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About Nerdynick

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  1. Yeah, using the stun setting by default makes more sense in Star Wars. You could say that their blasters in basic are stun-only, but I don't know if it would really be necessary. If somebody switched their blaster from stun to kill when they shouldn't, the drill sergeants would probably have them doing push-ups for a few hours or something. They keep a pretty close eye on that stuff. I got patted down for any live ammunition every time I came off the firing range.
  2. Not to derail this excellent discussion of wookiee drill sergeants, but I kept a day by day log from Army BCT in 2014, and figured I'd summarize that for the OP's inspiration: Days 1-3: Reception. You get off the plane, they put you up in some barracks and you do a bunch of administrative stuff, get uniforms issued, etc. This has nothing to do with your training really, and you won't be with the same guys when you enter real training. Days 5-6: Introduction to Basic Combat Training. You get assigned to a training company (these are the guys you're stuck with for the next 9 weeks) and go through a "shark attack" once you're off the bus. Essentially, the DSs throw everybody's duffel in a pile and everyone has to find their own in 60 seconds. Obviously, no one succeeds and everybody gets smoked (that is, they yell at you and make you do exercises). Rinse and repeat until everyone has their bag. They divide you into platoons, assign you a bunk, and issue you gear and a rifle. More admin stuff too. Day 7: Sunday's are usually pretty laid back. They let you attend religious services and then usually do classroom stuff or let you do your own thing around the barracks after its cleaned. Usually people write letters or work out. Today's class was land navigation. Day 8: Victory Tower. It's a basic rappel tower and one rope bridge (think of it as zip lining with a safety net instead of a harness). A lot of this is about building confidence. Day 9: Issued us gas masks and gave some classes over how it works and we did some marching. Day 10: Obstacle Course Day 11: Land navigation course. As in, actually going into the woods and finding points with a map and compass. Day 12: Gas chamber. Took us to a gas chamber so we could qualify with our gas masks. Made us take them off at the end before we could leave so we had to breath the gas. For the curious, it feels like having a bad sunburn all over your body. It's essentially aerosolized pepper spray. Then we went back to the barracks and got a class on BRM (basic rifle marksmanship) and CLS (which is first aid. Stands for combat lifesaver). Day 13: More BRM classes. These start with how to field strip and clean your weapon and progress to marksmanship fundamentals. Then we went to the PX (store) to buy any hygiene items we needed and get haircuts (every two weeks you get a buzz cut). Yes, you have to pay for your own hygiene items and haircuts. Day 14: It's a Sunday. See above. Day 15: FTX 1. Field Training Exercise. This one is sort of an intro to what FTXs are and they taught us some tactical movement techniques (individually and in squads). Day 16: Took us to an electronic BRM trainer. Essentially this one is like the old duck hunt game, except mimicking the qualification range and with a much better gun (it's a modified m16 that works fairly realistically). Day 17-30: BRM. Pretty much we marched to the range each day and practiced shooting. At the end you have to qualify, which is where they give you 40 rounds and there are 40 targets at ranges between 25m and 300m that pop up one at a time. A passing score is 23/40 hits. Day 31: We took the CLS test. Day 32: We got fitted for our dress uniforms. Day 33-38: Advanced Rifle Marksmanship (ARM). ARM is pretty much about how to shoot in your body armor, use of night vision goggles, how to shoot while utilizing cover, room clearing, etc. Generally speaking, the practical application of shooting. Day 39: Another obstacle course. Day 40: Preparation for FTX 2. Generally getting gear together and stuff. It's a Sunday, so pretty light. Day 41-43: FTX 2. Camping in the woods in a patrol base and conducting fake missions. Patrol bases are pretty much how a platoon sets up defensively when camping. Day 44: CLS exercise. Some dummies with fake injuries and some actors in makeup-injuries and each squad had to roleplay walking up on the injured soldiers and treating them. They played a background track of gunshots and yelling and would mess with the lighting. The stress of trying to maintain a secure perimeter, treat the casualties, call for medevac helicopters, and move the casualties to a safe location all really hit home here and a lot of the soldiers just froze up during the exercise. Day 45: Foot March and Heavy Weapons. We marched 6 miles to the heavy weapons range and then got given a couple belts of ammunition (2 belts of 50 rounds). We fired the squad automatic weapon (SAW, a 5.56mm machine gun) and the 240B (a 7.62mm machine gun) at some disabled tanks downrange. We got a demonstration on how to operate AT4 rocket launchers and M203 underbarrel grenade launchers and we fired dummy rounds from them (because they’re expensive). The two soldiers who qualified best during BRM got to fire a live round for each. Realize that this was only one day, and it was mostly familiarization. We didn’t really become proficient with these weapons. Day 46-48: Learning about grenades and doing the qualification with dummy grenades (there’s a course and you have to hit 5/7 targets, things like putting a grenade through a vehicle window, landing one in a circle 30m away, hitting a trench, etc). Day 49: After qualifying on grenades, we went to an explosives range and got to throw two live grenades. Drill sergeants are pretty jumpy on this day. Day 50: Buddy team movement w/ blanks. Essentially, one soldier lays down suppressive fire while the other moves up to the next piece of cover. Day 51: Buddy team live fire. As above, but with live rounds. Debatebly the most dangerous day in BCT since you’re doing a live fire exercise with significant autonomy. Day 52: IED Lane. Essentially, we go out to a wooded trail and get a course of instruction on how IEDs are made and how to spot them. Then we walk the trail, which has fake IEDs positioned along it. More familiarization stuff. Day 53: Combatives. My company spent the day learning hand-to-hand combat. Other companies did this like every weekend, but not mine. Lazy drill sergeants in my company. Day 54-58: A lot of classroom stuff. Pretty much, my company was first in rotation for everything, so we were waiting for the rest of the battalion to catch up. We watched a bunch of documentaries on the wars in the Middle East. Day 59: We spent a bunch of time hooking up MILES gear on our kit. MILES gear is essentially laser tag equipment hooked on to your plate carrier and your rifle. It’s also about 40 years old and doesn’t work. We also had a briefing about sexual assault prevention (these have been sprinkled throughout BCT, but this was the biggest one). Day 60-62: We did our record army physical fitness test and did some classes on tactical maneuvers. I also competed against the other platoon’s select soldiers in a “soldier of the cycle” competition. Day 63-66: Victory Forge. We were bussed out to the woods for our culminating event, FTX 3 (otherwise known as Victory Forge). We set up a patrol base and ran operations for 4 days. After 4 days without showers, we pack up and march 14 miles back to our barracks. When we get back around 1 am, we have a ceremony for completing all the graduation requirements before we go to bed. Day 67-71: We sleep in a few hours, skip PT, and then spend the next few days cleaning and turning in gear (we seriously cleaned rifles for probably about 20 net hours here), cleaning our barracks, and getting ready to leave (which has some admin stuff included). Day 72: Family Day. There was a short speech and our we got to spend the day with our families. Day 73: Graduation. There was a pass-in-review ceremony and the soldiers of the cycle, top marksmen, and top PT scores were all specially recognized. We pick up our gear and leave with our families. Soldiers who were split-option go home, while the rest head off to AIT (advanced individual training), where they go to get trained in their actual job. (Split-option soldiers do BCT one summer and AIT the next usually. I went back to college, for instance). This may seem like we don’t do a lot every day, but you have to keep in mind that we wake up, do PT, do personal hygiene, march to breakfast, march back, get our gear, move out on buses (or march every once in awhile) to wherever our training event is, do our training, eat lunch, continue training, move back to the barracks, stow equipment, eat dinner, do another class/clean weapons/mail call/etc, do final formation, then we get like an hour for personal hygiene and free time before lights out. Also, at night there’s always some of the basic trainees on guard duty for your barracks (the schedule rotates, but usually you end up having to pull an hour long shift every other night). I was surprised at the amount of sleep we got (with very few exceptions, 7 hours minimum), but sleep deprivation really does inhibit your learning ability so it makes sense. Also, once you factor in all of that plus the intermissions for getting smoked, it makes for a pretty full day. Plus, one lucky sod gets chosen by the drill sergeants to be the platoon guide (sort of a combination platoon leader/platoon sergeant role in basic training) and is nominally in charge of the platoon in order to develop their leadership abilities. Usually they either choose the guy with lots of potential or the guy that really needs the experience. Hopefully that kinda gives you some ideas for running your players through basic training. I agree with the above post about making it a series of tests, and just cherry picking a few highlights from basic training to set the mood. If you’re going to use it as a tutorial for the game system, you obviously want to touch on things like combat, first aid, etc. Feel free to ask questions about anything I posted.
  3. Okay, so after a hiatus, I come back to the game and there's a PDF for playing tau fire warriors. I look on the boards and, perhaps as a failure of search-fu, I can't find anything on them. What are general opinions on this new addition?
  4. Perilous Choice is indeed the one I meant. And I forgot about starting xp, since the game I'm in right now is rank 2. Whoops
  5. My RAW interpretation is legal, though? The intention here isn't powergaming, so I fully anticipate plenty of heat from the authorities/party (since what it amounts to is harboring a chaos cultist inside your own mind). Honestly, were I the GM, I'm not sure that I would give "control" of the binary cortex to the player.
  6. Okay, its been a few days, and 50ish views. Is the lack of replies due to general disinterest in the topic or lack of a definite answer, or what?
  7. In the end, the appropriateness of the rules depends on what sort of moods and themes you're trying to evoke. Traditionally, voidfaring in 40k is styled after the age of sail. In the age of sail, if a captain were to set off on a journey he'd better know ***** well* where he intends to go and have maps and supplies in abundance. If you get lost at sea, you're going to starve, dehydrate, and die a generally horrible death that will probably spark mutiny in abundance. If your crew doesn't have absolute confidence in their journey's success, morale will quickly drop, as will performance. If you were going on an exploratory mission, you were probably a madman of some sort. In Europe, there was no knowledge of the Americas. The sailors that found the New World (Amerigo Vespucci et al, iirc) hoped to find a path to Asia and India (hence Native Americans being named Indians). They were lucky that their mission failed (depending on your perspective anyways; they didn't find Asia), because if the Atlantic and the Pacific weren't separate, they'd have died long before they reached Asia because there is nowhere to resupply. This level of danger is represented a little better by the Navis Primer rules. If you travel into the uncharted depths of space, you're a madman (it just seems that Warrants of Trade are a common and effective vector for insanity). If you want to make a journey, it is going to be long, arduous, and the lives of you and your crew depend on your ability prepare almost excessively, in case something goes wrong. If, however, you want to evoke a lighter mood in your game, more reminiscent of traditional science fiction, you'll do better without the Navis Primer rules. You might choose to even swap between the systems based on the needs of the story. Personally speaking, I find the Navis Primer rules to be excellent in their evocation of the setting and mood, and very immersive, but also cumbersome to implement. I don't use them simply because my group doesn't have the attention span to deal with them, nor the interest in micromanaging resources.
  8. Okay, so I recently came up with a character concept revolving around a tech-priest that undergoes the Rite of Duplessence and finds that his new companion has been tainted by chaos as a latent psyker. I'm sort of going for a Jekyll/Hyde type thing and was planning on mechanically saying that the character is a wyrdling (tainted origin path and witch-born (I think?) lineage, starting Psy Rating 3) who doesn't actually realize their divinatory powers are more than luck, good guessing, etc. sort of like the force-sensitive before they become jedi. Eventually, he'd pick up Awakened Psyker and Acolyte of Abraxas as he discovered and made use of his powers. So the rules question here is that the Rite of Duplessence says that the secondary brain can take any advances off the Explorator's advance chart. If I take alternate career ranks, the brain should be able to buy off those as well. So if I take Awakened Psyker, I could take say the Divination discipline and buy four more powers from that, and then the binary cortex could take, say, Telepathy and buy its own four powers, yes? Since it doesn't have the origin path bonuses I do, it should get a psy rating of 1 by RAW while I have a psy rating of 4 (both going up by one when I take Acolyte of Abraxas)? Further, with the Unhallowed Discoveries of the AoA, the brain can buy its own set, but if it rolls perils of the warp, I assume that I would take the energy damage as specified, while it takes the Corruption points?
  9. I reiterate, the power I was looking at was a Major Arcana sorcery power from the Radical's Handbook.
  10. Hijacking the thread a bit here..... So the range of the power is listed as 10m, is that saying that it has to be within 10m when you summon it to you, or that it can arrive within 10m of your location? Edit: Dur, I just realized that I was looking at the Summon Object major arcana. My question still stands, it just might not be as related. Furthermore, Summon Object is also vague. Can you just summon anything you can think of, or does it have to be linked in some way?
  11. Does this acclimatization result in Orks becoming more sedate and " 'uman" in their ways? Could an Ork that has been around humans for decades potentially turn into the "gruff, no-nonsense, Proud Warrior Race Guy" that N0-1_H3r3 said they weren't?
  12. This might be a little off topic, but what are the long term effects of Orks being isolated from other Orks? Their entire kultur and all their strengths build upon the presence of other Orks through the power of the Waaagh!, so what happens when a specimen is removed from that environment? It seems to me like it might have psychic and behavioral consequences.
  13. Honestly, I'm trying to figure out what I should be watching out for in players. To that end, I suppose all disciplines are fair game.
  14. I was working under the attitude that a powerful technique will be useful at all times.
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