Jump to content

gladius

Members
  • Content Count

    12
  • Joined

  • Last visited

About gladius

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , NSW, Australia
  1. Size of squads, and indeed all units, vary from Regiment to Regiment. Some Regiments only contain a few hundred troops, others have hundreds of thousands. Similarly, the size of the Regiment's individual Companies, Platoons and Squads are also variable, and not always standard. You can simply say that the size of Squads in your particular Regiment varies according to the needs of the Platoon or Company.
  2. You'd still have your Favoured weapons, so your Weapon Specialists and Heavy Gunners get the Favoured weapons you choose, while all the others just get the las pistol.
  3. TormDK said: I would advise very heavily against making such a regiment. Power armour akin to what the Marines run around in is extremely hard to get on a large scale. You have to remember that it wasn't till the Daemon hunter book that characters from Dark Heresy could get power armour with it's own power unit attached. And even then it was at a staggering sum of thrones. Wealthy planets might ship off a regiment with a best quality item, but you have to remember that the regiment is made up of thousands of soldiers, and the planet is expected to tithe accordingly to keep all the tools of war active for some time. No sane planetary governor would spend such sums on such a regiment, when he knows full well that the regiment is likely just going to be fodder on some location half the galaxy away. Also, the standard grunt likely wouldn't know, or could reasonably be thought, how to apply the correct litanies of supplication to keep the armour in working condition. Fluff aside, you also rob the players the satisfaction of getting upgrades through the logicstics rolls. The Guard is ment to fight and die, and Only War is ment to provide that feeling of the command man or woman fighting for the good fight with little gear or support. If you are wanting something a bit more high powered, I would suggest Rogue Trader for "normal" human play, or Deathwatch for the heroic Marine action. Good points. It was mostly an experiment, but thanks for the input. I was thinking maybe a Poor quality suit, mass produced from less expensive and reliable tech, might be possible. As I said, it was intended to be SM Lite, inspired by the Astartes, not trying to match them. It was more of a flavour thing than anything else. Still, thanks for the response.
  4. I'm trying to create a very well equiped regiment, formed on a very wealthy world. I can't seem to get the results I want. Basically, I'm trying for Space Marines Lite: power armour, bolt weapons, heavy augments, mechanised infantry. Problem is, the power armour seems to be just out of my reach: using the Aditional Standard Kit table on p69 of Only War, I can grant one Very Rare item per trooper, but power armour (in other rulebooks) is Extremely Rare. Could I downgrade them to Very Rare by making them Poor quality armour?
  5. Nameless2all said: gladius said: ShadowFighter88 said: So to compile that stuff about skills into one post: Skills all start as Untrained, if you get them as a starting skill from your career or Origin Path then they become Trained. Untrained Skills can only be used if they are Basic Skills (things that don't require training, such as Dodge or Charm), though untrained basic skills can only use half of the associated Characteristic. If they are an Advanced Skill, then they cannot be used without being Trained (Advanced Skills are more complex skills, like Tech-Use). Alright, understood. But at character creation, when you have these skills assigned to you through career and origin path … are they flat? Or do they have the +5 bonus? Right on the money ShadowFighter88. As for you question gladius, I'm not sure what you mean. Only if a skill states that it give you a bonus (like Tech-Use +10), then you will get a bonus. If you get a skill because of your career, origin, background, etc, then it is usually Trained, and if it is not it will say use this skill as a Basic Skill. This will only happen if it's an Advanced Skill because all other skills are already Basic, so why would they tell you to treat a skill as Basic is it's already listed as such on page 230. Now, if you are referring to duplicate skills, then there are no set rules for this. Some GM's have Houseruled that you get a +10 to that skill, others have Houseruled that you get to choose another skill at character creation equal to it's cost according to your Career, while most others will say having duplicate skills means nothing. As for any other bonuses, those are situational. Like Shooting a gun on full auto at a close target. Or driving your car, down an open empty highway, at 20 mph/kmph. Okay, asked and answered: I guess I got confused between Skill advances and Charecteristic advances. So when you first recive the skill, it's flat, then next advancement is +10, and so on. Got it. Thanks.
  6. ShadowFighter88 said: So to compile that stuff about skills into one post: Skills all start as Untrained, if you get them as a starting skill from your career or Origin Path then they become Trained. Untrained Skills can only be used if they are Basic Skills (things that don't require training, such as Dodge or Charm), though untrained basic skills can only use half of the associated Characteristic. If they are an Advanced Skill, then they cannot be used without being Trained (Advanced Skills are more complex skills, like Tech-Use). Alright, understood. But at character creation, when you have these skills assigned to you through career and origin path … are they flat? Or do they have the +5 bonus?
  7. Nameless2all said: Go to page 75 of the Core RT Rulebook. Table 3-1 shows which skills are Basic and which are Advanced. Basic means any untrained person can use this skill, at half of your characteristic. Advanced means you cannot use this skill at all unless you are Trained in it (so no Basic). All characters starting skills, unless otherwise noted, start off as Trained. Trained means you use your full corresponding characteristic. So, to answer your question, refer to page 75 to discover which skills are Basic and which are Advanced, and then look at your career to see which skills you start off with (which are then Trained). In all essence though, a Trained skill can be Basic, but why would you want to use half of your corresponding characteristic for tests when you can use your full characteristic? Kinda like the saying "All Basic skills can be Trained, but not all Trained skills can be Basic (meaning the Advanced skills)." Hope this helps. Ah, thanks, that makes sense. And just to be pedantic, having a skill trained means you recieve the first +5 bonus?
  8. Okay, REALLY dumb question: during character creation, you chose your carreer path. That includes a list of skills. Do you automatically recieve the first advancement with these skills? Are they Basic, Trained, or both? The instructions are not really clear …
  9. Are there existing rules for adapting Xeno weapons for Imperial ships? Highly heretical, of course, but for the Trader or pirate willing to take the risk … Battlefleet Kronos has rules for using Eldar lasers etc, but no word as to their SP or Space ratings.
  10. uuto said: Thanks for the reply, I guess my ship will just have to put up with a living crew untill I get around to replacing them with something more reliable! Add a Crew Reclamation Facility. That way, you can save time and resources, and convert the crew you already have!
  11. Thanks for the response. The shipbuilding rules frustrate me a little … my Luna-class cruiser cost me 71 SP (Thank the Imperator for flexible Warrants), and still has huge amounts of space and power left … I just can't afford the components! But I've got a nice array of Sunsear Las Broadsides, Lethe Grav Culverins and an archaotech staravar laser battery … I'm sure I can acquire the necisary resources quickly enough
  12. I have two questions: 1) In 'Into the Storm,' the Soverign Venture is represented as costing 31 SP, far less than the Tyrant class cruiser it is based on. The Erata v1.3 corrected this, but to 70 SP. I've tried, but can't build it for less than eighty SP. Is my math wrong? 2) Is it possible to salvage and reuse ships or components captured from Chaos? Can Chaos warships be clensed, resanctified, and put back into honorable, holy service? Or is destruction the only option? Thanks
×
×
  • Create New...