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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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Cheliax

Male Human Warhammer 40K GM
Eradico Pravus wrote:

I want to start fleshing out the campaign.

Fluff question: What is the size/strength/command structure of the Oremor 4th?

I would say they would follow the standard Imperial Guard hierarchy, but the Oremor legions were built on a massive scale. Charged with guarding millions of penal laborers on the various Unduz colonies, they were fairly sizable in numbers before the Oremor Affliction, comprised of hundreds of thousands of men. This is one of the primary reasons they were raised to serve on their own world, as the manpower was that much easier to bring to where they were needed. Of course, as you can probably guess, the events of the Oremor Affliction changed all that. Casualties were astronomical for the claustrum legions, like the 4th, so the size of the remaining regiment is entirely up to you. They could be one of the lucky regiments, who only saw the edge of the incursion, or they could have been reduced to a fraction of their former strength. I am OK either way, depending on how you want to start us for RP purposes.

Eradico Pravus wrote:
More specifically is the 4th led by a Colonel? How many companies make up the Oremor 4th? Would a company be made up of 5 squads (each 10-12 men each)?

Each regiment is led by a 'Warden-Colonel' essentially a regimental colonel with an added honorific for the claustrum legions. Ellipsis' chubby, cannibalistic friend, Warden-Colonel Kreed is an example of this. The companies remaining are up to you, I'd say that prior to the Oremor Affliction, the companies likely numbered at least a hundred or more given the estimated manpower of ~300 each. Lexicanum breaks this down pretty well, but things vary so much with the Guard it is hard to pin down precisely. The good news is that it lets you do pretty much whatever you like without fear of contradicting canon.

Eradico Pravus wrote:

Does the PC's particular squad have a designation like "F (for Forlorn) Company"?

All opinions welcome. Give suggestions for some or all questions raised.

I would say given the high numbers of companies, they would have numerical designations, individual squads could use letters, and I'm actually partial to F for Forlorn.


Rook, thinking of something like this:

Unit Type / Command Rank / Strength

Regiment / Colonel-Warden / 50,000-100,000
Company / Major (Major-Overseer?) / 5,000-10,000
Platoon / Captain (Captain-Custodian?) / 50-100
Squad / Sergeant (additionally one Lieutenant every 3-5 squads) / 10-15*

*Includes specialists and political officers

Cheliax

Male Human Warhammer 40K GM

This looks good, Eradico, and it fits the scaled up size of the Oremor penal regiments perfectly.


Ok sorry about that. I had weekend drama and was not able to get back to this, until now.

WS=35+2=37
BS=34
S=33+3=36
T=31+5=36
Agl=31+3=34
Int=33
Per=36+3=39
WP=35-3=32
Fel=30

with the class and reg bonus.

I am just wondering why a heavy gunner would have fellowship as a amp instead of lets say STR. One of my favorite lines from a mini-gunner is "I ant got time to bleed." thats not very friendly.

My other question is my 2 options are missile launcher and heavy bolter but I do not get the talent for bolt as a starting skill.


Kaltos Havelock wrote:


I am just wondering why a heavy gunner would have fellowship as a amp instead of lets say STR. One of my favorite lines from a mini-gunner is "I ant got time to bleed." thats not very friendly.

My other question is my 2 options are missile launcher and heavy bolter but I do not get the talent for bolt as a starting skill.

Great questions, Kaltos.

Yeah, it seems that FFG reeeeally wants the IG to be sitting around singing campsongs with all the emphasis on Fellowship. Let me look a little bit closer at the Heavy Gunner on Wednesday night and I'll post my thoughts.

Your options for starting weapon (week one errata update) are missile launcher, heavy bolter, or regiment favoured weapon.

I'm not sure the team has settled on its favoured weapon yet.


Not in use

I've put forward Plasma gun as the favored basic weapon - but Kaltos is the only one who can use heavy weapons so can freely choose the heavy favored weapon.


OK, everyone, some big changes in the week two errata:

Week Two Beta Update

Be sure to look at the advance tables. Looks like they went back [a bit closer] to the Black Crusade system. A good move.

Sooo... I know this is a pain but take a look at your character again because some advances may be cheaper for you. Changes for many of the character classes as well.

They also changed the name of the Regimental Training Doctrine "Fieldcraft" to "Survivalist." It's a recommended change I passed along on the forums... I guess they are listening!


Hathin De'Lark wrote:
I've put forward Plasma gun as the favored basic weapon - but Kaltos is the only one who can use heavy weapons so can freely choose the heavy favored weapon.

So the choice is yours, Kaltos. I would agree with Ellipsis that a heavy flamer makes sense for a jungle unit. If the heavy flamer is the regimental choice, you still can choose heavy bolter or missile launcher.


Male Human Operator

Skill got cheaper by 100XP so I'm happy with that since I had spent 300XP in Dodge...

My character is done (I think) and ready for full review, do I put the special Oremor weapon instead of the standard knife?

Cheliax

Male Human Warhammer 40K GM

OK, going to re-jigger my character based on the new errata.

Basically only need to change the fact that I saved 50XP from my purchase of Simple WS advance (I mistakenly had only charged myself 300XP for it anyway, instead of 500XP). I'll hold on to it for now.

Also dropped Solid Projectile, Low Tech from Weapon Training.


Male Human Sniper

Didn't see any changes for my guy. Just waiting for a character review once Eradico gets back to check numbers.


Anselm Tartare wrote:


My character is done (I think) and ready for full review, do I put the special Oremor weapon instead of the standard knife?

Yeah, the chit-sickle is the signature small hand-weapon for Oremor regiments.

Bal (and everyone else), I should be able to verify numbers by next week.

Thanks for your patience, everybody. I really hope the wait is worth it.


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

I checked the xp cost for the advances I bought, and they didn't change.


So I am thinking on getting the projectile instead of las and then getting the launcher as the other weapon talent that way I have something that can, with the right missiles, take down vehicles. I will still select heavy flamer as the regimental heavy weapon. What do you all think?

oh and the fellowship amp. have you put some thought into it Eradico?


Kaltos Havelock wrote:
So I am thinking on getting the projectile instead of las and then getting the launcher as the other weapon talent that way I have something that can, with the right missiles, take down vehicles. I will still select heavy flamer as the regimental heavy weapon. What do you all think?

Just to clarify, Weapon Training(SP) does not grant proficiency with the rocket launcher, you need Weapon Training(Launcher)


Right, I have a choice of las or projectile, them one more that I am thinking of as launcher


Kaltos, haven't had time to dig into the rulebook while on the road. Will try to give you an answer soon, however.


Not in use

Just a note that I'm watching and will update my character soonish - just slammed with work so probably won't have it done for a few days.


Rad:
Hey Rad, please note changes in the errata for Commissars.

Commissar Starting Aptitudes, Talents, and Modifiers
(page 50): Replace “Strength” Starting Aptitude with “Fellowship.”
Replace “Weapon Training (Bolt, Chain, Las)” Talent with
“Weapon Training (Bolt, Chain, Las or Solid Projectile, Low-Tech).”


Team,

Hey, I'm back home and this weekend I will endeavor to do character checks. Still hoping to start the campaign by the first of the month. :)


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

Hope you enjoyed yourself, Eradico


Thanks, Lorm. Had a blast in California w/the family at Disney, Legoland, and the beach. Also visited my sister in San Jose for a few days. Good to be home, though.

Feeling a bit surreal today. Last night I went to a midnight showing of the new Dark Knight movie w/my oldest son in Thornton (NE Denver). Then came home and saw that some idiot, gutless psychopath shot up a theater in Aurora (SE Denver).

Cheliax

Male Human Warhammer 40K GM

Glad to hear you had a good time on vacation, Eradico.

I'm also relieved to hear that you and yours avoided that awful, awful event (although it sounds like you were very fortunate). After realizing it was in Denver, I have to admit my first thought was that was where you live (the only Denverite I know).


Thanks, Rook, for your thoughts.

Weird side-note: Me and my son waited in our seats for about an hour for the show to start. During that time a guy ran down my aisle, leapt over the seats, and assaulted a guy seated directly in front of me. As they wrestled nobody knew what to do until a couple of apparent friends pulled the assailant off the other guy. I looked at the girl next to me (I was passing the time reading Gaunt's Ghosts!) and we were both completely flabbergasted.

In hindsight I cannot imagine how much, much worse it would have been in the event of a shooting.


Not in use

Welcome back Eradico :)

Hathin hasn't been finalised yet as I figured that there might be more errata (week three is out on the FFG website now) between before and now. I'll touch him up soonish.

Unless there are strenuous objections... I'm going to lock in the plasma gun as the regimental basic weapon.


Hey Mark (and everyone else),

Yeah, might as well wait another couple of days for *more* changes. Sigh. The beta process has been a little challenging, hasn't it? :)

I've been delayed on checking character stats for a couple of reasons:

1. Gotta get more toner in my printer. I'm sick of clicking back and forth on the .pdf to find the rules I need. I'm going to simply print the whole damn thing out.

2. Spent nearly 12 hours today learning how to make maps ala Rook-style. He clued me towards a couple of programs, MapTools being the main one. Between my stupid laptop, watching a bunch of youtube tutorials, my piece of crap router, and my own general ineptitude I think I finally figured it out. Aaugh! Tactical maps will be important, I think, in case we have a combat or two (hint, hint, wink, wink).

Anyways, even though the discussion thread has been dead for a while, please understand that I'm working diligently to make a fun-tastic gaming experience for you!! Once I get all the *freaking* mechanics figured out, it should be GAME ON.

Oh, and Plasma Gun... Fine by me!

Cheliax

Male Human Warhammer 40K GM

Don't worry Eradico, play by post players like us are a patient bunch. Especially everyone who has stuck it out with me over the years through both games (commendations to all for your tenacity!). Lulls due to real life; family, work and non-gaming concerns always come up so don't sweat it.

Glad you are having luck with the maps. It is kind of a jury-rigged system I use, and took some practice to get used to (and many, many, oops moments), but I wanted to have something more visual for encounters, and it has done the trick for me so far.

I figure they will be stabilizing the Beta for OW soon, since it probably is going to be released in some capacity for Gen Con (but I may be mistaken on this), so it shouldn't be too long until we have a final build (that likely will need some house-ruling anyway, heh).

Consider our recent lull just quiet patience and building anticipation, I for one can't wait to play!


Week Four Beta Update has been posted.

Lorm, some considerable Medicae changes but nothing you would know of until we actually start play. Not to worry for now, I think.


OK guys, I'm slowly making my way through character approval.

FYI, here's a couple of relevant changes from the beta updates:

Penal Colony Regiment Creation changes

Add “Linguistics (Low Gothic)” to
Penal Colony Starting Skills.

Replace the last sentence of Honour Amongst Thieves
with: “Penal colonist characters may start with one of the following:
Peer (Underworld) or Street Fighter.” [In other words, "Pity the Weak" is no longer a talent choice.]


I'm going to post stuff as it pops up in my head while checking stats so here's another:

Remember that the regimental commander (Phlegmatic) grants everyone Common Lore (Imperial Guard) and Common Lore (War). This results in duplicate skills for some. Those characters get an extra rank (+10) in that skill.


Anselm Tartare wrote:
...do I put the special Oremor weapon instead of the standard knife?

Correct. Instead of knife everyone (except the Commissar and Storm Trooper) will carry a chit-sickle as the standard regimental hand weapon.

Common Chit-Sickle: melee weapon, Dam 1d5 R, Pen 1, Razor Sharp.

Rad, Ellipsis, if you prefer to carry a chit-sickle over the knife that's fine. We'll assume you were billeted on Oremor with the 4th Regiment long enough to earn one and learn its use.

Rook, are you saying the chit-sickle can also be thrown? In which case it would also have a range of 5m?

EVERYONE PLEASE NOTE: due to Hardened Fighter Training Doctrine you can take a mono-edged basic melee/low-tech weapon. Thus for a mono-edged chit-sickle add +2 to Penetration, making a formidable hand weapon!


Regimental Favoured Weapons

Unless objections/further discussion is posted, we are locked in:

Basic Weapon: Plasma Gun
Basic Heavy Weapon: Heavy Flamer

Kaltos, please note (w/errata changes) your weapon choice would then be:

Common Craftsmanship Missile Launcher with 5 Frag Missiles OR
Common Craftsmanship Heavy Stubber OR
Common Craftsmanship Regimental Favoured Heavy Weapon (Heavy Flamer)


OK, Mark, you are first up for character approval...

Looking over your character page, just a few adjustments (mainly cause of errata changes):

From the errata: 'Replace “or Common Craftsmanship
Meltagun” in Specialist Equipment with “or Common
Craftsmanship Regimental Favoured Basic Weapon.”'

So replace meltagun and ammo with Plasma Gun

Your Agility should be 38, not 37. :)

Looks like Dodge should only cost 250 instead of 300 if I'm reading the errata and your character page correctly (yea, big whoop, I know).

If you have any character background fluff, please post it as well.

Looks awesome Mark! Can't wait to see gruff, "bloody-minded" Lark in action!


Ellipsis and Kaltos,

No hurry, but this next week can you post stats/equip/background on a character page for approval? Let me know what you might need from me in this regard.


I still need to select skills and what I can afford will depend on the changing the fellowship to Strength as amps. Beyond that I think I have every thing else figured out.


Rook,

A few adjustments:

Adjust stats for mono-edged chit-sickle (Pen Damage).

I love the idea of the chain chit-sickle, btw. First time I noticed it.

Adjust Common Lore (Guard AND War) +10 to a total of 40 (house-ruling that Sergeants BEGIN with that skill and Regimental Commander adds it again).

From errata:
Sergeant Starting Aptitudes, Talents, and Modifiers
(page 46): Replace “Weapon Training (Chain, Las, Low-Tech)”
Talent with “Weapon Training (Chain, Las or Solid Projectile,
Low-Tech).” -- I'm ruling the Sergeant still has the Low-Tech talent due to experience. Please add.

One other note. I think it's ridiculously hard for the Sergeant to raise his Ballistic Skill. Another problem I think is the undervalued nature of Leadership. I guess we'll let it play out but I am open to suggestions.

EDIT: If you have any background fluff to share at this point, please post on character page.

Nice job, Rook.

Rook:
Hey Rook--When reading the description of Comrade Enzo, why did a younger Steve Buscemi keep coming to my mind? ;)


Kaltos Havelock wrote:
I still need to select skills and what I can afford will depend on the changing the fellowship to Strength as amps. Beyond that I think I have every thing else figured out.

Kaltos, do you need me to list some potential skills/talents/etc. and their costs?


Eradico Pravus wrote:
Your Agility should be 38, not 37. :)

I'm an idiot, Mark. Your math is correct!


No I know what I want but the cost will change if I have strength as an aptitude vs the fellowship they have for the heavy gunner.


OK, Kaltos, I can get you that info Saturday.

Lorm, Bal, Rad, Deiros, I hope to get to your characters tomorrow.


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

Okay cool.

Cheliax

Male Human Warhammer 40K GM
Eradico Pravus wrote:
Rook, are you saying the chit-sickle can also be thrown? In which case it would also have a range of 5m?

I'm thinking that with the slightly less than circular curve of the chit-sickle blade, it could be thrown by someone proficient with it, in the same manner you would throw a hatchet, end over end. Five meters sounds about right.

Eradico Pravus wrote:


Rook,

A few adjustments:

Adjust stats for mono-edged chit-sickle (Pen Damage).

Will do.

Eradico Pravus wrote:
I love the idea of the chain chit-sickle, btw. First time I noticed it.

Thanks, it is mostly cosmetic, but I felt it added another little taste of Oremor to the character.

Eradico Pravus wrote:
Adjust Common Lore (Guard AND War) +10 to a total of 40 (house-ruling that Sergeants BEGIN with that skill and Regimental Commander adds it again).

Works for me, thanks for the perk!

Eradico Pravus wrote:

From errata:

Sergeant Starting Aptitudes, Talents, and Modifiers
(page 46): Replace “Weapon Training (Chain, Las, Low-Tech)”
Talent with “Weapon Training (Chain, Las or Solid Projectile,
Low-Tech).” -- I'm ruling the Sergeant still has the Low-Tech talent due to experience. Please add.

All set.

Eradico Pravus wrote:
One other note. I think it's ridiculously hard for the Sergeant to raise his Ballistic Skill. Another problem I think is the undervalued nature of Leadership. I guess we'll let it play out but I am open to suggestions.

I'm not so much concerned about raising BS as I am incorporating the Leadership Aptitude more effectively. I see that they sort of made a conscious design choice to lean toward a more melee, 'storm the trenches' type combatant with the Sergeants, which I have no problem with. I'm fine with seeing how it all works in play before tinkering, as there is still at least one more week of errata coming too.

Eradico Pravus wrote:

EDIT: If you have any background fluff to share at this point, please post on character page.

Nice job, Rook.

Thanks Eradico, I want to wait to see some of the other backgrounds before committing my background to the sheet. I have been debating some character concepts in my head for the last week or so, and want to let everyone else have a chance to define themselves before settling on my choice.

Eradico:
Glad you liked him, Eradico. I have to say I must be doing something correctly in my descriptions if you say Steve Buscemi, because that is precisely who I had in my minds-eye for Murjoff. If you weren't already aware, you can do a thread search in the Oremor Affliction IC for 'Murjoff' and you'll learn a little more about him. ;)


Not in use
Eradico Pravus wrote:
OK, Mark, you are first up for character approval...

Aye - I've noted I need to make a few minor adjustments for the plasma and errata. Will do so soonish.

Haven't got too much background fluff written up, as I assumed I'd wing it for the most part :) I can toss together some quick character hooks for you if you like?

On the topic of sergeant loadout - it's one of Games Workshops big tropes to have the leadership kitted out like officers in napoleonic times (when the officer in charge of a musket company was kitted out with just a sword and pistol).


Hathin De'Lark wrote:


Haven't got too much background fluff written up, as I assumed I'd wing it for the most part :) I can toss together some quick character hooks for you if you like?

Nah, that's OK. I'm sure we'll learn more about all the characters as we go along. Mostly I was just looking for a 1-2 sentence elaboration on Lark's demeanor/background. It's fine to leave it for now.

Hathin De'Lark wrote:
On the topic of sergeant loadout - it's one of Games Workshops big tropes to have the leadership kitted out like officers in napoleonic times (when the officer in charge of a musket company was kitted out with just a sword and pistol).

Makes sense, fluff-wise. I guess my big fear is that Only War might end up like our Deathwatch combats... All shooty and very little melee which would end up hurting the efficacy of the Sergeant. Like Rook said, we'll see how it goes. Should be fun regardless.


Bal,

Scope lists his alignment as "Loner." I'm assuming that's his demeanour. :)

Replace knife with mono-edged chit-sickle.

Ammo for your sniper rifle: one clip in the gun, 2 spares (each carries 20 rounds).

Here are the stats for the sniper rifle, in case you're interested:
Sniper Rifle /Basic /200m S/–/– /Dam 1d10+4 /Type: I /Pen 3 /Clip 20 /Full Round Reload /Special: Accurate, Reliable /Weight 5kg /Avail. Scarce

OK, I know you don't have the rulebook but help me out here (Mark, Rook, Ellipsis, if any of you want to double-check, that would be great). It looks like your "extra" skills/talents/etc. are:

Awareness +10
Operate Aeronautica
Dodge
Stealth +10
Simple Advances: Agility and Perception

I know that you doubled up on Awareness from sniper/recon regiment (granting Awareness +10)
Street Fighting doubled up from Penal Colony/Hardened Fighter (granting +100 xp spent on Operate Aeronautica)
Agility doubled up from sniper/Survivalist (old name Fieldcraft) Training Doctrine (thus you took Dodge which has the shared aptitude Agility)

So then it looks like you spent extra XP on:

Stealth +10 / 100xp (two matching aptitudes Agility and Fieldcraft)
Agility simple advance (+05) / 100xp (two matcing aptitudes Agility and Finesse)
Perception simple advance (+05) / 100xp (two matching aptitudes Perception and Fieldcraft)

Thus 300xp spent as a Support Specialist.

If my math is right, it all looks good. Let me know if there are miscalculations because I want to make sure you don't have EXTRA points still to spend.

Bal, also sent you a PM.


Kaltos Havelock wrote:
I still need to select skills and what I can afford will depend on the changing the fellowship to Strength as amps. Beyond that I think I have every thing else figured out.

Kaltos, it might be easiest if you supply a laundry list of desired upgrades/talents/etc. Then I can calculate costs based on aptitudes that include Strength.


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

Everything looks fine to me as far as I can tell. Also replied to your PM Eradico.


Ok so if Str insead of Fell as an aptitude I would take:

total of +10 to Str for 100+250=350xp
Take the bulging bulging biceps for 300xp
leaving 50 xp over from the 100 extra I got from street fighting.


Kaltos Havelock wrote:

Ok so if Str insead of Fell as an aptitude I would take:

total of +10 to Str for 100+250=350xp
Take the bulging bulging biceps for 300xp
leaving 50 xp over from the 100 extra I got from street fighting.

Nice. And yep, you just make the prerequisite for Bulging Biceps thanks to the Penal Colony STR bonus! :)

If you want to create a character page and post stats there, that's fine. But I think I have all the pertinent data here on the OOC thread to give you the thumbs up. Then I can just give a quick once-over once your character page is final.

Can you also choose a Demeanour, create a comrade, and pick a demeanor for your Comrade? On page 4 of this thread I posted a spoiler containing suggested Oremor-flavored names (Germanic first name/Venetian surname/or any sort of mish-mash of the two). Or you can be more generic like Lark or Scope. Your call. If you do not have the rules I can post some demeanor types later.

And to answer an earlier question, the Heavy Gunner is trained in four areas: Las/Launcher/Low-Tech/Heavy, so I'd say you can use a Heavy Bolter in addition to a missile launcher.

More later! Looking good Kaltos. Your choice of heavy weapon is missile launcher/heavy bolter/heavy flamer (the last being the regimental favoured heavy weapon).

Cheliax

GM W.R. Monger

So we are into BBQ and extra crispy things, I must start adding some burning fun phrases and words to my character now XD

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