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So, lets make some regiment using HotE


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#41 Magpie Stoner

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Posted 13 June 2013 - 08:56 AM

Spazmunke said:

Since HOTE came out I have been toying with "Dragoon" regiments.  While they dont fight mounted like Rough Riders, theys till have the mounts so they are almost mechanized regiments.  Anyway here is my idea:

 

Homeworld: Imperial World

Commanding Officer: Phlegmatic

Regiment Type: Line Infantry

Training/Doctrines: Cavalry Mounts and Hardened Fighters

 

Additional Gear: Storm Trooper Carapace and a Laspistol sidearm

 

The mount is:

WS:40, BS:01, STR:50, TOUGH:40, AG:40, INT:10, PER:25, WP:20, FEL:10 WOUNDS:16

Skills: Athletics, Dodge

Tallants/Traits: Unnatural STR/TOUGH(2), Natural Armor (3), Bred for War, Quadraped, Crushing Blow, Hardy, Sprint

 

Looks pretty cool, I had played around with giving cavalry mounts to a drop regiment but might I suggest you swith from Line infantry to Grenadiers, just change the starting talent and skill to that of line infantry. with grenadiers you have access to more gear and specifically light carapace. For ten kit points you can upgrade that armor to best which will make it the same as stormtrooper carapace but at half the weight of light carapace. or simply five points for good quality and you have light carapace at 6 armor points. or a similar feat can be achieved with the close quarter doctrine but I think that would actually be more build point prohibitive.



#42 antijoke_13

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Posted 13 June 2013 - 01:14 PM

First Regiment my group is playing is the Ithilian Rangers 5th "Headhunters" a Guerilla Regiment specializing in seek and destroy tactics and assassinations. Ithilia's a Hive gone feral, with the populace just barely remembering their technology.

group is currently as such:

Sergeant- son of a prominent chieftan heading one of the clans that live in the Hive ruins, Our sergeant is not only our face, he's also the only member of the squad with the clout and rank to keep the rest of us from killing eachother

Heavy Gunner- ironically the sneakiest out of us, our heavy really hates the weapon specialist and constantly sets up "accidents" to befall him. however, given his poor luck, it generally doesn't work.

Medic (Yours truly)- a surly old guardsman who's survived long enough to watch three whole squads that he was assigned to die. on top of being  the medic, he's also the de facto close quarters specialist and a skilled interrogator

Weapons specialist- our sniper, the Weapons specialist is completely oblivious to the hatred our heavy has for him, instead focusing on the mission, and making sure everyone else does too.



#43 Spazmunke

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Posted 13 June 2013 - 01:24 PM

I would, but I dont agree with the other stuff that Grenadiers gives you.  FFG doesnt seem to understand that grenadiers are really just Heavy Infantry.

 

Also, I like the ST Carapace.  Most GMs would give you at least an integrated microbead in the helmet and possibly a photo-visor as well.



#44 Magpie Stoner

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Posted 13 June 2013 - 02:05 PM

Spazmunke said:

I would, but I dont agree with the other stuff that Grenadiers gives you.  FFG doesnt seem to understand that grenadiers are really just Heavy Infantry.

 

Also, I like the ST Carapace.  Most GMs would give you at least an integrated microbead in the helmet and possibly a photo-visor as well.

 

I get what you're saying, I think it's pretty damned silly myself but just replace the auxiliary grenade launcher with an equivalent scarcity rating and switch the two regular grenade launchers with two favored basic weapons or even a couple of melta lances since you're mounted.



#45 HappyDaze

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Posted 13 June 2013 - 08:27 PM

Magpie Stoner said:

Spazmunke said:

 

I would, but I dont agree with the other stuff that Grenadiers gives you.  FFG doesnt seem to understand that grenadiers are really just Heavy Infantry.

 

Also, I like the ST Carapace.  Most GMs would give you at least an integrated microbead in the helmet and possibly a photo-visor as well.

 

 

 

I get what you're saying, I think it's pretty damned silly myself but just replace the auxiliary grenade launcher with an equivalent scarcity rating and switch the two regular grenade launchers with two favored basic weapons or even a couple of melta lances since you're mounted.

Yeah, a Heavy Infantry that isn't tied to grenades, grenade launchers, and indirect fire would be pretty cool - especially if they had the option of taking Hot-Shot or Triplex Lasguns as their Main Weapon.


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#46 RusVal

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Posted 22 June 2013 - 05:09 PM

All right, I think I've done enough praying to the machine spirit to get this !$(%ing forum to let me post this.  I've been fudging around with a regiment based loosely on XCOM, and I think I finally finallized what I wanted.

Endersburg

Background:  From for as long as their history keeps track, the world of Endersburg have been besieged by the vile whims and decadence of the Eldar race.  Indeed, when the Holy Emperor of Mankind first arrived with his great armies, he found a determined people ready to finally pay the pain they had been subjected to for so long back a thousand-fold on the vile Xeno race.  There are many a story on Endersburg of their brave soldiers fighting side-by-side with their brethren in the Imperial Army, using their knowledge gleaned from centuries of combating their hated foe in their unending crusade to rid the universe of this ancient race.  There are even grand tales of regiments fighting alongside Astartes Legions in their quest, although what Legions specifically have been lost to the annals of time.

Unfortunately, when the Horus Heresy riped the Imperium asunder, Endersburg found itself on the defencive once more, for the Eldar used this time of great strife to try to regain their grip on lost ground, including reestablishing their dark desires on the populace of the suddenly vulnerable world.  However, they would soon learn that the people of Endersburg are not so easily overcome.

Even as the majority of their soldiers rushed to the aid of Holy Terra, a few returned to their homeworld and raised a valiant defence against the Xeno threat.  Intergrating the technocracy earned and maintaned during the Great Crusades, Endersburg troops took part in a large cat-and-mouse game, reacting, counter-reacting, anticipating, and generally being a pain in the rear whenever the aliens decided to test the human defences.

Unfortunately, even when the Emperor defeated Horus, and the Imperial reinforcements were able to releave the beleagered defenders, Endersburg would find that, even in the centuries, the Eldar had marked them as a target, and the world has been fighting ever since.

However, cursed as it may be, the people of Endersburg are a resolute people, and have vowed to continue their crusade against the Xeno, hoping to one day ride the universe of the vile Dark Eldar.

A fortress world, Endersburg raises some of the finest alien hunters in the Imperium.  While they have adapted their techniques in fighting the many other enemies of mankind, any child born to the world of Endersburg will always have a deep seeded hatred for the vaguely huminoid Xeno race that has plagued them so.

Strategic: The Imperial Guard regiments raised by Endersburg are in the firm belief that strategically speaking, even if all you have is a hammer, it does not mean you have to fight brutishly.  Remaining completely static just leaves your opponent time to find holes in your defence, and charging in one large mob just makes you easy to predict and counter.  As such, Endersburg raises a great deal of mechinized and drop troop infantry, often times deploying them around Armoured Regiments during an assault, or reinforcing dug-in defences under attack.  Due to this constant shifting around, Endersburg troops are quite used to the idea of intergrating with regiments of other types during an operation, and it isn't unusual for them to be mix regiments when conditions warrent.

Unfortunately, since they, from birth, are always under the constant specter of being taken prisoner, tortured, then used in whatever vile whim their captor is wanting to take part in, Endersburgians have a very strict view of what they consider honorable behavier, and have a very low tolerance for decadence, even mild forms (and even forms that don't technically count).  This often puts them at odds with anyone of the "upper-crust" of the greater Imperial society, although Endersburg Guardsmen are professional enough to not let it effect their performance.  Even when dealing with the rest of the Imperium, an Endersburgian often times comes off as a little tightly wound, and are often the slowest to relax if given the opportunity.

Tactical: "Shoot first, shoot fast, shoot last." -Old Endersburg proverb

The Endersburg fighting style is very much a product of their having to fight a constantly shifting, elusive enemy.  Because the Dark Eldar will often fight with the least amount of clothing possible in order to maintain a graceful melee fighting style, Endersburg Guardsmen counter by focusing on marksmanship with high damage output weapons with little regard to armor piercing abilities.  Even though they take part in close-combat training as part of standard Guardsman protocol, many Endersburgians are used to the idea that there is often very little they can do if their opponent gets close, and fighting Eldar often leaves only one chance to avoid getting close at that.  Due to this, regiments from this world have gained a very well deserved reputation of being nearly unmatched triggermen, and it is rare to find a one among them who fall short in shooting competitions.

Technology:  If there is one area in which Endersburg can be said to be blessed, it is technology.  Due to their system neighboring the Forge World of Rasifix, and often in return for lending PDF support against the Dark Eldar menace, Endersburg is allowed many wonders of the Machine Spirit, as well as the training needed to maintain such gifts.  While Endersburg has long given their allegience to the Holy God Emperor, they do have a higher than average acceptance of the teaching of the Ommnisiah.  The Dark Eldar has not let this go unnoticed, however, and have often tried to attack this advantage, using their own vile Xenosorcery to corrupt the machine spirits directly.  However, due to this constant assault, many Endersburgians have actually become quite adept at such tactics as well, and a number of their regiments are called upon for their advanced Vox-warfare capabilities.

Weaponry: Another area that Endersburg is blessed, although for slightly different reasons, is the area of weaponry.  On the one hand, their previously established connections to Rasifix has allowed many Endersburg availibility to many rare devices, one of which being plasma weaponry.  However, it is these relations that allow Endersburg the ability to maintain the technology gained from another relation: the Adeptus Astartes.  Back when the Imperium was conquering the galaxy in the name of mankind, a number of Endersburgian soldiers fought alongside the Emperor's Finest, and in return gained availability to Bolter weaponry, which they then brought back to their homeworld.  This arsenal has been maintained and added to by the world of Rasifix, and a great deal of IG regiments from Endersburg are blessed by the Ministratum to use these mighty weapons in the ongoing wars against humanity's enemies.  Of course, not all of the Endersburg regiments are allowed such rare weapons.  The ones that don't often try to compensate by using overcharged G8 Lasguns and strategically deployed Hellguns, but these regiments are the minority.

Endersburg 235th Rangers

Background: The Endersburg 235th Rangers, "the Talon", is one of the more highly decorated, if young, Drop Troop regiments raised by the world of Endersburg.  Led by the rather twitchy but competant Colonel Albert Charlington, the Talon has taken part in a successful campaign against the Ork warlord Haffinmorin, as well as the cleansing of Hive World Denson against their long hated enemy the Dark Eldar.  Denson in particular was notable for the crazy running gun-battle that took place on the sprawling overlapping bridge roads connecting the spires of the world.  As the Densonian PDF fought desperately on the bridges, the Enderburgians took the fight directly to the enemy, deploying and re-deploying from their Valkyrie attack craft in hot persuit of targets.  Sometimes they would even jump from one bridge to another bridge below in the constant shuffle to mantain the strategic upper hand.  Now they are being called up to the Callaxis sector, their expertise needed against the rising Dark Eldar presence as the fight against the traitors grinds on.

Stats
Fortress World: 3 (Hatred: Dark Eldar)
Choleric: 2
Drop Troops: 3
Sharpshooters: 4
Electro-Vox Warfare: 4
The Few: -5
(11 total)

Equipment: Upgrade to Boltgun (Main Weapon) 20
Add Favorite Basic weapon to regiment (Storm Bolter): 10
Chrono: 2

Favorite Weapons: Storm Bolter (Basic), Plasgun (Basic), Missile Launcher (Heavy)



#47 Robin Graves

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Posted 10 August 2014 - 12:36 PM

Alpha complexian troubleshooters

 

Hive world  3pts

Guerillia regiment  4pts

Billious 2pts (paranoia)

Scavengers  3pts

Combat drugs  2pts (stimm)

Favoured foe  3pts ( forbidden lore: cults/ hatred: mutants)

Incompotent leadership  +5pts

 

Extra kit:

Laspistol +2 charge packs  5pts
dose of spook (rare)
15pts
haluciogen grenade (scarce)  
8pts
tranq  (abundant)  2pts

 

Armour:

Flak vest

Weapons:

Lascarbine (main weapon)*
knife **
Grenades:
2 blind
2 stun
2 frag

*  local variant :
Lightweight material (-10 single handed firing)
Piercing (felling)
Heating issues (overheats)
Erratic (unreliable)

 

** local variant:
Shearing (razor sharp +2 pen)
Poor grip (flies off in random direction)
Brittle (breaks easily in combat)



#48 Robin Graves

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Posted 15 August 2014 - 10:38 AM

I'm not sure what weapons the Freman would use as favoured weapons… perhaps Lascannon and melta-gun?

 

Black crusade, tome of excess has some sound based weapons. Maybe you can repurpose the stats for, fremen archeotech available to officers?



#49 bogi_khaosa

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Posted 24 August 2014 - 05:27 PM

Paranoia!!!


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#50 TorogTarkdacil812

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Posted 26 August 2014 - 08:58 AM

I was wondering how to make a Guerilla Regiment which wold not be clone of Tanith Firs&Only (Scotirish freedom fighters in SPACE), so I took offhand name from the very first Gaunts Ghosts novels, and with vague vision of John Connors and Captain Powers postapocalyptic fight against the machnies I made this:

 

89th Afgali Ravagers

Origin: Post-cataclysmatic World (3pts)

Type: Guerilla Regiment (4pts)

Commanding Officer: Phlegmatic (1pt)

Doctrines: Anti-Aircraft, Anti-Armour (8pts)

Drawbacks: Poorly Provisioned (-4 pts)

Total points: 12


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There is nothing as good as seeing rebel scum running out of a cave full of gas, right into the blasters of your battalion-–well, except sunrises, but for those you have to get up early.


#51 Robin Graves

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Posted 26 August 2014 - 04:51 PM

Paranoia!!!

 

Yes! you got it!. Iused to play that with my group. It was a bit oddball but very good fun. So a while ago i wondered how troubleshooters and alpha complex would work in 40k. The adeptus mechanicus would be all over friend computer even tough the emperor has forbidden the creation of AI.

 

Not reporting treason is heresy, not reporting heresy is treason! are you happy, citizen?



#52 Robin Graves

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Posted 26 August 2014 - 04:55 PM

I was wondering how to make a Guerilla Regiment which wold not be clone of Tanith Firs&Only (Scotirish freedom fighters in SPACE), so I took offhand name from the very first Gaunts Ghosts novels, and with vague vision of John Connors and Captain Powers postapocalyptic fight against the machnies I made this:

 

89th Afgali Ravagers

Origin: Post-cataclysmatic World (3pts)

Type: Guerilla Regiment (4pts)

Commanding Officer: Phlegmatic (1pt)

Doctrines: Anti-Aircraft, Anti-Armour (8pts)

Drawbacks: Poorly Provisioned (-4 pts)

Total points: 12

What about aditional weapons and equipment? I think captain Power would have atleast full carapace armor.

Man now i want to see that show again...



#53 TorogTarkdacil812

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Posted 26 August 2014 - 05:38 PM

I will get to the tommorow, Yeah I was thinking Captain Power in terms of insurgency againts Thinking Machines on postapo-world, even when reading First&Only name Afgali always evokes me Afghans (Ravagers also implies another level of badassery). Captain Powers squad would better wait for Stormtrooper supplement :)


There is nothing as good as seeing rebel scum running out of a cave full of gas, right into the blasters of your battalion-–well, except sunrises, but for those you have to get up early.





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