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Plushy:
I feel your pain buddy :(. And I also miss Tactics. That Skill was super-awesome!
So, first, the updated Recon and Engineer:
RECON
Characteristic Bonus: -3 Toughness, +5 Agility, +3 Perception
Starting Aptitudes: Finesse, Defense, Agility, Intelligence, Perception, Fieldcraft, Social
Starting Skills: Awareness, Navigate (Surface), Stealth, Survival
Starting Talents: Heightened Senses (Sight or Hearing or Smell), Weapon Training (Low-Tech, Las or Solid Projectile, choose 1 excluding Exotic)
Specialist Equipment: Auspex/scanner, lascarbine or long-las or autogun with silencer or sniper rifle or combat shotgun, 2 stun grenades or blind grenades
Wounds: 7+D5
ENGINEER
Characteristic Bonus: +3 Intelligence, +5 Willpower, -3 Fellowship
Starting Aptitudes: Ballistic Skill, Strength, Offense, Toughness, Intelligence, Tech, Willpower
Starting Skills: Common Lore (Tech), Tech-Use, Trade (Armourer)
Starting Talents: Technical Knock or Weapon-Tech or Armor-Monger, Hardy or Resistance (Fear), Weapon Training (Low-Tech, Las or Solid Projectile, choose 2 excluding Exotic)
Specialist Equipment: Combi-tool, lascutter, M36 lasgun or combat shotgun, RPG launcher (with 4 rockets) or 5 krak grenades or demolition charge
Wounds: 8+D5
RPG Launcher profile: Launcher / Heavy / 120m / S/-/- / 3D10+5X / 6 / 1 / Full / Blast (1), Concussive (0) / Average
And now, the Support Specialists:
Rule change: Support Specialist never benefit from any Regimental bonuses, like Homeworld, Officer, Doctrines etc. They don't gain the Regimental Standard Kit either, and they spend the 30 equipment points independently. Also, none of the Support Specialists has Comrades.
COMMISSAR - Much more social/intellectual than its previous incarnation.
Characteristic Bonus: +3 Intelligence, +5 Perception, +3 Fellowship
Starting Aptitudes: Finesse, Intelligence, Knowledge, Perception, Willpower, Fellowship, Leadership, Social
Starting Skills: Command, Common Lore (choose any three), Forbidden Lore (choose any two), Interrogation, Scholastic Lore (choose any two), Scrutiny
Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Low-Tech, choose 4 excluding Exotic)
Specialist Equipment: Good craftsmanship sword or chainsword, good craftsmanship laspistol or bolt pistol, good craftsmanship flak armor, Commissar’s uniform
Wounds: 9+D5
MINISTORIUM PRIEST - Just minor changes. And yes, he is effectively a dumb Commissar.
Characteristic Bonus: +3 Toughness, +5 Willpower, +5 Fellowship
Starting Aptitudes: Weapon Skill, Offense, Strength, Toughness, Willpower, Fellowship, Social, Leadership
Starting Skills: Charm or Parry, Inquiry, Common Lore (Ecclesiarchy), Scholastic Lore (Imperial Creed)
Starting Talents: Hatred (any), Unshakeable Faith, Weapon Training (Low-Tech, Las, Solid Projectile, Flame, Bolt, Chain)
Specialist Equipment: Flak vest, Ecclesiarchy robes, book of scripture, one of the following:
- Good craftsmanship warhammer or chainsword, laspistol or autopistol or stub automatic or stub revolver or shotgun
- Flamer or boltgun with sacred inscription
- M36 lasgun or bullpup lasgun or autogun, exterminator
Wounds: 9+D5
SANCTIONED PSYKER - Fluff changes there and there, otherwise he is the same guy.
Characteristic Bonus: -3 Strength, -3 Toughness, +5 Perception, +5 Willpower
Starting Aptitudes: Offense, Defense, Intelligence, Knowledge, Perception, Willpower, Psyker
Starting Skills: Awareness or Scrutiny, Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience
Starting Talents: Light Sleeper or Paranoia, Up to 500xp worth of Psychic Powers, Weapon Training (Low-Tech, Las or Solid Projectile)
Starting Traits: Psyker, Psy Rating 2
Specialist Equipment: Psy focus, Scholastica Psykana uniform, best craftsmanship staff, laspistol or stub automatic
Wounds: 7+D5
TECHPRIEST ENGINESEER - Fluff for the Fluff God! He got buffed because he lost his Servitor (though he will regain the poor fella later).
Characteristic Bonus: +3 Strength, +3 Toughness, +5 Intelligence, -10 Fellowship
Starting Aptitudes: Strength, Toughness, Intelligence, Knowledge, Tech, Willpower
Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Forbidden Lore (Adeptus Mechanicus), Forbidden Lore (Archeotech) or Logic, Tech-Use
Starting Talents: Cold Hearted, Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las, Solid Projectile, Bolt, Power)
Starting Traits: Mechanicus Implants
Specialist Equipment: Power armor, combi-tool, good craftsmanship laspistol or bolt pistol or boltgun, good craftsmanship power axe
Wounds: 8+D5
IMPERIAL AGENT - Okay, with the changed name, I guess everyone knows who this guy is: a collective class for all the imperial weirdos like Inquisitorial acolytes, Munitorioum "special division operatives" and such. A spy, essentially.
Characteristic Bonus: +5 to any two of the following: Weapon Skill, Ballistic Skill, Agility, Intelligence, Fellowship
Starting Aptitudes: Ballistic Skill, Weapon Skill, Finesse, Agility, Intelligence, Fieldcraft, Fellowship, Social
Starting Skills: Choose 5 from the following: Acrobatics, Athletics, Awareness, Charm, Common Lore (any), Deceive, Dodge, Inquiry, Interrogation, Linguistics (any), Medicae, Scholastic Lore (any), Security, Sleight of Hand, Stealth, Tech-Use, Trade (Chymist)
Starting Talents: Catfall or Leap Up or Sprint, Cold Hearted or Orthoproxy, Enemy (choose two), Weapon Training (choose 4)
Specialist Equipment: Good craftsmanship clothes, synskin, mono-edged knife, M36 lasgun or bullpup lasgun or lascarbine or autogun, laspistol or autopistol or stub automatic or stub revolver
Wounds: 8+D5
Note: we don't really like the Support Specialists. Like, we currently have 4 gaming groups who play Only War (~20 players) and other than the usual Storm Troopers, we only have/had 1 Psyker and 1 Tech Priest… So yeah, it is highly possible that we messed this one up a little bit :D!
Next up: Comrade Advances (for the Guardsmen) and Specialist Advancements (for the Support Specialists)!
Current character 1: Only War/Medic/2000xp
Current character 2: Deathwatch/Devastator/Blood Angel/500xp
tactics is still there, it's a knowledge skill "Tactica Imperalis". Also demolitions is also still available, though this time it's in the form of Tech use, which just makes it better since it has other uses as well.
As for all the classes in here, like someone mentioned, the classes aren't missing, it's just not supposed to be the bad ass overpowered versions you seem to want. That being said, if your group wants this, feel free to use it.
The Weapon Specialist is able to become a scout, ranger, melee and/or ranged specialist character. A marksman, melee fighter, survivalist, tracker, stealth specialist and so on. They can, without too much effort, be all of those kinds.
.113 said:
tactics is still there, it's a knowledge skill "Tactica Imperalis". Also demolitions is also still available, though this time it's in the form of Tech use, which just makes it better since it has other uses as well.
Tactics got turned into a Scholastic Lore, Chem-Use got split between Medicae and Scholastic Lore, and Demolitions got rolled into Demolitions. I kinda miss all three.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
.113 said:
tactics is still there, it's a knowledge skill "Tactica Imperalis". Also demolitions is also still available, though this time it's in the form of Tech use, which just makes it better since it has other uses as well.
As for all the classes in here, like someone mentioned, the classes aren't missing, it's just not supposed to be the bad ass overpowered versions you seem to want. That being said, if your group wants this, feel free to use it.
The Weapon Specialist is able to become a scout, ranger, melee and/or ranged specialist character. A marksman, melee fighter, survivalist, tracker, stealth specialist and so on. They can, without too much effort, be all of those kinds.
I'm going to agree. As I said earlier, but I'll reiterate, you've given way too much stuff to all specializations. There's hardly room for a favored weapon or an upgrade to the Main Weapon in the SRK when (nearly) EVERYONE gets a combat shotgun or bolter.
These specializations need to be generic enough that people can grow into them in a natural way and adapt.
Also your Commissar starts with SEVEN knowledge skills? What the hell!?
And your spy gets 5 starting skills, while everyone normally gets 3?
And lastly, everyone gets more stats than the normal spec.
I'm not saying you shouldn't use these in your own game where you're replacing the starting specs with the starts specs +2k exp, but if you want to share your houseruled guys with the rest of the world without the disclaimer "Not equal to starting specs" you're really going to need to tone it down.
Flail-Bot said:
I'm not saying you shouldn't use these in your own game where you're replacing the starting specs with the starts specs +2k exp, but if you want to share your houseruled guys with the rest of the world without the disclaimer "Not equal to starting specs" you're really going to need to tone it down.
Uhmm… They are not equal to the starting specs. When did I say that they are? They mostly do something similar, but that's all. As I mentioned it earlier our objective with these classes is simplification: so the players don't have to play the "counts as" game with the missing classes (a Weapon Specailist with a lasgun is still a Weapon Specialist with a lasgun, no matter how hard you believe that it is in fact a rifleman), and they can't go haywire with some exisiting classes (hello there, infantry!Operator). Of course, this should have a little "power boost" in form of task-specific supporting skills/talents/gear to give the nudge to the players to do what their characters are supposed to do.
But, hey if you really want it: These classes are not on the same power level as the original classes. We based these classes on the Guardsman's power level in the Allies&Adversaries section who is roughly 1000xp stronger than a starting character with the original classes. So Guardsman Specializations have ~500xp plus, while Support Specializations have more (roughly 1000xp, but it can vary wildly) compared to the original Specializations.
Current character 1: Only War/Medic/2000xp
Current character 2: Deathwatch/Devastator/Blood Angel/500xp
The general lack of info we have on the Officio Sabatorum does make it something we can play with. At the very least, they sound like a rather elite organisation in their own right, but that doesn't entirely preclude them from being used, I just wouldn't consider them a typical specialty to be found working alongside guard units. Something rare.
It seems likely that there are traditional Sapper regiments within the Imperial Guard, Krieg is certainly likely to produce them. Since GW is a British company, it's always better to assume they organise things more along the lines of British military, where Combat Engineers (more awesomely known as Sappers) are often formed in to their own regiments, with pieces broken off and assigned to other units much like we see with armour and mechanized squads in tapletop armies. When working as a more or less whole, they can perform some wonders, like the famous trenchworks of the Krieg regiments, or the Canadians taking Vimy Ridge (Nova Scotian coal miners, fighting hand to hand in pitch black tunnels underneath No Man's Land. Must have been terrifying).
That doesn't necessarily preclude from inclusion either. As either Support of Guardsman.
"Would you like to travel across entire sectors in months, rather than years? Would you like to blast people with warp energy? Would you like to have an extra eye? Come down to Fabius Bile's Gene Emporium, and become a New Man!"
-MILLANDSON
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