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Doc Kraken
2013-12-12, 11:29 PM
http://dakotaphoto.smugmug.com/Weather/Lightning-and-Rainbows/i-KgdfTRF/0/L/PlainsThunderstorm-L.jpg

Keeping together a galaxy-spanning empire is far from easy. On top of brushfire rebellions, heretical beliefs, the depredations of pirates and xenos alike, the Imperium must also contend with natural forces - or, in the case of Warp storms, supernatural forces. These maelstroms have been known to cut off planets from support and supplies alike for centuries, even millennia - spelling disaster for the inhabitants. When the Warp storms finally abate and the planet is rediscovered, very little often remains of its once-thriving civilization.

Virbius is comparatively lucky. Its purpose was swiftly forgotten and its population abandoned the hive-cities that they no longer had the ability to maintain, but they adapted, taking to the planet's grasslands in great nomadic caravans. Starvation was not as great a problem as it could have been; there were no exceptionally dangerous fauna to prey upon them, nor had any alien species gained a foothold. Yet much knowledge was lost, and soon all that remained of their duty to the Imperium was a vague legend of a far-away sky-god and a lingering terror of the crumbling hives...at least, until the Warp storms dwindled away, and their planet became a battleground between the Imperium of Mankind and the secessionists of the Severan Dominate.

So far, both forces have been locked in a stalemate. The Imperium's weight of numbers and established logistical chain have been effectively countered by exceptional Dominate officers with an unsuspected flair for guerrilla warfare. As their hit-and-run tactics increased, the Lord General charged with holding Virbius issued a call for reinforcements - a call eagerly answered by the Adeptus Mechanicus, who had been itching to plunder the planet of its lost secrets. The relief fleet, bolstered by the tech-priest's augmented regiments, now orbits about the planet in preparation for deployment...

(cue theme song now that the exposition text has crawled up the screen)

So! As there seems to be an upswing in the 40k RPG activity 'round here, I thought it would be a good time to kick off this campaign I've had rattling around my head. Without further ado, the Big Sixteen!

1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? Only War.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? In orbit around Virbius, a quasi-feral world currently contested by the Severan Dominate. More info can be found in the Official Briefing Document below.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many? A squad of five.

4. What's the gaming medium (OOTS, chat, e-mail etc.)? Right on these here forums. On a related note, I'm going to expect a post every 48 hours. Any longer than that without prior explanation and you'll be temporarily NPC'd.

5. What is the characters' starting status (i.e. experience level)? Starting experience (600 for Guardsmen, 300 for specialists)

6. How much gold or other starting funds will the characters begin with? Whatever the Departmento Munitorum has seen fit to issue you with! In addition, the time spent in transit means that you may make one attempt to trade for/requisition/steal a piece of equipment (no guarantees you get it!) or make one weapon customization.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? All specializations are allowed – if someone wants to play an Enginseer, that’d work nicely from a flavor perspective (and you may be glad later down the line!), but it’s not a requirement.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? Abhumans are fine, you mutant scum.

9. By what method should Players generate their attributes/ability scores and Hit Points? Standard method (2d10 + 20 nine times per stat; can be assigned after the roll, you do get to reroll one set.)

10. Does your game use alignment? What are your restrictions, if so? Your alignment better be lawful human, Guardsman! (Demeanors, on the other hand, get standard selection without the Commissar yelling at you.)

11. Do you allow multi-classing, or have any particular rules in regards to it? The advancement rules from Hammer of the Emperor will be used, assuming you aren’t all horribly killed first.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? Players make their rolls unless I get to them first! More seriously, I’ll make rolls that you won’t know to do, you make all the rolls your character initiates (except reactions such as dodges; if you’ve told me ahead of time to make one of those, I’ve got no problem doing it for expediency’s sake).

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. All rules are Departmento Munitorum standard issue!

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? Yes please. I’m far, far more likely to pick you if you’ve got an engaging background.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? Likely all of the above, with a particular emphasis on combat.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? Hammer of the Emperor and Enemies of the Imperium will both be in use.


Thought for the Day: Loyalty is the most human of qualities. Those in which it is lacking are inhuman.

Congratulations on your deployment to Virbius, valiant soldier of the Imperium! Know that your time and toil here helps to secure a better tomorrow for all mankind. What follows is a list of facts deemed both relevant and useful by your commanding officers and the Departmento Munitorum alike. Remember, the Emperor Protects!

Virbius is a quasi-feral world, cut off until very recently from the Imperium at large by centuries-long Warp storms. Records are in short supply, but it is believed to have once been an agri-world of some manner, and the remains of several minor hives are in evidence. The Tech-Priests accompanying this deployment hope to rectify our lack of knowledge, but that is not the major concern of this action. Virbius represents an opportunity for the traitor and the rebel to establish a new front and potentially recover technological artifacts. This must not be allowed to occur! Those who oppose the divine protection of the Imperium must be removed, lest their recidivism turn to outright heresy.

Climate on Virbius is routinely mild and pleasant, with the geography given over to rolling hills, small woodlands, and extensive grasslands. Troopers deployed near hive ruins will also have the privilege of viewing breathtaking mountain ranges. The planet’s natural wonders also include large electrical storms, which can often be glimpsed on the horizon. Though much less dangerous than they appear, these phenomena should still be avoided, as the risk of damaging delicate equipment is far too great.

The natives of Virbius have adapted to their isolation and environment remarkably well, showing a strength of spirit that speaks well of their abilities to resist the secessionists. They travel in large, nomadic caravans of vehicles, including combat bikes produced for their tribal warriors. Any trooper coming across information as to the construction of these vehicles should report to the nearest Tech-Priest immediately for debriefing. These natives have proven themselves helpful and have been welcomed back into the arms of the Emperor; they are to be considered allies unless they demonstrate otherwise.

Current regiments deployed to Virbius include the 37th, 38th, and 54th Maccabean Janissaries; the 105th Ranavan Linebreakers; the 45th and 201st Harakoni Warhawks; and the 85th and 143rd Scintillan Fusiliers. Exact positions and deployments will, of course, vary. Overall, the Severan Dominate’s position is considered weak and crumbling, with your deployment expected to sweep them away with all the righteous fury of mankind.

Gloria ad Imperator!

padraig
2013-12-13, 08:31 AM
Wow, I come back to these forums and the Departmento Munitorum is showing up everywhere. Must be tithing season.

Would we be choosing from the list you included (below), or designing one of our own?

37th, 38th, and 54th Maccabean Janissaries; the 105th Ranavan Linebreakers; the 45th and 201st Harakoni Warhawks; and the 85th and 143rd Scintillan Fusiliers

ImperatorV
2013-12-13, 08:36 AM
Interest. Probably as commissar. What are the regimental specifications?

Doc Kraken
2013-12-13, 09:42 AM
Regiment is to be determined, gentlefolk. You're in transit to the planet and those regiments are already deployed, but you could definitely play a different regiment from the same planet if you like.

ImperatorV
2013-12-13, 10:55 AM
So, we get the regimental stuff after the game starts? Ok.

Doc Kraken
2013-12-13, 11:15 AM
More like you get to work out your regiment with the other players now. I'm open to anything. I'm less experience with vehicle-based regiments, but if everyone wants to ride around in a Leman Russ then that's where we'll go!

Of course, your opposition will scale appropriately...

padraig
2013-12-13, 11:32 AM
Hmm...

In that case, I think my top choice for a homeworld would be Highborn. I've always been enamored with the image (particularly the inability to read High Gothic), and the incongruity that would come with playing in a feral Mad Max world sounds way too fun to pass up.

Hammer of the Emperor includes the Scintillan Fusileers as a Highborn option, but it's an armored regiment, which I'm not a huge fan of, as it might lead to combat centered on the tank (insert party role pun here), so maybe we should design our own.

That said, I'm up for anything, including more practical options (frontier, fortress, etc.)

ImperatorV
2013-12-13, 11:57 AM
I've always wanted to drive a sentinel. If people don't want to do vehicles, I've never had the chance to use combat drugs. Highborn with combat drugs... That should be interesting.

ArcturusV
2013-12-13, 11:55 PM
Highborn Recon Regiment sounds like a good option. Or at least fitting the general desires. Someone can get their chicken walker, the rest of us being lightly armored infantry.

Doc Kraken
2013-12-13, 11:57 PM
Hammer of the Emperor includes the Scintillan Fusileers as a Highborn option, but it's an armored regiment, which I'm not a huge fan of, as it might lead to combat centered on the tank (insert party role pun here), so maybe we should design our own.


As I understand it, the Fusiliers mostly consist of infantry and mechanized units - the sample regiment just happens to be armored. You get to have variety when you're formed of the nobility of the sector capital. You'd still need to come up with your own regiment if you don't want to run things over with a tank, but the fluff is perfectly usable, with all the attendant benefits (favoritism from high command) and drawbacks (the regular grunts aren't so fond of you, and any veterans from the Eleventh Hour sample campaign are likely to hate your guts by association. Should you run into any. It's a small galaxy when the GM feels playful. :smalltongue:)

CrimsonKnight
2013-12-14, 12:21 AM
Guess I'll post interest here as well. Perfectly fine with the Highborn Recon unit, and I'd be interested in one of the non-Sentinel roles.

padraig
2013-12-14, 01:46 AM
Here's an idea for a Sentinel-based unit, as well as two wackier concepts. All are built around a highborn base. They're all very quickly thrown together, and probably not optimized, but, if we want to go the highborn route, they might form a baseline for discussion. I went for 12/12 points for each.

Highborn With Sentinels

Origin: Highborn
Type: Recon (Hunter-Killer would also provide a Sentinel for same cost)
Commander: Sanguine
Doctrines: Sharpshooters

This is your regiment on (combat) drugs

Origin: Highborn
Type: Guerrilla
Commander: Phlegmatic
Doctrines: Hardened Fighters, Close Order Drill, Combat Drugs
Drawback: Regimental Rivalry

These guys may or may not be basically wealthy murderhobos.

A Rough Rider Regiment Just for Fun

Origin: Highborn
Type: Rough Rider
Commander: Maverick
Doctrine: Close Order Drill

For full Charge of the Light Brigade effect, we could tack on Heavy Lancers, and add The Few as a drawback to offset the cost.

Revanus
2013-12-14, 02:58 AM
I like the idea of being an overcivilized grunt in a world gone awry--with nothing but a lasgun and sentinel to hold off the tide of barbarism.

Count me interested :).

Doc Kraken
2013-12-15, 10:28 PM
Awright! Sounds like we've got some Highborn interest. Any thoughts on the regiments padraig's come up with?

ArcturusV
2013-12-15, 10:49 PM
I'd favor the Recon regiment myself, out of those options.

Though if I was going to toss my own, I'd go for:

Highborn home world (3), Maverick (2), Grenadiers (4), Die-Hard (3), Demolitions (3), Forward Observers (4).

Drawback: Cult of Chivalry (+3), Honor Bound (+4).

So you get a Regiment of Nobility who take it upon themselves to go into the heaviest fighting and call forth the noble firepower of the God-Emperor, the only ones trusted to do so, dispensing righteous fury be it grenades or Earthshaker rounds.

padraig
2013-12-15, 11:34 PM
I like yours, Arc, though I may recommend a tweak or two when I have books in front of me. The first two were trying to build around the Sentinel/Combat Drugs ideas others raised. I'm not sure murderous drugged up wealthy types would be easy to play, but I was amused by the concept at least (maybe I'll keep it in case I'm GMing and need a regimental rival someday).

ArcturusV
2013-12-15, 11:54 PM
Was pondering Warrior Weapons in there as well, maybe instead of Forward Observer. That way we'd all have blades and pistols, combine with the Honor and Highborn thing could also be the regiment who slaps people across the face and demands our honor be satisfied by sabers at sunset.

LeSwordfish
2013-12-16, 05:08 AM
I like the highborn recon idea that's being floated. I could return to my old sniper character that's used as my avatar. Sort of a super-noble ex-hunter sniper guy. Kissing the ladies hands and evacuating the gentlemen's skulls. Perhaps we could add Cameoline and Cult Of Chivalry to the recon idea?

Doc Kraken
2013-12-16, 07:19 AM
As a side note to throw onto the discussion, regiments can only have one drawback, so Arc's noble duelists could get Honor Bound or Cult of Chivalry.

ImperatorV
2013-12-16, 07:43 AM
Was pondering Warrior Weapons in there as well, maybe instead of Forward Observer. That way we'd all have blades and pistols, combine with the Honor and Highborn thing could also be the regiment who slaps people across the face and demands our honor be satisfied by sabers at sunset.

This. So much this. When my sentinel goes down I want to fall back on my gold-hilted sword and dueling pistols.

As for the drawbacks thing... Is there a way to re-arrange it to still fit the concept? Maybe drop cult of chivalry and demolitions?

LeSwordfish
2013-12-16, 07:49 AM
Question: The Scintillan Fusilliers have Bolt Pistols and Powerswords as their regimental favoured weapons. Could something like that be arranged? So, for example, weapon specialists can take a Powersword as the regimental special weapon?

Suggestion: Highborn 3, Some Commander 2, Reconnaisance 3, Warrior Weapons 3, Hardened Fighters (Street fighting! Free Mono!) 2, Honor Bound -4,

That leaves us with 5 points to spend. Technically, I think we can only have three Doctrines, but Cameoline would be nice if not. Alternatively, swap Hardened Fighters for Close Quarters Battle. I'm sure we can make use of the extra gear if not.

Doc Kraken
2013-12-16, 07:57 AM
Hmmm...yeah, I don't have a problem with you guys taking one or the other on a Highborn regiment as the favored Basic weapon.

LeSwordfish
2013-12-16, 08:03 AM
I added a suggested regiment to the post above, which i'll quote below:


Suggestion: Highborn 3, Some Commander 2, Reconnaisance 3, Warrior Weapons 3, Hardened Fighters (Street fighting! Free Mono!) 2, Honor Bound -4,

That leaves us with 5 points to spend. Technically, I think we can only have three Doctrines, but Cameoline would be nice if not. Alternatively, swap Hardened Fighters for Close Quarters Battle. I'm sure we can make use of the extra gear if not.

I don't really like the idea of carapace, but it could work.

ImperatorV
2013-12-16, 08:53 AM
Power swords? In the guard? Wow, our home planet must be really rich. Power weapons are worth more than a dozen fully equipped guardsmen.

Than again, if you have a lot of money and get drafted, what else are you going to use it for? Carapace armor would also be fluff-consistent (top notch protection for the local elite).

Hmmm... Now, to figure out how a sentinel operator would get his hands on a power sword... Better start pumping that logistics score.

padraig
2013-12-16, 09:31 AM
Some probably less than coherent early morning thoughts:

Well, we wouldn't necessarily need to be drafted, per se, depending on how the regiment gets fluffed. If it is a draft, maybe there were political machinations behind the scenes to make sure that all the children of "good families" were placed together. Perhaps we volunteered (or our families volunteered us against our will), for the sake of our families pride, or because we were too far down the line of succession and it was either this or the Ecclesiarchy.

If the world (or at least its noble class) has a strong enough military tradition, it'd be easy to fluff the swords as the traditional gift for sons/daughters, or at least for the richest of the lot, which might help guide the background of our Weapons Specialist(s) and/or Sergeant (who are most likely to be carrying the Special Weapons).

Maybe the operator's family isn't quite as wealthy, maybe even nouveau riche or (gasp) a member of our homeworld's general population, serving with the highborns because they've considered such things below them (why would I know how to operate a vehicle? That's what my chauffeur is for!)

ArcturusV
2013-12-16, 12:22 PM
Eh, I'd throw out the Cult of Chivalry and the FO from my idea. Didn't know it was limited to only one. *shrug*

I'd rank my favorites of the ideas so far as:

Highborn Demolitionists Honor Duelers.
Highborn Chicken Walking Snipers.
Highborn Sword Fightin' Assassins.

Starbin
2013-12-16, 09:53 PM
Interested, but I need to read up to figure out which regiment sounds more fun!

Starbin
2013-12-17, 06:33 PM
Question: The Scintillan Fusilliers have Bolt Pistols and Powerswords as their regimental favoured weapons. Could something like that be arranged? So, for example, weapon specialists can take a Powersword as the regimental special weapon?

Isn't this addressed with the purchase of 'Additional Standard Kit Items' (Table 2-6)? One idea would be Bolt Pistols (20pts) and Good Chainsaws (10pts); Or go with the laspistol and Best Craftsmanship power swords. Of course, you won't get any other additional gear, if I read the rules correctly.


Suggestion: Highborn 3, Some Commander 2, Reconnaisance 3, Warrior Weapons 3, Hardened Fighters (Street fighting! Free Mono!) 2, Honor Bound -4

That leaves us with 5 points to spend. Technically, I think we can only have three Doctrines, but Cameoline would be nice if not. Alternatively, swap Hardened Fighters for Close Quarters Battle. I'm sure we can make use of the extra gear if not.

First, I think that adds up to 9; wasn't 12 was the max? Second, Warrior Weapons is for primitive worlds, which seems at odds with Highborn nobles, so I'd say drop that.

I think the group needs to decide on what kind of recon patrol this is. Normally, they would be sniper types (like pretty much every recon unit in 40k). There are a few "Get in, Get Dirty" groups out there (Wolf Scouts) I suppose, but that will be a key point.

Highborn sounds neat ... I think Choleric (Rapid Reaction) is a good commander type, but Circumspect (Foresight) can be neat, too (dependin on skills).

For Regiment doctrines (you only get one), Recon is cool ... but have we considered Heavy Recon? EVERY character gets a Sentinnel and set of mags, +6 Ag / -6 T, Operate (Surface), Tech-Use, Push the Limit, and Tank Hunter. THAT sounds like a very interesting set of folks. Trade out Recon for Heavy Recon in LeSwordfish's option and drop Warrior Weapons and we've got a very interesting force that just needs to spend points per 2-6 and get our cool weapons. (Highborn (3) / Commander (2) / Hvy Recon (8) / Hardened Fighters (2) or Chameleoline (3) / Honor Bound (-4) = 11 or 12

However, if we'd prefer something more like a group of noble huntsmen, maybe Highborn (3) / Commander (2) / Recon (3) / Sharpshooters (4) / Fieldcraft (4) or Field Observer (4) or Chameleoline (3) / Honor Bound (-4) = 12 or 11

If we're Highborn Ninjas, then Highborn (3) / Commander (2) / Guerilla (4) / Hardened Fighters (2) / Anti-Armor (4) or Close-Quarters Battle (5) / Honor Bound (-4) = 11 or 12 ... just depends on if we're the folks who sneak in and go after people or tanks.

I think I'm a fan of Highborn Sentinnels, then Highborn snipers, then Highborn ninjas. But that's just my two cents. :smallsmile:

ArcturusV
2013-12-17, 06:49 PM
Well, I guess it's a disconnect. I mentioned Warrior Weapons for Highborn as well... because part of me saw the connection. Take say... Spire Nobles on a Hive World. they're not "Primitive" by any stretch of the imagination. But they still might have a culture of favoring the blade for settling "Matters of Honor" and carry their blades into battle.

Part of this comes from a connection in my own, personal mind. The Gun, in general, being a more "Democratic" weapon. The Gun is the weapon of the revolutionary, it's the weapon of the peasant uprising, it's the weapon of "equality" for the most part, as when you're looking down the barrel of a gun, suddenly all things are fairly equal. The Blade however is the weapon of the Aristocracy. It's a weapon of elegance, control, taking time and dedication far beyond the Gun to master. The Aristocracy, if able, would rather there not be Guns, and would seem loathe to depend on them as a means.

Granted, just a general view, and why the "Highborn" and "Warrior Weapons" fits in my mind. It's less about the idea of seeing some Feudal World knight with broadsword, or feral world berserker stabbing people with a spear, but more towards the point of the Three Musketeers fencer ideal. This high born segment that demands satisfaction by blade and blood. Spire Nobles on a Hive World who feel that the BLAM! of a bolt pistol is a messy and barbaric way to settle their differences.

I admit I don't really like the Heavy Recon idea. One guy being in a Chicken Walker as a Recon Regiment? Sure, someone probably wants to play an Operator anyway, gives him something to do. But... a lightly armored tin can that can be damaged by small arms fire... who is being put in a Recon in Force role, and has doctrines that favor a DM throwing enemy armor at us (Due to Tank Hunter and such)...

... I dunno. 40k RPGs tend to be lethal by default, I understand... but that seems like just asking for it a bit much. Least if we're line infantry or a Recon Regiment on foot, etc, we can try to avoid heavy firepower by digging in and such. On the Chicken Walker seems like we're just giant "Oh just shoot me now!" targets who can't take the hit.

I might be wrong. Haven't got to see the Chicken Walkers "on the table" to see how it really plays out in practical scenarios. But I just have that feeling reading through it.

Starbin
2013-12-17, 07:09 PM
Well, I think lethality is often a result of how you play, even in the face of seemingly insurmountable odds - if we play a squad of Sentinnels as Tank-Rushers, then we deserve to die. However, if we play them as camoflauged, lurking ambushers, then I think we'll find more success.

However, since y'all were working this before, I'm completely okay with dropping the Hvy Recon idea ... I'm new to the party, so whichever route is fine with me. What I think is difficult is making your own regiment when you're not really sure who's going to get selected ... what happens if three folks applying are the ones that build the regiment, and yet not one of them is selected? You end up with a bunch of folks who may not even like their regiment :smallsmile:

As for the blade vs gun, I see your point and perspective ... no worries. I just don't know what Warrior Weapons buys you really, except for parry and swapping out weapons (which I think you can get with additional items).

ArcturusV
2013-12-17, 07:13 PM
Well, instead of a Lasgun you'd get a Las Pistol and a Melee weapon. If you wanted to go for the dervish style, playing like the standard commissar or Sergeant build (Without necessarily being limited to Commissar and Sergeant), it gets you closer to it.

Starbin
2013-12-17, 07:18 PM
Gotcha ... perfect for Highborn ninjas, I think. But perhaps folks are more interested in Highborn Samurai?

ArcturusV
2013-12-17, 07:26 PM
That'd be Highborn Rough Riders with Hunting Lances and Lascarbines?

Starbin
2013-12-17, 07:34 PM
That'd be Highborn Rough Riders with Hunting Lances and Lascarbines?

Oooh, Highborns 'knights' from a frost planet who ride sabre tooth wolves! Even better than Sentinels :smallsmile:

Doc Kraken
2013-12-17, 09:26 PM
So close to heavy recon...someday...:smalltongue:

You guys keep coming up with awesome regiment ideas! I'm very excited to see how they pan out. So if I've got it right, there's a lot of support for Highborn Recon and some manner of collecting a melee weapon. Bring it to a vote?

Statted out ideas (let me know if I missed anything or you'd like to add another one):

Demolition Specialists:

Highborn home world (3), Maverick (2), Grenadiers (4), Die-Hard (3), Demolitions (3).

Drawback: Honor Bound (+4).

Gentlemen Face-Stabbers:

Suggestion: Highborn 3, Some Commander 2, Reconnaisance 3, Warrior Weapons 3, Hardened Fighters (Street fighting! Free Mono!) 2, Honor Bound -4


Highborn Ninjas

Highborn (3) / Commander (2) / Guerilla (4) / Hardened Fighters (2) / Anti-Armor (4) or Close-Quarters Battle (5) / Honor Bound (-4) = 11 or 12

Highborn Snipers:

Highborn (3) / Commander (2) / Recon (3) / Sharpshooters (4) / Fieldcraft (4) or Field Observer (4) or Chameleoline (3) / Honor Bound (-4) = 12 or 11

Highborn with Sentinels:


Origin: Highborn
Type: Recon (Hunter-Killer would also provide a Sentinel for same cost)
Commander: Sanguine
Doctrines: Sharpshooters

Highborn Lunatic Junkies:


Origin: Highborn
Type: Guerrilla
Commander: Phlegmatic
Doctrines: Hardened Fighters, Close Order Drill, Combat Drugs
Drawback: Regimental Rivalry


Rough Riders:


Origin: Highborn
Type: Rough Rider
Commander: Maverick
Doctrine: Close Order Drill

Starbin
2013-12-17, 09:49 PM
I could see a couple of different options for rough riders (which sound like lots of fun!)

Heavy Cav
- Highborn, Choleric, Rough Riders, Heavy Lancers
- Honor Bound

Light Cav 1
- Highborn, Circumspect, Rough Riders, Skirmishers, Hardened Fighters
- Honor Bound

Light Cav 2
- Highborn, Circumspect, Recon, Cavalry Mounts, Warrior Weapons or Well Provisioned
- Honor Bound

Just some more ideas :smallsmile:

padraig
2013-12-18, 01:20 AM
I'm totally up for any of these, though I would say the snipers would be my least favorite.

LeSwordfish
2013-12-18, 05:33 AM
I vote Highborn Ninjas, with close-quarters battle.

ImperatorV
2013-12-18, 12:25 PM
You know... As much as I love my little walkers, I don't think the others are in favor of sentinels. So, I'll go with highborn ninjas, on the condition we get power swords as regimental weapons (so I can play a weapon specialist with a sword).

ArcturusV
2013-12-18, 12:32 PM
I'd have honestly preferred the Chimera over the Sentinel. More guns, and we can pile in if need be for rapid deployment/escape. But I have no problem with the Sentinel. With everyone has one perhaps. But one guy having one? Nah.

My votes still pretty much in order of:
Noble Demo Squad.
Highborn Snipers. (And Imperator could still get his Walker)
Gentleman Face Stabbers.

Ninja is perfectly fine however, no problem if that's the way it comes down. Looks like it.

Starbin
2013-12-18, 12:36 PM
That seems like a common desire - Highborn, Guerilla, Hardened Warriors, Close-Quarters Fighting, Honor-Bound! I'd recommend Choleric commander, because I think Rapid Reaction is nice ... but whatever the masses say (or if Doc K has an opinion on it).

<goes around the corner where his smile falters and a tear slowly rolls down his face. "Awww ... I wanted to ride Saber-tooth Raptor Wolfipeds ...">

Just kidding :smallbiggrin:

Doc Kraken
2013-12-18, 01:00 PM
Nope, no opinion! Looks like Highborn Ninjas it is (with power swords as the favored basic weapon). Anyone thinking of playing a heavy gunner want to chime in on the favored heavy weapon?

For that matter, there's a couple of other things to iron out. Everyone cool with Close-Quarters Battle? We've got one vote for a Choleric commander, as well. Lastly, any ideas on a name and background? I can definitely sketch something out, but you guys have been churning out plenty of good ideas anyway... :smallbiggrin:

ArcturusV
2013-12-18, 01:32 PM
Pondering... I might throw down a Heavy.

... but I feel like I want a nonstandard option. Considering the games/recruitment I've seen, the Standard Option for them are:

Lascannon.
Autocannon.
Heavy Bolter.
Multi-Melta.

Was thinking Mortar, or Heavy Stubber instead. *shrug* Different.

Starbin
2013-12-18, 01:47 PM
Hey, if you REALLY want to think outside the box, what if we went with something crazy ... like a Power Fist? Might require some homebrewing for rules on Heavy Gunners (or just don't have those in our regiment), but throwing that or one of the major melee weapons as our heavy weapon might stay in line.

Otherwise, i think multi-melta works best - if you're sneaking in, you want something that's up close and personal!

Doc Kraken
2013-12-18, 01:54 PM
Sadly, the Multi-Melta's a step too rare to pick as a favored weapon. Mortar would be interesting - as would a Multi-laser, actually, which or some reason can be man-portable in Only War. A Ripper Gun would be hilarious, but probably isn't the best choice.

Gonna have to nix the power fist idea, though. It doesn't really seem like something that would be issued to heavy gunners. I can get behind Weapons Specialists from wealthy families getting an heirloom power sword, but that's a bit much.

ArcturusV
2013-12-18, 01:58 PM
Mortar has the possible drawback of getting in the way of people who want to go a swording. But I can probably always use it to suppress some group/enemy that isn't Swording.

But I kind of like the idea of being able to lob with the Mortar and having some indirect fire in a regiment that otherwise would be very stimied by dug in enemies.

Other than Scatter + Melee Highborns (Which can just be negated through fire discipline), any particular reasons a Mortar shouldn't be taken?

padraig
2013-12-18, 02:25 PM
Hammer has a mortar that can fire full auto. Maybe the mortar tries to soften up the enemy, so we can get to Swording range more easily. I think it'd pair better with a Chimera (delivering the main group to combat) than a Sentinel, though.

ArcturusV
2013-12-18, 02:33 PM
Yeah, but I believe it's too rare. Also it shortens up the range, which I'm not sure how I feel about that. As ideally I'd see myself at shooting at longer range stuff while you all go swording the closer range stuff.

"Friendly fire isn't", after all.

Doc Kraken
2013-12-18, 02:38 PM
The Automatic Mortar (and the Tread Fether missile launcher, come to think of it) are both viable options; the cutoff is at Very Rare.

If you wanted to take 'em, anyway.

ArcturusV
2013-12-19, 01:40 PM
Makin' some rolls:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4] Replaced by 15 below.
[roll5]
[roll6]
[roll7]
[roll8]

[roll9]
[roll10]

ArcturusV
2013-12-19, 01:42 PM
And going to see if I can do better than that 5 up there on my reroll... knowing my luck I'll actually get WORSE... :smallbiggrin:

Then again I got extra Fate Points, so maybe my luck will change here...

[roll0]

Edit: Pondering Circumspect for CO type, seems to fit with a Recon Regiment more than trigger happy Choleric.

Doc Kraken
2013-12-20, 11:33 PM
Not too shabby, roll-wise! Circumspect does make sense for a clever recon commander, but who said he was clever...:smallbiggrin:

Any other thoughts? I'd like to get this kicked off sometime after the holidays, so character sheets trickling in make me a happy GM!

ArcturusV
2013-12-20, 11:46 PM
Decided to go with Mortar for my Regimental Heavy Weapon.

If I recall the errata that was quoted to me if ammo isn't listed (Like the "regimental heavy weapon"), it comes with 3 reloads?

So I start with 4 rounds? Probably Frag Rounds as they're the most common and "Basic".

Any chance I can cash my grenades as the appropriate type of Mortar Round? Makes a certain type of sense for a Heavy Weapon Trooper with a Mortar (Shouldn't be in close combat to throw a grenade after all :smallwink: ). But I recognize that's entirely Houserule Territory.

Doc Kraken
2013-12-20, 11:58 PM
What do you mean those aren't necessary, trooper? Everything the Departmento Munitorum provides you is necessary!

Everything.


...that said, I'll let you swap out your grenades for equivalent mortar rounds, but it'll be in lieu of your free customization/attempt to requisition (you've been busy trading them off to other guardsmen with spare ammo).

ArcturusV
2013-12-21, 12:00 AM
*defaces primer blank spot*

Sounds good to me. Take it that means the 4 Frag rounds as the standard ammo is in play as well, or not?

Doc Kraken
2013-12-21, 12:04 AM
Three, I believe (the errata says it comes with three clips of ammunition). But yeah. Frag rounds.

ArcturusV
2013-12-21, 12:21 AM
Interesting.

Doc Kraken
2013-12-21, 12:33 AM
Yeah, seemed like an odd number to me as well, but I guess they wanted to reflect that part of the reason people like lasguns is that the ammo is so easy to make/maintain? Dunno.

ArcturusV
2013-12-21, 12:51 AM
Well, it seems weird because it kind of punishes the "Launcher" weapons I suppose. Gives Las weapons a serious advantage in endurance in most cases.

But I think having AoE and the ability to blindfire from behind cover will make the difference.

Starbin
2013-12-21, 04:18 AM
Highborn (3 pts)
+3 to Weapon Skill, Fellowship or Intelligence, pick two.
Common Lore (Administratum), Inquiry, Linguistics
-10 to Charm, Inquiry & Decieve vs non-highborn; +10 with noble-born or higher authorities
Air of Authority or Peer (Noble), pick one
+10 to Logistics Rating
-1 to starting wounds
Guerilla Regiment (4 pts)
+3 to Perception, -3 Fellowship
Stealth
Ambush
1 lascarbin w/4 charge packs; 2 blind grenades; 2 stun grenades; 2 frag grenades
Circumspect (2 pts)
Foresight
Close-Quarters Battle (5 pts)
Double Team or Combat Formation
1 compact lascarbine w/4 charge packs; 1 mono-knife; 1 suit light carapace armor
+10 bonus to Ballistic Skill at Point Blank Range
Hardened Warriors (2 pts)
+2 Weapon Skill
Street Fighting
May replace standard melee weapon with any main Primary Weapon of Common availability, or add mono-edged upgrade to standard melee weapon.
Honor-Bound (+4 pts)
When challenged / slighted, must take -10 Willpower test to avoid a duel, or take -10 to all Willpower tests for the duration of the session (cumulative).
Standard Gear
One uniform
Poor weather gear
One Compact lascarbine (Main Weapon), and four charge packs
One mono-edged knife
One suit light carapace armor
2 blind grenades
2 stun grenades
2 frag grenades
Rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set ofcognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations, two weeks' supply

So, we just need to add 30pts of additional equipment to the list ... adding a very rare weapon (power sword) is 20 pts ... leaving possibilities for magnoculars or photo-contacts (yes!) to be purchased (at 8 pts). But I'm not sure how our swap out shenanigans will work out.

We also need to add some regimental flavor. I like the idea of highlanders or winter knights, but was uncertain what everyone else was thinking about ...

PS - feel free to correct anything I messed up!

LeSwordfish
2013-12-21, 05:22 AM
My intention was that we chose a powersword as our favoured special weapon, so it costs nothing.

Alright, rolls. I'm going for a operator, I think- got an old operator bouncing around I want to re-use.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

[roll9]

[roll10]
[roll11]

Oh, those are appalling.

ArcturusV
2013-12-21, 07:57 AM
Yeah, I figured the Regimental Weapons were now Power Sword and Mortar.

Taking the 10 point "Add one Favored Basic Weapon". I take it that doing that would give everyone in the regiment a Power Sword, so you don't have to be a Weapon Specialist to have it. Fits concept, so that should probably be taken.

Making it Best Quality is also nice, and would cost us 10.

Which leaves 10 for Micro-Bead and Chrono, which isn't bad.

That's one option, another one would be:

10: Add one Favored Basic Weapon
15: Add Preysense Goggles
5: Add Clip/Drop Harness

Well, just some ideas.

LeSwordfish
2013-12-21, 08:08 AM
The trouble is, that's a favoured weapon. It's just another choice for weapon specialists.

We could pick up a ranged weapon with our gear allowance. That and Hardened Fighters could allow us to have, say, laspistols and best-quality swords or best-quality mono-knives each.

ArcturusV
2013-12-21, 08:49 AM
Hmm, I'm misreading it I take it? I guess so since it doesn't have the "to standard kit" tag on the end of it. Odd. Kind of annoying to be honest.

Makes me think the "Power Sword" idea is kind of flawed and shouldn't be taken then as there's no way to actually get it without being a Weapon Specialist. Whereas the concept seemed to be originally the guy getting excited over everyone being able to power sword people in the face. Which won't happen unless we are the Squad of Weapon Specialists.

Hmm. 5 points to add Pistol Grip to our Carbines to fit the Pistol role? They're kind of locked into that anyway with the nerfing that is Compact forced on them.

Extra 5 points to fit Exterminators on them as standard kit.

Then we could run around with our Best Swords/Mono Knives in one hand... and a pistol gripped compact lascarbine which can shoot flames in the other as we melee people.

I dunno, weird idea.

smoke prism
2013-12-21, 02:23 PM
I'm interested if I'm not too late.

Doc Kraken
2013-12-21, 05:35 PM
Yeah, the "add a favored weapon" just gives you another favored weapon. It'll let it be easier to requisition and your weapon specialists will be able to take it, but nothing else.



Then we could run around with our Best Swords/Mono Knives in one hand... and a pistol gripped compact lascarbine which can shoot flames in the other as we melee people.

I dunno, weird idea.

Best Guard regiment ever.

Also, since you've got two main weapons (one from Guerilla and one from Close-Quarters Battle), you'll need to pick one for the regiment. So you're not stuck with the Compact lascarbine if you don't like it!

smoke prism, you're not too late, but I am only taking five players! Still time to get an application in, if you'd like. Nobody's completed a sheet yet. :smallbiggrin:

ArcturusV
2013-12-21, 05:48 PM
Other odd Munitions question.

The start to the Grenades, Missiles, Explosives, etc, section mentions that the following types can be used in Grenade Form, Mortar Form, or Missile Form. There's a few of course that they list as "Only Missile Launcher" or "ONly Mortar", etc.

... but they don't necessarily stat out all versions of certain grenades that have no limiter place...

Short version of a long lead in? What about things like Firebomb Grenades as Mortar Rounds, as they're one of those that aren't listed as anything like "Grenade Only" in the text?

Doc Kraken
2013-12-21, 05:59 PM
Mmm...it's listed pretty clearly in the Grenade section and there isn't an equivalent entry under the Rounds section (as there is, for example, with the Anti-Plant explosives). As such, I'd say that it's not part of the Munitorum's standard armaments...but it'd certainly be possible to convince a mildly unorthodox tech-priest or similar to try and jury-rig something.

With, of course, certain attendant risks.

On a related note, as there's no equivalent to stun grenades for the mortar, I'm okay with you swapping yours for photon flash rounds if you trade the grenades in.

smoke prism
2013-12-21, 06:13 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

[roll9]
[roll10]

ArcturusV
2013-12-21, 06:16 PM
So not something I could Requisition and instead something that I'd have to trade out with someone. Hmm.

Doc Kraken
2013-12-21, 06:31 PM
You could maybe requisition it if you find the right quartermaster. One attached to a Skitarii regiment, maybe.

Like, say, one of the ones alongside you guys in the relief fleet...

Doc Kraken
2013-12-24, 12:35 AM
Any further thoughts on characters, folks?

ArcturusV
2013-12-24, 05:07 AM
I dunno, unless there's some calls out for better options I'm thinking of going with Starbin's "Get a Power Sword" kit, fleshed out with the Carbine Pistol idea: 5 points for Pistol Grip, 5 points for Exterminator.

Sure, it's not the usual "Grab microbead, grab photo-contacts, grab clip/drop harness" sort of combo I've been seeing... but hey, gets us "everyone has Swords" thing we wanted. And slightly different.

LeSwordfish
2013-12-24, 07:14 AM
I'm afraid i'll have to withdraw interest in this: with exams coming up soon it's too irresponsible for me to join three games at once. Best of luck, though!

smoke prism
2013-12-24, 10:45 AM
I dunno, unless there's some calls out for better options I'm thinking of going with Starbin's "Get a Power Sword" kit, fleshed out with the Carbine Pistol idea: 5 points for Pistol Grip, 5 points for Exterminator.

Sure, it's not the usual "Grab microbead, grab photo-contacts, grab clip/drop harness" sort of combo I've been seeing... but hey, gets us "everyone has Swords" thing we wanted. And slightly different.

I second this idea.

jaybird
2013-12-24, 04:47 PM
Count me in as interested for Highborn Face-Stabbers. For regimental flavour, I'd like to suggest a home planet culture of "the heir, the spare, and the nom de guerre", where the Guard is regarded as a convenient daycare to drop third children, bastards, and the disgraced, with enough money for pretty uniforms to keep them all quiet. Either they conveniently die out in the ass-end of Emperor-knows-where, settle down out in the ass-end of Emperor-knows-where, or win decorations and recognition enough to be brought home and feted by family members who have "always been proud of their child". The regiment's doctrine can be explained by their noncoms all being former gamekeepers of the noble families, packed off to make sure the guardsmen actually learn something and don't all get killed off too quickly.

ArcturusV
2013-12-25, 04:59 AM
Throwing Comrade stuff as I forgot that:

Gender: [roll0]
Name: [roll1]
Demeanor: [roll2]


Mechanical Stuff:


Name: Veche Galt
Class: Heavy Gunner
Demeanor: Talkative

Wounds: 13/13
Fate: 2/2
Corruption: 0
Insanity: 0

{table] WS | 29
BS | 42
S | 31
Ag | 34
T | 45
Int | 37
Per | 37
WP | 31
Fel | 33 [/table]

Aptitudes:
General, Ballistic Skill, Defense, Fellowship, Offense, Perception, Toughness.

Skills:
– Common Lore (Administratum) (Int)
– Common Lore (Imperial Guard) (Int)
– Common Lore (War) (Int)
– Inquiry (Fel)
– Intimidate (Fel)
– Linguistics (High Gothic) (Int)
– Stealth
– Survival

Talents:
– Ambush: Inflicts 1 additional damage for every 2 degrees of success beyond the first against an unaware target.
– Combat Master: Opponents fighting me in melee gain no bonuses for Ganging Up.
– Foresight: By studying for 10 minutes, gain a +10 bonus to the next Intelligence Test or Skill test based on Intelligence.
– Iron Jaw: If ever stunned, may test toughness to ignore the effects.
– Peer (Nobility): Gains +10 to all Fellowship Tests when interacting with Nobility, may also call upon them for favors from time to time.
– Street Fighting: When armed with a knife, similar small weapon, or bare hands, adds half my Weapon Skill bonus to any Critical Damage I inflict.
– Weapon Training (Las, Flame, Low-Tech, Heavy): Can use them without penalty.

Traits:
– Fluency: May communicate in Low Gothic as long as it doesn't require a Skill Test.
– Duty and Honour: Suffers a -10 penalty on all Charm, Inquiry, and Deceive tests made to interact with characters who are not highborn. Gains a +10 on those tests when dealing with high authorities and nobility in formal situations.
– Abundant Resources: Extra 10 Logistics
– The Finest Tutors: Starts with Peer (Nobility)
– Close Quarters Battle: +10 to all Ballistics skill tests at point blank range.
– Pride Over Life: Must pass a -10 Willpower Test to refuse any formal challenge or ignore a major slight to my honor. If I fail the test and refuse to accept the challenge or duel over my honor, I take a cumulative -10 to Willpower Tests for the remainder of the session.

Gear (That actually does something and isn't standard kit And no game effect):
{table="Header"] Weapon (And Ammo, Mods) | Class | Range | RoF | Damage | Pen | Clip | Reload | Special | Weight
Common Craftsmanship Mortar (3 Frag Rounds) | Heavy | 50m-200m | S/-/- | 2d10 X | 3 | 1 | Full | Inaccurate, Indirect (2), Blast (5) | 41kg
Lascarbine (4 charge packs, Compact Mod, Pistol Grip, Exterminator) | Basic | 18.5m | S/2/- | 1d10+2 E | 0 | 30 | Half | Reliable | 2.25kg
Blind Grenades (2) | Thrown | SBx3 | S/-/- | 2d10 E | 0 | 1 | - | Smoke (3) | 0.5kg
Stun Grenades (2) | Thrown | SBx3 | S/-/- | – | 0 | 1 | - | Blast (3), Concussive (2) | 0.5kg
Frag Grenades (2) | Thrown | SBx3 | S/-/- | 2d10 X | 0 | 1 | - | Blast (3), Ogryn-Proof | 0.5kg
Mono Knife (2): | Melee/Thrown | 5m | - | 1d5+3 R | 2 | - | - | - | 1kg
Power Sword | Melee | - | - | 1d10+5 E | 5 | - | - | Power Field, Balanced | 3kg [/table]
– Light Carapace Armor:
Locations Covered: All AP: 5 Wt: 15kg
– Rechargeable Lamp Pack: Provides 5 hours of light between chargings.
– Combat Sustenance Rations (2 weeks worth): It's food.

Regimental Favored Weapons: Power Sword (Main Weapon), Mortar (Heavy Weapon).

Experience: 600/600
Loader (Comrade Advance): 250 XP
Ballistics Skill +5: 250 XP
Toughness +5: 100 XP

Comrade:
Name: Symonne Janine
Demeanor: Cook
Status: Unharmed
Ability: Loader (Passive): As long as his comrade is in cohesion, the Heavy Gunner may use his Comrade's Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner's Actions.

Doc Kraken
2013-12-26, 09:45 AM
Sorry to see you go, Swordfish, but best of luck on the exams!

I do like that background, jaybird. Explains why they've been packed off to a feral world quite nicely. :smallbiggrin:

Starbin
2013-12-26, 10:53 AM
For the record, I'm still interested, but the holidays are spotty for me at best. If you don't mind waiting until after the new year, I'll put something together then. If not, I totally understand, and best of luck to everyone!

padraig
2013-12-27, 10:32 PM
I'm still here and interested. I think many people have had a busy week or so. Will be getting crunching ASAP.

smoke prism
2013-12-30, 08:39 AM
I'm still here as well :smallbiggrin:

jaybird
2013-12-30, 12:30 PM
Still interested as well, citing holidaze as well.

ArcturusV
2013-12-30, 03:45 PM
I'd say "Still Interested" but I think the Character Completion says so for me. :smallbiggrin:

Doc Kraken
2013-12-30, 11:24 PM
Hah, yes. That does have something to say on the subject. :smallbiggrin:

Good to see there's still so much interest, guys! I guess...say, I'll kick this thing off on the 6th? That should give time for character sheets and let everyone recover from even the most unexpected of New Year's parties.

Doc Kraken
2014-01-03, 09:48 AM
Any incoming characters, folks? Also, any thoughts on regimental background and name? Like I said, I can write one, but everything's better with player input!

smoke prism
2014-01-04, 07:37 AM
Name: Vax
Class: storm trooper
Demeanor: Smooth

Wounds: 13/13
Fate points:1/1
Corruption: 0
Insanity: 0

WS: 41
BS: 40
S: 30
Ag: 30
T: 34
Int: 32
Per: 30
WP: 31
Fel: 25

Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness.

Skills:
Awareness
Common Lore (Administratum)
Dodge +10
Inquiry
Linguistics (High Gothic)
Security
Scholastic Lore (Tactica Imperialis)
Stealth

Talents:
– Ambush: Inflicts 1 additional damage for every 2 degrees of success beyond the first against an unaware target.
- Combat formation: All members of the Squad (including the character) add +1 to their Initiative rolls. Any member of the Squad may also choose to use the Intelligence Bonus of this character for their Initiative roll rather than their own Agility Bonus
– Foresight: By studying for 10 minutes, gain a +10 bonus to the next Intelligence Test or Skill test based on Intelligence.
- Rapid reload: The character halves all reload times, rounding down
– Street Fighting: When armed with a knife, similar small weapon, or bare hands, adds half my Weapon Skill bonus to any Critical Damage I inflict.
- Talkdown: As a Half Action, or when making a Charge Action, the character may declare that he is attempting a takedown against an opponent in melee combat. He then rolls to hit (using his Weapon Skill) as normal, using any modifiers for weapons and Talents (or the +20 bonus from Charging). If the character hits and would have done at least 1 point of Damage (after reduction for Armour and Toughness), no Wounds are caused, but the character’s opponent must make a Challenging (+0) Toughness Test or be stunned for 1 Round and knocked prone. In addition, when performing a Stun Action, the character does not suffer a –20 penalty to his Weapon Skill
- Weapon training (Las, Low-Tech)

Traits:
– Fluency: May communicate in Low Gothic as long as it doesn't require a Skill Test.
– Duty and Honour: Suffers a -10 penalty on all Charm, Inquiry, and Deceive tests made to interact with characters who are not highborn. Gains a +10 on those tests when dealing with high authorities and nobility in formal situations.
– Abundant Resources: Extra 10 Logistics
– The Finest Tutors: Starts with Peer (Nobility)
– Close Quarters Battle: +10 to all Ballistics skill tests at point blank range.
– Pride Over Life: Must pass a -10 Willpower Test to refuse any formal challenge or ignore a major slight to my honor. If I fail the test and refuse to accept the challenge or duel over my honor, I take a cumulative -10 to Willpower Tests for the remainder of the session.

Gear:

General: One uniform, Poor weather gear, Rucksack, one set of basic tools, one mess kitmand one water canteen, one blanket and one sleeping bag, one rechargeable lamp pack, one grooming kit, one set of cognomen tags, one instructional handbook, combat sustenance rations, two weeks' supply.

Weapons:

Compact Lascarbine (4 charge packs, Compact Mod, Pistol Grip, Exterminator), Basic, 18.5m, S/2/-, 1d10+2 E, 0, 30, free, Reliable, 2.25k

Good Craftsmanship hot-shot, Basic, 60m, S/3/–, 1d10+4 E, 7, 30, 1 Full, reliable, 6kg

Blind Grenades (2), Thrown, SBx3, S/-/-, 2d10 E, 0, 1, -, Smoke (3), 0.5kg

Stun Grenades (2), Thrown, SBx3 , S/-/-, –, 0, 1, -, Blast (3), Concussive (2), 0.5kg

Frag Grenades (2), Thrown, SBx3, S/-/-, 2d10 X, 0, 1, -, Blast (3), Ogryn-Proof, 0.5kg

Mono Knife (2), Melee/Thrown , 5m, -, 1d5+3 R, 2, -, -, -, 1kg

Power Sword, Melee , -, -, 1d10+5 E, 5, - , -, Power Field, Balanced, 3kg

Armour:
storm trooper carapace armour, locations covered (All), 6 AP, 15kg

Experience: 300/300
Ballistic skill +5 (100 xp)
Dodge +10 (200 xp)

Comrade:
(I'll do this if I get into the game).

Appearance:
Vax is a tall, well built man. His face is rugged (but not unattractive) is a crisscross of white scares. His eyes are a pricing emerald green. His golden blond hair is in a well keeped, shoulder length ponytail.

Vax's storm trooper carapace armour is keeped in spotless condition. It's surface polished too a near mirror shine. The edges of the armour have been plated with stain resistant gold. The helmet of the armour is custom built. It resembles the standered storm trooper helmet, exept it has a full face visor made of a one way material (Vax's can see out as if it isn't here, but all those looking in see is a black plane).

Vax's general gear is keeped in a black rucksack on his back. His compact lascarbine is keeped in a black leather holster down his right leg. His hot shot is is hung around vex's neck by a black leather strap. The hot shot it's self is polished and we'll looked after. His grenades and mono-knifes are on a black leather belt around his waist. His power sword is strapped to his back in a metal sheath. The power sword it's self is keeped in immaculat condition. The blade is polished to a mirrored shin.

Background:
Vax erron hival the X is the first son of Maximus el mon, the former commander of [INSERT REGIMENTS NAME HERE]. Vaxc was 10 when his father died in a campaign against a cult of heratics and deamonds, and as is custom, Vax and his sister zeldar were taken in by the Schola Progenium for training to become the backbone of the empire.

10 years later Vax came back to [INSERT HOME WORLD NAME HERE] as a storm trooper attached to his home world's regiment. His return was also tempered by sorrow, for his sister had be killed in the field by an ork ambush. Her body lay next too her fathers in there sacred burial ground.

Vax is now 35 and he has served 4 tourers of duty were he has fought orks, Eldar and heretics. He has seen squad mates come amd go andceach has sapped his faith in the emperor.

personality:
Vax is a noble man too his core, on has to simply look at the way he carrys him self, the way his armour and weapons glow.

He speaks the way all noblity should, with an authority that the nobles listen too and the commoner detest.

Under this lays a soul that is broken and scared by the death of his friends, this means he is slow to warm up to people, but ones he has, he will go into the jaws of hell and back to protect them.

(Please tell me if I've made a cruch or fluff error).

ArcturusV
2014-01-04, 07:14 PM
Regimental Background Ideas:

It is the nature of Man to be lead by the strong. That is why we venerate the God-Emperor, the most powerful of beings who can tame the very warp itself. That is why we count upon the deadly justice of the powerful Inquisition, or the Angelic Knights of the Astartes.

And that is why we fight.

The Jannissaries are the best, noble elites of the world, trained from birth in the arts of war, philosophy and statecraft. We can trace our ancestry to the crusades of the 32nd Millennium. Where members of a veteran, hardened Guardsman Regiment were given rights of settlement over our world. Those guardsmen too junior to take over positions in the planetary government became the core of our regiment, keeping peace and order, and leading the defense of the world.

We enjoy the fruits of our labors, with a government that traces it's ancestry to the Guard itself, us professional soldiers are a level above the common rabble of the PDFs or the thugs hired by the Arbites to crack skulls. Even the lowest of the raw recruits, born of noble families is the envy of other Guardsmen, well equipped and bred for victory. Our skills are honed in the thick forests and mountains of our home world, where Stealth and Guile, along with overwhelming and sudden firepower, and more important than standing line abreast and firing en masse into cooperative hordes.

Due to our status as the superiors of most men, we draw our troops only from the finest stock, the noble families of the original settlement of our homeworld (Granted that's about 30% of the planetary population at that point, but it's still a mark of distinction, dammit!), using our connections to reinforce from the homeland no matter where we may be found fighting the enemies of Man.

The Jannissaries bear a long tradition of pride and honor, from the original Regiment who settled our world in the wake of a long, and successful crusade, to our numerous actions in close quarters assaults and lightning raids. Honor and pride are not just a tradition however, it is a source of our strength, and something no Janissary would ever allow to be besmirched.


Something like that?

Starbin
2014-01-04, 11:28 PM
Bravo, well done, and all that jazz. That's a wrap ... Cut and print it!

Or at least that's my two cents; especially since my imagination is currently on hiatus!

Doc Kraken
2014-01-06, 07:36 PM
Yup! Background looks fine to me as well. Janissaries is a fairly sweet regimental name. I hereby dub you...[roll0] [roll1]

The 96th Orhanian Janissaries! Congratulations, troopers! Now go stab some political dissenters.

I'm in a minor bind here, actually...I'd wanted to get this kicked off today, but there's only two character sheets actually completed (both of which are accepted, by the way!) I'd like to wait a bit longer for a full squad of folks - Arcturus, smoke, how do you feel about that?

I did, however, get the OOC up! Go ahead and copy your sheets over. (http://www.giantitp.com/forums/showthread.php?p=16738983#post16738983)

ArcturusV
2014-01-06, 07:43 PM
96th Jannissaries. Neat.

... I am reminded I haven't done a Personal background yet. I should do that. Before some whippersnapper beats me to the punch of actually finishing a character. :smallbiggrin:

Starbin
2014-01-06, 09:44 PM
I'll try to get one up tomorrow!

ArcturusV
2014-01-07, 04:15 AM
Go for it. Remember currently we have:

Heavy Gunner: Veche Galt, with comrade Symonne "Chef" Janine.
Stormie Boy: Vax, the old warhorse.

Starbin
2014-01-07, 09:27 AM
Unless I missed it somewhere, I think I forgot to roll ...

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

[roll]1d5[roll]
[roll10]

some random rolls: [roll11]

Starbin
2014-01-07, 09:31 AM
Messed up the wounds (not that it's going to matter with those bad rolls - wow, is it too late for point buy? Yeesh). [roll0]

Sigh. And there's the other shoe ... :smallredface:

ArcturusV
2014-01-07, 09:37 AM
Well you could always go with something like a Medic. Keeps you out of the line of fire, hopefully. Only really need Int, which you got. Use your attacks less for dealing damage and more for inflicting status effects like dropping smoke or using semi-auto bursts to pin down enemies.

Doc Kraken
2014-01-07, 11:44 PM
Either that or an abhuman (Ogryn bodyguard? Ratling butler?...Ogryn butler?), which give nice stat bonuses and penalties. You don't need to have much in the way of intelligence or fellowship if you can beat someone to death with their own leg (the rolls don't have to be in order, by the way).

You took your reroll, right?

ArcturusV
2014-01-07, 11:45 PM
Or a Priest, just go Pure Fellowship, flamers autohit, so no worries about crappy BS. And when you're not burninating, shout people into a frenzy.

Starbin
2014-01-08, 12:03 AM
Perhaps the world's worst choice for a tech priest :smallbiggrin:

And yes, those horrible rolls are WITH the reroll. Took my 4 up to a 5!

ArcturusV
2014-01-08, 12:09 AM
Well you have two good stats. So if you were something like an Operator (And got a hold of a vehicle) all you'd need is Agility, if you're driving a vehicle you use your Operate (____) skill rather than BS to hit with vehicle weapons. Similiarly the Medic just really needs Int, and the Priest only needs Fel. You do have two decent stats so you could probably make a go of being a Weapon Tech, focus on Strength and WS, and use our Regimental Main Weapon to get a Power Sword. Could be workable as well. Make sure you pick up parry because your Agility is likely to be too low to count on dodge reactions.

Starbin
2014-01-08, 12:26 AM
Well, what does a Tech Priest really need? Just gotta be smart, right? P:smallsmile:

As for weapon specialist, I thought one of the other interested parties was making a WS ... as well as someone wanting to be an operator (PS - what would we actually operate?)

But I am thinking about an Ogryn ... hmmmm :smallsmile:

ArcturusV
2014-01-08, 12:43 AM
Well, a Tech-Priest tends to come in two variates that I've seen. One is the "Faux Medic", in which case it's Int, and that's about it. Then there is the Terminator type, who wants WS, BS, T, Ag, and Int more or less in that order. Very stat intensive from how it seems to look. But it can be a real combat beast, ripping people apart with Special Axes and Arms in this frenzy of attacks beyond what any other character could do.

Doc Kraken
2014-01-08, 12:45 AM
Smarts and toughness are, I think, the stats Tech-Priests want to focus on most. Good willpower and ballistics aren't amiss either. Arcturus's summary brings horrifying images to mind...

*scribbles notes for a future character*

We haven't heard from any of the others in over a week; I'd say go ahead and make whichever specialization you like. :smallsmile: It's true that you aren't assigned vehicles, but Operators can also be cut-rate tech-priests and demolitions experts (I tried one of those myself - it worked...okay?). And if you went Weapons Specialist, you could get two power swords - the one from everyone's kit and the one for your favored weapon. And, of course, priests are excellent at setting people on fire.

Options! :smallbiggrin:

ArcturusV
2014-01-08, 01:03 AM
Course, another thing to think about is the future. Being a Guardsman, rather than a Support Specialist comes with advantages. In particular, the ability to gain advanced classes and to switch classes. This can potentially, down the line, really help shore up your weaknesses in Characteristics. Because you can do something like a tour as an Operator for +5 Agility, Common Lore (tech) or Navigate (Surface), Operate (Surface), Tech-Use, Technical Knock, and Weapon Training (Las or SP, Low-Tech). Then at 2,500 XP you decide to become a Medic, which gives you an additional (For free) +5 Intelligence, Medicae, Scholastic Lore (Chymistry), Scrutiny or Trade (Chymist), Cold Hearted or Jaded, Weapon Training (Las or SP, Low-Tech)... and any duplicates, like Weapon Training Low-Tech, is a free 100 XP.

Granted you lose your old standard kit for your guardsman class, and aptitudes, but gain the aptitudes of the new class and their equipment instead. If you chain it like this you can get a lot of free skills (Less untrained checks, less painful to have lower stats), free XP from repeating Talents being traded in, and having a variety of Aptitudes lets you have a wide range of skills. Granted this is all later on, presuming we survive a mission or two.

If you're a support specialistic like a Tech-Priest, or Priest, you're locked into the class forever. But every 2,500 XP you get +5 to a characteristic. Which is nice.

Caimheul
2014-01-08, 03:08 PM
Posting interest, forum/internet connection being stupid so rolls to follow.

Edit:
Regarding ArctusV's post: Unless I am mistaken, you do not get the +5 from changing your character's specialty, you only get a +5 if you do not (or cannot) change speciality. I remember that the "advanced"' specialities do not include a bump to characteristics, and I'm pretty sure the list of stuff you get from the new speciality does not include the increase to characteristics.

Edit 2: Operators tend to act as "tech-priest lite" or general rogue characters in the absences of vehicles.

Caimheul
2014-01-08, 03:09 PM
Rolls:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7] Replaced with 2
[roll8]
Re-roll only to be used if lowest is below 10:
[roll9]

Wounds: [roll10]
Fate: [roll11]

Just for fun:
[roll12] (1= Male names list first 90, 2 = Female list names first 90)
Name: [roll13]
Demeanor: [roll14]

[roll15]
Comrade: [roll16]
Demeanor: [roll17]


Hmmm... Might go medic with these stats, been awhile since I've rolled up a proper "keep other people alive" character! (or anything else that may be lacking... would rather not a Sgt. though!)

Starbin
2014-01-08, 05:00 PM
I wondered how long it would be before you sniffed this game out :smallbiggrin: If it makes you feel better, I was going to PM you about it.

Go Caimheul

Caimheul
2014-01-08, 05:08 PM
Well, to be fair I had a bunch of games fail to survive the holidays, otherwise I wouldn't have been in the recruitment at all :smalltongue:.

ArcturusV
2014-01-08, 08:30 PM
*plays taps for the Hawkmoths and most of the cowards of the Squad* :smallbiggrin:

Yeah, mistaken on the Characteristic (Also if you Stay, you only get +5 to a Characteristic you share an Aptitude with, so no Heavies getting +5 Int or something). Though the rest remains, and being "trained" in a metric ton of skills still helps offset low stats and all the -20s. ANd remembering any duplicate skills just means you get a +10 to the skill instead of nothing/100 XP. So I stick by the idea that it's still a decent idea. :smallbiggrin:

Doc Kraken
2014-01-08, 10:01 PM
A glass of bootleg amasec for the valiant Vasburg martyrs...and those quick enough to get away.

Welcome aboard, Caimheul! Looks like we've got a pretty good group here; I'll go ahead and start as soon as you two get your characters up - unless someone else expresses interest in the interim. Recruitment will stay open, of course.

ArcturusV
2014-01-08, 10:11 PM
Heh. Be funny if they survived. After all, Lukan hasn't spent or burned his Fate Point.

... he could show up here. :smallwink:

Doc Kraken
2014-01-08, 10:13 PM
Dropping in to save you from the inevitable horde of Bad Guys?

There's a thought...

Caimheul
2014-01-08, 10:18 PM
Alright, so what do we have as of yet? I think the major lack is a Sergeant, but seeing as that's a character concept I have in a game that's still ongoing, I'd rather play something else... (Edit: Besides, I think I've lead enough of you guys to your death in other games, someone else's turn! :smalltongue:) Inclined towards a Priest actually (because no one ever plays one of those!) who'd be concerned with administering to both the physical and spiritual needs of the squad (By taking Commerce :smalltongue:), or a Medic who'd double as a scrounger because better equipment keeps people from getting hurt!

ArcturusV
2014-01-08, 10:19 PM
Hey, why not? We still got his sheet posted. Give him something like the DH background package from Surviving Near Death (Lose a Fate Point, get a... I think +5 to all Characteristics), two thousand XP or something for his desperate fight from the North Pole back to Imperial Lines against Ork Hordes. Be interesting.

At least to me, as I like Cameo Appearances from old PCs in campaigns. :smallbiggrin:

Edit: We are noblemen... we do not... "Scrounge"... :smallbiggrin:

I'd have played a priest myself, but when Recruitment for this was going on and I was working up Veche Galt, I had a Priest in another OW recruitment topic.

... I was not picked. Because Priests "Do not fit the game". :smallsigh:

I like priests. *shrug*

Doc Kraken
2014-01-08, 10:22 PM
That could maybe be worked in. We'll see... :smallbiggrin:

The squad right now consists of a heavy gunner and a stormtrooper. Starbin's thinking about a couple of different ideas as well, so you've got options. Medic is never not useful, and if no one wants to play a sergeant I can easily NPC that. Alternatively, you could be seconded to the stormtrooper for special training or suchlike.

Caimheul
2014-01-08, 10:25 PM
Or we could go save them from the ork hordes :smalltongue:.

Did I say scrounger? I mean "Obtainer" :smallbiggrin:.

Medic it is then, especially as High int characters with Combat Formation are ALWAYS a good idea! (Entire squad can replace their Ag bonus with their int bonus for Initiative)

Starbin
2014-01-08, 10:32 PM
Well, you have the stats for something cooler than a medic, I think. I was going to go with a dual sword wielding weapon spec but I lost my post, so I'll have to rebuild tomorrow. That being said, Medic is a pretty easy build for a 2 stat wonder. Wanna trade?

ArcturusV
2014-01-08, 10:34 PM
Already got Combat Formation myself, so all the +1s! :smallbiggrin:

Heh, if you don't want to NPC, I can throw up another character as well. I'm comfortable running two.

Caimheul
2014-01-08, 10:37 PM
Well, you have the stats for something cooler than a medic, I think. I was going to go with a dual sword wielding weapon spec but I lost my post, so I'll have to rebuild tomorrow. That being said, Medic is a pretty easy build for a 2 stat wonder. Wanna trade?

Go ahead and take medic. Personally not a fan of dual wielding honestly, requires too many talents. Now to look at other options... I need to stop looking at these stats and thinking how decent a Sarge it would make.... I'm "in charge" of too many squads/acolyte cells as it is! :smalltongue:

ArcturusV
2014-01-08, 10:40 PM
It's why I like the priest. Or the Commie. I never really have to be "in charge" but merely a second in command at best. In the case of my priest? He wasn't a combat beast at all but entirely focused on just motivating people. Not a leader so much as a firebrand. "PURGE THE UNCLEAN!" and such.

If Doc is okay with me throwin' down another, I could just roll up a Sarge (Or a Commie, or a Priest) and then you wouldn't feel the pressure to be THE leader. Maybe the second in command even if you do run a Sergeant.

Doc Kraken
2014-01-08, 10:41 PM
We all know you're really a grizzled, take-no-prisoners leader, Caim. There's no sense in hiding it. :smalltongue:

I'd rather NPC the sarge if no one wants to play him, simply because it leaves more options open if we get another player. Offer's appreciated, though! If you guys would prefer that you run one, that's fine too.

Starbin
2014-01-08, 10:45 PM
Go ahead and take medic. Personally not a fan of dual wielding honestly, requires too many talents. Now to look at other options... I need to stop looking at these stats and thinking how decent a Sarge it would make.... I'm "in charge" of too many squads/acolyte cells as it is! :smalltongue:

Yeah, I didn't mean run a dual wielded, just something other than medic ... but we seem to be on the same page. I'll work on the good doctor, who may end up more Silence of the Lambs meets House than anything else :smallbiggrin:

ArcturusV
2014-01-08, 10:46 PM
The only Only War game I have gotten to play in was the Hawkmoths... and you saw how long that lasted. Suffice to say I WANT to play a lot of things. Including leaders. And firebrands. And Commies. And Tech-Priests, and Ogryns, and Ratings, and Medics, and... :smallbiggrin: So it's not a case of don't want. Just that I had a ton of different things to do and I only picked one out of a hat. ALmost literally as I dicerolled to decide what I'd play in the end.

Caimheul
2014-01-08, 10:47 PM
Using command to motivate can become rather boring though, as it takes a full action to accomplish... If operators didn't start with so few wounds I'd be tempted, so am going Enginseer instead. Someone has to keep all our weapons and armour in working order/modified!

Edit: Without a PC Sergeant we miss out on some of the useful orders, but to be fair we don't NEED a "Sergeant" to lead the squad, we could instead have someone with some other kind of speciality as the highest ranked member of the squad. And someone can swap specialities later/first one to die rolls up a Sarge as their replacement. :smallbiggrin:

Starbin
2014-01-08, 10:49 PM
Sweet ... That means you'll get juicy GM secrets!

Oh, and we get cool customizations!

Caimheul
2014-01-08, 10:51 PM
ACK?! 8 wounds?! Feth it, going Sergeant you maggots! :smalltongue:

ArcturusV
2014-01-08, 10:54 PM
Heh. Course we could also have Veche take up the Commander Archetype later on, come into his own as a Leader of Men. ALL THE COMRADES! :smalltongue:

*still needles for an additional character since Doc didn't seem to tell me no* :smallbiggrin:

Doc Kraken
2014-01-08, 10:56 PM
I knew you'd give in eventually. :smallbiggrin:

Call the secondary character a provisional no...unless you guys are feeling pressured to absolutely have someone play a sergeant? Looks like Caim's gone for it so he can stop slightly more lasbolts with his torso.

Caimheul
2014-01-08, 10:57 PM
That's true... And he could just have the rank of Sergeant without the speciality... We really do kinda need a skilly character.... Alright, how do I keep an 8 HP tech priest alive... Thank the Omnissiah for carapace armour.

Bah, am just going to finish rolling up the sarge. Need to stop being tempted by the shiny bionics...

Sarge orders are pretty useful for staying alive... +5 to dodge is pretty useful.

Doc Kraken
2014-01-08, 11:01 PM
That they are.

If you're only going for the specialization so that a PC has it, I'd be willing to let Arcturus run a secondary. Don't want to force anyone to play something they don't want to, after all.

ArcturusV
2014-01-08, 11:04 PM
Search your feelings Caim.... give in to the anger, the hate... the need for phat lootz and shiney bits... embrace your destiny, as Tech-Priest Enginseer! :smallbiggrin:

Caimheul
2014-01-08, 11:05 PM
If you don't mind... The main issue I have with the Sarge is that they have to pay the 1 aptitude price for 3/4ths of the skills/talents that would be useful. :smallannoyed:

(Respirator seals on face, and hissing breathing begins.... :smallamused:)

Doc Kraken
2014-01-08, 11:07 PM
Awright then.

*Stamps GM seal of approval*

Hee hee plans plans plans plans...

Caimheul
2014-01-08, 11:10 PM
:smalleek: FLEE! (http://halo.bungie.org/misc/dialogue/grunts/flee.mp3) :smalleek:



:smalltongue:

Doc Kraken
2014-01-08, 11:11 PM
I don't think you did the Rite of Link-Crafting quite right, cogboy. :smalltongue:

ArcturusV
2014-01-08, 11:13 PM
DICEROLL! How shall Fate Break, will the Jannissaries stand tall, who was that masked man? All these questions and more, next time on Guardtech!

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

Fate Favors the Bold: [roll9]
Choosy souls choose more Wounds: [roll10]
Sergeant's Demeanor: [roll11]

Comrade Name: [roll12]
Comrade Demeanor: [roll13]

ArcturusV
2014-01-08, 11:14 PM
And one of our sacred 25s shall be transformed into a 36+! :smallbiggrin:

[roll0]

Caimheul
2014-01-08, 11:17 PM
I noticed... Forgot the sacred unguents apparently... Dang link just doesn't work when hyperlinked in... http://halo.bungie.org/misc/dialogue/grunts/flee.mp3

ArcturusV
2014-01-08, 11:18 PM
The Sacred Ritual of Access Permissions was not properly intoned.

Starbin
2014-01-08, 11:23 PM
Oh goody ... good thing even secondary characters are better started! :smallbiggrin:

ArcturusV
2014-01-08, 11:25 PM
As it said, Fate Favors the Bold. :smallwink:

Caimheul
2014-01-08, 11:38 PM
So is anyone else worried about the fact that besides the Tech priest, no one else will have Weapon Training (Power) to start?


Edit: And what was the final verdict on regimental unique starting gear?

Starbin
2014-01-08, 11:39 PM
Let's just say that we got more impressed with the shiny shiny that we forgot all about little things like talents ...:smallbiggrin:

ArcturusV
2014-01-08, 11:41 PM
I believe it was everyone gets a Power Sword, and a Compact Las Carbine with Pistol Grip and Exterminator. Regimental Basic Weapon is a Power Sword, Regimental Heavy Weapon is a Mortar.

And I wasn't sweating it because Veche Galt wasn't going to go around swording people.

Caimheul
2014-01-08, 11:42 PM
And this is why I often end up playing the leader. . . :smalltongue:

Edit: Why the strictly worse compact carbine over the full size? Also, without weapon training (Flame) don't the targets get +20 to their dodge?

ArcturusV
2014-01-08, 11:44 PM
As I said when I suggested it. It wasn't the "Get Microbead, get Clip/Drop Harness, Get Camo-Cloak, get Photocontacts" that every, single OW recruitment I've seen had settled on.

... it was suggested just to be Different. *shrug* And people liked it.

Caimheul
2014-01-08, 11:45 PM
And that's completely fair! I like different, I just also like effective. (I know, I'm weird like that) :smallbiggrin:

ArcturusV
2014-01-08, 11:49 PM
Heh. Well, we're perfectly effective I'd think so long as we're not sent to the massively wrong battlefield. Stealth and close quarters regiment after all, if we end up on an empty plain filled with Tanks... well... we'd be dead anyway. :smallbiggrin:

Starbin
2014-01-08, 11:49 PM
Pipe down, rubba-dub! If you wanted a say, you should have jumped in earlier!

For the record, I was hoping for cavalry on saber-fanged raptor wolfipeds!

:smallbiggrin:

Caimheul
2014-01-08, 11:56 PM
Our main effectiveness equipment wise is in... knifing people I think... Compact and Extra Grip both Halve the weapon's range so... 75/2 = 38, 38/2 = 19... And it isn't a pistol so can't be used in melee. So we're more of an orbital/building clearing regiment... :smalltongue:

Edit: Mono edged swords of good quality (if we can apply mono from the regiment to the sword) is 10 requisition points.

ArcturusV
2014-01-08, 11:58 PM
Well, my suggestion was actually for Grenadier Demo Highborns myself. I don't think the player that actually suggested the "Stealth Ninja Highborn Face Stabbers" is actually playing anymore but quit. :smallbiggrin:

Yeah, I mean Close Quarters Battle Doctrine kind of leads to the Room to Room Urban Combat clearing anyway.

Caimheul
2014-01-09, 12:01 AM
But we wouldn't even be effective in the street, ONLY the buildings. As I editted in, Mono (from regiment if allowed) Good Quality Swords are 10 regimental points, leaving us points to change our main weapon to something with more oomph/range than a compact lascarbine.

Edit: For the record, I understand I'm late to the party, and will live with the majority decision, just making sure everyone is aware of the severe limitations we'll have on range. I'm also okay with switching things over to Grenadiers despite only having laspistols with auxiliary grenade launchers without spending regimental equipment points. Do kind of like a Good quality sword for duelling purposes though!

ArcturusV
2014-01-09, 12:36 AM
Well, we do have Long Range in the form of sustained mortar barrages... :smalltongue:

Nah, nah... I mean... I can think and the person who I think suggested it was LeSwordfish... who bowed out. And it is kind of late... but then again only two characters are "done" and it wouldn't be Impossible to change.

Though if we did, I'd still want to avoid the same thing I've seen in the last... like 5 OW recruitment games. "... we're imperial world drop troopers with Sharpshooter doctrines, and our kit has camocloaks, photocontacts, microbeads".

... does make the character gen easy because I pretty much know exactly what's what.

... But the Jannissaries were kind of formed in the spirit of "... screw it. Lets be different!"

Thus High Born Regiment. With the whole "Ninja" thing. And swords and Exterminators, etc.

Also I remember now we "cheated" on our kit anyway as is, because OW changed Exterminators to Low-Tech Weapons only. Which is stupid and annoying... :smallsigh: I don't know if Doc gave us a pass just because "Hey, sounds awesome" or what.

Caimheul
2014-01-09, 12:44 AM
I'm fine with that, and like the idea of something not the 101st airborne. So how about switching out the power sword for a mono good quality low tech sword ( which I think almost everyone starts with the right talents for) and upgrade the lascarbibe to a las gun with extra grip? That gets rid of the damn compact "upgrade" (-1 damage, half range and half clip? Yuck)

Doc Kraken
2014-01-09, 12:48 AM
Just gonna chime in now and remind you guys that since you took two Doctrines that give a Main Weapon (Guerilla and Close-Quarters Battle), you get to pick which Main Weapon applies. So you can have a regular lascarbine instead of the Compact one (it sounded like the Compact one was preferred, although I couldn't figure out why for the life of me...)

Also, Exterminators work for any non-Low-Tech weapon. To stop you from fitting it to swords and the like (which would be amazing).

ArcturusV
2014-01-09, 01:06 AM
I was actually thinking a step further. I don't know that the Doctrine and Regiment type were all that good to start with. Well, at least that it was the brain child of a missing player now.

But that's significantly more work. But maybe more fruitful.

With the swords instead, that's 8 points rather than 20 (Since the Street Fighters gives us Mono on our swords for free), so we'd have 12 extra to play with.

Edit: Some reason I missed the "non" in there. I just remember that it wasn't "Any weapon" like it was in every other line. So that you could have a spear that shoots flames, etc.

Starbin
2014-01-09, 01:09 AM
Well, let's just take a look back at page 2 (http://www.giantitp.com/forums/showthread.php?t=319602&page=2) and see if minds have changed. This wasn't my first choice either ...at least I don't think it was :smallamused:

ArcturusV
2014-01-09, 01:21 AM
So many odd ideas. Though considering the Open Plains, the Rough Rider Regiment might still be a good idea.

Or something like a Hunter-Killer team.

Or even an Armored Regiment for something really weird.

... but.... eh. I'm in an odd mood right now. Wild swings.

Caimheul
2014-01-09, 08:23 AM
With the swords instead, that's 8 points rather than 20 (Since the Street Fighters gives us Mono on our swords for free), so we'd have 12 extra to play with.


I thought swords were common items and therefore were 5 points? (at work, therefore AFB). Regardless, can't get much further from the "everyone's a stealthy, airdropped sniper!" regiment than Rough Rider! (Plus a mounted Tech-priest enginseer? Clearly his mount is a servitor version of the regimental mount :smalltongue:)
Only "Issue" with Armoured is that you're only issued one tank, which can only fit at most, what 6 people if it has sponsons? With Comrades, the tank gets pretty full pretty quick, and some people don't get to do a whole lot during combat.

ArcturusV
2014-01-09, 08:34 AM
Well, 5 points but "Good" Quality bumps up a rarity, so it's 8, as I figured because you wanted that Quality.

Kind of why originally I had been thinking about something like a Highborn Mechanized Infantry, or a Recon Regiment. Because you get a vehicle, sure, so the Operator/Enginseer has stuff to do, but it's not ALL about the tank.

Heck, I wouldn't even mind a simple Light Infantry or Line Infantry.

Though the Rough Riders would be fun.

Starbin
2014-01-09, 08:40 AM
I could see a couple of different options for rough riders (which sound like lots of fun!)

Heavy Cav
- Highborn, Choleric, Rough Riders, Heavy Lancers
- Honor Bound

Light Cav 1
- Highborn, Circumspect, Rough Riders, Skirmishers, Hardened Fighters
- Honor Bound

Light Cav 2
- Highborn, Circumspect, Recon, Cavalry Mounts, Warrior Weapons or Well Provisioned
- Honor Bound

Just some more ideas :smallsmile:

Just saying ...:smallsmile:

Caimheul
2014-01-09, 09:20 AM
Well, 5 points but "Good" Quality bumps up a rarity, so it's 8, as I figured because you wanted that Quality.

Kind of why originally I had been thinking about something like a Highborn Mechanized Infantry, or a Recon Regiment. Because you get a vehicle, sure, so the Operator/Enginseer has stuff to do, but it's not ALL about the tank.


Good quality doesn't I don't think Good Quality bumps rarity, I think it costs an additional 5 points is my reading of the chart. (Top two are increasing craftsmanship to good and best of standard kit [I think]. My thought process is that you have to add the sword to standard kit THEN increase craftsmanship. Your reading is my prefered though :smallwink:.) Operator and Enginseer typically has things to do, as you still have guns/armour/grenades. Heck, an auspex is ALWAYS useful.

ArcturusV
2014-01-09, 09:36 AM
I dunno. My reading was that the 5 point option was a "Sucker Move"... kind of like how replacing a Las Pistol with a Las Carbine is worse than just getting a Las Carbine.

Or for if you had some kit granted by the regiment that was going to be too expensive to evolve up otherwise, like Regimental Favored Autocannons or something.

I still like the Honorbound Shock Trooper Demo regiment idea myself. *shrug* I know with a Sergeant I could also use the free Aptitude for the duplicate Toughness. :smalltongue:

Caimheul
2014-01-09, 04:29 PM
I dunno. My reading was that the 5 point option was a "Sucker Move"... kind of like how replacing a Las Pistol with a Las Carbine is worse than just getting a Las Carbine.

Or for if you had some kit granted by the regiment that was going to be too expensive to evolve up otherwise, like Regimental Favored Autocannons or something.

I still like the Honorbound Shock Trooper Demo regiment idea myself. *shrug* I know with a Sergeant I could also use the free Aptitude for the duplicate Toughness. :smalltongue:

Like I said, I prefer your interpretation of changing craftsmanship of new gear that is going to be added (especially as it gives us spare requisition points.) I'm up for either a demo regiment, (I'M SORRY SIR, HEARING HASN'T BEEN THE SAME SINCE I SIGNED UP. NOT SURE WHY!) or Rough Riders (CHARGE THE TANKS!) :smalltongue:.

Edit: And it STILL annoys me you don't get some kind of trade in value off of the weapons. I get that they don't want EVERYONE to have M36 lasguns (sometimes I actually prefer the carbine anyway), but still, you'd think you'd get some kind of credit as you traded up... :smallconfused:

ArcturusV
2014-01-09, 07:57 PM
I'm prefering the Triplex Pattern myself. Not that anyone else seems to. :smalltongue: "Regiment with Triplex Pattern Lasguns as standard equipment... oh wait, no, I don't want this!"

I'm kind of leaving my Sergeant in Limbo until the whole thing is straightened out.

Doc Kraken
2014-01-09, 09:43 PM
Probably not a bad plan.

Could we get a summary of everyone's favorite loadout? Might make determining it easier. Also, how many people want to go back and change doctrines rather than just gear?

ArcturusV
2014-01-09, 10:13 PM
I'll admit to wanting to change doctrines, etc. The other OW games I've been in or built characters for all did the kind of "Sneaky" thing. The face stabbing point blank range only sort of thing was interesting. Well that and having Regimental Favored Weapons that were different.

But it's not like we couldn't just have a sword in our kit points, and stick with other regimental favored weapons like the Mortar and say... Hunting Lances or Stun Grenades, or Firebombs, and still be something else like the Demo Squad, or Rough Rider Skirmishers, or Line Infantry, etc.

Starbin
2014-01-09, 10:29 PM
I like the idea of rough riders or heavy cav as something different (maybe both). But I'm okay with most anything.

Caimheul
2014-01-09, 10:34 PM
Regardless of regimental doctrine, highborn with honour bound should have either pistols or good quality swords. Need something to duel with! :smallbiggrin:
Some kind of armour that covers all hit locations tends to be a good idea in my opinion...
With any of these games I like microbeads... In Only War they let the Sergeant's orders be effective from longer ranges (at least with the Vox tech).

And just because someone will ask me why I didn't include them otherwise: Fire bomb grenades! (which are relatively easily acquired if they aren't part of the standard kit. :smallbiggrin:)

In regards to doctrine: My main issue was the lascarbine with less range than a melta gun as the Main Weapon, but if people want to swap to grenadiers/Rough Riders I'm agreeable.

Edit: I agree the OW stealth regiments are a might overdone, and a bit reliant on everyone getting Stealth to be competent at hiding. One failed roll and essentially we all fail our roll, and going stealth heavy then makes us less well equipped for defending ourselves.

ArcturusV
2014-01-09, 10:49 PM
Question is, if we do Rough Riders in what flavor?

There's basically 4 flavorings of doing it as far as I can tell.

1) KILROOOOY STOOONESKIIIIIN! style. Get rapid speed, get chargelot into melee stuff, hunting lances, great weapons, etc. Depends on using speed and the charge to inflict decisive damage, and polishing off with melee/pistols afterwards after they take terrible charging damage.

2) Wheel and Deal Style. Use the rapid speed of the mounts to run strafing style on enemies. So a lot of ride by attack sort of moves, where we charge, run through, wheel, and charge again. It's dependent on sowing confusion, possibly having someone on a heavy gun to do pinning in the wake of our charges so they don't shoot us in the ass while we set up the second charge. But this provides nice, consistent boosts to damage for powerful strikes, good at wearing down tough enemies.

3) Parthians, or Mongols, Caricarole Tactics, etc. Light Cavalry with Ranged weapons, do the skirmisher hit and fade sort of thing. Good for harassing enemies, running down retreating enemies, or delaying an advancing enemy, terrible for taking on a fortified position however. Good use of Suppressive fire/AoE from some people on mounts, others taking sharpshooter shots to pick off one by one.

4) Mounted Infantry. This would be something like Siege Infantry or Shock Troopers who use cavalry not as a means of attack, but a means of battlefield mobility. Able to get into a position rapidly, fortify up/dig in, or mobilize to take advantage of an enemy weakness more easily. The historical precursor to the Mechanized Infantry concept/Air Cavalry, you fight as standard infantry, but have vastly increased mobility. Unlike the Chimera Mechanized Infantry doctrine it also prevents you from having a huge target on the whole squad, you know "Kill this one vehicle, kill 12 troopers at once" heavy weapons bait.

Caimheul
2014-01-09, 11:18 PM
Hmmm... Didn't realize there was a Cavalry Mount special Equipment Doctrine... That has possibilities, even if it does mean you have to add hunting lances to standard kit... Could always try for mounted grenadiers :smalltongue:.

ArcturusV
2014-01-09, 11:22 PM
Yep. That would be Option 4, more or less. Get a normal regiment like Grenadiers or Siege Infantry, etc. Get beasts to ride on. We can add something like Hunting Lances as the Favored Weapon if the specialists want to make a charge.

Caimheul
2014-01-09, 11:33 PM
Or option three, charging to within range of the enemy, riding parallel to deliver a volley of grenades, then withdrawing to reload, repeat as necessary, then charge to finish them off or to cause a rout.

Edit: So riding is based on Survival which is Perception based... Huh.

ArcturusV
2014-01-09, 11:41 PM
Hmm. Perhaps but we'd need Grenadiers for the launchers. Wouldn't really work well with a close and hose of about 10m or so to lob.

Though if we did that I'd still want something like Autoguns in the regiment for Full Auto pinning to make people all run away in nice, grenade friendly clumps.

Caimheul
2014-01-09, 11:44 PM
Axillary Grenade Launchers have a range of 45 meters, not sure why you'd be closing to 10 meters. :smallconfused:

When I said grenadiers I meant with a capital G, my mistake :smallredface:
Edit: If that's too expensive regiment point wise, or untenable, that's fine, was just a thought.

ArcturusV
2014-01-10, 12:00 AM
Well you mentioned option three, which mechanically was going to be Rough Riders-> Skirmisher Doctrine almost guaranteed, as that's what it is.

Compared to the Mounted Infantry that would likely be the Grenadiers who have Mounts. Particularly as a heavily armored regiment type as they are, it's more likely to come down to standard Tactics involving an oblique approach grenading, and falling back to hardened position the Operators/Tech-Priests had engineered up to reload and ride out from again (Low clip size, low carrying weight, from an entrenched position we can use mortars/heavy stubbers/multilasers to keep the enemy pinned while we do the wearing down).

... granted I am not a tactical genius. I have never stared at an incoming bomb, carefully considered it, pondered the emotional state of it's machine spirit, composed a haiku about it, then decided if I wanted to duck...

But I like to think I am at least average/slightly below average on tactical competence.

The slow reload cycle on the launchers and limited ammo suggests to me it doesn't lead to a running battle too well. Not to mention the grenade launchers are short range enough (Still), that unless we were up against shotgun/melee mobs they'd still probably be putting a cap in our horse's ass at Short Range about 3/4ths of the time. (100m range vs 45m range increments).

This is mostly a concern because the nature of the planetary briefing suggests a lot of open field engagements. Concealment perhaps, but lacking hard cover. So it's not like we can run around the backside of a building, pop out the other side of it and charge to the next bit of cover while we grenade them, etc, like we might in a more urban campaign, or a forested or mountainous campaign, etc.

Caimheul
2014-01-10, 12:17 AM
True, like I said, I hadn't considered the implications of the strategy, just thought it would be interesting. Combining the tactic with Rapid Reload, and/or modifying the Auxiliary launchers with Quick Release customization (it's standard kit so can be customized!) makes it more reasonable. Once you have a strategy requiring those things though, it stops being viable. Ill-thought out, safe to disregard. :smallsmile:

Tactic doesn't really work at the squad level, is better at full regiment strength (continuously moving circle, so the enemy is always under fire by grenades, works better in games/systems where grenades suppress).

ArcturusV
2014-01-10, 12:29 AM
True. Again one of the reasons I grabbed a Mortar as the old Regimental Heavy Weapon, talents allowing it to be used for Pinning tests, plus good AoE on it, plus indirect fire allowing me to circumvent cover, concealment, etc.

We can also adapt the "Hard point" tactic above for a running battle depending on how it goes. While Squadmates make their oblique approach, the Engineers run ahead to set up the next hard point, using demo charges for rapid terrain creation, etc. Thus letting you leapfrog from cover to cover that you make. But not something that can last for too long since the sort of requirements for rapid deployment means you're limited by charges.

Still it's a way you can be tactically flexible with it. Addition of Smoke, Stun, and Flash grenades mixed in with Firebombs and Frags can help give some breathing room as well.

Still it's a very munitions and prep heavy tactic that isn't good for an extended battle, low endurance.

Caimheul
2014-01-10, 12:57 AM
And still probably a less than ideal plan at squad size... hmmm. Option 4 might be the easiest to do well, as it's the most flexible option. Still can have the heroic charges, but generally operate like faster moving infantry that is better able to deal with getting cut off (depending on the world of course, this one should be okay) than Mechanized. Mortar would still work as heavy then, and if we go mount as specialist gear, maybe hunting lances as special?

Starbin
2014-01-10, 01:13 AM
What ever happened to noble frost knights astride heavy chargers bringing the light of the Emperor to the unwashed masses ... albeit from upwind ...

ArcturusV
2014-01-10, 01:36 AM
So if I was going to take a rough estimate of what Number 4 might look like:

Homeworld: Highborn 3 Points (because the noble thing, why not? I know it's not the "best" option, that would always be Imperial World, also the cheapest one, but no one really seems to mind the Highborn and its an interesting character type).
CO: Maverick 2 Points
Regiment: Siege Infantry 2 points.
Equipment Doctrine: Cavalry Mounts 5 points. Demolitions 4 Points.
Drawback: Honor Bound 4 points

Point Total: 12

Regimental Kitting: 30/30
Good Quality Mono Sword: 8+10
Exterminator: 5
1 Firebomb Grenade: 3
Stub Revolver with 12 rounds: 3
Additional magazine of bullets: 1

Regimental Weapons:
Still like the Mortar for my Heavy.
... and... to get double duty from "Dueling Pistols" and something else, maybe an Autogun or Sniper Rifle for the Basic? Just a thought.

Caimheul
2014-01-10, 10:32 AM
Don't let me stop us from going heavy lancer, I was just pointing out that 4 ends up being the most flexible! (especially if we take hunting lances as our favoured special weapon).

The mono on the sword was mostly if we had street fighters, probably could/should drop it in favour of something else. Personally I'm not a huge fan of mixing weapon typed (if we have a las main weapon, should go for a las sidearm, SP main weapon => SP sidearm) as most of the specialities don't have cheap access to Weapon Training. If you're including it as a "Dueling weapon" well, I'd think it would make sense for the squad to be familiar with the usage of said weapon (otherwise the duels would be a tad ridiculous with the -20).:smallsmile:

I'm not overly fond of Demolitions as a Regimental option, as we'd be paying a lot of points for an increased availability of items... Typically squads don't get to roll logistics very often (especially in PbP) and we already have +10 from highborn, and with mortars as the favoured heavy, another +10 to mortar rounds. I'll look at my books tonight and see if there's another option people like.

Starbin
2014-01-10, 11:37 AM
Well, for right now, I'm spending most of my xp on skills and/or characteristic increases. I'm looking at a skill monkey with Int 50. With almost all my skills being Int based (medicae, lores, linguistics, commerce), all I ask is that we don't get something that lowers Int (or perception!). As far as weapons / kits go, I can't imagine that with a 30 WS and 25 BS that my character will be much of a threat. That means I don't care if we have laser-guided plasma-tipped krak rpgs, because I probably won't hit.

However, I will say that having dueling pistols that most of us can't use would be HILARIOUS! It would mean that there were lots of duels where nobody could hit a thing ... and ended in various complaints of misfires and substantial payoffs to the families. Granted, that gives us a more 'comical' feel, but still funny.

So, to be clear, you two seem to have a pretty good idea of how to 'optimize.' I suggest you get smoke prism in on the discussion and I'll just wait for the wonderfulness that will be our regiment!

Caimheul
2014-01-10, 02:37 PM
My thoughts:

Highborn
Choleric - Rapid Reaction to potentially avoid surprise
Rough Riders - Costs same amount as just the mounts, adds Survival to trained skills, which we need to control the mounts
Survivalists -Re-roll Survival skill on selected terrain meshes well with RR.
Close Order Drill - Mostly for Combat Formation
Honour Bound



Highborn
Choleri
Rough Riders
Hardened Fighters - Saves us a few points on adding a sword/adding mono.
Close Order Drill
Honour Bound

2 spare points either convert to 4 requisition or use for something else perhaps?


Gear thoughts:

Flak Armour -10 points
Good Quality Sword - 8 points
Exterminator -5
Lascarbine -5
Chrono (because gentlefolk should have pocket watches! :smalltongue:) -2


Let me know what people think!

Starbin
2014-01-10, 03:25 PM
Looks fine to me!

Caimheul
2014-01-10, 03:43 PM
Also, we still have to decide on a mount...

ArcturusV
2014-01-10, 08:48 PM
Well... I was thinking with Demolitionists that, by the briefing we have for Logistics:

Multiple Regiments for +0 on Scarce.
10 + 10 for Highborn, -10 for Less than 3 Months, +0 for 3-6 months active front. -10 for Violent Impasse.

At least that's what it looks like if I remember correctly.

Meaning for me to order something as simple as extra mortar rounds (You know I'll need more than 3 fraggers), I'm looking at a total Logistics Rating of 20.

Meaning I have very little chance of getting additional rounds. As well I have almost no chance of getting multiple rounds. Granted the +10 isn't amazing from Demolitions itself, but it does give me a +30 respectable chance of getting some extras.

Granted for others? Well, grenades are always useful and we do have the launchers. Getting +10 to the roll isn't terrible. And for the highly useful Firebomb Grenades this means most likely it'll be 40 with Demolitions, so a good chance of getting some and possibly multiples.

Caimheul
2014-01-10, 09:19 PM
What launchers? There wasn't a regimental option taken that provided grenade launchers.... (Grenadiers is the only one)

Again, I'm loathe to take something that will be useful very infrequently, when we could be taking options that will be useful the entire time we're in the field. Looking at the math, we're at 10 for Mortar rounds without demolitions (10+10-10-10=0)... 20 isn't all that likely to get you any extra rounds. If instead we go for an aptitude and survival re-rolls, then we're all getting cheaper skills and talents and less likely to get thrown from our mounts.

Doc Kraken
2014-01-12, 09:06 AM
So which of Caimheul's options do people prefer? Probably easiest to nail down doctrines before gear...

ArcturusV
2014-01-13, 10:12 AM
I'd go for Option 2. I can't really think of anything to use the 2 points for, extra kit is always good however.

For an idea of a custom mount?

Morisan Dusk Dog

{table] WS | BS | S | T | Ag | Per | Int | WP | Fel
20 | 01 | 40 | 40 | 60 | 45 | 10 | 20 | 10 [/table]
Wounds: 20/20
AP: 3 (All Locations)
Move Speed: 12

Ability Points: 5/12

Skills: Awareness, Survival

Talents: Heightened Senses (Hearing, Smell), Sprint.

Traits: Beastial, Size (5), Natural Weapons, Quadruped, Bred for War, Loyal, Brutal Charge (3), Natural Armor (3), Burrower (1).


General Idea/History: Canine like beasts which wander the plains of the Homeland, they're pack hunters and opportunists by nature, designed to quickly cripple enemies, take their weakened counter attack, and rip them apart. Burrows to create dens and safe places from the harsh winters. Nobles of (World X) have bred them for war, apex predator of the home planet (using high speed, awareness, and hard charges to take down even larger beasts than it), something of a national icon.

Caimheul
2014-01-13, 11:07 AM
Looks good so far. Random aside about mounts, what the heck is the Dodge skill for? Mounts can't take actions on their own by the book, and their "dodge" is based on the rider taking a Survival -40 test... Which is based on the rider's Perception... :smallconfused:

ArcturusV
2014-01-13, 11:12 AM
Well, might matter if you're ever dismounted. After all if you get thrown, it has no "Rider" anymore and is dependent on its own dodge. Then again with a 60 Ag, even untrained it's not a bad dodge. And most Xenosbeasts in the 40k RPGs oddly don't have dodge trained.

Caimheul
2014-01-13, 12:01 PM
That's a fair assessment and what I figured, it's the whole "Beast can't take action without rider" thing that threw me for a loop on those rules. I guess the thought there is to simplify determining number of actions left (rather than having separate actions for the mount), and make avoiding shots altogether harder. 70% of the time, the beast gets shot though, and "all hits are resolved against the body" which explains the flak vest. Main reason I want to take Flak armour is so we have the option of fighting dismounted/clearing a building without having arms and legs unarmoured.

I just realize we are one HEAVILY armed regiment: Hunting Lances, Laspistol, Lascarbine, and Good-Quality Mono-Sword as standard kit... Looks like we'll do fairly well dismounted as well as mounted!

ArcturusV
2014-01-13, 01:18 PM
All we need now is additional sources of Fire.

Because Flames just **** up the days of people. Instant -10 to everything, WP test not to run around like a headless chicken, hard test to stop it. Sounds like a winner to me on any given day.

I might change my Heavy Weapon loadout though. As much as I liked the idea of the mortar it worked a lot better with the Infantry regiment than it would the Rough Riders. The more logical response would be having a makeshift Mountain Gun set up (e.g.: See if I can arrange for something like Stalker Bolter or maybe a Missile Launcher with Gun Carriage and Gun Shield upgrades built in), or to pick a close combat weapon like a Flamer.

Doc Kraken
2014-01-13, 01:51 PM
Not sure on the stalker bolter...regular and heavy bolters are hard enough for Guardsmen to get ahold of, it just seems like something that should stick with the Astartes. I'd be willing to allow a missile launcher pattern with a built-in (read: non-detachable) carriage and shield, but if so I'd want to give it a negative trait in order to account for its lack of ubiquity.

Flamers, of course, would be fine and awesome. Giant war-dog mounted cavalry setting fire to things as they charge past? :smallbiggrin:

Caimheul
2014-01-13, 01:57 PM
Of course, the auto mortar just becomes more devastating (if fired accurately, just takes more setup). Mortars hit during surprise round, we close distance, then crash home during our turn of round 1 (with combat formation we will be fairly likely to get 2 rounds of combat before the opponent when we can snag surprise).

Something to take care of tanks/be explosive is likely a good idea. Perhaps Favoured special weapon of melta as it makes them easier to requisition, even though it is a default option for weapon specialists.

ArcturusV
2014-01-13, 01:57 PM
Heh. I only mentioned the Stalker because that, as a heavy weapon, is really the closest equivalent to a Mountain gun. Single shot only, long range, heavy oomph, but not really in "Vehicle" class like a Lascannon would be. Missile Launcher might be able to fake it though.

Doc Kraken
2014-01-14, 12:39 AM
Weapons specialists don't get meltas as default - it's a good-quality lasgun, a shotgun, a flamer, or a favored regular weapon.

Yeah, missile launchers might be the closest equivalent here. Hard to argue with pin-point krak missiles!


So we've got heavily-armed, dog-riding shock cavalry...sweet! Looks like you've got everything down except 4 points of gear, favored weapons, and most of the characters. Thoughts?

Caimheul
2014-01-14, 12:43 AM
Ah, haven't had book available for a couple days (crazy work schedule) and thought because, ya know, the picture of the specialist has a melta that'd be one of the defaults :smallredface:. Too bad inferno pistols aren't an option :smalltongue:.

Starbin
2014-01-14, 05:55 PM
Highborn (3 pts)
+3 to Weapon Skill, Fellowship or Intelligence, pick two.
Common Lore (Administratum), Inquiry, Linguistics
-10 to Charm, Inquiry & Decieve vs non-highborn; +10 with noble-born or higher authorities
Air of Authority or Peer (Noble), pick one
+10 to Logistics Rating
-1 to starting wounds
Rough Riders Regiment (5 pts)
+3 to Agility, -3 Ballistic Skill
Survival
Catfall
One hunting lance (2 reloads); one laspistol w/four charge packs; one flak jacket & helmet; one riding beast (dusk dog); one saddle, two saddlebags and one set of riding tack
Choleric (2 pts)
Rapid Reaction
Close Order Drill (2 pts)
Combat Formation or Double Team
Hardened Warriors (2 pts)
+2 Weapon Skill
Street Fighting
May replace standard melee weapon with any main Primary Weapon of Common availability, or add mono-edged upgrade to standard melee weapon.
Honor-Bound (+4 pts)
When challenged / slighted, must take -10 Willpower test to avoid a duel, or take -10 to all Willpower tests for the duration of the session (cumulative).
Gear
Good Quality mono-edged sword (8pts)
Exterminator (5pts)
Lascarbine (5pts)
Chrono (2pts)
Feudal Plate (10pts)
TBD (4pts)
One uniform
Poor weather gear
1x hunting lance (Main Weapon)
1x laspistol w/4x charge packs
1x flak jacket & helmet
1x riding beast (dusk dog)
1x saddle
2x saddlebags
1x riding tack
1x knife
Rucksack or sling bag
1x set of basic tools
1x mess kit and one water canteen
1x blanket and 1x sleep bag
1x rechargeable lamp pack
1x grooming kit
1x set ofcognomen tags or equivalent identification
1x primer or instructional handbook
Combat sustenance rations, 2x weeks' supply


Still need another item (4pts of regimental buy).

Caimheul
2014-01-15, 09:08 AM
That looks about right. Planned on sticking the mono upgrade on the sword (which I believe would still be authorized?) we were picking up, as when you have a sword, not much reason for using a knife! Except a main gauche, but that takes too many talents to dual wield properly :smalltongue:.

With the equipment you have listed, we have 12 points left for selection. The flak vest and helmet are good for protecting head and body, so really only provides complete protection while mounted (all shots while mounted are resolved against the body of either mount or rider). Reason I advocated for flak armour is for any unmounted tasks we may undertake (securing a building etc.). Now, I'd be surprised if that WASN'T standard issue for some other regiment in the area (giving +20), so we can always try to pick some up later.

ArcturusV
2014-01-15, 09:15 AM
Don't you mean 14 points? 2 Regimental left over is 4 kit points, only spent 20 out of the 30+4.

I'd consider additional Hunting Lances myself. They're badass weapons (Thus why Lukan requested them in the Hawkmoths), but the one and done means I wouldn't mind having backups.

Caimheul
2014-01-15, 09:44 AM
Right! Math! :smallredface: 14 points!

Does it specifically state a hunting lance with a single charge? Otherwise we have a hunting lance plus additional default heads for it. Near as I can tell the hunting lance itself isn't expended when used (I think they talk about using it as an Improvised weapon), just the standard/flaming/melta/krak/plasma head. Reload time is... 2 full I think? In which case with Rapid Reload it drops to one turn, and potentially (this might need GM approval...) the Quick Release customization brings reload time down to a half action. Eventual personal goal is to get a power lance :smallbiggrin:. Don't know how many points an additional lance would cost, but that's not a bad idea for when we can disengage for a second charge/have a second enemy group to charge.

ArcturusV
2014-01-15, 10:04 AM
Well, note that the rules mention Rapid Reload does NOT effect Hunting Lances specifically. Though I suppose the Heavy Weapon tech Comrade Advance would allow them to double time the change down to 1 Full.

But I rather it be considered a staff without a head, since it is a pole rather than as an Improvised. Not RAW, but Reasonable.

Well, as extra kit they're scarce, so 10 points for an extra hunting lance. And scarce is the cheapest for the alternate lance heads, so no dice on getting a deal. Though getting a Shock tip gives us all a reusable weapon, which isn't bad. But it requires Training (Shock). So meh. Inferno Tip at 2d10+4E Pen 5, Flame, wouldn't be a terrible thing to have.

Doc Kraken
2014-01-15, 10:24 AM
With regards to kit - yes, you do get a spare default lance head (two "clips" of ammunition in total), and yes, I'll approve the mono-upgrade for your sword (not strictly RAW, but Reasonable, to steal a phrase). Little more leery of using the Lance as a staff, as it specifically says they're improvised and this is a weapon designed for slamming an explosive tip into somebody from horsedogback, rather than used as a staff would be. Also, part of it just exploded. :smalltongue:

You do like those fire upgrades, don't you, Arcturus? :smallbiggrin:

I, personally, would pick up some armor. More armor is never bad (usually) and you're already pretty heavily armed. But that's just me...

Caimheul
2014-01-15, 10:29 AM
Ah, at work therefore AFB, or else wouldn't have been relying on memory. Best we can to in that case is one and a half actions (Maybe, depends on rules on Quick Release). I agree that staff makes a measure of sense, but I can see improvised as well considering the mountings for the hunting lance head would still be on the staff, and not really designed for doing damage. I THINK a mono-Good Quality Sword is still a better weapon for melee...

The comrade advance working on that would be... Odd (imo). Or any reload while mounted (it's definitely RAW though near as I can remember). The comrade is essentially trying to reload a weapon that is bouncing at a different rate than they are (different gaits of the mounts). Each hunting lance SHOULD come with 2 reloads unless an amount of ammo is specified*... So a new lance is slightly better than requisitioning just another standard head. One of the special options would be fun though!

*An argument could be made that adding grenades to kit this way also means you get two of that type of grenade rather than one.

Edit: Agree with armour, we don't have THAT good of a chance of requisitioning it...

ArcturusV
2014-01-15, 10:40 AM
Well, if we do go for armor, odd thought:

We grab up Feudal World Plate armor.

Reasons why: it's the same Kit Points, 10, as full Guard Armor. The "Primitive" quality no longer exists in armor in Only War so the "A lasgun will chew right through it" doesn't actually apply anymore. It fits the idea of the "Noble Knight Charger". It has 5 AP, standard, all the time. Meaning that it is actually BETTER than Guardsman Flak Armor.

Just a thought. The only issue is if the boss is a stickler for the Encumbrance, the most commonly ignored rule in all of RPG history of course. So I figure there's an off chance it can slide so long as we don't abuse it and start carrying around Assault Cannons like pistols and vanquishers as Shoulder Mounted RPGs.

Caimheul
2014-01-15, 10:45 AM
Just curious, but what hit locations does feudal plate cover? If only body, that would be the only real advantage to flak armour... Also, I see the vast majority of our kit being in saddle bags rather than the rucksack.

Doc Kraken
2014-01-15, 10:54 AM
Feudal Plate covers all locations and weighs nearly three times as much as flak armor. I am going to be looking at Encumbrance (if only so lighter gear isn't completely outclassed), but as you're mounted, I'd think you could usually transport stuff via loyal canine companions instead of hauling it all around personally. as Caim says.

Won't be jumping up and down yelling "This is one more kg than you can carry!", but the rule's not getting thrown out the window either. :smallsmile:

Definitely a cool image!

ArcturusV
2014-01-15, 10:58 AM
Bah. Well, it was an idea.

I think the "Average" trooper encumbrance tends to be around 34-37 kg without penalty. They can cheat this a bit with Athletics skill as well, adding I think +10 kg per DoS, or something like that.

So if we did the plate we could probably carry the Las Pistol and the sword, and not much else. Or the Las Carbine and a grenade while being fully mobile.

Starbin
2014-01-15, 11:43 AM
The comrade advance working on that would be... Odd (imo). Or any reload while mounted (it's definitely RAW though near as I can remember). The comrade is essentially trying to reload a weapon that is bouncing at a different rate than they are (different gaits of the mounts). Each hunting lance SHOULD come with 2 reloads unless an amount of ammo is specified*... So a new lance is slightly better than requisitioning just another standard head. One of the special options would be fun though!

Oh come on ... didn't anyone else ever see a jousting movie? Our comrades squires are supposed to have a new lance at our beck and call ... just because they are handing them to us while riding just adds to our bad-a$$ery!

Caimheul
2014-01-15, 11:56 AM
Handing I have no issue with, it's using them to aid a reload that was the odd part. Also, that was primarily competition jousting when lances that were designed to break were employed. On the battlefield heavier "reusable" lances were employed alongside a sword for close in fighting/if the lance broke. :smalltongue:

Starbin
2014-01-15, 12:02 PM
But I'm ignoring the reality and making the rules match my vision of events :smallbiggrin:

ArcturusV
2014-01-15, 12:02 PM
Well it'd only apply to a Heavy Weapons trooper. So more likely being something else entirely than the image cited. More like I'm holed up with my heavy weapon and "reloading" lances for people as they wheel back after a charge. Or something like that.

Doc Kraken
2014-01-15, 02:12 PM
Sort of a mobile resupply base? I like it!

To be fair, your lances are designed to "break" as well. Just in a slightly more spectacular fashion...

Starbin
2014-01-15, 03:21 PM
I'd go for Option 2. I can't really think of anything to use the 2 points for, extra kit is always good however.

For an idea of a custom mount?

Morisan Dusk Dog

{table] WS | BS | S | T | Ag | Per | Int | WP | Fel
20 | 01 | 40 | 40 | 60 | 45 | 10 | 20 | 10 [/table]
Wounds: 20/20
AP: 3 (All Locations)
Move Speed: 12

Ability Points: 5/12

Skills: Awareness, Survival

Talents: Heightened Senses (Hearing, Smell), Sprint.

Traits: Beastial, Size (5), Natural Weapons, Quadruped, Bred for War, Loyal, Brutal Charge (3), Natural Armor (3), Burrower (1).


General Idea/History: Canine like beasts which wander the plains of the Homeland, they're pack hunters and opportunists by nature, designed to quickly cripple enemies, take their weakened counter attack, and rip them apart. Burrows to create dens and safe places from the harsh winters. Nobles of (World X) have bred them for war, apex predator of the home planet (using high speed, awareness, and hard charges to take down even larger beasts than it), something of a national icon.

Curious on this; is there errata on the creation rules? It looks like we're over on the ability buy (70 pts instead of 60). Also, it looks like we spent 13 points on talents/traits (cuz I'm guessing we have to pay for each number in parentheses). Otherwise, we have 3 more points.

PS - do we get any 'buy-back' from the flak jacket and helmet?

ArcturusV
2014-01-15, 03:31 PM
Nope, you pay just 1 point for the (X). You can spend an extra point in order to increase it beyond the usual range, so if I wanted Brutal Charge (5), it'd actually cost 3 points.

... if it's 70 rather than 60 it'd just be stupid mathing on my part. Which it looks like. I'd ditch 10 off S.

And I'd say our "Flak Jacket and Helmet" are for our riding beasts. Free armor for them. :smallwink: I wouldn't mind our dogs having a soak of 10 or so.

Starbin
2014-01-15, 06:14 PM
Okay, here's what I've got so far ... let me know if you see anything wrong or have any suggestions.


Corpsman Pavel Hauptman
Character Name: Dr. Pavel Hauptman
Speciality: Medic
Demeanour: Fatalistic
Nurse: Jonavek "JD" Dalisen
Demeanour: Quiet

Characteristics{table=head] Stat | Base | Roll | Mods | Total
WS|20|7|+5|32
BS|20|5|-3|22
S|20|9|-|29
T|20|10|-|30
Ag|20|9|+3|32
Int|20|17|+13|50
Per|20|13|+5|38
WP|20|9|-|29
Fel|20|8|-|28[/table]
Aptitudes: Ballistic Skill, Fieldcraft, General, Intelligence, Knowledge, Perception, Willpower
Awareness (Per): 38
Commerce (Int): 50
Common Lore - Administratum (Int): 50
Common Lore - Underworld (Int): 50
Inquiry (Fe): 28
Linguistics - Low Gothic (Int): 50
Linguistics - High Gothic (Int): 50
Medicae (Int): 50
Scholastic Lore - Chymistry (Int): 50
Scrutiny (Per): 38
Survival (Per): 38
Trade - Chymist (Int): 50
Duty and Honor: Suffer -10 to Charm/Inquiry/Deceive checks vs non-highborn. Gain +10 to same checks with nobility/high authority in formal situations.
Abundant Resources: Squad starts with 10 extra logistics rating
Finest Tutors: Gain Air of Authority or Peer (Noble)
Catfall: Reduce fall distance by Ag bonus; +20 to Acrobatics test for Jump special skill
Combat Formation: Add +1 to initiative for all characters with Combat Formation; others may use Int bonus.
Jaded: Does not gain Insanity pts or make Fear tests for mundane events.
Peer (Noble): Gain +10 in social skills with nobles.
Rapid Reaction: When surprised/ambushed, make Ag test to act normally.
Street Fighting: When armed with a knife, add half WS to any Critical Damage.
Weapon Training (Las, Low-Tech): Can use Pistol, Basic, Melee, Throwing and Vehicle.
+5 I (S): 100 xp
+5 Per (S): 100xp
Awareness: 100xp
Scrutiny: 100xp
Commerce: 100xp
Common Lore - Underground: 100xp
{table=head]Weapon|Class|Range|ROF|Damage|Pen|Clip|Reload|Wt|S pecial
Las carbine|Basic|75m|S/2/-|1d10+3 E|0|60|Half|2.5kg|Reliable
Laspistol|Pistol|30m|S/2/-|1d10+2 E|0|30|Half|1.5kg|Reliable
Exterminator|?|10m|S/-/-|1d10+4 E|2|1|-|1kg|Reliable
Hunting Lance|Melee|-|s|1d10+3 X|2|1|4kg|-
Mono sword|Melee|-|-|1d10+SB R|2|-|-|3kg|Balanced
Knife|Melee/Thrown|5m|S|1d5+SB R|0|1|-|1kg|-[/table]
Equipment
- Good Quality mono-edged sword (8pts)
- Exterminator (5pts)
- Lascarbine (5pts)
- Chrono (2pts)
- Feudal Plate (10pts)
- TBD (4pts)
- 1x hunting lance (Main Weapon)
- 1x laspistol w/4x charge packs
- 1x flak jacket & helmet
- 1x riding beast (dusk dog)
- 1x saddle
- 2x saddlebags
- 1x riding tack
- 1x diagnostor
- 1x injector
- 1x medikit
- 1x uniform
- 1x Poor weather gear
- 1x knife
- Rucksack or sling bag
- 1x set of basic tools
- 1x mess kit and one water canteen
- 1x blanket and 1x sleep bag
- 1x rechargeable lamp pack
- 1x grooming kit
- 1x set ofcognomen tags or equivalent identification
- 1x primer or instructional handbook
- Combat sustenance rations, 2x weeks' supply
Corruption & Insanity:
Corruption Points: 0
Insanity Points: 0
Wounds:
Current: 8/8
Critical Damage: 0
Fatigue: 0/3
Fate: 1/1
Pavel Hauptmann is not a nice man. He was an accomplished surgeon, sought after for his golden knife and highly-praised skills. Unfortuntely, he was also arrogant - a man who thought the world was lucky to have him and that normal rules did not apply to him. He used his wealth and station to experiment on the unfortunates who live around his sprawling estate, He constantly tried to advance his understanding of the human body, forgetting there were rules for what doctors should do ... and what they were forbidden to do.

His activities were discovered, and he was to be charged with illegal experimentation, trafficing in xeno-material, and a number of other transgressions. Fortunately for him, his father had some clout with local authorities, so Pavel avoided prison. Instead, he elected to 'enlist' in the Guard - while he did not want to spend time rutting about with the 'grunts' it was better than being sent to a penal legion. Besides, the 96th Janissaries were an elite unit, receiving much better treatment than standard guard units.

As soon as he was processed, he found himself in the medical corps. Well, since they had given him a knife, they obviously wanted him to continue his studies her in the IG. Now, if he could just make contact with the black marketeers ...
Tall, thin and severe, Hauptmann is a pale-skinned skeleton of a man. His head is shaved, shiny and clean; if he had hair, it would never be out of place. He often treats people to an unblinking gaze that can make anyone feel uncomfortable. He finds little humor in life, unless it's gallows humor. He does not speak much of his past, but there have been rumors about what the good doctor was up to in his life before the guard.

smoke prism
2014-01-15, 06:22 PM
I'll alter my character to fit with new discussion sone.

Doc Kraken
2014-01-15, 10:46 PM
The doc looks good, Starbin. Vicious little fellow, isn't he? :D Go ahead and drop him in your spot.

Good to see you, prism! Still hammering out final details on the kit (what do you guys think of, say, flak armor and a mantrap to be used as highly portable area denial?), but other than that I think we're pretty good.

'cept for a couple of characters, but we're getting there!

Starbin
2014-01-16, 01:44 AM
Thanks :smallbiggrin:

As for kit, I guess I thought we were going feudal plate. Also, would there be a discount for flak jacket/helmet for whatever armor we settle on?

ArcturusV
2014-01-16, 06:28 AM
I guess with our last four points, Chrono and Recaff?

Doc Kraken
2014-01-16, 09:54 AM
You already have your gentleman's pocketwatch, don't you? And everybody wants to get recaff...

No discount, I'm afraid - that requires you to do form WY-X879 in triplicate, have it signed and notarized by your commanding officer and assigned Commissar, and turn it in to your regimental supply officer. If approved by appropriate Munitorum personnel, you can expect appropriate supplies within 10-15 years - as they are deemed critical to your ability to function as a regiment, they're being rushed first-class.

(The flak jacket could actually make a decent riding blanket, though, I'm willing for that to work. The helmet...bulletproof cook pot?)

Feudal plate works fine, costs exactly the same and is slightly more protective, but I thought the idea had been dropped since it weighs three times as much (nearly as much as your average guardsman can carry)? Either way. That could also explain why you've got the flak jacket and helmet, actually - light armor for when you've been dismounted.

ArcturusV
2014-01-16, 10:15 AM
Average weight that we can carry without penalty. I'll have to check but I think we can go over that limit with a move speed penalty.

Yes, the rule is that we take a -10 penalty to all Movement based tests (Stealth, agility tests on difficult terrain, climb tests, swimming, etc), and our Agility Bonus is reduced by 1 for Initiative (Good thing we have Combat Formation!) and Movespeed. Additionally when a number of hours equal to our Toughness Bonus has passed, you need to make a +0 Toughness Test or gain a level of Fatigue.

Doc Kraken
2014-01-16, 10:23 AM
Right, so it's not crippling (especially if you're mounted), but it's not something you want to have on most of the time like flak armor. Sounds about right for plate, actually. You guys want to take that?

ArcturusV
2014-01-16, 10:37 AM
I kind of do. If we're mounted the encumbrance really shouldn't come into play (The Dog's carrying the weight really, not us). If we're dismounted, it's probably for a raid (Less than 3-4 hours, so no fatigue gained), or we're bedding down for the night (Out of our armor anyway).

Caimheul
2014-01-16, 11:28 AM
I kind of do. If we're mounted the encumbrance really shouldn't come into play (The Dog's carrying the weight really, not us). If we're dismounted, it's probably for a raid (Less than 3-4 hours, so no fatigue gained), or we're bedding down for the night (Out of our armor anyway).

Clearly the Flak jacket and helmet are our dressing gowns and nightcaps. :smalltongue:

Doesn't seem too bad, besides can always try to requisition carapace armour like everyone seems to do in OW games anyway! :smallbiggrin: Plus is very fluff, and fluff over min/maxing was about 75% of the point of this selection!

Doc Kraken
2014-01-16, 11:46 AM
Arright, sounds good!

That leaves you with four points. Arcturus suggested recaff and a spare chrono; I'm pretty sure Caim will suggest a firebomb. :smalltongue: Thoughts?

Caimheul
2014-01-16, 12:01 PM
Whyever would you get that impression, just because I believe them to be the best grenade available cheaply... :smallwink:

Actually, what's the cost of amasec? Assuming it's more expensive than 4 points, a Chrono and Recaff/some equally rare homeworld tea (like Tanna for Vostroyans) would fit the bill.
So we using Comrades as Squires/manservants? :smallbiggrin:

Edit: Effective flavour, not effective for sake of being effective is my watchword for this regiment. :smallsmile:

ArcturusV
2014-01-16, 12:11 PM
Amasec is Scarce, so it's a 10 pointer.

I'd prefer the Recaff being tea, or perhaps some form of cider instead. I think it being a heavily spiced cider served hot would be interesting.

Caimheul
2014-01-16, 12:29 PM
Amasec is Scarce, so it's a 10 pointer.

I'd prefer the Recaff being tea, or perhaps some form of cider instead. I think it being a heavily spiced cider served hot would be interesting.

Ooooo. And (should we ever end up on leave) prefered alcoholic drink mulled wine? :smalltongue: But tea or cider is much more... refined than the recaff the commoners choose to imbibe.

Hmmm.... Must try to obtain a grapnell hawk or a bird like servoskull/familiar at some point... :smallbiggrin:

Doc Kraken
2014-01-16, 12:54 PM
Edit: Effective flavour, not effective for sake of being effective is my watchword for this regiment. :smallsmile:

Well, you've certainly got that! Especially with the cider. :smalltongue:

So correct me if I'm wrong, but this is what we've got (looted proppa Deathskull style from Starbin):

Highborn (3 pts)
+3 to Weapon Skill, Fellowship or Intelligence, pick two.
Common Lore (Administratum), Inquiry, Linguistics
-10 to Charm, Inquiry & Decieve vs non-highborn; +10 with noble-born or higher authorities
Air of Authority or Peer (Noble), pick one
+10 to Logistics Rating
-1 to starting wounds
Rough Riders Regiment (5 pts)
+3 to Agility, -3 Ballistic Skill
Survival
Catfall
One hunting lance (2 reloads); one laspistol w/four charge packs; one flak jacket & helmet; one riding beast (dusk dog); one saddle, two saddlebags and one set of riding tack
Choleric (2 pts)
Rapid Reaction
Close Order Drill (2 pts)
Combat Formation or Double Team
Hardened Warriors (2 pts)
+2 Weapon Skill
Street Fighting
May replace standard melee weapon with any main Primary Weapon of Common availability, or add mono-edged upgrade to standard melee weapon.
Honor-Bound (+4 pts)
When challenged / slighted, must take -10 Willpower test to avoid a duel, or take -10 to all Willpower tests for the duration of the session (cumulative).
Gear
Good Quality mono-edged sword (8pts)
Lascarbine with two charge packs and Exterminator (10 pts)
2xChrono (4pts)
Feudal Plate (10pts)
One flask of spiced Vhedar (2 pts)
One uniform
Poor weather gear
1x hunting lance (Main Weapon)
1x laspistol w/4x charge packs
1x flak jacket & helmet
1x riding beast (dusk dog)
1x saddle
2x saddlebags
1x riding tack
1x knife
Rucksack or sling bag
1x set of basic tools
1x mess kit and one water canteen
1x blanket and 1x sleep bag
1x rechargeable lamp pack
1x grooming kit
1x set ofcognomen tags or equivalent identification
1x primer or instructional handbook
Combat sustenance rations, 2x weeks' supply


Cider (tea? Cider-tea? Only a truly refined palate knows for sure!) name is negotiable, just thought it sounded good!

So that leaves us with just the sergeant and tech-priest character sheets, and then we're good to go!

EDIT: Also favored basic and heavy weapons, don't think we ever got those nailed down.

ArcturusV
2014-01-16, 01:18 PM
Well, I got to edit up my Heavy Trooper as well. And I'll probably switch my Regimental Favored. Thinking I'll go with the M41 Multilaser, with the deal before that it's Carriage and Shielded? Fits the concept of what I'll need to do. Also a weapon I never see used. And it might actually be mildly effective enough that Caim won't have a problem with it. :smallwink:

Caimheul
2014-01-16, 01:22 PM
I'm not a Heavy troop so shan't besmirch any of your selections in this game :smallwink:. Besides, like you said, heavy unlikely to come up. You don't *have* to take the carriage and gun shield though, it is assumed that mounts can either carry an extra passenger OR a heavy weapon if you so choose.

For common, any complaint about melta? Short enough range our mighty steeds will come in handy for closing distance if anyone manages to requisition one (or salvage), and reusable unlike the melta tips to the hunting lances.

ArcturusV
2014-01-16, 01:33 PM
... my only complaint about Meltas is why pick it as a Regimental Favored when no one ever takes it with their character? :smallbiggrin: Hawkmoths had what, 3 Weapon Specs who each took Shotties instead?

I kind of want the carriage and shield on it though. That way it can be towed (Which is fine by me), counts as braced, and provides cover. This lets me set up a defensive hard point pretty quickly during rapid operations by just stopping, half action to set up the gun in the direction of the enemy, and bam, I'm covered and ready to go.

But it won't be good for house to house sort of clearing (Which isn't likely to happen on that planet anyway), but about the only Regimental Heavy I could take that would be good for it is the Assault Flamer.

Starbin
2014-01-16, 01:34 PM
Multi-laser and melta-gun it is! PS - I think my character may wear his jacket/helmet combo more often than not.

Unless it's a parade. :smallbiggrin:

Doc Kraken
2014-01-16, 01:37 PM
Melta allows for anti-tank? And anti-infantry? And anti-small building?

Dunno why everyone went with the shottie, really. As far as I'm concerned, meltas are more fun!

Gun carriage/shield built into the multi-laser is fine, with the caveat that...

[roll0]

It weighs an extra 2 kg on top of everything else, thanks to inefficient attachment patterns. Man, your dogs are going to be miserable.

Caimheul
2014-01-16, 01:46 PM
.Yeah that was.... sub-optimal... Ended up with NO anti-vehicle capabilities facing ork trukks. Not sure why shotguns are viewed as so attractive, outside of some interesting special ammunition, they aren't THAT much better than a lasgun imo.

Most of the reason to pick a basic is for the increased chance of acquiring one, either through logistic or coming across another squad from our regiment who has suffered major casualties :smalltongue:.

Edit: I figured as much regarding the carriage and gun shield, just figured I'd make sure you had seen it wasn't strictly "required." Still, works fluff wise.

ArcturusV
2014-01-16, 02:00 PM
Well, as one of them I can say why I went for it.

Because I was aiming for Close Combat Specialist with an eye towards growth, and my own partiality towards SP weapons. Eventually Lukan was/is going to end up being someone going for dual wielding, close combat "Scout" assassination type work.

I admit I do love the bazillions of special ammos that SP gets, from the massively OP Organgrinder to simple things like Tracer Rounds (My shotgun lights people on fire? HELL YEAH!).

Caimheul
2014-01-16, 02:14 PM
Fair enough, I forgot that only SP weapons have the potential to be silenced.
As much as I always love the idea of making dual wielding characters, most of the time in FF games it takes too many feats to really be as effective as quickly as someone who sticks with basic weapons.

ArcturusV
2014-01-16, 02:26 PM
Ain't even unique to FFG either. Look at DnD where Two-Weapon fighting requires you to basically have a class chassis that adds a ton of precision damage, and then you still have to end up sinking something like 6-8 feats into it.

Yeah. But I love my SP. Silencers, always handy. And all the upgrades, seriously about the only upgrades/ammo that doesn't apply to SP is.. Hmm... the bolter rounds from DW. Hotshot packs. High Grade Promethium...

Just one of those fun things for me, being able to have something like Tracer Mankiller Envenomed rounds on a fire selector with extended magazines, silencers, and multi-optics sight, etc.

It makes the kitbasher in me squee.

Caimheul
2014-01-16, 06:42 PM
Lol, agreed. (Hence why I'm kitbashing parts of my IG army, particularly the Rogue Trader Company Commander, Female Ordo Xenos Inquisitor, Kroot Mercs, and Deathwatch contingent. :smalltongue:)

Thought I had while driving home tonight: the rankings and terms applied to the commoners who are forced to ... march should not apply to the likes of us. :smallbiggrin:

I was thinking Squire for private, Knight for Corporals, Lance for squad... Haven't thought of more than that.

ArcturusV
2014-01-16, 06:47 PM
Considering our new regiment type, I think we should be "The ___th _____ Imperial Dragoons"

Most likely it'd be Page (Comrades and lesser minions), Squire, Errant, Hedge Knight, Knight, Knight Lord, Knight Commander, Baron, Duke, Arch-Duke, and the regimental commander being Field Marshal.

Least that sounds like a workable solution to me.

Caimheul
2014-01-16, 07:08 PM
Page strikes me almost as more of a Whiteshield... Also I think Knight works for the PC ranks with extra titles for higher rankings.
Definitely agree with the Dragoon moniker though.

Doc Kraken
2014-01-16, 07:44 PM
Interesting name choice, gentlemen...:smallamused:

Hedge Knight seems more like a mercenary type to me; Squire sounds good for Comrades (although if anyone acquires Veteran Comrades, they ought to be advanced in rank), with Knight for your standard PC rank (and the accompanying Sir before name), maybe Knight Errant for Sergeant, Knight-Commander for Lieutenant, Baron for a Captain (with accompanying status advance back home, provided records survive Warp transit?), and Duke for the overall commander?

ArcturusV
2014-01-16, 07:47 PM
Well, unless I'm totally cracked in the brain "hedge knight" is what they called basically Knights from the boonies, poor people who had the lineage to be "knights" but not the wealth and power of a proper knight. So it might also be a good Comrade Rank.

Doc Kraken
2014-01-16, 07:54 PM
Maybe I've been reading too much of Mr. Martin's works...most of the hedge knights in those tended to be treated as semi-trustworthy mercs, folks who would fight for you in the hopes of being taken into your household later down the line. Squire struck me as better since that's basically what comrades do; assist you, watch your back during fights, hopefully not wander off on their own...seemed like it would work better as a formalized rank. To me, anyway!

Caimheul
2014-01-16, 07:58 PM
I'm inclined towards Hedge Knight for Veteran Comrades and Squire for Comrades. Easily fluffed as each of the highborn who sign up is accompanied by a commoner to act as a manservant. I do seem to recall that a "Hedge Knight" tends to be a poor knight who has to sleep in the hedges rather than a tent, can either be a landless knight fighting for whoever will pay, or simply a poor knight who has fallen on hard times, but still only serves their liege.

EDIT: Hedge knight was (possibly) used as an interchangeable term with Knight Errant historically, was likely thinking of the "hedge knight" graphic novel when mentioned mercenary tendencies, as knight tended to be a rank bestowed by a liege lord to THEIR retainers.

ArcturusV
2014-01-16, 08:53 PM
Okay, updated Veche Galt for the new regiment.

Now to start work on Regina Holt.

Caimheul
2014-01-16, 09:01 PM
Working on as yet unnamed tech priest now, in place of the second chrono, might I suggest a spare uniform for field use? :smallbiggrin:

ArcturusV
2014-01-16, 09:03 PM
Or a second dose of our Cider Tea Brandy stuff.