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Navy Armsmen. Do they require more rep?


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I've been thinking a while about this topic, and I really can't find anything regarding it. I feel that Navy Armsmen deserve more rep than they're getting. But if anyone could point me to sources and such it'd be greatly appreciated.

 

 

 

 

 

 

The Emperor Protects - ,GuardsmanKepp

There's various stuff scattered across the FFG rpg lines. One section of the Inquisitors Handbook has various equipment used by them, though I could post brief summaries of the Relevant ones here if you wish. Likewise with the occasional npc detailings that pop up for them here and there if you wish. The Battlefleet Koronus book is pretty decent for Imperial Naval Lore in general.

It's kind of an Adeptus Arbites situation - they're humans who:

 

1. Only fight in pretty specific circumstances. A large number of Navy Armsman being deployed on an open field just isn't very likely, for instance. 

 

2. Can pretty much just be represented by Guard anyway, if you reeeally want to field them.  

 

In both cases, Kill Team is probably a more appropriate setting for them - but again, the guard rules work just fine. 

There's various stuff scattered across the FFG rpg lines. One section of the Inquisitors Handbook has various equipment used by them, though I could post brief summaries of the Relevant ones here if you wish. Likewise with the occasional npc detailings that pop up for them here and there if you wish. The Battlefleet Koronus book is pretty decent for Imperial Naval Lore in general.

Why yes! I would very much appreciate the section of the handbook. Thank you!

Do you mean for rules or for fluff? I agree that they could use more fluff but as far as rules go I don't think they would bring anything that you couldn't represent with standard guard.

I mean with fluff, for me it's difficult more than likely because I'm not looking in the right place. But rules are always good to have.

Tempestus Scions rules.

 

FW's Solar Auxilia models. 

 

It's what I'm doing for my Rogue Trader's forces.

Ah, well thank you for providing me a suggestion. It's much appreciated!

If you're not wedded to GW/FW models, give Anvil Industry's Regiments line a whirl. They have so many types of bits that you could definitely come up with something cool.

I believe this makes use of the void heads and void torsos with armoured arms and legs
http://anvilindustry.co.uk/image/cache/catalog/Regiments/Squads/regiments-tesla-squad2-800x800.jpg

While this uses medieval helmets with the void torso plus fatigue arms and legs
http://anvilindustry.co.uk/image/cache/catalog/Regiments/Squads/regiments-medieval-800x800.jpg

Well, here you go.

 

 

From Rogue Trader:Battlefleet Koronus

 

A sergeant-at-arms has charge of a squad of armsmen anywhere between six and twenty strong with responsibility for close action in naval combat (such as hit and run attacks and boarding actions). A sergeant-at-arms’ greatest responsibility is the keys entrusted to them for the weapons lockers found on every deck of a warship. When battle commences the master of arms signals the sergeants to clear the decks and prepare for action, indicating at that time whether to arm the crew. Naturally, the sergeant-at-arms is an early target during mutinies. Sergeants-at-arms are often recruited via warrant at planets from among former Imperial guardsmen to ensure they don’t have prior associations with the current crew.

 

From Dark Heresy: The Inquisitor’s Handbook

Naval Shotgun

These standard shipboard weapons are designed to resist the rigors of the void and have a reinforced, weighted stock, which can double as a club  if needed. Storage lockers filled with Ironclaws are commonplace on military vessels and unlock automatically to arm the crew when the signal is given to repel boarders.

 

Naval Shotcannon.

Shotcannons can lay waste to hordes of attackers in the confined spaces of a shipboard action and a close-range hit from one can literally explode a man into a spray of shredded clothing and flesh. These huge weapons generate a fearsome recoil when fired and must be securely mounted or fired from a braced position to be effectively used (.

 

Shotgun Pistol

Compact single shot hand cannon, designed to fire shotgun cartridges. These weapons are often the preferred sidearm of petty officers and bosuns who carry them to discourage any thoughts of mutiny, earning the weapon the nickname of “persuaders” in Naval slang. Due to their recoil, they impose a penalty to hit if fired one-handed.

 

Armoured Gauntlets

Originally designed as protection when handling overheated plasma pipes or conduit coils, many armsmen have adapted them into melee weapons. The padded exteriors are stripped away and extra metal riveting is added sometimes with spikes or other adornments to increase the force of each blow.

 

Bulkhead Cutters

As the name suggests, these are designed to rip open tough metal bulkheads and deck plating. They consist of an elaborate harness with a huge row of mechanical teeth running along the forearm and extending roughly 30 centimetres outwards. Also a torso support is often worn to make operating this heavy and cumbersome device easier for extended durations. As one can imagine, they serve as intimidating combat weapons as well.

 

Naval Shield

Naval Armsmen often carry one of these, to protect them as they protect their vessel. Each shield is a huge solid plate of plasteel, rectangular and heavy. Unlike most imperial shields they are also flat and smooth surfaced, so that they can also be used as emergency hull and bulkhead sealers. A naval shield can be used as cover, concealing the user entirely if desired.

 

Short Sword

As decks can be too cramped to use a normal sword, these shortened versions are popular with boarding parties and armsmen. Longer than a combat knife, but not by much, they are heavy and brutal weapons designed to stab rather than strike and most have wide flat blades designed to be used for incapacitating side strikes.

 

Anoxis Pattern Boarding Pike

One problem with most powerful close combat weapons is that they can easily punch through hull plating. Boarding Pikes are a common shipboard solution, using a shell charge attached at the end of a reinforced short metal staff. A trigger in the grip activates the charge to explode on contact. The explosion blasts into flesh with gruesome effect, but with little or no collateral damage to hull plating. It takes some time to reload, so it is used as a one shot weapons then as a club for the remainder of the combat.

 

Boarding Armour

While conducting offensive actions or repelling enemy boarders, Naval Armsmen often don these armoured kits. Each is a full flak suit, with carapace plating only on the front and a full helmet with faceplate and respirator. Designs can vary from suit to suit, but the overall suit is of common usage in the armed merchany vessels of the sector.

 

Jump Packs

From Rogue Trader: Hostile Aquisitions

 

“Retaliator” Detachment Armsmen

To maintain discipline, and to defend the ship in battle, Imperial Navy vessels employ thousands of armsmen. Clad in armoured voidsuits and equipped with heavy shotguns, Armsman detachments are capable ship-to-ship combatants, and one of the most common foes a pirate is likely to face in single combat.

Armsman detachments maintain strong traditions, in a manner not dissimilar to those formed amongst Imperial Guard regiments. Vessels will have several detachments, each consisting of as many as fifty men, and each of which having a distinct identity, with a strong professional rivalry between each detachment. The finest of armsman detachments aboard a ship will often be led by the senior-most warrant officers, creating a de facto hierarchy between detachments, with more honoured detachments being granted the right to board an enemy vessel or derelict ship first, led by (and protecting) eager young officers as they lead the assault.

 

Equipped With: Pressure Carapace, Auto-Shotgun, Mono-Cutlass, 2 spare clips, 2 stun grenades, Demolition Charge

 

From Only War:No Surrender

 

Naval Armsmen

By ancient decree, the Imperial Guard does not possess its own void ships, or even aircraft. The Imperial Navy provides all air support and interplanetary transportation for the Imperial Guard. Conversely, the Navy does not possess the materiel or soldiers for ground assaults. Though every captain hopes against such an event, Navy vessels must be able to defend themselves against boarders. Thus, all ships carry a contingent of Naval Armsmen to defend the vessel in times of need (although all crew are expected to do their part). The training and equipment borne by armsmen is specifically suited to shipboard combat, and they lack heavy, or even long-ranged, weapons. The more common duty of an armsman is to police the thousands of crew aboard a vessel, doing everything from stopping fist fights in the galley to busting up illegal black markets amongst the lower-deck hands. Though few man-portable weapons could hope to damage the hull of a void ship, even a stray lasgun blast can damage important, if not necessarily vital, ship’s systems. Consequently, Naval Armsmen favour weapons with low armour penetration, but that are effective against living targets at short range, where most on-board combats occur. Unsurprisingly, shotguns are the most common armament for Naval Armsmen. The intimidation factor is an added bonus, and many a fledgling low-deck riot has been stopped in its tracks by the sound of dozens of combat shotguns chambering shells simultaneously.
 

Equipped With: Carapace Armour, Combat shotgun or shock maul and boarding shield.

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