As the Spinward Front warzone becomes increasingly unstable, the 304th Teutonian Crusaders are posted to the heavily forested frontier world of Skrynne. The planet's population is a shambles, its communities are in ruins, and the Imperial defense teeters on the brink of total collapse, but it is the Guardsman's lot in life to give his life for the Emperor, wherever He may choose to send them.
Total Combat Troops: 5,000
Regimental Commander: Col. Heinrich Plötzke
Squad: 10 troopers
Platoon: 5 squads commanded by a Lieutenant (50 troopers)
Company: four platoons commanded by a Captain (200 troopers)
Battalion: five Companies commanded by Major (1,000 troops)
Male Brawler WS 47, BS 34, S 41, T 52, Ag 32, Int 30, Per 26, WP 38, Fel 39, Wounds 16/16, FP 2/4
I'm sorry, that roll was high enough that they decide to not only NOT give you the Krak missile, but to also repossess one none vital bodypart of your choice.
How about my questions about the monsters in the jungle, while talking to the natives?
Beside that, not right now actually. Sam is happy with some sack time, and as long as he cannot get to the bar to steam out, there is not much he will do.
Also OOC I'm damn busy RL-wise atm ... learning hard for coming exams.
Pvt. Black, were you looking for something specific? All "Standard Kit" gear is available to you with no need for a roll, but if you want specific items like Krak/phosphor grenades, melta bombs, etc you'll need to roll for it.
Ehh, we got some XP for our dynamic entry + clearing of the vehicle park, didn't we?
Can't find the post saying it, but I am pretty sure there was one. But it could be me after all ...^^
The book provides for a certain amount of XP to be concluded at the end of the adventure, but I think having a few days in base is an appropriate time for learning new skills and talents.
Ähhh, Sargee? Did you roll for our mission gear at all?^^ Do we have it or not? I know we WENT over the get it, but I cannot find anything about actually fetching the things?? ;-)
Come on guys, work with me here. Black, are you wheeling the Chimera around, plowing on through, stopping? Adahlia/Locke are you grabbing a gunport lasgun? Right side or left? Maybe opening the top hatch to take aim with a hotshot? Help me to help you.
Should we pop back to Recruitment to find a replacement for Locke, or would you rather continue on as is? I'm not sure what Axel Black's posting is going to be like in the future either.
We can just hand-wave in the new character. "Stormtrooper Locke? Who? L-T, are you feeling okay? Private So-and-So's been with us the whole time!"
'Whoooah, what I did? I was sleepin in the back, dreaming of this naughty nurse in base ... And then you just sploded is head ova all da Chmera! I didnd did nothing!'
Hmm...give me an Awareness Test at +0, will take 1d10 times 5 minutes. Note also that the soldier by the Valkyrie is removing stuff that they gathered up, and he tells you as much.
Need help, as I see I don't have "skill values" (and the previous Tom Locke didn't had them either).
How do I set them up?
I will investigate, but maybe you can help me do it faster.
204th Teutonian Crusaders
Homeworld: Fortress world
Regiment Type: Siege Regiment
Commander: Sanguine
Doctrines: Anti-Armor, Well-Provisioned
Favored Weapons: RPG Launcher, Lascannon w/gun carriage
Drawback: Regimental Rivalry
The 204th are a proven force of vehicle killers, skilled at digging in and obliterating enemy armor or bunkers with a few well-placed lascannon shots. Infantry fight in support of the weapon crews, using RPGs and heavy stubbers to fend off enemy infantry while the lascannons do their work. The fortress world of Teutonia has defended the Leil Sector against the depredations of Chaos warbands from the Asamene Cluster, and the Crusaders take a fierce joy in killing heretics. The regiment even boasts several platoons of ogryn auxiliaries, usually trained as Bullgryn shock troops.
Each skill has a characteristic it uses as the base.
Then you add the respective skill level (unknown -20, known +0, trained +10, experienced +20,...)
If you have a skill noted down without anything else, its typically known.
You can use every skill, but if you don't have the skill at at least known, then you suffer the -20 for unknown skill.
After adding the boni / subtracting the Mali you roll a d100 using this forums dice-roller (see: How to format your text below the post-area). If your roll is below the final value you succeed, otherwise you fail. Meeting the exact value still is a success.
Looking at the statline, all of those skills about be Known. You can tell because the section what marks what the XP has been spent on doesn't include any Trained (+10) skills.
So for your Stealth Checks, since Locke knows that skill he gets just his Agility, which for you is 43.
Stealth vs 43:1d100 ⇒ 100 Yikes! This would be a terrible fail! 6 Degrees of Failure!
But you get the idea. Feel free to ask for circumstance bonuses as well, like "I work my way around to the other side, so the sun is in the eyes of anyone looking my way. Is that worth a bonus"? I won't always say yes but I try to reward that sort of cleverness.
So I dug out my rulebook and it says we're allowed one re-roll, so for my 24 I will go again:
2d10 + 10 ⇒ (7, 10) + 10 = 27
Bleh, of course that should be 37, it's +20, not +10
Okay, I also need to roll wounds
10 + 1d5 ⇒ 10 + (2) = 12
And fate points
1d10 ⇒ 10, which goes to 3 fate points
Good to see you here, snowman! Finally side-by-side, sucking dirt rh?^^
Failed that fate roll above. Forget that it is with d10 and table lookup...
fate v2:1d10 ⇒ 7 does not end the result of 4 Fate points total.
So Heavy should ready.
Alias of BayouSnowman, from an old OW game that never got off the ground. It's a storm trooper, which I might keep, or maybe something else. Don't have the books in front of me, so want to review them before deciding. So until then, ignore the current profile details until I can update.
Nice to see you too. Hopefully I'll get a chance to play along side some of this small WH40k community for a change.
Lot's of interest, nice. I should be able to hammer out the idea in my head later today. It's been surprisingly slow considering what few choices you have in OW character creation! :)
RPG is definitely listed as a heavy weapon and the special weapon of our regiment. The lascannon is more or less artillery as it is moved by vehicles - or so I thought.
We should have a saying in the equip, he stated this in his first post I think.
I have to say, looking at it seems like it's better to start Weapon Specialist and pick up the heavy weapon skill than it is to actually go heavy gunner? Or am I missing something?
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
RPG will count as a Basic Launcher weapon, similar to the Grenade Launcher listed in the Core but direct-fire and longer range. Will post the statline for it in the Discussion tab once I've created the campaign tabs. RPG is the regimental Special weapon; the regimental Heavy is a Lascannon (often but not always equipped with the gun-carriage from Hammer of the Emperor)
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Also, if anyone is looking for an example to follow Sam "Heavy" Jankins has a good stat profile, including recording how he's spent is XP. 10/10 will doubtless read again.
I have to say, looking at it seems like it's better to start Weapon Specialist and pick up the heavy weapon skill than it is to actually go heavy gunner? Or am I missing something?
The only problem with that is that Weapon Specialists don't get a heavy weapon as part of their kit. But in this regiment they could be carrying the RPG (the unit's "basic" weapon.)
The RPG can employ all the types of grenade ammunition that a Grenade Launcher can use.
IMPORTANT: the "grenades" that the launchers use will be counted as a their own ammo type distinct from each other and thrown grenades. So no loading a pull-pin pineapple grenade into an RPG, and no chucking 40mm grenade-rounds at cultists and expecting a boom. Each is a separate ammo type that needs to be tracked separately.
ALSO IMPORTANT: For the sake of our sanities I won't be tracking different types of "energy cells" or solid-shot rounds. I will implement a separate tracking based on weapon type--Pistols, Basics, and Heavies can't share ammo--but you don't have to worry about whether that autogun you picked up is a 7.52 or 5.56 or whatever.
Sorry! This week (and now weekend) has turned out a lot crazier than I expected. I may not be able to work out a character after all. I'm having a lot more trouble than I'm used to.
Sorry to hear that, hope you will find the time to scratch something up!
Thanks Wolf, I think I will stay with the BIG BERTHA (the name of my heavy launcher) for now, but I have the ability and training to use a laser cannon as well, if we REALLY have to kill that Chaos tank.
Some more questions incoming, so this does not get boring ;-)
Can I assume that I will get a flashligh (lasgun) as normal weapon ... so I do not have to shoot a rocket at one sole heretek?
What about special rockets - in fact mostly anti-armor krak rockets instead of frag's?
Also: does my comrade carry some rockets too? Or maybe even other soldiers of the regiment?
The part about ammo sounds fair and ... sane? xD
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Heavy Gunner will start play with the (5) frag missiles they are allocated in the Core Rulebook.
All characters will have access to whatever weapons you select as part of your standard kits, which I'll have you select after I close the submissions window.
@aptinuviel and Jonahkan, remember that you have until the 20th, and I hope things are going well.
The Standard kit (so far) for our regiment includes a Lasgun as it's main weapon, with 6 charge packs because we are a siege regiment, and an additional 2 for being well provisioned.
We can hose our enemies down with lasbolts all day and night if need be.
I will be making up a sheet and doing the last bit of my rolls tonight and tomorrow. Going to do a read-through of what we currently have on the table as well.
Bayousnoman here, going with Storm Trooper, keeping much of the same PC as I had before, removing some parts specific to the previous game, its a work in progress, but at least you know my choice, in case that helps with others' decisions. Hopefully can finish it up today, but I gotta head out of the office for a meeting, so didn't have time to finish. Work in progress.
I'm unable to find out regiment details, I only have hammer and core, so maybe they're in the other book, can someone post those details, so I can complete my profile. Thanks.
Complete Background including Homeworld, Commander, Doctrines etc:
+3 to two of the following three stats: BS, WP, T
+3 T
-3 Int
Skills:
Common Lore [War, imperium, Imp. Guard, Low, Gothic, Tech]
Tech-Use
Talents: short descriptions of all talents should be in my profile
Nerves of Steel
Die Hard
Tank Hunter
Hatred [Choas/Heretics] Don't know for sure which one is more appropriate according to the history of our homeworld
Enemy+Hatred [Some other Regiment]
Bred for War (WP test to act against standard guard rules)
Well-provisioned: +2 week-rations, +2 main weapon ammo, +1 standard kit greade each.
Thats it, just add your speciality on top of that on your done.
I only have hammer and core too, but found it all? I thought we all had Sprint Talent as well?
Fortress World: Combat Doctrine gives you choice of Nerves of Steel or Sprint but Siege Infantry also gives Nerves of Steel, so may as well take Sprint?
Thanks for the post, probably a few people without that book, didn't realize I was missing one, though OW has just been collecting dust on my HDD. I'll update in the morning and I'll be complete, being a one shot makes it simple, not having to think to much, and pour as much thought into a pc as I normally do, and enjoy.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Not at my books currently I believe Sprint is an either/or option, along with Nerves of Steel (I think?). Meaning you pick one or the other. Will confirm that once I'm home.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
@Sam, you're correct sir. Thanks for the assist, and to Spinningdice for the spot.
Just read that FFG's contract with GA isn't being renewed, so the WH40k RPG lines are officially dead unless that changes. Figures, with Battlefleet Gothic and the skirmish games making a comeback they were being entirely too reasonable.
I think it's just GW reconfiguring, they've remembered that a lot of people like the smaller, more boardgamey games, so they wanted their licence back.
Not sure where that leaves the RPG though. The FFG 40K-RPG line was developed by FFG, so I doubt GW has full rights to it.
Still, there's enough out there for most stuff, and I'm sure fan-sites will fill out the gaps (assuming GW doesn't get all cease and desist happy again).
Alias complete. I have only included the Specialist Equipment of the Storm Trooper, have left out everything else as I think we need to decide that together? If I'm missing some standard issue stuff let me know, had things in the alias from before, but can't remember if it was from something unique in that game or universal.
No comrade, and I'm going by the errata rules, so its a backpack ammo supply for my gun.
Please review and let me know if there are any mistakes or something missing.
Alphabetically assigned together by an administratum functionary, Ingrid and Tatania are a capable heavy-weapons team. Neither are particularly strong, so they tow their lascannon around on the standard rubber-tyred truck. They work well together, but rarely get close to anyone else. They know they’re likely to die in battle, but some parts of this life aren’t too bad, and they figure if they keep their heads down they’ll at least get a few good experiences in before they bite the lasbolt.
Ingrid is short and stocky, whilst Tatania is somewhat taller. Both have the characteristic Teutonic blond hair and blue eyes.
XP Spent, 550/600. Comrade Advance: Stabilise, Comrade Advance, Loader
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness
Starting Skills: Athletics, Common Lore (Imperial Guard, War, Tech), Intimidate, Tech-use
Starting Talents: Iron Jaw, Weapon Training (Las, Low-Tech, Heavy), Nerves of Steel, Die Hard, Tank Hunter (Add Degree of Success to penetration when attacking vehicles, add BS bonus to penetration against vehicles)
Equipment: Common Craftmanship Lascannon, standard equipment
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
A small note to Jonahkan: You mention a lascannon in the character description, but Ingrid will start play with your choice of either a heavy stubber or a missile launcher as described in the Core. That might affect your choice of weapon trainings.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I'm reluctant to hand anyone something as powerful as a Lascannon right out the gate, even Deathwatch didn't do that. It does say that they can pick regimental weapons, you're right, so I'm going to overrule that. Apologies.