Jump to content

player646179

Members
  • Content Count

    170
  • Joined

  • Last visited

    Never

About player646179

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    dracopticon@hotmail.com
  • Website URL
    hem.passagen.se/drakfisk
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Orebro, Sweden, Sweden
  1. Paulus Rex said: Your post is there, I just checked. As for mine, apparently it got deleted/combined with another post. I don't know how or why, but that's what it looks like right now. Thanks for the reply! I checked this instance, and still the page with your reply #52 is shown with a truncated lower part on my computer, but then the following page is totally ok to watch. It's strange. But thanks again for notifying me! Have a nice christmas!
  2. AtoMaki said: From a canonical perspection, the answer is this (it is regimental/company level organization, but you can have the idea): (pic) From a game-playing standpoint, i would say that 4 PCs+their Comrades, 1 "big" NPC (with specialization and Comrade) and 2-3 "cannon fodder" NPCs are the optimal size of a OW party. Very good pic there! The regiment I'll be gamemastering though, is not an armored regiment. Look to my other thread "A question about the "100 Regiments for Only War" thread" for a description of my own invented regiment "The Hardlanders".
  3. Drop Bear 2.0 said: going all the way back to Warhammer 40,000: Rogue Trader (the 1st ed of the table top game) 10 was concidered "Normal" but they could be as large or as small at cermnstances allowed or needed (20-30 being the practical Cap), there was once a "Squad" of 100 IG Beastmen in one semi-offichial battle report I read and at a Con I saw photos of one of the Studio armies with a "Squad" of 30 IG Mutant Penial Leigon both way back in the 80's. normaly an IG Squad is 10 men icluding a Sergent, optionaly one man can cary a Light Suport Weapon and also optionaly a two man Suport Weapons Team or a 2nd Light Suport Weapon Trooper curantaly a IG Platoon has a 5 Man Command Section (plus atached spechlists like Psykers, Comisars, Tech Preists, Eclasticay ect.), Optionaly a Suport Weapons Squad with 3-4 (normaly just 3) Suport Weapons teams and optionaly a Seargent & 2IC is attached to the Command Section and the platoons Main Body is mase up of 2-4 (normaly 2-3) 10 man Lasgun Squads, other Spechlist Teqams and Squads are atached from higher command as needed and/or avalible. an IG Company normaly has a five man Company HQ with a attached Commisar and Spechlist pool (Psykers, more Commissars, Tech Priests, Eclasticay ect.) and Spechlist Squad pool to be arached to Platoons as needed, thease are normaly detached to Company HQ from a higher HQ. Many thanks for your answer! A useful description for my gamemastering.
  4. Hi there. I have added my own idea for an IG regiment in the "100 Regiments for Only War" thread, but I can't see it. I did it earlier today, and my addition is not over long or includes any foul language or anything, so I don't think it's deleted. If one reads the thread starter page, it says, above "4 pages (58 messages). But I can only browse to reply #54 and not even that reply can be properly seen. It shows the creator of it, Paulus Rex, but not the message itself. And it's impossible to scroll further down. I'm reposting my idea for the regiment here instead, hope it's ok: THE HARDLANDERS, Zero One, 1st. Motto: ”Hardheads Never Quit!” This is a small 'Light Recon Regiment' newly founded on the backwater planet of Hardlanding. It's only 500 men strong and not very well equipped, using old Cadian mended and re-used military material, the most common guns are las carbines and autoguns. Regimental Commander: Colonel Archibald Archer, ”Double Arch”. A 65 year old coot with a rather senil personality, pretty much a grown child. Likes to dress up in parade uniform almost all the time. Loves big military parades, with setup men and guns. Would really like to "play" with "his soldiers" like a child with toys. Archer is put on his post by the planets only (poor) aristocratic family, but is in reality helped along with all mundane things by his adjutant, Ping, on a daily basis. Colonel Archer does not wield any real power of command in the regiment. Real executive chief of the regiment is Colonel Pieter ”Re Pete” van Rinse (as in ”Rinse and Repeat”). A rather lanky, youthful looking man in his upper middle age. Has a past in the Inquisition as a former Interrogator (dismissed from service for some unknown reason) and uses this in his profession when such contacts are possible to maintain. Has general insight in the work techniques of the Inquisition and can use such measures in the field, when appropriate. The colonels main rule is that all military attainments has to be learnt by repetition, again and again, hence the nick ”Re Pete”. Is otherwise the owner of a harsh personality, with not much thought of justice. Master of Scouts: Captain Simon ”Too Much” De Tomaso. Is either called only "Captain" or De Tomaso, the latter from his own orders. De Tomaso comes from locally well known Imperial Navy-family, nothing the captain wants to boast about he is rather softspoken with an extremly low voice and seldom holds anything but a low profile. Since the regiment has only 500 men, every company holds a small contingent of scouts, 10 per company. When De Tomaso gets a special assignment that demands a greater involvement from his men, the best scouts is picked and temporarily forms a small sixth "Scouting Company". Chief Commissar: Rudolph Curzen. A short but very broadly built man who has an impressive lung capacity and a powerful voice for talking and shouting on the field. 2nd Commissar: Ernst Raffel. The younger, more mobile commissar who wants to be in the front of the battle, leading the men in heroic charges. Confessor: Eberto Amarone. A man with a raspy and hoarse voice and with oily dark hair. Often expresses a ”will to talk in private about heretic tendencies you've shown, my son”. Regimental Medics: Chief Medic Nicola Sardo (collects preserved parts from corpses), assistant medic Ida Purj and Soren Jalonic. Two men and a woman with former criminal background who has knowledge about several drugs and toxins, not learnt in school. First Company: Captain Rickard ”Primer” Kregowitz. A prematurely greyed thinner but tall middle aged man with a nack for reciting the "Primer" and who holds the knowledge of that book in the highest esteem. Everything has to be done by the book. Open-minded, outspoken soldiers who shows creativity (like De Tomaso) is NOT popular with him. Second Company: Major Wolfgang ”Wolf” Hallendaar. This is a personal friend of De Tomaso nad who's been watch captain with the Archer family, but who made himself dispensible through own expressed ideas of rationalisations the Archer family's will. Has a great libido and sometimes a hard time saying no to the lovely ladies. Third Company: Captain Ruthger ”Fisty” Lindst. This very large man has a tatooed and shaved head, and is scarred over many parts of his body, incl his face. He leads the heavy company taking all assignments that involves bombes, hvy weapons and demolitions. Has been a Hardhead Wrestler Prize Winner. Fourth Company: Captain Jamel ”Mouse” Jacuba. Besides De Tomaso, this is the best regimental tracker and scout. Has a past as a Tallarn desert warrior and still carries stuff as memories of that time, including a very long and filigraned Long Las. A light haired, black skinned man with blue eyes. Is actually not a good shot, but a master sneaker. Fifth Company: Captain Urben ”Short Supply” Benner. A whiny and greasily fat man man with overprotective tendenses towards the equipment he is placed to manage for the regiment. Equipment is always ”hard to get” or ”almost out of supply”. Always hoards stuff that is needed, especially for himeslf and for the brass. Can in single instances favorise certain soldiers that does favor for him. Even things that are in obvious abundance can be held back by this man. All with Van Rinses good memory, as the colonel likes a ”tight run ship” (= the regiment). (The Hardlanders regiment has no company numbered six to ten).
  5. THE HARDLANDERS Motto: ”Hardheads Never Quit!” This is a small 'Light Recon Regiment' newly founded on the backwater planet of Hardlanding. It's only 500 men strong and not very well equipped, using old Cadian mended and re-used military material, the most common guns are las carbines and autoguns. Regimental Commander: Colonel Archibald Archer, ”Double Arch”. A 65 year old coot with a rather senil personality, pretty much a grown child. Likes to dress up in parade uniform almost all the time. Loves big military parades, with setup men and guns. Would really like to "play" with "his soldiers" like a child with toys. Archer is put on his post by the planets only (poor) aristocratic family, but is in reality helped along with all mundane things by his adjutant, Ping, on a daily basis. Colonel Archer does not wield any real power of command in the regiment. Real executive chief of the regiment is Colonel Pieter ”Re Pete” van Rinse (as in ”Rinse and Repeat”). A rather lanky, youthful looking man in his upper middle age. Has a past in the Inquisition as a former Interrogator (dismissed from service for some unknown reason) and uses this in his profession when such contacts are possible to maintain. Has general insight in the work techniques of the Inquisition and can use such measures in the field, when appropriate. The colonels main rule is that all military attainments has to be learnt by repetition, again and again, hence the nick ”Re Pete”. Is otherwise the owner of a harsh personality, with not much thought of justice. Master of Scouts: Captain Simon ”Too Much” De Tomaso. Is either called only "Captain" or De Tomaso, the latter from his own orders. De Tomaso comes from locally well known Imperial Navy-family, nothing the captain wants to boast about he is rather softspoken with an extremly low voice and seldom holds anything but a low profile. Since the regiment has only 500 men, every company holds a small contingent of scouts, 10 per company. When De Tomaso gets a special assignment that demands a greater involvement from his men, the best scouts is picked and temporarily forms a small sixth "Scouting Company". Chief Commissar: Rudolph Curzen. A short but very broadly built man who has an impressive lung capacity and a powerful voice for talking and shouting on the field. 2nd Commissar: Ernst Raffel. The younger, more mobile commissar who wants to be in the front of the battle, leading the men in heroic charges. Confessor: Eberto Amarone. A man with a raspy and hoarse voice and with oily dark hair. Often expresses a ”will to talk in private about heretic tendencies you've shown, my son”. Regimental Medics: Chief Medic Nicola Sardo (collects preserved parts from corpses), assistant medic Ida Purj and Soren Jalonic. Two men and a woman with former criminal background who has knowledge about several drugs and toxins, not learnt in school. First Company: Captain Rickard ”Primer” Kregowitz. A prematurely greyed thinner but tall middle aged man with a nack for reciting the "Primer" and who holds the knowledge of that book in the highest esteem. Everything has to be done by the book. Open-minded, outspoken soldiers who shows creativity (like De Tomaso) is NOT popular with him. Second Company: Major Wolfgang ”Wolf” Hallendaar. This is a personal friend of De Tomaso nad who's been watch captain with the Archer family, but who made himself dispensible through own expressed ideas of rationalisations the Archer family's will. Has a great libido and sometimes a hard time saying no to the lovely ladies. Third Company: Captain Ruthger ”Fisty” Lindst. This very large man has a tatooed and shaved head, and is scarred over many parts of his body, incl his face. He leads the heavy company taking all assignments that involves bombes, hvy weapons and demolitions. Has been a Hardhead Wrestler Prize Winner. Fourth Company: Captain Jamel ”Mouse” Jacuba. Besides De Tomaso, this is the best regimental tracker and scout. Has a past as a Tallarn desert warrior and still carries stuff as memories of that time, including a very long and filigraned Long Las. A light haired, black skinned man with blue eyes. Is actually not a good shot, but a master sneaker. Fifth Company: Captain Urben ”Short Supply” Benner. A whiny and greasily fat man man with overprotective tendenses towards the equipment he is placed to manage for the regiment. Equipment is always ”hard to get” or ”almost out of supply”. Always hoards stuff that is needed, especially for himeslf and for the brass. Can in single instances favorise certain soldiers that does favor for him. Even things that are in obvious abundance can be held back by this man. All with Van Rinses good memory, as the colonel likes a ”tight run ship” (= the regiment). (The Hardlanders regiment has no company numbered six to ten).
  6. Many good answers here guys! Thank you so much for the effort. I think I'll go with the Primer's instructions on this.
  7. Hello all. I have not yet read through the complete Beta rules pdf, and frankly I don't have the energy for it right now. Sorry for that, but my question is: are there any game mechanics in the rules for the game master to manage the other elements of the regiment, during play? What I mean is, if you are - as a GM - caught up in all the main work of managing the happenings and responses to the player characters and their squad/group/even platoon, and then want to simultaneously keep the other regimental parts up to date, is there a system for that? The reason for asking is because I for one am almost always swamped by the myriad parts and general micro managing of all the things surrounding the PCs during the scenario. It would really help to have like a (couple of) table(s) with probable general outcomes for the other platoons/companies/etc and their success during battles or skirmishes. I welcome all responses to this idea, if it's feasible, helpful or outright stupid in your view. Thanks.
  8. Hello all. Excuse me for this extremely noobish question, and this has probably been answered somewhere in this forum, but I searched it and could find anything on "squad size". So here's the question: how many men does a basic Cadian infantry squad include? 7 men? 10 men? And also, how many squads make up a platoon? 4? Grateful for any help!
  9. coolzyg said: Zappiel, Draco... You are old I remember that around 2000, when i was 11, that my bro brought to our home Space Hulk computer game, although i was too scared to play it or we had to weak computer ^^ I've read instruction few hundred times. I didn't know then that it would be true love. The next time I've met with WH was first Dawn of War and then at RPG/Anime Convention I've bought DH. Oh old good times They sure where good times! And I still have them as we speak: gamemastering Deathwatch this very week and weekend!
  10. Zappiel said: Draco...if you remember 1987, then, sir, you and I got hooked by the same shtuff...and yer creaking old, man! You are welcome for the info, and as for Ultramarines the movie....well, i'd heard it was gawdawful, so my expectations were low going into it...overall, its a moody, atmospheric horror flick, so, as far as that goes, not bad....bloody nice seeing marines in action...plotwise, thin, i s'pose...but a perfect example of a typical Deathwatch mission, i thought...lonely beacon, devastated planet, great mystery to be solved...oh, and i guess the animation left something to be desired - lottsa fog and smoke and shadow; only real detail seemed to be the armour...I DID love it when John Hurt the chaplain belted out: "BURN HERETICS!!!!" [gosh, he said that sooo well!] Can't say that it was in any real way an Action movie, but forwhat it was, i didn't mind it. [that all being said, yeah, could've been miles 'n miles better....] oh, and yer player-interactive idear for donning armour is very interesting...somewhat cruel and unusual, but interesting...I hope i remember that novel approach if a rush to armour-up ever occurs...(player: "You want me to what?!" ) In our lord the year 1987, I first encountered this strange thing called "table top miniature gaming" and it had a certain name: "Warhammer 40000". To be honest I had seen and even participated in a little gaming of the Fantasy Battle variant. But this was so much fun, because the players I first tested it with ran battles that was much smaller and had a more tactical feel than the ones in Fantasy Battle. That's what first attracted me so. But then I remember I reacted with ridicule at words like "multi-melta" and that the game had space variants of orks and elves. Then later on I accepted it all as the interest for the setting grew. I started collecting my own plastic SM troop, even went on a holiday trip to England (I'm from Sweden myself) in 1991 and bought marines and marine vehicles (including such later impossibilities as a marine jetbike squad and 4 Imperial robots): 4 old kind dreadnoughts, tarantulas, mole mortars and figs for a worth of 150 pounds sterling. That was my first army for 40K. I began to build my own chapter of SM "The Imperator's Own" (which I later changed to "The Undertakers"). Since I've sold off the greater part, but I still hold on to the robots, most of the old metal versions of marines (they're significantly smaller than today's SMs), and the figs even FIT as since about 2 years ago I've started playing 40K again with Raven Guard as my chosen chapter, spurred by the emergeance of this game: Deathwatch! I've also bought and played a lot of the Warhammer 40000: Space Marine computer game from Relic. Nice game that! What I disliked about the Ultramarines game wasn't so much the graphics, although they could've been better (look at the computer games intros - even they are better). It was how the marines and their enemies did battle: I mean Ultramarines and their Primarch is the inventors of the Space Marine Codex for crying out loud! How can THEY do battle in such a nonsensical way?? And the enemies? Black Legion... Horus's own (or nowadays Abaddon's)! They just rush against their targets. Idiotic to say the least. If it had been World Eaters of some other berserker troops...
  11. coolzyg said: http://wh40k.lexicanum.com/mediawiki/images/6/63/Mk6corvuscompositiom.JPG hope i helped Yes! Thanks man. What memories that old pic give me! It's like I am back, and it's 1987 all over again!
  12. If I could be so presumptuous, as to voice my dearest wishes for the content of this book (or of any other sourcebook of this line), it'd be: 1. Background info and stats for l o t s of different regiments, a wealth of starting package opportunities for both the GM and players. 2. MUCH more intricate rules on how to really r o l e p l a y a character in Only War. That's stacks infinately higher for me than stats for a Baneblade. 3. A good, solid c a m p a i g n with great possibilities to continue in a longer story, like what you read about (in let's say Gaunt's Ghosts).
  13. Zappiel said: ...was that fast enuf for ya? HAHAHA!! Wonderful Zappiel! Great info as always. Thanks. Though I have to say that IMO the Ultramarines movie is awfully made, and I have ranted about it on IMDB to just name one site. What do you think about it? Wait... I have another idea: is there anywhere where one can read about all the different parts of the armor of the space marine? If there is, I could have a spelling contest, where the players literally reads the names of these parts out aloud (naming every letter), thereby simulating how fast they don their characters armor... Just a crazy thought.
  14. I know this isn't much of a thread, but I have to say... THANK YOU FFG for taking the opportunity to make this into a whole new branch of the 40K RPG franchise instead of just another sourcebook under Dark Heresy. Thank you thank you thank you......!!!
  15. Hello all. This may already been answered in some other thread, but I have neither the time or the inclination of browsing through a gzillion pages of this forum, and I need an answer fast! So if anyone knows... How long time does it take to don space marine armor, from being unarmoured and having the armor in front of you, either in a casket (as in the adventure I'm going to run) or on a stand?
×
×
  • Create New...