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So that's three rerolls then.
S:1d10 ⇒ 3 And again 1d10 ⇒ 2, 1d10 ⇒ 5
Ag: 1d10 ⇒ 6
Per:1d10 ⇒ 5
Ok, my goal is to become a Sharpshooter, so a Weapon specialist or Heavy seems most logical, but we didn't want any more Specialists?
Hmmm, might as well roll for stats now, could help me decide what I play.
Ws:2d10 + 20 ⇒ (4, 3) + 20 = 27
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
It would be kind of nice to be some kind of elite regiment, so that's either Storm troopers or Grenadiers.
For me, the main thing is that the regiment have good armour, a full set.
Other things that are nice (but optional) is the chance to have a decent backup weapon, if a melee type regiment then some kind of gun, and if a shooting regiment, something a little more sturdy than a knife to fall back on.
Last thing (completely optional, just nice to have) is training that adds an aptitude, simply because it can lead to some tweaking to characters.
Ah, it's a good idea, all good officers needs a trusty batman.
Well, if you are into 40K, then I could say that Cain is basically Flashman in space.
Flashman gives a lot of (slightly biased) insight in a LOT of what the English empire was up to at the time, and boy, they were active let me tell you.
As for me, I am thinking Smart or Charismatic hero, Irish gentleman with some university background and probably a commission in the army as a way for the family to keep me out of their hair.
Since the time period is around the time of the Flashman books, I know the time period pretty well too.
The ways things are going, the Field medic definitively seems like the better choice, so I guess I'll cobble one together.
One question Gm, say someone begins with the Trade armorer, would it be possible to begin with one modification to the las rifle? If yes, I'd like a name for some indigenous type of wood from our home planet.
Ahem, yes, that would make sense.
In the interest of the load out, currently we have locked in on the auto cannon due to me being the heavy...but I am seriously considering that we might have more use for a medic.
Yeah, I thought of the right training but gave the wrong name. That's what happens when I don't have the book in front of me I guess.
As for the Exterminator upgrade, three characters appear to be thinking of playing the common lasman, so they do get three free weapon training to start with.
There are a lot of upgrades for the common las gun, but most of the other ones are more rare.
The Chrono is most likely a watch if I recall my 40K lore correctly.
Listen, just to make it clear, I'm not trying to be belligerent or anything, I hope I don't come off like that.
To be honest, I'd rather we had taken another doctrine, Sharpshooters being at the top of the list.
We could take Iron Discipline or Die-hards, but that might not really be all that attractive to people.
In the end, I'm pretty sure I'd be ok with whatever we decide on.
Theorythmuses second equipment list sounds pretty good, howeverr, it occurs to me that while we cannot add any more training to our regiment, we could still take a drawback for extra points to our equipment list.
Well, there is no problem with choosing the melta gun as the regiments favoured basic weapon AND include a sword in the standard pack.
I have rolled my stats, they are under the roll spoiler, didn't want to take up too much space.
Shall we talk a little about fluff then?
Our gear and training might also come into account.
One idea might be to add a melee weapon to the kit so that we can use the mono upgrade from warriors weapon in combination.
@Rorek55, well, first is the parry skill of course, after that it depends mostly on if you go the high damage road or the more attack road.
2d10 + 20 ⇒ (5, 7) + 20 = 32
2d10 + 20 ⇒ (9, 1) + 20 = 30
2d10 + 20 ⇒ (9, 8) + 20 = 37
2d10 + 20 ⇒ (6, 3) + 20 = 29
2d10 + 20 ⇒ (7, 9) + 20 = 36
2d10 + 20 ⇒ (10, 2) + 20 = 32
2d10 + 20 ⇒ (1, 3) + 20 = 24
2d10 + 20 ⇒ (9, 9) + 20 = 38
2d10 + 20 ⇒ (2, 10) + 20 = 32
Rerolling the 24 result:2d10 + 20 ⇒ (4, 9) + 20 = 33
Yes, if we had gone with the Sharpshooter route instead of warrior weapons, I'd have recommended you pick up the Perception aptitude and gone for awareness instead of Lightning reflexes.
It's too bad you can't have more than two trainings, seeing as you can get extra points with drawbacks and all.
@ Theorythmus, You can always requisition other weapons, but at the start, our resources will be rather low, so chances of getting anything is low.
@Poor wandering one, well, seeing as we will probably do a bit of stealth, I'd use part of the starting xp to buy the stealth skill and raise ballistics once.
Smeggin 'ell! Look at all whats happened since I went to sleep.
That being said, I don't see anything I object to with this regiment.
I'm going to be the squads heavy I think.
Oh, I'm all for this, I've been wanting to play only war for a long time.
"My first experience with death was my sister, she was shot during a gang war.
"After my sister died, I lost touch with my family, I think my father blamed me for my sister being there in the first place.
"It was a happy home at first, but it all changed on that day.
My father taught me a trick you can you when you don't understand something.
Well, to a point, but then again, I would have been surprised if we were all 100% in synch.
Commander...not so important, fixed is in the lead now, and I could accept that.
Regiment type...well, guerrilla troops makes a lot of sense for penal colony scum. Criminals are often sneaky, so that fits pretty well.
Guerrilla can be combined with Close quarter fighters. Get in, get close and play havoc with the enemy.
Furthermore, you could combine it with either Survivalists or Sharpshooters, either one would add a nice boost AND fit pretty well thematically.
And to make up for the extra cost, you could then take the few as drawback.
Call it a...first draft if you like, v 0.8 or something.