Would you play in a game of Only War where the players are armsmen in a Naval security battalion...

Would you play in a game of Only War where the players are armsmen in a Naval security battalion? What kind of missions would one need to include to be consistently fun? Would any mechanical changes be necessary?

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While OW doesn't have an aeronautica book, you can make due with voidborn/line infantry/close quarters/close combat.

Hell yeah I'd love to do a game like that.
Repel the boarders
Locate a stowaway
Locate a mechanical failure
Quell a prison uprising
Take command of the ships defence
Investigate an abandoned ship
Investigate a space station
Take and hold a space station
Hunt down the genestealers cult aboard the ship

There is literally so much you could do. I reckon give everyone shotguns as standard issue and as they progress they can use more unique weapons.

Think about all the space ship movies and shows, star wars, Star trek, Stargate, firefly, Babylon 5

You get to use shotcannons, which are like a shotgun version of an autocannon.

The only potential mechanical issues that might come up is explosive decompression from weapons fire within the station

But this is the Imperium and they tend to build their shit ferd tough and slap shitloads of armor on everything, so if there's any space station you could do that on it's an Imperial one

Like says there's a lot of potential scenarios. And while Claustrophobia is always excellent, remember Imperial Ships also have fuckhuge rediculous interiors. One of the few things that Streum-On Spacehulk game got right was that you could be wandering through utilitarian mole corridors one minute then in a fuck huge cathedral with fucking statues and a giant robotic pipe organ the next.

If the ship is fancy enough like a rogue traders vessel, you could even encounter whole ecosystems in fucking garden pods/sectors.

don't forget that Imperial Ships are so old and big that they're basically flying hive cities with lost tribes of people living on them still doing their jobs for the great disembodied voice of the Kap-Tain

Different sectors of the ship are often like different tribes unto themselves. The ratings of various decks will have alliances, feuds, and competitions with other decks to prove they're the superior naval armsmen. Interdepartmental politics takes on a whole new meaning when people literally live where they work, and have been doing their jobs for generations.

I found this and it's great.

I'd imagine The Occurrence Border would be a fun trip.

What's that?

Also, I have to see what the get was.

>filename
Oh, I'm an idiot.

Would you have the same classes as in only war? Do the average ratings warrant having a commissar or enginseer?

I believe there is such a thing as Naval commissars, but I think they usually stay on the command deck and make sure the Captain does what he should.

What about things like enginseers?

There are tons of techpriests on any given ship. They're generally the ones running the most important systems and maintaining everything. Probably wouldn't hang out with armsmen though.

>What about things like enginseers?
Most likely as certain Imperial vessels are on par with titans.

How do armsmen get back to their ship after a boarding action?

Shuttles. Or the breaching craft they use break off and they wait for recovery.

I am running such a game right now. Basically whenever the characters from my Rogue Trader game send their common soldiers to do something dangerous we'll break out the Only War character sheets so they can actually fight from the perspective of the common armsmen.
This has included repelling boarding actions, taking part in hit-&-Run attacks against enemy ships, hunting down traitors, criminals, and mutants aboard ship, and taking part in planetary invasions.
It works pretty well.
I adapted the character creation system to be a little more free-form (i.e. the players pick their homeworld and aptitudes individually, rather than making a regiment and picking from pre-defined 'classes').

Would it be best to have the players be on a navy ship or some other kind, like a system's pirate hunter or a rogue trader vessel?

...

Either would be fun to explore, the rogue traders have some room to work with but unfortunately the navy is somewhat neglected.

Is that middle left one an ork disguised as a human?

youtube.com/watch?v=InBXu-iY7cw

>But this is the Imperium and they tend to build their shit ferd tough and slap shitloads of armor on everything, so if there's any space station you could do that on it's an Imperial one

Pretty much. The Rogue trader core rulebook notes that only weapons in the range of plasma guns and melta guns are a danger to internal bulkheads. The hull on the other hand, is completely impregnable with anything a human, spave marine or even a tank could carry, it's spaceship scale or GTFO.

I've been working on a similar campaign idea. The gist of it is that the PC's are ordinary guardsmen, who trhough various shady circumstances end up in the employ of a rogue trader. This leads to action both onboard ships and stations as on exotic and dangerous planets.
The advantage of this is that rogue traders rarely sit still for long, so there is a lot of room for variation in the settings and plots. The downside (for them) is that rogue traders go through armsmen like tic-tacs (something we ourselves proved in our last game of rogue trader), and rogue trader logistics are often just as bad as the guards (you can't exactly pop over the the next segmentum in a sec to pick up some camo-cloacks, plus you need to tear the seneshal away from his partridges and exotic whores first to convince him to give something too you common rabble), so you spend just as much time struggling with your own orders and chain of command as you do with the enemies.

Yeah. The Navy does have commissars, but they're concerned mostly with fleet officers and command crews. Dealing with the enlisted men and armsmen is the job of an individual ship's bosuns.

FOR DA EMPAWAAAGH

It's so, so much more than just a cheap reference though.

theallguardsmenparty.com/ship.html

What kind of ship would you most rather be stationed aboard?

The crew:
91% human(ish)
2% Kroot
3% Hrud
2% I don't even
2% demons gone native

The job: Keep that heap of junk and looted space station going.

The odds: Grim as fuck.

Because the starships of the Imperium are moving cities you could just play the as city battles.
Take the Ramilies-class Starfort as an example. One half is in control of your enemy and the other your forces have. You have to fight from corridor to corridor to conquer it. This will take a long time. The other ships could function as your artillary to shoot the shields down so you can bomb it with your own forces. In fact you could build entire bunkers down there.

What about a dark heresy cop drama game where everyone is arbites?

Been there, done that. Was crazily awesome yet it got little messy when they started combo-backstabbing inquisitors.
Game was funnier when it was just a copper game.

I wanted to do that with the campaign revolving around the clusterfuck that is a Kroot Warsphere that has a Rak'Gol carrier or two rammed into it.

It would work fine. Some canonical regiments serve as naval specialists.

>The Rogue trader core rulebook notes that only weapons in the range of plasma guns and melta guns are a danger to internal bulkheads.
And even then, the armour value of those bulkheads is given as 32.

Aren't the guard and the navy supposed to be separate? How does that work?

Mostly for attacking enemy space stations and ships. The Navy has some capacity for that, along with providing all air support for the Guard, but most of their armsmen are focused strictly on repelling boarders, not boarding other ships.

bump

Is there anything for playing as aeronautica pilots?

Not directly. The aeronautica is part of the navy and Only War is strictly IG and IG accessories.
Dark Heresy 2 does have stuff for the Navy though, and its system is fundamentally the same, with aptitudes and whatnot instead of hard improvement tracks.

Battleship, hands down.

The good news is, Kroot hunt and eat the demons.
The bad news is the Krooot hunt and eat the demons.

Aren't there some IG regiments wich are basically aeronautica, I remember some fluff with the navy being pissy about something like that.
Which would explain too.

The navy needs more love.

The biggest battle ship possible. I've been playing a bunch of BFG and the bigger the ship the more likely you are to survive

Haha that was bloody awesome. Good ol all guardsman party.

Naval ships usually have their own armsmen and such, and you could play a specific ship's armsmen as a guard regiment easy peasy.

But you could also play a guard regiment specialized in void combat, boarding or assaulting spacehulks/damaged ships/spacestations, etc. One of the premade Only War campaigns has you thrown together with a Vostroyan.. 531st? At any rate, they specialize in boarding actions and combat in space, and you are either another similar reigment, or whoever the administratum decided was nearby and close enough to reinforce them.

Remember, spaceships in 40k are big enough that fighting in one is basically the same as fighting in a hive city, but with even less artillery. The spacestation in the former is big enough they have honest to god tanks in the premade.

The space station is big enough that every part of that premade tells you exactly how your PCs could use whatever vehicles their regiment has in that part of the adventure, all the way from driving them off the ship and onto the station right up through driving into every point of interest that's not in the vents or on the outer surface of the station.

>when you hear "prepare to repel boarders"

Imagine, siege and armored regiments being redeployed to space battles to reinforce the navy.

I've played a campaign like this.

We:
>fought off an enemy boarding party (sepertists who tried to place demolition charges on key installations within the ship)
>Held the bridge during a mutiny (which used the weapons that remained unaccounted for after the captain decided to arm the voidsmen in the previous incident)
>Conducted damage control (putting out fires and blocking up punctures in the hull) during a battle

But then we had a majority of the party get killed by Tyranids while investigating a space hulk and we chose to start a new campaign after that.

It was pretty fun and there were more avenues to explore, but we just got bored of it. You're probably better off playing Rogue Trader

How would a boarding action on a tyranid bioship go?

Poorly.

System Shock 2: Body of The Many map with critter density of Doom 2

...

The Command structure is still separated. The ship's captain brings the regiment to their destined combat site and coordinates the naval battle/air support. The armsmen care strictly about their ship, maybe taking part in naval boarding actions at most.
Meanwhile the Lord General conducts whatever mission his regiment has been given while sharing some fine M38 amasec with the Captain.

Our Rogue Trader ship was like this by the end. We had a LOT of daemonic predators manifest on the ship, because we got several on board every single time we went on warp journey.

In addition, we managed to revive an ancient strain of proto-genestealer that had no concealment phase in its life-cycle, just directly turned people into full blown genestealers over the course of a week if they wounded you (They also had lictor camoflage).

We almost got an infestation of orks on-board but a psyker daemonhosted and sterilised the whole deck with warpfire. There was also *definitely* a Dark Eldar webway portal installed somewhere in the ship that a small cabal would occasionally send raiding parties through when we were in realspace.

Consequently though, our attrition rate for crew was extremely high, so we had to constantly take on more, and the non-human population on the ship spiked to the point that a sizeable portion of victims of each particular menace was the other one.

The end of the campaign involved the tyranid presence on board the ship growing to the point that their collective intelligence began launching psychic attacks at the strongest psyker present until they finally managed to take them over and use them as an overmind to organise themselves into an effective fighting force and spearhead their way to the bridge.

The proposal had very much been, by the end of that campaign, that the crew of our ship probably lived in comparable or worse predicaments than a deathworld.

>Playing security on board a spacecraft

youtube.com/watch?v=kGRCamvowcw

>Would you play in a game of Only War
probably not

Why not?

warhammer40000は普通にそのまま戦えばいいんだ、ウォークラフトになって来たけど

bump

I'm pretty sure attempting to board a Tyranid ship in BFG was an automatic failure.

If I wanted to get into BFG how would I go about it?

Would the navy have use for psykers other than navigators? Could a player choose to play as a sanctioned psyker?

>Would the navy have use for psykers other than navigators?
Astropaths?

>Could a player choose to play as a sanctioned psyker?

Sure. As advisors or other function.

There should be a chart to make an IN battlegroup. Anyone know how to go about making one?

DropFleet Commander was written by Andy chambers and is described as BFG mk2.

But it isn't 40k.

That is great.

Would it be more fun to be the rank and file ratings of a navy ship or the command staff?

Nah they just had a higher combat rating.

Depends on the campaign.

>command staff - high intrigue and large naval battles
>ratings - low intrigue and personal combat

Just the video games. The phone game is a straight port of the table top game but only has three races, Marines guard and nids.
The computer game is awesome and has a heap of races but is different to the table top a bit which isn't much of an issue.

I recently just bought a couple of models for cheap but the game itself is dead unless you have friends who will play.

Oh, I play the PC game. I was just wondering about the tabletop game.

bump

The models are near impossible to get for cheap, the game hasrules for free on most Torrents
Best bet is you convert your own ships and just play with friends. I got 4 battleships for $50 but they usually go for $50 per ship. I saw a Mars explorator ship for $80!

Yeesh, that sounds horrible. How do the different factions play? Also, what do people do to make their own models?

Not him but the concept just doesn't interest me all that much. Compare it to something like Rogue Trader: explore the galaxy and carve out a mighty mercantile empire as a space privateer. Meanwhile, Only War is a game about being a grunt.

I ran that exact game in DH2, but everyone was PDF instead of arbites to bring it down in scale. It turned out hilarious.

>Set in a propaganda hub with a spook problem, imagine Disneyworld in terms of decor

> Interrogation consisted of a bad cop and senior constable car battery routine

>Powerbombing a sleeping old lady off her armchair into the floor

>Sparking a gang war at the top of a hab block and escaping by sledge hammering through the floors to the garage

>An Administratum/PDF representative making it rain with fines to cooerce a shady business owner into fessing up

> "Come on guys, there's three groups you don't piss off on this planet. The Ministorum, the Mechanicus and the Administratum."
> "Well that's the Mechanicus down, two more to go."

Yea unless you already have a fleet and are just looking to add a ship then it's not worth buying them.

Imperial Navy is a good alrounder, and can launch torpedoes.
Space Marines are good up close and are better at boarding due to being Marines but are hard to use because of this
Eldar are pretty OP but have an interesting mechanic where they are faster or slower depending where the closest sun is. They also get a 4+ save on everything due to holofields.
Necromancer are full cheese, seriously don't even play them they are so OP
Tyranids are fun to fight against but play completely differently and are all about close combat attacks and swarming.
Orks are meh, ramming and general Ork shenanigans is the go.
Tau have good shooting but are fairly fragile.

Nice

Rogue Trade armsmen would likely have more to do than Imperial Navy, lots more Star Trek type deployments

just don't wear red

>have tiny aquilas tattooed all over your body
Your move, bosun.

Fucking hell, that would be frightening.

When Ultramarines-Captain Uriel Ventris boarded a Tyranid-Mothership with a Deathwatch-Killteam, he lost about half just environmental dangers. And those were the Imperiums top Xenos-hunters.

Where can I read that?

Why don't imperial ships use dazzle camouflage?

Because they prefer gilt.

>These much larger variants of a regular shotgun fire a huge shell nearly twice the normal size. They can lay waste to large hordes of attackers - a close hit from one can literally explode a man into a burst of shredded clothing and flesh. However, they generate tremendous recoil and must be mounted down or fired from a braced position to be effective.

Nice.

I'd love to play a a Skitarious on an Explorator ship using the fan made conversion PDF: "Mars needs women."

You have a link to that?

It's in the OP of /40krpg/.

What equipment is standard issue to a naval security battalion? What do their uniforms look like, what weapons and armor do they get, what type of rations do they have etc.

Weapons usually consist of anything that slings lead and can be swung without shearing a tank.

Look up Relentless (Richard Williams).
The main character makes close to zero sense, but isn't appallingly written. There's some decent stuff in there.
More importantly, commissars are significant players.

DFC is good. But it's pretty far from what I understand BFG to have been.

If BFG set out looking to be age of sail in space, then DFC wants to be WWII submarine duels. One bad positioning gets a whole group slaughtered.
On the plus side, even your average game (1500pts 40k) plays in something like 20-45 minutes tops.

There's no point. The silhouettes are already a clusterfuck past the point of identifying armaments.

I imagine pic. The remake fucked the aesthetic.
All uniforms are colored, as with carrier deck crew. Vests too, although armsmen wear darker colors for practical reasons.
This of course, leads to tribalism among the ratings.
>jumpsuit, boots
>jumpsuit tucked into boots, each contains a rubber component (tape for shitty vacuum seal, use gray tape because we want the residue)
>gloves, the same
>padded vest, mainly for carrying pouches. Doubles for crew jobs and not just armsman role
>shotgun
>stunbaton
>sunglasses (air of authority, divides armsmen from inferior tribals. Very important.)

>Because the starships of the Imperium are moving cities
>armsmen act like police 99% of the time, boarding and counter-boarding being only a tiny part of their jobs.
I'm imagining a series like COPS, except in 40k and with more alcohol because navy.

>Cultists, cultists,
>Whatcha gonna do, whatcha gonna do,
>When they come for you

Phantine Air Corps or something like that. Dan Abnet book, I want to say it was something about them being from an almost entirely water or mountain planet where everyone learns to fly the same way we all learn to drive, so they send a tithe of pilots and shit instead of soldiers. Or some shit like that.

"It's not gay if it's underway". And the navy is always underway.