All of my players asked about those two regiments as options.
Even the Mordians are on the list but those two are missing. Any reason why they're not in there? And more importantly did anyone draw them up yet? :)
"So any tips on dealing with Orks?" the veteran leans overexamines your lasgun,"See that switch right there? It turns on bust fire."
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Valhallan Ice Warriors :
Imperial World, replace Hatred (Mutant) with (Orks) (the hatred is not based on training, its a racial history thing)
Sanguine commander (although this depends on the actual regiment)
Line or Siege infantry (again, mechanized and tank units take the appropriate choice)
Die-hards and Fieldcraft (Ice dessert/Tundra) Doctrines
Don't really have any ideas for gear
Armageddon Steel Legion :
Favored Foe (Orks) and Die-Hards Doctrine
1 point over budget, but no other doctrine or equipment choice fits
Gas Mask, the rest depends on specific regiment
As for why they weren't included, it's probably due to lack of space, and the fact that they are both similar aesthetically similar to another the regiment (the Vostrayans and the Kriegers respectively) and because, thematically, they are both heavy Ork haters. A lot of other popular regiments have been excluded, including the Savlar Chem-Dogs (which would use a lot of the currently unused by premades options, including Penal Colony, Scavenger and Combat Drugs), the Praetorians and the Necromunda Spiders
Mortem incipiens est
Keep in mind that the sample regiments are meant to be just an example: the 12th Mordian is a fully mechanized regiment, but Mordia produce copius infantry companies too.
Anyway the regimental creation rules works decently so you might try to build a Steel Legion or Valhallan regiment yourself.
My personal attempts:
41st Steel Legion
Homeworld: Armageddon (Hive World)
Modifiers: +3 Agility, +3 Fellowship
Skills: Common Lore (Imperium), Deceive, Operate (Surface)
Talents: Foresight, Rapid Reload, one of the following (Heightened Senses [hearing], Paranoia, Unremarkable)
Other Traits: Accustomed to Crowds, Hivebound
Favored Weapons: Missile Launcher, Meltagun
Kit: M36 Lasgun (main weapon) with melee attachment, 6 charge packs, Autopistol (sidearm), 2 clips, Knife, 3 Frag Grenades, 3 Krak Grenades, Guard Flak Armor, Respirator, Survival Suit, Micro-Bead, Uniform, Rucksack or Sling Bag, Basic Tool Set, Mess Kit, Sleep Bag, Lamp Pack, Grooming Kit, Cognomen Tags, Primer, 4 weeks rations, Chimera IFV (per squad)
Notes: 1 unspent regiment point
37th Valhallan Polar Scouts
Homeworld: Valhalla (civilized world)
Modifiers: +2 Weapon Skill, +3 Agility, +3 Willpower
Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (High Gothic), Navigate (surface)
Talents: Hatred (Orks), Rapid Reaction, Streetfighting
Other Traits: Blessed Ignorance, Fieldcraft (mountains)
Favored Weapons: Heavy Flamer, Grenade Launcher
Kit: Lascarabine (main weapon), 4 charge packs, Laspistol (sidearm), 2 charge packs, Knife (mono upgrade), 2 frag grenades, 2 smoke grenades, Flak Jacket & Helmet, Survival Suit, Micro-Bead, Poor quality Preysense Googles, Grapnel, Uniform, Rucksack or Sling Bag, Basic Tool Set, Mess Kit, Sleep Bag, Lamp Pack, Grooming Kit, Cognomen Tags, Primer, 2 weeks rations
Notes: 1 unspent regiment point, 1 unspent kit point; replaced Hatred (Mutants) with Hatred (Orks)
"Vimes cupped his hands around the flame, sucked on the foul tobacco, tossed the match into the gutter and
slouched off down the damp, puddle-punctuated alley.
If there was anything that depressed him more than his own cynicism, it was that quite often it still wasn't as
cynical as real life."
Terry Pratchett Guards! Guards!
How have you guys managed not to get this right?
Now, the first problem i see is that the steel legion models are sometimes depicted with long guns, but the models use lascarbines. If you look quite closely you can see that the long gun is actually probably an autogun. Probably the "Armageddon".
Hive 3 Fixed 1 Mech Inf 3 Favoured Foe 3 Well provisioned 3
51st Steel Legion 'Yellow coats' (how come no one ever called them this?)
Homeworld: Armageddon, any two of the following Characteristics-Agility, Fellowship, and Perception. (Hive World)
Hivebound: - 10 penalty to all Survival Tests,
Accustomed to Crowds: Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, hive worlders take no penalty to the Agility Test to keep their feet.
Regiment: + 3 Agility, -3 Perception (Mechanised Inf)
Skills: Command (Fixed Commander) Operate (Surface) (Mechanised inf) Forbidden Lore (Xenos; Orks) (Favoured Foe)
Talents: Heightened Senses (Hearing}, Paranoia, or Unremarkable. (Urban Violence) Rapid Reload (Mech inf) Hatred (Orks) (Favoured Foe)
Aptitude: Weapon skill (i made this up to reflect the deathworld veterans that they sometimes have)
Favored Weapons: Missile Launcher, Grenade Launcher
Standard Kit: One Lascarbine and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character, one Chimera IFV per Squad.
Add an additional item of Average availability, to standard kit (Armageddon Basic 100m S/2/6 1d10+4 I 0 15 Full Reliable 8.5kg 100 Average) 8pts
(Melee Attachment + 2kg Plentiful) 3pts
Add respirator or gas mask to standard kit 8pts
(Mono +Okg Scarce) 10pts
I wish i could have added double team or iron dicipline, or some kind of aptitude. But i think this best fits them.
Then you can have the hive ganger modification.
Hive ganger: Ammend as follows.
Kit: Two laspistols or stub autos. OR double barreled shotgun w/ 38 shells & combat knife OR Autogun & 2 mags. Universal Standard Kit.
Favoured weapons: Heavy Stubber, 0-1 Plasma Cannon*.
*The plasma cannon is unreliable. -10 on requisition tests to procure it.
Because the plasma cannon was in the hive ganger list, which was probably the main reason in taking it.
Honestly, is there ever any "fixed" version of choices beyond homeworld for any of the iconic IG regiment homeworlds?
Company commander is highly variable, regiment type is probably the second most limited, but even that has a few choices. Speciality doctrines can vary from regiment to regiment (and probably go along with the commanding officer really). Specialist equipment might be tied to the type of homeworld, but could also just as easily be tied to the regiment type (e.g. Armoured Companies are more likely to really want demolitions, even if the rest of the regiments from that planet are known for the chameoline cloaks).
Personally, I think that after all the damage from the 3rd war, and the fact that Armageddon is only now "mostly-imperial controlled" where it's at a stalemate means Fortress World would be more appropriate.
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