The Ghost of War |
As for tank-loadout:
- 1 non-standard type of your choice - with the exception of the Plasma Annihilator. That one is way too rare for a freshly raised regiment.
- Every tank crew can decide about his ammunition layout, since there will be two types of standard ammo (in addition to any you might try to requisition): HE (the standard, blast&shrapnel, good direct hit damage) and AP (anti-armor, directed, high Pen, no blast/shrapnel)
- For a fitting tank-crew feeling, I have several house rules, most of them were already used in the last mission but not as important as in this one (turrets have limited turn rate [90 degree per round] and vision limits]. In addition, the battle cannon will require reloading after each shot, rather than after a 'clip'. The reload time will be 1full and one half, made by a dedicated npc (but note the heavy gunner's special ability which can be applied here).
- Lascannon is hard-wired to the generator, allowing practically unlimited ammo but requires recharging after each shot (one full)
- Each tank has 40 shots for his battlecannon, plus you can elect to have one additional shot preloaded - but changing a loaded shot takes long.
The Ghost of War |
@Character Generation:
Check out the Campaign tab.
There are two spoilers for Char generation and the Serenus 1st modifiers/penalties/skills etc.
I think I had noted down everything there.
@All: If you want to, you can go 3 per tank as well, leaving 2 NPC manned tanks in your squadron. Your call, whatever you favour, I am not set on it, just figured it would be more fun for you to have more tanks to directly play around with.
The Ghost of War |
@Choon: (replying to your ask for input)
1. As a CO, a good idea may be to take a rank or two in Schol. Lore: Tactica Imperialis. Always a good source of fall-back for questions like "what is the approved way to tackle this situation...?"
2. Since you're leading a tank squadron, you're rank will actually be Lieutenant, rather than Sergeant.
@All: Beside the full-new-layout of tanks, there are several smaller decision (e.g. what hull and sponsor mounted weapons?) as well as possible vehicles upgrades (see shield of the imperium add-on) that might come in handy.
Note that the Vanquisher tank is also noted to be very rare and I am hesitate to give you one.
If you have another pattern, that is not noted in the books, let me know and I will read it up, maybe homebrewing one. It usually only means to swap out the turret to another weapon after all...
Choon the Expendable |
Air of authority is kinda redundant for me with the Vox ability passing my orders along. How would Iron Discipline work under the new rules?
Choon the Expendable |
WS 26
BS 40 (30+10xp)
S 27 (27+3Reg)
T 34 (31+3Reg)
Ag 31
Int 32 (32+3Reg-3Reg)
Per 33 (31+5xp-3Reg)
WP 37 (32+5xp)
Fel 53 (35+5spec+3reg+10xp)
Wounds: 1d5 + 10 + 2 ⇒ (5) + 10 + 2 = 17
fate: 1d10 ⇒ 4 - 1 Point
Skills
Command
Schol. Lore (Tactica Imperialis) +10
Talents
Rapid Reload (Reg); Weapon Training (Chain, Las, Low-tech).
One with the land: +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive: -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number.
Air of Aithority: commands effect up to 500 people in the base radius +100m radius.
Gear
Good Craftsmanship Chainsword and Las Pistol
Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Willpower(reg)
xp (2,050)
(100) +5 Fel
(250) +5 Fel
(100) +5 Per
(100) +5 BS
(250) +5 BS
(100) +5 Will
(400) sch. Lore: T.I. +10
(250) Relayed Commands - The Sergeant's Orders also apply to any ally (he has commanding authority over!) within communication range. If the Sergeant has access to a Vox or the team has a Vox operator, his Orders apply to any ally within vox range.
(200) Coordinated fire - The Sergenats orders allies to focus their fire
according to the Called-Target squad ability. In addition the Sergeant can try a Command (+0) test. If he succeeds, he coordinates the timing in such a way, that all attacks hits the target at the same time, increasing the inflicted damage considerably causing every hit to increase the inflicted damage by 4 +1 for every three DoS.
--------------
Called-Target: The squad focuses their fire on one shared target in such a coordinated way, that their attacks are near synchronous. This combines a Delay and Attack (of any kind) action and provides a +5 BS per participating ally to a maximum of +20 when 4 or more allies fire on a shared target
---------------
(200) Snap Out of It! - The Sergeant can make a
Command/Intimidate +0 test (modified by the original difficulty) to end the Fear/Pinning effect on all allies.
Left:150
The Ghost of War |
Air of authority is kinda redundant for me with the Vox ability passing my orders along. How would Iron Discipline work under the new rules?
Hah, you found a hidden feature already!
I kept it back for now to not overwhelm you guys with new stuff, since I thought it might not turn up this mission.Plus it is a mechanic that mostly lie on my side of the playfield, but since you're asking:
Fear effects may spread and are getting worse the more nearby allies are suffering from the fear effect.
This depicts all-out routs of entire armies faced with overwhelming odds.
Details:
If more than 1/3 of the squad or a similar percentage of nearby allied forces has fallen, routed or is suffering from a fear effect, the fear may spread!
.... This is a fear effect with a base difficulty of +0
.... -5 for every member of the squad beyond the 1/3 mark
.... +5 for every Priest, Sergeant or Officer in the vicinity
.... +10 if a Commissar is in range (literally)
And to answer your question:
.. Iron Discipline (Talent): You are immune to contagious fear as long as a superior officer or commissar is within visual range and never take penalties on the roll to resist contagious fear. You may take the snap-shot action if pinned behind cover without a test, but still may not leave it without a test.
.. Into the Jaws of Hell (Talent): You never test for contagious fear. In addition, your steely presence bolsters those around. Characters within visual range of you must never test for contagious fear. In addition they receive a +10 vs all fear based test (including Pinning) while remaining close to the character.
Choon the Expendable |
I'm gong to recommend that our unit consist of two more or less standard Russes, an Exterminator for scouting, and a Hydra for anti-air/grass mowing.
We should also get as much extra ammo and armor as we can.
The Ghost of War |
The Exterminator is a valid choice, but I have to say no for the Hydra.
It doesn't really fit the theme of Iron Fist of the regiment.
But fear not for the double-squadron of the Serenus 1st is not alone on this assault and there is a full battery of artillery assigned to your battlegroup - and they have several of those beauties in their ranks.
Plus the Exterminator is actually capable of filling the AA role ok-ish.
Choon the Expendable |
Three big boys and an Exterminator then. Would you allow one of us to carry a heavy mortar for when direct fire just isn't enough and there's no time to call it in?
Choon the Expendable |
No, I mean the vehicle mounted heavy mortar in the Shield book. The one that can fire, like, 17 different rounds.
The Ghost of War |
So far I have seen:
- Choon's CO
- Aurius' driver
So the game is pretty open.
Keep in mind that you are not constraint to Operator or Sergeant.
Since Choon already took the Commander, you can play pretty much any other Speciality and declare yourself 'Tank Commander' or 'Driver' - even if you actually are a Heavy Gunner or Weapon Specialist and focus more on shooting the Big Gun, rather than leading from the top hatch, waving your sword...
Although a driver, probably should be able to drive, no?^^
Play a medic, spend a couple of XP for Operate:Surface and medium Agilitay and voila: you're a driver.
Play a Heavy Gunner, don't dump your Fel and be the Commander of the Tank, taking main Gunner position in times of dire need (read: usually) and call it a day.
I love the freedom of OW's skill system for that kind of things and would never restrict you beyond the necessary (e.g. no Ogryns ... you don't want Ogryns inside a battletank...)
@Requisition: Situation has not changed - yet, but is about to.
..War Condition: Violent Impasse: -10
..Number of Troops: Multiple Regiments (see page163 for availability with multiple regiments)
..Time spent on front: <3 months: -10
..Front Active: 1-5 years: +20
Bolus |
Well Let's see what the stats say.
WS: 2d10 + 20 ⇒ (7, 4) + 20 = 31
BS: 2d10 + 20 ⇒ (10, 6) + 20 = 36
S: 2d10 + 20 ⇒ (10, 10) + 20 = 40
T: 2d10 + 20 ⇒ (9, 5) + 20 = 34
AG: 2d10 + 20 ⇒ (4, 2) + 20 = 26
INT: 2d10 + 20 ⇒ (2, 7) + 20 = 29
PER: 2d10 + 20 ⇒ (9, 6) + 20 = 35
WP: 2d10 + 20 ⇒ (5, 4) + 20 = 29
FEL: 2d10 + 20 ⇒ (7, 10) + 20 = 37
Choon the Expendable |
Ok, guys, I'm gong to use that +20 for the mission assignment gear roll (if I can)! Suggestions for said gear are now being accepted. Go!
Bolus |
I'm not used to 2d10+20 so I wasn't very sure how my rolls came out but yeah, that was quite nice!
26 reroll: 2d10 + 20 ⇒ (5, 9) + 20 = 34
And replaced! Now watch the d100s enact dice karma!
Final stats to work with.
31
36
40
34
34
29
35
29
37
Choon the Expendable |
Logistics Rating: Platoon Officer (30)
..War Condition: Violent Impasse: -10
..Number of Troops: Multiple Regiments (see page163 for availability with multiple regiments)
..Time spent on front: <3 months: -10
..Front Active: 1-5 years: +20
.. Bonus req +20 for mine sweeper and our squad req list (mission gear)
= base 50 for any req roll, I think. 30 for anything additional. That's before the Availability modifier.
The tank upgrades don't have an availability listed. Should we assume common?
The Ghost of War |
Oh boy, another overlooked thing...
Lets go with the noted installation difficulty (which would equal average for both things you look at).
If you have a tech priest or someone with the Trade [Armourer], you get a +20 for that, since they can incorporate it themselves, not needing additional resources beyond the bare upgrade.
MisterLurch |
2d10 + 20 ⇒ (2, 4) + 20 = 26
2d10 + 20 ⇒ (2, 3) + 20 = 25
2d10 + 20 ⇒ (2, 7) + 20 = 29
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (1, 7) + 20 = 28
2d10 + 20 ⇒ (6, 3) + 20 = 29
2d10 + 20 ⇒ (10, 1) + 20 = 31
2d10 + 20 ⇒ (8, 6) + 20 = 34
2d10 + 20 ⇒ (7, 10) + 20 = 37
No fair .. Bolus took all the really good rolls.... ;)
Rerolling the 25 2d10 + 20 ⇒ (8, 3) + 20 = 31
Final: 37, 34, 31, 31, 31, 29, 29, 28, 26
That looks like a cantankerous heavy gunner/TC to me.
Choon the Expendable |
Oh boy, another overlooked thing...
Lets go with the noted installation difficulty (which would equal average for both things you look at).
If you have a tech priest or someone with the Trade [Armourer], you get a +20 for that, since they can incorporate it themselves, not needing additional resources beyond the bare upgrade.
Ok, I'll wait and see if anyone gets that before I roll then.
cmd-keen |
Well lets get some stats out of the way:
Stat: 2d10 + 20 ⇒ (10, 5) + 20 = 35
Stat: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Stat: 2d10 + 20 ⇒ (5, 10) + 20 = 35
Stat: 2d10 + 20 ⇒ (5, 9) + 20 = 34
Stat: 2d10 + 20 ⇒ (4, 8) + 20 = 32
Stat: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Stat: 2d10 + 20 ⇒ (5, 1) + 20 = 26
Stat: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Stat: 2d10 + 20 ⇒ (6, 2) + 20 = 28
Stat Reroll 26: 2d10 + 20 ⇒ (6, 8) + 20 = 34
Best stats I've got so far, only 1 bellow 30.
Leaning towards tech priest right now but I'll wait with the final decision and
thus stats allocation until I know what I'll play =3
Choon the Expendable |
Keen: I say make what you want. And I wouldn't say no to a techpriest because of that sweet +20 to my req roll. ;)
Bolus |
Thinking of being a driver. But I'd also like to go with a heavy damage dealer too to get a lot of DoS to be a high DPS gunner too with the tank guns. I think Weapon Specialist is the best option for that? Don't want to make another Heavy Gunner like Good Old Simmins. Lowest stat would be Int.
I'll also reuse one of my old aliases. What do you guys prefer as a name Felix Tark or Kith Jeova?