I have some issues with the Regiment Creation that I haven’t seen anyone else bring up, so I decided to sign up and make my voice heard. Feedback is welcome.
Bred for War: Fortress worlders possess an entirely justified siege mentality, a natural result of daily lives shaped by the need for perpetual vigilance against an enemy that could strike at any time, and the discipline required to respond to that threat swiftly and effectively. Fortress worlders are loyal almost to a fault, and reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result. A fortress worlder must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.
This trait doesn’t really match up with my experience of Cadians, the quintessential Fortress Worlders, especially from the book Cadian Blood. Personal traits like “reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result” are not things I would expect from one of the finest fighting forces in the galaxy. Someone else summed it up with the hypothetical dialogue: “Your uniform is dirty, soldier.” “Yes sir, but my rifle is clean.”
How exactly would you determine what qualifies as “go against the rules and regulations of the Imperial Guard”? It’s pretty ambiguous and I think an opportunity for roleplaying was missed by changing the Fortress World drawback from Rogue Trader’s “penalty on Social Interaction Tests regarding non-combat topics”. It might just be my personal opinion, but I like the idea of Fortress Worlders being socially cut off from the vast civilian masses of the Imperium they’ve spent their entire lives protecting.
Demolitions (Cost: 3 points)
Destruction is the unit's calling, and they are equipped and trained to follow that calling, with access to a variety of explosive munitions.
Standard Regimental Kit: The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.
“Equipped and trained” suggests that this doctrine should also include Tech-Use as a starting skill. I found this issue when I attempted to recreate the Canopus Heavy Foot regiment from Dark Heresy: The Chaos Commandment (which starts with Demolitions, now folded into Tech-Use), but failed because the only Tech-Use in Regiment Creation is Siege Infantry, which the Heavy Foot isn’t.
(Penitent (3), Phlegmatic (1), Line Infantry (2), Iron Discipline (3), Demolitions (3), in case you were wondering. Canopus is a Hive World, but the Penitent origin fits better with their stats from DH: The Chaos Commandment. Maybe switch out Iron Discipline for something else if you think that Penitent is enough to showcase their famed ability to stay calm under pressure.)
Hardened Fighters (Cost: 2 points)
Characteristics: + 2 Weapon Skill
Starting Talents: Street Fighting
The regiment may replace its standard melee weapon with either a Low-Tech Weapon of Common Availability or better, or it may apply the mono upgrade to its standard melee weapons.
Warrior Weapons (Cost: 3 points)
Starting Skills: Parry
Standard Regimental Kit: The regiment exchanges their Main Weapon for a Low-Tech weapon of Common or better Availability and a laspistol and two charge packs.
Is it just me, or is Hardened Fighters vastly superior to Warrior Weapons, despite being the cheaper Doctrine? Why would a regiment starting with Lasguns or Lascarbines choose to drop their Main Weapon to a Laspistol just for a Common Low-Tech Weapon when they can exactly the same result and a talent instead of a skill (which saves them xp since Talents are more expensive than Skills) by choosing a different, cheaper doctrine? And most of the Regiments that do start with a Laspistol usually have a vehicle and would want to avoid melee combat. I would change Warrior Weapons so that it instead said something like:
Warrior Weapons (Cost: 4 points)
Starting Aptitude: Weapon Skill
Starting Skills: Parry
Standard Regimental Kit: The regiment exchanges their Main Weapon for a Low-Tech Melee weapon with an availability no higher than Average, with the Mono upgrade.
That seems more fitting for regiments “ill-suited to serve on firing lines, their savage demeanour making them a poor choice to wield a lasgun” that instead “serve the Imperial Guard in other ways, armed with swords, axes, and mauls, to cut the enemy apart in close quarters.” It might make for a radically different style of play compared to normal regiments, but at least it would make for an interesting choice instead of something that already exists, but slightly worse and more expensive.
Also, since I expect this to come up: I understand the need to limit the Availability so that the players can’t select the more esoteric and powerful Primitive/Primary weapons from earlier game lines, but I see no reason to deny them Axes, Shields, Bastard Swords, Batons, Side-handle Batons, Falchions, Lacusta Hammers (I’m sure you’ll include mounted regiments in a later book) and Armored Gauntlets, especially since Warrior Weapons include Axes as an example of weapons used.
The only potential problem I can see are the Naval Shields (Naval Shield - Melee - 1d5+2 I - 0 Pen - Defensive, Primitive - 9kg - 75 – Average, can be used as cover worth 8AP) from the Inquisitor’s Handbook, but I don’t think they would see much use due to their prohibitive weight. Maybe Siege Infantry would be interested in reinforcing their sandbags, but I doubt most other regiments would want to carry around “a huge solid plate of plasteel” simply for the advantage of cover, which can usually be found in the environment.
The Well-Provisioned equipment doctrine grants 2 extra clips for the regiment’s main ranged weapon.
Can you change the Main Weapon if you select something better from Table 2-6: Additional Standard Kit items table? For example, if a Reconnaissance Regiment (Main Weapon: Laspistol) picked a Sniper Rifle for 10 points (Scarce availability), could they choose to count that Sniper Rifle as their Main Weapon?
Another problem that appears in that situation is that such a regiment would start with both a Las weapon and a SP weapon, but only the Weapon Training to use one of those weapons. There are a couple of examples in Table 2-6 where you can replace a weapon with a different one, but the options available consist mostly of upgrading Las Weapons, not switching them out for an equivalent SP weapon. FFG fixed the lack of SP Weapon Training in the Week 2 Beta Update, but they haven’t changed Table 2-6 to accommodate the change yet.
Favoured Weapons gives a +10 bonus on all Logictics Tests to obtain those weapons and ammunition for the Favoured Weapon.
Does that include Logistics Tests for Special Ammunition, or just standard? If a Grenade Launcher is chosen as a Favoured Basic Weapon, would the squad receive a +10 bonus on all Logictics Tests to acquire grenades, potentially stacking with the +10 from the Demolitions Doctrine?