"Against the Savages," an Only War Adventure (Inactive)

Game Master CrusaderWolf

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.

Standard Kit:

M36 Lasgun + 8 charge packs
Bayonet attachment
Exterminator underslung attachment (one-time only, counts as Hand Flamer)
Laspistol Sidearm + 4 charge packs
3 Fragmentation Grenades
3 Photon Grenades
2 Smoke Grendes
1 Knife
Good-Craftsmanship Flak Armor
Micro-bead
Entrenching Tool
4 empty sandbags
Respirator
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
4 weeks’ ration packs
Rusksack

304th Organization:

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)


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In that case, I'll make it a missile launcher, if Sam's okay with two in the group? Which would make us a kind of heavy-weapons section, I guess... is there some option to switch out my Frag missile for Krak (then we could swap a few in-character and each have a mix of both)?


In principle I am okay with it for sure, but here's one thing to consider: Having a weapon capable of full auto (like the heavy stubber) unlocks the suppressive fire action which is incredible powerful to stop enemies from charging/shooting at us or even for a distraction. I think we might want to have on of those in the team. It simple is too useful and really could save us. If you want to go with rockets, I might go with the stubber instead.


Not to mention that together, they can be a very useful one-two punch.
The missile launcher might be able to break down cover, and then the stubber can spray the enemy.
Or the stubber can keep the enemy pinned long enough for a nice missile to impact in the middle of the crowd.


Okay! I'll go for that then. Any particular Talent I should take to make best use of it?


Not really. I think you already got the comrade advance giving you the +10 ballistic, which is great for scoring more hits. In general: everything that gives +XX to Ballistic Tests is great, I am also aiming for "Bulging Biceps" ... Removing the bracing requirement for heavy weapons, but it has a heavy requirement of 45 Strength so its not a starter talent...

One reminder: You will have to switch out Weapon Training Laser for SP (which stands for Solid Projectile) to use the stubber without penalty.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Quick reminder to those who haven't finished up characters--recruitment closes at midnight on Sunday the 20th. However, I'll go by midnight EST instead of German time, so I probably won't get around to checking out the finalized characters until Monday morning at the earliest, and will probably post my decision on Monday night my time (probably early afternoon for most players in the USA).


Repost without lascannon

Ingrid Ingorsen

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.

Heavy Gunner: Ingrid Ingorsen. Comrade: Tatania Ingorson. Weapon Skill 28, Ballistic Skill 40, Strength 37, Toughness 40, Agility 33, Intelligence 28, Perception 34, Willpower 40, Fellowship 30

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 (Solid projectile, 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 Heavy Stubber, standard equipment

Wounds 12 (10+1d5)
Fate points 6 (1d10=10, grants 3 fate points +3 for structure)

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

So looking back through the thread, these are the completed submissions I'm seeing:

Tiamat Firewalker - Sam “Heavy” Jankins (Heavy Gunner)
BoggBear - Cormaeg MacCammon (Sergeant)
spinningdice - Adahlia Movano (Medic)
BayouSnowman - Thomas Locke (Storm Trooper)
Jonahkan - Ingrid Ingorsen (Heavy Gunner)

I'm in Europe so I'm headed to bed, but anyone who still wants to make a submission has until midnight EST to do so. I'm getting up at 6am and will check on any last-minute submissions and then close the window.

Monday afternoon/evening I'll give the submissions a look-over, and you should have your answers on Tuesday. Thanks for submitting!


Good luck, my Microsoft update made my computer die so now posting from phone, and hope the chosen few have a great time, because no idea when I get my computer in more "stable conditions"

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Out of five submissions I select...

Made the Cut:
ALL OF YOU! CONGRATS!

I've got a decent chuck of work to get done tonight, but I'll work on the Campaign Thread when I can. Have the day off tomorrow so I anticipate being able to start then. Thanks for patience, and sorry in advance if my posting times are weird.


Yippi!^^ ... and: First ;-)
If I remind correctly we now first have to decide on the default regimental equipment together?

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Yes, it'll be the standard 32pt array, using the list as presented in the Core. I reserve the right to veto anything too over-the-top but I don't anticipate needing to use it. You can select various things you think will come in handy, and hopefully it increase the regimental attachment too.


Some thoughts and a question:
- Do the specialist equipment override the main weapon of the standard kit or does one get both?
-- if they override it: Then we should really get a sidearm (which one of the listed: Laspistol (5), autopistol (8), stub revolver (3) is debatable) for the heavies so they do not have to shoot a single heretec with a rocket or full auto burst ...

- maybe a mono upgrade to the standard knife for 10 points (its a scarce item), so they are actually of use in melee
- maybe a smoke grenade for 5, they are a great addition for pushs or retreats... Ahh I mean tactical regroupings.
- one really useful thing would be a micro-bead for 8. A sort of walky-talky so we can talk over a distance. Very useful in my eyes.
- also a respirator/gas mask for 8 would be nice to have ... You never know when you need one, but when you need one, you need it RIGHT NOW ...
- if we have to spare: Increase our flak armor we get from common to good craftsmanship for 5. This will increase its AP (armor points) by one against the first attack of each round. May safe us frequently
-->Why not good craftsmen weapon: It only counts for standard kit weapons and most of us get special weapons, plus the boni for ranged weapons is not that remarkable in my eyes (they get reliable, which all lasguns have by default anyway ...)

These are just some ideas, so feel free to suggest additional ones. This really should benefit us all, and I can only tell what would be helpful for myself or each and every character. If you find something important for your character, just put it here and we can discuss it.


Happy to be guided by Sam on this. Micro-beads definitely get my vote. They'll be more scope for RP if we can talk to each other.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

In the "standard" kit the laspistol is treated as the primary weapon. The Siege Regiment rules upgrade you're primary weapon to the M36 Lasgun, but you still have to buy the sidearm since the lasgun replaces rather than supplements the pistol.


Jup that is clear (so me might want a sidearm nevertheless ...) but my main question was if the special weapons one gets from the specialties - like the heavy rocket launcher/stubber - replaces the standard kit lasgun or not.
So in short: Will a heavy start with his heavy weapon + lasgun or rather with only his heavy weapon?


I'm pretty sure that your specialist equipment is in addition to the regimental gear.

I have a question, the well provisioned regiment adds a grenade of each type, does that include a grenade type we add to the standard kit ourselves?
We COULD add a krak grenade and end up with a pair of them for sticky situations.

I'm in favour of microbeads, and a side arm might be useful, though as a Sergeant it will be of less importance to my character overall.


From the wording of well provisioned, I would say yes, buts that's definitely a gm thing to decide. But the part about Standard issue grenades sounds like it. Would also increase the smoke grenade of my proposition.
Sounds clever to do it like this, and would also fit the regiment being anti armor and siege regiment ... You really can't have enough grenades for both of those ^^


Heh, every trooper would be lugging around four types of grenades, crazy prepared or what?
Popping smoke to hide, flash to confuse, frags to shred infantry and krak for tanks and other armoured foes.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Standard kit is for everybody, Specialist equipment is extra, added on top. So a Storm Trooper will have a Hotshot Lasgun + M36 Lasgun, and a heavy gunner will have their ordnance + a lasgun. Hope that helps!

Wording for Well-Provisioned doesn't specify, so I'll go ahead and say that it applies to ALL grenades that you start with--so add up regimental standard kit, 32pt buy kit, & specialist kit and then apply Well Provisioned.


Here is our current loadout before specialist equipment and point buy:
- Main Weapon: M36 Lasgun + 6 charge packs + 2 additional packs
- Grenades:
... 2*Fragment + 1 additional
... 2*Photon Flash + 1 additional
- Full Imperial Guard Flag Armor
- Respirator
- Entrenching Tool
- 4 Empty Sandbags
- 1 set of Uniform, 1 set of poor weather gear
- knife
- Rucksack
- basic tool set
- mess kit + water canteen
- blanket + sleeping bag
- rechargeable lamp pack
- grooming kit
- id tags
- instructor handbook
- two week ration packs + 2 additional week rations

Found out they we have a respirator, so that can be tossed from the list.


I just had a very unpleasant train ride with lots of waiting on stations somewhere in the middle of nowhere and the like ... Soo I had lots of time playing around with the standard load out.

Most of us seemed to agree on com beads. They cost us 8 and thus leaves us with 32-8=24.

Grenadiers to the frontline!:

This will give us enough grenades to conquer something and will make the RPG regiment weapon mighty.
..Krak-Nade: 15, leaves 9
..Smoke-Nade: 5, leaves 4
..Stub-Revolver Side Arm: 3, leaves 1

Balanced Pack:

Basics:
..Las-Pistol Sidearm: 5, leaves 19
..Craftsmanship Improvement [Flag Armor]: 5, leaves 14

Some Options for the remaining 14 points:

First Set: 'Mod My Lasgun'
..Smoke/Frag Nade: 5, leaves 9
..Melee Attachment (Lasgun): 3, leaves 6 (attaches a knife right under the lasgun so you do not have to pull out a knife to defend yourself in melee)
..Exterminator Attachment (under slung one-shot flamer, incredible fearsome if you image a whole frontline firing them at once, useful for cleaning bunkers and the like): Common item: 5, leaves 1

Second Set: 'Put on the Bayonets'
..Mono Melee Attachment (Lasgun): Scarce + Plentiful item 10 + 3, leaves 1 (will give the regiment really scary bayonets: 1d10, Pen:2)

I personally like the balanced pack with set 1 the most. It has a sidearm, smoke to panic away, a small increase in defense due to enhanced armor, bayonets and an "Oh f~@!!"-Button in form of the one shot flamer.

Sooo, my train finally came and I have written too much already, so just take a look and tell me what you think ;-)


I was going to say that since it is a one shot, we might as well go with the grenades, seeing as I don't think anyone has training in flamers, but then it struck me, since it IS a one shot, we might as well go with the cool alternative anyway.
So I'd vote for basic pack with mod my lasgun option as well.


Flag armour? I guess the Emperor Protects...


Hahaha^^
Well I wasn't sure how to spell it and Flak is a German acronym for anti aircraft canon so ... That seemed wrong to me xD

To no flamer training ... I forgot about that to be honest, but it isn't that bad with flamers as you do not have to roll to hit but the enemies must succeed a roll to dodge the effect. They gain a +20 on that roll if you do not have the training ... But that roll is only allowed if there is a space they can dodge to, so if you fill a bunker or trench with flames, there is no dodge at all ... Also is much cheaper than the krak grenade and simply going for another frak seemed lame to me.

Dark Archive

Since I don't have access to my books at the moment, I'm happy with whatever the group decides on.

I concur that Micro-beads sound good, and better armour, but Adahlia's not big on melee.

Speaking of which I'd better get profiled up.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Feel free to continue discussing, but I do have a question pertaining to maps: as with all modern + sci-fi rpgs, the issue of range + maps comes up. I have a couple of thoughts here but I'd like your input.

First, when you're dealing with weapons that are reliably hitting out to about 400m or greater, a grid map simply isn't going to cut it. Sometimes you'll be in mines or hab blocks and smaller sightlines will predominate, but other times you'll have much bigger spaces to play around with. What I'm thinking is for firefights have a macro-level map, probably with grids representing 5 or 10 meters each, and each player will be represented by a color-coded dot. Same for enemies. Roll20 has a number of icons like crosshairs that can be used to mark which enemies (or cluster of enemies) you're targeting.

A larger-scale map could also be handy for marking things of interest like estimated artillery positions, allied assets, objectives, and the like. If melee breaks out, then I'd of course need to break out a traditional smaller-scale map to accurately measure that, although melee could more easily be done with "theater of the mind".

Thoughts?


Guardsman Movano reporting for duty.

Since we're not having to worry about miniatures on a tabletop a fine-scaled map with coloured dots seems a reasonable solution. I've very little experience with Roll20.

Looks like we've got a nice (typical?) 10 man guard squad as well.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I count nine bodies, Storm Troopers don't get a Comrade.


Ah, fair enough. I hadn't looked at Storm Troopers specifically.


Theatre of mind goes a long way if the setting is once described and has some memorable key points for reference on it ... harder if it is more like a plain area with little landmarks on it.
That said I really do like maps of every kind, mostly because they enable more refined tactics, movements and can speed things up if there would be questions otherwise. My only concern with roll20 - I worked with it a few times and liked it - is the fact that you cannot use it from phone which is quite a problem for me as I am posting >50% of the time from phone... So if we rely heavily on roll20 my post frequency may go down a bit.

You can also take a look at google docs (spreadsheats), I think they also have markers and certainly colored tools to mark a map, but it is up to you.


Sam "Heavy" Jankins wrote:

Hahaha^^

Well I wasn't sure how to spell it and Flak is a German acronym for anti aircraft canon so ... That seemed wrong to me xD

I could easily be wrong, that said I always thought it came from the anti-aircraft cannon name, either because it's not too effective and neither are ground based guns against planes, as a joke that it is super-effective enough to protect even against artillery fire, or as a reference to the exploding shells i.e. Something like anti-shrapnel armour.

On maps theatre of the mind works for me.


In this case, I don't have any strong opinions, I'm happy to go with whatever works best for people.

"What do they call that vest you have on?"

"It's called a flak vest."

"Will it stop a bullet?"

"No, in fact, it won't even slow it down."

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I'm thinking that for this adventure, maps won't be necessary about 50% of the time, but the last 2-3 combat encounters will *definitely* require a macro-level map. Beyond that, I'm alright with putting a bit of extra effort into my scene descriptions in order to help inform players decisions.

Also about the Mono-Bayonets: they make the lasgun they're attached to count as a Spear in melee, so the 1d10 would have a hard cap of 7 damage + SB from the spear's Primitive rule.


Doesn't mono remove the Primitive Rule, or is that just in Rogue Trader?


Glad to be in the game. I've kept quiet on the regiment decisions as I've only played the beginning of an OW campaign and trust the "veterans" to make the best decisions.

Looks like my trooper will have a couple big guns, might not carry both. Also the flak armor isn't as good as my carapace armor, so I'll have a few extra things I won't need and would love to trade them in for something I or the team could use.


Just looked it up. Mono still removes primitive trait, so the mono bayonet would in fact be a full fledged spear with d10, Pen:2.
But most votes currently are for another pack without the mono upgrade for the bayonets, so that remark is still valid if we go with that set.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

That's what I get from posting from the bus instead of checking my book first :p


Short Notde: I will be heavily busy this weekend, so I might not post (or even look) until monday morning est+1.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Does everyone find Sam's Basics + Mod My Lasgun arrangement acceptable? If so, we can get down to brass shell casings.


Yup, I agree.


Fine by me.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Excellent, if all players could dot the Discussion thread, I'll have the first gameplay post up in a few minutes.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Hello again, I just had a player drop. While I know that it's the holiday season so people are busy, now accepting new submissions!


Whats in the group so far?
And any extra xp over the 600?


Pretty much straight up first encounter.

Currently Medic (me), Storm Trooper, Sergeant, Heavy, and we've just lost our other heavy. Unless I've missed anyone.


Would an operator fit in your group? Will check back in morning. Its very late here atm :P

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

An Operator would fit just fine, just be aware that the regiment is a siege infantry unit so they aren't issued vehicles (though the fortified supply depot they've just arrived at has lots of vehicles).


Sweet. Well. Operator apparently works for going into demolitions. So if they do want a vehicle or if they want a demo expert either way is good. I wont mind driving them around and yelling at them for getting the paint scratched =^^=

Ill roll up a character =^^=


2d10 + 20 ⇒ (1, 10) + 20 = 31
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (7, 7) + 20 = 34
2d10 + 20 ⇒ (6, 4) + 20 = 30
2d10 + 20 ⇒ (10, 4) + 20 = 34
2d10 + 20 ⇒ (2, 4) + 20 = 26
2d10 + 20 ⇒ (1, 6) + 20 = 27
2d10 + 20 ⇒ (9, 8) + 20 = 37
2d10 + 20 ⇒ (10, 8) + 20 = 38

Reroll: 2d10 + 20 ⇒ (10, 5) + 20 = 35

wounds: 1d5 + 6 ⇒ (3) + 6 = 9
Fate: 1d10 ⇒ 8 (i rolled a 10... it changed after i added the rolls)

Thanks gm for reminder. Much better =^^=

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