Playing Blue Archive gave me some ideas...
There's not really any system out there that proudly takes on being anime school girls with guns. Very sad! That's why I'm going to try to hack Only War into that very thing. What does that mean? Altering a whole bunch of Only War to strip out the w40k bit and replace it with something else. The upside to using Only War is that it is designed for mass combat and all that, but I figure most people are just going to be a squad shooting something-or-other. The downside is how married Only War is to its setting. It'll be an entire pain in the ass. Oh, well. I'm bored. I think I'll make a post for every chapter in OW I need to change.
Only War: School Girls Edition
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- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Only War: School Girls Edition
Regiment & Character Creation
Regiment Creation
Instead of "Regiments" we're gonna have "School". This means instead of "Imperial Guard", you have "Schools of War". Instead of "Imperial Guardsman", you have "Students".
In this world, special schools are set up for children to learn how to do basic math and how to shoot a target from 300 meters away. After a bit of training, the school utilizes them to engage in small-scaled battles and wars. Why? Because! I probably won't adjust the Homeworld/Origins mechanics themselves too much. Just rename 'em, change a few things around, and switch the lore, of course.
The first step of creating your school would be its Origin. This is generally the reason the school was created-- which could be anything from trying a certain type of doctrine or to bring a certain type of students together.
Scouting School
This isn't your usual type of Boy/Girl Scouts, nor does it mean the students will be expected to go into reconnaissance doctrines. Instead of figuring out how to make s'mores and a campfire on a summer night in the woods, these schools tend to get a little more hardcore. Students will be taught all about surviving out in the unforgiving wild with only each other to trust in. Teachers will even go out of their way to use paint guns and night raids to keep the students "on their toes". Many a young students request to go home on their first field exercise!
Military Academy
The type of school you would most expect out of those who would go to war. They're drilled and trained just like soldiers who go through basic training, although with less severity. Uniforms are taken seriously, uniform expectations occur every day, and cleaning the school is always the last activity of the day. Usually they are trained to fight a specific type of enemy-- whether it be rebels or a certain type of aliens. While this sounds good on paper, this tends to make students find any loopholes to not do work and party quite hard on the weekend.
Private School
These schools are only for a certain type of kids and teens-- those whose parents are rich or have plenty of connections to get them into the school. These types of schools rely on private funding, so parents are going to have to pay out of pocket or the school gets some type of corporation to pay for everything.
Charter School
Commonly seen as "schools for the poor". They're in the middle of cities and accept just about anyone who will come. This means they're commonly overcrowded and tend to have a problem with bullying. Since they're right in the middle of a city, any sort of survival training in other types of environments is quite limited and plenty of children just assume they will never have to live in a woods.
Public School
When a school isn't known for anything special, it gets the generic label of "public school". The difference between these and charter schools is the lower number of students and some more funding from the government.
Juvenile School
Bad students are usually corrected at the school they go to, but sometimes a school thinks a certain student is too much to handle. Yet, the government still sees something within these students to not give up on them yet. That's why these criminals and delinquents get sent to juvenile schools. That way, the good students can continue their schoolwork without having to worry about bullying from them!
Religious School
The True Faith is one of the only surviving religions, so it only makes sense that they hold some sway with the government. While the religion may preach silly things like "love thy neighbor" and "do no harm", this doesn't mean their more militant branch follows the same standards. Their students are beaten over the head with religion and propaganda, some would say more than military academies do, this doesn't mean they're religious zealots and modern day crusaders. Some of them are, but you still get a good bunch that would wake you up with cookies and a sermon about God.
Special Activity Academy
Commonly abbreviated as SAA. These schools are built with the purpose of training only the best students for the most severe situations the government can think of. Although, it isn't all hardcore door kicking as it is common to have a class or two from a SAA to support another school for whatever purpose. Rumors are aplenty on what students from SAA are doing near their school and sometimes the students from the school itself don't really know until they really need to.
School President is the next step! There's not really anything I need to change. Aside from the name of "Commanding Officer" to "School President"
Then it's Regiment Type. Obviously it's School Type now! Nothing needs to be changed, so your schoolgirls can be door-kicking hotheads or tank-driving nerds.
Then it's Training & Special Equipment Doctrines. I don't see a need to change it at all.
The final step is Standard Regimental Guardsman Kit. The name is now Standard School Kit. Also, I'll be making some changes.
Character Creation
The biggest issue I have is currently with gear and support specialties. Everything else might get minor changes at best.
Heavy Gunner
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common Lore (Schools of War, War), Intimidate
Starting Talents: Iron Jaw, Weapon Training (Solid Projectile, Low-Tech, Heavy, choose 1 excluding Exotic).
Specialist Equipment: Common Craftsmanship missile launcher with 5 Frag Missiles or Common Craftsmanship Dragoon Light Machinegun or Common Craftsmanship Regimental Favoured Heavy Weapon.
Wounds: 10+1d5
Medic
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Starting Skills: Medicae, Scholastic Lore (Chemistry), Scrutiny or Trade (Chemist).
Starting Talents: Cold Hearted or Jaded, Weapon Training (Solid Projectile, Low-Tech).
Specialist Equipment: Medical Analyzer, injector, medikit.
Wounds: 8+1d5
Operator
Characteristic Bonus: +5 Agility.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech.
Starting Skills: Common Lore (Tech) or Navigate (Surface), Operate (Surface), Tech-Use.
Starting Talents: Technical Knock, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Scanner, Common Craftsmanship mind impulse unit, multitool, datapad, lascutter.
Wounds: 6+1d5
Sergeant/Class Leader
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill.
Starting Skills: Command, Navigate (Surface) or Scholastic Lore (Tactics).
Starting Talents: Air of Authority or Iron Discipline, Weapon Training (Chain, Las or Solid Projectile, Low-Tech).
Specialist Equipment: Common Craftsmanship Glok4 Semi-automatic Pistol, Common Craftsmanship chainsword.
Wounds: 10+1d5
Weapon Specialist
Characteristic Bonus: +5 Ballistic Skill or +5 Weapon Skill.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Imperial Guard, War).
Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (choose 3 excluding Heavy and Exotic).
Specialist Equipment: 4 frag or anti-armor grenades, Good Craftsmanship N8 Assault Rifle or Common Craftsmanship flamer or Common Craftsmanship shotgun or Common Craftsmanship Regimental Favored Basic Weapon.
Wounds: 8+1d5
Student Council Rep
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower.
Starting Skills: Command or Intimidate, Common Lore (School of War), Scholastic Lore (Tactics).
Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Chain, Las or Solid Projectile).
Specialist Equipment: Good Craftsmanship chainsword, Good Craftsmanship Ultimax Hand Cannon, Student Council's Uniform.
Wounds: 10+1d5
True Faith Acolyte
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower.
Starting Skills: Charm or Inquiry, Common Lore (True Faith), Forbidden Lore (Dark Star Cult), Common Lore (Schools of War).
Starting Talents: Hatred (Any), Unshakeable Faith, Weapon Training (Chain, Las or Solid Projectile, Flame, Low-Tech).
Specialist Equipment: Acolyte robes, Common Craftsmanship flamer, Common Craftsmanship chainsword, book of scripture.
Wounds: 9+1d5
Orgy = ??? Maybe include some big, dumb boy race
Ratling = ??? Maybe include small thief race (maybe catgirls?!)
Star Sorcerer
Characteristic Bonus: +5 Willpower.
Starting Aptitudes: Intelligence, Knowledge, Perception, Psyker, Strength, Willpower.
Starting Skills: Common Lore (Astrathaumlogy), Forbidden Lore (Eldritch), Psyniscience, Scholastic Lore (Cryptology).
Starting Talents: Heightened Senses (Hearing), Up to 400 xp worth of Psychic Powers, Weapon Training (SP & Low-Tech).
Starting Traits: Psyker.
Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff.
Wounds: 8+1d5
SAA Honor Guard
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness.
Starting Skills: Awareness, Dodge or Parry, Intimidate or Security, Scholastic Lore (Tactics), Stealth.
Starting Talents: Quick Draw or Rapid Reload, Takedown, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Good Craftsmanship Hephaestus M2 Lasgun, Common Craftsmanship Ultimax Hand Cannon, storm trooper carapace armour.
Wounds: 12+1d5
Hephaestus Tekdok
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.
Starting Skills: Common Lore (Hephaestus Company, Tech), Forbidden Lore (Hephaestus), Forbidden Lore (Xenotech) or Logic, Tech-Use.
Starting Talents: Cold Hearted or Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las or Solid Projectile, Power).
Starting Traits: Mechanicus Implants.
Specialist Equipment: Datapad, multitool, one utility or ballistic mechadendrite of choice.
Wounds: 8+1d5
Regiment Creation
Instead of "Regiments" we're gonna have "School". This means instead of "Imperial Guard", you have "Schools of War". Instead of "Imperial Guardsman", you have "Students".
In this world, special schools are set up for children to learn how to do basic math and how to shoot a target from 300 meters away. After a bit of training, the school utilizes them to engage in small-scaled battles and wars. Why? Because! I probably won't adjust the Homeworld/Origins mechanics themselves too much. Just rename 'em, change a few things around, and switch the lore, of course.
The first step of creating your school would be its Origin. This is generally the reason the school was created-- which could be anything from trying a certain type of doctrine or to bring a certain type of students together.
Scouting School
This isn't your usual type of Boy/Girl Scouts, nor does it mean the students will be expected to go into reconnaissance doctrines. Instead of figuring out how to make s'mores and a campfire on a summer night in the woods, these schools tend to get a little more hardcore. Students will be taught all about surviving out in the unforgiving wild with only each other to trust in. Teachers will even go out of their way to use paint guns and night raids to keep the students "on their toes". Many a young students request to go home on their first field exercise!
Spoiler
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Perception, Strength, Toughness.
Skills: All scouting school students are Trained in Survival and Linguistics (English)
Hardened: The students that go to this school learn to rely on themselves and be on their feet at all times! If they were able to survive their sadistic teacher's training, they can survive any field trip in the middle of no where.
Scouting School Students start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).
Wary of Outsiders: Scouting Students have had to rely on each other only for a long time, especially in scary woods at night with all sorts of creepy crawlies. Not only that, but their teachers drill into their head about being self-sufficient so much, that they assume all the other schools can't possible be as good as them! Many also find living in the woods with their fellow students much better than sitting in a classroom. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-scouting school students. These penalties can be waived at the GM’s discretion if the scouting school students are dealing with those who have earned their trust.
Starting Wounds: Scouting school students begin play with +2 starting Wounds.
Characteristic Modifiers: +3 to any two of the following Characteristics—Perception, Strength, Toughness.
Skills: All scouting school students are Trained in Survival and Linguistics (English)
Hardened: The students that go to this school learn to rely on themselves and be on their feet at all times! If they were able to survive their sadistic teacher's training, they can survive any field trip in the middle of no where.
Scouting School Students start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).
Wary of Outsiders: Scouting Students have had to rely on each other only for a long time, especially in scary woods at night with all sorts of creepy crawlies. Not only that, but their teachers drill into their head about being self-sufficient so much, that they assume all the other schools can't possible be as good as them! Many also find living in the woods with their fellow students much better than sitting in a classroom. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-scouting school students. These penalties can be waived at the GM’s discretion if the scouting school students are dealing with those who have earned their trust.
Starting Wounds: Scouting school students begin play with +2 starting Wounds.
The type of school you would most expect out of those who would go to war. They're drilled and trained just like soldiers who go through basic training, although with less severity. Uniforms are taken seriously, uniform expectations occur every day, and cleaning the school is always the last activity of the day. Usually they are trained to fight a specific type of enemy-- whether it be rebels or a certain type of aliens. While this sounds good on paper, this tends to make students find any loopholes to not do work and party quite hard on the weekend.
Spoiler
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.
Skills: All military academy students start with Common Lore (War), Common Lore (World), Common Lore (Schools of War), and Linguistics (English).
Hated Enemy: Students from a military academy have been trained to fight one type of enemy specifically and even use propaganda to make sure all their students will shoot first and ask questions later. However, this hatred is often so strong as to overwhelm reason and sound judgement, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Combat Doctrine: Because of their military-like training, military academy students start
with one of the following Talents: Nerves of Steel or Sprint.
Bred for War: The military academy has large training manuals on what to do for every sort of situation and regularly quizs its students on these topics. These training manuals are so long and extensive, that the students know and use only what they say. After all, anything else must wrong and going to get them all killed! A military academy student must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the school.
Starting Wounds: Military Academy students generate starting Wounds normally.
Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.
Skills: All military academy students start with Common Lore (War), Common Lore (World), Common Lore (Schools of War), and Linguistics (English).
Hated Enemy: Students from a military academy have been trained to fight one type of enemy specifically and even use propaganda to make sure all their students will shoot first and ask questions later. However, this hatred is often so strong as to overwhelm reason and sound judgement, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Combat Doctrine: Because of their military-like training, military academy students start
with one of the following Talents: Nerves of Steel or Sprint.
Bred for War: The military academy has large training manuals on what to do for every sort of situation and regularly quizs its students on these topics. These training manuals are so long and extensive, that the students know and use only what they say. After all, anything else must wrong and going to get them all killed! A military academy student must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the school.
Starting Wounds: Military Academy students generate starting Wounds normally.
These schools are only for a certain type of kids and teens-- those whose parents are rich or have plenty of connections to get them into the school. These types of schools rely on private funding, so parents are going to have to pay out of pocket or the school gets some type of corporation to pay for everything.
Spoiler
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.
Skills: All private school students start with Common Lore (Business), Inquiry, and Linguistics (English).
Duty and Honour: Private school students tend to be snobby-- even to those within their school. Yet, from being rich or having a powerful family, there's good reason to believe they're better than all the plebeians that surround them outside of the school. Private academy students suffer a –10
penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not rich or noble. However, they gain a +10 bonus on all those same Skill Tests when dealing with the rich and/or powerful people in formal situations.
Abundant Resources: Private schools don't have to worry about going through the government (for funding anyway), so they enjoy newer, flashy gear. A squad from a private school starts with 10 extra Logistics Rating.
The Finest Tutors: With connections and money, private schools can select from a wide range of teachers to get their students ready. Private school students start with one of the following Talents: Air of Authority or Peer (Nobility).
Starting Wounds: Private school students begin play with –1 starting Wound.
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.
Skills: All private school students start with Common Lore (Business), Inquiry, and Linguistics (English).
Duty and Honour: Private school students tend to be snobby-- even to those within their school. Yet, from being rich or having a powerful family, there's good reason to believe they're better than all the plebeians that surround them outside of the school. Private academy students suffer a –10
penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not rich or noble. However, they gain a +10 bonus on all those same Skill Tests when dealing with the rich and/or powerful people in formal situations.
Abundant Resources: Private schools don't have to worry about going through the government (for funding anyway), so they enjoy newer, flashy gear. A squad from a private school starts with 10 extra Logistics Rating.
The Finest Tutors: With connections and money, private schools can select from a wide range of teachers to get their students ready. Private school students start with one of the following Talents: Air of Authority or Peer (Nobility).
Starting Wounds: Private school students begin play with –1 starting Wound.
Commonly seen as "schools for the poor". They're in the middle of cities and accept just about anyone who will come. This means they're commonly overcrowded and tend to have a problem with bullying. Since they're right in the middle of a city, any sort of survival training in other types of environments is quite limited and plenty of children just assume they will never have to live in a woods.
Spoiler
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Fellowship, and Perception.
Skills: All charter school students start with Common Lore (World), Deceive, and Linguistics (English).
Accustomed to Crowds: Being stuck with plenty of other students, especially in crowded hallways and classrooms, has made the students of charter school adept at navigating crowds. Crowds do not count as Difficult Terrain for these students, and when Running or Charging through a dense crowd, these students take no penalty to Agility Tests to keep their feet.
Citybound: Students from a charter school are much to used to life in the cities. Whilst outside of an urban environment, they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Urban Violence: While charter schools are great for those with no where else to go, it's also a great place for bullies and thugs since staff tend to be too overworked to ensure their students are all playing nice. Charter school students start with one of the following Talents: Heightened Senses (Hearing), Paranoia, or Unremarkable.
Starting Wounds: Charter school students begin play with –1 starting Wound.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Fellowship, and Perception.
Skills: All charter school students start with Common Lore (World), Deceive, and Linguistics (English).
Accustomed to Crowds: Being stuck with plenty of other students, especially in crowded hallways and classrooms, has made the students of charter school adept at navigating crowds. Crowds do not count as Difficult Terrain for these students, and when Running or Charging through a dense crowd, these students take no penalty to Agility Tests to keep their feet.
Citybound: Students from a charter school are much to used to life in the cities. Whilst outside of an urban environment, they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Urban Violence: While charter schools are great for those with no where else to go, it's also a great place for bullies and thugs since staff tend to be too overworked to ensure their students are all playing nice. Charter school students start with one of the following Talents: Heightened Senses (Hearing), Paranoia, or Unremarkable.
Starting Wounds: Charter school students begin play with –1 starting Wound.
When a school isn't known for anything special, it gets the generic label of "public school". The difference between these and charter schools is the lower number of students and some more funding from the government.
Spoiler
Cost: 1 point.
Characteristic Modifiers: +3 to Willpower and +3 to any
one other Characteristic.
Skills: All public school students start with Common Lore (Schools of War), Common Lore (World), and Linguistics
(English).
City Ignorance: The average person doesn't know much about conspiracies or dark horrors that go on in their world. Or they don't care enough to think about things that go bump in the dark. Regardless, their ignorance gives a –5 penalty on all Forbidden Lore (Int) Tests.
Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutants). Replace with something.
Starting Wounds: Imperial world characters generate their starting wounds normally.
Characteristic Modifiers: +3 to Willpower and +3 to any
one other Characteristic.
Skills: All public school students start with Common Lore (Schools of War), Common Lore (World), and Linguistics
(English).
City Ignorance: The average person doesn't know much about conspiracies or dark horrors that go on in their world. Or they don't care enough to think about things that go bump in the dark. Regardless, their ignorance gives a –5 penalty on all Forbidden Lore (Int) Tests.
Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutants). Replace with something.
Starting Wounds: Imperial world characters generate their starting wounds normally.
Bad students are usually corrected at the school they go to, but sometimes a school thinks a certain student is too much to handle. Yet, the government still sees something within these students to not give up on them yet. That's why these criminals and delinquents get sent to juvenile schools. That way, the good students can continue their schoolwork without having to worry about bullying from them!
Spoiler
Cost: 2 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, Toughness.
Skills: All juvenile students start with Intimidate and Linguistics (English).
Honour Amongst Thieves: Criminals hang out with criminals. It's not that uncommon that old students from a juvenile school will come back and teach the new generation of delinquents. Juvenile students start with one of the following Talents: Peer (Underworld) or Street Fighting.
Larcenous: Despite the many methods employed to keep illegal materials out of the school and out of the hands of the students, it is far too easy for them to obtain the crap anyways. Juvenile students add a +10 to all Logistics Tests made to acquire illegal or contraband items.
Scum and Villainy: Most people, especially the public, don't care about juvenile students and what life throws at them. Not even the government makes the best effort to take care of them. As a result, they are seldom afforded more than the most basic of equipment. Juvenile schools have only 15 points when determining Standard School Kit.
Starting Wounds: Juvenile students begin play with +1 starting Wound.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, Toughness.
Skills: All juvenile students start with Intimidate and Linguistics (English).
Honour Amongst Thieves: Criminals hang out with criminals. It's not that uncommon that old students from a juvenile school will come back and teach the new generation of delinquents. Juvenile students start with one of the following Talents: Peer (Underworld) or Street Fighting.
Larcenous: Despite the many methods employed to keep illegal materials out of the school and out of the hands of the students, it is far too easy for them to obtain the crap anyways. Juvenile students add a +10 to all Logistics Tests made to acquire illegal or contraband items.
Scum and Villainy: Most people, especially the public, don't care about juvenile students and what life throws at them. Not even the government makes the best effort to take care of them. As a result, they are seldom afforded more than the most basic of equipment. Juvenile schools have only 15 points when determining Standard School Kit.
Starting Wounds: Juvenile students begin play with +1 starting Wound.
The True Faith is one of the only surviving religions, so it only makes sense that they hold some sway with the government. While the religion may preach silly things like "love thy neighbor" and "do no harm", this doesn't mean their more militant branch follows the same standards. Their students are beaten over the head with religion and propaganda, some would say more than military academies do, this doesn't mean they're religious zealots and modern day crusaders. Some of them are, but you still get a good bunch that would wake you up with cookies and a sermon about God.
Spoiler
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Toughness, Willpower.
Skills: All religious school students start with Common Lore (True Faith), Common Lore (Schools of War), Intimidate, and Linguistics (English).
The Blood of Martyrs: Students from religious schools are taught that death is something not to fear as God will welcome them into their kingdom. Religious school students start with one of the following Talents: Nerves of Steel, Orthoproxy, or Unshakeable Faith.
Only One Life to Give: So driven to success and to appease their God are religious school students that they are willing to give their life for whatever the reason! After all, the students who have given their life for the school and God are honored in their Martyr's Hall.
Religious school students must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
Deus Vult: While religion isn't as commonplace as it once was, it really does give people a sense of belonging. Religious school students may re-roll Charm tests to inspire people with religion.
Starting Wounds: Religious school students increase their starting Wounds by +2.
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Toughness, Willpower.
Skills: All religious school students start with Common Lore (True Faith), Common Lore (Schools of War), Intimidate, and Linguistics (English).
The Blood of Martyrs: Students from religious schools are taught that death is something not to fear as God will welcome them into their kingdom. Religious school students start with one of the following Talents: Nerves of Steel, Orthoproxy, or Unshakeable Faith.
Only One Life to Give: So driven to success and to appease their God are religious school students that they are willing to give their life for whatever the reason! After all, the students who have given their life for the school and God are honored in their Martyr's Hall.
Religious school students must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
Deus Vult: While religion isn't as commonplace as it once was, it really does give people a sense of belonging. Religious school students may re-roll Charm tests to inspire people with religion.
Starting Wounds: Religious school students increase their starting Wounds by +2.
Commonly abbreviated as SAA. These schools are built with the purpose of training only the best students for the most severe situations the government can think of. Although, it isn't all hardcore door kicking as it is common to have a class or two from a SAA to support another school for whatever purpose. Rumors are aplenty on what students from SAA are doing near their school and sometimes the students from the school itself don't really know until they really need to.
Spoiler
Cost: 3 points.
Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.
Skills: All SAA students are Trained in Common Lore (Schools of War), Common Lore (World), Common Lore (War), and Linguistics (English).
Only In Death Does Duty End: Students from an SAA and survive their "Weed out the Weak" month and then go on to train with the school can be expected to never surrender when dealing with enemies of the United World Government. All SAA students start with one of the following Talents: Air of Authority or Unshakeable Faith.
Starting Wounds: Progena characters begin play with +1 starting Wound.
Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.
Skills: All SAA students are Trained in Common Lore (Schools of War), Common Lore (World), Common Lore (War), and Linguistics (English).
Only In Death Does Duty End: Students from an SAA and survive their "Weed out the Weak" month and then go on to train with the school can be expected to never surrender when dealing with enemies of the United World Government. All SAA students start with one of the following Talents: Air of Authority or Unshakeable Faith.
Starting Wounds: Progena characters begin play with +1 starting Wound.
Then it's Regiment Type. Obviously it's School Type now! Nothing needs to be changed, so your schoolgirls can be door-kicking hotheads or tank-driving nerds.
Then it's Training & Special Equipment Doctrines. I don't see a need to change it at all.
The final step is Standard Regimental Guardsman Kit. The name is now Standard School Kit. Also, I'll be making some changes.
Standard School Kit
One uniform
One set of poor weather gear
One Glok4 Semi-automatic Pistol (Main Weapon), and two additional magazines
One knife
One Ballistic Vest
One backpack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleeping bag
One rechargeable flashlight
One grooming kit
One set of dogtags or equivalent identification
One instructional handbook
Combat sustenance rations, two weeks’ supply
One set of poor weather gear
One Glok4 Semi-automatic Pistol (Main Weapon), and two additional magazines
One knife
One Ballistic Vest
One backpack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleeping bag
One rechargeable flashlight
One grooming kit
One set of dogtags or equivalent identification
One instructional handbook
Combat sustenance rations, two weeks’ supply
The biggest issue I have is currently with gear and support specialties. Everything else might get minor changes at best.
Heavy Gunner
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common Lore (Schools of War, War), Intimidate
Starting Talents: Iron Jaw, Weapon Training (Solid Projectile, Low-Tech, Heavy, choose 1 excluding Exotic).
Specialist Equipment: Common Craftsmanship missile launcher with 5 Frag Missiles or Common Craftsmanship Dragoon Light Machinegun or Common Craftsmanship Regimental Favoured Heavy Weapon.
Wounds: 10+1d5
Medic
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Starting Skills: Medicae, Scholastic Lore (Chemistry), Scrutiny or Trade (Chemist).
Starting Talents: Cold Hearted or Jaded, Weapon Training (Solid Projectile, Low-Tech).
Specialist Equipment: Medical Analyzer, injector, medikit.
Wounds: 8+1d5
Operator
Characteristic Bonus: +5 Agility.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech.
Starting Skills: Common Lore (Tech) or Navigate (Surface), Operate (Surface), Tech-Use.
Starting Talents: Technical Knock, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Scanner, Common Craftsmanship mind impulse unit, multitool, datapad, lascutter.
Wounds: 6+1d5
Sergeant/Class Leader
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill.
Starting Skills: Command, Navigate (Surface) or Scholastic Lore (Tactics).
Starting Talents: Air of Authority or Iron Discipline, Weapon Training (Chain, Las or Solid Projectile, Low-Tech).
Specialist Equipment: Common Craftsmanship Glok4 Semi-automatic Pistol, Common Craftsmanship chainsword.
Wounds: 10+1d5
Weapon Specialist
Characteristic Bonus: +5 Ballistic Skill or +5 Weapon Skill.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Imperial Guard, War).
Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (choose 3 excluding Heavy and Exotic).
Specialist Equipment: 4 frag or anti-armor grenades, Good Craftsmanship N8 Assault Rifle or Common Craftsmanship flamer or Common Craftsmanship shotgun or Common Craftsmanship Regimental Favored Basic Weapon.
Wounds: 8+1d5
Student Council Rep
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower.
Starting Skills: Command or Intimidate, Common Lore (School of War), Scholastic Lore (Tactics).
Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Chain, Las or Solid Projectile).
Specialist Equipment: Good Craftsmanship chainsword, Good Craftsmanship Ultimax Hand Cannon, Student Council's Uniform.
Wounds: 10+1d5
Spoiler
The Student Council is an organization apart of the government who oversees everything about the School of War. Some are borne and molded into the role while others have been selected almost out of random. Maybe the Student Council seems something in this student, a natural leader perhaps or just really popular with everyone at the school.
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower.
Starting Skills: Charm or Inquiry, Common Lore (True Faith), Forbidden Lore (Dark Star Cult), Common Lore (Schools of War).
Starting Talents: Hatred (Any), Unshakeable Faith, Weapon Training (Chain, Las or Solid Projectile, Flame, Low-Tech).
Specialist Equipment: Acolyte robes, Common Craftsmanship flamer, Common Craftsmanship chainsword, book of scripture.
Wounds: 9+1d5
Spoiler
Religion isn't as prominent as one would think, yet the True Faith fights tooth and nail to keep their religion alive. Children whose parents are apart of the True Faith commonly find themselves going to religious summer camp. At these camps they are taught some people skills along with the history of the true faith. They also get taught about various of cults that go out of their way to kill any believers of the True Faith, letting these students get unique knowledge about the world.
When going to school, the True Faith often goes out of its way to assist this student whenever it can.
When going to school, the True Faith often goes out of its way to assist this student whenever it can.
Ratling = ??? Maybe include small thief race (maybe catgirls?!)
Star Sorcerer
Characteristic Bonus: +5 Willpower.
Starting Aptitudes: Intelligence, Knowledge, Perception, Psyker, Strength, Willpower.
Starting Skills: Common Lore (Astrathaumlogy), Forbidden Lore (Eldritch), Psyniscience, Scholastic Lore (Cryptology).
Starting Talents: Heightened Senses (Hearing), Up to 400 xp worth of Psychic Powers, Weapon Training (SP & Low-Tech).
Starting Traits: Psyker.
Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff.
Wounds: 8+1d5
Spoiler
There are things in the stars that look down upon us like a kid would with an ant hill. Some will give us crumbs, others will gladly watch us struggle and perish with a smile on their face. Yet those crumbs have greatly changed our knowledge of science. Things that were once thought impossible, now are. Those touched and trained can craft fireballs from the air, read the minds of enemies, and send painful lightning across a group of soldiers.
But these powers have a price. For every time on dips too far into the black star's power, the thing that stops them from looking at us closer weakens. Sometimes, even abdominal spawns that run the mind of men will slip out of thin air all thanks to the Star Sorcerer. It's a frightening art, yet one the government believes has plenty of protentional.
But these powers have a price. For every time on dips too far into the black star's power, the thing that stops them from looking at us closer weakens. Sometimes, even abdominal spawns that run the mind of men will slip out of thin air all thanks to the Star Sorcerer. It's a frightening art, yet one the government believes has plenty of protentional.
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness.
Starting Skills: Awareness, Dodge or Parry, Intimidate or Security, Scholastic Lore (Tactics), Stealth.
Starting Talents: Quick Draw or Rapid Reload, Takedown, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Good Craftsmanship Hephaestus M2 Lasgun, Common Craftsmanship Ultimax Hand Cannon, storm trooper carapace armour.
Wounds: 12+1d5
Spoiler
Those who attend a SAA school and show great promise in their grades and schools will be sent to the "Honor Guard". While they tend to be apart of a small team and are expected to do the same amount of work as an entire class of students, they are sometimes given to schools in exchange programs. This is so the honor student can teach what they know to the other students, although not in a way that would counteract with the teacher's lessons.
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.
Starting Skills: Common Lore (Hephaestus Company, Tech), Forbidden Lore (Hephaestus), Forbidden Lore (Xenotech) or Logic, Tech-Use.
Starting Talents: Cold Hearted or Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las or Solid Projectile, Power).
Starting Traits: Mechanicus Implants.
Specialist Equipment: Datapad, multitool, one utility or ballistic mechadendrite of choice.
Wounds: 8+1d5
Spoiler
The Hephaestus company is probably the most well-known on the entire planet. The sole company has managed to advance mankind's technology to unparalleled level. Without them, cybernetics, laser and plasma firearms, and many more things would have been impossible. Few know how they have managed to do so in such a small span of time, but plenty of their critics conjure crazed conspiracies. Who would believe that aliens came to Earth and only came in contact with this single company and allowed them to borrow their own tech to reverse-engineer?
Ignoring that nonsense, it is common of those in the Hephaestus Company to gain more and more cybernetics the higher up the ladder they are. A middle rank for employees is "Tekdok". This usually means having a decent amount of cybernetic implants, especially those that could assist with work. They have also been allowed to learn some of the secrets of the company-- to include those rumors of using xenotech. Which, as it turns out, is true.
Ignoring that nonsense, it is common of those in the Hephaestus Company to gain more and more cybernetics the higher up the ladder they are. A middle rank for employees is "Tekdok". This usually means having a decent amount of cybernetic implants, especially those that could assist with work. They have also been allowed to learn some of the secrets of the company-- to include those rumors of using xenotech. Which, as it turns out, is true.
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Only War: School Girls Edition
Skills & Talents
Skills
There's not much I want to change for skills. Maybe I'll add in new ones? Still, going down the list. I'll replace the lists that Common Lore, Forbidden Lore, Linguistic (probably just modern-day languages), Scholastic Lore, and Trade (replace all the fancy names with much more simple ones).
Medicae
Just rename it to "Medical".
Navigate
Just remove "Navigate (Warp)" for now. Maybe I'll throw in something like the Warp.
Psyniscience
Maybe will have to be renamed? Maybe just left alone? Maybe remove, if you don't want to deal with it.
Talents
Like skills, I might not change much here.
Skills
There's not much I want to change for skills. Maybe I'll add in new ones? Still, going down the list. I'll replace the lists that Common Lore, Forbidden Lore, Linguistic (probably just modern-day languages), Scholastic Lore, and Trade (replace all the fancy names with much more simple ones).
Medicae
Just rename it to "Medical".
Navigate
Just remove "Navigate (Warp)" for now. Maybe I'll throw in something like the Warp.
Psyniscience
Maybe will have to be renamed? Maybe just left alone? Maybe remove, if you don't want to deal with it.
Talents
Like skills, I might not change much here.
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Only War: School Girls Edition
Armory
Ranged Weapons
Melee Weapons
Weapon Upgrades
Name | Weight | Availability
Compact | 1/2kg | Common
Extended Magazine | +1kg/+2kg | Average
Extra Grip | +.5kg | Common
Gun Shield | +4kg/15 kg | Common
Melee Attachment | +1kg | Plentiful
Mono | +0kg | Scarce
Night Vision Scope | +2kg | Scarce
Thermal Scope | +2kg | Scarce
Red-dot Laser Sight | +1kg | Common
Silencer | +.5kg | Plentiful
Targeter | + 1kg | Rare
Telescopic Scope | + 1kg | Average
Tripod & Bipod | +1kg | Common
Toxin Dispenser | +.5kg | Scarce
Underbarrel Flamethrower | +1kg | Scarce
Underbarrel Grenade Launcher | +2kg | Scarce
Underbarrel Shotgun| +2kg | Scarce
Full Auto Conversion | +.2kg | Scarce
Ammunition
Name | Availability
Arrows/Bolt | Plentiful
Bullets (Pistol) | Common
Bullets (Basic) | Common
Bullets (Heavy) | Average
Cartridge | Common
Charge Pack | Scarce
Fuel | Average
Plasma Flask (Pistol) | Rare
Plasma Flask (Basic & Heavy) | Very Rare
Artillery/Vehicle | Rare
Unusual Ammunition
Name | Availability
Armor-Piercing Rounds | Scarce
Expander Rounds | Scarce
Explosive Arrows/Bolts | Scarce
Frangible Rounds | Scarce
FMH Rounds | Scarce
High-Caliber Bullets | Rare
Incendiary Shells | Scarce
Napalm Fuel | Rare
Artillery Shells
Name | Availability
Anti-Tank Shell | Rare
HE Shell | Rare
Illumination Shell | Scarce
WP Shell | Rare
Smoke Shell | Scarce
Armor
Primitive Armor
Name | Locations Covered | AP | Weight | Availability
Heavy Leathers | Arms, Body | 1 | 4 | Plentiful
Chainmail Suit | Arms, Body, Legs | 3 | 10 | Common
Full Plate | All | 5 | 20 | Scarce
Ballistic Armor
Name | Locations Covered | AP | Weight | Availability
Ballistic Helmet | Head | 2 | 2 | Average
Kevlar Gloves | Arms | 2 | 1 | Common
Kevlar Boots | Legs | 2 | 2 | Common
Kevlar Cloak | Arms, Body, Legs | 2 | 4 | Average
Ballistic Vest | Body | 3 | 5 | Average
Ballistic Coat | Arms, Body, Leg | 3 | 8 | Scarce
Dragonskin Armorgel | All | 4 | 9 | Scarce
Trojan Armor
Name | Locations Covered | AP | Weight | Availability
Trojan Helm | Head | 4 | 2 | Rare
Trojan Gauntlets | Arms | 4 | 2 | Rare
Trojan Greaves | Legs | 4 | 3 | Rare
Hi-Light Trojan Combat Suit | All | 5 | 12 | Rare
Trojan Carapace | Body | 6 | 7 | Rare
Trojan mk2 Combat Suit | 6 | 12 | Very Rare
Force Fields
Instead of wearing armor, one may want to use a small device to project a shield over their entire body to stop attacks altogether! Do keep in mind that these aren't given out to your rank and file students. They're mostly gifts or saved for the most experienced of students!
Name | Protection Rating | Weight | Availability
Refractor Field | 30 | 2 | Rare
Conversion Field | 50 | 1 | Very Rare
Displacer Field | 55 | 2 | Very Rare
Power Field (Personal) | 80 | 30 | Near Unique
Power Field (Vehicle) | 80 | 100 | Near Unique
Wargear
Name | Weight | Availability
Chameleon Cloak | .5kg | Scarce
Rappelling Harness | 2kg | Common
Peltors | -- | Average
Night Vision Goggles | 1kg | Scarce
Thermal Goggles | 1kg | Scarce
Rebreather | 1kg | Scarce
Recoil Gauntlets | 1.5kg | Scarce
Gas Mask | .5kg | Average
Survival Suit | 4kg | Average
Camoskin | 2kg | Rare
Void Suit | 10kg | Scarce
Drugs
I think it's mostly just renaming.
Amasec = Whiskey
Lho-Sticks = Cigarettes
Obscura = LSD
Recaf = Coffee
Slaught = Meth
Stimm = Combat Morphine
Tranq = GHB/Liquid Ecstasy
Tools
Like drugs, I think it takes a lot of renaming. Some obvious things aren't going to be included
Accordion Wire = Concertina Wire/C-Wire
Auto Quill = Mechanical Pen?
Transcription Device = Tactical Radio
Combi-Tool = Multitool
Data-Slate = Datapad
Diagnostor = Medical Analyzer
Glow-Globe/Lamp Pack = Flashlight
Grapnel & Line = Grappling Hook
Magnoculars = Binoculars
Manacles = Handcuffs
Mantrap = Beartrap
Melta Bomb = Anti-Armor Explosive
Microbead = Radio Earpiece
Multicompass = Satellite GPS
Multikey = Skeleton Key
Pict Recorder = Video Camera
Hand-held Targeter = Laser Rangefinder
Vox-caster = HF Tactical Radio
Phone | Common
Computer | Average
Cybernetics
They're all probably fine.
Vehicles
This is gonna be a doozy...
Ranged Weapons
Ranged Weapons
Las Weaponry
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Hephaestus M1 Laspistol | Pistol | 30m | S/2/- | 1d10+2 E | 0 | 30 | Half | Reliable, Proven (2) | 1kg | Rare
Hephaestus M2 Lasgun | Basic | 100m | S/3/- | 1d10+3 E | 0 | 60 | Full | Reliable, Proven (2) | 3kg | Rare
Hephaestus M44 Multi-laser | Heavy | 150m | -/-/5 | 2d10+10 E | 2 | 100 | 2 Full | Reliable, Proven (3) | 20kg | Very Rare
Solid Projectile
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Sirradus "Puncher" Automatic Pistol | Pistol | 30m | S/-/6 | 1d10+2 I | 0 | 18 | Full | --- | 1.5kg | Average
Glok4 Semi-automatic Pistol | Pistol | 30m | S/3/- | 1d10+2 I | 0 | 15 | Half | Reliable | 1.5kg | Common
Glok8 Semi-automatic Pistol | Pistol | 35m | S/2/- | 1d10+3 I | 0 | 15 | Half | Reliable | 1.8kg | Average
Tyos Revolver | Pistol | 30m | S/-/- | 1d10+4 I | 0 | 8 | Full | --- | 1.9kg | Average
Ultimax Hand Cannon | Pistol | 35m | S/-/- | 1d10+4 I | 3 | 10 | 2 Full | --- | 2.5kg | Scarce
AWD Sniper Rifle | Basic | 200m | S/-/- | 1d10+4 I | 3 | 20 | Full | Accurate, Reliable | 4kg | Scarce
Dragoon Anti-Material Rifle | Basic | 250m | S/-/- | 2d10+8 I I | 6 | 10 | Full | Accurate, Proven (3) | 9kg | Rare
AK88 Assault Rifle | Basic | 120m | S/-/5 | 1d10+4 I | 1 | 30 | Full | --- | 5.5kg | Scarce
FM Gail Battle Rifle | Basic | 150m | S/2/- | 1d10+4 I | 1 | 20 | Full | --- | 4kg | Scarce
UNP45 Carbine | Basic | 80m | S/-/3 | 1d10+3 I | 0 | 30 | Full | --- | 3kg | Average
UNP9 Carbine | Basic | 70m | S/3/6 | 1d10+2 I | 0 | 40 | Half | --- | 2.5kg | Common
N8 Assault Rifle | Basic | 100m | S/3/6 | 1d10+3 I | 0 | 30 | Full | Reliable | 4kg | Scarce
N10 Battle Rifle | Basic | 150m | S/3/- | 1d10+3 I | 0 | 30 | Full | Reliable | 4kg | Scarce
S&S Shotgun | Basic | 40m | S/-/- | 1d10+4 I | 0 | 8 | 2 Full | Scatter | 3.5kg | Average
SPAS-13 Combat Shotgun | Basic | 40m | S/3/- | 1d10+3 I | 0 | 12 | Full | Scatter | 4kg | Scarce
SWA Squad Support Weapon | Heavy | 100m | 1/-/5 | 1d10+3 I | 1 | 75 | 2 Full | --- | 8kg | Scarce
Dragoon Light Machinegun | Heavy | 125m | -/-/8 | 1d10+4 I | 2 | 80 | 2 Full | --- | 12kg | Scarce
Drake Heavy Machinegun | Heavy | 300m | S/-/6 | 3d10+6 I | 4 | 100 | 2 Full | --- | 30kg | Rare
RARDEN Autocannon | Heavy | 300m | -/5/20 | 3d10+4 I | 5 | 200 | 2 Full | --- | 28kg | Rare
5-pounder Cannon | Vehicle | 400m | S/2/- | 3d10+5 X | 8 | 4 | 3 Full | Accurate, Blast (4) | 100kg | Rare
8-pounder Cannon | Vehicle | 600m | S/-/- | 3d10+10 X | 10 | 10 | 3 Full | Blast (10), Concussive (3) | 250kg | Rare
17-pounder Cannon | Vehicle | 900m | S/-/- | 3d10+12 X | 12 | 10 | 2 Full | Blast (10), Concussive (3) | 400kg | Rare
25-pounder Cannon | Vehicle | 1200m | S/-/- | 4d10+6 X | 14 | 10 | 2 Full | Blast (10), Concussive (3) | 600kg | Very Rare
60-pounder Cannon | Vehicle | 1400m | S/-/- | 4d10+12 X | 16 | 8 | 3 Full | Blast (14), Concussive (4) | 800kg | Very Rare
Plasma
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Thor Plasma Pistol | Pistol | 40m | S/-/- | 2d10+5 E | 8 | 10 | 3 Full | Maximal, Overheat | 4kg | Very Rare
Zeus Plasma Gun | Basic | 100m | S/2/- | 2d10+8 E | 8 | 30 | 4 Full | Maximal, Overheat | 9kg | Very Rare
Odin Plasma Cannon | Heavy | 140m | S/-/- | 3d10+7 E | 10 | 15 | 4 Full | Maximal, Overheat | 25kg | Extremely Rare
Flamer Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Flamethrower | Basic | 40m | S/-/- | 1d10+3 E | 2 | 6 | 2 Full | Flame, Spray | 6kg | Scarce
Heavy Flamethrower | Heavy | 50m | S/-/- | 1d10+4 E | 4 | 8 | 2 Full | Flame, Spray | 14kg | Scarce
Low-tech Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Hand Bow | Pistol | 20m | S/-/- | 1d10 R | 0 | 1 | Full | Primitive (6) | 1kg | Common
Bow | Basic | 40m | S/-/- | 1d10+1 R | 0 | 1 | Half | Primitive (7), Reliable) | 1.5kg | Plentiful
Crossbow | Basic | 45m | S/-/- | 1d10+1 R | 0 | 1 | Full | Primitive (7) | 2kg | Common
Launcher Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Monsoon Grenade Launcher | Basic | 100m | S/-/- | * I | * | 6 | 2 Full | * | 4kg | Scarce
Mk20 Automatic Grenade Launcher| Heavy | 10-300m | S/-/4 | * I | * | 18 | 3 Full | * | 15kg | Rare
RPG-7 | Heavy | 10-300m | S/-/- | * I | * | 1 | 2 Full | * | 8kg | Scarce
Javelin R2 | Heavy | 20-600m | S/-/- | 3d10+6 X I | 8 | 1 | -- | Accurate, Blast (2), Concussive (1), Single Shot** | 18kg | Rare
AT6 Recoilless Rifle | Basic | 5-150m | S/-/- | 2d10+5 X I | 5 | 1 | -- | Blast (2), Concussive (2), Single Shot** | 4kg | Scarce
M06 Mortar | Heavy | 30-300m | S/-/- | * I | * | 1 | Full | Inaccurate, Indirect (2) | 15kg | Rare
M08 Mortar | Heavy | 40-400m | S/-/- | * | * | 1 | Full | Inaccurate, Indirect (2) | 20kg | Rare
*Dependent on the missile or grenade loaded
**This weapon can only be used once.
Grenades, Missiles, and Rounds
M08 Mortar Frag Round | -- | -- | -- | 3d10 X | 4 | -- | -- | Blast (6) | 1kg | Scarce
M08 Mortar High Precision Round | -- | -- | -- | 3d10 X | 3 | -- | -- | Accurate, Blast (2) | 1kg | Scarce
M08 Mortar Illumination Round | -- | -- | -- | Illuminates area for 1 Minute | -- | -- | -- | Blast (8) | 1kg | Scarce
M08 Mortar Smoke Round | -- | -- | -- | --- | -- | -- | -- | Smoke (10) | 1kg | Scarce
Fine to leave as is. Rename "Krak" to "Anti-Armor" and "Photon Flash Grenade" with "Flashbang".
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Hephaestus M1 Laspistol | Pistol | 30m | S/2/- | 1d10+2 E | 0 | 30 | Half | Reliable, Proven (2) | 1kg | Rare
Hephaestus M2 Lasgun | Basic | 100m | S/3/- | 1d10+3 E | 0 | 60 | Full | Reliable, Proven (2) | 3kg | Rare
Hephaestus M44 Multi-laser | Heavy | 150m | -/-/5 | 2d10+10 E | 2 | 100 | 2 Full | Reliable, Proven (3) | 20kg | Very Rare
Solid Projectile
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Sirradus "Puncher" Automatic Pistol | Pistol | 30m | S/-/6 | 1d10+2 I | 0 | 18 | Full | --- | 1.5kg | Average
Glok4 Semi-automatic Pistol | Pistol | 30m | S/3/- | 1d10+2 I | 0 | 15 | Half | Reliable | 1.5kg | Common
Glok8 Semi-automatic Pistol | Pistol | 35m | S/2/- | 1d10+3 I | 0 | 15 | Half | Reliable | 1.8kg | Average
Tyos Revolver | Pistol | 30m | S/-/- | 1d10+4 I | 0 | 8 | Full | --- | 1.9kg | Average
Ultimax Hand Cannon | Pistol | 35m | S/-/- | 1d10+4 I | 3 | 10 | 2 Full | --- | 2.5kg | Scarce
AWD Sniper Rifle | Basic | 200m | S/-/- | 1d10+4 I | 3 | 20 | Full | Accurate, Reliable | 4kg | Scarce
Dragoon Anti-Material Rifle | Basic | 250m | S/-/- | 2d10+8 I I | 6 | 10 | Full | Accurate, Proven (3) | 9kg | Rare
AK88 Assault Rifle | Basic | 120m | S/-/5 | 1d10+4 I | 1 | 30 | Full | --- | 5.5kg | Scarce
FM Gail Battle Rifle | Basic | 150m | S/2/- | 1d10+4 I | 1 | 20 | Full | --- | 4kg | Scarce
UNP45 Carbine | Basic | 80m | S/-/3 | 1d10+3 I | 0 | 30 | Full | --- | 3kg | Average
UNP9 Carbine | Basic | 70m | S/3/6 | 1d10+2 I | 0 | 40 | Half | --- | 2.5kg | Common
N8 Assault Rifle | Basic | 100m | S/3/6 | 1d10+3 I | 0 | 30 | Full | Reliable | 4kg | Scarce
N10 Battle Rifle | Basic | 150m | S/3/- | 1d10+3 I | 0 | 30 | Full | Reliable | 4kg | Scarce
S&S Shotgun | Basic | 40m | S/-/- | 1d10+4 I | 0 | 8 | 2 Full | Scatter | 3.5kg | Average
SPAS-13 Combat Shotgun | Basic | 40m | S/3/- | 1d10+3 I | 0 | 12 | Full | Scatter | 4kg | Scarce
SWA Squad Support Weapon | Heavy | 100m | 1/-/5 | 1d10+3 I | 1 | 75 | 2 Full | --- | 8kg | Scarce
Dragoon Light Machinegun | Heavy | 125m | -/-/8 | 1d10+4 I | 2 | 80 | 2 Full | --- | 12kg | Scarce
Drake Heavy Machinegun | Heavy | 300m | S/-/6 | 3d10+6 I | 4 | 100 | 2 Full | --- | 30kg | Rare
RARDEN Autocannon | Heavy | 300m | -/5/20 | 3d10+4 I | 5 | 200 | 2 Full | --- | 28kg | Rare
5-pounder Cannon | Vehicle | 400m | S/2/- | 3d10+5 X | 8 | 4 | 3 Full | Accurate, Blast (4) | 100kg | Rare
8-pounder Cannon | Vehicle | 600m | S/-/- | 3d10+10 X | 10 | 10 | 3 Full | Blast (10), Concussive (3) | 250kg | Rare
17-pounder Cannon | Vehicle | 900m | S/-/- | 3d10+12 X | 12 | 10 | 2 Full | Blast (10), Concussive (3) | 400kg | Rare
25-pounder Cannon | Vehicle | 1200m | S/-/- | 4d10+6 X | 14 | 10 | 2 Full | Blast (10), Concussive (3) | 600kg | Very Rare
60-pounder Cannon | Vehicle | 1400m | S/-/- | 4d10+12 X | 16 | 8 | 3 Full | Blast (14), Concussive (4) | 800kg | Very Rare
Plasma
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Thor Plasma Pistol | Pistol | 40m | S/-/- | 2d10+5 E | 8 | 10 | 3 Full | Maximal, Overheat | 4kg | Very Rare
Zeus Plasma Gun | Basic | 100m | S/2/- | 2d10+8 E | 8 | 30 | 4 Full | Maximal, Overheat | 9kg | Very Rare
Odin Plasma Cannon | Heavy | 140m | S/-/- | 3d10+7 E | 10 | 15 | 4 Full | Maximal, Overheat | 25kg | Extremely Rare
Flamer Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Flamethrower | Basic | 40m | S/-/- | 1d10+3 E | 2 | 6 | 2 Full | Flame, Spray | 6kg | Scarce
Heavy Flamethrower | Heavy | 50m | S/-/- | 1d10+4 E | 4 | 8 | 2 Full | Flame, Spray | 14kg | Scarce
Low-tech Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Hand Bow | Pistol | 20m | S/-/- | 1d10 R | 0 | 1 | Full | Primitive (6) | 1kg | Common
Bow | Basic | 40m | S/-/- | 1d10+1 R | 0 | 1 | Half | Primitive (7), Reliable) | 1.5kg | Plentiful
Crossbow | Basic | 45m | S/-/- | 1d10+1 R | 0 | 1 | Full | Primitive (7) | 2kg | Common
Launcher Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Monsoon Grenade Launcher | Basic | 100m | S/-/- | * I | * | 6 | 2 Full | * | 4kg | Scarce
Mk20 Automatic Grenade Launcher| Heavy | 10-300m | S/-/4 | * I | * | 18 | 3 Full | * | 15kg | Rare
RPG-7 | Heavy | 10-300m | S/-/- | * I | * | 1 | 2 Full | * | 8kg | Scarce
Javelin R2 | Heavy | 20-600m | S/-/- | 3d10+6 X I | 8 | 1 | -- | Accurate, Blast (2), Concussive (1), Single Shot** | 18kg | Rare
AT6 Recoilless Rifle | Basic | 5-150m | S/-/- | 2d10+5 X I | 5 | 1 | -- | Blast (2), Concussive (2), Single Shot** | 4kg | Scarce
M06 Mortar | Heavy | 30-300m | S/-/- | * I | * | 1 | Full | Inaccurate, Indirect (2) | 15kg | Rare
M08 Mortar | Heavy | 40-400m | S/-/- | * | * | 1 | Full | Inaccurate, Indirect (2) | 20kg | Rare
*Dependent on the missile or grenade loaded
**This weapon can only be used once.
Grenades, Missiles, and Rounds
M08 Mortar Frag Round | -- | -- | -- | 3d10 X | 4 | -- | -- | Blast (6) | 1kg | Scarce
M08 Mortar High Precision Round | -- | -- | -- | 3d10 X | 3 | -- | -- | Accurate, Blast (2) | 1kg | Scarce
M08 Mortar Illumination Round | -- | -- | -- | Illuminates area for 1 Minute | -- | -- | -- | Blast (8) | 1kg | Scarce
M08 Mortar Smoke Round | -- | -- | -- | --- | -- | -- | -- | Smoke (10) | 1kg | Scarce
Fine to leave as is. Rename "Krak" to "Anti-Armor" and "Photon Flash Grenade" with "Flashbang".
Melee Weapons
Chain Weapons
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Chainsword | Melee | -- | 1d10+2 R | 2 | Tearing, Balanced | 4kg | Scarce
Combat Chainsaw | Melee | -- | 2d10 R | 8 | Razor Sharp, Tearing, Unwieldy | 8kg | Scarce
Power Weapons
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Power Sword | Melee | -- | 1d10+5 E | 6 | Power Field, Balanced | 3kg | Rare
Power Axe | Melee | -- | 1d10+7 E | 7 | Power Field, Unbalanced | 5kg | Rare
Low-tech Weapons
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Greatweapon | Melee | -- | 2d10 R | 0 | Unbalanced | 5kg | Average
Razorwhip | Melee | 3m | 1d10+3 R | 0 | Flexible, Tearing, Primitive (8) | 1kg | Scarce
Improvised | Melee | -- | 1d10-2 I | 0 | Primitive (7), Unbalanced | -- | --
Knife | Melee/Thrown | 5m | 1d5 R | 0 | -- | .5kg | Plentiful
Shield | Melee | -- | 1d5 I | 0 | Defensive, +1 AP to Arms and Body | 3kg | Common
DEFNDR Shield | Melee | -- | 1d5+2 | Defensive, +2 AP to Arms and Body | 4.5kg | Scarce
Shock Baton | Melee | -- | 1d10 E | 0 | Shocking| 2kg | Scarce
Spear | Melee | -- | 1d10 R | 0 | Primitive (8) | 3kg | Common
Staff | Melee | -- | 1d10 I | 0 | Balanced, Primitive (7) | 2kg | Plentiful
Sword | Melee | -- | 1d10 R | 0 | Balanced | 3kg | Average
Truncheon | Melee | -- | 1d10 I | 0 | Primitive (7) | 2kg | Common
Warhammer | Melee | -- | 1d10+2 I | 0 | Concussive (1), Primitive (8) | 4kg | Scarce
Chain Weapons:
Weapons designed with a single, brutal purpose in mind: to rip 'n tear. The teeth on the chain part is reinforced metal alloys, so the risk of breaking teeth on every blow is basically nil even when going against the thickest set of armor. Chainswords are the most common form of chain weapons, but some mad folk love the idea of bringing a chainsaw into combat. Combat chainsaws add a +1 to the roll on the appropriate critical hit chart.
Power Weapons:
A thin layer of plasma forms over the weapon with a single flip of a switch or the touch of a button. This on/off function is to ensure people don't accidentally cut themselves. The weapons themselves, called "Power Weapons", are able to slice through armor and flesh with ease. They're so good at it that other melee weapons are commonly sliced in half by it.
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Chainsword | Melee | -- | 1d10+2 R | 2 | Tearing, Balanced | 4kg | Scarce
Combat Chainsaw | Melee | -- | 2d10 R | 8 | Razor Sharp, Tearing, Unwieldy | 8kg | Scarce
Power Weapons
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Power Sword | Melee | -- | 1d10+5 E | 6 | Power Field, Balanced | 3kg | Rare
Power Axe | Melee | -- | 1d10+7 E | 7 | Power Field, Unbalanced | 5kg | Rare
Low-tech Weapons
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Greatweapon | Melee | -- | 2d10 R | 0 | Unbalanced | 5kg | Average
Razorwhip | Melee | 3m | 1d10+3 R | 0 | Flexible, Tearing, Primitive (8) | 1kg | Scarce
Improvised | Melee | -- | 1d10-2 I | 0 | Primitive (7), Unbalanced | -- | --
Knife | Melee/Thrown | 5m | 1d5 R | 0 | -- | .5kg | Plentiful
Shield | Melee | -- | 1d5 I | 0 | Defensive, +1 AP to Arms and Body | 3kg | Common
DEFNDR Shield | Melee | -- | 1d5+2 | Defensive, +2 AP to Arms and Body | 4.5kg | Scarce
Shock Baton | Melee | -- | 1d10 E | 0 | Shocking| 2kg | Scarce
Spear | Melee | -- | 1d10 R | 0 | Primitive (8) | 3kg | Common
Staff | Melee | -- | 1d10 I | 0 | Balanced, Primitive (7) | 2kg | Plentiful
Sword | Melee | -- | 1d10 R | 0 | Balanced | 3kg | Average
Truncheon | Melee | -- | 1d10 I | 0 | Primitive (7) | 2kg | Common
Warhammer | Melee | -- | 1d10+2 I | 0 | Concussive (1), Primitive (8) | 4kg | Scarce
Chain Weapons:
Weapons designed with a single, brutal purpose in mind: to rip 'n tear. The teeth on the chain part is reinforced metal alloys, so the risk of breaking teeth on every blow is basically nil even when going against the thickest set of armor. Chainswords are the most common form of chain weapons, but some mad folk love the idea of bringing a chainsaw into combat. Combat chainsaws add a +1 to the roll on the appropriate critical hit chart.
Power Weapons:
A thin layer of plasma forms over the weapon with a single flip of a switch or the touch of a button. This on/off function is to ensure people don't accidentally cut themselves. The weapons themselves, called "Power Weapons", are able to slice through armor and flesh with ease. They're so good at it that other melee weapons are commonly sliced in half by it.
Name | Weight | Availability
Compact | 1/2kg | Common
Extended Magazine | +1kg/+2kg | Average
Extra Grip | +.5kg | Common
Gun Shield | +4kg/15 kg | Common
Melee Attachment | +1kg | Plentiful
Mono | +0kg | Scarce
Night Vision Scope | +2kg | Scarce
Thermal Scope | +2kg | Scarce
Red-dot Laser Sight | +1kg | Common
Silencer | +.5kg | Plentiful
Targeter | + 1kg | Rare
Telescopic Scope | + 1kg | Average
Tripod & Bipod | +1kg | Common
Toxin Dispenser | +.5kg | Scarce
Underbarrel Flamethrower | +1kg | Scarce
Underbarrel Grenade Launcher | +2kg | Scarce
Underbarrel Shotgun| +2kg | Scarce
Full Auto Conversion | +.2kg | Scarce
Weapon Upgrades Descriptions
Compact:
For those who prefer a more concealable version of their gun. It halves the weight of the weapon, but also its clip size and range along with losing 1 point of damage. Anyone attempting to find a concealed weapon with the Compact upgrade suffer a -20 to their test.
Upgrades: Any Pistol or any Basic Las, SP, Flame, or Plasma Weapon
Extended Magazine:
In order to get that slight edge over the enemy, many will use bigger magazines. Although it comes with the disadvantage of the weapon being heavier. For basic and pistol weapons, it increases the weight by 1 kg. For heavy weapons, it increases its weight by 2 kg.
Upgrades: Any Basic or Heavy SP weapon.
Extra Grip:
An extra grip is mounted to the gun, whether it be a vertical or horizontal grip. This offers a +10 to Ballistic Weapons skill when firing a weapon in semi-automatic bursts or full auto.
Upgrades: Any Basic or Heavy ranged weapon capable of firing in bursts or full auto.
Gun Shield:
For those who want the additional protection and are willing to take the increased weight. This comes in two flavors: a ballistic glass shield that is mounted towards the front of weapon that offers 1 AP or a heavy metal shield that offers 4 AP to anyone behind the shield.
Upgrades: Any Basic or Heavy ranged weapon for the 1 AP shield, Any Heavy ranged weapon for the 4 AP Shield
Melee Attachment:
Mount bayonets, gentlemen! This tends to be a bayonet mount attached under the barrel, but any sort of sharp weaponry can be mounted if one wants. A gun with a melee attachment counts as a spear when in melee.
Upgrades: Any Pistol or Basic weapon.
Mono:
The blade of the weapon is sharpen to a superfine edge and then a liquid alloy is applied on top to ensure they will never chip or dull! Mono weapons lose their Primitive and get a +2 to their penetration.
Upgrades: Any Low-Tech Melee Weapon
Night-Vision Scope:
This scope enhances the lumens of ambient light in order to allow the user to see at night. This means no a character using a weapon with a night-vision scope suffers no penalty from darkness.
Upgrades: Any Basic or Heavy ranged weapon. A gun can only have one scope at a time.
Thermal Scope:
This scope shows the thermal outline of people and the occasional object that is generating heat. A character with a weapon that has a thermal scope suffers no penalties from darkness and gain a +20 to perception tests.
Upgrades: Any Basic or Heavy ranged weapon. A gun can only have one scope at a time.
Red-Dot Laser Sight:
A sight attached to the top of the gun that shows a red dot to help with aiming, giving a +10 to Ballistic Skills when firing on single shot. Most find this type of sight easier than iron sights.
Upgrades: Any Ranged Weaponry
Silencer:
A barrel attachment that lowers the sound of the bullet fired, making it harder to hear the gunshot. Awareness tests to hear gun shots suffer an additional -20 penalty and can only be made at half the distance.
Upgrades: Any SP Pistol, Basic, and LMG.
Telescopic Scope:
A scope that magnifies what the shooter sees when they look down it, helping with taking shots from long distances. As long as the shooter has made a Full Action to Aim, they don't suffer any penalties for long or extreme ranges.
Upgrades: Any Basic Las, SP, Low-Tech, and Plasma ranged weapon. LMG and HMG can also benefit from this. A gun can only have one scope at a time.
Tripod & Bipod:
These weapon attachments are important for heavy firearms as it assists greatly with their cumbersome and hefty nature. However, the legs must first be pushed out and rested on a relatively flat surface first, so it's mostly helpful in static positions. A weapon placed on a bipod has a 90-degree firing arc while a weapon on a tripod has a 120-degree firing arc. The bipod and tripod offer a +5 to Ballistic Skill when braced with.
Upgrade: Any Basic or Heavy ranged weapon.
Toxin Dispenser:
A thin vial filled with toxins within in small piece of tech is attached to the base of the weapon. With the press of a button, the toxins will begin to cover the lethal portions of the weapon. This is a Free Action that gives Toxic (2) quality for one round. The toxin dispenser requires a refill after 10 uses.
Upgrades: Any Low-Tech and Chains melee weapon.
Underbarrel Flamethrower:
A much smaller version of a flamethrower is attached to the underside of the barrel. It acts exactly like a flamethrower except it only has one use before having to be used again.
Upgrades: Any non-Low Tech ranged weapon.
Underbarrel Grenade Launcher:
A single-shot grenade launcher is attached to the underside of the barrel, although it is quite cumbersome. A character can choose to either fire the grenade launcher or their gun on their turn, not both. (Basic; 45m; S/–/–; Damage As Grenade; Pen As Grenade; Clip 1; Reload Full)
Upgrades: Any Basic Las or SP ranged weapon.
Underbarrel Shotgun:
A small shotgun that gets attached to the underside of the barrel. They're a great addition when in urban environments where close quarters combat is expected to happen often. It functions like a regular shotgun, except with a clip of 1. A character can choose to fire the shotgun or their own gun on their turn, but not both.
Upgrades: Any Basic Las or SP ranged weapon.
Full Auto Conversion:
If you ever become tired of your gun only being able to shot a few rounds at a time, then by making a modification with an auto-sear you can live your fantasy. This adds the Unreliable attribute to the weapon, or removes Reliable, and gives it a Full Auto RoF of 5.
Upgrades: Any Pistol or Basic SP Weapon
For those who prefer a more concealable version of their gun. It halves the weight of the weapon, but also its clip size and range along with losing 1 point of damage. Anyone attempting to find a concealed weapon with the Compact upgrade suffer a -20 to their test.
Upgrades: Any Pistol or any Basic Las, SP, Flame, or Plasma Weapon
Extended Magazine:
In order to get that slight edge over the enemy, many will use bigger magazines. Although it comes with the disadvantage of the weapon being heavier. For basic and pistol weapons, it increases the weight by 1 kg. For heavy weapons, it increases its weight by 2 kg.
Upgrades: Any Basic or Heavy SP weapon.
Extra Grip:
An extra grip is mounted to the gun, whether it be a vertical or horizontal grip. This offers a +10 to Ballistic Weapons skill when firing a weapon in semi-automatic bursts or full auto.
Upgrades: Any Basic or Heavy ranged weapon capable of firing in bursts or full auto.
Gun Shield:
For those who want the additional protection and are willing to take the increased weight. This comes in two flavors: a ballistic glass shield that is mounted towards the front of weapon that offers 1 AP or a heavy metal shield that offers 4 AP to anyone behind the shield.
Upgrades: Any Basic or Heavy ranged weapon for the 1 AP shield, Any Heavy ranged weapon for the 4 AP Shield
Melee Attachment:
Mount bayonets, gentlemen! This tends to be a bayonet mount attached under the barrel, but any sort of sharp weaponry can be mounted if one wants. A gun with a melee attachment counts as a spear when in melee.
Upgrades: Any Pistol or Basic weapon.
Mono:
The blade of the weapon is sharpen to a superfine edge and then a liquid alloy is applied on top to ensure they will never chip or dull! Mono weapons lose their Primitive and get a +2 to their penetration.
Upgrades: Any Low-Tech Melee Weapon
Night-Vision Scope:
This scope enhances the lumens of ambient light in order to allow the user to see at night. This means no a character using a weapon with a night-vision scope suffers no penalty from darkness.
Upgrades: Any Basic or Heavy ranged weapon. A gun can only have one scope at a time.
Thermal Scope:
This scope shows the thermal outline of people and the occasional object that is generating heat. A character with a weapon that has a thermal scope suffers no penalties from darkness and gain a +20 to perception tests.
Upgrades: Any Basic or Heavy ranged weapon. A gun can only have one scope at a time.
Red-Dot Laser Sight:
A sight attached to the top of the gun that shows a red dot to help with aiming, giving a +10 to Ballistic Skills when firing on single shot. Most find this type of sight easier than iron sights.
Upgrades: Any Ranged Weaponry
Silencer:
A barrel attachment that lowers the sound of the bullet fired, making it harder to hear the gunshot. Awareness tests to hear gun shots suffer an additional -20 penalty and can only be made at half the distance.
Upgrades: Any SP Pistol, Basic, and LMG.
Telescopic Scope:
A scope that magnifies what the shooter sees when they look down it, helping with taking shots from long distances. As long as the shooter has made a Full Action to Aim, they don't suffer any penalties for long or extreme ranges.
Upgrades: Any Basic Las, SP, Low-Tech, and Plasma ranged weapon. LMG and HMG can also benefit from this. A gun can only have one scope at a time.
Tripod & Bipod:
These weapon attachments are important for heavy firearms as it assists greatly with their cumbersome and hefty nature. However, the legs must first be pushed out and rested on a relatively flat surface first, so it's mostly helpful in static positions. A weapon placed on a bipod has a 90-degree firing arc while a weapon on a tripod has a 120-degree firing arc. The bipod and tripod offer a +5 to Ballistic Skill when braced with.
Upgrade: Any Basic or Heavy ranged weapon.
Toxin Dispenser:
A thin vial filled with toxins within in small piece of tech is attached to the base of the weapon. With the press of a button, the toxins will begin to cover the lethal portions of the weapon. This is a Free Action that gives Toxic (2) quality for one round. The toxin dispenser requires a refill after 10 uses.
Upgrades: Any Low-Tech and Chains melee weapon.
Underbarrel Flamethrower:
A much smaller version of a flamethrower is attached to the underside of the barrel. It acts exactly like a flamethrower except it only has one use before having to be used again.
Upgrades: Any non-Low Tech ranged weapon.
Underbarrel Grenade Launcher:
A single-shot grenade launcher is attached to the underside of the barrel, although it is quite cumbersome. A character can choose to either fire the grenade launcher or their gun on their turn, not both. (Basic; 45m; S/–/–; Damage As Grenade; Pen As Grenade; Clip 1; Reload Full)
Upgrades: Any Basic Las or SP ranged weapon.
Underbarrel Shotgun:
A small shotgun that gets attached to the underside of the barrel. They're a great addition when in urban environments where close quarters combat is expected to happen often. It functions like a regular shotgun, except with a clip of 1. A character can choose to fire the shotgun or their own gun on their turn, but not both.
Upgrades: Any Basic Las or SP ranged weapon.
Full Auto Conversion:
If you ever become tired of your gun only being able to shot a few rounds at a time, then by making a modification with an auto-sear you can live your fantasy. This adds the Unreliable attribute to the weapon, or removes Reliable, and gives it a Full Auto RoF of 5.
Upgrades: Any Pistol or Basic SP Weapon
Name | Availability
Arrows/Bolt | Plentiful
Bullets (Pistol) | Common
Bullets (Basic) | Common
Bullets (Heavy) | Average
Cartridge | Common
Charge Pack | Scarce
Fuel | Average
Plasma Flask (Pistol) | Rare
Plasma Flask (Basic & Heavy) | Very Rare
Artillery/Vehicle | Rare
Unusual Ammunition
Name | Availability
Armor-Piercing Rounds | Scarce
Expander Rounds | Scarce
Explosive Arrows/Bolts | Scarce
Frangible Rounds | Scarce
FMH Rounds | Scarce
High-Caliber Bullets | Rare
Incendiary Shells | Scarce
Napalm Fuel | Rare
Unusual Ammo
Armor-Piercing Rounds
When regular bullets just aren't enough, AP bullets come in to save the day. These bullets are designed to punch through armor easier.
Effect: Add +2 to the weapon's Penetration
Used With: SP Pistol, Basic (Sans Shotgun), and Heavy ranged weapons
Expander Rounds
These bullets are designed to enter soft targets and leave a much larger wound, yet have much more trouble punching through armor.
Effect: Add +3 to the weapon's damage. Armor points are doubled against these rounds.
Used With: SP Pistol and Basic (Sans Shotguns) ranged weaponry
Explosive Arrows/Bolts
A small, relatively cheap device is attached to the tip of the arrow. When it impacts with something, it explodes automatically and causes much more damage!
Effects: Weapons using this type of ammo lose their Primitive trait, gain Blast (2), Concussive (0), and changes their damage type to Explosive.
Used With: Bows, Crossbow, Hand Bows
Frangible Rounds
These rounds are designed to break and spread out inside of a target's body, causing a greater bleeding effect.
Effect: If a target takes damage from Frangible Rounds, they began to bleed heavily. All further attacks against the target add +2 to their damage. This does not stack with other Frangible Rounds.
Full-Metal Hollow Point Rounds
In an attempt to maximize human damage and usability in a battle, the Full Metal Hollow Point round was developed.
Effect: Shots fired with this round add +1 to Damage and Penetration.
Used With: SP Basic (Sans Shotguns) and Heavy.
High Caliber Bullets
For pistols, it's always been about their small, compact design and ease of use for your average person. Yet, the tiny bullets they shoot sometimes just aren't good enough. That's why some people like to use really big bullets.
Effect: Add +3 to the weapon's penetration.
Used With: Revolvers, Hand Cannon, Sniper Rifle
Incendiary Shells
Mix some flammable chemicals within shotgun shells and you're going to have a fun time. Just be sure not to burn everything down.
Effect: A weapon using incendiary shells have the Flame trait.
Used With: Shotguns
Napalm Fuel
If regular fuel just isn't enough, then napalm is what you should use. This stuff burns twice as hot and longer!
Effect: A weapon using napalm fuel add +1 to Penetration and +2 to Damage
Used With: Flamethrowers
When regular bullets just aren't enough, AP bullets come in to save the day. These bullets are designed to punch through armor easier.
Effect: Add +2 to the weapon's Penetration
Used With: SP Pistol, Basic (Sans Shotgun), and Heavy ranged weapons
Expander Rounds
These bullets are designed to enter soft targets and leave a much larger wound, yet have much more trouble punching through armor.
Effect: Add +3 to the weapon's damage. Armor points are doubled against these rounds.
Used With: SP Pistol and Basic (Sans Shotguns) ranged weaponry
Explosive Arrows/Bolts
A small, relatively cheap device is attached to the tip of the arrow. When it impacts with something, it explodes automatically and causes much more damage!
Effects: Weapons using this type of ammo lose their Primitive trait, gain Blast (2), Concussive (0), and changes their damage type to Explosive.
Used With: Bows, Crossbow, Hand Bows
Frangible Rounds
These rounds are designed to break and spread out inside of a target's body, causing a greater bleeding effect.
Effect: If a target takes damage from Frangible Rounds, they began to bleed heavily. All further attacks against the target add +2 to their damage. This does not stack with other Frangible Rounds.
Full-Metal Hollow Point Rounds
In an attempt to maximize human damage and usability in a battle, the Full Metal Hollow Point round was developed.
Effect: Shots fired with this round add +1 to Damage and Penetration.
Used With: SP Basic (Sans Shotguns) and Heavy.
High Caliber Bullets
For pistols, it's always been about their small, compact design and ease of use for your average person. Yet, the tiny bullets they shoot sometimes just aren't good enough. That's why some people like to use really big bullets.
Effect: Add +3 to the weapon's penetration.
Used With: Revolvers, Hand Cannon, Sniper Rifle
Incendiary Shells
Mix some flammable chemicals within shotgun shells and you're going to have a fun time. Just be sure not to burn everything down.
Effect: A weapon using incendiary shells have the Flame trait.
Used With: Shotguns
Napalm Fuel
If regular fuel just isn't enough, then napalm is what you should use. This stuff burns twice as hot and longer!
Effect: A weapon using napalm fuel add +1 to Penetration and +2 to Damage
Used With: Flamethrowers
Name | Availability
Anti-Tank Shell | Rare
HE Shell | Rare
Illumination Shell | Scarce
WP Shell | Rare
Smoke Shell | Scarce
Artillery Shells
Anti-Tank Shell
These shells typically sacrifice explosive capacity for a hardened core and an increase in propellant to accelerate muzzle velocity. The proportionate increase in kinetic energy adds to the chance of these shells blasting through even the strongest of armours.
Effects: An Anti-Tank shell has a Penetration of 12. Note that these shells may not be fired Indirectly.
High Explosive Shell
These shells are more commonly available than the specialized shells used in some artillery weapons and are the standard ammunition for a medium tank's battle cannon. They use a generalised explosive core that sends a blast of shrapnel and a potent wave of concussive force through the target area.
Effects: When fired, the weapon profile changes (Damage 3d10+10 X; Pen 8; Blast (10), Concussive (3)). Any other Qualities intrinsic to the weapon are unmodified.
Illumination Shell
Essentially a massive flare, these shells are fired to light up battlefields under even the darkest of conditions. At the zenith of their fire arc, the shell deploys a massive parachute and ignites an enormous flare. Unless shot down, these shells fully illuminate more than a square kilometer for up to ten minutes.
Effects: Once fired, the region beneath the descending flare is considered fully illuminated.
White Phosphorous Shell
These shells replace the standard high explosive contents of a normal artillery shell with good ol' willy pete While the initial blast is substantially less damaging than a normal artillery shell, its victims are almost invariably set aflame.
Effects: The weapon’s stat line changes as follows: Damage 2d10+10 E, Pen 6. It loses the Concussive Quality but gains the Flame Quality.
Smoke Shell
While most military vehicles are equipped with short range smoke launchers, sometimes a tank commander wishes to shut down visibility some distance away from the vehicle. For such circumstances, these shells, loaded with thermal smoke and electromagnetic chaff, are ideal for eliminating visibility within a region for several minutes.
Effects: Smoke shells do no Damage. Instead, their dense smoke blocks all natural, thermographic, and electronic visual devices within a 10-metre radius hemisphere for up to 10 Rounds. This duration is subject to the Game Master’s judgement based upon weather conditions.
These shells typically sacrifice explosive capacity for a hardened core and an increase in propellant to accelerate muzzle velocity. The proportionate increase in kinetic energy adds to the chance of these shells blasting through even the strongest of armours.
Effects: An Anti-Tank shell has a Penetration of 12. Note that these shells may not be fired Indirectly.
High Explosive Shell
These shells are more commonly available than the specialized shells used in some artillery weapons and are the standard ammunition for a medium tank's battle cannon. They use a generalised explosive core that sends a blast of shrapnel and a potent wave of concussive force through the target area.
Effects: When fired, the weapon profile changes (Damage 3d10+10 X; Pen 8; Blast (10), Concussive (3)). Any other Qualities intrinsic to the weapon are unmodified.
Illumination Shell
Essentially a massive flare, these shells are fired to light up battlefields under even the darkest of conditions. At the zenith of their fire arc, the shell deploys a massive parachute and ignites an enormous flare. Unless shot down, these shells fully illuminate more than a square kilometer for up to ten minutes.
Effects: Once fired, the region beneath the descending flare is considered fully illuminated.
White Phosphorous Shell
These shells replace the standard high explosive contents of a normal artillery shell with good ol' willy pete While the initial blast is substantially less damaging than a normal artillery shell, its victims are almost invariably set aflame.
Effects: The weapon’s stat line changes as follows: Damage 2d10+10 E, Pen 6. It loses the Concussive Quality but gains the Flame Quality.
Smoke Shell
While most military vehicles are equipped with short range smoke launchers, sometimes a tank commander wishes to shut down visibility some distance away from the vehicle. For such circumstances, these shells, loaded with thermal smoke and electromagnetic chaff, are ideal for eliminating visibility within a region for several minutes.
Effects: Smoke shells do no Damage. Instead, their dense smoke blocks all natural, thermographic, and electronic visual devices within a 10-metre radius hemisphere for up to 10 Rounds. This duration is subject to the Game Master’s judgement based upon weather conditions.
Primitive Armor
Name | Locations Covered | AP | Weight | Availability
Heavy Leathers | Arms, Body | 1 | 4 | Plentiful
Chainmail Suit | Arms, Body, Legs | 3 | 10 | Common
Full Plate | All | 5 | 20 | Scarce
Ballistic Armor
Name | Locations Covered | AP | Weight | Availability
Ballistic Helmet | Head | 2 | 2 | Average
Kevlar Gloves | Arms | 2 | 1 | Common
Kevlar Boots | Legs | 2 | 2 | Common
Kevlar Cloak | Arms, Body, Legs | 2 | 4 | Average
Ballistic Vest | Body | 3 | 5 | Average
Ballistic Coat | Arms, Body, Leg | 3 | 8 | Scarce
Dragonskin Armorgel | All | 4 | 9 | Scarce
Trojan Armor
Name | Locations Covered | AP | Weight | Availability
Trojan Helm | Head | 4 | 2 | Rare
Trojan Gauntlets | Arms | 4 | 2 | Rare
Trojan Greaves | Legs | 4 | 3 | Rare
Hi-Light Trojan Combat Suit | All | 5 | 12 | Rare
Trojan Carapace | Body | 6 | 7 | Rare
Trojan mk2 Combat Suit | 6 | 12 | Very Rare
Armors
Primitive Armor
Used by our ancestors to wage war against one another. Now it is seen as too cumbersome and not protective enough when a hail of bullets are flying at you. Still, it would be better than nothing and many companies are willing to create stylish suits of plate armor for those with the cash.
Ballistic Armor
The standard type of armor a soldier gets. It's sturdy enough to save you from a round or two and light enough that you won't pass out after running a half a mile in it. Dragonskin Armorgel is relatively thin pieces of armor that can be slid in-between clothing in order to maximize protection and style. Dragonskin is commonly made to look like school uniforms for its students. Ballistic armor gains +1 AP against Damage from weapons with the Blast Quality.
Trojan Armor
What one would expect out of soldiers from the future. The Trojan armor offers far greater protection compared to everything else sans power armor and vehicle armor. Most commonly, one can expect the SAA Honor Guard to be wearing Trojan mk2 Combat Suit, usually modified into a slimmer profile to keep up with the school uniform aesthetic.
Used by our ancestors to wage war against one another. Now it is seen as too cumbersome and not protective enough when a hail of bullets are flying at you. Still, it would be better than nothing and many companies are willing to create stylish suits of plate armor for those with the cash.
Ballistic Armor
The standard type of armor a soldier gets. It's sturdy enough to save you from a round or two and light enough that you won't pass out after running a half a mile in it. Dragonskin Armorgel is relatively thin pieces of armor that can be slid in-between clothing in order to maximize protection and style. Dragonskin is commonly made to look like school uniforms for its students. Ballistic armor gains +1 AP against Damage from weapons with the Blast Quality.
Trojan Armor
What one would expect out of soldiers from the future. The Trojan armor offers far greater protection compared to everything else sans power armor and vehicle armor. Most commonly, one can expect the SAA Honor Guard to be wearing Trojan mk2 Combat Suit, usually modified into a slimmer profile to keep up with the school uniform aesthetic.
Instead of wearing armor, one may want to use a small device to project a shield over their entire body to stop attacks altogether! Do keep in mind that these aren't given out to your rank and file students. They're mostly gifts or saved for the most experienced of students!
Name | Protection Rating | Weight | Availability
Refractor Field | 30 | 2 | Rare
Conversion Field | 50 | 1 | Very Rare
Displacer Field | 55 | 2 | Very Rare
Power Field (Personal) | 80 | 30 | Near Unique
Power Field (Vehicle) | 80 | 100 | Near Unique
Wargear
Name | Weight | Availability
Chameleon Cloak | .5kg | Scarce
Rappelling Harness | 2kg | Common
Peltors | -- | Average
Night Vision Goggles | 1kg | Scarce
Thermal Goggles | 1kg | Scarce
Rebreather | 1kg | Scarce
Recoil Gauntlets | 1.5kg | Scarce
Gas Mask | .5kg | Average
Survival Suit | 4kg | Average
Camoskin | 2kg | Rare
Void Suit | 10kg | Scarce
Wargear
Chameleon Cloak
A cloak that is commonly used by snipers and recon units. It identifies the colors used in the surrounding environment and adapts to it like a chameleon! A character wearing a chameleon cloak gains a +20 bonus to Stealth Tests. If the wearer remains stationary, any Ballistic Skill Tests to target him suffer a –30 penalty.
Rappelling Harness
A hook, be it magnetic or not, that is thrown onto a building's roof to travel up or down it. The hook is connected to a body harness wrapped around the character. A character using a clip harness to descend a vertical surface gains a +30 bonus to Climb Tests and cannot fall if he fails. Common quality harnesses can hold 150kg, while Good quality harnesses can support 200 kg.
Peltors
Peltors are a headset commonly used by soldiers to dampen loud sounds, such as gunshots and explosives, while still being able to hear what their comrades have to say. Users make any Toughness Tests against sonic effects or against the auditory effects of a Concussive weapon with a +10 bonus
Night Vision Goggles
A set of bulky goggles that enhances low-level lights so that the user can easily see in the darkest conditions. Characters wearing these gain the Dark-Sight Trait. Good Craftsmanship NVGs look like elaborate goggles. Excellent Craftsmanship NVGs appear to be sunglasses.
Thermal Goggles
This set of goggles combine aspects of seeing in the dark and being able to locate heat signatures easily. A character wearing these goggles suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception Tests at night. Good Craftsmanship Thermals look like flat, elaborate goggles. Excellent Craftsmanship Thermals appear to be sunglasses.
Rebreather
Rebreathers are designed to keep the wearer alive in even the most toxic atmospheres. Consisting of a mask or helmet, each contains an air supply and a character wearing a rebreather is immune to the effects of gases and can even survive underwater at limited depths. The air canisters last only for about one hour and then must be replaced, which takes a full action. Good Craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. replacement canisters are Scarce.
Recoil Gauntlets
These specialized gauntlets use interlocking plates connected with memory wire so that when the user grips a weapon, it locks together into a rigid strut around the hand and wrist and prevents wrist or arm damage when the weapon discharges. A character using a recoil glove can fire a Basic weapon with one hand without the normal –20 penalty and pistol weapons that require two hands can be used one-handed without penalty. Note that specialized weapon training is still required to use the weapon properly, without which the untrained penalty of –20 still applies.
Gas Mask
A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration
plugs. A character wearing a respirator gains a +30 bonus to Toughness Tests made to resist the effects of gas and may re-roll failed results. Good Craftsmanship models add another +10 bonus, while poor models must be replaced after 10 hours usage as the filter becomes clogged and unusable.
Survival Suit
A specially-designed suit designed to keep a person alive no matter the environment. It uses micro-electronics to analyze the outside temperature and the user's body temperature to either warm up or cold down the insulated inside. Most suits cover the entire body, but some will come with a simple hood instead of a plastoid helmet. These suits are more designed for emergency situations. The suit grants a +20 bonus to any Tests against the effects of extreme environments. Good and Best Craftsmanship suits grant a +25 and +30 bonus, respectively, while Poor outfits only last three days before their internal mechanisms falter and need removal from the extreme temperatures to recharge.
Camo-skin
An upgraded version of the chameleon cloak. It's a full body outfit, to include a balaclava, that adapts itself to the user's environment. It is slightly armored, providing 2 AP to all parts not already covered by armor, and uses heat-dissipating technology to render it immune to thermal goggles.
It gives the user a +30 to stealth tests and if they stand completely still for a turn in combat, anyone trying to shoot them gains a -40 to the Ballistic Skill test. Wearing anything more than a ballistic vest reduces the stealth function of it down to +20 and -30 penalty to shoot at if standing still.
Void Suit
A slightly-bulky suit intended for use out in space. A Common Craftsmanship void suit has 12 hours of air and imposes a –10 penalty to Agility Tests. Poor Craftsmanship versions have six hours of air, while Good and Best Craftsmanship versions eliminate the Agility penalty.
A cloak that is commonly used by snipers and recon units. It identifies the colors used in the surrounding environment and adapts to it like a chameleon! A character wearing a chameleon cloak gains a +20 bonus to Stealth Tests. If the wearer remains stationary, any Ballistic Skill Tests to target him suffer a –30 penalty.
Rappelling Harness
A hook, be it magnetic or not, that is thrown onto a building's roof to travel up or down it. The hook is connected to a body harness wrapped around the character. A character using a clip harness to descend a vertical surface gains a +30 bonus to Climb Tests and cannot fall if he fails. Common quality harnesses can hold 150kg, while Good quality harnesses can support 200 kg.
Peltors
Peltors are a headset commonly used by soldiers to dampen loud sounds, such as gunshots and explosives, while still being able to hear what their comrades have to say. Users make any Toughness Tests against sonic effects or against the auditory effects of a Concussive weapon with a +10 bonus
Night Vision Goggles
A set of bulky goggles that enhances low-level lights so that the user can easily see in the darkest conditions. Characters wearing these gain the Dark-Sight Trait. Good Craftsmanship NVGs look like elaborate goggles. Excellent Craftsmanship NVGs appear to be sunglasses.
Thermal Goggles
This set of goggles combine aspects of seeing in the dark and being able to locate heat signatures easily. A character wearing these goggles suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception Tests at night. Good Craftsmanship Thermals look like flat, elaborate goggles. Excellent Craftsmanship Thermals appear to be sunglasses.
Rebreather
Rebreathers are designed to keep the wearer alive in even the most toxic atmospheres. Consisting of a mask or helmet, each contains an air supply and a character wearing a rebreather is immune to the effects of gases and can even survive underwater at limited depths. The air canisters last only for about one hour and then must be replaced, which takes a full action. Good Craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. replacement canisters are Scarce.
Recoil Gauntlets
These specialized gauntlets use interlocking plates connected with memory wire so that when the user grips a weapon, it locks together into a rigid strut around the hand and wrist and prevents wrist or arm damage when the weapon discharges. A character using a recoil glove can fire a Basic weapon with one hand without the normal –20 penalty and pistol weapons that require two hands can be used one-handed without penalty. Note that specialized weapon training is still required to use the weapon properly, without which the untrained penalty of –20 still applies.
Gas Mask
A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration
plugs. A character wearing a respirator gains a +30 bonus to Toughness Tests made to resist the effects of gas and may re-roll failed results. Good Craftsmanship models add another +10 bonus, while poor models must be replaced after 10 hours usage as the filter becomes clogged and unusable.
Survival Suit
A specially-designed suit designed to keep a person alive no matter the environment. It uses micro-electronics to analyze the outside temperature and the user's body temperature to either warm up or cold down the insulated inside. Most suits cover the entire body, but some will come with a simple hood instead of a plastoid helmet. These suits are more designed for emergency situations. The suit grants a +20 bonus to any Tests against the effects of extreme environments. Good and Best Craftsmanship suits grant a +25 and +30 bonus, respectively, while Poor outfits only last three days before their internal mechanisms falter and need removal from the extreme temperatures to recharge.
Camo-skin
An upgraded version of the chameleon cloak. It's a full body outfit, to include a balaclava, that adapts itself to the user's environment. It is slightly armored, providing 2 AP to all parts not already covered by armor, and uses heat-dissipating technology to render it immune to thermal goggles.
It gives the user a +30 to stealth tests and if they stand completely still for a turn in combat, anyone trying to shoot them gains a -40 to the Ballistic Skill test. Wearing anything more than a ballistic vest reduces the stealth function of it down to +20 and -30 penalty to shoot at if standing still.
Void Suit
A slightly-bulky suit intended for use out in space. A Common Craftsmanship void suit has 12 hours of air and imposes a –10 penalty to Agility Tests. Poor Craftsmanship versions have six hours of air, while Good and Best Craftsmanship versions eliminate the Agility penalty.
I think it's mostly just renaming.
Amasec = Whiskey
Lho-Sticks = Cigarettes
Obscura = LSD
Recaf = Coffee
Slaught = Meth
Stimm = Combat Morphine
Tranq = GHB/Liquid Ecstasy
Tools
Like drugs, I think it takes a lot of renaming. Some obvious things aren't going to be included
Accordion Wire = Concertina Wire/C-Wire
Auto Quill = Mechanical Pen?
Transcription Device = Tactical Radio
Combi-Tool = Multitool
Data-Slate = Datapad
Diagnostor = Medical Analyzer
Glow-Globe/Lamp Pack = Flashlight
Grapnel & Line = Grappling Hook
Magnoculars = Binoculars
Manacles = Handcuffs
Mantrap = Beartrap
Melta Bomb = Anti-Armor Explosive
Microbead = Radio Earpiece
Multicompass = Satellite GPS
Multikey = Skeleton Key
Pict Recorder = Video Camera
Hand-held Targeter = Laser Rangefinder
Vox-caster = HF Tactical Radio
Phone | Common
Computer | Average
Cybernetics
They're all probably fine.
Vehicles
This is gonna be a doozy...
Vehicles
M1 Sobek Light Tank
The idea of a "scouting" tank is quite silly, but the Sobek has some benefits over other types of tanks. It's faster and can maneuver around better, so flanking shots are much easier for it. However, to make sure to get the most speed out of the Sobek, its weapons aren't as deadly as other tanks.
Type: Tracked Vehicle | Tactical Speed: 15 m
Cruising Speed: 45 kph | Maneuverability: –10
Structural Integrity: 50 | Size: Massive
Armor: Front 29, Side 22, Rear 10
Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 8-pounder Battle Cannon (600m; S/–/–; 3d10+6 X; Pen 10; Clip 10; Reload 2 Full; Blast [10], Concussive [3])
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I, Pen 2, Clip 150, Reload 2 Full)
M2A2 Athena Medium Tank
The Athena medium tank is the most commonly seen tank. It strikes a good balance between firepower, armor, and speed. It is also much easier to repair compared to heavier tanks.
Type: Tracked Vehicle | Tactical Speed: 10 m
Cruising Speed: 28 kph | Maneuverability: –15
Structural Integrity: 55 | Size: Massive
Armor: Front 35, Side 28, Rear 24
Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Sponson Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 17-pounder Battle Cannon (900m; S/–/–; 3d10+12 X; Pen 12; Clip 10; Reload 2 Full; Blast [10], Concussive [3])
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Sponson Mounted (Front Facing) Option of:
Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or
Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray)
M2B2 Mars Heavy Tank
The Mars heavy tank is mostly for killing other tanks due to its heavier cannon and superior armor. However, this makes it quite slow and cumbersome in comparison to them. It's also harder to repair in the field, meaning one good shot could take it out of action permanently.
Type: Tracked Vehicle | Tactical Speed: 10 m
Cruising Speed: 28 kph | Maneuverability: –15
Structural Integrity: 60 | Size: Massive
Armor: Front 42, Side 30, Rear 26
Vehicle Traits: Command & Control, Enclosed, Reinforced Armor, Ponderous, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 25-pounder Battle Cannon (1200m; S/–/–; 4d10+6 X; Pen 14; Clip 10; Reload 2 Full; Blast [10], Concussive [3])
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full) or Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Sponson Mounted (Front Facing) Option of:
Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or
Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray)
Viper APC
The golden standard in ground transportation. It offers heavy firepower to suppress targets as troops exit the vehicle and is fast enough to easily keep up with any movements. It really does need its speed since any sort of tank can easily take it out. Its rear armor, where the exit ramp is, is also quite thin, so rear attacks will severely harm it.
Type: Wheeled Vehicle | Tactical Speed: 25 m
Cruising Speed: 90 kph | Maneuverability: +0
Structural Integrity: 35 | Size: Massive
Armor: Front 20, Side 16, Rear 8
Vehicle Traits: Amphibious, Enclosed, Rugged
Crew: 1 Commander, 1 Driver, 1 Gunner (Turret)
Carrying Capacity: 12 Soldiers + Wargear
Weapons
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full) or Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Rookit Artillery Vehicle
An African artillery vehicle. A large cannon, specifically designed for artillery purposes, is mounted onto wheels with an enclosed compartment for the driver. The firing platform is open-topped, so the commander, gunner, and loader are easy targets if an enemy comes near the vehicle.
Type: Wheeled Vehicle | Tactical Speed: 15 m
Cruising Speed: 40 kph | Maneuverability: -10
Structural Integrity: 40 | Size: Massive
Armor: Front 25, Side 20, Rear 10
Vehicle Traits: Open-topped
Crew: 1 Commander, 1 Driver, 1 Gunner (Hull Weapon), 1 Loader
Carrying Capacity: None
Weapons
Fixed Weapon Mounted Mk2 17-Pounder Cannon (1800m; S/–/–; 3d10+12 X; Pen 10; Clip 10; Reload 2 Full; Blast [12], Concussive [4], Indirect)
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Firecat Flamer Tank
To put the fear in the heart of your enemies, bring out the Firecat Flamer Tank. It is decently armored and has an upgraded flamethrowing cannon, yet one good shot into its fuel tank can easily doom the crew and any that might be near it.
Type: Tracked Vehicle | Tactical Speed: 15 m
Cruising Speed: 35 kph | Maneuverability: +0
Structural Integrity: 30 | Size: Massive
Armor: Front 30, Side 26, Rear 22
Vehicle Traits: Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted Vulcan Flame Cannon (100m; S/–/–; 2d10+8 X; Pen 8; Clip 60; Reload 2 Full; Flame, Spray)
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray)
KR-04 Kuratus
A Japanese walker-mecha. It is decently armored and highly customizable. While not as fast as some other vehicles, its status as a walking robot makes it able to go where no other vehicles can. The Kuratus is also commonly used in densely jungle areas to cut down (or burn) vegetation.
Type: Walker | Tactical Speed: 10 m
Cruising Speed: 45 kph | Maneuverability: +10
Structural Integrity: 20 | Size: Enormous
Armor: Front 22, Side 18, Rear 10
Vehicle Traits: Enhanced Motive Systems, Walker
Crew: 1 Driver
Carrying Capacity: None
Weapons
Choose one of the Configurations:
Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray) with Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Combat Chainsaw (Melee; 2d10+8 R; 8 Pen; Razor Sharp, Tearing, Unwieldy)
Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full) or Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full) with Large Combat Knife (Melee; 1d10+8; Pen 4)
Phobos Supertank
The Phobos Supertank easily lives up to its God of Terror name. It will tear down any tank or building it runs into and survive with nothing but scratches on its hull. The downside is how awfully slow it is. Yet, when it finally gets to the battlefield most will decide to flee instead of take it head on.
Type: Tracked Vehicle | Tactical Speed: 8 m
Cruising Speed: 25 kph | Maneuverability: –25
Structural Integrity: 80 | Size: Massive
Armor: Front 48, Side 35, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 60-pounder Battle Cannon (1400m; S/–/–; 4d10+12 X; Pen 16; Clip 18; Reload 3 Full; Blast [14], Concussive [4])
Turret Mounted Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Sponson Mounted Heavy Machinegun (Left Facing; 300m; S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Sponson Mounted Heavy Machinegun (Right Facing; 300m; S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Sponson Mounted Light Machinegun (Rear-Facing; 125m, S/-/6; 1d10+4 I; Pen 2; Clip 100; Reload 2 Full)
Humvee
A simple four-wheeled truck with a decent bit of armor. It's mostly intended for casual drivers and as a cheap, yet much quicker alternative to APCs.
Type: Wheeled Vehicle | Tactical Speed: 25 m
Cruising Speed: 100 kph | Maneuverability: +10
Structural Integrity: 20 | Size: Enormous
Armor: Front 10, Side 8, Rear 8
Vehicle Traits: Command & Control, Enclosed, Rugged
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 3 Soldiers + Wargear
Weapons 7 soldiers + War Gear
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full)
Indra PAV
The Indra Protected Assault Vehicle. A middle ground between a humvee and an APC. It offers better protection and a higher carrying count than the humvee while being quicker than a APC. It also comes with built-in support systems to put out fires.
Type: Wheeled Vehicle | Tactical Speed: 25 m
Cruising Speed: 80 kph | Maneuverability: +10
Structural Integrity: 30 | Size: Enormous
Armor: Front 18, Side 12, Rear 12
Vehicle Traits: Command & Control, Enclosed, Rugged, Damage Control
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 7 Soldiers + Wargear
Weapons
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
LTV "Possom"
A large and sturdy military truck. While they are commonly used to transport all sorts of equipment and materials (even food!), it's also possible to use it as a troop transport, although its protection is quite poor especially for the troops in the back. A machinegun is commonly attached on the ceiling of the cab. Still, it's one of the best for transportation of large group of soldiers if you're expecting little trouble. "LTV" stands for "Light Tactical Vehicle".
Type: Wheeled Vehicle | Tactical Speed: 20 m
Cruising Speed: 80 kph | Maneuverability: +0
Structural Integrity: 35 | Size: Massive
Armor: Front 10, Side 8, Rear 4
Vehicle Traits: Open-Topped, Rugged
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 13 Soldiers + Wargear
Weapons
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full)
Valkyrie Transport VTOL
The most popular form of travel for soldiers and rich people. It offers a smooth ride, decent protection from firearms, and plenty of space for people travelling inside. It even has Air-to-Space travel capabilities.
Type: Aircraft | Tactical Speed: 40 m
Cruising Speed: 200 kph | Maneuverability: +5
Structural Integrity: 30 | Size: Enormous
Armor: Front 12, Side 10, Rear 10
Vehicle Traits: Enclosed, Damage Control, Environmentally Sealed, Rugged
Crew: 1 Driver, 1 Commander, 2 Gunners
Carrying Capacity: 12 Soldiers + Wargear
Weapons
Sponson Mounted Autocannon (Left Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Sponson Mounted Autocannon (Right Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Helldiver Assault Helicopter
The most common attack helicopter around the world. It has decent armor, good speed, and plenty of firepower. Its only downside is having to reload the missiles by-hand after using them all. On top of that, it also has a small storage department for a small squad of soldiers if it wants to be impromptu transport.
Type: Aircraft | Tactical Speed: 30 m
Cruising Speed: 200 kph | Maneuverability: +0
Structural Integrity: 40 | Size: Enormous
Armor: Front 12, Side 10, Rear 10
Vehicle Traits: Command & Control, Enclosed, Damage Control, Reinforced Armor, Rugged
Crew: 1 Driver, 1 Commander,
Carrying Capacity: 6 Soldiers + Wargear
Weapons
Hull Mounted Autocannon (Front Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 500, Reload 2 Full)
Co-axial Mounted Autocannon (Front Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 500, Reload 2 Full)
Hull Mounted Missile Launcher (Front Facing; 500m, S/-/-; Clip 10; Reload 2 Full)
Hull Mounted Missile Launcher (Front Facing; 500m, S/-/-; Clip 10; Reload 2 Full)
Each missile launcher has 10 missiles. Decide how many are frag missiles (2d10+2 X; Pen 2; Blast [5]), anti-armor missiles (3d10+8 X; Pen 8; Concussive (3), Proven (2), minefield missile (2d10 X; Pen 1; Blast [1]), or scatter missiles (2d10 X; Pen 0; Blast [10]). After all missiles are used, it must land and be reloaded manually.
Civilian Car
Your average car.
Type: Wheeled Vehicle | Tactical Speed: 30 m
Cruising Speed: 120 kph | Maneuverability: +15
Structural Integrity: 15 | Size: Enormous
Armor: Front 6, Side 4, Rear 4
Vehicle Traits: Enclosed
Crew: 1 Driver
Carrying Capacity: 4 Soldiers + Wargear
Civilian Truck
Your average truck.
Type: Wheeled Vehicle | Tactical Speed: 30 m
Cruising Speed: 100 kph | Maneuverability: +15
Structural Integrity: 15 | Size: Enormous
Armor: Front 6, Side 4, Rear 4
Vehicle Traits: Enclosed, Rugged
Crew: 1 Driver
Carrying Capacity: 4 Soldiers + Wargear
Motorcycle
Your average motorcycle.
Type: Wheeled Vehicle | Tactical Speed: 35 m
Cruising Speed: 140 kph | Maneuverability: +20
Structural Integrity: 12 | Size: Hulking
Armor: Front 4, Side 2, Rear 2
Vehicle Traits: Bike, Open-Topped, Wheeled
Crew: 1 Driver
Carrying Capacity: 1 Soldier
The idea of a "scouting" tank is quite silly, but the Sobek has some benefits over other types of tanks. It's faster and can maneuver around better, so flanking shots are much easier for it. However, to make sure to get the most speed out of the Sobek, its weapons aren't as deadly as other tanks.
Type: Tracked Vehicle | Tactical Speed: 15 m
Cruising Speed: 45 kph | Maneuverability: –10
Structural Integrity: 50 | Size: Massive
Armor: Front 29, Side 22, Rear 10
Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 8-pounder Battle Cannon (600m; S/–/–; 3d10+6 X; Pen 10; Clip 10; Reload 2 Full; Blast [10], Concussive [3])
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I, Pen 2, Clip 150, Reload 2 Full)
M2A2 Athena Medium Tank
The Athena medium tank is the most commonly seen tank. It strikes a good balance between firepower, armor, and speed. It is also much easier to repair compared to heavier tanks.
Type: Tracked Vehicle | Tactical Speed: 10 m
Cruising Speed: 28 kph | Maneuverability: –15
Structural Integrity: 55 | Size: Massive
Armor: Front 35, Side 28, Rear 24
Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Sponson Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 17-pounder Battle Cannon (900m; S/–/–; 3d10+12 X; Pen 12; Clip 10; Reload 2 Full; Blast [10], Concussive [3])
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Sponson Mounted (Front Facing) Option of:
Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or
Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray)
M2B2 Mars Heavy Tank
The Mars heavy tank is mostly for killing other tanks due to its heavier cannon and superior armor. However, this makes it quite slow and cumbersome in comparison to them. It's also harder to repair in the field, meaning one good shot could take it out of action permanently.
Type: Tracked Vehicle | Tactical Speed: 10 m
Cruising Speed: 28 kph | Maneuverability: –15
Structural Integrity: 60 | Size: Massive
Armor: Front 42, Side 30, Rear 26
Vehicle Traits: Command & Control, Enclosed, Reinforced Armor, Ponderous, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 25-pounder Battle Cannon (1200m; S/–/–; 4d10+6 X; Pen 14; Clip 10; Reload 2 Full; Blast [10], Concussive [3])
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full) or Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Sponson Mounted (Front Facing) Option of:
Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or
Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray)
Viper APC
The golden standard in ground transportation. It offers heavy firepower to suppress targets as troops exit the vehicle and is fast enough to easily keep up with any movements. It really does need its speed since any sort of tank can easily take it out. Its rear armor, where the exit ramp is, is also quite thin, so rear attacks will severely harm it.
Type: Wheeled Vehicle | Tactical Speed: 25 m
Cruising Speed: 90 kph | Maneuverability: +0
Structural Integrity: 35 | Size: Massive
Armor: Front 20, Side 16, Rear 8
Vehicle Traits: Amphibious, Enclosed, Rugged
Crew: 1 Commander, 1 Driver, 1 Gunner (Turret)
Carrying Capacity: 12 Soldiers + Wargear
Weapons
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full) or Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Rookit Artillery Vehicle
An African artillery vehicle. A large cannon, specifically designed for artillery purposes, is mounted onto wheels with an enclosed compartment for the driver. The firing platform is open-topped, so the commander, gunner, and loader are easy targets if an enemy comes near the vehicle.
Type: Wheeled Vehicle | Tactical Speed: 15 m
Cruising Speed: 40 kph | Maneuverability: -10
Structural Integrity: 40 | Size: Massive
Armor: Front 25, Side 20, Rear 10
Vehicle Traits: Open-topped
Crew: 1 Commander, 1 Driver, 1 Gunner (Hull Weapon), 1 Loader
Carrying Capacity: None
Weapons
Fixed Weapon Mounted Mk2 17-Pounder Cannon (1800m; S/–/–; 3d10+12 X; Pen 10; Clip 10; Reload 2 Full; Blast [12], Concussive [4], Indirect)
Turret Mounted Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Firecat Flamer Tank
To put the fear in the heart of your enemies, bring out the Firecat Flamer Tank. It is decently armored and has an upgraded flamethrowing cannon, yet one good shot into its fuel tank can easily doom the crew and any that might be near it.
Type: Tracked Vehicle | Tactical Speed: 15 m
Cruising Speed: 35 kph | Maneuverability: +0
Structural Integrity: 30 | Size: Massive
Armor: Front 30, Side 26, Rear 22
Vehicle Traits: Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted Vulcan Flame Cannon (100m; S/–/–; 2d10+8 X; Pen 8; Clip 60; Reload 2 Full; Flame, Spray)
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray)
KR-04 Kuratus
A Japanese walker-mecha. It is decently armored and highly customizable. While not as fast as some other vehicles, its status as a walking robot makes it able to go where no other vehicles can. The Kuratus is also commonly used in densely jungle areas to cut down (or burn) vegetation.
Type: Walker | Tactical Speed: 10 m
Cruising Speed: 45 kph | Maneuverability: +10
Structural Integrity: 20 | Size: Enormous
Armor: Front 22, Side 18, Rear 10
Vehicle Traits: Enhanced Motive Systems, Walker
Crew: 1 Driver
Carrying Capacity: None
Weapons
Choose one of the Configurations:
Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Heavy Flamethrower (50m, S/-/-; 1d10+4 E; Pen 4; Clip 8; Reload 2 Full; Flame, Spray) with Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Combat Chainsaw (Melee; 2d10+8 R; 8 Pen; Razor Sharp, Tearing, Unwieldy)
Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full) or Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full) with Large Combat Knife (Melee; 1d10+8; Pen 4)
Phobos Supertank
The Phobos Supertank easily lives up to its God of Terror name. It will tear down any tank or building it runs into and survive with nothing but scratches on its hull. The downside is how awfully slow it is. Yet, when it finally gets to the battlefield most will decide to flee instead of take it head on.
Type: Tracked Vehicle | Tactical Speed: 8 m
Cruising Speed: 25 kph | Maneuverability: –25
Structural Integrity: 80 | Size: Massive
Armor: Front 48, Side 35, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
Carrying Capacity: None (Although riding on top is popular, which can hold 12 people)
Weapons
Turret-mounted 60-pounder Battle Cannon (1400m; S/–/–; 4d10+12 X; Pen 16; Clip 18; Reload 3 Full; Blast [14], Concussive [4])
Turret Mounted Autocannon (300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Sponson Mounted Heavy Machinegun (Left Facing; 300m; S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Sponson Mounted Heavy Machinegun (Right Facing; 300m; S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
Sponson Mounted Light Machinegun (Rear-Facing; 125m, S/-/6; 1d10+4 I; Pen 2; Clip 100; Reload 2 Full)
Humvee
A simple four-wheeled truck with a decent bit of armor. It's mostly intended for casual drivers and as a cheap, yet much quicker alternative to APCs.
Type: Wheeled Vehicle | Tactical Speed: 25 m
Cruising Speed: 100 kph | Maneuverability: +10
Structural Integrity: 20 | Size: Enormous
Armor: Front 10, Side 8, Rear 8
Vehicle Traits: Command & Control, Enclosed, Rugged
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 3 Soldiers + Wargear
Weapons 7 soldiers + War Gear
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full)
Indra PAV
The Indra Protected Assault Vehicle. A middle ground between a humvee and an APC. It offers better protection and a higher carrying count than the humvee while being quicker than a APC. It also comes with built-in support systems to put out fires.
Type: Wheeled Vehicle | Tactical Speed: 25 m
Cruising Speed: 80 kph | Maneuverability: +10
Structural Integrity: 30 | Size: Enormous
Armor: Front 18, Side 12, Rear 12
Vehicle Traits: Command & Control, Enclosed, Rugged, Damage Control
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 7 Soldiers + Wargear
Weapons
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full) or Heavy Machinegun (300m, S/-/6; 3d10+6 I, Pen 4, Clip 100, Reload 2 Full)
LTV "Possom"
A large and sturdy military truck. While they are commonly used to transport all sorts of equipment and materials (even food!), it's also possible to use it as a troop transport, although its protection is quite poor especially for the troops in the back. A machinegun is commonly attached on the ceiling of the cab. Still, it's one of the best for transportation of large group of soldiers if you're expecting little trouble. "LTV" stands for "Light Tactical Vehicle".
Type: Wheeled Vehicle | Tactical Speed: 20 m
Cruising Speed: 80 kph | Maneuverability: +0
Structural Integrity: 35 | Size: Massive
Armor: Front 10, Side 8, Rear 4
Vehicle Traits: Open-Topped, Rugged
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 13 Soldiers + Wargear
Weapons
Turret Mounted Light Machinegun (125m, S/-/6; 1d10+4 I; Pen 2; Clip 150; Reload 2 Full)
Valkyrie Transport VTOL
The most popular form of travel for soldiers and rich people. It offers a smooth ride, decent protection from firearms, and plenty of space for people travelling inside. It even has Air-to-Space travel capabilities.
Type: Aircraft | Tactical Speed: 40 m
Cruising Speed: 200 kph | Maneuverability: +5
Structural Integrity: 30 | Size: Enormous
Armor: Front 12, Side 10, Rear 10
Vehicle Traits: Enclosed, Damage Control, Environmentally Sealed, Rugged
Crew: 1 Driver, 1 Commander, 2 Gunners
Carrying Capacity: 12 Soldiers + Wargear
Weapons
Sponson Mounted Autocannon (Left Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Sponson Mounted Autocannon (Right Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 200, Reload 2 Full)
Helldiver Assault Helicopter
The most common attack helicopter around the world. It has decent armor, good speed, and plenty of firepower. Its only downside is having to reload the missiles by-hand after using them all. On top of that, it also has a small storage department for a small squad of soldiers if it wants to be impromptu transport.
Type: Aircraft | Tactical Speed: 30 m
Cruising Speed: 200 kph | Maneuverability: +0
Structural Integrity: 40 | Size: Enormous
Armor: Front 12, Side 10, Rear 10
Vehicle Traits: Command & Control, Enclosed, Damage Control, Reinforced Armor, Rugged
Crew: 1 Driver, 1 Commander,
Carrying Capacity: 6 Soldiers + Wargear
Weapons
Hull Mounted Autocannon (Front Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 500, Reload 2 Full)
Co-axial Mounted Autocannon (Front Facing; 300m, -/5/20; 3d10+4 I, Pen 5, Clip 500, Reload 2 Full)
Hull Mounted Missile Launcher (Front Facing; 500m, S/-/-; Clip 10; Reload 2 Full)
Hull Mounted Missile Launcher (Front Facing; 500m, S/-/-; Clip 10; Reload 2 Full)
Each missile launcher has 10 missiles. Decide how many are frag missiles (2d10+2 X; Pen 2; Blast [5]), anti-armor missiles (3d10+8 X; Pen 8; Concussive (3), Proven (2), minefield missile (2d10 X; Pen 1; Blast [1]), or scatter missiles (2d10 X; Pen 0; Blast [10]). After all missiles are used, it must land and be reloaded manually.
Civilian Car
Your average car.
Type: Wheeled Vehicle | Tactical Speed: 30 m
Cruising Speed: 120 kph | Maneuverability: +15
Structural Integrity: 15 | Size: Enormous
Armor: Front 6, Side 4, Rear 4
Vehicle Traits: Enclosed
Crew: 1 Driver
Carrying Capacity: 4 Soldiers + Wargear
Civilian Truck
Your average truck.
Type: Wheeled Vehicle | Tactical Speed: 30 m
Cruising Speed: 100 kph | Maneuverability: +15
Structural Integrity: 15 | Size: Enormous
Armor: Front 6, Side 4, Rear 4
Vehicle Traits: Enclosed, Rugged
Crew: 1 Driver
Carrying Capacity: 4 Soldiers + Wargear
Motorcycle
Your average motorcycle.
Type: Wheeled Vehicle | Tactical Speed: 35 m
Cruising Speed: 140 kph | Maneuverability: +20
Structural Integrity: 12 | Size: Hulking
Armor: Front 4, Side 2, Rear 2
Vehicle Traits: Bike, Open-Topped, Wheeled
Crew: 1 Driver
Carrying Capacity: 1 Soldier
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Re: Only War: School Girls Edition
Psychic Powers
- Knight
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Re: Only War: School Girls Edition
Lore
What to do with lore...
Maybe an Earth-like? With all sorts of cosmic threats like aliens and eldritch beings (that granted the psychic abilities to the human race). With one government that rules the world, but plenty of rebels to threaten them. The schools of war being important as nations gave up militaries after all being inducted into one government? The World Group Government probably still keeps its military and navies strong, but not something big enough to police the entire world.
Could also make this a far-off planet. Dunno how much intergalatic travel to introduce.
What to do with lore...
Maybe an Earth-like? With all sorts of cosmic threats like aliens and eldritch beings (that granted the psychic abilities to the human race). With one government that rules the world, but plenty of rebels to threaten them. The schools of war being important as nations gave up militaries after all being inducted into one government? The World Group Government probably still keeps its military and navies strong, but not something big enough to police the entire world.
Could also make this a far-off planet. Dunno how much intergalatic travel to introduce.
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Re: Only War: School Girls Edition
Universal Standard Kit (To Be Worn Marching)
Two Uniforms (to include 4 pairs of socks, 4 shirts, one change of underwear
One Set of Weather Gear (Top, Bottom, 3 layers to be worn against skin, over shirt/over first layer, and then one layer to be worn over uniform)
Glok4 Semi-Automatic Pistol (Main Weapon) and two reloads - Gets replaced by anything that adds a Main Weapon.
One K2 Kabar Knife (regular Knife)
Ballistic Vest and Helmet
One Rucksack
One Entrenching Tool (Shovel)
One 1L Canteen w/ Metal Cup
Two Sleeping Bags (One Winter, One Summer), Camouflage Cover
One Rechargeable Flashlight
One Grooming Kit
One Weapon Cleaning Kit
One set of Dogtags (or equivalent)
One Warrior Tasks & Skills Manual
2 Weeks of MRE Rations
(Unofficially)
Cogita
Cogita Charger
A gas mask and CBRN gear will be given to all soldiers where the use of chemical attacks may be a possibility.
Weather Gear: Specifically, this refers to cold weather and rain resistant gear. While utilizing weather gear, the guardsmen gains a +10 (+20 when utilizing all of it, but having a -5 to Agility) to cold weather conditions. For rain gear, the guardsmen adds a +20 to catching a cold from the rain or whatever else bonuses the GM can think of.
Gas Mask: These render the effects of chemical weapons null. Although, the GM may make you roll with a +30 bonus to Toughness Tests if the chemical is particularly rare or deadly compared to normal standards. This provides no real bonus if the chemical only cares about skin contact!
CBRN Outfit: Standing for CHEMICAL, BIOLOGICAL, RADIOACTIVE, and NUCLEAR; this outfit, combined with the gas mask, completely protects one from chemical and biological threats, but strong enough radioactive and nuclear threats could still affect them. After being exposed to these elements, one may need to be cleansed first.
C.O.G.I.T.A: Stands for Cogniscentia Omnium Globalis Inter-Transmissio Apparatus. This device is able to receive data from cell towers on a planet or from laser-based data packet transmission from other planets. It's almost impossible for a Cogita to receive data from outside of the sector. These devices are able to receive and send calls, text messages, images, and all other sorts of data especially on the Internet. Most have a 10 hour battery life, but are significantly reduced if constantly making calls or utilize a high amount of internet/game apps.
Warrior Tasks & Drill Manual: A manual designed to explain how to do all expected drill & ceremony actions, tasks that range from putting on a gas mask to digging a trench, and whatever else deemed appropriate for the soldier to know. They are broken down in numbered steps to help even the dumbest, but the language still might be seen as too complicated for retards
Two Uniforms (to include 4 pairs of socks, 4 shirts, one change of underwear
One Set of Weather Gear (Top, Bottom, 3 layers to be worn against skin, over shirt/over first layer, and then one layer to be worn over uniform)
Glok4 Semi-Automatic Pistol (Main Weapon) and two reloads - Gets replaced by anything that adds a Main Weapon.
One K2 Kabar Knife (regular Knife)
Ballistic Vest and Helmet
One Rucksack
One Entrenching Tool (Shovel)
One 1L Canteen w/ Metal Cup
Two Sleeping Bags (One Winter, One Summer), Camouflage Cover
One Rechargeable Flashlight
One Grooming Kit
One Weapon Cleaning Kit
One set of Dogtags (or equivalent)
One Warrior Tasks & Skills Manual
2 Weeks of MRE Rations
(Unofficially)
Cogita
Cogita Charger
A gas mask and CBRN gear will be given to all soldiers where the use of chemical attacks may be a possibility.
Weather Gear: Specifically, this refers to cold weather and rain resistant gear. While utilizing weather gear, the guardsmen gains a +10 (+20 when utilizing all of it, but having a -5 to Agility) to cold weather conditions. For rain gear, the guardsmen adds a +20 to catching a cold from the rain or whatever else bonuses the GM can think of.
Gas Mask: These render the effects of chemical weapons null. Although, the GM may make you roll with a +30 bonus to Toughness Tests if the chemical is particularly rare or deadly compared to normal standards. This provides no real bonus if the chemical only cares about skin contact!
CBRN Outfit: Standing for CHEMICAL, BIOLOGICAL, RADIOACTIVE, and NUCLEAR; this outfit, combined with the gas mask, completely protects one from chemical and biological threats, but strong enough radioactive and nuclear threats could still affect them. After being exposed to these elements, one may need to be cleansed first.
C.O.G.I.T.A: Stands for Cogniscentia Omnium Globalis Inter-Transmissio Apparatus. This device is able to receive data from cell towers on a planet or from laser-based data packet transmission from other planets. It's almost impossible for a Cogita to receive data from outside of the sector. These devices are able to receive and send calls, text messages, images, and all other sorts of data especially on the Internet. Most have a 10 hour battery life, but are significantly reduced if constantly making calls or utilize a high amount of internet/game apps.
Warrior Tasks & Drill Manual: A manual designed to explain how to do all expected drill & ceremony actions, tasks that range from putting on a gas mask to digging a trench, and whatever else deemed appropriate for the soldier to know. They are broken down in numbered steps to help even the dumbest, but the language still might be seen as too complicated for retards
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Re: Only War: School Girls Edition
This has nothing to do with the School Girls Edition I presented above. Instead, it acts as a sort of cooling on the w40k lore.
Religion
It has a heavy amount of focus within W40k, just about everything is presented in this bombastic way to mimic churches, medieval paintings, and the like. When taking into account these regards, I think some things should stay the same such as the Sisters of Battle. Yet, for others, it would be best to downplay their religious ties. It is not so unrealistic to believe that those worship a singular God-Emperor that is enforced by the Ecclesiarchy, but such a drastic worship of everything the God-Emperor does should be more restricted to planets with a strong focus upon religion like Shrine Worlds.
The Inquisitor, for instance, won't be glassing planets or having billions killed for some sort of esoteric wrongthink. The Ordo Hereticus would focus more upon the Cults of Chaos and those others they deem against the Imperium's wishes.
Imperial Guard
For Only War, the main idea is that you are one Regiment within a Field Army. Now, for an Army boy like myself, there are some things I truly care about such as structure and ranks. I don't believe Only War really wants you to focus on this as it might detract from the thing you should focus on (fighting a war). Therefore, this organizational structure should taken with a grain of salt and can easily be modified by the homeworld itself.
First off, an "Army" compromises of every single Regiment. This would be [Homeworld] Imperial Army to detonate that they fight for more than just the planet. A 5-star general leads an entire Army, but has a number of assistants and advisors that are of similar (but lower) rank. Typically, those so far above the command structure should be an extremely rare sight. The size of an Army varies. Planets that don't have a strong focus on their military can expect a total size of 2 million. Those with a much higher population might see it raise to 50 million to a billion. Keep in mind that a number of soldiers are kept as PDF.
What is below an Army is a Corp, consisting of lieutenant general and a command sergeant major. Corps are typically labelled by a number or by a name that defines what they intend to do. However, the former will be much more likely. Typically, there are 40 to 100 Corps modified by size. A single Corp is deployed to a planet unless heavy resistance is expected. Like an Army, they can vary greatly in size. Utilizing the 2 million number above, this ranges from 100,000 to 200,000.
After that is a Division, which has anywhere from 3 to 8 regiments in it depending on the type of division and how many soldiers can be offered. The leadership of a Division tend to be outside of the scope of a normal soldier regardless unless they are assigned to its HQ element. The size of a Division can be 40,000 to 100,000 in size, but attached elements can double this. Divisions will typically be assigned to a certain sector of the world in the case of an invasion or defensive operation.
The Regiment is the next unit structure. It, in essence, skips the "Brigade" part if you're used to US Army structure. A Brigadier General or Colonel will lead a Regiment along with a CSM. This exists as, perhaps, the highest leadership that a guardsmen in Only War will interact with on an uncommon basis. Furthermore, the leadership choices of a regiment will reflect the General/Colonel and CSM's attitude. Or, at least, one of them. Once again, this number drops to 4,800 at its lowest to 12,000 soldiers.
After that, we see the Battalion. It is typical that 3 of these exists within a Regiment, but many more may if the planet has a hard focus on one type of troops and don't wish to split them up. These are lead by a lieutenant colonel and a CSM. Like with Regiment leadership, it is still uncommon to mingle with a Battalion leadership, but is a decent bit more common. The smallest battalions can be 480 while the largest typically are 2,400.
Companies are where the PC will spend most of there time. These are the people they will spend garrison life training with, before going out to war with them. Friendships, rivalries, and even love interests form the most likely at the Company level. These are lead by a Captain and First Sergeant. Their numbers range from 96 to 480.
A Platoon are the people your soldier see everyday. These will be the people you have a good understanding of, be it who are the shitbags, which NCOs are dicks, and which ones you can get away with shamming. A 2nd Lieutenant or 1st Lieutenant along with a Sergeant leads these. Infantry platoons are typically 50 to 74, depending on how many soldiers they can get. A HQ squad and 3 other squads is typical, but more squads may be added as one sees fit.
A squad would be the next smallest element, compromising of 12 troops that are leader by a Staff Sergeant or Sergeant.
A team is a 4-man unit, the smallest unit within the Imperial Guard structure. Corporals or Sergeants are in-charge of teams.
Keep in mind that these numbers have a wide range thanks to how different types need a different amount of soldiers. Tankers, for instance, may only require 3-4 soldiers per tank. Then, 4 tanks would compromise of 1 platoon. Although, with w40k numbers, these can jump from x1.5 to x8. Hive Planets are the biggest reasons why there can be such a drastic change in numbers.
Guardsmen During Downtime/Other Activities
Realistically, an IG Regiment wouldn't be able to function as it does. Typically, they expect constant warfare and loss. Months, even years can a unit be actively battling. About 90% of the soldiers would crack under that sort of pressure and be rendered useless. Therefore, it's more expected that Companies are switched out with others, if not sending an entire Regiment back, for a period of time. What this could mean is one of two things: deployments where entire Regiments are switched out, where the Regiment leaving can expect to go back home for additional training and relaxation before coming back out. Or, battalions can be switched out with one another every few months to ensure troops are at peak physical and mental wellness. This break could last a couple weeks to a month or two.
In w40k lore, it is expected that soldiers may never see their home planet ever again. Like previously established, this probably isn't the best way to handle things even with efficiency in regards. It's a lot easier to consider logistics for planets that are within the same sector or a sector or two away. Why send the Cadians to the other side of the galaxy when there are already planets nearby that have established an Imperial Guard Army? This way, logistics isn't too out of the question as the mother planet can support them along with troops having some hope of going home after everything is said and done.
Even then, soldiers aren't constantly fighting or preparing to fight. There are positions already established as being built up and defensive in nature, where soldiers may be expected to engage in peacekeeping activities or presence patrols. Although most soldiers will be doing this, there will be a small chunk that engage in nightly action or simply aren't scheduled for anything. Regardless, weekends tend to see most soldiers being able to enjoy their downtime especially if their enemies are ones not to fight on weekends.
Otherwise, it would come as no surprise if some of the large battle barges have areas specifically for R&R.
Religion
It has a heavy amount of focus within W40k, just about everything is presented in this bombastic way to mimic churches, medieval paintings, and the like. When taking into account these regards, I think some things should stay the same such as the Sisters of Battle. Yet, for others, it would be best to downplay their religious ties. It is not so unrealistic to believe that those worship a singular God-Emperor that is enforced by the Ecclesiarchy, but such a drastic worship of everything the God-Emperor does should be more restricted to planets with a strong focus upon religion like Shrine Worlds.
The Inquisitor, for instance, won't be glassing planets or having billions killed for some sort of esoteric wrongthink. The Ordo Hereticus would focus more upon the Cults of Chaos and those others they deem against the Imperium's wishes.
Imperial Guard
For Only War, the main idea is that you are one Regiment within a Field Army. Now, for an Army boy like myself, there are some things I truly care about such as structure and ranks. I don't believe Only War really wants you to focus on this as it might detract from the thing you should focus on (fighting a war). Therefore, this organizational structure should taken with a grain of salt and can easily be modified by the homeworld itself.
First off, an "Army" compromises of every single Regiment. This would be [Homeworld] Imperial Army to detonate that they fight for more than just the planet. A 5-star general leads an entire Army, but has a number of assistants and advisors that are of similar (but lower) rank. Typically, those so far above the command structure should be an extremely rare sight. The size of an Army varies. Planets that don't have a strong focus on their military can expect a total size of 2 million. Those with a much higher population might see it raise to 50 million to a billion. Keep in mind that a number of soldiers are kept as PDF.
What is below an Army is a Corp, consisting of lieutenant general and a command sergeant major. Corps are typically labelled by a number or by a name that defines what they intend to do. However, the former will be much more likely. Typically, there are 40 to 100 Corps modified by size. A single Corp is deployed to a planet unless heavy resistance is expected. Like an Army, they can vary greatly in size. Utilizing the 2 million number above, this ranges from 100,000 to 200,000.
After that is a Division, which has anywhere from 3 to 8 regiments in it depending on the type of division and how many soldiers can be offered. The leadership of a Division tend to be outside of the scope of a normal soldier regardless unless they are assigned to its HQ element. The size of a Division can be 40,000 to 100,000 in size, but attached elements can double this. Divisions will typically be assigned to a certain sector of the world in the case of an invasion or defensive operation.
The Regiment is the next unit structure. It, in essence, skips the "Brigade" part if you're used to US Army structure. A Brigadier General or Colonel will lead a Regiment along with a CSM. This exists as, perhaps, the highest leadership that a guardsmen in Only War will interact with on an uncommon basis. Furthermore, the leadership choices of a regiment will reflect the General/Colonel and CSM's attitude. Or, at least, one of them. Once again, this number drops to 4,800 at its lowest to 12,000 soldiers.
After that, we see the Battalion. It is typical that 3 of these exists within a Regiment, but many more may if the planet has a hard focus on one type of troops and don't wish to split them up. These are lead by a lieutenant colonel and a CSM. Like with Regiment leadership, it is still uncommon to mingle with a Battalion leadership, but is a decent bit more common. The smallest battalions can be 480 while the largest typically are 2,400.
Companies are where the PC will spend most of there time. These are the people they will spend garrison life training with, before going out to war with them. Friendships, rivalries, and even love interests form the most likely at the Company level. These are lead by a Captain and First Sergeant. Their numbers range from 96 to 480.
A Platoon are the people your soldier see everyday. These will be the people you have a good understanding of, be it who are the shitbags, which NCOs are dicks, and which ones you can get away with shamming. A 2nd Lieutenant or 1st Lieutenant along with a Sergeant leads these. Infantry platoons are typically 50 to 74, depending on how many soldiers they can get. A HQ squad and 3 other squads is typical, but more squads may be added as one sees fit.
A squad would be the next smallest element, compromising of 12 troops that are leader by a Staff Sergeant or Sergeant.
A team is a 4-man unit, the smallest unit within the Imperial Guard structure. Corporals or Sergeants are in-charge of teams.
Keep in mind that these numbers have a wide range thanks to how different types need a different amount of soldiers. Tankers, for instance, may only require 3-4 soldiers per tank. Then, 4 tanks would compromise of 1 platoon. Although, with w40k numbers, these can jump from x1.5 to x8. Hive Planets are the biggest reasons why there can be such a drastic change in numbers.
Guardsmen During Downtime/Other Activities
Realistically, an IG Regiment wouldn't be able to function as it does. Typically, they expect constant warfare and loss. Months, even years can a unit be actively battling. About 90% of the soldiers would crack under that sort of pressure and be rendered useless. Therefore, it's more expected that Companies are switched out with others, if not sending an entire Regiment back, for a period of time. What this could mean is one of two things: deployments where entire Regiments are switched out, where the Regiment leaving can expect to go back home for additional training and relaxation before coming back out. Or, battalions can be switched out with one another every few months to ensure troops are at peak physical and mental wellness. This break could last a couple weeks to a month or two.
In w40k lore, it is expected that soldiers may never see their home planet ever again. Like previously established, this probably isn't the best way to handle things even with efficiency in regards. It's a lot easier to consider logistics for planets that are within the same sector or a sector or two away. Why send the Cadians to the other side of the galaxy when there are already planets nearby that have established an Imperial Guard Army? This way, logistics isn't too out of the question as the mother planet can support them along with troops having some hope of going home after everything is said and done.
Even then, soldiers aren't constantly fighting or preparing to fight. There are positions already established as being built up and defensive in nature, where soldiers may be expected to engage in peacekeeping activities or presence patrols. Although most soldiers will be doing this, there will be a small chunk that engage in nightly action or simply aren't scheduled for anything. Regardless, weekends tend to see most soldiers being able to enjoy their downtime especially if their enemies are ones not to fight on weekends.
Otherwise, it would come as no surprise if some of the large battle barges have areas specifically for R&R.