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A couple of rough and ready new regimental doctrines


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#1 Lightbringer

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Posted 11 January 2013 - 12:35 PM

Now I have been drinking heavily this evening, but I have returned home to a shiny new copy of "Only War," and it has inspired me to put together a couple of new regimental doctrines of the type on p64&65 of the core book. There are very rough and ready, and obviously not play tested, but see what you think:-

 

Heavy Infantry

Rare in the modern Imperial Guard, heavy infantry units were once commonplace in the Imperial Army of the Great Crusade era. Composed of heavily armoured and often genetically enhanced soldiers, these units were expected to act as front line support for the Astartes of the day. Although no match for Space Marines, heavy infantry were expected to perform many of the same duties: shock assaults, boarding actions and high intensity, close range firefights in built-up terrain. Changing tactical doctrines, altered perceptions of genetic tampering and the loss of formerly widespread technologies (such as power armour for non-Astartes) have all contributed to a significant reduction in the number of Heavy Infantry units in the Imperium, and less than one in a hundred Imperial Guard Regiments currently operates to this pattern, typically with far more primitive equipment than their Imperial Army forbears. 
Cost: 3 points
Characteristics: +3 strength, -3 intelligence
Starting Skills:Athletics
Starting Talents: Berserk Charge
Standard kit: Full carapace armour, one M36 lasgun, six charge packs per player character, 1 Frag and 1 Krak grenade
 
Subterranean assault corps
 
A very small number of Imperial Guard Regiments continue to operate the increasingly rare tunnelling assault vehicles of the ancient Imperium. The flexible Termite-pattern light tunneller, the mighty Mole-pattern medium tunneller and the terrifying Hellbore-pattern super heavy tunneller still have a role to play in the modern Imperium despite the tiny number of Forge Worlds still able to maintain them. Those guardsmen who specialise in operating from these peculiar craft are in many ways akin to Drop Troops: they burst from within the cramped confines of their transport vehicles after a nerve-shredding journey, into the heart of an enemy position. Like drop troops, They are expected to seize an objective in the teeth of fierce opposition and hold it at all costs until support can arrive. Like Drop Troops, they are selected for their toughness and sound constitution rather than their sparkling personalities.
Cost:4 points
Characteristic:+3 strength, -3 fellowship
Starting skills:- Operate (tunneller)
Starting Talents: Sound Constitution
Standard Kit: one combat shotgun and 50 rounds (Main weapon), flak armour, one Termite light tunneller per squad.
 


#2 Frankie

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Posted 12 January 2013 - 12:58 AM

Personally, I think Grenadiers fill the niche of 'heavy infantry'.


That doctrine though? It's too cheap, IMO. I'd much rather take heavy infantry--just for the sake  of carapace over, say, Line Infantry.



#3 Lightbringer

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Posted 12 January 2013 - 01:48 AM

Fair enough. I think you have a point: bumping heavy infantry to 4 points in total makes more sense.



#4 Face Eater

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Posted 13 January 2013 - 02:57 AM

Nice one LB, I can already see the uses for those. here's one I was doing, which could be a lot of fun:

Aeronautic infantry

While Valkyries are a fairly common sight among the Imperial guard regiments which have dedicated Aeronautic transport are very rare. Rarer still are those squads that can rely on a Valkyrie rather than a larger bulk transport, only in very rare circumstances will a regiment be loaned a fleet of dedicated Valkyries to operate from. When it does happen it often the result of some legendary feat that linked a regimental home-world with the Navy. They have to be drilled ruthlessly as hot insertion into a war-zone behind the enemy lines relies on swift and decisive action.

Those fortunate Aeronautic regiments are highly prised and extremely driven to provide great results. This aloofness and their adoption close links with strange void-born of the navy means that they do not mix with the rest of the Imperial guard as effectively as other regiments.

Points: 4

Characteristic Modifiers: +3 Agility, -3 Fellowship

Skills: Operate (Aeronautica)

Talents: Lightning Reflexes

Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, 3 frag grenades and 3 smoke grenades per person, clip harness per person, respirator per person, 1 Valkyrie per squad.



#5 Face Eater

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Posted 11 February 2013 - 11:11 AM

New Regiment Type: Jump infantry
This regiment type is very rare in the modern Imperial guard. There have only been no more than a handful of regimental home worlds developed in the last 8 millennia that have even been put forward for the chance of raising even a single Jump infantry regiment. Even those regimental home worlds that have traditionally fielded Jump infantry are rarely able to raise them. Those lucky jump regiments that are raised have the responsibility for their rarity pressed upon them, their commanders often have impossibly high standards for their men. This in turn breeds feelings of superiority in the ranks that prevent often alienate them from other regiments.
Points: 4
Characteristic Modifiers: +3 Agility, -3 Fellowship
Skills: Operate (Personal)
Talents: Hard Target
Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, Jump pack per person, 3 frag grenades and 3 krak grenades per person, respirator per person

 



#6 Face Eater

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Posted 11 February 2013 - 09:40 PM

 

New Regiment Type: Navel Armsmen
The Holy Fleet of the Imperial navy is secured by it's legions of Armsmen. They patrol the corridors, decks and holds of every vessel and station under the Navy's control. They act as Arbites and Guardsmen, Security, Kill Teams and Boarding Parties. The smallest ships may have a few dozen while the largest Capital ships have entire vast regiment onboard, with history as long as and inextricably linked with that of the parent ship. On these larger vessels much of their time is maintaining discipline amoungst the gigantic crews, for which they are rightly feared 
Points: 2
Characteristic Modifiers: +3 Willpower, -3 Fellowship
Skills: Intimidate
Talents: Rapid Reload
Kit: Combat shotgun with 4 clips per person, Boarding armour per person, 2 frag grenades and 2 photon flash grenades per person, respirator per person
 
New Armour:
 
Boarding armour
Armour rating: Body, Head; 5, Legs, Arms 3
Weight: 17kg
The conditions aboard the ships of the holy fleet demmands armour that contains a full void suit. This means that the body and head are protected by heavy carapace armour while the limbs are lighter flak armour. This strikes a balance of protection against the elements while being wearable all the time.
Includes a built in void-suit, respirator and photo-visor.

 



#7 Flail-Bot

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Posted 12 February 2013 - 03:36 AM

Every regiment presented here (except 1) has -3 to Fellowship. I think that a bit more variety is warranted in that regard.



#8 Face Eater

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Posted 12 February 2013 - 12:27 PM

Flail-Bot said:

Every regiment presented here (except 1) has -3 to Fellowship. I think that a bit more variety is warranted in that regard.

Lol, I hadn't noticed. In my defence they are all dicks.

I'm open to suggestions in all cases, here's an adendum:

 

New Regiment Type: Jump infantry
Characteristic Modifiers: +3 Agility, -3 Perception

 

New Regiment Type: Navel Armsmen

Characteristic Modifiers: +3 Willpower, -3 Intelligence



#9 Plushy

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Posted 12 February 2013 - 07:11 PM

I'm trying to think of a Regiment that would boost Fel. Any ideas?


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#10 whoseyes

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Posted 12 February 2013 - 08:54 PM

Plushy said:

I'm trying to think of a Regiment that would boost Fel. Any ideas?

 

Maybe a rescue, peacemaker or medical specialist regiment…



#11 Kasatka

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Posted 12 February 2013 - 10:37 PM

Medical Corps

Characteristic Modifiers: +3 Int, +3 Fel, -3 BS, -3 WS

Skills: Medicae

Talents: Peer (Imperial Guard)

Trait: Everyone's best friend - No matter what regiment the Medical Corps work alongside, their services are always in high demand. As such you recieve a +5 bonus to all Logistics tests when dealing with other regimentsas they will favourably supply you in exchange for your services)

Kit: Basic Medikit, flak vest and helmet, las pistol and 2 charge packs (all per guardsmen), Chimera APC Medivac variant (per squad - this variant ditches the hull mounted firing points and turret weapon in exchange for more space for medicae gear, effectively granting a +20 bonus to all medicae tests performed on board while stationary - the modifier may be reduced by the GM if the vehicle is in combat or moving)

 

How's that for a fellowship regiment? :P


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#12 Face Eater

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Posted 13 February 2013 - 01:56 AM

 

That gave me an idea along these lines:
 
New Regiment Type: Propaganda Regiment
Progaganda regiments are charged with recording the events of war primarily for the attention of civil broadcasting and newsreals. While they are often close to the front lines so they are armed and armoured put the primary function for this is to be the primary focus for inspirational picts and vids that are less than candid.
Points: 2
Characteristic Modifiers: +3 Fellowship, -3 Strength
Skills: Deceive
Talents: Air of Authority
Kit: Las-carbine with 2 charge packs per person (main weapon) per person, 1 Frag grenade and 1 smoke grenade per person, Best quality uniform per person, flak armour per person, Pict corder per person, 20 motivational posters, 500 pro-imperial pamphlets.
 


#13 AtoMaki

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Posted 13 February 2013 - 02:09 AM

AIR DEFENCE REGIMENT

Cost: 4 points

Characteristics: +3 Ballistic Skill, +3 Perception, -3 Strength, -3 Toughness

Starting Skills: Operate (Surface), Scrutiny

Starting Talents: None

Standard Kit: One Hydra Flak Tank per Squad

 

Hydra Flak Tank

Type: Tracked Vehicle

Cruising Speed: 70kph

Tactical Speed: 15m

Manauverability: +0

Size: Massive

Structural Integrity: 35

Armour: Front 30, Side 22, Rear 16

Vehicle Traits: Auto-Targeting System, Enclosed, Rugged, Tracked Vehicle

Weapons:

- Turret mounted Hydra Autocannon Battery (500m; -/-/6; 3D10+8I; Pen 6; Clip 200; Reload 8 Full; Reliable, Storm, Twin-Linked)

- Hull mounted Heavy Bolter or Heavy Flamer

 

Auto-Targeting System: Ranged attacks made by the Hydra benefits from a +10 bonus to Ballistic Skill. In addition, all successful ranged attacks made by the Hydra Flak Tank gain +2 Degrees of Success. 



#14 Plasmafest

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Posted 14 February 2013 - 10:13 AM

More of an NPC than PC Regiment, but anyways;

Artillery Regiment

Cost: 3

Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.

Starting Skills: Operate(Surface).

Starting Talents: Nerves of Steel or Paranoia.

Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.



#15 Plushy

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Posted 14 February 2013 - 12:47 PM

Plasmafest said:

More of an NPC than PC Regiment, but anyways;

Artillery Regiment

Cost: 3

Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.

Starting Skills: Operate(Surface).

Starting Talents: Nerves of Steel or Paranoia.

Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.

A loss of Perception for a group that needs spotting abilities?


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#16 Magus Black

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Posted 14 February 2013 - 09:59 PM

Plushy said:

Plasmafest said:

 

More of an NPC than PC Regiment, but anyways;

Artillery Regiment

Cost: 3

Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.

Starting Skills: Operate(Surface).

Starting Talents: Nerves of Steel or Paranoia.

Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.

 

 

A loss of Perception for a group that needs spotting abilities?

Not just Perception but also Intelligence?

Most artillery are indirect fire and that requires a fair amounts of smarts to pull off as it requires a good deal of planning trajectory and organizing positions.

So if anything an Artillery Regiment would get a bonus to Perception and Intelligence, and since these guys are not used to the more ‘strenuous activities” of more front-line regiments I think a penalty to Weapon Skill and Agility would be more appropriate (when these guys get ambushed they tend to die with little fanfare which is why they are generally ‘very far’ from the front lines).



#17 Plasmafest

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Posted 14 February 2013 - 10:33 PM

Plushy said:

Plasmafest said:

 

More of an NPC than PC Regiment, but anyways;

Artillery Regiment

Cost: 3

Characteristics: + 3 Strength, + 3 Toughness, - 3 Perception, - 3 Intelligence.

Starting Skills: Operate(Surface).

Starting Talents: Nerves of Steel or Paranoia.

Standard Kit: Deadspace Earpiece and Munitorium Manual per PC. One Basilisk or One Chimera and Hand-held Targeter per Squad.

 

 

A loss of Perception for a group that needs spotting abilities?

Mostly to demonstrate the sort of de-sensitisation from the constant loading & firing of heavy artillery, WWI-style. Recon Regiments would normally do the actual spotting.






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