
Sam "Heavy" Jankins |

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.

Sam "Heavy" Jankins |

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.

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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).

Jonahkan |
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)

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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!

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Out of five submissions I select...
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.

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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.

Sam "Heavy" Jankins |

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.

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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.

Sam "Heavy" Jankins |

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?

Cormaeg MacCammon. |

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.

Sam "Heavy" Jankins |

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 ^^

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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.

Sam "Heavy" Jankins |

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.

Sam "Heavy" Jankins |

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.
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
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 ;-)

Cormaeg MacCammon. |

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.

Sam "Heavy" Jankins |

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.

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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?

Sam "Heavy" Jankins |

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.

Jonahkan |
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.

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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.

Thomas Locke |

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.

Seth86 |

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 =^^=