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Game Master Swordwhale

Warhammer 40k - Only War game. Tribute game to the famous 'All Guardsmen Party'.
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Ah rolling Characteristics anway to start for Pvt Olways

WS: 2d10 + 20 ⇒ (5, 6) + 20 = 31
BS: 2d10 + 20 ⇒ (5, 1) + 20 = 26
S: 2d10 + 20 ⇒ (9, 9) + 20 = 38
T: 2d10 + 20 ⇒ (4, 9) + 20 = 33
AG: 2d10 + 20 ⇒ (9, 5) + 20 = 34
INT: 2d10 + 20 ⇒ (3, 6) + 20 = 29
PER: 2d10 + 20 ⇒ (4, 7) + 20 = 31
WP: 2d10 + 20 ⇒ (8, 10) + 20 = 38
FEL: 2d10 + 20 ⇒ (8, 2) + 20 = 30

Reroll BS: 2d10 + 20 ⇒ (8, 5) + 20 = 33

So we get

WS 31
BS 33
S 38
T 33
AG 34
INT 29
PER 31
WP 38
FEL 30

Pretty average with great WP and Strength. No real weaknesses.

Edit: Is there a speciality you guys can suggest that can make use of high str and WP?


@Ashora: Of course that's alright!
@cms-keen/all: You get the standard uniforms of the guard - you have to make a name for yourself well before getting issued special uniforms. So mostly olive green and some brown I think. Bad weather gear will be mostly green parkas'.
@Simmins: You may assign your rolls to a characteristic of your choice. Else you could go want to look into the psyker. Those need willpower and may make heavy melees I'd you look at some of those powers...
Nice characters all around!


Ah, we can reassign as much as want? That makes things interesting.


"You can play with my meatsack anytime you'd like Miss Lena."-B


What i have so far. Hope its correct

Operator

Scarab Sages

I'll be rolling my second character this afternoon. I think its gonna be a priest.


demeanor: 1d100 ⇒ 91

rolls for priest
20 + 2d10 ⇒ 20 + (4, 9) = 33=A
20 + 2d10 ⇒ 20 + (8, 8) = 36=Fel +5(Class), +3(reg)
20 + 2d10 ⇒ 20 + (1, 6) = 27=Int -3(world)
20 + 2d10 ⇒ 20 + (5, 9) = 34=S +3(World), +3(reg)
20 + 2d10 ⇒ 20 + (5, 10) = 35=WS
20 + 2d10 ⇒ 20 + (9, 5) = 34=BS
20 + 2d10 ⇒ 20 + (4, 8) = 32=T
20 + 2d10 ⇒ 20 + (6, 3) = 29=Percep
20 + 2d10 ⇒ 20 + (7, 3) = 30=Will
wounds: 9 + 1d5 + 2 ⇒ 9 + (1) + 2 = 12
fate: 1d10 ⇒ 6=1
demeanor: 1d100 ⇒ 92=superstitious


My priest character has now been completed under this alias.


"we can talk about the birds and the bees and sharing those 37 degrees on a cold night, hon. But I've had lovers before who forgot my name the morning after and their skill in the sack was as bad as their memory. The name is Leni and since you didn't even make it a minute before you forgot it you'll have some real convincing to do before I'll be interested."


"Come now, Lena. Don't be so quick to bite, even if I do love it when you do. I want your name to be as unique to your ears as it is to mine."

On another note we have 3 unspent regiment creation points and don't have a special equipment doctrine. I propose the Sabre Battery Doctrine and the batteries to be equipped with Lascannons thus ending the debate around our preferred heavy weapons. Then again we could always have a downside(like Conscripts/Mistrusted[Greenthumbs]) and then get something that makes our operator more survivable like Vanguard with its Chimera.

What classes do we already have accounted for in the squad? I recall their being a few Stormtroopers, a Weapon Specialist, a priest, an Ogryn, the lovely medic and an Operator.

If we don't have one I'll change the Operator I was working on to a Heavy Weapons or run my Sergeant(Char 2).

Fate for both Chars
2d10 ⇒ (4, 3) = 7

Companion Demeanors
2d100 ⇒ (25, 43) = 68

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

If we're going to get field support weapons, I'd much rather have Tarantula automated guns, but we're an infantry group who presumably don't have permanent access to vehicles. That makes the transport of said weapons problematic. Maybe Well-Provisioned, as an inaugural regiment the planet decides to go the extra mile?

Standard Kit Proposal 31/32:

Micro-bead (8)
Photo-visor (8)
Laspistol sidearm + 2 charge packs (5)
Red-Dot Sight (10)


Somehow I misread and thought it to be 9 point buy ...
Three Options I can see:
- well provisioned
- lance defence platform (weapons would be lascannon or heavy stubbers)
- Mechanized Infantry: Adding one chimera to the squad

Well provisioned would be most generic, offering its boni at any time.

Defense Platforms are stationary but may be disassembled and reassembled given time, labour and tech-use skill and may be transported disassembled by infantry. Due to the higher weight per solder this will also result in earlier toughness tests on prolonged marches while carrying the emplacement parts. I'll rule the assembly /disassembly progress as follows:
.. Requires a prolonged routine (+20) tech-use action. Each roll will take you three minutes. You need four degrees of success to complete the progress. Every excess DoS reduce the time needed by half a minute to a minimum of one minute. So you need at least one minute on a very lucky roll and good conditions.
.. The above assumes the progress is done in a calm environment and with enough helping hands. Apply the following modifiers if appropriate:
...-5 if done with a constraint amount of helpers (less than the whole squad)
... +5 per helping person with the tech-use skill to a maximum of +30
...-20 if done alone (with only the comrade)
...-10 if done in harsh conditions (darkness, heavy rain, near fire - within 1km, not closer than 200m and not under direct assault)
...-20 if done while under direct assault
So worst case: Alone, under assault and in the night the roll would be something like (+20-20-20-10=-30) and may take you forever, while in a quiet environment with lots of tech-affine helpers can be completed in less than 3 minutes.

Mechanized Infantry: The most offensive option of the three. Will move you quickly and without hard marching while providing decent fire support and some cover while advancing or as a shield in defensive situations. On the downside it is an obvious target and may kill you all with one good placed rocket ambush. And of course it can be rather quickly damaged/destroyed (according to its rather weak armor and hit points) requiring repairs with might or might not be available or may take long. Beside the chimera it will add another +3 to Int and -3 to perception and the increase of your operate (surface) skill to trained(+10).

Feel free to discuss these options, I am fine with all of them.
On the note of standard equipment, please offer a vote inside a spoiler labeled 'equipment vote' so I can collect them more easily as soon as you have decided what you (personally) think will be most useful.
Same goes for your vote of the above regimental options.


Choices:

I like cmd-keen's suggestion

And since im an operator with a good tech-use. Either weapon platform or the chimera
Also. Mobile will save me 250xp. Might just upgrade my pilot then


According to the massive interest the amounts of ready characters already, I will set the deadline for applications to the end of this Thursday - I will post a deadline post at Friday morning of my time (EST+1). At that time no further application posts will be considered.
Then I will review all those awesome characters posted over Christmas - which will be slow due to lots of family xD - and tell you who's gonna be the initial group hopefully before next year.
Those of you who will not become part of the initial group will be noted by me and will receive a pm if one spots ever gets vacant.

@Seth, ALL: If you have the time, please make an alias like some of the others already did (you can have a close look at cmd-keen's, choon's or Bekonnen's alias, they are all good) - making it easier to parse your applications for me than those overloaded character sheets.

@Additional Option for Regimental Points:
- Fourth Option: 3 remaining Points translates to 6 additional points for buying standard regimental items, so this might also be a luring alternative.

Scarab Sages

As for heavy weapon choice, I would like to keep in mind that we are hastily trained farmers. The weapon of choice, I think, should be decided by which is closest to a piece of farm equipment, not which is most effective in combat.

That being said, having a second big target on the field in addition to my ogryn can't be a bad thing... In theory.

My vote for those points goes to the platform or the chimera.

On a different note, we all get comrades? I wasn't sure we were playing with those because I didn't see them on any character sheet save one.


I will do so when i copy a template over. And get my wifes laptop on a hotspot =^^=


Of course we play with comrades, they are integral part of Only War characters.
Make sure to add them to your profiles, including name, a very short description and so on (check page 110 for comrade creation). They give you certain invaluable boni so playing without them would be bad for you. That said, certain specialties do NOT gain comrades (Storm Troopers for example) but those are clearly marked in the description of the specialty, so just take a look at it again if you are not sure.

Scarab Sages

Then I will be editing my characters today. :)


CrusaderWolfs suggestion sounds pretty good - photo visors give almost the same benefit as preysense googles and are a lot cheaper point-wise.
We could afford the setup if we go for the additional 6 points for not using the leftover regiment creation points.
It would even leave us with 5 points to add filtration plugs for a bit of survivability against chem-warfare.

Micro-bead (8)
Photo-visor (8)
Laspistol sidearm + 2 charge packs (5)
Red-Dot Sight (10)
Filtration Plugs (5)
= 36

If we don't go for the extra equip points then I'll vote for the chimera:

The defense platform would be awesome to hold the line at a static point but I fear we'd have to leave it behind rather sooner than later and even if we don't we'll be exhausted and unfit for battle when we arrive because of the extra weight.

The chimera on the other hand is a bit of extra fire support and gets us into the fight a little safer than on foot and totally fresh.
Plus we can use it to bring back the wounded if the thing makes it through the mission without being blown up.
(also gives our operators something to operate)

Scarab Sages

Sounds good to me. :)


Chimera sound good if we have an operator, if we're worried about keeping it running I can swap out for a tech-priest?


I am an operator. In 40. And tech use +10
If we do take it. My operate land will also be much higher


Alternate/Backup Character stat roll
Characteristic: 2d10 + 20 ⇒ (9, 10) + 20 = 39
Characteristic: 2d10 + 20 ⇒ (8, 2) + 20 = 30
Characteristic: 2d10 + 20 ⇒ (5, 7) + 20 = 32
Characteristic: 2d10 + 20 ⇒ (7, 9) + 20 = 36
Characteristic: 2d10 + 20 ⇒ (5, 7) + 20 = 32
Characteristic: 2d10 + 20 ⇒ (1, 1) + 20 = 22
Characteristic: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Characteristic: 2d10 + 20 ⇒ (8, 8) + 20 = 36
Characteristic: 2d10 + 20 ⇒ (3, 8) + 20 = 31

re-roll: 2d10 + 20 ⇒ (7, 6) + 20 = 33

Wounds: 1d5 ⇒ 4
Fate: 1d10 ⇒ 10

May as well roll up a Tech-Priest anyway, I need a backup.

Scarab Sages

Comrade Personality rolls: 2d100 ⇒ (73, 18) = 91
name rolls: 4d100 ⇒ (61, 39, 50, 90) = 240

Scarab Sages

Now I guess I'll roll something else
characteristic: 20 + 2d10 ⇒ 20 + (2, 3) = 25
characteristic: 20 + 2d10 ⇒ 20 + (4, 8) = 32
characteristic: 20 + 2d10 ⇒ 20 + (9, 5) = 34
characteristic: 20 + 2d10 ⇒ 20 + (8, 2) = 30
characteristic: 20 + 2d10 ⇒ 20 + (5, 4) = 29
characteristic: 20 + 2d10 ⇒ 20 + (6, 3) = 29
characteristic: 20 + 2d10 ⇒ 20 + (8, 1) = 29
characteristic: 20 + 2d10 ⇒ 20 + (6, 7) = 33
characteristic: 20 + 2d10 ⇒ 20 + (10, 7) = 37
re-roll: 20 + 2d10 ⇒ 20 + (4, 2) = 26
wounds: 1d5 ⇒ 2
fate: 1d10 ⇒ 4
name and characteristic: 3d100 ⇒ (48, 44, 61) = 153
Not a very impressive specimen, are we? Weapon specialist it is.

Scarab Sages

So I'm just gonna keep doing this. This one looks like a psyker with that 39 and 38

characteristic: 20 + 2d10 ⇒ 20 + (1, 2) = 23
characteristic: 20 + 2d10 ⇒ 20 + (7, 1) = 28
characteristic: 20 + 2d10 ⇒ 20 + (6, 6) = 32
characteristic: 20 + 2d10 ⇒ 20 + (9, 2) = 31
characteristic: 20 + 2d10 ⇒ 20 + (3, 1) = 24
characteristic: 20 + 2d10 ⇒ 20 + (9, 4) = 33
characteristic: 20 + 2d10 ⇒ 20 + (1, 3) = 24
characteristic: 20 + 2d10 ⇒ 20 + (1, 9) = 30
characteristic: 20 + 2d10 ⇒ 20 + (10, 9) = 39
re-roll: 20 + 2d10 ⇒ 20 + (10, 8) = 38
wounds: 1d5 ⇒ 3
fate: 1d10 ⇒ 1
companion: 3d100 ⇒ (58, 86, 14) = 158


Tech Priest Ready for Orders.

Cel:

Unitas Celephix
Tech-Priest Enginseer

WS 33
BS 36
S 35 (32+3Reg)
T 35 (32+3Reg)
Ag 30
Int 41 (39+5Spec-3Reg)
Per 36
WP 36
Fel 34 (31+3Reg)

Wounds: 14 (8+4+2)
Fate: 1d10 ⇒ 10

Skills
Athletics
Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War)
Forbidden Lore (Adeptus Mechanicus, Archeotech)
Low Gothic
Operate (Surface)
Schol. Lore (Beasts)
Tech Use

Talents
Mechadendrite Use (Weapon, Utility)
Rapid Reload (Reg): Action type to reload reduced by one step (i.e. full becomes half, half becomes free)
Technical Knock: Unjam any gun as half action 1/rd, requires touch.
Weapon Training (Las, Power)

Traits
Mechanicus Implants: Electro-Graft (interface with machines), Electoo Inductors (emit or siphon power); Respirator: +20 vs toxins/gas + vox synthesis; Cyber-Mantle (fixings for further implants); Potentia Coil: store and produce power/fields; Cranial Circuitry.
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 gain insanity, gain double).

Gear
Sacred Unguents
Dataslate
Combi-tool

Cybernetics
Utility mechadendrite:+10 Tech Use, 6 injector pistols (for sacred unguent) Censer blast once/15 minutes: as ½ action can distract giving -5 penalty to WS by living creatures within 2m radius for 1 round. Knife with Defensive Quality + Mono upgrade.
Good Craftsmanship MIU: +10 Tech Use/Operate/Logic/Inquiry/BS when interfacing with MIU systems.
Two Good Craftsmanship Cybernetics of choice:
Good Quality Subskin Armour: +2 Armour points to Arms, Body, Legs (stacks with other armour)
Good Quality Manipulator Mechadendrite: 1.5m arm with +20 on Str based tests. Can also tether to gantries or heavy objects as Free Action. Can use in combat as Reaction or Standard Attack for 1d10+2 I damage. Device cannot be used for fine manipulation.

Aptitudes
Willpower (reg), Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.
.
Background
Celephix remembers her early life, as a young girl, living on a world with fields, herd-animals, a family. She remembers not what happened next. She assumes that there was some trauma and her mind has either blocked some memories to protect her psyche or maybe the memories were taken from her in an attempt to correct a psychosis.
Either way, her next memories are of the gruelling training and body modifications of the Adeptus Mechanicus, a body that was barely hers any more. She followed instructions, performed tasks, worked on machines both titanic and microscopic. Now she is granted some independance, an assignment to the guard, she still falls into command structure but under a sergeant of the guard, not a overseer of the Mechanicus. The feeling is odd.
Moreover, the world is familiar, an agri-world, of farms and herds. Perhaps it is where she was born, if not it is similar to her memories.

Appearance
Celephix fits the appearance of the adeptus mechanicus, her face hidden beneath a mask, had body mostly hidden beneath heavy robes. Though the bulky mechadendrites emerging from her spine add considerably to her bulk.
In the rare occasion she is seen without her robes and mask, her skin is pallid, and she completely lacks any hair. Most of her cybernetics are focussed around her core, the MIU wrapped around her body like a corset with it’s mechadendrite arms attached near the centre of her spine. The subskin armour is barely noticeable, though her skin sometimes feels hard where it should be soft and hovers a little below the ambient temperature, instead of being warm as it should be.

Just realised I've not spent my 300xp, I'll take a look at that. I've actually enjoyed that one, maybe have this as my primary and my Siar as backup...


Four characters now under this alias. :)


Given our Ogryn component and "It Dark In Dere"a chimera may not be as good as it seems. An open top troop transport with a passenger pintle mount(akin to the Wartrukk) would serve much better. That would probably be Average or more common.

I believe that a regiment is required to have one of each category so the option of just having 3 points might actually be have a logistics special doctrine and have 2 extra equipment points. I still think that the Sabre batteries would be more beneficial to the groupeven of only dual heavy stunners since it's one per PC rather than the Tarantula's 1 per squad. Also fits better with the line infantry role.

Based on the campaign's description Doomed(can't burn fate to live) might fit in well and give a ton of excess creation points(allowing both the mechanized infantry and a nicer specialist doctrine)

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I have two characters rolled up, but I've created enough OW characters that I can finish the stats in probably <10min at this point. I'll save my remaining character builds for plugging any gaps in the party capabilities. That way we don't accidentally wind up with, say, three priests and a Commissar :p

I vote for getting a Chimera if we can, makes perfect sense for a planet full of farmhands to be at least somewhat familiar with large machinery. I'm also a big fan of acquiring a mortar and using the APC's rear top-hatch to fire--you can use the Chimera for direct or indirect fire support that way, and I can attest from a previous campaign that a jerry-rigged MAP can come in handy.


Alright finishing off characer. Heavy Gunner

Wounds: 10 + 1d5 + 2 ⇒ 10 + (4) + 2 = 16
Fate: 1d10 ⇒ 7

Comrade Name: 2d100 ⇒ (11, 48) = 59 Cort Nathin
Demeanour: 1d100 ⇒ 9 Bilious


I cannot believe that they really intended the sabre batteries to be per person. That would be just ridiculous and impossible to move without heavy vehicle support. Also most guardsmen are not familiar with heavy weapons making them waste many shots due to not being trained on the weapons.
I can see the appeal of it for extreme defense deployments with lots of heavy gunners but just not fitting for line infantry. I would give one per squad and maybe reduce the cost by one, but this options seems to be ill-though the more I think about it ...

Scarab Sages

It's dark in 'dere can be overcome, it just takes lots of shouting.


Seth here. Stats in alias. Hope it looks okay =^^=


Annnd... Heavy Gunner done. Only creating one character now if it's okay. :). Let me know if I missed anything. I've only played one 40K game before so I might need a little bit of hand holding.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

@Choon, the "Shield of Humanity" has a talent called It Not So Dark that helps with that as well!

@Ghost of War; I agree that the Sabre thing seems better for more specialized siege-type force than what we have here. Tarantula's would still work, but their biggest advantages are lost without some sort of vehicle transport. Had an NPC allied regiment that dropped them into footholds via Valkyrie Sky Talons. Maybe we could steal a civilian flatbed and throw a Sabre on it? Imperium technicals FTW!*

*until the Techpriest sees what you've done and has you all turned into Servitors.


So i prob need to focus on both driving and bombing things =^^=

So im saving 100xp for Hotshot pilot (200)


In game the Sabres are treated as vehicle turrets rather than heavy weapons and don't require any special trainings. As for the per individual, it's a portable MG team. A HMG or Anti Armor nest versus the LMG or Launcher a Heavy carries. The balance comes from the fact that there is no conceivable way for a normal human to use it sans setup with any kind of decent result.
A light emplacement which can be setup or torn down in a few minutes is more beneficial for a moving Frontline than a tarantula which takes a fair deal of time to deconstruct.

As for Line infantry vs Siege. Siege is heavily entrenched and hold position for months at a time. Line is dig a fox hole and hold the line, we may be here a few hours or a few days. The style of infantry you seem to have in mind is more so the light infantry with their continual push forward. They take the ground so the line infantry can hold it.

Anyways, Sabre is out. Chimera is a good second but we need a good Command for the Ogryn's sake.


It may not matter long. With my tendency to rush in headlong I don't expect to last past a couple battles, even with a 6 toughness mod and 29 wounds.


On the Chimera... if we do take it, though it looks like we will. What i read, if we want a lot of daka:
Turret : heavy bolter
main gun : heavy bolter
pintle mount : heavy stubber

20 shots!

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

It is a lot of shots, my concern is that the Chimera should be better at dealing with things the infantry can't. On the Campaign Info page our regiment is listed as favoring Heavy Stubbers and Flamers. So infantry won't be a problem for us, we can clear trenches or houses just fine. What we don't really have is any means of cracking armor.

IIRC Chimeras can pack Heavy Bolters, Multilasers, Heavy Flamers, or Autocannons as their turret guns. I suppose Autocannons are our best bet for covering that particular weakness; with the ubiquitous Tank Hunter talent it can take out vehicles in its own weight class if the crew is careful, and we the infantry will probably have to assault any fixed fortifications. Heavy Bolter for the hull gun is a good idea, and...could we just possible...replace the Heavy Stubber pintel gun with a grenade launcher...? I don't even know how well that would work.

@Brother Ren'Shaw: if I may offer advice, given how tight XP can be (especially in early game!) I would recommend focusing on either being an awesome driver or an awesome demolitions expert. That's just my two cents, feel free to disregard.


By all means, advice is great. I was merely pointing out the amount of shots it can dish out.

I like your idea on the loadout. And your loadout sounds perfect. I love the launcher idea

At the moment, the skills work well together. Hence the 2 suggestions i go operator. Tech use for repairs and explosives. =^^=


Simmins already has a Heavy Stubber of his own so it would make sense to diversify the vehicle for other purposes.


My Ripper should do a good job of taking care of anything that gets near my end of the line. :)


For comrade
Name: 1d100 ⇒ 1
Nature: 1d100 ⇒ 12


Hrm.. question for Characteristic Advance. Since Simmins doesn't have the Finesse Aptitude, does that mean advancing BS would cost 250 and then 500?

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Unfortunately yes, Heavies get the BS but not Finesse aptitude.


Boo-Urns, adjusting now.


Surely the standard pattern Chimera has a skyward facing hatch the Ogryn can see out of, though this does render the vehicle more vulnerable to grenade attacks, as well as ordinance.


Having a Ogryn inside a Chimera is an exception. First they don't like it inside, second YOU do not want him inside because he makes the already crowded compartment ... Filled like a Japanese train in the rush our (he is the size of a terminator-clad marine after all! Most likely he would walk behind or catch a ride on it rather than in it.

On the matter of Chimera-Tank-Hunter: One fact from military history: Tank hunters are ether: Highly mobile or heavily armed and armored with long-range weapons ... or dead. The chimera with an auto-cannon is neither highly mobile, nor does an autocannon has exceptional range and firepower ... I have no benchmarks made in Only War about that, just stating a real world fact.

Regimental weapons are open for discussion yet with some votes for the lascannon and multilaser. While I like to keep the basic flamer for fluff reason (just really common tools on agri-worlds anyway), the heavy weapon would be more or less given to you by the Munitorum.

Bekonnen:

The sabers are much more than a two-man gun emplacement. They feature TWO heavy weapons - which are already two-man devices themselves. The heavy gunners with their comrade are what you saying. They carry (together),a heavy weapon and its ammo plus possibly some equip to make an emplacement. Just look at the weight of the heavy weapons and their ammo weight. There is NO way two people can carry one weapon each plus ammo plus the emplacement plus all the additional gear. If one sabre each, you are as mobile as a drop pod after landing. This really is an all-defensive option with the added fact that you will get in REAL trouble if you ever leave such valuable equipment behind for any reason. The last sentence of its description about them being issued is seen like a death sentence is quite appropriate...

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