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What sourcebook is prefered?
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War

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Made in au
Whiteshield Conscript Trooper





How easy is it to get into these roleplay games for the first time with no prior experience with roleplay games?
ive recently taken interest in the idea of role play games and love the 40k setting, but never played these types of games before nor do i know anyone who does. just wondering if anyone had any suggestions at how i could easily get into and learn how to play, and which one of the source books would be easier to begin with.
P.S
on the off chance that someone from my area reads this im from mildura, victoria in Australia (slim chance but you never know)

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I'd say either Rogue Trader or Only War. Rogue Trader gives you the most freedom as far as player choice goes, and Only War is the most refined system of the five.



Full Disclosure: I wrote part of the Only War rulebook, but I'm not suggesting it out of bias. My fav game of the five is actually Dark Heresy, but I'd still go with my suggestions above.

This message was edited 1 time. Last update was at 2013/06/22 15:51:18


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Old Sourpuss






Lakewood, Ohio

I'm about to jump into a death watch game and blow things up (prpbdbly my head as I'm a librarian) but id listen to H.B.M.C. as he has far better experience.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Dark heresy or Rogue trader for me. Best of the systems so far.
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




Dark Heresy, because you start 'at the bottom of the ladder' and go to move your way up, like any classical RPG.

Rogue Trader, because you start off as epic character (epic compared to the dirt covered idiot in Dark Heresy) with your own ship, badass weaponry and the freedom to do almost what you want.

Both are also quite similar (with a few noted difference in a few fields, a few talents are working differently, psychic powers also differs due to the 'creation' of the psyker being different)

for a new game, I would go with Dark Heresy, as it is usually lower scale, you can see your character grow more directly, and the is an actual monetary system, compared to Rogue Trader where you can get pretty much anything on a dice roll.

Deathwatch is mega epic (You do play Space marines) but from what IO saw you got numerous charts and tables to spend XP on, so there's alsot of page flipping when you got XP to spend. Plus you got special abilities that differs depending on your chapter, class and so on.

Black Crusade, you play chaos. I got the book, but have no interest playing the evil ones who will either get killed by the Imperium, back stabbed by someone in the group, or just turned into a chaos spawn by the Dark Gods because you're not worthy enough.

Only War, you're Imperial Guardsmen, so bottom of ladder again, but the way they made spending XP as a free form thing requires again lots of page flipping to see what would cost how many to who.

This message was edited 1 time. Last update was at 2013/06/24 16:49:25


 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

I'm really loving our remote game of Deathwatch so far; some friends at the local tabletop place are very fond of DH and RT as well, although they are currently playing Only War.

They all seem pretty great, but definitely have different flavors.

   
Made in us
Screaming Shining Spear





Central Pennsylvania

Only War followed by Dark Heresy. Mostly because those settings offer the most in character roleplaying.

Deathwatch you are pinholed into a boring as hell Space Marine, you will quickly find this boring once you get through a few combats and some of the upgrades. Anybody who enjoys immersing themselves into the character will not find much joy in Deathwatch.

Rogue Trader just feels a bit off to me, despite it seeming to be very open ended and enjoyable. Where Rogue Traders fit in the overall 40k universe makes this not as fun as Dark Heresy/Only War.

Black Crusade? Meh. Evil campaigns are hard to find groups for, as most evil characters will gladly throw another character out of the airlock for a small favor from a Nurgle Rat.

Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Farseer Faenyin wrote:
Deathwatch you are pinholed into a boring as hell Space Marine, you will quickly find this boring once you get through a few combats and some of the upgrades. Anybody who enjoys immersing themselves into the character will not find much joy in Deathwatch.


The old "You can't RP in a game about Space Marines" chestnut, as much a load of nonsense today as it was the day Deathwatch came out.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Fresh-Faced New User





I'm not sure if this is too off topic or not so if it is then please excuse me.

Does anyone have any rumors of when the Dark Heresy Core Rulebook will be reprinted? I'm interested in playing with a group of friends, but when I emailed FFG they said there was no current information, but to watch their upcoming section of the website. :l
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

FFG pretty much never gives that kind of information out, and anyone who does know is held behind several iron-clad NDA's.

I'd just search around a few online stores. Someone's bound to have a copy.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Screaming Shining Spear





Central Pennsylvania

 H.B.M.C. wrote:
 Farseer Faenyin wrote:
Deathwatch you are pinholed into a boring as hell Space Marine, you will quickly find this boring once you get through a few combats and some of the upgrades. Anybody who enjoys immersing themselves into the character will not find much joy in Deathwatch.


The old "You can't RP in a game about Space Marines" chestnut, as much a load of nonsense today as it was the day Deathwatch came out.


Perhaps for people with limited RPing skill, but for those that like to move deep into the character and role play more than roll play, the statement is still true. A Space Marine offers far less development of character than a Guardsman. I'm not saying it there isn't a difference between Space Marines, just that there is far less than between other characters in the other FFG games.

Not saying it is a 'true indicator', but the 6% preference of Deathwatch over 30% for Only War kind of speaks volumes as to the enjoyability of the respective characters.

This message was edited 1 time. Last update was at 2013/08/02 19:29:29


Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in eu
Hallowed Canoness




Ireland

I'm inclined to say it's the opposite. There is potential for interesting characters in Space Marines, too, it just takes considerably more effort or even aptitude to pull it off and create an Astartes who is somewhat unique whilst still not "breaking the mold", so to say. Novels where the author managed to pull this off are, in my opinion, rare - but they do exist. The Deathwatch makes it considerably easy for gamers by allowing everyone to pick his or her character from a range of Chapters with vastly varying backgrounds and traditions.

Also, the Space Marines are by far not the only possible characters in the various 40k RPGs who should suffer from this problem. Xenos, Battle Sisters, even Only War's Commissars are all far from being the "Average Joe" who is easy to identify with, hailing from cultures many players (or even readers) find hard to understand and immerse themselves in.

It's almost always all about walking that thin line between being a walking cliché or a special snowflake. That's the challenge. But it can be a fun one.

That being said, of course it's true that the so-called "Rollplayers" won't even notice any potential issue with their portrayal of whatever, and thus won't mind. Meh, as long as everyone is having fun ...

And aside from the poll not being very representative, the lack of popularity for Deathwatch could simply be a result of its game mechanics and focus on "larger than life" epic battle after battle, rather than its characters. Only War certainly feels more "close" because you're a disposable asset rather than a walking tank built around hype, and maybe it is this gritty tone which makes people like it so much. Either that, or the popularity of Marines on the TT just doesn't translate onto the P&P due to demographic interests.


As to OP's question - I'm not actually sure I'd recommend any of FFG's 40k RPGs for a completely new player, as they are rather complex and occasionally even bloated. That being said, I've seen worse, and enjoying the setting is a major requirement for having fun in an RPG.
If you'd be fine with any of the games in that poll and have no particular affinity towards any specific faction or theme, I'd say "Only War", just because its ruleset seems most open and - compared to the other games - accessible. And from what I have heard about the upcoming Dark Heresy 2.0, I'd even predict that my opinion does not change once that other game is released.

Good luck and have fun!

This message was edited 2 times. Last update was at 2013/08/02 20:29:56


 
   
Made in us
Savage Khorne Berserker Biker





PA

ive only had the chance to play death watch and rogue trader, ( and got to use the gk in dh )

but i have all of the books and i say that the easiest is to start would be deathwatch at it is " the most forgiving " as you are a bad ass space marine ( no gak ) and you can smash peoples faces in with your fists ( unless your gm is a dick and sends genestealers at you then pray your devastator can kill them all ) and agents most targets if you are not stupid you should be able to come out ontop ( and if your team isn't stupid either, and your all spread out as a class system, not just your entire team going 1 class )

onlywar would require a large party of people and you all working together and knowing what your doing in order to win

rogue trader is huge and you can do what ever the hell you want. witch is why it would also be dificult

dark heresy i honestly dont care for because i would want to start with something unless someone made dark heresy seem more interesting to me ( other then starting as a battle sister or gk then nah )

black crusade looks really cool and really fun but again you are the evil class so your teammates might be trying to kill each other unless you had 1 goal set and forced to come out to survive, but there is alot of luck involve such as you may become this bad ass half demon half human monster, or a chaos spawn. ( or you could just let the gm let you choose what you roll when you get a mutation )


we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and selfish. I act mostly for my own benefit, but I respect and help my community - Specially when it helps me. At best, I'm loyal and dedicated; at worst, I'm elitist and shrewd.
 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




I started my own Dark Heresy campaign with a few extras to make it less about looting bodies for ammo and such.

1- give'em a few basic skills/talents to help'em out. nothing too horrible, keep it in setting.
2-give them access to an armoury where they can borrow weapons and gear. The GM got final say (via the quartermaster) on what can be taken. They bring it back, good. They loose it or destroy it, it's taken off their pay.

http://dark-heresy.wikispaces.com/i-school

My players started with the agent training, after a few missions I opened up the rest. It is not game breaking or anything, but a few useful skills, limited weapon training, a few talents for flavour at first, the rest well, you got to control the down time.

I would recommend Dark Heresy at first, the careers paths are 'listed down' and easy to follow so there's less bookkeeping as to who can buy what at which cost à la Only War, where the starting career you pick don't really matter as it is free form character development.
   
Made in us
Savage Khorne Berserker Biker





PA

Inquisitor Jex wrote:
I started my own Dark Heresy campaign with a few extras to make it less about looting bodies for ammo and such.

1- give'em a few basic skills/talents to help'em out. nothing too horrible, keep it in setting.
2-give them access to an armoury where they can borrow weapons and gear. The GM got final say (via the quartermaster) on what can be taken. They bring it back, good. They loose it or destroy it, it's taken off their pay.

http://dark-heresy.wikispaces.com/i-school

My players started with the agent training, after a few missions I opened up the rest. It is not game breaking or anything, but a few useful skills, limited weapon training, a few talents for flavour at first, the rest well, you got to control the down time.

I would recommend Dark Heresy at first, the careers paths are 'listed down' and easy to follow so there's less bookkeeping as to who can buy what at which cost à la Only War, where the starting career you pick don't really matter as it is free form character development.


well thanks for the link i might join the little party you have going if you dont mind

but so far rogue trader and deathwatch remains my fav of the bunch unless someone convinces me

we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and selfish. I act mostly for my own benefit, but I respect and help my community - Specially when it helps me. At best, I'm loyal and dedicated; at worst, I'm elitist and shrewd.
 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




Hey feel free to lurk about when the game's going. We don't mind a crowd.
   
Made in us
Savage Khorne Berserker Biker





PA

Inquisitor Jex wrote:
Hey feel free to lurk about when the game's going. We don't mind a crowd.


if you need a specific char for deathwatch just let me know ill set one up for you

we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and selfish. I act mostly for my own benefit, but I respect and help my community - Specially when it helps me. At best, I'm loyal and dedicated; at worst, I'm elitist and shrewd.
 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




 jbsnv wrote:
Inquisitor Jex wrote:
Hey feel free to lurk about when the game's going. We don't mind a crowd.


if you need a specific char for deathwatch just let me know ill set one up for you


Thanks for the help, I'll let you know
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

It depends a lot on what kind of playstlye you want. If you want Investigation-style games where the main focus is on figuring out some deep secret and then fighting, go with DH. If you want Adventure-style games where the main focus is finding and claiming new things in the name of the Emperor(or something else) then go with RT. If you want Action-style games where the main focus is on fighting, go with BC or DW. I haven't played only war so i really don't know what it's like.

Personally, I like Black crusade the best because of it's lack of career-specific talent trees. Basically, you can buy any talent or skill at any time as long as you have the XP and the prerequisites

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in us
Savage Khorne Berserker Biker





PA

 TheAngrySquig wrote:
It depends a lot on what kind of playstlye you want. If you want Investigation-style games where the main focus is on figuring out some deep secret and then fighting, go with DH. If you want Adventure-style games where the main focus is finding and claiming new things in the name of the Emperor(or something else) then go with RT. If you want Action-style games where the main focus is on fighting, go with BC or DW. I haven't played only war so i really don't know what it's like.

Personally, I like Black crusade the best because of it's lack of career-specific talent trees. Basically, you can buy any talent or skill at any time as long as you have the XP and the prerequisites


ive recently been getting into black crusade more and more, where just the basic guy can become anything he wants. all hail the dark gods

we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and selfish. I act mostly for my own benefit, but I respect and help my community - Specially when it helps me. At best, I'm loyal and dedicated; at worst, I'm elitist and shrewd.
 
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

That's how i feel. Why restrict myself to not having any combat Talents just because I'm a psyker? The world is my oyster with bc

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in ie
Hallowed Canoness




Ireland

The same is true for Only War, however. You don't need to become a filthy heretic to enjoy this level of freedom in character development!
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

Is OW like that? I've never actually played it, i just don't see how someone in such a large scale engagement can be made special

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in eu
Hallowed Canoness




Ireland

Well, OW isn't really about a focus on large scale engagements, just like your average BC or DW game isn't. Your characters are part of a Regiment, but the focus lies on the squad with the player characters and their NPC comrades (everybody gets one, they can act as bullet soak and help with special actions, such as the Sniper having his/her own Spotter, or the Heavy having a Loader). The missions tend to either have the squad deploy with the rest of the troops but essentially having "their own corner" on the battlefield, or them travelling around alone in order to secure some side-objective etc. Think "Band of Brothers" with IG.

Skills and talents are available to everyone (with few restrictions, such as only psykers being able to pick psyker stuff), but priced differently depending on which class you take. Everybody has "Aptitudes", meaning certain characteristics the soldier is good in, and every skill or talent is associated with one or two Aptitudes which determine whether you have to pay full price (expensive), or how much of a discount you get.

I think it's pretty close to the ideal system, at least as far as character advancement is concerned. They made some weird calls for character creation, such as the Commissar essentially taking his or her profile from the regiment the other PCs are membes of, rather than always using the Schola Progenium background, and the regimental creation rules don't really fit to some of the official regiments ... but that's what you have houserules for.
   
Made in us
[MOD]
Solahma






RVA

I'd love to play in a DKoK campaign. That could be very, very awesome. Are they detailed in the corebook? I haven't looked at it for a while. If not, are they laid out in any of the books yet?

   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




 Lynata wrote:
[...]
I think it's pretty close to the ideal system, at least as far as character advancement is concerned. They made some weird calls for character creation, such as the Commissar essentially taking his or her profile from the regiment the other PCs are membes of, rather than always using the Schola Progenium background, [...]


I point out to the Eye of Terror book, where it shows that a Commissar, upon bieng attached to a Cadian Regiment, had to follow some sort of course/training program to be on par with the Cadians in terms of training, tactics and such.

I suspect the OW material was to reflect that a Commissar, while seperate from the Regiment, is still expected to utilise the same tactics and methods as to not cause confusion/weakness in the formation.

This message was edited 1 time. Last update was at 2013/08/09 16:34:28


 
   
Made in ie
Hallowed Canoness




Ireland

That's one way to rationalise it (and I do remember that story), but it doesn't really explain how the Commissar just forgets everything from his or her original Schola education whilst simultaneously developing traits that are firmly associated with the other soldiers' upbringing, such as the Mordians "Accustomed to Crowds" trait, or the Catachans' "Wary of Outsiders" etc. The latter is almost ironic, considering that it's the Catachans who should be wary of the Commissar.
The same is true for Storm Troopers (but then again, those operate completely different in OW than how it's explained in Codex fluff anyways).

It's just a minor "weakness" in the rules (subjectively speaking, ofc) and barely worth the mention, but I'd still prefer to call it what it is.

Manchu wrote:Are they detailed in the corebook?
Yus. Core rulebook has Cadians, Catachans, DKoK, Elysians, Mordians, Tallarn, Vostroyans, and a newly invented one.
Plus rules to make a custom one if you don't like the options available!

For example, I've once whipped up the following:

Valhallan Ice Warriors

"Onward, to victory!"

Approximately ten thousand years ago, the lush garden world of Valhalla in the Ultima Segmentum was hit by a massive asteroid, plunging the planet into nuclear winter and transforming its fertile plains and large forests into endless ice wastes, only scarcely interrupted by patches of dark forest surrounded by deadly tundra. Its population, whose numbers had been severely depleted during the cataclysmic event and in the ten years thereafter, finally retreated underground, erecting vast subterranean shelters that slowly expanded into gloomy, sprawling cities. What little life remained was carefully cultivated by the survivors, who resorted to growing nutrient slimes and algae in gigantic vat-pools heated by thermal stills.

However, the true test of Valhalla's population came when a damaged Ork spacefleet, thrown off-course by a freak Warp storm, arrived in the system. Detecting traces of the recently finished resettlement, many thousands of hungry Orks landed on the world in a search for battle and food. Mobilising every man, woman and child against the invaders, the defenders barricaded themselves, knowing full well that they would either have to make their stand here or face certain death. Their stiff resistance eventually purchased their engineers sufficient time to collapse the main access tunnel, thus dealing a nigh-fatal blow to the invaders and allowing the Valhallan people to turn the tide. After destroying the Orks on their own world, the regiments of Valhalla joined with other forces of the Imperial Guard, determined to rid many other worlds of the hated greenskins.

Valhallan culture prides itself on camaraderie as much as on the resilience of its people. Resourcefulness and the ability to improvise are valued traits in a society plagued by continuous material shortages. The soldiers of Valhalla often bear a grim and fatalistic worldview, but are passionate about their friends and family. Discipline in the Valhallan forces is harsh, but even though the Commissariat has officially imposed strict penalties against such breach of protocol, the trade of equipment, sometimes against nothing but the promise of return or favors of equal value in the future, could never be fully eliminated as an established custom amongst the regiments.

The Valhallans have mastered the art of tundra warfare, being accustomed to the harsh climate as well as its effects on the battlefield. Traditionally heavy on infantry, the Valhallan regiments are surprisingly light on transport vehicles such as the ubiquitous Chimaera. Instead, it is common practice for its infantry to simply "catch a ride" on any allied vehicle driving into the same direction. A favoured tactic of Valhallan commanders is to have squads of soldiers mount Leman Russes or Hellhounds and have the tanks carry them right into the heat of battle, with the troops dismounting just before their erstwhile ride engages the enemy in order to close in on their quarry and support the precious vehicles on foot.
Many Valhallan infantry squads include a Weapons Specialist as a designated marksman armed with a M91 Mordian-Gaunt-pattern Long Las.



Valhallan Ice Warrior Regiment Rules

Characters belonging to the Valhallan 383rd gain the following advantages:

Characteristics Modifier: +3 Willpower, +3 Ballistic Skill
Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic)
Starting Talents: Die Hard, Resistance (Fear)

Fieldcraft (Tundra): Valhallans have grown up amidst the arctic climate of their homeworld, and feel at home on any planet with a similar environment. When operating in jungle terrain, failed Survival and Navigate (Surface) Skill Tests may be re-rolled.

Blessed Ignorance: Valhallans know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on all Forbidden Lore (Int) Tests.

Hated Enemy: Ever since the attempted invasion of their planet, the Valhallan people hold the Ork race in contempt. Even after managing to drive the greenskin infestation from their frozen world, Valhallan regiments joined up with other elements of the Imperial Guard to battle their ancestral foe throughout the Emperor's domain, having earned a reputation as tenacious hunters. All Valhallans have Hatred (Orks). However, this hatred is often so strong as to overwhelm reason and sound judgment, and Valhallan characters may be required, at the GM's discretion, to take an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when confronted with Orks.

Stretched Supplies: During character creation, the GM rolls a single d10, adding +1 for each player character in the squad. The total result determines how many chargepacks are handed out to the squad, to be distributed by the squad leader as he sees fit. Furthermore, each character rolls a d5 to see what kind of headgear he is issued (see table 1-1).

Wounds: Characters from this regiment have 1 fewer starting Wounds than normal.
Standard Regimental Kit: 1 M36 lasgun and 2 charge packs, NR-40 knife, thermo-insulated flak coat, headgear, uniform, bandoleer, basic toolkit, mess kit and water canteen, breadbag, dog tags, 2 weeks' rations; 1 Hellhound Flame Tank per squad (vehicle crew carries laspistols instead of lasguns), 1 rechargeable lamp pack per squad
Favoured Weapons: Missile launcher, long las.



Table 1-1: Headgear
1-2: Garrison Cap (0 AP)
3-4: Valhallan Ushanka (1 AP)
5: Flak Helmet (2 AP)

Table 1-2: Equipment Peculiarities
Flak Coat: The Valhallan greatcoat is fashioned from several layers of ablative and impact absorbent materials covered by a sturdy coat of fur. The protection it offers against a direct hit is somewhat questionable at the best of times, but it is more effective against proximity blasts and the shrapnel of explosions. It has the advantage of being vastly cheap and easy to produce, and in addition provides the wearer with all benefits of cold weather gear.
M36 Valhalla-pattern Lasgun: A variant of the standard M36 Mars-pattern, the Valhallan version is fashioned with a wooden stock hewn from the massive, ice-crusted trees that occasionally cluster in Valhalla's merciless tundra, defying the elements in a similar fashion the Guard expects from its troops. The lasgun gains the Homeworld Materials trait, and thus confers a +5 bonus to resist Fear. It also comes standard with a bayonet mount for the NR-40 knife.

(Valhallan girl sketch powered by dakka's own DeffDread )
   
 
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