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Situation nominal, all fethed up [OW] OOC thread


Kastor Krieg

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See, I glossed over that paragraph somehow and came up with basically the same idea.

Great minds think alike ;)

 

 

I had also thought about them having their own tradition like this, but I was afraid that it would seem slightly "comical", so them getting brutally punished for something that seems so insignificant to us (yet is in the mentality of the Commissariat and the Munitorum according to Black Library books) was a way of bringing back the gritty aspects of the universe.

Yeah, but then again, they might want / grow to turn it into a point of pride, kinda in the Last Chancer vein. Have them face and live through an encounter with Harlequins, then have command make Laughing Stock their actual proper unit deed name which would allow them to "embellish" their weapons with the smiles / designs, showing off to the Munitorum dweebs and forging resistance to overwhelming odds / circumstance into their unit characteristic?

Yeah, but then again, they might want / grow to turn it into a point of pride, kinda in the Last Chancer vein. Have them face and live through an encounter with Harlequins, then have command make Laughing Stock their actual proper unit deed name which would allow them to "embellish" their weapons with the smiles / designs, showing off to the Munitorum dweebs and forging resistance to overwhelming odds / circumstance into their unit characteristic?

 

Huh, I like that :) Sort of a middle-finger to the guys who unjustly accused them...

 

You truly are an inspiration Commissar-General Krieg :P

Huh, I like that smile.png Sort of a middle-finger to the guys who unjustly accused them...

Exactly that. Makes for quite a characterful unit.

You truly are an inspiration Commissar-General Krieg tongue.png

Service to the Emperor is its own reward.

So I've been thinking about my regiment, and how currently they aren't really so much a black sheep.

 

So I was thinking of changing it to one from a world linked with a forge world, so they are not imperial guard or full mechanicum. Thoughts?

So I've been thinking about my regiment, and how currently they aren't really so much a black sheep.

 

So I was thinking of changing it to one from a world linked with a forge world, so they are not imperial guard or full mechanicum. Thoughts?

Hum, why do you want the regiment to not be part of the IG? It's such a large and diverse organisation that you can get pretty much anything you can imagine in it...

 

Also, I can't see how them coming from a Mechanicum-indentured world would make them any more black sheep?

 

What is the current fluff idea you have ?

Well currently it is an elite regiment of their home planet, but they are looked down on as being a poor man's storm troopers and get dealt with a lot of bad missions and offer only work as squads all over a planet rather than together.

 

With the other idea, it is that the regiment are of the imperial guard but they also have very strong ties with the local forge world (same system) and as such believe more in the machine-god and have some techy upgrades. As such the average guardsman views them as being too much like a tech priest but a tech priest looks at them being too human still.

Well currently it is an elite regiment of their home planet, but they are looked down on as being a poor man's storm troopers and get dealt with a lot of bad missions and offer only work as squads all over a planet rather than together.

 

With the other idea, it is that the regiment are of the imperial guard but they also have very strong ties with the local forge world (same system) and as such believe more in the machine-god and have some techy upgrades. As such the average guardsman views them as being too much like a tech priest but a tech priest looks at them being too human still.

Perhaps you could combine the two ideas ? Perhaps they are put up with for political reasons, but their religious beliefs end up unsettling the command and other regiments, which is why they are constantly separated. Plus, the Munitorum believes that they are getting good equipment from the Mechanicum, so end up not supplying them with anything, but it turns out that the mechanicum overlords couldn't care less about them, and they are constantly having to make do without the equipment that they need (since I seem to remember the equipment list you posted containing lascarbines, and no stronger.

bl.php?text=Homeworld:%20Milosi&fontsize=25&bg=000000

Little more than a feudal world with a smattering of Mechanicus development, Milosi never the less provides the imperium with regiments of imperial guard. The vast bulk of these guardsmen come from the many houses and families of the Milosian nobility and the more martial-minded of their retainers.

The Milosian nobility is a bit more rough-and-tumble than the nobility of many other worlds. Being more inclined towards straightforward disputes and impromptu, brawling honor duels with whatever weaponry, improvised or not, is at hand than blackmail and cloak and dagger power plays.

Thanks to this, the Milosians find themselves in an odd place when interacting with others. The nobility of other worlds tend to look at them with disdain, but at the same time they are nobility, so they feel obligated to treat the Milosians with a modicum of begrudged respect. The regular people of the imperium, find them more familiar than most nobles, but once again the Milosians are still nobility, and so they do not feel entirely comfortable speaking to them. As for the Milosians themselves, they don’t really care that much unless one of them is insulted. If that happens, then you have an honor brawl on your hands.

As for the Milosian regiments, their gung-ho nature and propensity toward close combat combined with a good relationship with the mechanicus presence on Milosi results in an increased use of augmetics to keep Milosians in fighting condition. Also thanks to their mechanicus ties are an abundance of high quality armour and combat knives and a steady supply of versatile triplex pattern lasguns.

bl.php?text=Milosian%202nd,%20Keepers&fontsize=25&bg=000000

A somewhat standard line infantry regiment, the Keepers earned their cognomen during a particularly memorable campaign against some Eldar where it was decided that the best way to deal with an abundance of xenos warp-trickery was to fight fire with psyker fire. Since then, the Milosian 23rd has maintained a large number of sanctioned psykers to be employed against the enemy. Despite attempts to assuage fears by ensuring that each psyker is watched carefully by a squad of “keepers”, the widespread usage of psykers has been a point of some contention causing some to distance themselves from the regiment.

regiment:

-homeworld: highborn, 3 pts. (+3 Int, +3 WS, -1 wound, Skills:common lore(administratum), inquiry, linguistics(high gothic), talent: air of authority, +10 logistics)
-commander: phlegmatic, 1 pt. (skills: common lore (imperial guard, war)
-regiment type: line infantry, 2 pts. (+3 Str, -3Int, skill: athletics, talent: rapid reload, kit: one M36 lasgun and four charge packs per character (Main Weapon), one suit of Imperial Guard flak armour per character, two frag grenades and two krak grenades per character)
-training doctrine: hardened fighters, 2 pts. (+2 WS, talent: street fighting, kit: knife has mono upgrade)
-special equipment doctrine: augmetics, 2 pts. (+10 logistics towards obtaining augmetics)
-favoured weapon: triplex pattern lasgun
-favoured heavy waepon: M34 autocannon

purchased kit

-Munitorum manual, +3
-2 weeks combat rations, +3
-laspistol and two charge packs, +5
-uniform for dress and parade, +5
-upgrade flak armour quality to best, +10
-micro-bead, +8

those last six kit points were really hard to find a use for, so its either the munitorum manual and 2 weeks of rations or, if the commissar-general prefers, a silenced stub revolver. Or maybe just three more knives.

The squad will be ready tomorrow. Just need to figure out the starting advances.

Here's the squad. Does everything look okay?

 

Squad leader: Copernicus Job
Bio: Though possessing little in the way of ambition to rise in the guard, sergeant Copernicus Job is far from incompetent. A highly capable fighter, though surprisingly clumsy considering his skill with gun and blade. Job frequently is a calming and stabilizing force in the squad.
Even when he is near terrified out of his mind, Job tries to carry out his duties with diligence if not enthusiasm. Truth be told, Job was somewhat forced by his family into the guard and would much rather have joined the governing body of Milosi to do his duty to the Emperor there, where he could occasionally hunt and deal with the expected honor duels of the nobility.

Aptitudes: defense, fellowship, leadership, perception, strength, toughness, weapon skill
Fate points: 1
Wounds:11
-WS: 43
-BS: 40
-Str: 33
-Tou: 28
-Agi: 22
-Int: 34
-Per: 24
-Will: 27
-Fel: 42
Skills:command, scholastic lore (Tactica Imperialis), parry, athletics, common lore (administratum, imperial guard, war), linguistics (high gothic), inquiry
Talents: iron discipline, weapon training (chain, las, low-tech), rapid reload, street fighting, air of authority, two weapon wielder (melee)
Specialist equipment: common las pistol, common chainsword
Remaining xp: 50



Veteran Imperial Psyker: Maximilian Kevins
Bio: Max Kevins is odd, not in the "usual" way that a Psyker is. He behaves, talks, and dresses far more like your average grunt than anyone who has a direct line to the empyrean should. This only serves to make him more unnerving than an ordinary Psyker, as an "ordinary" Psyker at least seems like someone who would start spitting bolts of otherworldly energy.
Whether this is an unsuccessful attempt to fit in or a successful attempt to disturb others, is impossible to tell. He may just be a living conduit of warp energy with the mind of a grunt.

Aptitudes: intelligence, knowledge, perception, psyker, strength, willpower
Fate points: 2
Psy rating: 2
Corruption: 2
Wounds:9
-WS: 39
-BS: 28
-Str: 28
-Tou: 36
-Agi: 30
-Int: 33
-Per: 30
-Will: 39+5
-Fel: 28
Skills: common lore (adeptus Astra Telepathica, administratum, imperial guard, war), forbidden lore (Psykers), psyniscience, scholastic lore (cryptology), navigate, linguistics (high gothic), athletics, inquiry
Talents: heightened senses (hearing), weapon training (las, low-tech), air of authority, street fighting, rapid reload
Specialist equipment: data-slate, Psy focus, best staff
Powers: prescience, assail
remaining xp: 0



Weapons specialist: Salomont Bliss
Bio: Rude and possessed of a caustic sarcasm, Bliss, he is only in name. An effective soldier, if universally disliked with the strange exception of his friendship with Tisander Lack, Bliss is nevertheless renowned as being completely trustworthy. It is only because of this that he was not violently killed in an honor duel years ago back on Milosi. Still, it was only a matter of time before such a thing happened, which was his main reason for joining the guard. There he deemed that it was less likely to be intentionally killed by your comrades. Excepting commissars. Have to watch out for that.

Aptitudes: agility, ballistic skill, fellowship, fieldcraft, finesse, weapon skill
Fate points: 1
Wounds:10
-WS: 41
-BS: 35+5
-Str: 29
-Tou: 34
-Agi: 34
-Int: 28
-Per: 32
-Will: 29
-Fel: 25
Skills: survival, athletics, navigate (surface), common lore(imperial guard +10, war
+10, administratum), scrutiny, dodge, inquiry, linguistics (high gothic)
Talents: lasgun barrage, rapid reload, weapon training (las, low-tech, projectile), street fighting, air of authority
Specialist equipment: 4 frag grenades, common triplex pattern lasgun
remaining xp: 100



Operator: Maknamar Lynn
Bio: Lynn is the squad's jack-of-all-trades, with knowledge of vehicle and tech operation, and a surprising capacity for stealth and guile. Friendly with everyone, almost gullibly so - his guile fails to encompass interpersonal interactions.
As the squad's operator the nature of his training means that he has a level of interaction with the Mechanicus rivaled only by Matt. Though, unlike her he holds the more traditional view of those outside the organization that they are rather creepy.

Aptitudes: agility, ballistic skill, fellowship, fieldcraft, intelligence, Tech
Fate points: 2
Wounds:7
-WS: 35
-BS: 30
-Str: 27
-Tou: 33
-Agi: 40
-Int: 35
-Per: 25
-Will: 34
-Fel: 31
Skills: common lore (tech, imperial guard, war, administratum), operate (surface), tech-use +10, stealth +10, security, linguistics (high gothic), inquiry
Talents: technical knock, weapon training ( las, low-tech), rapid reload, street fighting, air of authority
Specialist equipment: auspex/scanner, common MIU, combi-tool, data-slate, lascutter
remaining xp: 0



Weapons specialist: Tisander Lack
Bio: Lack is a devout man, and as such, is appropriately concerned of the squad's "charge". Pre-empting Lack's lack of laxity concerning psykers, sergeant Job delegated the job of watching Kevins for any sign of corruption to Salomont Bliss, Lack's friend and possibly the only person he would trust in this duty. And Lack's trust is not earned easily.

Aptitudes: agility, ballistic skill, fellowship, fieldcraft, finesse, weapon skill
Fate points: 1
Wounds:8
-WS: 41
-BS: 33
-Str: 38
-Tou: 37
-Agi: 27
-Int: 26
-Per: 34
-Will: 30
-Fel: 27
Skills: survival, athletics, navigate (surface), common lore(imperial guard +10, war+10, imperial creed, administratum), dodge, operate (surface), linguistics (high gothic), inquiry
Talents: lasgun barrage, rapid reload, weapon training (las, low-tech, flamer), quick draw, air of authority, street fighting
Specialist equipment: 4 frag grenades, common flamer
remaining xp: 0



Weapons specialist: Pycroft Wells
Bio: Where Bliss is merely unpleasant and antisocial, Wells is a vicious bastard with a sadistic streak. Oh, he is quite charming and, being of nobility, holds himself with an air of refinement that actually makes him seem more like the typical imperial noble, but in the end he's just there to kill. In service to the Emperor, of course.
Though he follows orders and gets along well enough with others, his observed tendencies have prompted Job and others to keep an eye on him.

Aptitudes: agility, ballistic skill, fellowship, fieldcraft, finesse, weapon skill
Fate points: 1
Wounds:10
-WS: 45
-BS: 29+5
-Str: 35
-Tou: 31
-Agi: 26+5
-Int: 38
-Per: 31
-Will: 32
-Fel: 28
Skills: survival, athletics, navigate (surface), common lore(imperial guard +10, war
+10, administratum), charm, deceive, linguistics (high gothic), inquiry
Talents: lasgun barrage, rapid reload, weapon training (las, low-tech, chain), air of authority, street fighting
Specialist equipment: 4 frag grenades, common triplex pattern lasgun
remianing xp: 0



Heavy weapons guy: Damask Ben
Bio: The oldest member of the squad and a servant of house Matt, he joined the guard alongside Deyna Matt. And as a servant of house Matt, he devotes a great deal of effort to assisting Matt whenever possible.
Before, on Milosi, he served primarily by organizing and running hunts for the nobility. He brings the same logistical and hunting skills to the guard, where he has exchanged the hunting rifle for the auto cannon.

Aptitudes: ballistic skill, defense, fellowship, offence, perception, toughness
Fate points: 1
Wounds:13
-WS: 33
-BS: 34+5
-Str: 36
-Tou: 36
-Agi: 35
-Int: 33
-Per: 34
-Will: 32
-Fel: 30
Skills: survival, common lore (imperial guard +10, war +10, administratum), intimidate, commerce, linguistics (high gothic), inquiry
Talents: iron jaw, weapon training (projectile, low-tech, heavy, las), rapid reload, air of authority, street fighting
Specialist equipment: common M34 autocannon
remaining xp: 150



Medic: Deyna Matt
Bio: Standing literally nearly head and shoulders above most others, Deyna Matt is a fine medic who possesses moderately frightening strength, as many have found after seeing her effortlessly carry injured guardsmen through the battlefield or inflicting injuries on others.Due to the Milosian regiments liberal use of augmetics, Matt has frequent interaction with the Mechanicus, often accompanied by Lynn and Ben.
One of the longer-serving members of the squad, Matt takes everything in stride, impassively and with her often unsettling sense of humor at the ready.

Aptitudes: ballistic skill, fieldcraft, intelligence, knowledge, perception, willpower
Fate points: 1
Wounds:11
-WS: 36
-BS: 31
-Str: 41
-Tou: 33
-Agi: 26
-Int: 40
-Per: 37
-Will: 35
-Fel: 26
Skills: medicae +10, scholastic lore (chymistry), scrutiny, athletics, forbidden lore (mechanicus), common lore (administratum, imperial guard, war), linguistics (high gothic), inquiry
Talents: rapid reload, street fighting, jaded, weapon training (las, low-tech, heavy), air of authority
Specialist equipment: diagnosticator, injector, medkit
remaining xp: 0

 

Do you have a particular character sheet you want us using? A spreadsheet based one would probably be easiest, since we have to track a whole squad.

 

Also, as squads go - do you want standard infantry squads, or specialist squads like veterans, or (for the Sunshiners) their ISTARS unit or a junior command section?

 

Should half the squad be PCs and half of them be Comrades? Or should it be a full squad of PCs? In a horrific oversight, there's no specialist path or guidance for making voxmen other than as the Sergeant's Comrade!

  • 4 weeks later...

OK, Brothers and Sisters. Got moved, got unlawfully fired from job, got awfully sick, almost got better, Emperor throws some curve balls. Still here, this still happening, please give me a bit more time. Apologies.

Take your time getting it back together, life is more important. Our thoughts are with you.

OK, Brothers and Sisters. Got moved, got unlawfully fired from job, got awfully sick, almost got better, Emperor throws some curve balls. Still here, this still happening, please give me a bit more time. Apologies.

Ouch indeed. I was about to like the post, but I don't want to LIKE something like that. You have my sympathy, for what it's worth.

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