Posted 10 August 2012 - 09:57 AM
Err, no… Assigned Wargear is there to allow the GM to assign the squad what he thinks they will need (or, more roundaboutly, what their higher-ups in the regiment think they will need) for tackling a particular mission without having to award them that gear permanently. It allows a great deal more flexibility than would otherwise be because if the GM comes across the rather common scenario of, "Well gee, I'd like to run the adventure this way, but they'd need this specific piece of gear they don't have in order to have a chance at it…", that thought can immediately be followed up by, "Oh yeah, I'll just add it to the Assigned Wargear… Gee, hope they don't screw up the Logistics test…"
The sample adventure illustrates this perfectly. You don't want to be assigning a line infantry squad a Chimera on a permanent basis, but those jungle cats are bloody brutal and most GMs would much rather it be the Orks that cut the PCs to pieces rather than the random animals. Solution? Assign them a Chimera… but only for this mission…
…I cant quite tell if your trying to confound me or not?
I say: “Assigned Gear is not way to cheat the system its to make up for shortcomings and lack of foresight.”
You say “No its not.” and then provide an example that proves my statement as the correct one, I’m a tad bit confused here.
As I said though, its not a wish-list for the Players its “items of necessities” that are generally thought to be imperative to your regiments survival. Any non-reusable item that isn’t destroyed is meant to be returned upon completion, well some things ‘can’ be smuggled but the price would be high for failure, and the items that are received are ones that are available to be given out.
Most regiments don’t have the good fortune to be close to a forge world and have very limited supply of items beyond the very basic items, and sometimes not even then. Most of your Regiment Gear is very common among your group and its always fairly reasonable that repairs to those items (as well as limited trade) is possible a majority of the time…but this isn’t always the case.
Also Assigned Gear is dependant on Imperial Intelligence, which infamously well-known for being out-of-date or just blatantly wrong, and then there’s your own C.O. who may not be competent enough (Supine) to make sure your as prepared as you could be…which may prove to be a good lesson when creating your Regiment.
“Against the Savages” is indeed a good example, most the natural inhabitants are scarping by in terms of resources (all resources in fact), while their original saviors (the 4th Brontian Longknives) are also suffering for lack of resource as well. The arrival of your own Regiment is blessing to them for more than just man-power, you bring with you various resources that they are struggling to maintain.
Whether you Regiment is prepared or not is entirely of their own make and initiative. If you need rebreathers for going on to a toxic planet and you don’t have any or cant get any, TOUGH! Your going anyways, 100% fatality rate be damned! Your job Guardsman is to obey; hold the line; and fight and die in the Emperor’s Name. If you die by blade, bullet, or poison, you are expected to die pointing you weapon at the enemy…anything less is cowardness, and you know what happens to cowards in the Guard.
You seem to forget the situational modifiers to the Logistics test. Depending of how many regiments they're fighting alongside with, how old the front is and for how long they've been deployed in it, the roll can be made significantly easier. Also, the better they do in their missions, the better chances they'll get of acquiring new gear, not only becaue their Logistics rating will increase but also because their side's stance in the conflict will improve. And if a Ceasefire is declared they get a whooping +30 to Logistic rolls, so they should use the brief respite to stock up. Also, a good Commerce roll, aided by something nifty to trade in, can make the roll significantly easier too.
Under the best possible conditions, acquiring an Unique item would have a +10 to their Logistic roll, which is hardly an impossible roll.
So no, those high-end availability items are not there to troll players. They just have to be patient and wait for the right moment.
I figure though that there is suppose to be some levels of common sense applied to the Logistics check, asking for something that none of the Regiments or local Ministrotum have is practically a automatic failure. Using the less than a dozen per sub-sector Inferno Pistol as an example, it doesn’t matter that you can make a Logistics or not; if there is only three in your sub-sector (one in the hands of an Inquisitor, another with the Warmaster, and the last with Her Holiness Saint Mary-Jane) you are not going to get one.
That’s why I was bit confused as to why the Inferno Pistol (which only appears in the Witch Hunter codex) is listed with the Imperial Guard, its so absurdly rare that it shouldn’t be there. As I also said above if Inferno Pistols, then why not Daemonhammers and Vindicare Rifles, and then it just escalates to even more absurd things.
Without some common sense being applied to Logistics then your going to have Guardsmen running around in Best-Quality Terminator Amour with Gauntlets of Ultramar, wielding the Sword of the Holy Emperor Himself…with their ‘pet’ Emperor-Class Titan and their ‘recently purchased’ Craftworld for Air-Support.
I'm not quite sure what's unfair about the example. If an Inquisitor of whatever degree of niceness says "I want those men and I want them capable of achieving [mission objective]" most imperial commanders will assign whatever high-grade equipment they have on hand and deal with the yelling from the DepMun later.
That’s ‘just it’ an Inquisitor can get anything ‘if’ its available, if its not available then they make due without. The other ‘niceness’ part is just how Inquisitors work, even nice ones like Eisenhorn and Ravenor have simply walked up to squads/Regiments and simply dragged them into hell only with what they have and nothing else. Contrary to civilian belief, Inquisitors cant simply conjure up starships and ordinance at will, they can make the stumbling giant that is the Imperium pick itself up faster but only so much. Time constraints and simply the spur of the moment will determine how things go with them and those dragged along.
Also, as CaptainTrek said, equipping people with stuff they will absolutely need to do their job is exactly what the mission assignment gear is about. If the regiment actually has an Inferno Pistol, the PCs are expected to kill something heavily armoured at close range but can't carry much additional gear and their mission is vital enough… Inferno Pistol it is.
The odds of your Regiment, any Regiment for that matter, having an Inferno Pistol lying around is almost less than 0, you have a higher chance of having Intermediate-Level Titan than one those guns. High Command bases what kind of gear they give out (if their component at least) based on its parameters and its availability:
Need an anti-armour weapon, they give you a meltagun.
Don’t have any Melta-weapons, then the more hazardous Plasma weapons then.
Got no Plasma Weapons, then maybe Hellguns or Autocannons will suffice.
None of the above available, then you do without.
Even if the items is available if you fail the Logistics roll then you don’t get it, and as my above Toxic Planet example you are expected to fight no matter how low the odds of victory or survival.
That's the Guard for you.