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Only War: The Forsaken

Game Master Eradico Pravus

Cast from a blighted homeworld, the Guardsmen of Company F fight for the Imperium of Man along the war-torn Spinward Front. Despised by enemies, disparaged by allies, they have no one to trust except themselves for they are... The Forsaken!


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Both the operator and medic specialties don't come with weapons - so you have to rely on the regimental loadout.

Eradico - That it one thing that isn't clear though, do our specialty provided weapons count as Standard Kit for requisitions?

Cheliax

GM W.R. Monger

Well I was assuming we all got the standard equipment things listed, like Flak armor and such, but you are probably right. ^^

I think our specialties count as standard equipment for the player not the regiment as a whole I suppose.


Male Catfolk Shade (magically altered human) Monk-8, Mage-16

Pity the Weak states:

Prereqs S 35, WP 35
Despised are the weak, for they cannot stand alone agnist the power of the gods. The character has nothing but contempt for those less powerful than himself and gains a +10 on command, commerce deceit, and intimidation skill tests when opposed by someone with either a S or WP lower than themselves. Unfortunately, the character also has trouble hiding his contempt from such people and suffers a -10 to charm skill tests when dealing with the same people. (Quoted from Black Crusade pg. 129)


Male Catfolk Shade (magically altered human) Monk-8, Mage-16

I would think that we would all get at least flak jacket and a weapon.
By the way, I know what a medikit and injector does, but what does the diagnoster do? With the medikit, I will have a 80 Medicae skill test.


Sorry, wasn't clear earlier. Yes, everyone gets the 'Standard Kit' in addition to your Specialty gear. Just the standard kit only has a Laspistol in it, with a pretty short range; hence the interest in ensuring we get carbines. Also means I can safely pick the melta as my Specialty weapon and have the carbine to fall back on for longer range engagements.

The standard kit includes a flak vest.


Mark Sweetman wrote:
Eradico - That it one thing that isn't clear though, do our specialty provided weapons count as Standard Kit for requisitions?

The clarification I got from the FFG boards:

>"They [specialist weaponry] are considered standard
>kit for that character. It remains to be seen how much
>ammo they should get, but 3-4 clips appear to the
>currently accepted norm."

That's how we'll play it. So for example the Storm Trooper (for free) starts with a Good Craftsmanship Hotshot Lasgun. And yes, Mark, you get to go nuts evaporating stuff with your melta! :)

Upgrades, special ammo (outside of the regimental kit) need to be purchased with your Regimental Points (15 for Penal Legion).

An FYI for those without the rulebook: a Logistics Test is rolled at the "Mission Phase" affecting your load-out. Perhaps you gain extra gear, BUT perhaps even "standard" gear will be unavailable. Several factors affect the Logistics Test.

On top of that role-playing and creative thinking may afford opportunities to improve weapons and equipment.


Deiros, there's an interesting thread on the FFG forum regarding vehicle creation rules. For a reconnaissance unit I think I could be sweet-talked into permitting a Tauros Scout Vehicle (depending upon the mission) for your operator.

Vehicle Creation Rules?


Lorm Dragonheart wrote:
By the way, I know what a medikit and injector does, but what does the diagnoster do? With the medikit, I will have a 80 Medicae skill test.

Diagnostor:
"The diagnostor is a sophisticated medical device used across the galaxy. It can detect and diagnose almost every ailment known to the Imperium. A diagnostor provides +20 to Medicae or Perception Tests to determine an ailment. A success indicates the proper treatment."
Cheliax

Male Human Warhammer 40K GM

Mark, just send me an email to rookseye at yahoo dot com, once I have your email, I can send you an invite to the wiki. Frankly, I can't figure out how to send it through your Wikispaces account. Everyone else, I've sent invites (I think) if I have forgotten you it means I don't have your email handy, so send me an email also.

Eradico, I'll get you set up as an Organizer too, so you will be able to serve as co-admin for the site.


Male Catfolk Shade (magically altered human) Monk-8, Mage-16

What have we decided on the leader and training doctrine? I know I made suggestions as have others.


I just picked up the book and have been taking a look at the regiment creation rules. I don't know if anyone else noticed, but as far as doctrines go a regiment may have two from either training doctrines or equipment doctrines. What this means is that a regiment could have two training doctrines, two equipment doctrines, or one of each. We have only been considering the one of each option. (This is worded strangely in the book, because they include regiment type as a doctrine and can between one and three choices, one of which must be a regiment type)

In light of this, I would suggest we take a Phlegmatic commander and then take the Fieldcraft(Jungle) and Hardened Fighters training doctrines. These are the type of doctrines you would expect from a scout regiment that has been through the type of fighting this one has. If we still want chameoline we can requisition one cloak as part of standard kit if Eradico approves. This will mean that Rook, Lorm, and Deir will be stuck with laspistols as standard, but a better weapon probably won't be too hard to pick up once we get thrown into the fight. Also, having to "acquire" extra equipment should make for some interesting roleplaying.

Ed: Just a note, the 'Primary' weapons referred to in Hardened Fighters should actually be Low-Tech weapons (this looks like it is leftover from Black Crusade)


Male Catfolk Shade (magically altered human) Monk-8, Mage-16

Being the medic, if I'm the that has to shoot, we are in real trouble. Worse if I have to get into hand-to-hand. lol


Ellipsis wrote:
I just picked up the book and have been taking a look at the regiment creation rules. I don't know if anyone else noticed, but as far as doctrines go a regiment may have two from either training doctrines or equipment doctrines. What this means is that a regiment could have two training doctrines, two equipment doctrines, or one of each. We have only been considering the one of each option. (This is worded strangely in the book, because they include regiment type as a doctrine and can between one and three choices, one of which must be a regiment type)

Nice catch, Ellipsis.

Ellipsis wrote:
If we still want chameoline we can requisition one cloak as part of standard kit if Eradico approves.

Hmm... I don't think that's really possible at the "Additional Equipment for Standard Guardsman Kit" level. See below:

======================================================

Summary of Oremor 4th Penal Legion--Regiment Creation (12 point budget)

Penal Colony - 2
Commander Phlegmatic - 1
Reconnaissance Regiment - 3
Doctrine (Hardened Fighter) - 2 (+2 to WS; Street Fighting Talent--when attacking w/blade,
add half WS bonus to critical damage; standard melee weapon may be replaced w/either a
Primary Weapon of Common availability OR apply mono-edged upgrade to standard melee
weapon)
Doctrine (Fieldcraft: Jungle) - 4 (grants Agility as a starting aptitude for all members;
re-roll failed survival and navigation rolls in jungle terrain)

======================================================

I think that looks really good as is.

But with regards to Chameleoline: Chameleoline as a Special Equipment Doctrine costs 3 points at this stage. Admittedly the benefits are significant: +20 to Concealment Tests; when stationary, Ballistic Attacks against wearer made at -30

On page 33 are the rules for STANDARD REGIMENTAL GUARDSMAN KIT

Universal Standard Equipment:

One uniform
Poor weather gear
One Laspistol (Main Weapon), and two charge packs
One Knife
One Flak Vest
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 of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations, two weeks’ supply

Now at this point regiments have 30 allocation points for ADDITIONAL EQUIPMENT.

Unfortunately because the Ministorum/Imperial Guard hierarcy sees the Oremor 4th as simple "scum and villany," your unit only receives 15 allocation points.

Table 6-20 (p. 142) identifies Chameleoline cloaks as RARE.
Table 2-6 (p. 34) states items of RARE availability cost 15 allocation points at the GM's discretion (this would mean spending ALL of your points)

Gaining Chameleoline at this "stage" seems too tall an order. That's not to say you might acquire/steal/scavange/Logistics Test your way into Chameleoline Cloaks later.

As I think has been mentioned, you could do something like:

Chameleoline (3 pts) + Die Hard OR Favored Foe (3 pts for either one)

Not trying to rain on anyone's parade. As GM my preference is Chameleoline is something to strive for, not something you (necessarily) get right out of the gate. If you want to spend the 3 points on Chameleoline as an Equipment Doctrine at Regimental Creation, though, that's completely fine with me.

Feel free to reply. If I'm being inflexible, let me know. My goal is to follow Rook's example of collaboration over dictatorship! :)


Male Catfolk Shade (magically altered human) Monk-8, Mage-16

Personally I like Favoured foe, because it fits what the regiment would of faced. Considering how crazy it would of been on Oremor, having Chameoline cloak would been something a group would beg, borrow or steal for. So it makes sense for our squad to have them.


Lorm Dragonheart wrote:
Personally I like Favoured foe, because it fits what the regiment would of faced.

I don't know Lorm, do we want to be in a position to use Favored Foe (Daemons)?


Male Catfolk Shade (magically altered human) Monk-8, Mage-16
Ellipsis wrote:
Lorm Dragonheart wrote:
Personally I like Favoured foe, because it fits what the regiment would of faced.
I don't know Lorm, do we want to be in a position to use Favored Foe (Daemons)?

It fits Oremor's fluff. I agree it would of sucked to of acquired that ability, but I picked jaded for a reason, even though it doesn't work against warp entities.


Ellipsis makes a point. "Daemons" might be a bit of a stretch. But maybe you could define your Hated Foe as cultists and/or heretics.


As far as Chameoline goes, I don't see it as having been really necessary. Skilled jungle fighters like the guardsmen would be able to conceal themselves almost perfectly in the thick undergrowth without needing a semi-active system like chameoline. Think of how guerrilla forces and special operations forces operated in places like South East Asia were able to operate during WWII and Vietnam. In a jungle you have to get pretty close before there is even a chance of seeing your enemy, in this case the fieldcraft skills to travel without trace and find the traces of others are much more useful than simple concealment.


Well put, Ellipsis. I fully concur.

Here's an example of what you're talking about:

Merrill's Marauders


Male Catfolk Shade (magically altered human) Monk-8, Mage-16
Eradico Pravus wrote:

Ellipsis makes a point. "Daemons" might be a bit of a stretch. But maybe you could define your Hated Foe as cultists and/or heretics.

That would work for me. I could see all of us to have lost family and friends to cultists.


Squad Roster (right now at a dirty dozen):

Rook - Sergeant + Vox Operator Comrade
Deiros - Operator + Comrade
Lorm - Medic + Comrade
Mark - Weapons Specialist + Comrade
Bal - Weapons Specialist + Comrade
Rad - Commissar
Ellipsis - Storm Trooper


For those of you with the rulebook, I'd be interested on your take w/regard to Comrades. The concept is interesting but I think it will take some house-rules/tweaking. I almost want to turn the five comrades in the squad into NPCs. I'm sure FFG was trying to avoid that with the Comrade concept but I don't know. If they can't even shoot at an enemy on their own and inflict damage then what's the point? Thoughts?


Aye - nice pick up Ellipsis, I missed that on the first few read throughs :)

I like comrades, even more so that they don't have overwhelming gameplay impact. It allows the squad to feel more like a squad in terms of numbers. Gives Eradico some redshirts to murder death kill to create some impact when he needs to and helps our guys stand out as the above average guardsmen.

Plus it gives us objective / vehicle babysitters as well, we can leave the comrades to look after things (taking them out of cohesion) and go off chasing objectives as the lead squad.

But I could understand it being a potential GM issue for tracking names / locations on maps / etc.

For the final doctrines - I'll leave it up to you guys to make the choice. I'll be happy if we have Hardened Fighters, but don't mind if it gets dropped to fit something else in.

For background purposes - are we assuming that we're recent fodder onto the field? as in recently released from prison to die horribly for the glory of the God Emperor?

Cheliax

Male Human Warhammer 40K GM

Just chiming in on a few things because I didn't get to post yesterday evening.

I'm in agreement with regard to Eradico on Chameleoline being something to strive for rather than have out of the gate. As much as it confers an advantage to our types of guardsmen, the cost is very steep at regiment creation. It also doesn't play very well into the bedraggled lot of ill-equipped survivors the 4th Legion is likely to be post-Oremor.

I also want to concur with Eradico/Ellipsis on the overall arching concept of the unit, Merrill's Marauders was precisely what I had in mind; a small, capable, tough as nails recon unit capable of fighting behind enemy lines using whatever means or resources that are necessary. Similar to such special ops units in Vietnam, or for a WW2 aeronautical equivalent, the Flying Tigers. Essentially a group capable of attempting and accomplishing very difficult objectives with a minimum of resources.

For this reason, I'd agree with Ellipsis on the regimental choices. Fieldcraft and Hardened Fighter look to be the best fits.

Lorm is very correct when he argues that Hatred (Daemons) would be very appropriate fluffwise (as those in my DH campaign will soon see), but overall I believe it limits the unit's effectiveness too much given the likely nature of the foes on the Spinward Front. I don't doubt that FFG will be able to work the Ruinous Powers in at some point, but I think the Talent would be better served being taken individually. The 4th will hate daemonkind, and with good reason, but I see this as something we could tack on the characters and/or unit at a later date (maybe with a discount from Eradico---wow, I feel like a player already' lol!). All that said, daemon-hate will be an intrinsic part of many of our character's backgrounds, likely with some having long-term physical or mental trauma as legacies from the Oremor Affliction.I know my character will.

I haven't had a chance to read up on comrades yet, but will give it a look today. Not sure if it is more in line with a kinder/gentler version of the Minion rules in Black Crusade or another animal entirely.

Oh, and Deiros, with my WH40K RPG library, I'm certain I saw vehicle rules and stats for both the Sentinel Walker and Chimera and its variants somewhere, so we can always fall back on my stuff if needed for your Operator.

I really like how things are coming together, and can't wait to play, great discussion so far everyone.

Cheliax

Male Human Warhammer 40K GM
Mark Sweetman wrote:
For background purposes - are we assuming that we're recent fodder onto the field? as in recently released from prison to die horribly for the glory of the God Emperor?

In this respect the Oremor 'Penal' Legions of the Imperial Guard are somewhat unique exceptions, Mark.

Essentially they are the rare Imperial Guard regiements that were mustered not to leave their homeworld, but to remain upon it, garrisoning what amounts to a different world in the southern hemisphere's subtropical/tropical Unduz plantation colonies. Only the 1st and 2nd Legions were given the 'honored' role of guarding the two hive city capitals in the northern hemisphere. Oremors prime importance in the Malfian sub-sector is as an agri-world breadbasket, so they kept their mustered troops home for this reason. In a way this caused much of the Imperial Guard hierarchy to look down their noses at the regiments as glorified PDF forces. However, someone had to levy troops to guard the teeming millions of prisoners, better this world than their own units.

The legions charged with baby-sitting the planatation colonies were dually comprised of world-wide troop musters, as well as those prisoners who could raise themselves up from the back-breaking labor on the vast farms and join as equals. Needless to say, some of the harder, more heinous penitents (particularly those who originated off-world) really dislike these traitors of their own criminal subculture from the claustrums, and this conflict is even more pronounced because the survivors of the Oremor Affliction legions are now made up of:

  • Regular Guard musters from the civilian population of Oremor.
  • Reformed prisoners from the claustrums.
  • Unreformed prisoners who are likely to hold pretty strong grudges against what they perceive as their former overseers.

All in all, this makes for great grist for the roleplaying mill.

Cheliax

Just a bit of clarification, are commissars limited to the schola or can i choose a different homeworld?


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Will try to reroll my stats using Invisible Castle later today. Been trying to play catchup. This weekend is the release of 6th ed 40k. So been going nuts with work, and also trying to cram the rules so I can teach people.

Cheliax

GM W.R. Monger

Doctrine is kind of redundant for me as an Operator because I get Fieldcraft and Agility already but I suppose it benefits all the group...

In regards of the Hatred we should stick it with cultist not deamons, since it is more likely we encounter cultist as Guardsmen, and it would still be fluffwise.

About chameleonine, the vehicle can benefit but if you want something else let me know.

I need to know what ended up being the final composition of the regiment.

I'm also waiting on 6th edition as rumor mongers say it contains new rules for "flying" units, a tone down to mech units and something about forgeworld becoming legal to use finally (highly doubt this one).

Comrades are NPC to (in my case) help me operate the guns of the vehicle or make repairs with me or while I drive and we are taking fire. He is also a driver while I'm a gunner or out with the group.

Comrades are stronger than a normal NPC Guardsmen for they do get 300XP to spend and they improve with time. The only difference is they are not attacking with the players they are more of a passive role within the unit. They will defend themselves, hop to a turret and man it, or help give covering fire for us to retreat and the rest of the time they are mostly there for RP flavoring and extra hands to help with the random everyday things.

This might become taxing for a GM, but you can also look at them as "spare" characters for players if their (inevitably) characters die a typical Guardsman death. Of course you would need to "catch up" in XP and anything else needed but you would have a nicely already integrated character into the unit making the replacement the new comrade.

Players should create this comrades as to spare the GM some extra labor on it, even if in the end the GM is doing the RP, at least he doesn't have to go about doing the whole thing.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Weapon Skill (2d10+20=29)

Ballistic Skill (2d10+20=31)

Strength (2d10+20=27)

Toughness (2d10+20=35)

Agility (2d10+20=29)

Intelligence (2d10+20=36)

Perception (2d10+20=29)

Will Power (2d10+20=30)

Fellowship (2d10+20=23)

Wow I knew my luck for rolling characters was going to turn south sometime.


It is important to note that unlike in previous games, gaining a skill/talent/aptitude twice during creation does have an advantage. For skills it advances the skill one rank, for talents it gives the character an extra 100xp at creation, and for aptitudes it allows the character to pick select an extra characteristic based aptitude.

Cheliax

GM W.R. Monger

So I can basically start with any 2 talents, aptitudes or skill advance?

Will probably be dodge + something else.

I have fieldcraft aptitude from the operator, but I do have to specify my fieldcraft like the regiment thing every time I pick it?


Here's an example:

My character winds up with Awareness, Air of Authority, and the Agility aptitude each twice during character creation.

Having gained Awareness twice means I now have Awareness +10, Air of Authority twice means I now have an extra 100xp to spend, and having Agility twice means I can pick another aptitude as long as it is based on a characteristic (WS, BS, S, T, Ag, Int, WP, Per, Fel). Note that the Fieldcraft doctrine grants the Agility aptitude, non-characteristic based aptitudes (Offense, Defense, Finesse, Fieldcraft, etc) are only gained through choice of specialization.


Mark Sweetman wrote:
I like comrades, even more so that they don't have overwhelming gameplay impact. It allows the squad to feel more like a squad in terms of numbers. Gives Eradico some redshirts to murder death kill to create some impact when he needs to and helps our guys stand out as the above average guardsmen.

Don't get me wrong, I like the concept too. But there will need to be some tweaking. For example when your comrade shoots into combat he does not do damage. The comrade buffs your own to hit roll by +05%. So forget about having a comrade act as rearguard. With the rules as written they cannot act/shoot/kill independently.

Mark Sweetman" wrote:
Plus it gives us objective / vehicle babysitters as well, we can leave the comrades to look after things (taking them out of cohesion) and go off chasing objectives as the lead squad.

Absolutely. Great point. Some of the rules like the spotter for the sniper and the loader for the heavy weapons gunner are great. And yes, they can fill a lot of the more mundane squad roles.

Mark Sweetman wrote:
But I could understand it being a potential GM issue for tracking names / locations on maps / etc.

Actually I really would not mind the additional book-keeping, especially in a PbP format. But we'll try the Comrade rules as written with some tweaking. It's "only" five red-shirts. ;)

There's been a lot of traffic over this subject on the FFG forums. I'll probably add in some of what is being suggested.


Ellipsis, what is your opinion on the fact that Storm Trooper does not start with the Finesse aptitude? Will advances in Ballistic Skill be pretty steep for you?


Balfic-graa wrote:
Wow I knew my luck for rolling characters was going to turn south sometime.

Bal, feel free to use the alternate character creation method posted earlier in this thread.


Radavel wrote:
Just a bit of clarification, are commissars limited to the schola or can i choose a different homeworld?

I think my original suggestion was that the commissar could choose *any* homeworld but on re-reading some of the fluff I think the commissar (and Storm Trooper) should receive the Schola homeworld benefits (since that's where they were raised and trained) but also receive the regimental benefits (RAW, p. 26--they have operated and lived with the regiment long enough to learn their ways).

Is that OK, Rad, or were you thinking something else?


Deiros wrote:
Comrades are NPC to (in my case) help me operate the guns of the vehicle or make repairs with me or while I drive and we are taking fire. He is also a driver while I'm a gunner or out with the group.

It's funny Deiros, I started a thread on this exact question a few days ago.

I'm interested to see how operation of a vehicle affects party tactics. It should be pretty cool.

Deiros wrote:
Comrades are stronger than a normal NPC Guardsmen for they do get 300XP to spend and they improve with time. The only difference is they are not attacking with the players they are more of a passive role within the unit. They will defend themselves, hop to a turret and man it, or help give covering fire for us to retreat and the rest of the time they are mostly there for RP flavoring and extra hands to help with the random everyday things.

Totally agree with your comment on flavor. I interpret the current RAW, however, that they *cannot* defend themselves. Only if firing in conjunction with a PC. Maybe I'm reading it wrong. Plus they do not have wounds. RAW, they do not get fired upon much--they are only targeted if a roll vs. a PC is a "double," i.e. a 22 or a 33, etc. Comrade health status is either: healthy/wounded/dead. So I'd say a Comrade is weaker than an NPC where wounds might be tracked.

That said, it will probably be proper flavor if red-shirts are dropping left and right. :)

Deiros wrote:
Players should create this comrades as to spare the GM some extra labor on it, even if in the end the GM is doing the RP, at least he doesn't have to go about doing the whole thing.

As I stated earlier, I don't mind the book-keeping and I won't mind the role-playing. What I envision is that the player will direct the actions of the Comrade. As GM I will give "voice" to the NPC.

I will be asking for each player to give a brief description of their comrade: distinguishing characteristics both physical and personality-wise.

As a side-note Deiros, I think it's lame that the Operator starts with 6+d5 wounds. As a house-rule I'm changing it to 8+d5 wounds like the other Guardsmen. Just cause you drive doesn't mean you're a ratling!

Also I can see your Tech skills coming in handy in non-vehicle situations. The Operator will have plenty of chances to prove his mettle.


Rookseye wrote:
...I can say that eventually every one of the Unduz-based [Oremor] regiments has to deal with the fall-out of the Ylesium claustrum Warp incursion. Heck, the regiment may even be the consolidation of what is left of all of them...

Man, I'm really getting nervous about the end of the Oremor Affliction Campaign.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Will do.


Eradico Pravus wrote:
Ellipsis, what is your opinion on the fact that Storm Trooper does not start with the Finesse aptitude? Will advances in Ballistic Skill be pretty steep for you?

This shouldn't be much of an issue, however advance costs for characteristics with one or zero aptitudes are now much more expensive than they should be based on previous games.

In previous editions the three advance tracks have been:
100 xp 250 xp 500 xp 750 xp
250 xp 500 xp 750 xp 1,000 xp
500 xp 750 xp 1,000 xp 2,500 xp


Rookseye wrote:
...The 4th will hate daemonkind, and with good reason, but I see this as something we could tack on the characters and/or unit at a later date (maybe with a discount from Eradico---wow, I feel like a player already' lol!)...

Oh Rook. I have been waiting years--YEARS!--for you to grovel before me in pathetic supplication of my non-existent mercy.

Bwah, ha, ha, ha, haa!!! <----("maniacal laugh")

All:
Actually, Rook, that's a great idea. Members of the Oremor 4th can choose Hatred (Cultists/Chaos*) as a Tier 1 Talent instead of its listed Tier 2 cost.

*working title until the real rulebook comes out with additional fluff and more specific categories.


Ellipsis wrote:
...advance costs for characteristics with one or zero aptitudes are now much more expensive than they should be based on previous games.

I also noticed that overall costs were higher. The good news is that it looks like awards for completed adventures are larger too so maybe there is some adjustment by FFG for skill costs.

Ellipsis, if you're OK with Storm Trooper generation, that's fine. I was thinking maybe we could replace Weapons Skill with Finesse to reduce BS costs. But then again Storm Troopers should be tough melee fighters too. Anyway, lemme know if you think some tweaking is in order.

Cheliax

GM W.R. Monger

Ok can I get the full regiment stat block (Rules wise) so I can create my Operator.

I know Tech Use is important and hopefully not the only one, but I'm not a mechanicus guy just the closest thing a penal colony would probably have anyway.

Cheliax

Eradico Pravus wrote:
Radavel wrote:
Just a bit of clarification, are commissars limited to the schola or can i choose a different homeworld?

I think my original suggestion was that the commissar could choose *any* homeworld but on re-reading some of the fluff I think the commissar (and Storm Trooper) should receive the Schola homeworld benefits (since that's where they were raised and trained) but also receive the regimental benefits (RAW, p. 26--they have operated and lived with the regiment long enough to learn their ways).

Is that OK, Rad, or were you thinking something else?

That's fine with me :-)


Eradico Pravus wrote:
Ellipsis, if you're OK with Storm Trooper generation, that's fine. I was thinking maybe we could replace Weapons Skill with Finesse to reduce BS costs. But then again Storm Troopers should be tough melee fighters too. Anyway, lemme know if you think some tweaking is in order.

As far as replacing aptitudes, Offense would be the aptitude that least suits the Storm Trooper archetype, since it focuses on brute force rather than skill and discipline. Also, this would avoid the issue of replacing a characteristic based aptitude with a non-characteristic based aptitude.


Male Half-Orc 9th lvl Cleric, 4th lvl Ninja, 1st lvl Black Flame Zealot

Eradico

Spoiler:

Name: Scope (Real name is classified. Since all survivors of the plague were suppose to be executed in case they were carriers.)

Looking at this for my stats WS 25, BS 38, Str 25, T 30, A 35, Int 30, Per 35 WP 35, Fel 27

Figure he was in a lot better physical health but got hit by the Oremor Plague during the Hives suppression. Unlike many of his brothers he survived it, but it ravaged his health, hence his lower str, and weakened physical ability for melee combat. He focuses on his training and experience as a sniper to give his squad tactical support. As he knows he will never be the man he once was.

Characteristic Bonus: +5 Ballistic Skill.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception.
Starting Skills:Survival, Awareness or Stealth, Navigation (Surface), Common Lore (Imperial Guard, War).
Starting Talents: Deadeye Shot, Heightened Senses (Sight), Weapon Training (Solid Projectile), Weapon Training (1 excluding Heavy and Exotic).
Specialist Equipment:Good craftsmanship Sniper Rifle, 2 smoke grenades, Telescopic Sight, Chameleoline Cloak.
Starting Wounds: 6+1d5

Since you decided that I won't have deceive. Then can I have awareness and stealth?


Bal:
To answer your question: yes.

I see you made a few choices (survival over athletics) but let me present your full menu again with some changes I've made.

==========================================
Marksman Specialist
Starting Aptitudes, Talents and Modifiers:

Characteristic Bonus: +5 Ballistic Skill.
Starting Aptitudes: Agility, Ballistic Skill, Toughness OR Willpower [instead of Fellowship], Fieldcraft, Finesse, Perception.
Starting Skills: Athletics or Survival, Awareness,[AND] Stealth, Navigation (Surface), Common Lore (Imperial Guard, War).
Starting Talents: Deadeye Shot, Heightened Senses (Sight or Hearing) or Rapid Reload, Weapon Training (Las, Solid Projectile), Weapon Training (1 excluding Heavy and Exotic).
Specialist Equipment: Good craftsmanship Long Las or Good craftsmanship Sniper Rifle, 2 smoke grenades, Telescopic Sight, Chameleoline Cloak.
Starting Wounds: 8+1d5

Ratling Comrade Advances.
==========================================

Toughness or Willpower better fits than Fellowship for a loner/sniper type. Also Deceive seems more like a disguise-type thing to infiltrate as opposed to setting up a good blind in the jungle.

I'm open to more discussion. I'm tweaking stuff as we go along. The Beta rules need some serious work, IMO.

By the way, my thinking was influenced by some threads over at FFG. See below if you care to read.

Let me know if you're OK w/the changes.

Thread One

Thread Two


Ellipsis wrote:
Eradico Pravus wrote:
Ellipsis, if you're OK with Storm Trooper generation, that's fine. I was thinking maybe we could replace Weapons Skill with Finesse to reduce BS costs. But then again Storm Troopers should be tough melee fighters too. Anyway, lemme know if you think some tweaking is in order.
As far as replacing aptitudes, Offense would be the aptitude that least suits the Storm Trooper archetype, since it focuses on brute force rather than skill and discipline. Also, this would avoid the issue of replacing a characteristic based aptitude with a non-characteristic based aptitude.

OK, let's call it a house-rule: Storm Trooper may choose Offense OR Finesse at character creation. Let me know your preference.


Deiros wrote:
Ok can I get the full regiment stat block (Rules wise) so I can create my Operator.

Do we have consensus on Regiment Creation?

======================================================================
Summary of Oremor 4th Penal Legion--Regiment Creation (12 point budget)

Penal Colony - 2
Commander Phlegmatic - 1
Reconnaissance Regiment - 3
Doctrine (Hardened Fighter) - 2 (+2 to WS; Street Fighting Talent--when attacking w/blade,
add half WS bonus to critical damage; standard melee weapon may be replaced w/either a
Primary Weapon of Common availability OR apply mono-edged upgrade to standard melee
weapon)
Doctrine (Fieldcraft: Jungle) - 4 (grants Agility as a starting aptitude for all members;
re-roll failed survival and navigation rolls in jungle terrain)
======================================================================

Chime in if you want to advocate for something different. Otherwise I'll assume this is the Regiment's makeup.


Wow, when I last looked this thread just had 5 entries. I would like to join. Not sure what an ogren do other then being shuriken cannon fodder.
Either that or a heavy gunner. If you could give me a run down of both so I can make a decision.

I dont have access to the rules and cant afford any extraneous expenses right now.

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