (armor + toughness) to the target, will reduce the movement cumulative by one. Negative movement that result by this rule results in the target is pushed back a few steps by the amount of hits it take. If the negatives are higher than his base movement range, tha target will start his round prone as he is thrown down. Heavy weapons reduce the movement on a hit by 2.
Example 1: An ork charges you (charge action: 15m) and you manage to get two Lasgun shots (one wounding, one above half of his soak) at him, will slow him down to a movement of 13m, your squad mate hits the ork two more times with a heavy stubber and slows it down to mere 9m. This rule does apply to everything - beside obvious exceptions like titans and super heavies. Note that the soak of vehicles/greater demons and the like will be much harder to slow with this rule due to their increased soak, but a rocket hit on a tank will certainly slow it down as much as a stubber round will slow down a man.
Example 2: You hit a unaware, standing heretic (movement 0, base movement 3) with a shotgun five times (thanks to scatter!). He will stumble back (in a straight line away from you) three meters (his base movement) and fall to the ground there. Despite the fact that he might be very dead that is ;-)
This as much a fluff as a realistic addition. It is often noted that even Space Marines getting bogged down by massed impacts of small arms fire even through it is in itself not able to pierce their armor. The pure kinetic force of a hit is likely to slow your movement or even throw you back - even if a bullet is stopped by an armor vest, it nevertheless feels like a punch with a hammer to the hit location ...
Suppressive Fire:
It will reduce the base speed of everyone caught in it by half (rounded up). If the pinning test was successful, one can decide to ignore that penalty but the attacker will not suffer the usual -20BS to hit that certain enemy with the suppressive fire action.
This represent the fact that suppressive fire will 'suggest' you to keep a low profile and moving careful throw the firestorm. You certainly can ignore that and simple run through it ... but then I cannot see why you would be harder to hit than normal. Also this is how suppressive fire used to work in Dawn of War II, and I liked it that way.
'Brace':
The Brace action is available with EVERY ranged weapon and will increase the BS by +5 - +15 depending on the kind of bracing used. Simply assuming a better better firing position (wide and still stand, crouching) will be at +5. Firing prone or bracing the weapon against an solid object (sandbags, trenches, usually ALWAYS if you have cover) at +10 and using a dedicated tool for bracing (weapon mounting, fire slits, three- or bipods). The restrictions for constraint firing area (see bracing) apply and may even be greater depending on the used method - usually the higher the bonus the smaller the possible fire arc. This boni does not apply to vehicle armament like turrets or side mounted weapons.
Every marksman can tell you that it is much easier to hit a target if you lay prone rather than standing or if you can rest your weapon onto something when firing, so this an obvious realism addition and improves the advantage of a readied position above mobile attackers.
I aim for a rather fast-paced game. I will check and maybe post three times a workday in average, likely more often. I know that RL is shifty so I do not require a set post frequency, but once a workday should be an lower average. My weekends are often filled with lots of RL so I can certainly understand if weekend posting is more infrequent than workdays, that's fine.
If you know you are away for a day or two, just leave a note in the discussion, so I know about.
If a PC takes too long to act – as a guideline: not within 24h after the start of a combat turn - I will simply bot him/her for that round. That's not me being a dick, I just want to keep things rolling for all of us to keep the interest high and the story moving. Especially fights tends to get bogged down if some players post less frequent than others – and we will see lots of fighting.
I plan to get this moving well after Christmas, maybe next year, we'll see how fast we will get enough players: 4-6 and how fast my preparations go.

The Ghost of War |

@spinning: That's in fact closer to me than most other players, as I am from Germany and at least one other player will also be from Germany (he's a good friend of mine).
As long as you can get up one post within 24h it will be fine.
As to the question of regimental creation, I have one prepared but you can discuss on the additional regimental items according to Additional Equipment Table @ page 69of the core book. I might veto some extreme choices though. I have chosen the regimental favored weapons but if you want to have something else, your free to make a wish - we're close to Christmas so who knows what will happen ;-)
I will put the regimental description in the campaign info tab, as we will need it frequently.
Also I would advise you to at least prepare two characters so that you can quickly switch them out in case of sudden death or front line rotation.
I will also put up a quick summary and a quick summary of all the boni of the regiment so creating a new character will really be nothing more but rolling your stats, apply the specialty of your choice and spend the current XP. And that's it.
@Choon: I will put up the necessary rules for the system in the game tab als well - for reference. Maybe I will also give a summary of specialties as well. If your a quick learner and willing to learn a system by second hand and by asking questions, it may work. Do you have experience with other systems? Most basic mechanics are similar in all game systems.

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I'm familiar with pathfinder (duh), savage worlds, and Mistborne. I can pick up a system up pretty quickly, but there will probably be blunders as my other systems intrude in my thought process.
I see the info in the campaign tab. No idea what the single letters and acronyns mean. I have read the All Guardsmen Party. Huge fan. So I have that going for me.

The Ghost of War |

Ok. We well get this to work. I will write some summary, but it most likely will take a few days.
The single letters are abbreviations fore the characteristics of your character or attributes. There are 9 in the warhammer systems.
..Ballistic Skill - BS - hit things from afar
..Weapon Skill - WS - hit things up close
..Strength - S - how hard you hit things close, what you can lift etc
..Agility - Ag - hoe good you can dodge, drive, walk on an edge and how fast you can move
..Toughness - T - How much beating you can endure, reist poisons or bad weather, how fast you bleed to death ... Your life ensurance
..Intelligence - Int - well int, how clever you are, what was that tactic on page 43 of the infantrymen handbook again?
..Willpower - WP - how strong your will / soul are, important to resist fear, psychic (~magic) powers, or how powerful you are as a psyker
..Fellowship - Fel - would be charisma in another system, used for face skills like diplomacy or command and such things
..Perception - Per - will you notice that ambush before they fry you? Will you detect the landmine? Is that an ork kommando there... or a tree?
So far for now. Time for bed here. Or well past it in fact ;-)

thelizardwizard |

BS: 20 + 2d10 ⇒ 20 + (8, 7) = 35
WS: 20 + 2d10 ⇒ 20 + (3, 5) = 28
S: 20 + 2d10 ⇒ 20 + (3, 10) = 33
A: 20 + 2d10 ⇒ 20 + (5, 6) = 31
T: 20 + 2d10 ⇒ 20 + (8, 8) = 36
Int: 20 + 2d10 ⇒ 20 + (1, 6) = 27
Will: 20 + 2d10 ⇒ 20 + (8, 2) = 30
Fel: 20 + 2d10 ⇒ 20 + (9, 2) = 31
Per: 20 + 2d10 ⇒ 20 + (9, 6) = 35
unmodified Rolls-
BS: 35
WS: 28
S: 33
A: 31
T: 36
Int: 27
Will: 30
Fel: 31
Per: 35

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Ok, so copying the rolls from Lizardwizard above means the average dude has a 31ish...
BS: 20 + 2d10 ⇒ 20 + (9, 7) = 36
WS: 20 + 2d10 ⇒ 20 + (6, 9) = 35
S: 20 + 2d10 ⇒ 20 + (8, 5) = 33
A: 20 + 2d10 ⇒ 20 + (10, 2) = 32
T: 20 + 2d10 ⇒ 20 + (1, 8) = 29
Int: 20 + 2d10 ⇒ 20 + (2, 4) = 26
Will: 20 + 2d10 ⇒ 20 + (8, 10) = 38
Fel: 20 + 2d10 ⇒ 20 + (8, 4) = 32
Per: 20 + 2d10 ⇒ 20 + (5, 10) = 35
So my dude would be good at attacking, but not defence. A glass cannon, so to speak. Also not the sharpest knife in the block. Am I right?

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Ok, applying the things I can make sense if from the regiment gives me
BS 36
WS 35
S 33+3=36+3=39
A 32
T 29+3=32
Int 26-3=23
Will 38
Fel 32
Per 35
So he got strong and dumb. I'm feeling a melee type here, folks.
Copied regiment info for reference
Agri-World Line Infantry, Plefmatic Commander, Iron discipline
Boni&Mali:
+3 to two of {Fel, T, S}
+3 to S, -3 to Int
+2 Wounds
---------------------
I don't understand the things below
Additional Aptitude: Willpower
Starting Talent: Rapid Reload
Starting Skills: Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
One with the land: (+10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts & to harvest, cultivate, identify crops)
Naive: ( -10 on opposed Scrutiny tests vs deceive,
first time to gain insanity, gain double the number)
Favored Weapons: Heavy Stubber and Basic flamer. +10 to acquisition tests to acquire those weapons or the appropriate ammo

thelizardwizard |

Scrutiny = sense motive in most senses.
Lore= knowledges,
Operate= driver/ride
Acquisition= basically buying equipment. IIRC you mostly use your "renown" as money.
if at all possible, you want to get higher numbers to go up to the next tens. so, 38, you would want to go to a 40+
Fellowship= charisma basically
starting talent- a talent you gain for free, it basically lets you reload faster (Captain obv I know XD)
Aptitudes are basically talent/skill trees/tracks. having they effect how easily you learn certain talents and skill ups. There are 3 basic costs for skills/talents/ability boosts,
think untrained- you have neither of the two listed aptitudes, this will cost the most exp for you,
slightly trained- you have one of the two listed aptitudes, this is moderate cost on your Exp.
trained- you have both aptitudes, this is the least expensive cost for your Exp
.... unless I am getting this mixed up with Deathwatch. Been awhile sine I used Only War.

thelizardwizard |

psykers are based on Will with their powers, as a matter of fact, in Deathwatch pysker/librarians often make some of the most deadly melee people, but they have force weapons, not sure if psykers in only war get those. So you could totally be a good psyker with that 38 will.
also, just advice- toughness is basically DR equal to your total divided by 10.
so, a 30-39 toughness= 3 less damage on a hit, 40-49= 4 less damage.

DeadTejon |

Just a reminder you have 1 reroll and treat the dice sets as a pool and can assign them to the stats of your choosing.
The regiment gives all characters a few Talents and skills as well as an Aptitude which is used to make XP expenditures.
Also based out of the Eastern US so I might be a little off cycle but I'll keep an AI behavior pattern on each of their profiles in case we get into the thick of it while I'm passed out.
20 + 2d10 ⇒ 20 + (8, 2) = 30
20 + 2d10 ⇒ 20 + (6, 10) = 36
20 + 2d10 ⇒ 20 + (5, 3) = 28
20 + 2d10 ⇒ 20 + (5, 5) = 30
20 + 2d10 ⇒ 20 + (8, 6) = 34
20 + 2d10 ⇒ 20 + (4, 9) = 33
20 + 2d10 ⇒ 20 + (9, 1) = 30
20 + 2d10 ⇒ 20 + (7, 1) = 28
20 + 2d10 ⇒ 20 + (10, 3) = 33
Wounds: 1d5 ⇒ 3
WS - 30
BS - 33
S - 30
T - 34
Ag - 36
Int- 30
Per- 28
WP - 33
Fel- 28
Most likely Operator to capitalize on high Ag with terrible wounds.
20 + 2d10 ⇒ 20 + (9, 10) = 39
20 + 2d10 ⇒ 20 + (6, 4) = 30
20 + 2d10 ⇒ 20 + (2, 7) = 29
20 + 2d10 ⇒ 20 + (9, 1) = 30
20 + 2d10 ⇒ 20 + (9, 6) = 35
20 + 2d10 ⇒ 20 + (2, 9) = 31
20 + 2d10 ⇒ 20 + (8, 10) = 38
20 + 2d10 ⇒ 20 + (10, 7) = 37
20 + 2d10 ⇒ 20 + (7, 8) = 35
Wounds: 1d5 ⇒ 2
WS - 39
BS - 29
S - 37
T - 38
Ag - 30
Int- 35
Per- 31
WP - 30
Fel- 35
Probably Priest or Sergeant

thelizardwizard |

ah I forgot that,
reroll: 2d10 + 20 ⇒ (10, 9) + 20 = 39
also, I vote for heavy flamer or something of that sort as a favored heavy weapons! or an autocannon... yeah. an autocannon is my favorite weapon... *cough cough*
honestly though, I'll stat up a stormtrooper atm. with a possibility of heavy gunner depending on the squad make up and goals/aims/needs

LazyPanda |

20 + 2d10 ⇒ 20 + (4, 2) = 26
20 + 2d10 ⇒ 20 + (1, 1) = 22
20 + 2d10 ⇒ 20 + (4, 9) = 33
20 + 2d10 ⇒ 20 + (8, 10) = 38
20 + 2d10 ⇒ 20 + (8, 7) = 35
20 + 2d10 ⇒ 20 + (7, 9) = 36
20 + 2d10 ⇒ 20 + (9, 10) = 39
20 + 2d10 ⇒ 20 + (6, 4) = 30
20 + 2d10 ⇒ 20 + (8, 10) = 38
And a re-roll the 1+1 dice: 20 + 2d10 ⇒ 20 + (4, 7) = 31
Not sure what I'm gonna create yet, but sounds like an awesome game. I'm in China, so seems like our timezeones are spread out nicely. Might go for a Psyker or Tech-Priest.

The Ghost of War |

Hi guys, seems I hit a nerve her with the game! Nice!
You got the character generation correct. Roll 2d10, add 20. One reroll (you may keep the higher, because I hate rerolls making things worse) and then distribute the rolls to the characteristics as you please.
On the note of Int: It's the primary stat for tech priest, also for anyone involved in strategy, so a commander without some int is just a shouting machine, or explosives.
Will not have much time to post today as I am away the whole day...

thelizardwizard |

Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness, Willpower(regiment)
Starting Skills: Awareness, Dodge or Parry Intimidate or Security, Scholastic Lore (Tactica Imperialis), Stealth.
Starting Talents: Quick Draw, Takedown, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Good Craftsmanship hot-shot lasgun, storm trooper carapace armor.
Character: Davin Maximimus Solaar
Characteristics
BS: 40 +5(exp bought) 100exp,
WS: 30
S: 33 +3+3 world
A: 42
T: 50 +5+3+5(regiment, 250exp, class)
Int: 25 -3
Will: 40+5 (250xp)
Fel: 31
Per: 33
Wounds: 18 (12+4+2)
Fate:
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness, Willpower(regiment)
Skills: Awareness(trained), Dodge, Security, Scholastic Lore (Tactica Imperialis), Stealth(trained), Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard) .
Talents: Rapid Reload, Quick draw, Takedown, Ironjaw (200xp), Jaded(200x)
Weapons:
Good quality Hot-shot lasgun 60m S/3/– 1d10+4 E 7 30
M36 lasgun 100m S/3/– 1d10+3 E 0 60 Reliable
Krak grenade (2) 2d10+4 6pen
Frag grenade (2) 2d10 0pen (blast 3)
Armor:
Storm Trooper Carapace Armor (6 all)
Ok, I think I have done what I can, I went ahead and used the provided regiment for this as well. Been quite awhile sine I played this haha. kinda wish I had the option to grab a sniper rifle equivalent lol

cmd-keen |

Welcome in the mud =D
I'm the other guy from germany the gm mentioned and I look forward to crawling through the not-so-cybernetic mud of the 41th millennium with you guys ;)
I'd like to point out what the gm said in his first post:
You will play a totally green regiment of freshly recruited guardsmen and like the original, the start of the campaign will be highly lethal.
The WH40k games don't give you enough lifepoints to survive a detonation / shotgun blast to the face even at high levels so it's easy to die even if you can chose what risks you want to take - and we're soldiers, we're going to get thrown in where we're needed even if whats needed of us is die trying to hold the line there.
Point is we're going to play more than one squad over the course of this so I'll make a variety of guys - sarge, commisar, medic, sniper, and weapon specialist and pick one to match the current squad when it's time =3
cmd-keen |

Characteristic rolls, 5x10 stats, including the reroll of the lowest stat. + random wounds + fate roll. Stats are not yet allocated to the rolls:
For characteristics:
Roll for them in the recruitment thread and allocate the rolls to the characteristics as you see fit. You may reroll one stat, keeping the better result.
Just generating all the values to work with
Sargeant
20 + 2d10 ⇒ 20 + (1, 7) = 28
20 + 2d10 ⇒ 20 + (8, 8) = 36
20 + 2d10 ⇒ 20 + (4, 5) = 29
20 + 2d10 ⇒ 20 + (5, 8) = 33
20 + 2d10 ⇒ 20 + (10, 1) = 31
20 + 2d10 ⇒ 20 + (1, 2) = 23
20 + 2d10 ⇒ 20 + (1, 6) = 27
20 + 2d10 ⇒ 20 + (4, 10) = 34
20 + 2d10 ⇒ 20 + (8, 1) = 29
Reroll lowest: 20 + 2d10 ⇒ 20 + (1, 3) = 24
Random Wounds: 1d5 ⇒ 3
Fate dice: 1d10 ⇒ 6
Commisar
20 + 2d10 ⇒ 20 + (4, 8) = 32
20 + 2d10 ⇒ 20 + (4, 3) = 27
20 + 2d10 ⇒ 20 + (9, 1) = 30
20 + 2d10 ⇒ 20 + (6, 8) = 34
20 + 2d10 ⇒ 20 + (10, 1) = 31
20 + 2d10 ⇒ 20 + (4, 8) = 32
20 + 2d10 ⇒ 20 + (5, 8) = 33
20 + 2d10 ⇒ 20 + (1, 1) = 22
20 + 2d10 ⇒ 20 + (7, 1) = 28
Reroll lowest: 20 + 2d10 ⇒ 20 + (3, 1) = 24
Random Wounds: 1d5 ⇒ 5
Fate dice: 1d10 ⇒ 4
Medic
20 + 2d10 ⇒ 20 + (1, 2) = 23
20 + 2d10 ⇒ 20 + (2, 5) = 27
20 + 2d10 ⇒ 20 + (10, 2) = 32
20 + 2d10 ⇒ 20 + (3, 3) = 26
20 + 2d10 ⇒ 20 + (10, 10) = 40
20 + 2d10 ⇒ 20 + (2, 7) = 29
20 + 2d10 ⇒ 20 + (5, 3) = 28
20 + 2d10 ⇒ 20 + (3, 2) = 25
20 + 2d10 ⇒ 20 + (10, 2) = 32
Reroll lowest: 20 + 2d10 ⇒ 20 + (1, 10) = 31
Random Wounds: 1d5 ⇒ 5
Fate dice: 1d10 ⇒ 8
Sniper
20 + 2d10 ⇒ 20 + (5, 6) = 31
20 + 2d10 ⇒ 20 + (3, 5) = 28
20 + 2d10 ⇒ 20 + (3, 3) = 26
20 + 2d10 ⇒ 20 + (9, 6) = 35
20 + 2d10 ⇒ 20 + (5, 4) = 29
20 + 2d10 ⇒ 20 + (8, 8) = 36
20 + 2d10 ⇒ 20 + (4, 7) = 31
20 + 2d10 ⇒ 20 + (6, 6) = 32
20 + 2d10 ⇒ 20 + (1, 2) = 23
Reroll lowest: 20 + 2d10 ⇒ 20 + (1, 8) = 29
Random Wounds: 1d5 ⇒ 1
Fate dice: 1d10 ⇒ 3
Weapon Specialicist
20 + 2d10 ⇒ 20 + (1, 5) = 26
20 + 2d10 ⇒ 20 + (10, 1) = 31
20 + 2d10 ⇒ 20 + (4, 8) = 32
20 + 2d10 ⇒ 20 + (9, 3) = 32
20 + 2d10 ⇒ 20 + (9, 7) = 36
20 + 2d10 ⇒ 20 + (5, 9) = 34
20 + 2d10 ⇒ 20 + (2, 7) = 29
20 + 2d10 ⇒ 20 + (4, 6) = 30
20 + 2d10 ⇒ 20 + (10, 8) = 38
Reroll lowest: 20 + 2d10 ⇒ 20 + (2, 4) = 26
Random Wounds: 1d5 ⇒ 2
Fate dice: 1d10 ⇒ 4

cmd-keen |

@Choon
Yeah the charsheet is a bit overloaded. But you'll get used to it once you got through your first few rolls in the game.
The only really new concept compared to other games are the attribute bonuses. Thats your attribute divided by 10 - so 43 str would be a str mod of 4.
They're most often used in skill descriptions but I'd like to point out 2 mods here:
- strength mod is added as damage on all melee attacks
- toughness mod is reduced from incoming damage. So basically that's your natural armor.
As for the books - I believe the GM said to pm him about that in the first post.
A psyker needs high willpower for psyking but you should also think about what else you want to do - psyking is unstable to the point of being dangerous so falling back to or supplementing your powers with melee or ranged attacks might be nice.
Additional Standard Kit:
I'd throw in laspistol -> lascarbine so our specialists can also throw in fire support at a usable range - 5 points
Micro-bead will keep us in contact and information is life on the battlefield. - 8 points
Preysense Googles - Major advantage in night fights on and sentry duty - alarming us while there is still range to fire on whatever wants us dead. - 15 points
Additional Abundant Item: Recaf, just for the flavor awesomeness of getting a warm coffee in the morning - 2 Points
I've played other WH40k PnPs but I'm new to OW so I don't actually have any experience with the kit, just throwing in my ideas.

cmd-keen |

Ah, shame that. DW has them give the bonus but I guess thats just Astartes Good quality. Well I'm out of ideas then - unless we go for good quality preysense googles - make them detect heat well enough to work during the day and/or detect through thin walls. That would be prety cool if we run into a city fight - detect that sniper up in the 3rd floor window because of his heat signature.

cmd-keen |

A bit steep since they are rare - maybe if we start with "Add additional item - rare" for 15 points and haggle it down some points because we trade in our main gun?
That or "Add one Favoured Basic Weapon to the list of the regiments favoured weapons" for 10 points. Weapon specialists would get them right off the bat and it would be easier to make logistics requests for the other players later.
I'm a bit worried about the halved clip size tho. Unless we can get some good mileage out of the accurate quality it will hurt us when holding for prolonged periods of time.

thelizardwizard |

Heavy weapons guy
BS: 2d10 + 20 ⇒ (10, 4) + 20 = 34
WS: 2d10 + 20 ⇒ (5, 7) + 20 = 32
S: 2d10 + 20 ⇒ (6, 1) + 20 = 27
T: 2d10 + 20 ⇒ (9, 2) + 20 = 31
A: 2d10 + 20 ⇒ (6, 4) + 20 = 30
Int: 2d10 + 20 ⇒ (7, 4) + 20 = 31
Will: 2d10 + 20 ⇒ (10, 6) + 20 = 36
per: 2d10 + 20 ⇒ (4, 1) + 20 = 25
Fel: 2d10 + 20 ⇒ (4, 7) + 20 = 31
reroll: 2d10 + 20 ⇒ (5, 5) + 20 = 30
sniper
BS: 2d10 + 20 ⇒ (9, 5) + 20 = 34
WS: 2d10 + 20 ⇒ (2, 5) + 20 = 27
S: 2d10 + 20 ⇒ (8, 10) + 20 = 38
T: 2d10 + 20 ⇒ (2, 6) + 20 = 28
A: 2d10 + 20 ⇒ (3, 2) + 20 = 25
Int: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Will: 2d10 + 20 ⇒ (3, 9) + 20 = 32
per: 2d10 + 20 ⇒ (9, 6) + 20 = 35
Fel: 2d10 + 20 ⇒ (8, 5) + 20 = 33
reroll: 2d10 + 20 ⇒ (1, 1) + 20 = 22

cmd-keen |

Lascannon / M41 Multilaser would be the favored heavy weapon slot of the regiment. Currently we have a heavy stubber in that slot.
We can either pay 15 points to make one of them an additional favored weapon or we wish for it -
I have chosen the regimental favored weapons but if you want to have something else, your free to make a wish - we're close to Christmas so who knows what will happen ;-)
So I'd say wish for one of them - multilaser would be awesome to mow down large groups while the lascannon would realy help with tanks or entrenched enemies.
Chances aren't so bad to get them since a heavy can already take a heavy stubber without it being the regimental favored weapon.
cmd-keen |

I'm pretty sure Twitch doesn't get his explosives from regimental standard gear since otherwise every single trooper would carry the same amount. Probably some Talent enhancing the breacher from "Hammer of the Emperor" combined with Nubbies thieving little hands.
Probably not possible to get that much awesome with the starting ep tho, might want to keep that in mind for later(probably later chars too ~)

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I'm still working on this guy. I need to spend my xp and gear up. I'm doing a lot of reading right now.
I have decided that my first will be an ogryn, so:
BS 36
WS 35
S 38+2+3+3+10=56
A 32 -10=22
T 35+2+3+10=50
Int 26-3-15=9
Will 33
Fel 32
Per 29
fate: 1d10 ⇒ 7=1
Ogryn: +10 S,T; -15 Int; -10 A
Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower
Starting Skill: Intimidate or Survival, Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
Starting Talents: Die Hard or Iron Jaw; Weapon Training (Heavy, Solid Projectile), Rapid Reload
Starting Traits: Auto-Stabilized, But it Dark in Dere!, Clumsy, Size(Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2)
Specialist Equipment: Common craftsmanship Ripper Gun, Frag Grenades: 1d5 ⇒ 4
Wounds: 1d5 + 25 + 2 ⇒ (2) + 25 + 2 = 29
One with the land: (+10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts & to harvest, cultivate, identify crops)
Naive: ( -10 on opposed Scrutiny tests vs deceive, first time to gain insanity, gain double the number)
References:
Agri-World Line Infantry, Plefmatic Commander, Iron discipline
Boni&Mali:
+3 to two of {Fel, T, S}
+3 to S, -3 to Int
+2 Wounds