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Situation nominal, all fethed up [OW] OOC thread


Kastor Krieg

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= [ Shamelessly nabbing format from Dosjetka! Thanks mate! :v ] =


=][= Situation nominal, all fethed up =][=

+] An Only War Campaign -- OOC Thread [+




Game Master:

Players:

Chapter:

Status:

  • ACTIVE + | RECRUITMENT ON STANDBY, will take 2-3 more candidates on the waiting list, will review 1st weekend of June | +
    The Game Master reserves the right to pick and choose players, based on provided character ideas (send me a PM!), number of witches burned at the stake by the player, Emperor's Own Tarot, whim of the laughing gods (bad heretic, bad! no biscuit!), etc.

Used annexes:

  • Story thread (do not post if not player or GM):
  • Datafile library (do not post if not GM):
  • Out-of-character thread (open to all, even non-players): this thread (duh!)
  • Google Drive folder (for GM and players only):
  • Character folio for download: link
  • Characteristic benchmark:
    DHCharacteristicsTable.png


Welcome one and all.

My name is Kastor Krieg and for the duration of this exercise, by the authority of Him On The Golden Throne, I am your Commissar-General. You will follow my words like Emperor's own and I will lead you to a glorious death for the Throneworld. You could not ask for more and the Commissariat wills it so.

You will learn the Commisariat-trained timbre of my voice and recognize it thus. It will bear my judgement and sentence you to everything He has in store for you. My narrative voice sounds like this, in turn. It will be your eyes and ears, your smell and touch. It will guide you away from corruption and towards His Light.

I will repeat my previous explanations, to avoid any misunderstandings.

  1. The Commissar is always right.
  2. Dissent is grounds for summary execution.
  3. If the Commissar is not right, see #2.
  4. The Commissar is willing to hear the troops' heart and soul through appropriate Chain of Command channels (PM, OOC thread).
  5. Malingering is grounds for summary execution.
  6. Intimate knowledge of the contents Imperial Infantryman's Primer is mandatory.
  7. Loss of the Primer is grounds for summary execution unless Primer is committed to memory in full. Copies will not be replaced.

As far as the game itself is concerned, there will be little to no crunch. I expect full characters made, but at the same I will require a lot of narrative input and handwavium will be used sparingly (by the Commissar, of course).

I will want characters with full mechanics made by the players, for themselves. HOWEVER, I do not subscribe to the game mastering style which uses all the rules, all the time. The style will be closer to narrative, game system used sparingly and in conflicts of greater import. Number crunching, especially in a system I am not 100% familiar with, has zero appeal for me.

If by minmaxing you mean "optimizing the character fully towards a particular aspect of combat / game world interaction, while neglecting other aspects almost completely", then no, that is actually something I would explicitly discourage. I will want well-rounded characters capable of handling themselves in multiple situations, in multiple ways. More Jack of All Trades than Master of One (minmax).

Your character can be good or even great at something and I will support this in-game, by giving you chances to shine, but I will also challenge your character where it is weak. If your character is a two-dimensional flat archetype that just has this one minmaxed thing they are good at (or three), they will be boring to play with (everything looks like a nail when you're a hammer).

By popular request, we will be playing in "hardcore squad mode", which means people WILL die. However, I will not kill characters "for shock value". I will however exploit all perceived tactical and game-system failures or mistakes of the players, using all I can against them. Your enemy wants to win more than you do.

So what do you need to do to start playing?

  1. Have and have read the Only War Rulebook.
  2. Have and have read the Imperial Infantryman's Uplifting Primer.
  3. No seriously, there will be quizzes. Bonus points for the Damocles Gulf Crusade edition!
  4. Design YOUR OWN REGIMENT [ the Traitor, Iconoclasts traits are not allowed ]
  5. Create a FULL SQUAD of Guardsmen (and/or -women) from said Regiment. All the known-and-named Regiments are NPCs, background flavour.
  6. All regiment and squaddie ideas / game system choices are subject to summary execution by Commisar veto. Some might've picked up that I have a penchant for the grimdark. This won't be your Ciaphas Cain story.
  7. More instructions to follow, have at it! smile.png
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Have to read the Uplifting primer, but I am thinking some kind of scouting mounted regiment.

Sounds good! One stipulation - logistics of mounts and keeping them functional are a bastard and his half-sister. No guarantees they will survive, ensure your Regument's fluff is meaningful without them.

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I think I'll be designing a mechanized infantry regiment, as I think that it offers the most options. If anybody wants to go down the same road, I'm open to designing it with you, or choosing something different smile.png

Will regiment traits from the other sourcebooks be allowed ? If so, it might be a good idea to limit the use of super-heavy regiments ? Of course, nobody said that the squads have to be equal, and I imagine super heavy regiments will see some pretty nasty mommas, so that's up to Commissar-General Krieg to decide smile.png

EDIT: Should there also be a limit to the number of specialists (techpriest, commissar, ogryn...) allowed in the squad ?

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Super heavies are a no-no. Mechanized or otherwise mobile (e.g. clones of the Elysian Drop Troops and such) are under the same stipulation as the mounted regiments - logistics are going to be a nightmare.

Let's lay some groundwork - heavy preference is towards non-elite infantry Regiments. Squads are supposed to be a bit "black  sheep", for varied reasons. Not Penal Legion levels but halfway there.

 

The campaign will begin at a multiple-Regiment staging area.

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re: EDIT
Unsure how this exactly affects the game systems. The usual stipulation stands:

Be reasonable. Ridiculous character, squad and regiment concepts are grounds for summary execution.

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Let's lay some groundwork - heavy preference is towards non-elite infantry Regiments. Squads are supposed to be a bit "black  sheep", for varied reasons. Not Penal Legion levels but halfway there.

 

 

Righty-ho, if the Commissar-General says he prefers this, then so shall it be :)

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Looking forward to this. Gonna have to give the OW a re-read as it's been a while since I dabbled and my brain is so filled with DnD info at the moment :P

Is there a certain deadline we are looking at to get this train rolling? 

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How many squad members should we be looking at doing?

 

Rough regiment build

 

A regiment of light scouts from the deathworld Haddrack.  They specialize in ranging ahead of the main body of a mobile force of Guardsmen or operating behind enemy lines and launching ambushes and disrupting enemy movements.  They have also been used as a mobile reserve.  A shift in Ecclesiastical doctrine a few decades ago, found their homeworld beliefs on the wrong side of what is acceptable and now they are treated with suspicion and blessed with an over-abundance of priest from other worlds.

 

Deathworld

Maverick CO

light Infantry

Cavalry Mounts

Chameleoline

Iconoclasts (drawback)

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Is there a certain deadline we are looking at to get this train rolling?

 

I will not even look at running this before the end of the month, at least. Let's say June 5th.

 

 

How many squad members should we be looking at doing?

Up to real life infantry squad strength, so fewer than 7-8, no more than a dozen.

 

Iconoclasts (drawback)

The Commissar's hand brushed the grip of his bolt pistol. In the sudden silence, the gentle "pop!" of the leather holster's lock became an all too vivid reminder of the rules he has set for the Regiments.

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I found an "anti-air" doctrine in Hammer of the Emperor, and thought that a siege-infantry force from a fortress world could be quite fun.

 

Obviously I'd be finding a bit of narrative to the fortress world and why they train their soldiers as Anti-air forces :)

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I found an "anti-air" doctrine in Hammer of the Emperor, and thought that a siege-infantry force from a fortress world could be quite fun.

 

Obviously I'd be finding a bit of narrative to the fortress world and why they train their soldiers as Anti-air forces :)

Again. Please ensure that they are not useles w/o the AA gund

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I found an "anti-air" doctrine in Hammer of the Emperor, and thought that a siege-infantry force from a fortress world could be quite fun.

Obviously I'd be finding a bit of narrative to the fortress world and why they train their soldiers as Anti-air forces smile.png

Again. Please ensure that they are not useles w/o the AA gund

I was thinking of giving them missile launchers as favoured weapon. In any case, that doctrine is really just an add-on, it's not their whole purpose in life. It's the same thing with the other doctrines that aren't "regiment type"

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So what I'm thinking for my guys! Question though, Are we following the points system from the rulebook?

 

Frontier World (4pts)

CO - Maverick (2pts)

Grenadiers

CQB (5pts)

Well-Provisioned (3pts)

The Few (+5pts)

Total Used - 14/17

 

Additional Standard Kit Items (to come)

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So for the Additional Kit Items, I have the following:

 

CQB Doctrine

 

Las Carbine (Compact)

4 Charge Packs

Mono Knife

Light Carapace Armour

 

Grenadiers

 

Auxiliary Grenade Launcher

1 Frag Grenade

1 Krak Grenade

Light Carapace Armour

Deadspace Earpiece

2 Grenade Launchers per Squad

 

Bought Kit

 

Las Pistol and 2 Charge Packs

2 Frag Grenades

Smoke Grenade

Gas Mask

Chrono

Medi-Pack

 

Total Points Used: 35/36

 

Any feedback is always welcome!!

 

I plan to write some info about the regiment tonight and combine all my posts for my stuff! :)

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OK, everyone ,we have 5 candidates. I will put recruitment on standby now, however I am willing to take 2-3 more people on with their basic sketched concepts and review candidates based on those concepts and activity around 1st weekend of June.
 

@Kastor Krieg: should we post our developping regiment fluff here or in the google drive folder, or even in a new thread ?

Here is fine.

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Sure, just like with a mounted Regiment I'm instantly worried that without your beloved ZSU Shilka equivalent you would be hurting for flavour.

This is why I wanted to go with a drawback and another trait. Thus even without their mounts on a mission the 47th are still an interesting light recce unit.

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So... as mentioned, here is my Regiment in one pack!!

 

4th Royal Ranloth Grenadiers

 

The 4th Royal Ranloth Grenadiers are made of those who are of the top 5% of recruits for Ranloths Regiments. Put through some of the most challenging boot camps, the common phrase used to describe the training is to break the recruits down the nothing to create them into what will serve the Emperor best.

 

Used as fortress or city attackers, their training is based heavily around close quarter and melee fighting. Building Clearance and Shock and Awe are their main uses

 

Frontier World (4pts)

CO - Maverick (2pts)

Grenadiers

CQB (5pts)

Well-Provisioned (3pts)

The Few (+5pts)

Total Used - 14/17

 

CQB Doctrine

 

Las Carbine (Compact)

4 Charge Packs

Mono Knife

Light Carapace Armour

 

Grenadiers

 

Auxiliary Grenade Launcher

1 Frag Grenade

1 Krak Grenade

Light Carapace Armour

Deadspace Earpiece

2 Grenade Launchers per Squad

 

Bought Kit

 

Las Pistol and 2 Charge Packs

2 Frag Grenades

Smoke Grenade

Gas Mask

Chrono

Medi-Pack

 

Total Points Used: 35/36

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