RolePlay onLine RPoL Logo

, welcome to Blood, Honor & Sacrifice

15:05, 20th July 2024 (GMT+0)

Regimental Creation Thread.

Posted by Adeptus CustodesFor group 0
GSN 1610292302
player, 48 posts
Thu 3 Nov 2016
at 18:54
  • msg #123

Re: Regimental Creation Thread

In reply to Adeptus Custodes (msg # 122):

Might need to modify the regiment thread, under the type section to include:

Combat Shotgun 4 clips
3 Frag
2  krak
Flak armor
This message was last edited by the player at 18:54, Thu 03 Nov 2016.
GSN 1610300704
player, 17 posts
Fri 4 Nov 2016
at 01:11
  • msg #124

Re: Regimental Creation Thread

Don't forget that it is a shotgun or a great weapon or two low tech melee weapons.
GSN 1610292302
player, 51 posts
Fri 4 Nov 2016
at 01:25
  • msg #125

Re: Regimental Creation Thread

GSN 1610300704:
Don't forget that it is a shotgun or a great weapon or two low tech melee weapons.

True, and Hardened Fighters give you the option to upgrade your knife to a common low tech weapon or give your main weapon mono.
GSN 1610292302
player, 58 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 5 Nov 2016
at 01:02
  • msg #126

Re: Regimental Creation Thread

Have you worked up the "Availability on the Front" yet?  I'm assuming since its a new planetfall that things are going to be hard to come by to start.
GSN 1610311843
player, 42 posts
Sat 5 Nov 2016
at 01:03
  • msg #127

Re: Regimental Creation Thread

Or easier because the world hasn't been totally devastated yet...at least for a Feral world.
GSN 1610290901
player, 42 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Sat 5 Nov 2016
at 01:39
  • msg #128

Re: Regimental Creation Thread

Availability usually works by regimental logistics, not local tech level. Just guessing from the opening descriptions and stated circumstance;

Multiple Regiments
under 3 months at front (-10)
under 3 months active front (-10)
violent impasse (-10) or no war condition modifier (0)
This message was last edited by the player at 01:40, Sat 05 Nov 2016.
GSN 1610292302
player, 59 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Sat 5 Nov 2016
at 02:38
  • msg #129

Re: Regimental Creation Thread

That's what I was guessing, but if it's local PDF and us, an understrength regiment, it could be worse...
GSN 1610290901
player, 45 posts
W-9, F1, Med: Trenne
W12, F3, WpS: Hal
Sat 5 Nov 2016
at 04:31
  • msg #130

Re: Regimental Creation Thread

The Zakurians might be under strength and stretched thin by supporting 31 regiments from a planet stripped down to the bedrock, but there's also the Mordians, Cadians, and Catachans.
GSN 1610292302
player, 107 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Thu 24 Nov 2016
at 03:44
  • msg #131

Re: Regimental Creation Thread

Let's use this thread for talking about our upgrades since it's not really active for anything else.  Here's the ideas we've come up with so far.

1) The shield upgrade (aka, give everyone recoil gloves) or give it forearm mounting.
2) Use both upgrades to increase flak suit's armor by +1 AP
3) Increase combat shotguns by +1 damage
4) Increase blast radius of charges by +1 blast
5) man-trap: -20 Strength test to escape
6) main weapon mod: exterminator, +1 clip size
7) main weapon mod: chain-knife attachment
8) combat shotguns: good craft for reliable

I'd do forearm mounting of the shield and if it's an option, make good craft combat shotgun.
GSN 1610311843
player, 71 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Thu 24 Nov 2016
at 04:11
  • msg #132

Re: Regimental Creation Thread

1 has the problem that Arbite Shields already exist *and* to have a sufficient lock point for the weapon it has to be good quality or better.  I can't see the Mechanicus taking a POS low-tech shield and Frankensteining on a option that only comes with really good and rare Arbite equipment.  Far more likely for us to simply requisition recoil gloves or the forearm mount upgrade or those actual GQ Arbite Suppression Shields than get them to produce Heretek-level tinkering.

5...raise of hands of how many people made bear-hunters?  I'm seeing shades of new requisition again with this one.

6...see 5 for A and I think would work with B

7...see 5

8...see 5

2, 3, 4 seem to fall solidly into what AC seems to offer using the Lab/Workshop.  Of those 4 helps us damage hordes easier.

The other potential mod that I could see helping us is using the +1 alteration to ROF to the unit weapons (combat shotgun/plasmagun/autocannon)...like the Combat Shotguns going from S/3/- to S/4/- or maybe S/3/4 in giving it a full auto option that is +1 more round than the semi-auto 3.

Know what mean?
Adeptus Custodes
GM, 126 posts
Thu 24 Nov 2016
at 04:14
  • msg #133

Re: Regimental Creation Thread

GM:
Additional Equipment
 Crafting Workshop - Solid Projectile Firearms & Ammunition
 Crafting Workshop - Laser Firearms
 Crafting Workshop - Electronics


Keep in mind the categories you have available at the outset of the game. So...no armor mods yet. Probably after success on the first mission. Can't make things too easy for you! ;)
GSN 1610290901
player, 66 posts
W4/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Thu 24 Nov 2016
at 06:33
  • msg #134

Re: Regimental Creation Thread

"Bear hunter" derision or not, mantraps are simple, easily available, and reusable force multiplier, effective in  simple defence or to funnel an assault.

Maybe Accordion Wire at -30 Acrobatics suits some sensibilities better? Less damage, worse availability, and it doesn't immobilise. Also, Acrobatics vs 'nids seems like a losing proposition.
GSN 1610311843
player, 72 posts
'Zilch' 12W 1F Medic
'Everest' Unharmed Heavy
Thu 24 Nov 2016
at 16:49
  • msg #135

Re: Regimental Creation Thread

I'm not saying that mantraps are a bad thing.  They are a really good idea.  I'm just saying that the workshop labs work with existing gear...not making new gear for us.

Mantraps, exterminator cartridges, chain-knife attachments, forearm mounting kits and recoil gloves are in the vein of requisitioning more gear for our outfit rather than small modifications that seem to be intended to come out of this extra asset we have.
GSN 1610290901
player, 68 posts
W4/9, F1, Med: Trenne
W14/14, F3, HwG: Hal
Sat 26 Nov 2016
at 01:45
  • msg #136

Re: Regimental Creation Thread

quote:
I'm just saying that the workshop labs work with existing gear...not making new gear for us.

Mantraps, exterminator cartridges, chain-knife attachments, forearm mounting kits and recoil gloves are in the vein of requisitioning more gear
Recoil Gloves, sure.

Forearm Weapon Mounts aren't shield compatible through conventional means, so if that's not an option here, it's never going to be an as-written option.

Exterminators and Chain Attachments, sorta. They are actual weapon upgrades, contrasted with mucking about with stats.

Mantraps - that's a 10% upgrade.
GSN 1610311843
player, 139 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 13 Jan 2017
at 19:44
  • msg #137

Re: Regimental Creation Thread

I'm tossing this here rather than in our OOC...

Are you still going to let us pick two for the good of the unit that we'll get to take advantage of for this next mission AC?  I got the feeling in the interest in moving forward rather than banter back and forth about our two possible options you simply started up the mission we just completed.  Which of course would still be limited to:
Adeptus Custodes:
GM:
Additional Equipment
 Crafting Workshop - Solid Projectile Firearms & Ammunition
 Crafting Workshop - Laser Firearms
 Crafting Workshop - Electronics


Keep in mind the categories you have available at the outset of the game. So...no armor mods yet. Probably after success on the first mission. Can't make things too easy for you! ;)


So a small bonus to a single type of SP weapon or ammo that might also include grenades?

   Ex...Regiment favored heavy weapon Autocannons or kit Combat Shotguns get a +1 damage
        or +1 Pen or a +10% bump to their range bands or a +10% bump to how much ammo
        they can carry or a +1 to how many shots are fired in semi-auto or full auto...
        maybe even opening up a different firing option AC (Take a Autocannons fire
        rate from S/3/- to S/3/4)? Or a frag grenade upping the blast range by +1 meter
        or a Krak grenade increasing the Concussive quality by +1

or

A small bonus to a single type of Las weapon like mentioned above in the SP arena

or

A small bonus to some sort of electronic gear...kinda nebulous.  Auspex range or penetration of sensitivity?  Electronic weapon sight bonus? Cybernetics?  Where does the Electronic end?
Adeptus Custodes
GM, 243 posts
Fri 13 Jan 2017
at 21:24
  • msg #138

Re: Regimental Creation Thread

Electronics means anything in gear/wargear that is not specifically an integrated item for a weapon (so scopes are yes but trigger assemblies for increased ROF is no), or cybernetics (which will be a workshop of it's own that is not yet available to you). Thanks for asking!
This message was last edited by the GM at 23:17, Fri 13 Jan 2017.
GSN 1610311843
player, 140 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 13 Jan 2017
at 21:27
  • msg #139

Re: Regimental Creation Thread

I figured that might be the case.  Thanks for that clarification.

Though will we be able to come to a majority decision among the members...say between now and the start of the next mission...to choose those two advances and have them affect that mission?
GSN 1610292302
player, 183 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 13 Jan 2017
at 21:35
  • msg #140

Re: Regimental Creation Thread

GSN 1610311843:
Adeptus Custodes:
GM:
Additional Equipment
 Crafting Workshop - Solid Projectile Firearms & Ammunition
 Crafting Workshop - Laser Firearms
 Crafting Workshop - Electronics


Keep in mind the categories you have available at the outset of the game. So...no armor mods yet. Probably after success on the first mission. Can't make things too easy for you! ;)


So a small bonus to a single type of SP weapon or ammo that might also include grenades?

Ex...Regiment favored heavy weapon Autocannons or kit Combat Shotguns get a +1 damage

Frag or a Krak grenade increasing the Concussive quality by +1

Thanks, I was going to do this soon too.  Great ideas and summary.

I'd say increasing damage by +1 is better than adding +1 Pen to start ourselves off.  If we hit a damage boost cap, then we can delve into pen.  If we get 2 upgrades, I'd say +1 damage on shotguns and autocannons.  It doesn't help my sniper rifle, unless we give the +1 damage to standard ammo, but that's a bit gamey, and I know AC will not allow standard rounds to get a +1 that gives all SP weapons +1 damage.  But he could be nice (probably not).

The combat shotguns are prevalent and the autocannons are our big DPS sources, so buffing these should be our high priority.

Failing that, I'd say +1 damage or +1 meter radius on frag and/or krak would be wise.  That benefits our grenade launcher pal, but also each of us, since we all pack grenades.  So it's a benefit to all, regardless of regiment.  So that's a positive for buffing grenades...but I'd still set it below shotguns and A/Cs.

In order, I would go:

1) +1 damage to combat shotguns
2) +1 damage to autocannons
3) +1 damage to frags (goes from 2d10, to 2d10+1)
4) +1 blast range (from 3 to 4) on frags, helps on scatter misses, increases chance that it still affects target by by 16% (scatters 1d6 meters).
5) +1 to concussive on krak (concussive 0 to 1)
GSN 1701041631
player, 4 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Fri 13 Jan 2017
at 22:05
  • msg #141

Re: Regimental Creation Thread

Late to the party here, but aren't we limited to the types of upgrades/customizations listed in the books?
GSN 1610311843
player, 141 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 13 Jan 2017
at 22:14
  • msg #142

Re: Regimental Creation Thread

Adeptus Custodes:
Crafting Workshop

The Disciples of Thule are, like any Mechanicus group that follows the preachings and guidance of the Omnissiah, inveterate tinkerers. Theirs is a constant and unwavering dedication to preserving, repairing, modifying, and upgrading every bit of technology they come in contact with...all for the betterment of mankind and the furtherance of their understanding of the world of Machine Spirits.

To this end, they have placed a dedicated laboratory-workshop at the disposal of their units whenever they are engaged with enemy forces. This scientific arm of the organization is always located orbiting in space, safely away from the battlefield, tucked away within the safety of the rest of the fleet. Other than the actual minutions and supplies needed to sustain the fighting forces, it is given one of the highest priorities for allocation of resources during a campaign - for how else can they hope to continue their overarching mission if they do not continually evolve and grow themselves?

The game mechanics of this workshop are simple: before each mission begins, during the selection process, the players will discuss and choose two items that they currently have in their possession, and for which they currently have lab/shop facilities. These items can have any one aspect of their functions improved by +1 or 10%, as appropriate.
   - Thus, a weapon might gain +1 to its damage output [since most use a base of d10].
   - Another weapon might gain +10% to its range increment.
   - A piece of equipment might increase its duration of effect by +10%
   - Another piece of equipment might improve a skill bonus by an additional +10%

Obviously, some things won't fall easily into the +1/10% category. You can't add +0.3 armor to a location, or give yourself a 10% bonus to determine your exact location with a Locator Matrix. Well, you *can*, but it would be rather silly. Therefore, in all cases where the math does not easily fall into line with the game mechanics, the GM will be the final arbiter of what benefits are gained for a particular item or weapon. These will be determined before the unit makes their final request, so there will be no surprises.
   - An outstanding success on a mission *may* result in a slightly greater modification, or a secondary, unrequested effect being added to the item in question.

Note that these upgrades will only be released to the unit upon successful completion of the current mission. If the unit made two requests and then does not meet the mission requirements, the upgrades are delayed or withheld until the follow-up mission is completed successfully, and no new items may be sent to the workshop until the first two are completed and released.


In any normal game you would be totally correct.  Since we went through the trouble of putting together a custom regiment AC gave us this as another potential bonus.

At the moment our options to help direct improvements are limited to the three areas that I quoted AC mentioning previously.  Success opens up more options.  Failure might take them away while critical success or failure might have even more imprssive (good or bad) effect upon our troops.
GSN 1701041631
player, 5 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Fri 13 Jan 2017
at 22:21
  • msg #143

Re: Regimental Creation Thread

Thanks, my eyes only skimmed that part of the thread.

Given how much difficulty you ran into with the ripper swarms, I would second the increase in the Blast rating on frags as it increases their effectiveness by a whole 30% vs hordes, in addition to the aforementioned benefits.
GSN 1610311843
player, 142 posts
'Zilch' 1/12W 0F Medic
'Everest' 11W 1F Heavy
Fri 13 Jan 2017
at 22:27
  • msg #144

Re: Regimental Creation Thread

Yeah.

My top two would be adding +1 to the Blast for Frags and +1 to Concussive for Kraks.  We all have grenades regardless of if we have grenade launchers.  The frags will increase the kill zone and the kraks will mean that anyone hit by one will have to take a Toughness test at a -10 or be stunned for 1 round per degree of failure.  That could be gold on larger Tyranids.
GSN 1701041631
player, 6 posts
Two-bit (WS) W 9/9 FP 2/2
Sleepy (G) W 14/14 FP 2/2
Fri 13 Jan 2017
at 22:31
  • msg #145

Re: Regimental Creation Thread

GSN 1610311843:
Yeah.

My top two would be adding +1 to the Blast for Frags and +1 to Concussive for Kraks.  We all have grenades regardless of if we have grenade launchers.  The frags will increase the kill zone and the kraks will mean that anyone hit by one will have to take a Toughness test at a -10 or be stunned for 1 round per degree of failure.  That could be gold on larger Tyranids.

+1 on every point here
GSN 1610292302
player, 184 posts
Sawbones W:12 FP:1
Oggie W:14 FP:2
Fri 13 Jan 2017
at 23:40
  • msg #146

Re: Regimental Creation Thread

Swarms aren't hordes, but I'm a-okay to buff the grenades.  They have a lot of utility, that's for sure.  If that's the way the vote is going, I'm totally on board.
GSN 1612091751
player, 45 posts
'Ramirez' W: 8/13 F: 1
'Emilia' - Alive
Sat 14 Jan 2017
at 00:34
  • msg #147

Re: Regimental Creation Thread

Wait, you mean to tell me we're gonnA HAVE SOME MOAR DAKKA BIGGER EXPLOSIONS?!

I'm down.
Sign In