Ranbar's attempt at an OnlyWar campaign, set tentatively Sundays at 2pm EST.


An engineering/sapper company composed of rock-hard miners from an arid death world, you've been sent to a lush Paradise World/Penal colony (bit of an Administratum fuckup) to help rebuild. The PCs will rapidly discover the inhabitants of this world to be at least as bad as any of the Enemies of Man.


Specialist Luane - Driver
Weapons Specialist Skag - Flamer Operator

Loot, gear, contacts, and etc

-Your regiment no longer has the -10 interaction penalty with the Arbites, and you may purchase Peer (Adeptus Arbites)

1 Good Craftsmanship Naval Shotcannon
1 Grapnel + Line

Current Exp
1000 +chargen

Chargen and Houserules

As per the rules. Remember to include the errata, it alters the exp costs of pretty much everything

-When given the option between Weapon Proficiency las and sp, i STRONGLY recommend SP. You can buy las in addition to it, but your base weapons are going to be SP.
-The Dodge and Parry skills both add the "General" aptitude, so everyone has at least one aptitude for the skill.
-If you have a loaded, ready weapon with the scatter quality (such as a shotgun) you may attempt to parry or dodge a slow moving projectile, such as a grenade, using your BS instead of WS/Agi. PCs with quickdraw may also respond this way if their scatter weapon is not ready.
-If the regiment and your specialty both give you the same skill (i.e. tech-use and you select Operator/Enginseer which also gets tech-use) you get that skill at +10
-If you get the same talent twice at chargen, talk to me, we'll work it out.

-Numbers are rounded either up or down depending on which is most favorable to the PC. (example, Street Fighter gives a bonus to damage of .5 WS bonus. A WS of 30 means a WS of 3, so half of 3, rounded in the PCs favor, is 2.

-The Heavy Gunner adds "Strength" and "Finesse" to their aptitudes.

-Multi-Meltas are houseruled back down to Very Rare, contrary to the errata.
-Swap the Laspistol for a Poor quality autopistol (nail gun)
-Shotguns may load Bleeder, Dum-Dum, Expander, and Manstopper rounds (as slugs). While loaded with such ammo, they lose the Scatter quality. Inferno and Amputator shells act as normal.
-Regiment troops and assorted specialists may swap their 000 standard buckshot rounds for slugs. Doing so causes the shotgun to lose the scatter quality, and gain +1 Damage and +2 Pen


404th Tejahmexan

Tejahmexis (Teh-HAH-mex-iss) is a brutal, arid planet filled with awful animals and worse people. Of little use to the Imperium beyond the incredibly rich veins of ores and petrochemicals just below the surface, the sparsely populated planet has given rise to a culture of miners, engineers, petroleum workers and others capable of skilled labor. Your local union, the 404th, successfully lobbied the planetary government via organized peaceful protest (firebombs and jamming pickaxes into arbite throats) and they responded by agreeing to all of your demands (Tricking you onto the spaceport dock the day the black ships came to collect the planetary tithe.)

The union was rapidly able to reorganize itself for combat operations. Most of its weaponry and gear found previous use as either mining tools or self defense weapons against the many horrors lurking in mining tunnels and construction sites. Tejahmexan troopers are a nightmare in close quarters, tearing through flesh, flak, and tank armor as easily as they would rock and ore. Krieg troopers may be renowned throughout the Imperium as the best trench warfare fighters, but few excel as well at ENDING a close quarters engagement as the men, women, and abhumans of the 404th.

Regimental Bonuses

404th Tejahmexan Sappers
Name Characteristic Skill Talent Other
Death World +3 to two of these: Str, Tou, Per Survival, Partial Illiteracy 1 of following: Light Sleeper, Lightning Reflexes, Resistance (Poison)) +2 Wounds
Maverick Officer Resistance (Fear)
Siege Infantry +3 tou, -3 int Tech-use Nerves of Steel
Hardened Fighters +2 WS Street-Fighting Mono-mining tool
Scavengers +10 logistics on any item Doubles draw attention
Regimental Weapons
Basic: Flamer
Heavy: Multi-Melta
TO&E, Standard Regimental Kit (TO&E-STK)
Combat Shotgun + 4 Magazines (K)
Disposable Gun (nailgun) + 4 strips
Poor Quality Silencer
Good Photovisors
Common Respirator
Common Recoil Glove
Guard Flak Armor
2 Weeks Rations
2 Photon Grenades
2 Frag Grenades
1 Smoke Grenade
1 Mono mining tool of choice. 1d10+SB pen 2 damage
1 Mono knife, 1d5+SB pen 2 damage
4 Sandbags
1 [Clicker]
Standard Guard Kit as normal, minus laspistol

Weapons & Etc

Name Class Range RoF Dam Pen Mag Rld Special Weight Availability
Combat Shotgun Basic 30m S/3/- 1d10+4 I 0 18 Full Scatter 6.5kg Scarce
Sawedoff Doublebarrel Basic 15m* S/2/- 1d10+3 I 0 2 Full Scatter, Reliable,Compact 2.5kg Plentiful
Naval Shotcannon Heavy 40m S/3/- 2d10+4 I 0 24 2Full Scatter,Unreliable 7kg Scarce
Shot Pistol Pistol 10m S/-/- 1d10+4 I 0 1 Full Scatter, Reliable 1kg Average
Nailgun (DisposableGun) Pistol 30m S/2/- 1d10+2 I 0 8 Full Unreliable,Inaccurate 1.5kg Ubiquitous
Multi-Melta Heavy 60m S/-/- 2d10+16 E 12 12 Full Multi, Blast (1) 40 kg Very Rare
Flamer Basic 20m S/-/- 2d10+4 E 2 6 2 Full Flame, Spray 6kg Scarce
Good Qu Sniper Rifle Basic 200m S/-/- 1d10+4 3 20 Full Accurate, Reliable 5kg Scarce
Frag Grenades Thrown SBx3 S/-/- 2d10 X 0 1 N/A Blast 3, Ogryn Proof .5kg Common
Photon Grenades Thrown SBx3 S/-/- - - - N/A Blind (15)** .5kg Rare
Smoke Grenades Thrown SBx3 S/-/- - 0 1 N/A Smoke(6) .5kg Common
Miner's tool Melee - - 1d10+SB 2 - - Mono 2+kg Plentiful
Mono knife Melee 5m - 1d5+SB R 2 - - Mono 1 kg Plentiful

*Includes the range reduction from compact
** Anyone in 15m of blast must make Agility +10 or be blinded for rounds equal to DoF

Ammo Effect Weapon Type Availability
Slugs Lose Scatter, gain +1 dam, +2 Pen Shotguns Common
Stun Lose Scatter, gain Shocking Shotguns Scarce

2.5 ton truck

Type: Wheeled Vehicle.
Tactical Speed: 15m
Cruising Speed: 60kph
Maneuverability: +0
Size: Enormous
Structural Integrity: 35,
Armor: Front 24, Side 22, Rear 20
Vehicle Traits: Open-topped, , Rugged, Wheeled, Reinforced Armor, Enhanced Motive Systems.
Crew: 1 Driver+1 optional asst
Carrying Capacity: 12 (bed)+1 (passenger cab) Imperial Guardsmen plus wargear

Swamp Boat

Type: Aquatic Vehicle.
Tactical Speed: 15m
Cruising Speed: 60kph
Maneuverability: +10
Size: Enormous
Structural Integrity: 35,
Armor: Front 20, Side 20, Rear 20
Vehicle Traits: Open-topped, Ramshackle, Rugged, Amphibious
Crew: 1 Driver+1 optional asst
Carrying Capacity: 12 Imperial Guardsmen plus wargear
Weapons: Heavy Weapons Mount.

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