Maus' Rolling Thunder Campaign (Only War)
Insignia of the Kerenevoi 210th Mechanized |
Premise
We got a Chimera filled with guns and crazies. Roll in the Emprah's name!
Chargen
As per the rules, current squad exp on #mausmasuooc. Remember to include the errata, it alters the exp costs of pretty much everything
Current Cost of Advances (Mod 7) | ||||
Characteristic Advances | ||||
Apt Matches | Simple | Intermediate | Trained | Expert |
2 | 100 | 250 | 500 | 750 |
1 | 250 | 500 | 750 | 1000 |
0 | 500 | 750 | 1000 | 2500 |
Skill Advances | ||||
Apt Matches | Known | Trained | Experienced | Veteran |
2 | 100 | 200 | 300 | 400 |
1 | 200 | 400 | 600 | 800 |
0 | 300 | 600 | 900 | 1200 |
Talent Advances | ||||
Apt Matches | Tier 1 | Tier 2 | Tier 3 | |
2 | 200 | 300 | 400 | |
1 | 300 | 450 | 600 | |
0 | 600 | 900 | 1200 |
Regiment: Kerenevoi 210th Mechanized
Favored Weapons
Basic | Boltgun |
heavy | Autocannon |
Regimental Bonuses
Kerenevoi 210th Mechanized | ||||
Name | Characteristic | Skill | Talent | Aptitude |
Imperial World | +3 wil, +3 other | C.L. (Imperium, Imperial Creed) | Hatred (Mutants) | |
Imperial World | Linguistics (High Gothic) | |||
Circumspect Officer | Foresight | |||
Mech Infantry | +3 agi, -3 Per | Operate (surface) | Rapid Reload | |
Field Expedience (custom) | Tech-Use | |||
Well Provisioned | +10 logistics on fuel, parts |
Note: Field Expedience is a custom regimental doctrine. Troopers are unusually (some say heretically) capable of basic maintenance.
(K) Kerenevoi Manufacture
TO&E, Standard Regimental Kit (TO&E-STK) * |
Auto Gun + 4 Magazines (K) |
Autopistol (swap) |
Photovisors (K) |
Guard Flak Armor |
+2 magazines for PC's primary weapon |
1 Month's Rations |
3 Frag Grenades |
3 Krak Grenades |
2 Smoke Grenades |
1 Comm Bead |
* One of these items (including your PCs specialty gear) is increased to Best quality, your choice.
Squad Chimera
Type: Tracked Vehicle.
Tactical Speed: 15m ((15 meters) / (5 seconds) = 10.8 kph)
Cruising Speed: 70kph
Structural Integrity: 35,
Armor:** Front 30, Side 22, Rear 16
Vehicle Traits: Amphibious, Enclosed, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: 12 Imperial Guardsmen plus wargear
Weapons | |||||||||
Name | Class | Range | RoF | Dam | Pen | Mag | Rld | Special | Ammo |
Auto-cannon | Turret | 300m | S/3/- | 3d10+8 I | 6 | 40 | 2 Full | Reliable | 40 |
Heavy Bolter | Front Hull | 150m | -/-/6 | 1d10+8 X | 4 | 60 | Full | Tearing | 60 |
PCs
Sergeant Flynn "Sarge" Taggart - the squad's leader, Emperor help him…
Mac the Ratling - Sharpshooter, chef, scout, pest, and regimental mascot
Dolph Macallum - Drop trooper recycled from a decimated regiment into the 210th, Dolph differs from most of his former comrades in that he was not turned into corpse starch first.
Bear. The psyker.
Dasnig Klithe - Driving or running, he'll get there. Your getting there too is just a secondary concern.
Additional Rules and Equipment
Qualities
>Close Quarters (CQ)
Some firearms and ranged weapons are designed with a keen eye towards surviving close engagements with the enemy. A firearm with close quarters quality offers a point blank range of 5 meters, not 2. Furthermore, Ballistic tests made to hit a target when engaged in melee are Difficult (-10). As a reminder, the Engaged in Melee Circumstance takes priority over Point Blank Range.
>Suppressed (I)
>Scatter
The RAW scatter is suboptimal within the confines of a standard guard engagement. Even within the labyrinth of a trench network or a stairtown slum, 2 meters is practically nothing. Therefore, when scatter ammunition is utilized against a foe within short range, every 2 degrees of success the firer scores indicates another hit. However, at ranges which exceed optimal (range x 1), all armor points are doubled.
This buff will be inspected as we continue with the campaign. The largest worry at this exact moment will be how the shotgun buff affects /melee weapons/, though those were already suboptimal under the current paradigm.
>Kerenevoian
Shipments of Kerenevoian goods are, of course, irregular due to supply-side issues and the distance complications between Kerenevoi and her daughter regiments. While the most common of goods are fairly abundant, replacements and spare parts of more complicated devices is suspect. For now, this has no mechanical effect.
Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Mag | Rld | Special | Weight | Availability |
Autogun | ||||||||||
Section Autorifle | Basic | 120m | -/4/8 | 1d10+4 I | 2 | 90 | Full | Ban: Quick-Release | 10 kg | Very Rare |
Bullpup Autogun, Kerenevoian | Basic | 80m | S/3/6 | 1d10+3 I | 0 | 30 | Full | CQ | 4.5kg | Scarce |
AutoCarbine | Basic | 75m | S/2/5 | 1d10+3 I | 0 | 32 | Half | Accurate | 3.5kg | Average |
Storm Rifle (Trench Stubber) | Basic | 40m | S/4/8 | 1d10+1 I | 0 | 64 | 2 Full | CQ, Suppressed (I) | 2.5kg | Scarce |
Mac's Kneecapper | Pistol | 30m | S/2/- | 2d5+2 I | 0 | 13 | Full | Felling (2), Reliable, RF 5s, Swanky | 1.75 kg | Extremely Rare |
Las | ||||||||||
Bullpup Lasgun, Mars | Basic | 80m | S/2/- | 1d10+3 E | 0 | 60 | Full | Reliable, CQ | 4.5kg | Average |
Lascarbine | Basic | 75m | S/2/- | 1d10+3 E | 0 | 64 | Half | Reliable, Accurate | 2.5kg | Common |
Shotgun | ||||||||||
Rolling Block Shotgun(UNB) | Basic | 30m | S/-/- | 2d10+2 I | 0 | 1 | Full | Scatter#, Accurate, Ban: Quick-Release | 6kg | Rare |
Sawed off Break Action | Basic | 15m* | S/2/- | 2d10+2 I | 0 | 2 | Full | Scatter#, Reliable, Compact | 2.5kg | Plentiful |
Pump Shotgun | Basic | 30m | S/-/- | 2d10+2 I | 0 | 8 | 2 Full | Scatter#, Reliable | 5 kg | Average |
Combat Shotgun | Basic | 30m | S/3/- | 2d10+2 I | 0 | 12 | Full | Scatter# | 5 kg | Scarce |
Other | ||||||||||
OPFOR Plasma Rifle | Basic | 90 | S/-/3 | 1d10+3 I | 2 | 24 | Full | Tearing, Lance(1) | 4.5kg | Unique |
5+1 mags |
*Compact modifier included
#Scatter has been altered.
Firearms
Storm Rifle (Trench Stubber)
While the shotgun holds sway among close quarters enthusiasts, its cousin, the Storm Rifle is designed to put a payload anywhere in a city fight while maintaining a small package. In this Sector, the Storm Rifle is fed lightweight pistol ammunition stored in a forearm mounted helical magazine and comes with a proprietary suppressor and snap-on mounting system. Special ammunition or procedures are unnecessary, since the suppressor is designed to regulate standard ammunition to the correct velocity before it exits the system. Specialty ammunition can improve the suppressor's effectiveness.
As a mechanical note, when the suppressor is mounted, the Storm Rifle loses the Close Quarters Quality. Mounting and removal of the suppressor requires a full action.
(Helical not shown)
Kerenevoian SP Bullpup
(Terrible Artist's Depiction, apply liberal sunshine juice)
(F1 for reference)