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Only War Regiments

Solstice 42nd Game Hunters

Feudal World: 3pts


-Characteristics: +3 to two of WS, S, and T
-Skills: Athletics, Common Lore (War)
-Fluency: does not start with Linguistics (Low Gothic) but can communicate without a test
-Talents: begin with Double Team or Dueling
-Suspicious of Machine Spirits: -10 to Common Lore (tech), Medicae and, Tech-use
-Wounds: Begin with +1 wound
Supine Commander: 1pt
-Skills: Common Lore (Ecclesiarchy, Imperial Creed)
Guerrilla Regiment: 4pts
-Characteristics: +3 Per, -3 Fel
-Skills: Stealth
-Talents: Ambush
-Standard Kit: Lascarbine (main weapon), 4 Charge Packs, 2 Blind, Stun, and Frag Grenades
Chameleoline: 3pts
-Standard Kit: Chameleoline Cloaks of Chameleoline-coated armour.
Warrior Weapons: 3pts
-Skills: parry
-Standard Kit: Exchange main weapon for a Common Low-tech Weapon and a Laspistol with
2 Charge Packs.
Hardened Fighters: 2pts
-Characteristics: +2 WS
-Talents: Street Fighting
-Standard Kit: Replace standard melee weapon with a common Low-tech weapon, or apply
the Mono upgrade to standard melee weapon.
The Few: -5pts
-Limited Numbers: Must make a Hard (-20) or Ordinary (+10) Logistics test to replace a fallen
Comrade depending on how much of the regiment is in the field.
Favoured Weapons:
Full Standard Kit: 22
-uniform -rechargeable lamp Pack
-one set of poor weather gear -grooming Kit
-Laspistol (main weapon), 2 Charge packs -set of Cognomen tags or identification
-Common Low-tech weapon -instructional handbook
-mono-Knife or Common Low-tech Weapon-two weeks supply rations
-Flak Vest -2 Blind, 2 Stun, 2 Frag Grenades
-Rucksack or Sling bag -Chameleoline Cloak
-set of basic tools
-mess kit and water canteen
-Blanket and Sleep Bag
-Solstice Composite Bow 30 Arrows
-High Impact, Incredibly Lethal
-Bulky, Rare Model
Solstice Knights Errant

-Feudal Highborn: 3pts -Heavy Lancers: 5pts


-Fixed Commanding Officer: 1pt -Close Order Drill: 2pts
-Mounted Knights Regiment: 5pts -Honour Bound: -4pts
Characteristics: +3 to two of WS, S, Fel, +3 Ag, -3 BS
Skills: Athletics, Linguistics (High Gothic), Command, Survival
Talents:Air of Authority or Peer (Nobility), Skilled Rider, Unstoppable Charge, Combat Formation or
Double Team
Aptitude: Weapon Skill
Fluency: does not start with Linguistics (Low Gothic), but can communicate without a test.
Duty and Honour: -10 to Charm, inquiry, and Deceive tests to non-highborn, but gain +10 to these
tests with Highborn Characters and High Authority in Formal Settings.
Pride Over Life: Must pass a Difficult (-10) WP test to refuse a formal challenge or slight. If failed he
must engage the individual or suffer -10 WP for the rest of the session.
Suspicious of Machine Spirits: -10 to Tech-use, Medicae, and Common Lore (Tech) when not
trained in these skills.
Heavy Lancers: increase distance to Crushing Charge Mounted Action by twice the mount's Ag
bonus.
Wounds: Normal number of wounds
Favoured Weapons: Power Spear, Plasma Gun
Standard Kit:
-Best Craftsmanship Mono-Sword -Laspistol and 4 Charge Packs
-Shield -Riding Beast
-Saddle, 2 saddlebags -set of Riding Tack (Reins, Harness, etc.)
-Mono-Great Spear -Feudal Plate Armour
-Uniform -Set of Poor Weather Gear
-Knife -Sling Bag
-Set of Basic Tools -Mess Kit and Water Canteen
-Blanket and Sleep Bag -Rechargeable Lamp Pack
-Grooming Kit -set of Cognomen Tags for Identification
-primer or Instructional Handbook -2 Weeks Rations
-2 Frag Grenades

Mount: Solstice Errant Warhorse Mount: Solstice Pegasus


WS BS S T Ag Int Per WP Fel WS BS S T Ag Int Per WP Fel
35 01 50 50 35 10 25 20 10 20 01 40 40 50 20 25 25 10
Skills: Awareness, Survival, Dodge Skills: Awareness, Survival
Talents: Hardy, Sprint, Iron Jaw Talents: Hardy, Sprint, Catfall, Iron Jaw
Traits: Bestial, Size (5), Natural Weapons, Traits: Bestial, Size (5), Natural Weapons, Quadruped,
Bred For War, Enduring, Loyal, Quadruped Flyer (8), Wiry, Loyal, Bred For War
Wounds: 20 Wounds: 16

Mounted Knights Regiment


3pts
Characteristics: +3 Agility, -3 Ballistic Skill
Skills: Survival
Talents: Skilled Rider
Standard Kit: Chainmail Armour, Common Low-tech Melee weapon with Mono upgrade(main
weapon), Shield, Laspistol and 4 Charge Packs, Riding Beast, Saddle, 2 Saddlebags, Set of Riding
Tack.
Fortis Binary 6nd Aquila Outriders

-Forge World: 4pts -Electro-vox Warfare: 4pts


-Phlegmatic Commander: 1pt -Well-provisioned: 3pts
-Outrider Regiment: 5pts -Lost Home World: -5pts
Characteristics: +3 to two of Int, Per, T.
Skills: Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War), Linguistics (Low Gothic,
Tech-lingua), Logic, Operate (Surface), Navigation (Surface)
Talents: Peer (Adeptus Mechanicus), Technical Knock or Weapon-tech, Hatred (Traitors).
Well-Provisioned: +10 to Logistics Tests to obtain Fuel and parts for Vehicles.
Isolated By Machines: -10 to Interaction tests made to those not from Forge Worlds or Mechanicus.
Survivor's Guilt: Begin play with 2d10 Insanity points
Last Survivors: when requesting reinforcements, roll a d10. 1-2 no reinforcements, 3-4
reinforcements form their regiment, 5-10 reinforcements from another regiment.
Wounds: Start with -1 wound.
Favoured Weapons: Plasma Gun, Multi-laser
Standard Kit: 10
-Uniform -Lascarbine and 6 Charge Packs
-Set of Poor Weather gear -Guard Flak Armour
-Knife -3 Frag and 3 Krak Grenades
-Rucksack or Sling Bag -Outrider Bike
-Set of Basic Tools -2 Saddlebags
-Mess Kit and Water Canteen -Magnoculars
-Blanket and Sleep Bag -Survival Suit
-Rechargeable Lamp Pack -Data Slate
-Grooming Kit -Micro-bead
-Identification Tags -Anointed Electronics Toolkit
-Instructional Handbook -2 Auspex and Static Generators per Squad
-6 Weeks Rations -1 Vox-caster and Signal Jammer per Squad
-Recoil Gloves -Photo-visor
-Laspistol and 2 Charge Packs

Outrider Regiment
Cost: 5pts
Characteristics: +3 Agility, -3 Fellowship
Starting Skills: Operate (Surface), Navigation (Surface)
Starting Talents: Push the Limit
Standard Kit: Lascarbine and 4 Charge Packs, Guard Flak Armour, 2 Frag and 2 Krak Grenades,
Outrider Bike, 2 Saddlebags, Magnoculars,

Fortis Binary Outrider Bike


Type: Wheeled Vehicle Tactical Speed: 20m
Cruising Speed: 80 kph Maneuverability: +11
Structural Integrity: 15 Size: Hulking
Armour: Front 16 Side 16 Rear 16
Vehicle Traits: Bike, Open-Topped, Wheeled, Rugged
Crew: 1 Rider
Carrying Capacity: 2 Saddlebags,1 Passenger (If necessary, -6 Maneuverability)
Weapons: None
Phantine 1th Heavy Infantry 'Ruin-borne'

-Mining World: 3pts -Vanguard: 6pts


-Bilious Commander: 2pts -Well-Provisioned: 4pts
-Grenadiers: 4pts -Doomed: -7pts
Characteristics: +3 to two of Ag, Per, T. +3 BS, +3 T, -3 Per
Skills: Awareness, Common Lore (Tech), Lingustics (Low Gothic), Tech-Use2
Talents: Resistance (Poisons), Paranoia, Bombardier
Tunnel Rat: gain +10 to Awareness and Navigation (Surface) when underground or Indoors.
Unaccustomed to Light: Suffer -10 penalty to Perception and Awareness Tests in Full Daylight or
bright artificial light.
Well-provisioned: +10 to Logistics Tests to obtain fuel and parts for the Squads Vehicles.
Wounds: Begin with +1 Wound
Favoured Weapons: Voss Automatic Grenade Launcher, M34 Autocannon
Standard Kit: 5
-2 Uniforms (Field use) -Anointed Toolkit
-Set of Poor Weather Gear -Auxiliary Grenade Launcher (2 grenades?)
-Good Phantine Combat Shotgun with 6 Clips -4 Frag and 2 Krak Grenades
-Knife -Deadspace Earpiece
-Light Carapace Armour -Combi-tool
-Rucksack or Sling bag -Data-slate
-Set of Basic Tools -9-70 Entrenching Tool
-Mess Kit and Water Canteen -2 Grenade Launcher per Squad
-Blanket and Sleep Bag -1 Lascutter per Squad
-Rechargeable Lamp Pack -6 Demolition Charges per Squad
-Grooming Kit -1 Siege Auspex per Squad
-Identification Tags -Vid-Relay
-Instructional Handbook -Stub Revolver and 12 Bullets
-4 Weeks Worth of Rations -Chrono
-Chimera APC with Turret-Autocannon, Hull-Heavy Flamer, Pintle-Stubber, Dozer Blade and
Camouflage Netting.

Phantine 'Ruin' Combat Shotgun:


Class Range RoF Dam Pen Clip Rld Special Wt.
Basic 40m S/3/- 1d10+4 0 18 Full Scatter 8.5

Piercing- Gain Felling (2) when fired within Short Range


Long Barrel- Increased Range by 10m
Rare Model- -20 to Logistics tests to Acquire outside of Phantine
Bulky: Increase weight by 2kg
Necromunda 21st Regiment Phantoms

-Hive World: 3pts -Covert Strike: 5pts (or Snipers: 2pts)


-Phlegmatic Commander: 1pt -Forward Observation: 4pts
-Guerrilla Regiment: 4pts -The Few: -5pts (or Cloud of Suspicion: -3pts)
Characteristics: +3 Ag, +6 Per, -3 Fell
Skills: Common Lore (Imperium, Imperial Guard, War), Deceive, Linguistics (Low Gothic), Stealth
Talents: Unremarkable, Ambush
Accustomed to Crowds: Crowds do not count as Difficult Terrain. When running through a crowd,
they take no penalty to Ag tests to keep their feet.
Hivebound: While outside of and enclosed or artificial environment they suffer -10 to Survival Tests.
Limited Numbers: When requesting reinforcements, must pass either a Hard (-20) or Ordinary (+10)
logistics test.
Covert Strike: +10 to Logistics Tests for all stealth and Infiltration gear and weapons.
Wounds: Begin with -1 Wound.
Favoured Weapons: Sniper Rifle, Acctran Mk IX Automatic Mortar
Standard Kit:
-Uniform -2 Blind, 2 Stun, and 2 Frag Grenades
-Set of Poor Weather Gear -Suit of Synskin
-Mk IX Autorifle with Silencer and 4 Clips -Preysense Goggles
-Knife -Magnoculars
-Flak Vest -Chameleoline Cloak
-Rucksack or Sling Bag -Hand-held Targeter
-Set of Basic Tools -2 Pict Recorders per Squad
-Mess Kit and Water Canteen -Micro-bead
-Blanket and Sleep Bag -Stub Automatic with Silencer and 2 Clips
-Rechargeable Lamp Pack
-Grooming Kit
-Identity Tags
-Primer or Instructional Handbook
-4 Weeks Worth of Rations

Infiltrator's Mk IX Autorifle:
Class Range RoF Dam Pen Clip Rld Special Wt.
Basic 100m S/3/10 1d10+3 0 30 Full Accurate 5kg

Incredibly Lethal: Gain the Accurate Quality.


High Impact: gain +2 Damage when Aimed
Delicate: Increase weight by 2kg.
Rare Model: -20 to acquire outside of place of manufacture
Vitrian 8th Dragoons

-Imperial World: 1pt -Sharpshooters: 4pts


-Fixed Commander: 1pt -Iron Discipline: 3pts
-Line Infantry: 2pts -Close Order Drill: 2pts
-Well-Provisioned: 3pts -Honour Bound: -4pts
Characteristics: +3 WP, +3 BS
Skills: Common Lore (Imperial Creed, Imperium), Linguistics (Low Gothic), Command, Athletics
Talents: Hatred (Mutant), Deadeye Shot, Combat Formation, Rapid Reload
Aptitude: Willpower, Ballistic Skill
Blessed Ignorance: -5 penalty on all Forbidden Lore tests.
Pride Over Life: must pass a Difficult (-10) WP test to refuse a formal challenge or slight or suffer a
-10 WP penalty for the rest of the Game Session.
Wounds: Generate wounds normally.
Favoured Weapons: Plasma Gun, Man-portable Lascannon
Standard Kit:
-Uniforms -3 Frag and 3 Krak Grenades
-Set of Poor Weather Gear -Targeter
-Good M36 Lasgun and 6 Charge Packs -Laspistol and 2 Charge Packs
-Knife
-Crystal Chain Armour
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Byhata text
-4 Weeks Worth of Rations

Crystal Chain Armour:


Locations AP Weight
All 4 15kg
Special: has two modes, may switch between them as a half-action.
Reflective: Counts as 1 AP higher against Las weapons
Non-Reflective: all Stealth tests gain a +5 bonus
Kovonian 1st Tank Regiment, "The Black Knights"

-Forge World: 4pts -Well provisioned: 3pts


-Fixed Commander: 1pt -Augmetics: 2 pts
-Super Heavy Armored Regiment: 7pts -The Few: -5pts
Characteristics: -3 WS, +3 Int, +3 Per, +3 Will
Skills: Command, Common Lore (Adeptus Mechanicus, Tech), Linguistics (Low Gothic, Techna
Lingua), Operate (Surface).
Talents: Peer (Adeptus Mechanicus), Technical Knock.
Rites of Rewiring: Characters may chose to start with either the Technical knock or Weapon-Tech
Talent.
Isolated by Machines: Characters suffer a -10 penalty to Interaction Tests with non-Forge World of
Mechanicum characters.
Limited Numbers: When requesting reinforcements, must pass either a Hard (-20) or Ordinary (+10)
logistics test.
Well-provisioned: +10 to Logistics Tests to obtain fuel and parts for the Squads Vehicles.
Augmetics: +10 to Logistics Tests to obtain Bionics and Implants
Wounds: Begin with -1 Wound.
Favoured Weapons: Plasma Gun, Man-Portable Lascannon
Standard Kit:
-Uniform -Baneblade Super-Heavy Tank
-Set of Poor Weather Gear -Annointed Toolkit
-Laspistol and 4 Charge Packs -Vehicle Interface Circuitry
-Knife -Micro-Bead
-Flak Vest -Combi-tool
-Rucksack or Sling Bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identity Tags
-Primer or Instructional Handbook
-4 Weeks Worth of Rations
Scintillan 23rd Fusiliers Hive-Jagers

-Hive World: 3pts -Hardened Fighters: 2pts


-Sanguine Commander: 2pts -Combat Drugs: 2pts
-Close Assault Regiment: 3pts -Cloud of Suspicion: -3pts
-Sappers: 3pts
Characteristics: +3 Ag, +3 Per, +5 WS, -1 Int
Skills: Common Lore (Imperium), Linguistics (Low Gothic), Deceive, Dodge or Parry, Security, Tech-
use, Trade (Technomat).
Talents: Unremarkable or Paranoia or Hightened Senses (hearing), Die Hard, Lightning Reflexes,
Technical Knock, Street Fighting.
Accustomed to Crowds: Crowds do not count as Difficult Terrain. When running through a crowd,
they take no penalty to Ag tests to keep their feet.
Hivebound: While outside of and enclosed or artificial environment they suffer -10 to Survival Tests
Cloud of Suspicion: Gain Enemy (Adeptus Arbites), Paranoia. When a mission fails an investigation
is started. Every member gains -5 WP until this investigation is concluded.
Sappers: gain +10 to Tech-use and Trade (Technomat) to construct or deconstruct a structure
Wounds: Generate -1 wounds
Favoured Weapons: Sniper Rifle, Autocannon
Standard Kit:
-Uniforms -5 Frag and 2 Krak Grenades
-Set of Poor Weather Gear -Lascutter
-Combat Shotgun and 4 Clips or Great Weapon -Injector and 3 Frenzon or 5 Stimms
-Mono-Knife or Common Low-Tech Weapon -Micro-bead
-Imperial Guard Flak Armor -Stub Automatic and 2 Clips
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Imperial Infantrymans Uplifting Primer
-4 Weeks Worth of Rations
Fervious 11th Royal Hussars

-Highborn: 3pts -Anti-Armor: 4pts


-Supine Commander: 1pts - Honor Bound: -4pts
-Heavy Reconnaissance Regiment: 8pts

XP: gain an additional 100xp to spend at Character Creation


Characteristics: +3 int, +3 Fel, +6 Ag, -6 T
Skills: Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Tech), Linguistics (High Gothic),
Inquiry, Operate (Surface), Tech-Use
Talents: Air of Authority or Peer (Nobility), Push the Limit, Tank Hunter
Fluency: does not start with Linguistics (Low Gothic), but can communicate without a test.
Duty and Honour: -10 to Charm, inquiry, and Deceive tests to non-highborn, but gain +10 to these
tests with Highborn Characters and High Authority in Formal Settings
Pride Over Life: Must pass a Difficult (-10) WP test to refuse a formal challenge or slight. If failed he
must engage the individual or suffer -10 WP for the rest of the session.
Anti-Armor: Add additional Pen to their weapons equal to their DoS when Attacking Vehicles.
Wounds: Generate -1 wounds
Favoured Weapons: Plasma Gun, Autocannon
Standard Kit:
-Uniforms -Magnoculars
-Set of Poor Weather Gear -Preysense Goggles
-2 Laspistols and 6 Charge Packs -Sentinel Scout Walker
-Knife -Micro-bead
-Imperial Guard Flak Vest -Chrono
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Imperial Infantrymans Uplifting Primer
-2 Weeks Worth of Rations

Sentinel Scout Walker:


Type: Walker Tactical Speed: 10 m
Cruising Speed: 45 kph Manoeuvrability: +10
Structural Integrity: 20 Size: Enormous
Crew: 1 Driver Carrying Capacity: None
Armour: Front 25, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped,
Walker (may trade Enhanced Motive Systems and Open-Topped for Reinforced Armor and Enclosed)
Weapons
One weapon chosen from the following:
Multi-laser (150m; //5; 2d10+10 E; Pen 2; Clip
100; Reload 2 Full; Reliable)
Heavy Flamer (30m; S//; 1d10+5 E; Pen 4; Clip 20;
Reload 2 Full; Flame, Spray)
Autocannon (300m; S/3/; 3d10+8 I; Pen 6; Clip 40;
Reload 2 Full; Reliable)
Lascannon (300m; S//; 5d10+10 E; Pen 10; Clip 30;
Reload 2 Full; Proven [3])
Anark Zeta 13th Ogryn Auxilia

-Orgyn World: 5pts -Ogryn Weapons: 1pt


-Maverick Commander: 2pts -Crusaders: 3pts
-Close Assault Regiment: 3pts - Primitive: -5pts
-Die-Hards: 3pts

Characteristics: +10 S, +10 T, -18 Int, -10 Ag, +3 S or T, +5 WS


Skills: Survival, Intimidate, Dodge or Parry,
Talents: Die Hard or Iron Jaw, Lightning Reflexes, Frenzy, Hatred (choose one), Resistance (Fear)
Traits: gain Auto-stabilized, Size (5), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2),
Clumsy, But it Dark in Der!
Aptitudes: Toughness
Fluency: does not start with Linguistics (Low Gothic), but can communicate without a test.
Abhumans: cannot be support Specialists. Any Support Specialists must use Mixed Regiment rules.
Narrow Focus: a PC from this regiment counts as both a Guardsman and an Ogryn for prerequisites.
Hopelessly Primitive: -5 penalty to WS and BS when not using a Low-tech weapon.
Waste of Resoources: All logistics tests suffer -20 penalty other than to obtain Low-tech weapons
Wounds: Generate +15 wounds
Favoured Weapons: Ripper Gun, Autocannon
Standard Kit:
-Uniforms -5 Frag and 3 Krak grenades
-Set of Poor Weather Gear -Mace-fist
-Ripper Gun and 2 Clips or Great Weapon
or two one-handed low-tech weapons
-Knife
-Imperial Guard Flak Armor
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Imperial Infantrymans Uplifting Primer
-2 Weeks Worth of Rations