To many long arm weapons. I am limiting it to two long arm weapons carried. Change one of yoir lasguns into a pistol and add four more grenades your good to be assigned as second to the special weapons team. Grenadiers 1 alternate primary 1 Grenade launcher 1 sidearm 1 melee option 12 grenades of the launcher pattern depending on the launchers pattern. You get to have whatever is in the grenade launcher magazine plus your belt of grenades between 8-12 grenades.
Barren History Barren Blastowiz of the Catachan 20th Jungle fighters has served in his regiment since he signed up when he came of age 16, Serving the guard for most of his life, he and much of his regiment has spent there time fighting xenos in the segmentum ultra. fighting against green skins and tau, barrens last assignment had him shipped off to a hive world antilus III under attack by orks WAAAAAGH, His regiment deployed within the waste lands and junk yards of the hive setting up base and began a offensive against the orks, and within several years pushed the green skins into the Toxic rad lands on the world were they had to have the orks bombarded from orbit at a request from the regiment commander. The fighting on the hive world Antilus III, was heavy much of the regiment was destroyed in the final fights to push the orks into the wastelands, Much of the regiment needed new blood, the Adminsterum seeing many of the Catachans victories though out the war on Antiulus III decided to take a few of the veterans and have them become instructors for new guard regiments and PDF on hive worlds, one Barren Blastowiz his last name earned from a incident involving a demolition charge and a slain ork mek was sent to solace to train a regiment in urban fighting. Description A large man, Barren keeps himself in shape but not always clean usually keeping dirty to show the important of stealth in a urban envrionment. A smell of cigars and litho sticks comes from the man giving off clues that he does smoke, his hair short and brown due to a buzz cut, eyes as well are brown.
Nice background dude. You guys are making this interesting. And I will be using your stuff for inspiration if this lasts long enough.
Here are some explosives and grenades that I accept. Frag Missile This is a heavier version of the frag grenade designed primarily as an anti-personnel weapon. Frag missiles can only be used in missile launchers. Inferno Thermal Grenade These devices explode with a shower of molten metal as their incendiary fuel ignites. They are not as powerful as a melta-bomb and thus cannot burn though most armour, but are useful for melting down simple barricades and doors or for starting fires. These grenades can be purchased to be used either by hand (thrown) or in grenade or RPG launchers. They can also be found in missile form. Krak Missile Used as tank-killers, there is little that can survive a direct hit from a krak missile. Krak missiles can only be used in missile launchers. Gunmetal Solid Mark III Frag Grenade Gunmetal is known for producing a slightly heavier version grenade, ideal where a larger blast is needed. These grenades can be purchased to be used either by hand (thrown) or in grenade or RPG launchers. Stun Grenade Designed to incapacitate and disorient rather than kill, a stun grenade’s concussive effect, thunderous noise and bright flash is highly effective and usually causes no lasting injury. Anyone caught in a stun grenade’s blast must pass a Challenging (+0) Toughness Test or become Stunned for 1d5 Rounds. Photo-visors and sealed armour provide a +20 bonus to this Test. Det-Cord and Det-Tape Det-cord and det-tape are the two most common types of timer material, often used in conjunction with tube-charges. The delay is set by either peeling back the tape or cutting the cord to the desired length. Both can be used as a low-grade explosive material in an emergency, inflicting 1d5 X Damage for every one kilogram used with a blast radius of twice its weight in kilograms. Fyceline A chemical used in many standard Imperial explosives, it is mined from rare ores and its production often becomes the primary tithe for many planets. Refined fyceline can be used to fashion crude explosives. Fyceline explosives inflict 1d10+5 X Damage for every kilogram used in their construction and have a blast radius of five times their weight in kilograms. Cressin Pattern Limpet Mine A less powerful and less expensive directional explosive similar to the melta bomb, it is applied directly to the target structure and focuses the blast against it. The resulting explosion is more powerful than a regular krak detonation. When a limpet mine explodes, it deals 4d10 X Damage to anything within one meter, with a Penetration of 8. Melta Bomb Designed to be manually fixed to their target with mag-adhesives, melta bombs detonate with a charge of intense heat similar in effect to a melta weapon, and are ideal for destroying bulkheads, vehicle hulls and other heavily armoured targets. Imperial melta bombs are roughly domed in shape but heavy and unwieldy and not designed to be thrown. When a melta bomb explodes it deals 6d10 E Damage to anything within two meters with a Penetration of 12. Anything surviving must take an Agility Test or catch on fire. Promethium Petrochem-based liquid fuel, promethium is the jelly-like substance used to power flamer weapons. It can also be used to create anti-personnel explosives and bombs as it is highly flammable. Promethium explosives inflict 2d10 E Damage for every kilogram used in their construction and have a blast radius of four times their weight in kilograms. In addition, anyone caught in the radius of a promethium explosion must make an Agility Test or catch on fire. Choke Gas A particularly indiscriminate and potentially lethal weapon designed for crowd control and riot dispersal, choke gas contains a powerful irritant that attacks the eyes and respiratory system. A few lungfulls of the thick bluish gas can reduce the most ardent of mobs to a sobbing, coughing morass. Despite its undoubted effectiveness, choke gas is not a weapon of first choicefor the Adeptus Arbites and is usually relegated to heavy raids or serious civil crackdowns, as it has a tendency to spread through the air filtration systems common to many hives, and is powerful enough to kill or seriously harm those of weak constitution. Each Turn that a character is caught in the blast radius of choke gas, they must Test Toughness. A failed Test indicates the victim gains a level of Fatigue (multiple Rounds are cumulative). The harmful effects of choke gas last while the character is in the blast area plus 1d10 Rounds. If a victim of choke gas fails the Test by four or more degrees, they also reduce their Toughness Characteristic by 1d10 for 1d5–1 hours. Choke gas clouds linger for 1d5 × 3 minutes. Choke gas comes in the form of canister grenades and as launcher rounds. Nail Bomb The confines and dense crowds of a hive make weapons such as frag grenades perfectly suited to sowing terror and destruction there. For this reason anti-personnel devices are usually heavily proscribed, but that doesn’t stop the more inventive criminal scum from fashioning their own. The nail bomb presented here is an explosive charge packed around with rusted nails, metal spoil, crushed glass and other assorted nastiness, all packed into a convenient length of pipe or an old food canister and fitted with a home-made fuse that hopefully is reliable enough not to kill the user. Iron-Eater Grenade The rare iron-eater grenade houses an incredibly caustic acid, powerful enough to eat through even hardened plasteel in moments. Due to the potency of the acid, no readily available material is strong enough to feasibly house it in the form of a grenade. As such, the iron-eater grenade incorporates a weak grav-generator, which pushes against the acid from all sides, holding it scant millimetres from the grenade casing. Once primed, the user of the grenade has exactly three seconds before the grav-field shuts down, releasing the deadly contents. While very effective when properly employed, the use of an iron-eater grenade requires exact timing. Combined with the relative rarity of the grenade’s components, this difficulty ensures that iron-eaters are seldom employed outside of a few regiments that particularly favour them, such as the Savlar Chem-Dogs and the Ornite Skinners. When an attack roll with an iron-eater grenade results in a Jam, the grenade detonates in the user’s hand on a result of 7, 8, 9, or 10, rather than only on a 10 on the 1d10 roll. Tube Charge More powerful than a frag grenade and better suited for combat use than the bulky demolition charge, the versatile tube charge, or frag pipe, is used to great effect by many veteran guardsmen. While lacking the range of a grenade or the sheer destructive power of a demolition charge, the tube charge finds a middle ground that appeals to many regiments favouring mobility, stealth, and sabotage tactics. These relatively simple explosives are much easier to acquire—and use—than melta bombs, but can pose a significant threat to light vehicles, as well as infantry. A standard tube charge is armed by ripping off a small patch, which leaves about 5 seconds to detonation. One or more tube charges can be linked to a timer or detonator, which is often done for purposes of sabotage and trap-setting. Setting tube charge requires a Routine (+10) Tech-Use Test. For each additional tube charge, increase the Damage inflicted by the explosion by +2 and the Blast Quality by 1. The weapon profile listed in Table 3–10: Grenades, Missiles, and Rounds represents a single tube charge, but linked charges held in a pack or satchel can be thrown following the rules for Throwing Objects on page 37 of the Only War Core Rulebook. Maccabian Frag Grenade With blessed soil from the Shrine World of Maccabeus Quintus mixed into its payload, these frag grenades are considered holy, and highly sought after by devout Imperial Guardsmen. Unavailable through normal Departmento Munitorum channels, it is usually left to Priests of the Adeptus Ministorum to provide these weapons. While Maccabian frag grenades are most representative of the type, many Guardsmen take soil or fragments of rock and masonry from any shrine world that they defend, that it might be incorporated into their armaments. As such, distribution of these weapons often has a positive effect has on the morale of troops, since they carry with them a part of a sacred place. So that wielder has time to whisper a prayer honouring the Emperor, Maccabeus Quintus, and the Emperor once again, Maccabian frag grenades are traditionally constructed with a three-second fuse. The presence of one or more sacred Maccabian frag grenades in a Squad grants all Squad members a +5 bonus to Willpower Tests to resist the effects of Fear and Pinning. Once the last of these sanctified frag grenades has been used, this bonus is lost. However, if the last grenade is used as part of an attack kills or inflicts Critical Damage upon at least one enemy, the bonus persists until the end of the game session even if all of the grenades have been expended. Maccabian frag grenades are always of Good or Best Craftsmanship RAD GRENADES Rad grenades detonate in a shower of tiny contaminated fragments. Each particle’s radioactive emissions have a millisecond half-life, ensuring that the thrower can charge in without exposing himself to contamination. Nevertheless, those enemies caught in the initial explosion will feel the rad grenade’s debilitating influence for some time afterwards. PSYK-OUT GRENADES Psyk-out grenades are produced using an extremely rare substance thought to be a by-product of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area. Psykers and Warp entities caught in the blast zone are momentarily stunned, leaving them helpless. PSYCHOTROKE GRENADES Psychotroke grenades explode in a cloud of sweet-smelling nerve gas that induces violent, and often debilitating, visions in the enemy. It is incredibly psycho-reactive and mere proximity is enough to trigger its effects, rendering even sealed armour useless. Edit: Mk II Frag Grenades are basic frags as not to confuse that with other patterns of frag. Additions that I do accept: Concussion Grenades Smoke Grenades Color Smoke Grenades Anti-Plant Grenades Plasma Grenades Xeno-Filiment Grenades Blind Grenades Virus Grenades Hallucinogenic Grenades Scatter Grenades Fire Bomb
Approved. You finish out the special weapons team. Plus do you have a pattern preference for laspistol pr grenade launcer or do want me to choose one? Also if you follow the Only War stucture you can come up with yoir own pattern. @Mechiaus
The Kreig use mass produced weapons. No a lot of special stuff, considering that they favour mindless meat grinders, with little regard for causalities. So something functional will do.
Okay that is what you get for your laspistol and I will make something up for your grenade launcher since I couldnt find a 12 rounder pattern.