Death Korps Miscellanea

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Tyyr
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Re: Death Korps Miscellanea

Post by Tyyr »

No big hurry.

Oh, are we creating all members of the squad in the Chimera separately via the DH rules or would we create one "generic" trooper template that applies to everyone and maybe a separate one for the sergeant?
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Re: Death Korps Miscellanea

Post by Aaron »

Autocannon 300m s/2/5 4d10+5 I Pen 4 20 2Full

Squad? Generic with a different one for the Sgt. I plan of having the vehicles have their own "stats" in regards to WS/BS so that we don't get bogged down in minutia. Then our PC stats really only matter if we are dismounted.
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Re: Death Korps Miscellanea

Post by Tyyr »

One type of ammo for the autocannon or Frag/Krak rounds?
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Re: Death Korps Miscellanea

Post by Aaron »

Tyyr wrote:One type of ammo for the autocannon or Frag/Krak rounds?
I would like to have Frag and Krak. Whats up would probably suffice for Krak. Frag I can add a blast to and drop the Pen.
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Re: Death Korps Miscellanea

Post by Tyyr »

Hmm, time to do some math. The lack of ammo makes me love the multilaser but there's just something about a guy jamming clips of ammo into a gun and then it pounding them out that's so viscerally appealing.
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Re: Death Korps Miscellanea

Post by Tyyr »

Autocannon 300m s/2/5 4d10+5 I Pen 4 20 2Full

Damage math!

Average Damage: 27
Minimum Damage: 9
Maximum Damage: 45

Standard Target Dummies
1) Generic Human 10 wounds, 2 toughness, 0 armor
2) Generic Guardsman 12 wounds, 3 toughness, 4 armor
3) Generic Spacemarine 18 wounds, 10 toughness, 12 armor

Average Damage
1) Gibbed, convincingly.
2) Gibbed, convincingly.
3) 9 Wounds taken.

Max Damage
1) See Above
2) See Above
3) Gibbed, convincingly

It's worth pointing out just how shoddy the rolls can be and still result in total annihilation. In the case of a normal human an average roll of 3 will get the job done killing them. 4's will kill guardsmen, 6's are dead space marines. That's a pretty potent weapon. On top of that it's S/2/5 so you can get in 2 or 3 shots per hit. With Krak rounds it'll kill a space marine dead in a single volley, with Frag it's going to be wasting squads.

This is now my frontrunner gun.

Suggestions:
1) For a Krak round I'd suggest a bit more pen. Nothing like the lascannon but a bit more than the multilaser. Maybe a 5 or 6. Gives it some anti-vehicle power but not as much as the dedicated killers.
2) For the blast maybe got with a 2 or 3 meter blast. This gun is potent against infantry so you don't want the blast too big or it's going to just be mowing down infantry like a scythe.
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Re: Death Korps Miscellanea

Post by Mikey »

Sorry if I dupe anything, but I was gone for a day and missed about 4 pages.

#1 - I'm interested, but my familiarity with 40k armor is even less than my familiarity with 40k tabletop in general.

#2 - If I do play, has anyone claimed the Hellhound? I'm thinking of indulging my pyromaniac side? And if the game gets beyond me, oh well - chances are good that I'll die in a fireball anyway.
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I got the high gloss luster
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Re: Death Korps Miscellanea

Post by Tyyr »

Leman Russ - Tank with WWI-ish styling queues.
Chimera - 1980's Soviet APC
Salamander - WWII opentopped APC
Hellhound - Chimera without the troops and lots and lots of promethium.

So how's this going to work with kitting out the troops and vehicles? Pick what you want and go nuts or limits on it?
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Re: Death Korps Miscellanea

Post by Aaron »

Mikey wrote:Sorry if I dupe anything, but I was gone for a day and missed about 4 pages.

#1 - I'm interested, but my familiarity with 40k armor is even less than my familiarity with 40k tabletop in general.
Feel free to ask me about what your not sure of.
#2 - If I do play, has anyone claimed the Hellhound? I'm thinking of indulging my pyromaniac side? And if the game gets beyond me, oh well - chances are good that I'll die in a fireball anyway.
Not yet, it's still free.
So how's this going to work with kitting out the troops and vehicles? Pick what you want and go nuts or limits on it?
Pick what you want, within reason. No Leman Russ Annihilator with 2 sponson lascannons and a hull one.
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Re: Death Korps Miscellanea

Post by Tyyr »

Mostly wondering about the mounts. Hellguns all around with some specials or should I keep it to a hellgun or two and regular lasguns?
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Re: Death Korps Miscellanea

Post by Aaron »

Tyyr wrote:Mostly wondering about the mounts. Hellguns all around with some specials or should I keep it to a hellgun or two and regular lasguns?
Hellguns are OK. Death Korps Grenadiers are equipped with them excursively (their like Stormtroopers). AFV crew should stick to the las weapons/shotguns though.

I removed all reference to costs in the OP.
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Re: Death Korps Miscellanea

Post by Tyyr »

Chimera
"Nuclear Nancy"

Type: Ground Vehicle
Size: Enormous
Armour: Front 27, Hull 18, Rear 16
Traits: Amphibious
Narrative Speed: 35 kmph/55 kmph
Combat Speed: 5/20/40/60/80
Handling Modifier (Drive (Ground Vehicles)): 0
Access Points: Top and Rear Hatches
Armaments:
Autocannon (Turret)
Heavy Bolter (Front Hull)
Heavy Stubber (Pintle)
6 Weapon Ports
Hunter Killer Missile

Kit:
Camo Netting
Improved Comms
Searchlight
Smoke Launchers
Aux Fuel Tanks
Dozer Blade
Auspex
Sensor Mast
Pioneer Rack

Crew:
Commander: Johan
Driver: Albia
Loader: Jax
Vox/Auspex Operator: Veyda

Dismounts:
Sergeant: Jedia (Hellgun)
Corporal: Enoch (Hellgun)
Troopers: Barak (Hellgun)
Alaric (Hellgun)
Karrl (Flamer)
Roth (Plasma)
Zek (Hellgun)
Marlla (Hellgun)
Deatrix (Grenade Launcher)
Ravia (Plasma)

=========================

I've got generic crewman and generic guard stats worked up along with Johan and Jedia's individual stats. Dunno how you want to handle all that.

On top of that I wanted to run my idea for the Chimera by you. I'm still looking for the pics but I've seen a Chimera where the turret was shifted back on the vehicle giving it a more BMP look. Dunno if it's official or not but I've got some ideas for the internal arrangement.
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Re: Death Korps Miscellanea

Post by Aaron »

I've seen it as well but I can't recall where.

I've yet to really get down to the nitty gritty on stats but I figure the vehicle will have it's own, rather like a PC and our actual crew will have their own for when they are dismounted. The squad minus the Sgt can have the same generic stats, I'm actually thinking of having them simply have one set and take damage and do rolls as a group (like the TT).

Put up what you think or PM me and I'll look at it after I get the kids.
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Re: Death Korps Miscellanea

Post by Tyyr »

Oh, and regarding the side port weapons. Are they permanently attached or just ports where the troops can fire their weapons through?
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Re: Death Korps Miscellanea

Post by Tyyr »

Here's the generic guardsman. The generic crewman is identical except for the kit bits. XP and advances would go across the entire crew/guardsmen. Weapon training would be off the table. It would be assumed all guardsmen/crewmen are capable of using their weapons or the weapons of anyone else in the group.


==================================

Generic Guardsmen

Characteristics
Weapon Skill (WS) .... 30
Ballistic Skill (BS) ...... 40
Strength (Str) .......... 30
Toughness (T) ......... 30
Agility (Ag) ............. 30
Intelligence (Int) ....... 25
Perception (Per) ....... 30
Willpower (WP) ........ 25
Fellowship (Fel) ........ 30

Wounds ......... 14
Injuries .......... 0
Fatigue .......... 0

Fate Points ...... 2
Thrones .......... 0

Movement(Meters per round)
Half ...... 3
Full ....... 6
Charge ... 9
Run ...... 18

Armor and Toughness
Head: 3 + 4 = 7
Body: 3 + 4 = 7
Arms: 3 + 4 = 7
Legs: 3 + 4 = 7

Talents
Melee Weapons Training (Primitive)
Basic Weapon Training (Las)
Basic Weapon Training (SP)
Pistol Training (Las)
Pistol Training (SP)

Traits
Blessed Ignorance
Hagiography
Litugical Familiarity
Superior Origins

Basic Skills
Awareness (Per)
Literacy (Int)

Advanced Skills
Drive (Ground Vehicle) (AG)

Lore (Int)
Common Lore (Imperial Creed)
Common Lore (Imperium)
Common Lore (War)

Languages (Int)
Low Gothic
High Gothic

Gear
Item ......................... Location ...................... Qualities
Lasgun .......................... Carried ....................... Basic 90m S/3/- 1d10+3E 0Pen 30r Full Reliable
3 Lasgun Charge Packs .......... (1 Loaded, 2 Belt)
Laspistol ....................... Carried ........................ Pistol 20m S/2/5 1d10+2E 0Pen 60r Full Reliable
2 Laspistol Charge Packs .... (1 Loaded, 1 Belt)
Combat Knife ................... Belt ............................ Melee 1d5R 0Pen Primative
Guard Flak ..................... Worn (Head) .................... 4 AP (All)
Krieg Uniform .................. Worn
Load Bearing Equipment ......... Worn
Greatcoat ...................... Rucksack
Rucksack ....................... Worn (Back)
Microbead ...................... Worn
4 Grenades ..................... Worn (LBE)
Weapons Cleaning Kit ........... Rucksack
Entrenching Tool ............... Rucksack
Infantry Lamp Pack ............. Worn (LBE)
Medikit ........................ Rucksack
Mess Kit ....................... Rucksack
Canteen ........................ Worn (LBE)
Bedroll ........................ Rucksack
Gas Mask ....................... Worn (LBE)
Dog Tags ....................... Worn
Primer ......................... Rucksack

XP
Total Received 400
Total Spent 0
Remaining 400

Conscript Advances (0 to 499 XP)
Awareness
Sound Constitution x 2
Ballistic Skill +5 (Basic)

==============================================

For the vehicles the only real stats you'd need would be Agility for driving tests and BS for shooting. You could just use the commander's BS and maybe give them a +10 or +20 for familiarity with their weapons and the targeting systems they have. Use the driver's AG or just assign them one with a modifier for the vehicle, like bulky LR's get -10, nimble little sallys get +10 or something like that.
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