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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.
GSN 1610290901
player, 11 posts
Mon 31 Oct 2016
at 12:49
  • msg #23

Re: Regimental Creation Thread

In reply to GSN 1610301042 (msg # 21):

He means there are three set regiments, and a fourth player-created regiment.
GSN 1610300704
player, 7 posts
Mon 31 Oct 2016
at 13:12
  • msg #24

Re: Regimental Creation Thread

Maybe something like this for the Highlanders, not sure if anyone is interested but I figured I'd put it out there, also this isn't particularly optimised, I'm doing this based on their fluff:

Regiment Type: Light  Infantry 2
Homeworld: Agri or Feudal World 3
Commander: Choleric 2
Training Doctrines: Harden Fighters 2
Standard Equipment: Replace lascarbine with M36 Lasgun 5

That's 11 of 12 regiment points. But the Honourbound drawback would be fitting, which would give an additional 4 regiment points to play with.
GSN 1610301042
player, 2 posts
Mon 31 Oct 2016
at 13:29
  • msg #25

Re: Regimental Creation Thread

GSN 1610300704:
Ogryns are out as our first two characters have to be human.

But All Shield of Humanity Homeworlds were approved? Also Ogryn and Ratlings are totally human, otherwise we would exterminate them as mutants or Xenos.

I suppose I'm saying clarification needed, weather he means the homeworlds or the support roles.

quote:
He means there are three set regiments, and a fourth player-created regiment.

Right, specifics aside, there is a bunch of boring garbage to pick for guys that like boring garbage.
GSN 1610292302
player, 11 posts
Mon 31 Oct 2016
at 13:33
  • msg #26

Re: Regimental Creation Thread

Here's a crack at the Mining World Engineer's Corps

Mining Colony (3) = +3 AGI, PER, or Tough, Awareness, CL (Tech), Tech Use (Acclimated to Darkness, Tunnel Rats, Unaccustom to Light), +1 Wound
Circumspect (2) = Foresight Talent (+10 to actions with full turn spent thinking)
Siege (2) =  +3 Tough, -3 Int, Tech-Use (now to +10), Nerves of Steel, pretty nice starting gear (lagun, 6 packs, flak armor, respirator, 4 sandbags, entrenching tool, 2 frag, 2 photon flash
Sappers (3) = +2 Int, Tech-Use (goes to +20), Security, Trade (Technomat), Technical Knock, 1 las cutter per PC
Breachers (2) = 1 Hades Drill per squad

Then Either
Cyber-Enhanced (3) = Subdermal Armor, Bionic Heart (if we have to all have the same thing, otherwise everyone can have their choice)
Dishonored/Cloud of Suspicion (-3) = Generally for some challenges to overcomes besides the bad guys

Or
Demolitionists (4) = +2 Int, Tech Use, Operate Surface, Nerves of Steel, 1 Cyclopse Demo, 1 respirator, 1 kg demo charge, +10 to demo tech-use rolls
Warp Delayed (-4) = sometimes you don’t get gear and some starting insanity
(cool thing about this one is the extra Tech Use goes to +30, the extra Nerves of Steel gets changed out for experience I think)

Favored Basic: Combat Shotgun
Favored Heavy: Multi-Melta

If possible, I think it would be fun to swap the M36 for an Autogun instead.  Should be a free swap since their basically the same thing to make this regiment solid projectile focused.

For Kit, if we went with Demo, then no need for demo charge as part of the standard kit
-Auspex/Scanner (10)
-Photo Visor (8) -negate the unaccustom to light penalty
-Favored Basic (10) / Demo Charge (10)
-Chrono (2)
Adeptus Custodes
GM, 27 posts
Mon 31 Oct 2016
at 14:10
  • msg #27

Re: Regimental Creation Thread

GSN 1610301042:
GSN 1610300704:
Ogryns are out as our first two characters have to be human.

But All Shield of Humanity Homeworlds were approved? Also Ogryn and Ratlings are totally human, otherwise we would exterminate them as mutants or Xenos.

I suppose I'm saying clarification needed, weather he means the homeworlds or the support roles.

quote:
He means there are three set regiments, and a fourth player-created regiment.

Right, specifics aside, there is a bunch of boring garbage to pick for guys that like boring garbage.


It is mildly distressing that you may not have actually read the information in my two Notice threads. This is the game that has been created for playing in. I am not sorry if it is boring to some because the rest seem to like the limitations, challenges, and danger it represents. I am very flexible on almost every aspect of this game being changed, but it was not created for any one individual, so any changes requested BY a player must be approved by ALL of his fellow players.

As before, tonight I will collect the highest-scoring aspects of the regimental creation thread and post them for a final vote by the players. Hope it is a good one! :)
GSN 1610301042
player, 3 posts
Mon 31 Oct 2016
at 14:27
  • msg #28

Re: Regimental Creation Thread

I read it, I quoted a portion of it.

quote:
Regimental types: Reconnaissance, Light Infantry, Line Infantry, Close Assault, or Siege Infantry.

Ah, I missed this bit. Doesn't change the fact that I find pretty much every regiment that GW has stated up as terminally dull.

I have very low hopes of something good gaining traction before tonight, remove me when you get a chance.
GSN 1610290901
player, 12 posts
Mon 31 Oct 2016
at 14:52
  • msg #29

Re: Regimental Creation Thread

42, think you can calm down & come back to talk about the core regiments? It did seem there was some traction & support when I brought it up earlier.

In reply to GSN 1610292302 (msg # 26):
It's a good idea, but there's a limit of 3 doctrines. (one regimental, then any combination of training & equipment doctrines)
GSN 1610301137
player, 6 posts
Mon 31 Oct 2016
at 16:47
  • msg #30

Re: Regimental Creation Thread

My main issue with mining colony as an option is Mawlocs. Mawlocs and rippers. So many rippers. *shudders*
GSN 1610301042
player, 4 posts
Mon 31 Oct 2016
at 17:00
  • msg #31

Re: Regimental Creation Thread

GSN 1610290901:
42, think you can calm down & come back to talk about the core regiments? It did seem there was some traction & support when I brought it up earlier.

Am I understanding this correctly that you were basically proposing replacing all of the standard regiments? That is a bit of a paradigm shift. But I those had some potential.

quote:
My main issue with mining colony as an option is Mawlocs. Mawlocs and rippers. So many rippers. *shudders*

Being an imperial guardsman is basically suicide in any case. Just because there are scary things you might fight isn't really a legitimate objection. Like a single Gene stealer could mean our whole squad dies if we fail our fear tests. Rippers are what flamers are for.

quote:
It's a good idea, but there's a limit of 3 doctrines.

Did the boss say this? It's not RAW.
GSN 1610290901
player, 13 posts
Mon 31 Oct 2016
at 17:12
  • msg #32

Re: Regimental Creation Thread

quote:
After selecting a home world and commander from the previous sections, the players may select a number of doctrines from the following three lists (Regiment Type, Training Doctrines, and Special Equipment Doctrines). One of those doctrines selected, and only one, must be selected from the Regiment Type section, and the regiment may have no more than three doctrines in total.
Core 64.
GSN 1610300704
player, 8 posts
Mon 31 Oct 2016
at 17:18
  • msg #33

Re: Regimental Creation Thread

Yeah the rest of your regiment points must be spent in just messing with the standard kit.
GSN 1610301042
player, 5 posts
Mon 31 Oct 2016
at 17:32
  • msg #34

Re: Regimental Creation Thread

GSN 1610290901:
<quote>Core 64.

Huh? Never played that way or see anyone else enforce that. I'll keep that in mind for this game and continue to ignore it until it is brought up again. I mean can you really trust a game company that writes a rule that way?

quote:
One of those doctrines selected, and only one, must be selected from the Regiment Type section, and the regiment may have no more than three doctrines in total.


As opposed to

quote:
Select one regiment type then select up to two doctrines of any type.
These professional game developers are such casuals.
GSN 1610301137
player, 7 posts
Mon 31 Oct 2016
at 17:36
  • msg #35

Re: Regimental Creation Thread

Are you trying to be funny rn or...?
GSN 1610301042
player, 6 posts
Mon 31 Oct 2016
at 17:44
  • msg #36

Re: Regimental Creation Thread

I both normally ignore that rule and have always seen it ignored and I have been steadily losing faith in FFG. The way that sentence was structured really did bother me. Why define Reg Type as a Doctrine when you must and may only have one? It's not like Doctrine needed to be associated with that category.

We may be a touch in the woods at this point.
GSN 1610292302
player, 13 posts
Mon 31 Oct 2016
at 18:04
  • msg #37

Re: Regimental Creation Thread

In reply to GSN 1610301042 (msg # 36):

I've always seen it handwaved in the games I've seen in here.  As pointed out, it's not well written and defies logic.  That said, it would be fine without the optional choices.


So we have two votes for mining/demos/tech use regiment.  Then a smattering of other stuff (feudal knights/Highlander's).  Anyone else have something to offer for the group?
GSN 1610292411
player, 3 posts
Mon 31 Oct 2016
at 23:34
  • msg #38

Re: Regimental Creation Thread

I just don't see a whole of potential story and action wise for the mining/breaching regiment without a campaign utterly catered to them. They would be more or less useless in a Tyranid invasion because Tyranids don't build fortifications. They wouldn't even be sent to such a battlefield.

So what am I missing? What makes this idea appealing in the face of the enemies we are choosing as a group?
GSN 1610292302
player, 14 posts
Tue 1 Nov 2016
at 00:16
  • msg #39

Re: Regimental Creation Thread

With linear thinking like that you wouldn't get far.  Sappers and siegers can build fortifications, useful for defending against the onslaught of hordes.  With demo charges and accordion wire, you could booby trap hardened targets (lectors, etc).  It just requires you to think ahead and use your skills.

Plus they bring something the other regiments don't, that is their appeal.
This message was last edited by the player at 00:17, Tue 01 Nov 2016.
Adeptus Custodes
GM, 28 posts
Tue 1 Nov 2016
at 01:04
  • msg #40

Re: Regimental Creation Thread

Ok, so as things stand right now, Siege Infantry and Close Assault are tied for the most popular choice, with Reconnaisance and Line Infantry tied for second place.

Fortress and Mining Colony are tied for first in homeworld, while Frontier and Post-Cataclysmic are tied for second. Remember this is the homeworld of your regiment, not the planet you are currently fighting on!

Hardened Fighters is a clear favorite, as is Close Oder Drill [CQB].

Cyber Enhancements is barely in the lead for equipment, with Combat Drugs and Warrior Weapons being the tie for a close second place.

Choice of leadership has been widely varied and there is no clear winner in any category. Personally I am a fan of Choleric and Maverick, and I can also see Bilious coming in handy for your unit. I picture myself as a Phlegmatic leader. ;)

While there are still a couple people who haven't voiced their desires yet, I'm going to open it up for a final vote on which of the above you want to include in your regiment. Don't get hung up on the point values at this point. Pick the regimental background you want to have your characters come from, and try to do it without squeezing out some bullshit min-max setup against just the first enemy you're facing...which happens to be Tyranids. Just build something unique that you can all agree on.

Final tally/decisions will be due in 25 hours.
GSN 1610301137
player, 8 posts
Tue 1 Nov 2016
at 01:40
  • msg #41

Re: Regimental Creation Thread

Close Assault/Fortress/CQB/Warrior Weapons/Maverick

I still like the idea of taking an axe to a 'nid.
GSN 1610300704
player, 9 posts
Tue 1 Nov 2016
at 01:52
  • msg #42

Re: Regimental Creation Thread

Close Assault/Post Cat/Hardened Fighters/Cyber Enhancements or Combat Drugs/Choleric

But honestly I'd go for anything. I just see this layout being the coolest from a fluff standpoint. Because we are basically mad max with either bionics or combat drugs who is thrown at the enemy for shits and gigs.
GSN 1610311843
player, 1 post
Tue 1 Nov 2016
at 02:00
  • msg #43

Re: Regimental Creation Thread

Recent arrival from resupply here after 42 was reassigned...

Using the options presented above by the AC I'd run with:
Homeworld:  Post-Cat
Commander:  Melancholic
Regiment:   Close Assault
Doctrines
 Training:  Sappers
 Equipment: Cyber-Enhancement

Drawback:   Cloud of Suspicion


A close variation on yours 704 but I think you can see where I'm going with the potential story aspect.
GSN 1610292302
player, 15 posts
Tue 1 Nov 2016
at 02:08
  • msg #44

Re: Regimental Creation Thread

GSN 1610311843:
Recent arrival from resupply here after 42 was reassigned...

Using the options presented above by the AC I'd run with:
Homeworld:  Post-Cat
Commander:  MelancholicBilious or Maverick
Regiment:   Close Assault
Doctrines
 Training:  Sappers
 Equipment: Cyber-Enhancement

Drawback:   Cloud of Suspicion


A close variation on yours 704 but I think you can see where I'm going with the potential story aspect.


I'd do this 100%.  Melancholic for air of authority just doesn't fit this regiment imo.  Resisting fear or paranoia makes more sense for a post-cat world.  The mining/demo engineering regiment only works if you it's all or nothing, so unless it's a bundle deal, I wouldn't do it.
GSN 1610311843
player, 3 posts
Tue 1 Nov 2016
at 02:17
  • msg #45

Re: Regimental Creation Thread

I picked Melancholic cause having your world destroyed by the Tyranids would make most people morose and force the troopers to deal with the heavy lifting while those that were in charge of their world before get lost in their own minds.

But Bilious or Maverick would work too.  In one case the Paranoia might have kept us alive while others died.  In the other case holding the line and not giving into fear could have let us hold a key point allowing us to break out to survive.
GSN 1610290901
player, 14 posts
Tue 1 Nov 2016
at 02:36
  • msg #46

Re: Regimental Creation Thread

I support;

quote:
Homeworld:  Post-Cat
Commander:  Phlegmatic
Regiment:   Siege Infantry
Training:   Sappers
Equipment:  Cyber-Enhancement
Drawback:   Scarred By Loss


Melancholic is interesting for fleshing out the regiment and officers, but a permanently hesitant, pessimistic commander doesn't interest me. Phlegmatic would be the alternative where they don't say much, but they're actually competent.
This message was last edited by the player at 05:20, Tue 01 Nov 2016.
GSN 1610300704
player, 10 posts
Tue 1 Nov 2016
at 02:50
  • msg #47

Re: Regimental Creation Thread

quote:
Homeworld:  Post-Cat
Commander:  Melancholic
Regiment:   Close Assault
Doctrines
 Training:  Sappers
 Equipment: Cyber-Enhancement

Drawback:   Cloud of Suspicion


I'd put my vote behind this.
GSN 1610292411
player, 4 posts
Tue 1 Nov 2016
at 04:33
  • msg #48

Re: Regimental Creation Thread

GSN 1610300704:
quote:
Homeworld:  Post-Cat
Commander:  Melancholic
Regiment:   Close Assault
Doctrines
 Training:  Sappers
 Equipment: Cyber-Enhancement

Drawback:   Cloud of Suspicion


I can get down with this.
GSN 1610292015
player, 3 posts
Tue 1 Nov 2016
at 06:21
  • msg #49

Re: Regimental Creation Thread

I wanted to vote to Heavy Reconnaisance, but Rpol was down yesterday, not sure why my connection was good to other sites.

But all is fine to me, we will have fun no matter what.
GSN 1610292302
player, 17 posts
Tue 1 Nov 2016
at 13:04
  • msg #50

Re: Regimental Creation Thread

the main thing for the Mordian regiment is their tank.  If they don't get the tank, they are pretty crap with just a las pistol as their main gun.

Edit - that said my medic/drug dispenser  will probably be Mordian
This message was last edited by the player at 13:36, Tue 01 Nov 2016.
Adeptus Custodes
GM, 33 posts
Tue 1 Nov 2016
at 14:49
  • msg #51

Re: Regimental Creation Thread

Yes on the Mordian tank thing...but if only one or two people have Mordian as their regiment it is very unlikely (read: 0%) that this one soldier is the one bringing their tank along with them. ;)
GSN 1610292302
player, 22 posts
Tue 1 Nov 2016
at 20:51
  • msg #52

Re: Regimental Creation Thread

GSN 1610292302:
GSN 1610311843:
Recent arrival from resupply here after 42 was reassigned...

Using the options presented above by the AC I'd run with:
Homeworld:  Post-Cat
Commander:  MelancholicBilious or Maverick
Regiment:   Close Assault
Doctrines
 Training:  Sappers
 Equipment: Cyber-Enhancement

Drawback:   Cloud of Suspicion


A close variation on yours 704 but I think you can see where I'm going with the potential story aspect.


I'd do this 100%.  Melancholic for air of authority just doesn't fit this regiment imo.  Resisting fear or paranoia makes more sense for a post-cat world.  The mining/demo engineering regiment only works if you it's all or nothing, so unless it's a bundle deal, I wouldn't do it.


Ignore this for commander type.  If we get this set up, post-cat gives resist fear and cloud of suspicion gives paranoia.  That said Vanguard might be superior to Sappers.
GSN 1610290901
player, 17 posts
Tue 1 Nov 2016
at 22:10
  • msg #53

Re: Regimental Creation Thread

In reply to GSN 1610292302 (msg # 52):

Duplicate talents provide 100xp.
GSN 1610311843
player, 11 posts
Tue 1 Nov 2016
at 22:38
  • msg #54

Re: Regimental Creation Thread

The melancholic also helps fit in with the PC's having input into missions.  The commanders don't always want to make the decisions so when the men and women hear about what's going on and a consensus of sorts happens with the troops they can claim to have chosen without choosing.

Plus when you're under attack by Tyranids and simply a mortal human there is a very good chance that the troops will have to take the reigns when the commanders are killed (the eager type), can't decide and get locked in old memories (Psychological trauma), lead from the rear and the vox doesn't work (cowardly survivor type) or any of the other potential options.
GSN 1610292302
player, 23 posts
Tue 1 Nov 2016
at 23:32
  • msg #55

Re: Regimental Creation Thread

GSN 1610311843:
The melancholic also helps fit in with the PC's having input into missions.  The commanders don't always want to make the decisions so when the men and women hear about what's going on and a consensus of sorts happens with the troops they can claim to have chosen without choosing.

Plus when you're under attack by Tyranids and simply a mortal human there is a very good chance that the troops will have to take the reigns when the commanders are killed (the eager type), can't decide and get locked in old memories (Psychological trauma), lead from the rear and the vox doesn't work (cowardly survivor type) or any of the other potential options.

Mechanically, Fixed Commander is probably better  Better to have the skill than a talent that requires a skill you don't have :)

At this point, though, I don't particularly care.  I just want to roll my toons and get playing.  See which one of us is the first to die!
Adeptus Custodes
GM, 40 posts
Wed 2 Nov 2016
at 00:13
  • msg #56

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.


This is the only soldier who hasn't cast a second vote since the tally was made last night. If no changes to the current votes [as I understand them to be], then the unit will be:

Type: Close Assault
  +3 WS, -3 INT
  Dodge or Parry
  Lightning Reflexes
Homeworld: Post-cataclysmic
  +3 to two: BS, WS, PER
  Awareness, Linguistics (Low Gothic), Survival
  +1d5 Insanity points at start
  pick one: Resistance (Cold), Resistance (Radiation), Resistance (Fear)
Training Doctrine: Sappers
  +2 INT
  Security, Tech-use, Trade (Technomat)
  Technical Knock
Equipment Doctrine: Cyber-Enhanced
  begin w/ 2 common or one good cybernetic enhancement [list provided when complete]
Drawback:Cloud of Suspicion
  Enemy (Inquisition)
  Paranoia
  Penalty: mission failure results in -5 to WP tests until next successful mission


The only thing still up in the air at this point is the type of leader you will have. I personally don't think Melancholic will help your group [aside from the visual of the type of leader you have in HQ], because gaining Air of Authority doesn't seem to help anyone. You don't need to be able to influence hundreds of other soldiers, in my opinion.
...however, if you choose Choleric [and gain Rapid Reaction] or choose Maveric [for the Resistance (Fear) - which translates to 100 xp instead] or Phlegmatic [for the Common Lore skills he has] then we will be right on track with my timetable.
GSN 1610292411
player, 13 posts
Wed 2 Nov 2016
at 00:25
  • msg #57

Re: Regimental Creation Thread

I like Phlegmatic for both story appeal - I like competent commanders - and the mechanical.
GSN 1610311843
player, 12 posts
Wed 2 Nov 2016
at 00:35
  • msg #58

Re: Regimental Creation Thread

I can be on board with Phlegmatic easily.
GSN 1610291001
player, 5 posts
Wed 2 Nov 2016
at 00:41
  • msg #59

Re: Regimental Creation Thread

quote:
This is the only soldier who hasn't cast a second vote since the tally was made last night.


That (with Phlegmatic) looks good.
GSN 1610292302
player, 24 posts
Wed 2 Nov 2016
at 01:10
  • msg #60

Re: Regimental Creation Thread

Now we just need a regiment name....
GSN 1610311843
player, 13 posts
Wed 2 Nov 2016
at 01:11
  • msg #61

Re: Regimental Creation Thread

Question...

I'm guessing that when you mentioned the equipment bit in your character creation thread you meant the 30 points used to shift around the regiments standard equipment.  So rather than making one uniform blanket that covers everyone instead each person gets to pick their 30 points out for their character(s)...

Right?

Or did I miss a post somewhere where you illuminated us on that AC?
Adeptus Custodes
GM, 41 posts
Wed 2 Nov 2016
at 01:30
  • msg #62

Re: Regimental Creation Thread

No, you're right. 30 points for each person to build their kit because you're a mixed regiment of survivors. No reason to expect you've got identical equipment, especially with a commanding officer who is competent and a good tactician. He'd want you to have what lets you fight the most efficiently and fiercely. :)
GSN 1610292302
player, 25 posts
Wed 2 Nov 2016
at 01:32
  • msg #63

Re: Regimental Creation Thread

In reply to Adeptus Custodes (msg # 62):

Does that mean we can pick our own favorite weapons?

Also, you could pick your own custom commander based on whatever NPC you've created and give us a skill or talent based on that.

Edit - Also, did we end up with a surplus of regiment points, or spot on?  Each left over one is worth 2 for kit I think.  Or we would add Combat Drugs to the mix.
This message was last edited by the player at 01:39, Wed 02 Nov 2016.
GSN 1610292411
player, 14 posts
Wed 2 Nov 2016
at 01:52
  • msg #64

Re: Regimental Creation Thread

Combat drugs!
GSN 1610300704
player, 12 posts
Wed 2 Nov 2016
at 01:57
  • msg #65

Re: Regimental Creation Thread

Yeah I am happy with Phlegmatic. Also hurray for choosing our own kit.
GSN 1610292302
player, 26 posts
Wed 2 Nov 2016
at 02:03
  • msg #66

Re: Regimental Creation Thread

So it would be
Post-Cat = 3
Close Assault = 3
Phlem = 1
Sappers = 2
Cyber = 3
Cloud of Suspicion = -3

Total = 9

Add in combat drugs for 2, 1 point left over for an extra 2 kit points.  But Demolitionists, Scavangers, etc could be cool.  I'm down to let the GM pick the last bit for us a surprise.
GSN 1610300704
player, 13 posts
Wed 2 Nov 2016
at 02:05
  • msg #67

Re: Regimental Creation Thread

If it is up to us for the additional doctrine I'd be very happy with combat drugs.
GSN 1610311843
player, 14 posts
Wed 2 Nov 2016
at 02:08
  • msg #68

Re: Regimental Creation Thread

It's actually 10 not 9.  Sappers is 3.

Current Regiment creation cost is 13 points spent (Homeworld 3, Commander 1, Regiment Type 3, Doctrine-Training 3, Doctrine-Equipment 3), then 3 given back because of the drawback.

So 2 points left over meaning 4 extra points to spend.

Yes combat drugs is 2 points.  Though with us having Cyber-Enhanced we may want Augmetics or Servitor Accompaniment...mind that last one there might make things a bit difficult since it replaces your companion with a servitor and we're supposed to use our companion as out next PC if/when the first is ground up into ration bars.
Adeptus Custodes
GM, 42 posts
Wed 2 Nov 2016
at 02:37
  • msg #69

Re: Regimental Creation Thread

You choose weapons from the item/kit table on Pg 69 of the Core Rulebook. I'm not quite sure what you mean when you ask for favorite weapons?

You were at 12, -3 for the Cloud of Suspicion; Phlegmatic is only 1 point, so you would have been 10 instead of 13. The group can add Combat Drugs, or I can add Hardened Fighters to the Training Regimen, since that was the 2nd most popular choice in that category as well.

If you had wanted to me to make a custom commander it should have come up during the regiment creation process. I don't want to delay things any more than they have been.
GSN 1610290901
player, 19 posts
Wed 2 Nov 2016
at 02:45
  • msg #70

Re: Regimental Creation Thread

In reply to Adeptus Custodes (msg # 69):
quote:
You choose weapons from the item/kit table on Pg 69 of the Core Rulebook. I'm not quite sure what you mean when you ask for favorite weapons?
Page 68 has Universal Kit & Favoured Weapons.

Favoured Weapons:
Each regiment has weapons that its members prefer to wield, or have a natural aptitude for. Each regiment may choose one Basic Weapon and one Heavy Weapon to be their Favoured Weapons, these weapons must be Very Rare or more available. Members of this Regiment gain a +10 bonus on all Logistics Tests to obtain those weapons and ammunition for them

Adeptus Custodes
GM, 43 posts
Wed 2 Nov 2016
at 02:54
  • msg #71

Re: Regimental Creation Thread

No, the regiment will have to come up with their favored weapon. Most likely something that ties either to their heritage from a doomed planet [something with fire or plasma would be appropriate], or something that shows their uniqueness [like an M36, a hot-shot weapon, a combat shotgun, or something similar].

I guess I'm used to hearing it called a Regimental weapon, not favored. Sorry I missed the connection, and was on the same page even! Heh.
GSN 1610291001
player, 6 posts
Wed 2 Nov 2016
at 02:55
  • msg #72

Re: Regimental Creation Thread

People didn't seem to figure those in to these ideas from the start, and as someone considering a Heavy, it kind of matters, since I can choose the Regimental Favored Heavy weapon as the one I'm equipped with. Since we appear to be going with a close-up focus, something like a Heavy Flamer is probably the go-to?

As far as the non-Heavy favorite, can we get a Plasma gun as that? It seems awful rare. I'm away from my books at the moment, so I can't confirm.
GSN 1610311843
player, 15 posts
Wed 2 Nov 2016
at 03:00
  • msg #73

Re: Regimental Creation Thread

Muli-melta is also a short range destructive sort of burn...just saying...always liked them and they are really good at cracking things open...just saying ;-)

Then if we wanted to we could do Plasma gun as the basic of choice.  They both are rare sorts though that, along with the cybernetics and surviving the Tyranid assault on our home world is a good reason for the Inquisition to be unfriendly with us and be suspicious...
GSN 1610292302
player, 27 posts
Wed 2 Nov 2016
at 03:21
  • msg #74

Re: Regimental Creation Thread

The standard gun we all get is a combat shotgun.  It's a great gun, good damage at close range.

The plasma gun is a great, well rounded choice for the favored basic.  To access it will cost at least 200-400 xp for the training if you're not a weapon spec or heavy.  However, there is president within the books for melee weapon to be selected for favored basic.  A power sword/ax/fist, could be a good option for those wanting something a little sexier for hand to hand.

For heavy, I do love the multi-melta, but the auto cannon has the shared solid projectile training with our shotgun and gives us something with range.  Something to be side for softening up targets before they get to us.
GSN 1610292411
player, 15 posts
Wed 2 Nov 2016
at 03:31
  • msg #75

Re: Regimental Creation Thread

In reply to Adeptus Custodes (msg # 69):

Hardened Fighters would be good... honestly mechanically better than Combat Drugs. Plus Street Fighting is fun. And I am good with whatever favored weapon selections the group picks since I get to build my own kit.
GSN 1610291001
player, 7 posts
Wed 2 Nov 2016
at 06:13
  • msg #76

Re: Regimental Creation Thread

Yeah, Hardened Fighters is fine.
GSN 1610300704
player, 14 posts
Wed 2 Nov 2016
at 06:23
  • msg #77

Re: Regimental Creation Thread

Okay so hardened fighters?
Adeptus Custodes
GM, 44 posts
Wed 2 Nov 2016
at 12:20
  • msg #78

Re: Regimental Creation Thread

Ok, I'll add Hardened fighters tonight. I'll be putting up a lot of things Thursday while I'm off, rather than tonight, as I am suddenly tasked with helping my niece move into her new apartment from college. I'll check in a few times during work today; should be a rather easy one for me.

A reminder you had +1 point left over from Regimental creation, for those that didn't scroll back and see it.
GSN 1610290901
player, 20 posts
Wed 2 Nov 2016
at 14:12
  • msg #79

Re: Regimental Creation Thread

quote:
A reminder you had +1 point left over from Regimental creation, for those that didn't scroll back and see it.
Normally, that means 2 points to the standard kit, because nothing regimental costs 1 point, but I don't know how you are building a regiment now.
GSN 1610311843
player, 16 posts
Wed 2 Nov 2016
at 14:14
  • msg #80

Re: Regimental Creation Thread

That's correct.

So we've got 32 points to spend on our specialized kit.
GSN 1610290901
player, 21 posts
Wed 2 Nov 2016
at 14:24
  • msg #81

Re: Regimental Creation Thread

quote:
Homeworld 3, Commander 1, Doctrine-Regiment 3, Doctrine-Training 3, Doctrine-Equipment 3, Drawback -3


That's Homeworld, Commander, and three Doctrines, plus a fourth (Hardened Fighters), with 1 point left over?
GSN 1610311843
player, 17 posts
Wed 2 Nov 2016
at 14:46
  • msg #82

Re: Regimental Creation Thread

*Blinks, Blinks again*

Post-Cat 3
Phleg    1
CA Regi  3
Sappers  3
Cyber    3
Hardened 2
Cloud   -3
----------
        12


That's where AC got the 1 point left over from...302 said Sappers was 2 points when it's 3 as far as I can tell from the book.

So no extra points unless AC is being nice :)
GSN 1610292302
player, 28 posts
Wed 2 Nov 2016
at 14:58
  • msg #83

Re: Regimental Creation Thread

my main, the medic is going sniper rifle, man stopper bullets mag and a demo charge for my kit (10 points teach)

For regiment name, since it's a random collection of individuals, it seems like French Foreign Legion to equate it to our world.  Maybe we are a collection of fighters from multiple worlds that have been destroyed or cataclysmed.  Is there precedence for a mercenary outfit?  That would tie into the Cloud of Suspicion.  Idk, just random thoughts and ramblings to spark discussion.
GSN 1610290901
player, 22 posts
Wed 2 Nov 2016
at 14:59
  • msg #84

Re: Regimental Creation Thread

Yes, precisely. Homeworld, Officer, Drawback, and four Doctrines.

In reply to GSN 1610292302 (msg # 83):
Hammer Of The Emperor 28-31?
This message was last edited by the player at 15:00, Wed 02 Nov 2016.
GSN 1610311843
player, 18 posts
Wed 2 Nov 2016
at 15:05
  • msg #85

Re: Regimental Creation Thread

Part of the concept was that the 'Homeworld' was destroyed/mostly destroyed by the Tyranids making it Post Cataclysmic.  That said perhaps it actually was a staging world where the Administratum would send large volumes of troops to as a hub and then parceled out to the various worlds that needed more IG to die on.

Perhaps a play on words...

3rd Mongrel Corps.

The pooled together remnants of all the units that were on Mongrel VII when the Tyranids showed up for a romp.
GSN 1610290901
player, 23 posts
Wed 2 Nov 2016
at 15:18
  • msg #86

Re: Regimental Creation Thread

Mongrel is zakur in Basque, & thú lai in Vietnamese. Zakurian? Thulian? 1st Ground Assault Corps?

The Disciples Of Thule are a radical explorator fleet faction within the Adeptus Mechanicus. Assuming Thule/Thulian, could we establish some kind of previous connection with them?
http://warhammer40k.wikia.com/wiki/Disciples_of_Thule

(there are so many 'bastard' entries when looking up mongrel in other languages)
GSN 1610311843
player, 19 posts
Wed 2 Nov 2016
at 15:27
  • msg #87

Re: Regimental Creation Thread

True...

Thulian would also account for our cyber-enhancements.  A bit of hand waving to count on the vagaries of the Warp to toss a portion of that fleet far from the Calixis Sector to where our homeworld was/is on the eastern edge of the galaxy would make it work.

I'm good with Zakurian or Thulian.
GSN 1610292302
player, 29 posts
Wed 2 Nov 2016
at 15:45
  • msg #88

Re: Regimental Creation Thread

off topic from home world/regiment name discussion- can Sargents and Guardsmen get a solid projectile pistol instead of a las pistol?
GSN 1610311843
player, 20 posts
Wed 2 Nov 2016
at 15:57
  • msg #89

Re: Regimental Creation Thread

Barring house rule no.  Though you can spend a pitifully small amount of your kit points (3) to get a stub revolver or more significant amount to get an autopistol or stub auto (8).
GSN 1610311843
player, 21 posts
Wed 2 Nov 2016
at 16:08
  • msg #90

Re: Regimental Creation Thread

Also...

We always can do this then for Favored/Regimental weapon choices:
Heavy - Autocannon
Basic - Meltagun

Then we have the range with the autocannon and still have the armour cracking of the meltagun for close combat.  Unless we want to take some sort of melee weapon for even closer combat.
GSN 1610292302
player, 30 posts
Wed 2 Nov 2016
at 16:13
  • msg #91

Re: Regimental Creation Thread

GSN 1610311843:
Barring house rule no.  Though you can spend a pitifully small amount of your kit points (3) to get a stub revolver or more significant amount to get an autopistol or stub auto (8).

I was asking for a house rule.  Logic would be they wouldn't give las guns to a regiment not trained in las since our primary is SP.  But we know the munitorum isn't logically.

I'm cool with either: melta/autocanno or plasma/multimelta
GSN 1610311843
player, 22 posts
Wed 2 Nov 2016
at 16:16
  • msg #92

Re: Regimental Creation Thread

Just poked in on the book and realized Multi-Melta is Ex Rare so not a possible option using the core rules that say they have to be Very Rare or less to be favored...of which both the autocannon and meltagun are.  So is the plasma gun.  So it's more:

Autocannon/Meltagun
or
Autocannon/Plasmagun
GSN 1610292302
player, 31 posts
Wed 2 Nov 2016
at 16:22
  • msg #93

Re: Regimental Creation Thread

GSN 1610311843:
Just poked in on the book and realized Multi-Melta is Ex Rare so not a possible option using the core rules that say they have to be Very Rare or less to be favored...of which both the autocannon and meltagun are.  So is the plasma gun.  So it's more:

Autocannon/Meltagun
or
Autocannon/Plasmagun

Good catch!  I'd go plasma.  More ammo and better range.  Maximal gives more punching power.  Semi auto give some options for suppression too.
This message was last edited by the player at 16:23, Wed 02 Nov 2016.
GSN 1610290901
player, 24 posts
Wed 2 Nov 2016
at 16:47
  • msg #94

Re: Regimental Creation Thread

I'm partial to plasmaguns, but what about a favoured weapon of 'integrated weapons'?

Have the cyber-enhanced choices been decided?
GSN 1610311843
player, 23 posts
Wed 2 Nov 2016
at 16:54
  • msg #95

Re: Regimental Creation Thread

Integrated weapons would require us to have Mechanicus Implants, not just simple cyber upgrades.  So if we had gone Crimson Guard it would have worked quite nicely.

And no, AC hasn't tossed a list of 'acceptable' choices for our two regular quality choices or one good quality choice.
GSN 1610290901
player, 25 posts
Wed 2 Nov 2016
at 17:12
  • msg #96

Re: Regimental Creation Thread

quote:
Integrated weapons would require us to have Mechanicus Implants
I read it; says 'potentia coil'. From Potentia Coil Induction (Prerequisites: Implanted Potentia or Mechanicus Implants, Toughness 35), it seems this is available (at the very least intended to be available) without having the Mechanicus Implants trait.
GSN 1610311843
player, 25 posts
Wed 2 Nov 2016
at 17:15
  • msg #97

Re: Regimental Creation Thread

Well yes but I've never seen the cybernetic implant Potentia Coil listed as a possible option in the Only War books except for when it's connected to the Mechanicus Implants.  While it might have been intended for it to be available it's quite possible with FFG no longer holding the rights to make the 40k games it would have been in a supplement that was cancelled.
GSN 1610290901
player, 26 posts
Wed 2 Nov 2016
at 17:32
  • msg #98

Re: Regimental Creation Thread

Well, either it's a mistake that there's any mention of it being available short of the full Mechanicus Implants trait, it's a mistake that there's no more detail on regiments and potentia coils, or a lack of relevant power source is more to stop other regiments from deciding mid-game that they want to replace their hands with guns.
GSN 1610311843
player, 26 posts
Wed 2 Nov 2016
at 17:52
  • msg #99

Re: Regimental Creation Thread

I'd put my thrones on them not wanting regiments to go that route unless they committed to it from the beginning.  That sort of tech and what is needed to use it is very theme oriented with the Mechanicus.

Unless you were specifically playing perhaps a Traitor regiment of former Mechanicus that has begun the transformation to the full implants and then stopped short...and again that would be a very specifically themed game as well.
GSN 1610292302
player, 32 posts
Wed 2 Nov 2016
at 18:03
  • msg #100

Re: Regimental Creation Thread

In reply to GSN 1610311843 (msg # 99):

I think that was Lathe World regiment are for.
GSN 1610290901
player, 27 posts
Wed 2 Nov 2016
at 18:35
  • msg #101

Re: Regimental Creation Thread

In reply to GSN 1610311843 (msg # 99):

Perhaps, but we're at the beginning. I like it for being a middle ground between saying we're going favoured firearm or favoured melee.

At the cost of more xp, a hand (unless they don't actually replace a limb?), and some kind of connections to a radical Mechanicus faction as already suggested (I'd say historical rather than current), it might be a possibility.
GSN 1610311843
player, 27 posts
Wed 2 Nov 2016
at 18:46
  • msg #102

Re: Regimental Creation Thread

Well that would be a good reason to have been Lathe World for homeworld rather than Post-Cataclysm and then story fluff the reasons why we aren't as close to the Mechanicus as we should be.
GSN 1610290901
player, 29 posts
Wed 2 Nov 2016
at 18:50
  • msg #103

Re: Regimental Creation Thread

If the goal is to be a radical Mechanicus faction, sure. For a regiment influenced by said faction, not so much.
GSN 1610311843
player, 29 posts
Wed 2 Nov 2016
at 18:56
  • msg #104

Re: Regimental Creation Thread

True.

I think the bridge FFG wanted to make was if you were influenced you chose things like cyber-enhanced or augmentic or defender of the omnissiah.  They put on a strong atmosphere of being Mechanicus aligned and able to get some of their nice toys though bonuses to requisition, actual cybernetics or aptitudes to help you do better with tech stuff.

If you want the cooler toys of the Mechanicus, aka integrated weapons or limited cybernetic enhancements, you have to be all in either as a loyal or radical Mechanicus faction or you don't get them.
GSN 1610292411
player, 16 posts
Wed 2 Nov 2016
at 20:32
  • msg #105

Re: Regimental Creation Thread

GSN 1610311843:
Well that would be a good reason to have been Lathe World for homeworld rather than Post-Cataclysm and then story fluff the reasons why we aren't as close to the Mechanicus as we should be.


It could have been a Lathe World before becoming a Post-Cataclysm World...
GSN 1610311843
player, 30 posts
Wed 2 Nov 2016
at 20:40
  • msg #106

Re: Regimental Creation Thread

It certainly could have been...

...but then we'd change the homeworld to Lathe World and the story would be it's now a post-cataclysm world after the Tyranids popped on by as a house warming gift from...
GSN 1610292411
player, 17 posts
Wed 2 Nov 2016
at 21:33
  • msg #107

Re: Regimental Creation Thread

Why? ST never said we would be fighting on our homeworld. Our backstory does not have to and in fact it would make little if it was connected to the campaign because that's not really how 40K works. Even if we did start on our homeworld that still would't make any sense. Being trained in the ruins of a Lathe World would not provide the same benefits as being trained in a Lathe World.
Adeptus Custodes
GM, 46 posts
Wed 2 Nov 2016
at 21:48
  • msg #108

Re: Regimental Creation Thread

1843:
That's where AC got the 1 point left over from...302 said Sappers was 2 points when it's 3 as far as I can tell from the book.

 So no extra points unless AC is being nice :)


Yes, I am being nice. It may not happen often so jump on it while you can. ;)


1001:
People didn't seem to figure those in to these ideas from the start, and as someone considering a Heavy, it kind of matters, since I can choose the Regimental Favored Heavy weapon as the one I'm equipped with. Since we appear to be going with a close-up focus, something like a Heavy Flamer is probably the go-to?


Just wanted to throw this out there, in case it was missed a while back in the posting. I see 'Autocannon/Meltagun or Autocannon/Plasmagun' mentioned a couple times and want to remind you guys that there are not individual Favorite Weapons, it is a Regimental set of favored weapons.


GSN 1610292302:
GSN 1610311843:
Barring house rule no.  Though you can spend a pitifully small amount of your kit points (3) to get a stub revolver or more significant amount to get an autopistol or stub auto (8).

I was asking for a house rule.  Logic would be they wouldn't give las guns to a regiment not trained in las since our primary is SP.  But we know the munitorum isn't logically.

I'm cool with either: melta/autocanno or plasma/multimelta


I would like to step away from a house rule on something as basic as modifying starting gear when it is available through normal expenditure of points in the game system, as written.


2411:
Why? ST never said we would be fighting on our homeworld. Our backstory does not have to and in fact it would make little if it was connected to the campaign because that's not really how 40K works. Even if we did start on our homeworld that still would't make any sense. Being trained in the ruins of a Lathe World would not provide the same benefits as being trained in a Lathe World.


Right, and I agree. This planet you are fighting on is NOT your homeworld, and in the initial conversations it looked like you were leaning toward mining colony, so I wrote up a quick background on your founding. Now you've changed that to post-apoc, which is cool in my mind, and the fact that you are cyber-dudes makes it even more interesting to me...especially when I factor in the Tyranids as your first enemy here. I look forward to posting the Regiment and its details either very late tonight or early in the morning.

That said, I will also be posting the list of available Cyber implants you can begin the game with. More will open up as the game progresses, based on storyline arc and successes in missions. Having Enemy (Inquisitor) and lots of mechanicus background really makes this an intriguing setup for adventure, to me, as a GM. :D

If I have missed any questions or concerns, let me know here, please.
GSN 1610311843
player, 31 posts
Wed 2 Nov 2016
at 22:56
  • msg #109

Re: Regimental Creation Thread

Adeptus Custodes:
Just wanted to throw this out there, in case it was missed a while back in the posting. I see 'Autocannon/Meltagun or Autocannon/Plasmagun' mentioned a couple times and want to remind you guys that there are not individual Favorite Weapons, it is a Regimental set of favored weapons.


Yeah I was trying to drive up commentary in choosing what the regiment favored heavy and basic weapons were going to be.
Adeptus Custodes
GM, 47 posts
Wed 2 Nov 2016
at 23:00
  • msg #110

Re: Regimental Creation Thread

Right, and one of the requests/suggestions was for a heavy flamer, as opposed to the Autocannon. I'm in the process of writing up the Regiment statistics right now, so if I don't hear anything to the contrary in the next 2 hours, I expect it will be the AC/Plasma Gun that a few people have commented on.
GSN 1610292302
player, 33 posts
Wed 2 Nov 2016
at 23:23
  • msg #111

Re: Regimental Creation Thread

In reply to Adeptus Custodes (msg # 110):

We can't go wrong with the AC and Plasma gun.  I don't think anyone will complain.
GSN 1610301137
player, 9 posts
Wed 2 Nov 2016
at 23:27
  • msg #112

Re: Regimental Creation Thread

Unless the Plasma Gun erupts and kills us all.
GSN 1610291001
player, 8 posts
Wed 2 Nov 2016
at 23:30
  • msg #113

Re: Regimental Creation Thread

AC/Plasma works for me. The Autocannon's a nice compromise in terms of "sniping" big targets and laying down waves of suppressing fire.

And plasma's plasma. Gotta love it.
GSN 1610292302
player, 35 posts
Thu 3 Nov 2016
at 01:50
  • msg #114

Re: Regimental Creation Thread

AC, the regiment looks great!

My Main will be Zakurian Medic.  Here's his field report:
Int 52
BS 40
Medicae +20
Commerce +10
Master Churgigeon

Basically, rolling 92 on medicae checks before penalties.  Also provides a pretty good chance to get gear we need to complete our missions.

Kit-wise, besides the standard stuff, I took Bionic Heart and Subskin Armor to increase survivability.  My 32 points were spent on Sniper Rifle (10), Expander Round clip (10), Demo Charge (10), and so far nothing for the 2 leftover points.  2 weeks rations is 3 points, so maybe 1 week extra rations for 2 points?

My secondary will be Zakurian Guardsmen.  Here's his field report:
WS: 43, S:40, T: 41
Parry +10, Dodge, Athletics, Intimidate
True Grit, Counter Attack, Berserker Charge
Best Craft Sword w/ Mono, Shield
Autosanguine and Synthmuscles

Carries at SB+TB of 10, swings for 1d10+9 with the sword.  Parries on like a 68 and can counter attack off it.  Also has Snap Out of It command to help with Fear and Pinning checks.

Kit: Demo Charge (10), Shield (5), Inferno Shells clip (10) for the shotgun.  In the same both with the spare 2 points.  If it's not more food, it's going to be a chrono.

I'm happy to swap primary/secondary if someone else is thinking medic too.
GSN 1610290901
player, 31 posts
Trenne: W9 F1
Hal: W12, F3
Thu 3 Nov 2016
at 03:21
  • msg #115

Re: Regimental Creation Thread

Medic is the only Int Aptitude speciality left, but I don't intend to step on your healing hands, as it were.

quote:
My 32 points
Are we doing personalised standard kit?
GSN 1610311843
player, 35 posts
Thu 3 Nov 2016
at 03:24
  • msg #116

Re: Regimental Creation Thread

quote:
Are we doing personalised standard kit?


Yes.
GSN 1610292302
player, 40 posts
Thu 3 Nov 2016
at 03:25
  • msg #117

Re: Regimental Creation Thread

GSN 1610290901:
Medic is the only Int Aptitude speciality left, but I don't intend to step on your healing hands, as it were.

quote:
My 32 points
Are we doing personalised standard kit?


Yeah personalized standard kits.  You can always make you're secondary a medic.  My medic is pretty narrowly focused on sniping, commercing, and healing.  More healing, plus some other int-based skills wouldn't hurt the group.
GSN 1610290901
player, 32 posts
Trenne: W9 F1
Hal: W12, F3
Thu 3 Nov 2016
at 03:45
  • msg #118

Re: Regimental Creation Thread

quote:
Weapon customisations may only be applied to a piece of equipment that is part of the Standard Regimental Kit or a favoured weapon of the soldier’s Regiment. Guardsmen never have sufficient exposure or training to safely customise more specialised weapons.
So we could pick any weapon up to very rare, and be able to customise it.
Adeptus Custodes
GM, 52 posts
Thu 3 Nov 2016
at 03:50
  • msg #119

Re: Regimental Creation Thread

No, you have already determined as a group that your Regimental Favored weapons are Plasma Gun and Autocannon. Everyone gets a laspistol as a basic kit weapon. If you are Cadian you've got an M36; Catachan it's a Lascarbine; Mordian it's laspistol again.
GSN 1610290901
player, 33 posts
Trenne: W9 F1
Hal: W12, F3
Thu 3 Nov 2016
at 04:01
  • msg #120

Re: Regimental Creation Thread

quote:
Every regiment in ONLY WAR has an allocation of points to spend on the customisation of its Standard Regimental Kit, adding additional items or improving existing ones.

This allocation is 30 points, with an additional 2 points added for each unused Regiment Creation point left over
Weapons in the SRK can be customised.

If we're each allowed to choose our own SRK, then we are effectively able to choose weapons to customise, unless you're veto'ing that.

Favoured Weapons are also customisable, but that's not what I'm talking about.

*also;

quote:
Finally, if a piece of equipment is a part of the standard kit for any regiment engaged within the warzone, the characters receive a +20 bonus to the Logistics Test

This message was last edited by the player at 06:34, Thu 03 Nov 2016.
GSN 1610292302
player, 41 posts
Thu 3 Nov 2016
at 04:03
  • msg #121

Re: Regimental Creation Thread

actually it's combat shotgun for the custom regiment.  Only the sarge or Guardsmen gets a spare las pistol as part of their specialty gear.
Adeptus Custodes
GM, 53 posts
Thu 3 Nov 2016
at 04:11
  • msg #122

Re: Regimental Creation Thread

2302 is right, I had forgotten that you were Close Assault regiment so your standard kit includes shotgun. The laspistol is part of the universal standard kit, which, since you are mostly taking the custom kit, would be your thing.

Sorry, my comment about the Reg Fav weapons was confusing, I see now.
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.
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