Glyphstone's page

Organized Play Member. 14 posts (62 including aliases). No reviews. No lists. No wishlists. 1 alias.


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FWIW, the Field Suture is an Average item, not a Common item, so that Logistics roll failed by an even bigger margin.


For the Logistics, was that 2 rolls per player, or 2 rolls collectively?


Okay, I can't figure out how to create a profile for the Characters thread...

EDIT: Found it.


That Nimon guy had a gigantic chip on his shoulder for some reason, I'm not sorry he changed his mind about joining.

I think the Operator, plus the Commissar/Sergeant you mentioned coming in, will be enough. That's 5 PCs - with one Comrade each, we're a full 10-man squad.


I'm probably going to have my character be a veterinarian by training, cross-trained in military medicine when the supply of human medics dipped. Beyond that, I'm not sure.


Works for me.


And it's flavorful for the regiment if all the infantry are cross-trained as dragoons, which was my first thought to begin with.


DM Morvius wrote:
Glyphstone wrote:


XP: Awareness Traing (2x Aptitude, 100 X), Master Chirugeon (2x Aptitude, 400 XP)
100 XP remaining

Correct me if I'm missing something, but I think you already have Awareness Known from being a Recon Regiment (Trained would be 200xp so I'm assuming you meant Known). And you need Medicae +10 to buy Master Chirugeon, so you'd need to buy Medicae at Trained (200xp with the 2 Aptitudes). So you could get Medicae +10 and Master Chirugeon for the full 600xp.

Yeah, I did the math wrong, but it won't let me edit a post with dice rolls in it.

So if we do take Sharpshooters, I'll get Stealth Known for 100XP, Medicae +10 for 200 XP, and bank 300 towards Master Chirugeon once we finish our first mission. If we don't take Sharpshooters for some reason, I'll get the Medicae+MC combo. But Stealth seems like a good choice for Recon troops, and it'll be a double-aptitude purchase with the trade-out from Sharpshooters' redundant Ballistic Skill affinity.

Long-Las and Missile Launcher are good options for regimental weapons. Missile Launchers in general are good choices for any unit since they're multipurpose.

Something small that occurred to me, but there doesn't appear to be any skill related to riding mounts. Survival lets you train exotic creatures as mounts, but there's no actual Ride skill or its equivalent. This seems like a logical thing for people on Mongol Planet to know; do you want to invent an Operate (Living) skill, add it as a specialty use of Athletics/Acrobatics, or would you just be fine with us saying 'our regiment knows how to ride horses', since it'll probably never come up in the actual game outside of being a background detail for characterization.


Hrm. Cant see an Edit Post option, but I don't qualify for Master Chirugeon. Make that a 200XP Medicae +10 instead, and bank 200 XP for now.


Base Stats
WS: 5 + 20
BS: 15 + 20
Str: 5 + 20
Tou: 10 + 20
Agi: 20 + 20
Int: 25 + 20 + 5
Per: 10 + 20
Will: 10 + 20
Fel: 10 + 20
Total: 110

Specialty - Guardsman: Medic (Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower)
Trade: Chymist training, Jaded Talent
Wounds: 1d8 + 5 ⇒ (6) + 5 = 11 = 11 Wounds
Fate: 1d10 ⇒ 1 = 1 Fate point

XP: Awareness Traing (2x Aptitude, 100 X), Master Chirugeon (2x Aptitude, 400 XP)
100 XP remaining

If we take the Deadeye doctrine, I'll swap the redundant Ballistic Skill aptitude for an Agility aptitude and buy Stealth training with my leftover XP.


I'd prefer Recon over Line Infantry - the latter would definitely be a more 'authentic' IG experience, but also very bland.

Overall, to commit to a 'final proposal' - so we can start on Monday, I'll suggest:

-Fortress World - +3 BS/+3 WP, Hatred of Orks, Nerves of Steel
-Choleric Commander
-Recon Regiment - Sentinel Walker w/ Heavy Flamer
-Sharpshooters Doctrine
-Lascarbine, Chameoline Cloak, extra rations, chrono, smoke grenade

Homeworld Theme: Mongol Planet, as suggested above. Open steppes and plateaus, trains excellent scouts and fast-attack troops. Fortress world Positioned on the border of a large Ork empire.


aptinuviel wrote:
The mechanics for HK are *vastly* better than Recon, but the role they play isn't as interesting, I think. HK units hang back and only deploy when something hard hits the line.

Sure, but by the same token, Recon's job is to run away and report back as soon as they find the enemy, which would get kinda repetitive. I've got confidence in Colin's ability to vary our mission assignments whatever our nominal role is.

As for stealth - is there any particular reason we can't just leave our big clanky vehicle behind if we need to? Sentinels aren't exactly quiet or easy to hide either, I kinda assumed that any outright recon mission would, at most, be leaving our transport/vehicle behind at the evac point and doing the actual scouting on foot.


I'd personally rather Hunter-Killer over Reconnaissance, mainly because Hellhounds are awesome and killing things with excessive amounts of fire never gets old. But it's not a big deal, and the rest of that package lines up pretty well with what I had already suggested.

As for what the fortress world is like, I'd imagine that depends a lot on what sort of enemy we're Fortressed against. A bastion against Chaos is going to be different than one holding the line against Orks or Eldar. Just as a random idea, though, both Recon and HK are suited for fast-deployment, so I've got a random hankering to be from Mongol World; lots of wide-open steppes and plains, broken up by huge siege fortresses.


Here we are.

I'll call dibs on being the squad Medic, I guess.

As for Regiment...if we're using one of the pre-designed ones, Vostroyans seems most appropriate given the name I got. I'm not picky though.