Deiros |
The regiment's was first formed from the "Night Rippers" hive gang, which led a rebellion against Mordion's planetary governor, Commander Varren. The rebellion was put down, and its leader, Mahagon Jhume, executed, but his followers were considered a potentially valuable fighting force and rather than being executed, they were inducted into the Imperial Guard. The "Night Rippers" are now the formal regiments of Mordion and continue to use their gang symbols on their banners.
Mordion Stalker is a predator that lives in the darkest areas of the Hive, were it thrives harassing it's victims, until it decided to strike at the last moment. This reptile is highly aggressive in the wild, but proved to be useful for war. Riders normally coat their jackets with the stalker saliva to be considered a hatchling to them, which allows their riders to move with their stalkers as if they were one. The other riders are just viewed as members of the pack by other stalkers.
Night Rippers must coat their flak jacket once every 3 days or so, unless they have seen combat then it must be done as soon as possible, after all in time they will figure out you are prey.
Mordion 540th Rough Riders
Characteristics: +6 Ag, +3 Per, -3 BS
Aptitudes: Agility.
Skills Common Lore (Imperium, War), Deceive, Linguistics (Low Gothic), Survival
Talent: Catfall; Heightened Senses (Hearing), Paranoia or Unremarkable; Rapid Reaction, Skilled Rider or Ambush
Wounds: -1
Favored Weapons: Missile Launcher, Demolitions
Special Rules
Accustomed Crowds Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, they take no penalty to Agility Tests to keep their feet.
Hivebound Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Ripper Tactics: When member of a Skirmisher regiment hits a Surprised or Unaware target as part of a Strike and Fade Mounted Special Action, he increases the distance his Mount can move after the attack by a number of meters equal to his Mount’s Agility Bonus.
Standard Regimental Kit: 1 1 hunting lance, 1 las pistol with four charge packs, 1 flak jacket and flak helmet. 1 riding beast, 2 saddlebags, 1 set of riding tack, 1 saddle blanket, 2 week rations for mount, Universal Regimental Kit
Stalker
WS 40 BS 01 S 40 T 30 Ag 45 Int 10 Per 40 WP 20 Fel 10
Movement 8/16/24/48 Wounds 14
Armor: Tough hide (2)
Skills: Athletics, Awareness, Dodge, Stealth, Survival
Talents: Hard Target, Heightened Senses (Smell)
Traits: Bestial, Dark-Sight, Deadly Natural Weapons, Natural Armor (2), Natural Weapons, Quadruped, Size (5)
Weapons: Shredding Claws and Teeth (Melee 1d10+7 R; Tearing)
psionichamster |
2d10 + 20 ⇒ (1, 7) + 20 = 28 WS
2d10 + 17 ⇒ (3, 6) + 17 = 26 BS
2d10 + 20 ⇒ (2, 3) + 20 = 25 S
2d10 + 20 ⇒ (7, 4) + 20 = 31 T
2d10 + 26 ⇒ (8, 8) + 26 = 42 Ag
2d10 + 20 ⇒ (9, 4) + 20 = 33 Int
2d10 + 23 ⇒ (3, 8) + 23 = 34 Per
2d10 + 20 ⇒ (6, 10) + 20 = 36 Wil
2d10 + 20 ⇒ (4, 5) + 20 = 29 Fel
BlindKitsune |
I'm thinking Medic, Weapon Specialist or Operator - although the last one is probably not as important for the Rough Riders. I assume we aren't doing much with technology now we have our Stalkers?
So probably Medic or Specialist, since I think it could be better if we have more guardsmen in our squad than support specialists.
If no one else wants to take Sergeant I'd take that, but prefer to follow someone else's leadership if they're interested.
Turns out there was a copy of the core rules I could borrow :)
Browman |
I'm thinking Medic, Weapon Specialist or Operator - although the last one is probably not as important for the Rough Riders. I assume we aren't doing much with technology now we have our Stalkers?
So probably Medic or Specialist, since I think it could be better if we have more guardsmen in our squad than support specialists.
If no one else wants to take Sergeant I'd take that, but prefer to follow someone else's leadership if they're interested.
Turns out there was a copy of the core rules I could borrow :)
Someone in the party should have tech-use. Otherwise things can get messy quickly.
I GM a table for black crusade and even having spent 6000 XP each, only the heritek has tech-use. The last session where he couldn't make it was much harder because no-one had spent 300 xp on tech-use.
BlindKitsune |
Someone in the party should have tech-use. Otherwise things can get messy quickly.
I GM a table for black crusade and even having spent 6000 XP each, only the heritek has tech-use. The last session where he couldn't make it was much harder because no-one had spent 300 xp on tech-use.
I'm not against the idea if there's any tech we're likely to have on us - I didn't see any in the standard regimental kit, but I'll pencil Operator in until we get the nod from the GM.
WS: 2d10 + 20 ⇒ (5, 6) + 20 = 31
BS: 2d10 + 17 ⇒ (2, 9) + 17 = 28
S: 2d10 + 20 ⇒ (6, 3) + 20 = 29
T: 2d10 + 20 ⇒ (9, 4) + 20 = 33
Ag: 2d10 + 26 ⇒ (10, 3) + 26 = 39
Int: 2d10 + 20 ⇒ (1, 1) + 20 = 22
Per: 2d10 + 23 ⇒ (5, 6) + 23 = 34
Wil: 2d10 + 20 ⇒ (4, 5) + 20 = 29
Fel: 2d10 + 20 ⇒ (8, 9) + 20 = 37
Wow, I was going to decide later but I think an Int of 22 is the obvious choice to reroll. So I will.
Int re-roll: 2d10 + 20 ⇒ (7, 10) + 20 = 37
BlindKitsune |
So I get another reroll?
Excellent, just hope it doesn't get worse!
S reroll: 2d10 + 20 ⇒ (4, 6) + 20 = 30
So are we actually from Mordia, or another similarly named hiveworld?
Wounds: 1d6 + 5 ⇒ (6) + 5 = 11
Starting Fate Points: 1d10 ⇒ 1 = 1
That should be enough pre-dice rolls, and does assume it's useful for me to play an Operator. Fun!
Deiros |
Major Borivoj
Borivoj "The Pacifier" is a Major of the 540th Mordion 5 Imperial Guard. He is renowned as one of the best rough riders in Mordion, earning his title in the Pacification of Aruldion II.
Borivoj is the voice and face of the regiment, commanding his regiment personally on the field. It is rumored in the camps they share with others that "The Pacifier" has personally led every initial attacks each warzone he comes across.
Borivoj is now 75 old and has begun rejuvenation treatment to continue his service to the Golden Throne.
TarkXT |
Let's see what the dice say.
WS: 2d10 + 20 ⇒ (1, 2) + 20 = 23
BS: 2d10 + 17 ⇒ (6, 8) + 17 = 31
S: 2d10 + 20 ⇒ (10, 1) + 20 = 31
T: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Ag: 2d10 + 26 ⇒ (1, 9) + 26 = 36
Int: 2d10 + 20 ⇒ (4, 6) + 20 = 30
Per: 2d10 + 23 ⇒ (2, 2) + 23 = 27
Wil: 2d10 + 20 ⇒ (7, 5) + 20 = 32
Fel: 2d10 + 20 ⇒ (6, 9) + 20 = 35
Athenee Moran |
Trooper Moran
Athenee Moran is a Trooper recruited to the 540th Mordion Rough Rider Regiment as part of the most recent draft of 'volunteers' dredged out from the undercity.
Athenee was not the typical ganger conscript, and though she bears the tattoos of a Night Ripper juve she also shows a startling affinity for technology unusual in her caste. Service in the 540th is dependent on being or becoming a skilled rider, and in that too Athenee has proven an able student.
The training sergeant's bellows are the least of her concerns now; ripped away from her home world, the vast metal-hulled transports in which she completed her training were shock enough. Now they are arrived in the sub-sector and this child of the hives will soon be exposed to newer, stranger skies.
Radavel |
WS 2d10 + 20 ⇒ (6, 3) + 20 = 29
BS 2d10 + 20 ⇒ (6, 5) + 20 = 31
S 2d10 + 20 ⇒ (4, 9) + 20 = 33
T 2d10 + 20 ⇒ (10, 7) + 20 = 37
Ag 2d10 + 20 ⇒ (9, 4) + 20 = 33
Int 2d10 + 20 ⇒ (6, 7) + 20 = 33
Per 2d10 + 20 ⇒ (1, 10) + 20 = 31
WP 2d10 + 20 ⇒ (1, 9) + 20 = 30
Fel 2d10 + 20 ⇒ (8, 3) + 20 = 31
re-roll WS 2d10 + 20 ⇒ (6, 5) + 20 = 31
I think these are fairly good stats for a gang enforcer or a serial killer hehehe
Browman |
2d10 + 20 ⇒ (4, 4) + 20 = 28 Ws
2d10 + 17 ⇒ (4, 2) + 17 = 23 BS
2d10 + 20 ⇒ (6, 4) + 20 = 30 S
2d10 + 20 ⇒ (3, 3) + 20 = 26 T
2d10 + 26 ⇒ (4, 1) + 26 = 31 Ag
2d10 + 20 ⇒ (1, 8) + 20 = 29 Int
2d10 + 23 ⇒ (1, 6) + 23 = 30 Per
2d10 + 20 ⇒ (6, 7) + 20 = 33 Wp
2d10 + 20 ⇒ (3, 6) + 20 = 29 Fel
re-rolling BS 2d10 + 17 ⇒ (1, 1) + 17 = 19 and again because that is below 3. 2d10 + 17 ⇒ (2, 3) + 17 = 22
Wow the dice hate me this game. That is an average roll of 8 for my stats.
Deiros |
You continue to re-roll until you get something over 3 my friend, you are already guardsmen, there is no point on making you weaker than the default NPC guardsmen, you are to be above them if possible.
It's ok if you don't take different possible specialty.
The Mordion have a very particular way of working that you will soon discover once you are finished :)
Browman |
You continue to re-roll until you get something over 3 my friend, you are already guardsmen, there is no point on making you weaker than the default NPC guardsmen, you are to be above them if possible.
It's ok if you don't take different possible specialty.
The Mordion have a very particular way of working that you will soon discover once you are finished :)
Do you mean one of the dice over 3 or the entire roll over 3?
Deiros |
Rough Riders
They are deployed on the battlefield as scouts, patrol units and for quick hit-and-run attacks; living mounts allow Rough Riders to function far from Imperial supply lines, in terrain unsuitable for mechanised warfare, and avoid detection. Though armoured no better than the average Guardsman, their speed and manoeuvrability is their true asset on the battlefield, able to charge into the enemy's flanks for devastating effect.
Rough Riders are primarily trained for close combat, not ranged assault, they are often armed simply with a hunting lance and laspistol or other close-combat weapon, as well as frag and krak grenades; some squads will arm themselves with special weapons such as a flamer, grenade launcher, meltagun or plasma gun. Squads are generally composed of four to nine riders in addition to a Sergeant, who sometimes carries melta bombs in addition to a power weapon or plasma pistol.
Regiment Command
Major Borivoj
Commissar Dalen
Staff
Company Command
CPT. Farber
Commissar Zylaen - Dead, never replaced
Staff
Supply
LT. Pheros
SGT. Walhart
Staff
Meddac
CPT. Leindrof
SGT. Tessa
Platoon
SGT. Vasto
Platoon
SGT. Flavia
Platoon
SGT. Player Character or NPC SGT. Gyral
Most position I have left unnamed until all characters have been completed.
Browman |
So if I read what Deiros said correctly I need to re-roll my toughness and Ballistic Skill
BS 2d10 + 17 ⇒ (10, 9) + 17 = 36
T 2d10 + 20 ⇒ (6, 3) + 20 = 29
Might as well do some other rolls at the same time
Wounds 1d5 ⇒ 3
Fate 1d10 ⇒ 5
At least I can shoot straight now. Going weapon specialist, ratling would have been cool but 19 Toughness is just a little to weak for my liking.
TarkXT |
Rough Riders are primarily trained for close combat, not ranged assault, they are often armed simply with a hunting lance and laspistol or other close-combat weapon, as well as frag and krak grenades; some squads will arm themselves with special weapons such as a flamer, grenade launcher, meltagun or plasma gun.
If this si the case why is our special regimental weapon a missile launcher?
With the emphasis on living mounts I'm leaning heavily towards heavy weapons guy.
I do have the stats to think about seargeant but I'm not system savvy enough to think I could do so successfully.
Browman |
What I meant by re-rolling any result from 1 TO 3, it applies to Fate, Wounds and Characteristics. Re-roll as many times as needed until you get a result bigger than 3.
I am still confused as to how that works for characteristics. Say I rolled a 2 and a 4 plus 20 for a total of 26. Do I re-roll that stat? If so do I re-roll both dice or just the one 3 or below?
Sorry for all the questions but for some reason I don't seem to be grasping what re-rolls we get for characteristics.
And re-rolling wounds 1d5 ⇒ 3 1d5 ⇒ 4
Browman |
Deiros wrote:
Rough Riders are primarily trained for close combat, not ranged assault, they are often armed simply with a hunting lance and laspistol or other close-combat weapon, as well as frag and krak grenades; some squads will arm themselves with special weapons such as a flamer, grenade launcher, meltagun or plasma gun.If this si the case why is our special regimental weapon a missile launcher?
With the emphasis on living mounts I'm leaning heavily towards heavy weapons guy.
I do have the stats to think about seargeant but I'm not system savvy enough to think I could do so successfully.
I think demolitions are our favoured special weapon. Missile launcher is our favoured heavy weapon.
BoggBear |
Hmmm, might as well roll for stats now, could help me decide what I play.
Ws:2d10 + 20 ⇒ (4, 3) + 20 = 27
Bs:2d10 + 20 ⇒ (5, 10) + 20 = 35
S:2d10 + 20 ⇒ (2, 10) + 20 = 32
T:2d10 + 20 ⇒ (10, 10) + 20 = 40
Ag:2d10 + 20 ⇒ (2, 7) + 20 = 29
Int:2d10 + 20 ⇒ (10, 6) + 20 = 36
Per:2d10 + 20 ⇒ (3, 4) + 20 = 27
Wp:2d10 + 20 ⇒ (6, 8) + 20 = 34
Fel:2d10 + 20 ⇒ (7, 9) + 20 = 36
Hmmm, with a regiment that has a melee weapon as main I guess I'll try rerolling Ws, besides Ag and per gets bonuses anyway.
2d10 + 20 ⇒ (7, 4) + 20 = 31
Tough fecker...
Athenee Moran |
Deiros wrote:What I meant by re-rolling any result from 1 TO 3, it applies to Fate, Wounds and Characteristics. Re-roll as many times as needed until you get a result bigger than 3.I am still confused as to how that works for characteristics. Say I rolled a 2 and a 4 plus 20 for a total of 26. Do I re-roll that stat? If so do I re-roll both dice or just the one 3 or below?
Sorry for all the questions but for some reason I don't seem to be grasping what re-rolls we get for characteristics.
And re-rolling wounds 1d5 1d5
I thought I did, but I don't understand this either. Do we re-roll if either of our dice are 3 or below?
Re-rolling Fate: 1d10 ⇒ 4 = 1
EDIT: Looking at the Armoury, is a Flak Jacket closer to a Flak Vest, Flak Coat or the full Flak Armour?
Deiros |
Your Heavy Weapons Squad Detachment are more than likely using Missile Launchers and more than likely heavy bolter as cover for the rough riders.
Sentinel Scout detachment fill multiple roles as support and compliment the tactics of the company.
Engiseers have their thing to do.
Ministorum Priest keeps morale.
You can deploy in as a Rough Rider on your Stalker, but there is other weapons and vehicles of common use attached to a company.
Your regiment has 6 companies.
4 Platoons per company.
1 platoon of each detachment, which equals about 3/4 squads.
1 squad per platoon of detachments.
1 Company is usually reserve.
Each Company has an Engiseer and a Ministorum Priest.
I hope this breaks down the Imperial Guard/Astra Militarum company composition. As you can see any specialty can be part of the company. You are just trained Rough Riders that can perform multiple jobs, your main being rough rider if called upon to do so.
Deiros |
You would just re-roll any dice you have rolled 3 or bellow.
2d10 + 20 ⇒ (10, 8) + 20 = 38
2d10 + 20 ⇒ (1, 3) + 20 = 24 - Re-roll both 1 & 3 2d10 ⇒ (8, 9) = 17
2d10 + 20 ⇒ (1, 5) + 20 = 26 - Re-roll 1 1d10 ⇒ 9
2d10 + 20 ⇒ (4, 2) + 20 = 26 - Re-roll 2 1d10 ⇒ 3; Re-roll 3 1d10 ⇒ 4
2d10 + 20 ⇒ (1, 10) + 20 = 31 - Re-roll 1 it's under 3 1d10 ⇒ 8
2d10 + 20 ⇒ (10, 8) + 20 = 38
2d10 + 20 ⇒ (8, 7) + 20 = 35
2d10 + 20 ⇒ (2, 2) + 20 = 24 - Re-roll both 2's 2d10 ⇒ (9, 6) = 15
2d10 + 20 ⇒ (6, 2) + 20 = 28 - Re-roll 2 1d10 ⇒ 5
Wounds 1d5 ⇒ 3 - Re-roll since it's a 3 1d5 ⇒ 1; re-roll 1 1d5 ⇒ 1 - this is BS lol but you get what I mean now?
Browman |
You would just re-roll any dice you have rolled 3 or bellow.
2d10+20
2d10+20 - Re-roll both 1 & 3 2d10
2d10+20 - Re-roll 1 1d10
2d10+20 - Re-roll 2 1d10; Re-roll 3 1d10
2d10+20 - Re-roll 1 it's under 3 1d10
2d10+20
2d10+20
2d10+20 - Re-roll both 2's 2d10
2d10+20 - Re-roll 2 1d10Wounds 1d5 - Re-roll since it's a 3 1d5; re-roll 1 1d5 - this is BS lol but you get what I mean now?
Now everything makes sense.
Additional re-rolls
T 1d10 ⇒ 6
Ag 1d10 ⇒ 5
Int 1d10 ⇒ 2 again 1d10 ⇒ 5
Per 1d10 ⇒ 9
Fel 1d10 ⇒ 1 again 1d10 ⇒ 2 again 1d10 ⇒ 2 again 1d10 ⇒ 4
So that makes my Statline
WS 28
BS 36
S 30
T 32
Ag 36
Int33
Per38
Wp 33
Fel30
Wounds 4
1 Fatepoint
I will stay with weapon specialist with a shotgun. Hopefully I can requisition a long-las or something fairly soon to give us some long range options.
BlindKitsune |
Right-o then, let's fix this!
WS: 2d10 + 20 ? (5, 6) + 20 = 31
BS: 2d10 + 17 ? (2, 9) + 17 = 28
S: 2d10 + 20 ? (4, 6) + 20 = 30
T: 2d10 + 20 ? (9, 4) + 20 = 33
Ag: 2d10 + 26 ? (10, 3) + 26 = 39
Int: 2d10 + 20 ? (7, 10) + 20 = 37
Per: 2d10 + 23 ? (5, 6) + 23 = 34
Wil: 2d10 + 20 ? (4, 5) + 20 = 29
Fel: 2d10 + 20 ? (8, 9) + 20 = 37
So rerolls are:
BS reroll: 1d10 + 26 ⇒ (4) + 26 = 30
Ag reroll: 1d10 + 36 ⇒ (1) + 36 = 37
Not spectacular, but not as bad as it could be.
BlindKitsune |
One more reroll for agility then!
Agility reroll: 1d10 + 36 ⇒ (10) + 36 = 46
That's much healthier!
Out of interest, what system or rules did you use to work out the territories and strengths of your subsector?
And is that where we're headed?
Finally, what kind of unit are we? A squad of rough riders?
A whole platoon? Should I be looking at some kind of mechanical option since I'm an Operator?
Deiros |
You are a Company of rough riders and attached personnel and equipment.
Players form a squad. You can name it.
First you must meet the world of you arrival, then we shall see about making war effort progress.
What you know is in the Campaign tab from briefings prior to arrival.
Other intel is given as needed or you will stumble on it.
psionichamster |
2d10 + 20 ⇒ (1, 7) + 20 = 32 WS
...reroll 1d10 ⇒ 5
2d10 + 17 ⇒ (3, 6) + 17 = 29 BS
...reroll 1d10 ⇒ 6
2d10 + 20 ⇒ (2, 3) + 20 = 30 S
...reroll 2d10 ⇒ (3, 3) = 6
...reroll 2d10 ⇒ (5, 3) = 8
...reroll 1d10 ⇒ 5
2d10 + 20 ⇒ (7, 4) + 20 = 31 T
2d10 + 26 ⇒ (8, 8) + 26 = 42 Ag
2d10 + 20 ⇒ (9, 4) + 20 = 33 Int
2d10 + 23 ⇒ (3, 8) + 23 = 35 Per
...reroll 1d10 ⇒ 1
...reroll 1d10 ⇒ 4
2d10 + 20 ⇒ (6, 10) + 20 = 36 Wil
2d10 + 20 ⇒ (4, 5) + 20 = 29 Fel
TarkXT |
Let me consolidate some rolls here and see what actually needs re rolls.
WS: 2d10 + 20 ⇒ (1, 2) + 20 = 23 WS Reroll 2d10 + 20 ⇒ (7, 6) + 20 = 33
BS: 2d10 + 17 ⇒ (6, 8) + 17 = 31
S: 2d10 + 20 ⇒ (10, 1) + 20 = 31 1d10 + 30 ⇒ (5) + 30 = 35
T: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Ag: 2d10 + 26 ⇒ (1, 9) + 26 = 36 1d10 + 35 ⇒ (10) + 35 = 45
Int: 2d10 + 20 ⇒ (4, 6) + 20 = 30
Per: 2d10 + 23 ⇒ (2, 2) + 23 = 27 2d10 + 23 ⇒ (7, 4) + 23 = 34
Wil: 2d10 + 20 ⇒ (7, 5) + 20 = 32
Fel: 2d10 + 20 ⇒ (6, 9) + 20 = 35