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Mission Assignment Vehicles and Wargear

Rheelas has suffered from the quarantine imposed by the hated Lord Commander Ebongrave for the past 34 years. Many venerable machines on Rheelas date back to the Great Crusade but few of them would remain in operation without replacement parts that once arrived each year on the few Chartist vessels that made the journey between the Hive world of Argoth, the Agri-World of Kaggeran, and the Forge world of Credence, however in the past three decades the ancient technology that sustains the Rheelan people have had to do without access to Sacred Oils and even the most rudimentary anointed maintenance. Over a thousand years have past since the Jericho Sector fell into the Long Night of Anarchy, Famine, and living Nightmare. During these dark days, the Sector was cut off by Warp Storms from the rest of the Imperium. Disasters robbed the Sector of its Capital World and many Imperial worlds fell into the twisted grip of Chaos, and soon the Sector was reduced to an uncivilized Reach amid the lonely night. Rheelas has been cut off from its sister worlds so long that the Granite Guard suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. In addition, whenever a member of the Poorly Provisioned Guard successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been
Not a true tank by any means, the Hades Breaching Drill is essentially a piece of mining equipment. Consisting of four diamantine-tipped rotary power cutters and a high-power melta-cutter, the Hades can plough through just about any surface. The Hades is used to grind through massive walls and other obstructions, the original colonists brought hundreds of Hades Breaching Drills to mine the surface of Rheelas during the waning years of the Great Crusade but before the Horus Heresy broke out. Unfortunately, when the colony ship arrived in orbit they discovered that an error on the part of the Imperial planetologist that had filed the original survey had neglected to mention that the world was 98% covered in super heated water by the intense volcanic activity and so in the early days of their settlement the Breaching Drills were retrofitted with environmental seals, ballast tanks, and cargo holds so that their crew could mine the rare and valuable exotic ores found on and more often deep beneath the ocean floor of the planet. In the intervening ten thousand years, many Hades have been lost to mining accidents or in the few wars conducted between the Hive Cities as they also double as convenient ambush vehicles. Since the fall of the Jericho Sector, most of the Adeptus Mechanicus retreated to be with their brethren on the Forge worlds of Credence and Sammech leaving a handful of Tech-Priests to carry on the tradition. None of the Hades Breaching Drills currently in service have fully functional environmental seals, most leak water or air when submerged to some degree and require the vehicles two man crews to wear bulky diving suits or diving armor to avoid being boiled alive. Most also run on locally sourced promethium, which requires them to surface periodically or run a hose attached to a float in order to maintain engine power. If the hose is severed, it likely spells doom for the vehicle to which it was attached. It is usually a -30 to hit the air hose with a Ballistic Skill attack as modified by distance. Type: Tracked Vehicle Tactical Speed: 10 m Cruising Speed: 25 kph Maneuverability: –15 Structural Integrity: 20 Size: Enormous Armour: Front 30, Side 16, Rear 11 (when armor plates are removed in order to attach a Cargo Pod) Vehicle Traits: Amphibious, Burrower (6), Enclosed, Environmentally Sealed*, Extremely Volatile, Ponderous, Searchlight, Tracked Vehicle Crew: 1 Pilot, 1 Co-Pilot/Gunner Carrying Capacity: None. However most Hades on Rheelas pull an unarmored but air tight Cargo Pod (of Average availability; AP 2) capable of holding 3 cubic meters of ore or 1,000 kg of weight, or roughly a squad of soldiers in a detachable pod that is equipped with a reusable flotation device and vox beacon so that when released it will quickly surface and begin broadcasting its location to all receivers within 10 km. Most pods are not equipped with life sustainers (Rare upgrade) and men trapped inside without access to breathable air will quickly begin to suffocate. It is possible to chain together up to sixteen Cargo Pods, however for each one that is attached the Hades suffers a -5 penalty to its Maneuverability. W eapon Fixed rotary power cutters/melta-cutter (Forward Facing; Melee; 3d10+20 R; Pen 16; Concussive [2], Felling [4], Tearing, Unwieldy) Rear sponson (rear; 180 degree firing arc) mounted plasma cannon (120m; S/–/–; 2d10+10 E; Pen 8; Clip 48; Reload 5 Full; Blast [1], Maximal, Overheat) Special Rules The Hades Breaching Drill can only attack via the Ram! Action (see O nly W ar Core Rulebook page 273), however the Hades uses the weapon profile for the rotary power cutters/melta-cutter to determine the amount of Damage. The Hades takes no Damage from Ram! Actions as they are designed to push through solid rock without slowing down. The Hades Breaching Drill may move underground via the Burrower (6) Trait (see O nly W ar Core Rulebook page 155) leaving behind it a mostly stable tunnel through which infantry can move unhindered and without the need to crouch. Tunnels cut by a Hades are not entirely stable, however, and sometimes collapse. The Hades can attack targets above it whilst it is underground by performing a Ram! Action. Adversaries attacked in this manner are Surprised.
Ogre boat Huge combination promethium/ore bulk cargo skimmer, the Ogre boats are the preferred method of recovering cargo pods from deep water mining operations as well as the main civilian fishing boats in use on Rheelas. Utilizing secrets from the Dark Age of Technology, Ogre boats employ anti-grav plating along their keel and use a series of magnifiying lenses to focus the sunlight into a solar oven that in turn powers a closed-cycle regenerative heat engine filled with Stirling gas that turns a single turbine for thrust as well as providing a trickle of power to maintain the anti-grav effect. The vessels must move with the sun for if they are robbed of its abundant light by the impending night that chases them across the six seas, their solar ovens will shut down and they will fall into the boiling sea. Some Ogre boats also channel the excess Stirling gas into gas bags for additional lift, granting them the ability to fly as long as their anti-grav plating is powered. . Dimensions: 450 meters long by 25 meters abeam. Mass : 600 tons approx Crew : 41 approx. Type: Skimmer Tactical Speed: 25 m Cruising Speed: 144 kph Manoeuvrability: +10 Structural Integrity: 70 Size: Monumental Armour: Front 18, Side 18, Rear 14 Vehicle Traits: Amphibious, Open-Topped, Ponderous, Ramshackle, Servo-Crane, Skimmer Crew: 1 Shipmaster, 1 Pilot, 1 Co-pilot, 1 Navigator, 1 Vox Operator, 5 Gunners, 1 Drivemaster, 30 Mono-Task Servitors, Carrying Capacity: 96 cubic tonnes of stowage/32,000 kg. W eapons 1 Deck autocannon (Pintle mount; 300m; S/3/–; 3d10+8 I; Pen 6; Clip 200; Reload 2 Full; Ogryn-Proof, Reliable) 4 Sponson Heavy flamers (Front Facing, Rear Facing, Starboard Facing, Port Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
Lanceam divina sanctæ Iudicium (Anti-Voidship Lance) The Crown boasts an ancient archaeotech 'Surface to Orbit' Lance turret which was intended to protect the mining world from planetary invasion, several hundred years ago (but before the destruction of the planets twin moons and the formation of the arch/bridge/disc etc) the ancient weapon was sanctified by Saint Thor, though the reliquary that was credited as key to the sanctification was removed by members of the Ecclesiarchy some 33 years ago when the Achilus Crusade returned Rheelas to the fold.. The AV Lance installation is further protected by a battery of fixed Hydra flak guns that once defended all approaches from enemy aircraft, however after 30 years of neglect only three of the AA guns still function. The archaeotech weapon requires a gun crew (no more than ten individuals with Weapon Training [Heavy]) working in concert to assist the primary gunner in aiming the Lance at a target. The primary gunner can also spend a Half action to transverse the Lanceam divina sanctæ Iudicium 45 degrees. The archaeotech device was damaged when several key components were confiscated by Adeptus Mechanicus and the Ecclesiarchy associated with the Achilus Crusade when they liberated Rheelas and these relics were not returned when Lord Ebongrave issued the quarantine/blockade. In the past 30 years, the remaining Mechanicus have not entirely completed repairs on the installation, and the Ecclesiarchs that remain on the Crown have shunned the installation out of fear and ignorance. According to tradition, an Ecclesiarch must bless the focusing crystals of the massive Titan Forge Lance each time its gun crews locate a target. The cleric must succeed on an Easy +30 Common Lore (Imperial Creed) Test, if the Test is successful then any Corruption points gained by anyone within the installation for the rest of the turn are reduced by the degrees of success to a minimum of 1, and if five or more degrees of success were scored the shot also counts as Sanctified and deals double damage to Daemons. If the blessing is not attempted or if it is failed, the weapon gains the Overheats quality. A siege auspex sensorium attached to the Lanceam divina sanctæ Iudicium allows for an auspex specialist to make a Challenging +0 Scrutiny skill as a Full action when they lead a crew of up to four auspex technicians to acquire a target lock on a vehicle or voidship within the 20,000 meter range of the auspex scanners. If the technician also has Common Lore (Tech) this test is Ordinary +10, and if they have Forbidden Lore (Archeotech) too the test is instead Routine +20. Each degree of success on this test adds a +10 bonus to the next attack with the AV Lance turret this round, the bonus is reduced by 5 for each round after the test is made. The target can also take Evasive action to further reduce the bonus by 5 per degree of success on the Operate test. Finally, the weapon's Enginseer Prime and any assisting Tech-Priests must marshal enough power to fire the weapon by making an extended Ordinary +10 Tech-Use Test and scoring a net 10 degrees of success. Each roll requires a Half action. Each time the weapon is fired, it must spend a full round cooling down if it does not the weapon replaces its Unreliable quality with the Overheats quality except that all those involved firing the weapon take the damage which they can attempt to dodge but if they fail they suffer damage equal to the current charge to their body location. For each degree scored on the Tech-Use Test the weapon builds up one charge which when fired deals +1d10+3 Energy damage with a Pen of +2 (max 10d10, Pen 20) and has a range of +1250 m or 1.25 km per charge in the capacitors (max of 10 charges). Name Class Range Increment Rate of Fire Damage Penetration Clip** Reload Special Lanceam divina sanctæ Iudicium Heavy 1250 to 12,500 m S/--/3 1d10+3 E to 10d10+30 E 2 to 20 1/10 5 Full Blast (20) Corrosive, Felling (2), Lance, Sanctified*, Unreliable or Overheats The AV Lance turret has a -50 penalty to hit (modified by the size of the target, targeting a Void ship gives a +50 or +60 bonus to offset the penalty).
<a href="https://community.fantasyflightgames.com/index.php?/topic/177675-maritime-operations/" rel="nofollow">https://community.fantasyflightgames.com/index.php?/topic/177675-maritime-operations/</a> <a href="http://www.reddit.com/r/AskReddit/comments/21enqf/military_personnel_of_reddit_whats_the/" rel="nofollow">http://www.reddit.com/r/AskReddit/comments/21enqf/military_personnel_of_reddit_whats_the/</a> Water Vehicl e s Water vehicle statistic changes Crew Water vehicles are often the largest vehicles on the battlefront. They can be teaming with crew, not only to many every station but a reserve for each and enough crew to sleep in shifts and still operate the vehicle 24 hours a day. The crew is normally just a total number of crew applied and is the minimum for normal operations. Assume there is at least one and usually 2 or more officers, a Helmsman each shift, a gunner for each weapon, a loader / engineer for any vehicle sized weapons (such as battle-cannon) and chief engineer with additional engineering crew proportional to the size of the vessel (minimum 2 additional to cover shifts). Some ships are large enough to have to their own dedicated cooks and doctors. The full crew numbers is often a quarter more than the minimum published but it is also not common that a Guard regiment enjoys that abundance of personal beyond its initial creation. Due to their large numbers a PC crew is likely to be bulked out with NPC’s beyond the companions. These can be potential replacement companions should it be required. Carrying Capacity On vessels this size it is there is space for additional personnel to jam on board. These additional troops are very much temporary and if the full transport is used it will be limited in endurance to about a day. New traits Boat The vehicle has boat hull that floats on water or similar fluids. Screw propelers, paddle wheels or water jets propel the water through the water at a rate of knots. Fairly calm sea or waterways is considered open ground. Examples of difficult ground for boats would be choppy seas, narrow water ways and areas with sand banks making the water more shallow than the boats draft (which is might be made more difficult but not being easily seen). Water provides little traction and manoeuvrability tests suffer a -10 penalty. In additional boats are difficult to stop and turn. If a Boat makes a turn manoeuvre or tries to stop it takes as many turns as its size modifier divided by 10. This is reduced by 1 if it traveling at tactical speed or less. If a boat ends up on dry ground or water shallower than its draft for any reason it has run aground. Resolve damage to the vehicle as if it had rammed whatever it hit. Boats that have run aground must be pushed or towed back into the water. If a boat takes critical hull damage (including righteous fury) it can breach the hull and ship will start to sink. Any time critical hull damage is received roll 1d10, if this is less than or equal to the critical damage inflicted on that attack (or 1 for Righteous fury) the ship has been holed below the water line and will start to sink. It will sink in a number of turns equal to the Structure points of the vehicle and this is reduced by d10 for hit that caused it to start to sink (and any further hits that would have started it sinking). If the vehicle has taken critical damage it will be reduced by the amount of critical damage each turn instead of one.E.g. A boat with 25 structure points takes a hit that caused 4 critical damage and a 3 is rolled so it starts to sink. A further d10 is rolled and come up as an 8. This boat will sink in 17 ‘turns’, although the current critical damage means it will sink in 5 turns unless it is repaired or takes more damage. Air-cushion Downward directed air jets inflate a skirt which in turns allows the vehicle to ride on a cushion of air. Air-cushioned motive systems are notoriously complicated. Any motive system repairs take twice as long to perform for these vehicles. Because of the lack of inertial on air cushioned vehicles they are difficult to manoeuvre at speeds. At over the tactical speed manoeuvrability tests suffer a -10 penalty. At over twice the tactical speed the penalty is -20. An Air-cushioned vehicle can travel over any flat terrain as if it was open ground. They ignore any manoeuvrability penalties for these such as; swamps, water, soft sand or soil. They can even travel over pressure sensitive mines without setting them off. If an Air-cushioned vehicle suffers a crippled motive system. It hits the ground or water and becomes immobilised but does not take further damage (unless it was over a mine). They can float if they are crippled over water. An Air-cushioned vehicle with a crippled engine can sink due to hull damage just like a boat can. Quarters The vehicle is large enough to allocate a room for the crew to sleep within the safety of the hull. These can lavish state rooms for offices or stacks of hammocks. Normally it is a combination and somewhere between the two and often only enough space for a shift, about a third to half of the crew to sleep or rest at once. There will also need to be a head, where the crew can perform their ablutions without leaving the vehicle. This allows, with work shifts, the vehicle to operate for 24 hours without fatigue and maintaining environmental seals for any length of time. Mess The vehicle has its own Kitchen, food storage and even perhaps a dining area. This could be as simple a stove in the corner of one room and a chest of food to entire galley and walk in fridge with a mess hall in the largest vehicles. This allows the crew to eat without the vehicle stopping to cook food or the crew cold rations in an unused part of the vehicle. This is essential to maintaining crew moral and keeping the vehicle sealed from the elements. Without this environmental sealing is inherently limited in operational time and somewhat depressing. Vehicular Auspex The vehicle includes a large emplaced auspex system that has a dedicated operator station and the ability to fire the ships main weapons with the benefit of these systems. It acts as a +10 Auspex and for all vehicle weapons (not pintle-mounted weapons) can use this as a telescopic scope and gain the dark sight trait. The auspex’s range is 200 km in air but a quarter of that underwater, terrain or atmospheric affects can reduce this range. In addition the Auspex operator can make a Scrutiny use test to lock onto one target per turn and attacks against this target have other penalties reduced by 10 per degree of success. In this way the vehicles weapons can be fired against targets that are at great distances and out of line sight. Smoke-maker The vehicles engine has been modified to produce vast billowing clouds of black smoke to hide troop and vehicle movements behind it. This does not affect the smoke making vehicle itself though, so this is often done by smaller, quicker outlying vessels that risk themselves for the fleet. When activated the smoke forms a cloud 20m wide and high, forming a line where the ship moves. It can be produced for 12 turns, and dissipates after d10X2 minutes in calm weather half this time in a strong wind. Landing craft The vehicle is capable of beaching itself and dragging itself back into the water. It takes no damage from running aground and, though it is still stopped it can reverse its engines to get back into the water again from the next turn onwards as long as it wasn’t going flat out when beached. Double-hull The ship has a reinforced double hull design that helps prevent hits causing a hull breach. This is normally only possible on the larger vessels. The roll to determine if a critical hit causes the boat to start to sink may be re-rolled. The second result must be kept. New Repairs Plug breach Skill Requirement: Essential Repair Skill Repair Difficulty: Challenging (+0), Ordinary (+10) if the character Tech-Use or Trade Technomat Repair Time: 2 turns per point of critical damage received. When a ship’s hull is breached and it starts to take on water it down to the plucky crew below decks to jam that breach with whatever tools they have to hand. Each breach needs to be plugged separately and the difficulty is increased by -10 if a quarter of vessel is underwater (a quarter of structure points sunk) and -10 if half the vessel is underwater. Once the leaks are plugged the engines can start pumping out water (and equivalent turns sinking) at a rate of the size modifier divided by 10 per turn.
Promethium powered Patrol boat Type : Boat Tactical Speed: 15m Cruising speed: 60kph Maneuverability : +10 Structural Integrity : 15 Size : Enormous Armour : Front 4, Side 6, Rear 4 Vehicle Traits : Boat, Enclosed, Extremely Volatile, Landing Craft, Mess, Ramshackle, Quarters (1), Spotlight, Vehicular Auspex Crew: 1 Helmsman, 2 Gunners, and 1 Vox operator Carrying Capacity : 540 kg Weapons: 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip N/A; Reload 2 Full; Flame, Recharge, Spray) Availability : Rare
Creedence-pattern Las Turret Type: Gun Platform Tactical Speed: None. Cruising Speed: None. Maneuverability : +0 Structural Integrity: 20 Size: Enormous Armour: Front 20, Side 16, Rear 12 Vehicle Traits : Anti-Air (Advanced), Enclosed, Immobile, Ramshackle, Vehicular Auspex Crew: 1 Gunner, 1 Auspex Operator Carrying Capacity: None Weapons : 2 Creedence-pattern Turbo Multi-lasers Class Range RoF Damage Pen Clip Reload Special Turbo Multi-laser Vehicle 3000 --/--/5 2d10+12E 4 50 2 Full Accurate, Motion Predictor, Twin-linked, Unreliable
The blessed technology used to craft this wondrous device remains a tightly guarded secret of the Adeptus Mechanicus. The Euemos-pattern Graviton projector is a finely tuned instrument that primarily intensifies the very nature of gravity itself, turning a target's mass against it, crushing it to pulp under its own weight but has a few other settings not included in most gravity weaponry commonly employed by the Imperium including the beam setting, the continuous focused beam setting, the 'pulse setting, and the wide dispersal setting. The projector is not a weapon and was never intended to be used as one, rather the Magos Geomancer that the projector bears the name of developed it as an ore mining tool. Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight Availability Graviton projector Exotic - Heavy 25 meters Special 1d10 Impact Special 20 5 Full Blast (4), Graviton, Unreliable 18 kg Extremely Rare The beam setting is the devices default, which projects a brief beam of Graviton particles in a straight line out to a maximum of 100 meters. The first time this setting is used in battle all targets within this line must make an Agility test unless they are surprised, and those characters that don't succeed on the Agility test are struck by the beam and immediately knocked prone and take 1d10 falling damage. Armour offers no protection against falls. Damage from falling is Impact Damage. The GM may adjust the Damage depending on the type of surface landed upon as well abnormal gravity conditions, and so forth. Once accustomed to the effect, characters struck by the beam are allowed to make a Strength test to struggle out of the effect which lasts only a few seconds (basically 1 round). Vehicles up to the size of bulk shuttles or leman russ main battle tanks that are struck by the beam have their Maneuverability reduced momentarily by -30. Each time the beam setting is used, it consumes two one charge from the charge pack. When fired as a continuous focused beam, the graviton projector can pin one target up to Enormous size. On a successful attack, the target takes must make an Arduous (–40) Strength Test or be knocked down and pinned which deals 1d10 points of Impact damage. Once pinned the target takes a further 1d10 points of Impact damage that ignores armour every round until the target escapes the beam or is crushed to death. When used in this mode, the graviton gun can maintain the gravity beam for 2d10 rounds until it runs out of energy and needs reloading. The pulse setting is a bit of a misnomer, when used the Graviton projector negates the effects of any of the other settings and produces an antigravity repulsive effect in a burst (8) centered on the projector causing everything within the burst to be subject to a localized low gravity bubble. In areas of low gravity the effect is theorized to actually negate gravity for a brief period. The 'pulse setting consumes 5 charges each time it is used, unless it is used on an actual low gravity world in which case it only expends a single charge, and the GM rolls 2d5 to see how long the effect lasts. When used on its wide dispersal setting, everything caught in its area of effect is subject to extreme gravitational forces for 1d10 rounds and must make a Very Hard (–30) Strength Test or be knocked down and pinned. A being that fails its Strength Test and is thrown into a solid object or surface from a standing position takes 1d10 points of impact damage to their body. This damage may be increased at the GM’s discretion depending on the surface the being is thrown into or how far the being is thrown or falls. The wide dispersal setting expends 1d5 charges each time it is used. Moving or attempting any physical action while pinned by one of these gravity effects requires a Hard (-20) Strength Test unless stated otherwise. The Graviton projector may also shatter fragile objects, collapse weak floors or structures, jam machinery, damage vehicles, rupture storage tanks, or cause any other sort of mayhem as the GM sees fit.
" Section V. Paragraph I. All property belongs to the Immortal Emperor of All Mankind. War material is to be utilized efficiently and effectively by the planetary defense force to maximize its value, and if there is ever reason to doubt that it is being put to good use please inform your nearest ranking officer of the Departmento Munitorum. Furthermore forging of ration cards, stockpiling supplies and possession of undeclared goods are crimes against the Imperium. Immediately detain any suspect of such and inform your commanding officer. Paragraph II. Your munitions and equipment are the property of the Departmento Munitorum. You are obliged to use them only in the defense of Rheelas and in the service of God Emperor of Mankind. Using this equipment for other purposes is punishable by flogging. Failing to use this equipment when duty and service requires it is punishable by death. Using this equipment wastefully or inefficiently is an offence punishable by flogging. " --excerpt from the Rheelander Rules of Engagement for the Planetary Defense Forces booklet Armory Primaris; 189 Blue contains the following items 5,789 copies of the Rheelander Rules of Engagement for Planetary Defense Forces, XXV edition revised M39 1,491 common craftsmanship Plaslock muskets 518 common craftsmanship Laslocks 137 poor craftsmanship Las Carbines 98 good craftsmanship Ripper Guns 46 common craftsmanship Flamers 8 poor craftsmanship Man Portable Las Cannons 2 Adeptus Arbites Light Carapace chest plates (AP 5) a crate labelled medicae supplies containing: 1d5 doses of Stimm, 1d5 doses of Tranq, a bionic left hand, bionic kidney, and a bionic heart (which is good because Malachite is going to need one), 10 meters of gauze, some needles, thread, and a bone saw 1 good craftsmanship M34 Autocannon 1 advanced Medi-Kit containing a Tox wand, a Diagnosticator, x3 doses of Stim and x3 doses of Stimm With the exception of the 200 flasks of plasma that were in the crates the laborers were hauling there are only five clips for the ripper gun, a single solitary charge pack for the Las Carbines, a single tank of fuel for the Flamer, and a single 20-round drum for the M34 Autocannon. All other ammunition has evidently been hauled away either by the intruders or the other PDF troops. You are able to find five krak grenades in a box on a table in the open, something about them makes you suspicious. There is also a folio of handwritten documents with the official seal of the Granite Guard on the ground near a knocked over rack of plaslocks has fallen against the wall of the armory. Unfortunately, unless you have the Linguistics (Low Gothic) skill trained you can't actually read them.