Per the Core book, characters receive equpiment from their specialty and from the regiment's standard kit. Hammer of the Emperor explicitly states that all sub-regiments use the core regiment's standard kit and may not contribute or modify the standard kit in any way, though regiments recently merged in the field may have some of there original equipment at GM discretion. The example the book uses is Death Riders of Krieg combined with another Rough Rider regiment, but I don't think the split regiment rules are meant to combine vehicle/mount focused units like riders or armor with footsloggers.
For Doc, my thought when I was putting these together was that he would be with the guards, being that he represents the more reasonable and civilized elements of Claustrum society.
Sorry for the delay on this, I got swamped a work and didn't really have the bandwidth.
I felt that the Frontier World was appropriate for the guardsmen who grew up in the wilds of Unduz and that Guerrilla Regiment better describes their composition (also, since we no longer have Deiros' operator it removes the vehicles as standard kit).
For the prisoners, I used Feral World as Mark suggested, but substituted in the same regiment type as the base regiment, since the talents and skills (Bombardier and Tech-Use) gained from Grenadiers were somewhat incongruous for a group of savage and uneducated criminals. Also, since they use the same kit as the base regiment Close Quarters Combat is pretty useless, so I replaced it with Hardened Fighters, which is similar thematically but provides a benefit.
For attachments, I pretty much went with my gut on how to put together a group which would mesh with what we have already.
Finally, I gave all the Oremorite guardsmen the Scarred by Loss drawback to describe their experiences. (Condemned is a super nasty drawback and I don't want to inflict that on anyone)
Claustrum Guards (Base Regiment)
The base regiment will need to buy standard kit again (or at least expand it with the 15 extra points), the others share that kit per the rules of split regiments.
Standard issue for a Techmarine includes 1 Bolter w/fire selector and 3 each frag and krak grenades.
I seriously doubt the usefulness of a Combi-tool or Lamp. Cluster mines might be useful but need to be deployed defensively, which may be problematic.
Also, if Rook allows, Rites of Battle has rules for using requisition to acquire assets from other Imperial institutions. Perhaps the Rogue Trader has a useful specialist or some household troops to requisition.
At this juncture, Eli does not have any questions for the Brigadier, though if he has anything interesting to say I wouldn't stop him.
As for requisition, given that it looks like we will be engaging in more subtle endeavors Eli will wear scout armor rather than the traditional power armor. Additionally, he will requisition an Ultra-Pattern Sharpshooter's Rifle (25 points), Cameleoline Cloak (20 points), and Auto-sense Goggles (10 points). He will retain his standard issue gear including his reductor and narthecium. If it is appropriate he will also retain the Omega Vault's chainsword.
If anyone has any suggestions or comments (hint, hint...)
Vincent is hoping he can prevent any of the guardsmen from going crazy and doing something stupid. He has a feeling he is going to need them and their firepower if he is going to make it out of this mess.
On a more positive note, it looks like the dice gods have ceased their unjust persecution of my rolls.
My main ooc question would be that since the scale is 4m per square shouldn't the group be a bit closer together. Each character occupies 1m so we should all be able to fit into 2-3 squares. They could conceivably be that spread out but it seems unlikely.
Also, can you give me a rundown of the weapons the other characters are carrying. I assume the guardsmen have las rifles and the heavy stubber for from the core book (by the way there is no "light" stubber only heavy stubbers) but I forgot exactly what Lauce and Ryuk picked up in the armory.
Unduz II, Oremor 7th Legion Penal Claustrum, Designate Ylesium, Plantation 7, Husbandry Barn Cluster 177, Edge of the Tertiary Fallow Fields.
Turning to the others, Vincent points a bony finger towards the fallow field, and the scattered undead which block their passage.
"There is no way around, we must go through. Ready your men Sargent, we are almost there."
Eradico, the fantasy flight forums indicate that true grit does indeed make orks tough bastards. Apparently the best way to kill them is with righteous fury, since this insta-kills mooks.
Also, make sure you are keeping track of which orks have fatigue, since they have a -10 to all tests. I don't think this has come up yet, but when it does.
Eradico, just to save you some time. Edwin's attack has a penetration of 2, bypassing the ork's flack armor, gets reduced to 1 damage by the ork's toughness and then reduced by the toughness again by True Grit. Since True Grit cannot reduce the damage below 1, the ork takes the 3 damage rending critical to the body. This will stun it for one round and it must pass a challenging (+0) Toughness Test or suffer from blood loss (it doesn't stack so you can ignore this).
Hate to be the one to bring this up but:
Penetration has no effect on Toughness, only AP.
Just a note Catman, per Only War p. 177:
Full Auto Burst
I noticed that Edwin is currently marked down as having a chit-sickle in his kit. As a stormtrooper, he would not carry or use such a weapon, instead retaining his stormtrooper fighting knife.
Also, since Edwin possesses Trade(Armorer), I was planning to apply weapon customizations to some of his weapons. How do you want to work this out? Should we resolve it now or wait until play begins? The modifications I had in mind were:
Hellgun: Custom Grip, Fluid Action, Modified Stock, and Trigger Adjustment
Note, the new changes for errata 6 increase the cost of a survival suit from 3 to 8 points, making standard kit:
Upgrade of primary weapon to lascarbine - 5 pts
Total cost = 20 > 15
Which means we have to reselect our loadout.
The demeanor that fits best would be Old
Also, the errata switches out the WS aptitude for Finesse, which resolves our earlier issue.
Edwin will take Mentor for 300xp.
I have been trying to write the a background but it isn't turning out the way I would like. For the moment I can tell you that that his previous unit was disbanded once it was reduced to just a handful of soldiers, and the stormtroopers reassigned to alternative duties. Mostly this consists of serving as bodyguards for important personages, where the manners and polish of the Schola make stormtroopers preferable to normal soldiers. He has finally been able to snag an assignment shepherding a commissar (Rad's character) in a regiment euphemistically termed "potentially volatile" (the other players). As far as personality, he is a hardened veteran who has seen years of combat on the Spinward Front. The experience has left him somewhat jaded, but he generally maintains a paternal attitude towards other soldiers. He is trained as a sapper (pioneer in stormtrooper parlance) and has extensive experience with explosives and combat engineering.
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)
From the errata:
Penal Colony (page 28): Replace the last sentence of Honour Amongst Thieves with: “Penal colonist characters may start with one of the following: Peer (Underworld) or Street Fighter.”
You may no longer take Pity the Weak so it is something of a moot question, but my understanding is that you do not need to meet the prerequisites of talents gained at character creation.
Lorm Dragonheart wrote:
Eradico, I didn't know what skill set is being used. Is it like DH and made up of basic and advanced, or is like the others, with some sort of criteria (besides aptitudes deciding the cost.) that decides what you can take?
There is no longer a basic/advanced division in skills, instead characters can use an skill except specialist skills untrained. (specialist skills are skills with different subcategories determining area of expertise) When using a skill untrained characters take a -20 penalty.
I was just looking over the standard issue equipment and noticed that we don't have microbeads. Since those are pretty important if we want to communicate at longer ranges we might want to swap something out in the requisition (microbeads are 8 points, and can be coupled with a chrono for an even 10).
Eradico Pravus wrote:
In the errata that was released this week, melta was eliminated as a "basic" choice for weapons specialist. Mark has been gracious in accepting this rule change (even though I would still let him take one if he really wanted to). His suggestion is that the Regimental Favoured (Basic) Weapon be the Plasma Gun (and then that choice *would* be available to him).
Technically, if the meltagun was the regiment's favored weapon he could take one, but I would still recommend Flamer/Heavy Flamer for a regiment of jungle specialists.
Damn lol I get Fieldcraft and Agility twice, Going to pick something interesting or just another fieldcraft appropriate for our regiment, so at least the driver can manage in 2 terrains.
Deiros, there is no way to get Fieldcraft twice. You might want to double check that.
Given the regiment's specialty, I would say that Flamers would be appropriate as a regimental favored weapon.
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.
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:
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.
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.
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.