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Moderator: FFG Andy FischerFFG_Sam Stewartynnen Topics: 23 | Posts: 318
Chapter II: Regiment Creation
by ffgMark
Published on 22 June 2012 - 19:25:04
Page 2 of 4 (48 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 26 June 2012 - 00:54:32

On Page 31-32 the Training Doctrine called Fieldcraft is described as giving Starting Aptitude: Agility. Would it not make more since for it to either give Starting Aptitude Fieldcraft since that is an actual Aptitude found on page 65, or at the very least Perception since on page 66 in Table 3-15: Characteristic Aptitudes it is stated that Perception links to Fieldcraft while Agility links to Finesse?

 

[QUOTE efidm=671271]

Page 22, Maccabian Janissaries:

No starting Aptitude
[/QUOTE]

 

My friend has created a regiment using the rules that did not start with any additional Attributes. This is easy to do as not all option give you an Attribute. If you are an Imperial World (1), with a Maverick (2) commander, that is Line Infantry (2), with Favored Foes (3) and Well-Provisioned (3) you’ve got an option from every table without a single additional Aptitude and you've spend 11 of 12 points. Since the sample regiments were created using the same system in the book and we don’t know the options they had taken this is most likely not something “missing,” just no options were taken to give them one.
 

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Reply #17 | Published on 26 June 2012 - 03:22:11

 When I started using the system I noticed that myself

"A dirty mind is a joy forevera terrible thing to waste"

"Innocence Proves Nothing"


Reply #18 | Published on 28 June 2012 - 07:11:05

I noticed something strange. Maybe I am just blind and can find it, but all the example Regiments should use the samel rules as creating an own regiment. The Vostroyan Firstborn should be Imperial World, Choleric, Line Infantry, Sharpshooters and Hardend Fighters, if I didn’t overlooked something and there is the problem. They receive Unarmed Warrior, Light Sleeper and Intimidate. But I can not figure out how they should get that talents and skills.

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Reply #19 | Published on 28 June 2012 - 10:13:01

Also the namings of the vehicles do not seem to be uniform in this chapter. The Hunter-Killer Regiment gets a so called Sentinel Walker, but the Reconnaissance Regiment gets a Sentinel Scout Walker. It there a difference I can not find later in the vehicle part, which also carries the name Sentinel Scout Walker? The same for the Chimera Armoured Transport, which is called like that in the Reconnaissance Regiment, but the Mechanised Infantry calls it Chimera IFV.

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Reply #20 | Published on 28 June 2012 - 20:27:15
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 I ran through Regiment Creation three times now with a group, and it seems like every time we're either over or under by a point.

 Seems like maybe there should be a way to spend leftovers.

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Reply #21 | Published on 28 June 2012 - 20:34:01
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 I actually already sent an e-mail where I mentioned this, but might as well be thorough:

Is there any item in the entire game that is listed as actually being Ubiquitous? I see it in a handful of descriptions, but then the actual gear or weapon or vehicle itself is listed with a different availability.

It just seems a bit pointless to include it in the Additional Standard Kit Items, even for a single point, if there is no such item.

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Reply #22 | Published on 29 June 2012 - 01:42:17

Luther Engelsnot said:

I noticed something strange. Maybe I am just blind and can find it, but all the example Regiments should use the samel rules as creating an own regiment. The Vostroyan Firstborn should be Imperial World, Choleric, Line Infantry, Sharpshooters and Hardend Fighters, if I didn’t overlooked something and there is the problem. They receive Unarmed Warrior, Light Sleeper and Intimidate. But I can not figure out how they should get that talents and skills.

The Example regiments were originally written using the normal regiment creation rules, but subsequent changes in those rules have left them differing in a number of ways. Speaking as the writer of those rules and the accompanying regiments, I'm putting together a pile of feedback and an updated set of example regiment rules to submit directly to FFG (my NDA still applies to parts of this project, so unfortunately I can't put that feedback on the forums for public consumption, as it refers to unreleased material).

Nathan 'N0-1_H3r3' Dowdell

Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet KoronusBlack Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls

Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.

A collection of my unofficial supplements can be found here.

Reply #23 | Published on 29 June 2012 - 05:04:06

Good to know. :) If I find anything more, I will post again in this thread.

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Reply #24 | Published on 30 June 2012 - 15:28:49
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pg 33 warrior weapons

says they exchange their main weapon for a low-tech weapon of common or better availability.

Wouldn't it be more clear to say a low-tech weapon of any availability? or is there an intended limit?

 

What do you call a lasgun with a laser sight? Twin-linked.

Reply #25 | Published on 30 June 2012 - 15:44:18

Odorata said:

pg 33 warrior weapons

says they exchange their main weapon for a low-tech weapon of common or better availability.

Wouldn't it be more clear to say a low-tech weapon of any availability? or is there an intended limit?

 

 

They are not in the book, but there exist low-tech weapons form other 40k RPG games that are scarce, rare or even very rare: it was written as such just to not end up with a REgiment full of Primal Warriors, all with lightning Claws (the primitive one from Inquisitor Handbook) or any other 'good' crappy weapon.

So everyone with musket and laspistol huzzah!

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #26 | Published on 01 July 2012 - 16:46:23

 Light Infantry get "one flak jacket" as part of their starting gear… but there is no flak jacket in the Armoury chapter. 

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Reply #27 | Published on 03 July 2012 - 13:51:41
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Ok heres a list duplicated here:

www.fantasyflightgames.com/edge_foros_discusion.asp?efid=304&efcid=3&efidt=671551&efpag=1

Problems Encountered:

  • Include 9-70 entrenching tool into tools table, its mentioned in siege infantry. But never described anywhere.
  • Feildcraft entry says: When operating in that kind of terrain, failed Survival and Navigate (Surface) Skill Tests may be re-rolled by characters from a regiment with this doctrine. Does that mean we get those skills? Or do we allready have them as standard… Also, i prefer the idea that Tracking is included here somehow.
  • Kreiger description lists gass grenades but does not specify the type. In official lore its poison gass.
  • I recommend including master craftsmanship as an option for some armour and weapons as it appears in DW. This is a classic option for high ranking guard officers and found in codecies 3e & 4e.
  • No ammo amounts specified in ammo table.
  • Munitorium manual doesnt have any explained use. Add Intellegence bonus to requisition test?
  • There arnt enough 1pt options on the additional standard kit items list. Mud-tape should be one.  Sewing kit could be another. Leather neck brace (diciplinary device lol) 1pt. 1 extra full clip of bullets 1pt (helps with player specified requisitions but faulters at the heavy stubber).
  • Include melta bombs on additional standard kit items table.
  • Theres almost completely no point in taking 'well provisioned' as a doctrine if it doesnt help with later requisitions. Perhapse +5. I would also be nice if we could chose the type of grenade, considering some regemental types will already have allot of some grenade types.
  • At 8 points its VERY awkward fitting a gass mask into the scheme, especially as most things cost 3 points or 5, 10 15 etc.

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Reply #28 | Published on 03 July 2012 - 14:09:56
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Someone created a fun regiment called the 1337th Herpean Derpers

They took both operate vehicle and combat drugs with frenzy, and as they are hivers they treat crowds as clear terrain.

They could also have taken imperial world with blessed ignorance and its -5 to forbidden lores, then taken Favoured Foe for its:

Forbidden Lore (choose one)

I would be tempted to leave these fun options in myself. For those that look for them. But if there are a few solutions or clarifications that might help.

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Reply #29 | Published on 03 July 2012 - 19:13:09
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Quick update.

A regiment taking the recon option can start game with no charge packs for their primary weapon. If their lucky enough to have one that isnt a pistol from their carrier.

They are rather similar to light infantry, so we houseruled to use their kit instead. However i think light inf should have a krak grenade. They tend to carry allot of disposable gear. Whereas line inf tend to carry non disposable stuff. And at 15pts each to buy, you might as well choose a different class.

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Reply #30 | Published on 03 July 2012 - 20:10:57

What do you mean? Everybody would start with the start laspistol and two charge packs, from there it can only go up, so a Reconnaissance Regiment would at least have the basic laspistol (Main Weapon) and two charge packs according to the universal standard kit.

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