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Regimental Creation Thread.

Posted by Adeptus CustodesFor group 0
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.
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