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Regimental Creation Thread.

Posted by Adeptus CustodesFor group 0
Adeptus Custodes
GM, 14 posts
Sun 30 Oct 2016
at 11:08
  • msg #1

Regimental Creation Thread

I don't want people's discussions or other [slightly] off-topic posts to force anyone to scroll back to previous pages looking for others' input, so in order to facilitate the process of creating a regiment [for those of you who don't want standard Mordian or Cadian], we will use this thread separately for that task.
GSN 1610292411
player, 2 posts
Sun 30 Oct 2016
at 11:09
  • msg #2

Regimental Creation Thread

[copied from OOC thread]

Hey, all! Looking forward to fighting and dying with you all.

Just looking at Regimental options. Of the 2 canon regiments I am cool with the Cadians but the Mordians are less ideal. My preference is us creating our own. I'm just gonna list the options I am most fond of but I'll play almost anything. You would have to work hard to make a regiment that I wouldn't play.

Regimental Types: Reconnaisance, Line Infantry, Close Assault

Homeworld: Fortress World, Penal Colony, Penitent, Post Cataclysmic, Shrine World

Training Doctrines: Hardened Fighters, Close Quarters Battle, Crusaders, Defenders of teh Faith

Equipment Doctrines: Combat Drugs

As you can see I like up close, in your face blood and guts battle. Preferably while screaming out prayers to the Emperor. These are not hard and fast requirements for my enjoyment. Just kinda laying how I most prefer things to get the Regiment conversation started.

Also for who we are fighting my only real opinion is that I don't want it to be Orks. Every time I have gotten to play this game it's been Orks. I'd like to see a campaign with other enemies. Maybe more than one kind of enemy. Like a campaign against a Tyranid invasion that - at a dramatically appropriate time - involves the discovery that the world they are warring on is actually a Necron Tomb World.

Xenos I Would Like To Cleanse: Tyranids, Dark Eldar (Actually hate the Dark Eldar lore wise but it would be really cathartic to kill some), Necron

Xenos I Would Like To Avoid: Orks, Tau (I just really hate Tau. I mean I'll shoot them if you want me to but they are not choise number one for me.)

And that, I think, is long enough. Just remember that these are my preferences. I'm flexible but I really like communication in games.
GSN 1610300704
player, 2 posts
Sun 30 Oct 2016
at 11:33
  • msg #3

Regimental Creation Thread

Of the canon regiments, I'd prefer Mordians over Cadians, but my true preference is for creating our own. I too am adaptable to pretty much anything, but I thought I'd put a preference list.

Regimental Types: Line Infantry, Close Assault, Siege Infantry
Homeworld: Post Cataclysmic, Frontier World(Which is from Hammer of The Emperor so probably isn't allowed), High Born, Schola Progenium, Fortress World
Training Doctrines: Hardened Fighters, Close Quarters Battle, Snipers (Yeah a little out of the normal idea)
Equipment Doctrines: Combat Drugs, Vanguard, Warrior Weapons, Cyber Enhanced.

I like close quarters and less faithful things, in fact if we were going faith I'd prefer to be followers of the Omnissiah, but that is a different issue and doesn't really fit the game. None of these are really requirements. In terms of the home worlds I put them in order of preference, the rest are just things I like.

As for the enemies order of preference is as follows:

Tyranids
Tau/Kroot (Because deploying a close combat regiment against the tau seems like a very Imperial thing to do. 1 to be picked off by the tau and then to get eaten by the kroot.)
Chaos
Necrons
Orks
Dark Eldar (Mainly because I like them, and me as a player would probably have a bias towards them over us)
This message was last edited by the player at 11:40, Sun 30 Oct 2016.
GSN 1610292302
player, 1 post
Sun 30 Oct 2016
at 13:44
  • msg #4

Regimental Creation Thread

Hi guys, looks like a custom regiment would be quite fun.

Regimental Types:
Recon Regiment (if someone wants to play Operator), otherwise Siege offers the best mix of skills, talent and equipment for an infantry unit.
Officer: Bilious (Paranoia) or Maverick (Resist Fear) are both great for 2 points.
Homeworld: Fortress World is always a solid choice for 3 points.
Training Doctrines: Hardened Fighters for 2 points is gerat
Equipment Doctrines: Cyber Enhanced (Subdermal Armor, Bionic Heart) these two choice provide the Sprint talent and extra armor, which means extra survivability.

Reg Cost: 2 or 3
Officer: 2
Homeworld: 3
Training: 2
Equipment: 3

We'd be at 12 points with Siege or 13 with Recon.  If we went recon, I would suggest the rather borning Imperial world at 1 points, that savings of 2 points would cover the cost of recon and free up a point.  With that freed up point, I would advocate swapping Hardened Fighters for Sappers (great skills and gear) or one of the Aptitude based Trainings (Die-Hards, Skirmishers, etc).  That extra Toughness, Willpower, or Agility aptitude can unlock some great skills and talents for the group despite their specialty at discounted exp.  Plus if the aptitude overlaps with one your specialty provides, you can pick a characteristic based one, so its rather sound.

Favored Basic: My first choice would be the Grenade Launcher.  It provides some great tactical flexibility, based on the situation.  Otherwise, Plasma is a nice mix of semi-auto and high-ish penetration/damage potential.

Favored Heavy: This is a tough one, but I would go with Autocannon first, then heavy bolter, then plasma cannon.

For enemy, I'm happy to toss my name in for Nids as well.  Probably will regret that, but that's ok.
GSN 1610290901
player, 4 posts
Carter "Clean" Lyon, Op
Tyrone "Sand" Miller
Sun 30 Oct 2016
at 14:44
  • msg #5

Regimental Creation Thread

Suggestions
Cleanse
Tyranids, Chaos Cults, non-Chaos Imperial Secessionists, Orks

Avoid
Eldar (in general), Tau, Genestealer cults (for now)

Planet
No preference for home planet details.
This message was last edited by the player at 02:41, Tue 01 Nov 2016.
GSN 1610301137
player, 3 posts
Sun 30 Oct 2016
at 17:44
  • msg #6

Regimental Creation Thread

Here's my two cents.


Regiment
Homeworld: Feudal(3)
CO: Fixed(1)
Regiment Type: Close Assault (3)
Training: Hardened Fighters (2)
Special Equipment: Warrior Weapons (3)
Drawback: The Few (-5)
Enemies: Nids with a surprise (read below)


I know what you're thinking: why!? Well, because a feudal world being raided by 'nids is hilarious. We'd be running into melee with beasts that are covered in bone spikes and blades, trying to drop them with swords and axes. The combination of Feudal World + Close Assault + Hardened Fighters + Warrior Weapons actually makes a pretty solid group of knights.

Also, if we start winning, how awesome would it be if our world turned out to be a 'cron tomb world? I mean, just imagine taking down a Hive Tyrant late game, celebrating and cheering, and then The Terminatortm erupts out of the ground and wrecks us all.
GSN 1610292302
player, 5 posts
Sun 30 Oct 2016
at 21:57
  • msg #7

Re: Regimental Creation Thread

quote:
Regiment Ideas
Mining(3), Circumspect(2), Siege Infantry(2), Sappers(3), Breachers(2) - Redneck (or otherwise) miners and industrial entrenching tools.


This could be cool, but I would swap Breachers with Automated Artillery.  Would be very good defensive unit, but still not bad for assaults.

quote:
Post Cataclysmic(3), Bilious(2), Heavy Reconnaissance(8), Anti Air or Armour(4), The Few(-5) - Final platoon of hunter recon walkers. Alternative to having a baseline regiment, as PCs start to come in from other regiments when comrade logistics rolls fail.


We can't necessarily do this one, and verse Nids it's probably not the best.

quote:
Imperial World(1), Phlegmatic(1), Line Infantry(2), Sabre Battery(3), Anti-Aircraft(4) - Classic Imperial guardsmen. Stronger vs large groups, but almost immobile without leaving the sabres behind or coming up with creative solutions.


Pinch to specialized for my tastes.  Your #1 can do this pretty well with Automated Artillery too.

quote:
Feudal World + Close Assault + Hardened Fighters + Warrior Weapons actually makes a pretty solid group of knights.


Gimmicky.  I think it would be cool for a bit, not sure if it would get tiresome though given the lack of tactical flexibility we'd setting ourselves up for.
This message was last edited by the player at 22:01, Sun 30 Oct 2016.
GSN 1610290901
player, 6 posts
Mon 31 Oct 2016
at 01:14
  • msg #8

Re: Regimental Creation Thread

quote:
Feudal World + Close Assault + Hardened Fighters + Warrior Weapons actually makes a pretty solid group of knights
If we had four custom regiments, I'd support this as one of them.

quote:
I would swap Breachers
Not so enthused for mining colonists that can't bore holes into things.
quote:
with Automated Artillery
Is an immobile, automated trigger-puller is the best choice when we already have 20 of them that can move?

quote:
verse Nids it's probably not the best
Storm Of Iron, imo, is one of the best talents vs massed enemies.

quote:
We can't necessarily do this one
Transport has been addressed directly. Not sure what the answer means precisely, but it's there.
This message was last edited by the player at 06:01, Mon 31 Oct 2016.
GSN 1610292302
player, 7 posts
Mon 31 Oct 2016
at 01:49
  • msg #9

Re: Regimental Creation Thread

quote:
Stuff about the mining siege regiment


Demo charges are only scarce and much more useful than a Hades drill.  I'd have went with Demolitions, but it's 3 points and we haven't heard that we can take drawbacks yet.

Anti-Air is good vs Nid swarms (hordes) no doubt, but it was the "or armor" I was referring to primarily with that statement.

I still like that regiment if we can tweak it a bit.

quote:
Post-Cat(3), Close Assault(3), Scavengers(2), Cyber-Enhanced(3), Tainted(-3)


I like this one a lot as well.  I would swap in Cloud of Suspicion because it adds a little better RP flavor than us eventually getting killed off for showing chaos mutation.
Adeptus Custodes
GM, 22 posts
Mon 31 Oct 2016
at 02:05
  • msg #10

Re: Regimental Creation Thread

GSN 1610292302:
quote:
Stuff about the mining siege regiment


  I'd have went with Demolitions, but it's 3 points and we haven't heard that we can take drawbacks yet.


Yes...it is *your* Regiment to build, after all. I have noticed some of you have access to, and are listing things from, the Shield of Humanity sourcebook; I have it, too, so of course those Regimental background options within are available to you, as well.
GSN 1610291001
player, 2 posts
Mon 31 Oct 2016
at 02:33
  • msg #11

Re: Regimental Creation Thread

I submit my vote for the Mining Colony breachers/sappers.

But as someone who's thinking about going with a Heavy, I'm unsure what suitably awesome gun to use that fits that template.
GSN 1610292302
player, 8 posts
Mon 31 Oct 2016
at 02:46
  • msg #12

Re: Regimental Creation Thread

GSN 1610291001:
I submit my vote for the Mining Colony breachers/sappers.

But as someone who's thinking about going with a Heavy, I'm unsure what suitably awesome gun to use that fits that template.

Multi-melta can cut through rock and wall just like a las cutter and could be a good option.  Heavy flamers might be nice as well.  The canon regiments have autocannon and las cannon, so doesn't make sense to overlap with them
GSN 1610290901
player, 7 posts
Mon 31 Oct 2016
at 02:50
  • msg #13

Re: Regimental Creation Thread

quote:
Demo charges are only scarce and much more useful than a Hades drill
They're not exactly reusable or multi-purpose. (which isn't to say I don't think we should have them - just that I think we should have other things as standard kit)
This message was last edited by the player at 02:52, Mon 31 Oct 2016.
GSN 1610292302
player, 9 posts
Mon 31 Oct 2016
at 03:43
  • msg #14

Re: Regimental Creation Thread

In reply to GSN 1610290901 (msg # 13):


After rereading the Hades drill isn't too bad actually.  Still probably worth the kit points for 1 demo charge as part of the standard kit
GSN 1610292015
player, 2 posts
Mon 31 Oct 2016
at 05:35
  • msg #15

Re: Regimental Creation Thread

I like the Heavy Reconnaissance Regiment idea. Stalkers are very nice, add a standard MIU and we technically can move/dodge and shoot as a free action with las cannon. Or we can have one gunner one driver/scanner. Action economy wins the war, and the extra armor will makes you much harder to kill. Later with a good tech priest (who will be our scanning expert as well) most damage can be repaired very fast on the field...
Probably the best combat unit as the walker is best in class machine if the pc knows how to utilize them, problem is the supply hazard, no fuel no escape.

Best thing ever is to play Mechwarrior in WH40k! Heavy support from my side!
Later we can find ninja some titan!

I found focus on BS with heavy weapons is the way of combat to kill fast and efficiently. At least 3+ damage dice can give enough furry rolls to add surprise damage spikes/kills in almost every round with a minor luck.

A good las cannon can kill everything with the proper (and not so costly) talents.
One shoot per round but you can make it hard to dodge and later even add some nasty sniping powers. Single shoot extra accuracy means much more hit than with automated weapons.

You simple can not be a good close combatants, too many enemy is superior in this field.
Utilize TAU tactics is the way if you have normal body.
Without psyker support we will have only one round to snipe the most dangerous enemies before they blast us.
GSN 1610290901
player, 9 posts
Mon 31 Oct 2016
at 05:59
  • msg #16

Re: Regimental Creation Thread

o_0

quote:
Fortress World, Fixed, Grenadiers, Iron Discipline, Vanguard, The Few: Plasma Gun & Grenade Launcher.

Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception, (+3 two of; Ballistic Skill, Willpower, Toughness)
Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Linguistics (Low Gothic), Tech-Use
Talents: Bombardier, Hatred(Chaos), (Nerves of Steel or Sprint)
Aptitiudes: Willpower
Special: Willpower Tests: +0 to go against rules & regulations, +10 to not attack hated enemy, Logistics test to requisition comrade from this regiment

1 combat shotgun & 4 clips(Main Weapon, auxiliary grenade launcher), 2 grenade launchers(Squad), 1 krak grenade, 1 frag grenade, 1 light carapace armour, 1 deadspace earpiece, 1 combi-tool, 1 data-slate, 1 9-70 entrenching tool, 1 anointed toolkit, 1 lascutter(Squad), 6 demolitions charges(Squad), 1 siege auspex(Squad) + standard kit
Chimera armoured transport (turret autocannon, hull heavy flamer, pintle heavy stubber, dozer blade, camouflage netting)


quote:
Hive World, Maverick, Line Infantry, Favoured Foe, Hardened Fighters: Flamer & Tread Fether.

Characteristics: +3 Strength, –3 Intelligence, +2 Weapon Skill, (+3 two of; Agility, Fellowship, Perception)
Skills: Athletics, Common Lore (Imperium), Deceive, Linguistics (Low Gothic)
Talents: Rapid Reload, Resistance:Fear, Street Fighting, (Heightened Senses (Hearing), Paranoia, or Unremarkable)
Special: no penalty to run/charge in urban ruin, –20 Survival unless enclosed or artificial environment, –1 starting Wound

1 M36 lasgun & 4 packs(Main Weapon), knife(mono) or common low tech melee weapon, 2 frag grenades, 2 krak grenades, 1 toxic environment light flak cloak, 1 flak helmet, 1 rebreather, 1 detox + standard kit


quote:
Frontier World, Sanguine, Guerrilla Regiment, Forward Observation, Survivalists, Condemned: Autogun & Sniper Rifle.

Characteristics: +3 Perception, –3 Fellowship, (+3 two of; Agility, Ballistic Skill, Perception)
Skills: Awareness, Linguistics (Low Gothic), Navigate (Surface), Stealth, Survival
Talents: Ambush, Die Hard, (Combat Sense or Quick Draw)
Aptitudes: Agility
Special: re-roll failed Survival and Navigate (Surface) Skill Tests within favoured terrain, (once per session)spend fate point to inflict Righteous Fury on 8,9,10 vs Unaware or Surprised target, -20 interaction skill tests vs unfamiliar authority figures, -20 Fellowship tests vs Imperial Guard, -20 Logistics tests.

1 lascarbine & 4 packs(Main Weapon), 1 autopistol & 2 clips, 1 silencer, 2 blind grenades, 2 stun grenades, 2 frag grenades, 1 magnoculars, 1 preysense goggles, 1 chameleoline cloak, 1 handheld targeter, 2 pict-recorders(Squad), 1 chrono, 1 recaff + standard kit

This message was last edited by the player at 16:59, Tue 01 Nov 2016.
GSN 1610292302
player, 10 posts
Mon 31 Oct 2016
at 11:46
  • msg #17

Re: Regimental Creation Thread

actually those new 3 are pretty diverse and would make the custom regiment much less necessary.  All three are tempting....
GSN 1610300704
player, 4 posts
Mon 31 Oct 2016
at 11:49
  • msg #18

Re: Regimental Creation Thread

The difficulty would be the fluff behind a 7 regiment mix.... 4 is a stretch, but workable, 7 starts to become unwieldy from a fluff perspective unless we were to just become a unit on the world due to ridiculous losses.
GSN 1610290901
player, 10 posts
Mon 31 Oct 2016
at 12:01
  • msg #19

Re: Regimental Creation Thread

The idea would be to keep it at four regiments - that's why they parallel Cadia/Cadia, Hive World/Hive World, and Guerrilla/Guerrilla.
Adeptus Custodes
GM, 26 posts
Mon 31 Oct 2016
at 12:17
  • msg #20

Re: Regimental Creation Thread

Correct. There are four regimental choices for each of you to choose from. The custom one is a collective agreement and majority rules on each aspect of it to create that fourth choice. I am heading to work now and will post the final choice(s) for regiment, you will all vote on the final product for 24 hours, and then I will make the thread giving you your resources and background Tuesday night.
GSN 1610301042
player, 1 post
Mon 31 Oct 2016
at 12:36
  • msg #21

Re: Regimental Creation Thread

So if the four boring regiments can be picked by anyone then we should be free to make the custom one something really niche?

I saw a few CC regiments but none from an ogryn world? An ogryn weapons specialist or Heavy gunner is pretty bad ass.

If transport is an issue I built a regiment for one game that was ogryn rough riders. You can get a pretty solid mount that can travel about as fast as a chimera.

Also I really like the Heavy Recon regiment. They are kinda particular but I think getting everyone an MIU was already on the list.
GSN 1610300704
player, 6 posts
Mon 31 Oct 2016
at 12:47
  • msg #22

Re: Regimental Creation Thread

Ogryns are out as our first two characters have to be human.

Edit: There is a regiment that is close quarters orientated (or at least they are in my mind) that could be fun to play. I don't know quite how to build them but I'll post the link to their fluff. http://wh40k.lexicanum.com/wiki/Finreht_Highlanders

I'm thinking Braveheart with lasguns. They do have some slightly not Scottish elements though so they aren't quite so cut and dry.
This message was last edited by the player at 12:50, Mon 31 Oct 2016.
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