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==Your Adventures in Only War== [[File:DHCharacteristicsTable.png|300px|thumb|right|The characteristics benchmark table from Dark Heresy, which sadly isn't included in Only War.]] *''The Line Infantry Campaign'' - This is probably the first thing your GM is going to be able to think of while staring lovingly at his IG minis before the group shows up. Expect to stand around volleying fire with enemies for a while until he invariably runs out of ways to describe "and that guy got shot and is dead now". The game will almost invariably quickly evolve into... *''The Scout Campaign'' - Ah, this is the stuff. Scouting missions are ideal fodder for adventures because they're about as close as a logical military unit (or the Imperial Guard) will get to stock heroics. Just make sure you're reasonably far away from whatever you're scouting before you send the coordinates to that Scintillan Master of Ordinance that seemed to be sneering at you all through the briefing. *''The Light Infantry Campaign'' - This is a campaign based on being even more lightly armed and armored, and marching around a lot, with possibility of being (mis)used in any other type of campaign, be it scout, siege, (good for reenacting Hamburger Hill) etc. Starting in the scout-ish mode usually makes the most sense. The reduced amount of armor plus some gadgetry can make for some interesting problem solving. While it can be somewhat hard to convince players to actually play it, those that do, ''if'' they survive, usually come out with a great sense of accomplishment. *''The Armored Campaign'' - You get to drive a Leman Russ, or maybe even a Baneblade. If that concept or the mere structure of the sentence doesn't cause your proverbial meltagun to warm up, why are you playing this? Entertainingly this can rapidly become somehow more tedious than the line infantry campaign because now everyone except the driver is just shooting without even having to think about cover. Luckily there's a lot more variety of things you can tackle while driving the Emperor's Ridged Cock on Treads over foot-slogging. Make sure to name your new chariot something fittingly badass or, failing that, name it after a member of the GM's family for plot protection. In a disturbing yet characteristic turn of events, each squad is only issued one Leman Russ or Baneblade so there's a very good chance some-to-all of your comrades are going to be jogging. For added fun, work your GM on the cohesion rules until you have comrades throwing themselves in front of small arms fire to protect the paint job. Just don't squander all the little buggers because you will eventually end up having to get out of it for some stupid bunker assault. It's like a law or something. *''The Rough Rider Campaign'' - Pretty much the armored campaign with slightly more places you can bring your gimmick. The rulebook that added Rough Riders also added rules for riding a grox into battle and the chance to ride a lizard-cow in the name of the Emperor should not be squandered. The same rulebook added venomous velociraptors as mounts. Bring a pair of coconut halves for a joke that the GM will find funny once and infuriating forever after. *''The Siege Campaign'' - The line infantry campaign's identical twin. Stand around, get shot, repeat. Every siege campaign ends with rushing a wall to plant a bomb on it. Every. Campaign. *''The Paratrooper Campaign'' - Literally just drop them into the fight at the beginning of the campaign and use it as an excuse for why they can't get anything bigger than a lasgun. Be prepared for arguments over how much cybernetics weigh, and whether or not Sentinels use the same grav-chute units as Guardsmen. *''The Mechanized Campaign'' - Your best bet for a campaign with some variety. Use the chimera or other transport to jump from setpiece to setpiece and let your players get the occasional enjoyment of an armored campaign by crashing through walls and using mounted weaponry. You can spontaneously move them from offense to defense, defense to raiding, and raiding to sieging all within the space of a single session if you want. If you get tired of the PCs running the chimera through walls or decide you want them to actually clear the building rather than just ventilating it with the mounted autocannon, just have a landmine destroy one of the treads and make'em walk.
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