Rookseye |
Awesome. Just a quick question Eradico, where in the beta pdf of Only War did you find the information on where FFG plans to set the campaign in the WH40K universe? I know you had mentioned the spinward edge of the Calixis sector, and I figured they had to put it somewhere close in relation to the other campaigns...
...I've an idea if it is close enough to certain a world in the Malfian sub-sector.
Eradico Pravus |
Rook, check out page 35 for starters.
From the section, "WHERE IS THE REGIMENT FROM?"
"...Closer to home, numerous worlds suitable for raising regiments of soldiers
within the Calixis Sector are described in the DARK HERESY
rulebook and its supplements, and any of those worlds could
reasonably be sending troops into the Spinward Front."
From the section, "WHY WAS THE REGIMENT RAISED?"
"...With regiments hailing from the Calixis Sector and
other regions close to the Spinward Front, the war beyond
the Periphery could well be the entire reason the regiment
exists—a threat so close to home cannot easily be ignored."
Eradico Pravus |
I do not own Black Crusade (yet) so I cannot truly answer. There are 12 specialist templates with "suggested" advances, so at first glance it looks similar to Dark Heresy/Deathwatch. But then each specialty also receives certain "Aptitudes" which makes the gaining of skills in certain areas easier, which to me looks like it affords *some* flexibility.
For example the Weapons Specialist's listed aptitudes are: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Which seems pretty wide open. The Engiseer and Medic are more pigeon-holed.
Rook?
================================
An interesting concept (which is admittedly pretty vague in the Beta rules) is that each character also rolls for a comrade NPC. I'm not sure what this means. Does the heavy weapons gunner have a side-kick to carry ammo and clear jams? Does the Sarge have a radioman by his side? I don't even know if/how you roll stats for them and what sort of skills/traits/talents/attacks they get. But I'll keep an eye on the FFG forums. There's a lot of discussion going on right now.
Eradico Pravus |
OK, I found where there is additional info for comrades. It's actually pretty cool. The medic is assisted by a corpsman, the sarge has a vox operator, the priest has a curate, the sniper has a spotter. Comrades are important to the character--the comrade is not simply a nameless red-shirt. The comrade is ran by the GM but I would expect each player to help develop the persona of the comrade as well as the nature of the player character/comrade relationship.
I have to say, in a face-to-face table top game, running multiple players with comrades could potentially bog down play pretty quickly. But hopefully with Rook helping with a wiki, it will be manageable.
Deiros |
I had a chance to read it at my local store were there is a small group of [long rant] in the end they were playing with Elyisian Drop Troops and had already vehicle rules for Valkyries and Tauros which I only got the Tauros sin I literally stole it from those [ranting part].
Any how, I think i would be an Operator so I can drive IG vehicles.
Sample regiment:
Phobos 16th Regiment
Cost:
Imperial World 1point
Commanding Officer: "Maverick" 2points
Reconnaissance Regiment 3points
Doctrine: Hardened Fighters 3points
Special Equipment: Chameleoline 3points
Only Phobos and ghost can instill such fear and you, my dear commisar, are neither."
********************Recon-Sergeant Reinwalt Tarin to Commisar Argivus.******
16th Akrepian Light Recon, Light Infantry
Homeworld: Phobos, a mid-tech Agri World, Ultima Segmentum
Military Speciality: Long Range Recon, Raiding Operations, Guerrilla tactics
Order of Battle: 6 full strength Light Recon Companies, 2 Independent Recon Groups (Sentinel and Tauros), 2 Light Infantry companies, 1 permanatly attached Valkyrie Squadron
Commanding Officer: XXXX (the Valkyries are independent unit commanded by Wing Commander XXXX)
History: despite being classified as a Agri-World, the bulk of Phobos main continent has many different ecosystems providing different training environments, the local population is concentrated around the various rivers were vast cities and hydroponic farms can be exist. The vast expanses of land between the settlement are hard to cross without vehicles or local beasts of burden. For centuries the various city-states have been locked ina state of guerrilla, were each one funded warbands of raiders for preying on their neighbours when the hydroponic culteres hit a bad year.
The Phobosians have proved very adepted to hit-and-run tactics and raiding convoys and installations, thanks to their warband training. It's usual that these warbands forms the core of each company, this has proved both helpful and detrimental for the unit cooperation. While each company is usually a highly efficient - although too familiar for the taste of the Commisariat - structure, the inter-company rivalry is fierce. Still the Phobosians tend to fight very well together, based on a sort of "only I can kill my brother" spirit. At the same time the Phobosians are also very independent - although not as much as some infamous Death-World Regiments - they don't take kindly on having off-worlder ordering them around, unless they have proven their worth and their wits. Those few commisars that have understood this principle have found the Phoboians excellent soldiers, those who have not usually tend to be "left behind" during a long range operation.
Instead of the usual armored vehicles, the regiments from Phobos are usually fielded with light multi-wheeled-drive vehicles and walkers. The Tauros and Tauros Venator pattern is especially popular, not just for its ability to cross almost any terrain, but also for the heavy firepower provided they can provide, while Sentinels are viewed as support for light infantry and other type of recon deployments.
Miscellanea: the 16th was among the regiments fielded during the 3rd War for Armageddon, during the operations they were fielded along the 12th Tallarn as exploration force attached to the 50th and 51st Steel Legion. These regiment were awarded the Macharian Cross for being able to stall the Orks advance across the western desert for five days.
After the losses on Armageddon, companies C, F, H and J were reorganized as dedicated Long Range Recon Groups, usually tasked with the mosta dangerous patrols. This kind of arrengement is fairly typical for the Phobosian.
Adventure Hooks: Company-Warbands C and F of the 31st are at daggers drawn for an ancient feud and this time some of theirs won't settle for anything but blood. Major Ijaz is trying to keep the thing under control, but what if his own subordinates are fuelling the situation? And to complicate the things the commisar doesn't look like a forgiving kind.
RPG Notes: Due to their role the Phobosians lack any kind of heavy tank except for some Chimera transports, which force them to rely on speed and outmanuvering to face superior opponents. On the other hand all their members are accomplished drivers and capable of jury-rigging their vehicles (which the Mechanicus doesn't appreciate).
Tauros & Tauros Venator:
Tauros
A driver and a gunner, these four wheeled creations of the Imperium are capable of incredible speeds and feats of maneuverability that are unique to it's design.
Type: Wheeled Vehicle
Tactical Speed: 18m
Cruising Speed: 75kph
Maneuverability: +20
Structural Integrity: 16
Size: Hulking
Armor: F18/S18/R18
Vehicle Traits: Open-Topped, Orbital Deployment, Rugged, Wheeled
Crew: 2; 1 Driver, 1 Gunner
Carrying Capacity: 1 Imperial Guardsmen plus wargear
Weapons
Heavy Flamer (Front Facing; 30m; s/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
Options
The Tauros may take one Hunter-Killer Missiles-mounted weapons.
Hunter-Killer Missile (300m; S/-/-)
Frag Missile (2d10+2 X; Pen 2; Blast 5)
Krak Missile (3d10+8 X; Pen 8; Blast 1)
The Tauros may change the Heavy Flamer for the following weapons:
Grenade Launcher ( 60m; S/-/-; Clip 6; Reload 2 Full)
Frag Grenade (2d10 X; Blast 3, Ogryn-Proof)
Krak Grenade (2d10+4 X; Pen 6; Concussive 0)
Tauros Venator
A driver and a gunner, this six wheeled version of the Tauros has additional galvanic cells to their motors from were the weapons draw their power.
Type: Wheeled Vehicle
Tactical Speed: 18m
Cruising Speed: 70kph
Maneuverability: +15
Structural Integrity: 20
Size: Hulking
Armor: F20/S20/R20
Vehicle Traits: Open-Topped, Orbital Deployment, Rugged, Wheeled, Reinforced
Crew: 2; 1 Driver, 1 Gunner
Carrying Capacity: 1 Imperial Guardsmen plus wargear
Weapons
Multi-Laser (150m; -/-/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
Options
The Tauros Venator may take two Hunter-Killer Missiles-mounted weapons.
Hunter-Killer Missile (300m; S/-/-)
Frag Missile (2d10+2 X; Pen 2; Blast 5)
Krak Missile (3d10+8 X; Pen 8; Blast 1)
The Tauros Venator may change the Heavy Flamer for the following weapons:
Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven 3)
Rookseye |
Eradico, I'm working on some preliminary ideas/logo art for the wiki, I should be able to run some ideas by you for tomorrow for color scheme and page formatting through email or here. I figure I'll template things on the current wiki's for our other campaigns with an 'Imperial Guard' feel/motif.
I'm zonked from work tonight (but was able to update Sons of Jericho), and should have more for you tomorrow (including the Oremor Affliction updates).
Deiros, that is awesome, talk about cranking out the fluff!
I'd just like to run an idea by the rest of you after some thought and conferring with Eradico:
Should we design our own regiment, with input from everyone here over the next several days as a collaborative process? I'd be happy to moderate, since I have the Only War pdf with the steps for unit creation. I feel this would give us a all a hand in the creation of what our regiment is about with regard to flavor and history.
I'm really open to where the process would lead us, but I have to at least propose a common thread between our campaigns---what if the regiment we created originated on Oremor?
Mark Sweetman |
*Lurking lurker de-lurks*
I've got the PDF as well and I've touched base with Eradico on the possibility of being an extra bit of cannon fodder if there is room... but even if the group is full I'm interested in being involved and supportive so I can get up the learning curve for probably running my own Only War PbP in the future.
So if anyone who doesn't have the PDF has any queries - feel free to ask and I'll respond when I can.
*Lurking lurker moves into the shadows once more*
Deiros |
I don't mind creating a whole Regiment as long as everyone agrees with it so we are all happy.
That was just an example of how to present the Regiment according to the rules and the respective fluff added to "explain" our regiment rules.
I took a VERY long peek at the Regiment creation part. I still don't know fully well how to create a character lol.
The Phobos regiment is actually a canon regiment that did fought in the 13th crusade, but there is nothing mentioned about them really except for the mention that they were present.
Other Important regiments left out:
Armageddon Steel Legion
Armageddon Ork Hunters
Asgardian Rangers
Attila Rough Riders
Brimlock Dragoons
Death Riders of Krieg
Drookian Fen Guard
Finreht Highlanders
Harakoni Warhawks
Hyrkan Regiments
Jantine Patricians
Jopall Indentured Squadrons
Jouran Dragoons
Jumael Volunteers
Kaledon Hunters
Kanak Skull Takers
Kroshin Grenadiers
Lostock 23rd
Magdella 6th Armored Regiment
Minervan Tank Legions
Mordant Acid Dogs
Necromunda 8th Regiment
Nermenian Armored
Phantine Air Corps
Phobos 16th Regiment (This one I fleshed out ^^)
Praetorian Guard
Pyran Dragoons
Savlar Chem Dogs
Semtexian Bombardiers
Tahnelian Airborne
Tanith First and Only - "Gaunt's Ghosts"
Terrax Guard
Udeshi Sotrm-Troops
Valhalla Armored Regiment
Valhalla Ice Warriors
Vardan Rifles
Eradico Pravus |
Ellipsis and Catman, let me know if you'd like to join. Would like it if you did but understand if you don't have the time or inclination for yet *another* PbP campaign.
Mark Sweetman--Congratulations. You've been drafted into the Imperial Guard! Look forward to a brief life and a violent death while serving the glorious Imperium! :)
Duty roster so far:
Bal
Lorm
Rad (Commissar)
Rook (Sergeant)
Deiros (maybe an operator, depending on regiment type)
Mark (Rookie/Cannon Fodder) Just kidding. Well, maybe. ;)
Mark Sweetman |
*Salutes* "Reporting for the futile charge at the defences sir!" and a genial hello to all others in attendance. Many thanks to Eradico for taking a creepy stalker on board :P
Radavel is used to ordering me around at any rate - he's my Rogue Trader in another PbP here on the boards.
BS: 2d10 + 20 ⇒ (6, 5) + 20 = 31
Str: 2d10 + 20 ⇒ (9, 8) + 20 = 37
Tough: 2d10 + 20 ⇒ (9, 8) + 20 = 37
Agi: 2d10 + 20 ⇒ (4, 5) + 20 = 29
Int: 2d10 + 20 ⇒ (6, 2) + 20 = 28
Per: 2d10 + 20 ⇒ (3, 10) + 20 = 33
Will: 2d10 + 20 ⇒ (7, 5) + 20 = 32
Fellow: 2d10 + 20 ⇒ (3, 2) + 20 = 25
Fellow Re-roll: 2d10 + 20 ⇒ (3, 4) + 20 = 27
Specialty Choices:
Guardsmen: Heavy Gunner, Medic, Operator, Sergeant, Weapons Specialist
Support Specialists: Commissar, Ministorium Priest, Ogryn, Ratling, Sanctioned Psyker, Storm Trooper, Tech-Priest Enginseer
Eradico Pravus |
*Salutes* "Reporting for the futile charge at the defences sir!" and a genial hello to all others in attendance. Many thanks to Eradico for taking a creepy stalker on board :P
As I told Mark already, that's how I got started with Rook. Lurkers unite!
Radavel is used to ordering me around at any rate - he's my Rogue Trader in another PbP here on the boards.
Great. The only difference is that as Commissar he'll also have a pistol pointed at the back of your head.
Mark Sweetman |
I think with that roll-out I'm going to lean towards a Weapons Specialist (with a close combat bent). While it would probably make a pretty fearsome Ogryn, I'd prefer to RP something with a few more grey cells :)
For Regiment Creation, there are essentially 5 primary choices to be made - and a budget of 12 points. The choices (and point costs) are:
Home Worlds and Origins: Death World (3), Fortress World (3), Highborn (3), Hive World (3), Imperial World (1), Penal Colony (2), Penitent (3), Schola Progenium (3)
Commanding Officer: Bilious (2), Circumspect (2), Choleric (2), Fixed (1), Maverick (2), Melancholic (2), Phlegmatic (1), Sanguine (2), Supine (1)
Regiment Type: Armored (4), Reconnaissance (3), Drop Troops (3), Hunter-Killer (3), Light Infantry (2), Line Infantry (2), Mechanised Infantry (3), Siege Infantry (2)
Training Doctrines: Close Order Drill (2), Die-Hards (3), Favored Foe (3), Fieldcraft (4), Hardened Fighters (2), Iron Discipline (3), Sharpshooters (4)
Special Equipment Doctrines: Augmetics (2), Chameleoline (3), Combat Drugs (2), Demolitions (3), Scavengers (3), Warrior Weapons (3), Well-Provisioned (3)
Then the final step is to spend an allocation upgrading the standard regimental equipment loadout (ie. Laspistol -> Lascarbine)
Based on Rook being interested in being an Operator, I'd suggest that the regiment choice is either Armored (Leman-Russ), Recon (Walker or Transport), Hunter-Killer (Walker or Hellhound), Mechanised (Chimera); as those all include a vehicle in their regimental equipment.
Deiros |
Oremor IG that sounds interesting we even have already a traitor IG chaos worshipping legion XD, and our hated enemy the Tyranids plus all the other plushy softies like orks and tau.
Rook is going for Sergeant as far as I remember.
I was the one going for operator ^^ someone has to be the Valkyrie pilot or driver.
Balfic-graa |
For Regiment Creation, there are essentially 5 primary choices to be made - and a budget of 12 points. The choices (and point costs) are:
Home Worlds and Origins: Death World (3), Fortress World (3), Highborn (3), Hive World (3), Imperial World (1), Penal Colony (2), Penitent (3), Schola Progenium (3)
Commanding Officer: Bilious (2), Circumspect (2), Choleric (2), Fixed (1), Maverick (2), Melancholic (2), Phlegmatic (1), Sanguine (2), Supine (1)
Regiment Type: Armored (4), Reconnaissance (3), Drop Troops (3), Hunter-Killer (3), Light Infantry (2), Line Infantry (2), Mechanised Infantry (3), Siege Infantry (2)
Training Doctrines: Close Order Drill (2), Die-Hards (3), Favored Foe (3), Fieldcraft (4), Hardened Fighters (2), Iron Discipline (3), Sharpshooters (4)
Special Equipment Doctrines: Augmetics (2), Chameleoline (3), Combat Drugs (2), Demolitions (3), Scavengers (3), Warrior Weapons (3), Well-Provisioned (3)Then the final step is to spend an allocation upgrading the standard regimental equipment loadout (ie. Laspistol -> Lascarbine)
Based on Rook being interested in being an Operator, I'd suggest that the regiment choice is either Armored (Leman-Russ), Recon (Walker or Transport), Hunter-Killer (Walker or Hellhound), Mechanised (Chimera); as those all include a vehicle in their regimental equipment.
If someone could please email the what effects of the different choices are. I would appreciate it. I know I was planning on rolling up a sniper. Which could double as a cavalry scout if you guys were leaning toward an armoured company.
Eradico Pravus |
FYI, the initial adventure ups the ante considerably with enemies if the player characters belong to an armored unit. From a GM perspective I'd prefer to stay away from that particular unit-type. But whatever the group wants is fine by me. It's your funeral. ;)
Restating what Mark posted above, here's what each squad receives in its standard "kit" w/regard to vehicles. Similar substitute vehicles are permitted at GM's discretion:
Armored - One Leman Russ Battle Tank
Reconnaissance - Sentinel Scout Walker OR Chimera Armored Transport
Drop Troop - none
Hunter-Killer - One Sentinel Scout Walker OR Hellhound Support Tank
Light Infantry - None
Line Infantry - None
Mechanized Infantry - Chimera Infantry Fighting Vehicle (IFV)
Siege Infantry - None
Assuming you choose a regiment type *with* a vehicle, yup Deiros, you've got dibs on Operator. That said, choosing a squad type that does not load out with a vehicle does not necessarily preclude vehicle use, depending on the mission.
EDIT: Deiros, I might add that the Operator comes with a skill set that will allow him to prove his mettle outside of his vehicle as well.
Rookseye |
Nice to have you on board, Mark! Welcome to Paizo's hidden WH40K RPG community!
All (counts on fingers looking around a sparsely populated room) um, something-teen of us!
Don't worry we more than make up for our quantity with our quality.
I already like you a ton because you saved me from summarizing the regimental creation rules in a post, heh.
So, who is up for creating our regiment?
First order of business would be a concept, do we go with something whole-cloth from scratch, or did you guys want to work on developing a regiment of guardsmen from Oremor?
Let's put it to a vote. Although I am partial to developing the Oremor idea, I am equally intrigued by something completely fresh and new (the pre-defined Maccabian Janissaries are pretty sweet, too).
Balfic-graa |
Okay cool Eradico.
Rook-I would be cool with helping create the Oremor regiment. My question is this regiment already a part of a military campaign. Or will this story be directly linked dealing with the containment of 7th Legion incident or part of the 1st dealing with locking down the Hive for security?
Welcome Mark, totally spaced welcoming you earlier.
Rookseye |
Eradico, I would probably say the best category describing Oremor would be Penal Colony, although you could make the argument for Hive World for some regiments, or even a combination of the two for individual character's origins.
Bal, I'd say that any of those three could be an option. Everyone in the Oremor Affliction campaign has a sense of just how badly events are trending for the planet's populace. A Hive World legion like the Oremor 1st or 2nd might be veterans of fighting civil strife in Orcut VII or Fulcus Prime, while The 3rd through 6th or 8th through 19th Legions could be the survivors of the 7th Legion 'quarantine' from one of the other Unduz plantation colonies. Alternately, one of these higher numbered legions could have been offworld in the Spinward Front fighting the whole time, none the wiser about what is occurring at home.
Whichever course we took, I would say the campaign should take place on the Spinward front, some time after the events of the Dark Heresy campaign (but with the aftermath hanging over our regiment, the survivors).
One thing worth noting is that the penal legions in charge of security for Oremor's claustrums (plantation penal colonies) are comprised of both free citizens and 'emancipated' prisoners, some being more reformed than others, which does suggest an interesting seed for roleplaying conflict.
More basic info on Oremor is here, if Mark is curious: Oremor.
Eradico Pravus |
Rook, I think Penal Colony works well and it affords some nice bonuses to the players. Just think Hive-Gangers in camo gear!
The written description reminds me of The Last Chancers series by Gav Thorpe.
There's a 2-point cost for this regiment type.
Characters get a +3 bonus to 2 of the following: Agility, Strength, Toughness.
Skills: All penal colony characters start with Intimidate.
"Honour Amongst Thieves" - Because of their underworld/criminal background, Penal Colonists pick one of the following: Peer (Underworld), Pity the Weak, or Street Fighting.
"Larcenous" - Since they are used to black market dealings, +10 to all Logistics Tests when trying to acquire illegal or contraband items.
"Scum and Villainy" - Penal legions are looked down upon by IG hierarchy. Seen as good for cannon fodder only. Penalty: only 15 points for additional equipment as opposed to the regular 30.
+1 to starting wounds.
Lorm Dragonheart |
I am home after a 12 hr shift. I will try and figure a character out, but like I said before, I am waiting for the book, therfore I will not buy the PDF. I know that Balfic knows this, but the release date for Warhammer 40k 6th ed. is this saturday.
Eradico Pravus |
Lorm, we can worry about rolling up characters after we choose/create a regiment. Maybe just consider what type (in general) of character you'd like to play and then me, Rook, and Mark can help more with specifics.
Mark listed the different types up above (cut and pasted here w/edits added):
Guardsmen: Heavy Gunner, Medic, Operator [Deiros], Sergeant [Rook], Weapons Specialist [Bal, sniper/infiltration and Mark, close combat/assault]
Support Specialists: Commissar [Rad], Ministorium Priest, Ogryn, Ratling, Sanctioned Psyker, Storm Trooper, Tech-Priest Enginseer
EDIT: As a side-note (this helps address a question Ellipsis had), each character type has "suggested" advances. Near as I can tell from my cursory/partial reading of the rules there is more flexibility in choosing one's advances than in DH or DW. Mark or Rook, let me know if I'm in error.
Mark Sweetman |
Penal Colony is good with me. I'd suggest probably Toughness and Agility as the two characteristics to get the 3 point bump.
Regiment type options and effects:
Starting Skills: Operate (Surface)
Starting Talents: Technical Knock (Tier 1)
Standard Kit: One Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character.
Starting Skills: Awareness
Starting Talents: Combat Sense
Standard Kit: One Sentinel Scout Walker or one Chimera Armoured Transport per Squad, and one set of magnoculars per Player Character.
Starting Skills: Operate (Aeronautica)
Starting Talents: Catfall
Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, one grav-chute per Player Character, two frag grenades and two smoke grenades per Player Character.
Starting Skills: Operate (Surface)
Starting Talents: Resistance (Fear)
Standard Kit: One Sentinel Walker or one Hellhound Support Tank (or variant) per Squad.
Starting Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one flak jacket and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character.
Starting Skills: Athletics
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.
Starting Skills: Operate (Surface)
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character, one Chimera IFV per Squad.
Starting Skills: Tech-Use
Starting Talents: Nerves of Steel
Standard Kit: One M36 lasgun and six charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, four empty sandbags and one entrenching tool per Player Character, two frag grenades and two photon flash grenades per Player Character.
My mechanical preference is for Mechanised, as we get upgrades on our base weapon, grenades and a transport as part of our regimental equipment.
Radavel - character creation is 2d10+20 down the line with a single re-roll.
Lorm - what sort of character are you interested in playing? - I can fish out the targeted info to assist.
Eradico / Bal - looking over it, I'd think that a re-skin of the Weapons Specialist would probably be easiest to custom a sniper. Change the weapons choice to long-las or sniper rifle and change up the skills a little. The Weapons Specialist still has aptitudes in the right places to make skilling one up as a sniper fairly easy.
My Weapons Spec will be taking a melta most likely, so there won't be much overlap in role :)
Mark Sweetman |
Eradico - there is ultimate flexibility in choosing your advances, the system is probably closest to Black Crusade.
The way it works is thus:
Each character has 'Aptitudes' which are used for determining the XP cost of advances. eg. the Weapons Specialist gets Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Each characteristic has a secondary aptitude attached to it as well. eg. WS has a secondary aptitude of Offense; BS has Finesse.
Each skill also has two aptitudes attached to it. eg. Dodge has Agi and Defence.
Any character can take any advance - but it is much cheaper to take the advances that your character has aptitudes in.
For example a Simple Weapon Skill advance costs 100xp if you have both aptitudes, 500xp if you only have one aptitude or 750xp if you have zero.
So you get to choose to advance any characteristics / skills and in any order - they are just much more expensive if you lack the aptitudes for them.
Eradico Pravus |
Mark, thanks for the write-up on Aptitudes. Skimmed through it but forgot about it! Isn't it nice to know your GM has such attention for detail? :)
I'd think that a re-skin of the Weapons Specialist would probably be easiest to custom a sniper. Change the weapons choice to long-las or sniper rifle and change up the skills a little. The Weapons Specialist still has aptitudes in the right places to make skilling one up as a sniper fairly easy.
Rook, Mark, what about the following changes at creation for Bal? Does it break the character?
Weapons Specialist ("Sniper Sub-group")
Aptitudes: Substitute Perception for Weapons Skill
Starting Skills: Substitute Awareness OR Stealth (choose one) for Athletics OR Survival (choose one)
Talents: Substitute Deadeye Shot for Lasgun Barrage
Equipment: Substitute Long-Las OR Solid-Projectile Sniper Rifle (choose one) for Flamer OR Shotgun OR Melta (choose one).
Deiros |
I don't like the Penal legion option since it doesn't help to loose our "income" by half.
I would still pick Imperial World since there are agri-worlds in Oremon (I think) and this saves us some important points for the rest of the options to create a regiment.
Imperial World
Cost: 1
Characteristics: +3 Willpower and +3 to any other.
Skill: Common Lore (Imperial Creed), Common Lore (Imperium) and Linguistics (High Gothic)
Blessed Ignorance: -5 penalty to Forbidden Lore (Int) Test.
Kill the Mutant: Hatred (Mutant)
Starting Wounds: No change.
I am not very knowledgeable of Oremon except for what the wiki says.
Now the only thing I see is that the worlds we have access too are
Fortress, Hive, Imperial or Penal.
I rather have Imperial Words or Fortress World.
Imperial World is a bit more flexible stat wise, gives average importance skills with regards of common knowledge that any imperial citizen knows and that includes the penalty do to the ignorance in forbidden knowledge and a nice talent to fight mutants. Not to mention it costs 1 point.
If you guys want to spend points let's get a Fortress World and we get pretty nice stuff.
Characteristics: +3 Ballistics, Willpower, Toughness
Skills: Common Lore (War), Common Lore (Imperium), Common Lore (IG)
Hated Enemy: Hatred talent vs. (pick one of our choice), but we are a bit zealous and we take Ordinary +10 willpower test to not go bonkers over it.
Combat Doctrine: Nerves of Steel or Sprint.
Bred for War: Loyal to a fault Challenging +0 Willpower test to go against regulations.
Starting Wounds:Normal.
Eradico Pravus |
I don't like the Penal legion option since it doesn't help to loose our "income" by half.
From a meta-game perspective that is a concern, *BUT* I think the apparent drawback of reduced "income" will lead to some *GREAT* role-playing opportunities. Your squad will have to do some scrounging, haggling, or outright stealing in order to properly outfit your unit.
Plus I think it perfectly matches the flavor of the Oremor campaign. Can't you see Savalos Thul with a sharp haircut and a las-rifle, bitter that the other IG units from upper-crust worlds get all the shiny, new stuff?
Reminds me that the U.S. Marines get older, crappier equipment compared to the other branches but still get the job done. Adapt, improvise, overcome!
Mark Sweetman |
The loss of req within the Penal Legion could be offset by taking the Mechanised Regiment option (where you get a vehicle, decent main weapon upgrade and grenades without needing to buy them). The upgrade to lasgun and addition of grenades is worth more than the loss of req under Penal Legion.
Imperial World is also a solid choice, due to the points it frees up more than anything else as it allows for better choices later.
Fortress + a regiment with a vehicle would be six points, which means there's only six left for the final three choices, which means there's less flexibility.
For the benefit of those lacking the PDF, the basic regimental loadout is:
Poor weather gear
One Laspistol (Main Weapon), and two charge packs
One Knife
One Flak Vest
Rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations, two weeks’ supply
Mark Sweetman |
Rook, Mark, what about the following changes at creation for Bal? Does it break the character?
Weapons Specialist ("Sniper Sub-group")
Aptitudes: Substitute Perception for Weapons Skill
Starting Skills: Substitute Awareness OR Stealth (choose one) for Athletics OR Survival (choose one)
Talents: Substitute Deadeye Shot for Lasgun Barrage
Equipment: Substitute Long-Las OR Solid-Projectile Sniper Rifle (choose one) for Flamer OR Shotgun OR Melta (choose one).
Looks about right to me.
Deiros |
Rolls
WS 2d10 + 20 ⇒ (2, 9) + 20 = 31
BS 2d10 + 20 ⇒ (7, 6) + 20 = 33
S 2d10 + 20 ⇒ (8, 3) + 20 = 31
T 2d10 + 20 ⇒ (9, 10) + 20 = 39
Ag 2d10 + 20 ⇒ (8, 2) + 20 = 30
Int 2d10 + 20 ⇒ (4, 1) + 20 = 25
Per 2d10 + 20 ⇒ (5, 2) + 20 = 27
Will 2d10 + 20 ⇒ (4, 1) + 20 = 25
Fell 2d10 + 20 ⇒ (1, 5) + 20 = 26
Int 2d10 + 20 ⇒ (6, 1) + 20 = 27
I suppose an Operator would be nice to have but I got very good physical things and not so much smarts.