| Register Now | |
| My Points | |
| My Games | |
Now I have been drinking heavily this evening, but I have returned home to a shiny new copy of "Only War," and it has inspired me to put together a couple of new regimental doctrines of the type on p64&65 of the core book. There are very rough and ready, and obviously not play tested, but see what you think:-
Heavy Infantry
The mind is its own place, and in itself, can make a Heaven of Hell, a Hell of Heaven.
| Page 1 of 2 (16 messages) | 1 2 ...Last page » |
Personally, I think Grenadiers fill the niche of 'heavy infantry'.
That doctrine though? It's too cheap, IMO. I'd much rather take heavy infantry--just for the sake of carapace over, say, Line Infantry.
Fair enough. I think you have a point: bumping heavy infantry to 4 points in total makes more sense.
The mind is its own place, and in itself, can make a Heaven of Hell, a Hell of Heaven.
Nice one LB, I can already see the uses for those. here's one I was doing, which could be a lot of fun:
Aeronautic infantry
While Valkyries are a fairly common sight among the Imperial guard regiments which have dedicated Aeronautic transport are very rare. Rarer still are those squads that can rely on a Valkyrie rather than a larger bulk transport, only in very rare circumstances will a regiment be loaned a fleet of dedicated Valkyries to operate from. When it does happen it often the result of some legendary feat that linked a regimental home-world with the Navy. They have to be drilled ruthlessly as hot insertion into a war-zone behind the enemy lines relies on swift and decisive action.
Those fortunate Aeronautic regiments are highly prised and extremely driven to provide great results. This aloofness and their adoption close links with strange void-born of the navy means that they do not mix with the rest of the Imperial guard as effectively as other regiments.
Points: 4
Characteristic Modifiers: +3 Agility, -3 Fellowship
Skills: Operate (Aeronautica)
Talents: Lightning Reflexes
Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, 3 frag grenades and 3 smoke grenades per person, clip harness per person, respirator per person, 1 Valkyrie per squad.
Without Signature
New Regiment Type: Jump infantry
This regiment type is very rare in the modern Imperial guard. There have only been no more than a handful of regimental home worlds developed in the last 8 millennia that have even been put forward for the chance of raising even a single Jump infantry regiment. Even those regimental home worlds that have traditionally fielded Jump infantry are rarely able to raise them. Those lucky jump regiments that are raised have the responsibility for their rarity pressed upon them, their commanders often have impossibly high standards for their men. This in turn breeds feelings of superiority in the ranks that prevent often alienate them from other regiments.
Points: 4
Characteristic Modifiers: +3 Agility, -3 Fellowship
Skills: Operate (Personal)
Talents: Hard Target
Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, Jump pack per person, 3 frag grenades and 3 krak grenades per person, respirator per person
Without Signature
Without Signature
Every regiment presented here (except 1) has -3 to Fellowship. I think that a bit more variety is warranted in that regard.
Flail-Bot said:
Every regiment presented here (except 1) has -3 to Fellowship. I think that a bit more variety is warranted in that regard.
Lol, I hadn't noticed. In my defence they are all dicks.
I'm open to suggestions in all cases, here's an adendum:
New Regiment Type: Jump infantry
Characteristic Modifiers: +3 Agility, -3 Perception
New Regiment Type: Navel Armsmen
Characteristic Modifiers: +3 Willpower, -3 Intelligence
Without Signature
I'm trying to think of a Regiment that would boost Fel. Any ideas?
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
Plushy said:
I'm trying to think of a Regiment that would boost Fel. Any ideas?
Maybe a rescue, peacemaker or medical specialist regiment…
Medical Corps
Characteristic Modifiers: +3 Int, +3 Fel, -3 BS, -3 WS
Skills: Medicae
Talents: Peer (Imperial Guard)
Trait: Everyone's best friend - No matter what regiment the Medical Corps work alongside, their services are always in high demand. As such you recieve a +5 bonus to all Logistics tests when dealing with other regimentsas they will favourably supply you in exchange for your services)
Kit: Basic Medikit, flak vest and helmet, las pistol and 2 charge packs (all per guardsmen), Chimera APC Medivac variant (per squad - this variant ditches the hull mounted firing points and turret weapon in exchange for more space for medicae gear, effectively granting a +20 bonus to all medicae tests performed on board while stationary - the modifier may be reduced by the GM if the vehicle is in combat or moving)
How's that for a fellowship regiment? :P
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
Without Signature
AIR DEFENCE REGIMENT
Cost: 4 points
Characteristics: +3 Ballistic Skill, +3 Perception, -3 Strength, -3 Toughness
Starting Skills: Operate (Surface), Scrutiny
Starting Talents: None
Standard Kit: One Hydra Flak Tank per Squad
Hydra Flak Tank
Type: Tracked Vehicle
Cruising Speed: 70kph
Tactical Speed: 15m
Manauverability: +0
Size: Massive
Structural Integrity: 35
Armour: Front 30, Side 22, Rear 16
Vehicle Traits: Auto-Targeting System, Enclosed, Rugged, Tracked Vehicle
Weapons:
- Turret mounted Hydra Autocannon Battery (500m; -/-/6; 3D10+8I; Pen 6; Clip 200; Reload 8 Full; Reliable, Storm, Twin-Linked)
- Hull mounted Heavy Bolter or Heavy Flamer
Auto-Targeting System: Ranged attacks made by the Hydra benefits from a +10 bonus to Ballistic Skill. In addition, all successful ranged attacks made by the Hydra Flak Tank gain +2 Degrees of Success.
Current character 1: Only War/Medic/2000xp
Current character 2: Deathwatch/Devastator/Blood Angel/500xp
More of an NPC than PC Regiment, but anyways;
Artillery Regiment
Cost: 3
Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.
Starting Skills: Operate(Surface).
Starting Talents: Nerves of Steel or Paranoia.
Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.
"ULLAH!!"
R.I.P. Thunder Child, ?? - 1897.
Plasmafest said:
More of an NPC than PC Regiment, but anyways;
Artillery Regiment
Cost: 3
Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.
Starting Skills: Operate(Surface).
Starting Talents: Nerves of Steel or Paranoia.
Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.
A loss of Perception for a group that needs spotting abilities?
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
Plushy said:
Plasmafest said:
More of an NPC than PC Regiment, but anyways;
Artillery Regiment
Cost: 3
Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.
Starting Skills: Operate(Surface).
Starting Talents: Nerves of Steel or Paranoia.
Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.
A loss of Perception for a group that needs spotting abilities?
Not just Perception but also Intelligence?
Most artillery are indirect fire and that requires a fair amounts of smarts to pull off as it requires a good deal of planning trajectory and organizing positions.
So if anything an Artillery Regiment would get a bonus to Perception and Intelligence, and since these guys are not used to the more ‘strenuous activities” of more front-line regiments I think a penalty to Weapon Skill and Agility would be more appropriate (when these guys get ambushed they tend to die with little fanfare which is why they are generally ‘very far’ from the front lines).
| Page 1 of 2 (16 messages) | 1 2 ...Last page » |